TEXT: BDK5-04 
   
   
   
   
   
   
   
   
   
  A Leather Bound Tome 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Jason A. Covitz 
   
  Contributors: Casey Brown and Britt Frey 
  Playtesters: Tom Thowe, Jon Cary, Robert Pastorius, and Doug Cowell 
  Reviewed by Chris Tulach 
   
   
  A letter from a previous acquaintance sends you on travels of exploration and discovery in the Warfields. When you 
  have multiple options, how do you determine which choice could save the region, or doom the world? A Bandit 
  Kingdoms adventure for APLs 6-12. Part Two of The Cold Dead Hands Series. 
  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. © 2005 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 
  brittfrey@gmail.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  
  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, 2006.  
   
  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: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely 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 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.  
  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 
  BDK5-04 A Leather Bound Tome 
   
  Page 2 
  
  3. 
  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. 
  4. 
  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:  
  1. 
  Enlist a sixth player. 
  2. 
  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 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms 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 
  In the previous adventure (BDK05-01 The Body) the 
  adventurers discovered a mysterious mummified body 
  that emanates magic and appears to be unaffected by 
  time and decay. 
   
  Through their investigations, they were able to 
  determine that the body came from a mysterious 
  location in the Fellreev, a place named Nerull’s Bane. 
   
  It quickly became apparent that other interested 
  parties were in pursuit of the body and the knowledge 
  that went with it. Agents of High Lady Xavendra, co-
  ruler of the Northern Alliance, attempted to persuade 
  the adventurers into surrendering the body, to no avail. 
  In the ensuing melee, the body was withheld from the 
  minions of the Pale Lady. 
   
  During their exploits, the previous adventurers 
  were aided by the mysterious bard Oytens, who was 
  able to help in their hiding of the body, either by their 
  hands or her own. Several of the adventurers could still 
  have the body to this day. 
   
  At the end of the adventure, Oytens and the 
  adventurers went different ways, with Oytens 
  promising to search for additional knowledge of the 
  body and this place called Nerull’s Bane. The 
  adventurers have waited nervously to be contacted 
  once again by the mysterious bard. 
   
  This adventure, A Leather Bound Tome, begins 
  with just such a contact by Oytens. 
   
  Adventure Summary 
  Introduction 
  The story starts with the party receiving a letter from 
  Oytens about a mystical body they found in a previous 
  adventure. (BDK05-01 The Body) 
   
  Encounter One 
  The characters travel to the Warfields in search of the 
  bard, meeting her in an abandoned copper mine. She 
  provides them with knowledge she has discovered 
  about the body, and the location of a source of 
  additional knowledge, a tome of mystical knowledge, 
  in the keep at Wormhall. 
  BDK5-04 A Leather Bound Tome 
   
  Page 3 
   
  
   
  Encounter Two 
  Abarra assassins, seeking out the body for an unknown 
  employer, attack the party within the mines. 
   
  Encounter Three 
  The party travels to Wormhall in order to procure the 
  tome. They see the blight brought on by the keep and 
  its inhabitants. 
   
  Encounter Four 
  A negotiation with the ruler of Wormhall (Horrace) 
  ensues, with the PCs required to travel to Steelbone 
  Meadows to complete a task in exchange for access to 
  the tome. 
   
  Encounter Five 
  Traveling with the adventurers, an aid (Nerzan) to the 
  ruler of Wormhall imparts some knowledge to those 
  who would listen. 
   
  Encounter Six 
  Crossing a river, the PCs are embroiled in a three-way 
  battle with Corleryn leading a force of undead, and 
  Verchin, a Fellreev druid, leading the forces of nature. 
   
  Encounter Seven 
  The PCs reach their destination, an abandoned temple 
  possibly explored in an earlier adventure. (BDK01-04: 
  Angry Bones). A central temple is guarded by undead 
  that don’t harm the PCs. The PCs have the option of 
  destroying That Which Sleeps, but are deceived by 
  Nerzan and then set upon by the undead. 
   
  Conclusion 
  Several outcomes are possible based on where the body 
  is now located, and what the party did at the 
  abandoned temple. 
   
  Regional Warning 
  Please remember that things are different in the 
  Bandi  Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is 
  the right thing to do?’ in a given situation, but 
  rather ‘What will be the ramifications of any 
  decisions I make? Whose bad side do I not want to 
  be on?’, and ‘When will I need to call in a favor?’ 
  Remember, everything’s negotiable, and some 
  things are more negotiable than others. 
  t
   
   
   
  Introduction 
  It has been a hard month in the Bandit Kingdoms. 
  The spring showers are battling with the heat of the 
  early summer, creating large thunderstorms that 
  sweep up out of nowhere and then disappear just as 
  quick. 
   
  Earlier this week, you received a letter from 
  Oytens, a bard whom you met on an earlier 
  adventure. It was somewhat cryptic but hit on a few 
  key points that you decided couldn’t be left to “less 
  competent” adventurers. 
   
  Today is the eleventh of Planting, and as a 
  result you are headed to an abandoned mine near 
  the Charging Boar Inn for an evening rendezvous 
  with Oytens. During your travels, you’ve run into 
  several other adventurers who have also had a 
  relationship with Oytens and, since you need to 
  meet the bard this evening, you are hurrying your 
  mounts along, trying not to draw too much 
  attention to yourselves. 
  The PCs should take this opportunity to introduce 
  themselves to each other. Ask each player if their PC 
  belongs to any BK meta-orgs and, if so, which one(s) 
  (have them write this information on slips of paper to 
  maintain secrecy). 
   
  Provide the PCs with a copy of the letter from 
  Oytens based on whether they played the first mod, 
  and depending on if they have the body. 
   
  Encounter One: 
  Rendezvous with Oytens 
  The PCs have two options on where to meet Oytens, 
  The Charging Boar Inn or the Copper Mines. 
   
  1. 
  The Charging Boar Inn – If the PCs decide to 
  meet Oytens at the Inn, when they make contact, 
  she quickly ushers them upstairs and scolds them 
  for not keeping a low profile. She then hurries 
  them off without any details, saying she will meet 
  them at the appointed time (dusk) and place 
  (copper mines). 
   
   
  As a result of this contact, the PCs have been 
  noticed by the forces of Abarra, who will send 
  additional assassins to the mine (add 2 assassins to 
  the attack). Below is some basic information on 
  the Charging Boar Inn.  
   
   
  This is an optional encounter, so push PCs 
  along, as necessary. 
   
  BDK5-04 A Leather Bound Tome 
   
  Page 4 
   
  
  A few days ride southwest of Rookroost, two days 
  north of Steelbone Meadows, and two days south of 
  Fleichshriver, the inn’s location is remote. Despite 
  that, the inn is easily as large as many 
  establishments in the Free City, the sheer size of 
  the place is amazing. The roadside inn has a large 
  taproom that could hold one hundred people when 
  full! 
   
  The fortified inn, being on the “road” to 
  Wormhal , appears to be frequented by merchants 
  looking for a soft bed, as well as recruiters for the 
  Army of the Warfields. 
  l
  ,
  l
   
  t
  l
  l
   
   
  Several barmaids work the inn while a burly 
  ogre of a man, nearly seven feet tall and built like a 
  keg on stands, works the bar. He is a middle-aged 
  Flan, clearly an ex-adventurer, and you hear 
  someone address him as “‘Berek.” 
   
  The crowd is a somewhat rowdy tonight as 
  many laborers play cards, toss dice, and arm 
  wrestle.  
   
  A Knowledge (local - Iuz’s Border States) check will 
  reveal the following information about the inn: 
  DC 10 Refugees from Zelosus have settled in the 
  area, increasing Berek’s business thrice-fold in 
  the last few years. 
  DC 15 The inn is considered neutral ground by most 
  non-Iuzian 
  factions, 
  with 
  all 
  parties 
  respecting it as a place to make peaceful 
  contact and rest. 
  DC 18 The Army of the Warfields quietly keeps a 
  presence in the inn to ensure that no one 
  causes problems for Berek. 
  DC 20 Occasionally, the Fanlareshen elves, usually 
  led by Osiric Coreandor, visit the inn to meet 
  contacts, trade in information, weapons, etc. 
   
  2. 
  The Copper Mines 
  After some light investigation  you are able to 
  locate the abandoned mine that Oytens described 
  in her letter. The two entrances, one with rusting 
  tracks, and one clearly for the miners, are well 
  disguised by the growth of wildlife. If she hadn’t 
  directed you to the location, you might well have 
  never known a mine existed here at al . 
   
  The wind and rain are starting to whip up 
  again, foretelling another summer storm this 
  evening. With the heavy cloud cover, dusk comes 
  quicker than anticipated. 
   
  Per the message, you find a copse to screen 
  your mounts, and move into the abandoned mine, 
  so as not to draw undue attention to yourselves. 
   
  If the PCs decide to Track: 
  DC21 You find a set of boot prints made five or six 
  days ago that comes from and returns to the 
  Southeast. The boots appear to be devoid of 
  any marks indicating wear. The wearer was 
  a smaller humanoid, lightly encumbered. 
  The boot prints enter the southern-most 
  entrance to the mine. 
  Note: Oytens has been here recently wearing her new 
  boots. She was here 6 days ago, and inspected 
  the central cavern using the non-tracked 
  entrance tunnel. The boot prints tracks come 
  from and towards the general direction of The 
  Charging Boar Inn. 
  DC25 You find additional prints made four or five 
  days ago that come from the Southeast, 
  enter the mine at the two entrances, and 
  than proceed to another entrance farther 
  east. The prints are humanoid, made by a 
  soft boot or moccasin. The wearer appears 
  to have walked ligh ly, primarily on the 
  balls of his feet. 
  Note: An Abarra assassin was here 5 day later, after 
  following Oytens to and from the Charging 
  Boar. He investigated all three entrance 
  tunnels, and left to the north. The tracks 
  disappear to the north after several hundred 
  yards. (Abarra assassins have completely 
  disguised their whereabouts) 
   
  Roughly one hundred feet into the mine, you see 
  that the passageway opens into a large, natural 
  cavern, roughly fifty feet across, with two 
  additional entrances. The ceiling is seems low to 
  those not used to being in a mine, but is in reality 
  ten feet above the floor. Two sets of rickety-looking 
  tracks cross a fast flowing under-ground stream, 
  frothing with rage. 
   
