TEXT: 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.  
   
  HIG3−04 
   
   
   
   
   
   
   
   
   
   
  Ghostly View 
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
   
  Version 1.0 
   
  by Brian Nowak 
  Reviewed by Jason Bulmahn 
   
   
   
  Better hurry off to Highfolk town.  Paxana needs your help again.  She says it’s urgent.  An adventure for characters level 
  1-9 (APLs 2-8). 
  
  Introduction 
  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. 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. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Ghostly View 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  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. 
   
  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. 
  # 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 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  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. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk 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. 
  Ghostly View 
   
  Page 3 
  
  Adventure Background 
  Every wizard worth his spellbook goes into any situation 
  with multiple routes of escape.  It leads to a longer, fuller 
  life.  One wizard, Thalon Zernea of Clan Volmiryth, has 
  just such an escape route outside of Highfolk town. 
   
  About a mile outside of the town, there is a rather 
  large, nondescript hill.  There is a small, fortified bunker 
  buried in the hill. The bunker is loaded with clothes, 
  equipment, weapons, a small library, magically preserved 
  food, barrels of water and more.  This is the "safe house" 
  on the receiving end of an emergency teleport pad out of 
  a wizard’s tower in the town. 
   
  Adventure Summary  
  The party is on its way back to Highfolk town on a 
  summons from Paxana Eventhil, constable of Highfolk.  
  Along the way, their attention is drawn to a pair of 
  quarreling animals.  They are fighting over some 
  newfound treasure. 
   
  Shooing the animals off, or slaying them outright, 
  the party is able to find the treasure the animals had 
  found.  It is an iron bound door that was previously 
  buried under the surface of the hill. 
   
  Exploring the hill, the party finds that it is a ‘safe 
  house’ of sorts.  Riddled with security features and 
  guardians, exploration of the base takes a bit of time. 
   
  As the party nears completion of the search, Thalon 
  teleports to the shelter in ghostform and begins working 
  against the party. 
   
  DM’s Note 
  This adventure is a lesson in play.  Or it is intended to be. 
   
  It is important that you allow the party to go off on 
  any tangents they may believe they have found.  They 
  should feel free to do whatever it is they want.  Red 
  herrings abound, and this scenario is designed so that 
  PCs take them and swallow them whole, while possibly 
  missing the flesh of the module.  Feel free to improvise as 
  much as you desire in Encounter Two.  Should the PCs 
  catch on, though, allow them to immediately return to 
  the track of the adventure. 
   
  Also, there are some deadly traps in this module at 
  higher APLs (6 and 8).  This is on purpose.  Death comes 
  to those who invade others privacy.  I encourage you not 
  to hold back.  Adventuring is a dangerous business; it is 
  important that the party remember that. 
   
  Introduction 
  The sun is bright and high, the air is clear and fresh, 
  and the land is green and rolling.  That’s the way of 
  the Highvale in midsummer.  It’s almost possible to 
  forget the turmoil plaguing Highfolk and its people 
  in such cheery weather.  Almost. 
   
  The letter from Paxana is troubling, to say the 
  least.  It was enough to pull you from a job on the 
  north side of Verbeeg Hill. 
   
  i
  t
   
   
  ,
   
   
  Give the players Player Handout #1. 
   
   It’s been a few days now, and most of the journey is 
  beh nd you.  A few more hours will put you within 
  sight of the city.  Ano her after that will put you 
  within its wooden walls. 
  Along the way, you have fallen in with a group of 
  adventurers much like yourself.  They all strangely 
  seem to be moving with the same urgency you 
  exhibit. 
  If necessary, give the players the opportunity to 
  introduce their characters to one another.  Spellcasters 
  should select spells at this time.  Then continue on to 
  Encounter 1. 
   
  Encounter One 
  Dig baby! Dig! 
  Allow the PCs to attempt Spot or Listen checks at DC 15. 
   Those who succeed hear a loud violent grunting or 
  growling noise coming from around a bend in the road.  
  When the party approaches, read or paraphrase the 
  following: 
   
  Cresting a small rise in the road, and rounding a small 
  bend  you come upon and odd sight.  At the base of a
  rather large hill, a tiny herd of rather large boars 
  appears to be fighting over some hidden treasure. 
   
  As you watch, one of the boars – the biggest of 
  the bunch – rushes forward with a great squeal and 
  jabs a long, sharp tusk into the neck of his target.  
  With a warning grunt, the winner of the battle steps 
  over his dead adversary, sending the remaining herd a 
  few steps back.  Whisking his tail fiercely, the 
  obviously alpha boar snorts and begins to clap his 
  hooves at the ground, as if digging. 
  There are ten boars (or dire boars at higher APLs) 
  gathered around this hill.  From this distance, the PCs 
  can attempt a Spot check DC 25 to see that the boar is 
  attempting to uncover some large slat of wood. 
   
