TEXT: FUR3−04 
   
   
   
   
   
   
   
   
  The Lost Code of 
  Akanadel 
   
  A One−Round D&D LIVING GREYHAWK® 
  Furyondy Regional Adventure 
  Version 1.0 
  Round 1 
   
   
  by Michelle Sharp 
   
   
   
  The drunken warrior insists that Geklon, the sage, must be mad with his talk of an ancient dwarven wizard who has left 
  behind a great treasure of knowledge.  You are not so sure, and why not explore and find a bit more of this dwarf, 
  Akanadel?  After all, it never hurts to have a sage in your debt, especially one who is also a wizard and crafts magical 
  items.  This module is fourth in the Defense of Chendl series.  A Furyondy Regional adventure for PCs levels 3 to 13.  
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Lost Code of Akanadel 
  Round 1 
  Page 2 
  
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk adventure it is expected that players bring 
  their own characters with them.  If players do not have a 
  Living Greyhawk character generated, get a copy of the 
  current 
  Living 
  Greyhawk 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the Living 
  Greyhawk Gazetteer and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  1. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  2. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
  Lost Code of Akanadel 
  Round 1 
  Page 3 
  
  Adventure Summary  
  The Lost Code of Akanadel begins with the PCs in 
  Chendl, from which they will set out for Claw Gorge.  
  Below is an encounter-by-encounter summary: 
   
  1. 
  PCs are solicited to help recover the key to a lost 
  code developed many years ago by Akanadel, a 
  dwarven mage-smith.  
  2. 
  PCs travel to Moblofft to continue their search and 
  gain more directions to his home.  They can speak 
  with a descendant of his. 
  3. 
  PCs may also wish to speak with the Blue Sundial 
  Trading Company that did business with Akanadel 
  at that time.   
  4. 
  Using the directions obtained earlier, PCs locate the 
  entrance to Akanadel’s ancient home.  They must 
  fight sentinel plant creatures to enter.   
  5. 
  PCs begin their travel into what appears to be natural 
  caverns.  They will experience a cave-in part of the 
  way in.   
  6. 
  PCs will pass out of the natural area and eventually 
  get to a tunnel leading into Akanadel’s home.  They 
  will reach a worked door, on which their still 
  remains a magical ward. 
  7. 
  PCs will explore the remains of the Akanadel home 
  and find the code.  They will also locate the 
  gruesome remains of their host. 
  8. 
  PCs must locate another way out and will encounter 
  some squatters on the way. 
  9. 
  PCs return to Chendl and hand over the code to 
  Geklon. 
   
  Adventure Background 
  The Lost Code of Akanadel is a mid to high level module 
  for the Living Greyhawk campaign setting. The Lost 
  Code of Akanadel begins in Chendl, but is set primarily 
  in the Barony of Littleberg, in Claw Gorge.  This 
  adventure was originally designed for aspiring dungeon 
  delvers.  It can be very challenging and deadly for PCs 
  below third level; those PCs are strongly discouraged 
  from playing this module until they have obtained more 
  experience.  
   
  Many years ago, in the area of Claw Gorge near 
  Moblofft, a dwarven hermit named Akanadel built an 
  underground home.  Akanadel was a mage-smith who 
  specialized in wards and protective magic but was killed 
  by one of his own spells that went awry.  Given that he 
  was a hermit, however, most have not heard of the reason 
  of his death, merely noticing that he no longer came to 
  town for supplies.  It is also of note that Akanadel was a 
  devoted follower of Boccob and sent information on his 
  researches to the monastery there. 
    
  Furyondy’s Council of Four has been researching 
  and working for some time on a powerful spell to encase 
  Chendl in a protective shield and aid its citizens from 
  attacks by Iuz.  In FUR1-01 Deep Pearl, PCs recovered for 
  Dramaynen, earth elementalist, a deep pearl, a priceless 
  pearl created not in the ocean but in the depths of the 
  earth.  Later, in FUR2-01 Common Defense, adventurers 
  captured a Yuan-Ti spy for Lady Pisenten, water 
  elementalist, for some unknown purpose. In FUR3-03 
  Heart of the Kingdom, adventurers escort a caravan 
  containing a druid’s heart from Crockport to Chendl.  
   
  As the components become available and the final 
  time to cast the spell draws near, the elementalists have 
  been consulting with a sage and wizard of Boccob by the 
  name of Geklon, who specializes in wards, protective 
  magic and creation of protective magical items. Geklon 
  lives in Chendl but did study at the monastery near 
  Pantarn and thus learned of the ancient works of 
  Akanadel.  Much of the information in the texts he is 
  currently studying for the Council references work by 
  Akanadel on wards.  After months searching his own 
  texts as well as the library in Chendl, Geklon managed to 
  find one small text that was written by Akanadel himself 
  and which he believes contains vital information about 
  the “shield” that the Council proposes to build.  
  Unfortunately, much of the text is written in a code 
  which Akanadel developed to help protect his works 
  from evil uses and which Geklon has not been able to 
  decipher.  Because of the technical language included 
  and the severe consequences for error on the final spell 
  result, he deems it too dangerous to be deciphered by one 
  not also very familiar with magical protections.  He found 
  in one of his other texts a reference to a written key to 
  this code and he believes it would be found in Akanadel’s 
  home, but no one knows exactly where that is. Further 
  research by Geklon led him to discover a few days ago 
  that Akanadel likely had a residence near Moblofft.  His 
  next task, being beyond adventuring years himself, was 
  to find someone reliable to travel to Moblofft, locate 
  Akanadel’s home and the code and return it to him so he 
  can complete his translation.  The first individual he 
  spoke with, Queron, is not interested in the job but is the 
  means by which the PCs hear of Geklon’s search. 
   
  In the course of an ale-besotted conversation, 
  Queron tells the PCs of an old man, Geklon, researching 
  new and unique items of magical powers. Geklon was 
  trying to present the code as needed for creation of 
  protective magic items and this is likely the tact he will 
  take with the PCs as well.  Queron has purchased items 
  from Geklon in the past so when Geklon saw him 
  checking for an item, he told of this code that he could 
  use to create new and wonderous items.  Queron, 
  Lost Code of Akanadel 
  Round 1 
  Page 4 
  
  however, is not one to want to wait and did not want to 
  go out seeking the code without some guarantee.  Also, 
  he had scoffed at the idea of a dwarven sage and wizard 
  and thought that Geklon had gone mad. 
   
