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. 
  CORS4-03 
   
   
  CASTLE GREYHAWK 
  High Level Version 
   
  A One-Round D&D LIVING GREYHAWK® 
  Special Core Adventure 
   
   
   
  by Jason Bulmahn and David Christ 
   
   
   
   
  For years, the dungeons beneath Castle Greyhawk have been sealed but no longer. Crazed followers of the mad god 
  have disappeared inside, inviting the brave, the greedy, the pure, and the wicked to join them. Your invitation 
  arrived this morning. Do you dare to follow them into the most infamous dungeon in all the Flanaess. This is a 
  special event for characters of any level. The event is divided into two parts, the low is for characters 8th level and 
  lower, while the high is for 9th level and up. 
   
   
   
   
   
   
    
  
  CORS4-03 Castle Greyhawk 
   
  Page 2 
  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. 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. Complete the RPGA scoring 
  grid with names and RPGA numbers only, and the 
  event information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring Packet 
  to your event coordinator.  
   
  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. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the sum 
  above. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  
  CORS4-03 Castle Greyhawk 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  this type, and animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like to 
  play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
  APL also affects the amount of experience 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 two things that you can 
  do to help even the score. 
   
  1. Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is a 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 special one-round core adventure, set in Castle 
  Greyhawk. All characters pay two Time Units to play 
  this adventure. Adventurer’s Standard Upkeep costs 
  12gp per Time Unit. Rich Upkeep costs 50gp per Time 
  Unit. Luxury Upkeep costs 100gp per Time Unit. 
   
  Adventure Background 
  This is a one round special Living Greyhawk event set 
  inside Castle Greyhawk. It is set to play at GenCon 
  Indianapolis and GenCon SoCal. DMs running this 
  event are advised to read this event thoroughly before 
  play begins. The high APL portions of this event are 
  particularly demanding to run and require thorough 
  preparation. This adventure is designed to be very 
  challenging, pushing PCs to their limits, and taking the 
  unprepared or unlucky beyond their limits. 
   
  In the city of Greyhawk, clerics of Zagyg are 
  approaching a great holy day. All to recently, a relic of 
  the ex-mayor of the city (Zagyg, before he ascended) 
  was found in the hands of a local locksmith. This plain 
  copper key was stolen by a nefarious cult and 
  eventually returned. The owner of the key, was 
  approached by the clerics of Zagyg soon after to 
  recover such a holy item to their faith. However, 
  shortly thereafter, the key vanished and has not been 
  seen since. 
  The high cleric of Zagyg in the city of Greyhawk, 
  Ossolot soon began having visions of the key, deep 
  within the dungeons of Castle Greyhawk. He also had 
  visions that a new prophet of Zagyg would be found, 
  one who is not of the faith, and that prophet would be 
  the one to find the key. Soon after, the clerics held a 
  great meeting to discuss these portents. It was decided 
  that the duty of the clergy was to find this prophet, and 
  the best way to do that would be to invite everyone to 
  the dungeons of Castle Greyhawk to look for the key. 
  This is where the PCs come in. Each one of them 
  receives an invite from the clerics of Zagyg, to come to 
  the dungeon and try their luck at finding Zagyg’s key. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 4 
  Unfortunately for the PCs, the clerics have invited 
  those from all walks of life, from the heroic PCs to the 
  Scarlet Brotherhood and Clerics of Iuz.  
   
   
   
   
  Adventure Summary 
  This adventure revolves around the PCs exploring the 
  great dungeon that is Castle Greyhawk. In particular, 
  this adventure deals with the PCs exploring new layers 
  of the dungeon designed specifically for this event 
  (using many of the themes and style of the original 
  dungeon). 
  After looking around a cleaned out layer, the PCs 
  accidentally stumble upon a new area that most others 
  have overlooked. Once there, they can begin their 
  search for fabulous treasure, untold riches, and 
  mysterious keys. They also quickly discover that Zagyg 
  has a twisted sense of humor and has littered the 
  dungeon with dozens of keys. 
  During their adventures, PCs will encounter various 
  traps, guardians, and monsters native to the famous 
  dungeon. They might also run into other groups sent 
  into the dungeons looking for keys or with more 
  sinister purposes. 
  Once their exploration is complete, the PCs will be 
  rewarded for their help in searching for the prophet and 
  told that the prophet may soon be found, and may even 
  be one of them (assuming they found at least one key). 
   
   
   
   
   
       Special Rules 
  Like many other specials, this one has a number of 
  rules and guidelines associated with it. DMs should be 
  intimately familiar with these rules before running this 
  adventure. 
   
  � Play takes place on one of two maps, determined 
  randomly before play begins (by the play mat, 
  given to the DM by the event organizer). 
  � The adventure itself is divided into two halves, one 
  for lower level parties (APLs 2-8), while the other 
  half is for high level parties (APLs 10-16). Each 
  map has a portion written for all supported APLs. 
  � Play will occur on either a pre-printed play mat or 
  in three dimension terrain pieces. Miniatures will 
  be provided for the three dimension terrain setups 
  (premier tables). 
  � This adventure begins with a simple introduction 
  that is identical for all groups. Following this 
  introduction, the rest of the event is broken up into 
  four sections, detail the two maps at low and high 
  APLs. 
  � PCs with animal companions can bring them along 
  during this event, provided they are medium sized 
  or smaller. In addition, PCs cannot bring more than 
  one animal with them. Familiars do not count 
  toward this restriction. 
  � Unlike other special events, teleportation and 
  dimensional magic works like normal during this 
  event. PCs may not immediately realize this 
  difference, and should not be informed of this 
  difference unless they attempt such magics. 
  � All treasure values are listed on a per PCs basis. 
  Note that any piece of non-magical gear 100gp and 
  under in value is not listed in treasure summaries 
  for ease of calculation 
  � Resting is possible during this event, but does 
  trigger random encounter possibilities as noted at 
  the beginning of each maps description. Those that 
  leave the dungeon, rest and return will always 
  encounter a random encounter upon their return. 
  Also, this has effects upon the possible keys found 
  as noted below. 
   
   
   
   
   
       Zagyg’s Keys 
  Located throughout the dungeon are a large number of 
  keys. Due to the size of the dungeon, the number of 
  combats, and time constraints of this event, the PCs are 
  not expected to find all the keys presented in this event. 
  In fact, it is very doubtful that any group, if run 
  properly will find more than half the keys located 
  throughout this adventure. 
  As mentioned above, groups that rest (inside or outside 
  the dungeon), loose the opportunity to find some keys 
  as others find them first. To emulate this fact, 50% of 
  all the keys in the adventure disappear. For simplicities 
  sake, the DM should remove every other key from the 
  adventure, as the PCs find them. For example, the PCs 
  rest for the night and then return to the dungeon. The 
  first key they run into is present, however the second is 
  not (the DM omits it from the adventure entirely). If the 
  PCs continue, the third key they find is present. 
  Also note that simple Search skill checks will not 
  suffice to find most keys. They may find the trigger to 
  locate a key, but they cannot be used to locate hidden 
  keys without thought. For example, if a key is hidden 
  inside a pillar, a Search check might locate a strange 
  finger sized hole in the column (used in opening the 
  column) but it will not locate the key itself. 
  After the PCs are done with the event, the DM should 
  hand around the Event Tracking Form at the end of 
  this document for the PCs to fill out. The top of this 
  
  CORS4-03 Castle Greyhawk 
   
  Page 5 
  form contains a space for the DMs information as well 
  as a total count of all the keys found by the PCs. 
   
   
   
   
   
  Introduction 
  This introduction is identical for both maps and for 
  both low and high APLs. A description for each 
  individual adventure follows this introduction. When 
  you are ready to begin play, hand the PCs Player 
  Handout #1 and read or paraphrase the following to 
  them. 
   
  It is the first of Readying, and you stand outside the 
  ruins of Castle Greyhawk.  
  Over a fortnight ago, this letter found its way to you 
  by courier, a well-paid rider who came all the way 
  from the city of Greyhawk, looking specifically for 
  you. Despite your questions, the rider could not tell 
  you who sent the missive. 
  Now the three ruined towers loom at the end of a long 
  winding road that stands before you. A large flock of 
  crows has gathered in a nearby tree, making the only 
  noise that reaches your ears. Halfway up the hill 
  leading toward the ruins is a dark blue tent with a 
  single pennant flapping in the wind. Two jagged lines 
  are the only symbols visible on the pennant. It also 
  appears that you are not the only one here holding a 
  folded piece of parchment. 
   
  At this point and time, allow the players to have a 
  chance to introduce their PCs to one another. Some of 
  the PCs may have traveled here together even though 
  both received a letter inviting them. The letters were 
  sent by the clerics of Zagyg and are in fact completely 
  random. The rider was asked to travel to various 
  kingdoms and regions and deliver hundreds of copies 
  of the same letter to whoever he passed that seemed 
  capable. 
  The symbol on the pennant of the tent is easily 
  identified as Zagyg’s holy symbol with a successful 
  Knowledge Religion skill check (DC 10). PCs that beat 
  this check by 5 or more also learn that Zagyg is the god 
  of humor and unpredictability. 
  Once the PCs enter the blue tent, read or paraphrase the 
  following to the PCs. 
   
  Pushing aside the tent flap, the dark blue tent is full 
  thick aromatic smoke wafting from two censers sitting 
  on a broad oak table. Behind the table are three men, 
  a seated older gentleman and two younger men 
  standing behind him. All three wear the robes of 
  clergy, bearing a silver holy symbol about their necks 
  on thick silver chains. 
  “Greetings and welcome.” The older gentleman says 
  with a calm even voice. “I am Ossolot, senior priest of 
  The Mad Archmage, Zagyg.” Both clerics behind him 
  join in saying their god’s name. “No doubt you have 
  come here in response to our summons. This is most 
  well. We thank you for your time and hope that you 
  will venture forth into the ruins. We seek a vital relic 
  located deep within the ruins somewhere, a simple 
  copper key. It was placed there by our god. You have 
  obviously been chosen to find it for us, or so we 
  hope.”   
   
  At this point, the cleric grows silent and allows the PCs 
  to ask any questions they desire. Please note that at this 
  moment, the clerics are preparing to celebrate their holy 
  day by fasting from what they enjoy, primarily humor. 
  The clerics are all very serious and dour. If asked, they 
  say that they are preparing for their holy day, the 
  43,823 day since Zagyg’s ascendance (which is not 
  even completely true). 
  The clerics have the following information to share 
  with the PCs. 
   
  � The keys are made of copper and are about two 
  inches long. There are many keys fitting that 
  description throughout the dungeon, placed there 
  to fool non-believers. They do not radiate magic. 
  Spells such as locate object will not work to find 
  keys. 
  � The true key will reveal itself in time, so all of 
  them must be recovered.  
  � The PCs will be rewarded for recovering keys. The 
  clerics do not specify this reward. 
  � Others have gone in before the PCs and more will 
  go in later, some are adventurers while others are 
  foreign dignitaries (they will not say who though). 
  � The dwarves who guard the Tower of War have 
  agreed to allow those chosen by the clerics entry to 
  the dungeon without the usual cost (a share of the 
  treasure). The PCs can keep anything they find 
  inside the tower except for keys. 
  � Time is of the essence (but the clerics do not know 
  how much time remains to find the keys). 
  � PCs seeking the services of a cleric can get that 
  service here, for the usual prices (per the LGCS). 
  � Large animals and beasts of burden cannot go 
  inside the dungeon. There are many spaces far to 
  small to accommodate such creatures (feel free to 
  explain the animal rules mentioned above). 
  
  CORS4-03 Castle Greyhawk 
   
  Page 6 
  � Much of the dungeon has already been explored so 
  the PCs are encouraged to explore into older if not 
  more dangerous areas. Keys can be anywhere. 
   
  Once the PCs have had their fill of questions for the 
  clerics they are free to proceed up to the castle. Once 
  there proceed with the following. 
   
  Walking up to the famed castle, a chill wind blows 
  across the path and a light drizzle begins to fall. The 
  dwarves guarding the tower of war stare at you with 
  an inquisitive look as you approach. “More from de 
  Loonys eh! Well, lets see yer papers.” 
   
  At this point, the PCs are required to show their papers 
  before being allowed to enter the dungeon proper. 
  Clever PCs might think to ask who else has entered 
  recently. If asked, the dwarves will chuckle before 
  replying: “More like yerself, and some not so like you. 
  A few bald fellows wearing red and some wearin the 
  black o’ night. Servants of the old one they were.” 
  Once the PCs have shown their papers continue with 
  the following. 
   
  The dwarves offer a few half-hearted “good lucks” as 
  you make your way down the staircase leading into 
  the dungeons of Castle Greyhawk. 
  At first, exploration is simple, the only resistance 
  being a wounded kobold and the only treasure being a 
  bent copper piece. No keys are to be found. The old 
  dusty halls of the upper levels of the dungeon have 
  been picked clean. 
  Quite suddenly, a stone wall shifts revealing a 
  staircase going down. The stair is full of cobwebs and 
  does not look like anyone has traveled down it in ages. 
   
  At this point, the PCs must decide whether or not to 
  explore this strange staircase. PCs that ignore this 
  opportunity find nothing of real interest in their time 
  during the dungeon unless they come back to this 
  strange staircase.  These steep stairs deposit the PCs in 
  the map area as noted below (one of three possible 
  locations per map). 
  At this point, this adventure splits into four distinct 
  sections. Determine which section to continue with by 
  checking the parties APL and the map given to you by 
  the event coordinator. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 7 
  MAP A 
   
   
   
   
          APLs 10-16 
  This portion of the adventure is for use with Map A 
  found in the appendix of this document. It is designed 
  for parties who have an Average Party Level of 10-16.  
  This level of the dungeon has three possible entry 
  points, located in Areas 1, 17, and 21. Before play 
  begins, randomly determine which of the three entry 
  points the PCs will arrive in. If running this event 
  multiple times, the DM is encouraged to change the 
  entry points for every table if possible. If the PCs 
  discover one of the other rooms containing another 
  entry point, they can use that point to make their way 
  back to the surface (and can return using that stair if 
  they desire). Note that these stairs are not shown on the 
  maps to prevent players from seeking them out. Once 
  the entry point is determined, go to that Area to 
  continue. 
  This area of the dungeon does not exist on the Prime 
  Material plane. The whimsical crazy nature of Zagyg is 
  not limited by time nor space. As the players travel 
  down the stairs they will pass through a thin energy 
  ‘membrane’. This membrane marks the transition from 
  the Prime Material plane to the plane of Limbo. Those 
  with Knowledge (the planes) can make a check DC 30 
  to figure out what plane they traveled to. Otherwise the 
  players may not realize they have traveled anywhere 
  yet. Due to the static nature of the level, most of the 
  really nasty traits of Limbo are not in effect. The two 
  main things to remember are: 
  1. All creatures here are native to the plane of 
  Limbo. This means they cannot be banished or 
  dismissed. What it does mean is the players 
  themselves can be dismissed as they are not 
  native to Limbo. If sent back to the prime they 
  will appear at the entrance to Castle Greyhawk 
  and it will take them 10 minutes at a 
  movement rate of 30 feet to reach the entrance 
  to the level. 
  2. Subjective Directional Gravity: The strength 
  of gravity on a plane with this trait is the same 
  as on the Material Plane, but each individual 
  chooses the direction of gravity’s pull. Such a 
  plane has no gravity for unattended objects 
  and non-sentient creatures (they remain where 
  they are unless acted upon by an outside 
  force).  This sort of environment can be very 
  disorienting to the newcomer, but is common 
  on ‘weightless’ planes such as the Plane of 
  Air. 
  Characters on a plane with subjective gravity 
  can move normally along a solid surface by 
  imaging ‘down’ near their feet. If suspended 
  in midair, a character ‘flies’ by merely 
  choosing a ‘down’ direction and ‘falling’ that 
  way. Under such a procedure, an individual 
  ‘falls’ 150 feet in the first round and 300 feet 
  in each succeeding round. Movement is 
  straight-line only. In order to stop, one has to 
  slow one’s movement by changing the 
  designated ‘down’ direction (again, moving 
  150 feet the in the new direction in the first 
  round and 300 feet per round thereafter). 
  It takes a DC 16 Wisdom check to set a new 
  direction of gravity as a free action; this check 
  can be made once per round. Any character 
  who fails this Wisdom check in successive 
  rounds receives a +6 bonus on subsequent 
  checks until he or she succeeds.  
  Unless otherwise noted, this entire level is completely 
  dark, requiring the PCs to provide their own light 
  source. The walls and doors are all stone and have the 
  following statistics (unless noted otherwise in the text). 
   
  �Stone Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
  �Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  Random Encounters 
  For every two hours that the PCs spend inside the 
  dungeon, the DM should check for a random encounter 
  (roll d100). If they occur, these encounters are not 
  worth an XP, nor do they have any treasure valuable to 
  the party (including keys). Certain actions by the PCs 
  during the event will trigger checks for random 
  encounters as well. These are noted in the text of the 
  adventure. If the PCs leave the dungeon, rest and then 
  return, they are guaranteed to have a random encounter 
  upon their return (roll until an encounter is generated). 
  Random encounter charts are separated by APL as 
  noted below. 
   
  APL 10 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Bone Devil: hp 95, see MM pg. 52 
  66-80 
  � Naga, Spirit: hp 76, see MM pg. 192 
  81-90 
  � Naga, Dark (2): hp 58 each, see MM pg. 
  191 
  91-100 � Dread Wraith: hp 104, see MM pg. 258 
    
  
  CORS4-03 Castle Greyhawk 
   
  Page 8 
  APL 12 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Naga, Dark (2): hp 58 each, see MM pg. 
  191 
  66-80 
  � Dread Wraith: hp 104, see MM pg. 258 
  81-90 
  � Basilisk, Abyssal Greater: hp 189, see 
  MM pg. 24 
  91-100 � Bone Devil (2):  hp 95 each, see MM pg. 
  52 
   
  � Rakshasa: hp 52; see MM pg. 211  
   
  APL 14 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Basilisk, Abyssal Greater: hp 189, see 
  MM pg. 24 
  66-80 
  � Bone Devil (2):  hp 95 each, see MM pg. 
  52 
   
  � Rakshasa: hp 52; see MM pg. 211 
  81-90 
  � Mummy Lord: hp 97, see MM pg. 190 
  91-100 � Dread Wraith (3): hp 104 each, see MM 
  pg. 258 
   
  APL 16 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Mummy Lord: hp 97, see MM pg. 190 
  66-80 
  � Dread Wraith (3): hp 104 each, see MM 
  pg. 258 
  81-90 
  � Nightwalker: hp 178 each, see MM pg. 
  196 
   
  � Mummy Lord: hp 97, see MM pg. 190 
   
   
  � Dread Wraith: hp 104, see MM pg. 258 
  91-100 � Mind Flayer Sorcerer: hp 109, see MM 
  pg. 187 
   
   
  � Gauth [Beholder] (2): hp 45 each, see MM 
  pg. 26 
   
  The following descriptions are keyed to specific areas 
  of the dungeon as noted on Map A. If a room contains 
  any keys, the description contains a specific note about 
  where they are located and how they can be found. 
   
  Area 1 – Entryway 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a squat chamber. To the left a stone door is 
  wreathed in a bluish light while to the right another 
  stone door is wreathed in flames. 
  If the PCs enter this chamber from one of the other two 
  doors, then adjust the description based on the door 
  used to enter the room. 
  This small chamber contains two doors as well as a 
  staircase entry/exit in the Northwest corner. Both doors 
  are trapped with a possibly nasty spell effect. The 
  reddish glowing door has the Fire Vulnerability trap 
  while the Blue door has the Cold Vulnerability trap. 
  Touching a door sets off the trap on the person doing 
  the touching. If a player is under the effect of one of the 
  vulnerability effects and touches the other door they 
  cancel each other out. This is the only way to remove 
  this effect during this event. 
   
  All APLs (EL 5) 
  �Fire Vulnerability Trap: CR 5; magical; touch 
  trigger; no reset; Will save (DC 10 + APL) or target 
  gains the special quality of Vulnerability Fire for the 
  remainder of this event; Search (DC 26); Disable 
  Device (n/a) 
  All APLs (EL 5) 
  �Cold Vulnerability Trap: CR 5; magical; touch 
  trigger; no reset; Will save (DC 10 + APL) or target 
  gains the special quality of Vulnerability Cold for the 
  remainder of this event; Search (DC 26); Disable 
  Device (n/a) 
   
  Area 2 – Pool of the Dead 
  This large chamber is lit by a pale gray radiance 
  emanating from a broad pool on the far side of the 
  chamber. A faint shimmering can be seen in the air 
  over the pool. In the center of the room two dead 
  humanoid figured lay face down. Another humanoid 
  figure is partially draped over the pool but most of its 
  upper torso seems to be missing. A pale bronze glitter 
  can be seen in the fountain. 
  Suddenly, from a tunnel to the right a troll strolls into 
  the room looking very surprised to find anybody here. 
  Creatures: This is not your typical troll. He is here as a 
  representative of a party interested in the keys and has 
  acquired one for himself already. They ran into a party 
  of orcs prior to the parties arrival and dispatched them 
  quickly. At higher levels he has some ogre barbarian 
  underlings and at APL 10 and up he has had a stone 
  golem attached to his group. He speaks common and 
  will attempt to delay the fight to give his companions a 
  chance to prepare if he can.  
  
  CORS4-03 Castle Greyhawk 
   
  Page 9 
   
  APL 10 (EL 11) 
  �Troll Hunter Rgr6: hp 130; see monster manual pg. 
  247. 
  APL 12 (EL 13) 
  �Troll Hunter Rgr6: hp 130; see monster manual pg. 
  247. 
  �Stone Golem: hp 107; see monster manual pg. 136 
  APL 14 (EL 15) 
  �Troll Hunter Rgr6: hp 130; see monster manual pg. 
  247. 
  �Stone Golem: hp 107; see monster manual pg. 136 
  �Ogre Bar4 (4): hp 79 each; see monster manual pg. 
  199 
  APL 16 (EL 17) 
  �Troll Hunter Rgr6 (2): hp 130; see monster manual 
  pg. 247. 
  �Greater Stone Golem: hp 271; see monster manual 
  pg. 136 
  �Ogre Bar4 (4): hp 79 each; see monster manual pg. 
  199 
   
  Tactics: The combat here is pretty straight forward. 
  The troll already has resistance t0 fire up from his 
  previous fight (10 minutes remaining). The troll will 
  order the stone golem into combat and then follow it 
  into the fray. They will try to beat the party down with 
  straight up power. They realize that the agents of the 
  Scarlet Brotherhood are in room four and they cannot 
  pass through hallway seven. So their only options are to 
  defeat the characters and continue in that direction.   
  Keys: There are a total of three keys in this room. The 
  pool at the end of the room has two keys at the bottom 
  of it. The pool is five feet deep. The water is not 
  exactly what it appears to be. It is actually acid and the 
  shimmering around the pool is an antimagic field that 
  encompasses the entire pool area and a space 5 feet 
  around it. While the keys are immune to the acid not 
  much else is and those trying to get the keys will have 
  to submerse themselves in the acid (10d6 damage a 
  round and a Fort save vs. the fumes, see DMG page 
  302 for details), with their eyes shut (or they are 
  permanently blinded), and try to snag one. Snagging a 
  key is an Intelligence check DC 14 and a character gets 
  two chances each round to grab one. If the players can 
  find another way to get the keys then allow it if you 
  think it would work but remember acid is going to 
  destroy anything put into the pool and magic will not 
  work. The first one who takes acid damage and 
  retrieves a key will receive the ‘Marked by Fate’ 
  special reward at the end. 
  The third and final key is in the troll’s stomach. He 
  figured it was the safest place to put it. If any of the 
  ogre’s are left alive they can be Intimidated (DC 16) or 
  talked into (Diplomacy [DC 20]) telling the players that 
  the troll swallowed it. Otherwise the players just have 
  to think to look. 
   
  Treasure: All the treasure at APL 10 and 12 is 
  found on the troll hunter. At APL 14 and 16 additional 
  treasure is found on the ogre barbarians.  
   
  APLs 10-12: M: +1 battleaxe (193 gp), +1 chain 
  shirt (104 gp) 
   
  APLs 14-16: M: +1 battleaxe (193 gp), +1 chain 
  shirt (104 gp), +1 hide armor [4] (96 gp per suit per 
  character), +1 greatclub (193 gp per club per 
  character), +1 ring of protection (167 gp per ring per 
  character) 
   
   
  Area 3 – Grinning Faces 
  This short 20 foot hallway ends in another stone door. 
  The walls of this hallway are adorned with demonic 
  visages, ten to either side. Their mouths open and shut 
  quickly as if screaming but no noise can be heard. An 
  occasional glint can be seen from within a mouth 
  when it opens but it is never in the same place twice. 
  Keys: Due to the chaotic nature of the plane there is no 
  pattern to the mouths opening and shutting and the key 
  moves randomly between each one. To grab the key a 
  player must stand in the middle of the hallway and wait 
  till he sees a mouth open and the key appear. He then 
  must make a Dexterity check DC 20 or a Slight of 
  Hand check DC 20. Failure means he has stuck his 
  hand into an empty mouth and is rewarded with a loud 
  screaming noise for his efforts. This scream alerts the 
  groups in room two and room four that somebody is 
  coming.  
   
  Area 4 – Blood for the Wicked 
  Read the following if the players have not made their 
  presence known to the SB agents. If they have made a 
  lot of noise then the wizard will be invisible on the 
  ceiling while the two monks will be stand to either side 
  of the door on the walls. Unless the party comes 
  through the secret door in room eleven it will be very 
  hard to get the drop on these three.  
  As the door swings open your senses are assaulted by 
  the stench of death. This room is covered in gore and 
  blood. Standing in a small alcove on the far side of 
  the room are three suel men. Each is dressed in 
  simple robes with platinum headbands and leather 
  slippers. Different colored belts are wrapped around 
  their waists. A large red symbol with what looks like a 
  
  CORS4-03 Castle Greyhawk 
   
  Page 10 
  black throwing star in the middle adorns their robes. 
  They seem to be looking a bout with disdain and their 
  robes do not have one bit of blood on them. 
  Most will probably guess these are agents of the Scarlet 
  Brotherhood but if not a Knowledge (nobility and 
  royalty) DC 8 or a good old fashioned Intelligence 
  check DC 14 will figure it out. They are here to collect 
  keys for the Father of Obedience and have found two 
  so far. They are not aware of the secret door unless the 
  party enters the room from that direction. They entered 
  through the same area the characters did a few hours 
  ago. They could not figure out how to get the keys out 
  of the fountain of acid and moved into this room when 
  they heard the troll approach. They were hoping he 
  would figure out a way to get the key and then they 
  would take it from him. They are unaware of the hidden 
  keys in this room. 
  They do not have time to mince words and will attack 
  quick and hard assuming that the party has keys and 
  thus are valid targets. 
  The secret door in this chamber is only found by a 
  successful Search skill check (DC 20) in the area in 
  front of the door. 
  Creatures:  
  APL 10 (EL 12) 
  �Ahlitann: Human (Suel) Wiz 9: hp 55; see Appendix 
  1. 
  �Karn and Graef: Human (Suel) Mnk 9: hp 87 each; 
  see Appendix 1 
   
  APL 12 (EL 14) 
  �Ahlitann: Human (Suel) Wiz11: hp 67; see 
  Appendix 1. 
  �Teufelhund: Hell Hound Familiar: hp 33; see 
  Appendix 1. 
  �Karn and Graef: Human (Suel) Mnk 11: hp 105 
  each; see Appendix 1 
   
  APL 14 (EL 16) 
  �Ahlitann: Human (Suel) Wiz13: hp 92; see 
  Appendix 1. 
  �Teufelhund: Hell Hound Familiar: hp 46; see 
  Appendix 1. 
  �Karn and Graef: Human (Suel) Mnk 13: hp 136 
  each; see Appendix 1 
   
  APL 16 (EL 18) 
  �Ahlitann: Human (Suel)Wiz15: hp 106; see 
  Appendix 1 
  �Teufelhund: Hell Hound Familiar: hp 46; see 
  Appendix 1. 
  �Karn and Graef: Human (Suel) Mnk 15: hp 156 
  each; see Appendix 1 
   
  Tactics: If given the chance, the wizard prepares 
  himself and his guardians to the best of his ability. At 
  higher levels the monks have potions of greater 
  magical fang and drank them upon their arrival to the 
  dungeon (16 hours remaining on them).  
  Keys: There are four keys in this room. One on 
  Ahlitann, one on Teufelhund, and two hidden. Ahlitann 
  is unaware that Karn has a key. Karn hopes to leverage 
  it into a new position when they return home. Ahlitann 
  has an extradimensional space sewn into one his robe 
  pockets and the key is within that space. Karn has his 
  key in the hem of his robe.  
  The other two keys are hidden in the floor of the room. 
  A Spot check DC 14, will notice that the blood on the 
  floor appears to be writing. Once combat starts the 
  writing will quickly be smeared and made illegible. The 
  writing says ‘Ask’ in Draconic and Infernal. To retrieve 
  the first key the players must write in blood on the floor 
  ‘May I have the key?’ or something to that effect. If 
  they do so a stone hand will rise from the floor with a 
  single key in it. If any player says ‘Thank You’ then the 
  blood will move to say “your welcome’ and a second 
  hand will appear with the second key. 
  Treasure: All treasure is found on the person of the 
  Scarlet Brotherhood agents.. 
   
  APL 10: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 2 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character). 
   
  APL 12: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character), cloak of resistance +2 (333 gp per 
  character), 2 monk’s belts (1083 gp each per character). 
   
  APL 14: M: Headband of Intellect +4 (1333 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (125 gp per character). 
   
  APL 16: M: Headband of Intellect +6 (3000 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  
  CORS4-03 Castle Greyhawk 
   
  Page 11 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (126 gp per character), arcane scroll 
  of empowered maximized fireball (10th-level caster) 
  (166 gp per character), arcane scroll of empowered 
  maximized scorching ray (11th-level caster) (160 gp per 
  character), ring of major energy resistance (fire) (2333 
  gp per character). 
   
  Area 5 – Dangling Alarm 
  Located at the bend of this hallway is a small niche 
  that contains a delicate crystal statue. Inside the 
  statue is a copper glint. 
   
  The crystal statue is of an elven mage with a staff 
  raised above his head. This statue was placed here by 
  the orcs in Area 9 as an early warning of intruders. The 
  statue rests on top of a weight sensitive switch. If the 
  statue is broken, or moved the switch is triggered, 
  ringing a bell in Area 9, allowing the orcs time to 
  prepare. 
  �Crystal Statue Alarm: CR 0; mechanical; location 
  trigger; manual reset; bell rings in Area 9 is statue is 
  moved or broken; Search (DC 20); Disable Device (DC 
  20). 
  Keys: A single key is located inside the crystal statue. 
  This key was placed here by Zagyg’s whim and not the 
  orcs. The only way to get the key out of the statue is to 
  break it. This sets off the alarm unless it is disabled 
  first. 
   
   
  Area 6 – Decorative Room of Nothing 
  Upon viewing (but before entering) this chamber, read 
  or paraphrase the following to the PCs. 
   
  This large chamber is dominated by elaborate wall 
  carvings and frescos. The walls depict a great battle 
  between fiendish creatures on a great plane of fire. It 
  is hard to see who is winning but it seems to go on 
  forever as the carvings are very fine and detailed. 
   
  Tons of openings, nooks, and crannies exist that a key 
  could be easily hidden within. Even with all that there 
  is nothing in this room other then an arrow slit in the 
  south wall. Upon entering the room a Spot check DC 
  25 will notice it or a Search check DC 10 on the south 
  wall.  
   
  The players can waste as much time as they want and 
  the will find nothing other then the arrow slit.  Any 
  noise they make will alert the Iuzian forces in room 9. 
   
  Area 7 – Long Hall 
  This hallway connects Area 2 and Area 14. There is a 
  trap in area seven and area ten that is linked. The center 
  10x10x10 foot stone area moves up and down. Either 
  dropping and crushing those in area ten or rising up and 
  smashing them into the ceiling in area seven. The 
  position of the block when the players first encounter it 
  is in whatever position blocks their path. This way they 
  will encounter it again later, setting it off, and opening 
  up the previously blocked area. 
   
  ALL APLs (EL 9) 
  � Dropping Ceiling: CR 9; mechanical; location 
  trigger; repair reset; ceiling moves down (12d6, crush); 
  multiple targets (all targets in a 10-ft.-by-10-ft. room); 
  never miss; onset delay (1 round); Search DC 24; 
  Disable Device DC 30.  
  Key: There is a single key located in this corridor, 
  sitting on the floor, next to the wall. Spotting this key 
  while walking down the hall requires a successful Spot 
  check (DC 15) if the stone section is not blocking the 
  hall. Otherwise the key is out of sight and unreachable 
  unless they trigger the other side to make the stone 
  block move. They key is of course in the trigger area.  
   
  Area 8 – Fire Lair 
  The door leading into this chamber is locked with a 
  superior lock and has a wax seal all the way around it 
  that keeps it air tight. The large iron key that opens this 
  lock is on Izzit’s (room 9) key ring. Opening the door 
  without the key requires a successful Open Lock skill 
  check (DC 35). Upon opening the door, read or 
  paraphrase the following to the PCs. 
   
  This small chamber stinks of stale air and collected 
  dust. A stone bed with rags that might have once been 
  a blanket sits along the far wall. Amongst the rags on 
  the bed to small embers glow and catch a rag on fire 
  and start to grow. 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 12 
  The embers are the cores of two fire half-elemental 
  fighters that have been trapped in this room for 
  decades. They long ago used up any oxygen in the air 
  and shrunk to their current sizes and just moldered and 
  waited. The opening of the sealed door is letting fresh 
  air in and they are returning to their former glory. 
  Creatures: 
  APL 10 (EL 12) 
  �Half Fire Elemental Fighters (2): medium outsider 
  Ftr7: hp 75; see Appendix 1. 
   
  APL 12 (EL 14) 
  �Half Fire Elemental Fighters (2): medium outsider 
  Ftr9: hp 100; see Appendix 1. 
   
  APL 14 (EL 16) 
  �Half Fire Elemental Fighters (2): medium outsider 
  Ftr11: hp 120; see Appendix 1. 
   
  APL 16 (EL 18) 
  �Half Fire Elemental Fighters (2): medium outsider 
  Ftr13: hp 153; see Appendix 1. 
   
  Tactics: The elementals are very angry and very smart. 
  It takes them two rounds to reform. Until reformed they 
  appear to be a growing blaze on the bed. Once 
  reformed they attack immediately trying to break out of 
  the room and escape.  
  Treasure: Looting the still warm bodies of the 
  elemental fighters. 
     APL 10: +1 breastplate (113 gp), +1 tower shield 
  (100 gp), +1 ring of protection (167 gp), +1 longsword 
  (193 gp) 
     APL 12: +2 breastplate (363 gp), +1 tower shield 
  (100 gp), +1 ring of protection (167 gp), +1 longsword 
  (193 gp), +2 amulet of health (333 gp) 
     APL 14: +2 breastplate (363 gp), +2 tower shield 
  (350 gp), +2 ring of protection (667 gp), +1 flaming 
  longsword (693 gp), +2 amulet of health (333 gp), +4 
  belt of strength (1,333 gp) 
     APL 16: +4 breastplate (1,363 gp), +3 tower shield 
  (767 gp), +2 ring of protection (667 gp), +1 flaming 
  burst longsword (1,526 gp), +4 amulet of health (1,333 
  gp), +4 belt of strength (1,333 gp) 
   
  Area 9 – Izzit and Friends 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
  This intersection type room has an opening in the east 
  and south walls as well as a door in the west and 
  north walls. Gathering in the middle in conversation 
  is a group of four individuals who seem to be 
  discussing something of import. As they look towards 
  you a symbol of Iuz can be made out on the one’s 
  shield as their weapons make shhhhhing noise as they 
  slide free. Bring me their keys. The master will pay 
  well for them as well as extra for their skulls. The 
  road needs a few new ones. 
  Creatures: Izzit and his men are still fully charged and 
  prepared with all spells that last 10 minutes per level or 
  more precast. They are loaded for bear and the bear in 
  this case is the party members. If the battle starts going 
  badly they will rush through area ten and run up and 
  jump through, if the block is in the down position, and 
  let it rise up behind them cutting off the parties pursuit. 
  They will try to make it to room 21 so they can rest and 
  regroup. 
   
  APL 10 (EL 12) 
  �Izzit: male human Clr8(Iuz): hp 59; see Appendix 1 
  �Rud: male human Bar2/Rgr2/Ftr4: hp 69; see 
  Appendix 1 
  �Thelious: elf Sor8; hp 36; see Appendix 1 
  �Raggar: half-orc Bar4/Rog4: hp 65; see Appendix 1 
   
  APL 12 (EL 14) 
  �Izzit: male human Clr10(Iuz): hp 73; see Appendix 1 
  �Rud: male human Bar2/Rgr2/Ftr6: hp 95; see 
  Appendix 1 
  �Thelious: elf Sor10; hp 51; see Appendix 1 
  �Raggar: half-orc Bar5/Rog5: hp 80; see Appendix 1 
  APL 14 (EL 16) 
  �Izzit: male human Clr12(Iuz): hp 87; see Appendix 1 
  �Rud: male human Bar2/Rgr2/Ftr8: hp 113; see 
  Appendix 1 
  �Thelious: elf Sor12; hp 61; see Appendix 1 
  �Raggar: half-orc Bar6/Rog6: hp 107; see Appendix 
  1 
   
  APL 16 (EL 18) 
  �Izzit: male human Clr14(Iuz): hp 101; see Appendix 
  1 
  �Rud: male human Bar2/Rgr2/Ftr10: hp 145; see 
  Appendix 1 
  �Thelious: elf Sor14; hp 71; see Appendix 1 
  �Raggar: half-orc Bar7/Rog7: hp 124; see Appendix 
  1 
   
  Tactics: Izzit wishes to please his master but at the 
  same time he is not suicidal. Thelious and Izzit will try 
  to neutralize any spellcasters quickly while Rud will 
  rage and take on a fighters while Raggar will tumble 
  and make life difficult for any casters causing 
  problems. They have worked with other for years and 
  know each others strengths and weaknesses.   
  
