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.   
   
  URC4-06 
   
   
   
   
   
   
   
  Restoration, Part 2 
  A One-Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  by Timmy! Creese and Tommy Campbell 
   
   
  An evil alliance between the drow elves and the Kyuss worshippers has devastating effects throughout the County of 
  Urnst.  The drow raids during the night provide more and more corpses for the Kyuss clerics to bring back as undead 
  forces.  At least you no longer have to worry about the Masters – a race of aliens that were resurrected in Crystal 
  Springs… Or do you? 
  
  Restoration, Part Two 
   
  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 record-keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session 
  to be a sanctioned RPGA event.  As well, you cannot 
  have more than six players participating in the game. 
  Playing the Game 
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session 
  begins, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction. 
   
  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 judge) to 
  keep track of who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That said, you as the judge 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 bold italics.  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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet.  
  The judge should complete the top of the form and list 
  his name and RPGA number.  The players should each 
  list their name and RPGA number.  After the form is 
  filled out it should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  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, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have 
  in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure.  To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e.  animal companions, familiars 
  
  Restoration, Part Two 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  paladin’s mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above.  Add each character’s animals 
  separately.  A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  Nevertheless, 
  if a character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, with 
  him in the adventure and it will not count toward 
  the APL calculation. 
  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 and gold a PC may gain at 
  the end of the adventure.  If a player 
  character is three character levels or 
  more either higher or lower than the 
  APL at which this adventure is being 
  played, that character will receive 
  only one-half of the experience points 
  for the adventure.  Further, if the PC 
  is three character levels or more lower 
  than the APL at which this adventure 
  is being played, that PC will receive 
  one-half gold for the adventure as 
  well.  This simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the scenario unless the highest APL supported 
  by the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher.  Four or five 1st-level characters 
  may find difficulty with the challenges in a LIVING 
  GREYHAWK adventure.  If a group is APL 1 there are 
  three things that the group can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-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 move action (spoken command) 
  that may be attempted each round.  If the animal 
  is wounded or has taken any nonlethal damage or 
  ability score damage, the DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one round Regional adventure, set in 
  the County of Urnst.  Characters native to the County 
  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.  Characters 
  that fail to pay at least Standard 
  Upkeep will retain temporary 
  ability damage until the next 
  adventure, must buy new spell 
  component 
  pouches 
  and 
  healer’s kits, and may suffer 
  other in-game penalties (or 
  possibly gain in-game benefits) 
  as may be detailed in this 
  scenario. 
   
  A character who does not 
  pay for at least Standard 
  Upkeep may also avoid the 
  above-described penalties by 
  living off the wild.  If the 
  character possesses four or 
  more ranks in the Survival skill 
  and succeeds at a Survival 
  check (DC 20), the character 
  will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the character 
  has at least four ranks in Craft (bowmaking).  The 
  player is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Acknowledgements  
   
   
  The author would like to thank the following 
  individuals for their contributions to this scenario 
  (listed alphabetically): 
   
  Editors: Tomas Campbell, Nick Carnival, Tom 
  Japhet, Jeanne and Bill Scharfenberg 
  
  Restoration, Part Two 
   
  Page 4 
   
  Research: Joe Scharfenberg 
   
  Playtesting: Steve Bergenfeld, Kevin Ison, David 
  Morgan, Jeremiah Peace, Sumit Sarkar, Damon 
  Schoonover, James Stepanek, Kevin Weibler, and 
  Cory Williamsen. 
  Adventure Background 
  Restoration Part 1 revealed an evil alliance between the 
  drow and the cult of Kyuss worshipers.  PCs may play 
  this scenario without having played the first part of the 
  series.  The Kyuss Conspiracy introduced to the 
  County of Urnst in 591CY has returned stronger than 
  before, aided by the sinister drow elves.  Restoration Part 
  1 also put an end to the 591CY plot of the alien Master, 
  but not before the last remaining Master wove its plan 
  to wreak havoc on the County of Urnst. 
   
  Drow have boldly attacked the surface in order to 
  take elves to the Underoreth for sacrifice to their 
  spider god, Lloth.  During these raids, the wicked drow 
  eagerly slay any other surface dwellers that happen to 
  be in the area.  Since the County of Urnst has many 
  more humans and halfling citizens than elven ones 
  many non-elves have also fallen to the blades of the 
  drow.   
   
  All the while, the cultists of Kyuss are on hand 
  during the nightly raids and eagerly raise the slain as 
  undead to be used in their ever-growing army.  The 
  worshipers of Kyuss do not like the drow, but tolerate 
  them for the plentiful corpses generated by their 
  nightly raids.  On the rare occasion when a drow elf 
  falls victim to the surface dwellers, the clerics of Kyuss 
  are quick to animate the corpse of the black elf for their 
  evil commands. 
   
  With the County distracted as it struggles to mend 
  tensions created during its civil war, and the mass 
  graves of far too many soldiers slain in that conflict, the 
  agents of Kyuss have created a sizable army of undead.  
  Their plans are nearly complete and are ready to 
  unleash their terrifying legions upon the simple farm 
  folk of the County of Urnst.  All that stands in the way 
  are the heroes of the realm, adventurers that have 
  proven themselves more than capable many times 
  over. 
  Adventure Summary  
  Encounter One:  The PCs are approached by Dennen 
  Astralstaff, Head Archmage of the County, and asked 
  to carry out an important adventure. 
   
  Encounter Two:  Moochie takes the opportunity 
  of traveling with the PCs to find adventure armed with 
  a surprisingly well-crafted sword.  Moochie is actually 
  the Countess Belissica, under a disguise spell, and 
  appears to be a teenage boy. 
   
  Encounter Three:  On the first night after leaving 
  Radigast City, the PCs will encounter a group of 
  undead in the hamlet of Brookhollow which was 
  attacked by the drow the previous night.  The drow 
  abducted all the elves that lived in the hamlet, and 
  killed every man, woman, child, and animal in the 
  process, taking great pleasure in the slaughter.  The 
  clerics of Kyuss were also involved with the raid and 
  raised all the corpses as undead for their growing army. 
   
  Encounter Four:  Inside the Temple of Zodal, a 
  lone drow male negotiates with the PCs.  In exchange 
  for information about more approaching drow, he begs 
  to be forgiven for his past deeds and be allowed to 
  remain in the Temple of Zodal to become a cleric.  This 
  is not an easy choice for the PCs, for he has just 
  murdered a patient and the Chief temple cleric. 
   
  Encounter Five:  During the trek to Crystal 
  Springs, the PCs stop in the ruined town of Dosselford. 
   Citizens labeled as traitors to the Countess are 
  rebuilding the town after the civil war.  The gallows 
  and nearby trees are thick with the hanging corpses of 
  those that still rebuke the Countess.   
   
  Encounter Six: River creatures attack The PCs as 
  they make their way up the Franz River to the Crystal 
  Springs.   
   
  Encounter Seven:  The PCs must navigate their 
  way through the gushing stream at the entrance to the 
  Crystal Springs.  The passages have changed since the 
  caverns were last visited.  A strange monolith has been 
  uncovered from the shifting crystal. 
   
  Encounter Eight:  Devils enter the cavern through 
  one of the Tovags – a gating device created by the 
  Masters.  During combat, The Plug is destroyed, but at 
  a heavy price! Destroying the Plug also triggers the 
  destruction of the Tovag 
   
  Conclusion:  PCs must deal with the death of the 
  Countess.   
   
  DMs NOTE: It is easy to slip up and use the 
  pronoun “she” when referring to Moochie knowing 
  that the teenage boy is actually the Countess Belissica 
  in disguise.  Be careful! Also, if the PCs detect magic on 
  the boy, they will see a faint aura of magic from several 
  different schools.  If asked, Astralstaff will merely 
  vouch that he’s already determined the boy is not a 
  threat.   
  Pre-Game Queries  
  Ask if anyone is familiar with the Zodal Swords.  In 
  Encounter Two, when Moochie shows his sword, those 
  PCs who make the spot check and have a working 
  knowledge of the Zodal Sword may be pulled aside and 
  given the knowledge that Moochie’s sword is one of 
  those legendary blades with all the gems mounted in 
  the hilt. 
  
  Restoration, Part Two 
   
  Page 5 
   
  Also ask each player whom he or she supported 
  during the civil war.  For Encounters Two and Five, 
  you need to note who at your table supported the Lord 
  of the East, and also which of the PCs has the social 
  penalty of -10 to all Charisma-based skills checks from 
  their choice made in the Lordmaker finale.   
   
