Professional Documents
Culture Documents
T
his is a LIVINc cRLYHAWK Adventure. As a LIVINc
adventure it is expected that players bring their own
characters with them. If players do not have a LIVINc
cRLYHAWK character generated, get a copy of the current
LIVINc cRLYHAWK character generation guidelines, and a
character sheet from your convention coordinator or the
RPcA Web site, and then have any players without a char
acter create one. Once all players have a LIVINc cRLYHAWK
character, play can begin.
Along with the other materials that you are assumed to
have in order to run a L&L game, it is also recommended
that you have a copy of the LIVIKG GRLYIAVK Gc:cttccr.
LIVINC CKYHAwK LVLS
CI PLAY
8ecause players bring their own characters to LIVINc cRLY
HAWK games, this adventure's challenges are proportioned
to the average character level of the character participating in
the adventure. 1o determine the Average Party Level ,APL).
+) Letermine the character level for each character
participating in the adventure.
i) If characters bring animals that have been trained for
combat ,usually war horses and riding dogs), other than those
brought by virtue of a class ability ,i.e., animal companions,
familiars, paladin's mounts, etc.) use the following chart to
determine the number of levels you add to the sum above.
Add each character's animals separately. A single character
may only bring four or fewer animals of this type, and animals
with different cRs are added separately.
cR + i
+/ and +/o o o o +
+/ and +/i o o + +
+ + + i
i i ,
, o
, o /
) Sum the results of + and i, and divide by the number of
characters playing in the adventureround up.
) If you are running a table of six Pcs, add one to that
average.
8y following these four steps, you will have determined the
APL. 1hroughout this adventure, APLs categorize the level of
challenge the Pcs will face. APLs are given in evennumbered
increments. If the APL of your group falls on an odd number,
ask them before the adventure begins whether they would
like to play a harder or easier adventure. 8ased on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of an adventure. If your character is three character
levels or more either higher or lower than the APL that this
adventure is played at playing at, that character will receive
only half of the experience points awarded for the adventure.
1his simulates the fact that either your character was not as
challenged as normal, or relied on help by higherlevel char
acters to reach the objectives.
Ketc. LIVINc cRLYHAWK adventures are designed for APL
i and higher. 1hree or four, or sometimes even five +stlevel
characters may find difficulty with the challenges in a LIV
INc cRLYHAWK adventure. If your group is APL + there
are three things that you can do to help even the score.
+) Attempt to create a table of six +stlevel characters,
or try to enlist higherlevel characters to play at that table.
i) Advise characters to buy riding dogs to help pro
tect them, and fight for them. All riding dogs are considered
trained to attack. Pcs who want their dog to attack they must
succeed at a Handle Animal or charisma check ,Lc +o).
ailure indicates that the animal will not attack that round.
1his is a free action ,spoken command) that may be attempt
ed each round. If an animal loses half or more hp in a single
round it flees, unless another check is successful.
) A group of APL + adventurers who desire an extra
hand can 'enlist an iconic.' 1he stats for the +stlevel versions
of 1ordek, Mialee, Lidda and Jozan are given at the end of
each adventure. 1he group may pick one of these characters
to joint them on this adventure. 1he LM controls that NPc.
TIN UNITS AND UPKP
1his is a standard oneround core adventure, set in the city
of creyhawk. All characters pay two 1ime Units to partici
pate in the adventure. Adventure's Standard Upkeep costs
i gp. Rich Upkeep costs +oo gp, and Luxury Upkeep costs
ioo gp.
CTTINC STAKTD
2
IINDKS KPKS
3
ADVNTUK SUNNAKY
AND 8ACKCKCUND
Once a mighty power on the face of Oerth, 1harizdun had
countless followers, and literally hundreds of temples where
he was worshipped openly. However, 1harizdun's bid for
destruction of the current universe met with bitter failure
and the other gods imprisoned him, hoping to lock away his
evil for all time. Without their deity, his followers dropped
off, many switched, and began to worship other deities, who
though evil, were somewhat less powerful. His temples
were destroyed, and many disappeared, driven from the
land by the combined might of the servitors of 1harizdun's
jailers. 1here were those devoted few however, who
remained faithful to their dark god, and worked for the day
that they might release him from his eternal prison,
unleashing him upon Oerth to wreak destruction, decay,
and insanity upon those who oppose him once more.
One great effort was in the initial resurrection of the
original 1emple of Llemental Lvil, and though nearly suc
cessful, the efforts of a noble few, stopped 1harizdun's cler
ics from effecting a complete resurrection of their god.
Recently, however, some say that the temple rises again,
attracting 1harizdun's dark followers, who would see their
master free. As they have strove so long and hard, some part
of their deity's power has resurfaced in the world, and while
their main efforts have been concentrated in a very specific
location, other, somewhat lesser shrines and temples have
reawakened to 1harizdun's dark power.
One such shrine exists just outside the city of creyhawk,
buried beneath the cairn Hills. Its ancient halls have
become rekindled with great evil. ire and earth have come
together in this place as an infernal xorn, awakened from its
long sleep began tunneling once more deep beneath the sur
face, causing a series of minor earthquakes that opened up a
fissure in the hills, creating a passage back into the temple.
Within the temple, a reservoir of magma has arisen from an
elemental node located therein, releasing thoqqua's into the
structure as well. 1he thoqquas have begun to feed on veins
of gemstones that the xorn has incidentally brought to the
surface as it reclaims its home beneath the shrine. 1he
newly awakened evil of 1harizdun's ancient shrine has
attracted the attention of all manner of fell creatures as its
essence begins to permeate the very stone that surrounds its
structure.
Vadris, a devout cleric of Pyremius came to call when
his divinations revealed a well of great evil in the area.
ormerly a soldierforhire, Vadris saw the potential for a
great temple to his fiery god, and has, in the wake of a small
group of adventurers who only discovered what they
thought was a gem mine, begun to work on reconsecrating
the entire area in the name of Pyremius. 1he process has
been slow however, as he contends with the dangerous crea
tures that are attracted to the evil as he was.