  CORS4-03 Castle Greyhawk 
   
  Page 13 
  Keys: Izzit has a key-ring on his belt that contains a 
  total of four keys. Three of the keys are plain copper 
  keys being sought by the PCs. The fourth key does 
  NOT count towards that total and is a large iron key. 
  This key is useful in opening up the door to Area 8. 
  Treasure: The treasure is spread out between all of the 
  groups members. See the appendix for who has what. 
   
  APL 10: M: +1 full plate (221 gp), Izzit’s 
  Greatsword (2,125 gp), +2 periapt of wisdom (333 gp), 
  +1 bastard sword (193 gp), +1 mithral chain shirt (92 
  gp), +2 gauntlets of ogre power (333 gp), +1 vest of 
  resistance (83 gp), +2 cloak of charisma (333 gp), +2 
  gloves of dexterity (333 gp), +1 great axe (193 gp), +1 
  mithral chain shirt (92 gp), +2 gauntlets of ogre power 
  (333 gp) 
   
  APL 12: M: +2 full plate (461 gp), Izzit’s 
  Greatsword (2,125 gp), +1 ring of protection (167 gp), 
  +2 cloak of resistance (333 gp), +2 periapt of wisdom 
  (333 gp), +1 bastard sword (193 gp), +2 mithral chain 
  shirt (342 gp), +2 amulet of health (333 gp), +2 
  gauntlets of ogre power (333 gp), wand of fireballs 
  (938 gp), +2 vest of resistance (333 gp), +2 amulet of 
  health (333 gp), +2 cloak of charisma (333 gp), +2 
  gloves of dexterity (333 gp), +1 flaming great axe (693 
  gp), +2 mithral chain shirt (342 gp), +2 gauntlets of 
  ogre power (333 gp) 
   
  APL 14: M: +3 full plate (877 gp), Izzit’s 
  Greatsword (2,125 gp), +2 ring of protection (667 gp), 
  +3 cloak of resistance (750 gp), +2 periapt of wisdom 
  (333 gp), +1 bastard sword (193 gp), +2 mithral chain 
  shirt (342 gp), +2 amulet of health (333 gp), +4 belt of 
  giant strength (1,333 gp), wand of fireballs (938 gp), 
  +2 vest of resistance (333 gp), +2 amulet of health (333 
  gp), +4 cloak of charisma (1,333 gp), +2 gloves of 
  dexterity (333 gp), +1 flaming great axe (693 gp), +1 
  ring of protection (167 gp), +1 cloak of resistance (83 
  gp), +3 mithral chain shirt (768 gp), +2 amulet of 
  health, +2 gauntlets of ogre power (333 gp) 
   
  APL 16: M: +3 full plate (877 gp), Izzit’s 
  Greatsword (2,125 gp), +2 ring of protection (667 gp), 
  +3 cloak of resistance (750 gp), +4 periapt of wisdom 
  (1,333 gp), +1 bastard sword (193 gp), +2 cloak of 
  resistance (333 gp), +3 mithral chain shirt (768 gp), +4 
  amulet of health (1,333 gp), +4 belt of giant strength 
  (1,333 gp), wand of fireballs [9th] (1,687 gp), +3 vest of 
  resistance (750 gp), +2 amulet of health (333 gp), +4 
  cloak of charisma (1,333 gp), +4 gloves of dexterity 
  (1,333 gp), +1 flaming great axe (693 gp), +1 ring of 
  protection (167 gp), +2 cloak of resistance (333 gp), +3 
  mithral chain shirt (768 gp), +2 amulet of health, +4 
  belt of giant strength (333 gp) 
   
  Area 10 – Stairs over Long Hall 
  This hallway and stairs connects Area 9 and Area 11. 
  There is a trap in area seven and area ten that is linked. 
  The center 10x10x10 foot stone area moves up and 
  down. Either dropping and crushing those in area ten or 
  rising up and smashing them into the ceiling in area 
  seven. The position of the block when the players first 
  encounter it is in whatever position blocks their path. 
  This way they will encounter it again later, setting it 
  off, and opening up the previously blocked area. 
   
  ALL APLs (EL 9) 
  � Dropping Ceiling: CR 9; mechanical; location 
  trigger; repair reset; ceiling moves down (12d6, crush); 
  multiple targets (all targets in a 10-ft.-by-10-ft. room); 
  never miss; onset delay (1 round); Search DC 24; 
  Disable Device DC 30.  
   
  Key: There is a single key located in this corridor, 
  sitting on the floor, next to the wall. Spotting this key 
  while walking down the hall requires a successful Spot 
  check (DC 15) if the stone section is not blocking the 
  hall. Otherwise the key is out of sight and unreachable 
  unless they trigger the other side to make the stone 
  block move. They key is of course in the trigger area.  
   
  Area 11 – Mad Druid Lillariq 
  Upon entering this chamber read or paraphrase the 
  following to the players. 
   
  This marbled 30 foot tall room is dominated by a large 
  black barked tree in the center of the room whose 
  boughs brush the ceiling above. Sitting in the 
  branches about twenty feet up is an elven female 
  humming a tune to herself. As she hums the trees 
  sways from left to right in tune with the beat. They 
  both stop as you enter the room. 
  “This place is just crawling with two-leggers today 
  Blackbark. All scurrying around looking for silly keys 
  and all when they should just be giving them all to 
  me. You do not have any keys for Lillariq do you ?. 
  Lillariq is way past mad. She wandered down here a 
  few hundred years ago and has been here ever since. 
  The tree is a treant animal companion that the forces of 
  Limbo have been doing their work to it as well causing 
  it to shift to evil along with Lillariq. Her latest delusion 
  is that she is Zagyg and the keys are all hers so she 
  might as well collect them all whether those with them 
  are willing or not. She will let the group pass for three 
  keys. Otherwise she will have to teach them a lesson. 
  Those making a Spot check DC 20 will notice three 
  keys tied to various branches in the tree already.  
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 14 
  There is a secret door located in this room that leads to 
  Area 4. Locating this door requires a successful Search 
  skill check (DC 20) in the area of the door. 
   
  APL 10 (EL 13) 
  �Lillariq: female wood elf Drd13: hp 81; see 
  Appendix 1 
  �Blackbark: treant animal companion: hp 66; see 
  Appendix 1 
  APL 12 (EL 15) 
  �Lillariq: female wood elf Drd15: hp 93; see 
  Appendix 1 
  �Blackbark: treant animal companion: hp 94; see 
  Appendix 1 
  APL 14 (EL 17) 
  �Lillariq: female wood elf Drd17: hp 105; see 
  Appendix 1 
  �Blackbark: treant animal companion: hp 105; see 
  Appendix 1 
  APL 16 (EL 19) 
  �Lillariq: female wood elf Drd19: hp 117; see 
  Appendix 1 
  �Blackbark: treant animal companion: hp 126; see 
  Appendix 1 
  Tactics: The only way to avoid combat in this room is 
  to give Lillariq three keys and leave quickly or never 
  enter this room. Otherwise Lillariq will fight from with 
  the bows and branches of Blackbark and most likely 
  deal massive amounts of damage to the players. Most 
  will underestimate her but with the items and feats she 
  can do some very nasty things very fast. Due  the 
  variable ways the party can arrive to this encounter and 
  what might have happened before none of her spells are 
  precast automatically. Have her prepared with spells 
  based on what you think would be reasonable. For 
  example if the party routed the Iuz forces through this 
  room then she will probably have any spell with a 
  duration more then a few minutes up and running. She 
  will not leave this room under any circumstance but 
  will also make sure the players cannot stand outside the 
  room and harm her or Blackbark. 
  Keys: There are five keys located in this room. Three 
  are tied to branches way up in the top of the tree. 
  Locating these keys requires a Spot check (DC 20).  
  The fourth key is buried in the roots of Blackbark. The 
  players will have to uproot him to get to it. The fifth 
  and final key is actual part of Blackbark’s rotten heart. 
  Any slashing attack that does 20 or more points of 
  damage will put a cut in him large enough for the party 
  to see the key inside before it is covered with sap again. 
  Treasure: All of the treasure is this room is worn by 
  Lillariq.  
     APL 10: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +3 (750 gp), gloves of 
  dexterity +2 (333 gp), periapt of wisdom +4 (1,333 gp) 
     APL 12: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +4 (1,333 gp), gloves of 
  dexterity +4 (1,333 gp), boots of speed (1,000 gp), 
  periapt of wisdom +4 (1,333 gp) 
     APL 14: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +5 (2,083 gp), gloves of 
  dexterity +4 (1,333 gp), boots of speed (1,000 gp), 
  periapt of wisdom +6 (3,000 gp), rod of metamagic 
  [empower] (2,708 gp) 
     APL 16: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +5 (2,083 gp), gloves of 
  dexterity +4 (1,333 gp), boots of speed (1,000 gp), 
  periapt of wisdom +6 (3,000 gp), rod of metamagic 
  [maximize] (4,500 gp), ioun stone [lavender and green] 
  (3,333 gp) 
   
  Area 12 – Earth Tunnel 
  Once the PCs are able to see this area, read or 
  paraphrase the following to them. 
   
  A small section of the corridor ahead is scorched and 
  black as if burned. Corroded green metal poles are 
  embedded into the wall, four to a side, running from 
  floor to ceiling. A pile of ash and rusted metal sits on 
  the floor between the poles. 
   
  Wizards who used to occupy a portion of this level, 
  used to use Area 16 as a holding area for some of their 
  creatures, which would wear metal collars. If the 
  creatures tried to cross through this area, the poles 
  would give them a small shock to keep them back. 
  Unfortunately, the more metal one wears the more 
  dangerous the shock is. This is apparently true of the 
  poor armored halfling that tried to cross through this 
  area a few weeks ago (and was burned to ash by the 
  lightning). 
  Trap: Characters who walk between these corroded 
  copper pipes carrying metal are subject to the trap as 
  noted below. Characters wearing mostly metal armor 
  (chain shirt, all medium and heavy armors except for 
  hide) are subject to the first damage, while characters 
  that are only carrying some metal items (non-light 
  metal weapons, studded leather, metal shields) take the 
  second listed damage. Finally, the last damage is for 
  
  CORS4-03 Castle Greyhawk 
   
  Page 15 
  PCs who have next to no metal on them (such as coins, 
  rings, necklaces). 
  The trap hits anyone that crosses through this ten foot 
  area carrying metal and continues to hit them each 
  round until they leave the ten foot section of corridor. 
  PCs observing the area can determine that it is an 
  electrical trap and not a fire based trap with a 
  successful Knowledge Arcana check (DC 15). Clever 
  PCs can cross through the area by removing all their 
  metal and then toss the gear through the area. This is 
  dangerous however as it might attract the attention of 
  enemies in Areas 9 and 16. The pipes radiate moderate 
  evocation magic. 
   
  All APLs (EL 5) 
  �Lightning Rod Trap: CR 5; magical; proximity 
  trigger 
  (alarm); 
  automatic 
  reset; 
  10d6/5d6/2d6 
  electricity damage to anyone crossing through the 
  space; Reflex save halves the damage (DC 22); Search 
  (DC 28); Disable Device (DC 28). 
   
  Keys: There is one key located in this space and it is in 
  the pile of ashes on the floor. The key is buried and not 
  easily spotted, but it can be found with a Search check 
  (DC 15). Picking up the key sets off the trap if it has 
  not been disabled (although this counts for the least 
  amount of damage). 
   
  Area 13 – Water Tunnel 
  When the PCs approach this point, read or paraphrase 
  the following to them. 
   
  This short tunnel ends it a set of portcullis that block 
  the hallway. The floor is full of small puddles as if 
  something ate holes in the floor. 
   
  The party may be paranoid but there is nothing wrong 
  with this tunnel. Just a bit worse for the wear.  
   
  Keys: There is one key located in one of the puddles. A 
  character will actually have to stick his hand in each 
  puddle until he finds one as the water is to murky to see 
  it otherwise. 
   
  Area 14 – Caged Death 
  The three entries to this chamber are all closed 
  portcullises. Ten feet in front of these barred gates are 
  pressure plates that raise the gates. Finding these plates 
  requires a successful Search skill check (DC 20). Once 
  opened, the gates remain up for a total of one minute 
  before closing again. The portcullises cannot be raised 
  from the inside (they lock in place). When the PCs 
  approach the gates, but before they step on one of the 
  pressure plates, read or paraphrase the following to 
  them. 
   
  Up ahead, the corridor ends in a barred gate. Beyond 
  the portcullis is a broad room bathed in blue light. 
  The blue light flickers on occasion and a faint image 
  that cannot be made out almost comes into focus then 
  the blue light returns.  
   
  A force of demons is trying to enter the dungeon. They 
  have a retriever with them that they hope will help them 
  locate keys. This room is disrupting their attempts 
  though. As soon as a portcullis is raised that disruption 
  disappears and they appear immediately. Due to their 
  mode of travel they can be dismissed. The demons want 
  to collect keys. If the players set it off then run away 
  they will not chase after them unless they have been 
  given reason to. Once the players give them reason to 
  be viewed as a threat or competition they will be 
  attacked until no longer a threat. 
   
  The portcullises have the following statistics 
  (should the PCs get trapped in the room). 
   
  �Iron Portcullis: 2 in. thick; hardness 10; hit points 
  60; Bend (DC 28). 
   
  Creature:  
  APL 10 (EL 13) 
  �Retriever: large construct: hp 135; see Monster 
  Manual pg. 46. 
  �Vrock (2): large outsider: hp 115 each; see Monster 
  Manual pg. 48 
   
  APL 12 (EL 15) 
  �Retriever (2): large construct: hp 135 each; see 
  Monster Manual pg. 46 
  �Vrock (4): large outsider: hp 115 each; see Monster 
  Manual pg. 48 
   
  APL 14 (EL 17) 
  �Retriever (2): large construct: hp 135; see Monster 
  Manual pg. 46 
  �Vrock (4): large outsider: hp 115 each; see Monster 
  Manual pg. 48 
  �Glabrezu: huge outsider: hp 174; see Monster 
  Manual pg. 43 
   
  APL 16 (EL 19) 
  �Retriever (2): large construct: hp 135; see Monster 
  Manual pg. 46 
  �Vrock (4): large outsider: hp 115 each; see Monster 
  Manual pg. 48 
  
  CORS4-03 Castle Greyhawk 
   
  Page 16 
  �Glabrezu: huge outsider: hp 174; see Monster 
  Manual pg. 43 
  �Marilith: large outsider: hp 216; see Monster 
  Manual page 44 
   
  Area 15 – One Way Door 
  This door is a one way door into room 11. A wall of 
  force sits just to the other side of the door and you can 
  only pass through it from room 21 to room 11. From 
  room 21 this door is covered in ice that is semi-
  translucent so the players can see that something is 
  moving on the other side (occupants of room 21) but 
  not make out exactly what they are.  
   
  Area 16 – Ruined Hall 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  This broad chamber is over thirty feet tall and appears 
  to have once been a grand hall. Six crumbling 
  columns support a vaulted ceiling crisscrossed with 
  cracks. Dust and broken chunks of stone and metal 
  litters the floor. The walls are made of smooth stone 
  panels with veins of silver running through them. 
   
  This room contains some old guardians left here over 
  the years to protect this room. The denizens of this 
  place stay out of this area in fear of the guardian. The 
  floor of the room is so littered with debris that it is 
  considered difficult terrain (movement is halved, no 
  charging, no 5ft steps). 
  Creatures: Hiding towards the back of the room 
  looking like a pile of rubble is a metal construct 
  behemoth. It will activate once a player passes between 
  to pillars and attempt to smash them till they stop 
  moving at which times it will deactivate again. 
   
  APL 10 (EL 12) 
  �Limbo Construct: huge construct; hp 202; see 
  Appendix 1. 
  APL 12 (EL 14) 
  �Limbo Construct: huge construct; hp 250; see 
  Appendix 1. 
  APL 14 (EL 16) 
  �Limbo Construct: huge construct; hp 298; see 
  Appendix 1. 
  APL 16 (EL 18) 
  �Limbo Construct: huge construct; hp 346; see 
  Appendix 1. 
  Tactics:  The constructs tactics are simple. Smash 
  anything moving. When nothing is moving, go back to 
  sleep until something moves again. The pillars in the 
  room do not impede its movement in any fashion. It can 
  just squeeze past them or push through them. Its limited 
  intelligence lets it smash things that are moving and if 
  something hurts it then it tends to pick that target to 
  hurt back.  
  Keys: There are four keys located in this chamber. The 
  first is on a thin silver chain around the neck of the 
  guardian. It is easy to find once the guardian is 
  defeated. 
  The second and third keys are part of the guardians 
  construction. The players will have to dismantle it to 
  get to them. This takes 10 minutes of work for the first 
  key and another 30 minutes for the second key. Roll for 
  a random encounter if the players dismantle the entire 
  thing to find both keys. 
  The final key is inside one of the pillars that is still left 
  standing. The pillar is in the bottom right hand corner 
  of the room. If the guardian moves through it then it is 
  considered smashed and the players can notice the key 
  with a Spot check DC 20 during the fight. Otherwise 
  the players will have to think to smash it themselves. 
  Treasure:  The guardian happens to be made of some 
  pretty valuable metals. How long the players decide to 
  take to pull it apart and how much they can carry will 
  determine how much they can earn from it. 10 minutes 
  – 200 lbs of metal – 2,000 gp. 20 minutes – 500 lbs of 
  metal – 5,000 gp. 30 minutes – 1,000 lbs of metal – 
  10,000 gp. Roll for a random encounter if they spend 
  20 or more minutes on it. 
     All APLs:  L: 10 minutes – 333 gp, 20 minutes – 833 
  gp, 30 minutes – 1,667 gp 
   
  Area 17 - Empty Webs 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a small dark chamber full of cobwebs. 
  Although the far side of the room is obscured by the 
  webs, there does not appear to be any way out of the 
  chamber. 
   
  If the PCs enter this chamber from the other door, read 
  or paraphrase the following to them. 
   
  Before you stands a small cramped chamber full of 
  cobwebs from floor to ceiling. The hanging threads 
  obscure the far side of the room. 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 17 
  Contrary to what the PCs might think, there are no 
  spiders in this room other than the mundane variety that 
  skitter away when disturbed. 
  If being used as an entry for the PCs, they can easily 
  discover the door leading out of the chamber with a 
  simple Search skill check (DC 5) as it is obscured with 
  dust and cobwebs. The staircase is just as easily found 
  by PCs who came in through another entrance. 
  On the west wall of the chamber is a stone level. It is 
  covered with cobwebs and dust but is still operable. 
  Currently it is down, but if pushed to the up position, it 
  locks down all of the iron gates leading into Area 14 
  and prevents the summoning of the creature in that 
  area. 
  On the east wall of the chamber is a warning written in 
  chalk.   
  ‘The guardian awaits on the otherside. Prepare to run 
  or go back now’ 
  There is nothing else of interest in the room. 
   
  Area 18 – Intersection of Confusion 
  This intersection has two ways to gain a key as well as 
  only one way to exit it without figuring out a pattern. 
  Once a player steps in the middle 10 ft. by 10 ft. section 
  of the intersection the only way they can leave is by 
  going east to area 20. If they step out in any other 
  direction they can go 5 feet and then appear in the 
  opposite hallway 5 feet down. So if a player left to the 
  north they would go 5 feet and then appear in the 
  southern hallway 5 feet down.  
  Keys: There are two keys in this area and they are both 
  linked to ways to exit in a direction other then east. 
  The first is to head north four times. Each of the first 
  times you will appear in the south area. On the fourth 
  time a small chime will go off and a key will fall from 
  the ceiling and the player will appear by the southern 
  door to room 19. 
  The second it to head north, then west, then south, then 
  west. Another chime will go off and a key will fall from 
  the ceiling. And the player will appear at the entrance 
  to room 16 (but not far enough in to activate its 
  guardian yet.  
  Area 19 – Errant Knight 
  The door leading into this chamber is not locked but it 
  is barred from the outside (meaning that the PCs can 
  easily open it by removing the bars). Unlike other doors 
  on this level, this door is metal. Upon opening the door, 
  read or paraphrase the following to the PCs. 
   
  Behind the heavy iron door is a diamond shaped 
  chamber lit with a pale red light. In the ceiling of the 
  chamber is a broad metal chute that stops fifteen feet 
  above the floor. One corner of the room contains a 
  long dead corpse, nothing by dry bones. The other 
  corner contains a thin pale man in heavy metal 
  armor. His chest rises occasionally with a thin rattle. 
  His shield by his side proudly displays the symbol of 
  Heironeous. 
   
  The unconscious man on the floor is Sir Oryan of 
  Furyondy. The errant knight came here to the dungeon 
  on invitation with a group of friends. However, while 
  exploring an upper level, Sir Oryan fell through a trap 
  door and ended up in this chamber, unable to escape. 
  That was five days ago. Since then, Sir Oryan has gone 
  without much food or water and has begun taking non-
  lethal damage from the loss. He is currently at 0 hit 
  points due to this damage, unconscious and fatigued. A 
  successful Heal skill check (DC 15) reveals that the 
  knight is unconscious from hunger and thirst. 
  Creature: Sir Oryan is a kind and good-hearted man, 
  valorous in deed and thought. If brought back to 
  positive hit points (in combination to being fed some 
  water and food) he will quickly recover if given more 
  food and water. He is very gracious to those that help 
  him escape this horrible place. However, he does not 
  accompany the PCs as he wishes to go find out what 
  happened to the rest of his group (on another level).  
  All APLs (EL 2) 
  �Sir Oryan, pal2: hp 20; see Appendix 1. 
   
  In either case, if revived, Sir Oryan gives the PCs one 
  of his keys (and does not ask for any that are found by 
  the PCs). 
  Keys: As noted, the PCs get one of Sir Oryan’s keys 
  for reviving him. However, unscrupulous PCs might 
  decide to take both of the knight’s keys before waking 
  him (or without waking him). This despicable act earns 
  them the disfavor of Heironeous that lasts for the 
  remainder of this event. This disfavor has the following 
  effect, all PC attack rolls, skill checks, ability checks, 
  and saving throws suffer a –2 luck penalty. To simulate 
  this, the DM should simply increase all check DCs and 
  enemy ACs by two. 
   
  Area 20 – Decorative Hall 
  Upon approaching this area, read or paraphrase the 
  following to the PCs. 
   
  A ten-foot section of the corridor ahead is covered in 
  fabulous carved faces. Angels and other celestial 
  
  CORS4-03 Castle Greyhawk 
   
  Page 18 
  beings reveal in the light of some unseen power. 
  There is a very calm feeling in the air from this area. 
   
  There is nothing to be found here. It is merely 
  decorative and the calming effect is all in the players 
  heads. 
   
  Area 21 – Entryway 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a squat chamber. To your immediate right is 
  a door made of ice and partially translucent wreathed 
  in a bluish light while to the far right another stone 
  door is wreathed in flames. 
  If the PCs enter this chamber from one of the other two 
  doors, then adjust the description based on the door 
  used to enter the room. Remember entering through the 
  northern door from room 11 is not possible due to the 
  wall of force and it’s one way nature.  
  This small chamber contains two doors as well as a 
  staircase entry/exit in the Northeast corner. Both doors 
  are trapped with a possibly nasty spell effect. The 
  reddish glowing door has the Fire Vulnerability trap 
  while the Blue door has the Cold Vulnerability trap. 
  Touching a door sets off the trap on the person doing 
  the touching. If a player is under the effect of one of the 
  vulnerability effects and touches the other door they 
  cancel each other out. This is the only way to remove 
  this effect during this event. 
   
   
   
   
   
   
  All APLs (EL 5) 
  �Fire Vulnerability Trap: CR 5; magical; touch 
  trigger; no reset; Will save (DC 10 + APL) or target 
  gains the special quality of Vulnerability Fire for the 
  remainder of this event; Search (DC 26); Disable 
  Device (n/a) 
  All APLs (EL 5) 
  �Cold Vulnerability Trap: CR 5; magical; touch 
  trigger; no reset; Will save (DC 10 + APL) or target 
  gains the special quality of Vulnerability Cold for the 
  remainder of this event; Search (DC 26); Disable 
  Device (n/a) 
   
  Keys: There is one key in this room. It is frozen in the 
  ice door on the north side of the room. The door has the 
  same stats as a stone door as described in the beginning 
  of the adventure. If the door is smashed it can be 
  retrieved easily but it alerts the druid in room 11 unless 
  extraordinary precautions are taken. 
   
   
  Conclusion 
  Once the PCs have had enough of the dungeons 
  beneath Castle Greyhawk, or time has expired, read or 
  paraphrase the following to them. 
   
  Tasting the fresh air underneath the open sky is a 
  sensation like no other, having spent so much time in 
  the dungeons beneath the famed Castle Greyhawk. 
  The dwarves here look on with a sign of surprise, to 
  see you come out alive and so laden with treasure. 
  The clerics of Zagyg are equally glad to see you.  
  High priest Ossolot takes all of your keys from you, 
  thanking you for each one and scrutinizing it closely. 
  “It will be some time before the true key reveals itself, 
  so be sure to make your whereabouts known to us so 
  that you may be greatly rewarded if you found the 
  true key.  However, we have a reward for you 
  nonetheless for your efforts in the holy halls of Castle 
  Greyhawk.  Take with you our thanks” With that, the 
  priest blows a big raspberry at you, chuckling as he 
  leaves the tent. 
  Only time will tell if your band found the true key.  
  Keep an eye on www.rpga.com to learn more in the 
  coming months. 
   
  The DM should now determine the exact number of 
  keys recovered by the PCs.  This number should be 
  written on the AR of each PC, next to the Key Rewards 
  section.  The DM should cross out all bonuses the PCs 
  do not get because of their key count (a group that got 
  15 keys would get all three boons, but one that only got 
  4 would get only the thanks of Zagyg with the other 
  two crossed out). 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Area One 
  Encountering and defeating the ice/fire trap  
  All APLs 
   
  150 xp 
  Area Two 
  Defeating the troll hunter and minions 
  APL 10   
  330 xp 
  APL 12  
  390 xp 
  APL 14  
  450 xp 
  
  CORS4-03 Castle Greyhawk 
   
  Page 19 
  APL 16  
  510 xp 
  Area Four 
  Defeating the Scarlet Brotherhood agents 
  APL 10   
  360 xp 
  APL 12  
  420 xp 
  APL 14  
  480 xp 
  APL 16  
  540 xp 
  Area Seven 
  Encountering and surviving the Dropping/Rising block 
  trap 
  All APLs 
   
  270 xp 
   
  Area Eight 
  Defeating the half-elementals 
  APL 10   
  360 xp 
  APL 12  
  420 xp 
  APL 14  
  480 xp 
  APL 16  
  540 xp 
  Area Nine 
  Defeating Izzit and friends 
  APL 10   
  360 xp 
  APL 12  
  420 xp 
  APL 14  
  480 xp 
  APL 16  
  540 xp 
  Area Ten 
  Encountering and surviving the Dropping/Rising block 
  trap 
  All APLs 
   
  270 xp 
  Area Eleven 
  Defeating Lillarq and Blackbark 
  APL 10   
  390 xp 
  APL 12  
  450 xp 
  APL 14  
  510 xp 
  APL 16  
  570 xp 
   
  Area Twelve 
  Encountering and surviving the lightning rod trap 
  All APLs 
   
  150 xp 
   
  Area Fourteen 
  Defeating the summoned fiends 
  APL 10   
  390 xp 
  APL 12  
  450 xp 
  APL 14  
  510 xp 
  APL 16  
  570 xp 
   
  Area Sixteen 
  Defeating the guardian 
  APL 10   
  360 xp 
  APL 12  
  420 xp 
  APL 14  
  480 xp 
  APL 16  
  540 xp 
   
  Discretionary roleplaying award 
  APL 10   
  540 xp 
  APL 12  
  630 xp 
  APL 14  
  720 xp 
  APL 16  
  810 xp 
   
  Total possible experience:  
   
  APL 10   
  2,700 xp 
  APL 12  
  3,150 xp 
  APL 14  
  3,600 xp 
  APL 16  
  4,050 xp 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot. If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  
  CORS4-03 Castle Greyhawk 
   
  Page 20 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this 
  is a Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewelry, and other valuables 
   
  M: Magic Items (sell value)  
   
  Area Two: 
   
  APLs 10-12: M: +1 battleaxe (193 gp), +1 chain 
  shirt (104 gp) 
   
  APLs 14-16: M: +1 battleaxe (193 gp), +1 chain 
  shirt (104 gp), +1 hide armor [4] (96 gp per suit per 
  character), +1 greatclub (193 gp per club per 
  character), +1 ring of protection (167 gp per ring per 
  character) 
   
  Area Four: 
   
  APL 10: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 2 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character). 
   
  APL 12: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character), cloak of resistance +2 (333 gp per 
  character), 2 monk’s belts (1083 gp each per character). 
   
  APL 14: M: Headband of Intellect +4 (1333 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (125 gp per character). 
   
  APL 16: M: Headband of Intellect +6 (3000 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (126 gp per character), arcane scroll 
  of empowered maximized fireball (10th-level caster) 
  (166 gp per character), arcane scroll of empowered 
  maximized scorching ray (11th-level caster) (160 gp per 
  character), ring of major energy resistance (fire) (2333 
  gp per character). 
   
  Area Eight: 
      APL 10: +1 breastplate (113 gp), +1 tower shield 
  (100 gp), +1 ring of protection (167 gp), +1 longsword 
  (193 gp) 
     APL 12: +2 breastplate (363 gp), +1 tower shield 
  (100 gp), +1 ring of protection (167 gp), +1 longsword 
  (193 gp), +2 amulet of health (333 gp) 
     APL 14: +2 breastplate (363 gp), +2 tower shield 
  (350 gp), +2 ring of protection (667 gp), +1 flaming 
  longsword (693 gp), +2 amulet of health (333 gp), +4 
  belt of strength (1,333 gp) 
     APL 16: +4 breastplate (1,363 gp), +3 tower shield 
  (767 gp), +2 ring of protection (667 gp), +1 flaming 
  burst longsword (1,526 gp), +4 amulet of health (1,333 
  gp), +4 belt of strength (1,333 gp) 
   
  Area Nine: 
   
  APL 10: M: +1 full plate (221 gp), Izzit’s 
  greatsword (2,125 gp), +2 periapt of wisdom (333 gp), 
  +1 bastard sword (193 gp), +1 mithral chain shirt (92 
  gp), +2 gauntlets of ogre power (333 gp), +1 vest of 
  resistance (83 gp), +2 cloak of charisma (333 gp), +2 
  gloves of dexterity (333 gp), +1 great axe (193 gp), +1 
  mithral chain shirt (92 gp), +2 gauntlets of ogre power 
  (333 gp) 
   
  APL 12: M: +2 full plate (461 gp), Izzit’s 
  greatsword (2,125 gp), +1 ring of protection (167 gp), 
  +2 cloak of resistance (333 gp), +2 periapt of wisdom 
  (333 gp), +1 bastard sword (193 gp), +2 mithral chain 
  shirt (342 gp), +2 amulet of health (333 gp), +2 
  gauntlets of ogre power (333 gp), wand of fireballs 
  (938 gp), +2 vest of resistance (333 gp), +2 amulet of 
  health (333 gp), +2 cloak of charisma (333 gp), +2 
  gloves of dexterity (333 gp), +1 flaming great axe (693 
  gp), +2 mithral chain shirt (342 gp), +2 gauntlets of 
  ogre power (333 gp) 
   
  APL 14: M: +3 full plate (877 gp), Izzit’s 
  greatsword (2,125 gp), +2 ring of protection (667 gp), 
  +3 cloak of resistance (750 gp), +2 periapt of wisdom 
  (333 gp), +1 bastard sword (193 gp), +2 mithral chain 
  shirt (342 gp), +2 amulet of health (333 gp), +4 belt of 
  giant strength (1,333 gp), wand of fireballs (938 gp), 
  +2 vest of resistance (333 gp), +2 amulet of health (333 
  gp), +4 cloak of charisma (1,333 gp), +2 gloves of 
  dexterity (333 gp), +1 flaming great axe (693 gp), +1 
  ring of protection (167 gp), +1 cloak of resistance (83 
  gp), +3 mithral chain shirt (768 gp), +2 amulet of 
  health, +2 gauntlets of ogre power (333 gp) 
  
  CORS4-03 Castle Greyhawk 
   
  Page 21 
   
  APL 16: M: +3 full plate (877 gp), Izzit’s 
  greatsword (2,125 gp), +2 ring of protection (667 gp), 
  +3 cloak of resistance (750 gp), +4 periapt of wisdom 
  (1,333 gp), +1 bastard sword (193 gp), +2 cloak of 
  resistance (333 gp), +3 mithral chain shirt (768 gp), +4 
  amulet of health (1,333 gp), +4 belt of giant strength 
  (1,333 gp), wand of fireballs [9th] (1,687 gp), +3 vest of 
  resistance (750 gp), +2 amulet of health (333 gp), +4 
  cloak of charisma (1,333 gp), +4 gloves of dexterity 
  (1,333 gp), +1 flaming great axe (693 gp), +1 ring of 
  protection (167 gp), +2 cloak of resistance (333 gp), +3 
  mithral chain shirt (768 gp), +2 amulet of health, +4 
  belt of giant strength (333 gp) 
   
  Area Eleven: 
      APL 10: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +3 (750 gp), gloves of 
  dexterity +2 (333 gp), periapt of wisdom +4 (1,333 gp) 
     APL 12: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +4 (1,333 gp), gloves of 
  dexterity +4 (1,333 gp), boots of speed (1,000 gp), 
  periapt of wisdom +4 (1,333 gp) 
     APL 14: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +5 (2,083 gp), gloves of 
  dexterity +4 (1,333 gp), boots of speed (1,000 gp), 
  periapt of wisdom +6 (3,000 gp), rod of metamagic 
  [empower] (2,708 gp) 
     APL 16: M: boots of the winterlands (208 gp), rhino 
  hide armor (431 gp), ring of counterspells [2] (333 gp 
  each), cloak of resistance +5 (2,083 gp), gloves of 
  dexterity +4 (1,333 gp), boots of speed (1,000 gp), 
  periapt of wisdom +6 (3,000 gp), rod of metamagic 
  [maximize] (4,500 gp), ioun stone [lavender and green] 
  (3,333 gp) 
   
   
  Area Sixteen: 
   
  All APLs:  L: 10 minutes – 333 gp, 20 minutes – 
  833 gp, 30 minutes – 1,667 gp 
   
  Total Allowed Treasure 
  APL 10:  
  4,600 gp (max per PC) 
  APL 12:  
  6,600 gp (max per PC) 
  APL 14:  
  13,200 gp (max per PC) 
  APL 16:  
  19,800 gp (max per PC) 
   
  Special 
  �Key Rewards: As a reward for recovering the 
  missing copper keys from the dungeons of Castle 
  Greyhawk, the above named PC has been rewarded by 
  the clerics of Zagyg with one of the following gifts. 
   
  Thanks of Zagyg (0-4 keys): As a standard action, 
  you may call on the thanks of Zagyg to receive a cure 
  moderate wounds, lesser restoration, or delay poison 
  spell cast at 5th level. Write “used” across this text 
  once redeemed. 
   
  Gratitude of Zagyg (5-12 keys): As a standard 
  action, you may call on the gratitude of Zagyg to 
  receive a cure critical wounds, restoration, or freedom 
  of movement spell cast at 12th level. Write “used” 
  across this text once redeemed. 
   
  Blessing of Zagyg (13+ keys): As a standard 
  action, you may call on the blessing of Zagyg to receive 
  a heal spell cast at 20th level. Alternatively, this 
  blessing can be redeemed for a raise dead spell cast for 
  free as a full round action. This benefit may even be 
  called upon to raise the above named PC. Write “used” 
  across this text once redeemed. 
   
  �Izzit’s Greatsword: This greatsword was carried by 
  the priest of Iuz known as Izzit. The sword is a +1 icy 
  burst greatsword that also casts inflict moderate wounds 
  3 times a day as a spell trigger activation and then can 
  channel that spell through the sword in place of a touch 
  attack to deliver the spell (normal sword damage plus 
  spell damage, Will save DC 14). The pommel of the 
  sword is made up of dozen’s of adamantine skulls and 
  the hand guard is a grinning skull symbol of Iuz. 
  Faint (Transmutation); Caster Level 10th; craft arms 
  and armor, inflict serious wounds, priest of Iuz with a 
  greater holy symbol; Market Price: 25,500 gp 
   
  �Marked by Fate: This character has braved the pool 
  of acid to retrieve a key in the cause of Zagyg. This 
  mark forms a scar across the players chest. Although it 
  has no apparent affect, that may change in the future. 
  This should be crossed off if the PC was not the first to 
  dive into the acid and retrieve a key. 
   
   
   
   
   
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 22 
  MAP B 
  APLs 10-16 
  This portion of the adventure is for use with Map B 
  found in the appendix of this document. It is designed 
  for parties who have an Average Party Level of 10-16.  
  This level of the dungeon has three possible entry 
  points, located in Areas 8, 11, and 19. Before play 
  begins, randomly determine which of the three entry 
  points the PCs will arrive in. If running this event 
  multiple times, the DM is encouraged to change the 
  entry points for every table if possible. If the PCs 
  discover one of the other rooms containing another 
  entry point, they can use that point to make their way 
  back to the surface (and can return using that stair if 
  they desire). Note that these stairs are not shown on the 
  maps to prevent players from seeking them out. Once 
  the entry point is determined, go to that area to 
  continue. 
  This area was split between a gnomish tinker who was 
  a bit odd and a bit more insane. The other half was the 
  lair of a red dragon. Though the gnome is long gone a 
  lot of his traps and creations still roam his part of the 
  dungeon which keeps the dragon and his minions 
  mainly in their area. When describing areas that are 
  well constructed rooms make sure to give them a 
  tinkers/mad lab feeling. Beakers and odd tools abound.  
  Unless otherwise noted, this entire level is completely 
  dark, requiring the PCs to provide their own light 
  source. The walls and doors are all stone and have the 
  following statistics (unless noted otherwise in the text). 
   
