TEXT: The Keep of the Broken Saint 
  1 
   
   
   
   
  The Keep of 
  The Broken Saint 
  An Adventure set in the Rosewood Highlands 
  For characters Levels 8-10 
  WR Beatty 
  
  The Keep of the Broken Saint 
  2 
   
   
   
  The Keep of the 
  Broken Saint 
  A Highlands Location 
  And Adventure 
  For Characters Levels 8-10 
   
   
   
  This adventure is set in the  
  Rosewood Highlands 
  just east of the Northern Tier,  
  near the twin mountains known as 
  Twopeaks. This adventure also ties 
  in with the scenario presented in  
  The Ghost Downs.  
   
   
   
  Writing, Editing and Layout: WR Beatty 
  Art: Public Domain, modified 
  Maps: Map 1: public domain, modified 
  Map 2 Rooms 1-17: Dyson Logos, used 
  with permission, modified 
  Map 2 Rooms 18-27: WR Beatty, © 2018 
  Rosethrone Publishing 
   
   
  The Keep of the Broken Saint uses Swords 
  & Wizards in the Highlands rules, a rules 
  variant of Swords & Wizardry, but is fully 
  compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
   
  © 2018 Rosethrone Games/WR Beatty 
   
  Swords & Wizardry, S&W, and 
  Mythmere Games are 
  trademarks of Matthew J. Finch. 
  Rosethrone Games is not 
  affiliated with Mythmere Games 
  or Matthew J. Finch 
   
  
  The Keep of the Broken Saint 
   
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  The crumbling keep of a fallen hero from ages past, The 
  Keep of the Broken Saint stands east of Twopeaks in the 
  Southern Barrier Mountains, just at the edge of the 
  Rosewood Highlands.   
   
  Some powerful magic keeps the ruins and the mysteries 
  therein from the prying eyes of the world. Rumors 
  suggest that the fallen Saint still lives… or at least his 
  ghost still haunts the ruins! Surely riches and magic await 
  the brave! 
  
  The Keep of the Broken Saint 
   
  4 
   
   
  Contents 
  Introduction and Background ......................................... 5 
  Background .................................................................... 5 
  Getting the Party Involved: ............................................ 6 
  Special Rules .................................................................. 8 
  Laying the Saint to Rest ............................................. 8 
  Diminishing Dice........................................................ 8 
  Person Hours of Work ................................................ 8 
  Marked by St. Garamon.............................................. 8 
   
  The Keep ........................................................................... 9 
  1. The Bone Trees .......................................................... 9 
  2. The Tower of the Bonedancers .................................. 9 
  3.  Bridge ........................................................................ 9 
  4. The Outer Gate ......................................................... 10 
  5. Outer Courtyard ....................................................... 10 
  6. Stables and Kennels ................................................. 10 
  7. Tower of Seven Flames ............................................ 11 
  8. Middle Courtyard ..................................................... 11 
  9. The Gallows Block ................................................... 11 
  10. Tower of the Gilded Knight ................................... 12 
  10A. The Grimstaal ...................................................... 12 
  10B. The Improbable Room ......................................... 12 
  10C. The Gilded Knight ............................................... 12 
  11. Inner Gate ............................................................... 14 
  12.  Inner Courtyard ..................................................... 14 
  13. Ruined Tower ......................................................... 15 
  13A. A Glimpse of History....................................... 15 
  13B. Those Who Dream of Yesterday ...................... 15 
  13C. Prince of the Birdmen ...................................... 15 
  13D. Roosts of the Birdmen ..................................... 15 
  13E. Roosts of the Birdmen ...................................... 15 
  14. The Manor of the Broken Saint .............................. 16 
  14A. Grand Salon ..................................................... 16 
  14B. Guards .............................................................. 16 
  14C. Long Hallway .................................................. 16 
  14D. Feast Hall ......................................................... 16 
  14E. Kitchen ............................................................. 16 
  14F. Tower stairs to second Floor ............................ 17 
  14G. Tower Stairs to Battlements ............................. 18 
  14H. Upper Hall ....................................................... 18 
  14I. The Glory of Days Gone By.............................. 18 
  14J. Bedroom ............................................................ 18 
  14K. Storage ............................................................. 18 
  15. The Outer Keep and Chapel ................................... 20 
  16. The Petitioners’ Courtyard ..................................... 21 
  17. The Block ............................................................... 21 
  18. Chimney Grate ....................................................... 21 
   
   
   
   
   
   
  The Dungeon ................................................................... 22 
  1. Stone Guardians ....................................................... 22 
  2. Anchandar’s Furnace ................................................ 22 
  3. The Eternal Shadow ................................................. 23 
  4. Statue of St. Ashar .................................................... 23 
  5. Window of Offering ................................................. 24 
  6. The (False) Rest of the Broken Saint ....................... 24 
  7. The Room of Ingathering ......................................... 24 
  8. Alms of the Saints .................................................... 24 
  9. Those Who Wait In Darkness .................................. 25 
  10. Trap ........................................................................ 25 
  11. Hall of Judgment .................................................... 25 
  12. Seat of the Righteous .............................................. 26 
  13. Fate of the Mocker ................................................. 26 
  14. High Priest of the Broken Saint .............................. 26 
  15. Shrine to the Broken Saint...................................... 26 
  16. The Tombs of the Lesser Saints ............................. 26 
  17. False Rest of the Broken Saint ............................... 26 
  18. The Red Prison: Gateway To the Pit of Sorrow ..... 28 
  19-27. The Disputed Tunnels ....................................... 29 
  19. Guardroom ............................................................. 29 
  20. The Pit of Sorrow ................................................... 30 
  21. 22. Guards .............................................................. 31 
  23. Royal Chamber ....................................................... 31 
  24. 25. Drones .............................................................. 31 
  26. Royal Guards .......................................................... 31 
  27. Treasury and Egg Chamber .................................... 31 
  Random Encounters ..................................................... 32 
  Encounter Reactions ..................................................... 32 
   
  Appendices ...................................................................... 33 
  New Items .................................................................... 33 
  New Spell ..................................................................... 34 
   
  Monster Statistics ........................................................... 35 
   
  Maps ................................................................................ 36 
   
  License ............................................................................. 40 
   
   
   
   
   
   
   
   
   
   
  
  The Keep of the Broken Saint 
   
  5 
   
  Introduction and Background 
   
   
   
  Background 
  Generations ago, the Rosewood Highlands was a land 
  haunted by demons and devils and other creatures 
  from the Outer Darkness. The Holy Church revolted 
  against this tide of evil and drove many of the beasts 
  of darkness back to their hell home or trapped them 
  in prisons in the mortal realm.  Garamon the Pious, a 
  powerful leader in the Holy Church and an 
  accomplished warrior for the cause of the Light, 
  defeated so many hellspawn that his heart grew heavy 
  for their damnation and began to try to redeem the 
  evil ones to the Light. He gathered like-minded 
  brothers together, priests and warriors and holy men 
  from far and wide, and founded the Brotherhood of 
  the Chain whose sole purpose was to bind demons 
  and turn them back to the Light. 
   
  While the Brotherhood of the Chain gained power 
  and influence, Garamon became more and more 
  disillusioned by the brutality of the demonic 
  inquisition and recanted his belief in the salvation of 
  the evil ones from the Outer Darkness. Garamon was 
  imprisoned by the leaders of his monastic movement 
  and, eventually, was burned at the stake as a heretic.   
   
  Tradition (and official history) says that while 
  Garamon’s body was burning, a light shined brightly 
  down from heaven and a voice boomed out, “Thou 
  hast been a faithful servant and friend. Heaven opens 
  its arms to thee.” At that, St. Garamon’s burning body 
  shot from the flames to heaven itself.  
   
  Reality, of course, is a little more complicated. St. 
  Garamon was burned at the stake, but the Archmage 
  Arwas-Dar had bestowed upon him the ability to 
  assume Fire Elemental shape.  When he was burned 
  at the stake, Garamon transformed and rampaged 
  throughout the region, wreaking havoc on the 
  Highlands. He attacked Arwas-Dar and stole the Rod 
  of Arwas-Dar, an artifact with the power to raise the 
  dead. Unable to face eternity with the pain and 
  suffering he had caused on his conscience forever, 
  Garamon holds the Rod at all times and draws enough 
  of the magic from the artifact to keep himself alive, 
  brooding over his plight, seeking reprieve.  
   
  The keep’s location has been stricken from nearly all 
  historical records and is magically hidden from all 
  but the most powerful divination magic (contacting 
  powerful otherworldly beings – saints, gods, demons 
  and the like – or something as powerful as a wish, 
  perhaps).  
   
   
   
  The Keep of the Broken Saint is a short adventure location 
  suitable for characters levels 8-10.  It is designed using the 
  Swords and Wizards in the Highlands rules variant but is fully 
  compatible with Swords & Wizardry and most old school 
  rulesets. 
  
  The Keep of the Broken Saint 
   
  6 
   
   
   
  Getting the Party Involved: 
   
  1. All that backstory is well and good, but the players probably 
  won’t care.  Except, perhaps, for the rumor that The Broken 
  Saint has magic that can cause a man to transform into a Fiery 
  Spirit. Or that he might have the Rod of Arwas-Dar (a hint to 
  which lies in The Ghost Downs and the Village of Arwadar).  
   
  2. Birdmen, seeking to reestablish their kingdom in the 
  Southern Barrier Mountains drop out of the sky and land, 
  bowing before the PCs, asking for their help to “rid the 
  palace of the Glitterwing menace, to reclaim the Throne 
  of Men.” They assure the party that their Prince will be 
  most appreciative and that they can keep any treasures in 
  the “human infested” places they find.  The birdmen 
  simply want their ancestral home back. (see Keep area 
  13 and Dungeon Area 19-27) 
   
  3. A young man runs past them, terrified. If they 
  stop him, he raves: “The trees are bones and they 
  dance in the night. Forward is backward. The 
  flying dragons will eat you alive!” He 
  encountered the bone trees (Keep area 1), the 
  Bonedancers (keep area 2) and Durant, the 
  Sepulchre Master (Keep area 2) before running 
  across the bridge (Keep area 3) - or attempting to 
  do so, multiple times, before fleeing the area 
  because of the giant dragonflies. He will run 
  another 2 hours before falling, exhausted and 
  passing out for 12 hours. 
   
  4.  Guermont, a homesteader, is traveling 
  in a heavily weighed down wagon.  He 
  has broken an axle.  He is transporting 
  a runestone that he found while 
  clearing his land.  He has no idea what 
  it says and is trying to take it to a 
  village priest or hedge wizard or witch 
  who can, he hopes, translate the runes. 
  He will be reluctant to part with the 
  stone but will be eager to hear a 
  translation of the runes if anyone is 
  able.  They are old Northman Runes.   
   
  Divination/augury 
  or 
  research 
  (based on the runes) might reveal 
  some or all of the following: 
   
  • 
  Twin Sisters/Daughters is 
  Twopeaks, a pair of mountain 
  peaks in the Barrier Range in the 
  north 
  • 
  The ruins of a paladin’s keep lies east 
  of Twopeaks. 
  • 
  Resurrection magic can be found there. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If translated, the runes say the following: 
   
   
  +Sunrise on the Twin Sisters (Daughters?) in (by? through?) the north 
  +Find (achieve?) the crumbing (broken? fallen?) stones of the Holy  
  Man (Godly Man? Saint?) 
  +Eternal life (resurrection? new life?) in hand (in reach? attainable?)  
  +Truth (right? righteousness?) crumbling (broken? fallen?) made truth  
  (right? righteousness?) in (by? through?) death 
   
  
  The Keep of the Broken Saint 
   
  7 
   
  5. Suberian the Blue, a Demonologist, found a book called 
  On the Nature of Redemption and the Outer Darkness, 
  written by “Garamon the Least.” He has been unable to 
  divine much information about the author except: 
   
  • 
  Garamon the Least is St. Garamon the Pious 
  • 
  He was martyred more than 200 years ago 
  • 
  The church has been searching for him at least for 
  150 years 
  • 
  He had ties to the Northern Tier of the Rosewood 
  Highlands 
  • 
  No spiritual being contacted is able to speak to St. 
  Garamon’sstatus: alive or dead? Where is his 
  immortal soul? Where is his body? 
   
