TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network. 
  CORS4-03 
   
  CASTLE GREYHAWK 
  Low Level Version 
   
  A One-Round D&D LIVING GREYHAWK® 
  Special Core Adventure 
  Version 1.0 
   
   
   
  by Jason Bulmahn and Dave Christ 
   
   
   
   
  For years, the dungeons beneath Castle Greyhawk have been sealed but no longer. Crazed followers of the mad god 
  have disappeared inside, inviting the brave, the greedy, the pure, and the wicked to join them. Your invitation 
  arrived this morning. Do you dare to follow them into the most infamous dungeon in all the Flanaess. This is a 
  special event for characters of any level. The event is divided into two parts, the low is for characters 8th level and 
  lower, while the high is for 9th level and up. 
   
   
   
   
   
   
    
  
  Castle Greyhawk 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. Complete the RPGA scoring 
  grid with names and RPGA numbers only, and the 
  event information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring Packet 
  to your event coordinator.  
   
  
  Castle Greyhawk 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant then 
  have any players without a character create on. Once all 
  players have a LIVING GREYHAWK character, play 
  can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the sum 
  above. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like to 
  play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 there 
  are two things that you can do to help even the score. 
   
  1. Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is a free action (spoken command) that may 
  be attempted each round. If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful. 
   
  Time Units and Upkeep 
  This is a special one-round core adventure, set in Castle 
  Greyhawk. All characters pay two Time Units to play 
  this advneture. Adventurer’s Standard Upkeep costs 
  12gp per Time Unit. Rich Upkeep costs 50gp per Time 
  Unit. Luxury Upkeep costs 100gp per Time Unit. 
   
  
  Castle Greyhawk 
   
  Page 4 
  Adventure Background 
  This is a one round special Living Greyhawk event set 
  inside Castle Greyhawk. It is set to play at GenCon 
  Indianapolis and GenCon SoCal. DMs running this 
  event are advised to read this event thoroughly before 
  play begins. The high APL portions of this event are 
  particularly demanding to run and require thorough 
  preparation. This adventure is designed to be very 
  challenging, pushing PCs to their limits, and taking the 
  unprepared or unlucky beyond their limits. 
   
  In the city of Greyhawk, clerics of Zagyg are 
  approaching a great holy day. All to recently, a relic of 
  the ex-mayor of the city (Zagyg, before he ascended) 
  was found in the hands of a local locksmith. This plain 
  copper key was stolen by a nefarious cult and 
  eventually returned. The owner of the key, was 
  approached by the clerics of Zagyg soon after to 
  recover such a holy item to their faith. However, 
  shortly thereafter, the key vanished and has not been 
  seen since. 
   
  The high cleric of Zagyg in the city of Greyhawk, 
  Ossolat soon began having visions of the key, deep 
  within the dungeons of Castle Greyhawk. He also had 
  visions that a new prophet of Zagyg would be found, 
  one who is not of the faith, and that prophet would be 
  the one to find the key. Soon after, the clerics held a 
  great meeting to discuss these portents. It was decided 
  that the duty of the clergy was to find this prophet, and 
  the best way to do that would be to invite everyone to 
  the dungeons of Castle Greyhawk to look for the key. 
  This is where the PCs come in. Each one of them 
  receives an invite from the clerics of Zagyg, to come to 
  the dungeon and try their luck at finding Zagyg’s key. 
  Unfortunately for the PCs, the clerics have invited 
  those from all walks of life, from the heroic PCs to the 
  Scarlet Brotherhood and Clerics of Iuz.  
   
  Adventure Summary  
  This adventure revolves around the PCs exploring the 
  great dungeon that is Castle Greyhawk. In particular, 
  this adventure deals with the PCs exploring new layers 
  of the dungeon designed specifically for this event 
  (using many of the themes and style of the original 
  dungeon). 
   
  After looking around a cleaned out layer, the PCs 
  accidentally stumble upon a new area that most others 
  have overlooked. Once there, they can begin their 
  search for fabulous treasure, untold riches, and 
  mysterious keys. They also quickly discover that Zagyg 
  has a twisted sense of humor and has littered the 
  dungeon with dozens of keys. 
   
  During their adventures, PCs will encounter 
  various traps, guardians, and monsters native to the 
  famous dungeon. They might also run into other groups 
  sent into the dungeons looking for keys or with more 
  sinister purposes. 
   
  Once their exploration is complete, the PCs will be 
  rewarded for their help in searching for the prophet and 
  told that the prophet may soon be found, and may even 
  be one of them (assuming they found at least one key). 
   
  Special Rules 
  Like many other specials, this one has a number of 
  rules and guidelines associated with it. DMs should be 
  intimately familiar with these rules before running this 
  adventure. 
   
  � Play takes place on one of two maps, determined 
  randomly before play begins (by the play mat, 
  given to the DM by the event organizer). 
  � The adventure itself is divided into two halves, one 
  for lower level parties (APLs 2-8), while the other 
  half is for high level parties (APLs 10-16). Each 
  map has a portion written for all supported APLs. 
  � Play will occur on either a pre-printed play mat or 
  in three dimension terrain pieces. Miniatures will 
  be provided for the three dimension terrain setups 
  (premier tables). 
  � This adventure begins with a simple introduction 
  that is identical for all groups. Following this 
  introduction, the rest of the event is broken up into 
  four sections, detail the two maps at low and high 
  APLs. 
  � PCs with animal companions can bring them along 
  during this event, provided they are medium sized 
  or smaller. In addition, PCs cannot bring more than 
  one animal with them. Familiars do not count 
  toward this restriction. 
  � Unlike other special events, teleportation and 
  dimensional magic works like normal during this 
  event. PCs may not immediately realize this 
  difference, and should not be informed of this 
  difference unless they attempt such magics. 
  � All treasure values are listed on a per PCs basis. 
  Note that any piece of non-magical gear 100gp and 
  under in value is not listed in treasure summaries 
  for ease of calculation 
  � Resting is possible during this event, but does 
  trigger random encounter possibilities as noted at 
  the beginning of each maps description. Those that 
  leave the dungeon, rest and return will always 
  encounter a random encounter upon their return. 
  Also, this has effects upon the possible keys found 
  as noted below. 
   
  
  Castle Greyhawk 
   
  Page 5 
  Zagyg’s Keys 
  Located throughout the dungeon are a large number of 
  keys. Due to the size of the dungeon, the number of 
  combats, and time constraints of this event, the PCs are 
  not expected to find all the keys presented in this event. 
  In fact, it is very doubtful that any group, if run 
  properly will find more than half the keys located 
  throughout this adventure. 
   
  As mentioned above, groups that rest (inside or 
  outside the dungeon), loose the opportunity to find 
  some keys as others find them first. To emulate this 
  fact, 50% of all the keys in the adventure disappear. For 
  simplicities sake, the DM should remove every other 
  key from the adventure, as the PCs find them. For 
  example, the PCs rest for the night and then return to 
  the dungeon. The first key they run into is present, 
  however the second is not (the DM omits it from the 
  adventure entirely). If the PCs continue, the third key 
  they find is present. 
   
  Also note that simple Search skill checks will not 
  suffice to find most keys. They may find the trigger to 
  locate a key, but they cannot be used to locate hidden 
  keys without thought. For example, if a key is hidden 
  inside a pillar, a Search check might locate a strange 
  finger sized hole in the column (used in opening the 
  column) but it will not locate the key itself. 
   
  After the PCs are done with the event, the DM 
  should hand around the Event Tracking Form at the 
  end of this document for the PCs to fill out. The top of 
  this form contains a space for the DMs information as 
  well as a total count of all the keys found by the PCs. 
   
  Introduction 
  This introduction is identical for both maps and for 
  both low and high APLs. A description for each 
  individual adventure follows this introduction. When 
  you are ready to begin play, hand the PCs Player 
  Handout #1 and read or paraphrase the following to 
  them. 
   
  It is the first of Readying, and you stand outside the 
  ruins of Castle Greyhawk.  
   
  Over a fortnight ago, this letter found its way to 
  you by courier, a well-paid rider who came all the way 
  from the city of Greyhawk, looking specifically for 
  you. Despite your questions, the rider could not tell 
  you who sent the missive. 
   
  Now the three ruined towers loom at the end of a 
  long winding road that stands before you. A large 
  flock of crows has gathered in a nearby tree, making 
  the only noise that reaches your ears. Halfway up the 
  hill leading toward the ruins is a dark blue tent with a 
  single pennant flapping in the wind. Two jagged lines 
  are the only symbols visible on the pennant. It also 
  appears that you are not the only one here holding a 
  folded piece of parchment. 
   
  At this point and time, allow the players to have a 
  chance to introduce their PCs to one another. Some of 
  the PCs may have traveled here together even though 
  both received a letter inviting them. The letters were 
  sent by the clerics of zagyg and are in fact completely 
  random. The rider was asked to travel to various 
  kingdoms and regions and deliver hundreds of copies 
  of the same letter to whoever he passed that seemed 
  capable. 
   
  The symbol on the pennant of the tent is easily 
  identified as Zagyg’s holy symbol with a successful 
  Knowledge Religion skill check (DC 10). PCs that beat 
  this check by 5 or more also learn that Zagyg is the god 
  of humor and unpredictability. 
   
  Once the PCs enter the blue tent, read or 
  paraphrase the following to the PCs. 
   
  Pushing aside the tent flap, the dark blue tent is full 
  thick aromatic smoke wafting from two censers sitting 
  on a broad oak table. Behind the table are three men, 
  a seated older gentleman and two younger men 
  standing behind him. All three wear the robes of 
  clergy, bearing a silver holy symbol about their necks 
  on thick silver chains. 
   
  “Greetings and welcome.” The older gentleman 
  says with a calm even voice. “I am Ossolat, senior 
  priest of The Mad Archmage, Zagyg.” Both clerics 
  behind him join in saying their god’s name. “No 
  doubt you have come here in response to our 
  summons. This is most well. We thank you for your 
  time and hope that you will venture forth into the 
  ruins. We seek a vital relic located deep within the 
  ruins somewhere, a simple copper key. It was placed 
  there by our god. You have obviously been chosen to 
  find it for us, or so we hope.”   
   
  At this point, the cleric grows silent and allows the PCs 
  to ask any questions they desire. Please note that at this 
  moment, the clerics are preparing to celebrate their holy 
  day by fasting from what they enjoy, primarily humor. 
  The clerics are all very serious and dour. If asked, they 
  say that they are preparing for their holy day, the 
  43,823 day since Zagyg’s ascendance (which is not 
  even completely true). 
   
  The clerics have the following information to share 
  with the PCs. 
   
  � The keys are made of copper and are about two 
  inches long. There are many keys fitting that 
  description throughout the dungeon, placed there 
  to fool non-believers. They do not radiate magic. 
  
  Castle Greyhawk 
   
  Page 6 
  Spells such as locate object will not work to find 
  keys. 
  � The true key will reveal itself in time, so all of 
  them must be recovered.  
  � The PCs will be rewarded for recovering keys. The 
  clerics do not specify this reward. 
  � Others have gone in before the PCs and more will 
  go in later, some are adventurers while others are 
  foreign dignitaries (they will not say who though). 
  � The dwarves who guard the Tower of War have 
  agreed to allow those chosen by the clerics entry to 
  the dungeon without the usual cost (a share of the 
  treasure). The PCs can keep anything they find 
  inside the tower except for keys. 
  � Time is of the essence (but the clerics do not know 
  how much time remains to find the keys). 
  � PCs seeking the services of a cleric can get that 
  service here, for the usual prices (per the LGCS). 
  � Large animals and beasts of burden cannot go 
  inside the dungeon. There are many spaces far to 
  small to accommodate such creatures (feel free to 
  explain the animal rules mentioned above). 
  � Much of the dungeon has already been explored so 
  the PCs are encouraged to explore into older if not 
  more dangerous areas. Keys can be anywhere. 
   
  Once the PCs have had their fill of questions for the 
  clerics they are free to proceed up to the castle. Once 
  there proceed with the following. 
   
  Walking up to the famed castle, a chill wind blows 
  across the path and a light drizzle begins to fall. The 
  dwarves guarding the tower of war stare at you with 
  an inquisitive look as you approach. “More from de 
  Loonys eh! Well, lets see yer papers.” 
   
  At this point, the PCs are required to show their papers 
  before being allowed to enter the dungeon proper. 
  Clever PCs might think to ask who else has entered 
  recently. If asked, the dwarves will chuckle before 
  replying: “More like yerself, and some not so like you. 
  A few bald fellows wearing red and some wearin the 
  black o’ night. Servants of the old one they were.” 
   
  Once the PCs have shown their papers continue 
  with the following. 
   
  The dwarves offer a few half-hearted “good lucks” as 
  you make your way down the staircase leading into 
  the dungeons of Castle Greyhawk. 
   
  At first, exploration is simple, the only resistance 
  being a wounded kobold and the only treasure being a 
  bent copper piece. No keys are to be found. The old 
  dusty halls of the upper levels of the dungeon have 
  been picked clean. 
   
  Quite suddenly, a stone wall shifts revealing a 
  staircase going down. The stair is full of cobwebs and 
  does not look like anyone has traveled down it in ages. 
   
  At this point, the PCs must decide whether or not to 
  explore this strange staircase. PCs that ignore this 
  opportunity find nothing of real interest in their time 
  during the dungeon unless they come back to this 
  strange staircase.  These steep stairs deposit the PCs in 
  the map area as noted below (one of three possible 
  locations per map). 
   
  At this point, this adventure splits into four distinct 
  sections. Determine which section to continue with by 
  checking the parties APL and the map given to you by 
  the event coordinator. 
  
  Castle Greyhawk 
   
  Page 7 
  MAP A 
  APLs 2-8 
  This portion of the adventure is for use with Map A 
  found in the appendix of this document. It is designed 
  for parties who have an Average Party Level of 2 - 8.  
   
  This level of the dungeon has three possible entry 
  points, located in Areas 1, 17, and 21. Before play 
  begins, randomly determine which of the three entry 
  points the PCs will arrive in. If running this event 
  multiple times, the DM is encouraged to change the 
  entry points for every table if possible. If the PCs 
  discover one of the other rooms containing another 
  entry point, they can use that point to make their way 
  back to the surface (and can return using that stair if 
  they desire). Note that these stairs are not shown on the 
  maps to prevent players from seeking them out. Once 
  the entry point is determined, go to that Area to 
  continue. 
   
  Unless otherwise noted, this entire level is 
  completely dark, requiring the PCs to provide their own 
  light source. The walls and doors are all stone and have 
  the following statistics (unless noted otherwise in the 
  text). 
   
  � Stone Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
  � Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  Random Encounters 
  For every two hours that the PCs spend inside the 
  dungeon, the DM should check for a random encounter 
  (roll d100). If they occur, these encounters are not 
  worth an XP, nor do they have any treasure valuable to 
  the party (including keys). Certain actions by the PCs 
  during the event will trigger checks for random 
  encounters as well. These are noted in the text of the 
  adventure. If the PCs leave the dungeon, rest and then 
  return, they are guaranteed to have a random encounter 
  upon their return (roll until an encounter is generated). 
  Random encounter charts are separated by APL as 
  noted below. 
   
  APL 2 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Dire Rats (3): hp 5 each, see MM pg. 64 
  66-80 
  � Kobolds (4): hp 4 each, see MM pg. 161 
  81-90 
  � Human Zombies (3): hp 16 each, see MM 
  pg. 266 
  91-100 � Ghouls (2): hp 13 each, see MM pg. 119 
    
  APL 4 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Human Zombies (3): hp 16 each, see MM 
  pg. 266 
  66-80 
  � Ghouls (2): hp 13 each, see MM pg. 119 
  81-90 
  � Wererats (2): hp 12 each, see MM pg. 173 
  91-100 � Hellhounds (2): hp 22 each, see MM pg. 
  152 
   
  APL 6 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Hellhounds (2): hp 22 each, see MM pg. 
  152 
  66-80 
  � Ghouls (4): hp 13 each, see MM pg. 119 
  81-90 
  � Gargoyles (2): hp 37 each, see MM pg. 
  113 
  91-100 � Werewolves (4): hp 20 each, see MM pg. 
  175 
   
  APL 8 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Hellhounds (4): hp 22 each, see MM pg. 
  152 
  66-80 
  � Gargoyles (3): hp 37 each, see MM pg. 
  113 
  81-90 
  � Werewolves (4): hp 20 each, see MM pg. 
  175 
  91-100 � Xill (3): hp 32 each, see MM pg. 259 
   
  The following descriptions are keyed to specific areas 
  of the dungeon as noted on Map A. If a room contains 
  any keys, the description contains a specific note about 
  where they are located and how they can be found. 
   
  Area 1 – Orc Guards 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a dark squat chamber. Gutteral grunts, and 
  dark forms move in the darkness, the sound of 
  weapons being drawn rings as the forms move closer. 
   
  If the PCs enter this chamber from one of the other two 
  doors, read or paraphrase the following to them. 
   
  A low grinding noise breaks the silence as the door 
  slowly opens. The chamber beyond is dark, but there 
  are moving forms in that darkness. They speak a few 
  gutteral grunts before moving toward you drawing 
  weapons with a rusty shriek. 
  
  Castle Greyhawk 
   
  Page 8 
   
  This small chamber contains two doors leading out, 
  both of which are stuck, requiring a successful Strength 
  check (DC 20) to open. The door leading into Area 2 is 
  also barricaded with junk that must be moved before 
  opening the door from this side (this increases the DC 
  to open the door by +5 if on the other side). Inside the 
  chamber is number of dirty mats in one corner, where 
  the orcs rest. The walls of this room are covered in 
  faded murals depicting a pastoral countryside. The orcs 
  have defaced these with crude symbols and sayings. 
   
  Creatures: This room is the guard station for a 
  number of orcs, positioned her primarily to keep the 
  undead in Area 2 at bay. If required to flee, they do not 
  go that way unless given no other choice. The orcs are 
  terrified of Korgut the Crusher, their leader, and as 
  such fight the PCs with reckless abandon. 
   
  APL 2 (EL 3) 
  � Orc Warriors (4): hp 5 each, see Monster Manual 
  pg 203. 
   
  APL 4 (EL 5) 
  � Orc Warriors (4): hp 5 each, see Monster Manual 
  pg 203. 
  � Beggrut, Orc Lieutenant, ftr3: hp 25, see 
  Appendix 1. 
   
  APL 6 (EL 7) 
  � Orc Axemen, war3 (3): hp 20, see Appendix 1. 
  � Beggrut, Orc Lieutenant, ftr5: hp 45, see 
  Appendix 1. 
   
  APL 8 (EL 9) 
  � Orc Axemen, war3 (6): hp 20, see Appendix 1. 
  � Beggrut, Orc Lieutenant, ftr7: hp 65, see 
  Appendix 1. 
   
  Keys: At APL 2, one of the orc warriors has a key 
  tucked into one of his belt pouches. At all other APLs, 
  Beggrut has a key on a small silver chain hanging 
  around his neck. 
   
  Another key is hidden in this room inside of an 
  empty oil flask underneath the filthy mats used by the 
  orcs. The flask itself is located with a successful Search 
  check of the mats (DC 15). PCs may ignore this flask 
  without picking it up, never noticing the strange rattle 
  from within. 
   
  Treasure: One of the orcs has been using a cloak 
  of resistance +1 as a blanket without knowing its 
  magical properties. The cloak is absolutely filthy and 
  stinks of orc, but it otherwise in good condition. 
   
  APL 2: M: cloak of resistance +1 (83 gp each). 
   
  APLs 4-8: L: 39gp each; M: cloak of resistance 
  +1 (83 gp each). 
   
  Area 2 – Pool of the Dead 
  This large chamber is lit by a pale gray radiance 
  emanating from a broad pool on the far side of the 
  chamber. What must have once been a clean fountain 
  is now a defiled altar. Strange black symbols are 
  scrawled all over its surface as well as on the two 
  columns opposite the fountain. A pale bronze glitter 
  can be seen on the fountain. 
   
  The symbols on the fountain can be identified as 
  symbols related to Incabulous, the god of disease with a 
  successful Knowledge Religion skill check (DC 15) so 
  long as the PCs can being light close enough to read 
  them. The pale bronze glitter on the fountain is not a 
  key, but is instead the holy symbol of Incabulous, hung 
  upon the fountain. 
   
  Creatures: Many years ago, a small cult dedicated 
  to Incabulous took up residence in this particular area 
  of the dungeon. They took many victims and subjected 
  them to a variety of diseases and other maladies. The 
  worst of these was a hunger sickness that caused its 
  victims to waste away to hunger no matter how much 
  they ate. Unfortunately, this sickness also often turned 
  its victims into horrible undead creatures. It was these 
  creatures that eventually got rid of the cult. However, 
  now, these undead creatures rest in the bottom of the 
  fountain, springing forth to attack anyone that comes 
  within ten feet. 
   
  APL 2 (EL 4) 
  � Human Commoner Zombies (3): hp 16 each, see 
  monster manual pg. 266. 
  � Ghouls (2): hp 13 each, see monster manual pg. 
  119. 
    
  APL 4 (EL 6) 
  � Ghouls (6): hp 13 each, see monster manual pg. 
  119. 
   
  APL 6 (EL 8) 
  � Ghasts (6): hp 29 each, see monster manual pg. 119. 
   
  APL 8 (EL 10) 
  � Mummies (6): hp 55 each, see monster manual pg. 
  190. 
   
  Tactics: Combat begins when half the undead climb 
  out of the pool to battle the PCs. The other half emerge 
  from the pool the following round. They fight until 
  slain and will not chase the PCs out of this chamber. 
  The pool of water is negatively charged. Any undead 
  
  Castle Greyhawk 
   
  Page 9 
  that spends an entire round submerged in the pool heals 
  1d4 points of damage at the end of the round. This is 
  not useful for undead in combat with the PCs, but 
  undead that retreat can heal while in the pool. Living 
  creatures that touch the pool take 1 point of damage per 
  round of exposure. PC entirely submerged in the water 
  take 1d4 points of damage per round. PCs under the 
  effect of a protection from evil or similar effect are 
  immune o this damage. 
   
  Keys: The pool at the end of the room has two 
  keys at the bottom of it. The pool is twenty feet deep. 
  PCs looking in the pool will spot a key with a 
  successful Spot skill check (DC 20). The water is 
  considered calm for swimming purposes, but PCs in the 
  water will take damage as noted above. Clever PCs will 
  come up with many other ways to get the keys out of 
  the pool (such as mage hand or summoned creatures). 
   
  There is another key located in this room. The 
  column closest to area 1 contains a small hollow 
  chamber. This chamber is opened by inserting a finger 
  into a small hole at the base of the column. This hole is 
  located with a successful Search check (DC 25) of the 
  column (searching the entire room takes almost ten 
  minutes, while taking 20 on that search check would 
  take nearly 3 hours). If this check is made by 5 or more, 
  the PCs locate the seams of the hollow chamber. 
   
  Treasure: One of the undead creatures wears a 
  plain silver ring on its finger that is actually a ring of 
  feather falling. At APLs 6 and 8, that same undead is 
  also wearing a pair of boots of elven kind. 
   
  APLs 2-4: M: ring of feather fall (183gp per PC). 
   
  APLs 6-8: M: boots of elven kind (208gp per PC), 
  ring of feather fall (183gp per PC). 
   
  Area 3 – A Brief Warning 
  PCs making their way down this corridor notice strange 
  marks carved into the wall with a successful Spot skill 
  check (DC 15). The marks are actually a small note 
  written by the last cleric of Incabulous as he fled this 
  place. The note is written in draconic. It reads as 
  follows: 
   
  Go no further, we did not know what we had done 
  until it was too late. Flee for your very souls. 
   
  Area 4 – The Lord of Famine 
  The normal door leading into this chamber is not 
  locked, but it is sealed with black and bronze wax. This 
  does not provide any impediment to opening the door. 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  Immediately upon opening the heavy stone door, the 
  heavy sweet stench of rot assails you. It is a deeply 
  sickening odor accompanied by the drone of 
  thousands of flies. Across the room is a four-foot 
  mound of bulbous rotting fruit. Atop the mound is a 
  dead thing with burning red eyes. A ring of rotten 
  leaves crowns his hoary head. His head snaps to your 
  direction, a hungry malice playing clearly across his 
  dead face. 
   
  All of the fruit piled up on the far side of the room has 
  been harvested from the Tree of Sickness located in 
  Area 11. The deep rot smell created by the fruit forces 
  any PC that enters the room to make a Fortitude save 
  (DC 15) or become sickened while remaining in the 
  room. PCs that make this save are immune to the stench 
  for the duration of this encounter. This is in addition to 
  the stench created by the Lord of Famine. PCs sickened 
  by one effect are immune to the other. In addition to 
  this, the Lord of Famine is constantly surround by a 
  swarm of flies while in this room. This swarm gives 
  him concealment versus ranged attacks (20% miss 
  chance). Area affect fire attacks dissipate this swarm 
  for 1d4 rounds. These situational modifiers increase the 
  EL of combat with the Lord of Famine by +1. 
   
  The secret door in this chamber is only found by a 
  successful Search skill check (DC 20) in the area in 
  front of the door. 
   
  Creatures: Created by the cultist of Incabulous, 
  the Lord of Famine is a powerful undead creature that 
  controls this area of the dungeon. Once a powerful 
  sorcerer, this young suel man was inflicted with a 
  ravenous hunger disease and upon his death, rose again 
  as a ghast with some of his abilities still intact. He has 
  since used his foul sickness to nurture the great tree in 
  Area 11 so that it would produce sickened fruit for his 
  evil uses. 
   
  APL 2 (EL 5) 
  � Lord of Famine, Ghast sor2: hp 42, see Appendix 
  1. 
   
  APL 4 (EL 7) 
  � Lord of Famine, Ghast sor5: hp 60, see Appendix 
  1. 
   
  APL 6 (EL 9) 
  � Lord of Famine, Ghast sor7: hp 73, see Appendix 
  1. 
   
  APL 8 (EL 10) 
  � Lord of Famine, Ghast sor9: hp 86, see Appendix 
  1. 
   
  Tactics: If given the chance, the Lord of Famine 
  prepares himself for battle by casting such defensives 
  spells as protection from good, shield, and mirror 
  
  Castle Greyhawk 
   
  Page 10 
  image. Once battle begins, the Lord of Famine uses his 
  spells to soften the PCs before engaging them in melee. 
  Note that use of the spell eagle’s splendor increases all 
  of his save DCs by two (including the DCs for his 
  stench and paralysis).  
   
  Once in melee combat, the Lord of Famine quickly 
  moves to paralyze all the PCs. Once this is 
  accomplished, he chooses one to feast upon, dragging 
  them through the secret door to enjoy his meal beneath 
  the wretched tree. If brought to under 10hp, the Lord of 
  Famine flees, attempting to return to the pool in Area 2 
  to heal his wounds. 
   
