TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Ruins of Velst
  Ruins of Velst
  Ruins of Velst
  Ruins of Velstar Keep
  ar Keep
  ar Keep
  ar Keep    
   
  A One
  A One
  A One
  A One----Round Living Greyhawk D&D Adventure
  Round Living Greyhawk D&D Adventure
  Round Living Greyhawk D&D Adventure
  Round Living Greyhawk D&D Adventure    
   
      
   
  by Michael Trezevant Smith
  by Michael Trezevant Smith
  by Michael Trezevant Smith
  by Michael Trezevant Smith    
   
   
   
   
   
   
  There is a haunted ruin outside Hookhill that some adventurers are being invited to investigate. An adventure for 
  characters levels 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK, and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark 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.  
  
   
  Ruins of Velstar Keep 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  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 sheet, 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 
  convention coordinator wants information as to 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 them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  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. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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
  bold italics
  bold italics
  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.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor 43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  
   
  Ruins of Velstar Keep 
   
  Page 3 
  Luxury 
  500 gp 
  +2 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  Heading north from Hookhill, there is a certain 
  overgrown collection of stones that mark the ruins of 
  Velstar Keep. All but forgotten is the Velstar family and 
  this once proud citadel. Three centuries ago, when 
  Elector Agilmir Velstar ruled this area, the Velstars were 
  feared and spoken of only in whispers. The Velstars had 
  always been a minor house of nobility in Keoland, and 
  their homeland took little notice of their departing for 
  the lesser land of Gran March. The truth is that the 
  Velstars had developed a nasty family secret. Agilmir’s 
  father, Elector Darmanthis Velstar, delved in the 
  forbidden arts of magic. Keolanders have deadly penalties 
  for nobility that cross that line so moving the family to 
  the Gran March was only prudent. Though Darmanthis 
  was a capable conjuror and dedicated to his pursuit of 
  arcane lore, his son, Agilmir, grew into a fanatical lover of 
  the forbidden. Agilmir’s mother had died when he was 
  eight and his father only had one love, magic. His father 
  had little time for him, except when Agilmir showed his 
  promise as a mage. Over time, Agilmir resented his father 
  more and more. His anger fueled his ambition and he 
  redoubled his efforts. By the time he was twenty, he had 
  surpassed his father in ability. 
   
  This was a difficult time in this country of Gran 
  March. Humanoid raiders were wreaking havoc 
  throughout Elector Darmanthis’ lands. Eager to show his 
  power, Agilmir suggested to his father that they summon 
  a creature capable of eliminating the bothersome orcs. At 
  first, Darmanthis refused, knowing that Agilmir was not 
  wise enough to control that which he summoned. Then, 
  after much arguing and threats, he relented, seeing that 
  his only hope of controlling his son lay in cooperation. 
  Unfortunately, Agilmir had other plans. Having 
  summoned and conversed with many demons in secret, 
  Agilmir had already fallen into the clutches of the minor 
  Demon Lord Vilprixicur. Though not a major factor in 
  the Abyss, Vilprixicur understood clearly the uses of such 
  as Agilmir. They made a pact. Agilmir would sacrifice his 
  father to Vilprixicur and the demon would handle the 
  orcs. Darmanthis never anticipated this and Agilmir’s fate 
  was sealed. Vilprixicur had complete control of his soul. 
  The orcs disappeared and the years passed. 
   
  Maintaining his place in the Abyss took most of 
  Vilprixicur’s effort, but he would occasionally throw his 
  pet, Agilmir, a bone. After several years of careful 
  prodding, Agilmir was about ready to take the next step of 
  releasing Vilprixicur and company on Oerth. During this 
  time, Vilprixicur also made sure that Agilmir had 
  children. In fact, they were illegitimate twin daughters, 
  from a serving woman who died in childbirth. The twin 
  daughters were allowed to grow into maidenhood before 
  Vilprixicur told Agilmir his plan. The gate-opening 
  ceremony would require the sacrificing of the twins!  
   
  Until this point, Agilmir had been a willing and even 
  thankful, servant of Vilprixicur. Under this demonic 
  tutelage, he had become a powerful mage and his lands 
  had been unmolested. True, his people did not love or 
  trust him, but such was the cost of power. Now he had a 
  spark of misgiving. Perhaps some distant memory of his 
  mother’s love came to him at that fateful moment, but he 
  changed the gate to something else. Vilprixicur was too 
  confident of his control of Agilmir and did not maintain 
  rigid discipline. Such has been the fall of many a creature 
  of chaos. Vilprixicur had been removed by the spell’s 
  backlash, but he would return. Frantically, Agilmir 
  surrounded the keep with wards and protections, but 
  Vilprixicur had already taken back control. He twisted 
  Agilmir’s mind to trap him in the very protections he was 
  creating. Without knowing it, Agilmir had trapped 
  himself and his two daughters in the keep alone. His few 
  remaining servants had fled from his magic when they 
  heard the demon’s earlier howl of anger and frustration. 
   
  Enraged, Vilprixicur now set his orc army in motion. 
  The same army he had removed from the Velstar lands, 
  he had taken over. He excited them to a fever pitch, but 
  was careful to reserve the killing of the three captives for 
  himself. During the years since Earl Darmanthis’ death, 
  Vilprixicur had also been grooming an orc shaman-king, 
  Dregrak the Cruel, to assist him in his dominion of Oerth. 
  Unfortunately, too many valuable resources had been 
  wasted in the attempt foiled by Agilmir. All that was left 
  was revenge, and Vilprixicur was meticulous in exacting 
  it. Not only did he have the orcs completely destroy the 
  keep, but they also chased the captives to underground 
  chambers. Held powerless by Vilprixicur’s will, Agilmir 
  could only watch as his daughters were held in 
  preparation for a horrendous binding spell. Carefully, and 
  with gleeful hands, Dregrak followed Vilprixicur’s 
  instructions. The final result of which was the death of 
  Agilmir and his daughters, the containing of Agilmir’s 
  soul, and the eternal undead servitude of his daughters to 
  Vilprixicur. Over the two plus centuries since, Vilprixicur 
  has visited Agilmir’s restless spirit many times to torment 
  him. 
   
  Recently in Gran March, the Herdmaster’s Guild has 
  petitioned the Commandant for the use of the lands 
  around the ruins of Velstar keep. The Velstar name is not 
  remembered, but rumors abound that the ruins are still 
  haunted. The Commandant agrees to charter (589 CY) the 
  land to them with the proviso that they must rebuild the 
  old keep there within ten years, or another guild will be 
  offered the land. Just last year (590 CY), the Herdmasters 
  also received a nicely sized piece of land for grazing cattle. 
  Not surprisingly, the farmers of that area were displeased 
  to have this land removed from their possible control. So 
  angry was one prosperous and respected farmer of that 
  region, Tarlina Faile, that she rallied the local farmers and 
  petitioned the Commandant to reconsider. They were 
  refused. It didn’t take the capable Tarlina long to realize 
  she would need a guild of her own to get the influence 
  she needed. She traveled from Barony to Barony for 
  almost a year until she had enough support to establish 
  the Farmer’s Grange (591 CY). Tarlina bears quite a 
  grudge toward the Herdmasters and has been in contact 
  
   
  Ruins of Velstar Keep 
   
  Page 4 
  with various groups to try to slow down the rebuilding of 
  the ruined keep, so that she can petition the 
  Commandant for the land when the Herdmasters fail. 
  Unknown to Tarlina, her efforts actually cause agents of 
  the Cult of Hextor to come into her service in stopping 
  the Herdmasters (see Encounter Two: Ambush!).  
   
  Naturally, the delays are starting to mount up, and 
  the Herdmasters are starting to worry. Reports from the 
  labor camp are of a ghost haunting the old ruins and 
  disrupting the attempt to build there. The Guildmaster, 
  Dolcenda Stenfire, has instructed one of her Wardens, 
  Vasilnera Cowherd, to get someone to investigate this 
  ghost and take care of this problem. Vasilnera has 
  contacted a sage, Ulstra Starsifter, to discover why the 
  keep might be haunted. Ulstra has been deep in the 
  government archives all day, and has recovered several 
  interesting pieces of knowledge. Unfortunately, some of 
  the old deeds and paperwork were enchanted to notify 
  the demon Vilprixicur of their handling. Though it has 
  been close to three hundred years, Vilprixicur does not 
  want his old secrets discovered so easily. He is sending a 
  minion to handle the weak sage woman, while he focuses 
  on more important things.  
   