  When the party approaches, read or paraphrase the 
  following: 
   
  Ghostly View 
   
  Page 4 
  
  At your approach, one of the stout animals lets out a 
  snort, mov ng his head wild y.  From downwind, the 
  entire herd of boars turns to face you.  At some 
  motion from the alpha, several of them run off into 
  the nearby brush to take shelter. 
  i
  l
   
  This leaves exactly the number of boars as indicated by 
  APL below. 
   
  APL 2 (EL 2) 
  � Alpha Boar: hp 22; see Monster Manual, boar. 
   
  APL 4 (EL 4) 
  � Alpha Dire Boar: hp 52; see Monster Manual, dire 
  boar. 
    
  APL 6 (EL 6) 
  � Dire Boar & Alpha: hp 52, 50; see Monster Manual, 
  dire boar. 
   
  APL 8 (EL 8) 
  � Dire Boars (3) & Alpha: hp 60, 52, 50, 48; see Monster 
  Manual, dire boar. 
   
  Creatures:  These boars (or dire boars) have wandered 
  out of the forest proper in search of food.  Recent 
  increases in the number of humanoids within the Vesve 
  have driven these boars to clearer lands. 
   
  The party may allow a druid or ranger in the group to 
  attempt an Animal Empathy skill check.  This requires 
  one minute where no PC within the party makes any 
  threatening motions.  It also requires a DC 15 Animal 
  Empathy check.  If the PC succeeds, the boars will snort 
  and stomp before moving off into the brush with their 
  kin.  If the PC fails, the boars will remain unfriendly and 
  prevent the party from approaching their treasure.  If the 
  PC fails by 10 or more, the boars become hostile and 
  attack. 
   
  PCs within the party may wish to converse with the 
  boars via speak with animals or similar spells.  The alpha 
  boar (Smell of Jasmine in Spring near Crystal Pool is his 
  name) is the only one who speaks, interposing himself 
  between any of the party and the boars.  He is initially 
  gruff.  Remember that the alpha is an animal, and as such 
  should be played as one.  He can answer the following 
  questions. 
   
  � Why are you here? 
  Herd search for eat.  Two-legs in trees eat.  Herd 
  leave trees for eat.  Smell eat there. 
  � What two legs? 
  Same two-legs as ever.  Live in trees.  Not like boar, 
  live on ground. 
  � You smell food?  Where? 
  Under flat dirt tree.  (He is speaking of the wooden 
  door he as found underneath the dirt). 
   
  When the PCs have defeated the boars (in combat or via 
  Animal Empathy) they have a few options.  The may 
  decide to push on to Highfolk town (Encounter Two), or 
  they may decide to stay and investigate (Encounters 
  Three and Four) 
   
  Encounter Two 
  But, I’ve Got a Duty 
  Some PCs may decide to push on to Highfolk Town.  
  While they are ‘lawful’ and should be commended for 
  their loyalty to the Green and White, it’s their folly this 
  time. 
   
  Rushing through the gates of Highfolk town, you 
  beeline for the Militia Headquarters.  The building is 
  in a bustle, sashed militia running to and fro.  
  Shoulder tapping a quickly mov ng elven woman, you 
  alert her of your presence and tell her who you are 
  here to see. 
  i
   
  l
   
  For a moment, her delicate features look startled, 
  but she nods and disappears through a door, with 
  orders to wait. 
   
  Two … three … four hours pass as you wait for 
  an audience with Paxana.  Your reminders to the 
  guardsmen coming and going are met with a nod, and 
  all disappear behind the same door.  Final y, as you 
  are about to shove your way through that door and 
  into Paxana’s office, the young militia woman you 
  spoke to originally comes bustling out. 
   
  She looks apologetic as she hands you a simple 
  piece of paper and then scurries off to do other, more 
  important, work. 
  Give the party Player’s Handout #2. 
   
  The party has been blown off.  Paxana has truly given 
  this task to another group of adventurers. 
   
  Feel free to allow the party to investigate the 
  situation in Highfolk as thoroughly as they desire.  This 
  is a bit of a red herring to throw the party off of the true 
  adventure (which can be found in the house in the hill). 
   
  When (or if) the PCs catch on, and decide to return 
  to the door in the hill, continue to Encounter Three. 
   
  Ghostly View 
   
  Page 5 
  
  Encounter Three 
  The House In The Hill  
  The ‘safe house’ is buried underneath the hill the boars 
  were digging up.  It takes an hour for the party to remove 
  all the dirt from the doorway. 
   
  Once they have removed it all, read or paraphrase 
  the following: 
   
  Brushing off the last of the dirt from this hidden 
  doorway, you can finally see the square wooden door. 
   Completely flush with the hilltop, it blends in so 
  very well. 
   
  Opening it reveals a dark, earthy smelling 
  stairwell.  Made of finely crafted, and fitted stone, the 
  stairs descend down into unknown darkness. 
   
  This encounter is broken into four sections: Entryway, 
  Room A, Room B, and Room C (a secret room). 
   
