TEXT: 39
  The Devil of Murder Cliffs
  
  Author
  Casey W. Christofferson
  Producer
  Bill Webb
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  Jeff Harkness
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  Jeff Harkness
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  Adrian Landeros
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  Lloyd Metcalf
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  Robert Altbauer
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  3
  The Devil of Murder Cliffs
  The Devil of Murder Cliffs ..............................................p. 4
   
  Part 1: The Arrival ................................................... p. 8
   
  Part 2: To Hunt The Devil .......................................p. 19
   
  Part 3: The Devil Among Us .....................................p. 27
  Player Maps .................................................................p. 30
  Legal Appendix ............................................................. p. 37
  Table of Contents
  
  4
  Frog God Games
  In the pale light of the witching hour when the moon shows 
  off its twin horns,
  ’Tis said that a devil rises from the deep with a murderous 
  taste for the soul. 
  You will know ere he stalks for the crows love to talk
  About how they have picked clean your bones.
  High in the cliffs along the timber road stands the Von Klarch Inn. 
  Half ruin, half fortress, the repurposed manor serves as a waystation for 
  adventurers seeking fame and fortune in the mountainous north. Built 
  nearly 500 years ago, the inn started out as the estate of the wealthy Von 
  Klarch family, who made their fortune trading with the northern dwarves. 
  In the intervening years, the family line has fallen on hard times. 
  Frequent attacks by the rising tide of gnolls, orcs, and trolls who overtook 
  the north over the intervening centuries wreaked havoc on large parts of 
  the estate, destroying the north wing and shrinking the Von Klarches’ 
  once-substantial land holdings. Lady Elis Von Klarch now leases large 
  tracts of timber from the family’s remaining lands to business-minded 
  barons living closer to the civilization in order to keep her family afloat.  
  More recently, attacks by local bandits — allegedly captained by a man 
  referred to as the Devil of Murder Cliffs in reference to a local legend — 
  have increased in frequency. These attacks threaten travelers on the road 
  and are bad for business. 
  Others say a true devil released from its bondage once again stalks the 
  region of the Murder Cliffs. Despite these troubles, the Von Klarch Inn 
  is the only reasonably civilized place to spend the night in the bandit-
  infested Murder Cliffs. 
  Adventure Background
  The Devil of Murder Cliffs is a Swords & Wizardry adventure for 4–6 
  characters of levels 3–5, though it can easily be scaled for lower- or higher-
  level adventurers. The adventure assumes at least one magic-user, one cleric, 
  and one thief are in the party, though there is a fair amount of opportunity for 
  other character classes, especially meat shields and sword swingers, to shine.
  The Referee can place the Von Klarch Inn in any mountainous region in your 
  campaign, in a wilderness where beasts still roam the land. Lumberjacks cut 
  the trees, but they are the exception within the woods. For the most part, the 
  adventurers are much more likely to encounter gnolls and other humanoids. 
  Referees may begin the adventure within the wilderness region of the 
  Murder Cliffs at a point when the characters trek far away from their town, 
  village, or city of choice, or they may use it as a waystation for a larger 
  adventure involving expeditions into the north. 
  Part 1: The Arrival
  The characters arrive at the Von Klarch Inn as the local bandit warlord 
  Krateis attacks. The staff, with the characters’ help, stave off the attack, 
  but not before Krateis and his men destroy several outbuildings and kill 
  a good number of the valiant defenders. The management of the inn 
  implores the characters to find Krateis — alleged to be the “Devil of 
  Murder Cliffs” — and smash his bandit operation once and for all. The 
  characters are encouraged to bring Krateis in alive so he can be hung in 
  the courtyard as a warning to all other would-be bandits and highwaymen. 
  Part 2: To Hunt the Devil
  The second part of the adventure involves the hunt for the true Devil 
  of Murder Cliffs. Here, the characters must search for the bandit camp of 
  Krateis where the highwaymen hide and may be looking for the lair of 
  the druid Arcenaur. There are also various gnoll lairs and other hidden 
  locations within the Murder Cliffs but exploring them may be hampered 
  by random encounters, set encounters, and strange occurrences. 
  Part 3: The Devil Among Us
  The third part of the adventure returns the characters to the Von Klarch 
  Inn. The characters may be laden with the bandits’ loot and, possibly, the 
  captured bandits themselves. Upon returning, the characters are invited 
  to a feast though not everyone at the dinner may be who they seem. They 
  soon find themselves in the midst of many dangers as friends and foes 
  become difficult to distinguish, even as a true fiend stalks among them! 
  The adventure concludes when the true Devil of Murder Cliffs is revealed.
  Important Characters
  Listed below are some of the important NPCs the characters encounter 
  during the course of the adventure.
  Lady Elis Von Klarch
  Lady Elis Von Klarch is the head of the Von Klarch estate. She is a 
  spoiled only child who would much prefer a life spending money in a 
  large city to running her family’s ruined backwater estate. The widow is 
  beautiful though her age is catching up to her, almost as quickly as her 
  money is running out. If ruthlessness and avarice had a name, it would be 
  Lady Elis Von Klarch.
  Several years ago, Lady Elis made the acquaintance of Krateis. The mercenary 
  commander had fallen out of favor due to his fiercely brutal tactics and tendency 
  to deny quarter, even to nobles with the ability to pay a hefty ransom. 
  For many years, Lady Elis and Krateis enjoyed a working relationship 
  where he and his bandits would tip off the Von Klarches about returning 
  adventurers laden with treasures who were perhaps too difficult or 
  dangerous a mark for his band. The bandits would give a bit of chase to 
  hustle the quarry back to the Von Klarch estate, and they would split the 
  profits once the adventurers were dealt with. For other quarry, the bandits 
  handled the situation themselves and did their best to keep the numbers of 
  gnolls scouting the peaks to a manageable number. 
  Recently, Lady Elis and Krateis have been on the outs. As Krateis’ 
  band has grown in strength and numbers, Elis has become suspicious that 
  Krateis intends to take all the treasure and leave her to wither in destitution. 
  Her anger has become such that she is willing to hire a rival band of 
  mercenaries to hunt down Krateis and bring him to justice. Her ultimate 
  hope is that she can get Krateis to see the value of their partnership and for 
  her newly hired mercenaries to thin the herd of bandits the chieftain has 
  gathered to his devil’s head banner. 
  Lady Elis is educated and trained in magic, focusing mostly on charms 
  to get what she wants out of life. Her larger goal is to trap the spirit of 
  The Devil of Murder Cliffs
  By Casey W. Christofferson
  
  5
  The Devil of Murder Cliffs
  
  6
  Frog God Games
  Aspdu, the true Devil of Murder Cliffs, to control and gain power over 
  him. She requires the talisman of Aspdu but has been unable to ascertain 
  its location. Should she find the talisman, she will place it around the neck 
  of the clone she is growing within her laboratory. She’ll then summon 
  Aspdu’s spirit to occupy the empty vessel, then command the pit fiend to 
  do her bidding as the wizard king of Murder Cliffs did in the days of old. 
  Lady Elis Von Klarch (MU6): HP 20; AC 4[15] or 2[17] (missile) 
  and 4[15] (melee) from shield spell; Atk +1 dagger (1d4+1); 
  Move 12; Save 10; AL C; CL/XP 8/800; Special: +2 save vs. 
  spells, staffs and wands, spells (4/2/2).
  Spells: 1st—detect magic, magic missile, read 
  languages, shield; 2nd—darkness 15ft radius, 
  phantasmal force; 3rd—invisibility 10ft radius, lightning 
  bolt.
  Equipment: bracers of defense AC 4[15], tattered 
  dress, +1 dagger, potion of invisibility, potion of 
  flying, potion of slipperiness, wand of charm person 
  (10 charges), sapphire necklace (25gp), bejeweled 
  choker (10gp), 22gp, 13sp.
  Svan Dorian
  Svan Dorian is an ambitious man in his mid-30s with carefully 
  coiffured black hair, a patrician’s nose, and sharp gray eyes. He stands 
  about 5ft-10in tall and seems powerfully built under the velvet finery of a 
  professional butler and herald. Lady Elis brought Svan with her from the 
  city five years ago to replace the old family butler who died shortly after 
  the passing of her father. 
  Svan Dorian serves as seneschal of the estate and runs the inn’s 
  operations with Lady Elis. Svan Dorian is secretly a vicar in service of 
  Moloch and extensively refurbished the shrine beneath the estate using 
  Lady Elis’ coin in a costly restoration. 
  Svan is fully knowledgeable of the various hidden pits, traps, and 
  switches rigged throughout the estate. He hates Krateis with a burning 
  passion. He wishes for nothing more than to get his hands on the bandit 
  and sacrifice him to Moloch to draw out the spirit of Aspdu. But Svan 
  knows that he can get away with this only if he can stoke Lady Elis’ anger 
  to the boiling point. Svan would replace Krateis with Dusana and Lujub 
  as leaders of the bandit confederation. He has already converted the pair 
  to his cause. 
  Svan Dorian, Cleric of Moloch (Clr5): HP 27; AC 2[17];  
  Atk staff of the snake (1d6+1); Move 12; Save 9 (+2, ring); 
  AL C; CL/XP 6/400; Special: +2 save vs. paralyzation and 
  poison, control undead, spells (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person, 
  silence 15ft radius.
  Equipment: +1 chainmail, butler’s uniform, staff of the 
  snake, ring of protection +2, demonic idol of Moloch. 
  Head Matron Jelena Kukas
  Jelena is a square-built woman in her 50s who runs the day-to-day 
  operations of the estate with an iron fist though she does not run the inn’s 
  business operations. She sees to the maids and the careful cleanup of the 
  recently “vacated” chambers of the inn. Several of her children work for 
  Lady Elis Von Klarch. 
  Head Matron Jelena Kukas: HD 1d6; HP 4; AC 9[10];  
  Atk broom (1d3); Move 12; Save 18; AL N; CL/XP B/10; 
  Special: none.
  Equipment: robes, broom, small charm made by her 
  daughter.
  Captain Krateis 
  Captain Krateis is a tall, powerfully built man of indeterminate age with 
  a thick sandy beard and a mane of hair shot with red, gold, and gray. His 
  eyes are cold blue, and his face is rough and ruddy though it is often 
  split with a cunning smile when not encased in his signature devil’s head 
  helm. Krateis is the sometime lover and partner in crime of Lady Elis Von 
  Klarch though currently their relationship is on ice. 
  Captain Krateis was a mercenary for years serving various lords and 
  kinglets. He developed a reputation for disobedience, something most 
  nobles can do without. Banditry was second nature to Krateis, but during 
  one particular raid, Krateis came across a treasure that defined him for the 
  last half-decade of his career: a devil’s head helm. The previous owner, a 
  southern potentate, had commissioned a helm that would strike fear into the 
  hearts of his foes. The result was an enchanted bascinet with a pair of spiked 
  horns that protrude from the top of the brow and a tooled, inlaid facepiece 
  resembling a fiendish countenance. The helm’s eye slits glow an ominous 
  red, and a thin fog escapes the fanged mouth when the wearer speaks. 
  Krateis is something of a historian and a lover of fine, exotic, and 
  ancient things. Because of this, he was quick to bring his operations north 
  to capitalize on the legends of the Devil of Murder Cliffs. This brought 
  him to his on again, off again relationship with Lady Elis and continued 
  the friction with her advisor Svan Dorian.
  Krateis’ recent studies have raised his suspicions that more is going on 
  at the Von Klarch estate than the obvious murder and robbery schemes 
  he and Lady Elis Von Klarch organized. Krateis figures to eventually get 
  Armor
  Devil’s Helm
  The devil’s helm is an enchanted bascinet with a tooled and inlaid 
  facepiece that bears a fiendish countenance. The helm has a pair of 
  spiked horns that protrude from the top of the brow. The helm’s eye 
  slits glow an ominous red, and a thin fog escapes the fanged mouth 
  whenever the wearer speaks. Once per day, the wearer can cast fear 
  and obscuring mist. The helm grants a +1 AC bonus to the wearer 
  and a +1 to saves.
  