Several members of this party of adventurers traveled
with their knowledge, and the hopes of staking a claim to
this undiscovered gem mine to the city of creyhawk, where
they planned to notify the proper authorities, and stake a
claim. In the mean time, they left several of their compan
ions behind to guard the mine from possible claim jumpers,
or looters. 1hese poor souls fell victim to Vadris, who assas
sinated them in the night, and then animated their corpses
to do his bidding. 1hose who made it back to the city dis
covered that mineral rights this side of the cairn Hills are
property of the city of creyhawk. Mayor Nerof casgul did
however, pay them well to give him information of the
mine's whereabouts and draw a map for him. Additionally,
he promised to send out a team of surveyors immediately,
who would not only take stock of the mining potential, but
would send their comrades back into the city as well. Hiring
a group of experienced dwarven miners, Mayor casgul sent
them out as promised. However, once the dwarves got there,
they too fell victim to Vadris and his newly acquired min
ions.
It has been almost two weeks now, and the report that
Mayor casgul expected from his survey team is long over
due. He has grown concerned, more for the potential loss of
resources than the actual welfare of the dwarves, but con
cerned nonetheless. He is currently looking for a few
expendable new employees to coerce into checking up on
the dwarves for as little pay as possible. Adventurers are
much cheaper than Miners' Union fees.
Lncounter +. corporal Hook
1he characters find themselves caught in the predicament
of being held accountable for the murder of a thug who tried
to steal from them.
Lncounter i. What's Yours is Mine
As the characters reach the cairn Hills, they find the path
the dwarf surveyors took with little problem. Krenshar and
howlers wait in a cave near by. 1hey are very hungry, and
attack the characters just as they reach this site. 1hey are
somewhat burned as they have been driven off by the tho
qquas, which is why they didn't eat the dwarves.
Lncounter . It's a Mine, Man
1he Xorn that started the chain of events, which both
spilled the gems into temple complex and opened the
chasm's entrance and still rumbles through the earth near
by. As the characters traverse the complex, they are con
stantly reminded of its presence due to the rumbling and
dropping earth around them, even during other encounters,
although they may mistake it for a simple earthquake.
1he xorn, however, is not as it once was having been
affected by the renewal of the presence of 1harizdun. It is
now a fiendish xorn who lusts not only for earth, but also for
blood as well. He approaches the characters as they enter the
crevasse, and acting like one of its more peaceful 'neutral'
brethren, it explains to the characters that he saw some
dwarves come this way, but that he doesn't know what
became of them. He encourages the characters to investi
gate further. 1he xorn hopes that the characters 'take care' of
Vadris for him, as he desires to retake the temple in his dark
IINDKS KPKS
4
master's name, without a fight.
Lncounter . ire Worms
Here the characters encounter a small group of thoqquas,
who, attracted by the elemental xorn, and the gems in the
area, have made a residence out of this large cave. As they
burrow for food, the cave has grown progressively larger.
Lncounter ,. Oops!
1he characters traverse a zigzag hallway, encountering traps
along the way. Some set by Vadris, and one very nefarious
trap set by 1harizdun's clerics of old.
Lncounter o. chill Reception
1he characters discover the final fates of the dwarf miners as
they encounter their incorporeal undead forms that are not
so restful.
Lncounter /. 8oiling Point
1his is the final showdown with Vadris, a nearmad cleric of
Pyremius who sees the characters for what they really are,
pawns in the game of the dark god 1harizdun himself.
1he Lwarves' 1ale
1he mining group consisted of an old foreman, i
guards/carriers, and , expert miners/surveyors. Here tells
the order of events in their fate. It is included in case any of
the dwarves ,living or dead) is questioned and for general
fun.
+. Lwarves hired by mayor
i. Lwarves celebrate job in tavern, talk about the
job. 8ard overhears and writes information down in
hopes of getting a new song out of it. Sees the map as
well.
. 8ard makes it to the cave site before dwarves and
encounters the krenshar and howlers alone. 1he
howlers take the body and possessions into cave and
are busy eating. Krenshar get one foot for their trou
bles.
. Lwarves arrive and find only one krenshar who
attacks them and scares them so they run immediately
into the main cave
,. Lwarves begin marking unsafe sections of pas
sageway, use guiderope, hang lanterns, or other equip
ment.
o. Lwarves find thoqqua room and begin testing the
gems and setting up mining equipment. One miner
,who was bitten by the krenshar) and one guard
remain here to begin work. 1he others continue for
ward to examine the gems and strange rock further in.
/. 1hoqquas arrive through the floor and separate
the two groups. cuard is killed instantly. Injured
miner escapes back out but an earthquake caused by
the xorn causes rocks to fall on him on one of his own
X's on the floor. Main party sustained injuries but runs
forward. Lwarven Leath 1oll ,LL1). i
8) Lwarves run into pit trap, which slides them into
the clyph containing the Mark of Justice. 1he other
dwarven guard receives the mark. 1he foreman lands
wrong inside the pit and is trapped within when the
trap closes while everyone else continues running for
ward from fright. LL1.
,) Lwarves run into the hallway with undead and
are easily surprised. 1wo miners are slain by touch
attacks and spawn new undead controlled by the origi
nal. LL1. ,
+o) 1he dwarves make it into the final room and shut
the door tight, but are easily subdued by Vadris. He tor
tures them with fire and blade, thinking them to be
1harizdunrelated. He decides to use them as sacrifices
to his god and burn them in oil. One of them dies on
one of the torture devices. LL1. o
++) 1wo remain, held over the boiling oil pool when
the characters arrive.
NCCUNTK :
CCKPCKAL HCCK
succt reiis e(( yeur (cccs cs yeu st n enc e( thc stu((y e((ccs e( enc
e( Grcyhcul's e((cci gucrJ hccJucrtcrs. 1hc cr sccncJ orcc:y
cneugh uhcn yeu cuelc ths nernng, out ct rcscnt oeth t cnJ
thc cencny crc c ot stcic ths Vccisun Jcy.