  The adventure begins as the PCs seek out Geklon, 
  most likely to find out more about his interest in 
  obtaining this code.  When the PCs speak with him, 
  Geklon indicates that he has been researching the means 
  to create several unusual items (This is actually true). 
  However, he has been blocked in his ability to do so by 
  his inability to decipher the coded notes of Akanadel, a 
  holy hermit of Boccob (not entirely true). Apparently, 
  while many of Akanadel’s notes have made their way to 
  his possession through the church of Boccob, the old 
  dwarf had a tendency to write his notes in a code, which 
  Geklon cannot understand.  Geklon will agree to craft the 
  PCs one of these items if they are able to recover the key 
  to the code for him.  
   
  During the course of the module, the PCs travel to 
  Moblofft and on to Claw Gorge, locate Akanadel’s old 
  home, retrieve the code and return it to Geklon.     
   
  Introduction 
  DMs should make sure to note that the moon is in its full 
  phase and inspect character sheets to see if any of the PCs 
  are lycanthropes.  Also, DMs should remember that any 
  lycanthrope PC is subject to transformation if they suffer 
  ¼ of their hit points in damage. 
   
  The adventure begins with the PCs in the capital city 
  of Chendl.   
   
   
  Traversing through the streets of Chendl, you 
  finally locate the small alley, Sandlesore Way, which 
  Queron mentioned in the pub last night.   Queron 
  said this is the where you would find the old sage, 
  Geklon, whose shop you now seek.  The warrior had 
  scoffed at the sage’s tale of a dwarven wizard who 
  created wondrous magical items in the past and who, 
  could you locate his home, would provide Geklon the 
  information needed to continue that work.  But 
  unlike Queron, you believe the sage may not have lost 
  all h s senses – after all, you have certainly heard of 
  dwarven wizards, even if Queron has not.    
  i
  i
   
   
   
  l
  ,
   
  l
   
  Queron told you that old Geklon is a wizard 
  h mself and would be willing to sell one or two rare 
  magical items to those who assist him in locating the 
  dwarven wizard’s notes.  In addition, as you discussed 
  this situation with your companions last night it 
  occurred to you that if you were to locate the home of 
  this dwarven wizard, a creator of unusual magical 
  items, it is likely that in addition to whatever notes 
  the sage seeks, there may be some remaining finished 
  magical items.   
   
  As a result, you and your companions decided it 
  wouldn’t hurt to look up Geklon and see what he can 
  tell you of that dwarven wizard – and what he would 
  offer you to find those notes for him!   
  Scanning the signs above for the sage’s shop, you 
  see a small, faded sign with a square that is likely 
  supposed to represent a book and the label “Geklon’s 
  Research and Reading.”     
   
  Allow the PCs to select their spells after having access to 
  the information above.  Note that the PCs may purchase 
  basic supplies (including magical items) allowed 
  according to the LGCS prior to their departure from 
  Chendl.  Have each player describe their character as PCs 
  decided together at the bar the prior evening to come and 
  speak with Geklon. If the PCs ask about the encounter 
  with Queron, note to them that he was very vague on 
  particulars and didn’t really know anything beyond what 
  is included above. Since he thought the sage was daft, he 
  just left and made no effort to find out more.  
  Presumably, this is part of the reason the PCs are seeking 
  Geklon out. Once the PCs are well introduced, continue 
  with the first encounter. 
   
  Encounter One 
  In this encounter, PCs meet with an old sage, who asks 
  them to travel to Moblofft and recover some writings for 
  him. 
   
  Pushing open the door, dust swirls about the area, 
  tickling your nose and causing your eyes to water for 
  a moment. There are many books around this small 
  room with a single door across from the one that you 
  enter.  A white-haired o d man  dressed in simple 
  brown monk’s robes and wearing a carved wooden 
  holy symbol of Boccob, sits behind a desk pi ed with 
  books.  The wind from your entrance blows some 
  scrolls from the desk and he scrambles to recover 
  them as he snaps, “Well, hurry up and shut the door 
  before something blows away.”   He regards you a 
  moment in silence once you have done so, then says, 
  “I have nothing for sale today and I am very busy. 
  What do you want?” 
   
  The PCs will likely explain their encounter with Queron 
  the previous evening and once they mention interest in 
  possibly taking on the quest Queron refused, Geklon will 
  become more polite and interested.  Without a reference 
  to Queron, Geklon is unlikely to trust the PCs with this 
  task.  
  Lost Code of Akanadel 
  Round 1 
  Page 5 
  
   
  � Geklon male human, Exp1/Mnk2/Wiz 6, hp 44.   
   
  Geklon is searching for someone reliable to locate the 
  key to Akanadel’s code for him.  Unfortunately, he is 
  uncertain how much he can reveal to the PCs and has no 
  way to test their reliability.  Therefore, he is likely to lead 
  them to believe that he wants the key for his own 
  purpose of creating magical items and simply attaining 
  more knowledge that he can sell later. While this is true, 
  the primary reason he wants the code is to decipher the 
  references in some texts he has been reviewing about a 
  ward he is researching for the Council of Four.   
   
  However, he will not reveal this to the PCs unless 
  they sense there is more to his story (Sense Motive DC 15 
  – player must request to make this check) and is 
  persuaded by the PCs of their honorable intentions 
  (Diplomacy check DC 11+APL).  Give PCs a +2 
  circumstance bonus if there is a paladin, a monk of 
  Boccob or a cleric of a lawful good diety present.  If PCs 
  persuade him, he will indicate that he is researching 
  information for the Council of Four for an upcoming 
  major warding spell and needs the key to decipher some 
  information alluded to by Akanadel in his earlier 
  writings, which he feels may be very important.  
   
  If PCs agree to search out the key to the code for 
  him, he will agree to craft a magical item for them, which 
  they can purchase in the future. He will tell them all he 
  knows of Akanadel, which includes the following: 
   
  � Akanadel was a dwarven mage smith who lived 
  many years ago.  He specialized in crafting many 
  wonderous items as well as armors and shields. 
  � Akanadel worshipped Boccob as well, and tradition 
  states he studied at the monastery near Pantarn, as I 
  did. 
  � Akanadel was very involved in his work and led a 
  hermit-like existence.  He was rarely seen in public. 
  � Records I have reviewed indicate he got his supplies 
  through the Blue Sundial Trading Company, 
  Moblofft office.  I imagine his home is nearby there 
  although I do not have specific directions.  Perhaps 
  the trading company would have records indicating 
  the location of his home or he may have relatives in 
  the area. 
   