  Allow the PCs to investigate the area if they desire. 
  Oytens has instructed them to locate her in the 
  entrance. The passageway to the northeast leads out to 
  another screened entrance, and the passageway to the 
  southeast leads further into the mines. 
   
  Allow PCs Listen checks to detect Oytens as she 
  comes in, (DC15, DC10 if she is carrying the body). 
   
  Roughly a half-hour after you arrive, you hear some 
  shuffling coming from the main entrance. Coming 
  around the corner is a striking human woman 
  about five feet six inches tal . Her ong brown hair 
  flows effortlessly over a worn green patched cloak. 
  A glance back over her shoulder reveals a bright 
  emerald dress and new leather boots. 
  BDK5-04 A Leather Bound Tome 
   
  Page 5 
   
  
  If none of the PCs have the body from BDK05-01: The 
  Body: 
   
   
   
  f
   
  .”
  l.
  She is carrying a large object over one shoulder, 
  wrapped in a faded brown tarp, which cannot be 
  mistaken for anything besides a body. 
   
  Oytens stops when she gets to the center of the river 
  between the two bridges on the north side of the river. 
  Allow the PCs to set up as they see fit, or take any 
  precautions that might be of value. 
  What do you want us to do?  
  “Through my inquiries, I have determined that 
  there is a tome in the possession of the Baron of 
  Wormhall that will provide knowledge on how to 
  explicitly return this body to a place called Nerull’s 
  Bane. All of the divinations that I’ve been able to 
  complete have pointed to unending disaster if the 
  body is not returned there soon.  
   
  If you are able to obtain the tome, perhaps we 
  can discern some way in which to avert the disaster, 
  whatever that might be. The tome is entitled ‘The 
  Last Tome of Zenam.’ It is a large, aged, leather-
  bound 
  tome. 
  I 
  believe 
  it 
  provides 
  critical 
  information on Nerull’s Bane. Meet me at the 
  Charging Boar once you have the tome.” 
   
  What can you tell us about Wormhall? 
  “Wormhall is a decaying limestone citadel on the 
  western edges of the Barony of Wormhall. It rests 
  on the shores of the Ritensa, where a large tributary 
  joins the river from the east. Large worms crawl 
  through the walls of the keep, and rumors abound 
  that Kyuss is somehow involved in the affairs of the 
  land. 
   
  The last couple of times that I have ventured 
  through that land, I have noticed a diminished 
  presence of Old Wicked, so much so that on my 
  most recent visit, I don’t remember seeing any of 
  his forces at all.”  
   
  Who rules Wormhall? 
  “Who rules Wormhall is often disputed. A 
  mysterious group called the Silent Masters were 
  said to rule prior to the arrival of the Old One’s 
  forces, through a mouthpiece named Baron Oltagg.  
   
  When Wormhall refused to submit to the Old 
  One’s rule, Baron Oltagg was publicly executed. His 
  still-beating heart is on public display in the 
  Barony’s central village, Obresthorp. A priest o  the 
  Old One’s named Horrace was installed in his 
  place. Mysteriously, the Faceless Masters were not 
  removed from Wormhall. In addition, I’ve heard 
  that the priest Horrace has begun to call himself 
  Baron Horrace. ” 
  What can you tell me about the Faceless Masters? 
  “It is believed that the Faceless Masters are actually 
  a pack of vampires that have held sway in the 
  region for centuries, who have used their mental 
  powers to control the Barons of Wormhall  
   
  Can we see the Body? 
  Oytens unwraps the corpse. You note that the body 
  is a well-preserved mummified corpse of a human 
  male, approximately five foot nine inches tal  
   
  PCs investigating the body can learn the following 
  information: 
  • 
  The body appears particularly invulnerable to 
  physical damage. Weapons and blows damage it, 
  but it slowly heals any wounds. 
  • 
  All spells are blocked as if by spell immunity. 
   
  Heal 
  DC20 There are many different techniques used when 
  embalming the dead, and even just to 
  mummify them. This body is unusual in that it 
  does not bear the markings that indicate that 
  internal organs were removed (such as the 
  brain or the heart). 
  DC25 It is impossible to identify how long ago this 
  corpse 
  was 
  mummified. 
  Aside 
  from 
  dehydration, there is no deterioration of the 
  body from rot or vermin. 
   
  Knowledge (History) or Bardic Knowledge 
  DC20 The dressings of the mummy are typical of those 
  used by the Rovers of the Barrens, although 
  this particular specimen is done in a 
  particularly archaic fashion. 
  DC30 Based on the dressings and decorations on this 
  corpse, it is nearly a thousand years old. 
   
  Knowledge (Local – Iuz’s Border States) or Bardic 
  Knowledge 
  DC 10 The Mummy is obviously Flan – although the 
  body is desiccated, you can clearly see the 
  broad cheekbones and even in death tit retains 
  a dusky color in it flesh. 
   
  Spellcraft (in conjunction with Detect Magic) 
  DC21 There are overwhelming conjuration and 
  necromantic auras on the corpse, although 
  specific spells cannot be discerned. 
  BDK5-04 A Leather Bound Tome 
   
  Page 6 
   
  
  DC25 There is actually only one aura on the corpse – a 
  single spell that contains both conjuration and 
  necromantic effects. However the spell is not 
  something you can identify. 
   
  Note: A lot of the information regarding the corpse is 
  left intentionally vague in order to enable the judge to 
  play the future adventures in the series. The main 
  thing to understand are that the corpse is mysterious, 
  and probably quite valuable (either for religious, arcane 
  study, or other reasons). 
   
  The magic on the body is very powerful and 
  unidentifiable. The PCs should be encouraged to 
  speculate, but ultimately the secret of the body remains 
  to be revealed at a future date. 
   
  What can you tell us about the Body? (She will ask to 
  inspect it if the party has it) 
  “It appears to be giving off some sort of posi ve 
  energy. This force appears to be growing noticeably 
  stronger with time.” 
  ti
   
  l
  f
   
  What can you tell us about Nerull’s Bane? 
  “Nerull’s Bane is a location magically protected 
  where several ancient tribes used to store their 
  dead. The exact location and entrance have been a 
  mystery for hundreds of years, but the letter that 
  you discovered last month indicates that it has been 
  found. In addition, there are hundreds, thousands, 
  or possibly tens of thousands of wel -preserved 
  bodies stored there.” 
   
  Why are you so jumpy? Do you believe you were 
  followed? (She glanced over her shoulder coming in, 
  and DM’s can role-play her being fidgity.) 
   
  “For the last couple o  days, I believe like I’ve 
  been being watched. It started six days ago when I 
  confirmed that this copper mine was still 
  abandoned.” 
   
  Allow the PCs to take defensive measures based on this 
  information, although do not prompt them to do so. 
   
  Find out how the party is transporting the body. It 
  will no longer go into extra dimensional spaces, and 
  magic does not work on it, functioning like spell 
  immunity (this includes teleportation magic). 
   
  Encounter Two: 
  Abarra Strikes! 
  Note where the party is located and what preparations 
  they have up, like alarm spells, etc.  The assassins will 
  strike from the two western entrances and the 
  northeast entrance. They have used magic to prepare 
  for the attack, and this is reflected in their stat blocks.  
   
  They followed Oytens here previously when she 
  scouted the terrain, and again when she left the inn 
  tonight. As a result, they are very familiar with the cave 
  layout. 
   
  Logistically, they will move in to sneak attack 
  their adversaries, again focusing to take down the 
  weakest targets, mages, etc. PCs will get a listen check 
  to hear them (DC vs. Move Silent, -2 for rushing 
  stream if in the cavern, -1 for every ten feet). Also, PCs 
  will get a Spot check against their invisible foes. PCs 
  that make either check will get to act on surprise round 
  as detailed below. 
   
  If the PCs took preventive actions, setting alarms, 
  stationing PCs at lookout, adjust the checks 
  accordingly. Give the PCs the benefit for making such 
  tactical decisions, even if it costs the assassins some 
  measure of surprise, as this is smart play. 
   
  Tactics: 
  Assassins move to edge of room (PC’s get Listen/Spot 
  Checks) 
  Assassins take surprise action (Attack PCs) 
  Go to normal Initiative 
   
  As you contemplate the words of Oytens, you hear 
  motion from besides you as one of your 
  companions is attacked! 
   
  Several humanoid figures in dark, tight-fitting 
  clothing surround your party, with short swords in 
  each hand. Their faces are shielded by masks, 
  leaving only their eyes exposed. 
   
  Each black-clad figure bears a small badge in 
  the shape of an anarchic ‘A’ on their left shoulder. 
  They attack quickly and silently, yet their attacks 
  are well co-coordinated. 
   
  A Knowledge (local – Iuz’s Border States) or Bardic 
  Knowledge check will reveal: 
  DC20  
  These are Abarra assassins, perhaps the best 
  assassins on Oerth.  
  DC25 
  Not much has been heard from Abarra since 
  the Old One conquered the Combination. No 
  one’s sure if their leader, Rhelt Kor, survived. 
   
