TEXT: 1
  The Pit of Loch-Durnan
  Revised!
  Doug Herring and Andrew Thompson
  A Hunt: Rise of Evil setting adventure.
  Editing: Keri Herring and Jeanna Thompson
  Revision Editor: Charles W. Plemons III
  Cover Art and Design: Dave Manuel
  Layout: Doug Herring
  Cartography: Anna Dobritt, Doug Herring, Rob Lee
  Internal Art: Janet Chui, Scott Drouin, Doug Herring, John Kubisz, Dave Manuel
  The Pit of Loch-Durnan is copyright 2001-2003, Mystic Eye Games.
  The Hunt: Rise of Evil is a trademark of Mystic Eye Games.
  The Pit of Loch-Durnan may not be copied or reproduced without the expressed permission of Mystic Eye Games.
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  Introduction
  “I know your secret, Crimble
  McCalister!” Barlan the dwarven smith shouted as he cut
  a deep gash with a sharp knife across his own forearm.
  Crimble looked to his brother Ian with an amused grin,
  then slowly turned back to the dwarf.
  “Whatever do you mean, Barlan?”
  Grumbling and growling the dwarf held the
  bleeding arm out to him.  “Ya know what I am sayin!
  Heal it priest, if ya can.”
  Ian frowned and his eyes narrowed.  “ Why do
  you question my brother so?  We have known each
  other for nigh on ten years.  You know us,” he stated
  with a slow and dispassionate voice.
  Barlan would not banter.  He stepped up and
  held out his arm at Crimble again.  “Heal it!”
  The brothers exchanged glances again but made no
  move.
  “Bah, you are not the
  McCalisters I know.  Ya cannot heal it
  cause ya have lost favor with your god
  or you are not Crimble at all.  Heal it
  or I’ll expose ya to everyone.”
  Crimble grinned at Barlan,
  not a friendly grin, like the one the
  dwarf remembered on the priest not
  so long ago, but a wicked grin.
  “I will heal you and you will
  say you are sorry.”
  The dwarf simply nodded and
  held the arm out with firm resolution.
  Crimble stepped up and light-
  ly brushed the dwarf’s wound.  There
  was a sickly yellow flash of light that
  brought a rumbling growl to the
  dwarf.
  Ian shot up from his seat
  with an outstretched hand.
  Suddenly, Barlan found he could not move at all.  Ian,
  the damn sorcerer did something to him, cast some
  magic that froze him in place.
  It was then that the dwarf noticed the slow dark streak
  that was creeping up like a vine across his forearm and
  towards his bicep.
  “ I am still a priest,” Crimble stated.  “ And we
  are still the McCalisters.  But we have found a new way
  and a new master to serve.”
  Barlan tried to move,
  scream or anything, but was totally
  immobile.
  Crimble turned his back on
  the smith and started to slowly walk
  out of the study of his family home.
  “ If you think I have killed you, old
  friend Barlan, you are quite right.
  But if you think this night marks your
  end you are very wrong.  It marks your begin-
  ning.”
  Ian smirked, still holding the dwarf in
  place with his spell.  ‘You should have left well
  enough alone, now you will join the others in the Pit.”
  Barlan could not see but he knew the black
  streak spread swiftly over him.  As a strange cloudy dark-
  ness overcame his vision he heard the fading laugh of
  Crimble McCalister and the final words from Ian.
  “You should have left it alone.”
  The Pit of Loch-Durnan is an adventure compatible with
  the d20 system for 3 to 6 characters ranging from 2nd to
  4th level.  This adventure takes place in the small hamlet
  of Loch-Durnan, a town where two sons of the former
  mayor have fallen on dark ways, and have come to serve
  an imprisoned evil beast who seeks his release.  The pair
  has sworn to assist the devil in his escape from the pow-
  erful crystal he is trapped in under a small mine called
  the Pit of Loch-Durnan.  They can only
  do this by expanding the influence of
  the devil’s power.
  This is a multi-part site-based
  adventure that should take the party
  up a level or two.  It is designed with
  five 2nd-level characters in mind, but
  you can adjust it to accommodate
  three or four 3rd- or 4th-level charac-
  ters, etc.
  How To Use This Module:
  This adventure requires the use of the
  Player’s Handbook and other core
  books from Wizards of the Coast (see
  OGL for details) and takes place in
  The Hunt: Rise of Evil campaign set-
  ting by Mystic Eye Games, but it can
  be used with any d20 fantasy adventure setting.
  Each part of the adventure is comprised of acts
  that progress you along the storyline to uncover the
  wicked ways of the brothers McCalister.  During each act
  there will be certain events that occur.  In the shaded
  box will be the text that the GM should read or para-
  phrase to the players as they move along.  Monsters or
  NPCs that appear will be detailed in the appendix
  marked “Important Characters” and “Other Monsters.”
  The adventure is written in a generic format for
  use with any fantasy d20 setting.  Specifics like the
  names of gods and the area surrounding Loch-Durnan
  are left sketchy on purpose.  Each section will be accom-
  panied by a Hunt: ROE portion (where appropriate) that
  will detail how this fits into The Hunt: Rise of Evil cam-
  paign setting.
  2
  
  Adventure Background
  Note: The manor house is presented by floor and not by
  the way the party might traverse the house.  Keep in
  mind that the players will likely be coming from the pit
  and into the sub-dungeon of the manor house.
  Warning: If you plan to be a player and not the GM, you
  have read too far already.  If you continue, it will spoil the
  twists and turns in the adventure.
  In the secluded town of Loch-Durnan, something
  evil is afoot.  The town mayor has died and left his two
  sons, Crimble and Ian McCalister, in charge of the wood-
  lands community.  
  Not long after the death of Mayor McCalister,
  strange things began to happen in town.  People would
  turn up missing only to materialize days later.  They
  seemed no worse for wear and went back to their duties,
  not knowing what happened to them.
  In truth, the brothers killed their father and are
  seducing or charming the townsfolk to the worship of a
  devil named Warphit.  Warphit is trapped in a crystal
  prison beneath the town’s small mine.  Gold from that
  mine, called the Pit of Loch-Durnan, has made the ham-
  let very profitable.  They have kept it quiet, though, to
  avoid raids.  The brothers were once the foremen of the
  mining operation under their father and the dwarven
  smith, Barlan.
  In their efforts to uncover larger veins of gold,
  the brothers unearthed a chamber that had been buried
  in a collapse by the mine’s previous owners (who remain
  unknown to the people of the town).  The chamber con-
  tained a large, pulsating crystal of a sickly yellow color.
  This holds the trapped immortal spirit of Warphit, an
  ancient ,but relatively minor devil.
  The devil is greatly weakened in the nearly inde-
  structible crystal prison, but he can use some of his
  infernal powers to affect those nearby.  Once the broth-
  ers discovered the crystal, Warphit went to work seduc-
  ing them.  Ian was simple; a sorcerer lusting for power.
  But Crimble was more difficult, being a cleric of the local
  lawful neutral god.  It took time and Ian’s help to finally
  seduce the cleric.  Finally, he became the first wicked
  cleric of Warphit.  Crimble was the key to Warphit’s
  release, a cleric that could gather wor-
  shipers and minions.  Warphit also takes
  pleasure and gains power from suffering,
  fear, and death.  These things would feed the infernal
  lord and finally give him the power to escape.  
  Plotting, the two brothers went to work seducing
  the townsfolk.  Those that they could not sway or charm
  were used for the creation of undead minions, or for ter-
  rible experiments by the brothers in the name of Warphit.  
  As this adventure begins, the entire hamlet has
  been seduced, enslaved, or otherwise disposed of.  The
  brothers are forced to go to nearby communities to
  attract others to Loch-Durnan, while preparing a smaller
  crystal to take to surrounding towns.  The brothers will
  not go out themselves, as the devil wants his two allies
  to stay close.  Usually, they will send a villager to a larger
  town to attract those who would not be missed.
  There are a few tactics the townsfolk use when
  attracting new blood to the hamlet.  (See Adventure
  Hooks below).  The goal for the brothers is to trap adven-
  turers in the pit and let them wander, thus testing the
  strength of their new minions.  This would feed the twist-
  ed pleasures of their infernal lord, and ultimately induce
  the adventurers to stumble upon the crystal to be
  swayed or killed.  The party is actually the second group
  to be put into the pit—the first group met their untimely
  demise.
  Other Campaigns: Loch-Durnan should be located near
  a secluded lake.  The hamlet is built against a small
  ridge, with the pit is along the wall of said ridge.  The
  townspeople use a special basket devised to lower vic-
  tims into the pit.  There should be a small road (mainly
  just wagon ruts in the grass) that leads to the hamlet.
  This road should be at least four to seven days from a
  major community and deep within a wooded area (see
  the map to Loch-Durnan).
  The Hunt: ROE: Loch-Durnan is best located south of
  Delware, deep in the Dunreth Vale.  To place the
  hamlet, go south three days on the old road, then
  southeast on the Mill road.  At about its center, one
  day’s travel, is the turn to Loch-Durnan and leads
  another half day east to reach the village on the small
  lake.  If the adventurers were to go any further down Mill
  road, remind them of the terrible haunted mill at the
  road’s end, where the dread bandit Lord Malway and his
  witch met their doom at the hands of the merchant
  princes.  This is not a place for
  young adventurers.
  Adventure Hooks:
  Greed and Valor:
  After watching the party in the
  local tavern of a large town,
  Gormon Wilbur (Com2; 7 hp)
  3
  Open Game Content
  All of the terms and material from the System Reference
  Document, including skill checks, stat blocks and other
  game mechanics are Open Game Content.  All names of
  people, places, and references to the The Hunt: Rise of
  Evil campaign remain Product Identity of Mystic Eye
  Games. All items in a parchment box like this is open
  content.
  
  and Willy Burbash (Com 1; 4 hp) will
  approach the characters at the inn.
  Both Gormon and Willy are villagers
  seduced by the brothers and Warphit.
  Each of them has a small knotted bracelet of colored
  hemp that Crimble has managed to enchant, giving off a
  false alignment reading if there is an attempt to detect it
  on the pair.  The bracelets only last for about two to
  three weeks before losing their potency, and it will make
  the wearer appear as if his alignment is the opposite of
  what it really is.
  When they approach one of the characters, this
  is what they will generally say:
  _____________________________________________
  “Good day, I could not help but note that you are
  apparently well equipped for travel and some adventure.
  I am Gormon and this is my friend, Willy.  We are from
  Loch-Durnan, a small village a few days from here.
  We would like to employ your services on behalf
  of our village.  None of us are much more than simple
  miners, and our mines have had a sudden infestation of
  goblins.  We could use your assistance in clearing them
  out and are willing to pay.
  Our mayors have given us permission to offer
  payment of a nugget of gold, valued at 100 pieces, to
  each of you who come plus a room, bed, and good coun-
  try food for the duration of your stay.”
  ______________________________________________
  Both Gormon and Willy are of middle years.  Gormon has
  a distinct limp and an obviously twisted
  right leg.  He has brown hair and brown
  eyes, smiles a great deal and seems jovial.
  Willy is a simple man, fit from working in
  the mines, though a bit nearsighted and
  balding.  He will let Gormon do all the
  talking and simply bob his head in
  agreement to anything Gormon says.
  Both men seem very sincere.
  The characters may question
  them at this point.  Here are Gormon’s
  responses to some of the common ques-
  tions he may get from the players.
  Who are your mayors?:   Brothers they are, Ian
  and Crimble McCalister.  Ian is a sorcerer of
  some skill and Crimble is a cleric of (your cam-
  paign’s local LN god).
  The Hunt: ROE:  Crimble is a
  priest of the Pantheon and fol-
  lows the All Father.
  Why have they not done in the gob-
  lins?:  They have tried; Crimble was
  wounded and two other townspeople
  were killed.  They would go back and
  try again, but they fear leaving the hamlet with-
  out a leader.
  When did the goblins come to the mines?:  A
  few weeks back.
  Where did they come from?:   We do not know.  The mine
  existed before Loch-Durnan, and it is not yet completely
  explored.
  How many goblins do you think there are?:  We aren’t
  sure, but Crimble and Ian killed at least ten.
  Is the mine a “gold” mine?:  Yes, but please, we have
  come to you in good faith and would hope you will not
  spread that around.  
  How come the goblins do not attack the village from the
  mines?:  Because we use a special basket to lower our
  miners into the mines themselves.  This is the only way
  in, and it is too high for the goblins to find a way up.
  Has anyone else tried?:   No, you are the first we have
  asked.
  How far is your village?:   Four to five days from here in
  the forest.
  How did you hurt your leg?:   A simple and foolish mining
  accident with a cart.
  Encounter On The Road:
  Here is an alternative adventure hook.
  The adventurers come across
  Gormon and Willy on the road beset by
  two bandits (War1, hp 8 each).  Willy will be
  wounded, but not badly ( 3 of 4 hp left),
  and Gormon will be pleading for their lives.
  If the party kills the bandits or drives
  them off (they will not be brave in the face
  of real adventurers), Gormon will relate the
  tale told in Greed and Valor above and have
  a similar conversation to what is described
  there.  He will add that the gods must be
  favoring him this day.
  You might come up with many
  other ways for the party to want to head for
  Loch-Durnan, but these are the best ways.
  Remember that you are setting up your PCs
  to be betrayed when they are in Loch-Durnan.
  They will think it a straight forward “save the town adven-
  ture,” but it is not.
  If your players want to spend a little time gathering
  rumors about the hamlet, there is little to none.  A
  Gather Information check (DC 16) will gain them only
  this.  A roll must be made for each rumor.
  4
  
  There is a gold mine in a hamlet in the
  woods not far from here, but no one is
  sure about it.
  A mayor of a local hamlet (could be Loch-Durnan) passed
  away and left his two sons in charge.  One is a priest.
  A priest of the LN god in the area is one of the new may-
  ors of a town nearby.  They seem to be having some trou-
  ble of late.
  It should be noted, all of Gormon’s comments are mostly
  true.  The goblin attack did
  occur, and Crimble was
  wounded.  All Gormon left
  out was that the goblins are
  now the devil’s servants.
  Gormon has been instruct-
  ed to tell the truth about all
  things other than the fact
  that Crimble is no longer a
  priest of the LN god.  He
  simply does not discuss
  anything regarding the ham-
  let’s new patron devil.
  If the party decides
  to go to Loch-Durnan, the
  pair will be very excited and
  treat the party to what they
  call a fine dinner (really it is
  simple and cheap).  The
  pair then informs them that
  they can leave first thing in
  the morning.
  If the party has sec-
  ond thoughts, Gormon will
  double the reward (they do
  not intend to give it to them
  anyway).  This is to add
  some validity to the claim of
  who they are and what they
  want.
  Act I: On The Road
  to Loch-DDurnan:
  The first part of the adven-
  ture will start the morning of
  the day after the party
  accepts the commission to
  help the hamlet.  Gormon
  and Willy will meet them in
  the inn’s common room at sunup.  Allow time for the
  adventurers to buy anything that they might need.  The
  pair are friendly and open, but again Gormon does most
  of the talking.  They seem to only know about mining and
  simple village gossip of the typical sort.  They wear basic
  traveling gear befitting a commoner, and
  each carries a roughly hewn quarterstaff for
  protection and for use as a walking stick.
  The first day of travel should be entirely uneventful and
  end at a simple roadside tavern or a very good campsite
  area that will allow for full rest.
  If this is a roadside inn and not all the rumors
  have been given out from the short list above, the PCs
  may try again here, but there is no more additional infor-
  mation.
  Optional Encounter (EL 3):
  Whether the party stays at
  a roadside establishment
  or campsite, this optional
  encounter with a few ruffi-
  ans can occur.  One of the
  ruffians, Jake Rutland, was
  a miner in Loch-Durnan a
  few years before the
  changes took place.  When
  he spots Gormon and Willy,
  he knows they are very
  likely to have some gold on
  them.  
  If this is at the
  roadside, set this
  encounter up so as to
  appear that Gormon and
  Willy are alone and not
  with the PCs.  Perhaps they
  are getting drinks for the
  table.  Jake will address
  Gormon and they will obvi-
  ously recognize one anoth-
  er.  Jake and his fellows
  (three others) will then
  try to “convince”
  Gormon to rent them a
  room and buy some
  food.  When Gormon
  refuses loudly (knowing
  that the party is within ear
  shot) the ruffians will get,
  well, rough with Willy and
  Gormon.  The party can
  intervene.  The ruffians will
  never draw lethal weapons,
  using fists or clubs—they are not
  killers, just thugs.
  The purpose of this
  encounter is to encourage the
  5
  Event Chain:
  Several key events must be noted as you proceed.  To
  help you, the GM, play this adventure to its fullest, we
  have outlined these events by act.  Each is important to
  note so that you do not forget them.  If the players miss
  some of these, they will be at a severe and deadly disad-
  vantage.
  Act I:  Players must get to Loch-Durnan and meet the
  brothers.  It will be best if they descend into the pit on
  their own, but you will note options if they change their
  minds or hesitate.
  Act II:  In the pit, the meeting with Barlan is key.  It will
  be very difficult for the players to get by Warphit without
  the dwarf’s help.  The meeting with Sheepo will be very
  helpful, but if they miss it they will simply end up going
  into the 2nd level battered and bruised.  There is a
  heavy price to pay for hack and slashers here.  If the
  characters rampage through and manage to bypass
  Warphit, they will end up trapped between the goblin
  chief and Crimble.  This is a no-win situation.
  Act III:  Mellie is the key contact in the manor.  She will
  tell the characters how to secretly get to Ian’s tower via
  the wagon.  Without her help they will have to sneak to
  the tower, and they will have no idea what to expect.
  However, they may simply flee at this point.  Rodrigo is
  useful, but failure to meet him will not place the players
  at a serious disadvantage.  You may want to give an
  extra experience award for a good party that helps the
  people out of the manor dungeons.
  Act IV:  There are no key encounters in the tower that will
  hinder the party too much.  The monkey-bird may prove
  to be a fun and useful NPC, but is not essential.
  
  greed factor.  It should become appar-
  ent that Jake felt the pair of Loch-
  Durnan villagers will have extra loot
  from the mines and that the hamlet
  itself is quite wealthy.  When, and if, the ruffians are
  beaten, they will beg for pity and say they have come on
  hard times.  They know how wealthy Loch-Durnan towns-
  folk really are.  Jake may allude that he has tried to
  organize a raid against the town, but people fear the
  sons of the mayor.  It is rumored that one is a sorcerer
  and the other a cleric.  It is also rumored by Jake that the
  brothers have driven off raids before.  This may also
  plant a seed of doubt as to why the brothers seem
  unable to deal with simple goblins, but let the players
  come to that conclusion on their own.  
  Jake Rutland: War2; 14 hp.
  Half-Orc Thug: War1; 8 hp.
  Human Thugs (2): Rog1; 5, 6 hp.
  If pressed, Gormon will admit that the hamlet is rather
  wealthy from the mine and that he would double their
  pay to keep quiet about it.  If he has already doubled
  their pay he will offer another 50 gold per person on top
  of the 200 in nuggets.
  Day Two and Three:
  Are on a main road and should be basically uneventful.
  The party may run into travelers but none will be hostile.
  Early on the Fourth Day:
  Gormon will lead the party onto another less used road.
  They will travel this road for about a day.  There is a one
  in six (a roll of 1 on a d6) chance during the day of a
  wilderness encounter.  If they do get an encounter, then
  roll on the following table using a d20.  See Appendix II
  for encounter details.
  As night falls, the party will come to a fork in the road.
  Gormon indicates that the eastern
  trail (no more than wagon ruts in the
  grass between the forest trees) is
  the road to Loch-Durnan.  That night
  it will begin to rain.  If the party did
  not have an encounter during the
  day, there is a two in six chance they
  will have one that night.  Roll on the above
  table if they do get one.  If they did have one
  during the day, there will be no night
  encounter.
  Day Five:
  That morning Gormon and Willy will be excited about get-
  ting home, even though it is still raining and a mist is
  clinging to the forest treetops.  After the party is under-
  way, the rain comes down a bit harder.  The trail is
  muddy and the characters will find themselves stumbling
  on occasion.
  The rain and muddy trail have the following
  effects.  Once during the trek the characters should
  make a Fort save (DC 10), anyone that fails will catch a
  cold.  If anyone rolls a natural 1, the character will
  become severely ill and run a high fever.  Neither are life
  threatening and will pass in 5 days –/+ 1 day per
  Constitution modifier.  A minor cold will put the character
  at –1 to all attack rolls, skill checks, ability checks, and
  saving throws for the duration, and their sneezing will
  mean they cannot use move silently effectively.  
  A severe cold means the character is at –3 to all
  attack rolls, skill checks, ability checks, and saving
  throws, and if he does not spend at least eight hours in a
  warm place at rest, he will not shake it the next day, even
  if they should have by the above rule.  Remove disease
  will rid the character of the cold.  Elves are immune to
  the common cold.
  Any player who tries to move at a run in the rain
  along the trail or in the forest will need to make a
  Balance check (DC 18) every round or fall, getting muddy
  and taking 1d2 damage.
  About one hour or so down the muddy rut, make
  a secret Spot check (DC 22) for each character.  If a
  character succeeds, he will note that they are being
  shadowed by some kind of animal in the woods.  If this is
  brought up to Gormom or Willy, they will become a bit
  frightened thinking it may be wolves.  Every attempt to
  look straight at whatever it is fails, and the shadowy form
  can only be noted out of the corner of one’s eye.
  This is the shadow hound servant of Crimble
  that is watching the party as they progress towards town
  (see Appendix I for shadow hound details).  If it becomes
  obvious that the party has realized they are being shad-
  owed, the hound will race off back to its master.
  As the party closes on the hamlet, they will note
  small farms and houses in the thicket of the trees.  Most
  will have smoke coming from the chimney.  Around mid-
  day the party arrives on the slope of a forested hill over-
  looking a small lake.  On the hill, wedged up against a
  cliff, is Loch-Durnan.  No one is out and about, other
  than a couple of cows in a field.   
  6
  d20
  Encounter
  1-2 
  Owlbear (1)
  3-7 
  Goblins (2d4)
  8-15 
  Game Animal (deer, elk or moose)
  16-18 
  Dire Rats (2d10)
  19-20 
  Wolves (1d10)
  
  ___________________________________
  A flash of lightning and a crack of thunder
  announces your arrival in Loch-Durnan.
  The hamlet looks pleasant, with several thatched roof
  buildings nestled in a clearing and settled against the
  back of a granite ridge.
  Several of the chimneys have
  smoke wafting gently out of
  them, and a mist clings to the
  tree tops and the top of the
  ridge line.  As you walk into
  Loch-Durnan, there is no one
  about.  A couple of cows hud-
  dle under a tree next to a pair
  of buildings.  The bells at their
  neck chime as the beasts eat
  the grass in the yard.
  Through the steady
  sheet of rain, the party can
  make out the mist-shrouded
  lake which gives the hamlet its namesake.  The lake
  itself looks very pleasant and has several small fishing
  boats tied to moorings in the mud bank.  These are bare-
  ly visible due to the mist that clings to the Loch’s waters.
  As Gormon leads you through Loch-Durnan towards the
  inn, you note a low, stone tower that looks out of place.
  There is also a very large wooden structure at the center
  of the ridge’s base that reminds you of a giant swing
  with a basket dangling from it by a thick rope.
  Last, there is a large manor on the highest hill
  to the left of the ridge that could only be the mayors’
  house.
  ______________________________________________
  If Gormon is questioned about the various locations
  around Loch-Durnan, you should reference the descrip-
  tion of each.  He will openly inform the party of who lives
  where.  Here is what he might say about the three
  unusual constructions:
  Stone Tower (building 9): This is the tower of Ian
  McCalister, one of the sons of the former mayor.  Ian
  spends much time in there practicing his magic.  He was
  an adventurer for a bit and is trained in sorcery.
  Large Construct with the Basket (location 1): That is the
  way we get into the mine.  We call it the “big bucket” and
  the mine is called the Pit of Loch-Durnan.  It only takes
  one strong man to lower several in the basket into the
  mines.  It is the only way in or out and is what has kept
  us safe from the goblins thus far.
  The Manor House (building 2): This is the manor of the
  mayors.  Crimble McCalister lives there now, and Ian
  spends a great deal of time there when not in his tower.
  We will meet the brothers this evening after we have had
  a chance to rest.
  Gormon will escort the party to Lochside,
  the local inn and tavern.  He will then intro-
  duce them to the innkeeper and set up rooms for them
  all (see the description of the inn for details).  The party
  is free to wander around until din-
  ner.  The villagers are well trained
  to receive and deceive new
  guests into Loch-Durnan.  They
  will not talk about anything very
  serious and will stick to topics like
  weather, grain prices, raising cat-
  tle, and mining techniques.  If
  asked about the goblins, they will
  exclaim how terrible it is and how
  happy they are that the adven-
  tures have come to help them.
  Key to Loch-DDurnan:
  Loch-Durnan is a well-kept secret by the people that live
  there.  The hamlet has been well supplied by a prosper-
  ous gold mine for over ten years.  This mine, known only
  as the pit of Loch-Durnan, is at the base of a ridge line
  where the hamlet itself is nestled.  This is a cursory
  overview of Loch-Durnan, some buildings will be added
  in more detail later in the module.
  The Pit of Loch-Durnan
  _____________________________________________
  At the base of the long ridge line is a large, circular open
  pit (nearly 20 ft. in diameter) that descends into the
  darkness.  Grass has grown over the lip of the pit making
  the edges hard to discern.  Over the opening is a very
  large, wooden apparatus that resembles a swing.  At
  its center, held by the thickest rope one might ever
  see, is a huge wooden basket.  This basket is used to
  lower miners into the pit to work.  The crank seems
  very small when compared to the makeshift descent
  system.  It only takes one able-bodied individual (Str
  14 or better) to work the crank on the well-balanced ele-
  vator system.
  _______________________________________________
  The pit is the gold mine that feeds Loch-Durnan and the
  heart of this adventure.  There is an entire key of the pit
  in the second act of this module.
  Above is only what the charac-
  ters see at a glance.
  7
  Loch-Durnan (hamlet)
  Monstrous; AL LE; 1500 gp Limit; Assets 23,000
  gp (special: Gold Mine); Population: 130: Mixed
  91% Human, 2% Dwarf, 3% Half Orc, 3% Halfling,
  1% Half-Elf.
  Authority Figures: Mayors Crimble McCalister (Clr3
  of Warphit) and Ian McCalister (Sor3).
  Important Characters: Gormon Wilbur (Com2),
  Willy Burbash (Com1), Gart McDonald (Exp3, inn
  keeper), Hanna (half-orc, War2, stable owner),
  Mathus McGee (War3, militia, manor guard cap-
  tain), Stephon Crumper (Clr1 of Warphit) .
  