  Introduction:
  Introduction:
  Introduction:
  Introduction: The PCs come across the sage, Ulstra 
  Starsifter, as she is being attacked by a quasit.  If they 
  come to her aid, she encourages them to seek adventure 
  for the benefit of the Herdmasters Guild. 
   
  Encounter One:
  Encounter One:
  Encounter One:
  Encounter One: The PCs head toward the ruins and are 
  met by an elderly woman, Olia Hefnauben, who can give 
  the PCs some useful information.  
   
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two: The PCs are ambushed by the Cult of 
  Hextor.  
   
  Enc
  Enc
  Enc
  Encounter Three:
  ounter Three:
  ounter Three:
  ounter Three: The PCs reach the work camp and gain 
  more information from the camp foreperson, Ironia 
  Stonemark.  
   
  Encounter Four:
  Encounter Four:
  Encounter Four:
  Encounter Four: At the ruins, they find a parting shot 
  from the Cult of Hextor in the form of a cursed note. After 
  this rude greeting, they are left mostly to their own 
  devices to discover that the well shaft has an opening to 
  an underground area.   
   
  Encounter Five:
  Encounter Five:
  Encounter Five:
  Encounter Five: The spirit of Agilmir Velstar resides in 
  the underground chamber. He will relate his story and 
  predicament. The PCs will then have to choose whether 
  to help him or not.  
   
  Encounter Six:
  Encounter Six:
  Encounter Six:
  Encounter Six: If they choose to help, they face the perils 
  of freeing his soul in the next chamber. If Vilprixicur’s 
  vengeful skeletons do not kill the party, he will just have 
  to wait for another day and another place to find 
  satisfaction. 
   
   
  Introduction
  Introduction
  Introduction
  Introduction    
  You find yourself traveling through Hookhill, the capital of 
  You find yourself traveling through Hookhill, the capital of 
  You find yourself traveling through Hookhill, the capital of 
  You find yourself traveling through Hookhill, the capital of 
  Gran March, on a brisk, sunny day. It is now twilight, and 
  Gran March, on a brisk, sunny day. It is now twilight, and 
  Gran March, on a brisk, sunny day. It is now twilight, and 
  Gran March, on a brisk, sunny day. It is now twilight, and 
  you are heading for an inn. Suddenly, you hear a woman 
  you are heading for an inn. Suddenly, you hear a woman 
  you are heading for an inn. Suddenly, you hear a woman 
  you are heading for an inn. Suddenly, you hear a woman 
  scream from a nearby alleyway, as though
  scream from a nearby alleyway, as though
  scream from a nearby alleyway, as though
  scream from a nearby alleyway, as though her life depended on 
   her life depended on 
   her life depended on 
   her life depended on 
  it.it.it.it.    
   
  Allow the PCs to state actions. Assuming that some 
  investigate, read the following. 
   
  Coming to the entrance of the alleyway, you see a middle
  Coming to the entrance of the alleyway, you see a middle
  Coming to the entrance of the alleyway, you see a middle
  Coming to the entrance of the alleyway, you see a middle----aged 
  aged 
  aged 
  aged 
  woman lying on the ground, shielding herself with a book, as 
  woman lying on the ground, shielding herself with a book, as 
  woman lying on the ground, shielding herself with a book, as 
  woman lying on the ground, shielding herself with a book, as 
  a tiny humanoid creat
  a tiny humanoid creat
  a tiny humanoid creat
  a tiny humanoid creature with spiky horns and batwings 
  ure with spiky horns and batwings 
  ure with spiky horns and batwings 
  ure with spiky horns and batwings 
  attacks her.  It has wicked claws on the ends of its elongated 
  attacks her.  It has wicked claws on the ends of its elongated 
  attacks her.  It has wicked claws on the ends of its elongated 
  attacks her.  It has wicked claws on the ends of its elongated 
  hands and its skin is pustulent and green.
  hands and its skin is pustulent and green.
  hands and its skin is pustulent and green.
  hands and its skin is pustulent and green.    
   
  The woman is being attacked by a quasit. The quasit has 
  been sent by Vilprixicur to kill the sage, and then destroy 
  the ancient parchments the sage has just looked at in the 
  archives (these pages are still in the archives). If the PCs 
  attack it, the quasit will turn invisible and fly away to a 
  safe distance. If not driven off or killed, it will hover and 
  listen to the sage and PCs talk. 
   
  Quasit
  Quasit
  Quasit
  Quasit (1): CR 3; tiny outsider (2 ft. tall); HD 3d8; hp 13; 
  Init +3 (+3 Dex); Spd 20 ft., fly 50 ft. (perfect); AC 18 (+2 
  size, +3 Dex, +3 natural); Atks +8 melee (1d3-1 and poison 
  [x2], claws), +3 melee (1d4-1, bite); Face/Reach 2.5 ft. x 2.5 
  ft./0 ft.; SA spell-like abilities, poison; SQ damage 
  reduction 5/silver, poison immunity, fire resistance 20, 
  polymorph, regeneration 1; SR 5; AL CE; SV Fort +3, Ref 
  +6, Will +4.  
   
  Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. 
   
   
  Skills: Hide +15, Listen +6, Move Silently +6, Search 
  +4, Spellcraft +4, Spot +6. Feats: Weapon finesse (bite, 
  claw). 
   
  SA: Spell-like abilities—At will detect good, detect magic, 
  invisibility (self only); once a day fear (as the spell, except 
  that its area of effect is a 30-ft. radius from the quasit).  
  These abilities are as the spells cast by a 6th level sorcerer 
  (save DCs, where applicable, are 10+spell level).  Once a 
  week, a quasit can use commune to ask six questions (this 
  is otherwise as the spell cast by a 12th-level cleric). 
  Poison—Claw, Fortitude save (DC 13); initial damage 1d4 
  temporary Dex, secondary damage 2d4 temporary Dex. 
   
  SQ: Alternate form—A quasit can assume other forms 
  at will as a standard action.  This ability functions as a 
  polymorph self cast by a 12th level sorcerer, except he can 
  only assume the form of a one or two creatures no larger 
  than 
  Medium-size 
  (bat 
  only 
  for 
  this 
  quasit). 
  Regeneration—Takes normal damage from acid and from 
  holy and blessed weapons (all other damage is subdual, 
  which is healed at 1 hp per round). 
   
  The sage is Ulstra Starsifter. She has been hit by the quasit 
  for 2 hp of damage and has lost 1 Dex point. She is clearly 
  shaken by this experience, but is very thankful.  
   
  Naturally, the PCs will have questions. Here is the 
  rest of what Ulstra knows. 
   
  
   
  Ruins of Velstar Keep 
   
  Page 5 
  • 
  Ulstra has no idea why the quasit attacked. She does 
  know what a quasit is and where they come from 
  (The Abyss). 
  • 
  Today she was continuing some research on the 
  Velstar family for her friends at the Herdmasters 
  Guild. It seems that the nearby ruins of Velstar Keep 
  are haunted. The Herdmasters are building a new 
  keep there, and many of the workers have already 
  been scared off. 
  • 
  The Velstars apparently came from Keoland three 
  hundred years ago and settled just northwest of 
  Hookhill. She’s not completely sure, but she thinks 
  they may have been magic users. Reports of the 
  demise of the House point to unnatural activities, but 
  the references are very scant.  
  • 
  Perhaps brave adventurers such as the party 
  members should investigate the site of the ruins and 
  determine the cause of the haunting and the quasit 
  attack. 
  • 
  If asked about compensation, Ulstra will assure the 
  PCs they may keep any non-building materials they 
  find in their investigation. The Herdmasters said that 
  she could keep anything she found, and she is 
  confident that would extend to the PCs. Also, the 
  Herdmasters should be very happy to be past this 
  problem. “When you get back, stop by here and report. 
  “When you get back, stop by here and report. 
  “When you get back, stop by here and report. 
  “When you get back, stop by here and report. 
  I’ll see what I can do.”
  I’ll see what I can do.”
  I’ll see what I can do.”
  I’ll see what I can do.” 
  • 
  The work site is about 8 miles northwest. The PCs 
  should arrive at the work camp before nightfall. 
  • 
  The foreman at the site is Master Stonemason Ironia 
  Stonemark. She should be easy to find. She gives the 
  PCs a letter of introduction (no handout necessary). 
  • 
  Ulstra lives quietly here in Hookhill and will not 
  adventure to the ruins under any circumstances. Due 
  to the attack, she will stay with her brother, Sergeant 
  Niffiol Starsifter for the next several days. She gives 
  the PCs directions to his nearby house.   
  • 
  No one else in town knows anything about the 
  history of the Velstar Ruins (except high-ranking 
  government officials who could relate the recent 
  acquisition by the Herdmasters as being the ruins of 
  Velstar Keep. Velstar being the name of some old 
  family. This is included because the PCs may have, 
  and decide to use, a point of influence with the 
  government in Hookhill.  However, government 
  officials do not normally have time for discussions 
  with regular citizens). 
  • 
  No one else has investigated the ruins, and Ulstra has 
  never heard of anybody going over there. As a matter 
  of fact, she did not know anything about it until 
  contacted by the Herdmasters. 
   