Yeu crc currcntiy sttng thcrc uth sctcrci ethcrs en uncen
(ertcoic ocnchcs Jrnlng nugs e( uctcr gtcn te yeu oy c senc
uhct hci(ui out crusty eiJ e((ccr. Yeu st n ths oreicr uctng (er
c cererci te (nsh hs ccruerl en ths, thc stucten yeu hcicJ
orng coeut. 1hc crchcnsen e( (eur cleclcts thct trcJ te stcci
(ren yeu; t ucs cctuciiy tcry ccsy te tclc thcn Jeun. Cniy tue e(
thcn ucrc crncJ cnJ thcy ucrc ucliy JsctchcJ. 1hc cererci n
ucsten, cn etcriy snicy (ciieu ncncJ Cererci Frnt, renscJ
senc sert e( rcucrJ (er thcr ccturc se hcrc yeu crc, uctng (er
hn te (nsh thc ccruerl en thc stctcncnts tclcn (ren yeu. Ic
(nshcs scrooing sencthng thcn snics cgcn ct yeu, Keu thcn,
eniy enc nerc thng te oc Jenc cnJ uc'ii gct yeu c rcucrJ (er yeur
c((erts, ny (nc ct:cns e( Grcyhcul. Ven't oc c nencnt, chuns.'
Ic icts hnsci( eut cnJ ciescs thc Jeer ochnJ hn, icctng yeu cii
te stcrc ct ccch ethcr.
Vhic Cererci Frnt hcs genc te (ctch thc ncyer, ciieu thc
chcrcctcrs te ntreJucc thcnscitcs te ccch ethcr. IncJcntciiy, Cer.
Frnt teel cii e( thc ccruerl uth hn.
1he characters can try what they like on the door, as it is
steelreinforced bronzewood, locked both mechanically,
and with an crccnc iecl spell. In addition, an cicrn spell is set
on the door, and goes off unless a member of the city guard
opens the door.
KSteelReinforced 8ronzewood Loor. i in. thick, hardness
+o, hp oo, 8reak ,Lc 8`). : GeeJ Lecls. hardness +,, hp o,
Open Lock ,Lc o). `++o to 8reak Lc due to crccnc iecl
spell.
IINDKS KPKS
S
sctcrci nnutcs (cci ilc sctcrci heurs uhic sttng n thc hunJ
ty e( ths reen. Fnciiy Cererci Frnt rcturns, Icrc thcy crc, sr.'
A rcthcr tcii ncn strJcs n ochnJ hn. 1hs ncu crrtci hcs c
hculsh nesc, c iuncJ hct, c (ercst grccn tcitct reoc, cnJ uccrs
thc ocJgc e( e((cc e( \cyer e( thc Cty. Ic ucils ochnJ thc Jcsl,
sts cnJ (eiJs hs hcnJs tccccstyic. se.' hc ocgns scttng c geiJ
tcJ ccnc cgcnst thc Jcsl, I cn \cyer Kcre( Gcsgui cnJ I
unJcrstcnJ yeu crc thc crnncis uhe'tc nurJcrcJ senc e(
Grcyhcul's (nc ct:cns.... Vhcrc JJ yeu scy yeu ucrc (ren`'
Allow the characters to protest, as they no doubt will. When
the characters tell him what was going on, proceed with the
following.
1hc \cyer cecls cn cycoreu ct yeur greu Innn.stccing Is
nJccJ c tcrroic thng. I suesc I sheuiJ grcnt yeu c rcucrJ (er
yeur c((erts.' Ic ieel te thc cererci uhe neJs hs hccJ tgereusiy
occl te thc \cyer cnJ uhscrs sencthng nte hs ccr. 1hc ncyer
ieels theught(uiiy occl te yeu cnJ snics; I'tc c ittic tcsl I nccJ
cr(erncJ oy c cenctcnt greu e( nJtJucis. Yeu ieel ilc thc
sert I'n ieelng (er, cnJ thc rcucrJs crc tcry geeJ. such c (ttng
rcucrJ (er thc (nc jeo yeu'tc cr(erncJ (er thc cty. sniy trctci
te c nnc cnJ orng occl ncus e( c greu e( nncrs I JsctchcJ te
thct ieccten cinest tue uccls cge. A geeJ greu e( steuthccrtcJ
cnJ hcrJuerlng Jucrtcs thcy ucrc, uhe lneu thcr ousncss
tcry ucii.'
At this point, the characters most likely have questions.
8elow are some answers to some of the more likely ques
tions to be asked.
Q. Vhcrc s thc nnc`'
A. I ccn gct yeu c nc uthn thc heur, t's c ncuiy JscetcrcJ
(ssurc n thc Ccrn Iiis.'
Q. Vhy us`'
A. Yeu'tc sheun yeurscitcs utc cccoic e( cssstng eur cty's
c((erts cnJ I'n c ittic sherthcnJcJ uhct uth cii thcsc thctcs
runnng creunJ.'
Q. Vhct's n t (er us`'
A. IretJcJ yeu (nJ eut thc n(erncten I nccJ I'ii cy yeu ct ,c
g ccch.cnJ cnythng yeu ncy lcc cnythng yeu (nJ cieng thc
ucy except gcns. I'ii cy yeu hci( neu, cnJ hci( uen succcss(ui
cenicten.'
Q. Vhct's n thc nnc`'
A. It s c ncu nnc uhch hcs rcccntiy ecncJ u cnJ I hctc e((
cciiy stclcJ ny cicn en t. Yeu nght scy '1hs nnc s nnc.''
1hc ncyer icughs ct hs eun jelc thcn rcgcns hs esc.' LtJcncc
suggcsts thcrc ncy oc c uccith e( gcns nsJc uhch ceuiJ grcctiy
hci eur cceneny hcrc n thc cty.'
Q. can we see some proof you own the mine'
A. 8ut e( ceursc.' Ic gngcriy tclcs c thcl, oeunJ screii (ren hs
ocit cnJ unreiis t. It nJccJ rccJs cs c ttic te thc nnc cnJ ts cen
tcnts cnJ s sgncJ oy ncny e((ccis e( thc cty.
Ketc. A successful orgery check ,Lc +) reveals its authen
ticity.
Q. Vhe ucrc thc nncrs`'
A. A greu e( sliicJ Jucrtcs, hrcJ te sct u thc nnc recriy (er
cxcctcten.'
