Here it is, the complete Repair of the Keep on the Borderlands :) As always, comments and criticism are welcome -- several of your corrections and suggestions have already been worked into the text. I've run the first portion of the revised module (the source of the bounties is this trial run), and it went very well. If anyone has a second edition reference for the boggart, please let me know. I did what I could to update it. One of my favorite "weird" monsters from the old days. Repair of the Keep on the Borderlands (draft 6) Objectives: 1) Fit Kendall Keep and the surrounding areas into an appropriate setting and history for the Flanaess 2) Convert all references to non-Greyhawk places and personages to appropriate canon material, or new material where necessary 3) Return the module to a level of danger more appropriate for novice characters 4) Cut down on the somewhat excessive magical treasure Sections of text to be corrected are marked with an "*". General Notes Useful Links: From the Ashes Powers -- http://www.tsrinc.com/Greyhawk/FtAPowers.rtf Priest writeups: Erishkigal -- http://www.cmc.net/~rtaylor/greyhawk/gods/erishkigal.html Hruggek -- http://www.cmc.net/~rtaylor/greyhawk/gods/hruggek.html Nerull -- http://www.cmc.net/~rtaylor/greyhawk/gods/nerull.html Rudd -- http://www.cmc.net/~rtaylor/greyhawk/gods/rudd.html If you don't use my variant gods, the From the Ashes link provides TSR's official Nerull writeup. Hruggek can be found in the Monster Mythology softcover, unfortunately now out of print. Erishkigal isn't in print anywhere, so you're on your own with her. ## General Changes ## The Chapel of Evil Chaos (AKA the Hidden Temple) Nergal and Erishkigal do not exist as such in the religions of Oerth. Replace Nergal with Nerull, and change Erishkigal to a demon queen rather than a goddess (see Monster Manual II, page 35 -- although she should have obviously been listed as female). Erishkigal, a demon queen of small influence in the Flanaess, has recently been granted influence over undeath by Nerull. Depending on your campaign, this is either a ploy to supplant Orcus, or an effort take advantage of the void left by Orcus's death (and Tenebrous's defeat). Nerull's priests are adding in spreading the worship of Erishkigal, in order to provide greater power to one of Nerull's few demonic allies. The caves near Kendall Keep are one of the many seeding points for the Cult of Chaos -- although Erishkigal was worshipped in the region before, it was in her previous aspect of the Lady of Chaos, rather than a power of Undeath. Map Scale I recommend doubling the outdoor map scale, as it doesn't provide much separation between areas as is (1 inch = 1000 yards, instead of 500). This places Kendall Keep 4000 yards (2.2 miles) from the lizard man lair, and 7000 yards (4 miles) from the Caves of Chaos. ## Timeline ## 559 Kendall Keep founded by Macsen Wledig 562 Caves of Chaos discovered 569 Keep's construction completed 571 Caves of Chaos cleared of monsters 577 Thomas and Holga flee Lendore Isle 581 Nerull empowers Erishkigal 582 Greyhawk Wars begin 583 Macsen falls in battle against giants in the northern Yeomanry 584 War ends, survivors of Macsen's company return to Kendall Keep 586 Shrine of Evil Chaos reclaimed and reestablished by Nerullites Mendel flees the Hold of the Sea Princes 587 Medal arrives at the Keep 589 Thomas and Holga arrive in Canisius (Ket) 591 Current year ## Events after the party first explores the Caves of Chaos ## Upon return: Mendel the Slaver arrives 2 weeks: Mendel arrives in town again, without Chantel The Black Knight is recruited by the Chapel 3 weeks: Chantel is slain and animated as a zombie 4 weeks: The Huntress is recruited by the chapel 6 weeks: The Black Knight and the Huntress wipe out the bugbear tribe 8 weeks: The troll and goblins are exterminated 9 weeks: Kobolds driven into the labyrinth During their second foray, Sir Robin arrives, between their second and third, Thomas and Holga arrive. These events have variable starting dates, based on how slow or fast the party is. ## Bounties ## Castellan Devereau is offering rewards for those adventures brave enough to explore the Cave of Chaos, and wipe out the forces of evil gathering therein. Notices to this effect are posting in the tavern (#14), the inn (#15), and the Common (#21). Interested adventures are directed to apply to the chaplain Abercrombie (#17) or Jadale (#26). Deaths must be established, typically by bringing the head of said creature: Humanoids: 10 gp each Bandit, dead: 20 gp each (Devereau wants them eliminated once and for all) Bandit, alive: 50 gp (one time only, for interrogation) Bandit leader: 100 gp dead, 200 gp alive (one time only for the second) If the party manages to kill a major monster, such as the troll or some of the minotaurs, the Castellan will provide a major reward if possible, such as potion or minor scroll. In addition, if they destroy the Chapel of Evil Chaos, Deverau will proclaim a day of celebration in their honor, and offer them his aid should they have need in the future, and should the request be within his power to grant. All rewards must come from the stock of gold in room 25, which is far from limitless (given time, this reserve will grow, especially as the party tames the area). They will be dispensed by the Castellan personally. If the Castellan is unable to pay a reward, he will offer them lodging, equipment, and other favors, and will try and enlist them to his cause for reasons other than monetary reward. Suggested magical treasures (these should be in the Castellan's possession already): potion of healing, potion of diminution, 4 arrows +1, scroll of forget and charm person, scroll of bless and sanctuary (borrowed from Abercrombie, room 17). ## The Keep ## The Keep (page 7) * The existing location of the keep is probably inappropriate -- the mountainous western side of the Yeomanry would be the most endangered (by giants) during the Wars, and there's unlikely to be any merchant trade routes leading from the Sea of Dust -- returning ore shipments, yes, but not the sort of merchants described in the module. Also, the Yeomanry is not a "lordless" land, but rather a loose democracy, with the vote being granted to men and women who bear (or have borne) arms. Additional text: Kendall Keep is in fact located in the souther eastern Yeomanry, in Hex E5/1: just north of the Tors, and west of the Javan River. The Keep is near trade routes to the Hold of the Sea Princes and Keoland, but near enough to threats from the Hool Marshes and the Tors to make it mostly undesirable land. The Little Hills, to the north, are fairly safe even post-Wars -- the redoubtable dwarves of said hills being more than a match for any threat. It is reasonably close to the contested lands of the Sea Princes -- but the Brotherhood is too busy trying to hold their lands to threaten the Yeomanry. Refuges from the strife in to the South are an ongoing problem. Because of this, the border south of Kendall Keep is heavily patrolled. These patrols have provided a recent and welcome source of trade for the locals. The people of the Kendall Keep are fairly typical folk of the Yeomanry -- a Suel/Oerid mix, with a strong undercurrent of Flan. All hair and eye colors abound, but the folk tends towards darker skin tones (even the purer Suel folk are tanned by a life working in the fields). Most of the natives speak Keolandish (the Yeomanry dialect of it) by preference amongst themselves, but by necessity all speak at least some Common as well (often with a thick accent). History of the Keep (page 7) * the Yeomanry doesn't have a standing army as such. Instead, every man (and many women) of appropriate age is expected to train and