  Ask which PCs are members of the Obsidian 
  Conclave or Cygnet University.  These members 
  receive a +2 circumstance bonus to Concentration 
  and Spellcraft during this scenario.  This represents 
  the boost in confidence these members feel from being 
  tasked with such a prestigious mission by their 
  Mentor, the Archmage Dennen Astralstaff, head of 
  both organizations.  He does not have to be present 
  during an encounter for the PC to receive this bonus. 
  Introduction 
  The Cleric of Vathris’ attempt to wrestle control away 
  from the Countess, while he possessed the Lord of the 
  East, is over.  This is supposed to be a time of healing, 
  but the recent alliance between the vicious drow and 
  the cultists of Kyuss constantly prey upon the 
  weakened peoples of the realm. 
  Life in Radigast City is returning to its pre-war 
  level of activity.  A few taverns have reopened, and 
  the city has a few new ones as well.  One new 
  tavern is the Remembered Hero, and caters to the 
  many heroes of the realm.  A painting of a half-orc 
  wearing a white robe is mounted on the wall near 
  the door.  A wax candle illuminates the painting 
  of Grung-gosh, fallen convert to Zodal. 
   
  The smoke-filled room is crowded with 
  characters 
  boasting 
  their 
  accomplishments 
  during the civil war.  Those too old and too young 
  to have fought themselves listen to the tales and 
  applaud at every full pause.  Soon the crowd 
  beckons to you (point to one PC at a time) and 
  begs you to tell your tale of adventure. 
   
  PCs should take this opportunity to introduce 
  themselves to the rest of the party.  PCs can use the 
  Perform skill to add flare to their tale.   
   
  As the last PC finishes her/his tale, an incident 
  takes place in the Remembered Hero.  A fierce warrior 
  apprehends a young, hooded man.  The warrior claims 
  he has just been robbed of his purse, and is sure this 
  little fellow is the thief.  This draws the attention of 
  Beckman, the proprietor of this tavern.   
   
  Beckman will remove the hood from the young 
  man and say, “I knew it would be you.  I told you never 
  to come back here.” The young man is a blonde-haired 
  human with olive colored skin.  He has startling blue 
  eyes. 
   
  DM’s NOTE:  Make certain to role play Moochie’s 
  desire to hang around adventurers, and that he really 
  wants to be an adventurer too. 
   
  The young man will proclaim his innocence, and 
  look pleadingly at the PCs for help.  The fierce warrior 
  is demanding his coin purse back.  Pick a random PC to 
  notice the warrior’s coin purse lying on the floor 
  beneath a table.  It fell off his belt the last time he paid 
  for his drink.  Pay attention to how the PCs react, for 
  their actions will be part of the next encounter. 
   
  Even though the young man is innocent, 
  Beckman will throw the lad out into the night with a 
  roar of approval of the warrior and a few others.  The 
  young man has come in for many days in a row because 
  he’s looking for heroes to buy his meal and drink.  
  Those that frequent this tavern are tired of the young 
  man whom they call Moochie. 
  Encounter One – An Odd 
  Request 
  After a fine dinner and many songs of adventure 
  in the County of Urnst, an aged man walks into 
  the Tavern.  He scans the room and seeing you, he 
  approaches your table.  “I am Dennen Astralstaff, 
  Archmage of the County, and I believe you may be 
  able to help me.”  
  Dennen will acknowledge how the PCs reacted to 
  Moochie being thrown out of the tavern.  Dennen is a 
  Lawful Good wizard of high importance in the realm.  
  He approves of any acts of kindness a PC shows to 
  Moochie, and questions any PC that didn’t try to 
  render aide to the young man.  After all, that’s what 
  Dennen would have done.  Even if PCs only expressed 
  concern, Dennen will compliment them on their good 
  nature.  Dennen will warn PCs that openly approved of 
  the eviction of Moochie, claiming compassion is the 
  key to rebuilding the realm. 
  “I have recently come across a rather cryptic 
  passage in my research.  ‘Only the hand of the Tear 
  of Pelor can fully close the seven locks.’ Nay, I do 
  not believe this refers to the magical gem that was 
  retrieved out of the Nyr Dyv a few years ago and is 
  safely guarded.” 
   
  Dennen pulls out a pipe, lights it, and then 
  starts puffing on it.  “I’ve pondered these words 
  and believe they do refer to The Plug — a special 
  door that keeps the denizens of the Underoreth 
  secured beneath the Crystal Springs.” 
   
  “In these troubled nights of drow raids, I am 
  hoping to find adventurers brave enough to face 
  the risk and see that gateway to the Underoreth is 
  closed forever.  I will accompany you, at least part 
  of the way.  What say you?” asks the old wizard.  
  “You should go quickly, tonight if at all possible.  
  
  Restoration, Part Two 
   
  Page 6 
  Dosselford is many days journey from here and 
  the Crystal Springs are even beyond that.  The 
  Plug must be closed before the Autumnal Equinox 
  which is a short 2 weeks from tonight.” 
  If the PCs agree to take the mission, present the 
  players with Map #1 from Appendix A. 
  “Thank you for agreeing.” He hands a roll of 
  parchment to a PC he knows, or to the most 
  trustworthy of the party (lawful-good).  “This is a 
  map of the layout of the Crystal Springs from 
  when Lord Nimar was imprisoned there (MOCS2). 
   It may have changed since then with the 
  earthquakes and meddling from the Masters and 
  the denizens of the Underoreth.  It should still 
  help in finding The Plug.” 
   
  I’ve heard reports of drow activity near 
  Brookhollow, which is just outside of the 
  Dreerwood near Zodal’s Temple.  Both of these are 
  on the way to Dosselford.  Where should we travel 
  first? 
  Of course, there is the unspoken matter of finding the 
  Tear of Pelor, which the verse speaks of.  This would be 
  the young man known as Moochie, whom Beckman 
  threw out into the night hours before.  Moochie can 
  still be found nearby, asking for food.  However, when 
  pressed, Astralstaff will dismiss the matter, telling the 
  party that by the time they reach The Plug, he will have 
  discerned the meaning of that part of the verse.   
   
  NOTE: Make certain to role play the fact Moochie 
  really wants to participate and that he can be a good 
  adventurer too.  If the players have already helped (or 
  fed Moochie), he gladly volunteers to accompany the 
  PCs.  He wants to prove his worth, for he has in his 
  keeping a sword given to him by his grand sire.  
  Moochie was told it was a special sword, and would 
  one day be used to help save the realm from evil.  
  Astralstaff will chuckle and say there’s surely no harm 
  in letting the youngling tag along. 
  Encounter Two - Your Past 
  Comes Back to Haunt You 
  NOTE:  Ask the PCs if they intend to continue with 
  the mission, and immediately transition to this 
  encounter.  Make certain to role play that Moochie 
  really wants to participate and that he can be a good 
  adventurer too.  This is a role-playing intense scene. 
   
  As the PCs move out from the city, Moochie will 
  ask if anybody sided with the Lord of the East during 
  the civil war.  Moochie will also inquire as to why a 
  hero would want to see Her Noble Brilliancy, the 
  Countess Belissica, overthrown.  Moochie is actually 
  the Countess Belissica, disguised with magic to assume 
  the shape of a young, teenage boy.  Use the following 
  prodding question as a minimum: 
  • 
  “Why would you not support the Countess?” 
  • 
  “Did Her Noble Brilliance do anything to cause 
  you to swear your allegiance to the Lord of the 
  East?” 
  • 
  “Why would you want to be a subject to a war 
  monger? Why not enjoy the freedoms the 
  Countess has made through treaties with the other 
  nearby realms?”  
  Moochie will say the following to characters that sided 
  with the Countess during the civil war: 
  • 
  “You must be great adventurers in the battle 
  against the dark elves, and the growing horde of 
  undead.” 
  • 
  “The Countess is blessed to have such loyal 
  subjects in her realm.  A realm, which I may add, 
  that you help to keep safe.” 
   Moochie will also tell the PCs: 
  • 
  “I notice we are making for the hamlet of 
  Brookhollow.  I hope it wasn’t attacked last night.  
  Half-dozen elven families make their living there. 
   If the black elves did attack, I hope those poor 
  people fared no worse than a scare during the 
  night, and were able to defend themselves.” 
  • 
  Moochie will tell the party that he can fight.  He 
  wants to fight, and was given a sword by his father, 
  Karll.  Moochie will quickly draw, brandish and 
  then sheath the sword.  The sword is beautiful.  
  Allow a spot check (DC 25) if they are familiar 
  with the Zodal swords to notice it is one with all 
  the gems in the hilt. 
  Encounter Three - The Hamlet 
  of Brookhollow 
  NOTE: Make certain to role-play that Moochie really 
  wants to participate and that he can be a good 
  adventurer too. 
  During the night, your company crests a hill.  The 
  hamlet of Brookhollow lies below nestled in a 
  blanket of fog.  The moons provide little light as 
  they hide behind the clouds.  What little light they 
  do provide illuminates the rooftops of the 
  hamlet’s houses as they poke above the fog like 
  fangs from the maw of some abyssal beast.   
  The hamlet of Brookhollow is a cluster of a dozen 
  homes, and an equal amount of barns.  This place is 
  eerily quiet, and not one house is lit.  The fog hangs 
  heavy in the air, and the sounds of drought-dried earth 
  make crackling noises as (foot or hoof) breaks into it.  
  Every home in Brookhollow is empty, and beds are 
  unmade.  All houses have signs of battle, and a lot of 
  blood has been spilt.  Every barn is also empty, except 
  
  Restoration, Part Two 
   
  Page 7 
  the slaughtered animals that lie on the dirt floors.  
  Astralstaff will correctly assume the drow have made a 
  raid this night, and will teleport from the scene to 
  make a report back to Radigast, assuring the party he 
  will return as soon as he’s able. 
   
