TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD3-03 
   
   
   
   
  Spring Cleaning  
   
  A One-Round D&D Living Greyhawk
  ®  
  Duchy of Urnst Regional Adventure 
  Version 1 
  by F. Martin Knoff 
  Development: F. Martin Knoff; Editor:  Denise Abbot t; Triad Review: Matt Lovell, James Zwiers; Circle Reviewer: 
  Craig Hier; Cartographer: F. Martin Knoff; Playtesters: David Thompson, Peter Kafka, Sam Stinson, Stephen 
  Thompson, Chuck Walbourn 
   
   
   
  It is Springtime in the Duchy.  The birds are chirping, the flowers are beginning to blossom, and one of the noble 
  houses of the Duchy has decided to renovate an old monastery that has long been abandoned.  They have hired you to 
  make sure it is safe for their preparing team of carpenters, masons and landscapers to work quickly and efficiently.  
  With your help, the idle rich of the Duchy will have a new place to sweat out the toils of their merchanting and soak 
  away the knots of industrious rule, continuing to manage things with the cool, calm demeanor that has made the Duchy 
  the stable, prosperous place it is today.  This adventure is for characters level 1 through 9, but only if you are brave. 
  
  Spring Cleaning 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. 
  The rest of the time is spent in preparation before 
  game play, and scoring after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing 
  it single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a 
  set of dice (at least one d4, d6, d8, d10, d12, and d20), 
  some scrap paper, a pencil, an RPGA scoring packet, 
  and your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. 
  The tag should have the player’s name at the bottom, 
  and the character’s name, race, and gender at the top. 
  This makes it easier for the players (and the DM) to 
  keep track of who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. You as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players will 
  be in gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a Living Greyhawk character generated, get a copy of 
  the current Living Greyhawk character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the Living 
  Greyhawk Gazetteer and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  
  Spring Cleaning 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  paladin’s mounts, etc) use 
  the 
  sidebar 
  chart 
  to 
  determine the number of 
  levels you add to the sum 
  above. Add each character’s 
  animals separately. A single 
  PC may only bring four or 
  fewer animals of this type, 
  and animals with different 
  CRs are added separately. 
  3. 
  Sum the results of 1 and 2, 
  and divide by the number 
  of characters playing in the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: Living Greyhawk adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a Living Greyhawk adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action 
  (spoken command) that may be 
  attempted each round. If an 
  animal loses half or more hp in a 
  single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep 
   
   
   
  This 
  is 
  a 
  standard 
  one-round 
  Regional adventure, set in the 
  Duchy of Urnst.  Characters native 
  to the Duchy of Urnst 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. 
  Adventure Summary 
  The party is hired by House Meissel to make sure a 
  recently acquired abandoned monastery will be safe for 
  the dwarven renovators traveling there to repair it.  It 
  is essential that they search the entire complex and 
  secure it before the craftsmen show up in 48 hours. 
   
  The monastery itself is a former temple of Lendor, 
  renowned within the clergy of Lendor for its mineral 
  and steam baths, as well as the beautiful ceiling made 
  of colored glass. 
   
  It is far from abandoned though, as remnants of 
  the former tenants (the Cube/Jelly  in the kitchen, the 
  otyugh) and a number of new tenants (the kobolds, 
  crocodile, steam mephits, the wizard of WeeJas, and 
  the other group of adventurers from House Meissel) 
  have taken up at least temporary residence here. 
   
  The party must confront all of these and remove 
  their threat either by diplomacy or by force.  The only 
  other choice is to find a way to subvert the attempts of 
  House Meissel in order to preserve the sanctity of this 
  once holy place. 
   
  Judges are advised to consult Appendix 5:  
  Background Notes. 
   
  There are no avid descriptions of the Hunters of 
  the Dead in encounters Seven and Ten.  Feel free to 
  make them however you want.  They are initially 
  sculpted from clay so they will have smooth, mostly 
  amorphous exteriors.  They can be made in any form 
  that the creator desires with no regard for 
  physiological reality.  The only real requirements are 
  
  Spring Cleaning 
   
  Page 4 
  that they need some form of locomotion and some way 
  to attack. 
   
  Examples could be any of the following, though 
  judges are encouraged to make up their own: 
  • 
  A small sphere with 10 appendages jutting in 
  ever direction.  It tends to spin when it walks 
  and attacks with its legs. 
  • 
  They can resemble any insects, but they have 
  no limb joints or seams, being completely 
  smooth. 
  • 
  An amorphous blob with a number of 
  tentacles jutting out, ending in solid bony 
  protrusions. 
  • 
  A Sea Urchin like creature, round with 
  spikes. 
  • 
  A spider with 16 legs, 8 on the top and 8 on 
  the bottom.  It attacks with whatever legs it is 
  not currently walking on. 
  • 
  These creatures do not need sensory organs as 
  we do and they do not need to eat, so keep 
  that in mind when designing them.  There is 
  no need for a mouth (other than as a means to 
  attack) or sensory organs.  Most of these will 
  not have any form of these organs unless it is 
  purely for asthetic reasons.  
   
  Encounter Summary 
  Introduction - The party is recruited by a 
  young man at the behest of House Meissel to 
  do some work for them. 
  Encounter 1 – The party is hired by Aldor 
  Meissel to assist him in preparing a 
  monastery that is being renovated. 
  Encounter 2 – The party travels to the 
  monastery. 
  Encounter 3 - The party arrives at the 
  monastery. 
  Encounter 4 – The party encounters a group 
  of kobolds who have taken on the worship of 
  Lendor and use this as their temple.  They 
  must be convinced either through diplomacy 
  or force to abandon the temple.  
  Encounter 5 – The party finds a pit trap 
  containing oozes or jellies and must either 
  destroy them or notate their existence so the 
  dwarves will know about it. 
  Encounter 6 – This is a small library where 
  nothing of major importance happens.  
  Encounter 7 – This is the laboratory of a 
  mage of WeeJas who is doing some research 
  in the abandoned cellar.  She is mostly done 
  with her research and is willing to leave if 
  given the opportunity.  She will not give 
  information to the party about what she is 
  working on however, and if forced to will 
  fight her way out and to safety.  
  Encounter 8 – This is the crypt of the old 
  Lendorian monks who used to live here.  
  There is nothing of interest here except for a 
  nasty surprise for grave robbers. 
  Encounter 9 – This is the monastery’s 
  lavatory.  An Otyugh has taken up residence 
  in the lower level and must be dispatched in 
  its hiding place.  
  Encounter 10 – A pair of adventurers have 
  been chased here by the servants of the Mage 
  in Encounter 7.  They have barricaded 
  themselves in the room and will attack the 
  first people that enter, mistaking them for the 
  creatures that were chasing them.  After the 
  initial shock, they may be more willing to 
  talk.  Anyone who leaves the room will be 
  attacked by the creatures waiting outside. 
  Encounter 11 – This is the roof of the 
  monastery.  One can get a better look at the 
  spectacular glass roof and there is also the 
  possibility of gaining a rare spell thought lost.  
  Encounter 
  12 
  – 
  This 
  is 
  the 
  large 
  underground bath.  The water here has 
  amazing recuperative powers, which has 
  drawn  the residence of a crocodile who will 
  fiercely defend its very comfortable home. 
  Encounter 13 – This is the steam bath.  The 
  natural heat here could be beneficial if tamed 
  from its current wild state.  It is the home of a 
  number of steam mephits, who enjoy the heat 
  and have no intention of peacefully leaving. 
  Encounter 14 – This is a secret temple.  
  Within it are five statues.   
  Introduction 
  You are quietly sitting about a table in the 
  rather crowded Dancing Spider Inn in 
  Leukish, exchanging tales and drinking ales 
  while listening to the rather good bard in the 
  corner.  Suddenly, you realize there is a young 
  man standing at the edge of your table, with 
  
  Spring Cleaning 
   
  Page 5 
  the air of someone who has been patiently 
  waiting for some time.  He hands you a letter 
  with a wax seal on it.  He stands, patiently 
  waiting for your response. 
   
  The boy is dressed in plain clothing and bears no 
  obvious identifications.  He is well kept and healthy, if 
  not a little uninterested in this whole affair.  He 
  appears to be 10-12 years old. 
   
  It takes a Knowledge (Nobility) check (DC 10 if 
  native to the Duchy of Urnst, DC 15 if not) to 
  recognize the seal on the letter as that of House 
  Meissel.  Making the check by 5 or more will reveal 
  that it has slight variations, making it the seal of Aldor 
  Meissel, a middle level merchant within House 
  Meissel. 
   
  Give players Player’s Handout #1. 
   
  The boy has no real information to offer, but on a 
  Diplomacy check (DC 15) he will explain who he 
  works for and that he likes his job unless it is raining.  
  He will take the players to the business offices of 
  House Meissel in the market quarter of Leukish.  He 
  will gladly accept any tip, trying to hint that he 
  deserves one (Innuendo DC 5 or Sense Motive DC 10). 
    
   
  His name is Aanon Honar and his father is a 
  leather worker who sells a lot of his goods to House 
  Meissel.  His older brother is going to take over the 
  family business which is a good thing because Aanon 
  isn’t really interested in it.  
  Encounter One: 
  Glorified Janitors 
  When the party arrives at the House Meissel offices: 
   
  These offices appear to have seen better 
  days, but are functional and clean.  They 
  consist mostly of warehouses and a small 
  building which is probably the administrative 
  offices.  
   
  The young man leads you into the bustling 
  offices.  A wide variety of merchants and 
  workers bustle about.  Apparently it is a very 
  busy day here today, or perhaps the life of a 
  merchant is more exciting than you had 
  previously thought. 
   
  Either way, the boy deftly leads you 
  through the maze of halls and offices, around a 
  group of dusty arguing dwarves.  They are 
  standing in the hall, pointing at of the beams 
  of the ceiling, discussing something in their 
  native tongue
  1.  Eventually you are led to a 
  large reinforced wooden door, which the boy 
  knocks on before opening it.  He bows 
  gracefully and gestures for you to go inside.   
   
  Sitting behind a large desk with a huge pile 
  of papers and more than a few satchels and 
  loose gems, is a young man who is probably in 
  his late twenties.  He stands up as you enter 
  “Thank you for responding so.  Please, have a 
  seat.  Refreshments are on the way. 
   
  Oh, where are my manners?  I’m terribly 
  sorry, but things have been a bit hectic of late.  
  I am Aldor Meissel.  Thank you for responding 
  so quickly to my summons.” 
   
  Aldor Meissel is the son of Wefreid Meissel and 
  follows in his father’s Skeptic point-of-view, perhaps a 
  little more open-minded in that he sees the possible 
  profitability of religion.  After the party has settled in 
  and the refreshments have arrived (quite quickly 
  actually, within about 30 seconds – they consist of a 
  variety of dried fruits and dates, some iced peach 
  blossom tea, some light sugar cookies and some mild, 
  soft cheeses – think brie or havarti), he will lean up 
  against the edge of the desk and explain what he needs. 
   
  “Once again I apologize for the abruptness 
  and lack of diplomacy in this, but I have come 
  under some intense pressure that I had not 
  expected. 
   
  I’m getting a bit ahead of myself though.  
   
  Approximately 50 years ago House Meissel 
  acquired the rights to an old monastery that 
  had been liberated by Justinian in the Cairn 
  Hills.  It was a place renowned for its hot 
  springs and mineral baths, but it was never 
                                                               
   
  1 Characters who speak Dwarvish will realize that they 
  are mostly criticizing the total lack of any quality in the 
  craftsmanship of the building, especially a joint 
  directly overhead.  The dwarves will react friendly to 
  any other dwarves or gnomes, but have little or 
  nothing to say to strangers.  They will politely 
  acknowledge humans who address them, but will be 
  unresponsive beyond that. 
  
  Spring Cleaning 
   
  Page 6 
  open to the public.  There have been a number 
  of hurdles, mostly political – you can 
  understand how these things happen – but 
  finally, last year everything seemed to come 
  together:  funding for the remodel, the 
  appropriate 
  permits 
  and 
  approvals, 
  pre-
  bookings and a number of other details which 
  I’m sure would bore you.  It all seemed to have 
  coalesced, finally making this project more 
  than a possibility. 
   
  But after the recent disturbances in the 
  Vale and the general history of occurrences of 
  dubious nature in the Cairn Hills, it looked 
  like our plans and hard work were to be 
  wasted.  We have done a good job of reassuring 
  people and once again we are at a point where 
  this project has become a reality. 
   
  The problem though is this:  The Dwarven 
  craftsmen that we have hired, and they are the 
  best that can be had for renovating stonework, 
  are concerned for the safety of their workers 
  once they arrive at the monastery.  (Deep sigh.) 
   It is probably an accurate assessment, but the 
  problem is that they did not voice their 
  concerns until a few days ago.  They assured 
  me that there have been previous notifications, 
  but I have not received them.  Of course, these 
  things do happen sometimes. 
   
  You have to understand that this is a very 
  expensive undertaking, and possibly larger in 
  scope than even I can comprehend.  A lot of 
  money and effort is at stake here. 
   
  It is of utmost import that the monastery is 
  cleared of any rabble that has taken up 
  residence there, and any dangers be notated so 
  that the dwarves can either correct them or 
  avoid them.  As such, this is what I would like 
  to hire you to accomplish. 
   
  It is critical that you thoroughly search the 
  monastery and find anything that might be 
  even lightly construed as dangerous and, if at 
  all possible, remove those threats in whatever 
  way you deem best.  We are planning for a late 
  summer opening and, as the monastery has 
  been abandoned for 200 years, this will require 
  a great deal of work by the dwarves.  It is 
  critical that you allow them to focus on their 
  work by removing any threats to them.  The 
  dwarven 
  craftsmen 
  will 
  be 
  arriving 
  approximately 48 hours after you get to the 
  monastery if everything goes as planned. 
   
  Of course I will compensate you for your 
  time and efforts in addition to being 
  appreciative of your help.  Here is a map to the 
  monastery.  It is not all that difficult to find.” 
   
  For the Map, see Player Handout #2. 
   
  Some PCs may have the Enmity of House Meissel 
  from previous dealings with the House.  Aldor does 
  not particularly care about any of this.  He is in 
  desperate straits and will accept help from any 
  reasonable source.  He is not prone to getting involved 
  in the petty politics of some of his other family 
  members.  His focus is business. 
   
  The party will of course have questions.  Note that 
  none of these will be offered unless brought up by the 
  party.  Aldor believes the party has all the critical 
  information they need, but he will politely answer any 
  questions that he can (summarized in the information 
  below). 
   
  Here are some answers from Aldor Meissel: 
  • 
  The monastery was run by the Church of 
  Lendor.  
  • 
  The humanoid activity in the Cairn hills and 
  the Vale has largely been in areas away from 
  the monastery. 
  • 
  The path to the monastery seems relatively 
  clear of humanoid activity, though there have 
  been some disappearances along the River 
  Seren, which leads up to the monastery. 
  • 
  Payment is according to APL as follows and is 
  per person: 
   
  APL2 
    80 gp 
   
   
  APL4 
  120 gp 
   
  APL6 
  160 gp 
   
  APL8 
  250 gp 
         Of course the party may keep any additional 
  treasure they find as long as it is not part of the 
  monastery. 
  • 
  The problems have been largely logistical and 
  political, but he will not expand on this much 
  except to assure the party that all has been 
  cleared for this project. 
  
  Spring Cleaning 
   
  Page 7 
  • 
  Dwarves were chosen because they are the 
  best, and this will be a place where only the 
  best is used. 
  • 
  The monasteries waters were known for their 
  healing, recuperative and revitalizing abilities, 
  though these properties were largely kept 
  hidden by the monks that lived there. 
  • 
  The monastery was largely self-sufficient and 
  almost exclusively used by the clergy and 
  monks of Lendor who lived there. 
  • 
  The church of Lendor in Leukish have not 
  given any objections to this project, though 
  they made a request to have it returned to 
  them that was denied.  House Meissel has 
  spent a great deal of money to secure the lease 
  on the monastery and the church cannot 
  come close to repaying that.  Even if they 
  could, it is doubtful they could pay the taxes 
  on it and would just lose it again. 
  • 
  The monastery will be used as a spa and 
  retreat for the various nobles and merchants 
  of the Duchy.  There is great interest in using 
  it as such and it is sure to be a profitable 
  venture. 
  • 
  He has no qualms about turning a church into 
  a place of business.  Most churches are 
  already; they simply hide it. 
  • 
  The monastery is also renowned for its 
  magnificent colored glass ceiling, beautifully 
  crafted and remarkably resilient for a 
  structure of glass. 
   
