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.  
   
  PAL5I-01 
   
   
   
   
   
   
  The Long, Cold Watches of 
  the Night 
   
  A One-Round D&D LIVING GREYHAWK®
  Theocracy of the Pale Introductory Adventure 
  Version 0.8 
  by Glyn Dewey 
  Triad Editors: Lance White, Derek Schubert 
   
  Guarding the caravan was supposed to be easy. Until now, it was. When you are lost in the Rakers and 
  freezing to death, a lighted window in a strange mountain fortress may be your only hope. A Theocracy of 
  the Pale Introductory Adventure (1st-level PCs only).  
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and scoring 
  after the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  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 DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core 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 DM fill out the RPGA Tracking 
  Sheet. The DM 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. 
  The Long, Cold Watches of the Night 
   
  Page 1 
  
  Living Greyhawk Levels of Play  
   
  # 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 
  Because players bring their own 
  characters 
  to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges 
  are 
  proportioned to the average 
  character level of the PCs 
  participating in the adventure. 
  To determine the Average Party 
  Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability (i.e. animal companions, familiars 
  paladin’s mounts, etc.) use the sidebar chart 
  to determine the 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. 
  5.  
  Since this is an introductory scenario, only 
  1st-level PCs may play. The APL will be either 
  1 or 2 (for six PCs), but the challenges and 
  treasure of this scenario do not change. 
  Time Units and Upkeep  
   
   
  This 
  is 
  a 
  standard 
  one-round 
  Introductory 
  adventure, set in the Theocracy of the Pale. 
  Characters native to the Theocracy of the Pale 
  pay one Time Unit; all others pay two Time Units. 
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp 
  per Time Unit. 
  Special Rules for the 
  Pale 
  It is illegal for adventurers to 
  display a human holy symbol 
  other than that of Pholtus in 
  the Pale as of September 1, 
  2005. Even before that time, 
  Judges 
  should 
  begin 
  to 
  discourage the display of 
  non-Pholtan holy symbols by 
  having Priests of the Church 
  of the One True Path or 
  other authorities of the Pale 
  question their wearing of the 
  holy symbols of false deities.  
   
  This 
  scenario 
  takes 
  place outside the notice of the Palish authorities, 
  though, so a PC should not be penalized for 
  displaying a non-Pholtan holy symbol. 
  Adventure Background 
  This story begins twenty years ago, when Brother 
  Suender fell asleep at his post at the gates of the 
  Monastery 
  of 
  Unceasing 
  Contemplation, 
  an 
  isolated cloister in the Rakers, the steep 
  mountains east of the Theocracy of the Pale. His 
  failure 
  at 
  watch 
  was 
  to 
  have 
  disastrous 
  consequences: of all of the brothers, only Suender 
  ever woke from his slumber, though his eyes did 
  not wake to the light of Pholtus. 
   
  That night, one of the hobgoblin tribes living in 
  the Rakers sent a raiding party to the monastery. 
  When no one raised the alarm at their approach, 
  they slew all of the brothers in their sleep and 
  looted the monastery before returning to their 
  caves and their perennial war against the 
  dwarves. They did one thing more, however. As 
  an offering to his dark god, tribute for his victory, 
  and 
  as 
  a 
  demonstration 
  of 
  the 
  severe 
  consequences of sleeping on watch, the priest of 
  the hobgoblin tribe animated Brother Suender and 
  cursed him to watch over the monastery forever. 
   
  Fitting for an order devoted to contemplation 
  of the One True Path, the Monastery of Unceasing 
  Contemplation was isolated on the frontier of the 
  Pale, away from the distractions of civilization, and 
  rarely had contact with the outside world even 
  when the monks were alive. In the year the 
  The Long, Cold Watches of the Night 
   
  Page 2 
  
  monastery fell out of contact with the Pale, several 
  frontier outposts in the Rakers were destroyed by 
  orcs or hobgoblins, so the Pale launched punitive 
  expeditions against them but gave up on further 
  expansion into the Rakers for a while. In the 
  twenty years since then, the Monastery of 
  Unceasing Contemplation has been more or less 
  forgotten by the Pale. Brother Suender’s undead 
  form, however, has kept a constant watch over the 
  monastery and is still keeping up that watch when 
  the PCs stumble onto it in the midst of a storm. 
  Adventure Summary 
  Note: The bulk of this scenario takes place in the 
  monastery, where Brother Suender’s movements 
  and actions will depend on those of the PCs. 
  Encounters Two, Three, and Four are time-based 
  encounters, while the areas in Encounter Five are 
  place-based encounters. 
   
  To provide a truly creepy, tense atmosphere 
  for the players, be familiar with the layout of the 
  monastery and think of ways for Brother Suender 
  to take advantage of the PCs’ paranoia. Don’t kill 
  PCs out of hand, but make the players recognize 
  that they will have to work together and be smart 
  to survive. 
  Encounter 1: The Storm 
  The PCs are part of an expedition funded by the 
  merchant Korvan Zanar taking their wares and 
  skills to the hard-pressed frontier communities 
  between Ogburg, Eltison, and Landrigard. A man 
  named Johann leads the caravan. On their way to 
  a remote trading post, they are caught in a 
  blizzard. 
  Losing 
  their 
  way 
  is 
  a 
  foregone 
  conclusion. 
   
  If they don’t seek shelter, freezing to death is 
  also a foregone conclusion. Fortunately, however, 
  they stumbled onto the path to the monastery, and 
  can see a light in its windows where the last monk 
  keeps his lonely vigil. 
  Encounter 2: Welcome to the Parlor 
  The PCs (plus Johann)—most likely freezing and 
  frostbitten—find their way to the monastery’s 
  entrance. In his disguise, Brother Suender 
  answers the door and invites them in. He escorts 
  them to rooms and lets them rest as he prepares a 
  meal. 
  Encounter 3: The Grim Repast 
  The PCs, who by now will have at least partly 
  recovered from their ordeal, eat food that Brother 
  Suender serves. Unbeknownst to them, it is 
  human flesh that they dine upon. Lucky or skilled 
  PCs may discern that something is wrong with the 
  meal. 
  Encounter 4: Cries in the Darkness 
  Around 9 o’clock, as the PCs are resting, Johann 
  goes to check on the animals in the stable; there, 
  Brother Suender kills him and vanishes from sight. 
  The PCs might delay the attack by going to the 
  stable with Johann. 
  Encounter 5: Exploration 
  The PCs explore the monastery, perhaps looking 
  for a place of safety. They may uncover a variety 
  of horrors—a pantry where zombies hang from 
  hooks waiting to be eaten, a nest of dire rats, the 
  monks’ cells where Brother Suender keeps the 
  belongings of his former victims (and a restless 
  evil spirit lies in wait), and possibly, the locked 
  doors to the bare and dusty but still hallowed 
  chapel of Pholtus. 
  Encounter 6: The Final Showdown 
  Eventually, the PCs must confront Brother 
  Suender. If they are wise, they do this in the 
  chapel where the abbot’s scroll of consecrate can 
  provide some protection. 
  Conclusion 
  The survivors reckon with what they have 
  discovered and decide whom to tell of their 
  adventure—whether to tell the Church of the fate 
  of the monastery, whether to confess their sharing 
  of the ghoul’s feast, and in what manner to seek to 
  atone. Any PCs that has caught ghoul fever must 
  also decide how to deal with it.  
  Cast of Characters 
  Brother Suender: gravetouched ghoul (former 
  human) Sor2/Ftr1. 
  • 
  Personality: Brother Suender is a tormented 
  and lonely soul. In life, he was given to sitting 
  quietly in a corner munching on an apple and 
  thinking about the wonders of the natural 
  order. In his undead state, he is filled with self-
  loathing because is unable to control his 
  appetite for human (and humanoid) flesh and 
  is unable to find that connection with Pholtus 
  that was so important to him in life. He 
  attempts to hide the appetites that shame him 
  and to discipline himself to control his 
  appetites, and though he knows that his efforts 
  have failed every time until now, he harbors an 
  The Long, Cold Watches of the Night 
   
