TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
  NYR3-01 
   
   
   
   
   
   
  Curse of Almor 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond Regional Adventure 
  Version 1 
   
  By T. Troy McNemar 
   
   
   
   
   
   
   
   
   
   
   
  The Pholtan Church of the Bright Path needs adventurers to remove the remaining fiendish and undead creatures that 
  terrorize the repopulated Almorian lands.  But the residents of Silverwat know that it is going to take more than a well-
  wielded weapon to remove the curse that plagues their home.  An adventure set in the wilds of Almor for character 
  levels 3-12. 
   
   
   
   
   
  
  Curse of Almor 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  • 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for 
  fun. 
  • 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  • 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  Curse of Almor 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring their 
  own characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  • 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  • 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 
  and higher. Three 
  or 
  four, 
  or 
  sometimes 
  even 
  five 
  1st-level 
  characters 
  may 
  find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK 
  adventure. If your 
  group is APL 1 
  there 
  are 
  three 
  things that you 
  can do to help 
  even the score. 
  • 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  • 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard 1-round Regional adventure, set in the 
  Kingdom of Nyrond.  Characters native to Nyrond pay 
  one Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  Adventure Summary and 
  Background 
  Background  
   
   
   
   
   
   
  The repopulation of Almor is proceeding at an 
  increased pace.  Many of the fiends have been driven out 
  
  Curse of Almor 
   
  Page 3 
  of the lands, and the towns and villages that were 
  abandoned once again have residents. 
   
   
  But not all of the fiends have left Almor.  When 
  Trond Highstaff and Urayna Gondorn, two clerics of the 
  Church of Pholtus, brought approximately 60 Almorian 
  refugees back to the small village of Silverwat 
  approximately eighteen months ago, a band of fiends 
  plotted revenge from the nearby woods.  At first, they 
  intended to raid the village and kill the villagers.  But 
  then they devised an even more demonic plan. 
   
   
  Approximately seventeen and one-half months ago, 
  fiends attacked a family farmhouse that had been quickly 
  constructed outside the walls of Silverwat.  Ferd Hensterl 
  and Vernus Hensterl, the husband and nine-year-old son, 
  were slaughtered.  The leader of fiends, an incubus (or a 
  fiendish Satyr at APLs 4 and 6) named Istinstril, used his 
  magic to charm Agnena Hensterl, the wife.  When the 
  villagers found her alive, she was catatonic.  The villagers 
  attributed the attack to bandits. 
   
   
  Agnena did not have any family in the vicinity, so 
  Urayna volunteered to care for Agnena.  Urayna soon 
  suspected that Agnena was pregnant, a suspicion that she 
  magically confirmed. 
   
   
  In the month following the attack on the Hensterl 
  farm, two other farmhouses were attacked by the fiends.  
  The men and children were slaughtered, but the women 
  were abducted by the fiends and taken back to their lair.  
  A rumor erupted in the village that the land was cursed 
  and that the curse was the reason for the attacks.  All of 
  the people in the area moved inside the village’s walls for 
  safety. 
   
   
  The less superstitious villagers put together search 
  parties to seek out what they believed were bandits.  Most 
  of the search parties merely came back empty-handed.  
  One party of six villagers did not return at all. 
   
   
  In the months following the disappearance of the 
  search party, the fiends did not attack inside the village 
  walls.  But Istinstril decided to focus his attention on 
  Urayna, and charmed her one evening while she was 
  alone.  After she succumbed to his charm powers, he 
  magically extended the charm to a permanent duration.  
  His visits became frequent and she did not realize that he 
  fed from her life essence.  She became a shadow of her 
  former self.  And she became pregnant. 
   
   
  A year ago, there having been no overt attacks from 
  the fiends for many months, Trond Highstaff declared 
  the repopulation of Silverwat a success and declared a 
  feast of celebration.  But Urayna was unable to throw 
  herself into the spirit of the feast. 
   
   
  Eight months ago, Agnena Hensterl gave birth to a 7 
  pound, 8 ounce baby boy half-fiend.  Trond declared the 
  creature an abomination and had it drowned. 
   
  Trond held a trial at which Agnena was charged with the 
  crime of Consorting with Demons.  Trond oversaw the 
  trial as duly appointed magistrate.  A well-qualified 
  townsman and Pholtan, Eckar Rindis, served as 
  prosecutor.  Urayna defended Agnena.  Eckar was able to 
  present some evidence that Agnena was faking her 
  catatonia based on the observations of some townspeople. 
   Desiring to avoid questions about the manner of fiend 
  that might have impregnated Agnena, Urayna did not 
  present any evidence that Urayna might have been under 
  compulsion when she became pregnant.  Still catatonic, 
  Agnena was unable to participate in her defense.  A jury 
  of townspeople found Agnena guilty and she was 
  banished from the village.  Unbeknownst to any, she was 
  killed by one of the area’s fiends. 
   
   
  On the evening after Agnena was banished, a village 
  woman disappeared.  A week later, another woman 
  disappeared. 
   
   
  Seven months ago, Urayna could no longer hide her 
  pregnancy as it entered the sixth month.  A terrible 
  argument erupted between Trond and Urayna when she 
  refused to identify the father to Trond.  Trond 
  excommunicated her.  Unwilling to abandon the women 
  of the town, Urayna took up the worship of Merikka.  In 
  addition to being the Oerdian demigoddess of Farming, 
  Agriculture and Home, Merikka is the patron saint of 
  expectant mothers. 
   
   
  Six and one-half months ago, Urayna miscarried.  
  She quietly buried the body of the unborn half-fiend in 
  the middle of the night.  No one but her had seen it.  The 
  realization that the child was a half-fiend briefly broke 
  Istinstril’s charm, but Istinstril soon reasserted his 
  influence over her.  Again, Istinstril was able to extend 
  the influence to permanent duration.  Meanwhile, some 
  in the village began to gossip that Urayna had caused the 
  miscarriage herself because she knew that she had been 
  affected by the Curse of Almor 
   
   
  Five months ago, a fifth woman disappeared.  A 
  number of the townspeople led by Eckar Rindis decided 
  to return to the safer lands of Nyrond. 
   
   
  Four months ago, a fully human infant was born.  
  This was a source of great relief to the townspeople 
  
  Curse of Almor 
   
  Page 4 
  because of the manner in which Agnena’s and 
  Urayna’s pregnancies had ended. 
   
   
  Life has not otherwise been good to the villagers.  
  Although no one lives outside the village, some tried to 
  plant the land.  The crops were destroyed by what the 
  villagers thought were wild animals.  Some of the men 
  have disappeared without a trace in months since the 
  search party was destroyed.  The population of the town 
  is largely demoralized. 
   
   
  The fiends in the area enslaved the women that they 
  abducted.  They now serve their horrible masters and are 
  constantly tormented and tortured.  Two of the women 
  have given birth to half-fiends.  Two more of the women 
  are pregnant. 
   
   
  Jilla Tengrion, the eighteen-year-old bride of Gunder 
  Tengrion, is six months pregnant.  And Urayna believes 
  that she herself may be pregnant again. 
   
  Adventure Summary  
   
   
   
   
  The adventure begins with the heroes on the road to 
  Silverwat, where they happen to encounter a woman 
  running away from a fiendish giant.  After rescuing the 
  woman from the creature, the party moves into Silverwat 
  where they learn of the terrible things that have been 
  happening to the town since it was repopulated. 
   
   
  The party will seek out and fight a band of fiends 
  who will mention “Istinstril’s farm cow”.  The party will 
  likely confront Urayna Gondorn about who Istinstril is, 
  which will cause the charm on her to be broken. 
   
   
  The morning after the party attacks the band of 
  demons, a zombie messenger will appear at the gate to 
  the town with an invitation for the adventurers.  If the 
  heroes accept the invitation, they will discover that the 
  zombie is trapped and Istinstril and a band of his fiends 
  will soon attack them from ambush. 
   
   
  Upon returning to the village, the heroes will 
  discover that Trond Highstaff has arrested Urayna for 
  consorting with demons.  The heroes may attempt to 
  defend her. 
   
  Introduction 
   
   
  Before commencing play, determine which heroes 
  worship Pholtus and which of them are chaotically 
  aligned.  This will become important in later roleplaying 
  encounters. 
   
   
  Take one or two players aside, and provide them a 
  source of information appropriate to their characters that 
  the Almorian town of Silverwat has been plagued by foul 
  creatures that remain after the invasion of the Great 
  Kingdom.  If you recognize that any of the characters 
  might have a problem responding to the hook, you might 
  want to use the opportunity to give that character a 
  specific link to the town—perhaps, for example, he or 
  she recently received news of the death of a cousin or old 
  companion who was part of one of the search parties. 
   
   
  Please read or paraphrase the following text to the 
  players: 
   
   
  Almost a decade ago, the forces of Ivid V and the 
  Great Kingdom invaded the Prelacy of Almor and 
  devastated everything in their path.  The people of 
  Almor fled the lands.  When the Greyhawk Wars 
  were over, the lands of Almor were infested with 
  undead and fiendish creatures. 
   
  The Kingdom of Nyrond claimed the Western 
  portion of Almor as its own, and recently has 
  established the land as a Grand Duchy under the rule 
  of Duke Younard.  But the grand title reveals little 
  about the toils that have been made to repopulate 
  Almor.  Almor’s new fiendish and undead occupants 
  were not willing to relinquish the lands without a 
  fight. 
   
  The Church of the One True Path governed the 
  Prelacy of Almor prior to its invasion, and these 
  followers of Pholtus have been instrumental in 
  repopulating Almor.  As a demonstration of their 
  commitment to reestablishing the Prelacy and to 
  prove the rightfulness of their cause, the lawful good 
  followers of Pholtus have recently renamed their 
  church the Church of the Bright Path.  Their pledge 
  to the people of Almor has successfully won the 
  Church of the Bright Path many new converts. 
   
  The repopulation of Almor had been slow 
  because of the dangers present in the land, but it is 
  finally moving ahead at an increased pace under the 
  leadership of the Church of the Bright Path.  To 
  expedite the rebuilding, the Church has begun 
  offering a bounty on the bodies of undead and fiends 
  that are killed on Almorian soil. 
   
  You were in Nyrond’s finest city of Mithat when 
  you heard the news of the bounty being offered.  
  Perhaps the thought of additional coin in your pouch 
  beckoned you, or perhaps you could not tolerate the 
  idea of undead and fiendish creatures threatening the 
  innocents of Almor, or perhaps even sheer boredom 
  
  Curse of Almor 
   
  Page 5 
  caused you to seek adventure.  Whatever your 
  reasons, you have found yourself traveling deeper 
  into Almorian lands with other adventurers. 
   
   
  Take this opportunity to have the players briefly 
  describe their characters and give a short, in-character 
  introduction.  After the players have finished describing 
  their characters to each other, provide them with a copy 
  of Player Handout 1. 
   
   
  The characters with knowledge of the situation in 
  Silverwat will probably urge the party towards that town, 
  but give the party a DM nudge if necessary. 
   
   
  Encounter One:  Cut to the Chase 
   
  This is primarily a combat encounter.  You should 
  establish a marching order or riding order for how the 
  characters are traveling along the road, then please read 
  or paraphrase the following text to the players: 
   
   
  You have been on the road for three days and are 
  finally approaching Silverwat.  The land around the 
  dirt road is wooded, and you occasionally find it 
  necessary to move or go around a tree that has fallen 
  across the path.  You are slowly approaching one of 
  these impediments when you feel the ground 
  rumbling beneath you.  Looking ahead, you see a 
  human woman dressed in rags frantically run onto 
  the road and continue down the road away from your 
  direction.  The source of the rumbling soon emerges 
  from the woods behind her and, despite shooting a 
  glance at your party, chases after her in hot pursuit. 
   
   
  Describe the creature to the characters.  They should 
  not be able to tell at first glance that it is fiendish, but as 
  the battle commences, you might describe it as 
  “particularly terrifying” or something similar to let the 
  players know that the creature is something slightly 
  worse than the normal creature of its type. 
   
  APL 4 (EL 6) 
   
  Fiendish Ogre Brb3, hp 56, see Appendix A 
   
  APL 6 (EL 8) 
   
  Fiendish Ettin Bbn1, hp 74, see Appendix A 
   
  APL 8 (EL 8) 
   
  Fiendish Ettin Bbn1, hp 74, see Appendix A 
   
  APL 10 (EL 10) 
   
  Fiendish Stone Giant, hp 119, see Appendix A 
   
  APL 12 (EL 14) 
   
  Fiendish Frost Giant, hp 169, see Appendix A 
   
   
  The tree that has fallen across the path is not 
  difficult to move over or around.  A Jump skill check or 
  Tumble skill check of DC 5 will allow the character to 
  move over it at their normal movement rate.  A character 
  that fails this check is stopped there and must make 
  another attempt with their next move-equivalent action.  
  Moving over the tree will prevent the character from 
  charging because it will break the straight line of 
  movement necessary for a charge. 
   
   
  The fiend is aware of the party and is not surprised. 
   
  Tactics:  The fiend will attempt to grab the woman and 
  use her as a hostage and as cover against attacks.  She will 
  provide one-half cover to the fiend if successfully used as 
  cover, and the fiend will threaten to kill the woman 
  unless the party lets both of them go.  If the characters 
  attempt mounted combat against the creature, it will 
  ready an action to attempt to unhorse the combatant as it 
  attacks at APLs 4-8.  The attempt to unhorse should be 
  resolved in accordance with the rules set forth in the 
  “Tripping a Mounted Opponent” on page 139 of the 
  Player’s Handbook.  At APLs 10 and 12, the creature will 
  throw rocks at the horse and attempt to kill it.  When the 
  fiend is reduced to one-fourth or less of its hit points, it 
  will attempt to retreat into the deeper woods. 
   
   
  The fiend has no compunction against killing the 
  woman.  It is angry at her for attempting escape. 
   