  Suberian might hire a capable group with a decent 
  reputation to search for Saint Garamon or, at least, for 
  more of his works or artifacts. He is especially interested 
  in any books that speak to the nature of beings who 
  dwell in the Outer Darkness. 
   
  6. The archmage Arwas-Dar created many powerful 
  magical artifacts before his untimely death. One of these 
  items, an artifact with the power to raise the dead, is said 
  to be somewhere in the Barrier Mountains, near 
  Twopeaks. All attempts to divine its precise location 
  have been frustrated. 
   
   
   
   
   
   
   
  7. A letter, tucked in an old prayer book: 
   
  Thoman, the Lord of the Green Bower, Light of the 
  Highlands, to Ambras the Circle Host, Light be on you.  
   
  Our travels in the Highlands took us into the foothills of 
  the Endless Mountains, traveling as we were with the 
  Brothers of the Chain who seek the darkest of creatures 
  in their deep holes and hideaways.  
   
  A storm not seen since the Light split the Darkness fell 
  upon us in rain and hail and wind so strong our horses 
  stumbled. We found shelter in the Keep of the Broken 
  Saint, who I dare not name in writing, but whose name 
  you know well. For four days the storm raged and our 
  Host, or rather his attendants and eternal servants, 
  made us welcome and comfortable during our sojourn.  
   
  When the storm abated, and the sun rose, we found we 
  were just east of the Twin Sisters, far to the east of the 
  Great Mountain, north from the Witch’s Elbow in the 
  Green River.  
   
  Months later, as we passed through the region on our 
  return journey to the High Lord, we sought our gracious 
  host to offer thanks for his hospitality. But there was no 
  trace of our host or even his home. 
   
  We hope one day to return, to, we hope, speak to this 
  Broken Saint and seek his wisdom and guidance.  
   
  Grace and peace to you as the Light shines on you. 
   
   
   
  
  The Keep of the Broken Saint 
   
  8 
   
   
   
  Special Rules 
  Laying the Saint to Rest 
  Killing the Broken Saint solves his problem – even if it is 
  against his will – sending his troubled soul to its eternal rest. 
  When he dies, his body explodes in a holy, healing light: all 
  who are within 30’ radius of his death will be healed 1d8+6 
  hp and receive the effect of a Bless spell for 1d4 days. 
     
  In addition to freeing the Broken Saint, killing Garamon 
  releases all the Undying Servants from their bondage as well 
  as freeing the Grimstaal and the Golden Knight from their 
  vows to servie the Saint.  
   
  The person or persons responsible for finally laying the 
  Broken Saint to rest can muster the Full Host of the Broken 
  Saint one time. 
   
  Killing the Broken Saint creates other problems: all of the 
  remaining undead will be drawn toward those who have laid 
  Garamon to rest.  
   
  The skeletons in Keep area 5 (Outer Courtyard) animate and 
  1d20+12 of the corpses in Keep area 12 (Inner Courtyard) 
  animate as Desecrated Corpses and these undead beings 
  pursue those responsible for Garamon’s death tirelessly. 
   
  Diminishing Dice 
  Occasionally the adventure will call for “diminishing dice.” 
  This means that for each prescribed length of time (round, 
  turn, day, etc.) roll the indicated die.   
   
  If a 1 or 2 is rolled, the next time the die is rolled use the next 
  smaller die. Continue until a 1 or 2 is rolled on a d4, ending 
  the diminishing dice chain for that effect.  
   
  For example, the trap at Dungeon area 10 does “4d6 fire 
  damage, diminishing dice.” 
   
  If the damage done is 3-6 on any of the dice, the next round 
  the GM again rolls a 1d6 for damage.  In any round that the 
  damage rolled is a 1 or a 2, the subsequent round’s die 
  becomes a 1d4. Thus, the second round’s damage might be 
  3d6+1d4. The next might be 2d6+2d4. Etc. This continues 
  until the GM rolls a 1 or a 2 on 1d4 for the last round of 
  damage in the chain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Person Hours of Work 
  Occasionally, the text will call out the 
  fact that it takes x-person hours to 
  accomplish a task.  If four characters 
  work four hours each, the total is 16-
  person hours of work. 
   
  Marked by St. Garamon 
  The inhabitants of the Keep are so closely 
  linked with their master, St. Garamon the 
  Pious, the Broken Saint, that they can sense 
  the presence of items bearing his mark or 
  items that he has used. Many times a note 
  will be made that those marked by St. 
  Garamon are able to do something, while 
  something else happens for those who are 
  not marked by St. Garamon.  
   
  “Marked” can be a 
  literal mark (like the 
  branding offered in 
  Dungeon area 3) or 
  one of St. Garamon’s 
  medallions. It also 
  includes pages from 
  his books, a Staff of 
  St. Garamon, etc.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Note About Undead: 
  Nearly all undead in the Rosewood Highlands drain 
  ability scores, though most only temporarily. Skeletons, 
  for example, drain 1 Strength point per successful hit 
  while Zombies drain 1 Constitution point. The attribute 
  loss lasts for 10 minutes per HD of the undead unless 
  the creature’s description says otherwise (for example, 
  attributes drained by wights, wraiths and spectres are 
  permanent unless magically healed). 
  
  The Keep of the Broken Saint 
   
  9 
   
  The Keep 
   
  1. The Bone Trees 
  Lining the path here are a dozen trees, each fashioned from 
  thousands of bones, clinking slightly in the breeze. 
   
  If a mortal approaches not bearing the mark of St. Garamon, 
  these bone trees will be animated into Skeletal Horrors by 
  the Bonedancers in the Tower (Keep area 2). 1d6 Skeletal 
  Horrors animate per round per Bonedancer.  Those marked 
  by St. Garamon may pass freely. 
   
  2. The Tower of the Bonedancers 
  The door is locked.  
   
  In the southern chamber are three Bonedancers who guard 
  the bridge.  If intruders are spotted, they begin their dance, 
  animating the bones from the bone trees outside into Skeletal 
  Horrors.  If mortals gain access to this chamber, the 
  Bonedancers stop dancing and bow reverently toward the 
  figure in the northern chamber. A window looks out over the 
  chasm and an archway separates the southern and northern 
  chamber. 
   
  In the northern chamber, seated on a throne fashioned from 
  dragon’s bones, is a skeletal figure in white robes, holding a 
  staff. This is Durant, a Sepulchre Master, who will greet 
  with a whispering voice any mortals who gain access to this 
  chamber: “Well done, mortals! Thou hast proven thy 
  cunning and might. Dost thou seek entreaty with the Broken 
  Saint, mayhaps?”  
   
  His follow-up is always, “What, then, do ye offer? How 
  bringest thee?” 
   
  More than any material possession, Durant craves 
  knowledge. If offered a book, a new spell or some kind of 
  unique information, he will hold out the staff he bears, 
  offering it with a warning, “The paths of the Broken Saint 
  are not to be tread lightly. This staff bears the mark of my 
  master who will be pleased to see it again. Take it on your 
  journey. May the Light shine upon you.” He will warn the 
  party that only those “Marked by the Master” may pass 
  freely throughout the Keep – but won’t elaborate on what 
  that means… 
   
  If attacked, Durant responds with his teleport attack (that 
  looks like magical fire) or with the Staff of St. Garamon 
  the Pious. In addition, he will summon the Bonedancers to 
  resume their dance or attack with their wicked knives.  
  Roll 
  1d20 
  Teleport 
  Destination 
  1-7 
  1 Mile in a random direction 
  8-10 
  Bone Trees, Keep area 1 
  11 
  The Block, Keep area 9 
  12 
  Middle Courtyard, Keep area 8 
  13-16 
  Hall of Judgment, Dungeon area 11 
  17-19 
  Locked Cell, Dungeon area 18C 
  20 
  Pit of Sorrow, Dungeon area 20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3.  Bridge 
  This bridge seems to be fashioned 
  from a single, thick slab of marble 
  hanging across this 200’ deep chasm. 
  Halfway across is a 2’ thick archway 
  spanning the width of the bridge, 
  with an opening about 12’ high.  
   
  The archway is magical, causing those 
  who do not bear the mark of St. Garamon 
  to instantly be teleported 180 degrees. 
  Thus, anyone walking south through the 
  archway exits the archway to the north, and 
  vice versa.  A person bearing a mark of St. 
  Garamon (they carry a Staff, an icon, a 
  book or letter written by him, etc.) would 
  pass freely through the arch.  
  Dispel magic negates 
  the effect of the magic 
  of the arch for one 
  round per level of the 
  caster.  
   
  Nesting on the underside of the 
  bridge is a small swarm of Giant 
  Dragonflies (17 of them). 
   
   The dragonflies don’t attack for damage, but if they 
  successfully hit a target, that creature must save (vs. Dragon 
  Breath) or be knocked prone. Anyone who does fall must 
  make a second save (or Dexterity check) to avoid falling off 
  the bridge (clever ideas might grant a bonus to the second 
  save). The chasm is 187 feet deep. 
   
  The nest is a series of low mounds formed of mud, branches 
  and straw, clinging to the underside of the bridge where they 
  collect shiny things, mostly bits of glass and metal, but have 
  accumulated 153 sp, 44 gp, an emerald (100 gp), a ruby (200 
  gp), a garnet (200 gp) and a small diamond (400 gp).  
  
  The Keep of the Broken Saint 
   
  10 
   
  4. The Outer Gate 
  The stout gate is closed and locked.  The door, only about 6’ 
  wide, is carved in bas relief depicting two horned and winged 
  demons, bound in chains. Above the gate, standing on the 
  wall, are two stone human-like figures, staring down at the 
  space in front of the gate.  
   
  The door is magical. A Staff of St. Garmond touching the 
  door will unlock it and open it.  
   
  The two figures carved into the door are Sentinel Demons, 
  magically bound to the door.  
   
  If the door is damaged or if an attempt is made to open 
  the door from the north side (without a key or a Staff 
  of St. Garamond), the demons animate and attack. The 
  chains binding the demons (around the necks) lead up 
  through the top of the doorframe and are attached to 
  the stone figures atop the wall. These are two Stone 
  Guardians who wield the Spirit Chains controlling 
  the demons. 
   
   If the chains are broken, the demons will be freed 
  (and will attack the Stone Guardians).  
   
  Likewise, if the Guardians are killed, the demons are 
  freed (roll on the reaction chart in this case). If the 
  Sentinel Demons are killed, the Stone Guardians 
  will merge into the stone wall.  
   
  The easiest way to bypass these 
  demons, for those without a staff or 
  key or some other token of St. 
  Garamon, is to go over the wall and 
  open the door from the southern 
  side. The Stone Guardians, and by 
  extension the Sentinel Demons, 
  will not attempt to stop anyone 
  who does so.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5. Outer Courtyard  
  Hundreds of poles stand in this courtyard, a skeleton impaled 
  upon each one (347 to be exact). The poles and skeletons are 
  non-magical.  Nothing will happen if they are hacked apart, 
  blown up or otherwise molested. However, the skeletons 
  can be animated by the Bonedancers (in Keep area 2 or 14D) 
  if appropriate. If St.Garamon is laid to rest the Bonedancers 
  will animate all of these skeletons who will attack those who 
  laid him to rest and pursue tirelessly. 
   
