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D&D Module Conversion Guide

The adventurers encounter a patrol of Kettite border guards led by Captain Hasheem. He questions the party about their intentions in Ket territory. If satisfied, Hasheem provides information about threats in the area, including gnoll raiders, mountain tribesmen, a goblin band, and a blue dragon's lair. He will believe reports of defeated threats if given details matching his knowledge. However, attacking Kettite hobgoblins would result in arrest, though fines may be waived for removing other threats. Hasheem leads his troops competently in combat if the party becomes hostile.

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0% found this document useful (0 votes)
257 views91 pages

D&D Module Conversion Guide

The adventurers encounter a patrol of Kettite border guards led by Captain Hasheem. He questions the party about their intentions in Ket territory. If satisfied, Hasheem provides information about threats in the area, including gnoll raiders, mountain tribesmen, a goblin band, and a blue dragon's lair. He will believe reports of defeated threats if given details matching his knowledge. However, attacking Kettite hobgoblins would result in arrest, though fines may be waived for removing other threats. Hasheem leads his troops competently in combat if the party becomes hostile.

Uploaded by

wingspan99
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Lost Caverns of Tsojcanth

AD&D module S4 by Gary Gygax (also contained in S1-4: Realms of Horror)

Product Number: TSR9061 (S1-4: TSR9209)


Year Published: 1982 (S1-4: 1987)

Converted from 1st Edition AD&D to 3rd Edition D&D


by Kai Frederking, mailto:frederking@outlook.com
http://www.frederking.net/family/kai/interests/games/role_playing/greyhawk.html <no longer
active>
Last Updated: 13 November 2004

Summary of Conversion: All monsters, NPCs, magical items, and spells have been converted to
conform to 3rd Edition rules. Many monster conversions have been copied from the Creature
Catalogue at http://enworld.org/cc. Some of those have been modified, where necessary. Areas
and encounters not included in this document didn't need conversion and should be played as
described in the module(s).
I have tried to stick to the original module as close as possible. The results in an adventure that
may even be harder to survive than it originally was. It is not recommended to bring characters
below 7th character level into this adventure. I intend to DM this for 7 well-played 8th level
characters (plus one pseudo-dragon companion). Following table shows the recommended
average character level, depending on number of characters and challenge level:

# of char. | Challenging Tough


--------------------------------------
4 | 10th 9th
6 | 9th 8th
8 | 8th 7th

Some sentient monsters have been named if it seemed likely that conversation with them might
take place. Descriptions for these encounters have been extended beyond the (very basic) level
given by Gygax.
Treasure values have been somewhat adjusted to conform to 3E recommendations regarding
treasure/EL ratio, but magic items have mainly been left unchanged. Caster levels of scroll spells
found in the adventure have sometimes been reduced to reflect the scarcity of high-level spell
casters in the Flanaess. I have included the market price for magical items and the total value of
monetary treasure per encounter area. This should make adjustment to your own campaign
requirements easier.
Health warning: The total amount of treasure – magical and mundane – to be found in this
adventure could unbalance your campaign. Although not all of it will be found by your players
(and although some of it is not necessarily beneficial for them), you’ll have to judge what’s “in”
or “out”.
Encounter area numbers and names are given according to the original module S4. Numbers and
names in [brackets] refer to differing names or numbering in module S1-4.
NOTE: In the module S1-4 "Realms of Horror", the headings "Lesser Caverns" and "Greater
Caverns" in the encounter area descriptions have been erroneously switched. They are correct on
the map that comes with the module.
S1-4 is a pretty poor compilation of the original modules S1 to S4, containing many errors and
omissions. If in doubt (and if you have access to them), look at the original modules. On the other
hand, some areas (for example the blue dragon wilderness encounter) are more detailed in S1-4.

This conversion is based on pre-war Greyhawk as per the original "Guide to the World of
Greyhawk" by Gary Gygax. Races, gods, languages, countries, and rulers are taken from that
work. In my campaign, the Greyhawk Wars don't happen.
Another note on languages: In my interpretation of the Greyhawk campaign, there are nations and
NPCs not speaking the common tongue. I also use the "unofficial" Baklunish language, which is
not identical with Ancient Baklunish as described by Gygax, but is a living language of most of
the western areas of the Flanaess.

There are two helpful large-area maps for this adventure:


http://www.timebomb.on.ca/denist/greyhawk/yatils1.gif or
http://www.timebomb.on.ca/denist/greyhawk/yatils2.gif
The first map is the "canonic" one, placing the caverns in their "historic" position (but see Allan
T. Grohe’s comment regarding the original location in the tournament module on which S4 is
based – link provided below). The second map takes into account that Iggwilv's headquarter was
probably nearer to Perrenland than to Highfolk and Ket. The disadvantage of the latter one is, that
the road "to Bissel" actually points to Ket.

If you are looking for additional information on The Lost Caverns of Tsojcanth, I recommend

http://www.rpg.net/ehp/imrryr/gh_s4.html
Very good analysis of S4. Great background information. I don’t agree with all conclusions made
by the author Allan T. Grohe, but it’s more than good enough for government work.

http://www.greyhawk-codex.com/codex/greyhawk/religion/tharizdunq.htm
An interview with EGG himself. Mainly on Tharizdun, but also on Tsojcanth and Iggwilv. Don’t
heed his comments on timelines, though – they don’t fit.

http://www.geocities.com/greyhawkunbound/Hart6.html
Good additional information, especially if you want to link this into a post-war Greyhawk
campaign.
WILDERNESS ENCOUNTERS
1. BORDER PATROL

A. Kettites (southern part of map) (EL 9)

"In the name of His Illustrious Glory, Beygraf Zoltan, Shield of the True Faith - halt and state
your business in Ket."

Captain Hasheem will do all the talking. His goal is to keep up law and order and to prevent raids
or intrusions into his country. Hasheem is proud, slightly arrogant, but a man of reason.
He will question the group about their names, origins, professions, where they come from, where
they are going to, their intents, under whose order they are acting (and what these orders are), and
about their previous encounters in the Kettite area of the Yatils. He will not allow treasure
hunting in Kettite area, but approves monster hunting. The captain is otherwise rather indifferent,
as long as the interests of his country are not affected. He has never heard of Tsojcanth and only
knows the broad outline of the story of Iggwilv as given in the introduction of the module.

If treated with respect, Hasheem may be willing to give information to the party. He has
knowledge of the following possible wilderness encounters (if you located them in the southern
part of the map):
5. Gnoll Raiding Band: He has received reports, that several dozen Gnolls are raiding the area.
He is looking for them, but has at best a vague idea of their whereabouts.
7. Mountain Tribesman: Hasheem knows the general area they live in, but not the exact location
(e.g.: "20 or 30 mile to the northwest"). He has met some of them once and is somewhat
uncertain about them. They hunt humanoid raiders, but Hasheem still does not trust them. “A
wild bunch, lacking civilization and enlightenment.”
9. Goblin Band: Several weeks ago, the border patrols received information about goblin raids
near the southeast border. Troops have been sent to investigate, but found only a few survivors in
raided villages, claiming that the Goblins moved into the Yatil Mountains. The size of the band
has been reported as "a small army".
16. Hobgoblin War Party [missing in S1-4]: He obviously knows of them (since they are in the
pay of Ket) and their general operation area. Hasheem will warn the PCs to stay away from the
Hobgoblins. He disapproves the use of these troops, but will only tell the adventurers so, if they
REALLY win his trust.
19. Dragon [Wilderness Lair: 5. Dragon Cavern]: He knows the exact location of the lair. The
Dragon has been a threat for several years now, but since it stays out of populated areas, it has
been decided by Hasheem's superiors to leave it alone. Should it start to roam into civilized areas
of Ket, an expedition will be mounted to remove the menace. If asked about details of the dragon,
he knows that it is a blue one and “pretty big”.
Hasheem also knows, that ogres, trolls [both of them missing in S1-4], gnomes and giants inhabit
the mountains, but has no specific information about them.

If the adventurers report the defeat (or even the location) of one or more of the threats (including
the renegades of Craggy Dells (Encounter Area B.), but excluding the tribesmen and the
hobgoblins), Hasheem will question them and try to discern the truth of their statements.
Evidence (e.g. trophies taken by the group) or detailed descriptions of the encounter, which
match Hasheem's knowledge about the location, kind and number of enemies, will make him
believe the story. If still in doubt, he will order Mullah Hamani to cast Discern Lie, which
Hamani will fake, since he can't use 4th level spells and hasn't learned Zone of Truth today. A
Spellcraft check, DC15, will reveal the sham. He will then ask about the encounter again and get
some whispered comment from the Mullah. Turning to the characters, he will ask "And you are
absolutely certain that this is the whole truth, by Al'Akbar?". He is willing to accept the story as
fact, if the adventurers confirm this. Should he believe the report, he will be positively inclined
towards the group, praising their valor, and willing to help them with information.

Should the party report a victory over the hobgoblins, Hasheem will hear the full story first,
asking for any missing details. He will then inform the party, that they have attacked Kettite
mercenary troops and are under immediate arrest. For personal reasons (he despises the
hobgoblins), he will not really be angry (but avoids to show this). He will proclaim immediate
judgment for the transgression: A fine of 1,000gp. If the PCs claim to have acted in self-defense,
Hasheem can be bargained down to 250gp. On a successful Diplomacy check, DC 14, he may
even be willing to waive the fine, if the adventurers have removed at least one threat in his patrol
area ("Consider my generous waiver of this fine as compensation for your deeds in the interest of
Ket. The arrest on you is herewith lifted.").

If the adventurers become hostile, Hasheem will lead the attack, preferably charging opponent
fighters with lancers while the archers, led by Sergeant Ibn’ari, pepper less heavily armored
opponents and anyone staying back from the fight. If his side is losing, he will order a quick
retreat and regroup as soon as no pursuers are in sight. He will return to his command post to
report (a 2-3 days ride). If the characters are still in the area 6 days later, they will have a 1 in 10
chance per day and a 1 in 20 chance per night of encountering (or being encountered by) a triple
strength Kettite patrol (make up details as needed, adding a Ftr 8 commander and a 7th level
wizard). Check twice per day (but only once per night) while the group is on - or near - a major
trail. Don't check if they are off trail, are close to the Caverns of Tsojcanth or stay in another
encounter area.

Captain Hasheem al Kaahn, male Bakluni, Ftr 5: CR 5; Medium Humanoid (5 ft. 7 in. tall);
HD 5d10+5; hp 47; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft., mounted 60 ft.; AC 20
(+1 Dex, +8 full plate, +1 small steel shield); Atk Heavy lance +8 melee (1d8+3/crit x3); or
scimitar +10 melee (1d6+5/crit 18-20); SA Charge; AL LN; SV Fort +5, Ref +2, Will +2; Str 16,
Dex 13, Con 13, Int 12, Wis 12, Cha 14.
Skills Climb +6 (+0 armored), Diplomacy +4, Intimidate +4, Jump +6 (+0), Handle Animal +7,
Ride +11, Sense Motive +2, Swim +6 (-6).
Feats Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus
(scimitar), Weapon Specialization (scimitar).
Charge: A lance deals double damage when used from the back of a charging mount. A heavy
lance has 10 ft. reach, but can't be used against an adjacent foe.
Possessions: Light warhorse (150gp), masterwork full plate (1,650gp), small steel shield, heavy
lance, masterwork scimitar (315gp); 187gp. [2,115gp total value]
Hasheem speaks Baklunish and Common

Hasheem is the man in control - you may want to model him on Omar Sharif. He is stern, but
friendly towards those he sees to be no threat to his country. He lives and thinks in hierarchies, so
social status is important for him. He will react positively to paladins or even better towards
characters of noble status. A rag-tag adventuring band will at best be dismissed as "not worthy of
my time and attention".

Mullah Hamani, male Bakluni, Cleric of Al'Akbar Clr 4: CR 4; Medium Humanoid (5 ft. 9
in. tall); HD 4d8+8; hp 29; Init +0; Spd 20 ft. , mounted 60 ft.; AC 17 (+5 chainmail,+2 large
steel shield); Atk Heavy mace +4 melee (1d8+1); SA Spells, Turn Undead; SQ Spontaneous
Casting, Protective Ward; AL LN; SV Fort +6, Ref +1, Will +7; Str 13, Dex 10, Con 14, Int 10,
Wis 16, Cha 10.
Skills Concentration +8, Heal +9, Knowledge (Religion) +6, Spellcraft +3. Feats Brew Potion,
Combat Casting, Scribe Scroll.
Spell Save DC13 + spell level; Domains: Law, Protection. Casts law spells at 5th caster level.
0th: Detect Magic, Light, Mending, Read Magic, Resistance.
1st: Bless, Command, Comprehend Languages, Protection from Chaos, Shield of Faith.
2nd: Calm Emotions, Hold Person, Silence, Sound Burst.
Protective Ward (Protection domain ability): Spell like ability to grant someone touched a
resistance bonus of +4 to his next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Possessions: Light warhorse (150gp), chainmail (150gp), large steel shield, heavy mace, holy
symbol of Al'Akbar (10gp), 40gp. [350gp total value]
Hamani speaks Baklunish and Common.

As stated in the module, Hamani will react positively if he sees (openly worn) symbols or
insignia of LN or LG gods. He will point this out to Hasheem (speaking in Bakluni), but
otherwise leave the talking to the captain.

Lancers, male Bakluni, Ftr 1 (6): CR 1; Medium Humanoid (5 ft. 5 in. to 5 ft.10 in. tall); HD
1d10+2; hp 12; Init +1 (Dex); Spd 20 ft., mounted 60 ft.; AC 17 (+1 Dex, +5 chainmail, +1 small
wooden shield); Atk Heavy lance +4 melee (1d8+2/crit x3); or scimitar +3 melee (1d6+2/crit 18-
20); SA Charge; AL LN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12,
Cha 8.
Skills Handle Animal +3, Climb +6 (+0 armored), Ride +5. Feats Mounted Combat, Ride-By
Attack, Weapon Focus (lance).
Charge: A lance deals double damage when used from the back of a charging mount. A heavy
lance has 10 ft. reach, but can't be used against an adjacent foe.
Possessions: Light warhorse (150gp), chainmail, small wooden shield, heavy lance, and scimitar,
average of 10gp each. [960gp total value]
All speak Baklunish only.

These lancers are excellently trained in mounted formation combat. They are fiercely loyal to
their captain.

Sergeant Ibn'ari, male Bakluni, Ftr 3: CR 3; Medium Humanoid (5 ft.11 in. tall); HD 3d10+3;
hp 24; Init +2 (Dex); Spd 30 ft., mounted 60 ft.; AC 16 (+2 Dex, +4 chain shirt); Atk Dagger +5
melee (1d4+2/crit 19-20) or composite shortbow +6 ranged (1d6+2/crit x3, range 70 ft.); AL LN;
SV Fort +4, Ref +3, Will +2; Str 15, Dex 15, Con 12, Int 10, Wis 12, Cha 8.
Skills Handle Animal +5, Jump +8 (+6 armored), Ride +10. Feats Mounted Archery, Mounted
Combat, Point Blank Shot (not included above), Weapon Focus (composite shortbow).
Possessions: Light warhorse (150gp), chain shirt, dagger, mighty (+2) composite shortbow
(225gp), 36 arrows, 4 arrows +2 (640gp), and 30gp. [1,045gp total value]
Ibn'ari speaks Baklunish only.

Horse Archers, male Bakluni, War 1 (12): CR 1/2; Medium Humanoid (5 ft.4 in. to 5 ft.9 in.
tall); HD 1d8+1; hp 9; Init +2 (Dex); Spd 30 ft., mounted 60 ft.; AC 15 (+2 Dex, +3 studded
leather); Atk dagger +2 melee (1d4+1/crit 19-20) or composite shortbow +3 ranged (1d6/crit x3,
range 70 ft.); AL LN; SV Fort +3, Ref +2, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha
8.
Skills Handle Animal +3, Jump +5 (+4 armored), Ride +6. Feats Mounted Combat, Mounted
Archery.
Possessions: Light warhorse (150gp), studded leather, dagger, composite shortbow, 39 arrows, 1
arrow +1 (40gp); average of 35sp each. [2,322gp total value]
All speak Baklunish only.

[6,792gp grand total]

B. Perrenlanders (northern part of map) (EL 9)

"By Perren, what do you think you are doing here?"

It is likely that the adventurers will encounter one of the elven scouts first, before meeting the rest
of the patrol. The scouts ride in pairs, frequently stopping to listen and scan the area. they don't
stay close together, but just within sight of each other. If they spot the party (standard procedure
as per DMG, p.59) before they are noticed themselves, one will stay and shadow the group, while
the other informs commander Wynd Rosrijder. Depending on the intelligence gained, Wynd will
either set up an ambush at a convenient location to stop the adventurers (for questioning,
preferably non-violent), or lead the patrol to intercept them. In the latter case, the scouts will try
to flank the party and gather further information from the scout who remained to observe the
intruders.
If the scouts are detected, they will return full speed to the patrol - if possible on an indirect route,
so as to not give away the patrol's position. If attacked, they will sound their hunting horns to
warn the patrol.

When the adventurers finally encounter the patrol, Commander Rosrijder will do the talking -
although Liunivel, the elven Fighter-Mage, may interrupt him occasionally. His goal is to keep
marauders at bay and to secure the borders. He is also interested in Kettite activities in this area.

He will question the group about their origins and objectives as Captain Hasheem of Ket would
do (see above), but this will seem more like a conversation than an interrogation. If the party
mentions search for treasure, he will point out that any valuables found in this area have to be
delivered to the Voormann of all Perrenland, Franz, or one of his representatives. In general, the
commander is not adverse to adventurers scouring the mountains and may even point out, that
well-paid mercenary jobs could be available for capable individuals in Krestible or
Schwartzenbruin. Wynd has heard little of Tsojcanth - only that he was a very powerful mage
eons ago. He thinks he had a benevolent reputation. He knows the detailed story of Iggwilv as
given in the introduction of the module - it is more or less common knowledge for officers of the
Perrenland army (it was their country that had been taken over by Iggwilv). Liunivel may be able
to fill in some gaps, given her Knowledge skills.

If Wynd is convinced, that the group's goal is also of benefit to Perrenland, he may be willing to
give information to the party. His knowledge is similar to that of Hasheem, but referring to
wilderness encounters in the northern part of the map (that is, if you placed them there):
5. Gnoll Raiding Band: He has received reports, that several dozen Gnolls are raiding the area.
He is looking for them, but has at best a vague idea of their whereabouts.
7. Mountain Tribesman: Wynd knows the general area they live in, but not the exact location
(e.g.: "20 or 30 mile to the southwest"). He has met some of them once and advises the characters
to show them strength, but to abstain from violence, if not provoked.
9. Goblin Band: He has heard nothing about them yet.
16. Hobgoblin War Party [missing in S1-4]: He knows that some hobgoblins lurk at the border to
Ket, but has no idea that they are on the Kettite payroll.
19. Dragon [Wilderness Lair: 5. Dragon Cavern]: He knows the exact location of the lair. The
Dragon has been a threat for several years now, but since it stays out of populated areas, it has
been decided by Wynd's superiors to leave it alone. Should it start to roam into civilized areas of
Perrenland, an expedition will be mounted to remove the menace. If asked about details of the
dragon, he knows that it is a blue one and “pretty big”.
Wynd also knows, that ogres, trolls [both of them missing in S1-4], gnomes and giants inhabit the
mountains, but has no specific information about them.

If the adventurers report the defeat (or even the location) of one or more of the threats (including
the renegades of Craggy Dells (Encounter Area B.), but excluding the tribesmen), Wynd will
question them and try to discern the truth of their statements. Evidence (e.g. trophies taken by the
group) or detailed descriptions of the encounter, which match Wynd's knowledge about the
location, kind and number of enemies, will make him believe the story. If still in doubt, he will
trust his instincts (your decision or a Sense Motive check). Should he believe the report, he will
be positively inclined towards the group, passing around a bottle of Perrenland Schnapps. He will
then be willing to help them with information.

If the adventurers attack, Wynd will either spring the ambush (if one was laid) or try to engage
the opponent fighters himself while his archers, scouts and wizard do their work from a distance.
If more than two fighters oppose him, his Lieutenant will aid him in close combat, otherwise Lt.
Arnsson will lead the horse archers. If the Perrenlanders are losing, Wynd will order a quick
retreat and regroup as soon as no pursuers are in sight. He will return to his command post to
report (a 2-3 days ride), while leaving two scouts (if any survived) to shadow the adventurers. If
the characters are still in the area 6 days later, they will encounter a triple strength Perrenlander
patrol (make up details as needed, adding a Ftr 9 lord commander and a 7th level cleric of St.
Cuthbert or Rao), IF the rangers shadowed them. Should they have managed to lose or kill the
scouts, there is a 1 in 10 chance per day and a 1 in 20 chance per night of encountering (or being
encountered by) the expedition force as described above. Check twice per day (but only once per
night) while the group is on - or near - a major trail. Don't check if they are off trail, are close to
the Caverns of Tsojcanth or stay in another encounter area.

Commander Wynd Rosrijder, male Flan, Ftr 6: CR 6; Medium Humanoid (6 ft. 1 in. tall); HD
6d10+12; hp 52; Init +4 (Improved Initiative); Spd 20 ft., mounted 60 ft.; AC 19 (+7 masterwork
half plate, +2 masterwork large steel shield); Atk heavy lance +9/+4 melee (1d8+3/crit x3) or
masterwork battleaxe +11/+6 melee (1d8+5/crit x3); SA Charge; AL LN; SV Fort +7, Ref +2,
Will +3; Str 16, Dex 10, Con 14, Int 12, Wis 12, Cha 13.
Skills Climb +7 (+0 armored), Intimidate +4, Jump +6 (-1), Handle Animal +7, Ride +11, Sense
Motive +3, Swim +7 (-7).
Feats Cleave, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Spirited
Charge, Weapon Focus (battleaxe), Weapon Specialization (battleaxe).
Charge: A lance deals double damage when used from the back of a charging mount (triple
damage with Spirited Charge feat). A heavy lance has 10 ft. reach, but can't be used against an
adjacent foe.
Possessions: Light warhorse (150gp), masterwork half plate (750gp), masterwork large steel
shield (170gp), heavy lance, masterwork battleaxe (310gp); 196gp. [1,576gp total value]
Rosrijder speaks Common and Elven.

Think of John Wayne. This man has no lack of self-esteem. He is a natural leader and does not
have to enforce discipline in his troops. He doesn't suffer fools gladly and is more impressed by
deeds than rank.

Lieutenant Brangle Arnsson, male Flan/Oeridian, Ftr 4: CR 4; Medium Humanoid (6 ft. tall);
HD 4d10+8; hp 35; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft., mounted 60 ft.; AC 17
(+1 Dex, +6 banded mail); Atk masterwork longsword +9 melee (1d8+5/crit 19-20) or light
crossbow +5 ranged (1d8/crit 19-20); AL LN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con
14, Int 10, Wis 12, Cha 8.
Skills Climb +10 (+4 armored), Handle Animal +6, Ride +10. Feats Improved Initiative,
Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization
(longsword).
Possessions: Light warhorse (150gp), banded mail, masterwork longsword (315gp), light
crossbow, 40 bolts; 40gp. [505gp total value]
Arnsson speaks Common only.

Horse Archers, male humans (mixed races), War 1 (10): CR 1/2; Medium Humanoid (5 ft. 7
in. to 6 ft. tall); HD 1d8+1; hp 9; Init +1 (Dex); Spd 30 ft., mounted 60 ft.; AC 15 (+1 Dex, +3
studded leather, +1 buckler); Atk Hand axe +2 melee (1d6+1/crit x3) or composite shortbow +2
ranged (1d6/crit x3, range 70 ft.); AL N and LN; SV Fort +3, Ref +1, Will +0; Str 12, Dex 13,
Con 12, Int 10, Wis 10, Cha 8.
Skills Handle Animal +3, Climb +5 (+4 armored), Ride +5. Feats Mounted Combat, Mounted
Archery.
Possessions: Light warhorse (150gp), studded leather, buckler, hand axe, composite shortbow, 39
arrows, 1 arrow +1 (40gp); average of 35 sp each. [1,935gp total value]
All speak Common only.

Liunivel Garinia, female high elf, Wiz 3/Ftr 2: CR 5; Medium Humanoid (4 ft. 10 in. tall); HD
2d10+3d4; hp 19; Init +2 (Dex); Spd 30 ft., mounted 40 ft.; AC 16 (+2 Dex, +4 Mithral Shirt);
Atk masterwork longsword +6 melee (1d8+1/crit 19-20); SA Spells; SQ Elven Immunities, Elven
Senses, Low-light Vision; AL LG; SV Fort +4, Ref +3, Will +4; Str 12, Dex 14, Con 10, Int 16,
Wis 8, Cha 14.
Skills Concentration +7, Handle Animal +5, Knowledge (arcana, religion) +6, Listen +1, Ride +5,
Search +5, Spellcraft +6, Spot +1, Swim +4 (+2 in mithral shirt).
Feats Dodge, Iron Will, Scribe Scroll, Silent Spell, Summon Familiar, Weapon Focus
(longsword).
Spells: 10% arcane spell failure from armor; save DC13 + spell level.
0th: Daze, Detect Magic, Light, Mage Hand.
1st: Grease, Magic Missile, Sleep.
2nd: Flaming Sphere, Protection from Arrows.
Elven Immunities: Liunivel is immune to magic sleep spells and effects, and has a +2 racial
saving throw bonus against Enchantment spells or effects.
Elven Senses: Merely passing within 5 feet of a secret or concealed door entitles her to a Search
check to notice it as if she were actively looking for the door.
Low-Light Vision: She can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. Liunivel retains the ability to distinguish color and detail
under these conditions.
Possessions: Warpony (100gp), Mithral Shirt (1,100gp), masterwork longsword (315gp), 50 gp,
Spell Book: Spells named above plus all cantrips and (all 1st level) Endure Elements, Enlarge,
Feather Fall, Identify, Silent Image. [1,565gp total excl. spell book]
Liunivel speaks Common, Elven, Draconic, Goblin and Sylvan.

Liunivel is a pretty, non-dumb blonde. Although she has a no-nonsense attitude, she is a
thoroughly likeable character. She may interfere on the party's behalf, if Wynd becomes too harsh
with them (that is, if she thinks the group deserves it, not when they act stupidly or insult the
patrol).

Scouts, male high elf, Rgr 1 (4): CR 1; Medium Humanoid (5 ft. to 5ft. 5 in. tall); HD 1d10+1;
hp 11; Init +2 (Dex); Spd 30 ft., mounted 60 ft.; AC 15 (+2 Dex, +3 studded leather); Atk
longsword +0 melee (1d8+1/crit 19-20) and short sword +0 melee (1d6+1/crit 19-20) or longbow
+3 ranged (1d8/crit x3, range 100 ft.); SQ Elven Immunities, Elven Senses, Low-light Vision; AL
N; SV Fort +3, Ref +2, Will +1; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 11.
Skills Hide +5, Listen +7, Search +2, Spot +7, Wilderness Lore +5. Feats Point Blank Shot (not
included above), Track.
Elven Immunities: The scouts are immune to magic sleep spells and effects, and have a +2 racial
saving throw bonus against Enchantment spells or effects.
Elven Senses: Merely passing within 5 feet of a secret or concealed door entitles them to a Search
check to notice it as if they were actively looking for the door.
Low-Light Vision: They can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. The rangers retain the ability to distinguish color and
detail under these conditions.
Favored Enemy: Goblinoids (+1 damage up to 30 feet, +1 on Bluff, Listen, Sense Motive, Spot,
and Wilderness Lore checks).
Possessions: Light Warhorse (150gp), studded leather, longsword, short sword, longbow, 20
arrows, hunting horn, average of 10gp each. [640gp total value]
All speak Common and Elven.

[6,221gp grand total + spell book]

2. AVALANCHE (EL 4)
Substitute with rules for Landslides and Avalanches, DMG p.85. Characters moving immediately
and fast avoid the avalanche completely. Those moving late or slow leave the bury zone, but are
caught in the slide zone (3d6 damage + pinned, Reflex save DC15 to avoid). Those staying are in
the bury zone (8d6 damage, Reflex save DC15 for half, pinned regardless of save).

3. ROCKSLIDE (EL 2)

If the party attempts to cross quickly, each member has to pass a Climb check DC15 (if on foot,
possibly leading a horse) or a Ride check DC20 (if mounted) to avoid a fall. If a character falls,
horses he leads or rides fall, too (both fall separately, so roll subsequent saves and damage
individually). Damage from the fall is 1d6 and a Reflex save DC15 stops the fall. Repeat this
until a save succeeds or hit points run out. Horses have a Reflex save at +4 (+5 for heavy
warhorses). The specially bred mountain horses receive a +2 racial bonus on this check for a total
save modifier of +6. Getting fallen mounts back onto the trail might prove to be a challenging
task.

4. BROWN BEARS (EL 7)

Bears, Brown (3): CR 4; SZ Large Animal (12 ft. tall); HD 6d8+24; hp 63, 53, 45; Init +1 (Dex);
Spd 40 ft.; AC 15 (-1 size, +1 Dex, +5 natural); Atk 2 claws +11 melee (1d8+8), bite +6 melee
(2d8+4); Face 5 ft. x 10 ft.; Reach 5 ft.; SA Improved Grab; SQ Scent; AL N; SV Fort +9, Ref
+6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6.
Skills Listen +4, Spot +7, Swim +14.
Improved Grab (Ex): If a bear hits a creature of size medium or smaller with a claw attack, it
deals normal damage and attempts to start a grapple as a free action without provoking an attack
of opportunity. The bear has the option to conduct the grapple normally, or simply use the claw it
used in the improved grab to hold the opponent. If it chooses to do the latter, it suffers a -20
penalty to grapple checks, but is not considered grappled itself; the bear does not lose its
Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other
opponents. A successful hold does not deal additional damage. Each successful grapple check the
bear makes during successive rounds automatically deals claw-damage. When a bear gets a hold
after an improved grab attack, it pulls the opponent into its space. This act does not provoke
attacks of opportunity. The bear is not considered grappled while it holds the opponent, so it still
threatens adjacent squares and retains its Dexterity bonus. It can even move (possibly carrying
away the opponent), provided it can drag the opponent's weight.
Possessions: None.

5. GNOLL RAIDING BAND (EL 10)

The gnolls are camped and have posted hidden scouts. Only if the characters spot the scouts (one
check per character, spotting distance 6d6x10 ft., DC 28 on a clear day, adjust for light and
weather conditions) will they be able to spot the camp (DC 14) before the gnolls take action. If
the scouts spot the party (at +4 [skill+6, hiding -2]), they will alert the camp. Depending on
whether they think they've been seen, the gnolls will either arrange a hasty, badly organized
defense, or prepare an ambush. Preferably, the ambush will flank the adventurers with two groups
of axemen and scouts, supported by polearmsmen, while Gruboff and the three swordsmen attack
the rear. The archers will shoot at targets of opportunity.
NOTE: Attributes have been slightly adjusted.

Sub-chief Gruboff, Gnoll Rgr 3: CR 4; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD
2d8+3d10+10; hp 38; Init +1 (Dex); Spd 20 ft. (splint mail), base 30 ft.; AC 19 (+1 natural, +6
splint, +2 large shield); Atk Halberd +7 melee (1d10+4/crit x3); SQ Darkvision 60 ft.; AL CE;
SV Fort +8, Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 8, Wis 11, Cha 8.
Skills Jump +8 (+1 armored), Listen +6, Spot +6, Wilderness Lore +5. Feats Cleave, Power
Attack, Track.
Favored Enemy: Humans (+1 damage, +1 on Bluff, Listen, Sense Motive, Spot, and Wilderness
Lore checks).
Possessions: 8 gp.
Gruboff speaks Gnoll and (barking bad) Common.

Gnoll Archers (6): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp 12;
Init +0; Spd 30 ft.; AC 15 (+1 Dex, +1 natural, +3 studded leather); Atk Club (wielded two-
handed) +3 melee (1d8+3) or longbow +2 ranged (1d8/crit x3, range 100 ft.); SQ Darkvision 60
ft.; AL CE; SV Fort +4, Ref +1, Will +0; Str 14, Dex 12, Con 12, Int 8, Wis 11, Cha 8.
Skills Listen +3, Spot +3. Feats Point-Blank Shot (not included above).
Possessions: 45 sp total.

Gnoll Polearmsmen (10): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2;
hp 12; Init +0; Spd 20 ft. (scale mail), base 30 ft.; AC 15 (+1 natural, +4 scale); Atk Guisarme +3
melee (2d4+3; crit x3); SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex
10, Con 13, Int 8, Wis 11, Cha 8.
Skills Listen +3, Spot +3. Feats Power Attack.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe. Because of the guisarme's curved blade, you can also use it to make trip
attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being
tripped.
Possessions: 75 sp total.

Gnoll Swordsmen (3): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp
12; Init +0; Spd 20 ft. (scale mail), base 30 ft.; AC 15 (+1 natural, +4 scale); Atk Greatsword +3
melee (2d6+3/crit 19-20); SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15,
Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Skills Listen +3, Spot +3. Feats Power Attack.
Possessions: 23 sp total.