  Encounter Two 
  It will take the PCs several days of uneventful travel to 
  reach Moblofft.  While in town, PCs have the 
  opportunity to attempt to Gather Information about 
  Akanadel or the area of Claw Gorge, where his 
  underground home was rumored to be built. Moblofft is 
  a small town that is still predominantly gnomish, 
  although a mixture of other races now dwell there as 
  well.   
   
  PCs who wish to Gather Information about 
  Akanadel will find little of note in the marketplace and 
  taverns. It has been years since he was seen in the area 
  and none here now remember him.  If PCs check into the 
  Trading Company, go to Encounter Two.   
   
  PCs asking simply for dwarves in town will learn 
  there are perhaps half a dozen (Gather Information DC 
  10).  Two are “recent” arrivals in town, a couple who brew 
  ale and have lived there about three years.  Another is the 
  local cleric of Moradin.  There are also three merchants 
  dealing in a variety of items.  Finally, there is a dwarven 
  weaponsmith, Akanadel’s nephew, who lives in town and 
  knows of his ancestor.  His name is Durgel Stonefist.   
   
  � Durgel Stonefist male dwarf Exp 4, hp 29. 
   
  Durgel is a gruff middle-aged dwarf who is devoted to his 
  work.  He embodies the characteristics most think of 
  when they consider members of his race.  He enjoys good 
  ale and is more likely to talk with the PCs (+2 
  circumstance modifier to Diplomacy check) if they offer 
  to meet with him in the evening and buy him drinks (5 
  gp).  Durgel has heard the family traditions of Akanadel, 
  but has little use for wizards and so although he knows 
  the location of the underground home, he has never had 
  the interest to travel there.   
   
  Development: PCs may be able to persuade Durgel 
  to give them directions to Akanadel’s old home with a 
  successful Diplomacy skill check (DC 12 + APL).  PCs 
  may not “take 20” on the Diplomacy and are allowed only 
  one check each (or they may use their check to assist 
  each other).   
   
  Encounter Three 
  PCs may also choose to check into the Blue Sundial 
  Trading Company since Akanadel reportedly dealt with 
  them.  The Blue Sundial Trading Company is based out of 
  a small building facing the town square.  They deal 
  primarily with basic needs such as foodstuffs, cloth and 
  small metal objects such as pots and pans.  
   
  � Boffleen: male gnome Exp3, hp 20 
   
  Boffleen is the supervisor of this branch of the Blue 
  Sundial Trading Company.  He is a easily excitable and 
  somewhat harried older gnome.  He will not allow the 
  PCs to look through the records themselves, but if asked 
  specific information about Akanadel, he may be 
  persuaded (Diplomacy DC 12 + 1/APL) to look through 
  Lost Code of Akanadel 
  Round 1 
  Page 6 
  
  the books and give PCs the information requested on the 
  morrow.  He explains that he is very busy and at any rate 
  will not agree to look through the books immediately, 
  regardless of how persuasive PCs are with their 
  Diplomacy. Note that if the PCs are willing to reimburse 
  him for his time, he is more receptive to their request.  
  This translates to +1 circumstance bonus for each gold 
  spent, up to a maximum of +15 (PCs still need to be 
  somewhat polite to him to get him to agree, although 
  they may take 10 on this check). If PCs are able to 
  persuade him to assist them, he will give them very 
  general directions to the area of Akanadel’s home. (This is 
  because when expecting a shipment, Akanadel would 
  make arrangements to meet the representative nearby or 
  in town so no one from the Blue Sundial ever actually 
  entered his home).  He will also be able to refer them to 
  speak with Durgel, as he will discover that Durgel is a 
  descendant of Akanadel Stonefist’s brother.   
   
  Development: If PCs seek out Durgel after checking 
  at the Trading Company, go to Encounter Two.  If PCs 
  have now gathered what information they have and leave 
  to seek out Akanadel’s home, go to Encounter Four. 
   
  Encounter Four 
  It will take the PCs about a days travel to reach the area 
  and another day to locate the entrance.  PCs with 
  directions from Durgel will automatically be able to 
  locate the entrance.  PCs with directions only from the 
  Blue Sundial Trading Company will receive a +2 bonus 
  on Wilderness Lore or Search checks to locate the 
  entrance. PCs with Tracking may succeed at a Wilderness 
  Lore check (DC 14 + APL) to locate the entrance. 
   
  If no PC has the Track feat, they may make a Search 
  check (DC 21 + APL) to find the entrance. Note that PCs 
  can “take 20” and/or assist each other on these checks.  
  Also note that PCs unable to find the entrance, even if 
  taking 20, may opt to return and talk to Durgel.  Treat this 
  as though they found the entrance by taking 20. 
   
  Once the PCs have made the necessary checks to 
  find the location, continue below.  
   
  It is late afternoon as you traverse through the hills of
  Claw Gorge towards your destination.  The sky has 
  been overcast and threatening rain all day and a chill 
  wind blows through the autumn day.  Just as you 
  begin to wonder whether you will be able to locate 
  the entrance before dark so you can sleep outside the 
  weather, the first fat drops of rain land on you.  Soon 
  you are soaked wet and chilled. The rain pours down, 
  into a torren ial down pour.    
   
  t
   
   
  If it was necessary for PCs to “take 20” to find the 
  location, the additional time needed in the weather 
  means they must succeed at a Fort save DC 15 or be 
  swept away by a flash flood.  This deals 1d6 points 
  subdual damage as they are swept away.   
   
  Because of the treacherous footing, PCs must 
  succeed at a Reflex save DC 15 or lose their footing and 
  fall down the hill, taking another 1d6 points of subdual 
  and requiring a Fort save DC 15 to avoid being caught up 
  in (another) flash flood, with effects the same as those 
  noted above. 
   
  Given the nasty weather, PCs are likely to be anxious 
  to reach the entrance to the underground complex.  It is 
  at this unfortunate time that they will meet with the 
  plant(s) guarding the entrance.  
   
  APL 4 (CR 4)  
  � Assassin Vine: 30 hp, see MM. 
   
  APL 6 (CR 7) 
  � Tendriculous: hp 94, see MM.  
   
  APL 8 (CR 9)  
  � Tendriculous (2): hp 94, see MM 
   
  APL 10 (CR 11) 
  � Greenvise: hp 102, see Appendix.  
   
  APL 12 (CR 14)  
  � Greenvise (3): hp 102, see Appendix. 
   
  Tactics:  Due to current weather conditions, PCs must 
  deal with treacherous footing and likelihood of slipping 
  and falling. (ELs are at +1 due to weather conditions). 
  Due to the slick and slippery conditions, PCs must make 
  a Balance check DC 15 in order to move without falling 
  prone.  While standing still the DC is only 5. PCs who fail 
  and are prone must make a Fortitude save DC 15 to avoid 
  being swept away by the rain and running water.  Spell 
  casting requires a Concentration check DC 5 + spell level.  
   