  2. McCalister Manor
  ________________________________
  The McCalisters’ three-story manor
  house is a solid country home.  The walls of the entire
  first floor are solid brick and the remainder is built of
  thick dunn pines.  The manor is not as opulent as those
  seen in larger communities, but it has a look of both
  ruggedness and comfort.  Two large wooden double
  doors bar the manor’s small courtyard from view with
  only a small sliding viewport in each.  All of the leaded
  glass windows are on the second and third floor.  At one
  corner of the courtyard is a very defensible stone
  tower.  A seven foot stone wall surrounds the manor
  grounds, evidence that this home was built to with-
  stand the events of life in the deep woods.
  ______________________________________________
  This is the manor house of the twin brother mayors.
  Crimble spends most of his time in the manor and does
  not venture out much.  Ian spends more time at his
  tower than here at the manor.  There is a secret entrance
  to the mines, known only to the brothers, that they use to
  go to the entrapped devil.  The manor house is a part of
  the story later in the adventure.  Adventurers should not
  have any reason to visit here before descending into the
  pit.
  3.  DDugal’s General Store
  ___________________________________________
  The general store of Loch-Durnan is a utilitarian shop full
  of items for both mining and harsh country living.
  Lanterns, grain, tools, etc can be bought here at fair
  prices.
  ____________________________________________
  Dugal, a long time resident of Loch-Durnan and a for-
  mer miner, runs the general store.  Most common
  items can be found here to include feed and miners’
  tools.  Dugal also evaluates the nuggets from the
  mines.  Dugal has two sons that double as guards,
  Bawth and Relgo.  At least one of the sons is usually
  present at the shop.  All prices for common goods at the
  general store should be a good 20% higher, since the
  hamlet is far out of the way.
  Bawth Laury: War1, 6 hp.
  Dugal Laury: Exp2; 10 hp.
  Relgo Laury: War2, 11 hp.
  4. House of Barlan
  _____________________________
  The house of Barlan and his smithy
  stand empty and silent.  The doors
  are locked up and the forge that is
  open to the view of passersby is dark and cold.   It is
  obvious that no one has been here in some time.
  ______________________________________
  Barlan is the dwarven smith and head foreman of the
  pit.  His house/smithy is closed up, and the grounds area
  is a bit out of care—his forge stands cold.  Barlan has
  been missing for over a week after his encounter with
  the McCalisters.  (See Barlan in the pit description.)
  5. The Lochside Inn
  _____________________________________________
  Smoke rises invitingly from the stout, wooden building
  that is Loch-Durnan’s only tavern and inn.  A porch runs
  the entire length of the front and has a solid roof over it
  to keep off the misty rain that often falls here.  All sorts
  of rockers are lined up along this porch for patrons to sit
  and enjoy the scene of the loch and the country.
  ______________________________________________
  This is where the characters will first congregate and is
  where the McCalister brothers will introduce themselves
  to the party; a very cozy inn with a smiling and jovial
  8
  
  keeper named Gart McDonald.  There are
  also two serving girls here: Loraine and
  Gwen.  Loraine is extremely plain in
  appearance, but is very outgoing and friendly with the
  patrons.  She talks a lot and openly about someday leav-
  ing the small town to explore the wide forests.  Gwen is
  quiet and shy.  She says very little and does her job effi-
  ciently.
  Gart McDonald: Exp3; 10 hp.
  Gwen: Com1; 2 hp.
  Loraine: Com1; 4 hp.
  6. Hanna’s Stables
  ___________________________________________
  The stables and matching small home are typical of a
  solid forest town structure.  The stable house is not
  crowded with visitors’ horses, and it appears that it nor-
  mally stays half empty, as one can see some of the stalls
  being used for general storage.  In one of the stalls is a
  notable huge rust colored stallion that belongs to
  Crimble.  The animal is very spirited and will let few ride
  him.
  ______________________________________________
  Hanna runs the town stables.  She is a tough looking
  half-orc woman who is the adopted daughter of the for-
  mer stable owners.  The stables were left to her when
  her adopted father died, and she is well accepted in the
  community.  There are two buildings associated with the
  stables; the northern, smaller one is Hanna’s house, the
  larger is the stables themselves.
  Hanna: War2; 16 hp.
  7. Leatherworker/ Clothier
  __________________________________________
  The tanners’ and seamstress’ shop is exactly what one
  would expect.  Large vats of colored liquid are in the
  front yard and are bubbling hot from the fires under-
  neath, and tanning hides can be seen curing on large
  racks in a covered shed.  The smell that wafts from the
  vats and the hide shed make most folks want to steer
  clear.
  ___________________________________________
  The buildings house two businesses.  The larger one on
  the right is the leather worker and tanners’ workshop
  and the one on the left is the seamstress’.  This is run by
  a family of halflings.  They are Mel Dobbs
  (tanner/leatherworker) Catrina Dobbs (seamstress), Mart
  Dobbs (son of Mel and Catrina, tanner/leatherworker, hp
  4), Wally Dobbs (son of Mel and Catrina, harness maker),
  Tippi Dobbs (daughter of the Dobbs, seamstress).
  Catrina Dobbs: Exp1, 4 hp.
  Mart Dobbs: Exp1, 4 hp.
  Mel Dobbs: Exp2, 7 hp.
  Tippi Dobbs: Exp1, 4 hp.
  Wally Dobbs: Exp1, 3 hp.
  8. Chapel
  _________________________________________
  The large bronze crows of Grolm stand out in stark relief
  on the wooden front doors of this small country church.
  The building appears to have been built with great care
  and attention to detail.  A small bell tower rises nearly
  thirty  feet above the steepled roof of the church, with
  groomed flower gardens, which ring the chapel area.
  (If you are not using this in The Hunt: ROE setting,
  replace Grolm with your own LN deity.)
  ____________________________________________
  This is a small church with a dwelling for a cleric or two
  next to it.  A cleric of (NG deity or Grolm of the Pantheon)
  named Stephon Crumper resides here and works for
  Crimble.  Stephon has been seduced as well, but is far
  weaker than Crimble.  Services are held here in the
  devil’s name, but not in the presence of the adventurers.
  Unless a detailed search of the chapel is made, it
  appears to be exactly what it is: a church of a local deity.
  If a detailed inspection occurs (Search check, DC 20), it
  will yield some of the evidence of evil devil worshippers.
  There should be no logical reason for the players to do
  this.
  Stephon Crumper: Clr1, 7 hp.
  9. Ian McCalister’s Tower
  ((
  9
  
  _____________________________
  The solid stone tower sits nestled in the
  trees at the far end of the hamlet.  It
  appears to be nearly four stories tall
  and is made of uneven, large stones, set with thick mor-
  tar.  The McCalister coat of arms hangs proudly over the
  iron-bound wooden door that is the entrance to the
  tower itself.
  ______________________________________
  This is the tower of Ian McCalister, the sorcerer and
  brother of Crimble.  This is further detailed in a later sec-
  tion.
  10. Ruined Cottage
  __________________________________________
  This small cottage appears to have been abandoned and
  is clearly unkempt.  The windows are boarded up.  The
  yard is completely overrun with weeds, bushes, and wild
  flowers.  It is obvious that the townsfolk avoid this home,
  for some reason.
  ____________________________________________
  This is a cottage that lies in ruin.  It was once the home
  of Mellie Tilbert (a white witch in The Hunt or a druid in
  your campaign setting).  She long ago left the small ham-
  let, but no one occupied her cottage, and it fell into ruin.
  Day Five—Continued:
  If the players wander about, they will meet the various
  townsfolk.  All seem genuine and relieved to have the
  players here.  The good acting on their part is directly
  due to the influence of Warphit, a master of deception.
  If they attempt to go to the manor or the tower, they will
  find both locked up tight and no answer.  Loch-
  Durnan’s militia will steer the characters back to the
  inn.
  Most likely, the party will hang around the
  inn.  If that is the case, several farmers and woods-
  men will come in from the outlying areas.  A Spot
  check (DC 20) will let players see that some of the
  locals coming in are treated a little coldly.  These are
  folks from far out that have not been seduced
  or charmed by Warphit and the McCalisters.
  This is not obvious to the party, and only those
  who ask, or those that have the Alertness feat
  should get a chance to notice.
  If they do notice and question anyone they will
  get generally the same answer which is, “We just don’t
  see them much in town.  They aren’t the sociable type.”
  If someone in the party who hears this can detect lies,
  then he will note that while this is not an out-and-out lie
  it does not appear to be the whole truth.  Further ques-
  tioning will yield nothing more than that (we want to get
  them into the pit after all).
  Day Six—Meet the McCalisters
  After a good night’s rest at the inn, the characters will be
  treated to a good country breakfast of sausage, biscuits
  and gravy.  While dining, both Ian and Crimble McCalister
  will come in and be introduced by Gormon.  The pair
  seem genuine in regards to the need to rid the pit of the
  goblins.  A Spot check (DC 16) will allow the charac-
  ters to note that both Ian and Crimble are wearing
  similar knotted, hemp bracelets to that of Gormon
  and Willy.  If questioned they will shrug and say, “It’s
  an old village tradition for good fortune and we need
  some good fortune, since we are unable to work our
  mine.”  They are the same magical bracelets that
  give off a reverse reading to their alignment.  The pair
  will sit and visit with the characters and will let the
  party question them.
  Here is how both will respond to the most
  common questions the party might have.  Use these
  to help you adlib the conversation with the brothers.
  10
  Appearances:
  Due to the powerful and deceiving influences of the devil
  Warphit, the townsfolk are all able to be extremely con-
  vincing and know that to sprinkle one’s lies with mostly
  genuine truth will avoid mistakes and unwanted atten-
  tion.
  Even though Warphit cannot directly control
  those who have not been presented before him, and are
  outside his chamber, he spent many days twisting the
  minds of the villagers with charm spells so that they
  would appear to be genuine and convincing.   A Sense
  Motive check (DC 26) is required in order to receive a
  hint that there are other motives involved here.
  As the GM, you should not give any real hint that
  something about the people of Loch-Durnan is out of
  place at all.  A character should have no reason to feel
  that the folks are not simply looking for help to rid them-
  selves of the pesky goblins.
  However, if discovered, the entire hamlet will
  ambush the characters and toss them into the pit.
  
  Feel free to paraphrase in order to fit your
  own style.
  Tell us about the goblins:  (Crimble or Ian) The goblins
  came when we found a new vein to mine.  It opened up
  into yet more caverns.  Apparently it was the home of the
  goblins.  Now they feel the entire mine is theirs.
  You were injured fight-
  ing the goblins.  W
  What
  happened?:   (Crimble
  grimaces) Well, the chieftain
  of the goblin tribe is a shaman
  and he caught us by surprise
  with his magic.  Both Ian
  and myself were injured.
  (Crimble will rub his right
  arm, recalling the
  wound.) After that, the
  villagers refused to
  return, and the two of
  us dare not try to kill
  the chieftain on our
  own.  That is why we have
  hired you.
  How many goblins are
  there?:   (Crimble or Ian)
  We are not certain but we
  killed a good ten when we
  attempted to raid them.  Part
  of what we need you to do is
  come back and tell us if
  there are too many of
  them, so we can bring in
  more help.
  What kind of spells did
  the goblin shaman cast?:
  (Ian) It was sorcery, of that I
  am sure.  The spell that hit
  my brother was a magic
  missile.  A Spot check
  (DC 20) will result in the
  character noticing that Ian talks with no emotion in his
  voice, even when addressing his brother’s injuries.  Allow
  the players to make a check if they are noticing the
  brother’s behavior.  It is easy to assume he is simply dis-
  passionate.
  How long has the town been mining in the Pit?:   (Ian) My
  father reopened the mine nearly twelve years ago.  They
  were already there.  Maybe it was once the mines of
  gnomes or dwarves.  The tunnels in the mine are large
  and very old.
  Why have the goblins not attacked the town?:   (Crimble
  or Ian) The basket and winch that you undoubtedly saw
  when you entered our small town is the only way into the
  pit.  It is more than 100 feet to the bottom and the mine
  entrance.
  How did your father die?:   (Crimble) Of old age, we are
  sorry to say, though we are glad he lived a
  long and happy life.
  What god do you worship?:   (Crimble) I am
  a devout follower of (LN god of your world or Grolm of the
  pantheon in the Hunt: ROE campaign).  My brother fol-
  lows my faith as well, though he has had a different call-
  ing in life (Ian will simply nod in agreement but make no
  comment).
  What happened to the smithy in town?
  Why does his place stand
  empty?:   (Crimble)
  Barlan, a dear family
  friend, was a dwarf and
  the head foreman of
  the mine .   He went
  down with us in our raid
  and was killed by the
  goblins.
  What of the abandoned
  cottage? Why has no
  one taken residence
  there?:   (Ian) Mellie
  Tilbert lived there.  It is
  widely known she is a
  witch.  One day she sim-
  ply left without a word.
  Folks are afraid to take
  over the cottage for fear
  she will return and be
  angry.  Thus, it stands
  empty.
  Are we the first group
  hired to do this?:   (Ian)
  Yes, and we hope you
  are the last, as well.
  Again, these are
  answers to ques-
  tions the characters
  are likely to ask.
  Some are the
  same questions
  that might have been asked of Gormon earlier on.
  Everything that the brothers say, other than who they
  worship, is founded in enough truth that it will confound
  detect lie attempts.  The addition of the hemp bracelet
  charms makes it impossible to determine the brothers’
  deception.
  Day 6—To the Pit
  After the brothers chat with the
  party, they will get down to busi-
  ness.  There are no maps of the
  mine, but Ian will scribble out a
  basic outline of the level one
  portion of the mine itself (see
  Ian’s map in the appendix).  If
  11
  
  asked why there is no map, the towns-
  folk shrug and say, “We have been min-
  ing there so long we have not thought
  to do it.”
  The brothers will escort the characters to
  Dugal’s store for any last minute goods they might need,
  then with many of the townsfolk following, they will walk
  the party to the base of the ridge.  
  Crimble will explain that they will lower the party down in
  the basket.  If there is serious trouble, simply tug on the
  bell rope and the basket will be hauled up.  Someone will
  stay on watch until they return.
  Wishing them good luck, the characters will be lowered
  into the Pit of Loch-Durnan, descending 100 feet to the
  mine entrance floor, and begin Act 2.
  Act II: Into the Pit:
  All of the next act consists of the characters’ adventure
  in the pit.  It is staged differently than the first act, and
  will be laid out by the key to the various levels within the
  pit.  It would not be a bad idea to allow characters to
  increase levels while in the pit, in order to better handle
  the latter part of the adventure.
  If the party descends on their own, they will have
  all their gear.  If the party is waylaid by the townsfolk,
  then they will only have their basic gear.  Warphit loves to
  watch the characters struggle.
  Lighting: The characters should bring enough light
  sources with them, as there are few sources in the pit
  itself.  The basket has a hooded lantern with about twen-
  ty minutes worth of fuel in it that can be used.  There is
  a store of some torches and lamp oil in a locked box in
  area 3, but you will note that area 3 of level 1 has some
  complications.
  Measurements: Each square (repre-
  sented by a dot grid or square pat-
  tern) in the pit represents five feet.
  Please keep this in mind if you are
  drawing it out, using tiles, or a mat .
  Order and Mapping:
  You should have the
  party tell you, or use
  miniatures to show
  marching order.  Also,
  someone should main-
  tain a growing map to
  refer back to when
  needed.
  How to Read the Key:
  Each numbered item in
  the key represents the
  same location on the
  map.  These keyed loca-
  tions will be outlined as
  so:
  Gray Text Box: This will
  appear first, and is
  what can be read or
  paraphrased by
  you to the char-
  acters.
  Normal Text: The
  GM notes that
  describe the
  area.
  Monster Stats
  and/or Traps:
  Outlining any
  simple monsters,
  major ones will
  be listed here
  but details will appear
  in the reference section
  at the back.  This will
  also detail a trap that
  appears in the GM sec-
  tion.
  Tactics: This details the
  tactics of creatures in
  12
  Possible Light Sources
  Source
  Radius
  Duration
  Bullseye lantern
  40-ft. cone
  6 hours/pint of oil
  Candle
  5-ft. radius
  1 hour
  Hooded lantern
  15-ft. radius
  6 hours/pint of oil
  Light spell
  20-ft. radius
  10 minutes
  Torch
  20-ft. radius
  1 hour
  Things That Could Occur
  1. The party refuses to go to the
  mine: 
  If the characters change their
  mind for some reason, then the
  brothers will appear disappointed
  and ask them to stay and enjoy
  the hospitality of Loch-Durnan,
  saying that they hope the folks
  will grow on the characters
  enough that they will want to stay
  and help.  After the characters
  retire for the night they will be
  ambushed (with Crimble and Ian
  casting spells), while the entire
  town waylays them with clubs
  (treat club damage as subdual).
  After they are knocked out, they
  will awaken in the pit basket as it
  is being lowered.  Remember that
  Warphit feeds on fear and vio-
  lence, as well as worship.  It is
  just as effective to let the charac-
  ter wander the pit and fight
  Warphit’s minions than to simply
  be seduced.  It is even more inter-
  esting for both to occur to the
  hapless characters.
  If the characters choose
  to leave that day, then they will be
  immediately ambushed by the
  townsfolk and the McCalisters as
  soon as they begin to depart.
  2)  If the characters ask for a
  good luck charm before going into
  the pit, the brothers will shrug and
  give them theirs along with
  Gormon’s and Willy’s charm.  No
  one else appears to have them.
  
  the area, should combat occur.
  Loot: This will alert the GM to any loot in
  the location.
  Support: This will show, if the location can get support
  from another location, and how that support will arrive.
  Pit of Loch-DDurnan: Level  11:
  The entry area to the pit is a hole that descends straight
  down almost 100 feet to the mine’s floor.  The
  McCalister brothers’ father discovered it ten years ago.
  Warphit exerted a tremendous effort to plant the seed in
  the old mayor’s mind to dig in the area of the pit.  It was
  so difficult for the devil to send his power outside the
  crystal prison that it took him these many years to recov-
  er.  Even still, Warphit is weakened from that effort.  The
  crystal blocks most of its powers, but the devil can use
  some of his many abilities for short distances.  The cost
  is high and leaves him very weak.  Warphit now relies on
  influenced minions to protect him and do his bidding.
  He has planned his escape from the crystal for many
  years, and now uses his minions and the suffering of his
  enemies to gather strength in order to break out.
  1. Entry
  _________________________________________
  As you are lowered by the powerfully built stable owner,
  Hanna, the dust motes rise in the sunlight around you.
  After about the first twenty feet of your descent, you can
  no longer see the villagers above and the small lamp is
  all that illuminates the rough hewn walls of the pit.
  The basket lowers slowly and will sometimes
  jerk with the movements of the crank above, but seems
  sturdy enough.  Finally, you lower into a natural cavern;
  the lantern cannot illuminate the entire chamber and in
  moments you feel as if you are suspended over nothing-
  ness.  
  Ten more feet though, and you can
  make out the dirt floor and the depression made
  by the basket where it sits lowered into the pit.
  Moments later the basket comes to a thud-
  ding halt on the cavern floor, a small cloud
  of dust rising, and you begin to cautiously
  climb out into the silent chamber.
  As the last of your party exits the basket,
  a shrill goblin cry erupts from within the
  cavern.
  __________________________________
  The basket descends into this natural
  cavern, which serves as the entrance
  to the pit for the miners.  Unless play-
  ers have their own light source, the only
  illumination is the small lantern that is
  attached to the basket.  As soon as the last
  character steps out of the basket, the townsfolk will
  begin to winch it back up.  Hiding behind a
  couple of broken crates in the far corner is
  a single goblin scout.  As soon as the char-
  acters are out of the basket and the winch starts, the
  goblin will call out.
  Goblin
  CR ¼; Small humanoid (goblinoid); HD 1d8 (4 hp); Init
  +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 stud-
  ded leather; touch 12, flat-footed 14; armor check penal-
  ty -1); BAB +1; Atk +1 melee (1d4-1, crit. 20/x2, dagger)
  or +3 ranged (1d6-1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11,
  Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: Dagger, 2 javelins, studded leather armor.
  Tactics: The goblin will wait in hiding until the characters
  are firmly out of the basket and the winch is cranking
  away.  He will then signal his companions in area 2 with
  a shrill cry, and they will attack.
  Loot: The single goblin has 7 cp and its smelly gear.
  Support: This goblin is supported by the goblins hiding
  in area 2.
  2. Entry Part II
  _____________________________________
  Jagged, natural steps lead
  down into the pit.  No more
  of the goblin raiders are in
  the area, though there are
  still remains of some under-
  ground beast they had eaten not
  long ago.  Three dark tunnels lead
  out of this area and deeper into
  the mine.  On the wall by the
  northern most tunnel is a sign that
  says, “Foreman’s
  Office and Supply
  Room.”
  ______________
  At the bottom of the
  rough steps here are a group of
  goblins sent by Hortek (see area
  9 in 1B) to accost the characters
  13
  
  as they get out of the basket.  They will
  be warned by the hidden scout in area
  1 and will come in charging.
  Have the character with the
  highest Intelligence modifier make a check against a DC
  17.  Success will mean the character noted that the gob-
  lins appeared to be prepared for this.  The character
  could assume that the goblins were simply ready for any-
  thing from the humans above, but you could make it
  appear highly suspicious.
  The sign to the foreman’s shack hangs over the
  cavern entrance to the north.  Make sure one of the
  party deduces that a good amount of supplies might be
  there still.
  Goblins (7)
  CR ¼; Small humanoid (goblinoid); HD 1d8 (4 hp); Init
  +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 stud-
  ded leather; touch 12, flat-footed 14; armor check penal-
  ty -1); BAB +1; Atk +1 melee (1d8-1, crit. 20/x2, morn-
  ingstar) or +3 ranged (1d6-1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11,
  Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Tactics:
  Hortek, the goblin chief, and Warphit have
  staged these goblins for an ambush.  The devil and
  the chief know they cannot win, but the goblins will
  try since Hortek, under Warphit’s compulsion, is
  ordering them to do so.   At the signal from the goblin
  in area 1, these seven will spring from a crouch at the
  base of the rough hewn stairs and attack.  Four will
  rush to melee while the other three will chuck javelins.
  The goblin in area 1 will stay behind the broken crates
  and hurl javelins as well, with the intent to get the char-
  acters in a crossfire from behind.
  Loot: Each goblin has 1d8 sp and their weapons.
  Support: There is no further support
  other than the goblin by the crates.
  3. Foreman’s Shack
  The foreman’s shack is built directly
  into the cavern wall.  
  ____________________________________
  The foreman’s shack is a squat, but solid
  wooden building that is built halfway into the
  wall of this cavern.  The windows are dark and
  the door is shut tight.  Broken miners’ gear and crushed
  boxes are strewn about the cavern floor.  In front of the
  door to the shack are the bodies of what appear to be a
  mix of goblins, zombies, and the remains of a skeleton
  or two.
  Shoving your way up to the door, it creaks open
  with an ominous groan.  The room appears to have not
  been ransacked by the raiding goblins and remains
  intact.  Before you have a chance to scan the dark interi-
  or, a deep, cracking voice calls out.
  “Thank the gods, someone has finally come.”
  As you look upon the speaker you see a stout
  dwarf sitting at a desk with parchments sprawled in
  front of him.  It becomes readily apparent that no crea-
  ture could be alive in the condition the dwarf is in.
  Pieces of flesh and bone are missing from his arms,
  exposing withered muscle underneath.  Fingers are
  cracked, broken or torn away altogether.  The dwarf is
  missing an eye with the nerves of the socket hanging
  loose.  The sight is terrible.
  The dwarf’s lips part in a near toothless and
  broken smile.
  “I have waited and suffered, hoping beyond
  hope that someone would come that could stop this
  madness...  I am Barlan, please talk with me before you
  pass judgment.  I can help you.”
  ___________________________________________
  This was where the miners’ efforts were directed before
  Warphit’s coming.  In here, the party will find Barlan.  He
  is very much undead and a fairly tough zombie, but he is
  14
  
  protected by his father’s necklace and pos-
  sesses the willpower of his ancient kind.
  He has locked himself in the shack and
  has attacked anyone (evil or non-living) who attempts to
  enter.  Warphit has reveled in the dwarf’s internal strug-
  gle, so he has let him be.  Unknown to Warphit, however,
  the dwarf has laid out a plan for the foul devil’s demise.  
  This is where the party will learn of the betrayal
  and true intent of the townsfolk.  Make certain that the
  party does not outright attack Barlan or they will be flying
  blind.  The undead dwarf has tried his best to keep his
  mind together, having waited
  for someone, anyone, that
  was not evil and still alive, so
  that he could pass the task
  at hand to them.
  On Barlan’s desk are
  his plans, drawn out on old
  parchment with an unsteady
  hand, to collapse the room
  that holds Warphit’s crystal
  prison, and bury the creature
  forever.  He has used his
  engineering skills to work the
  plan to perfection (see
  Barlan’s map).  The downside
  is that anyone that comes too
  close to the devil’s crystal will
  be subject to the influence of
  the underworld creature and
  might be taken over.  The
  only way to ensure that they
  are not overtaken is to pos-
  sess the necklace that Barlan
  wears around his neck (a
  token of power that will pro-
  tect the wearer from mental
  intrusion).  He will also share
  the fact that the characters
  must cross the room, or they will be trapped on this side,
  with no way out of the pit.  The dwarf informs them they
  must get to the other side.   He will tell them he knows of
  a secret entrance to the McCalister’s manor house and
  has marked it on the map.
  ___________________________________________
  The obviously undead dwarf beckons you in to stand
  before the desk, as he slowly shuffles through the parch-
  ments.
  “This town is not beset by goblins, but by a devil.
  My poor lads are not the same, they are seduced and
  evil now.  Ah, here is what I seek.”
  Barlan hands a hand drawn map over on a
  bloodied piece of old parchment.
  “This is the secret, this is the way to stop the
  devil.  You must stop him if you ever wish to see daylight
  again.”
  The dwarf is very animated for
  someone long dead; and relief marks his
  every movement.
  “I was not certain how much longer I could hold
  on.  I have a plan you see, a plan to stop this devil from
  Hell.”
  _____________________________________________
  Give the party time to question Barlan.  The lads he
  refers to are Crimble and Ian.  The dwarven smith fan-
  cied himself their uncle of sorts.
  It will pay off for
  you, as the GM, to become
  familiar with the story, so
  that the dwarf can answer
  the questions they are ask-
  ing.  Barlan does not know
  that the brothers killed their
  father, who would not suc-
  cumb to the devil’s will, but
  he does know that the
  brothers eventually gave
  themselves willingly to the
  foul creature—as has most
  of the Loch-Durnan.  Those
  who did not succumb are
  either dead, or have
  become terrible experi-
  ments at the hands of the
  brothers.  He knows that
  the brothers cannot be
  saved and that even if the
  chamber of Warphit collaps-
  es, the brothers and many
  of the townsfolk will have to
  be dealt with.
  He will then go
  over his map and plan
  to collapse the chamber
  (see Barlan’s map and explanation).
  Whoever wears the necklace is the one that
  will have to follow the plans laid out by Barlan to col-
  lapse the chamber.  He knows that if the chamber is
  collapsed completely, the devil will not be able to exert
  influence on any more victims and will weaken over time.
  He also knows that the weak-minded goblin leader is
  now under the devil’s sway as well.
  Barlan will reiterate to the party that for them to
  escape the pit and live, they
  must follow his plans.  The other
  alternative is to become minions
  of the hellish beast or undead
  servants.  Last, after going over
  his plan, he says that he thinks
  the brothers took Mellie, the
  witch that lived in town in the
  now abandoned cottage.  If she
  15
  
  still lives, she will be held in the manor
  house and may be useful.
  Once the characters agree (what choice
  do they really have?), Barlan will step
  from behind his desk, his lips in a broken smile.  He will
  then remove the necklace and hand it to the closest
  character.  As soon as he does so, his eyes glaze over
  and the Barlan zombie attacks in a rage.
  ________________________________________
  Barlan Explains His Map:
  “My mind is a little fuzzy, but I will explain as best I
  can,” Barlan grumbles pointing a half demolished fin-
  ger at the map he lays before you.
  “Here is the plan.  You must take me axe and
  me necklace and fight yer way  into the devil’s chamber,
  as I am sure he is guarded.  Once inside, the person
  with the necklace and the axe needs to follow me
  instructions close.  Chop the first post part way, the sec-
  ond all the way through, the third part way and the
  fourth all the way through.  The rest of ya’ need to make
  a dash for the tunnel directly across the way.  The devil
  is strong, so ye’ might not all make it without some being
  controlled.  I do not know.  Once ye’ have chopped that
  4th post, I am telling ya’ to run like the wind into the tun-
  nel before the room comes fallin’ on ya.”
  Barlan will then shuffle around the desk to face
  you.  “I wish I could help ya’ more, but I fear I will not be
  able to hold on if I get too close to that beast.”
  He starts to unclasp the necklace he is wearing.
  “This will protect ya’...Oh, and after you’re out, look for
  the door of fear.  I drew the top of it as best I could.  That
  door will take ya’ into the manor; the only other way
  outta’ here to my knowin’, unless you take the tunnel
  into the deep underneath.  You should not be tryin’ that.”
  As soon as he hands the necklace over to
  the closest party member, his eyes glaze over and he
  attacks.  Now, with the necklace removed he is a sav-
  age and tough zombie; the spirit and mind of Barlan
  gone forever.
  ____________________________________________
  Barlan
  Male advanced zombie: CR 1; Medium-size undead; HD
  3d12+3 (22 hp); Init –1 (-1 Dex); Spd 30 ft.; AC 14 (-1
  Dex, +2 natural, +3 studded leather armor; touch 9, flat-
  footed 11; armor check penalty -1); BAB +1; Atk +2
  melee (1d6+1, crit. 20/x2, slam); Face/Reach 5 ft. by 5
  ft./5 ft.; SQ Partial actions only, undead; AL N; SV Fort
  +1, Ref +0, Will +3; Str 13, Dex 8, Con –, Int –, Wis 10,
  Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex): Zombies have poor
  reflexes and can perform only partial actions.  Thus they
  can move or attack, but can only do both if they charge
  (a partial charge).
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain.  Immune to anything requiring a Fortitude
  save (unless it affects objects).  Make Concentration skill
  checks using Charisma modifier.
  Tactics: Once Barlan loses control of himself he
  becomes a mindless, savage
  zombie with no real tactics other
  than bashing the characters.
  Special Note: Barlan’s necklace
  provides complete protection to
  the wearer against all forms of
  mind control or charms—even
  from the devil.  However, due to
  the taxing efforts the charm had
  to undergo to keep the undead
  Barlan’s mind together, the
  charm has been weakened and
  will slowly fade in power.  After a
  full month it will be reduced to
  offering a +2 saves against
  charms and mind-affecting
  magic.  After two months it will
  reduce to +1, but it will not
  degrade past this. 
  Additional Supplies: The shack
  has four miner’s picks, two lanterns, about ten hours of
  lantern oil (total for both), and a box of eight torches, as
  well as flint and steel.  Barlan’s battleaxe sits in the cor-
  ner discarded and covered in webs.  It is a fine quality
  axe and counts as a masterwork dwarf war axe.  It is the
  axe Barlan instructed the party to use in order to col-
  lapse the chamber of Warphit.
  4. The Old Vein
  ___________________________________________
  This cavern looks to be one of the original mining areas
  but now serves as storage.  All of the crates are
  smashed, and litter of all sorts is strewn about the
  empty, silent cavern.
  ___________________________________________
  This room was where the first miners of Loch-Durnan
  found a large vein of gold some ten years past.  The vein
  has been totally mined out, and the area has been used
  for supplies since.  All of the boxes and crates are broken
  and scattered.  Evidence hints that it was goblins
  (Wilderness Lore check, DC 10).  Small bones, rotten
  clothing, and old weapons provide more clues that the
  goblins had once ransacked this room.  A search (Search
  check, DC 20), will reveal that one of the broken chests
  16
  A simple role-playing
  tip here is to play out
  key characters like
  Barlan.  Use the
  undead dwarf to set
  the eerie tone of this
  terrible event that has
  beset the hamlet of
  Loch-Durnan.  Also,
  use the darkness and
  tight tunnels to contin-
  ue to emphasize the
  mood.  Glance through
  a thesaurus to find
  words to set a dark
  mood like this one.
  