   
  Moving through the wooded areas surrounding 
  Silverwat requires the characters or their mounts to 
  make, at the player’s option, either a Balance skill check 
  (DC 15), Reflex save (DC 20) or Wilderness Lore skill 
  check (DC 20) at the beginning of combat to keep steady 
  footing and move normally on overgrown, unfamiliar 
  terrain.  If the characters fail by 5 or less, their movement 
  rate is reduced to three-quarters of normal (rounded 
  down) for the duration of the combat; if the characters 
  fail by at least 6 but no more than 10, their movement is 
  reduced to one-half rate (rounded down) for the duration 
  of the combat; if the characters fail by at least 11, their 
  movement is reduced to one-quarter (rounded down) for 
  the duration of the combat.  In no event will a character 
  
  Curse of Almor 
   
  Page 6 
  be able to move less than 5 feet per round.  The fiends of 
  the Silverwat region get a + 10 Circumstance bonus to 
  these checks.  A druid of at least 2nd level is immune to 
  this effect because of the Woodland Stride class ability. 
   
   
  The woman’s name is Polandra, although she has no 
  conventional way of telling that to the party.  She was the 
  most recent abductee from Silverwat.  Her mind is 
  broken and she is unable to communicate with the party. 
   (Although her mental state is not the result of magic, 
  treat her as if she was under the influence of a 
  Feeblemind spell.  Her condition can only be reversed by 
  using the spells Heal, Limited Wish, Wish, or Miracle.)  
  She is extremely frightened, and it will take a Diplomacy 
  skill check (DC 15) to calm her down enough that she 
  will let the party approach her.  A cursory examination 
  will reveal that she is pregnant and just beginning to 
  show.  A Heal skill check (DC 10) will reveal that her 
  mind is broken.  Additionally, she is extremely dirty and 
  appears not to have bathed in months.  Large patches of 
  her hair have been forcibly torn out in several places and 
  she is badly cut, scraped, and bruised.  A wound on her 
  leg festers angrily.  Her clothes are rags and barely 
  provide her any cover or protection. 
   
   
  If the party attempts to track the fiend, they will 
  easily find its camp approximately two miles off the road. 
   The camp is empty and there is no evidence of anyone 
  residing there other than the fiend and Polandra. 
   
   
  The party will likely want to proceed onto Silverwat 
  and will likely take the woman with them if she survives. 
   When the party is ready to proceed onto Silverwat, go to 
  Encounter Two. 
   
  Encounter Two:  When In 
  Silverwat . . . . 
   
   
  This is a roleplaying encounter.  The party should 
  meet Trond Highstaff, meet Urayna Gondorn, and meet 
  Innkeeper Fristill.  They should also find out about the 
  women who have been disappearing, find out about the 
  half-fiend birth, and be told of suspicious activities 
  outside of the village. 
   
  The Gates of Silverwat 
   
   
   
   
   
  As the characters approach Silverwat, please read or 
  paraphrase the following: 
   
   
  You remain on the road and soon emerge from 
  the heavily wooded area.  It is not two hours before 
  you find yourself approaching a town surrounded by 
  a high wooden wall.  Surrounding the walls are the 
  remnants of several small untended gardens.  As you 
  draw nearer, you can see that the walls have been 
  hastily and crudely reinforced with additional logs.  
  The trail leads to a heavy gate large enough to admit a 
  wagon.  A smaller, human-sized door is inset on it. 
   
   
  There are no watchtowers, so no one sees the party 
  approach.  The door and gate are locked.  If the heroes 
  knock, a young guardsman whose name is Fert Laston 
  will open the viewing door in the gate.  While he will 
  challenge the party until he is satisfied that they mean no 
  harm to the village or villagers, he will be visibly shaken 
  and easier to convince if the party has managed to bring 
  Polandra with them.  If she is with the party, Fert will 
  insist that they see Trond Highstaff, the town’s Cleric of 
  Pholtus. 
   
  The Town of Silverwat 
   
   
   
   
   
  As the heroes enter the town, you should give the 
  players a copy of Player Handout 2.  You should read or 
  paraphrase the following: 
   
   
  Inside the walls, Silverwat looks like a harbor for 
  refugees.  Many tents and makeshift shelters have 
  been erected just inside the gate.  Off to your left, 
  you can see two human women tending a large 
  garden that appears to be successfully bearing 
  vegetables.  In addition to the dozen or so one- and 
  two-room houses, four buildings dominate the 
  village.  The first and most impressive is a Temple of 
  Pholtus, the building’s purpose being immediately 
  evident because of the large symbol of a small 
  crescent moon that is eclipsing a full moon above the 
  door.  The second building is the largest of the 
  buildings and the sign in front that reads “Silverwat 
  Inn” is clearly visible from just inside the town gate.  
  The third is a combination Livery Stable and 
  Blacksmith shop.  The final building appears to be a 
  general store. 
   
   
  Any party moving through the town with Polandra 
  is going to attract a lot of attention.  For the DM’s 
  assistance in unanticipated encounters, suggested names 
  of townspeople have been provided as DM’s Aid #2.  
  Anyone prominently displaying a holy symbol of Pholtus 
  will receive a +2 Circumstance bonus to Diplomacy 
  checks and Bluff checks when dealing with a 
  townsperson.  Half-orc characters will receive a –2 
  Circumstance penalty to those checks. 
   
  
  Curse of Almor 
   
  Page 7 
  Talking to the Townspeople  
   
   
   
  The party will probably head to the Temple or to the 
  Inn first.  However, if the party should interact with 
  them, any townsperson--whether on the streets of town 
  or in any of the locations described below--can tell the 
  party the following listed below.  Trond Highstaff, 
  Urayna Gondorn, or Innkeeper Fristill can also reveal 
  this information. 
   
  • 
  The woman’s name is Polandra.  She disappeared 
  approximately five months ago.  Several of 
  Silverwat’s women have disappeared since the 
  village was repopulated. 
  • 
  Silverwat was repopulated about eighteen months 
  ago by the Church of Pholtus.  Trond Highstaff and 
  Urayna Gondorn were the clerics of Pholtus who led 
  the repopulation. 
  • 
  There have been a number of people killed since the 
  thorp was repopulated.  Several more people have 
  disappeared.  Most of the recent disappearances have 
  been women.  The attacks and abductions were 
  likely the work of the fiends that populate the 
  surrounding woods. 
  • 
  None of us have actually seen any of the fiends. 
  • 
  It is not safe to be outside of the town walls because 
  of the fiends.  All of the farmers in the surrounding 
  area have either headed back to Nyrondese lands or 
  moved inside the city walls. 
  • 
  The fiend attacks started happening right after the 
  village was repopulated.  Three or four farms were 
  attacked within a couple of months after the area 
  was resettled.  The men and children were 
  slaughtered, but the women disappeared. 
  • 
  We sent out search parties to find the women who 
  had disappeared, but nobody ever found anything.  
  And one of the search parties never came back. 
  • 
  Not long after the area was resettled, one of the 
  villagers (Agnena Hensterl) was found after alive 
  after fiends attacked her family’s farm.  She was not 
  able to say anything or take care of herself after that. 
   Urayna Gondorn took her in and took care of her, 
  but soon everyone could tell that Agnena was 
  pregnant. 
  • 
  Agnena gave birth to a little demon, but Trond 
  Highstaff had it drowned.  Trond presided over a 
  trial of Agnena as magistrate.  Eckar Rindis 
  prosecuted the case and Urayna Gondorn defended 
  it.  There were some witnesses who testified that 
  they had seen Agnena acting lucid and the 
  prosecution charged that she was faking catatonia.  
  The jury found her guilty and Trond sentenced her 
  to banishment from the village for consorting with 
  fiends. 
  • 
  The attacks from the creatures died down after 
  Agnena turned up pregnant.  For a while, we 
  thought that we had scared them off. 
  • 
  After the trial, three more women disappeared.  One 
  of them was Polandra.  Eckar Rindis led a group of 
  people back to Nyrondese lands.  Those who didn’t 
  leave came to live inside the city walls. 
  • 
  A woman disappeared on the night that Agnena was 
  banished.  A week later another one disappeared.  A 
  month or so later, is when Polandra disappeared. 
  • 
  Not long after the Agnena’s trial, it became obvious 
  that Urayna was with child.  She would not tell 
  anyone 
  who 
  the 
  father 
  was, 
  so 
  Trond 
  excommunicated her from the Church of Pholtus.  
  Urayna took up the religion of Merikka and started 
  preaching Merikka’s faith. 
  • 
  Urayna must have lost the baby but she won’t talk 
  about it. 
  • 
  Urayna set up a shrine to Merikka in the general 
  store building.  It was not being used anyway.  The 
  storekeeper went back to Nyrondese lands. 
  • 
  There’s been another baby born.  He was born 
  around four months ago.  Trond examined him for a 
  long time, but finally declared that he was normal. 
  • 
  Jilla Tengrion, one of the townswomen and her 
  husband Gunder are expecting a baby.  She is about 
  six months along.  Urayna examined her and thinks 
  that the baby is going to be okay. 
  • 
  The disappearances are not the only problems that 
  the village is having.  All of the fields where we have 
  attempted to plant crops outside the town walls have 
  been destroyed.  And with all of us living here inside 
  the town walls, there’s barely enough room to hear 
  ourselves think. 
  • 
  I don’t know why you would want to try to hunt 
  those things out there.  We’ve already lost about a 
  dozen men and women who thought they could root 
  those things out.  (Trond would not say this.) 
  • 
  You probably ought to talk to Innkeeper Fristill.  
  Her husband was one of the members of the search 
  party who never came home. 
   
  Temple of Pholtus 
   
   
   
   
   
   
  If the players go to the Temple of Pholtus, please 
  read or paraphrase the following text: 
   
   
  The Temple of Pholtus is the largest building in 
  town, but still no more than perhaps 35 feet square.  
  A large symbol of Pholtus showing Luna being 
  eclipsed by the smaller crescent moon Celene is 
  
  Curse of Almor 
   
  Page 8 
  carved into the wood above the door.  Entering, you 
  see that the room is full of people.  You quickly 
  realize that these people are not here to worship, but 
  instead are here to reside.  The Temple has been 
  converted into makeshift living quarters and at least a 
  dozen people are currently present.  Upon your 
  entrance, a gray-haired man in white and silver robes 
  who was speaking gently to a small child rises and, 
  after briefly concentrating on you, approaches you.  
  His right arm is missing and the sleeve of his robes 
  has been sewn shut.  “May the light of Pholtus keep 
  you securely on the bright path.  I am Trond 
  Highstaff.  What brings you to my temple?” 
   
   
  If the party has brought Polandra to the temple, 
  Trond will additionally inquire with undisguised delight 
  at her discovery, “And how did this woman come to be 
  in your company?” 
   
  Trond Highstaff: male human Clr6. 
   
   
  Trond Highstaff is a man in his mid-40s, and is the 
  town’s Priest of Pholtus.  He is also the duly appointed 
  magistrate for the area.  He is prematurely gray and 
  appears that he has not slept well in some time.  The 
  trying times that he’s seen since the repopulation of 
  Silverwat have caused him to lose his sense of humor. 
   
   
  Trond has learned of the change in name of the 
  Church of Pholtus from the Church of the One True 
  Path to the Church of the Bright Path via a Sending spell 
  from a church elder in Mithat.  He does not completely 
  understand the reason for the change, but trusts the 
  judgment of his superiors.  He will occasionally slip and 
  still refer to the Church as the Church of the One True 
  Path. 
   
   
  A successful Knowledge (Law), Knowledge (Local-
  Nyrond), Knowledge (Religion), or Bardic Knowledge 
  check (DC 10) will allow the hero to know that 
  Consorting with Demons is categorized as an Injurious 
  Crime in Nyrond.  The trial for such crimes is typically 
  presided over by a single magistrate.  Banishment is an 
  appropriate punishment for the crime, but the magistrate 
  could also have opted for imprisonment or forced 
  conscription.  (See the “Crime and Punishment” 
  subsection of the Nyrond Gazetteer on the Nyrond 
  website for further information.) 
   
   
  Trond lost his arm to the fiends who overran Almor 
  during the Greyhawk Wars.  Although he is a cleric of 
  substantial level, he is unwilling to venture into the 
  woods beyond Silverwat because of his injury. 
   
   
  Trond used the location’s ability to cast Detect Chaos 
  (as described below) to examine the party for chaotic 
  members.  Trond is generally friendly, but the trying 
  events of recent times have caused him to lose his sense 
  of humor.  Although he will be suspicious of chaotic 
  good or chaotic neutral PCs and any half-orcs regardless 
  of their alignment, he will be friendly to the party if they 
  explain that they are here to collect the bounty on fiends. 
   He is too desperate to risk offending anyone who might 
  be willing to help the village. 
   
   
  If the party interacts with Trond, he can eventually 
  tell them all of information set forth in the Talking with 
  the Townspeople section above as well as the following 
  information: 
   
  • 
  The punishment that I gave to Agnena Hensterl is 
  the most difficult thing that I have ever done in my 
  life.  But Pholtus’ law and the laws of Nyrond are 
  clear on what must be done to those who are found 
  guilty of consorting with fiends.  It is a matter of 
  punishment but, more importantly, it is a matter of 
  protecting the citizenry from their further foul taint. 
  • 
  Urayna defended Agnena at her trial, but Urayna 
  was not able to refute the testimony that Agnena had 
  been seen acting normally on occasion.  The jury 
  ultimately believed that Agnena was faking her 
  catatonia. 
  • 
  Urayna has turned her back on the Church of 
  Pholtus.  One of our most important tenets is to 
  follow the instructions of your superior in the 
  church, and she refused to answer my questions 
  about the father of her child. 
  • 
  Urayna refused to answer my questions about the 
  father even after she lost the baby. 
   
   
  Note that Trond’s explanation for why Urayna left 
  the Church of Pholtus differs from Urayna’s. 
   
   
  Trond will cooperate with the PCs in any request 
  that they may have as long as it is lawful and will 
  volunteer all relevant information.  It is in his best 
  interests if the heroes succeed at their mission.  However, 
  Trond has no knowledge of fiends beyond that they come 
  from the outer planes. 
   