  Make certain that you play up the lack of bodies in 
  the town.  If the PCs have been paying attention to 
  Moochie, they would know that several elven families 
  had residence here and none are left.  Also make 
  certain to point out that the corpses attacking the PCs 
  are NOT elves, except for one or two drow.  Also while 
  looking around town, the PCs may notice very small 
  specks of silver scattered about the town.  This is a spell 
  component for desecrate, but since the PCs were not 
  there for the casting they most likely won’t know 
  which spell has been cast.  If the PCs cast detect magic, 
  the entire town will have a faint aura of Evocation.  If 
  pressed for details about the silver, describe it as being 
  of such fine quality that it could only have been mined 
  from deep within Mithat in Veluna. 
   
  While searching Brookhollow, the PCs are 
  attacked along the road.  For those with tracking ability 
  describe the tracks as follows:  Lightly indented 
  footprints litter the town.  Most have been created by a 
  bi-pedal being, 60 to 100 pounds, and are thinner than 
  a human foot.  If you were to guess you would say elf, 
  but the weave of the fabric covering the foot is strange. 
   It is not leather, and using your lore of the wild you 
  would guess that the pattern would match a tight 
  grouping of spider webs. 
   
  Sometime during the searching of Brookhollow 
  the following combat will ensue. 
   
  Tactics:  Use the undead as shields for the Cleric 
  who will use enlarge in order to get his touch attacks 
  within reach. 
  APL 2 
  � Cleric of Kyuss Clr2: hp 21; see Appendix One.   
  � Zombies, Human (2): hp 16 each; see Monster 
  Manual, page 266. 
  APL 4 
  � Cleric of Kyuss Clr4: hp 40; see Appendix One.   
  � Zombies, Human (4): hp 20 each; see Monster 
  Manual, page 266.   
  APL 6 
  � Cleric of Kyuss Clr6: hp 59; see Appendix One.   
  � Zombies, Human (7): hp 20 each; see Monster 
  Manual, page 266.   
  APL 8 
  � Cleric of Kyuss Clr8: hp 72; see Appendix One.   
  � Spawn of Kyuss (2): hp 37 each; see Appendix 
  Two.   
  APL 10 
  � Cleric of Kyuss Clr10: hp 91; see Appendix One. 
    
  � Spawn of Kyuss (3): hp 37 each; see Appendix 
  Two.   
  APL 12 
  � Cleric of Kyuss Clr12: hp 107; see Appendix 
  One.   
  � Spawn of Kyuss (6): hp 37 each; see Appendix 
  Two.   
   
  NOTE:  Some of the zombies (or zombie-looking 
  Spawn of Kyuss) appear to be drow.  These are fallen 
  drow raiders that the cultists of Kyuss eagerly raised to 
  become undead slaves.  Have the cleric issue insulting 
  orders to the drow undead since there is a growing 
  bitterness between the dark elves and the clerics of 
  Kyuss.  For purposes of this module treat all drow 
  zombies as common human zombies. 
   
  IMPORTANT:  During the combat, when a 
  combatant attacks or searches the drow zombie(s) have 
  a spot check to notice a spore or dust like material that 
  jumps off of the zombie and falls onto the PC causing 
  the disturbance.  Have the PC make a Fort save.  This is 
  for scare tactics only.   
   
  Treasure: 
  APL 2: L 350gp; M 3312 gp; C 95gp 
  APL 4: L 330gp; M 5232 gp; C 137gp 
  APL 6: L 330gp; M 9982 gp; C 0gp 
  APL 8: L 330gp; M 20232 gp; C 0gp 
  APL 10: L 330 gp; M 29232 gp; C 0 gp 
  APL 12: L 330 gp; M 41232 gp; C 0 gp 
  Drag marks can be found, as well as a grouping of 
  tracks if the PCs search after the fight.  A few yards out 
  of town the tracks vanish, along with the drag marks.  
  The only clues as to what may have happened are 
  melted droplets of amber in the faint shape of a circle 
  littering a clearing that appears to have been disturbed. 
    
  Encounter Four - The Temple 
  of Zodal 
  DMs NOTE: Ask the PCs if they intend to continue 
  with the mission, and immediately transition to this 
  
  Restoration, Part Two 
   
  Page 8 
  encounter.  Make certain to role play that Moochie 
  really wants to participate and that he can be a good 
  adventurer too. 
  Another day is spent traveling across the realm.  
  The sun has set for an hour before you make the 
  roadside healing Temple of Zodal.  Even in the 
  dark of night, you know things are wrong as you 
  approach the stone temple to the god of 
  Benevolence and Healing.  The torches that light 
  the drawbridge are extinguished, and no light 
  comes from inside the temple.  As you approach, 
  several dark shapes exit the temple and blink 
  from sight. 
  If the PCs investigate the area of vanishing, describe 
  again the circle with amber flecks. 
  One of the dark shapes, perhaps an elf with dark 
  skin and white hair does not vanish.  Instead, it 
  walks back into the temple, as if daring you to 
  follow. 
  The Temple of Zodal is on a small, circular island 
  completely surrounded by a deep, water filled moat.  A 
  drawbridge allows easy access, and can be raised in 
  times of trouble.  Once the PCs cross the drawbridge, 
  they find themselves in the antechamber, where the 
  following words are beautifully etched into the 
  stonewall: 
  “Out of respect to Zodal, our Benevolent God of 
  Healing, we insist upon the removal of all 
  weapons and that you do not bring them into this 
  temple.  Zodal have mercy upon any that do not 
  obey his command.  Any being that does harm to 
  another in this Temple be damned!” 
  The PCs can make a knowledge religion check (DC 7) 
  to know that on Oerth, when a god curses you, it’s 
  permanent.   
   
  When encountering Trith’Zan, have the PCs roll 
  initiative or they won’t believe the encounter is real. 
   
  The warning is very real, and the curse is very 
  terrible.  Only those players arrogant enough to believe 
  their PC are better than a deity wouldn’t take heed.  If  
  any weapon is brought into the temple (which is very 
  much like a hospital), the PC is automatically cursed 
  with a loss of 1 hit point per round while ignoring 
  Zodal’s command.  A monk’s hands are not considered 
  weapons.  A Remove Curse spell will restore hit points 
  that were lost.  The hit points will come back over time 
  therefore any damage taken this way will be removed 
  by the start of the next scenario.  If PCs try to hide 
  their 
  weapons 
  in 
  backpacks, 
  Heward's 
  Hand 
  Haversacks, Bags of Holding are still intentionally 
  bringing weapons into the Temple and will be cursed 
  accordingly.  Rather than describe this hp loss literally, 
  suggest that the longer the PC(s) remain(s) within the 
  temple, the more they feel a sense of unease.  Point out 
  that the PCs who did heed the warning feel fine. 
   
  If the PCs persist in entering the temple with 
  weapons, Moochie will yell out, “I’ve heard bad stuff 
  happens to people that go in there with weapons. It 
  even says so right there on the wall.” and she will once 
  again point out the warning. 
   
  Any being attacking another being in the Temple 
  of Zodal evokes that deity’s retribution.  A PC that 
  causes harm to another in the temple loses half their 
  level, half their ability scores, and shifts their 
  alignment one step toward good.  This retribution is 
  permanent and cannot be removed.  
  The Temple of Zodal has more the look and feel of 
  a hospital rather than that of a temple to a god.  
  Two exits leave the entry chamber, either back to 
  the private chambers of the clerics, or into a large 
  area filled with beds.  Numerous patients lay in 
  their beds, but all have recently been killed.  Their 
  faces show the horror and pain they suffered at 
  the hands of the drow. 
   
  The floor is slick with blood from the victims, 
  including the clerics of Zodal.  Beltha Yoro, the 
  Head Cleric of this temple, is pinned to the stone 
  wall.  She has several spikes driven through her, 
  but the spikes were not placed in vital areas.  A 
  large pool of blood has dripped from her pinned 
  body, and covers the floor.  Beltha’s face is locked 
  in anguish. 
   
