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.  
   
  NMR3-06 
   
   
   
   
   
  All is Well and Stable 
   
  A One-Round D&D Living Greyhawk
  ®  
  Nyrond and Environs Meta-Regional Adventure 
  Version 1.0 
  Round One 
  by Tim Keogh 
  Edited: James Zwiers; Circle Review: Craig Hier 
   
   
  In the mistakes of men lie more possibilities for evil than any demon could ever imagine.  
  - Tiberius Stormshadow.   Suitable for APL 2-10 
  
  All is Well and Stable 
   
  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 paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  
  All is Well and Stable 
   
  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 
  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 Meta-
  Regional adventure, set in the 
  County of Urnst.  Characters native 
  to the Theocracy of the Pale, the 
  Kingdom of Nyrond, the Archbarony 
  of Ratik, the County of Urnst and 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 Background & 
  Summary 
  The DM MUST read Appendix I and the module 
  thoroughly to have a firm grasp on what is going on in 
  this module, due to the multiple possible endings.  Please 
  take the time to review it for added information that will 
  be useful in running this story line. 
  Introduction 
  “You Are Invited To Holbrook’s 56
  th annual Harvest 
  Festival” was all the invitation said. No sender or 
  return address was listed with the letter or the 
  courier. But with two days on the road, and the 
  meeting of other adventurers with the same 
  invitation, mystery soon turns to merriment and 
  mirth as the adventurer’s exchange stories of their 
  past glories. As midday passes into early evening and 
  rolling hills turn to plains, a tree stands on the 
  horizon on a lone vigil.  As the party approaches, the 
  constant braying of a terrorized animal can be heard 
  coming from its direction. 
   
  If the party investigates: 
   
  The tree grows just a little off the trail; its broad 
  branches still hold green leaves even late into the 
  season.  A donkey is tied to a tree, desperately pulling 
  at its reins, as a figure lies slumped over next to it 
  with a large brimmed hat pulled down over its face. 
   
  The figure lying against the tree, upon inspection, is 
  obviously dead.  With a successful Heal check DC (15) 
  the cause of death is a large bludgeoning blow across the 
  chest.  The figure is of elven descent and very old, 
  
  All is Well and Stable 
   
  Page 4 
  wearing plain traveling clothes and a wide brim hat. The 
  donkey is actually a demon that has been trapped in its 
  current form (see Appendix I for full story and Appendix 
  II for the Donkey’s statistics) by the dead elf at its side.  
  The donkey cannot free itself from the tree, but its reins 
  can easily be untied by any of the adventurers. It carries a 
  pack on its back filled with minor adventuring 
  equipment. No items on the beast or the elf are magical. 
  If the adventurers take the donkey, it will follow 
  hesitantly. The demon will wait to see how it can use the 
  adventurers to help return it to its ‘natural’ form. 
  Encounter One – Into the Breach 
  As the sun sets on the horizon, a small, fortified 
  village appears as the road bends around a corner. 
  Torches are being lit on its wooden ramparts and the 
  gates are slowly closing.  A shout is heard from its 
  walls. ‘THEY’RE ALIVE!  For the love of Pelor hold 
  the gates! HURRY!! GET INSIDE BEFORE IT’S TOO 
  LATE! 
   
  The guards will be waving frantically for the party to 
  enter the small walled city. If the party hesitates to long 
  in entering, they may notice a mass of figures 
  approaching from the northern fields (Spot check DC 5). 
  Individual figures, even though masked in the darkness, 
  are very skeletal in appearance (Spot check DC 15).  The 
  guards will wait until the last minute to close the gate. 
   
  ‘Praise be to Pelor that you made it in time.’ A tall, 
  slender human with graying hair shouts down from 
  the wall above the party.  Slowly, he picks his way 
  through the chaos of the villagers and approaches 
  ‘They will be here any minute and anyone trapped 
  outside after those gates close…’ his voice trails off. 
  ‘My name is Manthis; I was journeying through when 
  this town was first set upon by this Evil.  I have 
  remained here ever since, giving my aid wherever 
  possible. Praise be to Pelor that He has brought us at 
  least a little help. You are the first people we’ve seen 
  in months. Our situation is dire. We can talk later, 
  provided that we all survive.  Please take a position on 
  the northern wall, that’s usually where we are hit the 
  hardest. Please hurry.’  
   
  With that Manthis disappears towards the center 
  of the village. 
   
  Points the PCs may note. 
  • 
  Most of the villagers are elves 
  • 
  Most of the village has manned the walls, both 
  men and women. 
  • 
  The villagers are using a strange type of arrow 
  with a large blunt head.  
  Encounter Two – On the Wall 
  ‘Get outta da way elf.’ A stout dwarf pushes his way 
  along the ramparts to take a position next to the 
  adventurers. ‘Da name’s Duragan, if ye gots gold see 
  me afterwards, I’m the weapons smith for dis place. 
  Until then, get ready to defend the archers when the 
  skellies start climbing the walls.  They always do.’  
  The dwarf then points over his shoulder ‘One last 
  ting, see dose four black buildings? Dose house da 
  dead of da city. We have a sneak’n suspicion dat if da 
  skellies get to dem den weza probably done for due to 
  da sheer mass it would add to der army.’  Turning the 
  dwarf unhooks a finely crafted hammer covered in 
  runes. ‘HERE DAY COMES!’ The large mass that 
  approaches finally hit the edge of the torchlight, 
  which glitters off the sea of bones that lie before the 
  wall.  Arrows whistle from archer’s bows and thud 
  into the first wave.  
   