bear arms in the defense of their realm. Accordingly, remove all references to the standing army and the professional garrison -- the Keep has always been defended by its populace, one of the marks of pride of the Yeomanry. Additional text: During the Wars, Macsen led a large body of Yeomanry warriors north to aid against the giant threat from the Jotens. Unfortunately, this hardy band was destroyed nearly to a man by a detachment of frost giants from the Crystalmists, leaving Devereau as the popularly-elected Lord of the region. Devereau refuses the title, preferring to remain "the Castellan". Ownership of the keep and lord's lands has reverted to the people following Macsen's death and the lack of apparent heirs, as is the tradition in the Yeomanry. Area 7c (page 10) * As d'Amberville is a famous fantasy family, d'Ambreville's name should be changed to Dubricus d'Adversa. Additional text: Dubricus d'Ambreville is a native of central Keoland, from a lesser noble family near Niole Dra. See the notes under Potential Henchmen and Allies. Area 11 (page 12) Additional text: Halflings (of the stout variety) dwell in the Yeomanry, although not in numbers. Mouse is a typical stout, an immigrant from a halfling village in the Little Hills. Area 14 (page 14) * Maruda is of course not a goddess of Oerth -- see the notes under Potential Henchmen and Allies. Area 18 (pages 14-15) * Since the Yeomanry doesn't keep a standing army, the "converted" barracks should be assumed to never have been barracks at all. ## Potential Henchmen and Allies ## Third (page 18) *Delete all references to Third's homeland, since it doesn't exist on Oerth. The goddess Maruda also doesn't exist, and should be removed. Additional text: Third's name to the people of Kendall Keep is actually "Three" ("thri" for "three", or "third class" is the only Suel word she's gotten across to the Keep natives). She is a traveller from the Lerara, the lost tribe of the Suel in Slerotonin's Tunnel (see Dragon #241 for notes on PC/NPC Lerara). She dresses in a loose, flowing tunic and cloak, with a long skirt and a smokey veil (not a mask) -- this strange apparel is actually a protective measure, as Three is an albino (like all of the Lerara). She as -1 to hit and a +1 to AC in sunlight with this veil, instead of the potential -4/+4 penalties (she is not yet acclimatized to sunlight). Without her protective garb, she risks severe (possibly fatal) sunburn, as described in Dragon #241. Three is a member of the "third class" of the Lerara: a commoner, not a member of the nobility or the tenders of the Mother. Since leaving her people, she's adopted civilized weaponry and personal habits, although she still prefers to use spears, a favored weapon of her people. Beneath the veil, she has a the typical wide-eyed and slightly exotic appearance of the Lerara -- and the chalk white skin and red irises of an albino. She left the Lerara after a vision she believes was from The Mother, directing her to roam amongst the surface dwellers for a tenspan of years. She has been on the surface for four years now, and fully plans to return with the knowledge thus gained -- her faith in the Mother remains unshaken. Three has not bothered to learn to speak the languages of the surface dwellers (though she does in fact understand a fair amount of common), though she does speak Leraran Suloise (50% comprehensible to surface Suel speakers) and the Drow variant of the elven tongue. She has already learned that it is best not to speak the Drow tongue to surface elves. Three's war-cry is in fact "Murma" (mother), usually said (in Suel) as "for the Mother" -- "Murma-shal". Her name in Suel roughly translates to "Gatherer of Worms", as she was a hunter. She hasn't been eager to spread that name after learning more of the surface, so "Three" suits her just fine. Three's charisma should be reduced to 10, to reflect her lack of knowledge of the surface ways. Brother Martin (page 18) * St. Erkenwald is not a Greyhawk deity. Replace all reference to St. Erkenwald with Rao, god of Peace, Reason, and Serenity. Additional text: Brother Martin does not wear armor (as he does not have magical chain mail), and prefers to avoid combat. He normally does not bother with priestly garb, favoring brown over the traditional white (although he does keeps a set of white robes set aside for ceremonies). Brother Martin is able to use the Friends spell once per day, as per the specialty priests of Rao. He does not have power over the undead, as priests of Rao do not gain that ability until 5th level. (source: From the Ashes Atlas of the Flanaess, p. 85) Brother Martin (1st level priest of Rao): AC 10 (no armor); MV 12; hp 6, THACO 20, #AT 1; Dmg 1d6 (quarterstaff); SD spells; SZ M (5'7"); ML elite (13); AL LG; XP 35. Str 11, Dex 12, Con 13, Int 10, Wis 16, Chr 15. Spells (3): 1st level -- bless, cure light wounds (x2) Abilities: Friends (1/day, as the 1st level wizard spell) Opal (page 18) * Since the only moon god of the Flanaess is Pholtus, Opal's current choice of deity is wanting. Opal is a priestess of Rudd, the rarely-worshipped goddess of good luck and chance. She does not shift alignments as described in the text, although she is somewhat flighty and immature. She is very reliable in combat, and wields an rather large (though not out of proportion) battle axe. Out of combat, she's more irreverent, a possible cause for alarm if the party is serious-minded. Opal (1st-level priestess of Rudd): AC 6 (ring mail and shield); MV 12; hp 6, THACO 19, # AT 1; Dmg 1d8 (battle axe); SD spells; SZ M (5'5"); ML Steady (12); AL NG; XP 35; Str 14, Dex 12, Con 15, Int 13, Wis 15, Chr 12. Spells (2): 1st level -- cure light wounds, sanctuary Abilities: Bless (1/day) Dubricus d'Ambreville (page 18) * As noted above, d'Ambreville's name should be changed to Dubricus d'Adversa. Additional text: Dubricus is a native of Keoland, but has come to the Yeomanry in search of adventure -- he will probably eventually head to the beleaguered Hold of the Sea Princes. If he comes to a bad end, his family in Keoland will investigate his fate -- if the disappearance can be tracked to the PC's, they will have earned the enmity of a family known for powerful wizards -- hailing from his home city of Amber (keeping the X2: Castle Amber reference intact), in hex U4/114. Aseneth (pages 18-19) Additional text: Aseneth is a native of the Wild Coast. Her former master isn't particularly interested in her fate. Mouse (page 19) Additional text: As noted earlier, Mouse comes from a halfling village in the Little Hills. ## Adventures in Town ## Mendel the Slaver (pages 19-20) Additional Text: Mendel is a refugee (and former slave trader) from the Hold of the Sea Princes. He is now earning his keep shipping sacrificial victims to the Shrine of Evil Chaos. Mendel was a collaborator during the Greyhawk wars, aiding the Scarlet Brotherhood in identifying potential threats and traitors. As the situation in the Hold deteriorated, Mendel began to fear reprisal, and fled the area in CY 586. A year later, he settled in the Kendall Keep area, under his current cover of a wealthy merchant. Mendel is fearful of meeting other survivors from the Hold, and avoids contact with such at any cost. The Assassin's Challenge (pages 20-21) * Thomas's alignment (per module L2) is a Chaotic Evil, not Lawful Evil. Holga was Lawful Evil in module L2, but circumstance has shifted her to a more Neutral Evil outlook. Modifying Thomas' behavior as appropriate for this change. Cathos City is a location in Mystara, replace it with Canisius, a city in central Ket. Additional Text: Thomas and Holga are the first level assassin and mage first encountered in the Garrotten's assassin's guild (Module