  In addition, due to the rain sight is difficult 
  (including low light and darkvision) and Spot, Search and 
  ranged attacks suffer a –4 penalty.  See the DMG Chapter 
  3 for more detail on these effects. 
   
  At APLs 10 and 12, combat will begin with one 
  greenvise will use its death fog attack. All the plants will 
  try to block the entrance of the cave to prevent their tasty 
  snacks from escaping.        
   
  Treasure: The creatures also have a number of coins 
  and a couple items scattered about from past victims.  
   
  Lost Code of Akanadel 
  Round 1 
  Page 7 
  
  Encounter Five 
  The PCs enter Akanadel’s ancient underground fortress.  
  The entrance is initially disguised as a cave, but PCs who 
  Search carefully (DC 20) will locate a concealed door 
  leading deeper into the caverns.  Akanadel made an effort 
  for the fortress to appear “natural” to decrease the 
  likelihood people would persist in looking for him. He 
  was a hermit, after all.  His interest was in prayer, study 
  and creation, not entertaining visitors.  The initial 
  caverns should be described as natural, with uneven 
  passages connecting and occasional “rooms” (also natural 
  looking caverns) off to the side.  
   
  A PC very skilled in Craft: Stonemasonry (DC35) 
  may realize that these walls are not natural, but were 
  skillfully created to appear that way.  The ceiling in this 
  area has weakened over time, due to burrowing above of 
  underground creatures.  The heavy rains flowing above 
  the caverns have further weakened the ceilings and PCs 
  may notice (Spot DC 20) some water running down the 
  walls, which increases closer to the weak area.   
   
  PCs with Knowledge: Architecture and Engineering 
  or Craft: Stonemasonry may notice (DC 20) that some 
  dirt seems to have crumbled from above and the ceiling 
  appears weakened.  PCs without these skills may make an 
  unskilled Wisdom check (DC 20) to notice the same 
  thing and dwarves receive a +2 circumstance bonus to 
  whichever check they chose to make.  PCs who do notice 
  this may receive a +2 circumstance bonus to their Reflex 
  saving throw as the corridor collapses behind the PCs.  In 
  addition, at APLs 4 to 8, PCs who notice these factors 
  may, if they possess the skill, make a Disable Device 
  check to determine the cause and help the others 
  negotiate through this area.  A successful check will halve 
  the damage for those in the area of effect (outlined under 
  developments below).  See DMG: Chapter 4 for more 
  information on cave-ins and collapsing ceilings.  
   
  APL 4 (CR 5)  
  � Collapsing Ceiling: CR5; Reflex save DC 15, 4d6 
  debris damage and pin in bury zone/2d6 debris damage 
  and possible pin in slide zone; Disable Device, DC 24 for 
  half damage. Bury zone: last 10 feet of PCs with slide zone 
  additional 10 feet.   
   
  APL 6 (CR 6) 
  � Collapsing Ceiling: CR6; Reflex save DC 15, 8d6 
  rock/debris damage and pin in bury zone/3d6 debris 
  damage and possible pin in slide zone; Disable Device, 
  DC 24 for half damage. Bury zone: last 30 feet of PCs with 
  slide zone additional 10 feet.  
   
  APL 8 (CR 6)  
  � Collapsing Ceiling: CR6; Reflex save DC 15, 8d6 
  rock/debris damage and pin in bury zone/3d6 debris 
  damage and possible pin in slide zone; Disable Device, 
  DC 28 for half damage. Bury zone: last 30 feet of PCs with 
  slide zone additional 10 feet.  
   
  APL 10 (CR 7) 
  � Collapsing Ceiling: CR7; Reflex save DC 15, 8d6 
  rock/debris damage and pin in bury zone/3d6 debris 
  damage and possible pin in slide zone. Bury zone: last 50 
  feet of PCs with slide zone additional 10 feet.    
   
  APL 12 (CR 7)  
  � Collapsing Ceiling: CR7; Reflex save DC 15, 8d6 
  rock/debris damage and pin in bury zone/3d6 debris 
  damage and possible pin in slide zone. Bury zone: last 50 
  feet of PCs with slide zone additional 10 feet.       
   
  Development: PCs in the bury zone are automatically 
  pinned and suffer damage as noted by APL; Reflex save 
  (DC 15) for half damage. (This damage is halved again 
  with a successful Disable Device at APLs 4 to 8). PCs in 
  the slide zone suffer no damage with a successful Reflex 
  save (DC 15) and are not pinned. Pinned PCs take 1d6 
  points subdual damage per minute while pinned. If a PC 
  falls unconscious, they must succeed at a Constitution 
  check (DC 15) or begin taking 1d6 points normal damage 
  until dead.  Conscious but pinned PCs can free 
  themselves with a successful Strength check DC 25. 
   
  PCs not pinned may dig out their companions by 
  hand at a rate of five times their heavy load rating per 
  minute or twice as quickly if armed with digging tools 
  such as a pick, crowbar or shovel. PCs must clear 1500 
  pounds of loose stone from the five-foot square in which 
  a PC is pinned in order to free them.  To make a cave-in 
  area passable in order to reach a PC pinned further than 
  five feet away, half that amount must be cleared from 
  each five foot square.   
   
  Note that there is now no light coming in from 
  outside and PCs will need a light source of some type to 
  continue, even with low-light vision.   
   
  Encounter Six 
  PC locate the door to Akanadel’s living quarters and 
  prepare to enter.   
   
  Brushing yourselves off from the dust of the cave-in, 
  you realize that you will likely need to find another 
  exit out of these caverns for the one behind you is 
  obviously blocked.  After traveling a bit more through 
  Lost Code of Akanadel 
  Round 1 
  Page 8 
  
  the natural caverns, you come to an actual stone door 
  set into the far end of a natural-appearing cavern. 
  Flanking the door are two torch sconces, currently 
  empty and rusted.  The door is finely crafted and 
  banded with iron.  There is an iron lock inset into the 
  door itself.   
   
   
   
   
  This is the entrance to Akanadel’s actual living quarters, 
  which were quite small.  He did magically ward his door, 
  and PCs are likely to expect this, given Geklon’s note that 
  he specialized in this type of magic.  The door also has a 
  finely crafted lock (Open Locks APL 4: DC 25, APL 6 to 
  12: DC 30).  The PCs will have ten minutes before the 
  trap resets.  
   