Q. Vc uen't Je t.'
A. \urJcr n thc (rst Jcgrcc.tsl tsl tsl.thct's unshcoic oy
Jccth I ocictc. sccns c shcnc Jen't yeu thnl` 1e iesc yeur i(c
sniy occcusc yeu ceuiJn't cr(ern enc snic tcsl (er nc`'
Q. Vhcn sheuiJ uc icctc`'
A. Vthn thc heur. I uii retJc retsens cnJ cxtrc uctcr cs
ucii cs c nc; herscs en iecn (er thesc uhe nccJ thcn.'
Q. What's the catch'
A. Kenc uhctsectcr. I nccJ ths tcsl Jenc nncJctciy cnJ hctc
chescn yeu te Je t. Ke nerc, ne icss.'
If there are any characters that won't perform the task, then
the mayor shakes his head sadly and leaves the room. After
a few minutes four wellequipped guards come into the
room to take the uncooperative characters. 1hey remove
their weapons first and then carry them back to jail. Once in
jail the character,s) is stripped of all items and left there. 1he
mayor comes into the area and tells the jailed character that
if he or she changes their mind, just let the guards know. If
the character eventually agrees, then let him out of jail and
send him on his way to catch up with the others. If the char
acter never agrees to do the job, then they remain in jail for
a year. Such is the price for both snubbing the mayor and
being able to testify against him.
or the cooperative characters, he outfits them with
food and water, gives them a map and has horses prepared
for them.
NCCUNTK 2:
wHAT'S YCUKS IS NIN
1he trip to the mine takes a day to complete on horseback,
two days if the characters absolutely insist on walking.
Lither way, things are pretty dull until they are just
approaching to within a mile of the mine's location, it is
then they catch the attention of some local predators.
VnJng yeur ucy threugh thc crcggy neuntcneus rcgen, yeu
sncii c (eui sccnt, uersc ctcn thcn thc Grcyhcul ncct shes. U
chccJ, unJcrnccth c recl eutcreng, yeu scc c ceuic e( crccturcs
netng. 1hcy turn teucrJ yeu cnJ thcn Jcrt yeur Jrccten. 1hcy
sccn te oc senc lnJ e( grcy cnJ oreun settcJ (cinc, citheugh
thcy ieel utc unJcrneurshcJ cnJ sencuhct scerchcJ. As thc
crccturcs crecch, yeu crc stcrticJ oy c tcrr(yng heui coetc yeu.
IcrchcJ en thc sJc e( thc neuntcn s cn cnerneus occst uth
icrgc retruJng (cngs cnJ sny uiis cenng e(( ts occl.
1his howler and pair of krenshar are starving, and crave the
IINDKS KPKS
5
characters as food. 1he first round the krenshar attempt to
scare the characters by pulling back the skin on their faces.
At higher APLs more howlers come out of the cave up on
the hill one round after the initial attack, in order to help
bring down the characters. All of the creatures have been
scorched on some part of their body.
1he creatures came to this area a week ago, howlers
drawn to the evil of the temple within, and the krenshar just
scavenging for food. All were driven away from the entrance
by the thoqqua, hence the scorch marks, and now neither
goes near the entrance. 1he howlers, instead of eating the
krenshar, found them useful in sniffing out and then scar
ing more tasty prey, so that their dinner puts up less of a
struggle. 1he krenshar themselves are just starving and
know better not to attack a howler even though the howlers
keep taking their food. Unfortunately the howler,s) won't
let them leave.
APL 4 (L S)
Krenshar ,i). hp ++ each, see \enstcr \cnuci.
Howler. hp ,, see \enstcr \cnuci.
APL 5 (L Z)
Krenshar, advanced ,i). hp o each, see Appendix I.
Howler, advanced. hp o/, see Appendix I.
APL 8 (L 9)
Krenshar, advanced ,i). hp o each, see Appendix I.
Howlers, advanced ,i). hp ,, each, see Appendix I.
APL 0 (L )
Krenshar, advanced ,i). hp o each, see Appendix I.
Howlers, advanced ,). hp ,, each, see Appendix I.
1reasure. Under the krenshar outcropping, a chewedup
boot cast aside and the remains of a human foot and shin
bone can be found. In the howler cave there are the chewed
up remains of a human bard. He came wandering out here
looking for a story to sing about, but the howlers made a
quick meal of him and tossed the krenshar a bone' to keep
them alive. 1he bard's possessions lie about the cave, and
include ,o gp, a smashed golden lute ,mended value , gp,
current value o gp), a silver ring ,value +o gp), and a chewed
up book. 1he bloodspattered book details the travels of this
bard. 1he last few pages detail a conversation overheard
between some dwarves and a member of the aristocracy
regarding a deal made that might bring wealth to one that
ventures into the caves of the east and how there are really
scary creatures about. See Player's Handout +. 8ard's Journal.
NCCUNTK 3:
IT'S A NIN, NAN
As yeu crecch thc ieccten nJcctcJ en thc nc, yeu netc thct
thc cntrcncc s nerc e( c (ssurc rcthcr thcn cn cctuci cctc, cnJ thc
ucy n s reugh cnJ recly, theugh ncncgccoic. sccttcrcJ coeut thc
cntrcncc crc c nunocr e( icrgc oieeJscttcrcJ uiis, reocoiy (ren
thesc strcngc crccturcs yeu cnceuntcrcJ ccricr. A cl s cnocJJcJ
n thc greunJ, just eutsJc thc (ssurc, cnJ c steut ieelng rec iccJs
nte thc Jcrlncss. Cniy enc crsen ct c tnc ncy cntcr.
As the characters begin to enter, the earth trembles in what
seems like some kind of minor earthquake.
A successful 1rack check ,Lc +,) confirms that a group
of dwarves did indeed come this way in the last few weeks.
rom here the passage descends down into the earth.
1he trip through the first leg takes about ten minutes of
partially walking and partially climbing down the corridor.
eel free to have the characters make a few climb and/or
8alance checks as they move along. Keep the tension up as
then crawl down into the hole.