L2: The Assassin's Knot, page 21). After fleeing Lendore Isle, they travelled across the Flanaess, acting as mercenaries and hired killers along the way (thus the shift in Holga's ethical outlook -- she is far more pragmatic than she once was). After many years of wandering, they found an appealing city in Canisius (hex K5-94), a mostly lawless enclave in central Ket. Unfortunately, Canisius already had a well-established assassin's guild -- and the Kettites, with their strong Baklunish blood, did not appreciate competition from a pair of pale-skinned Eastern Suel. Thomas has hatched a plan to wrest a seat in the guild by demonstrating his (to his mind) peerless mastery of the art of assassination, and has travelled to Kendall Keep to do so. He plans (as detailed in the module) to depopulate the entire keep, and return to Canisius with proof of his merit. Sir Robin (page 21) Additional Text: Sir Robin is from Loftwick (the capital of the Yeomanry), and is well-loved by the common folk. His untimely demise will not do the party's reputation any good, as noted in the text. ## The Wilderness ## The Bandits (page 23) * The human bandits are described as "townsfolk who prefer thieving to work", not as thief characters. As not all bandits are thieves, and not all NPCs in Oerth should be levelled, the four normal bandits should be replaced with standard bandits (Monstrous Manual, pp. 196-197). Their hit points and THACO remain unchanged, their dex should be reduced to high normal human range (11-13), giving them an AC of 8, and their thieving skills should be removed. The halflings, as an elite band, can remain as true thieves, as can the bandit leader. The same changes apply to any other 1st level thief bandits the party may encounter. Additional Text: The halflings (who are stouts) are a particular despicable bunch -- eight sons of a long-since murdered halfling dam and an unscrupulous halfling merchant who deserted her. Hesselwhite is the eldest and toughest son, the others will defer to him in negotiations. If a paladin in the party attempts to detect evil, the halflings will glow like a veritable beacon of evil. The halfling brothers are well-known to the folk of Kendall Keep, and a reward of 50 gp each will be offered for their deaths. Additionally, if word of their demise reaches their home village, the party members will be welcome guests, and the toast of the town for as long as they care to stay. Bulette (page 24) * A bulette, even blinded, is far too powerful for a low level party to overcome -- it can easily dispatch of any character it closes with in a single attack sequence, and low-level PCs may not acknowledge the danger. Accordingly, it should be replaced with a more fitting post-wars monster, a tyrg (found in the Greyhawk Monstrous Compendium). Additional Text: The tyrg, a female, was one of many brought to the Hold of the Sea Princes during the Greyhawk Wars. As the Scarlet Brotherhood's grip on the region weakened, many of the tyrg packs escaped into the wild, reverting to feral behavior. She was badly wounded by a mage's fireball, and was left behind as her packmates fled. She has since travelled north, surviving on what game she can, blinded and badly scarred. The tyrg will only be encountered in the stretches of the road near the forest -- if she smells a party, she will wait for nightfall, then track them (by scent) to their campgrounds, and try to pick off a party member or two. This tactic has served her well with merchant caravans. She is treated as though she has the blind fighting proficiency, due to her experience with blindness and her superior senses. It may be possible for a character with speak with animals or animal empathy to reason with her, especially if treatment for her blindness is promised (probably difficult to communicate with just animal empathy). Tyrgs look very similar to large, gaunt wolves, with a touch of the feline to their faces. The tyrg: AC 5 (7 due to blindness); MV 18; HD 6; hp 29; THACO 14 (16 due to blindness); # AT 1; Dmg 1d12 (bite); SA Stunning howl, paw rake; SZ L (7' long); SD stealth, difficult to surprise; ML Steady (11) -- lower than normal for a tyrg; Int Low (7); AL CN; XP 270 (reduced one category due to blindness). If she is detected while attacking, she emits a fierce howl, causing a +2 penalty to her foe's initiative and a -2 penalty to attack rolls for the next three rounds (no saving throw). This does use her attack for the round. If she manages to overbear a foe -- or attacks a sleeping target -- she can rake with her forepaws for 1d4 points of damage each (normal to hit roll required for each paw). Tyrgs move silently with a 75% success rate, and are surprised only on a roll of 1. Leucrotta (page 26) * Similar to the bulette, a leucrotta is probably too difficult an encounter for low-level parties. She should be replaced with a pair of young kech (found in the Greyhawk Monstrous Compendium), tree-dwelling hunters with similar voice-mimicry abilities. Additional text: The two kech are a young mated pair, who have just recently arrived in the area. They have so far made only two kills, and will most likely move on in a few weeks (after the first encounter with them) after making two to three more. These kech do not yet have any young. Kech are human-sized creatures, monkey-like in appearance. Their skin is green, and leaf-like in texture, providing good natural camouflage (-5 penalty to opponent's surprise roll in woodland settings, and they have but a 50% chance of being heard by a character listening for them). The kech: AC 4; MV 15 (6 climbing); HD 4 (not quite mature); hp 21, 16; THACO 16; # AT 3; Dmg 1d4/1d4/1d6 (claw damaged reduced); SZ M (6' tall); SA: Snares, mimicry; SD Camouflage, silent movement; ML Steady (11); Int Average(9); AL NE; XP 420 (reduced one category due to age). The kech have set snares near the forest area they are encountered in. They will use their mimicry ability to call out (in common, which they speak) in voices similar to the Yeomanish accent, crying out for assistance. Any party members travelling in the direction of the voices runs a risk of being snared -- a base 75% chance of stepping into a snare, in which case they must make a dexterity check (at 1/2 the normal chance if they aren't moving cautiously), or be drawn up into the air on a strong vine cord. The vine rope is AC 6 (but -4 to be hit by a dangling character -- who may well have lost his or her weaponry), and takes 8 points of damage to sever. The kech have set two such snares, each may only be triggered once, regardless of whether or not the dexterity check succeeds. Kech are also extremely difficult to track -- if they flee into the forest (which they will if met with strong resistance), there is only a 50% chance of a ranger being able to track them at all. This chance is reduced by 25% for each hour that passes without the trail being followed. The kech's nest, which can only be found through tracking or sheer luck (the nest is 90% camouflaged from the ground). There are no young in the test, although there is an attractive amethyst (150 gp value) from a previous victim, lodged in between two branches. The nest will be within 500 yards of the first encounter with the kech, in a random direction in the forest (roll 1d4+1 for the distance in 100s of yards, 1d8 for the compass direction starting with North. Disregard any rolls that aren't in the deep forest). Pilgrims (pages 26-27) * Bhuts are a Mystara monster, and the bhut here should be replaced with a more normal creature. Also, the pilgrims are a bit too odd to be played for anything but common relief. Accordingly, here's a more serious version: The Pilgrims are peaceful followers of Rao, journeying to