  APL 4 (CR 4)  
  � Lightning Bolt Trap: CR 4; magic device; proximity 
  trigger (alarm); automatic reset, spell effect (lightning 
  bolt, 5
  th level wizard, Reflex save [DC 15] half damage, 
  5d6 electrical); Search (DC 28); Disable Device (DC 28).   
   
  APL 6 (CR 5) 
  � Lightning Bolt Trap: CR 5; magic device; proximity 
  trigger (alarm); automatic reset, spell effect (lightning 
  bolt, 8
  th level wizard, Reflex save [DC 15] half damage, 
  8d6 electrical); Search (DC 28); Disable Device (DC 28).   
   
  APL 8 (CR 7)  
  � Chain Lightning Trap: CR 7; magic device; proximity 
  trigger (alarm); automatic reset, spell effect (chain 
  lightning, 11
  th level wizard, Reflex save [DC 19] half 
  damage, 11d6 electrical to target nearest door plus 5d6 
  electric to each of up to eleven secondary targets within 
  spell effect centered on door); Search (DC 31); Disable 
  Device (DC 31). 
   
  APL 10 (CR 8) 
  � Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset, spell effect (prismatic 
  spray, 13
  th level wizard, Reflex, Fort or Will save [DC 20] 
  depending on effect); Search (DC 32); Disable Device 
  (DC 32). 
   
  APL 12 (CR 8) 
  � Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset, spell effect (prismatic 
  spray, 13
  th level wizard, Reflex, Fort or Will save [DC 20] 
  depending on effect); Search (DC 32); Disable Device 
  (DC 32). 
   
   
  Encounter Seven 
  Once the door is open, PCs are able to enter Akanadel’s 
  quarters.  Akanadel lived a relatively austere life and his 
  actual living area is rather small, consisting of a 
  combination kitchen/living area, a small bedchamber 
  and a workroom area.  See map in Appendix for details.   
   
  The door opens into a smal  room which looks to be a 
  combination k tchen and living area.  Along one wall 
  is a counter containing several pots and pans.  A water 
  pump and stove sit nearby.  A small wooden table 
  with two chairs sits near the center of the room. Near 
  the other side of the room, facing the fireplace, is a 
  comfortable looking chair sitting on a rug with a 
  small table next to it.  There is another door near the 
  fireplace that also appears made of stone while the 
  wal  opposite the kitchen contains a wooden door.  
  l
  i
  l
      
  There is little of interest in this area beyond what is 
  described above. The wooden door leads to a short 
  hallway with a door on either side and a door at the end.  
  Both the side doors lead to bedchambers.  The one on the 
  left was Akanadel’s chamber (see Encounter 7A below) 
  while the other was rarely used and contains only a rotted 
  mat bed, empty wooden trunk and a small side table 
  currently holding a washing pitcher and bowl. The door 
  at the end of the hall leads to the workroom (see 
  Encounter 7B below). 
   
  Encounter 7A (Bedroom)  
  Although most of his notes and works were kept in his 
  workroom, Akanadel DID keep a copy of the key to his 
  code in his bedroom rather than in his work area. He 
  knew that anyone attempting to make off with his work 
  would look there first and likely overlook the bedroom as 
  the location of notes or items of magical interest. 
   
  This room was obv ously used as a bedroom, 
  containing a well-made bed, although the linens and 
  stuffing have rotted away. A small table and lamp 
  with a flint and steel box sit next to the bed.  A 
  wardrobe sits open across from the bed, with rotted 
  clothing hanging inside.  A desk with a chair sits on 
  the wall near the door containing a matching lamp as 
  well as a washing pitcher and bowl.  All are finely 
  crafted porcelain.  
  i
   
  Development: A thorough Search (DC 25) will reveal a 
  hidden compartment accessed through a loose flagstone 
  beneath the bed. Remember that PCs are allowed to take 
  20 on this search. Inside the compartment is a metal 
  sheet on which is written the key the PCs seek.  
  Lost Code of Akanadel 
  Round 1 
  Page 9 
  
   
  Encounter 7B (Workroom)  
  This is the room Akanadel was in when his magic 
  experiment went awry, killing him.  No one has been in 
  here since. Everything in the room was pretty much 
  destroyed at that time. 
   
  Opening the door to this large room reveals a massive 
  scene of destruction.  The stone floor, walls and even 
  ceiling is scorched black.  A stone shelf along the 
  opposite wall is covered with melted glass and the 
  skeletal remains of some humanoid creature lay near 
  the door, as though the unlucky soul was simply 
  unable to get outside and away from the source of the 
  destruction in time.  
   
  PCs searching the area will find little of value.  All 
  Akanadel’s notes inside this room were destroyed in the 
  accident that took his life. A successful Search check (DC 
  20) will find the charred remains of some parchment 
  (once his notes) in the corner near the door.  A successful 
  Heal check (DC 15) will confirm that the skeleton likely 
  belonged to a dwarven male.  Looking at the body will 
  reveal a ring still intact on one of the fingers.  
  Treasure: On the skeleton is a finely crafted ring, which 
  at APLs 8 and above is a Ring of Force Shield.  
   
  Encounter Eight 
  PCs are able to locate the other exit from Akanadel’s 
  living area.  It, too, is sealed with a similar door but the 
  trap does not work when passing out the door (only if not 
  disabled before attempting to enter).  PCs will travel a 
  much shorter distance towards the surface, and will meet 
  with some creatures who have made this their home 
  while on the way.   
   
  APL 4 (CR 5)  
  � Cloaker: hp 45, see MM. 
   
  APL 6 (CR 6) 
  � Carrion Crawlers (2): hp 19, see MM.  
   
  APL 8 (CR 8)  
  � Behir: hp 94, see MM 
   
  APL 10 (CR 10) 
  � Behir (2): hp 94, see MM.  
   
  APL 12 (CR 13)  
  � Fiendish Behir (3): hp 94, see Appendix. 
   
  Tactics: The creatures will move to attack separate 
  opponents. The behir will begin with its breath weapon, 
  hitting as many opponents as possible and then focusing 
  first on the most injured appearing foe.  The fiendish 
  behir will follow the breath weapon with a smite good 
  attack aimed at a PC wearing a visible holy symbol to a 
  good diety and then if it succeeds in its swallow attempt 
  will Cleave to any other opponent who appears good 
  based on that criteria or statements made by PCs (as it 
  does speak Common).  
   
  Treasure: The creatures also have a number of coins 
  scattered about from past victims.  
   
  Development: Once PCs have defeated the 
  creatures, the passage will lead them out of the caverns.  
  They can then begin their travel to Chendl. 
   
