The * Frilond * Campaign
The Search for the Temple of the Golden Spire

The Search for the Temple of the Golden Spire was a D&D adventure that first appeared in issue 22 of the British magazine White Dwarf (Dec/Jan 1980/81). Designed by Barney Sloane, Search was “an AD&D mini-module used as the competition at Dragonmeet III.” Sloane was a frequent contributor to WD and the creator of the popular shadow goblins.

The original “Search” was designed for 7 PCs of 2nd–4th level, while this 3.5e conversion has been designed for a party of four 3rd-level characters.

Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. D20 System and D&D are trademarks of Wizards of the Coast, Inc; Tome of Horrors is a trademark of Necromancer Games. Advanced Bestiary is a trademark of Green Ronin LLC. The original adventure text and all artwork is copyright © Games Workshop 1980. All copyrights are acknowledged and remain the property of the owners. All rights reserved by their respective owners. This page is for entertainment only.

Adventure Background

Many ages ago the Temple of the Golden Spire was an infamous bastion of evil. In response, the forces of good erected their own bastion, the Church of God, which still stands to this day in the village of Greywood. The church and the temple once acted as twin beacons in a long, grinding conflict of good and evil. How this conflict ended is unknown: perhaps in a victory for the forces of good, or in a stalemate, or perhaps some other calamity befell the evil side. But in any case the Temple was abandoned and its very location has been forgotten. Even basic knowledge of the old conflict has faded from the memories of the humans still inhabiting the site of this struggle; the only remaining evidence are the crumbling ruins of fortifications along the former border. But though nearly forgotten, the Temple still remains, hidden in the wilderness not far from Greywood.

Adventure Synopsis

The PCs arrive at the village of Greywood at about 8 pm in late October to find an empty village square under the silent shroud of night. Seeking a place to rest for the evening before continuing their journeys, the PCs head for the Howling Fox Inn. Just as they cross the empty village square, the top of the cross is struck by an intense moonbeam, and strange runes begin to flow across its face. The runes are a riddle, revealing clues to the location of the lost Temple of the Golden Spire.

Once the PCs decipher the riddle they will go to All Season's Folly (area E on the Wilderness Map), and thence to the Black Granite Bridge (area F). The PCs will then return to Greywood Village along the banks of the stream and through the woods. Finding the Road of the Dead, they will make for the Citadel of Greycrag, enter, and reach the top of the Little Stair Tower, from where they will see the Temple of the Golden Spire far to the north.

Part one of this adventure details the village of Greywood, where the adventure begins. Part two covers the wilderness surrounding the village. Part Three details the Citadel of Greycrag, and Part Four details the Temple of the Golden Spire.

Part One: The Village

Greywood
The Village of Greywood

The village of Greywood is shown in the detailed map above. The village is a remote one with many perils in the surrounding wilderness, making the villagers naturally suspicious of strangers. On top of this the villagers are particularly uneasy at the current time, as their village elders are away at a council in Western lands. Most villagers should be treated as having an Indifferent attitude with regard to Diplomacy checks.

The inhabitants of the village will know only in general terms about the following areas on the Wilderness Map: the old wooden bridge (area C), the Ruined Tower (area G), and the Citadel of Greycrag (area I).

Greywood

Village conventional (village elders); AL LN

GP Limit 200 gp; Assets 4,500 gp

Demographics

Population 450

Type isolated (95% human, 3% elf, 2% gnome)

Authority Figures

Three Village Elders (LN male human commoner 3)

1. The Howling Fox Inn

This establishment is the center of the tiny village, and is owned and run by Moray (LN male human fighter 4). There will be 2d10 other customers in the Inn, all locals and normal men. None is willing to talk.

Moray has four rooms for hire at a cost of 1 gp per person per night; these are numbered l ad on the map. He sells drinks at the following prices: Mead 2 cp, Ale 2 cp, Wine 6 cp, Spirits 1 sp.

2. Smithy

The owner is called Berg (LN male human expert 3). He can make minor repairs to metal items, and provide basic weapons or equipment to the PCs. He is helped by 3 workers (LN male human expert 1). If coaxed, he will tell about the empty house (area 9), although he does not know it contains the Road of the Dead.

3. Grocer

Pern (N male human rogue 2) can provide any basic equipment of up to 200 gp value at prices laid down in the Player's Handbook.

4. Celtic Stone Cross

At any time other than a full moon night in October, this appears as an ordinary worn cross with a loose piece at the base.

Just as the PCs cross the empty village square, the top of the cross is struck by an intense moonbeam and strange runes begin to flow across its face. They will remain for ten minutes before fading, and form the following poem:

To Those Who Seek Advice from the One Who Knows:
Look through the eyes of the star that is stone,
And see ye the one true way.
Go ye from here to the All Seasons Folly,
Straight as the eye doth see.
Thence to the bridge that by dead gods was broke
Where granite black doth lie.
Look for the cross at the top of the point,
And point ye the cross at the cross.
Follow ye then the way ye hath found,
To places seen often before.
Search ye once there for the road of the dead,
And follow its feet to the gates.
There you must fight with monsters malign,
In order to find what you seek.
Search then from as high as the eagle doth fly,
To the land of the frozen wastes.
Find ye the beast with his golden horn high,
For there you will find your lost goal.

5. Village Well

A favorite talking place—there will always be a crowd of 3d6 peasants and workers during daylight hours, gossiping around it.

6. The Church of God

This very old church was supposed to have been built at the same time as the Temple of the Golden Spire, and in opposition to it. It can be easily seen from the Black Granite Bridge (wilderness area F), but not the Broken Wooden Bridge (area C) or the Ordinary Wooden Bridge (area H), being recognizable by its tall spire bearing a prominent gold cross.

The Church is run by four Lawful Good clerics: Zarkon (LG male human cleric 3), Oolarn (LG male human cleric 2), Colophidius (LG male human cleric 1), and Gareth (LG male human cleric 1).

7. Large House

Usually occupied by the three village elders, this building is currently locked up as they are away at a council in Western lands.

8. Graveyard

Hopelessly overgrown, yet still free from evil, this is the reason for the name given to the Road of the Dead in the initial clue.

9. Old House

This tumbledown empty house conceals the Old South Road (also called the Road of the Dead) from view. The first stretch of this is overgrown, and the villagers have mostly forgotten its existence.

Part Two: The Wilderness

Most of the wilderness is dense pine forest, with little light or ground cover. It is only a DC 10 Survival check to prevent becoming lost in this terrain. The maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 3d6 x 10 feet.

Each hex is approximately 1,000 yards across. Overland movement rates are detailed on the table below. Movement through forest hexes is at 3/4 the normal rate.

Overland Movement Table
One HourSpeed
15 feet20 feet30 feet40 feet
Walk2 hexes3 hexes5 hexes6 hexes
Hustle4 hexes6 hexes10 hexes12 hexes
The Wilderness
The Wilderness

Random Encounters

Encounters should be rolled for hourly, with a 10% chance of occurring. If an encounter is indicated, roll the Outdoors Encounter Table.

Outdoors Encounter Table
d%Type of EncounterAverage EL
01–111d3 centaurs5
12–151 dire boar4
16–252d4 elves3
26–351d6+1 gnomes2
36–421d2 ogres4
43–551d4+1 sprites4
56–652d4 stirges3
66–751d2 unicorns5
76–851d4 wolves3
86–003d4 peasants4

Centaurs will be neutral toward the PCs, seeking to end the encounter quickly and go about their business. Elves and Gnomes will behave likewise, and have no idea of the Temple's whereabouts. Peasants know similar information about the wilderness areas as inhabitants of the village.