Gnoll Axemen (5): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp 12;
Init +0; Spd 20 ft. (scale mail), base 30 ft.; AC 17 (+1 natural, +4 scale, +2 large shield); Atk
Battleaxe +3 melee (1d8+2/crit x3); SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0;
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Skills Listen +3, Spot +3. Feats Power Attack.
Possessions: 37 sp total.
Gnoll Scouts (7): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp 12;
Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +1 natural, +3 studded leather); Atk Morningstar +2
melee (1d8+1); SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +1, Will +0; Str 13, Dex 12, Con
12, Int 10, Wis 11, Cha 8.
Skills Hide +3, Listen +6, Spot +6. Feats Alertness.
Possessions: 52 sp total.

[31gp grand total]

6. EAGLE EYRIE [6. Giant Eagles] (EL 8)

Instead of a telepathic warning, these eagles will address trespassers in common.


The 3 nests are 600 feet up, each. Climbing to a nests is DC 15 for the first 300 feet, DC 18 for
the next 200 feet, DC 20 for the final 100 feet - and DC 25 to get onto the ledge with the nest
(you can leave out the final obstacle, if you feel merciful - assume there is no overhang, but a
simple ledge).

Giant Eagles (6): CR 3; SZ Large Magical Beast (20 ft. wing spread); HD 4d10+4; hp 37, 36,
35, 34, 32, 31; Init +3 (Dex); Spd 10 ft, fly 80 ft. (average); AC 15 (-1 size, +3 Dex, +3 natural);
Atk 2 claws +7 melee (1d6+4), bite +2 melee (1d8+2); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Evasion;
AL NG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10.
Skills Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot +11*, Wilderness Lore +8. Feats
Alertness.
* Giant eagles receive a +4 racial bonus to Spot checks during daylight.
Possessions: 5 Eggs (2,500gp each, while alive).
Magical Treasure: Wooden scroll case, divine scroll of 1 -Doom (1st caster level), 3 - Meld into
Stone (5th), 4 - Tongues (7th) (1,100gp).
Giant eagles speak Common and Auran.

Make sure, that at most two eggs survive the journey to the nearest market, if any at all.

7. MOUNTAIN TRIBESMEN (EL 10)

If you use S1-4, you shouldn't place this encounter too far away from the temporary hunting
camp (see Wilderness Lair 1: Tribal camp below) - ideally within 6 hex. If you use S4, then
don't use this encounter in the far northern part of the map (too far away from Gnome Vale).
NOTE: Instead of the skills Handle Animal, Intimidate, Ride and Swim, these tribal warriors
have the class skills Hide, Listen, Move Silently, Spot and Wilderness Lore. They do not
automatically have Heavy Armor and Martial Weapon proficiency (as Warrior). Fighters of level
1 and 2 have been converted to Warriors level 2 and 3.

Chief Snarknose, male human (Flan), Ftr 5: CR 5; Medium Humanoid (6 ft. 2 inch tall); HD
5d10+10; hp 45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (+2 Dex, +5
breastplate); Atk Bastard sword +10 melee (1d10+8/crit 19-20) or shortspear +7 ranged
(1d8+4/crit x3, range 20 ft.); AL N; SV Fort +6, Ref +3, Will +1; Str 18, Dex 14, Con 14, Int 12,
Wis 10, Cha 10.
Skills Climb +9 (+5 armored), Hide +6 (+2), Jump +6 (+2), Listen +7, Move Silently +6 (+2),
Spot +7, Wilderness Lore +7. Feats Alertness, Cleave, Improved Initiative, Power Attack,
Weapon Focus (bastard sword), Weapon Specialization (bastard Sword).
Possessions: Bone breastplate, bastard sword, 2 shortspears, 3 sp, 18 cp.
Chief Snarknose speaks a tribal dialect of Flan and Gnomish.

Sub-Chief Yllam Skretchie ("He Who Hunts the Mountain Goat"), male human (Flan), Ftr
4: CR 4; Medium Humanoid (5 ft. 10 inch tall); HD 4d10+8; hp 38; Init +5 (+1 Dex, +4
Improved Initiative); Spd 20 ft.; AC 16 (+1 Dex, +3 hide, +2 large shield); Atk Battle axe +8
melee (1d8+5/crit x3) or javelin +5 ranged (1d6+3, range 30 ft.); AL N; SV Fort +6, Ref +2, Will
+2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills Climb +7 (+2 armored), Hide +5 (+0), Jump +7 (+2), Listen +3, Move Silently +6 (+1),
Spot +3, Wilderness Lore +5. Feats Alertness, Cleave, Improved Initiative, Power Attack,
Weapon Focus (battle axe), Weapon Specialization (Battle Axe).
Possessions: Hide armor, large, wooden shield, battleaxe, light crossbow, 10 crossbow bolts, 1
crossbow bolt +3 (360gp).
The sub-chief speaks a tribal dialect of Flan and some common.

Warrior Skayler, male humans (Flan), War 3: CR 2; Medium Humanoid (6 ft. tall); HD
3d8+3; hp 22; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +2 leather, +1 small shield); Atk
Morningstar +6 melee (1d8+3) or javelin +5 ranged (1d6+3, range 30 ft.); AL CN; SV Fort +4,
Ref +3, Will +1; Str 17, Dex 14, Con 13, Int 10, Wis 8, Cha 6.
Skills Climb +7 (+6 armored), Hide +4 (+3), Jump +7 (+6), Listen +2, Move Silently +4 (+3),
Spot +2, Wilderness Lore +1. Feats Alertness, Dodge, Power Attack.
Possessions: Hardened animal skins equal to leather armor, small, wooden shield, morningstar, 3
javelins.
Skayler speaks a tribal dialect of Flan only.

Ubba Dong, Medicine Man, male humans (Flan), Drd 5: CR 5; Medium Humanoid (5 ft. 4 in.
tall); HD 5d8+5; hp 34; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+2 Dex, +2
leather); Atk Quarterstaff +3 melee (1d6) or dagger +3 melee (1d4) or dart +5 ranged (1d4, range
20 ft.); SA Spells; SQ Animal Companion, Nature Sense, Resist Nature's Lure, Trackless Step,
Wild Shape, Woodland Stride; AL N; SV Fort +5, Ref +3, Will +6; Str 10, Dex 14, Con 12, Int
10, Wis 14, Cha 10.
Skills Animal Empathy +8, Concentration +9, Heal +10, Hide +2, Listen +4, Knowledge (nature)
+8, Move Silently +2, Spot +4, Wilderness Lore +10. Feats Alertness, Improved Initiative,
Track.
Spells: save DC12 + spell level.
0th: Cure Minor Wounds (x3), Mending, Resistance.
1st: Animal Friendship, Entangle, Faerie Fire, Obscuring Mist.
2nd: Charm Person or Animal, Speak with Animals, Tree Shape.
3rd: Cure Moderate Wounds (or Call Lightning, if the weather looked appropriate when he
prepared his spell that morning).
Nature Sense, Resist Nature's Lure, Trackless Step, Woodland Stride: Druid abilities as per PHB,
p.35.
Wild Shape: Once per day, Ubba Dong can polymorph self into a Small or Medium-size animal
(usually an eagle or a wolf), and back. He regains up to 5 h.p. on the initial change.
Possessions: Hardened animal skins equal to leather armor, staff, bone dagger, 3 darts.
Ubba Dong speaks Druid, a tribal dialect of Flan, and a smattering of Gnomish.

His animal companion is an extremely large mountain lion [statistics as per African lion]:

Dargha, female Mountain Lion: CR 3; SZ Large Animal (7 ft. long, 450 pounds); HD 5d8+10;
32 hp; Init +3 (Dex); Spd 40 ft.; AC 15 (-1 size, +3 Dex, +3 natural); Atk 2 claws +7 melee
(1d4+5), bite +2 melee (1d8+2); Face 5 ft. x 10 ft.; Reach 5 ft.; SA Pounce, improved grab, rake
1d4+2; SQ Scent; AL N; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha
6.
Skills Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5.
Lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall
grass or heavy undergrowth, the Hide bonus improves to +12.
Pounce (Ex): If a lion leaps upon a foe during the first round of combat, it can make a full attack
even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the lion must hit with its bite attack. If it gets a hold, it
can rake.
Rake (Ex): A lion can make two rake attacks (+7 melee) against a held creature with its hind legs
for 1d4+2 damage each. If the lion pounces on an opponent, it can also rake.
Combat
Dargha attacks by running at prey, leaping, and clawing and biting as she rakes with her rear
claws. She will even jump onto a creature larger than herself.

Spearmen, male humans (Flan), War 2 (8): CR 1; Medium Humanoid (5 ft. 7 in. to 6 ft. tall);
HD 2d8+2; hp 16, 4x14, 3x12; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +2 leather, +1 small
shield); Atk Shortspear +4 melee (1d8+1/crit x3) or club +3 melee (1d6+1) or shortspear +4
ranged (1d8+1/crit x3, range 20 ft.); AL N; SV Fort +4, Ref +1, Will +0; Str 12, Dex 13, Con 12,
Int 10, Wis 10, Cha 8.
Skills Climb +4 (+3 armored), Hide +3 (+2), Jump +4 (+3), Listen +4, Move Silently +3 (+2),
Spot +3, Wilderness Lore +2. Feats Alertness, Weapon Focus (shortspear).
Shortspear: If set against a charge (readied action), the shortspear deals double damage on a hit
against a charging opponent
Possessions: Hardened animal skins equal to leather armor, small, wooden shield, shortspear,
club.
All speak a tribal dialect of Flan only.

Axemen, male humans (Flan), War 2 (4): CR 1; Medium Humanoid (5 ft. 7 in. to 6 ft. tall); HD
2d8+2; hp 16, 14, 12, 11; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather); Atk Glaive +3
melee (1d10+1/crit x3); AL N; SV Fort +4, Ref +1, Will +0; Str 12, Dex 13, Con 12, Int 10, Wis
10, Cha 8.
Skills Climb +4, Hide +3, Jump +4, Listen +4, Move Silently +3, Spot +3, Wilderness Lore +2.
Feats Alertness, Martial Weapons Proficiency.
Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but can't use it against
an adjacent foe.
Possessions: Hardened animal skins equal to leather armor, crude pole axe, equal to glaive.
All speak a tribal dialect of Flan only.

Crossbowmen, male humans (Flan), War 1 (4): CR 1/2; Medium Humanoid (5 ft. 6 in. to 5
ft.10 in. tall); HD 1d8+1; hp 9; Init +1 (Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 padded); Atk
Dagger +2 melee (1d4+1/crit 19-20) or light crossbow +3 ranged (1d8/crit 19-20, range 80 ft.);
AL N; SV Fort +3, Ref +1, Will +0; Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 8.
Skills Climb +2, Hide +3, Jump +2, Listen +4, Move Silently +3, Spot +4, Wilderness Lore +2.
Feats Alertness, Weapon Focus (crossbow).
Possessions: Animal skins equal to padded armor, bone dagger, light crossbow, 10 crossbow
bolts.
All speak a tribal dialect of Flan only.

[360gp grand total]

8. GRAY-FURRED GIANT SNAKE (EL 3)

A slightly modified Huge Viper:

Snake, Giant Furred: CR 3; SZ Huge Animal (30 ft. long); HD 4d8+4; hp 26; Init +4 (Dex);
Spd 30 ft., climb 20 ft.; AC 16 (-2 size, +4 Dex, +4 natural); Atk Bite +5 melee (1d4 and poison);
Face 15 ft. x 15 ft. (coiled); Reach 10 ft.; SA Poison DC13, 1d6 Con/1d6 Con; SQ Cold
Resistance 5, Scent; AL N; SV Fort +5, Ref +8, Will +2; Str 10, Dex 19, Con 13, Int 1, Wis 12,
Cha 2.
Skills Balance +12, Climb +12, Hide +3, Listen +9, Spot +9. Feats Weapon Finesse (bite).
Possessions: The fur of this snake is worth 600gp. A leatherworker can fashion exquisite leather
armor from this fur (one armor per snake, see below). The Craft check is DC14. For determining
success, assume a value of the final armor of 100gp (not the actual market value - the fur is
expensive, but not too difficult to work with), or 250gp, if masterwork armor is fashioned.

Snake Fur Armor: Light Armor, Armor Bonus +4, Max. Dex. +5, Armor Check Penalty -1 (-0 if
masterwork), Arcane Spell Failure 10%, Speed 30 ft./ 20ft., Weight 15 lb., Market Price 1,200gp
(masterwork: 1,500gp). Gives Cold Resistance of 2 (negating the first 2 points of cold damage
each round) if worn in conjunction with other warm clothes. This resistance stacks with Endure
Element, Protection from Element, a Ring of Warmth or similar effects.

9. GOBLIN BAND (EL 9)

As described in the module, this is a poorly organized band of marauders. They use to overwhelm
opposition by sheer numbers.
NOTE: The errata for the Monster Manual say to replace goblins’ javelins by darts. I didn't -
these gobbos are puny enough.

Nashka the Terrible, Goblin War 4: CR 3; SZ Small Humanoid (Goblinoid); HD 4d8+4; hp


28; Init +2 (Dex); Spd 30 ft.; AC 18 (+1 size, +2 Dex, +4 chain shirt, +1 small shield); Atk
Morningstar +6 melee (1d8) or javelin +7 ranged (1d6, range 30 ft.); SQ Darkvision 60 ft.; AL
CE; SV Fort +5, Ref +3, Will +0; Str 11, Dex 14, Con 12, Int 12, Wis 8, Cha 6.
Skills Hide +5, Intimidate +5, Listen +5, Move Silently +3, Spot +5. Feats Alertness, Weapon
Focus (morningstar).
Possessions: 17 gp, amethyst (50gp), 2 javelins.
Nashka speaks goblin and common.

Nashka suffers from megalomania, but this will not stop him from running away if things go
badly for him. He is a real bastard, responsible for the atrocities in the south.

Sub-Leaders, Goblin War 2 (4): CR 1; SZ Small Humanoid (Goblinoid); HD 2d8+2; hp 12; Init
+1 (Dex); Spd 30 ft.; AC 16 (+1 size, +1 Dex, +3 studded leather, +1 small shield); Atk
Halfspear +3 melee (1d6/crit x3) or short sword +3 melee (1d6/crit 19-20) or halfspear +4 ranged
(1d6/crit x3, range 20 ft.); SQ Darkvision 60 ft.; AL NE; SV Fort +4, Ref +1, Will +0; Str 10,
Dex 13, Con 12, Int 10, Wis 11, Cha 8.
Skills Hide +5, Listen +4, Move Silently +3, Spot +4. Feats Alertness.
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: 28 gp total. One halfspear, short sword and small wooden shield each.

Goblin Regulars (40): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8; hp 5; Init +1 (Dex);
Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk Morningstar +1 melee (1d8-1) or
javelin +3 ranged (1d6-1, range 30 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.
Skills Hide +6, Listen +3, Move Silently +4, Spot +3. Feats Alertness.
Possessions: 840 sp total. 10 have one javelin each.

Goblin Skirmishers (25): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8; hp 4; Init +1


(Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk Short sword (only 5 of them)
+1 melee (1d6-1/crit 19-20) or sling bullet +3 ranged (1d4-1, range 50 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.
Skills Hide +6, Listen +3, Move Silently +4, Spot +3. Feats Alertness.
Possessions: 350 sp total. 3 sling bullets each + 10 stones (+2 ranged, 1d3-1 damage).

[214gp grand total]

10. HILL GIANTS (EL 10)

NOTE: The Monster Manual gives a Cha 17 for hill giants. The latest errata for the MM have
nothing to say about this, although other errors in hill giants have been addressed. I put them at
Cha 8 – and that’s generous.

Brindle, Cnark and Ecke, Hill Giants (3): CR 7; SZ Large Giant (10 1/2 ft. tall); HD 12d8+48;
hp 120, 108, 96; Init -1 (Dex); Spd 30 ft. (hide armor), base 40 ft.; AC 20 (-1 size, -1 Dex, +9
natural, +3 hide); Atk Huge greatclub +16/+11 melee (2d6+10) or rock +8/+3 ranged (2d6+7,
range 120 ft.); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV
Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 8.
Skills Climb +9, Jump +9, Spot +4. Feats Cleave, Power Attack, Weapon Focus (greatclub).
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Hill giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet, with
range increments of 120 feet.
Rock catching (Ex): Hill giants can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size on, and 25
for a Large one. If the projectile has a magical bonus to attack, the DC increases by that amount.
The giant must be ready for and aware of the attack.
Possessions: 2,300 gp, 7,200 sp, 3,800 cp. [3,058gp total value]
Brindle and Ecke speak Giant and (a terrible) common.

*** NOT in S4, but in S1-4 ***: [Wilderness Lair: 1. Tribal Camp]

If you use this encounter, don't place it too far away from Gnome Vale (lettered encounter area
A., see below). I recommend Encounter Area D or E on the map.
Replace the surprise roll by the standard encounter procedure as per DMG, p.59. Spotting
distance (by day) is 120 feet, due to mist, clouds, and obstructing boulders. Spotting the tribal
hunters is DC 15 - they are not hiding, 20 in number, plus one mountain lion, plus some obvious
huts. If the mountain tribesmen notice the party before being seen themselves, use the description
under "If warned of the party's approach ..." in the module, but keep in mind that they will not
have much time to prepare an ambush at this encounter distance.

See encounter 7. Mountain Tribesmen for details of the camps inhabitants.

11. WOLF PACK [Wilderness Lair: 2. Wolf Den] (EL 8.5)

If you use S1-4: Replace the initial surprise roll by a Listen check for the wolfweres (DC 15;
modify this if the party is exceptionally quiet or noisy. The Wolfweres have listen skill +10.). If
the wolfweres heard the adventurers, they will have prepared as described in the module under
"Party Does Not Have Surprise".
Finding the animal tunnels is automatic if the area is searched. Even if no search is undertaken, a
Spot check DC 20 will reveal a tunnel.
NOTE: The Wolfwere has been copied from the Creature Catalogue, but I increased its Strength
- this beast dealt 2d6 damage in 1st edition. This made the Weapon Finesse obsolete, which has
been replaced by the Dodge feat.

Wolves (12): CR 1; SZ Medium-Size Animal; HD 2d8+4; hp 18, 3x15, 4x12, 4x9; Init +2 (Dex);
Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk Bite +3 melee (1d6+1); 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 Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*. Feats Weapon
Finesse (bite).
*Wolves receive a +4 racial bonus when tracking by scent.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see
PHB, p.139) without making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the wolf.

Wolf cubs (4): CR 0; SZ Tiny Animal (2 ft. long); HD 1/2d8+1; hp 3; Init -1 (Dex); Spd 20 ft.;
AC 11 (+2 size, -1 Dex); Atk Bite -3 melee (1d3-3); SQ Scent; AL N; SV Fort +3, Ref +1, Will -
2; Str 5, Dex 8, Con 13, Int 2, Wis 6, Cha 10.
Skills Hide +1, Move Silently +1.

Mawreen and Fangrach, Wolfwere (2): CR 4; SZ Medium-Size Shapechanger; HD 5d8+5; hp


41, 38; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft (50 ft in wolf form); AC 17 (+2 Dex,
+5 natural); Atk Bite (if not in human form) +7 melee (1d6+4) and bastard sword (if not in wolf
form) +7 melee (1d10+6); SA Song of Lethargy, trip; SQ Damage reduction 10/+1, alternate
form, darkvision 60 ft; SR 13; AL CE; SV Fort +5, Ref +6, Will +7; Str 18, Dex 15, Con 13, Int
16, Wis 16, Cha 14.
Skills Bluff +10, Disguise +9, Hide +5, Listen +10, Move Silently +5, Spot +10, Wilderness Lore
+8; Feats Alertness, Dodge, Improved Initiative, Scent, Track.
Song of Lethargy (Ex): 60-foot spread, Will save (DC 14) negates; or affected as by a slow spell
as cast by an 8th-level sorcerer. Whether the save is successful or not, the creature cannot be
affected by the song of lethargy from that wolfwere for one day.
Trip (Ex): If in wolf form, a wolfwere that hits with a bite attack can attempt to trip the opponent
as a free action (see PHB, p.139) without making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot react to trip the wolfwere.
Alternate Form (Su): A wolfwere’s natural form is that of a wolf. It can assume two other forms.
The first is a Medium-size humanoid. The second from is that of a Medium-size, wolf-humanoid
hybrid. Changing forms is a standard action. In humanoid form, the wolfwere gains all the
abilities of the form (for example, a wolfwere in dwarf form has dwarven racial traits). The
wolfwere keeps its ability scores and can use its song of lethargy. It retains its special qualities of
damage reduction and spell resistance, but cannot use its bite attack. In hybrid form, a wolfwere
looks like a bipedal wolf. The wolfwere can use weapons and natural attacks, and all of its special
attacks and special qualities in this form. A wolfwere remains in one form until it chooses to
assume a new one. A change in form cannot be dispelled, nor does the wolfwere revert to its
natural form when killed. A true seeing spell, however, reveals its natural form if it is in
humanoid or hybrid form. The wolfwere is not a lycanthrope. Therefore, it does not carry and
infect others with lycanthropy.
Treasure: 2,000 cp, 2,500 sp, 50 pp, tarnished silver bracer set with citrines (500gp). [1,270gp
total value]
Magical treasure: A small wooden rack containing four glass vials - potions of Cure Moderate
Wounds (3rd caster level, 300gp), Levitate (3rd, 300gp), Fly (5th, 750gp), and Neutralize Poison
(5th, 750gp). The vials' stoppers are sealed and the seals bear symbols identifying the potions. A
successful Knowledge (arcana) check (DC 18) will correctly identify a potion. If the identifying
character could brew that kind of potion, he receives a +5 circumstantial bonus on this check.
[2,100 total value]

12. MOUNTAIN DWARF BAND [*** missing in S1-4 ***]

This encounter is better left out (I guess that's why it's missing in S1-4). If you include it, be
prepared to answer the questions: "Where is the hobgoblin tribe's camp?" and "Where is the
home of the dwarves?"
13. THE HERMIT [Wilderness Lair: 3. Hermit Cave]

If you don't use psionics in your campaign (I certainly don't), then just give the Hermit the
supernatural ability to use Mass Charm as a charismatic 20th level Sorcerer does, as often per day
as you want. The goal is to keep obnoxious players from robbing the Hermit - do what you think
adequate and necessary to achieve this.

14. TROLL CAVE [*** missing in S1-4 ***] (EL 9)

NOTE: This lair has been removed in S1-4, probably because it closely resembles the encounter
"Stinking Cave" in area 9. of the Lesser Caverns.

Trolls (4): CR 5; SZ Large Giant (9 ft. tall); HD 6d8+36; hp 69, 62 ,59, 58; Init +2 (Dex); Spd 30
ft.; AC 18 (-1 size, +2 Dex, +7 natural); Atk 2 claws +9 melee (1d6+6), bite +4 melee (1d6+3);
Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL
CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.
Skills Listen +5, Spot +5. Feats Alertness, Iron Will.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the
flesh. This attack automatically deals an additional 1d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
Treasure: 1983 gp, 52 pp. [2,503gp total value].
Magical Treasure: Divine scroll of Heroes' Feast (at 11th caster level, 1,650gp) in waterproofed
bone scroll case.

15. WYVERN ROOST [Wilderness Lair: 4. Wyverns' Roost] (EL 8)

Wyverns (2): CR 6; SZ Huge Dragon (30 ft. long); HD 7d12+14; hp 60, 51; Init +1 (Dex); Spd
20 ft., fly 60 ft. (poor); AC 17 (-2 size, +1 Dex, +8 natural); Atk sting +9 melee (1d6+4 and
poison), bite +4 melee (2d8+2), 2 wings +4 melee (1d8+2); or 2 claws +9 melee (1d6+4); Face
10 ft. x 20 ft.; Reach 10 ft.; SA Poison, improved grab, snatch; SQ Scent; AL N; SV Fort +7, Ref
+6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Skills Listen +13, Move Silently +9, Spot +13*. Feats Alertness, Flyby Attack.
* Wyverns receive a +3 racial bonus to Spot checks when flying during daylight hours.
Poison (Ex): Sting. Fortitude save (DC 17); initial and secondary damage 2d6 temporary
Constitution.
Improved Grab (Ex): To use this ability, the wyvern must hit with both claw attacks. If it gets a
hold, it holds on and stings.
Snatch (Ex): If a wyvern gets a hold on a creature four or more sizes smaller (tiny or less), it
automatically deals damage with both claws and its sting attacks each round the hold is
maintained. The wyvern can drop a creature it has snatched as a free action or use a standard
action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the
wyvern flings it while flying the creature suffers this amount or falling damage, whichever is
greater.
Fly-By Attack (Feat): When flying, wyverns can take a move action (including a dive) and
another partial action at any point during the move. They cannot take a second move action
during a round when making a fly-by attack. A wyvern can slash with its claws only when
making a flyby attack, and it cannot make bite, sting, or wing attacks.
Possessions: 3 eggs (2,000gp each, but very difficult to keep them alive).
Treasure: 225 gp, 3 red spinel (70gp each), 1 excellent deep green spinel (200gp), 2 large
bloodstone (120gp each), 3 amethyst (100gp each), 1 amber (50gp). [1,225gp total value]
Magical Treasure: Mithral Shirt (1,100gp), Quiver with 7 masterwork arrows (49gp) and 3
flaming arrows +1 (501gp). [1,650gp total value]

16. HOBGOBLIN WAR PARTY [*** missing in S1-4 ***] (EL 10.5)

Don't use this encounter in the far northern part of the map - these hobgoblins are a Kettite
mercenary border patrol.
This group should be played to it's full potential. The hobgoblins will fight in a very organized
manner, e.g. the polearmsmen will use their reach and their trip/disarm capability, the scouts,
guards and spearmen (if not setting their spears against a charge) will target spell casters, etc.
If properly handled, they can justify the encounter level. This band will not huddle together and
await the first fireball.
NOTE: I reduced the total number from the original 81 to 58. Attributes and skills have been
slightly modified.

Grinwold, Hobgoblin War Chief, War 6: CR 5; Medium-Size Humanoid (Goblinoid); HD


6d8+12; hp 42; Init +1 (Dex); Spd 20 ft.; AC 18 (+2 Dex, +6 banded mail); Atk Masterwork
bastard sword +11/+6 melee (1d10+4/crit 19-20) or shortspear +8/+3 ranged (1d8+3/crit x3,
range 20 ft.); SQ Darkvision 60 ft.; AL LE; SV Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14,
Int 12, Wis 10, Cha 8.
Skills Hide +3, Intimidate +6, Listen +5, Move Silently +3, Spot +5. Feats Alertness, Exotic
Weapon: Bastard Sword, Weapon Focus (bastard sword).
Possessions: 11 pp, 15 gp, bloodstone (50gp), ivory necklace, looking like linked finger-bones
(230gp), masterwork bastard sword (335gp). [740gp total value]
Grinwold speaks goblin, common and Baklunish.

Hidden on his body, a document identifying the bearer as a mercenary in the employment of Ket
can be found. This document describes the bearer, so non-hobgoblins will find it hard to use it.
Anyway, it is a good template for a fake (Forgery skill check at +4, provided the counterfeiter
speaks Baklunish).

Pak Kar and Logdor, Hobgoblin Sub-Leaders, War 4 (2): CR 3; Medium-Size Humanoid
(Goblinoid); HD 4d8+8; hp 28, 26; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +5 chainmail, +2
large shield); Atk Masterwork longsword +8 melee (1d8+2/crit 19-20); SQ Darkvision 60 ft.; AL
LE, LN; SV Fort +6, Ref +2, Will +1; Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 10.
Skills Hide -4, Intimidate +4, Listen +4, Move Silently -2, Spot +4. Feats Alertness, Weapon
Focus (Longsword).
Possessions: 5 pp, 20 gp, 42 cp total. Masterwork longsword (315gp), whip (for discipline only,
not combat). [385gp total value]
Hobgoblin Guards, War 2 (6): CR 1; Medium-Size Humanoid (Goblinoid); HD 2d8+2; hp 11;
Init +1 (Dex); Spd 20 ft.; AC 17 (+1 Dex, +5 chainmail, +1 small shield); Atk Longsword +3
melee (1d8+1/crit 19-20) or composite longbow +3 ranged (1d8/crit x3, range 100 ft.); SQ
Darkvision 60 ft.; AL LE; SV Fort +4, Ref +1, Will +0; Str 13, Dex 13, Con 13, Int 10, Wis 10,
Cha 10.
Skills Hide -3, Intimidate +2, Listen +3, Move Silently -1, Spot +3. Feats Alertness.
Possessions: 60 gp, 126 cp total. 20 arrows each.

Hobgoblin Scouts (6): CR 1/2; Medium-Size Humanoid (Goblinoid); HD 1d8+1; hp 5; Init +1


(Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atk Longsword +1 melee (1d8/crit 19-20)
or composite longbow +3 ranged (1d8/crit x3, range 100 ft.); SQ Darkvision 60 ft.; AL LE; SV
Fort +3, Ref +2, Will +1; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 10.
Skills Hide +4, Listen +4, Move Silently +6, Spot +4. Feats Alertness.
Possessions: 30 gp, 63 cp total. 20 arrows each.

Hobgoblin Spearmen (8): CR 1/2; Medium-Size Humanoid (Goblinoid); HD 1d8+1; hp 5; Init


+1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk Shortspear +2
melee or ranged (1d8+1/crit x3, range 20 ft.); SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1,
Will +0; Str 12, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills Hide +1, Listen +3, Move Silently +3, Spot +3. Feats Alertness.
Shortspear: If set against a charge (readied action), the shortspear deals double damage on a hit
against a charging opponent.
Possessions: 40 gp, 84 cp total. 2 short spears each.

Hobgoblin Infantry (15): CR 1/2; Medium-Size Humanoid (Goblinoid); HD 1d8+1; hp 6; Init


+1 (Dex); Spd 20 ft.; AC 16 (+1 Dex, +4 scale mail, +1 small shield); Atk Morningstar +2 melee
(1d8+1/crit x19-20); SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 13,
Con 13, Int 10, Wis 10, Cha 10.
Skills Hide -2, Listen +3, Move Silently +0, Spot +3. Feats Alertness.
Possessions: 75 gp, 157 cp total.

Hobgoblin Polearmsmen (20): CR 1/2; Medium-Size Humanoid (Goblinoid); HD 1d8+1; hp 6;


Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 studded leather); Atk Guisarme (6) or Ranseur
(other 6) +2 melee (2d4+1/crit x3, slashing or piercing); Reach 10 ft.; SA Trip (Guisarme),
Disarm (Ranseur); SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 13,
Con 13, Int 10, Wis 10, Cha 10.
Skills Hide +2, Listen +3, Move Silently +4, Spot +3. Feats Alertness.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe. Because of the guisarme's curved blade, you can also use it to make trip
attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being
tripped.
Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe. With a ranseur, you get a +2 bonus on your opposed attack rolls when
attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm
your opponent).
Possessions: 100 gp, 210 cp total.

[1,435gp grand total]


17. OGRE DEN [*** missing in S1-4 ***] (EL 7)

Ogres (6): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 37, 34, 32, 30, 29, 26; Init -1
(Dex); Spd 30 ft. (hide), 40 ft. base; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk Huge
greatclub +8 melee (2d6+7); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV Fort +6, Ref +0, Will +1;
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).
Treasure: 135 gp total; hidden in nook: Old leather bag with 450 gp, 10 pp, ivory statuette of a
bear (60gp), small rose quartz (30gp), large tiger eye (30gp), 2 moonstones (50gp each), and
ovaloid jet (80gp). [total value: 985gp]
Magical Treasure: Brass flask with Potion of Rainbow Hues, 7 doses (700gp, see Appendix 1).

18. ELVEN WARDER BAND [*** missing in S1-4 ***] (EL 12)

This encounter should only happen in the eastern part of the mountains, for example near area 6
on the wilderness map (area C in S1-4) .
NOTE: I gave the captain and his sister (the aide) an additional character level. This should not
be a fighting encounter, anyway.

The captain is extremely arrogant. Quarion will always open conversation in Elven, even when
addressed in another language. He will use another language only after some fruitless attempts at
communication. He behaves as if these mountains belong to him - personally. His interest is the
safety of the border to Highfolk and the Vesve forest, and nothing else. If he thinks the characters
can be of help in this regard (which is not very likely), he may be willing to give information.
Quarion doesn't know much, since this scouting patrol only just arrived in this area. His
Knowledge (history) skill may be of use, but the elf is not interested in Iggwilv and probably
doesn't know more about her than the characters do by now. The only valuable piece of
information to be had from him is, that Tsojcanth was a powerful wizard who - centuries ago -
opposed an unnamed, horrible threat in this region and probably perished in his effort to contain
this evil*. However, this information is not easily gained. Quarion will not mention it freely. The
"unnamed" is also a "better not spoken about". To get this knowledge, it takes either direct
questions about Tsojcanth (plus a Diplomacy check DC 25) or a service valuable Quarion.

*This refers to Tsojcanth's role in the imprisonment of the avatar of Tharizdun over 700 years
ago (see http://www.greyhawk-codex.com/codex/greyhawk/religion/tharizdunq.htm) and can be
used as a first lead to The Forgotten Temple of Tharizdun (WG4), which will be my next
conversion (don't hold your breath, though - I probably won't do this in 2002).