  Each doorway has the following Statistics, unless 
  otherwise noted: 
   
  � Locked Wooden Doors: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18, Open Locks DC 20. 
   
  The walls are of a superior masonry.  They are one-foot 
  thick stone coated in a light green coat of stucco.  Swirls 
  and patterns are drawn into them, but with no apparent 
  method or purpose. 
   
  Entryway 
  The entryway consists of two sets of stairs, interrupted by 
  a landing and portcullis.  It ends at a pair of wooden 
  double doors. 
   
  Descending the first set of stairs, you come to a small 
  landing.  Ahead of you, a solid-looking iron portcullis 
  closes off the passage.  An almost indiscernible lever 
  rests upon the right wall.  Beyond the portcullis, you 
  can see more downward stairs ending at a set of 
  double doors. 
   
   
  Opening the portcullis is a simple matter of flipping the 
  lever.   
   
  Flipping the lever, the portcullis silently slides 
  sideways, into a crevice in the passage side.  Your way 
  has been opened. 
  APLs 2, 4, & 8 (EL 2) 
  Trap:  When any PC crosses the path of the portcullis, 
  the trap is triggered. The trap remains triggered for 4 
  rounds, after which it resets itself.  
   
  � Portcullis Trap: CR 2; mechanical; proximity trigger 
  (passing through the portcullis path), automatic reset; 
  Atk +15 melee (2d6, spike); Search (DC 20); Disable 
  Device (DC 20).  Note:  This can only apply to one or two 
  PCs. 
   
  It isn’t until the first PC attempts to cross the threshold 
  of the portcullis that its nature as a trap is revealed. 
   
  With a quick crunching sound, the portcullis slams 
  closed, its spiked ends attempting to punch through 
  your shoulder and torso. 
   
  APL 6 (EL 6) 
  In place of the portcullis trap, the party encounters this 
  trap if they fail to search the area between the portcullis 
  and the doorway. 
   
  Stepping down slowly, you are caught unawares as 
  the stairway opens up beneath you, and glistening 
  spikes glow up at you in a vile smile. 
   
  Trap:  When any PC (or pair of PCs) closes within 5 ft. of 
  the double doors between the Entryway and Room A, the 
  trap is triggered, dropping the PCs into the pit.  The trap 
  remains triggered for 5 minutes, after which it resets 
  itself.  
   
  PCs must succeed at two successive DC 15 Climb 
  checks to exit the trap.  The use of a rope reduces this DC 
  to 10 (or 5, if knotted).  They may also use spells such as 
  fly or dimension door. 
   
  � Poisoned Spike Pit Trap (40 ft): CR 6; mechanical; 
  location trigger, automatic reset (5 min); Reflex save (DC 
  20) avoids; 40 ft. deep (4d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); pit spikes 
  (+10 melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (medium spider venom, Fortitude [DC 14] 
  resists, 1d4 Str/1d4 Str); Search (DC 20); Disable Device 
  (DC 20). 
   
   APL 8 (EL 10) 
  In addition to the portcullis trap, the party encounters 
  this trap if they fail to search the area between the 
  portcullis and the doorway. 
   
  Ghostly View 
   
  Page 6 
  
  Stepping down slowly, you are caught unawares as 
  the stairway opens up beneath you, and glistening 
  spikes glow up at you in a vile smile. 
   
  Trap:  When any PC (or pair of PCs) closes within 5 ft. of 
  the double doors between the Entryway and Room A, the 
  trap is triggered, dropping the PCs into the pit.  The trap 
  remains triggered for 5 minutes, after which it resets 
  itself.  
   
  PCs must succeed at four successive DC 15 Climb 
  checks to exit the trap.  The use of a rope reduces this DC 
  to 10 (or 5, if knotted).  They may also use spells such as 
  fly or dimension door. 
   
  � Poisoned Spike Pit Trap (60 ft): CR 10; mechanical; 
  location trigger, automatic reset (5 min); Reflex save (DC 
  20) avoids; 60 ft. deep (6d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); pit spikes 
  (+10 melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (deathblade, Fortitude [DC 20] resists, 1d6 
  Con/2d6 Con); Search (DC 20); Disable Device (DC 20). 
   
  Room A 
  This is a large room, approximately seventy feet wide and 
  forty-five feet long.  It is the main living space for the 
  Thalon when he seeks sanctuary within its walls. 
   
  Crossing through the doors, into this sanctuary, you 
  are greeted with a series of muted ‘whoosh’ sounds as 
  one ... two ... three ... nine torches in all flare up in a 
  silvery golden light to illuminate this space. 
   
  f
  l
   
  i
   
  t
   
  The floor is adorned in thick, Ketite rugs, and the 
  walls bear ornate gilded carvings o  elven runes.  A 
  solid, wooden table sits near the center of the room, 
  surrounded by six equally solid looking chairs. 
   