  Tactics: 
  During combat, the Abarra assassins goal is to disable 
  the party and take the body. They focus on visible spell-
  casters, weak links, or who they can reach. They focus 
  their attacks by flanking, NOT by splitting up to cover 
  each party member. Once someone drops, they move 
  en masse to attack the next closest, weakest looking 
  target. 
  BDK5-04 A Leather Bound Tome 
   
  Page 7 
   
  
   
  Note: 
  • 
  If the PCs went to the inn then the combat is 
  upgraded by two rogues 
  • 
  The Rogues are out to capture the body, and have 
  been designed as such, using saps 
  • 
  Designating each group of rogues as an initiative 
  adds to the realism. 
   
  APL6 (EL9) 
  3
  rd Rogues (4 or 6): hp 15: See Appendix 2 
   
  APL8 (EL11) 
  5
  th Rogues (4 or 6): hp 25: See Appendix 2 
   
  APL10 (EL13) 
  7
  th Rogues (4 or 6): hp 35: See Appendix 2 
   
  APL12 (EL15) 
  9
  th Rogues (4 or 6): hp 45: See Appendix 2 
   
  Development: If defeated, the assassins will not move 
  in to kill downed PCs. They can continue on their 
  quest, but the assassins have the Body. If the PCs allow 
  any of the assassins to escape, they earn the Enmity of 
  the Abarra assassins. 
   
  As the last of the cloaked figures falls you survey 
  your party’s situation. 
   
  Problem solving: 
  • 
  The Assassins have been specially conditioned not 
  to reveal information and resist under any normal 
  circumstances. 
  • 
  This story is about the PCs quest for the Tome, not 
  determining the whereabouts/knowledge of the 
  Abarra assassins. 
  • 
  If the assassins escape with the body they are 
  similarly untraceable through normal or magical 
  means. A locate object spell will not locate the 
  body. 
   
  Development: If the Body is taken, Oytens will have 
  the party continue on in search of the tome, while 
  she’ll find out where the body has been taken. 
   
  Encounter Three:  
  Travel to Wormhall 
  As you travel towards Wormhall, a heaviness settles 
  on your heart. The terrain becomes increasingly 
  bleak, as the sparse lands give way to desolation. 
  Trees 
  become 
  twisted, 
  the 
  grass 
  becomes 
  blackened, and the sounds of nature begin to 
  become increasingly rare, until they cease all 
  together. On the bright side, you have not seen a 
  single Iuzian patrol during your trek. 
  After four days of travel, only the importance 
  of your quest and the trudging of your mounts keep 
  you moving in the direction o  Wormhall. As late 
  afternoon arrives, the setting sun is accompanied 
  by a thick murky mist that seems to envelop you 
  and your party. After another hour, the mists part 
  sudden y revealing a vision of your goal. 
  f
  l
  li
  l
   
   
  i
  f
  The keep you see before you is a picture out of 
  legend, or horror. Four brutish towers, made of 
  pocked mestone, guard a squat central keep, with 
  one large spire. A thick, soupy fog swirls around the 
  towers and the keep, giving it the appearance of 
  motion. The stench of decay and stagnant water 
  begins to assay your senses, and the silence is 
  deafening. Even the rushing waters of the Ritensa, 
  not much further west, are silent. 
  A large, threatening, iron gate rests open in the 
  southern-most wal . A trickle of merchants, 
  servants, and guards moves to and from the gate. 
  None appear to be pleased either entering or 
  leaving. Three human guards dressed in ragged 
  heavy 
  armor, 
  and 
  armed 
  with 
  spears 
  and 
  longswords, watch over the flow, questioning 
  individuals briefly. They are not in the livery of the 
  Old One.  
  The following assumes that the PCs walk right up to 
  Wormhall’s gates to enter the keep. Higher level PCs 
  might try to teleport, dimension door, etc. past the 
  walls, or they might be disguised to look like peasants. 
  If they do, assume the PCs are spotted by a guard patrol 
  (three humans), who asks them to accompany them. 
  Proceed to the meeting with the Baron. 
  As you approach the keep’s gates, you realize that it 
  isn’t the swirling mist that gives the keep the 
  illusion of motion, but the large worms that make 
  their way constantly through the l mestone pocked 
  walls of the tower and keep. You’ve never seen 
  anything like this, and on this magnitude it makes 
  you want to wretch. Diverting your gaze, you focus 
  on the gate, and walk forward. You realize that your 
  clothes, armor, and weapons make you stand out 
  like a ghost in a Temple o  Pelor. 
  “’ere now, you lot don’t look to be from around 
  ‘ere. States yer names and bizness,” says one of the 
  human guards.  
   
  BDK5-04 A Leather Bound Tome 
   
  Page 8 
   
  
  Allow the PCs to respond however they see fit. The 
  guards are interested in the PCs only because the 
  Baron has recently ordered that any adventurers be 
  brought to him. The PCs’ arms and armors should 
  make them stand out enough. If disguised as peasants, 
  the guards do not recognize them and refuse them 
  entrance. The guards are in no mood to talk about the 
  history of Wormhall, its worms, Kyuss, Iuz, etc. 
  Attacking the guards without provocation is an evil act. 
   
  “Right then. Well, you lot need to follow me. All 
  visitors must check in,” the guard says, before 
  turning to shout up to a window in one of the 
  adjoining gate towers. “Oi! Orik! Send down Sal to 
  cover fer me while I escort these folks up to see the 
  boss!” The guard gets a “yeah, yeah” response from 
  an unseen soldier in the tower. Security around 
  here doesn’t strike you as being particularly 
  organized. 
  After a few moments, another guard arrives 
  from inside the keep, and your guard leads you 
  through the gates to the courtyard beyond. Of note 
  in the courtyard is the gargoyle shaped fountain 
  stained with mineral deposits. The granite seems to 
  be free of worms, and the water appears to be fresh.  
  Here and there, peasants and guards wander 
  about the large central courtyard, running errands 
  known only to them. It really is striking just how 
  quiet it is, the inhabitants almost seem to avoid 
  talking, muttering only the quietest, ”’scuse me” 
  and “mind yer step” when ever you cross their path.  
  Your guard leads you past the fountain towards 
  the central keep, where two more guards open the 
  keep’s outer doors without a word. A large entrance 
  foyer, its walls crawling with worms, looms ahead. 
  The light from the torches seems dimmed, and 
  hushed. 
  Half-way down the entrance hall, your guard 
  leads you up a set of stairs. The staircase is so 
  narrow that your elbows are mere inches away from 
  the crawling worms, and you’re pretty sure that the 
  guard’s scabbard just knocked a few of them off the 
  wall. He appears unconcerned by their plight. 
   
  ti
   
   
  f
  l
  Ask the PCs if any of them want to step on the worms, 
  or to knock more off the walls. Use this to play on their 
  fears, but if they want to crush one, or even to collect a 
  specimen, nothing happens. The guard doesn’t care 
  what happens to the worms, he knows from a lifetime 
  of experience that there are millions more. 
   
  At the top of the staircase is a massive oaken 
  double-door, each door decorated with a large 
  copper doorknocker shaped in the form of a fist 
  clutching a writhing snake-like creature. The 
  copper is corroded, green, and flaking. The 
  guardsman knocks twice using one of the knockers, 
  and then shoves one of the doors open without 
  wai ng for a response, throwing his shoulder into 
  moving the heavy wooden door. 
   
  Encounter Four: Discussions 
  with Horrace 
  The chamber beyond is a large audience chamber 
  made completely of dark marble. It is about forty 
  feet wide and approximately seventy feet long. 
  Large pillars line the hall, holding aloft the arched 
  ceiling above. Dim torches mounted along the 
  pillars throw deep shadows along the walls and into
  the heights of the vault, giving you an unsettling 
  feeling o  being in a tomb. The porous limestone 
  and the corresponding worms do not appear to 
  have penetrated this far into the keep. 
  A tal , lanky human male slouches on an 
  intricate throne resting precariously on the edge of 
  a raised stone black dais. His red and black robes 
  hang loosely on this thin frame. His skin appears as 
  soft white wax, slack on his bones. His eyes are 
  shut, but are underlined by dark rings. With a 
  hacking cough he stirs as you enter the room, and 
  says, “Who disturbs the troubled rest of Baron 
  Horrace?” 
   
  Split personality: 
  • 
  Horrace’s torment has created a two fractured 
  personalities 
  • 
  To depict this, the DM should portray the 
  following two personalities. 
  • 
  When talking to the PCs, interrupt yourself by 
  starting a secondary conversation using different 
  mannerisms with a second PC 
  • 
  The two conversations can include the same 
  information, but should shift back and forth 
  without significant warning 
  • 
  The first personality is of Baron Horrace – regal, 
  clean conversation, direct and to the point. This 
  can be portrayed by treating the adventurers as if 
  they are subjects. Be commanding, and clean in 
  your dealings with them 
  • 
  The second personality is of the broken Iuzian 
  priest Horrace – slouch in your seat, look over 
  your shoulder, speak in a hushed gravelly voice, 
  speak of distrust, penetrating eyes, etc. 
   