  7
  The Devil of Murder Cliffs
  to the bottom of it should his relationship with Lady Elis thaw again. If 
  it cannot, he figures to raise a force to sack the estate and research his 
  suspicions personally. To do this, however, he needs an in for himself and 
  his crew, and he needs Svan Dorian eliminated. 
  Krateis, the “Devil of the Murder Cliffs” (Ftr7): HP 42; AC 3[16]; 
  Atk +1 freezing bastard sword (1d8+3 plus 1d6 cold) or light 
  crossbow (1d4+1); Move 12; Save 8 (+1, helm); AL N; CL/XP 
  7/600; Special: multiple attacks (7) vs. creatures with 1 or 
  fewer HD, –1[+1] dexterity AC bonus, +2 to hit and damage 
  strength bonus, +1 to-hit missile bonus.
  Equipment: +1 chainmail, devil’s helm (see sidebox), +2 
  freezing bastard sword, light crossbow, 20 bolts.
  Old Orlak
  Orlak is a timber guide who has gotten on in years and spends less 
  time working as a guide and more time drinking at the inn. He offers his 
  services as a guide to merchants plying the road from the cities in the 
  south to the mining encampments of the north. 
  Orlak is something of a storyteller and takes credit for all sorts of deeds 
  in the mountains from his younger years that he probably wasn’t actually 
  a part of. If asked about the Devil of Murder Cliffs, he may slip up and ask 
  which one before quickly having another drink and making up some story 
  or other about Krateis’ atrocities. 
  Orlak has a deal worked out with Lady Von Klarch to ensure that wealthy 
  travelers with the right sort of goods end up at the inn and out of the grasp of 
  Krateis. Orlak sticks to the north-south roads and refuses to venture deeper 
  into the mountain passes — for good reason. Krateis has threatened to crucify 
  the old man if he ever catches him attempting to lead assassins to his lair.  
  Orlak is attempting to woo Velanika into hiring him as a guide for her 
  merchant trains, hoping to move through the mountains with armed 
  guards to protect him. After Krateis’ most recent assault on the manor, 
  however, he refuses to take anyone until after someone deals with Krateis. 
  Old Orlak (Rgr4): HP 29; AC 6[13]; Atk +1 shortsword (1d6+1) 
  or longbow x2 (1d6); Move 12; Save 11; AL N; CL/XP 4/120; 
  Special: +4 damage vs. giants and goblin-types, alertness, 
  tracking.
  Equipment: +1 leather armor, +1 shortsword, longbow, 
  20 arrows, 2 potions of extra healing.
  Velanika Rosnin
  Velanika is a shrewd businesswoman hailing from the southern city-
  states. She has a four-wagon caravan to haul trade goods up to the silver 
  camps of the north that is currently stuck at the inn because of the bandit 
  attacks on travelers. She may offer the characters 50gp per wagon to get 
  her and her drivers to the silver camps to drop off her wares and to haul a 
  load of silver back unscathed. She realizes now that she is going to need 
  more protection than her bosses in the southern cities have offered her and 
  is willing to spend the money to get the job done. She currently has eight 
  guards in her retinue, and they split time between guarding the wagons 
  and sharing a pair of upstairs rooms. 
  Velanika Rosnin (Ftr4): HP 25; AC 6[13]; Atk longsword (1d8) 
  or light crossbow (1d4+1); Move 12; Save 10; AL N; CL/XP 
  4/120; Special: multiple attacks (4) vs. creatures with 1 or 
  fewer HD, +1 to hit and damage strength bonus.
  Equipment: ring mail, longsword, light crossbow, 20 
  bolts, ledger.
  Guards (8): HD 1; HP 8x2, 7, 6x2, 5x3; AC 7[12]; Atk longsword 
  (1d8); Move 12; Save 17; AL N; CL/XP 1/15; Special: none.
  Equipment: leather armor, longsword.
  Arcenaur the Druid
  Arcenaur is commonly mistaken for the Devil of Murder Cliffs as he 
  silently wages war on the gnolls, highwaymen, and lumberjacks who 
  violate his domain. He prefers frightening off the lumberjacks over 
  outright murder though, if pressed, he has no problem spilling their blood 
  on the high-country ground. 
  Lady Elis would like nothing more than to see Arcenaur flayed 
  and hurled to the crows. She would readily implicate Arcenaur as an 
  accomplice to the Devil of Murder Cliffs. 
  Arcenaur, Half-Elf Druid (Drd5): HP 27; AC 7[12]; Atk spear 
  (1d6) or longbow x2 (1d6); Move 12; Save 11; AL N; CL/
  XP 5/240; Special: +2 save vs. fire, darkvision (60ft), detect 
  secret doors (4-in-6 chance), immune to fey charms, shape 
  change, spells (3/2/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person.
  Equipment: antler headdress, leather armor, 3 spears, 
  longbow, 20 arrows.
  Aspdu’s Evil Spirit
  Aspdu is the true Devil of Murder Cliffs. Once a powerful pit fiend in 
  service to Moloch, Aspdu was reduced in power when a wizard king of 
  old attempted to break his contract with the devil. Aspdu’s bones were 
  melded to the mountainside, and the pit fiend’s evil spirit now haunts the 
  cliffs, possessing others as he attempts to reunite with his old bones and 
  return to Hell with the 99 souls his master tasked him to gather. Aspdu is 
  particularly interested in capturing the soul of Lady Elis as he believes 
  she is descended from the ancient wizard who blasted his flesh across the 
  mountainside. 
  Aspdu’s ghost is merely a ghost though he may take other forms and 
  possess NPCs (and possibly the characters). The ghost has power only 
  during the nights of the Devil’s Moon when he can project a somewhat 
  corporeal form, typically appearing in the guise of a handsome traveling 
  merchant. 
  Aspdu’s motivations are to regenerate his body and return to Hell — 
  after he wreaks as much evil and havoc as he possibly can. He needs the 
  talisman of Aspdu and an empty vessel to achieve his plan. Lady Elis’ 
  desire to take control of the pit fiend using the clone in her conjuring 
  chamber may provide the pit fiend with a new body so he can return to 
  the world. 
  Aspdu’s Ghost: HD 5; HP 36; AC 0[19]; Atk chilling touch 
  (1d6); Move (fly 12); Save 12; AL C; CL/XP 7/600; Special: 
  magic resistance (50%), +1 magic or silver weapon to hit, 
  possession (at will).
  Taking Control
  Aspdu can attempt to possess a different NPC (or character) at 
  will. When the ghost possesses a characters’ body, he moves into 
  the being and attempts to take control (similar to the magic jar 
  spell). The ghost and the creature must each roll 1d6 per hit die 
  they possess (5d6 in Aspdu’s case, for example). If the sum of 
  the dice of the ghost is higher than the character, then the ghost 
  assumes control and can direct the character’s action for as long 
  as he maintains the hold. The possessed character can attempt to 
  regain control with another opposed roll each hour. Aspdu can end 
  the possession at any time.
  If the character wins the opposed roll, the ghost is expelled 
  and cannot attempt to possess that being for 24 hours. He may 
  immediately attempt to possess another creature, however. 
  
  8
  Frog God Games
  Part 1: The Arrival
  The first part of the adventure involves the characters’ arrival at the Von 
  Klarch Inn. If you need to spice up the characters’ travel to the inn, use the 
  random day and night wilderness encounter tables provided in Part 2: To 
  Hunt the Devil to throw a challenge at the characters as needed.
  Once they finally arrive at the inn, the characters discover Krateis’ 
  bandits attacking the building. The raiders assault the outer perimeter of 
  the grounds near the breastworks on horseback with bows and arrows. A 
  rider with an ominous horned helm and glowing red eyes sits astride a 
  horse observing the attack. 
  A lady in an upper-story window howls with rage at the horsemen, 
  shaking her fist while guardsmen standing at the breastworks to the north 
  of the inn trade shots with the riders. The rider in the distance laughs, and 
  as he does, smoke pours from the mouth slit of his helm, surrounding him 
  in a hellish glow. 
  Human Bandits (4): HD 1; HP 7x2, 6, 5; AC 7[12]; Atk 
  shortsword (1d6) or shortbow x2 (1d6); Move 12; Save 17; AL 
  C; CL/XP 1/15; Special: none.
  Equipment: leather armor, shortsword, shortbow, 20 
  arrows, 1d6sp, 3d6cp, war horse.
  Horses, War (4): HD 3; HP 21, 19, 18, 16; AC 7[12]; Atk bite 
  (1d2), 2 hooves (1d3); Move 18; Save 14; AL N; CL/XP 3/60; 
  Special: none.
  House Men-at-arms (3): HD 1; HP 7, 5x2; AC 5[14]; Atk 
  longsword (1d8) or light crossbow (1d4+1); Move 12; Save 
  17; AL N; CL/XP 1/15; Special: none.
  Equipment: chainmail, longsword, light crossbow, 20 
  bolts.
  As the characters come within earshot of the conflict, the lady in the 
  tower window yells down to them, offering 10 gp for each bandit they 
  take out. Assuming the characters are newly arrived to the fight, the riders 
  target them as well. 
  The bandits use hit-and-run tactics as they ride past the characters, firing 
  and then moving on. The bandits avoid direct melee if possible, and retreat 
  after they take 50% damage or if any of their number are killed. Krateis 
  departs as soon as his bandits engage the characters.After the battle, Lady 
  Elis Von Klarch and her seneschal Svan Dorian greet the characters. Lady 
  Elis reveals the name of her nemesis to be Captain Krateis, a bandit leader 
  also known as the Devil of Murder Cliffs.She further explains that Krateis 
  is in league with bands of gnolls and a twisted druid known as Arcenaur. 
  Together, this league of villains has set out to ruin her business and have 
  brought silver and lumber trade throughout the mountains to a standstill. 
  She asks the characters to hunt these foes down and break their hold 
  on the mountain passes. In return, she offers them 10 sp per confirmed 
  gnoll or bandit slain. She further offers the characters 300 gp for bringing 
  Krateis in dead or alive (although she prefers alive), and an additional 100 
  gp for Arcenaur. The bandits, she insists, must be taught a hard lesson. If 
  asked what she means, she points to a tree in the yard that would easily 
  support a rope and 300 pounds or more of weight. 
  Characters may note that the lady’s dress seems a bit threadbare. It was 
  obviously very expensive at one time but seems about a decade out of date. 
  Otherwise, it quickly becomes apparent that everything about the inn seems 
  just a bit shabby and run down. It could be surmised that Lady Von Klarch is 
  short on money. It is also apparent that although several rooms are available 
  at the inn, very few of them are currently rented. If asked about customers 
  and the rundown quality of the inn, Lady Elis feigns embarrassment and 
  says the bandit “situation” has strapped her inn financially. 
  The characters’ actions at this point flavor their interactions with the 
  Von Klarches for the first part of the adventure and, specifically, the sort 
  of deal offered to them by Lady Elis Von Klarch. Characters have the 
  opportunity to briefly interact with various members of the Von Klarch 
  retinue, their men-at-arms, and the workers before setting out on the 
  next leg of their journey. The workers at the estate are detailed in the 
  descriptions of the Von Klarch Inn. 
  The encounters with the staff are friendly, and the Von Klarch clan seems 
  very concerned about solving the bandit and gnoll problem they face. The 
  characters are properly wined, dined, fed, and given fine rooms facing the 
  mountains (not those facing the gorge). The rooms are not trapped in any 
  way. The Referee should make the characters feel safe and introduce some 
  of the other travelers visiting the region. The overall atmosphere should be 
  one of casual comfort. 
  It is during this time that the characters may first encounter Aspdu’s 
  ghost and the NPC the ghost currently possesses during this lunar phase 
  (see the Ghost of a Devil sidebar). The possessed individual has its own 
  motivations and seeks to convince the characters to find the talisman of 
  Aspdu. The ghost explains cryptically that finding the talisman may be the 
  key to ending all the troubles facing the inn. If the characters become too 
  insistent while questioning the possessed NPC, Aspdu abandons the body, 
  leaving the characters to deal with a suddenly confused NPC who has no 
  knowledge of any talisman.
  Once the characters leave the inn in search of Krateis and his bandits 
  (and possibly the talisman), proceed to Part 2: To Hunt the Devil. 
  Note: Characters can be notoriously nosy. They may in some way 
  figure out early on that the Von Klarches are not on the level. This is fine, 
  just remember the old saying about curiosity and cats and proceed to Part 
  3: The Devil Among Us. 
  Ghost of a Devil
  Listed here are Aspdu’s actions and activities based on whom he 
  possesses. The only beings the ghost of Aspdu does not attempt to 
  possess are Krateis and Lady Elis. The Referee may decide whom 
  the ghost possesses or may roll 1d6 and select from below. 
  1. Arcenaur: If Aspdu possesses Arcenaur, he uses the druid’s 
  powers to harass the denizens of the inn as he seeks access to the 
  empty vessel hidden inside. If the characters attempt to capture or 
  kill Arcenaur while Aspdu is possessing him, he puts up a meager 
  defense and almost immediately surrenders. 
  2. Velanika Rosnin: If Aspdu possesses Velanika, he uses her 
  to get the characters to help him find the talisman. Once within a 
  few miles of the talisman, Velanika disappears as Aspdu leads her 
  to collect the item. She is later found in the custody of Arcenaur or 
  Krateis.  
  3. Orlak: If Aspdu possesses Orlak, he offers to guide the 
  characters through the mountains. Instead, he leads them to within 
  a few miles of the Devil’s Dolmen then disappears while he goes to 
  collect the talisman. He abandons the characters, only to arrive later 
  claiming to have escaped from the bandits. 
  4. Aspdu’s Ghost: Aspdu’s ghost approaches a solitary character 
  with the intent of possessing him or her and heading to the site of 
  the talisman. Once the ghost acquires the talisman, it returns to the 
  inn immediately to acquire the empty vessel. 
  5. Svan Dorian: If Aspdu possesses Svan Dorian, the 
  chamberlain of the house insists on joining the characters in their 
  hunt for the Devil of Murder Cliffs. He leads the party toward the 
  Devil’s Dolmen instead, with the intent of collecting the talisman. 
  Like the others, he slips away only to return with a made-up story 
  of becoming lost. 
  6. Dusana or Lujub: Aspdu may possess one of the twins. This 
  scenario works best if Krateis captures the characters. The ghost 
  possesses one of the twins and helps the characters to escape but 
  leads them in the direction of the Devil’s Dolmen where it seeks 
  the talisman. 
  Whichever choice the Referee makes, options are available 
  for using Aspdu’s evil spirit to move the adventure along. Just 
  remember that Aspdu desperately wants to retrieve the talisman 
  from the Devil’s Dolmen then return to the inn to find the vacant 
  clone growing in Lady Elis’ chambers. Aspdu will do almost 
  anything to find and retrieve the talisman, even tricking the 
  characters into accomplishing the deed for him.
  
  9
  The Devil of Murder Cliffs
  Von Klarch Estate 
  Use the following descriptions for the Von Klarch Inn and its 
  surrounding grounds. Initially, characters may not get much of a chance to 
  fully explore the grounds if they quickly set off in search of Krateis, but 
  Lady Elis will have special rooms waiting for them once they return with 
  all their treasure. Part 3: The Devil Among Us takes place back at the inn 
  once the characters deal with the bandits or guess that something is wrong 
  at the Von Klarch Estate.
  A. Grounds
  The Von Klarch Estate grounds are found just around a bend in the 
  winding mountain roads that pass closest to the cliffs overlooking the 
  river 300ft below. The grounds consist of broken pieces of an original 
  fortress wall, with the majority of the ruins, including the main structure, 
  spread along the northern end of the land.
  The southern and eastern sections of the estate are guarded by natural 
  rock walls, with the pass to the east overlooked by the vestibule tower and 
  a mountain trail that turns off to the north. 
  The grounds are typically guarded by 4 sentries. The sentries are the 
  first line of defense for the inn and focus their attention along the northern 
  section of the grounds, nearest to the ruins and at the eastern pathway 
  where they stop visitors and direct them to the proper entry. 
  Sentries (4): HD 1; HP 8, 7, 6, 4; AC 5[14]; Atk longsword (1d8) 
  or light crossbow (1d4+1); Move 12; Save 17; AL N; CL/XP 
  1/15; Special: none.
  Equipment: chainmail, longsword, light crossbow, 20 
  bolts.
  B. Ruins
  The northern end of the grounds consists of the ruins of the original 
  curtain wall and the remnants of a northern watchtower destroyed during 
  one of the many attacks on the manor by raiding gnolls and highwaymen. 
  The ruins consist of stones in sizes ranging from 4 foot to 5 foot each. 
  Smaller stones have been gathered and stacked to form a breastwork that 
  is used by the defenders to slow attacks against the inn. 
  C. Breastworks
  The breastworks are 5ft tall and 3ft wide and afford firing positions for 
  guardians of the inn against attackers. The breastwork offers half-cover to 
  those standing behind it. 
  D. Mountain Gate
  The mountain gate is a wrought-iron gate attached to the breastworks 
  that has seen better days. One of the inn’s men-at-arms usually mans the 
  gate, which is locked and unlocked as visitors to the inn make their way to 
  and from the northern reaches of the Murder Cliffs. 
  Man-at-arms: HD 1; HP 6; AC 5[14]; Atk halberd (1d8+1) or 
  light crossbow (1d4+1); Move 12; Save 17; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: chainmail, halberd, light crossbow, 20 
  bolts.
  E. Velanika’s Wagons
  Four trade wagons laden with trade goods are circled here along the 
  southern grounds of the inn. The wagons belong to a merchant named 
  Velanika Rosnin who is attempting to travel to the silver camps in the 
  north. Each wagon contains 500gp worth of trade goods ranging from 
  rope, dried food, blankets, tents, tent stakes, tools, lamp oil, and the like. 
  The exact nature of the supplies is left up to the Referee. The drivers and 
  guards protect the wagons.
  Wagon Drivers (8): HD 1d6; HP 6, 5x2, 4x3, 3x2; AC 9[10];  
  Atk club (1d4); Move 12; Save 18; AL N; CL/XP B/10;  
  Special: none.
  Equipment: club.
  The Von Klarch Inn
  The inn proper is made up of the remnants of the great Von Klarch 
  Estate. The three-story building is made of a combination of marble and 
  limestone, with a granite foundation and cornerstones.
  1. Porch and Vestibule
  A worn stone porch leads to scarred oaken double doors that open onto 
  a vestibule that has seen better days. In older times, the vestibule served 
  as visitors’ “introduction” to the family estate. The marble facades that 
  decorate this room are now cracked, revealing the native limestone of the 
  building’s exterior. 
  Currently, a house porter stands at the porch, offering aid and assistance 
  to visitors and a truncheon to trespassers without the coin to rent a room 
  for the night. The porter keeps an eye out for visitors who may need a 
  groom for their horses or a bellhop to carry luggage to the guestrooms. If 
  the grounds are in imminent danger, he bars the doors to the vestibule and 
  the grand hall beyond. 
  Porter: HD 1d6; HP 3; AC 9[10]; Atk club (1d4); Move 12; Save 
  18; AL N; CL/XP B/10; Special: none.
  Equipment: club.
  2. Grand Hall
  The vestibule opens into the grand hall, a great T-shaped hall paneled in 
  polished hardwood and marble. The great hall is a far cry cleaner and far 
  statelier to the eye than the vestibule outside and shows that a considerable 
  amount of work goes into keeping it that way. To the right is a broad 
  enclosed desk where guests can check in, as well as a bellhop station.
  Standard Features
  Interior Windows: Ground-floor windows are barred to prevent 
  assault by bandits and raiders and are shuttered and curtained from 
  the inside. Upper-story windows are shuttered against the weather 
  and curtained on the inside to keep down drafts. 
  Secret Doors: The Von Klarch Inn is filled with secret doors and 
  passageways, built to allow clandestine entry into guest rooms or to 
  lead to pit traps. The pit traps, located next to fireplaces so they are 
  hidden by the manor’s many chimneys, deposit victims onto spikes 
  located in the dungeon and caves below the estate. 
  Pit Traps: The spiked pit traps hidden in the closets and 
  bathrooms do 1d6 points of damage for each story that they are 
  found on. For example, falling down one of the pit traps on the 
  third floor causes 3d6 points of damage plus the character lands on 
  1d4 spikes that deal an additional 1d4 points of damage each. They 
  can be triggered from outside the room by turning the doorknob 
  counterclockwise twice, or can be triggered by “accidentally” 
  standing atop one of the covered trapdoor chutes. Consequently, the 
  traps can be locked in place by turning the handle clockwise twice 
  from outside the room before the door closes. The Von Klarches 
  seldom set the traps until they are certain their visitors are laden 
  with coin for them to steal!
  Pass-Through Pits: As indicated on the map, some of the pits 
  from the second story pass through sections of the inn on the ground 
  floor. These areas are bricked in and look like additional chimney 
  spaces. A dwarf has a 2-in-6 chance to notice the chimneys but to 
  note the lack of fireplaces, which might lead characters to believe 
  there are hearths of some sort in a sublevel of the inn such as a 
  cellar or basement.
  