Centaur CR 3

MM 32

N Large monstrous humanoid

Init +2; Senses darkvision 60 ft.; Listen +3, Spot +3

Defense

AC 14, touch 11, flat-footed 12
(+2 Dex, +3 natural, -1 size)

hp 26 (4 HD)

Fort +3, Ref +6, Will +5

Offense

Spd 50 ft.

Melee longsword +7 (2d6+6/19–20) and
2 hooves +3 (1d6+2)

Ranged composite longbow +5 (2d6+4/x3)

Space 10 ft.; Reach 5 ft.

Statistics

Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11

Base Atk +4; Grp +12

Feats Dodge, Weapon Focus (hoof)

Skills Listen +3, Move Silently +4, Spot +3, Survival +2

Languages Sylvan, Elven

Gear longsword, composite longbow (+4 Str bonus) with 40 arrows

Dire Boar CR 4

MM 63

N Large animal

Init +0; Senses low-light vision, scent; Listen +8, Spot +8

Defense

AC 15, touch 9, flat-footed 15
(+6 natural, -1 size)

hp 52 (7 HD)

Fort +8, Ref +5, Will +8

Offense

Spd 40 ft.

Melee gore +12 (1d8+12)

Space 10 ft.; Reach 5 ft.

Special Attacks ferocity

Statistics

Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

Base Atk +5; Grp +17

Feats Alertness, Endurance, Iron Will

Skills Listen +8, Spot +8

Special Abilities

Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Elf CR 1/2

Male and female wood elf warrior 1 (MM 104)

N Medium humanoid (elf)

Init +1; Senses low-light vision; Listen +2, Spot +2

Defense

AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will -1 (+2 against enchantments)

Immune sleep

Offense

Spd 30 ft.

Melee longsword +2 (1d8+1/19–20)

Ranged longbow +3 (1d8/x3)

Statistics

Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Base Atk +1; Grp +2

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Languages Elven

SQ elf traits

Gear studded leather, light shield, longsword, longbow with 20 arrows

Gnome CR 1/2

Male forest gnome warrior 1 (MM 132)

NG Small humanoid (gnome)

Init +0; Senses low-light vision; Listen +1, Spot +1

Defense

AC 16, touch 11, flat-footed 16
(+4 armor, +1 shield, +1 size)

hp 6 (1 HD)

Fort +4, Ref +0, Will -1 (+2 against illusions)

Offense

Spd 20 ft.

Melee longsword +2 (1d6/19–20)

Ranged light crossbow +3 (1d6/19–20)

Base Atk +1; Grp -3

Spell-Like Abilities (CL 1st)

1/day—speak with animals (burrowing mammal only, duration 1 minute)

Statistics

Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8

Feats Weapon Focus (light crossbow)

Skills Hide +7 (+11 in wooded areas), Listen +1, Spot +1

Languages Common, Gnome

SQ gnome traits

Gear chain shirt, light shield, longsword, light crossbow with 20 bolts

Special Abilities

Pass Without Trace (Su) A forest gnome has the innate ability to use pass without trace (CL 1st; self only, as a free action).

Ogre CR 3

MM 198

CE Large giant

Init -1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Defense

AC 16, touch 8, flat-footed 16
(+3 armor, -1 Dex, +5 natural, -1 size)

hp 29 (4 HD)

Fort +6, Ref +0, Will +1

Offense

Spd 30 ft.

Melee greatclub +8 (2d8+7)

Ranged javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft.

Statistics

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Base Atk +3; Grp +12

Feats Toughness, Weapon Focus (greatclub)

Skills Climb +5, Listen +2, Spot +2

Languages Giant

Gear hide armor, greatclub, 2 javelins

Peasant CR 1/2

Male and female human commoner 1

LN Medium humanoid (human)

Init -1; Senses Listen +0, Spot +0

Defense

AC 11, touch 9, flat-footed 11
(+2 armor, -1 Dex)

hp 6 (1 HD)

Fort +3, Ref -1, Will +0

Offense

Spd 30 ft.

Melee club +1 (1d6+1)

Statistics

Str 12, Dex 8, Con 13, Int 10, Wis 11, Cha 9

Base Atk +0; Grp +1

Feats Great Fortitude, Toughness

Skills Craft (any) +4, Handle Animal +3, Profession (any) +4

Languages Common

Gear leather armor, club

Sprite CR 1

Tome of Horrors Revised 328

N (good tendencies) Small fey

Init +4; Senses low-light vision; Listen +5, Spot +5

Defense

AC 15, touch 15, flat-footed 11
(+4 Dex, +1 size)

hp 4 (1 HD)

Fort +1, Ref +6, Will +5

DR 5/cold iron; SR 15

Offense

Spd 30 ft., fly 50 ft. (good)

Melee short sword +5 (1d4-1/19–20 x2)

Ranged shortbow +5 (1d4/x3, range 60 ft.)

Special Attacks sleep arrows

Spell-Like Abilities (CL 8th)

At will—detect evil (range 150 ft.), detect good (range of 150 ft.), invisibility (self only)

Statistics

Str 8, Dex 18, Con 12, Int 12, Wis 16, Cha 16

Base Atk +0; Grp -5

Feats Dodge, Weapon Finesse B

Skills Bluff +6, Craft (any one) +4, Escape Artist +8, Hide +12, Listen +5, Move Silently +8, Perform (any one) +7, Search +2, Sense Motive +4, Spot +5

Languages Common, Elven, Sylvan, speak with animals

Combat Gear 20 sleep arrows; Gear short sword, shortbow

Special Abilities

Immortal (Ex) Sprites are one of the few races that are truly immortal, never aging. They cannot die from natural causes. They still need to eat, sleep, and breathe, and can be killed normally.

Sleep Arrows (Ex) Sprites coat the tips of their arrows with an ointment that causes any creature struck (regardless of HD) to fall asleep (as the sleep spell) for 1d6 hours unless they succeed on a DC 15 Fortitude save.

Speak with Animals (Sp) Sprites can communicate with animals as the spell of the same name. This innate ability is always active and cannot be negated or dispelled.

Stirge CR 1/2

MM 236

N Tiny magical beast

Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4

Defense

AC 16, touch 16, flat-footed 12
(+4 Dex, +2 size)

hp 5 (1 HD)

Fort +2, Ref +6, Will +1

Offense

Spd 10 ft., fly 40 ft. (average)

Melee touch +7 (attach)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks blood drain

Statistics

Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

Base Atk +1; Grp -11 (+1 when attached)

Feats Alertness, Weapon Finesse

Skills Hide +14, Listen +4, Spot +4

Special Abilities

Attach (Ex) If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex) A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.

Unicorn CR 3

MM 249 CG Large magical beast

Init +3; Senses darkvision 60 ft., detect evil, low-light vision, scent; Listen +11, Spot +11

Aura magic circle against evil

Defense

AC 18, touch 12, flat-footed 15
(+3 Dex, +6 natural, -1 size)

hp 42 (4 HD)

Fort +9, Ref +7, Will +6

Immune poison, charm, compulsion

Offense

Spd 60 ft.; teleport 1/day

Melee horn +11 (1d8+8) and
2 hooves +3 (1d4+2)

Space 10 ft.; Reach 5 ft.

Statistics

Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24

Base Atk +4; Grp +13

Feats Alertness, Skill Focus (Survival)

Skills Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8 (+11 within their forest)

Languages Common, Sylvan; wild empathy +6

SQ healing

Special Abilities

Detect Evil (Sp) Unicorns can use detect evil at will as a free action.

