TEXT: Errata for VER6-03: Castle Estival 
  Changes appeared in shaded text 
   
   
  ADVENTURE ENCOUNTERS 
  Encounter Four: The Church 
  The following conditions affect the Diplomacy check:  
  • 
  +10 circumstance bonus if the character is a 
  devout worshipper of Saint Cuthbert 
  (Curate Lellder is an astute man and can 
  Sense Motive (+10+APL) if someone is 
  bluffing him).  
  • 
  Worshippers of Saint Cuthbert that assist in 
  the 
  Diplomacy 
  check 
  grant 
  a 
  +5 
  circumstance bonus to the overall skill check 
  instead of the standard +2  
  • 
  +2 influence bonus for each unused 
  influence point with the Church of Saint 
  Cuthbert possessed by anyone in the party. 
  Double the bonus if the character expends 
  the influence.  
  • 
  -4 infamy penalty for each Infamy Point with 
  the Church of Saint Cuthbert possessed by 
  anyone in the party. 
  Encounter Five: The Noble 
  Tactics: The ambushers do not want to kill the party, 
  merely hurt them and force them give up their 
  mission. Under no circumstances will they use lethal 
  force.  
  Developments: The ambushers flee when more than 
  half the party is down or dying and contact the Silver 
  Guard to bring charges against the party. If any of the 
  ambushers successfully flee the party will be picked 
  up on assault and/or murder charges at the end of the 
  adventure. They thugs have their House Rhynehurst 
  tabards in their backpacks. The characters may make 
  a DC 5 knowledge (VTF) check to realize the 
  severity of their actions. Lord Rhynehurst, angry that 
  the characters would cross him, will ignore that fact 
  that his men attacked first and pronounce judgment 
  on the characters. If the party is successful, Lord 
  Estival will intervene on their behalf and reduce the 
  penalties to only assault per the Laws of the Viscounty 
  document. 
  Encounter Seven: Castle Estival 
  The area around the castle is occasionally patrolled by 
  the guards of house Ryhnehurst. Because of this the 
  party has a 20% of being spotted by a patrol of 
  Rhynehurst guards. The judge should reduce the 
  likelihood of the party being spotted if they are 
  careful, for example, if the party made inquiries in the 
  town of Rhynehurst about the guard patrols the 
  percentage would be reduced by 10%. If the party is 
  spotted they will be questioned about their activities 
  and will be escorted off Rhynehurst lands. 
  Encounter Fifteen: Undercroft 
  APL 2: The mummy has already used its mummy rot 
  attacks for the day. 
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  Errata for VER6-03: Castle Estival 
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  APPENDIX ONE: NPCS 
  Sir Wellborn Estival’s alignment is NG 
  APL 10 
  Encounter Eight [Room 15] 
  Abyssal 
  Ghoul*: 
  CR 
  10; 
  Medium 
  Undead 
  (Extraplanar); HD 16d12; hp 104 hp; Init +7; Spd 40 
  ft.; AC 27 (+3 Dex, +14 natural) touch 13, flat-footed 
  27; Base Attack +9; Grp +15; Atk +15 melee (1d4+7 
  plus disease, front claw); Full Atk +15/+15 melee 
  (1d4+7, 2 front claws) and +13 melee (2d4+3 plus 
  disease, rear claws); Space/Reach 5 ft./5 ft.; SA 
  disease, improved grab, sneak attack +5d6, wisdom 
  drain 1d6; SQ acid resistance 20, blindsight 90 ft., cold 
  resistance 20, deathwatch, electricity immunity, fire 
  resistance 20, SR 20, uncanny dodge, undead traits; SV 
  Fort +5, Ref +10, Will +12; Str 25, Dex 16, Con -, Int 
  14, Wis 15, Cha 18 
  Skills and Feats: Balance +20, Climb +20, Hide +20, 
  Jump +23, Move Silently +20, Tumble +20; Dodge, 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Multiattack, Spring Attack  
  Disease (Ex): Any creature hit by an abyssal ghoul's 
  front claw or rear claws attack must succeed on a 
  Fortitude save (DC 18) or contract demon fever. 
  After an incubation period of 1 day, the disease deals 
  1d6 points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed 
  on another Fortitude save (DC 18) or take the same 
  damage. Each time it is damaged by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 18) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive 
  days, the creature recovers. 
  Improved Grab (Ex): if an abyssal ghoul hits an 
  opponent its own size or smaller with both front 
  claws, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack 
  of opportunity (grapple bonus +15). If it gets a hold, 
  it can attempt to pin, and use its Wisdom drain 
  ability on its next grapple check. Alternatively, the 
  abyssal ghoul has the option to conduct the grapple 
  normally, or simply use its front claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  ghoul is not considered grappled). In either case, each 
  successful grapple check it makes during successive 
  rounds automatically deals damage from both front 
  claws. 
  Sneak Attack (Ex): Anytime an abyssal ghoul's target 
  is denied a Dexterity bonus, or when a target is 
  flanked by an abyssal ghoul, the ghoul deals an 
  additional 5d6 points of damage on a successful melee 
  attack. 
  Wisdom Drain (Su): if an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not 
  need to snake Spot or Listen checks to notice 
  creatures within range of its blindsight. 
  Deathwatch (Sp): This ability limodons like the 
  deathwatch spell, except that it is always active and 
  an abyssal ghoul always knows how near death all 
  creatures with in 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
  Uncanny Dodge (Ex): Art abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-
  footed or struck by an invisible attacker. In addition, 
  it cannot be flanked except by a rogue of 20th level 
  or higher. 
