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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  baparis@ozemail.com.au
   
  ; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  PER6-02 
   
   
   
   
  Under Naelv’s Hill 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Gary Johnson 
  with thanks to Bruce Legge (Sepia Uplands Coordinator) 
  Edited by Bruce Paris 
  Reviewed by Chris Tulach 
  Playtesters: Adam Cowan, Stephen Daniels, Ben Flanagan, Darren Fong, Bjorn Hake (player & DM), Bronwyn 
  Johnson, Christina Lynch, Andrew Manners, Rochelle Manners, Rory McNeil, Michael Szabo, Jeff Thomson, Peter 
  Williams, Tim Woodhams (player & DM) and Warren Wright 
   
   
  An elderly gnome needs brave adventurers to go into an ancient gnomish tomb and recover her brother’s long-dead 
  body. However, it can be just as dangerous above ground as below when you’re in the Sepia Uplands! An adventure best 
  suited to APLs 4-12.
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of 
  a class ability (such 
  as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels 
  you add to the sum 
  of step one. Add 
  each 
  character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Under Naelv’s Hill 
   
  Page 2 
  
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  Sum the results of step 1 and 2, and divide by the number 
  of characters playing in the adventure. Round up to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  Enlist a sixth player. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round; all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  Approximately 1,200 years ago in the Sepia Uplands, 
  there was a gnome clan chieftain named Naelv. Naelv 
  was famous for his exceptional height and his ferocity in 
  battle. He was also cruel and ambitious, which proved his 
  undoing when rival clans banded together and defeated 
  his clan in battle. Naelv was killed on the battlefield and 
  his body captured by his enemies. 
        His enemies buried Naelv in the extensive barrow he 
  had prepared for his (eventual) death. Concerned that 
  Naelv’s allies may recover his body and restore him to 
  life, they worked great magics to make it difficult to 
  access the barrow. They hid the door from view with a 
  spell that would reveal the door only once every two 
  hundred years, and then only when the right words were 
  spoken on the one night when the moon and the stars 
  were in alignment. In addition, they set a Guardian at the 
  door to keep the unworthy out and to keep Naelv inside. 
        The alignment of the moon and the stars that allowed 
  the door to be visible appeared to be a presage of great 
  change in the Flanaess. The first “anniversary” of the 
  alignment, 1000 years ago, was soon followed by the 
  Oeridian invasion from the west. The third “anniversary”, 
  600 years ago, was followed by the founding of the Aerdi 
  empire, the Great Kingdom. The Great Kingdom 
  conquered the clans of what would become Perrenland at 
  the time of the fourth “anniversary”. 
  Under Naelv’s Hill 
   
  Page 3 
  
        At the time of the “fifth anniversary” in the mid-390s 
  CY, shortly before the formation of the Concatenated 
  Cantons of Perrenland, a gnome bard named Joris 
  Rhedesteyn found an ancient scroll while visiting 
  Highfolk. The scroll explained the secret of the door to 
  Naelv’s tomb, including the magic words to reveal the 
  door and the timing of the one night in two centuries 
  when the door could be opened. 
        Full of the confidence of youth, Joris and his regular 
  adventuring party (his sister, Sanne Rhedesteyn, and 
  their friends, Mogin Borkenbroke and Tyrne Vessem) 
  revealed the door to Naelv’s tomb for the first time in a 
  thousand years. The gnomes won their way past the 
  Guardian by winning a riddle contest, and carried out a 
  perfunctory exploration of the outer hall and the inner 
  hall before opening the door to Naelv’s burial chamber. 
        At that time, Naelv had been entombed for a 
  millennium after rising from the grave as an undead 
  revenant, and was feeling very aggrieved at his situation: 
  trapped inside his barrow behind a locked door, with 
  neither servants nor wives to keep him company and 
  wait on him. Naelv fell on the adventurers in a berserk 
  fury, and they quickly decided that discretion was the 
  better part of valour. 
        After several panic-stricken moments, Mogin was able 
  to relock the door to the outer hall, again trapping Naelv 
  inside his tomb. Unfortunately, Joris had been left 
  behind in the inner hall in the tumultuous rout, 
  grievously injured. The three survivors left the tomb, 
  narrowly avoiding the Guardian, who chased them 
  through the dark night until the sun rose and the fog 
  lifted. Inside the tomb, Naelv fed on the dying Joris, 
  turning him into an undead monster. 
        Sanne was distraught at the loss of her brother and 
  pained by the shame of leaving him behind to face 
  certain death alone. She and the two other survivors, 
  Mogin and Tyrne, swore an oath to each other that they 
  would not let Joris remain unburied and unavenged. 
        Now, two centuries later, Sanne is quite aged (for a 
  gnome), and both Mogin and Tyrne have died. The sixth 
  “anniversary” has almost arrived, and Sanne has been 
  trying to recruit a willing band of adventurers to enter 
  Naelv’s barrow, retrieve Joris’ remains, and perhaps also 
  destroy Naelv. 
        So far, Sanne has had no luck among the gnomes and 
  dwarves of the Sepia Uplands, who have heard the story 
  of Joris’ ill-fated expedition two hundred years ago and 
  wish to leave well enough alone. For that reason, she has 
  started advertising for adventurers in Traft City. The 
  recent annexation of the Sepia Uplands by Perrenland, 
  and the resulting formation of the Canton of Vesbergen, 
  makes this course of action unpopular with her 
  neighbours in the village of Gnomiskillin. However, 
  Sanne doesn’t care about what others think of her: all she 
  cares about is redressing wrongs two centuries old. 
  Adventure Summary 
  The characters begin in Traft City, where they learn of 
  Sanne Rhedesteyn, a gnome in the Sepia Uplands who is 
  trying to recruit adventurers for an urgent mission 
  (Player Handout #1). If they don’t decide to follow up on 
  this themselves, Haus Karpathian of the 1st Auszugen 
  sends them to investigate (in case it’s some gnomish 
  scheme to hire ne’er-do-wells to interfere with the new 
  cantonal administration of Vesbergen). 
        They travel into the Sepia Uplands to Sanne’s village, 
  Gnomiskillin (Encounter One). On the way, they meet 
  an Auszug officer, Kaspar Schleiden, who also suspects 
  the bulletin is a front for something nefarious. At 
  Gnomiskillin, the villagers are unfriendly and suspicious. 
  The head villager, Joop Bredanuckle, meets and questions 
  the characters. If they make a good impression, Joop 
  directs them to Sanne’s house; if they don’t, Sanne 
  eventually hears of the strangers in the village, comes to 
  meet the characters in person, and invites them back to 
  her home. 
        At her home, Sanne talks to the characters 
  (Encounter Two). Sanne is an old woman. She explains 
  how when she was young she, her brother Joris, and two 
  of their adventuring friends (Mogin and Tyrne) decided 
  to explore a magic tomb of an ancient gnome clan 
  chieftain named Naelv. The tomb is accessible once every 
  two hundred years if the right words are spoken at 
  midnight outside an ancient barrow mound. They 
  discovered that Naelv is now an undead revenant, and 
  she had to abandon her grievously wounded brother 
  inside the tomb while she and the other two adventurers 
  escaped. 
        Sanne explains that the tomb is accessible tomorrow 
  evening. She offers the characters her magic chain shirt if 
  they bring back her brother’s belongings and his body (or 
  at least his head, so she knows it is not being kept as a 
  trophy by Naelv), and foregoes any claim to the treasures 
  in the mound. She would be grateful if Naelv was 
  destroyed as well, but recovering Joris’ remains is her 
  priority. If the characters accept, Sanne gives them a page 
  of notes she has prepared on the barrow (Player 
  Handout #3). 
        The characters spend that night and the next day in 
  Gnomiskillin, then leave for Naelv’s Hill after dinner 
  (Encounter Three). At the mound, they go to the side 
  Under Naelv’s Hill 
   
  Page 4 
  
  with the standing stone and speak the magic words. A 
  bank of fog rises over the mound and around them, then 
  thins. When the fog dissipates, a giant woman now 
  stands between them and a magic door in the side of the 
  mound. 
        The Guardian of the door explains that she has two 
  duties: to let in anyone who can best her, and to prevent 
  anyone leaving. The characters can pass the Guardian and 
  enter the tomb by winning a riddle game (or by killing or 
  incapacitating her). Players can either try and solve the 
  riddle in person (Player Handout #4) or have their 
  characters solve the riddle by skill checks, but not both. 
  If the characters don’t kill or incapacitate the Guardian 
  before entering the tomb, they have to fight her when 
  they try to leave. 
        Inside the tomb is the outer hall with four side 
  chambers. The outer hall ends with a second door, which 
  is trapped and locked (Encounter Four). If the 
  characters can’t unlock the door, there is a secret door in 
  one of the side chambers that is trapped but not locked. 
        The inner hall also has four side chambers and ends 
  with the door leading to the main burial chamber. Joris, 
  now an undead servant of Naelv, comes out of one of the 
  side chambers and attacks the characters. He is 
  accompanied by one or more swarms of rats (Encounter 
  Five). 
        Eight rounds after the battle with Joris begins, Naelv 
  enters the inner hall from his burial chamber 
  (Encounter Six). Naelv attempts to kill the intruders 
  who aren’t gnomes, then dominate those who are 
  gnomes: he intends to fight his way out of the barrow and 
  reclaim his position as clan chieftain. 
        After defeating Naelv, Joris, and the rats, the 
  characters can gather up Joris’ remains and the ancient 
  treasures in Naelv’s burial chamber. If they leave the 
  mound by the main door, they have to defeat or evade the 
  guardian, who hunts them through the mist-filled night 
  until the dawn comes. 
        After dawn, on the way back to the village, four 
  gnome toughs accost the characters (Encounter Seven). 
  They 
  demand 
  a 
  half-share 
  of 
  the 
  treasure 
  as 
  compensation for the shame caused to the village by the 
  desecration of the tomb of one of their clan’s past 
  chieftains (though they intend it keep it for themselves). 
  The characters can deal with the toughs in a number of 
  ways: agreeing to return to the village and negotiate with 
  the head villager, Joop; subduing the toughs; or killing 
  the toughs. 
        At the village, Sanne is both pleased and saddened 
  that they have returned with her brother’s remains. In 
  addition to her magic chain shirt, she plans to give them 
  her brother’s equipment, as she can’t bear to keep it. 
  While the characters are in Sanne’s cottage, the other 
  villagers learn about the fate of the toughs and assemble 
  outside, ready to confront the characters when they 
  emerge. 
        Joop, the head villager, enters Sanne’s cottage to 
  negotiate with the characters (Encounter Eight). The 
  characters have the option of negotiating a fair 
  distribution of the treasure with the villagers (including 
  paying compensation for shaming the village, plus 
  kopprijs for any toughs who were killed or injured), or 
  facing down the villagers (who aren’t willing to fight 
  back) and leaving with all the treasure. 
  Preparation for Play 
  You should determine before play if any of the characters 
  belong to Perrenland metaorgs, are gnomes, dwarves or 
  elves, or are infected with lycanthropy. 
  • 
  Members of any metaorgs associated with official 
  Perrenland institutions, including the Old Kerk, 
  Den Zauber, and the Fighting Forces – they receive a 
  –2 circumstance penalty to Charisma and Diplomacy 
  checks when interacting with the villagers of 
  Gnomiskillin in Encounters One, Two and Eight 
  and the four toughs in Encounter Seven. 
  • 
  Members of the Rechter metaorg – in addition to the 
  –2 circumstance penalty described above, they 
  receive additional information and have alternate 
  options during the negotiations with Joop the head 
  villager in Encounter Eight. 
  • 
  Gnomes – they receive a +2 circumstance bonus to 
  Charisma and Diplomacy checks when interacting 
  with the gnomish villagers of Gnomiskillin in 
  Encounters One and Two; they receive a +2 
  circumstance bonus to the skill check to solve the 
  Guardian’s riddle in Encounter Three; they are 
  singled out for special treatment by Joris and Naelv 
  in Encounters Five and Six. 
  • 
  Dwarves – there is a secret door in the tomb that 
  dwarves may detect by passing within 10 ft.; they are 
  singled out for special treatment by Naelv in 
  Encounter Six. 
  • 
  Elves – there is a secret door in the tomb that elves 
  may detect by passing within 5 ft. 
  • 
  Infected with lycanthropy – Encounters Three to Six 
  take place during a night of the full moon. 
  Under Naelv’s Hill 
   
  Page 5 
  
  You should also copy down the following skill modifiers 
  for your reference during play. 
  • 
  Spot and Listen (for all characters). 
  • 
  Search (for dwarves, elves, and rogues – remember 
  to check with the player of a dwarf character if they 
  have included the +2 bonus from stonecunning). 
  • 
  Disable Device and Open Lock (for rogues). 
  Encounter Eight features the concepts of compensation 
  and kopprijs. You can access more information about 
  kopprijs 
  and 
  Perrenland’s 
  laws 
  at 
  http://perrenland.lythia.com/law.php: 
  however, 
  you 
  don’t need any additional information to run this 
  adventure. 
   
  IMPORTANT DMs NOTE: There are a number of 
  special effects in play within the nation of Perrenland at 
  this time. These include a huge smoke cloud over the 
  Yatil Mountains, a nightmare affecting all in Perrenland, 
  lifestyle changes due to a failed harvest and many 
  Divination spells going awry at the instigation of Iuz. See 
  Judge Aid 7 for details. 
        When running this adventure, please keep in mind 
  that the adventure’s underlying theme is the importance 
  of obligation, responsibility and duty. Sanne made a 
  promise to herself two hundred years ago, and must see it 
  through despite the disapproval of her neighbours. The 
  Guardian isn’t evil, and may well quite like the characters 
  if they talk to her, but cannot stand aside and allow the 
  characters to leave the tomb. The real villains, Joris and 
  Naelv, want to be free to do what they want, even though 
  their time has passed and they should leave the living to 
  the living. 
        Ideally, the players should feel that their characters 
  have a responsibility to acknowledge, if not accept, the 
  (financial) consequences of shaming the village and 
  assaulting or killing the toughs. If that happens, 
  congratulations! You’ve helped immerse your players in 
  my interpretation of the culture of Perrenland. 
  Good gaming! 
  Introduction 
  Before you begin, encourage the players to introduce and 
  describe their characters to each other. If the characters 
  are adventuring together for the first time, encourage 
  them to establish why their characters are searching for 
  fortune and fame together. When the players have 
  settled, read or paraphrase the following text to them. 
  Your travels have brought you to Traft City, second-
  largest city in Perrenland, capital of Traft canton and 
  gateway to the Sepia Uplands. Having completed, to 
  your satisfaction, whatever matters brought you here, 
  you now find yourself without gainful employment 
  or diversion. It seems, in general, a quiet time in Traft 
  City for adventurers. 
        One morning, you find a new bulletin posted on 
  the public boards. It reads, “Sanne Rhedesteyn of 
  Gnomiskillin village seeks brave adventurers to 
  recover the body of her brother, Joris Rhedesteyn. 
  Substantial reward promised on delivery of remains – 
  URGENT action required!” 
  Show the players Player Handout #1, and give it to the 
  players if one of the characters takes down the notice. 
        The characters may want to know more about the 
  people and place named in the bulletin before making 
  any decisions. They can attempt the following skill 
  checks. 
  Bardic Knowledge 
  DC 10: None of the people or the place involved are 
  famous or legendary. 
  DC 15: Joris Rhedesteyn was a local Gnome bard who 
  died approximately 200 years ago. 
  DC 20: Joris was best known for singing melancholy, 
  tragic songs. He had real talent. 
  DC 25: The Bardic College in Traft has a copy of his only 
  written composition, “The Silence of the Night”. It’s a 
  moving song, and well written. 
  Gather Information 
  DC 10: This is the second bulletin about this matter. The 
  first sentence is the same in both, but in the earlier 
  bulletin the second sentence reads, “Reward promised on 
  delivery of remains.” That is, it doesn’t say the reward is 
  substantial 
  or 
  that 
  urgent 
  action 
  is 
  required. 
  Gnomiskillin is approximately four days journey east into 
  the Sepia Uplands. It’s part of the new canton of 
  Vesbergen. 
  DC 15: Sanne Rhedesteyn is a gnome from the Sepia 
  Uplands. She’s over 250 years old, which is starting to get 
  old for a gnome. She doesn’t come to Traft, and must be 
  sending letters to friends in “The Gnome Garden”, the 
  Gnome enclave in the Unterstaat district. 
  DC 20: Joris Rhedesteyn died a long time ago – at least a 
  hundred years ago, probably closer to two hundred. He 
  was a bard with a good singing voice. Sanne corresponds 
  with a number of friends in “the Gnome Garden”. 
  DC 25: Joris Rhedesteyn disappeared while adventuring 
  in a tomb somewhere in the Sepia Uplands almost two 
  Under Naelv’s Hill 
   
  Page 6 
  
  hundred years ago to the day. Sanne always wanted to 
  retrieve his body, and it looks like the situation is urgent 
  now. She isn’t well, so maybe she’s worried about dying 
  in the near future. 
  Knowledge – Local or Knowledge – Geography 
  DC 10: Gnomiskillin is approximately four days journey 
  east into the Sepia Uplands. It’s part of the new canton of 
  Vesbergen. 
  DC 15: Gnomiskillin is on the road connecting the 
  human villages of Kottemorte and Horstham, though 
  unlike those villages almost everyone who lives in 
  Gnomiskillin is a gnome. 
        In addition, if any character succeeds at either of these 
  DC 10 Knowledge checks, offer the players a copy of 
  Hartmut van Woudenberg’s Overview of the Sepia 
  Uplands (Player Handout #2), which is readily available 
  at all respectable bookstores in Traft for a trivial cost 
  (covered by Standard Upkeep for this adventure). 
        If the characters decide to leave for Gnomiskillin and 
  talk with Sanne, go to Encounter One. If they decide to 
  remain in Traft City, find out what they do for the next 
  two days. 
  Troubleshooting: Need More 
  Motivation? 
  On the afternoon of the second day, they are visited by a 
  squad of 3 soldiers from the First Auszugen and invited 
  to accompany them to the First Auszugen Cantonal 
  Headquarters in Traftstaat district for a meeting with 
  Haus Karpathian. If they decline, the soldiers go away, 
  and the adventure ends. 
        If the characters go with the soldiers, the soldiers take 
  them to the Cantonal Headquarters and inside to a 
  meeting room. Read or paraphrase the following text to 
  the players. 
  Your escort knocks on a door, waits for a curt “Enter”
  from inside, then opens the door and leads you in. 
  They stand to attention and salute a man sitting 
  behind a large wooden desk that is covered with 
  orderly pi es of papers. The man behind the desk is 
  solidly built, with close-cropped hair and no neck. He 
  glances up at you and the three soldiers, nods to 
  them, and says, “Thank you. Dismissed.” 
   
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   As the three soldiers file out of the room, the man 
  pushes his chair back, stands up, and walks around 
  his desk. He nods again, this time at you, and holds 
  out his hand. “Thank you for coming. Welcome: I’m 
  Haus Karpathian, second in command of the First 
  Auszugen.” 
  Pause here to give the characters an opportunity to 
  introduce 
  themselves, 
  then 
  resume 
  reading 
  or 
  paraphrasing the following text. 
  Haus sits on one of the four padded chairs and 
  gestures for you to sit on the other chairs. “I expect 
  you’re wondering why I’ve asked you here, so I won’t 
  waste your time. You’re probably aware of this 
  bulletin, which has been posted throughout the city.” 
  He holds up a copy of the notice you saw yesterday. 
  Pause here to give the characters an opportunity to agree 
  or disagree, then resume reading or paraphrasing the 
  following text. 
  “We’re concerned that gnomish insurgents in the 
  Sepia – in Vesbergen canton may be trying to recruit 
  adventurers and other swords-for-hire to carry out 
  some illegal action. Something that would disrupt the 
  ongoing establishment of the duly authorised 
  administration throughout the canton. This ‘missing 
  brother’ 
  story 
  seems 
  unl kely 
  – 
  yes, 
  Sanne 
  Rhedesteyn lives in Gnomiskillin, and had a bro her 
  names Joris. But, according to our … sources, this 
  Joris died over two hundred years ago, so why is it 
  urgent now? We think it’s a front. A con.” He shifts n
  his seat, and looks a little uncomfortable. 
  Pause here to give the characters an opportunity to ask 
  what he wants them to do, then resume reading or 
  paraphrasing the following text. 
        “Now, normally we’d investigate this sort of
  matter ourselves. However, we’re heavily committed 
  to other duties at the moment. We’ve looked at who’s 
  in Traft City right now, and we think you’re the best 
  people available to take up this woman’s contract and 
  investigate. See if it’s on the level, or a cover story for 
  someth ng else. Someth ng illegal.” 
        Haus spreads his arms and asks you, “Are you 
  interested?” 
  If the characters are interested, Haus arranges “suitable 
  financial compensation” (that’s all he’ll say at this time) 
  for the characters, to be received on their return from 
  investigating the bulletin. He also arranges for them to 
  borrow Auszug horses, if needed. 
        If the characters aren’t interested or are rude, Haus 
  thanks them for their time and lets them go. If the 
  characters decide to leave for Gnomiskillin and talk with 
  Sanne anyway, go to Encounter One. If they decline, the 
  adventure ends. 
  Under Naelv’s Hill 
   
  Page 7 
  
  Encounter One: Road Trip to 
  Gnomiskillin 
  Once 
  the 
  characters 
  have 
  worked 
  out 
  where 
  Gnomiskillin is, read or paraphrase the following text to 
  the players. 
  It should take you three days to travel eastward from 
  Traft City to Kottemorte along the road leading away 
  from Lake Quag and into the foothills of the Sep a 
  Uplands. The Auszug maintains Gasthausen, “guest 
  houses”, spaced one day’s travel apart on the road, 
  where you could stay for the night for a nominal 
  charge. How do you wish to proceed? 
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  The Gasthausen are spaced approximately 24 miles apart 
  on the road between Traft City and Kottemorte. Whether 
  the characters walk or ride makes no significant 
  difference to their travelling time unless they (or their 
  mounts, if riding) have a speed of less than 30 feet. If that 
  is the case, they must either hustle or force march (see 
  Player’s Handbook page 164 for details) if they want to 
  stay at a Gasthaus each evening. 
  If the characters decide to stay at the Gasthausen on the 
  journey to Kottemorte, read or paraphrase the following 
  text to the players. 
  As the light begins to fail on the first day, you reach 
  the Auszug Gasthaus. The Gasthaus has a common 
  room where you can spend the n ght, basic facilities 
  for cooking or heating your trai  rations, and stabl ng 
  for horses. When you enter the common room, you 
  notice several publ c bul etins posted on the wal s of 
  the common room, including two versions of the one 
  about Sanne Rhedesteyn. The first is identical to the 
  bul etin you saw in Traft City. The other, which looks 
  older, has a shorter second sentence, namely “Reward 
  promised on delivery o  remains.” That is, it doesn’t 
  say the reward is substantia  or that urgent action is 
  required. 
  If any of the players show interest in or discuss the 
  bulletins, read or paraphrase the following text to them. 
  One of the other travellers in the common room, a 
  weather-beaten 
  man 
  wearing 
  a 
  travel-stained 
  Auszugen uniform, speaks to you. “Excuse me – I 
  couldn’t 
  help 
  notice 
  your 
  interest. 
  Are 
  you 
  considering taking up this woman’s offer?” 
  The man is Kaspar Schleiden, an Oostmeer Meerijder 
  and Auchfahnlein (second in command of a Fahnlein, a 
  unit of approximately 100 soldiers) in the 1st Auszugen 
  (Hors). He is returning to Traft from Kottemorte with a 
  small detachment of troops (a Rotte – approximately 10 
  soldiers) to deliver a report on the activities of alleged 
  insurgents in the canton of Vesbergen. Like Haus 
  Karpathian (who the characters may or may not have met 
  in Traft City), he believes the bulletin may not be 
  genuine. 
  Kaspar Schleiden: Male human Ftr6. 
  A conversation with Kaspar gives you as DM the 
  opportunity to reinforce or (if the characters didn’t meet 
  Haus Karpathian in Traft City) introduce the possibility 
  that the bulletin may not be what it seems. Kaspar can 
  also pass on background information that the characters 
  may not have learned in Traft City. 
  Sample responses to some expected questions. 
  Who are you? Auchfahnlein Kaspar Schleiden, Hors, 
  1st Auszugen. Yourselves? 
  What are you doing here? Travelling back to Traft from
  Kottemorte with a Rotte from my Fahnlein.  
  Why were you in Vesbergen? Military duties – we have 
  to report back about insurgent activity in the canton. 
  What insurgent activity? Is it dangerous? Not at the 
  moment, but there’s a lot of ill will out there. We 
  need to keep a close eye on some known 
  troublemakers, that’s for sure. 
  Are there any troublemakers in Gnomiskillin? Not that I 
  know of – but there might be. 
  Why are you interested in the bulletin? Well, I wouldn’t 
  normally be, except I think maybe it’s not on the up-
  and-up. 
  What do you mean? I think it’s a front for some illegal 
  activity. I saw the first bulletin on the way to 
  Kottemorte, and I thought it was suspect at the time. 
  While I was there, I was talking with some local 
  dwarves, and they told me that Joris Rhedesteyn died 
  two hundred years ago. Seeing that second bul etin 
  about how it’s now “urgent” makes me think maybe 
  something’s going down, and soon. Something they 
  need mercenaries for. 
  What if it is? Get out when you can with as much 
  evidence as you can, and report back to the Auszugen 
  Cantonal Headquarters in Traft. 
  Arriving at Gnomiskillin 
  When the characters leave the first Gasthaus and 
  continue on their journey, read or paraphrase the 
  following text to the players. 
  You make better time on the second day, reaching the 
  next Auszug Gasthaus perhaps half an hour before 
  sunset. On the afternoon of the third day, you enter 
  Under Naelv’s Hill 
   