  Research in Leukish may show, depending on Gather 
  Information checks, the following information: 
  • 
  That’s what the rich need, some place to relax. 
   They’ve got it SO tough.  (DC 5) 
  • 
  The monastery is in the Cairn Hills, a hotbed 
  of humanoid activity, but luckily it is far 
  enough in the middle of nowhere that there 
  is not likely to be a whole lot of activity in the 
  area.  Not much anyway.  (DC 10) 
  • 
  A few months ago, the merchant family, Geir 
  I think their name was,  disappeared in that 
  general area (DC 10) 
  • 
  There has been no obvious sign of humanoid 
  (orc, goblin, gnoll, etc.) activity in the area 
  directly surrounding the monastery.  (DC 15) 
  • 
  That the temple was lost to taxes during the 
  reign of Justinian and only recently has 
  anyone shown any interest in it. (DC 15)   
  • 
  The Temple of Lendor in Seltaren has no 
  objections to its use as long as the shrines to 
  Lendor are left intact or returned to their 
  temple.  Nobody alive remembers the 
  monastery except from anecdotes, and the 
  waters there were indeed renowned for their 
  recuperative powers.  (DC 15) 
  � 
  House Einstoffen showed some interest in 
  the recent acquisition, but was snubbed from 
  the bidding, as they are only a merchant 
  house (DC 20).  
  • 
  Not everyone in House Meissel is happy 
  about the renovation.  Some would prefer to 
  see it returned to the church, but not enough 
  to stop it from happening (DC 25) 
   
   
  A successful Gather Information roll includes all 
  of the information from the lower DCs as well as what 
  is revealed at the DC made. 
   
  A Bardic Knowledge check (DC 18) will reveal the 
  information on the history of the monastery as 
  presented in Appendix 5. 
  Temple of Lendor 
   
   
   
   
  If the party wishes to visit the temple of Lendor in 
  Leukish, they may. 
   
  The outside of the Temple is a solid façade of 
  white marble.  It is simple and massive (approximately 
  100’ across and possibly four times as deep), with a 
  large door in the front that is closed.   
   
  If the party enters, there is a younger cleric by the 
  name of Adryn Arys at the front desk that will help 
  them.   All information regarding the temple and this 
  project presented above are accurate.  The church has 
  nothing further to add other than the fact that it is 
  indeed a regrettable situation that such a beautiful 
  place had to be lost to the political machinations of 
  Justinian.  They would of course be grateful if it could 
  be returned to them for the uses it was meant, but also 
  understand that this is largely an impossible 
  proposition.  If the party could figure out a way, the 
  church would indeed be in their debt. 
   
  There are no senior clergy available for the party 
  to consult with.  They will not be admitted into the 
  inner temple unless they are worshippers of Lendor, 
  but even then there are no senior clerics available for a 
  consultation, but clerics or paladins of Lendor will be 
  allowed to worship at the main temple, attended by a 
  young acolyte who says nothing during the entire 
  time.  Adryn will explain that he is under a vow of 
  silence and will not speak. 
  
  Spring Cleaning 
   
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  This section should be kept to a short interlude 
  and not take very long.  Adryn is a young man obsessed 
  with his worship, as are most of the attendants at the 
  temple, and will thank the party for their interest and 
  any help, but they have studies to attend to. 
   
  Of minor note in the temple is that it is spotlessly 
  clean, simply but elegantly decorated, and very, very 
  quiet. 
  Encounter Two: 
  Off to Work 
  Your trek to the monastery takes you along the 
  lower Lukala River and continues along the 
  Seren River up into the Cairn Hills.  It is quiet 
  and peaceful, a nice trip through the rural 
  countryside of the Duchy.  In the Cairn Hills, 
  springtime has arrived and there are a wide 
  variety of wildflowers to greet you.  Bees are 
  pollinating the budding flowers and birds are 
  everywhere, zipping through the colorful array 
  of wild flowers painting the countryside.  
  Rabbits and their predators flourish, enjoying 
  the springtime burst of growth.  The weather is 
  temperate and cooperative on your trip despite 
  the occasional spring shower and morning 
  chill. 
   
  The trip there is relatively uneventful, though a 
  DC 20 tracking roll will tell that another group of 5 or 
  so people went this very way only a few days prior to 
  the party.  As they get close to the monastery (within 
  500 feet), there are a number of tracks, some of which 
  can not be identified (as they are unique creatures,) 
  moving about the entire area.  These are the tracks of 
  the Hunters of the Dead (see encounters 7 and 
  encounter 10) and they are at least a week old.  There 
  are numerous Kobold tracks (Track DC 10) coming and 
  going from the monastery.  The Hunters of the Dead 
  tracks are merely a series of amorphous imprints in the 
  dirt, while the kobold prints are small clawed 
  footprints. 
  Encounter Three: 
  Get Your Gloves On 
  The monastery is not hard to spot, even from 
  far off.  The gleaming spiral roof shines in an 
  opalescent display of color that rivals the 
  burgeoning flowers surrounding it on the 
  hillside.  It is a reasonably large structure of 
  black and white marble, at least two stories and 
  surrounded on all sides by orchards and fields 
  long gone wild.  There are no obvious signs of 
  disrepair and the structure appears to be 
  completely intact.   
   
  Perhaps the oddest thing is that despite it 
  being abandoned for 200 years, all of the many 
  stained glass windows appear to be intact.   
   
  There is a single main entrance on the 
  Western side of the ground floor consisting of 
  a huge set of double doors, flanked by two 
  smaller doors on either side of it.  All of the 
  doors are closed and surrounded by four 
  stained glass murals.  The two in the middle 
  show the same tall, simply dressed and serious 
  faced older Suel man.  On the left he stands in 
  front of a sundial and on the right he holds a 
  scepter, holding it up and partially blocking 
  the sun.  On the far left is a figure of a beautiful 
  young Suel woman, shrouded in black, holding 
  the hand of a handsome young Suel nobleman, 
  with what could only be described as a reckless 
  expression on his face.  The far right mural is 
  of another Suel nobleman with a falcon on 
  each shoulder, looking up into the sky, while 
  another blurry, ambiguous figure stands 
  behind him, tying knots into gold strands 
  which turn into dust after his work.  This last 
  figure has no obvious identifying features save 
  for a flickering forked tongue coming out of 
  where his head must be.  The murals are 
  amazingly crafted and intricate, almost lifelike 
  in their quality.  The windows are largely 
  translucent, but no details of the interior can 
  be gathered. 
   
  Any attempts to break the windows will take as 
  much effort as breaking steel plating as they have all 
  had the Glassteel treatment on them (see Appendix 3). 
   
  A Knowledge (religion) (DC 15) check will reveal 
  that the man in the middle two panels is Lendor, while 
  the far left is WeeJas and Norebo, and the far right is 
  Phaulkon and Syrul. 
  Encounter Four: 
  It is Indeed Tedious Work 
  The temple is a magnificent structure and the 
  inside is perhaps more impressive than the 
  
  Spring Cleaning 
   
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  outside, easily 185 feet long and 90 feet across 
  where you stand, with bright light streaming 
  through the colored windows and dancing 
  upon the white marble floor.  It is a glittering, 
  playful expanse of light and color, changing 
  constantly and bathing the entire temple in a 
  muted, 
  intricate 
  display 
  of 
  constantly 
  shimmering color.  It dominates the center of 
  the temple, bathing the entire floor in a 
  kaleidoscope of colored light. 
   
  Directly in front of you is a small grassy 
  pasture around a shimmering blue pool 
  approximately 30’ across.  Evenly spaced along 
  the depth of the main floor  are eight small 
  alcoves, four on the north wall and four on the 
  south wall.   A large opening on the Eastern 
  wall reveals a huge set of stairs descending into 
  darkness.  There are intricately carved doors in 
  the Northeast and Southeast corners. 
   
  On the east end of the main floor is the 
  temple proper.  There is a large statue of an 
  older, slightly stern gentleman standing upon 
  a sundial and holding a scepter up to the sky.  
  It is the same figure as the central figure in the 
  stained glass murals that greeted you.  In front 
  of the statue is a small, black marble table 
  surrounded by four pillars made of the same 
  shiny black marble as the table.  There are a 
  total of eight benches (four to the north and 
  four to the south of the pillars).  The entire 
  area is devoid of dust and clutter. 
   
  The two large circles in the middle of the temple 
  show where the main focus of the colored glass ceiling 
  hits the floor. 
   
  The first two alcoves are to the stairs that lead up 
  to the roof area. 
   
  The other six alcoves lead down into the kobold 
  tunnels underneath.  These have not been mapped as 
  they are very small, intricate and deep.  Only small (or 
  smaller) characters may navigate them and even this is 
  difficult and should be discouraged.  The kobolds will 
  collapse tunnels behind them if chased into their 
  burrows, making pursuit nigh impossible. 
   
  The tunnels are the home of a group of kobolds 
  that, through their leader (the female cleric of Lendor), 
  have become worshippers of Lendor.  They will avoid 
  contact with any outsiders, but if it appears than 
  anyone is going to deface the temple in any way, they 
  will attack. 
   
  If the tunnels are examined, a Track check may be 
  made (DC 10) to discover that there has been an 
  abundance of recent activity and they are in fact 
  kobold tracks.  If the party attempts to parley with the 
  kobolds, the cleric will discuss the matter peacefully.   
  • 
  They will not abandon their temple to be 
  renovated, but they also want to avoid 
  confrontation.   
  • 
  Their primary goal is to not allow the temple 
  of their god to be defiled.   
  • 
  If they are assured that the temple of Lendor 
  in Leukish has approved the actions of House 
  Meissel or that the temple will remain intact, 
  they will peacefully leave.   
  • 
  They know that this is only their adopted 
  temple and that it belongs to other people 
  who worship the same god.   
  • 
  Afterwards, maybe they will come back and 
  worship with them. 
  • 
  If the party attacks, they will defend 
  voraciously and fanatically, never retreating 
  and fighting to the death to defend their 
  temple.   
  • 
  All of these kobolds are Lawful Neutral, not 
  Lawful Evil as listed in the Monster Manual. 
   
   
  The kobolds will not accompany the party beyond 
  the temple area proper and will not offer any additional 
  information.  They have been betrayed often enough 
  by their own kind and they are even more suspicious of 
  outsiders.  The only exception to this is if the party has 
  a cleric or paladin of Lendor.  If this is the case, then 
  they will gladly give them any information they have 
  about the entire monastery complex, including details 
  of the trap in the kitchen (encounter five), the otyugh 
  (encounter nine), the crocodile (encounter ten) and 
  that the wizard in the wine cellar (encounter seven) is 
  open to negotiate and relatively friendly.  They do not 
  know what the book on the roof is for, they do not 
  know about the adventurers trapped in the upstairs 
  room (encounter ten), and they don’t know about the 
  Steam Mephits (encounter thirteen). 
   
  At the east end of the main temple area are three 
  staircases leading down, one to the Winery, one to the 
  Crypt, and one to the lavatory. At the north and south 
  end are spiral staircases that lead up to the roof and 
  living quarters and down to the pool and steam bath. 
   
  Additional Judge Notes:  At APLs 2 and 4, the 
  kobolds are not very likely to attack a well armed and 
  
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  organized party.  They will rather attempt to 
  communicate with the party, taking a much more 
  diplomatic path due to their small numbers.  At these 
  two APLs the kobolds will only attack if someone is 
  defacing the temple.  They will abandon it if 
  threatened by an overwhelming force.  They will begin 
  any attempts at diplomacy from the secrecy of their 
  tunnels, not revealing what they are until the party 
  seems to be open to discussion.  At APL 6 and APL 8 
  the kobolds are much more aggressive due to their 
  stronger leader and higher numbers.  They will make 
  an actual physical appearance, but still be willing to 
  talk rather than flat out attacking unless it appears that 
  the party is looting or destroying the temple. 
   
  The kobold cleric has turned to Lendor mostly by 
  accident.  She has a natural inclination towards Lawful 
  Neutral and fled her kobold homeland in fear for her 
  life, bringing a few loyal and trusted friends who were 
  also a bit more moderate.  They discovered this temple 
  and she had a religious experience in a dream where 
  Lendor came to her, giving her solace in this strange 
  land.  She immediately began studying the books in 
  the library and beginning services to Lendor, enjoying 
  the security and routine of life in the temple.  They 
  have explored the temple at will and have an uneasy 
  truce with the Wizard living in the basement.  Now 
  that they have found Lendor, they do not feel quite the 
  need to stay here, but they will do whatever they can to 
  avoid any desecration to the temple of their new deity. 
   The cleric speaks both draconic and common, but the 
  main group of kobolds only speak draconic. 
   
  APL 2 (EL 2) 
  � Kobold Cleric Level 1: hp 13; see Appendix I. 
  � Kobolds (6): hp 14; see Appendix I. 
   
  APL 4 (EL 4) 
  � Kobold Cleric Level 3: hp 13; see Appendix I. 
  � Kobolds (6): hp 14; see Appendix I. 
   
  APL 6 (EL 6) 
  � Kobold Cleric Level 5: hp 13; see Appendix I. 
  � Kobolds (18): hp 14; see Appendix I. 
   
  APL 8 (EL 8) 
  � Kobold Cleric Level 7: hp 13; see Appendix I. 
  � Kobolds (30): hp 14; see Appendix I. 
  Encounter Five: 
  Everything in its Place 
  This is the Monastery’s kitchen.  It is clean, 
  well stocked, and smells slightly of boiled 
  turnips.  You see nobody here, but neither do 
  you see any vermin or signs of abandonment.  
  There are two large barrels of water on the 
  west wall and a fireplace, oven and stove in the 
  main cooking area off to the east.  The north 
  wall has two worktables as well as a number of 
  storage crates and barrels that are not labeled.  
  There is a slight acrid tint to the air here, but it 
  is subtle and indistinct.  There is a large box 
  with no lid in the northwest corner. 
   
  The stove and oven are still warm from the early 
  mornings cooking.  There is a pot of turnip stew 
  covered and slowly simmering over the hot coals in the 
  fireplace.  The supplies consist mostly of foraged foods 
  from the countryside (various dried fruits, nuts, and 
  flowers as well as turnips, potatoes and some iron 
  rations).  There is not a lot of food here, but neither are 
  the shelves bare. 
   
  The northwest corner of the room has a 20’ x 20’ 
  section which is a pit trap triggered by the 5’ x 5’ 
  section in the upper northwest corner of the room.  It 
  works by placing food (or any weight over 20 pounds) 
  in or near the box in the NW corner and immediately 
  moving out of the space before the pit opens and 
  dumps the garbage down into the pit with the 
  cube/jellies.  The box has no bottom to it and the sides 
  are connected to the wall.  If a player falls into the pit 
  and is adjacent to it, they may may a melee touch attack 
  against AC 10 to try and grab the box.  It will support 
  up to 120 pounds of weight before breaking and 
  collapsing into the pit. 
   
  The pit trap can be found with a Search check (DC 
  20) and deactivated with a successful Disable Device 
  check (DC 20). 
   
  The pit is 20 feet deep, but falling into it only does 
  subdual damage as the pit is coated with slime, 
  breaking the characters fall.  The pit door closes the 
  round after it has been sprung (it closes on Initiative 
  24).  It takes a Strength check DC 15 to hold it open, 
  and if it is let go it will immediately close the round 
  afterwards. 
  
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  If a party member falls in the pit, read them the 
  following description: 
   
  You plop into a gigantic pile of goop that 
  seems to wiggle and squirm around you.  There 
  is no visible light source and you are 
  surrounded by writhing, living slime.  The pit 
  has swallowed you into its belly, and you are 
  engulfed by its juices. 
   
  If the PCs wish to climb out of the pit, it is a DC 27 
  climb check (use normal DCs for climbing if a rope or 
  pole is used) due to the smooth nature of the stone 
  walls and the slime coating it. 
   
  The gelatinous cube has no way to get out of the 
  pit, but if the pit cover is kept open the ochre jelly can 
  climb the walls and get out. 
   
  It takes a Spot Check (DC 15) to see the gelatinous 
  cube in the pit. 
   
  APL 2 (EL 2) 
  � Gelatinous Cube: hp 58; see Appendix I. 
  Pit Trap:  CR 1 Reflex Save DC 20 if in Furthest NW 
  corner, DC 15 if in the three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime coating the walls. 
   