In this early part of the tunnel they will come across a
chalk mark X' written in a section of the floor. 1his was
written by the miners on the way in to note places not to
walk as they noticed the ceiling above looked like it might
collapse. Lwarves in the party that make a successful
Knowledge ,mining) check or a successful Knowledge
,architecture and engineering) check ,Lc +,) to notice and
understand the purpose of the mark. A little later they see
another X' mark. And another a little further, but this one
has the added displeasure of having a pile of rocks and rub
ble with someone underneath it. It is one of the dwarven
miners, who has a large blackened gouge in his side and his
beard is mostly burnt off. On his leg is a bite wound. He is
facing the exit. He was bitten by a Krenshar but made it in
here, then escaped the thoqqua cave back through here only
to be hit by rocks from a xornquake on one of his own chalk
marks.
After the first ten minutes of walking, the passage
widens.
1hs uJcr csscgc nclcs trctcing nuch ccscr. 1hcrc crc cise
(cucr Js cnJ heics te cteJ. seen yeu cenc uen c ncturciiy
(erncJ cctcrn. A ten hcs occn Jrtcn nte thc ucii e( thc cctcrn
hcrc, cnJ c ourncJ eut icntcrn hcngs (ren t. 1hc rec centnucs
threugh ths crcc, cnJ nte thc Jcrlncss ocyenJ.
Yeu ocrciy cctch yeur orccth uhcn yeu netcc senc stciccttcs
netc, net cenng te i(c, out torctng. 1hc cntrc crcc huns cnJ
ocgns te shclc. sctcrci stciccttcs crcsh te thc (ieer, cs thc trcner
occencs cinest Jcc(cnng. 1hcn utheut ucrnng, thc cctcrn ucii
oursts ecn te rctcci c icrgc crccturc e( o:crrc ergn, uhch trun
cts cnJ suculs nesiy cnJ chens ts shcr tccth. It ccrs ct yeu.
Vhe crc yeu`' ucroics c nuit(ccctcJ tecc (ren c hugc shcr
teethcJ ncu en e( thc te e( ts hccJ, sccl'' 1hc crccturc stens
enc e( ts thrcc (cct en thc cctc (ieer, uhch ccuscs thc icntcrn te
cenc crcshng Jeun. A icrgc oieeJrcJ cyc stcrcs eut ct yeu.
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Z
1his is the fiendish xorn who has claimed the temple area.
He is very powerful and could easily kill the characters.
However, at the moment, he is more interested in finding
out who the characters are, and whom they work for. 1he
xorn is working against Vadris, the cleric of Pyremius who
has set up shop here, and is thinking that he might use the
characters to rid himself of this pesky human. Assuming
that the characters don't attack the creature out of hand, he
talks with them.
iendish Llder Xorn. hp +8o, see Appendix I.
Any character that makes a successful Liplomacy check ,Lc
+,) impresses the xorn enough for it to impart all the infor
mation marked with an asterisk. Otherwise the players have
to simply fumble through with whatever questions they
come up with on their own.
If the characters attack, the xorn laughs heartily, caus
ing another minor rumble and then starts talking to the
characters, asking them who they are once more. He does
not attack. If they continue their onslaught, the xorn leaves.
Jump to the last bit of oexcJ tcxt, and continue on to
Lncounter .
Q. Vhe crc yeu` `
A. I cn Rrrrrnoer. Kcccr e( ths ccrth cnJ euncr e( ths cctcrn.'
Q. Vhct crc yeu`
A. 1hc crccturc icts eut c Jcc gurging nesc cnJ c runoic cnJ
stens hs (eet, thcn cuscs cnJ scys, In yeur tenguc, thct nccns
'xern''
Q. Vhy crc yeu hcrc` `
A. 1hcsc crc ny hciis. Vcicenc (cnJs. Yeu crc nnc neu te recn
uhcrc yeu ncy, ilc thc orethcrs e( ccrth thct ccnc oc(erc yeu'
Q. Vhct coeut thc gcns`
A. 1hc gcns crc ncturci te thc ccrth hcrc. I usc thcn te lcc thc
rctty crccturcs ct ocy. 1hc (icncs e( thc ccrth. se cr(cct thc orght
(icncs. \y (icncs. 1hcy ucrc tclcn (ren nc.'
Q. Vhe teel yeur (icncs`
A. I lneu net. strcngc (ercc. strcngc tcnt. It nust oc rcnetcJ
oc(erc thc Jucrtcs ccn oc (rcc. Lcngcreus thcy oc. Arc te nc. 8urn.'
1hc crccturc sunts hs cyc ct yeu.
Q. Vhct coeut thc ncyer`
A. I Je net lneu cny crccturc oy thct ncnc. Is t tcsty`'
Q. Vhct coeut thc Jucrtcs/orethcrs e( ccrth``
A. Lucrtcs. 8rethcrs e( thc ccrth. 1hcy ccnc. 1hcy ucnt. 1hcy
centnucJ (erth. Furthcr n thcn I ilc te ge. Vhcrc thcy stecJ,
neoeJy lneus. Icccc(ui orethcrs e( thc ccrth. Iiccsc (nJ thcn.'
Q. Vhy ccn't yeu (nJ thcn`
A. 1hcy tcnturcJ n (crthcr thcn I ccn ge.'
Q. Vhct rctcnts yeu`
A. A strcngc (ercc thct tcnts thc ccrth.'
Q. Arc thc Jucrtcs citc`
A. 1hcy netc cieng, enc uth thc ccrth. I ccn hccr thcn. Vhy
yeu ccnnet`'
Q. Vhct's n t (er us`
A. 1hc crccturc u((s tsci( eut c ittic nerc, (ecusng enc e( ts cycs
en thc crsen thct cslcJ, It s yeur ousncss te (nJ thcn, s t net`
Le net ucsten cn cnccnt (er ncrc trnlcts uhcn yeu crc
ocsteucJ such cn cuJcncc.'
Q. Vhy sheuiJ uc (nJ thcn`
A. It s yeur ousncss te (nJ thcn. 1hct s uhy yeu crc hcrc.'
Q. Vhct coeut thc nesc/ccrthuclcs`
A. 1hc crccturc rccis occl cs ( scJ, It s ny ucy. \y tecc. \y
ueriJ.'