  The PCs should be interested in the going to the ruins, 
  and Ulstra definitely will encourage them to seek 
  adventure there. 
   
  Ulstra Starsifter
  Ulstra Starsifter
  Ulstra Starsifter
  Ulstra Starsifter (female human Expert3) Ulstra is a well-
  known and respected sage in the city of Hookhill. She is 
  45 years old, has a slight build, average looks, black hair 
  peppered with gray and blue/green eyes. 
   
   
  Encounter One: Old Woman by 
  Encounter One: Old Woman by 
  Encounter One: Old Woman by 
  Encounter One: Old Woman by 
  the Road
  the Road
  the Road
  the Road    
  Little beams of sunlight break through the mostly c
  Little beams of sunlight break through the mostly c
  Little beams of sunlight break through the mostly c
  Little beams of sunlight break through the mostly cloud
  loud
  loud
  loud----filled 
  filled 
  filled 
  filled 
  sky.  A very light breeze brushes the cool air into your faces as 
  sky.  A very light breeze brushes the cool air into your faces as 
  sky.  A very light breeze brushes the cool air into your faces as 
  sky.  A very light breeze brushes the cool air into your faces as 
  you move out. The road heading northwest from Hookhill is 
  you move out. The road heading northwest from Hookhill is 
  you move out. The road heading northwest from Hookhill is 
  you move out. The road heading northwest from Hookhill is 
  not well traveled, but the people are friendly. Almost everyone 
  not well traveled, but the people are friendly. Almost everyone 
  not well traveled, but the people are friendly. Almost everyone 
  not well traveled, but the people are friendly. Almost everyone 
  you pass waves a greeting, though none stop in the middl
  you pass waves a greeting, though none stop in the middl
  you pass waves a greeting, though none stop in the middl
  you pass waves a greeting, though none stop in the middle of 
  e of 
  e of 
  e of 
  another busy day.
  another busy day.
  another busy day.
  another busy day.    
   
  Allow the PCs to interrupt and ask questions. The players 
  will probably want to roleplay with each other at this 
  point. After the proper amount of time read or paraphrase 
  the following.   
   
  As you get farther away from Hookhill, you 
  As you get farther away from Hookhill, you 
  As you get farther away from Hookhill, you 
  As you get farther away from Hookhill, you notice that the 
  notice that the 
  notice that the 
  notice that the 
  road you are on has become a lonely place. The only other 
  road you are on has become a lonely place. The only other 
  road you are on has become a lonely place. The only other 
  road you are on has become a lonely place. The only other 
  traveler you see is an old woman hobbling down the road 
  traveler you see is an old woman hobbling down the road 
  traveler you see is an old woman hobbling down the road 
  traveler you see is an old woman hobbling down the road 
  toward you.
  toward you.
  toward you.
  toward you.    
   
  After pausing to allow the players to state any possible 
  actions, continue. 
   
  As you get closer, she stops and mot
  As you get closer, she stops and mot
  As you get closer, she stops and mot
  As you get closer, she stops and motions for you to come to her 
  ions for you to come to her 
  ions for you to come to her 
  ions for you to come to her 
  side.
  side.
  side.
  side.    
   
  Assuming the PCs will come over, she converses with 
  them. 
   
  Upon closer inspection, the woman appears very aged, but 
  Upon closer inspection, the woman appears very aged, but 
  Upon closer inspection, the woman appears very aged, but 
  Upon closer inspection, the woman appears very aged, but 
  clean and well kept. She says, “Good afternoon young ones. 
  clean and well kept. She says, “Good afternoon young ones. 
  clean and well kept. She says, “Good afternoon young ones. 
  clean and well kept. She says, “Good afternoon young ones. 
  Where do you travel at such a gait?”
  Where do you travel at such a gait?”
  Where do you travel at such a gait?”
  Where do you travel at such a gait?”    
   
  The woman is a harmless old lady from a nearby farm 
  who likes to come out and talk to travelers and gossip on 
  her afternoon walk. Her name is Olia Hefnauben, and she 
  is a spry 68 years old. She is very sentimental about her 
  family and will talk about them any chance she gets, but if 
  she thinks the PCs know something about the ruins, she 
  wants to know. Her husband died five years ago and her 
  three daughters and their families work the farm. This is 
  what Olia will share if asked.  
   
  • 
  Her husband’s name was Krillian Hefnauben, and 
  their daughters are Bilonia, Fern and Vaulyn. They 
  had a son, Krillian, Jr., who died in the wars. Both 
  father and son served in the same local unit during 
  their lives, but the father retired and died of old age 
  on the farm. Feel free to embellish the in-laws and 
  grandchildren, as necessary. 
  • 
  The ruins are about three miles on down the road. 
  There are some folks from Hookhill building a keep 
  there. She doesn’t know whom, but she’ll try and get 
  any info the PCs have.  
  
   
  Ruins of Velstar Keep 
   
  Page 6 
  • 
  Her father, Dolaf Regmulan, told her that those old 
  ruins were haunted. She is sure that was probably a 
  fib, to keep the children away from it. Even so, their 
  farm is the closest to it, and the crops don’t grow so 
  well on that side… 
  • 
  Those folks working there sure have been acting 
  strange lately. For the first few months they just 
  hauled stones and such up from the quarry, but once 
  the stonecutters showed up, they not only worked 
  during the day, but moved around a lot at night. 
  Then, many of them left last week. She doesn’t know 
  much about keep building, but it seems strange to 
  her.  
  • 
  She doesn’t know who owned the keep. Probably, 
  some noble family long forgotten. Nobody has ever 
  lived there or within six miles of the other side. Of 
  course, there was a great battle fought in the fields on 
  the north side. Her daddy fought there. But even 
  then, the ruins were old. Her father got land rights to 
  farm here, because he fought so well in that battle. 
  He was originally from just outside Shiboleth. As a 
  matter of fact, she still has a few relations there… 
   
  Naturally, if the PCs are well mannered, Olia will ask 
  them to visit the farm. She will talk, as long as the PCs are 
  willing to. 
   
  Olia Hefnauben
  Olia Hefnauben
  Olia Hefnauben
  Olia Hefnauben (female human Com1) 
   
   
  Encounter Two: Ambush!
  Encounter Two: Ambush!
  Encounter Two: Ambush!
  Encounter Two: Ambush!    
  The battle, referred to by Olia, happened seventy-five 
  years ago when a large army of humanoids from the 
  northern Lortmil Mountains came down in an attempt to 
  destroy Hookhill. Thankfully, a dwarven messenger 
  warned Hookhill in time to meet them on that field. The 
  battle, while not forgotten, has been downplayed because 
  the demi-humans of the Lortmils have all but eliminated 
  the humanoid population since then. Moreover, the 
  recent wars have given bards and scholars much more to 
  ponder. In any event, the Cult of Hextor has moved into 
  this battle site, and they have no wish for the 
  Herdmasters or anyone else to build on the old ruins. 
  They have been behind the group that is harassing the 
  builders of the new keep. When they heard about the 
  Herdmasters looking for someone to take care of their 
  haunting problem (through their spies in Hookhill), they 
  planned an ambush for this unsuspecting group.  
   