Captain Quarion Ilphukiir, male high elf, Wiz 5/Ftr 2: CR 7; Medium Humanoid (5 ft. 4 in.
tall); HD 5d4+2d10+7; hp 37; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (+3
Dex, +4 Mithral Shirt, +2 large shield); Atk longsword +9 melee (1d8+1/crit 19-20) or dagger +6
(1d4+1/crit 19-20); SA Spells; SQ Elven Immunities, Elven Senses, Low-light Vision; AL N; SV
Fort +5, Ref +4, Will +5; Str 12, Dex 16, Con 12, Int 14, Wis 9, Cha 10.
Skills Concentration +9, Knowledge (arcana, history) +10, Listen +1, Search +4, Spellcraft +10,
Spot +1, Swim +9 (+ 7 in mithral shirt). Feats Improved Initiative, Iron Will, Leadership (score
6), Scribe Scroll, Spell Mastery (charm person, slow), Summon Familiar, Weapon Finesse
(longsword), Weapon Focus (longsword).
Spells: 10% arcane spell failure from armor; save DC12 + spell level.
0th: Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation.
1st: Charm Person, Shocking Grasp, Spider Climb, Ventriloquism.
2nd: Melf's Acid Arrow, Minor Image, Mirror Image.
3rd: Slow.
Elven Immunities: Elves are immune to magic sleep spells and effects, and have a +2 racial
saving throw bonus against Enchantment spells or effects.
Elven Senses: Merely passing within 5 feet of a secret or concealed door entitles elves to a Search
check to notice it as if they were actively looking for the door.
Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. Elves retain the ability to distinguish color and detail
under these conditions.
Possessions: Mithral Shirt (1,100gp), masterwork large steel shield (170gp), longsword +1
(2,315gp), dagger +1 (2,302gp), 13 gp, 10 pp, gold bracelet set with garnets (600gp). [6,600gp
total]
Quarion speaks Common, Elven, Draconic, Sylvan and a little bit Baklunish.

Quarion does not have his spell book with him. If he has to use spells, he will replace them via
Spell Mastery (slow for 3rd level, charm person for 1st and 2nd level slots).

Aide Vira Ilphukiir, female high elf, Cleric of Corellon Larethian Clr 3/Ftr 2: CR 5;
Medium Humanoid (5 ft. 2 in. tall); HD 3d8+2d10+5; hp 33; Init +2 (+2 Dex); Spd 30 ft.; AC 17
(+2 Dex, +4 chain shirt, +1 small shield); Atk longsword +8 melee (1d8+1/crit 19-20); SA Spells,
Turn Undead; SQ Elven Immunities, Elven Senses, Low-light Vision, Spontaneous Casting,
Protective Ward; AL CG; SV Fort +7, Ref +5, Will +5; Str 10, Dex 14, Con 12, Int 10, Wis 15,
Cha 12.
Skills Concentration +5, Diplomacy +5, Heal +6, Jump +4 (+3 armored), Listen +4, Search +2,
Spot +4. Feats Combat Casting, Dodge, Lightning Reflexes, Weapon Finesse (longsword),
Weapon Focus (longsword, domain power).
Spells: Save DC 12 + spell level. Domains: Protection, War.
0th: Guidance, Light, Mending, Purify Food and Drink.
1st: Bless, Protection from Evil, Sanctuary, Shield of Faith.
2nd: Hold Person, Sound Burst, Spiritual Weapon.
Protective Ward (Protection domain ability): Spell like ability to grant someone touched a
resistance bonus of +3 to his next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Possessions: Masterwork chain shirt (250gp), masterwork small steel shield (159gp), longsword
+1 (2,315gp), blue cloak, silver holy symbol (30gp), 10 sp, 12 gp, 5 pp. [2,817gp total]
Vira speaks Common and Elven.

Vira is tall (for an elf woman) and stunningly beautiful. Auburn hair, emerald eyes - you get the
picture. She has been assigned as aide to her brother for this patrol and is not at all happy about
this role. Vira is in constant dispute with her brother, and won't stop this quarrel just because
there is an audience present. Quarion will pay back in equal coin - he hates insubordination.
Anyway, both really like each other, but it doesn't show  Vira will try to convert any elf or half-
elf in the characters' party to Corellon Larethian, and she isn't too subtle about it.

Lieutenant Menivol Siannokiir, male high elf, Ftr 4 (Quarion's cohort): CR 4; Medium
Humanoid (5 ft. 6 in. tall); HD 4d10+8; hp 37; Init +2 (Dex); Spd 30 ft.; AC 18 (+2 Dex, +4
chain shirt, +2 large shield); Atk longsword +9 melee (1d8+5/crit 19-20) or shortspear +8 melee
(1d8+4/crit x3) or shortspear +7 ranged (1d8+4/crit x3, range 20 ft.); SQ Elven Immunities,
Elven Senses, Low-light Vision; AL N; SV Fort +6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int
8, Wis 12, Cha 8.
Skills Jump +10 (+7 armored) Listen +3, Search +1, Spot +3. Feats Cleave, Great Cleave, Power
Attack, Weapon Focus (longsword), Weapon Specialization (longsword).
Shortspear: If set against a charge (readied action), the shortspear deals double damage on a hit
against a charging opponent
Possessions: Masterwork chain shirt (250gp), large steel shield, shortspear +1 (2,302gp),
masterwork longsword (315gp), 20 sp, 10gp, 4 pp. [2,919gp total value]
Menivol speaks Common and Elven, but doesn't speak often.

If there ever was a "hulking elf", it's this one. Think of the elven equivalent of Sylvester Stallone
(if you can).

Archers, male high elf, War 1 (12): CR 1/2; Medium Humanoid (4 ft. 8 in. to 5ft. 3 in. tall); HD
1d8+1; hp 9; Init +2 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather); Atk Short sword +1
melee (1d6/crit 19-20) or longbow +5 ranged (1d8/crit x3, range 100 ft.); SQ Elven Immunities,
Elven Senses, Low-light Vision; AL N; SV Fort +3, Ref +3, Will +1; Str 11, Dex 16, Con 12, Int
10, Wis 12, Cha 11.
Skills Climb +4 (+3 armored), Listen +3, Search +2, Spot +3, Swim +4 (+0). Feats Weapon
Focus (longbow).
Possessions: Studded leather, short sword, longbow, 20 arrows, total of 90 sp, 18 gp, and 15 pp.
[177gp total value]
All speak Common and Elven.

Guard Infantry, male high elf, War 1 (12): CR 1/2; Medium Humanoid (5 ft. 3 in. to 5ft. 5 in.
tall); HD 1d8+1; hp 9; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt); Atk Greatsword
+3 melee (2d6+3/crit 19-20); SQ Elven Immunities, Elven Senses, Low-light Vision; AL N; SV
Fort +3, Ref +2, Will +1; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 10.
Skills Jump +6 (+4 armored), Listen +3, Search +2, Spot +3, Swim +6 (+1 in chain shirt). Feats
Weapon Focus (greatsword).
Possessions: Chain shirt, greatsword, total of 90 sp, 18 gp, and 15 pp. [177gp total value]
All speak Common and Elven.

Spearmen, male high elf, War 1 (24): CR 1/2; Medium Humanoid (4 ft. 9 in. to 5ft. 4 in. tall);
HD 1d8+1; hp 9; Init +2 (Dex); Spd 30 ft.; AC 17 (+2 Dex, +4 chain shirt, +1 small shield); Atk
Longsword +2 melee (1d8+1/crit 19-20) or shortspear +3 melee (1d8+1/crit x3) or shortspear +4
ranged (1d8+1/crit x3, range 20 ft.); SQ Elven Immunities, Elven Senses, Low-light Vision; AL
N; SV Fort +3, Ref +2, Will +1; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 11.
Skills Climb +5 (+2 armored), Listen +3, Search +2, Spot +3, Swim +5 (+0 in chain shirt). Feats
Weapon Focus (shortspear).
Shortspear: If set against a charge (readied action), the shortspear deals double damage on a hit
against a charging opponent
Possessions: Chain shirt, small steel shield, longsword, shortspear, total of 180 sp, 36 gp, and 30
pp. [354gp total value]
All speak Common and Elven.

Scouts/Animal Handlers, high elf (8 male, 4 female), Rgr 1 (12): CR 1; Medium Humanoid (4
ft. 7 in. to 5ft. 3 in. tall); HD 1d10+1; hp 11; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3
studded leather); Atk Longsword +0 melee (1d8+1/crit 19-20) and short sword +0 melee
(1d6+1/crit 19-20) or longbow +3 ranged (1d8/crit x3, range 100 ft.); SQ Elven Immunities,
Elven Senses, Low-light Vision; AL N(G); SV Fort +3, Ref +2, Will +1; Str 12, Dex 15, Con 12,
Int 10, Wis 12, Cha 11.
Skills Hide +5, Listen +7, Search +2, Spot +7, Wilderness Lore +5. Feats Point Blank Shot (not
included above), Track.
Favored Enemy: Orcs (+1 damage up to 30 feet, +1 on Bluff, Listen, Sense Motive, Spot, and
Wilderness Lore checks).
Possessions: Studded leather, longsword, short sword, longbow, 20 arrows, total of 90 sp, 18 gp,
and 15 pp. [177gp total value]
All speak Common and Elven.

Cooshee (3): CR 2; SZ Medium-Size Beast (4 ft. tall); HD 3d10+6; hp 27, 25, 22; Init +2 (Dex);
Spd 40 ft; AC 15 (+2 Dex, +3 natural); Atk 2 claws +5 melee (1d4+3), bite +0 melee (1d8+1);
SA Trip, improved grab; SQ Scent, sprint, resistance to charm, darkvision 60 ft, low-light vision;
AL NG; SV Fort +5, Ref +5, Will +2; Str 17, Dex 15, Con 15, Int 4, Wis 12, Cha 6.
Skills Hide +4*, Listen +3, Move Silently +4, Spot +3, Wilderness Lore +3*
*Due to their coloration, cooshees gain a +8 racial bonus to Hide checks when in forest areas.
*Cooshees receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Trip (Ex): A cooshee that hits with a claw or bite attack can attempt to trip the opponent as a free
action (see page 139 in the Player’s Handbook) without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent cannot react to trip the cooshee.
Improved Grab (Ex): To use this ability, the cooshee must hit an opponent of Medium-size or
smaller with two claw attacks. If it gets a hold, it automatically deals bite damage each round it
maintains the hold.
Sprint (Ex): Once per hour, a cooshee can take a charge action to move ten times its normal speed
(400 feet).
Resistance to Charm (Ex): Cooshee gain a +4 bonus on all saves against charm-type effects.

Cooshees are called elven dogs, as they are rarely found in the company of any other humanoid
except elves. Elves use them as guard dogs and hunting dogs.
A cooshee appears as a 4-foot tall dog and weighs around 200 pounds. Its fur is green with brown
spots and patches. Its tail is long and curls over its back and its ears come to a point above its
head.
The cooshee’s bark can be heard up to one mile away. They rarely ever bark, except to warn their
masters or other cooshees.
Combat: Cooshees will attempt to trip their opponents. Once down, an opponent is grappled and
bitten.

[13,221gp grand total]


19. DRAGON [Wilderness Lair: 5. Dragon Cavern] (EL 10)

NOTE: I chose to make this a young adult (CR10, at least) dragon, since the adventurers have
the option to (cheaply) bribe themselves out of this encounter. If they want to fight instead, they
deserve a good challenge ...

Brazzandelle, female young adult Blue Dragon: CR 10; SZ Large Dragon (earth) (16 ft. long);
HD 18d12+72; hp 163; Init +4 (Improved Initiative); Spd 40 ft., fly 150 ft. (poor), burrow 20 ft.;
AC 26 (-1 size, +17 natural); Atk Bite +23 melee (2d6+6), 2 claws +19 melee (1d8+3), 2 wing
slams +18 melee (1d6+3), tail slap +18 melee (1d8+9); Face 5 ft. x 10 ft.; Reach 10 ft.; SA
Breath Weapon, Spells; SQ Blindsight, Create/Destroy Water, Damage reduction 5/+1, Frightful
Presence, Immunities, Keen Senses, Sound Imitation; SR 19; AL LE; SV Fort +15, Ref +11, Will
+13; Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14.
Skills Appraise +20, Bluff +20, Intimidate +22, Listen +22, Knowledge (geography, nature) +20,
Search +20, Spot +22. Feats Alertness, Fly-By Attack, Hover, Improved Initiative, Weapon
Focus (claw).
Breath Weapon (Su): Brazzandelle has one type of breath weapon, a line of lightning, 5x5 ft.
wide/high, 80 ft. long for 10d8 damage, Reflex save DC23 for half. Using a breath weapon is a
standard action. Once Brazzandelle breathes, she can't breathe again until 1d4 rounds later.
Spells: As 3rd level sorcerer. Can also cast cleric spells and those from the Air, Evil, and Law
domains as arcane spells. Save DC 12 + spell level.
0th: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Read Magic, Resistance.
1st: Comprehend Languages, Entropic Shield, Detect Good, Mage Armor, Obscuring Mist,
Protection from Good.
Blindsight (Ex): The dragon can ascertain creatures by nonvisual means (mostly hearing and
scent, but also by noticing vibration and other environmental clues) within a range of 150 feet.
Create/Destroy Water (Sp): This ability can be used three times per day. It works like the create
water spell, except that the dragon can decide to destroy water instead of creating it, which
automatically spoils unattended liquids containing water. Magic items (such as potions) and items
in a creature's possession must succeed at a Will saving throw DC21 or be ruined.
Frightful Presence (Ex): Brazzandelle unsettles foes with her mere presence. The ability takes
effect automatically when she attacks, charges, or flies overhead. Creatures within a radius of 150
feet are subject to the effect if they have less than 18 HD.
A potentially affected creature that succeeds at a Will save DC 21 remains immune to that
dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become
panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons
ignore the frightful presence of other dragons.
Immunities (Ex): Brazzandelle is immune to electricity, sleep and paralysis effects.
Keen Senses (Ex): She sees four times as well as a human in low-light conditions and twice as
well in normal light. She also has darkvision with a range of 500 feet.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes.
Listeners must succeed at a Will save DC 21 to detect the ruse.
Fly-By Attack (Feat): When flying, she can take a move action (including a dive) and another
partial action at any point during the move. She cannot take a second move action during a round
when she makes a fly-by attack. She cannot make wing or tail attacks in a flyby attack.
Hover (Feat): When flying, Brazzandelle can halt her forward motion and hover in place, fly
straight down, or fly straight up regardless of her maneuverability. While hovering, she can attack
with her bite and all four feet (her hind feet deal claw damage) and can make tail slap attacks.
While hovering, she cannot make wing attacks. The dragon can use her breath weapon instead of
making physical attacks. If Brazzandelle hovers close to the ground in an area with lots of loose
debris (which is not the case in the immediate vicinity of her lair), the draft from her wings
creates a hemispherical cloud with a radius of 150 feet. The wind so generated can snuff torches,
small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The cloud
obscures vision, and creatures caught within are blinded while inside and for 1 round after
emerging. Those caught in the cloud must succeed at a Concentration check DC19 to cast a spell.
Treasure: 160 lb. of trading goods, mainly bales of cloth, furniture and even pottery (used as
decoration for Brazzandelle's lair, total value 40gp), a badly damaged dragon skull (young red
dragon, if examined by an expert), 16,100sp, 1,500gp, 27pp, 3 azurite, 4 blue quartz, 2 Malachite,
3 Obsidian, 3 Turquoise (10gp each), 6 playing pieces of an unknown game, made of blue and
black jasper (50gp each), golden holy symbol of Rao (50gp), 4 matching topaz (500gp each),
jeweled golden cup (650gp), silver dagger with an ivory and lapis handle (400gp), silver tube
artfully engraved with mythical and celestial creatures (130gp; contains scroll, see below). [total
value: 7,100gp]
Magical Treasure: Javelin of Lightning (751gp), Divine Spell Scroll (all at 12th caster level):
2nd-Augury, 3rd-Dispel Magic, Remove Curse, 4th-Tongues, 5th-Cure Critical Wounds, 6th-
Heal (6,900gp). [total value: 7,651gp]

Play Brazzandelle as explained in the encounter. She is mainly hungry and slightly greedy at the
moment. If the characters attack and fare badly against her, you may allow her to offer a second
(and final) chance for surrender, as long as she hasn't lost more than half her hit points. This time
she will ask for two horses and 2,000gp worth of treasure.

NOTE: The encounter description in S1-4 is significantly more detailed than in S4. The dragon's
cave is in the face of a steep mountain. Use the following information, if you use S1-4.

Instead of the surprise roll, decide at the start of the encounter, whether Brazzandelle is in her lair
or out hunting. If she is in her lair, she will appear at the mouth of the cave when the party arrives
at the base of the mountain. If the characters are not distracted or obnoxious, it is unlikely that
they miss this appearance. If they are distracted, allow a spot check DC15.
If the dragon is out hunting, she will return when the adventurers reach the mountain. Determine
encounter distance and surprise as usual (DMG p.59).
Keep in mind the Fearful Presence effect on horses ...

If time allows, Brazzandelle will cast Entropic Shield, Mage Armor and Protection from Good,
before flying into combat. She will start with a fly-by attack and breathe on the most heavily
armored opponent (and whoever might be too close to him). She repeats this as long as she does
not take serious damage from ranged attacks. If ranged attacks become a problem, she will hover
over her opponents and cast an Obscuring Mist, using Blindsight to fight with breath, bite, claws
and tail. She will retreat when brought to 40hp or less, if more than one enemy still opposes her.

The cave is 500 feet up the wall. Climbing is at DC 15, because of the hand-and-foot-holds, but
the final ledge is DC 23. If a rope is lowered from the cave, the DC for the ledge is reduced to
DC 18 (DC 10 for a knotted rope). The high difficulty (usually DC 15/5 for knotted/unknotted
rope) is due to the fact that the climber has to swing out under the ledge, climb the last couple of
feet and then get onto the ledge.
Option: The scroll, the holy symbol and some of the treasure have been collected from Onander
(who traveled with Fanrach) by Fyrnax, a red dragon. Fyrnax was killed by Brazzandelle when
she took over his lair several years ago. She kept his skull as a trophy.

20. STONE GIANTS' PLAYGROUND [Wilderness Lair: 6. Stone Giants' Playground] (EL
10)

These giants are pretty noisy. On a successful Listen check DC 15, the characters will hear
crashes and booming voices before they are in view of the playground. Sounds like a rock slide ...

Hardrock and Grancrunch, Stone Giants (2): CR 8; SZ Large Giant (Earth) (12 ft. tall); HD
14d8+56; hp 140, 133; Init +2 (Dex); Spd 30 ft. (hide armor), base 40 ft.; AC 25 (-1 size, +2 Dex,
+11 natural, +3 hide); Atk Huge stone greatclub +17/+12 melee (2d6+12) or rock +12/+7 ranged
(2d8+8); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rock throwing; SQ Rock catching; AL N; SV Fort
+13, Ref +6, Will +4; Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11.
Skills Climb +10, Hide +0*, Jump +10, Spot +3. Feats Combat Reflexes, Point-Blank Shot,
Power Attack, Precise Shot.
* A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Stone giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet, with
range increments of 180 feet.
Rock catching (Ex): Stone giants can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 11 for a Small rock, 16 for a Medium-size on, and 21
for a Large one (the DCs already include a +4 racial bonus on catching rocks). If the projectile
has a magical bonus to attack, the DC increases by that amount. The giant must be ready for and
aware of the attack.
Treasure: 4,000 gp, 5,000 sp, violet garnet (500gp), yellow topaz (500gp). [total value: 5,500gp]
Magical Treasure: Slightly tattered arcane scroll: Shocking grasp, Bigby's crushing hand (both at
17th caster level, 4,250gp).
Both speak Giant and Common.

The scroll bears an invisible arcane mark. If detected, a Knowledge (arcana) check (DC 10 for
wizards, DC 15 for non-wizards) will reveal, that this is Bigby's personal mark, identifying his
own work!
LETTERED ENCOUNTER AREAS

A. GNOME VALE [Wilderness Lair: 7. Gnome Vale] (EL17)

Notes:
• Although the Mountain Tribesmen are handled differently in S4 and S1-4 (see encounter
7. Mountain Tribesmen and Wilderness Lair: 1. Tribal Camp above), both modules
state that the home of the tribe is Gnome Vale. If you included one of the tribe-related
encounters, place the tribe's huts somewhere deeper in the vale, one or two miles behind
the gnome dwellings. To populate it, take three times the group described under encounter
7. Mountain Tribesmen (but with only one druid), add a Ftr 7 chieftain, 70 women (War
1), 40 old (non-combatant), and 70-75 children (non-combatant) of age 13 or less. If the
gnomes are in serious trouble, two of their fastest runners will alert the tribe. One third of
the tribe's men will stay back to defend their home, while the chieftain, the druid and two
thirds of the warriors will rush to aid the gnomes. They arrive at the gnome's homes about
one hour after the runners left.
• The gnome forces described here are not detailed in S1-4, but in S4 only [I guess Gary
Gygax had some players in his campaign who actually might have attempted to rob the
gnomes …]. On the other hand, the description of Gnome Vale in S1-4 is much better. If
you have access to both modules, use them in parallel.
• I slightly changed the population. With an average life expectancy of 250 years (due to
adverse wilderness conditions) and the adulthood age of 40 for gnomes, only about 15%
of the population (700) should be “young, noncombatant”. Surplus toddlers have been
converted to “old, noncombatant” (assuming that the gnomes don’t evict the old from the
Vale as soon as they aren’t able to support themselves).
• Consider that many of these gnomes have already been around when Iggwilv ruled.
Although they are isolationists, they will not have missed the coming and going of whole
armies. If you are not prepared to answer questions like “what kind of creatures were in
the service of Iggwilv”, assume that the gnomes laid low for a decade (not a long time for
them) and let the tide wash over them.
• Gnomes without shield use Small weapons two-handed.
• Role-playing the gnomes: Give them some special touch – how about Scotsmen with a
German accent?  This is a good place for some comic relief, as long as you don’t
overdo it.

If you want your players to find Gnome vale (since it’s the only place which can reasonably be
used as a base-camp for extended adventuring) and they just don’t go into that direction: Place a
gnome-prisoner with another encounter (ogres, hill giants, gnolls, goblins, or hobgoblins). He
was caught sneaking around and has been kept either for entertainment or as food-on-the-hoof. If
freed, he will ask the party to escort him back to his home.

Option: If the adventurers establish friendly relations with the gnomes, they may hear the story
of Fanrach Na’Gwaylar, brother of Laird Furduch Na’Gwaylar (see Lesser Caves, area 3.).

Author’s Warning: If you read through the character descriptions, you may think I made a soap
opera out of this adventuring area. Whether you like it or not depends on your (and your groups)
playing style. Gnome Vale will most probably not be a battle-zone for the party, so I prepared for
some extended (and, during R&R from the Caverns, repeated) role-playing. If you prefer a
speedier game, just let the gnomes fork over the information needed by the characters and hurry
them on to their destination/destiny 

The Gnomes of the Vale


These gnomes are warriors, not tinkers. Life in the Yatil Mountains is hard. A gnomeflinger or a
steam-powered egg-boiler will not keep away the trolls.

They live in a rigid clan structure, which is (in most cases) also reflected in their military
organization. Although the gnomes are generally Neutral Good, they certainly have a lawful
tendency here. The clan chief has the last say in all matters, but as he gets older, the “modernists”
(led by his son Furduch) gain influence. By no means does this imply that the gnomes will adopt
democracy – but at least you don’t get evicted from the clan for marrying a commoner 

There are three clans: The ruling Na’Gwaylar, the Na’Durgans and the Na’Lommans (with only
one member left). About 80 of the (almost) 700 gnomes in the Vale belong to the noble clans.
Each male gnome is trained in the use of weapons at reaching adulthood (40 years). All adult
male gnomes and all female spell casters are part of the stand-by army. This service only ends
with death or when a gnome is too old to hold a weapon.

Names: The prefix Na’ (“of”) before a clan name indicates noble status. Clerics drop their clan
name and take their deity’s name, prefixed by Da’ (“for”, or “in-the-service-of”).

[This information is in addition to that given in S4 and S1-4, not replacing it.]

Guard at Pass: (EL 11)

Chieftain Shinnoch Na’Lomman, male gnome Ftr 5: CR 5; SZ Small Humanoid (Gnome);


HD 5d10+15; hp 46; Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 20 (+1 size, +1
Dex, +8 full plate); Atk Short sword +10 melee (1d6+6/crit 19-20) or halfspear +9 melee
(1d6+3/crit x3) or halfspear +8 ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ
Gnome traits, speak with animals; AL NG; SV Fort +7, Ref +2, Will +1; Str 15, Dex 12, Con 16,
Int 12, Wis 10, Cha 14.
Skills Climb +10 (+4 armored), Jump +10 (+4), Listen +6, Spot +4. Feats Alertness, Improved
Initiative, Power Attack, Weapon Focus (short sword), Weapon Specialization (short sword).
Spells: Gnomes with Intelligence scores of 10 or higher may cast dancing light, ghost sound, and
prestidigitation, each once per day as a 1st-level wizard (spell failure penalties for armor apply).
Gnome Traits (Ex): Low-light vision, +1 size bonus on atk/AC, +4 on Hide checks, +2 save
against illusions, +1 attack against kobolds and goblinoids, +4 dodge against giants, +2 on Listen
and Alchemy checks.
Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to
communicate with a burrowing animal (badger, fox, rabbit, etc.).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent.
Possessions: Masterwork full plate (1,650gp), short sword +1 (2,310gp), masterwork halfspear
(301gp); 25 gp, 6 pp. [4,346gp total value]

Shinnoch Na’Lomman is the last of his clan. He is not married and with his death, the Lomman
line will end. He isn’t in a hurry to bring this event to pass, though.

Lieutenant Tabby Na’Durgan, male gnome Ftr 3: CR 3; SZ Small Humanoid (Gnome); HD


3d10+6; hp 26; Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 19 (+1 size, +1 Dex, +6
banded, +1 small shield); Atk Short sword +8 melee (1d6+2/crit 19-20) or halfspear +6 melee
(1d6+3/crit x3) or halfspear +5 ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ
Gnome traits, speak with animals; AL NG; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con 14,
Int 10, Wis 11, Cha 11.
Skills Climb +6 (-1 armored), Listen +6, Spot +4. Feats Alertness, Improved Initiative, Power
Attack, Weapon Focus (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent. Tabby has to get rid of his shield to use the spear in melee.
Possessions: Banded mail, small steel shield, masterwork short sword (310gp), halfspear; 15 gp,
3 pp. [355gp total value]

Tabby, son of Boddoch Na’Durgan and younger brother of Luddoch, managed to get assigned to
this group so that he can be close to his betrothed, Shamil Glimjer. Dad is neither happy about his
choice of a “commoner” as wife, nor about his preference of infantry over archery.

Roondar Da’Baervan, Cleric of Baervan Wildwanderer, male gnome Clr 4: CR 4; SZ Small


Humanoid (Gnome); HD 4d8+4; hp 22; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft.; AC
18 (+1 size, +3 Dex, +4 chain shirt); Atk Shortspear +8 melee (1d8/crit x3); SA Gnome traits,
spells, Turn Undead; SQ Gnome traits, speak with animals, Spontaneous Casting; AL NG; SV
Fort +5, Ref +4, Will +6; Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 12.
Skills Bluff +4, Disguise +4, Hide +10 (+8 armored), Knowledge (nature) +9, Listen +6, Spot +4.
Feats Improved Initiative, Weapon Finesse (shortspear).
Spells Save DC12 + spell level; Domains: Plant, Trickery.
0th: Detect Magic, Detect Poison, Mending, Purify Food and Drink, Read Magic.
1st: Command, 2x Cure Light Wounds, Detect Evil, Endure Elements, Entangle.
2nd: Animal Messenger, Hold Person, Invisibility, Sound Burst.
Plant Domain Power: Rebuke or command plant creatures as an evil cleric rebukes undead.
Useable 4 times per day. Knowledge (nature) is a class skill.
Trickery Domain Power: Bluff, Disguise, and Hide are a class skills.
Possessions: Chain Shirt, masterwork shortspear (302gp); 20 gp, 5 pp. [372gp total value]
Note: Baervan Wildwanderer – NG God of Thievery and Forests. Weapon: Shortspear. Domains:
Good, Plant, Trickery.

Roondar was born a commoner (of the Gerril family). He’s a bit of an outsider. The only other
follower of the god of thievery left Gnome Vale 25 years ago 
Roondar is on good terms with Raulnoch Da’Garl, Under Cleric of Garl Glittergold. Raulnoch is
the only follower of Garl who emphasizes the trickery aspect of that deity.
Roondar would have become a rogue, but this profession is frowned upon in Gnome Vale. He
was an admirer of Fanrach (who, belonging to a noble clan, got away with his career choice) and
learned a few tricks from him.
Bodyguards, male gnome Ftr 2 (4): CR 2; SZ Small Humanoid (Gnome); HD 2d10+4; hp 16;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 17 (+1 size, +1 Dex, +5 breastplate);
Atk Short sword +6 melee (1d6+3/crit 19-20) or halfspear +5 melee (1d6+3/crit x3) or halfspear
+4 ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with
animals; AL NG; SV Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con 14, Int 10, Wis 11, Cha 11.
Skills Climb +4 (+0 armored), Listen +4, Spot +2. Feats Improved Initiative, Power Attack,
Weapon Focus (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: breastplate, short sword, halfspear each; 40 gp, 10 pp total.

Illusionist Shamil Glimjer, female gnome Wiz 2: CR 2; SZ Small Humanoid (Gnome); HD


2d4+2; hp 9; Init +3 (Dex); Spd 20 ft.; AC 16 (+1 size, +3 Dex, +2 bracers); Atk club +0 melee
(1d6-2); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL CG; SV Fort +3, Ref
+3, Will +3; Str 7, Dex 16, Con 12, Int 15, Wis 10, Cha 14.
Skills Alchemy +9, Concentration +4, Knowledge (arcana) +5, Listen +3, Spellcraft +7*, Spot
+1. Feats Great Fortitude, Scribe Scroll, Summon Familiar.
*+2 bonus to learn Illusion spells
Spells: DC12 + spell level; School Specialization: Illusion (Transmutation is opposed).
0th: Detect Magic, Flare, 2x Ghost Sound, Read Magic.
1st: 2x Color Spray, Obscuring Mist, Silent Image.
Possessions: Bracers of Armor +2 (4,000gp), club; 10 gp, 2 pp. [4,030gp total value]

Shamil follows a profession that is new in Gnome Vale. Before Roondar Wesvixel arrived,
magical talent was scarce. And even if some gnome had the gift, it wasn’t recognized. Wesvixel
noticed Shamil’s potential and took her up as a student. He also gave her his bracers of armor.
She doesn’t have an own spell book yet and uses that of her mentor.
Shamil is the most beautiful girl around (as gnomes go). Soon she will marry the Chieftain’s son
Tabby Na’Durgan. (If your players are looking for a party, this wedding is the event they must
not miss. It can happen whenever they return from the Caverns for some rest.)

Crossbowmen, male gnomes (20): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 6; Init
+0; Spd 20 ft.; AC 14 (+1 size, +3 studded leather); Atk Short sword +1 melee (1d6-1/crit 19-20)
or light crossbow +3 ranged (1d8/crit 19-20, range 80 ft.); SA Gnome traits, spells; SQ Gnome
traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0; Str 8, Dex 10, Con 12, Int 11,
Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (crossbow).
Possessions: Studded Leather, short sword, light crossbow, 20 crossbow bolts each; two of them
have one crossbow bolt +1 (40gp each); 100 gp total. [180gp total value]

Spearmen, male gnomes (20): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 6; Init +0;
Spd 20 ft.; AC 15 (+1 size, +4 chain shirt); Atk Halfspear +2 melee (1d6-1/crit x3) or dagger +1
melee (1d4-1/crit 19-20) or halfspear +3 ranged (1d6-1/crit x3, range 20 ft.); SA Gnome traits,
spells; SQ Gnome traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0; Str 8, Dex
10, Con 12, Int 11, Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (halfspear).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Chain shirt, halfspear, dagger each; 100 gp total.

Advanced Guards/Runners, male gnomes (10): CR 1/2; SZ Small Humanoid (Gnome); HD


1d8+1; hp 5; Init +0; Spd 30 ft.; AC 13 (+1 size, +2 leather); Atk Club +2 melee (1d6) or sling
bullet +2 ranged (1d4, range 50 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with
animals; AL NG, CG; SV Fort +3, Ref +0, Will -1; Str 10, Dex 10, Con 14, Int 10, Wis 9, Cha
10.
Skills Listen +3, Spot +1. Feats Endurance.
Possessions: Leather armor, club, sling, 20 sling bullets each; 50 gp total.

These are the select few who, after a lifetime of high-elevation training in conjunction with their
Endurance feat, achieved a movement speed of 30 ft. 

[subtotal: 9,573gp]

Group 1: (EL 10)

Laird Furduch Na’Gwaylar, male gnome Ftr 5: CR 5; SZ Small Humanoid (Gnome); HD


5d10+15; hp 49; Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 20 (+1 size, +1 Dex, +8
full plate); Atk Heavy pick +12 melee (1d6+8/crit x4) or short sword +9 melee (1d6+4/crit 19-
20); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort +7, Ref +2,
Will +2; Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 12.
Skills Climb +11 (+6 armored), Listen +5, Spot +3. Feats Cleave, Improved Initiative, Power
Attack, Weapon Focus (heavy pick), Weapon Specialization (heavy pick).
Possessions: Masterwork full plate armor (1,650gp), “Claw”, heavy pick +2 (8,308gp),
masterwork short sword (310gp); 25 gp, 7 pp. [10,363gp total value]

Laird Furduch is the overall military commander. Although The Laird Gordach (his uncle) is
nominally in charge, Furduch runs the business. He is responsible for training and equipping the
troops, organizing the vale’s defenses and assigning officers to their posts and duties.
He is a leader by example. Being young for a laird at age 111, he is not one of the
“traditionalists”. He treats nobles and commoners equally, judging them by their merits, not their
heritage. It was Furduch who recognized the talents of Tesly Vroonoch and assigned her to her
current task. He intends to make her his successor – in a couple of decades – preferring her to his
only son, Wesly, whom he (correctly) deems unfit for command.

