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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NYR7−03 
   
   
   
   
   
  Requiem to Maglubiyet 
   
  A One−Round Dungeons & Dragons®
  Living Greyhawk™ Regional Adventure 
  set in the Kingdom of Nyrond 
  Version 1.0 
   
   
  by Bryan Bagnas 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewers: Tom Kee, Rene Ayala 
  Playtesters: Ben Adams, David Argall, Nate Castile, Timothy Cheng, Peter Hoang, Eric Koh, Alexander Mobley, Tim 
  Pitcock, Jacob Sprunck, Brian Waterman 
   
  Curtulenn, a town along the County of Urnst and the Kingdom of Nyrond, is boiling over with gossip and tall tales. You 
  can scarcely eat Palin’s fine spiced meats without hearing fantastic stories of evil goblins, wandering ghosts and missing 
  villagers. The recent trouble caused by a band of goblins uncovered a dark secret near Curtulenn. And your old friend 
  Kelwyn may have a clue to the mystery. Part Two of the Kelwyn Series. A one-round Regional adventure set in Nyrond 
  for characters level 1-10 (APLs 2-8). 
   
  Resources for this adventure include Dragon Magazine #63, TSR’s Deities and Demigods, NYR5-M02 Releash the Dogs of War 
  [David Howard], NYR6-04 Kelwyn’s Keys [Bryan Bagnas], and NYR5-S03 Swans of the Duntide [David Howard].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  # 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 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round normally to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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. 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Kingdom of Nyrond. Characters from the Kingdom 
  of Nyrond pay one (1) Time Unit per round, while all 
  other characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Prince Sewarndt acquired, through his various agents, the 
  services of Waerlan Ghel, who was tasked with 
  organizing a small goblin army and bringing fiends into 
  the Prince’s service. Waerlan Ghel died shortly after the 
  failed coup against King Archbold of Nyrond in 585 CY. 
  The Devilslayers, a band of highly skilled adventurers and 
  war veterans, learned of Ghel's research into fiend 
  summoning. In the confusion of the Regicide Coup, the 
  Devilslayers were able to track Waerlan Ghel’s small army 
  of goblins and worgs into the Gamboge Forest and 
  confront them. They slew Waerlan Ghel and many of his 
  troopers. During the fight, they were repelled by the 
  surprising arrival of a half-green-dragon-led patrol of 
  gnolls. 
   
  By the time the Devilslayers eluded the gnolls and 
  reacquired the goblin army, Waerlan’s body was gone. 
  The Devilslayers never did locate the goblin lord’s body. 
  The goblins they fought didn’t know either. Waerlan 
  Ghel’s body was given over to a Maglubiyet high priest 
  for burial during the surprise attack by the gnolls. That 
  high priest, Lagoch, took his lord’s body into a hidden 
  tomb. Interred with honors, Waerlan Ghel’s name is still 
  spoken with respect among the Nyrondal goblin tribes. 
   
  Once Waerlan Ghel’s body was interred, inter-tribal 
  bickering divided his small army. They broke into smaller 
  tribes and fled into the surrounding hills. During the 
  next few years, they survived as independent tribes 
  through pillaging travelers and unprotected farms. 
  Overall, their numbers dwindled. By the mid-590s, 
  several tribes united under a new goblin lord, Lagoch, in 
  his bid to develop half-fiend troops and worgs. Lagoch 
  hoped to restart his dead lord’s mission. 
   
  The murals on the walls of Waerlan Ghel’s tomb are 
  unusual. Not only do they depict his victories and his 
  work with Prince Sewarndt; they also tell a tale of the 
  high priest’s interest in a remote Temple called 
  Shumhanrhu. Both the high priest Lagoch and goblin 
  lord Waerlan Ghel hoped to free a devil trapped in the 
  temple and use him in their army. The mural unwittingly 
  provides an overland map to this hidden temple. Of 
  course, only those lucky enough to survive the tomb’s 
  deadly traps will ever see it. 
   
  Prior to Sewarndt’s return to Rel Mord in 595, a 
  member of his entourage, named Flandrynt, was 
  encouraging the breeding of fiendish lines of animals 
  that could be useful in war. (NYR5-M02: Releash the Dogs of 
  War) Lagoch is an associate of Worjjus, who also worked 
  with Flandrynt. Lagoch and Worjjus extended the 
  breeding program years ago to introduce fiend bloodlines 
  into goblins, dire wolves and worgs. They have run this 
  program in parallel to that of the Breeders’ Guild of Small 
  Knob. Now that the Dark Brother is gone and his 
  entourage is in hiding, Lagoch is looking for fresh 
  fiendish breeding stock to build his own army. He has set 
  his sights on a trapped devil in the dark temple. 
   
  The villagers around Curtulenn tell horror stories 
  about the Haunted Pond deep in the local forest. The 
  stories are often told to children to keep them from 
  wandering off into the woods. As these children grow to 
  adolescence, they venture off to this mysterious pond on 
  a dare. Anyone swimming in the pond has a tendency to 
  disappear. Now most villagers avoid the pond and the 
  area surrounding it. 
   
  What really happens is the swimmer spots a strange 
  light beneath the water. The light leads to a short tunnel. 
  In the tunnel, undead goblins slay the interloper and 
  keep the body. Youthful curiosity leads to death and no 
  recoverable body returns to the pond’s surface. 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 2 
  
   
  Recently, Kelwyn hired Professor Muskegum to 
  translate some documents from his collection and discuss 
  Goblin culture and history. A clue found in a funeral 
  requiem in the goblin tongue may lead to a hidden 
  treasure. The Requiem to Maglubiyet is a recent goblin 
  favorite, first used in 585 CY for a goblin-lord Waerlan 
  Ghel. It says the honored dead should be buried beneath 
  the Tears of Bargrivyek. At first, the Professor wrote it off 
  as poetic language but recent interrogation of goblins by 
  the Nyrond’s army turned up an interesting name. “Tears 
  of Bargrivyek” is the goblin name for a local pond in the 
  woods near Curtulenn – the Haunted Pond. 
   
  Now Kelwyn wants to hire someone to investigate 
  this Haunted Pond and find out what lies beneath the 
  Tears of Bargrivyek. 
   
  ADVENTURE SUMMARY 
  Encounter 1: The Office – The PCs get a message to 
  meet with Kelwyn. He tells them of new information 
  gathered by Prof. Muskegum during his return trip from 
  Rel Mord. Kelwyn believes it is nearby and hires the 
  party to investigate. 
   
  Encounter 2: Gathering Information – The PCs 
  wander around Curtulenn looking for more information 
  about the pond and directions to it. 
   
  Encounter 3: Tears of Bargrivyek – The PCs arrive 
  at the infamous Haunted Pond. Here they must decide 
  how to enter into the crypt. At the bottom of the pond are 
  several undead zombies that attack any living being who 
  enters the tunnel. 
    
  Encounter 4: A broken mechanical trap protects the 
  door to Waerlan Ghel’s crypt. The PCs must still 
  overcome the door itself to proceed further. 
   
  Encounter 5: The Moldy, Slimy Hallway – the 
  damp crypt has attracted mold or slimes, which present a 
  hazard to PCs. 
   
  Encounter 6: Water Weirdness – The second 
  guardian is a water elemental who protects his bridge 
  from all interlopers. 
   
  Encounter 7: Writing on the Wall – Here the PCs 
  learn more about Waerlan Ghel and how he was part of 
  the failed coup against King Archbold. 
   
  Encounter 8: His Lordship’s Guards – The third 
  set of guardians are undead warriors. 
   
  Encounter 9: Treasure Room – While the 
  adventurers may very well suspect a mimic, the 
  treasure room lies unprotected. 
   
  Encounter 10: Main Crypt – Another section 
  where the PCs can learn about a lost Temple and where 
  it’s located. 
   
  Encounter 11: Secret Room Oozing with Evil – If 
  the PCs unlock the puzzle door to this room, they are 
  faced with the final guardian of the crypt – ooze. They 
  also find the very dead remains of Waerlan Ghel. 
   
  PREPARATION FOR PLAY 
  Meta-Org or Related Module Hooks: 
  • 
  Corvus (female half-elf rogue 11) is friendly, 
  confident, and seeking information. At the same 
  time, she is checking to see if the party can be 
  trusted to carry out an assignment for her. If one of 
  the party members has the ‘Favor of Corvus’ from 
  NYR5-M02 Releash the Dogs of War, then she 
  approaches them with the mission: “Those breeders 
  in Little Knob weren’t the only ones breeding 
  animals 
  with 
  outsiders. 
  I’ve 
  come 
  into 
  information regarding a band of goblins doing 
  the same thing. There’s a man in town called 
  Kelwyn who knows the location of someone 
  involved 
  with 
  their 
  nefarious 
  breeding 
  program.” 
  • 
  Kelwyn: male human expert 3. If Kelwyn knows the 
  party from NYR6-04 Kelwyn’s Keys then he sends a 
  messenger to deliver an invitation to them 
  personally -- at the Inn, at Palin’s, at a temple or at the 
  tavern of their choice. 
  • 
  There will be a public posting for the job at the 
  Dancing Dog Tavern posting wall. The Warrior 
  Brotherhood is investigating the disappearance of 
  several youths recently, Turok, Alea and Junyo. Their 
  parents have contacted the Brotherhood for their 
  help. The Brotherhood needs one of their members 
  to investigate. 
  • 
  A minor official from the Royal Annals and Rel 
  Mord University wishes to hire a band of 
  adventurers to find and secure a rare goblin tomb. 
  The Library and University value the potential for 
  extended study of this tomb. If the PCs provide a 
  map to the hidden tomb, hazard notes and maps of 
  the complex, they will be handsomely rewarded. 
  • 
  Wilderness Alliance’s spies have learned about 
  Kelwyn’s mysterious crypt. 
  • 
  Local church official believes that monsters are 
  killing villagers, especially children. She pleads with 
  the PCs to find and kill this monster and recover the 
  children’s remains. 
   
