TEXT: Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
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  Visit the Living Greyhawk website at www.rpga.com. 
   
   
  CGR8-02 
   
   
   
   
   
   
   
  Shatterstone 
   
  A Four-Round Dungeons & Dragons® Living Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Creighton Broadhurst, Jean-Philipe “JP” Chapleau, R. Michael Hinds, and Colleen Simpson 
  Circle Reviewer: Creighton Broadhurst  
  HQ Reviewer: Chris Tulach 
  Playtesters: Tena DeVoll, John Foye, Pam Foye, Leonard Logan and Murry McEntire 
   
  Rumors of cults once again stalking the underside of the free city and the discovery of a long-thought destroyed 
  dungeon level under the War Tpwer call once again for brave (or foolhardy) adventurers to invstigate. The final part of 
  “Greyhawk Ruins”. A three-round core adventure for characters level 1-11 (APLs 2-8) set in the Domain of Greyhawk. 
   
  Resources for this adventure [and the authors of those works] include City of Peril [Ed Stark], Complete Arcane [Richard 
  Baker],Dungeon Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, and Robin D. Laws], 
  Dungeonscape [Jason Bulmahn and Rich Burlew], Expedition to the Ruins of Greyhawk [Jason Bulmahn, James Jacobs, Erik 
  Mona], Greyhawk Ruins [Blake Mobley, Timothy B. Brown], Greyhawk Ruins Sourcebook [Creighton Broadhurst, Chris 
  Chesher, Paul Looby, Bruce Paris, and Sam Weiss], Libris Mortis [Andy Collins, Bruce R. Cordell], Magic Item 
  Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Monster Manual III 
  [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J Finch, Gwendolyn FM Kestrel, Rich Redman, Matthew Sernett, Chris 
  Thomasson, P Nathan Toomey], Monster Manual IV [Gwendolyn F. M. Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, 
  Eric Cagle. Andrew Finch, Christopher Lindsay, Kolja Raven Linquette, Chris Sims, Owen K. C. Stephens, Travis Stout, 
  JD Wiker, Skip Williams], Monster Manual V [Creighton Broadhurst, Jason Bulmahn, David Chart, B. Matthew Conklin 
  III, Jesse Decker, James “Grim” Desborough, Rob Heinsoo, Sterling Hershey, Tim Hitchcock, Luke Johnson, Nicolas 
  Logue, Mike McArtor, Aaron Rosenberg, Robert J. Schwalb, Rodney Thompson, Wil Upchurch], Player’s Handbook II 
  [David Noonan], and Races of the Dragon [Gwendolyn F. M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and The Adventure Begins [Roger E. Moore]. 
  598 CY 
  
  CGR8-02 Shatterstone 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the Living Greyhawk campaign—a worldwide, 
  ongoing D&D® campaign set in the Greyhawk setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  Herald-Level GM to run this adventure. 
   
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second, players and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  Dungeons & Dragons Rewards program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2008.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Core adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  Along with this adventure, you’ll find a RPGA session 
  tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk adventure record (AR). You need 
  one copy of this for each participating player. 
   
  LAYOUT AND ORGANIZATION 
  This adventure has several sections: 
  • CGR8-02:1 A Short Way with Little Knowledge: 
  Travelers waylaid, caravans attacked, no survivors, all 
  in the plain of Greyhawk. Someone thinks he knows 
  who is responsible and he plans on doing something 
  about it. It is a short way with little knowledge. This 
  adventure is a loose sequel to COR6-04 A Long way for a 
  little knowledge. 
  • CGR8-02:2 Greyhawk City Puzzle: What do the 
  deaths of a wizard's daughter and a priestess's favored 
  servant have to do with an invitation to the Foreign 
  Quarter? Once again, the City of Greyhawk is host to 
  yet another deadly puzzle and you’ve been drawn 
  right into the middle. Can you find the connection?. 
  This is an investigation that still has some use for 
  fighters. 
  • CGR8-02:3: Little Things: Come see the treasures 
  from the ruins of Greyhawk! Come see the magical 
  mirrors, the ornate carvings, the beautiful statues. 
  Come see the tapestry drag one of our patrons into 
  itself… Now hold it right there – that wasn’t 
  something you expected. Are you just going to stand 
  there? Or are you going to go to the rescue? 
  • Appendices: This section contains all the New Rules 
  Items required for this adventure as well as affiliation 
  briefing sheets and any other required generic 
  information. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  
  CGR8-02 Shatterstone 
   
  Page 2 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a “Greyhawk Ruins” adventure. Each “Greyhawk 
  Ruins” adventure comprises three distinct rounds (or 
  zones), set in the Domain of Greyhawk. Treat each 
  adventure as a separate round. Thus, it costs most 
  characters 2 TUs to participate in each round but 
  characters with the Domain of Greyhawk as their home 
  region pay only 1 TU per round. Characters must pay 
  upkeep for each round in which they participate. 
   
  Each round has its own AR. A character receives an AR 
  for a round at the end of the session in which he first 
  earns XP or gp from that particular part of the dungeon. 
  Once a character has received an AR for a zone, he may 
  never again adventure in that area.  
   
  A character can chose to explore all the rounds of this 
  adventure in a single (mega) session (equivalent to four 
  adventure rounds) or can chose to enter them one at a 
  time (taking up to four sessions to complete the entire 
  adventure). 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Read these notes before play begins. 
   
  GREYHAWK RUINS SOURCEBOOK 
  To play this adventure you also need a copy of the 
  Greyhawk Ruins Sourcebook. The sourcebook contains 
  information about the free city, its laws, and statistics for 
  watchmen, and the like. Download the map free from 
  www.wizards.com/default.asp?x=lg/welcome. The DM 
  should ensure that he reviews the city’s laws before play. 
   
  AFFILIATION BRIEFING SHEETS 
  Many of the PCs participating in this adventure will be 
  members of one of the free city’s affiliations (as detailed 
  in the Greyhawk Ruins Sourcebook). Before play begins, 
  hand out the relevant briefing sheet to each player. PCs 
  not belonging to any affiliation must determine for 
  themselves exactly why they are exploring the ruins. 
   
   
  ORDER OF PLAY 
  Unlike previous parts of “Greyhawk Ruins,” the PCs do 
  not necessarily have to play zone one of this adventure 
  first. Of the four component zones, one takes place in the 
  free city itself while the other three are set below the War 
  Tower. Of these three zones, two – zones one and two – 
  can be accessed from the level above and, thus, can be 
  played first. Both zones link to zone three. When the PCs 
  first enter the dungeons give them the choice of 
  accessing either zone.  
   
   
  
  CGR8-02 Shatterstone 
   
  Page 1 
  ADVENTURE BACKGROUND 
  Momentous events again threaten to overwhelm the free 
  city of Greyhawk. To the south, Turrosh Mak demands 
  peace with the Domain while bandits grow emboldened 
  by Greyhawk’s stretched armed forces. Indeed, some of 
  these bandits have powerful friends within the free city 
  who manipulate the bandits for their own ends.  
   
  The rise of banditry has not gone unnoticed in the free 
  city. Many within the city grow concerned at the increase 
  of lawlessness in the Near Domain. Chief among these is 
  Eritai Kaan-Ipzirel, Matriarch of St. Cuthbert. Several 
  months ago, she dispatched Korenth Mauk, a trusted 
  servant, to learn more.  
   
  Korenth’s investigations quickly bore fruit and he 
  swiftly came to the conclusion that the ruins of the 
  infamous Castle Greyhawk – only a few miles from the 
  city – was in some way connected to the rise of 
  lawlessness 
  in 
  the 
  Domain. 
  Unfortunately, 
  his 
  investigations drew the attention of certain powerful 
  individuals who were angered at Eritai’s servant poking 
  his nose into such sensitive matters. Thus, Korenth was 
  slain by a master assassin two days ago. Korenth resisted 
  mightily, however, and the sound of battle alerted those 
  staying in the nearby rooms, so the assassin could not 
  complete a thorough search of the room, leaving vital 
  evidence unrecovered. 
   
  In CGR7-01 Ruins of Discovery, the PCs uncovered clues 
  within Korenth’s room confirming that his investigations 
  centered on the ruins of Castle Greyhawk. Setting out to 
  the ruins, bandits beset the PCs but were eventually slain. 
  Once they reached the ruins, they entered the War Tower 
  after bargaining with the Wartower Wardens. Exploring 
  the dungeons, they destroyed many foul creatures and 
  odious individuals and discovered that the bandits were 
  in some way using portions of the first level (and perhaps 
  areas below) that as a kind of base of operations. 
   
  In CGR7-02 The Silent Barracks the adventurers again 
  returned to the dungeons below the War Tower and 
  fought many dangerous creatures and defeated several 
  fiendish traps during their exploration of the second 
  dungeon level. They also discovered another nest of 
  bandits but their exploration of the bandits’ base was 
  complicated by an invasion of undead that had recently 
  ascended from a lower level. While the undead and the 
  bandits were eventually defeated, the PCs uncovered no 
  definitive proof of for whom the bandits worked for. To 
  uncover this important information, they are once again 
  called upon to explore the dungeons below Castle 
  Greyhawk. 
   
  In CGR8-01 Crypts of the Forgotten, the PCs defeated 
  devotees of the demon lord Orcus, explored the halls of a 
  former shrine and defeated the terrifying monsters 
  therein, and added a small band of shapeshifters tighting 
  the mahcinations of a deadly cult. 
   
  Now, the ruins of Castle Greyhawk and the 
  machinations of several bands of evil folk call the PCs 
  back to the free city and the nearby ruins. 
   
  INTRODUCTION 
  As the adventure opens, the PCs are in Greyhawk City. 
  They could be at the Griffon’s Nest or at another hostelry. 
  Each of the PCs has been contacted by his affiliation and 
  asked to continue his investigation of the dungeons 
  below the War Tower (refer to the Affiliation Briefing 
  Sheets for more information). 
   
  Before play begins, hand out the affiliation briefing 
  sheets to the appropriate PCs and allow them time to 
  assimilate and discus the included information. PCs 
  without any affiliation score or whose affiliation does not 
  require their services in a particular adventure must 
  decide why they want to explore Castle Greyhawk; likely, 
  the lure of fame and wealth has proved too strong to 
  resist! 
   
  The mood of the free city has darkened in recent 
  days. Bandits still stalk the roads and byways of the 
  domain and rumors of cults once again active in the 
  city serve to increase the anxiety of the citizenry and 
  those 
  in 
  power 
  alike. 
  Rampant 
  speculation 
  regarding the true purpose behind Turrosh Mak’s 
  recent offer of peace further serves to divide public 
  opinion. Many folk believe that these events are all 
  somehow linked while others dismiss this as little 
  more than paranoia. Whatever the truth of the 
  matter, you have gathered again to pursue the truth 
  wherever it may lie. 
   
  Once the PCs have introduced themselves, proceed with 
  the adventure. Remember, that some of the adventures 
  take place in the city, while the other takes place in the 
  ruins themselves. 
  • CGR8-02:1 A Short Way with Little Knowledge 
  takes place in the ruins of Castle Greyhawk. 
  • CGR8-02:2 Greyhawk City Puzzle takes place in the 
  free city. 
  • CGR8-02:3: Little Things takes place in the free city.  
  • CGR8-02:2 The Tomb of Pelor takes place in the 
  ruins of Castle Greyhawk. 
   
  It does not matter in which order the PCs wish to 
  complete their tasks. 
   
  If the PCs wish to learn more about the castle or recent 
  events, proceed to Encounter One. Before their 
  adventure begins, the PCs have enough time to buy 
  consumable magic items, visit old friends, call in favors, 
  and so on.  
   
  If the PCs are playing CGR8-02:1 and want to role-play 
  the journey to the castle, use Encounter Two. Once they 
  arrive at the ruins, use Encounter Three.  
   
   
   
   
  
  CGR8-02 Shatterstone 
   
  Page 2 
  1: LEARNING MORE 
  Doubtless, at some point during the adventure, the PCs 
  will seek to learn more about Castle Greyhawk and other 
  things of interest. When they do so, consult the tables 
  below to determine exactly what they learn. 
   
  Characters with ranks in Knowledge (local: core) or 
  bardic knowledge can learn more Castle Greyhawk and 
  its environs. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  GETTING THERE 
  • DC 10: Castle Greyhawk stands eight miles from the 
  city beyond the mighty Selintan. The safest and 
  quickest way to reach it is to follow Marsh Path across 
  Zagig’s Bridge. 
  • DC 15: Most people avoid Zagig’s Bridge – some say it 
  is haunted or cursed. Several hovels have grown up 
  around the span, mainly populated by landless 
  immigrants from the Wild Coast.  
   
  CASTLE GREYHAWK  
  • DC 10: The shattered stumps of the castle’s three great 
  towers are clearly visible from North Hills Park. 
  There are rumored to be at least 10 levels of dungeon 
  below each tower as well as strange portals to other 
  planes. The castle was abandoned in 421 CY after 
  Zagig disappeared. Only adventurers explore the 
  ruins now.  
  • DC 15: The three towers are known as the Tower of 
  War (to the east), the Tower of Power (to the west), 
  and the Tower of Magic (in the centre). 
  • DC 20: Returning in secret, Zagig captured nine 
  demigods in the dungeons below his castle around 
  the turn of the century and used their power to propel 
  himself to godhood. 
   
  RECENT EVENTS 
  PCs succeeding on a Gather Information check reveal the 
  relevant information listed below. A success also reveals 
  all information gained by a lesser result. 
  • DC 10: A friend of a friend was coming home late 
  from a tavern a few nights before when he saw a huge 
  spider, easily the size of a horse, scaling a wall near the 
  courthouse! It saw him but didn’t attack, disappearing 
  over the rooftops!  
  • DC 15: Many adventurers have been exploring the 
  ruins below Castle Greyhawk. Those returning from 
  below the War Tower tell of desperate battles against 
  hordes of undead and even worse! 
  • DC 20: Turrosh Mak seeks alliance with the free city 
  and has even promised troops to aid our defense. No 
  sane person would agree to such a suggestion. From 
  what I hear, occasional raiding still takes place 
  through the buffer zone. Turin Deathstalker 
  disappeared from Safeton recently for several weeks. 
  He returned in unusually high spirits. (A DC 
  knowledge [local – core] reveals that the Deathstalker 
  often goes on one-man missions into the Pomarj; 
  whole tribes have fallen beneath his blades).  
   
  2: GETTING THERE 
  • Use this encounter when the PCs decide to leave the 
  city and travel toward the ruins of Castle Greyhawk. 
  This encounter assumes that the PCs leave through 
  Marsh Gate (the gate nearest to Castle Greyhawk). If 
  they leave through another gate, modify the 
  encounter as necessary. If time is tight, skip this 
  encounter. 
   
  For simplicity, assume that any PC with weapons that 
  had to be left with the City Watch did so at Marsh Gate. 
  Thus, as they leave the city they can retrieve their 
  weapons without any problems. The City Watch do not 
  hinder the PCs in any way as they leave.  
   
  Set just north of the junction between the city walls 
  and the Black Wall, Marsh Gate gives access to the 
  southern end of the Foreign Quarter. It is mainly used by 
  wagons bringing piles of waste to the city’s refuse tip, 
  which lies at Garbage Hill, outside the western walls. It is 
  also common to see funeral processions bearing bodies to 
  the city’s cemetery – also just outside the western wall. 
  Those bound for Castle Greyhawk leave the city by Marsh 
  Gate, heading along the river trail leading to Zagig’s 
  Bridge. Two Watch patrols guard the gate Read: 
   
  As you retrieve your weapons from the City Watch, 
  several large wagons laden with rubbish and filth 
  pass by on the way to Garbage Hill. Travelers, 
  merchants, and watchmen all get out of the way of 
  the foul-smelling carts. 
   
  The PCs are free to leave the city.  
   
  DEVELOPMENT 
  Proceed to Encounter Three. DM Maps 1 and 2 shows the 
  location of the ruins in relation to Greyhawk City. 
   
   
   
  
  CGR8-02 Shatterstone 
   
  Page 3 
  3: THE RUINS 
  In this encounter, the PCs finally reach the ruins of 
  Castle Greyhawk and meet the Wartower Wardens. Read: 
   
  A small, squat building stands just outside the 
  shattered ruin of the Tower of War. The building is 
  of grey stone and is obviously of much newer 
  construction than the surrounding ruins. A lone 
  dwarf sits outside, sitting on a shattered stone block. 
  He is smoking a long pipe.  
   
  When the PCs approach the dwarf or enter his field of 
  vision, continue:  
   
  At your approach, he looks up. “Well met, strangers. 
  You have the look of adventurers about you. Have 
  you come to try your luck in the War Tower? 
   
  This is Grebold Blitzhame (LN male dwarf fighter 5). A 
  member of the Wartower Wardens he shares this guard 
  duty with this brother, Thren (who watches here at 
  night).  
   
  If the PCs confirm that they are here to explore the 
  War Tower, Grebold insists that they speak with Stillguar, 
  leader of the Wartower Wardens. Grebold calls inside and 
  presently, a grizzled dwarf emerges. If the PCs try to 
  enter the tower without speaking with Stillguar, the 
  entire guild turns out to stop them. See Development for 
  more details. 
   
  Stillguar explains that the Wartower Wardens controls 
  access to the ruins and that to enter, the PCs must 
  promise to pay 25% of the treasure to the guild when they 
  leave. To facilitate this, the dwarves demand that they 
  inventory the PCs’ possessions and wealth so that they 
  only tax what the PCs find.  
   
  STILLGUAR 
  Short, stocky and heavily bearded this muscled 
  dwarf carries an axe at his side and has an air of 
  authority about him. 
   
  Attitude: Indifferent (PH 72). 
   
  What He Knows: See Learning More. 
   
  Background: Stillguar has dwelt here for two decades, 
  taxing adventurers seeking to enter the War Tower. In 
  that time he has seen many things and is happy to paint a 
  lurid picture of the terrors lurking in the dungeons below 
  the tower.  
   
   
  LEARNING MORE 
  The PCs may have some questions for Stillguar. His 
  responses to such questions appear below: 
   
  Have you seen any bandits around here? No. (A 
  DC 20 Sense Motive check reveals that Stillguar is 
  holding something back. If the PCs push this point and 
  threaten to tell the free city’s authorities that bandits have 
  been using the tower, Stillguar drops his demand to 10% 
  of treasure found as long as they promise to keep the 
  knowledge to themselves. He denies helping the bandits 
  but argues that everyone should be allowed access to the 
  ruins, no matter their personal philosophy. 
   
  Has anyone recently entered the War Tower? A 
  small group of adventurers went into the tower two days 
  ago. They have not yet returned.  
   
  Why are you here? We of the Wartower Wardens 
  believe that much wealth lies unclaimed in the dungeons 
  below. We guard this entrance to claim a fair share. 
   
  How long have you done this? About 20 years. 
   
  DEVELOPMENT 
  If the PCs try to muscle their way into the tower without 
  speaking to, and making a deal with, the Wartower 
  Wardens twelve members of the guild emerge from the 
  guildhouse to stop the PCs. In total, the PCs are 
  confronted by 10 guards (LN male dwarf fighter 4) and 2 
  lieutenants (LN male dwarf fighter 7). If combat ensues, 
  use the statistics starting on page 110 of the Dungeon 
  Master’s Guide. The dwarves beat the PCs unconscious, 
  steal half their coin wealth and deposit the PCs outside 
  the ruins. 
   
  If the PCs agree to Sillguar’s demands, the PCs may 
  enter the dungeons.  
   
  Only two of the adventure zones for this final round of 
  “Greyhawk Ruins” is actually accessible from the War 
  Tower.  
  • CGR8-02:1 A Short Way with Little Knowledge: 
  Travelers waylaid, caravans attacked, no survivors, all 
  in the plain of Greyhawk. Someone thinks he knows 
  who is responsible and he plans on doing something 
  about it. It is a short way with little knowledge. This 
  adventure is a loose sequel to COR6-04 A Long way for a 
  little knowledge. 
  • CGR8-02:4 The Tomb of Pelor: An ancient, fogotten 
  temple is corrupted by insidious evil. 
    
  It does not matter which zone the PCs explore first. 
   
   
   
  
  CGR8-02:1 A Short Way with Little Knowledge  
   
  Page 2 
  CGR8-02:1 
   
   
   
   
  A Short Way with Little 
  Knowledge 
   
  By Jean-Philipe “JP” Chapleau 
   
   
   
  ADVENTURE BACKGROUND 
  A massive earthquake ravaged the fourth level under the 
  Tower of War in the early 580s. In the years before the 
  earthquake, a number of Nerull-worshipping duergar 
  (grey dwarves) used the area as a barrack. They trained as 
  soldiers in the hopes of taking over the upper levels of 
  the tower. They smuggled slaves from other areas here 
  and worked the stone to make themselves strong. 
   
  The earthquake killed most of the duergar, ending 
  their plans. The duergar who survived used their skills in 
  necromancy to transform dead slaves and comrades into 
  zombies and skeletons to work the stone. Soon they 
  turned on each other until only a single duergar lived. He 
  commanded the undead to build and expand the 
  complex.  
   
  Eventually, however, he was taken and killed by the 
  oozes in Room W506. 
   
  THE IUZIANS COME 
  Forces loyal to Iuz currently occupy most of this level. 
  What few areas they do not control, they barricaded or 
  made impassable. Yet some areas are still unknown to 
  them. The arrival of the forces of Iuz didn’t change things 
  in the remain of the duergars’ complex, since it was pretty 
  much sealed off from the outside. 
   
  The Iuzians have hired a thug from Greyhawk City 
  named Kaylan Brunzel. Kaylan draws money from the 
  Iuzians and uses his contact in the Greyhawk Thieves’ 
  guild to give the Iuzians information about the militias’ 
  activity and making himself valuable.  
   
  Kaylan’s knowledge of the area, the secrets ways into 
  Greyhawk, the caravan schedules, the Coinswords’ 
  movements and other information make him a valuable 
  resource. 
   
  Using his ability to turn into a rat, Kaylan explored 
  areas unavailable to his allies. Kaylan found the isolated 
  duergar caverns by squeezing through small holes. He 
  has not shared this discovery with his partners. 
   
  KAYLAN BRUNZEL 
  Kaylan is a natural wererat. (Unsurprsingly, Kaylan is a 
  devout follower of Raxivort, the lord of the rats, wererats 
  and xvarts.) Born in Greyhawk, he grew up on the streets 
  and joined the thieves’ guild at an early age. He grew to 
  some power, but was never fully trusted by the 
  leadership. Suspicious of him, his superiors never let him 
  do too much. 
   
  Whatever the case, Kaylan has made himself the leader 
  of a group of wererats who are extremely loyal to him. 
  Most of those wererats come from Greyhawk, but some 
  come from other nations around the Nyr Dyv, such as the 
  County of Urnst or the liberated Admunfort.  
   
  His ability to turn into a dire rat helped him 
  significantly 
  in 
  gathering 
  information 
  and 
  eavesdropping. After all, it was just a rat… 
   
  Kaylan Brunzel and his wererat friends use the halls as 
  their stash where they hide items they stole from across 
  Shatterstone and other places. 
   
   
  THE COMPLEX TODAY 
  The caves are irregular. The quality of the stonework 
  varies significantly, depending on when they were 
  crafted. Notes about the craftsmanship of each one of the 
  rooms appears in the “Craftsmanship” section. 
   
  The earlier chambers (dug by the duergar) are of 
  definite dwarven craftsmanship. The rooms lack 
  decoration and the walls are bare, except where noted. 
   
  Illumination: The rooms are light by occasional 
  continual flame covered objects left behind by the duergar. 
  For simplicity, dim illumination fills  the whole area 
  meaning that PCs with darkvision or low-light vision see 
  normally.  
   
  Smell: There is a strong animal musk in the whole 
  area.  The place smells of wet fur. 
   
  Ceiling: Except where mentioned otherwise, all 
  ceilings are 10-feet high. 
   
  Doors: All doors are unlocked, made of stone and are 2 
  inches thick. 
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 2 
  THE GUILD STRIKES BACK 
  Kaylan’s boss in the guild, Eyepatch Jurken, never really 
  liked or trusted him. Eyepatch became suspicious of 
  Kaylan when he heard that Kaylan was trying to fence 
  items known to have been on caravans heading west, 
  towards the Wild Coast. 
   
  Using some other guild members, Eyepatch has 
  Kaylan followed into Castle Greyhawk. There Kaylan 
  stayed a short while and left with treasure he did not have 
  before and headed to Greyhawk to pawn it. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs meet up at the Black Dragon Inn 
  where they meet with Eyepatch Jurken, an enforcer for 
  the Thieves’ Guild who has an idea who is responsible for 
  the bandit attacks. The PCs are asked to take care of the 
  problem. 
   
  1: In Town: The PCs may visit a few locations in 
  Greyhawk 
  and 
  gather 
  some 
  information 
  before 
  proceeding to the ruins of Castle Greyhawk. 
   
  W501: The Entrance: The PCs arrive in the complex 
  through this room 
   
  W502: The Common Room: The PCs are attacked by 
  Kaylan’s wererat thugs. 
   
  W503: The Spare Room: The PCs meet some 
  unthreatening digger zombies in this room and look for 
  treasure. 
   
  W504: The Dining Room: Where the PCs find a 
  dead gnome and old supplies. 
   
  W505: The Boss’s Room: Where the PCs find and 
  talk to Kaylan Brunzel, head of the wererats. 
   
  W506: The Treasure Room: Where the PCs find that 
  unguarded treasure is rarely unguarded. 
   
  Conclusion: Where the PCs get rewarded or not for 
  their actions. 
    
  PREPARATION FOR PLAY 
  Before starting, hand the affiliation briefings to the PCs 
  where applicable. 
   
  INTRODUCTION 
  Use one of the two introductions below. 
   
  PCS WITHOUT INVITATION 
  This introduction is for PCs who have not been told to 
  head to the Black Dragon Inn in Clerksburg. 
   
  Your arrived in Greyhawk City earlier today and set 
  out to find a suitable inn. Fate brought you to the 
  Black Dragon Inn in Clerksburg. There you found a 
  comfortable room, a warm meal and a tasty drink. 
   
  Other adventurers are also in the Inn’s common 
  room. Conversation naturally sprung up between 
  you. 
   
  Allow the PCs to introduce their characters to each other. 
  Then proceed to “Eyepatch Jurken”. 
   
  PCS SENT TO THE BLACK DRAGON INN 
  This introduction is for PCs who have been told to head 
  to the Black Dragon Inn in Clerksburg. 
   
  You entered the Black Dragon Inn just as the sun 
  disappears over the western horizon. A few other 
  adventurers were seated around the common room. 
  Obviously, you are not the only one who came to the 
  meeting. Conversation naturally sprung up between 
  you. 
   
  Allow the PCs to introduce their characters to each other. 
  Then proceed to “Eyepatch Jurken”. 
   
  “EYEPATCH” JURKEN 
  Eyepatch Jurken makes the assumption that the 
  adventurers he finds at the Black Dragon Inn have been 
  sent by the Thieves’ Guild. Keep this in mind. This may 
  lead to some interesting situations where the PCs are 
  somewhat confused. That’s fine. 
   
  Eyepatch needs someone to do the job, and any 
  adventurers, even inexperienced ones suit his purpose.  
   
  A dirty man with a very long nose enters the room. 
  His right eye is covered by an eye patch of black 
  cloth. His long cloak barely hides the studded 
  leather armor beneath or the rapier hanging at his 
  side.  
   
  He looks at your small group for a moment before 
  walking up to the innkeeper. Miklos, the innkeeper 
  hands him a key and the man heads for one of the 
  private rooms. 
   
  PCs making a DC 20 Knowledge (local-Core) to recognize 
  the man as Eyepatch Jurken, one of the leaders of the 
  Thieves’ Guild and a man with a sordid reputation (some 
  whispers he is one of the head assassins of the guild (he is 
  not, but he is one of the Guild’s leading enforcers). 
  Members of the Thieves’ Guild automatically recognize 
  him. 
   
  Eyepatch’s right eye is an empty socket. He does not 
  swap sides. 
   
  Miklos is obviously scared of Eyepatch (with reason).  
   
  Five minutes later, Miklos Dare (the innkeeper) 
  approaches you and says in a trembling voice. 
  “Please head to the back room, your man is waiting 
  for you.” 
   
  He shows you into the back room. Amongst the 
  barrels of ale and hanging pans, the man you saw 
  earlier is sitting, cleaning his nails with a dagger. 
   
  “Good! You’re here. We have much to talk about. 
  For those of you from outside Greyhawk, people call 
  me Eyepatch Jurken; I have need of your services to 
  smoke out a rat.” 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 3 
   
  “You may have heard that a number of convoys 
  and small groups of travelers have been attacked and 
  killed west of here. Well, there is this guy, Kaylan 
  Brunzel, who I’m sure is behind these attacks. If he 
  does not perform the attacks himself, then he works 
  with someone who does.” 
   
  “Kaylan used to work for me… Good at his job, 
  but someone I could never trust. I had him followed. 
  He and his boys disappeared into the ruins of the 
  Tower of War of Castle Greyhawk. And he wasn’t 
  adventuring, if you catch my drift… 
   
  “I want you to enter the Tower and punish him 
  for his crimes.” Eyepatch none too discreetly pats his 
  rapier for emphasis. 
   
  At APL 2 & 4, add: “One of the men who followed him 
  saw him transform into a dire rat. Now this means 
  one of two, either he is a druid, or he’s a wererat. And 
  I know he’s no druid. Get yourselves some silver 
  weapons before leaving town.” 
   
   
  The PCs very likely have questions for Eyepatch. It is 
  obvious that Eyepatch does not like Kaylan. 
   
  Why us? Weren’t you sent here? Well no matter, 
  adventurers are fine and I’m sure you’ll be able to get 
  Kaylan. 
   
  Where is he in the tower? In the depths of the 
  Crypts of the Forgotten, a wall has collapsed revealing a 
  natural shaft that leads to an isolated set of caves 
  devastated by an earthquake some time ago. (W501.) It is 
  here that he lurks.  
   
  Note: Be sure that the PCs learn this information as it 
  stops them wandering around aimlessly looking for 
  Kaylan. 
   
  What did Kaylan do for you? He was an enforcer. 
  (Eyepatch won’t say, but Kaylan was an assassin among 
  other things) 
   
  Why are you sure he is behind this? He tried to 
  fence items we know were on some of the caravan that 
  got attacked. 
   
  You want us to kill him? If it is more convenient to 
  you. 
   
  Can we bring him back alive? Sure, whatever suits 
  you! (Eyepatch would rather see Kaylan and his boys 
  killed.) 
   
  Who do you work for? Friends (Eyepatch will not say 
  he works for the Thieves’ Guild.) 
   
  What if we bring him to the Watch? You can, but 
  risk him escaping through him friends there. (Eyepatch 
  believes this, but doing so gets Kaylan to justice. There is 
  no way for the PCs to really know what will happen.) 
   
  Is he a wererat? (At APL 2&4) Yes. (At APL 6&8) I 
  don’t know, maybe. 
   
  Is there anything you can give us? No, but I 
  arranged for items of interest to adventurers to be made 
  available at Eridok’s supplies. Just go see him about 
  “Eyepatch’s stuff”. 
   
  Does he have the Chalice of St Cuthbert? Yes, we 
  think he does have it. He hinted at having it when he was 
  out drinking one night. 
   
  What does it pay? I’m no ingrate and the people 
  whom I represent would be thankful.  
   
  Do we have a time limit? Every minute wasted gives 
  him a chance to escape. (To the DM: there is no time limit 
  in this adventure, just try to give the PCs a sense of 
  urgency.) 
   
  How do we find you? Leave a note here or at Eridok’s 
  and I’ll meet with you. (Actually, Eyepatch will post 
  watchers at all the main gates looking for the PCs.) 
   
   
  All APLs  
   
  �Eyepatch Jurken: rogue 10, N (with evil 
  tendencies). 
   
  TROUBLESHOOTING 
  PCs with affiliations who have been sent here to meet 
  with Eyepatch and who refuse to help lose 1 affiliation 
  point.  
   
  Other PCs who refuse to help may leave without any 
  adverse repercussions.  
   
  1: IN TOWN 
  This is a series of mini-encounters the PCs may with to 
  pursue before heading out to the ruins. 
   
  ERIDOK’S SUPPLIES 
  Eridok met with Eyepatch the other day and was asked to 
  come up with a series of useful items for adventurers. 
  Eridok does not know Eyepatch, but he was promised 
  decent money so he agreed. Eridok was not coerced to 
  help the PCs. He guesses they are working with the 
  Thieves’ guild. 
   
  Items he has for the PCs include: 
  • Ring of climbing (DMG, 2,500 gp) 
  • Ring of jumping (DMG, 2,500 gp) 
  • Ring of swimming (DMG, 2,500 gp) 
  • Silversheen (DMG, 250 gp) 
  • Wand of protection against evil (DMG, 50 charges, 750 gp) 
  • Wand of resurgence (SpC, 10 charges, 150 gp) 
   
  If a PC buys any of these items have him note the 
  purchase in the Items Bought section of his AR. 
   
  WORD ON THE STREETS 
  The PCs can learn the following rumors with a successful 
  Gather Information check. They gain all the information 
  at the lower DC’s as well. For every 10 gp they spend, they 
  gain a +1 circumstance bonus (up to +4). 
  • DC 10: There has been a lot of bandit activity in the 
  west of the domain recently. 
  • DC 15: Bandits stole a relic from the church of St 
  Cuthbert.  
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 4 
  • DC 20: Items stolen from the caravans have been 
  pawned around the town. 
   
  THE CHURCH OF ST CUTHBERT 
  Anyone at the Church does not deny that a relic was 
  stolen while on its way to Safeton, but all insist that “it is 
  being taken care of”. 
   
  FENCES & PAWN SHOPS 
  While everyone in town knows that items stolen from 
  caravans and travelers have been pawned off in town, no 
  one knows where or who bought what. PCs doing this 
  should quickly get the impression that many of the pawn 
  shop could purchase then sell items. 
   
  W501: THE ENTRANCE 
  The walls of this cave are un-worked stone and slick 
  with liquid. Mosses and fungi grow on the walls. A 
  musty smell of rot and refuse is strong here.  
   
  The floor of this room is hidden by a layer of dark 
  and foul water. Rats and other vermin move around 
  the murky surface of this vile soup.  
   
  A rough stone corridor leads out towards the 
  south. 
   
  This is he the chamber through which the PCs enter 
  kaylan’s lair. The PCs climb down a natural shaft in the 
  ceiling (DC 5 Climb check required). The shaft is 40 ft. 
  deep before it opens into the chamber. There are many 
  places where the PCs can secure a rope. 
   
   
  This room has a ceiling about 50 feet higher than the 
  norm; this “room” was opened by the earthquake and was 
  not part of the duergars’ original design. 
   
  A series of crevasses and recesses link this chamber to 
  the levels above. The occupants of the top levels throw 
  waste and trash into a number of small holes and cracks 
  and many of them end up. Though it is not immediately 
  obvious, a number of springs drop into this room.  
   
  The water in this room filters down to the lower levels 
  of the tower. 
   
  There is no danger, creature or trap in this room. 
  Searching through the water is disgusting and yields 
  nothing of value. 
   
  Though there are no dangers in this room, if the PCs 
  spend too much time in this room or if they make a lot of 
  noise (searching through the water would be considered 
  noisy), the PCs alert the wererats in room W502. Use 
  your own judgment in determining if the wererats 
  become aware of the PCs. 
   
  Craftsmanship: Low quality and natural stone. This 
  room is not worked, having been created by the 
  earthquake. The Duergar did not spend any time working 
  on this part of the complex. 
   
  W502: THE COMMON ROOM 
  Rats are ever present in this debris-filled room as 
  they scuttle about your feet. Light comes from 
  continual flames glowing from the occasional item 
  lying on the floor. The musty smell of wet fur is 
  almost overpowering. The squeaking of rats echoes 
  through the room. 
   
  On the southern edge of the room, three large-size 
  stone statues of skeletal creatures line the wall. 
   
  “Intruders!” calls out a voice from the back of the 
  room, revealing a human-sized creature with rat 
  features. Rats scurry about him. 
   
  APL 2 (EL 2) 
   
  �Wererat Leader, hybrid form: monk 1/warrior 1; 
  hp 25; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Dire Rats (6): hp 5 each; MM 64. 
   
  �Wererat Leader, hybrid form: monk 1/warrior 1; 
  hp 25; Appendix 1. 
   
  �Wererat, hybrid form (2): hp 12 each; MM 171. 
   
  APL 6 (EL 8) 
   
  �Advanced Dire Rats (6): hp 26 each; Appendix 1. 
   
  �Wererat leader, hybrid form: monk 3/warrior 1; 
  hp 39; Appendix 1. 
   
  �Wererat thug, hybrid form (2): rogue 2/warrior 1; 
  hp 34 each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Advanced Dire Rat Mob: hp 195; Appendix 1. 
   
  �Wererat leader, hybrid form: monk 3/warrior 1; 
  hp 39, Appendix 1. 
   
  �Wererat thug, hybrid form (3): rogue 2/warrior 1; 
  hp 34 each, Appendix 1. 
   
  Tactics: Any rats have been trained in the“guard” trick 
  and attack any non-wererat (or rat) leaving the tunnel 
  leading to room W501.  
   
  EXPLORING THE ROOM 
  When the duergar were in charge of the complex, this 
  room served as their barracks and common room. The 
  wererats removed the tables and chairs and have turned 
  this into a nursery for their pet dire rats. It is also the 
  main guard room. 
   
  Craftsmanship: This room was worked on by duergar 
  and has exquisite craftsmanship. 
   
  The Statues: The statues were crafted by the duergar 
  after the earthquake and where not part of the original 
  room. They depict skeletal creatures (if you have Large-
  sized skeletal miniatures, use those otherwise assume 
  they represent giant skeletal dwarves [actually duergar]). 
  Symbols of a skull and scythe are visible on them when 
  seen up close. 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 5 
   
  A DC15 Knowledge (religion) recognizes the symbols 
  of Nerull, NE Flan god of darkness, death, murder and 
  the Underworld. 
   
  The statues are just that, stone statues. Destroying 
  them is noisy, but simple. No stats are provided for them. 
  If the PCs want to destroy them, they do so. 
   
  W503: THE SPARE ROOM 
  The first thing you hear when you open the door to 
  this room is the dull, slow, rhythmic banging of fists 
  against stone. On the eastern wall of the room, about 
  half a dozen rag-wearing humanoids aimlessly bang 
  on the stone wall before them, as if trying to escape. 
   
  Two natural crevasses occupy the center of the 
  room. From the smallest one emanates a sickly 
  reddish glow basking the room in its hue. 
   
  The floor is clear of debris and shows a variety of 
  construction. To the west is common stonework. 
  Then a patch of rough stone and finally the floor on 
  the eastern side of the room is of elaborately carved 
  marble with skull motifs.  
   
  At the north end of the room, a natural cavern 
  opens up. 
   
  APL2 
  At APL 2, a group of dire rats has entered the room and 
  were locked in by accident. Not being trained to attack 
  the zombies, they avoided them. The rats are now 
  extremely 
  hungry, 
  and, 
  concequently, 
  attack 
  immediately. 
   
  At all other APLs, there are no creatures in the room. 
   
  APL2 (EL3) 
   
  �Advanced Dire Rats (3): hp 26 each; Appendix 1. 
   
  Tactics: The dire rats swarm the first person in front of 
  them and then whoever hits them for the most damage. 
   
  THE ZOMBIES 
  The zombies are no threat to anyone. They do not attack, 
  even if attacked. If moved, pushed or disturbed, they 
  simply move to another section of wall and begin hitting 
  the stone again. 
   
  All APLs  
   
  �Duergar zombies (5): hp 3 each (due to damage 
  from walls); use human zombie statistics if needed; MM 
  274. 
   
  �Human zombies (2): hp 3 each (due to damage 
  from walls); MM 274. 
   
  EXPLORING THE ROOM 
  Before the earthquake, this room did not exist. The 
  eastern end of the room was a temple to Nerull and the 
  western side was a corridor. 
   
  After the earthquake, the duergar send their zombie 
  and slaves to work here to re-open the temple. The 
  duergar overseers died before their undead minions were 
  able to complete their task. 
   
  Today, there still are a few zombies in this room. They 
  have been tasked with digging and so they dig. With 
  time, their tools have dulled and broken. Now they 
  simply hit the stone with their hands with no appreciable 
  result. 
   
  The wererats decided to leave them here and use the 
  back room as a storage room. 
   
  Craftsmanship: This room shows a mixture of 
  craftsmanship, the eastern side of the room (where the 
  temple is) has a lot of intricate details of skulls motifs on 
  the floor. The central and northern part of the room has 
  been worked on by the zombies and the craftsmanship is 
  poor at best.  
   
  The Glowing (small) Crevasse 
  The small crevasse is about 10 feet deep. At the 
  bottom lies a statue of a skeletal creature with rust-
  red skin dark green ropelike hair, wearing a black 
  cowl and carrying a red-veined staff.  
   
  Around the statues are a number of broken bones. 
  The red glow emanates from a number of those 
  bones. 
   
  The statue simply fell into a hole opened by the 
  earthquake and the duergar did not have the time to get it 
  out. 
   
  A DC15 Knowledge (religion) recognizes the statue as 
  a depiction of one of Nerull’s many avatars (NE Flan god 
  of darkness, death, murder and the Underworld.) 
   
  The glowing bones are remnants of the altar that used 
  to be in the temple. The altar was broken in the 
  earthquake, but a number of its shards still had continual 
  flames active on them. The duergar tossed the bones in 
  the hole as a manner of convenience. 
   
  A DC 15 Heal check identifies those bones as dwarven 
  in origin (duergar to be precise, but there is no way to 
  know for sure). Making a DC 25 Heal check reveals that 
  the bones are at least 15 years old. 
   
  The staff held by the statue is a skeletal runestaff 
  (Appendix 2). It can not be removed without breaking 
  the statues’ hand. There is no ill-effect to doing so, do not 
  discourage the PCs from worrying about doing so. 
   
  The staff radiates strong auras of necromancy and 
  abjuration (Spellcraft DC 21). Its name (skeletal runestaff) 
  and powers can be read using a read magic spell in the red 
  veins. 
   
  The Large Crevasse 
  This crevasse is roughly twenty feet long and about 
  ten feet wide.  The crevasse is about five feet deep, 
  and has been filled with rubble and other debris. 
   
  This crevasse was used by the duergar to clear out this 
  room. It is much deeper, but has been filled almost to the 
  top. There is nothing of interest here. 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 6 
   
  The Back Room 
  This rough-stone room has furniture packed inside. 
  The furniture is old and shows signs of neglect and 
  decay. This room is extremely dusty and the trails of 
  the ever-present rats can be seen everywhere. 
   
  The duergar used this room as a storage room while they 
  rebuilt their lair. The wererats have not really done 
  anything here. There is nothing of value amongst the 
  furniture. 
   
  W504: THE DINING ROOM 
  This room has a smell of saffron and other exotic 
  spices about it. A small table covered with arcane 
  etchings stands in the center of the room. Upon the 
  table lie the half-eaten remains of a gnome. Dozens 
  of small rats feast on the carcass. 
   
  The craftsmanship in this room is exquisite and 
  of high quality. The walls have carved-out stone 
  shelves upon which rest a series of vials, bottles, 
  smaller containers and opened bags of grain.
   
  On the eastern edge of the south wall a collapsed 
  tunnel indicates where once a passage stood. It is 
  now filled with stone and rubble. 
   
  To the west, another door pierces the wall.  
   
  There is no danger in this room, but should the PCs make 
  a lot of noise, Kaylan in Room W505 gets ready for battle.  
   
   
  EXPLORING THE ROOM 
  This room (and the now-blocked room to the south-east) 
  was a pantry. Strangely enough, this room was spared in 
  the earthquake, suffering only minor damage that was 
  quickly repaired. 
   
  The shelves contain food (some spoiled some still 
  good, mostly pickled fungi) without value. These fungi 
  are not dangerous but are an acquired taste favored by the 
  duergar. 
   
  There are two bottles of Blackmoor Brandy (there is a 
  “For men only: drink with caution” label written in 
  Undercommon that appears below a powerful-looking 
  dwarf) 
   
  Note: Blackmoor Brandy is illegal to sell in most 
  civilized countries (including the Domain of Greyhawk) 
  and it may cause death or blindness (300-proof alcohol). 
  Anyone drinking this must make a DC 15 Fortitude save 
  or go blind for about a week (1TU). They also receive the 
  “Blind!” AR Reward. The blindness is immediate.  
   
  Anyone who succeeds at a DC 10 Knowledge (local: - 
  any) check, or any alcohol-related Profession or bardic 
  knowledge check, informs the PC of the fact that it is 
  illegal in Greyhawk. The same check at DC 15 informs 
  the PC that many people who have drunk Blackmoor 
  Brandy have gone blind. 
   
  Due to its illegal nature, the brandy has no resale value. 
  Craftsmanship: This room was worked on by 
  Duergar and has exquisite craftsmanship. 
   
  The Gnome 
  The wererats were about to throw this body to the 
  gelatinous cube. He has been searched and has nothing of 
  value on him.  
   
  A DC15 Heal check reveals he was killed by Medium-
  sized piercing weapons. 
   
  If the PCs have access to speak with dead, or similar 
  spell, the corpse relates that his name was Wayside 
  Bumblemarchenshmaytenfrink (or Wayside Frink for the 
  uneducated). Baravar’s spirit speaks with anyone devoted 
  to a gnomish deity without resisting. 
   
  Wayside was devoted to Baravar Cloakshadow (NG 
  gnomish deity of illusions traps and wards) and hails 
  from a small community in the Cairn Hills. After he 
  heard of the treasures a fellow adventurer found in the 
  ruins, he decided to try his own luck, but was captured 
  and killed by the wererats. Wayside would really like to 
  be returned to his family for burial or for raise dead. 
   
  W505: THE BOSS’ ROOM 
  The room beyond is lit by a large number of blue 
  candles that bask the room in a soothing glow. The 
  walls here are covered with once-lush tapestries 
  depicting bald dwarves commanding armies of 
  undead and humanoid servants. 
   
  Behind the desk stands a tall rat-man holding two 
  short swords. In a Greyhawk accent, he speaks in a 
  high pitched voice. 
   
  “Well, well… What have we here… What can I do 
  for you?” 
   
   
  Kaylan is no fool. He guesses (correctly) that the PCs are 
  here at the behest of one of his enemies and are here to 
  kill him. Kaylan is more than willing to talk to the PCs. 
  His goal is to have some of their buff spells expire while 
  they talk.  
   
  Note that though Kaylan is lawful in alignment, he has 
  no problem lying or cheating the PCs. His Bluff check at 
  all APLs is -1. Kaylan is willing to promise pretty much 
  anything if the PCs agree to spare his life. 
   
  A fight erupts as soon as one of the PCs makes an 
  offensive gesture towards Kaylan or starts casting a spell. 
  Proceed to “Fighting Kaylan”. 
   
  Here are a few things he might say or answer. 
  Remember his goal is to get the PCs to talk for as long as 
  possible. He does not seriously believe they will leave 
  him alone if offered treasure so he tries to delay. 
   
  Who are you? I am Kaylan Brunzel from Greyhawk 
  City. (True). 
   
  Did you kill the gnome? We had to, he attacked us 
  first. (True). 
   
  Why would your old boss want you killed? 
  Jealousy about my being a wererat! 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 7 
   
  What are you doing here? I am trying to live my life 
  in peace, but now you have come to kill me I suppose… 
  Perhaps we could make a deal? 
   
  Do you offer anything to save your life? I offer you 
  coins in return to my life. I know where large amount of 
  them can be found. I haven’t been able to get them myself 
  because I did not wish to share it with the others.  
   
  How much money is there? There are many coins, 
  but I’d say at least (APL x 1,000gp total), in all type of 
  coins. I’ve seen coins from Dyvers, Urnst, the Pomarj and 
  the Empire of Iuz. (True and false. Yes there are coins of 
  all those countries, but there are not that many!) 
   
  Why do you offer this to us? My life is worth more 
  than a few coins I can gather while adventuring. (True). 
   
  What do you keep in the treasure room? Why our 
  treasure of course! (True). 
   
  Is the treasure guarded? Yes, by some incorporeal 
  creatures (It is guarded, but not by incorporeal creatures). 
   
  Where is it? (Kaylan agrees only if the PCs promise 
  him his life, ideally someone who seems to be the lawful-
  type, like priests of St Cuthbert or Heironeous) It is 
  hidden in the walls in a crevasse in the next room 
  (W506). 
   
  Do you know where the Chalice of Zeal is? Yes. 
  (True, after some asking, he will say that it is somewhere 
  in the treasure room). 
   
  If we let you go, do you promise to stop? Yes, I will 
  leave Greyhawk never to return. (Kaylan is willing to 
  keep this promise.) 
   
  Where will you go? I heard that Ahlissa or the Bandit 
  Kingdoms have a lot of opportunity for someone of my 
  talent. (Kaylan does not know where he wants to go). 
   
  Can we cure you? If you have the spells available, I 
  would be very grateful. (Kaylan is a natural wererat and 
  therefore can not be cured of it. He knows it, but won’t 
  volunteer this information.) 
   
  APL 2 (EL 4) 
   
  �Kaylan Brunzel: human wererat fighter 2/ranger 1; 
  hp 38; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Kaylan Brunzel: human wererat fighter 4/ranger 1; 
  hp 56; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Kaylan Brunzel: human wererat fighter 4/ranger 3; 
  hp 72; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Kaylan Brunzel: human wererat fighter 6/ranger 3; 
  hp 90; Appendix 1. 
   
  Tactics: Kaylan is a man on his own. He tries to take out 
  PCs as fast as he can to even out the odds, focusing on 
  weaker-looking enemies first. 
   
  Kaylan fights to the death neither offering nor asking 
  for mercy.  
   
  EXPLORING THE ROOM 
  The desk in the room is the only interesting feature. 
  Within, the PCs can find a journal in Undercommon and 
  a map of the ancient dungeon. The journal is player 
  handout 1 while the map is player handout 2. 
   
  The tapestries depict duergar worshipping Nerull. 
  Kaylan placed them here because he thought they looked 
  better than bare stone walls. 
    Craftsmanship: This room was worked on by duergar 
  and has exquisite craftsmanship. 
   
  DEVELOPMENT 
  It is possible that the PCs decide not to fight or to let 
  Kaylan go. If this happens, Kaylan heads out as soon as he 
  can and makes a break for it. 
   
  W506: THE TREASURE ROOM 
  A crude latch made of iron that shows beginnings of 
  rust keeps the double stone doors locked. A sign 
  painted in Common hangs on the handles. “Treasure 
  room, keep out! Kaylan”  
   
    
  The door is unlocked and untrapped. This is the only 
  room in the complex that is free of rats and moss. It is also 
  the only unlit room in the complex. 
   
  The room is silent and unlit. The floor is rough with 
  large blocks of stone lying broken on the floor. The 
  murmur of water can be heard from the back of the 
  room. 
   
  The ceiling reaches fifteen feet in height as the 
  original ceiling seem to now lie broken on the floor. 
   
  The smell beyond is not unpleasant… in fact, no 
  smell reaches you and the musty odor of the rest of 
  the complex seems to rush into the room. 
   
  The glint of gold and silver sparkles here and 
  there, as though these coins had been nonchalantly 
  scattered on the floor. 
   
  This room used to be actually be two rooms used for food 
  storage. Following the earthquake, the rooms received 
  severe damage. 
   
  This has attracted a gelatinous cube (or an arcane ooze 
  at APL 8). The cube has grown really fat and big. 
   
  When Kaylan and his buddies first came to the caves, 
  they found the ooze in this room. After discussing what 
  to do with it, they decided to leave it there and to have it 
  clean their treasure and get rid of any evidence. So they 
  have fed the ooze with bodies. Since then they gave it 
  items they either do not know what they are or items that 
  are too “hot” to sell in the streets of Greyhawk. 
   
  Craftsmanship: This room was worked on by the 
  duergar and their zombies, but was never completed. The 
  ooze here killed the duergar and his zombies 
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 8 
  THE CUBES 
  The gelatinous cube is located somewhere in the room. 
  The arcane ooze at APL 8 is initially in the crevasse in the 
  back of the room. 
   
  If running this encounter at APL 8, make sure you 
  familiarize yourself with the arcane ooze’s special magic 
  immunity entry. 
   
  APL 2 (EL 3) 
   
  �Gelatinous Cube: hp 54, MM 201. 
   