Healing (Sp) A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn.

Magic Circle against Evil (Su) This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Teleport (Sp) Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

Wild Empathy (Ex) This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Wolf CR 1

MM 283

N Medium animal

Init +2; Senses low-light vision, scent; Listen +3, Spot +3

Defense

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (2 HD)

Fort +5, Ref +5, Will +1

Offense

Spd 50 ft.

Melee bite +3 (1d6+1)

Special Attacks trip

Statistics

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; Grp +2

Feats Weapon Focus (bite), Track

Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+5 tracking by scent)

Special Abilities

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Wilderness Encounter Areas

A. Crumbling Ruin (EL 5)

This is directly on the path from the Citadel of Greycrag to the Temple of the Golden Spire, and any party going straight to the Temple will run into it. The floor is covered with broken paving slabs.

Creatures: Inside the ruin are two shadows that will attack anyone who enters.

Shadows (2) CR 3

MM 221

CE Medium undead (incorporeal)

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7

Defense

AC 13, touch 13, flat-footed 11
(+1 deflection, +2 Dex)

hp 19 (3 HD)

Fort +1, Ref +3, Will +4

Defensive Abilities incorporeal traits, undead traits; Resist +2 turn resistance

Offense

Spd fly 40 ft. (good)

Melee incorporeal touch +3 (1d6 Str)

Special Attacks create spawn

Tactics

During Combat The shadows will wait until prey have entered the ruins, and then will gang up on any stragglers.

Morale The shadows attack until destroyed.

Statistics

Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13

Base Atk +1; Grp

Feats Alertness, Dodge

Skills Hide +8 (+12 in areas of shadowy illumination, +4 in brightly lit areas), Listen +7, Search +4, Spot +7

Special Abilities

Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Treasure: Under the slabs are 740 sp and a ring of protection +1.

B. Troll's Lair (EL 5)

Creature: If the players fall for the ruse of the bridge at area C, they are in for a shock, as on the far bank lives a troll.

Troll CR 5

MM 247

CE Large giant

Init +2; Senses darkvision 90 ft., low-light vision, scent; Listen +5, Spot +6

Defense

AC 16, touch 11, flat-footed 14
(+2 Dex, +5 natural, -1 size)

hp 63 (6 HD); regeneration 5

Fort +11, Ref +4, Will +3

Offense

Spd 30 ft.

Melee 2 claws +9 (1d6+6) and
bite +4 (1d6+3)

Space 10 ft.; Reach 10 ft.

Special Attacks rend 2d6+9

Tactics

During Combat The troll waits for creatures to approach it before springing out to attack.

Morale The troll fights until slain.

Statistics

Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Base Atk +4; Grp +14

Feats Alertness, Iron Will, Track

Skills Listen +5, Spot +6

Languages Giant

Special Abilities

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.

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.

Treasure: If by some fluke the PCs defeat the troll, he has a clay urn filled with 400 gp and a potion of cure critical wounds.

C. Broken Wood Bridge (EL 1)

This is a large broken bridge, half-spanning the river. There is no black granite anywhere in sight, but the DM should not emphasize this.

Trap: The bridge will collapse if more than 4 Small, 2 Medium, or 1 Large creatures stand on the bridge at the same time.

Collapsing Bridge CR 1

Type mechanical

Search DC 18; Disable Device 26

Effects

Trigger location; Reset none

Effect 30-foot fall into water (1d3 nonlethal); multiple targets (all creatures on bridge); DC 18 Reflex save avoids.

D. Spider's Glen (EL 6)

On entering this hex, the PCs will stumble into a ring of coarse, sticky webs, and three huge shapes can be seen sealing off the only entrance.

Creature: These shapes are giant spiders. This encounter is meant to be deadly—the PCs shouldn't be anywhere near it.

Giant Spiders (3) CR 3

Fiendish large monstrous spider (MM 107, 288)

NE Large magical beast (extraplanar)

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Defense

AC 14, touch 12, flat-footed 11
(+3 Dex, +2 natural, -1 size)

hp 22 (4 HD)

Fort +5, Ref +4, Will +1

Defensive Abilities vermin traits; DR 5/magic; Resist cold 5, fire 5; SR 9

Offense

Spd 30 ft., climb 20 ft.

Melee bite +4 (1d8+3 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks magic strike, smite good 1/day (+4 dmg), throw web 8/day (+5)

Tactics

During Combat The spiders will attempt to web the PCs before closing in for the kill.

Morale The spiders will fight until brought to 11 or fewer hp, when they will retreat into their webs.

Statistics

Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2

Base Atk +3; Grp +9

Skills Climb +11, Hide +3 (+11 using webs), Jump +2, Move Silently +3 (+11 using webs), Spot +4

Special Abilities

Poison (Ex) Injury, Fort DC 14; initial and secondary 1d6 Strength damage.

Smite Good (Su) Once per day a giant spider can make a normal melee attack to deal +4 extra damage against a good foe.

Web (Ex) A giant spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Huge size. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both are standard actions.

Giant spiders often create sheets of sticky webbing up to 30 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/–.

A giant spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex) A giant spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Treasure: Already in the webs are two dead peasants, in whose clothing are 5 sp and 3 sp respectively.

E. All Season's Folly

Two trees stand at the end of the straight road, a green, fresh elm and a blackened, lightning-blasted yew. In front of each is a worn, lichen-covered slab, pocked with strange pits and marks. If three blows are made, enough to form a pockmark, on either stone, the relevant tree will 'awaken' and ask the PCs what they wish to know. The elm tells the truth, and the yew lies. Any one question will be answered—the DM must use discretion here. Asking “Where is the Temple?” will invite the answer “In the forest.”

F. Black Granite Bridge

A neolithic slab of rock across the stream, which has just been broken by a huge lightning bolt. As yet this is unknown in the village. Standing out of a large anvil-shaped piece is a two-handed sword, graven with runes; the stone in which it is embedded is located in the river, under the largest standing piece of the bridge. From this vantage, the gold cross atop the Church of God (Greywood area 6) can be clearly seen.

Treasure: It takes either a dwarf or another creature making a successful DC 23 Strength check to draw forth the sword, which is a +1 goblinbane greatsword. The hilt is in the form of a knight brandishing a banner, which forms the crosspiece. Here is the meaning of the line “the cross at the top of the point” in the initial clue.

G. Ruined Tower (EL 6)

The tower is just a shell, the interior walls having collapsed. The entire knoll on which the tower stands is surrounded by an eerie fog. This encounter is aimed at endangering careless or disorganized PCs.

Creature: The fog is caused by the lone inhabitant, the spawn of a cloud giant and an ogre. This creature is evil and will delight in slaughtering the characters.

Tower Giant CR 6

Male half-cloud giant ogre sorcerer 4 (MM 198, Advanced Bestiary 143)

NE Huge giant

Init +1; Senses darkvision 60 ft., scent; Listen +5, Spot +5

Defense

AC 14, touch 5, flat-footed 14
(-3 Dex, +9 natural, -2 size)

hp 79 (8 HD)

Fort +11, Ref +2, Will +7

Offense

Spd 50 ft.

Melee morningstar +14 (3d6+11)

Ranged rock +1 (2d8+11)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing

Sorcerer Spells Known (CL 4th)

2nd (3/day)—fog cloud

1st (7/day)—mage armor, obscuring mist, sleep (DC 12)

0 (6/day)—dancing lights (DC 11), detect magic, ghost sound (DC 11), mage hand, open/close, prestidigitation (DC 11)

Tactics

Before Combat If the giant smells approaching creatures it will cast mage armor and prepare a boulder attack.