  Conclusion 
  PCs have an uneventful trip and return to Chendl and 
  Geklon’s shop, where they meet with him and turn over 
  the key.  They receive his thanks and the offer to sell 
  them an item.  If PCs do not recover and return the key, 
  he will be very disappointed and will not offer to sell 
  them anything. If this is the premiere, be sure to 
  complete the critical event summary. 
   
  You arrive back in Chendl and once again seek out 
  the sage, Geklon.  He is extremely pleased to learn of 
  your success in recovering the key from Akanadel’s 
  home and disappointed to hear that nothing else was 
  salvageable.  True to his word, he shows you a couple 
  of items, which he agrees to sell you at a fair price or, 
  if you prefer, he offers to return your favor someday 
  by researching a question for you.    
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Four 
  Defeat plants 
   
  APL4 120 xp; APL6 210 xp; APL8 270 xp;  
  APL10 330 xp; APL12 420 xp; 
   
  Lost Code of Akanadel 
  Round 1 
  Page 10 
  
  Encounter Five 
  Survive/continue past cave-in/ceiling collapse 
   
  APL4 150 xp; APL6 180 xp; APL8 180 xp;  
  APL10 210 xp; APL12 210 xp; 
   
  Encounter Six 
  Disarm or survive trap 
   
  APL4 120 xp; APL6 150 xp; APL8 210 xp;  
  APL10 240 xp; APL12 240 xp; 
   
  Encounter Seven 
  Defeat creatures   
  APL4 150 xp; APL6 180 xp; APL8 240 xp;  
  APL10 300 xp; APL12 390 xp; 
   
  Story Awards 
  Objective met: Discovered location of Akanadel’s home 
  APL4 15 xp; APL6 25 xp; APL8 35 xp; 
  APL10 45 xp; APL12 55 xp; 
   
  Objective met: Located key to code and return it to 
  Geklon in Chendl 
  APL4 80 xp; APL6 95 xp; APL8 110 xp; 
  APL10 125 xp; APL 12 140 xp; 
   
  Discretionary roleplaying award 
  APL4 40 xp; APL6 60 xp; APL8 80 xp; 
  APL10 100 xp; APL 12 120 xp; 
   
  Total possible experience:  
   
  APL4 675 xp; APL6 900 xp; APL8 1125 xp; 
  APL10 1350 xp; APL12 1575 xp; 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Four:  
   
  APL 4: L: 0 gp; C: 10 gp; M: 208 gp (Boots of the 
  Winterlands 208gp) 
   
  APL 6: L: 0 gp; C: 100 gp; M: 208 gp (Boots of the 
  Winterlands 208gp) 
   
  APL 8: L: 0 gp; C: 50 gp; M: 208 gp (Boots of the 
  Winterlands 208gp) 
   
  APL 10: L: 0 gp; C: 320 gp; M: 520.5 gp (Boots of the 
  Winterlands 208gp; Wand of Magic Missiles [5
  th level] 
  312.5 gp) 
  APL 12: L: 0 gp; C: 442 gp; M: 520.5 gp (Boots of the 
  Winterlands 208gp; Wand of Magic Missiles [5
  th level] 
  312.5 gp) 
   
  Encounter Seven:   
   
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 200 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 708 gp (Ring of Force 
  Shield 708 gp) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 708 gp (Ring of Force 
  Shield 708 gp) 
  APL 12: L: 0 gp; C: 0 gp; M: 708 gp (Ring of Force 
  Shield 708 gp) 
  Lost Code of Akanadel 
  Round 1 
  Page 11 
  
   
  Encounter Eight:   
   
  APL 4: L: 0 gp; C: 16 gp; M: 166 gp (Ring of Climbing 
  166 gp) 
   
  APL 6: L: 0 gp; C: 63.5 gp; M: 228.5 gp (Ring of 
  Climbing 166 gp; Wand of Cure Light Wounds 62.5 gp) 
   
  APL 8: L: 0 gp; C: 55.5 gp; M: 228.5 gp (Ring of 
  Climbing 166 gp; Wand of Cure Light Wounds 62.5 gp) 
   
  APL 10: L: 0 gp; C: 323 gp; M: 228.5 gp (Ring of 
  Climbing 166 gp; Wand of Cure Light Wounds 62.5 gp) 
  APL 12: L: 0 gp; C: 435 gp; M: 894.5 gp (Ring of 
  Climbing 166 gp; Wand of Cure Light Wounds 62.5 gp; 
  Goggles of Night 666 gp) 
   
  Total Possible Treasure 
  APL 4: L: 200 gp; C: 26 gp; M: 374 gp  - Total: 600 gp 
  APL 6: L: 200 gp; C: 163.5 gp; M: 436.5 gp  - Total: 800 
  gp 
  APL 8: L: 0 gp; C: 105.5 gp; M: 1144.5 gp  - Total: 1250 
  gp 
  APL 10: L: 0 gp; C: 643 gp; M: 1457 gp  - Total: 2100 
  gp 
  APL 12: L: 0 gp; C: 877 gp; M: 2123 gp  - Total: 3000 
  gp 
   
  Special 
  Favor from Geklon the Sage: For successful completion 
  of a task he requested, Geklon has agreed to allow PCs to 
  purchase a monk’s belt, bracers of armor +2 or collar of 
  resistance +2 (from Masters of the Wild).  PC must pay 
  full value of the item as listed in the DMG or MotW and 
  may purchase only one such item.  Alternatively, PCs 
  may upgrade their armor with light fortification.  PCs 
  must pay the cost difference between their old armor and 
  the new.  The PC may wait to make this purchase or 
  upgrade following another Furyondy regional adventure.  
   
  PCs who do not wish to make a purchase can instead 
  call upon Geklon to assist them through research, 
  allowing them a once only +15 circumstance bonus to a 
  Knowledge check while in Chendl and able to consult 
  with him.  He will not charge them for this assistance. 
  This favor is consumed when used; DM should initial 
  and note what it was used for.     
   
  Dungeon Delver Candidate: This PC has successfully 
  survived a natural cave-in and has now met the special 
  requirement to take levels in the core Dungeon Delver 
  prestige class from Song and Silence.  Note that the PC 
  must still fulfill all other requirements and bring a copy 
  of the book for judge review if they desire to take levels 
  in this prestige class.   
           