  The skeletons will approach the city quickly and use 
  their numbers to form an undead siege ramp to climb 
  over the walls. The following will actually make it over 
  the top. 
  Creatures:  
  APL 2 (EL 3) 
  � Owlbear Skeleton: hp 32; See MONSTER MANUAL. 
  � Humanoid Warrior Skeleton (3): hp 6; See 
  MONSTER MANUAL. 
  APL 4 (EL 5) 
  � Owlbear Skeleton (2): hp 33; See MONSTER MANUAL. 
  � Humanoid Warrior Skeleton (3): hp 6; See 
  MONSTER MANUAL. 
  � Wolf Skeleton: hp 13; See MONSTER MANUAL. 
  APL 6 (EL 7) 
  � Troll Skeleton (2): hp 39; See MONSTER MANUAL. 
  � Owlbear Skeleton (3): hp 33; See MONSTER MANUAL. 
  APL 8 (EL 9) 
  � Ettin Skeleton (2): hp 65; See MONSTER MANUAL. 
  � Troll Skeleton (2): hp 39; See MONSTER MANUAL. 
  � Owlbear Skeleton (3): hp 33; See MONSTER MANUAL. 
  APL 10 (EL 11) 
  � Ettin Skeleton (8): hp 65; See MONSTER MANUAL. 
  
  All is Well and Stable 
   
  Page 5 
  Encounter Three – A Night on 
  the Town 
  The sounds of battle are slowly replaced by the cries 
  of the wounded.  All are taken to the center of the 
  town and laid at the base of a shrine hastily erected 
  and dedicated to Pelor. The shrine lies between two 
  large black buildings. The morning sun soon breaks 
  over the horizon and Manthis can be seen tending 
  both the wounded and the dead. 
   
  At this point the party has free roam of the city. The 
  following information can be learned from the villagers 
  and Manthis. 
  From the Villagers 
  • 
  The party is currently in the city of Arnste 
  • 
  The dead started their nightly siege shortly after 
  the village lost contact with their mine to the 
  north. 
  • 
  Some of the dead have been recognized as 
  locals. 
  • 
  The current dead are kept in two large black 
  buildings, each with no doors or windows, save 
  for an open hatch on the roof. 
  • 
  They can’t afford to send anyone out to 
  investigate, because it would leave a gap in their 
  defenses. 
  • 
  The villagers know nothing of the donkey or it’s 
  owner 
  From Manthis 
  The entire above plus: 
  • 
  Manthis was investigating some demonic 
  activities in the area. 
  • 
  He is concerned because a young elven child 
  was lost just before the siege started. 
  • 
  Supplies are running short with no relief in 
  sight.  He doubts that the village will last 
  another two or three nights. 
  • 
  Manthis wishes the adventurers to investigate 
  the mines to see if there is anything that can be 
  done to save Arnste. 
   
  The city begins to quiet down as the villagers finish 
  their chores and prepare for sleep (in the middle of the 
  day), leaving the adventures to their task. 
  Black Stone Mausoleums (#8) 
  The four largest buildings in the town are the black 
  mausoleums.  Their presence seems to remind 
  everyone of their fate like a headsman’s axe over its 
  next victim. The stone itself is always cold and a 
  constant chill seems to emanate from the four 
  buildings. A hastily erected shrine of Pelor stands in 
  the middle. A slight scratching sound can be heard 
  from within. 
  Farm Fields 
  Three small fields occupy the eastern part of the 
  village. Its meager crops are barely tended and 
  probably don’t yield enough to support half the 
  village.  A large tree stands in the northeastern corner 
  of the village. 
  Dwarven Smithy (#5) 
  A steady clang echoes out from the old wooden 
  building.  A strange blue glow radiates from inside 
  and a sign that reads, ‘Gold Welcome, People 
  Tolerated,’ hangs above the door less entrance. 
   
  Doragan will gruffly show his case of common 
  weapons to the adventurers. He will keep a sharp eye on 
  the party, insisting that they stay together. On the far 
  wall of his shop hang two swords, one only partially 
  made. Each weapon is a +1 Undead Bane.  
   
  Doragan would be happy to part with one if the party 
  member agrees to stay with Doragan for an additional 
  week to complete the second.  He will also offer a sum of 
  five hundred gold pieces for the characters time and 
  effort.  There is no other way to get the grumpy Dwarf to 
  sell this weapon. 
   
  If the party member agrees to it, Doragan will place a 
  ring on the buyer’s finger, binding him to service. He will 
  explain that this ring is to prove to vendors that the party 
  member is a representative of Doragan.  Multiple PCs 
  may be engaged in such a service.  Doragan will set each 
  PC to task to create their own sword. 
  Encounter Four – On the Road 
  Again 
  The road to the mine seems devoid of life, save for the 
  adventurers whom walk its path. Two barren fields 
  stretch out into the horizon on either side of the road. 
   The travel time is short and the mine entrance is 
  placed into the side of the only hill in sight. 
   
  As the party approaches, a small elven boy will dart 
  out from around the side the hill, look down the road 
  
  All is Well and Stable 
   
  Page 6 
  with a scowl, and then dart into the mine. The boy will 
  not pay heed to anything the party calls out to him and 
  will disappear into the darkness. 
  Encounter Five – The Entrance 
  The entrance to the tunnel is barely man size and 
  immediately drops down onto a poorly carved 
  stairwell.  Loose dirt and rocks cascade down from the 
  ceiling covering everything and everyone whom pass 
  through.  A roughly cut stone staircase drops down at 
  the end of the hall. 
  Guard Station (#1) 
  A torn and rusted barricade lies in the archway to this 
  room. Remnants of wooden furniture, to far in decay 
  to be recognized, are scattered across the floor.  
  Beyond that a stairway can be seen descending into 
  the darkness. 
   