  Page 8 
  
  the recently established canton of Vesbergen and 
  reach Kottemorte, a predominantly human village. 
  The road here splits, with the northern branch 
  leading away to Vostram and the southern branch to 
  Gnomiskillin. 
  The characters have no difficulty finding a place to stay 
  for the night. They can attempt to gather information 
  while in Kottemorte. 
  Gather Information 
  DC 10: Gnomiskillin is one day’s travel south from 
  Kottemorte. It’s full of gnomes who don’t like strangers 
  very much. 
  DC 15: Sanne Rhedesteyn lives in Gnomiskillin. She’s 
  been trying to recruit people to recover her brother’s 
  body, but everyone says it’s a fool’s errand and nobody’s 
  agreed to help her. Her dead brother is named Joris. The 
  head villager of Gnomiskillin is a woman named Joop 
  Bredanuckle. 
  DC 20: Joris was a bard with a good singing voice. He 
  died almost two hundred years ago, and Sanne always 
  wanted to retrieve his body. Nobody knows why it’s 
  urgent now, except she isn’t well, so maybe she’s worried 
  about dying before getting his body back. Apparently 
  Sanne’s been sending letters to friends in Traft City 
  asking them to post bulletins on her behalf. 
  When the characters leave Kottemorte and continue on 
  their journey, read or paraphrase the following text to the 
  players. 
  The next day, you leave early for your destination, 
  Gnomiskillin. The hill country o  the Sepia Uplands 
  is dotted with the occasional hamlet, farmstead and 
  mine. Most appear to be set into the sides o  hills, in 
  the style favoured by gnomes and dwarves. As you 
  follow the roads and paths to your destination, dark 
  clouds begin to cover the sky from the west, coming 
  up from the direction of Lake Quag. 
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        You arrive at Gnomiskillin late in the afternoon, 
  before any rain arrives. Like other gnomish villages, 
  most of the houses in Gnomiskillin appear to be 
  burrows set into the side of hills. Beside the doors of 
  many homes you can also see the burrows of badgers 
  – as the old saying goes, “where there’s a gnome, look 
  for a badger also”. 
        Gnomiskillin is built around a gentle and shallow 
  river, the two sides of the village facing each other 
  across the river. It has a simple wooden palisade and 
  open gate, but no gatehouse or towers. Presumably 
  the 
  mostly-underground 
  houses 
  are 
  better 
  fortifications than any wall could be. 
  Pause here to give the characters an opportunity to 
  decide how to proceed. When they enter the village, read 
  or paraphrase the following text to the players. 
        Nobody accosts you when you approach the gate, 
  and nobody comes to meet you and welcome you to 
  the village. The villagers who are about watch you 
  warily as you approach, but nobody leaves the street 
  or hides in their home when they see you. 
        You can see that the heart of the village is a 
  common field that straddles the river and appears to 
  contain a ford. There are a number of gnomes in the 
  common setting up three brightly painted canvas 
  pavilions. 
        Gnomiskillin is a small village populated almost 
  entirely by gnomes (detailed village statistics are available 
  in Judge Aid 2). The village is preparing for a Naming 
  Party on the common, a village tradition where 
  adolescent gnomes choose their Perrenese name that 
  they use when dealing with outsiders like the characters. 
  At this stage, before the head villager has met the 
  characters, all villagers are initially unfriendly towards 
  the characters, as they distrust outsiders in general and 
  Perrenlanders in particular. 
        The villagers particularly distrust people they 
  associate with the new authority that’s been imposed on 
  them through the establishment of the canton of 
  Vesbergen. Thus, any character wearing badges or other 
  markings that identify them as members of any 
  organisations 
  associated 
  with 
  official 
  Perrenland 
  institutions (including but not limited to the Old Kerk, 
  Den Zauber, the Fighting Forces, and the Rechters) 
  receives a –2 circumstance penalty to Charisma and 
  Diplomacy checks when interacting with any villager 
  (except Joop Bredanuckle and Sanne Rhedesteyn) at any 
  point during this adventure. 
        That said, the gnomish villagers are more likely to 
  trust fellow gnomes. Any gnome character receives a +2 
  circumstance bonus to Charisma and Diplomacy checks 
  when interacting with any gnomish villager (except Joop 
  Bredanuckle and Sanne Rhedesteyn) at any point during 
  this adventure. 
        If the characters try to talk with villagers on the street 
  or in their homes, they give little information or 
  assistance unless their attitude is improved to friendly or 
  helpful. If they are then asked about Sanne Rhedesteyn, 
  the villagers either tell the characters to talk with the 
  head villager, Joop Bredanuckle, currently on the 
  common, or tell them that Sanne Rhedesteyn lives on the 
  far side of the ford, across the common. They won’t 
  provide much detail about Sanne, who’s generally 
  Under Naelv’s Hill 
   
  Page 9 
  
  regarded as a “scary old woman” and has no friends 
  among the villagers. 
  Meeting Joop Bredanuckle 
  The head villager, Joop Bredanuckle, is assisting with the 
  erection of the three pavilions in preparation for the 
  Naming Party, as is Ingiborg Valanthe Schwerin, one of 
  the six non-gnomes who live in Gnomiskillin. If the 
  characters go to the common, read or paraphrase the 
  following text to the players. If the characters don’t 
  continue on to the common, Joop eventually hears about 
  their arrival and come to meet them. 
  Two of the pavilions are already up, supported by a 
  wooden post in each corner and a number of ropes 
  now pegged to the ground. Setting up the last 
  pavilion are over a dozen gnomes, men and women, 
  and one half-elf, a lean, well-muscled woman with a 
  longsword sheathed in a scabbard by her side. Most of 
  the gnomes are helping the half-elf pull the canvas of
  the pavilion up off the ground, while five gnomes 
  direct and watch. 
   
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  When the villagers see you, work ceases on the 
  pavilion  Those pulling up the canvas let the ropes 
  loosen in their hands, and the canvas slides back to 
  the ground. The villagers watch you approach with 
  caution, glancing more than once at one of the five 
  gnomes in the group who were directing their labour, 
  a middle-aged woman whose fair hair is showing the 
  first hints of silver. The half-elf watches you stony-
  faced, one hand resting idly on the hilt of her sword. 
  A badger peers out of its burrow as you pass. 
  Pause here to give the characters an opportunity to 
  address the group, then read or paraphrase the following 
  text to the players. 
  The fair-haired gnome steps forward, in front of the 
  others, and gives you a smile and a short bow. 
  “Welcome to Gnomiskillin. I am Joop Bredanuckle, 
  the head villager. What journey has brought you 
  here?” 
  Unlike other villagers, Joop is initially indifferent to the 
  characters. As head villager, Joop is used to dealing with 
  outsiders and compromising with the new cantonal 
  administration. As a result, Joop doesn’t favour gnomes or 
  have a bias against Perrenland officials. 
        The characters’ interaction with Joop is very 
  important for how the village as a whole views them 
  during the rest of the adventure, as the attitude of the 
  village is always one step worse than that of Joop. In 
  other words, if Joop’s attitude changes to friendly, the 
  initial attitude of any other villager the characters 
  interact with becomes indifferent; if Joop becomes 
  helpful, the rest of the village becomes friendly. 
  Conversely, if Joop becomes unfriendly or hostile, the 
  rest of the village becomes hostile. If that happens, Joop 
  becomes as uncooperative and evasive as the other 
  villagers. 
        Joop’s attitude towards the characters also determines 
  how she interacts with the characters in Encounter 
  Eight. In preparation for that encounter, make a note of 
  her attitude towards the characters at the end of the 
  current encounter. 
  Sample responses to some expected questions. 
  We’re looking for Sanne Rhedesteyn. On what 
  business? 
  We’re responding to an advertisement for adventurers. 
  Oh. That’s the matter to do with her dead brother, 
  isn’t it? 
  What can you tell us about it? That’s best left to Sanne, I 
  think  It’s her business, no  village business, so it’s 
  not my place to talk about it. 
  Where can we find Sanne? Her house is up on the 
  street there, across the river, on the far side of the 
  common. It’s the one with the red door with green 
  trim around the edges, and the brass door-knock. 
  What’s going on here? Tonight we’re holding a Naming 
  Party for the younger gnomes. You’re welcome to 
  attend, if you wish to stay in the village. I suppose 
  you’ll have to, if you want to sleep on the common, 
  and I’m not sure where else you could sleep. 
  Where can we stay in the village? Where’s the inn? We 
  don’t have one. Travellers usual y stay here, on the 
  common. 
  Some characters may want to talk with Ingiborg Valanthe 
  Schwerin. Ingiborg has been outlawed from Perrenland 
  for not paying compensation to the family of a man who 
  died in a tavern brawl that “went wrong”. She says little 
  unless it’s clear that the characters haven’t come to kill 
  her or claim compensation, in which case she is more 
  communicative but still taciturn and abrupt. Remember 
  that her initial attitude is unfriendly until Joop’s attitude 
  is established, but she may be much better disposed 
  towards them if the characters finish talking to Joop 
  before talking to her. Regardless of her attitude, Ingiborg 
  won’t offer to host any of the characters in her home. 
  Troubleshooting: No Directions to 
  Sanne’s Home? 
  If the characters do not go to the common (for example, 
  if they ride across the river without using the ford) or if 
  Under Naelv’s Hill 
   
  Page 10 
  
  they worsen Joop’s attitude to unfriendly or hostile, 
  nobody they meet gives them directions to Sanne’s 
  house. In this case, Sanne hears about the strangers 
  through local gossip and comes looking for the 
  characters. Read or paraphrase the following text to the 
  players. 
  It’s been a frustrating experience, trying to get 
  directions to Sanne Rhedesteyn’s home: the villagers 
  seem unwilling to give you the time o  day, let alone 
  directions, and a ligh  rain has started falling. 
  Eventually, 
  however, 
  an 
  aged 
  gnome 
  woman 
  struggles towards you, leaning heavily on a gnarled 
  walk ng stick and waving her other hand, trying to 
  attract your attention. “Strangers! Travellers!” 
   
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  Pause here to give the characters an opportunity to 
  respond to the woman, then resume reading or 
  paraphrasing the following text. 
  The woman slows down as she comes near, trying to 
  catch her breath. “I’m told you’re looking for me – 
  Sanne Rhedesteyn.” She gives you a hopeful look. “Is 
  that right?” 
  Pause here to give the characters an opportunity to agree, 
  then resume reading or paraphrasing the following text. 
  “Come to my home, please. The street isn’t any place 
  for a civilised discussion.” 
  Encounter Two: Meeting 
  Sanne Rhedesteyn 
  Read or paraphrase the following text to the players once 
  the characters follow Joop’s directions and go to Sanne’s 
  house. 
  Fol owing Joop’s directions, you have arrived at the 
  front door to Sanne’s home. Just in time, too, as a 
  light rain has started to fall. The round door, painted 
  red with green trim around the edges, is at most four 
  feet high, and has a prominent brass knocker, cast in 
  the shape of a distorted, grinning jester’s face. Most of 
  the house must be in the side of the hill, and the two
  windows you can see have expensive lace curtains 
  blocking your v ew of the rooms within. 
  Pause here to give the characters an opportunity to 
  decide what to do next. When they knock, read or 
  paraphrase the following text. 
  In response to your knock, you can hear a faint 
  “Coming!” through the door. After perhaps a minute, 
  an aged gnome woman opens the door. She leans 
  heavily on a gnarled walking stick, and looks at you. 
  “Good day,” she says, her face taking on a hopeful 
  expression as she glances over your group. 
  Pause here to give the characters an opportunity to 
  introduce themselves and explain their business. As soon 
  as they tell Sanne that they’ve seen her advertisement or 
  that they’re here about business, interrupt the player and 
  read or paraphrase the following text. 
  “Come in! Come in, out of the rain. The street isn’t 
  any p ace for a civilised discussion.” Sanne shuffles 
  back awkwardly to give you space in the foyer. “Come 
  through here, to the kitchen. The kettle’s on.” 
  With slow, careful steps, she leads the way further 
  into her burrow-home, which thankful y has what 
  must be high ceilings by gnome standards – over five 
  feet of clearance. “Close the door behind you when 
  you’re in, if you please.” 
        Sanne bustles about her home as best she can, 
  settling you in her crowded kitchen and the adjacent 
  dining room, fetching towels to dry your faces and 
  heads, setting out a pewter tea service and (with 
  difficulty) putting a full kettle on over the fire. At 
  that point, she settles down on a cushioned chair near 
  the fire and tries to catch her breath, face flushed 
  from her exertions. 
  Pause here to give the characters to interact with Sanne. 
  Sanne is initially friendly to the characters: she has been 
  waiting with increasing desperation for someone, 
  anyone, to come in time to recover her brother’s remains 
  from Naelv’s tomb, and the characters have arrived just in 
  time. As a result, Sanne doesn’t favour gnomes or have a 
  bias against Perrenland officials. 
        When the characters ask Sanne to tell them more 
  about her advertisement, read or paraphrase the 
  following to the players. Note that Sanne’s story is both 
  detailed and lengthy (more than two pages long), and you 
  should expect and encourage the players to interact with 
  Sanne and interrupt her with questions as she tells her 
  story. 
   “I’m glad you’ve come – it’s a real relief to me. If 
  you’ve time, I’ll explain it all to you.” She shakes her 
  head, and looks cross with herself. “Fool sh woman! 
  Of course they have time – they’ve come all the way 
  from Traft, haven’t they?” She smiles at you in 
  apology, then ooks down at her lap. Her fists open, 
  then close again, around her walking stick. 
        “It begins when I was a young woman. My 
  brother, Joris, and I both lived here, in our family’s 
  home. We were rascals and troublemakers, as the 
  young often are, and we often adventured with two of 
  our friends, Mogin Borkenbroke and Tyrne Vessem. 
  Under Naelv’s Hill 
   
  Page 11 
  
  Mogin was a greater troublemaker than the rest of us 
  put together, but he was a good man in any case.” 
      “Joris was a singer – there was magic in his songs. 
  Not the same magic as Tyrne’s, which was of the earth 
  and the woods, but magic all the same. We travelled 
  west and we travelled east, once as far as Greyhawk 
  City itself, but usually not so far.” The kettle begins to 
  whistle, and Sanne starts to push herself up off the 
  chair. 
    
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  Pause here to give the characters an opportunity to 
  volunteer to take care of the kettle themselves. Once the 
  tea is poured and served, resume reading or paraphrasing 
  the following text. 
  Sanne sips at her tea, then sets the cup down on the 
  table. “On the way back from one of the Elf-towns in 
  the Vesve, among the Highfolk, Joris was reading a 
  scroll of the history of the old times – before the 
  Oeridians came out of the west, more than a thousand 
  years ago – a scroll that described the death and burial 
  of a clan chieftain, Naelv. Our clan chieftain, you see 
  – that’s what made it stand out when Joris started 
  reading.” 
        “Anyway, the long and the short of it was that 
  Naelv was betrayed by h s Dwarf allies, died in a great 
  battle, and was buried beneath a mound with a hoard 
  of treasure. The mound’s nearby, in the forest to the 
  east of the village – only a few hours’ walk, we 
  reckoned.” Sanne shrugs. “Still, old tombs are 
  common. People had to be buried, then as now. What 
  made Naelv’s tomb so interesting to us was the spells 
  they put on the door to the mound to stop people 
  getting in.” 
        Sanne takes another sip of tea. “The gnomes who 
  killed Naelv h red an elf wizard, who put some 
  powerful spel s on the door. To open the door, you 
  had to say four magic words after the middle of a 
  particular night of the full moon, when the stars were 
  right. Joris learned the meaning of the words – the elf 
  who translated them said they were Old Flan, Ur-
  Flannae, a language that would have been old when 
  Naelv lived, a thousand years earlier. Joris wrote them 
  down for us, in case there were problems.” She 
  swallows, and looks a l ttle distant. 
  Pause here to give the characters an opportunity to talk to 
  Sanne and snap out of her reverie, then resume reading 
  or paraphrasing the following text. 
  “Well, we talked with an astrologer, and it turned out 
  the stars were going to be right in only a few weeks. 
  One chance in two hundred years – you understand? 
  We had to go.” 
        “So, we went, and Joris said the words, and the fog 
  came down and the door opened up. It was guarded 
  by a brute of a woman, ten feet tall, but she agreed to 
  a riddle-contest and Tyrne knew the answer, just like 
  that.” 
  Snap your fingers for emphasis, then resume reading or 
  paraphrasing the following text. 
  “We went inside, and started exploring. There was a 
  door, and Mogin found and took care of some magic 
  trap on t. He also opened the lock – Mogin was good 
  with his hands, nimble-fingered, as they say – and we 
  went through the door and into another room. There 
  were side-chambers, but there wasn’t anything inside 
  them. There was another door, so we went up to that 
  as well  Mogin said i  weren’t trapped nor locked, so 
  we opened it.”
        Sanne half-smiles ruefully. “That was a mistake. 
  There was a gnome behind it, a bigger man than any 
  gnome I’ve seen, before or since. He was pale too, and 
  wearing old armour.” She shudders. “He set about us 
  with a greatsword, and we couldn’t stand against him. 
  He was – he was a fury.” 
       Her eyes start to water, and she takes a sip of tea. 
  Her hand shakes as she sets the cup down again. 
        “We tried to fight at first, but our weapons 
  wouldn’t bite him. Wouldn’t break the skin. So we 
  turned and ran. Mogin ed the way – he had nimble 
  feet, too – and we made it to the door with the lock. 
  The three of us made it. Not Joris.” 
      “I – I wanted to go back to him. The man – Naelv 
  – had cut him down from behind, eft him on the 
  ground behind him. We got the door closed, and 
  Mogin locked t. I don’t know how. There was a 
  pounding on the door, and we just ran, ran outside 
  before he broke through.” Sanne breaks off her story 
  to dab at her eyes with the tablecloth. 
  Pause here to give the characters an opportunity to ask 
  what 
  happened 
  next, 
  then 
  resume 
  reading 
  or 
  paraphrasing the following text. 
  “When we got outside, the giant woman tried to stop 
  us, but we got past her somehow. I don’t remember 
  how – some trick or ruse, I think. She tried to follow 
  us through the forest, but Tyrne’s magic hid our 
  footprints. It was strange, through: we ran through 
  what was left of the night, ran for hours, but when 
  dawn came and burned away the fog, we were no 
  more than fifty paces away from the mound.” She 
  shakes her head again. “Magic.” 
  Under Naelv’s Hill 
   
  Page 12 
  
        “Our courage came back with the sunlight. We 
  went back, but the door was gone. Joris was inside the 
  mound.” 
        “The three of us swore that we wouldn’t leave him 
  there, unburied and unavenged. Maybe we deserved 
  our bad luck – we hadn’t gone prepared for such 
  trouble, 
  was just a lark to us – nothing l ke this had 
  happened before, n a score of adventures. The three 
  of us swore.” 
  it 
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        Sanne sighs. “But the years passed, and other 
  things came up. Before I knew it, fifty years had 
  passed, Perrenland had formed, and my memory was 
  fading. I wrote down what I thought important, then 
  – but now, I read that note and the details elude me. 
  I’m sorry.” 
        Sanne gets up with some difficulty and walks 
  slowly through the dining room. “Mogin died young, 
  in the end, more than a hundred years ago. He had a 
  wife and a son by then – Kleefen, the boy, lives in 
  Traft City now. And Tyrne died three winters ago. 
  They buried her in the secret place, up on Ehlonna’s 
  Mount, where only the druids can go.” 
        Sanne stops in the living room and opens a draw 
  in a wri ng desk. She looks up at nothing in 
  particular. “I’ve never seen her grave. They say it’s 
  covered with wildflowers in the spring. She liked 
  flowers.” Sanne looks out at the rain through the ace 
  curtains and seems lost in reverie. 
  Pause here to give the characters an opportunity to talk to 
  Sanne and snap out of her reverie, then resume reading 
  or paraphrasing the following text. 
  Sanne shakes her head, then holds up an envelope. 
  “Here’s a copy of my notes – directions to the door, 
  the magic words, what I remember we found inside.” 
  She offers you the envelope. 
  Hold out Players Handout #3 (preferably in a sealed 
  envelope). 
  Sanne starts walking back towards the kitchen. “I 
  know my brother is dead. Don’t think me a fool, 
  hoping for what can’t be. He’s been dead two hundred 
  years.” She walks as quickly as she can, face drawn 
  and tense as she struggles along. 
        “But I made a promise – to myself, to my friends, 
  to Joris. Look at me now – I’m old, old and tired, and I 
  don’t have another two hundred years left n me. The 
  other villagers don’t care, won’t help – but that didn’t 
  stop me. I knew I would find someone to help me n 
  Traft City. I knew it!” 
        Sanne sits back down in her chair, trying hard to 
  conceal her sigh of relief as she leans back into the 
  cushion. “Here’s my offer to you. Go into the tomb, 
  under Naelv’s Hill, tomorrow n ght – the night when
  the stars are right – and bring back my brother’s body 
  and his belongings. If not al  his body, at least his 
  head. If nothing else, don’t leave my brother’s head 
  there as a trophy for that … monster: there were 
  many skulls there, on the walls. If you kill Naelv, all 
  the better – a death for a death would help balance 
  my loss.” 
        “You can have anything you find in the tomb that 
  isn’t my brother’s – what would I do with a treasure 
  hoard now? I’ve no fami y, no friends here in the 
  village. Take it all for yourselves. I’ll give you my 
  magic chain shirt as well – better that someone 
  willing to do me a favour should have it than my 
  ungrateful neighbours. All I want is to bury my 
  brother. Will you do that? Will you go under Naelv’s 
  Hill?” 
  Sanne waits for the characters to respond. If they insist 
  on seeing the chain shirt, Sanne fetches it from one of 
  her rooms. She won’t give it to them now unless they 
  insist on it and threaten to leave: if this happens, her 
  attitude shifts to indifferent. If the characters insist on a 
  greater reward, Sanne tells them truthfully that she has 
  nothing else of great value to offer them, just clothes, 
  furniture, and crockery. 
  Sample responses to some expected questions. 
  Why didn’t your weapons “bite” on Naelv? I don’t know. 
  They were magic swords made from ordinary steel. 
  How do we get to Naelv’s Hill? My notes include 
  detailed directions to Naelv’s Hill. I can talk you 
  through them, if you like. 
  Can you give us a more detailed description of a room 
  inside Naelv’s Hill? We can go directly there using the 
  greater teleport spell. Umm … there were two rows of 
  pillars, and niches in the walls with skulls in them. 
  And side passages. I – I’m sorry, it was so long ago. I 
  remember what happened there quite clearly, but I 
  don’t remember much about what the rooms looked 
  like. I’m sorry. 
  Where can we stay tonight? I have two bedrooms were 
  you can stay, though there’s only a gnome-sized bed 
  in each. Most larger travellers stay on the common: 
  maybe they’ll leave the pavilions up for you if you ask. 
  There’s no inn you can stay at, or tavern where you 
  can eat: some of the houses that front onto the 
  common are alehouses, but they’ll be busy serving 
  those at the Naming Party tonight. 
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  Page 13 
  
  What’s happening on the common? What’s a Naming 
  Party? The Naming Party is when the younger gnomes 
  choose their Perrenland name. There’s dancing, and 
  eating, and drink ng – maybe half the village will 
  attend, even in weather like this. As visitors, you’d be 
  welcome enough there, I’m sure. 
  i
   
  Sanne doesn’t know much more about Naelv or the tomb 
  than what she recounted in her story. However, the 
  information she has provided is sufficient to give the 
  characters a significant advantage when they go to 
  Naelv’s Hill. Note that the Challenge Ratings for 
  Encounters Three, Five and Six take into account this –
  1 adjustment to the Encounter Level: expect and (if 
  necessary) encourage the players to prepare for those 
  encounters. 
  Sanne cooks a hearty dinner of potato and leek soup for 
  any characters who don’t go to the Naming Party on the 
  common that evening. 
        The players may want to check if their characters 
  know anything about Naelv. The characters can attempt 
  the following skill checks. 
  Bardic Knowledge 
  DC 10: Naelv was a famous gnome clan chieftain long 
  ago. He was a cruel and brutal war leader, and died in 
  battle. 
  DC 15: Naelv lived over a thousand years ago. He was 
  very big and strong for a gnome – some people say he was 
  as tall as a human. 
  DC 20: His dwarf allies in his final battle betrayed Naelv, 
  and his gnome enemies buried him in his burial mound. 
  DC 25: His enemies feared that Naelv would be restored 
  to life, so they had a wizard seal him in his tomb with 
  magic. 
  DC 30: It is rumoured that Naelv will rise up and leave 
  his tomb if the gnomes of the Sepia Uplands are invaded 
  and conquered by non-gnomes. 
  Knowledge – History 
  DC 20: Naelv was a gnome clan chieftain who lived at 
  Gnomiskillin 1200 years ago. He is named in some Ur-
  Flannae trading lists. 
  DC 30: Naelv forced a substantial minority of the gnome 
  and dwarf clans of the Sepia Uplands to acknowledge his 
  suzerainty, but was killed in battle after only a few years 
  as clan chieftain.
  Troubleshooting: But We Want to 
  Teleport to the Last Encounter! 
  The characters can’t scry inside Naelv’s Hill because of 
  Iuz’s ongoing interference with Divination spells (see 
  Judge Aid 7 for details), so they can’t use the teleport 
  spell. If they attempt to use the greater teleport spell after 
  receiving a description from Sanne of one of the rooms 
  inside Naelv’s Hill, they disappear and reappear in their 
  original location because her description is not 
  sufficiently detailed for the spell to succeed. 
   