  Page 3 
  
  irrational hope that they will give him control 
  over his ghoulish nature. 
  • 
  Description: In his disguise as an ordinary 
  human, Suender appears to be an old man, 
  cadaverously thin with lank, thinning hair 
  framing a long, stern face and voluminous 
  robes that hang off his body like those of a 
  scarecrow. His true form, however, is much 
  more hideous. His nails have turned to claws 
  and his teeth are long and pointed. His tight-
  stretched flesh is carved in Goblin runes and 
  his eyes glow with an infernal fire. 
  • 
  Motivation & Goals: Brother Suender is 
  cursed. He must watch over the monastery for 
  all eternity, but he was given no other orders. 
  He needs none. The appetites of his form 
  have overtaken him and he yearns for human 
  and other humanoid flesh. At the same time, 
  he longs for the return of the camaraderie of 
  the monastery and seeks to emulate it for a 
  little while through his charade as an ordinary 
  monk. 
  Preparation for Play 
  It is helpful to collect some character information 
  at the beginning of the game, to avoid alerting the 
  players when bad things are about to happen to 
  the PCs. The reasons for these bits of information 
  are in parentheses, but you should not tell these to 
  the players! 
  • 
  Name, race, and Initiative modifier (standard 
  combat information plus vision information). 
  • 
  One Survival check (to predict the weather). 
  • 
  One Spot check (vs. Brother Suender’s 
  Disguise check in Encounter Two, DC 25) and 
  Spot modifier (for reference during Encounter 
  5 to spot Brother Suender’s familiar). 
  • 
  Knowledge (religion) bonus (for characters 
  that penetrate Brother Suender’s disguise to 
  recognize him as a ghoul, DC 13). 
  • 
  Spellcraft and Profession ranks, plus one d20 
  roll (either a Spellcraft or Profession [cook] 
  check for the Grim Repast in Encounter 
  Three) 
  • 
  Two Fortitude saves (vs. ghoul fever and vs. 
  filth fever for those who eat the human flesh in 
  Encounter Three). The players may roll their 
  own Fortitude saves on the spot if their PCs 
  are bitten by a dire rat, since they are 
  commonly known to carry disease. 
  • 
  Search skill modifier (elves, tallfellow halflings, 
  dwarves, and deep halflings all get automatic 
  search checks to find the secret doors). 
  You should also note how much food the PCs are 
  carrying, as it could become relevant later. Johann 
  carries enough for one extra day (and will 
  consequently only have one day’s rations on him 
  when he dies). He declined to pack additional 
  rations on the pack-mules, preferring to use the 
  space and weight for more trade goods. Perhaps 
  foolishly, he trusted his guards to pack their own 
  provisions. 
  Introduction 
  Guards must be trustworthy and provide their 
  own weapons and armor. That’s what the post 
  said. The Ogburg-based merchant, Korvan 
  Zanar, wanted a group of guards for a caravan 
  going to a number of small mining towns and 
  trading posts scattered throughout the Rakers. 
  He promised a dozen gold glories apiece for a 
  job well done. So for the past week, you’ve 
  been traveling. 
  Some players might remember Korvan Zanar’s 
  name from Year-One Pale scenarios.  
  In reality, the caravan is just a few pack-mules, 
  carrying overpriced grains and goods to the 
  frontier. 
  Johann 
  Bradford, 
  the 
  caravan’s 
  leader, has a little bit of blacksmithing skill that 
  he puts to work mending pans and shoeing 
  horses where required. All of the money the 
  caravan makes seems to go into buying furs, 
  pelts, and feathers at the trading posts. The 
  days are cold and the sun sets early in the 
  mountains, but, other than a bit of hail on the 
  afternoon of the first day, a few wolves at the 
  edge of the firelight on the third night and a 
  glimpse of a goblin at the top of a slope on the 
  fifth 
  day, 
  the 
  trip 
  has 
  been 
  cold 
  but 
  uneventful—and apparently quite profitable for 
  the merchant at least—until now. 
  Now would be a good time for the PCs to 
  introduce their characters with a brief physical 
  description, make any appropriate changes in their 
  spell lists to reflect their activities, etc.  
  Encounter One: The Storm 
  Now, you are on the road to the Stauber 
  trading post—or that’s what you thought until 
  recently. It seems [Johann, or insert the name of 
  a PC who made the DC 15 Survival check] was 
  The Long, Cold Watches of the Night 
   
  Page 4 
  
  right. The clouds that were in the distance this 
  morning are right around you and the snow is 
  falling so thickly that it’s difficult to see more 
  than a dozen feet in front of you. Ice is forming 
  on the edges of your metal armor, and to make 
  matters worse, the sun has nearly set. 
   
  “We should be there by now!” Johann 
  shouts over the wind. But obviously, you 
  haven’t made it to the trading post yet.  
  Any PC who made the Survival check to predict 
  the weather know that there’s a blizzard coming 
  and that they will almost certainly die unless they 
  find shelter. The temperature is rapidly dropping.  
  APL 1 (EL 1—ad-hoc estimate) 
  Severe Cold Weather 
  This weather counts as “severe cold” (see 
  Appendix II) and requires a Fortitude save every 
  10 minutes to avoid nonlethal damage. 
   
  Since the PCs are lost, they have no idea 
  which way they need to go in order to get to the 
  trading post. The trail they were on was going 
  east, but had several twists and turns, so it’s not 
  possible to tell exactly where they need to head 
  now. By the rules, the DC to track themselves 
  back to the main trail would be approximately 
  (depending upon party composition) DC 36 after 
  the two hours of snow that has fallen, though it is 
  only 26 to get to where they were an hour ago 
  (when they were also lost). They would need to 
  wait out the storm to find the trail again, and they 
  don’t have a safe place to wait it out. Wherever the 
  PCs decide to go, however, a place of apparent 
  safety will present itself. The PCs will see the 
  monastery almost immediately since they have 
  wandered a long way up the wrong trail. However, 
  it will still take at least 10 minutes to get there if 
  they start moving immediately and thus, the PCs 
  will need to make at least one Fortitude save 
  against the cold before they reach the monastery. 
  It is first visible as a dim light in the distance. 
  As you get closer, it looms from the window of 
  a tall tower. Closer still, the tower resolves 
  itself into a sturdy complex, built against the 
  bottom of a massive stone pinnacle. 
  Development: Assuming that the PCs go to the 
  door of the monastery, proceed to Encounter Two. 
  Unless the PCs hesitate or choose to move very 
  slowly, allow them to reach the monastery without 
  having to make another Fortitude save. 
  Encounter Two: Welcome to 
  the Parlor 
  Assuming the PCs knock at the door or otherwise 
  announce their presence, read the following text. 
  Otherwise, Brother Suender will open the doors a 
  few minutes after he notices them. 
  At long last, the heavy doors swing open. The 
  falling snow refracts the blinding light of a 
  lantern. As your eyes adjust, you can make out 
  an 
  elderly 
  man, 
  tall 
  and 
  lean, 
  wearing 
  voluminous white robes that hang over his 
  long limbs like a scarecrow. 
   
  “Come in from that storm!” he says in a 
  firm voice that rises above the sound of the 
  snow. As he ushers you inside, he continues, 
  “I am Brother Suender. Welcome to the 
  Monastery of Eternal Penance. It is long since 
  we have had any guests here; come with me 
  and warm yourselves by the fire while I 
  prepare you a meal.” 
  Brother Suender will show the characters a stable 
  where they may leave their animals and will then 
  escort the PCs to the meeting hall where he has 
  built a fire. If any PCs offer to help him prepare the 
  meal, he will refuse, first saying that it is a privilege 
  to serve travelers (Bluff check, DC 23) and then 
  maintaining that his vows prohibit him from 
  accepting help (Bluff check, DC 18). In reality, he 
  needs to make sure that he has time to put up 
  disguise self again before he meets the PCs and 
  to 
  disguise 
  the 
  flavor 
  of 
  the 
  meal 
  with 
  prestidigitation. 
   
  If any PC made the DC 25 Spot check, he will 
  notice a maggot dropping out of Brother Suender’s 
  arm and rolling out of his sleeve. If the character 
  also makes a DC 13 Knowledge (religion) check 
  (roll secretly; trained only as the DC is above 10), 
  he will recognize Brother Suender as a ghoul. 
   
  Detect evil will reveal that Brother Suender 
  has a moderate evil aura. If challenged about this, 
  he will reply that he is cursed and is in the 
  monastery as penance. 
   
  Animals with scent will shy away from Brother 
  Suender, but (if asked with speak with animals) 
  will not be able to explain why he frightens them 
  any more than “he smells wrong” unless they also 
  make a DC 25 Spot check. Animals without scent 
  (such as most familiars) will not have any unusual 
  reactions to him. 
  The Long, Cold Watches of the Night 
   
  Page 5 
  
  Troubleshooting: If the PCs challenge him 
  immediately, Suender will use his magical abilties 
  to flee; see Encounter Six for his combat stats. 
  The rest of the mod will then play out as the PCs 
  either explore or hole up in the haunted monastery 
  until the storm is over.  
  Development: If the PCs do not discover Brother 
  Suender’s secret and they accept his offer of food, 
  proceed to Encounter Three.  
  Encounter Three: The Grim 
  Repast 
  Brother Suender leads you through the heavy 
  doors of the gatehouse and closes them 
  behind you. As he trudges across the snow-
  covered courtyard, you catch glimpses of the 
  surroundings through the snow. A tall and 
  silent chapel stands like a patch of darkness 
  amid the snow and the cracked ornaments of 
  gravestones stick up here and there amid the 
  snow under its eaves. 
   
  It is not long before a heavy oaken door 
  creaks 
  open, 
  revealing 
  a 
  meeting 
  hall 
  surrounding a giant hearth. A fire crackles 
  warmly in the hearth and, though the ceiling is 
  lost in darkness, the dim light of a lantern 
  hanging from the rafters by a chain illuminates 
  a long table and several benches. 
   
  “Make yourselves comfortable; I shall fetch 
  you supper.” The aged monk glides from the 
  room, his lantern trailing a thin wisp of smoke 
  behind him. 
  The PCs have a few minutes to relax and begin to 
  recover from any non-lethal damage suffered 
  during the storm. 
   
