TEXT: SND02-M01 
   
   
   
   
   
   
   
   
   
   
   
   
  The Evil Eye 
   
  A mini-module for D&D Living Greyhawk Adventure 
  RETIRED 
   
  by Pieter Sleijpen 
   
   
   
   
   
  Cattle dies in a quite village just after the local wise woman looked 
  into it. Now the villagers want to see blood. A Sunndi regional mini-module for characters level 1-6. 
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, Living Greyhawk and RPGA are 
  registered trademarks of Wizards of the Coast, Inc. RAVENS BLUFF, MALATRA, LIVING 
  CITY, LIVING DEATH, LIVING JUNGLE, LIVING GREYHAWK, and LIVING VERGE are 
  trademarks of Wizards of the Coast, Inc. Scenario detail copyright 2000 by 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.  
  
  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 actual playing time will be closer 
  to three 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 sccrap paper, a pencil, an RPGA 
  scoring packing, 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 cits, 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 a 
  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 name tag in 
  front of him or her. The tag should have the 
  player's name at the bottom, and the 
  character's name, race, and gender at the top. 
  This makes it easier for the players (and the 
  DM) to keep track of who is playing which 
  character. 
   
  The players are free to use the game 
  rules to learn about equipment and weapons 
  their characters are carrying.  That said, you as 
  the DM can bar the use of even core rule 
  books 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 bold italics. 
  It 
  is 
  strongly 
  recommended 
  that 
  you 
  paraphrase the player text, instead of reading 
  it aloud, as some of the text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters.  
   
  SCORING 
   
  After the players have completed the 
  scenario or the time allotted to run the scenario 
  has run out, the players and the DM score the 
  game.  The RPGA has three ways to score its 
  games. Consult your convention coordinator to 
  determine which method to use for this 
  scenario. 
  1. No vote scoring:  The players write 
  their names and RPGA numbers on 
  the scoring packet grid. You fill in the 
  top of the grid. That is all. No one is 
  rated. This method is used for people 
  who are just playing for fun. 
  2. Partial scoring: The players rate the 
  game master and the scenario on their 
  player voting sheets, and provide 
  personal information, but don’t vote for 
  other players.  The game master rates 
  the scenario and completes personal 
  and event information, but does not 
  rate the players as a team or vote for 
  players.  This method is used when 
  there is no competition, but the event 
  coordinator wants information on how 
  the game masters are performing, or 
  the game master wants feedback on 
  his or her own performance. 
  3. Voting: Players and game masters 
  complete the entire packet, including 
  voting for best player.  If this method is 
  used, be sure to allow about 15-20 
  minutes for the players to briefly 
  describe their characters to the other 
  players, and about 5-10 minutes for 
  voting. This method is used when the 
  players want to know who played the 
  “best” amongst the group, or when the 
  adventure is run in tournament format 
  with winners and prizes. 
  When using voting, rank the players in order of 
  your voting choice while they are completing 
  their forms so that you are not influenced by 
  
  their comments on your abilities.  It is a good 
  idea to have the players vote while you are 
  determining treasure and experience awards 
  for the scenario. 
   
  After voting, give the Scoring Packet to 
  your event coordinator. 
   
   This is a LIVING GREYHAWK Adventure. As 
  a Living adventure, it is expected that 
  players will 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, 
  a character sheet, and a LIVING GREYHAWK 
  log sheet from the convention coordinator or 
  the RPGA Web site, and then have any 
  players without a character create one.  Once 
  all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you 
  are assumed to have in order to run a D&D 
  game, it is also recommended that you have a 
  copy of the LIVING GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party 
  Level (APL): 
  1. Determine the character level for each 
  of 
  the 
  PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being 
  war horses, dogs trained for war), 
  other than those brought by virtue of a 
  class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following 
  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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide 
  by the number of characters playing in 
  the adventure – round up. 
  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 three 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 mini-scenario for Living Greyhawk, 
  taking place in the region of Sunndi. All 
  characters with Sunndi as a home-region pay 
  
  one Time Unit to participate in the adventure. 
  Adventures’ Standard Upkeep costs 12 gp. 
  Rich Upkeep costs 50 gp, and Luxury Upkeep 
  costs 100 gp. 
   