  Make a note regarding PCs that have played NYR6-04 
  Kelwyn’s Keys. They will know several of the personalities 
  on sight such as Gerta, Kelwyn, Gringle Menk and 
  potentially Prof. Muskegum. 
   
  Also, you should be familiar with the underwater 
  combat rules in the DMG, pp. 92-93. 
   
  INTRODUCTION 
  In Curtulenn along the main trade route between Trigol 
  and Mowbrenn, the party stops off for trip through the 
  local marketplace. 
   
  Curtulenn is like most border towns, full of diverse 
  people from two nations selling their wares to 
  whoever will buy it. The main road from Trigol 
  winds down the center of this town. 
   
  The mud caked walls along the main road opens 
  up to the main market in the Town Square. Plumb, 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 3 
  
  dirty pigeons are shooed away by children swinging 
  sticks. The beating of their wings is drowned out by 
  the haggling of nearby merchants. 
   
  As you stroll past the vegetable stand you hear 
  distant cries for help. Looking over at the apartment 
  building near the town’s square, you see a dark cloud 
  of smoke rising from the third story window. 
   
  Have the PCs roll a Spot check, (DC 7; 0+distance+cover) 
  or Listen check (DC 13; 10+distance). For those who 
  made the Spot and/or Listen check, read or paraphrase 
  the following: 
   
  You spot something in the window. It’s a small girl. 
  She’s coughing from the intense smoke. Tears 
  stream down her cheeks as she cries for help. 
   
  If anyone played NYR6-04 Kelwyn’s Keys, they will 
  recognize the small girl as Gerta who they met at the 
  spiced meat stand. 
   
  Through bleary, tear-filled eyes, Gerta looks over at 
  you. Her face lights up with hope and recognition. 
  She calls out to you for help. “Over here! Please, help 
  me, heroes. Help me!” 
   
  Gerta is trapped in a house on fire. Currently, the fire is 
  relatively small and can be put out with fast actions. If the 
  PCs don’t go to Gerta’s rescue, the other villagers attempt 
  to brave the flames and save her from certain death. All 
  potential patrons notice the PCs’ cowardly or heartless 
  inaction and decide against hiring them. The adventure is 
  over for them. 
   
  If they do race to Gerta’s rescue, then proceed to roll 
  initiative. The start distance for all PCs is 30-feet away at 
  the far end of the courtyard opposite Gerta’s location. Any 
  PC on the second floor must deal with Smoke Effects (see 
  below for details). Wrapping a wet cloth over a PC’s nose 
  and mouth provides a +2 circumstance bonus to the Fort 
  save caused by smoke. 
   
  To extinguish the fire, the PCs can smoother the fire 
  using blankets, shovels, other broad items, or magically. 
  Using mundane means a PC is able to extinguish a 5 sq. 
  ft. area each round as a full action. If another PC aids 
  them, then both PCs are able to put out a 10 x 10 sq. ft. 
  area as a full round action. Using water or other assistants 
  doubles the extinguished area. 
   
  At the bottom of the initiative each round, if nothing 
  is done by the PCs, the fire size will double until it 
  consumes the entire building. Also, there are three 
  occupants in the building in addition to Gerta. One is on 
  the first floor trying to save personal possessions. 
  Another is in the second floor room, feeling trapped and 
  lying on the ground. The third is lying prone near the fire 
  and at -4 hp. 
   
  Things to Note: 
  Smoke Effects 
  A character who breathes heavy smoke must make a 
  Fortitude save each round (DC 15, +1 per previous check) 
  or spend that round choking and coughing. A character 
  that chokes for 2 consecutive rounds takes 1d6 points of 
  non-lethal damage. 
   
  Smoke obscures vision, giving concealment (20% 
  miss chance) to characters within it. 
   
  Development 
  Once the fire is out and the PCs tend to Gerta, contacts 
  from suitable meta-orgs arrive to discuss a new mission 
  with the appropriate PC. A PC is given only one handout. 
  Multiple handouts are allowed for a party. 
  A) Corvus spots them doing a good deed and remembers 
  them from a previous encounter. (NYR5-M02 Releash the 
  Dogs of War) She offers another assignment to her friends 
  (Player Handout 1A: From Corvus).  
  B) The nearby tavern owner, Elo Frith, suggests that they 
  visit his establishment. There’s a job board with a listing 
  of missing children. “Perhaps you good folk can find 
  these children. It would make their parents happy” 
  (Player Handout 1B: Missing Children).  
  C) Terk Bramblebottom (Gnome, Exp2) of Rel Mord 
  University spots the PCs saving Gerta. If there are 
  members of the University in the party, he recognizes 
  them and offers them a job  (Player Handout 1C: University 
  Business). 
  D) Dorn, a local trapper and hunter arrives to help just as 
  the PCs finish. If any party member is part of the 
  Wilderness Alliance, he’ll pull them aside and tell them 
  about a new mission. He will also approach anyone who 
  hired him in NYR6-04 Kelwyn’s Keys to find the goblin lair 
  (Player Handout 1D: Wilderness Alliance).  
  E) The local Pelorite Temple’s priestess, Selisa Sunboar, 
  spots the party saving Gerta. If any PC is a worshipper of 
  Pelor, Beory, or Mayaheine, or appears to be particularly 
  heroic (above and beyond everyone having just rushed 
  into a burning building), she runs over to beg for help. 
  She will also approach members of other good state-
  sponsored religions (Delleb, Heironeous, Pholtus, and 
  Rao) (Player Handout 1E: Selisa Sunboar’s Request). 
   
  Once this introductory side trek is done, they will receive 
  a message from Kelwyn. Either he knows them from a 
  previous favor, or he observed their heroics saving poor 
  Gerta. (Player Handout 2: Invitation from Kelwyn). For PCs 
  who want to start their side missions immediately the 
  person(s) asking for assistance suggests Kelwyn may have 
  more information that could help them. 
   
  ENCOUNTER 1: THE OFFICE 
  Through one of the possible story hooks, the PCs end up 
  at the office of Kelwyn the Merchant. He waits for the 
  appointed hour of the meeting offering tea to anyone 
  who arrives early. Once midmorning bell rings he begins 
  the meeting. 
   
  He personally welcomes the PCs he met in NYR6-04 
  Kelwyn’s Keys. 
   
  “It’s very nice to see you again. Zilchus has truly 
  blessed my path to have trusted friends heed my call. 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 4 
  
  Once again, I seek your expertise to unravel 
  mysteries.” He offers them a seat nearest him, next 
  to a tray of fine tea, dwarven ale or elven wine – as 
  suits the character. 
   
   
  To those PCs he is not familiar with and to the group 
  as a whole he says. 
   
  “May Zilchus guide us to riches. I welcome you all to 
  my humble home and office. It is best that we know 
  each other. So we should introduce ourselves. I am 
  called Kelwyn, a merchant by trade, and a student of 
  hidden lore and mysterious places.” Kelwyn now 
  looks to his right and beckons the individual to 
  begin introductions. 
   
  Allow each PC to introduce their character and describe 
  how they look. Once this formality is complete Kelwyn 
  again takes control of the meeting. 
   
  “Recently, I acquired several copies of goblin 
  literature, sundry letters and interrogation notes. To 
  translate these documents, I hired a professor from 
  the University. His expertise in goblin culture and 
  history served me well. It allowed me to connect 
  pieces of local lore and goblin culture to find a secret 
  crypt. Some of you may know him as Professor 
  Muskegum.” 
   
  Kelwyn takes a sip of tea from his cup then 
  continues. “A local pond in the forest is haunted. 
  Many of the local children swim in the pond on a 
  dare. Some of these children mysteriously vanish, 
  often right in front of their friends’ eyes. Around 
  Curtulenn, it’s known as the Haunted Pond.” 
   
  “On a related note, the goblin documents 
  contain a Requiem to Maglubiyet, the goblin 
  Overgod. This requiem is often sung at funerals for 
  powerful warlords. It refers to burying a goblin lord 
  named Waerlan Ghel beneath the Tears of 
  Bargrivyek. Bargrivyek is the goblin god of unity and 
  peace – well, a goblin’s concept of peace anyway.” 
   
  A smile emerges upon his face. “It seems that 
  this Haunted Pond is called the Tears of Bargrivyek 
  in the goblin tongue. We gained this bit of 
  information from the city watch’s interrogation of a 
  goblin thief who broke into my office weeks ago. 
   
  Therefore, I’d like you to go to this Haunted 
  Pond and find the hidden crypt. Of course, once you 
  find the crypt, enter it and obtain its treasures and 
  lost lore. A map of the crypt and notes about its 
  contents are greatly appreciated.” 
   
  Kelwyn sits back in his chair and takes another 
  sip of tea. “Will you accept my little mission?” 
   
  If they accept, Kelwyn hands them a map to the Haunted 
  Pond. There is no Player Handout for this, but it is a 
  simple map to the nearby pond, easy enough to follow. 
  Otherwise, the adventure is over. 
   