  A large fountain stands in the center of this courtyard, topped 
  with a statue of Saint Garamon the Pious. The water is 
  magical, provided it is consumed directly from the fountain. 
   
   
   
   
   
   
   
   
   
  6. Stables and Kennels 
  Mostly in ruins, parts of this area can still provide 
  shelter from the elements. The area is haunted by 
  the spirits of the Stable Master, Gallien (a Ghost) 
  and the Stable Hands (6 Spectral Haunts). 50% 
  chance of encountering either. 
   
  Gallien murdered the Stable Hands and was 
  executed for his crime.  The Stable Hands were 
  wholly devoted to St. Garamond, a devotion that 
  has bound them in death.  
   
  The Spectral Haunts and the Ghost 
  hate one another and do mock battle 
  frequently, though their attacks have 
  no effect on one another.  
   
  Laying St. Garamond to Rest 
  will release the Spectral Haunts 
  from their unilfe. Gallien will 
  continue to rage against the 
  living and the dead until he is 
  destroyed.  
   
   
   
  Roll 
  1d20 
  Effect of Drinking 
  Fountain Water 
  2 
  Reduced to 1 hit point 
  3-4 
  No effect 
  5-9 
  Healed 1 hit point 
  10-11 
  Cure disease, poison or remove 
  curse 
  12 
  Fully healed 
  
  The Keep of the Broken Saint 
   
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7. Tower of Seven Flames 
  This seven-storied tower is laid out exactly the same way on 
  each floor: a larger northern chamber, a smaller southern 
  chamber, with an archway separating them. Each southern 
  chamber has a small stone box on which is a brass lamp. 
  There is no direct connection between the floors (no stairs or 
  ladders) though every floor has two windows in the southern 
  chamber. None of the brass lamps are lit (or have oil in 
  them).  
   
  The first story has a secret trap door in the floor which leads 
  down to a room in the Dungeon (Room 2). Hanging on the 
  north wall of the second story is a silver tipped hunting horn 
  (the Horn of the Silver Host - sounding it will rouse the 
  Host of the Broken Saint as well...), on a large book stand on 
  the fifth story stands open a journal of Garamon the Pious 
  (the years from his youth spent at the monastery), and 
  hanging on the north wall of the seventh story is a large (6’ 
  diameter) silver mirror. 
   
  If all seven lamps are given oil and the wicks are lit, the 
  mirror (seventh floor) allows a petitioner to seek wisdom 
  from heaven. One yes or no question will be answered for 
  each hour a petitioner spends with all the lamps lit praying 
  before the mirror. The petitioner asks the question while 
  facing the mirror and will see his or her reflection either 
  nodding for a positive answer or shaking the head for a 
  negative. A petitioner may pray and ask a number of 
  questions equal to or less than his or her level, provided he 
  or she has prayed an hour for each question asked. This 
  effect is usable once a year per person.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8. Middle Courtyard 
  This court is 10-12’ lower than the surrounding areas, with 
  an additional 3’ of mud covering the bottom.  In the central 
  area, the mud is raised up in a mound, rising above the level 
  of the mud 15’ at its apex.  
   
  The South East wall is damaged and covered in mud.  
   
  The mound is a sleeping Mud Dragon, a lesser type of 
  dragon. If disturbed, it will rise up and attack (it is facing 
  west, its tail curled around to the east and north). A Mud 
  Dragon attacks with a glob of sticky, acidic mud that it spits 
  at its target(s), it flings mud balls, and it attacks with very 
  sharp claws and bite. A Mud Dragon has no wings and 
  cannot fly but can glide through mud very quickly.  
   
  Mixed in the mud is the Mud Dragon’s treasure: 
   
  Gems: 10 gp Hematite, 10 gp Turquoise, 1000 gp Amethyst, 
  1000 gp Aquamarine, 45 gp Blue Quartz, 500 gp Amethyst, 
  500 gp Spinel, 6 gp Eye Agate, 600 gp Alexandrite, 650 gp 
  Spinel 
   
  Jewelry: 1800 gp Gold Statue of St. Matias, 1000 gp Silver 
  Locket with a dragon design, 3000 gp Gold Box Chain, 
  12000 gp Buckle, studded with 12 rubies and 4 diamonds. 
   
  Magic: Rope of Entanglement, Sword +1, +2 vs. magic-
  using and enchanted creatures, Sword +2, Dragon Slayer, 
  Map to Magic Treasure: labyrinth of caves found in lair. 
  [Elixir of Youth, Potion of ESP, Elixir of Life, Potion of 
  ESP, Fire Breath], Scroll of Protection - Magic  
   
  9. The Gallows Block 
  An 8’x10 stone platform rises about 10’ above the mud level 
  here.  The block has a 4’ square locked and hinged rusty iron 
  grate in the center of the platform.  Wooden stairs ascend the 
  north side of the platform.   
   
  The shaft beneath the grate drops 100’ to the muddy pool at 
  the bottom of the Pit of Sorrow (Dungeon area 20). Anyone 
  who is not an accomplished diver who drops through the 
  shaft will take 3d6 hp damage (save for half) falling into the 
  muddy pool. An accomplished diver takes 1 hp damage. 
  
  The Keep of the Broken Saint 
   
  12 
   
  10. Tower of the Gilded Knight 
   
   
   
   
   
   
   
   
  10A. The Grimstaal 
  Three gremlin-like creatures live here: the Grimstaal.  Each 
  is a different color:  
  • 
  a fat and lumpy yellow-skinned 
  • 
  a small blue-skinned 
  • 
  a larger, winged green-skinned  
   
  If encountered within the tower, the three creatures will be 
  bickering with one another over which one of them actually 
  “broke the toad.” 
   
  The Grimstaal are symbiotic creatures: If the blue or yellow 
  Grimstaal are killed, their HD and abilities are magically 
  merged into the remaining Green Grimstaal (who will, 
  sometime later, divide into three unique creatures again). If 
  the Green Grimstaal is killed, the blue and yellow dissolve 
  into colored smoke the following round (which will merge 
  with the corpse of the Green, and sometimes later divide into 
  three unique creatures again). The only way to completely 
  destroy the Grimstaal is to banish all three to the Outer 
  Darkness. 
   
  Green Grimstaal: the largest and strongest of the 
  Grimstaal, Green Grimstaal can cast illusion magic three 
  times per day (each): darkness, blur, hypnotism, fear. Green 
  Grimstaal have darkvision. 
   
  Blue Grimstaal: the smallest of the Grimstaal, Blue 
  Grimstaal have a powerful, poisonous bite (save vs. poison 
  or fall unconscious for 1d20 rounds). They are immune to 
  magic. 
   
  Yellow Grimstaal: innately magical beings, able to cast the 
  following at will, once per round: mirror image, change self, 
  magic mouth. In addition, 3x per day a Yellow Grimstaal 
  can become invisible for 1d8 turns and once per day can 
  polymorph self. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10B. The Improbable Room 
  This one is a little difficult to come to grips with: this 
  room is like an infinity loop (Mobius strip) - a single 
  wall that curves back onto itself so that it appears that 
  there are two copies of everything that enters the room 
  about 20’ apart - the copy moving exactly as the original 
  (since it IS the original).  
   
  Everything moves away from the starting point right 
  back to the starting point.  Thus, an arrow shot from the 
  entry toward the “copy” of the entry will arrive 
  BEHIND the shooter (perhaps to devastating effect…). 
  All magic works normally - such as fireball or teleport 
  - WITHIN the confines of this infinite loop (thus, 
  teleporting will always bring a person right back to the 
  entry).  
   
  Exiting this Level: 
  • 
  The stairway down to 10A remains open and 
  accessible – in fact, it is the only staircase actually 
  here. 
   
  • 
  Wish, Planeshift, Astral/Ethereal magic, and other 
  types of powerful and/or interdimensional magic 
  will allow the caster to escape. 
   
  • 
  Dispel magic will open access to a stairway to the 
  third floor (10C) for one combat round per level of 
  the caster.  
   
  10C. The Gilded Knight 
  A Fay Creature, nearly immortal, the Gilded Knight looks 
  like a slender, short man with sharp, pointed features, with a 
  long black mustache and golden skin.  
   
  He sits unmoving on a throne of dragon-skin leather, 
  watching an endless panoply human misery played out on 
  the misty surface of a green pool before his throne (Vision 
  of the Heart).  
   
  The Gilded Knight fights with a gem-encrusted magical axe 
  (Winter’s Blight) and wears magical gilded plate armor 
  (The Gift of the Fey) and a magical shield (Light’s 
  Defense).  
   
  He can cast teleport, magic missile and bless/curse as a 7th 
  level caster, 3x per day, and can assume gaseous form once 
  per week, but must remain in gaseous form for 24 hours if 
  he does so. 
  The door to this tower is locked. The Gilded Knight (10C, below) 
  has the key. 
   
  The only way into the second floor of the tower (10B, the 
  Improbably Room) is via the stairs on the first or third floor.  Level 
  1 (10A) is accessible via the door and window, level 3 (10C) via 
  a window, stairs from 10B or somehow through the roof.  
  
  The Keep of the Broken Saint 
   
  13 
   
   
   
  
  The Keep of the Broken Saint 
   
  14 
   
  11. Inner Gate 
  This gate is banded oak with an iron portcullis, though both 
  are normally kept open. 
   
  If intruders (those not marked by St. Garamon) have entered 
  the Keep or attempt to pass through the gate, the Gilded 
  Knight (10C) and the Grimstaal (10A) will pursue the 
  intruders to confront and expel, if possible - or to kill if 
  necessary.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12.  Inner Courtyard 
  Here are hundreds (211) of corpses propped up as if 
  cheering, facing the tower ruins. These are long dead 
  worshippers of St. Garamond propped up and tended by the 
  1d6 Undying Servants (see Keep area 14) who tend to the 
  Broken Saint.  
   
  Fifteen Host of the Broken Saint guard this area as well. 
   
  If St.Garamon is laid to rest, 1d20+12 of these corpses 
  animate as Desecrated Corpses and pursue tirelessly the 
  party responsible for sending their master to his final rest.  
   
   
   
  
  The Keep of the Broken Saint 
   
  15 
   
  13. Ruined Tower 
  This five-story tall, square tower is largely in ruins.  The 
  bottom two stories are mostly intact, while the upper three 
  are tumbled and broken. Undead inhabit the lower floors, 
  birdmen seeking to reclaim their ancestral home now roost 
  in the upper floors. 
   
  13A. A Glimpse of History  
  Many ghostly forms mill about the room, dressed for a 
  costume ball.  The figures dance and run and fade in and out, 
  so it is difficult to determine exactly how many are actually 
  in the room.  They make no sound. 
   
  The ghostly figures swarm toward any mortal who enters the 
  room – not in a threatening manner, but nevertheless in a 
  chaotic and confusing display of movement. 
   
  Among the harmless ghostly figures are two actual ghosts 
  who will attack as the figures swarm, doing 1d8 hp damage, 
  draining 1d3 points of Constitution and stealing 10 years of 
  live per Constitution point drained. The presence of the 
  ghosts causes fear (per the spell – save vs. magic or flee in a 
  random direction for 1d6 rounds).  
   
  Anyone killed by the ghosts rises again in 1d4 days as a 
  costumed ghostly form who will forever haunt this 
  chamber… unless both the actual ghosts are killed, which 
  releases all the ghostly forms.  
   
   
  Buried beneath a loose flagstone in the middle of the floor is 
  an oak box containing 157 gp and a scroll (protection from 
  demons). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  13B. Those Who Dream of Yesterday  
  Staring out the window are four gaunt old men, robed and 
  hooded. Their mouths and noses are sewed up with black 
  thread.   
   