1he xorn is actually guessing at why the characters are here.
He knows and dislikes Vadris, the cleric and sees the char
acters as his chance to get rid of Vadris. He suspected the
dwarves were in league with Vadris and at first thought the
characters were too. He now realizes that not to be true, but
uses the story of the dwarves to lead the characters further
in.
When the characters are finished asking questions or
say goodbye, the xorn moves on.
1hc crccturc sutcis ts cntrc oeJy se thct cnethcr e( ts ceiJ rcJ
cycs (ccc yeu cnJ thcn oinls. It cicns ts tccth Jeun sctcrci tncs
cnJ stens tue e( ts (cct. 1hcn uth surrsng cgity t iccs nte
thc cr cnJ cicns ente c tcry s:coic stciccttc cnJ ccts threugh t,
icctng c trci e( recls ochnJ t. Vthn sccenJs, t ccts threugh
cnJ s genc, icctng net c heic te ncrl ts csscgc.
As soon as the characters are ready to proceed further into
the caverns, continue with Lncounter o.
Ketc. It is not necessary for the characters to complete
this adventure in a single day. It is perfectly all right for
them to retreat, heal up and come back. 1he encounters are
scaled to be tough, so don't worry about the timeline so
much. If the characters come into the caverns and have
some kind of effect, like killing some or all of the thoqquas,
Vadris notices, and makes preparations for visitors. He is
expecting them.
NCCUNTK 4:
IIK wCKNS
AreunJ thc cerncr, thc csscgcucy ecns u nte cn cxcnstc
chcnocr. JuJgng (ren thc stcicgntcs en thc (ieer, t sccns te oc c
ncturci (erncten. 1hc uciis tcii c J((crcnt tcic, heuctcr, cs thc
recl sccns te oc snccrcJ ilc se nuch (restng ccress thc te e( c
ucrn cclc. It s ccrcnt thct sencthng tcry het ncitcJ scctens
IINDKS KPKS
8
NAP : NINS AND 8YCND
4
S
5
Z
IINDKS KPKS
9
e( ths cctcrn's uciis, cnJ thct thcy hctc eniy rcccntiy ceeicJ. 1e thc
rght e( thc cntrcncc s uhct cccrs te oc thc oeJy e( c Jucr( thct
ics ournt cnJ chcrrcJ en thc greunJ, ts crner s ncitcJ te ts ceci
ilc husl, cnJ thc orelcn shc(t e( uhct ncy hctc occn c icrgc cl
s cicnchcJ n ts hcnJ. Ket tee (cr cucy (ren thc ournt Jucr( crc
thc chcrrcJ rcncns e( cnethcr huncneJ crccturc, stcnJng nnc
(cct tcii uth grcct ieng inos. Its (ccc s ieclcJ n c rctus e( cn
cnJ (ury.
1his chamber is home to a trio of thoqquas that were lured
to this complex by the xorn. 1hinking to protect 1harizdun's
temple, the xorn brought large quantities of rich mineral
deposits for the thoqqua's to feed on. He did not expect
Vadris would use his clerical influence over creatures of fire
to befriend them.
1he nine foot tall creature mentioned is a troll that was
this cavern's previous occupant. He was slain by the com
bined attack of the thoqquas, and is nothing more than a
charred husk. Apparently the miners came this way and
encountered the thoqquas themselves, but most managed to
make it through into the next dungeon section. 1he other
two were unfortunately cut off. Any character who makes a
successful 1rack check ,Lc +o), or a successful Search check
,Lc +,) notices a trail of blood that leads from this room to
the next.
creatures. 1he thoqquas are wormlike monsters with a
body hot enough to melt solid rock. It has a choleric mood
and a foul temper. A thoqqua's sinuous body is segmented
like an earthworm's and glows with orange white heat.
1hese particular thoqquas have come to think of this cavern
as home, and are quite territorial, allowing only the xorn and
Vadris free passage. As the characters enter the chamber, the
thoqquas move to attack immediately, attempting to sneak
up on the characters using Move Silently/Hide. Have the
characters make opposed Listen and Spot checks against the
thoqquas' Move Silently and Hide checks to see if they are
surprised. If any character fails to hear and see the thoqquas,
then they are surprised, and the first round of combat con
sists only of partial actions.
APL 4 (L S)
1hoqqua ,). hp i, each, see Monster Manual.
APL 5 (L Z)
1hoqqua, Advanced ,). hp ,o each, see Appendix I.
APL 8 (L 9)
1hoqqua, Advanced ,). hp 8o each, see Appendix I.
APL 0 (L )
iendish 1hoqqua, advanced ,). hp ,o each, see
Appendix I.
1actics. 1he thoqquas aren't particularly savvy tacticians
when it comes to combat. However, they do know the value
of ganging up on single opponents, and attempt to catch sin
gle characters in flanking positions. Additionally, if any
given thoqqua is flanked, it won't hesitate to burrow into the
floor or a wall, in order to gain a better position from which
to attack the characters. 1hoqquas are particularly fond of
bursting out of solid stone in order to catch characters
unaware and flatfooted.
1reasure. Assuming the characters defeat the thoqquas,
and take some time searching the cavern, they find loose,
uncut gems in small piles, just waiting to be picked up.
1hese are placed here daily by the xorn in order to keep the
thoqquas in this area. 1he xorn gets them from the walls
here and other in other parts of the caves. 1he collective
value of the uncut gems is given here ,per character). If the
characters get back to town, Nerof casgul pays for them.
1his is of course, a fraction of their finished value.
APL . L. o gp, c. +oo gp, M. o
APL o. L. o gp, c. ioo gp, M. o
APL 8. L. o gp, c. oo gp, M. o
APL +o. L. o gp, c. ooo gp, M. o
Levelopment. 1he xorn is not particularly pleased if the
characters slay the thoqquas. Lspecially after all the effort
the creature has been expending in the care and feeding of
the creatures. However, if the characters succeed in remov
ing the 'upstart' cleric of Pyremius, the xorn considers it a
small price to pay, since the cleric had begun taking over the
thoqquas anyway.