  APL 4 (EL 6) 
   
  �15 HD Advanced Gelatinous Cube: hp 232; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �23 HD Advanced Gelatinous Cube: hp 356; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �21 HD Advanced Arcane Ooze: hp 283; Appendix 
  1. 
   
  Tactics: The ooze waits three rounds before moving 
  towards the door. The oozes move towards the closest 
  moving non-metallic creature.  
   
  Clever PCs should find ways to use decoys to draw the 
  cube’s attention elsewhere. Summon spells or using the 
  zombies from room W503 could be employed very 
  effectively here. Reward creativity with success. 
   
  THE CREVASSE 
  At the back of the room is a crevasse through which a 
  springs flows (and run-offs from room W501). The water 
  flows into a very small (1ft-wide) subterranean 
  watercourse.  
   
  There is little of interest here, even though it would 
  seem like a great place to hide something (as Kaylan can 
  hint at [see room W505]). 
   
  SEARCHING THE ROOM 
  Searching through this room is not very difficult, but 
  time-consuming. The PCs can find the following items 
  and about 20 gp in silver and copper coins from nations 
  around the Flanaess (Ekbir, the Pomarj, Urnst, Veluna): 
  an earthsilk jerseyRoS, 50ft of earthsilk ropeRoS, a grasping 
  hookDu and ten insectbane candlesA&EG. The PCs also fine 
  a very nice chalice (see “the Chalice” section for more 
  detail on it). 
   
  Treasure: Refer to the Treasure Summary to determine 
  what is found here. 
   
  The Chalice: Inside one of the gelatinous cubes (or on 
  the floor at APL8) is the Chalice of Zeal. This chalice is 
  covered with symbols of St. Cuthbert. It can be easily 
  identified as belonging to the Church with a DC 10 
  Knowledge (religion) check.  
   
  The Chalice is non-magical but is of great value to the 
  Church. A DC 20 Knowledge (religion) check (Members 
  of the Church of St Cuthbert in Greyhawk automatically 
  know this) tells the PC the following. 
  • The chalice is rumored to have been touched by St. 
  Cuthbert himself when he walked the Flanaess. 
  • The calice is a symbol of the faith of the Church of the 
  Cudgel. 
  • The Church would be very thankful to get it back. 
   
  CONCLUSION 
  Once the PCs return to Greyhawk City, run the PCs 
  through the appropriate conclusion(s).  
   
  BROUGHT KAYLAN ALIVE TO EYEPATCH 
  A few words here and there, and within an hour, a 
  street urchin told you that Eyepatch would meet you 
  at the Black Dragon Inn after sundown. 
   
  With the sun gone over the horizon, Eyepatch and 
  five burly half-orcs enter the Black Dragon inn. He 
  heads for your group right away. 
   
  “Give me that sniveling toad! I know he is here…” 
   
  He shoves Kaylan into the group of enforcers. 
  “Take him to the boss.” Turning back to you he says 
  with a smile. “Thanks… he will pay for his crimes. 
  You have done well and I don’t forget people who do 
  right by me. I know you kept some items he had on 
  him… Consider them part of your payment…” 
   
  Eyepatch turns and leaves, throwing a small bag 
  of coins in your direction. “That should cover it. 
  Farewell!” 
   
  Treasure: 
   
  All APLs: Coins: 50 gp (in small gems). 
   
  BROUGHT KAYLAN ALIVE TO 
  AUTHORITIES 
  Authorities mean anyone who is not the Thieves’ Guild, 
  including but not limited to: the church of St Cuthbert, 
  the Nightwatch or the City Watch. 
   
  You had barely returned to the city when a street 
  urchin told you that Eyepatch would meet you at the 
  Black Dragon Inn after sundown. 
   
  With the sun gone over the horizon, Eyepatch 
  entered the Black Dragon inn. He heads for your 
  group right away. 
   
  “That wasn’t what was convened… However, you 
  did bring him to justice… I’ll make sure he pays for 
  his crimes. You have done well and I don’t forget 
  people who do right by me. I know you kept some 
  items he had on him… Consider them your 
  payment… Not quite what we agreed, but well I 
  didn’t quite get what I asked for either.” 
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 9 
  KAYLAN ESCAPES 
  Run this conclusion whether the PCs let him escape, 
  refused to fight him or let him go. If the PCs try to avoid 
  Eyepatch, modify the following read aloud text. Eyepatch 
  find the PCs wherever they are in the Domain. 
   
  You had barely returned to the city when a street 
  urchin told you that Eyepatch would meet you at the 
  Black Dragon Inn after sundown. 
   
  With the sun gone over the horizon, Eyepatch and 
  five burly half-orcs enter the Black Dragon inn. He 
  heads for your group right away. 
   
  “That wasn’t what was convened!  Did I just 
  happen on the biggest band of incompetent this side 
  of Rauxes?” Eyepatch screams at you. “It couldn’t’ve 
  been simpler. Go in, do the job, come out.” 
   
  “I don’t forget people who do me wrong. I won’t 
  forget you.” 
   
  Waving his fist towards you for a moment, 
  Eyepatch gathers himself and leaves with his goons. 
   
  KILLED KAYLAN 
  A few word here, and within an hour, a street urchin 
  told you that Eyepatch would meet you at the Black 
  Dragon Inn after sundown. 
   
  With the sun gone over the horizon, Eyepatch and 
  five burly half-orcs enter the Black Dragon inn. He 
  heads for your group right away. He is all smiles. 
   
  “I just met with a lovely priestess of Istus who 
  informed me of poor Kaylan’s demise! I have to 
  congratulate you on a job well done… You have done 
  well and I don’t forget people who do right by me. I 
  know you kept some items he had on him… 
  Consider them part of your payment…” 
   
  Eyepatch turns and leaves, throwing a small bag 
  of coins in your direction. “That should cover it. 
  Farewell!” 
   
  Treasure: 
   
  All APLs: Coins: 50 gp (in small gems).  
   
  BROUGHT CHALICE TO CHURCH OF ST 
  CUTHBERT 
  You are greeted by Brother Jonas at the Temple of 
  the Cudgel. When you pull out the Chalice of Zeal, 
  the brother squeals with delight! With trembling, 
  reverence-filled hands he asks for it. 
   
  “The Chalice of Zeal! The holy relic! I thought it 
  was lost to evil forever! Did you know that St 
  Cuthbert himself handled this chalice when he was 
  mortal? It is one of our most precious relics here in 
  Greyhawk. We had thought it lost forever!” 
   
  “I can not promise you coin, but the church will 
  certainly offer you magical assistance. Thank you!” 
   
   
  BROUGHT BACK WAYSIDE’S BODY 
  Any place civilized where gnomes are rather common. 
   
  The night after you turned over the gnome’s body to 
  a 
  group 
  of 
  rock 
  gnomes 
  (Wayside 
  Bumblemarchenshmaytenfrink (or Wayside Frink 
  for the uneducated)) you have a very vivid dream. In 
  it a black-cloaked gnome murmured ways to bypass 
  traps and wards. He gave you hints and points. You 
  woke up feeling as though you have been given some 
  sort of premonition. 
   
  A little bit of asking around informs you that you 
  may have received a dream from Wayside or from 
  his master, Baravar Cloakshadow, lord of illusions 
  and wards. 
   
  AR REWARDS 
  If the PCs did not bring back Kaylan (alive or dead), they 
  earn the “Eyepatch’s Enmity” AR reward. 
   
  PCs who brought Kaylan back to Greyhawk (alive or 
  dead, no matter who they gave him to), they earn the 
  “Eyepatch’s Gratitude” AR reward. 
   
  PCs that drank some of the Blackmoor Brandy and 
  failed the save go blind. They receive the “Blind!” AR 
  reward. 
   
  PCs who took the runestaff in room W503 get access 
  to the “Skeletal Runestaff” AR reward. 
   
  PCs that brought Wayside’s body back (to Greyhawk 
  or to the Cairn Hills) receive the “Blessing of Baravar 
  Cloakshadow” AR reward. 
   
  PCs that bring back the Chalice of Zeal to the Church 
  of St Cuthbert receive the “Thanks of the Church of St 
  Cuthbert” AR reward. 
   
  Members of the Nightwatch or Thieves’ Guild who fail 
  to bring back Kaylan loose 1 point of affiliation. 
   
  Members of the Mercenaries’ Guild, Nightwatch or 
  the Thieves’ Guild who bring back Kaylan gain 1 point of 
  affiliation. 
   
  Members of the Church of St Cuthbert who fail to 
  bring back the Chalice of Zeal loose 1 point of affiliation. 
   
  Members of the Church of St Cuthbert who bring 
  back the Chalice of Zeal gain 1 point of affiliation. 
   
   
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 10 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  W502: The Common Room 
  Defeat the Guards 
  APL 2  
  60 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  W502: The Spare Room 
  Defeat the Rats 
  APL 2  
  90 XP 
   
  W505: The Boss’ Room 
  Defeat Kaylan 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  W506: The Treasure Room 
  Defeat the Ooze 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Story Award 
  Bringing Kaylan to justice (as long as he does not escape) 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
   
  W502: The Common Room 
   
  APL2: Magic: 333 gp; periapt of wisdom +2 (333gp); 
  Total: 333 gp. 
   
  APL4: Loot: 13 gp; Magic: 333 gp; periapt of wisdom +2 
  (333 gp); Total: 346 gp. 
   
  APL6: Loot: 69 gp; Magic: 1,053 gp; +1 rapier x2 (193 gp 
  each); gauntlets of ogre power (333 gp); periapt of wisdom +2 
  (333 gp); Total: 1,122 gp. 
   
  APL8: Loot: 104 gp; Magic: 1,247 gp; +1 rapier x3 (193 
  gp each); gauntlets of ogre power (333 gp); periapt of wisdom 
  +2 (333 gp); Total: 1,351 gp. 
   
  W503: The Spare Room 
   
  All APLs: Magic: 233gp; skeletal runestaff (233gp); Total: 
  233gp. 
   
  W505: The Boss’s room 
   
  APL2: Loot: 14 gp; Magic: 380 gp; +1 chain shirt (104 
  gp); +1 short sword (193 gp); cloak of resistance +1 (83 gp); 
  Total: 394 gp. 
   
  APL4: Magic: 573 gp; +1 chain shirt (104 gp); +1 short 
  sword x2 (193 gp each); cloak of resistance +1 (83 gp); Total: 
  573 gp. 
   
  APL6: Magic: 1,407 gp; +1 chain shirt (104 gp); +1 short 
  sword x2 (193 gp each); cloak of resistance +1 (83 gp); lesser 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 11 
  crystal of acid assault (250 gp); lesser crystal of electrical assault 
  (250 gp); gloves of Dexterity +2 (333 gp); Total: 1,407 gp. 
   
  APL8: Magic: 1,407gp; +1 chain shirt (104 gp); +1 short 
  sword x2 (193 gp each); cloak of resistance +1 (83 gp); lesser 
  crystal of acid assault (250 gp); lesser crystal of electrical assault 
  (250 gp); gloves of Dexterity +2 (333 gp); Total: 1,407 gp. 
   
  W506: The Treasure Room 
   
  All APLs: Loot: 55 gp; Coins: 20 gp; Total: 75 gp. 
   
  Conclusion 
   
  Eyepatch’s payment (only if granted in adventure 
  text). 
   
  All APLs: Coins: 50 gp. (In small gems) 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 
  1,300gp. 
   
   
  Total Possible Treasure 
  APL 2: 1,095 gp; APL 4: 1,277 gp; APL 6: 2,887 gp; APL 8: 
  3,116 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Blind! You drank Blackmoor Brandy and have gone 
  blind. Luckily, you recover after a few days. You must 
  spend 1 TU to recover your sight or pay for a cure blindness 
  spell. 
   
  �Eyepatch’s Gratitude: This favor can be used in one 
  of two ways. Check when used. [ ] [ ] 
  • You may negate one enmity with the Greyhawk 
  Thieves’ Guild.  
  • You may smuggle illegal good into the city once.  
   
  �Eyepatch’s Enmity: You angered Eyepatch and he has 
  a lot of friends in Greyhawk. This has the following 
  effects. This enmity does not expire. 
  • Be prepared to be searched when entering Greyhawk. 
  • You can not claim free upkeep while in the Domain of 
  Greyhawk. All upkeep costs are doubled for you. 
   
  �Skeletal Runestaff: This runestaff allows you to cast 
  any of the following spells by expending a prepared 
  arcane spell or arcane spell slot of the same level or 
  higher: command undead (3/day), halt undead (1/day) and 
  hide from undead (3/day). The skeletal runestaff is covered 
  in reddish veins. ( MIC 223). 
   
  �Blessing of Baravar Cloakshadow: When you are 
  the victim of a trap, illusion or ward, you automatically 
  succeed on your next saving throw you have to make. 
  Usable only once; cross off once used. 
   
  �Affiliation Score Gained/ Lost: You have gained/lost 
  ___ points with the ______ affiliation. If you are affiliated 
  with more than one group, add extra notes in the notes 
  section detailing your gain or loss. 
   
  �Thanks of the Church of St Cuthbert: You may 
  exchange this favor for one of the following benefits. 
  Check when used. 
  • Fulfill the role-playing requirement for Consecrated 
  Harrier (of St Cuthbert). 
  • Remove the curse of lycanthropy from you or another 
  party member. 
  • Obtain a free casting of a remove curse or break 
  enchantment by a caster of up to 15th level. May only 
  be used on yourself. 
   
  ITEM ACCESS 
  APL 2: 
  Earthsilk jersey (Adventure, RoS; 150gp) 
  Earthsilk rope (Adventure, RoS; 12gp) 
  Grasping hook (Adventure, Du; 500gp) 
  Insectbane candles (Adventure, A&EG; 1sp) 
  Ring of climbing (Core, DMG) 
  Ring of jumping (Core, DMG) 
  Ring of swimming (Core, DMG) 
  Silversheen (Core; DMG) 
  Skeletal runestaff (Adventure; see above; 4,600 gp) 
  Wand of protection against evil (Core, DMG, 750 gp) 
  Wand of resurgence* (Core, DMG, 10 charges, 150 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  +1 mithral chain shirt (Adventure; DMG; 2,100 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  Lesser crystal of acid assault (CL5th; Adventure; MIC; 3,000 
  gp) 
  Lesser crystal of electrical assault (CL5th; Adventure; MIC; 
  3,000 gp) 
   
   
   
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 12 
  APPENDIX 1: APL 2
  W502: THE COMMON ROOM 
  WERERAT LEADER, HYBRID 
  CR 3 
  Male Rhenee wererat (human) warrior 1/monk 1 
  LE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +3, Spot 
  +3 
  Languages Common, Rhopan; rat empathy 
  AC 20, touch 17, flat-footed 15 
   (+5 Dex, +2 class (Wis), +3 natural) 
  hp 25 (3 HD); DR 5/silver 
  Fort +9, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +7 (1d6+1) and  
  bite +4 (1d6 plus disease) or 
  Melee flurry of blow +5/+5 (1d6+1) and  
  bite +2 (1d6 plus disease) 
  Base Atk +1; Grp +2  
  Atk Options Stunning Fist (DC 13), disease, flurry of 
  blows 
  Abilities Str 13, Dex 21, Con 14, Int 12, Wis 14, Cha 8 
  SQ alternate form 
  Feats Improved Initiative, Improved Unarmed StrikeB, 
  Multiattack, Stunning FistB, Iron WillB, Weapon 
  FinesseB, Weapon Focus (unarmed strike), 
  Skills Climb +18, Handle Animal +3 (+7 with rats), Hide 
  +6, Intimidate +3, Jump +6, Listen +3, Move Silently 
  +7, Spot +3, Swim +13, Tumble +9 
  Possesions periapt of wisdom +2 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills A wererat in rat or hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  W503: THE SPARE ROOM 
  ADVANCED DIRE RATS (3) 
  CR 1 
  N Medium animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot 
  +4 
  AC 14, touch 13, flat-footed 11 
   (+2 Dex, +1 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +7, Will +5 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +6 (1d8+3 plus disease)  
  Base Atk +3; Grp +5  
  Atk Options disease, tricks (attack, attack unnatural, 
  guard) 
  Abilities Str 14, Dex 16, Con 14, Int 1, Wis 12, Cha 4 
  Feats Alertness, Improved Natural Attack (bite), 
  Weapon FinesseB  
  Skills Climb +11, Hide +5, Listen +5, Move Silently +5, 
  Spot +4, Swim +11 
  Disease (Ex) Filth fever—bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Skills Dire rats have a +8 racial bonus on Swim checks. 
  Dire rats have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, even 
  if rushed or threatened. 
   
  W505: THE KAYLAN’S ROOM 
  KAYLAN BRUNZEL 
  CR 5 
  Male human wererat fighter 2/ranger 1 
  LE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  Languages Common, Rhopan; rat empathy 
  AC 23, touch 14, flat-footed 19; Two-Defense 
   (+4 Dex, +5 armor, +1 shield, +3 natural) 
  hp 38 (5 HD); DR 10/silver 
  Fort +11, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 short sword +9 (1d6+3; 19-20) and  
  bite +3 (1d6+1) or  
  Melee +1 short sword +7 (1d6+3; 19-20) and  
  mwk short sword +7 (1d6+1; 19-20) and  
  bite +4 (1d6+1 plus curse of lycanthropy plus 
  disease) or 
  Melee mwk short sword +9 (1d6+2; 19-20) and  
  bite +3 (1d6+1 plus curse of lycanthropy plus 
  disease)  
  Base Atk +3; Grp +6  
  Atk Options Two-Weapon Fighting, favored enemy 
  (human +2) 
  Abilities Str 16, Dex 19, Con 16, Int 12, Wis 12, Cha 8 
  SQ alternate form, wild empathy +0 
  Feats Improved Initiative, Iron WillB, Improved 
  Toughness**, TrackB, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon FinesseB, Weapon Focus 
  (short sword), 
  Skills Climb +17, Craft (trapmaking) +7, Handle Animal 
  +1 (+5 with rats), Hide +8, Listen +6, Move Silently 
  +7, Spot +6, Survival +5, Swim +10 
  Possessions +1 short sword, mwk short sword, +1 
  chain shirt, cloak of resistance +1 
  Alternate Form (Su) Kaylan can assume a bipedal 
  hybrid form or the form of a dire rat. He does not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by Kaylan’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 13 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills While in rat or hybrid form, Kaylan uses his 
  Dexterity modifier for Climb or Swim checks. He has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. He has a +8 racial bonus on Swim 
  checks from their dire rat form. 
   
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 14 
   APL 4
  W502: THE COMMON ROOM 
   
  WERERAT LEADER, HYBRID 
  CR 3 
  Male Rhenee wererat (human) warrior 1/monk 1 
  LE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +3, Spot 
  +3 
  Languages Common, Rhopan; rat empathy 
  AC 20, touch 17, flat-footed 15 
   (+5 Dex, +2 class (Wis), +3 natural) 
  hp 25 (3 HD); DR 5/silver 
  Fort +9, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +7 (1d6+1) and  
  bite +4 (1d6 plus disease) or 
  Melee flurry of blow +5/+5 (1d6+1) and  
  bite +2 (1d6 plus disease) 
  Base Atk +1; Grp +2  
  Atk Options Stunning Fist (DC 13), disease, flurry of 
  blows 
  Abilities Str 13, Dex 21, Con 14, Int 12, Wis 14, Cha 8 
  SQ alternate form 
  Feats Improved Initiative, Improved Unarmed StrikeB, 
  Multiattack, Stunning FistB, Iron WillB, Weapon 
  FinesseB, Weapon Focus (unarmed strike), 
  Skills Climb +18, Handle Animal +3 (+7 with rats), Hide 
  +6, Intimidate +3, Jump +6, Listen +3, Move Silently 
  +7, Spot +3, Swim +13, Tumble +9 
  Possesions periapt of wisdom +2 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills A wererat in rat or hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  W505: KAYLAN’S ROOM 
  KAYLAN BRUNZEL 
  CR 7 
  Male human wererat fighter 4/ranger 1 
  LE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  Languages Common, Rhopan; rat empathy 
  AC 23, touch 14, flat-footed 19; Two-Weapon Defense 
   (+4 Dex, +5 armor, +1 shield, +3 natural) 
  hp 56 (6 HD); DR 10/silver 
  Fort +12, Ref +10, Will +7 
  Speed 30 ft. (6 squares) 
  Melee +1 short sword +11 (1d6+6; 19-20) and  
  bite +5 (1d6 plus curse of lycanthropy plus disease) 
  or  
  Melee +1 short sword +9 (1d6+6; 19-20) and  
  +1 short sword +9 (1d6+4; 19-20) and  
  bite +6 (1d6+1 plus curse of lycanthropy plus 
  disease) 
  Base Atk +5; Grp +8  
  Atk Options Blind Fight, Two-Weapon Fighting, favored 
  enemy (human +2) 
  Abilities Str 16, Dex 19, Con 16, Int 12, Wis 12, Cha 8 
  SQ alternate form, wild empathy +0 
  Feats Blind-Fight, Improved Initiative, Iron WillB, 
  Improved Toughness**, TrackB, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon FinesseB, 
  Weapon Focus (short sword), Weapon Specialization 
  (short sword), 
  Skills Climb +20, Craft (trapmaking) +9, Handle Animal 
  +3 (+7 with rats), Hide +9, Listen +6, Move Silently 
  +8, Spot +6, Survival +5, Swim +12  
  Possessions +1 short sword (2), +1 mithral chain shirt, 
  cloak of resistance +1 
  Alternate Form (Su) Kaylan can assume a bipedal 
  hybrid form or the form of a dire rat. He does not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by Kaylan’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills While in rat or hybrid form, Kaylan uses his 
  Dexterity modifier for Climb or Swim checks. He has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. He has a +8 racial bonus on Swim 
  checks from their dire rat form. 
   
  W506: THE TREASURE ROOM 
  ADVANCED GELATINOUS CUBE CR 6 
  N Huge ooze 
  Init -6; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 2, touch 2, flat-footed 2 
   (-2 size, -6 Dex) 
  hp 232 (15 HD)  
  Immune electricity, gaze attacks, mind-affecting effects, 
  paralysis, poison, polymorph, sleep and stunning. Not 
  subject to critical hits or flanking 
  Fort +15, Ref -1, Will +0 
  Speed 15 ft. (3 squares) 
  Melee slam +14 (1d8+7 plus 1d6 acid plus paralysis) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +24  
  Special Actions acid, engulf, paralysis 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 17 
  Abilities Str 20, Dex 1, Con 30, Int-, Wis 1, Cha 1 
  SQ ooze traits, transparent 
  Acid (Ex) A gelatinous cube’s acid does not harm metal 
  or stone. 
  Engulf (Ex) Although it moves slowly, a gelatinous cube 
  can simply mow down Large or smaller creatures as 
  a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make opportunity attacks against the cube, but if they 
  do so they are not entitled to a saving throw. Those 
  who do not attempt attacks of opportunity must 
  succeed on a DC 16 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent’s 
  choice) as the cube moves forward. Engulfed 
  creatures are subject to the cube’s paralysis and 
  acid, and are considered to be grappled and trapped 
  within its body. The save DC is Strength-based and 
  includes a +1 racial bonus. 
  Paralysis (Ex) A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 22 Fortitude 
  save or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
  Transparent (Ex) Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice 
  a cube and walk into it are automatically engulfed. 
   
   
   
   
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 18 
  APL 6
  W502: THE COMMON ROOM 
  ADVANCED DIRE RATS (3) 
  CR 1 
  N Medium animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot 
  +4 
  AC 14, touch 13, flat-footed 11 
   (+2 Dex, +1 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +7, Will +5 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +6 (1d8+3 plus disease)  
  Base Atk +3; Grp +5  
  Atk Options disease, tricks (attack, attack unnatural, 
  guard) 
  Abilities Str 14, Dex 16, Con 14, Int 1, Wis 12, Cha 4 
  Feats Alertness, Improved Natural Attack (bite), 
  Weapon FinesseB  
  Skills Climb +11, Hide +5, Listen +5, Move Silently +5, 
  Spot +4, Swim +11 
  Disease (Ex) Filth fever—bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Skills Dire rats have a +8 racial bonus on Swim checks. 
  Dire rats have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, even 
  if rushed or threatened. 
   
  WERERAT LEADER, HYBRID 
  CR 5 
  Male Rhenee wererat (human) warrior 1/monk 3 
  LE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages Common, Rhopan; rat empathy 
  AC 20, touch 17, flat-footed 15; Deflect Arrow 
   (+5 Dex, +2 class (Wis), +3 natural) 
  hp 39 (5 HD); DR 10/silver 
  Resist evasion 
  Fort +10, Ref +10, Will +7 (+9 vs enchantments) 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +9 (1d6+3) and  
  bite +6 (1d6+1 plus curse of lycanthropy plus 
  disease) 
  Melee flurry of blow +7/+7 (1d6+3) and  
  bite +4 (1d6+1 plus curse of lycanthropy plus 
  disease) 
  Base Atk +3; Grp +6  
  Atk Options Stunning Fist (DC 14), flurry of blows,  
  Abilities Str 16, Dex 21, Con 14, Int 12, Wis 14, Cha 8 
  SQ alternate form, fast movement, still mind 
  Feats Deflect ArrowsB, Improved Initiative, Improved 
  Unarmed StrikeB, Iron WillB, Multiattack, Stunning 
  FistB, Weapon FinesseB, Weapon Focus (unarmed 
  strike), 
  Skills Climb +20, Handle Animal +3 (+7 with rats), Hide 
  +8, Intimidate +3, Jump +14, Listen +4, Move Silently 
  +9, Spot +4, Swim +13, Tumble +11 
  Possessions gauntlets of ogre power, periapt of 
  wisdom +2 
   
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form 
  must succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills A wererat in rat or hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  WERERAT THUG, HYBRID (2) 
  CR 4 
  Male Rhenee wererat (human) warrior 1/rogue 2 
  LE Medium humanoid (human, shapechanger) 
  Init +10; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages Common, Rhopan; rat empathy 
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +1 shield, +4 armor, +3 natural) 
  hp 34 (4 HD); DR 10/silver 
  Resist evasion 
  Fort +7, Ref +11, Will +3;  
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +10 (1d6+2; 18-20) and  
  bite +3 (1d6 plus curse of lycanthropy plus disease) 
  or 
  Melee sap +8 (1d6+2 non-lethal) and  
  bite +3 (1d6 plus curse of lycanthropy plus disease) 
  Base Atk +2; Grp +3  
  Atk Options flurry of blows, sneak attack +1d6 
  Abilities Str 13, Dex 22, Con 14, Int 12, Wis 12, Cha 8 
  SQ alternate form, trapfinding 
  Feats Improved Initiative, Improved Toughness**, Iron 
  WillB, Weapon FinesseB, Weapon Focus (rapier), 
  Skills Climb +19, Handle Animal +3 (+7 with rats), Hide 
  +7, Intimidate +3, Jump +6, Listen +4, Move Silently 
  +8, Search +3, Spot +4, Swim +7, Tumble +10, Use 
  Magic Device +1 
  Possessions +1 rapier, masterwork buckler, 
  masterwork chain shirt, sap 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form 
  must succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 19 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills A wererat in rat or hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  W505: THE KAYLAN’S ROOM 
  KAYLAN BRUNZEL 
  CR 9 
  Male human wererat fighter 4/ranger 3 
  LE Medium humanoid (human, shapechanger) 
  Init +10; Senses low-light vision, scent; Listen +8, Spot 
  +8 
  Languages Common, Rhopan; rat empathy 
  AC 25, touch 14, flat-footed 19 
   (+6 Dex, +5 armor, +1 shield, +3 natural) 
  hp 72 (8 HD); DR 10/silver 
  Fort +13, Ref +13, Will +8 
  Speed 30 ft. (6 squares) 
  Melee +1 short sword with lesser crystal of electrical 
  energy assault +15/+10 (1d6+6; 19-20 plus 1d6 
  electricity) and  
  bite +5 (1d6+1 plus curse of lycanthropy plus 
  disease) or  
  Melee +1 short sword with lesser crystal of acid energy 
  assault +15/+10 (1d6+6; 19-20 plus 1d6 acid) and 
  bite +8 (1d6+1 plus curse of lycanthropy plus 
  disease) or  
  Melee +1 short sword with lesser crystal of electrical 
  energy assault +13/+8 (1d6+6; 19-20 plus 1d6 
  electricity) and  
  +1 short sword with lesser crystal of acid energy 
  assault +13/+8 (1d6+4; 19-20 plus 1d6 acid) and  
  bite +6 (1d6+1 plus curse of lycanthropy plus 
  disease) 
  Base Atk +7; Grp +10  
  Atk Options Blind Fight, Two-Weapon Fighting, favored 
  enemy (human +2) 
  Abilities Str 16, Dex 22, Con 16, Int 12, Wis 12, Cha 8 
  SQ alternate form, wild empathy +4 
  Feats Blind-Fight, Endurance B, Improved Initiative, Iron 
  WillB, Improved Toughness**, Improved Two-Weapon 
  Fighting, TrackB, Two-Weapon Defense, Two-
  Weapon FightingB, Weapon FinesseB, Weapon 
  Focus (short sword), Weapon Specialization (short 
  sword), 
  Skills Climb +24, Craft (trapmaking) +11, Handle 
  Animal +5 (+9 with rats), Hide +11, Listen +8, Move 
  Silently +10, Spot +8, Survival +7, Swim +16  
  Possessions  +1 short sword (2), +1 mithral chain shirt, 
  cloak of resistance +1, lesser crystal of acid assault, 
  lesser crystal of electrical assault, gloves of Dexterity 
  +2 
  Alternate Form (Su) Kaylan can assume a bipedal 
  hybrid form or the form of a dire rat. He does not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by Kaylan’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills While in rat or hybrid form, Kaylan uses his 
  Dexterity modifier for Climb or Swim checks. He has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. He has a +8 racial bonus on Swim 
  checks from their dire rat form. 
   
  W506: THE TREASURE ROOM 
  ADVANCED GELATINOUS CUBE CR 8 
  N Huge ooze 
  Init -6; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 2, touch 2, flat-footed 2 
   (-2 size, -6 Dex) 
  hp 356 (23 HD)  
  Immune electricity, gaze attacks, mind-affecting effects, 
  paralysis, poison, polymorph, sleep and stunning. Not 
  subject to critical hits or flanking 
  Fort +17, Ref +1, Will +2 
  Speed 15 ft. (3 squares) 
  Melee slam +21 (1d8+9 plus 1d6 acid plus paralysis) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +17; Grp +31  
  Special Actions acid, engulf, paralysis 
  Abilities Str 22, Dex 1, Con 30, Int-, Wis 1, Cha 1 
  SQ ooze traits, transparent 
  Acid (Ex) A gelatinous cube’s acid does not harm metal 
  or stone. 
  Engulf (Ex) Although it moves slowly, a gelatinous cube 
  can simply mow down Large or smaller creatures as 
  a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make opportunity attacks against the cube, but if they 
  do so they are not entitled to a saving throw. Those 
  who do not attempt attacks of opportunity must 
  succeed on a DC 17 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent’s 
  choice) as the cube moves forward. Engulfed 
  creatures are subject to the cube’s paralysis and 
  acid, and are considered to be grappled and trapped 
  within its body. The save DC is Strength-based and 
  includes a +1 racial bonus. 
  Paralysis (Ex) A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 22 Fortitude 
  save or be paralyzed for 3d6 rounds. The cube can 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 20 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
  Transparent (Ex) Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice 
  a cube and walk into it are automatically engulfed. 
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 21 
  APL 8 
  W502: THE COMMON ROOM 
  ADVANCED DIRE RATS MOB* 
  CR 8 
  *DMG II 59 
  N Medium animal 
  Init +0; Senses low-light vision, scent; Listen +4, Spot 
  +2 
  AC 10, touch 9, flat-footed 7 
   (-4 size, +2 Dex, +1 natural) 
  hp 195 (30 HD)  
  Fort +19, Ref +20, Will +17 
  Speed 30 ft. (6 squares), climb 10 ft. 
  Melee mob attack (5d6 plus disease)  
  Space 20 ft.; Reach 0 ft.  
  Base Atk +22; Grp +36  
  Atk Options Improved Bull Rush, Improved Overrun, 
  mob attack, tricks (attack, attack unnatural, guard) 
  Special Actions disease, trample 2d6+3 
  Abilities Str 14, Dex 16, Con 14, Int 1, Wis 12, Cha 4 
  SQ mob anatomy 
  Feats Alertness, Improved Bull RushB, Improved 
  Natural Attack (bite), Improved OverrunB, Weapon 
  FinesseB  
  Skills Climb +11, Hide +5, Listen +4, Move Silently +5, 
  Spot +3, Swim +11 
  Disease (Ex) Filth fever—bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Mob Anatomy (Ex) A mob has no clear front or back 
  and no discernable anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped grappled or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific number of 
  creatures can have an effect on a mob. Each specific 
  creature that is slain, disabled, or otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the mob. A 
  mob that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative 
  levels gained in this manner are not the result of 
  negative energy (and thus cannot be blocked by 
  death ward or removed by restoration), but never 
  result in permanent level loss.  
  A mob takes half again as much damage 
  (+50%) from spells or effects that affect an area, 
  such as a splash weapon and evocation spells. 
  When a mob is dispersed, assume 30% are 
  slain, 30% are reduced to 0 hit points.  
  Mob Attack (Ex) Mobs don’t make standard attacks. 
  Rather, they are treated similar to swarms in combat. 
  A mob deals 5d6 points of bludgeoning damage to 
  any creature whose space it occupies at the end of 
  its move, with no attack roll needed. Mob attacks 
  ignore concealment and cover. A mob’s attacks are 
  non magical unless the base creature’s attacks are 
  considered magical. Damage Reduction applies to 
  mob attacks. 
  Trample (Ex) A mob that simply moves over a creature 
  and doesn’t end its movement with that creature in 
  one of its occupied squares can trample the creature. 
  A trampled creature takes 2d6+3 points of damage. 
  The victim can either make an attack of opportunity 
  against the mob or make a Reflex save (DC27) to 
  take half damage. 
  Skills Dire rats have a +8 racial bonus on Swim checks. 
  Dire rats have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, even 
  if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb 
  and Swim checks. 
   
  WERERAT LEADER, HYBRID 
  CR 5 
  Male Rhenee wererat (human) warrior 1/monk 3 
  LE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages Common, Rhopan; rat empathy 
  AC 20, touch 17, flat-footed 15; Deflect Arrow 
   (+5 Dex, +2 class (Wis), +3 natural) 
  hp 39 (5 HD); DR 10/silver 
  Resist evasion 
  Fort +10, Ref +10, Will +7 (+9 vs enchantments) 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +9 (1d6+3) and  
  bite +6 (1d6+1 plus curse of lycanthropy plus 
  disease) 
  Melee flurry of blow +7/+7 (1d6+3) and  
  bite +4 (1d6+1 plus curse of lycanthropy plus 
  disease) 
  Base Atk +3; Grp +6  
  Atk Options Stunning Fist (DC 14), flurry of blows,  
  Abilities Str 16, Dex 21, Con 14, Int 12, Wis 14, Cha 8 
  SQ alternate form, fast movement, still mind 
  Feats Deflect ArrowsB, Improved Initiative, Improved 
  Unarmed StrikeB, Iron WillB, Multiattack, Stunning 
  FistB, Weapon FinesseB, Weapon Focus (unarmed 
  strike), 
  Skills Climb +20, Handle Animal +3 (+7 with rats), Hide 
  +8, Intimidate +3, Jump +14, Listen +4, Move Silently 
  +9, Spot +4, Swim +13, Tumble +11 
  Possessions gauntlets of ogre power, periapt of 
  wisdom +2 
   
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form 
  must succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 22 
  Skills A wererat in rat or hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  WERERAT THUG, HYBRID (3) 
  CR 4 
  Male Rhenee wererat (human) warrior 1/rogue 2 
  LE Medium humanoid (human, shapechanger) 
  Init +10; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages Common, Rhopan; rat empathy 
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +1 shield, +4 armor, +3 natural) 
  hp 34 (4 HD); DR 10/silver 
  Resist evasion 
  Fort +7, Ref +11, Will +3 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +10 (1d6+2; 18-20) and  
  bite +3 (1d6 plus curse of lycanthropy plus disease) 
  Melee sap +8 (1d6+2 non-lethal) and  
  bite +3 (1d6 plus curse of lycanthropy plus disease) 
  Base Atk +2; Grp +3  
  Atk Options flurry of blows, sneak attack +1d6 
  Abilities Str 13, Dex 22, Con 14, Int 12, Wis 12, Cha 8 
  SQ alternate form, trapfinding 
  Feats Improved Initiative, Improved Toughness**, Iron 
  WillB, Weapon FinesseB, Weapon Focus (rapier), 
  Skills Climb +19, Handle Animal +3 (+7 with rats), Hide 
  +7, Intimidate +3, Jump +6, Listen +4, Move Silently 
  +8, Search +3, Spot +4, Swim +7, Tumble +10, Use 
  Magic Device +1 
  Possessions +1 rapier, masterwork buckler, 
  masterwork chain shirt, sap 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form 
  must succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills A wererat in rat or hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  W505: THE KAYLAN’S ROOM 
  KAYLAN BRUNZEL 
  CR 11 
  Male Human wererat fighter 6/ranger 3 
  LE Medium humanoid (human, shapechanger) 
  Init +10; Senses low-light vision, scent; Listen +8, Spot 
  +8 
  Languages Common, Rhopan; rat empathy 
  AC 25, touch 14, flat-footed 19; Two-Weapon Defense 
   (+6 Dex, +5 armor, +1 shield, +3 natural) 
  hp 90 (10 HD); DR 10/silver 
  Fort +14, Ref +14, Will +9 
  Speed 30 ft. (6 squares) 
  Melee +1 short sword with lesser crystal of electrical 
  energy assault +19/+14 (1d6+8; 17-20 plus 1d6 
  electricity) and  
  bite +12 (1d6+3 plus curse of lycanthropy plus 
  disease) or  
  Melee +1 short sword with lesser crystal of acid energy 
  assault +19/+14 (1d6+8; 17-20 plus 1d6 acid) and 
  bite +12 (1d6+3 plus curse of lycanthropy plus 
  disease) or  
  Melee +1 short sword with lesser crystal of electrical 
  energy assault +17/+12 (1d6+8; 17-20 plus 1d6 
  electricity) and  
  +1 short sword with lesser crystal of acid energy 
  assault +17/+12 (1d6+6; 17-20 plus 1d6 acid) and 
  bite +12 (1d6+3 plus curse of lycanthropy plus 
  disease)  
  Base Atk +9; Grp +12  
  Atk Options Blind-Fight, Two-Weapon Fighting, favored 
  enemy (human +2) 
  Special Attacks  
  Abilities Str 16, Dex 22, Con 16, Int 12, Wis 12, Cha 8 
  SQ alternate form, wild emathy +4 
  Feats Blind-Fight, Endurance B, Improved Critical (short 
  sword), Improved Initiative, Iron WillB, Improved 
  Toughness**, Improved Two-Weapon Fighting, 
  Melee Weapon Mastery** (piercing), TrackB, Two-
  Weapon Defense, Two-Weapon FightingB, Weapon 
  FinesseB, Weapon Focus (short sword), Weapon 
  Specialization (short sword), 
  Skills Climb +27, Craft (trapmaking) +14, Handle 
  Animal +5 (+9 with rats), Hide +11, Listen +8, Move 
  Silently +10, Spot +8, Survival +7, Swim +18  
  Possessions +1 short sword (2), +1 mithral chain shirt, 
  cloak of resistance +1, lesser crystal of acid assault, 
  lesser crystal of electrical assault, gloves of Dexterity 
  +2 
  Alternate Form (Su) Kaylan can assume a bipedal 
  hybrid form or the form of a dire rat. They do not use 
  this ability during this adventure. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by Kaylan’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
  Skills While in rat or hybrid form, Kaylan uses his 
  Dexterity modifier for Climb or Swim checks. He has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 23 
  or threatened. He has a +8 racial bonus on Swim 
  checks from their dire rat form. 
   
  W506: THE TREASURE ROOM 
  ADVANCED ARCANE OOZE* 
  CR 11 
  *Monster Manual III 9 
  N Huge Ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 3, touch 3, flat-footed 3 
   (-2 size, -5 Dex) 
  hp 283 (23 HD)  
  Immune gaze attacks, magic, mind-affecting effects, 
  paralysis, poison, polymorph, sleep and stunning. Not 
  subject to critical hits or flanking 
  Fort +15, Ref +2, Will +2 
  Speed 20 ft. (4 squares), climb 20ft. 
  Melee slam +20 (2d6+10 plus 2d6 acid) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +30  
  Atk Options acid, constrict 2d6+10 plus 2d6 acid, 
  improved grab 
  Special Actions spell siphon 
  Abilities Str 22, Dex 1, Con 26, Int-, Wis 1, Cha 1 
  SQ ooze traits 
  Skills Climb +15 
  Acid (Ex) A arcane ooze’s acid only dissolves flesh.  
  Constrict (Ex) An arcane ooze deals automatic slam 
  damage and acid damage with a successful grapple 
  check. 
  Improved Grab (Ex) To use this ability, an arcane ooze 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
  Spell Siphon (Su) An arcane ooze exerts a strange pull 
  on arcane spell energy. Any time an arcane spell 
  caster begins his turn within 60 feet of an arcane 
  ooze, he must make a DC25 Fortitude save or lose a 
  random spell of the highest level that he has 
  available. For every spell lost by a victim in this 
  manner, the arcane ooze gains temporary hit points 
  equal to 5x level of the spell lost. These temporary hit 
  points are lost after 1 hour. 
   
  Line of effect between the spellcaster and the arcane 
  ooze is necessary in order for this ability to work. The 
  save DC is Constitution-based. 
  Immunity to Magic (Ex) An arcane ooze is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
   
  A magical attack that deals electricity damage 
  increases an arcane ooze’s speed as if it had been 
  affected by a haste spell for 3 rounds. 
   
  A magical attack that deals acid damage heals an 
  arcane ooze of amount of damage equal to half the 
  acid damage that the spell would normally have 
  caused. 
  Skills An arcane ooze has +8 racial bonus on Climb 
  check and can always take 10 on a Climb check, 
  even if rushed or threatened. 
   
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 24 
  DM MAP 
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 25 
  PLAYER HANDOUT 1 
  The following journal is written in Undercommon. The writing is simple, precise and well-defined. 
   
  Planting 579CY 
  New recruits arrived. Some were used to feed the spiders. This is a good batch. 
  Strong and with a strong desire to serve in the Reaper’s army when we take over 
  the whole of the Tower. 
   Training almost completed on the previous soldiers. They caught a group of 
  intruders coming down the shaft. Need to steel better equipment to rival 
  adventurers. 
   
   
  (Similar entries over the next 15 months) 
   
  (The next entries are not dated. There are a number of similar entries where the author tries to assert his dominance due 
  to his relation to “the Reaper”.) 
   
  A terrible earthquake destroyed most of the caverns. I presume that all the others 
  have been lost. There are only a few of us left. We must reach the temple. 
   
  Gaping holes and crevasses have appeared in many places. We solidified them to 
  make sure they are safe enough. 
   
  I had to kill some of the insubordinate. They wanted to leave our unhallowed 
  halls. I turned them into zombies and they now dig to re-open a way to the 
  temple. Good servants they are now. 
   
  It seems the whole temple has collapsed upon itself. My zombies keep digging and 
  filling a large crevasse, but it is not sufficient. I need more help. 
   
  The others and I got into an argument and I had to kill them all and make 
  zombies out of them! Finally they will obey me without question. I had them 
  excavate another way to the temple but that one too seems to be blocked! 
   
  (Last Entry) 
  I heard noises in the food storage. I will go and investigate. 
   
   
  
  CGR8-02:1 A Short Way With Little Knowledge 
   
  Page 26 
  PLAYER HANDOUT 2
   
  Duergar Complex in 579CY 
  Annotations have been made later. 
  
  CGR8-02:1 Short Way With Little Knowledge 
   
  Page 1 
  AFFILIATION BRIEFING SHEET 
  �……………………………………………………………………………………………………………………… 
  MERCENARIES’ GUILD 
  Mission: While you were drinking at the Guild last night, you met a gnome fighter calling himself the Great Karvin. 
  After a few pitchers, the gnome began to parade about pretending how he got rich while adventuring with his party in 
  the ruins. The gnome said that he was contacted by some big shot wanting him to do some clean-up job he was to meet 
  the man at the Black Dragon after sunset. 
   
  The Great Karvin won’t make his rendezvous, since shortly after he got into a fight with a burly half-orc and got 
  pummeled after calling the half-orc “son of the Mak”. Last you saw him he was being carted off to a temple for healing.  
   
  Rumors: A number of caravans and patrols have been attacked west of the city, usually those heading for the Gnarley 
  or the Wild Coast. These attacks always targeted the lightly-defended caravans. People speak of an informant inside the 
  City, perhaps even the Oligarchy. 
  �……………………………………………………………………………………………………………………… 
  THIEVES’ GUILD 
  Mission: You were walking down the street, when a known informer called you aside. “There’s a job for you. Be at the 
  Black Dragon Inn after nightfall. Your services can definitely be used. Be there.” Looking around, the informer quickly 
  leaves you, vanishing in the crowd. 
   
  Rumors: A number of caravans and patrols have been attacked west of the city, usually those heading for the Gnarley 
  or the Wild Coast. These attacks always targeted the lightly-defended caravans. Someone is leaking information to 
  bandits since bandits in the western plain have been rather successful. There is little doubt that this informer hails from 
  Greyhawk. Fellow guild members whisper about a possible informant within the guild. 
  �……………………………………………………………………………………………………………………… 
  CHURCH OF ST CUTHBERT 
  Mission: You have been called by one of the deacons, Brother Jonas. Sitting you in a quiet office, he explained to you 
  that a chalice of great value was stolen in a convoy heading for Safeton about a week ago. The Chalice is said to have 
  been touched by St. Cuthbert Himself when he walked the Flanaess. Though it is non-magical, it has great value to the 
  church. 
   
  Brother Jonas explained to you that he had wind of someone who was planning to send a group of adventurers 
  against the person responsible. He asked you to be at the Black Dragon Inn shortly after nightfall. 
   
  Rumors: A number of caravans and patrols have been attacked west of the city, usually those heading for the Gnarley 
  or the Wild Coast. These attacks always targeted the lightly-defended caravans. People speak of an informant inside the 
  City, perhaps even the Oligarchy. 
  �……………………………………………………………………………………………………………………… 
  NIGHTWATCH 
  Mission: One of the sergeants stopped you as you had just entered Greyhawk. “I was going to a meeting, but have been 
  called outside of town on a personal matter. Anyway, head to the Black Dragon Inn. There is a man who is looking for 
  people there. Be there just after sun down.” 
   
  Rumors: A number of caravans and patrols have been attacked west of the city, usually those heading for the Gnarley 
  or the Wild Coast. These attacks always targeted the lightly-defended caravans. People speak of an informant inside the 
  City, perhaps even the Oligarchy. 
  �……………………………………………………………………………………………………………………… 
  THIEVES GUILDS FROM COUNTRIES AROUND THE NYR DYV 
  Mission: You have been asked by your guild superiors to travel to Greyhawk City. Apparently, the Greyhawk boys need 
  some help and your guild is willing to help. You are expecting to meet someone at the Black Dragon Inn tonight, just 
  after sun down. 
  �……………………………………………………………………………………………………………………… 
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 1 
   
  CGR8-02:2 
   
   
   
  Greyhawk City Puzzle 
   
  By Colleen Simpson 
   
  What do the deaths of a wizard's daughter and a priestess's favored servant have to do with an invitation to the Foreign 
  Quarter? Once again, the City of Greyhawk is host to yet another deadly puzzle and you’ve been drawn right into the 
  middle. Can you find the connection?. This is an investigation that still has some use for fighters. A one -round Core 
  adventure set in the City of Greyhawk for characters level 1-10 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include CGR7-01: Death in the Free City [Creighton 
  Broadhurst and Chris Chesher] and CGR7-02:1 Into the Silent Barracks [Creighton Broadhurst]. 
   
   
  ADVENTURE BACKGROUND 
  When the Matriarch of St. Cuthbert, Eritai Kaan-Ipziral, 
  dispatched her servant Korenth to investigate the reason 
  behind the rise in banditry plaguing Greyhawk City and 
  its environs, she did not foresee that he would end up 
  dead. When Gamboral’s daughter went adventuring, she 
  didn’t count on ending up dead either. But, there you 
  have it, both died. 
   
  These events have upset Gamboral and Eritai very 
  much, and they have been striving to find out what 
  happened to their deceased servants and loved ones. 
  Meanwhile the repercussions of Turrosh Mak’s ground-
  breaking overtures, rumble on in the background. 
   
  Others have been watching their search and the 
  political developments with interest, and have seen an 
  opportunity to throw the Matriarch’s investigations and 
  the search of a grieving father off the trail – while putting 
  paid to the Mak’s plans for peace. They only had to lay the 
  bait… 
   
  ADVENTURE SUMMARY 
  Introduction: PCs receive an invitation to a ‘private 
  party’ at one of the more up-market boutiques in the 
  Foreign Quarter, as well as a request to go and see 
  Gamboral and Eritai Kaan-Ipzirel. They need to decide 
  who to visit next. Their faction missions provide hints 
  that Korenth’s killer, or those involved in the death of 
  Gamboral’s daughter, might have links in this quarter. 
   
  Encounter 1A: PCs are shown into an upper room 
  where they meet with a woman who is a city actor 
  pretending to be a priestess of Iuz in disguise. There is a 
  chance that they realize that she is, in fact, an actor, but 
  the information they receive from her is the same. The 
  symbol of Iuz she carries is genuine. She cannot say who 
  hired her, just that she is being paid a good amount for 
  the information she carries. If the PCs refuse to assist her, 
  the symbol she carries is triggered and combat with 
  shadow creatures ensues. If they agree, they are later 
  attacked on their way to their next location by shadow 
  creatures – Encounter 2A.  
   
  Encounter 1B: Gamboral has been under observation 
  ever since his daughter’s body was found in the ruins. He 
  says that his research suggests that the same person that 
  killed Korenth, was also responsible for the murder of his 
  daughter. He asks the PCs for help, but doesn’t have any 
  real information to give. 
   
  Encounter 1C: Eritai has divined that the ones 
  responsible for Korenth’s death are in the city (true, but 
  only to set up the actor and the thugs and to observe 
  proceedings from there). She, too, is under observation.  
   
  Encounter 1D: PCs may choose to look for clues in 
  the Royal Theater, but this is a dead end and they are met 
  by a messenger from Eritai Kaan-Ipzierel to help them 
  get back on track. 
   
  Encounter 2A: If PCs agree to help the actress, they 
  have been positively identified as ‘trouble’ and are 
  attacked. A rogue, that has been following them, throws a 
  brooch down at their feet, activating a spell that releases 
  shadow creatures. 
   
  Encounter 2B: PCs encounter two street urchins, 
  who have been instructed to release the contents of a bag 
  of holding in front of them. Emptying the bag releases 
  ogre/s into the street, which return to their full-size and 
  attack the PCs. The ogres are wearing tunics bearing the 
  medusa-head device of the Pomarj, indicating that 
  Turrosh Mak has broken the treaty. Once the creatures 
  have been defeated, PCs may question the urchins and 
  discover the room rented by the agent of Iuz. They may 
  also learn that the bag of holding was obtained from the 
  wizard Palfrey.  
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 2 
   
  Encounter 3A: PCs follow the urchins to the rooms 
  (or go in pursuit) of the elven wizard that set them up 
  with the ogres-in-the-bag trick. 
   
  Encounter 3B: The PCs arrive at dusk to find the 
  wizard’s house open and apparently unoccupied. From 
  the crashes inside, something is not right. Inside, they 
  encounter the wizard (who is obviously in bad shape) and 
  an imp (busy ransacking the place). The wizard was given 
  the impression (via suggestion) that the imp had brought 
  him payment in the form of a rare bottle of wine for work 
  done. (It was, in actual fact, a dire poison as he discovered 
  when he drank it.) The imp must be driven off or killed 
  so that the PCs can find treatment for the wizard. If they 
  save him, they discover he created the bag and sold it to a 
  half-orc boy on an errand from his master. If they do not 
  save him, this information remains a mystery, unless they 
  investigate his ledgers and journal, or use speak with dead. 
   
  Encounter 4: PCs are attacked by slavers who have 
  been paid a bounty for them. Clues indicating Mak. 
  Another clue leads to the slavers’ HQ. 
   