  APL 4 (EL 3) 
  � Gelatinous Cube – Advanced : hp 109; see 
  Appendix I. 
  Pit Trap:  CR 1 Reflex Save DC 24 if in Furthest NW 
  corner, DC 19 if in the three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime coating the walls. 
   
  APL 6 (EL 5) 
  � Ochre Jelly: hp 29; see Appendix I. 
  Pit Trap:  CR 1 Reflex Save DC 28 if in Furthest NW 
  corner, DC 23 if in the three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime coating the walls. 
   
  APL 8 (EL 7) 
  � Ochre Jelly (2): hp 29; see Appendix I. 
  Pit Trap:  CR 1 Reflex Save DC 32 if in Furthest NW 
  corner, DC 28 if in the three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime coating the walls. 
   
  Encounter Six 
  Tools to Clean a Musty Mind 
   
  This room, though clean, appears to be 
  scarcely used.  Everything is neat and ordered, 
  from the books in the two bookcases on the 
  West wall to the chairs and couches neatly 
  arranged around the large oaken dining table.  
  The floor is cleaned and waxed, the grayish 
  marble shining under the dim light filling the 
  entire room. 
   
  This room is the dining area and lounge, where 
  the little spare time the monks had was spent relaxing. 
   There are two bookcases on the west wall filled with a 
  wide variety of religious texts, but mostly there are 
  “how-to” type books for various crafts and professions.  
  They seem to be worn but well taken care of.  The table 
  and chairs are simple but well crafted, as are the 
  couches and chairs.  There is a coat rack between the 
  two bookcases, which is empty save for a few hooks for 
  hanging cloaks or coats on. 
   
  The kobolds do not spend much time here, but 
  consider it an extension of the temple and have kept it 
  clean and well maintained.  The books range in age 
  from 200 to 250 years old, but are all in good repair due 
  to being made of good materials.  They can be 
  considered to be Masterwork for purposes of crafting.  
  The total value of the books is 600 gp and they weigh 
  approximately 200 pounds. However, they belong to 
  the new owners of the building. 
  Encounter Seven 
  The Wine Cellar 
  As you open the door, your first impression is 
  less than exhilerating.  There is a large barrel 
  blocking the entrance.  Filtering around its 
  edges is a warm, yellow light coming from an 
  unknown source.  The room itself has an 
  earthy, chemical smell with slight sour 
  undertones.  It is a bit musty and mold spores 
  fill the air. 
   
  If the party moves the barrel, they can open the 
  door into the room (Strength check DC 5) and the 
  following sight greets them: 
  
  Spring Cleaning 
   
  Page 12 
   
  Dusty bottles of wine line the walls of the 
  main winery and there are two additional 
  shelves with wine as well.  There are two 
  torches lighting the room, though it appears to 
  be devoid of any creatures in this section.  
  There is a large open area to the right of the 
  entrance.  An apparently unused desk is 
  against the wall and some crumpled papers 
  adorn a table opposite you.  There is an 
  unidentifiable scurrying sound somewhere in 
  the distance. 
   
  There is nothing to see in the immediate area 
  around the door as the Mage and the Hunters of the 
  Dead are all in the main lab area.  The far side of the 
  room where the mages area is will become mostly 
  visible after the party enters the room. 
   
  To the East is a laboratory.  Behind a large 
  table, staring at you, is a young Suel woman.  
  White hair accents crystalline blue-green eyes, 
  sharply contrasting her muddied brown apron. 
   On the table in front of her are a number of 
  books and some huge lumps of clay.  Standing 
  at her feet are a number of small fleshy 
  creatures, grotesque in form but seemingly 
  inanimate.  The lumps of clay on the table look 
  like a fetal form of these creatures. 
   
  Books line the tables and shelves around 
  her, and the pungent smell of chemicals 
  inundates the entire area.  The main sitting 
  room 
  seems 
  largely 
  unused 
  despite 
  its 
  comfortable furnishings. 
   
  This is the laboratory of a Mage who happens to be 
  a worshipper of WeeJas.  Her name is Alvina Golan.  
  She is obviously of Suel background with the typical 
  blonde hair and blue eyes, but overall she could best be 
  described as plain.  Her main field of study is the 
  creation of life through non-necromantic methods.  To 
  this end, she has been experimenting with the 
  combination of Stone to Flesh and Animate Object.  
  First, she sculpts her creatures out of stone, then she 
  turns them to flesh, and last, she animates them.  
  Animate Object is a divine spell, and to be able to cast 
  it she has been using a ring she acquired in the city of 
  Greyhawk, but it is completely out of charges at this 
  point.  She is mostly doing some follow-up and 
  checking and annotating her voluminous notes at this 
  point. 
   
  Most of the money she got from House Einstoffen 
  has been used on equipment and research materials.  
  She will not willingly give these up, but if she is killed 
  they may be freely taken and sold.  They have a total 
  value of 1,200 GP. 
   
  She is not here on anyone’s authority, but is 
  squatting to some extent.  Her sponsor is House 
  Einstoffen, though it will be very difficult to get that 
  out of her (DC 20 Diplomacy, or automatic if an 
  Influence point with House Einstoffen is used – if 
  Influence with another noble house is used, she gets a 
  +5 insight bonus to resist any further Diplomacy 
  checks by the party for each non-Einstoffen Influence 
  point that the party tries to use).  She will insist that it 
  just seemed an out of the way area for her to do her 
  experiments in.  Most of her creations are guarding the 
  two House Meissel agents that are still alive and have 
  barricaded themselves in the living quarters on the 
  roof (see Encounter #10), but there are a few here that 
  will eagerly jump to the mages defense.  She is no 
  slouch and will not be easily intimidated (DC 20 
  Intimidate).  Her paranoia and dislike of actual people 
  (rather than creations) is obvious and she does not hide 
  it.  If the party threatens her or tries to take any of her 
  work, she will immediately attack them and command 
  her little servants to do the same.  
    
  If the party asks her to leave, she will agree to it if 
  given enough time to pack up her research and 
  experiments.  Under no circumstances will she 
  consent to share or turn over any of her findings or 
  creations.  If necessary, she will offer the party her 
  used up Ring of Animate Objects (all the charges are 
  gone and it is only worth its monetary value of 500 gp) 
  if they will let her leave in peace.   
   
  If she negotiates with the party she will ask them 
  to keep her presence here secret.  If asked why, she 
  will only say that there are many people in the Duchy 
  who would use her research for something other than 
  the destruction of undead.  It is a risk she is 
  determined not to take.  She will offer no more 
  information about why she is here. 
   
  She has an uneasy truce with the Kobolds.  They 
  leave her alone and she has helped them in translating 
  the books upstairs into words they can understand.  
  Over months this relationship has become more stable, 
  but they are far from drinking buddies by any stretch. 
   
  The agents of House Meissel hiding from her 
  (Encounter Ten) intruded mostly by chance onto this 
  laboratory while looking for ways to sabotage the 
  impending renovation.  When they entered the 
  winery, they were immediately chased off by the group 
  of Hunters of the Dead that now stand guard over 
  them.   
  
  Spring Cleaning 
   
  Page 13 
   
  All of her critical research has been recorded and 
  is being carried on her person via her Shrink Item 
  spell, so she is not afraid to abandon this laboratory if 
  attacked.  Killing her will give the party the Enmity of 
  House Einstoffen (see Regional Certs section) as will 
  releasing the information that she was working for 
  House Einstoffen to House Meissel or anyone else.  
  Letting her go AND not reporting her to House 
  Meissel or anyone else will gain the characters the 
  favor of House Einstoffen. 
  APL 2 (EL 6) 
  � Wizard Level 5: hp 13; see Appendix I. 
  � Hunters of the dead (4): hp 14; see Appendix I. 
  APL 4 (EL 6) 
  � Wizard Level 5: hp 13; see Appendix I. 
  � Hunters of the dead (4): hp 14; see Appendix I. 
  APL 6 (EL 6) 
  � Wizard Level 5: hp 13; see Appendix I. 
  � Hunters of the dead (12): hp 14; see Appendix I. 
  APL 8 (EL 8) 
  � Wizard Level 7: hp 13; see Appendix I. 
  � Hunters of the dead (20): hp 14; see Appendix I. 
   
  Encounter Eight 
  Cleaning Out the Family Tree 
  A steady deep blue light fills this chamber, 
  though no light source is apparent.  A series of 
  stairs line the room, leading down the burial 
  chamber of the temple.  Four sarcophagi lie in 
  the bottom section, decorated simply and 
  tastefully with the visage of Suel inhabitants.  
  The grating on the floor appears to be 
  removable.  The room is spotless and appears to 
  be well maintained, with no sign of looting or 
  grave robbing. 
   
  This is largely an empty area where the bodies of 
  three old high priests of Lendor are entombed, as well 
  the bodies of numerous lesser worshippers wrapped in 
  cloth and neatly stacked in the pits under the grates.  
  There is nothing dangerous or of value here.  The 
  kobolds consider this resting place of the ancestral 
  priests of this monastery to be an extension of the 
  Temple on the main floor and have dutifully kept it 
  clean. 
   
  Each sarcophagi is warded with a Greater Glyph of 
  Warding (Search DC 31, Disable Device DC 31) which 
  is triggered by disturbing the corpse in any way.  It is a 
  spell glyph storing Circle of Death (Fortitude Save DC 
  21 or die – all creatures within a 50’ burst radius – will 
  kill 20d4 Hit Dice worth of creatures). 
  There is nothing of value with the corpses. 
  Encounter Nine: 
  Yes, You Must Clean THAT Too. 
  This is obviously the monastery’s privy.  Filthy, 
  decrepit burlap curtains cover the stalls in the 
  rear.  There is a large cracked area in the 
  marble floor that is large enough to easily 
  climb through.  There is a dry, musty stench 
  that seems to emanate from the large opening 
  in the floor. 
   
  Once the monasteries human waste disposal 
  center, it has long since stopped being used and 
  instead has attracted an Otyugh who dwells in the 
  space underneath the stalls, munching on the stale, 
  ancient waste.  There is a large crack in the floor of the 
  main section that provides access to the repository 
  below.   The Otyugh will attack and attempt to drag a 
  PC down into its filthy little hovel if at all possible. 
  There are places in the underground area that the 
  otyugh can hide in, providing no line of sight to it 
  unless someone pokes their head down or climbs 
  down into the pit. 
   
  The pit area below has approximately 8’ walls and 
  is exactly the same size as the lavatory room.  
  Underneath the lavatory floor there are places where 
  the Otyugh can go without line of sight from above.  
  No spot check is allowed until either the Otyugh steps 
  out to attack someone it hears or someone descends 
  into the pit. 
   
  If a character is dragged down, climbs down, or 
  jumps down into the pit, read them the following:  
   
  A small amount of light trickles in through 
  the large crack in the ceiling.  You land in 
  approximately a foot of filth, breaking your fall 
  and making a thick, “splurgh” sound as you 
  land in it.   
   
  If the Otyugh has not been killed all ready, read 
  the following: 
  
  Spring Cleaning 
   
  Page 14 
   
  There is motion down here, and fetid, 
  dense breath coats your face with a sickening 
  insulation of putresence. 
   
  The Otyugh’s treasure is scattered among the filth 
  down below. 
   
  The kobolds have long learned to avoid this place 
  and have no need of it as their burrow has its own 
  facilities that are much safer. 
  APL 2 (EL 3) 
  � Otyugh (Wounded): hp 16; see Appendix I. 
  APL 4 (EL 4) 
  � Otyugh: hp 33; see Appendix I. 
  APL 6 (EL 6) 
  � Otyugh, Advanced: hp 90; see Appendix I. 
  APL 8 (EL 8) 
  � Otyugh, Advanced, Fiendish: hp 90; see Appendix 
  I. 
  Encounter Ten: 
  Some People Just Aren’t Cut Out for This Line 
  of Work 
  If the party has done Encounter 7: 
  More of the creatures from the basement sit in 
  the hallway here in front of the door to the 
  fourth back room.  They appear to be 
  immobile, silently standing guard.  They do 
  not acknowledge your approach or presence in 
  any way. 
   
  If the party has not done Encounter 7: 
   
  An assortment of motionless blobs of flesh 
  sit on the floor in front of the door to the 
  fourth back room. 
   
  Feel free to make up designs of the creatures per 
  the outlines in the introduction. 
   
  This general area used to be where the monks 
  lived.  After it was abandoned, it fell into disrepair.  It 
  can easily be seen that the kobolds do not tend this 
  area as it is broken down and dirty, a striking change 
  from the prim cleanliness of the main floor.  Each 
  room has one small nightstand and two simple cots.  
  They are probably serviceable, though a number of 
  them are flimsy and would be easily broken. 
   
  Locked in a room at the end hallway are two 
  fugitives from House Meissel, sent here to undermine 
  the efforts to renovate the temple.  They are guarded by 
  a number of monstrosities in various shapes and forms 
  (created by the Mage in the winery) are.   
   
  The two fugitives are a female ½ orc fighter 
  named Gara Boarcrusher and a gray elf wizard that goes 
  by the name of Ihlara.  They have been hired by Uthor 
  Meissel (who thinks it is repugnant to turn a holy place 
  into a hob-knobbing pamper room for nobles) to 
  sabotage any efforts to clear the area.  Obviously they 
  have failed miserably. 
   
  The door into their room has been loosely 
  barricaded and will require either a Strength check 
  (DC 15) or Disable Device (DC 10). 
    
  The Hunters of the Dead are commanded to attack 
  anyone who leaves the room.  They will not move to 
  attack the party unless they come out of the room.  If 
  the party wishes, they could easily destroy the 
  creatures while they are immobile here.  They will not 
  defend themselves, but will only attack if someone 
  leaves the room. The door into the room where the 
  gray elf and half-orc are makes communication 
  through it nigh impossible due to its thickness.  It will 
  require a Listen check DC 25 by the two people inside 
  to hear anything softer than loud yelling.  This only 
  negates hearing specifics in the sounds.  They will still 
  hear anyone attempting to disable the barricade that 
  has been erected on the door.  
   
  If the door is opened, the half-orc will fire her 
  missile weapon and the gray elf will use his wand.  
  They will fire immediately before seeing who actually 
  comes through the door.   
   
  After realizing that it is not the Hunters of the 
  Dead they will pause defensively unless attacked 
  further.  They do not immediately apologize, but will 
  attempt to discuss the matter, insisting that they 
  thought the party was actually the creatures that 
  chased them here and were waiting outside the door.  
  They will have the following to say: 
  • 
  They’ve been trapped for 3 days with very 
  little food and water.   
  • 
  The gray elf has lost his left arm and the half-
  orc has been diseased from the otyugh.   
  • 
  The rest of their party is long dead.   
  • 
  They do not know about the kobolds and 
  were avoided completely by them.   
  • 
  The half-orc will parley with the party if 
  possible, trying to glean what they are here 
  for.   
  • 
  They will give out as little information as 
  possible about the reason for their presence 
  
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  here, insisting that they had heard of this 
  place and were just seeking adventure.   
  • 
  At this point, they are more interested in 
  saving 
  their 
  own 
  hides 
  rather 
  than 
  completing their mission, but if they could do 
  both, they would. 
   
  As soon as the party leaves the room, the creatures 
  will, of course, attack them if they are still alive.  Their 
  command is to attack anyone who leaves the room and 
  they will do so ferociously and with as much zeal as a 
  creature with no soul can muster. 
  APL 2 (EL 3) 
  � Gara Boarcrusher ½ Orc Fighter Level 1 (1): hp 
  13; see Appendix I. 
  � Ihlara Gray Elf Wizard Level 1 (1): hp 14; see 
  Appendix I. 
  � Hunters of the dead (4): hp 14; see Appendix I. 
  APL 4 (EL 5) 
  � Gara Boarcrusher ½ Orc Fighter Level 2 (1): hp 
  13; see Appendix I. 
  � Ihlara Gray Elf Wizard Level 2 (1): hp 14; see 
  Appendix I. 
  � Hunters of the dead (4): hp 14; see Appendix I. 
  APL 6 (EL 7) 
  � Gara Boarcrusher ½ Orc Fighter Level 4 (1): hp 
  13; see Appendix I. 
  � Ihlara Gray Elf Wizard Level 4 (1): hp 14; see 
  Appendix I. 
  � Hunters of the dead (12): hp 14; see Appendix I. 
  APL 8 (EL 9) 
  � Gara Boarcrusher ½ Orc Fighter Level 6 (1): hp 
  13; see Appendix I. 
  � Ihlara Gray Elf Wizard Level 6 (1): hp 14; see 
  Appendix I. 
  � Hunters of the dead (20): hp 14; see Appendix I. 
  Encounter Eleven: 
  I Don’t Think They Even Make a Bottle of 
  Windex That Big 
  Dominating the roof of the monastery is the 
  glass dome you saw from underneath.  It is 
  even more beautiful up close and has a 
  magnificent opalescent sheen to it.  At the 
  bottom of the recessed area there is a large, 
  intricately-carved, blue glass bookstand with a 
  tome on it. 
   