  If the PCs don’t explore at this time, Brother 
  Suender will return with meat hacked from one of 
  the zombies in the pantry, passed over a flame, 
  and flavored with prestidigitation. 
   
  If the PCs ask Brother Suender if they can 
  pray in the chapel, he will invite them to join him 
  for dawn prayers—at the moment, however, the 
  chapel is closed. 
   
  Johann will go to the stable to check on the 
  mules (accepting an escort if the PCs insist) and 
  come back before Brother Suender returns. 
  Brother Suender’s light once again appears in 
  the doorway at the end of the hall. In his 
  hands, he bears a basket, and the smell of 
  warm meat begins to waft through the cold 
  chamber. He puts a plate on the table for each 
  of you and places a large hunk of sizzling meat 
  atop it. “Eat,” he says, “for you are hungry and 
  have endured much hardship. In the morning, 
  we shall acquaint ourselves more fully; for 
  now, I do not require sustenance and the rules 
  of our order prohibit gluttony. You may rest 
  the night here, by the warm fire. The monks’ 
  sleeping chambers are not heated, so they 
  would offer you little protection against the 
  cold.” 
   
  The brother turns and leaves the room.  
  PCs that succeeded on the Spellcraft check will 
  realize that the flavor of the food has been altered 
  with prestidigitation. 
   
  PCs that succeed on the Profession (cook) 
  check will realize that the meat they are eating is 
  off and that the flavor has been disguised with 
  magic. 
   
  PCs that succeeded on either check may 
  attempt 
  a 
  Knowledge 
  (local: 
  core 
  or 
  any 
  metaregion), 
  Knowledge 
  (nature), 
  Profession 
  (butcher), or Survival check to recognize that the 
  meat does not belong to any common meat 
  animals (DC 12), but rather that it is human flesh 
  (DC 20). 
  APL 1 (EL 1—ad-hoc estimate) 
  Cursed Meat: diseases. 
  Check the pre-rolled Fortitude saves for any PC 
  who eats the meal.  
   
  Any PC failing a DC 14 Fortitude save will be 
  afflicted with ghoul fever (Disease—Fortitude DC 
  14, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex).  
   
  Any PC who fails a DC 13 Fortitude save will 
  also contract filth fever (Incubation period: 1d3 
  days; damage: 1d6 Str). 
   
  Note that purify food and drink will eliminate 
  the risk of filth fever but not the risk of ghoul fever. 
  Pure or impure, it’s still human flesh. 
  Troubleshooting: If the PCs discover the ruse 
  and all refuse to eat, they might attempt to 
  confront Brother Suender. Suender will flee if 
  confronted, preferring to fight the PCs when and if 
  they are scattered. Proceed to Encounter Five as 
  the PCs explore the monastery, and see 
  Encounter Six for Suender’s combat stats when 
  they find him. 
  Development: When the PCs bed down for the 
  night, proceed to Encounter Four.  
  The Long, Cold Watches of the Night 
   
  Page 6 
  
  Encounter Four: Cries in the 
  Darkness 
  The PCs may have eaten, but Brother Suender is 
  still hungry. 
   
  In the middle of the first watch, around 9:00, 
  Johann gets up, lights his lantern, and goes to the 
  stable to check on the animals again.  
   
  If a PC does not accompany Johann, Brother 
  Suender strikes Johann down. Any PC outdoors at 
  the time of the attack may make a DC 10 Listen 
  check to hear Johann’s scream as he is killed. 
  PCs that are in the monastery hall must make a 
  DC 25 Listen check. Should a PC hear the scream 
  and make it into the stables before Brother 
  Suender’s initiative, he sees that the lantern has 
  gone out; darkvision reveals a robed form 
  disappearing through a secret door with the stiff 
  body of Johann Bradford. Otherwise, the PCs will 
  discover that Johann is missing and find the 
  dropped lantern and blood. A Search check (DC 
  15) will reveal drag marks going towards the wall 
  as though there were some hidden door there. A 
  Search check (DC 22) will discover the activation 
  mechanism for the door. 
   
  If the PCs are able to immediately pursue, 
  they may be able to save Johann. He is alive but 
  paralyzed and at –1 hit points. While Suender will 
  fight one or two PCs—particularly in the enclosed 
  space of the secret tunnels, he will drop Johann’s 
  body in order to flee when if the PCs injure him 
  significantly or more PCs arrive on the scene. 
   
  If a PC decides to accompany Johann on his 
  first check at the stable, nothing happens then. 
  Johann will check again at 11:00, though, and 
  Brother Suender will strike whether Johann is 
  alone or accompanied by one or more PCs 
  (though not all of them). Suender will not stick 
  around for a protracted fight, however. If he is 
  unable to secure a victim in the first round or two 
  of combat or other PCs begin to arrive, he will 
  retreat. 
  Troubleshooting: If the PCs are present when 
  Suender attacks at the later hour, see Encounter 
  Six for Suender’s combat stats. 
  Encounter Five: Exploration 
  The PCs explore the monastery—looking for a 
  place of safety or for Brother Suender. During this 
  time, they will uncover a variety of horrors in 
  nearly any order. There are, however some 
  consistent 
  elements 
  throughout 
  all 
  of 
  the 
  encounters. 
   
  There is a blizzard going on outside. When the 
  PCs first reach the monastery, there will be one 
  foot of snow in the courtyard outside and on the 
  roof; by the morning, there will be three to four feet 
  of snow with even taller drifts. 
   
  Throughout this scenario, the weather will also 
  be extremely cold. During the day, the outdoor 
  temperature will effectively be -5° F. This drops to 
  -25° F at night.  
   
  The courtyard offers some shelter from the 
  wind-chill; inside the courtyard, the temperature is 
  5° F during the day and -15° F during the night. 
   
  Inside the monastery itself, the temperature is 
  still very chilly at 10° F during the day and 0° F 
  during the night. This increases to a comfortable 
  temperature with no ill effects in the meal hall or 
  any other room with a lit fireplace. The PCs’ body 
  heat will also sufficiently warm a small room that 
  they suffer no ill effects during the night if they 
  huddle together with sleeping rolls or winter 
  blankets wrapped around them. See Appendix II 
  for details on how this cold affects PCs. 
   
  Throughout this time, Brother Suender’s rat 
  familiar will keep tabs on the party, remaining at 
  the edge of shadowy illumination (remember that, 
  since the familiar has low-light vision, that is twice 
  as far as it is for a human) and taking ten on his 
  Hide and Move Silently checks for a total of 26 
  (Hide) and 22 (Move Silently) before distance 
  modifiers. A character with darkvision or low-light 
  vision sufficient to see to the limit of the rat’s vision 
  (e.g., 80 feet from a torch) who makes the Spot 
  check will notice the rat every few minutes. If the 
  PCs move toward the rat or appear to take notice 
  of it, the rat will flee through one of the many rat-
  holes that infest the aging monastery (probably 
  around the ceiling beams). 
   
  The effect of this constant monitoring is to 
  notify Brother Suender of where the PCs are, thus 
  enabling him to show up and attack any PC who 
  wanders off by himself (in classic horror-movie 
  fashion). It also enables him to avoid the main 
  group of the PCs until the final showdown. 
  Area A: The Pantry 
  You are greeted by a ghastly sight. From the 
  ceiling, several corpses are suspended on a 
  long, barbed chain. Maggots crawl over their 
  rotten flesh and the foremost one’s leg looks 
  to have been recently carved by a knife. 
  The Long, Cold Watches of the Night 
   
  Page 7 
  
  Toward the back of the chamber, tall humanoid 
  skeletons with little flesh clinging to their 
  bones lie against rotting crates.  
   
  In a second, you take in the scene. Then 
  the corpses’ eyes open, revealing a fell gleam. 
  APL 1 (EL 3 = 4-1 for favorable circumstances) 
  Human 
  Commoner 
  Zombies 
  (4): 
  hp 
  7,15,15,15; see Monster Manual page 266. 
  Hobgoblin Warrior Skeletons (2): hp 7,7; 
  see Appendix I. 
  Hobgoblin Chain Warrior Skeleton; hp 9; 
  see Appendix I. 
  Setup/Tactics: The zombies and the chain warrior 
  skeleton begin the encounter impaled on the chain 
  and hanging from the ceiling. They count as being 
  grappled and must succeed on a DC 10 grapple 
  check to free themselves from the chain before 
  they can take other actions. 
   
  The 
  hobgoblin 
  warrior 
  skeletons 
  begin 
  prone—one at the back of the chamber and the 
  second beside the door. They suffer all of the 
  usual penalties for being prone and will usually 
  stand up before taking any other actions. 
   