  This was once a guard station used to guard the 
  entrance to the ‘mine.’ A secret door lies to the southeast 
  and can be opened merely by pushing on it. 
  Weapons Cache (#2) 
  The rock covered door swings inward revealing a 
  small storage area.  Weapon racks and small barrels 
  line the back wall of the room.  A fine layer of dust 
  covers everything. 
   
  The weapons, save one, on the wall are rusted and 
  well past repair.  The barrels are filled with rotten 
  foodstuffs and wine that has turned to vinegar. There is 
  also a set of armor to be found in this room. 
  Treasure:  
  APL 2  
  +1 Elven Double Bow (ARMS & EQUIPMENT GUIDE) (275 
  gp) 
  APL 4  
  +1 Elven Double Bow (ARMS & EQUIPMENT GUIDE) (275 
  gp) 
  8 Sleep Arrows (DUNGEON MASTER’S GUIDE) (11 gp each) 
  APL 6  
  Bow of Arcane Might (ARMS & EQUIPMENT GUIDE) (717 
  gp) 
  APL 8  
  Bow of Arcane Might (ARMS & EQUIPMENT GUIDE) (717 
  gp) 
  8 Sleep Arrows (DUNGEON MASTER’S GUIDE) (11 gp each)  
  APL 8  
  Bow of Arcane Might (ARMS & EQUIPMENT GUIDE) (717 
  gp) 
  Encounter Six – Level Two 
  Mine Entrance (#3) 
  The staircase empties into a dark corridor. Large 
  pillars, carved with nightmarish figures, lie half 
  buried in the rock along the walls. The temperature 
  seems to have dropped in this area, as plumes of 
  frozen breath escape from the mouths of the party. 
   
  This is the first hint to the party members that the 
  elves from Arnste weren’t mining for minerals. This 
  temple entrance reeks of evil, and a detect evil will 
  illuminate the entire hallway to the caster. 
  Temple (4) 
  The walls of this room are covered in nightmarish 
  figures similar to those from the hallway.  They are all 
  aligned so as to keep watch on the far wall.  Their eyes 
  seem to covey a sense of worship. 
   
  Rock, rubble, and other debris are piled high 
  along the north wall of this room.  The hole in the 
  ceiling suggests this rubble is from a cave in. Small 
  loose rocks still fall at random slowly adding to the 
  piles mass. 
   
  Beyond the pile of rubble, a dark passage has 
  been carved into the back wall of the room. 
   
  This room once served as a temple or meeting room 
  of some sort.  What the exact purpose of the room was 
  has long since been relegated to the pages of history.  
  None of the PCs will be able to make a check to 
  determine which entity was worshiped here but they can 
  tell that it wasn’t a good one. 
   
  The cave in was a result of the elves inexperience in 
  mining and the elves trying to contain some undead.  It 
  covers the tunnel leading to room 6. 
   
  On a successful spot check (DC 10) the party should 
  notice a hand, clawing at the rubble, trying to pull itself 
  out from under the pile.  It isn’t attached to anything.  If 
  any PC tries to keep the hand, have it grab the PC during 
  the next combat.  This distraction will give the PC –2 to 
  hit and AC until the hand is dealt with. 
  First Grave Site (5) 
  Multiple coffins lie scattered and broken across the 
  floor in this chamber.  Dried bloodstains are scattered 
  everywhere. 
  
  All is Well and Stable 
   
  Page 7 
   
  This room was the first place the Elves tried to keep 
  their dead until they could be brought to the surface. 
  Unfortunately, the dead didn’t take being put into small 
  boxes lying down. A moldy book, Spot (DC 15), lies half 
  covered among the broken timber. The only passage that 
  can be read is the following. 
  “….. I thought Marsus took care of this problem. If 
  we have to fight back our own dead we’ll never get to 
  the scepter. Luckily, Neru ‘volunteered’ to lead this 
  group of dead away.  That gash on his arm drew them 
  like moths to a flame.  His screams, just before we 
  caused the cave in, still haunt me a little, but it was a 
  necessary sacrifice.  Besides, I’m sure I’ll get over it. 
  Bunware says if you put your ear to the rock, you can 
  hear…..” 
  As the party prepares to return to the hallway, perform a 
  listen check for the following: 
  DC 30: The sound of sliding rock 
  DC 35: The above plus multiple shuffling of feet. 
  The party has awoken the undead beyond the rubble.  If 
  the PCs have not moved the rubble and freed the undead, 
  they will break through at this time.  The following 
  appear:  
  Creatures:  
  APL 2 (EL 3) 
  � Ghouls (3): hp 13; See MONSTER MANUAL. 
  APL 4 (EL 4) 
  � Ghouls (4): hp 13; See MONSTER MANUAL. 
  APL 6 (EL 5) 
  � Ghast: hp 29; See MONSTER MANUAL. 
  � Ghouls (3): hp 13; See MONSTER MANUAL. 
  APL 8 (EL 6) 
  � Wight: hp 26; See MONSTER MANUAL. 
  � Ghast (2): hp 29; See MONSTER MANUAL. 
  APL 10 (EL 7) 
  � Wight (2): hp 26; See MONSTER MANUAL. 
  � Ghast (2): hp 29; See MONSTER MANUAL. 
  Neru’s Tomb (6) 
  The tunnel opens up into a small cave that still reeks 
  of the dead. Scattered around the room is the skeletal 
  remains of a single elf. On the far wall, a single word 
  is written in dried blood. ‘Revenge.’ 
   