  On closer scrutiny, the craftsmanship of the dome 
  can be truly appreciated.  It is made up of millions of 
  strands of steel hard glass, intricately woven and 
  arranged to create the pattern described in the main 
  temple area. 
   
  The tome contains an inscription thanking the 
  local dwarves for their donation.  They applied the 
  Glassteel process to the window so that it might stand 
  against the destructive forces of both man and nature. 
   
  Note for Encounters Twelve and Thirteen:  Do 
  only one of these combat encounters.  I recommend 
  whichever one the party goes to first, but if you prefer 
  one over the other feel free to choose.  The steam still 
  has the same impact in Encounter Thirteen, but there 
  are no mephits in the room.  This is to stay within time 
  restrictions.  If you have plenty of time, feel free to 
  include both encounters.  The mephit encounter 
  (Encounter Thirteen) tends to be more drawn out than 
  the crocodile encounter (Encounter Twelve) as there is 
  more obscurement. 
  Encounter Twelve: 
  Don’t Forget to Get Behind Your Ears 
  The stairs descend into an enormous room that 
  is dominated by one central feature. 
   
  There is a huge bathing pool in the center 
  of the room.  It has chunks of what appear to 
  be mineral deposits floating on top of it and 
  there is a huge tube in the North wall that 
  feeds it.  The room is warm and light steam 
  floats off of the chunks of heated mineral in 
  the water. 
   
  There are a number of black marble 
  benches surrounding the pool. 
   
  As you breathe in the air, you feel 
  confident and warm, as if you had just 
  consumed an excellent meal and are no longer 
  hungry.   
   
  This is a large, 10’ deep pool of mineral water that 
  is fed out of a huge opening in the west wall and seems 
  to drain out somewhere at its foot.  There are also a 
  number of small baths on the south wall and some 
  stone benches lining the north wall. 
   
  Living in the pool is a giant crocodile that tends to 
  winter here, as the water is warm and rejuvenating. It 
  
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  does occasionally venture out through the drain in the 
  bottom to hunt along the river.  It will sit, hiding 
  under the floating mineral debris that has accumulated 
  on the water, attacking anyone who comes within its 
  10’ reach, dragging them into the water to drown and 
  eat them. 
   
  Have the players make a Spot check opposed by 
  the crocodiles Hide check to see if anyone sees it. 
   
  The water has some minor magical qualities.  
  Drinking it is the equivalent of eating a fully satisfying 
  meal (both in feeling and in game terms).  Soaking in it 
  has two effects: 
  1) 
  For every 10 minutes spent in the water, 1 
  point of damage is healed. 
  2) 
  For every 4 hours spent in the water, all non-
  magical diseases are cured. 
  3) 
  If 8 hours are spent in the water, magical 
  diseases and curses (including the Taint of 
  the Ebon Waves) are removed if a Fortitude 
  save DC 15 is made.  This Fortitude save must 
  be made for each curse or magical disease. 
  4) 
  Soaking in it for 8 hours will also give  the 
  equivalent of a days food, water and bed-rest. 
   
  Of course the crocodile may have something to 
  say about this kind of activity.  Even though it is not 
  hungry due to the effects of the water, it is still highly 
  aggressive and territorial, not to mention fiendish at 
  APL 8. 
   
  The secret door to Encounter Fourteen can be 
  found with a Search check DC 20. 
  APL 2 (EL 2) 
  � Crocodile (1): hp 22; see Appendix I. 
  APL 4 (EL 4) 
  � Crocodile – Giant (1): hp 59; see Appendix I. 
  APL 6 (EL 6) 
  � Crocodile, Giant, Advanced (1): hp 119; see 
  Appendix I. 
  APL 8 (EL 8) 
  � Crocodile, Giant, Advanced (2): hp 119; see 
  Appendix I. 
  Encounter Thirteen: 
  Steam Cleaning 
  The door here is made of stone, and age has 
  cracked it slightly, giving room for a few 
  meandering wisps of steam to flicker out 
  before dissipating in the cool hallway. 
   
  After opening the door: 
   
  There is a wall of steam here.  It is hot and 
  wet and almost impenetrable to regular vision. 
   There is a hall that leads in, but into what is 
  impossible to discern as all vision is blocked in 
  the room. 
   
  This is a small maze area that has become home to 
  a number (how many is up to the APL) of steam 
  mephits, drawn to its natural heat and damp goodness. 
   They are particularly feisty as nobody EVER comes 
  here and they are quite bored.  They will play a kind of 
  tag with the party, leading them through the steam and 
  “tagging” them with their breath weapons, running 
  away, then repeating as necessary.  Roll the Mephits’ 
  Hide checks opposed by Spot checks for the party 
  members to find them in the dense steam. 
   
  Visibility is very poor in the steam as well, 
  limiting all types of vision to 10 feet.  The steam 
  immediately puts out all normal fire sources (like 
  lanterns and torches).  It does not put out bulls-eye or 
  hooded lanterns, but their light does not increase 
  visibility when in the steam. 
   
  A successful Heal check (DC 15) or Wilderness 
  Lore check (DC 18) will tell the characters the steam is 
  indeed hot enough to damage them even though it 
  does not damage them immediately. 
   
  The steam is very hot, and will cause heat damage 
  as follows: 
   
  Round   
  Temperature 
  Damage 
  1 
   
   
  Warm 
   
  None 
  2 
   
   
  Warm 
   
  None 
  3 
   
   
  Warm 
   
  None 
  4 
   
   
  Hot 
   
  1d4 
  5 
   
   
  Hot 
   
  1d4 
  6 
   
   
  Hot 
   
  1d4 
  7+  
   
  Searing  
  2d4 
   
   
  The player must leave the steam for the same 
  number of rounds that they are in it to cool down.  A 
  fortitude save may be made every round to avoid the 
  damage for that round based on the APL the module is 
  played at: 
  APL 2 
  DC 13 
  
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  Page 17 
  APL 4 
  DC 16 
  APL 6 
  DC 19 
  APL 8 
  DC 22 
  APL 10 DC 25 
  APL 12 DC 28 
   
  The mephits will not leave the safety of the steam 
  room, no matter how much they are taunted, bribed, or 
  beaten up. 
   
  The secret door to Encounter Fourteen can be 
  found with a Search check DC 25. 
  APL 2 (EL 3) 
  � Steam Mephits (1): hp ; see Appendix I. 
  APL 4 (EL 5) 
  � Steam Mephits (2): hp ; see Appendix I. 
  APL 6 (EL 6) 
  � Steam Mephits (3): hp ; see Appendix I. 
  APL 8 (EL 8) 
  � Steam Mephits (6): hp ; see Appendix I. 
  Encounter Fourteen: 
  Swept Under the Carpet 
  This room is dusty and does not appear to have 
  been visited by anyone in a long time.  In the 
  center of the room is another statue exactly 
  like the one in the main temple area on the 
  main floor.  Surrounding it are four more 
  statues, each slightly smaller but no less 
  dignified, holding a bowl up to the main one as 
  if in offering.  These figures correspond to the 
  figures in the stained glass mural at the main 
  entrance.    
   
  The floor is marble, but covered in a thick 
  carpet of dust and dirt.  There is no light 
  source here. 
   
  The large statue is of Lendor (Knowledge 
  (Religion) DC 15), and the smaller statues are of 
  Phaulkon, Fortubo, Syrul and WeeJas (also Knowledge 
  (Religion) DC 15).  A Knowledge (Religion-Suel) check 
  of DC 5 will also give this information.  If the character 
  identified the figures on the stained glass window at 
  the main entrance, then the deities will be known.  
  You may use the same descriptions of the statues as 
  were given of the mural in Encounter Two. 
  Conclusion. 
  The dwarves will arrive about 40 hours after the party.  
  They have their own floor plans of the monastery and 
  will ask the party to make notes wherever applicable.  
  They will demand that the party leave afterwards as 
  they are very particular about working in privacy.  This 
  applies to Dwarven characters as well, though they will 
  be more polite about it to them. 
   
  If the party directly tries to intervene in the 
  Dwarves completing their task, they will seem very 
  somber, questioning if the party is sure this is what 
  they want to do.  If they are, then the dwarves will 
  head back and report it to House Meissel.  In this case 
  the party will be asked for the money that House 
  Meissel paid them up front back. 
   
  Unless the party stays at the monastery and guards 
  it, the renovations WILL be done.  If Players spend 10 
  TUs to absolutely make sure the renovation does not 
  happen, 
  then 
  please 
  contact 
  me 
  at 
  martin_knoff@yahoo.com to let me know.  If enough 
  people finish the module this way, then the spa will 
  not open. 
   
  To be considered successful in clearing out the 
  Monastery, all encounters must be defeated with the 
  exception of the gelatinous cubes/ochre jelly which 
  can merely be noted to the Dwarves. 
   
  There are a lot of things that can result from the 
  party’s involvement in this affair.  No matter what they 
  do, they will gain the enmity of one faction of House 
  Meissel and the Favor of another.  They may or may 
  not gain the favor or enmity of House Einstoffen 
  depending on how they handle the mage in the wine 
  cellar or who they tell about her presence.  House 
  Einstoffen will find out if the party shares this 
  information with House Meissel or any other Duchy 
  Noble Houses or Officials.   
   
  The characters may also gain the mark of one of 
  the Suel gods. 
   
  Even if the party fails, the spa will open by end of 
  CY 593 unless they take steps to insure the renovations 
  aren’t completed by spending a lot of Time Units.  
  Their success or failure will only speed up or slow 
  down the process.  The status of the temple of Lendor 
  in the monastery is undecided until the module retires, 
  but it is not impossible that the Kobolds maintain 
  control if that is what the party has arranged.  Please 
  feel free to e-mail me the results of your groups play at 
  martin_knoff@yahoo.com at your leisure, as party 
  results will impact the development of this in the 
  future. 
  
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  Please note that if the party fails to secure the 
  monastery, Aldor Meissel will expect his initial 
  payment to be returned.  It will be a short written 
  request with a messenger requesting the money be 
  returned, not demanding it.  It is up to the party to 
  decide whether or not they return the funds given to 
  them.  There is no real negative effect if they do not 
  return it other than the characters bad kharma.  
   
  The End 
  Treasure List 
  Influence points 
  The players may gain any or all of the following: 
  The Favor of House Meissel 
  Whether the party clears out the temple for 
  renovations or not, one faction of House Meissel will 
  be in their debt. 
   
  If the party clears out the monastery as they are 
  hired to do, they will gain the favor of Aldor Meissel, 
  resulting in one free visit to the spas any time in CY 
  594.  This gives the characters a chance to relax and 
  reflect on their adventuring life, sharing their tales 
  with the merchants that frequent the spas.  The net 
  effect of this is that for 1 TU, the players may convert 
  any favor from the Duchy of Urnst into a generic 
  influence point with any Noble or Merchant house in 
  the Duchy of Urnst.  This may be done three times (at 
  the cost of 1 TU for each favor converted) and then 
  this certificate is void. 
   
  If the party fails to clear out the monastery as they 
  are hired to do and causes delays and added expense to 
  the renovation, they will gain the favor of Uthor 
  Meissel, though it is likely that they will not even 
  know who is in fact in their debt.  This will result in 
  the characters getting a virtual “credit” of 250gp 
  deducted from the cost of any spell cast by a cleric of 
  the Suel religion in the Duchy of Urnst.  It will come 
  off of the cost of the first spell cast and is only usable 
  once.  If the cost of that spell is less than 250 gp, then it 
  is still used and the spell is free. This also counts as one 
  of the influence needed to get access to a caster of 
  appropriate level. 
  The Enmity of House Meissel 
  Whether the party clears out the temple for 
  renovations or not, one faction of House Meissel will 
  exert its enmity. 
   
  If the party clears out the monastery as they are 
  hired to do, they will gain the enmity of Uthor 
  Meissel.  This will result in an additional fee of 250 gp 
  being added to the cost of the next spell cast by a cleric 
  of the Suel religion in the Duchy of Urnst.  This 
  enmity can be eliminated through the use of an 
  influence point with any NOBLE house in the Duchy 
  of Urnst, or it can be paid when the character buys the 
  spell. 
  
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  If the party fails to clear out the monastery as they 
  are hired to do and causes delays and added expense to 
  the renovation, they will gain the enmity of Aldor 
  Meissel.  This will result in the character having to 
  spend 1 additional TU for the next action that requires 
  the use of an influence point in the Duchy of Urnst or 
  by spending 250 gp to bribe officials to overcome the 
  bureaucratic quagmire that Aldor has erected in your 
  path.   
  The Favor of House Einstoffen 
  If they allow the Wizard to leave without telling 
  anyone what he was doing, the party will acquire the 
  favor of House Einstoffen.  This will result in a +2 
  circumstance bonus to any Gather Information checks 
  that take place in the city of Seltaren or Leukish.  This 
  may only be used one time per adventure, but is valid 
  for one calendar year from its acquisition. 
  The Enmity of House Einstoffen 
  If they kill the Wizard or tell House Meissel about 
  what she was doing there, the party will acquire the 
  enmity of House Einstoffen.  This will result in a -2 
  circumstance penalty to any Gather Information 
  checks that take place in the city of Seltaren or Leukish 
  for one calendar year from its acquisition. 
  The Favor of the Church of Lendor 
  If they don’t allow the Church to be used by House 
  Meissel as a resort, the characters will gain the favor of 
  the Church of Lendor.  This can be used in one, and 
  only one, of the following ways: 
  1) Reducing the TU cost of any religious 
  Metaorg by 1.  This cannot result in a cost of 
  0. 
  2) Reducing the cost of any spell bought at a 
  temple of Lendor by 250 gp.  If the cost 
  becomes less than 0 gp then there is no 
  charge. 
  3) By exerting their influence within the politics 
  of the clergy, the church will remove the 
  enmity of one noble house (but not a 
  merchant house) from the player. 
   
  The character may only use one of the three listed 
  effects and it may only be used one time and then the 
  favor is used.  As Lendor and his clergy are highly 
  patient, there is no expiration date on this. 
  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  to each 
  character up to the XP cap for the APL played at. 
   
  Encounter Four 
  Reconciling the presence of the Kobolds 
  either via combat or diplomacy. 
   
   
  APL 2 
  60 XP 
   
  APL 4 
  90 XP 
   
  APL 6 
  120 XP 
   
  APL 8 
  150 XP 
   
  Encounter Five 
  Disarm the pit trap or Survive falling into the 
   Garbage Disposal. 
   
  APL 2 
  90 XP 
   
  APL 4 
  90 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  Encounter Seven 
  Convince the Wizard to leave her laboratory 
  or kill her. 
   
  APL 2 
  30 XP 
   
  APL 4 
  60 XP 
   
  APL 6 
  90 XP 
   
  APL 8 
  120 XP 
   
  Encounter Nine 
  Remove the threat of the Otyugh. 
   
  APL 2 
  90 XP 
   
  APL 4 
  120 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
   
  Encounter Ten 
  Convince the House Meissel adventurers to 
  leave. 
     APL 2 
  90 XP 
   
  APL 4 
  120 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
  Find out why the House Meissel adventurers 
  are there. 
   
  APL 2 
  30 XP 
  
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  APL 4 
  60 XP 
   
  APL 6 
  90 XP 
   
  APL 8 
  120 XP 
  Kill the House Meissel Adventurers 
   
  APL 2 
  90 XP 
   
  APL 4 
  120 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
   
  Encounter Twelve 
  Defeat the crocodile. 
   
  APL 2 
  60 XP 
   
  APL 4 
  90 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
   
  Encounter Thirteen 
  Defeat the Steam Mephits. 
   