  The chain warrior skeleton is the rearmost 
  figure hanging from the ceiling. His flesh has all 
  but rotted away. 
  When 
  the 
  zombies 
  free 
  themselves from the chain, it will fall to the ground 
  and he will pick it up and wield it against the PCs. 
  If he is still attached to the chain, he will also fall 
  but will not need to pick up the chain. 
  Area B: The Abbot’s Chamber 
  In the corner of this room, a pair of rotted 
  skeletons lies jumbled together. A simple bed 
  stands at the opposite end of the room and a 
  skeleton lies atop it amid a pile of rotten 
  pillows and blankets. Between them, there is a 
  desk and a shuttered window. 
  Knowledge (local-core or any metaregion) DC 13 
  will identify the two corpses in the corner as a 
  hobgoblin and a young human. A rusty longsword 
  sticks through the man’s hollow ribcage and a few 
  scattered metal studs from the hobgoblin’s 
  studded leather armor can be found near the 
  skeletons. The same knowledge check will also 
  identify the skeleton on the bed as a human. A 
  (DC 18) Knowledge Local check will recognize the 
  skeleton on the bed as that of a very old human—
  possibly 80 or more years old at the time of his 
  death. 
   
  A successful Heal or Knowledge (nature) 
  check (DC 10) will identify some of the scattered 
  refuse as the dried-out herbs of a healer’s kit. The 
  herbs are gone, but enough of the tools remain 
  useful to provide a +1 circumstance bonus to a 
  Heal check against yellow mold or filth fever. 
   
  In the desk, there are the rat-eaten remains of 
  a diary. Only two things are legible: the date of the 
  last entry (“Sunsebb 7, CY 574”) and the watch 
  schedule for that day: “Brother Viligent evening 
  prayers to midnight. Brother Suender, midnight to 
  waking. 
  Brother 
  Mordant, 
  waking 
  to 
  dawn 
  prayers.” 
  APL 1 (EL 1) 
  Dire Rat (3): hp 5, 5, 5; see Monster Manual, 
  page 64. 
  Setup/Tactics: 
  The rats see small PCs as prey but are frightened 
  of larger PCs and will hide under the bed and not 
  attack unless the PCs approach. Allow the PCs 
  Spot checks to avoid being surprised by the rats 
  emerging from under the bed to attack. 
  Treasure: The dire rats have collected a number 
  of shiny things that they hoard in their nest. 
  Results of successful Search checks:  
  • 
  DC 10: A scroll of consecrate (Spellcraft DC 
  22 or read magic to decipher), 51 silver 
  pieces, 35 coppers, and a tarnished silver key 
  (which opens the chapel). 
  • 
  DC 15: all of the above plus a scroll with one 
  cure light wounds spell still legible on it. 
  (Spellcraft DC 21 or read magic to decipher) 
  • 
  DC 20: all of the above plus a wand of disrupt 
  undead with four charges still remaining. The 
  wand is a foot-long stick of ebony with the 
  (command) word “Vitae” written on the side. 
  Area C: The Cellar 
  Your light extends downward into a room that 
  was obviously once a cellar. Splintered and 
  rotten kegs once held the water that sustained 
  the monks of the abbey and cobweb-filled 
  crates look as though they once held grains or 
  vegetables to supplement the monks’ diet. A 
  dried clove of garlic hangs from the ceiling. In 
  the walls to your left and right, the wall is 
  broken, and crude tunnels have been carved 
  into the earth. 
   
  The Long, Cold Watches of the Night 
   
  Page 8 
  
  There is nothing here but vinegary wine, spoiled 
  food, and rotten hardtack. 
  Area D: The Kitchen 
  The dying embers of a fire still give off a little 
  heat in this room but they shed no light. A 
  single, ichor-covered cleaver stands on a 
  chopping block in the center of the room and 
  Brother Suender’s basket from last night lies, 
  gore-covered, on the ground. Scattered across 
  the floor, you see a veritable charnel house of 
  gnawed bones. 
  The PCs may search this room. Doing so will 
  reveal an apparatus for rendering fat into oil; the 
  apparatus has several human bones still in it. 
  Area E: Guard Rooms 
  The 
  room 
  above 
  the 
  entrance 
  should 
  command an incredible view of the Rakers and 
  the Pale below it through its narrow windows, 
  which resemble arrow slits. At the moment, 
  however, it only offers a view of the steady 
  snowfall. Murder holes in the floor offer the 
  option to pour hot sand or boiling oil on 
  anyone assaulting the gate or trapped within 
  the gatehouse. There is even a fireplace for 
  heating such weaponry or for warming a tired 
  watchman. Now, however, the hearth is silent 
  and the only oil in the room is in an 
  extinguished lantern sitting on a shelf. In front 
  of the windows, the stone is worn as if by 
  constant footsteps. 
  Brother Suender keeps watch here every night 
  that he doesn’t have visitors to eat. That is a part 
  of his curse: to watch over the vacant monastery 
  in death as he did not do in life. Every night, he 
  repeats the steps of his last night alive. 
  Area F: Monks’ Cells 
  The monks’ cells are bare, but for a sleeping pallet 
  and a small set of shelves. 
   
  Brother 
  Suender 
  has 
  gathered 
  the 
  possessions of his victims from over the years and 
  carefully folded and laid them in the cells, as a 
  minor gesture of penance for his appetites. In the 
  cells where he has placed his victims’ belongings, 
  he has also burned candles and incense in their 
  memory on the upper shelf. Consequently, the top 
  shelf in each cell is generally a mess of guttered 
  wicks and burnt out candles. All equipment is 
  Medium-sized. 
  • 
  One: Chain mail, heavy wooden shield, 
  masterwork longsword, dagger, wooden holy 
  symbol of Pholtus, rotten cold weather gear. 
  • 
  Two: Potion of cure light wounds, vial of 
  antitoxin, composite longbow, shortsword, 
  wooden holy symbol of Pholtus, moth-eaten 
  cold weather gear, 20 arrows.  
  • 
  Three: Rotten cleric’s vestments, potion of 
  cure light wounds, silver holy symbol of 
  Pholtus, 
  and 
  a 
  signet 
  ring. 
  (See 
  the 
  Conclusion for more information about the 
  significance of this ring.) 
  • 
  Four: Spear, cold weather gear, leather 
  armor, handaxe, 20 arrowheads, backpack. 
  • 
  Five: Empty [or Johann’s body if Suender 
  killed him in Encounter Four]. 
  • 
  Six: Brother Suender’s diary (see Player 
  Handout #1). When he was a living monk, 
  Brother Suender occupied this cell and he still 
  returns here from time to time when he wishes 
  to meditate or work on his diary. 
  • 
  Seven: Dwarf-sized (Medium, but stocky and 
  broad) banded mail, masterwork dwarven 
  waraxe, dagger, 400gp worth of iron ore. 
  • 
  Eight: Masterwork lyre, masterwork thieves’ 
  tools, rapier, chain shirt, dagger, 10 light 
  crossbow bolts, torn cold weather gear, scroll 
  of grease (in a battered tin scroll tube).  
  • 
  Nine: Empty. 
  • 
  Ten: +1 heavy mace, chain shirt, buckler, 
  silver holy symbol of Pholtus, labeled potion of 
  cure light wounds, 1 flask of holy water, 
  dagger, cold weather gear. 
  Cell Ten is also different because when the PCs 
  enter the room, an evil, undead spirit enters the 
  cold weather gear and attacks them. 
  APL 1 (EL 2 = 1+1 for circumstances—a small 
  room and the PCs’ probable lack of magic 
  weapons)  
  Raiment: hp 13; see Appendix I. 
  Setup/Tactics: The raiment animates when a PC 
  moves next to the shelf in this cell. As a mindless 
  but vicious creature, the raiment attacks the 
  nearest PC without hesitation or mercy. It tries to 
  grapple and constrict until all living creatures have 
  fallen. 
  • 
  Eleven: Empty. 
  The Long, Cold Watches of the Night 
   