  If some of the players are upset that the scenario is 
  “rail-roading” them by not letting them use their high-
  level spells, point out that they are asking Sanne for a 
  description of a room she saw once, 200 years ago. 
  Hopefully they will agree it’s reasonable she wouldn’t 
  remember well enough to provide a detailed and reliable 
  description after so much time had passed. 
  The Naming Party 
  The Naming Party gives the characters an opportunity to 
  interact with other villagers in Gnomiskillin. Note that 
  this means the characters may look for clues regarding 
  conspiracies among the villagers, attempt to interact with 
  multiple non-player characters simultaneously, and do 
  other potentially time-intensive role-playing that’s fun 
  but not directly relevant to Sanne’s mission. For that 
  reason, it’s recommended that you don’t let the Naming 
  Party take up more than 15 to 20 minutes of play time if 
  you have an inflexible 4 hour time limit on playing time. 
  If any characters go to the Party, read or paraphrase the 
  following text to the players. 
  There are fifty or more gnomes and at least a dozen 
  badgers, all clustered under the three pavilions to 
  avoid the rain. The weather doesn’t seem to be 
  dampening their enthusiasm, however. From what 
  you can see, the Naming Party seems to involve 
  adolescent gnomes standing in the middle of a 
  pavilion surrounding by a circle of adults shouting 
  out Perrenese names until the adolescent shouts back 
  in response. As you watch, a boy called Trippletoe 
  chooses Seifert as a second name, to general applause. 
        Looking about, you can see the half-elven woman 
  who was help ng set up the pavilions when you 
  arrived. She’s talking with two humans, a man and a 
  woman, both plainly dressed and carrying no 
  weapons. Aside from the half-elf, who still has her 
  longsword, none of the villagers are carrying 
  anything larger than a dagger. 
  i
  Under Naelv’s Hill 
   
  Page 14 
  
  The characters may want to interact with the villagers in 
  a number of ways. Remember that the initial attitude of 
  the villagers at the party is one step worse than that of 
  Joop Bredanuckle. 
  Join in the naming: if the character participates in 
  naming the young gnomes and doesn’t suggest silly 
  names, the villagers become more inclined to like and 
  cooperate with them. Such characters gain a +2 
  circumstance bonus to Charisma and Diplomacy checks 
  when interacting with villagers who were at the party 
  (absent villagers include the gnome toughs in Encounter 
  Seven and Fonkin Schleppen, leader of the local ne’er-
  do-wells) and to Gather Information checks at the party. 
  Talk to the non-gnomes: of the non-gnomes in 
  Gnomiskillin, Ingiborg Valanthe Schwerin (the half-elf) 
  and Kol & Helga Herzberg (the humans) are attending 
  the Naming Party. Unlike Ingiborg, Kol and Helga let up 
  to two medium-sized characters sleep on the floor of their 
  hut if their attitude becomes friendly or helpful. 
  Unfortunately, the other non-gnomes (Ormr & Sjolf 
  Eyvindkell the dwarves and Rudi Vosser the trapper) 
  aren’t at the Party, and in any case aren’t the sort of 
  people who would take on boarders. 
  Gather Information about Gnomiskillin: characters 
  who spend at least 1d4+1 hours at the Party can attempt a 
  Gather Information skill check to learn the following. 
  DC 10: Nobody likes being taxed by Perrenland. None of 
  the villagers want to be part of this new Canton – why 
  can’t things be like they were before? Joop Bredanuckle is 
  popular, but some villagers feel she’s too accommodating 
  of the new regime. If there is a vote about who should be 
  head villager, Fonkin Schleppen is most likely to stand 
  against Joop. Sanne Rhedesteyn is a strange old woman, 
  and nobody likes her. 
  DC 15: Sanne’s brother, Joris, died a long time ago – close 
  to two hundred years now. He was a bard with a good 
  singing voice. They went under Naelv’s Hill, and he 
  didn’t come back. 
  DC 20: Naelv was clan chieftain long, long ago. He was 
  very big and strong for a gnome – some people say he was 
  taller than a human, as tall as an ogre! He’s buried under 
  the mound named after him. 
        If asked, the villagers can’t or won’t provide more 
  detail about what happened to Sanne and Joris under 
  Naelv’s Hill. 
        The Naming Party ends at around midnight, and 
  characters that are sleeping on the common can finally 
  get some rest. The villagers leave the pavilions up for the 
  characters even if nobody asks them to do so. 
  A Day In Gnomiskillin 
  The characters can spend the following day in 
  Gnomiskillin before setting out for Naelv’s Hill in the 
  evening. 
        It continues to rain throughout the morning, but 
  starts to clear in the afternoon as the clouds move on. By 
  evening, the sky is clear and the full moon and stars 
  visible. 
        The houses that front onto the common sell ale and 
  food, and may have mundane equipment for sale as well 
  (100 gp limit). As almost all the villagers are small size, it’s 
  very unlikely (5% chance) the characters can find any 
  particular item of medium-sized equipment. Characters 
  who spend 1d4+1 hours walking around the village and 
  talking with villagers can attempt a Gather Information 
  skill check (DCs and information as described above for 
  the Naming Party). 
        Sanne willingly spends the day acting as host for the 
  characters. She feeds them simple, hearty meals (bread, 
  cheese, fresh fruit and vegetable stews), and insists that 
  the characters eat dinner with her before setting off that 
  evening. 
  Encounter Three: The 
  Guardian of the Door 
  When the characters are ready to leave Gnomiskillin to 
  go to Naelv’s Hill, read or paraphrase the following text 
  to the players. 
  After an early dinner, you leave Gnomiskillin and set 
  out 
  for 
  Naelv’s 
  Hill. 
  Sanne’s 
  directions 
  are 
  straightforward enough, and the light of the full 
  moon illuminates your way. At first your journey 
  takes you along simple paths and through lightly 
  wooded hills, where you are watched every so often 
  by a badger or an owl. 
     
   
  l
     After perhaps two hours of travel, the land flattens 
  out, the woods become a forest, and the path becomes 
  less clear. However, Sanne’s directions stand you in 
  good stead, and you have little difficulty finding the 
  natural landmarks she described to you. No animals 
  trouble you during the latter half of the journey, 
  though at one point you do hear the distant howls of 
  a pack of wolves. 
        In due course you reach your destination, Naelv’s 
  Hill. It is perhaps some four hours after you departed 
  Gnomiskillin, and must be close to midnight. The 
  moon hangs, ful  and bright, in the cloudless sky. 
  From where you are, on a forested rise overlooking 
  Under Naelv’s Hill 
   
  Page 15 
  
  Naelv’s Hill, you can see that the forest thins out as it 
  approaches the mound, which seems bare of 
  everything save low grass and the occasional boulder. 
  Naelv’s Hill must be several hundred feet long from 
  east to west, and at least two hundred feet wide at the 
  mid-point: the mound rises some forty feet over its 
  immediate surrounds. 
   
  i  
  f
  At this point, the characters probably want to proceed 
  directly to the eastern side of the barrow mound. 
  However, some groups may want to take some time to 
  circumnavigate or climb over the mound. Let them: the 
  characters have until dawn to use the command words to 
  open the magic door. 
        Anyone can climb the sides of the mound (though it is 
  considered a steep slope, so they must spend 2 squares of 
  movement to enter each square of steep slope, and the 
  slope is 40 ft. long). If they walk over the eastern half of 
  the mound, they may notice (DC 18 Spot) a relatively 
  large number of tiny-size burrows. If they actively search 
  a significant part of the surface of the eastern half of the 
  mound (at least ten 5-ft. squares – if you want, give them 
  a 10% chance of choosing a square with a burrow in it), 
  they are much more likely to find the burrows (DC 8 
  Search). Characters may recognise signs that these are rat 
  burrows (DC 10 Knowledge – Nature or Survival). 
   
  The rat burrows lead down into the tomb itself: Joris 
  and Naelv call swarms of rats through these burrows in 
  Encounters Five and Six. Clever characters may use 
  gaseous form, polymorph, wild shape or the like to enter 
  the tomb through the rat burrows and bypass the front 
  door. 
        It’s also possible some of the divine spellcasters must 
  spend an hour in prayer at midnight to prepare spells. 
  That’s fine, too: as noted above, the characters have until 
  dawn to use the command words to open the magic door. 
        When the characters finish exploring and go to the 
  eastern side of the mound, read or paraphrase the 
  following text to the players. 
  You make your way around the mound to the eastern 
  side, looking for the standing stone that Sanne told 
  you marked the location of the magic door. As you 
  travel around the mound, there is a consistent gap of 
  between 30 and 40 feet between the side of the 
  mound and the tree line. Thus, you have no difficulty 
  spotting the standing stone. 
  At this point, map the layout of the side of the mound 
  with the door (Judge Aid 3). 
        The characters may explore the area around the 
  standing stone in several ways. 
  Searching for tracks (DC 12 Survival): There are some 
  badger and wolf tracks in the area, but close to the tree 
  line, not near the standing stone or the mound.The tracks 
  are two days old. 
  Searching for secret doors: The hidden door cannot be 
  detected by mundane means. 
  Detect magic: The standing stone and the hidden door 
  both have a strong aura of transmutation magic. 
  Detect secret doors: The hidden door can be detected 
  with this spell, but the spell cannot detect the 
  mechanism or trigger to open the door (that’s the 
  command words Sanne has already given them). 
        Eventually, the characters should use the command 
  words to the door. After one player has spoken the words 
  aloud “in character”, read or paraphrase the following text 
  to the players. 
  Having said the four words, the air grows still. Heavy 
  fog rises around you, reducing visibility to only a few 
  feet at best. 
  Pause here to see if the characters do anything, such as 
  draw their weapons or cast a spell. If a character casts gust 
  of wind or a similar spell, let their spell be the reason the 
  fog dissipates around the characters; otherwise, continue 
  to read or paraphrase the following text. 
  After a few seconds, the fog around you thins and 
  rolls back, improving visibility. Where the standing 
  stone stood now stands a large woman, solid and 
  heavy-set, wearing a breastplate and holding a 
  greatclub whose head rests on the ground at her feet. 
  Behind her, n the side of the mound, has appeared a 
  partially embedded stone lintel, and beneath that the 
  earth is overlaid with a glowing pattern o  red 
  swirling energy. No doubt this is the Guardian and 
  the Door. The woman watches you impassively. 
  At this point, update the existing layout of the side of the 
  mound with the door (Judge Aid 3). 
  Characters may identify the Door as a variant on the 
  passwall spell (DC 25 Spellcraft). 
  The Guardian of the Door 
  The Guardian of the Door is an exceptional ogre, more 
  intelligent and less bestial than most of her kind. Despite 
  her atypical appearance, characters may identify her as an 
  ogre (DC 13 Knowledge – Nature). The magic that binds 
  her to her duty also teaches her the principal language of 
  the person who speaks the command words, which is 
  why she can speak Gnome and Common. (If the 
  character who speaks the words uses a language other 
  Under Naelv’s Hill 
   
  Page 16 
  
  than Common as their principal language, change the 
  Guardian’s third language from Common to that 
  language.) 
        The Guardian was given two orders when Naelv’s 
  tomb was first sealed: one, that only those able to best her 
  should enter the tomb; and two, that she must stop 
  anyone leaving the tomb. The intention behind these 
  orders wasn’t explained to the Guardian, so she has 
  interpreted her instructions as best she can. 
        As a result, the Guardian lets anyone enter the mound 
  if they can outdo her at something she believes she’s 
  good at, and won’t let anyone leave the mound through 
  the door. If she learns that someone has left the mound 
  through another means, she attempts to force them to re-
  enter the mound. She feels morally obliged by her oath to 
  follow these orders at all costs, and attempts to carry 
  them out even if she likes or wants to help the characters. 
  Sample responses to some expected questions. 
  Who are you? Are you the Guardian? I am the Guardian 
  of the Door. Only the worthy may enter; none may 
  leave. 
  What do you mean, only the worthy may enter? Any 
  who can best me in a fair contest may enter. You may 
  propose a contest and I will consider it: if it seems to 
  me a fitting contest I will accept your challenge. 
  What sort of contest would you consider? A test of arms, 
  or of wit. If you want, I will battle you all, and should 
  you win you may enter. If you don’t want to fight, I 
  will give you a riddle, and should you solve it you may 
  enter. 
  What sort of contest wouldn’t you consider? I will not 
  agree to a con est where I have no skill, such as a test 
  of who is the better singer. If I cannot present a 
  challenge to you, it is not a fair contest and I will not
  take part in it. 
  t
   
   
  What if you win the contest? You may propose another 
  contest, if you are not shamed by your failure and 
  give up your desire to enter the Door. 
  Do we all have to participate in the contest? If you wish, 
  you may designate one of your number as your 
  champion. If you champion bests me in a contest, you 
  may all enter. 
  What do you mean, none may leave? I can let no-one 
  leave through the door – anyone who tries must face 
  me in battle. 
  Can’t you make an exception for us? I gave my word, 
  and I remain bound by my word until released from 
  this duty. 
  Who made you the Guardian? Who can release you from 
  your duty? An elf wizard – I don’t know his name, and 
  I expect he died long ago. 
  More than a thousand years have passed. Surely you want 
  to stop? It may have been twelve hundred years for 
  the rest of the Oerth, but for me this is only the sixth 
  night. I would be faithless and fickle indeed if I 
  abandoned my duty after so little time. 
  The Guardian of the Door is initially indifferent to the 
  characters. If the characters talk to her, they can change 
  her attitude with a Diplomacy or Intimidate check. If she 
  becomes friendly or helpful, she warns the characters 
  that the tomb is a dangerous place: the last time people 
  entered the tomb, four went in and only three came out. 
  If they ask, the Guardian can tell them some of the 
  information in the adventure background and can give 
  her version of meeting Sanne’s group of adventurers. 
  Regardless of her attitude, she insists that the characters 
  win a contest to enter the tomb. 
        The characters may suggest alternate contests, but the 
  Guardian takes part only if she believes she is good 
  enough at the challenge to win and has the necessary 
  items to compete. For example, she won’t agree to wrestle 
  or box, because she isn’t proficient at those styles of 
  fighting. She would agree to a contest of target archery, 
  but doesn’t have a bow and won’t take part unless the 
  characters (a) lend her a large bow or (b) lend her a 
  medium bow and the other competitor uses an 
  inappropriately sized bow. 
        Regardless of the challenge, the Guardian is willing to 
  take on the characters’ designated champion in any 
  contest, and allows all characters to enter if she loses to 
  the champion. 
  Answering The Riddle 
  If the characters ask to try and solve the Guardian’s 
  riddle, let the players know they have the option to solve 
  it as players or as characters, but not both. Let them 
  decide by majority vote how they want to proceed. If the 
  group is evenly split, break the tie as you see fit. 
  Solving as players: read (do not paraphrase) the 
  following text to the players. 
  I give you one minute to answer my riddle, and you 
  may have three guesses. Listen well, for I will not 
  repeat the riddle. 
  Pause to ensure that all the players are paying attention, 
  then give them Players Handout #4 and read (do not 
  paraphrase) the following text to them. 
  A creature came floating over the waves, 
  She cried her beauty from ship to shore, 
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  Page 17 
  
  Calling loudly; her laughter was terrible 
  And fearsome to hear; her edges were sharp. 
  She was so fierce – slow to engage, 
  Savage in the fight; she stove in ships’ sides. 
  She bound them with a baleful charm, 
  And spoke: “My mother is also my daughter, 
  Known by al  people as she fal s on the Oerth, 
  l
  l
  Loved in every land. What am I?” 
  The correct answer is “sea ice” or “an iceberg”. 
  Wait one minute for their three guesses. Tell the players 
  if their first guess is right or wrong before demanding 
  their second guess: it’s likely the players will be distracted 
  by the last three lines and their first answer will be “rain” 
  or “water”. 
   
  If the players can’t give the correct answer after 
  three guesses, the Guardian declares herself the winner 
  and explains the answer to them. The creature’s calls are 
  the sounds of sea ice grinding together and breaking 
  apart; the baleful charm is the sea freezing around the 
  ship; her mother and daughter is water, which freezes to 
  become ice and melts to become water. 
  Solving as characters: each character can attempt an 
  Intelligence or a Bardic Knowledge or a Perform – 
  oratory check (all DC 15) to solve the riddle. They can 
  only make only one check, not three, and must have at 
  least one rank in Perform – oratory to attempt that check. 
        If the players ask, Perform – comedy isn’t an 
  appropriate skill because the riddle isn’t a joke: however, 
  characters who regularly hear or tell stories may know a 
  story that contains the riddle, which is why Bardic 
  Knowledge and Perform – oratory are appropriate. 
        All gnomes receive a +2 circumstance bonus to the 
  check because it’s an ancient gnomish riddle. Any feat 
  that gives a bonus to all knowledge skills (for example, 
  Elflore and Gnomelore) also applies to the Intelligence 
  check, but not to the Bardic Knowledge or the Perform – 
  oratory check. 
  Fighting the Guardian 
  The Guardian is willing to fight the characters’ 
  designated champion or all the characters at once. If her 
  attitude has changed to friendly or helpful, she begins 
  the combat trying to cause nonlethal damage. She starts 
  trying to cause lethal damage if she takes any lethal 
  damage. 
        Tactics: The Guardian remains within 10 ft. of the 
  door if possible, so that she can threaten anyone who 
  tries to run past her into the Door. Note that she has the 
  Diehard feat at APL 6 and up, and always chooses to 
  remain conscious when on negative hit points. 
        She concedes that she is beaten if she is reduced to 10 
  hit points or less, unable to stop the characters entering 
  the door (trapped in a web, for example), or was at a 
  character’s mercy but not killed (for example, rendered 
  helpless by hold monster). 
        At APL 8 and up, the Guardian has an animal 
  companion. It does not take part in the battle, but 
  remains in hiding nearby throughout the encounter. 
        Treasure: the Guardian has a greatclub, a breastplate, 
  a ring of protection (at APL 10 and 12) and an amulet of 
  health (at APL 12). She does not give them up while she 
  lives, even if she is bested in combat. 
   
  APL 4: L: 59 gp (large masterwork greatclub, large 
  breastplate); C: 0 gp; M: 0 gp 
   
  APL 6: L: 25 gp (large masterwork greatclub); C: 0 gp; 
  M: 129 gp (large +1 breastplate) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 321 gp (large +1 
  breastplate, large +1 greatclub) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 488 gp (large +1 
  breastplate, large +1 greatclub, +1 ring of protection) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 820 gp (large +1 
  breastplate, large +1 greatclub, +1 ring of protection, +2 
  amulet of health) 
        Development: If the Guardian is alive when 
  the characters enter the Door, she waits to fight 
  them when they emerge later. At APL 8 and up, 
  her animal companion joins her. 
        If the Guardian is dead when the characters 
  enter the Door, her animal companion comes and 
  guards her body at APL 8 and up.  
  APL 4 (EL 3) 
  The Guardian of the Door: Female ogre Rgr1; hp 45; 
  see Appendix One.  
  APL 6 (EL 5) 
  The Guardian of the Door: Female ogre Rgr3; hp 63; 
  see Appendix Two. 
  APL 8 (EL 7) 
  The Guardian of the Door: Female ogre Rgr5; hp 81; 
  see Appendix Three. 
  The Guardian’s Badger animal companion: hp 7; see 
  Appendix Three. 
  APL 10 (EL 9) 
  The Guardian of the Door: Female ogre Rgr7; hp 99; 
  see Appendix Four. 
  Under Naelv’s Hill 
   
  Page 18 
  
  The Guardian’s Badger animal companion: hp 21; 
  see Appendix Four. 
  APL 12 (EL 11) 
  The Guardian of the Door: Female ogre Rgr9; hp 130; 
  see Appendix Five. 
  The Guardian’s Badger animal companion: hp 21; 
  see Appendix Five. 
  Encounter Four: The Outer 
  Hall 
  When the characters step into Door, read or paraphrase 
  the following text to the players. 
  You step into the glowing pattern of red swirling 
  energy and into Naelv’s tomb. It takes three steps to 
  pass through the Door, and you emerge in an unlit 
  room. The only l ght here is the dim red glow of the 
  Door, which is scarcely brighter than a candle. 
  i
  i
   
  l
  i
  The light of the door provides shadowy illumination for 5 
  ft. (10 ft. for characters with low-light vision). This is the 
  only source of light within the tomb. When the 
  characters have their own source of light (or darkvision), 
  map the Outer Hall  (Judge Aid 4), then read or 
  paraphrase the following description to the players. 
  The walls, floor and ceiling of this hall are hard dirt 
  buttressed with worked stone. The h gh ceiling is 15 
  feet above the floor, and supported by solid pillars. 
  The walls and pillars are covered with niches, most of
  which contain humanoid skul s. They range in size 
  from small to large. There is a pair of corridors 
  leading off from each side wall: the ceiling of each 
  corridor is set lower than that of the hall, only 10 feet 
  high. At the end of the hall is a sol d stone door with 
  a keyhole in its centre: the door Sanne said was 
  locked and had a magic trap. 
  Characters can identify the types of humanoids whose 
  skulls line the niches with a Heal check (DC 13): from 
  most to least common, they are gnomes, dwarves, 
  humans, elves, and ogres. 
        Anyone looking at skulls in the niches may notice 
  (DC 18 Spot) that about half of the niches have one or 
  more Tiny size burrows leading from the niche into the 
  mound. If they actively search the niches, they are almost 
  certain to find the burrows (DC 8 Search). Characters 
  may recognise signs that these are rat burrows (DC 10 
  Knowledge – Nature or Survival). 
  The Locked Door 
  Although the characters know the door was trapped, they 
  must still succeed on a Search check to find the trap 
  before they can disarm it. The door has a good lock (DC 
  30 Open Lock) and its hinges are not accessible from the 
  outer hall. 
        If the characters have disarmed or set off the magic 
  trap on the secret door, the locked door is no longer 
  trapped. 
  Strong stone door: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 25. 
  APL 4 to 6 (EL 4) 
   
  Lightning Bolt Trap: CR 4; magic device; touch 
  trigger (alarm); automatic reset (24 hours); spell effect 
  (lightning bolt, 6th-level sorcerer, 6d6 electricity, DC 14 
  Reflex save half damage); Search DC 28; Disable Device 
  DC 28; Market Value 9,000 gp. 
  APL 8 to 12 (EL 5) 
   
  Heightened Lightning Bolt Trap: CR 5; magic 
  device; touch trigger (alarm); automatic reset (24 hours); 
  spell effect (heightened lightning bolt, 8th-level sorcerer, 
  8d6 electricity, DC 16 Reflex save half damage); Search 
  DC 29; Disable Device DC 29; Market Value 16,000 gp. 
  The Side Chambers 
  Each of the side chambers has a 10 ft. high roof and 
  contains a 3 ft. high stone bier, but is otherwise empty. 
  One of the side chambers (number 3 on the map) 
  contains a secret door (DC 20 Search). The door has no 
  lock, but if the characters have not disarmed or set off the 
  magic trap on the locked door in the outer hall, the secret 
  door is trapped. 
  Good stone secret door: 2 in. thick; hardness 8; hp 30; 
  AC 5; Break DC 20. 
  The corridor behind the secret door is narrow, and has 
  only 5 ft. of clearance between ceiling and floor. Small 
  size creatures move along the corridor without 
  impediment, but Medium size creatures must squeeze 
  (moving into or through each square counts as 2 squares 
  of movement, and while in the corridor they take a –4 
  penalty on attack rolls and on AC), and creatures of Large 
  size or greater must use the Escape Artist skill (DC 30). 
        Development: The amount of noise the characters 
  make in the outer hall or narrow corridor determines 
  how prepared Joris is when they enter the inner hall. 
  Joris is sitting on the bier in his chamber (number 5 on 
  the map), takes 10 on his Listen check and is not 
  distracted. Thus, he gets the following results. 
  Under Naelv’s Hill 
   
  Page 19 
  
  APL 4 – total Listen check 14 
  APL 6 – total Listen check 24 
  APL 8 – total Listen check 30 
  APL 10 – total Listen check 32 
  APL 12 – total Listen check 34 
  Listen check DCs take into account that either door 
  increases the DC by 15 and the distance from his bier 
  increases the DC by 6 (to the locked door) or by 9 (to the 
  secret door in room 7). Sample Listen DCs include: 
  • 
  The lightning bolt trap being set off at the locked 
  door (DC 21) 
  • 
  Characters talking in the outer hall behind the 
  locked door (DC 21) 
  • 
  Characters whispering in the outer hall behind the 
  locked door (DC 36) 
  • 
  Character opening the locked door (DC equals 
  character’s 
  Move 
  Silently 
  check 
  with 
  –2 
  circumstance penalty for rusted hinges and +6 bonus 
  for distance) 
  • 
  The lightning bolt trap being set off at the secret 
  door in room 3 (DC 26 – the sound travels through 
  the outer hall) 
  • 
  Characters talking in the narrow corridor behind the 
  secret door in room 7 (DC 24) 
  • 
  Characters whispering in the narrow corridor 
  behind the secret door in room 7 (DC 39) 
  • 
  Character opening the secret door in room 7 (DC 
  equals character’s Move Silently check with +9 
  bonus for distance) 
  Joris always hears if the characters try to burst open or 
  break apart the locked door. 
  Encounter Five: The Inner Hall 
  The inner hall is slightly larger than the outer hall, but is 
  otherwise similar: the ceiling is 15 ft. high, there are 
  niches on the walls and pillars containing skulls, about 
  half the niches have rat burrows leading into the mound. 
  The door at the far end of the inner hall doesn’t have a 
  lock or a magic trap, but is otherwise similar to the door 
  between the outer and inner halls. 
        The side chambers of the inner hall are likewise 
  similar to those of the outer hall: the ceiling of the 
  corridors and the chambers is 10 ft. high, and each 
  contains a 3 ft. high stone bier. The only exception is the 
  side chamber (number 5 on the map) Joris “lives” in, 
  which has some rat carcasses that he has fed on scattered 
  on the floor. 
  Joris, Sanne’s Brother 
  Joris is likely to be aware of the characters by the time 
  they enter the inner hall, if not before, so what he is 
  doing when they become aware of him determines how 
  the next encounter begins. 
        Joris is initially hostile to the characters, and attacks 
  them on sight. If the characters talk to him (he speaks 
  Common and Gnome), they can change his attitude with 
  a hasty Diplomacy check (-10 penalty). If he becomes 
  indifferent, he leaves the character who made the check 
  to last, and does not chase that character if they leave the 
  inner hall. If he becomes friendly or helpful, he does not 
  attack the character who made the check unless they 
  attack him, and tells that character: 
  Leave, or else you will have to stay here in servitude 
  for all eternity. Leave now! Leave me to my doom! 
  In general, characters are most likely to hear the rat 
  swarm approaching (Move Silently +2). When they do, 
  you can read or paraphrase the following text to the 
  players. 
  You can hear a lot of scuttling noises, as if there were 
  many little creatures moving towards you. 
  Whenever Joris sings, he sings sad, melancholy songs of 
  despair and unavoidable tragedy. 
        Here’s a breakdown of Joris’ level of preparation (and 
  tactics) at each APL. 
  APL 4 (EL 3) 
  Joris, Sanne’s brother: Male gnome ghoul; hp 13; see 
  Appendix One.  
  2 Rat Swarms: hp 13; see Monster Manual pages 237 & 
  239. 
  Preparation: Joris does no preparation. 
        Tactics: Joris is driven by hunger for something more 
  substantial than rats. He and the swarms of rats enter the 
  main hall from his chamber (number 5 on the map) and 
  approach the locked door or the side chamber with the 
  secret door (number 7 on the map), depending on where 
  the noise is coming from. 
        When battle begins, Joris lets the swarms go ahead of 
  him, then attacks characters who aren’t engulfed by the 
  swarms (he doesn’t want to be savaged by the rats). He 
  targets gnomes whenever possible (he irrationally 
  believes that if he eats living humanoids he will become a 
  Under Naelv’s Hill 
   