  10
  Frog God Games
  
  11
  The Devil of Murder Cliffs
  Beyond the entry, the hall turns north and south with entrances to the 
  ballroom, grand dining room, terrace bar, hunters’ lounge, lavatories, 
  servants’ quarters, and the vast kitchens. Staircases at the north and south 
  of the hall lead to the upper stories and the guest rooms found there. The 
  rooms once served the noble family but now serve the inn’s guests. 
  Paintings and sculptures in the grand hall represent various members of 
  the Von Klarch family over the last 300 years. Bare spots on the wall mark 
  where other more valuable paintings once hung, but they have been sold 
  off in recent years to settle family debts. 
  3. Check-in Desk and Office
  Characters entering the inn for the first time are greeted by Taniya, 
  a youngish local girl who asks if they need lodging and indicates the 
  prices for a night, a week, a month, or a yearly stay. Her mother is Head 
  Matron Jelena Kukas, who manages the staff for Svan Dorian. Taniya is 
  bored with her job to say the least and spends most of her time frustrating 
  Gravnic. She flirts with new arrivals, believing this drives Gravnic crazy. 
  She reminds characters to ring the bell in their room should they need 
  anything from her at all. 
  The ledger indicates a variety of travelers coming from the south and 
  heading north though it rarely lists return visits. This information could be 
  gathered with a successful (Notice, Wisdom, etc. roll, level 5). 
  Taniya Kukas: HD 1d6; HP 3; AC 9[10]; Atk fist (1hp); Move 12; 
  Save 18; AL N; CL/XP B/10; Special: none.
  Equipment: dress, pendant (10sp).
  4. Bellhop Station
  Also at the desk is the bellhop station where Gravnic waits to haul bags 
  when not busying himself with polishing doorknobs, brass, or whatever 
  else he can do to stay busy. Gravnic is very strong and asks few questions. 
  For this reason, Lady Von Klarch and Svan Dorian put his brawn to use in 
  the “other” family business whenever necessary.
  A secret door in the back of the bellhop station leads to an access 
  hallway. 
  Gravnic (Ftr3): HP 21; AC 5[14]; Atk club (1d4+2); Move 12; 
  Save 11 (+1, ring); AL C; CL/XP 3/60; Special: multiple attacks 
  (3) vs. creatures with 1 or fewer HD, +2 to hit and damage 
  strength bonus.
  Equipment: bracers of defense AC 6[13], club, ring of 
  protection +1.
  Note: See Gravnic’s room (Area 20) if he has a chance 
  to arm himself before a fight.
  5. Access Hallway
  A hidden hallway is located between the supply closet and the bellhop 
  station. A stairway descends to the caves and dungeon below the inn, 
  ending right next to the hidden jail (Area 43). Secret doors lead to the 
  bellhop station, the supply closet, and a secret entrance from the main hall 
  that is hidden behind a portrait of Markus Von Klarch. 
  6. Supply Closet
  The supply closet is filled with mops, brooms, soap, vinegar, brass 
  polish, and other cleaning supplies used by the staff to keep the estate 
  clean. A secret door hidden behind a rack of fresh linens leads to the 
  access hallway. 
  7. Hunters’ Lounge
  This room is filled with hunting memorabilia. Its doors are flanked with 
  stuffed black bears that have been dressed in hunter’s caps and armed 
  with bows.  The lounge is small and cozy, with seating for perhaps 10. It 
  is open by reservation only. Guests sit in the lounge and smoke pipes as 
  they tell tales from overstuffed armchairs and receive bottle service from 
  the terrace bar. Renting the room is 10sp for an entire evening. Drinks 
  and tips are extra, of course, and you may set by the Referee. There is a 
  50% chance that Old Orlak is having a glass of brandy and a cigar here, 
  reservations be damned. 
  8. North and South Towers, Ground Floor
  The towers flanking the vestibule tower serve as the main defense for 
  the yard and main entrance to the estate. The ground floor towers serve 
  as barracks for 5 guards who occupy each tower. The guards keep 2d6gp 
  and a clean uniform in their footlockers. 
  Guards (10): HD 1; HP 8, 7x2, 6x4, 5x3; AC 5[14]; Atk 
  longsword (1d8) or heavy crossbow x1/2 (1d6+1); Move 12; 
  Save 14; AL N; CL/XP 1/15; Special: none.
  Equipment: chainmail, longsword, heavy crossbow, 20 
  bolts.
  The guards rotate shifts so there are always at least 3 guards up 
  and working per tower at any given time and 2 guards sleeping in the 
  bunkroom on the ground floor. Each working guard mans a different level 
  of the tower (Areas 23 and 31) although they can run up or down the stairs 
  to assist each other.
  9. Head Matron’s Quarters
  Head Matron Jelana Kukas (see above) lives in this room in the north 
  wing, which is conveniently located next to Lady Elis’ ground-floor 
  office. Jelena has a small chest that holds a velvet sack containing two 
  small sapphires worth 25gp each, as well as 28gp, and 30 sp. 
  Head Matron Jelena Kukas: HD 1d6; HP 4; AC 9[10]; Atk 
  broom (1d3); Move 12; Save 18; AL N; CL/XP B/10; Special: 
  none.
  Equipment: robes, broom, small charm made by her 
  daughter.
  10. Lady Elis’ Office
  Lady Elis’ office is the ground-floor nerve center of the estate. The door is 
  kept locked. Within is a broad walnut desk, a safe, a window, and a fireplace. 
  A painting of Lady Elis’ late grandfather Shukov Von Klarch hangs behind the 
  desk. The painting slides to the side to reveal a map of all three levels of the 
  house with buttons over the bathrooms as well as several of the second- and 
  third-floor bedrooms. When the buttons are pressed, they activate the covered 
  pits in the selected rooms. The purpose of the buttons may not be obvious 
  to those snooping around in the office as pressing them here triggers the pit 
  trap elsewhere in the inn. A brass and crystal bowl filled with silvery liquid, 
  a bowl of scrying, sits upon the great wooden desk.The safe is locked with 
  a combination lock (–10% Open Locks) and is trapped to spray acid in the 
  face of any intruder (2d6 points of acid damage) within 5ft. Within the safe 
  are Lady Elis’ spellbooks, 424gp, 533sp, the deed to the estate and title to the 
  surrounding lands, and a scroll denoting her coat of arms and the legitimacy of 
  the holding. Also included are the title and deed to an apartment on the lower 
  ring of the Hill District of Bard’s Gate, a teacup full of gold wedding rings 
  worth 2d10gp each, and a champagne glass full of two dozen gold teeth worth 
  3gp each. Not all of the teeth are from the same person; some are dwarf teeth, 
  some are halfling teeth, and at least one is a half-orc tusk.
  Medium Miscellaneous 
  Magical Item
  Bowl of Scrying
  This crystal and brass bowl works similarly to a crystal ball but 
  functions only once per day. The bowl must be filled with mercury 
  to work and allows the user to see and hear events he desires to 
  witness. There is a 10% chance of the user going mad while staring 
  into the shifting mass of mercury.
  
  12
  Frog God Games
  11. Ballroom
  The smallish ballroom was once reserved for guests who used it for 
  private wedding receptions and personal functions when the great hall 
  was being used for larger functions and events. The ballroom has two 
  fireplaces and an orchestra pit located just beneath the floor that allows 
  dancers to hear the music clearly but hides the orchestra, providing more 
  room on the dancefloor. An archway to the south opens to the terrace bar, 
  while an opening to the west leads to a balcony that affords a stunning 
  view of the gorge beyond.
  The orchestra pit contains a bass, a viola, a flute, a cello, and a harp. The 
  instruments are worth about 20gp each in their current condition. 
  12. Terrace Bar
  Once a popular spot at the Von Klarch Inn, the terrace bar is open only 
  during nice weather from spring through fall. Currently, it is the roost of 
  a swarm of crows. The crows (which use the statistics of a raven swarm) 
  are accustomed to people and tend to leave them alone unless bothered. 
  They stare hungrily at the characters. 
  Raven Swarm: HD 3; HP 19; AC 8[11]; Atk swarm (1d6); Move 
  3 (flying 18); Save 14; AL N; CL/XP 3/60; Special: eye rake 
  (save or blinded). (The Tome of Horrors Complete 533)
  Locked in the cabinets of the bars that flank the entrance are a case of 
  dwarven whiskey, a case of vodka, 10 bottles of average champagne, 10 
  bottles of average wine, and 2 kegs of ale. 
  The balcony below the terrace connects the ballroom balcony and 
  dining room balconies. 
  13. Dining Hall
  This small but richly appointed dining hall with two fireplaces has a 
  glass wall overlooking the western balcony that stands over the gorge, 
  affording a fine view of the surroundings. The dining hall is rarely used 
  anymore, and the tables and chairs are covered with dust cloths. Cut-glass 
  doors open to the balcony and the terrace beyond. 
  14. Kitchen
  The kitchen once swarmed with activity but is now down to Chef 
  Petreshi and his 2 harried assistants. The trio is capable of preparing 
  meals for up to 30 guests with simple fare, and just over a dozen guests 
  with fine fare. 
  Petreshi is a local boy who asks few questions and minds his own 
  business. He was once an up-and-coming chef in the southern cities until 
  a gambling debt forced him to flee. Petreshi fights only if attacked. If 
  things go south at the Von Klarch Inn, he steals whatever he can from the 
  main offices and flees the estate. He has already lifted a goodly amount of 
  coin from the inn without anyone suspecting and keeps his treasure stuffed 
  inside a dry-aged beef hanging in the larder. 
  Petreshi the Cook (Thf4): HP 12; AC 7[12]; Atk silver 
  shortsword (1d6), dagger (1d4); Move 12; Save 12; AL C; CL/
  XP 4/120; Special: backstab (x2), +2 save bonus vs. traps 
  and magical devices, read languages, thieving skills.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, apron, kitchen knife, 4gp, 
  24sp.
  Note: Petreshi keeps his silver shortsword and thieves’ 
  tools in his room (Area 18).
  Chef’s Assistants (2): HD 1d6; HP 3x2; AC 9[10]; Atk knife 
  (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: none.
  Equipment: knife.
  A servants’ stairwell in the eastern wall leads upstairs and is used to 
  deliver room service. It is seldom used these days. 
  15. Larder
  The larder on the south side of the kitchen holds 2 sides of beef, 
  10 hanging hams, 30 bottles of average wine, 20 bottles of average 
  champagne, 5 bottles of fine wine worth 10gp each, 5 bottles of fine 
  champagne worth 25gp each, 6 dozen eggs, 3 barrels of pickles, 20 dried 
  salted trout, 5 slabs of bacon, 10 legs of mutton, and a sand barrel filled 
  with turnips, potatoes, and carrots. 
  Hidden within a hanging side of beef is a leather sack containing 300gp. 
  Chef Petreshi hides his stolen hoard of coins here. 
  A door in the southern wall of the larder leads to a secret hallway ending 
  in the stables. 
  16. Stables
  The stables occupy the southern wing of the estate. Honnor, the groom, 
  manages the stables. He is a loyal retainer to the Von Klarch family 
  and assists Gravnic when the lady demands it. He is also an expert at 
  rebranding steeds for resale when their owners no longer need them. 
  Honnor the Groom (Ftr3): HP 18; AC 7[12] or 6[13] with shield; 
  Atk shortsword (1d6), club (1d4+1), whip (1d4); Move 12; 
  Save 12; AL C; CL/XP 3/60; Special: multiple attacks (3) vs. 
  creatures with 1 or fewer HD, +1 to hit and damage strength 
  bonus.
  Equipment: leather armor, club, whip.
  Note: Honnor keeps a shortsword and shield in the 
  carriage house (Area 16-A). 
  16-A. Carriage House
  This portion of the stables is where the Von Klarches keep their 
  monogrammed carriage. The carriage is chased with gold and silver inlay 
  and is enameled a deep black and red. It is worth 300gp and seats four 
  inside and two atop comfortably. Stowage is tied to a luggage rack in the 
  rear or atop the carriage. 
  Honnor keeps his sword and shield here while working, and in his room 
  when he is not. 
  16-B through D. Guest Stables
  These stables have room for 2–3 horses each. A groom sleeps in the loft 
  above the stable and sees to the upkeep and care of the horses below. The 
  stables are currently filled with draft horses for Velanika’s wagon train. 
  16-E. The Lady’s Stable
  This stable is where the hitch for the mistress’s carriage is kept, as well 
  as her personal riding pony. Five horses in all are kept here. A secret door 
  in the southern wall known only to Lady Elis and her trusted confidants 
  opens onto a hidden hallway that leads to the kitchens. It is intended as an 
  escape route should anything go awry. 
  17. Bathrooms
  These bathrooms feature a washbasin and private toilet. The toilets are 
  rigged with a pit trap that can be armed in Lady Elis’ office (Area 10) or 
  her private chambers (Area 37-B). 
  18. Chef Petreshi’s Room
  This room is assigned to Chef Petreshi. The door is locked. Within his 
  room is his wardrobe, which contains a traveling outfit, thieves’ tools, a 
  silvered shortsword, and a collection of fine bone-handled cooking knives 
  worth 50gp. Hidden in an alcove is a sack containing an additional 210sp 
  and a golden brooch worth 50gp that he stole from the manor, as well as 
  a fine landscape painting of the Murder Cliffs by Bedsinsky that is rolled 
  up in a tube. Lady Elis has not noticed it is missing, nor does she have any 
  idea that the painting is worth close to 500gp to the right collector. 
  