  had a hidden compartment that was not
  previously found.  In it is a small jar of tin-
  der dust with 4 doses left and a small
  lump of pure gold (valued at 60 gp).   See special items
  in the appendix.
  5. New Door
  ____________________________________________
  You come to a door that looks to be fairly new.  It is
  made of solid wood and bound in iron, with a large lock
  clamped to the door latch to prevent entry or... escape!
  ___________________________________________
  Crimble erected this door to keep in the latest pet of
  Warphit (a halfling ghoul named Tippi) until the priest
  could better control it.  This door is made of strong wood
  and is locked; however, it is not trapped.  The door is
  obviously a new construction to even a novice who looks
  at it.
  Door: 2-in. thick; Break DC 23; Hardness 5; 20 hp; Open
  Lock DC 28.
  6. Lair of Tippi
  Tippi is a clever ghoul.  It will know immediately that who-
  ever is coming through the door is not Crimble with gob-
  lin bodies to eat.  The cave smells terrible and reeks of
  decay.  As soon as characters get the door in area 5
  open, two of Tippi’s ghoul creations will charge down the
  hall and attack.
  __________________________________________
  As you finally get this solid door to open, a terrible
  stench wafts out of the black depth of the tunnel.  A
  fiendish hiss echoes out of the darkness as two shapes
  charge out at you.
  Their mottled and rotten flesh, terrible clawed
  talons and sharp fangs mark them clearly...
  Ghouls!
  _____________________________________________
  Ghoul
  CR 1; Medium-size undead; HD 2d12 (13 hp); Init +2 (+2
  Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural; touch 12,
  flat-footed 12); BAB +1; Atk +3 melee (1d6+1 and paral-
  ysis, crit. 20/x2, bite) and +0 melee (1d3 and paralysis,
  crit. 20/x2, 2 claws); Face/Reach 5 ft. by 5 ft./5 ft.; SA
  Create spawn, paralysis; SQ +2 turn resistance, undead;
  AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con —
  , Int 13, Wis 14, Cha 16.
  Languages: Common.
  Skills and Feats: Climb +6, Escape Artist +7,
  Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move
  Silently +7, Search +6, Spot +7; Multiattack, Weapon
  Finesse (bite).
  Create Spawn (Su): In most cases, ghouls
  devour those they kill. From time to time, however, the
  bodies of their humanoid victims lie where they fell, to
  rise as ghouls themselves in 1d4 days. Casting protec-
  tion from evil on a body before the end of that time
  averts the transformation. (The statistics above are for
  human ghouls and ghasts. Ghouls and ghasts may vary
  depending on their original race or kind.)
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed at a Fortitude save (DC 14) or be
  paralyzed for 1d6+2 minutes. Elves are immune to this
  paralysis.
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects). Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain. Immune to anything requiring a Fortitude
  save (unless it affects objects). Make Concentration skill
  checks using Charisma modifier.
  __________________________________________
  You come around a dark corner and observe a scene of
  carnage.  Half chewed bodies of goblins (and perhaps
  some others) lie about the deep cavern.  Flies, worms,
  and other such bugs are abundant and the smell of
  decay and torn flesh is nearly overwhelming.
  Launching a ferocious attack from the dark
  recesses of the cavern is a short lean figure.  Nasty
  claws tear at you as this halfing-undead abomination
  assails you in a rain of blows and terror.
  ______________________________________________
  Tippi
  Male advanced halfling ghoul: CR 1; Small undead;
  HD 3d12 (19 hp); Init +3 (+3 Dex); Spd 20 ft.; AC 16
  (+1 size, +3 Dex, +2 natural; touch 14, flat-footed
  13); BAB +1; Atk +5 melee (1d6 and paralysis, crit.
  20/x2, bite) and -1 melee (1d3-1 and paralysis, crit.
  20/x2, 2 claws); Face/Reach 5 ft. by 5 ft./5 ft.; SA
  Create spawn, paraly-
  sis; SQ +2 turn resist-
  ance, undead; AL CE;
  SV Fort +1, Ref +4,
  Will +5; Str 9, Dex 17,
  Con —, Int 13, Wis
  14, Cha 16.
  Languages:
  Common.
  Skills and
  Feats: Climb +6,
  Escape Artist +8,
  Hide +12, Intuit
  17
  
  Direction +3, Jump +6, Listen +9, Move Silently +10,
  Search +6, Spot +7; Multiattack, Weapon Finesse (bite).
  Create Spawn (Su): In most cases, ghouls
  devour those they kill. From time to time, however, the
  bodies of their humanoid victims lie where they fell, to
  rise as ghouls themselves in 1d4 days. Casting protec-
  tion from evil on a body before the end of that time
  averts the transformation. (The statistics above are for
  human ghouls and ghasts. Ghouls and ghasts may vary
  depending on their original race or kind.)
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed at a Fortitude save (DC 14) or be
  paralyzed for 1d6+2 minutes. Elves are immune to this
  paralysis.
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects). Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain. Immune to anything requiring a Fortitude
  save (unless it affects objects). Make Concentration skill
  checks using Charisma modifier.
  Tactics: Tippi will wait in hiding while the two lesser
  ghouls attack the party.  If the characters do not contin-
  ue into the cavern, Tippi will sneak out and attack them
  as soon as the opportunity looks good.  If the characters
  continue, then Tippi will wait in the dark corner and
  ambush the first character to happen by.
  Loot:
  Scattered about Tippi’s cave are
  the remains of its victims.  Most of
  the stuff belongs to goblins,
  but there are two bodies of
  what appear to be stalwart
  adventurers.  On one is a suit
  of chainmail, Large steel
  shield, and a bastard
  sword.  On the other is a pur-
  ple saffron robe (damaged), a
  silvered dagger, a ring (5 gp
  value), and a quarter-
  staff.  The party will also
  find a spellbook on this
  body but it is ruined
  and half eaten.
  Support:  Tippi has no
  support from another
  area other than his
  own little ghouls.
  7. Workers’ Rest Area
  _____________________________________
  This was once a rest area for miners.  Benches
  are lined up, and there are old moldy cots in
  the corners.  It is obvious that goblins have raided this
  area of anything valuable.  The only good point to this
  cave is that it looks like a reasonably defensive place to
  rest a bit.
  ___________________________________________
  There is nothing of value in here.
  8. Dank Alcove
  ___________________________
  Another gruesome scene lies before you.  The body of a
  fallen adventurer is sprawled in the deep recesses of the
  tunnel.  It convulses as if it is alive, but as you get closer
  you realize it is the feeding frenzy of some large tunnel
  rats.
  ______________________________________
  The rat-covered corpse in the corner is yet another fallen
  adventurer who staggered here before being attacked by
  the vermin.  Warphit has little trouble controlling the less-
  er creatures.  When the party stumbles onto this grue-
  some scene, the rats will immediately and surprisingly
  attack with abandon.
  Rat
  CR 1/8; Tiny animal; HD ¼ d8 (1 hp); Init +2 (+2
  Dex); Spd 15 ft., climb 15 ft.; AC 14 (+2 size, +2
  Dex; touch 14, flat-footed 12); BAB +0; Atk
  +4 melee (1d3-4, crit. 20/x2, bite);
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SQ
  Scent; AL N; SV Fort +2, Ref +4, Will
  +1; Str 2, Dex 15, Con 10, Int 2,
  Wis 12, Cha 2.
  Skills and Feats: Balance +10,
  Climb +12, Hide +18, Move Silently
  +10; Weapon Finesse (bite).
  Skills: Rats receive a +4 racial
  bonus to Hide and Move Silently
  checks and a +8 racial bonus to
  Balance checks.  They use their
  Dexterity modifier for Climb checks.
  Tactics: These rats will apply no
  tactics other than to swarm onto
  one character at a time.
  Loot:  There is a broadsword in
  the corpse’s hand, a simple short
  spear protruding from its chest,
  and it wears a suit of studded
  leather armor that is damaged beyond repair.
  18
  
  Pit of Loch-DDurnan: Level  11B:
  __________________________________________
  You traverse along a winding tunnel with smooth walls
  and hard packed floors.  As you finally approach, there is
  a split in the tunnel that ends up going in two directions,
  west and northwest.  The dim light of flickering, low burn-
  ing fires can be seen coming from both directions.
  Giving pause to examine and listen, you clearly hear the
  chatter of non-human tongues wagging.  You can only
  guess that the goblins were smart enough to post
  guards in this area and you should proceed with some
  level of caution.
  One thing of note, the area due west seems to
  have far more activity than that of the northwest tunnel.
  ______________________________________________
  A forty-foot tunnel spans between level 1 and level 1B.
  This area is where the goblins have settled in.  It also
  happens to shield the area where Warphit’s crystal
  prison is housed.  The devil does not waste much of his
  limited energy on the goblin masses other than com-
  pelling their leader, a tough goblin named Hortek.  Once
  Warphit got a hold on the goblin leader’s mind, he drove
  him to set up his tribe in the upper mines of level 1B and
  has since let them fend for themselves.  The under-
  ground pool gives them fresh water and some fish.  The
  goblins also occasionally venture deeper into the caverns
  whence they originally came to hunt underground beasts
  for food.  They will not leave the area under any circum-
  stances and will defend it to the death.
  1. Miners’ Storage
  This area was carved out of the rock to serve as dry stor-
  age for the miners.  It appears to be well made and is
  completely free of leaks.  
  ___________________________________________
  This appears to have been a dry storage for the miners.
  The walls have been smoothed, and elevated racks line
  the far side of the cavern.  On those racks are some
  solid, untapped kegs that have been strangely left
  untouched by the goblins that had set up camp in here.
  All of the other boxes and crates have been
  smashed and looted by the green skins.
  ____________________________________________
  There are three other goblin guards in here.  If they have
  responded to combat in area 2, then the area will be
  empty of enemies.  If not, the guards will be alerted to
  the noise and begin showing interest.  They will not be
  caught by surprise in this case.
  Goblins (3)
  CR ¼; Small humanoid (goblinoid); HD 1d8
  (4 hp); Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 size, +1
  Dex, +3 studded leather; touch 12, flat-footed 14; armor
  check penalty -1); BAB +1; Atk +1 melee (1d8-1, crit.
  20/x2, morningstar) or +3 ranged (1d6-1, crit. 20/x2, 30
  ft., javelin); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision
  60 ft.; AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Tactics: These goblins are typical and not that brave.  If
  outnumbered, they will attempt to flee.  If there is not
  enough room to run by, they will hurl javelins in an
  attempt to drive off the intruders.  They may surrender, if
  given the option.
  Loot: There is some dried, old meat (eight days worth for
  one person) as well as three casks of ale that have
  strangely been left untapped and undisturbed.  Each
  cask weighs about 12 lbs. and contains about 5 gp
  worth of standard ale.  Hortek has been saving them for
  an occasion that is not known to the goblins guarding
  the area.
  Support:  If a fight ensues in this area that is noisy or
  lasts for more than three combat rounds, the goblins in
  area 2 will be alerted and come to aid these guards in
  one more round.
  2. Goblin Watch
  ____________________________________
  Several goblins sit around a campfire talking amongst
  themselves.  They appear to be completely unaware of
  intrusion, and are paying no attention to the hallway at
  all.  It is as if they feel entirely safe from harm.
  There are two other exits from this large cavern,
  one to the north that seems to have a muddy, dark floor,
  and one to the west, where more
  flickering firelight can be seen.
  __________________________
  Warphit’s power is not unlimited,
  so he usually lets the goblins do
  as they please, knowing they will
  attack most intruders, unless he
  says otherwise.  As the charac-
  19
  
  ters get to this area of the pit, they are
  entering the chosen home of Hortek
  and his tribe of green skins.  Goblins
  stand guard here in order to alert the
  tribe of intruders or drive an enemy back.  There are five
  goblins huddled around a low fire in the cavern.  They
  are not being very vigilant about their post and feel safe
  from the villagers.  If a party is stealthy they will not alert
  the guards until they come within eyesight, or if they
  have a bright light.  
  Goblins (5)
  CR ¼; Small humanoid (goblinoid); HD 1d8 (4
  hp); Init +1 (+1 Dex); Spd 30 ft.; AC 15
  (+1 size, +1 Dex, +3 studded
  leather; touch 12, flat-footed 14;
  armor check penalty -1); BAB +1;
  Atk +1 melee (1d8-1, crit. 20/x2,
  morningstar) or +3 ranged (1d6-
  1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.;
  SQ Darkvision 60 ft.; AL NE; SV
  Fort +2, Ref +1, Will +0; Str 8,
  Dex 13, Con 11, Int 10, Wis 11,
  Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide
  +6, Listen +3, Move Silently
  +4, Spot +3; Alertness.
  Skills: Goblins gain a
  +4 racial bonus to Move
  Silently checks.  Goblin cavalry
  (mounted on worgs) gain a +6
  bonus to Ride checks and the
  Mounted Combat feat (neither
  of these benefits is included in
  the statistics block).
  Gear: 2 javelins, morn-
  ingstar, studded leather armor.
  Tactics:
  Having no warning from Warphit, the goblins
  feel they are very safe and are not on their toes in
  regards to their guarding duties.  Unless the party makes
  a great deal of noise or brings a very bright light into the
  area, the goblins will be caught flat-footed.  One will hang
  back and hurl javelins while calling for help in area two,
  unless prevented in some way by the party in the first
  round of combat.
  Loot:
  These goblins have a total of 27 copper pieces on
  them.
  Support:
  If the guard is allowed to yell for help for more
  than three full combat rounds, then it will alert the oth-
  ers in area three as well.  Likewise, if a loud combat
  goes on for three full combat rounds, it will alert the gob-
  lins in area two (if they have not been dealt with).
  3. Goblin Watch II
  ____________________________________
  Huddled around three small, smoky fires are
  eight goblin guards who are eating cooked
  cave vermin and talking amongst themselves.  It is
  apparent they are not expecting trouble, and thus, are
  not very watchful.
  ___________________________________________
  A larger group of goblins are positioned here for the
  defense of the tribe.  They have set up a watch/living
  area in this large cavern.  There
  are three fires burning  in
  the cavern, and goblins huddle
  around them for warmth.  This
  prevents them from using
  their darkvision.
  Goblins (8)
  CR ¼; Small humanoid
  (goblinoid); HD 1d8 (4
  hp); Init +1 (+1 Dex);
  Spd 30 ft.; AC 15 (+1
  size, +1 Dex, +3 studded
  leather; touch 12, flat-
  footed 14; armor check
  penalty -1); BAB +1; Atk
  +1 melee (1d8-1, crit.
  20/x2, morningstar) or
  +3 ranged (1d6-1, crit.
  20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5
  ft./5 ft.; SQ Darkvision
  60 ft.; AL NE; SV Fort
  +2, Ref +1, Will +0; Str
  8, Dex 13, Con 11, Int
  10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide
  +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Tactics: Again, these goblins are feeling very safe from
  intrusion.  Unless alerted by the guards in area 1, they
  will not be diligent in watching the entrances of the
  room.  Since they have fires going, they will not be able
  to use darkvision; the flames cast long shadows and
  make some noise.  Very quiet characters could make it
  by here by making opposed Hide and Move Silently
  20
  
  checks against the Listen and Spot checks
  of the goblins (who suffer –1 to checks
  due to the fires).  If alerted from the
  sounds of combat in nearby areas, they are lined up to
  hurl javelins as the party enters, and cannot be sur-
  prised.  Furthermore, if alert, the players will not be able
  to sneak across the room.
  Loot: These goblins have little in the way of loot.  In total
  they will have 17 cp and poor quality food that would last
  a single person fifteen days.
  4. Muddy Cavern
  ________________________________________
  A glint of gold catches your eye .  Deeply embedded in
  the wall on the far side of this cavern is a large gold
  nugget that is easily visible from the entrance.  Mud cov-
  ers the entire floor of the cavern and seems to get deep-
  er as it goes further inward.
  _________________________________________
  This pit of mud is obviously avoided by the goblins.
  Down in the mud, lying dormant, are three mud worms.
  These creatures can hibernate for years until some hap-
  less creature stumbles into the mud.  At the opening to
  the room, the bottom is only about a foot under the
  goopy mud.  As you go further into the room, the bottom
  drops steeply two feet for every five feet traveled.  At its
  deepest, in the middle, the mud pit
  is eight feet deep.  The mud is thin
  enough to swim across at a very
  slow rate of five feet per round.
  Embedded in the wall on the far
  side, in between three rough natural
  columns, is a large gold nugget that
  someone had once managed to get
  halfway exposed.  The nugget is visi-
  ble from the room’s entrance if the
  characters have a light.  Once a
  character is at four feet deep or
  more (which will be ten feet into the
  room) the worms attack.
  Mud Worms (3)
  CR 1; Large vermin; HD 2d8 (9 hp);
  Init +0; Spd 10 ft., swim 40 ft.; AC
  15 (-1 size, +6 natural; touch 9, flat-
  footed 15); BAB +1; Atk +2 melee (1d3+3, crit.
  20/x2, slam); Face/Reach 5 ft. by 10 ft./5 ft.; SA
  Constrict 1d3+3, improved grab; SQ Rubbery skin,
  tremorsense, vermin; AL N; SV Fort +3, Ref +0, Will +1;
  Str 15, Dex 10, Con 11, Int –, Wis 12, Cha 10.
  Skills and Feats: Climb +8, Hide +0*, Swim +10.
  Constrict (Ex): A mud worm deals 1d3+3 points
  of damage with a successful grapple check against
  opponents of up to Medium-size.
  Improved Grab (Ex): To use this ability, the
  mud worm must hit an opponent of up to Medium-
  size with its slam attack.  If it gets a hold, it can con-
  strict.
  Rubbery Skin (Ex): A mud worm has damage
  reduction 3 against bludgeoning weapons of all types.
  Tremorsense (Ex): Mud worms can automatically
  sense the location of anything within 60 feet that is in
  contact with mud.
  Vermin: Immune to mind-influencing effects.
  Skills: * A mud worm gains a +8 racial bonus to
  Hide checks in muddy terrain.
  Tactics: Mud worms will attack by sneaking up, using
  their Hide skill, and striking quickly from under the mud.
  Loot: The gold nugget is not as big as it appears and is
  worth 40 gp.  It will take seven minutes to pry the nugget
  out of the wall.
  5. Dank Cave
  ____________________________________________
  This dank cave has several natural steps leading down to
  it.  The room is large and strangely devoid of goblins.
  There are scattered remnants of bone and old food.  On
  the north and south side of the room are a series of
  small holes.  Water trickles slowly from them.
  _______________________________________
  When the water from the underground river rises,
  it sometimes forces a colony of giant ants into
  this cavern, which is why the goblins leave it be.
  They also dump leftover or rotten food in here to
  keep the ants from wanting to go too far.
  Whenever the party enters this cavern roll a
  d20.  If you roll a 1-3, the ants are coming
  into the room from their underground net-
  work.  They will be driven by the river to come
  up here and get away from the water.  It will
  only be a few that are cut off from the main
  ant tunnels that come here.  They will not
  wander out of the cavern, but will attack or scav-
  enge in this area.
  Giant Ant, Soldiers (1d4)
  CR 2; Medium-size vermin; HD 2d8+2 (11 hp);
  Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural;
  touch 10, flat-footed 17); BAB +1; Atk +3 melee (2d4+3,
  crit. 20/x2, bite); Face/Reach 5 ft. by 5 ft./5 ft.; SA Acid
  sting, improved grab; SQ Vermin; AL N; SV Fort +4, Ref
  +0, Will +1; Str 14, Dex 10, Con 13, Int –, Wis 13, Cha
  11.
  Skills and Feats: Climb +10, Listen +6, Spot +6.
  Acid Sting (Ex): The giant ant soldier has a
  21
  
  stinger and an acid-producing gland
  and in its abdomen.  If it successfully
  grabs an opponent, it can attempt to
  sting each round using its full attack
  bonus.  A hit with the sting attack deals 1d4+1 points of
  piercing damage and 1d4 points of acid damage.
  Improved Grab (Ex): To use this ability, the giant
  ant must hit with its bite attack.  A giant ant soldier that
  gets a hold can sting.
  Giant Ant, Workers (1d4+1)
  CR 1; Medium-size vermin; HD 2d8 (9 hp); Init +0; Spd
  50 ft., climb 20 ft.; AC 17 (+7 natural; touch 10, flat-
  footed 17); BAB +0; Atk +1 melee (1d6, crit. 20/x2,
  bite); Face/Reach 5 ft. by 5 ft./5 ft.; SA Improved grab;
  SQ Vermin; AL N; SV Fort +3, Ref +0, Will
  +0; Str 10, Dex 10, Con 10, Int –, Wis
  11, Cha 9.
  Skills and Feats: Climb +8,
  Listen +5, Spot +5.
  Improved Grab (Ex): To
  use this ability, the giant ant
  must hit with its bite attack.
  Tactics: The ants are simply
  trying to keep from drowning in
  the river, but they will attack
  anything that enters the cavern
  while they are there.  They
  have no special tactics.
  6. Goblin Encampment
  There is no paraphrased text for this
  area but read it carefully, as this
  encounter is a major plot development.
  The encounter with Sheepo and Glith may go a few
  ways.  The most likely are covered here.
  This is the first of two large goblin encamp-
  ments.  This particular group of goblins is led by the
  right hand of Hortek.  Her name is Sheepo Gnarlknee,
  a goblin shaman of some power.  For the party to be
  successful in getting by Hortek, they will have to negoti-
  ate a deal with Sheepo.  Area 8 is protected by Sheepo’s
  personal guard, led by Sheepo’s apprentice, Glith.  This
  will be discussed later, but is critical to the party’s suc-
  cess.
  Sheepo, through magic, has
  managed not to be swayed by
  Warphit and has recognized that her
  leader, who she is loyal to in a
  strange way, has been almost com-
  pletely taken over by the devil.
  She will do anything to secretly
  break the hold Warphit has on
  Hortek so that they can return home
  to the underground lair.  Please see area 8 for
  making contact with Sheepo.
  This encampment is divided by a
  small, clear underground stream that is about
  three feet wide but shallow enough to walk across.  On
  the south side of the stream are the bulk of the goblins
  led by the shaman—forty-seven in all!  The first thing the
  party will note is the lack of females and children, as
  none are present.
  The encampment itself is dank and dirty, with
  garbage strewn about.  Fires burn low and with little
  smoke.  On the far side of the small stream is the one
  small, and well-guarded hut of Sheepo.  
  Hopefully, the party will not be trying to fight their way
  through here, since it would likely draw attention from
  areas 7, 9, and 10.
  If Glith in area 8 has been able to rea-
  son with the party to talk to Sheepo, then the
  shaman will offer to sneak the group by
  Hortek using the second level sorcerer
  spell “minor image” to make the charac-
  ters appear to be part of her personal
  guard.  She will then escort them with
  several real personal guards to area
  thirteen where the party can descend
  past the goblins and to the area most
  closely guarded by Warphit.Sheepo
  knows as long as the devil holds sway
  over Hortek that they will never be able
  to leave here and go back to their tribe.
  She also knows that they could never
  get past Warphit.  The spirits have told
  Sheepo that a group of surface dwellers
  would come soon that might be able to stop
  the hellish beast.
  This is why she will have Glith set up to
  find or encounter the party before Hortek.
  Sheepo Gnarlknee
  Female goblin Sor5; CR 5; Small humanoid (goblinoid);
  HD 5d4 (12 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+1
  size, +2 Dex; touch 13, flat-footed 11); BAB +2; Atk +2
  melee (1d4-1, crit. 19-20/x2, dagger) or +5 ranged (1d6-
  1, crit. 20/x2, 30 ft., javelin); Face/Reach 5 ft. by 5 ft./5
  ft.; SA Spells; SQ Darkvision 60 ft.; AL NE; SV Fort +1,
  Ref +3, Will +4; Str 8, Dex 14, Con 11, Int 10, Wis 11,
  Cha 14.
  Languages: Goblin.
  Skills and Feats: Concentration +6, Knowledge
  (arcana) +4, Move Silently +6, Spellcraft +6; Combat
  Casting, Dodge.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  22
  
  Gear: Dagger, 2 javelins, spell
  component pouch, wand of sleep (4
  charges).
  Sorcerer Spells Known (6/7/5; DC 12 + spell
  level):  0-level—detect magic, detect poison, ghost sound,
  light, open/close, read magic.  1st—identify, magic mis-
  sile, protection from good, summon monster I.  2nd—acid
  arrow, minor image.
  Sheepo’s Personal Guards (10)
  Male goblin War2; CR 1; Small humanoid (goblinoid); HD
  2d8 (9 hp); Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 size,
  +1 Dex, +3 studded leather; touch 12, flat-footed 14;
  armor check penalty -1); BAB +2; Atk +2 melee (1d6-1,
  crit. 20/x3, halfspear); Face/Reach 5 ft. by 5 ft./5 ft.; SQ
  Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will +0; Str
  8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Intimidate +1, Listen
  +1, Move Silently +4, Spot +1; Combat Reflexes.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: Halfspear, studded leather armor.
  Goblins (37)
  CR ¼; Small humanoid (goblinoid); HD 1d8 (4 hp); Init
  +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 stud-
  ded leather; touch 12, flat-footed 14; armor check penal-
  ty -1); BAB +1; Atk +1 melee (1d8-1, crit. 20/x2, morn-
  ingstar) or +3 ranged (1d6-1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11,
  Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Tactics: Sheepo will try to stop a fight with PCs first in
  order to talk to them and discover if they are the adven-
  turers the Spirits told her of.  If she cannot find a way to
  stop them from attacking, she will command the thirty-
  seven normal goblins to attack.  Her personal guard will
  surround her, and she will support the fight with her
  magic.  This will also alert any remaining goblins in area
  8.
  A low-level party is no match for Sheepo and her group.
  The shaman alone will likely be able to kill two or more
  PCs under 3rd level.  Try, as the GM, to get a negotiation
  going so the party is not wiped out.
  If a large battle ensues in area 8 that is not stopped
  within five combat rounds, Sheepo will order her goblins
  out to assist.  She will, again, attempt to stop a fight with
  PCs.
  Loot:
  Scattered amongst the goblins are 740 cp, 38 sp,
  and 7 gp.  There are also numerous, low quality weapons
  most common to goblins.
  In Sheepo’s hut there is her personal stuff.  A
  locked chest is in one corner and contains 80 gp, two
  potions of cure light wounds, and a potion of fire breath,
  as well as a divine scroll of detect 
  traps.  If you are feeling generous, or the party is not
  doing well, you can have Sheepo give the party these
  potions to help them against the devil’s minions.
  Support:
  As you read through this, you will note that the
  area might be supported by a few groups, but is more
  likely to support area eight where Glith has been posted
  to watch for the heroes the Spirits told Sheepo to expect.
  7. Well
  ____________________________________________
  A large, stone-ringed well consumes the majority of this
  small cavern.  The water rises nearly to the top and
  appears to be crystal clear.  Four goblins stand guard
  but again do not appear terribly alert.
  _______________________________________________
  Even though the stream is clean, there is a large, stone-
  ringed well of crystal clear water that is cool and fresh.
  Hortek has this well guarded as his own personal water.
  He does share it with Sheepo and his own personal war-
  riors, but no one else.
  There are four goblins of Hortek’s guard here
  watching over the well to make sure no common gob-
  lins get to it.
  Hortek’s Guards (4)
  Male goblin War2; CR 1; Small humanoid (goblinoid); HD
  2d8 (9 hp); Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 size,
  +1 Dex, +3 studded leather; touch 12, flat-footed 14;
  armor check penalty -1); BAB +2; Atk +2 melee (1d8-1,
  crit. 20/x2, morningstar) or +4 ranged (1d6-1, crit.
  20/x2, 30 ft., javelin); Face/Reach 5 ft. by 5 ft./5 ft.; SQ
  Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will +0; Str
  8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Intimidate +1, Listen
  +3, Move Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  23
  