  APL 2 
  90 XP 
   
  APL 4 
  150 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  Total Possible Experience 
   
  APL 4 
   
   
    450 XP 
   
  APL 4 
   
   
    675 XP 
   
  APL 6 
   
   
    900 XP 
   
  APL 8 
   
   
  1125 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 
  ten minutes per every five 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 dwoemer 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. 
  Treasure Key 
  L = Looted gear from enemy; C = Coins, gems, jewelry 
  and other valuables; M = Magic items. 
   
  Spellbook Access 
  Several of the enemies have spellbooks.  They only 
  contain the spells that the Wizards have memorized. 
  Players who complete the adventure may scribe spells 
  from the captured spellbooks after the adventure, 
  according to the normal rules for spell scribing.  If the 
  two Wizards are not fought (a highly likely possibility), 
  but are negotiated with and the party is on friendly 
  terms, the Wizards may be willing to trade spells on a 
  one-for-one basis.  This should be role-played if at all 
  possible, though if time is tight (another highly likely 
  possibility) then this could be moved down to a simple 
  “okay”.  
   
  Encounter One 
  APL 2:  L: 0 gp C:   80 gp M: 0 gp 
  
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  APL 4:  L: 0 gp C: 120 gp M: 0 gp 
  APL 6:  L: 0 gp C: 160 gp M: 0 gp 
  APL 8:  L: 0 gp C: 250 gp M: 0 gp 
   
  Encounter Four 
  APL 2:  L: 24 gp C: 2 gp M: 0 gp 
  APL 4:  L: 24 gp C: 2 gp M: 0 gp 
  APL 6:  L: 32 gp C: 5 gp M: 0 gp. 
  APL 8:  L: 38 gp C: 8 gp M:  Divine Scroll of Blade 
  Barrier (138 gp), Pearl of Power (1
  st) (83 gp).  
   
  Encounter  Seven 
  APL 2:  L: 1 gp C: 42 gp M:  Potion of Cure Light 
  Wounds (4 gp), Potion of Neutralize Poison (63 gp), 
  Spellbook (18 gp, see below). 
  APL 4: L: 1 gp C: 42 M: Potion of Cure Light Wounds 
  (4 gp), Potion of Neutralize Poison (63 gp), Goggles of 
  Minute Seeing (83 gp), Spellbook (18 gp, see below). 
  APL 6:  L: 1 gp C: 42 gp M: Potion of Cure Light 
  Wounds (4 gp), Potion of Neutralize Poison (63 gp), 
  Goggles of Minute Seeing (83 gp), Spellbook (18 gp, 
  see below). 
  APL 8:  L: 1 gp C: 42 gp M: Potion of Cure Light 
  Wounds (4 gp), Potion of Neutralize Poison (63 gp), 
  Goggles of Minute Seeing (83 gp), Possum Pouch (150 
  gp), Spellbook (33 gp, see below). 
   
  Encounter  Nine 
  APL 2:  L: 0 gp C: 86 gp M: 0 gp 
  APL 4:  L: 0 gp C: 14 gp M: 0 gp 
  APL 6:  L: 0 gp C: 0 gp M: 0 gp 
  APL 8:  L: 0 gp C: 0 gp M: 0 gp. 
   
  Encounter Ten 
  APL 2:  L: 30 gp C: 4 gp M: Potion of Cure Light 
  Wounds (4 gp), Wand of Magic Missiles (Caster level 
  1, 1.25 gp per charge, 40 gp maximum), Spellbook (2 
  gp, see below) 
  APL 4:  L: 93 gp C: 9 gp M: Potion of Cure Light 
  Wounds (4 gp), Wand of Magic Missiles (Caster level 
  1, 1.25 gp per charge, 40 gp maximum), Cloak of 
  Resistance +1 (83 gp), spellbook (6 gp, see below). 
  APL 6:  L: 94 gp C: 0 gp M: Potion of Bull’s Strength (25 
  gp), Potion of Cure Moderate Wounds (25 gp), Potion 
  of Heroism (75 gp), Potion of Cure Light Wounds (4 
  gp), Wand of Magic Missiles (Caster level 1, 1.25 gp per 
  charge, 40 gp maximum), Cloak of Resistance +1 (83 
  gp), Potion of Blur (25 gp), spellbook (10 gp, see 
  below). 
  APL 8:  L: 42 gp C: 0 gp M: +1 Greataxe (193 gp), +1 
  Half-plate (146 gp), Potion of Bull’s Strength (25 gp), 
  Potion of Cure Moderate Wounds (25 gp), Potion of 
  Heroism (75 gp), Potion of Cure Light Wounds (4 gp), 
  Wand of Magic Missiles (Caster level 3, 3.75 gp per 
  charge, 120 gp maximum), Potion of Blur (25 gp), 
  spellbook (33 gp, see below). 
   
  Adventure Maximums 
  APL 2:   400 gp (AR Max 400). 
  APL 4:   600 gp (AR Max 600). 
  APL 6:   807 gp (AR Max 800). 
  APL 8: 1556 gp (AR Max 1250). 
   
  
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  Adventure Record Access 
  APL 2 & 4   
  Potion of Neutralize Poison (Adventure; 750 gp; DMG) 
  Goggles of Minute Seeing (Adventure; 1000 gp; DMG) 
  Wand of Magic Missiles (1st level caster, 32 charges) (Adventure; 480 gp; DMG) 
  After January 1st, CY 594, players may purchase Keoghtom’s Ointment with a frequency of (region) for 
  normal market price.  The delay is because production of this will not start until well after the spa has 
  opened.   
  Spellbook access must be done at the table, and signed by the judge. 
   
  APL 6   
  As for APL 2 & 4 plus 
  Potion of Heroism (Adventure; 900 gp; DMG) 
  Brooch of Shielding (Adventure; 1500 gp; DMG) 
   
  APL 8  
  As for APL 6 plus 
  Divine Scroll of Blade Barrier (Adventure; 1650 gp; DMG) 
  Pearl of Power (1
  st) (Adventure; 1000 gp; DMG) 
  Possum Pouch (Adventure, 1800 gp; Song and Silence) 
  Wand of Magic Missiles (3
  rd level caster, 32 charges) (Adventure; 1440 gp; DMG). 
  
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  Page 23 
   
  Appendix I:  Monster Stats  
  APL 2 
  Encounter Four 
   
  Kobold Cleric Level 1: female; CR 1; Small Humanoid 
  (Reptilian); HD d8; hp 8; Init +1; Spd 20 ft.; AC 17 
  (touch 12, flat-footed 16); Atk Longsword -1 melee 
  (1d8-1) or Light Crossbow +2 Ranged (1d8); SQ 
  Darkvision 60 ft., Light Sensitivity; SV Fort +2, Ref +1, 
  Will +2; Str 6, Dex 13, Con 11, Int 10, Wis 12, Cha 13,. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +3, Move Silently +4, Search +3, Spot +3, 
  Concentration +4, Knowledge (Lendor) +2, Knowledge 
  (Religion) +2, Heal +4, Alertness. 
   
  Possessions: 
  Longsword, 
  Breastplate, 
  Small 
  statuette of Lendor (0 gp value), light crossbow. 
   
  Spells prepared (3/1+1; base DC = 11 + spell level, 
  Domains:  Knowledge (Knowledge skills as class), 
  Protection (Protective Ward – Resistance = +1 per 
  level));: 0 – cure minor wounds, mending, purify food 
  & drink; 1
  st level – sanctuary (D), obscuring mist.  
   
  Kobolds (6) male; CR 1/6; Small Humanoid 
  (Reptilian); HD ½ d8; hp 2; Init +1; Spd 30 ft.; AC 14 
  (touch 12, flat-footed 13); Atk dagger -1 melee (1d4-1) 
  or sling +2 Ranged (1d4); SQ Darkvision 60 ft., Light 
  Sensitivity; SV Fort +0, Ref +1, Will +2; Str 6, Dex 13, 
  Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +2, Move Silently +4, Search +2, Spot +2. 
   
  Possessions: 
  dagger, 
  Padded 
  Armor, 
  Small 
  statuette of Lendor (0 gp value), sling, 16 sp each.  
   
  Encounter Five 
   
  Gelatinous Cube (1); CR 3; Huge Ooze; HD 4d10+36; 
  hp 58; Init -5; Spd 15 ft.; AC 3 (touch 3, flat-footed 3); 
  Atk Slam +1 melee (1d6+4 and 1d6 acid); SQ 
  Blindsight, transparent, electricity immunity, ooze; SV 
  Fort +5, Ref -4, Will -4; Str 10, Dex 1, Con 19, Int --, Wis 
  1, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: 60 gp, 2x 100 gp gems, Eyes of the 
  Eagle.  
   
  Blindsight (EX):  An ooze’s entire body is a 
  primitive sensory organ that can ascertain prey by 
  scent and vibration within 60 feet. 
   
  Ooze:  Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and polymorphing.  
  Not subject to critical hits. 
   
  Engulf (EX):  Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action.  It cannot make a 
  slam attack during a round in which it engulfs.  The 
  gelatinous cube merely has to move over the opponent, 
  affecting as much as it can cover.  Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw.  Those who do 
  not attempt opportunity attacks must succeed at a 
  Reflex save (DC 13) or be engulfed; on a success, they 
  are pushed back or aside (opponent’s choice) as the 
  cube moves forward.  Engulfed creatures are subject to 
  the cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. 
   
  Paralysis (EX):  Gelatinous cubes secrete an 
  anesthetizing slime.  A target hit by a cube’s melee or 
  engulf attack must succeed at a Fortitude save (DC 16) 
  or be paralyzed for 3d6 rounds.  The cube can 
  automatically engulf a paralyzed opponent. 
   
  Acid (EX):  A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Transparent (EX):  Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a 
  successful Spot Check (DC 15) to notice one.  
  Creatures who fail to notice a cube and walk into it are 
  automatically engulfed. 
   
  Pit Trap:  CR 1 Reflex Save DC 20 if in Furthest NW 
  corner, DC 15 if in three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime and whatnot coating the walls. 
   
  Encounter Seven 
   
  Wizard Level 5: female; CR 5; Medium Humanoid; 
  HD 5d4; hp 12; Init +1; Spd 30 ft.; AC 11 (touch 11, 
  
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  flat-footed 10); Atk Dagger +1 melee (1d4-1/19-20); 
  SV Fort +1, Ref +2, Will +5; Str 8, Dex 12, Con 10, 
  Int 19, Wis 12, Cha 8. 
   
  Skills and Feats: Alchemy +14, Knowledge 
  (Arcana) 
  +14, 
  Knowledge 
  (Constructs) 
  +14, 
  Concentration +8, Spellcraft +12, Craft (Sculpture) +9, 
  Heal +6, Scribe Scroll, Skill Focus (Alchemy), Skill 
  Focus 
  (Knowledge 
  (Constructs), 
  Skill 
  Focus 
  (Knowledge Arcana), Craft Wondrous Item. 
  . 
   
  Possessions: Silver dagger, well worn lab coat 
  (black) with boots and large elbow high leather gloves, 
  Ring of Animate Object (no charges left – value 500 gp 
  as jewelry only), Hand of the Mage, Potion of Cure 
  Light Wounds, Potion of Neutralize Poison, Spellbook 
  (value 220 gp). 
   
  Spells prepared (4+1/3+1+1/2+1+1/1+1+1; base DC 
  = 14 + spell level, Specialty:  Necromancy, Banned: 
   Illusion));: 0 – Disrupt Undead (S), Mage Hand, 
  Mending, Open/Close, Prestidigiation; 1
  st level – 
  Cause Fear (S), Hold Portal, Shield, Grease, Mage 
  Armor; 2
  nd level – Ghoul Touch (S), Locate Object, 
  Rope Trick, Whispering Wind 3
  rd level – Gentle 
  Repose (S), Shrink Item, Dispel Magic. 
   
  Hunters of the dead (4); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Encounter Nine 
   
  Otyugh (Wounded) (1); CR 3; Large Aberration ; HD 
  6d8+6; hp 33 16; Init +0; Spd 20 ft.; AC 17 (touch 9, flat-
  footed 17); Atk 2 Tentacle Rakes +3 Melee (1d6) + Bite -
  2 melee (1d4); SQ Scent; SA Improved Grab, Constrict 
  1d6, Disease; SV Fort +3, Ref +2, Will +6; Str 11, Dex 
  10, Con 13, Int 5, Wis 12, Cha 6. 
   
  Skills and Feats: *Hide +5, Listen +6, Spot +9, 
  Alertness. 
   
  Possessions: 5160 sp,.  
   
  Improved Grab:  To use this ability, the otyugh 
  must hit a Medium-size or smaller opponent with a 
  successful grapple check. 
   
  Constrict:  An otyugh deals automatic tentacle 
  damage to a medium-size or smaller opponent with a 
  successful grapple check. 
   
  Disease:  Filth fever – bite, Fortitude save (DC 12), 
  incubation period 1d3 days; damage 1d3 temporary 
  Dexterity and 1d3 temporary Constitution. 
   
  *Otyughs receive a +8 racial bonus to Hide checks 
  when in its lair, due to its natural coloration. 
   
  Encounter Ten 
   
  Fighter Level 1: female ½ Orc; CR 1; Medium 
  Humanoid; HD 1d10; hp 13; Init +1; Spd 20 ft.; AC 
  15 (touch 11, flat-footed 14); Atk Great Axe +7 
  melee (1d12+7/x3) or Longbow +2 ranged 
  (1d8/x3); SQ Darkvision 60’, SV Fort +5, Ref +1, 
  Will +0; Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 
  6. 
   
  Skills and Feats: Climb +2, Listen +1, Ride +2, 
  Power Attack, Weapon Focus (Greataxe). 
   
  Possessions: Greataxe, Splint Mail, Longbow, 52 
  gp. 
   
  Wizard Level 1: male Gray Elf; CR 1; Medium 
  Humanoid; HD 1d4; hp 4; Init +3; Spd 30 ft.; AC 
  17 (touch 17, flat-footed 14); Atk None; SV Fort +0, 
  Ref +3, Will +2; Str 10, Dex 16, Con 10, Int 20, Wis 
  10, Cha 10. 
   
  Skills and Feats: Alchemy +7, Concentration +8, 
  Craft (Gemcutting) +6, Knowledge (Arcana) +7, 
  Knowledge (Architecture) +6, Knowledge (Geography) 
  +6, Knowledge (History) +6, Knowledge (Local) +6, 
  Knowledge (Minerals) +8, Knowledge (Nature) +6, 
  Knoledge (Nobility) +6, Knowledge (Religion) +6, 
  Knowledge (Underdark) +6, Profession (Miner) +2, 
  Scry +7, Spellcraft +9, Scribe Scroll, Combat Casting. 
   
  Possessions: 
  Courtier’s 
  Outfit, 
  Sunrods(4), 
  Antitoxin, Potion of Cure Light Wounds, Spell 
  Component Pouch, Wand of Magic Missiles (1
  st level 
  caster, 32 charges), Spellbook (value 30 gp). 
   
   
  Spells prepared (4/3+1; base DC = 15 + spell level, 
  Specialty:  Evocation, Banned:  Enchantment, 
  Illusion));: 0 – Detect Magic, Flare, Read Magic, 
  
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  Page 25 
  Resistance; 1
  st level – Magic Missile, Magic 
  Weapon, Mage Armor. 
   
  Hunters of the dead (4); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Encounter Twelve 
   
  Crocodile (1) male; CR 2; Medium-Size Animal 
  (aquatic) ; HD 3d8+9; hp 22; Init +1; Spd 20 ft, Swim 30 
  ft.; AC 15 (touch 11, flat-footed 14); Atk Bite +6 melee 
  (1d8+6) or Tail Slap +6 melee (1d12+6); SA Improved 
  Grab; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 
  17, Int 2, Wis 12, Cha 2. 
   
  Skills and Feats: *Hide +7, Listen +5, Spot +5. 
   
  Possessions: None.  
   
  Improved Grab (EX):  To use this ability, the 
  crocodile must hit a Medium-size or smaller opponent 
  with its bite attack.  If it gets a hold, the crocodile grabs 
  the opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom.  The 
  crocodile automatically deals bite damage each round it 
  maintains its pin. 
   
  Encounter Thirteen 
   
  Steam Mephit (1); CR 3; Small Outsider; HD 3d8; hp 
  13; Init +5; Spd 30 ft., Fly 50 ft.; AC 16 (touch 12, flat-
  footed 14); Atk 2 Claws +4 melee (1d3 + 2 Fire); SQ 
  Breath Weapon, Spell-Like Abilities, Summon Mephit; 
  SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 
  12, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff+6, Hide +11, Listen +6, 
  Move Silently +6, spot +6, Improved Initiative. 
   