help found a new shrine for him in Keoland. Unbeknownst to them, one of their party has been murdered by a jackalwere, who has assumed his identity. The jackalwere has since murdered 8 of the rather terrified pilgrims, though they still trust in Rao to preserve them. Their leader (not a heretic at all, just a pious man) will hint that they need assistance to any party member speaking with him. Any corpses found will be partially eaten, not picked clean. The jackalwere: AC 4; MV 12; HD 4; hp 23; THACO 16; # AT 1; Dmg 2d4; SZ M (6' tall) or S (3' tall in jackal form); SA: Gaze causes sleep; SD Hit only by iron or +1 or better magical weapons; ML Steady (12); Int Very (11); AL CE; XP 270. The jackalwere is a cautious opponent, and will not be easily exposed by party members (barring, of course, the proper use of spells or magical abilities). If the party joins the pilgrims, the jackalwere will try and lull them to sleep with his gaze (he will also cause the pilgrims to doze off), and then tear them to shreds. Shambling Mound (page 28) Additional Text: Any druid of 3rd level or higher will be able to identify the shambling mound on sight. The GM should take care to avoid having the party fight the shambling mound, as it can easily kill multiple party members. Its general non-hostility makes it a tolerable encounter, however. The Shy Tower (pages 28-29) * This is another encounter that stands good odds of annihilating a low-level party. Additional text: If the party is still low level (no 3rd level members), it is best to have the tower simply be absent the first time they visit the area -- with no chance of a body being present (the mimic would have eaten it), but the usual bones scattered around the area. To avoid annihilating a party, reduce the mimic's combat abilities to that of a normal (non-killer) mimic despite its great size: a THACO of 13, and damage of 3-12. The great size of the mimic is partially negated by a corresponding reduction of coordination, after all. The XP value of 20,000 is still appropriate if the party actually manages to kill it -- however, the mimic has improved combat abilities against those fighting it from outside: a THACO of 5 (not quite as high as a normal 30 HD creature), and the damage of 4d6 listed in the module. It is also quite invulnerable to normal missile fire, due to its unusually thick hide, although magical missile weapons and heavy crossbows may still damage it. The notes in the module for firing missile weapons in rainy weather still apply -- also, any non-metallic bowstring used in the rain for more than one shot has a 10% chance (cumulative, up to a maximum of 25%) of snapping. Most light crossbows and all heavy crossbows use a metal cord. Will o'Wisp (page 30) * This encounter is also very likely to kill low-level parties. It can be replaced with a boggart, the immature form of the will o'wisp (found in the Monster Manual 2, pages 19-20). Additional text: The boggart is capable of assuming three forms -- that of a normal will-o-wisp (though slightly smaller and brighter than is typical), that of a young halfling (other boggarts may appear as different humanoids), and that of a kobold (again, this varies by the particular boggart). Each form may be held for no more than 10-12 rounds, at which point the boggart will inadvertently shift to one of its two other forms (randomly determined). It will try to lure the party into the swamp, as the original encounter describes. Once the party is near the swamp, it will shift to halfling form (stuck in the mire), and beg for rescuing -- and will attack once the party is in a vulnerable position. If possible, the wisp will begin with its confusion attack, although it will only try this is half (or more) of the party is immobilized in the swamp. In a losing battle (reduced to 5 hp or less), the boggart will shift to wisp form (if possible), turn invisible, and flee at full speed into the swamp. Although boggarts are usually found in packs, this is the only one present in this area. Part 2 of Repair of the Keep deals with the Caves of Chaos themselves. ## The Caves of Chaos ## Changes for all caves: The minotaur caverns are a bit over-the-top, which magical secret doors placed with disturbing frequency. The secret doors are actually normal mechanical stone constructs. In each door is a seemingly natural depression, about a foot across. If a small hand axe of a specific shape and size (the double-headed hand axe that the kobolds have) is pressed against this depression, a hidden slot will recess, and when the axe is twisted, the door will open. See the minotaur area (Cave I) for more details. # Cave A: Kobolds (pages 32-35) # Changes for the complex: The papier-mache constructs are actually a reed-and-mud concoction (the kobolds don't have access to large supplies of paper). Room A1. Entrance (page 32) Additional text: 8 rot grubs are in the corpse. 1-4 will leap out each time the corpse is touch, or if any character stays in close proximity to the corpse for longer than one round. A rot grub may be burned out by application of a torch, causing 1-6 damage per grub burned -- careful torch work can reduce this damage, if this is done roll 2 dice, taking the lowest result. A4. Priceless Hoard? (pages 34-35) * If the dungeon master is discomfited by the thought of his or players keeping the egg, consider having it fail to hatch (why would kobolds know how to care for a dragon egg?). A5. Court of the Kobold King (page 35) * The runes are written in misspelled common (KURTULMUK), possibly giving clever players a clue as to the ruse. A6. Kobold Lair (page 35) * Of course, the secret door can only be found wedged open if the kobolds escaped -- keep this in mind. One of the fleeing kobolds has an axe of the proper shape and size for the secret door -- this will only be found if the players can prevent the kobolds in this room from fleeing. See the notes at the beginning of the Caves of Chaos for information on opening the secret door. Additional text: The gold paint is being made from iron pyrite deposits in the rock, not from actual gold. # Cave B: Bandit Lair (pages 35-39) # (see the notes in the Bandit encounter above for changes to the 1st level bandit thieves, and additional text on the eight halflings) B2. Guard Post (page 36) Additional text: The card box automatically orders any cards put into it (grouped in card order by suit), the ultimate source of the magical aura on cards placed inside it. The aura lasts for one full day after the cards are removed from the box, and may be difficult to explain if a gambling partner detects the magic. B7. Catbird, Nore, and Orm the Worm (pages 37-38) * Rapiers are not known in the current age of Oerth. Replace Catbird's rapier with a scimitar +1. # Cave C: Former Orc Lair (pages 39-40) # C5. Secret Room (page 40) * The blue ink dye trap is a bit "cutesy" for a serious campaign. Replace it with a similar trap that sprays skunk oil -- the character will be unable to use stealth and at -2 to hit and AC from revulsion (any within 10' with a sense of smell will be at -1 to their armor class and "to hit" rolls), until 4-5 days pass or the character finds a way to remove the skunk oil. Double all chances of random encounters during this period. See the notes at the beginning of the Caves of Chaos for information on opening the secret door. # Cave D: Goblin Lair (pages 40-43) # General notes The occupied rooms are lit by torches, one per 20' of wall. "Bree-yark" translates to "Hey Rube" in the goblin tongue D3. Eastern Guard Post (page 41) * The barrel of 60 spears is a bit excessive. 