  A lone drow elf steps out of the shadows.  He 
  holds a hammer in one hand and an iron spike in 
  the other.  Tears stream down his face as he drops 
  the items that clang loudly and echo in the stone 
  temple.  He extends his hands, palms outward, in 
  a sign of peace. 
  The drow is Trith’zan, a warrior/assassin who was part 
  of tonight’s raiding party.  He has twice suffered both 
  the curse and damnation of Zodal.  He initially entered 
  the temple with weapons, and suffered a loss to his hit 
  points.  When he slew a patient, he lost half of his 
  levels, half his ability scores, and his alignment shifted 
  from evil to neutral.  He also lost half his remaining 
  class levels, as well as half his ability scores, again, 
  when he went back in and committed the painful 
  murder of Beltha Yoro.  His alignment shifted again, 
  and Trith’zan is now Chaotic Good.  He truly wishes to 
  become a cleric of Zodal, and atone for his evil crimes, 
  although he is very frail and rather dimwitted, From 
  Radigast, Dennen Astralstaff is scrying on Moochie 
  who does not resist.  He will appear near the end of the 
  interview to take possession of the “prisoner.” 
   
  The interview with Trith’Zan should not take 
  more than 10 minutes.  After 10 minutes of real time, 
  Dennon Astralstaff will step in and take the prisoner.  
  Any vital information not given, can be given to the 
  PCs by Dennon in the morning.   
   
  He is very weak from the curse and damnation of 
  Zodal, and speaks broken common to the PCs.  
  
  Restoration, Part Two 
   
  Page 9 
  Trith’zan pleads with the PCs to allow him to stay at 
  the temple to atone for his evil life and become a cleric. 
   In return for their mercy, he will confess all he knows 
  of the drow alliance with the cultists of Kyuss, and can 
  tell the PCs the following information: 
  • 
  His underground city is near the mighty river to 
  the North (the Artonsamay River, though he 
  doesn’t know the name of it).  He came to the 
  surface from a crack that opened in the cliff face, 
  and the drow use an abandoned building to rest 
  while the blinding sun is in the sky. 
  • 
  The drow have abducted many surface elves for 
  sacrifice to Lloth, the Spider God.  During these 
  raids, drow have also slain many non-elves.  The 
  drow prefer to slay the children first, while their 
  parents helplessly watch. 
  • 
  The drow despise their alliance with the undead 
  clerics of Kyuss.  The human clerics are repulsive, 
  and delight in raising fallen drow as mindless 
  undead at every opportunity. 
  • 
  Trith’zan, now changed to a good alignment, is 
  concerned for the safety of the surface dwellers.  
  The raids are nearly finished, since the dark elves 
  have more than enough elves to make sacrifices 
  for the next dozen years.  But other drow cities are 
  sending raiding parties up from the Glowing 
  Crystal area (he doesn’t know it is called Crystal 
  Springs). 
  • 
  We attacked the Zodal’s Temple looking for 
  Zodal’s Sword.  It is pertinent in dealing with the 
  ancient one’s magic, which is in the Glowing 
  Crystal area.   
  • 
  According to Ancient precepts, the Hand and Tear 
  of Pelor must be joined with the magical Plug one 
  full day before the Autumnal Solstice, CY 594. 
  If the PCs agree to spare him, he will devote his life to 
  Zodal.  Trith’zan will find a special ointment marked as 
  Obad Hai’s Beard bite treatment the Temple of Zodal, 
  and offer it to any of the PC(s) that have been “scared” 
  by the spore/dust attack from the drow Zombies. The 
  decent thing to do is to bury the slain patients and 
  clerics.  The PCs can stay in the Temple of Zodal for 
  accelerated healing. 
  Encounter Five - An 
  Opportunity to Right Past 
  Wrongs 
  Ask the PCs if they intend to continue with the 
  mission, and immediately transition to this encounter. 
   Make certain to role play that Moochie really wants to 
  participate and that he can be a good adventurer too. 
  Departing the Temple of Zodal in the morning, 
  Trith’zan is seen waving goodbye.  He stands deep 
  in the shadows of the stone temple.  The pain he 
  must be suffering from the sun will be a reminder 
  of his new commitment for many years to come. 
   
  Dennon Astralstaff remarks that he has been 
  ordered by the Countess to stay and make sure the 
  Temple of Zodal gets cleaned up and back on it’s 
  feet, and that all patrons and patients there are 
  given last rights.  He urges your party onward 
  since time is crucial with the drow raids 
  continuing in the County.  He points toward 
  Moochie when the boy isn’t looking and says 
  quietly, “The Tear of Pelor needs to be escorted to 
  the Plug as quickly as possible” 
   
  Trith’zan’s warning of more drow raids from 
  Crystal Springs gives urgency to the journey.  You 
  cross many rolling hills as you make your way 
  north and east until you come to the Franz River. 
   
  It is late in the afternoon when your party 
  arrives at what used to be the town of Dosselford.  
  Large oak trees have several corpses dangling 
  from hangings.  Crows peck at the bodies that 
  have the word ‘traitor’ painted on their naked 
  bodies. 
   
  Construction 
  is 
  underway 
  to 
  rebuild 
  Dosselford.  Most of the men working to rebuild 
  the town have the word ‘traitor’ painted on their 
  shirts.  The foreman is a large man that issues 
  orders for the safety of the workers, as well as the 
  details for how to assemble the structures. 
  Brackman, the foreman, informs the PCs about the 
  rebuilding of Dosselford.  He will take a moment to 
  look the party over.  If any PC bears the red tattoo of 
  the Bull, he will immediately rebuke them as traitor.  
  He will tell them he has a skilled cleric on site that has 
  learned from the County government how to remove 
  the magical tattoo.  If the tattoo’d PC declines his offer, 
  he will no longer acknowledge that PCs existence.   
   
  Brackman will also remark to any of the PCs that 
  bear the social penalty from the Crossroads Curse that 
  “Dealin’ with devils is worse than sidin’ with that 
  traitor Duncombe.” He will offer to let the PC work 
  toward their atonement rebuilding Dosselford. 
   
  Any PC can have their social penalty from the 
  Crossroads Curse completely removed by working to 
  restore the town of Dosselford after this adventure is 
  over.  Although Brackman is rather narrow-minded, 
  and only thinks about the rebuilding of the town, the 
  PCs’ concern is to destroy The Plug before more drow 
  return to the surface.  Brackman will press every PC 
  who bears the Crossroads Curse into working to 
  rebuild Dosselford, as a means of ‘righting the wrongs 
  of the war.’ 
  
  Restoration, Part Two 
   
  Page 10 
   
  A PC that dealt with devil can accept an 
  atonement by spending 26 TU rebuilding Dosselford.  
  This TU cost will mean the PC is out of play until the 
  TUs are spent, but returns back into play with his/her 
  social penalty offset by a +10 to charisma-based skills.  
  If the PC does not currently have enough TUs, the 
  remaining TUs must be taken from next year’s play on 
  the first Adventure Record of the next year. 
  Encounter Six - Trouble from 
  the River 
  Ask the PCs if they intend to continue with the 
  mission, and immediately transition to this encounter. 
   Make certain to role play that Moochie really wants to 
  participate and that he can be a good adventurer too. 
  The sun is sinking in the west when a feeling of 
  impending doom seems to drive the decision to 
  get to the Crystal Springs as quickly as possible.  
  The fastest way now is to follow the west bank of 
  the Franz River upstream.  Though there is a 
  rough wagon track along the river, entire sections 
  have been lost to recent flooding of the Franz 
  since there’s been no one in Dosselford to 
  maintain it.  Progress is slowed by stagnant pools 
  of water and mud along the way to Crystal 
  Springs. 
   
  Large gnarled trees with low hanging 
  branches grow in abundance in the muddy areas 
  along the Franz River.  Their roots rise above the 
  water level.  Obad Hai’s beard hangs damp, and 
  pale silvery-green from the branches of all the 
  trees.  The watery sludge currently being 
  navigated through is by no means firm ground.  
  Weight causes one to sink to their knees in the 
  quagmire with each step.  Movement is very slow, 
  and very difficult.  To backtrack and find higher 
  ground to enter the valley from above would take 
  at least another day. 
   
  The entrance to the springs is a quarter-mile 
  ahead through a narrow valley that is bogged 
  down by mud.  The water gushes out of a hole in 
  the side of a hill into the valley that stands in the 
  way. 
   
  Movement is 1/2, unless the PC can travel unhindered 
  through the mud.  Under this critical hindrance, the 
  PCs are attacked. 
   
  Terrain: A 30 to 50 foot stream quickly flows 
  down one side of the valley while the PCs walk on the 
  other side.  Sparse trees dot the landscape and mud 
  hinders movement.  Any mount being ridden, risks 
  getting lamed.  While most animals will not get 
  injured, they cannot be used effectively in the mud 
  since their movement is cut to 1/4th. 
   