  Page 20 
  
  living humanoid like them, and he wants to stay a 
  gnome). 
        Description: Read or paraphrase the following text to 
  the players when visual contact is made. 
  Hundreds of rats swarm across the floor towards you, 
  a wave of vermin that threatens to engulf you. Behind 
  them, you can see a male gnome walking towards you 
  with a loping stride. He is wearing a tattered suit of 
  leather armour, and his mottled, decaying flesh is 
  drawn tight across his bones. He calls out: Flesh! 
  Blood! Life!” 
  “
  l
  l
  APL 6 (EL 5) 
  Joris, Sanne’s brother: Male gnome vampire spawn; 
  hp 29; see Appendix Two.  
  2 Rat Swarms: hp 13; see Monster Manual pages 237 & 
  239. 
  Preparation: Joris does no preparation. 
        Tactics: Joris is driven by loneliness. He and the 
  swarms of rats enter the main hall from his chamber 
  (number 5 on the map) and approach the locked door or 
  the side chamber with the secret door (number 7 on the 
  map), depending on where the noise is coming from. 
        When battle begins, Joris lets the swarms go ahead of 
  him, then attempts to dominate characters who aren’t 
  engulfed by the swarm. He targets gnomes whenever 
  possible (he wants someone to stay with him so he has 
  company in the tomb, and prefers gnomes). Once he has 
  two dominated allies or is engaged in melee combat by 
  someone he can’t dominate, he uses his slam attacks on 
  any remaining targets. 
        Prohibited Tactics: Joris does not know he can 
  change to gaseous form. 
        Description: Read or paraphrase the following text to 
  the players when visual contact is made. 
  Hundreds of rats swarm across the floor towards you, 
  a wave of vermin that threatens to engulf you. Behind 
  them, you can see a male gnome walking towards you 
  with a loping stride. He is wearing a tattered suit of 
  leather armour, and his pale white flesh and 
  predatory eyes give him a hardened, feral ook. He 
  calls out: “Stay! You must stay with me – forever!” 
  APL 8 (EL 8) 
  Joris, Sanne’s brother: Male gnome vampire Brd7; hp 
  48; see Appendix Three. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  Preparation: As soon as Joris hears the characters, he 
  does the following: 
  1st round – summon 1d6+1 rat swarms using his children 
  of the night supernatural ability. They arrive in the room 
  where Joris is after Joris’ action in the 4th round and have 
  a move action remaining. 
  2nd round – cast eagle’s splendour (+4 Charisma) 
  3rd round – cast expeditious retreat (+30 Speed) 
  4th round – move into the inner hall 
  After the swarms have arrived or when the characters are 
  about to enter the inner hall or when he sees the 
  characters – cast inspirational boost as a swift action and 
  use bardic music to inspire courage (+2 attack and +2 
  weapon damage) in himself and the rats. 
        Tactics: Joris is driven by loneliness. He (joined by rat 
  swarms in the 4th round) enters the main hall from his 
  chamber (number 5 on the map) and approaches the 
  locked door or the side chamber with the secret door 
  (number 7 on the map), depending on where the noise is 
  coming from. 
        When battle begins, Joris attempts to catch as many 
  characters as possible in the area of fear, waves of grief or 
  dirge of discord (maybe using his spider climb ability to 
  do so), then lets the swarms go ahead of him. He attempts 
  to protect himself from spellcasters by using distort 
  speech and from archers by using tasha’s hideous 
  laughter and hold person. 
        Joris tries to dominate characters who aren’t engulfed 
  by the swarms. He targets gnomes whenever possible (he 
  wants someone to stay with him so he has company in 
  the tomb, and prefers gnomes). If someone he can’t 
  dominate engages him in melee combat, Joris casts spells 
  on the defensive. He uses slam attacks as a last resort. 
        Prohibited Tactics: Joris does not know he can 
  summon bats or wolves, take on alternate forms, or 
  change to gaseous form. 
        Description: Read or paraphrase the following text to 
  the players when visual contact is made. 
  Hundreds of rats swarm across the floor towards you, 
  a wave of vermin that threatens to engulf you. Behind 
  them, you can see a male gnome walking towards you 
  with a loping stride. He is wearing a tattered suit of 
  leather armour, and his pale white flesh and 
  predatory eyes give him a hardened, feral ook. He 
  calls out: “Stay! You must stay with me – forever!” 
  Under Naelv’s Hill 
   
  Page 21 
  
  APL 10 (EL 10) 
  Joris, Sanne’s brother: Male gnome vampire Brd9; hp 
  61; see Appendix Four. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  Preparation: As soon as Joris hears the characters, he 
  does the following. 
  1st round – summon 1d6+1 rat swarms using his children 
  of the night supernatural ability. They arrive in the room 
  where Joris is after Joris’ action in the 4th round and have 
  a move action remaining. 
  2nd round – cast eagle’s splendour (+4 Charisma) 
  3rd round – cast haste (+30 Speed, +1 attack, AC and 
  Reflex saves) 
  4th round – move into the inner hall 
  After the swarms have arrived or when the characters are 
  about to enter the inner hall or when he sees the 
  characters – cast inspirational boost as a swift action and 
  use bardic music to inspire courage (+3 attack and +3 
  weapon damage) in himself and the rats. 
        Tactics: Joris is driven by loneliness. He (joined by rat 
  swarms in the 4th round) enters the main hall from his 
  chamber (number 5 on the map) and approaches the 
  locked door or the side chamber with the secret door 
  (number 7 on the map), depending on where the noise is 
  coming from. 
        When battle begins, Joris attempts to catch as many 
  characters as possible in the area of fear, waves of grief or 
  dirge of discord (maybe using his spider climb ability to 
  do so), then lets the swarms go ahead of him. He attempts 
  to protect himself from spellcasters by using distort 
  speech and blindness/deafness and from archers by using 
  tasha’s hideous laughter and hold person. 
        Joris tries to dominate characters who aren’t engulfed 
  by the swarms. He targets gnomes whenever possible (he 
  wants someone to stay with him so he has company in 
  the tomb, and prefers gnomes). If someone he can’t 
  dominate engages him in melee combat, Joris casts spells 
  on the defensive. He uses slam attacks as a last resort. 
        Prohibited Tactics: Joris does not know he can 
  summon bats or wolves, take on alternate forms, or 
  change to gaseous form. 
        Description: Read or paraphrase the following text to 
  the players when visual contact is made. 
  Hundreds of rats swarm across the floor towards you, 
  a wave of vermin that threatens to engulf you. Behind 
  them, you can see a male gnome walking towards you 
  with a loping stride. He is wearing a tattered suit of 
  leather armour, and his pale white flesh and 
  predatory eyes give him a hardened, feral ook. He 
  calls out: “Stay! You must stay with me – forever!” 
  l
  APL 12 (EL 12) 
  Joris, Sanne’s brother: Male gnome vampire Brd11; 
  hp 74; see Appendix Five. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  Preparation: As soon as Joris hears the characters, he 
  does the following. 
  1st round – summon 1d6+1 rat swarms using his children 
  of the night supernatural ability. They arrive in the room 
  where Joris is after Joris’ action in the 4th round and have 
  a move action remaining. 
  2nd round – cast eagle’s splendour (+4 Charisma) 
  3rd round – cast haste (+30 Speed, +1 attack, AC and 
  Reflex saves) 
  4th round – cast greater invisibility and move into the 
  inner hall 
  After the swarms have arrived or when the characters are 
  about to enter the inner hall or when he sees the 
  characters – cast inspirational boost as a swift action and 
  use bardic music to inspire courage (+3 attack and +3 
  weapon damage) in himself and the rats. 
        Tactics: Joris is driven by loneliness. He (joined by rat 
  swarms in the 4th round) enters enters the main hall 
  from his chamber (number 5 on the map) and approaches 
  the locked door or the side chamber with the secret door 
  (number 7 on the map), depending on where the noise is 
  coming from. 
        When battle begins, Joris attempts to catch as many 
  characters as possible in the area of fear, waves of grief or 
  dirge of discord (maybe using his spider climb ability to 
  do so), then lets the swarms go ahead of him. He attempts 
  to protect himself from spellcasters by using distort 
  speech and blindness/deafness and from archers by using 
  tasha’s hideous laughter, hold monster and hold person. 
        Once the greater invisibility expires or is dispelled, 
  Joris tries to dominate characters who aren’t engulfed by 
  the swarms. He targets gnomes whenever possible (he 
  wants someone to stay with him so he has company in 
  the tomb, and prefers gnomes). If someone he can’t 
  dominate engages him in melee combat, Joris casts spells 
  on the defensive. He uses slam attacks as a last resort. 
  Under Naelv’s Hill 
   
  Page 22 
  
        Prohibited Tactics: Joris does not know he can 
  summon bats or wolves, take on alternate forms, or 
  change to gaseous form. 
        Description: Read or paraphrase the following text to 
  the players when contact is made. Remember that Joris is 
  probably invisible, and modify your description 
  accordingly. 
  Hundreds of rats swarm across the floor towards 
  you, a wave o  vermin that threatens to engulf you. 
  Behind them, you can see a male gnome walking 
  towards you with a loping stride. He is wearing a 
  tattered suit of leather armour, and his pale white 
  flesh and predatory eyes give him a hardened, feral 
  look. He calls out: “Stay! You must stay with me – 
  forever!” 
  f
  i
        Treasure: Joris has a suit of leather armour, a spell 
  component pouch, a vest of resistance, a ring of 
  protection, and a cloak of charisma (only at APL 12) His 
  other belongings (including his cloak of charisma at APL 
  4 to 10) have been eaten long ago by rats. 
   
  APL 4: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 250 gp (+1 vest of 
  resistance, +1 ring of protection) 
   
  APL 6: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 250 gp (+1 vest of 
  resistance, +1 ring of protection) 
   
  APL 8: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 500 gp (+2 vest of 
  resistance, +1 ring of protection) 
   
  APL 10: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 1000 gp (+2 vest of 
  resistance, +2 ring of protection) 
   
  APL 12: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 1750 gp (+3 vest of 
  resistance, +2 ring of protection, +2 cloak of charisma) 
        Development: At APL 4, Joris dies at 0 hit points, 
  and his body falls where he stood. At APL 6 and up, Joris 
  automatically changes to his gaseous form when reduced 
  to 0 hit points, and then flies back to the bier in his 
  chamber (number 5 on the map) with a fly speed of 20 ft. 
  Once there, his body reforms on the bier, and he lies 
  there helpless for 1 hour. If any character enters the 
  chamber during that time, read or paraphrase the 
  following text to the players. 
  Joris lies on his back on the stone bier n this 
  chamber, neck stretched out, hands resting by his 
  sides. If you hadn’t seen him before, you would 
  believe him to be the corpse of a recently deceased 
  gnome – but you know better. He lies there, eyes 
  open but unfocussed, body unmoving and inert. 
  The characters can now deal with him as they wish, and 
  most probably stake, decapitate, or incinerate him 
  (possibly all three, if they want to be thorough). 
        After Joris and his rats are defeated, continue to keep 
  track of the passage of combat time, as Naelv enters the 
  inner hall 8 rounds after Joris started to sing or a battle 
  started anywhere in the inner hall. 
        At APL 4, roll for Naelv’s initiative at the start of the 
  7th round after the trigger event occurs. The rat swarm 
  enters the inner hall immediately after Naelv’s initiative 
  result and has a move action remaining. Naelv uses a 
  move action to open the door between the burial 
  chamber and the inner hall on his initiative result in the 
  8th round. 
        At APL 6 and up, Naelv summons 1d6+1 rat swarms 
  using his children of the night supernatural ability on the 
  1st round after the trigger event occurs, delays for 6 
  rounds until the rat swarms arrive on the 7th round, then 
  sends the rat swarms into the inner hall through the 
  burrows in the connecting wall. Roll for Naelv’s initiative 
  at the start of the 7th round: the rat swarms enter the 
  inner hall immediately after Naelv’s initiative result and 
  have a move action remaining. Naelv uses a move action 
  to open the door between the burial chamber and the 
  inner hall on his initiative result in the 8th round. 
        Exception: If the characters are struggling to defeat 
  Joris and his rats after 6 rounds of combat time, you may 
  use your discretion as DM and not have Naelv enter the 
  inner hall. If Naelv joins the encounter, the encounter 
  level (EL) increases by 2 or 3 depending on APL, and that 
  should shift the encounter from being challenging to 
  being very difficult. If the characters are already 
  struggling with a challenging encounter, a very difficult 
  encounter will probably result in a total party kill (TPK): 
  go easy on them and let them regroup before entering 
  the burial chamber and facing off against Naelv. 
        Likewise, if the characters are struggling to deal with 
  the rat swarms, Naelv doesn’t have to summon them 
  before he fights the characters. This is also a place where 
  you can cut out part of the scenario if you’re running 
  behind schedule: the rat swarms don’t significantly 
  contribute to the EL of the encounter with Naelv, but 
  they do force the characters to deal with multiple 
  opponents, which lengthens that encounter. 
  Under Naelv’s Hill 
   
  Page 23 
  
  Encounter Six: The Burial 
  Chamber 
  The main burial chamber is generally similar to the outer 
  hall and inner hall: the ceiling is 15 ft. high, there are 
  niches on the walls and pillars containing skulls, about 
  half the niches have rat burrows leading into the mound. 
  Where it is different is that there aren’t any pillars, there 
  are only two side chambers, there’s a 5 ft. high and 10 ft. 
  long stone bier in the centre of the chamber, and the end 
  of the chamber contains a small treasure hoard (detailed 
  in the Treasure section below). 
        The characters probably first see Naelv when he or 
  they open the door. Paraphrase the following text to the 
  players: it almost certainly needs to be modified to take 
  into account what has already happened. 
  Suddenly, the door at the far end of the inner hall 
  swings back. Striding into the inner hal  through the 
  rats is a tall gnome, larger than any you’ve seen 
  before. He holds a greatsword in both hands and 
  wears an archaic chain shirt with links so large it 
  could almost be called ring mail. His skin is strik ngly 
  pale, as if he hasn’t seen sunlight for a long time, and 
  he glares at you with a fierce and unflinching gaze. 
  He roars at you in Gnomish  “Out!! Out!!” 
  l
  i
  ,
  Naelv is very tall for a gnome. At APL 4 and 6, he is 3 ft. 
  11 in. tall. At APL 8 and up, he is permanently enlarged 
  and towers over other gnomes (not to mention many 
  others) at 5 ft. 10 in. tall. 
        Naelv doesn’t want to be trapped a second time 
  behind the locked door to the outer hall, and is 
  determined to leave the tomb and reclaim his position of 
  authority. Unfortunately for him, he’s prone to forgetting 
  about this plan once he gets angry, and the sight of “tomb 
  robbers” makes him angry. He’ll get particularly angry if 
  he sees a dwarf, as he still remembers how his dwarf allies 
  on the left flank in his final battle betrayed him and stood 
  aside from the fight. 
        Naelv is initially indifferent to gnomes, hostile to 
  dwarves, and unfriendly to characters of other races. He 
  attacks the characters on sight unless they are all gnomes, 
  in which case he tries to dominate them one by one, then 
  intimidate anyone he can’t dominate. If the characters 
  talk to him, they can change his attitude with a hasty 
  Diplomacy check (-10 penalty). However, Naelv only 
  speaks Dwarven, Flan and Gnome: he doesn’t speak 
  Common. 
        If it is a mixed group, he attacks the characters he 
  dislikes the most first (dwarves before other races before 
  gnomes). While fighting dwarves, he calls them Traitors, 
  Betrayers, and Dirt-Eating Cowards in Dwarven. While 
  fighting other races, he calls them Dwarf-Friends, 
  Robbers, and (if there are any elves present) Tree-Lovers 
  in Flan or Gnome. 
        If he becomes indifferent, friendly or helpful to a non-
  gnome, he does not attack the character unless they 
  attack him, and attempts to dominate them instead of 
  killing them. 
        If he becomes friendly or helpful and there is no 
  combat, he explains how the characters will be his 
  favoured servants when he leaves and takes up his 
  position as clan chieftain once more. He tries to 
  dominate them one by one, then intimidate anyone he 
  can’t dominate. 
  APL 4 (EL 4) 
  Naelv, the revenant: Male gnome vampire spawn; hp 
  26; see Appendix One. 
  Rat Swarm: hp 13; see Monster Manual pages 237 & 
  239. 
  APL 6 (EL 8) 
  Naelv, the revenant: Male gnome vampire Ari4/Ftr4; 
  hp 60; see Appendix Two. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  APL 8 (EL 10) 
  Naelv, the revenant: Male gnome vampire Ari5/Ftr5; 
  hp 75; see Appendix Three. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  APL 10 (EL 12) 
  Naelv, the revenant: Male gnome vampire Ari6Ftr6; 
  hp 90; see Appendix Four. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  APL 12 (EL 14) 
  Naelv, the revenant: Male gnome vampire Ari7/Ftr7; 
  hp 105; see Appendix Five. 
  Rat Swarms (1d6+1): hp 13; see Monster Manual 
  pages 237 & 239. 
  Tactics: Naelv isn’t a subtle fighter, but he isn’t a foolish 
  one either. As previously mentioned, he targets dwarves 
  before other races before gnomes: if there’s a choice, he 
  targets the character with the heaviest armour, as he 
  considers them the most worthy opponent. 
  Under Naelv’s Hill 
   
  Page 24 
  
        If he has the opportunity, Naelv will charge in the 
  first round of combat. After assessing the chosen target’s 
  defences in the first round, Naelv uses his power attack 
  feat to boost his damage, but only if it seems likely he still 
  has a reasonable chance (approximately 50%) of hitting 
  with his secondary attack. Once the first target drops, 
  Naelv moves on to the next best-armoured opponent. 
  Naelv won’t use slam attacks if he can use his greatsword. 
        If the characters flee, Naelv remembers that he 
  doesn’t want to be locked in a second time. He tries to get 
  through the door before it is closed and locked, and risks 
  Attacks of Opportunity to do so. If the characters lock the 
  door on him, Naelv tries five times to burst it open (DC 
  25) before giving up in frustration. He doesn’t try to 
  break down the door with his greatsword because he 
  doesn’t want to damage his weapon. 
        Prohibited Tactics: Naelv does not know he can 
  summon bats or wolves, take on alternate forms, or 
  change to gaseous form. 
        Treasure: Naelv has a greatsword, a chain shirt, 
  gauntlets of ogre power (at APL 8 and up), boots of 
  striding and springing (at APL 10 and up), and a ring of 
  protection (at APL 12). He also has a small treasure hoard 
  at the far end of the main burial chamber that consists of: 
  • 
  A ceremonial silver tower shield with gold inlay 
  (weight 40 lbs, value 300 gp) 
  • 
  A lap harp decorated with ivory and mother of pearl 
  (weight 3 lbs, value 650 gp) 
  • 
  A small resin-stained chest of intricately carved 
  wood (weight 12.5 lbs, value 50 gp) 
  • 
  At APL 6 and up, a well-polished tin bugle (horn of 
  fog, weight 1 lb) 
  • 
  At APL 10 and up, an Ur-Flannae pot that depicts 
  hunters chasing (or being chased) by a boar and 
  comes with a ceramic lid (marvelous pigments, 
  weight 1 lb) 
  The pot contains: 
  • 
  Several emulsions, each in a small ceramic pot 
  The chest contains: 
  • 
  500 gold pieces (weight 10 lbs, value 500 gp) 
  • 
  50 platinum pieces (weight 1 lb, value 500 gp) 
  • 
  At APL 12, a heavy chain with a platinum medallion 
  (necklace of adaptation) 
  • 
  A black cloth pouch 
  The pouch contains: 
  • 
  4 pieces of amber (total value 400 gp) 
  • 
  A gold ring set with a golden yellow topaz (value 600 
  gp) 
  • 
  At APL 8 and up, a pearl (pearl of power – 1st level 
  spell) 
  • 
  At APL 12, a reddish orange gem (fire elemental 
  gem) 
   
  i
  i
  The ceremonial shield is too large to put inside a 
  backpack or sack (including a handy haversack or bag of
  holding). 
   
  APL 4: L: 50 gp (small masterwork greatsword, small 
  masterwork chain shirt); C: 500 gp (Naelv’s treasure 
  hoard); M: 0 gp 
   
  APL 6: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); M: 
  466 gp (small +1 greatsword, small +1 chain shirt, horn of 
  fog) 
   
  APL 8: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); M: 
  887 gp (+1 greatsword, +1 chain shirt, gauntlets of ogre 
  power, horn of fog, pearl of power – 1st level spell) 
   
  APL 10: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); 
  M: 1679 gp (+1 greatsword, +1 chain shirt, gauntlets of 
  ogre power, boots of striding and springing, horn of fog, 
  pearl of power – 1st level spell, marvelous pigments) 
   
  APL 12: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); 
  M: 3116 gp (+1 thundering greatsword, +1 chain shirt, 
  gauntlets of ogre power, boots of striding and springing, 
  +1 ring of protection, horn of fog, pearl of power – 1st 
  level spell, marvelous pigments, necklace of adaptation, 
  fire elemental gem) 
        Development: When reduced to 0 hit points, Naelv 
  automatically changes to his gaseous form and flies back 
  to the bier in his chamber (number 8 on the map) with a 
  fly speed of 20 ft. Once there, his body reforms on the 
  bier, and he lies there helpless for 1 hour. If any character 
  enters the chamber during that time, read or paraphrase 
  the following text to the players. 
  Naelv lies on his back on the stone bier in this 
  chamber, hands resting on the hilt of his sword as t 
  sits on his chest, point at his feet. He looks like the 
  well-preserved corpse of a long-dead gnome, and lies 
  there, eyes closed, body unmov ng and inert. Beyond 
  his head you can see a small treasure hoard against 
  the far wall: it includes a large ceremonial shield and 
  a small wooden chest. 
  The characters can now deal with him as they wish, and 
  most probably stake, decapitate, or incinerate him 
  (possibly all three, if they want to be thorough). 
  Under Naelv’s Hill 
   
  Page 25 
  
  Leaving the Tomb – Alternate Outcomes 
  There are a lot of variables to take into account when 
  determining what happens after the characters encounter 
  Naelv. Here are some of the most important variables, 
  and the possible outcomes: 
        The Guardian is dead: If the Guardian is dead, her 
  body is guarded by her badger animal companion at APL 
  8 and up. The characters can leave the tomb without 
  impediment, and receive full XP for encounter three. If 
  they have not looted her body, they must deal with the 
  badger. 
        The Guardian is alive: If the Guardian is alive, she 
  (and her badger animal companion at APL 8 and up) tries 
  to stop the characters leaving through the door. 
  If her attitude is indifferent, friendly or helpful, she lets 
  all the characters come out and asks them to return 
  inside before attacking. If friendly or helpful she begins 
  the combat trying to cause nonlethal damage (she starts 
  trying to cause lethal damage if she takes any lethal 
  damage). 
  If her attitude is unfriendly or hostile she immediately 
  attacks as soon as one character has exited the mound 
  through the door. Note that she does not surprise the 
  first character to exit the mound, and if she rolls poorly 
  on her initiative check most or all characters may get to 
  exit the mound before she can attack. 
  The characters may kill her, subdue her, or run past her 
  into the forest. 
        If the PCs make it past her into the fog-covered forest, 
  the Guardian attempts to track them throughout the 
  night. At APL 10 and 12, she pauses to cast her magic 
  spell(s) before setting off. The magic that opens the door 
  makes the forest seem endless, featureless and covered in 
  fog: characters cannot find Sanne’s landmarks, for 
  example, or reach Gnomiskillin even if they travel for 
  four hours. If they evade the Guardian until morning, she 
  and the fog disappear at sunrise, and the characters find 
  themselves only a short distance from the mound. They 
  receive full XP for evading the Guardian. 
        The characters do not leave by the Door: If the 
  characters teleport away or leave through the rat burrows, 
  you must determine if the Guardian could reasonably 
  know that they have left the tomb. If she does, she 
  attempts to follow and track them so that she can force 
  them to re-enter the mound. If not, they can leave safely, 
  and receive full XP for bypassing the Guardian. 
        Naelv was defeated but not killed: The worst 
  outcome for the village of Gnomiskillin, and possibly the 
  characters as well. If Naelv was reduced to 0 hit points 
  but not then killed, he is now aware that he can change to 
  gaseous form. (This also applies to Joris at APL 6 and up, 
  but it is very unlikely that the characters defeat Joris 
  without also killing him, as they need to return his body 
  to Sanne.) Naelv uses his newfound ability to leave the 
  mound through the rat burrows one hour after he was 
  defeated, but returns to the mound when he realises he 
  won’t reach Gnomiskillin before dawn. He leaves the 
  mound again the following night, and arrives at 
  Gnomiskillin around midnight: if the characters are still 
  there, he attacks any who are not gnomes and attempts to 
  dominate those who are gnomes. 
        The characters flee Naelv but do not lock the door 
  (or flee through the secret door): If Naelv gets into the 
  outer hall, he spends 4 rounds checking each of the side 
  chambers to see if there are any guards there waiting to 
  serve him. In the 5th round, he leaves the tomb through 
  the main door. 
        If the characters are still fighting the Guardian, she 
  breaks off to fight Naelv. If Naelv and the Guardian fight 
  off-screen, Naelv wins and kills her. If they fight on-
  screen, play it out until all the characters have fled into 
  the forest or Naelv and the Guardian are both defeated. 
        After killing the Guardian, Naelv returns to the 
  mound when he realises he won’t reach Gnomiskillin 
  before dawn. He doesn’t realise that the Door closes at 
  dawn, and is very, very angry when he goes to leave the 
  next night and finds he is trapped once again. 
        The characters return on a following night: If the 
  characters leave the mound without accomplishing 
  everything they want to do, they have the option of 
  returning to complete the adventure. Do not ask the 
  players if they are returning to the mound until after they 
  leave the mound, complete Encounter 7, and complete 
  Encounter 8. If the characters return on the following 
  two nights of the full moon, they may do so as part of this 
  adventure. If they plan to return after more than two 
  nights (for example, after riding back to Traft City for 
  vampire-fighting supplies), tell the players it is outside 
  the scope of this adventure and requires a special 
  mission. 
        If they return to the mound, the characters must find 
  a way back into the tomb. There are several possibilities: 
  Opening the Door – it is practically impossible to open 
  the Door using the command words on a night of the full 
  moon that isn’t the one night in two hundred years (DC 
  40 Use Magic Device), and an epic accomplishment to 
  open the Door at any other time (DC 60 Use Magic 
  Device). If the character fails by 10 or more, they suffer a 
  mishap and take 2d6 damage as the potent magics of the 
  mound wrack their body, but can try again if they wish. If 
  Under Naelv’s Hill 
   