20 spears are in the barrel. Also, the spears of the goblins tugging rope are on the floor next to them, not thrust through belts. Additional text: If the goblins are taken unawares, the one nearest the barrel will tip it over, sweeping amber liquid over the feet of the party members. He'll then grab a lit torch from the wall next to him, and wave it threatening at the liquid. If the party calls his bluff, he'll throw the torch at the (harmless) ale, then run like hell for the stairs. D6. Goblin Commons * As for room D3, the barrel here contains only 20 spears. # Cave E: Troll Cave (pages 42-44) E1. Mud Pit * If the party tries to pass the ogre's head off as their own kill, Devereau will see through the ruse, and will refuse to pay for any of the current bounties due to the party. They will have to make a fairly heroic effort (a captured bandit leader, the troll if he is not already deceased, the minotaur, or the destruction of the Chapel) to gain his favor again. Playing notes: I had great fun with this troll. When the party walked in on him, he snorted, rolled over, and then grabbed a half-eaten halfling from next to his bed. He chewed on the halfling for a bit, then stood up, scratched himself, and reached casually for the party's paladin (of Al'Akbar) for a fresher snack. # Cave F: Former Hobgoblin Lair (pages 44-47) # F4. Zombire's Chambers (pages 45-46) * The treasure in this room is more than a bit rich, especially for a low level party. Discard the sheet of smallness and the manual of golems, as well as the pouch of accessibility. The skeltar's ring is a ring of protection +1, +2 to saves against enchantments, charms, and illusions (no bonuses to other saving throws) -- modify her armor class to 5 accordingly. The robe of useful items has the following patches remaining: dagger, lantern, 10' pole, rope, large sack (2), 24' wooden ladder, 10' open pit, 2' x 4' window (up to 2' deep), potion of extra healing, and a special patch -- it produces a 4' x 6' dinner table with settings for four, including good wine (one goblet each), lit candles, and a tasty chicken and vegetable dinner. See the notes at the beginning of the Caves of Chaos for information on opening the secret door. # Cave G: Fungus Cave (pages 47-49) # G2. Source of the Goblinwater (pages 47-48) * An 8 HD otyugh, particularly one that is hostile and attacks by surprise, may be a bit overwhelming for an inexperienced party. Reduce the otyugh to a more modest sized one (despite the food source), of 6 HD and 45 hp, and its THACO to 14. G4. Green Slime (page 48) * Green slime is instant death without 3rd level spells or very quick reactions. The slime that falls on the party is actually not green slime at all -- it is muck dislodged from the ceiling, which appears to all intents and purposes just like green slime. The GM should take care to emphasize that the slime is burning to the touch (it is moderately caustic, but not damaging), and sit back and watch the antics. If nothing else, it will prove an interesting object lesson to careless players. G5. More Fungus (pages 49-50) * Violet fungi are even more deadly than green slime -- without magic, a party member may well wind up permanently deprived of a limb. Replace the violet fungi with four more shriekers, of the hit points listed for the violet fungi. G6. Rats! (page 50) Additional text: The double-headed axe in the wererat's treasure is indeed of the proper size and shape to be inserted into the labyrinth's secret doors. The door here, as with the others, is opened by pressing the axe (blade first) into an innocuous-seeming crack in the door, and then twisting it once the blade is fully inserted. # Cave H: Beleaguered Bugbears (pages 49-52) # Changes for the complex: The module designer failed to mention that all bugbear males (save the elderly shaman) receive a +2 bonus to damage with melee weapons. H1. A Call to Arms (page 49) The notice is written in the crude runes of what passes for the bugbear language. It is close enough to goblin and hobgoblin to be understood by them, but not by orcs, ogres or troll. Any character who can read (not just speak) one of the three goblinoid languages will be able to decipher the message. H4. Bugbear Shaman (pages 50-51) ** more work on spirits Additional text: If my own shamans of Hruggek are used, the following applies: Haggadiah the Old (5th level bugbear shaman) Power over ancestral and dark spirits Spells (2/2/0): bless, sanctuary, augury, silence He carries his morning star, instead of a dagger, as it his Hruggek's holy symbol. With it, he does 2d4+1 damage (he is +1/+1 to hit, but has no strength bonus due to his advanced age), and has a THACO of 16. He can increase this to 2d4+3 damage by invoking his shillelagh ability, with the usual (5 round) duration. He also has a set of human and demi-human skulls, jawbones, and teeth for the augury spell, these will not work for spellcasters of other priesthoods. He can speak bugbear, goblin, (broken) hobgoblin, and a little orcish. Haggadiah currently has influence with 2 minor spirits and 1 major spirit. These are the spirit of the previous shaman, who allows him to use wyvern watch (minor), the elder mother of the tribe, who can speak to the dead (minor), and a dark spirit of evil, that allows power similar to symbol of pain (one target only, no saving throw). This last spirit also has powers of illusion, equivalent to either phantasmal force or audible glammer (it may not use both at once). It takes one turn for Haggadiah to invoke a spirit, with a 60% chance of success. The spirit will then serve him for a maxim of one hour, or until 3 requests have been made of it (a request can be either a use of a spell power or a question asked of the spirit). Haggadiah is loathe to use these spirits more than necessary, though he has been invoking his ancestor, the shaman, to guard the entrance to their lair. Nabadiah the Acolyte (2nd level bugbear shaman) Power over ancestral and dark spirits Spells (1): cure light wounds He does 2d4+2 damage with his morning star. Nabadiah has curried favor with a minor dark spirit, allowing him to influence undead as though he were a 4th level cleric (shamans of Hruggek do not normally have undead-controlling abilities). This has served the clan well against the Chapel of Evil Chaos, All spells cast by shamans of Hruggek have twice the usual casting time (if their casting time is less than one round to begin with). Treat spells with casting times of 10 or higher as taking 1 full round to cast. Both shamans dress in black. H8. Slaves (pages 51-52) * Note that these bandits are level 0 humans, not 1st level thieves. See the notes for the wilderness bandits for more details. The priest is a priest of Nerull, not Nergal, as follows: Duranki (Acolyte of Nerull, 1st level cleric): AC 10; MV 12; hp 4; THACO 20; #AT 1; Dmg by weapon (none at present); SA control undead; SD none; SW obvious spell casting; SZ M (5'9"); ML elite (14); Str 11, Dex 14, Con 12, Int 12, Wis 14, Chr 10; AL CE; XP 15 (without spells) or 35 (with spells). He has no spells memorized at the current time. # Cave I: The Labyrinth (pages 52-54) # Changes for the complex: As noted at the beginning of the Caves of Chaos, the secret doors are mechanical in nature, not mechanical. From the far side, they can be opened by pressing the blade end of an appropriately sized double-bited hand axe against a crack, which then recesses to admit the blade. The axe is then turned to release the door. On the inner sides, the secret doors are difficult to spot (as concealed doors, not secret), but may be opened by pushing on a palm-sized (for a minotaur) piece of rock on each door. The doors were constructed by a captured dwarf, once enslaved by the minotaurs (see the notes for room I2). 