  Encounter 5: PCs investigating the slavers’ HQ 
  discover more slavers – who need to be defeated before 
  clues can be uncovered. Clues that the Mak is not 
  involved include a contract that was signed in the same 
  hand inviting PCs to the foreign quarter, directions to 
  include half-orc/disguised orc members to capture PCs, 
  and the fact that the slavers are a bit puzzled as to why 
  they had to wear uniforms that would tie them to the 
  Mak’s forces. 
   
  Conclusion: At the end of this, PCs have found no 
  clues regarding either Korenth’s or Etressa’s death but 
  they have discovered that someone is trying to cause 
  trouble for Turrosh Mak and the peace deal in the form of 
  a note with the Mak’s initials on it (that matches another 
  note not written by him) and a chore list by a wizard that 
  has obtaining uniforms from the Mak’s forces as a ‘to do’ 
  item. 
   
  PREPARATION FOR PLAY 
  Affiliation Briefing Sheets 
  Many of the PCs participating in this adventure will be 
  members of one of the free city’s affiliations (as detailed 
  in the Greyhawk Ruins Sourcebook). Before play begins, 
  hand out the relevant briefing sheet to each player. PCs 
  not belonging to any affiliation must determine for 
  themselves why they are exploring the ruins. 
   
  Favors 
  Note which PCs have the following favors: 
  • Thanks of the Family Gamboral: from CGR7-02:1 
  Into the Silent Barracks. PCs with this favor, may wish 
  to utilize it this adventure. They are also approached 
  by a messenger from the family, to look into the 
  rumors that link Etressa’s death with that of Korenth. 
   
  ERRATA 
  The alternate form text for an imp should read as follows: 
  An imp can assume another form at will as a standard 
  action. Each imp can assume one or two forms from the 
  following list: Small or Medium monstrous spider, raven, 
  rat, and boar. 
   
  INTODUCTION 
  The PCs receive an invitation to a ‘private party’ at one of 
  the more up-market boutiques in the Foreign Quarter, as 
  well as a request to go and see Gamboral and Eritai Kaan-
  Ipzirel. They need to decide who to visit next. Their 
  faction missions provide hints that Korenth’s killer, or 
  those involved in the death of Gamboral’s daughter may 
  have friends in this quarter. 
   
  You’ve been in the city long enough to give your 
  weapons into the guards’ keeping, and to find a place 
  to stay, before departing on private errands of your 
  own. For some of you that involves visiting the 
  organisation/s you belong to, and for others it 
  involves spending some time down in the High (and 
  Low) Markets or the theatre. Along the way, you 
  notice that you have some friends in town. 
   
  Give the PCs time to introduce themselves to each other 
  and decide if they know each other. Give those players 
  belonging to affiliations, their Affiliation Briefing Sheets, 
  and allow them time to read and absorb what’s there. 
  Allow PCs to make any purchases from the markets and 
  then read: 
   
  Returning from your meetings, you arrive to find a 
  gilt-edged invitation propped up on the night-stand 
  of your quarters. How the note came to be here, or 
  who delivered it, is something no-one appears to 
  know. The words are scribed in a rich purple ink, the 
  paper is edged in gold, and the soft perfume of Myst-
  Lake liliums greets your nostrils.  
   
  Give PCs time to respond and hand out Player Handout 1. 
  When they are ready, find out what they want to do next. 
  They have a number of options they could follow at this 
  point. 
   
  If PCs decide to answer the invitation to the foreign 
  quarter, proceed to Encounter 1A. 
   
  If they decide to visit the Wizard Gamboral, proceed to 
  Encounter 1B. 
   
  If they decide to visit the Matriarch Eritai Kaan-
  Ipzerial, proceed to Encounter 1C. 
   
  1A: ANSWERING THE 
  FOREIGN QUARTER 
  INVITATION 
  PCs are shown into an upper room where they meet with 
  a woman who is an actor pretending to be a priestess of 
  Iuz in disguise.  
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 3 
   
  There is a chance that they realize that she is, in fact, 
  an actor, but the information they receive from her is the 
  same. The symbol of Iuz she carries is genuine. She 
  cannot say who hired her, just that she is being paid a 
  good amount for the information she carries.  
   
  As the PCs arrive at the resting house with their 
  invitations, read: 
   
  The Golden Horseshoe Resting House is one of the 
  older establishments in the foreign quarter. It 
  stands three-storeys tall, and is surrounded by a 
  wall. A carriageway allows guests to be dropped off 
  and picked up from the covered portico that marks 
  the Horseshoe’s entrance, and iron gates guard the 
  entrance where guests stable their horses. The 
  doorman eyes you warily, but lets you enter the foyer 
  of this upmarket inn. 
   
  A broad, wooden counter, gleaming with polish 
  and gold trim stands before the wall on your left. 
  Ostentatious doors lead into an eating area that 
  wouldn’t be out of place in a nobleman’s mansion. 
   
  “May I help you?” an imperious voice asks. 
   
  Give the PCs time to respond. If they look toward the 
  counter, read: 
   
  The man behind the counter is dressed in somber 
  gray with a silver trim. His light blue eyes are alert, 
  even though his face expresses nothing more than 
  the gentle concern any good host would show a 
  guest. Black hair going gray at the edges gives him a 
  distinguished air. 
   
  “May I help you?” he asks again. 
   
  This is Terryl. He does not allow them any further into 
  the Resting House unless they show him their 
  invitations. He calls the Watch (who respond promptly) 
  if they insist on entering by force. Once the PCs show 
  him the invitation, read: 
   
  The man’s mouth relaxes into a broad smile, and the 
  edges of his eyes crinkle with relief. “So there are 
  some good folk in the world after all,” he grins. 
  “Follow me, I will take you to her.” 
   
  Terryl is under the impression that the lady is in trouble 
  and has sought the PCs’ assistance on a matter of urgency. 
  He does not reveal this to the PCs unless he becomes the 
  subject of a charm person, although he makes it clear that 
  he is glad there are still some noble hearts in the world. 
  Read: 
   
  Terryl knocks twice, pauses, and then knocks twice 
  again. 
   
  “Send them in.” The voice that responds is gentle 
  and full of melancholy.  
   
  Terryl raises his eyebrows to you, and swings 
  open the door, indicating that you should enter. He 
  waits, hand extended in an ‘after-you’ gesture. 
   
  Looking in, you see a long room, in which is 
  centered a round, well-polished table surrounded by 
  upholstered chairs. At one end of the table, sits a 
  cloaked woman.  Her make-up has run as though 
  from tears, and her eyes are huge with worry. 
  “Please,” she says, “won’t you come in? 
   
  The light of a single candelabra standing in the 
  middle of the table illuminates her face, sending 
  golden shadows chasing across it. The only other 
  light in the room, comes from candles mounted 
  along the walls. Heavy drapes cover what must be 
  windows. 
   
  Terryl closes the door as soon as the last PC has entered 
  the room. He does not lock it, and he does not linger in 
  the hallway, but returns immediately to his post at the 
  front desk.  
   
  �Terryl: male human expert (innkeeper) 6  
   
  When the door has closed and the PCs have settled, read:   
   
  “Ladies, gentlemen. I am glad you came,” she begins. 
  I have come to the City in disguise because my kind 
  are reviled across the Flanaess. Even you, noble-
  hearted ones, would not have agreed to help me, if 
  you had known my true identity.” 
   
  She holds up a hand, stalling any interruption 
  and reaches to the leather cord visible around her 
  throat. Lifting it carefully above her head, she places 
  it, and the skull symbol dangling beneath it, and lays 
  it on the table.  
   
  “Please,” she says, “hear me out. I have come to ask 
  a favor. It will not harm your beloved Greyhawk, but 
  will keep it safe.” 
   
  PCs may wish to respond at this point by making a 
  number of skill checks: 
  • A DC 13 Knowledge (religion) reveals that this is the 
  symbol of Iuz, demigod of Deceit, Pain, Oppression, 
  and Evil. 
  •  A DC 15 Appraise check reveals that the symbol is 
  real, or, if not real, a very expensive fake. 
  • Make an opposed Sense Motive check against Greta’s 
  Bluff check. PCs succeeding at the Sense Motive 
  check, sense that there is something Greta isn’t telling 
  them, and can press her for more details. If they press 
  too hard, however, they trigger the attack of the 
  shadow creatures. 
  • PCs succeeding at a Spot check opposed by Greta’s 
  Disguise check realize that this woman does not seem 
  to be marked by the cruelty that one would expect 
  from a follower of Iuz. They can challenge her 
  identity, if they wish, but this triggers the attack of 
  the shadow creatures. 
   
  Alternatively, they may wish to cast a number of spells to 
  determine more: 
   
  Detect Evil:  1st round: evil is present. She is tainted by 
  it, and so is the symbol of Iuz; 2nd round: There are two 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 4 
  evil auras present, the strongest of which belongs to the 
  symbol of Iuz; 3rd round: Greta is surrounded by a very 
  weak and dim aura of evil – as though she has recently 
  associated with someone, or something evil, but is not 
  evil herself. The symbol of Iuz has a strong aura of evil. 
   
  Detect Magic: 1st round: That she is surrounded by 
  magical auras – as is the symbol of Iuz; 2nd round: That 
  there are five magical auras on or near her person, and 
  that the strongest one rests on the holy symbol she has 
  placed on the table; 3rd round: That the auras can be 
  identified as follows: 
  • DC 18 Spot check reveals magical aura under the front 
  of her robe. This aura is one of faint transmutation, 
  about the size of a thumb (amulet of natural armor) 
  • Cloak (dark blue with silver trim) has an aura of 
  moderate transmutation (cloak of Charisma) 
  • Vest (white, edged in silver piping with silver buttons 
  – hidden under robe) DC 12 Spot check to notice 
  glow of moderate abjuration. 
  • Symbol of Iuz: has a strong aura of evocation. 
   
  TALKING WITH GRETA 
  If the PCs do not attack, but instead talks with Greta, she 
  visibly relaxes and begins to speak her lines. (If any of the 
  PCs express doubt, allow a Sense Motive check at any of 
  the points marked with **).  Read:  
   
  The woman before you visibly relaxes. “I’m so glad 
  you will listen. While my master is no friend of 
  Greyhawk City, he does not wish to see the Mak rise 
  to power. That ‘creature’,” she almost spits the word, 
  “is not to be allowed to garner greater power.**” 
   
  Greta has learned these lines well, but the PCs can still 
  see through her act.  
   
  “He works to lull the City into a false sense of 
  security, while he works on different methods of 
  smuggling his creatures inside to ferret out all its 
  weaknesses. He seeks the City’s fall.**” 
   
  Greta has learned these lines well, but cannot bring 
  herself to believe them, so there is an undercurrent that 
  lacks conviction in her tone. PCs might hear skepticism 
  in her tone, and wish to question her more closely. 
   
  She pauses, drama etched in her very pose**.  
   
  Greta’s pose is a little too dramatic. PCs succeeding at an 
  opposed Sense Motive check are reminded of a night out 
  at the theater and a certain actress who plays the ‘girl who 
  cried wolf’ in a recent theatrical hit. 
   
  “And my master wishes to know that it was the Mak 
  who was involved in Korenth’s death, and the Mak 
  who controlled the men who saw that Gamboral’s 
  daughter died.**” 
   
  PCs that win an opposed Sense Motive check are 
  reminded that they only received their instructions this 
  morning. It suddenly strikes them that the Mak would 
  make a very convenient patsy for anyone wanting to 
  disrupt the peace process, and they can think of a number 
  of factions who stand opposed. (Greta has no evidence to 
  back up her claims and tries to argue that the Mak’s 
  involvement in these deaths is logical – even though he 
  appears to be trying to broker a deal. If a PC brings up 
  that the Mak, even if he was trying to pull the wool over 
  Greyhawk’s eyes, wouldn’t be dumb enough to murder a 
  servant of the Matriarch of St. Cuthbert until he’d 
  achieved his goal, she has no response and her arguments 
  peter out. At this point, the shadow creatures attack.) 
   
  “I will be staying here for the next ten day, trying to 
  find out what connections I can. Promise you will 
  send a report to me via Terryl, each evening as the 
  sun sets?**” 
   
  A successful opposed Sense Motive checks reveal 
  nothing but the truth, at this point. If the PCs ask for a 
  reward, read: 
   
  “A reward?!” the woman gives a short bark of 
  laughter. “I thought you hated my kind? Wouldn’t 
  deal with evil…” 
  Very well. My master’s resources are wide and 
  varied. I will present him your request in my nightly 
  prayers, and see what answer he provides. Come and 
  see me tomorrow evening, and we will finalize this 
  deal.” 
   
  The PCs leave, having agreed, read: 
   
  With a little smile, and a wink, the woman picks up 
  the symbol of Iuz and slips it over her head. She 
  watches you leave from her vantage point from 
  behind the table. 
  While it seems unusual for a priestess of Iuz to 
  be involved in something like this, it’s not entirely 
  out of the question. 
   
  Greta Mayani 
  Female human bard 6 (Bluff +12, Disguise +9, Perform 
  (act) +16); see Appendix 1 for more details. 
   
  Attitude: Friendly (PH 72) if rescued; indifferent: if 
  rescued but going to be turned over to the Watch; 
  Helpful: if rescued and PCs agree not to turn her over to 
  the Watch. 
   
  What Greta Knows: Greta knows nothing of the 
  deaths of Korenth and Etressa – save what is already 
  common knowledge, and she does feel sorry for Etressa’s 
  family, and sympathy for Eritai having lost a servant that 
  she was more a colleague and a friend.  
   
  Greta tells the PCs she was hired by an elven man, who 
  paid her well (no, she does not disclose the amount – 
  that’s private, and not something professionals share) to 
  play the part of a priestess of Iuz and give the PCs the 
  information she has brought. 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 5 
   
  She, personally, does not know what to think of the 
  peace treaty and the Mak, nor does she really care. She’d 
  be happy to see it go ahead, as long as it means that there 
  will be less tension in the region. 
   
  She doesn’t think much on Iuz. She’s never run afoul 
  of his priests, and shivers if the PCs point out that, having 
  agreed to impersonate one, his priests probably know 
  about her. The thought makes all color drain from her 
  face, and adds an urgency to her request for them not to 
  report her to the Watch – after all, anything that goes on 
  in the Watch house soon comes back to the streets and 
  the priests of Iuz would find out for sure then. 
   
  SHADOW ATTACK 
  If the PCs move to attack Greta, their actions trigger the 
  shadow creatures’ attack, read: 
   
  Even as you act, a sudden, sharp gust of wind swirls 
  through the room, putting out the lamps along the 
  walls, and causing the candles to gutter out. When it 
  is gone, only three candles remain, lighting the 
  centre of the room and leaving dancing shadows to 
  populate the corner of the room. 
   
  Is it our imagination, or are some of those 
  shadows growing thicker and taking form. And was 
  that a growl? 
   
   
  All APLs (EL 6) 
   
  �Greta Mayani: female elf bard 6; hp 21; Appendix 1.  
   
  APL 2 (EL 3) 
   
  �Shadow Krenshar (1): 11 hp; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Advanced Shadow Krenshar (1): 57 hp; Appendix 
  1. 
   
  APL 6 (EL 7) 
   
  �Advanced Half-Fiendish Shadow Krenshar (1): 
  65 hp; Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Advanced Half-Fiendish Shadow Krenshar (2): 
  65 hp each; Appendix 1. 
   
  NOTE: The EL has been calculated at +1 because the laws 
  of Greyhawk prevent the PCs from carrying their normal 
  array of weapons and employing greatly destructive 
  combat techniques… or they should. 
   
  Tactics: Use these notes to run the battle: 
   
  Greta: She tries to put something (a PC, table, chair, 
  anything!) between herself and the krenshar/s. She has 
  no offensive spells. If the PCs don’t attack her, she uses 
  her inspire courage ability to assist them. 
   
  Shadow Krenshar: The krenshar(s) uses its shadow 
  blend ability to maximum effect at all APLs. When on its 
  own, it focuses on the PC that poses the most obvious 
  threat (choosing the fighter, currently hitting it, over 
  spellcasters or others using ranged attacks). Where there 
  is more than one krenshar, they use pack hunting tactics 
  such as flanking.  
   
  NOTE: At APLs 4 and above, the shadow krenshar is a 
  Large creature is forced to squeeze. 
   
  AREA FEATURES 
   
  Ceiling: The ceiling in this room is ten feet high. 
   
  Lighting: The lanterns provided enough light, but 
  shadows lingered in the corners of the room. Once the 
  lanterns blew out, PCs find themselves suffering the 
  effects of shadowy illumination (PH 164-165). 
   
  DEVELOPMENT 
  Questioning Greta: Once the PCs have defeated the 
  shadow creature/s, and if they have managed to keep 
  Greta alive, they may ask her more questions. 
   
  Who are you, really? I’m Greta Mayani, a performer 
  at the Royal Opera House. 
   
  Why are you masquerading as a priestess of Iuz? 
   It was just another role – you know, pretend to be 
  someone else, make the audience believe your story, and 
  get paid. Actors take parts where they can find them… 
  and I didn’t see that it was doing any harm… 
   
  Who hired you? I don’t know. He was elvish, though 
  – very handsome. Wore that lovely chainmail they’re 
  known for and carried a finely crafted longsword. I 
  couldn’t tell if he was a wizard or a warrior; you get all 
  sorts visiting the theater!. 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 6 
   
  Stay right here; we’re calling the City Watch: 
  Please don’t. I promise I won’t do anything so stupid 
  again. I’ll pay you for rescuing me; I’m not impoverished, 
  you know… and I know people. Not dobbing me in 
  could 
  bring 
  its 
  own 
  rewards. 
  I 
  could 
  make 
  arrangements… (If any PC makes an improper 
  suggestion: No! Not that kind of arrangement! The other 
  kind, where I help you find what you want… oh, that 
  didn’t come out right either! You know what I mean! 
  Now, no more suggestions like that, or I’ll call the Watch 
  myself!) 
   
  Greta really doesn’t know much more than that. She’s 
  been well paid for her masquerade, and is in deep shock, 
  that her employers would put her at risk of attack by the 
  terrible monsters summoned by the symbol. She is in 
  shock and clings to any PC who offers her support and 
  sympathy – particularly any male warrior who put 
  himself at risk to get between her and the shadow 
  creature. She’s grateful to female PCs as well, but doesn’t 
  cling to them – after all, if a girl can be a strong warrior, 
  then she can be a brave bard! 
   
  She asks for an escort back to her quarters not far from 
  the Opera House, offering to pay PCs 10 gp to get her 
  home safely. She is strongly opposed to seeing the Watch, 
  but won’t run away or resist if PCs insist on taking her to 
  see them. 
   
  Turning Greta over to the Watch: After questioning 
  her, PCs may turn Greta over to the City Watch. The 
  Night Watch station is open and she is charged and 
  placed in a cell. PCs are asked for statements, and told not 
  to leave town before the trial. They are then free to 
  continue on their way. 
   
  PCs who rescue Greta, but do not turn her over to the 
  Watch, receive the ‘Gratitude of a City Bard’ AR Award. 
   
  PCs who rescue Greta, but do turn her over the Watch, 
  receive the ‘Owed a Bard’s Debt’ AR Award. 
   
  If there is dissension on whether or not to turn Greta 
  over to the authorities, have the players vote on the 
  course of action taken. 
   
  Shadow Creatures Attack: If PCs have been attacked 
  by the shadow creatures, skip Encounter 2A; they are not 
  attacked again. Allow them to progress to the next stage 
  of their investigations. 
   
  Go to the Royal Opera: PCs may wish to go to the 
  Royal Opera House to learn more. If they do, go to 
  Encounter 2C. 
   
  Agreeing to help Greta: If PCs agreed to help Greta’s 
  priestess persona, go to Encounter 2C. 
   
  1B: VISITING GAMBORAL 
  Gamboral has been under observation ever since his 
  daughter, Etressa’s, body was found in the ruins. He says 
  that his research suggests that the same person that killed 
  Korenth, was also responsible for the murder of his 
  daughter. He asks the PCs for help, but doesn’t have any 
  real information to give. 
   
  “Yes?” The middle-aged wizard looks out his door at 
  you. It is easy to see the grief that lines his face, and 
  hangs, like a shroud, over his every move. He might 
  once have been one of the top magic-workers in the 
  guild, but he doesn’t look like it now. His daughter’s 
  death seems to be sapping him of his strength. “How 
  can I help you?” 
   
  If the PCs explain that they have come to help investigate 
  his daughter, Etressa’s, death, read: 
   
  Moisture wells in the man’s eyes, and emotion 
  colors his face. “Come in. Come in,” he says, stepping 
  aside. “There isn’t much I can tell you, but what I 
  know I will.  
   
  Allow the PCs to settle themselves. He then begins:  
   
  You see, a week ago, I sought out a diviner and asked 
  him to look into my daughter’s death. He mentioned 
  K…Korenth in his divining and for a moment, I 
  couldn’t think of who the man might be. I am 
  ashamed to say that it took me a full day to puzzle 
  out his identity. Oddly enough, he is the only other I 
  could think of, who’d had any real business outside 
  the city. The diviner thinks the deaths are linked in 
  some way, but whether or not it’s the same 
  perpetrator, or some other link, he couldn’t say.” 
   
  Allow the PCs to discuss this. When conversation peters 
  out, continue: 
   
  It’s obvious that this is all he knows. “Please,” he 
  says, “I know it’s not a lot of information, but see 
  what you can discover about her killers – that would 
  bring some comfort, even if you never find out why.” 
   
  On this last word, his voice trembles and cracks 
  and he sinks into his chair as sobs tear themselves 
  free of his chest. Unbidden, a man emerges from 
  deeper in the house. Frowning at his master and 
  glaring at you, he indicates the front door. 
   
  “Come back another time,” he says, ‘when you 
  have answers for my master. He needs to rest now.” 
   
  The look on his face commands you not to argue, 
  and you can see the silent plea that you will leave 
  and not cause his master any more distress.  
   
  Hopefully, 
  the 
  PCs 
  leave 
  without 
  forcing 
  the 
  manservant’s hand. If they hesitate he says, “I ask that you 
  come back when my master is not so distressed. Please 
  leave now.” 
   
  GAMBORAL 
   
  Attitude: Friendly (PH 72) or helpful (to those with 
  the Thanks of the Family Gamboral AR award). 
   
  What Gamboral Knows: Gamboral knows that he 
  misses his daughter terribly, and that her death has left a 
  terrible in both his heart, and his wife’s heart. He feels 
  that some of the pain they feel will be reduced by 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 7 
  knowing the why of her death, and that is why he paid for 
  the divinations. He knows that Etressa’s death, and that of 
  Korenth, are inextricably linked, but he cannot identify 
  the link. He wants whoever committed the murders 
  stopped – forever. He also knows that Matron Eritai 
  Kaan-Ipzeriel believes the same thing, but does not know 
  if she has any other details that she is withholding from 
  him. Perhaps the PCs could speak with her? 
   
  �Gamboral: male human wizard 8. 
   
  CURREL 
   
  Attitude: Indifferent (PH 72) or friendly (to those PCs 
  who have the Thanks of the Family Gamboral AR item) 
   
  What Currel Knows: He knows that his master 
  believes Etressa’s death is linked to that of Korenth and, 
  after hearing the divination, he is inclined to believe the 
  same. He also knows that the house is not the same 
  without Etressa around, and remembers times when 
  anticipation of Etressa returning home to visit would fill 
  the house with joy. It is obvious that he adored Etressa – 
  in much the same way a brother would adore his 
  adventuring sister. 
   
  �Currel: male human expert (butler/valet) 4. 
   
  DEVELOPMENT 
  The PCs are free to continue with their investigations. 
  There is no more information to be found here. 
   
  1C: VISITING ERITAI KAAN−
  IPZIEREL 
  Eritai has divined that the ones responsible for Korenth’s 
  death are in the city (true, but only to set up the actor and 
  the thugs and to observe proceedings from there). She, 
  too, is under observation. 
   
  The faith of St. Cuthbert is the most powerful church 
  in the city. As the PCs approach, read: 
   
  In front of the church is a wide courtyard, paved in 
  white tiles. Pathways lead through well-kept gardens 
  of roses and other exotic plants to a large, circular 
  fountain. In the center of the fountain stands a 
  statue of St. Cuthbert himself. As you approach, a 
  human male, clad in simple brown robes, adorned by 
  the symbol of an oaken cudgel rises from his knees 
  and steps towards you, a large, white dog at his heels. 
   
  “The Matriarch is expecting your visit,” he says, 
  “but she cannot add much to what you already 
  know.” 
   
  He leads you through large double doors bound 
  in ornate brass scrollwork into the temple.  
   
  PCs are led through to see the matriarch. Continue: 
   
  After traversing the holy halls of this great temple, 
  you are led into a sitting room. Large windows look 
  out over the temple gardens, and a woman, dressed 
  in the brown robes of St. Cuthbert stands before 
  them, observing the scene outside. 
   
  When she turns, you notice the aura of authority 
  that hangs over her like a cloak and know, beyond 
  doubt, that you stand in the presence of one of St. 
  Cuthbert’s chosen.  
   
  “I know why you are here,” she says, “and I can 
  only confirm what the divinations have said. That a 
  common factor links the death of Korenth and 
  Etressa, and that the trail began outside the city. 
  That this danger is now within Greyhawk’s walls, is 
  beyond doubt, but where it resides, and what form it 
  will take, I do not know.” 
   
  She turns away from you, then, and looks out 
  across the gardens once again. Berronn seems to 
  take it as a sign of dismissal, and begins to usher you 
  towards the door. 
   
  BERRON 
   
  Attitude: Friendly (PH 72) or helpful (towards fellow 
  believers).  
   
  What Berron Knows: Berron knows that Eritai 
  believes that the deaths of Korenth and Etressa are linked 
  to each other and to the ruins. He knows she believes Iuz 
  has plans in motion. He does not know what her 
  thoughts are on the Mak and the peace plans and any 
  relation they might have to the current happenings. He 
  knows that Eritai has recognized that the PCs will help 
  with these matters and wants to meet with them, in order 
  to ‘get a feel for them’ 
   
  Berron: LN Male human cleric (St. Cuthbert) 6. 
   
  ERITAI KA’AN−IPZERIEL 
   
  Attitude: Friendly (PH 72) or helpful (towards fellow 
  believers). Eritai has followed the PCs’ progress and 
  knows they can help sort fact from fiction. 
   
  What Eritai Knows: Eritai believes, from her 
  divinations, that the deaths of Korenth and Etressa are 
  connected, both to each other, and to the other things 
  happening in the Free City. She believes that the PCs are 
  part of the puzzle, a helpful part, and that they can help 
  sort fact from fiction. Eritai, also thinks that Korenth’s 
  death has something to do with the happenings in the 
  ruins, and that Iuz is somehow connected to it all. She 
  cannot yet discern how Turrosh Mak and the peace plans 
  are linked to the muddle, but she does believe they are. 
   
  �EritaiKaan-Ipziriel: female human cleric (St. 
  Cuthbert) 14. 
   
  DEVELOPMENT 
  The temple of St. Cuthbert is being observed, and visitors 
  are noted. Visitors who also saw Gamboral, or went to the 
  Foreign Quarter, or those that are believed to have 
  anything to do with the investigations into Korenth’s and 
  Etressa’s deaths are especially marked. Once the PCs 
  leave the temple, plans are set in motion for the next 
  phase of Iuz’s plan to upset the peace process. Go to 
  Encounter 2B. 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 8 
   
  2A: AMBUSH IN THE 
  FOREIGN QUARTER 
  PCs have refused to help the ‘priestess of Iuz’ persona 
  played by Greta Mayani. Read: 
   
  Leaving a disappointed priestess of Iuz with your 
  refusal, you close the door behind you. As it clicks 
  shut, you hear a startled scream. 
   
  “Help me!” the priestess shrieks, and there is real 
  terror in her voice.  
   
  “Help me!” The cry comes again, and doors up and 
  down the hallway open in response. Curious guests 
  peer out at you as another scream, wordless this 
  time, rips through the air. 
   
  Let the PCs respond. If they turn back into the room, 
  read: 
   
  As you fling open the door, you note that the room is 
  almost completely dark. The lamps lining the walls 
  have gone out, leaving only the candelabra to 
  provide light – and even the flames of its candles are 
  threatening to go out.  
   
  The priestess is cowering in a corner, holding a 
  chair before her as one of the very shadows bites 
  great chunks out of it. As dark jaws crunch down to 
  splinter another chair leg, she screams again, and 
  almost drops the chair. 
   
  Go to initiative. Unless the PCs do something to attract 
  its/their attention, the shadow beasts have another go at 
  the chair. In this round, they will be su essful in taking it 
  from her hands. 
   
  All APLs (EL 6) 
   
  �Greta Mayani: female elf bard 6; hp 21; Appendix 1.  
   
  APL 2 (EL 3) 
   
  �Shadow Krenshar (1): 11 hp; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Advanced Shadow Krenshar (1): 57 hp; Appendix 
  1. 
   
  APL 6 (EL 7) 
   
  �Advanced Half-Fiendish Shadow Krenshar (1): 
  65 hp; Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Advanced Half-Fiendish Shadow Krenshar (2): 
  65 hp each; Appendix 1. 
   
  Tactics: Use these notes to run the battle: 
   
  Greta: She tries to put something (a PC, table, chair, 
  anything!) between herself and the krenshar/s. She has 
  no offensive spells. If the PCs don’t attack her, she uses 
  her inspire courage ability to assist them. 
   
  Shadow Krenshar: The krenshar(s) uses its shadow 
  blend ability to maximum effect at all APLs. When on its 
  own, it focuses on the PC that poses the most obvious 
  threat (choosing the fighter, currently hitting it, over 
  spellcasters or others using ranged attacks). Where there 
  is more than one krenshar, they use pack hunting tactics 
  such as flanking.  
   
  NOTE: At APLs 4 and above, the shadow krenshar is a 
  Large creature is forced to squeeze. 
   
  AREA FEATURES 
  Shadowy Illumination: The room is in near darkness, 
  with the candelabra providing shadowy illumination.  
   
   
   
  DEVELOPMENT 
  Greta is very grateful, if she is rescued by the PCs, but 
  begs them not to report her to the Watch. She admits that 
  she is not a priestess of Iuz, but was well-paid to play the 
  part. If the PCs report her to the Watch, she is 
  disappointed, but acknowledges that she owes them a 
  debt for saving her life. Any requests for updates on the 
  investigation receive the reply that “Investigations are 
  still ongoing.” Use the roleplaying notes in Encoutner 1A 
  to facilitate the PCs’ discuss with Greta. 
   
  2B: OUT OF THE BAG 
  An agent of Iuz made his way into the city and found a 
  wizard who had a bag of holding to spare. Having divined 
  where to find some of Turrosh Mak’s ogre forces, he then 
  charmed the ogres into trusting him enough to be paid for 
  a job in Greyhawk City. In order to smuggle the creatures 
  into the city, he supplied them with iridescent ioun stones 
  (enabling them to survive in an environment without 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 9 
  air), convinced them (via his charm) that the bags of 
  holding were a safe way of entering the city (and exiting it, 
  once the job was done). All they had to do was attack and 
  kill the adventurers they saw when released. 
   
  He then used reduce person to fit them into the bags 
  safely and followed it with permanency to make sure they 
  didn’t enlarge before time.  
   
  Entering the city with his now undetectable ogres, he 
  rented a room near where he had divined the adventurers 
  would pass, and hired the urchins to take and turn the 
  bags inside out in front of the party. He is watching from 
  a second-floor window when the urchins release the 
  ogres, ready to dispel the permanency and return the ogres 
  to their original size. Read: 
   
  The city of Greyhawk hums around you, filled with 
  all the bustle and hurry you have come to expect. 
   
  There are the horse carts taking goods to and 
  from warehouses, and people hurrying about their 
  business. There’s even a pair of urchins fleeing out 
  the doorway of a nearby inn, mischievous grins on 
  their faces and a bag in their hands.  
   
  They dodge around a fat merchantman dressed in 
  clothes from a colder climate, skip past a 
  noblewoman and her frowning escort, and crouch 
  down a bare five feet from you.  
   
  They turn their bag/s inside out, dropping two 
  figures to the cobbles, as well as two blocks of wood.  
   
  PCs making a DC 35 Spot check notice something 
  strange about the second floor window of the nearby inn. 
   
  Allow PCs that win initiative, to respond before the 
  reduce person is dispelled and the ogres return to their 
  normal size. If the PCs lose initiative, or choose to wait 
  and see what happens, read:  
   
  The figures get to their feet, picking up 
  the clubs that have fallen beside them. 
  At the same time, they begin to grow in 
  size, growing from four-and-a-half feet 
  in height to a full nine feet of wart-
  covered, greasy-haired stench. Hefting 
  clubs that have enlarged with them, they 
  ignore the children scrabbling back 
  away from them, and the startled outcry 
  being raised by passers-by. Their tunics 
  are emblazoned with the symbol of a 
  fierce-haired medusa. As their little, red 
  eyes fasten on you, they attack. 
   
  On their turn, PCs may wish to make one or 
  more of the following checks: 
   
  Bardic Knowledge: A DC 10 check 
  reveals that ogres formed a good part of 
  Turrosh Mak’s forces in recent attacks on 
  the Wild Coast. 
   
  Knowledge (local – Core) A DC 20 
  check recognize the symbol on the 
  creatures’ tunics as that commonly worn by 
  troops belonging to Turrosh Mak.  
   
  Knowledge (nature) A DC 14 check recognizes these 
  creatures as ogres.  
   
  Spot: PCs making a DC 15 check notice that each ogre 
  has a small stone circling its head as it comes out of the 
  bag, but that these stones vanish with a flash as the 
  creatures rise to their feet. 
   
   Sense Motive: On the urchins before the ogres 
  appear: DC 10 check reveals that the urchins are excited 
  about what they are doing, while DC 13 reveals no 
  maliciousness in their actions. On the urchins after the 
  ogres appear: A DC 5 check reveals pure terror at the 
  sight of the ogres. 
   
  Spellcraft on the ogres: (Only if PC has detected magic 
  on ogres). A DC 24 check reveals that the ogres are under 
  the effects of a charm monster spell. 
   
  Spellcraft on the stones (only if PC had detect magic 
  running when the ogres emerged). A DC 21 check reveals 
  moderate transmutation magic. 
   
  Spellcraft on the bags (if PC has detect magic running 
  and time to investigate) a DC 20 check reveals moderate 
  conjuration magic. 
   
  ALL APLs 
   
  �Agent of Iuz: invisible; Initiative +6; Concentration 
  +21 
   
  �Sameus: female half-elf child; Initiative +1; Hide +4 
   
  �Molyl: male human child; Initiative +1; Hide +4  
   
  APL 2 (EL 4) 
   
  �Ogre (1): hp 29; MM 199. 
   
  APL 4 (EL 6) 
   
  �Ogre (2): hp 29 each; MM 199. 
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 10 
  APL 6 (EL 8) 
   
  �Ogre Barbarian (1): hp 79; MM 199. 
   
  APL 8 (EL 10) 
   
  �Ogre Barbarian (2): hp 79 each; MM 199. 
   
  Agent of Iuz Tactics: Dispels the permanency on the reduce 
  person in the first round; teleports himself out of Greyhawk 
  in the second round. 
   
  Street Urchin Tactics: Molyl and Sameus are 
  horrified when the ogre/s appear. They drop the bag of 
  holding, and dive into the shelter of the nearest alley, 
  burrowing under piles of refuse, or hiding behind boxes 
  to avoid being seen. When they realize that the ogre/s 
  aren’t looking for them, they watch the ensuing fight 
  from around the corner of the alley.  
   
  Ogre/s Tactics: The ogres have one tactic – kill! They 
  do not coordinate their attacks, and tend to hit whatever 
  thing hit them last (or is standing in front of them at the 
  time). The ogres do not use ranged attacks in this combat. 
   
  Passers-By Tactics: Clear the street and alert the 
  Watch. 
   
  The Watch: Arrives in 10 rounds. 
   
  Treasure: The following treasure can be gained from this 
  encounter: 
   
  All APLs: bag of holding type I. 
   
  AREA FEATURES 
  The street is open and cobbled. Passers-by rapidly 
  disappear out of it, and doors and windows on the ground 
  floor are soon shut. PCs have an open street to play in, but 
  nothing they can use for cover. 
   
  DEVELOPMENTS 
  PCs may wish to question the street urchins. The two 
  children know the following:  
   
  Sameus 
   
  Attitude: Indifferent (PH 72) until assured she isn’t in 
  any trouble, then helpful 
   
  What Sameus Knows: Sameus knows that they were 
  hired by an elven ‘magic man’ (Rolls her eyes: “Yeah, 
  that’s right, a wizard”).  
   
  She is angry that he tricked them and vows terrible 
  (but undescribed) vengeance if she ever sees him when 
  she’s ‘growed and able to take care of meself’. If asked for 
  the last place she saw him, she pales but offers to show 
  the PCs, after ascertaining that they’d be willing to pay 
  her for putting herself in danger – wizards *are* 
  dangerous, dontcha know? 
   
  She was paid to empty the bag. How much is none of 
  their business. It’s private. She also wants to know if she 
  and Molyl can have the bag – after all it was given to 
  them, regardless of what was inside it and the wizard did 
  say she could keep it. 
   
  �Sameus: female half-elf commoner 1. 
   
  Molyl 
   
  Attitude: Indifferent (PH 72) until assured he isn’t in 
  any trouble, then helpful 
   
  What Molyl Knows: Molyl knows they’re in ‘Big 
  Trouble’, and it’s Sameus that got them into it, not that 
  he’d ever point that out to anyone. Sameus is his friend – 
  his only friend, and they’ve been getting each other into 
  trouble for years; it was about time for Sameus to have a 
  turn. 
   
  Molyl is petrified of the wizard, but he’s pretty mad at 
  the way they were trick. ‘People could have been killed!’ 
  ‘We’d never have done that if we’d known!’ ‘That’s evil, 
  and we’re not evil.’ That wizard is surely in trouble when 
  Molyl is bigger, but he’s not sure how he’s ever going to 
  be able to take him down – I mean, don’t wizards start 
  being undead after a while? And aren’t undead wizards 
  really hard to kill? 
   
  Molyl’s pretty open to suggestions of being adopted by 
  any guild – except the wizard’s guild seeing as he doesn’t 
  want to end up undead like all the other wizards (and like 
  many children, he can’t yet be convinced that there’s any 
  other way for wizards to be. And, of course, he thinks 
  Sameus should be adopted with him, if she has no 
  objections. 
   
  He’s more than willing to show the adventurers where 
  to find the wizard, as long as they promise to keep him 
  safe until he’s ready to take the wizard out. 
   
  �Molyl: male human commoner 1. 
   
  Following the Urchins: PCs are able to get the location 
  of the elf from the urchins, and can go up to the room 
  where he was staying. Go to Encounter 3A. Divinations 
  do not reveal any clues as to the elf’s whereabouts. 
   
  Bag of Holding: PCs investigating the bag of holding, 
  notice a small maker’s mark emblazoned on the base of 
  the bag. A DC 15 Knowledge (local – Core) reveals that 
  this mark belongs to the wizard Palfrey, who is known for 
  his creation of fine magic items. They may wish to go and 
  see what information they can discover from Wizard 
  Palfrey. If they do, go to Encounter 3B. 
   
  2C: VISITING THE ROYAL 
  OPERA HOUSE 
  PCs go to the Royal Opera House to try and discover 
  more about Greta’s employer. Their trip reveals nothing, 
  and they must continue their investigations elsewhere. 
  Read:. 
   
  It doesn’t take you too long to get taken back stage. 
  The stage manager is a very busy person, but, when 
  Greta’s name is mentioned you have his complete 
  attention. 
   
  “Where is she?” he asks, concern driving his voice 
  up into the higher octaves. He coughs and clears his 
  throat. When he speaks again, his voice sounds 
  almost normal. “Ehem, I mean, where is she? Is she 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 11 
  okay? That fellow she was with – didn’t like his look 
  at all, at all.” 
   
  The PCs are free to question the man from this point 
  onwards. All that he knows about the situation, can be 
  found below: 
   
  BASSYL TRUSCOTT 
   
  Attitude: Indifferent (PH 72) until PCs mention 
  Greta, then friendly. 
   
  What Bassyl Knows: Bassyl knows that he let a 
  wizard backstage, who was looking to hire an actor for a 
  single evening’s entertainment. The elf paid him well, 
  and so, he expected that the elf would pay his hireling 
  well also, and since Bassyl gets a cut (how much is none 
  of your business, thank you very much), it was in his 
  interest to show the elf through. 
   
  How did he know he was a wizard? Well, that one’s 
  easy. He was wearing a robe and carrying a staff, and the 
  spell component’s pouch was a dead giveaway. It only 
  takes a minute to note little details like that, you know. 
  With a little cajoling, Bassyl also admits, with a reddened 
  face, that he suspects the elf used a little glamer to make 
  him more cooperative. 
   
  He’s also worried about Greta. She’s the draw-card this 
  evening and he doesn’t have time to replace her. She is 
  alright, isn’t she? And the PCs can escort her safely to the 
  Opera House, can’t they? (On their agreement, Bassyl’s 
  attitude improves one level.) 
   
  The wizard said nothing about what he planned to 
  next, and Bassyl didn’t ask; it’s not healthy to ask that sort 
  of thing you know. You do realize that there is such a 
  thing as too much information. 
   
  �Bassyl Truscott: male human bard 8/expert 4. 
   
  DEVELOPMENT 
  PCs will have to pick up the thread of their investigations 
  from here. If they haven’t gone to visit Matron Eritai, 
  then they could try that. If they have no intention of 
  going to see her, run Encounter 2B after they leave the 
  Opera House. 
   
  3A: TO FIND AN ELVEN 
  WIZARD 
  PCs follow the urchins to the rooms (or go in pursuit) of 
  the elven wizard that set them up with the ogres-in-the-
  bag trick. 
   
  The inn keeper is horrified as you stalk into the bar, 
  following the two children. 
   
  “Oy! You kids! Out of here!” he shouts. 
   
  Let the PCs convince him to let them see the room. It 
  doesn’t take much – all they have to do is explain the 
  situation, or offer him money… and, of course, they have 
  to assure him that Sameus and Molyl aren’t going to be 
  allowed to get into any trouble. 
   
  INNKEEPER TAVICK 
   
  Attitude: Unfriendly (PH 72) when PCs enter with 
  urchins; becomes to indifferent when PCs explain 
  situation and friendly when he realizes that the PCs got 
  rid of the ogres. 
   
  What Tavick Knows: Tavick knows he rented out the 
  room three nights ago. He’s shocked to think that the 
  ‘fine elvish gentleman’ could be involved in anything so 
  crass as setting ogres loose in the city, and is willing to 
  escort the PCs to the room.  
   
  He knows the elvish gentleman in question is 
  currently ‘in residence’ as he hasn’t seen him come down, 
  so he knocks. His horror at the room being unoccupied is 
  more to do with the fact that the room’s occupant owes 
  him for the night and was supposed to settle up before he 
  left. Somehow, PCs get the impression that all future 
  guests will be expected to pay cash up front. 
   
  �Innkeeper Tavick: male human expert 7. 
   
  THE ROOM 
  There appears to be nothing in the room to give away 
  the occupant’s identity, or who he was working for. 
  The bed is nicely made, and the curtains slightly ajar 
  from where he must have been observing the fight. 
  The bed is unmade, and evidence of the wizard’s last 
  meal still sits on a table by the window. The room is 
  surprisingly empty, however, and the innkeeper 
  seems outraged. 
   
  A DC 20 Search check reveals a piece of paper that has 
  slipped down between the mattress and the wall. It 
  doesn’t seem to have been secreted there, but mislaid. 
  Give the players Player Handout 2. 
   
  DEVELOPMENT 
  PCs may wish to do one, or more, of the following: 
  • A DC 13 Knowledge (geography) checks identifies the 
  medusa head as the symbol for the Mak’s forces. 
  • Visit the Wizard Palfrey to see what he knows about 
  the bag of holding, or to save him from what they could 
  believe to be impending danger (go to Encounter 3B). 
  • Visit the temple of St. Cuthbert. 
  • Search for rumors of slavers (no such relevant rumors 
  exist). 
   
  3B: OFF TO SEE THE WIZARD 
  After buying the bag of holding from the Wizard Palfrey, 
  Iuz’s agent sent his imp to the man, bearing a gift. Palfrey 
  has only just partaken of the gift as the PCs arrive. 
   
  It was easy to find out where the Wizard Palfrey 
  lived; he is, after all, well known for the quality of 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 12 
  the items he crafts. The doors to their home are wide 
  open. 
   
  As you approach, you hear what might be a 
  strangled cry, and then the crash and tinkle of 
  something falling. 
   
  Give the PCs time to react. If they don’t go in the front 
  door, they find whatever parts of the house they pass 
  through empty, until they reach the workshop, library, 
  and office. Popular craftsman, he might have been, but 
  the wizard didn’t seem to put much stock in luxury. All 
  the wealth in this little house appears to be in this one 
  space. 
   
  Finding the workspace is easy – it’s located in the 
  central part of the house. It seems that the wizard is 
  a master of at least one craft, and, you note, looking 
  at the tools and leather supplies on one bench, and 
  the large loom that stand along one wall, possibly 
  more.  
   
  A bottle of wine stands on the corner of a 
  workbench filled with sheafs of paper, ink stands, 
  quills and books. Of the glass there is no sign. 
   
  A DC 12 Spot check reveals the following: 
   
  A boot protrudes from around the base of a cabinet 
  that serves as one end of a desk. One of the shoe 
  twitches and a low moan is heard. 
   
  Let the PCs decide what to do next. If they investigate, 
  read: 
   
  Investigating the protruding boot reveals that there 
  is a foot inside it, and that the foot is attached to 
  what one can assume is the Wizard Palfrey. His face 
  has turned a reddish-purple, as though he is 
  choking, and a shattered wine glass lies beside his 
  body – the blood-red spill of the wine spreading in a 
  pool on the floor. 
   
  Before you can go to investigate, however, several 
  books fly off the shelves above his desk, and a small 
  winged humanoid flies off the shelf after them, 
  muttering what might be sibilant curses under its 
  breath. 
   
  The curses end in a startled squawk and a low 
  growl as it notices you. 
   
  The imp sees the PCs at about the same time as they 
  notice it. Roll initiative as per normal.  
   
  All APLs (EL 2) 
   
  Imp (1): hp 13; MM 56. 
   
  Tactics: The imp’s aim is to delay the PCs for as long as 
  possible. Its first action is to become invisible, and then 
  position itself for a sting attack on one of the PCs 
  (preferably on one not far from the door, and with no one 
  close by). When visible again, it tries to keep the PCs’ 
  attention on itself as it buzzes them and tries not to get 
  hit. It attacks any PC getting close to Palfrey. If reduced 
  to half its hit points or less, it flees. 
   
  AREA FEATURES 
  Some of the furniture in this area will be an obstacle to 
  the PCs. 
   
  PALFREY 
  Palfrey has been poisoned using dark reaver poison (2d6 
  Con/1d6 Con + 1d6 Str; DC 18 Fort negates; DMG 297). 
  He has three rounds before he takes secondary damage 
  from the poison, which could kill him. 
   
  � Palfrey: male human wizard 12; Str 9; Con 5 
  (usually 14). 
   
  DEVELOPMENT 
  Once the imp is defeated, PCs have the following options: 
   
   
  Save Palfrey (if they reach him before the third round, or 
  if the secondary damage doesn’t kill him outright): 
  Measures such as delay poison, or using Heal to assist him 
  in his next save, may be able to be taken, if the PCs drive 
  off the imp quickly enough, or if they tend to him in spite 
  of the imp. If they manage to speak with him, they can 
  learn what he knows. 
   
  To call the Watch and report the death or injury 
  of the Wizard Palfrey: In this case, the Watch gets a 
  still-living Palfrey to the nearest temple for aid. PCs 
  cannot communicate with the wizard to learn anything 
  useful. If he has died, the PCs may organize speak with 
  dead on the following morning. Depending on what 
  questions they ask him, they may learn something of 
  what he knows. 
   
  To Search Palfrey’s workshop and home for clues: 
  Looking through ledgers that record what the wizard has 
  bought and sold reveals that the bag of holding was the last 
  one he had in stock, and that it was purchased yesterday 
  morning by a ‘half orc child – messenger with note from 
  half-orc diplomat located in Foreign Quarter. Money was 
  good. The note has been tucked into the ledger page and 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 13 
  is signed – TM. Comparing the note to the elven wizard’s 
  list and/or the invitation reveals that the hand-writing is 
  the same.  
   
  NOTE: It is after they report the attack on Palfrey that 
  the slavers strike. Give the PCs time to go to the Watch 
  and/or their various employers, and then run Encounter 
  Four. 
   
  4: THE SLAVER ATTACK 
  PCs are attacked by slavers who have been paid a bounty 
  for them. Clues indicate Turrosh Mak’s involvement.  
  Another clue leads to the slavers’ base. 
   
  This attack occurs after the PCs have reported the ogre 
  attack and any resulting clues to their factions or to the 
  Watch. It occurs after they have regrouped and are 
  heading back to their quarters together. Set up the map, 
  then read: 
   
  Filing reports – not your ideal way of ending the day, 
  but the meal at the tavern was good, and your 
  companions have returned from their errands 
  unscathed. Now you’re returning to your quarters, 
  walking swiftly through the gathering dusk as the 
  less savory elements of Greyhawk City begin to 
  wake. A sudden movement ahead alerts you to 
  danger. 
   
   
  Let the PCs respond (making Spot checks, readying 
  weapons, and so on), and then read: 
   
  A large cat stalks from a nearby alley. It hisses at you, 
  arching its back, and spitting at you, before 
  disappearing back into the alley. 
   
  Again, let the PCs respond. Just as things seem more 
  relaxed, continue: 
   
  Suddenly more figures wearing tabards emblazoned 
  with a medusa head sigil emerge from the shadowy 
  alley. As they step out of the shadows they draw their 
  weapons. 
   
  APL 2 (EL 3) 
   
  �Hurig: male half-orc fighter 1; hp 12; Appendix 1.  
   
  �Nestra: female half-orc cleric 1; hp 10; Appendix 1 
   
  APL 4 (EL 6) 
   
  �Hurig and Tiama: male and female half-orc fighter 
  2; hp 19 each; Appendix 1.  
   
  �Nestra: female half-orc cleric 2; hp 15; Appendix 1 
   
  APLs 6 & 8 (EL 7) 
   
  �Hurig and Tiama: male and female half-orc fighter 
  3; hp 26 each; Appendix 1.  
   
  �Nestra: female half-orc cleric 3; hp 20; Appendix 1 
   
  Tactics: The slavers are trying to take the PCs alive. This 
  would usually mean a reduction in EL, but the Greyhawk 
  City weapons’ restrictions even things out. To this end, 
  they take a -4 to their attack rolls to inflict subdual 
  damage. Nestra uses her charm person and bane spells on 
  the PCs and prepares to cast a cure on any that fall. She 
  joins the fighters only if it appears that they might lose. 
   
  AREA FEATURES 
  The alley and street have the following features: 
   
  Shadowy Illumination: Only light seeping from 
  windows, and two lamps spaced far apart give light here. 
  It’s dusk, that twilight zone where everything isn’t light 
  and is yet to be totally dark. This counts for shadowy 
  illumination. 
   
   
   
  Treasure: Refer to Treasure Summary to determine what 
  the PCs find here. 
   
  DEVELOPMENT 
  When the Battle is over PCs might want to do any of the 
  following: 
   
  Secure and Question Prisoners: The prisoners 
  know the following: 
   
  Hurig and Tiama 
   
  Attitude: Hostile (PH 72) unless the PCs promise not 
  to turn them over to the Watch, in which case they 
  become indifferent. 
   
  What Hurig Knows: Hurig knows only that they had 
  to wear ‘the stupid medusa-head thing’ from the Pomarj – 
  even though we’d never go trade there, at least, not until 
  the war settles down. 
   
  The boss is pretty excited, though. This little caper 
  paid enough to cover expenses for a three-month. Sellin’ 
  youse is just icing on the cake. 
   
  Sellin’ happens in da north. There’s a few places we 
  might go, but da boss never tells us ‘til we’s almost there – 
  a day out. And don’t go askin’ fer names. I ent one for 
  remembering fancy names. 
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 14 
  Nestra 
  Attitude: Hostile (PH 72) unless the PCs promise not to 
  turn them over to the Watch, in which case she becomes 
  indifferent. 
   
  What Nestra Knows: Nestra knows what Tiama and 
  Hurig know, and that she’s been charged with makin’ 
  sure that the cargo (that’s you, you scum) get back to the 
  sales yard in one piece. 
   