   
  When Silverwat was initially repopulated and again 
  on the first anniversary of the repopulation of the town, 
  Trond cast a Hallow spell on the Temple from scrolls that 
  he brought with him from Mithat.  As a result of the 
  casting, any person who worships Pholtus may Detect 
  Chaos (as the spell) while inside the Temple.  If any of the 
  heroes worship Pholtus, give them Player Handout 3.  
  
  Curse of Almor 
   
  Page 9 
  None of the townspeople (including Urayna) will detect 
  as chaotic. 
   
   
  Trond has studied particular types of magic in the 
  event that the fiends actually attack Silverwat.  In 
  addition to the Brew Potion feat, he has the Greater Spell 
  Focus feat found in Tome & Blood. 
   
  Shrine to Merikka (formerly the General 
  Store) 
   
   
  If the heroes decide to visit the Shrine to Merikka, 
  please read or paraphrase the following: 
   
   
  This small wooden building is perhaps no larger 
  than 20 feet by 25 feet.  A sign on the door reads, 
  “Please Enter.  Merikka welcomes all.” 
   
  As you enter, you realize that, whatever the 
  original purpose of the building might have been, it 
  is now primarily a crude hostel.  One corner of the 
  interior room has been kept clear of sleeping pallets 
  and is home to a small altar.  Painted on the wall 
  behind the altar is the representation of a basket of 
  grain and a long scroll.  A closed door shuts off a 
  small room in the back of the building. 
   
  There are four women present in the room and 
  all of them look up as you enter.  “I am Urayna 
  Gondorn, servant of Merikka.  I welcome you.  How 
  may we humble servants of the Goddess of Farming 
  and Home assist you?” 
   
  Urayna Gondorn: female human Clr1. 
   
   
  If the party has brought Polandra to the shrine, 
  Urayna will recognize her immediately and rush to her 
  aid.  She will then ask the heroes many questions about 
  how they managed to find her.  She will attempt to hide 
  Polandra from Trond to protect her.  The attempt will be 
  ultimately unsuccessful because too many people saw the 
  heroes enter town. 
   
   
  Merikka is the demigoddess of Farming, Agriculture 
  and the Home.  She is lawful good.  Because of the 
  goddess’ obsession with dates and cycles, she is also the 
  patron saint of expectant mothers—one of the important 
  reasons that Urayna turned to her during her pregnancy. 
   
   
  Urayna can tell the heroes any of the information set 
  forth above in the section entitled Talking to the 
  Townspeople, but will do so in a way that does not attract 
  attention to her lover Istinstril.  She can additionally tell 
  the heroes any of the following information: 
   
  • 
  There is a curse on this land that takes a terrible toll 
  on its people—especially its women. 
  • 
  Agnena was never able to communicate while she 
  was under my care.  Whatever happened to her, I 
  believe the trauma shattered her mind. 
  • 
  I left the Church of Pholtus because I could not 
  condone the punishment that they gave to Agnena.  
  The woman was clearly no threat to anyone, and any 
  consorting that she may have done with demons was 
  probably not something to which she consented. 
  • 
  I regret that I was not able to present a better 
  defense for Agnena.  The fear of the jurors 
  undoubtedly guided them more than any evidence 
  that I presented. 
  • 
  Silverwat needs the guidance of Merikka.  We need 
  her blessing for the crops, and her protection for our 
  homes. 
  • 
  Merikka guides us in the planting of the garden that 
  you may have seen inside the town’s front gate. 
   
   
  Note that the reason that Urayna gives for leaving 
  the church of Pholtus conflicts with the explanation 
  given by Trond.  Urayna’s memory has been clouded by 
  Istinstril’s influence and she believes herself to be telling 
  the truth. 
   
   
  If specifically asked, Urayna will tell the heroes that 
  she examined Agnena after the initial attack and she does 
  not believe that any physical force was involved when 
  Agnena became pregnant. 
   
   
  Urayna will not answer questions about her child or 
  the father of her child in the presence of the other 
  women who were present at the shrine.  If confronted 
  privately, she will merely say, “Ít was an indiscretion 
  that is best forgotten.  I confess that the loss almost 
  destroyed me, but it is perhaps better for both the 
  father and me that the child was never born.  But the 
  matter is private and I beg of you not to ask any more 
  embarrassing questions.”  She will deny that the child 
  had any fiendish blood to protect Istinstril. 
   
   
  Istinstril has been truly demonic in the way that he’s 
  kept Urayna under his influence.  At APLs 8 and higher, 
  he has never appeared to her in anything other than 
  human form and has never said anything to her that 
  would indicate that he is the leader of the band of fiends 
  who is attacking farms and abducting women.  He has 
  performed a ceremony to keep her under his influence 
  (treat Istinstril’s charm effect as if it were the subject of a 
  Permanency spell) but visits her at least once a week to 
  strengthen his influence.  Urayna was able to break free 
  of Istinstril’s charm when she miscarried and realized 
  
  Curse of Almor 
   
  Page 10 
  that the infant was a half-fiend.  Unfortunately, Istinstril 
  successfully reestablished control and once again used 
  his dark ceremony to extend his influence and, at APLs 8 
  and higher, has drained energy from Urayna. 
   
   
  Urayna was concerned that any evidence that 
  Agnena may have been impregnated while under a form 
  of compulsion might draw unwelcome attention on 
  herself.  Therefore, no evidence or speculation that 
  Agnena might have been charmed was presented at the 
  trial. 
   
   
  Urayna believes that she might be pregnant again, 
  but is not yet certain.  She will not tell the heroes this 
  unless freed from the charm. 
   
   
  The only feats left remaining to Urayna are Scribe 
  Scroll and Lightning Reflexes. 
   
   
  After the heroes have interacted with Urayna, roll a 
  secret Sense Motive check (DC 25) on behalf of each 
  hero present for the interaction.  A successful result 
  indicates that the hero can sense that Urayna seems to be 
  under some kind of influence.  Further, a Detect Magic 
  spell will reveal that Urayna radiates magic and a 
  successful Spellcraft check (DC 16 at APLs 4 and 6, DC 
  19 at APLs 8 and higher) while magic is being detected 
  will reveal that the aura is from the Enchantment school. 
   
   
  A PC may attempt to break this effect either by 
  demonstrating to Urayna that the entity who charmed 
  her is causing her to act in a manner violently opposed to 
  her nature (which would be difficult considering that the 
  heroes know nothing of the father or what he is telling 
  her to do and, in any event, would give Urayna an 
  opposed Charisma check against Istinstril to break free of 
  the influence) or by use of Dispel Magic (DC 23 caster-
  level check). 
   
   
  If the heroes should successfully free Urayna from 
  the charm, she does not know where Istinstril is located, 
  but can give them the information set forth in Encounter 
  Five.  She will not offer the party the use of the scroll 
  described in Encounter Six until she knows that the 
  party is going to attack Istinstril. 
   
  Silverwat Inn  
   
   
   
   
   
  When the characters enter the Silverwat Inn, please 
  read or paraphrase the following: 
   
   
  The inside of the Silverwat Inn is crowded with 
  people.  Most are busying themselves preparing the 
  coming meal, but some are tending the numerous 
  children in residence.  It is evident from the several 
  straw pallets that the common room that you have 
  entered is used more to house people than to 
  entertain travelers.  Everyone in the inn looks up in 
  surprise as you enter.  A young half-elf woman speaks 
  up, “Greetings, strangers.  I am Fristil Thornflower.  
  It has been many months since we have entertained 
  anyone from out of town, but please find a chair and 
  join us.  We are making a rabbit stew that should be 
  ready soon.” 
   
  Fristil Thornflower:  female half-elf Wiz1. 
   
   
  The rabbit stew will be extremely bland and tasteless 
  because of lack of spices.  Fristil has no way of obtaining 
  niceties like spices. 
   
   
  Fristil will be happy to house the heroes in the Inn at 
  no charge if she knows that they are in town to hunt the 
  fiends outside the town walls.  She does not have a room 
  for anyone because of the influx of people from farms 
  outside the town walls, many of whom now reside in the 
  inn.  The heroes will have to make themselves 
  comfortable on the floor of the common room. 
   
   
  Innkeeper Fristil is a low-level wizard, who was 
  taught the necessary skills by her husband.  As a wizard, 
  she has the Scribe Scroll feat. 
   
   
  Innkeeper Fristil can tell the heroes any of the 
  information set forth above in the section entitled 
  Talking to the Townspeople.  She can additionally tell the 
  heroes any of the following information: 
   
  • 
  My husband, Matto, was a member of the search 
  party that never came home.  The night before he 
  left, he told me where they thought there were a 
  band of the fiends. 
  • 
  The band that his group was hunting was located in 
  a clearing about three miles south of here.  There’s a 
  rock jutting that you can see in the distance if you go 
  about a mile south and he thought they were 
  camped at its base. 
  • 
  We’ve had a hard time since we returned to 
  Silverwat.  This land is cursed.  I thought about 
  returning to Mithat with the other townspeople, but 
  I have listened to Urayna and I am confident that 
  Merikka will show us how to protect ourselves if we 
  stay. 
   
   
  If there is a female member of the party, privately 
  tell the player that the character needs to answer the call 
  
  Curse of Almor 
   
  Page 11 
  of nature after the sun sets and ask if she would go alone.  
  (The privy is no more than 30 feet out the door and 
  behind the Inn.)  If she goes alone, give a Player Handout 
  4 to her player.  The handout details an encounter that 
  the heroine has when she excuses herself to go to the 
  privy.  If the heroine attempts to ask more questions of 
  the women in the encounter, the women will reiterate 
  that the land is cursed and that women should not be 
  alone after dark. 
   
  Other Locations In Silverwat 
   
   
   
   
  The building that houses the blacksmith shop and 
  livery stable is almost completely closed for business 
  because it houses even more refugee farming families.  
  The blacksmith is a male human named Rilstund 
  Ordnatter.  His wife was a member of the same search 
  party as Innkeeper Fristil’s husband.  All of the town’s 
  horses have been lost or killed, but the heroes could 
  stable their horses here if they so choose.  None of the 
  horses were ever killed inside the town walls. 
   
  Rilstund Ordnatter:  male human Exp5 
   
   
  About a dozen houses dot the inside of the town 
  walls.  Any one of these homes houses at least two 
  families and occasionally as many as five.  The homes are 
  simple one and two room structures. 
   
   
  If the party looks for Jilla or Gunder Tengrion, they 
  will find them sharing one of the houses with another 
  family.  Jilla is six months pregnant and prays four times a 
  day to Merikka for her baby.  She was never attacked by 
  any of the demons and can offer the heroes no clues as to 
  what is happening in town. 
   
   
  The party may wish to question the prosecutor, 
  Eckar Rindis, and the witnesses who testified against 
  Agnena at trial.  Eckar led a group of townspeople away 
  from Silverwat five months ago.  One of the witnesses 
  went with him.  The other witness was one of the women 
  who has since disappeared. 
   
   
  The party really does not have any clues at this point 
  other than to investigate the jutting rock.  When they are 
  prepared to do so, continue with Encounter Three. 
   
  Encounter Three:  Some of My 
  Best Friends Are Ogre Barbarians 
   
   
  This is a combat encounter. 
   
   
  When the party is ready to investigate the jutting 
  rock, please read or paraphrase the following making 
  appropriate adjustments if they set out at a time other 
  than the morning: 
   
   
  The morning sun is slightly obscured by a thin 
  fog as you leave the walls of Silverwat.  It is not long 
  before you can no longer see the village.  The land 
  here is uneven and the trees surround you providing 
  thick cover.  Hours pass as your march towards the 
  rock, but you eventually find yourself at its base. 
   
  The band of fiends is approximately a quarter mile east of 
  the jutting rock in a clearing of approximately 90-foot 
  radius.  Their trail can be found with a Track check or 
  Search check (DC 5).  If the party sets out the next day 
  after they arrive in Silverwat then the fiends will not be 
  expecting intruders, so it is possible for the party to 
  surprise the party of fiends if their Move Silently and 
  Hide checks are better than the fiends’ Listen and Spot 
  checks.  If the party spends more than a day in Silverwat, 
  the fiends will know of the attack to the north of the 
  village and will be on the alert and a +5 Circumstance 
  bonus will apply to the fiends’ Listen and Spot checks 
  because of their superior knowledge of the terrain. 
   
   
  During the battle, it is essential to have one of the 
  fiends call out in battle in a way that suggests Istinstril’s 
  control over Urayna.  The judge will have to make this 
  comment in context, but suggestions include having one 
  fiend yell to another, “Istinstril’s farm cow must have 
  led them here!” or having them taunt a holy-symbol 
  wearing hero with “Istinstril will add you to his 
  collection of zealots along with the farm cow!”  This is 
  important information for continuing the round, so it 
  might be the dying breath of one of the fiends if the party 
  wins the battle quickly and decisively.  If the party 
  captures one of the fiends and succeeds at an 
  Intimidation check (DC 10 + creature’s hit dice), the 
  fiend will reveal that Istinstril has enchanted the “farm 
  cleric”.  The fiends do not know where Istinstril’s camp is 
  located. 
   
  Tactics:  The fiends will try to move the attack back out of 
  the clearing and into the trees so that they can take 
  advantage of their superior knowledge of the terrain and 
  to prevent their opponents from charging.  At APL 8 and 
  higher, they will rage in the first round of combat.  They 
  will fight to kill and pursue anyone who flees.  They will 
  use their Smite Good ability early in the combat. 
   
   
  Moving through the wooded areas surrounding 
  Silverwat requires the characters or their mounts to 
  make, at the player’s option, either a Balance skill check 
  
  Curse of Almor 
   
  Page 12 
  (DC 15), Reflex save (DC 20) or Wilderness Lore skill 
  check (DC 20) at the beginning of combat to keep steady 
  footing and move normally on overgrown, unfamiliar 
  terrain.  If the characters fail by 5 or less, their movement 
  rate is reduced to three-quarters of normal (rounded 
  down) for the duration of the combat; if the characters 
  fail by at least 6 but no more than 10, their movement is 
  reduced to one-half rate (rounded down) for the duration 
  of the combat; if the characters fail by at least 11, their 
  movement is reduced to one-quarter (rounded down) for 
  the duration of the combat.  In no event will a character 
  be able to move less than 5 feet per round.  The fiends of 
  the Silverwat region get a + 10 Circumstance bonus to 
  these checks.  A druid of at least 2nd level is immune to 
  this effect because of the Woodland Stride class ability. 
   