  As the group gets about a mile from their encounter 
  with Olia, they will stumble across this ambush. Lack of 
  planning and no really helpful terrain features has made 
  the Cult’s plan simple. They have divided their forces 
  equally to each side of the road and will come out of 
  hiding as the PCs pass by a pre-arranged spot. Quick and 
  brutal is their outlook. Naturally, if the PCs are clever, 
  give them a chance to spoil the ambush. Otherwise, 
  determine surprise and begin combat.  
   
  Tier One (EL4)
  Tier One (EL4)
  Tier One (EL4)
  Tier One (EL4)    
  Female human Rog1 
  Female human Rog1 
  Female human Rog1 
  Female human Rog1 (2): CR1; Medium Humanoid (5 ft. 
  6 in. tall); HD 1d6+3; hp 9; Init +5 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); 
  Atks +1 melee (1d4+1 [crit 19–20], dagger); SA Rog sneak 
  attack +1d6; AL NE; SV Fort +0, Ref +4, Will +0. 
   
  Str 12, Dex 15, Con 11, Int 13, Wis 10, Cha 14. 
   
  Skills: Hide +6, Listen +2, Move Silently +6, Spot +2, 
  Tumble +6. Feats: Improved Initiative, Toughness. 
      
  Equipment: leather armor, dagger. 
   
  Male human Ftr2
  Male human Ftr2
  Male human Ftr2
  Male human Ftr2: CR2; Medium Humanoid (6 ft. tall); 
  HD 2d10+4; hp 19; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); Atks +5 
  melee (1d8+3 [crit 19–20], longsword); SA Power Attack; 
  AL NE; SV Fort +0, Ref +4, Will +0. 
   
  Str 16, Dex 14, Con 14, Int 9, Wis 10, Cha 11. 
   
  Skills: Hide +3, Listen +1, Move Silently +3, Spot +2. 
  Feats: Improved Initiative, Weapon Focus (longsword), 
  Power Attack. 
   
  SA: Power Attack—may take up to +2 off attack roll 
  and instead apply it to damage. 
      
  Equipment: leather armor, longsword. 
   
  Tier Two (EL6)
  Tier Two (EL6)
  Tier Two (EL6)
  Tier Two (EL6)    
  Female human Rog1 
  Female human Rog1 
  Female human Rog1 
  Female human Rog1 (4): CR1; Medium Humanoid (5 ft. 
  6 in. tall); HD 1d6+3; hp 9; Init +5 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); 
  Atks +1 melee (1d4+1 [crit 19–20], dagger); SA Rog sneak 
  attack +1d6; AL NE; SV Fort +0, Ref +4, Will +0. 
   
  Str 12, Dex 15, Con 11, Int 13, Wis 10, Cha 14. 
   
  Skills: Hide +6, Listen +2, Move Silently +6, Spot +2, 
  Tumble +6. Feats: Improved Initiative, Toughness. 
      
  Equipment: leather armor, dagger. 
   
  Male human Ftr2
  Male human Ftr2
  Male human Ftr2
  Male human Ftr2 (2): CR2; Medium Humanoid (6 ft. 
  tall); HD 2d10+4; hp 19; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); 
  Atks +5 melee (1d8+3 [crit 19–20], longsword); SA Power 
  Attack; AL NE; SV Fort +0, Ref +4, Will +0. 
   
  Str 16, Dex 14, Con 14, Int 9, Wis 10, Cha 11. 
   
  Skills: Hide +3, Listen +1, Move Silently +3, Spot +2. 
  Feats: Improved Initiative, Weapon Focus (longsword), 
  Power Attack. 
   
  SA: Power Attack—may take up to +2 off attack roll 
  and instead apply it to damage. 
      
  Equipment: leather armor, longsword. 
   
  Tier Three (EL8)
  Tier Three (EL8)
  Tier Three (EL8)
  Tier Three (EL8)    
  Female human Rog2 
  Female human Rog2 
  Female human Rog2 
  Female human Rog2 (6): CR2; Medium Humanoid (5 ft. 
  6 in. tall); HD 2d6+3; hp 12; Init +5 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); 
  Atks +2 melee (1d4+1 [crit 19–20], dagger); SA Rog sneak 
  attack +1d6; AL NE; SV Fort +0, Ref +5, Will +0. 
   
  Str 12, Dex 15, Con 11, Int 13, Wis 10, Cha 14. 
   
  Skills: Hide +7, Listen +2, Move Silently +7, Spot +2, 
  Tumble +7. Feats: Improved Initiative, Toughness. 
   
  SQ: Rog evasion—when spell allows Ref save for ½ 
  dmg, takes no dmg on successful save and full dmg on 
  failed save. 
      
  Equipment: leather armor, dagger. 
  
   
  Ruins of Velstar Keep 
   
  Page 7 
   
  Male human Ftr2
  Male human Ftr2
  Male human Ftr2
  Male human Ftr2 (2): CR2; Medium Humanoid (6 ft. 
  tall); HD 2d10+4; hp 19; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); 
  Atks +5 melee (1d8+3 [crit 19–20], longsword); SA Power 
  Attack; AL NE; SV Fort +0, Ref +4, Will +0. 
   
  Str 16, Dex 14, Con 14, Int 9, Wis 10, Cha 11. 
   
  Skills: Hide +3, Listen +1, Move Silently +3, Spot +2. 
  Feats: Improved Initiative, Weapon Focus (longsword), 
  Power Attack. 
   
  SA: Power Attack—may take up to +2 off attack roll 
  and instead apply it to damage. 
      
  Equipment: leather armor, longsword. 
   
  Because the Cult members are fanatical, they will fight to 
  the death. If somehow captured, these cult members will 
  not reveal the location of their shrine or who their leader 
  is. In the end, they will preserve the secrecy of their 
  shrine at all costs. 
   
   
  Encounter Three: Work Camp
  Encounter Three: Work Camp
  Encounter Three: Work Camp
  Encounter Three: Work Camp    
  After their brush with death, the PCs will come to the 
  work camp. It should be about nightfall at this point, so 
  read or paraphrase the following. 
   
  As the twilight fades from the sky, you see the tents and fires of 
  As the twilight fades from the sky, you see the tents and fires of 
  As the twilight fades from the sky, you see the tents and fires of 
  As the twilight fades from the sky, you see the tents and fires of 
  the work camp. As you approach, you notice that many of the 
  the work camp. As you approach, you notice that many of the 
  the work camp. As you approach, you notice that many of the 
  the work camp. As you approach, you notice that many of the 
  tents are empty and most of the workers are
  tents are empty and most of the workers are
  tents are empty and most of the workers are
  tents are empty and most of the workers are near the central 
   near the central 
   near the central 
   near the central 
  fire. You see a dwarven woman addressing the workers. As you 
  fire. You see a dwarven woman addressing the workers. As you 
  fire. You see a dwarven woman addressing the workers. As you 
  fire. You see a dwarven woman addressing the workers. As you 
  get closer, she finishes her speech and heads to a nearby tent. 
  get closer, she finishes her speech and heads to a nearby tent. 
  get closer, she finishes her speech and heads to a nearby tent. 
  get closer, she finishes her speech and heads to a nearby tent.     
   
  The workers here are talking quietly among themselves. 
  There are only twelve of them, all of which are humans. If 
  the PCs are non-threatening, the workers will only give 
  them wary looks. If asked any questions, one of them will 
  point to the tent the dwarf went into. 
   
  The dwarf is Ironia Stonemark, Master Stonemason 
  and foreperson of this work camp. As the PCs enter her 
  tent, she says in a gruff voice, “There you are. Took you long 
  “There you are. Took you long 
  “There you are. Took you long 
  “There you are. Took you long 
  enough. This ghost business has us way behind schedule. Half 
  enough. This ghost business has us way behind schedule. Half 
  enough. This ghost business has us way behind schedule. Half 
  enough. This ghost business has us way behind schedule. Half 
  a mind to take care of it myself, but the guild said someone 
  a mind to take care of it myself, but the guild said someone 
  a mind to take care of it myself, but the guild said someone 
  a mind to take care of it myself, but the guild said someone 
  would be sent. Well, what are you gawking at?” Pointing with 
  would be sent. Well, what are you gawking at?” Pointing with 
  would be sent. Well, what are you gawking at?” Pointing with 
  would be sent. Well, what are you gawking at?” Pointing with 
  a jer
  a jer
  a jer
  a jerked thumb, she adds, ”The ruins are that way at the top of 
  ked thumb, she adds, ”The ruins are that way at the top of 
  ked thumb, she adds, ”The ruins are that way at the top of 
  ked thumb, she adds, ”The ruins are that way at the top of 
  the hill.”
  the hill.”
  the hill.”
  the hill.”  
   