  Keys: The Lord of Famine has a single key inside 
  of a filthy pouch full of rotten meat. However, 
  underneath the mound of rotten fruit is a small chest 
  that can only be found by digging through the heap of 
  rotten fruit. Due to the size of the mound, a single PC 
  digging through would need one hour without 
  assistance to locate the chest. Multiple PCs can shorten 
  this time (2 reduces it to half an hour, 3 to 20 minutes, 
  4 to 15 mintues, 5 to 12 minute, and 6 takes the time 
  down to 10 minues). Any PC that digs through this 
  mound is exposed to the same Ghoul Fever present in 
  the Lord of Famine. Anyone foolish enough to each a 
  rotten fruit is immediately infected with no save to 
  resist allowed. 
   
  The chest at the bottom of the fruit mound is 
  locked, requiring a successful open lock skill check 
  (DC 25) to open. Inside is a hand of the mage and 3 
  copper keys. 
   
  Treasure: Aside from the hand of the mage 
  located at the bottom of the fruit pile, the Lord of 
  Famine wears a elaborate medallion made of bronze 
  and inlaid with sapphires. He also has a number of 
  magic items on his person as noted below. 
   
  APL 2: C: 100gp (per PC for the medallion); M: 
  hand of the mage (75 gp per PC), wand of magic 
  missiles (1st level caster, 50 charges) (63 gp per PC). 
   
  APL 4: C: 100gp (per PC for the medallion); M: 
  bracers of armor +2 (333 gp per PC), hand of the mage 
  (75 gp per PC), wand of magic missiles (1st level 
  caster, 50 charges) (63 gp per PC). 
   
  APL 6: C: 150gp (per PC for the medallion); M: 
  bracers of armor +2 (333 gp per PC), hand of the mage 
  (75 gp per PC), wand of magic missiles (1st level 
  caster, 50 charges) (63 gp per PC). 
   
  APL 8: C: 150gp (per PC for the medallion); M: 
  bracers of armor +2 (333 gp per PC), hand of the mage 
  (75 gp per PC), lesser silent metamagic rod (250 gp per 
  PC), wand of magic missiles (1st level caster, 50 
  charges) (63 gp per PC). 
   
  Area 5 – Dangling Alarm 
  Located at the bend of this hallway is a small niche 
  that contains a delicate crystal statue. Inside the 
  statue is a copper glint. 
   
  The crystal statue is of an elven mage with a staff 
  raised above his head. This statue was placed here by 
  the orcs in Area 9 as an early warning of intruders. The 
  statue rests on top of a weight sensitive switch. If the 
  statue is broken, or moved the switch is triggered, 
  ringing a bell in Area 9, allowing the orcs time to 
  prepare. 
   
  � Crystal Statue Alarm: CR 0; mechanical; location 
  trigger; manual reset; bell rings in Area 9 is statue is 
  moved or broken; Search (DC 20); Disable Device (DC 
  20). 
   
  Keys: A single key is located inside the crystal statue. 
  This key was placed here by Zagyg’s whim and not the 
  orcs. The only way to get the key out of the statue is to 
  break it. This sets off the alarm unless it is disabled 
  first. 
   
  Treasure: If the PCs are more interested in the 
  value of the statue than in the key it contains they can 
  instead sell the statue. 
   
  APLs 2-8: C: 20 gp per PC. 
   
  Area 6 – Burning Skulls 
  Upon viewing (but before entering) this chamber, read 
  or paraphrase the following to the PCs. 
   
  This large chamber is dominated by one feature. 
  Hanging from the ceiling is a net that holds aloft what 
  must be hundreds of human and elven skulls. The 
  floor of the room consists of uneven stone blocks 
  tilting this way and that. 
   
  The orcs of this area set up the skulls as a trap to deter 
  intruders. Switches hidden in the floor set of the trap. In 
  addition to this, the PCs might be harried by orcs in 
  Area 9 if they set off the trap in Area 5. PCs looking 
  around the room can spot this arrow slit with a 
  successful Spot skill check (DC 15). See Area 9 for 
  further details concerning this possible ambush. 
   
  The door leading into Area 9 from this room is 
  locked from the other side. Opening the door requires a 
  successful Open Lock skill check (DC 20). 
   
  Trap: PCs crossing this room are likely to set off 
  this trap, releasing the net and dropping hundreds of 
  skulls into the room. Many of these skulls are full of 
  alchemists fire and other flammable liquids, quickly 
  turning the room into a fiery conflagration. The trap is 
  triggered only when two or more of the switches are 
  triggered. One switch is located in each five-foot by 
  
  Castle Greyhawk 
   
  Page 11 
  five-foot area. Once the trap itself is discovered, the 
  individual switches can be located by a successful 
  Search skill check (using the same DC as the DC for 
  finding the trap initially). Clever PCs might attempt to 
  set off the trap from a distance by triggering one of the 
  switches, having no effect, only to trigger the trap by 
  ignoring or not finding other switches. Stepping into 
  any five foot area triggers a switch. Disabling this trap 
  requires the PCs to disable switches in a path through 
  the room. 
   
  PCs might attempt to locate all the switches and 
  carefully cross the room without setting them off. This 
  makes crossing the room painfully slow (5 feet per 
  round), requiring a Balance skill check (DC 15). 
  Failure sets off a switch. For every five feet faster 
  moved in a round the DC of the Balance check 
  increases by 5. 
   
  The fire started in the room burns for 2d4 rounds, 
  dealing its listed damage to anyone in the room each 
  round they spend inside. Korgut and his men know how 
  to disable this trap before crossing the room. 
   
  APL 2 (EL 3) 
  � Burning Skull Trap: CR 3; mechanical; location 
  trigger; manual reset; 1d6 damage from falling skulls 
  and 1d4 fire damage; Reflex saves halves the fire 
  damage (DC 15); Search (DC 20); Disable Device (DC 
  20). 
   
  APL 4 (EL 4) 
  � Burning Skull Trap: CR 4; mechanical; location 
  trigger; manual reset; 2d6 damage from falling skulls 
  and 3d4 fire damage; Reflex saves halves the fire 
  damage (DC 20); Search (DC 20); Disable Device (DC 
  20). 
   
  APL 6 (EL 5) 
  � Burning Skull Trap: CR 4; mechanical; location 
  trigger; manual reset; 2d6 damage from falling skulls 
  and 5d4 fire damage; Reflex saves halves the fire 
  damage (DC 20); Search (DC 23); Disable Device (DC 
  23). 
   
  APL 8 (EL 6) 
  � Burning Skull Trap: CR 4; mechanical; location 
  trigger; manual reset; 2d6 damage from falling skulls 
  and 5d4 fire damage; Reflex saves halves the fire 
  damage (DC 20); Search (DC 25); Disable Device (DC 
  25). 
   
  Keys: There are two keys hidden up amongst the skulls 
  of this room. Unless the trap is set off, these keys are 
  practically impossible to find (unless the PCs are very 
  creative). Once the trap has been sprung, each key is 
  located with a simple Search skill check (DC 20). 
   
  Area 7 – Long Hall 
  This hallway connects Area 2 and Area 14. PCs may 
  end up in this area when crossing over this hallway in 
  Area 10, causing the ceiling crumble and dump the 
  PCs into this hall. Be sure to review Area 14 before the 
  PCs approach it, dealing with the circumstances 
  opening the gate and allowing the beast within loose. 
   
  Key: There is a single key located in this corridor, 
  sitting on the floor, next to the wall. Spotting this key 
  while walking down the hall requires a successful Spot 
  check (DC 15). This becomes much more difficult if 
  ceiling crumbles, dumping all the dirt and stone onto 
  the floor below. If this occurs, the PCs can only locate 
  the key with a successful Search skill check (DC 25) 
  (unlike Spot, this check must be called for by the PCs). 
   
  Area 8 – Korgut’s Lair 
  The door leading into this chamber is locked with a 
  superior lock. The large iron key that opens this lock is 
  on Korgut’s key ring. Opening the door without the key 
  requires a successful Open Lock skill check (DC 30). 
  Upon opening the door, read or paraphrase the 
  following to the PCs. 
   
  This small chamber stinks of mold and body odor. 
  The floor of the chamber is covered with small pools 
  of stagnant water dripping from an iron pipe ending 
  just below the ceiling of this room. A crude stone bed 
  rests on the opposite side of the room littered with 
  straw and ratty fur blankets. A dark chute, littered 
  with refuse is built into the wall next to the bed. 
   
  Korgut, the orc chieftain, uses room to pray to his one 
  eyed god and to plan his raids upon other areas of the 
  dungeon. The bed is just that, a large stone slab 
  supported by four stone posts. The floor of the room is 
  littered with the bones of old meals, and scraps of 
  recent ones. PCs that succeed at a Spot skill check (DC 
  10) notice that the floor around the stone bead is 
  scratched as if the bed has been moved often. Moving 
  the bed requires a Strength check (DC 20). Underneath 
  the bed is the one eyed symbol of Gruumsh painted on 
  the floor is orc blood. 
   
  The pipe coming out of the ceiling actually goes to 
  another level of the dungeon and is too small for any 
  PC to fit through. The chute is full of garbage. It goes 
  down fifteen feet before ending in a small chamber full 
  of trash and other filth. Only small sized characters can 
  fit down the chute (and will stink horribly from the 
  ordeal). 
   
  Keys: There are two keys located in this chamber. 
  The first is in a secret hollow in the center of the Eye of 
  
  Castle Greyhawk 
   
  Page 12 
  Gruumsh symbol. The stone there is loose and easily 
  pried away revealing simple earth underneath. 
  However, this is only a ruse, just one inch below the 
  surface of the earth is an iron box. It contains a copper 
  key as well as a few other treasures as noted below. 
   
  Korgut threw out the second key on accident. It is 
  at the bottom of the chute. Anyone daring to go down 
  the chute will find the key easily once at the bottom 
  with a Spot check (DC 10). PCs that go down the chute 
  must succeed at a Fortitude save (DC 15) or be 
  sickened for 2d10 minutes due to the smell and 
  contents of the chute. 
   
  Treasure: Korgut has a few treasures stashed 
  within the iron box, buried under his bed. At all APLs, 
  there is two elixirs of fire breath. At APL 8 there is also 
  an elemental gem (earth). 
   
  APLs 2-6: C: 50 gp per PC; M: elixir of fire breath 
  x2 (92 gp per PC each). 
   
  APL 8: C: 50 gp per PC; M: elemental gem (earth) 
  (188 gp per PC), elixir of fire breath x2 (92 gp per PC 
  each). 
   
  Area 9 – Korgut the Crusher 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  Standing in the center of this chamber is a hulking 
  brute of an orc, fully one foot taller than any of his 
  kin. His skin is a mottled green and covered in scars 
  and tattoos, the most visible of which is the 
  unblinking eye of Gruumsh that has been carved into 
  his chest. In one hand he has a flail that must be 
  meant for giants and with the other he points at you. 
  “Ah, de fresh meat has arrived boys! Your bones will 
  crush good.” Other orcs present in the room laugh 
  menacingly as they draw their weapons.  
   
  Korgut and his men usually reside in this chamber 
  when not off causing mischief on other levels of the 
  dungeon. Using this room, they keep other inhabitants 
  of this level at bay (although most have no interest in 
  disturbing them). The door leading into Area 8 is 
  locked as noted above. The door leading into Area 6 is 
  also locked, but from this side, and is easily opened. 
   
  Aside from the orcs, this room contains only 
  rudimentary furniture, and crude orc games carved into 
  the floor (often played with dice or bones). One corner 
  of the room contains a heap of useless gear plundered 
  from adventurers and others making their way through 
  the dungeon. 
   
  Creatures: Korgut and his men guard this room 
  with ferocity. Korgut himself is a very overconfident 
  orc and does not retreat unless incapacitated in some 
  way (such as blindness). The other orcs in this room are 
  terrified of Korgut and fight to death for him.  
   
  APL 2 (EL 4) 
  � Orc Warriors (2): hp 5 each, see Monster Manual 
  pg 203. 
  � Korgut the Crusher, clr3: hp 30, see Appendix 1. 
   
  APL 4 (EL 6) 
  � Orc Warriors (4): hp 5 each, see Monster Manual 
  pg 203. 
  � Korgut the Crusher, clr5: hp 48, see Appendix 1. 
   
  APL 6 (EL 8) 
  � Orc Axemen, war3 (3): hp 20, see Appendix 1. 
  � Korgut the Crusher, clr7: hp 68, see Appendix 1. 
   
  APL 8 (EL 10) 
  � Orc Axemen, war3 (6): hp 20, see Appendix 1. 
  � Korgut the Crusher, clr9: hp 85, see Appendix 1. 
   
  Tactics: Instead of javelins, all of the orc warriors and 
  axemen are equipped with light crossbows. If the PCs 
  have set of the alarm in Area 5, these orcs pepper the 
  PCs with crossbow fire when they enter Area 6. Korgut 
  also takes this time to precast some of his longer lasting 
  spells such as resist energy, magic vestments, spell 
  immunity and freedom of movement if available. Once 
  combat is joined, Korgut uses his spells liberally at 
  first, putting them to best use before joining into melee. 
  Korgut does not use his rage ability (if available) until 
  after he is reduced to half hit points or less. 
   
  Keys: Korgut has a keyring on his belt that 
  contains a total of four keys. Three of the keys are plain 
  copper keys being sought by the PCs. The fourth key 
  does NOT count towards that total and is a large iron 
  key. This key is useful in opening up the door to Area 
  8. 
   
  Treasure: Korgut possesses all the treasure of any 
  value to the PCs on his person. In addition to his 
  weapon, he also carries a number of other valuable 
  trinkets at higher APLs. 
   
  APL 2: L: 17 gp per PC; M: +1 heavy flail (193 
  gp per PC). 
   
  APL 4: L: 17 gp per PC; M: +1 heavy flail (193 
  gp per PC), pearl of power 1st level (83 gp per PC). 
   
  APL 6: L: 17 gp per PC; M: +1 heavy flail (193 
  gp per PC), pearl of power 1st level (83 gp per PC), 
  wand of bull’s strength (3rd level caster, 20 charges) 
  (150 gp per PC). 
   
  APL 6: L: 17 gp per PC; M: +1 flaming heavy flail 
  (693 gp per PC), pearl of power 1st level (83 gp per 
  PC), wand of bull’s strength (3rd level caster, 20 
  charges) (150 gp per PC). 
   
  
  Castle Greyhawk 
   
  Page 13 
  Area 10 – Crumbling Stairs 
  An ancient crumbling staircase raises the passageway 
  up above the passageway below. Unless the floor gives 
  way as noted below, there is no way for the PCs to 
  reach Area 7 below this raised passage. Climbing these 
  crumbling stairs requires a successful Climb check (DC 
  10). The same check must be made to scramble down 
  the other side without falling prone at the bottom. Other 
  skills may be substituted for Climb if the PCs come up 
  with a way to use them (Tumble to go down for 
  example). 
   
  Trap: The ten foot square floor area directly over 
  the passageway below is cracked and weak. Although 
  small sized characters can cross without a problem, the 
  weight of a medium sized character will cause the floor 
  to collapse. 
   
  All APLs 
  � Crumbling Floor Trap: CR 0; mechanical; location 
  trigger; no reset; 1d6 falling damage to the floor below; 
  Reflex save avoids (DC 15); Search (DC 10); Disable 
  Device (NA) 
   
  Area 11 – Tree of Sickness  
  Upon entering this chamber read or paraphrase the 
  following to the players. 
   
  This large vaulted chamber is illuminated by a pale 
  green light that emanates from a tall sickly tree that 
  stands in the center of the room. The tree is covered in 
  malignant tumors bulging from its trunk. These 
  lumps seem to ooze a green fluid that forms a small 
  puddle around the base of the tree. Hanging from the 
  branches of the tree are dozens of bulbous black fruit, 
  rotting right on the branch. 
   
  However, one fruit is different. One fruit is bright 
  red and vibrant, shining forth in the gloom. 
   
  There is a secret door located in this room that leads to 
  Area 4. Locating this door requires a successful Search 
  skill check (DC 20) in the area of the door. 
   
  The tree is an evil malignant thing, corrupted by 
  the foul presence and magic of the Lord of Famine, 
  located in Area 4. The tree was once a source of life 
  and hope deep within the dungeon, but the Lord of 
  Famine has slowly been corrupting it over the years. 
  Now only one fruit remains pure and good. All the 
  others are full of disease. The Lord of Famine has set 
  some powerful wards about the tree to prevent anyone 
  from tampering with his creation. 
   
  The tree itself radiates strong necromantic and 
  evocation magic if checked for, as do all of the fruit 
  except for the red fruit. If checked for evil, each of the 
  black fruit radiates evil (the red fruit radiated good if 
  checked for). The red fruit is roughly in the center of 
  the trees branches, and is about thirty feet off the 
  ground. The large red fruit is attached to the tree and 
  cannot be removed easily. Pulling a fruit from the tree 
  requires a successful Strength check (DC 15). The stem 
  of the fruit can only be seen from above and has a 
  hardness of 8 and 10 hit points, it cannot be shot with 
  arrows. Anyone foolish enough to eat a rotten fruit gets 
  the Lord of Famine’s Ghoul Fever immediately without 
  a save to resist. 
   
  Trap: The wards placed upon the tree of sickness 
  have multiple effects. The first effect is an aura of fear 
  centered on the tree. This aura grips anyone that gets 
  within 10 feet of the tree, requiring them to make a Will 
  save (DC 15 + APL) or become frightened for 1d4 
  rounds, fleeing from the tree as quickly as possible (see 
  the phb glossary for full details). PCs that succeed at 
  this save are immune to the tree’s fear affect, but those 
  that fail must save again if they approach. PCs that fail 
  this save by 10 or more, scream as they flee. DMs 
  should check for wandering monsters when this occurs 
  (with a –10 penalty to the roll). 
   
  The second effect to ward off intruders occurs if 
  any living creature comes in contact with the branches 
  of the tree (not its trunk). This is mandatory for anyone 
  wishing to get to the fruit. Touching the tree causes one 
  of the nearby tree tumors to spray a stream of acid at 
  the PC. This takes place every round a living creature is 
  touching the branches of the tree. Climbing the tree to 
  get at the fruit requires the PC to climb through 15 feet 
  of branches. Flying PCs can fly in, grab the fruit and fly 
  out in two rounds. PCs must still pull the fruit from the 
  tree as noted above. Cutting the branches is the same as 
  touching them, setting off the trap. Cutting down the 
  tree will destroy all the fruit. 
   
  APL 2 (EL 3) 
  � Acidic Spray Trap: CR 3; magical; proximity 
  trigger; automatic reset; +10 ranged touch attack (4d6 
  acid damage); Search (DC 27); Disable Device (DC 
  27). 
   
  APL 4 (EL 4) 
  � Acidic Spray Trap: CR 4; magical; proximity 
  trigger; automatic reset; +10 ranged touch attack (6d6 
  acid damage); Search (DC 27); Disable Device (DC 
  27). 
   
  APL 6 (EL 5) 
  � Acidic Spray Trap: CR 3; magical; proximity 
  trigger; automatic reset; +15 ranged touch attack (6d6 
  acid damage); Search (DC 27); Disable Device (DC 
  27). 
   
  
  Castle Greyhawk 
   
  Page 14 
  APL 8 (EL 6) 
  � Acidic Spray Trap: CR 3; magical; proximity 
  trigger; automatic reset; +15 ranged touch attack (8d6 
  acid damage); Search (DC 27); Disable Device (DC 
  27). 
   
  Keys: There are three keys located in this room. Two 
  are tied to branches, not far from the red fruit. Locating 
  these keys requires a Spot skill check (DC 15). This 
  check can only be made by PCs inside the trees 
  branches. If the skill check is made by 5 or more, the 
  PC notices both keys. Untying a key from a branch is a 
  standard action. 
   
  The third key was tied to the tree, but has since 
  fallen off and sits near the roots of the tree. PCs that 
  search around the base of the tree can locate the key 
  with a successful Search skill check (DC 15). 
   
  Treasure: The only real treasure in this room is 
  the bright red fruit. If the PCs recover the fruit, one and 
  ONLY one can decide to eat it. PCs that eat the fruit 
  should have this noted on their AR (all others should 
  have it crossed out) and a note should be made on the 
  critical event summary of this event (write in “Ate Red 
  Fruit” next to the PCs name). 
   
  Area 12 – Lightning Rods 
  Once the PCs are able to see this area, read or 
  paraphrase the following to them. 
   
  A small section of the corridor ahead is scorched and 
  black as if burned. Corroded green metal poles are 
  embedded into the wall, four to a side, running from 
  floor to ceiling. A pile of ash and rusted metal sits on 
  the floor between the poles. 
   
  Wizards who used to occupy a portion of this level, 
  used to use Area 16 as a holding area for some of their 
  creatures, which would wear metal collars. If the 
  creatures tried to cross through this area, the poles 
  would give them a small shock to keep them back. 
  Unfortunately, the more metal one wears the more 
  dangerous the shock is. This is apparently true of the 
  poor armored halfling that tried to cross through this 
  area a few weeks ago (and was burned to ash by the 
  lightning). 
   
  Trap: Characters who walk between these 
  corroded copper pipes carrying metal are subject to the 
  trap as noted below. Characters wearing mostly metal 
  armor (chain shirt, all medium and heavy armors except 
  for hide) are subject to the first damage, while 
  characters that are only carrying some metal items 
  (non-light metal weapons, studded leather, metal 
  shields) take the second listed damage. Finally, the last 
  damage is for PCs who have next to no metal on them 
  (such as coins, rings, necklaces). 
   
  The trap hits anyone that crosses through this ten 
  foot area carrying metal and continues to hit them each 
  round until they leave the ten foot section of corridor. 
  PCs observing the area can determine that it is an 
  electrical trap and not a fire based trap with a 
  successful Knowledge Arcana check (DC 15). Clever 
  PCs can cross through the area by removing all their 
  metal and then toss the gear through the area. This is 
  dangerous however as it might attract the attention of 
  enemies in Areas 9 and 16. The pipes radiate moderate 
  evocation magic. 
   
  APL 2 (EL 2) 
  � Lightning Rod Trap: CR 2; magical; proximity 
  trigger (alarm); automatic reset; 4d6/2d6/1d6 electricity 
  damage to anyone crossing through the space; Reflex 
  save halves the damage (DC 15); Search (DC 28); 
  Disable Device (DC 28). 
   
  APL 4 (EL 3) 
  � Lightning Rod Trap: CR 3; magical; proximity 
  trigger (alarm); automatic reset; 6d6/3d6/1d6 electricity 
  damage to anyone crossing through the space; Reflex 
  save halves the damage (DC 20); Search (DC 28); 
  Disable Device (DC 28). 
   
  APL 6 (EL 4) 
  � Lightning Rod Trap: CR 4; magical; proximity 
  trigger (alarm); automatic reset; 8d6/4d6/2d6 electricity 
  damage to anyone crossing through the space; Reflex 
  save halves the damage (DC 20); Search (DC 28); 
  Disable Device (DC 28). 
   
  APL 8 (EL 5) 
  � Lightning Rod Trap: CR 5; magical; proximity 
  trigger 
  (alarm); 
  automatic 
  reset; 
  10d6/5d6/2d6 
  electricity damage to anyone crossing through the 
  space; Reflex save halves the damage (DC 22); Search 
  (DC 28); Disable Device (DC 28). 
   
  Keys: There is one key located in this space and it is in 
  the pile of ashes on the floor. The key is buried and not 
  easily spotted, but it can be found with a Search check 
  (DC 15). Picking up the key sets off the trap if it has 
  not been disabled (although this counts for the least 
  amount of damage). 
   
  Area 13 – Cursed Faces 
  When the PCs approach this point, read or paraphrase 
  the following to them. 
   
  Protruding from the southern wall of this corridor is 
  four human faces, all but one screaming in anguish. 
  
  Castle Greyhawk 
   
  Page 15 
  It is this last face that has a large ruby gemstone set 
  into its forehead. 
   
  The original purpose of these heads is no longer known 
  but the orcs are afraid of them and do not touch them. If 
  the ruby gemstone is removed, that face suddenly 
  contorts in a scream of pain. As DM, you should then 
  roll some hidden dice, make a note and move on. Note 
  that there is no negative side effect for taking the gem, 
  just this simple effect. The faces radiate faint 
  transmutation and necromancy magic. 
   
  Treasure: The ruby gemstone is quite valuable as 
  noted below. 
   
  APLs 2-4: C: 50 gp per PC. 
   
  APLs 6-8: C: 100 gp per PC. 
   
  Area 14 – Caged Beast 
  The three entries to this chamber are all closed 
  portcullises. Ten feet in front of these barred gates are 
  pressure plates that raise the gates. Finding these plates 
  requires a successful Search skill check (DC 20). Once 
  opened, the gates remain up for a total of one minute 
  before closing again. The portcullises cannot be raised 
  from the inside (they lock in place). When the PCs 
  approach the gates, but before they step on one of the 
  pressure plates, read or paraphrase the following to 
  them. 
   
  Up ahead, the corridor ends in a barred gate. Beyond 
  the portcullis is a broad room bathed in blue light. 
  Although the floor looks dirty, the room appears to be 
  empty. 
   
  Once the portcullis is raised, a creature appears in the 
  room, and attacks the PCs as noted below. This creature 
  is summoned and does not appear until the gate is 
  raised. The creature can be sent away through the use 
  of spells such as dismissal. The chamber once served as 
  a testing ground for the wizards of this place, but has 
  long since just be avoided by the local inhabitants once 
  they learned what it did. Once set off, the chamber does 
  not work for a day. If the PCs set it off more than once, 
  they do not receive XP for additional fights. The 
  chamber radiates powerful conjuration magic. 
   
  The portcullises have the following statistics 
  (should the PCs get trapped in the room). 
   
  � Iron Portcullis: 2 in. thick; hardness 10; hit points 
  60; Bend (DC 28). 
   
  Creature: Summoned into the chamber is a creature, as 
  listed below. The creature appears the round after the 
  gate is lifted and remains until slain. Upon its death, the 
  creature vanishes. 
   
  APL 2 (EL 4) 
  � Otyugh: hp 36; see Monster Manual pg. 204. 
   
  APL 4 (EL 6) 
  � Gauth: hp 45; see Monster Manual pg. 26. 
   
  APL 6 (EL 8) 
  � Blue Slaad: hp 68; see Monster Manual pg. 229. 
   
  APL 8 (EL 10) 
  � Clay Golem: hp 90; see Monster Manual pg. 134. 
   
  Keys: Three keys are located in this chamber. Two of 
  the keys are located in the belongings of a dead wizard 
  who got trapped in this chamber months ago with fatal 
  wounds. Both of these keys are located in his belt 
  pouch along with all of his spell components. 
   
  The final key is a bit tougher to find. Located in 
  the center of the wall without a portcullis is a small 
  piece of parchment. Locating this piece of parchment 
  requires a successful Search skill check (DC 25) in that 
  area. On the parchment is a message written in code. 
  This code can only be deciphered with a successful 
  Decipher Script skill check (DC 20) or though magical 
  means such as comprehend languages. The message 
  reads “raise all three to get the key”. What this means is 
  that if all three gates are raised at the same time 
  (meaning that the PCs must be able to get to the point 
  ten feet beyond the gate in each direction) a key 
  appears in the center of the room. Note that the gates 
  are only raised when a living creature stands on the 
  plate. 
   