  Tactics: One Crocodile or Leech Walker will hide 
  in the water waiting for the party to engage the other 
  combatant.  Attempt to drag PCs into the water 
  regardless of APL.  Make certain to brush up on 
  drowning rules. 
  APL 2 
  � Crocodile (2): hp 22 each; see Monster Manual 
  page 271. 
  APL 4 
  � Crocodile (4): hp 22; see Monster Manual page 
  271. 
  APL 6 
  � Crocodile, Giant (1): hp 59; see Monster Manual 
  page 271. 
  APL 8 
  � Leech Walker (1): hp 97; see Monster Manual II, 
  page 135. 
  APL 10 
  � Leech Walker (2): hp 97 each; see Monster 
  Manual II, page 135. 
  APL 12 
  � Leech Walker (4): hp 97 each; see Monster 
  Manual II, page 135. 
  Encounter Seven – The Journey 
  Underground 
  Ask the PCs if they intend to continue with the 
  mission, and immediately transition to this encounter. 
   Make certain to role-play that Moochie really wants to 
  participate and that he can be a good adventurer too. 
  Waters bubble up from many places in the Crystal 
  Springs, and cascades down formations of crystal.  
  Soon these streams converge to become the Franz 
  River.  Through millions of years of erosion, the 
  waters have cut a deep gorge in the land, creating a 
  steep river valley; near the head of the gorge is a 
  large cave that delivers a fast moving stream of 
  water into the river. 
   
  Traveling through this swift running water is 
  treacherous.  And the PCs will have to make their 
  way carefully into the cave if they want to reach 
  the Plug.  PCs who played the MoCS series have 
  used this entrance in the past, but the pressure of 
  the water spilling out of this cave was not as 
  forceful as it is now. 
  Allow synergy bonuses for rope use and ingenuity for 
  teamwork.  The balance or strength checks for 
  navigating through the rushing water each round are: 
  
  Restoration, Part Two 
   
  Page 11 
  APL 2, DC 13 
  APL 4, DC 16 
  APL 6, DC 20 
  APL 8, DC 23 
  APL 10, DC 26 
  APL 12, DC 30 
  Failure of both checks results in 2 hp damage for each 
  APL.  The damage is caused by the intake of water, as 
  well as the bumps, bruises, scraps, and cuts sustained as 
  the PC is washed out of the cave.  And the PC still has 
  to try again.  Failure of only one of the checks results in 
  no forward progress.  The distance to traverse is only 
  50 ft.  The DC for progress drops to 5 once a rope is 
  strung past the entrance cave. 
   
  The cave mouth appears to be 10 ft wide and 7 ft 
  tall, with a turbulent stream of water rushing out 
  leaving a 3 ft air gap above it.  There seems to be a faint 
  light within the tunnel, and drier footing can be seen 
  50 to 100 ft inside. 
  Once past the rushing water at the caves entrance, 
  it is evident that the caves of the Crystal Springs 
  have indeed changed.  The waters seem to be 
  coming through the “ambush” cavern, and there is 
  now a slope up out of the water leading toward the 
  location known as The Plug.  In addition, instead 
  of a “Y” junction with a faintly glowing blue-
  veined crystal pillar and a pool, there is a roughly 
  circular chamber with a cleanly faceted pillar at 
  the center.  There is only one other exit on the far 
  side of this room. 
  Encounter Eight - The Ultimate 
  Sacrifice  
  Use Map #2 for to draw the room for Encounter Eight, 
  and later to show the path between Tovag and The 
  Plug.  Now that the PCs have safely escorted him into 
  the caves, Moochie is no longer animated and 
  obnoxious.  He will stay to the rear and out of the way, 
  watching for an opportunity to escape down the 
  tunnels to fulfill his own mission. 
  Between you and the path to The Plug is a large 
  crystal formation.  Rumor has it that the Masters 
  fashioned this crystal, and several similar stone 
  formations throughout the County of Urnst.  This 
  formation must be one of the Tovags, a gating 
  mechanism used to bring devils onto this plane to 
  do the Masters bidding. 
   
  With the Masters destroyed, the crystal 
  formation is eerily dark.  One would reason that 
  without the Masters to summon them, devils can 
  no longer use the Tovags to enter this realm.  But 
  as you look at the crystal Tovag, it suddenly flares 
  red, bathing the whole cavern in a blood –red 
  color.  Out steps creatures too terrible for words! 
  As soon as they realize they are not alone, their 
  eyes flair with malice… 
  APL 2 
  � Lemure (5): hp 9 each; see Monster Manual page 
  57. 
  APL 4* 
  � Bearded Devil (2): hp 43 each; see Monster 
  Manual page 52. 
  APL 6 
  � Bone Devil (1): hp 95; see Monster Manual page 
  52. 
  APL 8 
  � Bone Devil (2): hp 95 each; see Monster Manual 
  page 52. 
  APL 10  
  � Ice Devil (1): hp 147; see Monster Manual page 56. 
  APL 12 
  � Ice Devil (2): hp 147 each; see Monster Manual 
  page 56. 
   
  During the first round of combat, Moochie will move 
  slowly to the wall furthest from the devils (movement 
  of 30 ft, and free action to activate magic item: boots of 
  speed, unbeknownst to the PCs).  During the second 
  round of combat, Moochie will quickly run around and 
  through the exit leading to The Plug.  A spot check 
  (DC 10) is required to notice that Moochie is moving 
  very fast.  At the end of the 4th round after the battle 
  starts, Moochie will plunge the special sword into The 
  Plug, using both hands. 
   
  When Moochie plunges the special sword into the 
  Plug, the door and ceiling above it will explode into 
  several thousand fragments as if the sword or The Plug 
  were made from some sort of high explosive.  All 
  damage is non-lethal beyond 15 ft.  Any characters 
  within 50’ of The Plug explosion and cave in (especially 
  Moochie) will be vulnerable to all of the following: 
  • 
  2d4 points of damage per APL from the shrapnel.  
  A reflex save (DC 19) for half damage.  Automatic 
  damage x10 for Moochie! 
  • 
  2d6 points of sonic damage per APL.  Fortitude 
  save (DC 17) for half damage.  Automatic damage 
  x10 for Moochie! 
  • 
  Will save (DC 15) to avoid being stunned for 1d4 
  rounds.  Automatic death for Moochie! 
  
  Restoration, Part Two 
   
  Page 12 
  When the Plug explodes, it triggers the explosion of 
  the crystal Tovag one round later.  The Tovag and the 
  Plug must somehow have been connected. There is no 
  cave-in near The Tovag.  All damage is non-lethal 
  beyond 15 ft.  Any characters within 50’ of The Tovag 
  explosion will be vulnerable to all of the following: 
  • 
  1d4 points of damage from shrapnel per APL.  
  Reflex Save (DC 19) for half damage.  Automatic 
  max damage for devils! 
  • 
  1d6 points of sonic damage per APL.  Fortitude 
  Save (DC 17) for half damage.  Automatic max 
  damage for devils! 
  Any remaining devils also take the above damage from 
  the exploding Tovag, but they are not entitled a saving 
  throw due to their link between the crystal and their 
  summoning to this plane.  If you need to wrap things 
  up in a hurry, the destroyed crystal Tovag slays all 
  remaining devils. 
  Conclusion 
  The explosion rips through the crystal cave.  Upon 
  entering The Plug chamber after the explosion – 
  coughing from the dirt and dust — it is evident 
  that there is a pile of rubble where The Plug had 
  been.  Unfortunately, Moochie has been pinned 
  under several large stones during the cave in.   
   
  Something about him is different, and you 
  notice his hat has come off during the explosion.  
  Then you see that Moochie is actually a woman.  
  No mere woman, either, for you see she is the 
  Countess, and she is punctured with numerous 
  shards of crystal.  Her unblinking eyes stare at 
  nothing, and she is unresponsive. 
  If the PCs search her body they will find the hat of 
  disguise and a letter.  The letter reads:  This action was 
  foreseen.  Please bring the Hand and Tear of Pelor back 
  to Astralstaff. 
   
  Wait for the PCs to respond to this and possible 
  start to pull her shattered body from the rubble 
  (possibly 2 rounds), and then read: 
  There is a building rumbling sound, as if the 
  caverns beyond the destroyed Plug are collapsing.  
  Crystal dust and falling shards fall from the 
  groaning ceiling. 
   
  If the PCs leave fairly quickly, make them think 
  that they are just barely escaping with their lives.  If 
  they delay more than one minute after entering the 
  Plug chamber, have them make 1 Reflex save per APL 
  DC12, each minute they remain in the cavern.  It 
  should only take them 5 to 6 rounds to exist the cavern. 
   Damage is 1d4 slashing and 1d4 non-lethal per save 
  failed, half if made (none with Evasion). 
  The collapsing crystal has blocked the flow of 
  water upstream of the “ambush” cave, so exiting 
  quickly is no problem. 
   