  Questions the PCs might as Kelwyn: 
   
  How far away is the pond? 
  It’s about a forty-minute walk for the kids. Just far enough 
  for a group of kids to get away from their folks. 
   
  What’s in the tomb? 
  I don’t know. That’s why I hired you. I hope to find more 
  information, which will lead to other discoveries. 
   
  What are you going to pay us? 
  Why, I’m offering 100 gp each and first rights to buy any 
  treasure you recover. I think that’s fair considering I 
  provided the lead to the tomb. And I have spent quite a 
  bit of money already to acquire that lead. 
   
  Who else knows of this link? 
  Of course Prof. Tol Muskegum knows but he’s not in a 
  position to investigate such a potentially dangerous 
  location. The Watch only has translated notes of the 
  confession. I don’t think they put the pieces of 
  information together as I have. There are no others. 
   
  If the PCs agree and want to ask for information about 
  the Haunted Pond proceed to Encounter 2. 
   
  ENCOUNTER 2: GATHERING 
  INFORMATION 
  The PCs can choose to set off right away or do research in 
  town. Setting off right away will make it more difficult to 
  succeed. However, it is an option and the DM should 
  oblige. If they decide to ask a few questions around 
  Curtulenn use the following locations to provide 
  information. As a starting point provide the players initial 
  locations to start such as the Dancing Dog, the City 
  Watch, and/or general villagers. 
   
  A. Dancing Dog Tavern: 
  The bartender, Elo Frith (Exp2) doesn’t know much 
  more about the disappearances. But he does know the 
  families involved and allowed them to post the message 
  in his establishment. (Player Handout 1B) 
   
  Elo starts as Indifferent. He will direct the PCs to the 
  families on a DC 15 Diplomacy check. Allow 
  circumstance modifiers for good roleplaying and 
  patronage in his tavern (max bonus +4). 
   
  B. Talking to the Families 
  Junyo’s older sister, Milias, was there when he 
  disappeared. They were swimming with friends during a 
  game of “truth or dare”. One of the dares was swimming 
  to the bottom of the pond. That’s when Junyo vanished. 
  All the friends were scared and ran home. When the 
  adults came around, no one could find Junyo or his body. 
   
  Milias wants her little brother back. To pull on the 
  heartstrings of the PCs she will sob while saying the 
  following “I was so sad he went missing and I let it 
  happen. But the last time scared me.” 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 5 
  
   
  If the PCs ask what she meant Milias is hesitant 
  fearing her parents will become angry with her for 
  returning to the pond. The PCs must calm and assure her 
  with a Diplomacy check before she discloses the 
  following information (a calm emotions spell would also 
  work here). 
   
  DC 
  Information gained 
   15 
  She sobs. “Sometimes I sneak back to the 
  pond and look for my brother but I don’t 
  want to go back anymore.” 
   25 
  Milias discloses everything “Now I ‘remember’ 
  I was able to pry the stone back a bit. It was a 
  lid. The stench was so horrible; I stopped and 
  put the lid back and I ran. It smelt of rotten 
  fish and moldy bread.” 
   
  This knowledge represents a secret passage access to the 
  front doors. Using it causes the zombies to walk up the 
  steps to attack, but then the PCs aren’t underwater during 
  the fight. Milias can point to the location on the map 
  given to the PCs. 
   
  C. Talking to the Villagers 
  The local farmers and merchants in the town square tell 
  any visitors about the increase in goblin activity lately. 
  Gather Information results: 
   
  DC 
  Information gained 
  10 
  “Why, three goblins tried to break into some 
  merchant’s store not too long ago. A band of 
  adventurers stopped them though.” 
  15 
  “Sigmund Magglebop’s boy Turok came up 
  missing at the pond. He’s a cousin of Old 
  Man Telshin. I hear Magglebop is back in 
  town.” 
  20 
  “Milias was there when her brother Junyo 
  disappeared. If anyone knows anything, it’d 
  be her.” 
  25 
  “I recall Old Man Telshin saying he saw a 
  parade of goblins marching along in the 
  woods some ten or eleven years back. I think 
  it was near the Pond.” 
   
  D. Curtulenn City Watch 
  They have some records of the interrogation but they’re 
  for official use only. If made Friendly or Helpful through 
  Diplomacy they recall chasing down a wanted thief years 
  ago. The guards start out as Indifferent. They become 
  Unfriendly if the PCs are rude or try to throw their rank 
  around. 
   
  If the Watch is made Helpful, then they relate the 
  following information: 
   
  Why I remember this thief we was chasing a few 
  years back. He got out of town but we were hot on 
  his trail. Our dogs had his scent and we cornered 
  him at a pond in the forest. 
   
  He jumped into the pond to thwart us but he 
  later surfaced screaming. We pulled him out with a 
  zombie grabbed onto his leg. We beat the undead 
  down and took him into custody. 
   
  E. Find the Fence, Gringle Menk 
  Most people know Gringle Menk (Com3, see Appendix 
  1) is a small time fence for the local gangs. His pawnshop 
  is on the other side of town. 
   
  A small, square wood building sports an undersized 
  sign that reads “Gringle Menk’s Pawnshop”. The 
  door opens easily into a shallow, empty room. There 
  is a locked door to the right and a long, barred 
  counter to the left. The counter has a window at its 
  center where Gringle handles orders and negotiates 
  prices. It is obvious he does not allow customers to 
  touch the merchandise as everything is behind the 
  barred counter. On the wall a sign reads, “Please do 
  not touch the merchandise. A salesman will be with 
  you shortly.” 
   
  As always, Gringle knows something about everything. If 
  a few coins (2d4sp or better) are offered, he’ll start talking. 
  The PCs can also use Diplomacy to win him over. He 
  starts out as Indifferent. If he’s brought to Friendly, he says, 
  “I need to feed my poor family. Can’t you spare a few 
  coins?” (He’s lying.) When he gets money or becomes 
  Helpful, he relates the following: 
   
  I have a key to a secret lock of a long dead goblin 
  king. You can buy it for 50 gp. Take it or leave it. 
   
  Gringle does not know the name of the goblin king nor 
  how he came to own the key. In his line of work not 
  knowing is often safer. As fate would have it this is an 
  actual key to a goblin king’s crypt. It opens the locked 
  doors to Waerlan Ghel’s crypt. 
   
  F. Telshin Farmstead Update 
  After the goblins were removed from the farm, a local 
  relative moved onto the property to clean it up. Sigmund 
  Magglebop is first cousin of Alfon “Old Man” Telshin. 
  Magglebop’s son Turok was lost in the pond years ago. 
  No one could find the body. 
   
  As you approach the farmstead, you see a large man 
  with graying sideburns on his face. He’s weeding the 
  area. 
   
  After a few pleasantries, he gets right to the point. 
   
  “All I have left of Turok is his favorite scarf. He wore 
  it all the time, except when he swam.” Sigmund goes 
  into the house and returns with a small box. He 
  opens it up and produces a worn green scarf. “Maybe 
  you can use this somehow. The trail is so cold. I 
  don’t know where you would start looking.” 
   
  Sigmund bids you farewell and returns to his 
  chores. 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 6 
  
   
  He doesn’t have any other information. All he knew was 
  his son was playing with friends. Then they returned 
  with the sad news that evening. 
   
  G. Woodland skills 
  There are no fresh trails to the crypt. However, speaking 
  with the older plants – especially nearby trees will 
  uncover several details. First, they remember goblins 
  camping near the pond and provide directions to it. 
  Second, they remember when the goblins built the crypt 
  and direct the druid (or plant speaker) to the secret 
  entrance. 
   
  ENCOUNTER 3: TEARS OF 
  BARGRIVYEK 
  Eventually, the PCs come upon the small pond in the 
  middle of the forest. The local graffiti and other scattered 
  items confirm they have arrived at the right place. 
   
  In a small clearing a glistening pool of water feeds 
  the water lilies and a family of small frogs. Several 
  medium-sized rocks are all that is left of a stone ring 
  surrounding the pool. Now the overgrown weeds, 
  wild flowers and tree trunks guard this once sacred, 
  haunted place. Scratched upon several of the nearby 
  stones are the names of the missing local children to 
  serve as a tribute to their life and disappearance. 
   
  Upon closer inspection of the largest rock facing 
  the pool, you notice a strange, crude carving. It looks 
  like some sort goblin or hobgoblin crying. Perhaps 
  the drops are not tears but blood drawn poorly. 
   
  There is nothing else of interest on the surface. To 
  continue with the investigation, they must enter the 
  pond. If the PCs were able to learn the general location of 
  the secret tunnel they can search for it now before they 
  enter the pool. If that is the case skip this box text and 
  proceed to Secret Entrance below. 
   
  As you descend into the murky, cold darkness of the 
  deep pool, you can see the faint glimmer of light 
  ahead. The farther you swim down, the more you 
  notice the crafted portions of this natural pool. The 
  far side of the pool’s bottom is a chamber leading to 
  a set of wide stairs and the light above. The stairs are 
  guarded by long dead goblins; bodies bloated nearly 
  beyond recognition. 
   
  A few of these bodies are goblin zombies (bugbears at 
  higher APLs). They attack any living creatures that enter 
  the crafted portion of the pool, the short hallway and 
  chamber. Please reference the DMG, Table 3-22: Combat 
  Adjustments Underwater, pg. 92 and Underwater 
  Combat, pg. 93. Unless PCs can magically breathe 
  underwater or have swim speed movement through 
  water is at one-quarter speed. The water is murky; Spot 
  checks start at 10(1d8x10) feet away. The EL is increased 
  by one to account for environmental conditions. 
   