  �Stone Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
  �Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  Random Encounters 
  For every two hours that the PCs spend inside the 
  dungeon, the DM should check for a random encounter 
  (roll d100). If they occur, these encounters are not 
  worth an XP, nor do they have any treasure valuable to 
  the party (including keys). Certain actions by the PCs 
  during the event will trigger checks for random 
  encounters as well. These are noted in the text of the 
  adventure. If the PCs leave the dungeon, rest and then 
  return, they are guaranteed to have a random encounter 
  upon their return (roll until an encounter is generated). 
  Random encounter charts are separated by APL as 
  noted below. 
   
  APL 10 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Bone Devil: hp 95, see MM pg. 52 
  66-80 
  � Naga, Spirit: hp 76, see MM pg. 192 
  81-90 
  � Naga, Dark (2): hp 58 each, see MM pg. 
  191 
  91-100 � Dread Wraith: hp 104, see MM pg. 258 
    
  APL 12 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Naga, Dark (2): hp 58 each, see MM pg. 
  191 
  66-80 
  � Dread Wraith: hp 104, see MM pg. 258 
  81-90 
  � Basilisk, Abyssal Greater: hp 189, see 
  MM pg. 24 
  91-100 � Bone Devil (2):  hp 95 each, see MM pg. 
  52 
   
  � Rakshasa: hp 52; see MM pg. 211  
   
  APL 14 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Basilisk, Abyssal Greater: hp 189, see 
  MM pg. 24 
  66-80 
  � Bone Devil (2):  hp 95 each, see MM pg. 
  52 
   
  � Rakshasa: hp 52; see MM pg. 211 
  81-90 
  � Mummy Lord: hp 97, see MM pg. 190 
  91-100 � Dread Wraith (3): hp 104 each, see MM 
  pg. 258 
   
  APL 16 
  roll 
  encounter 
  1-50 
  None 
  51-65 
  � Mummy Lord: hp 97, see MM pg. 190 
  66-80 
  � Dread Wraith (3): hp 104 each, see MM 
  pg. 258 
  81-90 
  � Nightwalker: hp 178 each, see MM pg. 
  196 
   
  � Mummy Lord: hp 97, see MM pg. 190 
   
   
  � Dread Wraith: hp 104, see MM pg. 258 
  91-101 � Mind Flayer Sorcerer: hp 109, see MM 
  pg. 187 
   
   
  � Gauth [Beholder] (2): hp 45 each, see MM 
  pg. 26 
   
  The following descriptions are keyed to specific areas 
  of the dungeon as noted on Map B. If a room contains 
  any keys, the description contains a specific note about 
  where they are located and how they can be found. 
   
  Area 1 – Elemental Lab 
  Upon opening the door, read or paraphrase the 
  following to the PCs. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 23 
  With a screech of protest, the iron door opens 
  revealing a broad high ceiling chamber. Four pillars 
  support this ceiling far above, each one glowing one 
  of four colors (red, blue, brown, white). Every few 
  seconds a spark of color shoots from one to another 
  causing a brief explosion of color. 
  All of this spectacle pales in comparison to the huge 
  mechanical construct standing in the middle of the 
  room. 20 feet tall and almost as broad as tall the 
  mechanical monster that must way thousands upon 
  thousands of pounds. The walls of the room are 
  covered in benches and tools that must have been 
  used to build it. The ceiling and floor have circular 
  runes on them as if to contain it or perhaps transport 
  it somewhere but they have long ago corroded away 
  into dust. 
   
  This chamber was once a lab and construction site for a 
  gnome warmachine builder from another level of the 
  Castle Greyhawk dungeon. While using the tunnel in 
  the room 2 to head back to his clan he made a wrong 
  turn and was eaten by the dragon in area 17. His 
  creation has since stood here for hundreds of years 
  following its last command, ‘protect the lab and me’. 
  His years of waiting and not seeing his master have 
  transferred the ‘protect me’ instruction to mean ‘protect 
  everything in this room’. If the players do not touch 
  anything, and I mean anything other then the floor, they 
  can enter and leave the room freely. As soon as they 
  touch anything (and a Search check requires you to at 
  least touch something) it will activate and destroy 
  anything it can reach. When not active it radiates a faint 
  transmutation magic. 
  The pillars are quasi-portals to each of the elemental 
  realms. The gnome used them in construction and 
  powering of his creation. The wards on them have been 
  breaking down and bits of primal elemental matter seep 
  out at random times. Each round there is a 50% chance 
  that one  pillar will let out a spark at a random creature 
  in the room (roll randomly and included the construct 
  in the roll). This spark is from a random pillar (1 – fire, 
  2 – earth (acid), 3 – water (cold), 4 – air (lightning) and 
  does 3d6 damage, Reflex save DC 18 for half. This has 
  raised the EL of the fight by one due to the constructs 
  near invulnerability to this hazard. Touching a pillar 
  invokes the damage that corresponds to that pillar no 
  save. 
  There is one other door in this room, made of stone, 
  that leads to the dragons escape chimney. The ceiling of 
  this chamber is thirty feet above the floor. 
  Creatures:  
  APL 10 (EL 13) 
  �Gnomish Construct: huge construct; hp 202; see 
  Appendix 2. 
  APL 12 (EL 15) 
  �Gnomish Construct: huge construct; hp 250; see 
  Appendix 2. 
  APL 14 (EL 17) 
  �Gnomish Construct: huge construct; hp 298; see 
  Appendix 2. 
  APL 16 (EL 19) 
  �Gnomish Construct: huge construct; hp 346; see 
  Appendix 2. 
  Tactics:  The constructs tactics are simple, smash 
  anything moving. When nothing is moving, go back to 
  sleep until something moves again. The pillars in the 
  room do not impede its movement in any fashion. It can 
  just squeeze past them or push through them (without 
  harming them though it might take damage).  Its limited 
  intelligence lets it smash things that are moving and if 
  something hurts it then it tends to pick that target to 
  hurt back.  
  Keys: There are four keys located in this chamber. The 
  first is on a thin silver chain around the neck of the 
  guardian. It is easy to find once the guardian is 
  defeated. 
  The second and third keys are part of the guardians 
  construction. The players will have to dismantle it to 
  get to them. This takes 10 minutes of work for the first 
  key and another 30 minutes for the second key. Roll for 
  a random encounter if the players dismantle the entire 
  thing to find both keys. 
  The final key is inside the pillar of water. If a player 
  observes the pillar for a bit of time they can make a 
  Spot check DC 30 to notice the key. Having true seeing 
  up decreases the DC to 20. Reaching in and grabbing 
  the deals 3d6 fire damage no save. 
  Treasure:  The guardian happens to be made of some 
  pretty valuable metals. How long the players decide to 
  take to pull it apart and how much they can carry will 
  determine how much they can earn from it. 10 minutes 
  – 200 lbs of metal – 2,000 gp. 20 minutes – 500 lbs of 
  metal – 5,000 gp. 30 minutes – 1,000 lbs of metal – 
  10,000 gp. Roll for a random encounter if they spend 
  20 or more minutes on it. 
     All APLs:  L: 10 minutes – 333 gp, 20 minutes – 833 
  gp, 30 minutes – 1,667 gp 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 24 
  Area 2 – Chimney Passage 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The floor of this small chamber is littered with stone 
  and clumps of rock. The walls once had shelves that 
  contained beakers and other alchemical equipment 
  but now they are scattered about on the ground and 
  most are broken. Above, the ceiling breaks away into 
  a natural chimney, just a few feet wide that winds off 
  into darkness. 
  Trap: The old gnome ticket was an odd bird but he was 
  very good at what he did and some of his traps remain 
  functional and deadly even to this day. An old 
  prismatic spray trap is partially buried under the pile of 
  rubble that hides one of the keys that party is looking 
  for (see below for more info on the key). Disturbing the 
  pile of rubble will set it off and its area of effect will 
  encompass the entire room. 
  All APLs (EL 8) 
  �Prismatic Spray Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (prismatic spray, 13th-level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32. 
  Also of note to the PCs is a tunnel that ends in the 
  chimney some 50 ft. above the floor of the room. This 
  tunnel is relatively large and winding. This tunnel ends 
  above the caves of Area 18. Spotting this tunnel from 
  the room below requires a Spot skill check (DC 15).  
  Keys: There are two keys located in or near this 
  chamber. The first is buried underneath the debris 
  littering this chamber. Finding this key requires the PCs 
  to successfully Search (DC 20) the northwest corner of 
  the room. Due to the debris, any Search skill check 
  made in this room requires a full minute. 
  The second key in this chamber is just inside the tunnel 
  leading to Area 18. Finding this key requires a Spot 
  skill check (DC 25) by a PC exploring the tunnel. PCs 
  get a +10 bonus to this check if they have a light source 
  with them. 
   
  Area 3 – Veins of Warning 
  PCs that make their way up this corridor towards Area 
  1 will notice veins of some strange metal (Knowledge 
  (dungeoneering) DC 12 – adamantine) run through the 
  walls. It appears that a lot of it has been crudely 
  scrapped out by a hand or something. The observant 
  may notice that it appears a hand gouged it out of the 
  wall and the streaks all run towards the door at the end 
  of the hallway (area 1). 
  Once they are within 10 feet of the door to area 1 they 
  can make Listen check (DC 14) to here a popping noise 
  from beyond it. 
   
   
  Area 4 – Here There Were Kobolds 
  Read or paraphrase the following if the PCs approach 
  this door from the corridor to the north. 
   
  A large stone door ends the corridor up ahead, but 
  strange blood stains on the floor proceed it.  
  The kobolds in room five had a fight with another party 
  of adventurers here and it did not go well for the forces 
  of good. They were forced to retreat back into area six 
  (via area 7 to 21 then 5 then 6). The kobolds gave up 
  the chase and dragged the two they had killed into area 
  5 where they have been stripping them of their 
  belongings and occasionally eating a piece or two of 
  them. The blood stains are merely the marks from when 
  they dragged them into room five. There is nothing else 
  of note here. 
   
  Area 5 – Mess Hall 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  This stone room has the look of being partially 
  finished. Most of the rooms walls have been chiseled 
  smooth but the eastern wall is still rough and a tunnel 
  leads out of it further east. Another stone door sits in 
  the south wall. In the middle of the west wall three 
  kobolds seem to be picking through the remains of 
  two humanoid shapes. Their snots are bloody and 
  they snarl and bark something at you when you enter. 
  For those that understand Draconic, the kobold said 
  ‘Back off . this is our meat  . .do not make us stick ya’. 
  The kobolds hope to stall a bit to let the rest of their 
  group get back (not knowing the Iuz group in area 20 
  has killed them all). They will continue to try and Bluff 
  the party that more of their kind are returning but 
  eventually it will break down into a fight. 
  The party of NPCs the kobolds recently fought ate in 
  area six watching through the arrow slit. They do not 
  trust the players anymore then the kobolds (everything 
  to date down here has tried to kill them so far). A Spot 
  check DC 15 will notice the arrow slit, DC 25 will 
  notice something watching them through it. 
  Creatures: The kobolds are here from another level as 
  a scouting party. They just happened to stumble into 
  this level at the wrong time. After a bit of initial success 
  they have not been faring very well lately. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 25 
  APL 10 (EL 11) 
  �Piq, Rika, Frut: male kobold Rog8; hp 34; see 
  Appendix 2 
  APL 12 (EL 13) 
  �Piq, Rika, Frut: male kobold Rog10; hp 42; see 
  Appendix 2 
  APL 14 (EL 15) 
  �Piq, Rika, Frut: male kobold Rog12; hp 74; see 
  Appendix 2 
  APL 16 (EL 17) 
  �Piq, Rika, Frut: male kobold Rog14; hp 100; see 
  Appendix 2 
  Tactics: Flank, flank, and did I mention flank?  The 
  kobolds know their strengths and tumble, shift, and 
  move to give them the best chance to do the most 
  damage. They will take out weak targets first while 
  trying to avoid the tanks until they are the only ones 
  left. They will yell out for their friends in Draconic 
  during the fight (but as mentioned they are all dead.) 
  Treasure: All treasure in this area is on the bodies of 
  the kobolds or the humans they killed earlier in the day. 
  Items from the bodies are marked with a * and the 
  group in area six will ask for them back if encountered. 
     APL 10: M: +1 mithral chain shirt [3] (175 gp), +1 
  ring of protection [3] (167 gp), +2 cloak of resistance 
  [3] (333 gp), +1 rapier [3]  (193 gp), *+1 longsword 
  (193 gp), *+1 chain shirt (104 gp) 
     APL 12: M: +2 mithral chain shirt [3] (425 gp), +1 
  ring of protection [3] (167 gp), +2 cloak of resistance 
  [3] (333 gp), +1 keen rapier [3]  (693 gp), *+1 
  longsword (193 gp), *+1 chain shirt (104 gp) 
     APL 14: M: +3 mithral chain shirt [3] (841 gp), +2 
  gauntlets of ogre power [3] (333 gp), +2 amulet of 
  health [3] (333 gp), +1 ring of protection [3] (167 gp), 
  +2 cloak of resistance [3] (333 gp), +1 keen rapier [3]  
  (693 gp), *+1 longsword (193 gp), *+1 chain shirt (104 
  gp) 
     APL 16: M: +3 mithral chain shirt [3] (841 gp), +2 
  gauntlets of ogre power [3] (333 gp), eyes of the eagle 
  [3] (208 gp), +4 amulet of health [3] (1,333 gp), +2 
  ring of protection [3] (667 gp), +3 cloak of resistance 
  [3] (750 gp), +1 keen rapier [3]  (693 gp), *+1 
  longsword (193 gp), *+1 chain shirt (104 gp) 
   
  Area 6 – Bolt Hole 
  This cramped chamber stinks of blood and sweat. Two 
  humans and a dwarf stand in the middle of the room 
  badly dinged up and trying their best to look 
  threatening.  
  This group suffered badly at the hands of the kobolds in 
  area five. They have been holed up in here watching 
  them through the arrow slit and hoping they would 
  leave so they could try and get out of there. A Spot 
  check DC 15 will notice a key ring on the waist of the 
  Thorn that appears to bear three brass keys on it. His 
  group is collecting them for an unnamed benefactor and 
  will not part with them unless the party agrees to escort 
  them to an exit then at which time they will give the 
  party one of the keys. The only way the party will get 
  the rest is with the threat of death or actually physically 
  taking them from Thorn. 
   
  Creatures: 
  All APLs (EL 9) 
  �Thorn: male human Ftr8; hp 68 (currently 31); see 
  Appendix 2 
  �Grater: male human Rog6: hp 32 (currently 27); see 
  Appendix 2. 
  �Gront: male dwarf Ftr6: hp 64 (currently 42); see 
  Appendix 2.  
   
  Keys: All three keys in this room are in Thorn’s 
  possession. 
   
   
  Area 7 – The Painting 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The north wall of this long rectangular chamber is 
  covered in a mural painted onto the walls smooth 
  surface.  Depicting a calm elven maiden sitting by a 
  pool, the painting suddenly changes to a snarling blue 
  dragon in flight over a barren desert of ash. 
   
  The north wall of this chamber is a complex illusion 
  spell that changes every round while the PCs observe it. 
   As far as anyone knows, the images are endless and 
  never repeat.  Originally, this room was built as an 
  attempted scrying room, but the illusion did not work 
  as planned and instead shows random scenes without 
  purpose. Only one pattern seems to exist, one out of 
  every five images shows a calm peaceful scene.  All the 
  rest show scenes of horrible monsters and terrible 
  battles. 
  Suggestions for images on the wall includes: the calm 
  elven maiden, the snarling blue dragon, a charging ogre 
  with blood stained axe, a horrible black cat with 
  tentacles sprouting from its shoulders, a frightening 
  horned demon sitting on a mound of skulls, a gnomish 
  mother holding her new born babe, a terrifying orb with 
  a large central eye and ten smaller eyes on stalks, etc.  
  The DM is encouraged to come up with new 
  descriptions should the PCs ask for them. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 26 
  This magical experiment had another unfortunate side 
  effect, creating a magical trap in the room as noted 
  below. 
  Trap: Anyone crossing through the room while the 
  painting shows an evil image is fired at with a black 
  crackling bolt of energy that emanates from the 
  painting. This bolt of lightning springs forth from the 
  monster in some way. PCs that try and cross the room 
  while the painting is showing a peaceful image must 
  succeed at a Wisdom check (DC 10) to time it 
  correctly.  Those that succeed and cross the room, 
  leaving it on their turn are not subject to this trap. 
  All APLs (EL 6) 
  �Black Lightning Trap: CR 6; magical device; 
  proximity trigger (alarm the entire room); automatic 
  reset; spell effect (lightning bolt, 10th-level wizard, 
  10d6 electricity, DC 20 Reflex save half damage); 
  Search (DC 28), Disable Device (DC 28). 
   
  Keys: There are two keys located in this room.  The 
  first key is sticking out of the wall on the east side of 
  the room.  This key cannot be reached without setting 
  off the trap (entering the room) and can only be 
  removed with a successful Strength check (DC 20) as it 
  is stuck in the mortal of the wall joints.  Even noticing 
  this key requires a successful Spot skill check (DC 15) 
  from PCs looking about the room. 
  The location of the second key is far more devious. 
  Every five images, the painting switches to a calm and 
  peaceful scene. There is only one common image in 
  this scene, a small copper key.  While this key is 
  visible, it can simply be plucked from the painting.  
  Spotting this key when it appears requires a successful 
  Spot skill check (DC 30).  PCs get a +5 bonus to this 
  check if they are specifically looking for the key.  PCs 
  wishing to time their run up to the painting to grab the 
  key and take it before it vanishes and the trap is set off 
  must succeed at a Wisdom check (DC 10) to time their 
  run and a successful melee attack roll (versus AC 12) to 
  grab it before it vanishes.  
   
  Area 8 – Entryway 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a dark squat chamber. There is a door in 
  the northern wall and another down a short passage 
  in the west wall. Scattered about the floor are 
  mechanical parts of odd shapes and sizes. Some 
  appear to be arms while others are more like mining 
  equipment.  
   
  If the PCs enter this chamber from one of the other two 
  doors, read or paraphrase the following to them. 
   
  There is a door in the northern wall and another 
  down a short passage in the west wall. Scattered about 
  the floor are mechanical parts of odd shapes and 
  sizes. Some appear to be arms while others are more 
  like mining equipment.  
   
  This chamber is one of three entry points to the 
  dungeon. If the PCs discover this room after having 
  entered through another area, than can use this staircase 
  to enter and exit the dungeon. 
  Keys: There is one key hidden in this room. The part 
  that looks almost like a human arm has a brass key 
  clenched in its fist. The fingers must be pried open 
  (Strength check DC 14) to release the key. 
   
   
  Area 9 – Hungry Maw 
  Upon reaching this area, read the following 
   
  This short hallway goes twenty feet then makes a turn 
  to the right. Three orc bodies lie on the floor, their 
  necks twisted at odd angles, and several of their limbs 
  appear broken. Each one has two coins placed over 
  their eyes. 
  Anyone with Knowledge (history) or (nobility and 
  royalty) DC 12 will recognize it as a coin used by the 
  Scarlet Brotherhood. The orcs still have their 
  equipment but it is worthless to adventurers of this 
  caliber. 
  A Listen check (DC 28) will hear some soft breathing 
  from the next room (the monks meditating).   
  Keys: There is one key hidden in this hallway. In their 
  belief that simple orcs could not have what they are 
  looking for, the monks did not even bother to search 
  the bodies. One of the orcs has a brass key hidden in 
  the hilt of his, now broken, greataxe.  
   
  Area 10 – Monks Meditating 
  Upon entering this area, read or paraphrase the 
  following to the PCs. 
   
  The far side of this tall chamber contains a balcony 
  held up by two broad stone columns.  Up on the 
  balcony, a passageway leaves the room.  From 
  somewhere down that passage a faint green glow 
  emanates.  
  Sitting up on the balcony are two Scarlet Brotherhood 
  monks and their master Ahlitann. They have their backs 
  against the north wall so are not visible unless 
  
  CORS4-03 Castle Greyhawk 
   
  Page 27 
  somebody stands in the far southern part of the room 
  and looks up for them (Spot check DC 15).  
  Creatures:  
  APL 10 (EL 12) 
  �Ahlitann: Human (Suel) Wiz 9: hp 55; see Appendix 
  2. 
  �Karn and Graef: Human (Suel) Mnk 9: hp 87 each; 
  see Appendix 2 
   
  APL 12 (EL 14) 
  �Ahlitann: Human (Suel) Wiz11: hp 67; see 
  Appendix 2. 
  �Teufelhund: Hell Hound Familiar: hp 33; see 
  Appendix 2. 
  �Karn and Graef: Human (Suel) Mnk 11: hp 105 
  each; see Appendix 2 
   
  APL 14 (EL 16) 
  �Ahlitann: Human (Suel) Wiz13: hp 92; see 
  Appendix 2. 
  �Teufelhund: Hell Hound Familiar: hp 46; see 
  Appendix 2. 
  �Karn and Graef: Human (Suel) Mnk 13: hp 136 
  each; see Appendix 2 
   
  APL 16 (EL 18) 
  �Ahlitann: Human (Suel)Wiz15: hp 106; see 
  Appendix 2 
  �Teufelhund: Hell Hound Familiar: hp 46; see 
  Appendix 2. 
  �Karn and Graef: Human (Suel) Mnk 15: hp 156 
  each; see Appendix 2 
   
  Tactics:  Ahlitann and his guards have taken a short 
  break from their exploration of this level. They know 
  the glow in area 12 will take them to some tunnels 
  being explored by agents of Iuz and want to make sure 
  they are clear of mind and prepared before taking them 
  on. When the party enters he will motion to Karn and 
  Graef to remain still until he gives the signal or the 
  party spots them. He will try to wait until the entire 
  party has entered the room then will let loose  with a 
  nasty spell followed by Karn and Graef going over the 
  railing (they slow fall no damage) to strike two 
  characters with stunning fists. 
  Keys: There are two keys located in this room.  Both of 
  them are in the pillars holding up the balcony. It takes a 
  Spot check DC 24 to notice them during combat. 
  Pulling one out is a Strength check DC 25 or a few 
  minutes of chipping at the stone (unless precautions are 
  taken anybody within two areas know they are there). 
  Once a key is out the pillar it was in crumbles to dust. 
  One pillar causes the balcony to shake and lean to one 
  side (Balance check DC 12 to stay upright) and both if 
  both keys are removed the balcony slams to the ground 
  dealing 1d6 damage to those on it as well as requiring a 
  Balance check DC 15 to remain standing. Those caught 
  under the balcony need to make a Reflex save DC 20 to 
  avoid being caught under it and taking 10d6 damage. 
  Treasure: All treasure is found on the person of the 
  Scarlet Brotherhood agents.. 
   
  APL 10: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 2 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character) , belt of the high monk (2,500 gp) 
   
  APL 12: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character), cloak of resistance +2 (333 gp per 
  character), 2 monk’s belts (1083 gp each per character), 
  belt of the high monk (2,500 gp) 
   
  APL 14: M: Headband of Intellect +4 (1333 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (125 gp per character) , belt of the 
  high monk (2,500 gp) 
   
  APL 16: M: Headband of Intellect +6 (3000 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (126 gp per character), arcane scroll 
  of empowered maximized fireball (10th-level caster) 
  (166 gp per character), arcane scroll of empowered 
  maximized scorching ray (11th-level caster) (160 gp per 
  character), ring of major energy resistance (fire) (2333 
  gp per character) , belt of the high monk (2,500 gp) 
   
  Area 11 – Silence with a Price 
  If this room is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 28 
  The long winding cobweb ridden stairs have come to 
  an end in a small chamber lit with dim torches. 
  Directly across from the entry is a tall statue, nearly 
  reaching the ceiling. The statue holds a sword in one 
  hand and the other is open and held out with a brass 
  key sitting in it. The room is eerily quick. 
   
  If the PCs enter this chamber from one of the other two 
  doors, read or paraphrase the following to them. 
   
  The door creaks open revealing a small chamber lit 
  with dim torches. Directly across from the entry is a 
  tall statue, nearly reaching the ceiling. The statue 
  holds a sword in one hand and the other is open and 
  held out with a brass key sitting in it. The room is 
  eerily quick. 
  The key has a permanent silence spell cast upon it. The 
  players will probably figure this out pretty quickly. 
  Unlike the normal silence spell this one has a few 
  twists. The spell works even if put into something else 
  or covered up. So even having it in your backpack does 
  not stop it from silencing everything within 15 feet of 
  your location. It also only works on those in area 11 
  when it is first picked up which may not be so obvious. 
  So anybody not affected can stand right next to you and 
  hear and speak normally while the bearer of the key 
  cannot. This makes it pretty worthless so eventually the 
  party is going to probably hide it away and come back 
  for it later. If they do not take extraordinary methods to 
  hide it there is only a 50% chance it will there when 
  they return. 
  If another key is placed in the palm of the statue to 
  replace the one taken it will slide to the side revealing a 
  secret passage into area 14.This is the only way to find 
  and open this secret door. 
  Key: There is only one key in the room, and it picked 
  up by anybody that wants to walk up and take it off the 
  statues hand.  
   
  Area 12 – Whosit Wheresit ? 
  The southern portcullises leading into this room is 
  controlled by area 13 and is open when the party 
  arrives in this area.. 
   
  A green light pulsates from a large emerald affixed to 
  the ceiling. It bathes the room in a green light and 
  illuminates a stairway heading up in the northwest 
  corner of the room.  
   
  The gemstone in the ceiling is a relic from another part 
  of the dungeon that began sinking through the floor 
  until it ended up in the ceiling of this room.  The gem 
  acts a conduit between this area and area 20. Every 5 
  minutes a flash crosses the surface of the gem and the 
  10 ft. square directly under it shimmers a second and 
  then returns to normal. Anything in that area during 
  that flash is transported to area 20. At the same time 
  anything in the space in area 20 is moved to hear.  The 
  forces of Izzit are in area 20 and are aware of how the 
  green gems work. For every 10 minutes spent in this 
  room there is a 50% chance that Izzit and his minions 
  show up in the room. They are as surprised as the 
  players are and attack immediately. See area 20 for 
  details on Izzit. 
   
   
  Area 13 – Gated Corridor of Sacrifice 
  Upon entering this area, read or paraphrase the 
  following to the PCs. 
  As your approach the north edge of the room you see 
  a short 20 foot passage that leads to another room 
  that has a green glow eminating from somewhere 
  unseen in it. Both side of this passage are covered in 
  stone human faces in various stages of laughter. Each 
  carving has a holy symbol of Zagyg hanging from 
  around their neck. Holes in ceiling at either end of the 
  passage appear to be for some sort of bars or perhaps 
  a portuculis to slide down from. 
  As soon as two characters are in the area between the 
  portcullis’s they both slam down and bar them from 
  leaving. An antimagic field covers all of area 13 and 
  spills over 10 feet into area 12 and 14. The faces on the 
  walls start laughing hysterically for a few minutes and 
  then stop. All of their mouths are now closed except 
  three of them in a row in the middle of the east wall. A 
  voice in common will then speak out ‘Sometimes the 
  whole must lose a part for the rest to pass’ 
  The portcullis’s cannot be bent, moved, or destroyed. 
  There is only one way out of this corridor and it 
  involves sticking your hand into one of the mouths in 
  the wall. Each one is shrouded in total darkness which 
  prohibits seeing what is in them. One of them at 
  random holds a brass key and will raise the portcullis’s. 
   The other two hold modified spheres of annihilation 
  that will destroy anything that comes in contact with 
  them but with one catch. Once they leave area 13 
  anything lost returns as if it was never gone in the first 
  place.  So once a player picks wrong it is a show of 
  total courage and faith to stick their other arm into one 
  of the remaining holes. This may freak some players 
  out but they will get better. Honest. 
  Key: There is one key located in this area. It is in the 
  back of one of the holes in the east wall. See above for 
  details.  
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 29 
  Area 14 – Oddness Abounds 
  Upon entering this area, read or paraphrase the 
  following to the PCs. 
  Each room gets stranger and stranger as you travel 
  through this place. This 20 ft. by 40 ft. room has red 
  lines painted on the floor that divides it into 8 10x10 
  ft. quadrants. In each of the squares is a number. 3, 8, 
  21, 5, 1, 2, 34, and 13. Above each number is a small 
  6 inch hole in the ceiling. On the west wall written in 
  common is the following ‘Choose and look up for 
  your reward’ 
  Keys: The series of numbers is a Fibonacci series out 
  of order. Though that is all cool and such it has nothing 
  to do with the puzzle. When a player steps into a square 
  and looks up something happens. What happens 
  depends on the number of keys currently in the parties 
  possession. If the number they are standing on is equal 
  to or is the closest without going over to the number of 
  keys they have right now, then another key drops from 
  the ceiling. So for example if they had 3 or 4 keys then 
  standing on the number 3 and looking up would reward 
  them with a key.  If they are incorrect then something 
  else pours out. Nothing harmful but use your 
  imagination on things that would be embarrassing or 
  amusing (keep it clean folks). Examples would be 
  colored paint, flour, mud, real strong perfume, or barley 
  stew.  
  The party has three chances to pick a square and look 
  up. They can be rewarded with up to two keys for this 
  task. Remember the number that gives them the first 
  key might not be the number that gives them the second 
  key as their total has now changed. After the third 
  attempt, success or failure, the writing on the west wall 
  changes to ‘Please Use Exact Change’. 
   
   
   
  Area 15 – Dragon Doorbell 
  Read the following when the PCs approach this area. 
  In the center of the corridor ahead the walls suddenly 
  go from smooth and worked to crude and rugged. Ten 
  feet down the rugged passage a curtain of almost 
  shimmer darkness blocks all further vision. 
  The curtain of darkness is just a simple modified 
  darkness spell. Nothing fancy. Caster level 8 for 
  dispelling purposes. What is not apparent is it is a 
  trigger for a trap and alarm spell. If any spell targets 
  the darkness curtain or whose area of effect comes in 
  contact with it sets off the trap. When either trap is 
  activated a deep voice rings out loudly ‘Boom Boom 
  Boom Mr. Brown is a wonder’, then the trap goes off, 
  followed by the voice again ‘Boom Boom Boom Mr. 
  Brown makes Thunder’. This loud voice, plus the trap 
  itself, easily alerts the dragon in area 17 as well as the 
  Iuzian forces in area 20 that somebody is about to 
  tangle with big red.  
  APL 10 & 12 (EL 8) 
  �Wail of Mr. Brown: CR 8; magic device; magical 
  trigger; no reset; spell effect (empowered greater shout, 
  10d6 times 1.5 sonic, 14th-level wizard, DC 23 
  Fortitude save for half); cone shaped burst into area 14; 
  Search DC 34; Disable Device DC 34.  
  APL 10 & 12 (EL 10) 
  �Wail of Mr. Brown: CR 10; magic device; magical 
  trigger; no reset; spell effect (empowered maximized 
  greater shout, 60 sonic damage plus 5d6 sonic, 14th-
  level wizard, DC 23 Fortitude save for half); cone 
  shaped burst into area 14; Search DC 34; Disable 
  Device DC 34.  
  Area 16 –Achtung Baby !! 
  Read the following when the PCs approach this area. 
   
  As the door from the last room opens up some writing 
  on the back comes into view. “Danger. Contents hot 
  after contact. Use caution when handling. If proper 
  care is not taken then please stay back until 
  demonstration is complete’. The tunnel goes from 
  smooth and worked to rough and crumbly ahead. 
  Piles of loose stone litter the ground. 
  There is nothing of interest here other than the warning. 
  Parties that stumble into area 17 have been warned. 
  Keys: There is one key in this area, and it is located in 
  amongst the rocks and can be found with a Search 
  check DC 15 if they dig through them. 
   
  Area 17 – Agamemnon’s Lair 
  Upon entering this chamber from one of its many entry 
  points, read or paraphrase the following to the PCs. 
  This huge natural cavern chamber is lit by faintly 
  glowing balls of white light that dance around the 
  room. The ceiling heads up to unknown heights 
  beyond your vision.  
  The lights in this room create enough light to see by but 
  do 
  little 
  else. 
   
  They 
  were 
  created 
  through 
  Agamemnon’s magic. This chamber is the primary lair 
  for the huge red dragon. The room does not actually 
  have a ceiling of note and instead has a chimney the 
  size of the room that stretches upwards a good quarter 
  mile. 
  Creatures: This is the lair of Agamemnon. A red 
  dragon of no small power. In most cases he is well 
  aware of the parties approach and sits on a ledge out of 
  sight and listens for their approach. At APL 14 and 16 
  he has two of his fire giant minions with him. As the 
  players are fighting him they can make a Spot check 
  
  CORS4-03 Castle Greyhawk 
   
  Page 30 
  DC 20 to notice a small red gem embedded in the 
  dragon’s forehead. This gem will fall out if he is killed 
  and will attach itself to a player’s forehead permanently 
  if pressed against it. See special rewards for more 
  information. 
   
  APL 10 (EL 13) 
  �Agamemnon: huge red dragon: hp 218; see 
  Appendix 2. 
   
  APL 12 (EL 15) 
  �Agamemnon: huge red dragon: hp 253; see 
  Appendix 2. 
   
   
  APL 14 (EL 17) 
  �Agamemnon: huge red dragon: hp 253; see 
  Appendix 2. 
  �Brathal Irongut: Fire Giant Ftr3; hp 193; see 
  Appendix 2 
  �Bronter Ironskin: Fire Giant Clr3; hp 190; see 
  Appendix 2 
   
  APL 16 (EL 19) 
  �Agamemnon: huge red dragon: hp 312; see 
  Appendix 2. 
  �Brathal Irongut: Fire Giant Ftr3; hp 193; see 
  Appendix 2 
  �Bronter Ironskin: Fire Giant Clr5; hp 212; see 
  Appendix 2 
   
  Tactics: This is possibly one of the toughest fights to 
  run and face in this adventure. Please make sure to read 
  the dragon entry multiple times and look up some of its 
  ability. Especially make note of its hover feat and what 
  it allows it to do. The dragons mobility is a key feature 
  of its deadliness in combat and the players should not 
  be able to just run up to it and beat on it.  
  In most cases Agamemnon knows the players are 
  coming and is going to have spells prepared. At APL 
  14 and 16 Bronter will have his spells readied as well.  
  At APL 14 and 16 the two fire giants are sitting on a 
  ledge 200 feet up. When Agamemnon gives the signal 
  he will swoop down and open up the combat and they 
  will jump off. When they hit 40-50 feet off the ground, 
  Agamemnon will use feather fall and they will glide to 
  the ground without a scratch to then unload on the 
  players. This will usually happen in the surprise round. 
  Keys: There are four keys hidden in this chamber. The 
  first two are buried in with the dragon’s horde (see 
  Treasure for more details on its location) and require at 
  least 30 minutes of digging to find.  The third key is 
  sitting on a small ledge about 100 feet up the rooms 
  wall. Those climbing need to make a Spot check DC 25 
  to notice it unless taking special care to search as they 
  climb. The fourth key is inside one of the six motes of 
  light floating about the room. If the motes are dispelled 
  in some fashion the key falls to the floor. 
   
  Treasure: At APL 10 and 12 all treasure is in the 
  dragon’s horde. At APL 14 and 16 a few items are 
  found on the giant’s and are noted with a * while the 
  rest is in the dragon’s horde. The horde is located in a 
  side chamber 400 feet up the chimney.  
     APL 10:  C: 2,000 gp; M: +1 keen longsword (693 
  gp), ring of energy resistance minor [cold] (1,000 gp), 
  rod of metamagic silent (917 gp) 
     APL 12: C: 2,500 gp; M: + 1 keen longsword (693 
  gp), ring of evasion (2,083 gp), rod of metamagic silent 
  [greater] (2,041 gp) 
     APL 14: C: 4,000 gp; M: rod of metamagic empower 
  (2,708 gp), ring of blinking (2,250 gp), pearl of power 
  [5th] (2,083 gp) 
     APL 16: C: 8,000 gp; M: M: rod of metamagic 
  empower (2,708 gp), ring of blinking (2,250 gp), pearl 
  of power [5th] (2,083 gp), ring of freedom of movement 
  (3,333 gp) 
   
  Area 18 – Golem Guardians 
  Read the following when the PCs approach this area. 
   
  In the center of the corridor ahead is One (or two) tall 
  stone creatures. Their arms folded across their chests, 
  they do not move so much as a fraction of an inch. 
   
  Creatures: 
  These 
  golems 
  were 
  put 
  here 
  by 
  Agamemnon to keep any of the old mad gnomes crazy 
  contraptions for getting into area 17 and causing 
  trouble. They have simple instructions to prevent 
  anybody from passing through area 18 to area 17. 
  Passing the other way is just fine as long as they do not 
  attack them or turn to go back. 
  APL 10 (EL 11) 
  �Stone Golem: large construct: hp 107; see Monster 
  Manual pg. 137 
  APL 12 (EL 13) 
  �Stone G olem (2): large construct: hp 107; see 
  Monster Manual pg. 137 
  APL 14 (EL 15) 
  �Advanced Stone G olem (2): large construct: hp 
  155; see Appendix 2 
  
  CORS4-03 Castle Greyhawk 
   
  Page 31 
  APL 16 (EL 17) 
  �Advanced Stone G olem (2): large construct: hp 
  203; see Appendix 2 
  Key: There are two keys in this room. Both are 
  contained with the bodies of the guardians (or two in 
  one at APL 10. The players must search through the 
  golems fall to rubble when defeated so it is just a matter 
  of digging through their remains. 
   
  Area 19 – Cavern Entry 
  If this area is being used by the PCs as an entry to the 
  dungeon, read or paraphrase the following to them. 
   
  The long winding cobweb ridden stairs have come to 
  an end in a dark natural cavern corridor.  Although 
  there is no light, a strange green glow can be seen in 
  the dimness, radiating from an unseen source.  Up 
  ahead, there appears to be an intersection but a quiet 
  scurrying and shifting shadows proves that it is not 
  deserted. 
   
  If the PCs approach this area from another passageway, 
  read or paraphrase the following to them. 
   
  Up ahead, there appears to be an intersection but a 
  quiet scurrying and shifting shadows proves that it is 
  not deserted. 
   