  Adventure Summary and 
  Background 
  This mini-module will take place in the thorp of 
  Stillwater, which might be familiar to players 
  who have played What Lies Beneath in 
  Sunndi. During that event some of the dead in 
  the cemetery did not remain dead, which at 
  that time caused a lot of trouble. If some of the 
  players at your table did not play in that event, 
  assume that those events have not yet taken 
  place. If all the players at your table did play it, 
  feel free to let NPCs refer to it.  
  The name of the village refers to a 
  large pond near the village. The pond is used 
  as a drinking area for local livestock. The 
  people themselves do not drink from the dark 
  deep and still pond because they think it is 
  cursed for humans to drink. There are several 
  stories of spirits that haunt the place. The most 
  compelling is the story that the pond was used 
  in the ancient past by the Flan to sacrifice 
  maidens to the dread spirit of the pond. In 
  reality up until recently it has been a very 
  normal pond that has remained open due to a 
  mixture of livestock, depth and the minerals in 
  the water. 
  A few days ago though a traveller was 
  murdered by his companion over a magical 
  item. Both travellers were members of the 
  Bleak Academy. The murdered man’s name is 
  Petzler, the murderer listens to the name 
  Donner. During their stay in Pitchfield they had 
  acquired a silver dagger that could drain the 
  life out of it’s victims. The two avoided taverns 
  and stayed near the pond for the night. Petzler 
  was killed with the dagger because Donner did 
  not want to share the reward they would get at 
  the Bleak Academy and the opportunity 
  presented itself this night. Donner dumped the 
  body in the pond. As happens now and then 
  when those who dabbled with the black arts 
  die, the angry soul did not pass on to the next 
  world. It remained behind to haunt the area. It 
  is a relatively weak spirit, but the spirit is strong 
  enough to actually harm the livestock of the 
  people. More importantly, it can influence the 
  emotions of those nearby by whispering 
  suggestions in the ears of those that sleep. 
  Petzler fears true death and as of yet he has 
  not shown himself. To keep his presence 
  hidden, he has used his powers to influence 
  the villagers against a local witch who had 
  made him ridiculous while alive. The fear of the 
  villagers against this witch, Fenna, helped him 
  greatly with his ploy. 
  The PCs will arrive just in time to 
  prevent a lynching of the poor Fenna and her 
  defenceless daughter - or so they think. In 
  reality Fenna’s daughter is everything, but 
  defenceless. She is the powerful wizard 
  Lanaerra, but she keeps her disguise to 
  observe how the PCs will handle things. The 
  PC should discover the ghost of Petzler and 
  destroy it. When they dredge up the body they 
  might find some useful things and they will 
  learn something about the Bleak Academy. If 
  they impressed Lanaerra she will reveal herself 
  for who she truly is and reward the PCs with a 
  favour or some gold. 
  Encounter 1: The Old Lady and her 
  Daughter 
  The PCs are travelling over the road towards 
  one of the building sites for the new border 
  forts at the border with the Vast Swamp or they 
  are returning from a stay there. Around noon 
  they travel past a peach orchard where an old 
  woman and a young woman are picking 
  flowers and herbs. Their singing will attract the 
  Thorp of Stillwater 
  Ψ Stillwater (thorp): Convential; AL 
  Chaotic Good; 40 gp limit; Assets 160 
  gp; Population 80; Isolated (74 human, 6 
  halfling). 
   
  Authority 
  Figures: 
  Nalik 
  the 
  tavern keep, male human Com 3. Nalik is 
  an older man, slender of build with 
  straight brown hair and an expanding 
  bald spot on the back of his head. As the 
  tavern keep he knows all the inhabitants 
  of town and he cares a lot about them. 
   
  Important 
  Characters: 
  Father 
  Galamar, male human Clr 1. Galamar is 
  in his late 40 s, of medium build and 
  strong presence. He is a recent initiate to 
  the priesthood of Pelor and he is a bit 
  insecure about himself. He was a 
  woodcarver before his career change. 
   
  Garik, male human Com 1. Garik 
  is a bit of a loner, the cliché withdrawn 
  grim man who lives at the border of the 
  village. He is not a mean man. He just 
  prefers to be left alone. He is a trapper.  
   
