Strange Pilgrims on the Road

In this encounter, the players meet a group of religious pilgrims at a crossroad, who happen to be traveling the same direction. The leader of the group, a strangely intense charismatic older person, asks the party to travel with them awhile to exchange news and share company.

Talking to them the party learns that they are a group of religious pilgrims, either traveling to a holy site, migrating to a new land, or wandering in search of the promised land where they can practice their faith in peace. If the party travels long enough with them, they camp together and get a glimpse into their strange ways at smoke-enshrouded gatherings late in the evening.

This encounter can go different ways, depending on what you want to get out of it as the Gamemaster.

  • CG – party is actually religious pilgrims, and may need help getting through a difficult area ahead, be it a war zone, monster-infested land, or something else.
  • CN – they’re actually theives, masquerading as pilgrims, but pretty friendly. May try to filch something from the party, but will probably try to be discreet. May do some robbing in a town along the way, putting the party in a difficult position if they catch wind of it or the pilgrims are accused of the thefts.
  • CE – the cult is a group of theives, lead by an assassin. They may be on the way to an important job, or just nomadic by nature. They may try to make a sacrifice of the party to their dark gods, or may later assassinate someone important to the party, like a NPC who has hired them. A great way to introduce a recurring villain.

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Lair of the Begotten

This encounter marks the penultimate encounter of the Horror of the Old Ones adventure.

1 Entrance
The walls run with a dark mucous that pools along the floor, making it difficult to navigate the space without it oozing or dripping all over. Nose hairs curl as the bile-like smell grows rises in visible clouds above the pools.

Characters failing a DC 10 Balance check will likely fall into one of these acid pools over the course of their traversal. They are denoted on the map. Above each pool is a stinking cloud. In addition, characters will inevitably walk into an area that rapidly fills with the equivalence of a weak stinking cloud, and if they fail saves, will double over in pain, and can suffer the effects very much like the spell. These encounters increase the tension and raise the stakes.

Heading up the steep passage takes the party to the Pirate Cove, though this is not likely to be an available travel option, as the passage only opens for a brief few seconds, during which thousands of gallons of water and other refuse flow into the tract. That is the only way out, save the passage behind 11.

In addition, every two minutes a new gush of water, complete with flotsam and jetsom, enters from here and passes through the tract, quickly dissipating as the water is absorbed by the walls. As soon as the party feels they will drown, the water retracts in to the walls.

2 Homes of the Begotten

Translucent sheets dominate the space, hanging in the way of the passage. The profiles of humanoid shapes amble behind them.

The begotten have taken up refuge behind little membranous tent-flaps, where they take rest here in the tract. They will attack the party if they are awakened.

Primitive tablets with indecipherable, outerworldly script litter the floors of some of the homes. The characters will only find them if they search for them though, as they are below the murky steamline. Some of these will also wash ashore after the party defeats the old one, to help bring to closure any final mysteries.

3 Begotten Warrens

Tiny begotten spew forth from slimy mounds, slithering across the acidic floor.

These young pose no threat to the party, but if attacked, twelve begotten will swarm the party from each direction down the hall.

4 Equipment Cache

In a drier spot in the tract, there is a small mound of moldy leather equipment in the far end of the chamber.

This consists of leather armor, shredded backpacks, a few rings and other adornments of the begotten, largely necklaces that they wore to hide their gills when they lived in the human colonies to avoid being outcast. There is also an amulet of water breathing among the loot.

5 Packed Bulb (Pack’d in Like Sardines)

This bulb is packed with a strange, pus-colored mucous. Within the gelatin are the compressed bodies of men with fish-like heads.

This is a diseased part of the Old One. This god has a tumor, which has spread to other parts of its colossal body. This is what makes a 10th/11th level party able to challenge it. A gelatinous blob has filled the chamber.

6 Antechamber

There are multiple mutilated skeletons of fishmen here in at the end of the chamber.

The bodies are eaten by the begotten, then cleaned off by the gelatinous rug at 7. Buried in the corpses of the fishmen are a ring of acid resistance and a wand of paralyzation.

7 Gelatinous Rug

This chamber dead ends in a gelatinous bulb, or rather a gelatinous rug, that spreads out into the corridor. Boots begin to stick to the floor.

The gelatinous rug attacks immediately, or as immediately as a rug is capable. The rug is actually spread across the floor, and curls up to trap its prey.

8 Cool Opening

The passage opens here into a swampy drum. The sounds of chewing resound against the cylindrical walls, rounded at the top and bottom of the chamber. The low chewing gives way to a rising crescendo of ululating, mud-encrusted bodies of half men, half-fish which rise out of the muck. Their rows of razor-sharp teeth chomping at the bit.

The fish men have been sucked in by the god, and what few are left are standing up for themselves, fighting off the begotten. They serve as an analog to the tumor which ails this elder god. they do not attack the party, as long as they are shown an alternative. Some of these fish-men will follow the party into battle against the Old One once the party passes through 11.

9 Fleshy Flap

A large, pink, fleshy flap opens and closes at regular intervals, and dung slides from the heaps and shoots out an opening.

This flap, unfortunately, blocks the only way out. Luckily it does open, and can be slashed open as well, causing internal bleeding and hemorrhaging of the body the characters are spelunking.

10 Dung Heaps

The piles of dung here seem to move.

In the dung heaps are six otyughs which attack as the players draw near, their flailing arms covered in feces.

11 Dank Passage

The players will pass very quickly through this passage on their way out the poop chute, which opens of its own volition overy ten minutes or so. Thousands of tiny cilia line the walls, and help force solid objects out to the Old One.

This passage leads to the final encounter with the Old One (add link here).


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Harpy Point

Harpy Point has come to refer to the entire island, though in less troubled times, people often referred to the lighthouse. Over the rocks crags that ring the south and east half of the island, harpies have made their home. More recently, gargoyles have occupied the lighthouse.

8 Feeding Ground

A strewn pile of bones serves as a centerpiece to this enclosure in the rocks. A low stone overhang provides a partial shelter from falling rain.

Among the bones are a collection of small trinkets from nearby towns and a few adventures packs which have been ransacked. The party will have to thoroughly search the bones (DC 20) to find all the items:

  • masterwork leather armor that’s survived the thrashing
  • ring of resistance +1 on a skeletal finger
  • moldy boots of speed at the very bottom of the pile
  • 100gp in coins at various strata

9 Lounge

A set of smooth stones encircles an ash-filled firepit. Two trees have struggled to grow up through the cracks in the rocks, their low limbs curled back in toward the trunks. A sliver of smoke wafts up and out to sea against a backdrop of falling rain.

The firepit is still warm, a sign that this location is still used. If the party stays in the area for more than a minute, they will likely hear the high shrill screeches of harpies in the nest.

10 Nest (EL 11)

This concavity in the rock forms a smooth surface, which has been padded with many layers of twigs, hay, bits of hide and great greasy feathers.

The nicer items are here, along with three harpies who have grown fat off the nearby townsfolk, and who have also begun to develop sorcerous powers due to proximity to the old one and also from some small teachings from the gargoyles in the nearby lighthouse. They are haughty and aggressive, leaping to attack unless convinced otherwise.