  Neru unwittingly sacrificed his life in drawing the 
  undead to this cave, allowing his less than caring 
  comrades to cause a cave in to trap him and the undead. 
  His last hope, as he was being torn apart, was to rise like 
  the ghouls that killed him, in hopes that he could free 
  himself and take revenge on those whom trapped him. 
  He never got his wish. 
  The ‘Concealed’ Door (7) 
  After careful examination of the figures in the 
  hallway, you have found one of them contains a 
  mechanism for opening a concealed door. 
   
  The concealed door leads to a circular staircase going 
  down. The door is trapped with a weighted, spiked 
  platform that swings down from the ceiling, at the party, 
  from the other side of the door. The door is attached to 
  the platform, and therefore will swing out of the way of 
  its own accord.  When the weighted platform hits the 
  door jam, it will cause the spikes to jettison at the party.  
  Trap:  
  APL 2 (EL 2) 
  � Spiked Door Trap: CR 2; Mechanical; Manual Reset; 
  Ranged +4 (1d4+1, 6 spikes); Search (DC 20); Disable 
  Device (DC 20).  
  APL 4 (EL 3) 
  � Spiked Door Trap: CR 3; Mechanical; Manual Reset; 
  Ranged +5 (1d4+1, 8 spikes); Search (DC 20); Disable 
  Device (DC 20). 
  APL 6 (EL 4) 
  � Spiked Door Trap: CR 4; Mechanical; Manual Reset; 
  Ranged +6 (1d4+1, 8 spikes); Search (DC 21); Disable 
  Device (DC 21). 
  APL 8 (EL 6) 
  � Spiked Door Trap: CR 6; Mechanical; Manual Reset; 
  Ranged +8 (1d4+1 plus poison, 8 spikes); Search (DC 23); 
  Disable Device (DC 23). 
  Poison (Fort save DC 16 negates, Primary 1d3 Con, 
  secondary 1d3 Con). 
  APL 10 (EL 7) 
  � Spiked Door Trap: CR 7; Mechanical; Manual Reset; 
  Ranged +10 (1d4+1 plus poison, 8 spikes); Search (DC 
  28); Disable Device (DC 28). 
  Poison (Fort save DC 17 negates, Primary 1d3 Con and 
  1d3 Str, secondary 1d3 Con and 1d3 Str). 
  
  All is Well and Stable 
   
  Page 8 
  Encounter Seven – Level Three 
  Pelor’s Watch (#8) 
  Decaying bodies lay littered across the floor and at 
  the feet of a statue of Pelor. The statue seems to stand 
  watch over the dead with its hands raised above its 
  head. A purple tapestry hangs against the wall, 
  creating a majestic frame for the statue. The floor of 
  the room is polished stone. 
   
  Behind the curtain is a wooden chest. The chest has 
  long been cleaned out.    
  Spider’s Lair (#9) 
  The spider webs in this room cover the walls and 
  ceiling so thickly, that nothing behind them can be 
  seen. Odd shaped figures, wrapped in webbing, hang 
  from the ceiling.  One of them is moving. 
   
  In the wrappings of the moving web is a young elven 
  male. He is the only living prey. If he is freed he will take 
  off from the room.  He will drop a small pouch when 
  freed.  This pouch contains some coins (see Treasure 
  Summary).   
   
  The elf is a shadow self of the elf whose body the 
  party meet by the tree outside.  It is also the same elf who 
  the party saw outside the cave and will meet again in 
  Tiberius’s Sanctuary.  As a shadow self, he does not react 
  to things in this timeframe but retraces the steps he took 
  while in life. 
   
  If the party doesn’t free the young elf, he will 
  eventually free himself.  Once free, he will ignore the 
  party since they aren’t visible to him.  He will get up, look 
  around and then spot something.  He will then head 
  through the webs toward the Spider’s hunting ground 
  through the secret tunnel.  The party will notice that he 
  passes through the remaining webs as if they weren’t 
  even there. 
  Secret Tunnel (#10) 
  A small opening in the wall is revealed. It is large 
  enough to crawl through but will be a tight fit for the 
  larger members of the party. 
   
  Behind the spider webs is a small, secret tunnel 
  (large enough to crawl through), which leads to the 
  Spider’s Hunting Ground.  The spiders will know that the 
  adventurers are coming and will be lying in wait for them 
  at the mouth. 
  Spider’s Hunting Ground (#11) 
  The mouth of the tunnel opens into a large cavernous 
  room that is split by a crevice.  On the far side of the 
  room is pot brewing on a low fire, in front of another 
  tunnel leading away. The scent of spices and herbs 
  fills the air. 
   