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Tactics:
  Again, this group is a bit bored.  They have
  never had a problem and so they are not on alert.
  Unless a battle goes on in area 8 for more than five com-
  bat rounds, these goblins will be caught flat-footed and
  unprepared.  
  Loot:
  Each goblin carries 1 gp and 11 cp.
  Support: If overwhelmed, one will immediately try to
  head out to get help from area 7, 8, or 9.
  8. Sheepo’s Guards
  ___________________________________________
  As soon as you enter, you note three large doors turned
  sideways and propped to face the hall that you have
  came from.  Out from behind the table in the north part
  of the cavern a spear rises high with a dirty, maybe
  white, tunic tied to it like a flag of truce.
  A goblin voice calls out in broken Common.
  “Surface dwellers, we wish to talk to you, please do not
  attack us.  We are not your enemy.  My mistress needs
  your help and will help you in return.”
  There are three other exits to this cavern and all
  seem to be active with goblins.
  ___________________________________
  This is the room where Sheepo’s personal guard and her
  apprentice are.  Glith is on alert and waiting for a party
  to come through in order to get them in
  a negotiation with his master (Sheepo).
  Sheepo and Glith are also very smart
  (for goblins), and have set up a solid
  defense using discarded doors and
  logs.  They have three large wooden
  doors set up to face the entrance
  from the mines to area 8.  
  Behind each door are three of
  Sheepo’s personal guards with short
  bows and four more with javelins and
  morningstars (see handout below: door
  defense).  In front of the three propped
  doors is a roughly dug trench with point-
  ed logs facing the entrance.  Glith is
  behind the one closest to the tunnel to
  area 6.  When the
  party enters the
  area, Glith will call
  out for parley and fly a dirty, torn,
  white tunic on a spear.  Glith speaks
  fair but broken Common.  If the
  party shows that they are willing to
  listen, then Glith will inform them
  that his master wishes to speak with
  them (see text box).
  These are elite goblins and well-root-
  ed, with little to fear from low-level characters.
  They are fairly confident and trust in Glith and
  Sheepo entirely.  Any fighter, ranger, or paladin can make
  an Intelligence check (DC 11) to note that if these gob-
  lins wanted to do the party serious harm, they could.
  Glith
  Male goblin Sor2; CR 2; Small humanoid (goblinoid); HD
  2d4 (5 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+1 size,
  +2 Dex; touch 13, flat-footed 11); BAB +1; Atk +1 melee
  (1d6-1, crit. 20/x3, halfspear); Face/Reach 5 ft. by 5
  ft./5 ft.; SQ Darkvision 60 ft.; AL NE; SV Fort +0, Ref +2,
  Will +3; Str 8, Dex 14, Con 11, Int 12, Wis 11, Cha 13.
  Languages: Common, Goblin.
  Skills and Feats: Concentration +5, Knowledge
  (arcana) +6, Spellcraft +6; Dodge.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: Halfspear, potion of cure light wounds,
  spell component pouch.
  Sorcerer Spells Known (5/2; DC 11 + spell
  level):  0-level—detect magic, ghost sound, light, ray of
  frost, read magic.  1st—charm person, magic missile.
  Sheepo’s Archers (9)
  Male goblin War2; CR 1; Small humanoid (goblinoid); HD
  2d8 (9 hp); Init +1 (+1 Dex); Spd 30
  ft.; AC 15 (+1 size, +1 Dex, +3 stud-
  ded leather; touch 12, flat-footed 14;
  armor check penalty -1); BAB +2; Atk
  +2 melee (1d4-1, crit. 19-20/x2,
  dagger) or +4 ranged (1d6-1, crit.
  20/x3, 60 ft., shortbow); Face/Reach
  5 ft. by 5 ft./5 ft.; SQ Darkvision 60
  ft.; AL NE; SV Fort +3, Ref +1, Will
  +0; Str 8, Dex 13, Con 11, Int 10,
  Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6,
  Intimidate +1, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4
  racial bonus to Move Silently checks.
  Goblin cavalry (mounted on worgs)
  gain a +6 bonus to Ride checks and the Mounted
  Combat feat (neither of these benefits is included in the
  statistics block).
  Gear: 20 arrows, dagger, shortbow, studded
  leather armor.
  24
  
  Sheepo’s Guards (12)
  Male goblin War2; CR 1; Small humanoid
  (goblinoid); HD 2d8 (9 hp); Init +1 (+1
  Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded
  leather; touch 12, flat-footed 14; armor check penalty -
  1); BAB +2; Atk +2 melee (1d8-1, crit. 20/x2, morn-
  ingstar) or +4 ranged (1d6-1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +3, Ref +1, Will +0; Str 8, Dex 13, Con 11,
  Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Intimidate +1, Listen
  +3, Move Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Tactics: Glith will do everything he can to keep the PCs
  from fighting them and parley.  If a battle ensues, he will
  attempt to charm one of the PCs and have them shout
  out to stop fighting.  If he is able to calm things down
  quickly, he will release the charmed character as a show
  of good faith.  If not, he will direct the charmed character
  to defend the goblins.  If the fight goes on for more than
  five rounds, the remaining warriors of Sheepo’s guard
  and regular goblins plus Sheepo herself, will pour out of
  area 6.  You can have her make one final attempt at rea-
  son.  If that fails, they will fight until all PCs are dead, as
  they do not want Hortek to discover they attempted to
  talk to the characters in any way.
  If forced to defend themselves, the goblins will
  fight from cover (one-half cover), at first shooting bows
  and hurling javelins.  If characters manage to get to the
  other side of the doors, the goblins with morningstars
  will engage them while the archers continue to assault
  easy targets.
  Loot: The goblins each carry 5 sp and 7 cp.  Glith has
  10 gp and his potion of cure light wounds (if he has not
  used it).
  Support: See above.
  9. Goblin Encampment II
  _________________________________________
  A large, dusky cavern yawns before you.  Many, many
  goblins hustle about the area, and there are several
  obvious campsites in the cavern.  The area is divided by
  a river and small lake with even more goblins across the
  way.
  You notice there are no females or young
  amongst the goblins in the massive cavern, and all the
  males seem to be young warriors.
  ______________________________________________
  This is the larger goblin encampment, and
  is run by the goblin war chief, Hortek the
  Clever.  The goblin chief is entirely in the
  thrall of Warphit and will do the devil’s bidding without
  question.  If an uncontrollable fight ensues in area 8 and
  continues for more than ten rounds, Hortek will be alert-
  ed and come to the rescue of his shaman.  Hortek, driv-
  en by Warphit, will attempt to subdue all of the charac-
  ters, if possible, and take them back for torture.  If he
  and his goblins cannot overwhelm a character, he will
  simply order the character killed.  Hopefully, the PCs will
  have been wise enough to parley with Sheepo, but if not
  this may give a few of them a second chance.
  If caught, the remaining party will endure a long
  night of torture at the hands of Hortek and his personal
  guard, under Sheepo’s watchful eye.  The shaman will
  openly tell Hortek not to kill them, as it may displease
  the devil Warphit.  Hortek will agree.
  After the long, terrible day, the characters will be
  at half hit points and suffer a –2 temporary penalty to
  Constitution for ten hours –1 hour per Will save bonus.
  Afterwards, they recover the temporary Con loss.
  At night, Sheepo and Glith will create a stealthy
  rescue with illusions, sleep spells, and charms.  The
  shaman will dump the players at area 13 and tell them
  to continue on to deal with the devil.  The shaman will
  give them the potions and scroll but tell them that to
  return this way will be their deaths.  Sheepo will not
  allow the party to go and kill Hortek, explaining that he is
  under Warphit’s influence.
  Hortek is a wickedly tough goblin who is normal-
  ly an unusually good leader; this is why Sheepo follows
  the chief.  He is normally very cunning as well, but since
  the intrusion of the chaotic Warphit, he has abandoned
  any attempt to be clever.  If the characters battle in area
  8 or manage to get to the large encampment of area 9
  and 10, they will encounter Hortek and his personal
  guard.  See the text box for a complete description of
  Hortek, or show them the illustration of him here.
  The large encampment is at the edge of an
  underground river that is fed by the stream that cuts
  through area 8 as well.  This side of the river holds
  the regular goblin warriors, forty-four in all.  These
  goblins are loyal to Hortek, but are becoming unsettled
  because they are not returning to their females and chil-
  dren.  They are normally of very high morale, but
  because of this and the irrational behavior their leader
  has been showing, they are at standard morale.  
  25
  
  Goblins (44)
  CR ¼; Small humanoid (goblinoid); HD
  1d8 (4 hp); Init +1 (+1 Dex); Spd 30 ft.;
  AC 15 (+1 size, +1 Dex, +3 studded
  leather; touch 12, flat-footed 14; armor check penalty -
  1); BAB +1; Atk +1 melee (1d8-1, crit. 20/x2, morn-
  ingstar) or +3 ranged (1d6-1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11,
  Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs)
  gain a +6 bonus to Ride checks and the Mounted
  Combat feat (neither of these benefits is included in the
  statistics block).
  Gear: 2 javelins,
  morningstar, studded
  leather armor. 
  Tactics: If the goblins have
  been alerted by battle in
  area 8, but have not yet
  organized to go to there to
  fight, they will be setting up
  in loose formation here.  If
  the party has managed to
  get in here unnoticed
  (unlikely) the goblins will be
  milling about, doing  their
  work, but will all be armed.
  If alert, Hortek and his per-
  sonal guard will also be on
  this side of the lake.  The
  chief will be barking
  orders and will be sur-
  rounded by his guards.
  If the party managed to
  get here unnoticed,
  then Hortek will be on
  his side of the lake in area 10.  Again, that is very
  unlikely, as Glith and his troop are very alert in area 8.
  Remember that Hortek will order the goblins to attempt
  to subdue the characters so that Warphit can feed on
  their torment and keep them alive a bit longer.
  Loot: There are 1,100 cp, 140 sp and 20 gp amongst
  the various shanty homes of the goblins on this side of
  the lake.
  Support: This area will get heavy support from Hortek
  and his personal guard in area 10.
  10. Hortek’s Vein
  __________________________________
  On the far side of the river stands a canvas
  and bone tent/shack with a few small campfires around
  it.  The entire wall behind the makeshift home is what is
  amazing.  Veins of bright, yellow gold run through it like a
  winding maze that glitter and sparkle in the fluttering
  campfire lights.  The massive amount of wealth in that
  wall is unbelievable.
  Standing before the shack with several tough-
  looking goblins is Hortek the Clever.  A wild-looking , wiry
  warrior with a solid spear made of sharp, glimmering
  steel.
  ___________________________________________
  This side of the river is where Hortek and his personal
  guard are.  He has sixteen guards (the other four are at
  the well in area 7) and a small wooden
  shack where he lives.  If the party is cap-
  tured, they will be trussed up behind the
  shack for Hortek and/or Warphit to play with
  as long as they last.  They will not be brought
  into Hortek’s shack unless they have battled
  their way in. 
  Behind his shack is one of the
  major veins of gold in the mine, and covers
  the back wall.  The party is not likely to be
  able to get to any of this gold, and Hortek
  guards it with his life.
  Hortek the Clever
  Male goblin War4; CR 3; Small humanoid
  (goblinoid); HD 4d8+11 (29 hp); Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft.; AC
  15 (+1 size, +1 Dex, +3 studded leather;
  touch 12, flat-footed 14; armor check penal-
  ty -1); BAB +4; Atk +5 melee (1d6, crit.
  20/x3, masterwork halfspear) or +5 ranged
  (1d6, crit. 20/x2, 30 ft., javelin); Face/Reach
  5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +3, Ref +1, Will +0; Str 10, Dex 13, Con 15,
  Int 10, Wis 11, Cha 9.
  Languages: Goblin.
  Skills and Feats: Hide +6, Intimidate +5, Listen
  +1, Move Silently +4, Spot +1; Improved Initiative,
  Toughness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, masterwork halfspear, studded
  leather armor.
  26
  
  Hortek’s Guards (4)
  Male goblin War2; CR 1; Small humanoid
  (goblinoid); HD 2d8 (9 hp); Init +1 (+1
  Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded
  leather; touch 12, flat-footed 14; armor check penalty -
  1); BAB +2; Atk +2 melee (1d8-1, crit. 20/x2, morn-
  ingstar) or +4 ranged (1d6-1, crit. 20/x2, 30 ft., javelin);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
  NE; SV Fort +3, Ref +1, Will +0; Str 8, Dex 13, Con 11,
  Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Intimidate +1, Listen
  +3, Move Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: 2 javelins, morningstar, studded leather
  armor.
  Loot:
  Amongst Hortek’s personal guard is 180 gp in
  gold nuggets from the vein in the large cavern wall.  Each
  will also have 3 sp and 5 cp.  In Hortek’s personal shack
  is an exotic, but very dirty animal hide rug (from the
  manor) worth 14 gp, a small war chest that has a
  Medium-size, rusty breastplate (+4 armor bonus, unless
  repaired), a pair of Medium-size locked gauntlets, a sim-
  ple silver ring (6 gp), two silvered daggers, 360 gp, 400
  sp, 200 cp, a small wooden box with four tiny glass vials
  filled with light green liquid (wayfarer’s water, see special
  items at the back of the book), and two potions of cure
  light wounds which he will take into battle with him.
  11. Black Pit
  This appears to be an empty and non-descript tunnel,
  unless someone inspects it closely.  This is a pit trap that
  was cleverly designed by the previous owners of the
  mine before the hamlet of Loch-Durnan discovered it.
  The townsfolk had it clearly marked, but the goblins took
  the signs and painted over them.  The painted marks are
  still visible to someone with a light source or darkvision,
  making it a bit easier to find.  One way to bypass this
  trap without incident is to be escorted by Sheepo or
  Glith.  If they escort the PCs via area 8, they pass it with-
  out incident.  If they had to rescue the PCs from Hortek,
  they escort them to area 13 from area 9 instead.
  Spiked Pit Trap (40-ft.-deep): CR 3; no attack roll neces-
  sary (4d6), +10 melee (1d4 spikes for 1d4+4 points of
  damage per successful hit); Reflex save (DC 20) avoids;
  Search DC 16; Disable Device DC 20.
  If someone manages to survive falling on
  the spikes or climbs down to the bottom, he
  will notice a corpse stuck on some of the
  spikes.  It was obviously a fighter type wearing archaic
  chain armor, a severely dented winged helmet, and a
  longsword that broke during the fall.  A Search check (DC
  15) will reveal a small, iron ring (+1 ring of protection) in
  the skeletal hand beneath the corpse. 
  12. Remains
  _____________________________________
  This awful room is where the goblins discard their refuse
  when they actually remember to do so.  There are sever-
  al humanoid corpses that suggest more than one party
  has been here since the takeover of the mine.  
  __________________________________________
  The goblins got 90% of the valuables off the corpses, but
  a Search check (DC 22) will reveal that in the tattered
  clothes of one of the corpses is a small ornate amulet
  made of white gold with a steel chain.  A drawing of a
  broken arrow is etched upon it.  The amulet is magical,
  but as the soft gold is damaged, it only functions 50% of
  the time.  When it does function, it provides protection
  from arrows (damage reduction 10/+1 against projec-
  tiles).  Roll each time the wielder is struck with a projec-
  tile to determine if the amulet functioned.
  Anyone in this area for more than one round
  must make a Fortitude save (DC 18) or suffer 1 point of
  temporary Con damage due to the smell and unwhole-
  some air.  The effects last for 24 hours.
  13. To Level Two
  _____________________________________________
  A set of rough, wide, natural stairs descends into the
  darkness below in a winding circular pattern.  A  pow-
  erful rush of foul air blasts up at you from below.
  _______________________________________
  This is simply the rough hewn natural stairway down
  to the lower part of the mine and Warphit’s room,
  starting with the entry area level 2.  It is likely that
  Sheepo brought the characters to this spot.  If that is the
  case, she will guard the stairs against the PCs returning
  that way for 24 hours with her entire guard and Glith
  before going back to Hortek and hoping for the party to
  succeed.
  27
  
  Pit of Loch-DDurnan: Level 2:
  This level of the pit has two distinct
  parts.  The first is the rest of the mine, including the
  room that houses Warphit’s crystal prison.  The second
  belongs to whoever originally built the mine and was
  their underground stronghold.  The secret passage to
  area 3 was used by old Mayor McCalister to go into the
  mines from his manor.  Since Warphit’s lair was uncov-
  ered, the other way into and out of the mines from the
  manor is also open.  The original secret door remains but
  is well-hidden, with only the two brothers knowing the
  location.
  The other portion of level 2 is the upper area
  of an old gnome temple that was built off the mine.  It
  was the gnomes who originally built the mine and
  entrapped Warphit.  This leads up to the dungeon of the
  McCalister manor house and also down into the old,
  sealed temple.  The temple has, unfortunately, been
  twisted by the nearby evil, malignant presence of
  Warphit.  During this adventure, the sealed temple is
  magically shut and cannot be opened by the party at this
  time.
  1. Stairs from Level 1B
  ___________________________________________
  As you reach the bottom of the long stairs, a moaning
  wind blows by you and upward from somewhere not far
  off.  A dim, pulsating, sickly yellow glow can be seen fur-
  ther down the tunnel.  The feel from the glow is uninvit-
  ing and is difficult to look at without feeling some revul-
  sion.
  _____________________________________________
  The rough hewn stairs from area 13 of level 1B descend
  into darkness.  The GM should make a note that the
  only light in the mine area is the pulsating crystal
  prison of Warphit.  The stairs look as if they are
  almost natural and wind down nearly forty yards
  before ending in the hallway area.  As soon as the
  characters enter this area, they will begin to feel the
  power of Warphit.  While it is greatly subdued, the
  sickly, hateful presence can still be felt.
  2. Newer Vein/Holding Area
  This cavern was part of the new mining operation that
  accidentally uncovered Warphit’s
  prison.  Milling about mindlessly are
  a few of the former villagers, who
  are now zombies.  Crimble has set
  the zombies to guard the area
  against intruders.  There are three
  Medium-size zombies and one Small
  halfling zombie.  As soon as some-
  one enters the room or passes by
  the opening to this area, the creatures moan
  and shuffle out to attack.  The players could
  pass them but may not want to leave enemies
  behind.
  Zombies, Medium-size (3)
  CR ½; Medium-size undead; HD 2d12+3 (16 hp); Init –1
  (-1 Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural; touch 9,
  flat-footed 11); BAB +1; Atk +2 melee (1d6+1, crit.
  20/x2, slam); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Partial
  actions only, undead; AL N; SV Fort +0, Ref -1, Will +3;
  Str 13, Dex 8, Con –, Int –, Wis 10, Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex): Zombies have poor
  reflexes and can perform only partial actions.  Thus they
  can move or attack, but can only do both if they charge
  (a partial charge).
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain.  Immune to anything requiring a Fortitude
  save (unless it affects objects).  Make Concentration skill
  checks using Charisma modifier.
  Zombie, Small
  CR ¼; Small undead; HD 1d12+3 (9 hp); Init –1 (-1 Dex);
  Spd 30 ft.; AC 11 (+1 size, -1 Dex, +1 natural; touch 10,
  flat-footed 11); BAB +0; Atk +1 melee (1d4, crit. 20/x2,
  slam); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Partial actions
  only, undead; AL N; SV Fort +0, Ref -1, Will +2; Str 11,
  Dex 8, Con –, Int –, Wis 10, Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex): Zombies have poor
  reflexes and can perform only partial actions.  Thus they
  can move or attack, but can only do both if they charge
  (a partial charge).
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain.  Immune to anything requiring a Fortitude
  save (unless it affects objects).  Make Concentration skill
  checks using Charisma modifier.
  Tactics: Zombies have no real tactics, they will shuffle
  forward and attack the nearest living thing.
  Loot: While there are gold veins visible in the cavern, it
  would take the right tools, knowledge, and time to mine
  out.  Thus, there is no loot to be had.
  28
  
  3. Newest Vein/Holding Area
  As the people of the hamlet continued the
  efforts to keep finding more veins to mine, they also
  uncovered this cavern.   Again, Crimble has housed some
  guards here in the form of zombies.  Also, the secret
  door that the young McCalister’s father used is here.  It
  is very hard to locate (Search check, DC 25), as it was
  built by dwarves and enhanced with illusions by gnomes.
  The door appears to be a natural part of the cavern wall,
  and the sequence of jutting rocks to push in order to
  open it is well-hidden (Disable Device check, DC 23).
  Zombies, Medium-size (4)
  CR ½; Medium-size undead; HD 2d12+3 (16 hp); Init –1
  (-1 Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural; touch 9,
  flat-footed 11); BAB +1; Atk +2 melee (1d6+1, crit.
  20/x2, slam); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Partial
  actions only, undead; AL N; SV Fort +0, Ref -1, Will +3;
  Str 13, Dex 8, Con –, Int –, Wis 10, Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex): Zombies have poor
  reflexes and can perform only partial actions.  Thus they
  can move or attack, but can only do both if they charge
  (a partial charge).
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain.  Immune to anything requiring a Fortitude
  save (unless it affects objects).  Make Concentration skill
  checks using Charisma modifier.
  Tactics: As stated before, zombies really do not have
  tactics.
  4. The Bottomless Pit and Bridge
  When the hamlet ran into this obstacle, they knew they
  had to get around it.  The dark pit falls farther than the
  eye can see, and to drop something down the middle will
  result in a fall forever.  This is truly a bottomless pit (as
  far as PCs and the world are concerned).  The walls are
  lined with veins of gold and a wind howls up through the
  center.  The townsfolk built a bridge around each side of
  the circular cavern so they could cross.  The bridge is
  wooden, but is built on the remnants of an older stone
  bridge built by gnomes.  It is sturdy and safe.
  If any party member makes a Listen check (DC
  14), he can hear another moan over the wind and across
  the dark cavern.  It is the moan of zombies milling about
  the far side in area 5e.  As soon as a character reaches
  a halfway point on either side, the zombies will move to
  intercept.  This will force the party to fight, one at a time,
  on the narrow bridge.  The guard rail will
  keep someone from falling into the pit, but
  the bridge is only wide enough for one
  abreast.
  5. The Choked Hallway
  _______________________________________
  As you get halfway across the bridges that circle the
  howling pit, zombies stagger towards you to do battle.
  They choke the hallway with their bodies and the terrible
  smell of rotting flesh.
  Behind the boiling mass of moaning undead,
  the sickly yellow light pulsates in an angry rhythm.  As it
  does, the zombies moan louder and seem to shuffle to
  you a little faster than before.
  __________________________________________
  This is the primary defense that Warphit has before his
  chamber.  Unfortunately, Crimble and Ian are not power-
  ful enough to raise more zombies.  Even this would nor-
  mally be beyond their means, if not instructed by the
  powerful devil.
  Zombies, Medium-size (4)
  CR ½; Medium-size undead; HD 2d12+3 (16 hp); Init –1
  (-1 Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural; touch 9,
  flat-footed 11); BAB +1; Atk +2 melee (1d6+1, crit.
  20/x2, slam); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Partial
  actions only, +2 turn resistance (see Monster Tactics
  below), undead; AL N; SV Fort +0, Ref -1, Will +3; Str 13,
  Dex 8, Con –, Int –, Wis 10, Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex): Zombies have poor
  reflexes and can perform only partial actions.  Thus they
  can move or attack, but can only do both if they
  charge (a partial charge).
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to criti-
  cal hits, subdual damage, ability damage, ability
  drain, or energy drain.  Immune to anything requiring a
  Fortitude save (unless it affects objects).  Make
  Concentration skill checks using Charisma modifier.
  Tactics: Warphit is capable of directly controlling these
  zombies, giving them +2 turn resistance.  While the devil
  is still overconfident, he will attempt to beat down a party
  that makes it all the way.  Keep in mind Warphit does not
  know about Barlan’s map and plan.
  The zombies will simply choke the hallway and
  attack until all are destroyed, or the party is killed.  If the
  party attempts to flee, the zombies will follow.
  29
  