  This area is empty but there are things moving in the 
  areas around it. Area 20 has the Iuz forces and is the 
  source of the green glow. Area 18 has the golem 
  guardians and area 5, though a bit further, has the 
  kobold rogues doing their dirty work.  
  If they are quiet there is a chance they can sneak 
  through area 21 without alerting the Iuz forces but 
  chances are slim and that will probably be a fight. 
  Keys:  There is one key here. It is glued to the ceiling 
  in some spider webs. If the party digs through the webs 
  a Search check DC 18 will find it. 
   
   
  Area 20 – Izzit and Friends 
  Upon approaching this area, read or paraphrase the 
  following to the PCs 
   
  The corridor ahead has a large green emerald affixed 
  to the ceiling. It bathes the corridor in a green light 
  and illuminates the huddled group have a discussion 
  to your right. As on turns you see a symbol of Iuz 
  hanging from his neck and their swords make a 
  sound very familiar to you as they slide out of their 
  scabbards.  
   
  The gemstone in the ceiling is a relic from another part 
  of the dungeon that began sinking through the floor 
  until it ended up in the ceiling of this room.  The gem 
  acts a conduit between this area and area 12. Every 5 
  minutes a flash crosses the surface of the gem and the 
  10 ft. square directly under it (southwest corner of this 
  hallway) shimmers a second and then returns to normal. 
  Anything in that area during that flash is transported to 
  area 12. At the same time anything in the space in area 
  12 is moved to here.  The forces of Izzit are aware of 
  how the green gems work. They are as surprised as the 
  players are and attack immediately.  
  Creatures: Izzit and his men are still fully charged and 
  prepared with all spells that last 10 minutes per level or 
  more precast. They are loaded for bear and the bear in 
  this case is the party members. If the battle starts going 
  badly they will move into the area of the green glow 
  and wait for it to take them to area 12 (it goes off again 
  at the start of round 5).  
   
  APL 10 (EL 12) 
  �Izzit: male human Clr8(Iuz): hp 59; see Appendix 2 
  �Rud: male human Bar2/Rgr2/Ftr4: hp 69; see 
  Appendix 2 
  �Thelious: elf Sor8; hp 36; see Appendix 2 
  �Raggar: half-orc Bar4/Rog4: hp 65; see Appendix 2 
   
  APL 12 (EL 14) 
  �Izzit: male human Clr10(Iuz): hp 73; see Appendix 2 
  �Rud: male human Bar2/Rgr2/Ftr6: hp 95; see 
  Appendix 2 
  �Thelious: elf Sor10; hp 51; see Appendix 2 
  �Raggar: half-orc Bar5/Rog5: hp 80; see Appendix 2 
   
  APL 14 (EL 16) 
  �Izzit: male human Clr12(Iuz): hp 87; see Appendix 2 
  �Rud: male human Bar2/Rgr2/Ftr8: hp 113; see 
  Appendix 2 
  �Thelious: elf Sor12; hp 61; see Appendix 2 
  �Raggar: half-orc Bar6/Rog6: hp 107; see Appendix 
  2 
   
  APL 16 (EL 18) 
  �Izzit: male human Clr14(Iuz): hp 101; see Appendix 
  2 
  �Rud: male human Bar2/Rgr2/Ftr10: hp 145; see 
  Appendix 2 
  �Thelious: elf Sor14; hp 71; see Appendix 2 
  �Raggar: half-orc Bar7/Rog7: hp 124; see Appendix 
  2 
   
  Tactics: Izzit wishes to please his master but at the 
  same time he is not suicidal. Thelious and Izzit will try 
  
  CORS4-03 Castle Greyhawk 
   
  Page 32 
  to neutralize any spellcasters quickly while Rud will 
  rage and take on a fighters while Raggar will tumble 
  and make life difficult for any casters causing 
  problems. They have worked with other for years and 
  know each others strengths and weaknesses.   
  Keys: Izzit has a key-ring on his belt that contains a 
  total of four keys. Three of the keys are plain copper 
  keys being sought by the PCs. The fourth key does 
  NOT count towards that total and is a large iron key. 
  This key goes to an unknown lock. 
  Treasure: The treasure is spread out between all of the 
  groups members. See the appendix for who has what. 
   
  APL 10: M: +1 full plate (221 gp), +1 greatsword 
  (193 gp), +2 periapt of wisdom (333 gp), +1 bastard 
  sword (193 gp), +1 mithral chain shirt (92 gp), +2 
  gauntlets of ogre power (333 gp), +1 vest of resistance 
  (83 gp), +2 cloak of charisma (333 gp), +2 gloves of 
  dexterity (333 gp), +1 great axe (193 gp), +1 mithral 
  chain shirt (92 gp), +2 gauntlets of ogre power (333 gp) 
   
  APL 12: M: +2 full plate (461 gp), +1 greatsword 
  (193 gp), +1 ring of protection (167 gp), +2 cloak of 
  resistance (333 gp), +2 periapt of wisdom (333 gp), +1 
  bastard sword (193 gp), +2 mithral chain shirt (342 gp), 
  +2 amulet of health (333 gp), +2 gauntlets of ogre 
  power (333 gp), wand of fireballs (938 gp), +2 vest of 
  resistance (333 gp), +2 amulet of health (333 gp), +2 
  cloak of charisma (333 gp), +2 gloves of dexterity (333 
  gp), +1 flaming great axe (693 gp), +2 mithral chain 
  shirt (342 gp), +2 gauntlets of ogre power (333 gp) 
   
  APL 14: M: +3 full plate (877 gp), +1 greatsword 
  (193 gp), +2 ring of protection (667 gp), +3 cloak of 
  resistance (750 gp), +2 periapt of wisdom (333 gp), +1 
  bastard sword (193 gp), +2 mithral chain shirt (342 gp), 
  +2 amulet of health (333 gp), +4 belt of giant strength 
  (1,333 gp), wand of fireballs (938 gp), +2 vest of 
  resistance (333 gp), +2 amulet of health (333 gp), +4 
  cloak of charisma (1,333 gp), +2 gloves of dexterity 
  (333 gp), +1 flaming great axe (693 gp), +1 ring of 
  protection (167 gp), +1 cloak of resistance (83 gp), +3 
  mithral chain shirt (768 gp), +2 amulet of health, +2 
  gauntlets of ogre power (333 gp) 
   
  APL 16: M: +3 full plate (877 gp), +1 keen 
  greatsword (693 gp), +2 ring of protection (667 gp), +3 
  cloak of resistance (750 gp), +4 periapt of wisdom 
  (1,333 gp), +1 bastard sword (193 gp), +2 cloak of 
  resistance (333 gp), +3 mithral chain shirt (768 gp), +4 
  amulet of health (1,333 gp), +4 belt of giant strength 
  (1,333 gp), wand of fireballs [9th] (1,687 gp), +3 vest of 
  resistance (750 gp), +2 amulet of health (333 gp), +4 
  cloak of charisma (1,333 gp), +4 gloves of dexterity 
  (1,333 gp), +1 flaming great axe (693 gp), +1 ring of 
  protection (167 gp), +2 cloak of resistance (333 gp), +3 
  mithral chain shirt (768 gp), +2 amulet of health, +4 
  belt of giant strength (333 gp) 
   
  Area 21 – Moaning Stone 
  Read or paraphrase the following to the PCs as they 
  approach this intersection. 
   
  The intersection ahead seems to see a lot of use. 
  Rough tunnels head off in all four compass 
  directions. 
   
  There is nothing of note here other then an important 
  intersection to get around this half of the dungeon. 
  Waiting here for any length of time is just begging for 
  something to show up and cause trouble. 
   
  Conclusion 
  Once the PCs have had enough of the dungeons 
  beneath Castle Greyhawk, or time has expired, read or 
  paraphrase the following to them. 
   
  Tasting the fresh air underneath the open sky is a 
  sensation like no other, having spent so much time in 
  the dungeons beneath the famed Castle Greyhawk. 
  The dwarves here look on with a sign of surprise, to 
  see you come out alive and so laden with treasure. 
  The clerics of Zagyg are equally glad to see you.  
  High priest Ossolot takes all of your keys from you, 
  thanking you for each one and scrutinizing it closely. 
  “It will be some time before the true key reveals itself, 
  so be sure to make your whereabouts known to us so 
  that you may be greatly rewarded if you found the 
  true key.  However, we have a reward for you 
  nonetheless for your efforts in the holy halls of Castle 
  Greyhawk.  Take with you our thanks” With that, the 
  priest blows a big raspberry at you, chuckling as he 
  leaves the tent. 
  Only time will tell if your band found the true key.  
  Keep an eye on www.rpga.com to learn more in the 
  coming months. 
  The DM should now determine the exact number of 
  keys recovered by the PCs.  This number should be 
  written on the AR of each PC, next to the Key Rewards 
  section.  The DM should cross out all bonuses the PCs 
  do not get because of their key count (a group that got 
  15 keys would get all three boons, but one that only got 
  4 would get only the thanks of Zagyg with the other 
  two crossed out). 
   
  The End 
   
  Experience Point Summary 
  
  CORS4-03 Castle Greyhawk 
   
  Page 33 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
  Area One 
  Defeating the Gnomish Construct 
  APL 10  
  390 xp 
  APL 12  
  450 xp 
  APL 14  
  510 xp 
  APL 16  
  570 xp 
  Area Two 
  Encountering and surviving the trap 
  All APLs 
   
  240 xp 
  Area Five 
  Defeating the kobolds 
  APL 10  
  330 xp 
  APL 12  
  390 xp 
  APL 14  
  450 xp 
  APL 16  
  510 xp 
   
  Area Seven 
  Encountering and surviving the Black Lightning 
  All APLs 
   
  180 xp 
  Area Ten 
  Defeating the Scarlet Brotherhood group 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  APL 14  
  480 xp 
  APL 16  
  540 xp 
   
  Area Fifteen 
  Encountering and surviving the Wailing Trap 
  APL 10 & 12 
  240 xp 
  APL 14 & 16 
  300 xp 
   
  Area Seventeen 
  Defeating Agamemnon and his minions 
  APL 10  
  390 xp 
  APL 12  
  450 xp 
  APL 14  
  510 xp 
  APL 16  
  570 xp 
   
  Area Eighteen 
  Defeat the golem guardians 
  APL 10  
  330 xp 
  APL 12  
  390 xp 
  APL 14  
  450 xp 
  APL 16  
  510 xp 
   
  Area Twenty 
  Defeat Izzit and his cronies 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  APL 14  
  480 xp 
  APL 16  
  540 xp 
   
  Discretionary roleplaying award 
  APL 10   
  540 xp 
  APL 12  
  630 xp 
  APL 14  
  720 xp 
  APL 16  
  810 xp 
   
  Total possible experience:  
   
  APL 10   
  2,700 xp 
  APL 12  
  3,150 xp 
  APL 14  
  3,600 xp 
  APL 16  
  4,050 xp 
   
   
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot. If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  
  CORS4-03 Castle Greyhawk 
   
  Page 34 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this 
  is a Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewelry, and other valuables 
   
  M: Magic Items (sell value)  
  Area One: 
   
  All APLs:  L: 10 minutes – 333 gp, 20 minutes – 
  833 gp, 30 minutes – 1,667 gp 
  Area Five: 
   
  APL 10: M: +1 mithral chain shirt [3] (175 gp), +1 
  ring of protection [3] (167 gp), +2 cloak of resistance 
  [3] (333 gp), +1 rapier [3]  (193 gp), *+1 longsword 
  (193 gp), *+1 chain shirt (104 gp) 
     APL 12: M: +2 mithral chain shirt [3] (425 gp), +1 
  ring of protection [3] (167 gp), +2 cloak of resistance 
  [3] (333 gp), +1 keen rapier [3]  (693 gp), *+1 
  longsword (193 gp), *+1 chain shirt (104 gp) 
     APL 14: M: +3 mithral chain shirt [3] (841 gp), +2 
  gauntlets of ogre power [3] (333 gp), +2 amulet of 
  health [3] (333 gp), +1 ring of protection [3] (167 gp), 
  +2 cloak of resistance [3] (333 gp), +1 keen rapier [3]  
  (693 gp), *+1 longsword (193 gp), *+1 chain shirt (104 
  gp) 
     APL 16: M: +3 mithral chain shirt [3] (841 gp), +2 
  gauntlets of ogre power [3] (333 gp), eyes of the eagle 
  [3] (208 gp), +4 amulet of health [3] (1,333 gp), +2 
  ring of protection [3] (667 gp), +3 cloak of resistance 
  [3] (750 gp), +1 keen rapier [3]  (693 gp), *+1 
  longsword (193 gp), *+1 chain shirt (104 gp) 
   
  Area Ten: 
   
  APL 10: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 2 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character) , belt of the high monk (2,500 gp) 
   
  APL 12: M: Headband of Intellect +2 (333 gp per 
  character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), ring of protection +1 (166 gp per character), 
  arcane scroll of stoneskin (7th-level caster) (79 gp per 
  character), cloak of resistance +2 (333 gp per 
  character), 2 monk’s belts (1083 gp each per character) 
  , belt of the high monk (2,500 gp) 
   
  APL 14: M: Headband of Intellect +4 (1333 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (125 gp per character) , belt of the 
  high monk (2,500 gp) 
   
  APL 16: M: Headband of Intellect +6 (3000 gp 
  per character), 3 amulets of health +2 (333 gp each per 
  character), 3 gauntlets of Dexterity +2 (333 gp each per 
  character), 3 rings of protection +1 (166 gp each per 
  character), arcane scroll of stoneskin (7th-level caster) 
  (79 gp per character), 3 cloaks of resistance +2 (333 gp 
  each per character), 2 monk’s belts (1083 gp each per 
  character), 2 potions of greater magic fang +5 (250 gp 
  each per character), arcane scroll of maximized fireball 
  (10th-level caster) (126 gp per character), arcane scroll 
  of empowered maximized fireball (10th-level caster) 
  (166 gp per character), arcane scroll of empowered 
  maximized scorching ray (11th-level caster) (160 gp per 
  character), ring of major energy resistance (fire) (2333 
  gp per character) , belt of the high monk (2,500 gp) 
   
  Area Seventeen: 
   
  APL 10:  C: 2,000 gp; M: +1 keen longsword (693 
  gp), ring of energy resistance minor [cold] (1,000 gp), 
  rod of metamagic silent (917 gp) 
     APL 12: C: 2,500 gp; M: + 1 keen longsword (693 
  gp), ring of evasion (2,083 gp), rod of metamagic silent 
  [greater] (2,041 gp) 
     APL 14: C: 4,000 gp; M: rod of metamagic empower 
  (2,708 gp), ring of blinking (2,250 gp), pearl of power 
  [5th] (2,083 gp) 
     APL 16: C: 8,000 gp; M: M: rod of metamagic 
  empower (2,708 gp), ring of blinking (2,250 gp), pearl 
  of power [5th] (2,083 gp), ring of freedom of movement 
  (3,333 gp) 
   
  Area Twenty: 
   
  APL 10: M: +1 full plate (221 gp), +1 greatsword 
  (193 gp), +2 periapt of wisdom (333 gp), +1 bastard 
  sword (193 gp), +1 mithral chain shirt (92 gp), +2 
  gauntlets of ogre power (333 gp), +1 vest of resistance 
  (83 gp), +2 cloak of charisma (333 gp), +2 gloves of 
  dexterity (333 gp), +1 great axe (193 gp), +1 mithral 
  chain shirt (92 gp), +2 gauntlets of ogre power (333 gp) 
   
  APL 12: M: +2 full plate (461 gp), +1 greatsword 
  (193 gp), +1 ring of protection (167 gp), +2 cloak of 
  resistance (333 gp), +2 periapt of wisdom (333 gp), +1 
  
  CORS4-03 Castle Greyhawk 
   
  Page 35 
  bastard sword (193 gp), +2 mithral chain shirt (342 gp), 
  +2 amulet of health (333 gp), +2 gauntlets of ogre 
  power (333 gp), wand of fireballs (938 gp), +2 vest of 
  resistance (333 gp), +2 amulet of health (333 gp), +2 
  cloak of charisma (333 gp), +2 gloves of dexterity (333 
  gp), +1 flaming great axe (693 gp), +2 mithral chain 
  shirt (342 gp), +2 gauntlets of ogre power (333 gp) 
   
  APL 14: M: +3 full plate (877 gp), +1 greatsword 
  (193 gp), +2 ring of protection (667 gp), +3 cloak of 
  resistance (750 gp), +2 periapt of wisdom (333 gp), +1 
  bastard sword (193 gp), +2 mithral chain shirt (342 gp), 
  +2 amulet of health (333 gp), +4 belt of giant strength 
  (1,333 gp), wand of fireballs (938 gp), +2 vest of 
  resistance (333 gp), +2 amulet of health (333 gp), +4 
  cloak of charisma (1,333 gp), +2 gloves of dexterity 
  (333 gp), +1 flaming great axe (693 gp), +1 ring of 
  protection (167 gp), +1 cloak of resistance (83 gp), +3 
  mithral chain shirt (768 gp), +2 amulet of health, +2 
  gauntlets of ogre power (333 gp) 
   
  APL 16: M: +3 full plate (877 gp), +1 keen 
  greatsword (693 gp), +2 ring of protection (667 gp), +3 
  cloak of resistance (750 gp), +4 periapt of wisdom 
  (1,333 gp), +1 bastard sword (193 gp), +2 cloak of 
  resistance (333 gp), +3 mithral chain shirt (768 gp), +4 
  amulet of health (1,333 gp), +4 belt of giant strength 
  (1,333 gp), wand of fireballs [9th] (1,687 gp), +3 vest of 
  resistance (750 gp), +2 amulet of health (333 gp), +4 
  cloak of charisma (1,333 gp), +4 gloves of dexterity 
  (1,333 gp), +1 flaming great axe (693 gp), +1 ring of 
  protection (167 gp), +2 cloak of resistance (333 gp), +3 
  mithral chain shirt (768 gp), +2 amulet of health, +4 
  belt of giant strength (333 gp) 
   
   
  Total Allowed Treasure 
  APL 10:  
  4,600 gp (max per PC) 
  APL 12:  
  6,600 gp (max per PC) 
  APL 14:  
  13,200 gp (max per PC) 
  APL 16:  
  19,800 gp (max per PC) 
   
  Special 
  �Key Rewards: As a reward for recovering the 
  missing copper keys from the dungeons of Castle 
  Greyhawk, the above named PC has been rewarded by 
  the clerics of Zagyg with one of the following gifts. 
   
  Thanks of Zagyg (0-4 keys): As a standard action, 
  you may call on the thanks of Zagyg to receive a cure 
  moderate wounds, lesser restoration, or delay poison 
  spell cast at 5th level. Write “used” across this text 
  once redeemed. 
   
  Gratitude of Zagyg (5-12 keys): As a standard 
  action, you may call on the gratitude of Zagyg to 
  receive a cure critical wounds, restoration, or freedom 
  of movement spell cast at 12th level. Write “used” 
  across this text once redeemed. 
   
  Blessing of Zagyg (13+ keys): As a standard 
  action, you may call on the blessing of Zagyg to receive 
  a heal spell cast at 20th level. Alternatively, this 
  blessing can be redeemed for a raise dead spell cast for 
  free as a full round action. This benefit may even be 
  called upon to raise the above named PC. Write “used” 
  across this text once redeemed. 
   
  �Belt of the High Monk: This finely crafted belt is 
  made of leather from an unknown creature weaved into 
  a braid-like pattern. The wearer’s AC and unarmed 
  damage is treated as a monk of five levels higher. The 
  belt gives it wearer a +2 enhancement to Strength as 
  well a +2 natural armor bonus to their armor class. If 
  worn by a monk it adds one use to their Stunning Fist 
  ability.  Moderate Transmutation; CL 8th; Craft 
  Wondrous Item, bull strength, barkskin, and righteous 
  might; Price 30,000 gp; Weight 1 lb. 
  �Embedded the Dragon Gemstone [Greater]: The 
  above named PC embedded the red gemstone into his 
  or her forehead. This gemstone was attached to the 
  dragon’s head deep within the dungeons of Castle 
  Greyhawk. Although it has no apparent affect, that may 
  change in the future. This should be crossed off if the 
  PC did not embed the gemstone. 
   
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 36 
  Appendix 1 – Stat Blocks 
  Map A, APLs 10-16 
   
  Area 4 – Blood for the Wicked 
  APL 10 (EL 12) 
  �Ahlitann: Human (Suel) Wiz 9; CR 9; Medium 
  humanoid; HD 9d4+27; hp 55; Init +1; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14; Base Atk +4; Grp 
  +4; Atk/Full Atk +4 melee (1d6, quarterstaff) or +5 
  ranged (1d8/19-20, light crossbow); AL LE; SV Fort 
  +6, Ref +4, Will +6; Str 10, Dex 12, Con 17, Int 20, 
  Wis 10, Cha 10. 
    Skills and Feats: Concentration +15, Decipher 
  Script +17, Knowledge (arcana) +17, Knowledge 
  (architecture and engineering) +12, Knowledge 
  (history) +12, Knowledge (nobility and royalty) +11, 
  Knowledge (the planes) +11, Spellcraft +19; Combat 
  Casting, 
  Empower 
  Spell, 
  Improved 
  Familiar, 
  Quicken Spell, Rapid Spell, Reach Spell, Scribe 
  Scroll, Summon Familiar. 
    Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + 
  spell level): 0-daze, detect magic (2), read magic; 1st-
  mage armor, magic missile (3), protection from 
  chaos, shield; 2nd-false life, glitterdust, rapid enlarge 
  person, scorching ray, see invisibility; 3rd-empowered 
  magic missile, fireball, haste, reach shocking grasp; 
  4th-dimension door, greater invisibility, stoneskin; 
  5th-overland flight, quickened enlarge person. 
    Possessions: Headband of intellect +2, amulet of 
  health +2, ring of protection +1, arcane scroll of 
  stoneskin (7th-level caster), 250 gp worth of diamond 
  dust, quarterstaff, light crossbow, 30 bolts, spell 
  component pouch. 
  �Karn and Graef: Human (Suel) Mnk 9; CR 9 
  Medium humanoid; HD 9d8+39; hp 87; Init +3; Spd 
  60 ft.; AC 16, touch 16, flat-footed 13; Base Atk +6; 
  Grp +13; Atk +10 melee (1d10+3, unarmed strike) or 
  +9 ranged (1d8/19-20, light crossbow); Full Atk 
  +10/+10/+5 melee (1d10+3, flurry of blows) or 
  +10/+5 melee (1d10+3, unarmed strike) or +9 ranged 
  (1d8/19-20, light crossbow); SA Flurry of blows, ki 
  strike (magic), unarmed strike; SQ Improved 
  evasion, purity of body, slow fall 40 ft., still mind, 
  wholeness of body; AL LE; SV Fort +9, Ref +11, 
  Will +8; Str 16, Dex 16, Con 17, Int 8, Wis 14, Cha 
  8. 
    Skills and Feats: Jump +29, Listen +14, Spot +14, 
  Tumble +17; Deflect Arrows, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Lightning Reflexes, Stunning Fist, 
  Toughness, Weapon Focus (unarmed strike). 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make one extra attack per round with 
  an unarmed strike or a special monk weapon at his 
  highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a magic weapon having a +1 
  enhancement bonus. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 40 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  18 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, light crossbow, 30 bolts. 
   
  APL 12 (EL 14) 
  �Ahlitann: Human Wiz 11; CR 11; Medium 
  humanoid; HD 11d4+33; hp 67; Init +2; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14; Base Atk +5; Grp 
  +5; Atk/Full Atk +5 melee (1d6, quarterstaff) or +7 
  ranged (1d8, light crossbow); SQ Empathic link, hell 
  hound familiar, share spells; AL LE; SV Fort +8, Ref 
  +7, Will +9; Str 10, Dex 14, Con 17, Int 20, Wis 10, 
  Cha 10. 
    Skills and Feats: Concentration +17, Decipher 
  Script +19, Knowledge (arcana) +19, Knowledge 
  (architecture and engineering) +13, Knowledge 
  (history) +13, Knowledge (nobility and royalty) +13, 
  Knowledge (the planes) +13, Spellcraft +21; 
  Alertness, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Familiar, Maximize Spell, Quicken Spell, 
  Rapid Spell, Reach Spell, Scribe Scroll, Summon 
  Familiar. 
    Wizard Spells Prepared (4/6/5/5/4/3/1; save DC 15 
  + spell level): 0-daze, detect magic (2), read magic; 
  1st-mage armor, magic missile (3), protection from 
  chaos, shield; 2nd-false life, glitterdust, rapid enlarge 
  person, scorching ray, see invisibility; 3rd-empowered 
  magic missile, fireball, fly, haste, reach shocking 
  grasp; 4th-dimension door, evard’s black tentacles, 
  greater 
  invisibility, 
  stoneskin; 
  5th-empowered 
  
  CORS4-03 Castle Greyhawk 
   
  Page 37 
  fireball, overland flight, quickened enlarge person; 
  6th-quickened scorching ray. 
    Possessions: Headband of intellect +2, amulet of 
  health +2, gloves of Dexterity +2, cloak of resistance 
  +2, ring of protection +1, arcane scroll of stoneskin 
  (7th-level caster), 250 gp worth of diamond dust, 
  quarterstaff, 
  light 
  crossbow, 
  30 
  bolts, 
  spell 
  component pouch. 
   
  �Teufelhund: Hell Hound Familiar; CR -; Medium 
  Outsider; HD 11; hp 33; Init +5; Spd 40 ft.; AC 22, 
  touch 11, flat-footed 21; Base Atk +5; Grp +6; 
  Atk/Full Atk +6 melee (1d8+1 plus 1d6 fire, bite); 
  SA Breath weapon, fiery bite; SQ Darkvision 60 ft., 
  deliver touch spells, immunity to fire, improved 
  evasion, scent, speak with master, spell resistance 16, 
  vulnerability to cold; AL LE; SV Fort +5, Ref +5, 
  Will +7; Str 13, Dex 13, Con 13, Int 11, Wis 10, Cha 
  6. 
    Skills and Feats: Concentration +15, Decipher 
  Script +14, Hide +13, Jump +12, Knowledge 
  (arcana) 
  +14, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +8, 
  Knowledge 
  (history) 
  +8, 
  Knowledge (nobility and royalty) +8, Knowledge 
  (the planes) +8, Listen +7, Move Silently +13, 
  Spellcraft +16, Spot +7, Survival +7*; Improved 
  Initiative, Run, TrackB. 
    Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire.  Reflex DC 13 half.  The 
  save DC is Constitution-based. 
    Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
    Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks 
    *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
   
  �Karn and Graef: Human (Suel) Mnk 11; CR 11 
  Medium humanoid; HD 11d8+47; hp 105; Init +3; 
  Spd 60 ft.; AC 18, touch 18, flat-footed 15; Base Atk 
  +8; Grp +15; Atk +12 melee (2d8+3, unarmed strike) 
  or +11 ranged (1d8/19-20, light crossbow); Full Atk 
  +12/+12/+12/+7 melee (2d8+3, flurry of blows) or 
  +12/+7 melee (2d8+3, unarmed strike) or +11 ranged 
  (1d8/19-20, light crossbow); SA Flurry of blows, 
  greater flurry, ki strike (lawful and magic), unarmed 
  strike; SQ Diamond body, improved evasion, purity 
  of body, slow fall 50 ft., still mind, wholeness of 
  body; AL LE; SV Fort +10, Ref +12, Will +9; Str 16, 
  Dex 16, Con 17, Int 8, Wis 14, Cha 8. 
    Skills and Feats: Jump +31, Listen +16, Spot +16, 
  Tumble +19; Deflect Arrows, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Lightning Reflexes, Stunning Fist, 
  Toughness, Weapon Focus (unarmed strike). 
    Diamond body (Su): This monk has immunity to 
  poison of all kinds. 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make two extra attacks per round 
  with an unarmed strike or a special monk weapon at 
  his highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a lawful weapon having a +1 
  enhancement bonus. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 50 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  22 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, monk’s belt, light crossbow, 30 bolts. 
   
  APL 14 (EL 16) 
  �Ahlitann: Human Wiz 13; CR 13; Medium 
  humanoid; HD 13d4+52; hp 92; Init +2; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 15; Base Atk +6; Grp 
  +6; Atk +6 melee (1d6, quarterstaff) or +8 ranged 
  (1d8/19-20, light crossbow); Full Atk +6/+1 melee 
  (1d6, quarterstaff) or +8 ranged (1d8/19-20, light 
  crossbow); SQ Empathic link, hell hound familiar, 
  scry on familiar, share spells; AL LE; SV Fort +10, 
  Ref +8, Will +10; Str 10, Dex 14, Con 18, Int 22, 
  Wis 10, Cha 10. 
    Skills and Feats: Concentration +20, Decipher 
  Script +22, Knowledge (arcana) +22, Knowledge 
  (architecture and engineering) +16, Knowledge 
  (history) +15, Knowledge (nobility and royalty) +15, 
  Knowledge (the planes) +16, Spellcraft +24; 
  Alertness, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Familiar, Maximize Spell, Quicken Spell, 
  
  CORS4-03 Castle Greyhawk 
   
  Page 38 
  Rapid Spell, Reach Spell, Scribe Scroll, Spell 
  Penetration, Summon Familiar. 
    Wizard Spells Prepared (4/6/6/5/5/4/3/1; save DC 
  16 + spell level): 0-daze, detect magic (2), read 
  magic; 1st-mage armor, magic missile (3), protection 
  from chaos, shield; 2nd-false life, glitterdust, rapid 
  enlarge person, scorching ray (2), see invisibility; 
  3rd-dispel magic, empowered magic missile, fireball, 
  fly, haste; 4th-dimension door, evard’s black 
  tentacles, greater invisibility, stoneskin (2); 5th-
  empowered fireball, maximized scorching ray, 
  overland flight, quickened enlarge person; 6th-
  disintegrate, 
  quickened 
  false 
  life, 
  quickened 
  scorching ray; 7th-quickened fireball. 
    Possessions: Headband of intellect +4, cloak of 
  resistance +2, amulet of health +2, gloves of 
  Dexterity +2, arcane scroll of stoneskin (7th-level 
  caster), arcane scroll of maximized fireball (10th-level 
  caster), 500 gp worth of diamond dust, quarterstaff, 
  light crossbow, 30 bolts, spell component pouch. 
   
  �Teufelhund: Hell Hound Familiar; CR -; Medium 
  Outsider; HD 13; hp 46; Init +5; Spd 40 ft.; AC 23, 
  touch 11, flat-footed 22; Base Atk +6; Grp +7; Atk 
  +7 melee (1d8+1 plus 1d6 fire, bite); Full Atk +7/+2 
  melee (1d8+1 plus 1d6 fire, bite); SA Breath weapon, 
  fiery bite; SQ Darkvision 60 ft., deliver touch spells, 
  immunity to fire, improved evasion, scent, speak with 
  master, spell resistance 18, vulnerability to cold; AL 
  LE; SV Fort +5, Ref +5, Will +8; Str 13, Dex 13, 
  Con 13, Int 12, Wis 10, Cha 6. 
    Skills and Feats: Concentration +17, Decipher 
  Script +17, Hide +13, Jump +12, Knowledge 
  (arcana) 
  +17, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +11, 
  Knowledge 
  (history) 
  +10, 
  Knowledge (nobility and royalty) +10, Knowledge 
  (the planes) +11, Listen +7, Move Silently +13, 
  Spellcraft +19, Spot +7, Survival +7*; Improved 
  Initiative, Run, TrackB. 
    Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire.  Reflex DC 13 half.  The 
  save DC is Constitution-based. 
    Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
    Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks 
    *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
   
  �Karn and Graef: Human (Suel) Mnk 13; CR 13 
  Medium humanoid; HD 13d8+68; hp 136; Init +3; 
  Spd 70 ft.; AC 19, touch 19, flat-footed 16; Base Atk 
  +9; Grp +16; Atk +13 melee (2d8+3/19-20, unarmed 
  strike) or +12 ranged (1d8/19-20, light crossbow); 
  Full Atk +13/+13/+13/+8 melee (2d8+3/19-20, flurry 
  of blows) or +13/+8 melee (2d8+3/19-20, unarmed 
  strike) or +12 ranged (1d8/19-20, light crossbow); 
  SA Flurry of blows, greater flurry, ki strike (lawful 
  and magic), unarmed strike; SQ Abundant step, 
  diamond body, diamond soul, improved evasion, 
  purity of body, slow fall 60 ft., still mind, wholeness 
  of body; AL LE; SV Fort +14, Ref +15, Will +12; Str 
  16, Dex 16, Con 18, Int 8, Wis 14, Cha 8. 
    Skills and Feats: Jump +37, Listen +18, Spot +18, 
  Tumble +21; Deflect Arrows, Improved Critical 
  (unarmed strike), Improved Grapple, Improved 
  Toughness, Improved Trip, Improved Unarmed 
  Strike, 
  Lightning 
  Reflexes, 
  Stunning 
  Fist, 
  Toughness, Weapon Focus (unarmed strike). 
    Abundant Step (Sp): This monk can slip magically 
  between spaces, as per the spell dimension door, 
  once per day as a 6th-level caster. 
    Diamond body (Su): This monk has immunity to 
  poison of all kinds. 
    Diamond soul (Su): This monk has spell resistance 
  23. 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make two extra attacks per round 
  with an unarmed strike or a special monk weapon at 
  his highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a lawful weapon having a +1 
  enhancement bonus. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 60 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  26 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, monk’s belt, ring of protection +1, cloak 
  of resistance +2, potion of greater magic fang +5, 
  light crossbow, 30 bolts. 
   
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 39 
   
  APL 16 (EL 18) 
  �Ahlitann: Human Wiz 15; CR 15; Medium 
  humanoid; HD 15d4+60; hp 106; Init +2; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 15; Base Atk +7; Grp 
  +7; Atk +7 melee (1d6, quarterstaff) or +9 ranged 
  (1d8/19-20, light crossbow); Full Atk +7/+2 melee 
  (1d6, quarterstaff) or +9 ranged (1d8/19-20, light 
  crossbow); SQ Empathic link, hell hound familiar, 
  scry on familiar, share spells; AL LE; SV Fort +11, 
  Ref +9, Will +11; Str 10, Dex 14, Con 18, Int 24, 
  Wis 10, Cha 10. 
    Skills and Feats: Concentration +22, Decipher 
  Script +25, Knowledge (arcana) +25, Knowledge 
  (architecture and engineering) +18, Knowledge 
  (history) +18, Knowledge (nobility and royalty) +18, 
  Knowledge (the planes) +18, Spellcraft +27; 
  Alertness, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Familiar, Improved Spell Penetration, 
  Maximize Spell, Quicken Spell, Rapid Spell, Reach 
  Spell, Scribe Scroll, Silent Spell, Spell Penetration, 
  Summon Familiar. 
    Wizard Spells Prepared (4/6/6/6/5/5/4/3/1; save DC 
  17 + spell level): 0-daze, detect magic (2), read 
  magic; 1st-mage armor, magic missile (3), protection 
  from chaos, shield; 2nd-false life, glitterdust, rapid 
  enlarge person, scorching ray (2), see invisibility; 
  3rd-empowered magic missile (2), fireball, fly, haste, 
  reach shocking grasp; 4th-dimension door, evard’s 
  black tentacles, greater invisibility, stoneskin (2); 5th-
  empowered fireball, maximized scorching ray, 
  overland flight, quickened enlarge person, silent 
  dimension door; 6th-disintegrate, maximized fireball, 
  quickened false life, quickened scorching ray; 7th-
  empowered maximized scorching ray, quickened 
  empowered magic missile, quickened fireball; 8th-
  horrid wilting. 
    Possessions: Headband of intellect +6, cloak of 
  resistance +2, amulet of health +2, gloves of 
  Dexterity +2, arcane scroll of stoneskin (7th-level 
  caster), arcane scroll of maximized fireball (10th-level 
  caster), arcane scroll of empowered maximized 
  fireball 
  (10th-level 
  caster), 
  arcane 
  scroll 
  of 
  empowered maximized scorching ray (11th-level 
  caster), 500 gp worth of diamond dust, quarterstaff, 
  light crossbow, 30 bolts, spell component pouch. 
   
  �Teufelhund: Hell Hound Familiar; CR -; Medium 
  Outsider; HD 13; hp 46; Init +5; Spd 40 ft.; AC 24, 
  touch 11, flat-footed 23; Base Atk +7; Grp +8; Atk 
  +8 melee (1d8+1 plus 1d6 fire, bite); Full Atk +8/+3 
  melee (1d8+1 plus 1d6 fire, bite); SA Breath weapon, 
  fiery bite; SQ Darkvision 60 ft., deliver touch spells, 
  immunity to fire, improved evasion, scent, speak with 
  master, spell resistance 18, vulnerability to cold; AL 
  LE; SV Fort +6, Ref +6, Will +9; Str 13, Dex 13, 
  Con 13, Int 13, Wis 10, Cha 6. 
    Skills and Feats: Concentration +19, Decipher 
  Script +19, Hide +13, Jump +12, Knowledge 
  (arcana) 
  +19, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +12, 
  Knowledge 
  (history) 
  +12, 
  Knowledge (nobility and royalty) +12, Knowledge 
  (the planes) +12, Listen +7, Move Silently +13, 
  Spellcraft +25, Spot +7, Survival +7*; Improved 
  Initiative, Run, TrackB. 
    Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire.  Reflex DC 13 half.  The 
  save DC is Constitution-based. 
    Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
    Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks 
    *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
   
  �Karn and Graef: Human (Suel) Mnk 15; CR 15 
  Medium humanoid; HD 15d8+78; hp 156; Init +7; 
  Spd 70 ft.; AC 20, touch 20, flat-footed 17; Base Atk 
  +11; Grp +18; Atk +15 melee (2d10+3/19-20, 
  unarmed strike) or +14 ranged (1d8/19-20, light 
  crossbow); Full Atk +15/+15/+15/10/+5 melee 
  (2d10+3/19-20, flurry of blows) or +15/+10/+5 
  melee (2d10+3/19-20, unarmed strike) or +14 ranged 
  (1d8/19-20, light crossbow); SA Flurry of blows, 
  greater flurry, ki strike (lawful and magic), quivering 
  palm, unarmed strike; SQ Abundant step, diamond 
  body, diamond soul, improved evasion, purity of 
  body, slow fall 70 ft., still mind, wholeness of body; 
  AL LE; SV Fort +12, Ref +13, Will +10; Str 16, Dex 
  16, Con 18, Int 8, Wis 14, Cha 8. 
    Skills and Feats: Jump +43, Listen +20, Spot +20, 
  Tumble +23; Deflect Arrows, Improved Critical 
  (unarmed strike), Improved Grapple, Improved 
  Initiative, Improved Toughness, Improved Trip, 
  Improved Unarmed Strike, Lightning Reflexes, 
  Stunning Fist, Toughness, Weapon Focus (unarmed 
  strike). 
    Abundant Step (Sp): This monk can slip magically 
  between spaces, as per the spell dimension door, 
  once per day as a 6th-level caster. 
    Diamond body (Su): This monk has immunity to 
  poison of all kinds. 
    Diamond soul (Su): This monk has spell resistance 
  25. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 40 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make two extra attacks per round 
  with an unarmed strike or a special monk weapon at 
  his highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a lawful weapon having a +1 
  enhancement bonus. 
    Quivering Palm (Su): Once per wee, this monk can 
  use an unarmed strike to set up potentially fatal 
  vibrations within the body of another creature.  The 
  monk must have more levels than the target has Hit 
  Dice.  If the target takes damage from the monk’s 
  blow, the quivering palm attack succeeds.  At any 
  later time within 15 days, the monk can will the 
  target to die (a free action) unless the target makes a 
  DC 19 Fortitude save.  If the save is successful, the 
  target is no longer in danger from that particular 
  quivering palm attack. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 60 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  30 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, monk’s belt, ring of protection +1, ring of 
  major energy resistance (fire), cloak of resistance 
  +2, potion of greater magic fang +5, light crossbow, 
  30 bolts. 
   