5 minotaurs are certainly more than a match for any low-level party, but more than one does make the complex more exciting. Accordingly, two minotaur brothers now occupy the complex -- hit points 42 and 28. In addition to their great axe, both carry a smaller throwing axe -- of the sort used to open the secret doors. I1. Bethany (pages 52-53) * Hispis and Apep are not gods known in this region of Oerth. Bethany is in fact a former Velunese priestess of Ehlonna, converted by her snake amulet to the worship of Tlaloc, the Olman god of rain and serpents. The amulet is emblazoned with the symbol of Tlaloc (a stylized deer's head, detailed in the Scarlet Brotherhood supplement). It converts those who wear it to dedicated worship of Tlaloc, changing their alignment to lawful evil. It is formerly a relic of the cursed city of Alocotla, and found its way to the Flanaess through the traders of the Sea Princes. As a priestess of Tlaloc, Bethany gains the use of create water once per day, in addition to the spell selection listed in the module. To bring her weapons in line with the priests of Tlaloc, She wields a dagger in place of the flail listed in the module, and also has a pair of javelins (1d6 damage). Remove the ankh from her inventory, as the snake amulet is her holy symbol. Bethany dresses in black garb (not white) and is obsessive about personal cleanliness, as noted in the module. Fortunately, her priestly powers make fresh water easy to come by. Bethany has sought out the cave as a safe and peaceful way to place to worship Tlaloc, after several failed efforts to covert villagers in the surrounding area. She has realized that it is best to honor Tlaloc in private, and live to pray another day. Bethany wears the snake amulet around her neck, and will happily engage any who ask about it in a warm sermon about the joys of Tlaloc, bringer of rains and the protector of the harvest (although evil, Tlaloc is generally a placid god, one to be placated rather than feared). I2. Empty room (pages 53-54) The skeleton in this room is that of the dwarven stoneworker, murdered once he had completed the secret doors in the labyrinth. He has been dead in excess of 4 years, so a speak with dead spell is unlikely to be of any use. His equipment has been long since disposed of. I3. Medusa (page 54) * The medusa is a fine and interesting encounter, and can be left intact (the original module had a medusa, after all). The treasure needs to be toned down a touch. The minotaur's secret treasury (which is opened like the other mechanical secret doors, the medusa has one of the hand axes in her chest) contains 4524 cp, 2183 sp, 1509 ep, and 310 gp, in 9 man-high jars. Remove the elven chain mail, as such a suit is too rich a find for novice adventurers. Replace the +3 two-handed sword with a similar bronze two-handed sword, of such quality that it is +2 to damage on all hits. However, if used against opponents in steel armors, the sword will quickly dull. After each week of such use, the sword will lose 1 point of damaging ability, until it is rendered blunt and useless after 4 weeks of use. It can be restored to normal damage through care and sharpening, but only a master bronzesmith (if one can be found) can restore the +2 bonus again. # Cave J: Former Gnoll Lair (pages 55-57) # J3. Unsleeping Sentinels (pages 55-56) *Instead of maximum hit points, the undead are rerolled with d4+4 hit points per die (there's no accurate way to make sure your undead creations have maximum hit points). The skeletons are hp 7, 7, 6, the zombies are hp 14, 14, 13. J4. Research Subjects (page 56) * Chantel (see Mendel the Slaver in the module) will be one of the prisoners if it is more than 2 week (but less than three!) since the party first explored the Caves of Chaos. J5. Necromancer's Library (page 56) * Arpad is just generic mage, not a necromancer -- not all apprentices of a necromancer need become one themselves. Her current memorized spell is read magic, her spellbook still contains chill touch in addition to the other spells. There are supposed to be twelves skulls, only ten are listed. The skulls are as follows: Shelf Skull School I halfling Universal Magic II glabrezu demon Abjuration III dwarf Alteration IV elf Enchantment/Charm V goblin Conjuration/Summoning VI kobold Divination VII gnome Illusion VIII orc Invocation/Evocation IX lizard man Necromancy (shelf 1) X human Necromancy (shelf 2), including Arpad's spellbook XI hobgoblin Necromancy (shelf 3) XII bugbear Clerical Magic The clerical notes include information on Nerull, rather than Nergal. The Book of Dead Smiles should probably not have "every necromancy and enchantment/charm spell" that you wish to occur in your campaign -- make up a suitable selection of spells, and follow the suggestion on "incomplete" spells in the module as well. Spells of higher than fourth level are most likely not appropriate. Here's a proposed list of spells, from spells contained in the Wizard's Spell Compendia. It includes several spells that share the Necromancy and Enchantment/Charm schools. 1st level --charm person, chill touch, corpselight, detect undead, Detho's Delirium, empathic, empathy seizure, hypnotism, ray of fatigue, seduction, spectral eyes, spoil holy water 2nd level -- choke, embalm, empathic control, forget, scare, seal mouth, speak with dead, undead mount 3rd level -- death sight, delay death, dire charm, empathic link, mental block, skull watch, suggestion, vampiric touch 4th level -- emotion, lesser geas, mask of death, summon spirit J6. Tarlech's Chambers (pages 56-57) * Tarlech is most likely too powerful for a low level party, here's a less-magically equipped version: Tarlech the Necromancer (4th level Specialty Wizard): AC 7 (bracers of defense AC 7); MV 12; hp 13; THACO 19; #AT 1; Dmg 1d6 (staff); SA spells; SD spells; SW cannot cast illusions or enchantment/charm spells; SZ M (6'0" but very lean); ML elite (13); Str 11; Dex 12; Con 13; Int 17; Wis 16; Chr 10; AL NE; XP 2,000. Spells (5/4): 1st -- chill touch, magic missile, shocking grasp, spider climb, unseen servant 2nd -- levitate, pyrotechnics, spectral hand, web Special Equipment: bracers of defense AC 7, ring of magical aptitude (allows +1 spell of each level of to level 4, subject to a minimum intelligence of 13 for 1st level spells, 15 for 2nd level spells, 17 for 3rd level spells, and 18 for 4th level spells), scroll with minor globe of invulnerability, protection from normal missiles. Note that the spells on the scroll have a chance of spell failure -- 15% for the minor globe, 5% for the protection from normal missiles spell. 95% of failure results will be simple failure, 5% will be reversed or harmful effect (probably missile attraction and inability to cast 1st through 3rd level spells). Chantel remains a 16 hp zombie -- note that she will not be present if less than 3 weeks has passed since the party began exploring the Caves of Chaos. The mummy-cat is actually a lesser mummy, as follows: Mummy-Cat: AC 5; MV 18; HD 3+3; HP 23; THACO 16; #AT 3; Dmg 1-3/1-3/1-2 (claw/claw/bite); SA terror (anyone seeing the mummy cat must save vs. spell at +2 or be paralyzed with fright for 1-4 rounds); SD half damage from non-magical weapons (round down), usual undead immunities; SW holy water (3d4 points of damage per vial), may be turned; SZ T (2' long); ML fanatic (18); Int low (7) but cunning; AL CE; XP 420 Note the mummy-cat is no longer vulnerable to fire, but also lacks the fire protection collar (it does have a platinum collar worth 50 gp). It takes more damage than normal from holy water attacks. Tarlech's spell book contains all the 1st and 2nd level spells it would be expected to, including burning hands and Melf's acid arrow (removed from his spell list), it does not contain any third level spells. Tarlech's