  Possessions: None.  
   
  Summon Mephit (SP)t:  Once per day, a Mephit 
  has a 25% chance to summon one Steam Mephit.  A 
  summoned Mephit may not use its summoning power 
  for 1 hour after it arrives. 
   
  Fast Healing (EX):  Steam Mephits heal 2 points of 
  damage each round it is touching boiling water or in a 
  hot, humid area. 
   
  Breath Weapon (SU):  Cone of steam, 10 feet; 
  damage 1d4, Reflex half DC 12.  Living creatures that 
  fail their saves are tormented by burned skin and 
  seared eyes unless they are immune to or protected 
  from Fire.  This imposes a -4 morale penalty to AC and 
  a -2 morale penalty to attack rolls for 3 rounds. 
   
  Spell Like Abilities:  Once per hour a steam 
  mephit can surround itself with a plume of vapor, 
  duplicating the effects of a blur spell cast by a 3
  rd-level 
  sorcerer.  Once per day it can create a rainstorm of 
  boiling water that affects an area 20 feet square.  Living 
  creatures caught in the storm take 2d6 damage (Reflex 
  half DC 15). 
   
  Fire Subtype (EX):  Fire immunity, double damage 
  from cold except on a successful save.  
   
  
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  APL 4 
   
  Encounter Four 
   
  Kobold Cleric Level 3: female; CR 3; Small Humanoid 
  (Reptilian); HD 3d8; hp 17; Init +1; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 16); Atk Longsword +1 melee 
  (1d8-1) or Light Crossbow +4 Ranged (1d8); SQ 
  Darkvision 60 ft., Light Sensitivity; SV Fort +4, Ref +2, 
  Will +4; Str 6, Dex 13, Con 11, Int 10, Wis 13, Cha 13,. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +3, Move Silently +4, Search +3, Spot +3, 
  Concentration +5, Knowledge (Lendor) +3, Knowledge 
  (Religion) +3, Heal +4, Alertness. 
   
  Possessions: 
  Longsword, 
  Breastplate, 
  light 
  crossbow, small statuette of Lendor. 
   
  Spells prepared (4/2+1/1+1; base DC = 11 + spell 
  level, Domains:  Knowledge (Knowledge skills as 
  class), Protection (Protective Ward – Resistance = 
  +1 per level));: 0 – create water, cure minor 
  wounds, mending, purify food & drink; 1
  st level – 
  cure light wounds,  obscuring mist, sanctuary (D); 
  2
  nd level – detect thoughts (D), darkness . 
   
  Kobolds (6) male; CR 1/6; Small Humanoid 
  (Reptilian); HD ½ d8; hp 2; Init +1; Spd 30 ft.; AC 11 
  (touch 12, flat-footed 13); Atk dagger -1 melee (1d4-1) 
  or sling +2 Ranged (1d4); SQ Darkvision 60 ft., Light 
  Sensitivity; SV Fort +0, Ref +1, Will +2; Str 6, Dex 13, 
  Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +2, Move Silently +4, Search +2, Spot +2. 
   
  Possessions: 
  dagger, 
  Padded 
  Armor, 
  Small 
  statuette of Lendor, sling, 16 sp each. 
   
  Encounter Five 
   
  Gelatinous Cube (1); CR 4; Huge Ooze; HD 6d10+54; 
  hp 84; Init -5; Spd 15 ft.; AC 3 (touch 3, flat-footed 3); 
  Atk Slam +4 melee (1d6+4 and 1d6 acid); SQ 
  Blindsight, transparent, electricity immunity, ooze; SV 
  Fort +6, Ref -3, Will -3; Str 10, Dex 1, Con 19, Int --, Wis 
  1, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: 60 gp, 2x 100 gp gems, Eyes of the 
  Eagle.  
   
  Blindsight (EX):  An ooze’s entire body is a 
  primitive sensory organ that can ascertain prey by 
  scent and vibration within 60 feet. 
   
  Ooze:  Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and polymorphing.  
  Not subject to critical hits. 
   
  Engulf (EX):  Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action.  It cannot make a 
  slam attack during a round in which it engulfs.  The 
  gelatinous cube merely has to move over the opponent, 
  affecting as much as it can cover.  Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw.  Those who do 
  not attempt opportunity attacks must succeed at a 
  Reflex save (DC 13) or be engulfed; on a success, they 
  are pushed back or aside (opponent’s choice) as the 
  cube moves forward.  Engulfed creatures are subject to 
  the cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. 
   
  Paralysis (EX):  Gelatinous cubes secrete an 
  anesthetizing slime.  A target hit by a cube’s melee or 
  engulf attack must succeed at a Fortitude save (DC 16) 
  or be paralyzed for 3d6 rounds.  The cube can 
  automatically engulf a paralyzed opponent. 
   
  Acid (EX):  A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Transparent (EX):  Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a 
  successful Spot Check (DC 15) to notice one.  
  Creatures who fail to notice a cube and walk into it are 
  automatically engulfed. 
   
  Pit Trap:  CR 1 Reflex Save DC 24 if in Furthest NW 
  corner, DC 19 if in three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime and whatnot coating the walls. 
   
  Encounter Seven 
   
  Wizard Level 5: female; CR 5; Medium Humanoid; 
  HD 5d4; hp 12; Init +1; Spd 30 ft.; AC 11 (touch 11, 
  flat-footed 10); Atk Dagger +1 melee (1d4-1/19-20); 
  SV Fort +1, Ref +2, Will +5; Str 8, Dex 12, Con 10, 
  Int 19, Wis 12, Cha 8. 
  
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  Page 27 
   
  Skills and Feats: Alchemy +14, Knowledge 
  (Arcana) 
  +14, 
  Knowledge 
  (Constructs) 
  +14, 
  Concentration +8, Spellcraft +12, Craft (Sculpture) +9, 
  Heal +6, Scribe Scroll, Skill Focus (Alchemy), Skill 
  Focus 
  (Knowledge 
  (Constructs), 
  Skill 
  Focus 
  (Knowledge Arcana), Craft Wondrous Item. 
   
   
  Possessions: Silver dagger, well worn lab coat 
  (black) with boots and large elbow high leather gloves, 
  Ring of Animate Object (no charges left – value 500 gp 
  as jewelry only), Hand of the Mage, Potion of Cure 
  Light Wounds, Potion of Neutralize Poison, Goggles of 
  Minute Seeing, Spellbook (value 220 gp). 
   
  Spells prepared (4+1/3+1+1/2+1+1/1+1+1; base DC 
  = 14 + spell level, Specialty:  Necromancy, Banned: 
   Illusion));: 0 – Disrupt Undead (S), Mage Hand, 
  Mending, Open/Close, Prestidigiation; 1
  st level – 
  Cause Fear (S), Hold Portal, Shield, Grease, Mage 
  Armor; 2
  nd level – Ghoul Touch (S), Locate Object, 
  Rope Trick, Whispering Wind 3
  rd level – Gentle 
  Repose (S), Shrink Item, Dispel Magic. 
  Hunters of the dead (4); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Encounter Nine 
   
  Otyugh (1); CR 4; Large Aberration ; HD 6d8+6; hp 33; 
  Init +0; Spd 20 ft.; AC 17 (touch 9, flat-footed 17); Atk 2 
  Tentacle Rakes +3 Melee (1d6) + Bite -2 melee (1d4); 
  SQ Scent; SA Improved Grab, Constrict 1d6, Disease; 
  SV Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 
  5, Wis 12, Cha 6. 
   
  Skills and Feats: *Hide +5, Listen +6, Spot +9, 
  Alertness. 
   
  Possessions: 140 sp.  
   
  Improved Grab:  To use this ability, the otyugh 
  must hit a Medium-size or smaller opponent with a 
  successful grapple check. 
   
  Constrict:  An otyugh deals automatic tentacle 
  damage to a medium-size or smaller opponent with a 
  successful grapple check. 
   
  Disease:  Filth fever – bite, Fortitude save (DC 12), 
  incubation period 1d3 days; damage 1d3 temporary 
  Dexterity and 1d3 temporary Constitution. 
   
  *Otyughs receive a +8 racial bonus to Hide checks 
  when in its lair, due to its natural coloration. 
   
  Encounter Ten 
   
  Fighter Level 2: female ½ Orc; CR 2; Medium 
  Humanoid; HD 2d10; hp 22; Init +1; Spd 20 ft.; AC 17 
  (touch 10, flat-footed 17); Atk Great Axe +8 melee 
  (1d12+7/x3) or Longbow ranged (1d8/x3); SQ 
  Darkvision 60’, SV Fort +6, Ref +1, Will +0; Str 20, Dex 
  12, Con 16, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb -1, Handle Animal -2, 
  Listen +1, Ride +2, Power Attack, Weapon Focus 
  (Greataxe), Cleave. 
   
  Possessions: Greataxe, Half Plate, Longbow, 
  52 gp. 
   
  Wizard Level 2: male Gray Elf; CR 2; Medium 
  Humanoid; HD 2d4; hp 7; Init +3; Spd 30 ft.; AC 
  17 (touch 17, flat-footed 14); Atk None; SV Fort +2, 
  Ref +5, Will +5; Str 10, Dex 16, Con 10, Int 20, Wis 
  10, Cha 10. 
   
  Skills and Feats: Alchemy +8, Concentration +9, 
  Craft (Gemcutting) +7, Knowledge (Arcana) +8, 
  Knowledge (Architecture) +6, Knowledge (Geography) 
  +6, Knowledge (History) +6, Knowledge (Local) +6, 
  Knowledge (Minerals) +10, Knowledge (Nature) +6, 
  Knoledge (Nobility) +6, Knowledge (Religion) +6, 
  Knowledge (Underdark) +6, Profession (Miner) +2, 
  Scry +7, Spellcraft +10, Scribe Scroll, Combat Casting, 
  Spell Focus (Evocation). 
   
  Possessions: 
  Courtier’s 
  Outfit, 
  Sunrods(4), 
  Antitoxin, Spellbook (value 50 gp), Potion of Cure 
  Light Wounds, Spell Component Pouch, Wand of 
  Magic Missiles (32), Cloak of Resistance +1. 
   
   
  Spells prepared (5/4+1; base DC = 15 + spell level, 
  Specialty:  Evocation, Banned:  Enchantment, 
  Illusion));: 0 – Detect Magic, Flare, Read Magic, 
  Ray of Frost, Resistance; 1
  st level – Burning Hands, 
  Cause Fear, Magic Missile, Magic Weapon, Mage 
  Armor. 
   
  
  Spring Cleaning 
   
  Page 28 
  Hunters of the dead (4); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Encounter Twelve 
   
  Giant Crocodile (1) male; CR 4; Huge Animal 
  (aquatic) ; HD 7d8+28; hp 59; Init +1; Spd 20 ft, Swim 
  30 ft.; AC 16 (touch 9, flat-footed 15); Atk Bite +11 
  melee (2d8+12) or Tail Slap +11 melee (1d12+12); SA 
  Improved Grab; SV Fort +9, Ref +6, Will +3; Str 27, Dex 
  12, Con 19, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: *Hide +0, Listen +5, Spot +5. 
   
  Possessions: None.  
   
  Improved Grab (EX):  To use this ability, the 
  crocodile must hit a Medium-size or smaller opponent 
  with its bite attack.  If it gets a hold, the crocodile grabs 
  the opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom.  The 
  crocodile automatically deals bite damage each round it 
  maintains its pin. 
   
  Encounter Thirteen 
   
  Steam Mephit (2); CR 3; Small Outsider; HD 3d8; hp 
  13; Init +5; Spd 30 ft., Fly 50 ft.; AC 16 (touch 12, flat-
  footed 14); Atk 2 Claws +4 melee (1d3 + 2 Fire); SQ 
  Breath Weapon, Spell-Like Abilities, Summon Mephit; 
  SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 
  12, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff+6, Hide +11, Listen +6, 
  Move Silently +6, spot +6, Improved Initiative. 
   
  Possessions: None.  
   
  Summon Mephit (SP)t:  Once per day, a Mephit 
  has a 25% chance to summon one Steam Mephit.  A 
  summoned Mephit may not use its summoning power 
  for 1 hour after it arrives. 
   
  Fast Healing (EX):  Steam Mephits heal 2 points of 
  damage each round it is touching boiling water or in a 
  hot, humid area. 
   
  Breath Weapon (SU):  Cone of steam, 10 feet; 
  damage 1d4, Reflex half DC 12.  Living creatures that 
  fail their saves are tormented by burned skin and 
  seared eyes unless they are immune to or protected 
  from Fire.  This imposes a -4 morale penalty to AC and 
  a -2 morale penalty to attack rolls for 3 rounds. 
   
  Spell Like Abilities:  Once per hour a steam 
  mephit can surround itself with a plume of vapor, 
  duplicating the effects of a blur spell cast by a 3
  rd-level 
  sorcerer.  Once per day it can create a rainstorm of 
  boiling water that affects an area 20 feet square.  Living 
  creatures caught in the storm take 2d6 damage (Reflex 
  half DC 15). 
   
  Fire Subtype (EX):  Fire immunity, double damage 
  from cold except on a successful save.  
   
  
  Spring Cleaning 
   
  Page 29 
  APL 6 
   
  Encounter Four 
   
  Kobold Cleric Level 5: female; CR 5; Small Humanoid 
  (Reptilian); HD 5d8; hp 26; Init +1; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 16); Atk Longsword +2 melee 
  (1d8-1) or Light Crossbow +5 Ranged (1d8); SQ 
  Darkvision 60 ft., Light Sensitivity; SV Fort +5, Ref +2, 
  Will +5; Str 6, Dex 13, Con 11, Int 10, Wis 13, Cha 13,. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +3, Move Silently +4, Search +3, Spot +3, 
  Concentration +6, Knowledge (Lendor) +4, Knowledge 
  (Religion) +4, Heal +4, Alertness, . 
   
  Possessions: 
  Longsword, 
  Breastplate, 
  Small 
  statuette of Lendor, light crossbow. 
   
  Spells prepared (5/3+1/2+1/1+1; base DC = 11 + 
  spell level, Domains:  Knowledge (Knowledge 
  skills as class), Protection (Protective Ward – 
  Resistance = +1 per level));: 0 – create water, cure 
  minor wounds (x2), mending, purify food & 
  drink; 1
  st level – bless water, cure light wounds,  
  obscuring mist, sanctuary (D); 2
  nd level – detect 
  thoughts (D), darkness, silence 3
  rd level – 
  protection from elements (D), dispel magic. 
   
  Kobolds (18) male; CR 1/6; Small Humanoid 
  (Reptilian); HD ½ d8; hp 2; Init +1; Spd 30 ft.; AC 14 
  (touch 12, flat-footed 13); Atk dagger -1 melee (1d4-1) 
  or sling +2 Ranged (1d4); SQ Darkvision 60 ft., Light 
  Sensitivity; SV Fort +0, Ref +1, Will +2; Str 6, Dex 13, 
  Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +2, Move Silently +4, Search +2, Spot +2. 
   
  Possessions: 
  dagger, 
  padded 
  Armor, 
  Small 
  statuette of Lendor, sling, 16 sp each. 
   
  Encounter Five 
   
  Ochre Jelly (1); CR 5; Large Ooze; HD 6d10+27; hp 60; 
  Init -5; Spd 10 ft. Climb 10 ft.; AC 4 (touch 3, flat-footed 
  3); Atk Slam +5 melee (2d4+3 and 1d4 acid); SQ 
  Blindsight, Split, Ooze; SA Improved grab, Acid, 
  Constrict 2d4+3 and 1d4 acid SV Fort +4, Ref -3, Will -
  3; Str 15, Dex 1, Con 15, Int --, Wis 1, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Blindsight (EX):  An ooze’s entire body is a 
  primitive sensory organ that can ascertain prey by 
  scent and vibration within 60 feet. 
   
  Ooze:  Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and polymorphing.  
  Not subject to critical hits. 
   
  Improved Grab (EX):  To use this ability, the ochre 
  jelly must hit with its slam attack.  If it gets a hold, it 
  can constrict. 
   
  Acid (EX):  An ochre jelly secretes a digestive acid 
  that dissolves only flesh.  Any melee hit deals acid 
  damage. 
   