  Ironia is expecting help from the Herdmaster guild, but 
  the Herdmasters have not sent anyone yet. Ironia is 
  actually glad to see the PCs, but she guards her feelings 
  with a gruff exterior. Unless the PCs are downright mean 
  or threatening, she will handle their questions with 
  impatience and sarcasm. Otherwise, she will tell them she 
  has nothing to say and they can get out of her camp. Here 
  is what Ironia knows about the situation. 
   
  • 
  For weeks, various small items have been moved 
  around the work site. Lately, stones have been 
  toppled and moved.  
  • 
  For the past three weeks, there have been a lot of 
  wailing sounds coming from the site at night. Some 
  of the men went to investigate last week, and they 
  came back all pale and gibbering, talking about a 
  ghost. Many of them left that night. More left the 
  next day, but the wailing stopped.  
  • 
  The few men she has left were not part of that group, 
  but she still has to pay them wage-and-a-half to get 
  them to work in the middle of the day. 
  • 
  Though she will be very reluctant to mention it, she 
  is trying hard to get a large bonus for completing the 
  keep on time. She has never been late nor had her 
  skills brought into question. She does not want to 
  start now. 
  • 
  The ‘spirit’ has hurt no one. 
  • 
  There are no known openings to an underground 
  area. They cleared away most of the old stone. Some 
  of foundation has been reworked, but most of the old 
  rubble has been tossed aside.  
  • 
  The PCs can question the men, but she doesn’t know 
  what good that would do. Just let her know when 
  you’ve handled the problem. 
  • 
  No workers will be allowed at the site until the party 
  finishes, so hurry!  If the PCs seem inclined to rest 
  for the night and start in the morning, she will 
  remind them that the ghost is active at night, not 
  during the day.  
  • 
  Ironia does have a small amount of magical salve 
  (Keoghtum’s 
  ointment) 
  that 
  will 
  revive 
  any 
  unconscious PCs (to one hit point) and cure any 
  poisons. She has only the minimum necessary to 
  revive those currently out of play. Otherwise, the 
  ointment does not exist. This is to allow PCs who 
  were incapacitated in the last encounter to rejoin 
  play. The justification is that she acquired the 
  ointment from the adventurer Braegar Battleforge 
  for the purpose of healing any seriously injured 
  workers. Working with stone is dangerous, after all. 
   
  Here is what has actually transpired. The Cult of Hextor 
  has been sending people to scare the workers away until 
  last week. At that time, the real spirit made an appearance 
  and scared everyone away. The Cult does not have 
  enough manpower locally to try anything else major for 
  the remainder of this scenario, since the PCs took care of 
  them in the previous encounter. Regardless, the Cult 
  feels that its main objectives have been met for the time 
  being. If they had only killed the PCs, then no one would 
  want to be up here. At least, that is their thinking. Even 
  so, they left a little surprise in the next encounter for the 
  PCs, just for spite. 
   
  Also, if there are any dwarves in the party, Ironia will 
  ask if they know Braegar Battleforge. She wants to know 
  the whereabouts of this dwarven warrior. She won’t admit 
  it, but Braegar dumped her ten years ago, and she still 
  holds a grudge. Male dwarves in the party who have good 
  charisma and honest intentions might get Ironia to be a 
  little less gruff. 
   
  The workers are very reluctant to talk, because they 
  are superstitious and do not feel they really know all that 
  
   
  Ruins of Velstar Keep 
   
  Page 8 
  much. They are clearly worried about the ghost problem. 
  If the PCs resort to reasonable offers of money or 
  romantic interest (there are male and female human 
  workers), one of the proposition workers will let slip,    
  “Maybe you should check out the well.  Murt kept muttering 
  “Maybe you should check out the well.  Murt kept muttering 
  “Maybe you should check out the well.  Murt kept muttering 
  “Maybe you should check out the well.  Murt kept muttering 
  about the well as he packed his stuff and left that night.”
  about the well as he packed his stuff and left that night.”
  about the well as he packed his stuff and left that night.”
  about the well as he packed his stuff and left that night.” This 
  is the only useful piece of information, though they 
  might spread any type of rumor for a payoff.  
   
  Ironia Stonemark
  Ironia Stonemark
  Ironia Stonemark
  Ironia Stonemark (female dwarf Com5; Profession 
  (stonemason) +7) 
   
   
  Encounter Four: The Ruins
  Encounter Four: The Ruins
  Encounter Four: The Ruins
  Encounter Four: The Ruins    
  Using the map of the building site and underground area 
  (DM Aid #1) as a guide, have the PCs determine their 
  marching order. This will set the right mood of 
  impending confrontation. Ask the players what sources of 
  light they are using, if any. It is still very cloudy, so there 
  is not much starlight and the half-moon is concealed. 
  Then read the following. 
   
  As you crest the hill to the work site, you immediately notice 
  As you crest the hill to the work site, you immediately notice 
  As you crest the hill to the work site, you immediately notice 
  As you crest the hill to the work site, you immediately notice 
  something small on the ground glowing dimly in the center of 
  something small on the ground glowing dimly in the center of 
  something small on the ground glowing dimly in the center of 
  something small on the ground glowing dimly in the center of 
  the courtyard area.
  the courtyard area.
  the courtyard area.
  the courtyard area.    
      
  This item is a little folded piece of paper with a faint red 
  glow. Whoever opens and reads the paper must make a 
  Will save or be cursed (suffering a –4 enhancement 
  penalty on all acts committed during times of combat, 
  including attack rolls, saving throws, ability checks, and 
  skill checks). The page crumbles to dust after being read. 
  The head priest at the local shrine to Hextor left this 
  parting shot after his forces were defeated in Encounter 
  Two. At the end of the session, hand the afflicted PC the 
  certificate for the Curse of Hextor.  
   
  It is hard to say what the PCs will do at this point. 
  Give them plenty of opportunity to look around. They 
  will not be able to follow any trail of the person who left 
  the note. Here are descriptions of some features of the 
  work site. 
   
  • 
  Debris pile: This pile of old stones has been set aside 
  for later possible use.  There is nothing of interest 
  here. 
  • 
  North wall: The only wall over three feet high is the 
  north wall. It is composed mostly of older stones, 
  though there is some new work.  
  • 
  East wall: Not really a wall. A trench has been dug 
  and the foundation has been reworked. 
  • 
  Southwest tower: The base of this tower looks to be 
  intact. It makes a nice circle two feet high. 
  • 
  All the other walls and towers are from ground level 
  to about two feet high, and have not been worked 
  with new stone. 
  • 
  Pile of new stone: This is a large stack of cut stone. 
  Beside this are stacks of other necessary building 
  supplies, including two knotted ropes for climbing 
  (30 ft each). 
  • 
  Floor of old keep: Many of the old floor stones have 
  been removed. There is one solidly sealed opening to 
  an underground area. Approximately four thousand 
  pounds of stone were dumped into this opening to 
  seal it. It should be a tiresome task to even remove 
  some of this. 
  • 
  The well: There is a 3-ft. diameter well in the 
  courtyard. This is the only realistic opening to the 
  underground area. It is forty feet down to the 
  opening of the grotto. There is an additional 10 feet 
  to the water at the bottom of the well. There is no 
  winch and bucket setup here. Just a low stone wall 
  marks the edge of the well. 
   
  At this point, you can use the appearance of Agilmir’s 
  spirit as a timing mechanism. If the PCs don’t investigate 
  the well in a reasonable amount of time, have Agilmir’s 
  spirit cause the well shaft to glow. Agilmir did this last 
  week when the workers came by, but Murt did not share 
  his discovery until he saw the spirit rise out of the well. 
  All the lights carried by the investigating workers 
  drowned out the well illumination so that no one could 
  see it except for Murt, who was checking out that area. 
  Unfortunately, Agilmir’s spirit glows too weakly to be 
  seen in good light. In sunlight, he is completely invisible. 
  Murt dropped his lantern in fear before the spirit came 
  out. It was the dropped lantern that caught everyone’s 
  attention. Seeing the spirit, they all ran. As the PCs 
  approach the well, you should tell them that their light 
  source is drowning out the glow they saw. 
   