Creatures: Harpy Sorcerers HP 38, 50, 48
Harpy Sorcerer CR 8
CE Sex Race sorcerer 3
size Medium Monstrous Humanoid
Init: +2 Senses: Darkvision 60 ft.
Listen +7 Spot +3

AC: 21 (+4 shield spell, +4 mage armor, +2 Dex, +1 natural), touch 12, flat-footed 11
HP: 38, 50, 48 (HD 7d8 and 3d4)
Fort +3, Ref +8, Will +9

MV: 20 ft. (4 squares), fly 80 ft. (average)
Attack: +9 masterwork spear (1d8)
Full Attack: +9/+4 masterwork spear (1d8) and +3 claws(2) (1d3)
Atk Options: Flyby attack, 1 wand of acid arrow: ranged touch +10, 2d4 acid + 2d4 acid next round
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8 Grp: +8

Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18
Feats: Dodge, Flyby Attack, Persuasive, Ability Focus (Captivating Song)
Skills: Bluff +11, Concentration +3, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

SA: Captivating Song (DC 19)
SQ: Darkvision 60 ft.

Spells Prepared or Available:
0th (6/day): detect magic, ghost sound, ray of frost, resistance, touch of fatigue
1st (6/day, 4 remain): shield, mage armor, and either shocking grasp, burning hands, or magic missile

Posessions: masterwork spear.

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 19 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Tactics: The harpies are likely aware of the party’s approach and will cast mage armor and shield on themselves as soon as they see that they are armed (already included in above stats). The harpies are hostile, and will attack immediately, using their song one at a time to attempt to lure party members off the high cliffs (DC 19 Will save). Failing that they will attack with their spells and use their spears in flyby attacks. In addition, one of them wields the wand of acid arrow (ranged touch +10, 2d4 acid + 2d4 acid next round) listed in the treasure below.

Vicious, the harpies will fight to the death.

Treasure: a battered sea chest with 7,000 silver coins, six large chests stamped with a tax collector’s seal containing 70,000 copper coins, 3 gems in a leather pouch: a black agate worth 10 gold, a galena worth 25 gold, and an octel worth 98 gold, 4 gems in a soggy, gouged velvet-lined jewel case: a brandeen worth 90 gold, a clear topaz worth 825 gold, a brown diopside worth 9 gold, and a pink tourmaline worth 105 gold, a potion of blur, a wand of acid arrow with 33 charges, a +1 quarterstaff, a +1 large steel shield, a ring of climbing, a hand of the mage, and a potion of expiditious retreat.


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Lighthouse Ruins

After launching their vessel with Old Man Thorenson, the players have crossed Onuago Bay and approach Harpy Point. According to the locals, the only accessible landing on all of Harpy Point is at the base of the cliffs below the abandoned lighthouse. This location details that area and the lighthouse above.

The ruins of an old lighthouse adorn the promontory at the top of Harpy Point. Gargoyles have occupied the stony structure, where they rest upon the domed lamp at the top of the structure.

1 Rocky Shore

Waves beat upon the rocks, the sound conjuring up the blacksmith’s hammer against an anvil. The wide island has nary a entry point, even from the air. Sharp rocks line the shore like pikes set against an invading army.

After some time floating in the water and making successful search checks vs. DC 25 (35 or more if night) the party spies a narrow slit in the rocks, just large enough for a skiff to skirt the spikes. A DC 25 profession (sailing) check is required to successfully navigate the passage without damage to the vessel. Should their ship flounder, DC 15 swim checks are required to traverse the channel leading to the tiny shore and steps.

2 Stony Steps

On the other side of the narrow passage, a 10′ shore provides a landing at the bottom of a set of stones set into the cliff.

If the players land and climb the steps, they find that they are slick. Every 60′ along this 240′ natural staircase, players must make a DC 10 climb check or slip.

3 Ledge

Most of the way (180′) up the stone steps there is a ledge that overlooks the sea. Screeches echo across the sky, but no visible creatures descend. An old lighthouse looms above, the solemn destination of this rocky climb.

4 Promontory

The steps end here at the tip of a promontory which juts out over the sea. A lighthouse looms at hand here, the far end of this level of the island. A passable trail appears to descend down into the lower interior of the island beyond the lighthouse.

5 Lighthouse Entry

The lighthouse has fallen into disrepair. The door hangs on to its last rotting fibers, revealing a small room behind.

As the players approach, read:

The door falls off its hinges, splintering into multiple half-boards. The cracking wood echoes up and back down the staircase up in to the darkness, followed by a faint screech.

The doorway enters into a cloak room, at the far end of which is set of steps, leading up. The cloak room has been vandalized; anything that may have had value has been gone for some time now.

6 Narrow Spiral Staircase

This narrow staircase is very poorly lit, and the crumbling walls reveal severe rot in the mortar. The place is absent of all smell; not even the salty sea penetrates the porous walls.

The steps can only support a small amount of weight at a time, so they creak and moan as the players ascend. If the party weight exceeds 1,000 pounds, they collapse at a weak point 40′ up the ascent and the party falls, taking 4d6 points of falling damage. A DC 15 search check and a DC 10 knowledge (engineering or architecture) check will allow the players to spot the weak point as they approach it.

7 Lamp

The staircase opens out into a platform overlooking the bay. Stone gargoyles adorn the rooftop, an odd adornment for such a utilitarian structure. The lamp unit itself has long since disappeared, and the glass dome is all broken.

Creatures (EL 11): The gargoyles are (of course!) alive, and move once the players are in range of their surprise attacks. From their vantage atop the lighthouse, they have been aware of the party ever since they set foot on Harpy Point.

If the encounter with the party of initially unfriendly gargoyles goes well (DC 25 Diplomacy check to modify their attitude from unfriendly to friendly) the party can gain a valuable source of information about the lay of Harpy Point and it’s namesakes. They are on more or less friendly terms with the harpies, and if the gargoyles are convinced to be helpful (DC 40 Diplomacy check) they will be given a token that will help them negotiate later encounters with the harpies: the ritual greeting the gargoyles use whenever beginning a conversation with them, “Winged wretches, all on rock, gaze at morsels on the dock, sea foam splash, thunder clash, on the stones their bodies crash.” Opening a conversation with the harpies using this rhyme will give a +4 circumstance bonus on Diplomacy checks.

If the party is hostile or threatening, however, they gargoyles will gladly attempt to rend them limb from limb.

A party of gargoyles has taken up residence in this abandoned lighthouse. They have traveled far together over the years from their people’s home in the wastelands to the east of the Middle Kingdoms. Seasoned adventurers, they have lived here for some months in relative comfort, picking off the citizens of Onuago and the other towns around the bay. They are single-handedly the most responsible force for decimating the population of the nearby settlements. Their names are pronounced with a trilled r, and double consonants are pronounced twice.

Partaxis CR 7
Male gargoyle fighter 3
CE Medium-Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common

AC: 22 (+5 armor, +4 natural, +3 dex) touch 13, flatfooted 19
HP: 81 (HD 4d8 + 3d10 + 42) DR 10/Magic
Fort: +10 Ref: +8 Will: +6

MV: 40 ft., fly 60 ft (average)
Attack: overclaw gauntlet +13 (1d6+5 / 19-20 x 2)
Full Attack: overclaw gauntlet +14 (1d6+5 / 19-20 x 2) and claw +12 (1d4+4) and bite +10 (1d6+2) and gore +10 (1d6+2)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +15

Abilities Str 19 Dex 17 Con 22 Int 7 Wis 12 Cha 4
SQ: freeze
Feats: Multiattack, Improved Critical (overclaw gauntlet), Improved Unarmed Strike, Improved Grapple, Weapon Focus (overclaw gauntlet)
Skills: Hide +7*, Swim +7, Listen +4, Spot +4

possessions: breastplate, +1 overclaw gauntlet.