  6. Chamber of Warphit
  ___________________________
  As you clear away the last of the zom-
  bies, you find a large circular cavern before you.  In the
  center, held in place by a large stalagmite and stalactite,
  is a huge crystal.  The yellow, sickly glow definitely
  emanates from the six-foot tall, perfect thing.  The pulse
  glares and diminishes, as if in tune with a wildly beating
  heart.  An angry rage can be felt
  in the room and makes you
  afraid to enter.
  The roof of the cavern
  itself is supported by several
  tall, wooden beams.  A great
  weight seems to press down
  on the wooden slats of the ceil-
  ing, as if it might fall at any
  minute.  Suddenly, a mist forms
  and congeals in the crystal
  itself, and a glaring, inhuman
  visage stares out at you in mute
  anger.  The face dares you to
  enter, dares you to come before
  it.  Then, the devilish eyes flick
  to the wearer of the dwarf’s
  amulet.  The once glaring eyes
  fly wide in surprise and the
  devil’s powerful confidence
  wavers for a moment.
  With a rattle and clang
  of weapons, undead skeletons
  with glowing red eyes shamble
  out of two of the caverns’ side
  passages and attack.  You would swear you can hear the
  great devil laughing.
  ______________________________________
  This is the crystal prison chamber of the devil,
  Warphit.  The party will quickly notice that the room is
  as Barlan described, and his map is accurate.
  There are six skeletons that will attack the
  party.   Three will come from area 9, and three from
  the room in area 7.  When a character tries to enter the
  room, a wave of anger from Warphit will hit them.
  Everyone who enters will have to make a Will save (DC
  12), or suffer from fright, unable to enter for five rounds.
  Only the wearer of the amulet does not have to make
  this roll.  In fact, the only thing the
  amulet wearer must be concerned
  with are the skeletons and the task
  at hand, following Barlan’s instruc-
  tions.
  Skeletons, Medium-size (6)
  CR 1/3; Medium-size undead; HD 1d12 (6 hp);
  Init +5 (+1 Dex, +4 Improved Initiative); Spd 30
  ft.; AC 13 (+1 Dex, +2 natural; touch 11, flat-
  footed 12); BAB +0; Atk +0 melee (1d4, crit. 20/x2, 2
  claws); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Immunities,
  undead; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex
  12, Con –, Int –, Wis 10, Cha 11.
  Skills and Feats: Improved Initiative.
  Immunities (Ex):
  Skeletons have cold immunity.
  Because they lack flesh or inter-
  nal organs, they take only half
  damage from piercing or slash-
  ing weapons.
  Undead: Immune to poi-
  son, sleep, paralysis, stunning,
  disease, death effects, necro-
  mantic effects, and mind-influ-
  encing effects (charms, compul-
  sions, phantasms, and morale
  effects).  Not subject to critical
  hits, subdual damage, ability
  damage, ability drain, or energy
  drain.  Immune to anything
  requiring a Fortitude save
  (unless it affects objects).  Make
  Concentration skill checks using
  Charisma modifier.
  The party should dis-
  patch the skeletons as quickly
  as they can, and then cross the
  room.  Once Warphit sees what the party is up to (which
  will be evident when someone first starts hacking at a
  support beam), he will bring all the  power he can muster
  to bear.  First, he will make contact with Ian, Crimble,
  and Hortek for assistance.  This will begin a timeline (on
  back cover) of events.  Any character who is a wizard,
  sorcerer, or cleric will hear the mental call and under-
  stand it for what it is.  Help will be on the way for the
  devil.  Making contact will take 2 rounds.  On the 3rd
  round, the devil will start to mentally assault the party.
  Any character (other than the amulet wearer) passing
  within 20 ft. will be attacked by Warphit through one of
  these means (at random).
  Roll a d6 to determine what power Warphit will
  use.  He will go after humans, half-orcs, and halflings
  first, leaving elves and half-elves alone, due to their
  resistance to charms.  He can use one attack per round.
  Remember that Warphit is greatly weakened in
  his prison and cannot exert even a fraction of his true
  power; thus, he can only launch fairly weak magic at the
  party.  Also, once he has failed to charm a character, that
  character cannot be affected by the charm again for 24
  30
  
  hours.
  If Warphit manages to charm a
  character, he will then have him go after
  the person who is attempting to collapse the chamber.
  Once a character makes it to area 8 or into the hall of
  area 9, Warphit can no longer affect him.
  The person who is chopping at the pillars must
  follow Barlan’s instructions as quickly as possible.  Each
  support beam has 20 hp and a hardness of 5.  The char-
  acter must roll a touch attack to succeed in hitting the
  beam correctly (against AC 10).  The beams that are to
  be cut partially through will
  groan and creak after receiving
  10 points of damage.  This
  indicates the character has
  chopped enough.
  If, for some reason,
  the beams are cut incorrectly
  (i.e. not according to Barlan’s
  plan), roll a d6 each round
  thereafter.  If a 1 or 6 is rolled,
  the chamber rumbles for one
  more round, then collapses.  A
  character within 10 ft. of an
  exit may dive for it by making
  an Reflex save (DC 14) to see
  if they can leap fast enough to
  avoid being crushed.  Failure
  means the roof caves in on the
  character.
  The cave-in deals 8d6
  points of crushing damage and
  traps a character under the
  rubble.  Should he survive, he
  immediately begins suffering from suffocation.  If a char-
  acter leaps into area 7, he will be trapped.  If he leaps
  into area 5, he will have to battle Hortek and all his tribe,
  including Sheepo who cannot afford to be found out.  If
  he leaps into area 8 or 9, he will take 1d6 subdual dam-
  age from debris and choking dust, but otherwise be safe.
  If the correct order is followed, the cavern room
  will begin to rumble.  It will collapse 4
  rounds from that point.  Each round the
  rumble will become louder, and dust will
  sift and fall through the ceiling beams.  If the party is in
  area 9 to watch the collapse, they will see a handful of
  goblins rush in the moment before the ceiling falls, killing
  the creatures.
  The Collapse
  _________________________________________
  As you scramble into the tunnel, a great rumble can be
  heard.  The crystal chamber quickly begins to fill with
  dust which is falling between the ceiling beams as they
  strain and buckle inward.  The yellow glow from
  Warphit’s crystal pulsates madly, and in the last few sec-
  onds is barely visible behind the mounting dust in the
  air.  Then, with one final groan, the chamber roof crash-
  es down.  A great inhuman wail slams the minds of all,
  making your knees weak from the force.  Dust and
  debris chokes your view, but as it settles you can clearly
  make out that the chamber ceiling has been completely
  brought down.  
  ______________________________________________
  No matter when the chamber collapses, a great wail
  from Warphit will be heard when it does.  The party
  should know they must move quickly,
  as Warphit has called for help, and
  the rumble must have been felt all
  over the immediate countryside.
  7. Old Vein
  ___________________________
  This is an empty cavern.  A few bones
  are scattered about, and some
  flecks of gold can be seen in the
  walls.
  __________________________
  This is one of the recently uncov-
  ered mine areas.  There is nothing
  of interest here.  If a character gets
  trapped here during the collapse, his
  oxygen will run out in ten minutes and
  he will begin to suffocate.
  8. Tunnel of
  Flight
  ____________________________
  This natural tunnel winds into the
  darkness and away from the crys-
  tal chamber.
  ____________________________
  31
  Warphit’s powers table
  1d6
  Result
  Effect
  1 or 2 Mental Blast (DC 16)
  Will negates.
  Failure to save deals the character 2d6 subdual
  damage from a sharp mental blow.  Characters
  reach 0 hp are unconscious and must be awakened.
  3 or 4 Charm Person (DC 13)  Will negates.  As
  charm person.
  5 or 6
  Color Spray (DC 15)
  As color spray.
  
  This is the tunnel the party should use
  when fleeing the chamber of Warphit.
  When the chamber collapses, this tun-
  nel will be choked with dust for ten min-
  utes.  This will make visibility only 5 ft. all the way to area
  11 and the opening to area 12.
  9. The Other Tunnel
  __________________________________________
  As you enter this tunnel, you find yourself in darkness.
  The way appears to be little used by the former miners-
  turned-devil worshipers.
  __________________________________________
  This tunnel is affected by the collapse (like area 8), but
  the visibility effect will go to the opening of area 10 and
  area 11.
  10. Dark Cavern
  _____________________________________________
  This old cavern appears to have been mined out and is
  of little use.  The dark cavern is cool, damp, and quiet.
  _____________________________________________
  This was where three of the skeletons were kept.  There
  is nothing of value in here, and the walls appear heavily
  mined.
  11. Tunnel to Beyond
  _____________________________________________
  The hallway splits off going south and west.  A sign
  hangs over the western tunnel and states:
  “Beware, this tunnel leads to the deep underneath and
  has many dangers.  Do not enter.  Monsters and traps
  abound.”
  There is a skull and crossbones under the
  writ to warn those who cannot read.
  __________________________________________
  This is a tunnel that the goblins had used upon their
  arrival.  Unable to get into the door of fear at area 13,
  they ended up before Warphit’s crystal and became his
  minions when Hortek was taken over.   It should be obvi-
  ous that the players don’t want to go this way; remind
  them that Barlan warned them as well.  If they do decide
  to go this way, they will wander down a winding tunnel for
  a seemingly endless time, until they
  give up and go back or enter into an
  adventure of the GM’s choosing.
  12. The Door of Fear
  ____________________________
  After traversing a long and winding
  tunnel, you reach a small cavern.  At
  its end is a flight of three carved steps that
  lead to a huge, iron-bound wooden door.  Over
  the door is the demonic head depicted on
  Barlan’s map.  An ominous feeling overcomes
  you as you approach the steps.
  _________________________________________
  This is the door that Crimble and Ian use to visit the
  mines, their tortured pets, and Warphit.  The brothers
  have no knowledge of the secret entrance their father
  used to get in and out of the mines between area 14 and
  area 3.  The massive reinforced door is warded from
  those trying to enter from this direction, unless they have
  come out of the door from the upper temple area.  If this
  has been done, the wards do not have an effect when
  the person or creature returns through the door.  The
  party, however, has not come from that direction and suf-
  fers from the door’s wards.  
  The bearer of the amulet is not affected by the
  door.  If he passes through and tosses the amulet to a
  character, or comes back out with it and hands it off, the
  rest can come through without being affected. 
  Fear Effect:  The demonic head atop the door emanates
  fear up to 30 ft. in the direction it faces (into the small
  cavern).  A Will save (DC 18) negates.
  Compulsion:  There is a strong suggestion on the door as
  well, which makes a character, monster, or other decide
  to go back whence they came if they have overcome the
  fear.  A Will save (DC 18) negates.
  Door: 2 in. thick; Break DC 25; Hardness 5; 25 hp; Open
  Lock DC 20.
  13. Entrance to the Upper Gnome Temple
  _____________________________________________
  You see a short, ornately carved hallway that is appears
  to be a dead end.  The wall carvings show many gnomes
  working the mines, as well as a gathering of gnome
  priests with hands joined around a large glowing crystal
  like the one Warphit is imprisoned within.
  The air is clean in here, as if the area has been
  recently visited.
  ___________________________________________
  This is the hall to the old gnome temple which resides
  under the McCalisters’ manor house.  No one is sure
  which of the McCalister ancestors discovered the temple,
  but the manor has always had its dungeons attached to
  it.
  At the far end is a secret door (Search check ,
  DC 12) into the temple proper.  The gnomes that built
  this made the inner door secret in order to delay any
  trespassers while they organized their defense.  The
  32
  
  mechanism to open the door is complex
  (Disable Device check, DC 12).
  Secret Door: 4 in. thick; Break DC 28; Hardness 8; 60
  hp.
  14. Old Temple Hallway
  ____________________________________________
  This is a long hallway that runs east and west.  At each
  end, opposite the secret door you entered, are two medi-
  um-sized stone doors.  Directly in front of you is a mas-
  sive iron door.  A stout chair is set facing it and a sign
  hangs from the large, carved handles, which reads:
  “Beware, wards & magic .  DO NOT TOUCH.”
  Carved into the door is what appears to be an
  ancient gnome god that has long since been forgotten.
  ___________________________________________
  The pair of Medium-size doors are not locked and have
  no special properties.  The massive door across from
  where the party enters leads to an old gnome temple.
  There is too much magic on this door for the party to
  enter at their current level.  Old McCalister’s secret door
  is on the east wall and connects to area 3.  Refer to the
  secret door in area 3 for details.
  15. Lower Storage
  __________________________________________
  Entering this large open area, you note a flight of stairs
  ascends into darkness.  The room appears to be some
  sort of storage.  Several large boxes fill the shadowy far
  corners.  You can tell at a glance that some of the boxes
  contain a few common items like torches, but some
  appear to be filled with parts to strange and diabolical
  devices.
  ______________________________________________
  This is an area where Crimble and Ian store items they
  might need when coming to the pit.  Most of these are
  common goods, but several are part of their terrible
  experimentation, in the devil’s name.
  There are five crates and the contents of each are listed
  here.
  Crate 1:  Common items, 6 torches, 1 hooded lantern
  with two pints of oil, 1 small miner’s pick and a door
  spike.
  Crate 2:  7 large blankets, 4 waterskins (full), 1 50 ft. silk
  rope, and a small step ladder (5 ft).
  Crate 3:  Contained is one set of thumbscrews, a man-
  catcher pole, a strange device for wedging one’s mouth
  open, and a meat hook (for dragging zombies).  This
  crate also has 10 lbs. of dried meat in a sewn up canvas
  bag.
  Crate 4:  This large crate contains a partially assembled
  rack (torture device).  It looks as if it was
  recently worked on.
  Crate 5:  Four jars contain severed heads in
  some sort of fluid that keeps them fresh.  If one looks
  closely, one of the heads is an animated zombie head
  that will roll its eyes and work its jaw, as if trying to get at
  you.  
  16. Upper Storage
  ____________________________________________
  The flight of stairs ends on this landing, but the stairs
  continue upward on the southeast wall of the room.  In
  the dark corner, a desk can be seen with an ornate high-
  backed dining chair pulled up to it.  A single unlit lamp
  sits on the desk.  Next to the desk is a large open crate.
  ______________________________________________
  This is a landing at the top of the first flight of stairs.
  There is a desk with an unlit oil lamp and a stout chair
  that looks as if it was from a large, expensive dining set.
  There is another crate with several full-sized picks, a
  club, 4 torches, and a heavy mace.  Neither the club nor
  the mace has any special properties.
  17. Manor Entrance
  ____________________________________________
  At the top of the stairs is another landing that is much
  smaller.  On the far wall you see a stout, reinforced door
  with a coat of arms emblazoned in its center.   It appears
  to be that of the McCalisters.
  ____________________________________________
  This is the door to the manor house, and will take the
  party into act 3.  The door is locked and has statistics as
  follows:
  Door: 2 in. thick; Break DC 25; Hardness 5; 20 hp;
  Open Lock DC 25.
  If the party is having trouble with this door and takes
  10, please refer to the timing in the next act.  The party
  will confront Crimble as he comes to the aid of his
  patron, Warphit.  The priest will appear in a different
  place in the manor depending on the time it takes for the
  party to get from the collapsed cavern to this location.
  In the next act, the
  adventurers will find themselves
  in the manor house of the evil
  brothers.
  33
  
  Act III:
  McCalister
  Manor
  Crimble’s Manor House:
  The manor house is a three-story stone and wood
  structure with a captain’s walk on the west side of
  the house facing Loch-
  Durnan.  The house was
  originally built 300 years
  ago, and the ensuing gener-
  ations have been adding on
  ever since.  Most of the subter-
  ranean parts of the manor
  were built about 200 years
  ago, and the details of the con-
  struction have long since
  been forgotten.  
  Around the house is
  a seven-foot stone wall that creates
  a courtyard.  To the southwest of the
  house is a coachhouse and servants’
  quarters.
  Note: Not all of the rooms in
  the manor will have paraphrased text.
  As the GM, feel free to use your creative
  license to add flavor to these locations.
  The Grounds:
  1. Coach House
  It contains a stable with four stalls and
  room for a wagon.  Connected to the stable is the
  coachman’s quarters.  This room has a bed, a fire-
  place, and a table with bench.  The coachman, Tol
  Maggort, lives here.  He is normally sleeping or taking
  care of the horses.
  Tol Maggort
  Male half-orc War1: CR ½; Medium-size humanoid (orc);
  HD 1d8+3 (8 hp); Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1
  Dex, +3 studded leather armor; touch 11, flat-footed 13;
  armor check penalty -1); BAB +1; Atk +4 melee (2d6+4,
  crit. 19-20/x2, greatsword); Face/Reach 5 ft. by 5 ft./5
  ft.; SQ Half-orc traits; AL N; SV Fort +5, Ref +1, Will -1;
  Str 17, Dex 13, Con 17, Int 8, Wis 8, Cha 10.
  Languages: Common, Orc.
  Skills and Feats: Handle Animal +6; Skill Focus
  (Handle Animal).
  Half-orc Traits (Ex): Darkvision 60 ft., orc blood.
  Gear: Greatsword, studded leather
  armor.
  Tactics: Tol will protect the horses with his life.
  If he notices a fight in the courtyard, he will wait to see
  how the guards are doing.  If the guards are winning he
  will join them.  If he sees Crimble or Ian fighting, he will
  join them in order to impress them with his loyalty.
  2. Guard Tower
  The guard tower houses the manor’s guards, eight in
  total.  They often serve as errand boys and messen-
  gers.  At any one time there will be 2-6 guards on the
  grounds of the manor.  
  GM Note:  You can determine the num-
  ber of guards available, depending on the
  party’s level and condition, when they
  meet the guards.  Mathus McGee might
  be with them as well (if the party is of
  higher than average level or moving
  along easily).
  Guards
  Male human War1: CR ½; Medium-size
  humanoid; HD 1d8 (4 hp); Init +0; Spd 30 ft.;
  AC 14 (+3 studded leather armor, +1 buck-
  ler; touch 10, flat-footed 14; armor
  check penalty -2); BAB +1; Atk +4
  melee (1d6+2, crit. 19-20/x2, short
  sword) or +1 ranged (1d8+2, crit.
  20/x3, 20 ft., shortspear);
  Face/Reach 5 ft. by 5 ft./5 ft.; AL
  LN; SV Fort +2, Ref +0, Will -1; Str
  15, Dex 10, Con 11, Int 8, Wis 8,
  Cha 10.
  Languages: Common.
  Skills and Feats: Handle Animal +2, Initimidate
  +2, Listen +1, Spot +1; Alertness, Weapon Focus (short
  sword).
  Gear: Buckler, short sword, shortspear, studded
  leather armor.
  Sergeants
  Male human War2: CR ½; Medium-size humanoid; HD
  2d8+6 (15 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 19 (+2
  Dex, +5 chainmail, +2 Large steel shield; touch 12, flat-
  footed 17; armor check penalty -6); BAB +2; Atk +5
  melee (1d8+2, crit. 19-20/x2, longsword); Face/Reach 5
  ft. by 5 ft./5 ft.; AL LN; SV Fort +6, Ref +2, Will +1; Str
  15, Dex 14, Con 17, Int 12, Wis 13, Cha 12.
  Languages: Common, Elven.
  Skills and Feats: Handle Animal +6, Intimidate
  +6, Jump +7, Listen +3, Ride (horses) +9, Spot +3;
  Alertness, Weapon Focus (longsword).
  34
  
  Gear: Chainmail, Large steel
  shield, longsword.
  Tactics: The guards are not expecting trouble.  If a group
  of strangers approach the guards, they will attempt to
  scare them off by using threats.  If that does not work,
  the guards will fight, normally a defensive strategy that
  allows them to summon more help.
  3. Boat House
  Although not on the manor grounds, the boathouse is
  the private dock for the McCalisters.  The boathouse
  holds a small skiff and a rowboat without rigging.
  First Floor:
  1. Entry
  This has double wooden doors.  Inside
  the entry, (50 ft. by 25 ft.) to the west,
  is an ornate stairway leading to the
  second floor.  On the north wall is an
  arch that opens to the ballroom.
  2. Ballroom
  This huge room (55 ft. by 120 ft.) is vir-
  tually devoid of furniture.  On the east
  wall is a massive fireplace.  A second
  floor balcony runs around the west and
  north sides of the room.  Paintings of
  members of the McCalister ancestors
  line the west wall.
  3. Dining Room
  This 100 ft. by 40 ft. room has a huge
  u-shaped table (50 ft. long and 20 ft.
  wide).  Benches run along the legs of
  the “U”, and a richly decorated chair
  heads the table.  
  4. Stairway
  These stairs lead to the second floor.
  5. Kitchen
  There is a spacious kitchen with a large fireplace on the
  south wall.  On the north wall is a door that leads out-
  side.
  When the characters are escaping from the
  house, a young boy who has been turned into a zombie
  (Timothy O’Brien) will intercept them.  If the party is
  about to leave the manor through the kitchen door, have
  Timothy burst in from the dining room.  If
  the O’Brien family is with the party, have
  Michael try to protect his son.  He may even
  try to hug Timothy to his chest.  If that occurs, Timothy
  will attempt to kill his father.
  Timothy O’Brien
  Male small zombie: CR ¼; Small undead; HD 1d12+3 (9
  hp); Init –1 (-1 Dex); Spd 30 ft.; AC 11 (+1 size, -1 Dex,
  +1 natural; touch 10, flat-footed 11); BAB +0; Atk +1
  melee (1d4, crit. 20/x2, slam); Face/Reach 5 ft. by 5
  ft./5 ft.; SQ Partial actions only, undead; AL N; SV Fort
  +0, Ref -1, Will +2; Str 11, Dex 8, Con –, Int –, Wis 10,
  Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex):
  Zombies have poor reflexes and can
  perform only partial actions.  Thus
  they can move or attack, but can only
  do both if they charge (a partial
  charge).
  Undead: Immune to poison,
  sleep, paralysis, stunning, disease,
  death effects, necromantic effects,
  and mind-influencing effects (charms,
  compulsions, phantasms, and morale
  effects).  Not subject to critical hits,
  subdual damage, ability damage, abil-
  ity drain, or energy drain.  Immune to
  anything requiring a Fortitude save
  (unless it affects objects).  Make
  Concentration skill checks using
  Charisma modifier.
  Tactics:
  Timothy will attempt to kill
  the closest person to him.
  6. Pantry and Trap Door leading
  to the Wine Cellar
  On the west wall is a small set of double doors
  halfway up the wall.  The doors lead to a large  dumb-
  waiter.
  Second Floor:
  1. Balcony
  The balcony overlooks the ballroom of
  the first floor.  There are two exterior
  doors that lead to the captain’s walk.
  35
  
  2 and 3. Guestrooms
  These are 20 ft. by 20 ft. rooms with a
  nice, large bed, an armoire, and a chair
  and writing table.  Empty heating pots are spaced around
  the rooms.  There are tapestries on the wall covering most
  of the stonework.
  4. The Study
  The doors to the study are locked (Open Lock check, DC
  25), and Ian and Crimble both have the keys.    The
  doors are stout and require a Strength check of 22 to
  break them down.  The study is a large, 40 ft. by 40 ft.
  room.  There are bookshelves lining the walls and a
  large oak table in the middle of the room.  Four richly
  padded chairs and a couch are placed around the room.
  The books in the bookshelves range from mining tech-
  niques to histories of the area.  
  A Search (DC 20) of the shelves will detect a hid-
  den compartment in the bookshelf (it is a false book on
  the northeast corner of the room).  In the compartment
  are two books that discuss demonology.  One book is an
  encyclopedia of demons.  Reading the book will take a
  total of 40 hours and will give the reader a +1 skill rank
  in Knowledge (demonology). The other book is a collec-
  tion of stories from devil worshipers.  The book is chilling,
  but offers no knowledge benefits.
  5. Ian’s Room
  The door is locked (Open Lock check, DC 25) and has the
  same kind of door as the study (area 4 above).  When Ian
  visits his brother and decides to spend the night, he
  sleeps here.  The bed is large and comfortable.  Ian has
  brought some of his books covering spell lore and alche-
  my here to read at night.  They are interesting to spell-
  casting characters, but offer no special knowledge.  If
  a character looks through the book on alchemy, he may
  notice (Search check, DC 10) that a section on the use
  of chemical compounds to animate dead flesh is dog-
  eared, and has been heavily glossed in the margins
  with comments such as “tried this, does not work,
  leads to an unstable compound where the flesh soon
  decays, thought it was working, but longevity a problem.”
  On the east wall, near the north corner, is a secret
  door (Search check, DC 20) behind a tapestry that leads
  to the stairs.  The door is not locked.
  6. Crimble’s Room
  The door is locked (Open Lock
  check, DC 25) and has the same
  kind of door as the study (area 4
  above).  This is Master Crimble’s pri-
  vate room.  A large bed rests in the
  southeast corner of the room.  A
  vanity is set near the door.  In the middle of the
  east wall is a large writing desk.  It has two
  locked drawers (Open Lock check, DC 30).  In
  addition, both are trapped with poison needle
  traps.  
  Poison Needle Trap: CR 2; +8 ranged (1, plus blue whin-
  nis poison); Search DC 22; Disable Device DC 20.
  In the first drawer is the ledger of the mining operation.  A
  careful reading will discover that virtually all mining
  stopped one year ago.  
  The second drawer contains Crimble’s diary, a
  gold-tipped writing quill (1 gp), and an ornate dagger that
  Crimble was using as a letter opener.  The diary relates the
  fall of Crimble under Warphit and the actual use of the pit.
  The dagger is actually a +2 dagger.  Crimble grew up
  watching his dad use the dagger as a letter opener, and
  never even questioned its true value.
  On the north wall are two secret doors (Search
  check, DC 20 each).  The door on the west side goes to the
  stairs.  The one on the east side goes to the strong room.
  The door to the strong room is locked.  The doors are
  locked and share the same traits as the door to the study
  (see area 4 above).  Both Crimble and Ian have a set of
  keys for all of the doors.
  7. Stairs to the Attic
  These stairs go to the attic.
  8. Strong Room
  This small, hidden room contains the treasure of the
  McCalisters.  There are two chests, unlocked and not
  trapped, with a total of 1,250 gp and 3,000 sp.  Also,
  there is a set of ancient armor (masterwork full plate)
  and a longsword in a scabbard.  Gordan McCalister,
  Crimble’s distant grandsire, who fought along-side the
  duke in the insurrection wars originally used this armor.
  The longsword is actually a +1 keen longsword.  Both
  Crimble and Ian see the weapons as crude and beneath
  their dignity to use (much to advantage of the party).
  Attic:
  1. Storage
  There are crates of old clothes, tattered tapestries, old
  books and such.
  2. Storage
  The contents of this room are very similar to those of the
  first.  There are eight mannequins that support a variety
  36
  
  of fancy dresses.  The front six are wearing
  ball gowns that have pearls sown into the
  bodices.  The pearls have a total value of
  500 gp.  The last two mannequins are wearing wedding
  dresses complete with veils.  These are actually two
  skeletons that have been commanded to attack anyone
  (other than a McCalister) who gets near the door to the
  shrine.
  Skeletons, Medium-size (2)
  CR 1/3; Medium-size undead; HD
  1d12 (6 hp); Init +5 (+1 Dex, +4
  Improved Initiative); Spd 30 ft.; AC
  13 (+1 Dex, +2 natural; touch 11,
  flat-footed 12); BAB +0; Atk +0
  melee (1d4, crit. 20/x2, 2 claws);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ
  Immunities, undead; AL N; SV Fort
  +0, Ref +1, Will +2; Str 10, Dex
  12, Con –, Int –, Wis 10, Cha 11.
  Skills and Feats: Improved
  Initiative.
  Immunities (Ex): Skeletons
  have cold immunity.  Because they
  lack flesh or internal organs, they
  take only half damage from pierc-
  ing or slashing weapons.
  Undead: Immune to poi-
  son, sleep, paralysis, stunning, dis-
  ease, death effects, necromantic
  effects, and mind-influencing effects (charms, compul-
  sions, phantasms, and morale effects).  Not subject to
  critical hits, subdual damage, ability damage, ability
  drain, or energy drain.  Immune to anything requiring a
  Fortitude save (unless it affects objects).  Make
  Concentration skill checks using Charisma modifier.
  Tactics: They have no special tactics other than to
  attack the first living creature they come in contact with.
  3. Shrine to Warphit
  The door to this room is locked (Open Lock check, DC
  30) and trapped.  In the room is a small shrine to
  Warphit.  A crudely carved statue of the devil is placed
  on a small altar flanked by candelabra.  The candles,
  when lit, give off a stench of rotting flesh (Fort save, DC
  10 or become nauseated for 10 +/- Con modifier
  rounds).
  Poison Gas Trap: CR 10; no attack roll necessary (see
  note below); Search DC 21; Disable Device DC 25.  Note:
  Trap releases burnt othur fumes.
  Wine Cellar:
  1. Pantry
  The pantry is a good-sized cellar (30 ft. by 30 ft.).  There
  is a dumbwaiter on the west wall that goes to the pantry
  in the kitchen.  A Small creature would have no trouble
  hiding in the device.  A
  Medium-size creature could fit
  but would have to curl up to
  do so.
  To the north are two
  shelves.  A search here
  reveals salt, saffron, and other
  ingredients for cooking.  In
  addition, there are spare pots
  and pans on the shelves.
  There is a door on the
  northeast wall.
  2. Wine and Water  
  There are many barrels of
  wine, water, and ale.  Also,
  there is a shelf that holds fifty
  wine glasses and an equal
  number of mugs.
  3. Stairs to Dungeon
  This door does not have a lock, but is closed at all times.
  Dungeon:  
  Gordan McCalister built this addition 200 years ago.
  During that time, there was an insurrection against
  the local duke, and the McCalisters used the dun-
  geon to hold and interrogate the “guests” of the
  manor.  After that time,the dungeon lost its function
  as a prison and began to be used as a storage for the
  McCalisters.  That remained true until the death of
  Ian and Crimble’s father.  As the new masters of the
  manor began to succumb further and further to the influ-
  ence of Warphit, they renovated the dungeon and began
  to house those who were not under the control of
  Warphit.
  1. Dungeon Guard Room
  Two guards, part of the eight
  (see description of the guard
  tower) are stationed here at all
  times.  There are two cots with
  strong boxes at the foot of the
  bed, and a table with four chairs.
  On the table is a pack of playing
  37
  
  cards, some dice, and a pile of wooden
  chips.  The strong boxes contain the
  personal items of the guards.  If they
  are plundered, there is a total of 50 sp,
  two daggers, a sharpening stone, and four sets of com-
  moner clothing.
  Guards
  Male human War1: CR ½; Medium-size humanoid; HD
  1d8 (4 hp); Init +0; Spd 30 ft.; AC 14 (+3 studded
  leather armor, +1 buckler; touch 10, flat-footed 14;
  armor check penalty -2); BAB +1; Atk +4 melee
  (1d6+2, crit. 19-20/x2, short sword) or +1 ranged
  (1d8+2, crit. 20/x3, 20 ft., shortspear); Face/Reach 5
  ft. by 5 ft./5 ft.; AL LN; SV Fort +2, Ref +0, Will -1; Str
  15, Dex 10, Con 11, Int 8, Wis 8, Cha 10.
  Languages: Common.
  Skills and Feats: Handle Animal +2, Initimidate
  +2, Listen +1, Spot +1; Alertness, Weapon Focus (short
  sword).
  Gear: Buckler, short sword, shortspear, studded
  leather armor.
  Tactics: The guards are not expecting trouble.  If a group
  of strangers approach, the guards will attempt to scare
  them off by using threats.  If that does not work, the
  guards will fight normally with a defensive strategy that
  allows them to summon more help.  However, if Crimble
  is meeting the party in the dungeon, these guards will be
  with him.
  2. Torture Room
  ________________________________________
  You come across a room that all heretics and thieves
  fear—a torture room.  The clinking of shackles as they
  sway in some unfelt breeze creates a somber mood.
  You see a well-used rack, and a red-stained iron
  maiden stands open.  The spikes from the interior
  look like menacing teeth of a savage maw awaiting a
  meal.  Branding irons rest in a large bucket near the
  ashes of a fire pit.  A crow’s cage hangs from the ceiling;
  the skeleton of an occupant, long past any worry, slumps
  to the side of the cage, making the cage hang at an odd
  angle.  The stink of dried blood is thick in the air.
  ____________________________________________
  The room is a standard medieval tor-
  ture room.  There is a well-used
  rack, a crow’s cage, an iron maiden,
  and a fire pit to heat up the brand-
  ing irons.  The fire pit is not lit, but
  the warm ashes tell that it was in
  use not too long ago.  Along the wall
  are a series of manacles.  There are
  also three sets of man-
  acles hanging from the
  roof of this part of the
  dungeon.
  Crimble normally takes
  care of administering the “les-
  sons” to his guests.  At times, he
  allows one of the guards to take
  over so that he can watch.
  In the crow’s cage is a
  skeleton.  A Spot check (DC 10)
  notices that it has a gold ring on
  the left ring finger.  If the party
  frees the skeleton, it will animate
  and attack them.  The gold ring
  is of very poor workmanship (5
  sp).
  Skeleton, Medium-size
  CR 1/3; Medium-size undead;
  HD 1d12 (6 hp); Init +5 (+1 Dex,
  +4 Improved Initiative); Spd 30
  ft.; AC 13 (+1 Dex, +2 natural;
  touch 11, flat-footed 12); BAB
  +0; Atk +0 melee (1d4, crit.
  20/x2, 2 claws); Face/Reach 5
  ft. by 5 ft./5 ft.; SQ Immunities,
  undead; AL N; SV Fort +0, Ref
  +1, Will +2; Str 10, Dex 12, Con
  –, Int –, Wis 10, Cha 11.
  Skills and Feats:
  Improved Initiative.
  Immunities (Ex):
  Skeletons have cold immunity.
  Because they lack flesh or inter-
  nal organs, they take only half damage from piercing or
  slashing weapons.
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain.  Immune to anything requiring a Fortitude
  save (unless it affects objects).  Make Concentration skill
  checks using Charisma modifier.
  Tactics: The skeleton will wait until someone is trying to
  remove the ring, and then it attacks.
  GM Notes:  If the party has been moving at a good pace,
  they should encounter Crimble with some of his goons,
  Mathus McGee (GM option), and his shadow hound.
  Crimble will have three to four guards, from the original
  eight in the manor.  Depending on the strength of the
  party and the relative ease that they have experienced
  38
  Leaving the Manor:
  The wagon at the coach
  house is the best way for
  the party to get to Ian’s
  tower or out of Loch-
  Durnan.  They will have
  to face the half-orc, Tol,
  and maybe some guards
  to do so, but it will be
  safer than walking to the
  tower.
  As the GM, create a
  sense of tension while
  the party rambles along
  in the wagon.  Most of
  the townsfolk will have
  felt the rumble when
  Warphit’s chamber col-
  lapses and be outside.
  Have them eye the
  wagon as it goes by.
  Make the players fear
  discovery.  Make them
  role-play this scene,
  using the fog and rain to
  add a sinister mood to
  the event.  
  Of course, the
  players should arrive at
  the manor without inci-
  dent but make them
  sweat a little.
  