  13
  The Devil of Murder Cliffs
  19. Honnor’s Room
  The room has a distinctive leather smell to it. Within are a pair of 
  saddles — one being repaired, and another completed — and the start 
  to the braid of a 10-foot bullwhip. There is also a chain shirt, a shield, a 
  helm, and a longbow with 20 silver-tipped arrows and 20 normal arrows, 
  and a mask used for when his mistress calls on Honnor to murder guests.
  Honnor the Groom (Ftr3): HP 18; AC 7[12] or 6[13] with shield; 
  Atk shortsword (1d6), longbow x2 (1d6); Move 12; Save 12; 
  AL C; CL/XP 3/60; Special: multiple attacks (3) vs. creatures 
  with 1 or fewer HD, +1 to hit and damage strength bonus.
  Equipment: leather armor, shield, mask, helm, 
  shortsword, club, whip, longbow, 20 silver-tipped 
  arrows, 20 arrows.
  Note: Honnor keeps a shortsword and shield in the 
  carriage house (Area 16-A).
  20. Gravnic’s Room
  Gravnic’s room consists of his bed, a suit of chainmail, a shield, a heavy 
  mace, a light crossbow, and a murderer’s mask painted with the image 
  of Moloch on it that he uses whenever he is commissioned to murder 
  someone in the name of his lady. Gravnic has an old bottle of gnomish 
  vodka worth 12gp and a satchel containing 120 sp. 
  The stats listed below assume Gravnic has the chance to don his armor 
  and grab his weapons. Otherwise, he wears his bracers and ring for 
  protection under his clothing.
  Gravnic (Ftr3): HP 21; AC 4[15]; Atk heavy mace (1d6) or 
  light crossbow (1d4+1); Move 12; Save 11 (+1, ring); AL C; 
  CL/XP 3/60; Special: multiple attacks (3) vs. creatures with 1 
  or fewer HD, +2 to hit and damage strength bonus.
  Equipment: chainmail, shield, heavy mace, light 
  crossbow, 20 bolts, ring of protection +1, murderer’s 
  mask painted with image of the devil Moloch.
  The Manor, Second Floor
  21. Hall
  These broad halls are covered in woven rugs that are threadbare and 
  shabby with age. Stairwells to the east and west lead to the upper and 
  lower floors. 
  22. Vestibule Tower
  The tower rooms that stand over the entryway to the inn are manned by 
  a lookout sentry armed with a light crossbow. 
  Sentry: HD 1; HP 6; AC 7[12]; Atk shortsword (1d6) or light 
  crossbow (1d4+1); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: leather armor, shortsword, heavy crossbow, 
  20 bolts.
  23. Watchtowers 
  A guard from Area 8 watches the yard from this watchtower room. 
  Guard: HD 1; AC 5[14]; Atk longsword (1d8) or heavy 
  crossbow x1/2 (1d6+1); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: chainmail, longsword, heavy crossbow, 20 
  bolts. 
  24. Mountain-View Rooms
  The mountain-view rooms have a bed, dresser, and a fireplace. They 
  afford a view of the Eastern Peaks. These rooms are not trapped though 
  they may have a secret door. If a secret door is discovered and the 
  characters ask about it, the staff and their mistress simply state that it is 
  an old house built during a different time when the Von Klarches were 
  a larger family with many enemies. They offer to switch the characters’ 
  room if they would like. 
  25. Trapped Rooms
  These rooms are similar to the mountain-view rooms, being roughly 
  similar in size and shape. The rooms possess a fireplace and may contain a 
  secret door. Each room has a closet or dressing table and a hidden pit trap 
  that drops the victim through a chute to a spike-filled pit in the dungeon 
  below the house. The trapdoor can be triggered from Lady Elis’ office 
  (Area 10) or via a similar control panel in Lady Elis’ room (Area 37-B). 
  26. Trapped Gorge View Suites
  These suites are divided into an anteroom for entertaining and for the 
  sequestering of servants, and a master’s chamber. The master’s chambers 
  are trapped with a hidden pit trap similar to the ones in the trapped rooms 
  (Area 25). The rooms have spots on the walls where the wallpaper is a 
  different shade, indicating places where picture frames once hung. 
  Leaded-crystal windows open out to the river gorge to the west. 
  27. Bathroom
  This public bathroom is trapped similarly to the ones on the first floor 
  and drops victims down the chute onto the spikes in the dungeon. 
  28. Old Orlak’s Room
  This room is where Old Orlak currently stays. It features a bed covered 
  in animal skins and walls that hang with hunting trophies from his big-
  game hunting days. The usual suspects of owlbear, peryton, and stuffed 
  dire wolf are prominently displayed. Orlak keeps 56gp, a ruby worth 
  60gp, and 214sp hidden in a secret compartment behind the owlbear’s 
  glass eye. He keeps a potion of treasure finding and a potion of healing on 
  a nightstand next to a large, half-empty bottle of brandy.
  Orlak is often found sleeping here after a night in the terrace bar. 
  Third Floor
  29. Hall
  This hall is identical to the second-floor hall (Area 21). It contains more 
  threadbare and shabby woven rugs. Stairwells to the east and west lead 
  down to the second floor.
  30. Vestibule Tower
  This tower room standing over the entryway to the inn is manned by a  
  lookout sentry armed with a light crossbow. It is otherwise similar to the 
  vestibule tower room below (Area 22).
  Sentry: HD 1; HP 5; AC 7[12]; Atk shortsword (1d6) or light 
  crossbow (1d4+1); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: leather armor, shortsword, heavy crossbow, 
  20 bolts.
  31. Guard Towers
  These rooms are exactly like those found on the first and second floors 
  (Areas 8 and 23). A guard from Area 8 watches the yard from this room. 
  The north (Area 31-A) and south (Area 31-B) towers can be used as cells 
  for prisoners if needed. 
  Guard: HD 1; AC 5[14]; Atk longsword (1d8) or heavy 
  crossbow x1/2 (1d6+1); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: chainmail, longsword, heavy crossbow, 20 bolts. 
  
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  32. Mountain-View Rooms
  Each of these upper-floor mountain-view rooms contains a bed, a 
  dresser, and a fireplace. They afford a view of the Eastern Peaks. These 
  rooms are not trapped but each has a secret door. They are otherwise 
  identical to the second-floor rooms (Area 24).
  33. Trapped Rooms
  These upper-story rooms are identical to the second-floor rooms (Area 
  25) and contain a fireplace and possibly a secret door. Each room has a 
  closet or dressing table and a hidden pit trap that drops the victim through 
  a chute to a spike-filled pit in the dungeon below the house (dealing 3d6 
  points of damage plus 1d4 spikes that deal 1d4 points each).  The trapdoor 
  can be triggered from Lady Elis’ office (Area 10) or via a similar control 
  panel in Lady Elis’ room (Area 37-B).
  34. Svan Dorian’s Room
  Svan Dorian’s room overlooks the southern mountain passes. The door 
  is locked and trapped with a symbol trap that does 3d6 points of damage 
  to anyone within 10ft of the door if they try to open it (save for half). 
  The room is adorned with crimson velvet curtains and black, red, and 
  white furnishings. A painting depicts the Devil Moloch with his arms 
  outstretched over his realm of Hell. On the canvas, larvae, lemures, and 
  other lesser beasts of the underworld are being tormented by his infernal 
  minions as his legions prepare for unending war. The painting emanates 
  an aura of evil that makes creatures viewing it uncomfortable. An evil 
  collector may pay upward of 500gp for the painting. 
  A locked iron chest contains Svan’s unholy vestments, his black 
  candles, 4 vials of unholy water, an obsidian holy symbol of Moloch, and 
  a flame-bladed ceremonial dagger that deals double damage to goodly 
  aligned beings. The chest also contains 5 black opals worth 25gp each, 
  135gp, and 233sp. 
  35. Velanika Rosnin’s Room
  Velanika Rosnin currently rents this room. The traps in the room haven’t 
  been triggered to dump her into the dungeon as she hasn’t yet gathered the 
  silver from her trading expedition to the north. 
  The room is otherwise similar to others of its type in the inn, with a 
  secret door in the north wall and a covered pit trap concealed in the 
  closet. 
  36. Trapped Suite
  This suite is trapped with a pit trap similar to those found throughout 
  the inn. The fall deals 3d6 points of damage and the character lands on 
  1d4 spikes that deal 1d4 points of damage each. The suite is much nicer 
  than some of the other rooms found within the inn but just as deadly to 
  rich patrons.
  37. Lady Elis’ Suite
  This series of rooms overlooking the gorge are the private chambers of 
  Lady Elis Von Klarch. The door is sealed with a wizard lock and a very 
  well-made traditional lock (–10% Open Locks).
  37-A. Greeting Room
  The greeting room is a combination of study and lounge. A pair of 
  stuffed leather couches stand around a coffee table, above which hangs an 
  oil-rubbed bronze chandelier lit with ever-burning candles. The western 
  wall is made of stained-glass featuring the images of a golden-robed man 
  with a crown standing upon a stone at the edge of a cliff, unaware that a 
  flock of crows is winging toward his back. Opposite him are the flaming 
  bones of an enormous horned fiend, its jaw open in rage and horror as it 
  stands grasping a baby wrapped in swaddling clothes. 
  Doors between the panels of stained-glass open onto the balcony 
  overlooking the gorge beyond.
  The greeting room has a stocked bar cart that contains 12 bottles of spirits 
  including rum, brandy, whiskey, and schnapps worth 1d8+2gp per bottle.
  37-B. Bedchamber
  Lady Elis’ bedchamber occupies the southern wing of her suite. The 
  room features a fireplace, a canopy bed, cherry-wood wardrobes, and 
  stained-glass featuring crows flying over the gorge. 
  The wardrobes are overstuffed with gowns though the gowns appear to 
  be poorly kept, threadbare, and several years out of fashion. Shoeboxes 
  are piled in the corners and spill around the room, but again the shoes are 
  in most cases a decade or more out of style with the shoes popular among 
  metropolitan aristocrats. 
  Blank spaces on the walls where the wallpaper is discolored indicate 
  that paintings once hung in these locations. However, one large painting 
  of the Eastern Peaks remains. The painting swings to the side on a nearly 
  invisible hinge to reveal a diagram of the entire inn, complete with the 
  buttons found in Lady Elis’ office (Area 10) on the ground floor. Lady Elis 
  can control any of the pit traps from here. 
  37-C. Lady Elis’ Conjuring Hall
  This room to the north of the greeting room is where Lady Elis studies 
  her dark magic. The door is locked with a wizard lock. 
  Bookshelves in the room contain Lady Elis’ spellbooks, with all of her 
  memorized spells and any additional spells you want to add. Characters 
  can also find 10 scrolls containing the following spells: charm person, 
  charm monster, dispel magic, haste, invisibility, lightning bolt, magic 
  missile, mirror image, sleep, and suggestion. A shelf holds the following 
  potions: flying, healing, fire resistance, poison, and undead control.
  Also found here are 20 lbs. of powdered lead in ceramic jars. 
  A large crystal jar in the center of the room contains what appears to 
  be a semi-formed human baby suspended in a thick jelly-like fluid. The 
  jar is capped with a copper lid and affixed with copper wires. It sits on an 
  iron pedestal in the center of a pentagram drawn with silver dust. An open 
  book lies on a pedestal outside of the pentagram. The book is titled The 
  Artis Simulacra. 
  Within the jar is a partial clone that Lady Elis intends to use as an 
  empty vessel to trap and command Aspdu’s spirit. The half-formed clone 
  The Artis Simulcra
  The ancient text details the creation of a blank and soulless 
  artificial body grown from living tissue. The soulless body grows to 
  maturity at the normal rate of the originally donated tissue and can 
  be used in conjunction with a magic jar spell as an empty vessel 
  for a spirit or soul. The spirit or soul retains all the memories it 
  had during its life though it does not retain its original physical 
  characteristics until it reaches adult maturity (which is often 
  accelerated based on the creature trapped in the clone).
  