Rexx-r CR 7
Male Gargoyle sorcerer 3
AL Medium Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +6, Spot +6
Languages: terran, some common

AC: 21 (+4 natural, +4 mage armor, +3 dex) touch 13, flatfooted 18
HP: 54 (HD 4d8+3d4+28) DR 10/Magic
Fort: +7 Ref: +9 Will: +10 – with resistance

MV: 40 ft., fly 60 ft (average)
Attack: claw + 9 (1d4)
Full Attack: 2 claws +9 (1d4+3) and bite +7 (1d6+1) and gore +7 (1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +8

Abilities Str 16 Dex 17 Con 19 Int 4 Wis 14 Cha 11
SQ: freeze
Feats: Multiattack, Still Spell, Combat Casting
Skills: Concentration +8, Hide +7*, Listen +6, Sense Motive +3, Spot +6

Spells Available:
0th (6 per day): detect magic, daze, ghost sound, ray of frost, resistance
1st (5 per day): mage armor, ray of enfeeblement, shocking grasp

Possessions: spell component pouch on a lanyard.

Tortt CR 7
Female Gargoyle rogue 3
LE Medium Size monstrous humanoid (earth)
Init: +5 Senses: darkvision 60 ft. Listen +4, Spot +8
Languages: common

AC: 21 (+4 natural, +5 dex, +1 dodge, +1 deflection) touch 16, flatfooted 16
HP: 71 (HD 4d8+3d6+35) DR 10/Magic
Fort: +7 Ref: +11 Will: +5, Evasion

MV: 40 ft., fly 60 ft (average)
Attack: short sword + 11 (1d6+4)
Full Attack: short sword + 11 (1d6+4) and claw +10 (1d4+3) and bite +8 (1d6+1) and gore +8 (1d6+1)
Attack Options: Sneak Attack +2d6
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +9

Abilities Str 17 Dex 19 Con 20 Int 10 Wis 11 Cha 4
SQ: Freeze, Evasion
SA: Trap Sense +1, Trapfinding
Feats: Multiattack, Dodge, Mobility
Skills: Craft (trapmaking) +3, Disable Device +8, Hide +7*, Listen +4, Sense Motive +5, Search +6, Spot +8, Tumble +6

Possessions: +1 Short Sword, Ring of Protection +1.

Kattaxx CR 7
Female Gargoyle cleric 3
NE Medium Size monstrous humanoid (earth)
Init: +1 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common, some terran

AC: 19 (+4 natural, +5 armor, +1 dex) touch 11, flatfooted 19
HP: (HD 4d8+?) DR 10/Magic
Fort: +8 Ref: +5 Will: +9

MV: 40 ft., fly 60 ft (average)
Attack: claw + 13 (1d4+6)
Full Attack: claw +13 (1d4+6) and claw +12 (1d4+6) and bite +10 (1d6+3) and gore +10 (1d6+3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +12

Abilities Str 19 (23) Dex 12 Con 19 Int 8 Wis 14 Cha 9
SQ: freeze,
SA: command or rebuke undead, turn air creatures, rebuke or command earth creatures, scent
Feats: Multiattack, Combat Casting, Power Attack
Skills: Concentration +8, Hide +7*, Knowledge (religion) +2, Listen +4, Spot +4

Spells Prepared or Available:
1st: bless (already cast), cure light wounds, magic fang* (already cast)
2nd: cure moderate wounds, bull’s strength (already cast)
Domains: domain (bestial, earth)

Possessions: chain mail, holy symbol of Kerilia, Major Elemental Spirit: a piece of unworked granite on a lead chain.

Tactics: The gargoyles have prepared with some spells as the PCs have approached their roost, already included in their stats above. The gargoyles’ close-quarter tactics include well-coordinated attacks especially between the sorcerer, rogue and fighter. The fighter will often grapple an opponent, who the rogue will quickly slay with a flurry of sneak attacks. Spellcasters who draw attention to themselves will be countered with bull rushes or grapples followed by a drop from the heights onto wave-beaten rocks 400 feet below. They be tight.

If reduced to less than 1/4 HP, the gargoyles will attempt to flee the scene, and will probably move off to less hostile pastures, perhaps in the mountains near castle Steiglitz.

Treasure: The gargoyles have managed to collect a fair amount of wealth from their victims, and have hidden it within rotating mechanism upon which the broken lamp rests. It consists of several leather sacks and a backpack with 53 platinum coins, 200 gold coins, 525 silver coins, a small gold bracelet worth 4 gold, a solid gold sculpture of tritons on hippocampus worth 750 gold, a freshwater pearl worth 10 gold, a black pearl worth 550 gold, a polished obsidian worth 15 gold, and a golden yellow topaz worth 450 gold. Tortt, the rogue, has rigged it with a crude crossbow trap, however, as a precaution against her friends stealing what she considers hers.

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/×3, arrow); Search DC 20; Disable Device DC 20.


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Encounter: Begotten Run Amok in Onuago (EL 11)

These encounters detail some run-ins with the Begotten and citizenry in the ruins of Onuago. The players must rescue some children from a group of spawn. They have an opportunity to help an old woman safeguard her family fortune. Finally the players get in contact with Thorenston, who helps them get to Harpy Point.

Encounter: Children of Horrors (EL 7): the players run into a group of Begotten threatening townsfolk in an area of town transformed by the old one’s passage. Here, a part of the street has been transformed into a deep muddy channel when the Old One crossed it. The buildings to either side have been plowed down and the surrounding buildings are warped and twisted as though viewed through a fun house mirror. One to the left is emitting a low moaning sound, and it’s doorway shrinking and expanding in time with the groans.

Just them screams of terror can be heard from a half-melted house across the street. If the players investigate they find a small group of begotten inside the house menacing a group of three children, one of whom lies limp on the floor.

Creatures: Begotten Of the Old Ones (2) HP: 61, 79. In actuality, the Begotten are these children’s parents, hideously transformed by the Old One’s proximity. If the players attack, the begotten will defend themselves.

If the PCs ask the children what’s wrong and succeed at calming them (DC 25 Diplomacy check) the children will reveal that the begotten were their parents before the enormous scary thing walked through the house next door. The unconscious child has fainted in terror.

In any case, the players only have 2d4 rounds to act before the Begotten lose the last shred of sanity that is keeping them from attacking the children.

A polymorph, remove curse or break enchantment will return the parents to their normal selves.

Encounter: The Madame’s Chambers (EL 7-9): the players walk by the snug harbor inn, which was untouched by the chaos. If able to talk their way inside (DC 15 diplomacy check), the barkeep relates the tale of last night’s terror. He tells the players about hearing a commotion before some townsfolk ran inside to say a sea monster had climbed up onto the docks and was headed towards town. Shortly thereafter a hideous fish-mad wearing rags crashed into the inn and bit Sven the porter’s left arm clean off before anyone could blink an eye. Since then he, the tap room’s regulars and a few terrified townsfolk have been holed up in the Inn, fighting off the occasional monstrous former friend.

Mme Babushka requests the player’s assistance escorting her to her house to safeguard some family heirlooms, offering a reward of 200 gold for their bravery. If uninterested, she will work her way up to 500 gold. If the players accept, they must escort Mme. Babushka across town to her house, which is indeed infested with begotten of the old ones (eight in all). In addition, the house is no longer structurally sound, and presents a difficult gauntlet as the players work their way upstairs to her private chambers. There Mme. Babushka’s treasures are intact, and she offers to pay the player’s once they return her safe to the Snug Harbor.

Creatures: Begotten of the Old Ones (8): HP: 64, 68, 77, 74, 68, 53, 51, 61.
and medium animated objects (10): HP:
35, 23, 27, 24, 30, 39, 30, 31, 29, 31. In groups of two to four throughout the house, these Begotten are drawn here by the lingering energies of the Old One. Those energies were so strong here that much of the furniture has come to life and will join in attacking anything that enters in groups of two or three.