  To the immediate left, a strange translucent 
  bubble dome rests over a stash of barrels and boxes.  
  Just beyond that, three bunks are aligned against the 
  wall with two chests at their feet. 
   
  Along the back wal , one set of wooden double 
  doors lies directly opposite the entryway you’ve 
  crossed.  Prominent upon them is the image of a 
  severed hand cupping a single, disembodied eye.  
  Unsettlingly, it appears to be looking directly at you. 
   
  On the right, the wall is dressed in shelves of 
  books.  Two books to be exact, but they are 
  humongous.  Maybe they give this underground 
  chamber the mustier smell than it should rightly 
  have. 
  Everything is lav sh and overdone.  The runes are 
  ostentatious and prominent.  The walls are pristine in
  their light green stucco.  The doors are thick, solid 
  looking wood.  The shelves are not showing the 
  sligh est sign of bending under the weight of the 
  massive tomes. 
  A successful Knowledge(religion) check (DC 10) 
  recognizes the hand and eye as a holy representation of 
  Vecna, god of secrets and knowledge. 
   
  As the PCs are exploring this area, emphasize the 
  ornate nature of it.   
   
  The Torches 
  The torches are everburning torches.  They are attached 
  to sconces that are bolted into the walls.  They cannot be 
  removed without a great force (Strength DC 25), or by 
  breaking the sconces (hardness 10, hp 30 each). 
   
  The Rugs 
  They are plain Ketite design.  Especially thick and plush, 
  these rugs can be rolled up and taken, if the party desires 
  to do so.  Each one of the four weighs approximately 75 
  lbs and is worth 500gp. 
   
  The Table and Chairs 
  This dining area is arranged as indicated on the map.  The 
  chairs and table are all solid oak design.   
   
  The Bubble Dome 
  The bubble dome is an interesting work of magic.  It’s a 
  modified repulsion spell.  A Spellcraft check (DC 26) will 
  identify it as such.  It can be dispelled, at 13
  th caster level. 
   
  Passing through the bubble has no effect on the PCs. 
   Animals, vermin, magical beasts (including familiars), 
  beasts, and oozes cannot penetrate the dome. 
   
  Within the dome, the smell of grains, salted meats, 
  and wine are prevalent.  The following supplies are stored 
  here:  4 barrels of water, 2 barrels of wine, 6 crates of 
  breads and grains, 3 large wheels of cheese, 4 crates of 
  lightly salted jerky meats, 1 crate of a trail-mix like 
  mixture, and 3 bushels of apples. 
   
  The Bunks and Chests 
  There are six beds here, three pairs of two.  At the end of 
  each bunk rests two chests.  Each chest has the following 
  statistics: 
   
  � Treasure Chest:  1.5 in thick; hardness 5; hp 15, AC 5; 
  Break DC 23; Open Lock 20. 
   
  All of the chests contain two sets of clothes.  Both are 
  elven in make.  The first set of clothes is a common 
  traveler’s outfit.  The second is a set of black robes, 
  including cloak and deep hood. 
   
  In addition, some of the chests contain the following 
  things: 
   
  Ghostly View 
   
  Page 7 
  
  Chest One:  wand of grease (4 charges), two 50gp rubies 
  Chest Three:  Quaal’s feather token (whip) 
  Chest Four:  potion of fly 
  Chest Five:  a small silver key (which opens each of the 
  doors in this place) 
   
  The Bookshelf 
  A miniature library, these shelves of books are a sad sight. 
   Only two books are present on the expansive shelves, 
  though they do appear to be rather large and unwieldy 
  tomes.  Unfortunately, each of the shelves is covered by a 
  wall of force spell. 
   
  If the PCs have some way around a wall of force 
  spell, then they have the opportunity to search through 
  the tomes.  They will find that many of them are 
  historical tomes on the Highvale and its environs (see 
  ‘History of Highfolk’). 
   
  The most valuable book in the collection is 
  ‘Weapons and Armor: the Art of Enchanting’.  See the 
  treasure section for details. 
   
  While searching this area, the party may uncover the 
  secret door leading to Room B.  It requires a Search check 
  (DC 25).  They need not bypass the wall of force to locate 
  this. 
   
  All APLs—loot (132 gp), coin (8 gp), 9 everburning 
  torches (7gp each), wand of grease (5 gp), Quaal’s feather 
  token (whip) (42 gp), History of Highfolk (4 gp), 
  Weapons and Armor (200 gp). 
   
  Room B 
  The encounter in this room varies by APL.  APLs 2 and 6 
  experience the same encounter, APL 4 experiences a 
  slightly more difficult encounter, and APL 8 experiences 
  a ‘hint’ about the final encounter yet to come. 
   