  so far, you may adjust the number of
  guards who accompany Crimble.  As the
  fight progresses, have some of the party
  make Spot checks (DC 15) to notice a gray, cloaked fig-
  ure watching the fight from the hall between the prison-
  ers’ rooms.  This figure is Luis Rodrigo, who will retreat
  back to the room to begin writing his recollec-
  tion of the battle.  That is what he will
  be doing when the party encoun-
  ters him.
  If the party is not
  moving very quickly, you may
  offer some hints that they
  should not tarry.  If the
  party does delay its
  escape, feel free to have
  more guards accompany
  Crimble when he meets
  them.  The more time the
  party wastes, the more time
  Crimble has to recover from
  having the contact to Warphit
  severed.  Crimble will begin to
  organize his men to enter the
  pit by the secret door and inves-
  tigate what has occurred.  
  Tactics: Crimble attempts
  to use the torture
  devices as cover so he
  can prepare and cast his
  spells.  His goons will
  flank whatever position
  Crimble chooses and fight
  defensively.  If the guards are getting
  close to death, or it is obvious that they are
  outclassed, have them make a Will check (DC
  15 + number of guards dead or seriously wounded).  If
  they fail the roll, they will bolt.  Crimble will fight to the
  death, attempting to drag anyone with him.
  GM Note:  If you have Crimble face the party in another
  location, he will use the same strategy of hiding behind
  something and using his spells.
  3. Prisoner’s Room
  ____________________________________________
  You see a badly beaten, disheveled woman sitting on a
  rough pallet in the corner of the cell.  She attempts to hide
  her face from the light that enters the room as you look in.
  The cell itself is dark and dank.  There is a bucket of fetid
  water and a plate with pieces of moldy bread beside the
  straw pallet.
  The woman has a massive tangle of black hair
  and is wearing a torn smock that looks as if it was once
  white.
  _______________________________________________
  Mellie Tilbert (see Appendix I: Important
  Characters) has been placed here.  She has
  been tortured and shackled with special
  chains that have temporarily taken away her powers.  
  GM Note: Mellie should not be used to save the party,
  unless it is likely they will die otherwise.  The party
  should be saving her, not the other way around.
  She can provide some information to the party
  about the McCalisters and the hamlet.  In
  later adventures, she can be an ally to
  the party.
  Mellie was captured by the McCalisters
  six months ago and has remained in
  the dungeon and, at times, the manor
  ever since.  The McCalisters hope to
  convert her to the ways of Warphit but
  have, so far, failed to do so.
  Things Mellie Knows:
  The McCalisters are completely evil
  because they were influenced by a devil.
  Once they consolidated their power here, the
  McCalisters were going to start to expand their
  realm of influence.
  There is a gem in Ian’s tower that is somehow linked to
  the devil.  Ian is planning to take the gem to a nearby
  town to begin the expansion of evil.
  The brothers ship things back and forth to one
  another using a wagon that is on the manor
  grounds.  Ian has just begun to send horrible
  creatures to Crimble.  
  She recommends to the PCs to use the wagon
  to get to Ian’s tower.  This will avoid trouble
  with the townsfolk.
  4. Prisoner’s Room
  Luis Rodrigo, is a fifty-five year old Gildorian sage.  He
  came to this hamlet after he recognized a few slipped
  words from Wilbur and Burbash in a nearby town.
  Although the words would have been gibberish to any-
  one else, Luis has made his life’s work the study of
  terror and pain (a human version of Warphit himself).
  Luis recognized the words of the infernal language and
  became curious.  He thought that if there were devil wor-
  shipers in the area, death and terror would surely be
  present as well.  He has not been disappointed.  
  After a strange conver-
  sation with Crimble and Ian, Luis
  was given access to the dun-
  geon so that he could watch,
  and at times, interview the pris-
  oners to further his knowledge.
  He has since refurbished the
  dungeon cell into a private study.
  He has a small bookcase with
  39
  
  treatises on pain and terror.  Luis has a
  simple, but comfortable bed, a writing
  desk, and two chairs.  On the table is
  Luis’s current treatise on fear and suf-
  fering of the tortured.  Near the bed is a brazier of coals
  that heat the room.  Even still, the room is cold and
  damp, but Luis does not seem to notice.
  If the party fought Crimble in the torture room,
  they will find Luis rapidly scribbling in some journal.  He
  is attempting to jot down his recollection of the battle,
  the look of pain and death in the eyes of the combat-
  ants, the sense of fear in the weaker, and bestial joy in
  faces of the victors.  If the party has yet to fight with
  Crimble, they will find Luis organizing his notes on
  Michael O’Brien’s last session.
  Luis Rodrigo
  Male human Exp6: CR 5; Medium-size humanoid; HD
  6d6+6 (27 hp); Init +0; Spd 30 ft.; AC 10 (touch
  10, flat-footed 10); BAB +4; Atk +6 melee (1d4,
  crit. 19-20/x2, masterwork dagger); Face/Reach
  5 ft. by 5 ft./5 ft.; AL N; SV Fort +3, Ref +2, Will
  +7; Str 10, Dex 11, Con 13, Int 18, Wis 14,
  Cha 15.
  Languages: Abyssal, Common,
  Draconic, Infernal, Orc.
  Skills and Feats: Alchemy +10,
  Bluff +8, Diplomacy +15, Gather
  Information +13, Heal +11, Intimidate
  +11, Knowledge (nature) +13, Knowledge
  (the planes) +13, Knowledge (religion)
  +13, Listen +4, Profession (scribe) +13,
  Read Lips +13, Sense Motive +8, Spot +4;
  Alertness, Skill Focus (Gather Information),
  Skill Focus (Profession (scribe)), Weapon
  Focus (dagger).
  Gear: Masterwork dagger.
  Sensing that things around here are going to become
  dull after the fall of the McCalisters, Luis will offer to
  accompany the party.  “By watching you hack and
  maim your way around the countryside, I will be able to
  complete my treatise on pain and fear in the life of the
  wandering adventurers.”
  Typical Lines (all said with a scholarly detachment): 
  Have you ever noticed that when a
  person knows he is going to die and
  there is nothing that he can do, his
  eyes dilate, and a calm shines
  through?
  In 455, in the battle of Adrac’s Vale,
  Morgan risked his soul by raising an
  army of the living dead to strike fear
  in the  army of the Veranesse marauders.
  What an amazing strategy to hold the lives of
  loved ones in the balance to insure the loyalty
  of the troops.
  If asked about the McCalisters:
  Fascinating duo, apparently they are using some sort of
  pit to provide entertainment for a powerful creature.  The
  creature must have knowledge beyond our keen about
  pain and fear.  Alas, the brothers never have let me inter-
  view the creature.
  If asked or accused of being evil and participating in the
  deaths of innocent people:
  I am not evil, and I do not condone evil
  in any way.  The people
  whose deaths and tor-
  tures I have witnessed
  would have suffered
  those very same tor-
  ments with or without
  me.  At least their lives
  and final moments will be
  preserved.  It is my hope
  that, eventually, through my
  studies, we can overcome
  pain, fear, and death.
  5. Prisoner’s Room
  There are four people chained to the wall
  by their ankles in this room. 
  Chains: Break DC 26; Hardness 10; 5
  hp; Open Lock DC 10.
  Peter Grunnen, age 35, came to
  Loch-Durnan from a nearby farm-
  house to buy supplies but was captured
  after he began to ask too many questions about the
  “strange feeling” he had in the hamlet.  He has been a
  “guest” of the McCalisters for 2 weeks.
  Michael O’Brien, age 32, his wife Laura, age 30,
  and their daughter Angela, age 8, were taken after
  Michael accidentally overheard some suspicious conver-
  sation in the Lochside Inn.  The tragedy is that Michael
  did not really hear anything at all.  The paranoid towns-
  folk assumed he had, and the McCalisters imprisoned
  the whole family to make sure the town’s secret
  remained safe.  The family has been held prisoner for
  three weeks.  Their son, Timothy, was killed on the rack
  eight days ago.  Michael will want revenge on Crimble
  and Ian if given the chance.
  40
  
  Peter Grunnen
  Male human Com2: CR 1; Medium-size
  humanoid; HD 2d4 (5 hp); Init +0; Spd 30
  ft.; AC 10 (touch 10, flat-footed 10); BAB +1; Atk +1
  melee (1d3 subdual, crit. 20/x2, unarmed strike);
  Face/Reach 5 ft. by 5 ft./5 ft.; AL NG; SV Fort +0, Ref
  +0, Will +0; Str 10, Dex 11, Con 11, Int 10, Wis 11, Cha
  10.
  Languages: Common.
  Skills and Feats: Handle Animal +5, Listen +2,
  Profession (farmer) +7, Ride (horses) +2, Swim +2, Use
  Rope +3; Skill Focus (Profession (farmer)), Skill Focus
  (Use Rope).
  Gear: None.
  Michael O’Brien
  Male human Com1: CR ½; Medium-size humanoid; HD
  1d4 (2 hp); Init +0; Spd 30 ft.; AC 10 (touch 10, flat-foot-
  ed 10); BAB +0; Atk +0 melee (1d3 subdual, crit. 20/x2,
  unarmed strike); Face/Reach 5 ft. by 5 ft./5 ft.; AL NG;
  SV Fort +0, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int
  10, Wis 11, Cha 10.
  Languages: Common.
  Skills and Feats: Craft (carpentry) +6, Handle
  Animal +4, Use Rope +6; Skill Focus (Craft (carpentry)),
  Skill Focus (Use Rope).
  Gear: None.
  Laura O’Brien
  Female human Com1: CR ½; Medium-size humanoid; HD
  1d4 (2 hp); Init +0; Spd 30 ft.; AC 10 (touch 10, flat-foot-
  ed 10); BAB +0; Atk +0 melee (1d3 subdual, crit. 20/x2,
  unarmed strike); Face/Reach 5 ft. by 5 ft./5 ft.; AL LG;
  SV Fort +0, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int
  10, Wis 11, Cha 10.
  Languages: Common.
  Skills and Feats: Craft (weaving) +6, Handle
  Animal +4, Profession (cook) +6; Skill Focus (Craft (weav-
  ing)), Skill Focus (Profession (cook)).
  Gear: None.
  Angela O’Brien
  Female human Com1: CR ½; Small humanoid; HD 1d4
  (2 hp); Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 size, +1
  Dex; touch 12, flat-footed 11); BAB +0; Atk -1 melee
  (1d2-2 subdual, crit. 20/x2, unarmed strike);
  Face/Reach 5 ft. by 5 ft./5 ft.; AL NG; SV Fort -1, Ref +1,
  Will +0; Str 6, Dex 13, Con 9, Int 10, Wis 11, Cha 10.
  Languages: Common.
  Skills and Feats (½ normal, child): Craft (weav-
  ing) +2, Handle Animal +3, Listen +2, Profession (cook)
  +1, Spot +2; Alertness.
  Gear: None.
  6. Prisoner’s Room
  Empty.
  7. Door to the Sub-dungeon
  This door leads to the stairs that connect this level to the
  sub-dungeon below.  The door is locked from this side.
  Anyone coming from below will have to force the door, or
  pick the lock in order to open it.  
  Door: 2 in. thick; Break DC 23; Hardness 5; 20 hp; Open
  Lock DC 20.
  Sub-Dungeon: 
  GM note:   When a person enters the sub-dungeon,
  either from the pit or from the dungeon below, the follow-
  ing description applies:
  This level was used to house the more danger-
  ous political prisoners during the time of the insurrec-
  tions.  While the soldiers were imprisoned above, in the
  dungeon, the leaders of the rebellion and officials that
  the duke wanted “disappeared” were placed in the sub-
  dungeon.  As an interesting footnote, after the insurrec-
  tion, the duke was the most powerful figure in the area.
  All who had opposed him politically and physically had
  vanished.  Years afterward, the king discovered that the
  duke had initiated the rebellion, and he had the duke
  removed.  The McCalisters quickly hid all traces of their
  allegiance to the duke, and the dungeons fell into disuse.
  Now the McCalisters use the sub-dungeon to
  store some of Ian’s potentially more dangerous experi-
  ments.  They watch the experiments, and determine if
  they are too dangerous to be released into the pit.
  Warphit wants there to be conflict, terror, and eventu-
  al death within the pit.  The McCalisters want to
  make sure that they do not place anything into the pit
  that is too powerful, because if it killed all of the
  other inhabitants of the pit, there would no longer be
  the strife upon which Warphit feeds.
  1. Anteroom
  ____________________________________________
  As you enter this level, it immediately becomes obvious
  that this is some sort of dun-
  geon or prison.  The air is rank
  from the smell of sweat, animal
  waste, and smoke coming from
  torches.  You hear rustling nois-
  es coming from somewhere just
  out of your sight.
  _____________________
  41
  
  This small 10 ft. by 10 ft. room
  is actually a simple security
  device that the McCalisters cre-
  ated.  Because they do not
  want the inhabitants of the
  sub-dungeon to escape to the
  manor or beyond, they had this
  special room constructed.  If
  the door to the sub-dungeon is
  opened, the door to the dun-
  geon above cannot be opened.
  Although this is a simple
  device, the McCalisters hope
  that the less-than-brilliant
  creatures of the sub-dungeon
  cannot figure this out.
  If the PCs are trying to
  escape this level, then this
  room may cause them some
  delay.  If they do not close the
  door to the sub-dungeon, they
  will not be able to open the
  door to the stairs leading to the
  dungeon.  If the party is stuck,
  then have them make a Spot
  check (DC 15) to notice some
  sort of lever device running
  across the ceiling between the
  two doors.  If they are still
  stuck, then have them make
  an Intelligence check (DC 10)
  to figure out this device.
  If the party fails to understand the door system,
  they can hack through either one as noted below.
  Door: 2 in. thick; Break DC
  25; Hardness 5; 20 hp.
  The Cage:
  This long (55 ft.
  by 20 ft.) caged room is
  where the McCalisters
  test
  their creatures
  against one another before
  releasing them into the pit.
  In addition to being careful
  not to introduce a species that is too
  powerful into the pit, the McCalisters
  are beginning to develop the same
  taste as their master; they enjoy see-
  ing the creatures fight and die in
  agony.  Currently, the cage is empty.
  ____________________________
  You can barely see through the steel
  mesh, but you make out a small
  room, roughly fifteen feet square.
  The stench of sweat and feces is
  strong.  The walls of the room glisten
  as moisture collects and runs down.
  The floor is of the same rock as the
  wall.  It does not take a dwarf to
  notice that the room was tunneled
  out of the rock.
  _____________________________
  All of the prisoners’ rooms are of the
  same description.  They are 15 ft. by
  15 ft. with a very strong door in the
  middle.  The doors are some sort of
  dark wood, mahogany, and are rein-
  forced with steel rods.  The locking
  mechanism is easy, three steel bolts
  slide into a stone door jamb rein-
  forced with steel.  There is a small
  grate in the door covered by a steel
  mesh that allows for viewing into the
  room.  The room itself is sparse.  The
  walls, ceiling, and floor are bare
  rough-hewn stone.  There is no furni-
  ture.
  3. Prisoner’s Room
  Empty.
  4. Prisoner’s Room
  Zombie, Medium-
  size Gnoll
  CR ½; Medium-size
  undead; HD 2d12+3
  (16 hp); Init –1 (-1 Dex); Spd
  30 ft.; AC 11 (-1 Dex, +2 natu-
  ral; touch 9, flat-footed 11);
  BAB +1; Atk +2
  melee (1d6+1, crit.
  20/x2, slam);
  Face/Reach 5 ft.
  by 5 ft./5 ft.; SQ
  Partial actions only, undead; AL N;
  SV Fort +0, Ref -1, Will +3; Str 13, Dex 8,
  Con –, Int –, Wis 10, Cha 1.
  Skills and Feats: Toughness.
  Partial Actions Only (Ex): Zombies have poor
  42
  Create the Dilemma:
  You may want to use Don Luis to create a
  moral dilemma in a party of good aligned
  players.  While Don Luis is not evil in his
  own right, it could be viewed that to simply
  stand by and watch the torture of helpless
  victims is evil as well.  
  Rodrigo will stand by his neutrali-
  ty.  He feels he is simply a chronicler, a
  bystander who is watching a scene he can-
  not change anyway.  He feels that at least
  their painful deaths will not be meaning-
  less, and will impact the thorough treatise
  he is writing for the good of all
  researchers.   Good characters may find
  this repulsive and may even want to kill
  the man.   This can be used to create ten-
  sion in an already tense situation.  
  On the other hand, Don Luis will
  be a great source of knowledge, but some
  of the things he may say will definitely get
  under the skins of players.  He is just as
  willing to help the players as he was to
  help the McCalisters while in his pursuit of
  knowledge.  Have fun with him.  
  
  reflexes and can perform only partial
  actions.  Thus they can move or attack, but
  can only do both if they charge (a partial
  charge).
  Undead: Immune to poison,
  sleep, paralysis, stunning, disease,
  death effects, necromantic
  effects, and mind-influ-
  encing effects
  (charms, compul-
  sions, phantasms,
  and morale effects).
  Not subject to critical
  hits, subdual damage,
  ability damage, ability
  drain, or energy
  drain.  Immune to
  anything requiring a
  Fortitude save
  (unless it affects objects).
  Make Concentration skill
  checks using Charisma
  modifier.
  Tactics: Attack the nearest
  foe and work up the line.
  5. Prisoner’s Room
  The carrion feeder in
  this room serves multiple functions; it is a killing
  machine and it cleans the dead bodies from the area.  If
  the creature detects anyone other than a McCalister
  approach the door, it will crawl towards the door and wait
  to attack.  If someone is looking through the mesh, have
  the monster make an attack against the mesh, thus star-
  tling the characters.
  Carrion Feeder
  CR 4; Large aberration; HD 3d8+6 (18 hp); Init +2 (+2
  Dex); Spd 30 ft.; AC 17 (-1 size, +2 Dex, +6 natural;
  touch 11, flat-footed 15); BAB +2; Atk +3 melee (paraly-
  sis, 8 tentacles) and -2 melee (1d4+1, crit. 20/x2, bite);
  Face/Reach 5 ft. by 10 ft./5 ft.; SA Paralysis; SQ Scent;
  AL N; SV Fort +3, Ref +3, Will +5; Str 14, Dex 14, Con
  14, Int 1, Wis 15, Cha 6.
  Skills and Feats: Climb +10, Listen +6, Spot +6;
  Alertness.
  Paralysis (Ex): Those hit by a carrion feeder’s
  tentacle attack must succeed at a Fortitude save (DC 13)
  or be paralyzed for 2d6 minutes.
  Tactics: The carrion feeder will attempt to paralyze all of
  the combatants before eating them one-by-one.
  6. Prisoner’s Room
  The McCalisters have not yet developed
  a name for this creature.  Ian is
  extremely proud of it because it is
  his first completely successful
  experiment.  It was developed to
  hunt and slowly kill the goblins
  in the pit.   At some point, the
  McCalisters anticipate the tiring
  of the goblins, and want to
  stock the pit with new and
  more interesting crea-
  tures.  When that time
  comes, they want to
  induce the maximum
  amount of fear in the
  goblins.
  It looks like a
  large, stubby snake with
  six squid-like tentacles pro-
  truding from its head.  Its
  mouth is beaked like a
  squid’s, but the eyes are
  those of a snake.  Ian
  managed to combine
  dwarf genes into the mon-
  ster thus, its hatred of
  goblinoids.  
  It
  CR 2; Medium-size aberration; HD 4d8+4 (22 hp); Init +2
  (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural; touch
  12, flat-footed 12); BAB +3; Atk +3 melee (0, crit.
  20/x2, 6 tentacles) and –2 melee (1d6 plus poison,
  crit. 20/x2, bite); Face/Reach 5 ft. by 5 ft./5 ft.; SA
  Improved grab, poison; SQ Darkvision 60 ft.; AL N; SV
  Fort +2, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int
  1, Wis 10, Cha 2.
  Skills and Feats: Hide +2*, Listen +2.
  Improved Grab: If It gets a hold with a tentacle,
  it gains a +2 bonus to bite attack rolls.
  Poison (Ex): Bite, Fortitude save (DC 18); initial
  damage 1d6 temporary Dexterity, secondary damage
  1d6 temporary Dexterity.
  Skills: * It gains a +10 racial bonus to Hide
  checks when standing steel.
  Tactics: If it has a chance to attack the party, it will
  attack half-orcs first, then elves, half-elves, humans,
  halflings, gnomes, and finally dwarves.
  43
  
  7. and 8. Prisoner’s Rooms
  Empty.
  9. Door to the Pit
  This door is similar to those on the prisoners’ rooms but
  there is no mesh.  The door is easy to open from this
  side—simply pull back the bolts.  However, from the other
  side (the side the party will be coming), it may present a
  challenge.
  Door: 2 in. thick; Break DC 25; Hardness 5; 20 hp;
  Open Lock DC 30.
  Act IV: Ian’s Tower (After the Collapse):
  Ian’s Tower
  The tower rises 65 ft. into the air.  It is constructed of the
  same stone that makes up the rest of the hamlet’s build-
  ings, yet there is something not quite right about the
  place.  After the collapse of the pit, the evil energies of
  Warphit have concentrated in the gem at the top of the
  tower.  This energy does not allow Warphit to continue its
  ability to influence others; however, it may allow others to
  contact Warphit.  The entire tower is tainted with
  Warphit’s evil.  Any character with detect evil will be
  aware that evil lurks about the tower.
  Level 1:
  Ian has five guards and some rather nasty surprises to
  protect the tower.  
  GM Note: You can have the guards patrolling any-
  where in the tower, or the grounds.  There are some
  suggestions in the room notes.
  Guards (4)
  Male human War1: CR ½; Medium-size humanoid; HD
  1d8 (4 hp); Init +0; Spd 30 ft.; AC 14 (+3 studded
  leather armor, +1 buckler; touch 10, flat-footed 14;
  armor check penalty -2); BAB +1; Atk +4 melee (1d6+2,
  crit. 19-20/x2, short sword) or +1 ranged (1d8+2, crit.
  20/x3, 20 ft., shortspear);
  Face/Reach 5 ft. by 5 ft./5 ft.; AL
  LN; SV Fort +2, Ref +0, Will -1; Str
  15, Dex 10, Con 11, Int 8, Wis 8,
  Cha 10.
  Languages: Common.
  Skills and Feats: Handle Animal
  +2, Initimidate +2, Listen +1, Spot
  +1; Alertness, Weapon Focus (short
  sword).
  Gear: Buckler, short sword, shortspear,
  studded leather armor.
  Sergeant
  Male human War2: CR ½; Medium-size humanoid; HD
  2d8+6 (15 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 19 (+2
  Dex, +5 chainmail, +2 Large steel shield; touch 12, flat-
  footed 17; armor check penalty -6); BAB +2; Atk +5
  melee (1d8+2, crit. 19-20/x2, longsword); Face/Reach 5
  ft. by 5 ft./5 ft.; AL LN; SV Fort +6, Ref +2, Will +1; Str
  15, Dex 14, Con 17, Int 12, Wis 13, Cha 12.
  Languages: Common, Elven.
  Skills and Feats: Handle Animal +6, Intimidate
  +6, Jump +7, Listen +3, Ride (horses) +9, Spot +3;
  Alertness, Weapon Focus (longsword).
  Gear: Chainmail, key to the dungeon, Large steel
  shield, longsword, 4 potions of cure light wounds.
  Tactics: After the fall of the pit, Ian has warned the
  guards to be wary, but none really expect trouble.  The
  guards will fight defensively while yelling for help.  If the
  sergeant is present, he will use the healing potions to
  help any of his downed men, if the battle allows for it.
  1. The Entry
  When the party arrives at the tower, Ian is aware that
  things are not what they should be.  However, he is busy
  in his lab trying to contact Warphit.  He has told his
  guards to be on alert.  
  The door to the entry is not locked.  The room
  beyond is a small antechamber with a grated door on the
  other side of the room.
  One guard may be walking around the perimeter
  of the tower.  
  44
  