  APL 2 (EL 3) 
   
  �Goblin Zombies (4): hp 21 each; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Goblin Zombies (8): hp 21 each; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Bugbear Zombies (5): hp 42 each; Monster 
  Manual 267. 
   
  APL 8 (EL 9) 
   
  �Bugbear Zombies (10): hp 42 each; Monster 
  Manual 267. 
   
  If the PCs search around the bottom of the pond near the 
  stairs, they find the remains of several waterlogged 
  bodies. Among them are the missing children and young 
  teens. If the bodies are brought back to Curtulenn, three 
  can be identified as Turok, Alea and Junyo. 
   
  Secret Entrance: 
  Location A: To the northeast, there is a small, secret 
  door. To find the well-hidden secret door, the PCs must 
  search in the right area and succeed at the Search check. 
  APL2: Search DC 25, APL4: Search DC 27, APL6: Search 
  DC 30, APL8: Search DC 35. 
   
  If any groups have asherati, allow them an 
  opportunity to search for the door. Geshtai beckons them 
  to search around that area. Otherwise, they will only 
  know to look around the secret door if they spoke with 
  Milias or the local trees. 
   
  Development: 
  If the PCs use the secret entrance, the zombies walk out 
  of the water and attack in 1d4+1 rounds.  
   
  �Special Floors: The foyer, landing and stairs are made 
  of flagstone and wet. It is treated as difficult terrain 
  requiring a DC 5 Balance check. The area is slippery 
  increasing Balance and Tumble checks by 5 (see DMG; 
  Special Floors, pg. 60). 
   
  Background: 
  The builders of this crypt used this natural pond as a way 
  to hide the tomb from grave robbers. This pond is also 
  sacred to Bargrivyek so it also serves a spiritual purpose. 
   
  The miners and goblin labor used special tunnels to 
  build the underground crypt and to lay Waerlan Ghel’s 
  body to rest. All but one were collapsed or buried years 
  ago. The remaining one was forgotten. 
   
  �Treasure: At the bottom of the pool, one of the bodies 
  has masterwork thieves’ tools (50gp), 2 vials of antitoxin 
  (50gp each), medium masterwork studded leather armor 
  (175gp), 2 medium daggers (2gp each), and a medium 
  short sword (5gp). Among the other bodies of swollen 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 7 
  
  farmers and commoners is 23 gp worth of copper, silver 
  and gold coins. 
   
   
  �APL All: Loot – 28 gp; Coin – 4 gp; Magic – None. 
  Total = 32 gp 
   
  ENCOUNTER 4: THE DOOR 
  Once the zombies have been dealt with, steps lead to a 
  small chamber and the door to Waerlan Ghel’s crypt. 
  Throughout the temple, each encounter corresponds to 
  the appropriate number on DM Map 4: Map of the Tomb. 
   
  Above the chilly water is a square platform lit with 
  phosphorescent fungus. The large double doors in 
  the center of one wall look menacing. The carved 
  relief of goblin gods and heroes adorn each door’s 
  face. Though not beautiful like the marble carvings 
  in Rel Mord or Veluna architecture they do have 
  some artistic merit. 
   
  Along the top of the door are goblin runes 
  written right to left. Of course, only those who can 
  read Goblin understand what it says. 
   
  It reads, “Here lies Waerlan Ghel. May Lord Maglubiyet 
  protect his soul and slay his enemies.” And it seems a hasty 
  addition was made “…and may he feast upon the souls of his 
  tomb robbers.” 
   
  In various spots along the wall, there are patches of 
  mold and fungus growing in the damp air. The air in 
  this chamber is stale and cold. 
   
  In the door is a small lock. Using the key purchased from 
  Gringle Menk will deactivate the trap (broken) and 
  unlock the door. Otherwise, the PCs must overcome the 
  obstacle themselves. 
   
  �Reinforced Strong Wooden Doors: 2 in. thick; 
  hardness 10; hp 40; AC 5; Break DC 23; Open Lock see 
  below. 
   
  Traps: A trap once protected the door. The moist air has 
  destroyed the mechanical elements of this trap making it 
  non-functional. 
   
  �All APLs: Poison Dart Trap (broken) DMG pg.70 
  (Search DC 20; Disable Device DC 18). 
   
  The door is also locked. Use the chart below to determine 
  the success of Open Locks skill check. 
   
  APL 
  Description and Open Lock DC 
  2 
  Simple Lock, DC 20 
  4 
  Average Lock, DC 25 
  6 
  Good Lock, DC 30 
  8 
  Amazing, DC 35 
   
  ENCOUNTER 5: THE MOLDY, 
  SLIMY HALLWAY 
  Beyond the door is a trap unanticipated by the original 
  trap-designers and architects. The constant moisture from 
  the pond and pool of water are ideal growing conditions 
  for various forms of fungi and molds. This hallway has 
  one of the most dangerous varieties. 
   
  The air in this hallway is musty and dank. The mold 
  and fungus that you saw in the previous chamber is 
  more pronounced here. This undergrowth makes 
  the 
  floor 
  and 
  walls 
  slippery. 
  Patches 
  of 
  Phosphorescent Fungus illuminate the hallway like 
  an eerie torch. 
   
  In this hallway the creature encountered is the same and 
  is the only hazard between the door and the next room. 
  The green slime is on the ceiling. A Spot check (DC 20; 
  10+4 for not moving+2 for wet conditions+4 cover from 
  phosphorescent fungus) (see DMG; Slimes, Molds, Fungi; 
  pg. 76). 
   
  �Phosphorescent Fungus (No CR): This strange 
  underground fungus grows in clumps that look almost 
  like stunted shrubbery. It gives off a soft violet glow that 
  illuminates underground caverns and passages as well as a 
  candle does. Rare patches of fungus illuminate as well as a 
  torch does. 
   
  All APLs (EL 4) 
   
  �Green Slime (CR 4)  
   
  APL 
  Description and APL 
  2 
  5’ patch 
  4 
  10’ patch 
  6 & 8 
  15’ patch; on ceiling and walls 
   
  This dungeon peril is a dangerous variety of normal 
  slime. Green slime devours flesh and organic materials on 
  contact and is even capable of dissolving metal. Bright 
  green, wet, and sticky, it clings to walls, floors, and 
  ceilings in patches, reproducing as it consumes organic 
  matter. It drops from walls and ceilings when it detects 
  movement (and possible food) below. 
   
  A single 5-foot square of green slime deals 1d6 points 
  of Constitution damage per round while it devours flesh. 
  On the first round of contact, the slime can be scraped off 
  a creature (most likely destroying the scraping device), 
  but after that it must be frozen, burned, or cut away 
  (dealing damage to the victim as well). Anything that 
  deals cold or fire damage, sunlight, or a remove disease 
  spell destroys a patch of green slime. Against wood or 
  metal, green slime deals 2d6 points of damage per round, 
  ignoring metal’s hardness but not that of wood. It does 
  not harm stone. 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 8 
  
  ENCOUNTER 6: WATER 
  WEIRDNESS 
  The crypt designer used the natural underground water 
  source to augment his next trap. The dank water 
  combined with an undying elemental is a wonderfully 
  simple trap. 
   
  The narrow hall opens out into a long, rectangular 
  chamber. The chamber is wider and deeper than the 
  tunnel you were on. The path forms a stone bridge 
  over the water. The bridge is slick with moisture, 
  mold and water. 
   
  On the walls are murals of water creatures and 
  water spirits intricately woven into fine knot-work. 
  Much of the artwork is covered in mold and moss, 
  extending from both hallways out of this chamber. 
   
  About 5-feet (or 10-feet depending on APL) 
  beneath the stone bridge is dark, chilly water. 
   
  Note: The water level changes based on APL. At APL 2-4, 
  the water is only three feet from the bridge allowing the 
  elemental to attack. At APL 6-8, the water is ten feet from 
  the bridge, allowing the elemental to 5 foot adjust out of 
  reach. 
   
  Creature: This pool is home to a water elemental. Its 
  purpose is to drown and kill anyone who crosses the 
  bridge without saying the password “Friend” in Aquan. 
   
  APL 2 (EL 3) 
   
  �Water Elemental, Medium: hp 30; Monster 
  Manual 100. 
   
  APL 4 (EL 5) 
   
  �Water Elemental, Large: hp 68; Monster Manual 
  100. 
   
  APL 6 (EL 7) 
   
  �Water Elemental, Huge: hp 152; Monster Manual 
  100. 
   
  APL 8 (EL 9) 
   
  �Water Elemental, Greater: hp 199; Monster 
  Manual 100. 
   
  Tactics: The elemental takes pleasure in attacking the 
  second person that crosses as long as the first person 
  doesn’t pass the halfway mark. Otherwise, it is oath 
  bound to attack. 
   
  Its primary attack is to push people off the bridge 
  and drown them in the water. Should someone prove 
  stable, the elemental will choose to attack normally. If 
  opponents are unconscious and it is safe for the elemental 
  to do it, it will drag bodies off the bridge dropping them 
  in the water. 
   
  The pool is 15 feet deep and links to a small 
  underground river that connects it to the pond above. 
   
  Treasure: At the bottom of the pool are the following 
  items. 
  • 
  Various dismembered skeletal bones of small 
  humanoid creatures. 
  • 
  Small suit of masterwork chainmail (this item is 
  mithral and magic at APL 8). 
  • 
  On a skeletal hand, a gold ring engraved with wolf 
  motif (this item is magic at APL 6 and 8). 
  • 
  A small vial filled with some sort of liquid (this item 
  is magic at APL 4-8). 
  • 
  Fourteen coins of goblinoid, Urnst and Nyrondal 
  mint. 
   