  Page 9 
  
  • 
  Twelve: Empty. 
  Area G: Woodshed 
  This long, narrow room is filled with cobwebs 
  and is about half full of split firewood. Webbing 
  stretches from front of the woodpile to the 
  large axe hanging on the wall. 
  If the PCs disturb anything in here, a number of 
  spiders will scuttle out to attack the interlopers. 
  APL 1 (EL 2) 
  Tiny Monstrous Spiders (4): hp 2, 2, 2, 2; 
  see Monster Manual, page 288. 
  Small Monstrous Spider: hp 4; see Monster 
  Manual, page 288. 
  Setup/Tactics: These spiders begin in hiding, so 
  allow the PCs a Spot check to avoid being 
  surprised. The Tiny spiders must enter a PC’s 
  square to attack, which provokes an attack of 
  opportunity unless the PC is flat-footed (and does 
  not have the feat Combat Reflexes). Like the 
  raiment in Area F, the spiders are mindless, so 
  they attack without notable tactics.   
  Area H: The Tunnels 
  The tunnels are tall enough for a normal human to 
  walk upright and appear to have been carved into 
  the earth haphazardly with minimal skill. Here and 
  there lie piles of frozen earth, which remain from 
  cave-ins; crude wooden supports are placed at 
  random intervals throughout the tunnel. Where it 
  goes up to the wall, there are rough handholds 
  leading up to hidden doors crafted into the stone. 
  Area I: Scriptorium and Library 
  Both of these rooms have been thoroughly looted. 
  All that remains is a series of writing desks in the 
  scriptorium and some repaired (but bare) wooden 
  shelves in the library. 
  Scriptorium: 
  Simple wooden chairs and writing desks fill 
  this room though neither pens, ink, nor paper 
  are in evidence. There are wooden splints on 
  the legs of the chairs and carefully sanded and 
  filled gouges on the writing surfaces of the 
  desks, but, despite the lack of dust, there are 
  no signs of anyone using the area for some 
  time. 
  Library: 
  Bare shelves that might have once held books 
  line the walls of this room. Now, they do not 
  even hold dust though they bear the clear 
  marks of having been broken and later 
  repaired. 
  Area J: The Chapel 
  The doors to the chapel are made of three-inch-
  thick oak that is still quite sturdy. They are 
  fastened closed by an internal lock (Open Locks 
  DC 25). (Brother Suender has one key; the other 
  is in the abbot’s room.) Entering the chapel will 
  unfailingly draw Brother Suender’s attention. 
  Behind the weather-stained doors, the chapel 
  remains in immaculate condition. The marble 
  tiles of its floor are polished to perfection and, 
  though the gold usually found in Pholtan 
  chapels is absent, carved wooden candlesticks 
  line the walls with crudely cast, unlit tapers. 
  The statue of a tall, elflike celestial spreads its 
  wings over the altar and lifts its trumpet in 
  praise of the god of unyielding law. 
  For PCs who have some way of figuring it out, the 
  candles are clearly made of rendered animal fat 
  (actually, it’s human fat—Brother Suender is hard 
  up for materials). Any PC with artistic skill will also 
  be able to tell that the chapel once had golden trim 
  but that it was pried out with crude instruments 
  and 
  carefully, 
  painstakingly 
  repaired 
  later. 
  Similarly, the statue of the trumpet archon 
  (recognizable as such with a DC 22 Knowledge 
  [the planes] check) bears the marks of hurried 
  disfigurement and later, careful repair. 
   
  Though the chapel was once hallowed, it was 
  desecrated by the hobgoblin invaders and has not 
  been reconsecrated. A PC cleric, however, could 
  use the scroll of consecrate from the abbot’s room 
  to temporarily bless the ground and the area 
  would qualify for the increased bonuses due to the 
  permanent altar of Pholtus. 
   
  Encounter Six: The Final 
  Showdown 
  Eventually, the PCs must confront Brother 
  Suender. There are several ways to force a 
  showdown. 
  • 
  They could discover the secret passageways 
  that Brother Suender uses to traverse the 
  monastery and lie in wait for him. 
  The Long, Cold Watches of the Night 
   
  Page 10 
  
  • 
  They could lure him out of hiding and corner 
  him. 
  • 
  They could gather together and wait for him to 
  come. 
  • 
  They could enter the chapel. As the center of 
  the monastery’s spiritual life, it has become 
  one of Brother Suender’s obsessions (when 
  not alternately welcoming and eating guests, 
  which is to say most of the time), to keep it 
  free of any influence.  
  APL 1 (EL 4) 
  Brother Suender: Male ghoul Sor2/Ftr1; hp 
  26; see Appendix I.  
  Tactics: Suender is aware of his strengths and 
  weaknesses. Even the strongest warriors are 
  unable to move after a few hits from his claws. 
  Whenever possible, he will full attack, switching 
  targets after paralyzing a foe in order to remove 
  enemies from the battle as quickly as possible. (If 
  other foes are not in full attack range, he will 
  consider coup de gracing paralyzed foes in 
  subsequent rounds in order to prevent them from 
  returning to the fray.) Given the choice between 
  targets—for instance if no targets are within full 
  attack range or if several targets are within 
  range—he will prioritize weakly armored foes and 
  arcane spellcasters first, hoping that their lack of 
  armor will help him hit more reliably and their 
  typical lack of fortitude will remove them from the 
  fight. When faced with warrior classes, this logic 
  dictates that Suender will generally attack a 
  warrior without a shield in preference to one with a 
  shield. Characters with two-handed weapons or 
  two weapons both deal more damage than those 
  who use a shield and are easier to hit, meaning 
  that not only are they easier to remove from the 
  fight, but their absence is more significant.  
   
  Suender will not hesitate to use swift 
  expeditious retreat as often as necessary to 
  achieve an advantageous position in combat and, 
  while he will always attempt to tumble in order to 
  avoid AoOs, he prefers using extra movement to 
  avoid provoking them. 
   
  The PCs might try to talk Suender out of 
  attacking: see below.  
  The Diplomatic Solution 
  With a DC 20 Diplomacy check, a Pholtan 
  character can convince Brother Suender to give 
  himself over to Pholtus’ judgement (provided they 
  don’t try to minimize the horrors of Brother 
  Suender’s sins or to promise him Pholtus’ 
  forgiveness—neither one of which he can believe 
  and either of which results in automatic failure). 
  Such a check suffers a –2 penalty for each 
  companion wearing symbols of deities other than 
  Pholtus. 
   
  If the PCs are successful, Brother Suender will 
  leave himself defenseless for Pholtus to judge 
  him—in this state, a smite evil attempt or a greater 
  turning will automatically destroy him, leaving only 
  a set of worn and empty robes and his slightly 
  worm-eaten wooden holy symbol of Pholtus 
  behind. Something else that could reasonably be 
  construed as Pholtus’ judgement (such as a scroll 
  of searing light read by a Pholtan cleric) will have 
  the same effect, however, Brother Suender will not 
  stay still unless he hears the PCs call upon 
  Pholtus and their attack seems to carry such 
  supernatural power with it. 
  Conclusion 
  Even after Brother Suender has been returned to 
  the grave, the PCs are not out of the woods yet. 
  The blizzard will persist for two days after Brother 
  Suender’s defeat, during which the PCs must deal 
  with the ravages of disease, the scarcity of food, 
  and the very real possibility that they may become 
  ghouls on dying. 
   
  After the blizzard breaks and the PCs are able 
  to make their way to civilization, they have some 
  decisions to make:  
  • 
  The PCs need to decide what to do about the 
  ghoul fever they may have contracted and 
  whom, if anyone, to tell about it. If they tell 
  anyone (other than a Pholtan healer) the story 
  of how they contracted ghoul fever, the PCs 
  will earn a reputation as Known Cannibals 
  (see the AR). 
  • 
  A PC who has not made the two consecutive 
  Fort saves necessary to shake off the Ghoul 
  Fever by the time the PCs make it back to 
  civilization (1 day after the storm breaks 
  unless the PCs decide to wait in the 
  monastery) will still be afflicted with the 
  disease in future modules. The details of 
  Ghoul Fever are written on the AR for such 
  characters. 
  • 
  Korvan Zanar will be saddened by the (likely) 
  death of Johann, but will be glad that the PCs 
  managed to survive and keep his trade goods 
  intact. He will pay them the promised 12 gp 
  per character.  
  The Long, Cold Watches of the Night 
   
  Page 11 
  
  o 
  If the PCs first continue on to the 
  trading post and do a decent job 
  continuing 
  the 
  business 
  (DC 12 
  Profession [merchant] check or 2 out 
  of three successful DC 14 Bluff, 
  Diplomacy, 
  and 
  Sense 
  Motive 
  checks), Zanar will be very pleased 
  and will give a bonus 6 gp/character. 
  • 
  If the PCs inform the Church about the 
  abandoned monastery, the Church will thank 
  them and send some soldiers to investigate 
  their tale and evaluate the possibility of either 
  converting the monastery to a military outpost 
  or restoring it to its monastic use. This earns 
  the PCs who inform the church a Favor of the 
  Church of the One True Path (see the AR). 
  • 
  If the PCs identify the signet ring found in the 
  monastery (Area F, Cell Three)—by either 
  making a Knowledge [nobility and royalty] DC 
  15 check, making a Knowledge [local-NMR] 
  DC 20 check, or paying a sage 5 gp to 
  research the heraldry—they will discover that 
  it belonged to a scion of the Millners, a 
  wealthy Hatherleigh family. If the PCs then 
  inform Hosea and Saraya Millner of the 
  circumstances of their son’s death, the family 
  will be pained but relieved to know for certain 
  what happened to their son, even if it is worse 
  than they had imagined. The aged couple is 
  grateful for PCs’ efforts; “A lot of sell-swords 
  would have just traded the ring to the nearest 
  goldsmith for a few coins, but you clearly have 
  more honor than that.” They gain the Favor of 
  the Millner Family (see the AR). 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
   
  APL 1 30 xp 
  Encounter Three 
   
  APL 1 30 xp 
  Encounter Five A 
   
  APL 1 90 xp 
  Encounter Five B 
   
  APL 1 30 xp 
  Encounter Five F 
   
  APL 1 60 xp 
  Encounter Five G 
   
  APL 1 60 xp 
  Encounter Six 
   
  APL 1 120 xp 
  Story Award 
  Somehow keep Johann alive: 
   
  APL 1 40 xp 
  Discretionary roleplaying award 
   
  APL 1 50 xp 
  Total possible experience: 
   
  APL 1 450 xp 
   
  Note that the total possible experience from all of 
  the encounters is more than the maximum the 
  scenario can award, even if Johann is killed.  
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. The coin 
  total is the number of gold pieces each character 
  gains if they take the coin available. A normal 
  The Long, Cold Watches of the Night 
   
  Page 12 
  
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. Next, the magic items 
  are listed.  
   