Furduch is open and friendly. He can be of great help to visiting adventurers, if treated decently.
He enjoys song and drink (usually in reverse order) and likes to hear (and tell) stories about great
deeds. Furduch knows the area well – at least within 40 miles of Gnome Vale. He will know
about most local residents and lairs, but not about hidden dangers (e.g. the wolfweres), or new
arrivals (the goblins, hobgoblins, etc.). Furduch also suspects, that the south-east trail (missing on
the characters map) leads to the Caverns of Tsojcanth. If asked, he will show the characters the
point on the map were this path branches off the southernmost east-trail.

If you use the optional story of Fanrach, Furduch is the man to tell it best (but virtually everyone
else here knows it, too).
Although Furduch didn’t get along with his brother too well, he mourned his death for a year and
a day after the scouts brought the riderless horses home. Over the years, He has tried to compose
an epic song or poem about Fanrach’s deeds, but has utterly failed. If a bard (or someone with
appropriate Perform skill) is with the party, he will ask him to finalize this work, based on his
tales of his brother. This may prove to be difficult, since most of the stories Furduch remembers
are not quite so heroic – selling valuables from the clan’s treasury to passing merchants, booby
trapping Laird Gordach’s throne, and so on.
If the bard doesn’t despair too soon, he will finally come up with more useful tales: How Fanrach
sneaked into a hill giant lair and stole their jewels, or how he talked a band of gnolls into
exploring a cave which turned out to be some wyverns’ home, etc.

Furduch will also tell, how he and his brother avenged the death of their father, Laird Gandroch
Na’Gwaylar, brother of the current clan chief, Gordach: Some 30 years ago, Gandroch escorted a
cleric who was looking for some specific herbs she needed for a curative potion. When they
hadn’t returned three days later, the brothers went to look for them. They came to the site of a
battle and found two dead ogres. Furduch and Fanrach followed a track that led them to the lair of
these giants. They killed the remaining ogres and recovered their father’s body, as well as his two
mighty weapons Gnome Fang and Claw. Unfortunately, the cleric – being more appetizing than
the battle-hardened laird – had already been eaten, so they returned to the vale and buried their
father.

This story will be told in a matter-of-fact way. Life in these mountains is hard, and family
tragedies like this one are not uncommon.

Should the adventurers actually return the Gnome Fang, Furduch will offer them up to 10,000gp
worth in magic or treasure. This is all he can afford to pay, and he will even have to dig into the
clan chief’s coffers to pay this amount. Should the party insist on “finders, keepers”, Laird
Furduch will accept this. At least his brother has been avenged (he hopes). Anyway, from then
on, the hospitality of all the gnomes will cool down significantly. Services will have their price,
and so will food, water, and housing. If still in the vale two days later, the adventurers will be
informed that they are out-staying their welcome. After leaving Gnome Vale, they will only be
re-admitted if they are in immediate and dire straits. A dead companion will not qualify for this
condition – he’s past it, as Fanrach is.

If, on the other hand, Gnome Fang is handed over willingly, Furduch will not only pay for it, but
also ensure that the party receives all help the gnomes can offer – including cost-free use of scroll
spells by the clerics. Should the Longtooth be presented as a gift to the laird, he will offer to pay
for it nonetheless. The party will have the undying gratitude of all the gnomes for a century or
two. Depending on the sincerity of the characters, this should also be worth some XP, say 500 to
800 per character.

Captain Wynden Gerril, male gnome Ftr 4: CR 4; SZ Small Humanoid (Gnome); HD 4d10+8;
hp 25; Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 19 (+1 size, +1 Dex, +6 banded,
+1 small shield); Atk Short sword +9 melee (1d6+4/crit 19-20) or halfspear +7 melee (1d6+3/crit
x3) or halfspear +6 ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ Gnome
traits, speak with animals; AL NG; SV Fort +6, Ref +2, Will +1; Str 15, Dex 12, Con 14, Int 10,
Wis 11, Cha 11.
Skills Climb +8 (+2 armored), Listen +6, Spot +4. Feats Alertness, Improved Initiative, Power
Attack, Weapon Focus (short sword), Weapon Specialization (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent. Wynden has to get rid of his shield to use the spear in melee.
Possessions: Masterwork banded mail (400gp), small steel shield, masterwork short sword
(310gp), halfspear; 20 gp, 5 pp. [780gp total value]

Another gnome commoner who achieved high military rank – sponsored by Furduch
Na’Gwaylar.

Lieutenants, male gnome Ftr 3 (2): CR 3; SZ Small Humanoid (Gnome); HD 3d10+6; hp 23;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 17 (+1 size, +1 Dex, +5 breastplate);
Atk Short sword +8 melee (1d6+3/crit 19-20) or halfspear +6 melee (1d6+3/crit x3) or halfspear
+5 ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with
animals; AL NG; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con 14, Int 10, Wis 11, Cha 11.
Skills Climb +6 (+2 armored), Listen +6, Spot +4. Feats Alertness, Improved Initiative, Power
Attack, Weapon Focus (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Breastplate, masterwork short sword (310gp), halfspear each; 30 gp, 7 pp total.
[720gp total value]

Twin brothers of clan Na’Gwaylar.

Infantry, male gnomes (40): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 5; Init +0;
Spd 20 ft.; AC 15 (+1 size, +4 chain shirt); Atk Short sword +2 melee (1d6-1/crit 19-20) or
halfspear +1 melee (1d6-1/crit x3) or halfspear +2 ranged (1d6-1/crit x3, range 20 ft.); SA
Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0;
Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Chain shirt, short sword, halfspear each; 200 gp total.

[subtotal: 12,063gp]

Group 2: (EL 9)

Chieftain Boddoch Na’Durgan, male gnome Ftr 5: CR 5; SZ Small Humanoid (Gnome); HD


5d10; hp 26; Init +8 (+4 Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 (+1 size, +4 Dex, +4
snake fur armor); Atk Short sword +8 melee (1d6+1/crit 19-20) or shortbow +13 ranged
(1d6+2/crit x3, range 90 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with animals, cold
resistance 2; AL LG; SV Fort +4, Ref +5, Will +3; Str 12, Dex 18, Con 10, Int 12, Wis 14, Cha
13.
Skills Climb +9, Craft (Bowmaking) +9, Listen +4, Spot +6. Feats Far shot, Point Blank shot (not
included above), Rapid Shot, Weapon Focus (shortbow), Weapon Specialization (shortbow, not
included above).
Possessions: Masterwork snake fur armor (1,500gp), masterwork short sword (310gp), mighty
(+2) composite shortbow +1 (2,525gp), 40 masterwork silvered arrows (320gp); 25 gp, 7 pp.
[4,750gp total value]

The venerable (197 years old) Chieftain Boddoch has repeatedly been asked to retire and to
abstain from the dangers of battle. He could hand over his command to his (not-quite-so-young)
son Luddoch, but Boddoch is certain, that some terrible fate will befall the gnomes of the vale, if
he no longer defends them. It’s true that he finds it more difficult to string his mighty bow than
he did some decades ago, but what strength can’t achieve has to be done by power of will.
The armor he wears has been fashioned from the fur of a giant snake he killed himself with a
single shot at point blank (see wilderness encounter 8. Gray-Furred Giant Snake).

Lieutenant Luddoch Na’Durgan, male gnome Ftr 4: CR 4; SZ Small Humanoid (Gnome); HD


4d10+8; hp 25; Init +6 (+2 Dex, +4 Improved Initiative); Spd 15 ft.; AC 18 (+1 size, +2 Dex, +5
breastplate); Atk Short sword +8 melee (1d6+3/crit 19-20) or shortbow +7 ranged (1d6/crit x3,
range 60 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort
+6, Ref +3, Will +1; Str 13, Dex 14, Con 14, Int 10, Wis 11, Cha 11.
Skills Climb +7 (+3 armored), Listen +6, Spot +4. Feats Alertness, Improved Initiative, Power
Attack, Weapon Focus (short sword), Weapon Specialization (short sword).
Possessions: Breastplate, masterwork short sword (310gp), shortbow, 40 masterwork; 20 gp, 5
pp. [380gp total value]

Luddoch is the son of Boddoch. He never wanted to join the missile troops, but it’s a Na’Durgan
family tradition that the oldest son inherits command of the crossbowmen. Luddoch envies his
brother Tabby for his close combat role.

Ellywick Da’Garl, Cleric of Garl Glittergold, female gnome Clr 3: CR 3; SZ Small


Humanoid (Gnome); HD 3d8+6; hp 20; Init +0; Spd 15 ft.; AC 16 (+1 size, +5 breastplate); Atk
Battleaxe +3 melee (1d8/crit x3); SA Gnome traits, spells, Turn Undead; SQ Gnome traits, speak
with animals, Spontaneous Casting; AL NG; SV Fort +5, Ref +1, Will +5; Str 11, Dex 11, Con
14, Int 11, Wis 15, Cha 12.
Skills Heal +6, Listen +6, Spot +4. Feats Martial Weapon Proficiency (battleaxe), Scribe Scroll.
Spells Save DC12 + spell level; Domains: Good, Protection. Casts Good spells at +1 caster level.
0th: Detect Magic, Guidance, Read Magic, Resistance.
1st: 3x Cure Light Wounds, Protection from Evil.
2nd: Aid, Spiritual Weapon, Zone of Truth.
Protective Ward (Protection domain ability): Spell like ability to grant someone touched a
resistance bonus of +3 to his next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Possessions: Breastplate, battleaxe; 15 gp, 3 pp.

Ellywick of the Na’Durgan clan is a very dedicated and totally unremarkable person.

Shinnoch Da’Ulaa, Cleric of Ulaa, male gnome Clr 3: CR 3; SZ Small Humanoid (Gnome);
HD 3d8+6; hp 17; Init +0; Spd 15 ft.; AC 16 (+1 size, +5 breastplate); Atk Heavy pick +4 melee
(1d6+1/crit x4); SA Gnome traits, spells, Turn Undead; SQ Gnome traits, speak with animals,
Spontaneous Casting; AL LG; SV Fort +5, Ref +1, Will +6; Str 12, Dex 11, Con 14, Int 11, Wis
16, Cha 10.
Skills Heal +7, Listen +7, Spot +5. Feats Martial Weapon Proficiency (heavy pick), Scribe Scroll.
Spells Save DC13 + spell level; Domains: Earth, Good. Casts Good spells at +1 caster level.
0th: 2xCure Minor Wounds, Detect Poison, Light.
1st: Bless, Cure Light Wounds, Protection from Evil, Remove Fear.
2nd: Calm Emotions, Silence, Soften Earth and Stone.
Earth Domain Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or
command earth creatures as an evil cleric rebukes undead. Useable 3 times per day.
Possessions: Breastplate, heavy pick; 15 gp, 3 pp.
Note: Ulaa – LG Goddess of Hills, Mountains, Gemstones. Weapon: Heavy pick. Domains:
Earth, Good, Strength.

Considering that Shinnoch is the only cleric of Ulaa here (and a low ranking one, too), he has
quite a number of followers.

Crossbowmen, male gnomes (20): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 6; Init
+0; Spd 20 ft.; AC 15 (+1 size, +4 chain shirt); Atk Short sword +1 melee (1d6-1/crit 19-20) or
light crossbow +3 ranged (1d8/crit 19-20, range 80 ft.); SA Gnome traits, spells; SQ Gnome
traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0; Str 8, Dex 10, Con 12, Int 11,
Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (crossbow).
Possessions: Chain shirt, short sword, light crossbow, 20 crossbow bolts each; 100 gp total.

[subtotal: 5,320gp]

Group 3: (EL 13)

The Laird Gordach Na’Gwaylar, clan chief, male gnome Ftr 6: CR 6; SZ Small Humanoid
(Gnome); HD 6d10+6; hp 49; Init +4 (+4 Improved Initiative); Spd 15 ft.; AC 22 (+1 size, +9 full
plate, +2 small shield); Atk Short sword +10/+5 melee (1d6+5+1d6 fire/crit 19-20); SA Gnome
traits, spells; SQ Gnome traits, speak with animals; AL LG; SV Fort +6, Ref +2, Will +5; Str 13,
Dex 10, Con 13, Int 15, Wis 16, Cha 13.
Skills Bluff +5, Climb +5 (+0 armored), Diplomacy +5, Jump +5 (+0 armored), Listen +7, Sense
Motive +7, Spot +5. Feats Alertness, Cleave, Improved Initiative, Leadership (score 7), Power
Attack, Weapon Focus (short sword), Weapon Specialization (short sword).
Possessions: Full plate +1 (2,650gp), small steel shield +1 (1,159gp), flaming short sword +1
(8,310gp), jeweled masterwork dagger (1,000gp); 30 gp, 10 pp. [13,249gp total value]

The Laird once was the mightiest warrior of the gnomes. Today, at age 236, he still is a
formidable warrior, but time is taking its toll. Anyway, he is still in great shape – and sharp as a
razor. Having no children of his own, he will pass the Scepter of The Laird to his nephew
Furduch, when his time comes. Gordach is a traditionalist and doesn’t approve of the “modern
changes” made by Furduch, but he accepts, that each gnome generation has to find its own way
of life. Anyway, accepting and embracing are not the same.

Sergeants, male gnome Ftr 3 (3): CR 3; SZ Small Humanoid (Gnome); HD 3d10+6; hp 22; Init
+5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 17 (+1 size, +1 Dex, +5 breastplate); Atk
Short sword +7 melee (1d6+3/crit 19-20) or halfspear +6 melee (1d6+3/crit x3) or halfspear +5
ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with
animals; AL NG; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con 14, Int 10, Wis 11, Cha 11.
Skills Climb +4 (+0 armored), Listen +6, Spot +4. Feats Alertness, Improved Initiative, Power
Attack, Weapon Focus (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Breastplate, short sword, halfspear each; 45 gp, 11 pp total.

Roywyn Da’Garl, Chief Cleric of Garl Glittergold, female gnome Clr 7: CR 7; SZ Small
Humanoid (Gnome); HD 7d8+14; hp 51; Init +0; Spd 15 ft.; AC 18 (+1 size, +7 half-plate); Atk
Battleaxe +8 melee (1d8+1/crit x3); SA Gnome traits, spells, Turn Undead; SQ Gnome traits,
speak with animals, Spontaneous Casting; AL NG; SV Fort +7, Ref +2, Will +8; Str 12, Dex 11,
Con 15, Int 14, Wis 17, Cha 15.
Skills Concentration +12, Diplomacy +8, Heal +13, Listen +7, Spellcraft +8, Spot +5. Feats
Combat Casting, Martial Weapon Proficiency (battleaxe), Scribe Scroll.
Spells Save DC13 + spell level; Domains: Good, Protection. Casts Good spells at +1 caster level.
0th: Cure Minor Wounds, Detect Magic, Guidance, Light, Read Magic, Resistance.
1st: Bless, Command, 2x Cure Light Wounds, Protection from Evil, Sanctuary.
2nd: 2x Hold Person, Shield Other, Silence, Speak with Animals.
3rd: Daylight, Dispel Magic, Magic Circle against Evil, Prayer.
4th: Cure Critical Wounds, Holy Smite.
Protective Ward (Protection domain ability): Spell like ability to grant someone touched a
resistance bonus of +7 to his next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Possessions: Masterwork half-plate (750gp), masterwork battleaxe (310gp); 35 gp, 9 pp.
[1,185gp total value]

Roywyn of clan Gwaylar is the clerical leader of the gnomes. Even those worshipping Ulaa or
Baervan (actually only one – the cleric of Baervan himself) respect the elderly Chief Cleric. Her
word has as much weight as that of a laird or chieftain.
Roywyn will warmly welcome all decent-behaved visitors. She is very perceptive, not easily
fooled, and will have a close eye on the adventurers. Roywyn will find a cleric who has learned
Detect Evil (Roondar Da’Baervan), and ask him to – discreetly – apply it to the guests.

Option: You may want to make her 11th level instead of 7th, so that she can heal injuries dealt by
the clay golem in Lesser Caves area 3. In that case she should be venerable (think of a female
Master Yoda) instead of elderly. Don’t do this, if the characters have sufficient means to heal
themselves, or if you consider the single heal scroll in the gnome treasury to be enough. You
shouldn’t simply increase the number of scroll spells available – it’s difficult to justify how the
gnomes acquired them.

Raulnoch Da’Garl, Under Cleric of Garl Glittergold, male gnome Clr 5: CR 5; SZ Small
Humanoid (Gnome); HD 5d8+10; hp 35; Init +2 (Dex); Spd 15 ft.; AC 17 (+1 size, +2 Dex, +4
chain shirt); Atk Battleaxe +6 melee (1d8+1/crit x3); SA Gnome traits, spells, Turn Undead; SQ
Gnome traits, speak with animals, Spontaneous Casting; AL NG; SV Fort +6, Ref +3, Will +6;
Str 12, Dex 15, Con 14, Int 11, Wis 14, Cha 12.
Skills Bluff +5, Heal +8, Hide +8 (+7 armored), Listen +6, Spot +4. Feats Alertness, Martial
Weapon Proficiency (battleaxe).
Spells Save DC12 + spell level; Domains: Protection, Trickery.
0th: Create Water, 2x Cure Minor Wounds, Guidance, Light.
1st: Bless, Command, Cure Light Wounds, Random Action, Sanctuary.
2nd: Enthrall, Hold Person, Invisibility, Resist Element.
3rd: Dispel Magic, Protection from Elements.
Protective Ward (Protection domain ability): Spell like ability to grant someone touched a
resistance bonus of +5 to his next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Trickery Domain Power: Bluff, Disguise, and Hide are a class skills.
Possessions: Masterwork chain shirt (250gp), masterwork battleaxe(310gp); 25 gp, 6 pp. [645gp
total value]

Raulnoch is on good terms with Roondar Da’Baervan, only Cleric of Baervan Wildwanderer in
the Vale. They spend long nights over a horn of ale (or twelve), bickering about whose god is the
better trickster.

Lesser Clerics of Garl Glittergold, gnome (2 male, 2 female) Clr 2 (4): CR 2; SZ Small
Humanoid (Gnome); HD 2d8+4; hp 15; Init +0; Spd 15 ft.; AC 16 (+1 size, +5 breastplate); Atk
Battleaxe +2 melee (1d8/crit x3); SA Gnome traits, spells, Turn Undead; SQ Gnome traits, speak
with animals, Spontaneous Casting; AL NG; SV Fort +5, Ref +0, Will +5; Str 11, Dex 10, Con
14, Int 11, Wis 15, Cha 11.
Skills Heal +4, Listen +4, Spot +2. Feats Martial Weapon Proficiency (battleaxe).
Spells Save DC12 + spell level; Domains: Good, Protection. Cast Good spells at +1 caster level.
0th: Cure Minor Wounds, Detect Poison, Mending, Resistance.
1st: Bless, Cure Light Wounds, Protection from Evil, Sanctuary.
Protective Ward (Protection domain ability): Spell like ability to grant someone touched a
resistance bonus of +2 to his next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Possessions: Breastplate, battleaxe; 40 gp, 10 pp total.

Infantry, male gnomes (20): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 6; Init +0;
Spd 20 ft.; AC 15 (+1 size, +4 chain shirt); Atk Short sword +2 melee (1d6-1/crit 19-20) or
halfspear +1 melee (1d6-1/crit x3) or halfspear +2 ranged (1d6-1/crit x3, range 20 ft.); SA
Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0;
Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Chain shirt, short sword, halfspear each; 100 gp total.

Militia, male gnomes (40): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 5; Init +0;
Spd 20 ft.; AC 14 (+1 size, +3 studded leather); Atk Halfspear +2 melee (1d6-1/crit x3) or club
+1 melee (1d6-1) or halfspear +3 ranged (1d6-1/crit x3, range 20 ft.); SA Gnome traits, spells;
SQ Gnome traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0; Str 8, Dex 10, Con
12, Int 11, Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (halfspear).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Studded Leather, halfspear, club each; 200 gp total.

Animal Handlers, gnomes (6 male, 6 female) (12): CR 1/2; SZ Small Humanoid (Gnome); HD
1d8+1; hp 6; Init +0; Spd 20 ft.; AC 15 (+1 size, +4 chain shirt); Atk Short sword +2 melee (1d6-
1/crit 19-20); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort
+3, Ref +0, Will +0; Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 12.
Skills Handle Animal +5, Listen +2, Spot +2. Feats Weapon Focus (shorts word).
Possessions: Chain shirt, short sword, club (for disciplining badgers only) each; 60 gp total.

Dire Badgers (3): CR 2; SZ Medium-Size Animal (6 ft. long); HD 3d8+12; hp 32, 31, 29; Init
+3 (Dex); Spd 30 ft., burrow 10ft.; AC 16 (+3 Dex, +3 natural); Atk 2 claws +4 melee (1d4+2),
bite –1 melee (1d6+1); SA Rage; SQ Scent; AL N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17,
Con 19, Int 2, Wis 12, Cha 10.
Skills Listen +6, Spot +6.
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on his next turn,
clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4
Constitution, and –2 AC. The creature cannot end its rage voluntarily.

These beasts are better not approached by non-gnomes while the animal handlers are not around.

[subtotal: 15,734gp]

Group 4: (EL 12.5)

Captain Tesly Vroonoch, female gnome Ftr 5: CR 5; SZ Small Humanoid (Gnome); HD


5d10+10; hp 45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (+1 size, +2 Dex, +4
chain shirt); Atk Longsword +11 melee (1d8+7/crit 19-20) or sling bullet +9 ranged (1d4, range
50 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL LN; SV Fort +6, Ref
+3, Will +2; Str 16, Dex 14, Con 15, Int 12, Wis 12, Cha 10.
Skills Climb+11 (+9 armored), Jump +11 (+9 armored), Listen +5, Spot +3. Feats Dodge,
Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization
(longsword).
Possessions: Chain shirt, longsword +1 (2,315gp), sling, 20 masterwork silvered sling bullets
(160gp); 25 gp, 7 pp.

Tesly is extraordinary in several ways. The only gnome woman in the fighting troops (not
counting the animal handlers and spell casters), she is also the highest ranking officer not
belonging to one of the noble houses. She is also the only non-noble in command of a full
company. This is due to her superior skills as a warrior, her will to command, and finely honed
military instincts. She rapidly worked her way up through the ranks by extraordinary feats of
valor, including the single-handed slaying of a wyvern that threatened the home of the gnomes 10
months ago.
Tesly is only 68 years old. Although not the most beautiful lass around, her personality has
earned her the respect of the male soldiers. It is perceived as an honor to serve under her.
[No, she is not interested in accompanying the adventurers.]

Lieutenant Wesly Na’Gwaylar, male gnome Ftr 4: CR 4; SZ Small Humanoid (Gnome); HD


4d10+8; hp 32; Init +5 (+1 Dex, +4 Improved Initiative); Spd 15 ft.; AC 17 (+1 size, +1 Dex, +5
breastplate); Atk Short sword +9 melee (1d6+5/crit 19-20) or halfspear +7 melee (1d6+3/crit x3)
or halfspear +6 ranged (1d6+2/crit x3, range 20 ft.); SA Gnome traits, spells; SQ Gnome traits,
speak with animals; AL CG; SV Fort +6, Ref +2, Will +1; Str 15, Dex 12, Con 14, Int 10, Wis
11, Cha 11.
Skills Climb +8 (+4 armored), Listen +6, Spot +4. Feats Alertness, Improved Initiative, Power
Attack, Weapon Focus (short sword), Weapon Specialization (short sword).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent.
Possessions: Breastplate, masterwork short sword (310gp), halfspear; 20 gp, 5 pp.

Wesly is aware of the fact that his father Furduch intends to make Tesly his successor as military
commander. He welcomes this, since he doesn’t like the responsibility of command at all. He
usually leaves the handling of his troops to his sergeants. Wesly is only interested in the fun –
combat plus après-combat drinking and womanizing (he even made a pass at Tesly once, but
once only).
A common proverb in the vale is “like Tesly and Wesly”, meaning “like black and white”.
If the adventurers look for a new companion or a guide, Wesly may be the most likely candidate.
If there is a (moderately) attractive female gnome with the party, he might even volunteer. On the
other hand, as loose cannon on deck Wesly might be more of a liability than an asset to the group.

Sergeants, male gnome Ftr2 (2): CR 2; SZ Small Humanoid (Gnome); HD 2d10+4; hp 16; Init
+5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 16 (+1 size, +1 Dex, +4 chain shirt); Atk
Halfspear +6 melee (1d6+3/crit x3) or club +5 melee (1d6+3) or halfspear +5 ranged (1d6+2/crit
x3, range 20 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort
+5, Ref +1, Will +0; Str 14, Dex 12, Con 14, Int 10, Wis 11, Cha 11.
Skills Climb +4 (+2 armored), Listen +4, Spot +2. Feats Improved Initiative, Power Attack,
Weapon Focus (halfspear).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Chain shirt, halfspear, club each; 20 gp, 5 pp total.

Slingers, male gnomes (30): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 5; Init +0;
Spd 20 ft.; AC 14 (+1 size, +3 studded leather); Atk Club +1 melee (1d6-1) or sling bullet +3
ranged (1d4-1, range 50 ft.); SA Gnome traits, spells; SQ Gnome traits, speak with animals; AL
NG; SV Fort +3, Ref +0, Will +0; Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (sling).
Possessions: Studded Leather, club, sling, 20 sling bullets each; 150 gp total.

Militia Infantry, swordsmen, male gnomes (35): CR 1/2; SZ Small Humanoid (Gnome); HD
1d8+1; hp 5; Init +0; Spd 20 ft.; AC 14 (+1 size, +3 studded leather); Atk Short sword +2 melee
(1d6-1/crit 19-20) or club +1 melee (1d6-1); SA Gnome traits, spells; SQ Gnome traits, speak
with animals; AL NG; SV Fort +3, Ref +0, Will +0; Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha
11.
Skills Listen +4, Spot +2. Feats Weapon Focus (shorts word).
Possessions: Studded Leather, short sword, club each; 175 gp total.

Militia Infantry, spearmen, male gnomes (65): CR 1/2; SZ Small Humanoid (Gnome); HD
1d8+1; hp 5; Init +0; Spd 20 ft.; AC 14 (+1 size, +3 studded leather); Atk Halfspear +2 melee
(1d6-1/crit x3) or club +1 melee (1d6-1) or halfspear +3 ranged (1d6-1/crit x3, range 20 ft.); SA
Gnome traits, spells; SQ Gnome traits, speak with animals; AL NG; SV Fort +3, Ref +0, Will +0;
Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11.
Skills Listen +4, Spot +2. Feats Weapon Focus (halfspear).
Halfspear: If set against a charge (readied action), the halfspear deals double damage on a hit
against a charging opponent
Possessions: Studded Leather, halfspear, club each; 325 gp total.

[subtotal: 3,660gp]

Home Defense: (EL 8)

Illusionist Roondar Wesvixel, male gnome Wiz 7: CR 7; SZ Small Humanoid (Gnome); HD


7d4+14; hp 33; Init +8 (+4 Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (+1 size, +4 Dex, +2
ring); Atk dagger +5 melee (1d4+1); SA Gnome traits, spells, wand; SQ Gnome traits, speak
with animals; AL NG; SV Fort +6, Ref +6, Will +6; Str 8, Dex 18, Con 14, Int 18, Wis 13, Cha
12.
Skills Alchemy +16, Concentration +12, Knowledge (arcana, history) +14, Listen +4, Spellcraft
+14*, Spot +3. Feats Combat Casting, Craft Wand, Great Fortitude, Improved Initiative, Scribe
Scroll, Summon Familiar.
*+2 bonus to learn Illusion spells
Spells: DC14 + spell level; School Specialization: Illusion (Transmutation is opposed).
0th: Daze, Detect Magic, Ghost Sound, Read Magic, Resistance.
1st: Change Self, Color Spray, Hypnotism, 2x Magic Missile, Obscuring Mist.
2nd: Mirror Image, 2x Hypnotic Pattern, See Invisibility, Web.
3rd: Fireball, Invisibility Sphere, Major Image, Suggestion.
4th: Confusion, Improved Invisibility, Phantasmal Killer.
Possessions: Ring of Protection +2 (8,000gp), Dagger +2 (8,302gp), Wand of Minor Image
(4,500gp); 35 gp, 9 pp; [20,927gp total value, excl. spell books]

Wesvixel’s two spell books are hidden in his room (marked “I” on the Gnome Lair map). They
are in a secret floor compartment under his bed. The bed doesn’t have to be moved to access the
books, so there are no scrape-marks. Search DC 30 (as for a well-hidden secret door) to find.
The corridor leading to his room is hidden by an illusory wall (not shown on the map) at the T-
intersection 25 foot west of the door. Most gnomes know about this wall (but not the
compartment).
Book 1, 0th to 2nd level: all of the above, all cantrips, plus: 1st- Nystul’s Undetectable Aura,
Ventriloquism; 2nd- Magic Mouth, Minor Image.
Book 2, 3rd to 4th level: all of the above, plus: 3rd- Tongues; 4th- Illusory Wall.

Roondar is actually an adventuring gnome from Verbobonc. When his adventuring group passed
through Gnome Vale 11 years ago (no, they weren’t looking for the Caverns, but on the way to
Perrenland to get mercenary contracts), he fell in love with this place – and also with a beautiful
lass. They married, and Roondar retired from the adventuring life. He doesn’t regret this decision
– not even a little bit.
He has encouraged Shamil Glimjer, a gifted gnome lass, to learn the arts of illusion. Roondar has
accepted her as a student.
For the characters, Wesvixel can be a source of news in the east – slightly outdated, though.
[My campaign is currently in CY 581, so he will have “news” about the Battle of Emridy
Meadows and the defeat of the Horde of Elemental Evil (see T1-Village of Hommlet, or T1-4
Temple of Elemental Evil) ]

Guards, male gnome War 1 (12): CR 1/2; SZ Small Humanoid (Gnome); HD 1d8+1; hp 9; Init
+1 (Dex); Spd 15 ft.; AC 17 (+1 size, +1 Dex, +5 breastplate); Atk Longsword +5 melee
(1d8+3/crit 19-20) or dagger +4 melee (1d4+2/crit 19-20); SA Gnome traits; SQ Gnome traits,
speak with animals; AL N; SV Fort +3, Ref +1, Will +0; Str 14, Dex 12, Con 12, Int 8, Wis 10,
Cha 8.
Skills Listen +2, Spot +2. Feats Weapon Focus (longsword).
Possessions: Breastplate, longsword, dagger each; 60 gp total.

Chosen for brawn, not brain, this is the last line of defense. They double as the gnomes’ police
force – probably one of the least eventful jobs in this part of the continent.

Female Gnomes, non-combatant (200)


Possessions: 150 gp, 1,125 sp total.

OK, the feminists will kill me, but this is what’s in the module. Swap male and female in the
whole encounter, if you like 

Young gnomes, non-combatant (90)


Possessions: 225 cp total.

Play them cute-as-cute-can.

Old gnomes, non-combatant (50)


Possessions: Wooden denture, each.

[subtotal: 21,252gp]

The Treasure of the Gnomes


If your players really try to rob the gnomes, they will find that most of the traps here are DC 25+,
up to CR 8 (16d6 damage). These will usually be in the form of falling slabs of rock, Indiana-
Jones-Balls, etc.
Pits (shown on the Gnome Lair map) are at least 20 feet deep, with multiple spikes, damage 2d6+
(1d4 times d4+2). If you feel mean, add a trigger-plate in the pit that releases a stone ball, rolling
towards the group from the rear and dropping into the pit … 

Treasure: 1,000 cp, 1,850 sp, 2,180 gp, 120 pp; a bag of 25 mixed gems (30-250gp value,
average 80gp, total 2,000gp), 2 aquamarine (400gp, 600gp), large golden yellow topaz (800gp),
star ruby (1,000), tiny statuette of a dragon turtle, cut from a large emerald (2,700gp); gold cup
set with perfect tourmalines (2,000gp), fur of a dire bear, complete with head and huge ambers as
eyes (3,500gp), golden circlet set with a single diamond (5,000gp), The Scepter of The Laird
(golden light mace, set with sapphires and violet garnets, 8,000gp). [29,575gp total value]
Magical Treasure: Adamantine breastplate (5,350gp), large steel shield +1 (1,170gp), Potion of
Reduce (5th, 250gp), Stone of Controlling Earth Elementals (25,000gp, due to flaw*), divine
scroll with 6 spells: 3x raise dead (9th caster level), heal (11th), greater restoration (13th),
resurrection** (13th) (14,075gp). [45,845gp total value]

*As stated in S4, the stone is flawed. It is tied to a specific elemental spirit (whose name,
transcribed in Common, is “Krrrnchglmf”). Since Fanrach accidentally wounded the summoned
elemental with Gnome Fang almost 30 years ago, it behaves a bit oddly, occasionally attacking
the summoner instead of his opponents (5% probability).