  �APL 2: Loot – 25 gp, Coin – 2 gp, Magic – None. 
  Total = 27 gp 
   
  �APL 4: Loot – 25 gp, Coin – 2 gp, Magic – Potion of 
  jump (4 gp). Total = 31 gp 
   
  �APL 6: Loot – 25 gp, Coin – 2 gp, Magic – Ring of 
  protection +1 (167 gp), potion of jump (4 gp). Total = 198 gp 
   
  �APL 8: Loot – 25 gp, Coin – 2 gp, Magic –  +2 elven 
  chain of silent moves (992 gp), ring of protection +1 (167 gp), 
  potion of jump (4 gp). Total = 1190 gp 
   
   
  Detect Magic Results: +2 elven chain of silent moves 
  (faint illusion, faint transmutation), ring of protection +1 
  (faint abjuration), potion of jump (faint transmutation). 
   
  Development 
  The water elemental (water weird) is magically bound to 
  this room so that it doesn’t escape through the 
  underground river. 
   
  ENCOUNTER 7: WRITING ON 
  THE WALL 
  Here the PCs find strange writings about a band of 
  adventurers (the Devilslayers) and their attacks on the 
  noble goblin lord Waerlan Ghel. Written in Goblin and 
  Common, the text is carved into the wall. This is an 
  investigative portion of the plot. 
   
  The distant drip of water still echoes in this 
  chamber. The ever present patches of fungus are 
  much lighter here than in the previous sections of 
  the crypt. It is much darker here than near the 
  phosphorescent fungi. 
   
  Along the walls on either side of the passageway 
  are carved images and strange symbols. These 
  images and symbols appear to tell a story. The 
  predominant figure is a well-armored goblin 
  standing much larger than the other figures. He 
  rides a vicious looking worg with fiery red eyes and 
  bony protrusions along its dorsal side. 
   
  One human figure stands out against the orc 
  and goblin images. His livery is the Nyrond standard 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 9 
  
  set in reverse. It could only be the Dark Brother, the 
  Usurper shaking hands with the goblin lord. 
   
  Near the end of this larger goblin’s story are six 
  human-like figures. There appears to be a sudden 
  attack with magic and steel. A strange reptile figure 
  arrives and pushes back the humans. The last frame 
  shows several goblin pallbearers carrying the dead 
  lord to a dark cave near a pool. 
   
  Anyone with an DC 15 Appraise check can tell the walls 
  frescos and reliefs are in good shape for being ten years 
  old or more. 
   
  Knowledge (local-NMR) DC 20, Bardic Knowledge 
  DC 25, Knowledge (history) DC 20 
  You know some information about goblin burial 
  traditions, Waerlan Ghel and tribal affiliations. This tomb 
  is typical for a goblin of great status. Waerlan Ghel was a 
  prominent goblin maybe a decade ago. He led the 
  Savageaxe tribe and formed a strong alliance with the 
  Howling Moon tribe. Both these tribes are local to the 
  Urnst and northern Nyrond area. 
   
  Knowledge (nature) DC 15 
  Several of the worgs are dire worgs. 
   
  Knowledge (nature) DC 25 
  Two of the worgs in the background look like a goblin-
  worg hybrids. 
   
  Knowledge (the planes) DC 15 
  You think two worgs are fiendish. 
   
  If the PCs decide to study the wall further then read the 
  following: 
   
  There is an interesting section of the wall depicting 
  a trail from the upper Franz to the northern reaches 
  of the Gnatmarsh. The map also gives details to a 
  strange building deep in the swamp. It depicts 
  various landmarks and locations of settlements. 
  Atop the building is a strange symbol, perhaps a 
  temple. 
   
  The next section illustrates the goblin king with 
  his axe held high in triumph over the capture of a 
  devil inside the strange temple. A priestly goblin 
  stands next to him. The priest appears he is 
  communing with his deity. 
   
  Knowledge (religion) DC 25 
  The symbol atop the building represents great power 
  according to goblin traditions. 
   
  If copied down, there’s enough information from this 
  story wall to fashion a reasonable map to an uncharted 
  temple. 
   
  A DC 11 Survival (trained only), Knowledge (geography), 
  or Knowledge (local-NMR) skill check is required to 
  reconstruct a map suitable to follow. 
   
  ENCOUNTER 8: HIS 
  LORDSHIP’S GUARDS 
  A third set of guardians was placed here to guard the 
  main tomb area from grave robbers. A magic mouth 
  warns intruders for their trespassing and speaks arcane 
  words to animate the mummies. Unfortunately for the 
  goblin king the magic incantation used to create these 
  goblin mummies is unsuccessful. The magic dissipated 
  leaving harmless mummified goblins. If time permits, the 
  DM has the option to enter the PCs into initiative. The 
  goblin mummies crumble when struck. 
   
  This square room houses the Lordship’s personal 
  guard. 
  Several 
  upright 
  coffins 
  hold 
  small, 
  mummified goblins. Their bodies are adorned in 
  tattered burial wraps with war paint, ceremonial 
  armor, and weapons. 
   
  A goblin voice echoes off the room walls, “For 
  your intrusion you will find death.” Arcane words 
  follow. 
   
  DC 17 Spellcraft: Magic Mouth 
  DC 21 Spellcraft: Animate Dead (variation to not require 
  Somatic components). The PC will also notice a black 
  onyx gem near the feet of each mummy. This material 
  component seems to have fallen out of the mummy’s 
  mouth. 
   
  Other than the remains of these long dead warriors, 
  the room is empty. Even the walls are blank. They 
  tell no tales. 
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
   
  Creatures: Unanimated goblin mummies for lack of a 
  material component. 
   
  All APLs 
   
  �Goblin Mummy (2): unanimated. 
   
  Treasure: 
  • 
  192 gold coins, two onyx gems (400 gp) (All APLs) 
  • 
  Miniature-scale castle (524 gp; APL 4-8) 
  • 
  Wrought platinum armband (659 gp; APL 6 and 8) 
   
  �APL 2: Loot – 0 gp, Coin – 99 gp, Magic – None. 
  Total = 99 gp 
   
  �APL 4: Loot – 44 gp, Coin – 99 gp, Magic – None. 
  Total = 143 gp 
   
  �APL 6: Loot – 99 gp, Coin – 209 gp, Magic – None. 
  Total = 308 gp 
   
  �APL 8: Loot – 99 gp, Coin – 209 gp, Magic – None. 
  Total = 308 gp 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 10 
  
  ENCOUNTER 9: TREASURE 
  ROOM 
  This is the goblin lord’s treasure room. Originally, he 
  wanted animated objects to help guard his amassed 
  wealth but his early death thwarted his plans. 
   
  Very few things bring happiness to the eyes of an 
  adventurer, a dungeon delver or a professional 
  rogue. This room is one of those things. The goblin 
  lord’s treasure room is neatly stacked with urns, 
  chests of gold and silver coins, rotting rugs and 
  other fineries. 
   
  Treasure: This is where most of the treasure of Waerlan 
  Ghel resides. 
   
  �Chests: 1 in. thick; hardness 5; hp 15; AC 5; Break DC 
  23; Open Lock DC 25. 
   
   
  �Chest 1: 691 gold coins, slippers of spider climbing (at 
  APL 4-8), cloak of the manta ray (at APL 6-8), and an ioun 
  stone, pink rhomboid (at APL 8). 
   
  �Chest 2: half-plate engraved with goblin script (50 
  gp), 250 gold coins, potion of Tongues, ring of protection +1. 
   
  �Chest 3: small masterwork kama (25 gp), small 
  mighty composite longbow (+1 Str bonus) (17 gp), and 
  250 gold coins. 
   
  �Chest 4: APL 2: 276 gp; APL 4: mummified 
  remains of a worg (0 gp); APL 6: 200 gp; APL 8: Empty. 
   
   
  �APL 2: Loot – 92 gp, Coin – 245 gp, Magic – Potion 
  of tongues (62 gp), ring of protection +1 (167 gp). Total = 566 
  gp 
   
  �APL 4: Loot – 92 gp, Coin – 199 gp, Magic – Potion 
  of tongues (62 gp), ring of protection +1 (167 gp), slippers of 
  spider climbing (400 gp). Total = 920 gp 
   
  �APL 6: Loot – 92 gp, Coin – 232 gp, Magic – Cloak 
  of the manta ray (600 gp), potion of tongues (62 gp), ring of 
  protection +1 (167 gp), slippers of spider climbing (400 gp). 
  Total = 1553 gp 
   
  �APL 8: Loot – 92 gp, Coin – 199 gp, Magic – Cloak 
  of the manta ray (600 gp), ioun stone, pink rhomboid (667 gp), 
  potion of tongues (62 gp), ring of protection +1 (167 gp), 
  slippers of spider climbing (400 gp). Total = 2187 gp 
   
  Detect Magic: cloak of the manta ray (moderate 
  transmutation), ioun stone, pink rhomboid (moderate 
  transmutation), potion of tongues (faint divination), ring of 
  protection +1 (faint abjuration), slippers of spider climbing 
  (faint transmutation). 
   