  Agilmir has to come over to the well shaft in order 
  for it to glow. He normally stays over at the other end of 
  the grotto, where he is more solid in appearance.  
   
   
  Encounter Five: Well, Well, 
  Encounter Five: Well, Well, 
  Encounter Five: Well, Well, 
  Encounter Five: Well, Well, 
  Well
  Well
  Well
  Well    
  Negotiating the well is not meant to be overly difficult, 
  but the PCs may plan and fuss in their reluctance to face 
  the ghost. Any reasonable plan will get them down the 
  shaft and into the grotto chamber. It may be necessary to 
  remind the characters that there are two ropes in the 
  construction gear. As the party approaches the well, 
  Agilmir will move away to the other end of the grotto, so 
  the glow in the well shaft will fade. Agilmir has no 
  problem understanding the PCs conversations and will 
  not try to hinder or scare them. Honestly, he is hoping to 
  convince the PCs to free his soul. He will wait patiently 
  on his chair at the far end of the grotto. When the first 
  character reaches the grotto, read the following. 
   
  As you reach the opening at the bottom of the well, you see that 
  As you reach the opening at the bottom of the well, you see that 
  As you reach the opening at the bottom of the well, you see that 
  As you reach the opening at the bottom of the well, you see that 
  a brief passage that opens to the right into a room with a glow.
  a brief passage that opens to the right into a room with a glow.
  a brief passage that opens to the right into a room with a glow.
  a brief passage that opens to the right into a room with a glow.    
      
  This small landing area is provided so all the party can 
  come down safely before the confrontation with Agilmir. 
  Only some of the floor and the far wall where Agilmir sits 
  are of worked stone. The water is cool and perfectly safe 
  
   
  Ruins of Velstar Keep 
   
  Page 9 
  to drink. When someone looks around the corner, state 
  the following. 
   
  As you peer around the corner, you see that the room opens out 
  As you peer around the corner, you see that the room opens out 
  As you peer around the corner, you see that the room opens out 
  As you peer around the corner, you see that the room opens out 
  into 
  into 
  into 
  into a roughly 40
  a roughly 40
  a roughly 40
  a roughly 40----ft. diameter area with a 15
  ft. diameter area with a 15
  ft. diameter area with a 15
  ft. diameter area with a 15----ft. ceiling. At the 
  ft. ceiling. At the 
  ft. ceiling. At the 
  ft. ceiling. At the 
  far end of the room sits a ghostly image of a human male in 
  far end of the room sits a ghostly image of a human male in 
  far end of the room sits a ghostly image of a human male in 
  far end of the room sits a ghostly image of a human male in 
  flowing robes. Next to where he sits are two doors. One of these 
  flowing robes. Next to where he sits are two doors. One of these 
  flowing robes. Next to where he sits are two doors. One of these 
  flowing robes. Next to where he sits are two doors. One of these 
  is closed, and the other is heavily damaged from an apparent 
  is closed, and the other is heavily damaged from an apparent 
  is closed, and the other is heavily damaged from an apparent 
  is closed, and the other is heavily damaged from an apparent 
  cave
  cave
  cave
  cave----in b
  in b
  in b
  in behind it. The ghostly figure smiles and says, 
  ehind it. The ghostly figure smiles and says, 
  ehind it. The ghostly figure smiles and says, 
  ehind it. The ghostly figure smiles and says, 
  “Welcome to what remains of Velstar Keep. Please, all of you, 
  “Welcome to what remains of Velstar Keep. Please, all of you, 
  “Welcome to what remains of Velstar Keep. Please, all of you, 
  “Welcome to what remains of Velstar Keep. Please, all of you, 
  come and converse with me. I cannot hurt you.” 
  come and converse with me. I cannot hurt you.” 
  come and converse with me. I cannot hurt you.” 
  come and converse with me. I cannot hurt you.”     
   
  It might be fun to use an old English accent here to 
  illustrate this ghost is three hundred years old. The PCs 
  will most likely have questions at this point. Here is what 
  Agilmir knows. 
   
  • 
  Naturally, he knows all of the history of Velstar Keep 
  mentioned in the background of this scenario. 
  Though he will tell his story (see below) when asked, 
  he has no desire to relive his past. 
  • 
  He cannot enter the room where his soul is trapped 
  (and his voice cannot be heard there either, though 
  he does not know this). 
  • 
  While he can go above ground, he has no power of 
  speech there, and his appearance becomes much less 
  defined. 
  • 
  The wailing of the previous weeks was some men 
  who are trying to scare the workers. Agilmir does not 
  know who they are, but their auras were of an evil 
  nature. Agilmir can detect general outlooks of 
  people. He could sense that the workers were 
  basically good people, but he accidentally scared 
  them away. Agilmir was actually concerned the evil 
  men (Cult members) were agents of Vilprixicur. He 
  did not even reveal himself to them. 
  • 
  At no time will Agilmir mention Vilprixicur’s name. 
  He will always refer to him as “the demon.” 
  • 
  Agilmir has no means of hurting the PCs. The PCs 
  may have several means of hurting him. Any attacks 
  that would normally hurt undead will cause him 
  torment, but he can never be banished or laid to rest 
  until his soul is freed. Turning causes Agilmir 
  discomfort, but he has nowhere to run.  
  • 
  The chair Agilmir sits on is, of course, very old. Any 
  contact will cause it to crumble. 
  • 
  Agilmir is NG. He was NE changing to Neutral at the 
  time of his death. The intervening years of reflection 
  has brought him to seeing the errors of his life. Even 
  so, he is deeply embarrassed by his past. 
  • 
  The ruins of a desk in the next room contain some 
  old family papers and such. There might be and old 
  spell scroll or two, he cannot remember.  
  • 
  He does not understand any more about the magic 
  that holds his soul, other than that the gem must be 
  destroyed. A crushing blow should suffice. Though a 
  rough Appraisal (by sight only) would be on par with 
  a 200,000gp sapphire (brilliant light blue), the gem 
  will turn to worthless glass when shattered. The 
  magic has altered and weakened it. Agilmir can tell 
  anyone that it would be dangerous to touch before 
  breaking, if they can hear him. The daggers might be 
  evil, as they come from a demon. He does not know 
  of any other traps or concerns. 
  • 
  Though Agilmir was an accomplished conjuror in his 
  day, he has completely forgotten how to cast spells in 
  the unlife. 
   
  He relates his story if asked. 
   