**Important Note: Should the characters somehow manage to bring some remains of Fanrach
home (you would have to place them in the Slate Chambers, Lesser Cavern area 3., first), the
resurrection will bring him back to life (as 8th level rogue, due to level loss, statistics at your
discretion). This will A) make the party heroes of the vale, B) give them an additional
adventuring companion, if needed, C) get them information about the caves (location, stirges and
clay golem only), and D) earn them 3,000-5,000 XP (total, not each).
If not directly asked, the lairds and the clerics will not inform the adventurers that they have a
resurrection available. They have given up hope of finding Fanrach long ago. The gnome leaders
will not announce any of the contents of their treasure vault, except to address immediate needs
of a befriended party.

[grand total: 142,822gp] (Yeah, they’ll have to pry it from the DM's cold, stiff fingers!)

Dramatis Personae

Since this is a pretty long list of NPCs, here a summary of all named gnomes, and were to find
them (* =female):

BOSSES
The Laird Gordach Na’Gwaylar, clan chief, Ftr 6 (Group 3)
Laird Furduch Na’Gwaylar, Ftr 5 (Group 1)
Fanrach Na’Gwaylar, Rog 9 (MIA, presumed dead)
Chieftain Shinnoch Na’Lomman, Ftr 5 (Guard at Pass)
Chieftain Boddoch Na’Durgan, Ftr 5 (Group 2)

MILITARY LEADERS
Capt Tesly Vroonoch, * Ftr 5 (Group 4)
Capt Wynden Gerril, Ftr 4 (Group 1)
Lt Luddoch Na’Durgan, Ftr 4 (Group 2)
Lt Wesly Na’Gwaylar, Ftr 4 (Group 4)
Lt Tabby Na’Durgan, Ftr 3 (Guard at Pass)

CLERUS
Roywyn Da’Garl, * Clr 7, Chief Cleric of Garl Glittergold (Group 3)
Raulnoch Da’Garl, Clr 5, Under Cleric of Garl Glittergold (Group 3)
Ellywick Da’Garl, * Clr 3 of Garl Glittergold (Group 2)
Roondar Da’Baervan, Clr 4 of Baervan Wildwanderer (Guard at Pass)
Shinnoch Da’Ulaa, Clr 3 of Ulaa (Group 2)

ILLUSIONISTS
Roondar Wesvixel, Wiz 7 (Home Defense)
Shamil Glimjer, * Wiz 2 (Guard at Pass)

Now, back from role-playing to roll-playing 

B. THE CRAGGY DELLS [Wilderness Lair: 8. Craggy Dells]

Free Hippogriffs (EL 8)

Hippogriffs (9): CR 2; Large Beast (9 ft. long); HD 3d10+9; hp 32, 5x24, 3x20; Init +2 (Dex);
Spd 50 ft., fly 100 ft. (average); AC 15 (-1 size, +2 Dex, +4 natural); Atk 2 claws +5 melee
(1d4+4), bite +0 melee (1d8+2); Face 5 ft. x 10 ft.; Reach 5 ft.; AL N; SV Fort +6, Ref +5, Will
+2; Str 18, Dex 15, Con 16, Int 4, Wis 13, Cha 8.
Skills Listen +4, Spot +7*.
*Hippogriffs receive a +4 racial bonus to Spot checks during daylight hours.
Possessions: 3 fledglings and 4 eggs.

The Renegades (EL 11.5)

Boss N’groth, male half-orc Ftr 5/Rog 3/Asn 1: CR 9; Medium Humanoid; HD 5d10 +3d6
+1d6 +9; hp 55; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. (Breastplate); AC 20 (+3
Dex, +7 breastplate); Atk Bastard sword +11/+6 melee (1d10+6, crit 19-20), or light crossbow
+11/+11 ranged (1d8, crit 19-20, range 80 ft., +poison or shock bolts); SA Sneak attack +3d6,
death attack (Fort DC12), poison use; SQ Evasion, uncanny dodge (Dex bonus to AC),
darkvision 60 ft.; AL CE; SV Fort +6, Ref +9, Will +4; Str 15, Dex 16, Con 12, Int 12, Wis 10,
Cha 9.
Skills Climb +10 (+7 armored), Handle Animal +7, Hide +8 (+5), Intimidate +4, Listen +6, Move
Silently +8 (+5), Ride +13, Search +6, Spot +6.
Feats Exotic Weapon (Bastard Sword), Improved Initiative, Iron Will, Power Attack, Weapon
Focus (bastard sword), Weapon Focus (crossbow),Weapon Specialization (bastard sword).
Poison: Deathblade, DC20, 1d6 Con/2d6 Con.
Shock Bolts: Damage 1d8+1+1d6 electrical.
Assassin spell: 1st − Sleep (DC 12).
Treasure: Masterwork bastard sword (335gp), dagger, 37 bolts, 2 of those coated with
Deathblade poison (1,800gp each); 2 silver pearls (100gp each), silver earring with tiny ruby
(350gp), silver brooch with tiny sapphires (1,200gp); 11 pp, 11 gp. [5,813gp total value, if both
poisoned bolts are recovered]
Magical Treasure: Adamantine Breastplate (5,350gp), Light Crossbow +1 of Speed (50,335gp),
3 Shock Bolts +1 (501gp). [56,186gp total value]
N’groth speaks Common, Orc, and Goblin.
Number Two, Yussuf Benhalsheev, male Bakluni Ftr 7: CR 7; Medium Humanoid; HD
7d10+14; hp 60; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft. (banded mail); AC 19 (+1
Dex, +6 banded mail, +2 shield); Atk Light flail +13/+8 melee (1d8+6), or shortsword +11/+6
melee (1d6+4, crit 19-20); SA Rope of Entanglement; AL CN(E); SV Fort +7, Ref +3, Will +2;
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 9.
Skills Climb +14 (+8 armored), Handle Animal +9, Ride +11. Feats Cleave, Dodge, Great
Cleave, Improved Initiative, Mounted Combat, Power Attack, Weapon Focus (light flail),
Weapon Specialization (light flail).
Possessions: Banded mail, masterwork light flail, shortsword, 30 gp, 10 almost identical round
bloodstones (50gp each), small dark blue spinel (300gp). [830gp total value]
Magical treasure: Small steel shield +1 (1,159gp), Rope of Entanglement (21,000gp). [22,159gp
total value]

Number Three, Grotbuc, male orc War 3: CR 2; Medium Humanoid (Orc); HD 3d8+3; hp 21;
Init +3 (Dex); Spd 20 ft. (scale mail); AC 17 (+3 Dex, +4 scale mail); Atk Greataxe +7 melee
(1d12+4, crit x3), or dagger +6 ranged (1d4+3, crit 19-20); SQ Darkvision 60 ft., light sensitivity;
AL CE; SV Fort +4, Ref +4, Will +0; Str 16, Dex 16, Con 12, Int 9, Wis 8, Cha 7.
Skills Listen +3, Spot +3. Feats Alertness, Weapon Focus (Greataxe).
Light Sensitivity (Ex): Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the
radius of a daylight spell.
Possessions: Scale mail, greataxe, dagger, 26 gp, red garnet (100gp), golden belt buckle in the
shape of a vulture’s head (75gp). [201gp total value]

Witch Doctor Snucklebrok, male orc, Clr 3 of Gruumsh/Wiz 3: CR 6; Medium Humanoid


(Orc); HD 3d8 +3d4; hp 23; Init +4 (Improved Initiative); Spd 30 ft.; AC 10; Atk Club +4 melee
(1d6+1); SA Spells, rebuke undead; SQ Darkvision 60 ft., light sensitivity, spontaneous casting;
AL CE; SV Fort +4, Ref +4, Will +7; Str 13, Dex 10, Con 11, Int 12, Wis 12, Cha 8.
Skills Concentration +9, Knowledge (nature) +10, Listen +2, Spellcraft +10, Spot +2.
Feats Alertness, Brew Potion, Improved Initiative, Scribe Scroll.
Spell Save DC11 + spell level; Domains: Chaos, Evil. Casts divine chaos and evil spells at 4th
caster level.
Cleric:
0th: Cure Minor Wounds, Detect Poison, Mending, Resistance.
1st: Cure Light Wounds (x2), Obscuring Mist, Protection from Good.
2nd: Shatter, Speak with Animals.
Wizard:
0th: Daze, Ghost Sound, Ray of Frost, Read Magic.
1st: Burning Hands, Ray of Enfeeblement, Shield.
2nd: Scare.
Light Sensitivity (Ex): Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the
radius of a daylight spell.
Possessions: Holy symbol of Gruumsh, club, 17 gp, necklace of stringed corrals, jet, amber, jade
and aquamarine, looking gaudy and cheaper than it is (2,700gp); Potion of Heroism (900gp),
spellbook (all cantrips plus those above). [3,617gp total value + spellbook]

Brigand crossbowmen, male human (mixed races) War 1 (10): CR 1/2; Medium Humanoid;
HD 1d8; hp 5; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather); Atk Handaxe +1 melee
(1d6, crit x3), or light crossbow +3 ranged (1d8, crit 19-20, range 80 ft.); AL 7xCE, 1xCN,
2xNE; SV Fort +2, Ref +1, Will +0; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 9.
Skills Climb +4, Handle Animal +3, Ride +5. Feats Dodge, Weapon Focus (crossbow).
Possessions: Leather armor, handaxe, light crossbow, 20 bolts each, 75 gp total.

Brigand swordsmen, male human (mixed races) War 1 (12): CR 1/2; Medium Humanoid; HD
1d8; hp 5; Init +0; Spd 20 ft.; AC 15 (+4 scale mail, +1 small shield); Atk Longsword +3 melee
(1d8+1, crit 19-20), or halfspear +1 ranged (1d6+1, crit x3, range 20 ft.); AL 9xCE, 2xCN,
1xNE; SV Fort +2, Ref +0, Will +0; Str 13, Dex 11, Con 11, Int 10, Wis 10, Cha 9.
Skills Climb +5, Handle Animal +3, Ride +4. Feats Power Attack, Weapon Focus (longsword).
Possessions: Scale mail, small wooden shield, longsword, halfspear, 90 gp total.

Orc polearmsmen, male War 1 (8): CR 1/2; Medium Humanoid (Orc); HD 1d8; hp 6; Init +0;
Spd 20 ft. (scale mail); AC 14 (+4 scale mail); Atk Guisarme +3 melee (2d4+3, crit x3), or
handaxe +3 melee (1d6+2, crit x3); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +2,
Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
Skills Listen +2, Spot +2. Feats Alertness.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe. Because of the guisarme's curved blade, you can also use it to make trip
attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being
tripped.
Light Sensitivity (Ex): Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the
radius of a daylight spell.
Possessions: Scale mail, guisarme, handaxe, 60 gp total.

Orc spearmen, male War 1 (8): CR 1/2; Medium Humanoid (Orc); HD 1d8; hp 6; Init +0; Spd
20 ft. (scale mail); AC 15 (+4 scale mail, +1 small shield); Atk Shortsword +3 melee (1d6+2, crit
19-20), or shortspear* +3 melee (1d8+3, crit x3), or shortspear +1 ranged (1d8+2, crit x3, range
20 ft.); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex
10, Con 11, Int 9, Wis 8, Cha 8.
Skills Listen +2, Spot +2. Feats Alertness.
Shortspear: If set against a charge (readied action), the shortspear deals double damage on a hit
against a charging opponent. *The orcs have to drop their shields to use the spears in melee.
Light Sensitivity (Ex): Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the
radius of a daylight spell.
Possessions: Scale mail, small wooden shield, shortspear, shortsword, 60 gp total.

Treasure in the encampment: 26 light horses with saddles, bit and bridle, and saddlebags.
Miscellaneous gear and Foodstuff. Pouch with 50 cheap gems (23x1gp, 14x2gp, 7x5gp, 3x10gp,
1x20gp, 1x40gp, 1x50gp). [226gp total value, 2,600gp including horses and equipment]

[Grand total: 82,674gp + spellbook]

Hippogriff Prison (EL 8)

Hippogriffs, untamed (4): CR 2; Large Beast (9 ft. long); HD 3d10+9; hp 31, 27, 2x23; Init +2
(Dex); Spd 50 ft., fly 100 ft. (average); AC 15 (-1 size, +2 Dex, +4 natural); Atk 2 claws +5
melee (1d4+4), bite +0 melee (1d8+2); Face 5 ft. x 10 ft.; Reach 5 ft.; AL N; SV Fort +6, Ref +5,
Will +2; Str 18, Dex 15, Con 16, Int 4, Wis 13, Cha 8.
Skills Listen +4, Spot +7*.
*Hippogriffs receive a +4 racial bonus to Spot checks during daylight hours.

Hippogriffs, tamed (3): hp 3x21.

Hippogriffs, fledgling (5): CR 1/2; Medium-Size Beast (3-6 ft. long); HD 1d10+1; hp 9, 3x6, 3;
Init +2 (Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 natural); Atk 2 claws +0 melee (1d3), bite -5 melee
(1d6); Face 5 ft. x 5 ft.; Reach 5 ft.; AL N; SV Fort +3, Ref +4, Will +1; Str 10, Dex 15, Con 12,
Int 4, Wis 13, Cha 8.
Skills Listen +4, Spot +6*.

The fledglings will gain full movement ability and another point of natural armor in two weeks.
They also gain another hit die (improving attacks, Fort, and Ref saves by 1), +2 Str, and +2 Con.
They will not attain full size and can’t be ridden for another year. At that time each gets its final
additional hit die and receives standard hippogriff statistics.

RIVER ENCOUNTER AREAS

NOTE: The "River Encounter Areas" in S1-4 originally were ordinary encounter areas in the
Lesser Caverns. You will find the areas in the following Lesser Cavern encounters:
D.=13., E.=14., H.=20., I.=22., J.=15.C., L.=15.D.
KEY TO THE LESSER CAVERNS

2. STREAKED CAVE [2. Stirge Cave] (EL 6.5)

Stirges (20): CR 1/2; SZ Tiny Beasts (1 ft. long); HD 1d10; hp 5; Init +4 (Dex); Spd 10 ft., fly 40
ft. (average); AC 16 (+2 size, +4 Dex); Atk Touch +6 melee (1d3-4); Face 2 1/2 ft. x 2 1/2 ft.;
Reach 0 ft.; SA Attach, blood drain; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10,
Int 1, Wis 12, Cha 6.
Skills Hide +14. Feats Weapon Finesse (touch).
Attach (Ex): If a Stirge hits with a touch attack, it uses its eight pincers to latch onto the
opponent’s body. An attached Stirge has an AC of 12.
Blood Drain (Ex): A Stirge drains blood, dealing 1d4 points of temporary Constitution damage
each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies
off to digest the meal.
Treasure: None.

3. SLATE CHAMBERS [4. Slate Chamber] (EL 10)

NOTE: The clay golem is hidden in an alcove. It blends with the walls and is camouflaged until
it steps out. Given sufficient illumination (which will also trigger the golems attack), it takes a
spot check DC25 to notice "something wrong" about that wall before the golem approaches.
CAUTION: This encounter is extremely dangerous, since the character level recommended for
this adventure (up to 10th) does not allow healing of the damage taken here (see Wound attack
below). When hasted, the golem attacks 3 times per round at +14 for an average damage of 18
h.p. - before critical hits!
Either allow characters access to scrolls or items of sufficient power to heal at least part of the
wounds, or place an (non-adventuring) 11th level cleric with a group befriended by the party
(e.g. the gnomes). In S4 (but not S1-4) the gnomes have a single Heal spell on a scroll – if that is
enough, ignore what I just said.
It is also likely, that the characters will have few (or no) weapons that are able to harm the golem
- and it is highly unlikely that they have spells affecting it.
I reduced the hit points from the average 60 h.p. to the 50 h.p. given in the original module.
Assume that the golem "dried out" a bit since placed there by Iggwilv.

Clay Golem: CR 10; SZ Large Construct (7 1/2 ft. tall); HD 11d10; hp 50; Init -1 (Dex); Spd 20
ft. (can't run); AC 22 (-1 size, -1 Dex, +14 natural); Atk 2 slams +14 melee (2d10+7); Face 5 ft. x
5 ft.; Reach 10 ft.; SA Berserk, wound; SQ Construct, magic immunity, DR 20/+1, immune to
piercing and slashing, haste; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con -, Int -, Wis
11, Cha 1.
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that
its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage,
attacking the nearest living creature or smashing some object smaller than itself if no creature is
within reach, then moving on to spread more destruction. Once the golem goes berserk, no
known method can reestablish control.
NOTE: The encounter description says that the golem is already berserk. Since this is impractical
(the golem obviously stays in this area), assume that Iggwilv placed the golem here as a guardian
or trap. It has orders to attack any intruders, but not to leave the chamber.
Wound (Ex): The damage a clay golem deals doesn't heal naturally. Only a Heal spell or a
Healing spell of 6th level or higher can heal it.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject
to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunity to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones,
deal no damage to a clay golem.
Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural
effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12
points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and
deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving
that round and deals 5d10 points of damage. The golem gets no saving throw against any of these
effects.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once
per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
NOTE: The module states, that the golem hastens itself before combat. Since the encounter is
hard enough, use the rule above - haste after one round of combat.
Magical Treasure: “Gnome Fang”, Dagger+2, Longtooth with short green malachite handle and
onyx pommel (25,300gp, see Appendix 1).

Option: The Longtooth belonged to the legendary gnome hero Fanrach Na'Gwaylar from Gnome
Vale, brother of Laird Furduch Na'Gwaylar, who was lost in the caverns decades ago, leading a
group of adventurers. The gnomes - especially the Lairds - will be EXTREMELY thankful, if this
weapon is returned to them. If you intend to use this option, keep in mind that Furduch will most
probably tell the adventurers about his brother if they meet before first entering the caverns.

If you need details on Fanrach, here is

Fanrach’s story:

Fanrach Na’Gwaylar was a Rogue (“an accomplished scout”, as the Na’Gwaylar family says -
“an irresponsible rascal”, as some of the other elder gnomes put it), who joined an adventuring
party from Veluna when they visited Gnome Vale some 25 years ago. Knowing the approximate
location of the Caverns of Tsojcanth, he led the party as a guide. The group consisted of the
fighter Wyborg, the ranger Tornwel, the elven wizardess Alluriel, and Onander, Cleric of Rao.

Unbeknownst to the inhabitants of Gnome Vale, this team entered the Caverns, keeping to the
left. After a brief encounter with some of the ancestors of the stirges in the Streaked Cave, they
encountered the clay golem. Fanrach, trusting in the power of his magical dagger against earth-
creatures, sneaked up on the construct. Unfortunately this golem was not only immune to his
sneak attack, but also unimpressed by the exceptional power of this piercing Longtooth. Seeing
their scout smeared by this foe, the rest of the party beat a hasty retreat, looking for greener
pastures in this dungeon. Taking this too literally, they lost Alluriel to the green slime in the
Second Fungi Cavern (where her bracers can still be found). Unfortunately, some trolls from the
Stinking Cave showed up. Still being focused on the recovery of Alluriel’s body – or at least her
belongings – Tornwel was surprised by the trolls and fell victim to their rending claws. Being
famished after years of cave cricket diet, the trolls started feeding immediately. The two
survivors used this distraction for a strategic withdrawal to the entrance chamber.

Re-establishing their left-hand approach, they worked their way through the bats (area 10.),
loosing orientation and suddenly finding themselves at the shore of the Underground Lake. Here,
in his profound wisdom, Onander counseled to return and come back to fight again another day.
“Nah,” said Wyborg, “do not let us be discouraged by a little bad luck”. Since both were still in
pretty good health, they finally agreed to continue and boarded the boat. While Onander was still
trying to figure out how to work this vessel, they were drifting with the current. Wyborg seemed
to have been right – bad luck doesn’t last forever: Istus smiled on them and they made it through
the piercers unharmed. Even the snapping turtle (still much smaller, back then) slept undisturbed.

The cleric had just worked out, how to command the boat, when they arrived in the Black Water
pool. While Onander remained in the boat, Wyborg set foot on the Isle of Rebuke. Not being
impressed by the warning voice (“Duh, heard that a dozen times before. Bloody magic mouth.”),
he started collecting the loot. That was when Istus started to frown and Ralishaz smiled: More
than a dozen lacedon ghasts and ghouls surrounded the mighty fighter. It was an epic battle.
Wyborg’s axe Finisher wreaked havoc and Onander turned and destroyed the undead. Still, the
odds were against them. The fighter finally succumbed to the paralyzing touch of the lacedons
and was dragged into the pool. “Nuff’s’nuff” thought the priest and commanded the boat to
return to the lake, not wanting to wait for the return of the turned ghasts. He made his way back
to the shore and left the boat were he found it. Entering the bat-corridor, he turned right and put
his left hand to the wall, following the dark tunnel without light source.

Finally on the surface world again, he decided to return to Gnome Vale for some R&R. Being
city-bred, he lost his way in the wilderness and fell victim to Fyrnax, a young red dragon.

By the way: Fyrnax was killed two decades later by a blue dragon named Brazzandelle, who took
over his lair and his hoard 

If the characters inquire about these adventurers, they will find several gnomes remembering
their visit. It has been long ago, but it was a memorable event. Most of the older gnomes will
have at least something to say about it. All that will be known about the party after they left the
vale for the Caverns is, that several weeks later two of the adventurer’s horses were found by
gnome scouts – about 30 miles east of Gnome Vale.

Questions about the items and equipment of that group will be met with answers like “ve dinna
search’em ven zey vere our guests” or “laddie, dunno vot you have viz you, dinno vot zey had”.
Anyway, one item is clearly remembered: The mighty Gnome Fang, Rock-Biter, the blade of
Fanrach. Some may also remember the grim axe of Wyborg.

4. GUANO-COVERED CAVE [5. Bat Room] (EL 9)

Reaching the ledge on the north wall requires a climb check DC 25 or magical means.

Mobats (8): CR 3; SZ Large Magical Beast (12-16 ft. wingspan); HD 4d10+12; hp 34; Init +6
(Dex); Spd 20 ft., fly 40 ft. (good); AC 18 (-1 size, +6 Dex, +3 natural); Atk Bite +9 melee
(1d8+4); Face 10 ft. x 5 ft.; Reach 5 ft.; SA Sonic screech; SQ Blindsight; AL N(E); SV Fort +7,
Ref +10, Will +3; Str 17, Dex 22, Con 17, Int 6, Wis 14, Cha 6.
Skills: Listen +8*, Move Silently +6, Spot +8*. Feats: Flyby Attack, Weapon Finesse (bite)
*Mobats receive a +4 racial bonus to Listen and Spot checks. These bonuses are lost if Blindsight
is negated.
Sonic Screech (Su): The mobat can screech once per round affecting all those within a 20-foot
spread that fail a Will save (DC 15). On a failed save, the victim is stunned 1d3 rounds. This is a
sonic, mind-affecting attack and whether the save is successful or not, an affected creature is
immune to the screech of that mobat for one day.
Blindsight (Ex): Mobats can “see” by emitting high-frequency sounds, inaudible to most
creatures, which allow them to locate objects and creature within 120 feet. A silence spell negates
this ability and forces the mobat to rely on its own weak vision, which has a maximum range of
10 feet.
A mobat attacks by biting its opponent to death using its razor sharp fangs. Prey that survives and
resists will be assaulted with the mobat’s sonic attack.
Treasure: 96 cp, 72 sp, 55 gp, 33 pp, 3 gems (amethyst 100gp, ruby 500gp, opal 750gp), finely
crafted ring of hammered gold wire (200gp), gold bracelet with small emeralds (1,500gp).
[3,443gp total value].

5. LITTERED CAVE [6. Bone Yard] (EL 7)

Lurker Above: CR 7; SZ Huge Aberration (20 ft. diameter); HD 10d8+40; hp 85; Init +6 (+2
Dex, +4 Improved Initiative); Spd 10 ft., fly 40 ft. (average); AC 14 (-2 size, +2 Dex, +4 natural);
Atk Buffet +15 melee (2d4+15); Face 15 ft. x 15 ft.); Reach 10 ft.; SA Smother; SQ Darkvision
60 ft.; AL N; SV Fort +7, Ref +4, Will +7; Str 30, Dex 12, Con 19, Int 2, Wis 11, Cha 10.
Skills Hide +0*, Listen +6, Spot +6. Feats Alertness, Improved Initiative.
*Lurkers receive a +8 racial bonus to Hide checks when next to a stone surface.
Smother (Ex): A successful attack indicates the lurker deals normal damage and attempts to start
a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the
Player’s Handbook). If the lurker succeeds at the grapple, it has wrapped itself around its prey.
The following round, the victim must either hold her breath or begin taking suffocation damage.
(A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature
must succeed at a Constitution check (DC 10) in order to continue holding its breath. The check
must be repeated each round, and the DC increases by +1 for each previous success.) If the victim
runs out of breath, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and
is dying. In the third round, the creature suffocates.
A victim can escape the lurker’s hold by making an opposed grapple roll or an Escape Artist roll
against the lurker’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then
only if it was in hand when the creature was first enveloped.
Damage inflicted on a lurker while it encompasses a victim causes an equal amount of damage to
the victim. Blunt weapons inflict full damage upon the victim but do not harm the lurker above.
Treasure: Sack 1 - 102 sp, 89 pp; sack 2 - 281 gp; imbedded in lurkers' belly - 5 gems (citrine
50gp, jet 100gp, brown spinel 250gp, aquamarine 500gp, small blue sapphire, 700gp) [2,781gp
total value].
6. GROTTO [7. Pech Grotto] (EL 8.5)

If befriended, the pech can be very valuable for the characters: There are lots of opportunities to
get petrified in the caverns, and these fellows may be able to help (see Spell-Like Abilities
below). Assume that the pech are able to fetch another of their kind (Hau, brother of Wech)
within 2 to 4 hours. Obviously this service should be worth at least two gems per participating
pech - and they won't accept those found in area 18. or 19. ;) How the characters find out about
this de-stoning ability is another matter entirely. The pech are not going to publish their abilities
unasked.

Kning, Frazz, Tboing, Wech, Trull, Sneff and Kpar - Pech (7): CR 3; SZ Small Fey (Earth) (4
ft. tall); HD 4d6+4; hp 26, 24, 23, 22, 21, 19, 18; Init +1 (Dex); Spd 20 ft.; AC 17 (+1 size, +1
Dex, +5 natural; Atk Heavy pick (wielded two-handed) +8 melee (1d6+6); SA Spell-like
abilities, earth mastery; SQ Immunity to petrification, light blindness; AL NG; SV Fort +2, Ref
+5, Will +4; Str 19, Dex 13, Con 13, Int 11, Wis 10, Cha 10.
Skills Climb +10, Craft (stonemasonry) +6, Hide +10, Listen +6, Move Silently +5, Profession
(miner) +6, Spot +6. Feats Power Attack.
Spell-Like Abilities: 4/day-stone shape and stone tell. These abilities are as the spells cast by a
10th-level sorcerer (save DC 10 + spell level).
Four pech together can, once per day, cast wall of stone. Eight pech together can cast stone to
flesh once per day. These abilities are as the spells cast by a 16th-level sorcerer (save DC 10 +
spell level).
Earth Mastery (Ex): A pech gains a +1 attack and damage bonus if both it and its foe touch the
ground. If an opponent is airborne or waterborne, the pech suffers a -4 penalty to attack and
damage. (These modifiers are not included in the statistics block).
Immunity to Petrification (Ex): Pech are immune to all petrifying effects (such as a gorgon’s
breath or medusa’s gaze).
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds
pech for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and
checks while operating in bright light.
Possessions: 7 heavy picks, 4 hammers and 4 chisels.

7. FUNGI CAVERN [8. Fungus Beds] (EL 1)

Giant Cave Crickets (5): CR 1/4; SZ Small Vermin (4 ft. long); HD 1d8+2; hp 9, 7, 6, 4, 4; Init
+1 (Dex); Spd 20 ft.; AC 16 (+1 size, +1 Dex, +4 natural); Atk Kick +1 melee (1d4); SA Leap
attack; SQ Vermin; SR #; AL ; SV Fort +4, Ref +1, Will +0; Str 10, Dex 12, Con 14, Int -, Wis
10, Cha 7.
Skills Jump +20, Listen +3, Spot +3.
Leap Attack: When frightened by loud noise or light, cave crickets may (1 in 6 chance per round
and individual) jump on a random (non-cricket) creature within 30 feet for 1d4 damage. The
target may attempt a Reflex save (DC 15) to avoid damage.
Vermin: Immune to mind-influencing effects.
Possessions: None.
8. SECOND FUNGI CAVERN [9. Fungus Beds 2] (EL 9)

On cursory examination of the alcove, a spot check (DC 18) will reveal the slimes. Given
sufficient illumination, a thorough examination (or the statement "I look at the ceiling") will
automatically detect the blobs. Anyone entering the alcove will cause 1d4 of the slimes to drop.
Remaining slimes will attack others entering their area, or drop in following rounds.
Due to the confined space, the attack is a +4 touch attack, most probably against a flat-footed
victim (no Dex bonus to AC). The victim may attempt a Fortitude save (DC 16) to scrape off
ONE slime before it does damage.
If a player explicitly stated, that he advances cautiously into the alcove, he may make a Reflex
save (DC 20) against each blob that would have hit him, to avoid contact.

Green Slime (6): CR 4; hp 13, 11, 10, 9, 8, 7; Spd 0 ft.; SA Turns flesh to slime, destroys wood
and metal; SQ Spell immunity.
Turns Flesh to Slime: Green slime deals 1d6 points of temporary constitution damage per round
while it devours flesh, turning it to slime..
Destroys Wood and Metal: Green slime deals 2d6 points of damage per round to metal or wood
(but not stone or glass), ignoring metal's hardness but not that of wood.
Spell Immunity: Only extreme cold or heat, sunlight or a cure disease spell affect green slime.
On the first round of contact, the slime can be scraped off a creature (most likely destroying the
scraping device), but after that it must be frozen, burned or cut away (applying damage to the
victim as well).
Treasure: Gold necklace with violet garnet (600gp), 13 polished, ellipsoid onyx (50gp each)
[1,250gp total value].
Magical Treasure: Bracers of Armor +4 (16,000gp).

Option: The treasure was formerly Alluriel’s, who accompanied Fanrach into the Caverns.

9. STINKING CAVE [10. Troll Cave] (EL 8)

NOTE: I reduced the number of trolls by one, due to their highly increased hit points and
damage capability. Living on a diet of fish and cave crickets (albeit giant ones), they are not the
strongest of their kind, which is (as in the original module) reflected in below-average hit points.
I have replaced the 1st edition Potion of Vitality by a Heroes' Feast scroll. This can heal some of
the damage (if any) dealt by the clay golem in area 3.

Trolls (3): CR 5; SZ Large Giant (9 ft. tall); HD 6d8+36; hp 63, 55 ,48; Init +2 (Dex); Spd 30 ft.;
AC 18 (-1 size, +2 Dex, +7 natural); Atk 2 claws +9 melee (1d6+6), bite +4 melee (1d6+3); Face
5 ft. x 5 ft.; Reach 10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE;
SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.
Skills Listen +5, Spot +5. Feats Alertness, Iron Will.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponents body and tears the
flesh. This attack automatically deals an additional 1d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
Treasure: 12 cp, 21 sp, 55 gp, 38 pp, clear peace of amber (100gp), small orb of green jade
(250gp), pink pearl (300gp), golden holy symbol of Pelor inset with tourmalines (500gp)
[1,687gp total value].
Magical Treasure: Potion of Cure Serious Wounds (at 11th level, 3d8+11 hp, 1,650gp) in stone
flask; Divine scroll of Heroes' Feast (at 11th caster level, 1,650gp) in water-proofed bone scroll
case; quiver with 9 arrows: 3 broken, 2 masterwork (14gp), 4 arrow +1 (160gp). [3,474gp total
value]

Option: The magic items – maybe except the scroll – are all that remains of Tornwel, companion
of Fanrach.

10. FUNGI-FILLED CORRIDOR [11. Corridor of Limitless Bats] (EL 12)

Damage by frightened bats is 1d4-1 per round. A silence spell will not keep the bats away - they
will just be more panicked and try to get out of the spell area in a random direction, while new
bats enter the area (detecting no obstacles (including PCs), due to the silence - no reflected
sonar).
NOTE: The Encounter Level is more or less theoretical. No experience should be awarded for
killing bats.

Bats (1000+): CR 1/10; SZ Diminutive Animal; HD 1/4 d8; hp 1; Init +2 (Dex); Spd 5 ft., fly 40
ft. (good); AC 16 (+4 size, +2 Dex); Atk - ; Face 1 ft. x 1 ft.; Reach 0 ft.; SQ Blindsight; AL N;
SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4.
Skills Listen +9, Move Silently +6, Spot+9*.
*Bats receive a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is
negated.
Blindsight (Ex): Bats can "see" by emitting high-frequency sounds, inaudible to most other
creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates
this and forces the bat to rely on its weak vision, which has a maximum range of 10 feet..
Possessions: None.

11. LONG GALLERY [12. Long Gallery] (EL 10)

The cave moray resembles a slug made of brownish-gray rock. Its head is knobby and splotched
with two dull brown eyes.
A cave moray’s favored tactic is to lie in wait in its cyst-like burrow in the wall and attack
whenever prey passes nearby. Two or more will strike in unison, one from each side of a passage.
After an attack, a cave moray will recoil (a full round action) into its cyst before striking again.