  Fenna, female human Exp4. 
  Fenna is an old woman with long wild 
  hair and a withered skin and pale blue 
  eyes. She is an expert herbalist. She 
  lives about 30 minutes from the village 
  and the villagers fear her somewhat. She 
  is a bit childish and prone to softly 
  singing, whistling and talking to herself. 
  
  attention of any traveller. The attractive woman 
  carries a large basket with food and when she 
  notices the travellers she invites them to share 
  lunch with her. If they agree they will have a 
  pleasant lunch, which will be ended by the 
  village mob. If they keep travelling, they will 
  meet the village mob on the road. 
  Encounter 2: Village Mob 
  A group of 20 villagers will arrive at the 
  orchard. They are clearly very angry and they 
  will try to lynch the two woman. They accuse 
  the two of witchcraft and casting the evil eye 
  on their livestock. If the PCs intervene, they 
  might be willing to an official investigation by 
  the PCs. They are not afraid to attack a 
  defenceless old woman, but a group of 
  adventurers is clearly too much. At the 
  negotiations the PCs might learn about what 
  really is going on. The trail will lead them to the 
  pond of Stillwater. The fact that father Galamar 
  is at New Keep for his initiation into the clergy 
  of Pelor does not help. 
  Encounter 3: Stillwater’s Ghost 
  Once at the pond they will have to think of a 
  way to get the ghost out of the water. Once 
  they have confronted and destroyed the ghost, 
  the village of Stillwater will once again be a 
  quiet thorp and the PCs will receive their just 
  reward. 
  Player Introduction 
  The PCs have been travelling together for at 
  least a day. It is up to them if they are on their 
  way to Pitchfield from a long stay in or near the 
  Vast Swamp or on their way to the border forts. 
  Give the players some time to describe their 
  characters 
  and 
  prepare 
  their 
  spells. 
  Remember, as far as they are concerned, this 
  will be an ordinary boring journey. There are 
  no rumours of raiders from the swamp or any 
  other danger that might haunt the area. 
   
  You have been walking over the dusty road 
  since early this morning. The sky is clear blue 
  and the sun has been shining particularly hot 
  this day. This close to the Vast Swamp the 
  humidity and mosquitoes do not make the 
  journey 
  any 
  more 
  comfortable. 
  It 
  is 
  approaching noon rapidly, and sweat is 
  streaming over your back like rivers. It is time 
  for lunch, and to find a nice shadowy place to 
  sleep away the hottest part of the day. When 
  you look at your fellow travelling companions, 
  you know that they are most likely thinking the 
  same. 
   
  Right at that moment you are passing a large 
  peach orchard. The trees are flowering and the 
  air is heavy with the soft sweet smell and the 
  sound of buzzing bees. The grass under the 
  trees looks very inviting and the wall made out 
  of loose stones is hardly a barrier. Then you 
  notice the sound of singing. A young clear 
  peach orchard. The trees are flowering and the 
  air is heavy with the soft sweet smell and the 
  sound of buzzing bees. The grass under the 
  trees looks very inviting and the wall made out 
  of loose stones is hardly a barrier. Then you 
  notice the sound of singing. A young clear 
  voice sings a song about spring. The sounds 
  comes closer and a beautiful young lady with 
  long silver hair and thin rather revealing 
  clothing appears in view. She has got a pale 
  complexion and red cheeks. She is followed by 
  an old woman with long wild white hair that 
  hums out of tune with the young woman’s 
  song. The old woman carries a basket filled 
  with flowering herbs. The young woman carries 
  a basket as well, though you cannot see what 
  is in it. Then the two women notice you and 
  your companions. 
  “Greetings strangers. Welcome to Stillwater 
  and old Bernard’s orchard. My name is Linea, 
  and this is my mother Fenna. Do you have any 
  news from the outside world? Perhaps you 
  would like to join our dinner? It might not be 
  enough for all of us, but I am sure you have 
  food to share as well? My mother is famous for 
  her spiced bread.” 
  Encounter 1: The Old Lady and 
  Her Daughter 
  Linea, or Lanaerra, is using her robe of 
  blending to change her looks into those 
  described in the boxed text above. So in case 
  somebody might cast a ‘detect magic’ spell, 
  she will radiate a feint illusionary magic. This 
  might cause the PCs to distrust her. Of course, 
  Linea will be slightly insulted about casting 
  magic without asking her permission first. The 
  colour of her  hair is done with a normal 
  disguise. So when she removes the illusion her 
  clothes will change into that of a beautiful robe 
  and she will appear somewhat older. In all 
  appearances it would look like she was using a 
  minor magical trick to hide her age. 
   