  ENCOUNTER 10: MAIN TOMB 
  This area is another section where the PCs can learn 
  about the Temple and where it’s located. This is the focus 
  of the crypt, the main ceremonial tomb for Waerlan Ghel. 
  The four alcoves have statues of the goblin gods 
  Maglubiyet, Khurgorbaeyag, Nomog-Geaya, Bargrivyek 
  and an obscure worg hero Skollayek. 
   
  These statues in the alcoves serve as shrines to the 
  goblin deities and watch over the dead body of a fallen 
  goblin hero. 
   
  This large chamber is the main crypt. Four small 
  archways extend out of this room into smaller 
  alcoves. The walls are decorated with carved statues 
  of goblin warriors wearing different styles of armor 
  and carrying different weapons. 
   
  Each of the four alcoves contains a statue. Three 
  statues are goblins in armor while the fourth is a 
  large worg. Resting next to the worg statue is a 
  shield with the reversed Nyrond heraldry of the 
  Dark Prince. 
   
  In the center of the room is a large sarcophagus 
  with an ornate lid. A bas-relief on the lid depicts a 
  resting warrior clad in ceremonial armor wielding a 
  battle-axe. Upon the plaque is the name “Waerlan 
  Ghel” written in the goblin language. 
   
  Statue Alcoves 
  Alcove A: A shrine with a statue of Maglubiyet (war 
  god/goblin Overgod). 
   
  Knowledge (religion) check: 
  DC 20: Maglubiyet is the goblin race creator god, 
  sometimes known as the Allfather and the Mighty 
  One. He doubles as the chief war god and keeper of 
  the dead. Sacrificial offerings are preformed on the 
  nights of a new moon. 
  DC 25: Maglubiyet commands mighty armies of 
  goblinoids and is constantly at war with the spirit 
  armies of Gruumsh. He uses an axe. 
  DC 30: Maglubiyet rules all other goblin gods with 
  an iron hand and is referred to as the 
   
  Alcove B: A shrine with a statue of Bargrivyek 
  (peacekeeper/intertribal unity). 
   
  Knowledge (religion) check: 
  DC 20: Bargrivyek is a goblin god. 
  DC 25: Bargrivyek is known as the peacekeeper and 
  settles intertribal conflicts. He is often invoked to 
  maintain unity among all goblinkind. He uses a flail. 
  DC 30: Bargrivyek is an aggressive, territorial deity 
  who realizes that unity is strength. He is impatient 
  with goblins that remain underground, rewarding 
  priest who bring tribes to new aboveground areas. 
   
  Alcove C: A shrine with a statue of Khurgorbaeyag 
  (overseer/goblin patron). 
   
  Knowledge (religion) check: 
  DC 20: Khurgorbaeyag is a goblin god. He is called 
  the “overseer”. 
  DC 25: Khurgorbaeyag is the goblin patron, while 
  Nomog-Geaya represents hobgoblins in the court of 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 11 
  
  Maglubiyet. He uses a whip to keep his goblins in 
  line. 
  DC 30: Khurgorbaeyag is one of the chief 
  lieutenants of Maglubiyet. He is a chief rival of 
  Nomog-Geaya. He commands his forces to right 
  harder against their enemies especially orcs. He 
  disdains lazy behavior. 
   
  Alcove D: A shrine with a statue of Skollayek and it has a 
  shield of reversed Nyrond heraldry, a link to the Dark 
  Brother. 
   
  Knowledge (history) or Knowledge (local – NMR) 
  check: 
  DC 25: She is a legendary worg hero among the local 
  goblins. 
  DC 30: Skollayek, a highly intelligent and powerful 
  worg (often said to be fiendish), taught goblins how 
  to train, ride, and interact with worgs and wolves in 
  the distant past, lending to their natural affinity to 
  mounted combat. 
   
  An additional DC 25 Knowledge (religion) check for 
  Nomog-Geaya knows that the crossed sword and hand 
  axe is the symbol of Nomog-Geaya. 
   
  After the Knowledge check read the following: 
   
  Along the far wall are four dials with strange 
  symbols on a strong console. Each dial has five 
  symbols. Above the console is a verse written in 
  goblin in a right to left script. 
   
  For those who can read goblin by magical or mundane 
  means read the following and then provide Player 
  Handout 3: 
   
   “Worship if ye will, 
  at the feet of Waerlan Ghel. 
  To rest thyne eyes on his noble ear, 
  Turn these knobs for he to appear. 
  First is second to the general. 
  Next is a stately fellow. 
  Follow by the lord of all, 
  And his friend in battle and sorrow, 
  Lest ye not choose right, 
  Curse ye now, forever blight.” 
   
  Each dial has five symbols. Listed clockwise, they are a 
  bloody axe, a whip, crossed sword and handaxe, flail, and 
  paw print. 
   
  The verse is a clue to the correct orientation of the 
  dials. Those who speak Goblin recall that goblins write 
  right to left. Therefore the correct sequence from right to 
  left is: Khurgorbaeyag, Bargrivyek, Maglubiyet and 
  Skollayek. In other words whip, flail, bloody axe and paw 
  print. If the PCs cannot read Goblin allow them a DC 20 
  Intelligence check. Otherwise they must solve the puzzle 
  through repeated trial and error. 
   
  Ignoring the Riddle 
  Some PCs will attempt to use Disable Device to turn the 
  trap off rather than solve the riddle. They will also need 
  to Open Lock to release the catch mechanism. Use the 
  table below for Open Lock and Disable attempts. 
   
  APL 
  Disable Device/Open Lock check 
  2 
  DC 22/22 
  4 
  DC 26/26 
  6 
  DC 30/30 
   
  If either check fails by 10 or more, the lock picks get 
  jammed and no further checks can be made. It also 
  disables the puzzle so a right answer (solving the puzzle) 
  only emits a whirling noise and clicks. The door won’t 
  open. 
   
  ENCOUNTER 11: SECRET 
  ROOM OOZING WITH EVIL 
  If the PCs unlock the door to this room, they are faced 
  with the final guardian of the crypt. They also find the 
  very dead remains of Waerlan Ghel. 
   
  Along the walls of this inner sanctum, anyone who 
  reads goblin can learn information about Waerlan Ghel’s 
  involvement with a fiendish breeding program in 
  Nyrond. This information is valuable to Corvus and the 
  Wilderness Alliance. Providing it to her will help 
  uncover more leads to stamp out the breeding ring. 
   
  In the center of the room rests a sarcophagus for a 
  small humanoid. A bas-relief on the lid depicts a resting 
  warrior clad in ceremonial armor wielding a battleaxe. 
  Upon the plaque is the name “Waerlan Ghel” written in 
  the goblin language. 
   
  With the final click of the last gear, a secret stone 
  door slides away. It exposes a smaller room and the 
  gilded sarcophagus of the goblin hero Waerlan Ghel. 
  There are no lights within this room. 
   
  The walls are intricately carved with more relief 
  images, tells even more tales of heroics by Waerlan 
  Ghel. Though interesting in their own right, what 
  catches your attention is the large ugly blob coming 
  out of the room. 
   
  APL 2 (EL 3) 
   
  � Gelatinous Cube: Monster Manual 202. 
   
  APL 4 (EL 5) 
   
  �Ochre Jelly: hp 69; Monster Manual 202. 
   
   
  APL 6 (EL 7) 
   
  �Black Pudding: hp 115; Monster Manual 201. 
   
  APL 8 (EL 9) 
   
  �Black Pudding (2): hp 115, 115; Monster Manual 
  201. 
   
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 12 
  
  Tactics: They are mindless oozes and proceed to kill the 
  nearest opponent first. 
   
  �Treasure: The body of Waerlan Ghel is in the 
  sarcophagus. Some might consider this a treasure, but it 
  has no known value. 
   
  �Sarcophagus: hardness 8; hp 90; AC 5; Break DC 35. 
  Removing the lid requires a DC 25 Strength check. 
  Within the sarcophagus lie the decayed remains of a 
  goblin dressed in burial linens and ceremonial jewelry. A 
  DC 10 Heal and Knowledge (religion) confirms that the 
  body is about ten years old and not undead. 
   
  CONCLUSION 
  The PCs must navigate their way back out of the hidden 
  tomb to the surface. There should be no other problems 
  returning to Curtulenn. Depending on what the PCs 
  found and whom they worked for determines how the 
  adventure ends. 
   
  A. Kelwyn and the Map 
  When the PCs bring Kelwyn the information about the 
  temple’s location, he is very excited. 
   
  Kelwyn’s eyes are lit with excitement. “Oh joy, you 
  have found the location to the forgotten temple. 
  Thank you so very much. I now have the keys and 
  the location of the door.” 
   
  His diverts from you as he begins a mental 
  inventory of what he needs to do. “There is so much 
  more to do. I need to plan an excavation team to go 
  to the temple. They’ll need supplies and information 
  and…and… Oh you’re still here. Let me sort this 
  new information out and confirm this location with 
  existing maps. I’ll keep in touch if you’re willing to 
  explore the temple.” 
   
  Kelwyn fumbles around for your pay. He hands 
  a pouch of coins to each you then he hurries off to 
  his books. As you leave his office, he yells from the 
  back. “You have done me a great service this day. I 
  won’t forget it.” 
   
  B. Kelwyn and the Tomb Only 
  The merchant is very pleased with your report and 
  treasure. 
   
  Kelwyn retrieves several bags of coin and hands 
  them to you. “Your report on this hidden crypt of 
  Waerlan Ghel is very good. I can sell this 
  information to the University and perhaps have 
  Prof. Muskegum do some research there. Are you 
  sure you got rid of all the monsters and traps? Well, 
  it doesn’t matter. I’ll hire some else to take care of 
  those items.” 
   