  Page 26 
  
  the Door is opened and the Guardian is still alive, she has 
  regained hit points as if she had been resting. 
  Rat burrows – they may use gaseous form, polymorph, 
  wild shape or the like to enter the tomb through the rat 
  burrows. 
  Teleportation – they may use dimension door or teleport 
  to enter the tomb. 
  Excavation – they may use move earth, passwall, dire 
  badgers, or picks and shovels to make their own way into 
  the tomb. If they open up enough of the tomb during 
  daylight, they may find it very easy to defeat Naelv 
  and/or Joris. There is 10 ft. of dirt and rock between the 
  Door on the outside of the mound and the Door in the 
  outer hall (number 1 on the map, 15-20 ft. to the side 
  chambers of the outer hall (numbers 2 and 3 on the map), 
  and 25-30 ft. from the top of the mound down to the 
  ceilings of any part of the tomb. 
  Encounter Seven: Isn’t It Over 
  Now? 
  When the characters have gone back out through the 
  Door and dealt with the Guardian, point out to them that 
  the fog is still very heavy and they may easily become lost 
  in the forest. 
        If the PCs teleport back to Gnomiskillin, let them. 
  They should teleport to a public place, such as the street 
  outside Sanne’s house or the village common, as Sanne’s 
  house isn’t large enough for them to teleport into safely. 
  They can encounter the toughs as the toughs prepare to 
  leave the village and go to the ambush point. 
        If the PCs do leave immediately, they wander through 
  an endless, featureless, fog-laden forest until the dawn, 
  when the fog dissipates and they find themselves very 
  close to Naelv’s Hill. 
        If the PCs stay at the Door until sunrise, they see the 
  fog dissipate, the Guardian’s body and the Door disappear 
  and the standing stone reappear. 
        It’s possible some of the divine spellcasters must 
  spend an hour in prayer at dawn to prepare spells. That 
  would probably be to the characters’ advantage, as it gives 
  them the option of healing before setting out on the 
  journey back to Gnomiskillin. 
        When the characters eventually depart, read or 
  paraphrase the following text to the players. 
  You leave Naelv’s Hill and return through the forest 
  along the path you took. In the morning light, it is 
  easy to find the way back towards Gnomiskillin. After 
  an hour and a half, you leave the heavy forest, and 
  would reckon yourselves no more than an hour at 
  most from the village. 
  As you round a bend in a path that wends around a 
  steep hill, you come upon four gnomes: two men, two 
  women. They are all wearing studded leather armour 
  and each holds a sturdy wooden club. The man 
  standing at the front of the group points his club at 
  you. “So, you’ve finished robbing OUR clan 
  chieftain’s tomb and desecrating OUR clan chieftain’s 
  remains, hey?” 
  Perben Schleppen (male, Trudel’s brother), Trudel 
  Scheppen (female, Perben’s sister), Kort Murnig (male, 
  Perben’s friend), and Brandi Bumpnottin (female, Kort’s 
  cousin) are all initially unfriendly to the characters. 
  Fonkin Schleppen, Perben and Trudel’s ne’er-do-well 
  father, has put them and their friends up to the task of 
  shaking down the characters. That’s a task that they were 
  happy to take on before but are now starting to feel 
  reservations about going through with: after all, they 
  have clubs and the characters have swords. Characters 
  can tell that they’re edgy and nervous with a Sense 
  Motive check (DC 15). 
        Perben is the spokesperson for the group. He tries to 
  trick the characters into handing over 50% of what they 
  took from Naelv’s hill as compensation for the shame the 
  characters have caused to the village. The characters 
  probably see through this ruse without having to make a 
  Sense Motive check, but they can check if they want (DC 
  10). 
        If the characters talk to the toughs, they can change 
  their attitude with a Diplomacy check. If they become 
  indifferent, friendly or helpful, they are willing to 
  negotiate their share down to 20%, but won’t back down 
  from their demand for immediate payment. However, if 
  the characters offer to return to the village and negotiate 
  with the head villager, Joop, the toughs grudgingly agree 
  and return to Gnomiskillin with the characters. 
        The characters can also change their attitude with an 
  Intimidate check (DC 11). If it succeeds, the toughs back 
  down and let the characters through, then take their own 
  way back to Gnomiskillin. By the time the characters 
  arrive at the village, the effect of the Intimidate check has 
  lapsed. 
        If after negotiations the toughs remain unfriendly, 
  become hostile, or if the characters decide to attack, the 
  fight is on. A map of the ambush site is available (Judge 
  Aid 5). Note if any of the toughs are killed or take lethal 
  or nonlethal damage. If two of the toughs are killed or 
  knocked unconscious, the other two flee or surrender. 
  Under Naelv’s Hill 
   
  Page 27 
  
  APL 4 (EL 4) 
  Gnome toughs (4): gnome War2; hp 15; see Appendix 
  One. 
  APL 6 (EL 4) 
  Gnome toughs (4): gnome War2; hp 15; see Appendix 
  Two. 
  APL 8 (EL 4) 
  Gnome toughs (4): gnome War2; hp 15; see Appendix 
  Three. 
  APL 10 (EL 4) 
  Gnome toughs (4): gnome War2; hp 15; see Appendix 
  Four. 
  APL 12 (EL 4) 
  Gnome toughs (4): gnome War2; hp 15; see Appendix 
  Five. 
        Treasure: Each tough has a club and a suit of studded 
  leather. 
        Development: What happens to the toughs affects 
  the negotiations with Joop in the following encounter. 
  Encounter Eight: Let’s Settle 
  This Matter 
  After they return to Gnomiskillin, ask the players what 
  they want to do next. Some may want to find and talk 
  with Joop, the head villager: if they do, take into account 
  her previously established attitude towards them, listen 
  to what they have to say, and talk with them. After about 
  two or three minutes, have the other villagers raise the 
  hue and cry, gather outside Joop’s home, and move the 
  characters into the negotiation phase. 
  In all probability, most characters probably want to talk 
  with Sanne immediately (possibly in preparation for 
  getting out of town quickly). If so, read or paraphrase the 
  following text to the players. 
  Sanne is quick to open her door when you knock. She 
  looks tired, as if she slept poorly or not at al . “Come 
  in, come in,” she says with a hurried gesture, standing 
  to one side so you can enter. “There’s water in the 
  kettle – I was about to have a cup of tea. Close the 
  door behind you when you’re al  in.” She takes her 
  walk ng stick and makes her way towards the kitchen, 
  hands trembling. As you make your way in, she 
  glances back over her shoulder and asks in a soft 
  voice, “What news?” 
  Sanne listens to their account of the night’s adventure. If 
  she is shown her brother’s corpse, head, or belongings, 
  she starts to cry quietly but does not break down. If she is 
  told that Naelv has been killed, she looks happier. 
        After about two or three minutes, a hue and cry is 
  raised in the village, either by the surviving toughs or by 
  Fonkin Schleppen, who receives news about the fate of 
  the toughs from Stumpy, a badger who’s a friend of the 
  Schleppen family. 
  Read or paraphrase the following text to the players. 
  l
  l
  i
  i
  You hear shouts and calls from outside. All are in 
  Gnomish, and seem to contain a mix of anger and 
  panic. Sanne l stens intently, then frowns. “Sounds 
  like trouble outside,” she says tersely. “Stay in here – 
  it should be safe enough.” 
  Most of the villagers (and some badgers) have gathered in 
  the street outside Sanne’s house. Depending on what 
  happened to the toughs, the shouts range from “Trouble!” 
  to “Robbery!” to “Murder!”. Characters who look out the 
  window can identify a middle-aged male gnome (Fonkin 
  Schleppen) as one of the principal instigators of the mob, 
  along with any surviving toughs. 
        The tone of the mob varies according to the previously 
  established attitude of the villagers towards the 
  characters. If the villagers are hostile or unfriendly, it is 
  an angry crowd brandishing pitchforks, hoes and clubs. If 
  the villagers are indifferent or friendly, it is a mostly 
  uncommitted and unarmed crowd with a minority of 
  angry 
  and 
  agitated 
  members 
  wielding 
  farming 
  implements. In either case, if the characters attack the 
  mob, the villagers scatter rather than fight. 
  Joop Bredanuckle, the head villager, arrives after a few 
  more minutes, talks briefly to Fonkin Schleppen, then 
  comes and knocks on Sanne’s door. If the characters 
  don’t answer the door, Sanne does. Read or paraphrase 
  the following text to the players. 
  Joop, the head villager, takes off her hat and walks 
  cautiously in. She is clearly unarmed, not even 
  carrying a walking stick or a dagger. Sanne closes the 
  front door behind her and takes Joop’s hat. Joop 
  swallows once, then smiles. “We need to talk.” 
  Negotiating with Joop 
  Joop is in a difficult situation. She isn’t personally 
  interested in obtaining compensation from the characters 
  for shaming the village, but Fonkin Schleppen is 
  insisting on it and Joop doesn’t want to risk losing her 
  position as head villager by refusing to address the 
  matter. She also isn’t particularly fond of Fonkin’s 
  Under Naelv’s Hill 
   
  Page 28 
  
  relatives, but feels compelled to perform her duty and 
  represent all villagers, not just those she likes.  
        Thus, Joop has come to talk with the characters in 
  order to negotiate a compromise that everyone can walk 
  away from. No matter what Joop’s attitude is towards the 
  characters, she is committed to achieving a negotiated 
  solution to the current problem(s). 
        There are at least one, and probably two, matters that 
  need to be resolved. 
        Compensation for shaming the village: The 
  characters have shamed Gnomiskillin by desecrating the 
  tomb of a past clan chieftain, Naelv. 
        Kopprijs for the four toughs: If the characters 
  injured (lethal or nonlethal damage) or killed any of the 
  toughs, they owe the toughs (or their families) kopprijs 
  for the injury or killing. 
  Sample responses to some expected questions. 
  Why wasn’t compensation for robbing the tomb 
  mentioned before? I’m sorry, but we really didn’t 
  expect you’d … go through with it. 
  A Sense Motive check (DC 18) tells the characters that 
  Joop is lying. As mentioned above, the real reason is that 
  Fonkin Schleppen has made compensation an issue that 
  Joop has to address or risk losing the confidence of the 
  village and the position of head villager. 
  Naelv was a undead monster! We’ve done you a favour 
  going into that tomb and killing him! It’s certainly true 
  that, if Naelv was indeed an undead monster, you’ve 
  done a good deed. However, that’s neither here nor 
  there. The issue to hand is that you have shamed our 
  village by looting the tomb o  one of our clan 
  chieftains, and compensation is required. 
  f
  Those four toughs were asking for it! It’s their fault they 
  got hurt/killed! I’m sorry, but the law is the law. 
  What you’re asking for isn’t legal. We don’t have to pay 
  that much compensation. Maybe so under Perrenland 
  law, but that isn’t the only law that applies here. 
  Gnomiskillin has long-standing traditional laws as 
  well. 
  The amount of kopprijs and compensation Joop 
  negotiates for depends on her attitude towards the 
  characters. 
        If she is friendly or helpful, Joop asks for 550 gp 
  kopprijs for each tough killed, 55 gp for each tough 
  knocked out, a proportion of 55 gp equal to the 
  proportion of hit points lost for each tough assaulted, and 
  10% of the goods from Naelv’s treasure hoard (but not his 
  armour, sword, gauntlets, boots or ring, all of which were 
  won fairly in battle). 
        If she is indifferent, she asks for 825 gp kopprijs for 
  each tough killed, 82.5 gp for each tough knocked out, a 
  proportion of 82.5 gp equal to the proportion of hit 
  points lost for each tough assaulted, and 15% of the goods 
  from Naelv’s treasure hoard (but not his armour, sword, 
  gauntlets, boots or ring, all of which were won fairly in 
  battle). 
        If she is unfriendly or hostile, she asks for 1100 gp 
  kopprijs for each tough killed, 110 gp for each tough 
  knocked out, a proportion of 110 gp equal to the 
  proportion of hit points lost for each tough assaulted, and 
  20% of the goods from Naelv’s treasure hoard (but not his 
  armour, sword, gauntlets, boots or ring, all of which were 
  won fairly in battle). 
  Assuming the characters took all of Naelv’s treasure, the 
  total value of the treasure hoard (not including Naelv’s 
  armour, sword, gauntlets, boots or ring) is as follows. 
   
  APL 4: 3000 gp 
   
  APL 6: 4000 gp (includes 50% resale value of horn of 
  fog) 
   
  APL 8: 4500 gp (includes 50% resale value of horn of 
  fog, pearl of power – 1st level spell) 
   
  APL 10: 6500 gp (includes 50% resale value of horn of 
  fog, marvelous pigments, pearl of power – 1st level spell) 
   
  APL 12: 12125 gp (includes 50% resale value of horn 
  of fog, marvelous pigments, necklace of adaptation, pearl 
  of power – 1st level spell, fire elemental gem) 
  Once you have calculated the gp value of the share 
  claimed by the village, divide by 6 to determine how 
  much each character must give up out of their total 
  possible treasure for the adventure. 
        The characters may counter-sue for injuries they 
  received from the toughs. If they do, Joop responds as 
  follows. 
        If she is unfriendly or hostile, Joop refuses to consider 
  their counter-claim. She explains that the evidence 
  against them is “so strong” that “any reasonable person” 
  would dismiss the counter-claim as spurious and 
  vexatious. 
        If she is indifferent, Joop considers their counter-
  claim if the characters still have obvious injuries (that is, 
  are down hit points). However, she insists that as the 
  characters can’t prove their injuries were caused by the 
  four toughs, the claim has to be dismissed. She explains 
  that the characters have fewer compurgators who will 
  give oaths that attest to their honesty than the toughs, 
  Under Naelv’s Hill 
   
  Page 29 
  
  and that on the balance of evidence she would therefore 
  have to dismiss their counter-claim, so there’s no benefit 
  to them in making the counter-claim in the first place. 
        If she is friendly, Joop considers their counter-claim. 
  If the characters still have obvious injuries (that is, are 
  down hit points), she agrees that they can counter-claim 
  for any damage caused by bludgeoning weapons (as the 
  toughs were using clubs). If the characters do not have 
  obvious injuries (that is, they healed themselves using 
  magic after fighting the toughs), she insists that as the 
  characters can’t prove their injuries were caused by the 
  four toughs, the claim has to be dismissed. 
        Joop considers the characters respectable when 
  setting their kopprijs, which equals 1000 gp plus 100 gp 
  per character level above 1st. Note that the kopprijs for 
  an important person (such as a skamtegular) is 1.5 times 
  this base value, while the value for a rechter is 5 times 
  this base value. The characters receive full value for any 
  character killed, 10% of full value for each character 
  knocked out, and a proportion of 10% of full value equal 
  to the proportion of hit points lost for each character 
  assaulted. 
        If she is helpful, Joop considers their counter-claim. If 
  the characters still have obvious injuries (that is, are 
  down hit points), she agrees that they can counter-claim 
  for any damage caused by any weapon (Joop wants to 
  favour the characters over Fonkin’s relatives). If the 
  characters do not have obvious injuries (that is, they 
  healed themselves using magic after fighting the toughs), 
  she agrees that they can counter-claim for any damage 
  caused by the toughs during the fight (that is, she will 
  accept their oath that they were injured by the toughs). 
        Joop considers the characters important when setting 
  their kopprijs, which equals 1.5 times their base value of 
  1000 gp plus 100 gp per character level above 1st. Note 
  that the value for a rechter is 5 times the base value, not 5 
  times 1.5 times the base value. The characters receive full 
  value for any character killed, 10% of full value for each 
  character knocked out, and a proportion of 10% of full 
  value equal to the proportion of hit points lost for each 
  character assaulted. 
        Characters cannot attempt to change Joop’s attitude 
  with a Diplomacy check, but can attempt to Intimidate 
  Joop (DC 15). If Joop is intimidated, she is treated as 
  friendly for the duration of the negotiations and for one 
  hour afterwards. The characters receive the “Notoriety” 
  penalty on their Adventure Record. 
        Characters who make a Knowledge – Local or 
  Profession – Lawyer check (DC 13) know that the toughs 
  are considered people of little worth, and that the 
  characters are legally required to pay 550 gp kopprijs for 
  each tough killed, 55 gp for each tough knocked out or 
  assaulted, and are not legally required to compensate the 
  village for robbing the tomb. However, telling Joop this 
  isn’t enough to change what she negotiates for unless the 
  character is also a rechter. 
        A rechter can use their authority to compel Joop to 
  comply with the legal requirements of the situation. If 
  they do, Joop complies: she has no wish to see the Auszug 
  come and make an example of her village. The characters 
  receive the “Notoriety” penalty on their Adventure 
  Record. 
        If the characters agree to pay the compensation asked 
  for by Joop, read or paraphrase the following to the 
  players. 
  When the negotiations are over, Joop returns outside. 
  From the step outside Sanne’s front door, she tel s the 
  assembled villagers that you have agreed to pay 
  compensation, and how much. There is some 
  dissention at first – a male vo ce shouts out, “That’s 
  not enough! Not for what they’re done!” – but Joop 
  quashes any talk of dissent. “We’ve negotiated in good 
  faith, Fonkin Schleppen, and what’s agreed is agreed. 
  Do you want them to call the Auszug down on us, or 
  have our taxes increased? Everyone, go back to your 
  dai y business.” Joop’s words prove sufficient to 
  disperse the mob, which seems in general satisfied 
  with the outcome. 
  l  
  i
  l
  l  
  f
  i
  i
  “
  t
  If the characters refuse to pay the compensation asked for 
  by Joop, read or paraphrase the following to the players. 
  When the negotiations are over, Joop returns outside. 
  From the step outside Sanne’s front door, she tel s the 
  assembled 
  villagers 
  of 
  the 
  outcome 
  o  
  your 
  negotiations. There s some dissention at first – a 
  male vo ce shouts out, “That’s not right! Look at what 
  they’re done!” – but Joop quashes any talk of further 
  action. What’s done is done, Fonkin Schleppen, and 
  what’s said is said. I did my best: could any of you do 
  better? Everyone, go back to your daily business. Do 
  you want them to call the Auszug down on us, and 
  have our fields salted and our homes destroyed? It’s 
  not worth dying for, Fonkin. Let i  go.” Joop’s words 
  prove sufficient to disperse the mob, though they are 
  clearly unhappy with your decision. 
  Conclusion 
  If the characters agreed to pay any compensation, check 
  if they actually do so. This may reduce the amount of 
  gold earned, but only if they do not take all the loot 
  available in Naelv’s Hill. In the majority of cases, paying 
  compensation reduces the amount of gold over the cap. If 
  Under Naelv’s Hill 
   
  Page 30 
  
  the characters match or exceed the amount originally 
  sought by Joop, they receive the “Recognition” benefit on 
  their Adventure record. 
        The villagers don’t attempt to cheat the characters 
  when assessing the value of the goods from Naelv’s tomb. 
  If the characters attempt to cheat the village out of some 
  or all of the agreed compensation and are found out, the 
  characters receive the “Notoriety” penalty on their 
  Adventure Record. 
        Regardless of how they treat the village, the characters 
  receive “Sanne’s Favour” and the “Letter of Introduction” 
  benefits on their Adventure Record unless they (a) fail to 
  bring back proof that they have killed Joris or (b) refuse 
  to give Sanne back her brother’s belongings. 
        Sanne gives the characters her magic chain shirt if 
  they went under Naelv’s Hill, regardless of how 
  successful they were. In addition, if she’s given them, 
  Sanne returns to the adventurers her brother’s 
  belongings: the leather armour, spell component pouch, 
  vest of resistance, ring of protection and cloak of 
  charisma. She explains, I have no need for them, and 
  you took a great risk to bring them back to me. 
        Read or paraphrase the following text to the players 
  when you are ready to end the adventure. 
  You leave the village o  Gnomiskillin, and make your 
  way out of the Sepia Uplands and back towards Traft 
  City. Perhaps you will talk there about your 
  adventure, perhaps not. Either way, you have gone 
  under Naelv’s Hill and survived, and few living or 
  dead can make that claim. 
  f
        If the characters were sent to investigate by Haus 
  Karpathian and the players want to report back to him in 
  character, let them do so if there is time remaining. Read 
  or paraphrase the following text to the players. 
  Haus is interested in what you have to say, 
  particularly if you talk about the attitudes of the 
  villagers, but as the advertisement wasn’t a front for 
  recruiting mercenaries he doesn’t see the need to take 
  any further action at this time. Each of you receives a 
  25 gp payment from the Auszug for services rendered. 
  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. 
  Encounter Three 
  Leaving the tomb by killing, defeating, evading or 
  bypassing the Guardian of the Door. 
   
  APL4 90 xp 
   
  APL6 150 xp 
   
  APL8 210 xp 
   
  APL10 270 xp 
   
  APL12 330 xp 
  Encounter Four 
  Disarming, bypassing, or setting off the trap. 
   
  APL4 120 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 150 xp 
   
  APL12 150 xp 
  Encounter Five 
  Killing Joris and killing or defeating the rats. 
   
  APL4 90 xp 
   
  APL6 150 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
   
  APL12 360 xp 
  Encounter Six 
  Killing or defeating Naelv and the rats. 
   
  APL4 120 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Encounter Seven 
  Killing, defeating, evading or bypassing the four toughs. 
   
  APL4 120 xp 
   
  APL6 60 xp (a limited challenge) 
   
  APL8 0 xp (no longer a challenge) 
   
  APL10 0 xp (no longer a challenge) 
   
  APL12 0 xp (no longer a challenge) 
  Under Naelv’s Hill 
   
  Page 31 
  
  Discretionary roleplaying award 
  Many different things could merit this reward, including 
  (but not limited to) in-character interaction between 
  players, participating in the Naming Party, interacting 
  with NPCs (particularly in Encounters Three to Seven), 
  choosing not to kill the Guardian, and choosing to report 
  back to Haus Karpathian. 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
  Total possible experience: 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 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. 
  Encounter Three 
   
  APL 4: L: 59 gp (large masterwork greatclub, large 
  breastplate); C: 0 gp; M: 0 gp 
   
  APL 6: L: 25 gp (large masterwork greatclub); C: 0 gp; 
  M: 129 gp (large +1 breastplate) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 321 gp (large +1 
  breastplate, large +1 greatclub) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 488 gp (large +1 
  breastplate, large +1 greatclub, +1 ring of protection) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 820 gp (large +1 
  breastplate, large +1 greatclub, +1 ring of protection, +2 
  amulet of health) 
  Encounter Five 
   
  APL 4: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 250 gp (+1 vest of 
  resistance, +1 ring of protection) 
   
  APL 6: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 250 gp (+1 vest of 
  resistance, +1 ring of protection) 
   
  APL 8: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 500 gp (+2 vest of 
  resistance, +1 ring of protection) 
   
  APL 10: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 1000 gp (+2 vest of 
  resistance, +2 ring of protection) 
  Under Naelv’s Hill 
   
  Page 32 
  
   
  APL 12: L: 2 gp (small leather armour, spell 
  component pouch); C: 0 gp; M: 1750 gp (+3 vest of 
  resistance, +2 ring of protection, +2 cloak of charisma) 
  Encounter Six 
   
  APL 4: L: 50 gp (small masterwork greatsword, small 
  masterwork chain shirt); C: 500 gp (Naelv’s treasure 
  hoard); M: 0 gp 
   
  APL 6: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); M: 
  466 gp (small +1 greatsword, small +1 chain shirt, horn of 
  fog) 
   
  APL 8: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); M: 
  887 gp (+1 greatsword, +1 chain shirt, gauntlets of ogre 
  power, horn of fog, pearl of power – 1st level spell) 
   
  APL 10: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); 
  M: 1679 gp (+1 greatsword, +1 chain shirt, gauntlets of 
  ogre power, boots of striding and springing, horn of fog, 
  pearl of power – 1st level spell, marvelous pigments) 
   
  APL 12: L: 0 gp; C: 500 gp (Naelv’s treasure hoard); 
  M: 3116 gp (+1 thundering greatsword, +1 chain shirt, 
  gauntlets of ogre power, boots of striding and springing, 
  +1 ring of protection, horn of fog, pearl of power – 1st 
  level spell, marvelous pigments, necklace of adaptation, 
  fire elemental gem) 
  Encounter Seven 
   
  All APLs: L: 8 gp (studded leather x4); C: 0 gp; M: 0 
  gp 
  Conclusion 
   
  APL 4: L: 0 gp; C: 25 gp (Auszug payment); M: 416 gp 
  (+1 chain shirt of silent moves) 
   
  APL 6: L: 0 gp; C: 25 gp (Auszug payment); M: 416 gp 
  (+1 chain shirt of silent moves) 
   
  APL 8: L: 0 gp; C: 25 gp (Auszug payment); M: 416 gp 
  (+1 chain shirt of silent moves) 
   
  APL 10: L: 0 gp; C: 25 gp (Auszug payment); M: 666 
  gp (+2 chain shirt of silent moves) 
   