  You may have to modify this description depending 
  on if the adventurers enter through the main caves or 
  through the secret tunnel from area nine. In either case, 
  the ‘parent’ spiders of area nine will be waiting for them 
  to either emerge from the tunnel or try and cross over 
  the chasm. They will also try to pull the adventurers over 
  the side and onto the webbing that they have stuck to the 
  walls (there are no webs stretching across the chasm). 
  Across the chasm is a kettle of Cure Light Wounds ‘stew,’ 
  enough for 6 doses. It is Tiberius’s welcome stew. 
  Creatures:  
  APL 2 (EL 4) 
  � Large Monstrous Spiders (2): hp 22; See MONSTER 
  MANUAL. 
  APL 4 (EL 6) 
  � Large Monstrous Spiders (4): hp 22; See MONSTER 
  MANUAL. 
  APL 6 (EL 8) 
  � Large Monstrous Spiders (3): hp 22; See MONSTER 
  MANUAL. 
  � Huge Monstrous Spider (2): hp 52; See MONSTER 
  MANUAL. 
  APL 8 (EL 9) 
  � Huge Monstrous Spiders (2): hp 52; See MONSTER 
  MANUAL. 
  � Gargantuan Monstrous Spider: hp 104; See 
  MONSTER MANUAL. 
  APL 10 (EL 11) 
  � Gargantuan Monstrous Spiders (3): hp 104; See 
  MONSTER MANUAL. 
  Encounter Eight – Enter Tiberius 
  Warm Air (#12) 
  The air becomes considerably warmer as the tunnel 
  becomes a dead end.  
   
  Listen (DC 18+APL) will hear the crackling of a fire 
  behind the secret door. 
  Tiberius’s Sanctuary (#13) 
  The secret door swings open and the light of a 
  fireplace floods out. Three figures move about the 
  
  All is Well and Stable 
   
  Page 9 
  room without taking note of the adventurers. The 
  first is a small elven child leaning over books with a 
  look of frustration on his face.  The second, a young 
  elven man drawing on a mural that has already been 
  completed and is well faded. The third is an old elven 
  man, bent with age.  He rises from his bed, writes in a 
  book that lies on a table next to him, and then moves 
  back to his bed. A small tree grows in the southeast 
  corner of the room. 
   
  The three elves are all shadows of Tiberius and the 
  same elves the party has already encountered at the 
  entrance and in the spider’s lair.   
   
  The first is the mage just after the destruction of his 
  town, trying hard to learn the arcane ways from books he 
  recovered from his village.  The books are blank to 
  anyone else trying to look. If the party tries to move the 
  books, they disappear, but the child keeps looking at the 
  same area.  
   
  The second is Tiberius after he was freed from the 
  spiders by a group of adventures long ago. Here he draws 
  over and over a mural of his adventures.   
   
  The final aspect of Tiberius is his ghost. He has 
  written the following passage and marked it with the 
  current date.  
   
  If the adventurers have taken the donkey from the 
  tree it will read as follows: 
   
   ‘On this day, yet another group of foolish 
  adventurer has untied the demon from its tree. 
  Hopefully they have the strength to rebind it before 
  the setting sun.’ 
   
  If the adventures left the donkey tied to the tree it 
  will read: 
   
  ‘Luckily, a group of adventures has missed 
  freeing the demon. Hopefully my town shall be 
  spared their sins in this incarnation.’ 
   
  None of the three will respond or react to the 
  adventures. 
  Encounter Nine – Return to 
  Arnste 
  Dark clouds have gathered since the party went 
  underground. A torrential rain pounds the landscape 
  turning everything around to mud.  The road back to 
  Arnste is cold and miserable, the sun hanging low on 
  the horizon. The gates of Arnste are cracked open 
  with no guards posted.  
   
  If the donkey was released, read the following: 
   
  As the party enters the town, its destruction 
  becomes painfully evident. Every building lies in 
  ruin, and the bodies of elves lay scattered, torn and 
  broken. Every elf, man, woman, and child, wears a 
  mask of pain etched into their faces. In the center of 
  town, the donkey stands alone, with red eyes flaring 
  in the gloom. Above the donkey, an image of a great, 
  scaled demon lets out a silent roar.  Both look at the 
  party with intense hatred. 
   
  The donkey has no real offensive powers, save those 
  listed. Its sole purpose is to stay away from the tree that it 
  was bound to.  Travel time to the tree, in the rain, is 
  approximately one half an hour. It’s about two hours 
  from sunset.  If the adventurers bother to look, there is a 
  cart, undamaged, near the dwarf’s smithy. 
   
  If the party didn’t release the donkey: 
   
  As the party enters the town, its destruction 
  becomes painfully evident. Every building lies in 
  ruin, and the bodies of elves lay scattered, torn and 
  broken. Every elf, man, woman, and child, wears a 
  mask of pain etched into their faces. In the center of 
  town, an image of a great, scaled demon lets out a 
  silent roar.  Grim satisfaction causes its mouth to curl 
  in a demonic smile.  It unfurls its wings and launches 
  itself into the gloom of the evening sky. The town of 
  Arnste was once again destroyed by the demon. 
  Conclusion 
   
  One of three possible endings exists for this module: 
  Donkey was not released 
   
  As the sun sets, the town of Arnste begins to fade 
  from view, engulfed by the gloom and the rain.  No 
  trace is left of the town’s fate, save for what images 
  remain in the minds of the adventurers. 
  Donkey was released, but retied to the tree 
   
  As the sun sets, the leaves to the tree’s leaves turn 
  a golden brown then fall from its branches.  The 
  donkey continues to struggle against its bindings, but 
  a strong, elderly hand reaches up from the body of 
  the dead elf mage and holds the ropes firm. The mage, 
  the donkey, and the tree fade in the rain and gloom. 
  No trace is left of the elf’s fate, save for what images 
  remain in the minds of the adventurers. 
  Donkey was released, but not bound to its 
  original tree in time 
   
  The body of the donkey begins to glow an 
  infernal red as the image of the demon begins to 
  solidify.  With one flex of its muscles, any bonds that 
  