Regardless of weather the players assist Mme. Babushka, the proprietor of the snug harbor will inform them that Old Man Threnston had come around asking about them several days ago, saying he had been doing work on a ship.

Encounter: Old Man Threnston’s Last Ship (EL 10): Noah-like, old man Thorenston has built or fixed up a small one-sail ship that the players may use crossing to harpy point. Once they encounter him at the dry-docks near his home in east Onuago, he needs their help getting the ship launched. As the players must launch the ship in the storm down the dry-dock by rope. Those working to slowly lower the ship must stand two behind and two beside the ship, each slowly letting a length of rope out. The dry dock itself is a sloped wooden frame and ramp that begins on the shore above the tide-line and slopes down into the water. The frame that keeps the ship upright on the ramp gives those immediately next to the ship cover but also create difficult terrain: characters move at half speed through it.

The strength checks required are a series of five DC 13 strength checks by four people. On each round of checks, for each player that fails their check, everyone else’s checks go up by 1 point. For each person not pulling on the ropes, everyone else’s strength check goes up by 3 points. Thus for one person to lower the ship requires five DC 22 strength checks. Failure on everyone’s part on the strength checks yields consequences according to the chart below.

After the second round of checks, the laboring PCs are attacked by a group of Begotten who climb up out of the water onto the dry docks and attack the two players on the sides of the ship.

Creature: Begotten of the Old Ones (3): HP: 67, 65, 67

Strength Check Failure: as the players let go of the ropes to fight, the other’s strength checks go up. Failed strength checks results in various consequences depending on how badly highest check fails:
Bad (failed by 1-5): the ship is let slip and flies into the water much too quickly. In addition to being damaged and requiring constant bailing, it must now be retrieved somehow before the waves and wind take it away or dash it upon the shore. Award 80% experience for the encounter.
Worse (failed by 6-10): one or more of the players (or Thorenson) to the sides of the ship are bowled over by the ship as it is loosed and must make a DC 20 reflex check to avoid 6d6 points of bludgeoning damage as the ropes pull them down and the ship grinds over them on its way down the dry dock. Award 60% experience for the encounter.
Worst (failed by 10+): the ship flies loose and crushes several people as above, who also become tangled in the ropes and pulled out to sea with the uncontrolled ship. Swim and escape artist checks are required to avoid drowning, or those pulled in must be rescued. Award 40% experience for the encounter.

Afterwards, there are challenges getting across the bay: strength for rowing or Profession (Sailing) checks , a chance to capsize, etc.


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The Ritual in the Woods (EL 13)

This encounter is the climax of the second part of the Horror of the Old Ones, a D20 fantasy adventure for 10th level characters. At this point the party has entered the Elsemere woods in search of the village priest. Eventually they will find their way to a clearing with some ancient ruins.


Forest Features

Lighting: The forest is relatively dimly lit, much dimmer than the outside. However, even at night, the forest seems to have the same light. It’s as if there is no difference in the wood. Daylight (or nightlight) filters through the canopy, creating an ambient effect.

Creatures: Creatures in this part of the wood are less tame than in other woods. For instance, foxes, deep and other woodland creatures are likely to be aggressive rather than docile.

The Ritual in the Woods (EL 13)

Clearing Features

Lighting: As normal. Sunlight and moonlight during their respective hours.

Creatures: No natural creatures live in the clearing, but there are inhabitants detailed below.

This large field is dotted with the remnants of ancient stone buildings or walls, mossy, overgrown and half buried. A group of people are gathered around a large flat stone, chanting along with a hooded figure standing before the stone.

As the party watches the sky takes on a startling transformation. The clearing darkens and stars become visible in the sky, however none of the constellations are familiar. A transparent creature appears in the sudden darkness. Its enormous lumpy head, shoulders and membranous wings occupy a third of the sky, looming over the horizon.

This enormous shape begins to draw closer, becoming smaller as it does so. Soon it hovers above the altar, silently regarding the Priest with its alien eyes. He draws back his hood, revealing himself as Ernaldus, Elsemere’s Priest of St. Cuthbert. His eyes wild, he beseeches the apparition in strange words with arms upraised.

The phantom reaches out with its long arm, its rubbery digits squirming. Dark energy passes from its grotesque hand to the priest’s head and a horrible transformation overtakes the man. Ernaldus’ features are twisted as his skin turns a mottled green-brown and his mouth and jaws widen unnaturally. In his gaping maw are revealed rows of pointy teeth, like a lamprey’s mouth. As his body runs like wax at the apparition’s touch, the cleric begins to scream in terror. His eyes blank and glassy, he begins pleading towards the horror in the sky to stop drinking his soul. His tortured pleadings are punctuated with sobbing cries of, “It doesn’t even know I’m here! It doesn’t even know I’m here! I’m an insect! A mote! It’s eyes!!!” before trailing off into incomprehensible burbles and croaks. Similar changes turn half the cultists into vaguely reptilian or amphibian mockeries of their former selves. Their screams and groans create a symphony of anguish that echoes throughout the clearing.

The transformed priest, or whatever is now pulling the strings of his mind, straightens up and seems to recover his composure somewhat. Speaking with a strange slurring voice that is not entirely human, he orders the destruction of the nonbelievers who have profaned this holy moment.

Creatures: Ernaldus, Begotten of the Old Ones (5), Shada Monks (5) and a projection of the Old One. The cultists are enacting a ritual they hope will bring forth the unknown source of dark power they’ve been worshiping. They will attack any who is profaning this sacred moment. The Old One is here in a special projected form, and so is not able to act with its full strength or enjoy the benefits of its reality-warping. Use the stats below for this form.

Projected form of the Old One (CR 11)
Chaotic Evil Outsider
Size Large Aberration (incorporeal)
Init:+0 Senses: Darkvison 120
Listen +20 Spot +20

AC: 28 (+19 natural, -1 size) touch 14, flat-footed 33
HP: 140 (HD 16d8+96)
Resist: Incorporeal (50% miss chance)
Fort: +14 Ref: +5 Will: +14

MV: 30 ft, fly 40 ft (perfect)
Attack: claw +19 (1d6+8)
Full Attack: 2 claws +19 (1d6+8) and 8 tentacles +17 (1d6+4)
Space / Reach: 10′ / 10′
Base Attack: +12 Grapple: +24

Abilities: Str 26(+8), Dex 10, Con 24(+7), Int 21(+5), Wis 19(+4), Cha 23 (+6)
Feats: Multiattack, Combat Expertiese, Power Attack, Cleave, Improved Sunder, Great Fortitude
Skills: Concentration 23, Knowledge (Arcana) 20, Knowledge (Planes) 21, Knowledge (Dungoneering) 21, Listen 20, Spellcraft 21, Spot 20

Ernaldus, the Corrupted Priest CR 11
Chaotic Evil human cleric 9
Size Medium Aberration
Init: -2 Senses: Darkvision 60′
Listen +3 Spot +3
Languages: common, telepathy 60′

AC: 22 (+5 armor, +5 natural armor, +4 deflection) touch 12, flat-footed 22
HP: 66 (HD 9d8+24)
Resist: DR 5 / lawful, SR 15
Fort: +9 Ref: +1 Will:+9

MV: 20′
Attack: +11 appendage 1d6+5
Full Attack: +11 / +8 appendage (1d6+5)
Attack Options:
Space / Reach: 5ft / 5ft
Base Attack: +6/+1 Grapple: +8

Abilities: Str: 14 Dex: 10 Con: 14 (16) Int: 10 Wis: 16 Cha: 12
SQ: Lightning Touch, Otherworldly Gaze, Spell-like abilities (see below)
SA:
Feats: 5 spell focus enchantment, scribe scroll,
Skills: points: concentration +10, knowledge (religion) +8, spellcraft +8

Spells Prepared (DC 13 + spell level)
0th: 6:
1st: 4+1: cure light wounds, doom (2), shield of faith, protection from good*
2nd: 4+1: cure moderate wounds, hold person, silence, sound burst, blindness*
3rd: 3+1: cure serious wounds, dispel magic, prayer, contagion*
4th: 2+1: cure critical wounds, greater magic weapon, unholy blight*
5th: 1+1: flame strike, feeblemind*
* domain spell

Domains: corruption (ignore hardness when attacking an object 1/day), evil (evil spells are cast at 1 higher caster level)
Spell-Like Abilities: blur 1/day
Possessions: breastplate +1 (200 gp), Amulet of Health +2 (4000gp), Lesser Rod of Metamagic (Empower) (9000 gp), scroll of symbol of pain, potion of cure moderate wounds, brown robes.