   
  Try and discover the slaver base: The slavers have 
  made the mistake of attacking the PCs in an area not far 
  from their base of operations. By asking around the area 
  (knocking on doors, or coming back in the morning to 
  question people in the neighborhood), the PCs can learn 
  the following with a Gathering Information check: 
   
  DC 10: “We’ve seen ‘em around here. They’s new. 
   
  DC 15: “They’s come early and late, but not during the 
  day. No, during the day, they’s hide out in Hollow 
  Court… or under it.” 
   
  DC 20: “How much?” the child’s face is a comical 
  mixture of eager to help and shrewd calculation. “How 
  much to tell ye?” [PCs should name a price here; anything 
  over 2 gp garners the following response: “Fer that I’ll 
  take ye, but youse ent allowed ter tell. Me ma ‘ill kill me, 
  if’n she finds out.”] If PCs follow the lad and/or his 
  directions, go to Encounter Four. 
   
  Modifiers for this check include:  
  • +1 for each gp spent (up to a maximum of 5 gp) 
  • +1 if they befriended Sameus and/or Molyl. 
   
  If the PCs fail this check, have Sameus or Molyl approach 
  them with the information in  apology for the ogre 
  incident. 
   
  Search the bodies of the defeated slavers: Making a 
  Search DCs reveals the following: 
   
  DC 20: Tucked away in one of the attacker’s pocket is a 
  note that leads them back to the slavers’ headquarters. 
  (Hurig was never any good at remembering place names 
  or their significance, so his note is a simple line drawing 
  of the streets they must follow. A DC 13 Decipher Script 
  check reveals its relevance in relation to their current 
  location.) If PCs decide to follow this clue, go to 
  Encounter Four. 
   
  4: SLAVER HEADQUARTERS 
  PCs investigating the slavers’ base discover more slavers – 
  who need to be defeated before clues can be uncovered.  
   
  When the PCs arrive here, read: 
   
  After stepping under a ratchety staircase, and 
  kicking aside a pile of debris, you find a hidden door. 
   
  Wooden stairs make your footfalls echo down a 
  deep well, but nothing awaits you when you get to 
  the small, round room at the bottom.  
   
  Thick, wooden doors block further progress. 
   
  When the PCs open the door, continue:  
   
  They doors open on silent hinges and lead into a 
  stone-lined corridor. At the end of the corridor is 
  another door. 
   
  PCs can approach how they like down this corridor. Their 
  progress down the stairwell has probably alerted the 
  inhabitants behind the door, unless they indicated that 
  they approached using stealth. Since the inhabitants are 
  expecting Hurig, Tiama and Nestra, however, the sound 
  does not put them on alert. They are surprised to see the 
  PCs, unescorted and hostile, coming through the door. 
  Read: 
   
  The door opens onto a warmly-lit room. Inside a 
  half-orc and a half-elf leap to their feet and reach for 
  their weapons.   
   
   
   
   
  APL 2 (EL 3) 
   
  �Thannis: half-elf (Suel) fighter 1/bard 1; hp 11; 
  Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Thannis: half-elf (Suel) fighter 1/bard 1; hp 11; 
  Appendix 1. 
   
  �Bereth: female half-orc fighter 2; hp 19; Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Thannis: half-elf (Suel) fighter 1/bard 2; 14 hp; 
  Appendix 1 
   
  �Bereth: Female half-orc fighter 3; hp 26; Appendix 
  1. 
   
  APL 8 (EL 9) 
   
  �Thannis: half-elf (Suel) fighter 1/bard 3; 17 hp; 
  Appendix 1. 
   
  �Bereth: female half-orc fighter 4; hp 32; Appendix 1. 
   
  Thannis’ Tactics: Thannis sings for the first round, and 
  then casts lullaby (if he’s still not engaged in melee). 
  Using the desk to provide cover, he casts sleep and charm 
  person, followed by any other offensive spells in his 
  repertoire. He does not shirk combat. Being a trained 
  fighter he begins a fighting retreat to maneuver to the 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 15 
  door and the stairwell if he thinks he and Bereth are 
  going to lose. 
   
  Bereth’s Tactics: Bereth’s main aim is to provide 
  protection for Thannis. She is his bodyguard, and adores 
  him because he treats her like a real person and not a 
  high-ranking slave. Bereth tries to keep the PCs occupied 
  long enough for Thannis to use his spells, and protects 
  his retreat if that becomes necessary. 
   
  AREA FEATURES 
  None that affect combat, beyond the obvious obstacles of 
  the desk and chair, which can be used as cover. 
   
  Treasure: Refer to Treasure Summary to determine 
  what the PCs find here. 
   
  DEVELOPMENT  
  Once they have defeated the slavers, PCs may wish to do 
  the following: 
   
  Secure and Question Prisoners: The slavers know 
  the following: 
   
  Bereth 
   
  Attitude: Hostile (PH 72) unless the PCs promise not 
  to turn them over to the Watch, in which case she 
  becomes indifferent. If PCs threaten to harm or kill 
  Thannis in any way, Bereth can be forced up one notch of 
  cooperation, but such a threat counts as Intimidation. If 
  the PC follows through on the threat, it also becomes an 
  evil act. 
   
  What Bereth Knows: Bereth knows that she has 
  failed in her charge to protect Thannis. She doesn’t care 
  for the details of their business, beyond knowing how 
  many complications (slaves) are likely to make her job 
  harder. 
   
  Thannis 
   
  Attitude: Indifferent (PH 72) unless the PCs promise 
  not to turn him over to the Watch, in which case he 
  becomes friendly. Thannis is the classic mercenary; paid 
  to do a job – nothing personal. If things have gone south, 
  the only person he’s in trouble with is his hirer – and he 
  doesn’t know enough to identify that particular person, so 
  that’s not a problem.  
   
  What Thannis Knows: Thannis knows that he works 
  for slavers based in the north – or, he did, until he fouled 
  up this mission; now it’s time for a career change, and to 
  find some different scenery. He’d like to take Bereth with 
  him, if that’s okay; she won’t be welcome back north 
  either. 
   
  They were to take the PCs north to meet up with the 
  main body of the slavers – no specified location, just 
  follow the prescribed route, and they’d be met. 
   
  Now? Now he’s going as far east and south as he can 
  manage, in the hopes that long arms can’t reach him and 
  sharp eyes can’t see him. He needs to get lost and fast. He 
  doesn’t suppose the PCs would smuggle him and Bereth 
  out of the city, would they? He could pay them… 
   
   
  Discover the Slaver’s Boss: The slavers signed a 
  contract that hires them to capture the PCs and remove 
  them from ‘the Greyhawk equation’. What they do with 
  the PCs is up to them; it’s just the PCs good luck that 
  Thannis was under orders to capitalize on the expedition 
  by taking them alive and then returning them north for 
  sale. The contract is on the desk (DC 10 Search check). 
  It’s wording on the hirer’s identity is obscure, naming the 
  hirer as The Representative and nothing more. 
   
  Conclusion: Once the PCs are satisfied they have done 
  all they can, they must decide what to do with the 
  evidence. If all is reported, proceed to the appropriate 
  Conclusion. 
   
  CONCLUSION: RESULTS AND 
  REWARDS 
   
  SUCCESS: ALL, OR MOST, CLUES FOUND 
  For this conclusion, the PCs have found, or experienced, 
  at least 4 of the following clues: 
  • Defeated the shadow creature ambush and discovered 
  Greta’s deception; 
  • The note in Palfrey’s ledger; 
  • The list left behind at the inn; 
  • Linked the common factor of the elf wizard in most of 
  the events; 
  • Seen the ogre tabards; 
  • Found out that the slavers trade out of the north; 
  • Found out that the slavers are puzzled by the need to 
  wear the Pomarji symbol. 
  • Found the slaver contract. 
   
  Read, or paraphrase, the following to reflect the clues 
  found by the PCs (if they did not find them all): 
   
  It takes a bit, but the authorities take in everything 
  you tell them and, although they’re disappointed 
  that you didn’t find any clues leading to Korenth’s 
  murderer, or how his death is linked to Etressa’s, 
  they are excited by what else has been revealed. 
   
  The Mak is not responsible. He’s not responsible 
  for the deaths of Korenth or Etressa, because he’s 
  not responsible for setting up the meeting in the 
  Foreign Quarter, the ogres in High Street, or the 
  slavers in the city. 
   
  All of this is indicated by the slavers puzzlement 
  over the need to where the Pomarji coat of arms, and 
  the fact that they traded in the north, the fact that 
  the note sent to Palfrey wasn’t written in Mak’s hand 
  (and, yes, they do have other letters for comparison). 
   
  While they’d dearly love to speak with this 
  wizard, they’re sure he’s well beyond they’re, reach, 
  but they thank you for your efforts, and for showing 
  them that rumors of the Mak’s duplicity are exactly 
  that – rumors. 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 16 
   
  PARTIAL SUCCESS: SOME CLUES FOUND 
  For this conclusion, the PCs have found, or experienced, 
  less than four of the following clues: 
  • Defeated the shadow creature ambush and discovered 
  Greta’s deception; 
  • The note in Palfrey’s ledger; 
  • The list left behind at the inn; 
  • Linked the common factor of the elf wizard in most of 
  the events; 
  • Seen the ogre tabards; 
  • Found out that the slavers trade out of the north; 
  • Found out that the slavers are puzzled by the need to 
  wear the Pomarji symbol. 
  • Found the slaver contract. 
   
  Read, or paraphrase, the following to reflect the clues 
  found by the PCs (if they did not find them all): 
   
  While inconclusive, your findings have helped 
  throw some doubt on rumors regarding the Mak’s 
  hand in the recent troubles. 
   
  As to a link between Korenth’s and Etressa’s 
  deaths – they’ll keep looking. Maybe they’ll find 
  what you seem to have missed. 
   
  DEFEATED BY SLAVERS 
  The PCs were defeated by the slavers and taken north. 
   
  You woke up feeling like you’d been trampled by a 
  horse – a really angry horse with really big feet… 
  and his friends, with their really big feet. This is bad. 
   
  Yep, that was bad, but not as bad as the months it 
  took you to escape from the slavers’ pens.  
   
  PCs earn the Slave AR Award. 
   
  AFFILIATION REWARDS 
  Now is the time to determine how many affiliation points 
  each PC gained for their given affiliations. Record each 
  PC’s gain (or loss) on the Affiliations Score Gained/Lost 
  AR item. PCs can gain the following points: 
   
  The Guild of Wizardry 
  • 1 point for rescuing Palfrey 
   
  Merchants and Traders Union 
  • 1 point for uncovering evidence that indicates that 
  someone was trying to frame the Mak for the 
  murders, when he wasn’t involved. 
   
  Mercenaries’ Guild 
  • 1 point for defeating the ogres. 
   
  Cartographers’ Guild 
  • 1 point for mapping out the entry and tunnel to, and 
  the slaver’s headquarters. 
   
  Thieves’ Guild 
  • 1 point for revealing the presence of the slavers in 
  Greyhawk City, and for playing a part in defeating 
  them. 
   
  Nightwatchmen 
  • 1 point for uncovering evidence that indicates that 
  someone was trying to frame the Mak for the 
  murders, when he wasn’t involved. 
  • 1 point for revealing the presence of the slavers in 
  Greyhawk City, and for playing a part in defeating 
  them. 
   
  Religious Organizations 
  • 1 point for uncovering evidence that indicates Iuz, or 
  his agents, might be involved in goings on in the City. 
   
  CAMPAIGN CONSEQUENCES 
  Report the following consequences to Creighton 
  Broadhurst at creighton@greyworks.co.uk 
  1. 
  Did the PCs discover Greta’s deception and 
  rescue her from the shadow creatures? 
  2. 
  Did they turn her over to the Watch? 
  3. 
  Did the PCs discover the list left behind by the 
  wizard? 
  4. 
  Did the PCs discover the note in Palfrey’s 
  ledger? 
  5. 
  Did the PCs save the Wizard Palfrey? 
  6. 
  Did the PCs defeat the slavers or were they 
  captured by them? 
  7. 
  Which conclusion did the PCs achieve? 
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 17 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1A/2A: Answering the Invitation to the Foreign 
  Quarter/Ambush in the Foreign Quarter 
  Defeat shadow krenshar 
  APL 2  
    90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  2B: Out of the Bag 
  Defeat the ogres 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  1C: Off to See the Wizard 
  Kill or capture the imp OR keep Wizard Palfrey alive 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  60 XP 
   
  3B: Slaver Attack 
  Defeat the slavers 
  APL 2  
    90 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  270 XP 
   
  4: Slaver Headquarters 
  Defeat the slaver leaders 
  Objective(s) met: 
  APL 2  
    90 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  270XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
  APL 8  
  30 XP 
  Total Experience Available 
  APL 2  
  480 XP 
  APL 4  
  720 XP 
  APL 6  
  900 XP 
  APL 8  
  1,200 XP 
   
  Total Experience to be Awarded 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2B: Out of the Bag 
   
  APL 2: Magic 208 gp; bag of holding type I (208 gp); 
  Total 208 gp. 
   
  APL 4: Magic 208 gp; bag of holding type I (208 gp); Total 
  208 gp. 
   
  APL 6: Magic 208 gp; bag of holding type I (208 gp); Total 
  208 gp. 
   
  APL 8: Magic 208 gp; bag of holding type I (208 gp); Total 
  208 gp. 
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 18 
  3B: Slaver Ambush 
   
  APL 2: Loot 54 gp; Total 54gp. 
   
  APL 4: Loot 100 gp; Total 100 gp. 
   
  APL 6: Loot 100 gp; Total 100 gp. 
   
  APL 8: Loot 100 gp; Total 100 gp. 
   
  4: Slaver HQ 
   
  APL 2: Loot 34 gp; Magic 175 gp; mithral shirt +1 (175 
  gp); Total 209 gp. 
   
  APL 4: Loot 62 gp; Magic 288 gp; mithral shirt +1 (175 
  gp), splint mail +1 (113 gp); Total 350 gp. 
   
  APL 6: Loot 68 gp; Magic 535 gp; mithral shirt +1 (175 
  gp each), mithral splint mail (350 gp); Total 593 gp. 
   
  APL 8: Loot 7 gp; Magic 1,146 gp; 2 +1 falchion (198 gp 
  each), glamered mithral shirt +1 (400 gp), mithral splint 
  mail (350 gp); Total 1,153 gp. 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 
  1,300 gp. 
   
   
  Total Possible Treasure 
  APL 2: 471 gp; APL 4: 652 gp; APL 6: 901 gp; APL 8: 
  1,461 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Affiliation Score Gained/Lost: by this PC with the 
  _______________ Greyhawk affiliation was # ___ points. If 
  multiple allegiance, add extra in notes section. 
   
  �Gratitude of a City Bard: For rescuing Greta Meyani 
  from the shadow krenshar and not turning her in, she 
  arranges Core access to one of the following at ( at normal 
  price)  eternal wand of charm person (MIC), eternal wand of 
  sleep (MIC), eternal wand of daylight (MIC, SpC). Circle the 
  item chosen, and cross off this section of the favor once it 
  has been used. 
   
  In addition, once per adventure set in Greyhawk City, 
  she is willing to use the skills described in ‘Owed a Bard’s 
  Debt’ to fulfill your request for information or to smooth 
  the way for you in social circles. 
   
  For an extra 1 TU per spell learned, Greta is willing to 
  teach you the following spells: ghostharp, lively step, minor 
  disguise, serene visage, songbird, undersong. (Core access; SpC 
  spells) 
   
  �Owed a Bard’s Debt: For saving her life (and then 
  having her jailed) Greta Meyani owes you a debt. Once, 
  and once only (and only in Greyhawk City), she will 
  make up to three of the following skill checks for you. 
  Cross off this favor once used. 
   
  Greta Meyani: female bard 6; bardic knowledge +10, 
  Diplomacy +10, Gather Information +6, Knowledge 
  (history, local-Greyhawk, nobility and royalty) +7 . 
   
  �Palfrey’s Gratitude: For saving his life, Palfrey’s 
  gratitude knows few bounds. He is willing to craft you 
  one of the following, for 20% less than its usual price: boots 
  of speed, cloak of the arachnida, cloak of the bat, cloak of 
  charisma +4, minor cloak of displacement, glove of storing. 
  (Core access). Instead, you may learn one of the following 
  spells for each TU you spend studying with him: 
  displacement, eagle’s splendor, fly, haste, shrink item, spider 
  climb, web. 
   
  �Slave! You were captured by the slavers and spent 26 
  TU escaping their clutches with nothing but the shirt on 
  your back. You gain no gold from this adventure, but do 
  retain all other awards and may use the Charity of Friends 
  clause in the LGAH to re-equip. 
   
  ITEM ACCESS 
  APLs 2-4: 
  Bag of holding type I (Adventure; 2,500 gp; DMG) 
  Mithral chain shirt +1 (Adventure; 2,100 gp; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  Mithral splint mail (Adventure; 4,200 gp; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  Glamered mithral shirt +1 (Adventure; 4,800 gp; DMG) 
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 19 
  APPENDIX 1: ALL APLS 
  1: VISITING THE FOREIGN QUARTER 
   
  GRETA MEYANI 
   
   
  CR 6 
  Female elven bard 6 
  CG Medium humanoid (elf) 
  Init +1; Senses Listen +3, Lowlight vision, Spot +3 
  Languages Common, Elven  
  AC 12, touch 11, flat-footed 11 
   
  (+1 Dex, +1 natural [amulet of natural armor +1]) 
  hp 21 (6 HD) 
  Immune sleep effects 
  Fort +3, Ref +7, Will +7 (+9 against enchantment) 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d4-1/19-20)  
  Ranged dagger +5 (1d4-1/19-20) 
  Base Atk +4; Grp +5  
  Special Actions bardic music (10/day; countersong, 
  fascinate, inspire courage +1, inspire competence, 
  suggestion) 
  Bard Spells Known (CL 6th): 
   2nd (3/day)—blur, lively step, suggestion (DC 15) 
   1st (4/day)—charm person  DC 14), serene visage�, 
  sleep (DC 14), undersong� 
   0 (3/day)—dancing lights, ghostharp, lullaby (DC 13), 
  minor disguise, songbird, summon instrument 
  �Already cast 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 18 
  SQ bardic knowledge +10, elf traits  
  Feats Extra Music, Skill Focus (Perform [act]), Skill 
  Focus (Perform [sing])  
  Skills Balance +3, Bluff +9 (+12 when serene visage is 
  in effect), Diplomacy +10, Disguise +7 (+9 to act in 
  character), Gather Information +6, Hide +1, Jump +1, 
  Knowledge (history) +7, Knowledge (local – 
  Greyhawk) +7, Knowledge (nobility & royalty) +7, 
  Listen +3, Intimidate +6, Move Silently +1, Perform 
  (act) +16, Perform (oratory) +13, Perform (sing) +16, 
  Search +4, Sense Motive +6, Spot +3, Tumble +10 
  Possessions amulet of natural armor +1, cloak of 
  charisma +2, vest of resistance +1, symbol of Iuz, 
  dagger
   
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 20 
  APPENDIX 1: APL 2 
  1A/2A: VISITING THE FOREIGN 
  QUARTER/AMBUSH IN THE FOREIGN 
  QUARTER 
   
   
   
  SHADOW KRENSHAR 
  CR 2 
  NE Medium magical beast (extraplanar – Shadow) 
  Init +2; Senses darkvision 60 ft., Listen +3, lowlight 
  vision, scent, Spot +1 
  Languages None 
  AC 15, touch 12, flat-footed 13 
   
  +2 Dex, +3 natural) 
  Miss Chance 50% (shadow blend) 
  hp 11 (2 HD); fast healing 2  
  Resist cold 6 
  Fort +3, Ref +5, Will +1 
  Speed 60 ft. (12 squares) 
  Melee bite +2 (1d6) and  
   
  claws +0 (1d4) 
  Base Atk +2; Grp +2  
  Special Actions scare, shadow blend  
  Abilities Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 
  Feats Multi-attack, TrackB 
  Skills Bluff +1 (+3 when using scare), Hide +4, Jump 
  +17, Listen +3, Move Silently +8, Spot +1, 
  Scare (Ex or Su) As a standard action, a krenshar can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This 
  alone is usually sufficient to scare away foes (treat as 
  a Bluff check with a +3 bonus). 
   
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare 
  spell from a 3rd-level caster (Will DC 13 partial). A 
  creature that su essfully saves cannot be affected 
  again by the same krenshar’s scare ability for 24 
  hours. The shriek does not affect other krenshars. 
  This is a supernatural, sonic mind-affecting fear 
  effect. The save is Charisma-based. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Skills Krenshars have a +4 racial bonus on Jump and 
  Move Silently checks. Shadow creatures have a +6 
  racial bonus on Move Silently checks; this 
  supersedes the krenshar racial bonus. 
   
  3B: SLAVER AMBUSH 
   
   
  HURIG 
  CR 1 
  Male half-orc fighter 1 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft., Listen +1, Spot +2 
  Languages Common, Orc  
  AC 15, touch 10, flat-footed 15 
   
  (+4 armor, +1 shield) 
  hp 12 (1 HD)  
  Fort +3, Ref +0, Will +1 
  Speed 20 ft. in scale mail (4 squares), base speed 30 
  ft.; 
  Melee mwk morningstar +5 (1d8+3) or 
  Ranged light crossbow +1 (1d8/19-20) 
  Base Atk +1; Grp +3  
  Special Actions Combat Expertise  
  Abilities Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 8 
  SQ orc traits 
  Feats Weapon Focus (morningstar)B, Combat Expertise 
  Skills Climb -3, Handle Animal +3, Hide -5, Intimidate 
  +3, Jump -9, Listen +1, Move Silently -5, Ride +1, 
  Search +0, Spot +2, Swim -2, 
  Possessions buckler, light crossbow + 12 bolts, 
  masterwork morningstar, scale mail 
   
  NESTRA 
  CR 1 
  Female half-orc cleric (Gruumsh) 1 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages Common, Giant, Orc  
  AC 14, touch 10, flat-footed 14 
   
  (+4 armor) 
  hp 10 (1 HD)  
  Fort +3, Ref +0, Will +4 
  Speed 20 ft. in scale mail (4 squares), base speed 30 ft. 
  Melee sap +0 (1d6) or 
  Ranged light crossbow +0 (1d8/19-20) 
  Base Atk +0; Grp +0  
  Special Actions rebuke undead, spontaneous casting 
  (inflict spells) 
  Cleric Spells Prepared (CL 1st): 
   1st—bane (DC 16), charm personD, lesser vigor 
   0—cure minor wounds (3) 
  D: Domain spell. Deity: Gruumsh. Domains: Domination, 
  Tyranny  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 15, Cha 13 
  SQ orc traits 
  Feats Skill Focus (Concentration), Spell Focus 
  (enchantment)B  
  Skills Concentration +8, Diplomacy +1, Heal +4, Hide -
  5, Knowledge (arcana) +6, Knowledge (religion) +3, 
  Listen +1, Move Silently -5, Search +1, Spellcraft +2, 
  Spot +1 
  Possessions buckler, light crossbow + 12 bolts, sap, 
  scale mail 
   
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 21 
  4: SLAVER HQ  
   
   
  THANNIS 
  CR 2 
  Male half-elf (Suel) fighter 1/bard 1 
  NE Medium humanoid (elf) 
  Init +1; Senses lowlight vision; Listen +2, Spot +2 
  Languages Common, Elven  
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 11 (2 HD)  
  Immune sleep effects 
  Fort +2, Ref +3, Will +3 (+5 against enchantments) 
  Speed 30 ft. (6 squares) 
  Melee mwk falchion +2 (2d4-1/18-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +1; Grp +0  
  Special Actions bardic music 1/day (countersong, 
  fascinate, inspire courage +1) 
  Bard Spells Known (CL 1st; 10 % spell failure): 
   0 (2/day)—daze (DC 12), flare (DC 12), lullaby (DC 
  12), minor disguise 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15 
  SQ bardic knowledge +3, elf traits 
  Feats Persuasive, Weapon Focus (falchion)B, 
  Skills Balance +0, Bluff +6 , Concentration +0 , 
  Diplomacy +10, Disguise +4 , Gather Information +4, 
  Hide +0, Intimidate +2, Jump +2, Knowledge (history) 
  +6, Knowledge (local – Core) +6, Knowledge (nobility 
  & royalty) +6, Listen +2, Move Silently +0, Perform 
  (oratory) +3, Perform (sing) +5, Search +3, Sense 
  Motive +5, Spot +2, Tumble +4 
  Possessions light crossbow with 12 bolts, mithral shirt, 
  masterwork falchion 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 22 
   APL 4
  1A/2A: VISITING THE FOREIGN 
  QUARTER/AMBUSH IN THE FOREIGN 
  QUARTER 
   
   
   
  ADVANCED SHADOW KRENSHAR CR 4 
  NE Large magical beast (extraplanar – shadow) 
  Init +2; Senses darkvision 60 ft. low-light vision, scent; 
  Listen +5, Spot +1 
  AC 16, touch 11, flat-footed 14 
   
  (-1 size, +2 Dex, +5 natural) 
  Miss Chance 50% (shadow blend) 
  hp 57 (8 HD); fast healing 2  
  Resist cold 13 
  Fort +5, Ref +7, Will +3 
  Speed 60 ft. (12 squares) 
  Melee bite +11 (1d8+4) and  
   
  claws +9 (1d8+4) 
  Base Atk +8; Grp +16  
  Special Actions scare, shadow blend  
  Abilities Str 19, Dex 14, Con 15, Int 6, Wis 12, Cha 13 
  Feats Ability Focus (scare), Improved Natural Weapon 
  (claws), Multi-attack, TrackB 
  Skills Bluff  +1 (+3 when using scare), Hide +4, Jump 
  +21, Listen +5, Move Silently +8, Spot  +1 
  Scare (Ex or Su) As a standard action, a krenshar can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This 
  alone is usually sufficient to scare away foes (treat as 
  a Bluff check with a +3 bonus). 
   
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare 
  spell from a 3rd-level caster (Will DC 13 partial). A 
  creature that su essfully saves cannot be affected 
  again by the same krenshar’s scare ability for 24 
  hours. The shriek does not affect other krenshars. 
  This is a supernatural, sonic mind-affecting fear 
  effect. The save is Charisma-based. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Skills Krenshars have a +4 racial bonus on Jump and 
  Move Silently checks. Shadow creatures have a +6 
  racial bonus on Move Silently checks; this 
  supersedes the krenshar racial bonus. 
   
  3B: SLAVER AMBUSH 
   
   
  HURIG AND TIAMA 
  CR 2 
  Male and female half-orc fighter 2 
  CE Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +2 
  Languages Common, Orc  
  AC 15, touch 10, flat-footed 15 
   
  (+4 armor, +1 shield) 
  hp 19 (2 HD)  
  Fort +5, Ref +0, Will +1 
  Speed 20 ft. in scale mail (4 squares), base speed 30 ft. 
  Melee mwk morningstar +6 (1d8+3)  
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +2; Grp +4  
  Special Actions Combat Expertise  
  Abilities Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 8 
  SQ orc traits 
  Feats Combat Expertise, Improved InitiativeB, Weapon 
  Focus (morningstar)B,  
  Skills Climb -2, Handle Animal +4, Hide  -4, Intimidate 
  +3, Jump -7, Listen  +1, Move Silently  -5, Ride +4, 
  Search  +0, Spot  +2, Swim -1, 
  Possessions buckler, light crossbow with 12 bolts, 
  masterwork morningstar, scale mail 
   
  NESTRA 
  CR 2 
  Female half-orc cleric (Gruumsh) 2 
  Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages Common, Giant, Orc  
  AC 14, touch 10, flat-footed 14 
   
  (+4 armor) 
  hp 15 (2 HD)  
  Fort +4, Ref +0, Will +5 
  Speed 20 ft. in scale mail (4 squares), base speed 30 ft. 
  Melee sap +1 (1d6)  
  Ranged light crossbow +1 (1d8/19-20) 
  Base Atk +1; Grp +1  
  Special Actions rebuke undead, spontaneous casting 
  (inflict spells) 
  Cleric Spells Prepared (CL 2nd): 
   1st—bane (2; DC 16 Will), charm personD, lesser 
  vigor 
   0—cure minor wounds (4) 
  D: Domain spell. Deity: Gruumsh. Domains: Domination 
  Tyranny  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 15, Cha 13 
  SQ orc traits 
  Feats Skill Focus (Concentration), Spell Focus 
  (enchantment)B  
  Skills Concentration +9, Diplomacy +1, Heal +4, Hide  -
  5, Knowledge (arcana) +6, Knowledge (religion) +4, 
  Listen  +1, Move Silently  -5, Search  +1, Spellcraft 
  +4, Spot  +1 
  Possessions buckler, light crossbow + 12 bolts, sap, 
  scale mail 
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 23 
  4: SLAVER HQ  
   
   
  THANNIS 
  CR 2 
  Male half-elf (Suel) fighter 1/bard 1 
  NE Medium humanoid (elf) 
  Init +1; Senses low-light vision; Listen +2, Spot +2 
  Languages Common, Elven  
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  hp 11 (2 HD)  
  Immune sleep effects 
  Fort +2, Ref +3, Will +3 (+5 against enchantments) 
  Speed 30 ft. (6 squares),  
  Melee mwk falchion +2 (2d4-1/18-20)  
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +1; Grp +0  
  Special Actions bardic music 1/day (countersong, 
  fascinate, inspire courage +1) 
  Bard Spells Known (CL 1st; 10 % spell failure): 
   0 (2/day)—daze (DC 12), flare (DC 12), lullaby (DC 
  12), minor disguise 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15 
  SQ bardic knowledge +3, elf traits 
  Feats Persuasive, Weapon Focus (falchion)B, 
  Skills Balance +0, Bluff +6, Concentration +0, 
  Diplomacy +10, Disguise +4 , Gather Information +4, 
  Hide +0, Intimidate +2, Jump +2, Knowledge (history) 
  +6, Knowledge (local – Core) +6, Knowledge (nobility 
  & royalty) +6, Listen +2, Move Silently +0, Perform 
  (oratory) +3, Perform (sing) +5, Search +3, Sense 
  Motive +5, Spot +2, Tumble +4 
  Possessions light crossbow +12 bolts, +1 mithral shirt, 
  masterwork falchion
   
  BERETH 
  CR 2 
  Female half-orc fighter 2 
  CE Medium humanoid (half-orc) 
  Init +4; Senses Darkvision 60 ft., Listen +5, Spot +5 
  Aura faint evil 
  Languages Common, Elven, Orc  
  AC 17, touch 10, flat-footed 17 
   
  (+7 armor) 
  hp 19 (2 HD)  
  Fort +5, Ref +0, Will +1 
  Speed 20 ft. in +1 splint mail (4 squares), base speed 
  30 ft.; 
  Melee mwk falchion +4 (2d4/18-20)  
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +2; Grp +2  
  Abilities Str 10, Dex 10, Con 14, Int 13, Wis 13, Cha 10 
  SQ orc traits 
  Feats Alertness, Improved InitiativeB, Weapon Focus 
  (falchion)B,  
  Skills Climb -7, Hide -6, Intimidate +5, Jump -12, Listen  
  +5, Move Silently  -6, Search  +0, Spot  +5, Swim -6 
  Possessions buckler, light crossbow + 12 bolts, 
  masterwork falchion, scale mail 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 24 
  APL 6
  1A/2A: VISITING THE FOREIGN 
  QUARTER/AMBUSH IN THE FOREIGN 
  QUARTER 
   
   
   
  ADVANCED HALF-FIENDISH SHADOW 
  KRENSHAR 
  CR 6 
  NE Large outsider (extraplanar – Shadow) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +12, Spot +6 
  Languages None 
  AC 21, touch 13, flat-footed 15 
   
  (-1 size, +4 Dex, +6 natural) 
  Miss Chance 50% (shadow blend) 
  hp 65 (8 HD); fast healing 2; DR 5/magic  
  Resist acid 10, cold 13, electricity 10, fire 10; SR 18 
  Immune poison  
  Fort +5, Ref +9, Will +3 
  Speed 60 ft. (12 squares); fly 30 ft. (average) 
  Melee bite +13 (1d8+4) and  
   
  claws +11 (1d8+4) 
  Base Atk +8; Grp +18  
  Special Attacks smite good 1/day (+8 damage) 
  Special Actions scare, shadow blend  
  Spell-Like Abilities (CL 8th): 
   3/day—darkness, poison (DC 19) 
   1/day—desecrate, unholy blight (DC 16) 
  Abilities Str 23, Dex 18, Con 17, Int 10, Wis 12, Cha 15 
  Feats Ability Focus (scare), Improved Natural Weapon 
  (claws), Multi-attack, TrackB 
  Skills Balance  +8, Bluff  +7 (+9 when using scare), 
  Hide +11, Intimidate  +15, Jump +33, Listen +12, 
  Move Silently +21, Spot  +6, Survival  +6, Swim  +11, 
  Scare (Ex or Su) As a standard action, a krenshar can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This 
  alone is usually sufficient to scare away foes (treat as 
  a Bluff check with a +3 bonus). 
   
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare 
  spell from a 3rd-level caster (Will DC 13 partial). A 
  creature that su essfully saves cannot be affected 
  again by the same krenshar’s scare ability for 24 
  hours. The shriek does not affect other krenshars. 
  This is a supernatural, sonic mind-affecting fear 
  effect. The save is Charisma-based. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Skills Krenshars have a +4 racial bonus on Jump and 
  Move Silently checks. Shadow creatures have a +6 
  racial bonus on Move Silently checks; this 
  supersedes the krenshar racial bonus. 
  3B: SLAVER AMBUSH 
   
   
  HURIG AND TIAMA 
  CR 3 
  Male and female half-orc fighter 3 
  CE Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +3 
  Languages Common, Orc  
  AC 15, touch 10, flat-footed 15 
   
  (+4 armor, +1 shield) 
  hp 26 (3 HD)  
  Fort +5, Ref +1, Will +2 
  Speed 20 ft. in scale mail (4 squares), base speed 30 
  ft.; 
  Melee mwk morningstar +7 (1d8+3)  
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +3; Grp +5  
  Special Actions Combat Expertise, improved Disarm 
  Abilities Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 8 
  SQ orc traits 
  Feats Combat Expertise, Improved Disarm, Improved 
  InitiativeB, Weapon Focus (morningstar)B,  
  Skills Climb -3, Handle Animal +4, Hide  -5, Intimidate 
  +4, Jump -9, Listen  +1, Move Silently  -5, Ride +5, 
  Search  +0, Spot  +3, Swim -2, 
  Possessions light crossbow, masterwork morningstar, 
  scale mail  
   
  NESTRA 
  CR 3 
  Female half-orc cleric (Gruumsh) 3 
  CE Medium humanoid (half-orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Ogre, Orc  
  AC 14, touch 10, flat-footed 14 
   
  (+4 armor) 
  hp 20 (3 HD) 
  Fort +4, Ref +1, Will +5 
  Speed 20 ft. in scale mail (4 squares), base speed 30 
  ft.; 
  Melee sap +2 (1d6)  
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +2; Grp +2  
  Atk Options Point Blank Shot 
  Special Actions rebuke undead, spontaneous casting 
  (inflict spells) 
  Cleric Spells Prepared (CL 2nd): 
   2nd—enthrallD (DC 15), stabilize, veil of shadow 
   1st—bane (2; DC 16), charm personD, lesser vigor 
   0—cure minor wounds (4) 
  D: Domain spell. Deity: Gruumsh. Domains: 
  Domination, Tyranny  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 15, Cha 13 
  SQ orc traits 
  Feats Point Blank Shot, Skill Focus (Concentration), 
  Spell Focus (enchantment)B   
  Skills Concentration +10, Diplomacy +1, Heal +4, Hide  
  -5, Knowledge (arcana) +6, Knowledge (religion) +6, 
  Listen  +1, Move Silently  -5, Search  +1, Spellcraft 
  +4, Spot  +1 
  Possessions buckler, light crossbow + 12 bolts, sap, 
  scale mail 
   
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 25 
  4: SLAVER HQ  
   
   
  THANNIS 
  CR 3 
  Male half-elf (Suel) fighter 1/bard 2 
  NE Medium humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +2, Spot +2 
  Languages Common, Elven  
  AC 16, touch 11, flat-footed 15 
   
  ( +1 Dex, +5 armor) 
  hp 14 (3 HD) 
  Immune sleep effects 
  Fort +2, Ref +4, Will +4 (+6 agasint enchantments) 
  Speed 30 ft. (6 squares) 
  Melee mwk falchion +3 (2d4-1/18-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +1  
  Special Actions bardic music 2/day (countersong, 
  fascinate, inspire courage +1) 
  Bard Spells Known (CL 2nd: 
   1 (1/day)—charm person (DC 14), sleep (DC 14)  
   0 (3/day)—daze (DC 13), flare (DC 12), lullaby (DC 
  13), minor disguise, songbird 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15 
  SQ bardic knowledge +6, elf traits 
  Feats Persuasive, Spell Focus (Enchantment), Weapon 
  Focus (falchion)B, 
  Skills Balance +2, Bluff +7, Concentration +0, 
  Diplomacy +16, Disguise +4 (+6 to act in character), 
  Gather Information +6, Hide +1, Intimidate +4, Jump 
  +6, Knowledge (history) +7, Knowledge (local – 
  Core) +7, Knowledge (nobility & royalty) +7, Listen 
  +2, Move Silently +1, Perform (oratory) +4, Perform 
  (sing) +5, Search +3, Sense Motive +6, Spot +2, 
  Tumble +8 
  Possessions light crossbow +12 bolts, mithral shirt +1, 
  masterwork falchion
   
  BERETH 
  CR 3 
  Female half-orc fighter 3 
  CE Medium humanoid (half-orc) 
  Init +4; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common, Elven, Orc  
  AC 16, touch 10, flat-footed 16 
   
  (+6 armor) 
  hp 26 (3 HD)  
  Fort +5, Ref +1, Will +4 
  Speed 20 ft. in splint mail (4 squares), base speed 30 ft. 
   Melee mwk falchion +5 (2d4/18-20)  
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +3; Grp +3  
  Abilities Str 10, Dex 10, Con 14, Int 13, Wis 13, Cha 10 
  SQ orc traits 
  Feats Alertness, Improved InitiativeB, Iron Will, Weapon 
  Focus (falchion)B  
  Skills Climb -4, Hide  -4, Intimidate +6, Jump -9, Listen  
  +6, Move Silently  -4, Ride +0, Search  +0, Spot  +6, 
  Swim -4 
  Combat Gear buckler, light crossbow + 12 bolts, 
  masterwork falchion, mithral splint mail 
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 26 
  APL 8 
  1A/2A: VISITING THE FOREIGN 
  QUARTER/AMBUSH IN THE FOREIGN 
  QUARTER 
   
   
   
  ADVANCED HALF-FIENDISH SHADOW 
  KRENSHAR 
  CR 6 
  NE Large outsider (extraplanar – Shadow) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +12, Spot +6 
  Languages None 
  AC 21, touch 13, flat-footed 15 
   
  (-1 size, +4 Dex, +6 natural) 
  Miss Chance 50% (shadow blend) 
  hp 65 (8 HD); fast healing 2; DR 5/magic  
  Resist acid 10, cold 13, electricity 10, fire 10; SR 18 
  Immune poison  
  Fort +5, Ref +9, Will +3 
  Speed 60 ft. (12 squares); fly 30 ft. (average) 
  Melee bite +13 (1d8+4) and  
   
  claws +11 (1d8+4) 
  Base Atk +8; Grp +18  
  Special Attacks smite good 1/day (+8 damage) 
  Special Actions scare, shadow blend  
  Spell-Like Abilities (CL 8th): 
   3/day—darkness, poison (DC 19) 
   1/day—desecrate, unholy blight (DC 16) 
  Abilities Str 23, Dex 18, Con 17, Int 10, Wis 12, Cha 15 
  Feats Ability Focus (scare), Improved Natural Weapon 
  (claws), Multi-attack, TrackB 
  Skills Balance  +8, Bluff  +7 (+9 when using scare), 
  Hide +11, Intimidate  +15, Jump +33, Listen +12, 
  Move Silently +21, Spot  +6, Survival  +6, Swim  +11, 
  Scare (Ex or Su) As a standard action, a krenshar can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This 
  alone is usually sufficient to scare away foes (treat as 
  a Bluff check with a +3 bonus). 
   
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare 
  spell from a 3rd-level caster (Will DC 13 partial). A 
  creature that su essfully saves cannot be affected 
  again by the same krenshar’s scare ability for 24 
  hours. The shriek does not affect other krenshars. 
  This is a supernatural, sonic mind-affecting fear 
  effect. The save is Charisma-based. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Skills Krenshars have a +4 racial bonus on Jump and 
  Move Silently checks. Shadow creatures have a +6 
  racial bonus on Move Silently checks; this 
  supersedes the krenshar racial bonus. 
   
  3B: SLAVER AMBUSH 
   
   
  HURIG AND TIAMA 
  CR 3 
  Male and female half-orc fighter 3 
  CE Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +3 
  Languages Common, Orc  
  AC 15, touch 10, flat-footed 15 
   
  (+4 armor, +1 shield) 
  hp 26 (3 HD)  
  Fort +5, Ref +1, Will +2 
  Speed 20 ft. in scale mail (4 squares), base speed 30 
  ft.; 
  Melee mwk morningstar +7 (1d8+3)  
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +3; Grp +5  
  Special Actions Combat Expertise, improved Disarm 
  Abilities Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 8 
  SQ orc traits 
  Feats Combat Expertise, Improved Disarm, Improved 
  InitiativeB, Weapon Focus (morningstar)B,  
  Skills Climb -3, Handle Animal +4, Hide  -5, Intimidate 
  +4, Jump -9, Listen  +1, Move Silently  -5, Ride +5, 
  Search  +0, Spot  +3, Swim -2, 
  Possessions light crossbow, masterwork morningstar, 
  scale mail  
   
  NESTRA 
  CR 3 
  Female half-orc cleric (Gruumsh) 3 
  CE Medium humanoid (half-orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Giant, Orc  
  AC 14, touch 10, flat-footed 14 
   
  (+4 armor) 
  hp 20 (3 HD) 
  Fort +4, Ref +1, Will +5 
  Speed 20 ft. in scale mail (4 squares), base speed 30 
  ft.; 
  Melee sap +2 (1d6)  
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +2; Grp +2  
  Atk Options Point Blank Shot 
  Special Actions rebuke undead, spontaneous casting 
  (inflict spells) 
  Cleric Spells Prepared (CL 2nd): 
   2nd—enthrallD (DC 15), stabilize, veil of shadow 
   1st—bane (2; DC 16), charm personD, lesser vigor 
   0—cure minor wounds (4) 
  D: Domain spell. Deity: Gruumsh. Domains: 
  Domination, Tyranny  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 15, Cha 13 
  SQ orc traits 
  Feats Point Blank Shot, Skill Focus (Concentration), 
  Spell Focus (enchantment)B   
  Skills Concentration +10, Diplomacy +1, Heal +4, Hide  
  -5, Knowledge (arcana) +6, Knowledge (religion) +6, 
  Listen  +1, Move Silently  -5, Search  +1, Spellcraft 
  +4, Spot  +1 
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 27 
  Possessions buckler, light crossbow + 12 bolts, sap, 
  scale mail 
   
  4: SLAVER HQ  
   
   
  THANNIS 
  CR 4 
  Male half-elf (Suel) fighter 1/bard 3 
  NE Medium humanoid (elf) 
  Init +1; Senses low-light vision; Listen +2, , Spot +2 
  Languages Common, Elven  
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  hp 17 (4 HD)  
  Immune sleep effects 
  Fort +3, Ref +4, Will +4 (+6 against enchantments) 
  Speed 30 ft. (6 squares) 
  Melee +1 falchion +4 (2d4/18-20)  
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +2  
  Special Actions Bardic music (countersong, fascinate, 
  inspire competence, inspire courage +1) 
  Bard Spells Known (CL 3rd; 10% spell failure) 
   1 (2/day)—charm person (DC 15), herald’s call 
  (DC15), sleep (DC 15)  
   0 (3/day)—daze (DC 14), flare (DC 13), lullaby (DC 
  14), minor disguise, songbird 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 16 
  SQ bardic knowledge +7, elf traits 
  Feats Persuasive, Spell Focus (Enchantment), Weapon 
  Focus (falchion)B, 
  Skills Balance +2, Bluff +9, Concentration +0, 
  Diplomacy +17, Disguise +5 (+7 to act in character), 
  Gather Information +7, Hide +0, Intimidate +5, Jump 
  +5, Knowledge (history) +7, Knowledge (local – 
  Core) +7, Knowledge (nobility & royalty) +7, Listen 
  +2, Move Silently +1, Perform (oratory) +9, Perform 
  (sing) +9, Search +3, Sense Motive +6, Spot +4, 
  Tumble +7 
  Possessions light crossbow +12 bolts, glamered 
  mithral shirt +1, +1 falchion
   
  BERETH 
  CR 4 
  Female half-orc fighter 4 
  CE Medium humanoid (half-orc) 
  Init +4; Senses darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Elven, Orc  
  AC 16, touch 10, flat-footed 16 
   
  (+6 armor) 
  hp 32 (4 HD)  
  Fort +6, Ref +1, Will +5 
  Speed 20 ft. in splint mail (4 squares), base speed 30 ft. 
  Melee +1 falchion +6 (2d4+3/18-20)  
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +4; Grp +4  
  Abilities Str 10, Dex 10, Con 14, Int 13, Wis 14, Cha 10 
  SQ orc traits 
  Feats Alertness, Improved InitiativeB, Iron Will, Weapon 
  Focus (falchion)B, Weapon Specialization (falchion)B 
  Skills Climb -4, Hide  -4, Intimidate +7, Jump -9, Listen  
  +7, Move Silently  -4, Ride +0, Search  +0, Spot  +7, 
  Swim -4 
  Possessions buckler, light crossbow + 12 bolts, +1 
  falchion, mithral splint mail +1 
   
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 28 
  PLAYER HANDOUTS 
   
  PLAYER HANDOUT 1 (INTRODUCTION: AN INVITATION TO THE FOREIGN QUARTER) 
   
  Dear Adventurer 
   
  You have information I seek, regarding matters that are close to my heart. If you would find light 
  to destroy the darkness of ignorance, meet with me at the Golden Horseshoe Resting House between 
  the seventh and eighth bells of the Grand Cathedral tonight. 
   
  A Concerned Friend. 
   
  PLAYER HANDOUT 2 (ENCOUNTER 3A: TO FIND AN ELVEN WIZARD) 
   
  Chores: 
   
  1. bag of holding – Wizard Palfrey 
  2. ogres – Pomarj; 
  3. messengers – use urchins??? 
   
  (don’t forget tabards with medusa head) 
   
  4. contingency – actress 
  5. check inquirers – temple 
  6. slavers to clean up 
  7. Wizard Palfrey - Skexac 
   
   
  
  CGR8-02:2 Greyhawk City Puzzle 
   
  Page 29 
  AFFILIATION BRIEFING SHEETS 
  GUILD OF WIZARDRY 
  Gamboral is still grieving his daughter and, as a result, his work is suffering. Divinations have shown that a common link 
  runs between the death of his daughter and the death of Matriarch Ipzeril’s servant Korenth. They also show that the 
  trail starts abroad but aren’t more clear than that. See if you can clarify the connection. 
   
  MERCHANTS’ AND TRADERS’ UNION 
  The peace deal between Turrosh Mak and the City of Greyhawk is very important to us. We need the war to subside and 
  trade routes to open once more. Divinations show that something isn’t right, but can’t be teased into clarification. They 
  also show that the trail starts abroad, but aren’t more clear than that. If you see any way to clarify the connection as you 
  traverse the city, let us know. 
   
  MERCENARIES’ GUILD 
  The war with Mak was good for some parts of our business and bad for a whole lot of other reasons, but that isn’t what 
  we want you to investigate. That wizard Gamboral has asked us to investigate the death of his daughter. The problem is 
  that the only leads he can give us is from a divination that links his daughter’s death with the death of Korenth, Matriarh 
  Ipzeril’s servant, and indicates that the trail starts abroad. See what you can find out for us. While you’re at it, you should 
  keep an eye out for mercenaries that come from elsewhere – there seem to be a few foreigners in Greyhawk, and we’d 
  like to know who’s paying them instead of hiring from us. 
   
  CARTOGRAPHERS’ GUILD 
  With all the trouble with Mak and various problems arising in the ruins, we’d like you to keep an eye open for secret 
  paths in the city. If you notice any that seem of particular interest, map them out and inform us.  
   
  THIEVES’ GUILD 
  There’s something secret going on – no, seriously, something is afoot and we mean more than usual. We suspect that 
  foreign interests are moving in on our territory, but we can’t pinpoint who, or where. And that wizard, Gamboral, has 
  been yammering about his daughter again. Something about a divination linking her to Korenth and the trail starting 
  abroad. Look into that as well. We need information on what’s happening in the City, and we need it fast. See what you 
  can do. 
   
  NIGHTWATCHMEN 
  There’s trouble brewing – and we mean more than the usual sort. You’re a watchman; start watching. The rumor’s out 
  that there’s a link between Korenth and Gamboral’s daughter. Not a romantic link, you single-minded ninny! A link 
  between their murders, along with some hinting at foreign involvement. See what you can find out. 
   
  RELIGIOUS ORGANIZATIONS 
  The Matriarch of St. Cuthbert is still upset about the death of her servant. Her most recent divinations into the matter 
  have shown that his murder is somehow linked to the death of that adventurer in the ruins of Greyhawk Castle. What 
  adventurer? Oh, the girl, daughter of that wizard, Gamboral. We’ve more important things to chase, but we did a bit of 
  dabbling that revealed the trail starts abroad. We’d like you to see if you can find out what it means. And keep an eye out 
  for clues – apparently ‘foreign interests’ are threatening the peace treaty with the Mak, and we can’t have that. Bad for 
  business. Very bad indeed. 
   
   
  
  CGR8-02:3 Little Things 
   
  Page 1 
  CGR8-02:3 
   
   
   
  Little Things 
   
  By Colleen Simpson 
   
  Come see the treasures from the ruins of Greyhawk! Come see the magical mirrors, the ornate carvings, the beautiful 
  statues. Come see the tapestry drag one of our patrons into itself… Now hold it right there – that wasn’t something you 
  expected. Are you just going to stand there? Or are you going to go to the rescue? A one-round Core adventure set in a 
  location attached to the ruins of Greyhawk and Greyhawk City for characters level 1-10 (APLs 2-8). 
   
   
  ADVENTURE BACKGROUND 
  When Zagig created the God Trap, he had a number of 
  gods in mind for his little device. Not all of them 
  succumbed to his plans, however, and some of his 
  preparations exist to this day. One such device is a ‘little 
  something’ he cooked up for Bralm – Suel god of insects 
  and industry. 
   
  Stealing an amulet that enhanced Bralm’s control over 
  all things that crawl, Zagig formed a demi-plane that was 
  a joy for all insects – giant plants, huge flowers, a great 
  climate, and so on. He then set about populating it with 
  all the bugs he could find. Of course, he also added 
  predators, no need to let the little terrors get out of hand 
  – and who could resist making them big enough to see 
  with the aid of an enlarge spell? 
   
  Setting this domain under the demi-plane known as 
  the Isle of the Ape in a a huge cavern, Zagig then placed 
  the amulet in a maze of tunnels and traps designed to 
  keep the deity’s attention diverted from his real 
  intentions, for, when the god touched his amulet, he 
  would be transported into the god trap and thus fuel 
  Zagig’s own ascension. 
   
  Suspecting some kind of trap, and not really needing 
  his amulet, Bralm avoided the trap, until he discovered 
  that he and Zagig weren’t the only ones who knew of it. 
  Incabulos (as a side effect of the actions of his servants in 
  the ruins – CGR7-01:4 Soiled Souls) has also discovered the 
  amulet’s whereabouts and plans to take it in order to 
  enhance his own power, and decrease Bralm’s. If all goes 
  well, Incabulos means to steal the portfolio of insects 
  from his rival, and use the amulet and disease-bearing 
  vermin to spread his power across the Oerth. 
   
  Knowing a little of Zagig and his schemes, and 
  suspecting something of the nature of the amulet’s 
  resting place, Incabulos has set his minions the task of 
  discovering the location of the demi-plane, its entrance, 
  and of retrieving the amulet.  
   
  Of course, knowing that deities might grow 
  suspicious, Zagig set one final trap – a disease that infects 
  the entire demi-plane and gradually turns its victims into 
  the mindless vermin that populate it. Hiding the 
  entrance in a tapestry, he has let the years take their 
  course. 
   