  Items for the Adventure 
  Record 
  Item Access 
  APL 4:  Ring of Climbing  
   
   
  Boots of the Winterlands 
  APL 6:  Wand of Cure Light Wounds 
   
  APL 4 Items 
  APL 8:  Ring of Force Shield 
   
  APL 4 & 6 Items 
  APL 10: Wand of Magic Missles (5
  th level) 
   
  APL 4, 6 & 8 Items 
  APL 12: Goggles of Night  
   
  APL 4, 6, 8 & 10 Items 
  Lost Code of Akanadel 
  Round 1 
  Page 12 
  
  Appendix: Monster Statistics 
  Encounter Four 
  APL 10 (EL 11): 
  � Greenvise: CR 10; Huge Plant; HD 12d8+48; hp 
  102; Init +0; Spd 10; AC 16 (touch 8, flat-footed 16) [-2 
  size, +8 natural]; Atk +16 melee (2d4+9, 4 slams) and 
  +11 melee (1d6+4 bite); Face/Reach 10ft by 10ft/15 ft; 
  SA death fog, improved grab, swallow whole; SQ acid 
  immunity, plant traits, woodsense; AL N; SV Fort +12, 
  Ref +4, Will +4; Str 29, Dex 10, Con 18, Int 3, Wis 11, 
  Cha 6.  
   
  Death fog (Su): Twice per day, a greenvise can 
  emit an acidic fog that functions like the acid fog spell, 
  except as follows. The death fog’s area is a 40 ft high 
  spread with a 60 ft radius. Within this area, all sight, 
  including darkvision, is limited to 5 ft. Creatures 
  within 5 ft have one half concealment while creatures 
  further away have total concealment.  Creatures 
  attempting to move through the death fog can only 
  move one tenth normal speed and all their melee 
  attacks and damage suffer a –2 circumstance penalty. 
  Each round, the acid fog deals 3d8 damage (acid) to 
  every creature inside; no saving throw.  A strong wind 
  will disperse the vapors in 1d2 rounds; otherwise the 
  effect lasts 3d6+1 rounds.  The greenvise is not 
  impeded or affected by its own death fog and can move 
  and attack freely.  
   
  Improved Grab (Ex): If a greenvise hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it can deal normal damage and 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +26).  If it gets a hold, it can transfer the opponent to its 
  maw with another successful grapple check, deal 
  automatic bite damage and then attempt to swallow in 
  the next round.  Alternatively, the greenvise has the 
  option to conduct the grapple normally or simply use 
  its tendrils or maw to hold the opponent (-20 to 
  grapple, but the greenvise is not considered grappled).  
  Regardless, each successful grapple check deals normal 
  slam or bite damage. 
   
  Swallow Whole (Ex): A greenvise can swallow a 
  single opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check (grapple bonus +26), provided it all ready has 
  that opponent in its maw (see improved grab).  Once 
  inside a greenvise, the opponent takes 2d6+9 points of 
  bludgeoning damage and 2d4 points of acid damage 
  per round from the plant’s stomach.  A successful 
  grapple check allows the swallowed creature to climb 
  out of the stomach into the maw and another 
  successful grapple check is needed to get free.  
  Alternatively, a swallowed creature can try to cut its 
  way out using either claws or a light piercing or 
  slashing weapon.  Dealing at least 20 points damage to 
  the stomach (AC 18) in this way creates an opening 
  large enough to escape.  Once a swallowed creature 
  exits muscular action closes the whole and other 
  swallowed creatures must cut their own way out. A 
  greenvise’s stomach can hold 1 large, 4 medium, 16 
  small or 64 tiny opponents.  
   
  Woodsense (Ex): A greenvise can automatically 
  sense the location of anything within 60 ft that is in 
  contact with vegetation, even objects or creatures that 
  are not in contact with the same vegetation it is.  
   
  Plant Traits (Ex): A greenvise is immune to 
  poison, sleep, paralysis, stunning and polymorphing.  
  It is not subject to critical hits or mind affecting 
  effects. The creature has low-light vision. 
   
  APL 12 (EL 14): 
  � Greenvise (3): CR 10 each; Huge Plant; HD 
  12d8+48; hp 102; Init +0; Spd 10; AC 16 (touch 8, flat-
  footed 16) [-2 size, +8 natural]; Atk +16 melee (2d4+9, 4 
  slams) and +11 melee (1d6+4 bite); Face/Reach 10ft by 
  10ft/15 ft; SA death fog, improved grab, swallow 
  whole; SQ acid immunity, plant traits, woodsense; AL 
  N; SV Fort +12, Ref +4, Will +4; Str 29, Dex 10, Con 18, 
  Int 3, Wis 11, Cha 6.  
   
  Death fog (Su): Twice per day, a greenvise can 
  emit an acidic fog that functions like the acid fog spell, 
  except as follows. The death fog’s area is a 40 ft high 
  spread with a 60 ft radius. Within this area, all sight, 
  including darkvision, is limited to 5 ft. Creatures 
  within 5 ft have one half concealment while creatures 
  further away have total concealment.  Creatures 
  attempting to move through the death fog can only 
  move one tenth normal speed and all their melee 
  attacks and damage suffer a –2 circumstance penalty. 
  Each round, the acid fog deals 3d8 damage (acid) to 
  every creature inside; no saving throw.  A strong wind 
  will disperse the vapors in 1d2 rounds; otherwise the 
  effect lasts 3d6+1 rounds.  The greenvise is not 
  impeded or affected by its own death fog and can move 
  and attack freely.  
   
  Improved Grab (Ex): If a greenvise hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it can deal normal damage and 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +26).  If it gets a hold, it can transfer the opponent to its 
  maw with another successful grapple check, deal 
  automatic bite damage and then attempt to swallow in 
  Lost Code of Akanadel 
  Round 1 
  Page 13 
  
  the next round.  Alternatively, the greenvise has the 
  option to conduct the grapple normally or simply use 
  its tendrils or maw to hold the opponent (-20 to 
  grapple, but the greenvise is not considered grappled).  
  Regardless, each successful grapple check deals normal 
  slam or bite damage. 
   
  Swallow Whole (Ex): A greenvise can swallow a 
  single opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check (grapple bonus +26), provided it all ready has 
  that opponent in its maw (see improved grab).  Once 
  inside a greenvise, the opponent takes 2d6+9 points of 
  bludgeoning damage and 2d4 points of acid damage 
  per round from the plant’s stomach.  A successful 
  grapple check allows the swallowed creature to climb 
  out of the stomach into the maw and another 
  successful grapple check is needed to get free.  
  Alternatively, a swallowed creature can try to cut its 
  way out using either claws or a light piercing or 
  slashing weapon.  Dealing at least 20 points damage to 
  the stomach (AC 18) in this way creates an opening 
  large enough to escape.  Once a swallowed creature 
  exits muscular action closes the whole and other 
  swallowed creatures must cut their own way out. A 
  greenvise’s stomach can hold 1 large, 4 medium, 16 
  small or 64 tiny opponents.  
   