  Constrict (EX):  An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Split (EX):  Weapons and electricity attacks deal 
  no damage to an ochre jelly. Instead the creature splits 
  into two identical jellies, each with half the originals 
  hit points (rounded down).  A jelly with only 1 hit 
  point cannot be further split. 
   
  Pit Trap:  CR 1 Reflex Save DC 28 if in Furthest NW 
  corner, DC 23 if in three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime and whatnot coating the walls. 
   
  Encounter Seven 
   
  Wizard Level 5: female; CR 5; Medium Humanoid; 
  HD 5d4; hp 12; Init +1; Spd 30 ft.; AC 11 (touch 11, 
  flat-footed 10); Atk Dagger +1 melee (1d4-1/19-20); 
  SV Fort +1, Ref +2, Will +5; Str 8, Dex 12, Con 10, 
  Int 19, Wis 12, Cha 8. 
   
  Skills and Feats: Alchemy +14, Knowledge 
  (Arcana) 
  +14, 
  Knowledge 
  (Constructs) 
  +14, 
  Concentration +8, Spellcraft +12, Craft (Sculpture) +9, 
  Heal +6, Scribe Scroll, Skill Focus (Alchemy), Skill 
  Focus 
  (Knowledge 
  (Constructs), 
  Skill 
  Focus 
  (Knowledge Arcana), Craft Wondrous Item. 
   
  Possessions: Silver dagger, well worn lab coat 
  (black) with boots and large elbow high leather gloves, 
  Ring of Animate Object (no charges left – value 500 gp 
  as jewelry only), Hand of the Mage, Potion of Cure 
  Light Wounds, Potion of Neutralize Poison, Goggles of 
  Minute Seeing, Spellbook (value 220 gp). 
  
  Spring Cleaning 
   
  Page 30 
   
  Spells prepared (4+1/3+1+1/2+1+1/1+1+1; base DC 
  = 14 + spell level, Specialty:  Necromancy, Banned: 
   Illusion));: 0 – Disrupt Undead (S), Mage Hand, 
  Mending, Open/Close, Prestidigiation; 1
  st level – 
  Cause Fear (S), Hold Portal, Shield, Grease, Mage 
  Armor; 2
  nd level – Ghoul Touch (S), Locate Object, 
  Rope Trick, Whispering Wind 3
  rd level – Gentle 
  Repose (S), Shrink Item, Dispel Magic. 
  Hunters of the dead (12); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Encounter Nine 
   
  Otyugh – Advanced (1); CR 6; Huge Aberration ; HD 
  12d8+36; hp 90; Init +3; Spd 20 ft.; AC 16 (touch 8, flat-
  footed 16); Atk 2 Tentacle Rakes +8 Melee (1d8+4) + 
  Bite +3 melee (1d6); SQ Scent; SA Improved Grab, 
  Constrict 1d6, Disease; SV Fort +7, Ref +3, Will +10; Str 
  19, Dex 8, Con 17, Int 5, Wis 12, Cha 6. 
   
  Skills and Feats: *Hide +10, Listen +9, Spot +12, 
  Alertness, Weapon Focus:  Unarmed, Improved 
  Initiative. 
   
  Possessions: 450 gp, 7x 50 gp gems, 1x 350 gp 
  gems, 2x 500 gp gems.  
   
  Improved Grab:  To use this ability, the otyugh 
  must hit a Medium-size or smaller opponent with a 
  successful grapple check. 
   
  Constrict:  An otyugh deals automatic tentacle 
  damage to a medium-size or smaller opponent with a 
  successful grapple check. 
   
  Disease:  Filth fever – bite, Fortitude save (DC 12), 
  incubation period 1d3 days; damage 1d3 temporary 
  Dexterity and 1d3 temporary Constitution. 
   
  *Otyughs receive a +8 racial bonus to Hide checks 
  when in its lair, due to its natural coloration. 
   
  Encounter Ten 
   
  Fighter Level 4: female ½ Orc; CR 4; Medium 
  Humanoid; HD 4d10; hp 40; Init +1; Spd 20 ft.; AC 
  17 (touch 10, flat-footed 17); Atk Great Axe +10 
  melee (1d12+9/x3) or Longbow +5 ranged 
  (1d8+3/x3); SQ Darkvision 60’, SV Fort +7, Ref +2, 
  Will +1; Str 20, Dex 13, Con 16, Int 8, Wis 10, Cha 
  6. 
   
  Skills and Feats: Climb +0, Handle Animal -2, 
  Listen +1, Ride +3, Power Attack, Weapon Focus 
  (Greataxe), Cleave, Point Blank Shot, Weapon 
  Specialization (Greataxe). 
  Possessions: Greataxe, Half Plate, Mighty Composite 
  Longbow +3, Potion of Bulls Strength, Potion of 
  Cure Moderate Wounds, Potion of Heroism. 
   
  Wizard Level 4: male Gray Elf; CR 4; Medium 
  Humanoid; HD 4d4; hp 13; Init +3; Spd 30 ft.; AC 
  17 (touch 17, flat-footed 14); Atk None; SV Fort +2, 
  Ref +5, Will +5; Str 10, Dex 16, Con 10, Int 21, Wis 
  10, Cha 10. 
   
  Skills and Feats: Alchemy +8, Concentration +11, 
  Craft (Gemcutting) +9, Knowledge (Arcana) +9, 
  Knowledge (Architecture) +7, Knowledge (Geography) 
  +7, Knowledge (History) +7, Knowledge (Local) +7, 
  Knowledge (Minerals) +11, Knowledge (Nature) +6, 
  Knowledge (Nobility) +7, Knowledge (Religion) +6, 
  Knowledge (Underdark) +6, Profession (Miner) +2, 
  Scry +9, Spellcraft +12, Scribe Scroll, Combat Casting, 
  Spell Focus (Evocation), Extend Spell. 
   
  Possessions: 
  Courtier’s 
  Outfit, 
  Sunrods(4), 
  Antitoxin, Spellbook (value 120 gp), Potion of Cure 
  Light Wounds, Spell Component Pouch, Wand of 
  Magic Missiles (Caster level 1, 32 charges), Cloak of 
  Resistance +1, Brooch of Shielding, Potion of Blur. 
   
  Spells prepared (5/5+1/3+1; base DC = 15 + spell 
  level, 
  Specialty: 
   
  Evocation, 
  Banned:  
  Enchantment, Illusion));: 0 – Detect Magic, Flare, 
  Read Magic, Ray of Frost, Resistance; 1
  st level – 
  Burning Hands, Cause Fear, Magic Missile, Magic 
  Weapon, Mage Armor, True Strike; 2
  nd  level – 
  Cat’s Grace, Daylight, Melf’s Acid Arrow (x2). 
   
  Hunters of the dead (12); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  
  Spring Cleaning 
   
  Page 31 
  Encounter Twelve 
   
  Giant Crocodile – Advanced (1) male; CR 6; Huge 
  Animal (aquatic) ; HD 14d8+56; hp 119; Init +1; Spd 20 
  ft, Swim 30 ft.; AC 16 (touch 9, flat-footed 15); Atk Bite 
  +16 melee (2d8+12) or Tail Slap +16 melee (1d12+12); 
  SA Improved Grab; SV Fort +13, Ref +10, Will +5; Str 
  27, Dex 12, Con 19, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: *Hide +0, Listen +5, Spot +5. 
   
  Possessions: None.  
   
  Improved Grab (EX):  To use this ability, the 
  crocodile must hit a Medium-size or smaller opponent 
  with its bite attack.  If it gets a hold, the crocodile grabs 
  the opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom.  The 
  crocodile automatically deals bite damage each round it 
  maintains its pin. 
   
   
  Encounter Thirteen 
   
  Steam Mephit (3); CR 3; Small Outsider; HD 3d8; hp 
  13; Init +5; Spd 30 ft., Fly 50 ft.; AC 16 (touch 12, flat-
  footed 14); Atk 2 Claws +4 melee (1d3 + 2 Fire); SQ 
  Breath Weapon, Spell-Like Abilities, Summon Mephit; 
  SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 
  12, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff+6, Hide +11, Listen +6, 
  Move Silently +6, spot +6, Improved Initiative. 
   
  Possessions: None.  
   
  Summon Mephit (SP)t:  Once per day, a Mephit 
  has a 25% chance to summon one Steam Mephit.  A 
  summoned Mephit may not use its summoning power 
  for 1 hour after it arrives. 
   
  Fast Healing (EX):  Steam Mephits heal 2 points of 
  damage each round it is touching boiling water or in a 
  hot, humid area. 
   
  Breath Weapon (SU):  Cone of steam, 10 feet; 
  damage 1d4, Reflex half DC 12.  Living creatures that 
  fail their saves are tormented by burned skin and 
  seared eyes unless they are immune to or protected 
  from Fire.  This imposes a -4 morale penalty to AC and 
  a -2 morale penalty to attack rolls for 3 rounds. 
   
  Spell Like Abilities:  Once per hour a steam 
  mephit can surround itself with a plume of vapor, 
  duplicating the effects of a blur spell cast by a 3
  rd-level 
  sorcerer.  Once per day it can create a rainstorm of 
  boiling water that affects an area 20 feet square.  Living 
  creatures caught in the storm take 2d6 damage (Reflex 
  half DC 15). 
   
  Fire Subtype (EX):  Fire immunity, double damage 
  from cold except on a successful save.  
   
  
  Spring Cleaning 
   
  Page 32 
  APL 8 
   
  Encounter Four 
   
  Kobold Cleric Level 7: female; CR 7; Small Humanoid 
  (Reptilian); HD 7d8; hp 35; Init +1; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 16); Atk Longsword +5 melee 
  (1d8) or Light Crossbow +7 Ranged (1d8); SQ 
  Darkvision 60 ft., Light Sensitivity; SV Fort +6, Ref +4, 
  Will +6; Str 6, Dex 13, Con 11, Int 10, Wis 14, Cha 13,. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +4, Move Silently +4, Search +4, Spot +4, 
  Concentration +6, Knowledge (Lendor) +6, Knowledge 
  (Religion) +5, Heal +4, Alertness, Weapon Focus:  
  Longsword. 
   
  Possessions: Longsword , Breastplate, Small 
  statuette of Lendor, light crossbow, Divine Scroll of 
  Blade Barrier, Pearl of Power (1x 1
  st level). 
   
  Spells prepared (6/4+1/3+1/2+1/1+1; base DC = 12 
  + spell level, Domains:  Knowledge (Knowledge 
  skills as class), Protection (Protective Ward – 
  Resistance = +1 per level));: 0 – create water, cure 
  minor wounds (x2), guidance, mending, purify 
  food & drink; 1
  st level – bane, bless water, cure 
  light wounds,  obscuring mist, sanctuary (D); 2
  nd 
  level – cure moderate wounds, detect thoughts 
  (D), darkness, silence 3
  rd level – meld into stone, 
  protection from elements (D), dispel magic; 4
  th 
  level – divination (D), divine power . 
  Kobolds (30) male; CR 1/6; Small Humanoid 
  (Reptilian); HD ½ d8; hp 2; Init +1; Spd 30 ft.; AC 
  14 (touch 12, flat-footed 13); Atk dagger -1 melee 
  (1d4-1) or sling +2 Ranged (1d4); SQ Darkvision 
  60 ft., Light Sensitivity; SV Fort +0, Ref +1, Will 
  +2; Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trap making) +2, Hide +8, 
  Listen +2, Move Silently +4, Search +2, Spot +2. 
   
  Possessions: 
  dagger, 
  padded 
  Armor, 
  Small 
  statuette of Lendor, sling, 16 sp each. 
   
   
  Encounter Five 
   
  Ochre Jellies (2); CR 5; Large Ooze; HD 6d10+27; hp 
  60; Init -5; Spd 10 ft. Climb 10 ft.; AC 4 (touch 3, flat-
  footed 3); Atk Slam +5 melee (2d4+3 and 1d4 acid); SQ 
  Blindsight, Split, Ooze; SA Improved grab, Acid, 
  Constrict 2d4+3 and 1d4 acid SV Fort +4, Ref -3, Will -
  3; Str 15, Dex 1, Con 15, Int --, Wis 1, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Blindsight (EX):  An ooze’s entire body is a 
  primitive sensory organ that can ascertain prey by 
  scent and vibration within 60 feet. 
   
  Ooze:  Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and polymorphing.  
  Not subject to critical hits. 
   
  Improved Grab (EX):  To use this ability, the ochre 
  jelly must hit with its slam attack.  If it gets a hold, it 
  can constrict. 
   
  Acid (EX):  An ochre jelly secretes a digestive acid 
  that dissolves only flesh.  Any melee hit deals acid 
  damage. 
   
  Constrict (EX):  An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Split (EX):  Weapons and electricity attacks deal 
  no damage to an ochre jelly. Instead the creature splits 
  into two identical jellies, each with half the originals 
  hit points (rounded down).  A jelly with only 1 hit 
  point cannot be further split. 
   
  Pit Trap:  CR 1 Reflex Save DC 32 if in Furthest NW 
  corner, DC 28 if in three surrounding squares.  2d6 
  subdual.  -2 circumstance penalty to climb out due to 
  slime and whatnot coating the walls. 
   
  Encounter Seven 
   
  Wizard Level 7: female; CR 7; Medium Humanoid; 
  HD 7d4; hp 16; Init +1; Spd 30 ft.; AC 11 (touch 11, 
  flat-footed 10); Atk Dagger +2 melee (1d4-1/19-20); 
  SV Fort +2, Ref +3, Will +6; Str 8, Dex 12, Con 10, 
  Int 19, Wis 12, Cha 8. 
   
  Skills and Feats: Alchemy +16, Knowledge 
  (Arcana) 
  +16, 
  Knowledge 
  (Constructs) 
  +16, 
  Concentration +10, Spellcraft +12, Craft (Sculpture) 
  +11, Heal +8, Scribe Scroll, Skill Focus (Alchemy), Skill 
  Focus 
  (Knowledge 
  (Constructs), 
  Skill 
  Focus 
  (Knowledge 
  Arcana), 
  Craft 
  Wondrous 
  Item, 
  Endurance. 
   
  Possessions: Silver dagger, well worn lab coat 
  (black) with boots and large elbow high leather gloves, 
  Ring of Animate Object (no charges left – value 500 gp 
  
  Spring Cleaning 
   
  Page 33 
  as jewelry only), Hand of the Mage, Potion of Cure 
  Light Wounds, Potion of Neutralize Poison, Goggles of 
  Minute Seeing, Possum Pouch (Spellbook stored, see 
  Appendix II), Spellbook (value 400 gp). 
   
  Spells prepared (4+1/4+1+1/3+1+1/2+1+1/1+1+1; 
  base DC = 14 + spell level, Specialty:  Necromancy, 
  Banned:  Illusion)); 0 – Disrupt Undead (S), Mage 
  Hand, Mending, Open/Close, Prestidigitation, 
  Detect Magic; 1
  st level – Cause Fear (S), Hold 
  Portal, Shield, Grease, Mage Armor, Tenser’s 
  Floating Disc; 2
  nd level – Ghoul Touch (S), Locate 
  Object, Rope Trick, Whispering Wind, Shatter 3
  rd 
  level – Gentle Repose (S), Shrink Item, Dispel 
  Magic, Gaseous Form 4
  th level – Enervation (S), 
  Dimension Door, Arcane Eye. 
  Hunters of the dead (20); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
  Encounter Nine 
   
  Otyugh – Advanced – Fiendish (1); CR 8; Huge 
  Aberration; HD 12d8+36; hp 90; Init +3; Spd 20 ft.; AC 
  16 (touch 8, flat-footed 16); Atk 2 Tentacle Rakes +8 
  Melee (1d8+4) + Bite +3 melee (1d6); SQ Scent; SA 
  Improved Grab, Constrict 1d6, Disease, Smite Good, 
  Darkvision 60 feet, Cold Resistance 20, Fire Resistance 
  20, DR 10/+3, SR 24; SV Fort +7, Ref +3, Will +10; Str 
  19, Dex 8, Con 17, Int 5, Wis 12, Cha 6. 
   
  Skills and Feats: *Hide +10, Listen +9, Spot +12, 
  Alertness, Weapon Focus:  Unarmed, Improved 
  Initiative. 
   
  Possessions: 450 gp, 7x 50 gp gems, 1x 350 gp 
  gems, 2x 500 gp gems, scroll of Heal with Explosive 
  Runes (Rogue only Search check DC 28 to find, DC 28 
  to Disable – 6d6 damage – no save for reader, Reflex 
  save for ½ for anyone with 10 feet when detonated).  
   