  With several entrances, the demi-plane attracted the 
  attention of a variety of creatures, vermin and researchers 
  into all things ‘buggy’. Predators, in the form of giant 
  spiders, also found the demi-plane a suitable home… as 
  did a group of shaedlings who worshipped such monsters 
  as representatives of Lolth. One such creature, a harpoon 
  spider, has made its lair in the center of the maze, and the 
  shaedlings are on a continual search for prey with which 
  to feed it. 
   
  Recently, Greyhawk’s Guild of Wizardry decided to 
  take advantage of the interest the ruins were generating, 
  and uncover some of the more unusual treasures 
  extracted from their depths. One of these was the tapestry 
  hiding an entrance to the demi-plane. 
   
  ADVENTURE SUMMARY 
  INTRODUCTION 
  PCs are visiting an exhibit of the ‘Treasures of the Ruins’ 
  at the Guild of Wizardry, when one of the visitors ahead 
  of them reaches out to touch a tapestry displaying a wild 
  array of strange flowers, through which they glimpse a 
  crystalline spire, and disappears. PCs may choose to touch 
  the tapestry and be drawn in as their predecessor was (go 
  to Encounter 1B), or to wait for directions, in which case, 
  they are instructed to go through the tapestry. PCs may 
  also learn of others who have vanished while near the 
  tapestry. 
   
  ENCOUNTER 1 
  PCs enter the tapestry, succumbing to its magic. As they 
  exit the tangled web-like threads that surround them on 
  entry, they find themselves falling, and quickly saved by 
  the wings that have appeared on their back. Even as they 
  register that they can fly, (and the person they seek being 
  dragged into the distance by a number of large 
  shaedlings), they themselves are attacked by shaedlings. 
  
  CGR8-02:3 Little Things 
   
  Page 2 
  PCs either fight them off (Encounter 2a), or succumb to 
  their attack (Encounter 2b).  
   
  ENCOUNTER 2A 
  The PCs are in time to see the shadowy sprites hovering 
  over a crystalline maze. The sprites drop the visitor, who 
  feather falls into a hole at the top of the maze. The top of 
  the maze closes over a terrified scream. The sprites wait 
  for the PCs to confront them. When the PCs confront 
  them, the sprites direct them to the entrance of the maze 
  stating if they are quick, they can save the ‘sacrifice’. If 
  they are slow, they will join him. If the PCs attack the 
  sprites, they continue to hear screams from the maze 
  below. Each round they delay, they lose the chance to 
  save one of the ‘vanishing victims’. If they enter 
  immediately, they have a very small chance of rescuing 
  them all. 
   
  ENCOUNTER 2B 
  PCs find themselves inside the entrance of the maze. 
   
  ENCOUNTER 3 – THE MAZE 
  This is a loose series of encounters in which PCs must 
  defeat the inhabitants of the maze and seek the way out, 
  which, of course, lies in the maze’s center. A note on the 
  teleportation traps – these all deliver PCs to the center of 
  the maze, from which they must escape if they wish to 
  survive the harpoon spider and rejoin their comrades. 
   
  Encounter 3A: PCs come across a trapped rogue, who 
  is on an elevated island in the middle of a swamp in 
  which a strider swarm has made its home. They need to 
  rescue the rogue, and work out a way to cross the swamp. 
   
  Encounter 3B: In a little room, the missing Mistress 
  Marda is holding a fetid fungus at bay. PCs may rescue 
  her. 
   
  Encounter 3C: This corridor contains a gelatinous 
  cube that has so far frustrated all efforts of the shaedlings 
  to destroy it. To continue down the corridor, the PCs 
  must either avoid it, using the secret door, or defeat it in 
  combat. (Where game play time is important, avoiding 
  this combat is advised.) 
   
  Encounter 3D: PCs must either defeat, or successfully 
  escape the swarm that lives in this room. 
   
  Encounter 3E: Huge vines lurk in the dense 
  undergrowth in this chamber. They guard the entrance to 
  a cell where another of the missing persons has hidden 
  himself. 
   
  Encounter 3F: The PCs must work out the answer to 
  three riddles and then drop the named item into a slot in 
  order for the door to open. Alternatively, they can just 
  hack their way through. 
   
   
  Encounter 3G: The PCs encounter a third prisoner, 
  who is petrified of the fire beetles that have made their 
  home in this cavern. They must either avoid the usually 
  peaceful creatures, or defeat them. 
   
  Encounter 3H: Incabulos’ minions have made it this 
  far, and are preparing to make their way down to the 
  harpoon spider lair. If the PCs have made a lot of noise 
  defeating the fire beetles, the minions have set an 
  ambush, otherwise, the PCs may gain the upperhand. 
   
  Encounter 3I: The PCs must defeat the harpoon 
  spider, to retrieve the amulet, and work out how to return 
  to the City of Greyhawk. Go to Encounter 4. 
   
  ENCOUNTER 4 
  The pillar expels those, reaching into a recess marked by 
  the symbol of an open door, from the maze. They end up 
  standing in front of the tapestry. 
   
  CONCLUSION 
  Rewards according to those they rescued. For identifying 
  the tapestry’s tendency to pull people into a demi-plane 
  (which is identified as being located beneath the Isle of 
  Apes) PCs may also be rewarded. 
   
  PREPARATION FOR PLAY 
  AFFILIATION BRIEFING SHEETS 
  Many of the PCs participating in this adventure will be 
  members of one of the free city’s affiliations (as detailed 
  in the Greyhawk Ruins Sourcebook). Before play begins, 
  hand out the relevant briefing sheet to each player. PCs 
  not belonging to any affiliation must determine for 
  themselves why they are visiting the exhibition. 
   
  OPTIONAL ENCOUNTERS 
  GMs should note that there is a section of optional 
  encounters to use when running this adventure outside a 
  time-sensitive environment. If running this adventure in 
  a time-sensitive environment, then the relevant rooms 
  are empty of any opponents (although their appearance 
  matches the description given in each section sans). PCs 
  completing the optional encounters spend an extra TU 
  and gain an additional AR for this zone. 
   
  RULE ITEMS 
  DMs should re-familiarize with the following rules before 
  play: 
  • Weapon hardness and hit points (DMG 222). These 
  are relevant to Encounter 3B. 
   
  ERRATA 
  Rules items affected by the official FAQ or erratas are as 
  follows:  
   
  Listen Skill: Be aware that DC modifiers have 
  changed for the last two numbers in this entry, from -1 to 
  +1 and -5 to +5. 
   
  Ooze, Gelatinous Cube: Stats have been included 
  here as they have been errataed since the Monster Manual. 
   
  Dread Blossom Swarm: has been errataed, but the 
  errata has no effect on this module. 
   
  Harpoon Spider has been errataed – errata have been 
  included in the stat blocks provided. 
  
  CGR8-02:3 Little Things 
   
  Page 3 
   
  Swamp Strider Swarm has been errataed – errata has 
  been included in the stat blocks provided. 
   
  Soft Cover: Soft over only works against ranged 
  attacks. 
   
  INTRODUCTION 
  PCs are visiting an exhibit of the ‘Treasures of the Ruins’ 
  at the Guild of Wizardry. Read: 
   
  Well, the Academy sure knows how to turn it on. The 
  crowd is really something, everybody oohing and 
  aahing, and the items on display are nothing short 
  of spectacular – or they were, until you reached this 
  section. Not that you have anything against 
  tapestries, mind you, but none of the plaques are 
  able to tell you *exactly* what each one does. They 
  were all found in the ruins, though, so surely they’re 
  not just for decoration… 
   
  Give the PCs time to interact with each other, and state 
  what they are doing, then read: 
   
  Just as you’re beginning to think the tapestries are 
  nothing more than pretty pictures – extremely fine 
  and very expensive pretty pictures, but pictures 
  none-the-less, there is a startled shout from ahead of 
  you. 
   
  There, disappearing into one of the pretty 
  pictures, is a mage. Or maybe he was dragged… 
  Either way, he’s getting a much closer view than he 
  intended! 
   
  Let the PCs declare what they are doing. If they approach 
  the tapestry for a closer look, read: 
   
  The man has disappeared completely, by the time 
  you reach the tapestry. 
   
  Peering at the tapestry more closely, you notice 
  that it’s filled with exotic plants and flowers, and 
  gaudily-colored flying insects with iridescent wings. 
  In the distant, partly obscured by plants, is a 
  gleaming, crystalline spire. 
   
  All around you, other patrons are scattering in 
  shock, although some linger with the fascinated 
  interest of someone watching a tragedy unfold. 
   
  From nearby, a studious-looking wizard nods as 
  though something has been made clear. “Well, that 
  explains a lot,” he says. 
   
  Let PCs decide what to do. 
   
  DEVELOPMENTS 
  Interviewing the Wizard: If PCs approach the studious-
  looking wizard and speak with him, use the notes below 
  to run the encounter. 
   
  Wizard Shamri 
   
  Attitude: Indifferent (PH 72) unless PCs suggest they 
  are going to get the wizard back, then friendly. 
   
  What Shamri Knows: Shamri is aware that a number 
  of people have disappeared in recent days. Most of them 
  wizards, although he suspects there was an intruder that 
  also disappeared because the alarms went off, but no 
  intruder was found. Interestingly enough, that was in this 
  hall as well – and, now, he thinks he knows why. He is 
  most concerned because a friend of his, one Mistress 
  Marda also disappeared – and it was she who lent this 
  tapestry for the display. Shamri has suspected for a while, 
  but this is the first time he has been able to witness 
  anything happen. The PCs *will* go and rescue Marda for 
  him, won’t they? 
   
  �Wizard Shamri: male human (Suel) wizard 6 
   
  Gathering Information: PCs can discover the following 
  through Gather Information checks: 
  • DC 5: This isn’t the first disappearance that’s occurred 
  at the Guild of Wizardry. 
  • DC 10: A number of wizards have disappear lately. 
  • DC 15: An intruder disappeared as well – we think he 
  was in this room. 
  • DC 20: Mistress Marda lent this tapestry for the 
  display, but she wasn’t around to hand it over for 
  collection (although it was mostly packaged up and 
  ready to go, when the guild representatives went to 
  fetch it). 
   
  Going after the Tapestry Victim: PCs who touch the 
  tapestry, or who deliberately try to follow the victim, 
  immediately go to Encounter One. 
   
  Looking for Orders/Rewards: PCs who seek 
  instructions from their faction are asked why they didn’t 
  follow immediately. They are told that there are always 
  rewards for the noble of heart – and pity help those who 
  hesitated to lend a hand for the sake of greed!! 
   
  1: THROUGH THE LOOKING 
  GLASS 
  The PCs enter the tapestry willingly, succumbing to its 
  magic. They appear in a huge cavern – so large that from 
  their arrival point they may not even know they are in a 
  cavern. Read: 
   
  You feel the tapestry’s magic began to tug you in as 
  sticky threads grasp your hand. You fall into a swirl 
  of color and silence. The silence is short-lived, 
  however, and you emerge into the open ‘sky’ falling. 
   
  … Or not falling, you discover, as the wings on 
  your back snap open and you start to glide towards 
  the leafy canopy below. 
   
  In the distance, you hear shouts, and notice that 
  the tapestry’s latest victim is being dragged through 
  the air by large dark creatures that look remarkably 
  like big malevolent faeries. 
  
  CGR8-02:3 Little Things 
   
  Page 4 
   
  Even as you notice this, a second group of equally 
  large faeries flies upwards from the trees to meet 
  you. 
   
  Wisps of thick darkness trail from their bulging 
  bellies, and their dragonfly wings glimmer with 
  darkness. 
   
  Wings: The magic of the tapestry has temporarily given 
  the PC wings (speed 30 ft., manouverabiliy class: good).  
   
  BATTLE 
  The PCs can learn more about these creatures with a 
  Knowledge (nature) check).  
  • DC 12: This creature is a shaedling, a hateful fey with a 
  command over shadow. This result reveals all fey 
  traits. 
  • DC 17: The spinnerets on a shaedling’s bellow allow it 
  to form weapons and other implements from 
  shadowy strands. A shaedling can also weave a wall of 
  shadow to block sight. 
  • DC 22: Shaedlings can use a special javelin to put a 
  creature and potentially, all who touch that creature 
  to sleep. Their tough skin is best cut by cold iron. 
   
  A successful DC 20 Knowledge (religion) check reveals 
  that shaedlings have been known to follow the Spider 
  Queen, Lolth. 
   
  APL 2 (EL 5) 
   
  �Shaedlings (2): hp 22 each; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Shaedlings (3): hp 22 each; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Shaedlings (4): hp 22 each; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Shaedlings (6): hp 22 each; Appendix 1. 
   
   
  Tactics: The shaedlings attack using sleeping curse in the 
  opening round. They target heavily armored characters 
  first, and then focus their efforts on those less well-
  protected. They work in concert, and use tactics such as 
  flanking. When a PC succumbs to their attacks, the 
  shaedlings note where they have fallen, and then focus 
  on the remaining PCs. 
   
  Falling in Battle: PCs who fall in battle, fall 50 feet to 
  the canopy and then another 20 feet to the floor. The 
  canopy is a giving surface, and the myriad of plant life is 
  mainly soft-stemmed (being giant plants and not trees). 
  This, combined with the effect of their wings, reduces 
  damage to 2d6 at APLs 2-4, and 3d6 at APLs 6-8. 
   
  AREA FEATURES 
  There is no map provided for this encounter as it takes 
  place in the air above the canopy. Treat the battle ground 
  as open space. 
   
  Cavern: The demiplane is set in a huge cavern. The 
  ceiling is so distant that initially the PCs may not realize 
  they are underground. 
   
  Light: Light fills the cavern radiating from the cavern 
  ceiling high above (another of Zagig’s enchantments). 
  The light mimics the rise and set of the sun.  
   
  DEVELOPMENTS 
  PCs who defeat the shaedlings proceed to Encounter 2A. 
   
  PCs who are defeated by the shaedlings proceed to 
  Encounter 2B. 
   
  2A: INTO THE MAZE 
  WILLINGLY 
  The PCs have defeated the shaedlings that came to meet 
  them and are in time to see the original group of shadowy 
  sprites hovering over a crystalline maze. Read: 
   
  As your last foes dissipates into a thick streamer of 
  greasy darkness, you see what has become of the 
  visitor who fell through the tapestry. You are in time 
  to see the dark-skinned sprites drop him through 
  the roof of a pink crystalline structure. 
   
  In a flash, the gap they created closes over, cutting 
  off their victim’s terrified scream. 
   
  The sprites notice your advance, and turn to face 
  you. They appear to be waiting for you to draw closer 
  and hold their weapons in a neutral pose. 
   
  Give the PCs time to declare their actions.  
   
  SPEAKING WITH THE SPRITES 
  If the PCs choose to parlay instead of attack, read: 
   
  The sprites eye you warily, before drifting down to 
  the surface of the large structure. It’s pink surface 
  reflects their images back, but does nothing more. 
  You can see no trace of the opening through which 
  their victim fell, although a terrified cry filters out 
  from beneath your feet. 
   
  “Do you wish to enter?” asks the leader of the fey. 
   
  If the PCs agree, go to The Entrance. If they wish to speak 
  more, the sprites know the following information. 
   
  Shaedling Leader 
   
  Attitude: Unfriendly (PH 72) unless PCs agree to 
  enter the maze, then indifferent. 
   
  What the Leader Knows: The leader knows that the 
  being they worship (a representative of Lolth) resides in 
  the center of the maze. They feed it whatever prey they 
  can find, although the hunting has been more favorable 
  
  CGR8-02:3 Little Things 
   
  Page 5 
  of late. (He smiles at this.) Sometimes a window opens in 
  the sky, through which they can draw all manner of 
  creatures to delight their god. He is willing to open a way 
  into the maze, but it is up to the PCs to rescue who they 
  may. As best as he can recall, there have been four 
  offerings made in the last few days. He is willing to reveal 
  that there are insectivorous creatures within the maze. 
   
  �Shaedling Leader: male shaedling; Appendix 1. 
   
  ATTACKING THE SPRITES 
  If the PCs attack the sprites, they face a group equivalent 
  to the one they have just defeated. Each round, the sprites 
  offer the PCs the chance to enter the maze, asking them if 
  they’re sure they want to waste time in battle when there 
  are those in mortal danger. 
   
  If the PCs break off the battle, the sprites show them a 
  way in. Go to The Entrance. 
   
  If the PCs defeat the sprites, they must make a DC 23 
  Search check to find the entrance. Each attempt takes a 
  day, because of the size of the maze. For every day they 
  spend searching for the entrance, randomly determine 
  which NPC falls to the maze’s denizens. Flying out is not 
  an option. The tapestry has been covered over and is not 
  currently functioning as a portal. 
   
  If the PCs are defeated by the sprites, to Encounter 2B. 
   
  THE ENTRANCE 
  Once PCs have agreed to let the sprites show them the 
  entrance to the maze, read: 
   
  The sprites lead you to a portion of the crystal 
  covered over by a mass of vines, and shrouded 
  beneath enormous yellow blossoms. 
   
  With a simple word, the crystal opens before you, 
  and the sprites step back. 
   
  “May your gods bring you luck,” their leader 
  sneers, after you have entered. You watch as he 
  launches himself into the air, and the crystal 
  morphs close, leaving no trace of a door. As the last 
  piece of outside world disappears from view, you 
  notice the wings disappear from your companions’ 
  backs, and feel their weight leave your own. 
   
  Go to Encounter 3A. 
   
  2B: INTO THE MAZE, 
  UNWILLINGLY 
  The PCs recover are just inside the entrance of the maze. 
   
  Finding yourself alive is somewhat of a surprise. 
  Finding yourself in a corridor bordered and roofed 
  by pink crystal is not. Well, there has to be a way out 
  of here – and you might find the missing victims on 
  the way. There’s only one way to find out, though. 
   
  And speaking of missing – what’s happened to 
  your wings? They, too, seem to have gone missing, 
  although there’s no evidence of injury to explain 
  their disappearance. 
   
  Move to Encounter Three when the PCs begin to explore. 
   
  3: THE MAZE 
  This is a loose series of encounters in which the PCs must 
  defeat the inhabitants of the maze and seek the way out, 
  which, of course, lies in the maze’s center. When the PCs 
  first arrive in the maze, read: 
   
  The corridor you find yourself in is ten feet wide, 
  and veers to the left around a bend. To your right, is 
  another corridor – narrower, only five feet wide and 
  turning left in a sharp right-angled bend after some 
  fifteen feet. Light filters through the crystal, bathing 
  all around you in a soft, pink glow. 
   
  Ahead of you, from around the left-veering bend, 
  you hear a faint shriek. Male, or female, you cannot 
  tell. 
   
  Let the PCs decide which way they want to travel and run 
  encounters accordingly. If they follow the shriek, read: 
   
  Rounding the corner, you see the corridor ends in a 
  larger chamber about 40 feet ahead. The shrieks, 
  however, seem to be coming from a much narrower 
  side corridor to your left. 
   
  If PCs follow the shrieks, go to Encounter 3B. 
   
  MAZE FEATURES 
  Ceilings: Unless otherwise noted, the ceilings in this 
  section are 15 ft. high. They consist of 10-ft.-thick semi-
  opaque pink crystal. 
   
  Floors: Floors are paved stone. 
   
  Lighting: Lighting consists of natural light that filters 
  through the crystalline structure of the walls and ceiling. 
  It is tinged pink from the crystal it passes through. 
   
  Walls: Unless shown as a different thickness on the 
  map, the walls consist of 10-ft.-thick, semi-opaque, pink 
  crystal. Dark lines bordering areas show the edge of the 
  wall, only. Thickness is dictated by distance between 
  rooms to a maximum of 10 feet. After that, the wall ends, 
  and the vegetation of the demi-plane begins. 
   
  Some PCs might wish to determine what kind of 
  crystal surrounds them. Knowledge (geography) checks 
  achieving the following DCs result in the following: 
  • DC 10: It’s a hard, crystalline rock. 
  • DC 15: Looks like some type of rose quartz, but it isn’t. 
  • DC 20: Similar to amethyst, you think, but this strange 
  pale pink color. Nothing pink about its hardness, 
  though. 
   
  Traps: Once designed to teleport hapless victims to the 
  top of the spire, these traps have long been disabled by 
  the shaedlings, who discovered it was better to let the 
  
  CGR8-02:3 Little Things 
   
  Page 6 
  prey roam through the maze to the center of the trap – it 
  appeals to their malicious sense of humor for a victim to 
  believe the center of the maze was the way out, when it 
  was the end of the line (and insects can always be 
  dropped directly into the lair for the spider to eat, if prey 
  is scarce. Besides, making sure that intelligent prey 
  negotiates the maze ensures that only the most worthy 
  sacrifices reach their deity’s table. 
   
  Optional Encounters: These encounters are not to 
  be run in a time sensitive environment. If PCs traverse 
  these areas, and are NOT undertaking the optional 
  encounters, then these areas are empty of enemies, but 
  otherwise fit the descriptions provided. 
   
  3A – WATERY DEMISE 
  PCs come across a trapped rogue, who is on an elevated 
  island in the middle of a swamp in which (at APLs 4 and 
  above), a strider swarm has made its home. They need to 
  rescue the rogue, and work out a way to cross the swamp. 
  When they reach this area, read: 
   
  The corridor is blocked by a large, deep pit. The 
  crystalline walls fall, in an unbroken cliff to the 
  surface of what appears to be a sunken lake, and 
  ferns and flowers grow from crevices all the way 
  down. Something shimmers and moves across the 
  water’s surface, as though it chases the myriad shiny 
  insects that make their home here.  
   
  What captures your attention the most, however, 
  is the frightfully thin man huddled on top of a 
  crystalline spire that rises out of the lake. Just when 
  you think he’s dead, he raises his head and fixes you 
  with a desperate gaze. “Help me,” he croaks, his voice 
  barely audible above the sound of insectivorous 
  wings. 
   
  If players ask for further clarification, draw them a map 
  and read: 
   
  The pit is between thirty and thirty-five feet long 
  and takes up the full twenty-foot width of the 
  chamber. The water is thirty feet below you, and the 
  top of the man’s spire is twenty feet from where you 
  stand and ten feet below you. 
   
  REACHING SAMAEL 
  Climb: PCs need to make a succession of DC 20 Climb 
  checks to successfully move across the wall. Each check 
  allows them to move one quarter their normal movement 
  speed.  
   
  Jump: To jump across the pit, PCs need to make a DC 
  35 Jump check. To jump to the pillar on which Samael is 
  stranded, the PC must make a DC 25 Jump check 
  followed by a DC 15 Balance check to avoid falling off the 
  other side or running into the NPC and knocking him off 
  the ledge as they both fall. 
   
  Use Rope: It is possible to secure a grappling hook on 
  the other side of the pit. This requires a DC 16 Use Rope 
  check. To secure a grappling hook on the pillar top, only 
  requires a DC 14 Use Rope check. 
   
  The following creatures can be avoided, if PCs do not fall 
  into the water. In this case, they earn experience for 
  successfully crossing the pit without falling in, and for 
  rescuing Samael. 
   
  APLs 4-6 (EL 5) 
   
  �Swamp Strider Swarm (1): hp 40; Appendix 1. 
   
  APL 8 (EL 7) 
   
  �Swamp Strider Swarm (2): hp 40 each; Appendix 
  1. 
   
  Tactics: The swamp striders do not attack anything that 
  does not come in contact with the water. Once 
  something does come into contact with the water, the 
  swamp striders take one round to form an effective 
  swarm and one round to approach. 
   
  LEARNING MORE 
  A DC 24 Knowledge (arcana) check (once the swarm has 
  been identified) reveals that swamp strider feet have 
  sometimes been used as components in the water walk 
  spell. 
   
  Knowledge (nature) checks achieving the following 
  DCs reveal the following: 
  • DC 19: That mat of bugs on top of the water is a 
  swamp strider swarm that can’t be damaged by 
  weapons or targeted spells. 
  • DC 24: It’s made up of very small beetles that are 
  susceptible to area attacks and high winds. 
  
  CGR8-02:3 Little Things 
   
  Page 7 
  • DC 29: They cause wounds that keep bleeding, and 
  feed on the blood. Being swarmed can make you feel 
  too sick to do anything but flee. These creatures can 
  sense anything entering the same body of water they 
  occupy, and walk on top of the water. They’re very 
  hard to drown. 
   
  A DC 22 Survival check (once the swarm has been 
  identified), reveals that swamp striders are hunted by 
  some humanoids and toasted as a delicacy. The beetles are 
  7 inches long and weigh half a pound providing a viable 
  meal. 
   
  TALKING TO SAMAEL 
  Attitude: Helpful (PH 72) 
   
  What Samael Knows: He was ‘only looking’ at the 
  tapestry (okay, he was touching it, but he wasn’t really 
  going to take it – well, not yet anyway). He had a partner 
  in the gallery – Jarrett; did you find him? He doesn’t 
  know a way out of the maze and begs to tag along with 
  PCs. He also asks that he not be handed over to the 
  Watch. After all, hasn’t he been punished enough? 
   
  �Samael: male human rogue 4. 
   
  DEVELOPMENT 
  After solving this problem, PCs may do one, or more, of 
  the following: 
   
  Check for secret doors. The elven ability to find 
  secret doors, and the dwarven stonecunning ability are 
  useful here. A successful DC 20 Search check reveals the 
  secret door. 
   
  PCs continue their exploration of the maze. Go to 
  whichever encounter is appropriate. 
   
  The PCs rest for the night. Take into consideration any 
  disease effects. When they continue, go to whichever 
  encounter is most appropriate. 
   
  3B: KICKING UP A STINK 
  In a little room, Mistress Marda is holding the fetid fungi 
  at bay via her last repulsion spell, and the little monsters 
  have her petrified. When the PCs arrive, read: 
   
  APLs 2-4 
  Guided by her shrieks of denial and desperation, you 
  make your way down the narrow corridors until you 
  reach a small, crystalline room. 
   
  A tall woman, with wavy dark hair and large, blue 
  eyes has been cornered by what looks like two 
  bubbling multi-colored boulders that smell like 
  rotting vegetation. 
   
  The stench is bad enough out here. In there, it 
  must be nearly overpowering. 
   
  APLs 6-8 
  Guided by the shrieks, you round a corner into a 
  short section of passage. Here there is an almost 
  overpowering stench. Looking ahead, you catch a 
  glimpse of something multi-colored and bubbling 
  just around the next corner. 
   
  Note: At these levels, the two extra fungi are located ten 
  feet down the corridor behind those marked on the map. 
  PCs start one square back so that they have time to react. 
   
  ALL APLS 
  Have PCs make a DC 12 Fortitude saving throws to avoid 
  being sickened for 10 rounds as they approach the first 
  fungus. They must make another save against the second 
  fungus when they enter the room. 
   
   
   
  CHAMBER FEATURES 
  Beyond the overwhelming stench from the fetid fungi, 
  there are no important features in this chamber.  
   
  All APLs (non-combatant) 
   
  �Mistress Marda: hp 10 (usually 20); see below. 
   
  APL 2 
   
  �Fetid Fungus (2): hp 12 each; Appendix 1. 
   
  APL 4 
   
  �Advanced fetid fungus (2): hp 12 each; Appendix 
  1. 
   
  APLs 6-8  
   
  �Advanced fetid fungus (4): hp 12 each; Appendix 
  1. 
   
  A DC 24 Knowledge (arcana) check (once the swarm has 
  been identified) reveals that some mages substitute 
  portions of fetid fungi as components for the stinking 
  cloud spell.  
   
  Knowledge (nature) checks achieving the following 
  DCs reveal the following: 
  • DC 12: This stinking creature is a fetid fungus. It 
  exudes a sickening gas that reduces fighting 
  effectiveness. 
  
  CGR8-02:3 Little Things 
   
  Page 8 
  • DC 17: Fungi this large can engulf their opponents in 
  the same way a swarm can – and inflict acid damage 
  once they have done so. 
  • DC 22: Fungi produce acid that corrodes whatever 
  touches it, and are invulnerable to acid. 
  • DC 27: Fungi are vulnerable to fire, illusions and other 
  visual effects, and have all the usual plant immunities. 
  • DC 32: Fungi are blind but possess blind sight. When 
  they are killed, they explode in a spray of acid. 
   
  APL 4: Increase the DCs above by +2, and note that these 
  fungi seem to be a larger than normal. 
   
  APLs 6-8: Increase the listed DCs by +4 and note that 
  these fungi seem to be bigger than those they’ve heard of. 
   
  Tactics: The fungi have pursued Mistress Marda into this 
  chamber. They cannot attack or engulf her – yet, but 
  consider her prey and won’t give up the chase. If other, 
  more accessible targets present themselves, the fungi are 
  more than willing to be distracted. Once Mistress Marda’s 
  repulsion runs out, the nearest fungi approaches 5 ft. closer 
  in the first round, and engulfs her in the second. 
   
  Note: From APL 4 upwards, the fungi are squeezing to 
  fit down the corridor, and prefer to use their engulf 
  ability on opponents. They can engulf as many creatures 
  as fit in their space. 
   
  Mistress Marda: has run out of spells, and only has 4 
  rounds remaining before her repulsion spell runs out. One 
  round after that the fungi register the fact they can now 
  approach her. 
   
  MISTRESS MARDA 
  Attitude: Helpful (PH 72). 
   
  What Mistress Marda Knows: Mistress Marda was 
  wrapping the tapestry for the display when her fingers 
  brushed the leaves on the tapestry. Immediately, she 
  found herself pulled through by dark faeries, shaedlings, 
  and worse before being dumped in this maze. The fungi 
  picked up her trail on the first night, and she’s been 
  running from them ever since. She thought she’d 
  outwitted them and had actually had a decent night’s 
  sleep, but the little stinkers found her about an hour ago 
  and have been on her trail ever since. If she’d only had 
  her spellbook with her – they’d have had another think 
  coming!! She does, if asked, know Wizard Shamri, and is 
  nearly reduced to tears to know that he is both safe and 
  enquiring after her well-being. 
   
  �Mistress Marda: female human wizard 11. 
   
  DEVELOPMENT 
  If the PCs defeat the fungi in time to rescue Mistress 
  Marda continue to the next encounter as appropriate. 
  They receive the Rescued Marda AR Award. 
   
  If the PCs defeat the fungi but fail to rescue Mistress 
  Marda continue on to the next encounter as appropriate. 
  They do not receive the Rescued Marda AR Award unless 
  they retrieve her body and pay for her true resurrection. 
   
  3C SEEKING CLARIFICATION 
  (OPTIONAL) 
  This corridor contains a gelatinous cube that has so far 
  frustrated all efforts of the shaedlings to destroy it. To 
  continue down the corridor, the PCs must either avoid it, 
  using the secret door, or defeat it.  
   
  A skeleton stands not ten feet away. As it begins to 
  move towards you, you notice that it seems to glide 
  above the floor. 
   
  Have the PCs make a DC 12 Spot check. If they are 
  successful, read: 
   
  The skeleton appears to be gliding because its feet 
  aren’t actually touching the ground. As a matter of 
  fact, its feet aren’t really touching its leg bones, nor 
  do its hands appear attached to its arms, or the 
  partially dissolved weapon shimmering above its 
  head. 
   
  If one or more of the PCs beat a DC 15 Spot check, 
  continue:  
   
  Now that you’ve noticed the strangeness of the 
  skeleton, you can see that it stands, suspended, in a 
  nearly transparent mass that takes up the entire 
  corridor. 
   
  All APLs 
   
  �Gelatinous Cube (1): hp 54; Appendix 1. 
   
  A Knowledge (dungeoneering) check reveals the 
  following: 
  • DC 14: This is a gelatinous cube. It attacks using either 
  pseudopods or by engulfing its prey. 
  • DC 19: The cube’s attacks cause acid damage to 
  everything but stone and metal. 
  • DC 24: If hit by its pseudopods or if engulfed, you 
  could become paralyzed. 
  • DC 29: The cube is immune to electricity 
   
  DEVELOPMENT 
  If the PCs defeat the cube they are able to progress down 
  the corridor. Go to the next appropriate encounter. 
   
  If there was no cube, the corridor is empty. Go the 
  next appropriate encounter. 
   
   
   
  
  CGR8-02:3 Little Things 
   
  Page 9 
  3D HOME OF THE SWARM 
  (OPTIONAL) 
  PCs must either defeat, or escapes the swarm that lives in 
  this room. Read: 
   
  The scent of flowers, and the low hum of pollen-
  collecting insects hit you as you step through the 
  door.  
   
  A profusion of color and shapes greets you as 
  plants festoon every part of this chamber. Vines 
  hang from the ceiling, ferns and orchids grow from 
  crevices in the crystal, and flowering plants the 
  floor, growing under small dense bushes near the 
  wall’s edge and out into the open center of the room. 
   
  Off to your right grows a patch of bright red 
  blooms. Off to your left yellows, blues and pinks 
  predominate. There is a doorway diagonally opposite 
  you. 
   
  APL 2 
  From behind a dense clump of vines and flowers a 
  large, solitary and angry bumblebee emerges.  
   
  APL 4 
  From under your feet small creatures hop away in 
  alarm, taking flight to coalesce in a dense, swirling 
  storm of insects that turns and charges towards you. 
   
  APLs 6-8 
  Have the PCs attempt a DC 15 Spot check. If they area 
  successful, read: 
   
  It takes you a minute to realize there’s a gauntleted 
  hand sticking out from under the red flowers, and 
  that the faint stench of death hangs in air. As you 
  notice this, the blossoms shudder as if blown by a 
  strong breeze and lift into the air before swooping 
  toward you. 
   
  PCs failing the Spot check get almost no warning. As they 
  approach the doorway, read: 
   
  You are only a few feet from the doorway when the 
  red blossoms shudder, as though ruffled by a strong 
  breeze. Then they lift into the air and swoop towards 
  you. 
   
  APL 2 
   
  �Giant Bee (1): hp 13; MM 284. 
   
  APL 4 
   
  �Locust Swarm (1): hp 21; MM 238. 
   
  APLs 6-8 
   
  �Dread Blossom Swarm (1): hp 45; Appendix 1. 
   
  The PCs may attempt to make Knowledge (nature) check 
  to determine what they face: 
  • APL 2 (DC 13): This is a giant bee and it is exactly like 
  its smaller cousin, right down to the poisonous 
  stinger. 
  • APL 4 (DC 16): This is a locust swarm. It is immune to 
  weapon damage and individually targeted attacks. 
  • APLs 6-8 (DC 17): That bunch of flowers is a dread 
  blossom swarm, which exudes a deadly airborne 
  poison within 15 feet of itself. The poison causes 
  paralysis. 
  • APLs 6-8 (DC 22): Dread blossoms are blood drinking 
  plants that take only half damage from piercing and 
  slashing weapons. 
  • APLs 6-8 (DC 27): Anyone paralyzed and caught in 
  the swarm loses Constitution as the swarm drains 
  their blood. 
  • APL 6-8 (DC 32): The swarm regenerates but takes 
  normal damage from fire and cold. 
   
  CHAMBER FEATURES 
  The ceiling of this chamber stretches up to 20 feet. 
  Terrain is open, unless PCs are adjacent to the walls. 
   
  Undergrowth: Adjacent to the walls only, this terrain 
  increases the DC of Tumble and Move Silently checks by 
  2 and costs 2 squares of movement to move into. It 
  provides concealment. 
   
  DEVELOPMENT 
  If the PCs defeat their opponent they are able to progress 
  further into the maze. Go to the next appropriate 
  encounter. 
   
  If there are no monsters here, the PCs can enjoy this 
  beautiful garden. When they are finished, go the next 
  appropriate encounter. 
   
   
   
  
  CGR8-02:3 Little Things 
   
  Page 10 
  3E (OPTIONAL) 
  Huge vines lurk in the dense undergrowth found in this 
  chamber. They guard the entrance to a cell where another 
  of the missing persons has hidden himself. 
   
  When PCs approach the entrance to this area, read: 
   
  This area reminds you of the jungle tales travelers 
  bring from the south. Vines have worked their way 
  up the walls and along the ceiling, reducing the pink 
  glow to near-twilight. The only thing missing is the 
  sound of birds calling and insects buzzing. It’s eerily 
  silent in here. 
   
  Have PCs make Spot checks opposed by the plants’ Hide 
  checks. If the PCs fail, the nearest plant is able to attack in 
  a surprise round. Read:  
   
  Even as eerie as the chamber is, it looks like the 
  plants are the only thing alive in here. How right 
  you are, is proven when a thick vine lashes out at you 
  from a particularly dense clump of bushes. 
   
  If the PCs notice the plant, read: 
   
  The something that isn’t right feeling nags at you, 
  until you notice the way a tendril from the clump of 
  bushy vines ahead has reared back as though it’s 
  about to strike. 
   
  APL 2 
   
  �Assassin Vine (1): hp 30; MM 20. 
   
  APL 4 
   
  �Assassin Vine (2): hp 30 each; MM 20. 
   
  APL 6 
   
  �Assassin Vine (3): hp 30 each; MM 20. 
   
  APL 8 
   
  �Shambling Mound (3): hp 60 each; MM 222. 
   
  The PCs may attempt to make Knowledge (nature) check 
  to determine what they face: 
  • APLs 2-6 (DC 14): This is an assassin vine – a deadly 
  cluster of creepers that grabs its prey and strangles it, 
  supplying the vine with fertilizer. 
  • APLs 2-6 (DC 19): Although they have only one 
  attack, vines are particularly resilient, being immune 
  to electricity. 
  • APLs 2-6 (DC 24): Vines are also resistant to cold and 
  fire, taking a lot less damage from those forms of 
  attack than others. 
  • APL 8 (DC 18): This is a shambling mound – a deadly 
  cluster of creepers that grabs its prey and strangles it, 
  supplying the vine with fertilizer. 
  • APL 8 (DC 23): Possessing both darkvision and low-
  light vision, shambling mounds are particularly 
  resilient, being immune to electricity, and resistant to 
  fire. 
  • APL 8 (DC 28): Shambling mounds are not only 
  immune to electricity, but are made stronger by it. 
   
  
  CGR8-02:3 Little Things 
   
  Page 11 
  Tactics: The assassin vine/s or shambling mounds strike 
  prey within reach, not using tactics and not sharing. 
  Where this ends up as a tug-of-war in which a PC plays 
  the rope, have the vines involved make an opposed 
  grapple check to see which one ends up with the prey. 
   
  CHAMBER FEATURES 
  Heavy Undergrowth: the profusion of vines and bushes 
  in here means that it ise very difficult to traverse the 
  chamber. The following rules for heavy undergrowth 
  apply:  
  • It costs 4 squares of movement to move into each 
  square.  
  • It provides concealment with a 30% miss chance.  
  • It increases the DC of Tumble and Move Silently 
  checks by 5.  
  • It grants a +5 circumstance bonus to Hide checks.  
  • Running and charging are impossible. 
   
  Lighting (APLs 2-6): Even though the lighting levels 
  aren’t quite as bright as those in other areas of this 
  complex, they don’t quite qualify as shadowy. 
   
  Lighting (APL 8): The undergrowth and vines grow 
  so densely, that the lighting is reduced to shadowy 
  illumination and the following conditions apply: 
  Creatures within this area have concealment, granting a 
  20% miss chance. Creatures may make a Hide check to be 
  concealed. This illumination adds +1 to the EL of the 
  encounter. 
   
  DEVELOPMENT 
  The PCs defeat their opponent/s and are able to progress 
  further into the maze. PCs may find and rescue Jarrett 
  from the next chamber. After rescuing him, they may 
  wish to talk to him. (See below.) 
   
  If the optional encounter was not run, there were no 
  opponents here, just a beautiful garden. PCs may find and 
  rescue Jarrett from the next chamber. After rescuing him, 
  they may wish to talk to him. (See below.) 
   
  JARRETT 
   
  Attitude: Friendly (PH 72); helpful, if PCs rescued 
  him. 
   
  What Jarrett Knows: Jarrett has developed a nearly-
  irrational fear of the vines. He claims they tried to kill 
  him. He was ‘only looking’ at the tapestry (okay, he was 
  touching it, but he wasn’t really going to take it – well, 
  not yet anyway). He had a partner in the gallery – Samael; 
  did you find him? He doesn’t know a way out of the maze 
  and begs to tag along with PCs. He also asks that he not 
  be handed over to the Watch. After all, hasn’t he been 
  punished enough? 
   
  �Jarrett: male human sorcerer 2/rogue 4 
   
  3F: THREE RIDDLES 
  In this encounter, PCs must work out the answer for 
  three riddles and then drop the named item into a slot in 
  order for the door to open. Alternatively, they can just 
  hack their way through. 
   
  This chamber is, surprisingly, uninhabited and plant 
  free. The walls are still of the same pink crystal, and 
  the floor is on the same gray stone, but there is 
  nothing of the profusion of plants that you have 
  seen elsewhere. 
   
  The first things of note are the four great pots, 
  one standing in each corner of the room, and each 
  one containing a single exotic orchid surrounded by 
  blue stones. 
   
  The second thing of note is the far wall. 
  Uninhabited this chamber might be, but certainly 
  not undecorated. That entire wall is covered in 
  carvings of every kind of insect imaginable, and 
  many exotic plants. It looks a lot like the tapestry. 
   
  Set into the wall are three slots, above each of 
  which, is a plaque. 
   
  There are a number of things the PCs may wish to do: 
   
  Look for Secret Doors: PCs succeeding on a DC 20 
  Search check discover the following: 
   
  As you suspected, there is a door behind the 
  ornately-carved wall. It appears to be locked, though. 
   
  Reading the Plaques and Solving the Riddle: The 
  plaque on the far left reads:  
   
  It opens paths often closed. It is earned not bought, 
  not often sold.  It closes eyes and opens doors, is 
  prized by rich men and prized by poor. Insert your 
  answer here. 
   
  The plaque in the middle reads as follows: 
   
  Cuts like a knife, Stings like a whip, Can soothe like 
  honey, or let poison drip. Insert your answer here. 
   
  The plaque on the far right reads as follows:  
   
  Scarcely does the father appear, than the son rises 
  into the sky. Insert either one here. 
   
  The answers to the riddles are: 
  The plaque on the far left: gold 
  The plaque in the middle: tongue 
  The plaque on the far right: fire (father) or smoke (son) 
   
  To open the door, the PCs only need to drop the item 
  named in the answer, through the slot. The plaque in the 
  middle will accept a flower from one of the orchids in the 
  pots as a correct answer. Otherwise, PCs have to work out 
  an alternative.  
  
  CGR8-02:3 Little Things 
   
  Page 12 
   
  Don’t let them get too bogged down here. If they 
  cannot work out how to get a tongue to put in the center 
  slot and they have rescued Mistress Marda, she identifies, 
  and suggests using, the flowers.  
   
  Breaking Down the Wall: The wall is quite tough (3 
  ft. thick; hardness 10; hp 500; AC 5; Break DC 50).  
   
  Identify the Flowers: PCs making a DC 22 
  Knowledge (nature), DC 20 Heal or Knowledge (arcana), 
  or DC 27 Bardic Knowledge check recognize the potted 
  plants as a variety of orchids known as Dragon’s Tongue 
  Lilies. 
   
  DEVELOPMENT 
  If the PCs solve the riddles (with or without Marda’s 
  help), or break down the crystal wall (making Mistress 
  Marda cry for its loss), they can progress to the next 
  encounter.  
   
  Passing through the door, they come across the 
  following: 
   
  A woman of middle years huddles against the wall 
  on the other side of the door. Hearing movement 
  from your direction, she startles sideways, and looks 
  towards you. 
   
  “Oh thank the gods,” she exclaims, in hushed 
  tones. “Maybe you can save me.” 
   
  Ariana 
   
  Ariana’s Attitude: Helpful (PH 72) 
   
  What Ariana Knows: Ariana is a curator working in 
  the Guild of Wizardry. She was tasked with looking over 
  the tapestries to both value them and see if they were in 
  need of repair. She was inspecting the Mistress’s tapestry 
  when she noticed what might have been a loose thread, 
  or a bit of fluff and, no sooner had her hands touched its 
  surface, than dark fingers reached out and clasped her 
  around the wrists. She managed to shout for help only 
  once, before the dark sprites dragged her through. They 
  dumped her here, laughing at her screams, and praying 
  that she would find her way to the center with speed and 
  the blessing of their dark god. She knows nothing about 
  the riddle wall, having remained mostly in this tunnel, 
  because of the giant beetles in the next chamber. (Scary 
  creatures with giant, glowing, red eyes) She did brave 
  them once, though, when she had a sudden rush of 
  nerves and knew she couldn’t stay in the corridor. It was a 
  good thing, too. No sooner had she hidden amongst the 
  mushrooms, than a terrible stench filled the air, and some 
  ‘stinking undead things’ passed through the wall. That 
  was why she had startled so when the PCs came through. 
  She had been asleep and thought more horrors were 
  coming and that she had no time to hide. What were 
  they? The gods know, but I don’t. They passed by not 
  long ago. I don’t know how you could have missed them. 
  I didn’t get a really good look at them; too busy hiding. 
  Can you help get me out of here? 
   
  �Ariana: female human expert (weaver) 7. 
   
  Once the PCs have decided what to do next, proceed to 
  the appropriate encounter. 
   
  3G: FIRE BEETLES 
  The PCs must either avoid the usually peaceful fire 
  beetles inhabiting this cavern, or defeat them. 
   
  If the PCs approach the entrance to this cavern quietly, 
  read: 
   
  This cavern is full of fungi, but there are hints that 
  these mushrooms are well-cared-for. Clear paths 
  weave between them, and dead plant material has 
  been laid carefully at their bases. 
   
  The ‘gardeners’ are indeed giant beetles with 
  glowing red eyes, and they are gathered not far from 
  where you are standing. They look like they might be 
  sleeping. 
   
  If the PCs make noise as they approach the cave, read: 
   
  This cavern is full of fungi, but there are hints that 
  these mushrooms are well-cared-for. Clear paths 
  weave between them, and dead plant material has 
  been laid carefully at their bases. 
   
  The ‘gardeners’ are indeed giant beetles with 
  glowing red behinds, and they are staring directly 
  you, taking defensive postures between you and the 
  mushrooms, and clattering their mandibles in a 
  threatening manner.. 
   
  All APLs  
   
  �Giant fire beetles (3): hp 4; MM 285. 
   
  The PCs may make a Knowledge (nature) check to 
  identify the beetles:  
  • DC 11: These are fire beetles. They are usually 
  nocturnal and have no special qualities or attacks, 
  beyond the fact that they are a type of vermin, and 
  have a nasty bite. 
  • DC 16: The glands above their dark beetle eyes, glow 
  red, and will continue to glow for a few days after 
  being removed from the beetle. 
   
  Chamber Features 
  Trees: Some of the larger mushroom provide the same 
  benefits and obstacles as trees (DMG 87). These have been 
  marked on the tactical map as circles. 
   
  Mushroom: 2 ft. thick; hardness 2; hp 60; AC 2; Break 
  DC 20. 
  
  CGR8-02:3 Little Things 
   
  Page 13 
   
  Lighting: Lighting is normal here, if still somewhat 
  pink. 
   
  Footing: The footing is stone and unimpeded, unless 
  PCs insist on standing in the compost piled around the 
  smaller mushrooms’ bases. The composted areas are 
  represented by the blotches on the map and count as 
  difficult terrain. 
   
   
  DEVELOPMENT 
  After defeating or working their way around the fire 
  beetles, the PCs can progress to the next encounter. 
   
  3H: INCABULOS’ MINIONS 
  Incabulos’ minions have made it thus far, and are 
  preparing to make their way down to the harpoon spider 
  lair.  
   
  If the PCs make a lot of noise defeating the fire beetles, 
  the minions have set an ambush, otherwise, the PCs may 
  approach undetected. The minions have not heard any 
  noise that might have been made breaking through the 
  wall at Encounter 3F. 
   
  As the PCs approach this area, read the following, 
  paraphrasing if they have not received warning of the 
  intruders ahead. 
   
  There are more mushrooms and fungi in this room, 
  but it’s not nearly as well kept as the chamber before.  
   
  When the PCs are in a position to see their foes, read: 
   
  These creatures are terrible to look upon. They 
  resemble bloated corpses, and gurgle as they move. 
   
  APLs 2-4 
   
  �Plague Walker (1): hp 42; Appendix 1. 
   
  APL 6 
   
  �Plague Walkers (3): hp 42 each; Appendix 1. 
   
  APL 8 
   
  �Plague Walker (4): hp 42 each; Appendix 1. 
   
  The PCs may attempt a Knowledge (religion) check to 
  determine what they face:  
  • DC 16: This is a plague walker – a form of filthy, 
  disease-spreading undead that attacks with poisonous 
  claws. 
  • DC 21: When almost totally destroyed, these creatures 
  explode, damaging all within range and nauseating 
  them. 
  • DC 26: Plague walkers are easier to hit from afar, and 
  its surprisingly easy to do so 
   
  Tactics: The plague walkers (when there is more than 
  one of them), fight as a team. Their objective is to get rid 
  of the PCs before the PCs can find and retrieve the 
  amulet.  
   
  
  CGR8-02:3 Little Things 
   
  Page 14 
  CHAMBER FEATURES 
  Trees: Some of the larger mushrooms provide the same 
  benefits and obstacles as trees (DMG 87). These have been 
  marked on the tactical map as circles. 
   
  Mushroom: 2 ft. thick; hardness 2; hp 60; AC 2; Break 
  DC 20. 
   
  Lighting: The lighting is normal here, if still 
  somewhat pink. 
   
  Footing: The floor is of stone and is unimpeded. 
   
  DEVELOPMENT 
  Once the plague walkers have been defeated, the PCs can 
  proceed to the final encounter. 
   
  3I: SPIDER GOD 
  The PCs must defeat the harpoon spider to retrieve the 
  amulet and work out how to return to the City of 
  Greyhawk. When they reach the entrance to the spider’s 
  lair, read: 
   
  This is it, alright – the center of the maze and, home 
  of the shaedlings’ ‘god’. A hand-worked crystal spire 
  rises up in the center of this room, and the ceiling 
  climbs to a steep point beyond it. This is the crystal 
  spire you glimpsed through the foliage. 
   
   
  Have the PCs make Spot checks opposed by the spider’s 
  Hide check. If they see the spider, read: 
   
  You notice a leg - bright red, covered in spines and 
  about as round as a small tree – hanging down from 
  the top of a pillar. It leads to the head of one of the 
  biggest spiders you have seen – and the monster is 
  looking right back. 
   
  If they fail the Spot check, the spider leaps out getting a 
  surprise round of actions before they can react. 
   
  APL 2 
   
  �Harpoon Spider (1): hp 47; Appendix 1. 
   
  APL 4 
   
  �Advanced Harpoon Spider (1): hp 95; Appendix 1. 
   
  APL 6 
   
  �Advanced Harpoon Spider (1): hp 135; Appendix 
  1. 
   
  APL 8 
   
  �Advanced Dread Harpoon Spider (1): hp 138; 
  Appendix 1. 
   
  The PCs may make a Knowledge (nature) check to 
  identify what they face:  
  • DC 15: This is a harpoon spider. It is well-defended by 
  the spines covering its flesh and does not weave webs. 
  • DC 21: It is called a harpoon spider because it can 
  shoot its fangs at prey like a harpoon, impaling them 
  and reeling them in. It is also poisonous. 
   
  Tactics: The spider works to kill as many PCs in as short 
  amount of time as it can. It does not skewer any on its 
  spikes unless the entire party is down, or has fled leaving 
  a member behind. 
   
  CHAMBER FEATURES 
  Tree: The pillar counts as a very large tree. PCs can 
  occupy partial squares on its edge to receive the same 
  benefits as a tree would provide (a +2 bonus to AC, and a 
  +1 bonus on Reflex saves. PCs cannot occupy squares 
  completely filled with pillar. 
  Pillar: 20 ft. thick; hardness 10; hp 900; AC 5; Break 
  DC 50. 
  Lighting: Normal in this chamber – if still pink 
  from passing through the crystal. 
  Treasure: There is strange amulet tangled amongst the 
  spider’s spines. It is a wash of shifting colors and carved 
  with the images of a myriad of insects. It vibrates as 
  though it is full of wasps, but appears to be solid and 
  weighs heavily in your hand.  
   
  DEVELOPMENTS 
  After defeating the spider, the PCs are joined by any 
  NPCs they may have ordered to stay away from the battle. 
  The PCs may also like to search the chamber for secret 
  doors or treasure. They find none of the latter, but closer 
  inspection of the pillar reveals the following: 
   
  A softly glowing hollow can be seen set in one side of 
  the crystal pillar. It is the only thing of significance 
  that you can find here. The hollow is empty. 
   