DR: 5 / lawful (axiomatic)

SR: 15

3 Shada Cultists CR 5
Chaotic Neutral human monk 5
Size Medium humanoid
Init: +3
Listen +10 Spot +10
Languages: common

AC: 16 (+3 monk bonus, +3 dex), touch 16, flat-footed 16
HP: 29 (HD 5d8+5)
Resist:
Immune:
Fort: +4 Ref: +4 Will: +4
Weakness:

MV: 40 ft
Attack: +5 unarmed strike (1d8+1)
Full Attack: flurry of blows +4 / +4 unarmed strike (1d8+1)
Attack Options: stunning fist (DC 14 Fort. or stun for 1 rd.), improved grapple, improved trip (+4 on Str check)
Space / Reach: 5ft / 5ft
Base Attack: +3 Grapple: +8

Abilities: Str: 13 Dex: 15 Con: 12 Int: 10 Wis: 14 Cha: 8
SQ: evasion, still mind
SA: flurry of blows, ki strike (magic), stunning fist
Feats: 3 stunning fist, combat reflexes, weapon focus unarmed strike, improved grapple, improved trip
Skills: +10 listen, +10 spot, +11 tumble

3 Begotten of the Old Ones CR 5
Chaotic Neutral with evil tendencies
Medium Size Aberration
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and common

AC: 17 (+2 dex, +5 natural armor), touch 12, flat-footed 15
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5

MV: 30, swim 30 or fly 30′
Attack: +10 appendage 1d6+4
Full Attack: +11 appendage (1d6+4), and +11 appendage (1d6+4)
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10

Abilities: Str: 18 Dex: 15 Con: 17 Int: 9 Wis: 12 Cha: 6
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)
Skills: +7 listen, +7 spot

Lightning Touch (Su): Begotten of the Old Ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherwordly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it.

Spell-like abilities: blur 1/day. Caster level 5th.

DR: 5 / lawful (axiomatic)

SR: 15

Tactics: The Shada monks will attack immediately, charging the nearest party member and attempting to flank them while the Begotten will use their otherworldly gaze on the nearest targets. The projected Old One will float into the midst of the party and lash out with its claws and tentacles at opportune targets.

Ernaldus will prepare with the following spells before joining the fray. First will be a symbol of pain from the scroll he carries. Anyone approaching within 60′ must make a DC 18 Fortitude save or suffer -4 to attack rolls, skill checks, and ability checks. After that he will cast prayer, shield of faith, and greater magic weapon (on his appendage). His statistics are altered to include these effects. He will then cast hold person on a warrior before casting feeblemind, flame strike (empowered) and unholy blight (empowered) on any spellcasters before supporting the monks and begotten with empowered healing.

Treasure: offerings for the Old One amounting to 9 gems worth 2600 gp total. There are also five minor magic items: Amulet of Mighty Fists +1, Elixir of Sneaking, Boots of Elvenkind, Dust of Illusion, and a Swan Boat Feather Token.

Development: Once the party defeats the priest and his twisted worshipers, Ernaldus will fall to the ground and regain one last moment of lucidity as his former self. As his life slips away, he will gasp out a gurgling, mostly incoherent rant, that will contain one clue for the party to continue on to the next phase of their mission.

“No light…only darkness and hunger…I didn’t know… How could I have known?… It sleeps and dreams…under Harpy’s Point…I know its secret now…oh the horror! The horror! We are all doomed…we have always been doomed…death without end…eons without hope…oblivion…”


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The Lazy River Wayhouse EL 12

Marsh Troll Parents and the Abandoned Wayhouse – adept (cr 10) & hunter (cr 11) – EL 12

This is the house of the Marsh Troll family. The building was constructed several decades ago as a wayhouse for travelers going between Elsemere and Onuago. After the Lazy River shifted course and the monsters in the swamp became more numerous and aggressive, the inhabitants of the area relocated to the village and the port town. The wayhouse was abandoned, but not for long. The troll family has been living here for several years by the time the party arrives. The parents of the teen troll ranger and the troll children under the bridge are on the second floor of the wayhouse.

The road that connected Elsemere to Onuago is completely submerged by the south fork of the Lazy River here. Fortunately the water is only two feet deep. The party moves at 1/3 speed through this water to get to the mud island.

The Marsh Troll clan is not normally hostile, but they haven’t eaten well in recent months; the ecosystem is still in a period of flux and adjustment. They will do all they can to lure the party ashore for an ambush. They do this by using ghost sound to create shrieking as if a damsel in distress. The adept will create an illusion of a human female trapped behind the bars of one of the top floor windows to prey upon any good tendencies the party may have.

Areas

1) Outside

A two-story building sits atop an island of mud in the middle of the Lazy River. Here the river forks as it continues its course to the east. One fork flows north of the mud island and the other flows south of it. The two forks recombine 300 feet to the east of the island.

The building itself is heavily weathered but still stands proud above the sluggish waters. On the south side of the building, a large oaken door with iron hinges marks the entrance into the structure. Curiously, all the windows on the top floor have metal bars in front of them to keep something out…or keep something in. A human female can be seen straining against the bars and crying for help to get off the island.

There is also a penned area 30 feet to the east of the building. No animals can be seen in it at the moment.

2) Inside the Wayhouse

The interior of this building is half covered in pools of murky water where the ground has been washed away. A dark gray stone hearth covered in moss stands cold and damp against the north wall. A sturdy wooden staircase, it’s bottom three steps rotted away, leads up along the west wall.

A DC 5 climb or jump check is required to begin ascent of the stairs.

Giant Constrictor Snake (HP 67): A giant constrictor snake hides in the pools of water in the center of the room. It will not attack unless attacked or if the pool it are in are disturbed (when a player is thrown down the stairs by the trolls above). A DC 25 spot check is required to spot the snake.

3) Upstairs in the Wayhouse

The second floor of this wayhouse was once divided into separate chambers. Portions of the interior walls still stand here and there, but are mostly rotten wooden rubble scattered around the large open room thus created.

A DC 10 search check will reveal a wooden trapdoor giving the access to the attic.

Troll Fighter and Adept: two trolls occupy this building. They will use ghost sound and minor image to create an image of a human female in distress, to lure passerby into the way house, and will hide.

Pappa Troll CR 11
chaotic evil male troll fighter 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 158 (HD 6d8 + 6d10 + 72)
Fort: +16 Ref: +6 Will: +5

MV: 20 ft Attack: +19 greatclub 2d8 + 11 or +14 greatclub 2d8 + 21 (powerattack for 5)
Full Attack: +17 / +12 / +7 greatclub 2d8 + 11 and +13 bite 1d6 + 3
Attack Options: rend
Space / Reach: 10 ft / 10 ft
Base Attack: +12 Grapple: +18

Abilities: Str: 25 Dex: 14 Con: 23 Int: 6 Wis: 9 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Power Attack, Improved Bull Rush, Awesome Blow, Improved Sunder, Weapon Focus (greatclub), Weapon Specilization (greatclub).
Skills: listen +5, spot +6

Posessions: hide armor, large greatclub.