  He offers you a drink. “Yes, this is very nice. You 
  have done well. Perhaps I can call upon your services 
  again some time?” 
   
  C. Corvus and the Breeding Program 
  If the PCs were able to bring her the information from 
  the secret tomb, then read the following. 
   
  Corvus is very happy you have found such useful 
  information from the secret tomb. “Not only was the 
  Breeders’ Guild involved in the Dark Brother’s 
  secret project, but they got key goblin leaders to 
  participate too. This is bigger than I thought. Thank 
  you.” 
   
  D. Warrior Brotherhood 
  If you were able to find the bodies of the children (at the 
  bottom of the staircase under the water) or determine 
  that the zombies killed them, then the Warrior 
  Brotherhood is satisfied with your work. 
   
  The families of the missing children invite you to a 
  funeral for Turok, Alea and Junyo. Selisa the Peloran 
  cleric gives a moving service and there’s not a dry eye 
  in the temple. Scores of farmers and other residents 
  of Curtulenn offer you their thanks, bringing you 
  pies, bread and other gifts of gratitude. The 
  bartender Elo Frith offers you free drinks for the 
  remainder of your stay in Curtulenn. 
   
  E. Royal Annals and Rel Mord University 
  When the PCs return with a map and report about the 
  hidden goblin crypt, Terk Bramblebottom is very 
  impressed. 
   
  “This is 
  very 
  good information,” says 
  Terk 
  distractedly. “Hmmm, we must organize a survey 
  crew and some guards. This will be a great dig. Oh, 
  where are my manners?” 
   
  The little gnome takes some coins out of his 
  pocket and hands them to you. “Here is the agreed 
  upon payment for your services. You have truly 
  added valuable knowledge to the greatest library on 
  Oerth.” 
   
  The gnome wanders back to his table at the 
  tavern muttering to himself, “Oh I must get Prof. 
  Muskegum to translate the goblin text and…” The 
  gnome continues to list his to-dos and does not 
  notice your exit. 
   
  F. Wilderness Alliance and Crypt only 
  There’s not much information to provide to the 
  Wilderness Alliance. They are grateful that you put down 
  the roaming undead in the Haunted Pond. 
   
  G. Wilderness Alliance and Breeding Program 
  The Wilderness Alliance is very pleased with your 
  information. They can use this information to follow new 
  leads and trails to previously unknown breeders. These 
  aberrations of nature will be destroyed. 
   
  The Alliance is very happy you have found such 
  useful information from the secret tomb. “Not only 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 13 
  
  was the Breeders’ Guild involved in the Dark 
  Brother’s secret project, but they got key goblin 
  leaders to participate too. This is bigger than we 
  thought. Thank you.” 
   
  H. Local church officials and the bodies 
  Selisa and the PCs patron church are pleased with your 
  job. 
   
  “You have put the minds of the parents at ease and 
  relieved tension in the city. Truly the gods of 
  goodness have blessed your path.” 
   
  In addition, read the “read aloud” text from Option D if 
  you have not already done so. 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 14 
  
  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 3: Tears of Bargrivyek 
  Defeat the zombies. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 4: The Door 
  Overcome the door trap. 
  All APL  
  0 XP 
   
  Encounter 5: The Moldy, Slimy Hallway 
  Overcome the mold. 
  All APLs  
  120 XP 
   
  Encounter 6: Water Weirdness 
  Defeat the water elemental. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 8: His Lordship’s Guards 
  Unanimated Mummy. 
  All APLs  
  0 XP 
   
  Encounter 11: Oozing with Evil 
  Defeat the ooze. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Story Award 
  Report back about the children’s bodies. 
  APL 2  
  30 XP 
  APL 4  
  50 XP 
  APL 6  
  75 XP 
  APL 8  
  95 XP 
   
  Story Award 
  Overcome the puzzle in the Main Tomb 
  APL 2  
  30 XP 
  APL 4  
  55 XP 
  APL 6  
  75 XP 
  APL 8  
  100 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: The Office 
  APL All: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  Encounter 3: Tears of Bargrivyek 
   
  APL All: Loot – 28 gp; Coin – 4 gp; Magic – None. 
  Total = 32 gp 
   
  Encounter 6: Water Weirdness 
   
  APL 2: Loot – 25 gp, Coin – 2 gp, Magic – None. 
  Total = 27 gp 
   
  APL 4: Loot – 25 gp, Coin – 2 gp, Magic – potion of 
  jump (4 gp). Total = 31 gp 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 15 
  
   
  APL 6: Loot – 25 gp, Coin – 2 gp, Magic – Ring of 
  protection +1 (167 gp), potion of jump (4 gp). Total = 198 gp 
   
  APL 8: Loot – 25 gp, Coin – 2 gp, Magic –  +2 elven 
  chain of silent moves (992 gp), ring of protection +1 (167 gp), 
  potion of jump (4 gp). Total = 1190 gp 
   
  Encounter 8: His Lordship’s Guards 
   
  APL 2: Loot – 0 gp, Coin – 99 gp, Magic – None. 
  Total = 99 gp 
   
  APL 4: Loot – 44 gp, Coin – 99 gp, Magic – None. 
  Total = 143 gp 
   
  APL 6: Loot – 99 gp, Coin – 209 gp, Magic – None. 
  Total = 308 gp 
   
  APL 8: Loot – 99 gp, Coin – 209 gp, Magic – None. 
  Total = 308 gp 
   
  Encounter 9: Treasure Room 
   
  APL 2: Loot – 92 gp, Coin – 245 gp, Magic – Potion of 
  tongues (62 gp), ring of protection +1 (167 gp). Total = 566 gp 
   
  APL 4: Loot – 92 gp, Coin – 199 gp, Magic – Potion of 
  tongues (62 gp), ring of protection +1 (167 gp), slippers of spider 
  climbing (400 gp). Total = 920 gp 
   
  APL 6: Loot – 92 gp, Coin – 232 gp, Magic – Cloak of 
  the manta ray (600 gp), potion of tongues (62 gp), ring of 
  protection +1 (167 gp), slippers of spider climbing (400 gp). 
  Total = 1553 gp 
   
  APL 8: Loot – 92 gp, Coin – 199 gp, Magic – cloak of 
  the manta ray (600 gp), ioun stone, pink rhomboid (667 gp), 
  potion of tongues (62 gp), ring of protection +1 (167 gp), 
  slippers of spider climbing (400 gp). Total = 2187 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 145 gp; Coin: 352 gp; Magic: 229 gp; 
  Total: 726 gp 
   
  APL 4: Loot: 189 gp; Coin: 304 gp; Magic: 633 gp; 
  Total: 1126 gp 
   
  APL 6: Loot: 244 gp; Coin: 447 gp; Magic: 1400 gp; 
  Total: 2091 gp 
   
  APL 8: Loot: 244 gp; Coin: 414 gp; Magic: 3059 gp; 
  Total: 3717 gp 
   
  Special 
  Favor of Kelwyn: You have performed a valuable service 
  for Kelwyn by finding the map. When the PC exercises 
  this favor, Kelwyn will have his contacts with the Church 
  of Zilchus add merciful to any magic weapon. This favor 
  counts only as access and the PC must pay the difference 
  in market value for the upgrade. Until this favor is 
  expended, the character is deemed to have an Influence 
  Point with Kelwyn. 
   
  Thanks of Priestess Selisa: For returning the bodies of 
  the missing children and solving the mystery, Priestess 
  Selisa Sunboar, of the Church of Pelor, has arranged to 
  teach you the spell close wounds (if you are capable of 
  learning it). Furthermore, she has arranged to grant you 
  access (Regional), through the church, to wands of cure 
  minor wounds and cure light wounds with the Reach spell 
  feat upon them as well. 
   
  Map to a Hidden Temple: Your diligence and quick 
  thinking led you to copy down an accurate representation 
  of a map to a hidden temple in the Gnatmarsh. Who 
  knows, it might just turn out to be real. 
   
  Thanks of Corvus/Wilderness Alliance: If you were 
  contacted by Corvus or the Wilderness Alliance and 
  successfully brought either or both the breeding 
  information from the tomb’s walls, you have their thanks. 
  Circle the appropriate name above (and it can be both). 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2: 
  • 
  Wand of cure minor wounds, reach (CL 3) (Regional; 
  CD; 4,500 gp) 
  • 
  Wand of cure light wounds, reach (CL 5) (Regional; CD; 
  11,250 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Slippers of spider climbing (Adventure; DMG; 4,800 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Cloak of the manta ray (Adventure; DMG; 7,200 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +2 elven chain of silent moves (Adventure; DMG; 11,850 
  gp) 
  • 
  Ioun stone, pink rhomboid (Adventure; DMG; 8,000 gp) 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 16 
  
  APPENDIX 1: APL ALL
  Several of the non-player characters in this adventure 
  have untiered stats. Two are provided below for your 
  use, should the PCs attempt some action that requires a 
  skill check. Kelwyn and Gringle Menk will not engage 
  in combat. 
   