During Combat The giant prefers to fight outside the tower in the fog, opening any encounter by throwing boulders before bringing its morningstar to bear.

Morale If brought below 40 hp the giant will attempt to barricade itself in the tower.

Statistics

Str 33, Dex 4, Con 22, Int 6, Wis 12, Cha 13

Base Atk +5; Grp +21

Feats Alertness, Improved Initiative, Lightning Reflexes

Skills Climb +14, Concentration +8, Listen +5, Spellcraft +0, Spot +5

Languages Common, Giant

SQ rock catching

Combat Gear potion of protection from arrows (15/magic), scroll of baleful polymorph, wand of detect secret doors; Other Gear morningstar, cloak of resistance +1

Special Abilities

Rock Throwing (Ex) The tower giant is an accomplished rock thrower and receives a +1 racial bonus on attack rolls when throwing rocks. The giant can hurl rocks of 60 to 80 pounds (Medium objects) with a range increment of 140 ft.

Rock Catching (Ex) The tower giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if he would normally be hit by a rock he can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Scent (Ex) The tower giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Treasure: The giant has several huge iron chests containing 5,650 gp, 86 pp, and 3,500 sp; above the heap of furs which is its bed are a +2 spear, and a +1 heavy steel shield.

H. Ordinary Wooden Bridge

This feature is otherwise unremarkable.

I. The Citadel of Greycrag

This feature is detailed in Part Three, below.

J. The Temple of the Golden Spire

This feature is detailed in Part Four, below.

Part Three: The Citadel of Greycrag

This fortress is now dilapidated for the most part, but the superstructure is still intact. It is the lair of a tribe of kobolds, the Tribe of the Sunken Socket. They make use of the rooms still remaining in the castle, and raid the elves and gnomes who inhabit the nearby pine forests. The Citadel is detailed in the map below.

The Citadel of Greycrag
The Citadel of Greycrag

1, 2. Gatehouses (EL 1/2 or 1)

These are 30 feet above the entrance of the Citadel at their highest point. Each has arrowslits facing on all four sides from the guardrooms, and also murder holes for pouring unpleasant and dangerous fluids into the entrance passage.

Creatures: Each gatehouse has a single kobold guard during the daytime, and two guards at night. They have no treasure, and are not really good guards, so that if the PCs take reasonable precautions, they gain a +4 circumstance bonus to any skill checks associated with sneaking past the guards.

Sunken Socket Guard CR 1/2

Male kobold warrior 3 (MM 161)

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Listen +1, Spot +1

Defense

AC 15, touch 12, flat-footed 14
(+2 armor, +1 Dex, +1 natural, +1 size)

hp 13 (3 HD)

Fort +3, Ref +2, Will +0

Weakness light sensitivity

Offense

Spd 30 ft.

Melee short sword +5 (1d4-1/19–20)

Ranged shortbow +6 (1d4-1/x3)

Tactics

During Combat The kobolds prefer to attack from a distance and will avoid melee.

Morale The kobolds will only attempt to make a single, half-hearted attack before fleeing.

Statistics

Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Base Atk +3; Grp -2

Feats Weapon Finesse, Weapon Focus (shortbow)

Skills Craft (trapmaking) +2, Hide +6, Listen +1, Move Silently +2, Profession (miner) +2, Search +2, Spot +1

Languages Draconic

Gear leather armor, short sword, shortbow with 25 arrows

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

3. Guardroom (EL 2)

This room is lit by oily torches, and the light can be seen from the front of the Citadel, through the arrowslits in areas 1 or 2.

Creatures: In here rest 4 kobold guards playing knucklebones for the 6 sp lying on a table in the center of the room. Their armor and swords are lying on benches under the arrowslits, which the kobolds have to stand on to shoot out.

Sunken Socket Guards (4) CR 1/2

hp 11 (see areas 1 and 2)

4. Training Area (EL 2)

Along the east wall are 5 poles, each supporting a dead gnome who appears to have been used for sword practice—as indeed is the case.

Creatures: The end gnome has toothmarks on him as well, as there are 4 dire rats gnawing on the rotting corpse.

Dire Rats (4) CR 1/3

MM 64

N Small animal

Init +3; Senses low-light vision, scent; Listen +4, Spot +4

Defense

AC 15, touch 14, flat-footed 12
(+3 Dex, +1 natural, +1 size)

hp 5 (1 HD)

Fort +3, Ref +5, Will +3

Offense

Spd 40 ft., climb 20 ft.

Melee bite +4 (1d4 plus disease)

Tactics

During Combat The rats immediately attack the closest PC.

Morale The rats will attack until at least two are slain, then flee into a group of rat-holes in the west wall.

Statistics

Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Base Atk +0; Grp -4

Feats Alertness, Weapon Finesse

Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Special Abilities

Disease (Ex) Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.

5. Armory (EL 1)

This large hall has many wooden racks covering both sides of the room; the racks bear an assortment of armor and hand weapons.

Creatures: Two huge kobolds are in charge of this equipment.

Kobold Armorers CR 1/2

Kobold fighter 2 (MM 161)

LE Small humanoid (reptilian)

Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1

Defense

AC 16, touch 13, flat-footed 14
(+2 armor, +2 Dex, +1 natural, +1 size)

hp 17 (2 HD)

Fort +4, Ref +2, Will +3

Weakness light sensitivity

Offense

Spd 30 ft.

Melee greataxe +4 (1d10/x3)

Tactics

During Combat The kobolds will charge into attack, focusing on gnomes or dwarves if present.

Morale One kobold has an iron horn with which to call for help, and it will do as soon as either kobold is wounded. The kobolds fight until killed or reinforcements arrive.

Statistics

Str 11, Dex 14, Con 12, Int 10, Wis 13, Cha 8

Base Atk +2; Grp -2

Feats Improved Initiative, Iron Will, Weapon Focus (greataxe)

Skills Craft (trapmaking) +2, Craft (weaponmaking) +2, Hide +7, Listen +1, Move Silently +3, Profession (miner) +4, Search +2, Spot +1

Languages Draconic

Gear leather armor, greataxe

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Treasure: One kobold has a pouch with 4 sp.

6. Great Hall (EL 5)

Creatures: This hall is currently filled with noisy, reveling, and drunken kobolds. There are 23 normal kobolds warriors; there are also 2 kobold chiefs. All kobolds here are drunk enough to have -3 penalties to both their Dexterity and Wisdom scores (already included in their statistics block).

Sunken Socket Warriors (23) CR 1/4

Male kobold warrior 1 (MM 161)

LE Small humanoid (reptilian)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Defense

AC 12, touch 11, flat-footed 12
(+1 natural, +1 size)

hp 4 (1 HD)

Fort +2, Ref +0, Will -2

Weakness light sensitivity

Offense

Spd 30 ft.

Melee unarmed attack +1 (1d3-1 nonlethal)

Tactics

During Combat The kobolds attack in waves of six warriors each round. They use only tooth and claw, forgetting to snatch up their swords in their alcoholic haze.

Morale As long as the two chiefs are still fighting, the kobold warriors fight to the death. Otherwise they flee at the first opportunity.