Mamma Troll CR 10
chaotic evil female troll adept 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 103 (HD 6d8 + 6d6 + 60)
Fort: +13 Ref: +6 Will: +8

MV: 20 ft
Attack: +14 spear 2d6 + 7 or +9 spear 2d6 + 17 (power attack for 5)
Full Attack: +12 / +7 spear 2d6 + 7 and +9 bite 1d6 + 2
Attack Options: rend Space / Reach: 10 ft / 10 ft
Base Attack: +9
Grapple: +14

Abilities: Str: 20 Dex: 14 Con: 21 Int: 6 Wis: 14 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Lightning Reflexes, Power Attack
Skills: listen +5, spot +6, concentration +11

Adept Spells Prepared:
0th (3): ghost sound x2, touch of fatigue x2
1st (2): bless, minor image
2nd (1): resist energy

Possessions: hide armor, large spear, holy symbol of Vaparack.
Familiar: medium viper snake

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tactics: This pair of marsh trolls is very experienced working together and are quite cunning. Their preferred tactic is to begin with a preyer to Vaparack (bless) and then lure prey to them using ghost sound and minor image and then attack from hiding. When facing magic or fire-using opponents, the female will ward the male with resist energy (fire) before attacking.

In the way house they will hide and wait for someone to come upstairs to investigate the cries of distress. The female will stay behind the male and attack with her spear. The male will stand at the top of the stairs and use his greatclub with Awesome Blow and bull rush to knock attackers down the stairs where they will be attacked by the snake.

The trolls will fight to the death.

Treasure: 210 platinum, 3500 gold, 9000 silver and 15 gems can be found in purses and bags scattered amongst bones from humanoids and animals in the attic. In addition there are potions of aid, spider climb, and remove paralysis.

Ad Hoc XP Adjustment: +10%.


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Location: The Temple of the Freed Slave

This temple was founded many years ago by a former galley slave who became a worshiper and priest of Kord.

As a galley slave the ship he was rowing was breached and began to sink. As he and all the galley slaves began to be pulled under the frothy salty water the ship’s wheel, broken from it’s place, was pushed against his chest by the rushing waters. The wheel broke such that all that was left were eight of the spokes, in the shape of the holy symbol of Kord. The slave felt a sudden rush of strength and broke the chains dragging him and his rowing-mates to the briny deep. They floated on the wreckage until they washed ashore. Praising Kord for their freedom and their lives, the galley slave founded a temple on the spot.

Over the years the temple has become famous throughout the region because the priests of the temple will give sanctuary to any slave that comes to their temple. Many eventually join the clergy there, others eventually leaving, with help from the priests, to start new lives once they are no longer sought after.

Locations

1 Steps and Entrance

The huge open face of this temple is supported by strong marble pillars and looks our over the sea to the horizon. The sandy beach leads to large steps that rise to the huge chapel.

2 Hall and Exercise Room

This large room’s lofty ceiling is supported by large marble pillars. The sight, sound and smell of the unstoppable sea fill this hall from one end, while a wide set of steps lead up to a chapel to Kord, at the end of which light streams through stained glass windows, tinted red and gold.

Often this room is host to groups of worshipers, priests and slaves given sanctuary. They spend their time discussing the merits and philosophy of Kord and engaged in physical contests such as wrestling.

3, 4 Chapel (EL 10)

An open archway leads into a small serene chapel decorated with holy symbols and icons of various good deities. A life-sized bronze statue stands on a pedestal near the archway.

Creatures: Bronze Golems (1 or 2). These sentries guard the inner areas of the temple in the wings. If they detect strong evil in those entering they will leap down off their pedestals and seize the interlopers, wrestling them to the ground until the priests of the temple can come and decide their fate.

5, 6 Storage

Bags, barrels, crates and shelves hold the supplies of this temple.

7 Priest’s Offices

8 Requilary & Treasury

9 Novice’s and Guest’s Rooms

10, 11 Priest’s Quarters

12 Chapel

This chapel features a smooth altar to Kord carved from red-veined marble, with Kord’s wheel engraved on the front. Tall stained glass windows fill the back and sides of the room with a soft light. The windows depict the galley slave being granted the strength to save himself and his shipmates by the benevolence of Kord, their tenacity drifting on the open sea, and the founding of the temple on the sands, along with other scenes glorifying Kord.

Note: this temple is based on stories from the ancient greeks. The greek’s first historian retells the existence of a temple to Herecles which stood on the shores of Egypt that had the same policy of sheltering escaped slaves. As such it can be changed to suit your game world by dedicating it to whatever gods of strength or freedom you choose, or altering it in any other way.


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Location: Castle Stieglitz – 2nd and 3rd floors and Cellar


2nd floor:

1 Hallway
The light makes a shifting patchwork on the floor as the party passes through the broad halls.

2-7 Quarters
The quarters are full of eight slashed beds. It appears that anything of value has already been removed from these walls.

8 Petry’s Room
A single small window looks out to the grounds at the back of the Steiglitz property. Like all the other areas inside this castle, the room has been completely looted. The mattress of the bed has been slashed open and its innards lie strewn across the floor. A chair lies on its side and the desk has several deep gashes as if struck by a handaxe or other small chopping tool.

9 Yevgeny’s Room
This room contains a large bed which has been turned on its side. Dusty hay and down litter the corners of the room, which without exterior windows is cast in a deep earthen shadow.

10 Karl’s Room
This room contains a thrashed bed and some broken furniture. The small window has been smashed. A breeze blows into the room, bringing with it the smell of grass and cedar.

11 Anna’s Room
This windowless room has a single bed that has been gutted like the rest. A vanity and wardrobe shows signs of vandalism. Their contents have long since been looted. Someone with the initials “K.U.” has carved crude remarks about a woman named Anna and her questionable heritage into the wood grain of the furniture.

12 Baron’s Suite
The room has a distinctly foul odor to it. In the shadowy light that streams through the windows, a humanoid form with withered and whitened hair slithers from a throne, shakes his fists defiantly and charges up the iron spiral staircase at the far end of the room. A sitting table flanked by two chairs fills the north end of the room under the window, atop it an unlit candelabra. Three chests line the south wall, upon the center one rests a notebook and a silver pitcher.

When the party enters the baron’s suite, he will flee up the spiral staircase.


3rd floor:

1 Baron von Stieglitz’ Bedchambers
In this round chamber high above the valley, bright spotlights from the five circular windows illuminate silver cobwebs draped like tule about the five-poster bed in the center of the chamber. A small table leans against the west curved wall, and a dresser against the east curve. A spiral staicase at the south end of the room leads down into the darkness.

Beneath the cobwebs in the bed is a long-dead servant girl, the object of desire that drove the Baron into madness. (more description here, probably a read-aloud, something to the effect of)

Sinewy strands of flesh bind the woman’s mouth, and a festered and rotten slit is visible under her chin.

The windows offer views of the surrounding valley, making the tower a perfect lookout spot and the castle well-defended.

Creatures: Baron von Stieglitz, wight (CR12) who has likely fled to this location from the room below. In addition, many bats (20-40) live in the rafters beneath the tall ceilings of this tower. They will fight on the baron’s side.