  Treasure: As mentioned above, the body of a 
  wizard lies in this chamber, propped up in a corner. He 
  has a number of valuable items on his person 
  depending upon the APL of the PCs as noted below. He 
  also has a coin purse full of small gemstones (mostly 
  diamonds and emeralds) 
   
  APL 2: C: 100 gp per PC (gems); M: ring of the 
  apprentice (see the treasure summary) (83 gp per PC). 
   
  APL 4: C: 150 gp per PC (gems); M: ring of the 
  apprentice (see the treasure summary) (83 gp per PC), 
  scroll of greater invisibility (58 gp per PC). 
   
  APL 6-8: C: 200 gp per PC (gems); M: slippers of 
  spider climb (400 gp per PC), ring of the apprentice 
  (see the treasure summary) (83 gp per PC), scroll of 
  greater invisibility (58 gp per PC). 
   
  Area 15 – Small Note 
  There is a bit of scribbling on the wall here in pale blue 
  chalk. Searching the area reveals the writing easily (DC 
  10). Otherwise, the text can be noticed with a Spot skill 
  check (DC 20). The scribbling is in goblin and if 
  
  Castle Greyhawk 
   
  Page 16 
  translated it reads “Orcs to the West, Dead to the North, 
  Cage of Pain in the Center.” 
   
  Area 16 – Ruined Hall 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  This broad chamber is over thirty feet tall and appears 
  to have once been a grand hall. Six crumbling 
  columns support a vaulted ceiling crisscrossed with 
  cracks. Dust and broken chunks of stone litters the 
  floor. The walls are made of smooth stone panels with 
  veins of silver running through them. 
   
  This room contains some old guardians left here over 
  the years to protect this room. The orcs stay out of this 
  area in fear of the guardians. The floor of the room is 
  so littered with debris that it is considered difficult 
  terrain (movement is halved, no charging, no 5ft steps). 
   
  Creatures: Hiding beneath the surface of the floor 
  (in the case of the elementals) or up near the ceiling (in 
  the case of the gargoyles) are a number of guardians 
  depending upon the APL of the even. These guardians 
  do not allow anyone to cross through the room and 
  attack until slain. The earth elementals wait until the 
  PCs enter the room before moving against them, while 
  the gargoyles swoop into attack as soon as the PCs are 
  visible. 
   
  APL 2 (EL 3) 
  � Small Earth Elementals (2): hp 11; see Monster 
  Manual pg. 97.  
   
  APL 4 (EL 5) 
  � Medium Earth Elementals (2): hp 30; see Monster 
  Manual pg. 97.  
   
  APL 6 (EL 7) 
  � Gargoyles (3): hp 37; see Monster Manual pg. 113.  
   
  APL 8 (EL 9) 
  � Gargoyles (6): hp 37; see Monster Manual pg. 113.  
   
  Keys: There are two keys located in this chamber. The 
  first is on a thin silver chain around the neck of one of 
  the guardians. It is easy to find once the guardians are 
  defeated. 
   
  The second key is located in a secret compartment 
  located in the west wall of the room (opposite the 
  hallway leading to Area 18). Here the vein of silver 
  inside the wall forms an arrow pointing toward the 
  floor. This is spotted with a successful Search check in 
  the area (DC 15). At the base of the arrow is a small 
  piece of stone in the wall that can be depressed, which 
  opens the secret panel. The compartment contains 
  another key and the treasure noted below. 
   
  Treasure: Located inside the secret compartment 
  mentioned above is six glass vials in a wooden rack. 
  These vials contain potions as noted below. The 
  wooden rack is labeled either Might or Health 
  depending upon the vial. 
   
  Also in the room is an ornate gold and silver statue 
  of a griffon preparing to take off. Other adventurers 
  dropped the statue here a long time ago. It is not 
  magical. The statue can be found amongst the rubble 
  with a simple Search skill check (DC 15). 
   
  APLs 2-4: C: 50 gp per PC (for the griffon statue); 
  M: potion of bull’s strength (2) (25 gp per PC each), 
  potion of cure light wounds (4) (4gp per PC each).  
   
  APLs 6-8: C: 50 gp per PC (for the griffon statue); 
  M: potion of bull’s strength (2) (25 gp per PC each), 
  potion of cure moderate wounds (4) (25gp per PC 
  each). 
   
  Area 17 - Empty Webs 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a small dark chamber full of cobwebs. 
  Although the far side of the room is obscured by the 
  webs, there does not appear to be any way out of the 
  chamber. 
   
  If the PCs enter this chamber from the other door, read 
  or paraphrase the following to them. 
   
  Before you stands a small cramped chamber full of 
  cobwebs from floor to ceiling. The hanging threads 
  obscure the far side of the room. 
   
  Contrary to what the PCs might think, there are no 
  spiders in this room other than the mundane variety that 
  skitter away when disturbed. 
   
  If being used as an entry for the PCs, they can 
  easily discover the door leading out of the chamber 
  with a simple Search skill check (DC 5) as it is 
  obscured with dust and cobwebs. The staircase is just 
  as easily found by PCs who came in through another 
  entrance. 
   
  On the west wall of the chamber is a stone level. It 
  is covered with cobwebs and dust but is still operable. 
  Currently it is down, but if pushed to the up position, it 
  locks down all of the iron gates leading into Area 14 
  and prevents the summoning of the creature in that 
  area. 
   
  
  Castle Greyhawk 
   
  Page 17 
  Area 18 – Intersection of Danger 
  Trap: Stepping into the intersection triggers a trap that 
  causes a host of barbed iron spears to shoot out of the 
  floor skewering those in the intersection and blocking 
  the way. Once in place, attempting to wiggle through 
  the barbed spears is only possible with a successful 
  Escape Artist check (DC 20) and it deals 1d6 damage 
  per attempt. The spears can also be broken to open a 
  path. To proceed safely, at least three spears must be 
  broken to reach any nearby passage. If this is done, the 
  DM should make a wandering monster check for every 
  three spears broken (due to the noise). The spears have 
  the following statistics. 
   
  � Iron Spears: 1 in. thick; hardness 8; hp 20; Break 
  DC 28. 
   
  Finally, the spears can be lowered with a successful 
  Disable Device skill check using the same DC noted 
  below. 
   
  APL 2 (EL 2) 
  � Barbed Iron Spear Trap: CR 2; mechanical; 
  proximity trigger; repair reset; Atk +10 melee (1d8, 
  spear); multiple targets (1d4 spears per target in a 10 
  ft.-by-10-ft. area); Search DC 20; Disable Device DC 
  20. 
   
  APL 4 (EL 3) 
  � Barbed Iron Spear Trap: CR 3; mechanical; 
  proximity trigger; repair reset; Atk +10 melee (1d8, 
  spear); multiple targets (1d6 spears per target in a 10 
  ft.-by-10-ft. area); Search DC 20; Disable Device DC 
  20. 
   
  APL 6 (EL 4) 
  � Barbed Iron Spear Trap: CR 4; mechanical; 
  proximity trigger; repair reset; Atk +15 melee (1d8, 
  spear); multiple targets (1d6 spears per target in a 10 
  ft.-by-10-ft. area); Search DC 23; Disable Device DC 
  23. 
   
  APL 8 (EL 5) 
  � Barbed Iron Spear Trap: CR 5; mechanical; 
  proximity trigger; repair reset; Atk +15 melee (1d8, 
  spear); multiple targets (2d4 spears per target in a 10 
  ft.-by-10-ft. area); Search DC 23; Disable Device DC 
  23. 
   
  Key: There is one key located here, on a small ring that 
  sits on top of the center barbed iron spear. This key can 
  only be found if the trap is set off. 
   
  Area 19 – Errant Knight 
  The door leading into this chamber is not locked but it 
  is barred from the outside (meaning that the PCs can 
  easily open it by removing the bars). Unlike other doors 
  on this level, this door is metal. Upon opening the door, 
  read or paraphrase the following to the PCs. 
   
  Behind the heavy iron door is a diamond shaped 
  chamber lit with a pale red light. In the ceiling of the 
  chamber is a broad metal chute that stops fifteen feet 
  above the floor. One corner of the room contains a 
  long dead corpse, nothing by dry bones. The other 
  corner contains a thin pale man in heavy metal 
  armor. His chest rises occasionally with a thin rattle. 
  His shield by his side proudly displays the symbol of 
  Heironeous. 
   
  The unconscious man on the floor is Sir Oryan of 
  Furyondy. The errant knight came here to the dungeon 
  on invitation with a group of friends. However, while 
  exploring an upper level, Sir Oryan fell through a trap 
  door and ended up in this chamber, unable to escape. 
  That was five days ago. Since then, Sir Oryan has gone 
  without much food or water and has begun taking non-
  lethal damage from the loss. He is currently at 0 hit 
  points due to this damage, unconscious and fatigued. A 
  successful Heal skill check (DC 15) reveals that the 
  knight is unconscious from hunger and thrist. 
   
  Creature: Sir Oryan is a kind and good-hearted 
  man, valorous in deed and thought. If brought back to 
  positive hit points (in combination to being fed some 
  water and food) he will quickly recover if given more 
  food and water. He is very gracious to those that help 
  him escape this horrible place. However, he does not 
  accompany the PCs as he wishes to go find out what 
  happened to the rest of his group (on another level). 
  The only exception to this is if the party consists 
  entirely of 1st level PCs, in which case, Sir Oryan sees 
  it as his duty to help the PCs while they are here. In this 
  case, the DM should run Oryan as a capable, brave, and 
  sensible NPC (note that he is not foolish enough to take 
  the lead, or walk into traps for the PCs, but he does 
  help them with fights). 
   
  All APLs 
  � Sir Oryan, pal2: hp 20; see Appendix 1. 
   
  In either case, if revived, Sir Oryan gives the PCs one 
  of his keys (and does not ask for any that are found by 
  the PCs). 
   
  Keys: As noted, the PCs get one of Sir Oryan’s 
  keys for reviving him. However, unscrupulous PCs 
  might decide to take both of the knight’s keys before 
  waking him (or without waking him). This despicable 
  act earns them the disfavor of Heironeous that lasts for 
  
  Castle Greyhawk 
   
  Page 18 
  the remainder of this event. This disfavor has the 
  following effect, all PC attack rolls, skill checks, ability 
  checks, and saving throws suffer a –2 luck penalty. To 
  simulate this, the DM should simply increase all check 
  DCs and enemy ACs by two. 
   
  Area 20 – Harmless Ooze 
  Upon approaching this area, read or paraphrase the 
  following to the PCs. 
   
  A ten-foot section of the corridor ahead is covered in 
  a thick green ooze that drips from the ceiling to form 
  a wide pool on the floor. 
   
  This ooze is not green slime as the PCs might suspect. 
  A successful Knowledge Dungeoneering skill check 
  (DC 15) falsely identifies it as Green Slime. However, 
  if this check is made by 5 or more, the slime is correctly 
  identified as a harmless dripping mound of goop. The 
  green goop can be burned and frozen just like green 
  slime. 
   
  Area 21 – Minion of Evil 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in broad chamber with two apparent exits. It 
  appears that others have beaten you here however. 
  Across the room is a gnarled old man in black and 
  silver robes. He and his goblin minions have 
  apparently just slain a beast of some sort. The man 
  turns to you before saying, “Leave this place now, I 
  found this area first.” 
   
  If the PCs enter this chamber from one of the other 
  doors, read or paraphrase the following to them. 
   
  The stone door grinds open revealing a broad 
  chamber with two apparent exits. It appears that 
  others have beaten you here however. Across the 
  room is a gnarled old man in black and silver robes. 
  He and his goblin minions have apparently just slain 
  a beast of some sort. The man turns to you before 
  saying, “Leave this place now, I found this area first.” 
   
  In either case, give the PCs a spot check (DC 15) to 
  notice a holy symbol around his neck depicting a 
  grinning skull. A knowledge religion skill check (DC 
  10) identifies this symbol as that of Iuz, evil demigod 
  of lies. 
   
  Creatures: Just before the PCs arrived, Felgrave, 
  the cleric of Iuz, arrived in this room and had his 
  minions slay the guardian in this room, a vicious 
  howler. Next to the howlers body is two dead goblins, 
  minions 
  of  
  Felgrave that did not survive the assault. If the PCs do 
  not immediately leave this chamber, Felgrave attacks 
  them outright, ordering his minions to kill them while 
  he harries them with his spells. For PCs using this as 
  their entry, they can leave, search around for a few 
  hours and find another entry (although this should 
  spark a wandering monster check while they search for 
  another way in). PCs that enter through one of the other 
  doors and leave are attacked by Felgrave later, as he 
  and his goblins shadow them waiting for a good 
  moment to strike. 
   
  Felgrave is a cold black hearted man who will lie, 
  steal and cheat to achieve his ends. Although he could 
  care less about he clerics of Zagyg, he hopes to find 
  something useful here to bring back to the Old One. 
   
  APL 2 (EL 3) 
  � Felgrave, clr2 of Iuz: hp 17; see Appendix 1. 
  � Goblin, war1 (2): hp 5; see Monster Manual pg. 
  133. 
   
  APL 4 (EL 5) 
  � Felgrave, clr4 of Iuz: hp 32; see Appendix 1. 
  � Goblin, war1 (5): hp 5; see Monster Manual pg. 
  133. 
   
  APL 6 (EL 7) 
  � Felgrave, clr6 of Iuz: hp 46; see Appendix 1. 
  � Quasit, demon: hp 13, see Monster Manual pg. 46. 
  � Goblin, war1 (5): hp 5; see Monster Manual pg. 
  133. 
   
  APL 8 (EL 9) 
  � Felgrave, clr8 of Iuz: hp 68; see Appendix 1. 
  � Babau, demon: hp 66, see Monster Manual pg. 46. 
  � Goblin, war1 (5): hp 5; see Monster Manual pg. 
  133. 
   
  Tactics: Although most of Felgrave’s spells are short 
  duration, he makes the best use of them. While he is 
  winning, he is unrelenting in his attack, pressing to gain 
  any advantage. If things go badly, he is not above 
  retreating only to attack the PCs later under a different 
  guise (through disguise self). If dropped into negative 
  hit points, Felgrave is still active and will often retreat 
  to heal at this time (see his Diehard feat). 
   
  Felgrave’s minions are unswervingly loyal to the 
  old cleric and obey his commands without question. At 
  higher APLs, this includes a demon. These fiends also 
  serve Felgrave, but they will not die for him unless 
  absolutely necessary. 
   
  Keys: There are two keys in this chamber. The 
  first key is located in Felgrave’s belt pouch. This key 
  
  Castle Greyhawk 
   
  Page 19 
  was found on his way down to this location. The 
  second key is a bit harder to find. In one corner of the 
  room lie the remains of a kobold that wandered into 
  this area from another level of the dungeon. The howler 
  killed and has been eating the kobold over the past few 
  days. One of the things the howler ate was a small 
  pouch from around the kobolds neck. Inside this pouch 
  was a copper key. The only way to find this key is to 
  cut open the howler and take a look inside (Search DC 
  10). 
   
  Treasure: Felgrave has a number of small magical 
  trinkets of value on his person as noted below. 
   
  APLs 2-4: L: 21 gp per PC; M: cloak of resistance 
  +1 (83 gp per PC), scroll of cure moderate wounds (2) 
  (13 gp per PC each) 
   
  APLs 6-8: L: 21 gp per PC; M: cloak of resistance 
  +1 (83 gp per PC), ring of protection +1 (167 gp per 
  PC), scroll of cure moderate wounds (2) (13 gp per PC 
  each) 
   
   
   
  Conclusion 
  Once the PCs have had enough of the dungeons 
  beneath Castle Greyhawk, or time has expired, read or 
  paraphrase the following to them. 
   
  Tasting the fresh air underneath the open sky is a 
  sensation like no other, having spent so much time in 
  the dungeons beneath the famed Castle Greyhawk. 
  The dwarves here look on with a sign of surprise, to 
  see you come out alive and so laden with treasure. 
   
  The clerics of Zagyg are equally glad to see you.  
  High priest Ossolat takes all of your keys from you, 
  thanking you for each one and scrutinizing it closely. 
  “It will be some time before the true key reveals itself, 
  so be sure to make your whereabouts known to us so 
  that you may be greatly rewarded if you found the 
  true key.  However, we have a reward for you 
  nonetheless for your efforts in the holy halls of Castle 
  Greyhawk.  Take with you our thanks” With that, the 
  priest blows a big raspberry at you, chuckling as he 
  leaves the tent. 
   
  Only time will tell if your band found the true key. 
   Keep an eye on www.rpga.com to learn more in the 
  coming months. 
   
  The DM should now determine the exact number of 
  keys recovered by the PCs.  This number should be 
  written on the AR of each PC, next to the Key Rewards 
  section.  The DM should cross out all bonuses the PCs 
  do not get because of their key count (a group that got 
  15 keys would get all three boons, but one that only got 
  4 would get only the thanks of zagyg with the other two 
  crossed out). 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
   
  Area One 
  Defeating the Orc Guards  
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 
  xp. 
   
  Area Two 
  Defeating the Undead 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp. 
   
  Area Four 
  Defeating the Lord of Famine 
  APL2 150 xp; APL4 210 xp; APL6 270 xp; APL8 330 
  xp. 
   
  Area Six 
  Encountering and surviving the Burning Skull Trap 
  APL2 90 xp; APL4 120 xp; APL6 150 xp; APL8 180 
  xp. 
   
  Area Nine 
  Defeating the Korgut and his orcs 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp. 
   
  Area Eleven 
  Surviving the Tree and retrieving the Red Fruit 
  APL2 90 xp; APL4 120 xp; APL6 150 xp; APL8 180 
  xp. 
   
  Area Twelve 
  Encountering and surviving the Lightning Rod Trap 
  APL2 60 xp; APL4 90 xp; APL6 120 xp; APL8 150 
  xp. 
   
  Area Fourteen 
  Defeating the summoned Beast 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp. 
   
  
  Castle Greyhawk 
   
  Page 20 
  Area Sixteen 
  Defeating the elementals or gargoyles 
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 
  xp. 
   
  Area Eighteen 
  Encountering and surviving the Iron Spear Trap 
  APL2 60 xp; APL4 90 xp; APL6 120 xp; APL8 150 
  xp. 
   
  Area Twenty-One 
  Defeating Felgrave and his minions 
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 
  xp. 
   
  Discretionary roleplaying award 
  APL2 180 xp; APL4 270 xp; APL6 360 xp; APL8 450 
  xp. 
   
  Total possible experience:  
   
  APL2 900 xp; APL4 1,350 xp; APL6 1,800 xp; APL8 
  2,250 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this 
  is a Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewelry, and other valuables 
   
  M: Magic Items (sell value)  
   
  Area One: 
   
  APL 2: M: cloak of resistance +1 (83 gp each). 
   
  APLs 4-8: L: 39gp each; M: cloak of resistance 
  +1 (83 gp each). 
   
  Area Two: 
   
  APLs 2-4: M: ring of feather fall (183gp per PC). 
   
  APLs 6-8: M: boots of elven kind (208gp per PC), 
  ring of feather fall (183gp per PC). 
   
  Area Four: 
   
  APL 2: C: 100gp (per PC for the medallion); M: 
  hand of the mage (75 gp per PC), wand of magic 
  missiles (1st level caster, 50 charges) (63 gp per PC). 
   
  APL 4: C: 100gp (per PC for the medallion); M: 
  bracers of armor +2 (333 gp per PC), hand of the mage 
  (75 gp per PC), wand of magic missiles (1st level 
  caster, 50 charges) (63 gp per PC). 
   
  APL 6: C: 150gp (per PC for the medallion); M: 
  bracers of armor +2 (333 gp per PC), hand of the mage 
  (75 gp per PC), wand of magic missiles (1st level 
  caster, 50 charges) (63 gp per PC). 
   
  APL 8: C: 150gp (per PC for the medallion); M: 
  bracers of armor +2 (333 gp per PC), hand of the mage 
  (75 gp per PC), lesser silent metamagic rod (250 gp per 
  PC), wand of magic missiles (1st level caster, 50 
  charges) (63 gp per PC). 
   
  Area Five: 
   
  APLs 2-8: C: 20 gp per PC. 
   
  Area Eight: 
   
  APLs 2-6: C: 50 gp per PC; M: elixir of fire breath 
  x2 (92 gp per PC each). 
   
  APL 8: C: 50 gp per PC; M: elemental gem (earth) 
  (188 gp per PC), elixir of fire breath x2 (92 gp per PC 
  each). 
  
  Castle Greyhawk 
   
  Page 21 
   
  Area Nine: 
   
  APL 2: L: 17 gp per PC; M: +1 heavy flail (193 
  gp per PC). 
   
  APL 4: L: 17 gp per PC; M: +1 heavy flail (193 
  gp per PC), pearl of power 1st level (83 gp per PC). 
   
  APL 6: L: 17 gp per PC; M: +1 heavy flail (193 
  gp per PC), pearl of power 1st level (83 gp per PC), 
  wand of bull’s strength (3rd level caster, 20 charges) 
  (150 gp per PC). 
   
  APL 6: L: 17 gp per PC; M: +1 flaming heavy flail 
  (693 gp per PC), pearl of power 1st level (83 gp per 
  PC), wand of bull’s strength (3rd level caster, 20 
  charges) (150 gp per PC). 
   
  Area Thirteen: 
   
  APLs 2-4: C: 50 gp per PC. 
   
  APLs 6-8: C: 100 gp per PC. 
   
  Area Fourteen: 
   
  APL 2: C: 100 gp per PC (gems); M: ring of the 
  apprentice (see the treasure summary) (83 gp per PC). 
   
  APL 4: C: 150 gp per PC (gems); M: ring of the 
  apprentice (see the treasure summary) (83 gp per PC), 
  scroll of greater invisibility (58 gp per PC). 
   
  APL 6-8: C: 200 gp per PC (gems); M: slippers of 
  spider climb (400 gp per PC), ring of the apprentice 
  (see the treasure summary) (83 gp per PC), scroll of 
  greater invisibility (58 gp per PC). 
   
  Area Sixteen: 
   
  APLs 2-4: C: 50 gp per PC (for the griffon statue); 
  M: potion of bull’s strength (2) (25 gp per PC each), 
  potion of cure light wounds (4) (4gp per PC each).  
   
  APLs 6-8: C: 50 gp per PC (for the griffon statue); 
  M: potion of bull’s strength (2) (25 gp per PC each), 
  potion of cure moderate wounds (4) (25gp per PC 
  each). 
   
  Area Twenty-One: 
   
  APLs 2-4: L: 21 gp per PC; M: cloak of resistance 
  +1 (83 gp per PC), scroll of cure moderate wounds (2) 
  (13 gp per PC each) 
   
  APLs 6-8: L: 21 gp per PC; M: cloak of resistance 
  +1 (83 gp per PC), ring of protection +1 (167 gp per 
  PC), scroll of cure moderate wounds (2) (13 gp per PC 
  each) 
   
  Total Allowed Treasure 
  APL 2: 900 gp (max per PC) 
  APL 4: 1,300 gp (max per PC) 
  APL 6: 1,800 gp (max per PC) 
  APL 8: 2,600 gp (max per PC) 
   
  Special 
  � Key Rewards: As a reward for recovering the 
  missing copper keys from the dungeons of Castle 
  Greyhawk, the above named PC has been rewarded by 
  the clerics of Zagyg with one of the following gifts. 
   
  Thanks of Zagyg (0-4 keys): As a standard action, 
  you may call on the thanks of Zagyg to receive a cure 
  moderate wounds, lesser restoration, or delay poison 
  spell cast at 5th level. Write “used” across this text 
  once redeemed. 
   
  Gratitude of Zagyg (5-12 keys): As a standard 
  action, you may call on the gratitude of Zagyg to 
  receive a cure critical wounds, restoration, or freedom 
  of movement spell cast at 12th level. Write “used” 
  across this text once redeemed. 
   
  Blessing of Zagyg (13+ keys): As a standard 
  action, you may call on the blessing of Zagyg to receive 
  a heal spell cast at 20th level. Alternatively, this 
  blessing can be redeemed for a raise dead spell cast for 
  free as a full round action. This benefit may even be 
  called upon to raise the above named PC. Write “used” 
  across this text once redeemed. 
   
  � Ring of the Apprentice: This ring gives its wearer a 
  bonus 1st level spell slot, as if from having a high 
  ability score. The ring must be worn all day to have 
  effect the next day. This ring only functions for 
  spellcasters that prepare spells and have the capability 
  to cast 1st level spells. This slot disappears immediately 
  if the ring is removed. This ring grants no more than 
  one bonus 1st level spell, even if the PC gains spells 
  from multiple classes. 
   
  Moderate (no school); CL 11th; Forge Ring, 
  limited wish; Price 1,000 gp. 
   
  � Red Fruit from the Tree of Sickness: The above 
  named PC ate the strange red fruit that grows on the 
  Tree of Sickness located deep within the dungeons of 
  Castle Greyhawk. Although it has no apparent affect, 
  that may change in the future. This should be crossed 
  off if the PC did not eat the fruit. 
   
   
   
   
   
  
  Castle Greyhawk 
   
  Page 22 
  MAP B 
  APLs 2-8 
  This portion of the adventure is for use with Map B 
  found in the appendix of this document. It is designed 
  for parties who have an Average Party Level of 2 - 8.  
   
  This level of the dungeon has three possible entry 
  points, located in Areas 8, 11, and 19. Before play 
  begins, randomly determine which of the three entry 
  points the PCs will arrive in. If running this event 
  multiple times, the DM is encouraged to change the 
  entry points for every table if possible. If the PCs 
  discover one of the other rooms containing another 
  entry point, they can use that point to make their way 
  back to the surface (and can return using that stair if 
  they desire). Note that these stairs are not shown on the 
  maps to prevent players from seeking them out. Once 
  the entry point is determined, go to that Area to 
  continue. 
   
  Unless otherwise noted, this entire level is 
  completely dark, requiring the PCs to provide their own 
  light source. The walls and doors are all stone and have 
  the following statistics (unless noted otherwise in the 
  text). 
   
  � Stone Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
  � Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  Random Encounters 
  For every two hours that the PCs spend inside the 
  dungeon, the DM should check for a random encounter 
  (roll d100). If they occur, these encounters are not 
  worth an XP, nor do they have any treasure valuable to 
  the party (including keys). Certain actions by the PCs 
  during the event will trigger checks for random 
  encounters as well. These are noted in the text of the 
  adventure. If the PCs leave the dungeon, rest and then 
  return, they are guaranteed to have a random encounter 
  upon their return (roll until an encounter is generated). 
  Random encounter charts are separated by APL as 
  noted below. 
   