  APL 12: L: 0 gp; C: 25 gp (Auszug payment); M: 666 
  gp (+2 chain shirt of silent moves) 
  Total Possible Treasure 
  APL 4: L: 119 gp; C: 525 gp; M: 666 gp - Total: 1310 gp 
  APL 6: L: 35 gp; C: 525 gp; M: 1261 gp - Total: 1821 gp 
  APL 8: L: 10 gp; C: 525 gp; M: 2124 gp - Total: 2659 gp 
  APL 10: L: 10 gp; C: 525 gp; M: 3833 gp - Total: 4368 gp 
  APL 12: L: 10 gp; C: 525 gp; M: 6352 gp - Total: 6887 gp 
  Special 
  Favor of Sanne Rhedesteyn [non-gnomes only]: Sanne 
  is grateful to you for your help, and you are always 
  welcome in her home. In addition, if you spend 2 TU at 
  any time to stay with her in Gnomiskillin and listen to 
  her entertaining stories and anecdotes, you gain access to 
  the Gnomelore and Rustic Charm feats as if you had 
  gained access to the regional feats for Rock Gnomes. 
  Favor of Sanne Rhedesteyn [gnomes only]: Sanne is 
  grateful to you for your help, and you are always welcome 
  in her home. In addition, she gives you letters of 
  introduction to several of her gnome friends in the Sepia 
  Uplands and Traft City. If you spend 2 TU at any time to 
  make connections with this network of active and retired 
  adventurers, you gain access to the Spymaster prestige 
  class. 
  Letter of Introduction to Kleefen Borkenbroke: Sanne 
  gives you a letter of introduction to Kleefen 
  Borkenbroke, the son of her adventuring comrade Mogin 
  Borkenbroke. Kleefen is a smith in Traft City, and is 
  grateful to you for attempting to fulfill his deceased 
  father’s oath. You gain regional access (at the standard 
  price) to purchase the gnome battle cloak (Races of 
  Stone), gnome quickrazor (Races of Stone), gnome 
  swordcatcher (Races of Stone), gnome tortoise blade 
  (Complete Warrior/Races of Stone), and gnome twist 
  cloth (Races of Stone). These items can be bought 
  following any Regional scenario set in Perrenland. 
  Notoriety among the Gnomes of Perrenland: Word of 
  your unwillingness to deal fairly with the village of 
  Gnomiskillin has spread among the gnomes of 
  Perrenland. You receive a –2 penalty to all Charisma and 
  Diplomacy checks made to influence the attitudes of 
  gnome NPCs in Perrenland and the Sepia Uplands. 
  Recognition among the Gnomes of Perrenland: Word 
  of your willingness to deal fairly with the village of 
  Gnomiskillin has spread among the gnomes of 
  Perrenland. You receive a +2 bonus to all Charisma and 
  Diplomacy checks made to influence the attitudes of 
  gnome NPCs in Perrenland and the Sepia Uplands. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  • 
  Sanne’s +1 Chain Shirt of Silent Moves (Regional; 
  DMG; 5,000 gp) 
  Under Naelv’s Hill 
   
  Page 33 
  
  • 
  +1 Vest of Resistance (Adventure; Complete Arcane; 
  1,000 gp) 
  • 
  Large Masterwork Greatclub (Adventure; PHB; 310 
  gp) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Large +1 Breastplate (Adventure; PHB; 1,550 gp) 
  • 
  Horn of Fog (Adventure; DMG; 2,000 gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Large +1 Greatclub (Adventure; DMG; 2,310 gp) 
  • 
  +2 Vest of Resistance (Adventure; Complete Arcane; 
  4,000 gp) 
  • 
  Pearl of Power – 1st level spell (Adventure; DMG; 
  1,000 gp) 
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Sanne’s +2 Chain Shirt of Silent Moves (Regional; 
  DMG; 8,000 gp) 
  • 
  +2 Ring of Protection (Adventure; DMG; 8,000 gp) 
  • 
  Boots of Striding and Springing (Adventure; DMG; 
  5,500 gp) 
  • 
  Marvelous Pigments (Adventure; DMG; 4,000 gp) 
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  +1 Thundering Greatsword (Adventure; DMG; 8,350 
  gp) 
  • 
  +3 Vest of Resistance (Adventure; Complete Arcane; 
  9,000 gp) 
  • 
  Necklace of Adaptation (Adventure; DMG; 9,000 gp) 
  • 
  Fire Elemental Gem (Adventure; DMG; 2,250 gp) 
  Under Naelv’s Hill 
   
  Page 34 
  
  Appendix One – APL 4
  Encounter Three 
   
   
   
   
  The Guardian of the Door: Female Ogre Rgr1; CR 4; 
  Large giant; HD 4d8+16 (Ogre) plus 1d8+4 (Rgr); hp 
  45; Init -1; Spd 30 ft.; AC 18, touch 8, flat-footed 18; 
  BAB/Grp: +4/+15; Atk: +12 melee (2d8+10, masterwork 
  greatclub); Full Atk: +12 melee (2d8+10, masterwork 
  greatclub); Space/Reach 10 ft./10 ft.; SA favoured 
  enemy (gnomes); SQ Darkvision 60 ft., low-light 
  vision, wild empathy; AL LN; SV Fort +9, Ref +2, Will 
  +1; Str 24, Dex 8, Con 16, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Intimidate +0 (+4 versus Medium 
  creatures, +8 versus Small creatures), Listen +6, Speak 
  Language (Common, Giant, Gnome), Spot +6, Survival 
  +6; Improved Toughness, Weapon Focus (greatclub), 
  Track. 
   
  Favored Enemy (Ex): Due to her extensive study 
  of and training in the proper techniques for fighting 
  them, the Guardian gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot and Survival checks when using 
  these skills against gnomes. She also gains a +2 bonus 
  on weapon damage rolls against gnomes. 
   
  Wild Empathy (Ex): The Guardian can use body 
  language, vocalizations, and demeanour to improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check. The Guardian has a total bonus of +1 
  on this check. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Possessions: large masterwork breastplate, large 
  masterwork greatclub. 
  Encounter Five 
   
   
   
   
  Joris, Sanne’s brother: Male Gnome Ghoul; CR 1; 
  Small undead; HD 2d12; hp 13; Init +2; Spd 20 ft.; AC 
  18, touch 14, flat-footed 16; Base Atk/Grp: +1/-3; Atk +2 
  melee (1d4 plus paralysis, bite); Full Atk +2 melee (1d4 
  plus paralysis, bite) and +0 melee (1d2 plus paralysis, 2 
  claws); Space/Reach: 5 ft./5 ft.; SA Ghoul fever, 
  paralysis; SQ Darkvision 60 ft., +2 turn resistance, 
  undead traits; AL CE; SV Fort +1, Ref +3, Will +6; Str 
  11, Dex 15, Con —, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +6, Climb +4, Hide +10, 
  Jump -2, Listen +4, Move Silently +6, Speak Language 
  (Common, Gnome), Spot +7; Multiattack. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  12, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life, and it hungers for the flesh 
  of the living. A humanoid of 4 Hit Dice or more rises as 
  a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. 
   
  Possessions: 
  small 
  leather 
  armour, 
  spell 
  component pouch, +1 vest of resistance, +1 ring of 
  protection. 
  Encounter Six 
   
   
   
   
  Naelv, the revenant: Male Gnome Vampire Spawn; 
  CR 4; Small undead; HD 4d12; hp 26; Init +6; Spd 20 
  ft.; AC 21, touch 14, flat-footed 19; Base Atk/Grp: 
  +2/+0; Atk +7 melee (1d10+3, masterwork small 
  greatsword) or +5 melee (1d4+3 plus energy drain, 
  slam); Full Atk +7 melee (1d10+3, masterwork small 
  greatsword) or +5 melee (1d4+3 plus energy drain, 
  slam); Space/Reach: 5 ft./5 ft.; SA Blood drain, 
  domination, energy drain, spell-like abilities; SQ +2 
  turn resistance, damage reduction 5/silver, darkvision 
  60 ft., fast healing 2, gaseous form, resistance to cold 10 
  and electricity 10, spider climb, undead traits, vampire 
  weaknesses; AL CE; SV Fort +1, Ref +5, Will +5; Str 14, 
  Dex 14, Con —, Int 13, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +6, Diplomacy +4, 
  Hide +9, Intimidate +7 (+3 versus Medium creatures), 
  Jump +0, Listen +11, Move Silently +10, Search +5, 
  Sense Motive +10, Speak Language (Dwarven, Flan, 
  Gnome), Spot +9, Swim +7; Alertness, Improved 
  Initiative, Lightning Reflexes, Power Attack, Weapon 
  Focus (Greatsword). 
   
  Blood Drain (Ex): Naelv can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. 
  Naelv gains 5 temporary hit points for each such 
  successful drain attack. 
   
  Domination (Su): Naelv can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Naelv must 
  take a standard action: those who merely look at Naelv 
  are not affected. Anyone Naelv targets must succeed on 
  Under Naelv’s Hill 
   
  Page 35 
  
  a DC 14 Will save or fall instantly under Naelv’s 
  influence as though by a dominate person spell from a 
  5th level caster. 
   
  Energy Drain (Su): Living creatures hit by a 
  Naelv’s slam attack gain one negative level (Fort DC 14 
  to remove a negative level). Naelv gains 5 temporary 
  hit points for each such negative level bestowed. 
   
  Fast Healing (Ex): Naelv heals 2 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Naelv returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 2 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Naelv 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 12. 
   
  Spider Climb (Ex): Naelv can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: small masterwork chain shirt, small 
  masterwork greatsword. 
  Encounter Seven 
   
   
   
   
  Gnome Toughs (4): Gnome War2; CR 1; Small 
  humanoid; HD 2d8+5; hp 15; Init +0; Spd 20 ft.; AC 14, 
  touch 11, flat-footed 14; BAB/Grp: +2/-1; Atk: +4 melee 
  (1d4+1, club); Full Atk: +4 melee (1d4+1, club); 
  Space/Reach 5 ft./5 ft.; SQ Spell-like abilities; AL CN; 
  SV Fort +4, Ref +0, Will -1; Str 12, Dex 11, Con 13, Int 
  9, Wis 8, Cha 10. 
  Skills and Feats: Intimidate +5 (+1 versus Medium 
  creatures), Listen +1, Speak Language (Common, 
  Gnome); Toughness. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 10. 
   
  Possessions: small studded leather armour, small 
  club. 
  Under Naelv’s Hill 
   
  Page 36 
  
  Appendix Two – APL 6
  Encounter Three 
   
   
   
   
  The Guardian of the Door: Female Ogre Rgr3; CR 6; 
  Large giant; HD 4d8+16 (Ogre) plus 3d8+12 (Rgr); hp 
  63; Init -1; Spd 30 ft.; AC 19, touch 8, flat-footed 19; 
  BAB/Grp: +6/+17; Atk: +14 melee (2d8+10, masterwork 
  greatclub); 
  Full 
  Atk: 
  +14/+9 
  melee 
  (2d8+10, 
  masterwork greatclub); Space/Reach 10 ft./10 ft.; SA 
  favoured enemy (gnomes); SQ Darkvision 60 ft., low-
  light vision, wild empathy, combat style (archery); AL 
  LN; SV Fort +10, Ref +3, Will +2; Str 24, Dex 8, Con 16, 
  Int 10, Wis 10, Cha 10.  
  Skills and Feats: Intimidate +0 (+4 versus Medium 
  creatures, +8 versus Small creatures), Listen +10, Speak 
  Language (Common, Giant, Gnome), Spot +10, 
  Survival 
  +10; 
  Diehard, 
  Endurance, 
  Improved 
  Toughness, Weapon Focus (greatclub), Track. 
   
  Favored Enemy (Ex): Due to her extensive study 
  of and training in the proper techniques for fighting 
  them, the Guardian gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot and Survival checks when using 
  these skills against gnomes. She also gains a +2 bonus 
  on weapon damage rolls against gnomes. 
   
  Wild Empathy (Ex): The Guardian can use body 
  language, vocalizations, and demeanour to improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check. The Guardian has a total bonus of +3 
  on this check. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Possessions: large +1 breastplate, large masterwork 
  greatclub. 
  Encounter Five 
   
   
   
   
  Joris, Sanne’s brother: Male Gnome Vampire Spawn; 
  CR 4; Small undead; HD 4d12+3; hp 29; Init +6; Spd 20 
  ft.; AC 19, touch 14, flat-footed 17; Base Atk/Grp: 
  +2/+0; Atk +5 melee (1d4+3 plus energy drain, slam); 
  Full Atk +5 melee (1d4+3 plus energy drain, slam); 
  Space/Reach: 5 ft./5 ft.; SA Blood drain, domination, 
  energy drain, spell-like abilities; SQ +2 turn resistance, 
  damage reduction 5/silver, darkvision 60 ft., fast 
  healing 2, gaseous form, resistance to cold 10 and 
  electricity 10, spider climb, undead traits, vampire 
  weaknesses; AL CE; SV Fort +2, Ref +6, Will +6; Str 14, 
  Dex 14, Con —, Int 13, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +5, Diplomacy +4, 
  Hide +15, Jump +0, Listen +14, Move Silently +11, 
  Perform (sing) +5, Search +8, Sense Motive +10, Speak 
  Language (Common, Gnome), Spot +12; Alertness, 
  Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perform), Toughness. 
   
  Blood Drain (Ex): Joris can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. Joris 
  gains 5 temporary hit points for each such successful 
  drain attack. 
   
  Domination (Su): Joris can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Joris must 
  take a standard action: those who merely look at Joris 
  are not affected. Anyone Joris targets must succeed on 
  a DC 14 Will save or fall instantly under Joris’ 
  influence as though by a dominate person spell from a 
  5th level caster. 
   
  Energy Drain (Su): Living creatures hit by a Joris’ 
  slam attack gain one negative level (Fort DC 14 to 
  remove a negative level). Joris gains 5 temporary hit 
  points for each such negative level bestowed. 
   
  Fast Healing (Ex): Joris heals 2 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Joris returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 2 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Joris 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 12. 
   
  Spider Climb (Ex): Joris can climb sheer surfaces 
  as though with a spider climb spell. 
   
  Possessions: 
  small 
  leather 
  armour, 
  spell 
  component pouch, +1 vest of resistance, +1 ring of 
  protection. 
  Under Naelv’s Hill 
   
  Page 37 
  
  Encounter Six 
   
   
   
   
  Naelv, the revenant: Male Gnome Vampire Ari4/Ftr4; 
  CR 9; Small undead; HD 8d12+8; hp 60; Init +7; Spd 20 
  ft.; AC 26, touch 15, flat-footed 22; Base Atk/Grp: 
  +7/+8; Atk +15 melee (1d10+10, +1 greatsword) or +13 
  melee (1d4+7 plus energy drain, slam); Full Atk 
  +15/+10 melee (1d10+10, +1 greatsword) or +13/+8 
  melee (1d4+7 plus energy drain, slam); Space/Reach: 5 
  ft./5 ft.; SA Blood drain, children of the night, create 
  spawn, domination, energy drain, spell-like abilities; 
  SQ +4 turn resistance, alternate form, damage 
  reduction 10/silver and magic, darkvision 60 ft., fast 
  healing 5, gaseous form, resistance to cold 10 and 
  electricity 10, spider climb, undead traits, vampire 
  weaknesses; AL CE; SV Fort +5, Ref +8, Will +6; Str 20, 
  Dex 18, Con —, Int 13, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +10, Climb +10, Diplomacy 
  +4, Hide +15, Intimidate +8 (+4 versus Medium 
  creatures), Jump +6, Listen +15, Move Silently +11, 
  Search +9, Sense Motive +14, Speak Language 
  (Dwarven, Flan, Gnome), Spot +13, Swim +11; 
  Alertness, Cleave, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Toughness, Lightning Reflexes, 
  Power Attack, Weapon Focus (Greatsword), Weapon 
  Specialisation (Greatsword). 
   
  Blood Drain (Ex): Naelv can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. 
  Naelv gains 5 temporary hit points for each such 
  successful drain attack. 
   
  Chi dren of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day 
  Naelv can call forth 1d6+1 rat swarms as a standard 
  action. These creatures arrive in 2d6 rounds and serve 
  Naelv for 1 hour. 
  l
   
  Domination (Su): Naelv can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Naelv must 
  take a standard action: those who merely look at Naelv 
  are not affected. Anyone Naelv targets must succeed on 
  a DC 16 Will save or fall instantly under Naelv’s 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a 
  Naelv’s slam attack gain two negative levels (Fort DC 
  16 to remove a negative level). Naelv gains 5 temporary 
  hit points for each such negative level bestowed. 
   
  Fast Healing (Ex): Naelv heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Naelv returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Naelv 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 12. 
   
  Spider Climb (Ex): Naelv can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: small +1 chain shirt, small +1 
  greatsword. 
  Encounter Seven 
   
   
   
   
  Gnome Toughs (4): Gnome War2; CR 1; Small 
  humanoid; HD 2d8+5; hp 15; Init +0; Spd 20 ft.; AC 14, 
  touch 11, flat-footed 14; BAB/Grp: +2/-1; Atk: +4 melee 
  (1d4+1, club); Full Atk: +4 melee (1d4+1, club); 
  Space/Reach 5 ft./5 ft.; SQ Spell-like abilities; AL CN; 
  SV Fort +4, Ref +0, Will -1; Str 12, Dex 11, Con 13, Int 
  9, Wis 8, Cha 10. 
  Skills and Feats: Intimidate +5 (+1 versus Medium 
  creatures), Listen +1, Speak Language (Common, 
  Gnome); Toughness. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 10. 
   
  Possessions: small studded leather armour, small 
  club. 
  Under Naelv’s Hill 
   
  Page 38 
  
  Appendix Three – APL 8
  Encounter Three 
   
   
   
   
  The Guardian of the Door: Female Ogre Rgr5; CR 8; 
  Large giant; HD 4d8+16 (Ogre) plus 5d8+20 (Rgr); hp 
  81; Init -1; Spd 30 ft.; AC 20, touch 8, flat-footed 20; 
  BAB/Grp: +8/+19; Atk: +16 melee (2d8+11, +1 
  greatclub); Full Atk: +16/+11 melee (2d8+11, +1 
  greatclub); Space/Reach 10 ft./10 ft.; SA favoured 
  enemy (gnomes, dwarves); SQ Darkvision 60 ft., low-
  light vision, wild empathy, combat style (archery), 
  animal companion; AL LN; SV Fort +11, Ref +4, Will 
  +2; Str 24, Dex 8, Con 16, Int 10, Wis 11, Cha 10.  
  Skills and Feats: Intimidate +0 (+4 versus Medium 
  creatures, +8 versus Small creatures), Handle Animal 
  +6, Listen +12, Speak Language (Common, Giant, 
  Gnome), Spot +12, Survival +12; Diehard, Endurance, 
  Improved Natural Armour, Improved Toughness, 
  Weapon Focus (greatclub), Track. 
   
  Favored Enemy (Ex): Due to her extensive study 
  of and training in the proper techniques for fighting 
  them, the Guardian gains a +4 bonus on Bluff, Listen, 
  Sense Motive, Spot and Survival checks when using 
  these skills against gnomes and a +2 bonus when using 
  these skills against dwarves. She also gains a +4 bonus 
  on weapon damage rolls against gnomes and a +2 
  bonus on weapon damage rolls against dwarves. 
   
  Wild Empathy (Ex): The Guardian can use body 
  language, vocalizations, and demeanour to improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check. The Guardian has a total bonus of +7 
  on this check.  
   
  Animal Companion (Ex): The Guardian has a 
  badger animal companion. 
   
  Possessions: large +1 breastplate, large +1 
  greatclub. 
  Badger, animal companion: CR —; Small animal; HD 
  1d8+2; hp 7; Init +3; Spd 30 ft., burrow 10 ft.; AC 15, 
  touch 14, flat-footed 12; Base Atk/Grp: +0/–5; Atk +4 
  melee (1d2-1, claw); Full Atk +4 melee (1d2-1, 2 claws) 
  and -1 melee (1d3-1, bite); Space/Reach: 5 ft./5 ft.; SA 
  Rage; SQ Low-light vision, scent, link, share spells; AL 
  N; SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Escape Artist +7, Listen +3, Spot 
  +3; Track, Weapon Finesse. 
   
  Rage (Ex): A badger that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. It 
  gains +4 to Strength, +4 to Constitution, and –2 to 
  Armor Class. The creature cannot end its rage 
  voluntarily. 
   
  Link (Ex): The Guardian can handle her badger 
  animal companion as a free action, or push it as a move 
  action. She gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding her animal companion. 
   
  Tricks (Ex): The badger has been taught the 
  following tricks: attack any creature, come, down, 
  guard, heel, track. See PHB pp.74-75 for details. 
  Encounter Five 
   
   
   
   
  Joris, Sanne’s brother: Male Gnome Vampire Brd7; 
  CR 9; Small undead; HD 7d12+3; hp 48; Init +8; Spd 20 
  ft.; AC 24, touch 16, flat-footed 20; Base Atk/Grp: 
  +5/+3; Atk +8 melee (1d4+3 plus energy drain, slam); 
  Full Atk +8 melee (1d4+3 plus energy drain, slam); 
  Space/Reach: 5 ft./5 ft.; SA Blood drain, children of the 
  night, create spawn, domination, energy drain, bardic 
  music (countersong, fascinate, inspire courage +1, 
  inspire competence, suggestion), spells; SQ +4 turn 
  resistance, alternate form, damage reduction 10/silver 
  and magic, darkvision 60 ft., fast healing 5, gaseous 
  form, resistance to cold 10 and electricity 10, spider 
  climb, undead traits, vampire weaknesses; AL CE; SV 
  Fort +4, Ref +13, Will +9; Str 14, Dex 18, Con —, Int 14, 
  Wis 15, Cha 20. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +23, 
  Climb 
  +5, 
  Concentration +15, Craft (Alchemy) +7, Diplomacy +9, 
  Hide +17, Jump +0, Listen +20, Move Silently +13, 
  Perform (sing) +18, Search +13, Sense Motive +15, 
  Speak Language (Common, Gnome), Spellcraft +12, 
  Spot +16; Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Lightning Reflexes, Requiem, 
  Skill Focus (Perform), Toughness. 
   
  Blood Drain (Ex): Joris can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. Joris 
  gains 5 temporary hit points for each such successful 
  drain attack. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day Joris 
  Under Naelv’s Hill 
   
  Page 39 
  
  can call forth 1d6+1 rat swarms as a standard action. 
  These creatures arrive in 2d6 rounds and serve Joris for 
  1 hour. 
   
  Domination (Su): Joris can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Joris must 
  take a standard action: those who merely look at Joris 
  are not affected. Anyone Joris targets must succeed on 
  a DC 18 Will save or fall instantly under Joris’ 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a Joris’ 
  slam attack gain two negative levels (Fort DC 18 to 
  remove a negative level). Joris gains 5 temporary hit 
  points for each such negative level bestowed. 
   
  Fast Healing (Ex): Joris heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Joris returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Joris 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 15. 
   
  Spider Climb (Ex): Joris can climb sheer surfaces 
  as though with a spider climb spell. 
   
  Possessions: 
  small 
  leather 
  armour, 
  spell 
  component pouch, +2 vest of resistance, +1 ring of 
  protection. 
   
  Spells Known (3/5/3/1; base DC = 15 + spell level): 
  0—dancing lights, daze, detect magic, ghost sound, 
  prestidigitation, read magic; 1st—distort speech, 
  expeditious retreat, inspirational boost, tasha’s hideous 
  laughter; 2nd— blindness/deafness, eagle’s splendour, 
  hold person, waves of grief; 3rd—dirge of discord, fear. 
  Encounter Six 
   
   
   
   
  Naelv, the revenant: Male Gnome Vampire Ari5/Ftr5; 
  CR 11; Medium undead; HD 10d12+10; hp 75; Init +7; 
  Spd 25 ft.; AC 24, touch 13, flat-footed 21; Base 
  Atk/Grp: +8/+15; Atk +17 melee (2d6+13, +1 
  greatsword) or +15 melee (1d6+10 plus energy drain, 
  slam); Full Atk +17/+12 melee (2d6+13, +1 greatsword) 
  or +15/+10 melee (1d6+10 plus energy drain, slam); 
  Space/Reach: 5 ft./5 ft.; SA Blood drain, children of the 
  night, create spawn, domination, energy drain, spell-
  like abilities; SQ permanently enlarged, +4 turn 
  resistance, alternate form, damage reduction 10/silver 
  and magic, darkvision 60 ft., fast healing 5, gaseous 
  form, resistance to cold 10 and electricity 10, spider 
  climb, undead traits, vampire weaknesses; AL CE; SV 
  Fort +5, Ref +7, Will +6; Str 24, Dex 16, Con —, Int 13, 
  Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +10, Climb +12, Diplomacy 
  +4, Hide +9, Intimidate +9, Jump +16, Listen +16, Move 
  Silently +9, Search +9, Sense Motive +15, Speak 
  Language (Dwarven, Flan, Gnome), Spot +14, Swim 
  +13; Alertness, Cleave, Combat Reflexes, Dash, Dodge, 
  Great 
  Cleave, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Lightning Reflexes, Power Attack, Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialisation 
  (Greatsword). 
   
  Permanently Enlarged (Sp): Naelv has had an 
  enlarge person spell made permanent on him using the 
  permanency spell. As a result, he is of Medium size, has 
  a +2 size bonus to Strength and a –2 size penalty to 
  Dexterity (both already factored into the stat block 
  above), and has a moderate aura of transmutation 
  magic. 
  If the enlarge person spell (caster level 9th) is 
  dispelled, the following parts of the stat block change: 
  Small size; AC 26, touch 15, flat-footed 22; Base 
  Atk/Grp: +8/+10; Atk +17 melee (1d10+12, +1 
  greatsword) or +15 melee (1d4+9 plus energy drain, 
  slam); Full Atk +17/+12 melee (1d10+12, +1 
  greatsword) or +15/+10 melee (1d4+9plus energy drain, 
  slam); Ref +8; Str 22, Dex 18. 
  Skills and Feats: Climb +11, Hide +14, Intimidate +9 
  (+5 versus Medium creatures), Jump +14, Move 
  Silently +10, Swim +12. 
   
  Blood Drain (Ex): Naelv can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. 
  Naelv gains 5 temporary hit points for each such 
  successful drain attack. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day 
  Naelv can call forth 1d6+1 rat swarms as a standard 
  action. These creatures arrive in 2d6 rounds and serve 
  Naelv for 1 hour. 
  Under Naelv’s Hill 
   
  Page 40 
  
   
  Domination (Su): Naelv can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Naelv must 
  take a standard action: those who merely look at Naelv 
  are not affected. Anyone Naelv targets must succeed on 
  a DC 17 Will save or fall instantly under Naelv’s 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a 
  Naelv’s slam attack gain two negative levels (Fort DC 
  17 to remove a negative level). Naelv gains 5 temporary 
  hit points for each such negative level bestowed. 
   
  Fast Healing (Ex): Naelv heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Naelv returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Naelv 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 12. 
   
  Spider Climb (Ex): Naelv can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 chain shirt, +1 greatsword, 
  gauntlets of ogre power. 
  Encounter Seven 
   
   
   
   
  Gnome Toughs (4): Gnome War2; CR 1; Small 
  humanoid; HD 2d8+5; hp 15; Init +0; Spd 20 ft.; AC 14, 
  touch 11, flat-footed 14; BAB/Grp: +2/-1; Atk: +4 melee 
  (1d4+1, club); Full Atk: +4 melee (1d4+1, club); 
  Space/Reach 5 ft./5 ft.; SQ Spell-like abilities; AL CN; 
  SV Fort +4, Ref +0, Will -1; Str 12, Dex 11, Con 13, Int 
  9, Wis 8, Cha 10. 
  Skills and Feats: Intimidate +5 (+1 versus Medium 
  creatures), Listen +1, Speak Language (Common, 
  Gnome); Toughness. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 10. 
   