  These Tireless Watchers will not react to anything 
  happening in the room unless one or more of them is 
  touched. This breaks the spell of the Tireless Watcher 
  (temporarily) but enrages them. They attack with their 
  paralyzing gaze and touch which drains 1d4 Constitution 
  points per hit. 
   
  13C. Prince of the Birdmen 
  Most of the four walls remain on this level and the floor is 
  mostly intact. 
   
  Ka’ashkaa, Prince of the Birdmen, roosts here with 4 
  Royal Guards.  
   
  Ka’ashkaa will want to parley with any mortals who might 
  be willing to help him eradicate the Glitterwing interlopers 
  who have infested the Birdmen’s home (Dungeon areas 19-
  27, the Disputed Tunnels).  He wants to reclaim, “The 
  Throne of Men” from the intruders. 
   
  He will offer any and all treasure in the tunnels (except the 
  Glitterwing eggs in Dungeon area 27) and he has no interest 
  whatsoever in the keep itself, so will not concern himself 
  with any of those areas.  
   
  The prince wields a magic sword (Silvertongue) and wears 
  a ring of regeneration on a talon on his right foot. 
   
  13D. Roosts of the Birdmen 
  Three of the walls are crumbling on this level and much of 
  the floor has rotted away. 
   
  Two Royal Guards and six Birdmen roost here. The 
  Guards wield 6 javelins each and are also armed with short 
  swords (in addition to their talon and beak attacks) while the 
  other Birdmen fight with short swords and daggers.  
   
  13E. Roosts of the Birdmen 
  Only one wall remains semi-intact on this level and there is 
  no floor.   
   
  Eight Birdmen cling to cracks and crevices in the walls here.  
  They fight with short swords and daggers.  
   
   
   
  
  The Keep of the Broken Saint 
   
  16 
   
  14. The Manor of the Broken Saint 
  There are 127 Undying Servants in the Keep - some located 
  in individual rooms (see below), some encountered 
  randomly here and elsewhere in the Keep.  The Undying 
  Servants spend eternity performing their services - cleaning, 
  serving, advising, etc. If all 127 Undying Servants are 
  encountered and defeated, there will be no more (regardless 
  of what the room descriptions say…) 
   
  14A. Grand Salon 
  Lavish furniture, deep 
  carpets, spotless.   
   
  Four Undying Servants 
  (skeletal figures in clean, 
  well-pressed 
  white 
  robes) 
  wander 
  about 
  tidying up. Anything the 
  party moves will be 
  moved back, any mess 
  the party makes will be 
  cleaned up.   
   
  The only way to get a 
  response from Undying 
  Servants is to attempt to 
  prevent them from doing 
  their eternal work - 
  which causes them to 
  attack mercilessly.  
   
  14B. Guards 
  Four 
  Host 
  of 
  the 
  Broken 
  Saint 
  (plate 
  armored 
  undying 
  warriors) stand at the 
  ready.  
   
  Any who do not bear the mark of St. Garamon will be barred 
  from proceeding.  Any who act in a belligerent manner or 
  who are chased here by other denizens of the Keep will be 
  attacked. 
   
  Those marked by Saint Garamon may pass freely.  
   
  14C. Long Hallway 
  Each T on the map marks a standard pit trap. 1d6 falling 
  damage (10’ deep).  
   
  A secret Trap door in floor leads down to Dungeon Level 
  area 1. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  14D. Feast Hall 
  Seated around the large table, in a mockery of a formal 
  banquet, are 14 skeletons, posed as if eating, conversing, 
  etc…   
   
  At one end of the table are two robed skeletons 
  (Bonedancers). At the other end of the table is a skeleton in 
  a rotting priest’s garb (Unholy Priest). 
   
  The Bonedancers and Unholy Priest will not respond to 
  intruders immediately.  The Bonedancers will follow the 
  Unholy Priest’s lead.  He will question intruders in a 
  whispering, hollow voice and will allow any who are 
  marked by St. Garamon to pass as well as any who are 
  willing to try to lay the Broken Saint to rest. 
   
  14E. Kitchen 
  Six Undying Servants move chaotically through the 
  kitchen, pantomiming making a meal, scrubbing and 
  cleaning, etc. One Undying Servant sits in a large oak chair 
  before a roaring fire perusing a massive book hung on chains 
  hanging from hooks in the wall.  
   
  The book is an ancient cook book (worth about 200 gp, but 
  weighs 475 pounds and is about 3’x4’x2’) with recipes for 
  very exotic foods (like griffin flambé and dragon steak tartar 
  and unicorn stew).  
   
  The silver cutlery here is of exquisite quality worth about 
  300 gp. 
   
   
  
  The Keep of the Broken Saint 
   
  17 
   
   
  14F. Tower stairs to second Floor 
   
  A massive staircase covered by marble balconies leads to the 
  second story of the Manor. The area around the stairs is kept 
  meticulously clean.  Hanging on the wall to the right of the 
  stairs is a giant lizard carcass. 
   
   
  14F1. The Grand Entrance 
  1d4+2 Undying Servants will be sweeping and polishing 
  these stairs at any given time.   
   
  14F2. Balconies 
  Standing guard on each of these platforms are 4 Host of the 
  Broken Saint. They will challenge any who do not bear a 
  mark of St. Garamon. They fight to the death and pursue 
  tirelessly.  
   
  In addition, 4 Host of the Broken Saint archers stand ready 
  on the balcony above the stair entrance. 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  14F3. The Seneschal 
  Standing in the archway at all times is Darian the Tireless, 
  Garamon’s Seneschal.  He is cursed to remain the gatekeeper 
  for the Broken Saint’s personal chambers as long as 
  Garamon the Pious lives. Regardless of previous conflict 
  with the other denizens of the Keep, Darian will be cordial, 
  calm and business-like.  
   
  He asks, “Why seekest thou an audience with my master?” 
   
  Only those marked with a sign of St. Garamon will be 
  allowed to pass – and those with this warning, “The master 
  seeks solace in solitude. Thou tho art marked as friend of the 
  master, f thou bringest him peace, then peace be with you. If 
  thou bringest not peace, thy fate belongs to thee.” 
   
  Those not bearing a mark of St. Garamon will be told in no 
  uncertain terms that they are not welcome and asked to leave. 
  Darian will be insistent, physically barring the way up the 
  stairs.  If molested in any way, he calls for aid. 
   
  The first round, any Host in the courtyard will come to his 
  aid.  The third round, the Host From 14H will come down 
  the stairs to help.  Finally, the fifth round after Darian calls 
  for help, the Saintly Warrior from 14H comes down the steps 
  to help. 
    
     
   
   
   
   
   
   
  
  The Keep of the Broken Saint 
   
  18 
   
  14G. Tower Stairs to Battlements 
  These stone stairs are well cleaned, but hardly ever used. 
  30% chance of encountering 1 Undying Servant here 
  mopping the steps. 
   
   
  14H. Upper Hall 
  A dozen sets of full platemail stand arrayed around the room 
  which has overstuffed chairs and couches and tables and 
  bookshelves.  
   
  Milling around the room are six Undying Servants dusting 
  and cleaning, straightening vases filled with fresh flowers 
  and fluffing the cushions on the couches and chairs. They 
  will meticulously return anything displaced by the party. 
   
  Seated in one of the overstuffed chairs, reading a book (The 
  Lost Histories of the First People) is an Unholy Priest 
  named Galen Truefall. Unlike many of his kind, Galen has 
  retained a bit of his personality in unlife (he was extremely 
  devout, a scholar and a philosopher).  
   
  Galen will desire to engage in philosophical debate about the 
  meaning of life, about the meaning of faith, about the 
  existence (or lack thereof) of other gods and the power that 
  evil has in this world.  
   
  • 
  If attacked or molested, or if disrespected (he has gone 
  a bit insane over the centuries), he will call on the twelve 
  Host of the Broken Saint (the 12 suits of platemail 
  arrayed around the room) to come to his defense.  
   
  • 
  If anyone not marked by Saint Garamon tries to pass 
  into room 14I, Galen and the Host will attack. 
   
  • 
  Anyone marked by Saint Garamon may pass freely, 
  though Galen will still try to engage in philosophical 
  debate.  
   
  14I. The Glory of Days Gone By 
  This well-appointed office is kept meticulously clean by 3 
  Undying Servants who never leave this room. 
   
  Seated on a plain wooden chair, dressed in full priestly garb 
  and wearing his Crown of Consecration, is Garamon the 
  Pious, Saint of the Northern Tier.  To his left is a very tall 
  candle (Incense of Holiness), to his right, lying on the floor, 
  is a longsword (Saint’s Blessing). In addition, on his belt is 
  a keyring with a key for every lock in the keep. 
   
  Two Saintly Warriors flank the door from 14H and 8 Host 
  of the Broken Saint stand at the ready, 2 in each corner of 
  the room. 
   
  The Broken Saint, Garamon the Pious, holds the Rod of 
  Arwas Dar (Rod of Resurrection) constantly, drawing on 
  its energy to keep from dying and facing judgment for his 
  sins…  
   
   
   
   
   
  In addition to Garamon’s magic items: 
   
  • 
  He is a Tenth Level Paladin (S&W in the Highlands, 5th 
  level fighter, 5th level cleric) 
  • 
  Can assume Fire Elemental Form (new spell: Assumes 
  the form of a Medium [10 HD] Fire Elemental) 
  • 
  Spells: Cure Light Wounds, Light, Remove Fear, 
  Silence 15’ radius, Snake Charm, Spiritual Hammer, 
  Cure Blindness, Glyph of Warding 
  • 
  Regenerate 1hp per round when in contact with the Rod 
  of Arwas-Dar 
   
  For those entering the chamber: 
   
  • 
  If not marked by St. Garamon in some way, the Saintly 
  Warriors and Host move to attack. 
   
  • 
  If marked by St. Garamon, the Broken Saint will not 
  look up at the intruders, will appear to not listen and will 
  likely not respond to any requests. 
  • 
  If he is presented with a Staff of Saint Garamon, he 
  will sigh deeply and reach for it. If freely given, he will 
  listen patiently to anything the bearer has to say…  
  • 
  Garamon will not give up his hold on the Rod of Arwas-
  Dar – it will have to be removed from his dead hands. 
   
   
  14J. Bedroom 
  Thick dust, unused. No creature enters the Private Chamber 
  of the Broken Saint without his permission, which he has not 
  given in over a hundred years. On a small shelf on the 
  southeastern wall are four handwritten books: The Journal 
  of Garamon of the Northwood (the last dozen pages are torn 
  out), On the Nature of Demons, Piety in the Outer Darkness, 
  and To Lead the Darkness to the Light.  
   
  While St. Garamon the Pious authored all of these works, he 
  has disavowed them. They are worth 50 gp each to a general 
  book collector, 75 gp each to a religious book collector and 
  250 gp each to a Brother of the Chain. 
   
  14K. Storage 
  Scriptures, chalice, priestly garb, prayer books, a 
  handwritten letter of confession: 
   
   
  May the holy Saints forgive a man for his 
  hubris and his blindness. Never did I see the 
  dangers of seeking to return the Lost in 
  Darkness back to the Light.  I have committed 
  many and manifold sins against the Truth and 
  the Light and my penance has been more than 
  just. May the Saints forgive me. 
   
  Garamon the Least 
   
   
  
  The Keep of the Broken Saint 
   
  19 
   
   
    
   
  
  The Keep of the Broken Saint 
   
  20 
   
  15. The Outer Keep and Chapel 
  This four-story stone building is vine and moss covered but 
  in good repair. 
   
  15A. The Common Door 
  This door is generally locked and barred from within.  
   
  15B. The Inner Door 
  This door is unlocked. 
   