  Motivation for Horrace: 
  BDK5-04 A Leather Bound Tome 
   
  Page 9 
   
  
  • 
  Horrace was sent to Wormhall by Iuz to govern 
  the nearby lands 
  • 
  Horrace, after long exposure to the Faceless Ones, 
  appears to be in the final throws of being broken 
  • 
  Horrace refers to himself as Baron Horrace, often 
  in the third person 
  • 
  Horrace no longer remembers any of his former 
  priestly devotion to Iuz 
  • 
  Horrace would like to free That Which Sleeps in 
  order to further distract Iuz from focusing on 
  Wormhall 
   
  As the PCs tell of their need for the book: 
  “Ah, well that is interesting. I have been visited by 
  other interested parties recently, so it appears as if 
  this book is increasingly valuable. However, none 
  of the others were willing to do my biding, so left 
  empty handed. For now, the book s avai able, 
  although I assume other interested parties will be 
  forthcoming. Perhaps they will be willing to do 
  what must be done to obtain access to the tome.” 
   
  i
  l
  t
   
  l
  l-
   
  l
   
  As the PCs inquire of Lord Horrace’s bidding: 
  “If you wish to gain access to the tome, then you’ll 
  have to journey to Steelbone Meadows. There is an 
  ancient temple there to some forgotten god. A 
  creature of darkness is in the process of freeing 
  itself, and I am no  up to dealing with it myself 
  right now, as I have other concerns on which I 
  must focus. Since it is a creature of shadow, positive 
  energy and necromantic effects can be used to 
  harm it, similar to how undead can be turned or 
  living creatures healed. 
  While it hasn’t freed itself yet, it appears as a 
  long writhing snake, which makes it vulnerable in 
  its current form. However, should it escape, the 
  harm that it could inflict would be immeasurable. 
  Thus I am asking you to proceed there, destroy it, 
  and return here for your reward, the book you 
  speak of. I will send my aid, Nerzan Vlas, with you 
  to verify your accomplishment. Obviously, any 
  harm that should befall him, I will ho d you 
  personally accountable for. Interested?” 
   
  If the PCs ask to Sense Motive (DC20), they can 
  determine that Horrace is holding some additional 
  information back. Remember, you the DM roll the 
  PC’s Sense Motive check, to avoid letting the players 
  meta-game. 
   
  Development: If the PCs decline, the Baron chuckles 
  and asks the guard to escort the PCs out of the keep. 
  The PCs are free to proceed to Steelbone Meadows on 
  their own, but they will be going alone and will not be 
  able to gain access to the tome.  
   
  If the PCs agree, the aid enters the room from a side 
  door.  
  Nerzan Vlas is a pinch-faced human, about five feet 
  two inches in height. He slouches, making him 
  appear even shorter. His skin is pale and dry, 
  reminding you of aged parchment. Nerzan’s voice 
  is high pitched and wheezy. He has a hacking, 
  phlegm-ridden cough, that you only can hope isn’t 
  contagious. How he ever became aid to Baron 
  Horrace, you have no idea. 
   
  Why would people be interested in Nerull’s Bane? 
   
  Grinning, Horrace starts, “You are pretty 
  inexperienced adventurers aren’t you? What do you 
  think that you could do with thousands of wel
  preserved corpses?” 
   
  If the PCs still don’t catch on: 
   
  “With an army of corpses, you’d have an 
  unlimited supply to create an army of undead. Do 
  you not think that might be of some value to the 
  forces of the Old One, or the Reaper?” 
   
  Encounter Five: Off to 
  Steelbone Meadows 
  The journey to Steelbone Meadows takes two days. 
  The plains of Abarra and the Warfields are flat and 
  rocky, with small clusters of thorny scrub growth. 
  The track you follow seems long unused, and can 
  barely be called a road at all, but the land here is not
  completely abandoned. The remains of large, 
  orderly camps, probably belonging to hobgoblin 
  patrols, lie scattered along your path. The 
  smoldering campfires leave you looking over your 
  shoulders and scanning the horizon. Lucki y, your 
  worst fears go unfulfilled. 
   
  Just before you camp for the second night, an 
  unsettling and unnatural fog descends upon the 
  plains. Thick and heavy, the damp seems to stick to 
  you uncomfortably. 
   
  Use this time to role-play Nerzan on the journey. 
  • 
  He is constantly whining about the travel 
  conditions and the speed of the adventurers. 
  • 
  He also will prod adventurers about their prior 
  exploits to determine their capabilities and 
  loyalties. 
  • 
  Nerzan is only semi-loyal to Horrace. His true 
  allegiance is to Iuz, who placed him in Wormhall 
  BDK5-04 A Leather Bound Tome 
   
  Page 10 
   
  
  to watch Horrace when Horrace ceased praying to 
  him for spells (he doesn’t reveal this to the PCs). 
  • 
  Nerzan is a necromancer, and would be fascinated 
  by the body if the PCs offer him a look at the 
  corpse. 
  • 
  If the PCs do show Nerzan the body, he will offer 
  them the knowledge they seek in exchange for the 
  body. If they agree, he will attempt to teleport 
  away with the body, leaving the tome. 
  • 
  Nerzan actually has the book on him, but it is 
  disguised as his spell book. He will not let anyone 
  touch 
  or 
  inspect 
  this 
  book 
  under 
  any 
  circumstances, and will keep it hidden. He’s not 
  interested in trading spells with any arcane 
  casters. 
   
  General knowledge he will impart: 
  • 
  “My master sees that there is coming strife 
  throughout the region. Only the strongest true 
  believers will survive.” 
  • 
  “Baron Horrace is only a ruler in his own 
  mind,” he sneers. “Only through my good 
  graces will you hope to obtain that which you 
  seek.” 
  • 
  “Troops 
  have 
  been 
  cal ed back out of 
  Wormhall. It appears the Eye is awakening.” 
  l
   
  ti
  l
  l-
   
   
  l
   
   
  l
   
   
   
  i  
   
  Who else has come to Wormhall seeking the book?  
  “The wild men of the forests and a necromancer of 
  some renown have both sought the tome. Both left 
  without it however, unworthy of its knowledge.”
   
  What can you tell me of what awaits us at the temple? 
  “A creature of darkest night seeks to free itself from 
  its bonds. Only through the use of posi ve energy 
  and necromantic healing can it be harmed. I warn 
  you to strike quick y, or it will swallow your souls.” 
   
  Why would people be interested in Nerull’s Bane? 
  Grinning, 
  the 
  aid 
  states, 
  “You 
  are 
  pretty 
  inexperienced adventurers aren’t you? What do you 
  think that you could do with thousands of wel
  preserved corpses?” 
   
  If the PCs still don’t catch on: 
  “With an army of corpses, you’d have an unlimited 
  supply to create an army of undead. Do you think 
  that might be of some value to the forces of the Old 
  One or the Reaper?” 
   
  Encounter Six: 
  Crossing the River 
  Have the PCs determine a standard marching 
  order/layout for overland travel, and then super-
  impose this order when crossing the ford to the 
  northwest. Continue on with the boxed text. 
   
  If the PCs decide to act, feel free to interrupt 
  boxed text as appropriate, or go to initiative, as needed. 
  Continuing 
  your 
  travels 
  towards 
  Steelbone 
  Meadows, you start to encounter minor tributaries 
  that slow your travels. Determined not to expend 
  resources unnecessarily, you instead spend short 
  periods of time ocating shallow fords for you and 
  your mounts to cross. 
   
  With the spring months only recently behind 
  you, many of the tributaries are still flanked by 
  marsh-like wetlands that slurp at your boots and 
  belongings as you cross. If only you hadn’t decided 
  to upgrade your new leather boots so soon.  
   
  Upon crossing a particularly fog-covered 
  swamp, you are startled to notice silence descend 
  suddenly on you and your traveling companions. 
   
  Peering into the late dusk you notice a 
  medium-built man in red and black robes awaiting 
  your notice at the top of the hill on the opposite 
  shore. He appears to have very thick, short black 
  hair and a goatee. He casually fingers an intricate 
  wand in one hand as he observes your groups with a 
  look of resolve. 
  (Up Close and Personal, or Knowledge Local - Iuz 
  Border States (DC20) to recognize Corleryn, a wizard 
  once allied to Cranzer). 
  In the instance that it takes you to register this 
  sight, Nerzan stops his incessant ramblings and 
  takes note of the stranger. With a sneer, he mutters 
  loudly, “Well Corleryn, it appears as if I’ve found 
  some companions who are brave enough to meet 
  my lord’s requests, unlike you and your minions.” 
  At the mention of minions, several noble-dressed 
  humans step out of the thin woods si ently. Each is
  impeccably dressed in black with high collars, upon 
  which is a small stylized ‘N.’ 
  (Knowledge Local - Iuz Border States (DC10) to 
  recognize the symbol of Northern Alliance). 
  Ignoring Nerzan, the figure addresses you in a 
  deep, rich voice, “Your deeds are not wanted here. 
  You meddle n affairs far beyond your knowledge. 
  BDK5-04 A Leather Bound Tome 
   
  Page 11 
   
  
  Return whence you came, for That Which Sleeps 
  will not be disturbed by the likes o  you rabble.” 
  f
   
   
  ti
   
   
   
  t
   
  t
  f
  i it
   
   
   
   
  What is That Which Sleeps? 
  “Knowledge of such things is dangerous. There are 
  better areas with which you should spend your 
  resources. Turn back now, or I will be forced to 
  oppose you.”
   
  Whom do you serve?  
  “Corleryn works for no mortal. I merely ally with 
  those that serve my purpose and the power of the 
  Dark Reaper.” With a casual glance towards his 
  companions, he continues, “The Pale Lady and her 
  followers recognize that power.” 
   
  What can you tell us about this body? (Assuming that 
  the PCs present the body)  
  “A very interesting specimen. To think that such a 
  form could have survived being infused with 
  primal posi ve energy would be unthought-of of in
  this day and age. If you surrender this creation to 
  me, I will grant you passage.” 
  Why may we not proceed?  
  “That Which Sleeps must not be disturbed.” 
  Corleryn’s Motivations 
  • 
  Corleryn tried to gain access to the same tomes as 
  the PCs in Wormhall, but was unwilling to 
  perform the quest to the temple that the PCs are 
  on. 
  • 
  Corleryn is aware of That Which Sleeps and does 
  not want it to be disturbed, or awakened. 
  • 
  Corleryn is currently allied with The Pale Lady, 
  and the Northern Alliance. 
  • 
  Corleryn is a necromancer of some power, and is 
  willing to allow passage forward in exchange for 
  the Body. 
  • 
  Corleryn will allow the PCs to proceed if the turn 
  over the body too him. Such a specimen is too 
  huge of temptation, even for him. 
   