  APLs 2 and 6 (EL 4) 
  Read or paraphrase the following: 
   
  The large wooden doors glide open effortlessly and 
  silently to reveal a long chamber.   The door is framed 
  in dark wiry stems, and silvery grey leaves. The walls 
  are lined with a waist high stone worktable.  
  Following the line of glass, stone, metal, and o her 
  strange materials, your glance travels to the back of 
  the room. 
   
  t
   
  -
  i
   
   
  There, a hideous looking creature is already 
  lumbering towards you.  Like some malformed 
  earthworm, the segmented serpent slithers forward, 
  its rubbery skin leaving a slick trail of slime across 
  the stone floor.  Rising from the floor, its rock 
  colored body ends in 
  four wicked tentacles 
  surrounding a snapping beak and lashing tongue. 
  At this point, have the PCs roll Spot checks.  For those 
  who succeed at DC 10, read or paraphrase the following: 
   
  Beyond the hideous worm creature, a frightening 
  sight reaches your vision.  Floating there, a grinning 
  apparition of an elf watches your group.  Before you 
  can react, or even point him out, though, the ghostly 
  being dives into the floor, disappearing from view. 
  For those who succeed at DC 25, read or paraphrase the 
  following: 
   
  Just over your shoulder, you catch a vision of another 
  horrible sight.  A man-sized monstrosity has 
  maneuvered itself into the corner where it is 
  obviously waiting for the right time to strike.  Eight 
  legs and poison dripp ng mandibles almost smile 
  maliciously at you. 
  Now roll initiative, and begin combat. 
   
  � Monstrous Spider, Medium Size (Hunter Type): hp 
  11; see Monster Manual, vermin. 
  � Grick: hp 9; see Monster Manual, grick. 
   
  Creatures:  The grick begins the combat at the far end of 
  the room.  The spider is in the front of the room, hiding 
  against the upper right hand corner ceiling. 
   
  The grick is single-minded in combat.  It approaches 
  directly, and attacks whoever is closest to it. 
   
  The spider, on the other hand, is a sly creature.  It 
  lies in wait, letting the party run up to attack the grick, 
  and taking advantage of their preoccupation.  If things 
  turn bad, it attempts to run out of the room and out of the 
  safe house. 
   
  APL 4 (EL 6) 
  The large wooden doors glide open effortlessly and 
  silently to reveal a long chamber.  The door is framed 
  in dark wiry stems, and silvery grey leaves. The walls 
  are lined with a waist high stone worktable.  
  Following the line of glass, stone, metal, and o her 
  strange materials, your glance travels to the back of 
  the room. 
  t
  i
   
   
  There, a pair of hideous looking creatures are 
  already 
  lumbering 
  towards you.  Like some 
  malformed earthworms, the segmented serpents 
  slither forward, their rubbery skin leaving a slick trail 
  of sl me across the stone floor.  Rising from the floor, 
  the rock colored bodies end in four wicked tentacles 
  surrounding a snapping beak and lashing tongue. 
  Ghostly View 
   
  Page 8 
  
  At this point, have the PCs roll Spot checks.  For those 
  who succeed at DC 10, read or paraphrase the following: 
   
  Beyond the hideous worm creature, a frightening 
  sight reaches your vision.  Floating there, a grinning 
  apparition of an elf watches your group.  Before you 
  can react, or even point him out, though, the ghostly 
  being dives into the floor, disappearing from view. 
   
   
  For those who succeed at a DC 20 (Knowledge [nature]) 
  check, read or paraphrase the following: 
   
  At your back, the wall is covered in silvery leaves and 
  wiry vines.  The thought is quick as the realization 
  comes to you and the movement is noticed.  That’s no 
  ordinary vine. 
  Now roll initiative, and begin combat. 
   
  � Gricks (2): hp 12, 9; see Monster Manual, grick. 
  � Assassin Vine: hp 30; see Monster Manual, grick. 
   
  Creatures:  The gricks begins the combat at the far end 
  of the room.  The vine is in the front of the room, hiding 
  against the upper right hand corner ceiling. 
   
  The gricks are single-minded in combat.  They 
  approach directly, and attack whoever is closest. 
   
  The vine, on the other hand, is a sly creature. It lies 
  in wait, letting the party run up to attack the gricks, and 
  taking advantage of their preoccupation. 
   
  APL 8 (No EL) 
  The large wooden doors glide open effortlessly and 
  silently to reveal a long chamber.  The door is framed 
  in dark wiry stems, and silvery grey leaves. The walls 
  are lined with a waist high stone worktable.  
  Following the line of glass, stone, metal, and o her 
  strange materials, your glance travels to the back of 
  the room. 
  t
   
   
   
  There, a frightening sight reaches your vision.  A 
  floating, grinning apparition of an elf watches your 
  group. Before you can react, or even point him out, 
  though, the ghostly being dives into the floor, 
  disappearing from view. 
  Once the combat has completed, or the party overcomes 
  their shock of the grinning apparition, allow them to 
  explore this room. 
   
  This chamber is a laboratory of sorts.  The table is 
  covered with a variety of alchemical equipment. 
   