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  The Devil of Murder Cliffs
  is designed based on instructions found in the pages of The Artis Simulcra 
  that recently came into Lady Elis’ possession. After reading the tome, she 
  believes capturing and enslaving the fiend is the simplest way to overcome 
  her financial hardships. She is now hoping to find the talisman of Aspdu to 
  complete the ritual. She suspects Krateis is withholding the location of the 
  talisman as well as her cut of the silver taken from travelers. 
  Destroying the clone renders it impossible for Aspdu to gain his true 
  form until a new clone is prepared. He ends up wandering the Murder 
  Cliffs again as a ghost, meaning the characters may have to deal with the 
  pit fiend’s spirit to truly end the threat to the region.
  Von Klarch Dungeon
  A large cave complex beneath the Von Klarch Inn serves as a dungeon for 
  the building above, containing guardrooms and jails, a shrine to Moloch, and 
  the spiked pit traps where unsuspecting guests are unceremoniously dumped.
  38. Tower Entrance 
  Stairs from the ground-floor access hallway between the lounge (Area 
  7) and Gravnic’s room (Area 20) lead to the dungeon. The stairs open 
  immediately into this guardroom occupied by 2 guards loyal to the Von 
  Klarch household. A door to the south leads to the barracks. 
  Guards (2): HD 1; HP 7, 5; AC 5[14]; Atk longsword (1d8) or 
  light crossbow (1d4+1); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: chainmail, longsword, light crossbow, 20 
  bolts. 
  39. Guard Barracks
  The barracks has three sets of bunkbeds for the 6 guards who typically 
  patrol the dungeons. At least 2 guards can be found resting in the barracks 
  at any given time. Each guard has a footlocker containing 2d10sp and 
  personal effects such as ivory dice, a dish, cup, eating utensils, and a 
  change of clothes. 
  A set of stairs leads to a short, hidden hallway on the ground floor near 
  the larder (Area 15) and a secret door located there. 
  Guard: HD 1; HP 8; AC 5[14]; Atk halberd (1d8) or light 
  crossbow (1d4+1); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: none.
  Equipment: chainmail, halberd, light crossbow, 20 
  bolts. 
  40. Shrine to the Devil of Murder Cliffs
  This shrine is dedicated to the Devil of Murder Cliffs. The walls are 
  set with a mosaic featuring the legend of the devil and show a long 
  procession of creatures being sacrificed on a bloody altar. Currently, a 
  blood-encrusted golden idol of Moloch stands upon an altar similar to the 
  one in the mosaic. Svan Dorian recently placed the idol here to channel 
  some of the evil essence of the structure for himself. 
  The area emanates an intense aura of evil that causes Neutral and Lawful 
  beings to suffer a –2 penalty to attack rolls and saves for the duration 
  of their stay within the shrine. Touching the idol of Moloch summons a 
  Hellstoker devil that appears to defend the altar. The idol is gold-covered 
  clay and is very old. It allows a user to cast fear, charm person, and charm 
  monster once per day. 
  Hellstoker Devil: HD 5; HP 33; AC 0[19]; Atk spear (1d8+3) or 
  bellows (1d8 fire) or 2 claws (1d4+3); Move 9; Save 12; AL 
  C; CL/XP 8/800; Special: +1 or better magic weapons to hit, 
  bellows (30ft line), fiery body (additional 1d6 fire damage), 
  immunities (fire, poison), magical abilities, resist (acid, cold) 
  (50%), summon demons. (The Tome of Horrors Complete 173)
  Magical abilities: at will—teleport; 1/day—fireball.
  41. Cave
  The dungeon of the Von Klarch Inn is built over a large cave complex 
  almost as long as the house itself. Large stone pillars support the tons of 
  rock above and divide the cave into several narrow galleries. 
  The cave is patrolled by 4 zombies made from the corpses of fallen 
  guests. They ignore folk wearing the crest of the Von Klarch estate, but 
  attack anyone else. They are ultimately under the control of Svan Dorian.
  Zombies (4): HD 2; HP 13, 12x2, 10; AC 8[11]; Atk strike (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: immunities 
  (sleep, charm).
  42. Cave Opening
  These openings in the cliff face overlook the roaring rapids 1,000ft. 
  below. The footing is damp, requiring a saving throw to avoid slipping. 
  Any character who slips can make a second save to attempt to crawl back to 
  safety. If failed, they are dashed on the cliff wall as they fall to their death. 
  A horde of crows rests on the cliffs 50% of the time, and there is a 25% 
  chance that 1d4 dire corbies rest here as well. The dire corbies and crows 
  ignore folk dressed in the attire of the Von Klarches’ servants and staff but 
  caw madly when anyone else approaches. 
  Dire Corbies (1d4): HD 2; AC 5[14]; Atk 2 claws (1d4); Move 
  12; Save 16; AL C; CL/XP 2/30; Special: none. (The Tome of 
  Horrors Complete 194)
  Raven Swarm: HD 3; HP 21; AC 8[11]; Atk swarm (1d6); Move 
  3 (flying 18); Save 14; AL N; CL/XP 3/60; Special: eye rake 
  (save or blinded). (The Tome of Horrors Complete 533)
  Murdered victims of the Von Klarch clan are often hurled from the 
  cliffs where their bodies are dashed on the rocks below for the crows to 
  pick apart. Bodies that hit the water are as often as not broken apart by the 
  rapids slamming them back into the rocks. 
  43. Von Klarch Donjon
  The door to the jail is locked and barred from the inside. Six prisoner 
  cells are within the smelly cesspit. The chamber is decked out with 
  flensers, braziers and tongs, thumbscrews, and branks. Being held here 
  for ransom are Genley, a merchant from Freegate, and Sir Hamenly, a 
  knight sent to investigate the random disappearances in the passes along 
  the Murder Cliffs. Both are malnourished and thin. 
  Genley (Thf3): HP 9 (currently 3); AC 9[10]; Atk fist (1d3); Move 12; 
  Save 13; AL N; CL/XP 3/60; Special: backstab (x2), +2 save bonus 
  vs. traps and magical devices, read languages, thieving skills.
  Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, 
  Hide 20%, Silent 30%, Locks 20%.
  Sir Hamenly (Ftr4): HP 28 (currently 6); AC 9[10]; Atk fist 
  (1d3); Move 12; Save 10; AL L; CL/XP 4/120; Special: multiple 
  attacks (4) vs. creatures with 1 or fewer HD.
  Gagaric the Torturer, a cruel man-at-arms, manages the 
  donjon. Gagaric keeps the keys to the cells on his belt.
  Gagaric (Ftr4): HP 26; AC 7[12]; Atk longsword (1d8) or whip 
  (1d6); Move 12; Save 10; AL C; CL/XP 4/120; Special: multiple 
  attacks (4) vs. creatures with 1 or fewer HD.
  Equipment: leather armor, longsword, whip.
  Standard Features
  Doors: Doors are locked. Lady Elis and Svan Dorian possess 
  the keys to these doors.Spikes: Iron, 6-foot spikes line the bottom 
  of the pit traps hidden in the guest rooms above. The spikes may 
  still have pieces of impaled remains or fresh blood on them from 
  recent victims. 
  
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  44. Stairs
  A set of stairs leads to the hidden hallway between the bellhop station 
  (Area 4) and the supply closet (Area 6) on the ground floor. 
  45. River Cave
  This exit from the caves opens to an underground stream. After about 
  60ft, the river pours off the side of the cliff as a waterfall that cascades to 
  the river below. 
  Part 2: To Hunt the Devil
  In this section, allow the characters to explore the region as they like 
  although they likely have a goal of finding Krateis and Arcenaur if they 
  are going along with Lady Elis’ wishes. Eventually, a captured bandit, 
  successful tracking, or pure luck should lead the characters to Krateis’ 
  mountain hideout. Of course, a possessed NPC may very well lead the 
  characters into the wilderness — headed in the direction of the Devil’s 
  Dolmen, so Aspdu can reclaim the talisman.
  Once the characters discover Krateis’ hideout, they’ll have to figure out 
  the best way to bring the bandit chieftain to justice. They may also have 
  to deal with the druid Arcenaur (or may believe he has something to do 
  with the attacks on the inn if they believe Lady Elis). Once they complete 
  their mission, they’ll need to return to the Von Klarch Inn for their reward. 
  Krateis and Arcenaur may be their prisoners, or the pair may have escaped 
  to make their own way to the inn for vengeance.
  The Murder Cliffs 
  The wilderness area to the east of the Murder Cliffs is a thickly grown 
  alpine forest at around 1,200ft to 2,500ft. Lumber camps dot the forest, 
  but it is also home to dangerous gnolls, bandits, and more. 
  The Murder Cliffs are so named for the preponderance of crows that 
  nest along the cliffs along the river gorge. The area is a wild land, and 
  the mountain roads are narrow and frequently blocked by boulders and 
  rockslides that need to be cleared before passage is possible again. 
  The tables below detail random encounters that could take place day or 
  night as characters explore the heavy wilderness around the Murder Cliffs. 
  You could also use these encounters to challenge characters as they travel 
  to the Von Klarch Inn.  
  Random Daytime Wilderness Encounters
  1d20
  Encounter
  1
  Merchant caravan
  2
  Holy pilgrimage
  3
  Owlbears
  4
  Bears*
  5
  1d4+2 perytons
  6
  Ranger band
  7
  Wolves*
  8
  Lumberjacks
  9
  A murder of crows (1d4 swarms of ravens)
  10
  Arcenaur the druid
  11
  Aspdu’s evil spirit
  12–20
  No Encounter
  Random Night-Time Wilderness Encounters
  1d20
  Encounters
  1–2
  Gnoll band
  2–3
  Bandit band
  4
  Wolves
  5
  Owlbears
  6
  Dire corbies (1d4+2)
  7
  Wraith
  8
  Ranger
  9
  Murder of crows
  10
  Arcenaur the druid
  11
  Aspdu’s evil spirit
  12–20
  No encounter
  Arcenaur the Druid: Arcenaur’s lair is detailed in Area G. 
  Aspdu’s Evil Spirit: See the Ghost of a Devil Sidebar above for more 
  details. If Aspdu’s ghost has not yet been encountered, the spirit sets 
  upon an unsuspecting character, attempting to possess him or her. The 
  possessed immediately heads toward the Devil’s Dolmen (Area F) to 
  retrieve the talisman. 
  Aspdu’s Ghost: HD 5; HP 36; AC 0[19]; Atk chilling touch 
  (1d6); Move (fly 12); Save 12; AL C; CL/XP 7/600; Special: 
  magic resistance (50%), +1 magic or silver weapon to hit, 
  possession (at will).
  Bandit Band: This is an encounter with 2d6+2 highwaymen in 
  allegiance with Krateis. Due to the truce between the gnoll chieftain and 
  Krateis, they are given free passage by any gnolls they meet. There is a 
  50% chance that the highwaymen are set up to ambush the characters. 
  Highwaymen (2d6+2): HD 1; AC 7[12]; Atk longsword (1d8) 
  or longbow x2 (1d6); Move 12; Save 17; AL C; CL/XP 1/15; 
  Special: none.
  
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  Bears: Roll 1d4. The result is the type of bear encountered:
  1d4
  Type
  1–2 
  Black bear plus 1d2 cubs 
  3
  Grizzly bear plus 1d2 cubs
  4
  Cave bear plus 1d2 cubs
  There is a 50% chance that the bear attacks. If the characters avoid a 
  confrontation and stay away from the bear’s cubs, they should be fine. 
  Black Bear: HD 4+1; AC 7[12]; Atk 2 claws (1d3), bite (1d6); 
  Move 9; Save 13; AL N; CL/XP 4/120; Special: hug (1d8). 
  (Monstrosities 36)
  Grizzly Bear: HD 6; AC 6[13]; Atk 2 claws (1d6), bite (1d10); 
  Move 9; Save 11; AL N; CL/XP 6/400; Special: Hug (2d6). 
  (Monstrosities 37)
  Cave Bear: HD 7; AC 6[13]; Atk 2 claws (1d6+1), bite 
  (1d10+1); Move 12; Save 9; AL N; CL/XP 7/600; Special: hug 
  (3d6). (Monstrosities 38)
  Dire Corbies: These bird-like creatures fly about the 
  wilderness, swooping down upon prey for their meals. Dire 
  Corbies (1d4+2): HD 2; AC 5[14]; Atk 2 claws (1d4); Move 
  12; Save 16; AL C; CL/XP 2/30; Special: none. (The Tome of 
  Horrors Complete 194)
  Gnoll Band: This is an encounter with 2d4 gnolls armed with bows, 
  battle axes, or heavy maces, and shields. 
  Gnolls (2d4): HD 2; AC 5[14]; Atk bite (2d4) or battle axe 
  (1d10) or shortbow x2 (1d6); Move 9; Save 16; AL C; CL/XP 
  2/30; Special: none.
  Equipment: battle axe, heavy mace, shortbow, 20 
  arrows, 1d4sp.
  Holy Pilgrimage: This is a pilgrimage of 4 paladins and a cleric en route 
  to the ruins of their ancient temple. The pilgrims invite the characters to 
  eat lunch or dinner with them and indicate their intent to stay in the stables 
  of the Von Klarch Inn due to their oaths of poverty. If the characters have 
  positive interactions with the paladins, the warriors may come to the 
  characters’ rescue later in the adventure at the Referee’s discretion. 
  Paladins (Pal3) (4): HP 22, 20, 17, 16; AC 4[15]; Atk longsword (1d8) 
  or lance (2d4+1); Move 12; Save 10; AL L; CL/XP 3/60; Special: 
  immune to disease, lay on hands (6hp), summon warhorse.
  Equipment: chainmail, large steel shield, longsword, 
  lance, warhorse.
  Cleric (Clr4): HP 19; AC 4[15]; Atk +1 warhammer (1d4+2); 
  Move 12; Save 12; AL L; CL/XP 4/120; Special: +2 save vs. 
  paralyzation and poison, control undead, spells (2/1).
  Spells: 1st—cure light wounds, detect evil; 2nd—bless.
  Equipment: chainmail, large steel shield, +1 
  warhammer, silver holy symbol.
  Horses, War (4): HD 3; HP 20, 18x2, 16; AC 7[12]; Atk bite 
  (1d2), 2 hooves (1d3); Move 18; Save 14; AL N; CL/XP 3/60; 
  Special: none.
  Lumberjack Band: This is an encounter with 2d4 lumberjacks 
  heading into the cut or coming back from the cut for a drink 
  at the inn. Lumberjacks (2d4): HD 1; AC 7[12]; Atk hand axe 
  (1d6); Move 12; Save 14; AL C; CL/XP 1/15; Special: none.
  Equipment: leather armor, hand axe. 
  Merchant Caravan: The merchant caravan consists of 1d3+1 guards, a 
  merchant, 2–4 wagons, and drivers. The wagons wind their way along the 
  trail. The guards are 2nd-level fighters with chainmail, large wooden shields, 
  short spears, and longswords. This merchant is a very likable commoner. 
  The merchant has 1d6 x 100gp in a locked strongbox. Their wagons are 
  long, four-axle affairs drawn by a team of six draft ponies. There is a 50% 
  chance the wagons are empty and on their way to a lumber camp. If the 
  wagons are full, they are loaded with logs being hauled to the lumber mill. 
  Merchant: HD 1d6hp; AC 9[10]; Atk dagger (1d4); Move 12; 
  Save 18; AL N; CL/XP B/10; Special: none.
  Equipment: dagger.
  Guards (1d3+1): HD 2; AC 5[14]; Atk longsword (1d8) or spear 
  (1d6); Move 12; Save 16; AL N; CL/XP 2/30; Special: none.
  Equipment: chainmail, wooden shield, longsword, 
  spear.
  Murder of Crows: This encounter is with a swarm of overly 
  aggressive and hostile crows near the cliffs. The crows are infested 
  with lice and a flu virus that they themselves are immune to, but which 
  causes painful reactions within 1–2 days to those who are pecked by 
  them (saving throw resists). 
  Raven Swarm: HD 3; HP 21; AC 8[11]; Atk swarm (1d6); Move 
  3 (flying 18); Save 14; AL N; CL/XP 3/60; Special: disease 
  (save or painful rash), eye rake (save or blinded). (The Tome 
  of Horrors Complete 533)
  Owlbears: This is an encounter with 1d4+1 owlbears that have come 
  down from the mountaintops in search of easy prey. The owlbears ambush 
  the party unless they are noticed.
  Owlbear: HD 5+1; AC 5[14]; Atk 2 claws (1d6), bite (2d6); 
  Move 12; Save 12; AL N; CL/XP 5/240; Special: hug 
  (additional 2d8 if to-hit roll is 18+).
  Perytons: These encounters take place nearer the Murder Cliffs. The 
  encounter is with 1d4+2 perytons that swoop down to attack.
  Perytons (1d4+2): HD 4; AC 6[13]; Atk antler gore (2d8); 
  Move 9 (Fly 24); Save 13; AL C; CL/XP 6/400; Special: immune 
  to nonmagic weapons.
  Ranger Band: This is an encounter with either Farseekers or 
  Longhunters. The encounters are either with 1d4+1 2nd-level elf rangers 
  or 1d4+1 2nd-level human rangers. The ranger bands are hunting gnolls. 
  If the characters have a positive interaction, the rangers may arrive at 
  some later point to offer aid and support. 
  Human Rangers (Rgr2) (1d4+1): HD 3; AC 7[12]; Atk 
  longsword (1d8), hand axe (1d6), dagger (1d4), longbow 
  x2 (1d6); Move 12; Save 13; AL L; CL/XP 2/30; Special: +2 vs. 
  giants and goblin-types, alertness, tracking.
  Equipment: leather armor, longsword, hand axe, 
  dagger, longbow, 20 arrows.
  Elf Rangers (Rgr2) (1d4+1): HD 3; AC 7[12]; Atk longsword 
  (1d8), hand axe (1d6), dagger (1d4), longbow x2 (1d6); 
  Move 12; Save 13; AL L; CL/XP 2/30; Special: +2 vs. giants 
  and goblin-types, alertness, darkvision (60ft), immune to 
  paralysis, tracking.
  Equipment: leather armor, longsword, hand axe, 
  dagger, longbow, 20 arrows.
  Wolves: This encounter is with a pack of the wolves. Roll 1d6 to 
  determine the type:
  1d6
  Type
  1–2
  2d4+2 timber wolves
  3–4
  1d2+1 winter wolf
  5–6
  1d3+1 worgs 
  