  Woodsense (Ex): A greenvise can automatically 
  sense the location of anything within 60 ft that is in 
  contact with vegetation, even objects or creatures that 
  are not in contact with the same vegetation it is.  
   
  Plant Traits (Ex): A greenvise is immune to 
  poison, sleep, paralysis, stunning and polymorphing.  
  It is not subject to critical hits or mind affecting 
  effects. The creature has low-light vision. 
   
  Encounter Eight 
  APL 12 (EL 13): 
  � Fiendish Behir (3): CR 10 each; Huge Magical 
  Beast (electricity); HD 9d10+45; hp 94; Init +1; Spd 40 
  ft (climb 15 ft); AC 16 (touch 9, flat-footed 15) [+1 dex, -
  2 size, +7 natural]; Atk bite +15 melee (2d4+8) and 6 
  claws +10 melee (1d4+4); Face/Reach 10ft by 30ft/10 ft; 
  SA breath weapon, improved grab, swallow whole, 
  constrict 2d8+8, smite good; SQ: electricity immunity, 
  scent, can’t be tripped, darkvision 60 ft, cold and fire 
  resistance 15, damage reduction 5/+2, SR 18; AL NE; 
  SV Fort +11, Ref +7, Will +5; Str 26, Dex 13, Con 21, Int 
  7, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +18, Hide +5, Spot +7; 
  Cleave, Power Attack.  
   
  Breath Weapon (Su): Line of lightning 5 ft wide 
  and 20 ft long once a minute; damage 7d6 Reflex half 
  DC 19.   
   
  Improved Grab (Ex): To use this ability, the behir 
  must hit with its bite attack.  If it gets a hold, it can 
  attempt to swallow or constrict the opponent. 
   
  Constrict (Ex): A behir deals 2d8+8 points of 
  damage with a successful grapple check against 
  Gargantuan or smaller creatures.  It can use its claws 
  against a grappled foe as well. 
   
  Swallow Whole (Ex): A behir can try to swallow a 
  grabbed opponent of size medium or smaller with a 
  successful grapple check.  A behir that swallows an 
  opponent can use its Cleave feat to bite and grab 
  another opponent.  The swallowed creature takes 
  2d8+8 points crushing damage and 8 points acid 
  damage from the behir’s gizzard.  A swallowed creature 
  can cut its way out by using claws or a small or tiny 
  slashing weapon to deal 25 points damage to the 
  gizzard (AC 20).  Once a swallowed creature exits 
  muscular action closes the whole and other swallowed 
  creatures must cut their own way out.  A behir’s 
  stomach can hold 2 medium, 4 small, 8 tiny, 16 
  diminutive or 32 fine or smaller opponents. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (+9) against a good foe.     
   
   
  Lost Code of Akanadel 
  Round 1 
  Page 14 
  
  DM Aid: Map of Akanadel’s Home  
   
   
  Lost Code of Akanadel 
  Round 1 
  Page 15 
  
  Critical Event Summary 
  LG FUR3−04 – Lost Code of Akanadel 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
   
  1. 
  Did the PCs return the key code to Geklon? 
   
   
   
   
  YES  /  NO 
   
  2. 
  Did any PCs earn the Dungeon Delver Candidate Certificate? 
   
   
  YES  /  NO 
   
   
  Please note any PC names, class and levels here:  
   
  1. 
  _______________________________________ 
   
  2. 
  _______________________________________ 
   
  3. 
  _______________________________________ 
   
  4. 
  _______________________________________ 
   
  5. 
  _______________________________________ 
   
  6. 
  _______________________________________ 
   
   
   
   
   
   
   
  3. 
  Comments (Optional).  Please explain any unusual circumstances 
   
   
   
  Lost Code of Akanadel  
  Round 1 
  Page 16 
  
  Rules on Spell Casting in Furyondy:  
   
   
  This adventure begins in Chendl and the Fairwain Province but primarily takes place in the Barony of Littleberg 
  near Claw Gorge.  Clerics of the following faith and levels are available for purchasing spells: Boccob (7
  th), Corellon 
  Larethian (5
  th), Rao (5
  th), Garl Glittergold (5
  th) and Yondalla (5
  th).   PCs who wish to have higher level spells cast must 
  spend an extra TU for travel to a larger populated area. 
   
  The majority of spells may be purchased with pure coin, however there are some reserved for those who have 
  earned the church’s favor (N/a under Pure GP Cost).  Also, PCs that have influence with a church may also use it (cash it 
  in) for a discount on spell casting costs.  Members of an appropriate religious order, may also benefit from their 
  permanent influence point to further discount the spell purchase price.  This is reflected in the first two columns of the 
  chart – the revised cost and allowable influence expenditure to procure the spell. 
   
   
  Spell 
   
  Cost 
   
  Infl. 
  Pure GP 
  Cost 
  Cure minor wounds 
  5 gp 
  0 
  5 gp 
  Cure light wounds  
  10 gp 
  0 
  10 gp 
  Endure elements   
  10 gp 
  0 
  10 gp 
  Goodberry  
  60 gp 
  0 
  60 gp 
  Cure moderate wounds  
  60 gp 
  0 
  60 gp 
  Gentle repose   
  60 gp 
  0 
  60 gp, 
  Lesser restoration   
  60 gp 
  0 
  60 gp 
  Cure serious wounds 
  150 gp 
  1 
  250 gp 
  Dispel magic   
  150 gp 
  1 
  250 gp 
  Remove blind/deafness 
  150 gp 
  1 
  250 gp 
  Remove curse   
  150 gp 
  1 
  250 gp 
  Remove disease  
  150 gp 
  1 
  250 gp 
  Cure critical wounds  
  280 gp 
  1 
  380 gp 
  Neutralize poison   
  280 gp 
  1 
  380 gp 
  Restoration 
  380 gp 
  1 
  480 gp 
  Break enchantment 
  450 gp 
  2 
  650 gp 
  Healing circle 
  450 gp 
  2 
  650 gp 
  Raise dead 
  950 gp 
  2 
  1150 gp 
  Greater dispelling 
  660 gp 
  5 
  N/a 
  Heal 
  660 gp 
  5 
  N/a 
   
   
  Lost Code of Akanadel  
  Round 1 
  Page 17 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR3-04 - The Lost Code of Akanadel.pdf