  The following description should be read aloud 
  after a short time, either if the PCs travel on or 
  sometime during lunch and their conversation 
  with Linea. The text assumes that the PCs are 
  sitting in the orchard. If this is not the case, you 
  should change the text accordingly. 
   
  The relative quietness of the day is suddenly 
  disturbed by loud shouts of a small group of 
  angry people from the road. When you rise to 
  look over the wall, you see a group of about 10 
  simple 
  villagers 
  armed 
  with 
  makeshift 
  weapons. It does not take a lot of skill to see 
  that these people are angry beyond reason. In 
  front of the group walks a middle-aged 
  bearded man slightly richer dressed then the 
  rest of the group. The rest of the group seems 
  to defer to his leadership, though for how long 
  is only a guess.  
  
  bearded man slightly richer dressed then the 
  rest of the group. The rest of the group seems 
  to defer to his leadership, though for how long 
  is only a guess.  
   
  The people in the group are speaking loudly 
  and angry to each other. The words ‘witch’, 
  ‘evil eye’ and ‘dying cattle’ are easy to 
  recognize and understand. Then one of the 
  younger members of the group sees you and 
  especially Fenna, loudly shouting: “There she 
  is. BURN the Witch.”  The man in the front of 
  the group looks at you and shouts angry “Don’t 
  get in our way adventurers, we are taking the 
  law in our own hands. THOSE two witches 
  deserve to DIE!” After that they seem to storm 
  in your direction en-masse. 
  Encounter 2: Village Mob 
  Leader of the village mob: Pandar, middle-
  aged charismatic farmer with a full brown 
  beard and a bold head. His main source of 
  income is his herd of sheep. So when they 
  became ill he stood to loose his source of 
  income. In his agitated state he is somewhat 
  difficult to reason with. He is looking for 
  somebody to blame. 
   
  Other members: 
  • 
  Bandor*, male with short black hair. He is 
  a typical broad-shouldered strong farm 
  worker. He will be screaming the loudest 
  for the blood of Fenna. After all, he is 
  directly under the influence of Petzler' s 
  suggestion. 
  • 
  Dirk*, unhealthy thin young man with thin 
  short brown hair and a small moustache. 
  He wears strangely warm clothing for 
  Sunndi and he is constantly coughing. He 
  is a traveller and stranger to the area. He 
  just got caught into the affair when he felt 
  asleep next to the pond under a tree. 
  • 
  Gendar, young male kid of about twelve 
  years old. He is here purely for the 
  excitement. In fact when the others are 
  calming down, they wonder what he is 
  doing here and Pandar will be really angry. 
  • 
  Hellena*, female with long brown hair. She 
  is a lover of Bandor and she is a bit 
  submissive. 
  • 
  Helnant 
  • 
  Kassel*, male long brown hair bound into a 
  tail. He is a teenager who works at 
  Pandar' s 
  farm. 
  He 
  is 
  also 
  rather 
  bloodthirsty. 
  • 
  Leia, female with short brow curly hair, 
  simple practical clothes and a slightly 
  boyish appearance. She is a teenager, but 
  unlike the rest of the mob she is calmer 
  and wiser. The only reason she went along 
  with the mob is to try to prevent something 
  bad from happening. She is a lover of 
  Kassel. She has been to the pond to find 
  Kassel, but she has resisted Petzler' s 
  magic 
  • 
  Rufor 
  • 
  Tesmond 
   
  * These NPCs are under the influence of 
  Petzlers charm. Hellena and Bandor had a 
  rendezvous at the pond shortly after Petzler 
  had risen from the dead. Dirk and Kassel are 
  farm workers who had fallen asleep when they 
  were watering the animals. A sense motive DC 
  25 will reveal to the PC that these four are 
  under the influence of an enchantment. 
   