  All is Well and Stable 
   
  Page 10 
  held the donkey break and scatter away.  The donkey 
  lifts its head and lets out a tremendous roar, which 
  echoes across the countryside. Everything that was 
  connected to Arnste now fades into the gloom of the 
  rain, save for the demon. The demon turns its massive 
  head towards the party, its gaping maul whispering 
  one word that all understand, ‘Thank you.’ With a 
  single lurch, the demon launches itself into the air 
  and disappears into the storm clouds above. The party 
  is only left with the sound of the rain, pounding 
  against the ground, echoing the moans of all that 
  have fallen to the demon. 
  If anyone has Doragan’s Ring 
   
  If any party member took on Doragan’s ring then 
  they to would have faded with the town. This will be 
  noticed only after all is said and done. The party member 
  will return a month (and the cost of four time units) later, 
  confused and haunted with images of the town’s 
  destruction repeated over and over again.  The party 
  member will be in possession of the sword (if purchased) 
  and his five hundred gold pieces. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the Undead 
   
  APL2 90 xp;   
  APL4 150 xp;  
  APL6 210 xp;  
  APL8 270 xp;  
  APL10 330 xp;  
  Encounter Six – Area Five 
  Defeat the Undead 
  APL2 90 xp;   
  APL4 120 xp;  
  APL6 150 xp;  
  APL8 180 xp;  
  APL10 210 xp;  
  Encounter Six – Area Seven 
  Bypass, or disarm the trap 
  APL2 60 xp;   
  APL4 90 xp;  
  APL6 120 xp;  
  APL8 180 xp;  
  APL10 210 xp;  
  Encounter Seven – Area Eleven 
  Defeat the Spiders 
  APL2 120 xp;   
  APL4 180 xp;  
  APL6 240 xp;  
  APL8 270 xp;  
  APL10 330 xp; 
  Story Award 
  Thorrruptonous (Donkey) ends the module re-bound. 
  APL2 45 xp;   
  APL4 60 xp;  
  APL6 90 xp;  
  APL8 110 xp;  
  APL10 135 xp; 
  Discretionary roleplaying award 
  APL2 45 xp;   
  APL4 75 xp;  
  APL6 90 xp;  
  APL8 115 xp;  
  APL10 135 xp; 
  Total possible experience:  
   
  APL2 450 xp;   
  APL4 675 xp;  
  APL6 900 xp;  
  APL8 1125 xp;  
  APL10 1350 xp; 
  
  All is Well and Stable 
   
  Page 11 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five – Area Two 
   
  APL 2: L: 83 gp; C: 0 gp; M: +1 Elven Double Bow 
  (275 gp) 
   
  APL 4: L: 0 gp; C: 0 gp; M: +1 Elven Double Bow (275 
  gp), 8 Sleep Arrows (11 gp each) 
   
  APL 6: L: 71 gp; C: 0 gp; M: Bow of Arcane Might 
  (717 gp) 
   
  APL 8: L: 0 gp; C: 0 gp; M: Bow of Arcane Might (717 
  gp), 8 Sleep Arrows (11 gp each) 
   
  APL 10: L: 0 gp; C: 0 gp; M: Bow of Arcane Might 
  (717 gp) 
  Encounter Seven – Area Nine   
   
  APL 2: L: 0 gp; C: 17 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 5 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 3 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 4 gp; M: 0 gp 
  Encounter Seven – Area Eleven   
   
  APL 2: L: 0 gp; C: 0 gp; M: 6 Potions of Cure Light 
  Wounds (25 gp, 4.2 gp each) 
   
  APL 4: L: 0 gp; C: 0 gp; M: 6 Potions of Cure Light 
  Wounds (25 gp, 4.2 gp each) 
   
  APL 6: L: 0 gp; C: 0 gp; M: 6 Potions of Cure Light 
  Wounds (25 gp, 4.2 gp each) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 6 Potions of Cure Light 
  Wounds (25 gp, 4.2 gp each) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 6 Potions of Cure Light 
  Wounds (25 gp, 4.2 gp each) 
  Total Possible Treasure 
  APL 2: L: 83 gp; C: 17 gp; M: 300 gp  - Total: 400 gp 
  APL 4: L: 0 gp; C: 5 gp; M: 555 gp  - Total: 600 gp 
  APL 6: L: 71 gp; C: 0 gp; M: 742 gp  - Total: 813 gp  
  APL 8: L: 0 gp; C: 3 gp; M: 1247 gp  - Total: 1250 gp  
  APL 10: L: 0 gp; C: 4 gp; M: 2096 gp  - Total: 2100 gp 
  Special 
  Elven Double Bow (from Arms & Equipment Guide) 
  This double-stringed longbow can be used as a normal 
  longbow by anyone proficient in that weapon. Characters 
  with the exotic weapon proficiency (elven double bow) 
  can use the bow to fire two arrows at once. Nocking an 
  