Cave Morays (16): CR 2; SZ Medium-Sized Vermin (1 ft. diameter, 5ft. long); HD 4d8+4; hp
30, 27, 24, 22, 21, 5x20, 19, 18, 16, 15, 12, 11; Init +3 (Dex); Spd 5 ft.; AC 18 (+3 Dex, +5
natural); Atk Bite +7 melee (1d6+3); SA Ambush, charge; SQ Tremorsense, darkvision 60 ft.;
AL N ; SV Fort +5, Ref +4, Will +2; Str 14, Dex 17, Con 13, Int 2, Wis 13, Cha 10.
Skills Hide +6*,Intuit Direction +4, Listen +5.
*A cave moray receives a +4 bonus to Hide skills when in rocky or stony surroundings due to its
coloration.
Ambush (Ex): If a cave moray surprises its opponent, it gains a +4 conditional bonus to its attack
roll for that round.
Charge (Ex): A cave moray’s attack is always considered a charge attack since it recoils into its
cyst after an attack to lunge at its opponent again. The statistics block above includes the +2
attack bonus for the charge attack.
Tremorsense (Ex): Cave morays can automatically sense the location of anything within 60 feet
that is in contact with the ground.
Possessions: None.

12. LARGE CAVE [13. Giants' Lair] (EL 8)

Given the opportunity, the giants will make an Overrun attack when they first join battle.
Thereafter, they stand fast and swing away with their massive clubs.

Bulurg and Baglur - Fomorian Giants (2): CR 6; SZ Large Giant (14 ft. tall); HD 13d8+65; hp
129, 118; Init -1 (Dex); Spd 20 ft.; AC 21 (-1 size, -1 Dex, +10 natural, +3 hide); Atk Huge
greatclub +16/+11 melee (2d6+10); Face 5 ft. x 5 ft.; Reach 10 ft.; AL NE; SV Fort +13, Ref +3,
Will +4; Str 24, Dex 8, Con 20, Int 10, Wis 10, Cha 13.
Skills Climb +7, Listen +3, Move Silently +7, Spot +3. Feats Cleave, Great Cleave, Power
Attack, Weapon Focus (greatclub).
Treasure: 857 gp, 2 ivory tusks (600gp, weight 30 lb. each) [2,057gp total value].
Magical treasure: Dark green, woolen Cloak of Poisonousness, Soft felt Boots of Dancing with
small metal plates under toes and heels of soles (function initially as Boots of Elvenkind, despite
the plates), Brown leather Boots of Levitation (7,500gp).

The command word for the Boots of Levitation is “skyward”. It is written in common as arcane
marks on the soles of the boots: “sky” on right boot, “ward” on left.

13. LEDGE SHELVING TO UNDERGROUND RIVER [River Encounter Area D.]

If detected for, the boat radiates Transmutation magic while the sail shows Evocation magic. If
the GO command is given, the sail will billow as if in a moderate breeze, although there is no
wind. On STOP, the sail goes slack again.
NOTE: The map in S4 is probably mislabeled. The Boat should be at the landing reached via the
tunnel branching off between encounter areas 10 and 11.

14. UNDERGROUND LAKE [River Encounter Area E.] (EL 10)

NOTE: I have increased the piercers' natural armor by +4 when increasing it from tiny to
medium. This is due to the additional layers of rock in its shell. Also, Dexterity has not been
reduced to 1, since some residual dexterity is still required to climb all the way back after a fall.
Hide skill has been reduced by 2 due to size. There are several slightly different conversions of
pierces on the web - it seems there are a lot of different perceptions of this beast. This is my (not
necessarily representative) view of them.

The giant snapping turtle is a bit wimpy at 3.5 h.p. per die. That is a partial compensation for its
immensely increased potential in 3E compared to AD&D 1st. Anyway, the ecology of this
cavern-lake wouldn't support a full-sized turtle, would it?

Piercers (6): CR 1; SZ Medium-Sized Vermin (6 ft. long); HD 3d8+3; hp 19, 2x18, 2x17, 16;
Init -4 (Dex); Spd 5 ft., climb 5 ft.; AC 17 (-4 Dex, +11 natural); Atk Impale +6 melee (2d6+4);
Face 5 ft. x 5 ft.; Reach 0 ft.; SA Improved critical, acid; SQ Vermin; AL N; SV Fort +3, Ref -3,
Will +1; Str 18, Dex 2, Con 13, Int -, Wis 10, Cha 9.
Skills Hide +2*, Listen +13, Spot +3. Feats (list all feats, alphabetically).
*The piercer receives a +15 racial bonus to Hide checks when against a background of natural
stone.
Improved Critical (Ex): A piercer threatens a critical on an attack roll of 19-20.
Acid (Ex): The piercer’s soft underbelly is coated with a corrosive acid that deals 1d6 points of
damage if it contacts exposed flesh.
Vermin: The piercer is immune to all mind-influencing attacks. Piercers have darkvision with a
range of 60 feet.
If flipped over, and its insides are exposed, a piercer is AC 9.
Possessions: None.

Giant Snapping Turtle: CR 9; SZ Gargantuan Beast (40 ft. diameter); HD 10d10+70; hp 105;
Init -2 (Dex); Spd 10 ft., swim 20 ft.; AC 20 (-4 size, -2 Dex, +16 natural); Atk Bite +14 melee
(2d8+11); Face 40 ft. x 40 ft.; Reach 10 ft.; SA Improved grab, swallow whole; SQ Darkvision
60 ft, low-light vision; AL N; SV Fort +14, Ref +5, Will +2; Str 32, Dex 6, Con 25, Int 1, Wis 8,
Cha 8.
Skills Swim +21.
Improved Grab (Ex): To use this ability, the giant snapping turtle must hit with its bite attack. If
it gets a hold, it automatically deals bite damage and can attempt to swallow the opponent.
Swallow Whole (Ex): A giant snapping turtle can try to swallow a grabbed opponent of Huge or
smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16
points of crushing damage plus 2d8 points of acid damage per round from the giant snapping
turtle’s digestive juices. A swallowed creature can cut its way out by using claws or a light
piercing or slashing weapon to deal 25 points of damage to the giant snapping turtle’s gut (AC
20). Once the creature exits, muscular action closes the hole; another swallowed opponent must
cut its own way out. The giant snapping turtle’s interior can hold two Huge, four Large, eight
Medium-size, or sixteen Small or smaller opponents.
Possessions: None.

15. CUL-DE-SAC [15. Cockatrice Cul-de-sac] (EL 5)

Cockatrices (2): CR 3; SZ Small Magical Beast (2 ft. long); HD 5d10; hp 33, 26; Init +3 (Dex);
Spd 20 ft., fly 60 ft. (poor); AC 14 (+1 size, +3 Dex); Atk Bite +4 melee (1d4-2); SA
Petrification; SQ Petrification immunity; AL N; SV Fort +4, Ref +7, Will +2; Str 6, Dex 17, Con
11, Int 2, Wis 13, Cha 9.
Skills Listen +7, Spot +7. Feats Alertness, Dodge.
Petrification (Su): A cockatrice can turn beings to stone with a touch. Creatures hit by a
cockatrice must succeed at a Fortitude save (DC 15) or instantly turn to stone.
Petrification immunity (Ex): Cockatrices are immune to the petrifying ability of other cockatrices,
but other petrifying attacks affect them normally.
Treasure: Large green peridot (1,000gp).
Magical Treasure: Silver tube with arcane scroll: Slow, Stone to Flesh, Phase Door (all at 13th
caster level, 4,450gp) and a Lens of Detection (3,500gp). [7,950gp total value]

15. C. WESTERN BRIDGE [River Encounter Area J.]

Lassoing the bridge is possible because of the projecting gargoyles. Grappling hooks will work,
and so may improvised methods (spike tied to rope). Adjudicate this situation according to
circumstances and player actions. Keep in mind that even unlikely and desperate acts should
succeed - it's no fun to kill a party this way. Don't let a single blundered rope-use check end the
game. If all else fails (e.g. the group lost their equipment to an encounter with the snapping turtle)
and you need a deus-ex-machina: Let the pech (if not treated to badly by the characters) throw a
rope from the bridge. They may have a secret tunnel (hidden by wall of stone) under the river,
which allows them access to this part of the caverns - they just happened to have some stonework
to do on the bridge. Obviously, the saviors now have a good negotiation position (with the
characters still at the other end of the rope). They may demand mundane compensation, or the
removal of a monster that makes life difficult for them in these caves, say Chossos in area 16. (or
a monster the party missed, which you would like them to encounter).
On the other hand, if the players again ordered the wrong pizza for their DM ...

16. RAINBOW CAVERN [17. Rainbow Cavern] (EL 8)

Chossos has the hindquarters of a gorgon and the forequarters of a lion. His leathery dragon
wings are reddish-brown and the gorgimera has the heads of a lion, red dragon, and gorgon. The
lion’s head is maneless with green eyes. The scaly gorgon head is bluish-black with glowing
crimson eyes. Chossos stands about 5 feet tall at the shoulder, is nearly 10 feet long, and weighs
about 4,200 pounds.
NOTE: I have replaced the Potion of Green Dragon Control by two "lesser" potions.

Chossos - Gorgimera: CR 8; SZ Large Magical Beast (5 ft. tall, 10ft. long); HD 10d10+40; hp
104; Init +1 (Dex); Spd 40 ft., fly 50 ft. (poor); AC 17 (-1 size, +1 Dex, +7 natural); Atk Bite +13
melee (2d6+4), bite +11 melee (1d8+2), butt +11 melee (1d8+2), 2 claws +11 melee (1d6+2);
Face 5 ft. x 10 ft.; Reach 5 ft.; SA Breath weapons; SQ Scent; SR #; AL CE; SV Fort +11, Ref
+8, Will +4; Str 19, Dex 13, Con 19, Int 4, Wis 13, Cha 10.
Skills Hide +5, Listen +7, Spot +7. Feats Alertness, Multiattack, Power Attack.
Breath Weapons (Su): The gorgimera has two breath weapons; one from the dragon’s head and
one from the gorgon’s head.
Dragon: Every 1d4 rounds, cone of fire, 20 ft. long, damage 3d8, Reflex half DC 19.
Gorgon: Every 1d4 rounds (but no more than twice per day), turn to stone permanently, Fortitude
save DC 19, cone, 30 feet.
Treasure: 7,000 sp, 4,000 gp, 200 pp, 21 gems (2x Carnelian 50gp, 4x bloodstone 50gp, 4x jet
100 gp, 5x red garnet 100gp, 3x large chrysoberyl 200gp, 2x violet garnet 500gp, ruby 1,000gp).
[10,500gp total value]
Magical treasure: Potion of Haste (750gp), Potion of Heroism (900gp), divine scroll of
Repulsion, (2,250gp), Bag of Holding - 15 lb. weight, 250 lb. capacity , 30 cu. ft. (2,500gp), Horn
of Fog (2,000gp). [8,400gp total value]

Option: Instead of the “treasure heap”, there is just one puny bag - the bag of holding, containing
the rest of the loot.

17. BOULDER HEAP [18. Boulder Heap]

Treasure: Ring of Protection +1 (2,000gp)

18. RICHLY FURNISHED CAVE [16. Antechamber of the Dao] (EL 10)

B'rack, T'neer, Sharuf and Fnasheef - Dao (Genie) (4): CR 6; SZ Large Outsider (Earth, Evil)
(9-10 ft. tall); HD 8d8+24; hp 65, 62, 57, 53; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.,
fly 60 ft. (perfect), burrow 20 ft.; AC 17 (-1 size, +3 Dex, +4 natural); Atk Slam +12/+7 melee
(1d8+7); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Spell-like abilities, earth mastery; SQ Plane shift,
telepathy, darkvision 60 ft.; AL NE; SV Fort +9, Ref +8, Will +8; Str 20, Dex 14, Con 16, Int 12,
Wis 15, Cha 15.
Skills Appraise +9, Concentration +11, Craft (any one) +9, Escape Artist +10, Listen +11, Move
Silently +10, Sense Motive +7, Spellcraft +9, Spot +11. Feats Combat Casting, Combat Reflexes,
Dodge, Improved Initiative.
Spell-Like Abilities: 3/day-transmute rock to mud; 1/day-grant 1 wish (to nongenies only), change
self, detect good, detect magic, invisibility (self only), passwall, and wall of stone. Once per day, a
dao can assume gaseous form (as the spell) for up to 1 hour.
Earth Mastery (Ex): A dao gains a +1 attack and damage bonus if both it and its foe touch the
ground. If an opponent is airborne or waterborne, the dao suffers a -4 penalty to attack and
damage. (These modifiers are not included in the statistics block.)
Plane Shift (Sp): A dao can enter any of the elemental planes, the Astral Plane, or the Material
Plane. This ability transports the dao and up to six other creatures, provided they all link hands
with the dao. It is otherwise similar to the spell of the same name.
Telepathy (Su): A dao can communicate telepathically with any creature within 100 feet that has
a language.
Dao speak Auran, Common and Terran.
Possessions: Junk jewelry, 2,168 flawed gems (1gp each). Dark blue bottle with captured Djinni.

The glass of the bottle is thick, but if seen against a bright light source, a swirling mist within can
barely be discerned. The bottle has a glass stopper, bound with silver wire which has been sealed
with lead. The bottle itself is ordinary, but the djinni within will register as magic, if detected for.

Razu al Vanied - Djinni (Genie): CR 5; SZ Large Outsider (Air, Chaotic, Good) (10 1/2 ft. tall);
HD 7d8+14; hp 45; Init +8 (+4 Dex, +4 Improved Initiative); Spd 20 ft., fly 60 ft. (perfect); AC
16 (-1 size, +4 Dex, +3 natural); Atk Slam +10/+5 melee (1d8+6); Face 5 ft. x 5 ft.; Reach 10 ft.;
SA Spell-like abilities, air-mastery, whirlwind; SQ Plane shift, telepathy, acid immunity; AL CG;
SV Fort +7, Ref +9, Will +7; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15.
Skills Appraise +9, Concentration +9, Craft (any one; Razu: Carpenter) +11, Escape Artist +11,
Knowledge (any one; Razu: The Planes) +9, Listen +9, Move Silently +9, Sense Motive +9,
Spellcraft +9, Spot +9. Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative.
Spell-Like Abilities: 1/round - invisibility (self only); 1/day - create food and water, create wine
(as create water, but wine instead), major creation (created vegetable matter is permanent),
persistent image, and wind walk. These abilities are as the spells cast by a 20th-level sorcerer
(save DC12 + spell level). Once per day, a djinni can assume gaseous form (as the spell) for up to
1 hour.
Air-Mastery (Ex): Airborne creatures suffer a -1 circumstance penalty to attack and damage rolls
against a djinni.
Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and
remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface
at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The
djinni controls the exact height, but it must be at least 10 feet.
Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted
into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into
contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Reflex
save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8
points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round
to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
The djinni can eject any carried creatures whenever it whishes, depositing them wherever the
whirlwind happens to be.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is
centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment.
Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell.
Plane Shift (Sp): A djinni can enter any of the elemental planes, the Astral Plane, or the Material
Plane. This ability transports the djinni and up to six other creatures, provided they all link hands
with the djinni. It is otherwise similar to the spell of the same name.
Telepathy (Su): A djinni can communicate telepathically with any creature within 100 feet that
has a language.
Djinni speak Auran, Celestial, Common, and Ignan.

If Razu is freed, he will initially be furious about his imprisonment. If the characters keep cool
(no Diplomacy checks should be necessary), he will soon realize that they have nothing to do
with his confinement. He is in a hurry to plane shift back to his home plane and report to his
sheik about a treacherous plot of the dao, who have captured him about 2 months ago. He knows
nothing about the caverns of Tsojcanth.
Razu al Vanied is rather vain, moderately arrogant, but otherwise a good fellow. He will certainly
leave some excellent wine (see spell-like abilities) before he goes. His exit will be flashy,
involving forming a small whirlwind (without endangering the characters, if they stay away, but
probably scattering the junk-jewels), accelerating rotation, and then suddenly vanishing
(dropping all that was caught in the whirlwind).

19. SMALL LAKE [River Encounter Area H.]

Treasure: 3,000 gems (1gp each).


20. BLACK WATER [River Encounter Area H., continued] (EL 8)

Lacedon Ghasts (6): CR 3; SZ Medium-Sized Undead; HD 4d12; hp 40, 38, 26, 24, 23, 21; Init
+2 (Dex); Spd 30 ft., swim 30 ft.; AC 16 (+2 Dex, +4 natural); Atk Bite +4 melee (1d8+1), 2
claws +1 melee (1d4); SA Stench, paralysis, create spawn; SQ Undead, +2 turn resistance; AL
CE; SV Fort +1, Ref +3, Will +6; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
Skills Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move
Silently +7, Search +6, Spot +8. Feats Multiattack, Weapon Finesse (bite).
Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Those
within 10 feet must succeed at a Fortitude save (DC15) or be wracked by nausea, suffering a -2
circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes..
Paralysis (Ex): Those hit by a ghasts' bite or claw attack must succeed at a fortitude save (DC 15)
or be paralyzed for 1d6+4 minutes. Even Elves are vulnerable to this paralysis.
Create Spawn (Su): In most cases, ghasts devour those they kill. From time to time, however, the
bodies of their humanoid victims lie where they fell, to rise as ghasts themselves in 1d4 days.
Casting protection from evil on a body before the end of that time averts the transformation..
Undead (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and
disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from
massive damage.
Treasure: 1,300 sp, 800 gp, 3 white pearls (100gp each), 2 polished red corals (50gp each), 1 pale
green tourmaline (150gp) [1,480gp total value].
Magical treasure: 2 potions of water breathing (at 5th caster level, 250gp each); “Finisher”,
Greataxe +2, Undead Bane (32,320gp). [32,820gp total value]

Finisher: The single-edged head of this axe is inlaid with silver, in which polished bone shards
are embedded. When the axe deals a damaging blow to an undead, it emits a deep humming
sound and the runes glow brightly (as a torch) for one round. In areas were significant bloodshed
happened in the past (distant or recent), the blade shimmers in a dim blue light. This may at first
be misinterpreted by the wielder as the ability to detect the presence of undead, but it isn’t.

Option: The axe formerly belonged to Wyborg, companion of Fanrach.

21. CAVE OF CRYSTALS [14. Crystal Cave] (EL 9)

In their demands for "sweet metal", the Xorn behave like greedy children, although their voices
are a lot deeper and gravelly. As soon as an offer is made, they will become almost polite.

Average Xorn (3): CR 6; SZ Medium-Size Outsider (Earth) (5 ft. tall); HD 7d8+14; hp 47, 43,
39; Init +0; Spd 20 ft., burrow 20 ft.; AC 22 (+12 natural); Atk Bite +10 melee (4d6+3), 3 claws
+8 melee (1d4+1); SA Burrow; SQ Xorn qualities; AL N; SV Fort +7, Ref +5, Will +5; Str 17,
Dex 10, Con 15, Int 10, Wis 11, Cha 10.
Skills Hide +10, Intuit Direction +10, Listen +10, Move Silently +10, Search +10, Spot +14.
Feats Multiattack, Power Attack.
Burrow (Ex) A xorn can glide through stone, dirt, or almost any other sort of earth except metal
as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it
create any ripple or other signs of its presence. A move earth spell cast on an area containing a
burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds
at a Fortitude save.
Xorn Qualities:
Immunities (Ex) Xorns are immune to fire and cold.
Resistances (Ex) Xorns have electricity resistance 10.
Half damage from Slashing (Ex) Slashing weapons deal only half damage to xorns, with a
minimum of 1 point damage.
All-Around Vision (Ex) Xorns' symmetrically placed eyes allow them to look in any direction,
bestowing a +4 racial bonus to Spot checks. Xorns can't be flanked.
Tremorsense (Ex) Xorns can automatically sense the location of anything within 60 feet that is in
contact with the ground.
Possessions: 18 uncut gems, 2x 500gp, 6x300gp, 7x 200gp, 3x100gp. [4,500gp total value]
Xorns speak Terran and Common.

22. POOL CAVERN [River Encounter Area I.] (EL 10)

NOTE: The conversion found in the Creature Catalogue gives an AC of 20 with -2 size, +1
Dex, +9 natural - which doesn't add up. Instead of reducing AC to 18, I increased natural armor
to +11. This seemed more appropriate for a CR 10 "monster".

Kasdu'ul, Marid (Genie): CR 10; SZ Huge Outsider (Water) (18 ft. tall); HD 13d8+26; hp 97;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft., fly 40 ft. (perfect), swim 40 ft.; AC 20 (-2
size, +1 Dex, +11 natural); Atk Slam +18/+13/+8 melee (2d6+10); Face 10 ft. x 10 ft.; Reach 15
ft.; SA Spell-like abilities, water’s fury, water mastery; SQ Plane shift, telepathy, amphibious,
water walk, darkvision 60 ft.; AL CN; SV Fort +10, Ref +9, Will +10; Str 25, Dex 13, Con 14,
Int 18, Wis 15, Cha 15.
Skills Bluff +12, Concentration +15, Craft (any two; Kasdu'ul: architect and ship builder) +17,
Escape Artist +14, Intimidate +15, Knowledge (any two; Kasdu'ul: Arcana and religion) +14,
Listen +15, Move Silently +14, Sense Motive +14, Spellcraft +16, Spot +15. Feats: Combat
Casting, Combat Reflexes, Dodge, Improved Initiative, Power Attack.
Spell-Like Abilities: At will-create water, ethereal jaunt, and purify drink (same as purify food
and drink, but only affects liquids); 5/day-control water, obscuring mist, wall of fog, and water
breathing; 2/day-detect evil, detect good, detect magic, liquid form (same as gaseous form, but
changes into water instead of gas), invisibility, polymorph self, and see invisible.
Once per year a marid can cast wish. These abilities are as the spells cast by a 20th-level sorcerer
(save DC 12 + spell level).
Water’s Fury (Su): Line of water, 5 feet wide, 5 feet high, and 60 feet long, once per round;
damage 1d6 and blindness (as the spell) for 1d6 rounds. Reflex negates DC 18.
Water Mastery (Ex): A marid gains a +1 attack and damage bonus if both it and its opponent
touch water. If the opponent or marid is land-bound, the marid suffers a -4 penalty to attack and
damage. (These modifiers are not included in the statistics block.)
Plane Shift (Sp): A marid can enter any of the elemental planes, the Astral Plane, or the Material
Plane. This ability transports the marid and up to six other creatures, provided they all link hands
with the marid. It is otherwise similar to the spell of the same name.
Telepathy (Su): A marid can communicate telepathically with any creature within 100 feet that
has a language.
Amphibious (Su): A marid can breathe both air and water.
Water Walk (Su): The marid can continuously walk on water as the spell cast by a 20th-level
sorcerer. It can suppress or resume this ability as a free action.
Marid speak Abyssal, Auran, Celestial, Common, Ignan, and Terran.
Possessions: None.
KEY TO THE GREATER CAVERNS

1. SMALL CAVE WITH MANY TUNNELS [1. Troglodyte Lair] (EL 8)

Make a Listen check for the trogs when the party descends the stairs (DC depending on their
noise level, usually DC 5-10). If the check is successful, or if the characters have light sources at
least as bright as a torch, the troglodytes will hide (taking 10 on the Hide check) to the east of the
entrance (Spot DC 23 on entering the cave). Should the party ignore the cave for now, the trogs
will certainly be hiding when they return.
The female troglodytes will not attack before the males do (taking full defense for AC+4 while
the javelins are hurled, then delaying until the males engage). When the champion appears
(assume an Initiative roll which is one better than the best trog had), all other troglodytes will
take the full defense action for that round.
Note: The female troglodytes are not in line with the MM (and the general D&D non-
discrimination rule).

Arg’znas, male troglodyte leader, War 2: CR 2; SZ Medium-Size Humanoid (Reptilian) (5 ft.


3 in. tall); HD 3d8+6; hp 24; Init -1 (Dex); Spd 30 ft.; AC 15 (-1 Dex, +6 natural); Atk
Morningstar +2 melee (1d8), bite +0 melee (1d4), or javelin +2 ranged (1d6, range 30 ft.); SA
Stench; AL CE; SV Fort +6, Ref -1, Will +0; Str 11, Dex 9, Con 14, Int 8, Wis 10, Cha 10.
Skills Hide +6*, Listen +4. Feats Multiattack, Weapon Focus (javelin).
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that
nearly every form of animal life finds offensive. All creatures (except troglodytes) within 30 feet
of the trog must succeed at a fortitude save (DC 13) or suffer a –2 morale penalty on attack rolls,
weapon damage rolls, checks, and saving throws. The affect lasts 10 rounds. Once a character has
succumbed to a particular troglodyte’s stench ability, or made a successful save against it, the
character cannot be affected by the same troglodyte’s stench ability for 24 hours.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with
surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or
subterranean settings, this bonus improves to +8.
Troglodytes speak draconic.
Possessions: Morningstar, 2 javelins.

Male troglodytes (9): CR 1; SZ Medium-Size Humanoid (Reptilian) (5 ft. tall); HD 2d8+4; hp


3x15, 3x14, 3x13; Init -1 (Dex); Spd 30 ft.; AC 15 (-1 Dex, +6 natural); Atk Morningstar +1
melee (1d8), bite –1 melee (1d4), or javelin +1 ranged (1d6, range 30 ft.); SA Stench; AL CE; SV
Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10.
Skills Hide +6*, Listen +3. Feats Multiattack, Weapon Focus (javelin).
Possessions: Morningstar, one javelin each.

Female troglodytes (8): CR 1/2; SZ Medium-Size Humanoid (Reptilian) (4 ft. 8 in. tall); HD
1d8+2; hp 4x8, 4x6; Init -1 (Dex); Spd 30 ft.; AC 15 (-1 Dex, +6 natural); Atk 2 claws +0 melee
(1d4), bite –2 melee (1d4); SA Stench; AL CE; SV Fort +4, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10.
Skills Hide +6*, Listen +2. Feats Multiattack.
Forx, male troglodyte champion, War 3: CR 3; SZ Medium-Size Humanoid (Reptilian) (6 ft.
tall); HD 4d8+8; hp 34; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +6 natural); Atk Longsword +5
melee (1d8+2), bite +2 melee (1d4+1); SA Stench; AL CE; SV Fort +6, Ref +2, Will +1; Str 13,
Dex 12, Con 14, Int 8, Wis 10, Cha 10.
Skills Hide +7*, Listen +4. Feats Multiattack, Weapon Focus (javelin).
Possessions: “Misguider” (see below, 16,000gp), beautiful crystal flask in the shape of a (nude)
dryad, hands held above her head, seemingly holding the stopper (made of clear quartz) (250gp),
containing Potion of Cure Serious Wounds (750gp), golden earring with small ruby (through
lower lip, 1,500gp). [18,500gp total value]

Misguider: This is a cursed longsword +1 (see Appendix 1). When held, it enables its wielder to
cast minor image by mental command once per hour as a free action (as a 3rd-level sorcerer). The
illusion lasts 6 rounds and does not require concentration. It cannot be made to “react
appropriately”. Anyone holding the sword will be aware of the illusion-power (but not the curse)
and know how to activate it. This weapon is not intelligent. Caster Level: 12th; Prerequisites:
Craft Magic Arms and Armor, dominate person, minor image; Market Price: 16,000gp.

Treasure: 4 troglodyte eggs (250gp each, easy to keep alive, but selling not exactly in line with
good alignment).

[grand total: 19,500gp, but including a cursed sword]

2. CAVERN OF CORPSES (EL 8++)

Make secret Spot checks (DC 18) for all characters present each round, until the bodak is
detected without killing the spotter. Whoever spots the bodak will meet his gaze. Exception: If
the check is 24 or better, there is a 50% chance to avert eyes, and the character becomes aware of
the creature. The bodak will not actively gaze until he is detected.

Note: To avoid overpopulation, this bodak has ensured that his gaze-victims stay dead. Close
examination of the corpses here will show that almost all victims have broken necks.
Alternatively, ignore the rule that gaze victims are “transformed into bodaks within one day”. It’s
nonsense – if this were the case, Oerth would be swarming with bodaks, considering their
deadliness. They do not have “Create Spawn” ability. You may ignore the “Flashback” rules as
well.
I wonder how this version of the bodak made it into the MM. Even the “undead” SQ is missing.
The current MM errata have nothing to say about this. Originally, the bodak wasn’t undead at all
– see booklet 2 of module S4, or 1st edition MM2.

Bodak: CR 8; SZ Medium-Size Undead?; HD 9d12; hp 58; Init +6 (+2 Dex, +4 Improved


Initiative); Spd 20 ft.; AC 15 (+2 Dex, +3 natural); Atk Slam +6 melee (1d8+1); SA Death gaze;
SQ Undead?, DR 15/silver, fire and acid resistance 20, electricity immunity, sunlight
vulnerability, flashbacks; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis
12, Cha 12.
Skills Listen +11, Move Silently +14, Spot +13. Feats Dodge, Improved Initiative, Weapon
Focus (slam).
Death Gaze (Su): Death range 30 feet, Fortitude negates DC 15. Humanoids who die from this
attack are transformed into a bodak within one day.
Sunlight Vulnerability (Ex): Bodaks loath sunlight, for its merest touch burns their impure flesh.
Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Flashbacks (Ex): From time to time, a bodak sees something that reminds it of its almost-
forgotten life. At the start of every encounter, there is a 5% chance that it notices something about
an opponent (randomly determined, if more than one opponent is present) that causes it to recall
its life. If this happens, the bodak takes no action for 1 round and thereafter suffers a –2 morale
penalty to all attacks directed at that opponent.
Treasure: 94 cp, 1,755 sp, 2,151 gp, 72 pp; 20 gems (3 bloodstones, 7 chalcedony, 8 chrysoprase,
2 sardonyx; 30-70gp each, 1,000gp total), 2 silver rings (tarnished, 30 gp each), engraved gold
ring (150 gp), gold ring with citrine (300gp), ivory statuette of a manticore (500gp), pair of
platinum earrings with tiny sapphires (1,800gp as pair), platinum holy symbol of Zilchus with
emeralds (6,000gp); vial* of black lotus extract (Fortitude DC 20, 3d6 Con/3d6 Con, 2,500gp).
[15,357gp total value]
Magical treasure: Glass vial with Potion of Reduce (5th caster level; 250gp), stone tube with
arcane scroll of polymorph self (7th, 700gp), simple leather scroll case (calcified) with divine
scroll of resist element (fire) (3rd), remove curse (5th), raise dead (9th), and heal (11th) (3,800gp),
Bone scroll case with arcane scroll of erase (1st), magic mouth (3rd), spectral hand (3rd), dispel
magic (13th), transmute rock to mud (9th), and statue (13th) (5,150gp), plain golden Ring of
Warmth (2,100gp), silver Bracers of Armor +3, plain and not tarnished (9,000gp), blue candle of
invocation (CG, half of it used; 3,900gp), gladius-like short sword +1 (2,310gp), scale mail +2
(4,200gp) with exceptionally small scales, shortspear +2 (8,302gp), the haft masterfully carved
in woodland motive relief. [39,712gp total value]

*On the vial of black lotus extract is a magic mouth. It has the order to “laugh, if someone drinks
from this vial”. The magic mouth will also make the vial register as magical (illusion school), if
detect magic is applied – probably leading to the assumption that it’s a potion.

Note: Monetary treasure has been reduced. I didn’t convert the scroll of Protection from
Possession and left out the Serpentine Owl. This is still way too much loot for a single encounter.
Anyway, the party may loose several characters (or at least character levels, after resurrection)
here. You have to decide, how much you want to give them.
Since many adventuring parties found their end here, you may also wish to include ruined
magical items – decayed scrolls, broken wands, empty potion bottles, a fractured serpentine owl,
and so on.

3. GREAT GALLERY CAVERN [3. Behir Gallery] (EL 8)

Make a Listen check for Lludd when the characters approach the crossroads between areas 3, 4,
and E. The difficulty depends on the party’s precautions – usually it will be DC 6 to 11. If
successful, Lludd will hide (as well as a 40 foot long blue monster can do) on the ledge he is on.
He will take 10 and improve his Hide score by 1 for every 2 rounds it takes the adventurers to
arrive in his cave (max 15 +1 Hide skill =16). So if they move at 20 ft. speed and go directly to
his cave (arriving 3 rounds after a successful Listen check), noticing him will take a Spot check
DC 12 (take 10, + 1 for two full rounds hiding improvement, +1 hide skill). If the party doesn’t
enter the cave immediately, Lludd will stay alert for about two hours. Should he fail his initial
Listen check, then the behir has obviously been dozing and will be noticed automatically. Due to
the short encounter distance (30 to 40 feet), no further checks are required, the encounter begins,
and initiative is rolled.

Lludd speaks several languages, but only fragments of them. He will not understand most
statements of a complexity beyond “I’ll kill you”. What he can say in Common (his first try),
Dwarven and Orc [plus other languages you want him to know], goes along the line “Me’s Lludd.
Youse wantes shinies bits, youse nots hurts Lludd”. If it comes to conversation, play him as a 40-
foot long Gollum.

Note: I reduced the behir’s Hide skill to -3. As Magical Beast, it should have Skill Points equal to
“2x Int score (7 for a normal behir) +1 per EHD (Extra Hit Die, 5 in this case: 9HD, –4 for being
huge)”, therefore 19 skill points (2x7 Int + 5 EHD). The behir’s skills excluding ability modifiers
according to MM are: Climb +10, Hide +4, Spot +5 => 19 SP. It seems they forgot to deduct the
–8 penalty on Hide checks for being huge. Imagine a behir hiding under your bed … 
Anyway, Lludd is smarter than the average behir (Int 9), so he gets 4 additional SP and can make
up for some of the loss.