  Treasure:  The alchemical equipment can be gathered 
  and sold as loot.  This requires two hours of time to do 
  properly.  All of the equipment is worth 1000gp total. 
   
  On a successful Search check (DC 15), the party 
  finds a small leaf-bound book.  Give the players Player’s 
  Handout #3. 
   
  Some PCs may recall the name Durinithmal.  If they 
  do not, a Bardic Knowledge check (DC 15) is necessary to 
  recognize the name as one of the nefarious Black Six, a 
  coterie of wizards who worship Vecna and have gone into 
  hiding. 
   
  Among the equipment the party will find the 
  following treasure (by APL) 
   
  APL 2 – loot (83 gp), scroll of lesser sonic orb (2 gp), 
  pearl of power (1
  st level) (83 gp). 
   
  APL 4 – as APL 2 plus dust of appearance (175 gp) 
   
  APL 6 – as APL 4 plus sovereign glue (200 gp) 
   
  APL 8 – as APL 6 plus Quaal’s feather token (tree) (8 
  gp), ioun stone (clear spindle) (416 gp) 
   
  Whether or not the PCs have already investigated 
  Room C, proceed to Encounter Four after they examine 
  this room. 
   
  Room C 
  With a slow, muffled grating sound, the bookshelf 
  slides around to reveal a dark room.  Cold, stale air 
  rolls out, penetrating your nose and causing a wave of 
  nausea to hit your stomach.  Inside, you can see 
  nothing. 
   
  This room houses the teleport pad used by Thalon 
  and his companions when they come to the safe house 
  for shelter. 
   
  The ceiling in this room is different than the rest, 
  being some fifteen feet high. 
   
  The room is rough-hewn stone.  It lacks the pristine 
  perfection found in the rest of the shelter.  A 10-foot 
  diameter teleportation circle adorns the center.  A 
  Spellcraft check (DC 29) will identify it as such. 
   
  There is nothing else of interest in this room until 
  the PCs have explored Room B and proceed to Encounter 
  Four. 
   
  Encounter Four 
  Pushing free of the tendril-covered doorway, you 
  cross back into the main room of this underground 
  hideaway to a surprise.  One of the bookshelves has 
  been spun away from the wall to reveal a large 
  opening. 
   
  An eerie green light emanates from somewhere 
  beyond, accompanied by a faint giggle. 
   
  Ghostly View 
   
  Page 9 
  
  Thalon is attempting to lure the party into the 
  teleportation room, where he plans to teleport in some 
  evil minions to finish them off. 
   
  The party may avoid entering this room.  If they do 
  and do anything other than leave the hill, Thalon 
  teleports his minions in anyway and orders them to run 
  out and attack - Thalon then teleports himself away. 
   
  If the party avoids entering the room and leaves the 
  hill, Thalon just teleports away, taking most of the 
  belongings left over with him. 
   
  If the party enters the room, read or paraphrase the 
  following (Note: the PCs are free to interrupt this flavor 
  text at any time they desire.  They simply accelerate the 
  encounter to the combat immediately.): 
   
  Where once it was empty, the room is full.  An elven 
  man floats in its center, filling the room with his 
  presence.  He grins happily and giggles a bit. 
   
  “I’m not sure who sent you,” he whispers, his 
  voice otherworldly and distant.  “But you have 
  invaded our privacy.  We will not tolerate invasion, 
  even if we are in hiding.”  His voice suddenly grows 
  to a solid boom.  “You will pay for defying the Six!” 
   
  The elf snaps his fingers, causing the arcane 
  marked floor to glow the same green he does.  
  Instantly, the glow grows to a blinding intensity.  
  When you vision finally recovers, the elf is gone… 
  but he has left you some entertainment in his stead. 
   
  APL 2 (EL 4) 
  � Abyssal Dire Rat (3): hp 9, 7, 5; see Appendix One. 
  � Mephit, Fire: hp 13; see Monster Manual, mephit. 
   
  Tactics:  The mephit quickly takes to the air.  He makes 
  intelligent use of his heat metal ability, targeting the 
  party cleric (if there is one).  He flies about the ceiling 
  above the characters' heads.  He uses his cone of flame 
  judiciously, knowing the dire rats are immune to most of 
  the fire damage. 
   
  The dire rats attack quickly, using their smite good 
  ability immediately. 
   
  APL 4 (EL 6) 
  � Minotaur: hp 39; see Monster Manual, minotaur. 
  � Imp (2): hp 16, 13; see Monster Manual, devil. 
   
  Tactics:  The imps and minotaur work in strange concert. 
   The minotaur, using his cunning combat logic, senses 
  those who are waiting for the imps to reappear and 
  maneuvers himself near them before attacking. 
   
  The imps make good use of their invisibility to catch 
  unarmored foes unaware. 
   
  APL 6 (EL 8) 
  � Umber Hulk:  hp 68; see Monster Manual, umber 
  hulk. 
  � Wights (2):  hp 30, 26; see Monster Manual, wight. 
   