  Area Eight – Fire Lair 
  APL 10 (EL 11) 
  �Half Elemental Fighters: medium sized outsider 
  (fire) Ftr7; CR 9; HD 7d10+21; hp 73; Init +7; Spd 
  20 ft.; AC 26, touch 12, flat-footed 23 (+1 
  breastplate, +1 tower shield, +1 ring of protection, +3 
  dex, +1 natural armor); Base Atk +7/+2; Grp +10; 
  Atk +12 melee (1d8+6/19-20, +1 longsword); Full 
  Atk +12/+7 (1d8+6/19-20, +1 longsword); SA  spell-
  like abilities; SQ immune disease, immune fire; AL 
  NE; SV Fort +8, Ref +5, Will +4; Str 17, Dex 16, 
  Con 16, Int 12, Wis 10, Cha 10 
     Skills and Feats: Intimidate +10, Listen +5, Spot 
  +5; Cleave, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
     Spell-Like 
  Abilities: 
  1/day 
  burning 
  hands, 
  produce flame, flaming sphere, wall of fire; these are 
  cast as a 7th level wizard. 
     Possessions: +1 breastplate, +1 tower shield, +1 
  ring of protection, +1 longsword, 3 potions of cure 
  moderate wounds, 3 alchemists fire, potion of haste 
  (5th lvl caster) 
   
  APL 12 (EL 13) 
  �Half Elemental Fighters: medium sized outsider 
  (fire) Ftr9; CR 11; HD 9d10+36; hp 100; Init +7; Spd 
  20 ft.; AC 27, touch 12, flat-footed 24 (+2 
  breastplate, +1 tower shield, +1 ring of protection, +3 
  dex, +1 natural armor); Base Atk +9/+4; Grp +12; 
  Atk +15 melee (1d8+7/17-20, +1 longsword); Full 
  Atk +15/+10 (1d8+7/17-20, +1 longsword); SA 
  spell-like abilities; SQ immune disease, immune fire; 
  AL NE; SV Fort +10, Ref +8, Will +6; Str 18, Dex 
  16, Con 18, Int 12, Wis 10, Cha 10 
     Skills and Feats: Intimidate +10, Listen +5, Spot 
  +5; Cleave, Combat Reflexes, Improved Critical 
  (longsword), 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
     Spell-Like 
  Abilities: 
  1/day 
  burning 
  hands, 
  produce flame, flaming sphere, wall of fire, fire 
  shield; these are cast as a 9th level wizard. 
     Possessions: +2 breastplate, +1 tower shield, +1 
  ring of protection, +1 longsword, +2 amulet of 
  health, 3 potions of cure moderate wounds, 3 
  alchemists fire, potion of haste (5th lvl caster) 
   
  APL 14 (EL 15) 
  �Half Elemental Fighters: medium sized outsider 
  (fire) Ftr11; CR 13; HD 11d10+44; hp 120; Init +7; 
  Spd 20 ft.; AC 29, touch 13, flat-footed 26 (+2 
  breastplate, +2 tower shield, +2 ring of protection, +3 
  dex, +1 natural armor); Base Atk +11/+6/+1; Grp 
  +17; Atk +19 melee (1d8+9+1d6/17-20, +1 flaming 
  longsword); Full Atk +19/+14/+9 (1d8+9+1d6/17-
  20, +1 flaming  longsword); SA spell-like abilities; 
  SQ immune disease, immune fire; AL NE; SV Fort 
  +12, Ref +10, Will +8; Str 22, Dex 16, Con 18, Int 
  12, Wis 10, Cha 10 
     Skills and Feats: Intimidate +11, Listen +6, Spot 
  +6; Blind Fight, Cleave, Combat Reflexes, Improved 
  Critical (longsword), Improved Initiative, Iron Will, 
  
  CORS4-03 Castle Greyhawk 
   
  Page 41 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
     Spell-Like 
  Abilities: 
  1/day 
  burning 
  hands, 
  produce flame, flaming sphere, wall of fire, fire 
  shield, fire seeds; these are cast as a 11th level wizard. 
     Possessions: +2 breastplate, +2 tower shield, +2 
  ring of protection, +1 flaming longsword, +2 amulet 
  of health, +4 belt of strength, 3 potions of cure 
  moderate wounds, 3 alchemists fire, potion of haste 
  (5th lvl caster) 
   
  APL 16 (EL 17) 
  �Half Elemental Fighters: medium sized outsider 
  (fire) Ftr13; CR 15; HD 13d10+65; hp 153; Init +7; 
  Spd 20 ft.; AC 32, touch 13, flat-footed 29 (+4 
  breastplate, +3 tower shield, +2 ring of protection, +3 
  dex, +1 natural armor); Base Atk +13/+8/+3; Grp 
  +19; Atk +22 melee (1d8+11+1d6/17-20, +1 flaming 
  burst 
  longsword); 
  Full 
  Atk 
  +22/+17/+12 
  (1d8+11+1d6/17-20, +1 flaming burst longsword); 
  SA spell-like abilities; SQ immune disease, immune 
  fire; AL NE; SV Fort +13, Ref +11, Will +9; Str 23, 
  Dex 16, Con 18, Int 12, Wis 10, Cha 10 
     Skills and Feats: Intimidate +11, Listen +6, Spot 
  +6; Blind Fight, Cleave, Combat Reflexes, Improved 
  Critical (longsword), Improved Initiative, Improved 
  Weapon Focus (longsword), Improved Weapon 
  Specialization (longsword), Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
     Spell-Like 
  Abilities: 
  1/day 
  burning 
  hands, 
  produce flame, flaming sphere, wall of fire, fire 
  shield, fire seeds, firestorm; these are cast as a 13th 
  level wizard. 
     Possessions: +4 breastplate, +3 tower shield, +2 
  ring of protection, +1 flaming burst longsword, +4 
  amulet of health, +4 belt of strength, 3 potions of 
  cure moderate wounds, 3 alchemists fire, potion of 
  haste (5th lvl caster) 
   
  Area Nine – Izzit and Friends 
  APL 10 (EL 12) 
  � Izzit; Clr8 (of Iuz); CR 8; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 8d8+16; 
  hp 59; Init +1; Spd 20 ft; AC 19 (T11, FF 19) (+9 for 
  +1 full plate, +1 for dex); Atk +9 melee (2d6+4+1d6 
  cold/19-20, Izzit’s greatsword); Full Atk +9/+5 
  melee (2d6+4/19-20, +1 greatsword); Atk or Full 
  Atk +7 ranged (1d10/19-20, heavy crossbow); BAB 
  +6; Grapple +8; Space/Reach 5 ft./5 ft.; SA; None; 
  SQ Rebuke Undead, Domains of Chaos and Evil; AL 
  NE; SV Fort +10, Ref +3, Will +13; Str 14 Dex 12 
  Con 14 Int 8 Wis 20 Cha 8 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Religion) +10, Language: Common; Great Fortitude, 
  Iron Will, Martial Proficiency (Greatsword), Silent 
  Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical 
  Spells 
  (6/6+1/4+1/4+1/3+1, 
  DC 
  15+Spell Level, * are domain spells): 0th cure minor 
  wounds (2), detect magic (3), light; 1st cause fear, 
  cure light wounds, divine favour, protection from 
  good*, shield of faith (3); 2nd bull’s strength (2), 
  death knell, shatter*, silence; 3rd bestow curse, 
  blindness/deafness, cure serious wounds, dispel 
  magic, magic circle against law*; 4th air walk, chaos 
  hammer*, divine power, freedom of movement. 
   
  Possessions: +1 full plate, Izzit’s greatsword, 
  heavy crossbow, 20 cold iron bolts, +2 periapt of 
  wisdom, scroll of bear’s endurance. 
   
  �Rud; Bar2/Rgr2/Ftr4; CR 8; Flan-Oerdian Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+4+2d8+4+4d10+8; hp 69; Init +3 (Dex); Spd 
  40 ft; AC 19 (T13, FF 15) (+3 dex, +1 two weapon 
  defense, +5 for +1 mithral chain shirt); Atk +15 
  (1d10+8/19-20, +1 bastard sword); Full Atk 
  +15/+10 melee or +11/+11/+6 (1d10+8/1d10+4, [crit 
  19-20] [x2], +1 bastard sword); Atk +11 ranged 
  (1d4+5/19-20, thrown dagger); Full Atk +11/+6 
  ranged (1d4+5/19-20, thrown dagger); BAB +8; 
  Grapple +13; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rage 1/day, fast movement, uncanny dodge, favored 
  enemy humans (+2), combat style (melee); AL NE; 
  SV Fort +12, Ref +7, Will +1; Str 20 Dex 16 Con 14 
  Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +9, Ride +9, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat 
  Reflexes, Exotic Weapon Proficiency (Bastard 
  Sword), Quickdraw, Tracking (Rgr 1), Two-Weapon 
  Defense, Two-Weapon Fighting (Rgr2), Weapon 
  Focus (Bastard Sword), Weapon Specialization 
  (Bastard Sword). 
   
  Possessions:  +1 bastard sword, masterwork 
  cold iron bastard sword, locked gauntlet, +1 mithril 
  chain shirt, +2 gauntlets of ogre power, potion of 
  bear’s endurance, potion of cat’s grace, 5 Throwing 
  daggers. 
   
  �Thelious; Sor8; CR 8; grey elf female; medium 
  humanoid (5’ 2” tall); 8d4+8; hp 36; Init +3; Spd 30 
  ft; AC 13 (T13, FF 10) (+3 Dexterity); Atk or Full 
  Atk +3 melee (1d4-2/19-20, masterwork dagger); 
  Atk or Full Atk +7 ranged (1d10/19-20, heavy 
  
  CORS4-03 Castle Greyhawk 
   
  Page 42 
  crossbow); BAB +4; Grapple +2; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Familiar; AL NE; SV Fort +4, Ref 
  +6, Will +6; Str 6 Dex 16 Con 12 Int 16 Wis 8 Cha 
  20. 
   
  Skills and Feats: Bluff +16, Concentration +15, 
  Craft (Pottery) +10, Knowledge Arcana +14, 
  Languages: Infernal, Abyssal, Draconic, Elven, 
  Sylvan, Common, Spellcraft +14; Combat Casting, 
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus 
  (Evocation). 
   
  Sorceror Spells (6/8/7/6/4, DC 15+Spell Level 
  or 16+Spell Level if Evocation): 0th acid splash, 
  daze, detect magic, disrupt undead, light, mage hand, 
  prestidigitation, ray of frost; 1st  burning hands, 
  grease, mage armor, magic missile, shield; 2nd 
  glitterdust, invisibility, scorching ray; 3rd fireball, 
  haste; 4th ice storm 
   
  Possessions:  Heavy crossbow, 20 cold iron 
  bolts, 3 daggers, +1 vest of resistance, +2 cloak of 
  charisma, +2 gloves of dexterity, scroll of bear’s 
  endurance, scroll of cat’s grace. 
   
  �Raggar; Bar4/Rog4; CR 8; half-orc; medium 
  humanoid (6’ 3” tall); 4d12+8+4d6+8; hp 65; Init +6 
  (Dex, Improved Initiative); Spd 40 ft; AC 17 (T12, 
  FF 15) (+2 dex, +5 for +1 mithral chain shirt); Atk 
  +14 (1d12+10/x3, +1 great axe); Full Atk +14/+9 
  melee (1d12+10/x3, +1 great axe); Atk +9 ranged 
  (1d4+6/19-20, thrown dagger); Full Atk +9/+4 
  ranged (1d4+6/19-20, thrown dagger); BAB +7; 
  Grapple +13; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rage 2/day, fast movement, improved uncanny 
  dodge, trap sense +2, evasion, sneak attack +2d6; AL 
  NE; SV Fort +7, Ref +7, Will +2; Str 22 Dex 14 Con 
  14 Int 10 Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +1, Jump +16, 
  Languages: Common, Search +11, Spot +11, 
  Survival +7, Tumble +13; Cleave, Improved 
  Initiative, Power Attack. 
   
  Possessions:  +1 great axe, masterwork cold 
  great axe, locked gauntlet, +1 mithril chain shirt, +2 
  gauntlets of ogre power, potion of bear’s endurance, 
  potion of cat’s grace, 5 throwing daggers. 
   
  APL 12 (EL 14) 
  �Izzit: Clr10 (of Iuz); CR 10; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 10d8+20; 
  hp 73; Init +1; Spd 20 ft; AC 22 (T12, FF 21) (+1 for 
  +1 ring of protection, +10 for +2 full plate, +1 for 
  Dex); Atk +10 melee (2d6+4+1d6/19-20, Izzit’s 
  greatsword); Full Atk +10/+6 melee (2d6+4/19-20, 
  +1 greatsword); Atk or Full Atk +8 ranged 
  (1d10/19-20, heavy crossbow); BAB +7; Grapple +9; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rebuke 
  Undead, Domains of Chaos and Evil; AL NE; SV 
  Fort +13, Ref +8, Will +16; Str 14 Dex 12 Con 14 Int 
  8 Wis 20 Cha 8 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Religion) +12, Language: Common; Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Proficiency 
  (Greatsword), Silent Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical Spells (6/6+1/5+1/4+1/4+1/3+1, DC 
  15+Spell Level, * are domain spells): 0th cure minor 
  wounds (2), detect magic (3), light; 1st cause fear, 
  cure light wounds, divine favour, protection from 
  good*, shield of faith (3); 2nd bull’s strength (2), 
  death knell (2), shatter*, silence; 3rd bestow curse, 
  blindness/deafness, cure serious wounds, dispel 
  magic, magic circle against law*; 4th air walk, chaos 
  hammer*, divine power, freedom of movement, 
  unholy blight; 5th cure light wounds (mass), dispel 
  law*, righteous might, spell resistance 
   
  Possessions: +2 full plate, Izzit’s greatsword, 
  +1 ring of protection, +2 cloak of resistance heavy 
  crossbow, 20 cold iron bolts, +2 periapt of wisdom, 
  scroll of bear’s endurance. 
   
  �Rud; 
  Bar2/Rgr2/Ftr6; 
  CR 
  10; 
  Flan-Oerdian 
  Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+6+2d8+6+ 6d10+18; hp 95; Init +3 (Dex); Spd 
  40 ft; AC 20 (T13, FF 16) (+3 dex, +1 two weapon 
  defense, +6 for +2 mithril chain shirt); Atk +17 
  (1d10+8/19-20, +1 bastard sword); Full Atk 
  +17/+12 melee or +13/+13/+8 (1d10+8/1d10+5, [crit 
  19-20], +1 bastard sword); Atk +13 ranged 
  (1d4+5/19-20, thrown dagger); Full Atk +13/+8 
  ranged (1d4+5/19-20, thrown dagger); BAB +10; 
  Grapple +15; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rage 1/day, fast movement, uncanny dodge, favored 
  enemy humans (+2), combat style (melee); AL NE; 
  SV Fort +13, Ref +8, Will +4; Str 20 Dex 16 Con 16 
  Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +9, Ride +9, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat 
  Reflexes, Exotic Weapon Proficiency (Bastard 
  Sword), Hold the Line, Iron Will, Quickdraw, 
  Tracking (Rgr 1), Two-Weapon Defense, Two-
  Weapon Fighting (Rgr2), Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword). 
   
  Possessions:  +1 bastard sword (2), masterwork 
  cold iron bastard sword, locked gauntlet, +2 mithril 
  chain shirt, +2 amulet of health +2 gauntlets of ogre 
  power, potion of cat’s grace, 5 throwing daggers. 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 43 
  �Thelious; Sor10; CR 10; grey elf female; medium 
  humanoid (5’ 2” tall); 10d4+20; hp 51; Init +3; Spd 
  30 ft; AC 13 (T13, FF 10) (+3 Dexterity); Atk or Full 
  Atk +4 melee (1d4-2/19-20, masterwork dagger); 
  Atk or Full Atk +9 ranged (1d10/19-20, masterwork 
  heavy crossbow); BAB +5; Grapple +3; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Familiar; AL NE; SV Fort 
  +7, Ref +8, Will +8; Str 6 Dex 16 Con 14 Int 16 Wis 
  8 Cha 20. 
   
  Skills and Feats: Bluff +18, Concentration +18, 
  Craft (Pottery) +12, Knowledge Arcana +16, 
  Languages: Infernal, Abyssal, Draconic, Elven, 
  Sylvan, Common, Spellcraft +16; Combat Casting, 
  Greater Spell Focus (Evocation), Skill Focus 
  (Concentration), Spell Focus (Evocation). 
   
  Sorceror Spells (6/8/7/7/6/5, DC 15+Spell 
  Level or 17+Spell Level if Evocation): 0th acid 
  splash, daze, detect magic, disrupt undead, flare, 
  light, mage hand, prestidigitation, ray of frost; 1st 
  burning hands, grease, mage armor, magic missile, 
  shield; 2nd cat’s grace, glitterdust, invisibility, 
  scorching ray; 3rd fireball, fly, haste; 4th dimension 
  door, ice storm; 5th wall of force 
   
  Possessions:  masterwork heavy crossbow, 20 
  cold iron bolts, 3 daggers, wand of fireball (5h level), 
  +2 vest of resistance, +2 amulet of health, +2 cloak 
  of charisma, +2 gloves of dexterity, scroll of bear’s 
  endurance. 
   
  �Raggar; Bar5/Rog5; CR 10; half-orc; medium 
  humanoid (6’ 3” tall); 5d12+10+5d6+10; hp 80; Init 
  +6 (Dex, Improved Initiative); Spd 40 ft; AC 18 
  (T12, FF 16) (+2 dex, +6 for +2 mithril chain shirt); 
  Atk +15 (1d12+10+1d6 fire/x3, +1 flaming great 
  axe); Full Atk +15/+10 melee (1d12+10+1d6 fire/x3, 
  +1 flaming great axe); Atk +10 ranged (1d4+6/19-
  20, thrown dagger); Full Atk +10/+5 ranged 
  (1d4+6/19-20, thrown dagger); BAB +8; Grapple 
  +14; Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 
  2/day, fast movement, improved uncanny dodge, trap 
  sense +2, evasion, sneak attack +3d6; AL NE; SV 
  Fort +7, Ref +7, Will +2; Str 22 Dex 14 Con 14 Int 
  10 Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +6, Jump +18, 
  Languages: Common, Search +13, Spot +13, 
  Survival +8, Tumble +14; Cleave, Combat Reflexes, 
  Improved Initiative, Power Attack. 
   
  Possessions:  +1 flaming great axe, masterwork 
  cold great axe, locked gauntlet, +2 mithril chain 
  shirt, +2 gauntlets of ogre power, potion of bear’s 
  endurance, potion of cat’s grace, 5 throwing 
  daggers. 
   
  APL 14 (EL 16) 
  �Izzit: Clr12 (of Iuz); CR 12; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 12d8+24; 
  hp 87; Init +1; Spd 20 ft; AC 24 (T13, FF 23) (+2 for 
  +2 ring of protection, +11 for +3 full plate, +1 for 
  dex); Atk +12 melee (2d6+4+1d6/19-20, Izzit’s 
  greatsword); Full Atk +12/+8 melee (2d6+4/19-20, 
  +1 greatsword); Atk or Full Atk +10 ranged 
  (1d10/19-20, heavy crossbow); BAB +9; Grapple 
  +11; Space/Reach 5 ft./5 ft.; SA; None; SQ Rebuke 
  Undead, Domains of Chaos and Evil; AL NE; SV 
  Fort +15, Ref +10, Will +18; Str 14 Dex 12 Con 14 
  Int 8 Wis 21 Cha 8 
   
  Skills and Feats: Concentration +17, Knowledge 
  (Religion) +14, Language: Common; Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Proficiency 
  (Greatsword), Power Attack, Silent Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical Spells (6/6+1/5+1/5+1/4+1/4+1/2+1, 
  DC 15+Spell Level, * are domain spells): 0th cure 
  minor wounds (2), detect magic (3), light; 1st cause 
  fear, cure light wounds, divine favour, protection 
  from good*, shield of faith (3); 2nd bull’s strength 
  (2), death knell (2), shatter*, silence; 3rd bestow 
  curse, blindness/deafness, cure serious wounds, 
  dispel magic (2), magic circle against law*; 4th air 
  walk, chaos hammer*, divine power, freedom of 
  movement, unholy blight; 5th cure light wounds 
  (mass), dispel law*, righteous might (2), spell 
  resistance; 6th animate objects*, heal, word of recall 
   
  Possessions: +3 full plate, Izzit’s greatsword, 
  +2 ring of protection, +3 cloak of resistance heavy 
  crossbow, 20 cold iron bolts, +2 periapt of wisdom, 
  scroll of bear’s endurance. 
   
  �Rud; Bar2/Rgr2/Ftr8; CR 12; Flan-Oerdian 
  Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+6+2d8+6+ 8d10+24; hp 113; Init +3 (Dex); 
  Spd 40 ft; AC 20 (T13, FF 16) (+3 dex, +1 two 
  weapon defense, +6 for +2 mithril chain shirt); Atk 
  +20 (1d10+9/19-20, +1 bastard sword); Full Atk 
  +20/+15/+10 
  melee 
  or 
  +16/+16/+11/+11/+6 
  (1d10+9/1d10+6, [crit 19-20], +1 bastard sword); 
  Atk +15 ranged (1d4+6/19-20, thrown dagger); Full 
  Atk +15/+10/+5 ranged (1d4+6/19-20, thrown 
  dagger); BAB +12; Grapple +18; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Rage 1/day, fast movement, 
  uncanny dodge, favoured enemy humans (+2), 
  combat style (melee); AL NE; SV Fort +14, Ref +8, 
  Will +4; Str 22 Dex 17 Con 16 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +12, Ride +10, 
  Languages: Common, Search +5, Sense Motive +3, 
  
  CORS4-03 Castle Greyhawk 
   
  Page 44 
  Spot +6, Survival +6; Close-Quarters Fighting, 
  Combat Reflexes, Exotic Weapon Proficiency 
  (Bastard Sword), Greater Weapon Focus, Hold the 
  Line, Improved Two Weapon Fighting, Iron Will, 
  Quickdraw, 
  Tracking 
  (Rgr 
  1), 
  Two-Weapon 
  Defense, Two-Weapon Fighting (Rgr2), Weapon 
  Focus (Bastard Sword), Weapon Specialization 
  (Bastard Sword). 
   
  Possessions:  +1 bastard sword (2), masterwork 
  cold iron bastard sword, locked gauntlet, +2 mithril 
  chain shirt, +2 amulet of health +4 girdle of giant 
  strength, potion of cat’s grace, 5 Throwing daggers. 
   
  �Thelious: Sor12; CR 12; grey elf female; medium 
  humanoid (5’ 2” tall); 12d4+24; hp 61; Init +3; Spd 
  30 ft; AC 13 (T13, FF 10) (+3 Dexterity); Atk +5 
  melee (1d4-2/19-20, masterwork dagger); Full Atk 
  +5/+0 melee (1d4-2/19-20, masterwork dagger); Atk 
  or Full Atk +10 ranged (1d10/19-20, masterwork 
  heavy crossbow); BAB +6; Grapple +4; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Familiar; AL NE; SV Fort 
  +8, Ref +9, Will +9; Str 6 Dex 16 Con 14 Int 16 Wis 
  8 Cha 23. 
   
  Skills and Feats: Bluff +20, Concentration +20, 
  Craft (Pottery) +14, Knowledge Arcana +18, 
  Languages: Infernal, Abyssal, Draconic, Elven, 
  Sylvan, Common, Spellcraft +18; Combat Casting, 
  Greater Spell Focus (Evocation), Skill Focus 
  (Concentration), Spell Focus (Evocation), Spell 
  Penetration. 
   
  Sorceror Spells (6/8/7/7/7/6/4, DC 16+Spell 
  Level or 18+Spell Level if Evocation): 0th acid 
  splash, daze, detect magic, disrupt undead, flare, 
  light, mage hand, prestidigitation, ray of frost; 1st 
  burning hands, grease, mage armor, magic missile, 
  shield; 2nd cat’s grace, false life, glitterdust, 
  invisibility, scorching ray; 3rd fireball, fly, haste, 
  magic weapon (greater); 4th dimension door, ice 
  storm, invisibility (greater); 5th cone of cold, wall of 
  force; 6th chain lightning 
   
  Possessions:  masterwork heavy crossbow, 20 
  cold iron bolts, 3 daggers, wand of fireball (5th 
  level), +2 vest of resistance, +2 amulet of health, +4 
  cloak of charisma, +2 gloves of dexterity, scroll of 
  bear’s endurance. 
   
  �Raggar; Bar6/Rog6; CR 12; half-orc; medium 
  humanoid (6’ 3” tall); 6d12+18+6d6+18; hp 107; Init 
  +6 (Dex, Improved Initiative); Spd 40 ft; AC 20 
  (T13, FF 18) (+2 dex, +1 for +1 ring of protection, 
  +7 
  for 
  +3 
  mithril 
  chain 
  shirt); 
  Atk 
  +17 
  (1d12+10+1d6 fire/x3, +1 flaming great axe); Full 
  Atk +17/+12 melee (1d12+10+1d6 fire/x3, +1 
  flaming great axe); Atk +12 ranged (1d4+6/19-20, 
  thrown dagger); Full Atk +12/+7 ranged (1d4+6/19-
  20, thrown dagger); BAB +10; Grapple +16; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 2/day, 
  fast movement, improved uncanny dodge, trap sense 
  +4, evasion, sneak attack +3d6; AL NE; SV Fort 
  +11, Ref +10, Will +5; Str 23 Dex 14 Con 16 Int 10 
  Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +7, Jump +20, 
  Languages: Common, Search +15, Spot +15, 
  Survival +8, Tumble +17; Cleave, Combat Reflexes, 
  Hold the Line, Improved Initiative, Power Attack. 
   
  Possessions:  +1 flaming great axe, masterwork 
  cold great axe, locked gauntlet, +1 ring of protection, 
  +1 cloak of resistance, +3 mithril chain shirt, +2 
  amulet of health, +2 gauntlets of ogre power, potion 
  of bear’s endurance, potion of cat’s grace, 5 
  throwing daggers. 
   
  APL 16 (EL 18) 
  �Izzit: Clr14 (of Iuz); CR 14; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 14d8+28; 
  hp 101; Init +1; Spd 20 ft; AC 24 (T13, FF 23) (+2 
  for +2 ring of protection, +11 for +3 full plate, +1 
  for Dex); Atk +13 melee (2d6+4+1d6 cold/19-20, 
  Izzit’s 
  greatsword); 
  Full 
  Atk 
  +13/+8 
  melee 
  (2d6+4/17-20, +1 keen greatsword); Atk or Full Atk 
  +11 ranged (1d10/19-20, heavy crossbow); BAB 
  +10; Grapple +12; Space/Reach 5 ft./5 ft.; SA; None; 
  SQ Rebuke Undead, Domains of Chaos and Evil; AL 
  NE; SV Fort +16, Ref +10, Will +20; Str 14 Dex 12 
  Con 14 Int 8 Wis 23 Cha 8 
   
  Skills and Feats: Concentration +19, Knowledge 
  (Religion) +16, Language: Common; Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Proficiency 
  (Greatsword), Power Attack, Silent Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical 
  Spells 
  (6/6+1/6+1/5+1/5+1/4+1/4+1/2+1, 
  DC 
  16+Spell 
  Level, * are domain spells): 0th cure minor wounds 
  (2), detect magic (3), light; 1st cause fear, cure light 
  wounds, divine favour, protection from good*, 
  shield of faith (3); 2nd bull’s strength (2), death knell 
  (2), shatter*, silence (2); 3rd bestow curse, 
  blindness/deafness, cure serious wounds, dispel 
  magic (2), magic circle against law*; 4th air walk, 
  chaos hammer*, divine power, freedom of movement 
  (2), unholy blight; 5th cure light wounds (mass), 
  dispel law*, righteous might (2), spell resistance; 6th 
  animate objects*, blade barrier, heal, word of recall; 
  7th banishment; blasphemy, word of chaos* 
   
  Possessions: +3 full plate, Izzit’s greatsword, 
  +2 ring of protection, +3 cloak of resistance heavy 
  
  CORS4-03 Castle Greyhawk 
   
  Page 45 
  crossbow, 20 cold iron bolts, +4 periapt of wisdom, 
  scroll of bear’s endurance. 
   
  �Rud; Bar2/Rgr2/Ftr10; CR 14; Flan-Oerdian 
  Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+8+2d8+8+ 10d10+40; hp 145; Init +3 (Dex); 
  Spd 40 ft; AC 21 (T13, FF 17) (+3 dex, +1 two 
  weapon defense, +7 for +3 mithral chain shirt); Atk 
  +22 (1d10+9/17-20, +1 bastard sword); Full Atk 
  +22/+17/+12 
  melee 
  or 
  +18/+18/+12/+12/+8 
  (1d10+9/1d10+6, [crit 17-20], +1 bastard sword); 
  Atk +17 ranged (1d4+6/19-20, thrown dagger); Full 
  Atk +17/+12/+7 ranged (1d4+6 /19-20, thrown 
  dagger); BAB +14; Grapple +20; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Rage 1/day, fast movement, 
  uncanny dodge, favored enemy humans (+2), combat 
  style (melee); AL NE; SV Fort +18, Ref +10, Will 
  +6; Str 22 Dex 17 Con 18 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +14, Ride +12, 
  Languages: Common, Search +5, Sense Motive +3, 
  Spot +6, Survival +6; Close-Quarters Fighting, 
  Combat Reflexes, Exotic Weapon Proficiency 
  (Bastard Sword), Greater Weapon Focus, Hold the 
  Line, Improved Critical (Bastard Sword), Improved 
  Two Weapon Fighting, Iron Will, Quickdraw, 
  Tracking (Rgr 1), Two-Weapon Defense, Two-
  Weapon Fighting (Rgr2), Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword). 
   
  Possessions:  +1 bastard sword (2), masterwork 
  cold iron bastard sword, locked gauntlet, +2 cloak of 
  resistance, +3 mithril chain shirt, +4 amulet of 
  health +4 girdle of giant strength, potion of cat’s 
  grace, 5 throwing daggers. 
   
  �Thelious: Sor14; CR 14; grey elf female; medium 
  humanoid (5’ 2” tall); 14d4+28; hp 71; Init +3; Spd 
  30 ft; AC 14 (T14, FF 10) (+4 Dexterity); Atk or Full 
  Atk +6 melee (1d4-2/19-20, masterwork dagger); 
  Atk or Full Atk +12 ranged (1d10/19-20, masterwork 
  heavy crossbow); BAB +7; Grapple +5; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Familiar; AL NE; SV Fort 
  +9, Ref +11, Will +11; Str 6 Dex 18 Con 14 Int 16 
  Wis 8 Cha 23. 
   
  Skills and Feats: Bluff +22, Concentration +22, 
  Craft (Pottery) +14, Knowledge Arcana +20, 
  Languages: Infernal, Abyssal, Draconic, Dwarven, 
  Elven, Sylvan, Common, Spellcraft +20; Combat 
  Casting, Greater Spell Focus (Evocation), Skill Focus 
  (Concentration), Spell Focus (Evocation), Spell 
  Penetration. 
   
  Sorceror Spells (6/8/8/7/7/7/6/3, DC 16+Spell 
  Level or 18+Spell Level if Evocation): 0th acid 
  splash, daze, detect magic, disrupt undead, flare, 
  light, mage hand, prestidigitation, ray of frost; 1st 
  burning hands, grease, mage armor, magic missile, 
  shield; 2nd cat’s grace, false life, glitterdust, 
  invisibility, scorching ray; 3rd fireball, fly, haste, 
  magic weapon (greater); 4th  dimension door, fire 
  shield, ice storm, invisibility (greater); 5th cone of 
  cold, overland flight, wall of force; 6th chain 
  lightning, disintegrate;  7th limited wish 
   
  Possessions:  masterwork heavy crossbow, 20 
  cold iron bolts, 3 daggers, wand of fireball (9th 
  level), +3 vest of resistance, +2 amulet of health, +4 
  cloak of charisma, +4 gloves of dexterity, scroll of 
  bear’s endurance. 
   
  �Raggar; Bar7/Rog7; CR 14; half-orc; medium 
  humanoid (6’ 3” tall); 7d12+21+7d6+21; hp 124; Init 
  +7 (Dex, Improved Initiative); Spd 40 ft; AC 21 
  (T14, FF 18) (+3 dex, +1 for +1 ring of protection, 
  +7 
  for 
  +3 
  mithril 
  chain 
  shirt); 
  Atk 
  +20 
  (1d12+11+1d6 fire/x3, +1 flaming great axe); Full 
  Atk +20/+15/+10 melee (1d12+11+1d6 fire/x3, +1 
  flaming great axe); Atk +14 ranged (1d4+7/19-20, 
  thrown 
  dagger); 
  Full 
  Atk 
  +14/+9/+4 
  ranged 
  (1d4+7/19-20, thrown dagger); BAB +12; Grapple 
  +19; Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 
  2/day, fast movement, improved uncanny dodge, trap 
  sense +4, evasion, sneak attack +4d6, DR 1/-; AL 
  NE; SV Fort +12, Ref +12, Will +6; Str 25 Dex 16 
  Con 16 Int 10 Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +7, Jump +20, 
  Languages: Common, Search +15, Spot +15, 
  Survival +8, Tumble +17; Cleave, Combat Reflexes, 
  Hold the Line, Improved Initiative, Power Attack. 
   
  Possessions:  +1 flaming great axe, masterwork 
  cold great axe, locked gauntlet, +1 ring of protection, 
  +2 cloak of resistance, +2 gloves of dexterity, +3 
  mithril chain shirt, +2 amulet of health, +4 girdle of 
  giant strength, potion of cat’s grace, 5 throwing 
  daggers. 
   
  Area Nine – Mad Druid Lillariq 
  APL 10 (EL 13) 
  �Lillariq: Drd13; Female Wood Elf; CR 13; 
  Medium Humanoid (6’ 0” tall); 13d8+13; hp 81; Init 
  +4 (Dex); Spd 20 ft; AC 18 (T 13, FF 15) (+3 
  dexterity, +5 for +2 rhino hide armor); Atk +12 
  melee (1d6+4, [crit 20] [x2], quarterstaff); Full Atk 
  +12/+7 melee (1d6+4, [crit 20] [x2], quarterstaff); 
  Atk +14 ranged (1d8+3, [crit 20] [x3] masterwork 
  composite longbow +3 Str); Full Atk +14/+9 ranged 
  (1d8+3, [crit 20] [x3] masterwork composite 
  longbow 
  +3 
  Str); 
  BAB 
  +9; 
  Grapple 
  +12; 
  Space/Reach 5 ft./5 ft.; SA; na; SQ animal 
  companion (treant), wild empathy, nature sense, 
  woodland stride, trackelss step, resist nature’s lure, 
  wild shape (4/day) (large, tiny, plant), venom 
  
  CORS4-03 Castle Greyhawk 
   
  Page 46 
  immunity, a thousand faces;  AL NE; SV Fort +12, 
  Ref +11, Will +17; Str 16, Dex 18, Con 12, Int 8, 
  Wis 22, Cha 6. 
  Skills and Feats:  Knowledge Nature +15, Spot 
  +22, Survival +22; Eschew Materials, Extend Spell, 
  Natural Spell, Sudden Maximize, Sudden Empower. 
  Spells (Druidic, 6/7/7/5/5/4/3/2, DC 16+Spell 
  Level) 0th cure minor wounds (5), guidance; 1st  – 
  magic fang (2), entangle, cure light wounds, 
  longstrider, shillelagh (2); 2nd – barkskin (2), bear’s 
  endurance, bull’s strength, chill metal, resist energy 
  (2); 3rd – cure moderate wounds (2), extended 
  barkskin, extended bear’s endurance, protection 
  from energy; 4th – extended spike growth, dispel 
  magic, flame strike (2), spike stones; 5th – baleful 
  polymorph, call lighning storm, death ward, 
  extended freedom of movement;   6th – dispel magic 
  (greater), fire seeds, true seeing; 7th - firestorm, heal. 
  Possessions: masterwork composite longbow 
  (+3 Strength), quarterstaff (2), boots of the 
  winterlands, 
  +2 rhino hide armor, ring of 
  counterspells (2) – one with dispel magic, the other 
  with dispel magic (greater), cloak of resistance +3, 
  gloves of dexterity +2, periapt of wisdom +4. 
   