  
  CGR8-02:3 Little Things 
   
  Page 15 
  If detect magic is used on the hollow, it glows with the aura 
  of conjuration magic. Its purpose cannot be discerned 
  unless one of the PCs reaches into the hollow to 
  investigate it by touch. If they do this, read: 
   
  The hollow starts to glow, increaseing in intensity 
  until it is as though you are looking at a pillar of 
  light pink fire, but the temperature of the stone and 
  the chamber do not change. The light spreads out 
  from the pillar, engulfing everyone in the room and 
  stealing your sight for a moment. When it fades, and 
  you can see again, you are standing in the hall where 
  the tapestries are on display. 
   
  You are standing, in fact, in front of a tapestry 
  that has been firmly covered in a tightly tied black 
  cloth. Around you, an alarm signals that there are 
  intruders on this level of the Guild of Wizardry. 
   
  Looking around yourselves, as doors at either end 
  of the hall burst open, you realize that you are the 
  intruders, and that the chief wizard, at least, is glad 
  to see you as he hurries forward in front of the 
  guards. 
   
  Go to the Conclusion. 
   
  NOTE: If the PCs are reluctant to stick their arms in 
  the hollow, one of the NPCs does it, or the amulet reacts 
  to the hollow by pulling towards it.  
   
  CONCLUSION 
  THE NPCS 
  If the PCs Rescued Mistress Marda, read: 
   
  The Wizard Shamri is almost beside himself when 
  he learns that you have returned Mistress Marda to 
  him. He greets her with an all-enveloping hug, and 
  then drops to one knee before her. 
   
  “I thought I would never see you again,” he 
  declares, “and it made me realize that some things 
  are more precious than presenting a ‘proper’ front.” 
   
  His words bring gasps from the mages around 
  you. He ignores them and continues, “I was once 
  your apprentice, but I am now a wizard in my own 
  right. Next to my love of magic is my love for you 
  and neither is complete without the other. Will you 
  accept me as your groom?” 
   
  Blushing at his words, and with tears of joy 
  sparkling in her eyes, Mistress Marda accepts. You, 
  of course, now have a wedding to attend. 
   
  PCs receive the Rescued Mistress Marda AR Award. 
   
  If the PCs Rescued Samael and/or Jerrit, read: 
   
  Shortly after their return, Samael and Jerrit slip 
  silently away. Their disappearance causes raised 
  eyebrows and knowing nods amongst the wizards, 
  but no one speaks against them. 
   
  Some time later, you awake in your lodgings to 
  find that you are not alone. Samael (and Jerrit) stand 
  at the foot of your bed. They whisper their thanks to 
  you and promise you access to many items as a token 
  of their gratitude. 
   
  The PCs receive the Rescued Samael/Jerritt AR Award. 
   
  If the PCs Rescued Ariane, read: 
   
  Ariane’s return was met with relief and muted joy. 
  As well as being a very nice person, she is, 
  apparently, one of the best seamstresses and weavers 
  the Guild of Wizardry has available and her skills are 
  nigh on irreplaceable. Although low-key, her Safe 
  Return Party, is hosted by some of the more skilled 
  crafters and wizards Greyhawk has to offer and they 
  wish to show their appreciation for her safe return, 
  of course! 
   
  The PCs receive the Rescued Ariane AR Award. 
   
  THE AMULET 
  PCs wanting to identify the amulet, are eventually 
  directed to directed to Sister Kuranyie, a priestess of 
  Bralm recently arried in the city looking for news of the 
  amulet’s location.  
   
  The house rented by Sister Kuranyie is a quiet place, 
  set in a walled compound amid extensive gardens 
  somewhat reminiscent of the world beyond the 
  tapestry.  
   
  It seems that you’re expected. The compound’s 
  gate stands wide open and within a woman sitting at 
  a table amid the flowers waves you in. 
   
  When you reach the table, a tall woman with dark 
  blond hair looks up and greets you. Her Suel 
  features are stern, but friendly, and she extends her 
  hands in greeting. 
   
  “I am Sister Kuranyie; welcome to my temporary 
  home,” she says. “I understand you wish something 
  identified.” 
   
  Let the PCs respond. While the lady answers no 
  questions here, she does usher them inside to a small 
  sitting room in which is a table and a casket. Read: 
  The room you are taken to looks like a small sitting 
  room. Situated in the middle of a circle of large, soft 
  chairs scattered with cushions, is a low wooden 
  table, in the center of which sits a casket. Gesturing 
  for you to join her, the priestess sits. 
   
  “May I see it?” she asks. “It will be much easier to 
  identify that way.” 
   
  Allow the PCs to respond. They can hang onto the amulet 
  if it makes them feel better, but the lady insists that she 
  needs to inspect the carvings closely if she is to be able to 
  identify it accurately. Once she has been able to inspect it, 
  she hands it back and tells them the following: 
   
  “It seems my excitement is warranted,” the lady says, 
  handing the amulet back to you. Her voice trembles 
  
  CGR8-02:3 Little Things 
   
  Page 16 
  slightly. “The object is what I hoped it would be, and 
  that means I owe you an explanation. 
   
  Firstly, it is an artifact of Bralm, stolen long ago 
  by Zagig in attempt to trap our lady and steal her 
  power for himself.” Her voice shakes with what 
  might be suppressed anger, and her eyes grow dark. 
  With an effort, she shakes the fury away, “We did not 
  pursue it, since our lady does not need the object any 
  longer, although it strengthens her grip on her 
  realm, and affirms her right to rule over the littlest 
  creatures that aid us. 
   
  “However, content as we may have been for our 
  lady to retain her freedom, and leave the amulet 
  where it was, my priesthood recently learned that 
  agents of Incabulos were moving amongst the ruins. 
  While we pondered why, we worried that a gate into 
  the demi-plane that held the amulet had been found. 
   
  “And our worries were well-founded. We were 
  about to seek out adventurers to retrieve the amulet, 
  when you travelled to the demi-plane yourselves. 
   
  “Warned to patience by the goddess, we waited for 
  your return, willing to trust in your sense of honor 
  and offer the reward I would have offered for its 
  retrieval. Will you be willing to return the amulet to 
  me so that we may return it to our goddess’s hands?” 
   
  Let the PCs respond to this. If they ask about the reward, 
  she promises that her temple will provide them Core 
  access to the following: swarmguard armor enhancement, 
  swarmstrike weapon enhancement (both DS), rod of 
  healing, rod of swarming insects, and the spell summon pest 
  swarm (CS) and the blessing of Bralm (although who 
  knows what form the goddess’s blessing will take), as well 
  as the monetary repayment mentioned below. They are 
  not offended by the PCs’ request, as, after all, they 
  suggested the reward themselves. If the PCs accept, read: 
   
  The woman’s face blossoms into a smile. “We thank 
  you,” she says, and then, “I thank you,” as she 
  disappears into a shimmering swarm of dragonflies 
  that disappears in a fading column of light. 
   
  (PCs may note in the notes section of the adventure that 
  they have met the prerequisite for the Prestige Class 
  Contemplative of Bralm).  
   
  If the PCs refuse, read: 
   
  For a moment, the woman stills. “Are you sure?” she 
  asks, and her voice holds the edge of sussurating 
  insects’s wings. 
   
  PCs may interrupt and change their minds here. It’s their 
  only chance. 
   
  “Then so be it,” the woman says. “I am not a thief or a 
  murderer. You may go.” 
   
   
  PCs returning the amulet have earned the Favor of the 
  Temple of Bralm AR Item. PCs refusing have earned the 
  Curse of Bralm AR Item. 
   
  GOLD FOR THIS ADVENTURE 
  The gold for this adventure comes from the rewards 
  given for those the PCs rescue, in addition to payments 
  made by various organizations and individuals for 
  information on the strange demi-plane they have visited. 
  It is divided as follows (with extra being paid for bringing 
  each NPC through the more dangerous environment): 
   
  Rescuing Mistress Marda 
   
  APL 2: 70 gp (105 gp if optional encounters played) 
   
  APL 4: 100 gp (150 gp if optional encounters played) 
   
  APL 6: 140 gp (210 gp if optional encounters played) 
   
  APL 8: 200 gp (300 gp if optional encounters played) 
   
  Rescuing Samael 
   
  APL 2: 70 gp (105 gp if optional encounters played) 
   
  APL 4: 100 gp (150 gp if optional encounters played) 
   
  APL 6: 140 gp (210 gp if optional encounters played) 
   
  APL 8: 200 gp (300 gp if optional encounters played) 
   
  Rescuing Jerritt 
   
  APL 2: 70 gp (105 gp if optional encounters played) 
   
  APL 4: 100 gp (150 gp if optional encounters played) 
   
  APL 6: 140 gp (210 gp if optional encounters played) 
   
  APL 8: 200 gp (300 gp if optional encounters played) 
   
  Rescuing Ariana 
   
  APL 2: 70 gp (105 gp if optional encounters played) 
   
  APL 4: 100 gp (150 gp if optional encounters played) 
   
  APL 6: 140 gp (210 gp if optional encounters played) 
   
  APL 8: 200 gp (300 gp if optional encounters played) 
   
  Returning the Amulet 
   
  APL 2: 100 gp (150 gp if optional encounters played) 
   
  APL 4: 150 gp (225 gp if optional encounters played) 
   
  APL 6: 200 gp (300 gp if optional encounters played) 
   
  APL 8: 300 gp (450 gp if optional encounters played) 
   
  Sharing Information on the Demi-Plane 
   
  APL 2: 70 gp (105 gp if optional encounters played) 
   
  APL 4: 100 gp (150 gp if optional encounters played) 
   
  APL 6: 140 gp (210 gp if optional encounters played) 
   
  APL 8: 200 gp (300 gp if optional encounters played) 
   
  AFFILIATION REWARDS 
  Now is the time to determine how many affiliation points 
  each PC gained for their given affiliations. Record each 
  PC’s gain (or loss) on the Affiliations Score Gained/Lost 
  AR item. PCs can gain the following points: 
   
  The Guild of Wizardry 
  • 1 point for rescuing the Mistress Marda 
  • 1 point for rescuing Ariane 
   
  
  CGR8-02:3 Little Things 
   
  Page 17 
  Merchants and Traders Union 
  • 1 point for rescuing Ariane 
   
  Mercenaries’ Guild 
  • 1 point for discovering the dangers of the tapestry 
   
  Cartographers’ Guild 
  • 1 point for mapping out the maze. 
   
  Thieves’ Guild 
  • 1 point for rescuing Samael 
  • 1 point for rescuing Jerritt 
   
  Nightwatchmen 
  • 1 point for discovering the dangers of the tapestry. 
   
  Religious Organizations 
  • 1 point for recovering the amulet of Bralm and 
  returning it. 
  • -1 point for recovering the amulet of Bralm and refusing 
  to return it. 
   
  
  CGR8-02:3 Little Things 
   
  Page 18 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: Through the Looking Glass 
  Defeat the shaedlings in battle 
  APL 2  
  150 XP 
  APL 4  
  180 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
   
  3A: Watery Demise 
  Defeat the Swamp Strider Swarm in combat, OR cross the 
  pit and rescue Samael the rogue from the pillar-top while 
  avoiding the swarm (50% xp for crossing; 50% for rescuing 
  Samael) 
  APLs 4-6  
  150 XP 
  APL 8  
  210 XP 
   
  3B: Kicking up a Stink 
  Defeat the fetid fungi in battle 
  APL 2  
    60 XP 
  APL 4  
  120 XP 
  APLs 6-8 
  180 XP 
   
  3G: Fire Beetles 
  Pass through this chamber, defeating or avoiding the fire 
  beetle inhabitants. 
  APL 2  
    30 XP 
  APLs 4-8 defeating the fire beetles is not a challenge at 
  these APLs and earns no xp award. 
   
  3H: Splattered 
  Defeat Incabulos’s minions in battle 
  APLs 2-4  
    90 XP 
  APL 6  
  180 XP 
  APL 8  
  210 XP 
   
  3I: Home Sweet Home 
  Defeat the harpoon spider and go home 
  APL 2  
  120 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  210 XP 
   
  Total Possible Experience 
  APL 2  
    450 XP 
  APL 4  
    690 XP 
  APL 6  
    900 XP 
  APL 8  
  1,050 XP 
   
  Total Experience to be Awarded 
  APL 2  
    450 XP 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1,125 XP 
   
  OPTIONAL ENCOUNTERS 
  3C: Seeking Clarification (Optional) 
  Defeat the gelatinous cube in battle 
  All APLs 
    90 XP 
   
  3D: Home of the Swarm (Optional) 
  Pass through the chamber, defeating or avoiding, its 
  inhabitants. 
  APL 2  
    30 XP 
  APL 4  
    90 XP 
  APLs 6-8  
  180 XP 
   
  3E: Viniculture (Optional) 
  Defeat the vine/s and rescue Jarett 
  APL 2  
    90 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  300 XP 
   
  Total Possible Experience 
  APL 2  
    210 XP 
  APL 4  
    330 XP 
  APL 6  
    450 XP 
  APL 8  
    570 XP 
   
  Total Experience to be Awarded 
  APL 2  
    210XP 
  APL 4  
    330 XP 
  APL 6  
    450 XP 
  APL 8  
    560 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  
  CGR8-02:3 Little Things 
   
  Page 19 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Treasure Cap  
  APL 2: 450gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 1,300 
  gp. 
   
   
  Total Possible Treasure 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 
  1,300 gp. 
   
  OPTIONAL ENCOUNTERS 
  Treasure Cap  
  APL 2: 225 gp; APL 4: 325 gp; APL 6: 450 gp; APL 8: 650 
  gp. 
   
   
  Total Possible Treasure 
  APL 2: 225 gp; APL 4: 325 gp; APL 6: 450 gp; APL 8: 650 
  gp. 
   
  ADVENTURE RECORD ITEMS 
  �Affiliation Score Gained/Lost: by this PC with the 
  _______________ Greyhawk affiliation was # ___ points. If 
  multiple allegiance, add extra in notes section. 
   
  �Rescued Mistress Marda: You are formally invited to 
  her wedding to the Wizard Shamri. The couple also offer 
  Core access to the invulnerability and spell resistance +2 to +3 
  armor 
  enhancements, 
  the 
  spell 
  storing 
  weapon 
  enhancement, a minor ring of spell storing and a ring of 
  wizardry I; The also offer you training in the following 
  feats: Strong Stomach (Cityscape), Favored Magic Foe 
  (CM) and the buzzing bee (SpC) spell. You must meet all 
  prerequisites and pay all normal costs associated with 
  each. 
   
  �Rescued Samael/Jerritt: for which you are rewarded 
  with Core access to the following: Armor Enh.: glamered, 
  shadow, improved shadow, silent moves, improved silent moves; 
  Weapons: luck blade (0 wishes), sword of subtlety; Items: 
  elixir of sneaking, elixir of hiding, ring of evasion; lock slick 
  (Dungeonscape); Spells: detect weaponry, false peacebond, secret 
  weapon (Cityscape); Feat: Combat Tinkering, Quick 
  Reconnoiter, Trap Engineer, Trap Sensitivity (all 
  Dungeonscape); Prestige Class: Trapsmith (Dungeonscape). 
  You must meet all prerequisites and pay all normal costs 
  associated with each. 
   
  �Rescued Ariane: You attend her exclusive Safe Return 
  party and are granted Core access to the following: bolt 
  shirt (MIC); cloak of arachnida, robe of blending, robe of 
  scintillating colors, robe of useful items, vest of escape, and 
  druid’s vestment. You must meet all prerequisites and pay 
  all normal costs associated with each. 
   
  �Favor of the Temple of Bralm: For returning the 
  amulet, you receive Core access to the following: 
  swarmguard 
  (Dungeonscape) 
  armor 
  enhancement, 
  swarmstrike (Dungeonscape) weapon enhancement, rod of 
  healing, rod of swarming insects and the summon pest swarm 
  spell (Cityscape). You must meet all prerequisites and pay 
  all normal costs associated with each. In addition, you are 
  immune to the next three swarms you meet; cross each 
  off as you encounter it [] [] []. 
   
  �Curse of Bralm: You refused to return the amulet, but 
  it disappeared from your possession shortly afterwards. 
  All you can remember of that night is the sound of 
  thousands of insect wings. With its disappearance the 
  amulet left a strange legacy. For the next five adventures, 
  whenever you are facing a situation that involves combat 
  or concentration, you must make a DC 15 Fortitude save 
  or be nauseated for 1 round. In addition, if you fail, you 
  must make a Concentration check for spellcasting as 
  though under the influence of a swarm. 
   
  ITEM ACCESS 
  None. 
   
  
  CGR8-02:3 Little Things 
   
  Page 20 
  APPENDIX 1: ALL APLS 
  1: THROUGH THE LOOKING GLASS 
   
  ELITE SHAEDLING 
  CR 3 
  Male shaedling* 
  *Monster Manual V 148 
  CE Medium fey 
  Init +6; Senses darkvision 60 ft., low-light vision; Listen 
  +9, Spot +9 
  Languages Common, Sylvan  
  AC 15, touch 14, flat-footed 11 
   
  (+4 Dex, + 1 shield) 
  hp 30 (4 HD); DR 5/cold iron 
  Fort +5, Ref +10, Will +6 
  Speed 30 ft. (6 squares), fly 60 ft. (good) 
  Melee spiked chain +8 (2d4) 
  Ranged bolas +8 (1d4 non-lethal) 
  Ranged javelin +8 (1d6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +2; Grp +2  
  Atk Options Combat Reflexes, Point Blank Shot, 
  shadow gossamer 
  Special Actions sleeping curse, wall of darkness 
  Abilities Str 10, Dex 23, Con 18, Int 15, Wis 14, Cha 14 
  Feats Combat Reflexes, Point Blank Shot, Weapon 
  Finesse 
  Skills Appraise +2 (+4 weapons), Bluff +9, Craft 
  (weaponsmithing) +9, Diplomacy +4, Escape Artist 
  +12 (+14 ropes), Hide +13, Intimidate +5, Listen +9, 
  Move Silently +13, Spot +9, Use Rope +15, 
  Possessions combat gear plus bolas, javelin (6), 
  shadow gossamer buckler, spiked chain 
  Shadow Gossamer (Ex) As a swift action, a shaedling 
  can generate a 15-pound or lighter item out of 
  shadow gossamer, and it usually crafts a weapon just 
  before attacking. A shaedling is proficient with any 
  weapon it creates from shadow gossamer, and such 
  weapons have a range increment 10 feet longer than 
  usual. Shields constructed of this substance have 
  their armor check penalty lessened by 1. Shadow 
  gossamer implements dissipate to nothingness if they 
  leave the hands of a shaedling for longer than 1 
  round. 
  Sleeping Curse (Su) Once per day, a shaedling can 
  target an opponent within 30 feet with a special 
  javelin of venomous shadow gossamer. A foe struck 
  by this javelin must succeed on a DC 14 fortitude 
  save or fall asleep for 1d6 rounds. A remove curse 
  spell ends this effect. The save DC is Charisma-
  based. 
  Wall of Darkness (Su) Once per day, a shaedling can 
  generate a wall of darkness up to 30 feet long. The 
  wall blocks line of sight for all creatures except those 
  that have darkvision. 
   
  3A: WATERY DEMISE  
   
   
  SWAMP STRIDER SWARM* 
  CR 5 
  *Monster Manual IIl 171 
  N Diminutive vermin (swarm) 
  Init +9; Senses darkvision 60 ft. wave sense; Listen +0, 
  Spot +4 
  AC 19, touch 19, flat-footed 14 
   
  (+4 size, +5 Dex) 
  hp 40 (9 HD)  
  Immune weapon damage, spells that target specific 
  numbers of creatures, mind-affecting spells and 
  abilities, not subject to critical hits or flanking, cannot 
  be tripped, grappled or bull rushed 
  Fort +6, Ref +8, Will +3 
  Weakness spells or effects that affect an area, high 
  winds 
  Speed 50 ft. (10 squares); water walk 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +6; Grp - 
  Atk Options distraction, wounding 
  Abilities Str 1, Dex 20, Con 10, Int —, Wis 10, Cha 8 
  Feats Improved InitiativeB 
  Skills Hide +21 , Spot +4 
  Distraction (Ex) Any living creature vulnerable to a 
  swamp strider swarm’s damage that begins its turn 
  with a swarm in its square is nauseated for 1 round; a 
  DC 14 Fortitude save negates the effect. Even after a 
  successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills requiring patience and concentration requires a 
  DC 20 Concentratioon check. The save DC is 
  Constitution-based. 
  Water Walk (Ex) Swamp striders move as easily across 
  water as on land. This ability functions like the water 
  walk spell, except that it is an extraordinary ability, 
  and the swamp strider swarm actually touches the 
  water rather than floating above it. A swamp strider 
  swarm that is submerged will rise to the surface (as 
  per the spell effect), but if it is forced underwater for 5 
  rounds or more, it must make a DC 15 Fortitude save 
  every round thereafter, or perish. 
  Wave Sense (Ex) A swamp strider swarm notices and 
  locates any creatures within 30 feet as long as they 
  are in the same body of water as the swarm. 
  Wounding (Ex) Any living creature damaged by a 
  swamp strider swarm continues to bleed, losing 1 hit 
  point per round thereafter. Multiple wounds do not 
  result in cumulative bleeding loss. The bleeding can 
  be stopped by a DC 10 Heal check or the application 
  of a cure spell or some other healing magic. 
  Skills Swamp striders have a +4 racial bonus on Spot 
  checks. Swamp striders gain a +4 racial bonus on 
  Hide checks when in swamps or wetland terrain. 
   
   
   
  
  CGR8-02:3 Little Things 
   
  Page 21 
  3C: SEEKING CLARIFICATION 
   
   
  GELATINOUS CUBE  
  CR 3 
  N Large ooze 
  Init -5; Senses blindsight 60 ft., Listen -5 
  Languages -  
  AC 4, touch 4, flat-footed 4 
   
  (-1 size, -5 Dex) 
  hp 54 (4 HD) 
  Immune electricity, ooze immunities 
  Fort +9, Ref -4, Will -4 
  Speed 15 ft. (3 squares) 
  Melee slam +2 (1d6+1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7  
  Atk Options acid, engulf, paralysis 
  Abilities Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1 
  SQ transparent 
  Acid (Ex) A gelatinous cube’s acid does not harm metal 
  or stone. 
  Engulf (Ex) Although it moves slowly, a gelatinous cube 
  can simply mow down Large or smaller creatures as 
  a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make opportunity attacks against the cube, but if they 
  do so, they are not entitled to a saving throw. Those 
  who do not attempt attacks of opportunity, must 
  succeed ona DC 13 Reflx save or be engulfed; on a 
  success, they are pushed back or aside (opponent’s 
  choice) as the cube moves forward. Engulfed 
  creatures are subject to the cube’s paralysis and 
  acid, and are considered to be grappled and trapped 
  within its body. The save DC is Strength-based and 
  includes a +1 racial bonus. 
  Paralysis (Ex) A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed ona DC 20 Fortitude 
  save or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
  Transparent Gelatinous cubes are hard to see, even 
  under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  cube and walk into it are automatically engulfed. 
   
  3H: SPLATTER  
   
  PLAGUE WALKER* 
  CR 3 
  *Monster Manual IV 120 
  CE Medium undead 
  Init +-2; Senses darkvision 60 ft., Listen +10, Spot +1 
  Languages understand creator’s orders  
  AC 12, touch 8, flat-footed 12 
   
  (-2 Dex, +4 natural) 
  hp 42 (6 HD) 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
  Weakness ranged attacks (bloated target)  
  Speed 20 ft. (4 squares) 
  Melee 2 claws +8 each (1d6+4 plus diseased touch)  
  Base Atk +3; Grp +7  
  Atk Options diseased touch 
  Special Actions putrid burst 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3 
  SQ undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon Focus 
  (claw)  
  Skills Climb +7, Hide -2, Listen +10, Spot +1, 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome with racking pain and 
  nausea, causing that creature to become sickened 
  for 1 minute. The save DC is Constitution-based. 
  Creatures that have immunity to disease are not 
  affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use a 
  swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to everything 
  in the area. All living creatures in the area are 
  nauseated for 1 round; a DC 15 Reflex save halves 
  the damage and negates the nauseated effect. The 
  save DC is Constitution-based and includes a +2 
  racial bonus. 
   
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Bloated Target (Ex) The -4 penalty for firing into melee 
  does not apply to ranged attacks made against a 
  plague walker. The penalty does, however, apply to 
  other creatures in melee with it. 
   
   
   
  
  CGR8-02:3 Little Things 
   
  Page 22 
  APL 2 
  3B: KICKING UP A STINK 
   
   
  FETID FUNGUS* 
  CR 1 
  *Monster Manual V 56 
  N Medium plant 
  Init -1; Senses blind, blindsight 60 ft.; Listen +0 
  Aura sickening gas (DC 12, 30 ft.) 
  Languages — 
  AC 13, touch 9, flat-footed 13 
   
  (-1 Dex, +4 natural) 
  hp 12 (2 HD); death throes  
  Immune acid, gaze attacks, illusions, plant immunities, 
  visual effects 
  Fort +4, Ref -1, Will +0 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares 
  Melee acid touch +1 (1d6 acid)  
  Base Atk +1; Grp +1  
  Atk Options decomposing slime, engulf 
  Abilities Str 11, Dex 8, Con 13, Int 1, Wis 10, Cha 5 
  SQ plant traits 
  Feats Track  
  Skills Hide +2 (+12 in swampy terrain), Listen +0, 
  Survival +2 
  Sickening Gas (Ex) A fetid fungus’s amorphous body is 
  filled with gases given off by ecomposing matter. All 
  living creatures within 30 feet of a fetid fungus must 
  succeed on a DC 12 Fortitude save or be sickened 
  for 10 rounds. The save DC is Constitution-based 
  Death Throes (Ex) When destroyed, a fetid fungus 
  explodes in a 10-foot-radius burst of corrosive ichor 
  that deals 1d4 points of acid damage (Reflex DC 12 
  half) to all creatures in the area. The save DC is 
  Constitution-based. 
  Decomposing Slime (Ex) A fetid fungus’s body 
  produces a decomposing slime. Any creature that 
  strikes or touches a fetid fungus with its body, or that 
  grapples a fetid fungus, takes 1 point of acid damage. 
  A creature takes damage from this ability only once 
  per round. 
  Engulf (Ex) As a standard action, a fetid funtus can 
  envelop creatures of its size or smaller, entrapping 
  them within itself. The fungus simply moves into the 
  opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  fungus cannot make a touch attack during a round in 
  which it engulfs. It can engulf as many creatures as 
  can fit in its space. 
   
  Opponents can make attackes of opportunity against 
  the fungus, but, if they do so, they are not entitled to 
  a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 12 reflex save or 
  be engulfed. On a success, a creature moves aside 
  or back (opponent’s choice) to move out of the 
  fungus’s path. The save DC is Constitution-based. 
   
  Engulfed creatures are considered to be grappled 
  within the fungus’s body, they are subject to its touch 
  attack, and they take 1 point of acid damage per 
  round from its decomposing slime. 
  Skills Fetid fungi have a +10 racial bonus on Hide 
  checks when in marsh or swamp terrain. 
   
  3I: HOME SWEET HOME 
   
   
  HARPOON SPIDER* 
  CR 4 
  *Monster Manual III 80  
  CE Large aberration 
  Init +4; Senses darkvision 120 ft., Listen +1, Spot +7 
  Languages Common, Sylvan  
  AC 16, touch 13, flat-footed 12; spines 
   
  (-1 size, +4 Dex, +3 natural) 
  hp 47 (5 HD)  
  Resist evasion 
  Immune vermin immunities, web 
  Fort +5, Ref +5, Will +5 
  Speed 40 ft. (8 squares), climb 20 ft.; web movement 
  Melee bite +5 (1d8+3 plus poison)  
  Ranged 2 fangs +6 each (1d4+1 plus harpooning) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Atk Options Combat Reflexes, Improved Trip, 
  harpooning, poison 
  Abilities Str 17, Dex 19, Con 18, Int 14, Wis 12, Cha 9 
  Feats Combat Reflexes, Improved Toughness, 
  Improved TripB 
  Skills Balance +9, Climb +16, Hide +8, Jump +22, Spot 
  +7, Tumble +11 
  Harpooning (Ex) As ranged attacks, a harpoon spider 
  can fire one or two of its fangs up to 20 feet (no range 
  increment). The spider can fire at two different targets 
  if it chooses. A successful hit deals 1d4+1 points of 
  damage as the harpoon hooks the flesh of the target 
  and immediately exudes a thick, sticky glue. The 
  spider can reel in a harpoon as a free action; treat 
  this as a trip attack (+10 bonus) against any creature 
  attached to the fang. Failure indicates that the 
  harpoon rips free (and deals another 1d4+1 points of 
  damage to the victim). Success indicates that the 
  victim is pulled off its feet and dragged back to the 
  spider, who can immediately make a free bite attack 
  against the victim. A harpoon spider can only pull a 
  creature smaller than itself in this manner. Attempts 
  to retract a creature of its own size or larger 
  automatically cause the fang to rip free as if the trip 
  attack failed. The glue exuded by the spider’s fangs 
  decomposes quickly, and at the end of the spider’s 
  turn the fang automatically detaches. 
  Poison (Ex) Injury, Fortitude DC 16, initial damage 1d6 
  Dex, secondary damage 2d4 Dex. The save DC is 
  constitution based. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon, must make a DC 16 
  Reflex save or take 1d6 points of piercing damage 
  from the spider’s spines. (Creatures wielding reach 
  weapons, such as long spears, are not subject to this 
  damage.) The spines also deal an extra 1d6 points of 
  damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
  
  CGR8-02:3 Little Things 
   
  Page 23 
   
  As a full-round action, a harpoon spider can pick up a 
  Medium or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 2d6 points of 
  piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller creatures in this manner. Harpoon spiders 
  often use this method to carry their next meals. 
  Web Movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. 
  They are immune to the effects of the web spell 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and Jump checks, and it can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened.
   
   
  
  CGR8-02:3 Little Things 
   
  Page 24 
   APL 4
  3B: KICKING UP A STINK 
   
   
  ADVANCED FETID FUNGUS* 
  CR 2 
  *Monster Manual V 56 
  N Large plant 
  Init -2; Senses blind, blindsight 60 ft.; Listen +0 
  Aura sickening gas (DC 15; 30 ft.) 
  Languages — 
  AC 13, touch 7, flat-footed 15 
   
  (-1 size, -2 Dex, +6 natural) 
  hp 28 (4 HD); death throes  
  Immune acid, gaze attacks, illusions, plant immunities, 
  visual effects 
  Fort +5, Ref -1, Will +1 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares 
  Melee acid touch +7 (1d6+5 acid)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +12  
  Atk Options decomposing slime, engulf 
  Special Actions  
  Abilities Str 20, Dex 6, Con 17, Int 1, Wis 10, Cha 5 
  SQ plant traits 
  Feats Ability Focus (engulf), Track 
  Skills Hide -1 (+9 in swampy terrain), Listen +0, 
  Survival +2 
  Sickening Gas (Ex) A fetid fungus’s amorphous body is 
  filled with gases given off by ecomposing matter. All 
  living creatures within 30 feet of a fetid fungus must 
  succeed on a DC 15 Fortitude save or be sickened 
  for 10 rounds. The save DC is Constitution-based 
  Death Throes (Ex) When destroyed, a fetid fungus 
  explodes in a 10-foot-radius burst of corrosive ichor 
  that deals 1d4 points of acid damage (Reflex DC 12 
  half) to all creatures in the area. The save DC is 
  Constitution-based. 
  Decomposing Slime (Ex) A fetid fungus’s body 
  produces a decomposing slime. Any creature that 
  strikes or touches a fetid fungus with its body, or that 
  grapples a fetid fungus, takes 1 point of acid damage. 
  A creature takes damage from this ability only once 
  per round. 
  Engulf (Ex) As a standard action, a fetid funtus can 
  envelop creatures of its size or smaller, entrapping 
  them within itself. The fungus simply moves into the 
  opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  fungus cannot make a touch attack during a round in 
  which it engulfs. It can engulf as many creatures as 
  can fit in its space. 
   
  Opponents can make attackes of opportunity against 
  the fungus, but, if they do so, they are not entitled to 
  a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 14 Reflex save or 
  be engulfed. On a success, a creature moves aside 
  or back (opponent’s choice) to move out of the 
  fungus’s path. The save DC is Constitution-based. 
   
  Engulfed creatures are considered to be grappled 
  within the fungus’s body, they are subject to its touch 
  attack, and they take 1 point of acid damage per 
  round from its decomposing slime. 
  Skills Fetid fungi have a +10 racial bonus on Hide 
  checks when in marsh or swamp terrain. 
   
  3I: HOME SWEET HOME 
   
   
  ADVANCED HARPOON SPIDER* CR 5 
  *Monster Manual III 80 
  CE Huge aberration 
  Init +4; Senses darkvision 120 ft., Listen +1, Spot +7 
  Languages Common, Sylvan  
  AC 18, touch 12, flat-footed 15; spines 
   
  (-2 size, +4 Dex, +6 natural) 
  hp 95 (9 HD)  
  Resist evasion 
  Immune vermin immunities, web 
  Fort +9, Ref +7, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft.; web movement 
  Melee bite +11 (2d6+7 plus poison)  
  Ranged 2 fangs +8 each (1d6+1 plus harpooning) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +21  
  Atk Options Combat Reflexes, Improved Trip, Power 
  Attack, harpooning, poison 
  Abilities Str 25, Dex 18, Con 22, Int 14, Wis 12, Cha 9 
  Feats Ability Focus (poison), Combat Reflexes, 
  Improved Toughness, Improved TripB, Power Attack 
  Skills Balance +9, Climb +27, Hide +8, Jump +31, Spot 
  +7, Tumble +11 
  Harpooning (Ex) As ranged attacks, a dreadharpoon 
  spider can fire one or two of its fangs up to 20 feet 
  (no range increment). The spider can fire at two 
  different targets if it chooses. A successful hit deals 
  1d6+1 points of damage as the harpoon hooks the 
  flesh of the target and immediately exudes a thick, 
  sticky glue. The spider can reel in a harpoon as a 
  free action; treat this as a trip attack (+21 bonus) 
  against any creature attached to the fang. Failure 
  indicates that the harpoon rips free (and deals 
  another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically cause the fang to rip free 
  as if the trip attack failed. The glue exuded by the 
  spider’s fangs decomposes quickly, and at the end of 
  the spider’s turn the fang automatically detaches. 
  Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 
  Dex, secondary damage 2d6 Dex. The save DC is 
  constitution based. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon, must make a DC 17 
  Reflex save or take 1d8 points of piercing damage 
  from the spider’s spines. (Creatures wielding reach 
  weapons, such as long spears, are not subject to this 
  damage.) The spines also deal an extra 1d6 points of 
  
  CGR8-02:3 Little Things 
   
  Page 25 
  damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick up a 
  Medium or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 3d6 points of 
  piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller creatures in this manner. Harpoon spiders 
  often use this method to carry their next meals. 
  Web Movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. 
  They are immune to the effects of the web spell 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and Jump checks, and it can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened.
  
  CGR8-02:3 Little Things 
   
  Page 26 
  APL 6
  3B: KICKING UP A STINK 
   
   
  ADVANCED FETID FUNGUS* 
  CR 3 
  *Monster Manual V 56 
  N Large plant 
  Init +2; Senses blind, blindsight 60 ft.; Listen +0 
  Aura sickening gas (DC 16, 30 ft.) 
  Languages — 
  AC 13, touch 7, flat-footed 15 
   
  (-1 size, -2 Dex, +6 natural) 
  hp 40 (6 HD); death throes  
  Immune acid, gaze attacks, illusions, plant immunities, 
  visual effects 
  Fort +6, Ref +0, Will +2 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares 
  Melee acid touch +8 (1d6+5 acid)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Atk Options decomposing slime, engulf 
  Abilities Str 20, Dex 6, Con 17, Int 1, Wis 10, Cha 5 
  SQ plant traits 
  Feats Ability Focus (engulf), Improved Initiative, Track 
  Skills Hide -1 (+9 in swampy terrain), Listen +0, 
  Survival +4 
  Sickening Gas (Ex) A fetid fungus’s amorphous body is 
  filled with gases given off by ecomposing matter. All 
  living creatures within 30 feet of a fetid fungus must 
  succeed on a DC 12 Fortitude save or be sickened 
  for 10 rounds. The save DC is Constitution-based 
  Death Throes (Ex) When destroyed, a fetid fungus 
  explodes in a 10-foot-radius burst of corrosive ichor 
  that deals 1d4 points of acid damage (Reflex DC 12 
  half) to all creatures in the area. The save DC is 
  Constitution-based. 
  Decomposing Slime (Ex) A fetid fungus’s body 
  produces a decomposing slime. Any creature that 
  strikes or touches a fetid fungus with its body, or that 
  grapples a fetid fungus, takes 1 point of acid damage. 
  A creature takes damage from this ability only once 
  per round. 
  Engulf (Ex) As a standard action, a fetid funtus can 
  envelop creatures of its size or smaller, entrapping 
  them within itself. The fungus simply moves into the 
  opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  fungus cannot make a touch attack during a round in 
  which it engulfs. It can engulf as many creatures as 
  can fit in its space. 
   
  Opponents can make attackes of opportunity against 
  the fungus, but, if they do so, they are not entitled to 
  a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 14 Reflex save or 
  be engulfed. On a success, a creature moves aside 
  or back (opponent’s choice) to move out of the 
  fungus’s path. The save DC is Constitution-based. 
   
  Engulfed creatures are considered to be grappled 
  within the fungus’s body, they are subject to its touch 
  attack, and they take 1 point of acid damage per 
  round from its decomposing slime. 
  Skills Fetid fungi have a +10 racial bonus on Hide 
  checks when in marsh or swamp terrain. 
   
  3D: HOME OF THE SWARM  
   
  DREAD BLOSSOM SWARM* 
  CR 6 
  *Monster Manual III 45 
  N Tiny plant (extraplanar, swarm) 
  Init +3; Senses low-light vision, Listen +2, Spot +2 
  Languages —  
  AC 16, touch 15, flat-footed 13 
   
  (+2 size, +3 Dex, +1 natural) 
  hp 45 (7 HD); regeneration 5; half damage from 
  slashing and piercing weapons   
  Immune critical hits, sneak attacks and flanking, spells 
  that target a specific number of creatures; mind 
  affecting spells and effects, poison, sleep effects, 
  polymorph, paralysis, stunning 
  Fort +7, Ref +10, Will +2 
  Weakness area attacks 
  Speed fly (good) (12 squares) 
  Melee swarm (2d6 plus blood drain and distraction)  
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp — 
  Atk Options blood drain, distraction, poison pollen 
  Abilities Str 2, Dex 17, Con 14, Int —, Wis 10, Cha 3 
  Feats AlertnessB, Ability Focus (poison pollen)B, 
  Lightning ReflexesB 
  Skills Hide +4 (+14 in forested areas), Listen +2, Spot 
  +2  
  Regeneration (Ex) Fire and cold deal normal damage 
  to a dread blossom swarm. 
  Blood Drain (Ex) In addition to swarm damage, a dread 
  blossom swarm deals 1d6 points of Constitution 
  damage to any paralyzed or otherwise immobilized 
  living creature whose space it occupies at the end of 
  its turn. 
  Distraction (Ex) Any living creature vulnerable to a 
  dread blossom swarm’s damage that begins its turn 
  with a swarm in its square, is nauseated for 1 round; 
  a DC 15 Fortitude save negates the effect. Even after 
  a successful save, spellcasting or concentrating of 
  spells within the area of a swarm, requires a 
  Concentration check (DC 20 + spell level). Using 
  skills requiring patience and concentration requires a 
  DC 20 Concentration check. The save DC is 
  Constitution-based. 
  Poison Pollen (Ex) A dread blossom swarm constantly 
  exudes an airborne contact poison in a 15-foot 
  radius. Creatures within the area or within the swarm 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1 round. Secondary damage is 
  paralysis for 1 minute. The save DC is Constitution-
  based. 
  Skills A dread blossom swarm gains a +10 racial bonus 
  on Hide checks in forested areas. 
   
  
  CGR8-02:3 Little Things 
   
  Page 17 
  3I: HOME SWEET HOME 
   
   
  ADVANCED HARPOON SPIDER* CR 6 
  *Monster Manual III 80 
  CE Huge aberration 
  Init +4; Senses darkvision 120 ft., Listen +1, Spot +9 
  Languages Common, Sylvan  
  AC 17, touch 11, flat-footed 14; spines 
   
  (-2 size, +3 Dex, +6 natural) 
  hp 135 (13 HD)  
  Resist evasion 
  Immune vermin immunities, web 
  Fort +9, Ref +7, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft.; web movement 
  Melee bite +19 (2d6+8 plus poison)  
  Ranged 2 fangs +15 each (1d6+1 plus harpooning) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +13; Grp +29  
  Atk Options Combat Reflexes, Improved Bull Rush, 
  Improved Trip, Power Attack harpooning, poison,  
  Abilities Str 26, Dex 18, Con 22, Int 14, Wis 12, Cha 9 
  Feats Ability Focus (poison), Combat Reflexes, 
  Improved Bullrush, Improved Toughness, Improved 
  TripB, Power Attack 
  Skills Balance +9, Climb +31, Hide +12, Jump +33, 
  Spot +9, Tumble +11 
  Harpooning (Ex) As ranged attacks, a dreadharpoon 
  spider can fire one or two of its fangs up to 20 feet 
  (no range increment). The spider can fire at two 
  different targets if it chooses. A successful hit deals 
  1d6+1 points of damage as the harpoon hooks the 
  flesh of the target and immediately exudes a thick, 
  sticky glue. The spider can reel in a harpoon as a 
  free action; treat this as a trip attack (+21 bonus) 
  against any creature attached to the fang. Failure 
  indicates that the harpoon rips free (and deals 
  another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically cause the fang to rip free 
  as if the trip attack failed. The glue exuded by the 
  spider’s fangs decomposes quickly, and at the end of 
  the spider’s turn the fang automatically detaches. 
  Poison (Ex) Injury, Fortitude DC 24, initial damage 1d6 
  Dex, secondary damage 2d6 Dex. The save DC is 
  constitution based. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon, must make a DC 17 
  Reflex save or take 1d8 points of piercing damage 
  from the spider’s spines. (Creatures wielding reach 
  weapons, such as long spears, are not subject to this 
  damage.) The spines also deal an extra 1d6 points of 
  damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick up a 
  Medium or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 3d6 points of 
  piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller creatures in this manner. Harpoon spiders 
  often use this method to carry their next meals. 
  Web Movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. 
  They are immune to the effects of the web spell 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and Jump checks, and it can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. 
  
  CGR8-02:3 Little Things 
   
  Page 18 
  APL 8 
  3B: KICKING UP A STINK 
   
   
  ADVANCED FETID FUNGUS* 
  CR 3 
  *Monster Manual V 56 
  N Large plant 
  Init +2; Senses blind, blindsight 60 ft.; Listen +0 
  Aura sickening gas (DC 16, 30 ft.) 
  Languages — 
  AC 13, touch 7, flat-footed 15 
   
  (-1 size, -2 Dex, +6 natural) 
  hp 40 (6 HD); death throes  
  Immune acid, gaze attacks, illusions, plant immunities, 
  visual effects 
  Fort +6, Ref +0, Will +2 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares 
  Melee acid touch +8 (1d6+5 acid)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Atk Options decomposing slime, engulf 
  Abilities Str 20, Dex 6, Con 17, Int 1, Wis 10, Cha 5 
  SQ plant traits 
  Feats Ability Focus (engulf), Improved Initiative, Track 
  Skills Hide -1 (+9 in swampy terrain), Listen +0, 
  Survival +4 
  Sickening Gas (Ex) A fetid fungus’s amorphous body is 
  filled with gases given off by ecomposing matter. All 
  living creatures within 30 feet of a fetid fungus must 
  succeed on a DC 12 Fortitude save or be sickened 
  for 10 rounds. The save DC is Constitution-based 
  Death Throes (Ex) When destroyed, a fetid fungus 
  explodes in a 10-foot-radius burst of corrosive ichor 
  that deals 1d4 points of acid damage (Reflex DC 12 
  half) to all creatures in the area. The save DC is 
  Constitution-based. 
  Decomposing Slime (Ex) A fetid fungus’s body 
  produces a decomposing slime. Any creature that 
  strikes or touches a fetid fungus with its body, or that 
  grapples a fetid fungus, takes 1 point of acid damage. 
  A creature takes damage from this ability only once 
  per round. 
  Engulf (Ex) As a standard action, a fetid funtus can 
  envelop creatures of its size or smaller, entrapping 
  them within itself. The fungus simply moves into the 
  opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  fungus cannot make a touch attack during a round in 
  which it engulfs. It can engulf as many creatures as 
  can fit in its space. 
   
  Opponents can make attackes of opportunity against 
  the fungus, but, if they do so, they are not entitled to 
  a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 14 Reflex save or 
  be engulfed. On a success, a creature moves aside 
  or back (opponent’s choice) to move out of the 
  fungus’s path. The save DC is Constitution-based. 
   
  Engulfed creatures are considered to be grappled 
  within the fungus’s body, they are subject to its touch 
  attack, and they take 1 point of acid damage per 
  round from its decomposing slime. 
  Skills Fetid fungi have a +10 racial bonus on Hide 
  checks when in marsh or swamp terrain. 
   
  3D: HOME OF THE SWARM  
   
  DREAD BLOSSOM SWARM* 
  CR 6 
  *Monster Manual III 45 
  N Tiny plant (extraplanar, swarm) 
  Init +3; Senses low-light vision, Listen +2, Spot +2 
  Languages —  
  AC 16, touch 15, flat-footed 13 
   
  (+2 size, +3 Dex, +1 natural) 
  hp 45 (7 HD); regeneration 5; half damage from 
  slashing and piercing weapons  
  Immune critical hits, sneak attacks and flanking, spells 
  that target a specific number of creatures; mind 
  affecting spells and effects, poison, sleep effects, 
  polymorph, paralysis, stunning 
  Fort +7, Ref +10, Will +2 
  Weakness area attacks 
  Speed fly (good) (12 squares) 
  Melee swarm  (2d6 plus blood drain and distraction)  
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp — 
  Atk Options blood drain, distraction, poison pollen 
  Abilities Str 2, Dex 17, Con 14, Int —, Wis 10, Cha 3 
  Feats AlertnessB, Ability Focus (poison pollen)B, 
  Lightning ReflexesB 
  Skills Hide +4 (+14 in forested areas), Listen +2, Spot 
  +2  
  Regeneration (Ex) Fire and cold deal normal damage 
  to a dread blossom swarm. 
  Blood Drain (Ex) In addition to swarm damage, a dread 
  blossom swarm deals 1d6 points of Constitution 
  damage to any paralyzed or otherwise immobilized 
  living creature whose space it occupies at the end of 
  its turn. 
  Distraction (Ex) Any living creature vulnerable to a 
  dread blossom swarm’s damage that begins its turn 
  with a swarm in its square, is nauseated for 1 round; 
  a DC 15 Fortitude save negates the effect. Even after 
  a successful save, spellcasting or concentrating of 
  spells within the area of a swarm, requires a 
  Concentration check (DC 20 + spell level). Using 
  skills requiring patience and concentration requires a 
  DC 20 Concentration check. The save DC is 
  Constitution-based. 
  Poison Pollen (Ex) A dread blossom swarm constantly 
  exudes an airborne contact poison in a 15-foot 
  radius. Creatures within the area or within the swarm 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1 round. Secondary damage is 
  paralysis for 1 minute. The save DC is Constitution-
  based. 
  Skills A dread blossom swarm gains a +10 racial bonus 
  on Hide checks in forested areas. 
   
  
  CGR8-02:3 Little Things 
   
  Page 1 
  3I: HOME SWEET HOME 
   
   
  ADVANCED DREAD HARPOON SPIDER*
   CR 10 
  *Monster Manual III 45 
  CE Huge aberration 
  Init +3; Senses darkvision 120 ft., Listen +1, Spot +10 
  Languages Common, Sylvan  
  AC 19, touch 11, flat-footed 16; spines 
   
  (-2 size, +3 Dex, +8 natural) 
  hp 138 (13 HD) 
  Resist evasion 
  Immune vermin immunities, web 
  Fort +9, Ref +8, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft.; web movement 
  Melee bite +14 (2d6+7 plus poison)  
  Ranged 2 fangs +10 each (1d6+3 plus harpooning) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9; Grp +16  
  Atk Options Combat Reflexes, Power Attack, Improved 
  Bull Rush, Improved Trip, Point Blank Shot, 
  harpooning, poison,  
  Abilities Str 25, Dex 17, Con 23, Int 14, Wis 12, Cha 9 
  Feats Ability Focus (poison), Combat Reflexes, 
  Improved Toughness, Improved TripB, Lightning 
  Reflexes, Point Blank Shot 
  Skills Balance +11, Climb +27, Hide +17, Jump +27, 
  Spot +10, Tumble +16 
  Harpooning (Ex) As ranged attacks, a dreadharpoon 
  spider can fire one or two of its fangs up to 20 feet 
  (no range increment). The spider can fire at two 
  different targets if it chooses. A successful hit deals 
  1d6+1 points of damage as the harpoon hooks the 
  flesh of the target and immediately exudes a thick, 
  sticky glue. The spider can reel in a harpoon as a 
  free action; treat this as a trip attack (+21 bonus) 
  against any creature attached to the fang. Failure 
  indicates that the harpoon rips free (and deals 
  another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically cause the fang to rip free 
  as if the trip attack failed. The glue exuded by the 
  spider’s fangs decomposes quickly, and at the end of 
  the spider’s turn the fang automatically detaches. 
  Poison (Ex) Injury, Fortitude DC 24, initial damage 1d6 
  Dex, secondary damage 2d6 Dex. The save DC is 
  constitution based. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon, must make a DC 17 
  Reflex save or take 1d8 points of piercing damage 
  from the spider’s spines. (Creatures wielding reach 
  weapons, such as long spears, are not subject to this 
  damage.) The spines also deal an extra 1d6 points of 
  damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick up a 
  Medium or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 3d6 points of 
  piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller creatures in this manner. Harpoon spiders 
  often use this method to carry their next meals. 
  Web Movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. 
  They are immune to the effects of the web spell 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and Jump checks, and it can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. 
   
   
  
  CGR8-02:3 Little Things 
   
  Page 1 
  DM MAP 1: ZONE LAYOUT 
  OVERVIEW OF THE MAZE 
   
  
  CGR8-02:3 Little Things 
   
  Page 2 
  AFFILIATION BRIEFING SHEETS 
  GUILD OF WIZARDRY 
  As you know, we’re holding an exhibition of the treasures from Castle Greyhawk’s ruins. Of course, this had to come in 
  AFTER we’d opened the display so we couldn’t do anything about it, but we’ve divined a small problem. Seems there’s a 
  threat – negligible, negligible, or we’d have closed the display right away. Anyway, one of the objects poses a small threat 
  to some, also unidentified citizens of the City (no, I don’t know who!) and we’d like you to take a walk through the 
  exhibition and see if you can find out which one. Don’t go casting any spells, just walk through and see what you notice. 
  Anything that needs more attention, can be magicked *after hours*, okay? 
   
  MERCHANTS’ AND TRADERS’ UNION 
  Now, this is serious. There’s no way the wizards would have gotten all that stuff from just adventurers. Rumor has it that 
  more than a few shops are doing a roaring trade in antiquities and we don’t believe that all of the finds have been 
  declared. We want you to go and take a note of each item, and who is listed as its source. Bring it all back here, and we’ll 
  check our records. Chances are there’s some who’ve been dodging guild taxes. If we find them from your lists, you’ll be 
  well rewarded. 
   
  MERCENARIES’ GUILD 
  As you know, the Guild of Wizardry has insisted on holding this exhibit of the treasures from Castle Greyhawk’s ruins. 
  What you might not know is that they’ve asked us to be security for them. Now, it would have been better if they’d let us 
  go over the layout of the display before they opened to the public, and if they’d let us identify some of the more 
  questionable objects, but they didn’t. We’ve already provided guards, but what we’d like you to do, is take a look at the 
  exhibit from a punter’s point of view. Make a note of anything you think could constitute a weak spot in security, and let 
  us know. Take your time – we’d like your report by this afternoon. 
   