Base Statistics AC 13, touch 12, flat-footed 12; Init +1; Ref +1, Will -1; Melee short sword +1 (1d4-1/19–20); Dex 13, Wis 9; Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Spot +2

Statistics

Str 9, Dex 10, Con 10, Int 10, Wis 6, Cha 8

Base Atk +1; Grp -4

Feats Alertness

Skills Craft (trapmaking) +2, Hide +5, Listen +1, Move Silently +1, Profession (miner) +1, Search +2, Spot +1

Languages Draconic

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Sunken Socket Chiefs (2) CR 1

Male kobold fighter 3 (MM 161)

LE Small humanoid (reptilian)

Init +4; Senses darkvision 60 ft.; Listen +0, Spot +0

Defense

AC 12, touch 11, flat-footed 12
(+1 natural, +1 size)

hp 28 (3 HD)

Fort +4, Ref +1, Will +1

Weakness light sensitivity

Offense

Spd 30 ft.

Melee short sword +5 (1d4/19–20)

Tactics

During Combat The chiefs hang back and direct the warriors, unless forced into melee.

Morale The chiefs fight until brought below 10 hp.

Base Statistics Init +6; AC 14, touch 13, flat-footed 12; Ref +3, Will +2; Melee short sword +7 (1d4/19–20); Dex 14, Wis 13; Hide +7, Listen +1, Move Silently +3, Profession (miner) +5, Spot +1

Statistics

Str 11, Dex 11, Con 12, Int 10, Wis 10, Cha 8

Base Atk +3; Grp -1

Feats Improved Initiative, Toughness, Weapon Finesse, Weapon Focus (short sword)

Skills Craft (trapmaking) +5, Hide +5, Listen +0, Move Silently +1, Profession (miner) +4, Spot +0

Languages Draconic

Gear short sword

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Treasure: The stakes in the many gambling sessions in progress are scattered over the tables, amounting to 231 cp and 47 sp.

7. Kitchens (EL 2)

Creatures: In here are 7 female kobolds overseeing 3 gnome slaves (NG female gnome expert 1) who are cooking gnome, elf and pig meat for a banquet.

Kobold Females (7) CR 1/4

Female kobold commoner 1 (MM 161)

LE Small humanoid (reptillian)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Defense

AC 12, touch 12, flat-footed 12
(+1 size, +1 natural)

hp 2 (1 HD)

Fort +0, Ref +0, Will +1

Weakness light sensitivity

Offense

Spd 30 ft.

Melee dagger -2 (1d3-3/19–20)

Tactics

During Combat The females pick up daggers to repel intruders.

Morale The females flee as soon as one of them is injured.

Statistics

Str 4, Dex 11, Con 11, Int 10, Wis 12, Cha 11

Base Atk +0; Grp -7

Feats Skill Focus (Craft [trapmaking])

Skills Craft (trapmaking) +9, Profession (miner) +3, Search +2, Use Rope +4

Languages Draconic

Gear dagger

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

8. Empty Room

9. Torturer's Chamber (EL 2)

Creature: In here is a large kobold, the torturer.

Sunken Socket Torturer CR 2

Male kobold rogue 3/fighter 1 (MM 161)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Listen +7, Spot +1

Defense

AC 19, touch 14, flat-footed 16
(+4 armor, +3 Dex, +1 natural, +1 size)

hp 25 (4 HD)

Fort +4, Ref +6, Will +2

Defensive Abilities evasion, trap sense +1

Weakness light sensitivity

Offense

Spd 30 ft.

Melee mwk longsword +6 (1d6/19–20)

Special Attacks sneak attack +2d6

Tactics

During Combat The torturer fights fiercely with his longsword.

Morale The torturer fights to the death.

Statistics

Str 10, Dex 16, Con 12, Int 10, Wis 12, Cha 8

Base Atk +3; Grp -1

Feats Persuasive, Toughness, Weapon Focus (longsword)

Skills Bluff +7, Climb +0 (+2 using ropes), Craft (trapmaking) +2, Diplomacy +9, Escape Artist +3 (+5 using ropes), Gather Information +5, Handle Animal +1, Intimidate +9, Listen +7, Profession (miner) +3, Profession (torturer) +7, Search +2, Sense Motive +7, Use Rope +9

Languages Draconic

SQ trapfinding

Gear +1 studded leather armor, masterwork longsword

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Treasure: The room contains a gnomehide bunk, a chest of torture implements, and a bag containing 34 gp, 21 sp, and three rock crystals worth 50 gp each.

Stairs up

10. Torturer's Pet's Chamber (EL 4)

Creature: Chained to the wall in here is a very annoyed giant snake that can and will attack anyone approaching within 5 feet. An elf skeleton can be seen at the back of the room.

Giant Snake CR 4

Advanced constrictor snake (MM 279)

N Large animal

Init +3; Senses scent; Listen +7, Spot +7

Defense

AC 16, touch 12, flat-footed 13
(+3 Dex, +4 natural, -1 size)

hp 48 (6 HD)

Fort +8, Ref +8, Will +3

Offense

Spd 20 ft., climb 20 ft., swim 20 ft.

Melee bite +10 (1d6+10)

Space 10 ft.; Reach 5 ft. (10 ft. without the chain)

Special Attacks constrict 1d4+10, improved grab

Tactics

During Combat Because of the chain, the snake can only attack creatures adjacent to it.

Morale The snake has no chance to do anything but fight to the death.

Statistics

Str 25, Dex 16, Con 17, Int 1, Wis 12, Cha 2

Base Atk +4; Grp +15

Feats Alertness, Improved Natural Attack (bite), Toughness

Skills Balance +12, Climb +18, Hide +7, Listen +7, Spot +7, Swim +16

Special Abilities

Constrict (Ex) On a successful grapple check, a giant snake deals 1d4+10 points of damage.

Improved Grab (Ex) To use this ability, a giant snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

11. Hide Hall

This hall is lined with the hides of men, elves, dwarves, and of course, gnomes. The skulls of the victims are nailed above their hides, and hold pale candles.

12. Dire Weasel Pens (EL 5)

Creatures: Here are 3 dire weasels used by the kobolds for hunting and as guardians. They prowl free, and will attack anyone who opens the door, except the Weaselmaster (see area 24).

Dire Weasels (3) CR 2

MM 65

N Medium animal

Init +4; Senses low-light vision, scent; Listen +3, Spot +5

Defense

AC 16, touch 14, flat-footed 12
(+4 Dex, +2 natural)

hp 13 (3 HD)

Fort +3, Ref +7, Will +4

Offense

Spd 40 ft.

Melee bite +6 (1d6+3 plus attach)

Special Attacks blood drain

Tactics

During Combat The dire weasels rush at the first PCs that they see.

Morale The dire weasels fight until killed.

Statistics

Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11

Base Atk +2; Grp +4

Feats Alertness, Stealthy, Weapon Finesse

Skills Hide +8, Listen +3, Move Silently +8, Spot +5

Special Abilities

Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

13. Incubator (EL 2)

This is where the kobold eggs are kept; each one is wrapped in humanoid hair and nestles in a gnome's ribcage. They are tended night and day by 6 female kobolds from area 20.

Kobold Females (6) CR 1/4

hp 2 (see area 7)

14. Chieftain's Lair (EL 3)

Plushly furnished, this hall contains a large hide bed, several tables and chairs, and an armor and weapon rack.

Creature: The chief is an exceptionally large kobold.

Sunken Socket Chief CR 3

Male kobold fighter 5 (MM 161)

LE Small humanoid (reptilian)

Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1

Defense

AC 17, touch 13, flat-footed 15
(+3 armor, +2 Dex, +1 natural, +1 size)

hp 37 (5 HD)

Fort +5, Ref +3, Will +4

Weakness light sensitivity

Offense

Spd 30 ft.

Melee mwk cold iron spear +9 (1d6+3/x3)

Ranged mwk cold iron spear +10 (1d6+3/x3)

Tactics

During Combat The chief will drink his potion of heroism before engaging intruders in melee.