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  The Devil of Murder Cliffs
  The wolves attack only if the characters were recently wounded and 
  have not yet healed. They otherwise hide and follow the characters, 
  waiting for an opportunity to pick off slow, weak, or wounded characters. 
  A. Von Klarch Inn
  This ancient manor sitting on the banks of the river is the once-proud 
  home of the Von Klarch family. The family, though long in decline, still 
  wields some power in these parts of the wilderness. The ruins of their 
  family home now serve as a bed and breakfast for travelers heading to the 
  fabled treasures of the north, and for merchants and their mercenaries who 
  provide supplies and protection for the lumber camps. 
  The Von Klarch Inn is detailed in Part 1: The Arrival. 
  B. River Forest Road
  The River Forest Road runs parallel to the river. Mostly a lumber camp 
  road for those woodsmen working the cuts along the southern spur of the 
  mountains, the northern reaches of the road are often beset by bandits and 
  disorganized bands of gnolls who are as often at war with one another as 
  they are with the timber barons and their bands of woodcutters. 
   
  C. Gnoll Encampments
  Dotting the mountains are gnoll encampments hidden within caves or 
  built into the ruins of abandoned dwarven outposts. They are all set up in 
  a similar pattern. A sample map is provided, but the Referee may create 
  differing floorplans as needed. 
  C-1. Game Trail
  The path to a gnoll nest often appears as a harmless game trail until the 
  tracks are examined more closely. Even then, the similarity to the foot of a 
  wild dog, large wolf, or hyena makes for an indistinguishable mark except 
  to the expert eye of a trained tracker. 
  C-2. Watch Post
  Small groups of gnolls guard these watch posts. The watch post is either 
  on a cliff overlooking the local terrain or is built into a complex of tree 
  stands near the entrance of the encampment. 
  Gnolls (1d2+1): HD 2; AC 5[14]; Atk bite (2d4) or longsword 
  (1d10) or longbow x2 (1d6); Move 9; Save 16; AL C; CL/XP 
  2/30; Special: none.
  Equipment: longsword, longbow, 20 arrows.
  One of the gnolls at the watch post carries a war horn. All carry 
  composite longbows made from the antlers of deer and elk combined with 
  sinew, yew, or Osage orange that afford great range and deal good damage 
  to enemies caught in their sights. 
  C-3. Entrance
  The entrance to the gnoll lair is typically trapped with a deadfall set to 
  smash an unaware intruder. 
  C-4. Gnoll Nests
  Each of these nests serves as the personal campsite for a group of 2d4 
  gnoll warriors and their 1d6+1 young. The females of the tribe fight as 
  males and are considered equals on the field of battle. 
  The gnolls have 2d4 pieces of ivory worth 2d6gp each, as well as 1d4 
  pelts and furs worth 2d6gp. 
  Gnolls (2d4): HD 2; AC 5[14]; Atk bite (2d4) or club (1d6) or 
  dagger (1d4); Move 9; Save 16; AL C; CL/XP 2/30; Special: 
  none.
  Equipment: club, dagger.
  
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  Frog God Games
  C-5. Kennel
  The kennel houses the jackals and hyenas the gnolls keep around as 
  guard dogs. The stench is fairly unbearable in this cavern, which is home 
  to 2d4 jackals or 1d2 giant hyenas.
  Jackals (2d4): HD 1d4 hp; AC 7[12]; Atk bite (1d2); Move 14; 
  Save 18; AL N; CL/XP A/15; Special: none. (Monstrosities 268)
  Giant Hyenas (1d2): HD 5; AC 6[13]; Atk bite (2d6); Move 18; 
  Save 12; AL N; CL/XP 5/240; Special: none. (Monstrosities 260)
  C-6. Chieftain’s Cave
  The largest room in any gnoll lair is the chieftain’s nest. The chieftain 
  has 1d4 wives and is protected by 2 bodyguards who are gnolls with 
  maximum hit points. 
  There is a 50% chance that the chieftain keeps prisoners who were 
  ambushed for the treasures they were hauling. The captive is typically a 
  3rd-level NPC who could be used to fill out any opening in the characters’ 
  group, or they may be used as a jumping-in point for a new player to join 
  the adventure. 
  Gnoll Chieftain: HD 5; HP 33; AC 5[14]; Atk bite (2d4) or +1 
  heavy mace (1d6+1) or longbow x2 (1d6+1); Move 9; Save 
  12; AL C; CL/XP 5/240; Special: none.
  Equipment: +1 heavy mace, longbow, 20 +1 arrows.
  Gnoll Bodyguards (2): HD 2; HP 16x2; AC 5[14]; Atk bite (2d4) 
  or longsword (1d8); Move 9; Save 16; AL C; CL/XP 2/30; 
  Special: none.
  Equipment: longsword.
  Gnoll Brides, Shamans of Crocutus (1d4): HD 2; AC 5[14]; Atk 
  bite (2d4) or warhammer (1d4+1); Move 9; Save 16; AL C; 
  CL/XP 2/30; Special: spells (1).
  Spells: 1st—cause light wounds. 
  Equipment: warhammer.
  Treasure: The gnoll chieftain keeps most of the hoard his band 
  collects. A typical hoard includes 300gp in coins, a satchel of 20 garnets 
  worth 1gp each, a silver mirror worth 10gp, a bearskin worth 100gp, 
  a suit of elf-sized chainmail, a halfling-sized breastplate, and a pair of 
  good riding boots. 
  D. Lumber Camps
  A lumber camp typically consists of 2d6+4 lumberjacks and about 10 
  mules. The camps are set up in a defensible position, usually atop a bluff 
  that offers them a view of any would-be attackers. An overseer serves as 
  the leader of the men. The lumber camps are located closer to the Von 
  Klarch Inn as the northern reaches of the hold have proven too dangerous 
  and therefore costly for the lumber companies of Bard’s Gate. 
  The lumberjacks have recently fallen sway to the local legends of the 
  Devil of Murder Cliffs after seeing a horned figure stalking the night. 
  Other lumberjacks talk about their axes being dull despite having just 
  been sharpened or their axe-handles twisting and breaking. Others have 
  heard tales of the underbrush swallowing men working the cut or of 
  possessed animals attacking their brethren. Superstition abounds, and 
  the overseer may offer the characters a small stipend in food and coin to 
  defend the camp until the lumberjacks load their wagons with another five 
  tons of wood. Their efforts take 1d4+1 days, pays 10gp, and generates the 
  potential of three random encounters from either the daytime or night-
  time encounter tables. 
  Overseer: HD 4; HP 27; AC 5[14]; Atk hand axe (1d6) or 
  shortbow x2 (1d6); Move 12; Save 11; AL C; CL/XP 4/120; 
  Special: none.
  Equipment: chainmail, hand axe, shortbow, 20 arrows.
  Lumberjacks (2d6+4): HD 1; AC 7[12]; Atk hand axe (1d6) or 
  light crossbow (1d4+1); Move 12; Save 14; AL C; CL/XP 1/15; 
  Special: none.
  Equipment: leather armor, hand axe, light crossbow, 10 
  bolts.
  Treasure: The lumberjacks’ treasure includes 10 days of rations in a 
  mixture of dried venison, dried fruits, and wild roots. They have a locked iron 
  box containing 50gp and 200sp. The money is used to pay for goods and to pay 
  the men. They also have two 20-gallon kegs of ale, 2 tents capable of sleeping 
  six persons each, and 5 tons of fir trees harvested from the surrounding forest.
  E. Krateis’ Bandit Camp
  Krateis’ bandit camp contains several permanent wooden structures, a 
  stone tower, and a group of semi-permanent tents atop a castle-like tor 
  surrounded by a dense pine forest. A causeway was built to reach the top 
  of the tor in some ancient time, and it is believed that the tower in the 
  center of the tor was once the keep of some ancient fortress built by a 
  long-forgotten culture. 
  Krateis’ bandits hunt these mountains as their own fiefdom, occasionally 
  battling the gnolls for dominance of the passes. They make their living 
  robbing travelers on their return trip to the Von Klarch Inn, taxing them for 
  passage through the passes. Krateis has a sharp eye and recognizes those 
  who are better armed than himself or his reavers and avoids confrontation 
  with marks who may turn the hunter into the hunted. 
  E-1. The Ramp
  The pass leading to Krateis’ camp is a twisted ramp trapped in two 
  locations with a hidden tripwire and piles of logs. 
  Log Traps: The traps are difficult to notice (1-in-6 chance; 2-in-6 for 
  elves and rangers). If triggered, the trap causes an avalanche of logs to roll 
  over a 20ft-wide swath of the trail, dealing 4d8 points of damage to all 
  within the area of effect. 
  E-2. The Gate 
  The palisade gate is made of bound wooden logs. A pair of sentries 
  stand sentry in 15-foot-high limestone towers to either side of the gate 
  guard the entrance and keep an eye on the ramp. 
  Bandit Sentries (2): HD 1; HP 5x2; AC 7[12]; Atk longsword 
  (1d8) or longbow x2 (1d6); Move 12; Save 14; AL C; CL/XP 
  1/15; Special: none.
  Equipment: leather armor, longsword, longbow, 20 
  arrows.
  E-3. Tents
  The semi-permanent tents are made of canvas but are timbered up to 3 
  feet high and have plank floors. Each tent contains four canvas-and-wood 
  camp beds and sleeps four bandits. 
  During daylight hours, most bandits are on patrol somewhere in the 
  mountain passes. During the evening, there is a 50% chance they are 
  sleeping in their tent or out drinking near one of the cabins. 
  Bandits (4): HD 1; HP 7x2, 6, 4; AC 7[12]; Atk longsword (1d8) 
  or longbow x2 (1d6); Move 12; Save 14; AL C; CL/XP 1/15; 
  Special: none.
  Equipment: leather armor, longsword, longbow, 20 
  arrows.
  E-4. Blacksmith’s Cabin
  Shimek, the camp’s blacksmith, calls this camp his headquarters. 
  Shimek has been with Krateis for as long as he can remember, and brought 
  his wife and grown sons with him in support of his captain. 
  Shimek is intensely loyal to Krateis. His specialty is crafting hand axes 
  of extremely hard and very sharp steel. 
  
  23
  The Devil of Murder Cliffs
  
  24
  Frog God Games
  Shimek, Orog Blacksmith: HD 4; HP 28; AC 2[17]; Atk battle 
  axe (1d8+1) or javelin (1d4+1); Move 12; Save 13; AL C; CL/
  XP 4/120; Special: none. (The Tome of Horrors Complete 421) 
  Equipment: battle axe, 3 javelins.
  E-5. Corral
  The bandits keep their stock of horses in the corral. Currently, 34 horses 
  are in the corral. These are mountain ponies with the same statistics as a 
  warhorse. They are surefooted and capable of moving through the steep, 
  narrow trails of the forest with little difficulty. Two sentries watch the 
  corral. 
  Bandits (2): HD 1; HP 6, 4; AC 7[12]; Atk longsword (1d8) 
  or longbow x2 (1d6); Move 12; Save 14; AL C; CL/XP 1/15; 
  Special: none.
  Equipment: leather armor, longsword, longbow, 20 
  arrows.
  Horses, War (32): HD 3; HP 21, 19, 18, 16; AC 7[12]; Atk bite 
  (1d2), 2 hooves (1d3); Move 18; Save 14; AL N; CL/XP 3/60; 
  Special: none.
  E-6. Storehouse
  The bandits keep contraband they plan to sell on the black market in this 
  storehouse. Currently, there are 4 barrels of molasses, 2 kegs of rum, 20 
  hanging hams, two 50-pound barrels of corned beef, six crates of average 
  wine, two barrels of whale oil worth 150gp each, 30 sacks of flour, 50 lbs. 
  of sugar, two barrels of apples, and 100 pounds of pine nuts. Most items 
  can be sold for 20% under current market value. Antun, a hard-hearted 
  dwarven quartermaster, runs the storehouse. He is at the storehouse from 
  noon to sundown unless the company is on a raid. 
  A locked iron chest contains 200 lbs. of silver bars worth 1,000gp on 
  the market. The silver was taken from a recent raid on a silver caravan 
  that was leaving the northern mines and is a bone of contention between 
  Krateis and Lady Elis. Only Antun and Krateis have keys to the locked 
  chest.
  Antun keeps the stores locked and sleeps on a cot that he pulls in front 
  of the storeroom. 
  Antun, Dwarven Quartermaster (Ftr5): HP 34; AC 5[14]; Atk 
  flail (1d8+2); Move 12; Save 10; AL C; CL/XP 5/240; Special: 
  +4 saves vs. magic, darkvision (60ft), detect stonework, 
  multiple attacks (5) vs. creatures with 1 or fewer HD, +2 to hit 
  and damage strength bonus.
  Equipment: +1 ring mail, flail, flask, 2d6sp.
  Storehouse Bandits (2): HD 1; HP 8x2; AC 7[12]; Atk longsword 
  (1d8) or longbow x2 (1d6); Move 12; Save 14; AL C; CL/XP 
  1/15; Special: none.
  Equipment: leather armor, longsword, longbow, 20 
  arrows.
  E-7. Mess Hall
  This mess hall for the rank-and-file bandits is where they are served 
  meals of venison, beans, wild potatoes, and onion. The mess hall is 
  open twice a day. Any sought-after food must be gathered from the 
  quartermaster at the storehouse. Chef Gia Gaguri, a tough bandit who 
  can turn just about anything into a hearty meal, prepares and serves the 
  food. When on raids, Gia Gaguri makes sure the bandits hit up food stores 
  to ensure that they avoid starving upon their mountaintop.
  Gia Gaguri (Ftr3): HP 20; AC 5[14]; Atk shortsword (1d6+1), 
  dagger (1d4+1); Move 12; Save 11 (+1, cloak); AL C; CL/
  XP 3/60; Special: multiple attacks (3) vs. creatures with 1 or 
  fewer HD, +1 to hit and damage strength bonus.
  Equipment: bracers of defense AC 6[13], cloak of 
  protection +1, shortsword.
   