undead were animated by Shamhat of the Chapel of Evil Chaos. # Cave K: The Hidden Temple (pages 57-54) # Changes for the complex: Replace all references to Nergal with Nerull, the Flannae god of the dead. All priests have been altered to make them fit with a proper Nerull the Reaper format. Many of their items have been altered or removed entirely. Note that in this writeup, Nerull's priests have 6-sided hit dice, and fight as thieves. Also, their spell casting is more obvious than usual -- Nerull's magic generates a noticeable feeling of dread, detectable up to 100' away. K1. Entrance to the Underworld (page 58) * Remove the lurker above, a 10 HD monster is too much for most low-level parties. K3. The Pious Dead (page 58) * The illusion isn't quite as powerful as the text makes it seem: any party member who fails their save may be brought around by prodding and convincing, give them an additional save for each turn that the party tries to talk them out of their trance. K4. The Unquiet Dead (page 58) * Only 10 zombies are in this area. K6. Shrine of Nerull (page 59) * The story is a representation of Erishkigal's encounter with a powerful paladin lord, who succesfully fought through her lair in the Abyss in order to confront her. Erishkigal seduced him and turned him to darkness, and he now dwells in her Abyssal realm as her consort. The story will probably not be recognizable to any player characters who have not delved into demonology, although priests and paladins of Saint Cuthbert may know about it (he was a warrior of Saint Cuthbert). The cursed items shift the alignment to Erishkigal's alignment (CE), males will be converted to worship of Nerull, females to Erishkigal. Hanigalbat (Acolyte of Nerull, 1st level cleric): AC 3 (plate mail beneath rust red robes); MV 12; hp 6; THACO 20; #AT 1; Dmg 1d4+1 (sickle); SA spells, control undead; SD spells; SW obvious spell casting; SZ M (6'); ML elite (13); Str 15, Dex 14, Con 15, Int 12, Wis 13, Chr 9; AL CE; XP 65. Spells (2): 1st -- command, sanctuary Abilities: control undead as a 2nd level cleric charm undead (as charm person, but usable on undead only, 1/day) Hanigalbat can command any of the undead within the Chapel of Evil Chaos, as can the other priests and priestesses of Nerull and Erishkigal. K7. Adept's Chambers (pages 59-60) * The tablets are engraved clay, written in a secret language (though not actual cuneiform writing). They tell of three episodes in the history of Erishkigal. The first tablet describes her rise to power in the Abyss, the second tells the story presented above in area K6, of her union with her consort (named only as the dark baron, Saint Cuthbert is not named, only alluded to). The third tablet, showing less age than the others, tells of Nerull's bargain with Erishkigal. The red book has the stated note, but deals with the writing of a new poem to the glory of Nerull, for new rituals being crafted to honor the Reaper. Wer (3rd level priestess of Erishkigal): AC 4 (chain mail +1 beneath black robes); MV 12; hp 15; THACO 19; #AT 1; Dmg 1d6+1 (iron mace); SA spells, control undead; SD spells; SZ M (5'0'; ML elite (13); Str 13, Dex 13, Con 13, Int 11, Wis 15, Chr 16; AL CE; XP 175. Spells (4/2): 1st -- bless, cause fear, combine, cure light wounds 2nd -- hold person, silence 15' radius She still possesses a candle of invocation (CE alignment) and +1 chain mail (instead of +2), but no phylactery of faithfulness. Wer carries 173 gp and 84 sp, as well as the jewelry mentioned in the module. Nesir (2nd level priest of Nerull): AC 3 (plate mail beneath rust red robes); MV 12; hp 9; THACO 20 (17 with sickle +1, his weapon of choice); #AT 1; Dmg 1d4+3; SA spells, control undead; SD spells; SW obvious spell casting; SZ M (5'6"); ML champion (16); S 17; D 7; Con 12; Int 10; Wis 14; Chr 13; AL CE; XP 120. Spells (4): 1st -- command, cure light wounds, darkness, protection from good Abilities: control undead as a 3rd level cleric charm undead (as charm person, but usable on undead only, 1/day) Nesir has a sickle +1, 3 jars of Keoghtom's ointment, and a ring of flying (actually a ring of delusion). He has 287 gp and 154 sp, and the copper bracelet and ring listed on page 60. K8. Vestibule (page 60) * Jude is a priest of Pelor. His branch of the faith does not approve of the recent shift of Pelor to a more militant aspect, and teaches non-violence as the true source of strength. Their views do not reflect the views of the majority of Pelor's church. Jude wears yellow robes. Jude the Healer (1st level priest of Pelor, pacifist): AC 10; MV 12; hp 6; THACO N/A (will not attack); #AT N/A; Dmg N/A; SD spells, turn undead; SW refuses to take violent acts; SZ M (6'); ML champion (16); Str 9, Dex 10, Con 11, Int 10, Wis 13, Chr 13; AL NG; XP 0 (35 xp for evil parties). Spells (2): 1st level -- cure light wounds (x2) Abilities: Cure light wounds spells heal 5-8 hp (5 points on a 1 roll of 1 through 5) Turn undead as a 2nd level cleric K9. The Hidden Temple of Erishkigal (page 60) * The mosaic presents Erishkigal and Nerull as stated, but they are not consorts. Replace the text as follows: The back of each throne is decorated with a mosaic: one of a beautiful seductive woman in black, the other of a tall, skeletal figure carrying a rune-covered scythe. There are only 15 zombies and 15 skeletons. K12. A Game of Chess (pages 61-62) * The two acolytes are just playing normal chess, not strip chess. They are indeed in a euphoric state, but from incense burning in braziers, rather than from any enchantment on the chessboard. They receive the listed save to try and throw off their euphoric state. Tishpak (2nd level priest of Nerull): AC 10 (currently wearing rust red robes) or 3 (plate mail when encountered outside this room); MV 12; hp 9; THACO 20 (19 with scythe, weapon of choice); #At 1; Dmg 1d4+1; SA spells, control undead; SD spells; SW obvious spell casting, currently in euphoric state; SZ M (5'11"); ML champion (16); Str 14, Dex 11, Con 14, Int 12, Wis 14, Chr 13; AL CE; XP 120. Spells (4): 1st -- bless, cause light wounds, command, protection from good Abilities: control undead as a 3rd level cleric charm undead (as charm person, but usable on undead only, 1/day) Tishpak has his listed treasure, but no magical weapon. Ninurta (2nd level priestess of Erishkigal): AC 10 (currently wearing black robes) or 5 (chain mail when encountered outside this room); MV 12; hp 9; THACO 20; #AT 1; Dmg 1d6+1 (flail); SA spells, control undead; SD spells; SW currently in euphoric state; SZ M (5'10"); ML elite (13); Str 9, Dex 12, Con 14, Int 12, Wis 14, Chr 16; AL CE; XP 120. Spells (4): 1st -- command, cure light wounds, curse, sanctuary Ninurta has a brooch of shielding with 20 points of absorption remaining. K13. Acolytes (page 62) * Ishara (1st level priestess of Erishkigal): AC 10 (currently sleeping) or 5 (chain mail); MV 12; hp 3; THACO 20; #AT 1; Dmg 1d6+1 (mace); SA spells, control undead; SD spells; SW currently sleeping; SZ M (5'3"); ML average (8); Str 10, Dex 13, Con 11, Int 12, Wis 13, Chr 14; AL CE; XP 65. Spells (2): command, sanctuary K14. The Black Knight, Huntress (pages 62-63) * Their recruits, if any, will live in the bandit cave (or camped in the woods nearby if the cave has been cleared out). They will attract 1-2 henchmen each per week after their arrival, usually 1st level fighters. The Black Knight arrives two weeks after the party first explores the Caves, the Huntress after four weeks. The Black Knight is a rather arrogant (given his title) former paladin of Heironeous. He lusted for death over battle, and fell from the fold when he could not control his murderous impulses. He still believes in the knightly code despite his lust for suffering, and secretly