   
  �Treant, Companion; CR 8; Huge Plant (15’ tall); 
  7d8+35 hp 66; Init -1 (Dex); Spd 30 ft; AC 20 (T 7, 
  FF 20) (-2 size, -1 dex, +13 natural); Atk +12 melee 
  (2d6+9 [crit 20] [x2] slam); Full Atk Two +12 melee 
  (2d6+9 [crit 20] [x2] slam); BAB +5; Grapple +22; 
  Space/Reach 15 ft./15 ft.; SA; animate trees, double 
  damage against objects, trample 2d6+13; SQ damage 
  reduction 10/slashing, low-light vision, plant traits, 
  vulnerability to fire;  AL NE; SV Fort +10, Ref +1, 
  Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 
  12. 
  Skills and Feats: Diplomacy +3, Hide –9 (+7 in 
  Forested Areas), Intimidate +6, Knowledge (Nature) 
  +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 
  (+10 aboveground); Sunder, Iron Will, Power Attack. 
  Animate trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at 
  a time. It takes 1 full round for a normal tree to 
  uproot itself.  Thereafter, it moves at a speed of 10 
  feet and fights as a treant in all respects. Animated 
  trees lose their ability to move if the treant that 
  animated them is incapacitated or moves out of 
  range. The ability is otherwise similar to liveoak 
  (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. 
  Trample (Ex): Reflex save DC 22 half.  The 
  save DC is Strength-based. 
  Possessions: None  
   
  APL 12 (EL 15) 
  �Lillariq: Drd15; Female Wood Elf; CR 15; 
  Medium Humanoid (6’ 0” tall); 15d8+15; hp 93; Init 
  +5 (Dex); Spd 20 ft; AC 18 (T 13, FF 15) (+3 
  dexterity, +5 for +2 rhino hide armor); Atk +14 
  melee (1d6+4, [crit 20] [x2], quarterstaff); Full Atk 
  +14/+9/+4 melee (1d6+4, [crit 20] [x2], quarterstaff); 
  Atk +17 ranged (1d8+3, [crit 20] [x3] masterwork 
  composite longbow +3 Str); Full Atk +17/+12/+7 
  ranged (1d8+3, [crit 20] [x3] masterwork composite 
  longbow +3 Str); BAB +11; Grapple +14; 
  Space/Reach 5 ft./5 ft.; SA; na; SQ animal 
  companion (treant), wild empathy, nature sense, 
  woodland stride, trackelss step, resist nature’s lure, 
  wild shape (5/day) (huge, large, tiny, plant), venom 
  immunity, a thousand faces, timeless body;  AL NE; 
  SV Fort +14, Ref +14, Will +19; Str 16, Dex 20, Con 
  12, Int 8, Wis 22, Cha 6. 
  Skills and Feats:  Knowledge Nature +17, Spot 
  +24, Survival +24; Eschew Materials, Extend Spell, 
  Natural Spell, Quicken Spell, Sudden Maximize, 
  Sudden Empower. 
  Spells (Druidic, 6/7/7/6/5/5/4/2/1, DC 16+Spell 
  Level) 0th – cure minor wounds (5), guidance; 1st – 
  magic fang (2), entangle, cure light wounds, 
  longstrider, shillelagh (2); 2nd – barkskin (2), bear’s 
  endurance, bull’s strength, chill metal, resist energy 
  (2); 3rd – cure moderate wounds (2), extended 
  barkskin, extended bear’s endurance, magic fang 
  (greater), protection from energy; 4th – extended 
  spike growth, dispel magic, flame strike (3), spike 
  stones; 5th  – baleful polymorph, call lightning storm, 
  death ward, extended freedom of movement, 
  stoneskin; 6th – dispel magic (greater), fire seeds, 
  quickened heat meta, true seeing  7th - firestorm, 
  heal;  8th - quickened flame strike 
  Possessions: masterwork composite longbow 
  (+3 Strength), quarterstaff (2), +2 rhino hide armor, 
  ring of counterspells (2) – one with dispel magic, the 
  other with dispel magic (greater), cloak of resistance 
  +4, gloves of dexterity +4, boots of speed, periapt of 
  wisdom +4. 
   
   
  �Advanced Treant, Companion; CR 8; Huge 
  Plant (15’ tall); 9d8+54 hp 94; Init -1 (Dex); Spd 30 
  ft; AC 22 (T 7, FF 22) (-2 size, -1 dex, +15 natural); 
  Atk +15 melee (4d6+15 [crit 19-20] [x2] masterwork 
  huge greatsword); Full Atk +15/+10 melee (4d6+15 
  [crit 19-20] [x2] masterwork huge greatsword); BAB 
  +6; Grapple +24; Space/Reach 15 ft./15 ft.; SA; 
  animate trees, double damage against objects, 
  trample 2d6+15; SQ damage reduction 10/slashing, 
  low-light vision, plant traits, vulnerability to fire, 
  
  CORS4-03 Castle Greyhawk 
   
  Page 47 
  evasion;  AL NE; SV Fort +12, Ref +2, Will +8; Str 
  30, Dex 9, Con 22, Int 12, Wis 16, Cha 12. 
  Skills and Feats: Diplomacy +5, Hide –9 (+7 in 
  Forested Areas), Intimidate +8, Knowledge (Nature) 
  +8, Listen +10, Sense Motive +10, Spot +10, 
  Survival +10 (+12 aboveground); Sunder, Iron Will, 
  Martial Weapon Proficiency (Greatsword), Power 
  Attack. 
  Animate trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at 
  a time. It takes 1 full round for a normal tree to 
  uproot itself.  Thereafter, it moves at a speed of 10 
  feet and fights as a treant in all respects. Animated 
  trees lose their ability to move if the treant that 
  animated them is incapacitated or moves out of 
  range. The ability is otherwise similar to liveoak 
  (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. 
  Trample (Ex): Reflex save DC 24 half.  The 
  save DC is Strength-based. 
  Possessions: mastwork huge greatsword 
   
  APL 14 (EL 17) 
  �Lillariq: Drd17; Female Wood Elf; CR 17; 
  Medium Humanoid (6’ 0” tall); 17d8+17; hp 105; 
  Init +5 (Dex); Spd 20 ft; AC 18 (T 13, FF 15) (+3 
  dexterity, +5 for +2 rhino hide armor); Atk +15 
  melee (1d6+4, [crit 20] [x2], quarterstaff); Full Atk 
  +15/+10/+5 
  melee 
  (1d6+4, 
  [crit 
  20] 
  [x2], 
  quarterstaff); Atk +18 ranged (1d8+3, [crit 20] [x3] 
  masterwork composite longbow +3 Str); Full Atk 
  +18/+13/+8 ranged (1d8+3, [crit 20] [x3] masterwork 
  composite longbow +3 Str); BAB +12; Grapple +15; 
  Space/Reach 5 ft./5 ft.; SA; na; SQ animal 
  companion (treant), wild empathy, nature sense, 
  woodland stride, trackelss step, resist nature’s lure, 
  wild shape (5/day) elemental 1/day (huge, large, tiny, 
  plant), venom immunity, a thousand faces, timeless 
  body;  AL NE; SV Fort +16, Ref +15, Will +22; Str 
  16, Dex 20, Con 12, Int 8, Wis 25, Cha 6. 
  Skills and Feats:  Knowledge Nature +19, Spot 
  +27, Survival +27; Eschew Materials, Extend Spell, 
  Natural Spell, Quicken Spell, Sudden Maximize, 
  Sudden Empower. 
  Spells 
  (Druidic, 
  6/7/7/7/6/5/5/4/2/1, 
  DC 
  17+Spell Level) 0th  – cure minor wounds (5), 
  guidance; 1st – magic fang (2), entangle, cure light 
  wounds, longstrider, shillelagh (2); 2nd – barkskin 
  (2), bear’s endurance, bull’s strength, chill metal, 
  resist energy (2); 3rd – cure moderate wounds (3), 
  extended barkskin, extended bear’s endurance, 
  magic fang (greater), protection from energy;  4th – 
  extended spike growth, dispel magic, flame strike (3), 
  spike stones; 5th  – baleful polymorph, call lightning 
  storm, death ward, extended freedom of movement, 
  stoneskin; 6th – dispel magic (greater), fire seeds (2), 
  true seeing, quickened heat metal; 7th – firestorm (2), 
  heal, quickened magic fang (greater); 8th – quickened 
  flame strike (2); 9th – unyielding roots 
  Possessions: masterwork composite longbow 
  (+3 Strength), quarterstaff (2), +2 rhino hide armor, 
  ring of counterspells (2) – one with dispel magic, the 
  other with dispel magic (greater), cloak of resistance 
  +5, gloves of dexterity +4, boots of speed, periapt of 
  wisdom +6, rod of metamagic (empower). 
   
   
  �Advanced Treant, Companion; CR 8; Huge 
  Plant (15’ tall); 11d8+66 hp 105; Init +0 (Dex); Spd 
  30 ft; AC 25 (T 8, FF 25) (-2 size, +17 natural); Atk 
  +17 melee (4d6+15 [crit 19-20] [x2] masterwork 
  huge greatsword); Full Atk +17/+12 melee (4d6+15 
  [crit 19-20] [x2] masterwork huge greatsword); BAB 
  +8; Grapple +24; Space/Reach 15 ft./15 ft.; SA; 
  animate trees, double damage against objects, 
  trample 2d6+15; SQ damage reduction 10/slashing, 
  low-light vision, plant traits, vulnerability to fire, 
  evasion;  AL NE; SV Fort +13, Ref +3, Will +9; Str 
  31, Dex 10, Con 22, Int 12, Wis 16, Cha 12. 
  Skills and Feats: Diplomacy +5, Hide –9 (+7 in 
  Forested Areas), Intimidate +8, Knowledge (Nature) 
  +8, Listen +10, Sense Motive +10, Spot +10, 
  Survival +10 (+12 aboveground); Sunder, Iron Will, 
  Martial Weapon Proficiency (Greatsword), Power 
  Attack. 
  Animate trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at 
  a time. It takes 1 full round for a normal tree to 
  uproot itself.  Thereafter, it moves at a speed of 10 
  feet and fights as a treant in all respects. Animated 
  trees lose their ability to move if the treant that 
  animated them is incapacitated or moves out of 
  range. The ability is otherwise similar to liveoak 
  (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. 
  Trample (Ex): Reflex save DC 25 half.  The 
  save DC is Strength-based. 
  Possessions: masterwork greatsword. 
   
  APL 16 (EL 19) 
  �Lillariq: Drd19; Female Wood Elf; CR 19; 
  Medium Humanoid (6’ 0” tall); 19d8+19; hp 117; 
  Init +5 (Dex); Spd 20 ft; AC 18 (T 13, FF 15) (+3 
  dexterity, +5 for +2 rhino hide armor); Atk +17 
  melee (1d6+4, [crit 20] [x2], quarterstaff); Full Atk 
  
  CORS4-03 Castle Greyhawk 
   
  Page 48 
  +17/+12/+7 
  melee 
  (1d6+4, 
  [crit 
  20] 
  [x2], 
  quarterstaff); Atk +18 ranged (1d8+3, [crit 20] [x3] 
  masterwork composite longbow +3 Str); Full Atk 
  +20/+15/+10 
  ranged 
  (1d8+3, 
  [crit 
  20] 
  [x3] 
  masterwork composite longbow +3 Str); BAB +14; 
  Grapple +17; Space/Reach 5 ft./5 ft.; SA; na; SQ 
  animal companion (treant), wild empathy, nature 
  sense, woodland stride, trackelss step, resist nature’s 
  lure, wild shape (6/day) elemental 2/day (huge, large, 
  tiny, plant), venom immunity, a thousand faces, 
  timeless body;  AL NE; SV Fort +17, Ref +16, Will 
  +23; Str 16, Dex 20, Con 12, Int 8, Wis 25, Cha 6. 
  Skills and Feats:  Knowledge Nature +21, Spot 
  +29, Survival +29; Eschew Materials, Extend Spell, 
  Natural Spell, Quicken Spell, Sudden Maximize, 
  Sudden Empower, Sudden Silence. 
  Spells 
  (Druidic, 
  6/7/7/7/6/5/5/4/3/3, 
  DC 
  17+Spell Level) 0 lvl – cure minor wounds (5), 
  guidance 1 lvl – magic fang (2), entangle, cure light 
  wounds, longstrider, shillelagh (2) 2 lvl – barkskin 
  (2), bear’s endurance, bull’s strength, chill metal, 
  resist energy (2) 3 lvl – cure moderate wounds (3), 
  extended barkskin, extended bear’s endurance, 
  magic fang (greater), protection from energy 4 lvl – 
  extended spike growth, dispel magic, flame strike (3), 
  spike stones 5 lvl – baleful polymorph, call lightning 
  storm, death ward, extended freedom of movement, 
  stoneskin  6 lvl – dispel magic (greater), fire seeds 
  (2), true seeing, quickened heat metal  7 lvl – 
  firestorm (2), heal, quickened magic fang (greater). 8 
  lvl – quickened flame strike (2), reverse gravity 9 lvl 
  – elemental swarm, quickened baleful polymorph, 
  unyielding roots 
  Possessions: masterwork composite longbow 
  (+3 Strength), quarterstaff (2), +2 rhino hide armor, 
  ring of counterspells (2) – one with dispel magic, the 
  other with dispel magic (greater), cloak of resistance 
  +5, gloves of dexterity +4, boots of speed, periapt of 
  wisdom +6, rod of metamagic (maximize), ioun stone 
  (lavender and green). 
   
   
  �Very Advanced Treant, Companion; CR 8; 
  Huge Plant (15’ tall); 13d8+78 hp 126; Init +1 (Dex); 
  Spd 30 ft; AC 28 (T 9, FF 28) (-2 size, +1 dex, +19 
  natural); Atk +19 melee (4d6+16 [crit 19-20] [x2] 
  masterwork huge greatsword); Full Atk +19/+14 
  melee (4d6+15 [crit 19-20] [x2] masterwork huge 
  greatsword); BAB +9; Grapple +26; Space/Reach 15 
  ft./15 ft.; SA; animate trees, double damage against 
  objects, trample 2d6+16; SQ damage reduction 
  10/slashing, 
  low-light 
  vision, 
  plant 
  traits, 
  vulnerability to fire, evasion;  AL NE; SV Fort +14, 
  Ref +5, Will +10; Str 32, Dex 12, Con 22, Int 12, 
  Wis 16, Cha 12. 
  Skills and Feats: Diplomacy +7, Hide –9 (+7 in 
  Forested 
  Areas), 
  Intimidate 
  +10, 
  Knowledge 
  (Nature) +10, Listen +12, Sense Motive +12, Spot 
  +12, Survival +12 (+14 aboveground); Cleave, 
  Sunder, Iron Will, Martial Weapon Proficiency 
  (Greatsword), Power Attack. 
  Animate trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at 
  a time. It takes 1 full round for a normal tree to 
  uproot itself.  Thereafter, it moves at a speed of 10 
  feet and fights as a treant in all respects. Animated 
  trees lose their ability to move if the treant that 
  animated them is incapacitated or moves out of 
  range. The ability is otherwise similar to liveoak 
  (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. 
  Trample (Ex): Reflex save DC 27 half.  The 
  save DC is Strength-based. 
  Possessions: masterwork greatsword. 
   
  Area 16 – Ruined Hall 
  APL 10 (EL 12) 
  �Limbo Construct: huge construct; CR 12; HD 
  28d10+40; hp 202; Init +4; Spd 50 ft. (10 squares); 
  AC 26 (-2 size, +18 armor), touch 7, flat-footed 26; 
  Base Atk/Grp +21/+38; Atk +28 melee (2d8+9/19-
  20/x3, axe) or +28 (2d8+9/x3, maul); Full Atk +28 
  melee (2d8+9/19-20/x3, axe) and +23 (2d8+9/x3, 
  maul); Space/Reach 15 ft./15 ft.; SA powerful charge 
  +3d6; trample 2d6+13; SQ: construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., low-light 
  vision, resistance to acid 10, cold 10, electricity 10, 
  fire 10, and sonic 10; Save Fort +9, Ref +8, Will +9; 
  Str 28, Dex 10, Con -, Int 3, Wis 11, Cha 1 
     Skills and Feats: Jump +39; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved initiative, improved sunder, 
  power attack, powerful charge 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Limbo Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 25. The save DC is 
  Strength-based 
     Construct Traits: A limbo construct has immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, mind-affecting 
  spells and abilities (charms, compulsions, phantasms, 
  patterns, and morale effects), and any effect that 
  requires a Fortitude save unless it also works on 
  objects or is harmless. It is not subject to extra 
  damage from critical hits, nonlethal damage, ability 
  
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  damage, ability drain, fatigue, exhaustion, or energy 
  drain. It cannot heal damage, but it can be repaired. 
   
  APL 12 (EL 14) 
  �Limbo Construct: huge construct; CR 14; HD 
  36d10+40; hp 250; Init +4; Spd 50 ft. (10 squares); 
  AC 26 (-2 size, +18 armor), touch 7, flat-footed 26; 
  Base Atk/Grp +27/+44; Atk +35 melee (2d8+10/19-
  20/x3, axe) or +35 (2d8+10/19-20/x3, maul); Full 
  Atk +35 melee (2d8+10/19-20/x3, axe) and +30 
  (2d8+10/19-20/x3, maul); Space/Reach 15 ft./15 ft.; 
  SA powerful charge +3d6; trample 2d6+15; SQ: 
  construct traits, damage reduction 10/adamantine, 
  darkvision 60 ft., low-light vision, resistance to acid 
  10, cold 10, electricity 10, fire 10, and sonic 10, true 
  seeing; Save Fort +11, Ref +10, Will +11; Str 30, 
  Dex 10, Con -, Int 3, Wis 11, Cha 1 
     Skills and Feats: Jump +45; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved critical (maul), improved 
  initiative, improved sunder, improved unarmed 
  attack, power attack, powerful charge 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Limbo Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 26. The save DC is 
  Strength-based 
     Construct Traits: A limbo construct has immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, mind-affecting 
  spells and abilities (charms, compulsions, phantasms, 
  patterns, and morale effects), and any effect that 
  requires a Fortitude save unless it also works on 
  objects or is harmless. It is not subject to extra 
  damage from critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy 
  drain. It cannot heal damage, but it can be repaired. 
   
  APL 14 (EL 16) 
  �Limbo Construct: huge construct; CR 16; HD 
  44d10+40; hp 298; Init +5; Spd 50 ft. (10 squares); 
  AC 29 (-2 size, +1 dex, +20 armor), touch 8, flat-
  footed 28; Base Atk/Grp +33/+50; Atk +42 melee 
  (2d8+10/19-20/x3, axe) or +41 (2d8+10/19-20/x3, 
  maul); Full Atk +42 melee (2d8+10/19-20/x3, axe) 
  and +36 (2d8+10/19-20/x3, maul); Space/Reach 15 
  ft./15 ft.; SA powerful charge +3d6; trample 2d6+15; 
  SQ: 
  construct 
  traits, 
  damage 
  reduction 
  15/adamantine, darkvision 60 ft., low-light vision, 
  resistance to acid 15, cold 15, electricity 15, fire 15, 
  and sonic 15, true seeing; Save Fort +13, Ref +13, 
  Will +13; Str 30, Dex 13, Con -, Int 3, Wis 13, Cha 1 
     Skills and Feats: Jump +50; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved critical (maul), improved 
  grapple, improved initiative, improved sunder, 
  improved unarmed attack, power attack, powerful 
  charge, weapon focus (axe) 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Limbo Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 26. The save DC is 
  Strength-based 
     Construct Traits: A limbo construct has immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, mind-affecting 
  spells and abilities (charms, compulsions, phantasms, 
  patterns, and morale effects), and any effect that 
  requires a Fortitude save unless it also works on 
  objects or is harmless. It is not subject to extra 
  damage from critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy 
  drain. It cannot heal damage, but it can be repaired. 
   
  APL 16 (EL 18) 
  �Limbo Construct: huge construct; CR 18; HD 
  52d10+40; hp 346; Init +5; Spd 50 ft. (10 squares); 
  AC 31 (-2 size, +1 dex, +22 armor), touch 8, flat-
  footed 30; Base Atk/Grp +39/+56; Atk +49 melee 
  (2d8+11/19-20/x3, axe) or +49 (2d8+11/19-20/x3, 
  maul); Full Atk +49 melee (2d8+11/19-20/x3, axe) 
  and +44 (2d8+11/19-20/x3, maul); Space/Reach 15 
  ft./15 ft.; SA powerful charge +3d6; trample 2d6+16; 
  SQ: 
  construct 
  traits, 
  damage 
  reduction 
  15/adamantine, darkvision 60 ft., low-light vision, 
  resistance to acid 20, cold 20, electricity 20, fire 20, 
  and sonic 20, true seeing; Save Fort +13, Ref +13, 
  Will +13; Str 32, Dex 13, Con -, Int 3, Wis 13, Cha 1 
     Skills and Feats: Jump +62; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved critical (maul), improved 
  grapple, improved initiative, improved sunder, 
  improved unarmed attack, power attack, powerful 
  charge, skill focus (jump), weapon focus (axe), 
  weapon focus (maul) 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Limbo Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 27. The save DC is 
  Strength-based 
     Construct Traits: A limbo construct has immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, mind-affecting 
  spells and abilities (charms, compulsions, phantasms, 
  patterns, and morale effects), and any effect that 
  requires a Fortitude save unless it also works on 
  objects or is harmless. It is not subject to extra 
  damage from critical hits, nonlethal damage, ability 
  
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  damage, ability drain, fatigue, exhaustion, or energy 
  drain. It cannot heal damage, but it can be repaired. 
   
  Area 19 – Errant Knight 
  ALL APLs 
  �Sir Oryan, pal2: CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 20; Init +1; Spd 20 ft.; AC 
  19 (touch 11, flat-footed 18) [[+1 Dex, +6 armor, +2 
  shield]]; Base Atk +2; Grp +4; Atk +6 melee (1d8+2, 
  longsword, 19+ crit); SA Smite evil 1/day; SQ Aura 
  of good, detect evil, divine grace, lay on hands 
  (6hp/day); AL LG; SV Fort +8, Ref +4, Will +6; Str 
  15, Dex 12, Con 14, Int 11, Wis 12, Cha 16. 
   
  Skills and Feats: Diplomacy +8, Heal +6, Sense 
  Motive +8; Iron Will, Weapon Focus (longsword). 
   
  Equipment: masterwork longsword, banded mail 
  armor, heavy steel shield, 2 potions of cure light 
  wounds, 2 copper keys. 
   
   
   
  
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  Appendix 2 – Stat Blocks 
  Map B, APLs 10-16 
   
  Area 1 – Elemental Lab 
  APL 10 (EL 13) 
  �Gnomish Construct: huge construct; CR 12; HD 
  28d10+40; hp 202; Init +4; Spd 50 ft. (10 squares); 
  AC 26 (-2 size, +18 armor), touch 7, flat-footed 26; 
  Base Atk/Grp +21/+38; Atk +28 melee (2d8+9/19-
  20/x3, axe) or +28 (2d8+9/x3, maul); Full Atk +28 
  melee (2d8+9/19-20/x3, axe) and +23 (2d8+9/x3, 
  maul); Space/Reach 15 ft./15 ft.; SA powerful charge 
  +3d6; trample 2d6+13; SQ: construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., low-light 
  vision, resistance to acid 10, cold 10, electricity 10, 
  fire 10, and sonic 10; Save Fort +9, Ref +8, Will +9; 
  Str 28, Dex 10, Con -, Int 3, Wis 11, Cha 1 
     Skills and Feats: Jump +39; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved initiative, improved sunder, 
  power attack, powerful charge 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Gnomish Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 25. The save DC is 
  Strength-based 
     Construct Traits: A Gnomish construct has 
  immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, necromancy effects, mind-
  affecting spells and abilities (charms, compulsions, 
  phantasms, patterns, and morale effects), and any 
  effect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to 
  extra damage from critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain. It cannot heal damage, but it can be 
  repaired. 
   
  APL 12 (EL 15) 
  �Gnomish Construct: huge construct; CR 14; HD 
  36d10+40; hp 250; Init +4; Spd 50 ft. (10 squares); 
  AC 26 (-2 size, +18 armor), touch 7, flat-footed 26; 
  Base Atk/Grp +27/+44; Atk +35 melee (2d8+10/19-
  20/x3, axe) or +35 (2d8+10/19-20/x3, maul); Full 
  Atk +35 melee (2d8+10/19-20/x3, axe) and +30 
  (2d8+10/19-20/x3, maul); Space/Reach 15 ft./15 ft.; 
  SA powerful charge +3d6; trample 2d6+15; SQ: 
  construct traits, damage reduction 10/adamantine, 
  darkvision 60 ft., low-light vision, resistance to acid 
  10, cold 10, electricity 10, fire 10, and sonic 10, true 
  seeing; Save Fort +11, Ref +10, Will +11; Str 30, 
  Dex 10, Con -, Int 3, Wis 11, Cha 1 
     Skills and Feats: Jump +45; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved critical (maul), improved 
  initiative, improved sunder, improved unarmed 
  attack, power attack, powerful charge 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Gnomish Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 26. The save DC is 
  Strength-based 
     Construct Traits: A Gnomish construct has 
  immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, necromancy effects, mind-
  affecting spells and abilities (charms, compulsions, 
  phantasms, patterns, and morale effects), and any 
  effect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to 
  extra damage from critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain. It cannot heal damage, but it can be 
  repaired. 
   
  APL 14 (EL 17) 
  �Gnomish Construct: huge construct; CR 16; HD 
  44d10+40; hp 298; Init +5; Spd 50 ft. (10 squares); 
  AC 29 (-2 size, +1 dex, +20 armor), touch 8, flat-
  footed 28; Base Atk/Grp +33/+50; Atk +42 melee 
  (2d8+10/19-20/x3, axe) or +41 (2d8+10/19-20/x3, 
  maul); Full Atk +42 melee (2d8+10/19-20/x3, axe) 
  and +36 (2d8+10/19-20/x3, maul); Space/Reach 15 
  ft./15 ft.; SA powerful charge +3d6; trample 2d6+15; 
  SQ: 
  construct 
  traits, 
  damage 
  reduction 
  15/adamantine, darkvision 60 ft., low-light vision, 
  resistance to acid 15, cold 15, electricity 15, fire 15, 
  and sonic 15, true seeing; Save Fort +13, Ref +13, 
  Will +13; Str 30, Dex 13, Con -, Int 3, Wis 13, Cha 1 
     Skills and Feats: Jump +50; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved critical (maul), improved 
  grapple, improved initiative, improved sunder, 
  improved unarmed attack, power attack, powerful 
  charge, weapon focus (axe) 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Gnomish Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 26. The save DC is 
  Strength-based 
     Construct Traits: A Gnomish construct has 
  immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, necromancy effects, mind-
  affecting spells and abilities (charms, compulsions, 
  phantasms, patterns, and morale effects), and any 
  effect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to 
  extra damage from critical hits, nonlethal damage, 
  
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  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain. It cannot heal damage, but it can be 
  repaired. 
   
  APL 16 (EL 19) 
  �Gnomish Construct: huge construct; CR 18; HD 
  52d10+40; hp 346; Init +5; Spd 50 ft. (10 squares); 
  AC 31 (-2 size, +1 dex, +22 armor), touch 8, flat-
  footed 30; Base Atk/Grp +39/+56; Atk +49 melee 
  (2d8+11/19-20/x3, axe) or +49 (2d8+11/19-20/x3, 
  maul); Full Atk +49 melee (2d8+11/19-20/x3, axe) 
  and +44 (2d8+11/19-20/x3, maul); Space/Reach 15 
  ft./15 ft.; SA powerful charge +3d6; trample 2d6+16; 
  SQ: 
  construct 
  traits, 
  damage 
  reduction 
  15/adamantine, darkvision 60 ft., low-light vision, 
  resistance to acid 20, cold 20, electricity 20, fire 20, 
  and sonic 20, true seeing; Save Fort +13, Ref +13, 
  Will +13; Str 32, Dex 13, Con -, Int 3, Wis 13, Cha 1 
     Skills and Feats: Jump +62; Awesome blow, 
  cleave, great cleave, improved bull rush, improved 
  critical (axe), improved critical (maul), improved 
  grapple, improved initiative, improved sunder, 
  improved unarmed attack, power attack, powerful 
  charge, skill focus (jump), weapon focus (axe), 
  weapon focus (maul) 
     Powerful Charge (Ex): Thanks to its Powerful 
  Charge feat, a Gnomish Construct deals an extra 3d6 
  points of damage when it charges. 
     Trample (Ex): Reflex half DC 27. The save DC is 
  Strength-based 
     Construct Traits: A Gnomish construct has 
  immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, necromancy effects, mind-
  affecting spells and abilities (charms, compulsions, 
  phantasms, patterns, and morale effects), and any 
  effect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to 
  extra damage from critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain. It cannot heal damage, but it can be 
  repaired. 
   
  Area 5 – Mess Hall 
  APL 10 (EL 11) 
  �Piq, Rika, Frut: male kobold; Rog8; small 
  humanoid (reptilian); HD 8d6; hp 34; Init +6; Spd 30 
  ft (6 squares); AC 24 (T18, FF18) (+1 size, +6 dex, 
  +1 natural, +5 for +1 mithral chain shirt, +1 ring of 
  protection); Atk +14 melee (1d4+1/18-20, +1 rapier) 
  or Atk +14 ranged (1d6/19-20, light crossbow); Full 
  Atk +14/+9 melee (1d4+1/18-20, +1 rapier); BAB 
  +6; Grapple +2; Space/Reach: 5ft/5ft; SA sneak 
  attack +4d6; SQ evasion, trap sense +2, improved 
  uncanny dodge, darkvision 60’, light sensitivity; AL 
  CE; SV Fort +4, Ref +14, Will +4; Str 10, Dex 22, 
  Con 10, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Disable Device +10, Escape 
  Artist +17, Hide +21, Move Silently +17, Search 
  +11, Sleight of Hand +17, Spot +11, Tumble +17; 
  Dodge, Combat Reflexes, Hold the Line. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: +1 Mithral chain shirt, +1 ring of 
  protection, +2 cloak of resistance, +1 rapier, light 
  crossbow, sack, 20 crossbow bolts. 
   
  APL 12 (EL 13) 
  �Piq, Rika, Frut: male kobold; Rog10; CR 10; 
  small humanoid (reptilian); HD 10d6; hp 42; Init +6; 
  Spd 30 ft (6 squares); AC 25 (T18, FF19) (+1 size, 
  +6 dex, +1 natural, +6 for +2 mithral chain shirt, +1 
  ring of protection); Atk +15 melee (1d4+1/15-20, +1 
  keen rapier) or Atk +15 ranged (1d6/19-20, light 
  crossbow); Full Atk +15/+10 melee (1d4+1/15-20, 
  +1 rapier); BAB +7; Grapple +3; Space/Reach: 
  5ft/5ft; SA sneak attack +5d6; SQ evasion, trap sense 
  +3, improved uncanny dodge, darkvision 60’, light 
  sensitivity, crippling strike; AL CE; SV Fort +5, Ref 
  +15, Will +5; Str 10, Dex 22, Con 10, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Disable Device +12, Escape 
  Artist +19, Hide +23, Move Silently +19, Search 
  +13, Sleight of Hand +19, Spot +13, Tumble +19; 
  Dodge, Combat Reflexes, Hold the Line, Mobility. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: +2 Mithral chain shirt, +1 ring of 
  protection, +2 cloak of resistance, +1 keen rapier, 
  light crossbow, sack, 20 crossbow bolts. 
   
  APL 14 (EL 15) 
  �Piq, Rika, Frut: male kobold; Rog12; CR 12; 
  small humanoid (reptilian); HD 12d6+24; hp 74; Init 
  +6; Spd 30 ft (6 squares); AC 26 (T18, FF20) (+1 
  size, +6 dex, +1 natural, +7 for +3 mithral chain 
  shirt, +1 ring of protection); Atk +17 melee 
  (1d4+2/15-20, +1 keen rapier) or Atk +17 ranged 
  (1d6/19-20, light crossbow); Full Atk +17/+12 melee 
  (1d4+2/15-20, +1 rapier); BAB +9; Grapple +6; 
  Space/Reach: 5ft/5ft; SA sneak attack +6d6; SQ 
  evasion, trap sense +4, improved uncanny dodge, 
  darkvision 60’, light sensitivity, crippling strike; AL 
  CE; SV Fort +7, Ref +16, Will +6; Str 12, Dex 23, 
  Con 12, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Disable Device +14, Escape 
  Artist +21, Hide +25, Move Silently +21, Search 
  
  CORS4-03 Castle Greyhawk 
   
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  +15, Sleight of Hand +21, Spot +15, Tumble +21; 
  Dodge, Combat Reflexes, Hold the Line, Improved 
  Toughness, Mobility. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: +3 Mithral chain shirt, +2 
  gauntlets of ogre power, +2 amulet of health, +1 
  ring of protection, +2 cloak of resistance, +1 keen 
  rapier, light crossbow, sack, 20 crossbow bolts. 
   
  APL 16 (EL 17) 
  �Piq, Rika, Frut: male kobold; Rog14; CR 14; 
  small humanoid (reptilian); HD 14d6+42; hp 100; 
  Init +6; Spd 30 ft (6 squares); AC 27 (T19, FF21) 
  (+1 size, +6 dex, +1 natural, +7 for +3 mithral chain 
  shirt, +2 ring of protection); Atk +18 melee 
  (1d4+2/15-20, +1 keen rapier) or Atk +18 ranged 
  (1d6/19-20, light crossbow); Full Atk +18/+13 melee 
  (1d4+2/15-20, +1 rapier); BAB +10; Grapple +7; 
  Space/Reach: 5ft/5ft; SA sneak attack +7d6; SQ 
  improved evasion, trap sense +4, improved uncanny 
  dodge, darkvision 60’, light sensitivity, crippling 
  strike; AL CE; SV Fort +8, Ref +18, Will +7; Str 12, 
  Dex 23, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Disable Device +16, Escape 
  Artist +23, Hide +27, Move Silently +23, Search 
  +17, Sleight of Hand +23, Spot +21, Tumble +23; 
  Dodge, Combat Reflexes, Hold the Line, Improved 
  Toughness, Mobility. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: +3 Mithral chain shirt, +2 
  gauntlets of ogre power, eyes of the eagle, +4 amulet 
  of health, +2 ring of protection, +3 cloak of 
  resistance, +1 keen rapier, light crossbow, sack, 20 
  crossbow bolts. 
   
  Area 6 –  Bolt Hole 
  All APLs (EL 9) 
  �Thorn: male human Ftr8: CR8; HD 8d10+16; hp 
  68 (currently 31); Init +5 (+1 dex, improved init); 
  Spd 20 ft (4 squares); AC 24 (+12 armor, +1 dex, +1 
  deflection), touch 12, flat-footed 23; Base Atk/Grp 
  +8/+11; Atk +13 melee (1d8+6/17-20, longsword), 
  Full Atk +13/+8 melee (1d8+6/17-20, longsword); 
  AL NG; SV Fort +8, Ref +5, Will +6; Str 16, Dex 
  12, Con 14, Int 10, Wis 14, Cha 12 
     Skills and Feats: Climb +10, Listen +5, Sense 
  Motive +3, Spot +5; Cleave, Improved Critical 
  (longsword), 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
     Possessions: +1 full plate, +1 large steel shield, +1 
  ring of protection, +2 gauntlets of ogre power, 3 
  tindertwigs, 2 alchemists fire, 20 gp, 3 brass keys 
   
  �Gront: male dwarf Ftr6: CR6; HD 6d10+24; hp 64 
  (currently 42); Init +5 (+1 dex, improved init); Spd 
  20 ft. (4 squares); AC 23 (+12 armor, +1 dex,), touch 
  11, flat-footed 22; Base Atk/Grp +6/+1/+9; Atk +10 
  melee (1d8+6/x3, battleaxe), Full Atk +10/+5 melee 
  (1d8+6/ x3, battleaxe); AL N; SV Fort +6, Ref +4, 
  Will +3; Str 16, Dex 12, Con 18, Int 12, Wis 10, Cha 
  8 
     Skills and Feats: Climb +8, Listen +3, Spot +2; 
  Cleave, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
     Possessions: +1 full plate, +1 large steel shield, 72 
  gp 
   
  �Grater: male human Rog6: CR6; HD 6d6+6; hp 
  32 (currently 27); Init +8 (+4 dex, improved 
  initiative); AC 19 (+5 armor, +4 dex), touch 14, flat-
  footed 15; Base Atk/Grp +4/+5; Atk +9 melee 
  (1d6+2/18-20, +1 rapier); Full Atk +9 melee 
  (1d6+2/18-20, +1 rapier); SA sneak attack +3d6, SQ 
  evasion, uncanny dodge, trap sense +2; AL CN; SV 
  Fort +3, Ref +9, Wil +4; Str 12, Dex 18, Con 12, Int 
  14, Wis 14, Cha 10 
     Skills and Feats:  Bluff +7, Disable Device +10, 
  Forgery +7, Gather Information +8, Hide +13, Listen 
  +8, Move Silently +13, Open Locks +9, Search +10, 
  Sleight of Hand +11, Spot +6; Dodge, Improved 
  Initiative, Nimble Fingers, Weapon Finesse  
     Possessions: +1 rapier, +2 gloves of dexterity, 
  thieves kit, lockpicks, 3 potions of cure light wounds 
   
  Area 10 – Meditating Monks 
  APL 10 (EL 12) 
  �Ahlitann: Human (Suel) Wiz 9; CR 9; Medium 
  humanoid; HD 9d4+27; hp 55; Init +1; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14; Base Atk +4; Grp 
  +4; Atk/Full Atk +4 melee (1d6, quarterstaff) or +5 
  ranged (1d8/19-20, light crossbow); AL LE; SV Fort 
  +6, Ref +4, Will +6; Str 10, Dex 12, Con 17, Int 20, 
  Wis 10, Cha 10. 
    Skills and Feats: Concentration +15, Decipher 
  Script +17, Knowledge (arcana) +17, Knowledge 
  (architecture and engineering) +12, Knowledge 
  (history) +12, Knowledge (nobility and royalty) +11, 
  Knowledge (the planes) +11, Spellcraft +19; Combat 
  Casting, 
  Empower 
  Spell, 
  Improved 
  Familiar, 
  Quicken Spell, Rapid Spell, Reach Spell, Scribe 
  Scroll, Summon Familiar. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 54 
    Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + 
  spell level): 0-daze, detect magic (2), read magic; 1st-
  mage armor, magic missile (3), protection from 
  chaos, shield; 2nd-false life, glitterdust, rapid enlarge 
  person, scorching ray, see invisibility; 3rd-empowered 
  magic missile, fireball, haste, reach shocking grasp; 
  4th-dimension door, greater invisibility, stoneskin; 
  5th-overland flight, quickened enlarge person. 
    Possessions: Headband of intellect +2, amulet of 
  health +2, ring of protection +1, arcane scroll of 
  stoneskin (7th-level caster), 250 gp worth of diamond 
  dust, quarterstaff, light crossbow, 30 bolts, spell 
  component pouch. 
  �Karn and Graef: Human (Suel) Mnk 9; CR 9 
  Medium humanoid; HD 9d8+39; hp 87; Init +3; Spd 
  60 ft.; AC 16, touch 16, flat-footed 13; Base Atk +6; 
  Grp +13; Atk +10 melee (1d10+3, unarmed strike) or 
  +9 ranged (1d8/19-20, light crossbow); Full Atk 
  +10/+10/+5 melee (1d10+3, flurry of blows) or 
  +10/+5 melee (1d10+3, unarmed strike) or +9 ranged 
  (1d8/19-20, light crossbow); SA Flurry of blows, ki 
  strike (magic), unarmed strike; SQ Improved 
  evasion, purity of body, slow fall 40 ft., still mind, 
  wholeness of body; AL LE; SV Fort +9, Ref +11, 
  Will +8; Str 16, Dex 16, Con 17, Int 8, Wis 14, Cha 
  8. 
    Skills and Feats: Jump +29, Listen +14, Spot +14, 
  Tumble +17; Deflect Arrows, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Lightning Reflexes, Stunning Fist, 
  Toughness, Weapon Focus (unarmed strike). 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make one extra attack per round with 
  an unarmed strike or a special monk weapon at his 
  highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a magic weapon having a +1 
  enhancement bonus. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 40 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  18 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, light crossbow, 30 bolts. 
     <Karn: Karn is wearing the Belt of the High Monk 
  – this gives him +2 to AC, +1 to hit and damage, his 
  monk damage goes to the next level, and he gets on 
  extra stunning fist per day). 
   