  As this conversation bogs down, bring in the Druid 
  Verchin. 
   
  Several snarls draw your atten ion to the 
  western shore. A wild, crazed male steps out from 
  the bushes flanked by what can only be large 
  lizards. He is dressed in assorted furs, leaves, and 
  branches, which can only be construed as clothing 
  of some kind. 
  “Well, I see that we’ve come just in time, before 
  a deal has been struck,” he sneers, drool dripping 
  unabated down his jaw. Pointing at Nerzan, he 
  con inues, “Turn over this trespasser, and we will 
  spare you from the fury o  the forest that will be 
  v s ed upon the abominations.” 
   
  Verchin’s Motivations 
  • 
  Verchin tried to gain access to the same tomes as 
  the PCs in Wormhall, but was unwilling to 
  perform the quest to the temple that the PCs are 
  on. 
  • 
  .Verchin is a member of the Druids of the Fellreev. 
  • 
  The Druids goal is to eliminate any knowledge of 
  Nerull’s Bane as it lies in their forest. Therefore, 
  they want the tome and Nerzan, who they believe 
  knows what the tome contains. 
  • 
  Verchin will allow the PCs to proceed if the turn 
  over Nerzan. He has the knowledge that they 
  want destroyed. 
  • 
  Being a druid, Verchin also despises Corleryn and 
  the undead that he brings with him. 
  • 
  Verchin does not want the body, as he can’t 
  protect it, and doesn’t want the temptation of 
  having that many bodies at his disposal. 
   
  You now realize that there is additional rustling 
  behind the crazed wild man, and the humans 
  behind Corleryn are preparing for a fight. A battle 
  is about to be joined and you have little time to 
  decide your actions. 
   
  Allow the PCs about 60 seconds of real time to come to 
  some sort of conclusion. If no decision is reached, 
  continue: 
  With a primal scream, the wildman lets lose a bolt 
  of extreme power, while the wizard returns in kind. 
  Large scaly creatures and the humans stream 
  towards each other, and down the slope towards 
  your party. The fog swirls blocking your view of all 
  but the most imminent threats. 
  • 
  If the PCs shout that they will provide the body to 
  Corleryn or Nerzan to the Druid, they will be 
  spared attacks, requiring a standard action for the 
  forces to be called off. 
  • 
  Nerzan will not attempt to escape or join the battle 
  unless the body is unattended, in which case he 
  will attempt to teleport away. He will instead cast 
  defensive magic.
  • 
  The combat between Verchin and Corleryn is 
  obscured by the fog, preventing distance attacks 
  which require a target. If the PCs press the attacks 
  against these foes, see Appendix II. Basically, this 
  BDK5-04 A Leather Bound Tome 
   
  Page 12 
   
  
  is a high level combat standoff between these 
  NPCs. 
  • 
  PCs can retreat from this combat, and will not be 
  pursued if they actively withdraw. 
  • 
  Dead minions will be located, if the PCs circle 
  back, with no sign of Verchin and Corleryn. 
  • 
  Consider the water depth to be shallow at the 
  crossing, and 5 foot deep on the Northern and 
  Western areas. The lizards should have no 
  problem fording or jumping this. The Vampire 
  spawn would have slightly more issues. 
   
  Tactics: 
  Verchin isn’t in line of sight, and doesn’t involve 
  himself with the PCs. 
   
  He has significant defensive magic up to protect 
  from PC damage. 
   
  Verchin and ½ his minions attack Corleryn. The 
  rest go after the party.  
   
  Tactics: 
  Corleryn isn’t in line of sight, and doesn’t involve 
  himself with the PCs. 
   
  He has significant defensive magic up to protect 
  from PC damage. 
   
  The wizard and ½ his minions attack the druid. 
  The rest go after the party.  
   
  APL6 (EL8) 
  Deinonychus (3): hp 45; see Monster Manual p. 60. 
  Vampire Spawn (2): hp 29; see Monster Manual p. 
  253. 
   
  APL8 (EL10) 
  Mega Raptor (2): hp 79; see Monster Manual p. 60. 
  Vampire Spawn (4): hp 29; see Monster Manual p. 
  253. 
   
  APL10 (EL12) 
  Mega Raptor (4): hp 79; see Monster Manual p. 60 
  Bodak (2): hp 58; see Monster Manual p. 28. 
   
  APL12 (EL14) 
  Tyrannosaurus (4): hp 180; see Monster Manual p. 61. 
  Bodak (4): hp 58; see Monster Manual p. 28. 
   
  Encounter Seven: 
  Return to the Old Temple 
  Several miles east of the fight lay the old temple. 
  The old temple is countless years old and appears 
  long abandoned. The remains of an old crumbled 
  wall lie about it. The temple itself is covered in 
  thorny 
  ivy 
  vines, 
  making 
  it 
  almost 
  indistinguishable from the landscape at a distance. 
   
  7A) Vestibule 
  This entrance hall is wide and tall. Cracks line its 
  walls where vines have rooted themselves to it. 
  Along the inner wal  rest two sconces, ned with 
  algae and filled with foul looking water. Behind 
  these, in cracked and faded mosaics, is the likeness 
  of the god, Celestian. His arm is outstretched and a 
  flurry o  stars flies from h s palm to fill the sky. 
  l
  li
  f
  i
   
  On the eastern wall hidden in the foliage is an assassin 
  vine. 
   
  All APLs (EL3) 
  Assassin vine: hp 30, see Monster Manual Page 20. 
   
  7B) Belfry 
  High above you rises the open tower. At its highest 
  po nt, you can still make out the rusty bell. A rope 
  dangles down, easily within reach. 
  i
   
  If the PCs pull the rope, a swarm of creatures attacks 
  from above. 
   
  All APLs (EL5) 
  Stirge (10): hp 5, see Monster Manual Page 236. 
   
  7C) Cloak Room 
  This closet contains a few tattered remains of 
  priestly vestments and robes worn by the clerics 
  who once served here. 
   
  7D) Meditation Chamber 
  This chamber is sparsely decorated. The ceilings 
  bear faded paintings of Oerth’s constel ations. 
  l
   
  7E) Dormitory 
  One of many similar chambers, this room appears 
  to have once housed the clerics that resided at the 
  temple. 
   
  7F) Infested Dormitory 
  The door to this one is still mostly intact, but a 
  large section of the door has been destroyed. Closer 
  examination reveals that it appears to have been 
  gnawed. Within, a rustling sound can be heard. 
   
  All APLs (EL4) 
  BDK5-04 A Leather Bound Tome 
   
  Page 13 
   
  
  Dire Rat (10), hp 5, see Monster Manual Page 64. 
   
  If PCs enter: 
  One of many similar chambers, this room appears 
  to have once housed the clerics that resided at the 
  temple. 
   
  7G) Vestibule 
  This passage from the dormitories is filled with 
  thick, sticky webs. The dried husk of many large 
  rats can be seen wrapped within it. 
   
  7H) The Inner Sanctum 
  Though the main entrance to this immense domed 
  altar room is collapsed, the rest of the chamber 
  appears unscathed. The floors are smooth and set 
  with mosaic tiles of blue and white. In the center, 
  upon a raised dais, is a statue in the likeness of the 
  god, Celestian.  
   
  i
  l  
   
  Large, open spaces in the domed ceiling, which 
  once may have supported great stained glass 
  constellations, reveal the sky above. Tangles of 
  v nes pour through them and into the temple. 
  Lightning and thunder crash over head, with 
  rainfall imminent. 
   
  More startling, a large shadowy snake-like 
  creature undulates from the base of the statue. Its 
  looped body flexes and weaves above the dais, whi e
  the stone of the dais hides both the tail and the 
  head from view. 
   
  In addition, several shadowy, roughly human-
  shaped creatures, surrounding the dais, rock back 
  and forth in unison with the snake-like creature. As 
  if noticing you, they melt away into the shadows at 
  the edge of the room. 
   
  With a snarl, Nerzan yells, “We’ve arrived just 
  in time. Strike quickly, before it can free itself and 
  loose itself upon the world!” 
   
  Get everyone to roll initiative now to determine what 
  they want to do. Continue with initiative if players 
  pursue destroying the “creature.” 
   
  If any of the party mentions that the retreating 
  shadows are acting strange, roll a sense motive for that 
  player secretly, and any that appear to listen intently 
  (DC15) or make remarks. If successful: 
  You notice that the shadows have retreated but not 
  out of the room. They appear intent on your 
  actions, wondering as to what you plan to do next. 
   
  If the party approaches to the edge of the statue: 
  As you move forward to investigate, you see that it 
  appears to be shadowy in form, phasing in and out 
  of various forms of substance as you watch. The 
  surface appears to be scaly like that of a snake, with 
  visible regular patterns, and yet fibrous as a 
  shadowy rope might appear. 
   
  The creature can be harmed using the following 
  abilities: 
  APL6 
  Two 7HD Turn checks or 40 hit points of healing 
   
  APL8 
  Two 9HD Turn checks or 60 hit points healing 
   
  APL10 
  Two 11HD Turn checks or 80 hit points of healing 
   
  APL13 
  Two 13HD Turn checks or 100 hit points of healing 
   
  If the party applies successful turn checks to the chain: 
  The powers of the positive energy that you provide 
  don’t spread through the room, but focus in on the 
  creature before you, scarring it deeply, making it 
  flail more widely. It appears to be weakening, as the 
  rain starts to pelt down from above. 
   
  If the party applies healing to the chain: 
  The power of healing that you provide scars the 
  moving creature, making it flail more widely. It 
  appears to be weakening, as the rain starts to pelt 
  down from above. 
   