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  APL 12 
  Encounter Eight [Room 6] 
  Dispellingbolt*: CR14; large ooze; HD 11d10+55; hp 
  117; Init +0; Spd 20 ft.; AC 17 (+6 deflection, +2 
  natural, -1 size), flatfooted 15, touch 15); Base Atk +8; 
  Grp +21; Atk +16 (1d6+13 plus 11d6 electricity 
  damage 
  plus 
  dispel 
  magic, 
  greater), 
  slam); 
  Space/Reach 10ft./10ft.; SA dispel magic, greater, 
  engulf, chain lightning; SQ blindsight 60 ft., 
  DR10/magic, ooze traits, SR 21; AL N; SV Fort +8, 
  Ref  +3, Will +4; Str 28, Dex 11, Con 20, Int --, Wis 
  13, Cha 16. 
  Skills and Feats: --;-- 
  Engulf (Ex): A dispellingharm can flow around 
  creatures that fit within its space as a standard action. 
  It cannot make a slam attack during a round in which 
  it engulfs. A dispellingharm merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  the dispellingharm, but if they do so they are not 
  entitled to a saving throw. Those who do not attempt 
  attacks of opportunity must succeed on a DC 17 
  Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent's choice) as the spell 
  moves forward. Engulfed creatures are subject to the 
  full normal effect of the greater dispel magic and chain 
  lightning effects each round on the dispellingharm's 
  turn, and are considered to be grappled. 
  Dispel Magic, Greater (Su): A creature hit by a 
  dispellingharm's slam attack or engulfed by it is 
  affected as if caught in an area greater dispel magic. 
  Chain lightning (Su): A creature hit by a 
  dispellingharm's slam attack or engulfed by it takes 
  11d6 points of electricity damage (Ref DC 19 for 
  half). 
  Encounter 8 [Room 15] 
  Abyssal Ghoul, Lurking Terror*: CR 10; Medium 
  Undead (Extraplanar); HD 19d12; hp 125 hp; Init +7; 
  Spd 40 ft.; AC 27 (+3 Dex, +14 natural) touch 13, 
  flat-footed 27; Base Attack +11; Grp +18; Atk +18 
  melee (1d4+8 plus disease, front claw); Full Atk 
  +18/+18 melee (1d4+8, 2 front claws) and +16 melee 
  (2d4+4 plus disease, rear claws); Space/Reach 5 ft./5 
  ft.; SA deathly power, disease, improved grab, sneak 
  attack +5d6, wisdom drain 1d6; SQ acid resistance 20, 
  blindsight 90 ft., cold resistance 20, Darkvision 60ft., 
  deathwatch, electricity immunity, fire resistance 20, 
  hide in plain sight, SR 20, uncanny dodge, undead 
  traits; SV Fort +6, Ref +11, Will +15; Str 26, Dex 16, 
  Con -, Int 14, Wis 15, Cha 18 
  Skills and Feats: Balance +20, Climb +21, Hide +23, 
  Jump +23, Move Silently +23, Tumble +23; Dodge, 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Multiattack, 
  Spring 
  Attack, 
  combat 
  expertise, 
  Improved disarm  
  Disease (Ex): Any creature hit by an abyssal ghoul's 
  front claw or rear claws attack must succeed on a 
  Fortitude save (DC 21) or contract demon fever. 
  After an incubation period of 1 day, the disease deals 
  1d6 points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed 
  on another Fortitude save (DC 21) or take the same 
  damage. Each time it is damaged by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 21) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive 
  days, the creature recovers. 
  Improved Grab (Ex): if an abyssal ghoul hits an 
  opponent its own size or smaller with both front 
  claws, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack 
  of opportunity (grapple bonus +15). If it gets a hold, 
  it can attempt to pin, and use its Wisdom drain 
  ability on its next grapple check. Alternatively, the 
  abyssal ghoul has the option to conduct the grapple 
  normally, or simply use its front claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  ghoul is not considered grappled). In either case, each 
  successful grapple check it makes during successive 
  rounds automatically deals damage from both front 
  claws. 
  Sneak Attack (Ex): Anytime an abyssal ghoul's target 
  is denied a Dexterity bonus, or when a target is 
  flanked by an abyssal ghoul, the ghoul deals an 
  additional 5d6 points of damage on a successful melee 
  attack. 
  Wisdom Drain (Su): if an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not 
  need to snake Spot or Listen checks to notice 
  creatures within range of its blindsight. 
  Deathwatch (Sp): This ability mimics like the 
  deathwatch spell, except that it is always active and 
  an abyssal ghoul always knows how near death all 
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  creatures with in 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
  Uncanny Dodge (Ex): Art abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-
  footed or struck by an invisible attacker. In addition, 
  it cannot be flanked except by a rogue of 20th level 
  or higher. 
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  ITEMS APPEARING ON THE 
  ADVENTURE RECORD 
  The following errata apply for the Box of the Black 
  Chapel. It appears on the Regional Documentation 
  certificate but not on the Adventure Record.  
  � The Box of the Black Chapel: You have possession 
  of the box found below Castle Estival. It is sealed 
  airtight and is waterproof. It is locked (Good lock; 
  Open Locks DC 40). It has an arcane lock spell (caster 
  level 20th) cast on it and is immune to knock spells 
  and has Hardness 35; 25 hp; Break DC 35. The 
  possessor may attempt to open the box once per 
  adventure after playing a Verbobonc regional 
  adventure. To do so they may use the mechanics 
  above and have a judge adjudicate their success or 
  failure. Once opened have the judge sign and date 
  below and contact the Verbobonc POC. 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/596/Normal Scenarios/VER6-03 - Castle Estival (APL 2-12)/VER6-03 - Castle Estival - Errata.pdf