  APL 4 (EL 6) 
   
  Fiendish Ogres (3), hp 26 each, see Appendix A 
   
  APL 6 (EL 8) 
   
  Fiendish Ogres (6), hp 26 each, see Appendix A 
   
  APL 8 (EL 9) 
   
  Fiendish Ogre Bbn1 (6), hp 35 each, see Appendix A 
   
  APL 10 (EL 12) 
   
  Fiendish Ogre Bbn4 (4), hp 70 each, see Appendix A 
   
  APL 12 (EL 14) 
   
  Fiendish Ogre Bbn5 (6), hp 85 each, see Appendix A 
   
   
  The party will not be able to find any clues here as to 
  Istinstril’s identity or location.  Istinstril has not been 
  here in weeks, so there are no tracks to follow. 
   
   
  The party will hopefully be able to figure out that 
  Urayna is somehow allied with the fiends and decide to 
  go back to Silverwat to question her.  If the party is not 
  able to figure out the connection to Urayna, the judge 
  may wish to give them some Intelligence checks to figure 
  out who the fiends might have been referring to. 
   
  Encounter Four:  Secret Lover 
  from Hell 
   
   
  If the heroes determine that Urayna is somehow 
  involved in the fiend attacks, they will likely want to 
  return to Silverwat and confront her.  If heroes convince 
  Urayna that she is under the influence of a demon, she 
  will realize that Istinstril has duped her into providing 
  him assistance in attacking the townswomen and the 
  charm will be broken.  The heroes must succeed at an 
  opposed Diplomacy check against Urayna to convince 
  her of this.  Urayna has +4 on these checks.  For game 
  mechanics purposes, treat Urayna’s lies to protect 
  Istinstril and Istinstril’s other actions as something that 
  she’s violently opposed to and the party’s convincing her 
  of the charm as entitling her to a new saving throw 
  (which will automatically be successful).  Urayna will not 
  reveal any information about Istinstril while she is still 
  affected by his charm. 
   
   
  Once she has been released from the charm, Urayna 
  can reveal the following information: 
   
  • 
  (At APL 4 or 6) Istinstril is a man with huge horns 
  and the legs of a goat. 
  • 
  (At APL 8 or higher) Istinstril appears to be just a 
  normal man. 
  • 
  Istinstril was clever about what he did to me.  It’s so 
  obvious now, but he made sure that I believed that 
  he was living on his own in the woods and careful to 
  avoid the fiends out there. 
  • 
  I knew that he was a fiend of some kind because the 
  baby that I lost had the taint of a fiend.  But he came 
  to me and talked to me and played music for me, and 
  I believed him when he said that it was just a result 
  of the curse that plagued the lands. 
  • 
  Istinstril was probably the father of Agnena 
  Henstrel’s child. 
  • 
  I sabotaged Agnena’s defense.  If I had not been 
  concerned that the townspeople would discover my 
  relationship with Istinstril, I would have presented 
  evidence that Agnena might have been magicked. 
  • 
  I would have been able to do so much more for the 
  townswomen if I had not believed in the curse of 
  Almor. 
  • 
  I do not know where Istinstril is.  He always came to 
  me and made sure that no one else ever saw him. 
  • 
  Istinstril may have led me away from the Church of 
  Pholtus, but the fate of poor Agnena will serve as a 
  constant reminder to me of the protection that this 
  land needs Merikka and her teachings.  I believe that 
  I serve the land better by remaining in Her service. 
   
   
  Urayna will be extremely broken up and will ask the 
  heroes to leave after she has revealed the above 
  
  Curse of Almor 
   
  Page 13 
  information.  Having nowhere else to go, the heroes will 
  likely retire for the evening. 
   
  Encounter Five:  Shotgun Bride 
   
   
  This roleplaying encounter will not occur if the 
  party is made up of entirely female members, if the party 
  sleeps outside the city walls, or if the judge otherwise 
  deems that the encounter would not occur. 
   
   
  The widow in this encounter is not given a name in 
  the text of the scenario.  The judge is encouraged to give 
  her a name of the judge’s own choosing but, if the judge 
  cannot think of a suitable name, a list of suggested names 
  is provided as DM’s Aid #3. 
   
   
  The widow will choose one of the male heroes based 
  on the considerations set forth in this paragraph.  She 
  will pick a human over a half-elf, a half-elf over an elf, an 
  elf over a half-orc and will not pick a dwarf, gnome or 
  halfling at all.  She will pick a non-chaotic male character 
  (having seen the party with Detect Chaos when they 
  entered the Temple of Pholtus) if possible.  If more than 
  one suitable candidate is available, she will gravitate 
  towards a worshipper of Pholtus and then the one with a 
  positive Charisma modifier.  Because she wants someone 
  who might accept her marriage proposal, it is possible 
  that she will not propose to the character with the 
  highest Charisma modifier.  The widow will have asked 
  around town extensively about the heroes and the judge 
  is encouraged to select the hero that he believes most 
  likely to accept the widow’s proposal. 
   
   
  The widow is a reasonably attractive, 18 year old 
  female human of Oerdian descent.  She wears a wooden 
  holy symbol of Pholtus around her neck. 
   
   
  After selecting the hero to whom the widow will 
  propose, please read or paraphrase the following (the first 
  and second blanks are to insert the hero’s name and the 
  third blank is to insert the name that the judge has 
  selected for the widow): 
   
   
  When the party beds down for the night, 
  ___________________ is somewhat surprised to discover that 
  his bedroll is occupied.  The occupant appears to be a 
  female human of perhaps twenty years of age.  A 
  wooden holy symbol of Pholtus hangs about her 
  neck.  Although she is not unattractive, it almost 
  seems as if a permanent sullen look has settled on her 
  features. 
   
  She speaks to __________, “I am _____________ and I 
  would like for you to marry me and take me away 
  from this town.” 
   
   
  The widow’s husband was killed in an early attack on 
  one of the farms over one year ago.  She has been living 
  inside the town walls in the Temple of Pholtus ever since. 
   She is terrified of what might be lurking in the woods 
  and desires to marry anyone who might take her away 
  from Silverwat. 
   
   
  Any character who makes a successful check (DC 5) 
  with Bardic Knowledge, Knowledge (Law), Knowledge 
  (Nyrond), or Knowledge (Religion) will know that 
  Nyrond recognizes a form of common law marriage and 
  all that needs to be done for a couple to marry is to 
  declare themselves as man and wife.  Nevertheless, if the 
  hero accepts the widow’s strange proposal, she will ask 
  (but not insist) the hero to accompany her to Trond 
  Highstaff so that he might immediately perform a 
  Pholtan wedding ceremony.  Trond will be surprised, but 
  will perform the ceremony. 
   
   
  If asked what she can do, the widow will reply that 
  she can sew a little. 
   
   
  If the hero declines her proposal, she will leave 
  quietly in despair. 
   
   
  If the hero offers to take her from Silverwat without 
  marrying her, she will not accept because she is not sure 
  how she can establish herself and, if there are no females 
  in the party, she believes it would be improper for her to 
  travel with a group of men unless she is married to one of 
  them.  If the heroes offer her at least 10 gp and if they can 
  provide a female escort, she will leave town with the 
  heroes when they leave without marrying. 
   
   
  If the hero attempts to take advantage of the widow 
  without marrying her or if he declares himself married to 
  her and then abandons her, he will earn the Disfavor of 
  the Church of Pholtus.  A mere refusal of her proposal 
  will not earn this disfavor. 
   
   
  If the hero agrees to marry the widow, he will get the 
  certificate that includes her statistics and information. 
   
  
  Curse of Almor 
   
  Page 14 
  Encounter 6:  Zombies Never 
  Ask for Tips 
   
   
  This is a roleplaying encounter.  Portions may need 
  to be altered if the heroes stood guard during the night.  
  Please read or paraphrase the following: 
   
   
  The next morning, you are finishing up your 
  prayers or preparations for the day when you look up 
  to see a boy of approximately eight years running 
  towards you.  “Come quick!  Come quick!” he yells.  
  “Urayna said that I was supposed to bring you to the 
  front gate!” 
   
   
  If asked, the boy does not know why Urayna has 
  asked that the heroes be summoned to the front gate.  He 
  knows that something has come to the front gate this 
  morning, but they did not let it in and they would not tell 
  him what it was. 
   
   
  When the heroes decide that they want to go to the 
  front gate, please read or paraphrase the following: 
   
   
  You move across the village quickly and soon 
  arrive at the front gate.  As you step through the gate 
  and outside the walls of the village, you see a small 
  crowd gathered.  At the front of the crowd you can 
  see Trond Highstaff and Urayna Gondorn in a heated 
  discussion.  As you advance closer to them, you see 
  the immobile figure of what used to be a female 
  human, her flesh now rotting and a foul stench about 
  her. 
   
   
  The figure is a zombie.  If the heroes should try to 
  attack, turn, or destroy the zombie Urayna will attempt to 
  stop them, protesting that the zombie is a former 
  townswoman, is not trying to attack anyone, and has 
  been sent with a message for the heroes. 
   
   
  Assuming that the heroes do not attack the zombie, 
  please read or paraphrase the following: 
   
   
  Trond speaks up, “This is an abomination before 
  Pholtus!  We must destroy this thing immediately!” 
   
   
  The zombie remains immobile as Urayna 
  counters, “This is Yasha, one of our townswomen who 
  was abducted.  She was found standing here this 
  morning and she does not seem to move.  She does 
  not talk, but she bears a scroll for your party.  I have 
  asked Trond to delay destroying until after you have 
  read the message.” 
   
   
  Trond retorts to the party, “This thing is a threat 
  to our town and our children.  I have checked the 
  scroll and it does not detect chaos, evil or magic!  
  Read it and destroy her!” 
   
   
  The scroll is a sealed parchment, not in a case.  
  Writing on the outside reads “To the Party of 
  Adventurers Who Have Arrived in Silverwat”.  If the 
  players open it, give them Player Handout 5. 
   
   
  If asked, Trond will admit that he did not use his 
  detection spells to examine the zombie.  He will explain 
  that he believed that her unnatural taint was obvious. 
   
   
  If the heroes read the scroll aloud in Urayna’s 
  presence or if they let her know what the scroll says (she 
  will ask), then she will say, “Istinstril has set a trap for 
  you, I am certain of it.  If you decide to accept his 
  invitation, please be careful.  If there are any other 
  women alive in his camp like Polandra, please bring 
  them home alive.  And . . . if there are any infants, 
  please bring them as well.  I believe, with study, that 
  Merikka may show me how to remove the fiendish 
  taint from their blood.  I have heard that the Temples 
  of Pelor have successfully removed a fiendish taint 
  from innocent children in some instances.” 
   
   
  Trond will protest that if the infants are fiends then 
  the women have consorted with fiends and that the 
  infants are undoubtedly abominations that should be put 
  to death.  Urayna will counter that the women and babies 
  should be given every possible chance.  Neither of them 
  will budge from their position. 
   
   
  Additionally, Urayna will say, “I have brought a 
  scroll from Mithat with the Greater Magic Weapon 
  spell inscribed upon it.  It was cast by one of the 
  superiors of the Pholtan church.  Although it may not 
  be within my ability to cast the spell from the scroll, I 
  will certainly attempt it.  I cannot imagine that the 
  need for it will ever be greater than now.” 
   
   
  Urayna will not let the heroes keep the scroll if they 
  chose not to have it cast at this time.  She believes that 
  the village may be able to use it in the future. 
   
   
  Urayna will cast the scroll on any melee weapon that 
  the party agrees that it should be cast upon.  It is cast at 
  Caster Level 9 and therefore grants a +3 enhancement 
  bonus to the weapon upon which it is cast.  If a ranged 
  weapon is offered, she will insist that the spell should be 
  cast instead on the ammunition so that it will have a 
  better chance of overcoming any fiendish protections. 
  
  Curse of Almor 
   
  Page 15 
   
   
  Unbeknownst to Urayna, Istinstril has rifled 
  through her personal belongings on several occasions.  
  He fouled the scroll with a curse.  The curse has three 
  effects.  The first is that the user receives a + 10 fiendish 
  bonus to the Caster Level check to activate the scroll.  
  The second is that the hero must use the weapon or 
  ammunition as long as it remains in his or her possession 
  to the exclusion of any other weapon.  The third is that 
  the weapon may attack the wielder as detailed on Player 
  Handout 6.  The hero will not know that the weapon is 
  cursed until the hero has used it in combat, at which time 
  he or she may discard it. The curse will fade when the 
  Greater Magic Weapon spell expires.  Give Player 
  Handout 6 to any player whose hero accepts the casting 
  of Greater Magic Weapon. 
   
   
  If the heroes examine the zombie, details of what 
  they might find are set forth in Encounter Seven. 
   
   
  If the heroes attack the zombie, then they will not 
  have a guide to lead them to Istinstril.  The heroes may be 
  able to find the camp by using a Track check (DC 15) to 
  determine where the zombie came from, Divination 
  magics, or other methods.  If the heroes do not have 
  another way of determining how to find Istinstril, then 
  Istinstril will come to believe within a few days that the 
  heroes are amassing additional forces to use against him 
  and he and his band of fiends will flee the area.  In such 
  instance, the combat described at Encounter Eight will 
  not occur. 
   
  Encounter Seven:  Boom! 
   
   
  If the heroes follow the zombie (which requires 
  leading her by the arm), she has been programmed to 
  lead them on an unnecessarily treacherous route.  This is 
  the same route from which she came.  She will stop 
  moving unless one of the heroes is holding her arm.  The 
  judge should determine a marching order to more readily 
  adjudicate the effect of the exploding mark. 
   
   
  As the heroes approach the fiendish lair, normal 
  animals will sense the unnaturalness of the area.  A hero 
  must make a successful Handle Animal check (DC 15) to 
  keep an animal moving toward the fiendish camp.  
  Paladins’ 
  special 
  mounts, 
  familiars, 
  and 
  animal 
  companions gained by a druid, ranger, or cleric with the 
  Animal domain are able to continue without the 
  necessity of a check being made for them. 
   