  15C. The Petitioners’ Hall 
  Timber beam ceiling, two stories high, stone floor. 42 Host 
  of the Broken Saint stand at the ready in this large hall.  A 
  throne-like chair stands on a dais in the curved (northwest) 
  end of the hall. 
   
  The Host will attack any who are not marked in some way 
  by Saint Garamon, though they will not pursue beyond this 
  room and Keep area 17 (the Petitioners’ Courtyard). Those 
  who are marked by St. Garamon may pass freely. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15D. The Grand Staircase 
  The doors (15A&B) open under the grand staircase the rises 
  from about the center of the room to a landing on the 
  southeast wall, then climbs to the second story along the 
  northeast and southwest walls. 
   
  15E. The Chapel 
  Pews, prayer rugs, an altar table with skull on it, an Undying 
  Priest behind the skull, holding it reverently, in prayer, 4 
  Undying Servants milling about cleaning. 
   
  The Unholy Priest, Marstal, will acknowledge any who enter 
  the chapel with a nod and an outstretched hand inviting them 
  to sit in a pew or kneel on a prayer rug as he intones prayers:  
   
  “St. Garamon the Pious, whose skull we 
  this day lift before the Light in reverence 
  and hope of our own healing and eternal 
  joy. May this artifact of our Blessed Master 
  be a pleasing reminder of the holy duty of 
  all those in the Light to live in perfection 
  and to die in service…” and on and on. 
   
  Nothing short of seeing Garamon alive will 
  convince Marstal that this is not the skull of 
  St. Garamon the Pious. He will eventually 
  attack any who suggest this truth. If 
  presented with incontrovertible proof 
  (whatever that might look like – players are 
  uncannily creative), Marstal will collapse 
  in a heap of bones and rotted priestly 
  garb… to rise one day later as a Spectre,  
   
  15F. Underpriest Cells 
  Small bedrooms for the lesser priests: bed, 
  chair and table, bowl and pitcher, prayer 
  books, priestly garb, etc.  
   
  All are unoccupied, kept clean by 4 
  Undying Servants who come here every 
  day at noon to clean.  
   
  15G. Acolytes’ Cells 
  These small rooms each have a straw 
  mattress on the floor, a candle, a prayer 
  book and a small tin stylized sun holy 
  symbol.  
   
  One room has a small book of bawdy 
  poetry under the mattress while the other 
  room has a small leather pouch with a plain 
  silver ring (worth 25 gp) and a worn and 
  tattered note that seems to be some kind of 
  “dear John” letter. 
   
   
   
   
  
  The Keep of the Broken Saint 
   
  21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  16. The Petitioners’ Courtyard 
  Heaps of moss-covered debris: stone from the walls, 
  offerings from petitioners, skeletal remains (human and 
  animal). 
   
  Poking around the debris might turn up some interesting 
  and/or potentially useful items. Roll d20 for each person 
  hour spent searching and if a 20 is rolled, choose from the 
  following: 
   
  • A soldier's shield painted red. It's battered and dented and 
  even has a splash of dried blood. 
  • A black leather jerkin sized for a child and embossed with 
  the image of an apple. 
  • A 15-pound bag of nuts, dried berries and meats, most of 
  which has been spoiled by mold. 
  • A bronze talisman featuring the name of Joseph the 
  Revered. 
  • About a 3-foot length of a broken pole. 
  • A silver goblet (worth 5 gp). 
  • A small engraved pewter case containing several 
  paintbrushes and pots of prepared oil paints, a few sponges 
  and sheets of thick linen canvas, 50% chance of being 
  spoiled by weather, time, mold, etc. 
  • A leather quiver embossed with an image of a hammer, 
  containing 30 crossbow quarrels. A few eagle feathers are 
  tied to the carrying strap. 
  • A black linen vest with a fashionably wide button-back 
  collar. 
  • A pewter eating plate caked with old food. 
  • A mud-caked sleeved chainmail shirt with an axe symbol 
  painted on the breast in red. 
  • A red kerchief. 
  • A massive, uncut sapphire on a hempen cord necklace 
  (worth 100 gp uncut, much more if cut and polished). 
  • A 25-pound bag of rock salt marked with a red hourglass 
  mark on the bag. 
  A leather quiver embossed with an image of a ring of stars, 
  containing 20 arrows. 
  • A mace etched with a prayer to St Garamon the Pious to 
  defend the Realm from chaos, and a leather sling-strap. 
  • A battered shield. 
  • A fine curved sword with a handguard engraved with a 
  motif of candles and crescent moons. It has also a tanned 
  leather scabbard. 
  • A worn leather backpack containing a bag of moldy bacon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  17. The Block 
  This solid obsidian block has no entrances. Divination or the 
  like will reveal that it is hollow and contains a powerful and 
  evil being. It also contains several extremely valuable 
  treasures. 
   
  The Block is magically warded against most magics that 
  would allow entrance or egress through the stone: thus, 
  passwall, dimension door, teleport, and the like have no 
  effect, nor do spells like stone to mud or stone to flesh or 
  other such transmutative magics. Astral, ethereal or other 
  planar magic might allow one to gain access to the interior 
  space, as would some powerful magic like a wish. Physical 
  damage may break open the walls, though they are very thick 
  (any blow, magical or mundane, that delivers less than 25 hp 
  of damage is ignored – a wall can suffer 100 hp of damage 
  before cracking – which breaks all of the magical wards on 
  the walls… but also releases the demon within). 
   
  Imprisoned herein is Granta’al the Fire Demon, Lord of 
  the Pit of Darkness, Master of Torture and Flame, a 
  powerful demon (a Category 6 Demon).  
   
  Granta’al is able to telepathically communicate to mortal 
  beings within a 50 radius and will do so if able (save vs. 
  spells to keep his voice out of your head). He claims to be a 
  trapped angel and will promise anything, no matter how 
  unreasonable, to any creature that can free him.   
   
  He is, of course, lying about anything he offers. 
   
  Also imprisoned here are two minor artifacts: 
   
  The Pearl of Great Price and The Scroll of True Binding. 
  Both items can be used against Spirit Beings (demons, 
  undead, angels, saints) and thus Garamon deemed them too 
  dangerous to be placed in the hands of mortals.  
   
  Granta’al will try to steal the Scroll of True Binding and flee 
  to the Outer Darkness if at all possible. 
   
  18. Chimney Grate 
  A stout, locked iron gate covering the chimneys from 
  Anchandar’s Furnace (Dungeon area 2).
  
  The Keep of the Broken Saint 
   
  22 
   
  The Dungeon 
   
  1. Stone Guardians 
  Two plain columns rise from the smooth bedrock floor, 
  supporting a high, vaulted ceiling. 
   
  Any mortal presence in the room (invisible, ethereal, etc.) 
  causes the two Stone Guardians to step out of the columns 
  and challenge the intruder(s). 
   
  Those who bear the Mark of St. Garamon may pass freely 
  while those who are not so marked will be physically pushed 
  back out of the room.  Those who resist the Guardians or 
  those who attack the Guardians are attacked.  
   
  The Stone Guardians do not pursue beyond this room and 
  two rounds after the room is cleared of living mortal beings, 
  the Guardians will step back into their columns. 
   
  A loose stone in the center of the south east wall hides a 
  small, trapped but not locked oak box.  
   
  The trap, a poison needle, is hidden in the latch, detectable 
  by careful examination. The poison takes 1 point of 
  Constitution each round until a successful save vs. poison is 
  made. Lost Constitution points regenerate at a rate of one 
  per day.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2. Anchandar’s Furnace  
  Anchandar the Artificer works a massive 
  forge here, manned by 27 Zombie attendants. 
  Achandar is cursed to work this magical forge, 
  creating a re-creating the same sword until he 
  is released by the death of Garamon the Pious.  
   
  The 
  sword, 
  Light’s 
  Champion, 
  is 
  a 
  broadsword +2, +4 vs. undead and other planar 
  creatures, glows with the effect of a Light spell 
  on command and can bestow the effect of a 
  Bless spell once per day. Cursed to disappear 
  every night at midnight as long as the Broken 
  Saint lives.  
   
  In the Southeast wall are two chimneys 
  which rise to the surface, at the Chimney 
  Grate, Keep area 18. 
   
  Anchandar is willing to brand mortals with a 3” 
  diameter mark of St. Garamon (on the chest) so 
  that they may pass freely throughout the keep – 
  for a price: the head of Garamon the Pious. He 
  will gladly brand mortals on the conditional 
  promise of Garamon’s death. 
   
  The brand is mildly magical: 
  for each day the Broken Saint 
  lives, the brand increases by 
  1” in diameter and does 1 hp 
  damage per day per inch of 
  diameter… until the Broken 
  Saint is killed, which stops the 
  progress of the brand and 
  damage (but does not shrink 
  the brand). To remove the 
  brand, remove curse must be 
  cast by a spellcaster of at least 
  12th level. 
   
  Archandar’s spells are:  
   
  Burning Hands, Charm 
  Person, Comprehend 
  Languages,  
  Invisibility, Shatter, Strength, 
  Clairvoyance, Hold Person,  
  Monster Summoning I,  
  Confusion, Fire Charm 
   
   
   
   
   
   
   
   
   
  
  The Keep of the Broken Saint 
   
  23 
   
  3. The Eternal Shadow 
  This room is magically darkened. Dispel magic will dispel the darkness for 1 round per level of 
  the caster. Light sources, magical light and the like have no effect on this magical darkness 
   
  A Shadow Fiend and two enslaved Shadows haunt this room.  They attack any living being, 
  marked by St. Garamon or not.  
   
  The doors to the southwest (to area 18) and to the northwest (to area 4) are physically and 
  magically locked.   
   
  • 
  The physical keys are with Garamon the Pious, the Broken 
  Saint (see Keep area 14I).  
  • 
  The magical key is to knock three times on the door and say, 
  “By leave of the Master, Garamon the Pious.”  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4. Statue of St. Ashar 
  A rather poorly rendered bronze statue of 
  a winged, armored warrior wielding a 
  sword and standing triumphant on the 
  corpse of a demon is shrouded in this 
  alcove. Anyone with even a minimal 
  knowledge of the Saints will know that 
  this is Saint Ashar. 
   
  The area around the statue will radiate 
  magic if detected. 
   
  This is a “trap” to dissuade any but the 
  faithful to come to the Window of 
  Offering (Dungeon area 5) and beyond. 
   
  Any creature who attempts to pass 
  without genuflecting before the statue is 
  teleported 180 degrees, no save. So, 
  passing from area 3 to 7 without 
  genuflecting turns the person back 
  toward 
  area 
  3 
  magically 
  and 
  instantaneously, no save.  
   
  Dispel magic disarms the “trap” for one 
  round per level of the caster 
   
  Those who do genuflect 
  before the statue receive a 
  blessing.   
   
  Roll on the following 
  chart to determine: 
   
   
   
   
  Roll 
  1d10 
  Blessing of 
  St. Ashar 
  1-4 
  Bless Spell 
  5-7 
  Healed 1d4 hp 
  8-9 
  Darkvision for 1d6 hours 
  10 
  Protection from Evil 1d6 
  turns 
  
  The Keep of the Broken Saint 
   
  24 
   
  5. Window of Offering 
  Frescoes painted on the walls of this alcove depict faithful 
  pilgrims flocking toward the window in the Southwest wall 
  (facing Dungeon area 8).  
   
  The window frame is trimmed in cheap gold paint and above 
  the window is a depiction of St. Garamon the Pious, arms 
  spread wide in welcome, smiling down on his flock. 
   
  Beyond the window (Dungeon area 8) is a high-ceilinged 
  corridor with many coins and a few jewels scattered about 
  the floor.  
   