Lludd, behir: CR 8; SZ Huge Magical Beast (Electricity) (40 ft. long); HD 9d10+45; hp 104;
Init +1 (Dex); Spd 40 ft., climb 15 ft.; AC 16 (-2 size, +1 Dex, +7 natural); Atk Bite +15 melee
(2d4+8) or bite +15 melee (2d4+8), 6 claws +10 melee (1d4+4); Face (10 ft. x 30 ft.); Reach 10
ft.; SA Breath weapon, improved grab, swallow hole, constrict 2d8+8; SQ Electricity immunity,
scent, can’t be tripped; AL NE; SV Fort +11, Ref +7, Will +5; Str 26, Dex 13, Con 21, Int 9, Wis
14, Cha 12.
Skills Climb +18, Hide +1, Listen +2, Spot +7. Feats Cleave, Power Attack.
Breath Weapon (Su):Line of lightning, 5 feet wide, 5 feet high, and 20 feet long, once a minute,
damage 7d6, Reflex half DC 19.
Improved Grab (Ex): To use this ability, Lludd must hit with his bite attack. If he gets a hold, he
can attempt to swallow or constrict the opponent.
Swallow Whole (Ex): Lludd can swallow a grabbed Medium-size or smaller opponent by making
a successful grapple check. If he swallows an opponent, Lludd can use his Cleave feat to bite and
grab another opponent. The swallowed creature takes 2d8+8 points of crushing damage and 8
points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way
out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC
20). Once the creature exits, muscular action closes the hole; another swallowed opponent must
again cut its own way out. Lludd’s gizzard can hold two Medium-size, eight Small, or 32 Tiny or
smaller opponents.
Constrict (Ex): When Lludd grabs an opponent with his bite, he can coil his body around the foe.
He deals 2d8+8 damage with a successful grapple check against Gargantuan or smaller creatures.
Possessions: Periapt of Proof against Poison (4,000gp).
Behirs usually speak common. Lludd “speaks” several languages (see above).

Combat: A behir usually bites and grabs its prey first, then either swallows or constricts the
opponent. It can employ its claws only against foes caught in its coils. If beset by a large number
of foes, it uses its breath weapon.

4. GALLERY CAVERN [4. Marlgoyle Gallery] (EL 9.5)


The Margoyles are “professional hiders”, having taken 20 for not moving for a couple of weeks.
To notice them, a character has to pass a Spot check (DC: 20 base, +7 hide skill, +8 unworked
stone, +6 distance and circumstances, = DC 41). The distraction by the valuables lying around
adds to this: Add DC 5, less the characters Will save bonus, for a total of DC 46 less Will save
bonus. If a character succeeds in spotting DC 25 on his initial roll (or on a natural 20), allow a
second roll and add this (plus Spot skill bonus) to the first result. If no one detects the margoyles,
allow them a full surprise round, not only a partial action.
At your discretion: If the spot checks have been pretty bad (no member of the party spotting DC
20 or better), give the margoyles a charge plus a full attack action.

Mar(l)goyles (5): CR 5; SZ Medium-Size Magical Beast (7 ft. tall); HD 6d10+24; hp 3x63,


2x57; Init +2 (Dex); Spd 45 ft., fly 80 ft. (average); AC 18 (+2 Dex, +6 natural); Atk 2 claws +8
melee (1d6+1), bite +6 melee (1d8), gore +6 melee (1d8); SQ DR 15/+1, freeze, darkvision 60 ft.,
low-light vision; AL CE; SV Fort +9, Ref +7, Will +3; Str 13, Dex 15, Con 19, Int 8, Wis 12,
Cha 8.
Skills Hide +7*, Listen +6, Spot +8. Feats Multiattack, Weapon Finesse (claw, bite, gore).
*Margoyles receive a +8 racial bonus to Hide checks when concealed against a background of
unworked stone (such as is found in caverns and caves).
Freeze (Ex): A margoyle can hold itself so still it appears to be a statue. An observer must
succeed at a Spot check (DC 20) to notice the margoyle is really alive.
Treasure: 54 cp, 73 sp, 292 gp, 29 pp; 5 blue quartz (5gp each), 2 moss agate (10gp each), tiger
eye turquoise (15gp), 2 large malachite (20gp each); electrum ring (80gp), silver necklace with
big pink pearl (500gp), small golden box (6x4x3 in.), set with tiny diamonds, rubies, and
emeralds (3,500gp, 10lb. weight), containing the mummified index-finger of an elf. [4,770 total
value]
Magical treasure: Blackened light pick +1 with bronzewood handle (2,304gp), dark brown cloak
covered with white feathers, actually Wings of Flying (5,500gp). [7,804gp total value]
Margoyles speak Common and Terran.

Margoyles are a stronger, bigger, and more horrid form of gargoyle.

The command word for the Wings of Flying is “albatross”. This can be found out by the usual
means, e.g. Identify or Bardic Knowledge (DC 30). The feathers are a giveaway: They are
albatross feathers. This can be found out by a wilderness lore check DC 20 (DC 10 if the
identifying character comes from a coastal area).

5. UNEVEN-FLOORED CAVERN [5. Hulk Cavern] (EL 7)

Umber hulk: CR 7; SZ Large Aberration (8 ft. tall); HD 8d8+32; hp 74; Init +1 (Dex); Spd 20
ft., burrow 20 ft.; AC 17 (-1 size, +1 Dex, +7 natural); Atk 2 claws +11 melee (2d4+6), bite +9
melee (2d8+3); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Confusing gaze; SQ Tremorsense; AL CE; SV
Fort +6, Ref +3, Will +6; Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 13.
Skills Climb +17, Jump +14, Listen +11. Feats Multiattack.
Confusing Gaze (Su): Confusion as cast by an 8th-level sorcerer, 30 feet, Will negates DC 15.
Tremorsense (Ex): Umber hulks can automatically sense the location of anything within 60 feet
that is in contact with the ground.
Treasure: Small, round diamond (2,500gp).
6. SMALL GALLERY [6. Grazing Gallery] (EL 7)

Instead of “surprise on 1-4”, give the lizard a +2 circumstantial bonus to Hide checks for hiding
on the wall.

Huge subterranean lizard: CR 7; SZ Huge Animal (20 ft. long); HD 9d8+63; hp 108; Init +0;
Spd 30 ft., swim 30 ft.; AC 16 (-2 size, +8 natural); Atk Bite +15 melee (2d8+11/crit x3); Face 10
ft. x 20 ft.; Reach 10 ft.; AL N; SV Fort +13, Ref +6, Will +4; Str 33, Dex 11, Con 25, Int 2, Wis
12, Cha 2.
Skills Climb +17, Hide -1*, Listen +4, Move Silently +6, Spot +4.
Subterranean lizards receive a +4 racial bonus to Hide and Move Silently checks. * In forested or
overgrown areas, the Hide bonus improves to +8.
Treasure: None.

7. SMOOTH CAVERN [7. Dry Pool] (EL 6)

Note: There is another interpretation of the gas spore in the Creature Catalogue, where the gas
spore infects by its explosion cloud. I stick to the original description in the 1st edition MM.

Gas spores (2): CR 4; SZ Large Plant (6 ft. wide orb); HD ¼ d8; hp 1; Init –3 (Dex); Spd 30 ft.;
AC 6 (-1 size, -3 Dex) ; Atk Touch +0 melee (0 + infection); SA Infection; SQ Plant, mimicry,
explode; AL N; SV Fort +0, Ref -3, Will -1; Str 10, Dex 5, Con 10, Int -, Wis 8, Cha 1.
Infection (Ex): If a gas spore touches exposed flesh (treat as a normal attack, not a touch attack),
the creature touched must succeed at a Fortitude save (DC 14) or be infected with the rhizomes
from the gas spore. A creature infected must receive a remove disease or similar spell within 24
hours or die as his decomposing body sprouts 2d4 new gas spores. The gas spore dies and
deflates after a successful infection attack.
Mimicry (Ex): A gas spore is likely to be mistaken for a beholder (Spot check DC 25) at distances
greater than 10 feet. At close range (10 feet or less) the gas spore will be mistaken for the eye
tyrant if the viewer fails a Spot check at DC 10.
Explode (Ex): If a gas spore is struck for even 1 point of damage it explodes in a 30-foot spread
dealing 6d6 points of damage to all in the area. A Reflex save (DC 15) halves the damage.
Treasure: None.

The gas spore is a circular sphere with a false central eye, and rhizome growths on top of it that
resemble a beholder’s eyestalks.

Note for my own campaign: The characters have encountered a gas spore in C1, The Hidden
Shrine of Tamoachan. They receive a +5 circumstantial bonus on their Spot checks, plus an
additional +5 if they voice the suspicion that these might be gas spores. A pity that they sold
Gaspodin, the semi-intelligent longsword +1 , gas spore bane 
8. CAVERN OF STALAGMITES [8. Stalagmite Cavern] (EL 11)

Note: This demon is from the Creature Catalogue, but has been significantly modified.

Oogrux, Ooblous, R’jekjek, and Grooph, bar-lgura demons (4): CR 7; SZ Medium-Size


Outsider (Chaotic, Evil); HD 6d8+12; hp 2x46, 2x41; Init +1 (Dex); Spd 30 ft., climb 30 ft.; AC
20 (+1 Dex, +9 natural); Atk 2 claws +9 melee (1d4+3), bite +4 melee (1d6+1); SA Spell-like
abilities, summon demons; SQ DR 10/silver, chameleon, demon qualities, telepathy, darkvision
60 ft.; SR 17; AL CE; SV Fort +7, Ref +6, Will +6; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha
10.
Skills Climb +9, Concentration +8, Hide +7, Jump +17, Move Silently +7, Listen +11, Search +6,
Spot +11. Feats Alertness, Dodge, Spring Attack.
Spell-Like Abilities: At will cause fear, darkness, desecrate, detect good, dispel magic, entangle,
plant growth, see invisible, telekinesis, and teleport without error (self plus 50 pounds of objects
only); 2/day change self, invisibility, and major image. These abilities are as the spells cast by an
8th-level sorcerer (save DC 10 + spell level).
Chameleon (Ex): As a free action, the bar-lgura can change its coloration to match that of its
surroundings. This grants it a +12 racial bonus on Hide checks.
Summon Demons (Sp): Once per day a bar-lgura can attempt to summon another bar-lgura with a
35% chance of success.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Bar-lguras can communicate telepathically with any creature within 100 feet that
has a language.
Skills: Bar-Iguras receive a +4 racial bonus to Listen and Spot checks, and a +8 racial bonus to
Jump checks.
Feats: Bar-lguras gain Spring Attack as a bonus feat.
Possessions: Bracelet of gold and rubies (4,500gp), platinum neck chain (600gp), jade ring
(550gp), electrum necklace with gold pendant, actually a 9HD necklace of fireballs (150gp for
chain + 1,350gp for missile). [7,150gp total value]
Bar-Igura communicate using telepathy.

The Bar-lgura or leaping demon, is similar to an orangutan except for its gruesome visage and
tushes. Its hands and feet have six digits with exceptionally long claws. Its fur is reddish-brown
and its claws are yellowish-gray.

The necklace of fireballs differs slightly from the standard version: It does not change appearance
when worn, but otherwise acts as described in DMG, p.222.

9. GLOWING GROTTO

Teleport trap, DC 34 to detect, impossible to disable or dispel. Detect magic will reveal an
overwhelming aura and, on a successful Spellcraft check DC 24, identify its school as
transmutation.
9.1. THE DARK LABYRINTH [9A. Dark Labyrinth] (EL 7)

Minotaurs (2): CR 4; SZ Large Monstrous Humanoid (7 ½ ft. tall); HD 6d8+12; hp 45, 40; Init
+0; Spd 30 ft.; AC 14 (-1 size, +5 natural); Atk Huge heavy flail +9/+4 melee (2d6+6), gore +4
melee (1d8+2); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Charge 4d6+6; SQ Scent, natural cunning; AL
CE; SV Fort +6, Ref +5, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
Skills Intimidate +4, Jump +7, Listen +7, Ride +5, Search +5, Spot +7. Feats Great Fortitude,
Power Attack.
Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.
Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head
to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this
allows the beast to make a single gore attack that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate
cunning and logical ability. This makes them immune to maze spells, prevents them from ever
becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Minotaurs speak Giant.

The minotaurs can neither use their gore attack, nor their charge ability while mounted. They
have to pass the usual Ride check DC 10 to attack from their mounts.

Two slightly modified bisons:


Bulls (2): CR 2; SZ Large Animal (6 ft. tall, 10 ft. long); HD 5d8+15; hp 40, 38; Init +0; Spd 40
ft.; AC 13 (-1 size, +4 natural); Atk Butt +6 melee (1d8+6); Face 5 ft. x 10 ft.; Reach 5 ft.; SA
Charge; SQ Scent; AL N; SV Fort +7, Ref +4, Will +1; Str 18, Dex 10, Con 16, Int 2, Wis 11,
Cha 4.
Skills Listen +8, Spot +5.
Charge (Ex) A bull typically begins a battle by charging at an opponent, lowering its head to
bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows
the bull to make a single gore attack that deals 2d8+12 points of damage.

The bulls are trained in mounted combat.

The iron box weighs 300 lb. plus contents (40 lb.). It has Hardness 10, 45 h.p., Break DC 28, and
a DC 28 lock. The lock is protected by a poison needle trap (CR 4, wyvern poison, DC 17, 2d6
Con/2d6 Con), DC 22 to detect, DC 20 to disable, which will only be triggered by an attempt to
pick the lock. The iron key to this box is hidden in a nook in the room where the characters arrive
(Search DC 22).

Treasure: 1,000 gp; black, double-edged Greataxe +2 with narrow blades (8,000gp). [9,000gp
total value]

9.2. THE ARMORED AUTOMATONS [9B. Animated Armor] (EL 7+)

The suits of armor will initially look like fighters in full plate. They wield their swords single-
handedly, although they have no shields. When hit by a weapon, the hollow sound will be a
giveaway.
Animated suits of armor (3): CR 4; SZ Medium-Size Construct (6 ft. tall); HD 5d10; hp 35; Init
+0; Spd 20 ft.; AC 18 (+8 full plate); Atk Longsword +5 melee (1d8+2/crit 19-20); SQ Construct;
AL N; SV Fort +1, Ref +1, Will -4; Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1.

9.3. CANYON OF THE CENTAURS [*** missing in S1-4 ***] (EL 8)


Note: This encounter seems a bit pointless. It is not included in S1-4 for several good reasons:
• Either the character(s) find the only solution to the puzzle, or “game over, insert a new
coin”.
• The encounter doesn’t fit the Greater Cave’s atmosphere; it feels wrong [my personal
view].
• If you use all four alternate dimensions (9.1 to 9.4), the party may be split into four parts,
plus those who hesitate to enter the teleportation area. Depending on the size of the group
(and the roll of the dice), this may bring single individuals to areas where they have no
chance of survival. It also means, that it will take an eternity to gather the team again
(especially considering the temporal anomaly in area 9.4.). Frustration guaranteed …
• The only upside is, that 9.3. and 9.4. add a certain strangeness to the Caverns. They show
that this dungeon was not created by Iggwilv, but has already been a planar nexus when
she moved in. Anyway, I won’t use those two areas in my campaign.

La’shaw, Wynny, Grenfel, Wellow, Tryx, and Bi’dar, centaurs, (6): CR 3; SZ Large
Monstrous Humanoid; HD 4d8+8; hp 3x33, 3x28; Init +2 (Dex); Spd 50 ft.; AC 15 or 13 (-1 size,
+2 Dex, +2 natural, +2 large shield (except archers)); Atk Heavy lance (first two) +7 melee
(1d8+4/crit x3) or large morningstar (next two) +7 melee (2d6+4), 2 hooves +3 melee (1d6+2);
or mighty (+4) composite longbow (last two) +5 ranged (1d8+4/crit x3); Face 5 ft. x 10 ft.; Reach
5 ft. (10 ft. with lance); AL NG, CG (Tryx); SV Fort +3, Ref +6, Will +5; Str 18, Dex 14, Con
15, Int 8, Wis 13, Cha 11.
Skills Hide +2, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5. Feats Weapon Focus
(hoof).
Centaurs speak Sylvan and Elven.

9.4. HALL OF PENTACLES [*** missing in S1-4 ***]


Note: As 9.3., but worse.

10. JAGGED CAVERN [10. Demon Cavern] (EL 13)

Note: This demon is from the Creature Catalogue, but has been modified.

Z’znell, Chitax, and Brrzzl, Chasme demons (3): CR 10; SZ Large Outsider (Chaotic, Evil) (7
ft. long); HD 7d8+21; hp 63, 54, 52; Init +2 (Dex); Spd 20 ft., climb 20 ft., fly 60 ft. (good); AC
22 (-1 size, +2 Dex, +11 natural); Atk 2 claws +10 melee (2d4+4), bite +8 melee (1d8+2); SA
Spell-like abilities, wounding, drone, fear, summon demons; SQ DR 10/+1, demon qualities,
telepathy, darkvision 60 ft.; SR 15; AL CE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 17,
Int 12, Wis 12, Cha 12.
Skills Climb +19, Concentration +10, Hide +5, Listen +16, Move Silently +9, Search +8, Sense
Motive +8, Spellcraft +8, Spot +16. Feats Multiattack, Power Attack.
Chasmes receive a +8 racial bonus on Listen and Spot checks.
Spell-Like Abilities: At will—darkness, desecrate, detect good, detect magic, see invisible,
telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities are as
the spells cast by a 9th-level sorcerer (save DC 11 + spell level).
Wounding (Ex): A successful bite attack opens a wound that bleeds for 1 point of damage per
round thereafter in addition to normal damage dealt. Multiple wounds from a bite result in
cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The
bleeding can only be stopped by a successful Heal check (DC 15) or the application of any
curative magic.
Sleep Drone (Su): A chasme can buzz and drone as a free action. Those within 30 feet that hear it
must succeed at a Will save (DC 15) or fall into a comatose sleep for 2d4 hours. A sleeping
creature can be awakened using a standard action.
A creature that makes its save is immune to the droning effect of that chasme for one day.
Fear (Su): Anyone taking damage from a chasme in melee combat must succeed at a Will save
(DC 15) or be affected by fear (as if under a fear spell cast by a 9th-level sorcerer).
Summon Demons (Sp): Once per day a chasme can attempt to summon another chasme with a
25% chance of success.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Chasmes can communicate with any creature within 100 feet that has a language.
Treasure: 101 pp; 4 vials holy water (1 lb., 25gp each), ivory scroll case (10gp). [1,120gp total
value]
Magical Treasure: Dark grey cloak of elvenkind (2,000gp) and boots of elvenkind (2,000gp),
scroll with color spray (Heightened to 6th spell level, caster level 11th), nondetection (11th), maze
(15th) (5,475gp). [9,475gp total value]

The chasme, also known as the fly demon, appears as 7-foot long giant fly with a roughly
humanoid head. The head is human with saucer eyes and is topped with a backswept bristled
mane. Two humanoid arms protrude from the front of its body. Its wings are blue-black, and the
coarse hair covering its fly-like body is black. The mouth is tiny, but the nose is long and sharp.
A chasme can walk on walls and ceilings as a normal fly can.

Chasme drink the blood of their victims, preferably while they are still alive, and ideally also
asleep. The bite does not awaken a sleeper. The anti-coagulant used by the chasme causes
continued blood loss (see Wounding ability above).

11. CAVE OF THE SKULL (EL 7)

Trapper: CR 7; SZ Huge Aberration (15x15 ft.); HD 12d8+48; hp 112; Init +6 (+2 Dex, +4
Improved Initiative); Spd 10 ft.; AC 17; Atk Buffet +17 melee (2d4+15); Face 15 ft. x 15 ft.;
Reach 10 ft.; SA Smother; SQ Immunities, darkvision 60ft.; AL N; SV Fort +8, Ref +5, Will
+10; Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14.
Skills Hide +8*, Listen +12, Move Silently +12, Spot +12. Feats Alertness, Blind-Fight,
Improved Initiative.
Trappers receive a +8 racial bonus to Hide checks. *When it changes its color to appear as stone,
the Hide bonus increases to +12.
Smother (Ex): A successful attack indicates the trapper deals normal damage and attempts to start
a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the
Player’s Handbook). If the trapper succeeds at the grapple, it has wrapped itself around its prey.
The following round, the victim must either hold her breath or begin taking suffocation damage.
(A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature
must succeed at a Constitution check (DC 10) in order to continue holding its breath. The check
must be repeated each round, and the DC increases by +1 for each previous success.) If the victim
runs out of breath, it falls unconscious (0 hp). In the following round, it drops to –1 hit points and
is dying. In the third round, the creature suffocates.
A victim can escape the trapper’s hold by making an opposed grapple roll or an Escape Artist roll
against the trapper’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and
then only if it was in hand when the creature was first enveloped.
Damage inflicted on a trapper while it encompasses a victim causes an equal amount of damage
to the victim. Blunt weapons deal full damage to the victim but do not harm the trapper.
Immunities (Ex): Trappers are immune to all cold and fire-based effects.
Treasure: Silver chest (30 lb., 750gp), 9 identical silver pearls (100gp each). [1,650gp total
value]
Magical Treasure: 15x15 ft. colorful rug of occidental make (probably from Zeif or Ekbir, 80 lb.
weight, apparent value 4,000gp), actually a Rug of Smothering*; gourd-bottle with Potion of
Speak with Plants (5th level, 750gp), 2 simple clay jars of Keoghtom’s Ointment (4,000gp each).
[8,750gp total value]

The subterranean trapper is found only in caves and other dark places. It can alter its shape and
color to resemble the local floor and to form a protuberance in the center that resembles a box.

*The Rug of Smothering is a polymorphed trapper with statistics as shown above, but maximum
hp (144). It will revert to trapper-form as soon as anyone stands near its middle, but not as long as
the chest is on it. This one will not release its victim while still alive.

12. PILLARED CAVERN (EL 12)

Ropers (2): CR 10; SZ Large Magical Beast (9 ft. tall); HD 10d10+30; hp 96, 87; Init +5 (+1
Dex, +4 Improved Initiative); Spd 10 ft.; AC 24 (-1 size, +1 Dex, +14 natural); Atk 6 strands +11
ranged (Strands, up to 50 ft.), bite +8 melee (2d6+2); Face 5 ft. x 5 ft.; Reach 10 ft. (50 ft. with
strand); SA Strands, attach, weakness; SQ Electricity immunity, cold resistance 30, fire
vulnerability; SR 28; AL CE; SV Fort +10, Ref +8, Will +8; Str 19, Dex 13, Con 17, Int 12, Wis
16, Cha 12.
Skills Climb +7, Hide +10*, Listen +13, Spot +13. Feats Alertness, Improved Initiative, Iron
Will, Weapon Focus (strand).
*Ropers receive a +8 racial bonus to Hide checks in stony or icy areas.
Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The
creature has six such members that can strike up to 50 ft. away (no range increment).
Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This
deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of
opportunity) unless that creature breaks free, which requires a successful Escape Artist check
(DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and
bite with a +4 bonus, in that round. A single attack with a slashing weapon that deals at least 10
points of damage severs a strand (AC 20).
Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone caught by a strand
must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.
Fire Vulnerability (Ex): A roper takes double damage from fire attacks unless a save is allowed
for half damage. A successful save halves the damage and a failure doubles it.
Treasure: None.
Ropers speak Terran and Undercommon.

13. LARGE CAVERN OF ROTTING FUNGI [13. Rotting Mounds] (EL 8)

Shambling mounds (2): CR 6; SZ Large Plant (7 ft. tall); HD 8d8+24; hp 80, 74; Init +0; Spd 20
ft.; AC 20 (-1 size, +11 natural); Atk 2 slams +10 melee (2d6+5); Face 5 ft. x 5 ft.; Reach 10 ft.;
SA Improved grab, constrict 2d6+7; SQ Plant, electricity immunity, fire resistance 30; AL N; SV
Fort +9, Ref +2, Will +2; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9.
Skills Hide +0*, Listen +4, Move Silently +4.
Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a
+12 bonus to Hide checks when in a swampy or forested area.
Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size
with both arm attacks. If it gets a hold, it can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against
large or smaller creatures. The shambler can still move but cannot take any attack actions when
constricting.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorph.
Not subject to critical hits.
Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical
attack used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses
these points at the rate of 1 per hour.
Treasure: 75 cp, 397 gp, silver scroll tube, engraved with pictures of dragons (3 lb., 125gp).
[522gp total value]
Magical Treasure: Arcane scroll with darkness (3rd), misdirection (3rd), fly (5th), animal growth
(9th), cloudkill (9th) (2,925gp), cone-shaped glass vial with Potion of clairaudience/clairvoyance
(300gp), round, bronze Brooch of Shielding (unused, 1,500gp). [4,725gp total value]

14. LARGE, IRREGULAR CAVERN [14. Giant’s Cave] (EL 9)

A “Stag Beetle Mk. II”:

Gron, giant rhinoceros beetle: CR 6; SZ Huge Vermin (15 ft. long, incl. horn); HD 12d8+60;
hp 114; Init –1 (Dex); Spd 20 ft.; AC 20 (-2 size, -1 Dex, +13 natural); Atk Bite +17 melee
(4d8+13); Face 10 ft. x 15 ft.; Reach 10 ft.; SA Gore, Trample 4d6+5; SQ Vermin; AL N; SV
Fort +13, Ref +3, Will +4; Str 31, Dex 8, Con 21, Int -, Wis 10, Cha 9.
Skills Listen +8, Spot +7.
Gore(Ex): Against Large or bigger opponents, the beetle uses a gore attack instead of its bite.
Attack bonus and damage (piercing) are the same.
Trample (Ex): A giant rhinoceros beetle can trample Medium-size or smaller creatures for 4d6+5
points of damage. Opponents who do not make attacks of opportunity against the beetle can
attempt a Reflex save (DC 26) to halve the damage.

Note: Giant’s CR increased due to high hp, Strength +1, AC +1.

Fasold, hill giant: CR 8; SZ Large Giant (11 ft. tall); HD 12d8+48; hp 131; Init -1 (Dex); Spd 30
ft. (hide armor), base 40 ft.; AC 21 (-1 size, -1 Dex, +9 natural, +3 heavy hide); Atk Huge
greatclub +17/+12 melee (2d6+12) or rock +8/+3 ranged (2d6+8, range 120 ft.); Face 5 ft. x 5 ft.;
Reach 10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str
26, Dex 8, Con 19, Int 6, Wis 10, Cha 8.
Skills Climb +9, Jump +9, Spot +4. Feats Cleave, Power Attack, Weapon Focus (greatclub).
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Hill giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet, with
range increments of 120 feet.
Rock catching (Ex): Hill giants can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size on, and 25
for a Large one. If the projectile has a magical bonus to attack, the DC increases by that amount.
The giant must be ready for and aware of the attack.
Possessions: Heavy hide armor (equal to scale mail), necklace of pierced ivory disks on leather
thong (10 lb., 200gp), belt made of dire weasel pelt (875gp), 1,276 gp. [2,301gp total value]

15. FUNGI CAVE [15. Shrieker Cave] (EL 1)

Shriekers (8): CR 1; SZ Medium-Size Plant; HD 2d8+2; hp 2x15, 2x12, 4x8; Init –5; Spd 0 ft.;
AC 8 (-5 helpless, +3 natural); Atk -; SA Shriek; SQ Plant; AL N; SV Fort +4, Ref -, Will -4; Str
-, Dex -, Con 13, Int 1, Wis 2, Cha -.

16. GREAT CAVERN [16. Treasure Hoard] (EL 7)

Note: This creature is from the Creature Catalogue, but has been modified.

Dorgath’sss, dracolisk: CR 7; SZ Large Magical Beast (15 ft. long); HD 7d10+21; hp 73; Init
+2 (Dex); Spd 30 ft, fly 60 ft (poor); AC 20 (-1 size, +2 Dex, +9 natural); Atk Bite +11 melee
(2d6+4), 2 claws +6 melee (1d8+2); Face 5 ft. x 10 ft.; Reach 10 ft; SA Breath weapon,
petrifying gaze; SQ Darkvision 60 ft, low-light vision; AL CE; SV Fort +10, Ref +7, Will +3; Str
18, Dex 14, Con 17, Int 6, Wis 13, Cha 12.
Skills Listen +13, Spot +14. Feats Alertness, Great Fortitude.
Dracolisks receive a +2 racial bonus to Listen and Spot checks.
Breath Weapon (Su) Line of acid 5 feet wide, 5 feet high, and 30 feet long, once every 1d6
rounds; damage 8d4, Reflex half DC 18
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude save (DC 14).
Treasure: 553 cp, 2,599 sp, 151 gp, 49 pp; bloodstone (40gp), 2 carnelian (70gp each), amber
(90gp), jade (100gp), large coral (150 gp), perfect, round red-brown spinel (250gp); brass mug
with jade inlays (350gp), silver comb with onyx (500gp), bronzewood cudgel with a single star
sapphire on top (1,100gp), jeweled longsword scabbard (1,850gp), excellent ivory case, engraved
with a poem in ancient Baklunish (named “Praise of Wee Jas”), spiraling around the case
(300gp). [5,776gp total value]
Magical Treasure: Wand of Magic Missiles (7th level, 25 charges left, 2,125gp).
Dracolisks speak (limited) Draconic.

The dracolisk has deep-brown scales, six legs, and resembles a black dragon in all respects.
Combat: The dracolisk attacks first with its breath weapon and gaze attack. After this, it attacks
with its bite and clawed forelegs.

17. CAVE CHAMBER [17. Grotto of Peace]

The “pull” of this room can be noticed by good characters at the mouth of the corridor leading to
it (but not at the stairs to the Lesser Caverns).

There are six permanent spells on this area: Three antipathy (LE, NE, CE) and three sympathy
(LG, NG, CG). As stated in the module, good characters can leave the area if they want.
Mushrooms harvested will regrow in one day. They have to be eaten within one hour of
harvesting, or they lose their magic.
Treasure: 12 reddish mushrooms: Cure minor wounds; 7 purplish ‘shrooms: Darkvision 60 ft., 3
hours; 9 yellowish-grey ones: Poison immunity, 3 hours (neutralize all poison received during
that time, but not if eaten after a poisoning).

Note: If you feel generous, and don’t want to track the effects of individual mushrooms, then let
there be only one kind. It acts as a heroes feast if a full meal is eaten in the cave, but with
darkvision instead of bless and fear/hopelessness resistance. In this case, the ‘shrooms regrow
after 3 days.
Another Note: I don’t think that this area was “created long ago by one of Iggwilv’s enemies”. It
is simply too powerful (6 spells of 8th level made permanent …). More likely, it is a residue of
Tsojcanth’s power, an area he created for R&R. Iggwilv may have found this annoying, but
useful, too. If you know where your enemies are most likely to go, you can make preparations for
the time when they leave that area again. Considering the very limited healing available there, it
may even be a trap set by the witch herself … devious bitch, ain’t she 

18. GROTTO OF THE DEMON IDOL (EL 11)

The show is a permanent programmed image, i.e. a programmed image that resets after having
taken its course. If you consider this as a new spell, assume it’s an 8th level spell.
Ignore the modifiers to the characters disbelief chance – let role-playing decide whether they are
too greedy.

Stone Golem: CR 11; SZ Large Construct (9 ft. tall); HD 14d10; hp 73; Init -1 (Dex); Spd 20 ft.
(can't run); AC 26 (-1 size, -1 Dex, +18 natural); Atk 2 slams +18 melee (2d10+9); Face 5 ft. x 5
ft.; Reach 10 ft.; SA Slow; SQ Construct, magic immunity, DR 30/+2; AL N; SV Fort +4, Ref
+3, Will +4; Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1.
Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a
range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate.
The ability is otherwise the same as the spell.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject
to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): A stone golem is immune to all spells, spell-like abilities, and supernatural
effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6
rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone
to flesh spell does not actually change the golem’s structure but makes it vulnerable to any
normal attack for the following round (this does not include spells, except those that cause
damage).
Treasure: 2 large jacinth (10,000gp each).

19. GREAT IRON DOORS [19. Marble Corridor]

Note: There is a picture of the doors in S4, but not in S1-4. If you don’t have access to S4, here’s
a description: In the center of each wing of this double-door is a demonic face with open mouth.
Both mouths have tongues extended that hang down like scrolls, inscribed with the text
“Iggwilv’s treasure …”. The tongues are curled into tubes at their lower end (like a scroll not
completely unrolled). These tubes can be used as pull-rings.

Both doors are linked via cog-wheels, so that pulling one door open also opens the other door. Up
to 4 characters (two per wing) can try to open the doors simultaneously (or any number, if they
think of threading rope(s) through the tubes).
Opening the doors takes a combined strength check DC 50, i.e. all characters pulling make a
Strength check and add their results. It is possible to take 10 on this check, but not to take 20 (the
pull has to be at exactly the same time). A knock spell cast while others are pulling adds 25 to the
combined strength check. A knock alone will only “make the doors shiver briefly”. Two
synchronous (but not subsequent) knock spells do the work.
The doors are a 1-foot-thick masterwork of hardened iron and have a Hardness of 12, 432 h.p.,
and a Break DC 38. If someone tries to get in the Rambo-way, don’t forget to check the hardness
of the tool used by him 

CORRIDOR OF RED MARBLE [19. Marble Corridor, continued]

The whole corridor is a teleport trap, triggered by the ebony portals, DC 30 to detect, impossible
to disable or dispel. Detect magic will reveal an overwhelming aura and, on a successful
Spellcraft check DC 25, identify its school as transmutation.
If five different doors have already been opened, no trap can be found, and detect magic will only
reveal a lingering transmutation aura.