  “Hundreds of years ago when my family ruled these lands, I 
  “Hundreds of years ago when my family ruled these lands, I 
  “Hundreds of years ago when my family ruled these lands, I 
  “Hundreds of years ago when my family ruled these lands, I 
  was a conjuror of ample ability. Rou
  was a conjuror of ample ability. Rou
  was a conjuror of ample ability. Rou
  was a conjuror of ample ability. Routinely, I summoned and 
  tinely, I summoned and 
  tinely, I summoned and 
  tinely, I summoned and 
  controlled various beasts and powers. Somewhere along the 
  controlled various beasts and powers. Somewhere along the 
  controlled various beasts and powers. Somewhere along the 
  controlled various beasts and powers. Somewhere along the 
  way, I misjudged my ability and was deceived by a foul 
  way, I misjudged my ability and was deceived by a foul 
  way, I misjudged my ability and was deceived by a foul 
  way, I misjudged my ability and was deceived by a foul 
  demon. Though I continued to believe I was in control, it was 
  demon. Though I continued to believe I was in control, it was 
  demon. Though I continued to believe I was in control, it was 
  demon. Though I continued to believe I was in control, it was 
  actually his elaborate plans unfolding. It all came to a p
  actually his elaborate plans unfolding. It all came to a p
  actually his elaborate plans unfolding. It all came to a p
  actually his elaborate plans unfolding. It all came to a point 
  oint 
  oint 
  oint 
  when he wished me to open a gate to our world from his plane 
  when he wished me to open a gate to our world from his plane 
  when he wished me to open a gate to our world from his plane 
  when he wished me to open a gate to our world from his plane 
  of existence. I judged rightly at that point that he was tricking 
  of existence. I judged rightly at that point that he was tricking 
  of existence. I judged rightly at that point that he was tricking 
  of existence. I judged rightly at that point that he was tricking 
  me into giving him power and opportunity. I changed the 
  me into giving him power and opportunity. I changed the 
  me into giving him power and opportunity. I changed the 
  me into giving him power and opportunity. I changed the 
  spell at the last moment, and he was rebuffed back to his 
  spell at the last moment, and he was rebuffed back to his 
  spell at the last moment, and he was rebuffed back to his 
  spell at the last moment, and he was rebuffed back to his 
  Abyssal ho
  Abyssal ho
  Abyssal ho
  Abyssal home. Wroth was he, and he sent his orc minions to 
  me. Wroth was he, and he sent his orc minions to 
  me. Wroth was he, and he sent his orc minions to 
  me. Wroth was he, and he sent his orc minions to 
  destroy this keep around my ears and trap me. Through his 
  destroy this keep around my ears and trap me. Through his 
  destroy this keep around my ears and trap me. Through his 
  destroy this keep around my ears and trap me. Through his 
  nameless evil, an orc shaman was able to perform the soul 
  nameless evil, an orc shaman was able to perform the soul 
  nameless evil, an orc shaman was able to perform the soul 
  nameless evil, an orc shaman was able to perform the soul 
  trapping ritual in the next room. Until the gem that hangs 
  trapping ritual in the next room. Until the gem that hangs 
  trapping ritual in the next room. Until the gem that hangs 
  trapping ritual in the next room. Until the gem that hangs 
  between the two daggers is crush
  between the two daggers is crush
  between the two daggers is crush
  between the two daggers is crushed, my soul can never be at 
  ed, my soul can never be at 
  ed, my soul can never be at 
  ed, my soul can never be at 
  rest. My only hope in being released to the afterlife is your 
  rest. My only hope in being released to the afterlife is your 
  rest. My only hope in being released to the afterlife is your 
  rest. My only hope in being released to the afterlife is your 
  kind service. Will you help me?”
  kind service. Will you help me?”
  kind service. Will you help me?”
  kind service. Will you help me?”    
   
  Naturally, this is a minor dilemma for the party. It may 
  not be an easy decision for the PCs to test the demon’s 
  magic to resolve this. Allow them plenty of time to work 
  it out, though you can remind them that this is why they 
  came here. Once they decide, move to the next 
  encounter. 
   
   
  Encounter Six: To Free a Soul
  Encounter Six: To Free a Soul
  Encounter Six: To Free a Soul
  Encounter Six: To Free a Soul    
  As the PCs open the door to the room, describe the 
  following. 
   
  You open 
  You open 
  You open 
  You open the door to reveal a 10
  the door to reveal a 10
  the door to reveal a 10
  the door to reveal a 10----ft. corridor opening into a 
  ft. corridor opening into a 
  ft. corridor opening into a 
  ft. corridor opening into a 
  circular chamber about 25 ft. in diameter with a 20
  circular chamber about 25 ft. in diameter with a 20
  circular chamber about 25 ft. in diameter with a 20
  circular chamber about 25 ft. in diameter with a 20----ft. ceiling. 
  ft. ceiling. 
  ft. ceiling. 
  ft. ceiling. 
  In the center of the dust
  In the center of the dust
  In the center of the dust
  In the center of the dust----covered floor, you see a brilliant blue 
  covered floor, you see a brilliant blue 
  covered floor, you see a brilliant blue 
  covered floor, you see a brilliant blue 
  gem hanging on a thin golden chain between two daggers. 
  gem hanging on a thin golden chain between two daggers. 
  gem hanging on a thin golden chain between two daggers. 
  gem hanging on a thin golden chain between two daggers. 
  The hilts of the 
  The hilts of the 
  The hilts of the 
  The hilts of the golden daggers protrude from two crumbling 
  golden daggers protrude from two crumbling 
  golden daggers protrude from two crumbling 
  golden daggers protrude from two crumbling 
  skeletons lying side by side in the center of the floor.  Other 
  skeletons lying side by side in the center of the floor.  Other 
  skeletons lying side by side in the center of the floor.  Other 
  skeletons lying side by side in the center of the floor.  Other 
  skeletons, orcish in appearance, lie in a heap at one side of the 
  skeletons, orcish in appearance, lie in a heap at one side of the 
  skeletons, orcish in appearance, lie in a heap at one side of the 
  skeletons, orcish in appearance, lie in a heap at one side of the 
  room. You feel a great deal of unease from what you see, 
  room. You feel a great deal of unease from what you see, 
  room. You feel a great deal of unease from what you see, 
  room. You feel a great deal of unease from what you see, 
  especially the daggers, wh
  especially the daggers, wh
  especially the daggers, wh
  especially the daggers, which seem to radiate vileness.
  ich seem to radiate vileness.
  ich seem to radiate vileness.
  ich seem to radiate vileness.    
   
  If any PC touches the gem, chain, or daggers    before 
  attacking the gem, have them save verses Will or lose a 
  level (see Energy Drain and negative levels in the DMG) 
  and suffer 2d6 in fire damage. Saving means 2d6 in fire 
  damage as flames course the length of the connection, 
  then the gem will shatter (as below). If a PC attacks the 
  gem by any physical means, it will shatter in a blinding 
  flash. Those who did not cover their eyes will be blinded 
  for 1d3 rounds. Agilmir’s spirit will disappear, having 
  
   
  Ruins of Velstar Keep 
   
  Page 10 
  been released to the afterlife. Destroying the gem will 
  also cause the two skeletons in the center to animate, 
  reassemble (if the PCs attacked the skeletons somehow 
  earlier), and ignite. Each will have a dagger in its hand. 
  These daggers are +2 to attack and do additional fire 
  damage. The daggers are the focal points of Vilprixicur’s 
  retribution spell for freeing Agilmir’s soul. The 
  individual PC most responsible for freeing Agilmir’s soul 
  will receive the Mark of the Demon (see certificate). The 
  two skeletons are normal, except they are immune to fire 
  and turn as 4HD undead. When defeated, the skeletons 
  and daggers turn to dust. 
          
  Tier One (EL4)
  Tier One (EL4)
  Tier One (EL4)
  Tier One (EL4)    
  Flaming Skeletons
  Flaming Skeletons
  Flaming Skeletons
  Flaming Skeletons (2): CR 0.5; Medium Undead (5 ft. 
  tall); HD 1d12+2; hp 8; Init +5 (+1 Dex, Improved 
  Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atks +2 
  melee (1d4+1d4 fire [crit 19-20], flaming dagger) or +0 
  melee 1d4 [x2], claw; SQ Undead, immunities, fire 
  immunity, turned as 4 HD undead; AL N; SV Fort +0, Ref 
  +1, Will +2.  
   
  Str 10, Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats: Improved Intiative. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to sneak attacks, critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Immunities—Cold immunity, fire immunity, half damage 
  from piercing and slashing weapons. 
   
  Orc Skeletons
  Orc Skeletons
  Orc Skeletons
  Orc Skeletons (4): CR 0.33; Medium Undead (6 ft. tall); 
  HD 1d12; hp 6; Init +5 (+1 Dex, Improved Initiative); Spd 
  30 ft.; AC 13 (+1 Dex, +2 natural); Atks +0 melee 1d4 [x2], 
  claw; SQ Undead, immunities; AL N; SV Fort +0, Ref +1, 
  Will +2.  
   
  Str 10, Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats: Improved Intiative. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to sneak attacks, critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Immunities—Cold immunity, half damage from piercing 
  and slashing weapons. 
   
  Tier Two (EL6)
  Tier Two (EL6)
  Tier Two (EL6)
  Tier Two (EL6)    
  Flaming Skeletons
  Flaming Skeletons
  Flaming Skeletons
  Flaming Skeletons (2): CR 1; Medium Undead (5 ft. tall); 
  HD 2d12+2; hp 13; Init +5 (+1 Dex, Improved Initiative); 
  Spd 40 ft.; AC 13 (–1 size, +1 Dex, +3 natural); Atks +4 
  melee (1d4+1d4 fire [crit 19-20], flaming dagger) or +2 
  melee 1d4 [x2], claw; SQ Undead, immunities, fire 
  immunity, turned as 4 HD undead; AL N; SV Fort +0, Ref 
  +1, Will +2.  
   