Morale The chief fights until brought below 10 hp or less, when he will surrender.

Statistics

Str 12, Dex 14, Con 12, Int 10, Wis 13, Cha 8

Base Atk +5; Grp +2

Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (spear), Weapon Specialization (spear)

Skills Craft (trapmaking) +2, Hide +7, Intimidate +4, Listen +1, Move Silently +3, Profession (miner) +4, Search +2, Spot +1

Languages Draconic

Combat Gear potion of heroism; Other Gear +1 leather armor, masterwork cold iron spear

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Treasure: Under the bunk is a chest containing 230 gp, 475 sp, 800 cp, and three doses of potion of darkvision.

15-19. Guardrooms (EL 1)

Creatures: Each of these rooms contains three kobolds—the chieftain's bodyguard.

Tribal Bodyguards (3) CR 1/3

Male kobold fighter 1 (MM 161)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2

Defense

AC 19, touch 14, flat-footed 16
(+2 armor, +3 Dex, +1 natural, +2 shield, +1 size)

hp 11 (1 HD)

Fort +3, Ref +3, Will +1

Weakness light sensitivity

Offense

Spd 30 ft.

Melee longsword +1 (1d6-1/19–20)

Tactics

During Combat The kobolds prefer to focus on one opponent at a time, ideally from flanking positions.

Morale The bodyguards will fight to the death.

Statistics

Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8

Base Atk +1; Grp -4

Feats Weapon Focus (longsword), Weapon Focus (shortbow)

Skills Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Profession (miner) +4, Search +2, Spot +2

Languages Draconic

Gear leather armor, heavy wooden shield, longsword

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

20. Harem (EL 1)

Creatures: 10 female kobolds lair here, of whom 6 will be tending eggs in area 13 at any time.

Kobold Females (4) CR 1/4

hp 2 (see area 7)

Treasure: Each kobold has 3d6 gp worth of jewelry.

21. Banquet Hall

This is currently empty, containing a long wooden table and 300 sp in assorted candlesticks. The floor appears to be covered in dried flesh.

22. Tower (EL 2)

Creatures: 4 kobolds guards on watch, each with shortsword, shortbow and 8 arrows.

Sunken Socket Guards (4) CR 1/2

hp 11 (see areas 1 and 2)

23. Empty Tower

24. Weaselmaster's Tower (EL 4)

Creature: In here, in extreme squalor, dwells an old crippled chieftain—the Weaselmaster (see area 12).

Weaselmaster CR 4

Old male kobold ranger 6 (MM 161)

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Listen +9, Spot +9

Defense

AC 13, touch 8, flat-footed 13
(+4 armor, -3 Dex, +1 natural, +1 size)

hp 27 (6 HD)

Fort +4, Ref +2, Will +4

Weakness light sensitivity

Offense

Spd 30 ft.

Melee mwk cleaver +10/+5 (1d4+1/x3)

Special Attacks favored enemy (elves +2, humans +4)

Ranger Spells Prepared (CL 3rd)

1st—longstrider, resist energy

Tactics

Before Combat If given warning, the weaselmaster will drink his two potions in anticipation of battle.

During Combat The weaselmaster will cast resist energy on himself before entering melee, choosing humans before any other opponent.

Morale The weaselmaster will fight to the death.

Statistics

Str 12, Dex 4, Con 9, Int 12, Wis 15, Cha 14

Base Atk +6; Grp +3

Feats Endurance, Improved Initiative, Manyshot, Rapid Shot, Toughness, Track, Weapon Focus (cleaver)

Skills Craft (trapmaking) +3, Handle Animal +10, Hide +9, Listen +9, Move Silently +5, Profession (miner) +4, Search +11, Spot +9, Survival +10 (+12 following tracks)

Languages Draconic

SQ animal companion, wild empathy +8

Combat Gear potion of haste, potion of barkskin; Other Gear +1 studded leather armor, masterwork cleaver

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Treasure: He has 12 sp, a bracelet worth 70 gp, and a gnome carcass on the floor.

25. Tower (EL 2)

Creatures: This is occupied by three kobolds of the chieftain's bodyguard.

Elite Sunken Socket Guards (3) CR 1/2

Male kobold fighter 2 (MM 161)

LE Small humanoid (reptilian)

Init +7; Senses darkvision 60 ft.; Listen +2, Spot +2

Defense

AC 19, touch 14, flat-footed 16
(+2 armor, +3 Dex, +1 natural, +2 shield, +1 size)

hp 17 (2 HD)

Fort +4, Ref +3, Will +1

Weakness light sensitivity

Offense

Spd 30 ft.

Melee mwk longsword +4 (1d6-1/19–20)

Tactics

During Combat The guards will focus on one opponent at a time, ideally from a flanking position.

Morale The guards will fight to the death.

Statistics

Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8

Base Atk +2; Grp -3

Feats Improved Initiative, Weapon Focus (longsword), Weapon Focus (shortbow)

Skills Craft (trapmaking) +4, Hide +8, Listen +2, Move Silently +4, Profession (miner) +4, Search +2, Spot +2

Languages Draconic

Gear leather armor, heavy wooden shield, masterwork longsword

Special Abilities

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

26. Little Stair Tower (EL 3)

This tower houses a stair climbing 150 feet to a small room whence, out of the arrowslits, can be seen the Temple of the Golden Spire.

Creatures: The tower is the home of two ghouls. No kobold ever ventures here for obvious reasons—but they know of the occupants.

Ghouls (2) CR 1

MM 118

CE Medium undead

Init +2; Senses darkvision 60 ft.; Listen +2, Spot +7

Defense

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (2 HD)

Fort +0, Ref +2, Will +5

Defensive Abilities undead traits; Resist +2 turn resistance

Offense

Spd 30 ft.

Melee bite +2 (1d6+1 plus paralysis) and
2 claws +0 (1d3 plus paralysis)

Special Attacks ghoul fever

Tactics

During Combat The ghouls will both concentrate their attacks on a single creature at a time.

Morale The ghouls fight until destroyed.

Statistics

Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 12

Base Atk +1; Grp +2

Feats Multiattack

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Special Abilities

Ghoul Fever (Su) Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

27. Chapel

Many racks, torture devices etc. are spread over the floor; the altar is now a firepit, and the place seems to be used as a torture chamber.

Creature: The only inhabitant is a crucified and dying gnome, who will warn the PCs not to . . . and then die.

28. Stables (EL 4)

Creatures: Here are kept 11 pigs and 2 vicious wild boars which will charge out when the door is opened. The boars will attack 50% of the time.

Boars (2) CR 2

MM 270

N Medium animal

Init +0; Senses low-light vision, scent; Listen +7, Spot +5

Defense

AC 16, touch 10, flat-footed 16
(+6 natural)

hp 25 (3 HD)

Fort +6, Ref +3, Will +2

Offense

Spd 40 ft.

Melee gore +4 (1d8+3)

Statistics

Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4

Base Atk +2; Grp +4

Feats Alertness, Toughness

Skills Listen +7, Spot +5

SQ ferocity

Special Abilities

Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

29. Well

This is a normal well of clean, cold water.

Part Four: The Temple of the Golden Spire

Forty foot high walls surround a tower topped by an additional 60 feet of slim, tapering spire. The walls are covered in ivy, and are easily climbed (DC 18 Climb check). Every 20 feet around the walls are worn but evil-looking gargoyle heads. Muted groans and howls come from within.