  Tactics:  This is an advantageous pairing, as the wights 
  are immune to the hulk’s confusing gaze.  The wights 
  form a line ahead of the hulk, letting the monster use its 
  reach to good advantage. 
   
  APL 8 (EL 10) 
  � Wraiths (2): hp 34, 32; see Monster Manual, wraith. 
  � Minotaurs (6):  hp 41, 41, 39, 39, 27, 25; see Monster 
  Manual, minotaur. 
   
  Tactics:  The wraiths attack from above the party’s head, 
  gaining an attack bonus for higher ground, while the 
  minotaurs work to keep the party focused on the ground 
  level. 
   
  Conclusion 
  Your exploration complete, and your minds confused, 
  you push up out of the underground hovel with more 
  questions than you had going in. 
   
  Who was that elf ghost?  Who was the ‘Six’ he 
  spoke of?  And what was that job Paxana wanted you 
  to do? 
   
  Obviously, they’ll all go unanswered.  Maybe 
  Verbeeg Hill still needs you … someone in Highfolk
  must have something normal for you to do. 
   
   
  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 One 
  Deal with the boar heard 
   
  APL 2 60 xp; APL 4 120 xp; APL 6 180 xp;  
  APL 8 240 xp. 
   
  Encounter Three 
  Encountering the portcullis trap 
  APL 2 60 xp; APL 4 60 xp; APL 6 N/A;  
  APL 8 60 xp. 
   
  Encountering the pit trap 
  APL 6 180 xp; APL 8 300 xp. 
  Ghostly View 
   
  Page 10 
  
   
  Defeating the Laboratory monsters 
  APL 2 120 xp; APL 4 180 xp; APL 6 120 xp; APL 8 N/A. 
   
  Encounter Four 
  Defeating the teleported monsters 
  APL 2 120 xp; APL 4 180 xp; APL 6 240 xp; APL 8 300 xp. 
   
  Discretionary roleplaying award 
  APL 2 90 xp; APL 4 135 xp; APL 6 180 xp; 
  APL 8 225 xp. 
   
  Total possible experience:  
   
  APL 2 450 xp; APL 4 675 xp; APL 6 900 xp; 
  APL 8 1125 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 Two (Room A) 
   
  All APLs—loot (132 gp), coin (8 gp), wand of grease 
  (5 gp), Quaal’s feather token (whip) (42 gp), History of 
  Highfolk (4 gp), Weapons and Armor (200 gp). 
   
  Encounter Two (Room B) 
  APL 2 – loot (83 gp), scroll of lesser sonic orb (2 gp), pearl 
  of power [1
  st level] (83 gp). 
   
  APL 4 – as APL 2 plus dust of appearance (175 gp) 
   
  APL 6 – as APL 4 plus sovereign glue (200 gp) 
   
  APL 8 – as APL 6 plus Quaal’s feather token (tree) (8 
  gp), ioun stone (clear spindle) (416 gp) 
   
  Total Possible Treasure 
  APL 2: L: 215 gp; C: 8 gp; M: 338 gp  - Total: 400 gp 
  APL 4: L: 215 gp; C: 8 gp; M: 513 gp  - Total: 600 gp 
  APL 6: L: 215 gp; C: 8 gp; M: 713 gp  - Total: 800 gp 
  APL 8: L: 215 gp; C: 8 gp; M: 1137 gp  - Total: 1200 gp 
   
  Special 
  History of Highfolk:  A musty tome taken from the 
  bowels of a hidden shelter, this book can be used to great 
  benefit by those with the Knowledge (history - Highfolk) 
  skill.  A treatise on the long history of the Highfolk 
  region (including before it was known as Highfolk), this 
  book grants its readers a +2 circumstance bonus to 
  Knowledge (history - Highfolk) skill checks if they take 
  the time to page through it while making the check.  
  Market Price:  50 gp; Weight: 15 lbs. 
   
  Weapons and Armor: The Art of Enchanting:  A 
  wizard’s dream, this tome is an extensive book on 
  enchanting weapons and armor.  With it, arcane 
  spellcasters with the Craft Arms and Armor feat gain 
  access to create (and only create) weapons with the 
  following enhancements:  +2, bane (humans), and 
  anarchic.  These spellcasters can also create (and only 
  create) armor with the following enhancements:  +2, 
  glamered, and shadow.  Market Price:  2400 gp; Weight: 
  20 lbs. 
   
   
  Ghostly View 
   
  Page 11 
  
  Lesser Sonic Orb 
  Evocation [Sonic] 
  Level: Sor/Wiz1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to five creatures or objects, no two of which 
  can be more than 15 ft. apart 
  Duration: Instantaneous  
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  An orb of sound about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of sonic damage. 
  You must succeed at a ranged touch attack to hit your 
  target. If you miss, there is no splash damage. 
   