  APL 2 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Goblins (3): hp 5 each, see MM pg. 133 
  66-80 
  � Kobolds (4): hp 4 each, see MM pg. 161 
  81-90 
  � Hobgoblins (3): hp 6 each, see MM pg. 
  153 
  91-100 � Wolves (2): hp 13 each, see MM pg. 283 
    
  APL 4 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Hobgoblins (3): hp 6 each, see MM pg. 
  153 
  66-80 
  � Wolves (2): hp 13 each, see MM pg. 283 
  81-90 
  � Wererats (2): hp 12 each, see MM pg. 173 
  91-100 � Hellhounds (2): hp 22 each, see MM pg. 
  152 
   
  APL 6 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Hellhounds (2): hp 22 each, see MM pg. 
  152 
  66-80 
  � Wererats (3): hp 12 each, see MM pg. 173 
  81-90 
  � Gargoyles (2): hp 37 each, see MM pg. 
  113 
  91-100 � Werewolves (4): hp 20 each, see MM pg. 
  175 
   
  APL 8 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Hellhounds (4): hp 22 each, see MM pg. 
  152 
  66-80 
  � Gargoyles (3): hp 37 each, see MM pg. 
  113 
  81-90 
  � Werewolves (4): hp 20 each, see MM pg. 
  175 
  91-100 � Xill (3): hp 32 each, see MM pg. 259 
   
  The following descriptions are keyed to specific areas 
  of the dungeon as noted on Map B. If a room contains 
  any keys, the description contains a specific note about 
  where they are located and how they can be found. 
   
  Area 1 – Elemental Dragon’s Lair 
  Although the door leading into this chamber is not 
  locked, it is stuck, requiring a Strength check (DC 18) 
  to open. The door is also hot to the touch (but not hot 
  enough to deal damage). 
   
  Upon opening the door, read or paraphrase the 
  following to the PCs. 
   
  With a screech of protest, the iron door finally opens 
  revealing a broad high ceiling chamber. Four pillars 
  support this ceiling far above, one of which glows a 
  bright fiery red. Two adjacent columns glow white 
  and dull orange, while the opposite column has a 
  faint blue shimmer. 
   
  All of this spectacle pales in comparison to the 
  broad pile of coins, gems, and precious things spread 
  out on the floor in a big heap between the columns. 
  
  Castle Greyhawk 
   
  Page 23 
  Resting on the pile is a creature of legend, a living 
  terror of scales, fangs, and flames. A deep crimson 
  colored dragon stares at you from his costly bed. 
   
  This chamber is the lair of a terrible dragon as noted 
  below. The four pillars of this chamber are tied to 
  elemental magics (starting with air in the northwest, 
  then fire, earth, and water traveling clockwise around 
  the room). The dragon lairs in this room for that very 
  reason and has been eroding the power of the water 
  column ever since while drawing power from the fire 
  column. This has some unique effects on the combat as 
  noted in the tactics section below.  
   
  There is one other door in this room, made of 
  stone, that leads to the dragons escape chimney. The 
  ceiling of this chamber is thirty feet above the floor. 
   
  Creature: Cinderwing is a relatively young red 
  dragon that has decided to take up a lair here on this 
  level of the dungeon. He has spent most of the past year 
  in his lair working to master the columns. Although he 
  is not certain of the effect this will have, he is certain 
  that it will reward him with power. Shortly after he 
  arrived here, a ruby gemstone from the column 
  embedded itself in Cinderwing’s forehead. It can only 
  be removed upon his death. He only leaves his lair to 
  feed (often on the goblins of this level). 
   
  APL 2 (EL 4) 
  � Cinderwing, Wyrmling Red Dragon: hp 59; see 
  Appendix 2. 
   
  APL 4 (EL 6) 
  � Cinderwing, Very Young Red Dragon: hp 114; 
  see Appendix 2. 
   
  APL 6 (EL 8) 
  � Cinderwing, Young Red Dragon: hp 142; see 
  Appendix 2. 
   
  APL 8 (EL 10) 
  � Cinderwing, Juvenile Red Dragon: hp 168; see 
  Appendix 2. 
   
  Tactics: Cinderwing is a brutal combatant, opening any 
  combat with his breath weapon before engaging in 
  melee combat. At higher APLs, he has access to a 
  limited number of spells, which he uses only when the 
  situation warrants it (retreating to heal only if 
  absolutely necessary). Once disturbed, Cinderwing will 
  chase the PCs until they leave this level of the dungeon 
  (so long as he is above half hit points, if below he does 
  not pursue them). 
   
  Since Cinderwings power is tied to the fire column 
  and the gem in his forehead, the dragon can be affected 
  by attacks against the column. Any physical or magical 
  attacks that hit the column affect the dragon instead 
  (although if area affect attack, the dragon cannot be 
  affected multiple times). For the purposes of physical 
  attacks, the column has an effective AC of 12. Also if 
  targeted with a dispel magic, Cinderwings breath 
  weapon becomes unavailable for 1d4 rounds (this 
  stacks with the normal time between breaths if 
  applicable). The column does provide Cinderwing with 
  a small bonus, allowing him to regain 1 hit point per 
  round that he is in physical contact with the column. 
   
  Keys: There are three keys located in this chamber. 
  All three of these keys are located in Cinderwing’s 
  treasure hoard. If the PCs do not decide to drag the 
  entire hoard with them, the keys can be found, one at a 
  time with a successful Search skill check (DC 25). If 
  the entire hoard is dragged out of the dungeon, the keys 
  are found automatically.  If the PCs spend the time to 
  only take the valuable objects, checks to find keys are 
  at a +10 circumstance bonus. 
   
  Treasure: Most of cinder wings hoard consists of 
  copper and silver coins as noted below. There are also a 
  large number of gold and copper plated trinkets along 
  with a small number of gemstones. The entire hoard 
  weighs about 400 pounds. Packing up the entire hoard 
  takes an entire group of PCs 2 hours. Should the PCs 
  spend 4 hours sorting the hoard, they can take only the 
  truly valuable coins and trinkets, getting half the value 
  listed below, but only with 50 pounds of weight. The 
  value of the hoard is listed under coin below (C) while 
  any magic items in the hoard are listed separately. 
   
  In addition to the coins and magical loot, a large 
  ruby gemstone falls from Cinderwings forehead 
  landing on the floor of the dungeon. PCs can take this 
  gemstone and sell it, getting 50gp per PC. However, if 
  any PC presses the gemstone against their forehead it 
  embeds itself there. Only ONE PC can do this as noted 
  on the AR (all others should have it crossed out). If this 
  occurs, note this next to the players name on the critical 
  event 
  summary 
  by 
  writing 
  “embedded 
  dragon 
  gemstone”. 
   
  APL 2: C: 100 gp per PC; M: dragon gemstone 
  (50 gp per PC if sold and not embedded), potion of cure 
  moderate wounds (2) (25 gp per PC), silversheen (21 
  gp per PC). 
   
  APL 4: C: 150 gp per PC; M: dragon gemstone 
  (50 gp per PC if sold and not embedded), javelin of 
  lightning (125 gp per PC), potion of cure moderate 
  wounds (2) (25 gp per PC), silversheen (21 gp per PC). 
   
  APL 6: C: 150 gp per PC; M: dragon gemstone 
  (50 gp per PC if sold and not embedded), javelin of 
  lightning (125 gp per PC), potion of cure moderate 
  wounds (2) (25 gp per PC), silversheen (21 gp per PC), 
  wand of web (3rd level caster, 10 charges) (75 gp per 
  PC). 
  
  Castle Greyhawk 
   
  Page 24 
   
  APL 8: C: 150 gp per PC; M: bag of holding type 
  1 (208 gp per PC), dragon gemstone (50 gp per PC if 
  sold and not embedded), javelin of lightning (125 gp 
  per PC), potion of cure moderate wounds (2) (25 gp per 
  PC), silversheen (21 gp per PC), wand of web (3rd level 
  caster, 10 charges) (75 gp per PC). 
   
  Area 2 – Chimney Passage 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The floor of this small chamber is littered with stone 
  and clumps of earth. Above, the ceiling breaks away 
  into a natural chimney, over ten feet wide that winds 
  off into darkness. 
   
  The dragon, Cinderwing, often uses this chimney to 
  move about the dungeons of Castle Greyhawk. The 
  walls of the chimney are made of loose stone and earth, 
  requiring a successful Climb check (DC 15) to ascend. 
  The chimney rises almost 150 ft before ending in a 
  small chamber on another level of the dungeon. If the 
  PCs find a way to reach this level, they can use this 
  room as and alternate entry or exit from the dungeon. 
   
  Of more important note to the PCs is a tunnel that 
  ends in the chimney some 50 ft. above the floor of the 
  room. This tunnel is relatively large and winding. This 
  tunnel ends above the caves of Area 18. Spotting this 
  tunnel from the room below requires a Spot skill check 
  (DC 15).  
   
  Keys: There are two keys located in or near this 
  chamber. The first is buried underneath the debris 
  littering this chamber. Finding this key requires the PCs 
  to successfully Search (DC 20) the northwest corner of 
  the room. Due to the debris, any Search skill check 
  made in this room requires a full minute. 
   
  The second key in this chamber is just inside the 
  tunnel leading to Area 18. Finding this key requires a 
  Spot skill check (DC 25) by a PC exploring the tunnel. 
  PCs get a +10 bonus to this check if they have a light 
  source with them. 
   
  Area 3 – A Heat Warning 
  PCs that make their way up this corridor towards Area 
  1 should get a Spot skill check (DC 10) to notice a bit 
  of scribbling on the wall. The message is written in 
  goblin using charcoal. If translated, it reads “terrible 
  burning death beyond”. Below this message is a 
  crudely drawn picture of a goblin head with burning 
  hair. 
   
  PCs that get within ten feet of the door leading into 
  Area 1 can feel the heat radiating from beyond. 
   
  Area 4 – Falling Door Trap 
  Read or paraphrase the following if the PCs approach 
  this door from the corridor to the north. 
   
  A large stone door ends the corridor up ahead, but 
  strange blood stains on the floor proceed it. 
   
  The gnolls in the chambers beyond this one have rigged 
  this door to fall on anyone attempting to open it. At 
  higher APLs, the gnolls have also coated the door with 
  a sticky contact poison to dissuade any intruders. The 
  blood stains are from the last goblin to fall for the trap. 
   They can be identified as goblin blood with a Heal 
  skill check (DC 20).  The stain is over two weeks old. 
   
  Trap: Upon turning the door handle of this door, it 
  has been set to fall in that direction. The handle is too 
  rusty to pull with spells such as mage hand, but could 
  be pulled with rope. At APLs 6 and 8, this door is also 
  coated in a powerful contact poison (on both sides). 
   
  Those that fail their save to avoid the door are 
  pinned under it if they fail a Strength check (DC 18).  
  Those that fail this second check can only get free with 
  a successful Strength check (DC 18) as a standard 
  action.  Others can assist in this check (but might be 
  subject to contact poison if present). 
   
  APL 2 (EL 2) 
  � Falling Door Trap: CR 2; mechanical; touch 
  trigger; manual reset; 2d6 damage from falling door; 
  Reflex save (DC 18) avoids; Search (DC 20), Disable 
  Device (DC 25). 
   
  APL 4 (EL 3) 
  � Falling Door Trap: CR 3; mechanical; touch 
  trigger; manual reset; 4d6 damage from falling door; 
  Reflex save (DC 20) avoids; Search (DC 20), Disable 
  Device (DC 25). 
   
  APL 6 (EL 4) 
  � Poisoned Falling Door Trap: CR 4; mechanical; 
  touch trigger; manual reset; 4d6 damage plus poison 
  from falling door; Reflex save (DC 20) avoids; contact 
  poison (carrion crawler brain juice, DC 13 Fortitude 
  save avoids, paralysis for 2d6 minutes/0); Search (DC 
  20), Disable Device (DC 25). 
   
  APL 8 (EL 5) 
  � Poisoned Falling Door Trap: CR 5; mechanical; 
  touch trigger; manual reset; 4d6 damage plus poison 
  from falling door; Reflex save (DC 23) avoids; contact 
  poison (carrion crawler brain juice, DC 13 Fortitude 
  save avoids, paralysis for 2d6 minutes/0); Search (DC 
  25), Disable Device (DC 25). 
   
  
  Castle Greyhawk 
   
  Page 25 
  Keys: There is one key located in this area.  
  Underneath the door, sitting on the floor is a single 
  copper key.  This key is easily spotted if the door is 
  opened or if it falls with a successful Spot skill check 
  (DC 10). 
   
  Area 5 – Killing Field 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The stone walls of this chamber are cracked and in 
  need of repair.  In the center of the uneven floor is a 
  small pile of coins, a large scrap of meat, and a single 
  copper key. 
   
  The gnolls of Area 6 once controlled this entire area, 
  including most of the caves to the east, but their 
  numbers have slowly dwindled and now they hide out 
  in this area, protecting what area they have left.  This 
  room is a trap, a lure to get enemies in front of the 
  arrow slit in the south wall so that they can be easily 
  killed.  This arrow slit can be noticed with a Spot skill 
  check (DC 20). 
   
  PCs that walk to the center of the room are subject 
  to missile fire as noted in Area 6.  PCs that approach 
  the door to that area may be subject to alchemical 
  attack as well.  
   
  Note that the door leading to Area 4 is trapped as 
  noted above. 
   
  Keys: The one key in this room is located in the 
  center and is easily gotten by the PCs. 
   
  Treasure: Also in the center of the room is a small 
  mound of coins.  Although it may appear to be a lot, it 
  in reality has next to no value as it is nearly all copper. 
   
  ALL APLs: C: 1sp per PC. 
   
  Area 6 – Grimhowl’s Band 
  Grimhowl, the gnoll chieftain, and his hearty band of 
  gnolls use this area.  Although the PCs will 
  undoubtedly encounter the band before entering this 
  chamber (through ambush), read or paraphrase the 
  following to the PCs once they enter the chamber (and 
  combat is over). 
   
  This cramped chamber stinks deeply of wet fur and 
  rotted meat.  All about the chamber are mats of old 
  straw, discarded bones, and scraps of junk. On the 
  rear wall of the chamber is a crude painting of a half 
  full moon, dripping with blood. 
   
  Until three months ago, Grimhowl and his band of 
  gnolls controlled nearly all of this level of the dungeon. 
  They paid homage to the dragon, feeding it and 
  rewarding it with treasure to keep it placated. All of 
  that changed when the goblin tribe moved here.  
  Displaced from another layer by a group of trolls, the 
  goblins have been systematically taking over this level 
  room by room.  The gnolls have taken heavy losses, 
  and given up most of their territory.  Now all they have 
  left is this chamber to call their home.  Grimhowl is far 
  too stubborn to give up just yet though. 
   
  Creatures: Grimhowl and his band of gnolls have 
  taken a number of measures to protect their lair. The 
  first is an arrow slit that the gnolls use to fire upon 
  anyone entering Area 5.  There is always one gnoll 
  keeping a look out at the arrow slit.   
   
  Assuming the PCs make a mad rush towards the 
  door hoping to combat the gnolls directly, the door 
  leading into this chamber is locked with three different 
  locks.  Each lock requires a successful Open Lock skill 
  check to open (DC 20).  The door is otherwise a 
  standard door like any other in this dungeon for the 
  purposes of bashing it down.  However, while this 
  occurs, the gnolls have another surprise for the PCs.  A 
  number of the gnolls have various alchemical items 
  (acid and fire) to rain down upon the PCs through a 
  small chute above the door.  This chute pitches 
  downward and has a small metal door on the inside, 
  preventing the PCs from throwing anything through 
  unless this door is open (and it only is while the gnolls 
  are throwing things through). All touch attacks made 
  through this chute can only target someone within 10 ft. 
  of the door and suffer a –4 circumstance penalty to hit. 
   
  APL 2 (EL 4) 
  � Grimhowl, gnoll rgr2: hp 27, see Appendix 2. 
  � Gnoll: hp 11, see Monster Manual pg. 130. 
   
  APL 4 (EL 6) 
  � Grimhowl, gnoll rgr3: hp 34, see Appendix 2. 
  � Gnolls (3): hp 11, see Monster Manual pg. 130. 
   
  APL 6 (EL 8) 
  � Grimhowl, gnoll rgr5: hp 62, see Appendix 2. 
  � Wolf, Grimhowl’s companion: hp 13, see Monster 
  Manual pg. 283. 
  � Gnolls (6): hp 11, see Monster Manual pg. 130. 
   
  APL 8 (EL 10) 
  � Grimhowl, gnoll rgr8: hp 90, see Appendix 2. 
  � Wolf, Grimhowl’s companion: hp 26, see 
  Appendix 2. 
  � Gnolls (8): hp 11, see Monster Manual pg. 130. 
   
  Tactics: In addition to their normal gear, each gnoll 
  also carries a vial of alchemist’s fire and a vial of acid. 
  If needed, they hand these vials off to Grimhowl, who 
  guards the door while they fire through the arrow slit.  
  Once combat reaches them, Grimhowl and his bad fight 
  
  Castle Greyhawk 
   
  Page 26 
  to the death unless given a clear opportunity to escape 
  once their numbers are reduced to half. 
   
  Creatures behind the arrow slit get improved cover 
  from enemies in Area 5. They also cannot be attacked 
  with bludgeoning melee weapons.  Other wide weapons 
  may not fit through the slit either at the DMs discretion. 
    
   
  Keys: There are three keys located in this room. 
  Two of the keys are on a key ring carried by Grimhowl. 
   These are easily found once the gnoll is dead. 
   
  The final key is in the lock on the inside of the 
  door. This key cannot be found unless the PCs enter the 
  room and close the door.  Once this is done the key is 
  easily found. 
   
  Treasure: Grimhowl carries most of the treasure 
  in this room, including his wicked axe.  In addition to 
  the gnolls gear, there is a small sack tossed in a corner 
  of the room. This sack contains 50 ft. of heavy iron 
  chain that is covered in rust and broken into eight 
  different lengths.  At the bottom of the back is a small 
  golden ring, lost by the gnolls.  The value of the ring is 
  listed under coin (C) below. 
   
  APL 2: C: 25gp per PC; M: Grimhowl’s Axe (225 
  gp per PC) 
   
  APL 4: C: 25gp per PC; M: Cloak of Resistance 
  +1 (83 gp per PC), Grimhowl’s Axe (225 gp per PC) 
   
  APL 6: C: 50gp per PC; M: Cloak of Resistance 
  +1 (83 gp per PC), Grimhowl’s Axe (225 gp per PC) 
   
  APL 8: C: 50gp per PC; M: Cloak of Resistance 
  +1 (83 gp per PC), Grimhowl’s Axe (225 gp per PC), 
  necklace of fireballs, type II (225 gp per PC) 
   
  � Grimhowl’s Axe: This battleaxe was carried by 
  the terrible gnoll Grimhowl, deep in the dungeons of 
  Castle Greyhawk. This axe functions like a +1 
  battleaxe.  Once per day, as a standard action, the 
  wielder can decide to deal a chilling strike. Once this 
  power is activated, the axe glows a pale blue and emits 
  a loud howl like that of a wolf. The next successful 
  strike with the axe deals and additional 1d6 cold 
  damage and the target must succeed at a Fortitude save 
  (DC 11) or take 1 point of temporary Strength damage. 
   This power only lasts for one minute or until used 
   
  Faint (necromancy); CL 3rd; Craft Arms and 
  Armor, chill touch; Price 2,700 gp. 
   
  Area 7 – The Painting 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The north wall of this long rectangular chamber is 
  covered in a mural painted onto the walls smooth 
  surface.  Depicting a calm elven maiden sitting by a 
  pool, the painting suddenly changes to a snarling blue 
  dragon in flight over a barren desert of ash. 
   
  The north wall of this chamber is a complex illusion 
  spell that changes every round while the PCs observe it. 
   As far as anyone knows, the images are endless and 
  never repeat.  Originally, this room was built as an 
  attempted scrying room, but the illusion did not work 
  as planned and instead shows random scenes without 
  purpose. Only one pattern seems to exist, one out of 
  every five images shows a calm peaceful scene.  All the 
  rest show scenes of horrible monsters and terrible 
  battles. 
   
  Suggestions for images on the wall includes: the 
  calm elven maiden, the snarling blue dragon, a 
  charging ogre with blood stained axe, a horrible black 
  cat with tentacles sprouting from its shoulders, a 
  frightening horned demon sitting on a mound of skulls, 
  a gnomish mother holding her new born babe, a 
  terrifying orb with a large central eye and ten smaller 
  eyes on stalks, etc.  The DM is encouraged to come up 
  with new descriptions should the PCs ask for them. 
   
  This magical experiment had another unfortunate 
  side effect, creating a magical trap in the room as noted 
  below. 
   
  Trap: Anyone crossing through the room while 
  the painting shows an evil image is fired at with a black 
  crackling bolt of energy that emanates from the 
  painting. This bolt of lightning springs forth from the 
  monster in some way. PCs that try and cross the room 
  while the painting is showing a peaceful image must 
  succeed at a Wisdom check (DC 10) to time it 
  correctly.  Those that succeed and cross the room, 
  leaving it on their turn are not subject to this trap. 
   
   
  APL 2 (EL3) 
  � Black Lightning Trap: CR 3; magical device; 
  proximity trigger (alarm the entire room); automatic 
  reset; spell effect (lightning bolt, 5th-level wizard, 5d6 
  electricity, DC 13 Reflex save half damage); Search 
  (DC 28), Disable Device (DC 28). 
   
  APL 4 (EL4) 
  � Black Lightning Trap: CR 4; magical device; 
  proximity trigger (alarm the entire room); automatic 
  reset; spell effect (lightning bolt, 8th-level wizard, 8d6 
  electricity, DC 15 Reflex save half damage); Search 
  (DC 28), Disable Device (DC 28). 
   
  APL 6 (EL5) 
  � Black Lightning Trap: CR 5; magical device; 
  proximity trigger (alarm the entire room); automatic 
  reset; spell effect (lightning bolt, 8th-level wizard, 8d6 
  electricity, DC 20 Reflex save half damage); Search 
  (DC 28), Disable Device (DC 28). 
   
  
  Castle Greyhawk 
   
  Page 27 
  APL 8 (EL6) 
  � Black Lightning Trap: CR 6; magical device; 
  proximity trigger (alarm the entire room); automatic 
  reset; spell effect (lightning bolt, 10th-level wizard, 
  10d6 electricity, DC 20 Reflex save half damage); 
  Search (DC 28), Disable Device (DC 28). 
   
  Keys: There are two keys located in this room.  The 
  first key is sticking out of the wall on the east side of 
  the room.  This key cannot be reached without setting 
  off the trap (entering the room) and can only be 
  removed with a successful Strength check (DC 20) as it 
  is stuck in the mortal of the wall joints.  Even noticing 
  this key requires a successful Spot skill check (DC 15) 
  from PCs looking about the room. 
   
  The location of the second key is far more devious. 
  Every five images, the painting switches to a calm and 
  peaceful scene. There is only one common image in 
  this scene, a small copper key.  While this key is 
  visible, it can simply be plucked from the painting.  
  Spotting this key when it appears requires a successful 
  Spot skill check (DC 30).  PCs get a +5 bonus to this 
  check if they are specifically looking for the key.  PCs 
  wishing to time their run up to the painting to grab the 
  key and take it before it vanishes and the trap is set off 
  must succeed at a Wisdom check (DC 10) to time their 
  run and a successful melee attack roll (versus AC 12) to 
  grab it before it vanishes.  
   
  Area 8 – Scarlet Scouting 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a dark squat chamber. Three humans stand 
  in the center of the chamber, two dressed in light 
  crimson tunics, while the man behind them is dressed 
  in deep scarlet robes.  “This place is not for you, I 
  have claimed it in the name of the brotherhood.  Give 
  me all of your keys and I will let you leave alive.” 
   
  If the PCs enter this chamber from one of the other two 
  doors, read or paraphrase the following to them. 
   
  Three humans stand in the center of a dark squat 
  chamber, two dressed in light crimson tunics, while 
  the man behind them is dressed in deep scarlet robes.  
  “This place is not for you, I have claimed it in the 
  name of the Brotherhood.  Give me all of your keys 
  and I will let you leave alive.” 
   
  This chamber is one of three entry points to the 
  dungeon. If the PCs discover this room after having 
  entered through another area, than can use this staircase 
  to enter and exit the dungeon. 
   
  Creatures: The three humans in this room are 
  members of the scarlet brotherhood, who arrived here 
  just before the PCs.  Hearing the PCs approach, they 
  have readied themselves for battle.  They demand all 
  the keys that the PCs posses and only let them go 
  unscathed if they deliver at least three keys.  If the PCs 
  do not hand over at least three keys, or do not have any, 
  the trio attacks. Should the two brothers be slain, 
  Velkarsis attempts to bargain for his life by offering the 
  PCs one of the keys he found (in his belt pouch). 
   
  APL 2 (EL 3) 
  � Velkarsis, sor1: hp 8, see Appendix 2. 
  � Scarlet Brotherhood Soldier, war1 (2): hp 8, see 
  Appendix 2. 
   
  APL 4 (EL 5) 
  � Velkarsis, sor3: hp 15, see Appendix 2. 
  � Scarlet Brotherhood Soldier, mnk1 (2): hp 8, see 
  Appendix 2. 
   
  APL 6 (EL 7) 
  � Velkarsis, sor5: hp 23, see Appendix 2. 
  � Scarlet Brotherhood Soldier, mnk3 (2): hp 22, see 
  Appendix 2. 
   
  APL 8 (EL 9) 
  � Velkarsis, sor7: hp 30, see Appendix 2. 
  � Scarlet Brotherhood Soldier, mnk5 (2): hp 33, see 
  Appendix 2. 
   
  Tactics: Before the PCs even arrive, Velkarsis has cast 
  a few spells upon himself and his soldiers.  At APL2, 
  the only spell is a mage armor on himself. At higher 
  APLs, he has also cast this upon his soldiers.  At APL 
  8, Velkarsis has also cast bull’s strength on his soldiers 
  to enhance their abilities.  The numbers in parenthesis 
  represent adjusted stats and attack values.  The spells 
  listed in Velkarsis’ stat block are his number remaining 
  today. Once combat begins, the sorcerer uses his spells 
  liberally hoping to crush the PCs as quickly as possible. 
   
  Keys: Velkarsis and his band have discovered two 
  keys so far in their search of the dungeon.  One key is 
  kept in the sorcerer’s belt pouch.   However, only 
  Velkarsis knows of the key hidden inside his leather 
  boots.  PCs will only find this key if they search the 
  sorcerer’s boots. 
   
  Treasure: Although Velkarsis carries most of the 
  treasure, his soldiers have a few potions on them as 
  well. 
   
  APL 2: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure light wounds (x6) (4 gp per PC each), 
  potion of remove paralysis (25 gp per PC). 
  
  Castle Greyhawk 
   
  Page 28 
   
  APL 4: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure light wounds (x4) (4 gp per PC each), 
  potion of cure moderate wounds (x2) (25 gp per PC 
  each), potion of remove paralysis (25 gp per PC). 
   
  APL 6: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure light wounds (x4) (4 gp per PC each), 
  potion of cure moderate wounds (x2) (25 gp per PC 
  each), potion of remove paralysis (25 gp per PC), ring 
  of protection +1 (167 gp per PC). 
   
  APL 8: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure moderate wounds (x6) (25 gp per PC 
  each), potion of remove paralysis (25 gp per PC), ring 
  of protection +1 (167 gp per PC). 
   
  Area 9 – Hungry Maw 
  Upon reaching this area, read the following 
   
  The wall of this hallway bears the relief carving of a 
  menacing demonic maw.  The mouth of the fiend is 
  almost a foot wide and shrouded in complete 
  blackness. 
   