NCCUNTK S:
CCPS!
stcng ocyenJ thc theucs' cctcrn, yeu (nJ yeurscitcs cntcrng
c uJc hciiucy thct cngics cucy (ren yeu. Unilc thc cctcrn
ochnJ yeu, ths hcii cccrs te oc censtructcJ e( (nshcJ
stencuerl, seiJ stencuerl ct thct. InocJJcJ n thc uciis, ct rcgu
icr tucnty(eet ntcrtcis, crc ernctc ren scenccs. Lcch scencc heiJs
c ueeJcn reJ uth c centnuci (icnc scii. 1hc reJ s (cstcncJ nte
thc scencc tsci(.
Iccty ceoucos Jree (ren thc ccing cnJ uciis, (cntiy cetcr
ng icrgc (rcsces (ccturng sccncs e( Jcrctty, sccncs cinest tee her
roic te Jcscroc. In enc sccnc, oeJcs hcng usJc Jeun, oieeJ Jr
ng (ren nyrcJ cuts, uhch hctc occn ncJc uth surgcci rcc
sen. In cnethcr sccnc, ceic crc ourncJ citc, stcnJng cte grcct
yrcs, cnJ thcrc crc nerc... ncny, ncny nerc. 1hc ieel e( coseiutc
herrer en thc (cccs e( thc JcnncJ nccriy etcruhcins yeur scnscs.
1hc uciis crc truiy c herrer te ocheiJ. Aieng thc te e( thc ucii crc
uerJs, ctchcJ n cn eiJcr Jcicct e( cennen, theugh unJcrstcnJ
coic. 1hcy rccJ, Giery oc te 1hcr:Jun, thc unnclcr; hc uhe
ucils n thc oicsscJ teJ, uth nethngncss cs hs guJc, cntrey cs
hs hcnncr, cnJ csh cs hs rcucrJ. Vc ucil n thc gcrJcn e( hs
turouicncc.'
As the characters enter this area, they find themselves com
ing under the influence of an cneten ,Jcscr) spell. 1he
walls are merely part of this effect, which is actually magi
IINDKS KPKS
0
cally set into the very stone here. A successful Will save ,Lc
+o) is required to avoid the effects of the spell. Otherwise,
while in this hallway, the characters suffer a -i morale
penalty to saving throws, attack rolls, ability checks, skill
checks, and weapon damage rolls.
1here are three alcoves in this zigzagging hallway. All
three contain ornate iron candelabras with blood red can
dles, all glowing with cold flames. If any of the candles or
torches is removed from this hallway, the magic that keeps
them alight ceases to function.
1raps. In addition to the emotion ,despair) effect in this
hallway, a pair of traps, one simple and one not are in this
hallway. irst, the simple trap involves the torch sconces.
Any character that attempts to remove a continual torch
from one of the sconces finds the task easy enough, except
that Vadris has gone through and placed contact poison on
each one of them.
JPoisoned Sconce 1rap. cR +/i, no attack roll necessary,
scssenc icc( rcsJuc ,id+i hp/+do con), ort save ,Lc +o)
resists, Search ,Lc i+), Lisable Levice ,Lc io).
In addition to the poisoned sconces, a most insidious trap
resides in the hall floor, left by the clerics of 1harizdun.
8asically, the entire twenty feet of floor tilts forward, mak
ing it likely that multiple characters slide down the steep
slide formed into the pit wall that has a rather nasty glyph on
it.
1here is a point in the hallway when the weight on one
side of a balance point ,as indicated on the map) is greater,
the entire thing tilts, dropping the characters down the
slide. At this point, the ramp locks in place. In order to get
out of the pit, the characters only need climb up the ramp
,Lc +o) and as their total weight passes the trigger point, the
ramp lowers, reforming the passage into a normal hall. If
even one character remains in the pit, the ramp does not
reset.
Now, while everyone that falls in takes damage from the
fall ,roll separately for each character), only the first charac
ter to hit the wall at the bottom is affected by the glyph.
Once the glyph is set off, it remains inert for one day before
the evil of 1harizdun seeps back in to reset the magic trap.
1he old dwarf foreman fell down here and somehow
became trapped underneath the sliding floor when it reset
itself. He is still down here, dead from injuries, suffocation,
and starvation. He is also right underneath the floor when it
comes down and thus gets squashed by the weight.
APL 4 (L 4)
JSliding loor clyph 1rap ,io ft. deep). cR , no attack roll
necessary ,ido subdual), grcctcr giyh e( ucrJng - ncrl e( jus
tcc`, Reflex save ,Lc io) avoids, Search ,Lc io), Lisable
Levice ,Lc io).
APL 5 (L 5)
JSliding loor clyph 1rap ,io ft. deep). cR o, no attack roll
necessary ,ido subdual), grcctcr giyh e( ucrJng - ncrl e( jus
tcc`, Reflex save ,Lc i,) avoids, Search ,Lc i,), Lisable
Levice ,Lc i,).
APL 8 (L 8)
JSliding loor clyph 1rap ,io ft. deep). cR 8, no attack roll
necessary ,ido subdual), grcctcr giyh e( ucrJng - ncrl e( jus
tcc`, Reflex save ,Lc i8) avoids, Search ,Lc i8), Lisable
Levice ,Lc i8).
APL 0 (L 0)
JSliding loor clyph 1rap ,io ft. deep). cR +o, no attack
roll necessary ,ido subdual), grcctcr giyh e( ucrJng - ncrl e(
justcc`, Reflex save ,Lc o) avoids, Search ,Lc o), Lisable
Levice ,Lc o).
`\crl e( Justcc. 1his mark appears as the holy symbol of
1harizdun on the forehead of the bearer. If the bearer of this
mark engages in any hostile action against creatures having
the fire or earth subtype, the bearer of this mark suffers from
the following penalties.
A enhancement penalty on attack rolls, saving
throws, ability checks, and skill checks. Hostile actions
include, but are not limited to, attacking such a creature,
invading the lair of such a creature without its express per
mission, setting traps for such a creature, etc.