  If the party applies enough turn checks or healing to 
  the chain: 
  With a concussive force that nearly knocks you off 
  your feet, the last strand of the mystical creature 
  shreds before your very eyes emitting a dazzling 
  white light. 
   
  A deep rumble begins below you, as the aid 
  cackles loudly, “Well done my senseless dupes. You 
  have released That Which Sleeps. You have truly 
  earned your meaningless reward!” 
   
  t
  i
  l
   
  With that, he drops a heavy book which he has 
  apparen ly just pulled from a velvet bag. Still 
  chuckl ng, he vanishes before your eyes. More 
  relevant, the shadowy creatures that had left you 
  alone unti  now look to be taking a more active 
  interest in your trespassing. 
  APL6 (EL9) 
  Shadow (6), see Monster Manual p. 221 
   
  APL8 (EL11) 
  BDK5-04 A Leather Bound Tome 
   
  Page 14 
   
  
  Shadow (4): hp, see Monster Manual p. 221 
  Spectre (2), see MM p. 232 
   
  APL10 (EL13) 
  Spectre (6), see Monster Manual p. 232 
   
  APL12 (EL15) 
  Spectre (6), see Monster Manual p. 232. 
  Greater Shadow (4), see Monster Manual p. 221 
   
  The EL of this encounter has been increased by one for 
  adventurers being surrounded and possibly for having 
  used their turning to destroy That Which Sleeps. 
   
  The undead were not impacted by the turning 
  attempts used against the “creature” as the positive 
  energy was absorbed by That Which Slept. 
   
  i
  l
  Assuming the PCs survive: 
  As you exit the hall, you notice a huge, shadowy 
  and scaly claw reach up from the dais, and crush 
  the statue of Celestial. Before you can react, it 
  van shes below the temple again. With a rumble, 
  the once proud temple begins to crumble around 
  you. 
   
  How to figure out what is “really” going on: 
  • 
  Divination information could provide indications 
  that the creature is really a rope. 
  • 
  Nerzan appears very eager for the adventurers to 
  strike first and inspect the scene later. 
  • 
  The undead are not threatening. PCs could pick 
  up on this as being odd and determine that maybe 
  killing this creature is not the right decision.  
  • 
  By inspecting the snake, the adventurers could 
  determine that it isn’t really a creature, and this 
  might make them nervous about continuing with 
  its destruction. 
  • 
  That Which Sleeps references have been used in 
  previous modules, and players might remember 
  these. 
   
  Conclusion 
  If the adventurers still have the body or the tome, 
  Oytens will prefer that the adventurers keep them.  
  “I believe that you have proven yourselves to be 
  better guardians than I could hope to be. I ask that 
  you keep these items safe until fate requires them 
  of you.  
   
  I have a contact at the Inn who may help you 
  obtain protective gear in the future. The minions of 
  several forces will be searching for you, so try to 
  keep a low profile. 
   
  Remember, you’ve chosen to be a hero today, 
  and all that is left to you is fol owing through on 
  that choice.” 
   
  If the PC’s take the book or the tome, they will have 
  adventure access to: 
   
  APL 6 
  Potion of Undetectable Alignment 
  Potion of Gaseous Form 
  Hat of Disguise 
  Wand of Invisibility (50 Charges) 
   
  APL 8: 
  Rod, Silent, Lesser 
  Slippers of Spider Climb 
   
  APL 10: 
  Vest of Escape 
  Ring of Invisibility 
   
  APL 12: 
  Boots, Winged 
   
  If the PCs refuse, she will take them with her. 
   
  Having made your choices, and survived the 
  results, you depart the area looking for some safety 
  before the impending storm. While the skies have 
  turned sunny and warm, you know that it is only a 
  matter of time before dark clouds gather on the 
  horizon. Isn’t it interesting how 
  fe can often 
  reflect the weather? 
  li
   
   
  Record Important Outcomes using sheet in Appendix 
  IV. (Especially for Akon, 2005). 
  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 role-playing) to each character. 
   
  Encounter Two  
  Defeat the assassins  
  APL6 270 xp;  
  APL8 330 xp;  
  APL10 390 xp; 
  APL12 450 xp 
  BDK5-04 A Leather Bound Tome 
   
  Page 15 
   
  
   
  Encounter Six 
  Defeat the Druid/Necromancer forces 
  APL6 240 xp;  
  APL8 300 xp;  
  APL10 360 xp; 
  APL12 420 xp 
   
  Encounter Seven 
  Defeat the Temple’s undead guardians 
  APL6 270 xp;  
  APL8 330 xp;  
  APL10 390 xp; 
  APL12 450 xp 
   
  Encounter Seven (Optional) 
  Capturing Nervan Vlas 
  APL6 330 xp;  
  APL8 330 xp;  
  APL10 330 xp; 
  APL12 330 xp 
   
  Encounter Seven (Optional) 
  Defeat the Assassin Vine 
  APL6 90 xp;  
  APL8-12 45 xp;  
   
  Defeat the Dire Rats 
  APL6 120 xp;  
  APL8-12 60 xp;  
   
  Defeat the Stirges 
  APL6 150 xp;  
  APL8-12 75 xp;  
   
  Conclusion (Role-playing) 
  Receiving/Capturing the Tome  
  APL6 120 xp;  
  APL8 165 xp;  
  APL10 210 xp; 
  APL12 255 xp 
   
  Total experience above could add up to more than total 
  possible depending on actions PCs take. The total 
  possible experience below is the hard cap available. 
   
  Total Possible Experience: 
  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 adventure, 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 Two:  
  APL 6: L: 898 gp; C: 0 gp; M: 588 gp 
  APL 8: L: 1398 gp; C: 0 gp; M: 1088 gp 
  APL 10: L: 3398 gp; C: 0 gp; M: 3088 gp 
  APL 12: L: 5898 gp; C: 0 gp; M: 5588 gp 
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 16 
   
  
  Encounter Five:  
  APL 6: L: 3500 gp; C: 0 gp; M: 3500 gp 
  APL 8: L: 3500 gp; C: 0 gp; M: 3500 gp 
  APL 10: L: 3500 gp; C: 0 gp; M: 3500 gp 
  APL 12: L: 3500 gp; C: 0 gp; M: 3500 gp 
   
   
  Total Possible Treasure 
  APL 6: - Total: 900 gp 
  APL 8: - Total: 1,300 gp 
  APL 10: - Total: 2,300 gp 
  APL 12: - Total: 3,300 gp 
  BDK5-04 A Leather Bound Tome 
   
  Page 17 
   
  
  Special 
  Bearer of the Body: Until you are able to return the 
  Body to its proper resting place, you must spend 10% of 
  your earned gold from every regional or meta-regional 
  adventure occurring in Iuz’s Border States. This 
  expenditure represents bribes and other costs of hiding 
  the body from the forces of evil. However, some force 
  is watching over you. While undertaking the 
  guardianship of the body, you automatically stabilize if 
  brought to negative hit points. This does not prevent 
  death at -10 or more hit points, nor does it heal any 
  damage.  
   
  This effect ends if the body is returned to its 
  resting place, removed from your possessions 
  permanently, or on December 31, 2006, whichever 
  comes first. 
   
  Bearer of the Tome: The Last Tome of Zenam is a 
  large, aged, leather-bound tome. It details a ritual for 
  locating, opening, and entering Nerull’s Bane. The 
  arcane casters amongst you also believe that with 
  proper study, you could determine how to completely 
  seal or irrevocably open Nerull’s Bane to all seekers. 
   
  [ ] Arcane Study (2 TUs): You have completed the 
  necessary study and now know the ritual modifications 
  to seal or open Nerull’s Bane.  In addition, the tome 
  details other lore. Completing this arcane study  grants 
  you access to the Skullclan Hunter (MH) prestige class; 
  the Arcane Sight (RD), Black Lore of Moil (CA), and 
  Sanctify Relic (CD) feats; and the Favorable Sacrifice 
  (MH) and Living Undeath (MH) spells.  Have your 
  DM initial the AR Extra TU box when used. 
   
  Enmity of Abarra: By thwarting the assassins of 
  Abarra you have brought unwanted notice to yourself. 
   
  Favor of Xavendra: In exchange for the Body, 
  Xavendra has granted you clemency. Reduce your 
  Wanted Score by 2 or remove the effects of “Notice of 
  Xavendra.” Cross out when used. 
   
  Favor of Fellreev Druids: In exchange for Nerzan, the 
  Fellreev Druids have granted you a favor. This can be 
  used to gain access to the Fellreev Druids for an 
  audience. This may have other uses in the future. Cross 
  out when used. 
   
   
  Item Access: 
   
  APL 6: 
  Potion of Undetectable Alignment 
  Potion of Gaseous Form 
  Hat of Disguise 
  Wand of Invisibility (50 Charges) 
   
  APL 8: 
  Ring of Mind Shielding 
  Rod, Silent, Lesser 
  Slippers of Spider Climb 
  Cloak of Resistance +3 
   
  APL 10: 
  Cloak of Resistance +2 
  Vest of Escape 
  Ring of Invisibility 
   
  APL 12: 
  Boots, Winged 
  Dust of Disappearance 
   
  BDK5-04 A Leather Bound Tome 
   
  Page 18 
   
  
  Appendix 1 − Encounter Flowchart  
   
   
   
  Introduction 
  4:  Talk w/ 
  Horrace 
  6:  Three-way 
  Conflict 
  3: Travel to 
  Wormhall 
  5:  Travel to 
  Steelbone 
  Meadows 
  2:  Abarra 
  Strikes! 
  7:  Ancient 
  Temple 
   
  1: Mines 
  O:  Visit the 
  Charging 
  Boar 
  O:  Give 
  Body to Aid
  O:  Give 
  Body to 
  Corleryn 
  O:  Jump Aid
  O:  Give Aid 
  to Druid 
   
  Conclusion 
  BDK5-04 A Leather Bound Tome 
   
  Page 19 
   
  
  Appendix 2 − NPCs and Monsters 
  All APLs 
  Oytens: Female Human (Flan) Brd12; CR 12; Medium 
  humanoid (Human); HD 12d6+12; hp 62; Init +7; Spd 
  30 ft.; AC 22 (touch 15, flat-footed 19) [+5 armor, +3 
  Dex, +2 deflection, +2 Natural]; BA/G +9/+9; Atk +13 
  ranged (1d6+1 [x3], +1 Shortbow) melee; Full Atk 
  +13/+8 ranged (1d6+1 [x3], +1 shortbow); SA Spells; AL 
  NG; SV Fort +5, Ref +11, Will +8; Str 10, Dex 16, Con 
  12, Int 14, Wis 10, Cha 22. Height 5’6”; Weight 119 lbs. 
   