  Magic 
  item 
  treasure 
  is 
  the 
  hardest 
  to 
  adjudicate, because they are varied and because 
  characters may want to use them during the 
  adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to 
  determine what the item does and how to activate 
  it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: Introduction 
   
  APL 1: L: 1 gp; C: 12 gp; M: 0 gp 
  Encounter Five: Exploration 
   
  APL 1: L: 203 gp; C: 1 gp; M: 229 gp – scroll 
  of grease (2 gp per PC), 3 potions of cure light 
  wounds (4 gp each), +1 heavy mace (193 gp), 
  scroll of consecrate (17 gp), scroll of cure light 
  wounds (2 gp), wand of disrupt undead (4 
  charges) (3 gp). 
  Encounter Six: The Final Showdown 
   
  APL A: L: 0 gp; C: 0 gp; M: 96 gp – +1 padded 
  armor (96 gp per PC). 
  Encounter Seven: Resolution 
   
  APL A: L: 0 gp; C: 18 gp; M: 0 gp 
  Total Possible Treasure 
  APL 1: L: 202 gp; C: 31 gp; M: 325 gp - Total: 
  558 gp (cap 450 gp) 
  Items for the Adventure 
  Record 
  Ghoul Fever. The character has contracted ghoul 
  fever. Disease—Fortitude DC 14, incubation 
  period 1 day, damage 1d3 Con and 1d3 Dex. The 
  save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid 
  who becomes a ghoul in this way retains none of 
  the abilities it possessed in life. It is not under the 
  control of any other ghouls, but it hungers for the 
  flesh of the living and behaves like a normal ghoul 
  in all respects. A humanoid of 4 Hit Dice or more 
  rises as a ghast, not a ghoul. 
   
  If the character pays Adventurer’s Standard 
  (or higher) upkeep, he begins each scenario fully 
  healed of all ability damage, but must still roll Fort 
  saves or suffer damage from the disease each day 
  until he succeeds on two consecutive saving 
  throws or is magically healed. 
   
  At the end of any Pale regional scenario, the 
  character may spend 1 TU and 25gp (20gp for 
  members of the Church of the One True Path) to 
  seek the aid of a Pholtan healer. Over that time 
  unit, the Pholtans will treat and cure the 
  character’s fever. 
  Favor of the Church of the One True Path: By 
  informing 
  the 
  Church 
  of 
  the 
  abandoned 
  monastery, the character has earned allies in the 
  hierarchy of the Church of the One True Path. This 
  favor may be used to advance in certain meta-
  orgs and may also be expended to convince the 
  Pholtan Clergy to cast one spell of third level or 
  lower free of charge (other than material 
  components) at a caster level of five. Redemption 
  of this favor requires a cleric of the appropriate 
  level to be present. 
  Known Cannibal: Your taste for human flesh has 
  become well known, and perhaps more then a bit 
  exaggerated as it is passed by word of mouth. 
  Upkeep for Regional modules is doubled for the 
  next 10 scenarios as you are universally shunned 
  until the stories fade. Some things take longer to 
  digest than others. 
  Favor of the Millner Family: Even though the 
  truth is worse than their fears, the Millner family is 
  grateful for the return of their son’s signet ring. In 
  gratitude, they invite you to visit them the next time 
  you are in Hatherleigh. For the next adventure set 
  in Hatherleigh, the PC enjoys free Rich upkeep. If 
  the PC is Lawful and has a Charisma of 12 or 
  The Long, Cold Watches of the Night 
   
  Page 13 
  
  better, the Millners extend the invitation indefinitely 
  and the PC will enjoy free Rich upkeep for every 
  Pale regional adventure set in Hatherleigh. 
   
  The Long, Cold Watches of the Night 
   
  Page 14 
  
  Appendix I: Statblocks 
  Brother 
  Suender: 
  Gravetouched 
  ghoul 
  Sor2/Ftr1: CR 4; Medium Undead [Augmented 
  Humanoid]; HD 3d12+3; hp 25; Init +8 (+4 Dex, 
  +4 feat); Spd 30 ft.; AC 18 [+4 Dex, +2 natural, 
  +2 +1 padded armor] (touch 14, flat-footed 14); 
  BAB +2; Grap +4; Atk +7 melee (1d6+2 plus 
  paralysis, bite); Full Atk +7 melee (1d6+2 plus 
  paralysis, bite), and +4/+4 melee (1d4+1 plus 
  paralysis, 2 claws); SA ghoul fever, paralysis; 
  SQ animate dead, rat familiar (+2 Fort save), 
  turn resistance +2, undead traits; AL CE; SV 
  Fort +4, Ref +4, Will +5; Str 14, Dex 19, Con -, 
  Int 15, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +8, Concentration +8, 
  Disguise 
  +5, 
  Knowledge 
  (arcana) 
  +5, 
  Knowledge (religion) +3, Tumble +5; Improved 
  Initiative, Toughness, MultiattackB, Weapon 
  Finesse, Weapon Focus (bite). 
   
  Languages: Common, Old Oeridian. 
   
  Sorcerer Spells Known: (5/4 per day) 0—
  dancing 
  lights, 
  flare 
  (DC 
  13), 
  mending, 
  prestidigitation, read magic; 1st—disguise self 
  (DC 14), swift expeditious retreat (see Appendix 
  V). If he cast disguise self just before meeting 
  the PCs and prestidigitation to change the flavor 
  of the meat, Brother Suender has 4 0-level 
  spells and 3 1st-level spells remaining. 
   
  Animate Dead (Sp): Once per month, 
  Brother Suender may animate dead with a 
  caster level equal to double his HD. This ability 
  is unique to Brother Suender, a legacy from his 
  murderers. He has already used it this month. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude 
  DC 14, incubation period 1 day, damage 1d3 
  Con and 1d3 Dex. The save DC is Charisma-
  based. 
   
  An afflicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It 
  is not under the control of any other ghouls, but 
  it hungers for the flesh of the living and behaves 
  like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a 
  ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a DC 14 
  Fortitude save or be paralyzed for 1d4+1 
  rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
  Equipment: Robes (count as +1 padded 
  armor), clear crystal prism (focus for read 
  magic). 
   
  Suender’s Familiar: CR -; Tiny Magical Beast; 
  HD 3; hp 12; Init +2; Spd 15 ft., Climb 15 ft., 
  Swim 15 ft.; AC 15 [+2 size, +2 Dex, +1 natural] 
  (touch 14, flat-footed 13); BAB +2; Grap -10; 
  Atk/Full Atk +6 melee (1d3-4, bite); SA —; SQ 
  Low-light vision, scent, improved evasion, share 
  spells, empathic link; AL CE; SV Fort +2, Ref +4, 
  Will +4; Str 2, Dex 15, Con 10, Int 6, Wis 12, 
  Cha 2. 
   
  Skills and Feats: Balance +10, Bluff +1, 
  Climb +12, 
  Concentration 
  +5, 
  Hide +16, 
  Knowledge (arcana) -1, Knowledge (religion) -2, 
  Move Silently +12, Swim +10, Tumble +3; 
  Stealthy, Weapon FinesseB. 
   
  Skills: Rats have a +4 racial bonus on Hide 
  and Move Silently checks, and a +8 racial bonus 
  on Balance, Climb, and Swim checks. A rat can 
  always choose to take 10 on Climb checks, even 
  if rushed or threatened. A rat uses its Dexterity 
  modifier instead of its Strength modifier for 
  Climb and Swim checks. A rat has a +8 racial 
  bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  Hobgoblin Warrior Skeleton: CR 1/3; Medium 
  Undead; HD 1d12; hp 7; Init +7 (+3 Dex, +4 
  feat); Spd 30 ft.; AC 13 [+3 Dex] (touch 13, flat-
  footed 10); BAB +0; Grap +1; Atk +1 melee 
  (1d4+1, claw); Full Atk +1/+1 melee (1d4+1, 2 
  claws); SA —; SQ DR 5/bludgeoning, immunity 
  to cold, undead traits; AL NE; SV Fort +0, Ref 
  +3, Will +2; Str 13, Dex 17, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: none; Improved Initiative. 
   
  Hobgoblin Chain Warrior Skeleton*: CR 1/3; 
  Medium Undead; HD 1d12; hp 9; Init +7 (+3 
  Dex, +4 feat); Spd 30 ft.; AC 13 [+3 Dex] (touch 
  13, flat-footed 10); BAB +0; Grap +2; Atk +2 
  melee (1d4+2, claw) or +2 melee (2d4+3, spiked 
  chain); Full Atk: +2/+2 melee (1d4+2, 2 claws) or 
  The Long, Cold Watches of the Night 
   
  Page 15 
  
  +2 melee (2d4+3, spiked chain); SA filth fever; 
  SQ DR 5/bludgeoning, immunity to cold, undead 
  traits; AL NE; SV Fort +0, Ref +3, Will +2; Str 14, 
  Dex 17, Con -, Int -, Wis 10, Cha 1. 
   