1he ncrl e( justcc was originally cast at +8th level for the
purpose of a remove curse spell, which must be cast at a
higher level to successfully remove the mark.
NCCUNTK 5:
CHILL KCPTICN
Lcctng thc :g:cg hciiucy ochnJ, yeu hctc (eunJ c cressrecJ e(
csscgcucys, +c (cct uJc oy +c (cct hgh, iccJng e(( n thrcc J((cr
cnt Jrcctens. 1hc uciis hcrc cccr te oc censtructcJ e( senc lnJ
e( strcngc oiccl ncroic uth rcJ tcns thct sh(t cnJ uisctc n thc
ight. 1hc cr n hcrc s ucrn cnJ nusty, cnJ thc sh(tng cttcrn
e( uisctng rcJ tcns ceuicJ uth c nystcreus ieu neurn(ui
necn ccheng e(( thc uciis s cinest ncsncr:ng.
As the characters enter this area, anyone who does not have
their eyes covered must make a successful Will save ,Lc +,)
or find themselves momentarily entranced by the pulsating
red veins in the black marble walls. 1his effect is like the
Jc:c spell ,only there is no limit to the number of hit dice a
creature may possess and still be affected), and only holds
the attention of those who fail the saving throw for one
round. However, this is long enough for the undead
denizens here to attack dazed characters by surprise.
contained in this area are the undead remains of two of
the dwarven surveyors that Nerof casgul sent to check the
mine out in the first place. 1he undead creature that slew
the two dwarves and turned them resides here as well. 1he
moan is coming from the two dwarven undead who float
IINDKS KPKS
' ,. ,-
.
., ..
, .. . ,
-..
.-.,
NLISTINC TH ICCNIC
1ordek, male dwarf tr+. cR +, Mediumsize humanoid ,dwarf), HL +d+o+, hp +, nit ++, Spd +, ft., Ac
+, ,touch ++, flatfooted +o), Atks + melee ,+d+o+i/x, dwarven waraxe), or +i ranged ,+do/x, shortbow), SQ
Lwarven traits, AL LN, SV ort +,, Ref ++, Will ++, Str +,, Lex +, con +o, nt +o, Wis +i, cha o.
sliis cnJ Fccts. climb +o, Jump +o, Lxotic Weapon Proficiency ,dwarven waraxe), Weapon ocus ,dwarven
waraxe).
Iesscssens. 1raveler's outfit, scale mail, large wooden shield, dwarven waraxe, shortbow, quiver with io
arrows, backpack with waterskin, + day trail rations, bedroll, sack and flint and steel.
Mialee, female elf Viz+. cR +, Mediumsize humanoid ,elf), HL +d+, hp ,, nit +, Spd o ft., Ac +
,touch +, flatfooted +o), Atks +o melee ,+do, quarterstaff), or -o melee ,+do, quarterstaff) and -+o melee ,+do,
quarterstaff), or + ranged ,+do/x, shortbow), SQ Llven traits, AL N, SV ort +o, Ref +, Will +, Str +o, Lex
+o, con +o, nt +,, Wis +, cha 8.
sliis cnJ Fccts. concentration +, Knowledge ,arcane) +o, Listen +, Search +o, Spellcraft +o, Spot +,
Scribe Scroll ,virtual), 1oughness.
sciis IrccrcJ ,/i, base Lc = +i + spell level). o-Jc:c, rcy e( (rest, rccJ ncgc, +
st
-ncgc crner, sicc.
sciioeel. o-all of them, +
st
-chcrn crsen, ncgc crner, ncgc nssic, sicc, sunnen nenstcr I.
Iesscssens. 1raveler's outfit, quarterstaff, shortbow, quiver of io arrows, backpack with waterskin, + day trail
rations, bedroll, sack, flint and steel, +o candles, map case, pages parchment, ink and pen, spell pouch,
spellbook.
Lidda, female halfling Rog+. cR +, Small humanoid ,halfling), HL +do++, hp ,, nit +,, Spd io ft., Ac +o
,touch +, flatfooted +), Atks ++ melee ,+do/+,io, short sword) or + ranged ,+d8/+,io, light crossbow), or
++ melee ,+d/+,io, dagger) or +, ranged ,+d/+,io, dagger), SA Sneak attack ++do, SQ Halfling traits, AL
cc, SV ort +i, Ref +o, Will ++, Str +o, Lex +,, con +, nt +, Wis +o, cha 8.
sliis cnJ Fccts. climb +o, Lisable Levice +o, cather nformation ++, Hide +++, Jump +o, Listen +o, Move
Silently +,, Open Locks +,, Search +o, Spot +, 1umble +,, Use Magic Levice ++, mproved nitiative.
Iesscssens. Lxplorer's outfit, leather armor, shortsword, light crossbow, +o crossbow bolts, dagger, 8ackpack
with waterskin, + day trail rations, bedroll, sack, flint and steel, theives' tools hooded lantern, pints of lantern
oil.
Jozan, male human clr+. cR +, Mediumsize humanoid ,human), HL +d8+i, hp +o, nit -+, Spd io ft., Ac
+, ,touch ,, flatfooted +,), Atk ++ melee ,+d8++, heavy mace), or -+ ranged ,+d8/+,io, light crossbow), SA
1urn Undead /day ido+i, AL Nc, SV ort +, Ref -+, Will +, Str +i, Lex 8, con +, nt +o, Wis +,, cha +.
sliis cnJ Fccts. concentration +o, Heal +o, Listen +, Knowledge ,religion) +o, Spellcraft +, Spot +,
Alertness, Scribe Scroll.
sciis IrccrcJ ,/i++, base Lc +i + spell level), o-Jctcct esen, guJcncc, rccJ ncgc, +
st
-oicss, retccten
(ren cti`, shciJ e( (cth.
` Lomain spell, Lcty. Pelor, Lencns. cood ,good spells cast at ++ caster level) and Healing ,healing spells
cast at ++ caster level).
Iesscssens. cleric's vestments, scale mail, large wooden shield, heavy mace, light crossbow, +o crossbow
bolts, backpack with waterskin, + day of trail rations, bedroll, sack, flint and steel, wooden holy symbol ,sun
disk of Pelor), torches.