  Skills and Feats: Bluff +11, Diplomacy +25, 
  Disguise +12, Gather information +15, Hide +15, 
  Knowledge (arcana) +7, Knowledge architecture and 
  engineer) 
  +7, 
  Knowledge 
  (dungeoneering) 
  +8, 
  Knowledge (geography) +7, Knowledge (history) +8, 
  Knowledge (Local – Iuz Border States) +8, Knowledge 
  (nature) +8, Knowledge (nobility) +7, Knowledge 
  (planes) +8, Knowledge (religion) +8, Move Silently 
  +15, Perform (sing) +21, Tumble +8; Dodge, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (Shortbow). 
   
  Spells Known (3/5/5/4/3; base DC 16 + spell 
  level): 0 – [Detect Magic, Ghost sounds, Know 
  Direction, Mending, Message, Read Magic]; 1
  st-[Cure 
  Light Wounds, Detect Secret Doors, Disguise self, 
  Remove Fear]; 2
  nd-[Blindness/Deafness, Glitterdust, 
  Silence, Tongues]; 3
  rd-[Cure Serious Wounds, Daylight, 
  Haste, See invisibility]; 4
  th-[Cure Critical Wounds, 
  Greater Invisibility, Legend Lore]. 
   
  Possessions: +1 shortbow, +1 mithral shirt, cloak of 
  charisma +2, gloves of dexterity +2, ring of protection 
  +2, amulet of natural armor +2. 
   
  Languages: Common. 
   
  Nerzan Vlas: Male Human Wizard (Necromancy); CR 
  11; Medium humanoid (Human); HD 11d4+22; hp 44; 
  Init +6; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+2 
  Mage Armor, Greater, +2 Dex]; BA/G +5/+5; Atk +5 
  melee (1d6, quarterstaff); Full Att +5 melee (1d6, 
  quarterstaff); AL CE; SV Fort +7, Ref +8, Will +11; Str 
  10, Dex 14, Con 12, Int 20, Wis 10, Cha 8.  
   
  Skills and Feats: Concentration +20, Decipher 
  Script +10, Knowledge (arcana) +20, Knowledge (Local 
  – Iuz Border States) +15, Knowledge (Nobility and 
  Royalty) +15, Knowledge (Planes) +11, Knowledge 
  (Religion) +10, Spellcraft +20; Scribe Scroll, Improved 
  Initiative, Extend Spell, Sudden Maximize, Chain 
  Spell, Spell Focus (Necromancy), Greater Spell Focus 
  (Necromancy), Improved Toughness. 
   
  Spells Known (4/7/6/6/5/4/3; base DC 15 + spell 
  level): 0 – [Detect Magic, Light, Mage Hand, Read 
  Magic]; 1
  st – [Disguise Self, Hold Portal, Magic 
  Missilex2, Mount, Obscuring Mist, Shield]; 2
  nd – 
  [Blindness/Deafness, Mage Armor, Greater, Obscure 
  Object, Resist Energy, See Invisible, Web]; 3
  rd – 
  [Fireball, Extended Mage Armor, Greater, Extended 
  Obscure Object, Magic Circle against Good, Lightning 
  Bolt, Haste]; 4
  th – [Animate Dead, Dimension Door, 
  Invisibility, Greater, Locate Creature, Stoneskin]; 5
  th – 
  [Cone of Cold, Chain Blindness/Deafness, Passwall, 
  Wall of Force, Waves of Fatigue]; 6
  th – [Circle of Death, 
  Disintegrate, Teleport]. 
   
  Possessions: Headband of Intellect +2, Cloak of 
  Resistance +3, Ring of Mind Shielding. 
   
  Languages: Common. 
   
  Verchin: Male Human Druid; CR 13; Medium 
  humanoid (Human); HD 13d8+26; hp 78; Init +6; Spd 
  30 ft.; AC 24 (touch 12, flat-footed 22) [+7 Natural 
  Armor, +5 Wild Armor, +2 Dex]; BA/G +10/+9; Atk +9 
  melee (1d6, quarterstaff); Full Att +9/+4 melee (1d6, 
  quarterstaff); AL N; SQ: Wild Shape (Plant, Tiny, 
  Large), A Thousand Faces, Wild Shape (4/Day), Resist 
  Nature’s Lure, Trackless Step, Woodland Stride, 
  Animal Companion, Nature Sense, Wild Empathy; SV 
  Fort +13, Ref +9, Will +17; Str 10, Dex 14, Con 14, Int 
  11, Wis 22, Cha 8.  
   
  Skills and Feats: Concentration +12, Handle 
  Animal +9, Heal +16, Knowledge (Nature) +10, Listen 
  +13, Spellcraft +10, Spot +16, Survival +16; Wolverine’s 
  Rage, Fast Wildshape, Elephant’s Hide, Extra Wild 
  Shape, Improved Initiative, Weapon Focus (Unarmed 
  Strike). 
   
  Spells Known (6/7/7/5/5/4/3/2; base DC 16 + 
  spell level): 0 – [Create Water, Detect Magic, Detect 
  Poison, Flare, Light, Read Magic,]; 1
  st – [Cure Light 
  Woundsx3, Entangle, Fairie Fire, Jump, Longstrider, 
  Obscuring Mist]; 2
  nd – [Animal Messenger, Barkskin, 
  Delay Poison, Flame, Blade, Fog Cloud, Spider Climb, 
  Restoration, Lesser]; 3
  rd – [Cure Moderate Wounds, 
  Magic Fang, Greater, Speak with Plants, Protection 
  from Energy – Electricity, Stone Shape]; 4
  th – [Cure 
  Serious Wounds, Dispel Magic, Flame Strike, Scrying, 
  Summon Nature’s Ally]; 5
  th – [Call Lightning Storm, 
  Death Ward, Stoneskin, Tree Stride]; 6
  th – [Bear’s 
  Endurance, Mass, Find the Path, Vigorous Circle]; 7
  th – 
  [True Seeing, Sunbeam]. 
   
  Possessions: Periapt of Wisdom +4, Cloak of 
  Resistance +3, Wild Hide Armor +2, Boots of Striding 
  and Springing. 
   
  Languages: Common. 
   
  Corleryn: Male Human Wizard (Necromancy); CR 13; 
  Medium humanoid (Human); HD 13d4+26; hp 52; Init 
  BDK5-04 A Leather Bound Tome 
   
  Page 20 
   
  
  +6; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+2 Mage 
  Armor, Greater, +2 Dex]; BA/G +6/+6; Atk +6 melee 
  (1d6, quarterstaff); Full Att +6/+1 melee (1d6, 
  quarterstaff); AL CE; SV Fort +8, Ref +9, Will +12; Str 
  10, Dex 14, Con 12, Int 22, Wis 10, Cha 8.  
   
  Skills and Feats: Bluff +9, Concentration +17, Craft 
  (Woodworking) +22, Decipher Script +12, Knowledge 
  (arcana) +22, Knowledge (Local – Iuz Border States) 
  +12, Knowledge (History) +3, Knowledge (Nobility 
  and Royalty) +12, Knowledge (The Planes) +22, 
  Knowledge (Religion) +22, Sense Motive +10, 
  Spellcraft +24; Scribe Scroll, Improved Initiative, 
  Sudden 
  Maximize, 
  Chain 
  Spell, 
  Spell 
  Focus 
  (Necromancy), Greater Spell Focus (Necromancy), 
  Improved Toughness, Craft Wondrous Item. 
   
  Spells Known (4/7/7/6/6/5/4/3; base DC 16 + 
  spell level): 0 – [Detect Magic, Light, Mage Hand, Read 
  Magic]; 1
  st – [Disguise Self, Hold Portal, Magic 
  Missilex2, Mount, Obscuring Mist, Shield]; 2
  nd – 
  [Blindness/Deafness, Detect Thoughts, Mage Armor, 
  Greater, Obscure Object, Resist Energy, See Invisible, 
  Web]; 3
  rd – [Fireball, Extended Mage Armor, Greater, 
  Protection from Energy - Fire, Magic Circle against 
  Good, Lightning Bolt, Haste]; 4
  th – [Animate Dead, 
  Dimension Door, Invisibility, Greater, Locate Creature, 
  Stoneskin]; 
  5
  th 
  – 
  [Cone 
  of 
  Cold, 
  Chain 
  Blindness/Deafness, Passwall, Wall of Force, Waves of 
  Fatigue]; 6
  th – [Circle of Death, Contingency, Teleport, 
  True Seeing]; 7
  th – [Finger of Death, Spell Turning, 
  Reverse Gravity]. 
   
  Possessions: Headband of Intellect +4, Cloak of 
  Resistance +3, Rod of Maximize, Lesser, Scarab of 
  Protection. 
   
  Languages: Common, Abyssal. 
   