  Possessions: small studded leather armour, small 
  club. 
  Under Naelv’s Hill 
   
  Page 41 
  
  Appendix Four – APL 10
  Encounter Three 
   
   
   
   
  The Guardian of the Door: Female Ogre Rgr7; CR 10; 
  Large giant; HD 4d8+16 (Ogre) plus 7d8+28 (Rgr); hp 
  99; Init -1; Spd 30 ft.; AC 21, touch 9, flat-footed 21; 
  BAB/Grp: +10/+21; Atk: +18 melee (2d8+11, +1 
  greatclub); Full Atk: +18/+13 melee (2d8+11, +1 
  greatclub); Space/Reach 10 ft./10 ft.; SA favoured 
  enemy (gnomes, dwarves), spells; SQ Darkvision 60 ft., 
  low-light vision, wild empathy, combat style (archery), 
  animal companion, woodland stride; AL LN; SV Fort 
  +12, Ref +5, Will +3; Str 24, Dex 8, Con 16, Int 10, Wis 
  11, Cha 10.  
  Skills and Feats: Intimidate +0 (+4 versus Medium 
  creatures, +8 versus Small creatures), Handle Animal 
  +6, Knowledge (Nature) +6, Listen +14, Speak 
  Language (Common, Giant, Gnome), Spot +14, 
  Survival +16; Diehard, Endurance, Improved Natural 
  Armour, 
  Improved 
  Toughness, 
  Weapon 
  Focus 
  (greatclub), Track. 
   
  Favored Enemy (Ex): Due to her extensive study 
  of and training in the proper techniques for fighting 
  them, the Guardian gains a +4 bonus on Bluff, Listen, 
  Sense Motive, Spot and Survival checks when using 
  these skills against gnomes and a +2 bonus when using 
  these skills against dwarves. She also gains a +4 bonus 
  on weapon damage rolls against gnomes and a +2 
  bonus on weapon damage rolls against dwarves. 
   
  Wild Empathy (Ex): The Guardian can use body 
  language, vocalizations, and demeanour to improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check. The Guardian has a total bonus of +9 
  on this check. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Animal Companion (Ex): The Guardian has a 
  badger animal companion. 
   
  Woodland Stride (Ex): The Guardian may move 
  through any sort of undergrowth at her normal speed 
  and without taking damage or suffering any other 
  impairment. 
   
  Possessions: large +1 breastplate, large +1 
  greatclub, +1 ring of protection. 
   
  Spells Prepared (1; base DC = 10 + spell level): 1—
  bloodhound. 
  Badger, animal companion: CR —; Small animal; HD 
  3d8+6; hp 21; Init +4; Spd 30 ft., burrow 10 ft.; AC 18, 
  touch 15, flat-footed 14; Base Atk/Grp: +2/–3; Atk +7 
  melee (1d2-1, claw); Full Atk +7 melee (1d2-1, 2 claws) 
  and +5 melee (1d3-1, bite); Space/Reach: 5 ft./5 ft.; SA 
  Rage; SQ Low-light vision, scent, link, share spells, 
  evasion; AL N; SV Fort +5, Ref +7, Will +2; Str 9, Dex 
  18, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Escape Artist +8, Listen +3, Spot 
  +3; Multiattack, Track, Weapon Finesse. 
   
  Rage (Ex): A badger that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. It 
  gains +4 to Strength, +4 to Constitution, and –2 to 
  Armor Class. The creature cannot end its rage 
  voluntarily. 
   
  Link (Ex): The Guardian can handle her badger 
  animal companion as a free action, or push it as a move 
  action. She gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding her animal companion. 
   
  Evasion (Ex): If the badger is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage on a successful saving 
  throw. 
   
  Tricks (Ex): The badger has been taught the 
  following tricks: attack any creature, come, defend, 
  down, guard, heel, track. See PHB pp.74-75 for details. 
  Encounter Five 
   
   
   
   
  Joris, Sanne’s brother: Male Gnome Vampire Brd9; 
  CR 11; Small undead; HD 9d12+3; hp 61; Init +8; Spd 
  20 ft.; AC 25, touch 17, flat-footed 21; Base Atk/Grp: 
  +6/+4; Atk +9 melee (1d4+3 plus energy drain, slam); 
  Full Atk +9/+4 melee (1d4+3 plus energy drain, slam); 
  Space/Reach: 5 ft./5 ft.; SA Blood drain, children of the 
  night, create spawn, domination, energy drain, bardic 
  music (countersong, fascinate, inspire courage +2, 
  inspire competence, suggestion, inspire greatness), 
  spells; SQ +4 turn resistance, alternate form, damage 
  reduction 10/silver and magic, darkvision 60 ft., fast 
  healing 5, gaseous form, resistance to cold 10 and 
  electricity 10, spider climb, undead traits, vampire 
  weaknesses; AL CE; SV Fort +5, Ref +14, Will +10; Str 
  14, Dex 18, Con —, Int 14, Wis 15, Cha 21. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +25, 
  Climb 
  +5, 
  Concentration +17, Craft (Alchemy) +7, Diplomacy +9, 
  Under Naelv’s Hill 
   
  Page 42 
  
  Hide +19, Jump +0, Listen +22, Move Silently +15, 
  Perform (sing) +20, Search +13, Sense Motive +15, 
  Speak Language (Common, Gnome), Spellcraft +14, 
  Spot +16; Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Lightning Reflexes, Lingering 
  Song, Requiem, Skill Focus (Perform), Toughness. 
   
  Blood Drain (Ex): Joris can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. Joris 
  gains 5 temporary hit points for each such successful 
  drain attack. 
   
  Chi dren of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day Joris 
  can call forth 1d6+1 rat swarms as a standard action. 
  These creatures arrive in 2d6 rounds and serve Joris for 
  1 hour. 
  l
   
  Domination (Su): Joris can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Joris must 
  take a standard action: those who merely look at Joris 
  are not affected. Anyone Joris targets must succeed on 
  a DC 19 Will save or fall instantly under Joris’ 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a Joris’ 
  slam attack gain two negative levels (Fort DC 19 to 
  remove a negative level). Joris gains 5 temporary hit 
  points for each such negative level bestowed. 
   
  Fast Healing (Ex): Joris heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Joris returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Joris 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 15. 
   
  Spider Climb (Ex): Joris can climb sheer surfaces 
  as though with a spider climb spell. 
   
  Possessions: 
  small 
  leather 
  armour, 
  spell 
  component pouch, +2 vest of resistance, +2 ring of 
  protection. 
   
  Spells Known (3/5/4/3; base DC = 15 + spell level): 
  0—dancing lights, daze, detect magic, ghost sound, 
  prestidigitation, read magic; 1st—distort speech, 
  expeditious retreat, inspirational boost, tasha’s hideous 
  laughter; 2nd—blindness/deafness, eagle’s splendour, 
  hold person, waves of grief; 3rd—dirge of discord, fear, 
  haste. 
  Encounter Six 
   
   
   
   
  Naelv, the revenant: Male Gnome Vampire Ari6/Ftr6; 
  CR 13; Medium undead; HD 12d12+12; hp 90; Init +7; 
  Spd 35 ft.; AC 24, touch 13, flat-footed 21; Base 
  Atk/Grp: +10/+17; Atk +19 melee (2d6+13, +1 
  greatsword) or +17 melee (1d6+10 plus energy drain, 
  slam); Full Atk +19/+14 melee (2d6+13, +1 greatsword) 
  or +17/+12 melee (1d6+10 plus energy drain, slam); 
  Space/Reach: 5 ft./5 ft.; SA Blood drain, children of the 
  night, create spawn, domination, energy drain, spell-
  like abilities; SQ permanently enlarged, +4 turn 
  resistance, alternate form, damage reduction 10/silver 
  and magic, darkvision 60 ft., fast healing 5, gaseous 
  form, resistance to cold 10 and electricity 10, spider 
  climb, undead traits, vampire weaknesses; AL CE; SV 
  Fort +7, Ref +9, Will +8; Str 25, Dex 16, Con —, Int 13, 
  Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +10, Climb +13, Diplomacy 
  +4, Hide +9, Intimidate +9, Jump +21, Listen +16, Move 
  Silently +9, Search +9, Sense Motive +15, Speak 
  Language (Dwarven, Flan, Gnome), Spot +14, Swim 
  +13; Alertness, Blind-Fight, Cleave, Combat Reflexes, 
  Dash, Dodge, Great Cleave, Improved Initiative, 
  Improved Sunder, Improved Toughness, Lightning 
  Reflexes, Power Attack, Weapon Focus (Greatsword), 
  Weapon Specialisation (Greatsword). 
   
  Permanently Enlarged (Sp): Naelv has had an 
  enlarge person spell made permanent on him using the 
  permanency spell. As a result, he is of Medium size, has 
  a +2 size bonus to Strength and a –2 size penalty to 
  Dexterity (both already factored into the stat block 
  above), and has a moderate aura of transmutation 
  magic. 
  If the enlarge person spell (caster level 11th) is 
  dispelled, the following parts of the stat block change: 
  Small size; AC 26, touch 15, flat-footed 22; Base 
  Atk/Grp: +10/+12; Atk +19 melee (1d10+12, +1 
  greatsword) or +17 melee (1d4+9 plus energy drain, 
  slam); Full Atk +19/+14 melee (1d10+12, +1 
  Under Naelv’s Hill 
   
  Page 43 
  
  greatsword) or +17/+12 melee (1d4+9 plus energy 
  drain, slam); Ref +10; Str 23, Dex 18. 
  Skills and Feats: Climb +12, Hide +14, Intimidate +9 
  (+5 versus Medium creatures), Jump +20, Move 
  Silently +10, Swim +12. 
   
  Blood Drain (Ex): Naelv can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. 
  Naelv gains 5 temporary hit points for each such 
  successful drain attack. 
   
  Chi dren of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day 
  Naelv can call forth 1d6+1 rat swarms as a standard 
  action. These creatures arrive in 2d6 rounds and serve 
  Naelv for 1 hour. 
  l
   
  Domination (Su): Naelv can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Naelv must 
  take a standard action: those who merely look at Naelv 
  are not affected. Anyone Naelv targets must succeed on 
  a DC 18 Will save or fall instantly under Naelv’s 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a 
  Naelv’s slam attack gain two negative levels (Fort DC 
  18 to remove a negative level). Naelv gains 5 temporary 
  hit points for each such negative level bestowed. 
   
  Fast Healing (Ex): Naelv heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Naelv returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Naelv 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 12. 
   
  Spider Climb (Ex): Naelv can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 chain shirt, +1 greatsword, 
  gauntlets of ogre power, boots of striding and 
  springing. 
  Encounter Seven 
   
   
   
   
  Gnome Toughs (4): Gnome War2; CR 1; Small 
  humanoid; HD 2d8+5; hp 15; Init +0; Spd 20 ft.; AC 14, 
  touch 11, flat-footed 14; BAB/Grp: +2/-1; Atk: +4 melee 
  (1d4+1, club); Full Atk: +4 melee (1d4+1, club); 
  Space/Reach 5 ft./5 ft.; SQ Spell-like abilities; AL CN; 
  SV Fort +4, Ref +0, Will -1; Str 12, Dex 11, Con 13, Int 
  9, Wis 8, Cha 10. 
  Skills and Feats: Intimidate +5 (+1 versus Medium 
  creatures), Listen +1, Speak Language (Common, 
  Gnome); Toughness. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 10. 
   
  Possessions: small studded leather armour, small 
  club. 
  Under Naelv’s Hill 
   
  Page 44 
  
  Appendix Five – APL 12
  Encounter Three 
   
   
   
   
  The Guardian of the Door: Female Ogre Rgr9; CR 12; 
  Large giant; HD 4d8+20 (Ogre) plus 9d8+45 (Rgr); hp 
  130; Init -1; Spd 30 ft.; AC 22, touch 9, flat-footed 22; 
  BAB/Grp: +12/+23; Atk: +20 melee (2d8+11, +1 
  greatclub); Full Atk: +20/+15/+10 melee (2d8+11, +1 
  greatclub); Space/Reach 10 ft./10 ft.; SA favoured 
  enemy (gnomes, dwarves), spells; SQ Darkvision 60 ft., 
  low-light vision, wild empathy, improved combat style 
  (archery), animal companion, woodland stride, swift 
  tracker, evasion; AL LN; SV Fort +14, Ref +6, Will +4; 
  Str 24, Dex 8, Con 18, Int 10, Wis 12, Cha 10.  
  Skills and Feats: Intimidate +0 (+4 versus Medium 
  creatures, +8 versus Small creatures), Handle Animal 
  +6, Knowledge (Nature) +12, Listen +17, Speak 
  Language (Common, Giant, Gnome), Spot +17, 
  Survival +19; Diehard, Endurance, Improved Natural 
  Armour (x2), Improved Toughness, Weapon Focus 
  (greatclub), Track. 
   
  Favored Enemy (Ex): Due to her extensive study 
  of and training in the proper techniques for fighting 
  them, the Guardian gains a +4 bonus on Bluff, Listen, 
  Sense Motive, Spot and Survival checks when using 
  these skills against gnomes and a +2 bonus when using 
  these skills against dwarves. She also gains a +4 bonus 
  on weapon damage rolls against gnomes and a +2 
  bonus on weapon damage rolls against dwarves. 
   
  Wild Empathy (Ex): The Guardian can use body 
  language, vocalizations, and demeanour to improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check. The Guardian has a total bonus of 
  +11 on this check. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Animal Companion (Ex): The Guardian has a 
  badger animal companion. 
   
  Woodland Stride (Ex): The Guardian may move 
  through any sort of undergrowth at her normal speed 
  and without taking damage or suffering any other 
  impairment. 
   
  Swift Tracker (Ex): The Guardian can move at her 
  normal speed while following tracks without taking 
  the normal –5 penalty, and she only takes a –10 penalty 
  (instead of the usual –20 penalty) when moving at up 
  to twice normal speed while tracking. 
   
  Evasion (Ex): If the Guardian is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, she takes no damage on a successful 
  saving throw. 
   
  Possessions: large +1 breastplate, large +1 
  greatclub, +1 ring of protection, +2 amulet of health. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1—
  bloodhound, longstrider. 
  Badger, animal companion: CR —; Small animal; HD 
  3d8+6; hp 21; Init +4; Spd 30 ft., burrow 10 ft.; AC 18, 
  touch 15, flat-footed 14; Base Atk/Grp: +2/–3; Atk +7 
  melee (1d2-1, claw); Full Atk +7 melee (1d2-1, 2 claws) 
  and +5 melee (1d3-1, bite); Space/Reach: 5 ft./5 ft.; SA 
  Rage; SQ Low-light vision, scent, link, share spells, 
  evasion; AL N; SV Fort +5, Ref +7, Will +2; Str 9, Dex 
  18, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Escape Artist +8, Listen +3, Spot 
  +3; Multiattack, Track, Weapon Finesse. 
   
  Rage (Ex): A badger that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. It 
  gains +4 to Strength, +4 to Constitution, and –2 to 
  Armor Class. The creature cannot end its rage 
  voluntarily. 
   
  Link (Ex): The Guardian can handle her badger 
  animal companion as a free action, or push it as a move 
  action. She gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding her animal companion. 
   
  Evasion (Ex): If the badger is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage on a successful saving 
  throw. 
   
  Tricks (Ex): The badger has been taught the 
  following tricks: attack any creature, come, defend, 
  down, guard, heel, track. See PHB pp.74-75 for details. 
  Encounter Five 
   
   
   
   
  Joris, Sanne’s brother: Male Gnome Vampire Brd11; 
  CR 13; Small undead; HD 11d12+3; hp 74; Init +8; Spd 
  20 ft.; AC 25, touch 17, flat-footed 21; Base Atk/Grp: 
  +8/+6; Atk +11 melee (1d4+3 plus energy drain, slam); 
  Full Atk +11/+6 melee (1d4+3 plus energy drain, slam); 
  Space/Reach: 5 ft./5 ft.; SA Blood drain, children of the 
  night, create spawn, domination, energy drain, bardic 
  music (countersong, fascinate, inspire courage +2, 
  Under Naelv’s Hill 
   
  Page 45 
  
  inspire competence, suggestion, inspire greatness), 
  spells; SQ +4 turn resistance, alternate form, damage 
  reduction 10/silver and magic, darkvision 60 ft., fast 
  healing 5, gaseous form, resistance to cold 10 and 
  electricity 10, spider climb, undead traits, vampire 
  weaknesses; AL CE; SV Fort +5, Ref +15, Will +11; Str 
  14, Dex 18, Con —, Int 14, Wis 15, Cha 23. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +27, 
  Climb 
  +5, 
  Concentration +18, Craft (Alchemy) +7, Diplomacy 
  +10, Hide +20, Jump +0, Listen +23, Move Silently +16, 
  Perform (sing) +22, Search +13, Sense Motive +15, 
  Speak Language (Common, Gnome), Spellcraft +15, 
  Spot +16; Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Lightning Reflexes, Lingering 
  Song, Requiem, Skill Focus (Perform), Toughness. 
   
  Blood Drain (Ex): Joris can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. Joris 
  gains 5 temporary hit points for each such successful 
  drain attack. 
   
  Chi dren of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day Joris 
  can call forth 1d6+1 rat swarms as a standard action. 
  These creatures arrive in 2d6 rounds and serve Joris for 
  1 hour. 
  l
   
  Domination (Su): Joris can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Joris must 
  take a standard action: those who merely look at Joris 
  are not affected. Anyone Joris targets must succeed on 
  a DC 21 Will save or fall instantly under Joris’ 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a Joris’ 
  slam attack gain two negative levels (Fort DC 21 to 
  remove a negative level). Joris gains 5 temporary hit 
  points for each such negative level bestowed. 
   
  Fast Healing (Ex): Joris heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Joris returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Joris 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 16. 
   
  Spider Climb (Ex): Joris can climb sheer surfaces 
  as though with a spider climb spell. 
   
  Possessions: 
  small 
  leather 
  armour, 
  spell 
  component pouch, +3 vest of resistance, +2 ring of 
  protection, +2 cloak of charisma. 
   
  Spells Known (3/5/5/4/2; base DC = 15 + spell 
  level): 0—dancing lights, daze, detect magic, ghost 
  sound, prestidigitation, read magic; 1st—distort 
  speech, expeditious retreat, inspirational boost, tasha’s 
  hideous laughter; 2nd—blindness/deafness, eagle’s 
  splendour, hold person, waves of grief; 3rd—dirge of 
  discord, dispel magic, fear, haste; 4th—greater 
  invisibility, hold monster, shout. 
  Encounter Six 
   
   
   
   
  Naelv, the revenant: Male Gnome Vampire Ari7/Ftr7; 
  CR 15; Medium undead; HD 14d12+14; hp 105; Init +7; 
  Spd 35 ft.; AC 25, touch 14, flat-footed 22; Base 
  Atk/Grp: +12/+19; Atk +21 melee (2d6+13, +1 
  thundering greatsword) or +19 melee (1d6+10 plus 
  energy drain, slam); Full Atk +21/+16/+11 melee 
  (2d6+13, +1 thundering greatsword) or +19/+14/+9 
  melee (1d6+10 plus energy drain, slam); Space/Reach: 
  5 ft./5 ft.; SA Blood drain, children of the night, create 
  spawn, domination, energy drain, spell-like abilities; 
  SQ permanently enlarged, +4 turn resistance, alternate 
  form, 
  damage 
  reduction 
  10/silver 
  and 
  magic, 
  darkvision 60 ft., fast healing 5, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, 
  undead traits, vampire weaknesses; AL CE; SV Fort +7, 
  Ref +9, Will +8; Str 25, Dex 16, Con —, Int 13, Wis 13, 
  Cha 14. 
   
  Skills and Feats: Bluff +10, Climb +13, Diplomacy 
  +5, Hide +9, Intimidate +12, Jump +24, Listen +18, 
  Move Silently +9, Search +9, Sense Motive +17, Speak 
  Language (Dwarven, Flan, Gnome), Spot +16, Swim 
  +13; Alertness, Blind-Fight, Cleave, Combat Reflexes, 
  Dash, Dodge, Great Cleave, Improved Initiative, 
  Improved Sunder, Improved Toughness, Lightning 
  Reflexes, Power Attack, Weapon Focus (Greatsword), 
  Weapon Specialisation (Greatsword). 
   
  Permanently Enlarged (Sp): Naelv has had an 
  enlarge person spell made permanent on him using the 
  permanency spell. As a result, he is of Medium size, has 
  Under Naelv’s Hill 
   
  Page 46 
  
  a +2 size bonus to Strength and a –2 size penalty to 
  Dexterity (both already factored into the stat block 
  above), and has a moderate aura of transmutation 
  magic. 
  If the enlarge person spell (caster level 13th) is 
  dispelled, the following parts of the stat block change: 
  Small size; AC 27, touch 16, flat-footed 23; Base 
  Atk/Grp: +12/+14; Atk +21 melee (1d10+12, +1 
  thundering greatsword) or +19 melee (1d4+9 plus 
  energy drain, slam); Full Atk +21/+16/+11 melee 
  (1d10+12, +1 thundering greatsword) or +19/+14/+9 
  melee (1d4+9 plus energy drain, slam); Ref +10; Str 23, 
  Dex 18. 
  Skills and Feats: Climb +12, Hide +14, Intimidate +12 
  (+8 versus Medium creatures), Jump +23, Move 
  Silently +10, Swim +12. 
   
  Blood Drain (Ex): Naelv can suck blood from a 
  living victim with his fangs by making a successful 
  grapple check. If he pins the foe, he drains blood and 
  deals 1d4 points of Constitution drain that round. 
  Naelv gains 5 temporary hit points for each such 
  successful drain attack. 
   
  Chi dren of the Night (Su): Vampires command 
  the lesser creatures of the world, and once per day 
  Naelv can call forth 1d6+1 rat swarms as a standard 
  action. These creatures arrive in 2d6 rounds and serve 
  Naelv for 1 hour. 
  l
   
  Domination (Su): Naelv can crush an opponent’s 
  will by looking into their eyes. This is similar to a gaze 
  attack with a range of 30 feet, except that Naelv must 
  take a standard action: those who merely look at Naelv 
  are not affected. Anyone Naelv targets must succeed on 
  a DC 19 Will save or fall instantly under Naelv’s 
  influence as though by a dominate person spell from a 
  12th level caster. 
   
  Energy Drain (Su): Living creatures hit by a 
  Naelv’s slam attack gain two negative levels (Fort DC 
  19 to remove a negative level). Naelv gains 5 temporary 
  hit points for each such negative level bestowed. 
   
  Fast Healing (Ex): Naelv heals 5 points of damage 
  each round so long as he has at least 1 hit point. If 
  reduced to 0 hit points in combat, he automatically 
  assumes gaseous form and returns to his bier. Once at 
  rest on his bier, Naelv returns to physical form and is 
  helpless. He regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, Naelv 
  can assume gaseous form at will as the spell (caster 
  level 5th), except that he can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 12. 
   