  E-8. Officers’ Quarters
  This log cabin serves as the bunkhouse for Krateis’ officers. 
  Bunks and footlockers store the belongings of Gaguri, Antun, Dusana, 
  and Lujub.
  Dusana and Lujub are a brother and sister pair of mounted archers 
  who have served Krateis since they were children. They each command 
  a contingent of Krateis’ raiders that is composed of around 10 horsemen. 
  There is a 25% chance that they are in the officers’ quarters after dark. 
  Otherwise, they wander the hilltop checking on the bandits or are out on 
  a raid. 
  The officers have their own ale keg that contains about 10 gallons of 
  brew. They are allowed to partake as much as they wish so long as they 
  maintain order among the bandits. 
  Footlockers: Each footlocker is locked, and the keys are found with the 
  owners. Footlocker 1: Gia Gaguri’s footlocker contains a set of silverware 
  worth 10gp, one setting of cups, a saucer, a bowl, bread, and a plate of 
  bone china worth 5gp, and a sack with 190gp, two sapphires worth 50gp 
  each, a potion of plant control, and a hard block of fine cheese worth 5gp. 
  Footlocker 2: Antun’s footlocker contains a cleaver taken off a dead orc 
  that is enchanted as a +1 battle axe, a potion of invisibility, a potion of 
  frozen concoction, a sack containing 150gp, 300sp, an aquamarine worth 
  50gp, a pair of dice carved from the metatarsals of an ogre worth 10gp, 
  and an old steel helmet affixed with a dyed red roach comb that runs 
  perpendicular to the faceplate. Footlocker 3: Dusana’s footlocker contains 
  a spare suit of leather armor, a pair of silvered shortswords, a potion of 
  healing, and a sack containing 200gp, a pair of 50gp emeralds, a 200gp 
  diamond, and a scroll of raise dead. Footlocker 4: Lujub’s footlocker 
  contains a spare suit of leather armor, a longsword, five silvered arrows, 
  two gut bow strings, a sack with 150gp, a large citrine worth 100gp, and a 
  bottle of rotgut moonshine worth 15gp. 
  E-9. Limestone Tower
  This old tower is spotted with greenish patches of fungus and algae. 
  The tower appears to be three stories tall and is affixed with an ironbound 
  oaken door that appears to be newer than the rest of the building. Windows 
  on the north and south of the tower look across the plateau to the wooded 
  valleys north and south of the bandit encampment. 
  Ground Floor: 
  The ground floor has a hearth, table, and chairs. A complete iron 
  cookware set hangs over the fire. An extensive map of the back trails and 
  woodlands areas, including the various gnoll encampments, hangs on the 
  wall and is marked with chalk for areas to avoid and places along the trail 
  where prospectors are most likely to be ambushed. 
  Second Floor: 
  The second floor serves as Krateis’ storeroom for the loot he has helped 
  himself to along the way. An examination of the chests and wardrobes in 
  this small tower room indicates some odd predilections of the bandit lord. 
  He likes very old things and seems to have a fixation with the region. 
  Among books on warfare, strategy, and the repatriation and redistribution 
  of wealth is a book titled Molyvus Diabolos: The Leaded Devil 
  The meaning of the manuscript is up to the interpretation of the reader 
  and should serve more to add another layer of mystery to the adventure. 
  A map shows the location of the Devil’s Dolmen. Written across it in 
  Krateis’ handwriting are the words “Devil’s Hour, Innocent Sacrifice, 
  Horned Moon.” 
  The Devil’s Hour is between 3 a.m. and 4 a.m. The horned moon refers 
  to either waxing gibbous or waxing crescent moons. For the purposes of 
  the adventure, such a moon can be seen on one of the Lost Lands’ two 
  moons during the characters’ visit to the Murder Cliffs. A two-quart cask 
  contains 75gp worth of dwarven whiskey, while a chest contains five silk 
  dresses worth 50gp each. A second box contains 10 pairs of ladies’ shoes 
  worth 25gp per pair. The sizes are all outlandishly large and wide. There 
  is a makeup kit worth 25gp, and six hat boxes with fine silk hats of various 
  sizes and shapes featuring beadwork, feathers, pearls, and the like worth 
  about 10gp each. 
  Third Floor, Krateis’ Room: 
  A locked door opens to Krateis’ room. Krateis room is well appointed 
  with a canopy bed, silk and satin sheets, a wardrobe, dressing table, and 
  other finery that seems out of place in the ancient pile of limestone that 
  
  25
  The Devil of Murder Cliffs
  makes up the tower and even more out of place for the rawboned figure of 
  a feared bandit chieftain. 
  A locked case is hidden under the bed. The lock is trapped with a 
  poison needle trap. If the needle is not disarmed, the opener must make a 
  saving throw or die. Within the case are Krateis’ spellbooks containing his 
  memorized spells plus two additional 1st-level spells and two additional 
  2nd-level spells, 424sp, 211gp, a string of pearls worth 100gp, a set of three 
  very large gold rings affixed with princess cut diamonds worth 150gp each, 
  a potion of fire resistance, a potion of invisibility, and a silver shortsword.  
  Running the Bandit Camp
  The bandits only focus on their guard duty at the gate as it is largely the 
  only entrance to the camp. Otherwise, security is lax unless a horn sounds, 
  which causes the bandits in the camp to form up ranks with their various 
  captains and await instruction from Krateis if he happens to be available. 
  In this event, Dusana and Lujub each take a platoon of 15 bandits, with 
  Gia Gaguri joining Dusana, and Shimek joining Lujub as sub-captains. 
  Antun and his 2 men stay behind to guard the storehouse from attack. 
  Dusana and Gia move to guard the corral, while Lujub and Shimek 
  move to guard the pass into the camp. If the camp is already breached, 
  they move to the parade grounds around the tower, with Lujub and 5 men 
  staying at the tower and Shimek directing two 5-men patrols to scout the 
  perimeter. 
  Dusana (Ftr4): HP 28; AC 4[15]; Atk shortsword (1d6), 
  longbow (1d6); Move 12; Save 11 (+1, cloak); AL C; CL/XP 
  4/120; Special: multiple attacks (4) vs. creatures with 1 or 
  fewer HD, –1[+1] dexterity AC bonus, +1 to hit missile bonus.
  Equipment: bracers of defense AC 6[13], cloak of 
  protection +1, shortsword, longbow, 20 arrows.
  Lujub (Ftr4): HP 29; AC 4[15]; Atk shortsword (1d6), longbow 
  (1d4+1); Move 12; Save 12; AL C; CL/XP 4/120; Special: 
  multiple attacks (4) vs. creatures with 1 or fewer HD, –1[+1] 
  dexterity AC bonus, +1 to hit missile bonus.
  Equipment: bracers of defense AC 4[15], shortsword, 
  longbow, 20 arrows.
  Bandits (30): HD 1; AC 7[12]; Atk longsword (1d8) or longbow 
  x2 (1d6); Move 12; Save 14; AL C; CL/XP 1/15; Special: none.
  Equipment: leather armor, longsword, longbow, 20 
  arrows.
  Krateis arrives to take command two rounds after a horn sounds. 
  Krateis, Lujub, and Dusana fight to 50% of their health before they 
  surrender. If Krateis surrenders, his band surrenders as well. The bandits 
  surrender if they lose more than 50% of their force (around 16 bandits).
  Krateis always assumes surrender is a path to escape. Besides, surrender 
  puts him closer to Lady Elis and an opportunity to charm his way back 
  into her good graces or possibly to murder Svan Dorian. 
  Krateis, the “Devil of the Murder Cliffs” (Ftr7): HP 42; AC 3[16]; 
  Atk +1 freezing bastard sword (1d8+3 plus 1d6 cold) or light 
  crossbow (1d4+1); Move 12; Save 8 (+1, helm); AL N; CL/XP 
  7/600; Special: multiple attacks (7) vs. creatures with 1 or 
  fewer HD, –1[+1] dexterity AC bonus, +2 to hit and damage 
  strength bonus, +1 to-hit missile bonus.
  Equipment: +1 chainmail, devil’s helm (see sidebox), +2 
  freezing bastard sword, light crossbow, 20 bolts.
  F. Devil’s Dolmen
  The pair of high peaks looming over the Murder Cliffs are called the 
  Devil’s Dolmen. The relatively difficult climb takes six hours. The Referee 
  could require a save halfway up the steep slope from each character to see 
  if a boulder is dislodged. The bouncing stone does 3d6 points of damage 
  to anyone it hits and sends them sliding 4d6ft down the hill.At the top 
  of the mountain is a flattened plateau that looks as if it were artificially 
  sheared off in some forgotten time. In the center of the plateau is a circle 
  of stones about 3ft tall. A taller stone at the northern end of the plateau 
  stands 10ft tall and is made from a shiny black horn of obsidian. Within 
  the center of the circle of stones is the blasted skeletal remains of a large 
  figure that appears to be an admixture of reptilian, bovine, and humanoid. 
  The figure may have been 20ft tall with a wingspread close to 30ft. The 
  bones are imbedded in the rock face of the mountaintop and appear to be 
  coated in thick lead. The entire area is devoid of life, insomuch as not even 
  a fleck of lichen grows upon the mountaintop. The area seems sick with 
  the sense of evil, and visitors must make a saving throw or suffer a –1 to 
  attacks, damage and saving throws for 1d12 hours. The standing stones 
  are aligned so that standing by a stone during the Devil’s Hour (between 3 
  a.m. and 4 a.m.) causes the bones to glow bright red and a pathway to open 
  that leads into the mountainside through a red archway of hellish fire. 
  The rocky pathway travels roughly 1,500ft downward into the 
  mountainside to an ancient and unholy shrine. Within the shrine are the 
  fastidiously stacked bones of hundreds of men, women, and children that 
  appear to have been encased in lead. A stone altar covered in dried blood 
  Molyvus Diabolos:  
  The Leaden Devil
  In ages past, a tricky devil walked the lands in the guise of a 
  wealthy merchant, tempting those who would take his bargain of 
  power and glory in exchange for the taste of a traveler’s mortal 
  soul. Being a very clever devil, the fiend was careful not to reveal 
  his true nature until the time the contract was up. One traveler took 
  up the deal and quickly gained riches and wealth. Enough, in fact, 
  to buy land and title. Of course, the road to riches did not come 
  easy, and as often as not, it involved a high degree of theft, graft, 
  and murder to accomplish the traveler’s goal. 
  To avoid paying the cost of his soul, however, the traveler sought 
  a second bargain with the now-revealed fiend who had arrived to 
  collect his debt. If he could but exchange other souls for his own 
  wretched one, could he not forestall the inevitable damnation that 
  was to come? Being a clever devil, the fiend thought on this and 
  agreed. For every fresh and unsullied soul, the traveler could turn 
  to damnation, the applicant could apply for another year of life. 
  Thus, the new-made lord set about his task while also 
  formulating a plan to keep his life, his lands, and his wealth, while 
  ridding himself of the fiend who had led him to his riches. The lord 
  spent his time studying the mysteries of the arcane, all the while 
  faithfully making offerings in a shrine built for the worship of his 
  fiendish patron. 
  Eventually, the lord came upon a ritual that would break the 
  fiend’s grasp upon his soul. The lord created a hollow vessel made 
  in the shape of a newborn child. Within the vessel, he placed a trap 
  that would bind the devil and force him to relinquish the lord’s 
  contract. As he passed the child into the fiend’s hands, the fiend 
  realized the trap. The devil exploded in fury after releasing his prey, 
  leaving his leaden bones blasted across the mountainside above the 
  cavern where the lord had kept his shrine. 
  The lord then took the accursed vessel, and as his last act, he 
  hurled the newborn simulacrum from the cliffs. As he did so, a 
  murder of crows rose up from the cliffs and descended upon the 
  lord in a cacophony of caws. Blinded and flailing, the lord slipped 
  upon the wet rocks and tumbled into the gorge below and was never 
  seen again. 
  Since that time, other lords have come and gone, kingdoms have 
  risen and fallen just like the rising of the tides, and control of the 
  Murder Cliffs has changed hands a dozen times between men, 
  dwarves, elves, orcs, and gnolls. Whatever became of the old lord 
  has been lost to time though the proof that the devil walked the 
  cliffs lies on the western peak with its leaden bones emblazoned 
  in the stone. Some say the fiend’s diabolical spirit still stalks the 
  spaces in between the earth and the hells, searching for the one 
  who betrayed it. 
  