  6. The (False) Rest of the Broken Saint 
  The door is unlocked. 
   
  This white marble walled room has a mosaic tiled floor in 
  green, blue, white and black wave-like patterns. 
    
  12 prayer rugs are scattered haphazardly about the floor.  
   
  The three alcoves in the Northeastern wall contain 12’x 4’ 
  silken banners: the outer two are blue fields with a golden 
  radiant stylized sun emblazoned in the middle and a sword 
  rising out of the sun. The center banner is a black field with 
  a golden radiant stylized sun and a red flame rising from the 
  sun.  
   
  The banners are worth about 100 gp each (and weigh only a 
  few pounds each).  
   
  Behind the right (northernmost) banner is a secret door: it 
  looks like a blank wall but if pushed (with a strength of at 
  least 17), it opens easily and silently.  
   
  Behind the center banner is a large urn (about 4’ high) filled 
  with ashes sitting atop a marble pedestal on which is 
  inscribed: 
   
   
  Of the Pyre of Our Master and Friend 
  Garamon the Pious 
  Servant of the Light and 
  Martyr for the Truth 
   
   
  If the ashes in the urn are disturbed, 4 Ashen Warriors rise 
  out of the urn in a small whirlwind and attack. Casting a 
  Bless spell on an Ashen Warrior will cause it to crumble to 
  dust, sending its spirit to its final rest. 
   
   
   
   
   
   
   
   
   
  7. The Room of Ingathering 
  Doors are locked (keys are with the Broken Saint, Keep area 
  14I). 
   
  The upper (northwestern) part of this room is littered with 
  chests, boxes and sacks containing offerings from the 
  faithful, gathered for decades and stored here. Most of the 
  offerings were perishable (foodstuffs, flowers, etc.) or have 
  rotted away over time (silk robes and slippers, felt hats, etc.).  
   
  This whole area is haunted by the spirits of hundreds of 
  infidels tortured to death in an ill-advised Inquisition which 
  the Church of the Holy Saints conducted centuries ago. 
  Among the incorporeal, tortured and battered spirits who 
  wander aimlessly about the room are four Anguished 
  Spirits who will attack with surprise and a Demon of 
  Chains who binds all of the spirits to this room.   
   
  If the Demon of Chains is killed, all of the spirits are released 
  to their eternal rest. 
   
  Searching among the rubble and ruin of the offerings here 
  could be a time consuming and arduous task but a number of 
  potentially useful items and a few treasures might be found. 
  Roll d20 for each person-turn of searching conducted. On a 
  20, choose from the following list: 
   
  • A pair of kidskin gloves sized for a child. 
  • A dull knife with a pigskin sheath. 
  • A chainmail coat. 
  • A lead ring with a missing inset stone (one of the emeralds in 
  Dungeon area 8, below: if reset, the ring is worth 150 gp). 
  • A 4-gallon cask of soap powder with a black skull painted onto 
  the lid. 
  • A sack containing a long bow, a flask of polishing oils, four 
  bowstrings, and a quiver of 22 arrows. 
  • A weather-beaten star sign chart. 
  • A silver pendant in the shape of a wreath, strung from a hemp cord 
  necklace (worth about 25 gp). 
  • A leaden ring etched with devotions to Saint Ashar. 
  • A shield etched with devotionals to Saint Alboran. 
  • A cloth bag holding a few bars of soap, and a hardwood comb. 
  • Boxes containing: 1000 gp Topaz, 100 gp Blue Quartz, 500 gp 
  Alexandrite, 500 gp Amethyst, 30 gp Eye Agate, 50 gp Turquoise, 
  100 gp Hematite, 100 gp Eye Agate, 1000 gp Emerald, 100 gp 
  Bloodstone, 500 gp Garnet, 100 gp Bloodstone, 400 gp Spinel, 
  1000 gp Garnet, 50 gp Hematite, 50 gp Malachite, 10 gp Turquoise, 
  80 gp Hematite, 200 gp Star Rose Quartz, 50 gp Obsidian, 1000 gp 
  Topaz, 100 gp Zircon, 100 gp Smoky Quartz, 20 gp Turquoise, 100 
  gp Smoky Quartz, 500 gp Topaz, 110 gp Spinel, 100 gp Sardonyx, 
  10 gp Eye Agate, 10 gp Hematite, 1000 gp Coral, 5000 gp 
  Amethyst, 1000 gp Tourmaline, 500 gp Peridot, 500 gp 
  Tourmaline, 1000 gp Aquamarine, 100 gp Tourmaline, 500 gp 
  Alexandrite, 130 gp Chrysoprase. 
  • Boxes containing a total of 877 gp 1299 sp and 4688 cp. 
   
  8. Alms of the Saints 
  The walls rise to a very high ceiling here (about 25’) with a 
  window near the top of the northeastern wall. On the floor 
  are scattered alms dropped here by faithful pilgrims 
  generations ago: 74 gp, 188 sp, 319 cp, 2 rubies (25 gp each), 
  1 diamond (500 gp), 3 emeralds (100 gp each). 
   
  
  The Keep of the Broken Saint 
   
  25 
   
  9. Those Who Wait In Darkness 
  Standing perfectly at attention in 10 rows of 10 are life-sized 
  wooden statues of scale mail clad warriors, each with a 
  sheathed sword, a shield slung on his back and a full-face 
  helmet obscuring his features.  
   
  Those who enter not marked by Saint Garamon will animate 
  the 100 Wooden Warriors who will draw swords and form 
  a wedge, with the intent of pushing intruders out the 
  Southeastern archway and toward the trap at Dungeon area 
  10 (below).  
   
  If the Full Host is aroused (see Special Rules section), these 
  100 warriors march down the northeast corridor toward 
  dungeon area 10 to heed the call… but they will set off the 
  trap at area 10 if it has not been disarmed… 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10. Trap 
  If approached from Dungeon area 1 to the South, the door is 
  unlocked, and the room is empty - except that it smells of rot 
  and decay.  
   
  If approached from the direction of area 9 to the northwest 
  by any mortal creature (even if magically hidden), the door 
  explodes outward and a gout of flame fills the hallway, 
  igniting anything flammable (like the Wooden Warriors 
  from area 9) and doing 4d6 fire damage, diminishing dice, 
  to anyone in the corridor. Save for half damage. If the 
  Wooden Warriors from area 9 are ignited, they will burn for 
  4d6+10 turns and collapse this corridor and the one above 
  which leads to the stairs to Keep area 14C. 
   
  11. Hall of Judgment 
  When a mortal enters this room, a voice booms out 
  announcing his or her true name: 
   
  “<NAME> step into the Light and be ye judged on the merits 
  of thy service. Know ye that the Saints of old stand here in 
  judgment, so speak true thy fear, thy sin, and thy hope.” 
   
  The pillars are carved in representation of 22 saints: while 
  most are obscure (St. Thrimond, patron saint of lanterns and 
  lights, for example), the four saints on the Northwestern side 
  (closest to area 13) are well known: St. Ashar, St. Matlas the 
  Chaste, St. Alboran, St. Cyrian the Animal Friend. 
   
  • 
  Any mortal creature who answers honestly (GM can 
  interpret - complete honesty? Situational honesty? 
  Honesty “from a certain perspective”? - what response 
  would the answer, “I refuse to tell you.” or  “I don’t 
  want to say that out loud” or some such illicit?), causes 
  one of the “famous” saintly pillars to animate  as a 
  Caryatid Column which will indicate that the 
  individual (or individuals) who answered honestly 
  should move toward Dungeon area 12, the Seat of the 
  Righteous, though the animated saint will not force 
  anyone to move.  
   
  • 
  Failure to respond to the questions honestly causes one 
  of 18 “lesser” saintly pillars (per mortal in the room) to 
  animate as Caryatid Columns and attempt to wrestle 
  the mortal being into submission, taking them to area 13 
  (Fate of Mockers) 
   
  • 
  Any mortal who is blasphemous in this room arouses 
  the ire of the Saints of Light who will animate the four 
  greater saint statues as Saintly Apparitions (Aleax), 
  who will pursue, seeking vengeance for the blasphemy, 
  ultimately attempting to bind the blasphemer and drop 
  him or her down the Gallows Block (Keep area 9) into 
  the Pit of Sorrow (Dungeon area 20). 
   
   
   
  
  The Keep of the Broken Saint 
   
  26 
   
  12. Seat of the Righteous 
  Two pillars in the southeastern alcoves of this room are 
  carved as angels with wings outspread. 
   
  Seated at the top of the stairs is Durmont, a Sepulcher 
  Master who will greet the pious (those who answered the 
  questions posed in Dungeon area 11 honestly) and ask, 
  “What dost thou seek?”  
   
  Whatever the answer, Durmont will attempt to answer any 
  questions.  He does not know how to lift the curse on 
  Garamon and the denizens of the keep (the Undying 
  Servants, the Host, etc.) but believes that Lucien, the High 
  Priest of the Broken Saint (Dungeon area 14) knows.  
   
  Durmont knows the history of the Keep and the true history 
  of Garamon the Pious, the Broken Saint. He has been 
  disconnected from the mortal realm for the past 100 or so 
  years, so there are many gaps in his knowledge. 
   
  If attacked, Durmont will use his teleport ability (which 
  looks like green fire shot from his hands), sending the 
  attackers to different places if he faces multiple opponents. 
   
  Roll 
  1d20 
  Teleport 
  Destination 
  1-7 
  1 Mile in a random direction 
  8-10 
  Bone Trees, Keep area 1 
  11 
  The Block, Keep area 9 
  12 
  Middle Courtyard, Keep area 8 
  13-16 
  Hall of Judgment, Dungeon area 11 
  17-19 
  Locked Cell, Dungeon area 18C 
  20 
  Pit of Sorrow, Dungeon area 20 
   
   
  13. Fate of the Mocker 
  A statue stands in each of the far corners (southwest and 
  northeast), a gilded winged child, each pointing toward the 
  other.  
   
  This is a trap. 
   
  Any mortal being who comes in between the statues must 
  save (vs. paralysis) or have a paralyzing lightning bolt shoot 
  between the pointing fingers of the statues, paralyzing the 
  victim for 20 rounds minus the character’s Constitution.  
   
  An 8’ diameter black hole is framed by a stone frame on the 
  southern wall.  This is a “Gate” to area 20, the Pit of 
  Sorrows. The animated saints from area 11 will try to throw 
  any intruders through this gate. 
   
   
   
   
   
   
   
  14. High Priest of the Broken Saint 
  Lucien, the High Priest of the Brotherhood of Saint 
  Garamon the Pious, lives in this room, eternally cursed to 
  offer prayers for the soul of his Master, the Broken Saint, 
  until Garamon is laid to rest. Lucien knows: 
   
  • 
  the true history of Garamon, his teachings and his near-
  martyrdom.  
  • 
  that he and those who are trapped here due to their 
  devotion to their master (such as the Undying Servants, 
  the Host, etc.) will be released from their curse if 
  Garamon is laid to rest (killed). He also knows that 
  Garamon holds the Rod of Arwas-Dar, a powerful 
  magical artifact which gives him immortality.  
  • 
  that the Broken Saint can only be killed if the Rod is 
  removed from his person.  
  • 
  that Garamon believes he is doomed to eternity in the 
  Outer Darkness because of his sins. 
  • 
  that Garamon will not listen to reason, doctrine or 
  church law concerning his eternal fate. 
   
  15. Shrine to the Broken Saint 
  Lucien performs thrice daily intercession for his master, the 
  Broken Saint in this Spartan chapel.  
   
  16. The Tombs of the Lesser Saints 
  Eight alcoves in the tunnels here are piled high with the 
  mummified remains of Garamon’s faithful followers. Those 
  who enter the tombs without a mark of St. Garamon will 
  cause the mummified remains to begin to rattle and quake. 
  If the remains are disturbed, 1d6 Mummified Remains will 
  animate and attack, pursuing intruders.  
   