  For every two levels of experience past 1st, you gain 
  an additional orb that you shoot at the same time. You 
  have two at 3rd level, three at 5th level, four at 7th level, 
  and the maximum of five orbs at 9th level or higher. If 
  you shoot multiple orbs, you can have them strike a 
  single creature or several creatures. A single orb can 
  strike only one creature. You must designate targets 
  before you roll for SR or roll damage. 
   
  Reprinted from Tome and Blood, pages 92-3.  
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
   
  Wand of grease (Adventure, DMG)  
  Quaal’s feather token (whip) (Adventure, DMG) 
   
  History of Highfolk (Adventure, see above) 
  Weapons and Armor: The Art of Enchanting 
  (Regional, see above) 
  Scroll of lesser sonic orb (Adventure, see above) 
   
  l
   
  Pearl of power (1
  st level) (Adventure, DMG) 
   
  Everburning torch (Adventure, DMG) 
  APL 4 (all items from APL 2, plus the following): 
   
  Dust of disappearance (Adventure, DMG) 
  APL 6 (all items from APLs 2-4, plus the following): 
   
  Sovereign g ue (Adventure, DMG) 
  APL 8 (all items from APLs 2-6, plus the following): 
   
  Quaal’s feather token (tree) (Adventure, DMG) 
  Ioun stone (clear spindle) (Adventure, DMG) 
   
  Ghostly View 
   
  Page 12 
  
  Appendix One 
  APL 2 Encounters
  Encounter Four 
  � Abyssal Dire Rats:  Small Magical Beast; HD 1d8+1; 
  hp 5; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 
  size, +3 Dex, +1 natural); Atk +4 melee (1d4 plus 
  disease, bite); SA disease, smite good; SQ scent, 
  darkvision 60ft, cold and fire resistance 5, SR 2; Fort +3, 
  Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis 12, 
  Cha 4. 
   
  Skills:  Climb +11, Hide +11, Move Silently +6.  
  Feats:  Weapon Finesse (bite). 
   
  SA:  Disease (Ex):  Filth fever—bite, Fortitude save 
  (DC 12), incubation period 1d3 days; damage 1d3 
  temporary Dex and 1d3 temporary Con (see pg 74 in 
  DMG).   
   
  Smite Good (Su): Once per day, the abyssal dire rat 
  can make a normal attack to deal an additional 1 point 
  of damage against a good foe. 
  Ghostly View 
   
  Page 13 
  
  DMs Map 
   
  Ghostly View 
   
  Page 14 
  
  Player Handout #1 
   
  Frequent Servant of Highfolk~ 
  I have a situation most dire.  I cannot disclose the details in this letter, should it fall into the wrong hands.  I 
  trust, though, that my word will be enough to draw you back to Highfolk town.  Your assistance is necessary.  
  The task is paramount.  Come with great haste. 
   
  Urgently, 
  Paxana Eventhil 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Player Handout #2 
   
  Thank you for your speed in arriving.  Fortunately, others such as you were able to arrive with much greater 
  speed.  I have given them the task in your stead.  They will serve as well as you, I am sure. 
   
  Regards, 
  Paxana 
  Ghostly View 
   
  Page 15 
   
  
  Player Handout #3 
  This golden laced book is found in the laboratory area of the house in the hill. The cover is made with a preserved leaves 
  folded over a thin pieces of wood.  It is twenty-five pages thick, and while most are empty, you are able to pick out the 
  following (written in Draconic). 
   
  The latest entry is titled  
  Worg Creature - “Bloodfang” 
   
  The worg creature—calling itself Bloodfang—developed by those serving the Old One (under the direction of 
  ‘FMA’) has proven to be most useful.  Its fiendish abilities lend well to the missions we have developed for it.  
  Durinithmal believes we may be able to breed the creature, given the proper facilities and mates.  Perhaps he is 
  right.  It would be an amazing discovery, though I believe we should focus our efforts to finding demonic mates 
  instead of forest creatures. 
  *FMA, identity otherwise unknown, may have ties to True Elven Order 
   
  Falling somewhere near the middle, is this entry 
  Wild Elf note 
   
  Normally, this would bear little notice, but the prudent are always prepared.  It seems the grugach of the north 
  have begun a migration south.  It appears they have surrounded Quaalsten and laid siege to the Feathered City.  The 
  city will undoubtedly hold against the meager grugach forces.  More importantly though, the grugach believe they 
  are on some form of holy crusade.  Rumors abound of Solonor Thelandira herself tasking the clan chief with 
  conquest of the Vesve Forest.  Dubious, but nonetheless bearing mention. 
   
  Almost going unnoticed, in the margin of an otherwise empty page is the following: 
  “whispering stone � serpent rock � druid staff � fo    s” 
  The last bit of the word has been erased, like the rest of the book. 
   
  Ghostly View 
   
  Page 16 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/593/Normal Scenarios/HIG3-04 - Ghostly View (APL 2-8)/HIG3-04 - Ghostly View.pdf