If the party survives the fight, the Baron’s parting words:

I have failed you Katherine! I have failed you father, grandfather, uncle Jakob! I now know in death what you thought of me in life.

Soon after, the Stieglitz ghosts arrive and carry his body down to the mausoleum for burial. Then they sink back into their sarcophagi and disappear from sight.

An alternate ending is that the party parlays with the Baron and works with him to restore his name and honor.

Cellar:

Development: If the party heads down into the trapdoor, and they haven’t met the servants, the servants close the trapdoor and drag the table back atop it, trapping the party in the cellar. Cries for help will eventually bring the remaining servants to investigate. They will not open the trapdoor until they verify the party means them no harm, which may require the party disposing of the undead.

The party must succeed at a DC 25 strength check to lift the trap door open (5 round action) if the servants do not help. They can also cajole the servants to open the trap door. This requires a DC 25 Diplomacy check (10 round action) to change their initial attitude from Unfriendly to Friendly.

1 Food Storage
This 5’ x 10’ room is musty and ridden with cobwebs. Shelves that look as if they once held dry goods now only display rat droppings.

2 Equipment Storage
This is another 5’ x 10’ room that contains mops, brooms, balls of rags, buckets, feather dusters, and other custodial equipment. They have not seen use in quite some time.

A DC 5 Search check will allow to party to find 5 large bars of soap.

3 Wine Cellar (EL 8)
This unlit earthen room is filled with narrow rows of shelves, stocked with bottles of wine. Several dead men in mail lie on the ground amongst broken bottles of wine in the tight spaces between the shelves, weapons still in their rotting hands.

The spaces marked on the map as having broken glass should be treated as being laced with caltrops. Characters moving into or fighting in such areas receive and “attack” from the broken glass. This attack is at +0 attack bonus and is against the character’s touch AC (+2 if the character is wearing boots of other footwear). A successful attack deals 1 point of damage and reduces the character’s movement by half.

Most of the areas in this cellar are 2 1/2 feet wide, which means that medium sized creatures will have to squeeze to move through these areas. Squeezing characters move at half speed and receive -4 to their attack rolls and AC.

Violent activity while squeezing adjacent to the wine racks has a 50% chance of sending wine bottles crashing to the ground. This fills the space the character is in with glass-caltrops as above.

Creatures: Mohrg, HP: 85 and Zombies (3) HP: 15, 18, 15 AC: 16

Several months ago the kennel master, a cruel and coarse man, was caught by a servant girl getting drunk on the Baron’s wine here. Enraged, he slit her throat and drunkenly violated her. Shortly afterwards the Baron leapt upon him and slew him. The taint of his evil has lingered and now his body stalks the cellar as a Mohrg.

Afterwards, during the looting of the castle by the Baron’s factious underlings, several men-at-arms came to the basement to steal the wine. The mohrg slew them and they now serve him as zombies. The zombies will lie still on the ground until the mohrg begins it’s attack, at which point they will rise up and join the fray.

All of the undead, being dead and suffering no pain, are unaffected by the wine-caltrop effect.

Tactics: The Mohrg will attempt to hide until it can attack one of the party from such a position that they must face it one-on-one. The zombies will rise up to sew confusion once the attack has begun, grappling and slamming. The mohrg will tenaciously attack one foe until it is dead or paralyzed, then move on to the next, until it is slain or has slain everyone. If defeated it expels vile curses with it’s grotesque tongue as it falls, calling it’s defeaters mongrels and dogs in Wyndm.

Treasure: The three zombies are wearing serviceable suits of chain mail and their heavy maces lie on the ground. In addition, there is a large sack of loot they had taken before meeting their fate here. It contains 500 gold worth of accouterments including a candelabrum worth 100 gp, most of a 8 seating set of silverware worth 80gp and various other valuables. Finally, the wine on the racks amounts to 80 bottles of various quality and vintage. Their values range from 2 sp to 10 gp each, and average at 4 gp each. A DC 20 search check along with a DC 15 appraise check will allow characters to discover a 50 year old bottle of fine brandy worth 100 gold.

Development: If anyone moves the obstacles and enters the cellars without speaking with the remaining servants first, they will come and replace the obstacles at the first sound of battle, or before if they happen upon the open hatch. As noted above, opening the hatch with the table and rubble piled on it requires a DC 25 strength check, or convincing of the former servants that the trapped people mean them no harm via diplomacy or bluff.

Ad Hoc XP Adjustment: +10% XP for difficult terrain and zombies.


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Location: Castle Stieglitz – Ground Floor

1 Driveway
a,b Brush Piles
2 Entry
3 Foyer
4 Dining Hall
5 Hallway
6 Storage
7 Kitchen
8 Pantry
9 Training Hall
10 Training Hall
11 Meeting Room
12 Trophy Room
13 Sitting Room
14 Mud Room
15 Back Patio
16 Stables
17 Shed
18 Mausoleum
19 Graveyard

Overview

Presented here is the first floor of the interior of Castle Stieglitz. Here characters will meet the Baron in the castle and learn his history, and what must be done to save him and restore glory to the castle which requires having him right his wrongs with the help of his disbanded men.

The castle has been looted by fleeing servents & factions, but the wine steward remains (who is aware of something creepy in the cellar!), as are two remaining servants, who spend their days foraging for food in and around the kitchen, and their evenings huddled for safety in the stables.

The mausoleum is full of ghosts who wander the graveyard wailing to the baron and who flee if attacked.

There are two routes for resolution:
1) diplomacy checks to convince the baron to hold the festival (atonement) and diplomacy checks or tasks to put the army back together
2) defeat the baron and the undead at the castle. Put Anna in as the new baroness (with the help of a local preist to make it official) and put down the other armies.

Additional Background: Several months ago the Baron Stieglitz witnessed the violent assault and murder of one of his servants by the drunken kennel master. Instead of stopping the crime he hid in the shadows and watched the whole scenario. When the vile kennel master tried to skulk away undetected the Baron stabbed him in the back. He then took the body of the servant girl to his room and locked himself in. Overcome with the guilt of experiencing pleasure at witnessing such a horrific event, he contemplated the monster he truly was. He shed tears over the girls bruised face and lay down beside her to join her in the afterlife. After several days with out food and water his vitality diminished and he closed his eyes for the sleep of eternity. But the Baron did not die. His body stirred again. His corrupted spirit lived beyond death and refused to give up it’s mortal host. The Baron Stieglitz had become a wight.

1 Driveway

This brick-inlaid driveway framed by diseased trees leads from the road to Castle von Stieglitz. The path is slightly overgrown with weeds, and large piles of brush decorate both halves of the front lawn. The castle rises in the distance, a wide stone structure with a central tower made from the grey granite of the surrounding mountains.

Creatures: Thousands of ravens inhabit the grounds, mostly living in the trees. They will follow the party as they make their way about the grounds.

1a,b Brush Piles

Piles of brush have been left here to rot, including entire branches of the shorn trees. Ravens circle in the sky above the piles.

Creatures: Dire Rats(6), detected with a listen check DC 15. In addition, brush mites may infest the characters’ equipment, making them itchy and generally uncomfortable during their stay in the castle.

Tactics: Unless detected earlier, the dire rats spring from the piles as the last character walks past attacking en masse!

2 Entry

The enormous Castle von Stieglitz offers an impressive counterpoint to the distant mountains surrounding this broad valley. Atop a slightly inclining hill, its stonework glows in the afternoon sun. Normally a festive occasion, the castle grounds are abnormally quiet for this St. Zyekni’s Day. The trees within the complex are early in their barrenness, despite the planned celebration of autumn harvest season. There is no welcoming party, save a flock of ravens perched by the hundreds in the defoiled arbors. Other ravens pirouette about the main steps, rending pieces of cloth from one another’s beaks.