  Tactics: If a stranger approaches the
  tower, the guard will warn them away and
  then make for the entrance to warn the others.  If the
  party uses the wagon to approach the tower, the guard
  will sheath his weapon to lend a hand.
  2. The Dining Hall
  Four long tables and a large fireplace dominate this
  room.  Normally, there are at least two guards sitting at
  the tables swapping tall tales of adventures and
  heroic deeds.  There is a door on the wall to
  the southwest, as well as a door on the
  north wall.  The fireplace has a roaring
  fire in it that heats the room well.
  3. The Guards’ Room
  This room has five beds, each with a
  footlocker.  The footlockers are locked
  with very cheap locks
  (Open Lock check, DC
  12).  A search of the
  lockers will reveal that they
  contain trinkets, drawings of
  questionable moral character, a few
  coins, and changes of clothes.
  There is a total of 52 gp, 8 sets of
  commoner garb, 8 nasty drawings,
  and an assortment of baubles.  The
  footlocker by the bed on the east wall
  belongs to the sergeant.  Here, the
  party can find 8 potions of cure
  light wounds.
  4. The Stairs
  This stairway goes from the first level all the way to the
  top of the tower.  At each landing there is a door that
  enters the central rooms of the tower.  On the south wall
  of the first level there is a locked door (Open Lock check,
  DC 25) that leads to the dungeon.  The door is stout, and
  requires a Strength check of 22 to break down.  Ian and
  the guard sergeant have keys to this door.
  Level 2:
  1. Anteroom
  There are doors leading to the rest of the rooms on this
  level.  Tapestries cover the walls to decorate the tower,
  as well as provide some insulation.
  2. Guestroom
  This room is ready to receive a guest.  It
  has a comfortable bed, an armoire, and a
  small desk with a chair.   Wall sconces with
  candles would provide light, but they are not lit.
  3. Guestroom
  At this time Maya, a female elven ranger who is working
  for Ian, occupies the room.  She hunts and brings back
  interesting creatures for Ian to use in his experiments.
  Maya
  Female elf Rgr3: CR 3; Medium-size
  humanoid (elf); HD 3d10 (16 hp); Init +4
  (+4 Dex); Spd 30 ft.; AC 17 (+4 Dex, +3
  masterwork studded leather; touch 14,
  flat-footed 13); BAB +3; Atk +6 melee
  (1d8+3, crit. 19-20/x2, +1 longsword)
  or +10 ranged (1d8+2, crit. 20/x3,
  110 ft., +2 composite longbow);
  Face/Reach 5 ft. by 5 ft./5 ft.; SA +1
  favored enemy—goblinoids; SQ Elven
  traits; AL NE; SV Fort +3, Ref +5, Will +2;
  Str 15, Dex 19, Con 10, Int 15, Wis 12, Cha
  15.
  Languages: Common, Elven, Goblin, Sylvan.
  Skills and Feats: Animal Empathy +3, Climb +8,
  Hide +4, Knowledge (nature) +7, Listen
  +3, Move Silently +5, Ride (horses) +8,
  Search +8, Spot +7, Swim +5,
  Wilderness Lore +8; Far Shot, Point Blank
  Shot, Track.
  Elven Traits (Ex): Immune to
  sleep effects, low-light vision, +2
  saves vs. Enchantment, automatically
  attempt Search check on secret doors within 5 ft.,
  proficient with longsword or rapier, proficient with
  shortbow, longbow, composite longbow, and compos-
  ite shortbow.
  Gear: 20 arrows, backpack, +2 composite
  longbow, flask of oil, flint and steel, grappling hook,
  +1 longsword, masterwork studded leather, silk rope
  (50 ft.), trail rations (7 days), 250 gp.  She is also carry-
  ing a “shopping list” that includes: 1 female dwarf, 1
  lizardman, 1 bugbear, and 1 night hag.
  Tactics: If Maya is aware of fighting down below, she will
  head toward the stairway.  At the landing for this level,
  she will wait to evaluate the danger to herself.  If she
  engages the party, she will try to kill the most physically
  threatening member of the group first.  She will then
  retreat up the stairs toward the roof while using her bow
  to keep any pursuit at bay.  When she reaches the roof,
  she will use a rope and grapple to repel down to the
  ground.
  45
  
  4. Guestroom
  This room is ready to receive a guest.  It
  has a comfortable bed, an armoire, and a small desk
  with a chair.
  Wall sconces with candles would provide light,
  but they are not lit.
  5. Lounge
  The room is designed to use the heat from the fireplace
  on the first level to warm the rest of the level.  In this
  room, two couches and two padded chairs surround
  the flue.  There is a small lip around the flue that pre-
  vents careless people from falling into the fire below.
  Also, a vent in the ceiling traps most of the smoke from
  the fire and carries it up to the next level of the tower.
  Level 3:
  1. Anteroom
  There are doors leading to the rest of the
  rooms on this level.  Tapestries cover the
  walls to decorate the tower, as well as pro-
  vide some insulation.
  2. Library
  This library houses a collection of books
  that mainly deal with the occult and magic.
  A Search check (DC 20) will find three
  useful books: +2 manual of quickness
  of action, +1 tome of clear thought,
  and tome of spellcraft (72 hours to
  read +2 skill ranks to Spellcraft
  skill).
  3. Ian’s Room
  This room is an utter mess.  Ian is too preoccupied
  with his experimentation to worry about things like
  cleaning or organizing anything.  A careful search
  through the mess (Search check, DC 20) will discover a
  wand and a scroll case with two scrolls.  They are a wand
  of shocking grasp (22 charges), an arcane scroll of blink,
  and an arcane scroll of lightning bolt.
  4. Crimble’s Room
  This is where Crimble stays when
  visiting Ian, and does not want to go
  all the way back to the manor.  The
  bed is rather plain, but comfortable.
  There is an armoire containing four
  changes of clothing.  All of the cloth-
  ing is foppishly outdoorsy (no real adventurer
  would be caught dead in such clothing).  The
  writing desk has parchment and an inkwell.
  5. Lounge
  The room is designed to use the heat from the fireplace
  on the first level to warm the rest of the level.  In this
  room, two couches and two padded chairs surround the
  flue.  There is a small lip around the flue that prevents
  careless people from falling into the fire below.  Also, a
  vent in the ceiling traps most of the smoke from
  the fire and carries it up to the next level of the
  tower.
  Level 4:
  1. The Laboratory
  ___________________________________
  Flickering candles on wall sconces and
  candelabra light the room, giving off just
  enough light for you to make out the hor-
  rible contents of the room.  In front of
  you is some sort of sick and perverted
  laboratory.  A small figure is strapped
  to a blood-soaked table.  A fig-
  ure of what looks like a nude,
  blood-covered woman stands
  next to a desk.  
  Behind the desk is a
  stand with a large pulsating
  gem on it.  The pulsing of the
  gem gives off an eerie yellow-
  green light that creates a
  “strobe-like” effect on the table,
  desk, and standing figure.  
  To the right, nearly a
  quarter of the room has been
  turned into a large cage.  You
  can see four figures struggling against their chains
  inside this cage.
  Before you can act, you see the figure of a man
  change into that of a black bird and fly through the nar-
  row windows of the room.
  ________________________________________
  This is where Ian has been conducting his experiments.
  Inspired by Warphit, Ian has been combining sorcery and
  alchemy in an attempt to create new and deadly crea-
  tures.  So far, most of Ian’s work has not produced the
  desired results, but a few have been successful.  The lab
  itself is something out of a hellish nightmare.
  GM Note: The figure fleeing was, of course, Ian.  He
  escapes to plot against those who foiled he and his
  brother’s plans.
  46
  
  Strapped to the lab table is a halfling
  (Master Arthur Goldander) split in two with
  his internal organs exposed.  He is Ian’s latest vivisection
  subject.   He is conscious but does not respond to out-
  side stimuli.  A tube running from a glass ball of pearly
  white liquid rests above the halfling’s mouth.  A drop of
  the liquid falls into his mouth at a rate of a drop per
  minute.  The flask contains a healing potion.  Although
  each small drop is not enough to revive the halfling, it is
  enough to prevent the patient from dying.  If the flask is
  removed, Arthur will die.  If the party fully heals Arthur,
  he will be hopelessly insane due to the terrible torture he
  has endured under the knife of Ian.  There are three
  doses of cure light wound potion left in the ball.
  Standing near the desk, like a mannequin, is the
  body of a human female with all of her skin removed.
  The muscles, tendons, and ligaments have been careful-
  ly cleaned and preserved.  Ian uses the flesh puppet to
  study human anatomy and physiolo-
  gy.  Ana, the name Ian has given the
  puppet, is able to follow basic com-
  mands, such as turn to the left, raise
  your arm, attack, and others.
  There are three books on
  the desk.  One is a book of alchemy,
  which will take a minimum of forty-
  eight hours to read, but will add +2
  skill ranks to the reader’s Alchemy
  skill.  The other book is Tri Lin’s
  Manual of Human Anatomy and
  Physiology.  Depending on the bent
  of the reader, the book is useful in
  different ways.  If the reader is inter-
  ested in the healing arts, it will give
  +2 skill ranks to the Heal skill when
  working on humans.  If the reader is
  a warrior type, it will give him the
  feat of Power Attack (assuming pre-
  requisites are met) when fighting
  humans.  In either case, the book
  takes seventy-two  hours to read,
  and the reader must make an
  Intelligence check (DC 20) to comprehend the meaning
  of the passages.  The third book is a lab notebook where
  Ian has been keeping a record of his successes and fail-
  ures.
  There are also two locked drawers (Open Lock
  check, DC 25) that has Ian’s operating tools and two ball
  flasks filled with healing potions.  Each flask contains
  four doses of cure light wounds potion.  The other drawer
  contains a strong box with 1,200 gp and ten small blood-
  stone gems, each worth 50 gp.
  If the books or the drawers are touched, a magic
  mouth will appear and scream “Ana, kill ‘em all, kill ‘em
  dead!” Ana, the flesh puppet, will then attack.  If the
  party attacks Ana before the magic mouth orders her to
  attack, she will not even defend herself and
  can be hacked into as many little pieces as
  the characters wish.  In that case, after the
  magic mouth has given the instructions, have a severed
  hand grab one of the party members.
  Flesh Puppet
  CR ½; Medium-size undead; HD 2d12 (13 hp); Init +2
  (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural; touch
  12, flat-footed 12); BAB +1; Atk +2 melee (1d3+1 subd-
  ual, crit. 20/x2, unarmed strike); Face/Reach 5 ft. by 5
  ft./5 ft.; SQ Undead; AL N; SV Fort +0, Ref +2, Will +3;
  Str 13, Dex 14, Con –, Int –, Wis 10, Cha 1.
  Undead: Immune to poison, sleep, paralysis,
  stunning, disease, death effects, necromantic effects,
  and mind-influencing effects (charms, compulsions,
  phantasms, and morale effects).  Not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain.  Immune to anything requiring
  a Fortitude save (unless it affects objects).
  Make Concentration skill checks using
  Charisma modifier.
  The Gem:  Resting on a stand near the
  desk is a gem that pulses with a sickly, yel-
  low light.  If the party looks into the gem,
  they will see a hazy image of the figure of
  Warphit.  After the collapse of the pit,
  Warphit cannot use this gem to influence
  those around it, but Warphit’s evil power is
  still strong within the gem.  If one of the
  party touches the gem with bare hands, the
  character must make a Will saving throw
  against fear (DC 18).  Failure will make the
  character afraid as per the spell fear.
  The gem can be broken.  
  Gem: Break DC 50; Hardness 10, 30
  hp.
  If the party manages to break the gem, a brilliant light
  will emerge from the shattered crystal.  Each character
  within 30 ft. must make a Fortitude saving throw (DC 15)
  or be dazzled (-1 to all actions) for one minute.  Along
  with the flash of light, a scream
  of pain and torment erupts from
  the gem, but quickly fades to
  silence.
  Ian had been planning
  on taking the gem to some near-
  by city so that Warphit’s influ-
  ence could be spread.  After the
  collapse, Ian realized that the
  47
  
  gem was useless for converting others.
  2. The Menagerie
  This is where Ian keeps his works-in-progress.  Each of
  the creatures is chained to the wall, unable to reach one
  another.  The door to the menagerie is locked (Open
  Lock check, DC 25).
  The snake boy has a boy’s upper body, head and
  arms, and the lower body of a snake.  If approached by
  the party, the snake boy will try to look pitiful to lull
  the party to dropping their defenses.  Once
  someone is close enough, the snake boy
  will try to constrict the victim, leaving its
  arms and bite free to take on the rest
  of the party.  Ian is almost ready to
  take the snake boy to the sub-dun-
  geon.  Ian believes that the creature
  may even be a challenge for It.
  Snake Boy
  CR 1; Medium-size aberration; HD 2d8
  (9 hp); Init +2 (+2 Dex); Spd 20 ft.; AC
  14 (+2 Dex, +2 natural; touch 12, flat-
  footed 12); BAB +1; Atk +2 melee (1d3+1,
  crit. 20/x2, tail slap) and -3 melee (1d4+1
  plus poison, crit. 20/x2, bite); Face/Reach 5 ft.
  by 5 ft./5 ft.; SA Constrict 1d3+1, improved
  grab, poison; SQ Darkvision 60 ft.; AL N; SV
  Fort +0, Ref +2, Will +3;
  Str 12, Dex 14, Con 10, Int
  6, Wis 11, Cha 8.
  Skills and Feats: Hide +4,
  Listen +5, Spot +5.
  Constrict (Ex): The snake boy deals 1d3+1
  points of damage with a successful grapple check
  against opponents of up to Small size.
  Improved Grab (Ex): To use this ability, the
  snake boy must hit an opponent of up to Small size
  with its tail slap attack.  If it gets a hold, it can con-
  strict.
  Poison: Bite; Fortitude save (DC 12); initial
  damage 0; secondary damage 1d6 temporary
  Strength.
  Ian is still experimenting with this creature.  He is trying
  to see if he can add even more bits to the body of the
  creature, and still have a viable beast.
  Quivering Fleshy Thing
  CR 2; Medium-size aberration; HD 2d8+4 (13 hp); Init +1
  (+1 Dex); Spd 5 ft.; AC 13 (+1 Dex, +2 natural; touch 11,
  flat-footed 12); BAB +1; Atk +2 melee (1d4+1 subdual,
  crit. 20/x2, 2 slams) and +2 (1d6, crit. 20/x2, 2 bites);
  Face/Reach 5 ft. by 5 ft./5 ft.; AL CN; SV Fort +4, Ref
  +1, Will +4; Str 12, Dex 12, Con 18, Int —, Wis 12, Cha
  1.
  This poor creature is one of Ian’s biggest fail-
  ures.  It was meant to combine the intelligence
  and loyalty of a dog with the vicious nature of a giant
  scorpion.  The experiment yielded a living creature, yet it
  is in so much constant pain that it can barely move.  The
  creature has the body and head of a dog, probably a
  mastiff, and the six legs and tail of the giant scorpion.
  The creature offers no threat to the party, as all it does is
  writhe in agony.
  Scorpion Dog
  CR 2; Medium-size aberration; HD
  3d8+9 (22 hp); Init +2 (+2 Dex); Spd
  40 ft.; AC 16 (+2 Dex, +4 natural;
  touch 12, flat-footed 14); BAB +2;
  Atk +2 melee (1d6, crit. 20/x2,
  bite) and –3 melee (1d4, crit.
  20/x2, 2 claws) and –3 melee (1d4
  and poison, crit. 20/x2, sting);
  Face/Reach 5 ft. by 5 ft./5 ft.; SA
  Improved grab, squeeze, poison; AL CN;
  SV Fort +4, Ref +3, Will +4; Str 10, Dex
  14, Con 16, Int 2, Wis 12, Cha 2.
  Skills and Feats: Climb +3, Hide +5,
  Listen +5, Spot +5, Wilderness Lore +2.
  Improved Grab (Ex): To use this ability, the scor-
  pion dog must hit with its claw
  attack.  If it gets a hold, it
  hangs on and stings.
  Poison (Ex): Sting,
  Fortitude save (DC 15); initial
  and secondary damage 1d4
  temporary Str.
  Squeeze (Ex): A scorpion dog that gets a hold on
  an opponent of its size or smaller automatically deals
  damage with both claws, biting and stinging at its full
  attack value.
  This creature appears to be half-spider monkey and half-
  eagle.  Qwitsit will try to link with the party members.  He
  is cold, afraid, and hungry.  He wants to get out of this
  place.  He will not attack the party unless he is attacked.
  Qwitsit is curious by nature.  He will attempt to
  communicate with those around him.  He does this by
  staring at the person and attempting to open an empath-
  ic link (much like a familiar).  The empathic link is DC 15
  +/- Will save bonus of the other, depending on whether
  the other wants to create the bond or not.  Once the
  empathic link is made, Qwitsit and the linked individual
  will sense each other’s feelings and simple thoughts.
  This is only if the two are in sight of one another.  Also,
  Qwitsit can only be linked with one person at a time, but
  can switch the link five times per day.
  48
  
  Qwitsit likes bright, shiny things.
  His curiosity might get him in trouble since
  he does not know that taking those won-
  derful, sparkly things is against the law.
  Qwitsit
  Monkey-bird: CR ½; Small aberration; HD 1d8+1 (5 hp);
  Init +2 (+2 Dex); Spd 10 ft., fly 60 ft. (average); AC 14
  (+1 size, +2 Dex, +1 natu-
  ral; touch 13, flat-footed
  13); BAB +0; Atk +3 melee
  (1d3, crit. 20/x2, 2 claws)
  and –2 melee (1d3, crit.
  20/x2, bite); Face/Reach
  5 ft. by 5 ft./5 ft.; SQ
  Empathic link (like a famil-
  iar); AL N; SV Fort +3, Ref
  +4, Will +2; Str 10, Dex
  15, Con 12, Int 2, Wis 14,
  Cha 6.
  Skills and Feats:
  Listen +6, Spot +6;
  Weapon Finesse (bite,
  claw).
  Top of the Tower:
  The top of the tower is bar-
  ren except for the trap
  door that leads to the
  stairway.  The wall that
  runs around the circumfer-
  ence of the top of the
  tower is crenellated to pro-
  vide protection for archers on the roof.
  Dungeon:
  The dungeon is used as a storage area.  On the south
  wall are barrels of clean water, foodstuffs, and other sun-
  dries.  On the north wall are a series of cages of all dif-
  ferent sizes.  The further you move east, the larger the
  cages.  In the small cages, resting on tables, are normal
  and strange animals (birds, cats, dogs, monkeys and
  such).  Animals like monkeys are not native to this area,
  and may seem strange to those who have never been
  beyond Dunreth.
  There are Medium-size cages as well; most are
  empty but a few still have occupants.  
  Cage 1: 
  Maggie Goldander cowers in this cage.  She is the wife of
  the halfing being vivisected in the lab.
  Maggie Goldander
  Female halfling Com1: CR ½; Small
  humanoid (halfling); HD 1d4 (2 hp); Init +2 (+2 Dex); Spd
  20 ft.; AC 13 (+1 size, +2 Dex; touch 13, flat-footed 11);
  BAB +0; Atk +0 melee (1d3-1 subdual, crit. 20/x2,
  unarmed strike); Face/Reach 5 ft. by 5 ft./5 ft.; SQ
  Halfling traits; AL NG; SV Fort +1, Ref +3, Will +1; Str 8,
  Dex 14, Con 11, Int 10, Wis 11, Cha 10.
  Languages: Common,
  Halfling.
  Skills and Feats: Climb
  +1, Handle Animal +4, Hide
  +6, Jump +1, Listen +4, Move
  Silently +4, Profession (cook)
  +4, Spot +2; Alertness.
  Halfling Traits (Ex): +1
  bonus to all saves, +2 morale
  bonus to saves vs. fear, +1
  attack rolls with thrown
  weapon.
  Gear: None.
  Cages 2 and 3: 
  Each of these cages holds a
  single goblin male.
  Goblin
  CR ¼; Small humanoid (gobli-
  noid); HD 1d8 (4 hp); Init +1
  (+1 Dex); Spd 30 ft.; AC 12 (+1
  size, +1 Dex; touch 12, flat-
  footed 11); BAB +1; Atk +1
  melee (1d2-1 subdual, crit. 20/x2, unarmed strike);
  Face/Reach 5 ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con
  11, Int 10, Wis 11, Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide +6, Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Skills: Goblins gain a +4 racial bonus to Move
  Silently checks.  Goblin cavalry (mounted on worgs) gain
  a +6 bonus to Ride checks and the Mounted Combat
  feat (neither of these benefits is included in the statistics
  block).
  Gear: None.
  Cage 4: 
  Lilliana, a female Werefaynodin
  (wild shape-changing elf) is in
  this cage.  She is dying because
  she has been caged and has
  49
  
  lost her freedom.  She was originally
  captured by Maya.
  Lilliana
  Female werefaynodin Rgr2: CR 2; Medium-size
  shapechanger; HD 2d10+2 (13 hp); Init +4 (+4 Dex); Spd
  30 ft.; AC 14 (+4 Dex; touch 14, flat-footed 10); BAB +2;
  Atk +5 melee (1d3+3 subdual, crit. 20/x2, unarmed
  strike); Face/Reach 5 ft. by 5 ft./5 ft.; SA +1 favored
  enemy—goblinoids; SQ Fox form 2/day, werefaynodin
  traits, xenophobic; AL NG; SV Fort +4, Ref +4, Will +2; Str
  16, Dex 19, Con 12, Int 8, Wis 15, Cha 11.
  Languages: Elven.
  Skills and Feats: Hide +9, Listen +4, Move
  Silently +9, Search +1, Spot +4, Wilderness Lore +7;
  Point Blank Shot, Track.
  Fox Form (Su): 2/day—Polymorph into a fox while
  maintaining mental ability scores, but all physical abili-
  ties become those of a fox.  All equipment merges with
  the new form.  Remaining in fox form for more than 12
  hours at a time forces a percentile roll every hour after
  12.  Each roll of 5% or less results in one point of perma-
  nent Intelligence damage.  If you lose 3 or more points,
  you lose your identity and become a fox forever.
  Werefaynodin Traits (Ex): Immune to sleep
  effects, low-light vision, +2 saves vs. Enchantment, profi-
  cient with longsword or rapier, proficient with shortbow,
  longbow, composite longbow, and composite shortbow.
  Xenophobic (Ex): Uncomfortable around races
  other than elves and half-elves and will not willinging
  enter a humanoid settlement that is not elven.
  Gear: None.
  Description: Lilliana is of the elusive werefayn-
  odin, a race of shape-changing elves that live deep in the
  forest.  The humans of the land refer to members of
  this race as the “Fox Weird.” If you do not want to use
  the odd race, then simply make her an elf.
  Motives:  Lilianna simply wants to flee the
  terrible place of her torture.  She will shape shift and
  scamper away as soon as she can.  She is not
  ungrateful, but has been tortured badly and will not
  stay to be caught again.
  Epilogue:
  Endings and Beginnings:
  In The Pit of Loch-Durnan you can
  have several epilogues that might
  take place.  Also, as the GM you are
  able to make up your own if you like.
  In this section, we will outline the
  most common endings that can take
  place and some suggestions you can
  use to go forward after the adventure has
  ended.
  None of the epilogues presented are based on
  the players’ failings or deaths, which is always
  a possibility.
  Here are the key requirements for each epilogue:
  Epilogue 1:
  The players have: (Use listed EL for roleplay XP bonuses)
  ·
  Collapsed Warphit’s cavern (EL 8).
  ·
  Saved Mellie (EL 3).
  ·
  Killed Crimble (EL 4).
  ·
  Used the wagon (EL 3).
  ·
  Invaded Ian’s tower.
  ·
  Destroyed the crystal in the tower (EL 6).
  ·
  Ian escapes.
  This is the optimal ending for the story of the pit.  There
  is also a great reward to getting to this ending.
  After the party has destroyed the crystal in the tower and
  Ian has fled, there will seem to be a great weight lifted
  from the area.  As the players leave the tower, they will
  be met outside by a weak but smiling Mellie.  Other
  townsfolk are staggering around as if disoriented.
  Mellie will explain that most of the townspeople
  were actually charmed by the brothers and Warphit.  This
  charm has been lifted.  The people of the town will be
  extremely thankful for being freed from the power of the
  devil and the brothers.
  Mellie will later counsel the party and tell them
  that the town is left leaderless, and that they wish the
  players to assume the role of town leaders.  They will be
  offered the manor house as a place to live.  This will give
  the players a great base of operations to congregate.
  Missing from the hamlet are those that very will-
  ingly gave themselves to Warphit.  These are Gormon
  Wilbur, Stephon Crumper (cleric), Willy Burbash, and the
  manor guard leader, Mathus Mcgee.  These have fled
  town as soon as they knew that all was lost.
  If the players accept, the GM can decide on how
  to move forward.  There is still the issue of the goblins
  that are now trapped in the mine and separated from the
  tunnels home.
  There are the escapees to deal with, as well as
  Ian, and (if alive) Maya.
  If the players do nothing about any of those who
  fled then nothing will occur, and those that escaped the
  party will fade away until a later module.
  There is also the unexplored temple of the
  gnomes beneath the manor.  This will be a module
  released for free for those that own this book.
  Epilogue 2:
  50
  
  The players have: (Use listed EL for roleplay
  XP bonuses)
  ·
  Collapsed Warphit’s cavern (EL 8).
  ·
  Saved Mellie (EL 3).
  ·
  Killed Crimble (EL 4).
  ·
  Used the wagon (EL 3).
  ·
  Fled town without going to Ian’s tower.
  This will be a tough reality for the players.  In leaving
  unfinished business behind, they have drawn the wrath
  of Ian McCalister.  On the third night, after fleeing town,
  the party will be attacked by these monsters/ NPCs:  Ian
  McCalister, Maya, Stephon Crumper, the shadow hound
  (if alive), Mathus Mcgee, and 4-6 of the tower guards.
  If the players flee this battle, they will be hunted
  doggedly until killed, or until they have reached a good-
  sized community.  They will always have to watch their
  backs, and there will be a chance that Crimble might be
  raised or resurrected.  This might also allow the hamlet
  to uncover the collapsed tunnel and start again.
  The party could try to convince local authorities
  of their claim, but this will be up to the GM, as well as
  the outcome of a return.
  Epilogue 3:
  The players have:
  ·
  Failed to meet with Barlan
  ·
  Failed to collapse the cavern of Warphit.
  This tragic outcome is most likely the end of the players.
  They have one avenue of escape—into the deep tunnels
  of the world below from whence the goblins came.  This
  could lead to a series of long adventures with the party
  desperately trying to find a way to the surface world
  while also trying to evade the evil minions of Warphit.
  While the Loch-Durnan story might appear to be
  linear in ways, this is not the case.  Many things can hap-
  pen that the players may come up with.  As the GM, it
  does not hurt to try and think up other options based on
  the make-up of the party and characters.
  Appendix I: Important Characters
  (All Character Statistics are open content)
  Crimble McCalister
  Male human Clr3: CR 3; Medium-size humanoid; HD
  3d8+3 (16 hp); Init +0; Spd 20 ft.; AC 14 (+4 scale mail;
  touch 10, flat-footed 14; armor check penalty -4); BAB
  +2; Atk +6 melee (1d8+4, crit. 20/x2, +1 morningstar);
  Face/Reach 5 ft. by 5 ft./5 ft.; SA Death touch, spells;
  SQ Rebuke undead 10/day, spontaneous casting; AL LE;
  SV Fort +4, Ref +1, Will +6; Str 17, Dex 11, Con 12, Int
  14, Wis 16, Cha 17.
  Languages: Common, Halfling, Infernal.
  Skills and Feats: Bluff +7, Concentration +5,
  Heal +9, Hide +4, Knowledge (religion) +8,
  Spellcraft +8; Combat Casting, Extra
  Turning, Scribe Scroll.
  Death Touch (Sp): 1/day—Succeed at a melee
  touch attack against a living creature and roll 1d6 per
  cleric level.  If the total at least equals the creature’s hit
  points, it dies.
  Gear: Gold nuggets (2,500 gp), +1 morningstar,
  3 potions of cure light wounds, scale mail, scroll—inflict
  moderate wounds, scroll—protection from good, silver
  holy symbol.
  Cleric Domains: Death and Trickery.
  Cleric Spells Prepared (4/3+1/2+1; DC 13 +
  spell level):  0-level—detect magic, guidance, mending,
  read magic.  1st—cause fear*, command, cure light
  wounds, protection from good.  2nd—darkness, hold per-
  son, invisibility*.  * domain spell.
  Description: Crimble is a very tall, athletic man
  of powerful stature.   He has copper-colored hair and
  blue eyes like that of his twin brother Ian.  His morn-
  ingstar is a dark gray with the symbol of the all father
  (balances of justice) emblazoned at the top of its head.
  There is no doubt this is a finely-crafted weapon.
  The evil Crimble favors his death touch granted
  from the domain power of Warphit, as a first attack to
  demoralize those who come against him.
  Motives: Crimble has been seduced by power
  and is extremely overconfident.  His youth and ability to
  do things beyond his means have given him a feeling of
  immortality.  This gives the PCs a distinct advantage, as
  Crimble feels he and his brother cannot be defeated
  while serving Warphit and ruling the entire town.
  Ian McCalister
  Male human Sor3: CR 3; Medium-size humanoid; HD
  3d4 (7 hp); Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3
  Dex, +2 bracers of armor; touch 13, flat-footed 12);
  BAB +1; Atk +3 melee (1d4+2, crit. 19-20/x2, dag-
  ger); Face/Reach 5 ft. by 5 ft./5 ft.; SA Spells; AL LE;
  SV Fort +1, Ref +4, Will +6; Str 15, Dex 16, Con 10,
  Int 13, Wis 17, Cha 17.
  Languages: Common, Gnoll, Infernal.
  Skills and Feats: Alchemy+7, Concentration +3,
  Diplomacy +4, Hide +3, Listen +3, Move Silently +3, Scry
  +2, Spellcraft +6, Spot +3; Scribe Scroll, Silent Spell,
  Spell Penetration.
  Gear: +2 bracers of
  armor, dagger, potion of poly-
  morph self, spell component
  pouch.
  Sorcerer Spells Known
  (6/6; DC 13 + spell level; +2
  overcome Spell Resistance):  0-
  level—dancing lights, detect
  magic, ghost sound, mage hand,
  51
  