  NOTE: PCs may attempt to bring the Countess 
  back to life outside the cavern, but all attempts fail.  
  She is dead and does not want to be resurrected.  Speak 
  with dead also fails, if the PCs have the audacity to try 
  this spell on a recently deceased Head of State! (There 
  was a Contingency spell which cast spell immunity: speak 
  with dead on the body) 
   
  If the party uses conventional travel to return to 
  Radigast, read the following: 
  On the way back down the valley, the ground 
  shakes, and there is a massive rumbling from 
  underfoot, as if something the size of a city were 
  being devoured by hundreds of Xorns.  A massive 
  plume of crystal dust and debris explosively blows 
  into the valley leaving a sparkling cloud 
  suspended between the cliffs.  The flow of the 
  stream here is drastically reduced.  Many of the 
  springs must have been blocked by cave-ins.  
  Later, as the party approaches Dosselford, a small 
  flood’s crest rushes down the stream.  The springs 
  have found there way through the rubble and the 
  Franz River is restored to its former level. 
   
  The body of Countess Belissica lies in state in 
  the Radigast City palace for several days after your 
  return.  Mourners from all over the Flanaess come 
  to pay their respects to the fallen Countess.  To the 
  surprise of many, Belissica’s cousin, the Baroness 
  Elone Hofre Gellor, a Paladin of Heironeous, from 
  the Lord Barony of the North Charn was quickly 
  chosen for succession. 
   
  Dennen Astralstaff arranges for you to meet 
  with him in the Obsidian Conclave.  “The 
  Countess insisted that no one but she make the 
  sacrifice to destroy the Plug,” says the old wizard 
  as you stand before him.  “When we attempted to 
  resurrect her, she did not, or could not accept.  We 
  do not understand why.” 
   
  “Since you kept her safe through the perils 
  and long journey to the Crystal Springs, you have 
  my gratitude.  In addition, let me see what items 
  the College of Magic can make available to you.  I 
  wish I could give these items freely, but alas, 
  enchanted items are precious to the realm, and 
  must be accounted for properly.” 
   
  “You have my respect, good heroes,” says the 
  wizard.  “Keep well, and continue your heroic 
  adventures.  The fact that the Baroness now sits 
  upon the throne may be a good thing, but I have 
  begun to hear whispers and rumors that forces in 
  The Duchy were instrumental in making the way 
  easy for her to claim the empty throne in such a 
  short time.  It seems we are still living in 
  interesting times.” 
  
  Restoration, Part Two 
   
  Page 13 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished.  Then assign 
  the experience award.  Award the total value 
  (objectives plus role-playing) to each character. 
   
  Encounter 3 – The Hamlet of Brookhollow 
  (EL+1)  
   
   
  Objective: Defeat the enemies. 
   
  APL2 90 xp; APL4 150 xp; APL6 210 xp; APL8 270 xp; 
  APL10 330 xp; APL12 390 xp. 
   
  Encounter 6 — Trouble from the River (EL+2) 
   
   
   
   
   
  Objective: Defeat the enemies. 
   
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 xp; 
  APL10 360 xp; APL12 420 xp. 
   
  Encounter 8 — The Ultimate Sacrifice (EL+3) 
   
   
   
   
   
  Objective: Defeat the enemies. 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp; APL8 330 xp; 
  APL10 390 xp; APL12 450 xp. 
   
  Discretionary roleplaying award 
  APL2 90 xp; APL4 135 xp; APL6 180 xp; APL8 225 xp; 
  APL10 270 xp; APL12 315 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; APL8 1125 xp; 
  APL10 1350 xp; APL12 1575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold.  If you feel it is reasonable that 
  
  Restoration, Part Two 
   
  Page 14 
  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; M = Magic Itemsl C = 
  Coin, Gems, Jewelry, and other valuables. 
  L:  Looted gear from enemy 
  M:  Magic Items (sell value)  
  C:  Coin, Gems, Jewelry, and other valuables 
   
  Encounter 3 – The Hamlet of Brookhollow 
  APL 2: L 350gp; M 3312 gp; C 95gp 
  APL 4: L 330gp; M 5232 gp; C 137gp 
  APL 6: L 330gp; M 9982 gp; C 0gp 
  APL 8: L 330gp; M 20232 gp; C 0gp 
  APL 10: L 330 gp; M 29232 gp; C 0 gp 
  APL 12: L 330 gp; M 41232 gp; C 0 gp 
   
  Total Possible Treasure 
  APL 2: L 350gp; M 3312 gp; C 95gp 
  APL 4: L 330gp; M 5232 gp; C 137gp 
  APL 6: L 330gp; M 9982 gp; C 0gp 
  APL 8: L 330gp; M 20232 gp; C 0gp 
  APL 10: L 330 gp; M 29232 gp; C 0 gp 
  APL 12: L 330 gp; M 41232 gp; C 0 gp 
   
  Items for the AR: 
  Relic of the Swan – To commemorate the death of 
  Her Brilliancy the Countess Belissica Gellor, the Arch 
  Mage Dennen Astralstaff has ordered mementos to be 
  produced by skilled artisans, known as the Relic of the 
  Swan, for all those who attend the ceremonies 
  surrounding the presentation of her body Lying in 
  State.  These intricately painted egg-shaped mementos 
  contain a tiny piece of some article of clothing worn by 
  the Countess, or some other small item belonging to 
  her.  Each is unique and is presented to mourners by 
  Astralstaff himself.  For those brave souls who 
  accompanied the Countess to her Ultimate Sacrifice 
  (and to the Cleric to offset his loss of experience), he 
  has promised to have the Relic of the Swan enchanted 
  with a magical enhancement bonus to any one skill, 
  selected by the PC from the list below at the time of 
  enchantment.  This +5 skill bonus will be conferred to 
  whomever has the Relic on her person for over one 
  hour (dimensional spaces block the effect).  Of course, 
  Astralstaff does request a small donation to the 
  Countess’ War Orphan Relief Fund be made in return. 
   This favor does not expire, but may only be used once. 
   When used, the DM must record the following 
  information and the favor crossed off. 
  Relic of the Swan; Faint Divination; CL 1st; 
  Craft Wondrous Item, 5 ranks of the skill needed.  
  Price 8,000 gp.  
   
  Bought on AR: ________        DM Signature 
  _________________________________ 
  Select One: 
  �  Bluff  
  �  Diplomacy 
  �  Disable Device 
  �  Listen 
  �  Ride  
  �  Sense Motive 
  �  Spellcraft 
  �  Tumble 
   
  Atonement for the Crossroads Curse – Any PC that 
  bears the Crossroads Curse (from URC3-04 Lordmaker) 
  of –10 to their charisma-based skills may agree to work 
  toward their atonement by spending 26 TUs in 
  community service rebuilding the town of Dosselford. 
   If the PC has less than 26 TUs remaining for the year, 
  
  Restoration, Part Two 
   
  Page 15 
  they will be out of play until the first of the next year 
  when they may deduct the remaining TUs from their 
  starting balance of 52.  After working half a year 
  rebuilding Dosselford, the PCs curse is negated by the 
  characters willingingness to sacrifice and work for the 
  benefit of everybody.  (Frequency Adventure) 
   
  Removal of Unwanted Tattoos – For the cost of 300 gp, 
  Brackman will arrange for this PC to have their 
  magical tattoo from URC3-08 Winds of Change removed 
  while present in Dosselford.  (Frequency Adventure) 
    
  APL 2 
  Potion of Enlarge (cast at 1st level); 50 gp (Frequency 
  Regional) 
  Vest of Resistance +1 (T&B); 1000 gp (Frequency 
  Regional) 
   
  APL 4: All items from APL 2, plus: 
  Wand of Cure Light Wounds, 750 gp (Frequency 
  Regional) 
   
  APL 6: All items from APL 2-4 
   
  APL 8: All items from APL 2-4 
  Wand of Summon Monster III, 11,250 gp (Frequency 
  Regional) 
   
  APL 10: 
  Potion of Enlarge (cast at 1st level); 50 gp (Frequency 
  Regional) 
  Vest of Resistance +3 (T&B): 9,000 gp (Frequency 
  Regional) 
  Wand of Cure Light Wounds, 750 gp (Frequency 
  Regional) 
  Wand of Summon Monster III, 11,250 gp (Frequency 
  Regional) 
   
  APL 12: All items from APL 10, plus: 
  Periapt of Wisdom +4; 16,000 gp (Frequency Regional) 
  
  Restoration, Part Two 
   
  Page 16 
  Appendix One — Combat Stat Blocks
  Encounter 3 — The Hamlet of Brook hollow 
  APL 2  
   
   
   
   
   
  Cleric of Kyuss (1): Human Clr 2; CR 2; Medium 
  humanoid (human); HD 2d8+4; hp 21 (+3 Toughness); 
  Init +0; Spd 20 ft; AC 20 (+6 Banded Mail, +2 Shield, +2 
  Shield of Faith), touch 12, flat-footed 20; Base Atk +1; 
  Grp +3; Atk +4 melee (1d8+4 2-handed +1 Heavy Mace); 
  Full Atk +4 melee (1d8+4 2-handed +1 Heavy Mace); SA 
  rebuke undead 4/day; SQ —; SR 0; AL CE; SV +1 vs 
  Good Fort +6, Ref +1, Will +6; Str 14, Dex 10, Con 14, 
  Int 10, Wis 15, Cha 12.   
  Skills and Feats: Concentration +11 (+5r, +2 
  Con, +4 Combat Casting), Knowledge:  Religion +5, 
  and Spell Craft +5.  Combat Casting, Toughness. 
  Cleric Spells Prepared (4/3+1; save DC 12 + spell 
  level): 0—detect magic, inflict minor wounds, light, read 
  magic; 1st— doom (2), protection from good, shield of faith.  
  NOTE:  Underlined spells are pre-cast. 
   