  APL 12 (EL 14) 
  �Ahlitann: Human Wiz 11; CR 11; Medium 
  humanoid; HD 11d4+33; hp 67; Init +2; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14; Base Atk +5; Grp 
  +5; Atk/Full Atk +5 melee (1d6, quarterstaff) or +7 
  ranged (1d8, light crossbow); SQ Empathic link, hell 
  hound familiar, share spells; AL LE; SV Fort +8, Ref 
  +7, Will +9; Str 10, Dex 14, Con 17, Int 20, Wis 10, 
  Cha 10. 
    Skills and Feats: Concentration +17, Decipher 
  Script +19, Knowledge (arcana) +19, Knowledge 
  (architecture and engineering) +13, Knowledge 
  (history) +13, Knowledge (nobility and royalty) +13, 
  Knowledge (the planes) +13, Spellcraft +21; 
  Alertness, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Familiar, Maximize Spell, Quicken Spell, 
  Rapid Spell, Reach Spell, Scribe Scroll, Summon 
  Familiar. 
    Wizard Spells Prepared (4/6/5/5/4/3/1; save DC 15 
  + spell level): 0-daze, detect magic (2), read magic; 
  1st-mage armor, magic missile (3), protection from 
  chaos, shield; 2nd-false life, glitterdust, rapid enlarge 
  person, scorching ray, see invisibility; 3rd-empowered 
  magic missile, fireball, fly, haste, reach shocking 
  grasp; 4th-dimension door, evard’s black tentacles, 
  greater 
  invisibility, 
  stoneskin; 
  5th-empowered 
  fireball, overland flight, quickened enlarge person; 
  6th-quickened scorching ray. 
    Possessions: Headband of intellect +2, amulet of 
  health +2, gloves of Dexterity +2, cloak of resistance 
  +2, ring of protection +1, arcane scroll of stoneskin 
  
  CORS4-03 Castle Greyhawk 
   
  Page 55 
  (7th-level caster), 250 gp worth of diamond dust, 
  quarterstaff, 
  light 
  crossbow, 
  30 
  bolts, 
  spell 
  component pouch. 
   
  �Teufelhund: Hell Hound Familiar; CR -; Medium 
  Outsider; HD 11; hp 33; Init +5; Spd 40 ft.; AC 22, 
  touch 11, flat-footed 21; Base Atk +5; Grp +6; 
  Atk/Full Atk +6 melee (1d8+1 plus 1d6 fire, bite); 
  SA Breath weapon, fiery bite; SQ Darkvision 60 ft., 
  deliver touch spells, immunity to fire, improved 
  evasion, scent, speak with master, spell resistance 16, 
  vulnerability to cold; AL LE; SV Fort +5, Ref +5, 
  Will +7; Str 13, Dex 13, Con 13, Int 11, Wis 10, Cha 
  6. 
    Skills and Feats: Concentration +15, Decipher 
  Script +14, Hide +13, Jump +12, Knowledge 
  (arcana) 
  +14, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +8, 
  Knowledge 
  (history) 
  +8, 
  Knowledge (nobility and royalty) +8, Knowledge 
  (the planes) +8, Listen +7, Move Silently +13, 
  Spellcraft +16, Spot +7, Survival +7*; Improved 
  Initiative, Run, TrackB. 
    Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire.  Reflex DC 13 half.  The 
  save DC is Constitution-based. 
    Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
    Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks 
    *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
   
  �Karn and Graef: Human (Suel) Mnk 11; CR 11 
  Medium humanoid; HD 11d8+47; hp 105; Init +3; 
  Spd 60 ft.; AC 18, touch 18, flat-footed 15; Base Atk 
  +8; Grp +15; Atk +12 melee (2d8+3, unarmed strike) 
  or +11 ranged (1d8/19-20, light crossbow); Full Atk 
  +12/+12/+12/+7 melee (2d8+3, flurry of blows) or 
  +12/+7 melee (2d8+3, unarmed strike) or +11 ranged 
  (1d8/19-20, light crossbow); SA Flurry of blows, 
  greater flurry, ki strike (lawful and magic), unarmed 
  strike; SQ Diamond body, improved evasion, purity 
  of body, slow fall 50 ft., still mind, wholeness of 
  body; AL LE; SV Fort +10, Ref +12, Will +9; Str 16, 
  Dex 16, Con 17, Int 8, Wis 14, Cha 8. 
    Skills and Feats: Jump +31, Listen +16, Spot +16, 
  Tumble +19; Deflect Arrows, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Lightning Reflexes, Stunning Fist, 
  Toughness, Weapon Focus (unarmed strike). 
    Diamond body (Su): This monk has immunity to 
  poison of all kinds. 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make two extra attacks per round 
  with an unarmed strike or a special monk weapon at 
  his highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a lawful weapon having a +1 
  enhancement bonus. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 50 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  22 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, monk’s belt, light crossbow, 30 bolts. 
    <Karn: Karn is wearing the Belt of the High Monk 
  – this gives him +2 to AC, +1 to hit and damage, his 
  monk damage goes to the next level, and he gets on 
  extra stunning fist per day). 
   
  APL 14 (EL 16) 
  �Ahlitann: Human Wiz 13; CR 13; Medium 
  humanoid; HD 13d4+52; hp 92; Init +2; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 15; Base Atk +6; Grp 
  +6; Atk +6 melee (1d6, quarterstaff) or +8 ranged 
  (1d8/19-20, light crossbow); Full Atk +6/+1 melee 
  (1d6, quarterstaff) or +8 ranged (1d8/19-20, light 
  crossbow); SQ Empathic link, hell hound familiar, 
  scry on familiar, share spells; AL LE; SV Fort +10, 
  Ref +8, Will +10; Str 10, Dex 14, Con 18, Int 22, 
  Wis 10, Cha 10. 
    Skills and Feats: Concentration +20, Decipher 
  Script +22, Knowledge (arcana) +22, Knowledge 
  (architecture and engineering) +16, Knowledge 
  (history) +15, Knowledge (nobility and royalty) +15, 
  
  CORS4-03 Castle Greyhawk 
   
  Page 56 
  Knowledge (the planes) +16, Spellcraft +24; 
  Alertness, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Familiar, Maximize Spell, Quicken Spell, 
  Rapid Spell, Reach Spell, Scribe Scroll, Spell 
  Penetration, Summon Familiar. 
    Wizard Spells Prepared (4/6/6/5/5/4/3/1; save DC 
  16 + spell level): 0-daze, detect magic (2), read 
  magic; 1st-mage armor, magic missile (3), protection 
  from chaos, shield; 2nd-false life, glitterdust, rapid 
  enlarge person, scorching ray (2), see invisibility; 
  3rd-dispel magic, empowered magic missile, fireball, 
  fly, haste; 4th-dimension door, evard’s black 
  tentacles, greater invisibility, stoneskin (2); 5th-
  empowered fireball, maximized scorching ray, 
  overland flight, quickened enlarge person; 6th-
  disintegrate, 
  quickened 
  false 
  life, 
  quickened 
  scorching ray; 7th-quickened fireball. 
    Possessions: Headband of intellect +4, cloak of 
  resistance +2, amulet of health +2, gloves of 
  Dexterity +2, arcane scroll of stoneskin (7th-level 
  caster), arcane scroll of maximized fireball (10th-level 
  caster), 500 gp worth of diamond dust, quarterstaff, 
  light crossbow, 30 bolts, spell component pouch. 
   
  �Teufelhund: Hell Hound Familiar; CR -; Medium 
  Outsider; HD 13; hp 46; Init +5; Spd 40 ft.; AC 23, 
  touch 11, flat-footed 22; Base Atk +6; Grp +7; Atk 
  +7 melee (1d8+1 plus 1d6 fire, bite); Full Atk +7/+2 
  melee (1d8+1 plus 1d6 fire, bite); SA Breath weapon, 
  fiery bite; SQ Darkvision 60 ft., deliver touch spells, 
  immunity to fire, improved evasion, scent, speak with 
  master, spell resistance 18, vulnerability to cold; AL 
  LE; SV Fort +5, Ref +5, Will +8; Str 13, Dex 13, 
  Con 13, Int 12, Wis 10, Cha 6. 
    Skills and Feats: Concentration +17, Decipher 
  Script +17, Hide +13, Jump +12, Knowledge 
  (arcana) 
  +17, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +11, 
  Knowledge 
  (history) 
  +10, 
  Knowledge (nobility and royalty) +10, Knowledge 
  (the planes) +11, Listen +7, Move Silently +13, 
  Spellcraft +19, Spot +7, Survival +7*; Improved 
  Initiative, Run, TrackB. 
    Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire.  Reflex DC 13 half.  The 
  save DC is Constitution-based. 
    Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
    Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks 
    *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
   
  �Karn and Graef: Human (Suel) Mnk 13; CR 13 
  Medium humanoid; HD 13d8+68; hp 136; Init +3; 
  Spd 70 ft.; AC 19, touch 19, flat-footed 16; Base Atk 
  +9; Grp +16; Atk +13 melee (2d8+3/19-20, unarmed 
  strike) or +12 ranged (1d8/19-20, light crossbow); 
  Full Atk +13/+13/+13/+8 melee (2d8+3/19-20, flurry 
  of blows) or +13/+8 melee (2d8+3/19-20, unarmed 
  strike) or +12 ranged (1d8/19-20, light crossbow); 
  SA Flurry of blows, greater flurry, ki strike (lawful 
  and magic), unarmed strike; SQ Abundant step, 
  diamond body, diamond soul, improved evasion, 
  purity of body, slow fall 60 ft., still mind, wholeness 
  of body; AL LE; SV Fort +14, Ref +15, Will +12; Str 
  16, Dex 16, Con 18, Int 8, Wis 14, Cha 8. 
    Skills and Feats: Jump +37, Listen +18, Spot +18, 
  Tumble +21; Deflect Arrows, Improved Critical 
  (unarmed strike), Improved Grapple, Improved 
  Toughness, Improved Trip, Improved Unarmed 
  Strike, 
  Lightning 
  Reflexes, 
  Stunning 
  Fist, 
  Toughness, Weapon Focus (unarmed strike). 
    Abundant Step (Sp): This monk can slip magically 
  between spaces, as per the spell dimension door, 
  once per day as a 6th-level caster. 
    Diamond body (Su): This monk has immunity to 
  poison of all kinds. 
    Diamond soul (Su): This monk has spell resistance 
  23. 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make two extra attacks per round 
  with an unarmed strike or a special monk weapon at 
  his highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a lawful weapon having a +1 
  enhancement bonus. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 60 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  26 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, monk’s belt, ring of protection +1, cloak 
  
  CORS4-03 Castle Greyhawk 
   
  Page 57 
  of resistance +2, potion of greater magic fang +5, 
  light crossbow, 30 bolts. 
    <Karn: Karn is wearing the Belt of the High Monk 
  – this gives him +2 to AC, +1 to hit and damage, his 
  monk damage goes to the next level, and he gets on 
  extra stunning fist per day). 
   
  APL 16 (EL 18) 
  �Ahlitann: Human Wiz 15; CR 15; Medium 
  humanoid; HD 15d4+60; hp 106; Init +2; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 15; Base Atk +7; Grp 
  +7; Atk +7 melee (1d6, quarterstaff) or +9 ranged 
  (1d8/19-20, light crossbow); Full Atk +7/+2 melee 
  (1d6, quarterstaff) or +9 ranged (1d8/19-20, light 
  crossbow); SQ Empathic link, hell hound familiar, 
  scry on familiar, share spells; AL LE; SV Fort +11, 
  Ref +9, Will +11; Str 10, Dex 14, Con 18, Int 24, 
  Wis 10, Cha 10. 
    Skills and Feats: Concentration +22, Decipher 
  Script +25, Knowledge (arcana) +25, Knowledge 
  (architecture and engineering) +18, Knowledge 
  (history) +18, Knowledge (nobility and royalty) +18, 
  Knowledge (the planes) +18, Spellcraft +27; 
  Alertness, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Familiar, Improved Spell Penetration, 
  Maximize Spell, Quicken Spell, Rapid Spell, Reach 
  Spell, Scribe Scroll, Silent Spell, Spell Penetration, 
  Summon Familiar. 
    Wizard Spells Prepared (4/6/6/6/5/5/4/3/1; save DC 
  17 + spell level): 0-daze, detect magic (2), read 
  magic; 1st-mage armor, magic missile (3), protection 
  from chaos, shield; 2nd-false life, glitterdust, rapid 
  enlarge person, scorching ray (2), see invisibility; 
  3rd-empowered magic missile (2), fireball, fly, haste, 
  reach shocking grasp; 4th-dimension door, evard’s 
  black tentacles, greater invisibility, stoneskin (2); 5th-
  empowered fireball, maximized scorching ray, 
  overland flight, quickened enlarge person, silent 
  dimension door; 6th-disintegrate, maximized fireball, 
  quickened false life, quickened scorching ray; 7th-
  empowered maximized scorching ray, quickened 
  empowered magic missile, quickened fireball; 8th-
  horrid wilting. 
    Possessions: Headband of intellect +6, cloak of 
  resistance +2, amulet of health +2, gloves of 
  Dexterity +2, arcane scroll of stoneskin (7th-level 
  caster), arcane scroll of maximized fireball (10th-level 
  caster), arcane scroll of empowered maximized 
  fireball 
  (10th-level 
  caster), 
  arcane 
  scroll 
  of 
  empowered maximized scorching ray (11th-level 
  caster), 500 gp worth of diamond dust, quarterstaff, 
  light crossbow, 30 bolts, spell component pouch. 
   
  �Teufelhund: Hell Hound Familiar; CR -; Medium 
  Outsider; HD 13; hp 46; Init +5; Spd 40 ft.; AC 24, 
  touch 11, flat-footed 23; Base Atk +7; Grp +8; Atk 
  +8 melee (1d8+1 plus 1d6 fire, bite); Full Atk +8/+3 
  melee (1d8+1 plus 1d6 fire, bite); SA Breath weapon, 
  fiery bite; SQ Darkvision 60 ft., deliver touch spells, 
  immunity to fire, improved evasion, scent, speak with 
  master, spell resistance 18, vulnerability to cold; AL 
  LE; SV Fort +6, Ref +6, Will +9; Str 13, Dex 13, 
  Con 13, Int 13, Wis 10, Cha 6. 
    Skills and Feats: Concentration +19, Decipher 
  Script +19, Hide +13, Jump +12, Knowledge 
  (arcana) 
  +19, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +12, 
  Knowledge 
  (history) 
  +12, 
  Knowledge (nobility and royalty) +12, Knowledge 
  (the planes) +12, Listen +7, Move Silently +13, 
  Spellcraft +25, Spot +7, Survival +7*; Improved 
  Initiative, Run, TrackB. 
    Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire.  Reflex DC 13 half.  The 
  save DC is Constitution-based. 
    Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
    Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks 
    *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
  �Karn and Graef: Human (Suel) Mnk 15; CR 15 
  Medium humanoid; HD 15d8+78; hp 156; Init +7; 
  Spd 70 ft.; AC 20, touch 20, flat-footed 17; Base Atk 
  +11; Grp +18; Atk +15 melee (2d10+3/19-20, 
  unarmed strike) or +14 ranged (1d8/19-20, light 
  crossbow); Full Atk +15/+15/+15/10/+5 melee 
  (2d10+3/19-20, flurry of blows) or +15/+10/+5 
  melee (2d10+3/19-20, unarmed strike) or +14 ranged 
  (1d8/19-20, light crossbow); SA Flurry of blows, 
  greater flurry, ki strike (lawful and magic), quivering 
  palm, unarmed strike; SQ Abundant step, diamond 
  body, diamond soul, improved evasion, purity of 
  body, slow fall 70 ft., still mind, wholeness of body; 
  AL LE; SV Fort +12, Ref +13, Will +10; Str 16, Dex 
  16, Con 18, Int 8, Wis 14, Cha 8. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 58 
    Skills and Feats: Jump +43, Listen +20, Spot +20, 
  Tumble +23; Deflect Arrows, Improved Critical 
  (unarmed strike), Improved Grapple, Improved 
  Initiative, Improved Toughness, Improved Trip, 
  Improved Unarmed Strike, Lightning Reflexes, 
  Stunning Fist, Toughness, Weapon Focus (unarmed 
  strike). 
    Abundant Step (Sp): This monk can slip magically 
  between spaces, as per the spell dimension door, 
  once per day as a 6th-level caster. 
    Diamond body (Su): This monk has immunity to 
  poison of all kinds. 
    Diamond soul (Su): This monk has spell resistance 
  25. 
    Flurry of blows (Ex): This monk may use a full 
  attack action to make two extra attacks per round 
  with an unarmed strike or a special monk weapon at 
  his highest base attack. 
    Improved Evasion (Ex): If this monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  In addition, he takes only 
  half damage on a failed save. 
    Ki Strike (Su): This monk’s unarmed strike can deal 
  damage to a creature with damage reduction as if the 
  blow were made with a lawful weapon having a +1 
  enhancement bonus. 
    Quivering Palm (Su): Once per wee, this monk can 
  use an unarmed strike to set up potentially fatal 
  vibrations within the body of another creature.  The 
  monk must have more levels than the target has Hit 
  Dice.  If the target takes damage from the monk’s 
  blow, the quivering palm attack succeeds.  At any 
  later time within 15 days, the monk can will the 
  target to die (a free action) unless the target makes a 
  DC 19 Fortitude save.  If the save is successful, the 
  target is no longer in danger from that particular 
  quivering palm attack. 
    Purity of Body (Ex): This monk has immunity to all 
  diseases except for magical diseases such as mummy 
  rot and lycanthropy. 
    Slow Fall (Ex): A monk within arm’s reach of a 
  wall can use it to slow his descent while falling.  This 
  monk takes damage as if the fall were 60 feet shorter 
  than it actually is. 
    Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
    Wholeness of Body (Su): This monk can cure up to 
  30 hit points of his own wounds each day, and he can 
  spread this healing out over several uses. 
    Possessions: Gloves of Dexterity +2, amulet of 
  health +2, monk’s belt, ring of protection +1, ring of 
  major energy resistance (fire), cloak of resistance 
  +2, potion of greater magic fang +5, light crossbow, 
  30 bolts. 
     <Karn: Karn is wearing the Belt of the High Monk 
  – this gives him +2 to AC, +1 to hit and damage, his 
  monk damage goes to the next level, and he gets on 
  extra stunning fist per day). 
   
  Area 17 – Agamemnon’s Lair 
  APL 10 (EL 13) 
  �Agamemnon: Male young adult red dragon; CR 
  13; Huge Dragon (fire); 19d12+95; hp 218; Init +0; 
  Spd 40 ft, fly 150 ft (poor); AC 26 (T8, FF 26) (-2 
  size, +18 natural); Atk +27 melee (2d8+10, bite); 
  Full Atk +27 melee (2d8+10, bite), +22 melee 
  (2d6+5, 2 claws), +22 melee (1d8+5, 2 wings), +22 
  melee (2d6+15, tail slap); BAB +19; Grapple +37; 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA; 
  breath weapon, crush, frightful presence, improved 
  snatch, spell-like abilities, spells; SQ blindsense 60 
  ft., damage reduction 5/magic, darkvision 120 ft., 
  immunity to fire, magic sleep effects, and paralysis, 
  low-light vision, spell resistance 19, vulnerability to 
  cold; AL CE; SV Fort +16, Ref +11, Will +13; Str 31 
  Dex 10 Con 21 Int 14 Wis 15 Cha 14 
   
  Skills and Feats: Appraise +21, Bluff +7, 
  Concentration +21, Diplomacy +6, Hide –8, 
  Intimidate +23, Jump +33, Knowledge (arcana) +15, 
  Knowledge (history) +15, Listen +21, Search +21, 
  Sense Motive +21, Spellcraft +12, Spot +12; Cleave, 
  Flyby Attack, Hover, Improved Snatch, Power 
  Attack, Snatch, Wingover. 
   
  Breath Weapon (Su): 50-ft. cone, 10d10 fire, 
  Reflex half [DC 24]. 
   
  Crush (Ex): Area 15 ft by 15 ft; Small or 
  smaller opponents take 2d8+15 bludgeoning damage, 
  and must succeed on a DC 24 Reflex save or be 
  pinned. 
   
  Frightful Presence (Ex): 150 ft. radius, HD 18 
  or fewer, Will DC 21 negates. 
   
  Improved Snatch (Ex): Against Medium or 
  smaller creatures, bite for 2d8+10/round or claw for 
  2d6+5/round. 
   
  Spell-Like Abilities: 5/day – locate object.  
  Caster level 5th. 
   
  Spells: As 5th-level sorcerer. 
   
  Sorcerer Spells Known (6/7/5; save DC 
  12+spell level); 0th – arcane mark, detect magic, 
  flare, ray of frost, read magic, resistance; 1st – 
  alarm, magic missile, protection from good, shield; 
  2nd – darkness, invisibility. 
   
  APL 12 (EL 15) 
  �Agamemnon: Male adult red dragon; CR 15; 
  Huge Dragon (fire); 22d12+110; hp 253; Init +0; Spd 
  
  CORS4-03 Castle Greyhawk 
   
  Page 59 
  40 ft, fly 150 ft (poor); AC 29 (T8, FF 29) (-2 size, 
  +21 natural); Atk +31 melee (2d8+11, bite); Full Atk 
  +31 melee (2d8+11, bite), +26 melee (2d6+5, 2 
  claws), +26 melee (1d8+5, 2 wings), +26 melee 
  (2d6+16, tail slap); BAB +22; Grapple +41; 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA; 
  breath weapon, crush, frightful presence, improved 
  snatch, spell-like abilities, spells; SQ blindsense 60 
  ft., damage reduction 5/magic, darkvision 120 ft., 
  immunity to fire, magic sleep effects, and paralysis, 
  low-light vision, spell resistance 21, vulnerability to 
  cold; AL CE; SV Fort +18, Ref +13, Will +17; Str 33 
  Dex 10 Con 21 Int 16 Wis 19 Cha 16 
   
  Skills and Feats: Appraise +25, Bluff +19, 
  Concentration 
  +24, 
  Diplomacy 
  +20, 
  Gather 
  Information +14, Hide –8, Jump +37, Knowledge 
  (arcana) +18, Knowledge (local) +18, Listen +26, 
  Search +25, Sense Motive +10, Spellcraft +15, Spot 
  +28; Cleave, Flyby Attack, Hover, Power Attack, 
  Recover Breath, Snatch, Tempest Breath, Wingover. 
   
  Breath Weapon (Su): 50-ft. cone, 12d10 fire, 
  Reflex half [DC 25]. 
   
  Crush (Ex): Area 15 ft by 15 ft; Small or 
  smaller opponents take 2d8+16 bludgeoning damage, 
  and must succeed on a DC 25 Reflex save or be 
  pinned. 
   
  Frightful Presence (Ex): 180 ft. radius, HD 21 
  or fewer, Will DC 24 negates. 
   
  Snatch (Ex): Against Small or smaller creatures, 
  bite for 2d8+11/round or claw for 2d6+5/round. 
   
  Spell-Like Abilities: 6/day – locate object.  
  Caster level 7th. 
   
  Spells: As 7th-level sorceror. 
   
  Sorceror Spells Known (6/7/7/5; save DC 
  13+spell level); 0th – arcane mark, detect magic, 
  flare, mage hand, ray of frost, read magic, 
  resistance; 1st – alarm, mage armor, magic missile, 
  protection from good, shield; 2nd – cat’s grace, 
  darkness, invisibility; 3rd – dispel magic, protection 
  from energy. 
   
  APL 14 (EL 17) 
  �Agamemnon: Male adult red dragon; CR 15; 
  Huge Dragon (fire); 22d12+110; hp 253; Init +0; Spd 
  40 ft, fly 150 ft (poor); AC 29 (T8, FF 29) (-2 size, 
  +21 natural); Atk +31 melee (2d8+11, bite); Full Atk 
  +31 melee (2d8+11, bite), +26 melee (2d6+5, 2 
  claws), +26 melee (1d8+5, 2 wings), +26 melee 
  (2d6+16, tail slap); BAB +22; Grapple +41; 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA; 
  breath weapon, crush, frightful presence, improved 
  snatch, spell-like abilities, spells; SQ blindsense 60 
  ft., damage reduction 5/magic, darkvision 120 ft., 
  immunity to fire, magic sleep effects, and paralysis, 
  low-light vision, spell resistance 21, vulnerability to 
  cold; AL CE; SV Fort +18, Ref +13, Will +17; Str 33 
  Dex 10 Con 21 Int 16 Wis 19 Cha 16 
   
  Skills and Feats: Appraise +25, Bluff +19, 
  Concentration 
  +24, 
  Diplomacy 
  +20, 
  Gather 
  Information +14, Hide –8, Jump +37, Knowledge 
  (arcana) +18, Knowledge (local) +18, Listen +26, 
  Search +25, Sense Motive +10, Spellcraft +15, Spot 
  +28; Cleave, Flyby Attack, Hover, Power Attack, 
  Recover Breath, Snatch, Tempest Breath, Wingover. 
   
  Breath Weapon (Su): 50-ft. cone, 12d10 fire, 
  Reflex half [DC 25]. 
   
  Crush (Ex): Area 15 ft by 15 ft; Small or 
  smaller opponents take 2d8+16 bludgeoning damage, 
  and must succeed on a DC 25 Reflex save or be 
  pinned. 
   
  Frightful Presence (Ex): 180 ft. radius, HD 21 
  or fewer, Will DC 24 negates. 
   
  Snatch (Ex): Against Small or smaller creatures, 
  bite for 2d8+11/round or claw for 2d6+5/round. 
   
  Spell-Like Abilities: 6/day – locate object.  
  Caster level 7th. 
   
  Spells: As 7th-level sorceror. 
   
  Sorceror Spells Known (6/7/7/5; save DC 
  13+spell level); 0th – arcane mark, detect magic, 
  flare, mage hand, ray of frost, read magic, 
  resistance; 1st – alarm, feather fall, mage armor, 
  magic missile, protection from good, shield; 2nd – 
  cat’s grace, darkness, invisibility; 3rd – dispel magic, 
  protection from energy. 
   
  �Brathal Irongut: Fire Giant; Ftr3; CR 13; Large 
  Giant (fire); 15d8+75+3d10+15+18; hp 193; Init +0; 
  Spd 30 ft; AC 26 (T9, FF 26) (-1 size, +8 natural, +9 
  for +1 full plate); Atk +25 melee (3d6+16/19-20, +1 
  greatsword) or +23 melee (1d4+10, slam) or +13 
  ranged (2d6+10+2d6 fire, throwing rock); Atk 
  +25/+20/+15 melee (3d6+16/19-20, +1 greatsword) 
  or +23 melee (1d4+10, 2 slams) or +13 ranged 
  (2d6+10+2d6 fire, throwing rock); BAB +14; 
  Grapple +28; Space/Reach 10 ft./10 ft.; SA; Rock 
  throwing; SQ immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; AL CE; SV Fort +17, 
  Ref +6, Will +10; Str 31 Dex 10 Con 21 Int 10 Wis 
  14 Cha 11 
   
  Skills and Feats: Climb +12, Craft (painting) +6, 
  Intimidate +9, Jump +9, Spot +14; Cleave, Combat 
  Reflexes, 
  Great 
  Cleave, 
  Improved 
  Overrun, 
  Improved Sunder, Improved Toughness, Iron Will, 
  Power Attack, Weapon Focus (Greatsword). 
   
  Rock Throwing (Ex): the range increment is 
  120 feet for a fire giant’s thrown rocks. 
   
  Possessions: 
   
  +1 
  Full 
  plate, 
  +1 
  huge 
  greatsword, 5 throwing rocks. 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 60 
  �Bronter Ironskin; Fire Giant; Clr3; CR 13; Large 
  Giant (fire); 15d8+75+3d8+15+18; hp 190; Init +0; 
  Spd 30 ft; AC 26 (T9, FF 26) (-1 size, +8 natural, +9 
  for +1 full plate); Atk +24 melee (3d6+16/19-20, +1 
  greatsword) or +22 melee (1d4+10, slam) or +12 
  ranged (2d6+10+2d6 fire, throwing rock); Atk 
  +24/+19/+14 melee (3d6+16/19-20, +1 greatsword) 
  or +22 melee (1d4+10, 2 slams) or +12 ranged 
  (2d6+10+2d6 fire, throwing rock); BAB +13; 
  Grapple +27; Space/Reach 10 ft./10 ft.; SA; Rock 
  throwing; SQ immunity to fire, low-light vision, rock 
  catching, vulnerability to cold, domains of evil and 
  war; AL CE; SV Fort +17, Ref +8, Will +12; Str 31 
  Dex 10 Con 21 Int 10 Wis 14 Cha 11. 
   
  Skills and Feats: Climb +12, Craft (painting) +6, 
  Intimidate +9, Jump +9, Spot +14; Cleave, Great 
  Cleave, Improved Overrun, Improved Sunder, 
  Improved Toughness, Iron Will, Lighting Reflexes, 
  Power Attack, Weapon Focus (Greatsword). 
   
  Rock Throwing (Ex): the range increment is 
  120 feet for a fire giant’s thrown rocks. 
   
  Cleric Spells Known (4/3+1/2+1, save DC 
  12+spell level); 0th – cure minor wounds (4); 1st – 
  cure light wounds, divine favor, protection from 
  good*, shield of faith; 2nd – bull’s strength, cure 
  moderate wounds, spiritual weapon*. 
   
  Possessions: 
   
  +1 
  Full 
  plate, 
  +1 
  huge 
  greatsword, 5 throwing rocks. 
   
  APL 16 (EL 19) 
  �Agamemnon;; Male mature red dragon; CR 18; 
  Huge Dragon (fire); 25d12+150; hp 312; Init +0; Spd 
  40 ft, fly 150 ft (poor); AC 32 (T8, FF 32) (-2 size, 
  +24 natural); Atk +34 melee (2d8+11, bite); Full Atk 
  +34 melee (2d8+11, bite), +29 melee (2d6+5, 2 
  claws), +29 melee (1d8+5, 2 wings), +29 melee 
  (2d6+16, tail slap); BAB +25; Grapple +44; 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA; 
  breath weapon, crush, frightful presence, improved 
  snatch, spell-like abilities, spells; SQ blindsense 60 
  ft., damage reduction 10/magic, darkvision 120 ft., 
  immunity to fire, magic sleep effects, and paralysis, 
  low-light vision, spell resistance 23, vulnerability to 
  cold; AL CE; SV Fort +20, Ref +14, Will +18; Str 33 
  Dex 10 Con 23 Int 18 Wis 19 Cha 18 
   
  Skills and Feats: Appraise +29, Bluff +9, 
  Concentration +24, Diplomacy +22, Hide –8, 
  Intimidate +30, Jump +40, Knowledge (arcana) +21, 
  Knowledge (geography) +15, Knowledge (history) 
  +15, Knowledge (nature) +12, Knowledge (the 
  planes) +12, Knowledge (religion) +15, Listen +29, 
  Search +29, Sense Motive +14, Spellcraft +17, Spot 
  +24; Cleave, Flyby Attack, Hover, Improved Snatch, 
  Multisnatch, Power Attack, Quicken Breath, Snatch, 
  Wingover. 
   
  Breath Weapon (Su): 50-ft. cone, 14d10 fire, 
  Reflex half [DC 28]. 
   
  Crush (Ex): Area 15 ft by 15 ft; Small or 
  smaller opponents take 2d8+16 bludgeoning damage, 
  and must succeed on a DC 28 Reflex save or be 
  pinned. 
   
  Frightful Presence (Ex): 210 ft. radius, HD 24 
  or fewer, Will DC 26 negates. 
   
  Improved Snatch (Ex): Against Medium or 
  smaller creatures, bite for 2d8+11/round or claw for 
  2d6+5/round. 
   
  Spell-Like Abilities: 7/day – locate object.  
  Caster level 9th. 
   
  Spells: As 9th-level sorceror. 
   
  Sorceror Spells Known (6/7/7/7/5; save DC 
  14+spell level); 0th – arcane mark, dancing lights, 
  detect magic, flare, mage hand, ray of frost, read 
  magic, resistance; 1st – alarm, feather fall, mage 
  armor, magic missile, protection from good, shield; 
  2nd – bull’s strength cat’s grace, cure moderate 
  wounds, darkness, invisibility; 3rd – dispel magic, 
  lightning bolt, protection from energy; 4th – fire 
  shield, greater invisibility. 
   
  �Brathal Irongut: Fire Giant; Ftr3; CR 13; Large 
  Giant (fire); 15d8+75+3d10+15+18; hp 193; Init +0; 
  Spd 30 ft; AC 26 (T9, FF 26) (-1 size, +8 natural, +9 
  for +1 full plate); Atk +25 melee (3d6+16/19-20, +1 
  greatsword) or +23 melee (1d4+10, slam) or +13 
  ranged (2d6+10+2d6 fire, throwing rock); Atk 
  +25/+20/+15 melee (3d6+16/19-20, +1 greatsword) 
  or +23 melee (1d4+10, 2 slams) or +13 ranged 
  (2d6+10+2d6 fire, throwing rock); BAB +14; 
  Grapple +28; Space/Reach 10 ft./10 ft.; SA; Rock 
  throwing; SQ immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; AL CE; SV Fort +17, 
  Ref +6, Will +10; Str 31 Dex 10 Con 21 Int 10 Wis 
  14 Cha 11 
   
  Skills and Feats: Climb +12, Craft (painting) +6, 
  Intimidate +9, Jump +9, Spot +14; Cleave, Combat 
  Reflexes, 
  Great 
  Cleave, 
  Improved 
  Overrun, 
  Improved Sunder, Improved Toughness, Iron Will, 
  Power Attack, Weapon Focus (Greatsword). 
   
  Rock Throwing (Ex): the range increment is 
  120 feet for a fire giant’s thrown rocks. 
   
  Possessions: 
   
  +1 
  Full 
  plate, 
  +1 
  huge 
  greatsword, 5 throwing rocks. 
   
  � Bronter Ironskin; Fire Giant; Clr5; CR 15; Large 
  Giant (fire); 15d8+75+5d8+25+20; hp 212; Init +0; 
  Spd 30 ft; AC 26 (T9, FF 26) (-1 size, +8 natural, +9 
  for +1 full plate); Atk +26 melee (3d6+17/19-20, +1 
  greatsword) or +24 melee (1d4+11, slam) or +13 
  ranged (2d6+11+2d6 fire, throwing rock); Atk 
  +26/+21/+16 melee (3d6+17/19-20, +1 greatsword) 
  
  CORS4-03 Castle Greyhawk 
   
  Page 61 
  or +24 melee (1d4+11, 2 slams) or +13 ranged 
  (2d6+11+2d6 fire, throwing rock); BAB +14; 
  Grapple +29; Space/Reach 10 ft./10 ft.; SA; Rock 
  throwing; SQ immunity to fire, low-light vision, rock 
  catching, vulnerability to cold, domains of evil and 
  war; AL CE; SV Fort +19, Ref +9, Will +14; Str 32 
  Dex 10 Con 21 Int 10 Wis 14 Cha 11. 
   
  Skills and Feats: Climb +12, Craft (painting) +8, 
  Intimidate +11, Jump +9, Spot +14; Cleave, Great 
  Cleave, Improved Overrun, Improved Sunder, 
  Improved Toughness, Iron Will, Lighting Reflexes, 
  Power Attack, Weapon Focus (Greatsword). 
   
  Rock Throwing (Ex): the range increment is 
  120 feet for a fire giant’s thrown rocks. 
   
  Cleric Spells Known (4/4+1/3+1/1+1, save DC 
  12+spell level); 0th - cure minor wounds (4); 1st – 
  cure light wounds (2), divine favor, protection from 
  good*, shield of faith; 2nd – bear’s endurance, bull’s 
  strength, cure moderate wounds, spiritual weapon*; 
  3rd – invisibility purge, magic circle against good*. 
   
  Possessions: 
   
  +1 
  Full 
  plate, 
  +1 
  huge 
  greatsword, +1 cloak of resistance, 5 throwing rocks. 
   