   
  At APL 8 and higher, Istinstril has used a scroll to 
  scribe a mark similar to a Greater Glyph onto the 
  zombie’s rotting skin.  Unlike a Greater Glyph, however, 
  the mark is triggered if it approaches a certain area.  This 
  mark will explode if it moves within 1,000 ft of a shrine in 
  the center of Istinstril’s camp.  The mark will cause the 
  zombie to be completely destroyed and will cover every 
  character within a 15-foot radius of the zombie with a 
  thick black ichor-like substance.  Characters covered 
  with the black substance must make a successful Will 
  save (DC 19) or be subject to a Slow spell for 11 rounds.  
  If the trap is successfully disabled, then the zombie will 
  lead the heroes to Istinstril’s camp. 
   
   
  If a hero casts Detect Magic on the zombie, she will 
  radiate magic.  If a successful Spellcraft check (DC 21) is 
  made while Detect Magic is operating, the hero will 
  detect magic from the Abjuration and Transmutation 
  schools. 
   
  APL 8, 10 & 12 (EL 4) 
   
  Zombie Mark Trap:  CR 4; mark on zombie explodes for 
  no damage, but all persons standing within 15 feet need 
  to make a Will save (DC 16) or suffer the effects of a Slow 
  spell for 9 rounds; Search (DC 28); Disable Device (DC 
  28). 
   
   
  Note:  In accordance with page 167 of the Dungeon 
  Master’s Guide, overcoming the challenge of a trap 
  requires encountering the trap and either disarming it, 
  avoiding it, or surviving the damage it deals. 
   
  Encounter Eight:  Welcome 
  Wagon 
   
   
  This is a combat encounter.  Istinstril and his 
  fiendish band will attack from hiding. Istinstril and his 
  fiends will have been hiding 30 feet away (giving the 
  heroes a –3 penalty on their Spot checks).  They will 
  attack immediately after the zombie explodes or, if that 
  does not occur, when the characters are within 1000 feet 
  of their camp. 
   
  APL 4 (EL 6) 
   
  Istinstril, Fiendish Satyr, hp 22, see Appendix A 
   
  Fiendish Bugbear Lieutenants (2), hp 16 each, see 
  Appendix A. 
   
  APL 6 (EL 8) 
  Istinstril, Advanced Fiendish Satyr, hp 37, see 
  Appendix A 
  
  Curse of Almor 
   
  Page 16 
   
  Fiendish Ogre Lieutenants (3), hp 26 each, see 
  Appendix A. 
   
  APL 8 (EL 10) 
  Istinstril, Incubus (male succubus), hp 33, see Monster 
  Manual pgs 41 and 43-44. 
   
  Fiendish Ogre Bbn 1 Lieutenants (4), hp 35 each, see 
  Appendix A. 
   
  APL 10 (EL 12) 
  Istinstril, Advanced Incubus (male succubus), hp 58, 
  see Appendix A 
   
  Fiendish Ettin Lieutenants (4), hp 65 each, see 
  Appendix A. 
   
  APL 12 (EL 14) 
  Istinstril, Advanced Incubus (male succubus), hp 76, 
  see Appendix A 
   
  Fiendish Hill Giant Lieutenants (4), hp 102 each, see 
  Appendix A. 
   
  Tactics:  At APLs 6 and higher, Istinstril will drink his 
  Potion of Blur immediately before the combat begins 
  and, at APL 8 and higher, he will count on his broach of 
  shielding to absorb damage from magic missiles.  
  Istinstril will attempt to charm any armored adventurers 
  who are not wearing a holy symbol, preferring to target a 
  female hero if one is present.  If he successfully charms 
  any of the heroes, he will direct them to head toward his 
  camp and protect his wives.  The lieutenants will wade 
  into combat in the first round, attempting to smite good.  
  Istinstril will flee if he loses two-thirds or more of his hit 
  points. 
   
   
  At APL 8 and higher, Istinstril has already attempted 
  to summon a balor and failed.  He may not attempt to do 
  so again. 
   
   
  Moving through the wooded areas surrounding 
  Silverwat requires the characters or their mounts to 
  make, at the player’s option, either a Balance skill check 
  (DC 15), Reflex save (DC 20) or Wilderness Lore skill 
  check (DC 20) at the beginning of combat to keep steady 
  footing and move normally on overgrown, unfamiliar 
  terrain.  If the characters fail by 5 or less, their movement 
  rate is reduced to three-quarters of normal (rounded 
  down) for the duration of the combat; if the characters 
  fail by at least 6 but no more than 10, their movement is 
  reduced to one-half rate (rounded down) for the duration 
  of the combat; if the characters fail by at least 11, their 
  movement is reduced to one-quarter (rounded down) for 
  the duration of the combat.  In no event will a character 
  be able to move less than 5 feet per round.  The fiends of 
  the Silverwat region get a + 10 Circumstance bonus to 
  these checks.  A druid of at least 2nd level is immune to 
  this effect because of the Woodland Stride class ability. 
   
   
  After the battle is over, the heroes will discover 
  Istinstril’s camp nearby.  In the camp are three women, 
  none of them zombies but all of whom have had their 
  minds broken.  (Treat as if under the influence of a 
  Feeblemind spell.)  One of the women is pregnant, and 
  the other two are caring for half-fiend infants.  One of the 
  children has eyes like a cat’s and claws in place of its 
  fingernails and toenails.  The other child has six eyes and 
  a terrible-looking set of fangs.  The women have been 
  very badly treated and will desperately try to avoid any 
  male heroes unless a successful Diplomacy check (DC 
  11+APL) is made. 
   
   
  The players will likely want to discuss what to do 
  with the women and the infant.  Allow them to roleplay 
  the matter to the extent that time allows. 
   
   
  Encounter Nine:  In the Matter 
  of Urayna Gondorn 
   
   
  This is a roleplaying encounter.  There is an 
  experience point award for participating in the trial of 
  Urayna Gondorn. 
   
   
  When the heroes return to Silverwat, the guardsman 
  Fert Laston will immediately attempt to arrest the 
  women or the infant found in Istinstril’s camp if the 
  heroes brought them back.  He is very intimidated by the 
  heroes, so will not put up a fight about the matter.  He 
  will, however, ask them to take them to Trond at the 
  Temple of Pholtus.  If they will not go, he will go get 
  Trond and Trond will soon confront them. 
   
   
  Trond has arrested Urayna Gondorn and Polandra 
  for consorting with demons.  He intends to arrest the 
  women who were found in Istinstril’s camp if the heroes 
  brought them back to town. 
   
   
  Trond intends to hold a trial against Urayna, 
  Polandra, and any women from Istinstril’s camp who are 
  brought back to town for consorting with demons.  If 
  found guilty, the punishment will be to banish them.  He 
  is uncertain about Urayna’s claims that Istinstril forced 
  
  Curse of Almor 
   
  Page 17 
  her to act against her will and he is not certain of 
  Polandra and the other women found in Istinstril’s camp, 
  but believes that a trial is the best way to determine the 
  truth of the matter.  Although he is torn up about this, he 
  will hold the trial because it is his duty as a Pholtan to do 
  so.  He believes that Pholtus grants laws so mortals do not 
  make mistakes in their passion. 
   
   
  Trond will ask the heroes to defend the women.  If 
  there are any heroes that he believes will act as zealous 
  advocates for the prosecution, he will ask them to 
  prosecute the women. 
   
   
  Trond will also want to drown the half-fiend infants 
  if they were brought back from Istinstril’s camp.  He 
  believes them unredeemable.  Urayna will object, 
  protesting that she believes that she can find a way to 
  remove the demonic taint. 
   
   
  If the heroes do not intervene or otherwise 
  participate, Trond will try Urayna and the other women 
  before a jury of townspeople.  All of them will be found 
  guilty and banished from the town.  The infants will be 
  drowned. 
   
   
  Trond is not high enough level to cast Discern Lies.  
  He is high enough level to cast Zone of Truth, but he 
  knows that spell can be resisted without the caster 
  knowing that the spell is not effective.  (A caster does not 
  sense when creatures succeed at saving throws against 
  effect and area spells.  See the Players Handbook, page 
  150, “Succeeding at a Saving Throw.”)  If a lawful-aligned 
  spellcaster offers to cast Discern Lies, he will believe the 
  caster’s report of guilt or innocence. 
   
   
  If the heroes take the time to explain how Istinstril’s 
  charm ability worked, Trond will be willing to forego the 
  trial against the women if the heroes succeed at a 
  Diplomacy check (DC 16+APL).  Alternatively, if the 
  matter goes to trial and the heroes testify on Urayna’s 
  behalf, the jury can be convinced on a successful 
  Diplomacy check (DC 16+APL).  Should a hero act as 
  prosecutor, the fate of the women will be determined by 
  an opposed Diplomacy check between the heroes who 
  prosecuting the women and the heroes who are 
  defending the women. 
   
   
  Trond can be convinced not to drown the half-fiend 
  infants on a successful Diplomacy check (DC 20+APL). 
   
  Conclusion 
   
  The Church of Pholtus will pay the promised 
  bounty.  They will pay 300, 350, 500, 650 or 800gp 
  depending on the APL.  
   
  If the heroes capture or kill Istinstril, they will each 
  receive the Favor of Trond Highstaff, who will be willing 
  to teach any of the heroes the Greater Spell Focus feat 
  from Tome & Blood.  However, if a character receives the 
  Disfavor of the Church of Pholtus, he will not receive 
  Trond’s favor. 
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter One:  Cut to the Chase 
  Defeat the fiendish pursuer 
   
   
  APL 4 
  180 xp 
   
  APL 6 
  240 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  APL 12 
  360 xp 
   
  Encounter Three:  Some of My Best Friends Are 
  Ogre Barbarians 
   
  Defeat the fiends 
   
  APL 4 
  180 xp 
   
  APL 6 
  240 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  APL 12 
  360 xp 
   
  Encounter Seven:  Boom! 
  Overcoming the Zombie Mark trap 
   
   
  APL 4 & 6 
  0 xp 
   
  APL 8-12 
  120 xp 
   
  Encounter Eight:  Welcome Wagon 
  Defeat Istinstril and his band of fiends 
  
  Curse of Almor 
   
  Page 18 
   
   
  APL 4 
  180 xp 
   
  APL 6 
  240 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  420 xp 
   
  Encounter Nine:  In the Matter of Urayna 
  Gondorn 
  Participate in Urayna’s trial 
   
   
  APL 4 
  90 xp 
   
  APL 6 
  120 xp 
   
  APL 8 
  150 xp 
   
  APL 10 
  180 xp 
   
  APL 12 
  210 xp 
   
  Possible Roleplaying Awards 
   
   
  APL 4 
  45 xp 
   
  APL 6 
  60 xp 
   
  APL 8 
  75 xp 
   
  APL 10 
  90 xp 
   
  APL 12 
  105 xp 
   
   
  Total Possible Experience 
   
   
  APL 4 
  675 xp 
   
  APL 6 
  900 xp 
   
  APL 8 
  1,125 xp 
   
  APL 10 
  1,350 xp 
   
  APL 12 
  1,575 xp 
   
  Note that the sum of all the experience for the 
  encounters may exceed the Total Possible Experience.  In 
  such instance, award no more than the Total Possible 
  Experience. 
   
  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 (that is, 
  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 
  bodies, 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 in this 
  adventure.  Many times characters must cast identify, 
  analyze dweomer, or similar spells 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 
  treasures 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.  
   
  Treasure Key: 
   
  L = Looted gear from enemy; C = Coins, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One:  Cut to the Chase 
  Defeat the pursuer and take its gear. 
   
   
  APL 4:  L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 6:  L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 8:  L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 10:  L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 12:  L: 20 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Three:  Some of My Best Friends Are 
  Ogre Barbarians 
   
  Defeat the fiends and take their gear. 
   
  APL 4:  L: 70 gp; C: 0 gp; M: 0 gp. 
   
  APL 6:  L: 210 gp; C: 0 gp; M: 0 gp. 
   
  APL 8:  L: 210 gp; C: 0 gp; M: 0 gp. 
   
  APL 10:  L: 260 gp; C: 0 gp; M: 0 gp. 
   
  APL 12:  L: 1,010 gp; C: 0 gp; M: 0 gp. 
   
  
  Curse of Almor 
   
  Page 19 
  Encounter Eight:  Welcome Wagon 
  Defeat Istinstril and his band and take their gear 
   
   
  APL 4: L: 63 gp; C: 0 gp; M: Cloak of 
  Resistance, +1 (Value 83 gp per character). 
   
  APL 6: L: 93 gp; C: 27 gp; M: Cloak of 
  Resistance, +1 (Value 83 gp per character); 2 
  Potions of Blur (Value 25 gp per character). 
   
  APL 8: L: 321 gp; C: 31 gp; M: Broach of 
  Shielding (Value 125 gp per character); Cloak 
  of Resistance, +1 (Value 83 gp per character); 
  2 Potions of Blur (Value 25 gp per character) 
   
  APL 10: L: 220 gp; C: 36 gp; M: Broach of 
  Shielding (Value 125 gp per character); Chain 
  Shirt, +2 (Value 354 gp per character); Cloak 
  of Resistance, +2 (Value 333 gp per character); 
  2 Potions of Blur (Value 25 gp per character). 
   
  APL 12: L: 108 gp; C: 39 gp; M: Cloak of 
  Resistance, +2 (Value 333 gp per character); 
  Ring of Protection, +1 (Value 166 gp per 
  character); Broach of Shielding (Value 125 gp 
  per character); Chain Shirt, +2 (Value 354 gp 
  per character); 6 Potions of Blur (Value 25 gp 
  per character); Dust of Appearance (Value 
  175gp per character). 
   
  Conclusion 
  Bounty paid by the Church of Pholtus 
   
   
  APL 4: L: 0 gp; C: 300 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 350 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 500 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 650 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 800 gp; M: 0 gp. 
   
  Total Possible Treasure 
   
   
  APL 4: 520 gp. 
   
  APL 6: 800 gp. 
   
  APL 8: 1,250 gp. 
   