  All is Well and Stable 
   
  Page 12 
  arrow on the second string requires a move-equivalent 
  action. Once the wielder has taken an action to load the 
  second string, his next attack is a double shot at the same 
  target. The wielder makes one attack roll at a –2 penalty 
  to determine whether or not both arrows strike the 
  target. If the attack is successful both arrows deal normal 
  damage. If the attack is a critical hit only one arrow deals 
  extra damage, and extra sneak attack damage is only 
  applied once. 
  Cost: 1000 gp; Damage 1d8; Critical: 20/x3; Range 
  Increment: 90 ft.; Weight: 3 lb.; Type: Piercing. 
  Bow of Arcane Might (from Arms & Equipment 
  Guide) 
  This +1 mighty (+2) composite longbow is covered in 
  intricate arcane runes. The bow of arcane might allows its 
  wielder to channel the energy of arcane spells through it 
  to make attacks with the bow more damaging. As a move-
  equivalent action that does not provoke attacks of 
  opportunity, the wielder can sacrifice a prepared arcane 
  spell from memory (or an unused spell slot if a 
  spontaneous arcane caster). Doing so adds a damage 
  bonus equal to the spell’s level to the next attack made 
  with the bow of arcane might. This damage bonus stacks 
  with the normal enhancement bonus from the bow and 
  any magic arrows used in the attack. 
  Caster Level: 15th; Prerequisites: Craft Magic Arms and 
  Armor, greater magic weapon; Market Price: 8,600 gp; 
  Cost to Create: 4,600 gp + 320 XP. 
  Service to Doragan 
  The following three items are all gained at once 
  +1 Undead Bane Long Sword 
  This masterly crafted longsword gleams with a faint 
  hint of blue.  Dwarvish runes line the sword, cursing 
  at the dead.  Market Price: 8,320 gp. 
  Ring of Doragan 
  This ring magically links the wearer to Doragan and 
  binds them into his service. This ring will NOT 
  come off the wearer. If the finger is chopped off, the 
  ring will move to another finger or appendage.  A 
  detect magic spell will reveal only that the ring links 
  the wearer to Doragan. Only a limited wish, wish or 
  miracle spell will remove the ring.  
  Lost in Arnste 
  You faded with Arnste when it left again.  After a 
  month (4 TU) you have found a way to return, 
  confused and haunted with the images of the town’s 
  destruction repeating in your mind over and over 
  again.  You have the above sword, and an additional 
  500 gold pieces. 
   
  
  All is Well and Stable 
   
  Page 13 
  Appendix I – The Demise of a Wizard 
  Adventure Background and Summary 
  “You’ll not escape me this time, Thorrruptonous!” The demon cringed at the calling of his secret name as it fled down 
  the hall.  Four large clawed feet dug into the stone and flaming scales scraped against the walls that were barely wide 
  enough to fit the demon.  The cursed Elven Wizard, Tiberius Stormshadow had chased it from plane to plane, finally 
  trapping it on the Prime Material.  The demon’s mouth gapped open and let out a bellow as magic missile pierced into 
  his snake like tail.  The entrance to the dungeon was near.  It could smell the night air.  Once it hit open ground, it 
  would have enough room to turn and fight.  The wizard would be doomed. 
  Tiberius chased the demon as fast as his aged legs would carry him.  He dared not waste any of his magic now. Well over 
  700 years of age, the elder mage had been bent on the destruction of the demon he was chasing.  The demon that 
  destroyed the only place he had called home.  Anger filled the wizard’s heart as he forced his legs to move faster. 
  The demon’s serpentine head lifted for the first time as his breached the door to the outside.  His wings unfurled and 
  his tail lashed as the cool night air washed over him. The demon surveyed the surrounding fields.  Only one tree stood 
  in the vast plains. There would be no cover for the mage.  He looked back at the solitary knoll that concealed the 
  entrance it came from.  The demon would now face the wizard and one of them would die.  
  Tiberius turned the corner and saw the entranceway of the catacombs.  He knew that the demon had made it to the 
  outside.  He also knew that this made his fight all the more dangerous.  He slowed his pace and moved cautiously 
  forward.  He couldn’t let the demon escape, but he wouldn’t allow himself the luxury of haste either.  At the mouth of 
  the catacombs, he peered out. No lights shown out from nearby villages.  Not a sound could be heard except the rustling 
  of the wind through the tall grass.  
  The wizard’s keen hearing was the only thing that saved him.  He dropped to the ground and flattens himself as the 
  demon swooped down and lashed out with his claws. 
  “Faks Dowsix Lightenious!”  The mage lifted his hand as lightning arced from his fingers, engulfing the demon. 
  The demon’s body shuttered from the powerful onslaught and pain raced through its mind.  Rage swelled from within 
  the demon, driving it into another dive at the wizard.  His speed was awesome as his body began to blur.  The demon 
  felt grim satisfaction as he felt his claws rake the elf mage, driving the wizard back into the dirt.  Rising into the air, he 
  looked down at the nearly broken mage. He started his final dive. 
  Tiberius Shadowstorm felt the monster’s claws rip into him.  His last lightning spell and the chase had drained him 
  beyond what he had expected. Now he was wounded, badly. Looking up he saw the demon dive again. He raised his 
  hand for one last spell. “Polynea Xen Syrtie!” 
  The demon shrieked as his scales began to glow.  It dropped out of the sky, striking the earth with shattering force. 
  Tiberius Stormshadow groaned as he rose to his feet. Stumbling, he walked to the edge of the crater, formed by the 
  demon’s fall.  The demon’s scaly body did not lie in its center, only a confused looking donkey.  The elf mage smiled to 
  himself as he made his way down. Tying a rope around the donkey’s neck, he led it to the solitary tree.  Securing the 
  lead to the tree, he sat down and looked at the donkey. “As soon as I’m rested, I’ll destroy you once and for all, 
  Thorrruptonous.”  The mage chuckled, but stopped when the donkey’s eye’s flared red. 
  Rearing, the donkey brought both hooves against the wizard’s chest. 
  Cursing the demon, the dying wizard muttered his last words and then slumped forward. 
  The demon couldn’t smile in its new form, but it would change that soon enough.  He reared again, with all his 
  strength, against his bindings, but the ropes held.  Over and over he tried to break free, but again and again the rope 
  held him fast.  The demon then realized the wizard’s last spell.  He was bound to the tree by the wizard’s own blood 
  until someone was foolish enough to free him. 
  