  K E L W Y N 
  CR  4 
  Male human expert 5 
  N Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 18 (5 HD) 
  Fort +1, Ref +1, Will +4 
  Speed 30 ft. in clothes (6 squares), base movement 
  30 ft.; 
  Melee Club +3 (1d6/x2) 
  Base Atk +3; Grp +3 
  Combat Gear Club (walking stick) 
  Abilities Str 10, Dex 10, Con 10, Int 11, Wis 10, Cha 
  12 
  Feats Skill Focus (use magic device), Skill Focus 
  (knowledge (arcana), Skill Focus (profession 
  (merchant) 
  Skills Appraise +8, Bluff +5, Diplomacy +11, Disguise 
  +1, 
  Gather 
  Information 
  +1, 
  Intimidate 
  +1, 
  Knowledge (arcana) +10, Perform +1, Profession 
  (merchant) +10, Sense Motive +8, Spellcraft +3, 
  Use Magic Device +1 
  Possessions combat gear plus Merchant’s Outfit, , 
  dagger, fine hat, jewelry, accounts ledger, and 
  money pouch. 
   
  Kelwyn, a merchant of Curtulenn – He’s obsessed with 
  hidden lore and mysterious places. Kelwyn is an 
  armchair adventurer of sorts. His merchant house sells 
  mundane items, grain, wine, wood and other supplies, 
  but he fancies himself an antiquities dealer. His father 
  was an adventurer during the war and his mother 
  exerted a lot of pressure for him to take on a 
  respectable job. 
   
  G R I N G L E  M E NK 
  CR  2 
  Male human commoner 3 
  N Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +2 
  Languages Common, Halfling 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 5 (3 HD) 
  Fort +0, Ref +1, Will +1 
  Speed 30 ft. in clothes (6 squares), base movement 
  30 ft.; 
  Melee Dagger +1 (1d4/19-20) 
  Ranged Dagger +1 (1d4/19/20) 
  Base Atk +1; Grp +1 
  Combat Gear Dagger in boot, dagger in belt sheath 
  Abilities Str 10, Dex 10, Con 8, Int 12, Wis 11, Cha 
  12 
  Feats  Run, Skill Focus (bluff), Skill Focus (appraise) 
  Skills Appraise +6, Bluff +6, Concentration -1, Crafts 
  +1, Diplomacy +1, Disguise +1, Forgery +1, Gather 
  Information +2, Intimidate +3, Perform +1, Search 
  +1, Sense Motive +2, Spot +2 
  Possessions combat gear plus Commoner outfit, 
  dagger, money pouch, and skullcap, sap 
   
  Gringle Menk is an oily, crooked, unscrupulous 
  shopkeeper and fence. He’ll buy and sell darn near 
  anything, including selling out anyone if he can get 
  away with it. Most people don’t trust him, but he pays 
  for things with real silver or gold so he maintains a 
  steady business. 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 17 
  
  APL 2
  ENCOUNTER 3: TEARS OF 
  BARGRIVYEK 
  G O B L I N  Z O M B I E 
  CR  1/2 
  Male goblin  
  NE Small undead 
  Init +0; Senses Listen +0, Spot +0 
  Aura Evil, Undead 
  Languages None 
  AC 15, touch 11, flat-footed 15 
   (+1 size, +0 Dex, +0 class, +2 armor, +1 shield, +0 
  deflection, +0 insight, +1 natural) 
  Hp 21 (2 HD); DR 5/slashing 
  Fort +0, Ref +0, Will +3 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft., underwater (firm footing) 15 ft.; 
  Melee Morningstar +3 (1d6+1, 20/x2) or 
  Melee Slam attack +3 (1d4+1, 20/x2) or 
  Ranged Javelin +2 (1d4+1, 20/x2) 
  Base Atk +1; Grp -2 
  Special Actions Single Actions only 
  Combat 
  Gear 
  leather 
  armor, 
  metal 
  shield, 
  morningstar, 6 javelins 
  Abilities Str 13, Dex 11, Con 0, Int 0, Wis 10, Cha 1 
  SQ Darkvision 60 ft., DR 5/slashing, single actions 
  only, undead traits 
  Feats ToughnessB
  Skills None 
  Possessions See treasure section. 
  Damage Reduction (Ex) A zombie has damage 
  reduction 5/slashing. Zombies are lumbering 
  masses of flesh. 
  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 
   
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 18 
  
  APL 4
  ENCOUNTER 3: TEARS OF 
  BARGRIVYEK 
  G O B L I N  Z O M B I E 
  CR  1/2 
  Male goblin  
  NE Small undead 
  Init +0; Senses Listen +0, Spot +0 
  Aura Evil, Undead 
  Languages None 
  AC 15, touch 11, flat-footed 15 
   (+1 size, +0 Dex, +0 class, +2 armor, +1 shield, +0 
  deflection, +0 insight, +1 natural) 
  hp 21 (2 HD); DR 5/slashing 
  Fort +0, Ref +0, Will +3 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft., underwater (firm footing) 15 ft.; 
  Melee Morningstar +3 (1d6+1, 20/x2) or 
  Melee Slam attack +3 (1d4+1, 20/x2) or 
  Ranged Javelin +2 (1d4+1, 20/x2) 
  Base Atk +1; Grp -2 
  Special Actions Single Actions only 
  Combat 
  Gear 
  leather 
  armor, 
  metal 
  shield, 
  morningstar, 6 javelins 
  Abilities Str 13, Dex 11, Con 0, Int 0, Wis 10, Cha 1 
  SQ Darkvision 60 ft., DR 5/slashing, single actions 
  only, undead traits 
  Feats ToughnessB
  Skills None 
  Possessions See treasure section. 
  Damage Reduction (Ex) A zombie has damage 
  reduction 5/slashing. Zombies are lumbering 
  masses of flesh. 
  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 
   
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 19 
  
  DM MAP 1: BUILDING ON FIRE 
   
  Occupant 
  Occupant
  NYR7-03 Requiem to Maglubiyet 
   
  Page 20 
  
  DM MAP 2: AROUND THE HAUNTED POND 
   
  A 
  1 sq = 5 ft. 
  NYR7-03 Requiem to Maglubiyet 
   
  Page 21 
  
  DM MAP 3: BELOW POND 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 22 
  
  DM MAP 4: MAP OF TOMB 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 23 
  1 sq = 5 ft. 
  
  PLAYER HANDOUT 1A: FROM CORVUS 
  Corvus approaches you with a mission. “It’s good to see a trustworthy face around here. Those breeders in Little Knob 
  weren’t the only ones breeding animals with outsiders. I’ve come into information regarding a band of goblins doing the 
  same thing. There’s a man in town called Kelwyn who knows the location of someone involved with their nefarious 
  breeding program. Get whatever information you can about these goblins and report back to me.” 
   
   
   
   
  PLAYER HANDOUT 1B: MISSING CHILDREN 
   
  Our children are missing. Please help us find them. We are poor farmers with little money to offer as reward. They were 
  lost in the forest near the Haunted Pond. Their names are Turok, Alea and Junyo. Please help us. 
   
   
   
   
  PLAYER HANDOUT 1C: UNIVERSITY BUSINESS 
   
  Terk Bramblebottom pulls you to the side and says, “It has come to our attention that there is a previously undiscovered 
  goblin tomb nearby. The university would like you to help secure this site for extended study. If you accept please 
  provide us a map to the tomb, a list of hazards and a map of the complex. Also, please remove all lethal traps and 
  guardians so our staff won’t be injured when they research the site. You will be paid 400 gp for your trouble, half now 
  and half upon delivery of maps and notes.” 
   
   
   
   
  PLAYER HANDOUT 1D: WILDERNESS ALLIANCE 
   
  Dorn approaches you and says, “Recently, a band of goblins was located just outside of town led by a goblin warrior 
  named Penjo Fen. The Alliance knows there are other bands of goblins in the area and wishes to identify any lairs, 
  camps or sites of interest. We need to keep track of their movements.” 
   
  He looks around nervously, “The local goblins are playing around with some dangerous breeding program. Be careful of 
  any unusual wolves or worgs you find. Information about the breeders would be useful too.” 
   
   
   
   
  PLAYER HANDOUT 1E: SELISA SUNBOAR’S REQUEST 
   
  My name is Selisa Sunboar, a priestess of Pelor. Several of the town’s children are missing. Please help us find them. The 
  families are poor farmers with little money to offer as reward. The children were lost in the forest near the Haunted 
  Pond. Their names are Turok, Alea and Junyo. In Pelor’s name, please help find them…or their bodies. 
   
   
  NYR7-03 Requiem to Maglubiyet 
   
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  PLAYER HANDOUT 2: INVITATION FROM KELWYN 
   
  Please meet me by midmorning bell at my office off the main square. I have something to discuss with you, which may 
  prove rewarding. 
   
  May Zilchus guide us to riches, 
  Kelwyn 
   
  NYR7-03 Requiem to Maglubiyet 
   
  Page 25 
  
  PLAYER HANDOUT 3: WAERLAN’S PUZZLE 
  Along the far wall are four dials with strange symbols on a strong console. Each dial has five symbols. Above 
  the console is a verse written in goblin in a right to left script. 
   
  For those who read goblin or can read it through mundane or magical means it says, 
   “Worship if ye will, 
  at the feet of Waerlan Ghel. 
  To rest thyne eyes on his noble ear, 
  Turn these knobs for he to appear. 
  First is second to the general. 
  Next is a stately fellow. 
  Follow by the lord of all, 
  And his friend in battle and sorrow, 
  Lest ye not choose right, 
  Curse ye now, forever blight.” 
   
  Each dial has five symbols. Listed clockwise, they are a bloody axe, a whip, crossed sword and handaxe, flail, and paw 
  print. 
   
  NYR7-03 Requiem to Maglubiyet 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/597/Normal Scenarios/NYR7-03 - Requiem to Maglubiyet (APL 2-8)/NYR7-03 - Requiem to Maglubiyet.pdf