  The maw is actually a trap of a sort, closing in and 
  holding anyone who reaches into it.  However, there is 
  a wand held by a stone tongue deep within the maw.  
  The stone tongue releases the wand only when an arm 
  is trapped in it. The darkness in the maw is created by a 
  deeper darkness spell heightened to 7th level (meaning 
  that it is impossible to cancel with a light spell unless 
  that spell is also 7th level or higher).  The deeper 
  darkness is cast at 15th level and is permanent. 
   
  Trap: Whenever an arm is placed inside the maw, 
  it snaps shut, grabbing hold of the arm with an iron 
  grip. Only once this occurs, does the tongue inside the 
  maw release the wand at the bottom of the maw.  Those 
  grabbed by the maw can only escape with a successful 
  Strength or Escape Artist skill check (DC 26).  No 
  more than two fellow PCs can assist in this check.  
  Searching the area around the maw does not reveal a 
  trap (although a detect magic spell reveals an aura of 
  transmutation, the trap is inside the maw, shrouded by 
  darkness).  A successful Search skill check (DC 15) 
  does reveal a small keyhole on the very top of the 
  demons head.  If a key is inserted into this lock (one of 
  the copper keys sought after by the PCs), the key melts 
  and maw opens, releasing the PC and the wand within.  
  If this key is inserted before a hand is inside, it melts 
  and the trap is disarmed. 
   
  The trap can also be bashed apart (hardness 10, 60 
  hit points).  A stone shape spell automatically frees any 
  PC trapped by the maw.  Creative PCs will undoubtedly 
  come up with other methods. 
   
  All APLs 
  � Demonic Maw Trap: CR 0; magical device; 
  proximity trigger (alarm); automatic reset; grasping 
  maw (Reflex DC 20 avoids, Strength 26 to pull free); 
  Search (DC 38, due to the darkness, 28 without); 
  Disable Device (DC 28). 
   
  Treasure: At the bottom of the maw is a wand of magi 
  missiles (3rd level caster).  This wand held by a stone 
  tongue is only released if the trap is sprung.    
   
  APLs 2-4: M: wand of magic missiles (3rd level 
  caster, 20 charges) (75 gp per PC) 
   
  APLs 6-8: M: wand of magic missiles (3rd level 
  caster, 50 charges) (188 gp per PC) 
   
  Area 10 – Rats! 
  Upon entering this area, read or paraphrase the 
  following to the PCs. 
   
  The far side of this tall chamber contains a balcony 
  held up by two broad stone columns.  Up on the 
  balcony, a passageway leaves the room.  A great 
  chatter can be heard from above along with a distinc 
  scratching sound. 
   
  This area is part of the domain of the wererats that live 
  on this level of the dungeon.  Their primary lair is 
  located in Area 12.  
   
  Creatures: Relati, the leader of the wererats keeps 
  a number of her minions stationed in this room, 
  including wererats and dire rats.  While their primary 
  goal is to warn the nest of intruders, they are also here 
  to stop intruders from getting any farther.  The wererats 
  stay up on the balcony, raining crossbow bolts on those 
  below, while the dire rats swarm down the columns to 
  attack the PCs. 
   
  APL 2 (EL 3) 
  � Wererat: hp 12, see Monster Manual pg. 173. 
  � Dire Rat (2): hp 5, see Monster Manual pg. 64. 
   
  APL 4 (EL 5) 
  � Wererat (2): hp 12, see Monster Manual pg. 173. 
  � Dire Rat (4): hp 5, see Monster Manual pg. 64. 
   
  APL 6 (EL 7) 
  � Wererat (4): hp 12, see Monster Manual pg. 173. 
  � Dire Rat (9): hp 5, see Monster Manual pg. 64. 
   
  APL 8 (EL 9) 
  � Wererat rog3 (4): hp 24, see Appendix 2. 
  � Dire Rat (9): hp 5, see Monster Manual pg. 64. 
   
  
  Castle Greyhawk 
   
  Page 29 
  Tactics: The wererats remain in hybrid form 
  throughout the entire combat attacking the PCs 
  indirectly for as long as possible.  If on the loosing side 
  of the battle, the wererats use the dire rats to cover their 
  retreat back to the lair.  If attacked from the direction of 
  the lair, the wererats fight the PCs viciously to the 
  death. 
   
  The wererats have four screaming bolts at all 
  APLs, spread out amongst them.  They are hesitant to 
  use these special weapons unless few options remain.   
   
  Keys: There are two keys located in this room.  
  The first is hanging around the neck of one of the 
  wererats on the balcony. The second key is hanging on 
  the backside of one of the columns, underneath the 
  balcony.  This key is easy to spot with a successful 
  Search skill check (DC 15) by a PC under the balcony. 
   
  Treasure: At all APLs, the wererats have some 
  screaming bolts as noted above.  One of the wererats 
  also carries a small crystal statue of a goblin.  This 
  statue is very valuable and carries a special significance 
  to the golbins in Area 17. The value of this statue is 
  listed as coin below. 
   
  APLs 2: C: 100 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  APLs 4: C: 150 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  APLs 6: C: 200 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  APLs 8: C: 250 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  Area 11 – Meet the Maker 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a small chamber lit with dim torches. 
  Directly across from the entry is a tall statue, nearly 
  reaching the ceiling. The statue is made of a emerald 
  green stone and depicts an elderly mage, one hand 
  open palmed while the other holds a staff.  A small 
  tarnished plaque is at the statues base. The flickering 
  firelight makes the statue seem tall and menacing. 
   
  If the PCs enter this chamber from one of the other two 
  doors, read or paraphrase the following to them. 
   
  The door creaks open revealing a small chamber lit 
  with dim torches. Directly across from the entry is a 
  tall statue, nearly reaching the ceiling. The statue is 
  made of a emerald green stone and depicts an elderly 
  mage, one hand open palmed while the other holds a 
  staff.  A small tarnished plaque is at the statues base. 
  The flickering firelight makes the statue seem tall and 
  menacing. 
   
  The door leading south out of this chamber is locked, 
  requiring an Open Lock skill check (DC 20) to open.  
  However, the statue is the object of real interest here. 
   
  The plaque at the base of the statue is so tarnished 
  that it cannot be read.  However, fifteen minutes of 
  cleaning can allow it to be read.  A prestidigitation 
  spell will clean it instantly.  The plaque reads in 
  common “The Master tells all, knowledge at a price, 
  secrets to be told”. 
   
  The open palmed hand has a small depression 
  roughly the size of a coin.  If a gold coin is placed in 
  his hand a booming voice cries out from the statue, 
  “direction?”  There are only ten answers to this 
  question that give an answer other than “That is not for 
  you to know”.  Once an answer is given the coin 
  disappears.  The special responses are below, listed 
  after the answer that must be given by the PCs to get 
  the response. 
   
  � “North” To the north are those whose skin is 
  loose. Hear their squeak. 
  � “Northeast” Home of rats and those that care for 
  them. 
  � “East” A ward of vapor to stop the hordes 
  � “Southeast” The domain of King Urrbag and his 
  filthy horde 
  � “South” A passage to the north.  A passage to 
  pain. 
  � “Southwest” Those who once ruled now live in 
  disgrace. 
  � “West” Paintings of Horrors and of Peace. 
  � “Northwest” The young terror sleeps with fire in 
  his belly. 
  � “Secret” If this answer is given by the PCs, the 
  statue swings out of the way, revealing a secret 
  door that leads to Area 14. This is the only way to 
  open the door (it cannot be opened from the other 
  side). 
  � “Key” If this answer is given by the PCs, they hear 
  a booming chuckle and a key falls to the floor, 
  appearing from thin air. 
   
  Key: There is only one key in the room, and it can only 
  be gotten through the means described above (by 
  answering “key” when the statue asks “direction”.  It 
  only gives out one key.  If asked again, it takes the gold 
  piece given and responds “don’t get greedy”. 
   
  Area 12 – Wererat’s Lair 
  The southern portcullises leading into this room are 
  difficult to open as noted in Area 13. However, the 
  switches opening these iron bars are located in this 
  area.  Upon entering this room, read the following to 
  the PCs. 
  
  Castle Greyhawk 
   
  Page 30 
   
  An eerie green light pulsates from a large emerald 
  affixed to the ceiling. Swarms of flies and gnats orbit 
  the gem lazily.  The floor of this chamber is littered 
  with bones, scraps of cloth and rancid garbage. Small 
  rats swarm over this garbage, squeaking madly. 
  Leaning against the far wall is a thin woman, wearing 
  a raged dress holding a thin rapier.  “Welcome to my 
  pack, you will make fine additions”, she says with a 
  wry smile as he face begins to distort into that of a 
  rat! 
   
  The gemstone in the ceiling is an evil relic from another 
  part of the dungeon that began sinking through the 
  floor until it ended up in the ceiling of this room.  The 
  gem acts a conduit of disease.  The mages of this place 
  used the gem to simulate diseases for them to test on.  
  Now it rests in this room, infecting those that spend too 
  much time near it. 
   
  Those that sleep here for the night become infected 
  with wererat lycanthropy unless they succeed at a Fort 
  save (DC 15). The gemstone radiates strong evil and 
  necromancy.  It cannot be removed from the ceiling and 
  cannot be destroyed by any means possessed by the 
  PCs. 
   
  Creatures: Relati is the leader of the wererats in 
  this portion of the dungeon.  Her and her fellow 
  adventuring companions made the mistake of camping 
  in this abandoned room while exploring the dungeon 
  three months ago.  The gemstone in the ceiling infected 
  them with lycanthropy later that night. They have been 
  here ever since.   
   
  Other wererats and dire rats also live in this 
  chamber as noted below. 
   
  APL 2 (EL 4) 
  � Relati, wererat rog1: hp 12; see Appendix 2. 
  � Dire Rat (3): hp 5, see Monster Manual pg. 64. 
   
  APL 4 (EL 6) 
  � Relati, wererat rog3: hp 24; see Appendix 2. 
  � Dire Rat (6): hp 5, see Monster Manual pg. 64. 
   
  APL 6 (EL 8) 
  � Relati, wererat rog3/ftr2: hp 40; see Appendix 2. 
  � Wererat (3): hp 12, see Monster Manual pg. 173. 
  � Dire Rat (3): hp 5, see Monster Manual pg. 64. 
   
  APL 8 (EL 10) 
  � Relati, wererat rog3/ftr4: hp 56; see Appendix 2. 
  � Wererat rog3 (2): hp 24, see Appendix 2. 
  � Dire Rat (3): hp 5, see Monster Manual pg. 64. 
   
  Tactics: Relati uses here dire rat minions to set up 
  flanks for herself to as to best make use of her rogue 
  abilities. At higher APLs, her rapier is magical and she 
  has a few other magic items at her disposal.  The clever 
  wererat does not hesitate to use these if pressed.  If the 
  PCs come from the south by breeching the iron 
  portcullises, Relati begins firing at them before they 
  make it through the second gate. If combat goes poorly 
  after that, the clever wererat makes for Area 10 for 
  support. 
   
  Keys: There are three keys located in this chamber. 
   One of the keys is located in the trash of this chamber. 
   Finding this key requires a Search (DC 20) of the 
  southeast corner. The other two keys are only found if 
  the PCs locate the secret treasure cache in the northeast 
  corner of the room.  This cache is underneath a gray 
  stone that is unlike all others in this area.  This can be 
  noted by anyone searching that area with a successful 
  Spot skill check (DC 25) or Knowledge Architecture 
  skill check (DC 10). The two keys in this cache are 
  located inside the leather sack containing all the coins. 
   
  Treasure: Aside from Relati’s rapier and assorted 
  trinkets, the treasure cached noted above has a large 
  leather back containing the packs coin treasure.  There 
  is also a pair of keys in this bag as noted above.  This 
  treasure is listed under coin below. 
   
  APL 2: L: 27 gp per PC; C: 50 gp per PC. 
   
  APL 4: C: 25 gp per PC; M: potion of cure light 
  wounds (x2) (4 gp per PC each), +1 rapier (193 gp per 
  PC). 
   
  APL 6: C: 25 gp per PC; M: brooch of shielding 
  (125 gp per PC), potion of cure light wounds (x2) (4 gp 
  per PC each), +1 rapier (193 gp per PC). 
   
  APL 8: C: 25 gp per PC; M: brooch of shielding 
  (125 gp per PC), potion of cure light wounds (x2) (4 gp 
  per PC each), +1 keen rapier (693 gp per PC). 
   
  Area 13 – Gated Corridor 
  This short corridor was set up by the wererats to protect 
  themselves from the goblins of King Urrbag, bent on 
  taking over this layer of the dungeon. 
   
  This 
  corridor 
  consists 
  of 
  two 
  portcullises, 
  controlled by a wheel that raises them in Area 12.  
  There is a trap in Area 14, set to go off if anyone raises 
  the gates without using the wheel. Raising the 
  portcullises using sheer muscle requires a Strength 
  check (DC 22).  Up to two others may assist in this 
  check.  However, once up, the gate does not lock in 
  place, requiring a Strength check (DC 15) to hold aloft. 
   Anyone underneath a gate when it closes must make a 
  Reflex save (DC 15) or take 2d6 damage.  The side the 
  PC ends up on is determined at random.  The 
  portcullises have the following statistics. 
   
  
  Castle Greyhawk 
   
  Page 31 
  � Iron Portcullis: 2 in. thick; hardness 10; hit points 
  60; Bend (DC 28). 
   
  Key: There is one key in this short corridor.  The key is 
  located at the bottom of one of the holes that the 
  portcullis slides into.  Finding this key requires the 
  portcullis to be up and a successful Search skill check 
  (DC 25) of the area. 
   
  Area 14 – No Goblins Land 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The long chamber is full of dead bodies, those of 
  goblins and those of rats.  They are in various states 
  of decay creating a stench of rot and death. 
   
  This room is the dividing line between the wererat’s 
  domain and the areas claimed by the goblin king.  They 
  often clash in this room, having no easier way to reach 
  on another (the door between Area 11  and 16 is locked 
  and the painting of Area 7 is too tricky for the goblins 
  to figure out). Nothing lives in this room, but the 
  wererats have left a trap in the ceiling just outside the 
  portcullis, should the goblins ever manage to raise it. 
   
  The secret door in this room leading to Area 11 
  can be easily found with a successful Search skill check 
  (DC 15) but it cannot be opened from this side. 
   
  Trap: As noted above in Area 12, anyone raising 
  either of the portcullises without using the wheel sets 
  off a trap, puncturing a poison gas bag, releasing the 
  poison, affecting anyone within ten feet of the 
  portcullis. 
   
  APL 2 (EL 3) 
  � Poison Gas Trap: CR 3; mechanical; touch trigger; 
  no reset; Poison Gas (Ungol Dust, inhaled, Fort save 
  DC 15 resists, 1 Cha/1d6 Cha + 1 permanent Cha);, 
  Search (DC 20); Disable Device (DC 20). 
   
  APL 4 (EL 4) 
  � Poison Gas Trap: CR 4; mechanical; touch trigger; 
  no reset; Poison Gas (Ungol Dust, inhaled, Fort save 
  DC 15 resists, 1 Cha/1d6 Cha + 1 permanent Cha);, 
  Search (DC 25); Disable Device (DC 20). 
   
  APL 6 (EL 5) 
  � Poison Gas Trap: CR 5; mechanical; touch trigger; 
  no reset; Poison Gas (Insanity Mist, inhaled, Fort save 
  DC 15 resists, 1d4 Wis/2d6 Wis);, Search (DC 25); 
  Disable Device (DC 20). 
   
  APL 8 (EL 6) 
  � Poison Gas Trap: CR 6; mechanical; touch trigger; 
  no reset; Poison Gas (Insanity Mist, inhaled, Fort save 
  DC 15 resists, 1d4 Wis/2d6 Wis);, Search (DC 27); 
  Disable Device (DC 27). 
   
  Keys: There are two keys in this room.  Both are 
  scattered in amongst the dead bodies of rats and 
  goblins.  Due to the mess in this room, all Search 
  checks in this chamber take 1 minute.  Finding a key 
  requires a successful Search skill check (DC 25).   
   
  Treasure: There is little else of value here because 
  both sides often sneak in to scavenge for gear. 
  However, with a successful Search skill check (DC 30, 
  15 with a detect magic) locates a tattered blood soaked 
  cloak that looks ruined.  The cloak is in reality a cloak 
  of resistance +1. 
   
  ALL APLs: M: cloak of resistance +1 (83 gp per 
  PC) 
   
  Area 15 – Territory Marker 
  Read the following when the PCs approach this area. 
   
  In the center of the corridor ahead is a tall wooden 
  spike, on which the head of a rat is skewered.  Directly 
  below this is a small scrap of wood, on which strange 
  symbols are written. 
   
  The strange symbols on the scrap of wood are actually 
  goblin letters.  Anyone who can speak goblin can read 
  the letters as saying, “This be da land of King Urrbag 
  da Terrible.  Death to Rats!” 
   
  This is also a transition point between smooth 
  dungeon floors and rough-hewn cavern walls. 
   
  Area 16 – Territory Trap Marker 
  Read the following when the PCs approach this area. 
   
  In the center of the corridor ahead is a tall wooden 
  spike, on which the head of a rat is skewered.  Directly 
  below this is a small scrap of wood, on which strange 
  symbols are written. 
   
  The strange symbols on the scrap of wood are actually 
  goblin letters.  Anyone who can speak goblin can read 
  the letters as saying, “This be da land of King Urrbag 
  da Terrible.  Death to Rats!” 
   
  This is also a transition point between smooth 
  dungeon floors and rough-hewn cavern walls. 
   
  Unlike the marker above, this one also has a trap 
  associated with it.  The wererats, able to open and lock 
  the door leading into Area 11 at will, forced King 
  Urrbag to set up a trap here to discourage the pesky 
  vermin. 
  
  Castle Greyhawk 
   
  Page 32 
   
  Trap: A tiny trip wire has been laid across the 
  floor of this corridor right at the point of the sign.  
  Anyone crossing this area unaware of the trip wire has 
  a 50% chance of setting off the trap, causing a hail of 
  rocks and tanglefoot bags to rain down from the ceiling 
  in a 10 ft by 10 ft area. 
   
  APL 2 (EL 2) 
  � Rock and Tanglefoot Trap: CR 2; mechanical; 
  touch trigger (trip wire); no reset; Falling Rocks (2d6 
  damage, Reflex save DC 17 halves) plus +10 ranged 
  touch attack (Tanglefoot Bag, Reflex save DC 15 
  avoids being stuck, see Player’s Handbook pg  128) 
  Search (DC 20); Disable Device (DC 20). 
   
  APL 4 (EL 3) 
  � Rock and Tanglefoot Trap: CR 3; mechanical; 
  touch trigger (trip wire); no reset; Falling Rocks (4d6 
  damage, Reflex save DC 20 halves) plus +10 ranged 
  touch attack (Tanglefoot Bag, Reflex save DC 15 
  avoids being stuck, see Player’s Handbook pg  128) 
  Search (DC 20); Disable Device (DC 20). 
   
  APL 6 (EL 4) 
  � Rock and Tanglefoot Trap: CR 4; mechanical; 
  touch trigger (trip wire); no reset; Falling Rocks (4d6 
  damage, Reflex save DC 22 halves) plus +10 ranged 
  touch attack (Tanglefoot Bag, Reflex save DC 15 
  avoids being stuck, see Player’s Handbook pg  128) 
  Search (DC 25); Disable Device (DC 20). 
   
  APL 8 (EL 5) 
  � Rock and Tanglefoot Trap: CR 4; mechanical; 
  touch trigger (trip wire); no reset; Falling Rocks (6d6 
  damage, Reflex save DC 22 halves) plus +10 ranged 
  touch attack (Tanglefoot Bag, Reflex save DC 15 
  avoids being stuck, see Player’s Handbook pg  128) 
  Search (DC 25); Disable Device (DC 20). 
   
  A creature struck by a tanglefoot bag takes a –2 penalty 
  on attack rolls and a –4 penalty to Dexterity and must 
  make a DC 15 Reflex save or be glued to the floor, 
  unable to move. Even on a successful save, it can move 
  only at half speed. Huge or larger creatures are 
  unaffected by a tanglefoot bag.  
   
  A creature that is glued to the floor can break free 
  by making a DC 17 Strength check or by dealing 15 
  points of damage to the goo with a slashing weapon. A 
  creature trying to scrape goo off itself, or another 
  creature assisting, does not need to make an attack roll; 
  hitting the goo is automatic, after which the creature 
  that hit makes a damage roll to see how much of the 
  goo was scraped off. Once free, the creature can move 
  (including flying) at half speed. A character capable of 
  spellcasting who is bound by the goo must make a DC 
  15 Concentration check to cast a spell. The goo 
  becomes brittle and fragile after 2d4 rounds, cracking 
  apart and losing its effectiveness. An application of 
  universal solvent to a stuck creature dissolves the 
  alchemical goo immediately. 
   
  This trap makes a lot of noise and King Urrbag is 
  sure to send Goblins to investigate it being set off. 
   
  Keys: There is one key in this area, and it is 
  located in amongst the rocks and tanglefoot bags in the 
  ceiling. Once the trap is set off, this key can be found 
  with a successful Search skill check (DC 15). 
   
  Area 17 – King Urrbag 
  Upon entering this chamber from one of its many entry 
  points, read or paraphrase the following to the PCs. 
   
  This huge natural cavern chamber is lit by faintly 
  glowing balls of white light that dance around the 
  ceiling amongst the stalactites. On the far side of the 
  chamber, two goblins softly beat on large drums. 
  Between them is a goblin of immense size, perhaps the 
  largest goblin ever seen.  Its bloated form croaks out 
  in alarm upon your entry and goblins from all around 
  the room turn to face you. 
   
  The lights in this room create enough light to see by but 
  do little else.  They were created through Urrbag’s 
  magic. This chamber is the primary lair for the goblins 
  that control the entire cavern portion of this dungeon 
  level. 
   
  Creatures: The immensely fat goblin on the far 
  side of the room is King Urrbag, leader of all the 
  goblins on this level.  Urrbag is so fat that he cannot 
  actually move without assistance.  However, this is 
  compensated for by his horrible stench that permeates 
  the area around him. This room can easily be a very 
  difficult combat for the PCs, but it can be avoided if the 
  PCs present the crystal goblin statue from Area 10.  If 
  this statue is presented to Urrbag, he allows the PCs 
  free passage through his domain and gives them all his 
  keys as noted below.  PCs that think of this option 
  receive half the normal XP for this combat without 
  having to fight their way through it. 
   
  APL 2 (EL 5) 
  � King Urrbag, goblin adp5: hp 32, see Appendix 2. 
  � Goblin war1 (6): hp 5, see Monster Manual pg. 
  133. 
   
  APL 4 (EL 7) 
  � King Urrbag, goblin adp7: hp 45, see Appendix 2. 
  � Goblin war1 (6): hp 5, see Monster Manual pg. 
  133. 
  
  Castle Greyhawk 
   
  Page 33 
  � Wolf (2): hp 13, see Monster Manual pg. 283. 
   
  APL 6 (EL 9) 
  � King Urrbag, goblin adp9: hp 58, see Appendix 2. 
  � Royal Guardians, goblin war5 (2): hp 34, see 
  Appendix 2. 
  � Goblin war1 (6): hp 5, see Monster Manual pg. 
  133. 
  � Wolf (2): hp 13, see Monster Manual pg. 283. 
   
  APL 8 (EL 11) 
  � King Urrbag, goblin adp11: hp 71, see Appendix 
  2. 
  � Royal Guardians, goblin war5 (5): hp 34, see 
  Appendix 2. 
  � Goblin war1 (6): hp 5, see Monster Manual pg. 
  133. 
  � Worg (4): hp 30, see Monster Manual pg. 256. 
   
  Tactics: Unless the PCs barter for safe passage, King 
  Urrbag orders his subjects to kill them immediately.  
  Urrbag prepares himself for battle by casting bull’s 
  strength and bless before moving to more offensive 
  spells.  Urrbag is not above catching another goblin in 
  one of his spell effects so long as the PCs are affected 
  as well. 
   
  If all alone, and surrounded by the PCs, Urrbag 
  quickly surrenders if his spells have been ineffective.  
  Otherwise he fights to the death if the odds seem in his 
  favor. Despite what is listed, Urrbag can actually move 
  5 ft. as a full round action. 
   
  Keys: There are four keys hidden in this chamber 
  for PCs brave enough to find them.  Two of the keys 
  are hidden underneath King Urrbag, hidden in the folds 
  of his pillows.  Urrbag can only be moved with a 
  successful Strength check (DC 20).  Once moved, these 
  two keys can be found where he sat with a Search skill 
  check (DC 15).  
   
  Another key is located inside one of the drums 
  being played by the goblins when the PCs enter.  If the 
  PCs think to look inside or shake the drum they can 
  easily find the key.  The final key is located in Urrbag’s 
  treasure hoard as noted below. 
   
  Treasure: Although King Urrbag has a number of 
  magic items on him; there is a significant treasure hoard 
  behind him, crammed into a nook of the cavern.  
  Finding this hoard is easy, requiring only a Spot skill 
  check (DC 15). Items in this hoard include a large 
  expensive kettite rug, silver goblets from Perrenland, a 
  painting of the Dyvers harbor, and a horned helm of 
  keoish design.  These treasures are mixed in with a 
  number of semi-precious gemstone and coins.  The 
  entire hoard weighs 100 pounds and takes about a hour 
  to gather up.  Its value is listed under coin below. 
   
  APL 2: L: 25 gp per PC; C: 200 gp per PC; M: 
  pearl of power (1st level) (83 gp per PC), potion of cure 
  moderate (x2) (25 gp per PC each). 
   
  APL 4: L: 25 gp per PC; C: 200 gp per PC; M: 
  elixir of fire breath (x2) (92 gp per PC each), pearl of 
  power (1st level) (83 gp per PC), potion of cure 
  moderate (x2) (25 gp per PC each). 
   
  APL 6: L: 77 gp per PC; C: 200 gp per PC; M: 
  elixir of fire breath (x2) (92 gp per PC each), lesser 
  metamagic rod of silence (250 gp per PC), pearl of 
  power (1st level) (83 gp per PC), potion of cure 
  moderate (x2) (25 gp per PC each). 
   
  APL 8: L: 155 gp per PC; C: 200 gp per PC; M: 
  bracers of armor +2 (333 gp per PC), elixir of fire 
  breath (x2) (92 gp per PC each), lesser metamagic rod 
  of silence (250 gp per PC), pearl of power (1st level) 
  (83 gp per PC), potion of cure moderate (x2) (25 gp per 
  PC each). 
   
  Area 18 – Territory Marker and Passage 
  Read the following when the PCs approach this area. 
   
  In the center of the corridor ahead is a tall wooden 
  spike, on which the skeletal head of a dire rat is 
  skewered.  Directly below this is a small scrap of 
  wood, on which strange symbols are written. 
   
  The strange symbols on the scrap of wood are actually 
  goblin letters.  Anyone who can speak goblin can read 
  the letters as saying, “This be da land of King Urrbag 
  da Terrible.  Death to Rats!” 
   
  Above this area is a dark chute that leads up and 
  turns into a narrow corridor that leads to Area 2 near 
  the dragons lair.  For more information on this tunnel, 
  see Area 2.  Spotting the tunnel in the dark recesses of 
  the ceiling requires a Spot check (DC 20). 
   