  The first thing the PCs will need to do when 
  confronted with the village mob is to calm 
  them. Of course, they could use violence to 
  chase the villagers away, but that will not solve 
  anything in the long run.  Fenna is slightly 
  insane and she clearly does not even realize 
  the threat she is in. Linea acts like her mother, 
  unless the PCs screw up. The old woman 
  Fenna does not seem to care, but Linea will 
  point out to the PCs that violence only solves 
  the immediate problem. The PCs might leave 
  the area but she and her mother cannot. She 
  will make it clear there is little reason for the 
  villagers to accuse Fenna, let alone to form a 
  mob. Preferably this scene should be role-
  played. Either role-playing should modify the 
  roll or the players should modify their role-
  playing based on the roll. While rolls are not 
  necessary when the players are role-playing 
  properly, the skills are a much better way to 
  stimulate the actual skill of the PCs. 
          The first step in calming down the mob 
  would be to get their attention. This should be 
  relatively simply for adventurers like the PCs. 
  There are many ways to approach this. The 
  easiest would be to use force, though this 
  would make the villagers distrustful and not 
  very helpful. Rousing speeches, intimidating 
  glares or some trickery are much better in the 
  long run. Of course, a spell like ' calm emotions' 
  is also a sure way to get the people in the mob 
  to stop their lynching mood. 
          Once the mob is calmed the negotiations 
  between especially Pandar, Bandor, Leia and 
  the PCs will start. The mentioned 3 NPCs have 
  got three different opinions on the whole affair 
  and how to deal with it. Pandar is on the verge 
  of loosing part of his herd and with this his 
  source of income. Due to this he is very 
  agitated. Blaming Fenna was simply the 
  easiest thing to do. Besides he trusts Kassel. 
  He will be open to reason, especially when a 
  
  PC offers to look at the sick animals and if they 
  offer a cure. He does not want to be a 
  murderer, so once convinced Fenna might not 
  have done it, he will want a full investigation on 
  what really happened. Bandor is under the 
  influence of Petzlar' s suggestion. He simply 
  KNOWS that Fenna has done it. There is little 
  to reason with. In fact, he might actually attack 
  Fenna on his own when he realizes this will not 
  happen and he can get away with it. Leia is 
  really worried that the villagers might do 
  something they will deeply regret. She hints 
  that there might be going on more then that 
  appears at first glance. She remains outwardly 
  calm. She believes Fenna to be innocent, but 
  at the same time she is afraid to anger and 
  estrange Kassel. This whole situation can 
  hardly be captured in one dice roll. Only use a 
  diplomacy skill check in an extreme case and 
  then only to let the villagers return home and 
  ONLY when the PCs promise to investigate the 
  problem. 
   
  The following information can be obtained: 
  • 
  Leia will only talk freely when separated 
  from her boyfriend. When a PC is 
  trustworthy (charisma check DC 15) or 
  tries to gain her trust (diplomacy DC 15, 10 
  for a woman), she will try to speak with 
  that PC alone. She is afraid that her 
  friends might think she is insane. She went 
  looking for Kassel -worried but loving gaze 
  at her boyfriend- at the local pond when 
  she found him sleeping under a tree near 
  the pond. When she kneels to give him a 
  wake-up kiss, she is overcome by some 
  nightmarish visions. By the time she had 
  recovered herself, she was lying next to 
  Kassel. When she woke him up, he was 
  acting a bit weird. 
  • 
  Pandar’s story - As far as Pandar knows 
  part of his livestock got ill 2 days ago. At 
  first it was nothing, but this morning it was 
  a lot worst. When he talked with Bandor, 
  he learned that Fenna had been feeding 
  the cows and sheep some herbs while 
  making some strange signs with her 
  hands. Then Kassel told that he also had 
  seen Fenna do that the day before. They 
  suggested that Fenna had cast a spell on 
  his sheep and cows because Pandar had 
  made her angry. After all, he had hired her 
  to heal one of his children and he had not 
  paid the agreed upon price yet (he is 
  visibly ashamed of this fact). He was going 
  to, but he kept forgetting it. Anyway, it 
  sounded so logically at that time. Only 
  when questioned more about where and 
  when, might he realize that only his sheep 
  and cows have become ill who have drunk 
  from Stillwater. 
  • 
  Examining Pandar’s livestock - A heal 
  check will be required. It is relatively easy 
  to see that the cows and sheep show 
  symptoms of an extreme allergic reaction. 
  A heal check DC 15 will show that there 
  are small bits of silver in their mouths and 
  that it is the silver that apparently causes 
  the reaction. 
  • 
  Gendar was at the pond the morning after 
  Petzler was thrown into the pond. He was 
  not supposed to be there, but after a fight 
  with his mother he had run away and 
  wandered around the whole night. Donner 
  did not see him, and Gendar never had a 
  good look, but he did see a stranger in 
  simple travelling clothes throw something 
  in the water. The stranger mumbles 
  something about that nobody would share 
  the reward with him. He then erased 
  several tracks, mumbling several more 
  terrible things. The man really scared 
  Gendar, so he ran away. If pressed (and if 
  people promise him he will not be 
  punished) he will state that he saw the 
  stranger staring at a bloody silver dagger 
  that he was holding in his hands. 
   