  17. False Rest of the Broken Saint 
  This is a lavish tomb with a huge sarcophagus, the lid of 
  which is carved in the likeness of St. Garamon the Pious.  
  The sarcophagus is filled with cremated remains, if disturbed 
  rise as 3 Ashen Warriors.  
   
  Among the remains can be found: 4881 gp, 12343 sp, a gold 
  and ruby pin in the shape of a stylized cardinal in flight 
  (worth 1400 gp), a small golden idol of Saint Ashar (250 gp). 
   
   
  
  The Keep of the Broken Saint 
   
  27 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Keep of the Broken Saint 
   
  28 
   
  18. The Red Prison: Gateway To the Pit 
  of Sorrow 
  All the stonework here is rust-red, with darker stains 
  splashed here and there.  
   
  18A. Guard Area 
  Six beds, a table, a dozen chairs, ten small trunks. Hanging 
  on the wall is a rack with 12 swords. 
   
  If any of the items are disturbed, the ghostly forms of six 
  guards will appear and “attack” the intruder(s), to no effect. 
  If the guards’ remains are found (in the Pit of Sorrow, 
  Dungeon area 20) and laid to rest, those responsible will 
  receive the effect of a Bless spell permanently.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  18B. Iron Banded Door and Bars 
  A stout oak door, locked (key is with the Broken Saint, Keep 
  area 14I).  
   
  Beyond the door (which can take 54 hp of physical damage 
  before being broken open) is another door of iron bars, also 
  locked (key as above). 
   
   
  18C. Locked Cells 
  Each of these cells has a desiccated 
  corpse lying on a straw pallet against 
  the back wall.  The corpses are not 
  undead, but are infested with Oozing 
  Black Death, which will seep out and 
  attack any living being which comes 
  within 5’.   
   
  Each of the corpses has a medallion of 
  St. Garamon the Pious around its neck.  
   
  18D. He Who Must Not Be Freed 
  This cell is isolated from the other three 
  and is both physically locked (key is 
  with the Broken Saint in area 14I) and 
  magically locked (dispel magic, knock, 
  etc. will open magic lock).  
   
  In the cell is Galador the Just, a burly 
  knight who has been imprisoned here 
  for 127 years. His legs are covered in 
  shimmering silver scales (like a dragon) 
  and his eyes are purple. Galador’s 
  armor, shield and sword lay at his feet 
  and he regularly shakes the bars and 
  yells for release. 
   
  Galador was sent by the Church of the 
  Holy Saints to assassinate Garamon, the 
  Broken Saint as the church had branded 
  him a heretic.  After many years of 
  searching, Galador found the Keep and 
  confronted Garamon – but was tricked 
  by the Broken Saint and has been 
  imprisoned here ever since. He is 
  scrupulously honest. 
   
  Galador’s sword, Hand of Justice, is 
  magical and can defeat the Broken 
  Saint. 
   
   
   
   
   
  
  The Keep of the Broken Saint 
   
  29 
   
  19-27. The Disputed Tunnels 
  These tunnels and caves were once home to a clan of 
  Birdmen but were abandoned generations ago. A hive of 
  Glitterwings have taken over the tunnels and have lived here 
  for as long as any of the Glitterwings can remember. 
  Recently, the Birdmen have returned (see Keep area 13, the 
  Ruined Tower) and desire to reclaim their ancestral home. 
   
  If an alarm is raised, all remaining Glitterwings will 
  concentrate on defending the Queen’s chamber (Dungeon 
  area 23) and the Egg Chamber (Dungeon area 27). 
   
  Random Encounters (see chart to right) occur 1-in-8 per turn 
  in the Disputed Tunnels. 
   
  19. Guardroom 
  Four bored Glitterwing Guards 
  nest here. They are not particularly 
  vigilant (automatically surprised if 
  precautions are taken, surprised 1-4 
  on d6 even if precautions not taken). 
  They do not get along with one 
  another (if overheard, they are 
  bickering about who was cheating in 
  a dice game) but they are efficient 
  warriors when presented with a 
  threat.   
   
  If intruders are detected or engaged, 
  the Glitterwing Guard with the 
  highest hit points will attempt to flee 
  down the southwest tunnel to raise 
  the alarm.  If the intruders came 
  from the southwest, the Guard will 
  attempt to flee down the southeast 
  corridor. 
   
  These guards will be rude and 
  hostile toward intruders but will not 
  attack immediately. If intruders 
  seem likely to be able to offer 
  information about the Birdmen or 
  are potential allies, the Guards will 
  offer to accompany intruders to their 
  Queen (Dungeon area 23).  
   
  Optional Encounter:  
  The Glitterwing Guards are all 
  dead and all the remaining Birdmen 
  (from Keep area 13) are beginning 
  their assault of the 
  Disputed 
  Tunnels. 
   
  The Birdmen will demand undying 
  fealty to their prince or will engage 
  immediately in to-the-death combat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Keep of the Broken Saint 
   
  30 
   
   
  20. The Pit of Sorrow 
  This vaulted ceilinged natural cavern stinks of decay and 
  offal. The floor is covered in muddy water, about 10’ deep. 
  The walls are slippery, covered in slimy green-brown mud, 
  the same mud drips slowly down from the stalactite covered 
  ceiling. See the side-view sketch. 
   
  Ledges jut out into the cavern at areas A, B and C on the 
  map, about 20’ above the level of the water. 
   
  12 Carrion Creepers live in the muddy water, avoiding the 
  Tentacled Horror that nests in the very center of this 
  cavern, which occasionally lashes out to grab and eat any 
  living thing that drops into the pit.   
   
  5 Anguished Spirits, the souls of five of the evillest people 
  who were sacrificed here, haunt the cavern as well.  
   
  In the muddy water is the remains of 43 people who were 
  condemned to death here. Six of the corpses here are the 
  guards from area 18A. 
   
  Among the death and decay beneath the muddy water at the 
  bottom of the cavern might be found some useful and/or 
  valuable items.  Roll d20 for each person turn of searching. 
  On a 20, choose from the following: 
   
  • A brass ring etched with a sacred oath to serve the Emperor. 
  • A leather quiver embossed with an image of a laurel 
  wreath, containing 30 crossbow bolts. 
  • A smoking pipe engraved with the image of the old god of 
  the Sky and Wind. 
  • A warped wooden reliquary box holding the skull of Barris 
  the Green Friar, a minor nearly forgotten saint, who 
  defended his village's shrine against a clan of 60 goblins.  
  • A cracked and crumbling leather jack with an embossed 
  design of a rat's head. 
  • A steel ring engraved with a prayer to St. Alboran. 
  • A yellow pigskin jacket with an embossed design of a 
  laurel wreath. 
  • A two-handed flail engraved with a motif of loops and 
  spirals. A small bell has been tied to the handle. 
  • A tiny, empty pewter box engraved with the image of a 
  grinning wicked sun. 
  • A battered, but still sealed, brass scroll tube containing: a 
  fire-blackened parchment covered in profanities, a rain-
  stained piece of parchment on which is inscribed a deed of 
  ownership for a vessel named 'Light of the Sea', and a spell 
  scroll (Magic User: Light, Magic Missile, Sleep). 
  • 11 Brass Medallions bearing the likeness of St. Garamon 
  the Pious. 
  • 32 gp, 127 sp 
   
  
  The Keep of the Broken Saint 
   
  31 
   
  21. 22. Guards 
  Four very alert Glitterwing Guards nest in each of these 
  caves. They are very hard to surprise and will defend the 
  tunnel to Dungeon area 23 to the death.  
   
  The Guards are very concerned about the possible Birdman 
  invasion. They will not attack mortals immediately but will 
  be cautiously willing to parley. If convinced they are not 
  agents of the Birdmen, the guards will bring encountered 
  mortals to their Queen (Dungeon area 23, Royal Chamber) 
  for her to decide the intruders’ fate. 
   
  23. Royal Chamber 
  Reclining here on a massive couch made of human bones is 
  the Glitterwing Queen, cradling a golden scepter (which 
  she occasionally touches to her lips). She is flanked by Six 
  Glitterwing Royal Guards and attended by eight 
  Glitterwing Drones and two Glitterwing Nurses. 
   
  The Queen is haughty and entitled, used to her every whim 
  being catered. She is demanding and short-tempered. 
   
  The Queen is very worried about the Birdmen who have 
  roosted in the ruined tower of the Keep (Keep area 13). 
   
  She knows little, and cares less, about the goings on of the 
  humans in the Keep but she does know that the Lord of the 
  Keep is deeply troubled and she believes that it is this inner 
  conflict that binds so many of the undead to the Keep and 
  service to the Lord. 
   
  The bone couch predates the Glitterwings, having been 
  constructed generations ago by the Birdmen who once lived 
  in these tunnels. 
   
  The Golden Scepter has 12 rubies set in the head and a large 
  pearl on the cap. It is worth 8000 gp. She would be willing 
  to offer the scepter as payment for ridding her home of the 
  Birdman threat.  
   
  24. 25. Drones 
  Eight Glitterwing Drones nest in each of these caves and 
  1d8, minus any already encountered randomly, are likely to 
  be here at any given time.  
   
  Drones found here are resting, probably sleeping, surprised 
  5-6 even if precautions are not taken (automatic surprise if 
  intruders are quiet). Drones will engage intruders but flee at 
  first opportunity. 
   
   
   
   
   
   
   
   
   
  26. Royal Guards 
  Six Glitterwing Royal Guards nest here. 1d6 minus any 
  encountered elsewhere, will be found here at any given time.  
   
  The Royal Guards are very alert, even when resting, so 
  difficult to surprise (only a 1 in 12 chance).  
   
  They are very hostile toward intruders and the Royal Guard 
  with the lowest number of hit points will head toward the 
  Treasury and Egg Chamber (Dungeon area 27) to warn the 
  Glitterwings there while the Royal Guard with highest 
  number of hit points will try to fly over intruders and warn 
  the rest of the Disputed Tunnels of the intrusion. 
   
  27. Treasury and Egg Chamber 
  The sunken floor of this natural cavern is mud covered (mud 
  from Dungeon area 20, the Pit of Sorrow).  
   
  Here and there, protruding from the mud and ooze are dozens 
  of silvery-white spheres (Glitterwing eggs).  
   
  Attending the eggs are 6 Glitterwing Nurses and 4 
  Glitterwing Drones.  
   
  Buried in the mud is the treasure of the Glitterwings:  
   
  • 
  874 gp, 6547 sp 
  • 
  8 gold medallions of St. Garamon (worth 50 gp each)  
  • 
  1700 gp Gold Chalice (ceremonial, used in services of 
  the Church of the Holy Saints), 1400 gp Locket (silver, 
  embossed with a woman’s profile on the front, a prayer 
  to “She who holds the winds” inscribed on the back),  
  5000 gp Gold Choker set with ten small diamonds, 1000 
  gp Locket (silver, with the portrait of an obscure king 
  inside), 500 gp Gold and diamond Earring (mate is lost). 
   
  The eggs, while priceless to the Glitterwing clan, are also 
  valuable to alchemists who use them in a number of ways. 
  Most Alchemists will pay 50-100 gp per Glitterwing egg.   
   
  There are 42 eggs here.  
   
  However, if a Fey creature discovers that a mortal has stolen 
  Glitterwing eggs, they will try to mark such mortals as 
  enemies of the Fey so that all encounters vs. Fey creatures 
  begin with hostility. 
   
   
  
  The Keep of the Broken Saint 
   
  32 
   
  Random Encounters 
   
   
   
  NOTE: there are no random encounters in the Dungeon of 
  the Keep. 
   