  *Domain spell.  Domains: Death (death touch 
  1/day); Evil (cast evil spells at +1 caster level). 
  Possessions: heavy mace +1, vest of resistance +1, banded 
  mail, heavy steel shield, potion of enlarge (2, cast at 1st 
  level), silver holy symbol (painted black), spell 
  component pouch. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor 
  adorned with a leering black skull with worms in its 
  eyes.  A black painted steel shield is secured to his left 
  arm, and he wields a black heavy mace in his right 
  hand.  Height 5 ft.  5 in.  Weight 150 lb. 
  APL 4  
   
   
   
   
   
  Cleric of Kyuss (1): Human Clr 4; CR 4; Medium 
  humanoid (human); HD 4d8+8; hp 40 (+6 Toughness); 
  Init +0; Spd 20 ft; AC 21 (+6 Banded Mail, +3 Shield, +2 
  Shield of Faith), touch 12, flat-footed 21; Base Atk +3; 
  Grp +5; Atk +6 melee (1d8+4 2-handed +1 Heavy Mace); 
  Full Atk +6 melee (1d8+4 2-handed +1 Heavy Mace); SA 
  rebuke undead 4/day; SQ —; SR 0; AL CE; SV +1 vs 
  Good Fort +7, Ref +1, Will +8; Str 14, Dex 10, Con 14, 
  Int 10, Wis 16, Cha 12.   
   
  Skills and Feats: Concentration +13 (+7r, +2 Con, +4 
  Combat Casting), Knowledge:  Religion +7, and Spell 
  Craft +7.  Combat Casting, Toughness (2). 
   
  Cleric Spells Prepared (5/4+1/3+1; save DC 13 + 
  spell level): 0 —detect magic, inflict minor wound (2), 
  light, read magic; 1st — doom (3), protection from 
  good, shield of faith; 2nd — death knell*, desecrate, 
  hold person (2).  NOTE:  Crossed Out spells are pre-
  cast. 
   
  *Domain spell.  Domains: Death (death touch 
  1/day); Evil (cast evil spells at +1 caster level). 
   
  Possessions: heavy mace +1, heavy steel shield +1, vest of 
  resistance +1, banded mail, potion of enlarge (2, cast at 1st 
  level), wand of cure light wounds, silver holy symbol 
  (painted black), spell component pouch. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor 
  adorned with a leering black skull with worms in its 
  eyes.  A black painted steel shield is secured to his left 
  arm, and he wields a black heavy mace in his right 
  hand.  Height 5 ft.  5 in.  Weight 150 lb. 
   
  Zombies, Human (4): hp 20 each; see Monster Manual 
  page 266.  NOTE: The Zombies are under the influence 
  of a pre-cast desecrate. 
  
  Restoration, Part Two 
   
  Page 17 
  APL 6  
   
   
   
   
   
  Cleric of Kyuss (1): Human Clr 6; CR 6; Medium 
  humanoid (human); HD 6d8+12; hp 59 (+9 Toughness); 
  Init +0; Spd 20 ft; AC 22 (+6 Banded Mail, +3 Shield, +3 
  Shield of Faith), touch 13, flat-footed 22; Base Atk +4; 
  Grp +6; Atk +7 melee (1d8+4 2-handed +1 Heavy Mace); 
  Full Atk +7 melee (1d8+4 2-handed +1 Heavy Mace); SA 
  rebuke undead 4/day; SQ —; SR 0; AL CE; SV +1 vs 
  Good Fort +8, Ref +3, Will +10; Str 14, Dex 10, Con 14, 
  Int 10, Wis 18, Cha 12.   
   
  Skills and Feats: Concentration +15 (+9r, +2 Con, +4 
  Combat Casting), Knowledge:  Religion +9, and Spell 
  Craft +9.  Combat Casting, Toughness (3). 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; save DC 14 
  + spell level): 0 —detect magic, inflict minor wound 
  (2), light, read magic; 1st — doom (3), protection from 
  good, shield of faith; 2nd — death knell*, desecrate, 
  hold person (3); 3rd — bestow curse (3), magic circle 
  against good*.  NOTE:  Crossed Out spells are pre-cast. 
   
  *Domain spell.  Domains: Death (death touch 
  1/day); Evil (cast evil spells at +1 caster level). 
   
  Possessions: heavy mace +1, heavy steel shield +1, periapt 
  of wisdom +2, vest of resistance +1, banded mail, potion of 
  enlarge (2, cast at 1st level), wand of cure light wounds, 
  silver holy symbol (painted black), spell component 
  pouch. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor 
  adorned with a leering black skull with worms in its 
  eyes.  A black painted steel shield is secured to his left 
  arm, and he wields a black heavy mace in his right 
  hand.  Height 5 ft.  5 in.  Weight 150 lb. 
   
  Zombies, Human (7): hp 20 each; see Monster Manual 
  page 266.  NOTE: The Zombies are under the influence 
  of a pre-cast desecrate. 
  APL 8  
   
   
   
   
   
  Cleric of Kyuss (1): Human Clr 8; CR 8; Medium 
  humanoid (human); HD 8d8+16; hp 72 (+6 Toughness); 
  Init +4; Spd 20 ft; AC 22 (+6 Banded Mail, +3 Shield, +3 
  Shield of Faith), touch 13, flat-footed 22; Base Atk +6/+1; 
  Grp +8; Atk +9 melee (1d8+4 2-handed +1 Heavy Mace); 
  Full Atk +9/+4 melee (1d8+4 2-handed +1 Heavy Mace); 
  SA rebuke undead 4/day; SQ —; SR 0; AL CE; SV +1 vs 
  Good Fort +9, Ref +3, Will +11; Str 14, Dex 10, Con 14, 
  Int 10, Wis 19, Cha 12.   
   
  Skills and Feats: Concentration +17 (+11r, +2 Con, 
  +4 Combat Casting), Knowledge:  Religion +11, and 
  Spell Craft +11.  Combat Casting, Improved Initiative, 
  Toughness (2). 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; save 
  DC 14 + spell level): 0 —detect magic, inflict minor 
  wound (3), light, read magic; 1st — doom (4), 
  protection from good, shield of faith; 2nd — death 
  knell*, desecrate, hold person (3); 3rd — bestow curse 
  (4), magic circle against good*; 4th — poison (3), 
  unholy blight*.  NOTE:  Crossed Out spells are pre-
  cast. 
   
  *Domain spell.  Domains: Death (death touch 
  1/day); Evil (cast evil spells at +1 caster level). 
   
  Possessions: heavy mace +1, heavy steel shield +1, periapt 
  of wisdom +2, vest of resistance +1, banded mail, potion of 
  enlarge (2, cast at 1st level), wand of cure light wounds, 
  wand of summon monster III, silver holy symbol 
  (painted black), spell component pouch. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor 
  adorned with a leering black skull with worms in its 
  eyes.  A black painted steel shield is secured to his left 
  arm, and he wields a black heavy mace in his right 
  hand.  Height 5 ft.  5 in.  Weight 150 lb. 
   
  Spawn of Kyuss (2): hp 37 each; see Monster Manual II 
  page 186.  NOTE:  The Spawns of Kyuss are under the 
  influence of a pre-cast desecrate. 
  