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  Frog God Games
  
  27
  The Devil of Murder Cliffs
  stands before a 15ft-wide pit of indeterminate depth that glows with a 
  reddish light and smells of brimstone and death. 
  A venomous conflation of molten lead and sulfuric fumes escape the 
  pit, forcing a character within 10ft of the pit to make a saving throw each 
  round. On the first failed save, the character becomes dizzy (suffering a 
  –1 penalty to attacks); on the second failed save, he becomes nauseous 
  (suffering a –1 penalty to saves). Finally, on a third failed save, the 
  character passes out and dies within 1d10 minutes unless he is removed 
  from the area around the pit. The effects end 2d6 minutes after the 
  character steps away from the pit.
  Hanging over the hole is a 10ft-wide stone cauldron attached to 100ft 
  of heavy bronze chain wrapped around a large winch. Inside the cauldron, 
  held immobile to the base of the stone by an invisible bubble of magical 
  force, is the talisman of Aspdu. No amount of magic or force can destroy 
  the bubble holding the talisman to the stone cauldron. See below for the 
  ways characters might free the talisman.
  Hell Pit
  The cauldron can be lowered 100ft into the hell pit before the stone base 
  touches a portal of blazing hellfire blocking the shaft. Up to 2 characters 
  could ride down into the pit. Incredible heat radiates off the fiery portal 
  as they near it, but anyone remaining inside the stone cauldron does not 
  suffer any damage. 
  Anyone foolish enough to actually touch the portal takes 5d6 points of 
  damage and is drawn into the sixth plane of Hell ruled by Moloch (saving 
  throw to resist). Characters who fail the save find themselves as prisoners 
  on Moloch’s plane — a flat, stinking place of acrid smoke and soot — 
  unable to leave unless they find a gate out or can bargain with the duke of 
  Hell for their freedom.
  Retrieving the talisman of Aspdu can be accomplished in a few 
  different ways.
  First, a humanoid can be sacrificed on the altar above, then the body 
  lowered into the hell pit during the Devil’s Hour. The cauldron fills with 
  blood as hellfire consumes the sacrifice. The talisman of Aspdu floats to 
  the surface and can be winched back to the top of the pit and removed 
  from the cauldron. 
  Second, characters can willingly sacrifice at least 6d6 hit points of 
  blood (either from a single character or a combination) and pour it over 
  the altar during the Devil’s Hour. The stone cauldron fills with blood as 
  before but rises from the cauldron as a blood golem and attacks. The 
  talisman floats inside the golem’s form. 
  Third, any being possessed by the ghost of Aspdu may enter the cauldron, 
  descend, and reach through the magical bubble to collect the talisman 
  without suffering any damage whatsoever. The cauldron must be touching 
  the blazing portal before the possessed character can retrieve the talisman.
  Blood Golem: HD 6; HP 25; AC 3[16]; Atk 2 strikes (1d8 
  plus blood consumption); Move 12; Save 11; AL N; CL/XP 
  9/1100; Special: +1 or better magic weapons to hit, blood 
  consumption (gains hp equal to damage done), cell division 
  (at maximum HD, splits into 2 blood golems, half total hit 
  points per golem), immune to mind-affecting abilities, 
  regenerate (2hp/round), resists fire (50%). (The Tome of 
  Horrors Complete 288)
  G. Arcenaur’s Lair
  This cave hidden among the alpine cliffs is home to the druid Arcenaur, 
  who is 
  angry at the imbalance of the Murder Cliffs. He sees the creeping evil 
  as a sign of the imbalance, and the clear cutting of the foresters and the 
  incursion of gnolls as a threat to nature. Thus, Arcenaur has taken it upon 
  himself to ambush bandits, gnolls, and foresters alike with equal abandon.
  Arcenaur wears a headdress made from the skull of a red deer that 
  gives him a frightful appearance as he roams the mountains. He is known 
  to take various animal forms and tends to hunt his foes when they are 
  most vulnerable, such as during bathroom breaks or when they become 
  separated from a larger host. 
  There is a 20% chance that Arcenaur is encountered in his lair. 
  Arcenaur is sure that the evil spirit of Aspdu haunts the region of the 
  Murder Cliffs and has for a long time. 
  If the characters manage to have a positive encounter with Arcenaur, he 
  shares what he knows of the legend of Aspdu and how the devil relates to 
  the Murder Cliffs. If the characters have not yet seen the devil’s bones, he 
  gives them directions and warns them of the dangers of the place.
  Arcenaur, Half-Elf Druid (Drd5): HP 27; AC 7[12]; Atk spear 
  (1d6) or longbow x2 (1d6); Move 12; Save 11; AL N; CL/
  XP 5/240; Special: +2 save vs. fire, darkvision (60ft), detect 
  secret doors (4-in-6 chance), immune to fey charms, shape 
  change, spells (3/2/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person.
  Equipment: antler headdress, leather armor, 3 spears, 
  longbow, 20 arrows.
  Part 3:  
  The Devil Among Us
  This part of the adventure takes place back at the Von Klarch Inn after 
  the characters return from their missions in Part 2: To Hunt the Devil. 
  There are a lot of potential moving parts in the adventure, especially 
  during the third act. Ultimately, how these situations play out depends 
  entirely on the actions of the characters and the guidance of the Referee. 
  With that in mind, what follows is a list of conditions and events that may 
  transpire based on possible actions the characters have taken. They are 
  provided to help Referees decide how to bring about an exciting end to the 
  adventures of the Murder Cliffs!
  Conditions and Events
  The following conditions and events are triggered depending on the 
  characters’ actions. 
  Conditions
  Several conditions guide the events of Part 3:
  If Krateis and/or Arcenaur are Captured Alive: If he is captured alive, 
  Krateis and any of his surviving band are locked in the northern third-floor 
  guard tower (Area 31-A). If he is taken alive, Arcenaur is locked in the 
  southern third-floor guard tower (Area 31-B). The characters are invited 
  to Dinner (see events below), and any dinner events take place. While the 
  characters are at dinner with Lady Elis, each of the prisoners overpowers 
  his guards and escapes. 
  Krateis does not immediately make his escape. Instead, he hides in the inn 
  long enough to murder Svan Dorian and anyone else who gets in his way. 
  Arcenaur assumes an animal form and tries to escape from the inn at 
  the first opportunity. 
  If Krateis is Killed: If the characters bring back the head of Krateis, 
  they are invited to Dinner (see events below) where they are to receive 
  their award. 
  Talisman of Aspdu
  The talisman of Aspdu contains a small part of the pit fiend 
  Aspdu’s essence. As such, it can summon the ghost of Aspdu that 
  haunts the Murder Cliffs. The talisman grants the bearer a 75% 
  chance of controlling the ghost. Lady Elis plans to force the spirit 
  into a clone she is growing in her conjuring chamber using a magic 
  ritual detailed in The Artis Simulcra. The spirit cannot harm the 
  wielder in any way while the talisman is in his possession. Aspdu 
  needs the talisman to be placed on the clone in Area 37-C before 
  he can take control of the empty vessel.
  The talisman grants protection from good to its bearer at will.
  
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  If Arcenaur is Killed: If the characters bring back the head of Arcenaur, 
  they are invited to Dinner (see below) where they are to receive their 
  partial reward. In this circumstance, Lady Elis intends to use the death of 
  Arcenaur as a warning to Krateis to mend his ways and pay her what he 
  owes. 
  If the Characters Accidentally Discover Lady Elis’ Dark Secrets: 
  If the characters get snoopy before they set out to apprehend Krateis, 
  proceed to What Possessed You? If they are discovered snooping around 
  the house after this time, Lady Elis, Svan Dorian, and the retainers do 
  whatever they can to expel the characters from the home or to kill them. 
  Skip Dinner and go directly to What Possessed You?
  Events
  The following events occur once the characters return to the inn and are 
  based on conditions that occur as detailed above. 
  Dinner
  Upon their return, the characters are invited to a feast to celebrate their 
  successes that takes place in the dining hall (Area 13). 
  During dinner, the characters are congratulated for their deeds, and a 
  chest of riches equal to the amount offered in bounty for their activities 
  is proffered. 
  Besides the characters, other guests at the dinner include the following 
  NPCs: Lady Elis, Svan Dorian, Old Orlak, and Velanika Rosnin. Speeches 
  are given, and wine is consumed. Keep track of which characters partake 
  of the wine and which do not. The wine is not drugged, but it is strong. 
  More than one glass causes a penalty of –1 to attacks and saves. For every 
  glass after two, an additional –1 penalty accrues (to a maximum penalty of 
  –5).If Krateis or Arcenaur are alive, they escape at some point during the 
  dinner but after the characters who choose to drink wine do so. Gravnic 
  comes in and lets Lady Elis know the prisoner(s) have escaped, at which 
  point she immediately flies into a rage. She orders the prisoners to be 
  found, screaming at her men-at-arms to search the house and grounds. 
  This is detailed in The Search below. 
  If Krateis and Arcenaur are dead, or if neither was taken prisoner, 
  proceed instead to Goodnight Friends. 
  The Search 
  During the search of the house, the Referee may place Krateis or 
  Arcenaur anywhere on the second or third floors of the house. Using a 
  separate map, the Referee should move the escapees around as they try 
  to stay hidden. The escapees each have a goal: Arcenaur wants to escape, 
  while Krateis is intent on murdering his rival Svan Dorian before he tries 
  to escape to raise a new army of bandits to eventually take the inn.  
  During the search, Aspdu’s spirit makes his presence known as he uses 
  the confusion to possess NPCs so he can murder residents of the inn. See 
  What Possessed You? for more details. 
  Goodnight Friends
  After the dinner, the characters are led upstairs to upgraded rooms 
  on the third floor. As these suites are more spacious, the characters are 
  offered their own suites. The characters may instead wish to share rooms, 
  which is perfectly all right with the staff. Lady Elis would rather avoid 
  any suspicion. 
  At this point, the Von Klarch clan reveals its true colors. They have no 
  intention of letting their wealth fall into the characters’ hands! Lady Elis 
  sends an invitation to individual characters inviting them to her chambers 
  for a nightcap. The actual intent is to cast charm person on those invitees 
  and then send them to “explore” the closet of their room. Of course, this 
  leads to characters falling through the trapdoors onto the spikes in the 
  dungeon below. 
  Characters who choose to sleep alone are attacked in the night by 
  Gravnic, Svan Dorian, and a squad of house soldiers. They seize sleeping 
  characters and attempt to hurl them down the hidden pit traps and onto 
  the spikes in the dungeon below. Once the individual characters are dealt 
  with, the band of murderers moves on to larger groups. 
  Just as this nighttime attack is happening, the ghost of Aspdu possesses 
  an NPC and attempts to either steal the talisman (if it is in the inn by this 
  point) or retrieve the talisman from the Devil’s Dolmen. The spirit seeks 
  to cause as much chaos and bloodshed as possible. 
  As soon as any fighting breaks out, see All Hell Breaks Loose. 
  What Possessed You? 
  Aspdu’s ghost now stalks the lands and is attracted to the inn due 
  to Svan Dorian’s devil worship. If characters become separated or go 
  snooping on their own, they may encounter Aspdu’s ghost at the Referee’s 
  discretion. In this event, Aspdu’s spirit attempts to dominate and possess 
  the character. If it successfully possesses a character, it guides him to 
  the talisman of Aspdu, which may still be at the Devil’s Dolmen in the 
  Murder Cliffs. If one of the other characters already has the talisman, the 
  possessed character attempts to steal it so Aspdu can use it to enter the 
  clone in Lady Elis’ Conjuring Hall (Area 37-C). 
  Aspdu’s ghost is tricky and deceptive and attempts to lead other 
  characters into traps throughout the inn. This gives the Referee an 
  opportunity to really mess with the characters. Ultimately, Aspdu has 
  designs on recovering his talisman and taking custody of the empty vessel. 
  Aspdu’s Ghost: HD 5; HP 36; AC 0[19]; Atk chilling touch 
  (1d6); Move (fly 12); Save 12; AL C; CL/XP 7/600; Special: 
  magic resistance (50%), +1 magic or silver weapon to hit, 
  possession (at will).
  All Hell Breaks Loose
  This event assumes all-out combat between the characters and the 
  residents of the inn. This should be fun and as chaotic as possible. Use the 
  Referee’s map to determine where various NPCs and characters are and 
  move them as desired. If characters cross paths with NPCs, an encounter 
  occurs. 
  For example, unless Aspdu’s ghost has possessed Velanika Rosnin, she 
  and her men remain neutral unless attacked. They merely try to barrel 
  their way out of the inn and to their wagons to escape. Velanika moves 
  from either the dining area or her rooms to gather her men and then heads 
  for the wagons. 
  As this is going on, any surviving gnolls and bandits converge on the 
  household. Add 1d4 of either as necessary to keep the action going.
  Meanwhile, Aspdu’s ghost possesses whomever he can and leads the 
  victims to slaughter as the spilled blood increases his strength! This means 
  Aspdu may jump from character to character. 
  If the talisman is present, Aspdu seeks to take custody of an NPC or 
  character so they can retrieve the talisman and place it around the neck of 
  the clone growing in the vat within Lady Elis’ conjuring hall (Area 37-C). 
  If this happens, Aspdu assumes his true form as a pit fiend in 2d4 rounds 
  as he grows from a half-formed baby to a full-sized devil! At that point, 
  the pit fiend tears through the house looking for Lady Elis, whom he kills 
  if she is not already dead. He then uses his powers to set the inn on fire. 
  For the most part, he ignores the characters and others unless they are in 
  his way or if they openly attack him. 
  Once Lady Elis is killed and the inn is in flames, Aspdu opens a gate 
  and returns to his master Moloch, leaving a smoking crater and a pool of 
  molten lead in his wake and the characters with one hell of a story to tell. 
  Aspdu, Pit Fiend: HD 13; HP 99; AC –1 [20]; Atk spiked flail 
  (2d8+2) or 2 claws (1d8+2), tail (1d6 + constrict); Move 9 
  (flying 18); Save 3; AL C; CL/XP 18/3800; Special: constrict 
  (automatic 1d6 damage per round), magic resistance 
  (75%), +1 or better magic weapon to hit, regenerate (2hp/
  round), spell-like abilities. (See Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, detect 
  invisibility, hold person, polymorph self, pyrotechnics, 
  wall of fire; 3/day—gate (75% chance, 1d4 balors); 1/
  day—symbol of death.  
  Fighting the Ghost: The evil spirit of Aspdu can be fought as if he were 
  any other ghost. If defeated, Aspdu’s spirit returns to the hell pit (Area F) 
  to reform over 3d10 days. Defeating the ghost, destroying the clone, or 
  returning the talisman of Aspdu to the hell pit are all ways to temporarily 
  defeat Aspdu. Destroying the talisman may prove a quest unto itself and 
  likely requires the power of a relic or a holy dragon to devour it. That said, 
  it is unlikely that the characters can truly defeat Aspdu at this time. 
  
  29
  The Devil of Murder Cliffs
  Wrapping up  
  the Adventure
  Ultimately, the adventure ends when Lady Elis and Svan Dorian are 
  defeated. Krateis, Arcenaur, Velanika, and other NPCs may return in 
  future adventures as foes or allies of the characters. 
  Appendix A: New Monster 
  Pit Fiend (Greater Devil)
  Hit Dice: 13
  Armor Class: –1[20]
  Attacks: spiked flail (2d8+2) or 2 claws (1d8+2), tail (1d6 + 
  constrict)
  Saving Throw: 3
  Special: constrict, magic resistance (75%), magic weapon 
  to hit, regenerate, spell-like abilities
  Move: 9/18 (flying)
  Alignment: Chaotic
  Challenge Level/XP: 18/3800
  A pit fiend is a monstrous devil from the lowest plane of Hell. They stand 
  12ft tall, with powerful wings that sweep backward from their massive 
  bodies. Their gruesome countenance is often the last thing careless magic-
  users ever see. They carry a large spiked flail.
  A pit fiend regenerates 2 hit points per round. At will, a pit fiend 
  can cast detect magic, detect invisibility, hold person, polymorph self, 
  pyrotechnics, and wall of fire. Three times per day, it can summon 1d3 
  sixth-category balor demons (50% chance). Once per day, a pit fiend can 
  cast symbol of death. A pit fiend’s aura causes fear (as the spell) in a 20ft 
  radius.
  If a pit fiend strikes a target with its tail, it constricts the victim for an 
  automatic 1d6 points of damage per round. A constricted creature must 
  make a successful Open Doors check to escape.
  Pit Fiend: HD 13; AC –1[20]; Atk spiked flail (2d8+2) or 2 claws 
  (1d8+2), tail (1d6 + constrict); Move 9 (flying 18); Save 3; 
  AL C; CL/XP 18/3800; Special: constrict (automatic 1d6 
  damage per round), magic resistance (75%), +1 or better 
  magic weapon to hit, regenerate (2hp/round), spell-like 
  abilities.
  Spell-like abilities: at will—detect magic, detect 
  invisibility, hold person, polymorph self, pyrotechnics, 
  wall of fire; 3/day—gate (75% chance, 1d4 balors); 1/
  day—symbol of death. 
  
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  The Devil of Murder Cliffs
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
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