  APL 10: 2,032 gp. 
   
  APL 12: 2,980 gp. 
   
   
  Note that the sum of all the treasure for the 
  encounters will likely exceed the Total Possible 
  Treasure.  In such instance, award no more than 
  the Total Possible Treasure. 
   
  Effective in CY 593, the treasure amounts 
  shown in this section are after-tax amounts.  The 
  Kingdom of Nyrond has already collected its 
  share of taxes.  It is no longer necessary for a 
  hero to pay taxes on his or her Adventure 
  Record because the amount received are after-
  tax amounts. 
  
  Curse of Almor 
   
  Page 20 
   
  Special 
   
  Favor of Trond Highstaff – For helping the thorp of 
  Silverwat, you have earned the favor of Trond Highstaff, 
  cleric of Pholtus.  Trond can teach you the Greater Spell 
  Focus feat found on page 40 of the Tome & Blood book 
  or upgrade a single piece of armor, a weapon or a shield to 
  a +2 bonus at the price listed for such an upgrade. 
   
  If you select the feat, you must spend 2 Time Units 
  training with Trond to learn the feat.  These Time Units 
  need not be spent immediately, but must be spent before 
  selecting the feat.  You cannot take the feat until a new 
  feat would normally be available to you and you meet all 
  the feat’s prerequisites. 
   
  Otherwise, Trond will use the divine power of 
  Pholtus to upgrade your weapon, armor, or shield to +2.  
  Trond will only increase the enhancement bonus on the 
  item, and will not enchant it with any special abilities.  
  All relevant rules from the Living Greyhawk Campaign 
  apply to this +2 Upgrade.  (Frequency: Regional). 
   
  Bride – The hero married a human female commoner of 
  Oerdian descent who was born in CY 575 and who 
  devoutly worships Pholtus.   
   
  The bride’s name is ____________________.  Female human 
  Com1; hp 5; Init +0; AC 10 (touch 10, flat-footed 10); Atk 
  -1 melee (1d3-1 subdual, unarmed strike); AL LG; SV Fort 
  +1, Ref +0, Will +1; Str 9, Dex 11, Con 13, Int 10, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Knowledge (Pholtus) +3, Profession 
  Seamstress +4; Skill Focus (Knowledge (Pholtus)). 
   
  Possessions:  Commoner’s outfit. 
   
  At the beginning of every adventure set in Nyrond and 
  after electing to pay at least standard upkeep for lifestyle 
  cost, the player may elect to roll a d20 and consult the 
  following table: 
   
  1 – The bride dies.  The bride dies of a plague that 
  terrorizes the hero’s home area.  The hero must expend 3 
  TU mourning and 100 gp for funeral arrangements.  The 
  player cannot roll on this table again. 
  2 – The bride spends.  The bride has overextended her tab 
  with the local merchants.  The hero must either pay 50 gp 
  to secure her release from Debtor’s Prison or spend 1 TU 
  in Debtor’s Prison himself. 
  3 – The bride tithes.  Officials of the Church of Pholtus 
  present the hero with a draft that the bride signed.  The 
  hero must pay 36 gp. 
  4 – The bride pays tribute.  The bride pays a tithe to the 
  Temple of Merikka to try to provide the hero a male heir. 
  The hero must pay 25 gp. 
  5 – The bride nags.  Because of the bride’s mood, the 
  tavern is more welcoming than the hero’s home.  The 
  hero must pay 3 gp. 
  6-15 – No effect. 
  16 – The bride worships.  Because of his bride’s 
  devoutness, the hero receives a +2 Circumstance bonus 
  to any Charisma-based skill checks with the officials of 
  the Church of Pholtus during the adventure. 
  17 – The bride works.  The bride performs some 
  seamstress work for a local gnome widower.  The hero 
  receives an additional 10 gp. 
  18 – The bride gives.  The bride has scrimped and saved 
  to give a gift.  The hero receives an additional 20 gp. 
  19 – The bride networks.  The bride has spoken so highly 
  of the hero to a local merchant that the merchant paid 
  the hero a retainer in case he ever needs the hero’s 
  services.  The hero receives an additional 40 gp. 
  20 – The bride hosts.  The bride throws a party.  Many 
  people for whom the hero has adventured send gifts.  The 
  hero receives an additional 50 gp times his Charisma 
  modifier (minimum 50gp) level, but must spend 1 TU 
  attending the party. 
   
  Any amount paid because of rolling on this table should 
  be entered in the “Other Coin” section of the Adventure 
  Certificate for the adventure being played.  Any amount 
  gained because of rolling on this table should be entered 
  in the “Gp Gained” section of the Adventure Record for 
  the adventure being played. 
   
  Disfavor of the Church of Pholtus – The hero has 
  taken advantage of a widow in Silverwat and misled her 
  with false promises.  Members of the Church of Pholtus 
  refuse to have anything to do with the hero.  The hero 
  may never again participate in any adventure set in the 
  Kingdom of Nyrond initiated by the Church of Pholtus. 
  In adventures set in the Kingdom of Nyrond in which 
  the hero otherwise interacts with officials of the Church 
  of Pholtus, there is a 50% chance that such officials will 
  know of the hero’s treatment of the widow and refuse to 
  associate with him or his companions if he is seen with 
  them.  The player must show this disfavor to the judge at 
  the beginning of every scenario. 
   
   
  Adventure Record Access 
   
  APL 4 
  • 
  Cloak of Resistance +1 (Frequency Adventure; 
  1,000gp; DMG) 
  
  Curse of Almor 
   
  Page 21 
  • 
  Wand of Cure Light Wounds (Frequency: Regional; 
  2nd Caster Level; 750gp; DMG) 
   
  APL 6: 
   
  APL 8: 
  • 
  Broach 
  of 
  Shielding 
  (Frequency: 
  Adventure; 
  1,500gp; DMG) 
  • 
  Wand of Cure Moderate Wounds (Frequency: 
  Regional; 4th Caster Level; 4,500gp; DMG) 
   
  APL 10: 
  • 
  Chain Shirt +2 (Frequency: Adventure; 4,250 gp; 
  DMG) 
  • 
  Cloak of Resistance +2 (Frequency: Adventure; 
  4,000gp; DMG) 
   
  APL 12: 
  • 
  Dust 
  of 
  Appearance 
  (Frequency: 
  Adventure; 
  2,100gp; DMG) 
  
  Curse of Almor 
   
  Page 22 
  Appendix A:  Fiends of Almor 
   
  Encounter One 
   
  APL 4 (EL 6) 
  �Fiendish ogre Bbn3: CR 6; Large giant; HD 4d8+8 
  and 3d12+6; hp 61; Init +3; Spd 40 ft; AC 16 (touch 8, 
  flat-footed 16) [[-1 Dex, –1 size, +5 natural, +3 hide]]; 
  Atk +11 melee (2d6+7, huge greatclub), +4 ranged 
  (1d8+5, Large javelin); Reach 10 ft; SA Rage 1/day, 
  Smite Good 1/day (+7 to Damage); SQ Uncanny Dodge 
  (Dex bonus to AC), Darkvision 60 ft,  Cold, Fire 
  Resistance 
  10; 
  Damage 
  reduction 
  5/+1, 
  Spell 
  Resistance 14; AL CE; SV Fort +9, Ref +1, Will +2; Str 
  21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +8, Spot +8; 
  Improved Initiative, Toughness, Weapon Focus 
  (greatclub). 
   
  Equipment:  Greatclub, 5 Large javelins, hide 
  armor. 
   
  Rage: When raging, the creature’s hit points 
  increase to 70, its melee attack increases to +13 and 
  damage from its melee attack increases to 2d6+10, its 
  AC reduces to 14. 
   
  APL 6 (EL 8) 
  �Fiendish ettin Bbn1: CR 7; Large giant; HD 
  10d8+20 and 1d12+2; hp 85; Init +3; Spd 40 ft; AC 18 
  (touch 8, flat-footed 19) [[-1 Dex, –1 size, +7 natural, +3 
  hide]]; Atk +14/+9 melee (1d10+6, greatclub) and 
  +14/+9 melee (1d10+6, greatclub), +6/+1 ranged 
  (1d8+6, 
  longspear) 
  and 
  +6/+1 
  ranged 
  (1d8+6, 
  longspear); Reach 10 ft; SA Superior Two Weapon 
  Fighting, Smite Good 1/day (+11 to Damage); SQ 
  Darkvision 90 ft,  Cold, Fire Resistance 15; Damage 
  reduction 5/+2, Spell Resistance 22; AL CE; SV Fort 
  +11, Ref +2, Will +3; Str 23, Dex 8, Con 15, Int 6, Wis 
  10, Cha 11. Height 13 ft. 
   
  Skills and Feats: Listen +11, Search +0,  Spot +11; 
  Alertness, Improved Initiative, Power Attack, Weapon 
  Focus (greatclub). 
   
  Equipment:  2 greatclubs, hide armor. 
    
  Superior Two-Weapon Fighting (Ex): An ettin 
  fights with a club or spear in each hand.  Because each 
  of its two heads controls an arm, the ettin does not 
  suffer an attack or damage penalty for attacking with 
  two weapons. 
   
  Rage: When raging, the creature’s hit points 
  increase to 96, its melee attack increases to +16/+11 
  and damage from its melee attack increases to 1d10+8, 
  its AC reduces to 16. 
   
  APL 8 (EL 8) 
  �Fiendish ettin Bbn1: CR 7; Large giant; HD 
  10d8+20 and 1d12+2; hp 85; Init +3; Spd 40 ft; AC 18 
  (touch 8, flat-footed 19) [[-1 Dex, –1 size, +7 natural, +3 
  hide]]; Atk +14/+9 melee (1d10+6, greatclub) and 
  +14/+9 melee (1d10+6, greatclub), +6/+1 ranged 
  (1d8+6, 
  longspear) 
  and 
  +6/+1 
  ranged 
  (1d8+6, 
  longspear); Reach 10 ft; SA Superior Two Weapon 
  Fighting, Smite Good 1/day (+11 to Damage); SQ 
  Darkvision 90 ft,  Cold, Fire Resistance 15; Damage 
  reduction 5/+2, Spell Resistance 22; AL CE; SV Fort 
  +11, Ref +2, Will +3; Str 23, Dex 8, Con 15, Int 6, Wis 
  10, Cha 11. Height 13 ft. 
   
  Skills and Feats: Listen +11, Search +0,  Spot +11; 
  Alertness, Improved Initiative, Power Attack, Weapon 
  Focus (greatclub). 
   
  Equipment:  2 greatclubs, hide armor. 
    
  Superior Two-Weapon Fighting (Ex): An ettin 
  fights with a club or spear in each hand.  Because each 
  of its two heads controls an arm, the ettin does not 
  suffer an attack or damage penalty for attacking with 
  two weapons. 
   
  Rage: When raging, the creature’s hit points 
  increase to 96, its melee attack increases to +16/+11 
  and damage from its melee attack increases to 1d10+8, 
  its AC reduces to 16. 
   
  APL 10 (EL 10) 
  �Fiendish stone giant: CR 10; Large giant; HD 
  14d8+56; hp 126; Init +2; Spd 30 ft; AC 25 (touch 11, 
  flat-footed 23) [[+2 Dex, –1 size, +11 natural, +3 hide]]; 
  Atk +17/+12 melee (2d6+12, huge greatclub), +12/+7 
  ranged (2d8+8, rock); Reach 10 ft; SA Rock Throwing, 
  Smite Good 1/day (+14 to Damage); SQ Rock 
  Catching, Darkvision 60 ft,  Cold, Fire Resistance 20; 
  Damage reduction 10/+3, Spell Resistance 25; AL NE; 
  SV Fort +13, Ref +6, Will +4; Str 27, Dex 15, Con 19, Int 
  10, Wis 10, Cha 11. Height 12 ft. 
   
  Skills and Feats: Climb +10, Hide +0, Jump +10,  
  Spot +3; Combat Reflexes, Point Blank Shot, Power 
  Attack, Precise Shot.  
   
  Equipment:  Huge greatclub, 15 throwing rocks, 
  hide armor. 
    
  Rock Throwing (Ex): Adult giants receive a +1 
  racial bonus when throwing rocks.  Stone giants may 
  throw rocks weighing 40-50 lbs each up to 5 range 
  increments of 180 ft. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles 
  of similar shape).  Once per round, a giant that would 
  
  Curse of Almor 
   
  Page 23 
  normally be hit by a rock can make a Reflex save to 
  catch it as a free action.  The DC is 15 for a Small rock, 
  20 for a Medium-size rock, and 25 for a Large rock.  A 
  stone giant receives a +4 racial bonus when attempting 
  to catch a thrown rock.  (If the projectile has a magical 
  bonus to attack, the DC increases by that amount.  The 
  giant must be ready for and aware of the attack. 
   
  APL 12 (EL 12) 
  �Fiendish frost giant Bbn1: CR 12; Large giant; HD 
  14d8+70 and 1d12+15; hp 157; Init -1; Spd 50 ft; AC 21 
  (touch 8, flat-footed 22) [[-1 Dex, –1 size, +9 natural, +4 
  chain shirt]]; Atk +20/+15 melee (2d8+13, huge 
  greataxe), +10/+5 ranged (2d6+9, rock); Reach 10 ft; SA 
  Rock Throwing, Smite Good 1/day (+15 to Damage), 
  Rage (1/day); SQ Rock Catching, Cold Subtype, 
  Darkvision 60 ft,  Cold, Fire Resistance 20; Damage 
  reduction 10/+3, Spell Resistance 25, Fast Movement, 
  Uncanny Dodge (Dex bonus to AC); AL CE; SV Fort 
  +17, Ref +4, Will +5; Str 29, Dex 9, Con 21, Int 10, Wis 
  10, Cha 11. Height 15 ft. 
   
  Skills and Feats: Climb +13, Intimidate +4, Jump 
  +13, Listen +4, Spot +7, Swim +20, Wilderness Lore +4; 
  Cleave, Great Cleave, Power Attack, Sunder, Weapon 
  Focus (Huge Greataxe).  
   
  Equipment:  huge greataxe, 15 throwing rocks, 
  chain shirt. 
    