  Improved Grab:  To use this ability, the otyugh 
  must hit a Medium-size or smaller opponent with a 
  successful grapple check. 
   
  Constrict:  An otyugh deals automatic tentacle 
  damage to a medium-size or smaller opponent with a 
  successful grapple check. 
   
  Disease:  Filth fever – bite, Fortitude save (DC 12), 
  incubation period 1d3 days; damage 1d3 temporary 
  Dexterity and 1d3 temporary Constitution. 
   
  Smite Good (SU):  Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (+12) against a good foe. 
   
  *Otyughs receive a +8 racial bonus to Hide checks 
  when in its lair, due to its natural coloration. 
   
  Encounter Ten 
   
  Fighter Level 6: female ½ Orc; CR 6; Medium 
  Humanoid; HD 6d10; hp 58; Init +1; Spd 20 ft.; AC 
  18 (touch 10, flat-footed 18); Atk Great Axe +12/+7 
  melee (1d12+10/x3) or Longbow +8/+3 ranged 
  (1d8+3/x3); SQ Darkvision 60’, SV Fort +8, Ref +3, 
  Will +2; Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 
  6. 
   
  Skills and Feats: Climb +0, Handle Animal -1, 
  Jump -1, Listen +1, Ride +3, Power Attack, Weapon 
  Focus (Greataxe), Cleave, Point Blank Shot, Weapon 
  Focus (Composite Longbow). 
  Possessions: Greataxe +1, Half Plate +1, Mighty 
  Composite Longbow +3, Potion of Bulls Strength, 
  Potion of Cure Moderate Wounds, Potion of Heroism. 
   
  Wizard Level 6: male Gray Elf; CR 6; Medium 
  Humanoid; HD 6d4; hp 19; Init +3; Spd 30 ft.; AC 
  17 (touch 17, flat-footed 14); Atk None; SV Fort +2, 
  Ref +5, Will +5; Str 10, Dex 16, Con 10, Int 21, Wis 
  10, Cha 10. 
   
  Skills and Feats: Alchemy +8, Concentration +13, 
  Craft (Gemcutting) +9, Knowledge (Arcana) +12, 
  Knowledge (Architecture) +8, Knowledge (Geography) 
  +8, Knowledge (History) +8, Knowledge (Local) +7, 
  Knowledge (Minerals) +14, Knowledge (Nature) +6, 
  Knowledge (Nobility) +8, Knowledge (Religion) +6, 
  Knowledge (Underdark) +6, Profession (Miner) +2, 
  Scry +9, Spellcraft +14, Scribe Scroll, Combat Casting, 
  Spell 
  Focus 
  (Evocation), 
  Extend 
  Spell, 
  Spell 
  Penetration, Spell Focus (Transmutation). 
   
  Possessions: 
  Courtier’s 
  Outfit, 
  Sunrods(4), 
  Antitoxin, Spellbook (value 240 gp), Potion of Cure 
  Light Wounds, Spell Component Pouch, Wand of 
  Magic Missiles – 3
  rd level caster (32), Brooch of 
  Shielding, Potion of Blur. 
   
  
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  Spells prepared (5/5+1/4+1/3+1; base DC = 15 + 
  spell level, Specialty:  Evocation, Banned:  
  Enchantment, Illusion));: 0 – Detect Magic, Flare, 
  Read Magic, Ray of Frost, Resistance; 1
  st level – 
  Burning Hands, Cause Fear, Magic Missile, Magic 
  Weapon, Mage Armor, True Strike; 2
  nd  level – 
  Cat’s Grace, Daylight, Melf’s Acid Arrow (x2); 3
  rd   
  level –  Dispel Magic, Fireball, Lightning Bolt, 
  Haste. 
   
  Hunters of the dead (20); CR ¼ ; Tiny Construct ; HD 
  ¼ d10; hp 3; Init +3; Spd 25 ft.; AC 19 (touch 15, flat-
  footed 16); Atk Slam (x2) +0 melee (1d2-2) + Gore +0 
  melee (1d2-2); SQ Construct, Magic Immunity, DR 
  5/+1, Darkvision 60’; SV Fort +2, Ref +3, Will +3; Str 6, 
  Dex 17, Con --, Int --, Wis 12, Cha 1. 
   
  Skills and Feats: None. 
   
  Possessions: None.  
   
   
  Encounter Twelve 
   
  Giant Crocodile – Advanced (2) male; CR 6; Huge 
  Animal (aquatic); HD 14d8+56; hp 119; Init +1; Spd 20 
  ft, Swim 30 ft.; AC 16 (touch 9, flat-footed 15); Atk Bite 
  +16 melee (2d8+12) or Tail Slap +16 melee (1d12+12); 
  SA Improved Grab; SV Fort +13, Ref +10, Will +5; Str 
  27, Dex 12, Con 19, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: *Hide +0, Listen +5, Spot +5. 
   
  Possessions: None.  
   
  Improved Grab (EX):  To use this ability, the 
  crocodile must hit a Medium-size or smaller opponent 
  with its bite attack.  If it gets a hold, the crocodile grabs 
  the opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom.  The 
  crocodile automatically deals bite damage each round it 
  maintains its pin. 
   
   
   
   
  Encounter Thirteen 
   
  Steam Mephit (6); CR 3; Small Outsider; HD 3d8; hp 
  13; Init +5; Spd 30 ft., Fly 50 ft.; AC 16 (touch 12, flat-
  footed 14); Atk 2 Claws +4 melee (1d3 + 2 Fire); SQ 
  Breath Weapon, Spell-Like Abilities, Summon Mephit; 
  SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 
  12, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff+6, Hide +11, Listen +6, 
  Move Silently +6, spot +6, Improved Initiative. 
   
  Possessions: None.  
   
  Summon Mephit (SP)t:  Once per day, a Mephit 
  has a 25% chance to summon one Steam Mephit.  A 
  summoned Mephit may not use its summoning power 
  for 1 hour after it arrives. 
   
  Fast Healing (EX):  Steam Mephits heal 2 points of 
  damage each round it is touching boiling water or in a 
  hot, humid area. 
   
  Breath Weapon (SU):  Cone of steam, 10 feet; 
  damage 1d4, Reflex half DC 12.  Living creatures that 
  fail their saves are tormented by burned skin and 
  seared eyes unless they are immune to or protected 
  from Fire.  This imposes a -4 morale penalty to AC and 
  a -2 morale penalty to attack rolls for 3 rounds. 
   
  Spell Like Abilities:  Once per hour a steam 
  mephit can surround itself with a plume of vapor, 
  duplicating the effects of a blur spell cast by a 3
  rd-level 
  sorcerer.  Once per day it can create a rainstorm of 
  boiling water that affects an area 20 feet square.  Living 
  creatures caught in the storm take 2d6 damage (Reflex 
  half DC 15). 
   
  Fire Subtype (EX):  Fire immunity, double damage 
  from cold except on a successful save.  
   
   
   
   
   
   
  
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  Appendix 2:  New Creatures 
   
  Hunters of the Dead  
   
   
  Tiny Construct 
  Hit Dice:  ½ d10 (3 hit points) 
  Initiative:  +3 
  Speed:  25 feet 
  AC:  19 (+4 natural, +3 Dex, +2 Size) 
  Attacks: 1-4 Slams (depending on design) + Gore  
  Damage:  Slam 1d2-2, Gore 1d2-2 
  Face/Reach: 2 ½ feet by 2 ½ feet / 0 feet   
  Special Attacks:   
  Special Qualities:  Construct, Magic Immunity, 
  Damage Reduction 5/+1, Darkvision 60’ 
  Saves:  Fort +2 , Ref +3 , Will +3 
  Abilities:  Str 6 , Dex 17 , Con -- , Int -- , Wis 12 , Cha 1  
  Climate/Terrain:  Underground 
  Organization:  Solitary/Gangs 2-12 
  Challenge Rating:  1/4 
  Treasure:  None 
  Alignment:  Neutral 
  Advancement:  None 
   
  Description:  These creatures are an experiment 
  funded by a small sect of the Church of WeeJas (the 
  Sisterhood of the Night – an all female, all Suel sect 
  that exists only in the Duchy of Urnst) that believes 
  that sentient undead are an aberration to the worship 
  of WeeJas and should be obliterated.  The Hunters are 
  an attempt to create creatures that are immune to most 
  of the negative effects of undead (stat/energy drain, 
  anything requiring a Fort save) while making up for 
  the lack of Darkvision among the entirely human 
  membership of the Sisterhood of the Night.  Their 
  primary use is intended to attack sentient undead 
  while the priests cast spells and/or rebuke. 
   
  The form of the Hunter is completely up to the 
  imagination and skill of the creator and are not limited 
  to copying natural forms.  They range from insect to 
  amorphous to octopus and everything in between. 
   
  They are still in the testing phase with one of their 
  primary drawbacks being the low damage they do and 
  their inability to effect incorporeal creatures, as well as 
  their expense. 
   
  Combat:  Hunters of the Dead are directly 
  controlled by their creator and will not attack unless 
  commanded. 
   
  Construction:  Hunters of the Dead are 
  constructed from carefully crafted stone pieces (Craft-
  Sculpture DC 20) turned to flesh by the Wizard spell 
  Stone to Flesh.  The creator must have a fully stocked 
  alchemists lab available for use.  The Hunters are then 
  carefully assembled using the Heal skill (DC 20) and 
  brought to life with the following spells:  darkvision, 
  mending , animate object, stone to flesh, animate dead. 
  Material cost for each Hunter is 250 gp. 
   
  Creating a Hunter of the Dead costs the creator 
  50xp and she is the only person that can order it in 
  combat.  If she dies then they die as well, but if she 
  merely goes unconscious they will continue doing 
  whatever action they were last commanded.  
  
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  Appendix 3:  Player’s Handout #1 
   
  Distinguished Gentlemen and Gentlewomen, 
   
  I apologize for this abrupt intrusion into your repose, but I have been 
  advised that you are reliable and honorable members within the 
  occasionally questionable vocation that is kindly called adventurers.  I 
  have need of the services you offer and my time is short, so if you could 
  meet with me at the House Meissel offices, I would be very grateful. 
   
  I understand that this is very short notice and quite rude, and I 
  appreciate your patience and understanding.  I assure you that it is most 
  urgent and that you will be compensated well. 
   
  In grateful thanks, 
   
  Aldor Meissel 
   
  
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  Appendix 4:  Player Handout #2 
   
   
  
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  Appendix 5:  Monastery Maps 
  Monastery Main 
  floor
   
  
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  Monastery roof 
   
   
  
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  Monastery Spa Areas 
   
   
   
   
  
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  Monastery Basement 
  
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  Appendix 6:  General Background Information 
  Deity Information 
   
   
   
   
   
   
   
   
   
   
    
  From the Official listing of Deities V1.0. 
   
  Lendor: 
  Intermediate Diety of Time, Tedium, Patience, Study 
  Worshippers:  Suloise 
  Holy Symbol:  A crescent moon in front of a new moon surrounded by 14 stars 
  Alignment:  LN 
  Domains:  Knowledge, Law, Protection 
  Prestige Domain:  Community, Divination, Domination, Mind, Summoning 
  Weapons:  Great Sword 
   
  Norebo: 
  Lesser Deity of Luck, Gambling, Risks 
  Worshippers:  Suloise 
  Holy Symbol:  A pair of Eight Sided Dice 
  Alignment:  CN 
  Domains:  Chaos, Trickery, Luck 
  Prestige Domains:  Celerity, Madness, Summoning. 
  Weapons:  Dagger 
   
  Phaulkon: 
  Lesser Deity of Air, Wind, Clouds, Birds, Archery 
  Worshippers:  Suloise 
  Holy Symbol:  A winged human silhouette 
  Alignment:  CG 
  Domains:  Air, Animal, Chaos, Good, War 
  Prestige Domains:  Beastmaster, Celerity, Exorcism, Mysticism, Summoning 
  Weapons:  Longbow, Dagger 
   
  Syrul: 
  Lesser Deity of Lies, Deceit, Treachery, False Promises 
  Worshippers:  Suloise 
  Holy Symbol:  A forked tongue 
  
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  Alignment:  NE 
  Domains:  Evil, Knowledge, Trickery 
  Prestige Domains:  Divination, Madness, Mind, Mysticism, Summoning 
  Weapons:  Dagger 
   
  WeeJas: 
  Intermediate deity of Magic, Death, Vanity, Law 
  Woshippers:  Suloise 
  Holy Symbol:  A red skull, sometimes wreathed in flame 
  Alignment:  LN (LE) 
  Domains:  Death, Law, Magic 
  Prestige Domains:  Divination, Domination, Mind, Pestilence, Summoning 
  Weapons:  Dagger, Wizard Weapons. 
   
  General Notes (not from the LG Deities list): 
  Lendor is widely considered to be father/creator/mother of the Suel pantheon.  Though often represented as a male, 
  Lendor is generally considered to be sexually ambiguous.  His initial offspring were the four deities mentioned above 
  (Norebo, WeeJas, Phaulkon, and Syrul).  The worship of Lendor is not popular, both by choice and circumstance.  
  Priests of Lendor tend to be self-absorbed and are often perceived as aloof.  They have little or no desire to recruit and 
  their goals and aspirations are not what the general public consider exciting by any stretch of the matter.  The main 
  body of worshippers are largely sages and old men.  The priesthood tends to be elderly, rigid and uncreative.  They have 
  an almost morbid preoccupation with ritual, formalities, and their own interests.  Much like their god, they feel that the 
  affairs of the universe at large are much more interesting and relevant than the petty day-to-day affairs of man. Though 
  Lendor is the parent of the four above, his interest in the affairs of his progeny are largely peripheral at best.  Both he 
  and his worshippers are staunchly Lawful Neutral, making no move to interfere except when matters seem to threaten 
  the very fabric of the multiverse itself, a rare occurrence to be sure. 
  House Meissel 
   
   
   
   
   
   
   
   
   
   
   
  From the Duchy of Urnst website (http://www.duchyurnst.com/) 
  House Meissel is the proud owner of perhaps the most adept merchant in all of Urnst. Eighty-
  year-old Count Urmen Meissel, leader of House Meissel, has secured a stronghold on many 
  electrum, silver, and gem mines along the Cairn Hills. Count Urmen's mind is still very keen, 
  although his health is fading. Therefore, his three sons are currently vying for ownership of the 
  House when Count Urmen dies, expending great amounts of House resources in the competition. 
  The eldest son, Wefreid Meissel, is an avid follower of the school of Skepticism and views those 
  teachings as a method of furthering the family power. The other two sons oppose this line of 
  thinking, hoping to keep to their father's original plans.  
  House Einstoffen 
   
   
   
   
   
   
   
   
   
   
   
  House Einstoffen is a small merchant house in the Duchy of Urnst.  They are known primarily 
  for dealing in less precious gemstones as well as importing and exporting very rare specialty 
  
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  items from far away and often exotic sources.  They are known to employ humanoids of 
  sometimes questionable nature in their employ, but none of House Einstoffens humanoid 
  retainers have ever been anything but lawful citizens.  Possibly the most interesting thing about 
  House Einstoffen is that they are more interested in merchanting than in politics.  They involve 
  themselves in politics only as an end to performing business.  They seem to have no desire to 
  join the Noble Houses of the Duchy and do not seem to desire growth beyond their own business 
  affairs at this time, unlike some of the other merchant houses trying to elbow their way into the 
  upper crust.  House Einstoffen often does a lot of business with the urban and rural poor of the 
  Duchy as well, often at low or no profit. 
  The History of the Monastery 
   
   
   
   
   
   
   
   
   
  This monastery, though it has existed for at least 300 years, has largely gone unknown for the 
  bulk of that time.  It’s presence was primarily known of by the priesthood of Lendor, and that 
  was mostly kept inside the church.  Until the taxes of Justinian, it was unknown by the general 
  public, and when the taxes were refused (out of necessity, not choice) by the church of Lendor, it 
  was vacated and has been since.  It was only listed as a simple monastery by the church.  Only 
  recently has the curative powers of its waters been discovered through an ancient text in the 
  possession of House Meissel.  With this knowledge, they are attempting to exploit the curative 
  powers of the hot springs in the most profitable way possible. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/593/Normal Scenarios/URD3-03 - Spring Cleaning (APL 2-10)/URD3-03 - Spring Cleaning.pdf