  Restoration, Part Two 
   
  Page 18 
  APL 10  
   
   
   
   
  Cleric of Kyuss (1): Human Clr 10; CR 10; Medium 
  humanoid (human); HD 10d8+20; hp 91 (+9 
  Toughness); Init +4; Spd 20 ft; AC 22 (+6 Banded Mail, 
  +3 Shield, +3 Shield of Faith), touch 13, flat-footed 22; 
  Base Atk +7/+2; Grp +9; Atk +10 melee (1d8+4 2-
  handed +1 Heavy Mace); Full Atk +10/+5 melee (1d8+4 
  2-handed +1 Heavy Mace); SA rebuke undead 4/day; SQ 
  —; SR 22 (pre-cast spell resistance); AL CE; SV Fort +12, 
  Ref +6, Will +11; Str 14, Dex 10, Con 14, Int 10, Wis 19, 
  Cha 12.   
   
  Skills and Feats: Concentration +19 (+13r, +2 Con, 
  +4 Combat Casting), Knowledge:  Religion +13, and 
  Spell Craft +13.  Combat Casting, Improved Initiative, 
  Toughness (3). 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/ 2+1; 
  save DC 14 + spell level): 0 —detect magic, inflict 
  minor wound (3), light, read magic; 1st — doom (4), 
  protection from good, shield of faith; 2nd — death 
  knell*, desecrate, hold person (4); 3rd — bestow curse 
  (4), magic circle against good*; 4th — poison (4), 
  unholy blight*; 5th — flame strike, slay living*, spell 
  resistence.  NOTE:  Crossed Out spells are pre-cast. 
   
  *Domain spell.  Domains: Death (death touch 
  1/day); Evil (cast evil spells at +1 caster level). 
   
  Possessions: heavy mace +1, heavy steel shield +1, periapt 
  of wisdom +2, vest of resistance +3, banded mail, potion of 
  enlarge (2, cast at 1st level), wand of cure light wounds, 
  wand of summon monster III, silver holy symbol 
  (painted black), spell component pouch. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor 
  adorned with a leering black skull with worms in its 
  eyes.  A black painted steel shield is secured to his left 
  arm, and he wields a black heavy mace in his right 
  hand.  Height 5 ft.  5 in.  Weight 150 lb. 
   
  Spawn of Kyuss (3): hp 37 each; see Monster Manual II 
  page 186.  NOTE:  The Spawns of Kyuss are under the 
  influence of a pre-cast desecrate. 
  APL 12  
   
   
   
   
  Cleric of Kyuss (1): Human Clr 12; CR 12; Medium 
  humanoid (human); HD 12d8+24; hp 107 (+9 
  Toughness); Init +4; Spd 20 ft; AC 23 (+6 Banded Mail, 
  +3 Shield, +4 Shield of Faith), touch 14, flat-footed 23; 
  Base Atk +9/+4; Grp +11; Atk +12 melee (1d8+4 2-
  handed +1 Heavy Mace); Full Atk +12/+7 melee (1d8+4 
  2-handed +1 Heavy Mace); SA rebuke undead 4/day; SQ 
  —; SR 24 (pre-cast spell resistance); AL CE; SV Fort +13, 
  Ref +7, Will +17; Str 14, Dex 10, Con 14, Int 10, Wis 22, 
  Cha 12.   
   
  Skills and Feats: Concentration +24 (+15r, +2 Con, 
  +4 Combat Casting +3 Skill Focus), Knowledge:  
  Religion +15, and Spell Craft +15.  Combat Casting, 
  Improved Initiative, Skill Focus: Concentration, 
  Toughness (3). 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/4+1/ 
  4+1/3+1; save DC 16 + spell level): 0 —detect magic, 
  inflict minor wound (3), light, read magic; 1st — doom 
  (6), protection from good, shield of faith; 2nd — death 
  knell*, desecrate, hold person (5); 3rd — bestow curse 
  (5), magic circle against good*; 4th — poison (4), 
  unholy blight*; 5th — flame strike (3), slay living*, 
  spell resistence; 6th — create undead*, harm (3).  
  NOTE:  Crossed Out spells are pre-cast. 
   
  *Domain spell.  Domains: Death (death touch 
  1/day); Evil (cast evil spells at +1 caster level). 
   
  Possessions: heavy mace +1, heavy steel shield +1, periapt 
  of wisdom +4, vest of resistance +3, banded mail, potion of 
  enlarge (2, cast at 1st level), wand of cure light wounds, 
  wand of summon monster III, silver holy symbol 
  (painted black), spell component pouch. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor 
  adorned with a leering black skull with worms in its 
  eyes.  A black painted steel shield is secured to his left 
  arm, and he wields a black heavy mace in his right 
  hand.  Height 5 ft.  5 in.  Weight 150 lb. 
   
  Spawn of Kyuss (6): hp 37 each; see Monster Manual II 
  page 186.  NOTE:  The Spawns of Kyuss are under the 
  influence of a pre-cast desecrate. 
  
  Restoration, Part Two 
   
  Page 19 
  Appendix Two – New Monsters
  Spawn of Kyuss: Medium Undead; CR 5; HD 4d12+3; 
  hp 34; Init -1; Spd 30 ft.; AC 11 (touch 9, flat-footed 11); 
  Base Atk +2; Grap +6; Atk +6 melee (1d6+6, slam), or +6 
  melee touch (create spawn), or +1 ranged touch (create 
  spawn); Full Atk +6 melee (1d6+6, slam), or +6 melee 
  touch (create spawn), or +1 ranged touch (create 
  spawn); Space/Reach 5 ft./5 ft.; SA Create spawn, fear 
  aura, Kyuss’s gift; SQ Curative transformation, fast 
  healing 5, turn resistance +2, undead traits; AL CE; SV 
  Fort +1, Ref +0, Will +4; Str 18, Dex 9, Con -, Int 6, Wis 
  11, Cha 15. 
   
  Skills: Hide +5, Jump +7, Move Silently +5, Spot +3. 
   
  Feats: Stealthy, Toughness. 
   
  Create Spawn (Su): Once per round as a free 
  action, a spawn of Kyuss can transfer a worm from its 
  own body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee touch 
  attack or a ranged touch attack, hurling a worm at a foe 
  from a distance of up to 10 feet. 
   
  Each worm is a Fine vermin with AC 10 and 1 hit 
  point. It can be killed with normal damage or by the 
  touch of silver. On the spawn’s next action, the worm 
  burrows into its host’s flesh. (A creature with a natural 
  armor bonus of +5 or higher is immune to this 
  burrowing effect.) The worm makes its way toward the 
  host’s brain, dealing 1 point of damage per round for 
  1d4+1 rounds. At the end of that period, it reaches the 
  brain. While the worm is inside a victim, a remove curse 
  or remove disease effect destroys it, and a dispel evil or 
  neutralize poison effect delays its progress for 10d6 
  minutes. A successful Heal check (DC 20) extracts the 
  worm and kills it. 
   
  Once the worm reaches the brain, it deals 1d2 
  points of Intelligence damage per round until it either 
  is killed (by remove curse or remove disease) or slays its 
  host (death occurs at 0 Intelligence). A Small, Medium, 
  or Large creature slain by a worm rises as a new spawn 
  of Kyuss 1d6+4 rounds later; a Tiny or smaller creature 
  quickly putrefies; and a huge or larger creature 
  becomes a normal zombie of the appropriate size. 
  Newly created spawn are not under the control of their 
  parent, but they usually follow whatever spawn of 
  Kyuss created them. 
   
  Fear Aura (Su): A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a fear 
  spell (caster level 7th; Will save DC 14), except that it 
  affects creatures within a 40-foot radius. Any creature 
  that makes a successful saving throw against the effect 
  cannot be affected again by the fear aura of that spawn 
  for 24 hours. 
   
  Kyuss’s Gift (Su): Any creature hit by a spawn of 
  Kyuss’s slam attack must succeed at a Fortitude save 
  (DC 12) or contract this supernatural disease. The 
  incubation period is 1 day, and the disease deals ad6 
  Constitution damage and 1d4 points of Wisdom 
  damage (see Disease in Chapter 8 of the Dungeon 
  Master’s Guide, page 292). These effects manifest as 
  rotting flesh and dementia. N affected creature gets 
  only half the benefits of natural and magical healing, 
  though a remove disease effect removes the affliction. 
   
  Curative Transformation (Ex): Any remove 
  curse or remove disease effect, or a more powerful 
  version of either of these effects, transforms a spawn of 
  Kyuss into a normal zombie. 
   
  Fast Healing (Ex): A spawn of Kyuss regains lost 
  hit points at a rate of 5 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the spawn of Kyuss to 
  regrow or reattach lost body parts. 
   
  Turn Resistance (Ex): A spawn of Kyuss is 
  treated as an undead with 6 Hit Dice for purposes of 
  turn, rebuke, command, and bolster attempts.
  
  Restoration, Part Two 
   
  Page 20 
  Appendix Three — Maps 
   
  Map 1 (from Dennen Astralstaff) – Player handout 
   
  
  Restoration, Part Two 
   
  Page 21 
  Map 2 — DM resource 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC4-06 Restoration, Part Two (3E).pdf