  Area 18 – Golem Guardians 
  APL 14 (EL 15) 
  �Advanced Stone Golem: large construct; CR 13; 
  HD 22d10+30; hp 155; Init –1; Spd 20 ft. (4 
  squares); AC 28 (-1 size, -1 Dex, +20 natural), touch 
  8, flat-footed 28; Bast Attack/Grapple +15/+28; Atk 
  +23 melee (2d10+10, slam); Full Atk +23/+23 melee 
  (2d10+10, 2 slams); Space/reach 10 ft./10 ft.; SA 
  Slow; SQ Construct traits, damage reduction 
  10/adamantine, darkvision 60 ft., immunity to magic, 
  low-light vision; SV Fort +7, Ref +6, Will +7; Str 30, 
  Dex 9, Con 0, Int 0, Wis 11, Cha 1 
     Skills and Feats: None 
     Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 2 rounds. The 
  effect has a range of 10 feet and a duration of 7 
  rounds, requiring a DC 19 Will save to negate. The 
  save DC is Constitution-based. 
     Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  A transmute rock to mud spell slows a stone golem 
  (as the slow spell) for 2d6 rounds, with no saving 
  throw, while transmute mud to rock heals all of its 
  lost hit points. A stone to flesh spell does not actually 
  change the golem’s structure but negates its damage 
  reduction and immunity to magic for 1 full round. 
   
  APL 16 (EL 17) 
  �Advanced Stone Golem: large construct; CR 15; 
  HD 30d10+30; hp 203; Init –1; Spd 20 ft. (4 
  squares); AC 30 (-1 size, -1 Dex, +22 natural), touch 
  8, flat-footed 30; Bast Attack/Grapple +21/+34; Atk 
  +30 melee (2d11+10, slam); Full Atk +30/+30 melee 
  (2d10+11, 2 slams); Space/reach 10 ft./10 ft.; SA 
  Slow; SQ Construct traits, damage reduction 
  10/adamantine, darkvision 60 ft., immunity to magic, 
  low-light vision; SV Fort +9, Ref +8, Will +9; Str 32, 
  Dex 9, Con 0, Int 0, Wis 11, Cha 1 
     Skills and Feats: None 
     Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 2 rounds. The 
  effect has a range of 10 feet and a duration of 7 
  rounds, requiring a DC 21 Will save to negate. The 
  save DC is Constitution-based. 
     Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  A transmute rock to mud spell slows a stone golem 
  (as the slow spell) for 2d6 rounds, with no saving 
  throw, while transmute mud to rock heals all of its 
  lost hit points. A stone to flesh spell does not actually 
  change the golem’s structure but negates its damage 
  reduction and immunity to magic for 1 full round. 
   
  Area 20 – Izzit and Friends 
  APL 10 (EL 12) 
  � Izzit; Clr8 (of Iuz); CR 8; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 8d8+16; 
  hp 59; Init +1; Spd 20 ft; AC 19 (T11, FF 19) (+9 for 
  +1 full plate, +1 for dex); Atk +9 melee (2d6+4/19-
  20, +1 greatsword); Full Atk +9/+5 melee 
  (2d6+4/19-20, +1 greatsword); Atk or Full Atk +7 
  ranged (1d10/19-20, heavy crossbow); BAB +6; 
  Grapple +8; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rebuke Undead, Domains of Chaos and Evil; AL 
  NE; SV Fort +10, Ref +3, Will +13; Str 14 Dex 12 
  Con 14 Int 8 Wis 20 Cha 8 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Religion) +10, Language: Common; Great Fortitude, 
  Iron Will, Martial Proficiency (Greatsword), Silent 
  Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical 
  Spells 
  (6/6+1/4+1/4+1/3+1, 
  DC 
  15+Spell Level, * are domain spells): 0th cure minor 
  wounds (2), detect magic (3), light; 1st cause fear, 
  cure light wounds, divine favour, protection from 
  good*, shield of faith (3); 2nd bull’s strength (2), 
  
  CORS4-03 Castle Greyhawk 
   
  Page 62 
  death knell, shatter*, silence; 3rd bestow curse, 
  blindness/deafness, cure serious wounds, dispel 
  magic, magic circle against law*; 4th air walk, chaos 
  hammer*, divine power, freedom of movement. 
   
  Possessions: +1 full plate, +1 greatsword, 
  heavy crossbow, 20 cold iron bolts, +2 periapt of 
  wisdom, scroll of bear’s endurance. 
   
  �Rud; Bar2/Rgr2/Ftr4; CR 8; Flan-Oerdian Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+4+2d8+4+4d10+8; hp 69; Init +3 (Dex); Spd 
  40 ft; AC 19 (T13, FF 15) (+3 dex, +1 two weapon 
  defense, +5 for +1 mithral chain shirt); Atk +15 
  (1d10+8/19-20, +1 bastard sword); Full Atk 
  +15/+10 melee or +11/+11/+6 (1d10+8/1d10+4, [crit 
  19-20] [x2], +1 bastard sword); Atk +11 ranged 
  (1d4+5/19-20, thrown dagger); Full Atk +11/+6 
  ranged (1d4+5/19-20, thrown dagger); BAB +8; 
  Grapple +13; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rage 1/day, fast movement, uncanny dodge, favored 
  enemy humans (+2), combat style (melee); AL NE; 
  SV Fort +12, Ref +7, Will +1; Str 20 Dex 16 Con 14 
  Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +9, Ride +9, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat 
  Reflexes, Exotic Weapon Proficiency (Bastard 
  Sword), Quickdraw, Tracking (Rgr 1), Two-Weapon 
  Defense, Two-Weapon Fighting (Rgr2), Weapon 
  Focus (Bastard Sword), Weapon Specialization 
  (Bastard Sword). 
   
  Possessions:  +1 bastard sword, masterwork 
  cold iron bastard sword, locked gauntlet, +1 mithril 
  chain shirt, +2 gauntlets of ogre power, potion of 
  bear’s endurance, potion of cat’s grace, 5 Throwing 
  daggers. 
   
  �Thelious; Sor8; CR 8; grey elf female; medium 
  humanoid (5’ 2” tall); 8d4+8; hp 36; Init +3; Spd 30 
  ft; AC 13 (T13, FF 10) (+3 Dexterity); Atk or Full 
  Atk +3 melee (1d4-2/19-20, masterwork dagger); 
  Atk or Full Atk +7 ranged (1d10/19-20, heavy 
  crossbow); BAB +4; Grapple +2; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Familiar; AL NE; SV Fort +4, Ref 
  +6, Will +6; Str 6 Dex 16 Con 12 Int 16 Wis 8 Cha 
  20. 
   
  Skills and Feats: Bluff +16, Concentration +15, 
  Craft (Pottery) +10, Knowledge Arcana +14, 
  Languages: Infernal, Abyssal, Draconic, Elven, 
  Sylvan, Common, Spellcraft +14; Combat Casting, 
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus 
  (Evocation). 
   
  Sorceror Spells (6/8/7/6/4, DC 15+Spell Level 
  or 16+Spell Level if Evocation): 0th acid splash, 
  daze, detect magic, disrupt undead, light, mage hand, 
  prestidigitation, ray of frost; 1st  burning hands, 
  grease, mage armor, magic missile, shield; 2nd 
  glitterdust, invisibility, scorching ray; 3rd fireball, 
  haste; 4th ice storm 
   
  Possessions:  Heavy crossbow, 20 cold iron 
  bolts, 3 daggers, +1 vest of resistance, +2 cloak of 
  charisma, +2 gloves of dexterity, scroll of bear’s 
  endurance, scroll of cat’s grace. 
   
  �Raggar; Bar4/Rog4; CR 8; half-orc; medium 
  humanoid (6’ 3” tall); 4d12+8+4d6+8; hp 65; Init +6 
  (Dex, Improved Initiative); Spd 40 ft; AC 17 (T12, 
  FF 15) (+2 dex, +5 for +1 mithral chain shirt); Atk 
  +14 (1d12+10/x3, +1 great axe); Full Atk +14/+9 
  melee (1d12+10/x3, +1 great axe); Atk +9 ranged 
  (1d4+6/19-20, thrown dagger); Full Atk +9/+4 
  ranged (1d4+6/19-20, thrown dagger); BAB +7; 
  Grapple +13; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rage 2/day, fast movement, improved uncanny 
  dodge, trap sense +2, evasion, sneak attack +2d6; AL 
  NE; SV Fort +7, Ref +7, Will +2; Str 22 Dex 14 Con 
  14 Int 10 Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +1, Jump +16, 
  Languages: Common, Search +11, Spot +11, 
  Survival +7, Tumble +13; Cleave, Improved 
  Initiative, Power Attack. 
   
  Possessions:  +1 great axe, masterwork cold 
  great axe, locked gauntlet, +1 mithril chain shirt, +2 
  gauntlets of ogre power, potion of bear’s endurance, 
  potion of cat’s grace, 5 throwing daggers. 
   
  APL 12 (EL 14) 
  �Izzit: Clr10 (of Iuz); CR 10; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 10d8+20; 
  hp 73; Init +1; Spd 20 ft; AC 22 (T12, FF 21) (+1 for 
  +1 ring of protection, +10 for +2 full plate, +1 for 
  Dex); Atk +10 melee (2d6+4/19-20, +1 greatsword); 
  Full 
  Atk 
  +10/+6 
  melee 
  (2d6+4/19-20, 
  +1 
  greatsword); Atk or Full Atk +8 ranged (1d10/19-20, 
  heavy crossbow); BAB +7; Grapple +9; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Rebuke Undead, Domains 
  of Chaos and Evil; AL NE; SV Fort +13, Ref +8, 
  Will +16; Str 14 Dex 12 Con 14 Int 8 Wis 20 Cha 8 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Religion) +12, Language: Common; Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Proficiency 
  (Greatsword), Silent Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical Spells (6/6+1/5+1/4+1/4+1/3+1, DC 
  15+Spell Level, * are domain spells): 0th cure minor 
  wounds (2), detect magic (3), light; 1st cause fear, 
  cure light wounds, divine favour, protection from 
  
  CORS4-03 Castle Greyhawk 
   
  Page 63 
  good*, shield of faith (3); 2nd bull’s strength (2), 
  death knell (2), shatter*, silence; 3rd bestow curse, 
  blindness/deafness, cure serious wounds, dispel 
  magic, magic circle against law*; 4th air walk, chaos 
  hammer*, divine power, freedom of movement, 
  unholy blight; 5th cure light wounds (mass), dispel 
  law*, righteous might, spell resistance 
   
  Possessions: +2 full plate, +1 greatsword, +1 
  ring of protection, +2 cloak of resistance heavy 
  crossbow, 20 cold iron bolts, +2 periapt of wisdom, 
  scroll of bear’s endurance. 
   
  �Rud; 
  Bar2/Rgr2/Ftr6; 
  CR 
  10; 
  Flan-Oerdian 
  Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+6+2d8+6+ 6d10+18; hp 95; Init +3 (Dex); Spd 
  40 ft; AC 20 (T13, FF 16) (+3 dex, +1 two weapon 
  defense, +6 for +2 mithril chain shirt); Atk +17 
  (1d10+8/19-20, +1 bastard sword); Full Atk 
  +17/+12 melee or +13/+13/+8 (1d10+8/1d10+5, [crit 
  19-20], +1 bastard sword); Atk +13 ranged 
  (1d4+5/19-20, thrown dagger); Full Atk +13/+8 
  ranged (1d4+5/19-20, thrown dagger); BAB +10; 
  Grapple +15; Space/Reach 5 ft./5 ft.; SA; None; SQ 
  Rage 1/day, fast movement, uncanny dodge, favored 
  enemy humans (+2), combat style (melee); AL NE; 
  SV Fort +13, Ref +8, Will +4; Str 20 Dex 16 Con 16 
  Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +9, Ride +9, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat 
  Reflexes, Exotic Weapon Proficiency (Bastard 
  Sword), Hold the Line, Iron Will, Quickdraw, 
  Tracking (Rgr 1), Two-Weapon Defense, Two-
  Weapon Fighting (Rgr2), Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword). 
   
  Possessions:  +1 bastard sword (2), masterwork 
  cold iron bastard sword, locked gauntlet, +2 mithril 
  chain shirt, +2 amulet of health +2 gauntlets of ogre 
  power, potion of cat’s grace, 5 throwing daggers. 
   
  �Thelious; Sor10; CR 10; grey elf female; medium 
  humanoid (5’ 2” tall); 10d4+20; hp 51; Init +3; Spd 
  30 ft; AC 13 (T13, FF 10) (+3 Dexterity); Atk or Full 
  Atk +4 melee (1d4-2/19-20, masterwork dagger); 
  Atk or Full Atk +9 ranged (1d10/19-20, masterwork 
  heavy crossbow); BAB +5; Grapple +3; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Familiar; AL NE; SV Fort 
  +7, Ref +8, Will +8; Str 6 Dex 16 Con 14 Int 16 Wis 
  8 Cha 20. 
   
  Skills and Feats: Bluff +18, Concentration +18, 
  Craft (Pottery) +12, Knowledge Arcana +16, 
  Languages: Infernal, Abyssal, Draconic, Elven, 
  Sylvan, Common, Spellcraft +16; Combat Casting, 
  Greater Spell Focus (Evocation), Skill Focus 
  (Concentration), Spell Focus (Evocation). 
   
  Sorceror Spells (6/8/7/7/6/5, DC 15+Spell 
  Level or 17+Spell Level if Evocation): 0th acid 
  splash, daze, detect magic, disrupt undead, flare, 
  light, mage hand, prestidigitation, ray of frost; 1st 
  burning hands, grease, mage armor, magic missile, 
  shield; 2nd cat’s grace, glitterdust, invisibility, 
  scorching ray; 3rd fireball, fly, haste; 4th dimension 
  door, ice storm; 5th wall of force 
   
  Possessions:  masterwork heavy crossbow, 20 
  cold iron bolts, 3 daggers, wand of fireball (5h level), 
  +2 vest of resistance, +2 amulet of health, +2 cloak 
  of charisma, +2 gloves of dexterity, scroll of bear’s 
  endurance. 
   
  �Raggar; Bar5/Rog5; CR 10; half-orc; medium 
  humanoid (6’ 3” tall); 5d12+10+5d6+10; hp 80; Init 
  +6 (Dex, Improved Initiative); Spd 40 ft; AC 18 
  (T12, FF 16) (+2 dex, +6 for +2 mithril chain shirt); 
  Atk +15 (1d12+10+1d6 fire/x3, +1 flaming great 
  axe); Full Atk +15/+10 melee (1d12+10+1d6 fire/x3, 
  +1 flaming great axe); Atk +10 ranged (1d4+6/19-
  20, thrown dagger); Full Atk +10/+5 ranged 
  (1d4+6/19-20, thrown dagger); BAB +8; Grapple 
  +14; Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 
  2/day, fast movement, improved uncanny dodge, trap 
  sense +2, evasion, sneak attack +3d6; AL NE; SV 
  Fort +7, Ref +7, Will +2; Str 22 Dex 14 Con 14 Int 
  10 Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +6, Jump +18, 
  Languages: Common, Search +13, Spot +13, 
  Survival +8, Tumble +14; Cleave, Combat Reflexes, 
  Improved Initiative, Power Attack. 
   
  Possessions:  +1 flaming great axe, masterwork 
  cold great axe, locked gauntlet, +2 mithril chain 
  shirt, +2 gauntlets of ogre power, potion of bear’s 
  endurance, potion of cat’s grace, 5 throwing 
  daggers. 
   
  APL 14 (EL 16) 
  �Izzit: Clr12 (of Iuz); CR 12; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 12d8+24; 
  hp 87; Init +1; Spd 20 ft; AC 24 (T13, FF 23) (+2 for 
  +2 ring of protection, +11 for +3 full plate, +1 for 
  dex); Atk +12 melee (2d6+4/19-20, +1 greatsword); 
  Full 
  Atk 
  +12/+8 
  melee 
  (2d6+4/19-20, 
  +1 
  greatsword); Atk or Full Atk +10 ranged (1d10/19-
  20, heavy crossbow); BAB +9; Grapple +11; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rebuke 
  Undead, Domains of Chaos and Evil; AL NE; SV 
  Fort +15, Ref +10, Will +18; Str 14 Dex 12 Con 14 
  Int 8 Wis 21 Cha 8 
   
  Skills and Feats: Concentration +17, Knowledge 
  (Religion) +14, Language: Common; Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Proficiency 
  (Greatsword), Power Attack, Silent Spell. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 64 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical Spells (6/6+1/5+1/5+1/4+1/4+1/2+1, 
  DC 15+Spell Level, * are domain spells): 0th cure 
  minor wounds (2), detect magic (3), light; 1st cause 
  fear, cure light wounds, divine favour, protection 
  from good*, shield of faith (3); 2nd bull’s strength 
  (2), death knell (2), shatter*, silence; 3rd bestow 
  curse, blindness/deafness, cure serious wounds, 
  dispel magic (2), magic circle against law*; 4th air 
  walk, chaos hammer*, divine power, freedom of 
  movement, unholy blight; 5th cure light wounds 
  (mass), dispel law*, righteous might (2), spell 
  resistance; 6th animate objects*, heal, word of recall 
   
  Possessions: +3 full plate, +1 greatsword, +2 
  ring of protection, +3 cloak of resistance heavy 
  crossbow, 20 cold iron bolts, +2 periapt of wisdom, 
  scroll of bear’s endurance. 
   
  �Rud; Bar2/Rgr2/Ftr8; CR 12; Flan-Oerdian 
  Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+6+2d8+6+ 8d10+24; hp 113; Init +3 (Dex); 
  Spd 40 ft; AC 20 (T13, FF 16) (+3 dex, +1 two 
  weapon defense, +6 for +2 mithril chain shirt); Atk 
  +20 (1d10+9/19-20, +1 bastard sword); Full Atk 
  +20/+15/+10 
  melee 
  or 
  +16/+16/+11/+11/+6 
  (1d10+9/1d10+6, [crit 19-20], +1 bastard sword); 
  Atk +15 ranged (1d4+6/19-20, thrown dagger); Full 
  Atk +15/+10/+5 ranged (1d4+6/19-20, thrown 
  dagger); BAB +12; Grapple +18; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Rage 1/day, fast movement, 
  uncanny dodge, favoured enemy humans (+2), 
  combat style (melee); AL NE; SV Fort +14, Ref +8, 
  Will +4; Str 22 Dex 17 Con 16 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +12, Ride +10, 
  Languages: Common, Search +5, Sense Motive +3, 
  Spot +6, Survival +6; Close-Quarters Fighting, 
  Combat Reflexes, Exotic Weapon Proficiency 
  (Bastard Sword), Greater Weapon Focus, Hold the 
  Line, Improved Two Weapon Fighting, Iron Will, 
  Quickdraw, 
  Tracking 
  (Rgr 
  1), 
  Two-Weapon 
  Defense, Two-Weapon Fighting (Rgr2), Weapon 
  Focus (Bastard Sword), Weapon Specialization 
  (Bastard Sword). 
   
  Possessions:  +1 bastard sword (2), masterwork 
  cold iron bastard sword, locked gauntlet, +2 mithril 
  chain shirt, +2 amulet of health +4 girdle of giant 
  strength, potion of cat’s grace, 5 Throwing daggers. 
   
  �Thelious: Sor12; CR 12; grey elf female; medium 
  humanoid (5’ 2” tall); 12d4+24; hp 61; Init +3; Spd 
  30 ft; AC 13 (T13, FF 10) (+3 Dexterity); Atk +5 
  melee (1d4-2/19-20, masterwork dagger); Full Atk 
  +5/+0 melee (1d4-2/19-20, masterwork dagger); Atk 
  or Full Atk +10 ranged (1d10/19-20, masterwork 
  heavy crossbow); BAB +6; Grapple +4; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Familiar; AL NE; SV Fort 
  +8, Ref +9, Will +9; Str 6 Dex 16 Con 14 Int 16 Wis 
  8 Cha 23. 
   
  Skills and Feats: Bluff +20, Concentration +20, 
  Craft (Pottery) +14, Knowledge Arcana +18, 
  Languages: Infernal, Abyssal, Draconic, Elven, 
  Sylvan, Common, Spellcraft +18; Combat Casting, 
  Greater Spell Focus (Evocation), Skill Focus 
  (Concentration), Spell Focus (Evocation), Spell 
  Penetration. 
   
  Sorceror Spells (6/8/7/7/7/6/4, DC 16+Spell 
  Level or 18+Spell Level if Evocation): 0th acid 
  splash, daze, detect magic, disrupt undead, flare, 
  light, mage hand, prestidigitation, ray of frost; 1st 
  burning hands, grease, mage armor, magic missile, 
  shield; 2nd cat’s grace, false life, glitterdust, 
  invisibility, scorching ray; 3rd fireball, fly, haste, 
  magic weapon (greater); 4th dimension door, ice 
  storm, invisibility (greater); 5th cone of cold, wall of 
  force; 6th chain lightning 
   
  Possessions:  masterwork heavy crossbow, 20 
  cold iron bolts, 3 daggers, wand of fireball (5th 
  level), +2 vest of resistance, +2 amulet of health, +4 
  cloak of charisma, +2 gloves of dexterity, scroll of 
  bear’s endurance. 
   
  �Raggar; Bar6/Rog6; CR 12; half-orc; medium 
  humanoid (6’ 3” tall); 6d12+18+6d6+18; hp 107; Init 
  +6 (Dex, Improved Initiative); Spd 40 ft; AC 20 
  (T13, FF 18) (+2 dex, +1 for +1 ring of protection, 
  +7 
  for 
  +3 
  mithril 
  chain 
  shirt); 
  Atk 
  +17 
  (1d12+10+1d6 fire/x3, +1 flaming great axe); Full 
  Atk +17/+12 melee (1d12+10+1d6 fire/x3, +1 
  flaming great axe); Atk +12 ranged (1d4+6/19-20, 
  thrown dagger); Full Atk +12/+7 ranged (1d4+6/19-
  20, thrown dagger); BAB +10; Grapple +16; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 2/day, 
  fast movement, improved uncanny dodge, trap sense 
  +4, evasion, sneak attack +3d6; AL NE; SV Fort 
  +11, Ref +10, Will +5; Str 23 Dex 14 Con 16 Int 10 
  Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +7, Jump +20, 
  Languages: Common, Search +15, Spot +15, 
  Survival +8, Tumble +17; Cleave, Combat Reflexes, 
  Hold the Line, Improved Initiative, Power Attack. 
   
  Possessions:  +1 flaming great axe, masterwork 
  cold great axe, locked gauntlet, +1 ring of protection, 
  +1 cloak of resistance, +3 mithril chain shirt, +2 
  amulet of health, +2 gauntlets of ogre power, potion 
  of bear’s endurance, potion of cat’s grace, 5 
  throwing daggers. 
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 65 
  APL 16 (EL 18) 
  �Izzit: Clr14 (of Iuz); CR 14; Human male 
  (Oerdian); Medium Humanoid (5’ 6” tall); 14d8+28; 
  hp 101; Init +1; Spd 20 ft; AC 24 (T13, FF 23) (+2 
  for +2 ring of protection, +11 for +3 full plate, +1 
  for Dex); Atk +13 melee (2d6+4/17-20, +1 keen 
  greatsword); Full Atk +13/+8 melee (2d6+4/17-20, 
  +1 keen greatsword); Atk or Full Atk +11 ranged 
  (1d10/19-20, heavy crossbow); BAB +10; Grapple 
  +12; Space/Reach 5 ft./5 ft.; SA; None; SQ Rebuke 
  Undead, Domains of Chaos and Evil; AL NE; SV 
  Fort +16, Ref +10, Will +20; Str 14 Dex 12 Con 14 
  Int 8 Wis 23 Cha 8 
   
  Skills and Feats: Concentration +19, Knowledge 
  (Religion) +16, Language: Common; Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Proficiency 
  (Greatsword), Power Attack, Silent Spell. 
   
  Chaos: Cast Chaos spells (noted in bold italics) 
  at +1 caster level. 
   
  Evil: Cast Evil spells (noted in bold) at +1 caster 
  level. 
   
  Clerical 
  Spells 
  (6/6+1/6+1/5+1/5+1/4+1/4+1/2+1, 
  DC 
  16+Spell 
  Level, * are domain spells): 0th cure minor wounds 
  (2), detect magic (3), light; 1st cause fear, cure light 
  wounds, divine favour, protection from good*, 
  shield of faith (3); 2nd bull’s strength (2), death knell 
  (2), shatter*, silence (2); 3rd bestow curse, 
  blindness/deafness, cure serious wounds, dispel 
  magic (2), magic circle against law*; 4th air walk, 
  chaos hammer*, divine power, freedom of movement 
  (2), unholy blight; 5th cure light wounds (mass), 
  dispel law*, righteous might (2), spell resistance; 6th 
  animate objects*, blade barrier, heal, word of recall; 
  7th banishment; blasphemy, word of chaos* 
   
  Possessions: +3 full plate, +1 keen greatsword, 
  +2 ring of protection, +3 cloak of resistance heavy 
  crossbow, 20 cold iron bolts, +4 periapt of wisdom, 
  scroll of bear’s endurance. 
   
  �Rud; Bar2/Rgr2/Ftr10; CR 14; Flan-Oerdian 
  Human; 
  Medium 
  Humanoid 
  (6’ 
  0” 
  tall); 
  2d12+8+2d8+8+ 10d10+40; hp 145; Init +3 (Dex); 
  Spd 40 ft; AC 21 (T13, FF 17) (+3 dex, +1 two 
  weapon defense, +7 for +3 mithral chain shirt); Atk 
  +22 (1d10+9/17-20, +1 bastard sword); Full Atk 
  +22/+17/+12 
  melee 
  or 
  +18/+18/+12/+12/+8 
  (1d10+9/1d10+6, [crit 17-20], +1 bastard sword); 
  Atk +17 ranged (1d4+6/19-20, thrown dagger); Full 
  Atk +17/+12/+7 ranged (1d4+6 /19-20, thrown 
  dagger); BAB +14; Grapple +20; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Rage 1/day, fast movement, 
  uncanny dodge, favored enemy humans (+2), combat 
  style (melee); AL NE; SV Fort +18, Ref +10, Will 
  +6; Str 22 Dex 17 Con 18 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +14, Ride +12, 
  Languages: Common, Search +5, Sense Motive +3, 
  Spot +6, Survival +6; Close-Quarters Fighting, 
  Combat Reflexes, Exotic Weapon Proficiency 
  (Bastard Sword), Greater Weapon Focus, Hold the 
  Line, Improved Critical (Bastard Sword), Improved 
  Two Weapon Fighting, Iron Will, Quickdraw, 
  Tracking (Rgr 1), Two-Weapon Defense, Two-
  Weapon Fighting (Rgr2), Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword). 
   
  Possessions:  +1 bastard sword (2), masterwork 
  cold iron bastard sword, locked gauntlet, +2 cloak of 
  resistance, +3 mithril chain shirt, +4 amulet of 
  health +4 girdle of giant strength, potion of cat’s 
  grace, 5 throwing daggers. 
   
  �Thelious: Sor14; CR 14; grey elf female; medium 
  humanoid (5’ 2” tall); 14d4+28; hp 71; Init +3; Spd 
  30 ft; AC 14 (T14, FF 10) (+4 Dexterity); Atk or Full 
  Atk +6 melee (1d4-2/19-20, masterwork dagger); 
  Atk or Full Atk +12 ranged (1d10/19-20, masterwork 
  heavy crossbow); BAB +7; Grapple +5; Space/Reach 
  5 ft./5 ft.; SA; None; SQ Familiar; AL NE; SV Fort 
  +9, Ref +11, Will +11; Str 6 Dex 18 Con 14 Int 16 
  Wis 8 Cha 23. 
   
  Skills and Feats: Bluff +22, Concentration +22, 
  Craft (Pottery) +14, Knowledge Arcana +20, 
  Languages: Infernal, Abyssal, Draconic, Dwarven, 
  Elven, Sylvan, Common, Spellcraft +20; Combat 
  Casting, Greater Spell Focus (Evocation), Skill Focus 
  (Concentration), Spell Focus (Evocation), Spell 
  Penetration. 
   
  Sorceror Spells (6/8/8/7/7/7/6/3, DC 16+Spell 
  Level or 18+Spell Level if Evocation): 0th acid 
  splash, daze, detect magic, disrupt undead, flare, 
  light, mage hand, prestidigitation, ray of frost; 1st 
  burning hands, grease, mage armor, magic missile, 
  shield; 2nd cat’s grace, false life, glitterdust, 
  invisibility, scorching ray; 3rd fireball, fly, haste, 
  magic weapon (greater); 4th  dimension door, fire 
  shield, ice storm, invisibility (greater); 5th cone of 
  cold, overland flight, wall of force; 6th chain 
  lightning, disintegrate;  7th limited wish 
   
  Possessions:  masterwork heavy crossbow, 20 
  cold iron bolts, 3 daggers, wand of fireball (9th 
  level), +3 vest of resistance, +2 amulet of health, +4 
  cloak of charisma, +4 gloves of dexterity, scroll of 
  bear’s endurance. 
   
  �Raggar; Bar7/Rog7; CR 14; half-orc; medium 
  humanoid (6’ 3” tall); 7d12+21+7d6+21; hp 124; Init 
  +7 (Dex, Improved Initiative); Spd 40 ft; AC 21 
  (T14, FF 18) (+3 dex, +1 for +1 ring of protection, 
  +7 
  for 
  +3 
  mithril 
  chain 
  shirt); 
  Atk 
  +20 
  (1d12+11+1d6 fire/x3, +1 flaming great axe); Full 
  
  CORS4-03 Castle Greyhawk 
   
  Page 66 
  Atk +20/+15/+10 melee (1d12+11+1d6 fire/x3, +1 
  flaming great axe); Atk +14 ranged (1d4+7/19-20, 
  thrown 
  dagger); 
  Full 
  Atk 
  +14/+9/+4 
  ranged 
  (1d4+7/19-20, thrown dagger); BAB +12; Grapple 
  +19; Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 
  2/day, fast movement, improved uncanny dodge, trap 
  sense +4, evasion, sneak attack +4d6, DR 1/-; AL 
  NE; SV Fort +12, Ref +12, Will +6; Str 25 Dex 16 
  Con 16 Int 10 Wis 10 Cha 6. 
   
  Skills and Feats: Disable Device +7, Jump +20, 
  Languages: Common, Search +15, Spot +15, 
  Survival +8, Tumble +17; Cleave, Combat Reflexes, 
  Hold the Line, Improved Initiative, Power Attack. 
   
  Possessions:  +1 flaming great axe, masterwork 
  cold great axe, locked gauntlet, +1 ring of protection, 
  +2 cloak of resistance, +2 gloves of dexterity, +3 
  mithril chain shirt, +2 amulet of health, +4 girdle of 
  giant strength, potion of cat’s grace, 5 throwing 
  daggers. 
   
   
   
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 67 
  Appendix 3 
  Miniature List 
  Listed below are the applicable miniatures needed to 
  run this event.  The list is divided by which map the 
  minis are needed for.  To assemble a list of minis 
  needed for both maps, the DM should compare the 
  two lists and only take the higher of the two 
  quantities needed for any common figure. Rare 
  figures are marked with an *. 
   
  Map A Miniature List 
  Random Encounters 
  �Bone Devil (2) (Arch) 
  �Naga (2) (Drag) 
  �Wraith (3) (Harb) 
  �Basilisk (GoL) 
  �Rakshasa (GoL) 
  �Mummy (Harb) 
  �Nightwalker (GoL) 
  �Mind F layer (Harb) 
  �Gauth (2) (Arch) 
   
  Area 2 
  �Troll (2) (Harb) 
  �Stone Golem (GoL) 
  �Ogre (4) (Harb or Drag) 
   
  Area 4 
  �Evoker’s Apprentice (Harb) 
  �Scarlet Brotherhood Monk (2) (GoL) 
  �Hell Hound (Harb) 
   
  Area 8 
  �Azer Raider (2) (Harb) 
   
  Area 9 
  �Krusk, Half-Orc Barbarian  (Harb) 
  �Half-Elf Sorcerer (Drag) 
  �Grayclock Ranger (Arch) 
  �Regdar, Adventurer (GoL) 
   
  Area 11 
  �Vadania, Half-Elf Druid (Harb) 
  �Treant (GoL) 
   
  Area 14 
  �Vrock (4) (Arch) – Use 2 from Random 
  �Large Spiders (2) (Drag) 
  �Glabrezu (GoL) 
  �Abyssal Eviscerator (Arch) 
   
   
  Area 16  
  �Warforged Titan (GoL) 
   
  Area 19 
  �Stawert Paladin (Arch) 
   
   
  Map B Miniature List 
  Random Encounters 
  �Bone Devil (2) (Arch) 
  �Naga (2) (Drag) 
  �Wraith (3) (Harb) 
  �Basilisk (GoL) 
  �Rakshasa (GoL) 
  �Mummy (Harb) 
  �Nightwalker (GoL) 
  �Mind F layer (Harb) 
  �Gauth (2) (Arch) 
   
  Area 1 
  �Warforged Titan (GoL) 
   
  Area 5 
  �Kobold Warrior (2) (Harb) 
  �Kobold Skirmisher (Drag) 
   
  Area 6 
  �Eberk, Adventurer (GoL) 
  �Regdar, Adventurer (GoL) 
  �Cleric of Lathander (Arch) 
   
  Area 10 
  �Evoker’s Apprentice (Harb) 
  �Scarlet Brotherhood Monk (2) (GoL) 
  �Hell Hound (Harb) 
   
  Area 16 
  �Huge Red Dragon (GoL) 
  �King Snure (GoL) 
  �Fire Giant (GoL) 
   
  Area 18 
  �Stone Golem (2) (GoL) 
   
  Area 20 
  �Krusk, Half-Orc Barbarian  (Harb) 
  �Half-Elf Sorcerer (Drag) 
  �Grayclock Ranger (Arch) 
  �Regdar, Adventurer (GoL) 
  
  CORS4-03 Castle Greyhawk 
   
  Page 68 
  Appendix 4 
  New Material 
  Unyielding Roots (as presented in Complete 
  Divine) 
  Transmutation 
  Level: Druid 9 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Area/Effect/Target: Willing creature touched 
  Duration: 1 min./level (D) 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The creature you touch grows thick tree roots that 
  anchor him to the ground and provide him with life-
  sustaining healing. (IF the creature you touch isn’t 
  touching the ground, the unyielding roots spell has 
  no effect). 
  For the duration of the spell, the touched creature 
  can’t move from his current space, nor can he be 
  moved from his space by bull rushes, overruns, 
  magic such as Bigby’s forceful hand, or any effect 
  short of a massive earthquake. Such attempts simply 
  fail. If an overrun attempt is made against a creature 
  with unyielding roots, the rooted creature must block 
  rather than avoid the overrun. The rooted creature 
  automatically wins the Strength check to stop the 
  overrun and can make a Strength check (opposed by 
  the overrunning creature’s Strength or Dexterity 
  check) to knock the overrunning creature prone. 
  The roots draw life energy from the ground that feed 
  the touched creature, healing up to 30 points of 
  damage 
  per 
  round, 
  neutralizing 
  poisons 
  automatically, and wiping away negative levels (as 
  the restoration spell). The touched creature gets a +4 
  bonus on Fortitude and Will saves as long as the 
  roots remain, but a -4 penalty on Reflex saves. 
   
  �Izzit’s Greatsword (new item presented here) 
  This greatsword was carried by the priest of Iuz 
  known as Izzit. The sword is a +1 icy burst 
  greatsword that also casts inflict moderate wounds 3 
  times a day as a spell trigger activation and then can 
  channel that spell through the sword in place of a 
  touch attack to deliver the spell (normal sword 
  damage plus spell damage, Will save DC 16). The 
  pommel of the sword is made up of dozen’s of 
  adamantine skulls and the hand guard is a grinning 
  skull symbol of Iuz. 
  Faint (Transmutation); Caster Level 10th; craft arms 
  and armor, inflict serious wounds, priest of Iuz with 
  a greater holy symbol; Market Price: 25,500 gp 
   
   
  �Belt of the High Monk: This finely crafted belt is 
  made of leather from an unknown creature weaved 
  into a braid-like pattern. The wearer’s AC and 
  unarmed damage is treated as a monk of five levels 
  higher. The belt gives it wearer a +2 enhancement to 
  Strength as well a +2 natural armor bonus to their 
  armor class. If worn by a monk it adds one use to 
  their Stunning Fist ability.  Moderate Transmutation; 
  CL 8th; Craft Wondrous Item, bull strength, barkskin, 
  and righteous might; Price 30,000 gp; Weight 1 lb. 
  
  CORS4-03 Castle Greyhawk 
   
  Page 69 
  DM Map A 
   
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 70 
  DM Map B 
   
   
   
  
  CORS4-03 Castle Greyhawk 
   
  Page 71 
  Player Handout #1 
   
   
   
   
   
  We have heard of your Bravery, 
  we have heard of your Valor, 
  we have heard of your Cunning, 
  and now we wish to hear of your Future. 
   
  You are formally invited to try your hand and your 
  luck in the most dangerous ruins in all the land. 
   
  This letter will admit you and you alone to the 
  dungeons beneath Castle Greyhawk located just 
  outside the city on the first day of Readying, 594cy. 
  Please stop by the blue tent before venturing forth. 
   
  Madness is not the only Reward 
   
   
   
  
  Castle Greyhawk 
   
  Page 72 
  Event Tracking Form 
  Castle Greyhawk Special Event Report 
   
  DM 
  Name: 
  ______________________________________________________________________________ 
  DM 
  RPGA 
  #:
  ______________________________________________________________________________ 
  DM 
  Email 
  Address: 
  ______________________________________________________________________________ 
   
  TOTAL NUMBER OF KEYS FOUND:  ____________ 
   
  PC#1 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#2 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#3 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
  
  Castle Greyhawk 
   
  Page 73 
   
  PC#4 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#5 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
  ______________________________________________________________________________ 
   
  PC#6 
  PLAYER 
  NAME
  ______________________________________________________________________________ 
  RPGA 
  #
  ______________________________________________________________________________ 
  CHARACTER 
  NAME
  ______________________________________________________________________________ 
   
  CLASS/LEVELS
  ______________________________________________________________________________ 
   
  DEITY
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  __ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/594/CORS4-03 Castle Greyhawk/CORS4-03 Castle Greyhawk High.pdf