   
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 21 
   
  
  APL 6 
  APL 10 
  Encounter Two 
  Encounter Two 
   
   
   
   
  Abarra Assassin: Male Human Rogue; CR 3; Medium 
  humanoid (Human); HD 3d6+6; hp 15; Init +9; Spd 30 
  ft.; AC 19 (touch 15, flat-footed 14) [+4 armor, +5 Dex]; 
  BA/G +2/+2; Atk +8 melee (1d6, masterwork 
  shortsword); Full Att +6/+6 melee (1d6, masterwork 
  short sword); SQ Sneak Attack +2d6, Evasion, Trap 
  sense +1, Trapfinding; AL LE; SV Fort +3, Ref +8, Will 
  +1; Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 8.  
  Abarra Assassin: Male Human Rogue; CR 7; Medium 
  humanoid (Human); HD 7d6+14; hp 35; Init +9; Spd 30 
  ft.; AC 20 (touch 16, flat-footed 15) [+4 armor, +5 Dex, 
  +1 Deflection]; BA/G +5/+5; Atk +11 melee (1d6, 
  masterwork shortsword); Full Att +9/+9 melee (1d6, 
  masterwork short sword); SQ Sneak Attack +4d6, 
  Evasion, Trap sense +2, Trapfinding; AL LE; SV Fort +6, 
  Ref +12, Will +4; Str 10, Dex 21, Con 14, Int 10, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Balance +11, Bluff +5, Climb +11, 
  Disguise +5, Gather Information +5, Hide +11, Move 
  Silently +11, Sleight of Hand +11, Tumble +11; 
  Weapon 
  Finesse 
  (Short 
  Sword), 
  Two-Weapon 
  Fighting, Improved Initiative. 
   
  Skills and Feats: Balance +15, Bluff +9, Climb +15, 
  Disguise +9, Gather Information +9, Hide +15, Move 
  Silently +15, Sleight of Hand +15, Tumble +15; 
  Weapon 
  Finesse 
  (Short 
  Sword), 
  Two-Weapon 
  Fighting, Improved Initiative, Danger Sense. 
   
  Languages: Common. 
   
  Languages: Common. 
   
  Possessions: Masterwork Short Swordx2, Studded 
  Leather Armor+1, Potion (Cat’s Grace), Potion 
  (Invisibility). 
   
  Possessions: Masterwork Short Swordx2, Studded 
  Leather Armor+1, Potion (Cat’s Grace, 300), Potion 
  (Invisibility), Ring of Protection +1, Cloak of 
  Resistance +2. 
   
  APL 8 
   
  Encounter Two 
  APL 12 
   
   
  Encounter Two 
  Abarra Assassin: Male Human Rogue; CR 5; Medium 
  humanoid (Human); HD 5d6+10; hp 25; Init +9; Spd 30 
  ft.; AC 20 (touch 16, flat-footed 15) [+5 armor, +5 Dex, 
  +1 Deflection]; BA/G +3/+3; Atk +9 melee (1d6, 
  masterwork shortsword); Full Att +7/+7 melee (1d6, 
  masterwork short sword); SQ Sneak Attack +3d6, 
  Evasion, Trap sense +1, Trapfinding; AL LE; SV Fort +3, 
  Ref +9, Will +1; Str 10, Dex 21, Con 14, Int 10, Wis 10, 
  Cha 8.  
   
   
  Abarra Assassin: Male Human Rogue; CR 9; Medium 
  humanoid (Human); HD 9d6+18; hp 45; Init +10; Spd 
  30 ft.; AC 21 (touch 17, flat-footed 15) [+4 armor, +6 
  Dex, +1 Deflection]; BA/G +6/+6; Atk +13 melee (1d6, 
  masterwork shortsword); Full Att +11/+11/+6/+6 
  melee (1d6, masterwork short sword); SQ Sneak Attack 
  +5d6, Evasion, Trap sense +3, Trapfinding; AL LE; SV 
  Fort +8, Ref +15, Will +6; Str 10, Dex 22, Con 14, Int 10, 
  Wis 10, Cha 8.  
   
  Skills and Feats: Balance +13, Bluff +7, Climb +13, 
  Disguise +7, Gather Information +7, Hide +13, Move 
  Silently +13, Sleight of Hand +13, Tumble +13; 
  Weapon 
  Finesse 
  (Short 
  Sword), 
  Two-Weapon 
  Fighting, Improved Initiative. 
   
  Skills and Feats: Balance +18, Bluff +11, Climb +18, 
  Disguise +11, Gather Information +11, Hide +18, Move 
  Silently +18, Sleight of Hand +18, Tumble +18; 
  Weapon 
  Finesse 
  (Short 
  Sword), 
  Two-Weapon 
  Fighting, 
  Improved 
  Initiative, 
  Danger 
  Sense, 
  Improved Two Weapon Fighting. 
   
  Languages: Common. 
   
  Possessions: Masterwork Short Swordx2, Studded 
  Leather Armor+1, Potion (Cat’s Grace), Potion 
  (Invisibility), Ring of Protection +1. 
   
  Languages: Common. 
  Possessions: Masterwork Short Swordx2, Studded 
  Leather Armor+1, Potion (Cat’s Grace), Ring of 
  Protection +1, Cloak of Resistance +3, Dust of 
  Disappearance. 
   
   
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 22 
   
  
   DM Aid 1 – Maps 
   
  The Copper Mines 
   
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 23 
   
  
  Crossing the River 
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 24 
   
  
  The Old Temple 
   
   
   
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 25 
   
  
  The Surrounding Area
   
   
  BDK5-04 A Leather Bound Tome 
   
  Page 26 
   
  
  Player Handout 1 
   
  5 Planting 595 
  Greetings friend, 
   
  I send warm wishes, and hope that this 
  letter finds you well.  
   
  Since our last encounter I have been doing 
  some research and have come to some 
  startling discoveries about our mutual 
  acquaintance, T. Bod. It appears as if he 
  is MUCH more than we previously thought. 
  However, I prefer not to share additional 
  details in this letter, for fear of prying 
  eyes. 
   
  I have rented a room here at the Charging 
  Boar Inn and Tavern in the Western Reaches, 
  and I have taken up work as the local 
  teller-of-stories. If you can spare the 
  time, I would appreciate meeting you in 
  person to discuss possible next steps.  
   
  There is a small, abandoned copper mine a 
  mile Northwest of the Inn. Please meet me 
  within main entrance chamber of the mine on 
  the eleventh of Planting, just after dusk. 
  Please do not draw attention to yourself or 
  make any unnecessary appearances. If you 
  could bring our friend, I believe that 
  BDK5-04 A Leather Bound Tome 
   
  Page 27 
   
  
  would be in the best interest of all 
  involved. 
   
  In the light, 
  Oytens,  
  Resident Bard and Scholar 
  Charging Boar Inn and Tavern 
  BDK5-04 A Leather Bound Tome 
   
  Page 28 
   
  
  Player Handout 2 
   
  5 Planting 595 
  Greetings friend, 
   
  I send warm wishes, and hope that this 
  letter finds you well.  
   
  Since our last encounter I have been doing 
  some research and have come to some 
  startling discoveries about our mutual 
  acquaintance, T. Bod. It appears as if he 
  is MUCH more than we previously thought. 
  However, I prefer not to share additional 
  details in this letter, for fear of prying 
  eyes. 
   
  I have rented a room here at the Charging 
  Boar Inn and Tavern in the Western Reaches, 
  and I have taken up work as the local 
  teller-of-stories. If you can spare the 
  time, I would appreciate meeting you in 
  person to discuss possible next steps.  
   
  There is a small, abandoned copper mine a 
  mile Northwest of the Inn. Please meet me 
  within the main entrance chamber of the 
  mine on the eleventh of Planting, just 
  after dusk. Please do not draw attention to 
  yourself or make any unnecessary 
  appearances.  
  BDK5-04 A Leather Bound Tome 
   
  Page 29 
   
  
   
  In the light, 
  Oytens,  
  Resident Bard and Scholar 
  Charging Boar Inn and Tavern 
   
  BDK5-04 A Leather Bound Tome 
   
  Page 30 
   
  
  Player Handout 3 
   
  5 Planting 595 
  Greetings friend, 
   
  I send warm wishes, and hope that this 
  letter finds you well.  
   
  It has come to me on good authority to me 
  that you are a well-accomplished and 
  discrete adventurer who can be trusted with 
  a most urgent mission.  
   
  I have rented a room here at the Charging 
  Boar Inn and Tavern in the Western Reaches, 
  and I have taken up work as the local 
  teller-of-stories. If you can spare the 
  time, I would appreciate meeting you in 
  person to discuss possible next steps.  
   
  There is a small, abandoned copper mine a 
  mile Northwest of the Inn. Please meet me 
  within the main entrance chamber of the 
  mine on the eleventh of Planting, just 
  after dusk. Please do not draw attention to 
  yourself or make any unnecessary 
  appearances. 
   
  In the light, 
  Oytens,  
  Resident Bard and Scholar 
  Charging Boar Inn and Tavern 
  BDK5-04 A Leather Bound Tome 
   
  Page 31 
   
  
  Premier Event Summary 
   
   
  Record Important Outcomes  
   
  Do the PCs retain the body? If not, who has it? 
   
   
   
  Do the PCs have the book? If not, who has it? 
   
   
   
  Did the PCs kill (not just defeat) the assassins? 
   
   
   
  Did the PCs kill (not just defeat) the druid/necromancer? 
   
   
   
  Did the PCs kill Nerzan? 
   
   
   
  Did the PCs free That Which Sleeps? 
   
   
   
  Did the PCs do anything else of particular interest? 
  BDK5-04 A Leather Bound Tome 
   
  Page 32 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/595/Normal Scenarios/BDK5-04 - A Leather Bound Tome (APL 6-12)/BDK5-04 - A Leather Bound Tome.pdf