wishes he had not failed Heironeous. The Black Knight (4th level fighter: AC 1 (black plate mail, medium shield +1); MV 12; hp 36; THACO 17 (14 with sword, as he is a specialist and has high strength); #At 3/2; Dmg 2d4+4; SA sword of bitterness; SW sense of honor, self-loathing; SZ M (6'7"); ML champion (16); Str 17, Dex 10, Con 15, Int 10, Wis 14, Chr 17; AL LE; XP 420. The Black Knight wields the sword of bitterness, a +1 broad sword created by a half-elf turned to darkness. It radiates a noticeable aura of evil, and inflicts painful, biting wounds on those of good alignment -- they must save versus death magic, or lose an additional 1-4 hit points and gain a cumulative -1 to hit for each wound they receive. It is worth 2000 experience points if destroyed by a good-aligned priest or paladin. He has become a specialist in the use of the broadsword since his fall (technically against the rules, but he is a dedicated student). He also possesses a stone horse of the courser variety (24 movement rate, AC 3, 18 hit points, THACO 18, 1-6/1-6/1-3 attacks), but no other magic items. Kira the Huntress (3rd level fighter): AC 5 (studded leather armor, dex bonus); MV 12; hp 18; THACO 18 (see weapon notes); #At varies; Dmg varies; SA two-weapon fighting style (as a ranger); SD stealth (see below); SW foolishly ruthless; SZ M (5'11"); ML fanatic (18); Str 16, Dex 16, Con 16, Int 10, Wis 11 (formerly 14), Chr 14; AL CE; Xp 270. Kira uses the follow weapons: long bow, 12 +1 sheath arrows: THACO 16, #At 2, Dmg 1-8+1 long sword and hand axe: THACO 18 and 17, #At 2, Dmg 1-8+1/1-6+2 Kira has thief-like abilities, from her career as a ranger (she also retains the ranger's two-weapon combat abilities). She has a 15% chance to hide shadows and a 21% chance to move silently, these abilities operate at the same level outdoors and indoors, due to her training since becoming a "fighter" at level 2. She does not have the magical arrows or portable hole listed in the module. The Black Knight has the listed monetary treasure, Kira has 271 gp, 148 sp and 72 cp, but not the knight's platinum (platinum coins aren't the same size and shape as silver). She has her listed jewelry and other valuables. Playing Notes: The Black Knight and the Huntress may have a role in clearing out monster lairs, as listed in the module. K15. The Honored Dead (page 63) Playing Notes: The gamemaster may wish to give foreshadowing of this encounter (a dread presence, coldness in the air, etc.) if the party is not powerful enough to fight five shadows. K16. Shamhat & Nabu-Nisir (pages 63-64) * The book on the lectern contains notes about the demonology of Erishkigal, with the sections at the back detailing her assumption of powers over undeath. It includes extensive notes on the nature and powers of succubi. There is no mention of gods other than Nerull, who is mentioned in a (recently written) chapter at the end. The listed rules about consort matches can be ignored -- though it's more likely that Shamhat, should she survive an attack, will seduce the ranking priest of Nerull for practical reasons. The two priests can keep their listed non-weapon proficiencies, although their skill in cuneiform is actually knowledge of glyphs and runes, not clay-tablet writing. Shamhat, priestess of Erishkigal (5th level priestess): AC 3 (banded mail +1); MV1 12; hp 30; THACO 18 (17 with mace of life disruption); #AT 1; Dmg 1d6+2 and special; SA spells, control undead; SD spells; SZ M (5'8"); ML elite (13); Str 12, Dex 14, Con 14, Int 16, Wis 16, Chr 17; AL CE; XP 2000. Spells (5/5/1): 1st level -- bless, combine, command, cure light wounds, fear 2nd level -- aid, chill metal, enthrall, hold person, silence, 15' radius 3rd level -- animate dead Her mace is a +1 weapon of black magic, that inflicts double damage against good targets on any "to hit" roll that succeeds by four or more. It can do this but 7 more times. She also has a philtre of love and oil of etherealness, but her other magic items are not present (she has been succeeding through force of personality, not magic). She has a ruby pendant worth 5000 gold, but no amulet of life saving or gem of insight. Nabu-Nisir, priest of Nerull (4th level priest): AC 3 (black plate mail of fear +1 [2 charges, as the maximum item charges are only 4], dexterity penalty); MV 12; hp 24; THACO 18 (15 with scythe +2, his weapon of choice); #AT 1; Dmg 1d6+4; SA spells, control undead; SD spell; SW obvious casting; SZ M (6'2"); ML champion (16); Str 16, Dex 6, Con 16, Int 13, Wis 15, Chr 15; AL NE; XP 1400. Spells (5/4): 1st level -- cause light wounds, command, cure light wounds, darkness, protection from good 2nd level -- hold person, know alignment, resist fire, silence, 15' radius Abilities: control undead as a 5th level cleric (9th level if using karma) charm undead (as charm person, but usable on undead only, 1/day) Nabu-Nisir is a special envoy from the cult of Nerull in Greyhawk City, and has been equipped well by his masters. He is also the only Nerullite who is faithful to Nerull first, the Cult of Evil Chaos second (hence his alignment). He has been given an enchanted scythe +2 to better fit the image and power of the Reaper, and two special magic items: a necklace of prayer beads containing beads of blessing, curing, and karma (allowing him to function as an 8th level priest in terms of casting level and granted powers, for 2-8 rounds per day), and a skull-carved trumpet of doom. The trumpet of doom is similar to a Horn of Valhalla, but summons 2d4+4 zombies. He also carries a potion of extra-healing. The necklace of prayer beads is usable by any priest, druid, ranger or paladin who follows a god of the Flannae pantheon. The boggart: AC -6; MV 18 (flying, MC A) or 6 (as halfling or kobold); HD 6; HP 28; THACO 14; #AT 1; Dmg 2d6 (electrical); SA energy bolt, confusion; SD immune to spells as for adult wisp, invisibility; SW kept at bay by protection from evil; SZ S (2' wide or tall); ML Elite (14); Int Exceptional (16); AL CE; XP 650). The boggart may make a ranged attack (instead of its normal attack) every other round, with a range of 10 feet and the usual 2d6 damage (in this case, a save vs. spells for half damage applies). It may also make a yelling and screaming attack (a strange, incoherent babble made of all manner of noises, vocal and otherwise) for two consecutive rounds. All with in a 30 foot radius who can hear this noise (merely covering the ears will not block it out) are confused (as the spell) for 7-12 (1d6+6) rounds unless they save vs. spell. The boggart may be interrupted in the process by a successful melee attack in the first two rounds -- once the sound is heard, it is too late for those who fail their saving throws. Boggarts may also become invisible for up to 12 rounds at a time (they must wait for 12 additional rounds after this time expires), and can perform their noise attack while invisible. Boggarts can converse with any intelligent creature while in demi-human or humanoid form, thanks to a limited form of ESP -- their speech is always blocky and hesitant, a possible clue to their false nature. They may pass through solid, non-living objects of up to 2 feet of thickness when in wisp form, although this will not allow them to cross magical barriers or items. Boggarts possess infravision (60 foot range) in humanoid and demi-human form, and the strange dark-vision of the wisp in that form. The boggart may seek revenge if it is severely harmed by a party. It will shadow their movements while they remain near the swamp, and use trickery (including its other forms) to try and draw other monsters to attack the party. Double the change of random encounters (to 2 in 6) in the swamp while the boggart is following the party.