  Rock Throwing (Ex): Adult giants receive a +1 
  racial bonus when throwing rocks.  Frost giants may 
  throw rocks weighing 40-50 lbs each up to 5 range 
  increments of 120 ft. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles 
  of similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to 
  catch it as a free action.  The DC is 15 for a Small rock, 
  20 for a Medium-size rock, and 25 for a Large rock.  (If 
  the projectile has a magical bonus to attack, the DC 
  increases by that amount.  The giant must be ready for 
  and aware of the attack. 
   
  Cold Subtype (Ex): Cold immunity; double 
  damage from fire except on a successful save. 
   
  Rage: When raging, the creature’s hit points 
  increase to 193, its melee attack increases to +24/+17 
  and damage from its melee attack increases to 2d8+15, 
  its AC reduces to 19. 
   
  Encounter Three 
   
  APL 4 (EL 6) 
  �Fiendish ogres (3): CR 3; Large giant; HD 4d8+8; hp 
  26; Init -1; Spd 40 ft; AC 17 (touch 8, flat-footed 18) [[-1 
  Dex, –1 size, +5 natural, +4 chain shirt]]; Atk +10 melee 
  (2d6+7, masterwork huge greatclub), +1 ranged 
  (1d8+5, Large javelins); Reach 10 ft; SA Smite Good 
  1/day (+4 to Damage); SQ Darkvision 60 ft,  Cold, Fire 
  Resistance 
  10; 
  Damage 
  reduction 
  5/+1, 
  Spell 
  Resistance 8; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +2, Spot +2; 
  Weapon Focus (huge greatclub).  
   
  Equipment:  Masterwork huge greatclub, 5 Large 
  javelins, chain shirt. 
   
  APL 6 & 8 (EL 8) 
  �Fiendish ogres (6): CR 3; Large giant; HD 4d8+8; hp 
  26; Init -1; Spd 40 ft; AC 17 (touch 8, flat-footed 18) [[-1 
  Dex, –1 size, +5 natural, +4 chain shirt]]; Atk +10 melee 
  (2d6+7, masterwork huge greatclub), +1 ranged 
  (1d8+5, Large javelin); Reach 10 ft; SA Smite Good 
  1/day (+4 to Damage); SQ Darkvision 60 ft,  Cold, Fire 
  Resistance 
  10; 
  Damage 
  reduction 
  5/+1, 
  Spell 
  Resistance 8; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +2, Spot +2; 
  Weapon Focus (huge greatclub). 
   
  Equipment:  Masterwork huge greatclub, 5 Large 
  javelins, chain shirt. 
   
  APL 10 (EL 10) 
  �Fiendish ogre Bbn4 (2): CR 8; Large giant; HD 
  4d8+12 and 4d12+12; hp 70; Init +3; Spd 40 ft; AC 18 
  (touch 8, flat-footed 17) [[-1 Dex, –1 size, +5 natural, +5 
  breastplate]]; Atk +14/+9 melee (2d6+7, masterwork 
  huge greatclub), +5/+0 ranged (1d8+5, Large javelin); 
  Reach 10 ft; SA Rage 2/day, Smite Good 1/day (+8 to 
  Damage); SQ Uncanny Dodge (Dex bonus to AC), 
  Darkvision 60 ft,  Cold, Fire Resistance 10; Damage 
  reduction 5/+1, Spell Resistance 16; AL CE; SV Fort 
  +11, Ref +1, Will +2; Str 21, Dex 8, Con 16, Int 6, Wis 
  10, Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +8, Spot +8; 
  Combat Reflexes, Improved Initiative, Weapon Focus 
  (huge greatclub).  
   
  Equipment:  Masterwork huge greatclub, 5 Large 
  javelins, breastplate. 
   
  Rage: When raging, the creature’s hit points 
  increase to 86, its melee attacks increase to +16/+11 
  and damage from its melee attacks increase to 2d6+10, 
  its AC reduces to 16. 
   
  APL 12 (EL 12) 
  �Fiendish ogre Bbn5 (3): CR 9; Large giant; HD 
  4d8+12 and 5d12+15; hp 85; Init +3; Spd 40 ft; AC 18 
  
  Curse of Almor 
   
  Page 24 
  (touch 8, flat-footed 17) [[-1 Dex, –1 size, +5 natural, +5 
  breastplate]]; Atk +15/+10 melee (2d6+7, masterwork 
  huge greatclub), +7/+2 ranged (1d8+5, masterwork 
  Large javelin); Reach 10 ft; SA Rage 2/day, Smite Good 
  1/day (+9 to Damage); SQ Uncanny Dodge (Dex bonus 
  to AC), Darkvision 60 ft,  Cold, Fire Resistance 15; 
  Damage reduction 5/+2, Spell Resistance 18; AL CE; 
  SV Fort +11, Ref +1, Will +2; Str 21, Dex 8, Con 16, Int 
  6, Wis 10, Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +9, Spot +9; 
  Combat Reflexes, Improved Initiative, Weapon Focus 
  (huge greatclub).  
   
  Equipment:  Masterwork huge greatclub, 5 
  masterwork Large javelins, breastplate. 
   
  Rage: When raging, the creature’s hit points 
  increase to 103, its melee attacks increase to +17/+12 
  and damage from its melee attacks increases to 2d6+10, 
  its AC reduces to 16. 
   
  Encounter Eight 
   
  APL 4 (EL 6) 
  �Istinstril, fiendish satyr: CR 5; Medium-size fey; HD 
  5d6+5; hp 22; Init +1; Spd 40 ft; AC 15 (touch 11, flat-
  footed 14) [[+1 Dex, +4 natural]]; Atk +2 melee (1d6, 
  gore) and –3 melee (1d4, dagger), +3 ranged (1d6, 
  shortbow); SA Pipes, Smite Good 1/day (+5 to 
  Damage); SQ Darkvision 60 ft,  Cold, Fire Resistance 
  10; Damage reduction 5/+1, Spell Resistance 10; AL 
  CE; SV Fort +3, Ref +6, Will +6; Str 10, Dex 13, Con 12, 
  Int 12, Wis 13, Cha 13. 
   
  Skills and Feats: Bluff +9, Hide +13, Listen +15, 
  Perform (dance, lyre, pan pipes, sing), +9, Spot +15; 
  Alertness, Dodge, Mobility.  
   
  Equipment:  Masterwork pan pipes, Cloak of 
  Resistance, +1.  
   
  Note:  Bonus from Cloak of Resistance is already 
  reflected in saving throws shown above. 
    
  Pipes (Su): Satyrs can play a variety of magical 
  tunes on their pan pipes.  When it plays, all creatures 
  within a 60-foot spread (except satyrs) must succeed at 
  a Will save (DC 14) or be affected by charm person, 
  sleep or fear, as the spells cast by a 10th-level sorcerer 
  (the satyr chooses the tune and its effect).  In the hands 
  of other beings, these pipes have no special powers.  A 
  creature that successfully saves against any of the 
  pipe’s effects cannot be affected by the same set of 
  pipes again for one day. 
   
  �Fiendish bugbears (2): CR 2; Medium-sized 
  goblinoid; HD 3d8+3; hp 16; Init +1; Spd 30 ft; AC 17 
  (touch 11, flat-footed 16) [[+1 Dex, +3 natural, +2 
  leather, +1 small shield]]; Atk +5 melee (1d8+2, 
  masterwork morningstar), +3 ranged (1d6+2, javelin); 
  SA Smite Good 1/day (+3 to Damage); SQ Darkvision 
  60 ft,  Cold, Fire Resistance 5; Spell Resistance 6; AL 
  CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +2, Listen +3, Move 
  Silently +6, Spot +3; Alertness.  
   
  Equipment:  Masterwork morningstar, 5 javelins, 
  Leather armor, small wooden shield 
   
  APL 6 (EL 8) 
  �Istinstril, fiendish satyr (advanced): CR 7; Medium-
  size fey; HD 8d6+8; hp 37; Init +1; Spd 40 ft; AC 15 
  (touch 11, flat-footed 14) [[+1 Dex, +4 natural]]; Atk +4 
  melee (1d6, gore) and –2 melee (1d4, dagger), +5 
  ranged (1d6, shortbow); SA Pipes, Smite Good 1/day 
  (+8 to Damage); SQ Darkvision 60 ft,  Cold, Fire 
  Resistance 
  15; 
  Damage 
  reduction 
  5/+2, 
  Spell 
  Resistance 16; AL CE; SV Fort +4, Ref +8, Will +8; Str 
  10, Dex 13, Con 12, Int 12, Wis 13, Cha 13. 
   
  Skills and Feats: Bluff +9, Hide +15, Listen +17, 
  Perform (dance, lyre, pan pipes, sing), +9, Spot +17; 
  Alertness, Dodge, Mobility.  
   
  Equipment:  Masterwork pan pipes, Cloak of 
  Resistance, +1, Potion of Blur (x2), 162 gp.  
   
  Note:  Bonus from Cloak of Resistance is already 
  reflected in saving throws shown above. 
    
  Pipes (Su): Satyrs can play a variety of magical 
  tunes on their pan pipes.  When it plays, all creatures 
  within a 60-foot spread (except satyrs) must succeed at 
  a Will save (DC 14) or be affected by charm person, 
  sleep or fear, as the spells cast by a 10th-level sorcerer 
  (the satyr chooses the tune and its effect).  In the hands 
  of other beings, these pipes have no special powers.  A 
  creature that successfully saves against any of the 
  pipe’s effects cannot be affected by the same set of 
  pipes again for one day. 
   
  �Fiendish ogres (3): CR 3; Large giant; HD 4d8+8; hp 
  26; Init -1; Spd 30 ft; AC 16 (touch 8, flat-footed 17) [[-1 
  Dex, –1 size, +5 natural, +3 hide]]; Atk +10 melee 
  (2d6+7, huge greatclub), +1 ranged (1d8+5, Large 
  javelin); Reach 10 ft; SA Smite Good 1/day (+4 to 
  Damage); SQ Darkvision 60 ft,  Cold, Fire Resistance 
  10; Damage reduction 5/+1, Spell Resistance 8; AL CE; 
  SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, 
  Wis 10, Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +2, Spot +2; 
  Weapon Focus (masterwork huge greatclub).  
   
  Equipment:  Masterwork huge greatclub, 5 Large 
  javelins, hide armor. 
   
  
  Curse of Almor 
   
  Page 25 
  APL 8 (EL 10) 
   
  �Istinstril, incubus (male succubus), hp 33, See pages 
  41 and 43-44 of the Monster Manual. 
   
  Equipment:  Chain shirt, Cloak of Resistance, +1, 
  Potion of Blur (x2), Broach of Shielding, 187 gp. 
   
  Note: 
  Istinstril has an AC of 24 because of 
  the chain shirt that he is wearing.  He receives a +1 
  resistance bonus to his saving throws because of the 
  Cloak of Resistance. 
   
  �Fiendish ogre Bbn1 (4): CR 4; Large giant; HD 
  4d8+8 and 1d12+2; hp 35; Init +3; Spd 40 ft; AC 16 
  (touch 8, flat-footed 17) [[-1 Dex, –1 size, +5 natural, +3 
  hide]]; Atk +11 melee (2d6+7, masterwork huge 
  greatclub), +2 ranged (1d8+5, Large javelin); Reach 10 
  ft; SA Rage 1/day, Smite Good 1/day (+5 to Damage); 
  SQ Darkvision 60 ft,  Cold, Fire Resistance 10; Damage 
  reduction 5/+1, Spell Resistance 10; AL CE; SV Fort +8, 
  Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, 
  Cha 7. Height 10 ft. 
   
  Skills and Feats: Climb +4, Listen +6, Spot +6; 
  Improved Initiative, Weapon Focus (huge greatclub).  
   
  Equipment:  Masterwork huge greatclub, 5 Large 
  javelins, hide armor. 
   
  Rage: When raging, the creature’s hit points 
  increase to 45, its melee attack increases to +13 and 
  damage from its melee attack increases to 2d6+10, its 
  AC reduces to 14. 
   
  APL 10 (EL 12) 
  �Istinstril, incubus (male succubus, advanced):  CR 
  10; Medium-size outsider (chaotic, evil); HD 9d8+9; hp 
  58; Init +5; Spd 30 ft, fly 50 ft (average); AC 25 (touch 
  11, flat-footed 24) [[+1 Dex, +9 natural, +5 chain shirt, 
  +1]]; Atk +10 melee (1d3+1, 2 claws); SA Spell-like 
  abilities, Energy Drain, Summon Tanar’ri, Alternate 
  Form, Tongues; SQ Telepathy, Poison and Electrical 
  Immunity, Cold, Fire and Acid Resistance 20; Damage 
  reduction 20/+2, Spell Resistance 12; AL CE; SV Fort 
  +8, Ref +8, Will +9; Str 13, Dex 13, Con 13, Int 16, Wis 
  14, Cha 20. 
   
  Skills and Feats: Bluff +14, Concentration +10, 
  Disguise +14, Escape Artist +10, Hide +10, Knowledge 
  (Religion) +12, Listen +19, Move Silently +10, Ride 
  +10, Search +12, Spot +19; Dodge, Improved Initiative, 
  Mobility.  
   
  Equipment: Chain shirt, +1, Cloak of Resistance, 
  +1, Potion of Blur (x2), Broach of Shielding, 217 gp. 
   
  Note:  Bonus from Cloak of Resistance is already 
  reflected in saving throws shown above. 
  Spell-
  like 
  abilities: 
   
  At 
  will—charm 
  monster, 
  clairaudience/clairvoyance, darkness, desecrate, detect 
  good, detect thoughts, doom, ethereal jaunt (self plus 
  50 pounds of objects only), suggestion, and teleport 
  without error (self plus 50 pounds of objects only); 
  1/day—unholy blight.  These abilities are as the spells 
  cast by a 12th-level sorcerer (save DC 15+spell level). 
   
  Energy Drain (su):  An incubus drains energy 
  from a mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim.  If the victim is 
  not willing to be kissed, the incubus must start a 
  grapple, which provokes an attack of opportunity.  The 
  incubus’ kiss or embrace inflicts one negative level; the 
  victim must succeed at a Wisdom check (DC 15) to 
  even notice.  The Fortitude save to remove the negative 
  level has a DC of 18. 
   