  CARTOGRAPHERS’ GUILD 
  It’s really good of the wizards to put on this display and all, but I wonder that they didn’t let us look at it long ago. So, go 
  take a long hard look at what’s on display. The ancients used to hide maps in all sorts of designs, and the wizards might 
  have missed the significance – after all, it’s not their field, so just go and take a close look at what’s on display and see if 
  there isn’t a map or two hiding amongst it all. 
   
  THIEVES’ GUILD 
  Look, it’s just a little reconnaissance, okay? Just take a gander at what’s on display, check out the guards, look for 
  protective spells if you’re able, and come back and tell us what you think. Look at what’s easy to get to, what’s easy to 
  carry, and what might be worth earning the ire of an upset wizard or three. For all we know, it’s nothing but junk and 
  not worth the effort, but you never know… And don’t touch nuffingk! 
   
  NIGHTWATCHMEN 
  Wizards! Idiots all! Putting that much treasure on display is only asking for trouble. The Mercenaries Guild has the 
  contract for security, but we’d like you to give the place a once over. See if you can spot any weaknesses in security, and 
  keep an eye out for the usual suspects; it they’re there, then they’re planning something.  
   
  RELIGIOUS ORGANIZATIONS 
  Look, I know it’s not really our jurisdiction, and I’m sure the Mercenaries Guild and the wizards know what they’re 
  doing, but there’s something seriously wrong with an item in that new display the Academy has opened. Now, the 
  divination didn’t go into specifics, but there’s the small chance of something harming the city. When we tried to push it, 
  the only response indicated sickness, disease, and things not being what they seemed. Hardly helpful. Anyway, can you 
  just pop over and see if there’s an item that might prove promising for further investigation? Don’t touch anything, or 
  cast any spells – the wizards are touchy enough. Just observe and see if there’s something that looks like it might be what 
  we’re after. 
  
  CG87-02:4 The Tomb of Pelor 
   
  Page 1 
  CGR8-02:4 
   
   
   
   
   
  The Tomb of Pelor 
   
   
  by R. Michael Hinds 
   
  ADVENTURE BACKGROUND 
  A previously unknown cavern buried deep beneath the 
  War Tower has great interest among the Pelorites of the 
  free city. Given the depth of the discovered cavern, 
  anything entombed therein may be several thousands of 
  years old.  
   
  Access to the cavern was made possible by an 
  earthquake – likely the same quake which devastated 
  Levels 4 and 5 (Shatterstone), creating a jagged rift from 
  the Level 4 of the War Tower to the cavern. 
   
  Initial forays into the cavern have pronounced it 
  “spooky”, “disturbing”, and “deadly”. At least one scholar 
  has pronounced the very existence of the cavern to be 
  absurd. 
   
  From the rift exit, the disturbing nature of the cavern 
  is readily apparent – a low level of illumination pervades 
  the area. This illumination is from the dying power 
  infused by Pelor into this once great Flan temple. The 
  source of the illumination is the statue. The statue is also 
  responsible for the disturbing and spooky adjectives 
  ascribed to the cavern. Only one scout returned with a 
  brief description of a temple beyond the statue and he 
  spoke of a horrible presence emanating from within. 
   
  The temple is indeed an ancient Flan temple dedicated 
  to Pelor and completely adheres to the tenets of what is 
  now termed “The Old Faith”. A follower of Incabulos, 
  however, is corrupting the temple. The Incabulite, 
  Herceptus the Undying, was sent to Castle Greyhawk 
  years ago by his superior, Envira Mistress of Pox.  
   
  Originally housing itself in the Crypts of the 
  Forgotten, Herceptus moved his demesne to this temple 
  to escape predations by the forces of Iuz. Herceptus 
  profaned the temple in the name of Incabulos. Herceptus 
  has used this place to develop horror after horror, using 
  the surrounding Cairn Hills and Greyhawk environs as 
  testing grounds. 
   
  Recently, High Matriarch Sarana learn of the temple 
  and has begun to seeking brave adventurers to 
  investigate. 
   
  ADVENTURE SUMMARY 
  The PCs are asked by High Matriarch Sarana to explore 
  an area deep beneath the War Tower. She asks that they 
  explore the cavern temple and determine, from markings 
  and any other artifacts left behind, if the temple was 
  dedicated to Pelor. She would also like to see the area 
  cleansed of the rumored “horrible presence” if that is 
  possible. 
   
  Scholars believe if the temple is dedicated specifically 
  to Pelor then this may be relic of a once great ancient 
  Flan civilization. It may even be an indication that the 
  Empire of Sulm may have reached outside the present 
  day boundaries of the Bright Desert. Alternatively, it 
  might be the first sign of another lost Flan kingdom. 
   
  PREPARATION FOR PLAY 
  The following spells and effects do not operate in or near 
  the ancient Flan temple: 
   
  No divination school spells work within 500 yards of 
  the temple environs. This includes but is not limited to: 
  arcane eye, arcane sight, augury, clairaudience/clairvoyance, 
  commune, comprehend languages, contact other plane, detect 
  (all), discern lies, discern location, divination, find the path, find 
  traps, foresight, legend lore, locate (all), moment of prescience, 
  prying eyes, read magic, scrying, see invisibility, status, Rary’s 
  lesser telepathic bond, Rary’s telepathic bond, tongues, true 
  seeing, and true strike.  
   
  These spells simply fail immediately upon being cast, 
  with no indication as to the cause. This includes any spell-
  like or supernatural abilities that produce similar effects, 
  such as a paladin’s ability to detect evil. Any PC who makes 
  a Knowledge (arcana) or Spellcraft check DC 20 after 
  casting any divination spell can determine that area is 
  simply “absorbing” the magic, and that further attempts at 
  divination spells would prove fruitless. This effect does 
  not apply to the Statue of Pelor – the spell turret trap acts 
  as normal. 
   
  INTRODUCTION 
  There are no affiliation briefing sheets for this adventure 
  zone. All the PCs have a common purpose and employer. 
  Read:  
   
  One does not lightly ignore a summons from High 
  Matriarch Sarana  - Pelor’s representative in the free 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 2 
  city – and so you found yourself in the Garden 
  Quarter at the Pelor’s rather rundown temple. 
   
  High Matriarch Sarana herself met you and asked 
  you to undertake a task of great import for her. She 
  asked you explore a newly discovered cavern 
  somewhere between the Crypts of the Forgotten and 
  the Shatterstone that may contain the ruins of a 
  long-lost (and probably ancient) temple of Pelor. 
  Apparently, the building may be under some kind of 
  insidious, malign influence and she wants it 
  investigated and purified. In return, she promises 
  reward and enhanced standing with her faith. 
   
  Allow the PCs to make any preparations they deem 
  necessary given the information they have learned from 
  Matriarch Sarana before they set out for the ruins. If they 
  think to ask for some way to purify the temple, she gives 
  them a scroll of consecrate. Use the information presented 
  here and in the Adventure Background to answer any 
  other questions the PCs may ask. 
   
  Use Encounter One in the main part of this adventure 
  if they try to learn more about Castle Greyhawk. Run 
  Encounters Two when the PCs leave the city. 
   
  When the PCs reach the War Tower, read:  
   
  Many beings are lined up before an ancient 
  gatehouse, grouped into adventuring parties, to 
  brave the possible dangers of the castle. 
   
  All the explorers are asked to assemble before a 
  small grand stand erected on the leeward side of the 
  dwarven guild house. A bulky dwarf, his beard 
  streaked with a mixture of red and grey, mounts the 
  stand and addresses the gathered group. 
   
  “You few, you lucky few, have been selected for 
  the exploration of the War Tower! Glory and loot no 
  doubt await you within its depths. The glory you can 
  have all to yourselves but a portion of the plunder 
  belongs to us!” 
   
  As the other adventurers march into the tower, Stillguar 
  turns to the PCs: 
   
  “Matriarch Sarana has apprised me of your task. A 
  scout will lead you to the recently discovered rift 
  that leads to a cavern positioned somewhere 
  between the Crypts of the Forgotten and the 
  Shatterstone. 
   
  “At the end of the rift is a large intact structure, 
  possibly an ancient temple. If you have any 
  questions, they’re best left unasked as I haven’t any 
  answers! You’re the adventurers!” 
   
  A DC 20 Knowledge (Core) check, identifies the dwarf as 
  Stillguar (LN male dwarf cleric 9/fighter 6), leader of the 
  Wartower Wardens. PCs who have been here before 
  know this automatically. 
   
  Use the information presented in Encounter 3 of the 
  main adventure to handle any conversation the PCs have 
  with Stillguar. 
   
   
  1: THE STATUE OF PELOR 
  The travel into the depths of the War Tower is 
  without incident but the way was slow going.  
   
  You finally reach a large crack in the bottom and 
  side of a disused chamber. The scout points into the 
  hole and says it leads to the rift. The rift is steep, 
  narrow and about 200 yards long. 
   
  Exiting the rift, you enter a large cavern, the 
  entire scope of which is difficult to discern but the 
  strangeness is readily apparent – a dim radiance 
  suffuses the entire cavern. At the far end, opposite 
  the rift, is a large intact stone edifice. The floor of 
  the cavern is partially paved in large granite 
  flagstones. At the center of this paved area is a 
  twenty-foot-tall statue. From the rift exit the statue’s 
  features are difficult to discern. 
   
  Have the players place their figures at the far end of the 
  cavern, facing the temple. The cavern is 90-feet-wide by 
  100-feet-long, with a ceiling height of 50 feet. The statue 
  is halfway between the temple entrance and the rift exit. 
   
  The statue is of an antiquated depiction of Pelor. The 
  original features of the statue were crude although the 
  figure is humanoid in shape. The head is round and 
  surrounded by a many pointed solar disc. Treat the statue 
  as Huge. A DC 15 Knowledge (religion) check, or a DC 20 
  Knowledge (history) check, identifies the statue as being 
  a representation of the Flan deity Pelor. PCs succeeding 
  on a DC 12 Spot check notice the eyes of the statue are 
  made of gold and the tips of the solar disc are embedded 
  with diamonds. 
   
  Trap: The statue has an integrated trap, part of the 
  temple’s ancient defenses. Located in the head of the 20-
  foot tall statue is a deadly spell turret trap. When inactive, 
  the spell turret is cloaked by a nondetection spell (Caster 
  Level 20th) to hide its magical auras. The spell turret is 
  programmed to recognize Flan bearing any of a series of 
  facial tattoos. Any Flan PC who is tattooed in the 
  traditional manner has a 25% chance of bearing a tattoo 
  which marks them as safe to the spell turret. 
   
  Tattoo Note: Any PC who has any of the following 
  AR items from COR5-09 Gateway to Bright Sands is 
  automatically recognized by the statue and not attacked: 
  Sulm Tattoo, Magical Tattoo, or Spirit Tattoo.  
   
  Trap Activation: The spell turret has a visual trigger 
  that utilizes true seeing to a range of 50 feet. If the turret 
  detects an unrecognized target, it immediately activates. 
  When it does, the solar disc surrounding the statue’s head 
  emits a flash of colorful light. The turret is the solar disc 
  and is free to spin, utilizing a groove in the neck. Four of 
  the points on the solar disc contain enchanted gemstones 
  which release the various programmed spells. The spell 
  turret unleashes one spell per round for four rounds, 
  pausing every fifth round to cool down and magically 
  repair 4d8+20 points of damage to itself. The turret targets 
  the closest unrecognized creature and has a 360 degree 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 3 
  arc of fire. The order in which the turret casts its spells is 
  set. All spells have a range of 50 feet. 
   
  APL 2 (EL 1) 
   
  �Spell Turret Trap: CR 1; diminutive magical 
  device; visual trigger (true seeing); automatic reset; acid 
  splash, daze, ray of frost, touch of fatigue (as a ray); Save DC 10, 
  Caster Level 1st; AC 7, hardness 8; hp 200; Search DC 25; 
  Disable Device DC 25. 
   
  APL 4 (EL 2) 
   
  �Spell Turret Trap: CR 2; diminutive magical 
  device; visual trigger (true seeing); automatic reset; grease, 
  sleep, magic missile, ray of enfeeblement; Save DC 12, Caster 
  Level 1st; AC 7, hardness 8; hp 200; Search DC 26; Disable 
  Device DC 26. 
   
  APL 6 (EL3) 
   
  �Spell Turret Trap: CR 3; diminutive magical 
  device; visual trigger (true seeing); automatic reset; web, 
  daze monster, scorching ray, blindess; Save DC 13, Caster 
  Level 3rd; AC 7, hardness 8; hp 200; Search DC 27; 
  Disable Device DC 27. 
   
  APL 8 (EL4) 
   
  �Spell Turret Trap: CR 4; diminutive magical 
  device; visual trigger (true seeing); automatic reset; 
  stinking cloud, deep slumber, fireball, ray of exhaustion; Save 
  DC 14, Caster Level 5th; AC 7, hardness 8; hp 200; Search 
  DC 28; Disable Device DC 28. 
   
  Creatures: Minions of Iuz hide in wait 60 feet away in an 
  area containing rubble west of the statue. Their hope is 
  the PCs disable the trap within the statue. Balance this 
  desire with their unwillingness to allow the PCs to enter 
  the temple and potentially gain some advantage. Should 
  the PCs enter the rubble to seek cover from the spell 
  turret trap, the Minions of Iuz attack. Allow PCs Spot 
  checks versus the Minions’ Hide, modified by distance. 
  Otherwise, have them attack at an opportune moment. It 
  possible they stay out of range of the spell turret. 
   
  APL 2 (EL 4) 
   
  �Dretch (2): hp 13 each; MM 42. 
   
   
  APL 4 (EL 6) 
   
  �Dretch (2): hp 13 each; MM 42. 
   
  �Acolyte of Iuz: hp 29; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Babau: hp 66; MM 40. 
   
  �Acolyte of Iuz: hp 29; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Babau: hp 66; MM 40. 
   
  �Servitor of Iuz: hp 67; Appendix 1. 
   
  Tactics: The Minions of Iuz begin with cover in the 
  rubble field. The dretches make use of their stinking cloud 
  and scare spell-like abilities to incapacitate and separate 
  the party then concentrate on lone individuals. One 
  dretch, in the first round of combat, attempts to summon 
  additional tanar’ri. If an Acolyte is present, the evil cleric 
  tries to further incapacitate a PC with doom or his scroll of 
  sound burst. The Acolyte, if unmolested, may cast 
  invisibility and use this to gain position on the PCs. 
  Thereafter, the Acolyte enters melee combat with 
  whoever looks the weakest. The babau uses stealth, 
  darkness, and its teleportation spell-like ability to arrange 
  position for sneak attack.  
   
  The Servitor acts much in the same way as an Acolyte 
  but also casts invisibility upon the babau as soon as 
  possible. The Servitor, if uninjured, may heal the babau. 
   
  Remember if the statue’s spell turret trap has not been 
  disabled or destroyed, it targets creatures within 50 feet. 
  Roll randomly to determine the target is there is more 
  than one. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
   
  Development: This encounter may be successfully 
  completed by 1) bypassing the trap either due to Flan 
  heritage or clever thinking; 2) running into the temple to 
  avoid the continued spell flinging by the trap; or 3) 
  destroying the trap. In any of these three cases, the 
  Minions of Iuz must be defeated or driven away. 
   
  The entrance to the temple has no door – it has long 
  since rotted away. PCs can flee into the temple to avoid 
  the spell turret trap. The turret is programmed to not fire 
  spells into the temple. 
   
  2: ANCIENT TEMPLE OF 
  PELOR 
  The interior of the temple would be glorious, if not 
  for the obvious profane desecration it has 
  undergone. Evil runes have been carved onto once 
  holy surfaces. The floor is littered with bones and 
  other detritus. 
   
  At the center of the sanctuary is a raised dais. In 
  the dais’ center, piercing a magnificent mosaic of 
  Pelor’s visage, is a blackened iron stand holding a 
  pulsating black stone. Standing next to this is a 
  humanoid skeleton, still wearing the tatters of some 
  ceremonial robe and a blackened disc on a chain 
  about its neck. The creature’s bones sparkle in dim 
  light spilling down from an opening above the dais. 
   
  The creature raises both arms and clacks its jaws 
  loudly – the clacking is echoed from alcoves on 
  either side! 
   
  The blackened iron stand on the dais has a receptacle on 
  top holding a large black onyx. The onyx radiates the 
  power of a desecrate spell. All Charisma checks made to 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 4 
  turn undead suffer a -3 profane penalty and every undead 
  creature entering the desecrated area (20-foot-radius 
  emanation) gains a +1 profane bonus on attack rolls, 
  damage rolls, and saving throws. An undead creature 
  created within or summoned into the area gains +1 hit 
  points per hit die. (See page 218 of the Player’s Handbook 
  for additional detail.) 
   
   
  �Blackened Iron Stand: 1.5 in. thick; hardness 10; 
  hp 25; AC 5; Break DC 24. 
   
  �Desecration Onyx: hardness 5; hp 15; AC 9; Break 
  DC 20. 
   
  APL 2 (EL 3) 
   
  �Human Warrior Skeletons (6): hp 7 each; 
  Appendix 1. 
   
  �Revived Fossil Human Cleric (1): hp 27; 
  Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Human Warrior Skeletons (6): hp 7 each; 
  Appendix 1. 
   
  �Revived Fossil Human Cleric (1): hp 27; 
  Appendix 1. 
   
  �Plague Walker (1): hp 48; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Bone Creature Warrior (6): hp 21 each; Appendix 
  3. 
   
  �Revived Fossil Human Cleric (4): hp 27; 
  Appendix 3. 
   
  �Plague Walker (1): hp 48; Appendix 3. 
   
  APL 8 (EL 9) 
   
  �Bone Creature Warrior (6): hp 37 each; Appendix 
  1. 
   
  �Revived Fossil Human Cleric (5): hp 27; 
  Appendix 1. 
   
  �Plague Walker (4): hp 48; Appendix 1. 
   
  Tactics: The undead attack until destroyed, except for the 
  plague walker. When the plague walker is reduced to 
  sufficient hit points to use its putrid burst ability, it wades 
  into the area containing the most living creatures and 
  explodes. 
   
  Destroying the onyx stone ends the desecration aura, 
  but does not restore the sanctity of the altar of Pelor. 
   
  DEVELOPMENT 
  In the rear of the temple are stairs down to the 
  catacombs. This area was once partitioned off from the 
  sanctuary by doors. The stone hinges are still visible. 
   
  If the desecration onyx is destroyed, the profane aura is 
  eliminated. The altar of Pelor, however, is still desecrated. 
  A consecrate spell, cast by a cleric of Pelor or by a cleric of 
  any Old Faith deity (Alitur, Beory, Ehlonna, Obad-Hai, 
  Nerull) immediately restores the altar and triggers the 
  hidden opening once leading to the deep catacombs. A 
  cleric of a good deity may also cast consecrate upon the 
  altar but may suffer penalties for doing so, depending 
  upon the deity (Pholtus, for example, would not think 
  highly of consecrating an altar to Pelor). The suggested 
  penalty is a -1 circumstance penalty to all skill and ability 
  checks for 1 hour. In this second case or if no consecrate is 
  attempted, the hidden opening must be found with a 
  Search check, DC 20+APL.  
   
  Once found, the hatch may be opened by pressing a 
  few tiles of the mosaic. In either case, the opening reveals 
  a staircase and the light coming from above intensifies. 
  Those who investigate find the staircase choked with 
  rubble about 10 feet down. A Search check, DC 10, allows 
  PCs to find an alcove containing some ancient Pelorite 
  treasure. 
   
  PCs who consecrate the altar of Pelor receive the 
  Cleansing of the Sun AR reward in addition to a story XP 
  reward. 
   
  Treasure: This treasure is located within an alcove on 
  a wall adjoining the hidden stairway below the altar dais. 
  The potions are clearly labeled in Flan. Refer to the 
  Treasure Summary to determine what the PCs find here. 
   
  Troubleshooting: If the PCs fail to find the secret 
  door either by failing the Search check or by not casting 
  consecrate, they can return to the surface. When they 
  report to High Matriarch Sarana she provides them with 
  a scroll of concescrate and asks them to cast it in the 
  temple to wipe away the terrible desecrations visited 
  upon the temple. 
   
  3: THE CRYPT 
  A horrid, foul stench drives upward from the 
  staircases. 
   
  Below, this once magnificent crypt is so befouled, 
  one wonders if even the purifying light of Pelor 
  could make this place holy once more. The initial 
  impression is that the space is being used as some 
  sort of necromantic laboratory. 
   
  Portions of the floor seem to move and shift. As 
  your eyes adjust to this phenomenon, you realize it 
  is not the floor, but mats of black hair attached to 
  gray, greasy pieces of scalp. 
   
  At the far end of the crypt, beyond the horrific 
  detritus of the necromantic laboratory, is a large 
  sarcophagus set into the stone floor. 
   
  You hear squelchy scuttling on the ceiling. 
  Looking up, you see a horrid amalgam of rotting 
  flesh bound to twisted limbs, climbing on all four of 
  its awkward appendages amongst a swath of corpses 
  plastered on the ceiling. Great bands of black iron 
  seem to hold the various pieces of the creature’s 
  putrid tissue together. The thing drops to the floor 
  and you can feel its malign influence as it closes to 
  attack! 
   
  APL 2 (EL 6) 
   
  �Necrosis Carnex (1): hp 26; Appendix 1. 
   
  �Herceptus the Undying: hp 12; Appendix 1. 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 5 
   
  APL 4 (EL 8) 
   
  �Necrosis Carnex (2): hp 26; Appendix 1. 
   
  �Herceptus the Undying: hp 26; Appendix 1. 
   
  APL 6 (EL 10) 
   
  �Advanced (8 HD) Necrosis Carnex (2): hp 52; 
  Appendix 1. 
   
  �Herceptus the Undying: hp 40; Appendix 1. 
   
  APL 8 (EL 12) 
   
  �Advanced (8 HD) Necrosis Carnex (4): hp 52; 
  Appendix 1. 
   
  �Herceptus the Undying: hp 54; Appendix 1. 
   
  Tactics: Depending upon the noise made upstairs during 
  the previous combat, Herceptus begins this combat with 
  resist energy (fire) and death armor already cast from scrolls. 
  He then reverts to his swarm form to gain an element of 
  surprise. When he reveals himself for the first time, read: 
   
  The various flopping, flying, squelching body parts 
  rapidly come together, forming a humanoid creature 
  in tattered wrappings. A chain hangs round its neck 
  bearing a diamond-shaped pendant containing a 
  sickly green and yellow eye within. 
   
  The creature croaks forth something in a nearly 
  forgotten language and rejoins the melee. 
   
  Herceptus routinely speaks in Flan. His short 
  vocalization was a grateful prayer to Incabulos for 
  sending him fresh test subjects. Herceptus the Undying 
  uses spells combined with his metamagic feat to his 
  greatest advantage.  
   
  When not threatened, Herceptus uses his robe of bones 
  (DMG 265) to add additional undead to the battle, 
  beginning with the human commoner skeletons. Should 
  PCs engage him directly, Herceptus transforms back into 
  a swarm of parts. Should the battle desperately go against 
  him, he flings himself into the sarcophagus, closing the 
  lid, then opening the hidden panel out of sight of the 
  PCs. Herceptus is willing to sacrifice himself rather than 
  allow the PCs to capture his hidden treasures.  
   
  The necrosis carnex attack and seek to keep Herceptus 
  healed. The necrosis carnex shy away from any PC who 
  makes a successful attack with a good-aligned weapon. 
   
  DEVELOPMENT 
  Defeating the undead allows PCs to search the fetid crypt. 
  This entire area has been converted into a repulsive 
  necromancer’s laboratory. There is nothing useful in the 
  laboratory for anyone of sane mind. A DC 15 Search 
  check, turns up a piece of parchment with writing in 
  Ancient Suloise. The parchment is a progress report 
  written by Herceptus the Undying to someone or 
  something called Envira. Elsewhere in the progress 
  report, Herceptus refers to “My Mistress of Pox”. A DC 15 
  Knowledge (religion) check identifies that as an 
  honorific for a well-respected follower of Incabulos. 
   
  Treasure: Deduct gold for any consumables used by 
  Herceptus the Undying during the battle. The unguent of 
  timelessness was previously applied to Herceptus’ body and 
  is never available as loot. Refer to the Treasure Summary 
  to determine what the PCs find here. 
   
   
  TRAPPED SARCOPHAGUS 
  Opening the sarcophagus does not activate a trap. A 
  Search check, DC 20+APL of the sarcophagus reveals a 
  hidden panel in the bottom. The panel is trapped. In the 
  case of the magical traps, the alarm spell activates the trap 
  if the panel is touched without providing a pass phrase 
  (in Flan). 
   
  APL 2 (EL 1) 
   
  �Basic Arrow Trap: CR 1; mechanical; touch trigger; 
  manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 
  18; Disable Device DC 18. 
   
  APL 4 (EL 2) 
   
  �Javelin Trap: CR 2; mechanical; touch trigger; 
  manual reset; Atk +15 ranged (1d6+4, javelin); Search DC 
  20; Disable Device DC 20. 
   
  APL 6 (EL 3) 
   
  �Burning Hands Trap: CR 3; magic device; touch 
  trigger (alarm); automatic reset; spell effect (burning hands 
  (cold substituted), 5th-level wizard, 5d4 cold, DC 11 Reflex 
  save half damage); Search DC 26; Disable Device DC 26. 
   
  APL 8 (EL 4) 
   
  �Lightning Bolt Trap: CR 4; magic device; touch 
  trigger (alarm); automatic reset; spell effect (lightning bolt, 
  5th-level wizard, 5d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28 
   
  Within the sarcophagus are some chunks of shiny rock. 
  Retrieving these grants PCs access to Star Metal Find and 
  Raw Ores rewards on the AR. 
   
  CONCLUSION 
  Returning to Wartower Warden’s guild house what 
  loot was liberated is carefully examined by Stillguar. 
  The dwarven leader extracts his percentage and asks 
  for your tale. 
   
  Hopefully your explorations have proven useful 
  and other parties of adventurers can carry forward, 
  perhaps solving additional mysteries surrounding 
  this cryptic death trap.  
   
  Stillguar’s percentage is innate to the treasure and should 
  not be subtracted to what is calculated in the module. 
   
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 6 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1 
  Disable, destroy, or escape the spell turret trap. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6 
  90 XP 
  APL 8 
  120 XP 
   
  Encountering and defeating the Minions of Iuz ambush. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
   
  Encounter 2 
  Defeating the undead in the temple sanctuary. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
   
  Encounter 3 
  Defeating the Herceptus the Unliving and minion(s). 
  APL 2  
  180 XP 
  APL 4  
  240 XP 
  APL 6 
  300 XP 
  APL 8 
  360 XP 
   
  Encountering the sarcophagus trap. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6 
  90 XP 
  APL 8 
  120 XP 
   
  Story Award 
  Consecrate the ancient Temple of Pelor: 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6 
  120 XP 
  APL 8 
  150 XP 
   
  Identifying the temple’s original patron deity: 
  APL 2  
  15 XP 
  APL 4  
  15 XP 
  APL 6 
  15 XP 
  APL 8 
  15 XP 
   
  Discovering the access way to the catacombs: 
  APL 2  
  15 XP 
  APL 4  
  30 XP 
  APL 6 
  45 XP 
  APL 8 
  60 XP 
   
  Maximum possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
    
  Encounter 1: The Statue of Pelor 
   
  APL 2: Coin – 20 gp each (in gems), Loot – 25 gp 
  (demonic trinkets). Total: 45 gp. 
   
  APL 4: Coin – 15 gp each (in gems), Loot – 71 gp 
  (demonic trinkets, mundane items), Magic – 17 gp; oil of 
  magic weapon (4 gp), scroll of sound burst (13 gp). Total: 103 
  gp. 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 7 
   
  APL 6: Coin – 10 gp each (in gems), Loot – 84 gp 
  (demonic trinkets, mundane items), Magic – 17 gp; oil of 
  magic weapon (4 gp), scroll of sound burst (13 gp). Total: 111 
  gp. 
   
  APL 8: Coin – 5 gp each (in gems), Loot – 38 gp 
  (demonic trinkets), Magic – 928 gp; scroll of heal (138 
  gp), wand of searing light (CL 5th, 11 charges) (206 gp), ring 
  of protection +1 (167 gp), +1 full plate (221 gp), +1 greatsword 
  (196 gp). Total 971 gp. 
   
  Encounter 2: The Ancient Temple of Pelor 
   
  APL 2: Magic – 75 gp; oil of bless weapon (8 gp), potion of 
  aid (25 gp), potion of cure light wounds (4 gp), potion of cure 
  light wounds (4 gp), potion of cure light wounds (4 gp), potion 
  of cure moderate wounds (25 gp), potion of shield of faith (+2) 
  (4 gp). 
   
  APL 4: Magic – 95 gp; oil of bless weapon (8 gp), potion of 
  aid (25 gp), potion of bear’s endurance (25 gp), potion of cure 
  light wounds (4 gp), potion of cure light wounds (4 gp), potion 
  of cure moderate wounds (25 gp), potion of shield of faith (+2) 
  (4 gp). 
   
  APL 6: Magic – 196 gp;  oil of bless weapon (8 gp), potion 
  of aid (25 gp), potion of bear’s endurance (25 gp), potion of cure 
  moderate wounds (25 gp), potion of cure moderate wounds (25 
  gp), potion of cure serious wounds (63 gp), potion of shield of 
  faith (+3) (25 gp). 
   
  APL 8: Magic – 297 gp;  oil of bless weapon (8 gp), potion 
  of aid (25 gp), potion of bear’s endurance (25 gp), potion of cure 
  serious wounds (63 gp), potion of cure serious wounds (63 gp), 
  potion of cure serious wounds (63 gp), potion of shield of faith 
  (+4) (50 gp). 
   
  Encounter 3: The Crypt 
   
  APL 2: Magic – 254 gp; arcane scroll of death armor (17 
  gp), arcane scroll of resist energy (13 gp), bracers of armor +1 
  (83 gp), elixir of hiding (21 gp), robe of bones (200 gp). 
   
  APL 4: Magic – 488 gp; arcane scroll of death armor (CL5) 
  (25 gp), arcane scroll of resist energy (CL5) (21 gp), bracers of 
  armor +1 (83 gp), elixir of hiding (21 gp), robe of bones (200 
  gp), necklace of fireballs (type I) (138 gp). 
   
  APL 6: Magic – 841 gp; arcane scroll of death armor (CL7) 
  (33 gp), arcane scroll of resist energy (CL7) (29 gp), bracers of 
  armor +2 (333 gp), elixir of hiding (21 gp), necklace of fireballs 
  (type II) (225 gp), robe of bones (200 gp). 
   
  APL 8: Magic – 1,372 gp; arcane scroll of death armor 
  (CL9) (42 gp), arcane scroll of resist energy (CL9) (38 gp), 
  aroma of curdled death (375 gp), bracers of armor +2 (333 gp), 
  elixir of hiding (21 gp), necklace of fireballs (type III) (363 gp), 
  robe of bones (200 gp). 
   
  Total Possible Treasure 
   
  APL 2: Coin: 20 gp; Loot: 25 gp; Magic: 409 gp; Total: 
  454 gp (450 gp max). 
   
  APL 4: Coin: 15 gp; Loot: 71 gp; Magic: 600 gp; Total: 
  686 gp (650 gp max). 
   
  APL 6: Coin: 10 gp; Loot: 84 gp; Magic: 1054 gp; Total: 
  1148 gp (900 gp max). 
   
  APL 8: Coin: 5 gp; Loot: 38 gp; Magic: 2597 gp; Total: 
  2640 gp (1300 gp max). 
  SPECIAL 
  The PCs may gain the following AR items in this 
  adventure: 
   
  Star Metal Find: PCs finding the metals in  
  Herceptus’ sarcophagus gain this AR item. 
   
  Raw Ores: finding the metals in Herceptus’ 
  sarcophagus gain this AR item. 
   
  Cleansing of the Sun: PCs cleansing the ancient 
  temple of Pelor gain this AR item. 
   
   
  Favor of High Matriarch Sarana: PCs cleansing the 
  ancient temple of Pelor gain this AR item. 
   
   
  Affiliation Score Gained/Lost: PCs that succeed in 
  cleansing the temple gain 1 affiliation point with the 
  affiliation of their choice. PCs failing to cleanse the 
  temple loose an affiliation point with the affiliation with 
  which they have the highest score.  
   
  �Cleansing of the Sun – You have cleansing an 
  ancient temple of the sun god, Pelor, and consequently 
  gain access to the limited prestige classes master of 
  radiance (page 44) and sacred purifier (page 49) from 
  Libris Mortis. 
   
  �Favor of High Matriarch Sarana: Blessings are 
  showered upon you. Sarana is very happy with you and 
  blesses you with Pelor’s bounty.  Consequently you may 
  once, as a standard action, cast daylight (CL = your level). 
   
  She will also waive any costs (except material 
  component costs) casting a single cleric conjuration 
  (healing) spell from the PH. 
   
  �Star Metal Find: You have found enough starmetal to 
  gain one level in the green star adept prestige class 
  (Complete Arcana 41). Alternatively, you can use the ore to 
  make one weapon or suit of armor. 
   
  �Raw Ores: You have found enough mithral to make 
  one suit of armor and enough adamantine to make one 
  weapon or suit of armor. You must still pay all relevant 
  costs finding a skilled armorer or weaponsmith. 
   
  �Affiliation Score Gained/ Lost: You have gained/lost 
  ___ points with the ______ affiliation. If you are affiliated 
  with more than one group, add extra notes in the notes 
  section detailing your gain or loss. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  Elixir of hiding (Adventure; 250 gp). 
  Robe of bones (Adventure; 2,400 gp). 
  Scroll of death armor (Adventure; 200 gp). 
   
  APL 4 (all of APL 2 plus the following): 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 8 
  Necklace of fireballs (cold substituted) Type I (Adventure; 
  1,650 gp). 
  Scroll of death armor (CL 5th) (Adventure; 300 gp). 
  Scroll of resist energy (CL 5th) (Adventure; 250 gp). 
   
  APL 6 (all of APLs 2-4 plus the following): 
  Necklace of fireballs (cold substituted) Type II (Adventure; 
  2,700 gp). 
  Scroll of death armor (CL 7th) (Adventure; 400 gp). 
  Scroll of resist energy (CL 7th) (Adventure; 350 gp). 
   
  APL 8 (all of APL 2-6 plus the following): 
  Aroma of curdled death (Adventure; Complete Arcane; 4,500 
  gp). 
  Bracers of armor +2 (Adventure; 4,000 gp). 
  Necklace of fireballs (cold substituted) Type III (Adventure; 
  4,350 gp). 
  Scroll of death armor (CL 9th) (Adventure; 500 gp). 
  Scroll of heal (Adventure; 1,650 gp). 
  Scroll of resist energy (CL 9th) (Adventure; 450 gp). 
  Wand of searing light (Adventure; 2,475 gp). 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 9 
  APPENDIX 1: APL 2
  2: THE ANCIENT TEMPLE OF PELOR 
   
  HUMAN WARRIOR SKELETON 
  CR 1/3 
  NE Medium undead (augmented humanoid) 
  Init +5; Senses darkvision 60 ft., Listen +0, Spot +0 
  Languages — 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +2 shield, +2 natural) 
  hp 6 (1 HD); 7 hp with desecrate; DR 5/bludgeoning 
  Immune cold, undead immunities 
  Fort +2, Ref +3, Will +4 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee scimitar +2 (1d6+2/18-20) or  
   
  2 claws +2 each (1d4+2, claw) with desecrate 
  Base Atk +0; Grp +1  
  Abilities Str 13, Dex 13, Con —; Int —, Wis 10, Cha 1 
  Feats Improved Initiative 
  Possessions Heavy steel shield, scimitar 
   
  REVIVED FOSSIL* HUMAN CLERIC
   CR 1 
  *Libris Mortis 118 
  NE Medium undead (augmented humanoid) 
  Init +1; Senses darkvision 60 ft., Liset +0, Spot +0 
  Languages — 
  AC 23, touch 11, flat-footed 22 
   
  (+1 Dex, +12 natural) 
  hp 26 (1 HD); 27 hp with desecrate; DR 10/adamantine 
  Immune cold, undead immunities 
  Fort +2, Ref +3, Will +4 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +3 (2d6+3) with desecrate 
  Base Atk +0; Grp +2 
  Abilities Str 14, Dex 12, Con —; Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Combat Reflexes 
   
  3: THE CRYPT  
   
  NECROSIS CARNEX*  
  CR 3 
  *Monster Manual IV 104 
  NE Medium undead 
  Init +3; Senses darkvision 60 ft.; Listen +5, Spot +4 
  Aura malign (30 ft.) 
  Languages understands creator's orders 
  AC 21, touch 17, flat-footed 18; Mobility 
   
  (+3 Dex, +4 natural, +4 deflection) 
  hp 26 (4 HD) 
  Immune undead immunities 
  Fort +3, Ref +4, Will +5 
  Weakness vulnerability to good 
  Speed 40 ft. (8 squares) 
  Melee touch +5 (1d6+2) 
  Base Atk +2; Grp +3 
  Atk Options necrotic touch 
  Special Actions unholy burst 
  Abilities Str 12, Dex 17, Con —, Int 3, Wis 12, Cha 7 
  SQ undead traits 
  Feats Great Fortitude, Mobility, Weapon Finesse 
  Skills Jump +5, Listen +5, Spot +4 
  Malign Aura (Su) Living creatures take a -2 penalty on 
  attack rolls and saving throws when they are within 
  30 feet of a necrosis carnex. 
  Necrotic Touch (Su) If a necrosis carnex hits a living 
  creature with its touch attack, it deals damage equal 
  to 1d6+1 per 2 HD of the necrosis carnex. Undead 
  are instead healed by the same amount, gaining any 
  hit points over their full normal total as temporary hit 
  points that last for up to 10 minutes. 
  Unholy Burst (Ex) When destroyed, a necrosis carnex 
  explodes in a 30-foot-radius spread that deals 
  damage equal to 1d6+1 per 2 HD of the necrosis 
  carnex to all living creatures in the area. Undead are 
  instead healed by the same amount, gaining any hit 
  points over their normal total as temporary hit points, 
  as described above. 
  Vulnerability to Good (Ex) Necrosis carnexes take half 
  again as much (+50%) damage as normal from good-
  aligned weapons and spells. 
  Description: The creature before you is a horrid 
  amalgam of rotting flesh bound to twisted limbs. 
  It walks on all four of its awkward appendages, 
  and great bands of black iron seem to hold the 
  various pieces of putrid tissue together. 
   
  A necrosis carnex is a ghastly collection of corpse-
  flesh bound together into an engine of destruction. It 
  is something like an undead flesh golem, but it 
  retains a glimmer of intelligence and can follow 
  simple orders. Necrosis carnexes serve undead 
  armies as both shock troops and combat medics. 
   
  HERCEPTUS THE UNDYING CR 5 
  Swarm-shifter* mummified** male human sorcerer 1 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Medium undead (augmented human, 
  shapechanger) 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Ancient Suloise, Draconic, Flan  
  AC 22, touch 11, flat-footed 21 
   
  (+1 Dex, +1 armor, +10 natural) 
  hp 12 (1 HD); DR 5/- 
  Immune undead immunities 
  Resist fire 10 with resist energy (fire) 
  Fort +1, Ref +2, Will +5 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares) 
  Melee slam +3 (1d8+4) 
  Base Atk +0; Grp +3 
  Atk Options mummy rot 
  Special Actions despair, swarm form 
  Combat Gear arcane scroll of resist energy (CL 3), 
  arcane scroll of death armor (CL 3), elixir of hiding, 
  robe of bones 
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)—backbiter (DC 16), ray of enfeeblement 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 10 
   0 (5/day)—acid splash, daze (DC 14), detect magic, 
  touch of fatigue (DC 15) 
  Abilities Str 16, Dex 12, Con —, Int 12, Wis 14, Cha 19. 
  SQ undead traits 
  Feats Fell Weaken, Spell Focus (necromancy) 
  Skills Concentration +8, Knowledge (arcana) +5, 
  Knowledge (religion) +2, Move Silently +2, Spellcraft 
  +5 
  Possessions combat gear plus bracers of armor +1 
  Vulnerability to Fire (Ex) A mummy takes half again as 
  much (+50%) damage as normal from fire, regardless 
  of whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Despair (Su) At the mere sight of a mummified 
  creature, the viewer must make a successful Will 
  save (DC 14) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, that 
  target cannot be affected again by that mummy’s 
  despair ability for 24 hours. 
  Mummy Rot (Su) Supernatural disease—natural 
  weapons, Fortitude DC 14, incubation period 1 
  minute; damage 1d6 Con and 1d6 Cha. 
   
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with 
  mummy rot must succeed on a DC 20 caster level 
  check, or the spell has no effect on the afflicted 
  character. 
   
   
  To eliminate mummy rot, the curse must first 
  be broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and 
  the mummy rot can be magically cured as any normal 
  disease. 
   
   
  An afflicted creature that dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Swarm Form (Su) Herceptus is able to turn into a 
  swarm of body parts with the statistics listed below. 
  Changing shape to or from swarm form is a standard 
  action that infuses Herceptus with negative energy 
  and heals 4 hit points of damage. As with the alter 
  self spell, the base creature’s items are absorbed into 
  the swarm form and provide no benefit. When it 
  would normally be dispersed due to damage taken, 
  the swarm reverts to base creature and is destroyed. 
   
   
  Although use of this ability is a supernatural 
  effect, remaining in one form or another is not 
  supernatural, and the base creature is swarm form 
  does not change into its normal shape in an 
  antimagic field. True seeing and similar magic reveal 
  both forms. 
   
  HERCEPTUS THE UNDYING (SWARM 
  FORM) CR 5 
  Swarm-shifter* mummified** male human sorcerer 1 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Tiny undead (swarm) 
  Init +1; Senses darkvision 60 ft.; Listen , Spot 
  Languages Draconic, Flan, Ancient Suloise 
  AC 26, touch 15, flat-footed 23 
   
  (+2 size, +3 Dex, +1 armor, +10 natural) 
  hp 12 (1 HD); DR 5/-, half damage from slashing and 
  piercing weapons 
  Immune undead immunities 
  Resist fire 10 with resist energy (fire) 
  Fort +1, Ref +4, Will +5 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft., fly 20 ft. (poor) (4 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +0; Grp — 
  Atk Options distraction, mummy rot, parts 
  Special Actions fear, swarm form 
  Abilities Str 8, Dex 16, Con —, Int 12, Wis 14, Cha 19. 
  SQ hive mind, undead traits 
  Skills Concentration +8, Disguise +14, Knowledge 
  (arcana) +5, Knowledge (religion) +2, Move Silently 
  +4, Spellcraft +5 
  Distraction (Ex) Any living creature vulnerable to a 
  swarm’s damage that begins its turn with the swarm 
  in its square is nauseated for 1 round; a Fortitude 
  save, DC 14, negates the effect. Even with a 
  successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check. Using skills requiring patience 
  and concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Fear (Su) A creature damaged by a parts swarm must 
  make a successful Will save, DC 14, or be frightened 
  for 1d4 rounds. The save DC is Charisma-based. 
  Hive Mind (Ex) A swarm-shifter with this ability is 
  immune to any spell or effect that targets a specific 
  number of creatures with the exception of effects that 
  command, control, turn, rebuke, bolster, or destroy 
  undead specifically. A swarm-shifter in swarm form is 
  affected by turn and rebuke attempts just like the 
  base creature. 
  Parts (Ex) A parts swarm undead is a swarm made up 
  of the body parts of the undead creature. This causes 
  the swarm to deal an extra 1d6 points of damage with 
  its swarm attack. 
  Swarm (Ex) Swarms deal automatic damage to any 
  creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are 
  not subject to a miss chance for concealment or 
  cover. Swarms do not threaten creatures in their 
  square, and do not make attacks of opportunity with 
  their swarm attack. 
   
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 11 
  APL 4 
  1: THE STATUE OF PELOR 
   
  ACOYLTE OF IUZ 
  CR 4 
  Male human cleric 4 
  CE Medium humanoid 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
  hp 31 (4 HD) 
  Fort +6, Ref +3, Will +6 with bless; +1 against fear with 
  bless 
  Speed 20 ft. in splint mail (4 squares), base speed 30 ft. 
  Melee mwk greatsword +9 (2d6+6/19-20) with bull’s 
  strength and bless 
  Base Atk +3; Grp +7 with bull’s strength 
  Special Actions rebuke undead 4/day (+1, 2d6+5, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear oil of magic weapon, scroll of sound burst 
  Cleric Spells Prepared (CL 4th): 
   2nd—bull’s strength†, cure moderate wounds, 
  invisibilityD, spiritual weapon 
   1st—bless†, command (DC 13), cure light wounds, 
  protection from goodD (CL 5th), doom (DC 13) 
   0—cure minor wounds (2), detect magic, guidance, 
  read magic 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  †Already cast 
  Abilities Str 18 with bull’s strength, Dex 10, Con 14, Int 
  8, Wis 15, Cha 12 
  Feats Combat Casting, Martial Weapon Proficiency 
  (greatsword), Lightning Reflexes 
  Skills Bluff +6, Concentration +9 (+13 casting 
  defensively), Knowledge (religion) +1 
  Possessions combat gear plus splint mail, masterwork 
  greatsword, silver holy symbol, vestments 
   
  2: THE ANCIENT TEMPLE OF PELOR 
  HUMAN WARRIOR SKELETON 
  CR 1/3 
  NE Medium undead (augmented humanoid) 
  Init +5; Senses darkvision 60 ft., Listen +0, Spot +0 
  Languages — 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +2 shield, +2 natural) 
  hp 6 (1 HD); 7 hp with desecrate; DR 5/bludgeoning 
  Immune cold, undead immunities 
  Fort +2, Ref +3, Will +4 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee scimitar +2 (1d6+2/18-20) or  
   
  2 claws +2 each (1d4+2, claw) with desecrate 
  Base Atk +0; Grp +1  
  Abilities Str 13, Dex 13, Con —; Int —, Wis 10, Cha 1 
  Feats Improved Initiative 
  Possessions Heavy steel shield, scimitar. 
   
  REVIVED FOSSIL* HUMAN CLERIC
   CR 1 
  *Libris Mortis 118 
  NE Medium undead (augmented humanoid) 
  Init +1; Senses darkvision 60 ft., Liset +0, Spot +0 
  Languages — 
  AC 23, touch 11, flat-footed 22 
   
  (+1 Dex, +12 natural) 
  hp 26 (1 HD); 27 hp with desecrate; DR 10/adamantine 
  Immune cold, undead immunities 
  Fort +2, Ref +3, Will +4 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +3 (2d6+3) with desecrate 
  Base Atk +0; Grp +2 
  Abilities Str 14, Dex 12, Con —; Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Combat Reflexes 
   
  PLAGUE WALKER*  
   
  CR 3 
  *Monster Manual IV 120 
  CE Medium undead 
  Init -2; Senses darkvision 60 ft.; Listen +10, Spot +1 
  Languages understands creator's orders 
  AC 12, touch 8, flat-footed 12; bloated target 
   
  (-2 Dex, +4 natural) 
  hp 42 (6 HD); 48 hp with desecrate 
  Immune undead immunities 
  Fort +3, Ref +1, Will +7 with desecrate 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +9 (1d6+5 plus diseased touch) with 
  desecrate 
  Base Atk +3; Grp +7 
  Atk Options diseased touch; +1 profane bonus on 
  attack and damage rolls with desecrate 
  Special Actions putrid blast 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3 
  SQ undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon Focus 
  (claw) 
  Skills Climb +7, Listen +10, Spot +1 
  Bloated Target (Ex) The -4 penalty for firing into melee 
  does not apply to ranged attacks made against a 
  plague walker. This penalty does, however, apply to 
  other creatures in melee with it. 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome by racking pain and 
  nausea, causing that creature to become sickened 
  for 1 minute. The save DC is Constitution-based. 
  Creatures that have immunity to disease are not 
  affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use a 
  swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to everything 
  in the area. All living creatures in the area are 
  nauseated for 1 round; a DC 15 Reflex save halves 
  the damage and negates the nauseated effect. The 
  save DC is Constitution-based and includes a +2 
  racial bonus. 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 12 
   
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Physical Description: Staggering forward with an 
  uneven gait, this moving corpse is a large sphere 
  of bloated, rotting flesh. Its bloodshot eyes dart 
  back and forth, and a gurgling sound issues from 
  deep in its throat. 
   
  A plague walker is an undead weapon created by evil 
  mages and clerics. Its tortured body is filled with 
  rotting flesh, diseased matter, and other putrid filth. In 
  battle, it can explode when sufficiently injured, 
  showering the area around it with sickening debris.  
   
  3: THE CRYPT  
   
  NECROSIS CARNEX*  
  CR 3 
  *Monster Manual IV 104 
  NE Medium undead 
  Init +3; Senses darkvision 60 ft.; Listen +5, Spot +4 
  Aura malign (30 ft.) 
  Languages understands creator's orders 
  AC 21, touch 17, flat-footed 18; Mobility 
   
  (+3 Dex, +4 natural, +4 deflection) 
  hp 26 (4 HD) 
  Immune undead immunities 
  Fort +3, Ref +4, Will +5 
  Weakness vulnerability to good 
  Speed 40 ft. (8 squares) 
  Melee touch +5 (1d6+2) 
  Base Atk +2; Grp +3 
  Atk Options necrotic touch 
  Special Actions unholy burst 
  Abilities Str 12, Dex 17, Con —, Int 3, Wis 12, Cha 7 
  SQ undead traits 
  Feats Great Fortitude, Mobility, Weapon Finesse 
  Skills Jump +5, Listen +5, Spot +4 
  Malign Aura (Su) Living creatures take a -2 penalty on 
  attack rolls and saving throws when they are within 
  30 feet of a necrosis carnex. 
  Necrotic Touch (Su) If a necrosis carnex hits a living 
  creature with its touch attack, it deals damage equal 
  to 1d6+1 per 2 HD of the necrosis carnex. Undead 
  are instead healed by the same amount, gaining any 
  hit points over their full normal total as temporary hit 
  points that last for up to 10 minutes. 
  Unholy Burst (Ex) When destroyed, a necrosis carnex 
  explodes in a 30-foot-radius spread that deals 
  damage equal to 1d6+1 per 2 HD of the necrosis 
  carnex to all living creatures in the area. Undead are 
  instead healed by the same amount, gaining any hit 
  points over their normal total as temporary hit points, 
  as described above. 
  Vulnerability to Good (Ex) Necrosis carnexes take half 
  again as much (+50%) damage as normal from good-
  aligned weapons and spells. 
  Description: The creature before you is a horrid 
  amalgam of rotting flesh bound to twisted limbs. 
  It walks on all four of its awkward appendages, 
  and great bands of black iron seem to hold the 
  various pieces of putrid tissue together. 
   
  A necrosis carnex is a ghastly collection of corpse-
  flesh bound together into an engine of destruction. It 
  is something like an undead flesh golem, but it 
  retains a glimmer of intelligence and can follow 
  simple orders. Necrosis carnexes serve undead 
  armies as both shock troops and combat medics. 
   
  HERCEPTUS THE UNDYING CR 7 
  Swarm-shifter* mummified* male human sorcerer 3 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Medium undead (augmented human, 
  shapechanger) 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Ancient Suloise, Draconic, Flan  
  AC 22, touch 11, flat-footed 21 
   
  (+1 Dex, +1 armor, +10 natural) 
  hp 26 (3 HD); DR 5/- 
  Immune undead immunities 
  Resist fire 10 with resist energy (fire) 
  Fort +2, Ref +3, Will +6 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares) 
  Melee slam +4 (1d8+4) 
  Base Atk +1; Grp +4 
  Atk Options mummy rot 
  Special Actions despair, swarm form 
  Combat Gear arcane scroll of resist energy (CL 5), 
  arcane scroll of death armor (CL 5), elixir of hiding, 
  necklace of fireballs (type I) (cold substituted), robe of 
  bones 
  Sorcerer Spells Known (CL 3rd): 
   1st (4/day)—backbiter (DC 17), ray of enfeeblement, 
  summon undead I 
   0 (5/day)—acid splash, caltrops, daze (DC 14), 
  detect magic, touch of fatigue (DC 16) 
  Abilities Str 16, Dex 12, Con —, Int 12, Wis 14, Cha 19. 
  SQ undead traits 
  Feats Fell Weaken, Greater Spell Focus (necromancy), 
  Spell Focus (necromancy) 
  Skills Concentration +10, Knowledge (arcana) +7, 
  Knowledge (religion) +2, Move Silently +3, Spellcraft 
  +9 
  Possessions combat gear plus bracers of armor +1  
  Vulnerability to Fire (Ex) A mummy takes half again as 
  much (+50%) damage as normal from fire, regardless 
  of whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Despair (Su) At the mere sight of a mummified 
  creature, the viewer must make a successful Will 
  save (DC 15) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, that 
  target cannot be affected again by that mummy’s 
  despair ability for 24 hours. 
  Mummy Rot (Su) Supernatural disease—natural 
  weapons, Fortitude DC 15, incubation period 1 
  minute; damage 1d6 Con and 1d6 Cha. 
   