  ray of frost.  1st—burning hands, charm
  person, enlarge.
  Description: Ian looks much like Crimble with
  the exception that Ian is not quite as physically formida-
  ble as his brother.  He wears a simple, gray and black
  robe that is belted at the waist and a long dark cloak.
  Motives: Ian sees no reason why he should dirty
  his hands with fighting.  If the party forces the issue at
  the beginning of the adventure, Ian will use his spells to
  help subdue the group.  If it looks like he might be forced
  into hand to hand combat, he will take the polymorph
  self potion and escape.  
  If the party destroys the gem and Ian escapes,
  they have made an enemy who will return to haunt
  them.  Ian will gradually grow more and more insane,
  due to the separation from Warphit.  He will continue to
  experiment on creating new life, but will lose much of his
  ability without Warphit’s guidance.
  Guard Captain Mathus McGee
  Male human War3: CR 2; Medium-size humanoid; HD
  3d8+9 (22 hp); Init +3 (+3 Dex); Spd 20 ft.; AC 17
  (+2 Dex, +5 chainmail; touch 12, flat-footed 15;
  armor check penalty -5); BAB +3; Atk +7 melee
  (1d8+4, crit. 20/x3, longspear); Face/Reach 5 ft. by
  5 ft./5 ft. (10 ft. with longspear); AL LE; SV Fort +6,
  Ref +4, Will +1; Str 16, Dex 17, Con 16, Int 12, Wis
  11, Cha 11.
  Languages: Common, Elven.
  Skills and Feats: Climb +7, Handle Animal
  +5, Intimidate +6, Jump +6, Ride (horses) +7, Swim
  +7; Combat Reflexes, Run, Weapon Focus (longs-
  pear).
  Gear: Chainmail, longspear, 2 potions of cure
  light wounds, tinder dust (6 doses), 180 gp.
  Mellie Tilbert
  Female half-elf White Witch (Flock of the Moon
  Sisters)4: CR 4; Medium-size humanoid (elf); HD
  4d6 (21 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 12
  (+2 Dex; touch 12, flat-footed 10); BAB +3; Atk +5
  melee (1d3+2 subdual, crit. 20/x2, unarmed strike);
  Face/Reach 5 ft. by 5 ft./5 ft.; SA Spells; SQ Half-elf
  traits; AL CN; SV Fort +4, Ref +3, Will +7; Str 14, Dex
  14, Con 10, Int 10, Wis 17, Cha 16.
  Languages: Common, Elven, Sylvan, Witch
  Cant.
  Skills and Feats:
  Concentration +6, Heal +5, Hide
  +2, Intuit Direction +10, Listen
  +6, Move Silently +2, Profession
  (herbalist) +8, Scry +8, Search
  +1, Spot +2; Alertness, Skill
  Focus (Scry).
  Half-elf Traits (Ex): Immune
  to sleep effects, low-light vision,
  +2 saves vs. Enchantment, elven blood.
  Witch Witch Abilities: Regain spells at
  dusk, +2 DC for spells cast in the moonlight,
  Spell Select, Summon Familiar, Glamour, and
  Power of 13.
  Gear: None.
  Witch Domains: Protection and Healing.
  Witch Spells Prepared (5+1(+21)/4+1/3+1; DC
  13 + spell level):  None currently, but her usual repetoire
  is:  0-level—cure minor wounds, dancing lights, detect
  magic, disrupt undead, ghost sound.  1st—charm person,
  cure light wounds, divine favor, message.  2nd—aid, color
  spray, speak with animals.  
  1Moon Sisters receive 1 additional level 1 spell
  per night if the moon is out and visible.
  Description: Mellie appears to be a very small
  and frail woman.  She is thin, pale, and is quite pretty.
  She has long silky black hair that is straight and four feet
  down her back.  Her eyes are gray pools that resemble
  52
  
  the moon itself.
  Unfortunately , when discovered,
  she is quite beaten.  She has been kept
  from the power of her goddess and repeatedly assaulted
  by the brothers who are wearing her down in an attempt
  to convert her.
  Motives: Mellie will want to help the party as
  best she can but is so weakened, all she can do is
  advise them and tell them what she knows.  She will tell
  them the safest way to get Ian is by using the wagon at
  the coach house, since folks are used to seeing it go
  back and forth from tower and manor.  She will demand
  that the party leave her in the manor courtyard, and she
  will escape when she is ready.
  Shadow Hound
  CR 4; Medium-size outsider; HD 3d8+9 (22 hp); Init +5
  (+1 Dex, +4 Improved Initiative); Spd 50 ft.; AC 14 (+1
  Dex, +3 natural; touch 11, flat-footed 13); BAB +3; Atk
  +6 melee (1d6+4, crit. 20/x2, bite); Face/Reach 5 ft. by
  5 ft./5 ft.; SQ Scent, shadow blend; AL NE; SV Fort +6,
  Ref +5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12,
  Cha 13.
  Skills and Feats: Listen +6, Spot +6, Wilderness
  Lore +7; Dodge, Improved Initiative.
  Shadow Blend (Su): During any conditions other
  than full day light, a shadow hound can disappear
  into the shadows, giving it nine-tenths con-
  cealment.  Artificial illumination, even light
  or continual flame spell, does not negate
  this ability.
  The shadow hound was a gift to Crimble
  by Warphit.  The devil called out to a
  creature of the planes and got this.  A
  shadow hound is a cross between a shad-
  ow mastiff and a large breed of dog or
  wolf.
  Thus, they do not have all the special powers of
  the larger shadow mastiff.
  Warphit
  As an infernal lord, Warphit is beyond harm on this
  plane.  He has no statistics listed here, but we offer a
  brief insight into the devilish creature.
  Warphit was given the ability to come to this
  plane by a nightmarish act of pure evil.  When he arrived,
  it was to the mines where a greedy gnome had turned on
  his own brother to profit from a gold nugget.  What the
  devil did not know was the mine was connected to a
  powerful gnome temple.  The clerics there had the power
  to trap Warphit, and after a long spiritual battle, the
  gnome clerics were able to contain him in the crystal.
  Warphit was angry beyond reason at being trapped so
  soon after arriving to wreak havoc.
  Warphit is an infernal lord who thrives on agony,
  pain, despair, torture, and death.  He actu-
  ally gains power from it in the same way he
  gains strength from having worshipers.
  This is why the brothers are luring adventurers to the pit.
  This will feed their lord’s craving for power ,and his pure
  lust for such terror and trouble.  It also serves to test the
  creatures the brothers create with Warphit’s help.
  Appendix II:  M
  Monster Encounter Table
  d20
  Encounter
  1-2 
  Owlbear (1)
  3-7 
  Goblins (2d4)
  8-15 
  Game Animal (deer, elk or moose)
  16-18 
  Dire Rats (2d10)
  19-20 
  Wolves (1d10)
  Dire Rat
  CR 1/3; Small animal; HD 1d8+1 (5 hp); Init +3(+3 Dex);
  Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natu-
  ral; touch 14, flat-footed 12); BAB +0; Atk +4 melee
  (1d4, crit. 20/x2, bite); Face/Reach 5 ft. by 5 ft./5 ft.; SA
  Disease; SQ Scent; AL N; SV Fort +3, Ref +5, Will +3; Str
  10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
  Skills and Feats: Climb +11, Hide +11,
  Move Silently +6; Weapon Finesse (bite).
  Disease (Ex): Filth fever—bite,
  Fortitude save (DC 12), incu-
  bation period 1d3 days; dam-
  age 1d3 temporary Dexterity
  and 1d3 temporary
  Constitution.
  Goblin
  CR ¼; Small
  humanoid (gobli-
  noid); HD 1d8 (4
  hp); Init +1 (+1
  Dex); Spd 30 ft.; AC
  15 (+1 size, +1 Dex,
  +3 studded leather; touch 12, flat-footed
  14; armor check penalty -1); BAB +1; Atk +1
  melee (1d8-1, crit. 20/x2, morningstar) or +3
  ranged (1d6-1, crit. 20/x2, 30 ft., javelin); Face/Reach 5
  ft. by 5 ft./5 ft.; SQ Darkvision 60 ft.; AL NE; SV Fort +2,
  Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11,
  Cha 8.
  Languages: Goblin.
  Skills and Feats: Hide
  +6, Listen +3, Move Silently +4,
  Spot +3; Alertness.
  Skills: Goblins gain a +4
  racial bonus to Move Silently
  checks.  Goblin cavalry (mount-
  ed on worgs) gain a +6 bonus to
  53
  
  Ride checks and the Mounted Combat
  feat (neither of these benefits is includ-
  ed in the statistics block).
  Gear: 2 javelins, morningstar,
  studded leather armor.
  Owlbear
  CR 4; Large beast; HD 5d10+20 (47 hp); Init +1 (+1
  Dex); Spd 30 ft.; AC 15 (-1 size, +1 Dex, +5 natural;
  touch 10, flat-footed 14); BAB +3; Atk +7 melee (1d6+5,
  crit. 20/x2, 2 claws) and +2 melee (1d8+2, crit. 20/x2,
  bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA Improved grab;
  SQ Scent; AL CE; SV Fort +8, Ref +5, Will +2; Str 21,
  Dex 12, Con 19, Int 5, Wis 12, Cha 10.
  Skills and Feats: Listen +8, Spot +7.
  Improved Grab (Ex): To use this ability, the owl-
  bear must hit with a claw attack.
  Wolf
  CR 1; Medium-size animal; HD 2d8+4 (13
  hp); Init +2 (+2 Dex); Spd 50 ft.; AC 14 (+2
  Dex, +2 natural; touch 12, flat-footed 12);
  BAB +1; Atk +3 melee (1d6+1, crit. 20/x2,
  bite); Face/Reach 5 ft. by 5 ft./5 ft.; SA Trip;
  SQ Scent; AL N; SV Fort +5, Ref +5, Will +1;
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
  Skills and Feats: Hide +3, Listen +6,
  Move Silently +4, Spot +4, Wilderness Lore
  +1*; Weapon Finesse (bite).
  Trip (Ex): A wolf that hits with a bite
  attack can attempt to trip the opponent as a free
  action without making a touch attack or provok-
  ing an attack of opportunity.  If the attempt
  fails, the opponent cannot react to trip the wolf.
  Skills: *Wolves receive a +4 racial
  bonus to Wilderness Lore checks when track-
  ing by scent.
  Appendix III:  SSpecial Items
  Barlan’s Amulet
  Barlan’s necklace provides complete
  protection to the wearer against all
  forms of mind control or charms, even
  from Warphit.  However, due to the taxing
  efforts the charm had to undergo to keep
  the Barlan’s undead mind together, the charm has been
  weakened and will slowly fade in power.  After a full
  month, it will be reduced to offering
  a +2 saves against charms, etc.
  After two months, it will go to +1.
  That is where it will bottom out, and
  it cannot be reproduced.  After the
  full power fades, the market value
  will be 2,800 gp.
  Crimble’s Charm
  This simple hemp rope bracelet can only be
  created by Crimble, and in the presence of
  Warphit and the crystal.  Each bracelet takes
  one hour to make, and lasts for two weeks
  before losing its potency.  The enchantment on the
  bracelet is an aura of reverse alignment.  Thus, a lawful
  evil character will appear to be chaotic good.  This can-
  not be reproduced under normal circumstances.
  Tinder Dust
  A magical kindling powder made with mostly natural
  herbs, a dose of this powder will allow you to start a
  campfire or light kindling instantly.  One packet has 6
  uses.
  Caster Level: 3rd; Prerequisites: Craft Wondrous
  Item, light; Market Price: 300 gp; Cost to Create: 150 gp
  + 12 XP; Weight: n/a.
  Wayfarer’s Water
  This is a potion that was created to help the road war-
  dens of Dunreth on long treks.  To quaff one small vial
  will relieve the imbiber of all fatigue and subdual dam-
  age, as if the user got eight hours of rest.  It will not heal
  wounds.
  If you use more than three in a row you could
  burn out.  After 21 hours (three doses) of wayfarer’s
  water, make a Fort save (DC 17).  If you fail, you collapse
  from exhaustion and permanently lose 1 Con.  You must
  make this save for every dose you take after that, with-
  out getting at least twelve hours of rest.  Add +2 to the
  DC for every dose over three.  If you only take one dose
  and then get reasonable rest after, none of the dangers
  apply.
  Caster Level: 1st; Prerequisites: Brew Potion,
  sleep; Market Value: 100 gp; Cost to Create: 50 gp + 4
  XP.
  Appendix IV: Other Monsters
  The contents of this appendix are declared Open Game
  Content.
  Mud Worm
  Large Vermin
  Hit Dice: 2d8 (9 hp)
  Initiative: +0 (+0 Dex)
  Speed: 10 ft., swim 40 ft.
  AC: 15 (-1 size, +6 natural)
  Attacks: Slam +2
  Damage: Slam 1d3+3
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Constrict 1d3+3, improved grab
  Special Qualities: Rubbery skin, tremorsense, vermin
  Saves: Fort +3, Ref +0, Will +1
  Abilities: Str 15, Dex 10, Con 11, Int –, Wis 12, Cha 10
  Skills: Climb +8, Hide +0*, Swim +10
  54
  
  Climate/Terrain: Underground
  Organization: Solitary, or brood (2-5)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  The mud worm is a sightless predator of muddy, under-
  ground lakes and streams.  They will feed off and attack
  creatures that end up in their muddy domain.  They have
  no special tactics other than to grab a victim with their
  long, sticky tongue while they slam into them and wrap
  them up for constriction.
  Like a snake, the mud worm will drag the victim
  to the bottom of the mud pool and slowly pulverize it with
  its powerful coils, where it will then consume the flesh,
  bone and all.
  Combat:
  Being nearly mindless predators, the mud worm’s only
  tactic is to slither up to a victim using the hide skill, then
  burst out of the mud and attack.  It will slam the victim
  while grabbing hold with its sticky tongue ,then coil
  around and crush it.
  Constrict (Ex): A mud worm deals 1d3+3 points
  of damage with a successful grapple check against
  opponents of up to Medium-size.
  Improved Grab (Ex): To use this ability, the mud
  worm must hit an opponent of up to Medium-size with its
  slam attack.  If it gets a hold, it can constrict.
  Rubbery Skin (Ex): A mud worm has damage
  reduction 3 against bludgeoning weapons of all types.
  Tremorsense (Ex): Mud worms can automatically
  sense the location of anything within 60 feet that is in
  contact with mud.
  Vermin: Immune to mind-influencing effects.
  Skills: * A mud worm gains a +8 racial bonus to
  Hide checks in muddy terrain.
  Appendix V: Pre-GGenerated Player Characters
  Darling
  Female halfling Rog3: CR 3; Small humanoid (halfling);
  HD 3d6 (13 hp); Init +4 (+4 Dex); Spd 20 ft.; AC 17 (+1
  size, +4 Dex, +2 leather armor; touch 15, flat-footed 17);
  BAB +2; Atk +5 melee (1d6+1, crit. 19-20/x2, master-
  work short sword) or +7 ranged (1d6, crit. 20/x3, 60 ft.,
  shortbow); Face/Reach 5 ft. by 5 ft./5 ft.; SA +2d6
  sneak attack; SQ Evasion, halfling traits, uncanny dodge
  (Dex bonus to AC); AL NG; SV Fort +2, Ref +8, Will +5; Str
  12, Dex 19, Con 11, Int 10, Wis 17, Cha 9.
  Languages: Common, Halfling.
  Skills and Feats: Balance +10, Climb +9,
  Diplomacy +5, Hide +14, Jump +3, Listen +5, Move
  Silently +12, Open Lock +10, Profession
  (brewer) +9, Spot +9; Alertness, Point
  Blank Shot.
  Halfling Traits (Ex): +1 bonus to all saves, +2
  morale bonus to saves vs. fear, +1 attack rolls with
  thrown weapon.
  Gear: 20 arrows, backpack, bedroll, change of
  clothes, cloak, leather armor, 10 masterwork arrows,
  masterwork short sword, 4 pitons, shortbow, silk rope
  (50 ft.), thieves’ tools, 2 tindertwigs, trail rations (3
  days), 100 gp.
  Esmerelda
  Female half-elf Sor3: CR 3; Medium-size humanoid (elf);
  HD 3d4+6 (15 hp); Init +0; Spd 30 ft.; AC 10 (touch 10,
  flat-footed 10); BAB +1; Atk +3 melee (1d8+1, crit.
  20/x3, masterwork shortspear); Face/Reach 5 ft. by 5
  ft./5 ft.; SA Spells; SQ Half-elf traits; AL NG; SV Fort +2,
  Ref +1, Will +3; Str 13, Dex 11, Con 12, Int 13, Wis 10,
  Cha 17.
  Languages: Common, Elven, Giant.
  Skills and Feats: Concentration +4, Knowledge
  (arcana) +7, Listen +1, Profession (herbalist) +3, Search
  +2, Spellcraft +7, Spot +1; Combat Casting, Toughness.
  Half-elf Traits (Ex): Immune to sleep effects, low-
  light vision, +2 saves vs. Enchantment, elven blood.
  Gear: Backpack, bedroll, 3 changes of clothes,
  masterwork shortspear, pillow, purple velvet cloak, spell
  component pouch, trail rations (2 days), waterskin, 600
  gp.
  Sorcerer Spells Known (6/6; DC 13 + spell
  level):  0-level—dancing lights, detect magic, light, mage
  hand, read magic.  1st—mage armor, magic missile,
  shield.
  Mick the Clumsy
  Male human Clr2 of the All Father: CR 2; Medium-size
  humanoid; HD 2d8 (12 hp); Init –1 (-1 Dex); Spd 20
  ft.; AC 16 (-1 Dex, +5 chainmail, +1 Small steel
  shield, +1 ring of protection; touch 9, flat-footed 16;
  armor check penalty -6); BAB +1; Atk +3 melee
  (1d8+2, crit. 20/x2, heavy mace); Face/Reach 5 ft.
  by 5 ft./5 ft.; SA Spells; SQ Feat of strength, sponta-
  neous casting, turn undead 7/day; AL LG; SV Fort +3,
  Ref -1, Will +5; Str 14, Dex 8, Con 10, Int 14, Wis 14,
  Cha 10.
  Languages: Common, Draconic, Goblin.
  Skills and Feats:
  Concentration +5, Heal +9,
  Knowledge (religion) +7,
  Profession (herbalist) +7,
  Spellcraft +7; Extra Turning,
  Power Attack.
  Feat of Strength (Su):
  1/day—As a free action, gain a
  +2 enhancement bonus to
  Strength for one round.
  55
  
  Gear: Backpack, bedroll, chain-
  mail, flint and steel, healer’s kit (4
  doses), heavy mace, holy book, +1 ring
  of protection, scroll—cure moderate
  wounds, 2 silver holy symbols, Small steel shield, trail
  rations (2 days), waterskin, 100 gp.
  Cleric Domains: Law and Strength.
  Cleric Spells Prepared (4/3+1; DC 12 + spell
  level; cast Law spells as Clr3):  0-level—detect magic,
  light, purify food and drink, virtue.  1st—bless, command,
  endure elements*, obscuring mist.  * domain spell.
  Morlanda
  Female elf Brd2: CR 2; Medium-size humanoid (elf); HD
  2d6 (9 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex,
  +2 leather armor; touch 12, flat-footed 12); BAB +1;
  Atk +3 melee (1d6+2, crit. 18-20/x2, rapier) or +3
  ranged (1d6, crit. 20/x3, 60 ft., short bow); Face/Reach
  5 ft. by 5 ft./5 ft.; SA Bardic music 2/day, spells; SQ
  Bardic knowledge, elven traits; AL CG; SV Fort +0, Ref
  +5, Will +2; Str 14, Dex 15, Con 11, Int 12, Wis 9, Cha
  13.
  Languages: Common, Elven, Gnoll.
  Skills and Feats: Appraise +6, Hide +7,
  Knowledge (arcana) +6, Listen +1, Move Silently +2,
  Perform (pick four) +5, Profession (bartending) +1,
  Search +3, Spot +1, Use Magic Device +5; Dodge, Exotic
  Weapon Proficiency (whip).
  Elven Traits (Ex): Immune to sleep effects, low-
  light vision, +2 saves vs. Enchantment, automatically
  attempt Search check on secret doors within 5 ft., profi-
  cient with longsword or rapier, proficient with shortbow,
  longbow, composite longbow, and composite shortbow.
  Gear: 40 arrows, backpack, bedroll, 2 candles,
  flint and steel, flute, inkpen, leather armor, potion of cure
  light wounds, rapier, satchel of music sheets, short
  bow, trail rations (2 days), vial of ink, 140 gp.
  Bard Spells Known (3/1; DC 11 + spell level;
  arcane spell failure 10%):  0-level—detect magic, light,
  mending, prestidigitation, resistance.  1st—erase, pro-
  tection from evil.
  Reglio of Gildor
  Male human Pal3 of Grolm: CR 3; Medium-size
  humanoid; HD 3d10+6 (27 hp); Init –1 (-1 Dex); Spd 20
  ft.; AC 14 (-1 Dex, +5 chainmail; touch 9, flat-footed 14;
  armor check penalty -5); BAB +3; Atk +7 melee (2d4+4,
  crit. 20/x4, scythe) or +6 melee (1d8+3, crit. 20/x3,
  warhammer) or +2 ranged (1d10,
  crit. 19-20/x2, 120 ft., heavy cross-
  bow); Face/Reach 5 ft. by 5 ft./5 ft.;
  SA Smite evil 1/day; SQ Aura of
  courage, detect evil, divine grace,
  divine health, lay on hands, remove
  disease 1/week, turn undead 9/day;
  AL LG; SV Fort +7, Ref +2, Will +6;
  Str 17, Dex 8, Con 14, Int 12, Wis
  17, Cha 15.
  Languages: Abyssal, Common.
  Skills and Feats: Diplomacy +5, Handle
  Animal +7, Heal +7, Knowledge (religion) +7,
  Ride (horses) +7; Extra Turning, Power Attack, Weapon
  Focus (scythe).
  Gear: Backpack, bedroll, 20 bolts, chainmail,
  flint and steel, heavy crossbow, 10 pitons, potion of bull’s
  strength, scroll—protection from evil, scythe, silk rope (50
  ft.), silver holy symbol (casts bless 1/day as Clr3), small
  hammer, trail rations (2 days), warhammer, 110 gp.
  Thakka Daruck
  Male half-orc Bbn2: CR 2; Medium-size humanoid (orc);
  HD 2d12+6 (24 hp); Init +2 (+2 Dex); Spd 40 ft.; AC 15
  (+2 Dex, +3 studded leather armor; touch 12, flat-footed
  13; armor check penalty -1); BAB +2; Atk +6 melee
  (1d10+4, crit. 20/x2, greatclub) or +5 melee (1d6+3,
  crit. 20/x3, handaxe); Face/Reach 5 ft. by 5 ft./5 ft.; SQ
  Half-orc traits, rage 1/day, uncanny dodge (Dex bonus to
  AC); AL CG; SV Fort +6, Ref +2, Will +3; Str 17, Dex 14,
  Con 16, Int 9, Wis 16, Cha 6.
  Languages: Common, Orc.
  Skills and Feats: Climb +6, Intuit Direction +4,
  Jump +6, Listen +7, Wilderness Lore +7; Weapon Focus
  (greatclub).
  Half-orc Traits (Ex): Darkvision 60 ft., orc blood.
  Gear: Backpack, bedroll, flint and steel, han-
  daxe, masterwork greatclub, metal tankard, 4 polished
  rocks, silk rope (50 ft.), steel toothpick, string of ears,
  studded leather armor, trail rations (4 days).
  GM Notes:
  The McCalister family uncovered Warphit’s crystal while
  trying to expand the mines.  Crimble and Ian’s father
  used a secret entrance (level two, from room 3 to 14) to
  the mines from the manor that his sons are not aware of
  to this day.
  The brothers killed their own father (after they had
  been seduced by Warphit) when he discovered what his
  sons were doing.
  Warphit is attempting to recover enough power to break
  out of his crystal prison.  He does this through wor-
  shipers, charmed followers, and bringing terror, suffering,
  and pain to others.
  At the time the party is contacted, the entire hamlet of
  Loch-Durnan, less a few that live nearby, is either
  seduced, charmed, or dead (used in experiments, etc.).
  The brothers are slowly trying to bring others into town
  that will not likely be missed to feed Warphit’s power.
  Warphit has helped the brothers to wield power beyond
  the means of their level and knowledge.
  Barlan, the dwarf, has figured out a way to collapse the
  chamber of Warphit and trap him forever under the rub-
  ble.
  After Barlan died at the hand of the brothers, he was
  56
  
  tossed into the pit to become an undead
  experiment.  Due to the magic of Barlan’s
  old family charm, this was not a total suc-
  cess.
  Warhpit leaves Barlan be, reveling in and gaining
  power in the dwarf’s suffering.
  Mellie the witch discovered the brothers’ activities,
  and she was taken to the dungeons while trying to flee
  town.  The brothers are trying to break her spirit and turn
  her to worship the devil.  In either case, Warphit gains
  power.  First, from her suffering and struggle, and then
  hopefully from her turning.
  Even though Barlan is convinced that most of the
  hamlet is seduced (as he states to the PCs), that is not
  the case.  Only a few are really seduced by Warphit.
  Most are charmed or dead.
  Warphit has helped Ian to spawn a smaller version of
  the crystal that imprisons the devil.  Ian plans to take
  this to another small town to start a spreading of seduc-
  tion and torture there.
  Warphit can work through the smaller crystal to some
  degree.
  Many of the  experiments done by Ian and Crimble
  have failed, due to the fact they are working with things
  that are normally far out of the reach of their power.
  The brothers, new to their power, are extremely overconfi-
  dent.  This is a major advantage to the PCs’ chances of
  stopping the pair.
  Adding to that, Warphit himself is very overconfident;
  even more so than the brothers.
  Make sure the PCs are aware of the wagon that goes
  from the manor to the tower on a regular basis.  This will
  help them avoid need-
  less fighting.
  Be sure to go through
  the meeting with
  Sheepo, Glith, and
  Hortek, as there are
  many ways this
  encounter can end up.
  Remember, the
  manor description is
  laid out in order as if
  you entered the front
  door.  The party will like-
  ly be coming from
  under the sub-dungeon
  by way of the pit.
  You will note that things
  get progressively more
  repulsive as the players
  go from the pit to the
  manor to the tower.
  This is to create a mounting sense of fear and terror as
  the characters are exposed to the nasty things the broth-
  ers were up to on behalf of the devil.  The eviscerated
  halfling being kept alive by a healing potion
  drip in the tower is a good example.  These
  are meant to repulse, scare, and drive the
  characters to put an end to the brothers McCalister for
  good. 
  57
  Continue tthe aadventure! Get
  the Witch of Loch-Durnan, on
  sale iin print everywhere!
  
  58
  Maps for POLD
  
  59
  Manor Grounds
  
  60
  
  61
  
  62
  
  63
  
  64
  
  65
  
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
  material by E. Gary Gygax and Dave Arneson.
  Valley of the Dragons, Copyright 2003, Mystic Eye Games.
  The Hunt: Rise of Evil Copyright 2001-2002 Mystic Eye Games
  Nightmares & Dreams: A creature collection,  copyright 200-
  2001, Mystic Eye Games.
  Nightmares & Dreams II, Copyright 2001 Mystic Eye Games.
  Mystic Warriors, Copyright 2001 Mystic Eye Games
  Pit of Loch-Durnan, Copyright 2000-2001 Mystic Eye Games
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  Witch of Loch-Durnan, Copyright 2002 Mystic Eye Games
  Of Places Most Foul, Copyright 2001 Mystic Eye Games
  66
  
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