  Encounter 3: Stillwater’s Ghost 
  (EL 4; EL 6; EL 8) 
  There is only one sure way of permanently 
  defeating Petzler. That is to dredge up his 
  body and give it a proper burial. Harming the 
  body is also a sure means of harming the 
  ghost. So if the body is completely destroyed 
  so will the ghost. 
   
  Treasure: The corpse of Petzler has 
  got some minor magical items and valuables 
  hidden on his body. If the PCs carefully 
  examine the body they will find it. Donner did 
  not have the time for an extensive search and 
  the light conditions where also not too 
  beneficial. What this treasure is exactly does 
  not truly matter. In gold value it comes down to 
  the amount of gp detailed in “Treasure 
  Summary”. 
   
  APL 2: 
  Petzler: male human ghost Wiz (Nec) 2; CR 4; 
  Medium-size undead; HD 2d12; Hp 13; Init +2; 
  Spd fly 30 ft. (perfect); AC 15 (touch 15, flat-
  footed 13); Atk +3 touch (1d4, corrupting 
  touch) OR +3 ranged; SA manifestation, 
  corrupting 
  touch; 
  SQ 
  rejuvenation, 
  turn 
  resistance +4, whispers in the dark, silver 
  vulnerability; AL CE; SV fort +0, ref +4, Will +3; 
  Str 10, Dex 14, Con -, Int 16, Wis 10, Cha 16. 
  
   
  Skills and Feats: Alchemy +8, Bluff +5, 
  Concentration +5, Knowledge (arcane) +8, 
  Knowledge (history) +8, Knowledge (religion) 
  +4, Spellcraft +8; Scribe Scroll, Spell Focus 
  (necromancy), Lightning Reflexes.  
   
  Manifestion 
  (Su): 
  As 
  ethereal 
  creatures, they cannot affect or be affected by 
  anything in the material world. When they 
  manifest, ghosts become visible, but remain 
  incorporeal. 
   
  Corrupting Touch (Su): The touch of 
  Petzler causes 1d4 damage. 
   
  Whispers in the Dark (Su): This 
  ability only works on a sleeping target. It acts 
  like a suggestion spell as if cast by a 5
  th lvl 
  spell caster (DC 14). 
   
  Silver Vulnerability (Su): Due to a 
  special allergy Petzler can be affected by silver 
  weapons just as if they were magical. 
   
  Spells Prepared (5/4; base DC = 13 + 
  spell level): 0 - disrupt undead, ray of frost x2, 
  mage hand; 1
  st - Cause Fear, Sleep, Ray of 
  Enfeeblement x2. 
   
  Ψ 
  Because 
  of 
  Spell 
  Focus 
  (Necromancy), the base DC against these 
  spells is 15 + spell level. 
   
  APL 4: 
  Petzler: male human ghost Wiz (Nec) 4; CR 6; 
  Medium-size undead; HD 4d12; Hp 26; Init +6; 
  Spd fly 30 ft. (perfect); AC 15 (touch 15, flat-
  footed 13); Atk +4 touch (1d4, corrupting 
  touch) OR +4 ranged; SA manifestation, 
  corrupting 
  touch; 
  SQ 
  rejuvenation, 
  turn 
  resistance +4, whispers in the dark, silver 
  vulnerability; AL CE; SV fort +1, ref +5, Will +4; 
  Str 10, Dex 14, Con -, Int 17, Wis 10, Cha 16. 
   