  Key: Observant PCs will notice that the rat head 
  on the spike of this post is a skeletal dire rat skull 
  instead of freshly killed.  Inside the skull is a key.  This 
  key can only be found if the PCs remove the rat head 
  from the spike, at which point, the key falls out to 
  bounce around on the floor below. 
   
  Area 19 – Goblin Post 
  If this area is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a dark natural cavern corridor.  Although 
  there is no light, a strange green glow can be seen in 
  the dimness, radiating from an unseen source.  Up 
  ahead, there appears to be an intersection but a quiet 
  scurrying and shifting shadows proves that it is not 
  deserted. 
   
  
  Castle Greyhawk 
   
  Page 34 
  If the PCs approach this area from another passageway, 
  read or paraphrase the following to them. 
   
  Up ahead, there appears to be an intersection but a 
  quiet scurrying and shifting shadows proves that it is 
  not deserted. 
   
  Creatures: This area is used as a watch post by some 
  of King Urrbag’s loyal followers.  From here they 
  watch for the approach of any gnolls or outsides from 
  the stairs.  If the PCs come from the south, they have 
  the opportunity to sneak up on the goblins unobserved. 
   The goblins are watching both other directions, so 
  cannot be caught unaware from those directions 
  without excellent Hide skills or magic. 
   
  APL 2 (EL 3) 
  � Goblin war1 (3): hp 5, see Monster Manual pg. 
  133. 
  � Wolf: hp 13, see Monster Manual pg. 283. 
   
  APL 4 (EL 5) 
  � Goblin war1 (3): hp 5, see Monster Manual pg. 
  133. 
  � Wolf (3): hp 13, see Monster Manual pg. 283. 
   
  APL 6 (EL 7) 
  � Royal Guardians, goblin war5 (3): hp 34, see 
  Appendix 2. 
  � Worg (2): hp 30, see Monster Manual pg. 256. 
   
   
  APL 8 (EL 9) 
  � Royal Guardians, goblin war5 (6): hp 34, see 
  Appendix 2. 
  � Worg (4): hp 30, see Monster Manual pg. 256. 
   
  Tactics: The goblins here are assigned the task of 
  killing any intruders.  Only if their number is reduced 
  to one, does that remaining goblin flee to go tell King 
  Urrbag (who them promptly kills the messenger, 
  Urrbag hates bad news). Note that each goblin, at all 
  APLs carries a potion of cure light wounds 
   
  Keys:  There are two keys here for the PCs to find. 
   The first key is carried by one of the goblins and is tied 
  into his hair as an ornament.  It is easily found by 
  searching the goblin bodies. 
   
  The second key is in a small puddle of murky 
  water on the tunnel floor next to the stair.  This key can 
  only be found by a PC willing to feel around in the 
  murky puddle.  Once this is done, the key can be found 
  with a successful Search skill check (DC 20). 
   
  Treasure: The goblins here have little treasure 
  aside from their gear and a set of ornate dice.  Between 
  them the filthy creatures play dice to pass the time 
  while on duty.  The dice are made of bone inlaid with 
  silver.  Their value is listed as coin below.  
    
  APLs 2-4: C: 50 gp per PC; M: potion of cure 
  light wounds (x3) (4 gp per PC each). 
   
  APL 6: C: 75 gp per PC; M: potion of cure light 
  wounds (x3) (4 gp per PC each). 
   
  APL 8: C: 75 gp per PC; M: potion of cure light 
  wounds (x6) (4 gp per PC each). 
   
  Area 20 – Glowing Mold 
  Upon approaching this area, read or paraphrase the 
  following to the PCs 
   
  The corridor ahead is covered, from floor to ceiling 
  with a strange glowing moss with a green hue. A blue 
  and white checkered shield is half buried in the moss 
  half way down this natural corridor. 
   
  PCs approaching the moss get a cold sensation but little 
  else happens to them.  PCs who make a Knowledge 
  Dungeoneering skill check (DC 20) can identify the 
  moss as a mostly harmless glowing moss, used as food 
  by many of the creatures of the underdark (including 
  goblins). PCs that fail this check by ten or more are 
  certain that the moss is a deadly killer. PCs that succeed 
  by five or more learn that moss can be cleared away 
  easily by cutting or by fire. 
   
  PCs entering the moss bed without clearing it away 
  disturb a patch of spores that cause everyone within ten 
  feet to sneeze for 2d4 rounds unless they succeed at a 
  Fort save (DC 15).  Sneezing PCs are at a –2 to all 
  attack rolls, skill checks, ability checks, and Reflex 
  saves.  The spores cannot be harvested. 
   
  Key: There is one key in this area, hidden in the 
  moss.  It can be found without burning the moss but 
  this requires a Search skill check (DC 25).  If the moss 
  is burned away, this check is much simpler (DC 15). 
   
  Treasure: The shield here is the only real treasure 
  to be had.  It is easily recovered by PCs willing to go in 
  and get it. 
   
  APL 2: M: +1 heavy steel shield (98 gp per PC) 
   
  APL 4-8: M: +1 heavy steel shieldof blinding (348 
  gp per PC) 
   
  Area 21 – Moaning Stone 
  Read or paraphrase the following to the PCs as they 
  approach this intersection. 
   
  A strange moaning can be heard coming from the 
  intersection up ahead.  The source of this quiet 
  moaning is not evident. 
   
  Upon reaching the intersection, the sound of the 
  moaning is at its loudest.  PCs that succeed at a Spot or 
  Search skill check (DC 15) can notices the relief 
  
  Castle Greyhawk 
   
  Page 35 
  carving of a stone face directly in the center of the floor 
  of the intersection.  The moaning emanates from this 
  face. 
   
  Upon closer inspection, the face has a rather wide 
  boot print right across its center.  If the PCs wipe off 
  the boot print, the moaning stops and the mouth of the 
  face opens up as it spits out a gemstone. 
   
  Treasure: The gemstone is the only thing of value 
  here.  None of the local inhabitants ever bothered to 
  look closely at the face as they thought it cursed. 
   
  All APLs: C: 50 gp per PC. 
   
  Conclusion 
  Once the PCs have had enough of the dungeons 
  beneath Castle Greyhawk, or time has expired, read or 
  paraphrase the following to them. 
   
  Tasting the fresh air underneath the open sky is a 
  sensation like no other, having spent so much time in 
  the dungeons beneath the famed Castle Greyhawk. 
  The dwarves here look on with a sign of surprise, to 
  see you come out alive and so laden with treasure. 
   
  The clerics of Zagyg are equally glad to see you.  
  High priest Ossolat takes all of your keys from you, 
  thanking you for each one and scrutinizing it closely. 
  “It will be some time before the true key reveals itself, 
  so be sure to make your whereabouts known to us so 
  that you may be greatly rewarded if you found the 
  true key.  However, we have a reward for you 
  nonetheless for your efforts in the holy halls of Castle 
  Greyhawk.  Take with you our thanks” With that, the 
  priest blows a big raspberry at you, chuckling as he 
  leaves the tent. 
   
  Only time will tell if your band found the true key. 
   Keep an eye on www.rpga.com to learn more in the 
  coming months. 
   
  The DM should now determine the exact number of 
  keys recovered by the PCs.  This number should be 
  written on the AR of each PC, next to the Key Rewards 
  section.  The DM should cross out all bonuses the PCs 
  do not get because of their key count (a group that got 
  15 keys would get all three boons, but one that only got 
  4 would get only the thanks of zagyg with the other two 
  crossed out). 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
   
  Area One 
  Defeating Cinderwing 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp. 
   
  Area Four 
  Encountering and surviving the door trap 
  APL2 60 xp; APL4 90 xp; APL6 120 xp; APL8 150 
  xp. 
   
  Area Six 
  Defeating Grimhowl and his band 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp. 
   
  Area Seven 
  Encountering and surviving the Black Lightning 
  APL2 90 xp; APL4 120 xp; APL6 150 xp; APL8 180 
  xp. 
   
  Area Eight 
  Defeating the Scarlet Brotherhood group 
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 
  xp. 
   
  Area Ten 
  Defeating the wererats and rats 
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 
  xp. 
   
  Area Twelve 
  Defeating Relati and the rats 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp. 
   
  Area Fourteen 
  Encountering and surviving the Poison Gas Trap 
  APL2 90 xp; APL4 120 xp; APL6 150 xp; APL8 180 
  xp. 
   
  Area Sixteen 
  Encountering and surviving the falling rock trap 
  APL2 60 xp; APL4 90 xp; APL6 120 xp; APL8 150 
  xp. 
   
  Area Seventeen 
  Defeating the King Urrbag and his minions 
  APL2 150 xp; APL4 210 xp; APL6 270 xp; APL8 330 
  xp. 
   
  Area Nineteen 
  Defeating the Goblin Guards 
  
  Castle Greyhawk 
   
  Page 36 
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 
  xp. 
   
   
  Discretionary roleplaying award 
  APL2 180 xp; APL4 270 xp; APL6 360 xp; APL8 450 
  xp. 
   
  Total possible experience:  
   
  APL2 900 xp; APL4 1,350 xp; APL6 1,800 xp; APL8 
  2,250 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this 
  is a Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewelry, and other valuables 
   
  M: Magic Items (sell value)  
   
  Area One: 
   
  APL 2: C: 100 gp per PC; M: dragon gemstone 
  (50 gp per PC if sold and not embedded), potion of cure 
  moderate wounds (2) (25 gp per PC), silversheen (21 
  gp per PC). 
   
  APL 4: C: 150 gp per PC; M: dragon gemstone 
  (50 gp per PC if sold and not embedded), javelin of 
  lightning (125 gp per PC), potion of cure moderate 
  wounds (2) (25 gp per PC), silversheen (21 gp per PC). 
   
  APL 6: C: 150 gp per PC; M: dragon gemstone 
  (50 gp per PC if sold and not embedded), javelin of 
  lightning (125 gp per PC), potion of cure moderate 
  wounds (2) (25 gp per PC), silversheen (21 gp per PC), 
  wand of web (3rd level caster, 10 charges) (75 gp per 
  PC). 
   
  APL 8: C: 150 gp per PC; M: bag of holding type 
  1 (208 gp per PC), dragon gemstone (50 gp per PC if 
  sold and not embedded), javelin of lightning (125 gp 
  per PC), potion of cure moderate wounds (2) (25 gp per 
  PC), silversheen (21 gp per PC), wand of web (3rd level 
  caster, 10 charges) (75 gp per PC). 
   
  Area Six: 
   
  APL 2: C: 25gp per PC; M: Grimhowl’s Axe (225 
  gp per PC) 
   
  APL 4: C: 25gp per PC; M: Cloak of Resistance 
  +1 (83 gp per PC), Grimhowl’s Axe (225 gp per PC) 
   
  APL 6: C: 50gp per PC; M: Cloak of Resistance 
  +1 (83 gp per PC), Grimhowl’s Axe (225 gp per PC) 
   
  APL 8: C: 50gp per PC; M: Cloak of Resistance 
  +1 (83 gp per PC), Grimhowl’s Axe (225 gp per PC), 
  necklace of fireballs, type II (225 gp per PC) 
   
  Area Eight: 
   
  APL 2: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure light wounds (x6) (4 gp per PC each), 
  potion of remove paralysis (25 gp per PC). 
   
  APL 4: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure light wounds (x4) (4 gp per PC each), 
  potion of cure moderate wounds (x2) (25 gp per PC 
  each), potion of remove paralysis (25 gp per PC). 
   
  APL 6: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure light wounds (x4) (4 gp per PC each), 
  potion of cure moderate wounds (x2) (25 gp per PC 
  
  Castle Greyhawk 
   
  Page 37 
  each), potion of remove paralysis (25 gp per PC), ring 
  of protection +1 (167 gp per PC). 
   
  APL 8: M: arcane scroll of invisibility (13 gp per 
  PC), arcane scroll of web (x2) (13 gp per PC each), 
  potion of cure moderate wounds (x6) (25 gp per PC 
  each), potion of remove paralysis (25 gp per PC), ring 
  of protection +1 (167 gp per PC). 
   
  Area Nine: 
   
  APLs 2-4: M: wand of magic missiles (3rd level 
  caster, 20 charges) (75 gp per PC) 
   
  APLs 6-8: M: wand of magic missiles (3rd level 
  caster, 50 charges) (188 gp per PC) 
   
  Area Ten: 
   
  APLs 2: C: 100 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  APLs 4: C: 150 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  APLs 6: C: 200 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  APLs 8: C: 250 gp per PC; M: screaming bolt (4) 
  (22 gp per PC each) 
   
  Area Twelve: 
   
  APL 2: L: 27 gp per PC; C: 50 gp per PC. 
   
  APL 4: C: 25 gp per PC; M: potion of cure light 
  wounds (x2) (4 gp per PC each), +1 rapier (193 gp per 
  PC). 
   
  APL 6: C: 25 gp per PC; M: brooch of shielding 
  (125 gp per PC), potion of cure light wounds (x2) (4 gp 
  per PC each), +1 rapier (193 gp per PC). 
   
  APL 8: C: 25 gp per PC; M: brooch of shielding 
  (125 gp per PC), potion of cure light wounds (x2) (4 gp 
  per PC each), +1 keen rapier (693 gp per PC). 
   
  Area Fourteen: 
   
  ALL APLs: M: cloak of resistance +1 (83 gp per 
  PC) 
   
  Area Seventeen: 
   
  APL 2: L: 25 gp per PC; C: 200 gp per PC; M: 
  pearl of power (1st level) (83 gp per PC), potion of cure 
  moderate (x2) (25 gp per PC each). 
   
  APL 4: L: 25 gp per PC; C: 200 gp per PC; M: 
  elixir of fire breath (x2) (92 gp per PC each), pearl of 
  power (1st level) (83 gp per PC), potion of cure 
  moderate (x2) (25 gp per PC each). 
   
  APL 6: L: 77 gp per PC; C: 200 gp per PC; M: 
  elixir of fire breath (x2) (92 gp per PC each), lesser 
  metamagic rod of silence (250 gp per PC), pearl of 
  power (1st level) (83 gp per PC), potion of cure 
  moderate (x2) (25 gp per PC each). 
   
  APL 8: L: 155 gp per PC; C: 200 gp per PC; M: 
  bracers of armor +2 (333 gp per PC), elixir of fire 
  breath (x2) (92 gp per PC each), lesser metamagic rod 
  of silence (250 gp per PC), pearl of power (1st level) 
  (83 gp per PC), potion of cure moderate (x2) (25 gp per 
  PC each). 
   
  Area Nineteen: 
   
  APLs 2-4: C: 50 gp per PC; M: potion of cure 
  light wounds (x3) (4 gp per PC each). 
   
  APL 6: C: 75 gp per PC; M: potion of cure light 
  wounds (x3) (4 gp per PC each). 
   
  APL 8: C: 75 gp per PC; M: potion of cure light 
  wounds (x6) (4 gp per PC each). 
   
  Area Twenty: 
   
  APL 2: M: +1 heavy steel shield (98 gp per PC) 
   
  APL 4-8: M: +1 heavy steel shieldof blinding (348 
  gp per PC) 
   
  Total Allowed Treasure 
  APL 2: 900 gp (max per PC) 
  APL 4: 1,300 gp (max per PC) 
  APL 6: 1,800 gp (max per PC) 
  APL 8: 2,600 gp (max per PC) 
   
  Special 
  � Key Rewards: As a reward for recovering the 
  missing copper keys from the dungeons of Castle 
  Greyhawk, the above named PC has been rewarded by 
  the clerics of Zagyg with one of the following gifts. 
   
  Thanks of Zagyg (0-4 keys): As a standard action, 
  you may call on the thanks of Zagyg to receive a cure 
  moderate wounds, lesser restoration, or delay poison 
  spell cast at 5th level. Write “used” across this text 
  once redeemed. 
   
  Gratitude of Zagyg (5-12 keys): As a standard 
  action, you may call on the gratitude of Zagyg to 
  receive a cure critical wounds, restoration, or freedom 
  of movement spell cast at 12th level. Write “used” 
  across this text once redeemed. 
   
  Blessing of Zagyg (13+ keys): As a standard 
  action, you may call on the blessing of Zagyg to receive 
  a heal spell cast at 20th level. Alternatively, this 
  blessing can be redeemed for a raise dead spell cast for 
  free as a full round action. This benefit may even be 
  called upon to raise the above named PC. Write “used” 
  across this text once redeemed. 
   
  � Grimhowl’s Axe: This battleaxe was carried by the 
  terrible gnoll Grimhowl, deep in the dungeons of Castle 
  Greyhawk. This axe functions like a +1 battleaxe.  
  Once per day, as a standard action, the wielder can 
  decide to deal a chilling strike. Once this power is 
  
  Castle Greyhawk 
   
  Page 38 
  activated, the axe glows a pale blue and emits a loud 
  howl like that of a wolf. The next successful strike with 
  the axe deals and additional 1d6 cold damage and the 
  target must succeed at a Fortitude save (DC 11) or take 
  1 point of temporary Strength damage.  This power 
  only lasts for one minute or until used 
   
  Faint (necromancy); CL 3rd; Craft Arms and 
  Armor, chill touch; Price 2,700 gp. 
   
  � Embedded the Dragon Gemstone: The above 
  named PC embedded the red gemstone into his or her 
  forehead. This gemstone was attached to the dragon’s 
  head deep within the dungeons of Castle Greyhawk. 
  Although it has no apparent affect, that may change in 
  the future. This should be crossed off if the PC did not 
  embed the gemstone. 
   
   
  
  Castle Greyhawk 
   
  Page 39 
  Appendix 1 – Stat Blocks 
  Map A, APLs 2-8 
   
  Area 1 – Orc Guards 
  APL 4 
  � Beggrut, Orc Lieutenant, ftr3: CR 3; Medium 
  humanoid (orc); HD 3d10+6; hp 25; Init +5; Spd 20 
  ft.; AC 18 (touch 11, flat-footed 17) [[+1 Dex, +5 
  armor, +2 shield]]; Base Atk +3; Grp +7; Atk +9 
  melee (1d8+4, longsword, 19+ crit) or +4 ranged 
  (1d6+4, javelin); SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +5, Ref +2, Will +0; Str 
  18, Dex 13, Con 15, Int 8, Wis 8, Cha 7. 
   
  Skills and Feats: Climb +7, Intimidate +1; 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (longsword). 
   
  Equipment: masterwork longsword, javelin (2), 
  chainmail armor, heavy steel shield 
   
  APL 6 
  � Orc Axeman, war3: CR 2; Medium humanoid 
  (orc); HD 3d10+3; hp 20; Init +1; Spd 30 ft.; AC 13 
  (touch 10, flat-footed 13) [[+3 armor]]; Base Atk +3; 
  Grp +6; Atk +7 melee (1d12+4, greataxe, x3 crit) or 
  +3 ranged (1d6+3, javelin); SQ Darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +4, Ref +1, Will -1; 
  Str 17, Dex 11, Con 13, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Climb +6, Jump +6; Power 
  Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, javelin (2), studded leather 
  armor. 
   
  � Beggrut, Orc Lieutenant, ftr5: CR 5; Medium 
  humanoid (orc); HD 5d10+15; hp 45; Init +5; Spd 20 
  ft.; AC 18 (touch 11, flat-footed 17) [[+1 Dex, +5 
  armor, +2 shield]]; Base Atk +5; Grp +9; Atk +11 
  melee (1d8+6, longsword, 19+ crit) or +6 ranged 
  (1d6+4, javelin); SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +7, Ref +2, Will +0; Str 
  18, Dex 13, Con 16, Int 8, Wis 8, Cha 7. 
   
  Skills and Feats: Climb +7, Intimidate +3; 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword). 
   
  Equipment: masterwork longsword, chainmail 
  armor, heavy steel shield 
   
  APL 8 
  � Orc Axeman, war3: CR 2; Medium humanoid 
  (orc); HD 3d10+3; hp 20; Init +1; Spd 30 ft.; AC 13 
  (touch 10, flat-footed 13) [[+3 armor]]; Base Atk +3; 
  Grp +6; Atk +7 melee (1d12+4, greataxe, x3 crit) or 
  +3 ranged (1d6+3, javelin); SQ Darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +4, Ref +1, Will -1; 
  Str 17, Dex 11, Con 13, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Climb +6, Jump +6; Power 
  Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, javelin (2), studded leather 
  armor. 
   
  � Beggrut, Orc Lieutenant, ftr7: CR 7; Medium 
  humanoid (orc); HD 7d10+21; hp 65; Init +5; Spd 20 
  ft.; AC 18 (touch 11, flat-footed 17) [[+1 Dex, +5 
  armor, +2 shield]]; Base Atk +7/+1; Grp +11; Atk 
  +13 melee (1d8+6, longsword, 19+ crit) or +8 ranged 
  (1d6+4, javelin); Full Atk +13/+8 melee (1d8+6, 
  longsword, 19+ crit); SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +3, Will +1; Str 
  18, Dex 13, Con 16, Int 8, Wis 8, Cha 7. 
   
  Skills and Feats: Climb +7, Intimidate +5; 
  Cleave, Combat Reflexes, Improved Initiative, 
  Improved Sunder, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Equipment: masterwork longsword, chainmail 
  armor, heavy steel shield 
   
  Area 4 – The Lord of Famine 
  APL 2 
  � Lord of Famine, Ghast sor2: CR 4; Medium 
  undead; HD 6d12+3; hp 42; Init +3; Spd 30 ft.; AC 
  17 (touch 13, flat-footed 14) [[+3 Dex, +4 natural]]; 
  Base Atk +3; Grp +6; Atk +6 melee (1d8+3 plus 
  paralysis, bite); Full Atk +6 melee (1d8+3 plus 
  paralysis, bite), +4 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, spells, stench; SQ 
  Darkvision 60 ft., undead traits, +2 turn resistance; 
  AL CE; SV Fort +1, Ref +4, Will +9; Str 17, Dex 17, 
  Con -, Int 13, Wis 14, Cha 17. 
   
  Skills and Feats: Balance +7, Climb +9, 
  Concentration +3, Hide +8, Jump +9, Move Silently 
  +8, Spellcraft +4, Spot +8; Combat Casting, 
  Multiattack, Toughness. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or 
  claw attack must succeed on a DC 16 Fortitude save 
  or be paralyzed for 1d4+1 rounds. Even elves can be 
  affected by this paralysis. The save DC is Charisma-
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  
  Castle Greyhawk 
   
  Page 40 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws. The save DC is Charisma-based. 
   
  Equipment: wand of magic missile (1st level 
  caster, 50 charges), bronze and sapphire medallion. 
   
  Spells Known (6/5; base DC = 13 + spell level): 
  0—daze, detect magic, ray of frost, read magic, 
  touch of fatigue; 1st—chill touch, protection from 
  good. 
   
  APL 4 
  � Lord of Famine, Ghast sor5: CR 6; Medium 
  undead; HD 9d12+3; hp 60; Init +7; Spd 30 ft.; AC 
  19 (touch 13, flat-footed 16) [[+3 Dex, +2 armor, +4 
  natural]]; Base Atk +4; Grp +7; Atk +7 melee (1d8+3 
  plus paralysis, bite); Full Atk +7 melee (1d8+3 plus 
  paralysis, bite), +5 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, spells, stench; SQ 
  Darkvision 60 ft., undead traits, +2 turn resistance; 
  AL CE; SV Fort +2, Ref +5, Will +10; Str 17, Dex 
  17, Con -, Int 13, Wis 14, Cha 18. 
   
  Skills and Feats: Balance +7, Climb +9, 
  Concentration +8, Hide +8, Jump +9, Move Silently 
  +8, Spellcraft +8, Spot +8; Combat Casting, 
  Improved Initiative, Multiattack, Toughness. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or 
  claw attack must succeed on a DC 18 Fortitude save 
  or be paralyzed for 1d4+1 rounds. Even elves can be 
  affected by this paralysis. The save DC is Charisma-
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws. The save DC is Charisma-based. 
   
  Equipment: bracers of armor +2, wand of magic 
  missile (1st level caster, 50 charges), bronze and 
  sapphire medallion. 
   
  Spells Known (6/7/5; base DC = 14 + spell 
  level): 0—daze, detect magic, ghost sound, ray of 
  frost, read magic, touch of fatigue; 1st—burning 
  hands, chill touch, protection from good, shield; 
  2nd—mirror image, scorching ray. 
   
  APL 6 
  � Lord of Famine, Ghast sor7: CR 8; Medium 
  undead; HD 11d12+3; hp 73; Init +7; Spd 30 ft.; AC 
  19 (touch 13, flat-footed 16) [[+3 Dex, +2 armor, +4 
  natural]]; Base Atk +5; Grp +8; Atk +8 melee (1d8+3 
  plus paralysis, bite); Full Atk +8 melee (1d8+3 plus 
  paralysis, bite), +6 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, spells, stench; SQ 
  Darkvision 60 ft., undead traits, +2 turn resistance; 
  AL CE; SV Fort +3, Ref +8, Will +11; Str 17, Dex 
  17, Con -, Int 13, Wis 14, Cha 18. 
   
  Skills and Feats: Balance +7, Climb +9, 
  Concentration +10, Hide +8, Jump +9, Move Silently 
  +8, Spellcraft +10, Spot +9; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Multiattack, 
  Toughness. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or 
  claw attack must succeed on a DC 19 Fortitude save 
  or be paralyzed for 1d4+1 rounds. Even elves can be 
  affected by this paralysis. The save DC is Charisma-
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 19 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws. The save DC is Charisma-based. 
   
  Equipment: bracers of armor +2, wand of magic 
  missile (1st level caster, 50 charges), bronze and 
  sapphire medallion. 
   
  Spells Known (6/7/7/5; base DC = 14 + spell 
  level): 0—daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, touch of fatigue; 1st—
  burning hands, chill touch, magic missile, protection 
  from good, shield; 2nd—eagle’s splendor, mirror 
  image, scorching ray; 3rd—lightning bolt, slow. 
   
  APL 8 
  � Lord of Famine, Ghast sor9: CR 10; Medium 
  undead; HD 13d12+3; hp 86; Init +8; Spd 30 ft.; AC 
  20 (touch 14, flat-footed 16) [[+4 Dex, +2 armor, +4 
  natural]]; Base Atk +6; Grp +9; Atk +9 melee (1d8+3 
  plus paralysis, bite); Full Atk +9 melee (1d8+3 plus 
  paralysis, bite), +7 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, spells, stench; SQ 
  Darkvision 60 ft., undead traits, +2 turn resistance; 
  
  Castle Greyhawk 
   
  Page 41 
  AL CE; SV Fort +4, Ref +10, Will +12; Str 17, Dex 
  18, Con -, Int 13, Wis 14, Cha 18. 
   
  Skills and Feats: Balance +8, Climb +9, 
  Concentration +12, Hide +9, Jump +9, Move Silently 
  +9, Spellcraft +12, Spot +9; Combat Casting, Extend 
  Spell, Improved Initiative, Lightning Reflexes, 
  Multiattack, Toughness. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or 
  claw attack must succeed on a DC 20 Fortitude save 
  or be paralyzed for 1d4+1 rounds. Even elves can be 
  affected by this paralysis. The save DC is Charisma-
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 20 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws. The save DC is Charisma-based. 
   