  Summon Tanar’ri (su):  Once per day an incubus 
  can attempt to summon one balor with a 10% chance of 
  success. 
   
  Alternate Form (su):  Incubi can assume any 
  humanoid form of Small to Large size as a standard 
  action.  This ability is similar to the polymorph self 
  spell but allows only humanoid forms.  While using 
  this ability, the incubus gains a +10 circumstance 
  bonus to Disguise checks. 
   
  Tongues (su):  An incubus has a permanent 
  tongues ability as the spell cast by a 12th-level sorcerer.  
  Incubi usually use verbal communication with morals 
  and save telepathic communication for conversing 
  with other fiends. 
   
  Skills:  Incubi receive a +8 racial bonus to Listen 
  and Spot checks. 
   
  �Fiendish ettins (4): CR 7; Large giant; HD 10d8+20; 
  hp 65; Init +3; Spd 30 ft; AC 18 (touch 8, flat-footed 19) 
  [[-1 Dex, –1 size, +7 natural, +3 hide]]; Atk +13/+8 
  melee (1d10+6, masterwork greatclub) and +13/+8 
  melee (1d10+6, masterwork greatclub), +5/+0 ranged 
  (1d8+6, 
  longspear) 
  and 
  +5/+0 
  ranged 
  (1d8+6, 
  longspear); Reach 10 ft; SA Superior Two Weapon 
  Fighting, Smite Good 1/day (+10 to Damage); SQ 
  Darkvision 90 ft,  Cold, Fire Resistance 15; Damage 
  reduction 5/+2, Spell Resistance 20; AL CE; SV Fort +9, 
  Ref +2, Will +3; Str 23, Dex 8, Con 15, Int 6, Wis 10, 
  Cha 11. Height 13 ft. 
   
  Skills and Feats: Listen +10, Search +0,  Spot +10; 
  Alertness, Improved Initiative, Power Attack.  
   
  Equipment:  Masterwork greatclub (x2), 5 
  longspears, hide armor. 
    
  Superior Two-Weapon Fighting (Ex): An ettin 
  fights with a club or spear in each hand.  Because each 
  of its two heads controls an arm, the ettin does not 
  suffer an attack or damage penalty for attacking with 
  two weapons. 
   
  
  Curse of Almor 
   
  Page 26 
  APL 12 (EL 14) 
  �Istinstril, incubus (male succubus, advanced):  CR 
  11; Medium-size outsider (chaotic, evil); HD 12d8+12; 
  hp 76; Init +5; Spd 30 ft, fly 50 ft (average); AC 26 
  (touch 12, flat-footed 25) [[+1 Dex, +9 natural, +1 
  defection, +5 chain shirt, +1]]; Atk +13 melee (1d3+1, 2 
  claws); SA Spell-like abilities, Energy Drain, Summon 
  Tanar’ri, Alternate Form, Tongues; SQ Telepathy, 
  Poison and Electrical Immunity, Cold, Fire and Acid 
  Resistance 20; Damage reduction 20/+2, Spell 
  Resistance 12; AL CE; SV Fort +13, Ref +11, Will +12; 
  Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20. 
   
  Skills and Feats: Bluff +17, Concentration +13, 
  Disguise +17, Escape Artist +13, Hide +13, Knowledge 
  (Religion) +15, Listen +22, Move Silently +13, Ride 
  +13, Search +15, Spot +22; Dodge, Great Fortitude, 
  Improved Initiative, Mobility.  
   
  Equipment: Chain shirt, +1, Cloak of Resistance, 
  +2, Ring of Protection, +1, Potion of Blur (x2), Broach 
  of Shielding, 237 gp. 
   
  Note:  Bonus from Cloak of Resistance is already 
  reflected in saving throws shown above. 
   
  Spell-like abilities:  At will—charm monster, 
  clairaudience/clairvoyance, darkness, desecrate, detect 
  good, detect thoughts, doom, ethereal jaunt (self plus 
  50 pounds of objects only), suggestion, and teleport 
  without error (self plus 50 pounds of objects only); 
  1/day—unholy blight.  These abilities are as the spells 
  cast by a 12th-level sorcerer (save DC 15+spell level). 
  Energy Drain (su):  An incubus drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim.  If the victim is not 
  willing to be kissed, the incubus must start a grapple, 
  which provokes an attack of opportunity.  The incubus’ 
  kiss or embrace inflicts one negative level; the victim 
  must succeed at a Wisdom check (DC 15) to even 
  notice.  The Fortitude save t remove the negative level 
  has a DC of 18. 
   
  Summon Tanar’ri (su):  Once per day an incubus 
  can attempt to summon one balor with a 10% chance of 
  success. 
   
  Alternate Form (su):  Incubi can assume any 
  humanoid form of Small to Large size as a standard 
  action.  This ability is similar to the polymorph self 
  spell but allows only humanoid forms.  While using 
  this ability, the incubus gains a +10 circumstance 
  bonus to Disguise checks. 
   
  Tongues (su): An incubus has a permanent 
  tongues ability as the spell cast by a 12th-level sorcerer.  
  Incubi usually use verbal communication with morals 
  and save telepathic communication for conversing 
  with other fiends. 
   
  Skills:  Incubi receive a +8 racial bonus to Listen 
  and Spot checks. 
   
  �Fiendish hill giants (4): CR 9; Large giant; HD 
  12d8+48; hp 102; Init -1; Spd 30 ft; AC 20 (touch 8, flat-
  footed 21) [[-1 Dex, –1 size, +9 natural, +3 hide]]; Atk 
  +18/+13 melee (2d6+10, masterwork huge greatclub), 
  +8/+3 ranged (2d6+7, rock); Reach 10 ft; SA Rock 
  Throwing, Smite Good 1/day (+12 to Damage); SQ 
  Rock Catching, Darkvision 60 ft, Cold, Fire Resistance 
  20; Damage reduction 10/+3, Spell Resistance 24; AL 
  CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, 
  Int 6, Wis 10, Cha 17. Height 11 ft. 
   
  Skills and Feats: Climb +9, Jump +9, Spot +4; 
  Cleave, Power Attack, Weapon Focus (huge greatclub).  
   
  Equipment:  Masterwork Huge Greatclub, 5 
  throwing rocks, hide armor. 
    
  Rock Throwing (Ex): Adult giants receive a +1 
  racial bonus when throwing rocks.  Hill giants may 
  throw rocks weighing 40-50 lbs each up to 5 range 
  increments of 120 ft. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles 
  of similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to 
  catch it as a free action.  The DC is 15 for a Small rock, 
  20 for a Medium-size rock, and 25 for a Large rock.  (If 
  the projectile has a magical bonus to attack, the DC 
  increases by that amount.  The giant must be ready for 
  and 
  aware 
  of 
  the 
  attack
  
  Curse of Almor 
   
  Page 27 
  DM Aid #1 
  Timeline of Events 
   
  18 months ago: 
   
  Silverwat and surrounding land repopulated 
   
  17½ months ago Hensterl farm attacked.  Husband and son, Ferd and Vernus, killed.  Agnena left 
   
   
   
   
  catatonic and pregnant. 
   
  16 to 17 months ago 
  Two other farms attacked.  Men and children were slaughtered.  Two women 
   
   
   
   
  were abducted. 
   
  16 months ago 
   
  Residents of the area surrounding Silverwat move inside the town walls 
   
   
   
   
  Search parties organized, one search party (which included Innkeeper Frestil’s 
   
   
   
   
  husband) does not return 
   
  15 months ago 
   
  Istinstril calls off the attacks and visits Urayna for the first time.  The visits 
   
   
   
   
  become frequent. 
   
  12 months ago 
   
  The attacks seemingly over, Trond Highstaff declares a feast of celebration 
   
  8 months ago 
   
  The still-catatonic Agnena Hensterl gives birth to a half-fiend.  The infant is 
   
   
   
   
  drowned, and Agnena is banished for consorting with fiends. 
   
   
   
   
  Two fiendish attacks occur in the weeks following and two women, one of whom 
   
   
   
   
  is Yasha, disappear. 
   
  7 months ago 
   
  Urayna can no longer hide her pregancy and she is excommunicated.  She 
   
   
   
   
  takes up the worship of Merikka. 
   
  6½ months ago 
   
  Urayna miscarries and buries the stillborn half-fiend.  Istinstril reestablishes his 
   
   
   
   
  charm. 
   
  5 months ago 
   
  Fifth woman, Pollandra, disappears after a fiendish attack.  Dozens of residents 
   
   
   
   
  return to Nyrondese lands. 
   
  4 months ago 
   
  Fully human baby son born to Kendern and Ulia Fredmon. 
   
   
   
   
  
  Curse of Almor 
   
  Page 28 
  DM Aid #2 
  Possible Names for Unanticipated Encounters With Townspeople 
   
  Zegnor Hendroy 
  Kenla Kantouer 
  Orid Nenstor 
  Kronmarr Orlotten 
  Hinda Candorra 
   
   
   
  
  Curse of Almor 
   
  Page 29 
  DM Aid #3 
  Possible Names for the Widow 
   
  Adra 
  Belicia 
  Caerly 
  Duonda 
  Ellizenta 
  Firinelle 
  Gindella 
  Hillanna 
  Istirre 
  Janesque 
  Kopran 
  Larisha 
  Mendarra 
  Norinda 
  Oppella 
  Pandora 
  Rechella 
  Suzzaine 
  Toyra 
  Uvanda 
  Wilchelle 
  Vorvinda 
  Yindelra 
   
   
  The judge is encouraged to use his or her own name for the widow, but the foregoing names are included for the judge’s 
  convenience. 
   
  
  Curse of Almor 
   
  Page 30 
  Player Handout #1 
  Bounty Offered by the Church of Pholtus 
   
   
   
  KNOW YE ALL THAT THE CHURCH OF THE 
  BRIGHT PATH IS PAYING A BOUNTY ON 
  THE HEADS OF FIENDS AND UNDEAD 
  CREATURES THAT ROAM THE ALMORIAN 
  LANDS.  THE AMOUNT OF THE BOUNTY 
  WILL VARY DEPENDING ON THE FEROCITY 
  OF THE CREATURE THAT IS SLAIN.  TO 
  CLAIM THE BOUNTY, BRING THE HEAD OF 
  THE SLAIN CREATURE TO THE NEAREST 
  TEMPLE OF PHOLTUS. 
  
  Curse of Almor 
   
  Page 31 
  Player Handout #2 
  Map of Silverwat 
   
   
  
  Curse of Almor 
   
  Page 32 
  Player Handout #3 
  Detect Chaos! 
   
   
  Upon stepping into the Temple, you felt a brief surge of righteous energy.  You realize that you are 
  able to examine the auras of your comrades and determine whether they have Chaos in their soul. 
   
  (You later discover that this effect operates only when you are within the walls of the Temple of 
  Pholtus.) 
   
   
  
  Curse of Almor 
   
  Page 33 
  Player Handout #4 
  A Private Word from Townswomen 
   
   
  At some point in the evening, you answer the call of nature.  You exit the inn through the back door 
  and walk a brief distance to the privy.  When you exit, you realize that three of the townswomen that 
  you saw within the inn have followed you and were waiting for you to exit.  One of them speaks, “It’s 
  not safe for us to be outside alone after sunset, not even within the town walls.  Merikka can only 
  protect us if we take care to protect ourselves.” 
   
  Without another word, the three women head back inside the inn. 
   
  
  Curse of Almor 
   
  Page 34 
  Player Handout #5 
  Invitation 
   
   
  My Dear Adventurers, 
   
  Welcome to Silverwat.  Forgive me for sending my 
  wife as my messenger, but I fear that my 
  presence might not be received civilly.  I 
  regret any violence that may have been done upon 
  your persons by my associates, and I hope that 
  you will not judge me by the company that I 
  keep. 
   
  As you may know, many of Silverwat’s women have 
  found me quite appealing.  It would perhaps be 
  possible for us to arrange for a mutually 
  beneficial compact in that regard.  I would very 
  much like to discuss the release of my wives 
  into your custody in exchange for safe passage 
  from the area for my companions and myself.  I 
  think that you will find the more fertile of my 
  wives have received better treatment than poor 
  Yasha has. 
   
  If you are interested in discussing the matter, 
  please follow Yasha back to my camp.  The poor 
  thing is a little addled-brained, but she will 
  know that you are ready to leave when one of you 
  takes her arm. 
   
  I anticipate a productive meeting for us all. 
   
     
   
   
   
   
  With warmest regards, 
   
   
   
     
   
   
   
   
  Istinstril 
  
  Curse of Almor 
   
  Page 35 
  Player Handout #6 
  You Are Cursed! 
   
  The scroll from which Urayna has cast the Greater Magic Weapon spell was fouled with a curse.  Although the weapon 
  acts as an enchanted weapon with a +3 enhancement bonus in accordance with the Greater Magic Weapon spell, the 
  weapon’s curse causes it to inflict a critical hit on your character whenever you roll low on an attack roll. 
   
  The critical error range for the weapon reflects the weapon’s critical hit range; provided, however, that if the roll would 
  hit the target then it does not inflict a critical hit on the attacker.  For example, if your character would threaten a 
  critical hit on a roll of 19-20, then your character will score a critical hit on himself or herself on a roll of 1-2 unless the 
  roll of 2 would hit the character’s target.  Similarly, if the weapon would threaten a critical hit on a roll of 20, then the 
  character will score a critical hit on himself or herself on a roll of 1.  Keen weapons and the Improved Critical feat that 
  extend the critical threat range of a weapon will also increase the critical error range of the cursed weapon. 
   
  The damage on such a hit will be the damage that the weapon would typically inflict on a critical hit and no 
  confirmation roll is necessary. 
   
  Your character will become aware of the curse after the first round of combat with it and can discard the weapon, but 
  your character must use the weapon for all melee attacks if it remains in his or her possession. 
   
  The curse will expire when the effect of the Greater Magic Weapon spell expires. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR3-01 - Curse of Almor.pdf