  Skills and Feats: Alchemy +10, Bluff 
  +6, Concentration +7, Knowledge (arcane) 
  +10, Knowledge (history) +8, Knowledge 
  (religion) +6, Spellcraft +10; Scribe Scroll, 
  Spell Focus (necromancy), Lightning Reflexes, 
  Improved Inititiative.  
   
  Manifestion 
  (Su): 
  As 
  ethereal 
  creatures, they cannot affect or be affected by 
  anything in the material world. When they 
  manifest, ghosts become visible, but remain 
  incorporeal. 
   
  Corrupting Touch (Su): The touch of 
  Petzler causes 1d4 damage. 
   
  Whispers in the Dark (Su): This 
  ability only works on a sleeping target. It acts 
  like a suggestion spell as if cast by a 6
  th lvl 
  spell caster (DC 15). 
   
  Silver Vulnerability (Su): Due to a 
  special allergy Petzler can be affected by silver 
  weapons just as if they were magical. 
   
  Spells Prepared (5/5/4; base DC = 13 
  + spell level): 0 - disrupt undead, ray of frost 
  x2, mage hand; 1
  st - Cause Fear, Magic 
  Missile, Sleep, Ray of Enfeeblement x2; 2
  nd - 
  Ghoul Touch x2, Fog Cloud, Detect Thoughts. 
   
  Ψ 
  Because 
  of 
  Spell 
  Focus 
  (Necromancy), the base DC against these 
  spells is 15 + spell level. 
   
  APL 6: 
  Petzler: male human ghost Wiz (Nec) 6; CR 8; 
  Medium-size undead; HD 6d12; Hp 39; Init +6; 
  Spd fly 30 ft. (perfect); AC 15 (touch 15, flat-
  footed 13); Atk +4 touch (1d4, corrupting 
  touch) OR +4 ranged; SA manifestation, 
  corrupting 
  touch; 
  SQ 
  rejuvenation, 
  turn 
  resistance +4, whispers in the dark, corrupting 
  gaze, silver vulnerability; AL CE; SV fort +2, ref 
  +6, Will +5; Str 10, Dex 14, Con -, Int 17, Wis 
  10, Cha 16. 
   
  Skills and Feats: Alchemy +10, Bluff 
  +6, Concentration +9, Knowledge (arcane) 
  +12, Knowledge (history) +8, Knowledge 
  (religion) +6, Sense Motive +3, Spellcraft +12; 
  Scribe Scroll, Spell Focus (necromancy), 
  Lightning Reflexes, Improved Initiative, Silent 
  Spell, Craft Wand.  
   
  Manifestion 
  (Su): 
  As 
  ethereal 
  creatures, they cannot affect or be affected by 
  anything in the material world. When they 
  manifest, ghosts become visible, but remain 
  incorporeal. 
   
  Corrupting Gaze (Su): Petzler can 
  blast living beings with a glance, at a range of 
  up to 30 ft. Creatures that meet the ghost’s 
  gaze must succeed at a fortitude save or suffer 
  2d10 damage and 1d4 points of permanent 
  Charisma drain. 
   
  Corrupting Touch (Su): The touch of 
  Petzler causes 1d4 damage. 
   
  Whispers in the Dark (Su): This 
  ability only works on a sleeping target. It acts 
  like a suggestion spell as if cast by a 8
  th lvl 
  spell caster (DC 16). 
   
  Silver Vulnerability (Su): Due to a 
  special allergy Petzler can be affected by silver 
  weapons just as if they were magical. 
   
  Spells Prepared (5/5/5/4; base DC = 
  13 + spell level): 0 - disrupt undead, ray of frost 
  x2, mage hand; 1
  st - Cause Fear, Magic 
  Missile, Sleep, Ray of Enfeeblement x2; 2
  nd - 
  Ghoul Touch x2, Fog Cloud, Detect Thoughts, 
  Spectral Hand; 3
  rd - Vampiric Touch x2, Dispel 
  Magic, Magic Circle against Good. 
   
  Ψ 
  Because 
  of 
  Spell 
  Focus 
  (Necromancy), the base DC against these 
  spells is 15 + spell level. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/592/Mini Missions/SNDM2-01 - The Evil Eye (APL 2-6)/SND02-M01 - The Evil Eye.pdf