  Johann Bradford: Male human Com2; CR 1; 
  Medium humanoid (human); HD 2d4+2; hp 7; 
  Init -1; Spd 30 ft.; AC 10 [-1 Dex, +1 padded] 
  (touch 9, flat-footed 10); BAB +1; Grap +2; 
  Atk/Full Atk +2 melee (1d6+1, quarterstaff), or -4 
  ranged (1d10/19-20, heavy crossbow); SA —; 
  SQ —; AL LN; SV Fort +3, Ref -1, Will +0; Str 
  13, Dex 8, Con 12, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: none; Improved Initiative. 
   
  Filth Fever (Ex): The hooks of the 
  hobgoblin’s chain have just been yanked out of 
  the backs of putrid, rotting zombies. Anyone 
  injured by it risks infection. Filth Fever: Disease, 
  Fortitude (DC 13) negates. Incubation period: 
  1d3 days; damage: 1d6 Strength. 
   
  Skills and Feats: Craft (blacksmithing) +2, 
  Handle Animal +5, Knowledge (local-NMR) +1, 
  Profession 
  (merchant) 
  +5, 
  Survival 
  +2; 
  Endurance, Great Fortitude. 
   
  Possessions: Spiked chain. 
  * Note: The skeleton template removes all feats 
  from a skeleton, but the skeleton retains all 
  weapon proficiencies and attacks. Since this 
  skeleton was made from a spiked-chain-wielding 
  warrior, it retained proficiency with the spiked 
  chain. 
   
  Possessions: Cold weather gear, padded 
  armor, winter blanket, backpack, quarterstaff, 
  hand axe, heavy crossbow, 20 bolts, 1 day’s 
  rations, waterskin, tindertwig, bullseye lantern, 2 
  flasks of oil. 
   
  Description: Johann is a grizzled mountain-
  man who has spent all of his adult life working 
  as a caravan laborer or leader in the mountains. 
  He has a thick brown beard with a few streaks of 
  gray and a thick head of hair touched with gray 
  at the temples that he ties back with a small 
  leather cord. He wears a heavy woolen cloak 
  and carries a stout quarterstaff whose head is 
  carved to resemble an old man’s face. 
   
  Raiment: CR 1; Small Undead; HD 3d12; hp 19; 
  Init +2; Spd 20 ft.; AC 14 [+1 size, +1 Dex, +1 
  natural] (touch 13, flat-footed 12); BAB +1; Grap 
  +3; Atk +4 melee (1d2+3, coat sleeve); Full Atk 
  +4/+4 melee (1d2+3, 2 coat sleeves); SA 
  constrict, improved grab; SQ blindsight 60 ft., 
  DR 5/magic, darkvision 60 ft., mindless, undead 
  traits; AL CE; SV Fort +1, Ref +3, Will +4; Str 16, 
  Dex 14, Con -, Int -, Wis 13, Cha 7. 
  Note: As a commoner he gains proficiency in 
  one simple weapon. Johann is proficient with the 
  quarterstaff. 
   
  Skills and Feats: -;-. 
   
   
  Constrict (Ex): A raiment deals 1d2+3 
  points of damage with a successful grapple 
  check against a Large or smaller creature, in 
  addition to the normal 1d2+3 points of damage 
  for its regular attack. Because it wraps itself 
  around its victim’s neck, a creature in the 
  raiment’s grasp cannot speak or cast spells that 
  have verbal components. 
   
  Improved Grab (Ex): To use this ability, a 
  raiment must hit a Large or smaller opponent 
  with a coat sleeve attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. A raiment is hard to 
  grapple because of its body configuration, so it 
  gains a +4 bonus on its grapple checks (already 
  figured into the statistics above). If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
   
  Mindless (Ex): A raiment is mindless, so it 
  has no Intelligence score and no feats or skills. 
  A raiment is immune to mind-affecting spells and 
  abilities. 
  The Long, Cold Watches of the Night 
   
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  Appendix II: Cold Hazards and the Survival Skill 
  COLD DANGERS 
  Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until 
  the character gets out of the cold and warms up again. Once a character is rendered unconscious 
  through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at 
  the same rate. 
  An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 
  1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may 
  receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see 
  the skill Description). 
  In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude 
  save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on 
  each failed save. A character who has the Survival skill may receive a bonus on this saving throw and 
  may be able to apply this bonus to other characters as well (see the skill description). Characters wearing 
  winter clothing only need check once per hour for cold and exposure damage. 
  A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia 
  (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took 
  from the cold and exposure.  
  Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a 
  character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal 
  damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a 
  chill metal spell. 
   
  SURVIVAL (WIS) 
  Check: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for 
  various tasks that require Survival checks. 
  Survival does not allow you to follow difficult tracks unless you are a ranger or have the Track feat (see 
  the Restriction section below). 
  Survival DC
  Task
  10  
  Get along in the wild. Move up to one-half your overland speed while hunting and 
  foraging (no food or water supplies needed). You can provide food and water for one 
  other person for every 2 points by which your check result exceeds 10. 
  15 
  Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-
  half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the 
  same bonus to one other character for every 1 point by which your Survival check result 
  exceeds 15. 
  15  
  Keep from getting lost or avoid natural hazards, such as quicksand. 
  15  
  Predict the weather up to 24 hours in advance. For every 5 points by which your Survival 
  check result exceeds 15, you can predict the weather for one additional day in advance. 
   
  Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A 
  Survival check made to find tracks is at least a full-round action, and it may take even longer. 
  Try Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table 
  above, you make a Survival check once every 24 hours. The result of that check applies until the next 
  The Long, Cold Watches of the Night 
   
  Page 17 
  
  check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the 
  situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural 
  hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 
  minutes (indoors) of searching. 
  The Long, Cold Watches of the Night 
   
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  Appendix III: On Magical Detection 
  Detect Evil 
  As a 3-HD undead creature, Brother Suender radiates moderate evil.  
   
  Since evil creatures leave a trail of lingering evil in their wake, it is sometimes possible to track them 
  by the lingering aura they leave. Since Brother Suender radiates moderate evil, his trail will remain for 
  1d6 minutes. It may be possible (though difficult) to track him by this method. 
   
  Also note that most of the stone walls of the monastery are load-bearing walls. All walls are at least 
  one foot thick, so detect evil cannot work through them. Doors (made of wood) are thin enough to allow 
  detect evil to penetrate. 
  The Long, Cold Watches of the Night 
   
  Page 19 
  
  Appendix IV: Maps 
   
   
  The Long, Cold Watches of the Night 
   
  Page 20 
  
  The Long, Cold Watches of the Night 
   
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  The Long, Cold Watches of the Night 
   
  Page 22 
  
  Appendix V: Non-Core Materials 
  New Action Type (from Complete Arcane)  
  Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure 
  of effort and energy than a free action. You can perform one swift action per turn without affecting your 
  ability to perform other actions. However, you can perform only a single swift action per turn, regardless of 
  what other actions you take. You can take a swift action any time you would normally be allowed to take a 
  free action. Swift actions usually involve spellcasting or the activation of magic items; many characters 
  (especially those who don’t cast spells) never have an opportunity to take a swift action. 
   
  Casting a quickened spell is a swift action (instead of a free action, as stated in the Player’s 
  Handbook). In addition, casting any spell with a casting time of 1 swift action is a swift action. 
   
  Casting a spell with a casting time of 1 swift action does not provoke attacks of opportunity. 
   
  New Spell (from Complete Adventurer)  
  Expeditious Retreat, Swift 
  Transmutation 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like expeditious retreat (see page 228 of the Player’s Handbook), except as noted 
  above. 
   
  New Monster (from Libris Mortis) 
  Errata: Raiment: HD 3d12; hp 19; BAB/Grap: +1/+3; Attack: Coat Sleeve +4 melee (1d2+3); Full Attack: 2 
  Coat Sleeves +4 melee (1d2+3); 
  Raiment 
  Small Undead 
  Hit Dice: 3d12 (19hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares) 
  Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 
  Base Attack/Grapple: +1/+3 
  Attack: Coat sleeve +4 melee (1d2+3) 
  Full Attack: 2 coat sleeves +4 melee (1d2+3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Constrict, Improved Grab 
  Special Qualities: Blindsight 60 ft., damage reduction 5/magic, darkvision 60 ft., mindless, undead traits 
  Saves: Fort +1, Ref +3, Will +4 
  Abilities: Str 16, Dex 14, Con -, Int -, Wis 13, Cha 7 
  Skills: - 
  Feats: - 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 1 
  The Long, Cold Watches of the Night 
   
  Page 23 
  
  Treasure: None 
  Alignment: Usually chaotic evil 
  Advancement: 4-6 HD (Small) 
  Level Adjustment: - 
   
  An empty set of clothing, dingy and stained, flings itself forward, seemingly eager to reach you. 
  A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim, 
  mindlessly intent on using its only remaining tool to cause as much pain and suffering as its long-missing 
  flesh felt in death. 
   