  Equipment: bracers of armor +2, lesser silent 
  metamagic rod, wand of magic missile (1st level 
  caster, 50 charges), bronze and sapphire medallion. 
   
  Spells Known (6/7/7/7/5; base DC = 14 + spell 
  level): 0—acid splash, daze, detect magic, ghost 
  sound, mage hand, ray of frost, read magic, touch of 
  fatigue; 1st—burning hands, chill touch, magic 
  missile, protection from good, shield; 2nd—eagle’s 
  splendor, mirror image, scorching ray, web; 3rd—
  dispel magic, lightning bolt, slow; 4th—enervation, 
  fire shield. 
   
  Area 9 – Korgut the Crusher 
  APL 2 
  � Korgut the Crusher, clr3 of Gruumsh: CR 3; 
  Medium humanoid (orc); HD 3d8+12; hp 30; Init -1; 
  Spd 20 ft.; AC 15 (touch 9, flat-footed 15) [[-1 Dex, 
  +6 armor]]; Base Atk +2; Grp +6; Atk +7 melee 
  (1d10+7, +1 heavy flail, 19+ crit); SA Spells; SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +7, Ref +0, Will +5; Str 18, Dex 9, Con 18, Int 11, 
  Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +10, Intimidate 
  +2, Knowledge Religion +4; Martial Weapon 
  Proficiency (Heavy Flail), Power Attack. 
   
  Equipment: +1 heavy flail, splintmail armor, 
  keyring. 
   
  Spells Prepared (4/4/3; base DC = 12 + spell 
  level): 0—create water, cure minor wounds, purify 
  food and drink, virtue; 1st—bless, cause fear, cure 
  light wounds, enlarge person*; 2nd—bull’s strength, 
  hold person, spiritual weapon*. 
   
  *Domain spell. Domains: Strength (+3 strength 
  for one round once per day as a free action), War 
  (weapon proficiency.  
   
  APL 4 
  � Korgut the Crusher, clr5 of Gruumsh: CR 5; 
  Medium humanoid (orc); HD 5d8+20; hp 48; Init -1; 
  Spd 20 ft.; AC 15 (touch 9, flat-footed 15) [[-1 Dex, 
  +6 armor]]; Base Atk +3; Grp +8; Atk +9 melee 
  (1d10+8, +1 heavy flail, 19+ crit); SA Spells; SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +8, Ref +0, Will +7; Str 20, Dex 9, Con 18, Int 11, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +12, Intimidate 
  +3, Knowledge Religion +4; Martial Weapon 
  Proficiency (Heavy Flail), Power Attack. 
   
  Equipment: +1 heavy flail, splintmail armor, 
  pearl of power 1st level, keyring. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0—create water, cure minor wounds, detect 
  magic, purify food and drink, virtue; 1st—bless, 
  cause fear, cure light wounds, divine favor, enlarge 
  person*; 2nd—bull’s strength, hold person, sound 
  burst, spiritual weapon*, 3rd—bestow curse, cure 
  serious wounds, magic vestments*. 
   
  *Domain spell. Domains: Strength (+5 strength 
  for one round once per day as a free action), War 
  (weapon proficiency. 
   
  APL 6 
  � Orc Axeman, war3: CR 2; Medium humanoid 
  (orc); HD 3d10+3; hp 20; Init +1; Spd 30 ft.; AC 13 
  (touch 10, flat-footed 13) [[+3 armor]]; Base Atk +3; 
  Grp +6; Atk +7 melee (1d12+4, greataxe, x3 crit) or 
  +3 ranged (1d8, light crossbow, 19+ crit); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +4, Ref +1, Will -1; Str 17, Dex 11, Con 13, Int 8, 
  Wis 7, Cha 6. 
   
  Skills and Feats: Climb +6, Jump +6; Power 
  Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, light crossbow, bolts (20), 
  studded leather armor, alchemists fire x2. 
   
  � Korgut the Crusher, clr6/brb1 of Gruumsh: CR 
  7; Medium humanoid (orc); HD 6d8+1d12+28; hp 
  68; Init -1; Spd 20 ft.; AC 15 (touch 9, flat-footed 15) 
  [[-1 Dex, +6 armor]]; Base Atk +5; Grp +10; Atk 
  +11 melee (1d10+8, +1 heavy flail, 19+ crit); SA 
  Rage 1/day, spells; SQ Darkvision 60 ft., light 
  
  Castle Greyhawk 
   
  Page 42 
  sensitivity; AL CE; SV Fort +11, Ref +1, Will +8; 
  Str 20, Dex 9, Con 18, Int 11, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +13, Intimidate 
  +5, Knowledge Religion +5; Improved Overrun, 
  Martial Weapon Proficiency (Heavy Flail), Power 
  Attack. 
   
  Equipment: +1 heavy flail, splintmail armor, 
  pearl of power 1st level, wand of bull’s strength (3rd 
  level caster, 20 charges), keyring. 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell 
  level): 0—create water, cure minor wounds, detect 
  magic, purify food and drink, virtue; 1st—bless, 
  cause fear, cure light wounds, divine favor, enlarge 
  person*; 2nd—bull’s strength, hold person, resist 
  energy, sound burst, spiritual weapon*, 3rd—bestow 
  curse, cure serious wounds, invisibility purge, magic 
  vestments*. 
   
  *Domain spell. Domains: Strength (+6 strength 
  for one round once per day as a free action), War 
  (weapon proficiency. 
   
  APL 8 
  � Orc Axeman, war3: CR 2; Medium humanoid 
  (orc); HD 3d10+3; hp 20; Init +1; Spd 30 ft.; AC 13 
  (touch 10, flat-footed 13) [[+3 armor]]; Base Atk +3; 
  Grp +6; Atk +7 melee (1d12+4, greataxe, x3 crit) or 
  +3 ranged (1d8, light crossbow, 19+ crit); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +4, Ref +1, Will -1; Str 17, Dex 11, Con 13, Int 8, 
  Wis 7, Cha 6. 
   
  Skills and Feats: Climb +6, Jump +6; Power 
  Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, light crossbow, bolts (20), 
  studded leather armor, alchemists fire x2. 
   
  � Korgut the Crusher, clr8/brb1 of Gruumsh: CR 
  9; Medium humanoid (orc); HD 8d8+1d12+36; hp 
  85; Init -1; Spd 20 ft.; AC 16 (touch 10, flat-footed 
  16) [[+6 armor]]; Base Atk +7/+2; Grp +12; Atk +13 
  melee (1d10+8 +1d6 fire, +1 flaming heavy flail, 19+ 
  crit); Full Atk +13/+8 melee (1d10+8 +1d6 fire, +1 
  flaming heavy flail, 19+ crit); SA Rage 1/day, spells; 
  SQ Darkvision 60 ft., light sensitivity; AL CE; SV 
  Fort +12, Ref +1, Will +9; Str 20, Dex 10, Con 18, 
  Int 11, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +15, Intimidate 
  +5, Knowledge Religion +7; Cleave, Improved 
  Overrun, Martial Weapon Proficiency (Heavy Flail), 
  Power Attack. 
   
  Equipment: +1 flaming heavy flail, splintmail 
  armor, pearl of power 1st level, wand of bull’s 
  strength (3rd level caster, 20 charges), keyring. 
   
  Spells Prepared (6/6/5/5/3; base DC = 13 + spell 
  level): 0—create water, cure minor wounds (2), 
  detect magic, purify food and drink, virtue; 1st—
  bless, cure light wounds (3), divine favor, enlarge 
  person*; 2nd—bull’s strength, hold person, resist 
  energy, sound burst, spiritual weapon*; 3rd—bestow 
  curse, cure serious wounds, dispel magic, invisibility 
  purge, 
  magic 
  vestments*; 
  4th—divine 
  power, 
  freedom of movement, spell immunity*. 
   
  *Domain spell. Domains: Strength (+8 strength 
  for one round once per day as a free action), War 
  (weapon proficiency. 
   
  Area 19 – Errant Knight 
  ALL APLs 
  � Sir Oryan, pal2: CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 20; Init +1; Spd 20 ft.; AC 
  19 (touch 11, flat-footed 18) [[+1 Dex, +6 armor, +2 
  shield]]; Base Atk +2; Grp +4; Atk +6 melee (1d8+2, 
  longsword, 19+ crit); SA Smite evil 1/day; SQ Aura 
  of good, detect evil, divine grace, lay on hands 
  (6hp/day); AL LG; SV Fort +8, Ref +4, Will +6; Str 
  15, Dex 12, Con 14, Int 11, Wis 12, Cha 16. 
   
  Skills and Feats: Diplomacy +8, Heal +6, Sense 
  Motive +8; Iron Will, Weapon Focus (longsword). 
   
  Equipment: masterwork longsword, banded mail 
  armor, heavy steel shield, 2 potions of cure light 
  wounds, 2 copper keys. 
   
  Area 21 – Minion of Evil 
  APL 2 
  � Felgrave, clr2 of Iuz: CR 2; Medium humanoid 
  (human); HD 2d8+4; hp 17; Init +1; Spd 20 ft.; AC 
  19 (touch 11, flat-footed 18) [[+1 Dex, +6 armor, +2 
  shield]]; Base Atk +1; Grp +3; Atk +3 melee (1d8+2, 
  heavy mace); SA Spells; AL CE; SV Fort +6, Ref +2, 
  Will +7; Str 14, Dex 12, Con 15, Int 12, Wis 17, Cha 
  14. 
   
  Skills and Feats: Concentration +7, Heal +8, 
  Knowledge Religion +6, Spellcraft +6; Die Hard, 
  Endurance. 
   
  Equipment: heavy mace, banded mail armor, 
  heavy steel shield, cloak of resistance +1, scroll of 
  cure moderate wounds (2). 
   
  Spells Prepared (4/4; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic (2), 
  detect poison; 1st—bless, cause fear, cure light 
  wounds, disguise self*. 
   
  *Domain spell. Domains: Trickery (Bluff, 
  Disguise, and Hide are class skills); Evil (Evil spells 
  are cast at +1 caster level). 
   
  APL 4 
  � Felgrave, clr4 of Iuz: CR 4; Medium humanoid 
  (human); HD 4d8+8; hp 32; Init +1; Spd 20 ft.; AC 
  19 (touch 11, flat-footed 18) [[+1 Dex, +6 armor, +2 
  
  Castle Greyhawk 
   
  Page 43 
  shield]]; Base Atk +3; Grp +5; Atk +5 melee (1d8+2, 
  heavy mace); SA Spells; AL CE; SV Fort +7, Ref +2, 
  Will +9; Str 14, Dex 12, Con 15, Int 12, Wis 18, Cha 
  14. 
   
  Skills and Feats: Concentration +9, Heal +11, 
  Knowledge Religion +8, Spellcraft +8; Combat 
  Casting, Die Hard, Endurance. 
   
  Equipment: heavy mace, banded mail armor, 
  heavy steel shield, cloak of resistance +1, scroll of 
  cure moderate wounds (2). 
   
  Spells Prepared (5/5/4; base DC = 14 + spell 
  level): 0—cure minor wounds (2), detect magic (2), 
  detect poison; 1st—bless, cause fear, command, cure 
  light wounds, disguise self*; 2nd—cure moderate 
  wounds, hold person, invisibility*, sound burst. 
   
  *Domain spell. Domains: Trickery (Bluff, 
  Disguise, and Hide are class skills); Evil (Evil spells 
  are cast at +1 caster level). 
   
  APL 6 
  � Felgrave, clr6 of Iuz: CR 6; Medium humanoid 
  (human); HD 6d8+12; hp 46; Init +1; Spd 20 ft.; AC 
  20 (touch 12, flat-footed 19) [[+1 Dex, +6 armor, +2 
  shield, +1 deflection]]; Base Atk +4; Grp +6; Atk +6 
  melee (1d8+2, heavy mace); SA Spells; AL CE; SV 
  Fort +8, Ref +4, Will +10; Str 14, Dex 12, Con 15, 
  Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +11, Heal +13, 
  Knowledge Religion +10, Spellcraft +10; Combat 
  Casting, 
  Die 
  Hard, 
  Endurance, 
  Spell 
  Focus 
  Enchantment. 
   
  Equipment: heavy mace, banded mail armor, 
  heavy steel shield, ring of protection +1, cloak of 
  resistance +1, scroll of cure moderate wounds (2). 
   
  Spells Prepared (5/5/5/4; base DC = 14 + spell 
  level, 15 + spell level for enchantment spells): 0—
  cure minor wounds (2), detect magic (2), detect 
  poison; 1st—bless, cause fear, command, cure light 
  wounds, disguise self*; 2nd—cure moderate wounds, 
  hold person (2), invisibility*, sound burst; 3rd—
  blindness, dispel magic, magic circle versus good*, 
  prayer. 
   
  *Domain spell. Domains: Trickery (Bluff, 
  Disguise, and Hide are class skills); Evil (Evil spells 
  are cast at +1 caster level). 
   
  APL 8 
  � Felgrave, clr8 of Iuz: CR 8; Medium humanoid 
  (human); HD 8d8+24; hp 68; Init +1; Spd 20 ft.; AC 
  20 (touch 12, flat-footed 19) [[+1 Dex, +6 armor, +2 
  shield, +1 deflection]]; Base Atk +6/+1; Grp +8; Atk 
  +8/+1 melee (1d8+2, heavy mace); SA Spells; AL 
  CE; SV Fort +9, Ref +4, Will +11; Str 14, Dex 12, 
  Con 16, Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +14, Heal +15, 
  Knowledge Religion +12, Spellcraft +12; Combat 
  Casting, 
  Die 
  Hard, 
  Endurance, 
  Spell 
  Focus 
  Enchantment. 
   
  Equipment: heavy mace, banded mail armor, 
  heavy steel shield, ring of protection +1, cloak of 
  resistance +1, scroll of cure moderate wounds (2). 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level, 15 + spell level for enchantment spells): 0—
  cure minor wounds (3), detect magic (2), detect 
  poison; 1st—bless, cause fear, command (2), cure 
  light wounds, disguise self*; 2nd—cure moderate 
  wounds, hold person (2), invisibility*, sound burst; 
  3rd—blindness (2), dispel magic, magic circle versus 
  good*, prayer; 4th—confusion*, cure critical 
  wounds, divine power, spell immunity. 
   
  *Domain spell. Domains: Trickery (Bluff, 
  Disguise, and Hide are class skills); Evil (Evil spells 
  are cast at +1 caster level). 
   
   
   
  
  Castle Greyhawk 
   
  Page 44 
  Appendix 2 – Stat Blocks 
  Map B, APLs 2-8 
   
  Area 1 – Elemental Dragon Lair 
  APL 2 
  � Cinderwing, Wyrmling Red Dragon: CR 4; 
  Medium dragon (fire); HD 7d12+14; hp 59; Init +4; 
  Spd 40 ft., fly 150 ft. (poor); AC 16 (touch 10, flat-
  footed 16) [[+6 natural]]; Base Atk +7; Grp +10; Atk 
  +11 melee (1d8+3, bite); Full Atk +11 melee (1d8+3, 
  bite), +5 melee (1d6+1, 2 claws), +5 melee (1d4+1, 2 
  wings); SA Breath weapon; SQ Blindsense 60 ft., 
  darkvision 120 ft., immunity to fire, sleep, and 
  paralysis, low-light vision, vulnerability to cold; AL 
  CE; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, 
  Con 15, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Bluff +10, Intimidate +10, 
  Listen +10, Search +10, Sense Motive +10, Spot 
  +10; Improved Initiative, Power Attack, Weapon 
  Focus (Bite). 
   
  Breath Weapon (Su): 30 ft. cone, damage 2d10 
  fire, Reflex DC 15 half. 
   
  APL 4 
  � Cinderwing, Very Young Red Dragon: CR 6; 
  Large dragon (fire); HD 12d12+36; hp 114; Init +4; 
  Spd 40 ft., fly 150 ft. (poor); AC 18 (touch 9, flat-
  footed 18) [[-1 size, +9 natural]]; Base Atk +12; Grp 
  +21; Atk +17 melee (2d6+5, bite); Full Atk +17 
  melee (2d6+5, bite), +14 melee (1d8+2, 2 claws), 
  +14 melee (1d6+2, 2 wings), +14 melee (1d8+7, tail 
  slap); SA Breath weapon; SQ Blindsense 60 ft., 
  darkvision 120 ft., immunity to fire, sleep, and 
  paralysis, low-light vision, vulnerability to cold; AL 
  CE; SV Fort +10, Ref +8, Will +9; Str 21, Dex 10, 
  Con 17, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Bluff +16, Concentration +6, 
  Intimidate +16, Listen +16, Search +16, Sense 
  Motive +16, Spot +16; Hover, Improved Initiative, 
  Multiattack, Power Attack, Weapon Focus (Bite). 
   
  Breath Weapon (Su): 40 ft. cone, damage 4d10 
  fire, Reflex DC 19 half. 
   
  APL 6 
  � Cinderwing, Young Red Dragon: CR 8; Large 
  dragon (fire); HD 15d12+45; hp 142; Init +4; Spd 40 
  ft., fly 150 ft. (poor); AC 21 (touch 9, flat-footed 21) 
  [[-1 size, +12 natural]]; Base Atk +15; Grp +26; Atk 
  +22 melee (2d6+7, bite); Full Atk +22 melee (2d6+7, 
  bite), +19 melee (1d8+3, 2 claws), +19 melee 
  (1d6+3, 2 wings), +19 melee (1d8+10, tail slap); SA 
  Breath weapon, spells; SQ Blindsense 60 ft., 
  darkvision 120 ft., immunity to fire, sleep, and 
  paralysis, low-light vision, vulnerability to cold; AL 
  CE; SV Fort +12, Ref +9, Will +10; Str 25, Dex 10, 
  Con 17, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Bluff +18, Concentration +13, 
  Intimidate +18, Listen +19, Search +18, Sense 
  Motive +18, Spot +19; Ability Focus (Breath 
  Weapon), Hover, Improved Initiative, Multiattack, 
  Power Attack, Weapon Focus (Bite). 
   
  Breath Weapon (Su): 40 ft. cone, damage 6d10 
  fire, Reflex DC 22 half. 
   
  Spells Known (5/4; base DC = 11 + spell level): 
  0—arcane mark, detect magic, mage hand, read 
  magic; 1st—cure light wounds, shield. 
   
  APL 8 
  � Cinderwing, Juvenile Red Dragon: CR 10; 
  Large dragon (fire); HD 16d12+64; hp 168; Init +4; 
  Spd 40 ft., fly 150 ft. (poor); AC 24 (touch 9, flat-
  footed 24) [[-1 size, +15 natural]]; Base Atk +16; 
  Grp +29; Atk +25 melee (2d6+9, bite); Full Atk +25 
  melee (2d6+9, bite), +22 melee (1d8+4, 2 claws), 
  +22 melee (1d6+4, 2 wings), +22 melee (1d8+13, tail 
  slap); SA Breath weapon, spell-like abilities, spells; 
  SQ Blindsense 60 ft., darkvision 120 ft., immunity to 
  fire, 
  sleep, 
  and 
  paralysis, 
  low-light 
  vision, 
  vulnerability to cold; AL CE; SV Fort +14, Ref +10, 
  Will +12; Str 29, Dex 10, Con 19, Int 14, Wis 15, 
  Cha 14. 
   
  Skills and Feats: Bluff +19, Concentration +20, 
  Intimidate +19, Listen +21, Search +19, Sense 
  Motive +19, Spot +21; Ability Focus (Breath 
  Weapon), Hover, Improved Initiative, Multiattack, 
  Power Attack, Weapon Focus (Bite). 
   
  Breath Weapon (Su): 40 ft. cone, damage 8d10 
  fire, Reflex DC 22 half. 
   
  Spells Known (6/6; base DC = 12 + spell level): 
  0—arcane mark, cure minor wounds, detect magic, 
  mage hand, read magic; 1st—cure light wounds, ray 
  of enfeeblement, shield. 
   
  Area 6 – Grimhowl’s Band 
  APL 2 
  � Grimhowl, Gnoll Rgr2: CR 3; Medium 
  humanoid (gnoll); HD 4d8+8; hp 27; Init +2; Spd 30 
  ft.; AC 17 (touch 12, flat-footed 15) [[+1 natural, +4 
  armor, +2 Dex]]; Base Atk +3; Grp +6; Atk +7 melee 
  (1d8+4, grimhowl’s axe, x3 crit); Full Atk +5 melee 
  (1d8+3, battleaxe, x3 crit), +4 melee (1d6+1, 
  handaxe, x3 crit); SA Combat style (two weapon 
  combat), favored enemy; SQ Darkvision 60 ft., track, 
  wild empathy; AL CE; SV Fort +8, Ref +5, Will +1; 
  Str 16, Dex 15, Con 15, Int 8, Wis 12, Cha 12. 
  
  Castle Greyhawk 
   
  Page 45 
   
  Skills and Feats: Hide +4, Listen +3, Move 
  Silent +4, Spot +4; Cleave, Power Attack, Track, 
  Two Weapon Fighting. 
   
  Equipment: 
  chain 
  shirt, 
  grimhowl’s 
  axe, 
  handaxe. 
   
  Favored Enemy: +2 bonus on damage rolls, 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks versus Humanoid (human). 
   
  APL 4 
  � Grimhowl, Gnoll Rgr3: CR 4; Medium 
  humanoid (gnoll); HD 5d8+10; hp 34; Init +2; Spd 
  30 ft.; AC 17 (touch 12, flat-footed 15) [[+1 natural, 
  +4 armor, +2 Dex]]; Base Atk +4; Grp +7; Atk +8 
  melee (1d8+3, grimhowl’s axe, x3 crit); Full Atk +6 
  melee (1d8+3, battleaxe, x3 crit), +5 melee (1d6+1, 
  handaxe, x3 crit); SA Combat style (two weapon 
  combat), favored enemy; SQ Darkvision 60 ft., track, 
  wild empathy; AL CE; SV Fort +9, Ref +6, Will +3; 
  Str 16, Dex 15, Con 15, Int 8, Wis 12, Cha 12. 
   
  Skills and Feats: Hide +5, Listen +5, Move 
  Silent +5, Spot +5; Cleave, Endurance, Power 
  Attack, Track, Two Weapon Fighting. 
   
  Equipment: 
  chain 
  shirt, 
  grimhowl’s 
  axe, 
  handaxe, cloak of resistance +1. 
   
  Favored Enemy: +2 bonus on damage rolls, 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks versus Humanoid (human). 
   
  APL 6 
  � Grimhowl, Gnoll Rgr5: CR 6; Medium 
  humanoid (gnoll); HD 7d8+14; hp 62; Init +3; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 15) [[+1 natural, 
  +4 armor, +3 Dex]]; Base Atk +6/+1; Grp +9; Atk 
  +10 melee (1d8+3, grimhowl’s axe, x3 crit); Full Atk 
  +8/+3 melee (1d8+3, grimhowl’s axe, x3 crit), +7 
  melee (1d6+1, handaxe, x3 crit); SA Combat style 
  (two weapon combat), favored enemy, spells; SQ 
  Animal companion, darkvision 60 ft., track, wild 
  empathy; AL CE; SV Fort +10, Ref +8, Will +3; Str 
  16, Dex 16, Con 15, Int 8, Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +5, Hide +8, 
  Listen +6, Move Silent +8, Spot +6; Cleave, Combat  
  Reflexes, Endurance, Power Attack, Track, Two 
  Weapon Fighting. 
   
  Equipment: 
  chain 
  shirt, 
  grimhowl’s 
  axe, 
  handaxe, cloak of resistance +1. 
   
  Favored Enemy: +4 bonus on damage rolls, 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks versus Humanoid (human). +2 bonus on the 
  same rolls against Humanoid (elf). 
   
  Spells Prepared (1; base DC = 11 + spell level): 
  1st—resist energy. 
   
  APL 8 
  � Grimhowl, Gnoll Rgr8: CR 9; Medium 
  humanoid (gnoll); HD 10d8+30; hp 90; Init +3; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 15) [[+1 natural, 
  +4 armor, +3 Dex]]; Base Atk +9/+3; Grp +12; Atk 
  +13 melee (1d8+3, grimhowl’s axe, x3 crit); Full Atk 
  +11/+6 melee (1d8+3, grimhowl’s axe, x3 crit), +10 
  melee (1d6+1, handaxe, x3 crit); SA Favored enemy, 
  improved combat style (two weapon combat), spells; 
  SQ Animal companion, darkvision 60 ft., fast track, 
  wild empathy, woodland stride; AL CE; SV Fort 
  +13, Ref +10, Will +4; Str 16, Dex 16, Con 16, Int 8, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +8, Hide +11, 
  Listen +9, Move Silent +11, Spot +9; Cleave, 
  Combat  
  Reflexes, Endurance, Improved Critical (battleaxe), 
  Power Attack, Track, Two Weapon Fighting. 
   
  Equipment: 
  chain 
  shirt, 
  grimhowl’s 
  axe, 
  handaxe, cloak of resistance +1. 
   
  Favored Enemy: +4 bonus on damage rolls, 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks versus Humanoid (human). +2 bonus on the 
  same rolls against Humanoid (elf). 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—magic fang, resist energy. 
   
  � Wolf, Grimhowl’s companion: CR 1; Medium 
  Animal; HD 4d8+8; hp 26; Init +3; Spd 50 ft.; AC 17 
  (touch 13, flat-footed 14) [[+4 natural, +3 Dex]]; 
  Base Atk +3; Grp +5; Atk +6 melee (1d6+2, bite); 
  SA Trip; SQ Low-light vision, scent; AL N; SV Fort 
  +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Move 
  Silently +5, Spot +3, Survival +2*; Combat Reflexes, 
  Track, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf.  
   
  Skills: *Wolves have a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
  Area 8 – Scarlet Scouting 
  APL 2 
  � Velkarsis, sor1: CR 1; Medium humanoid 
  (human); HD 1d4+4; hp 8; Init +2; Spd 30 ft.; AC 16 
  (touch 12, flat-footed 14) [[+2 Dex, +4 mage 
  armor]]; Base Atk +0; Grp +0; Atk +0 melee (1d4, 
  dagger, 19-20 crit); SA Spells; AL LE; SV Fort +1, 
  Ref +2, Will +3; Str 11, Dex 14, Con 13, Int 12, Wis 
  12, Cha 17. 
  
  Castle Greyhawk 
   
  Page 46 
   
  Skills and Feats: Bluff +5, Concentration +5, 
  Diplomacy +4, Knowledge Arcana +5, Spellcraft +5; 
  Dodge, Toughness. 
   
  Equipment: dagger, arcane scroll of invisibility, 
  arcane scroll of web (x2), potion of cure light 
  wounds (x2), potion of remove paralysis. 
   
  Spells Known (5/3; base DC = 13 + spell level): 
  0—detect magic, flare, ray of frost, read magic; 
  1st—mage armor, shocking grasp. 
   