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 13 
   
  Mummy rot is a powerful curse, not a natural disease. 
  A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
   
   
  To eliminate mummy rot, the curse must first 
  be broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and 
  the mummy rot can be magically cured as any normal 
  disease. 
   
   
  An afflicted creature that dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Swarm Form (Su) Herceptus is able to turn into a 
  swarm of body parts with the statistics listed below. 
  Changing shape to or from swarm form is a standard 
  action that infuses Herceptus with negative energy 
  and heals 4 hit points of damage. As with the alter 
  self spell, the base creature’s items are absorbed into 
  the swarm form and provide no benefit. When it 
  would normally be dispersed due to damage taken, 
  the swarm reverts to base creature and is destroyed. 
   
   
  Although use of this ability is a supernatural 
  effect, remaining in one form or another is not 
  supernatural, and the base creature is swarm form 
  does not change into its normal shape in an 
  antimagic field. True seeing and similar magic reveal 
  both forms. 
   
  HERCEPTUS THE UNDYING (SWARM 
  FORM) CR 7 
  Swarm-shifter* mummified** male human sorcerer 3 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Tiny undead (swarm) 
  Init +1; Senses darkvision 60 ft.; Listen , Spot 
  Languages Ancient Suloise, Draconic, Flan  
  AC 26, touch 15, flat-footed 23 
   
  (+2 size, +3 Dex, +1 armor, +10 natural) 
  hp 26 (3 HD); DR 5/-, half damage from slashing and 
  piercing weapons 
  Immune undead immunities 
  Resist fire 10 with resist energy (fire) 
  Fort +2, Ref +5, Will +6 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft., fly 20 ft. (poor) (4 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +0; Grp — 
  Atk Options mummy rot, parts 
  Special Actions distraction, fear, swarm form 
  Abilities Str 8, Dex 16, Con —, Int 12, Wis 14, Cha 19. 
  SQ hive mind, undead traits 
  Skills Concentration +10, Disguise +14, Knowledge 
  (arcana) +7, Knowledge (religion) +2, Move Silently 
  +5, Spellcraft +9 
  Distraction (Ex) Any living creature vulnerable to a 
  swarm’s damage that begins its turn with the swarm 
  in its square is nauseated for 1 round; a Fortitude 
  save, DC 15, negates the effect. Even with a 
  successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check. Using skills requiring patience 
  and concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Fear (Su) A creature damaged by a parts swarm must 
  make a successful Will save, DC 15, or be frightened 
  for 1d4 rounds. The save DC is Charisma-based. 
  Hive Mind (Ex) A swarm-shifter with this ability is 
  immune to any spell or effect that targets a specific 
  number of creatures with the exception of effects that 
  command, control, turn, rebuke, bolster, or destroy 
  undead specifically. A swarm-shifter in swarm form is 
  affected by turn and rebuke attempts just like the 
  base creature. 
  Parts (Ex) A parts swarm undead is a swarm made up 
  of the body parts of the undead creature. This causes 
  the swarm to deal an extra 1d6 points of damage with 
  its swarm attack. 
  Swarm (Ex) Swarms deal automatic damage to any 
  creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are 
  not subject to a miss chance for concealment or 
  cover. Swarms do not threaten creatures in their 
  square, and do not make attacks of opportunity with 
  their swarm attack. 
   
   
   
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 14 
  APL 6 
  1: THE STATUE OF PELOR 
   
  ACOYLTE OF IUZ 
  CR 4 
  Male human cleric 4 
  CE Medium humanoid 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
  hp 31 (4 HD) 
  Fort +6, Ref +3, Will +6 with bless; +1 against fear with 
  bless 
  Speed 20 ft. in splint mail (4 squares), base speed 30 ft. 
  Melee mwk greatsword +9 (2d6+6/19-20) with bull’s 
  strength and bless 
  Base Atk +3; Grp +7 with bull’s strength 
  Special Actions rebuke undead 4/day (+1, 2d6+5, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear oil of magic weapon, scroll of sound burst 
  Cleric Spells Prepared (CL 4th): 
   2nd—bull’s strength†, cure moderate wounds, 
  invisibilityD, spiritual weapon 
   1st—bless†, command (DC 13), cure light wounds, 
  protection from goodD (CL 5th), doom (DC 13) 
   0—cure minor wounds (2), detect magic, guidance, 
  read magic 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  †Already cast 
  Abilities Str 18 with bull’s strength, Dex 10, Con 14, Int 
  8, Wis 15, Cha 12 
  Feats Combat Casting, Martial Weapon Proficiency 
  (greatsword), Lightning Reflexes 
  Skills Bluff +6, Concentration +9 (+13 casting 
  defensively), Knowledge (religion) +1 
  Possessions combat gear plus splint mail, masterwork 
  greatsword, silver holy symbol, vestments 
   
  2: THE ANCIENT TEMPLE OF PELOR 
  BONE CREATURE* WARRIOR 
  CR 1 
  *Book of Vile Darkness 184 
  Male human (Flan) warrior 2 
  NE Medium undead (augmented humanoid) 
  Init +4; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Flan 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +4 armor, +2 natural) 
  hp 19 (2 HD); 21 hp with desecrate; DR 5/bludgeoning 
  Immune cold, undead immunities 
  Fort +4, Ref +5, Will +2 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee mwk rapier +8 (1d6+3/18-20) or  
   
  claw +6/+6 (1d4+2) with desecrate 
  Ranged mwk composite (+2 Str) longbow +8 (1d8+3/x3) 
  with desecrate 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Precise Shot, +1 profane 
  bonus on attack and damage rolls with desecrate 
  Abilities Str 15, Dex 18, Con —, Int 10, Wis 12, Cha 8 
  SQ undead traits 
  Feats Point Blank Shot, Precise Shot, Weapon 
  FinesseB 
  Skills Climb +5, Jump +4, Listen +3, Spot +3 
  Possessions Masterwork chain shirt, masterwork 
  rapier, masterwork composite (+2 Str) longbow, 
  arrows (20). 
   
  REVIVED FOSSIL* HUMAN CLERIC
   CR 1 
  *Libris Mortis 118 
  NE Medium undead (augmented humanoid) 
  Init +1; Senses darkvision 60 ft., Liset +0, Spot +0 
  Languages — 
  AC 23, touch 11, flat-footed 22 
   
  (+1 Dex, +12 natural) 
  hp 26 (1 HD); 27 hp with desecrate; DR 10/adamantine 
  Immune cold, undead immunities 
  Fort +2, Ref +3, Will +4 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +3 (2d6+3) with desecrate 
  Base Atk +0; Grp +2 
  Abilities Str 14, Dex 12, Con —; Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Combat Reflexes 
   
  PLAGUE WALKER*  
   
  CR 3 
  *Monster Manual IV 120 
  CE Medium undead 
  Init -2; Senses darkvision 60 ft.; Listen +10, Spot +1 
  Languages understands creator's orders 
  AC 12, touch 8, flat-footed 12; bloated target 
   
  (-2 Dex, +4 natural) 
  hp 42 (6 HD); 48 hp with desecrate 
  Immune undead immunities 
  Fort +3, Ref +1, Will +7 with desecrate 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +9 (1d6+5 plus diseased touch) with 
  desecrate 
  Base Atk +3; Grp +7 
  Atk Options diseased touch; +1 profane bonus on 
  attack and damage rolls with desecrate 
  Special Actions putrid blast 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3 
  SQ undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon Focus 
  (claw) 
  Skills Climb +7, Listen +10, Spot +1 
  Bloated Target (Ex) The -4 penalty for firing into melee 
  does not apply to ranged attacks made against a 
  plague walker. This penalty does, however, apply to 
  other creatures in melee with it. 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome by racking pain and 
  nausea, causing that creature to become sickened 
  for 1 minute. The save DC is Constitution-based. 
  Creatures that have immunity to disease are not 
  affected by this ability. 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 15 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use a 
  swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to everything 
  in the area. All living creatures in the area are 
  nauseated for 1 round; a DC 15 Reflex save halves 
  the damage and negates the nauseated effect. The 
  save DC is Constitution-based and includes a +2 
  racial bonus. 
   
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Physical Description: Staggering forward with an 
  uneven gait, this moving corpse is a large sphere 
  of bloated, rotting flesh. Its bloodshot eyes dart 
  back and forth, and a gurgling sound issues from 
  deep in its throat. 
   
  A plague walker is an undead weapon created by evil 
  mages and clerics. Its tortured body is filled with 
  rotting flesh, diseased matter, and other putrid filth. In 
  battle, it can explode when sufficiently injured, 
  showering the area around it with sickening debris.  
   
  ENCOUNTER 3: THE CRYPT  
   
  ADVANCED NECROSIS CARNEX* CR 5 
  *Monster Manual IV 104 
  NE Medium undead 
  Init +3; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Aura malign (30 ft.) 
  Languages understands creator's orders 
  AC 22, touch 16, flat-footed 19; Dodge, Mobility 
   
  (-1 size, +3 Dex, +6 natural, +4 deflection) 
  hp 52 (8 HD) 
  Immune undead immunities 
  Fort +5, Ref +6, Will +7 
  Weakness vulnerability to good 
  Speed 40 ft. (8 squares) 
  Melee touch +6 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +13 
  Atk Options necrotic touch 
  Special Actions unholy burst 
  Abilities Str 20, Dex 16, Con —, Int 3, Wis 12, Cha 7 
  SQ undead traits 
  Feats Dodge, Great Fortitude, MobilityB, Weapon 
  Finesse 
  Skills Jump +6, Listen +6, Spot +6 
  Malign Aura (Su) Living creatures take a -2 penalty on 
  attack rolls and saving throws when they are within 
  30 feet of a necrosis carnex. 
  Necrotic Touch (Su) If a necrosis carnex hits a living 
  creature with its touch attack, it deals damage equal 
  to 1d6+1 per 2 HD of the necrosis carnex. Undead 
  are instead healed by the same amount, gaining any 
  hit points over their full normal total as temporary hit 
  points that last for up to 10 minutes. 
  Unholy Burst (Ex) When destroyed, a necrosis carnex 
  explodes in a 30-foot-radius spread that deals 
  damage equal to 1d6+1 per 2 HD of the necrosis 
  carnex to all living creatures in the area. Undead are 
  instead healed by the same amount, gaining any hit 
  points over their normal total as temporary hit points, 
  as described above. 
  Vulnerability to Good (Ex) Necrosis carnexes take half 
  again as much (+50%) damage as normal from good-
  aligned weapons and spells. 
  Description: The creature before you is a horrid 
  amalgam of rotting flesh bound to twisted limbs. 
  It walks on all four of its awkward appendages, 
  and great bands of black iron seem to hold the 
  various pieces of putrid tissue together. 
   
  A necrosis carnex is a ghastly collection of corpse-
  flesh bound together into an engine of destruction. It 
  is something like an undead flesh golem, but it 
  retains a glimmer of intelligence and can follow 
  simple orders. Necrosis carnexes serve undead 
  armies as both shock troops and combat medics. 
   
  HERCEPTUS THE UNDYING CR 9 
  Swarm-shifter* mummified* male human sorcerer 5 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Medium undead (augmented human, 
  shapechanger) 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Ancient Suloise, Draconic, Flan  
  AC 23, touch 11, flat-footed 22 
   
  (+1 Dex, +2 armor, +10 natural) 
  hp 40 (5 HD); DR 5/- 
  Immune undead immunities 
  Resist fire 20 with resist energy (fire) 
  Fort +2, Ref +3, Will +7 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares) 
  Melee slam +5 (1d8+4) 
  Base Atk +2; Grp +5 
  Atk Options mummy rot 
  Special Actions despair, swarm form 
  Combat Gear arcane scroll of resist energy (CL 7), 
  arcane scroll of death armor (CL 7), elixir of hiding, 
  necklace of fireballs (type II) (cold substituted), robe 
  of bones 
  Sorcerer Spells Known (CL 5th): 
   
  2nd (5/day)—blindness/deafness (DC 19), stone 
  bones 
   1st (8/day)—backbiter (DC 18), magic missile, ray of 
  enfeeblement, summon undead I 
   0 (6/day)—acid splash, caltrops, daze (DC 15), 
  detect magic, slash tongue (DC 15), touch of 
  fatigue (DC 17) 
  Abilities Str 16, Dex 12, Con —, Int 12, Wis 14, Cha 20 
  SQ undead traits 
  Feats Fell Weaken, Greater Spell Focus (necromancy), 
  Spell Focus (necromancy) 
  Skills Concentration +13, Knowledge (arcana) +8, 
  Knowledge (religion) +3, Move Silently +4, Spellcraft 
  +10 
  Possessions combat gear plus bracers of armor +2 
  Vulnerability to Fire (Ex) A mummy takes half again as 
  much (+50%) damage as normal from fire, regardless 
  of whether a saving throw is allowed, or if the save is 
  a success or failure. 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 16 
  Despair (Su) At the mere sight of a mummified 
  creature, the viewer must make a successful Will 
  save (DC 17) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, that 
  target cannot be affected again by that mummy’s 
  despair ability for 24 hours. 
  Mummy Rot (Su) Supernatural disease—natural 
  weapons, Fortitude DC 17, incubation period 1 
  minute; damage 1d6 Con and 1d6 Cha. 
   
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with 
  mummy rot must succeed on a DC 20 caster level 
  check, or the spell has no effect on the afflicted 
  character. 
   
   
  To eliminate mummy rot, the curse must first 
  be broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and 
  the mummy rot can be magically cured as any normal 
  disease. 
   
   
  An afflicted creature that dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Swarm Form (Su) Herceptus is able to turn into a 
  swarm of body parts with the statistics listed below. 
  Changing shape to or from swarm form is a standard 
  action that infuses Herceptus with negative energy 
  and heals 4 hit points of damage. As with the alter 
  self spell, the base creature’s items are absorbed into 
  the swarm form and provide no benefit. When it 
  would normally be dispersed due to damage taken, 
  the swarm reverts to base creature and is destroyed. 
   
   
  Although use of this ability is a supernatural 
  effect, remaining in one form or another is not 
  supernatural, and the base creature is swarm form 
  does not change into its normal shape in an 
  antimagic field. True seeing and similar magic reveal 
  both forms. 
   
  HERCEPTUS THE UNDYING (SWARM 
  FORM) CR 9 
  Swarm-shifter* mummified** male human sorcerer 5 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Tiny undead (swarm) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Ancient Suloise, Draconic, Flan  
  AC 27, touch 15, flat-footed 24 
   
  (+2 size, +3 Dex, +2 armor, +10 natural) 
  hp 40 (5 HD); DR 5/-, half damage from slashing and 
  piercing weapons 
  Immune undead immunities 
  Resist fire 20 with resist energy (fire) 
  Fort +2, Ref +5, Will +6 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft., fly 20 ft. (poor) (4 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +0; Grp — 
  Atk Options distraction, mummy rot, parts 
  Special Actions fear, swarm form 
  Abilities Str 8, Dex 16, Con —, Int 12, Wis 14, Cha 20 
  SQ hive mind, undead traits 
  Feats — 
  Skills Concentration +13, Disguise +15, Knowledge 
  (arcana) +8, Knowledge (religion) +3, Move Silently 
  +6, Spellcraft +10 
   
  Distraction (Ex) Any living creature vulnerable to a 
  swarm’s damage that begins its turn with the swarm 
  in its square is nauseated for 1 round; a Fortitude 
  save, DC 17, negates the effect. Even with a 
  successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check. Using skills requiring patience 
  and concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Fear (Su) A creature damaged by a parts swarm must 
  make a successful Will save, DC 17, or be frightened 
  for 1d4 rounds. The save DC is Charisma-based. 
  Hive Mind (Ex) A swarm-shifter with this ability is 
  immune to any spell or effect that targets a specific 
  number of creatures with the exception of effects that 
  command, control, turn, rebuke, bolster, or destroy 
  undead specifically. A swarm-shifter in swarm form is 
  affected by turn and rebuke attempts just like the 
  base creature. 
  Parts (Ex) A parts swarm undead is a swarm made up 
  of the body parts of the undead creature. This causes 
  the swarm to deal an extra 1d6 points of damage with 
  its swarm attack. 
  Swarm (Ex) Swarms deal automatic damage to any 
  creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are 
  not subject to a miss chance for concealment or 
  cover. Swarms do not threaten creatures in their 
  square, and do not make attacks of opportunity with 
  their swarm attack. 
   
   
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 17 
  APL 8 
  1: THE STATUE OF PELOR 
   
  SERVITOR OF IUZ 
  CR 8 
  Male human cleric 8 
  CE Medium humanoid 
  Init -1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
  hp 67 (8 HD) 
  Fort +9, Ref +4, Will +10 with prayer 
  Speed 20 ft. in +1 full plate (4 squares), base speed 30 
  ft. 
  Melee +1 greatsword +15/+10 (2d6+9/19-20) with bull’s 
  strength, divine power and prayer 
  Base Atk +8; Grp +13 with bull’s strength and divine 
  power 
  Atk Options Power Attack 
  Special Actions rebuke undead 4/day (+3, 2d6+9, 8th), 
  spontaneous casting (inflict spells), pain touch 
  (domain granted power; see Appendix 5 New Rules 
  Items) 
  Combat Gear scroll of heal, wand of searing light (CL 
  5th, 11 charges) 
  Cleric Spells Prepared (CL 8th): 
   
  4th—confusionD (DC 17), divine power†, freedom of 
  movement 
   
  3rd—bestow curseD (DC 16), cure serious wounds, 
  dispel magic, prayer†, wind wall 
   2nd—bull’s strength†, cure moderate wounds, 
  invisibilityD, silence (DC 15), spiritual weapon 
   1st—command (2, DC 13), cure light wounds (2), 
  disguise selfD, doom (DC 13) 
   0—cure minor wounds (2), detect magic (2), 
  guidance, read magic 
  D: Domain spell. Deity: Iuz. Domains: Suffering, Trickery  
  †Already cast 
  Abilities Str 20 with bull’s strength and divine power, 
  Dex 8, Con 14, Int 10, Wis 16, Cha 12 
  Feats Combat Casting, Martial Weapon Proficiency 
  (greatsword), Lightning Reflexes, Power Attack 
  Skills Bluff +7, Concentration +14 (+18 casting 
  defensively), Knowledge (religion) +7 with prayer 
  Possessions combat gear plus +1 full plate, +1 
  greatsword, ring of protection +1, silver holy symbol, 
  vestments 
   
  2: THE ANCIENT TEMPLE OF PELOR 
   
  BONE CREATURE* WARRIOR 
  CR 2 
  *Book of Vile Darkness 184 
  Male human (Flan) warrior 4 
  NE Medium undead (augmented humanoid) 
  Init +8; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Flan 
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +5 armor, +2 natural) 
  hp 33 (2 HD); 37 hp with desecrate; DR 5/bludgeoning 
  Immune cold, undead immunities 
  Fort +5, Ref +6, Will +3 with desecrate 
  Speed 30 ft. in chain shirt  +1 (6 squares) 
  Melee mwk rapier +10 (1d6+4/18-20) or  
   
  claw +9/+9 (1d4+3) with desecrate 
  Ranged mwk composite (+3 Str) longbow +10 
  (1d8+4/x3) with desecrate 
  Base Atk +4; Grp +7 
  Atk Options Point Blank Shot, Precise Shot, +1 profane 
  bonus on attack and damage rolls with desecrate 
  Abilities Str 16, Dex 18, Con —, Int 10, Wis 12, Cha 8 
  SQ undead traits 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Weapon FinesseB 
  Skills Climb +8, Jump +5, Listen +4, Spot +4 
  Possessions Chain shirt +1, masterwork rapier, 
  masterwork composite (+3 Str) longbow, arrows (20). 
   
   
  REVIVED FOSSIL* HUMAN CLERIC
   CR 1 
  *Libris Mortis 118 
  NE Medium undead (augmented humanoid) 
  Init +1; Senses darkvision 60 ft., Liset +0, Spot +0 
  Languages — 
  AC 23, touch 11, flat-footed 22 
   
  (+1 Dex, +12 natural) 
  hp 26 (1 HD); 27 hp with desecrate; DR 10/adamantine 
  Immune cold, undead immunities 
  Fort +2, Ref +3, Will +4 with desecrate 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +3 (2d6+3) with desecrate 
  Base Atk +0; Grp +2 
  Abilities Str 14, Dex 12, Con —; Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Combat Reflexes 
   
  PLAGUE WALKER*  
   
  CR 3 
  *Monster Manual IV 120 
  CE Medium undead 
  Init -2; Senses darkvision 60 ft.; Listen +10, Spot +1 
  Languages understands creator's orders 
  AC 12, touch 8, flat-footed 12; bloated target 
   
  (-2 Dex, +4 natural) 
  hp 42 (6 HD); 48 hp with desecrate 
  Immune undead immunities 
  Fort +3, Ref +1, Will +7 with desecrate 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +9 (1d6+5 plus diseased touch) with 
  desecrate 
  Base Atk +3; Grp +7 
  Atk Options diseased touch; +1 profane bonus on 
  attack and damage rolls with desecrate 
  Special Actions putrid blast 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3 
  SQ undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon Focus 
  (claw) 
  Skills Climb +7, Listen +10, Spot +1 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 1 
  Bloated Target (Ex) The -4 penalty for firing into melee 
  does not apply to ranged attacks made against a 
  plague walker. This penalty does, however, apply to 
  other creatures in melee with it. 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome by racking pain and 
  nausea, causing that creature to become sickened 
  for 1 minute. The save DC is Constitution-based. 
  Creatures that have immunity to disease are not 
  affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use a 
  swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to everything 
  in the area. All living creatures in the area are 
  nauseated for 1 round; a DC 15 Reflex save halves 
  the damage and negates the nauseated effect. The 
  save DC is Constitution-based and includes a +2 
  racial bonus. 
   
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Physical Description: Staggering forward with an 
  uneven gait, this moving corpse is a large sphere 
  of bloated, rotting flesh. Its bloodshot eyes dart 
  back and forth, and a gurgling sound issues from 
  deep in its throat. 
   
  A plague walker is an undead weapon created by evil 
  mages and clerics. Its tortured body is filled with 
  rotting flesh, diseased matter, and other putrid filth. In 
  battle, it can explode when sufficiently injured, 
  showering the area around it with sickening debris.  
   
  3: THE CRYPT  
   
  ADVANCED NECROSIS CARNEX* CR 5 
  *Monster Manual IV 104 
  NE Medium undead 
  Init +3; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Aura malign (30 ft.) 
  Languages understands creator's orders 
  AC 22, touch 16, flat-footed 19; Dodge, Mobility 
   
  (-1 size, +3 Dex, +6 natural, +4 deflection) 
  hp 52 (8 HD) 
  Immune undead immunities 
  Fort +5, Ref +6, Will +7 
  Weakness vulnerability to good 
  Speed 40 ft. (8 squares) 
  Melee touch +6 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +13 
  Atk Options necrotic touch 
  Special Actions unholy burst 
  Abilities Str 20, Dex 16, Con —, Int 3, Wis 12, Cha 7 
  SQ undead traits 
  Feats Dodge, Great Fortitude, MobilityB, Weapon 
  Finesse 
  Skills Jump +6, Listen +6, Spot +6 
  Malign Aura (Su) Living creatures take a -2 penalty on 
  attack rolls and saving throws when they are within 
  30 feet of a necrosis carnex. 
  Necrotic Touch (Su) If a necrosis carnex hits a living 
  creature with its touch attack, it deals damage equal 
  to 1d6+1 per 2 HD of the necrosis carnex. Undead 
  are instead healed by the same amount, gaining any 
  hit points over their full normal total as temporary hit 
  points that last for up to 10 minutes. 
  Unholy Burst (Ex) When destroyed, a necrosis carnex 
  explodes in a 30-foot-radius spread that deals 
  damage equal to 1d6+1 per 2 HD of the necrosis 
  carnex to all living creatures in the area. Undead are 
  instead healed by the same amount, gaining any hit 
  points over their normal total as temporary hit points, 
  as described above. 
  Vulnerability to Good (Ex) Necrosis carnexes take half 
  again as much (+50%) damage as normal from good-
  aligned weapons and spells. 
  Description: The creature before you is a horrid 
  amalgam of rotting flesh bound to twisted limbs. 
  It walks on all four of its awkward appendages, 
  and great bands of black iron seem to hold the 
  various pieces of putrid tissue together. 
   
  A necrosis carnex is a ghastly collection of corpse-
  flesh bound together into an engine of destruction. It 
  is something like an undead flesh golem, but it 
  retains a glimmer of intelligence and can follow 
  simple orders. Necrosis carnexes serve undead 
  armies as both shock troops and combat medics. 
   
  HERCEPTUS THE UNDYING  
  CR 11 
  Swarm-shifter* mummified** male human sorcerer 7 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Medium undead (augmented human, 
  shapechanger) 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Ancient Suloise, Draconic, Flan  
  AC 23, touch 11, flat-footed 22 
   
  (+1 Dex, +2 armor, +10 natural) 
  hp 54 (7 HD); DR 5/- 
  Immune undead immunities 
  Resist fire 20 with resist energy (fire) 
  Fort +3, Ref +4, Will +8 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares) 
  Melee slam +6 (1d8+4) 
  Base Atk +3; Grp +6 
  Atk Options mummy rot 
  Special Actions despair, swarm form 
  Combat Gear arcane scroll of resist energy (CL 9), 
  arcane scroll of death armor (CL 9), aroma of curdled 
  death, elixir of hiding, necklace of fireballs (type III) 
  (cold substituted), robe of bones 
  Sorcerer Spells Known (CL 7th): 
   
  3rd (5/day)—ray of exhaustion (DC 20), vampiric 
  touch 
   
  2nd (7/day)—blindness/deafness (DC 19), stone 
  bones, summon undead II 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 2 
   1st (8/day)—backbiter (DC 18), magic missile, ray of 
  enfeeblement, spirit worm (DC 18), summon 
  undead I 
   0 (6/day)—acid splash, caltrops, daze (DC 15), 
  detect magic, slash tongue (DC 15), sonic snap 
  (DC 15), touch of fatigue (DC 17) 
  Abilities Str 16, Dex 12, Con —, Int 12, Wis 14, Cha 20 
  SQ undead traits 
  Feats Fell Drain, Fell Weaken, Greater Spell Focus 
  (necromancy), Spell Focus (necromancy) 
  Skills Concentration +15, Knowledge (arcana) +9, 
  Knowledge (religion) +4, Move Silently +5, Spellcraft 
  +11 
  Possessions combat gear plus bracers of armor +2 
  Vulnerability to Fire (Ex) A mummy takes half again as 
  much (+50%) damage as normal from fire, regardless 
  of whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Despair (Su) At the mere sight of a mummified 
  creature, the viewer must make a successful Will 
  save (DC 18) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, that 
  target cannot be affected again by that mummy’s 
  despair ability for 24 hours. 
  Mummy Rot (Su) Supernatural disease—natural 
  weapons, Fortitude DC 18, incubation period 1 
  minute; damage 1d6 Con and 1d6 Cha. 
   
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural disease. 
  A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and 
  the mummy rot can be magically cured as any normal 
  disease. 
   
  An afflicted creature that dies of mummy rot shrivels 
  away into sand and dust that blow away into nothing 
  at the first wind. 
  Swarm Form (Su) Herceptus is able to turn into a 
  swarm of body parts with the statistics listed below. 
  Changing shape to or from swarm form is a standard 
  action that infuses Herceptus with negative energy 
  and heals 4 hit points of damage. As with the alter 
  self spell, the base creature’s items are absorbed into 
  the swarm form and provide no benefit. When it 
  would normally be dispersed due to damage taken, 
  the swarm reverts to base creature and is destroyed. 
   
  Although use of this ability is a supernatural effect, 
  remaining in one form or another is not supernatural, 
  and the base creature is swarm form does not 
  change into its normal shape in an antimagic field. 
  True seeing and similar magic reveal both forms. 
   
  HERCEPTUS THE UNDYING (SWARM 
  FORM) CR 11 
  Swarm-shifter* mummified** male human sorcerer 7 
  *Libris Mortis 123 
  **Libris Mortis 110 
  NE Tiny undead (swarm) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Ancient Suloise, Draconic, Flan  
  AC 27, touch 15, flat-footed 24 
   
  (+2 size, +3 Dex, +2 armor, +10 natural) 
  hp 54 (7 HD); DR 5/-, half damage from slashing and 
  piercing weapons 
  Immune undead immunities 
  Resist fire 20 with resist energy (fire) 
  Fort +3, Ref +6, Will +8 with unguent of timelessness 
  Weakness vulnerability to fire 
  Speed 20 ft., fly 20 ft. (poor) (4 squares) 
  Melee swarm (3d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +1; Grp — 
  Atk Options mummy rot, parts 
  Special Actions distraction, fear, swarm form 
  Abilities Str 8, Dex 16, Con —, Int 12, Wis 14, Cha 20. 
  SQ hive mind, undead traits 
  Skills Concentration +15, Disguise +15, Knowledge 
  (arcana) +9, Knowledge (religion) +4, Move Silently 
  +7, Spellcraft +11 
   
  Distraction (Ex) Any living creature vulnerable to a 
  swarm’s damage that begins its turn with the swarm 
  in its square is nauseated for 1 round; a Fortitude 
  save, DC 18, negates the effect. Even with a 
  successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check. Using skills requiring patience 
  and concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Fear (Su) A creature damaged by a parts swarm must 
  make a successful Will save, DC 18, or be frightened 
  for 1d4 rounds. The save DC is Charisma-based. 
  Hive Mind (Ex) A swarm-shifter with this ability is 
  immune to any spell or effect that targets a specific 
  number of creatures with the exception of effects that 
  command, control, turn, rebuke, bolster, or destroy 
  undead specifically. A swarm-shifter in swarm form is 
  affected by turn and rebuke attempts just like the 
  base creature. 
  Parts (Ex) A parts swarm undead is a swarm made up 
  of the body parts of the undead creature. This causes 
  the swarm to deal an extra 1d6 points of damage with 
  its swarm attack. 
  Swarm (Ex) Swarms deal automatic damage to any 
  creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are 
  not subject to a miss chance for concealment or 
  cover. Swarms do not threaten creatures in their 
  square, and do not make attacks of opportunity with 
  their swarm attack. 
  
  CGR8-02:4 The Temple of Pelor 
   
  Page 1 
  DM MAP 1: THE TEMPLE OF PELOR
   
  This area not to scale 
  (90 ft. wide by 100 ft. 
  long)
  This map is below the 
  temple
  Pentacle
  Ancient Temple 
  of Pelor
  Legend
  1 – Spell Turret Trap
  2 – Minions of Iuz
  3 – Skeletons
  4 – Revived Fossil
  5 – Plague Walker
  6 – Necrosis Carnex
  7 – Herceptus the 
  Unliving
  Lid
  Stairs down 
  to Crypt
  Crypt
  Statue of 
  Pelor
  1
  6
  4
  5
  7
  6
  3
  3
  3
  3
  3
  3
  N
  S
  E
  W
  Rubble
  10 ft. x 10 ft.
  2
  Scale 
  (ft.)
  5 10 15
  
  CGR8-02 Shatterstone 
   
  Page 5 
  APPENDIX 2: NEW RULES ITEMS 
  DOMAINS 
  Domination  
  Granted 
  Power: 
  You 
  gain 
  Spell 
  Focus 
  (enchantment) as a bonus feat 
  Domination Domain Spells 
  1 
  Command: 
  One 
  subject 
  obeys 
  selected 
  command for 1 round. 
  2 
  Enthrall: Captivates all within 100 ft. + 10 
  ft./level. 
  3 
  Suggestion: Compels subject to follow stated 
  course of action. 
  4 
  Dominate 
  Person: 
  Controls 
  humanoid 
  telepathically. 
  5 
  Command, Greater: As command, but affects 
  one subject/level. 
  6 
  Geas/Quest: As lesser geas, plus it affects any 
  creature. 
  7 
  Suggestion, Mass: As suggestion, plus one 
  subject/level. 
  8 
  True Domination: As dominate person, but save 
  at -4. 
  9 
  Monstrous Thrall: As true domination, but 
  permanent and affects any creature. 
   
  Source: Spell Compendium 273 
   
  Suffering (Spell Compendium) 
   
  Granted Power (Sp): You can use a pain touch once 
  per day. Make a melee touch attack against a living 
  creature, which bestows on that creature a –2 penalty to 
  Strength and Dexterity for 1 minute on a successful 
  attack. This ability does not affect creatures that have 
  immunity to extra damage from critical hits. 
   
  Suffering Domain Spells 
  1 Bane: Enemies take –1 on attack rolls and saves against 
  fear. 
  2 Bear’s Endurance: Subject gains +4 to Con for 1 
  minute/level. 
  3 Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action. 
  4 Enervation: Subject gains 1d4 negative levels. 
  5 Feeblemind: Subject’s Int and Cha drop to 1. 
  6 Harm: Deals 10 points/level damage to subject. 
  7 Eyebite: Subject becomes panicked, sickened, and 
  comatose. 
  8 Symbol of Pain: Triggered rune wracks nearby creatures 
  with pain. 
  9 Horrid Wilting: Deals 1d6/level damage within 30 ft. 
   
  Tyranny  
  Granted Power: Add +1 to the save DC of any 
  enchantment (compulsion) spell you cast. 
  Tyranny Domain Spells 
  1 
  Command: 
  One 
  subject 
  obeys 
  selected 
  command for 1 round. 
  2 
  Enthrall: Captivates all within 100 ft. + 10 
  ft./level. 
  3 
  Discern Lies: Reveals deliberate falsehoods. 
  4 
  Fear: Subjects within cone flee for 1 
  round/level. 
  5 
  Command, Greater: As command, but affects 
  one subject/level. 
  6 
  Geas/Quest: As lesser geas, plus it affects any 
  creature. 
  7 
  Bigby’s Grasping Hand: Hand provides cover, 
  pushes, or grapples. 
  8 
  Charm Monster, Mass: As charm monster, but 
  all within 30 ft. 
  9 
  Dominate Monster: As dominate person, but 
  any creature. 
   
  Source: Spell Compendium 281 
   
  FEATS 
  Fell Drain [Metamagic] 
  Living foes damaged by your spell also gain a negative 
  level. 
   
  Benefit: You can alter a spell that deals damage to foes 
  so that any living creature that is dealt damage also gains 
  a negative level. If the subject has at least as many 
  negative levels as Hit Dice, it dies. Assuming the subject 
  survives, the negative level disappears (without requiring 
  a Fortitude save) after a number of hours equal to your 
  caster level (maximum 15). A fell draining spell uses up a 
  spell slot two levels higher than the spell’s actual level. 
   
  Source: Libris Mortis 
   
  Fell Weaken [Metamagic]  
  Foes damaged by your spell are also weakened. 
   
  Benefit: You can alter a spell that deals damage to foes 
  so that any living creature that is dealt damage also takes a 
  -4 penalty to Strength for 1 minute. Strength penalties 
  from multiple spells enhanced by the Fell Weakening 
  feat do not stack. A fell weakening spell uses up a spell 
  slot one level higher than the spell’s actual level. 
   
  Source: Libris Mortis 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to your 
  current Hit Dice. Each time you get a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you 
  lose a HD, (such as by losing a level) you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as 
  one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101. 
   
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to other 
  weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  
  CGR8-02 Shatterstone 
   
  Page 6 
  Weapon 
  Focus 
  with 
  selected 
  weapon, 
  Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a melee 
  weapon that deals this type of damage. When using any 
  melee weapon that has the damage type you select, you 
  gain a +2 bonus on attack rolls and a +2 bonus on damage 
  rolls. 
   
  Special: You can select this feat more than once, each 
  time. Each time, you can select a new damage type. 
   
  A fighter may select Melee Weapon Mastery as one of 
  his fighter bonus feats. 
   
  Source: Player Handbook II 81. 
   
  MAGIC ITEMS 
  Aroma of Curdled Death  
  This dark, viscous fluid is usually stored in a small 
  stoppered bottle and applied like a perfume. One round 
  after exposure to air, it creates and invisible cloud of 
  poison gas in a 10-foot radius that lasts for 1 minute. The 
  creature wearing the aroma of curdled death is protected 
  from the cloud’s effect, but all other exposed creatures 
  with 3 Hit Dice or less die with no save. Creatures with 4 
  to 6 Hit Dice must succeed on a DC 17 Fortitude save 
  each round they are exposed to the effect or die (taking 
  1d4 points of Constitution damage on a successful save), 
  and creatures with 6 or more Hit Dice take 1d4 points of 
  Constitution damage (Fortitude DC 17 half). The cloud 
  moves as the creature does. 
   
  If the bottle is opened but the liquid within no 
  immediately applied to a creature, the cloud of poison gas 
  that forms spreads to fill only a 5-foot radius, centered on 
  the opened bottle or the place the liquid was poured out. 
  This cloud also lasts for 1 minute. 
   
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  cloudkill, character must have 4 ranks in Craft (alchemy); 
  Price 4,500 gp.  
   
  Source: Complete Arcane. 
   
  Skeletal runestaff 
   
  Price: 4,600 gp 
   
  Body Slot: - (Held) 
   
  Caster level: 12th 
   
  Aura: Strong (DC21) Necromancy and Abjuration 
   
  Activation: As spell used 
   
  Weight: 4lbs. 
  The skeletal runestaff allows you to cast any of the 
  following spells by expending a prepared arcane spell or 
  arcane spell slot of the same level or higher: command 
  undead (3/day), halt undead (1/day) and hide from undead 
  (3/day). 
   
  Prerequisites: Craft Staff, command undead, halt undead, 
  hide from undead. 
   
  Cost to Create: 1,400gp, 112XP, 3 days. 
   
  A runestaff allows its wielder to use her arcane energy to 
  generate magic effects. Typically, a runestaff has 
  anywhere from two to five spells. By expending a 
  prepared arcane spell or arcane spell slot, the wielder can 
  cast a spell of the same level or lower from the runestaff’s 
  list as long as that spell also appears on the wielder’s spell 
  list. The spell is treated exactly as if the wielder cast the 
  spell herself, including caster level, save DC and any 
  other effects related to the spell. Unless stated otherwise, 
  in the runestaff’s description each spell can be cast from a 
  runestaff three times per day. 
   
  In order to use a runestaff, you must attune yourself to 
  is as part of your preparation or readying of arcane spells. 
  You can’t attune yourself to more than one runestaff at a 
  time; attuning yourself to a second runestaff breaks your 
  previous attunement. 
   
  Activating a runestaff (that is, casting a spell from it) is 
  almost like casting the spell yourself, including casting 
  time and even provoking attacks of opportunity. You 
  must supply any components or costs normally required 
  by the spell cast from the runestaff, just as if you had cast 
  it yourself. 
   
  If the spell has a verbal component, activating the 
  runestaff requires you to perform that verbal component 
  (and thus the spell can’t be cast if you are incapable of 
  speaking). 
   
  If the spell has a somatic component, you don’t need to 
  have an extra hand free, simply manipulating the staff can 
  meet the requirements (though arcane spell failure 
  chance still applies). If the spell has a material component 
  or focus, you must supply it as part of the casting.  
  If the spell has an XP component, you must pay it each 
  time you use a runestaff to cast that spell. 
   
  If the spell has any other prerequisite required to cast 
  it (such as an alignment or racial restriction), you must 
  meet the prerequisite to cast the spell from a runestaff. 
   
  You can apply the effect of metamagic feats that you 
  know to spells from a runestaff, but you must expend a 
  spell whose level equals or exceeds the adjusted level of 
  the affected spell.  
   
  A runestaff appears essentially identical to a normal 
  staff of the same name, though it always bears arcane 
  runes that reveal its name and the spells it holds to 
  anyone who uses read magic or succeeds on a DC20 
  Spellcraft check. 
   
  Source: Magic Item Compendium pg. 223 
   
  SPELLS 
  Backbiter  
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
   
  The weapon you indicate during the spell’s casting briefly 
  shimmers with a black aura that disappears in an eyeblink. 
  
  CGR8-02 Shatterstone 
   
  Page 7 
   
  You cast this spell on any melee weapon. The next time 
  that weapon is used to make a melee attack, its shaft 
  twists around so that the weapon strikes the wielder 
  instead. The weapon hits automatically, and no attack roll 
  is made. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and although he makes the 
  attack, the self-dealt damage can’t be consciously reduced 
  (though damage reduction applies) or changed to 
  nonlethal damage. Once the weapon attacks its wielder 
  (whether successfully or not), the spell is discharged. 
   
  Magic weapons targeted by this spell receive a Will 
  save. An item in a creature’s possession uses its own Will 
  save bonus (2 + Caster Level required to enchant the 
  weapon) or its wielder’s bonus, whichever is higher. 
   
  Focus: A dagger. 
   
  Source: Spell Compendium. 
   
  Caltrops  
  Conjuration (Creation) 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close 
  Area: See text 
  Duration: 1 round/.level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You speak the words and spread you palm, open, as if you were 
  throwing jacks. Coppery sparks spring from your palm, filling 
  the corridor with small four-pronged spikes. 
   
  A caltrops spell covers one 5-foot-by-5-foot square with 
  caltrops. Every time a creature moves into an area covered 
  by caltrops or spends a round fighting while standing in 
  such an area, it might step on one. The caltrops make one 
  attack roll (+0 melee) against the creature. For this attack, 
  the target’s shield and deflection bonuses do not count, 
  nor does its armor bonus for armor worn. A target 
  wearing shoes or other footwear gains a +2 armor bonus 
  to Armor Class (which does count). If the caltrops 
  succeed on the attack, the creature has stepped on one. 
   
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large, its land 
  speed is reduced by one-half because of the injury. This 
  movement penalty last for 24 hours, until the creature is 
  successfully treated with a DC 15 Heal check, or until it 
  receives at least 1 point of magical healing. A charging or 
  running creature must immediately stop if it steps on a 
  caltrop. Any creature moving at half speed or slower can 
  pick its way through a bed of caltrops with no trouble. 
   
  The DM judges the effectiveness of caltrops against 
  unusual opponents or opponents outside the size range 
  given above. A giant centipede, for example, can scramble 
  among caltrops with no chance of hurting itself, and a fire 
  giant wearing thick, massive boots might be immune to 
  their attacks. 
   
  For every two caster levels beyond 1st, you can affect an 
  additional 5-foot-by-5-foot square, and the caltrops’ attack 
  bonus increases by 1. Thus, you affect two squares at 3rd 
  level (+1 melee), three at 5th level (+2 melee), four at 7th 
  level (+3 melee), and a maximum of five at 9th level or 
  higher (+4 melee maximum). 
   
  Multiple caltrops spells (or mundane caltrops) 
  occupying the same space have no additional effect. 
   
  Source: Spell Compendium. 
   
  Death Armor  
  Necromancy 
  Level: Sorcerer/wizard 2 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You smear yourself with white paste, drawing a skull on your 
  bare flesh. Immediately, a wreath of black flames crackles to life 
  around you. 
   
  The black flames created by this spell injure creatures 
  that contact them. Any creature striking you with its 
  body or handheld weapon takes 1d4 points of damage +1 
  per two caster levels (maximum +10). If the creature has 
  spell resistance, it applies to the damage. Weapons with 
  reach, such as longspears, do not endanger their users 
  this way. 
   
  Material Component: Paste made from ground bones. 
   
  Focus: An onyx worth 50 gp.  
   
   
  Source: Spell Compendium. 
   
  Ghostharp 
  Divination 
  Level: Bard 0 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Object touched 
  Duration: 5 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You place the coin on the table, touch it, and whisper the words 
  of the spell. Softly the coin begins to replay the music of the 
  previous night’s performance. 
   
  You prepare an object that records and replays a song 
  previously played or sung in its vicinity. When cast, the 
  spell searches a radius of 50 feet for the lingering notes of 
  a tune played there within the last day. It records these 
  notes and reverberations. At your verbal command, 
  “Play”, the ghostharp replays the music. The tune repeats 
  until you command it to stop, or until its duration comes 
  to an end. The ghostharp does not record conversations. 
  Its imperfect replay cant reproduce bardic music or other 
  magical effects, nor can it cast spells. 
  
  CGR8-02 Shatterstone 
   
  Page 8 
   
  Source: Spell Compendium 104 
   
  Herald’s Call 
  Enchantment (Compulsion) 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: 20 ft. 
  Area: 20-ft.-radius burst centered on you. 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  By placing your hand to your mouth and calling out, you gain 
  the attention of creatures around you. For a moment, all eyes 
  snap to you. Some creatures seem reluctant or unable to pull 
  their eyes away. 
   
  Any creature with 5 Hit Dice or less is slowed (PH 280) 
  for 1 round. Creatures beyond the radius of the burst 
  might hear the shout, but they are not slowed. An 
  affected creature under the effect of a haste spell has the 
  haste spell suppressed (not dispelled) for one round. 
   
  Source: Spell Compendium 113 
   
  Lesser Vigor 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on your 
  fallen comrade. You can spare neither time nor magic to do more 
  right now, but the blood flow slows to a trickle and his breathing 
  becomes less labored, even as you are called to the aid of another. 
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Lesser vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
  Source: Spell Compendium 229 
   
  Lively Step 
  Transmutation 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30 ft.-radius emanation centered on you. 
  Duration: Up to 12 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Beating a small drum and singing a marching tune, you exhort 
  your allies to struggle on. 
   
  Once you cast this spell, the speed of you and all allies 
  within 30 feet of you increases by 10 feet. 
   
  You and other affected creatures can only benefit from 
  this spell by refraining from taking any actions other 
  than move actions. When one of the affected creatures 
  takes any other kind of action, this spell ends. 
   
  Focus: A small drum 
   
  Source: Spell Compendium 133 
   
  Minor Disguise 
  Transmutation 
  Level: Bard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour 
   
  Your fingertips glow blue, and you add a few details to enhance 
  your disguise. 
   
  You use magic to make minor, cosmetic changes in your 
  appearance. The spell does not change the actual 
  structure of either your features or body. It can add color 
  to hair, paint wrinkles upon your face, give you a scar, or 
  darken your teeth. This spell gives you a +2 competence 
  bonus on the next Disguise check you make during its 
  duration. 
   
  Source: Spell Compendium 142 
   
  Slash Tongue  
  Transmutation [Evil] 
  Level: Cleric 0, sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close  
  Target: One living creature with a tongue 
  Duration: 1 round  
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The subject’s tongue gets a thin cut. The subject takes 1 
  point of damage and takes a -1 penalty on attack rolls, 
  saving throws, skill checks, and ability checks on the 
  following round due to the annoying pain. 
   
  Source: Book of Vile Darkness 
   
  Sonic Snap  
  Evocation [Sonic] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close 
  
  CGR8-02 Shatterstone 
   
  Page 9 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You bark the last work of the spell, and that word takes life, 
  streaking toward your target and exploding in a shout. 
   
  You create a brief but loud noise adjacent to the target. 
  The subject takes 1 point of sonic damage and must 
  succeed on a Will saving throw or be deafened for 1 
  round. This spell has no effect if cast into the area of a 
  silence spell. 
   
  Source: Spell Compendium. 
   
  Spirit Worm  
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round/level, up to 5 round, see text 
  Saving Throw: Fortitude negates; see text 
  Spell Resistance: Yes 
   
  You press the bit of blackened bone against your foe and intone 
  the spell. The bone vanishes, leaving a mottled bruise where it 
  touched. 
   
  You create a lingering decay in the spirit and body of the 
  target. If the target fails its saving throw, it takes 1 point 
  of Constitution damage each round while the spell lasts 
  (maximum 5 points). The victim can attempt a Fortitude 
  saving throw each round, and success negates the 
  Constitution damage for that round and ends the spell. 
   
  Material Component: A piece of fire-blackened ivory or 
  bone carved in the shape of a segmented worm. 
   
  Source: Spell Compendium. 
   
  Stone Bones  
  Transmutation 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Corporeal undead creature 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  A brief flash engulfs your ally, and through his flesh you can 
  see his skeleton. The skeleton glows a foggy gray for a moment 
  thickening with eldritch power, then all is as it was before. 
   
   
  You cause the skeleton of the target corporeal undead 
  to become thicker and as strong as stone. This gives the 
  subject a +3 enhancement bonus to its existing natural 
  armor. 
   
  Arcane Focus: A miniature skull carved of granite. 
   
  Summon Undead I  
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon monster I, except that 
  you summon an undead creature. 
   
  Summon undead I conjures one of the creatures from 
  the 1st-level list on the Summon Undead table. You 
  choose which creature to summon, and you can change 
  that choice each time you cast the spell. Summoned 
  undead do not count toward the total Hit Dice of undead 
  that you can control with animate dead or the other 
  command undead abilities. 
   
  Focus: A tiny bag, a small (not lit) candle, and a craved 
  bone from any humanoid. 
   
  Source: Spell Compendium. 
   
  Summon Undead II  
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2 
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you 
  can summon one undead from the 2nd-level list or two 
  undead of the same kind from the 1st-level list. 
   
   
   
   
  Serene Visage 
  Illusion (Glamer) 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  By casting this spell, you imbue yourself with an ephemeral 
  quality that induces others to trust what you say. 
   
  Simple illusions aid your attempts to be persuasive. You 
  gain an insight bonus equal to one-half your caster level 
  (maximum +10) on Bluff checks. 
   
  Source: Spell Compendium 182 
   
  Summon Undead
  1st Level
  2nd Level
  Skeleton, Medium Skeleton, Large
  Zombie, Small
  Zombie, Medium
  
  CGR8-02 Shatterstone 
   
  Page 10 
  Songbird 
  Transmutation 
  Level: Bard 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Performance +1 hour or until discharged; see 
  text 
   
  You intone this simple spell and your control over your voice 
  improves, your unruly hair straightens, and your flesh radiates a 
  healthy glow. You’re ready for showtime. 
   
  You acquire an even greater charisma when you perform. 
  Anyone who hears or views your performance becomes 
  favorably inclined toward you. This spell grants you a +1 
  competence bonus on your next Charisma-based check 
  involving any one person who saw the performance. This 
  effect lasts for the duration of your performance and up 
  to 1 hour immediately following. You must begin the 
  performance within 1 hour of casting the spell for it to 
  have any effect. 
   
  Source: Spell Compendium 195 
   
  Stabilize 
  Conjuration [Healing] 
  Level: Paladin 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Area: 50-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Filled with compassion and concern, you draw upon your deity’s 
  power. A burst of golden energy springs forth, spreading from 
  you. Those still alive around you seem less bloody and in less 
  pain. 
   
  This spell, designed to work on the battlefield, allows you 
  to stabilize the dying all around you. A burst of positive 
  energy spreads out from you, healing 1 point of damage 
  to all living creatures in the affected area, whether allied 
  or not. This spells deals 1 point of damage to all undead 
  creatures, which are allowed a Will saving throw to 
  negate the effect. 
   
  Source: Spell Compendium 104 
   
  Undersong 
  Transmutation 
  Level: Bard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  When you cast this spell, a familiar and soothing song wells up 
  in your mind. 
   
  This spell brings to your mind a song that helps you 
  retain your concentration. The song does not distract you 
  from any task at hand—on the contrary, by humming 
  along to the tune, you can focus your mind with ease. As 
  long as this spell is in effect, you can make a Perform 
  check in place of a Concentration check. 
   
  Source: Spell Compendium 104 
   
  Veil of Shadow 
  Evocation [Darkness] 
  Level: Assassin 2, blackguard 2, cleric 2, sorcerer/wizard 
  2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  You speak the words of this spell, and tendrils of purple darkness 
  rise from the ground, surrounding you and concealing you from 
  your foes. 
   
  Swirling wisps of darkness obscure your form, granting 
  you concealment. The 20% miss chance is in effect even if 
  the attacker has darkvision. 
   
  This spell effect is dispelled in daylight or in the area 
  of a light spell of 3rd level or higher. 
   
  Source: Spell Compendium 228 
   
  
  CGR8-02 Shatterstone 
   
  Page 11 
  DM MAP 1: THE FREE CITY AND THE RUINS 
   
   
   
   
   
   
   
   
   
   
   
   
  DM MAP 2: THE RUINS 
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/Castle Greyhawk/CGR8-02 - Shatterstone (APL 2-8)/CGR8-02 - Shatterstone.pdf