  Str 14, Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats: Improved Intiative. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to sneak attacks, critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Immunities—Cold immunity, fire immunity, half damage 
  from piercing and slashing weapons. 
   
  Orc Skeletons
  Orc Skeletons
  Orc Skeletons
  Orc Skeletons (4): CR 1; Large Undead (7 ft. tall); HD 
  2d12; hp 13; Init +5 (+1 Dex, Improved Initiative); Spd 40 
  ft.; AC 13 (–1 size, +1 Dex, +3 natural); Atks +2 melee 1d4 
  [x2], claw; SQ Undead, immunities; AL N; SV Fort +0, Ref 
  +1, Will +2.  
   
  Str 14 Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats: Improved Intiative. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to sneak attacks, critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Immunities—Cold immunity, half damage from piercing 
  and slashing weapons. 
   
  Tier Three (EL8)
  Tier Three (EL8)
  Tier Three (EL8)
  Tier Three (EL8)    
  Flaming Skeletons
  Flaming Skeletons
  Flaming Skeletons
  Flaming Skeletons (2): CR 1; Medium Undead (5 ft. tall); 
  HD 2d12+2; hp 13; Init +5 (+1 Dex, Improved Initiative); 
  Spd 40 ft.; AC 13 (–1 size, +1 Dex, +3 natural); Atks +4 
  melee (1d4+1d4 fire [crit 19-20], flaming dagger) or +2 
  melee 1d4 [x2], claw; SQ Undead, immunities, fire 
  immunity, turned as 4 HD undead; AL N; SV Fort +0, Ref 
  +1, Will +2.  
   
  Str 14, Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats: Improved Intiative. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to sneak attacks, critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Immunities—Cold immunity, fire immunity, half damage 
  from piercing and slashing weapons. 
   
  Orc Skeletons
  Orc Skeletons
  Orc Skeletons
  Orc Skeletons (10): CR 1; Large Undead (7 ft. tall); HD 
  2d12; hp 13; Init +5 (+1 Dex, Improved Initiative); Spd 40 
  ft.; AC 13 (–1 size, +1 Dex, +3 natural); Atks +2 melee 1d4 
  [x2], claw; SQ Undead, immunities; AL N; SV Fort +0, Ref 
  +1, Will +2.  
   
  Str 14 Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats: Improved Intiative. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to sneak attacks, critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Immunities—Cold immunity, half damage from piercing 
  and slashing weapons. 
   
  If not somehow destroyed in the combat, the deteriorated 
  remains of a desk lie against the wall. The only useful 
  items that can be salvaged are two spell scrolls (each in a 
  separate tube), a treasure map, a signet ring, and a gold 
  bracelet. These items were in a secret compartment in the 
  desk, which probably explains why the orcs did not take 
  them when they sacked the keep so long ago. 
   
   
  Con
  Con
  Con
  Conclusion
  clusion
  clusion
  clusion    
  Ulstra has contacted the Herdmasters and the 
  Herdmasters are prepared to give favor to any successful 
  party members. Success is measured ultimately by 
  winning the battle with the cultists (who were pretending 
  to be ghosts and disrupting the building) and ensuring 
  
   
  Ruins of Velstar Keep 
   
  Page 11 
  that the Spirit of Agilmir is not seen or heard from again. 
  Ulstra will have the vouchers of favor for the PCs. They 
  will not need to contact the Guild.  
   
  If on the other hand, the PCs somehow cause 
  excessive damage to the work site, or were unsuccessful, 
  Ulstra will thank them for their brave help, but the PCs 
  do not receive the Herdmaster’s favor. 
   
  Also, she will tell any PCs who inquire about the 
  Signet Ring or Treasure Map that Wyrmslayer and 
  Trollbane were two ancient heroes of the Gran March. 
  Their taming of the lands in and around the Rushmoors is 
  legendary. Wyrmslayer is known to have killed at least 
  one black dragon, and Trollbane had a flaming sword that 
  he is reported to have killed over one hundred trolls with. 
  As Ulstra remembers it, Wyrmslayer married Trollbane’s 
  sister and they became Electors in the same year, with 
  lands side-by-side. She knows no more about them. 
   
  The End
  The End
  The End
  The End    
   
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Introduction
  Introduction
  Introduction
  Introduction    
  Saving Ulstra Starsifter 
  50 xp 
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Defeating the Cultist Ambush 
  150 xp 
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  Freeing Agilmir’s soul 
  150 xp 
  Defeating skeletons 
  100 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
      
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives campaign-
  decided penalties for being known as a thief, such as 
  Infamy. For other stolen items which meet the 
  criteria in #1 above, use your judgment and the 
  circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  • 
  Scroll (25 gp, negligible weight, parchment): arcane 
  spell erase at 1st level 
  • 
  Scroll 
  (100 
  gp, 
  negligible 
  weight, 
  parchment): Arcane spell mage armor at 4th 
  level 
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  • 
  Ancient Treasure Map of Elector Xanthmar 
  Wyrmslayer: This map is shows a directions to the 
  ‘Vastness of wealth and finery I could not 
  immediately take from Wyrmhold’ not far from the 
  Castle of Elector Carthak Embrillian the Trollbane. 
  There is a note at the bottom in the same hand that 
  says, ‘As I am now venerable and soon to leave this 
  world, I know that the wealth I hid so long ago has 
  no finer purpose that to enrich the children of my 
  children. I bequeath this map and all that may be 
  found by it to my granddaughter, Elmistra, and her 
  worthy husband Wilmark Velstar of Keoland.’ 
  Signed in a shaky hand ‘Xanthmar’, and sealed with 
  the signet ring matching his coat of arms. There are 
  three coats of arms on the page. The first and largest 
  (Xanthmar’s) depicts a Green Dragon rampant 
  impaled by a gold sword on a field of blue. The 
  second is much smaller and has a field of black with 
  three silver crowns. The last at the bottom is equally 
  small and has a field of blue with a star, crescent 
  
   
  Ruins of Velstar Keep 
   
  Page 12 
  moon and hand (palm facing). (50 gp, 1lb, 
  parchment, rare) 
  • 
  Signet Ring of Xanthmar Wyrmslayer: This signet 
  ring is made of solid platinum. The signet is of a coat 
  of arms with a dragon rampant impaled on a sword. 
  (150 gp, 1 lb, platinum, uncommon) 
  • 
  Gold Bracelet: This solid gold bracelet of a simple 
  ‘torque’ design weighs 1/2 lb. and fits a rather large 
  wrist. (100 gp, 1/2 lb, gold, common) 
   
  • 
  Minor Curse of Hextor: Your character has been 
  successfully cursed by a Priest of Hextor, and suffers a 
  –4 enhancement penalty on all acts committed 
  during times of combat. This includes attack rolls, 
  saving throws, ability checks, and skill checks. Your 
  character is not affected if not engaged in combat 
  activities and in excess of 100 feet from the nearest 
  combatants. This curse can be removed as per the 
  spell bestow curse. 
   
  Mark of the Demon: Your character was most responsible 
  for releasing the soul of Agilmir Velstar, whose soul was 
  trapped by a demon. That demon took care to ensure he 
  would be alerted when this particularly hated soul was 
  freed. He was alerted and took note of who you are. 
  While you do not have a physical or magical mark on 
  your body, a certain demon and his agents know who you 
  are, and will be looking for you. Please show this 
  certificate to your DM before play. Any demon or agent 
  thereof who kills or captures you will win favor in the 
  Abyss. 
   
  Voucher of Favor with the Herdmaster’s Guild – In 
  recognition of service rendered to the Herdmaster’s 
  Guild, _________________ may use this writ with any member of 
  said guild to receive one-half off the price of their next 
  livestock purchase, discount not to exceed 100 gp. 
   
  
   
  Ruins of Velstar Keep 
   
  Page 13 
  DM Aid #1 
  DM Aid #1 
  DM Aid #1 
  DM Aid #1 –––– Map of Ruins
   Map of Ruins
   Map of Ruins
   Map of Ruins    
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM1-04 - Ruins of Velstar Keep.pdf