  � Scarlet Brotherhood Soldier, war1: CR 1/2; 
  Medium humanoid (human); HD 1d8+2; hp 8; Init 
  +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10) [[+2 
  Dex]]; Base Atk +1; Grp +4; Atk +4 melee (1d4+3, 
  fist), Full Atk +2/+2 melee (1d4+3, 2 fists); AL LE; 
  SV Fort +4, Ref +2, Will +2; Str 16, Dex 15, Con 14, 
  Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +6, Intimidate +5, Jump 
  +6; Improved Unarmed Strike, Two Weapon 
  Fighting. 
   
  Equipment: potion of cure light wounds (x2). 
   
  APL 4 
  � Velkarsis, sor3: CR 3; Medium humanoid 
  (human); HD 3d4+6; hp 15; Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14) [[+2 Dex, +4 mage 
  armor]]; Base Atk +1; Grp +1; Atk +1 melee (1d4, 
  dagger, 19-20 crit); SA Spells; AL LE; SV Fort +2, 
  Ref +3, Will +4; Str 11, Dex 14, Con 13, Int 12, Wis 
  12, Cha 17. 
   
  Skills and Feats: Bluff +5, Concentration +7, 
  Diplomacy +5, Knowledge Arcana +7, Spellcraft +7; 
  Combat Casting, Dodge, Toughness. 
   
  Equipment: dagger, arcane scroll of invisibility, 
  arcane scroll of web (x2), potion of cure moderate 
  wounds (x2), potion of remove paralysis. 
   
  Spells Known (6/3; base DC = 13 + spell level): 
  0—daze, detect magic, flare, ray of frost, read 
  magic; 1st—burning hands, mage armor, shocking 
  grasp. 
   
  � Scarlet Brotherhood Soldier, mnk1: CR 1; 
  Medium humanoid (human); HD 1d8+2; hp 8; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [[+2 
  Dex, +2 Wis, +4 mage armor]]; Base Atk +0; Grp 
  +3; Atk +3 melee (1d6+3, fist), Full Atk +1/+1 melee 
  (1d6+3, 2 fists); SA Flurry of blows; AL LE; SV Fort 
  +4, Ref +4, Will +4; Str 16, Dex 15, Con 14, Int 10, 
  Wis 14, Cha 12. 
   
  Skills and Feats: Climb +6, Intimidate +3, Jump 
  +6, Move Silent +6, Tumble +6; Dodge, Improved 
  Unarmed Strike, Mobility, Stunning Blow. 
   
  Equipment: potion of cure light wounds (x2). 
   
  APL 6 
  � Velkarsis, sor5: CR 5; Medium humanoid 
  (human); HD 5d4+8; hp 23; Init +2; Spd 30 ft.; AC 
  17 (touch 13, flat-footed 15) [[+2 Dex, +1 deflection, 
  +4 mage armor]]; Base Atk +2; Grp +2; Atk +2 
  melee (1d4, dagger, 19-20 crit); SA Spells; AL LE; 
  SV Fort +2, Ref +3, Will +5; Str 11, Dex 14, Con 13, 
  Int 12, Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +8, Concentration +9, 
  Diplomacy +6, Knowledge Arcana +9, Spellcraft +9; 
  Combat Casting, Dodge, Toughness. 
   
  Equipment: dagger, arcane scroll of invisibility, 
  arcane scroll of web (x2), potion of cure moderate 
  wounds (x2), potion of remove paralysis, ring of 
  protection +1. 
   
  Spells Known (6/4/5; base DC = 14 + spell 
  level): 0—daze, detect magic, flare, ghost sound, ray 
  of frost, read magic; 1st—burning hands, grease, 
  mage armor, shocking grasp; 2nd—mirror image, 
  scorching ray. 
   
  � Scarlet Brotherhood Soldier, mnk3: CR 3; 
  Medium humanoid (human); HD 3d8+6; hp 22; Init 
  +2; Spd 40 ft.; AC 18 (touch 12, flat-footed 16) [[+2 
  Dex, +2 Wis, +4 mage armor]]; Base Atk +2; Grp 
  +5; Atk +6 melee (1d6+3, fist), Full Atk +4/+4 melee 
  (1d6+3, 2 fists); SA Flurry of blows; SQ Evasion, 
  still mind; AL LE; SV Fort +5, Ref +5, Will +5; Str 
  16, Dex 15, Con 14, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +8, Intimidate +4, Jump 
  +8, Move Silent +8, Tumble +10; Dodge, Combat 
  Reflexes, Improved Unarmed Strike, Mobility, 
  Stunning Blow, Weapon Focus (unarmed strike). 
   
  Equipment: potion of cure light wounds (x2). 
   
  APL 8 
  � Velkarsis, sor7: CR 7; Medium humanoid 
  (human); HD 7d4+10; hp 30; Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14) [[+2 Dex, +4 mage 
  armor]]; Base Atk +3; Grp +3; Atk +3 melee (1d4, 
  dagger, 19-20 crit); SA Spells; AL LE; SV Fort +3, 
  Ref +4, Will +6; Str 11, Dex 14, Con 13, Int 12, Wis 
  12, Cha 18. 
   
  Skills and Feats: Bluff +10, Concentration +11, 
  Diplomacy +6, Knowledge Arcana +11, Spellcraft 
  +11; 
  Combat 
  Casting, 
  Dodge, 
  Spell 
  Focus 
  (evocation), Toughness. 
   
  Equipment: dagger, arcane scroll of invisibility, 
  arcane scroll of web (x2), potion of cure moderate 
  wounds (x2), potion of remove paralysis, ring of 
  protection +1. 
   
  Spells Known (6/4/5/5; base DC = 14 + spell 
  level, 15 + spell level for evocation spells): 0—daze, 
  detect magic, flare, ghost sound, mage hand, ray of 
  
  Castle Greyhawk 
   
  Page 47 
  frost, read magic; 1st—burning hands, enlarge 
  person, grease, mage armor, shocking grasp; 2nd—
  bull’s strength, mirror image, scorching ray; 3rd—
  haste, lightning bolt. 
   
  � Scarlet Brotherhood Soldier, mnk5: CR 5; 
  Medium humanoid (human); HD 5d8+10; hp 33; Init 
  +3; Spd 40 ft.; AC 20 (touch 14, flat-footed 17) [[+3 
  Dex, +1 monk, +2 Wis, +4 mage armor]]; Base Atk 
  +3; Grp +6; Atk +7 (+9) melee (1d8+3 (+5), fist), 
  Full Atk +6/+6 (+8/+8) melee (1d8+3 (+5), 2 fists); 
  SA Flurry of blows, ki strike; SQ Evasion, purity of 
  body, still mind; AL LE; SV Fort +6, Ref +7, Will 
  +6; Str 16 (20), Dex 16, Con 14, Int 10, Wis 14, Cha 
  12. 
   
  Skills and Feats: Climb +10 (+12), Intimidate 
  +5, Jump +10 (+12), Move Silent +11, Tumble +13; 
  Dodge, Combat Reflexes, Improved Unarmed Strike, 
  Mobility, Stunning Blow, Weapon Focus (unarmed 
  strike). 
   
  Equipment: potion of cure moderate wounds 
  (x2). 
   
  Area 10 – Rats! 
  APL 8 
  � Wererat rog3 (hybrid form): CR 5; Medium 
  humanoid (human, shapechanger); HD 1d8+3d6+7; 
  hp 24; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13) [[+3 Dex, +3 natural]]; Base Atk +2; Grp 
  +3; Atk +5 melee (1d6+1, rapier, 18-20 crit) or +5 
  ranged (1d8, light crossbow, 19-20 crit); Full Att: +5 
  melee (1d6+1, rapier, 18-20 crit), +0 melee (1d6 plus 
  disease, bite); SA Curse of lycanthropy, disease, 
  sneak attack +2d6; SQ Alternate form, DR 10/silver, 
  evasion, low light vision, rat empathy, scent; AL LE; 
  SV Fort +5, Ref +8, Will +3; Str 13, Dex 17, Con 14, 
  Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Hide +9, Listen +8, Move Silent +9, Open Lock +8, 
  Spot +8, Swim +9, Tumble +11; Alertness, Combat 
  Reflexes, Dodge, Iron Will, Weapon Finesse. 
   
  Equipment: rapier, light crossbow, 20 bolts, 
  screaming bolt. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Area 12 – Wererat’s Lair 
  APL 2 
  � Relati, wererat rog1 (hybrid form): CR 3; 
  Medium humanoid (human, shapechanger); HD 
  1d8+1d6+3; hp 12; Init +3; Spd 30 ft.; AC 16 (touch 
  13, flat-footed 13) [[+3 Dex, +3 natural]]; Base Atk 
  +0; Grp +2; Atk +4 melee (1d6+2, rapier, 18-20 crit) 
  or +3 ranged (1d8, light crossbow, 19-20 crit); Full 
  Att: +4 melee (1d6+2, rapier, 18-20 crit), -3 melee 
  (1d6+1 plus disease, bite); SA Curse of lycanthropy, 
  disease, sneak attack +1d6; SQ Alternate form, DR 
  10/silver, low light vision, rat empathy, scent; AL 
  LE; SV Fort +4, Ref +7, Will +3; Str 15, Dex 17, 
  Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +6, Handle Animal +3, 
  Hide +7, Listen +5, Move Silent +7, Open Lock +7, 
  Search +4, Spot +5, Swim +6, Tumble +7; Alertness, 
  Dodge, Iron Will, Weapon Finesse. 
   
  Equipment: masterwork rapier, light crossbow, 
  20 bolts. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  APL 4 
  � Relati, wererat rog3 (hybrid form): CR 5; 
  Medium humanoid (human, shapechanger); HD 
  1d8+3d6+7; hp 24; Init +3; Spd 30 ft.; AC 16 (touch 
  13, flat-footed 13) [[+3 Dex, +3 natural]]; Base Atk 
  +2; Grp +4; Atk +7 melee (1d6+3, +1 rapier, 18-20 
  crit) or +5 ranged (1d8, light crossbow, 19-20 crit); 
  Full Att: +7 melee (1d6+3, +1 rapier, 18-20 crit), +0 
  melee (1d6+1 plus disease, bite); SA Curse of 
  lycanthropy, disease, sneak attack +2d6; SQ 
  Alternate form, DR 10/silver, evasion, low light 
  vision, rat empathy, scent; AL LE; SV Fort +5, Ref 
  +8, Will +4; Str 15, Dex 17, Con 14, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Hide +9, Listen +7, Move Silent +9, Open Lock +9, 
  Search +6, Spot +7, Swim +8, Tumble +9; Alertness, 
  
  Castle Greyhawk 
   
  Page 48 
  Dodge, Iron Will, Weapon Finesse, Weapon Focus 
  (Rapier). 
   
  Equipment: +1 rapier, light crossbow, 20 bolts, 
  potion of cure light wounds (x2). 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  APL 6 
  � Relati, wererat rog3/ftr2 (hybrid form): CR 5; 
  Medium humanoid (human, shapechanger); HD 
  1d8+3d6+2d10+11; hp 40; Init +8; Spd 30 ft.; AC 17 
  (touch 14, flat-footed 13) [[+4 Dex, +3 natural]]; 
  Base Atk +4; Grp +6; Atk +10 melee (1d6+3, +1 
  rapier, 18-20 crit) or +8 ranged (1d8, light crossbow, 
  19-20 crit); Full Att: +10 melee (1d6+3, +1 rapier, 
  18-20 crit), +3 melee (1d6+1 plus disease, bite); SA 
  Curse of lycanthropy, disease, sneak attack +2d6; SQ 
  Alternate form, DR 10/silver, evasion, low light 
  vision, rat empathy, scent; AL LE; SV Fort +8, Ref 
  +8, Will +4; Str 15, Dex 18, Con 14, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Climb +10, Handle Animal +3, 
  Hide +9, Jump +4, Listen +7, Move Silent +9, Open 
  Lock +9, Search +6, Spot +7, Swim +8, Tumble +9; 
  Alertness, Dodge, Improved Initiative, Iron Will, 
  Mobility, Weapon Finesse, Weapon Focus (Rapier). 
   
  Equipment: +1 rapier, light crossbow, 20 bolts, 
  brooch of shielding (101 charges), potion of cure 
  light wounds (x2). 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 14, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  APL 8 
  � Relati, wererat rog3/ftr4 (hybrid form): CR 5; 
  Medium humanoid (human, shapechanger); HD 
  1d8+3d6+4d10+15; hp 56; Init +8; Spd 30 ft.; AC 17 
  (touch 14, flat-footed 13) [[+4 Dex, +3 natural]]; 
  Base Atk +6/+1; Grp +8; Atk +12 melee (1d6+5, +1 
  keen rapier, 15-20 crit) or +10 ranged (1d8, light 
  crossbow, 19-20 crit); Full Att: +12/+7 melee 
  (1d6+5, +1 keen rapier, 15-20 crit), +5 melee (1d6+1 
  plus disease, bite); SA Curse of lycanthropy, disease, 
  sneak attack +2d6; SQ Alternate form, DR 10/silver, 
  evasion, low light vision, rat empathy, scent; AL LE; 
  SV Fort +9, Ref +9, Will +5; Str 15, Dex 18, Con 14, 
  Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +10, Handle Animal +3, 
  Hide +9, Jump +8, Listen +7, Move Silent +9, Open 
  Lock +9, Search +6, Spot +7, Swim +8, Tumble +11; 
  Alertness, Dodge, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Weapon Finesse, Weapon 
  Focus (Rapier), Weapon Specialization (Rapier). 
   
  Equipment: +1 keen rapier, light crossbow, 20 
  bolts, brooch of shielding (101 charges), potion of 
  cure light wounds (x2). 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  � Wererat rog3 (hybrid form): CR 5; Medium 
  humanoid (human, shapechanger); HD 1d8+3d6+7; 
  hp 24; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13) [[+3 Dex, +3 natural]]; Base Atk +2; Grp 
  +3; Atk +5 melee (1d6+1, rapier, 18-20 crit) or +5 
  ranged (1d8, light crossbow, 19-20 crit); Full Att: +5 
  melee (1d6+1, rapier, 18-20 crit), +0 melee (1d6 plus 
  disease, bite); SA Curse of lycanthropy, disease, 
  sneak attack +2d6; SQ Alternate form, DR 10/silver, 
  evasion, low light vision, rat empathy, scent; AL LE; 
  SV Fort +5, Ref +8, Will +3; Str 13, Dex 17, Con 14, 
  Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Hide +9, Listen +8, Move Silent +9, Open Lock +8, 
  Spot +8, Swim +9, Tumble +11; Alertness, Combat 
  Reflexes, Dodge, Iron Will, Weapon Finesse. 
   
  Equipment: rapier, light crossbow, 20 bolts. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
  
  Castle Greyhawk 
   
  Page 49 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Area 17 – King Urrbag 
  APL 2 
  � King Urrbag, goblin adp5: CR 3; Small 
  humanoid (golbin); HD 5d6+15; hp 32; Init -2; Spd 0 
  ft. (urrbag cannot move); AC 9 (touch 9, flat-footed 
  9) [[-2 Dex, +1 size]]; Base Atk +2; Grp -1; Atk +6 
  melee (1d4+1, small scepter (club)); SA Spells, 
  stench; SQ Darkvision 60 ft.; AL NE; SV Fort +4, 
  Ref -1, Will +7; Str 12, Dex 7, Con 16, Int 13, Wis 
  17, Cha 13. 
   
  Skills and Feats: Concentration +14, Intimidate 
  +5, Spellcraft +9; Skill Focus (Concentration), 
  Weapon Focus (Scepter (club)). 
   
  Equipment: masterwork small scepter (treat as 
  club), pearl of power (1st level), potion of cure 
  moderate (x2). 
   
  Stench (Ex): Urrbag is surrounded by a horrid 
  stench. Non-goblins within 10 feet must succeed on a 
  DC 15 Fortitude save or be sickened for 1d4 minutes. 
  A creature that successfully saves cannot be affected 
  again by the Urrbag’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. The save DC is Constitution-based. 
   
  Spells Prepared (3/3/2; base DC = 13 + spell 
  level): olv—cure minor wounds, detect magic, touch 
  of fatigue; 1st—bless, burning hands, sleep; 2nd—
  bull’s strength, cure moderate wounds. 
   
  APL 4 
  � King Urrbag, goblin adp7: CR 5; Small 
  humanoid (golbin); HD 7d6+21; hp 45; Init -2; Spd 0 
  ft. (urrbag cannot move); AC 9 (touch 9, flat-footed 
  9) [[-2 Dex, +1 size]]; Base Atk +3; Grp +0; Atk +7 
  melee (1d4+1, small scepter (club)); SA Spells, 
  stench; SQ Darkvision 60 ft.; AL NE; SV Fort +5, 
  Ref +0, Will +10; Str 12, Dex 7, Con 16, Int 13, Wis 
  17, Cha 13. 
   
  Skills and Feats: Concentration +16, Intimidate 
  +6, 
  Spellcraft 
  +11; 
  Iron 
  Will, 
  Skill 
  Focus 
  (Concentration), Weapon Focus (Scepter (club)). 
   
  Equipment: masterwork small scepter (treat as 
  club), elixir of fire breath (x2), pearl of power (1st 
  level), potion of cure moderate (x2). 
   
  Stench (Ex): Urrbag is surrounded by a horrid 
  stench. Non-goblins within 10 feet must succeed on a 
  DC 16 Fortitude save or be sickened for 1d4 minutes. 
  A creature that successfully saves cannot be affected 
  again by the Urrbag’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. The save DC is Constitution-based. 
   
  Spells Prepared (3/4/3; base DC = 13 + spell 
  level): olv—cure minor wounds, detect magic, touch 
  of fatigue; 1st—bless, burning hands, command, 
  sleep; 2nd—bull’s strength, cure moderate wounds, 
  scorching ray. 
   
  APL 6 
  � King Urrbag, goblin adp9: CR 7; Small 
  humanoid (golbin); HD 9d6+27; hp 58; Init -2; Spd 0 
  ft. (urrbag cannot move); AC 9 (touch 9, flat-footed 
  9) [[-2 Dex, +1 size]]; Base Atk +4; Grp +1; Atk +8 
  melee (1d4+1, small scepter (club)); SA Spells, 
  stench; SQ Darkvision 60 ft.; AL NE; SV Fort +6, 
  Ref +1, Will +12; Str 12, Dex 7, Con 16, Int 13, Wis 
  18, Cha 13. 
   
  Skills and Feats: Concentration +18, Intimidate 
  +8, 
  Spellcraft 
  +13; 
  Iron 
  Will, 
  Skill 
  Focus 
  (Concentration), Spell Focus (Evocation), Weapon 
  Focus (Scepter (club)). 
   
  Equipment: masterwork small scepter (treat as 
  club), elixir of fire breath (x2), lesser metamagic rod 
  of silence, pearl of power (1st level), potion of cure 
  moderate (x2). 
   
  Stench (Ex): Urrbag is surrounded by a horrid 
  stench. Non-goblins within 10 feet must succeed on a 
  DC 17 Fortitude save or be sickened for 1d4 minutes. 
  A creature that successfully saves cannot be affected 
  again by the Urrbag’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. The save DC is Constitution-based. 
   
  Spells Prepared (3/4/3/2; base DC = 14 + spell 
  level, 15 + spell level for evocation spells): olv—
  cure minor wounds, detect magic, touch of fatigue; 
  1st—bless, burning hands (x2), command; 2nd—
  bull’s strength, cure moderate wounds, scorching 
  ray; 3rd—bestow curse, lightning bolt. 
   
  � Royal Guardian, goblin war5: CR 3; Small 
  humanoid (golbin); HD 5d8+10; hp 34; Init +1; Spd 
  
  Castle Greyhawk 
   
  Page 50 
  20 ft.; AC 9 (touch 9, flat-footed 9) [[+1 Dex, +1 
  size, +4 armor, +2 heavy shield]]; Base Atk +5; Grp 
  +4; Atk +11 melee (1d6+3, morningstar); SQ 
  Darkvision 60 ft.; AL NE; SV Fort +6, Ref +2, Will 
  +2; Str 16, Dex 12, Con 15, Int 9, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +8; Power Attack, 
  Weapon Focus (morningstar). 
   
  Equipment: masterwork morningstar, chain shirt, 
  heavy wooden shield 
   
  APL 8 
  � King Urrbag, goblin adp11: CR 9; Small 
  humanoid (golbin); HD 11d6+33; hp 71; Init -2; Spd 
  0 ft. (urrbag cannot move); AC 11 (touch 9, flat-
  footed 9) [[-2 Dex, +1 size, +2 armor]]; Base Atk +5; 
  Grp +2; Atk +9 melee (1d4+1, small scepter (club)); 
  SA Spells, stench; SQ Darkvision 60 ft.; AL NE; SV 
  Fort +6, Ref +1, Will +13; Str 12, Dex 7, Con 16, Int 
  13, Wis 18, Cha 13. 
   
  Skills and Feats: Concentration +20, Intimidate 
  +9, 
  Spellcraft 
  +15; 
  Iron 
  Will, 
  Skill 
  Focus 
  (Concentration), Spell Focus (Evocation), Weapon 
  Focus (Scepter (club)). 
   
  Equipment: masterwork small scepter (treat as 
  club), bracers of armor +2, elixir of fire breath (x2), 
  lesser metamagic rod of silence, pearl of power (1st 
  level), potion of cure moderate (x2). 
   
  Stench (Ex): Urrbag is surrounded by a horrid 
  stench. Non-goblins within 10 feet must succeed on a 
  DC 18 Fortitude save or be sickened for 1d4 minutes. 
  A creature that successfully saves cannot be affected 
  again by the Urrbag’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. The save DC is Constitution-based. 
   
  Spells Prepared (3/4/4/3; base DC = 14 + spell 
  level, 15 + spell level for evocation spells): olv—
  cure minor wounds, detect magic, touch of fatigue; 
  1st—bless, burning hands (x2), command; 2nd—
  bull’s strength, cure moderate wounds, scorching ray 
  (x2); 3rd—bestow curse, lightning bolt (x2). 
   
  Area 19 – Goblin Post 
  APLs 6-8 
  � Royal Guardian, goblin war5: CR 3; Small 
  humanoid (golbin); HD 5d8+10; hp 34; Init +1; Spd 
  20 ft.; AC 9 (touch 9, flat-footed 9) [[+1 Dex, +1 
  size, +4 armor, +2 heavy shield]]; Base Atk +5; Grp 
  +4; Atk +11 melee (1d6+3, morningstar); SQ 
  Darkvision 60 ft.; AL NE; SV Fort +6, Ref +2, Will 
  +2; Str 16, Dex 12, Con 15, Int 9, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +8; Power Attack, 
  Weapon Focus (morningstar). 
   
  Equipment: masterwork morningstar, chain shirt, 
  heavy wooden shield 
   
   
  
  Castle Greyhawk 
   
  Page 51 
  Appendix 3 
  Miniature List 
  Listed below are the applicable miniatures needed to 
  run this event.  The list is divided by which map the 
  minis are needed for.  To assemble a list of minis 
  needed for both maps, the DM should compare the 
  two lists and only take the higher of the two 
  quantities needed for any common figure. Rare 
  figures are marked with an *. 
   
  Map A Miniature List 
  Random Encounters 
  � Dire Rats (3) (Gol) 
  � Ghouls (4) (Harb) 
  � Hellhounds (4) (Harb) 
  � Human Zombies (3) (Gol) 
  � Kobolds (4) (Harb, Drag) 
  � Wererats (2) (Drag) 
  � Werewolves (4) (GoL) 
  � Xill (3) (Arch) 
  (Use Gargoyles from Area 16) 
   
  Area 1 
  � Orc Warrior (6) (Harb) 
  � Orc Berserker (Harb) 
   
  Area 2 
  (Use Zombies from Random Enc) 
  � Ghouls (6) (Harb) 
   
  Area 4  
  � Ghast (Gol) 
   
  Area 9 
  (use orcs from Area 1) 
  � Orc Brute (GoL) 
   
  Area 14 
  � Otyugh (Gol)* 
  � Gauth (Arch)* 
  � Blue Slaad (Gol)* 
  � Clay Golem (Arch)* 
   
  Area 16 
  � Medium Earth Elementals (2) (Arch) 
  � Gargoyles (6) (Arch) 
   
  Area 19  
  � Stalwart Paladin (Drag) 
   
  Area 21 
  � Cultist of the Dragon (Arch) 
  � Quasit, demon (Gol) 
  � Goblin (5) (Harb, Darg) 
  � Abyssal Eviscerator (Arch) 
   
  Map B Miniature List 
  Random Encounters 
  � Gargoyles (3) (Arch) 
  � Hellhounds (4) (Harb) 
  � Hobgoblins (3) (Drag) 
  � Kobolds (4) (Harb, Drag) 
  � Werewolves (4) (GoL) 
  � Wolves (2) (Harb) 
  � Xill (3) (Arch) 
  (Use wererats from Area 10, Use Goblins from Area 
  17) 
   
  Area 1 
  � Red Wyrmling (Gol)* 
  � Large Red Dragon (Drag)* 
   
  Area 6 
  � Gnoll Sergeant (GoL) 
  � Gnoll Archers (8): (Arch) 
  (Use wolf from Random Enc) 
   
  Area 8 
  � Evokers Apprentice (Harb) 
  � Scarlet Brotherhood Monk (2) (GoL) 
   
  Area 10 – Rats! 
  � Wererats (4) (Drag) 
  � Dire Rat (9): (GoL) 
   
  Area 12 
  � Daring Rogue (Drag) 
  (use wererats and dire rats from Area 10) 
   
  Area 17 
  � Snig the Axe (Arch) 
  � Goblin Warriors (5) (Drag) 
  � Goblin Sneaks (6) (Harb) 
  � Worg (4) (Harb) 
   
  Area 19 
  (use goblins and worgs from Area 17) 
   
   
  
  Castle Greyhawk 
   
  Page 52 
  DM Map A 
   
   
  
  Castle Greyhawk 
   
  Page 53 
  DM Map B 
   
   
   
  
  Castle Greyhawk 
   
  Page 54 
  Player Handout #1 
   
   
   
   
   
  We have heard of your Bravery, 
  we have heard of your Valor, 
  we have heard of your Cunning, 
  and now we wish to hear of your 
  Future. 
   
  You are formally invited to try 
  your hand and your luck in the most 
  dangerous ruins in all the land. 
   
  This letter will admit you and you 
  alone 
  to 
  the 
  dungeons 
  beneath 
  Castle 
  Greyhawk 
  located 
  just 
  outside the city on the first day 
  of Readying, 594cy. Please stop by 
  the 
  blue 
  tent 
  before 
  venturing 
  forth. 
   
  Madness is not the only Reward 
   
   
   
  
  Castle Greyhawk 
   
  Page 55 
  Event Tracking Form 
  Castle Greyhawk Special Event Report 
   
  DM 
  Name: 
  ______________________________________________________________________________ 
  DM 
  RPGA 
  #:
  ______________________________________________________________________________ 
  DM 
  Email 
  Address: 
  ______________________________________________________________________________ 
   
  TOTAL NUMBER OF KEYS FOUND:  ____________ 
   
  PC#1 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#2 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#3 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
  
  Castle Greyhawk 
   
  Page 56 
   
  PC#4 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#5 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#6 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/594/CORS4-03 Castle Greyhawk/CORS4-03 Castle Greyhawk Low Level.pdf