The Temple of the Golden SPire
The Temple of the Golden Spire

Random Encounters

An encounter occurs on a roll of 1 on a d12; check every 30 minutes.

d20EncounterAverage EL
1–6Owlbear (area 7)4
7–10Giant Lizard (area 2)2
11–131d2 Ghouls2
14–172d4 Dire rats2
18–19Gargoyle (area 13)4
20Wight (area 12)3

Dire Rat CR 1/3

hp 5 (see area 4 in Citadel of Greycrag)

Ghoul CR 1

hp 13 (see area 26 in Citadel of Greycrag)

Keyed Encounters

1. Valves of Bronze

These 20-foot-high doors are made of featureless bronze, bearing a large skull of black iron on each side. They are arcane locked (CL 6th) but may be opened by using the iron key found in area 6.

Arcane Locked Bronze Doors

hp 90; Hardness 8; Break DC 35

2. Collapsed Outbuilding (EL 2)

Creature: A corner of the roof forms an ominous dark hole, inside which is a giant lizard (the same one encountered as a wandering monster). It attacks anyone crossing the rubble.

Giant Lizard CR 2

MM 275 (monitor lizard)

N Medium animal

Init +2; Senses low-light vision; Listen +4, Spot +4

Defense

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 22 (3 HD)

Fort +8, Ref +5, Will +2

Offense

Spd 30 ft., swim 30 ft.

Melee bite +5 (1d8+4)

Tactics

During Combat The giant lizard bites at the creature nearest to it.

Morale The giant lizard retreats if brought below 11 hp.

Statistics

Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2

Base Atk +2; Grp +5

Feats Alertness, Great Fortitude

Skills Climb +7, Hide +6 (+10 in forested or overgrown areas), Listen +4, Move Silently +6, Spot +4, Swim +11

3. Four-Armed Statue

This statue has four faces, showing respectively pain, ecstasy, fear, and anger. On each palm is a carven symbol. Just off the plinth are four 8-foot-high stones, bearing the same symbols. The plinth can be revolved with difficulty, and two of the symbols are lined up, but the other two cannot be aligned.

4. Pool (EL 4)

There is a 10-foot wide margin around this dark, water-filled pool. The pool is 20 feet deep.

Creature: Anyone stepping into a square adjacent to the pool will be grabbed by tentacles—for this is the lair of a fiendish octopus.

Pool Lurker CR 4

Advanced fiendish octopus (MM 107, 276)

NE Medium magical beast (aquatic, extraplanar)

Init +3; Senses darkvision 60 ft., low-light vision; Listen +5, Spot +9

Defense

AC 15, touch 13, flat-footed 12
(+3 Dex, +2 natural)

hp 33 (6 HD)

Fort +5, Ref +8, Will +3

DR 5/magic; Resist cold 5, fire 5; SR 11

Offense

Spd 20 ft., swim 30 ft.

Melee arms +7 (1d2+3) and
bite +5 (1d4+1)

Space 5 ft.; Reach 5 ft.

Special Attacks improved grab, magic strike, smite good 1/day (+6 dmg)

Tactics

During Combat The pool lurker will attempt to pull any grabbed victim down into the water to drown.

Morale The pool lurker fights until brought below 20 hp, when it will use its ink cloud and attempt to hide in the bottom of the pool.

Statistics

Str 16, Dex 16, Con 13, Int 3, Wis 12, Cha 3

Base Atk +4; Grp +7

Feats Alertness, Improved Natural Attack (arms), Multiattack

Skills Escape Artist +14, Hide +8, Listen +5, Spot +9, Swim +11

SQ ink cloud, jet

Special Abilities

Improved Grab (Ex) To use this ability, the pool lurker must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex) The pool lurker can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the pool lurker normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex) The pool lurker can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good (Su) Once per day the pool lurker can make a normal melee attack to deal +6 extra damage against a good foe.

Skills A pool lurker can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Treasure: In the bottom of the pond are 600 gp, 450 pp, 2 gems worth 100 gp each, and two rings: one is of amber and gold, worth 200 gp; the other of jet and silver, worth 300 gp.

5. Statue (EL 4)

This statue towers 40 feet high and is of a very primitive design, with just the basic cuts to make it look human. The hands are delicately designed and covered in a yellow powder—they are extended, palms uppermost, as if to accept something. Around its feet are small lumps of the powder. Two flights of steep stairs spiral up its thick legs to a level with the hands.

The statue can be detected as evil if a detect evil is cast.

Trap: If any character steps onto the hands, they will close and crush him.

Crushing Hands CR 4

Type magic device

Search DC 20; Disable Device 25

Effects

Trigger location; Reset automatic

Effect Any creature stepping into the hands takes 2d6+12 points of crushing damage (Reflex DC 20 for half). Any creature reduced to 0 or fewer hit points by the hands is entirely disintegrated, leaving behind only a thin covering of powdered bone, some of which will drop to the ground.

6. Broken Archway (EL 3)

Standing here, covered by a roof, is a huge, gaunt suit of black half plate armor holding a double-handed morning star.

Creature: The armor is animated and will spring to attack anyone passes down the line of columns in front of it.

Animated Armor CR 3

Large animated object (MM 14)

N Large construct

Init +0; Senses darkvision 60 ft., low-light vision; Listen -5, Spot -5

Defense

AC 14, touch 9, flat-footed 14
(+5 natural, -1 size)

hp 52 (4 HD)

Fort +1, Ref +1, Will -4

Defensive Abilities construct traits; Hardness 10

Offense

Spd 30 ft.

Melee morningstar +5 (2d6+4)

Space 10 ft.; Reach 10 ft.

Special Attacks trample 1d8+4

Tactics

During Combat The armor will move to attack the first person that passes before it, and will direct all attacks only on that person until he is dead.

Morale The armor fights until destroyed. Upon reaching 0 hp, the armor will collapse and crumble to dust. If the dust is examined it will be found to contain a small iron key.

Statistics

Str 16, Dex 10, Con –, Int –, Wis 1, Cha 1

Base Atk +3; Grp +10

SQ improved speed

Special Abilities

Improved Speed (Ex) The armor's two legs grant a +10 foot bonus to speed.

Trample (Ex) The armor can trample Small or smaller creatures, dealing 1d8+4 damage. Opponents who do not make attacks of opportunity against the object can attempt DC 15 Reflex saves to halve the damage.

Treasure: The iron key found in the dust of the armor is magical, and will open both the Valves of Bronze (area 1) and the door to area 13.

7. Lair of the Old Guard (EL 4)

Creature: The old guard of the Temple lives here—an owlbear. It can often be found wandering in the ruins, and hates the giant lizard and the octopus. If the owlbear hears noise or fighting it will rush to investigate.

Owlbear CR 4

MM 206

N Large magical beast

Init +1; Senses scent; Listen +8, Spot +8

Defense

AC 15, touch 10, flat-footed 14
(+1 Dex, +5 natural, -1 size)

hp 52 (5 HD)

Fort +9, Ref +5, Will +2

Offense

Spd 30 ft.

Melee 2 claws +9 (1d6+5) and
bite +4 (1d8+2)

Space 10 ft.; Reach 5 ft.

Special Attacks improved grab

Tactics

During Combat The hungry owlbear rushes at any creature it sees.

Morale The owlbear fights to the death.

Statistics

Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10

Base Atk +5; Grp +14

Feats Alertness, Track

Skills Listen +8, Spot +8

Special Abilities

Improved Grab (Ex) To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Treasure: In its nest of debris, fur, cloaks, and bones are 200 gp in two sacks, and a dirty battered +1 undeadbane mace.