Two heavy wooden doors adorned with the Stieglitz coat of arms – a ship above three coins in a chevron – are framed by an arch.

If the characters approach the ravens, they fly off, landing on the multi-stepped rooftops of the giant stone structure, calling out to their brethren. If the characters examine the cloth, they notice that it was once a tunic, but there is no sign of the disrobed. Once the characters approach the doors with the intent of opening them, a breeze picks up and the doors creak open slightly.

Creatures: Swarm of Ravens (hundreds), though they will not attack unless attacked themselves or the characters enter the castle.

Tactics: If attacked, the ravens swarm fiercely in groups of 30 or 40 per party member. When they enter the castle, the ravens swarm at them. Luckily they cannot open the castle doors. Unluckily, the wind may, if they are not properly fastened or barricaded.

3 Foyer

This open hall . The doors at the far end open and close in the breeze. Staircases rise on either hand before meeting in a landing on the south end of the hall. Orange light streams through a stained-glass window, illuminating the intricate marble floor now marred with scuffmarks from many heavy things being dragged across its surface. Archways open two to the east and two to the west.

4 Dining Hall

Light filters in through the dusty curtains covering the floor to ceiling windows in this once lavish dining room. Dust several layers thick covers the long wooden table that dominates this room. The tablecloth has been been partially removed and spills off one side of the table onto the floor. A couple of wilted floral arrangements that were once centerpieces have been knocked over and lie in disarray. There are cobwebs decorating the chandaliers, and chairs are conspicuously absent from the room. Clean patches of the floor and walls remain where once there were tapestries and rugs.

The door near the back wall is locked. If the PC’s manage to unlock it, they will discover that the door across the hall to the pantry is locked and also has a large pile of broken furniture covering the doorway.

Creatures: Rats (30).

Tactics: The rats scurry away from the party.

5 Hallway

This narrow hallway is dark, dusty, and filled with cobwebs. There are 2 doors along one wall, one open one not. Through the open door you can see the dining room. There are 3 doors running down the other side of the hallway, 2 are open, the third has a pile of broken furniture stacked up against it.

Treasure: Among the broken furniture, the party finds a few religious relics from local shrines and chapels.

6 Storage

The smell of spoiled food lingers in the air in this dark storage room. Vermin scurry into hiding in the darkness. This room contains pieces of broken furniture and filthy clothes lie in disarray on the floor.

7 Kitchen

The smell of a recently cooked meal permeates the air. The hearth gives off a welcome warmth. A dusting of flour on the floor reveals foot prints. There are some dirty pots on the washstand along the southern wall.

Creatures: The party may encounter one of the 3 remaining servants cooking a meal at the hearth. The servant flees when the party arrives. A DC 10 survival check reveals 3 different persons footprints in the flour.

8 Pantry
A table lies on its back in the center of the room, a stack of gravestones on top of it. A corner of a wooden trapdoor is visible along its edge.

Development: If the party heads down into the trapdoor, and they haven’t met the servants, the servants close the trapdoor and drag the table back atop it, trapping the party in the cellar. A DC 25 strength check is required to open the trapdoor. Cries for help will eventually bring the remaining servants to investigate. They will not open the trapdoor until they verify the party means them no harm, which may require the party disposing of the undead.

a. Cellar
b. Wine Cellar

9 Training Hall (there’s a door from here to 11 that’s not here yet)

Straw training dummies lie strewn about the room, the victims of some spontaneous pinata party. A large straw mat — nearly the size of the room — covers the center of the parquet floor. The room is otherwise completely spartan.

10 Training Hall

This room is completely empty, save random strands of straw that lead off in every direction along the parquet floor.

11 Meeting Room

A large table adorns the far corner of this room, over which is hung a map of the surrounding countryside. Pins mark regions close to the castle, including Onuago, the Swft River Crossing Inn and Talook. One region of the map — close to the eastern edge of the Old Bay — has been torn off.

The area that has been removed from the map is Harpy Point. Characters who make a Local Geography check DC15 will recognize this.

Treasure: The map may be worth something, especially since there are clues leading to a pirate treasure on the back side. Unfortunately, the missing area of the map contains one half of the riddles.

12 Trophy Room

The fireplace at the back end of this room signifies a space that once displayed hunting trophies. Wooden stands lie empty, pilfered of the furs and taxidermied animal corpses.

If the characters search the fireplace, they find the remains of burnt books with barely legible writing scribbled in the interior margins. One book appears to be a history of the once proud Stieglitz family, but there is not enough remaining text to tell any complete story. If the characters present these remains to the Stieglitz ghosts, they will tell more of their stories.

13 Sitting Room

This room is full of thrashed furniture with major pieces missing.

A few copper pieces are all that remain inside one of the cushions. All other treasures have been removed from the castle.

14 Mud Room

This tiny room serves as the space between the back west wing of the castle and the north side of the castle. A wooden door frame in search of a door provides a view of the back patio.

15 Back Patio

Rows of what were once poplars extend from the the back patio, extending along the border to the back of the estate. A plane of fitted stones once made for a cozy patio space, but they are now overgrown with lichen and moss has collected in the spaces in between. A brick-inlayed path leads north between the trees, making for a once formal garden. Gnarly bushes lines the walk, overgrown and under-foliated. The baying of wolves can be heard off in acres of forest behind the estate.

Creatures: If the characters wander too far into the woods, a pack of dire wolves are likely to descend upon them. Dire Wolves (8-10).

16 Stables

These stables no longer house horses or carts, both of which are long gone. The stables are relatively spartan, save a pair of hay bales set up as twin makeshift beds, covered with blankets and leather sacks.

Treasure: The sacks are filled with gold flakes and scraps of tapestries, linens and a few pieces of tarnished silverware.

17 Shed

A rickety old shed adorns the east end of the estate, its splintered wood a reminder of the eternal entropy at home in this place.

If the characters enter, they note various tools and a bale of hay in the center of the room. Rain water has made the hay soggy.

Creatures: A few rats have made their home in a bale of hay in the center of the shed. They scatter once the party opens the door to the shed.

18 Mausoleum

If the characters enter the mausoleum with a light source, read or paraphrase the following.

Behind the castle is an outbuilding that serves as a monument to the von Steiglitz family. Multiple generations are buried in the sacred chambers in the mausoleum and on sacred ground in the graveyard. Five sarcophagi line the outer walls of the mausoleum, one along the far wall, and two along each of the two side walls. The walls ooze with a murky jelly.

Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. These characters from the past will rise up to protect the Baron if the party attacks him. They should heed the warnings of the many generations of paintings on the walls of the castle.

19 Graveyard

An impressive stone edifice occupies a large part of the backyard. Rows of gravestones populate the grounds behind the mausoleum in three neat rows, framed by cherry trees. The carvings on the door of the stone mausoleum indicate a minor fortune spent to honor the dead. The door itself has been left slightly ajar.

The door is ajar because it’s been used by the Baron’s undead ancestors as they wander the castle grounds at night. They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. If the party attacks the Baron, they will rise from their graves, along with the dead from the other graves and shamble to his defense.

Creatures: Wights (5). By night the wights from the mausoleum wander these grounds moaning remonstrations up at the barons window. “St. Zyekni! St. Zyekni!” they groan as clearly as their rotted tongues will allow.

Tactics: The wights are unfriendly to anyone entering and hiss from the shadows and from behind decayed trees, but will not attack unless themselves attacked. The undead family members will not be satisfied until the Baron returns the Castle von Steiglitz to honor. The celebration of St. Zyekni’s Day has never before been missed on the castle grounds.


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