20. THE INNER SPHERE [20. Inner Sphere] (EL variable, 14-15+)
Drelnza: (EL 15)

Drelnza, female human vampire, Ftr 13: CR 15; Medium-Size Undead; HD 13d12+39; hp
126; Init +9 (+5 Dex, +4 Improved Initiative); Spd 20 ft. (full plate), 30 ft. base; AC 27 (+1 Dex,
+6 natural, +10 full plate); Atk Bastard sword +25/+20/+15 melee (1d10+16/crit 17-20), or slam
+20/+15/+10 melee (1d6+7); SA Domination, energy drain, blood drain, children of the night,
create spawn; SQ Undead, DR 15/+1, turn resistance +4, cold and electricity resistance 20,
gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses; AL CE; SV Fort
+11, Ref +11, Will +6; Str 25, Dex 21, Con – (17 originally), Int 16, Wis 16, Cha 17.
Skills Bluff +11, Climb +23 (+17 armored), Handle Animal +9, Hide +13 (+7), Jump +23 (+17),
Listen +15, Move Silently +13 (+7), Ride +23, Search +11, Sense Motive +11, Spot +16, Swim
+23 (+13).
Feats Alertness*, Cleave, Combat Reflexes*, Dodge, Exotic Weapon (bastard sword), Great
Cleave, Improved Critical (Bastard Sword), Improved Initiative, Leadership (16), Lightning
Reflexes*, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus
(Bastard Sword), Weapon Specialization (bastard sword).
Skills: Vampires receive a +8 bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive,
and Spot checks. Note: Since Drelnza became a vampire, her Handle Animal and Ride skills are
no longer usable.
*Feats: Vampires gain Alertness, Combat Reflexes, and Lightning Reflexes. Drelnza already had
Dodge and Improved Initiative while still alive.
Domination (Su): Drelnza can crush an opponents will just by looking onto his eyes. This is
similar to a gaze attack, except that she must take a standard action, and those merely looking at
her are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly
under Drelnza’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The
ability has a range of 30 feet.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 2 negative levels.
Blood Drain (Ex): Drelnza can suck blood from a living victim with her fangs by making a
successful grapple check. If she pins the foe, she drains blood, inflicting 1d4 points of permanent
Constitution drain each round the pin is maintained.
Children of the night (Su): Vampires command the lesser creatures of the world and once per day
can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a
standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Drelnza can’t use this ability here, due to the magical nature of her prison.
Create Spawn (Su): A Humanoid or monstrous humanoid slain by Drelnza’s energy drain attack
rises as a vampire spawn (see the Vampire Spawn entry, MM p.182) 1d4 days after burial.
If the she instead drained the victim’s Constitution to 0 or less, the victim returns as a spawn if it
had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or
spawn is under Drelnza’s command and remains enslaved until her death.
Gaseous Form (Su): As a standard action, Drelnza can assume gaseous form at will, as the spell
cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has fly speed of 20 feet with
perfect maneuverability.
Spider Climb (Ex):A vampire can climb sheer surfaces as though with a spider climb spell.
Alternate Form (Su): Drelnza can assume the shape of a bat, dire bat, wolf, or dire wolf as a
standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer,
except that she can only assume one of the forms listed here. Drelnza can remain in that form
until she assumes another or until the next sunrise.
Fast Healing (Ex): Drelnza heals 5 points of damage each round so long as she has at least 1 hit
point. If reduced to 0 hit points or lower, Drelnza automatically assumes gaseous form and
attempts to escape. She must reach her coffin home within 2 hours or be utterly destroyed. (She
can travel up to nine miles in 2 hours.) Once at rest in her coffin, she rises to 1 hit point after 1
hour, then resumes healing at the rate of 5 hit points per round.
Possessions: Full plate armor +2 (5,650gp), Slippers of Spider Climbing (2,000gp),
“Faithcutter”, CE bastard sword +4 (110,335gp). [117,985gp total value, but see notes on sword
below]

Faithcutter is an intelligent CE bastard sword +4; Int 17, Wis 16, Cha 10, Ego 22. It
communicates by telepathy or speech. Faithcutter speaks Common, Abyssal, and Giant, can read
these languages, and can read magic. Primary abilities (at will): Detect good, detect chaos, detect
magic, see invisibility. Extraordinary power: Fly (2/day, up to 30 minutes per use). Faithcutter’s
purpose is to slay LG clerics. A LG cleric hit by the sword must succeed at a Will save (DC 14)
or be held as if by Hold Monster for 1d4 rounds.

Obviously, selling Faithcutter is a chaotic evil act serious enough to warrant divine retribution for
good or lawful clerics and paladins. Destroying the weapon should yield experience points as for
a CR 10 monster, and maybe a 10,000gp gem, which is set in the pommel. At your discretion,
this gem may or may not be the vessel holding Faithcutter’s mind and essence 

Alternative - Drelnza as a former Paladin: (EL 14)

Note: I originally considered making Drelnza a Blackguard, but decided against it. Since the
reason for her fall from paladinhood (see below) was her vampirism, not a voluntary act, it would
have meant that she acquired Blackguard status in undeath.
Without the paladin’s benefits and without the fighter’s feat, I consider her CR to be one lower –
a better fit for the party.

Drelnza, female human vampire, fallen Pal 13: CR 14; Medium-Size Undead; HD 13d12+39;
hp 126; Init +9 (+5 Dex, +4 Improved Initiative); Spd 20 ft. (full plate), 30 ft. base; AC 27 (+1
Dex, +6 natural, +10 full plate); Atk Bastard sword +25/+20/+15 melee (1d10+14/crit 17-20), or
slam +20/+15/+10 melee (1d6+7); SA Domination, energy drain, blood drain, children of the
night, create spawn; SQ Undead, DR 15/+1, turn resistance +4, cold and electricity resistance 20,
gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses; AL CE; SV Fort
+11, Ref +11, Will +6; Str 25, Dex 21, Con – (17 originally), Int 16, Wis 16, Cha 17.
Skills Bluff +11, Concentration +19, Diplomacy +14, Handle Animal +8, Heal +19, Hide +13
(+7), Knowledge (religion) +19, Listen +13, Move Silently +13 (+7), Ride +23, Search +11,
Sense Motive +11, Spot +13.
Feats Alertness*, Combat Reflexes*, Dodge*, Exotic Weapon (bastard sword), Improved Critical
(Bastard Sword), Improved Initiative*, Lightning Reflexes*, Mounted Combat, Ride-By Attack,
Spirited Charge, Weapon Focus (Bastard Sword).
*Vampire feats.

Drelnza (as former paladin) bears a burn-scar on her breast, just below her neck. It is easily
identifiable as the mark of a holy symbol of Heironeous, which she was wearing when she was
transformed into a vampire.
The Treasure and its Guardians:

Several powerful items (and the guardians) which were contained in S4 have been removed in
S1-4. Here is the list of things missing:

• Daoud’s Wondrous Lanthorn


• Prison of Zagig (named Prison of Zagyg in Unearthed Arcana)
• Demonomicon of Iggwilv
• The xag-ya and xeg-yi, guardians of the latter two items.

The Lanthorn, Prison, and Demonomicon are all listed as “artifacts”. In UA, the Prison of Zagyg
was listed as “miscellaneous magic”.

You should make sure, that your players don’t leave this adventure with all of these, plus the
tomes, plus the loot they already gathered. S1-4 has a point in removing this excess magic. Either
ignore them altogether, or make sure that the players don’t keep (all of) them. If the Margrave of
Bissel is the party’s sponsor or employer, he certainly will claim the Lanthorn (possibly waiving
the treasure tax mentioned in the modules introduction). I consider the Prison of Zagig to be the
greatest danger to game balance and have therefore downscaled its power a bit.

Open Treasure: 6 sablewood folding screens, inlaid with ivory and mother-of-pearl (6’x 1 ½’x
½’’, 20lb., 1,000gp each), 2 colorful Zeifian carpets (4’x 2’, 10lb., 750gp), 2 masterfully crafted
stands inlaid with gold-leaf (3’x 1 ½’x 1 ½’, 15lb., 2,000gp each), 4 porcelain vessels (1’x 1’x
1’, 5lb., 1,500gp), low table of sablewood (2’x 3’x 3’, 25lb., 800gp), crystal bowl (1’x 1’x 1’,
8lb., 3,250gp), silver tripod and brazier (3 ½’x 1’ dia., 40lb., 750gp), everburning incense
(1,000gp), 1011 mixed gems (400x 1gp, 300x 5gp, 200x 10gp, 100x 50gp, 10x 100gp, 1x
500gp), golden chain (10lb., 1,000gp), Daoud’s Wondrous Lanthorn (50lb., 30,000gp treasure
value, 160,000gp as artifact). [64,700/194,700gp total value without/with artifact]

In Lid of Coffin: Matching set of platinum jewelry set with diamonds and rubies – tiara
(27,000gp), necklace (20,000gp), bracelet (12,000gp), earrings (9,000gp), ring (6,000gp), Prison
of Zagig. [74,000gp total value plus Prison of Zagig]

In Coffin: Manuals of Bodily Health, Gainful Exercise, and Quickness of Action, Tomes of Clear
Thought, Leadership and Influence, and Understanding (all +1, 5lb., 27,500gp each), and the
Demonomicon of Iggwilv. [165,000gp total value plus Demonomicon]

[Total loot excluding Drelnza’s equipment and artifacts: 303,000gp]

Guardians:

The xag-ya and xeg-yi are described in the Manual of The Planes. These have 8HD, as in the
original adventure, and their statistics are adjusted accordingly.
Xag-ya are creatures from the Positive Material Plane, and xeg-yi are creatures from the Negative
Material Plane. Both have been summoned and captured by Iggwilv to guard her magical
treasures.
The energons appear as translucent globes with eight tentacles emerging from their lower
hemisphere.

NOTE: I recommend to exchange the Xeg-yi and Xag-ya. A Negative Energy Plane creature
seems more appropriate as guardian for the Demonomicon, so the Xag-ya should be protecting
the Prison of Zagyg.

Xag-ya: CR 6; SZ Size Medium-Size Outsider (Incorporeal) (4ft. diameter sphere); HD 8d8+8;


hp 44; Init +3 (Dex); Spd Fly 20 ft. (good); AC 17 (+3 Dex, +4 deflection); Atk 4 incorporeal
touches +11 melee (1d6 and positive energy), or positive energy ray +11 ranged touch (1d8,
range 30ft.); SQ Incorporeal, positive energy lash, turn undead, explosion; AL N; SV Fort +7,
Ref +9, Will +6; Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18.
Skills Hide +14, Listen +2, Search +9, Sense Motive +11, Spot +11. Feats Combat Reflexes,
Extra Turning.
Incorporeal: Energons (Xag-ya and Xeg-yi) can be harmed only by other incorporeal creatures,
+1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a
corporeal source. They can pass through solid objects at will, and their attacks pass through
armor. They always move silently.
Energy Ray (Ex): An energon’s energy ray has a range of 30 feet.
Explosion (Su): If an energon is reduced to 0 hit points, its body is instantaneously destroyed in
an explosion of positive or negative energy that deals 1d8+12 [includes +3 due to increased HD]
points of damage to everyone in a 20-foot-radius burst (Fortitude save DC 16 half). If a xag-ya
and xeg-yi see each other, they rush together as fast as they can. When they make contact, both
creatures are destroyed in an explosion that deals 2d8+24 points of damage within a 30-foot-
radius (Fortitude save DC 16 half).
Positive Energy Lash (Su): A xag-ya can make a ranged touch attack or hit with an incorporeal
touch attack to infuse a target with positive energy. Undead foes (even incorporeal ones) take an
additional 2d8+8 [includes +3 due to increased HD] points of damage. The xag-ya can channel
this positive energy into living creatures as well, healing up to 2d8+5 points of damage. The xag-
ya can control its positive energy enough to avoid healing living foes (dealing only the base
damage). This power can be used up to 5 times per day.
Turn Undead (Su): By suffusing a 60-foot-radius area with positive energy, a xag-ya can make
the undead recoil. It turns undead as an 8th-level Cleric and can do so eight times per day [at
8HD]. It cannot destroy undead.

Xeg-yi: CR 7; SZ Medium-Size Outsider (Incorporeal) (4ft. diameter sphere); HD 8d8+8; hp 44;


Init +3 (Dex); Spd Fly 20 ft. (good); AC 17 (+3 Dex, +4 deflection); Atk 4 incorporeal touches
+11 melee (1d6 and negative energy), or negative energy ray +11 ranged touch (1d8, range 30ft.);
SQ Incorporeal, negative energy lash, rebuke undead, explosion; AL N; SV Fort +7, Ref +9, Will
+6; Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18.
Skills Hide +14, Listen +2, Search +9, Sense Motive +11, Spot +11. Feats Combat Reflexes,
Extra Turning.
Negative Energy Lash (Su): A xeg-yi can make a ranged touch attack or hit with an incorporeal
touch attack to infuse a target with negative energy. This deals an additional 2d8+8 [includes +3
due to increased HD] points of damage to a living target but heals an undead target by the same
amount. The xeg-yi can control its negative energy enough to avoid healing an undead foe
(dealing only the base damage). This power can be used up to 5 times per day.
Rebuke Undead (Su): A xeg-yi can flood a 60-foot-radius area with negative energy, making
undead creatures cower in fear. It rebukes undead as an 8th-level Cleric and can do so eight times
per day [at 8HD]. It cannot command undead.

Drelnza’s story
Option for my campaign: I have added a more detailed background for Drelnza. One source
(Greyhawk Unbound) states that she was Iggwilv’s trusted General during her invasion of
Perrenland (boring, although probable). Gygax doesn’t have much to say about her in his
interview on Tharizdun.
How about this: Drelnza is the daughter of Iggwilv [fact], conceived from a human [likely] ruler
of Bissel (great-grandfather of Walgar) [Assumption A]. She is the half-sister of Iuz [fact].
Iggwilv seduced the noble as part of her scheme to subjugate as much of the Flanaess as possible
[likely, given assumption A]. When Drelnza was born, Iggwilv didn’t have much time for her
daughter, being obsessed with her powerplays [a likely assumption B]. As child of two humans
[question mark for Iggwilv], Drelnza didn’t have as much potential as her older [question mark
regarding older] brother Iuz, the Cambion [obvious statement regarding potential].
Being neglected by her mother*, Drelnza developed in two unexpected directions: She didn’t
follow her mother’s way, but became a fighter [fact] and lawful good [assumption C].
Since Iggwilv’s life expectancy is far beyond human standards [obvious], time has a different
meaning – and scale – for her [likely]. About 20 years had passed since Drelnza’s birth, when
Iggwilv met her daughter again [likely, if assumption B encompasses 20 years. It doesn’t seem
that she had much time for her son, either. Iuz certainly doesn’t like his mother - see Gygax’
Gord-novels]. The witch was disgusted to find her daughter so different from herself, being on
the threshold of paladinhood [likely, given assumption C**]. Iggwilv found a solution to this
dilemma: She arranged Drelnza’s encounter with a (major) vampire [assumption D***].
So now Drelnza is a vampire. Iggwilv achieved one goal: Her daughter is highly chaotic evil
[fact]. The downside is: She still hates her mother [likely]. “Darling, I have other uses for you”,
thinks the witch and puts her under conditional temporal stasis [fact: Who else should have
entombed Drelnza? See also the inscription on the Great Iron Doors, Greater Caverns area 19.]
and places her in the Caverns of Tsojcanth, as a last guardian of her own treasures, only to be
awakened when Iggwilv’s foes have passed all other defenses [fact]. Iggwilv herself has to be
defeated before Drelnza can be awakened – and even then she will be an evil tool, punishing the
intruders.

An interesting question: Is there a cure for vampirism? Can Drelnza be reverted to her former,
noble self? I certainly will not punish my players, if they kill her. How should they know?

Footnotes:
*) Further option: Drelnza was left at the court of her father during childhood, being raised by
good-natured people
**) Alternative option: Drelnza is not a fighter, but a fallen paladin.
***) What is the alternative? How can Drelnza have acquired vampirism? A vampire father
seems illogical – undead don’t have children. Why would Iggwilv have allowed a puny vampire
to infect her own flesh and blood – against her will?
My view on vampires and liches is that the price for eternal life is stagnation. Liches and
vampires don’t acquire further levels in their former class. Therefore undeath is a desperate
choice (if taken voluntarily). Usually they take that path as a means to avoid death by old age
(more frequently lichdom than vampirism), so stagnation is still better than the alternative. When
undead, the only way out is through: Become a (Demi-)God, as Vecna did [in 2nd edition].
Ergo: Drelnza didn’t go that way voluntarily, she hasn’t been infected against her mother’s will,
so the alternative is (drum-roll, the judge and jury enter, the verdict is …)

I forwarded this idea to Gary Gygax, knowing that he can’t make “official” statements on the
current Greyhawk campaign. His comment was [extract]: ”From a gaming standpoint, I must say
that I find your line of reasoning quite innovative and useful for the purpose you state. Nice
work:)”.
Obviously, this isn’t a “yes”, but close enough for me 
AFTERWORD
Cashing in
Coin exchange in Gnome Vale is at 1:1, if lower value currency is bought (unlikely), or at +5%
per step of value-difference otherwise. Example: 1 pp costs 10 gp + 5 sp, or 110 sp, or 1150 cp;
1 gp costs 10 sp + 5 cp, or 110 cp. As noted in the afterword, gems will be sold at 110% of their
value [OK, mathematically it’s 111%, but who cares].
If the players performed some exceptional service for the gnomes, then the price for their gems
will only be 5% above nominal value. The gnomes will NOT sell the Scepter of The Laird, or
magic items. The exchange fee will be 3% per step.

Level advancement
There are many different ways in which this can be handled (DMG, pp. 41, names some of them).
This is the way I will handle it in my campaign while (if) the characters are in Gnome Vale:
• Atk, SV, hp: Automatic increase. Lots of opportunities to “train” those in the Caverns.
• Feats: Item creation feats have to be learned. See below for training time. All feats that
can be acquired by trial and error during an adventure (most non-item-creation feats) may
be taken immediately. The player has to give a rational, why his character is able to use
the feat. Someone who never fought in the dark, or against invisible opponents, will have
to train Blind-Fighting. In most cases, I allow free gaining of feats.
• Skills: Depends on the skills involved. Increase of existing skills that have been applied
during the adventure is automatic. Increase of skills that can easily be trained (e.g. Jump,
Perform, Ride, or Use Rope), but haven’t been used, is possible within two or three days –
given the means (i.e., a horse to improve Ride skill). Learning new skills can in some
cases be done during adventuring (Intuit Direction, Listen, Search, …) and is automatic.
New skills, that can be self-trained (Climb, Diplomacy, Disguise, etc.), or those better
learned from a trainer/teacher (Alchemy, Climb, Knowledge (religion), Speak Language,
…), take training time (and possibly costs, see below). Time depends on the difficulty for
the character to learn that skill (see “training time” below). Formal training reduces
training time (learning to Climb with a teacher is at least twice as fast as self-training).
• New spells: Automatic for all but Wizards. Wizards: As per PHB, p.155, but the two
spells for the new level are not available. The character can choose to either save these 2
slots until he returns to a location were spell research can be undertaken (wizard’s library,
etc.), or he can use one (or both) slot(s) to understand a spell (or two) he failed to learn
due to a missed Spellcraft check. These spells can either be from arcane scrolls currently
in the possession of the character, or from Wesvixel’s spell book. Wesvixel will only
allow this if befriended by that character. He will charge for the permission to copy, the
amount depending on the degree of friendship (50-80% of the market price of a scroll
with that spell). He may be interested in swapping new spells, but will only pay half the
price for non-illusion spells (i.e. he will give 1 spell for 2 received). He will only accept
spells he can cast and which are of interest to him.
• Special class features: Automatic in most cases. I assume that the character tried to
achieve that class feature in his spare time while adventuring, and now finally mastered it
(a barbarian doesn’t have to train his rage or uncanny dodge). Notable exceptions: Bardic
music effects depend on the bard’s Perform skill - learning new effects does not cost time,
but gaining ranks in Perform may (see “skills” above). Paladins don’t get their special
mounts from thin air. Rangers may only chose favored enemies they actually encountered
some when in the past.
• Starting a new class: A new class can only be started if a trainer of at least 3rd level in that
class is available. The trainer can either be another party-member (in which case training
costs have to be negotiated with him), or a friendly NPC. The gnomes can only train Ftr,
Clr, and Wiz (plus Rog, if Fanrach has been resurrected). Clerics will initiate new clerics
to their own deity only. The illusionist Wesvixel is experienced enough to train a 1st-level
non-specialist wizard. For costs see “training costs” below.
• Training time: Most of what is learned is learned during actual adventuring. Only if
training is needed (learning new feats, skills, or spells, starting a new class, etc.), time has
to be spent. The amount of time is variable and depends on the task at hand: Learning the
basics of climbing (4 ranks) can be done in a few days; deep studies in arcane Knowledge
(10 ranks) or mastering the creation of wands may well take weeks, even for a highly
intelligent individual. Two examples: Alchemy 101 takes 1 week per rank, less
Intelligence bonus, minimum two weeks. Learning the Gnomish language takes at least a
year, less two months per Int bonus, minimum 3 months – but it doesn’t have to be by
formal training.
• Training costs: Training will usually be free, or at a small charge (about 50-100gp per
week). This cost does not include trappings for a new class (a wizard’s spell book, thief’s
tools, holy symbol, etc.), the costs for wizards’ initial spells (see “new spells” above), or
expense allowances (e.g. for alchemical components).
APPENDIX 1: NEW MAGIC ITEMS
Potions

Potion of Rainbow Hues (p.22): This potion gives a limited change self ability: It allows the
drinker to turn any color or combination of colors (including silly ones, like plaid or striped) as a
standard action. The change can affect clothes and equipment, too, and lasts for one hour per
dose. If used to camouflage the drinker, this adds a +6 bonus to his Hide skill when moving, +12
when stationary after the color change [not quite as effective as a Ring of Chameleon Power,
since the color does not adjust to the background while moving]. When full, a flask of this potion
contains 7 doses. This potion must be stored in a metallic container, and is noted for its syrupy
taste. Rumors tell that this potion was invented by a druid under the effect of a feeblemind spell.
Caster Level: 1st; Prerequisites: Brew Potion; Market Price: 700gp (for 7 doses).

Weapons

Dagger+2, Longtooth (p.50): This narrow-bladed weapon is a clearly magical dagger. It is about
12 inch long with a 7-8 inch blade and functions as a dagger +2. A detect magic will reveal a
moderate strength transmutation aura on a successful Spellcraft check (DC 20). In the hands of a
halfling or gnome only, the blade lengthens to 12 inch and the Longtooth works as a keen short
sword +2. Even extended, it still counts as a simple, tiny weapon (so the Weapon Finesse feat
can be applied and it can be used effectively as off-hand weapon, even by small characters).
Regarding weapon-specific feats (Focus, Improved Critical, Specialization, etc.), a gnome or
halfling can choose whether to treat the weapon as a shortsword or a dagger. If wielded against
stone- or earth-based opponents, it always causes maximum damage on a successful hit (sneak
attacks will also be at maximum effect). When used against objects of stone or wood, it cuts them
as if their hardness were 4 less than actual (hardness 1 for wood, 4 for stone). These special
abilities also work only in the hands of a halfling or gnome. If thrown, the weapon reverts to a
dagger +2 without special properties. Caster Level: 10th; Prerequisites: Gnome or Halfling, Craft
Magic Arms and Armor, keen edge, stone shape; Market Price: 25,300gp; Cost to Create:
12,800gp + 1,000 XP.

Sword +1, cursed (p.65): This sword performs in all respects as a +1 weapon. When its bearer is
faced by an enemy (“enemy” depending on the bearer’s perception), he will always draw this
blade (even if it is stowed in his backpack). He will then fight until all enemies, or he himself, are
killed. If another weapon is already in hand, it will be dropped. The sword cannot be discarded by
its owner. If anyone else takes the sword, he will fall victim to the curse and free the previous
owner of it. The weapon is completely unaffected by mage hand, telekinesis, etcetera. If someone
attempts to destroy the sword while it is in the possession of a person, the weapon will force it to
attack. The only way to get rid of it is by break enchantment or limited wish. A miracle or wish
can remove the curse. As with a Berserking Sword, some may even willingly wield this sword.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, dominate person; Market Price:
1,000gp.
Artifacts

Daoud’s Wondrous Lanthorn (p.81): As described on page 20 of S4’s second booklet with
following changes:

- If the Lanthorn goes out for any reason, its possessor has to succeed at a Fortitude save DC 25
or instantly die. This is a death effect.
- Enchanting a new (or replacement) lens has the prerequisites: 15th caster level, Craft
Wondrous Item, limited wish, and the spell generated by that lens when used singly. The cost
(in addition to the gem) is 5,000gp + 900XP.
- At ranges of 10 feet or less, saving throws are at +4 DC, spell resistance at –4 SR.
- Save DC is 10 + spell level x 1.5 (as usual):
Lanthorn Effect Save DC
hold monster DC 17
haste -
color spray DC 16 (heightened due to high fuel consumption)
fear DC 16
emotion (rage) DC 16
flame strike DC 17
confusion DC 16
prismatic spray DC 20
prismatic sphere DC 23
- Alternative option: DC 17 for all single-lens effects, DC 20 for confusion, DC 23 for
prismatic effects (= DC 16 + number of lenses needed).
- The prismatic sphere has a duration of 10 minutes per use, the prismatic spray is
instantaneous (not 1 turn).
- Ignore the rule on accidentally fitting the wrong lens.
- As stated, all spells are cast as if by a 19th level sorcerer (cleric for flame strike).

Prison of Zagig (p.81): Only five of these brass devices are thought to exist. Each is nearly
identical, appearing to be nothing more than a small, well-made birdcage. No amount of normal
handling or examination will reveal it to be magical. If a detect magic spell is cast upon it, the
caster will detect an (unspecified) aura if he succeeds at a Will save DC 16. Inside the cage is a
permanent anti-magic field, while the cage itself is under permanent nondetection (as if cast by a
20th level wizard).
The Prison of Zagig is usable only by sorcerers and wizards. It attunes itself to its current owner
when he learns the command word that activates the prison. Speaking the Activation Word has
two effects:

1. The door to the cage is immediately held fast by an arcane lock spell which can not be
overcome by knock or similar means. The only ways to remove the lock are by wish/miracle,
limited wish, or by successfully casting dispel magic or break enchantment against a DC of 18 +
the owners highest arcane caster level (i.e., as if the arcane lock was created by a caster 7 levels
higher than the owner). The owner of the prison can open it using a Freedom Word.
2. The cage is attuned to a single Trigger Word which will enable its owner to imprison a creature
within the cage by invoking an enchantment of 1 minute casting time. This Command Spell must
name the true name of the creature to be imprisoned, or else its history (in great detail) in the case
of creatures without a name.

The creature commanded into imprisonment can be any distance away, but not on another plane.
Against spell resistant creatures, the owner of the Prison has first to succeed in a caster level
check against SR. If this is failed or if the victim succeeds at a Will save DC 16, the creature is
unaffected, aware of the attempt at (but not the means of) imprisonment, and immune to the
Prison’s power for one year.
If the imprisonment is successful, the creature is reduced to three inch height and instantly
teleported into the cage. Imprisoned creatures can not free themselves by magical or supernatural
means. Creatures who are amorphous, gaseous or incorporeal by nature (slimes, air elementals,
wraiths, etc.) can easily escape, but a vampire could not assume gaseous form due to the anti-
magic interior of the cage.
An imprisoned creature does not need food, water or air while imprisoned. It can not be harmed
by any means from outside the cage. Even immersion in lava would have no effect on the
conditions inside the cage. The Prison itself can not be damaged by force or magic.
The prison can only hold one prisoner at a time. If a prisoner leaves the cage, he is immediately
restored to his former size and abilities.

The command words for this Prison (found in the Demonomicon of Iggwilv) are:
Activation Word: Angdar
Trigger Word (used to begin the imprisonment of a subject): Zymir
Command Spell (naming or describing the history of the subject): [a 1 minute enchantment]
Freedom Word: Ralsi

Demonomicon of Iggwilv (p.81): This sealed, brass-bound book contains a treatise on the
powerful evil creatures of the lower planes. It is a backup-copy Iggwilv made of the original
work. If anyone reads the book, which takes a total of 48 hours over a minimum of six days, he
gains a +10 circumstantial bonus on all Knowledge checks which refer to evil creatures of the
lower planes. He also receives a +4 circumstantial bonus to the following checks, if they refer to
lower plane denizens: Bluff, Diplomacy, Gather Information, Intimidate, Scry, Sense Motive,
Spellcraft.

The nature of this work makes it impossible for more than one person at a time to benefit from it.
As soon as anyone but the owner reads even a single word from the Demonomicon, the previous
owner forgets all knowledge gained from the book. Iggwilv is not affected by this limitation,
since she collected the information herself (and also retains the master-copy). It is possible for an
arcane spellcaster of at least 17th level to copy the book (the new copy having the same
limitations). Prerequisites for copying: Craft Wondrous Item, wish. Costs: 1,250gp+5,100XP.
Any attempt to copy all or part of the Demonomicon non-magically will result in the loss of the
knowledge gained (although the book can be read anew to restore the benefits).

The book also contains the command words for the Prison of Zagig and following arcane spells,
which can be learned normally and which can be copied to other spell books.

4th: Dimensional Anchor


5th: Dismissal, Lesser Planar Binding
6th: Planar Binding
7th: Banishment, Dominate Outsider (new spell, see Appendix 2)
8th: Binding, Greater Planar Binding

Note: I have replaced the cleric/divine spells by appropriate arcane spells. The mapping of old ->
new spells is: Dolor -> Lesser Planar Binding, Ensnarement -> Planar Binding, Torment ->
Dominate Outsider; Abjure -> Dimensional Anchor, Exaction + Henley’s Digit of Disruption ->
Greater Planar Binding.

The Demonomicon of Iggwilv has two guardians. The first is the xeg-yi described above, which
will appear and attack the owner of the book as soon as its seal is broken. The second guardian is
a nycaloth (a.k.a. nycadaemon, see Manual of The Planes) who will pursue and attack the
possessor of the book within 1d6 weeks. Pursuit will continue until either the possessor or the
guardian is dead. The nycaloth cannot summon others of his kind to help him in this task. If the
possessor of the Demonomicon is killed, the daemon will find a new hiding place for the book.

Muphorch, Nycaloth: CR 12; SZ Large Outsider (Evil) (8 ft. tall); HD 11d8+33; hp 93; Init +2
(Dex); Spd 40 ft., fly 90 ft. (good); AC 17 (-1 size, +2 Dex, +6 natural); Atk 2 claws +15 melee
(1d6+5), or Huge greataxe +15/+10 melee (2d8+7); SA Spell-like abilities, improved grab, rake
1d6+5, wounding, (summon yugoloth); SQ DR 20/+2, yugoloth qualities; SR 24; AL NE; SV
Fort +10, Ref +9, Will +7; Str 20, Dex 14, Con 17, Int 13, Wis 10, Cha 16.
Skills Concentration +11, Hide +12, Knowledge (the planes) +8, Listen +14, Move Silently +16,
Sense Motive +14, Spot +14. Feats Dodge, Flyby Attack, Mobility.
Spell-Like Abilities: At will—deeper darkness, desecrate, fear, invisibility, mirror image, see
invisible. These abilities are as the spells cast by an 11th-level sorcerer (save DC 13 + spell
level). At will, Muphorch can use teleport without error (self plus 50 pounds of objects only) as
the spells cast by a 12th-level sorcerer
Improved Grab (Ex): To use this ability, the nycaloth must hit with both claw attacks. If it gets a
hold, it can rake. The nycaloth can only use this ability if it is airborne. If it gets a hold on a non-
flying opponent of Medium-size or smaller, the nycaloth can ascend with the grabbed creature.
When carrying a creature weighing more than 230 ponds, its fly speed drops to 60 feet and it
receives a –3 penalty on Hide and Move Silently checks. The nycaloth can’t carry a load of more
than 496 pounds.
Rake (Ex): A nycaloth that gets a hold can make two rake attacks (+15 melee) with its hind legs
for 1d6+5 points of damage each.
Wounding (Ex): A nycaloth’s claw attacks continue to bleed long after the wound was inflicted.
Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in
cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The
bleeding can only be stopped by a successful Heal check (DC 15) or the application of any
curative magic.
Summon Yugoloth (Ex): Once per day (but not while in the service of Iggwilv) Muphorch can
attempt to summon another nycaloth or 1d3 mezzoloths with a 30% chance of success.
Muphorch speaks Abyssal, Draconic, and Infernal.
Yugoloth Qualities: Immunity to poison and acid (Ex), cold, fire, and electricity resistance 20
(Ex), telepathic communication with any creature within 100 feet that has a language (Su).
Note: CR reduced since Summon Yugoloth SQ removed.
APPENDIX 2: NEW SPELLS

Dominate Outsider
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Target: One Outsider

As dominate monster, but limited to Outsiders.

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