  The clothing sometimes retains other personal belongings of its former owners as well. Different 
  raiments may appear in different styles of dress, but most require a sufficient mass of clothing to give 
  them a shape and the ability to wrap their sleeves around the necks of prospective victims. 
   
  A raiment weighs 10 to 20 pounds and does not speak. 
  Combat 
  A raiment sometimes lies quiescent, like a pile of cast-off rags, attacking only when its victims are close 
  enough to surprise. 
  Constrict (Ex): A raiment deals 1d2+3 points of damage with a successful grapple check against 
  a Large or smaller creature, in addition to the normal 1d2+3 points of damage for its regular attack. 
  Because it wraps itself around its victim’s neck, a creature in the raiment’s grasp cannot speak or cast 
  spells that have verbal components. 
  Improved Grab (Ex): To use this ability, a raiment must hit a large or smaller opponent with a 
  coat sleeve attack. It can then attempt to start a grapple as a free action without provoking attacks of 
  opportunity. A raiment is hard to grapple because of its body configuration, so it gains a +4 bonus on its 
  grapple checks (already figured into the statistics above). If it wins the grapple check, it establishes a hold 
  and can constrict. 
  Mindless (Ex): A raiment is mindless, so it has no Intelligence score and no feats or skills. A 
  raiment is immune to mind-affecting spells and abilities. 
   
  New Template (from Libris Mortis) 
  Gravetouched Ghoul 
  Creating a Gravetouched Ghoul: 
  “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, 
  humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher (referred to 
  hereafter as the base creature). 
   
  A gravetouched ghoul speaks all the languages it spoke in life (usually Common). It has all the base 
  creature’s statistics and special abilities except as noted here. 
   
  Size and Type: The creature’s type changes to undead and it gains the augmented subtype. Do not 
  recalculate base attack bonus, saves, or skill points. Size is unchanged. 
   
  Hit Dice: Increase to d12. 
   
  Armor Class: The base creature’s natural armor bonus improves by 2. 
   
  Attack: A gravetouched ghoul retains all the attacks of the base creature and also gains a bite and 
  two claw attacks if it didn’t already have them. If the base creature uses weapons, the gravetouched 
  ghoul retains this ability. A creature with natural weapons retains those natural weapons. A gravetouched 
  ghoul fighting without weapons uses its bite attack. A gravetouched ghoul armed with a weapon uses its 
  bit or weapon as it desires. 
  The Long, Cold Watches of the Night 
   
  Page 24 
  
   
  Full Attack: A gravetouched ghoul fighting without weapons uses its bite and two claws to attack. If 
  armed with a weapon, it chooses whether to use the weapon or use its natural attacks. 
   
  Damage: Gravetouched ghouls have bite and claw attacks. If the base creature does not have this 
  attack form, use the appropriate damage value from the table below according to the gravetouched 
  ghoul’s size. Creatures that have other kinds of natural weapons retain their old damage values or use 
  the appropriate value from the table below, whichever is better. 
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  - 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
  Special Attacks: A gravetouched ghoul retains all the special attacks of the base creature and gains 
  those described below. Saves have a DC of 10 +1/2 the gravetouched ghoul’s HD + gravetouched 
  ghoul’s Cha modifier unless otherwise noted. 
  Ghoul Fever (Su): Disease—bite, Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of 
  any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must make a successful Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. 
   
  Special Qualities: A gravetouched ghoul retains all the special qualities of the base creature and 
  gains those described below. 
   
  Turn Resistance (Ex): A gravetouched ghoul has +2 turn resistance. 
   
  Diet Dependent: Gravetouched ghouls are diet dependent (see the Undead Metabolism section in 
  Chapter 1 of Libris Mortis) upon flesh. 
   
  Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an 
  undead creature, the gravetouched ghoul has no Constitution score. 
   
  Feats: A gravetouched ghoul retains all its feats and gains Multiattack as a bonus feat. 
   
  Environment: Any, usually the same as base creature. 
   
  Organization: Solitary, gang (2-4 ghouls plus 1 gravetouched ghoul), or pack (7-12 ghouls plus 1-4 
  gravetouched ghouls).  
   
  Challenge Rating: Same as the base creature +1 
   
  Alignment: Base creature’s alignment changes to chaotic evil. 
   
  Level Adjustment: Same as base creature +2. 
   
  The Long, Cold Watches of the Night 
   
  Page 25 
  
  Player Handout #1 
  A diary, found in one of the monks’ cells: 
   
  Sunsebb 8, CY 574 
  I never awoke. My failure mortifies me, but to have been brought back and cursed to watch over 
  this place is more than mere embarrassment. I no longer need sleep or feel cold, but this new form 
  has brought hungers. I ate half my brothers before I realized what I was doing. The warm flesh 
  gave me pleasure as I tore it with my claws and teeth. Then I realized what I was doing. Pholtus, 
  what penance could atone for this? 
  It was disrespectful, but I cast the bodies of my brothers over the cliff to remove the temptation 
  from myself. I tried to cast myself over first, but found that I could not do it. Like a weakling, I 
  cling even to this perverse imitation of life that has been thrust upon me. 
   
  Coldeven 15, CY 575 
  A visitor. At first, it was heartening to see his form in the snow and to welcome him to the 
  monastery as I had done so many times before. But when he beheld my form, he drew his weapon 
  and attempted to smite me in Pholtus name. I should have let him. But instinct overcame me and I 
  fought back. He fell, paralyzed by a scratch of my claws, and I consumed him. 
  I placed his belongings in one of the cells—was it Brother Hoffnung’s? I find it hard to remember 
  now—as a reminder. I must not let this happen again. The spirit is stronger than the body; if I bend 
  my will, I can resist these appetites. I say a prayer for his soul each night. 
   
  Flocktime 21, CY 581 
  I have finished restoring the chapel. Where the hobgoblins chipped the gold from the stone, I have 
  smoothed it. Where they smashed the statue of Pholtus’ herald, I have restored it. The 
  candlesticks I cannot replace, but even without my brothers’ skill, I can substitute perseverance. 
  Pholtus still does not hear my prayers, but perhaps he will see my devotion and deliver me from this 
  body of death. 
   
  Richfest, CY 582 
  Today, another lost traveler came this way. I was taken with fear that I should, once more be seen 
  for what I am, but as I hid, I heard a presence in my mind and saw a rat nearby. If I concentrate, I 
  can give myself the appearance of life once again. So I did. 
  She was a young woman journeying to see her brother in some mining town. I had no food to offer 
  her, for all that is in the cellars has rotted. In the night, I thought of how her skin would feel 
  under my claws and of the tenderness of her flesh and the sweetness of blood. It has been long 
  since I tasted food. But such is not food that I may eat. Pholtus give me strength to resist these 
  cursed appetites. 
  The Long, Cold Watches of the Night 
   
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  I succumbed. In the night, I went to the graveyard, dug up the body of our old abbot and consumed 
  him under the very eaves of the chapel. He had not been dead long and, in the frozen ground, there 
  was still some meat on his bones. The worms wriggled delightfully in my mouth as I consumed him. 
  In the light of dawn, I saw what I had done and was ashamed. I hid myself until she left, puzzled at 
  the empty halls of the monastery. 
   
  Patchwall 17, CY 583 
  A thousand curses upon all goblinkind! Today another group of raiders came to the monastery, but I 
  do not sleep. One by one, I hunted them down and feasted on their flesh and called aloud my prayer 
  that their spirits would be tormented for an eternity as I am. Someone heard my prayer for they 
  answered and their bones rose from the ground, subject to my will. Let them rot in torment. 
  The rat is now my constant companion. Together we hunt the other rats and beasts that seek to 
  make this place their own and consume them. I can feel when he is near and the anticipation he 
  senses as our prey moves. 
   
  Readying 25, CY 584 
  A dwarf came today from beneath the mountains. He seemed new to the surface and I thought to 
  welcome him. I had naught to feed him but the rats, but by concentrating, I can give them a flavor 
  that must be pleasant—he at least seemed to enjoy the meal. As I watched him eat, I felt the 
  hunger grow within me. Alas, I was not able to control it. As he slept, I slew him and ate his flesh. I 
  felt a new strength invigorate me as his blood touched my lips.  
  What penance shall this require? To scourge myself will not bring him back, nor will a thousand 
  prayers lighten the darkness of my soul. I must face the truth. I am become a creature of chaos 
  and wickedness. There is no redemption for me. 
   
  Readying 26, CY 584 
  But even to fail to follow the true path is more admirable than to succeed in embracing the 
  darkness. I will not give in, I swear to Pholtus. But I do anyway. The hunters that came to my door 
  became the hunted. Both the game and the victory gave me pleasure, but it is empty. Whether in 
  false hope or in hatred, I must watch over this place. I am bound to guard and restore the chapel of 
  my god whether I love or hate him and whether he rewards me or smites me. For eternity. Can I say 
  this punishment is not just? 
   
  The Long, Cold Watches of the Night 
   
  Page 27 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/595/Intro mods/PAL5I-01 - The Long, Cold Watches of the Night/PAL5I-01 - The Long, Cold Watches of the Night.pdf