  All is Well and Stable 
   
  Page 14 
  ———————————————————————————— 
  The binding of a demon can do many strange things.  In this case Tiberius’s Bane is bound to a tree rooted in the Prime 
  Material Plane itself.  The tree doesn’t move with the world of Greyhawk, instead it materializes and dematerializes as 
  the world shifts its location in the heavens.  The tree will remain material for one week’s time.  As long as the donkey is 
  attached to the tree, the demon remains bound and powerless.  If the donkey is removed, it will grow in power till the 
  tree has vanished or the donkey is rebound.  The donkey will try to thwart every effort to be rebound to the tree. Also 
  bound to the tree is the town of Arnste.  It was Tiberius’s hometown that was destroyed by the demon. It appears a mile 
  away from the tree, along the path of the adventurers.  When entering the town, the townsfolk will plead for their help 
  in ridding the town of its ‘problem.’ 
  The problem emanates from a small series of catacombs (also bound to the tree), close to the village.  No one from the 
  village can be spared to accompany the adventures to the catacombs, but they do offer proper directions. 
  The catacombs are riddled with traps and treasures yet it also contains the final solution to the town’s problem. 
  ———————————————————————————— 
  Notes on Doragan and His Smithy: 
  When the town of Arnste is destroyed by the demon, it is completely and utterly destroyed. This includes everything in 
  Doragan’s smithy. The only thing that is left intact is one cart. 
  ———————————————————————————— 
  Notes on the Citizens of Arnste: 
  The Citizens of Arnste live in multiple lives, repeating their first, over and over again. If a party member kills one, they 
  will merely rise the next day and go about their business, forgetting their immediate death. 
  
  All is Well and Stable 
   
  Page 15 
  Appendix II - Thorrruptonous 
  Thorrruptonous (as Donkey) 
  Medium-Sized Outsider (Extraplanar, Evil, Chaotic, Tanar’ri, Polymorphed) 
  Hit Dice: 20d8+60 (150 hp) 
  Initiative: +5 (Dex) 
  Speed: 40 ft. (8 squares) 
  Armor Class: 26 (+5 Dex, +11 natural), touch 15, flat-footed 21 
  Base Attack/Grapple: +20/+25 
  Attack: Hoof +25 melee (1d4+5) 
  Full Attack: 2 hooves +25 melee (1d4+5) 
  Space/Reach:  10 ft./5 ft.  
  Special Attacks: — 
  Special Qualities: Tanar’ri Qualities, Scent, Darkvision (120 ft.), Resistance (Cold and Fire) 10, SR 35, DR 
  20/adamantine and holy or lawful, regeneration 20 (lawful or holy), immunity (alignment detection). 
  Saves: Fort +15, Ref +17, Will +16 
  Abilities: Str 20, Dex 20, Con 16, Int 20, Wis 19, Cha 19 
  Skills: — 
  Feats: —  
  Environment: Any land  
  Organization: Solitary  
  Challenge Rating: 20  
  Treasure: None  
  Alignment: Chaotic Evil  
  Advancement: — 
  Thorrruptonous (Natural Form) 
  Huge-Sized Outsider (Extraplanar, Evil, Chaotic, Tanar’ri) 
  Hit Dice: 20d8+140 (230 hp) 
  Initiative: +5 (Dex) 
  Speed: 40 ft. (8 squares), fly (perfect) 80 ft. 
  Armor Class: 24 (-2 size, +5 Dex, +11 natural), touch 13, flat-footed 19 
  Base Attack/Grapple: +20/+29 
  Attack: Gore +29 melee (2d8+9) 
  Full Attack: Gore +29 melee (2d8+9), 2 slams +20 melee (1d8+4), 2 wings +20 melee (2d6+4) and tail + 20 melee 
  (1d12+13) 
  Space/Reach:  10 ft./5 ft.  
  Special Attacks: — 
  
  All is Well and Stable 
   
  Page 16 
  Special Qualities: Tanar’ri Qualities, Scent, Darkvision (120 ft.), Resistance (Cold and Fire) 10, SR 35, DR 
  20/adamantine and holy or lawful, regeneration 20 (lawful or holy), immunity (alignment detection). 
  Saves: Fort +19, Ref +17, Will +16 
  Abilities: Str 28, Dex 20, Con 24, Int 20, Wis 19, Cha 19 
  Skills: Climb +32, Diplomacy +27, Innuendo +28, Intimidate +27, Hide +28, Listen +29, Knowledge (arcana) +28, 
  Knowledge (nature) +28, Knowledge (the planes) +28, Move Silently +28, Sense Motive +27, Spot +29, Tumble +28. 
  Feats: Alertness, Power Attack, Cleave, Great Cleave, Dodge, Mobility, Spring Attack.  
  Environment: Any land  
  Organization: Solitary  
  Challenge Rating: 20  
  Treasure: None  
  Alignment: Chaotic Evil  
  Advancement: By character class 
  
  All is Well and Stable 
   
  Page 17 
  DM Aid #1 : Town of Arnste 
   
   
   
   
  
  All is Well and Stable 
   
  Page 18 
  DM Aid #2:Mine 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/NMR3-06 - All is Well and Stable.pdf