8. Hall of the Harpy (EL 4)

This hall is dustridden, with a 40-foot-high ceiling.

Creature: Note that the light from a torch will not reach right up into the shadows near the ceiling, where a harpy has made her lair.

Harpy CR 4

MM 150

CE Medium monstrous humanoid

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +3

Defense

AC 13, touch 12, flat-footed 11
(+2 Dex, +1 natural)

hp 31 (7 HD)

Fort +2, Ref +7, Will +6

Offense

Spd 20 ft., fly 80 ft. (average)

Melee club +7/+2 (1d6) and
2 claws +2 (1d3)

Special Attacks captivating song (DC 16)

Tactics

During Combat The harpy will open any encounter by singing, leading as many PCs as possible away from the others.

Morale The harpy flees if reduced below 15 hp.

Statistics

Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17

Base Atk +7; Grp +7

Feats Dodge, Flyby Attack, Persuasive

Skills Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

Languages Common

Special Abilities

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 16 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.

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.

Treasure: 35 feet up on her filth-spattered ledge are 300 gp of fine raiment stolen from the village, and 400 sp. The clothes are soiled, but not beyond cleaning. At points along the longest wall are two shields; each has two spears crossed over it. The southern shield on the eastern side is a cursed shield of arrow attraction.

Shield of Arrow Attraction

Aura moderate abjuration; CL 7th

Slot – (held); Price 1,000 gp

Description

Magical analysis indicates that this is a normal +1 light steel shield. However, the shield is cursed. It works normally with regard to melee attacks but actually serves to attract ranged weapons. The wearer takes a -6 penalty to AC against any attack by a ranged weapon. The true nature of the shield does not reveal itself until the character is fired upon in earnest.

Construction

Requirements Craft Magic Arms and Armor, bestow curse

Cost 500 gp

At the north end of the room is a huge iron door with a small keyhole hidden beneath a cover in the form of a skull. This cannot be opened by any means other than the key from area 6.

Magcially Reinforced Iron Door

hp 60; Hardness 15; Break DC 40

9. Enclave (EL 4)

On the back wall is a mithral skull 10-feet across, above a bronze plaque that says (in Common):

Touch me with warmth
And I will breathe again.

Trap: If anything warm is touched to the skull, it will breathe poisonous gas that fills the enclave.

Skull Trap CR 4

Type mechanical

Search DC 20; Disable Device 20

Effects

Trigger touch; Onset Delay 2 rounds; Reset automatic

Effect gas; multiple targets (all targets in the enclave); never miss; poison (DC 15 Fortitude save resists, 1d4 Dex and 1d4 Str/1d6 Dex and 1d6 Str)

Treasure: The skull is not actually made of mithral; it has been glamered with an illusion (CL 11th).

10. Shadow's Lair (EL 3)

Creature: This dust-covered room is empty except for a shadow. The dust is nearly 2 inches deep.

Shadow CR 3

hp 19 (see Wilderness area A)

11. Furniture Store Room (EL 1)

The room is full of dust and rotten furniture.

Creatures: Here lurk two zombies.

Human Commoner Zombie CR 1/2

MM 266

NE Medium undead

Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0

Defense

AC 11, touch 9, flat-footed 11
(-1 Dex, +2 natural)

hp 16 (2 HD)

Fort +0, Ref -1, Will +3

Defensive Abilities undead traits; DR 5/slashing

Offense

Spd 30 ft.

Melee slam +2 (1d6+1)

Tactics

During Combat The zombies attack any creature they can reach.

Morale The zombies fight until destroyed.

Statistics

Str 12, Dex 8, Con –, Int –, Wis 10, Cha 1

Base Atk +1; Grp +2

Feats Toughness

SQ single actions only

Special Abilities

Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

12. Stone Oracle Chamber (EL 3)

The door to this room bears the following message in Common:

This room is the Oracle of the Tunulus King.
Enter and Die!

The room is shrouded in a deeper darkness spell. Within is a coffin.

Creature: Every 10 minutes, there is a 30% chance that any character inside will meet the wight which lairs here.

Wight CR 3

MM 255

LE Medium undead

Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7

Defense

AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)

hp 26 (4 HD)

Fort +1, Ref +2, Will +5

Defensive Abilities undead traits

Offense

Spd 30 ft.

Melee slam +3 (1d4+1 plus energy drain)

Special Attacks create spawn

Tactics

During Combat The wight focuses its attacks on a single character, hoping to create a new wight.

Morale The wight attacks until destroyed.

Statistics

Str 12, Dex 12, Con –, Int 11, Wis 13, Cha 15

Base Atk +2; Grp +3

Feats Alertness, Blind-Fight

Skills Hide +8, Listen +7, Move Silently +16, Spot +7

Languages Common

Special Abilities

Create Spawn (Su) Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su) Living creatures hit by a wight's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.

13. Stairway (EL 4)

This stairway leads to the Golden Spire. These are treated as steep stairs (see the DMG). PCs moving up these stairs must spend 2 squares of movement to enter each square of stairs. Steep stairs increase the DC of Tumble checks by 5.

Creature: The way is guarded by a gargoyle.

Gargoyle CR 4

MM 113

CE Medium monstrous humanoid (earth)

Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4

Defense

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 37 (4 HD)

Fort +5, Ref +6, Will +4

DR 10/magic

Offense

Spd 40 ft., fly 60 ft. (average)

Melee 2 claws +6 (1d4+2) and
bite +4 (1d6+1) and
gore +4 (1d6+1)

Special Attacks magic strike

Tactics

During Combat The gargoyle attempts to stay above intruders on the stairs and prevent anyone from passing. While doing so the gargoyle gains a +1 bonus on attack rolls from being on higher ground.

Morale The gargoyle fights until slain.

Statistics

Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7

Base Atk +4; Grp +6

Feats Multiattack, Toughness

Skills Hide +7 (+13 against stone), Listen +4, Spot +4

Languages Common, Terran

SQ freeze

Special Abilities

Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

The Golden Spire (EL 5)

At the top of the stairway is a small room 15 feet in diameter and 10 feet high. To the west is a shuttered window, and the stairs lead into the room on the south wall. There are four ornate golden pillars in the shape of demons. On the floor a ring of purplish powder connects all four pillars. Inside the ring is a blackened, charred skull with opaline eyes.

Creature: If the ring of powder is broken, or the window shutter opened, or the ring is entered by a living being, then the skull will rise up, forming into a wraith in 1 round. Smashing the skull prevents the wraith from forming.

Skull

AC 7 (-5 Dex, -2 object, +4 size)

hp 15

Wraith CR 5

MM 257

LE Medium undead (incorporeal)

Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12

Aura unnatural aura (30-ft. radius)

Defense

AC 15, touch 15, flat-footed 12
(+3 Dex, +2 deflection)

hp 32 (5 HD)

Fort +1, Ref +4, Will +6

Defensive Abilities incorporeal traits, undead traits; Resist +2 turn resistance

Weakness daylight powerlessness

Offense

Spd fly 60 ft. (good)

Melee incorporeal touch +5 (1d4 plus 1d6 Constitution drain)

Special Attacks create spawn

Tactics

During Combat The waith lashes out at any creature approaching it.

Morale The wraith fights until destroyed.

Statistics

Str –, Dex 16, Con –, Int 14, Wis 14, Cha 15

Base Atk +2; Grp

Feats Blind-Fight, Combat Reflexes, Alertness, Improved Initiative

Skills Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)

Languages Common, Infernal

Special Abilities

Constitution Drain (Su) Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su) Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Treasure: The pillars are worth 2,000 gp each.