  Spider Climb (Ex): Naelv can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 chain shirt, +1 thundering 
  greatsword, gauntlets of ogre power, boots of striding 
  and springing, +1 ring of protection. 
  Encounter Seven 
   
   
   
   
  Gnome Toughs (4): Gnome War2; CR 1; Small 
  humanoid; HD 2d8+5; hp 15; Init +0; Spd 20 ft.; AC 14, 
  touch 11, flat-footed 14; BAB/Grp: +2/-1; Atk: +4 melee 
  (1d4+1, club); Full Atk: +4 melee (1d4+1, club); 
  Space/Reach 5 ft./5 ft.; SQ Spell-like abilities; AL CN; 
  SV Fort +4, Ref +0, Will -1; Str 12, Dex 11, Con 13, Int 
  9, Wis 8, Cha 10. 
  Skills and Feats: Intimidate +5 (+1 versus Medium 
  creatures), Listen +1, Speak Language (Common, 
  Gnome); Toughness. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  ghost sound, prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute); caster 
  level 1st; save DC 10. 
  Possessions: small studded leather armour, small club. 
  Under Naelv’s Hill 
   
  Page 47 
  
  Judge Aid One – Map of the Sepia Uplands 
  Scale: 20 mile hexagons 
   
  Reproduced from PER 2-02 (“Under the Hills”) with permission of Bruce Legge 
  Under Naelv’s Hill 
   
  Page 48 
  
  Judge Aid Two – the Village of Gnomiskillin
  Gnomiskillin (hamlet): conventional power centre; AL NG; 100 gp limit; Assets 750 gp; Population 150 adults, 50 
  children; isolated (96% gnome, 2% human, 1 % dwarf, 1% other). 
  Authority Figures: 
  • 
  Joop Bredanuckle (middle-aged female gnome Exp4, head villager); 
  • 
  Ollwinn Veenendoorn (adult female gnome Ftr2, sheriff, Gerrit’s daughter); 
  • 
  Gerrit Veenendoorn (old male gnome Ftr4, retired sheriff, Ollwinn’s father). 
  Important Characters: 
  • 
  Sanne Rhedesteyn (venerable female gnome Rog10); 
  • 
  Fonkin Schleppen (middle-aged male gnome War4, de facto leader of local ne’er-do-wells); 
  • 
  Jurri Tecklenberger (adult male gnome Brd4); 
  • 
  Kessel Beverwikk (old female gnome Clr3, priest of Garl Glittergold). 
  Non-Gnome Residents: 
  • 
  Ormr & Sjolf Eyvindkell (adult male dwarves Rog2, miners); 
  • 
  Ingiborg Valanthe Schwerin (adult female half-elf Ftr2, outlawed in Perrenland for unlawful killing); 
  • 
  Rudi Vosser (middle-aged male human Exp2, trapper); 
  • 
  Kol & Helga Herzberg (middle-aged male and female humans Com3, gem-finders) and their two children, 
  Tarrant (male) & Pella (female). 
  Names for Other Gnomes: 
  • 
  Barrett Schwalmsalza; 
  • 
  Dedrick Durbuy; 
  • 
  Fritzi Huckelhoven; 
  • 
  Selig Bussum; 
  • 
  Stoffel Norgermeer; 
  • 
  Wouter Amwohr. 
  Under Naelv’s Hill 
   
  Page 49 
  
  Judge Aid Three – Map of the Side of the Mound with the Door
   
  Before the command words are spoken 
   
   
  After the command words are spoken 
  Legend 
   
   
   
   
   
  Scale: 1 square = 5 ft. 
    
  standing stone (10 ft. high, hardness 8, 540 hit 
  points, strong transmutation aura) 
  X  
  site of magic Door (strong transmutation aura, 
  once the command words have been spoken characters 
  can identify the Door as a variant on the passwall spell 
  with a DC 25 Spellcraft check) 
   steep slope (considered higher ground, must 
  spend 2 squares to move one square uphill, characters 
  running or charging downhill must succeed on a DC 
  10 Balance check upon entering the first steep slope 
  square or stumble, characters who fail this check 
  stumble and must end their movement 1d2×5 feet 
  later, characters who fail by 5 or more fall prone in the 
  square where they end their movement, DC of all 
  Tumble checks increases by 2) 
    
  forest, light undergrowth (must spend 2 
  squares of movement to move one square, provides 
  concealment, DC of all Tumble and Move Silently 
  checks increases by 2, running and charging are 
  impossible) 
  G  
  the Guardian of the Door 
    
  boundary of area without fog (fog obscures all 
  sight, including darkvision, beyond 5 ft., creatures 5 ft. 
  away have concealment, creatures more than 5 ft. away 
  have total concealment) 
  Under Naelv’s Hill 
   
  Page 50 
  
  Judge Aid Four – Map of Naelv’s Tomb
   
   
  Legend 
   
   
   
   
   
  Scale: 1 square = 5 ft. 
    
  stone pillar (hardness 8, 540 hit points) 
    
  stone bier (3 ft. high, considered higher 
  ground) 
   
  large stone bier (5 ft. high, considered higher 
  ground) 
    
  stone door (hardness 8, 60 hit points) 
    
  stone secret door (hardness 8, 30 hit points, 
  Search DC 20 to find) 
  narrow corridor (Small size creatures are 
  unaffected, Medium size creatures must squeeze, 
  creatures of Large size or greater must use Escape 
  Artist skill) 
   
  side of the mound 
  Key 
   
   
   
   
   
   
  1 – Outer hall (Encounter 4 – trapped door) 
  2 – Guard’s burial chamber 
  3 – Guard’s burial chamber with secret door 
  4 – Inner hall (Encounter 5 – Joris and rats) 
  5 – Servant’s burial chamber occupied by Joris 
  6 – Servant’s burial chamber 
  7 – Servant’s burial chamber with secret door 
  8 – Burial chamber (Encounter 6 – Naelv and rats) 
  9 – Wife’s burial chamber 
  Under Naelv’s Hill 
   
  Page 51 
  
  Judge Aid Five – Map of Ambush Site
   
  Legend 
   
   
   
   
   
  Scale: 1 square = 5 ft. 
   cliff (20 ft. drop, Climb DC 15 required) 
    
  steep slope (considered higher ground, must 
  spend 2 squares to move one square uphill, characters 
  running or charging downhill must succeed on a DC 
  10 Balance check upon entering the first steep slope 
  square or stumble, characters who fail this check 
  stumble and must end their movement 1d2×5 feet 
  later, characters who fail by 5 or more fall prone in the 
  square where they end their movement, DC of all 
  Tumble checks increases by 2) 
    
  gentle slope (considered higher ground) 
  Key 
   
   
   
   
   
   
  Knoll – highest point on map (all cliff and slope hexes 
  descend from this area) 
  P – Perben Schleppen (the leader, male) 
  T – Trudel Schleppen (female) 
  K – Kort Murnig (male) 
  B – Brandi Bumpnottin (female) 
  X – where the leading characters first see the four 
  gnomes 
  Under Naelv’s Hill 
   
  Page 52 
  
  Judge Aid Six – Summary of Non−PHB Feats, Items & Spells 
  Feats  
   
   
   
   
   
   
  Dash (CW page 97): Speed increases by 5 ft. 
  when wearing no armour or light armour and when 
  carrying no more than a light load. 
   
  Improved Toughness (CW page 101): Gain 1 hit 
  point for each hit dice. 
   
  Lingering Song (CV page 111): The effects of 
  inspire courage and inspire greatness last for 1 minute 
  after you stop singing instead of lasting for 5 rounds. 
   
  Requiem (LM page 29): Your mind-affecting 
  bardic music abilities can influence undead creatures, 
  though the bardic music effects have only half the 
  duration they normally would against the living. 
  Items  
   
   
   
   
   
  Gnome Battlecloak (RoS page 155), exotic shield: A 
  battlecloak can be used to foil an opponent’s attacks 
  and grants a +1 shield bonus to Armour Class for 
  proficient users. Since the cloak is not really a shield, it 
  confers no shield bonus to wearers who are not 
  proficient. You cannot use a battlecloak to make a 
  shield bash attack, but a proficient user can use it to 
  make a disarm attempt. When using a battlecloak, you 
  gain a +4 bonus on attack rolls made to disarm an 
  opponent (including the roll to avoid being disarmed 
  yourself if such an attempt fails). When in combat, a 
  battlecloak occupies a hand just as a light shield does, 
  allowing you to carry other items in that hand but not 
  wield a weapon with it. Battlecloaks are retrieved and 
  readied just like other shields. 
  Gnome Quickrazor (Ros page 154), exotic light 
  melee weapon: This fast, flashy weapon allows you to 
  attack and still keep one hand free for spellcasting. The 
  quickrazor is a light, wide knife blade with a very small 
  hilt that is tied to your wrist in a special sheath. When 
  you attack with a quickrazor, you flick it out in a quick, 
  slashing circle, catching the hilt in your hand at the 
  end of the arc and then snapping it back into its sheath. 
  Because of this flicking technique, drawing a 
  quickrazor is always a free action, but at the end of your 
  action your must stow the quickrazor as a free action in 
  order to use it properly on your next turn. If you stow 
  the quickrazor, you are treated as unarmed during 
  other creatures’ actions. If you draw and wield the 
  quickrazor instead of using it as intended, it counts as 
  an improvised weapon (-2 penalty to attack rolls even if 
  you are a proficient user). Quickrazors are easy to 
  conceal (+4 bonus on Sleight of Hand checks) and 
  grant a +2 bonus on Bluff checks to feint in combat. 
  Attaching a quickrazor and sheath to your wrist is a 
  full-round action that provokes attacks of opportunity. 
  You can attach one quickrazor to each wrist. 
  Gnome Swordcatcher (RoS page 155), exotic one-
  handed melee weapon: This short, heavy sword 
  resembles a broad-bladed short sword with two heavy 
  prongs extending up from the hilt. When using a 
  gnome swordcatcher, you gain a +4 bonus on attack 
  rolls made to disarm an opponent (including the roll to 
  avoid being disarmed yourself if such an attempt fails). 
  Gnome Tortoise Blade (RoS page 155, CW page 
  158), exotic light melee weapon: This weapon is 
  designed to be used in your off hand, and is 
  particularly useful in cramped tunnels or warrens 
  where swinging a weapon is difficult or impossible. It 
  looks like a turtle shell strapped to the wielder’s wrist, 
  with a daggerlike blade jutting out where the wielder’s 
  fingers should be. A tortoise blade grants a +1 shield 
  bonus to Armour Class when you do not atack with it, 
  and also provides a –1 armour check penalty and a 5% 
  arcane spell failure chance. Like a spiked shield, a 
  tortoise blade can be enhanced both as a weapon and a 
  shield, but enhancements must be paid for and applied 
  separately. 
  Gnome Twist Cloth (RoS page 159), exotic light 
  armour: This armour is made of loose, flowing cloth 
  strips tied and hung on the wearer. Proficient users 
  twist and sway within the armour, causing their 
  opponents to strike empty air rather than armour 
  whenever they miss with an attack. Twist cloth grants a 
  +1 armour bonus to Armour Class, and if you are a 
  proficient user the armour bonus (including any 
  enhancement bonus) protects against touch attacks. 
  Under Naelv’s Hill 
   
  Page 53 
  
  Spells  
   
   
   
   
   
  Bloodhound (SC page 34) 
  Divination 
  Level: Ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 24 hours (D) 
  A white film slips over your vision. Strangely, your 
  eyes seem more focussed and you note barely 
  perceptible traces of passage that you had missed 
  before. 
  If you fail a survival check to track a creature while this 
  spell functions, you can immediately attempt another 
  roll against the same DC to reestablish the trail. If the 
  reroll fails, you must search for the trail for 30 minutes 
  (if outdoors) or 5 minutes (if indoors) before trying 
  again. 
  Dirge of Discord (SC page 66) 
  Enchantment (Compulsion) [Evil,Mind-Affecting] 
  Level: Bard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius spread 
  Duration: Concentration + 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You create an unholy, cacophonous dirge that fills the 
  targets’ minds with the screams of the dying, the 
  wailing of the damned, and the howling of the mad. 
  Creatures affected by this spell take a –4 penalty on 
  attack rolls and Dexterity, a 50% reduction in their 
  speed (to a minimum of 5 feet), and must make a 
  Concentration check to cast any spell (DC equal to this 
  spell’s DC + the level of the spell being cast). 
  Distort Speech (SC page 69) 
  Transmutation [Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  By pointing and making a number of loud, nonsensical 
  sounds you release the power of the spell. The target 
  attempts to speak, but spews forth only gibberish 
  instead. 
  For the duration of this spell, the subject has a 50% 
  change to miscast spells that have verbal components, 
  and any time the subject speaks (including the use of 
  magic items activated by command words), there is a 
  50% chance that the utterance is completely 
  incomprehensible and therefore ineffective. 
  Inspirational Boost (SC pages 124) 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
  You concentrate on assisting your friends as you begin 
  the short chant and simple hand-chopping motion 
  necessary to cast the spell. As you finish, the spell’s 
  chant allows you to segue easily into bolstering your 
  allies. 
  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music increases by 1.  
  The effect lasts until your inspire courage effect ends. 
  If you don’t begin to use your inspire courage ability 
  before the beginning of your next turn, the spell’s 
  effect ends. 
  Waves of Grief (SC page 236) 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Emitting a mournful wail, you send out a pulse of 
  magic imbued with sorrow and sadness. 
  All within the cone when the spell is cast take a –3 
  penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
  Under Naelv’s Hill 
   
  Page 54 
  
  Judge Aid Seven – Perrenland Specific Effects
  The Eruption of Mount Hellspaar 
   
  In PER4-06 “The Hollows Unveiled”, the 
  previously dormant volcano Mount Hellspaar erupted. 
  This has spread volcanic ash high into the air over 
  Perrenland and is currently causing the following 
  effects for Perrenland regional adventures: 
   
  Hell’s Gloom: These effects occur in all Perrenland 
  regional adventures. 
  ♦ Daylight 
  hours 
  in 
  Perrenland 
  have 
  been 
  shortened. 
  In 
  eastern 
  Perrenland 
  (Traft, 
  Clatspurgen, 
  Kershane, Sepia Uplands and 
  Quagfludt), dawn has all but been blocked out and 
  it is not until 2pm that the sun appears below the 
  cloud of smoke in the west. The sun disappears 
  again at 6pm. Over the remainder of Perrenland, 
  the effects are less, and the sun appears at 10am. 
  The sun disappears at 6pm. 
  ♦ Altitudes greater than 6000 ft. (St Cuthbert’s 
  Monastery, Yatilskaad, Don Craggen Keep, 
  Kloetzenburg and Tielmannschlauss) are above 
  this low lying layer of smoke and ash and are not 
  subject to this effect. 
  ♦ During these Gloom hours, creatures that are 
  negatively affected by sunlight (such as orcs, 
  vampires, spectres and the like) can walk openly 
  under the skies without penalty! 
   
   
  The Nightmare: Many folk, including the PCs, are 
  having vivid nightmares of their friends and loved 
  ones being slaughtered and rising as undead to fight in 
  the legions of the Famine Queen (Iggwilv). At the start 
  of each adventure, each PC has this nightmare the 
  night before play begins. If they fail a DC 15 Will save 
  they suffer a –1 profane penalty to all saving throws for 
  the next two days. This is a fear effect and may be 
  suppressed or dispelled (caster level 10) in the normal 
  manner. 
   
   
  The Freeze of the Famine Queen: Winter has 
  descended early on the Quaglands and has not lifted. 
  This has the following effects on this regional 
  adventure. 
  ♦ The southern and eastern coastal fringe and 
  shallow areas of Lake Quag out to about 2 miles are 
  frozen into a layer of ice and all ports with the 
  exception of Clatsberg City are frozen shut. The 
  freeze in the west currently extends to just north 
  of Hugelrote. 
  ♦ Ice skimmer is now the only way to re-supply and 
  unload what shipping is still operating.  
  ♦ Small icebergs now litter Lake Quag creating 
  navigational hazards.  
  ♦ Crops that were set for harvest have been blighted. 
  Most of Perrenland has not been able to harvest 
  any food since last season. Southern Quagfludt, 
  the Kershane Pass and Northern Yattenheid are 
  the only places that have produced a harvest.  
  ♦ The shortage of food is creating widespread 
  hunger across Perrenland and many fear famine.  
  ♦ Hoarding has become common but has yet to be 
  outlawed. 
  ♦ The price of all food items has doubled and the 
  price of any item from the Player’s Handbook 
  (PHB) has increased by 150% (except during initial 
  character creation and intro scenarios) in all 
  Perrenland regional adventures.  
  ♦ Lifestyle and up-keep costs have also doubled 
  except where a PC is granted free up-keep. If a PC 
  is using a lifestyle discount of some form, the 
  discount applies after the costs have been doubled. 
  i.e. Adventurers standard at 50% discount would 
  cost 12 gp rather than 6gp. 
  ♦ The survival DC for PCs who live off the land has 
  risen to 25. 
  ♦ PCs who pay for upkeep who instead voluntarily 
  declare at the start of the game that they have 
  donated their up-keep to the needy do not suffer 
  negative Charisma effects. Instead they gain the 
  same Charisma bonus they would normally have 
  gained as if they had paid the appropriate lifestyle 
  as they are deemed to be a generous patron of the 
  folk. However they begin the game suffering from 
  the effects of fatigue due to hunger and with 
  subdual damage equal to 1/3 of their hit-point 
  total rounded down. See PHB p 308 for fatigue 
  effects. Note: As well as resting for 8 hours in 
  game, PCs must also eat an appropriate meal to 
  remove these effects. 
  ♦ PCs who can cast create food and water or heroes 
  feast can declare at the start of the game that they 
  Under Naelv’s Hill 
   
  Page 55 
  
  have done so to help the needy. These PCs gain 
  charisma benefits from this act of generosity as if 
  they had paid for the next higher lifestyle. This PC 
  is assumed to have cast these spells immediately 
  before the adventure introduction begins. 
  Divination spells within Perrenland 
  At some stage the PCs may decide to cast some form of 
  divination magic. The following divination spells will 
  no longer function correctly in a Perrenland regional 
  scenario. They can still be cast but the follow effects 
  occur instead. 
  Speak with dead: The corpse lets out a deep groan and 
  says the following “Your doom is at hand 
  mortal!” and then implodes and turns to dust. 
  Divination: Works normally within a sanctified temple 
  of the caster’s god. Otherwise it causes the caster to 
  suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god. Otherwise it instead delivers a Sonic Burst 
  spell instead of a message. 
  Commune with Nature: Works normally if cast from a 
  Grove or similar natural holy place sacred to the PC. 
  Otherwise the PC receives the effects of a Doom spell 
  cast at 9
  th level and an overwhelming feeling that the 
  land is being blighted. 
  Dream: The PC suffers the effects of Nightmare at their 
  caster level. 
  Commune: Works normally within a sanctified temple 
  of the caster’s god. Otherwise it causes the caster to 
  suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
  Scrying and Scrying, Greater: The PC’s sensor ends up 
  in an unexpected place, the Scryer’s Hall in Dorakka. 
  Instead of seeing what they thought they would see 
  they instead see the following. 
  Your view is of a large flame lit cavern. Seated in a 
  semi-circle must be upwards of two-dozen Clerics 
  of Iuz, within the circle sits a further four clerics. 
  Your sensor is directly above the centre of the four. 
  They are looking directly at you. One of them 
  begins casting a spell and you instantly recognise it 
  as a summoning spell. What do you do? 
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium); see below. 
  APL 4: Summon Monster IV (Howler); see Monster 
  Manual pg 154. 
  APL 6: Summon Monster VI (Fiendish monstrous 
  spider, Huge); see below. 
  APL 8: Summon Monster VII (Babau); see Monster 
  Manual pg 40. 
  APL 10: Summon Monster VIII (Vrock); see Monster 
  Manual pg 48. 
  APL 12: Summon Monster IX (Hezrou); see Monster 
  Manual pg 44. 
  The PCs get no XP for this encounter as they could 
  have avoided it. The summoned monster will stay for 
  APL + 5 rounds. 
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god. Otherwise it 
  causes the caster to suffer from a blinding headache 
  and 1d4 points of temporary wisdom loss (recovered at 
  the rate of 1 point per turn).  
  Whispering Wind: The spell causes a loud popping 
  when it reaches its destination, and the air is filled with 
  quite a horrid stench in a 20ft radius. Its message is 
  lost. 
   
  Fiendish Medium Monstrous Spider: CR 1; 
  Medium 
  magical 
  beast 
  (Augmented 
  Vermin, 
  Extraplanar); HD 2d8+2; hp 11; Init +3; Spd 30 ft., 
  climb 20 ft.; AC 14 (touch 13, flat-footed 11); BAB/GRP 
  +1/+1; Atk +4 melee (1d6 plus poison, bite); Full Att +4 
  melee (1d6 plus poison, bite); Face/Reach 5 ft./5 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 5, darkvision 60 ft., spell resistance 7, 
  tremorsense 60 ft., vermin traits; AL NE; SV Fort +4, 
  Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump +0*, 
  Spot +4*; Weapon Finesse
  B). * See Monster Manual pg 
  288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; Huge 
  magical beast (Augmented Vermin, Extraplanar); HD 
  8d8+16; hp 52; Init +3; Spd 30 ft., climb 20 ft.; AC 16 
  (touch 11, flat-footed 13); BAB/GRP +6/+18; Atk +9 
  melee (2d6+6 plus poison, bite); Full Att +9 melee 
  (2d6+6 plus poison, bite); Face/Reach 15 ft./10 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 10, damage reduction 5/magic, darkvision 
  Under Naelv’s Hill 
   
  Page 56 
  
  60 ft., spell resistance 13, tremorsense 60 ft., vermin 
  traits; AL NE; SV Fort +8, Ref +5, Will +2; Str 19, Dex 
  17, Con 14, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump +4*, 
  Spot +4*). * See Monster Manual pg 288 for notes. 
   
  Under Naelv’s Hill 
   
  Page 57 
  
  Player Handout #1 – The Bulletin 
   
   
  Sanne Rhedesteyn of Gnomiskillin 
  village seeks brave adventurers to 
  recover the body of her brother, 
  Joris Rhedesteyn. 
  Substantial reward promised on 
  delivery of remains – URGENT 
  action required! 
  Under Naelv’s Hill 
   
  Page 58 
  
  Player Handout #2 – “An Overview of the Sepia Uplands” 
  By Hartmut van Woudenberg, Cleric of Delleb, 591 CY (Reproduced with permission of Bruce Legge)
  North of the Clatspur mountains, between the shores of Lake 
  Quag and the Vesve Forest, lies an area of high hills known as 
  the Sepia Uplands. This is currently a no-mans land, 
  inhabited by a diverse group of peoples, with many different 
  backgrounds and agendas of their own. The region also hosts 
  a wide array of hazards, both natural and un-natural, with 
  swamps, badlands and valleys that are maze-like in their 
  complexity. 
  The history of the region goes back into the mists of time, 
  when the Ur-Flannae inhabited the area. The best known 
  example of Ur-Flannae influence is Penrican Keep, a fortress 
  in the north-eastern corner of the Uplands that dates back to 
  those times. Little remains from so long ago, with the fortress 
  having been over-run or abandoned, demolished and rebuilt 
  on numerous occasions. Rumours abound that deep within 
  the mesa on which the fortress is built, the magic of the Ur-
  Flannae still lingers.  
  Penrican Keep is now occupied by the Auszug (Perrenland 
  army). It keeps a watch on the Vesve and the nomads to the 
  north. The usual route from Traft to Penrican Keep is around 
  the north-eastern shore of Lake Quag then along the 
  northern edge of the Uplands – a journey of some 200 miles. 
  Dwarfs inhabit the north-western portion of the Uplands. 
  Their twin fortresses of Brock’s Aerie and Bitter Pass guard 
  passes into the Uplands, and have good views out over Lake 
  Quag and the lands of the Wolf Nomads to the north. The 
  inhabitants of this area are somewhat xenophobic, and 
  Perreners are not allowed past the forts. The Dwarfs suffered 
  greatly at the hands of the Relentless Horde, but held their 
  own. Some dwarfs that fought in those wars are still alive 
  today, and are wary of all humans. 
  Gnomes inhabit various areas within the Uplands, but are 
  more concentrated in the eastern half, where there are rich 
  mineral deposits. These Gnomes have more of an affiliation 
  with the elves of the Vesve than with the people of 
  Perrenland, although they do trade with Penrican Keep and 
  the humans in the western parts of the Sepia. A trade route 
  runs from the Gnomish village of Gildenhand, along the 
  eastern edge of the Uplands, north to Penrican Keep and 
  south through Gorbruchekin, Glatsrout, Lunadore, and on to 
  Highfolk. 
  In the wooded valleys of the southern Sepia live several 
  groups of Halflings. These people are quite isolated and have 
  a primitive culture. They are nomads who wander from valley 
  to valley. To the west of their lands the forest is dark and 
  menacing, with many hazards for the unwary. 
  Elves of various sub-races live in the Uplands. High elves, 
  Grey elves and Wild elves (or Grugach) have all been seen, 
  although where exactly they live is unknown. It is known 
  that several groups of elves abandoned their lands in the 
  Clatspurs when the Aerdi invaded that area around 100 CY, 
  and they are thought to have re-established themselves in the 
  Sepia. The elves of this region are all elusive and reclusive 
  and little is known about them. Some travellers tell tales of 
  Dark elves (or Drow) being seen in the region, but these 
  reports are unconfirmed and probably false – travellers that 
  see true Dark elves generally do not live to tell the tale. 
  The towns of Kottsmort, Horstham and Vostrem are the 
  main human habitations, along with a Druid enclave near 
  Ehlonna’s Mount. The towns serve the miners, hunters and 
  trappers that live in the central-western Sepia. The people are 
  generally an independent lot, with most of them having 
  moved here from Traft canton or the Clatspurs. Various 
  groups of outlaws and brigands also live in the Uplands, 
  along with others that have ‘gone native’. 
  In the last few decades, including the time when most of the 
  rest of the Flanaess was involved in the Greyhawk wars, the 
  population of Perrenland has increased rapidly. This was 
  caused by an influx of refugees, as well as a substantial 
  increase in the number of mercenaries, both active and 
  retired, that now call Perrenland home.  
  This increase in population has put pressure on the more 
  traditional habitable areas of Perrenland, and many people 
  are now looking north to the Sepia, as a possible place of 
  settlement. The Sepia has never been part of Perrenland, but 
  there were clan folk there before the Relentless Horde came 
  south and wiped most of them out. The Gnomes and Dwarfs 
  of the region were more successful in combating the nomad 
  incursions, and now the Sepia mostly belongs to them. 
   
  Under Naelv’s Hill 
   
  Page 59 
  
  Player Handout #3 – Sanne’s Note 
  [The first half of the note is a series of directions through the countryside to Naelv’s Hill. The second half reads as 
  follows.] 
  East end of the barrow-mound – the standing stone marks the entrance to 
  the doorway. 
  Wait until midnight has passed. Say words. 
  WREGA! ONWEO! ONHLIDA! THRINGA! 
  (Ur-Flannae – Old Flan. Translates as “I wake! I uncover! I reveal! I force open!”) 
  Fog comes down, clears away – guardian (giant woman) before the door. 
  Riddle-game. 
  Go through the door – remember to take torches! Dark inside. 
  First door locked, trapped with magic. Mogin broke the spell? Joris 
  behind locked door. 
  Second door not locked – NAELV behind door. Burial chamber, treasure 
  hoard through door? 
  Fog goes at dawn – door disappears. Don’t stay inside too long!  
  Under Naelv’s Hill 
   
  Page 60 
  
  Player Handout #4 – The Guardian’s Riddle 
   
   
  A creature came floating over the waves, 
  She cried her beauty from ship to shore, 
  Calling loudly; her laughter was terrible 
  And fearsome to hear; her edges were sharp. 
  She was so fierce – slow to engage, 
  Savage in the fight; she stove in ships’ sides. 
  She bound them with a baleful charm, 
  And spoke: “My mother is also my daughter, 
  Known by all people as she falls on the Oerth, 
  Loved in every land. What am I?” 
  Under Naelv’s Hill 
   
  Page 61 
  
  Feedback on Game Play Events during Under Naelv’s Hill 
  As an author, I like to receive feedback on how players responded to the situations presented in this scenario so that I 
  can take general trends among the players into account when writing future scenarios. Please answer the following 
  questions after every game table of “Under Naelv’s Hill”, and forward the results to Gary Johnson at 
  garyjohnson@uq.net.au. 
  1. 
  Did the characters meet Haus Karpathian at Traft City? Yes or No? 
   
  2. 
  Did the characters interact with villagers at the Naming Party? Yes or No? 
   
  3. 
  Did the characters attempt to solve the Guardian’s riddle? Yes or No? 
   
  a. 
  If Yes, did they attempt to solve the riddle as players or as characters? 
   
  4. 
  How did the characters deal with Naelv? Did they kill him, defeat him, or run away from him? 
   
  a. 
  If they did not kill Naelv, what happened? 
   
  b. 
  Did the characters return to Naelv’s Hill at a later date? Yes or No? 
   
  5. 
  How did the characters get out past the Guardian? Did they kill her, subdue her, evade her or bypass her? 
   
  6. 
  How did the characters deal with the four toughs? Did they kill them, subdue them, evade them or negotiate 
  with them? 
   
  7. 
  How did the characters negotiate with Joop? Did they meet her demands, force her to meet their demands, or 
  refuse to meet her demands? 
   
  8. 
  Are there any comments you would like to make about this scenario? 
   
  Thanks in advance for your responses and your feedback. I hope that you and your players had an enjoyable game 
  session. 
  Under Naelv’s Hill 
   
  Page 62 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/596/Normal Scenarios/PER6-02 - Under Naevl's Hill (APL 4-12)/PER6-02 Under Naelv's Hill.pdf