  Encounter Reactions 
  No encounter is an “automatic attack” unless the text 
  specifically states such, or the GM decides it is so.  
   
  For reactions, generally use the following table for an initial 
  reaction and then roleplay what comes next based on the 
  party’s actions.  
   
  The roll can be modified by a Character’s Charisma score if 
  appropriate. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roll 
  d12 
  Random Encounters in 
  The Keep of the Broken Saint 
  1-6 
  1-6 Undying Servants cleaning, carrying waste, etc 
  7-8 
  1-4 Host of the Broken Saint seeking: 
  1. A lost coin, 2. Information, 3.  A raven,  
  4. A quart of human blood, 5. The Master’s 
  seal, 6. A prayer book 
  9 
  1 Birdman, scouting (From Keep area 13E) 
  10 
  1 Glitterwing guard, scouting (From Dungeon area 
  21/22) 
  11 
  The voice of Galador the Just echoing, calling for 
  his freedom 
  12 
  A bonedancer, who will attack immediately 
  (regardless of whether or not the individual is 
  marked by St. Garamon) 
  Roll 
  d12 
  Random Encounters in 
  The Disputed Tunnels 
  1-6 
  Glitterwing Drones 1d3 from Dungeon area 24/25, 
  gathering mud, flee at sight of intruders 
  7-8 
  Glitterwing Guards1d2 from Dungeon area 21/22, 
  Patrolling, on high alert, initially hostile (but not 
  violent) toward intruders, willing to parley 
  9 
  Spectral Haunt, the spirit of a dead follower of St. 
  Garamon the Pious, attempt to convert mortals to 
  the Way of the Light 
  10 
  Carrion Creeper 1d4, aggressive until one or more 
  takes damage, then flee 
  11 
  Anguished Spirit, attacks immediately 
  12 
  Birdman Royal Guard from 13C or 13D, scouting, 
  will pay for information about the Glitterwings, 
  will try to silence any being who might raise an 
  alarm  
  Roll 
  1d20 
  Reaction 
  1 
  or 
  less 
  Violently hostile: will likely attack unless 
  somehow restrained 
  2-5 
  Hostile: will take immediate hostile action, but 
  will not necessarily attack (draw weapons, 
  threaten, roar, beat chest) 
  6-9 
  Uncertain, roll again on table with 1d12 
  10-11 
  Neutral: cautious but not hostile 
  12-17 
  Cautious: roll again on table with 1d12+8 
  18-19 
  Friendly: makes gestures of friendship (shaking 
  hands, bowing head, purring, etc.) 
  20 or 
  more 
  Open and enthusiastically friendly 
  
  The Keep of the Broken Saint 
   
  33 
   
  Appendices 
   
  New Items 
  Crown of Consecration: This plain steel crown bestows the 
  effect of a Bless spell on the wearer only, as long as the 
  crown is worn.  
   
  Gift of the Fey: Full plate armor, stylized and edged with 
  gold. Plate +2, -6 vs. Fey creatures.  
   
  Golden Scepter of the Glitterwing Queen: This 1’ long 
  scepter has 12 small rubies set in the head and a large pearl 
  on the cap. Its intrinsic value is about 8000 gp. The wielder 
  of the Golden Scepter is able to Charm Person at will, once 
  per round, and speak telepathically to one other creature per 
  round at will.  
   
  Hand of Justice: This magic sword adds no benefit to hit or 
  damage but is able to hit any creature which can be hit by 
  magic weapons (regardless of the plus minimum to hit) and 
  negates regeneration. The wielder is able to Detect Lie at 
  will. 
   
  Horn of the Silver Host: When this silver-plated ram’s horn 
  is blown in the presence of consecrated corpses of holy 
  knights who have taken a vow to protect the innocent, the 
  corpses rise under the command of the horn blower and will 
  serve for one week, after which they are released from their 
  vow and find eternal rest. In addition, the Horn of the Silver 
  Host can summon the Host of the Broken Saint one time but 
  doing so silences the horn forever. 
   
  Incense of Blessing: This magical candle, when lit, provides 
  protection from evil for a 6’ radius around the candle.  
   
  Journal of St. Garamon the Pious: This leather-bound, 
  multi-volume journal details the life of the Broken Saint, 
  from his childhood recollections and his entrance into the 
  monastic brotherhood (as Garamon the Least), to his battles 
  throughout the Rosewood Highlands, banishing and slaying 
  demons and devils in the name of the Light, to his studies of 
  demons and the nature of the Outer Darkness and the 
  possibility of leading the Dark Ones to repentance, to his 
  “martyrdom” and subsequent life, toiling in obscurity, 
  fearful of the fate of his eternal soul (which he signs both as 
  “Saint” Garamon the Least, or as The Broken Saint).  
   
  Light’s Champion: This broadsword +2/+4 vs. undead and 
  other planar beings. It glows with the effect of a Light spell 
  on command and can bestow a Bless spell once per day. As 
  long as the Broken Saint lives, the sword ceases to exist 
  every day at midnight (to be reforged each morning in 
  Anchandar’s Furnace, Dungeon area 2). 
   
  Light’s Defense: This large shield has a stylized sun worked 
  into the face in bronze. It is a shield +2 and grants the wielder 
  Darkvision.  
   
   
   
   
   
  Pearl of Great Price: This minor artifact is a pearl the size 
  of a human fist, perfectly formed, brilliant luster. While in 
  contact with a cleric’s skin, his or her Wisdom score is raised 
  by one point.  This power activates immediately.  If the Pearl 
  is removed from contact with the cleric’s skin, even for a 
  moment, the Wisdom increase remains for 30 days, but after 
  30 days the cleric loses the increase and permanently loses 
  another point of Wisdom. This power will only function 
  once per person. The Pearl’s lesser power is that it can 
  absorb one magic user spell cast at it, allowing the cleric to 
  cast that spell from the Pearl. The Pearl can absorb only one 
  spell at a time. The absorbed spell must be cast to release it, 
  and the Pearl is unable to absorb another spell for 1d6 Turns 
  after the absorbed spell is cast. The Pearl is a “good” artifact. 
  Evil beings take 1d10 hp of damage per round of contact 
  with the Pearl. There is a legend that St. Matias threw the 
  Pearl down the gullet of a demon lord, destroying the 
  creature from the inside out… 
   
  Rod of Arwas-Dar: This scepter is gold plated and etched 
  with stylized suns. It is a rod of resurrection. While in contact 
  with a mortal being, functions as an ongoing potion of 
  longevity and grants 1 hp per round regeneration.  
   
  Saint’s Blessing: This well used longsword has an 
  extremely sharp (never dulls) blade. Longsword +2/+4 vs 
  undead/+6 vs. beings of the Outer Darkness. Imbued in the 
  sword is the spirit of an ancient Saint who communicates via 
  telepathy (in very anachronistic speech: thou and mayest, 
  etc.). The spirit has forgotten its name (it refers to itself as 
  “the Blessing”) but not its purpose: to bring light to the 
  darkness. Thus, the sword will always glow brightly when 
  unsheathed (as light spell) and will encourage the wielder to 
  try to convert opponents to worship the True God of the 
  Church of the Saints. Once per day the sword can absorb any 
  spell cast at the wielder, but the sword loses its magical 
  nature for 1 turn per level of the spellcaster. Using this power 
  requires a Will check with the sword. 
   
  Scroll of True Binding: The incantation on this scroll 
  allows the reader to entrap a single Spirit being (undead, 
  demons, devils, angels, fey, etc.) in a magically glowing 
  globe of blue light. The globe is permanent, unless dispelled 
  by the caster and impervious to physical and most magical 
  damage (100% magic resistance to all spells 6th level and 
  under, 75% magic resistance to all spells level 7 and higher). 
  This is a unique scroll bestowed by the ancient Saints. 
  Attempting to transcribe this spell or in some other way copy 
  it destroys it and entraps the transcriber in an impervious 
  globe of blue light (though someone could choose to 
  research a similar spell, of course).  
   
   
   
  
  The Keep of the Broken Saint 
   
  34 
   
  The Silver Mirror of Antarous: This magical artifact is an 
  integral part of the Tower of the Seven Flames in the Keep 
  of the Broken Saint. If seven magical lamps are lit, a 
  petitioner may seek wisdom from heaven via this silver 
  mirror. One yes or no question will be answered for each 
  hour a petitioner spends with all the lamps lit praying before 
  the mirror. The petitioner asks the question while facing the 
  mirror and will see his or her reflection either nodding for a 
  positive answer or shaking the head for a negative. A 
  petitioner may pray and ask a number of questions equal to 
  or less than his or her level, provided he or she has prayed 
  an hour for each question asked. This effect is usable once a 
  year per person.  
   
  Silvertongue: This longsword +2 is plated with silver and 
  gains an additional +2 vs. undead and fey creatures. In 
  addition, the wielder can understand (but not speak) any fey 
  language spoken within 30’.  
   
  Spirit Chains: These invisible chains are tied from one 
  creature to another in the spirit (ethereal) realm. They cannot 
  be broken by physical means in the mortal realm, though 
  dispel magic, cast at 11th or higher caster level, breaks the 
  chain. 
   
  Staff of St. Garamon the Pious: at least a dozen of these 
  staves are known to exist, each endowed with some of the 
  holiness of their namesake. All staves of St. Garamon are 
  +2/+4 vs. demons and devils, they can cast Light on 
  command (no charge expenditure), Bless 3x/day and 
  Protection from Evil 3x/day.  In addition, each staff is 
  imbued with 1 second level and 1 third level Cleric spell that 
  the wielder is able to cast 1/day, the charge expenditure 
  being either 2 (second level spell) or 3 (third level spell). The 
  Staff of St. Garamon in this adventure has been imbued with: 
  Hold Person and Animate Dead. 
  Vision of the Heart: This marble sided pool of green water 
  is found in the uppermost chamber of the Tower of the 
  Gilded Knight. The surface of the pool shows images which 
  reflect the fears and desires of the one staring into its water. 
  Save vs. magic or become enraptured: staring at the pool 
  unblinking until a save is made (once every 24 hours) or 
  view to the pool is interrupted somehow. Enraptured beings 
  lose one point of Constitution (or one HD) per day of failed 
  saves. When Constitution or HD reaches zero, the creature 
  dies.  
   
  Winter’s Blight: This gold trimmed, gem encrusted axe is 
  an axe +1/+3 vs. cold using/dwelling creatures. Touching the 
  gems in the proper order while speaking the proper 
  command word allows the wielder to use the following 
  special abilities once per day: Protection from Cold, Flame 
  Strike, Warmth (10’ radius – raises the temperature by 30 
  degrees Fahrenheit). It is rumored that other combinations of 
  gems and powerful words can unleash more powers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  New Spell 
  Assume Fire Elemental Form:  
  This spell is a type of magic that venerates the Old Gods 
  (Druid Magic), but all such magic can potentially be 
  translated into more traditional magic use. 
   
  Level: Druid 6 
  Range: self 
  Duration: 1d6 turns per level of caster (see below) 
   
  The caster takes on the form of a Medium Fire Elemental, 
  gaining special attacks and special abilities of the elemental.  
  The spellcaster is still able to cast his or her remaining spells. 
   
   
   
   
   
  Each time the spell is cast, the caster makes a save (vs. 
  magic). Failed save means the transformation is permanent 
  and the spellcaster takes on the nature of a Fire Elemental. 
  Remove curse will restore the spellcaster’s mind while 
  dispel magic (cast at one caster level higher than the 
  spellcaster who has assumed Fire Elemental form) will 
  negate the spell.  Note, a spellcaster who failed his or her 
  save and has taken on the mindset of an Elemental will retain 
  that mental attitude even if the spell is dispelled (unless 
  Remove Curse is cast). 
   
  Optional rule: each time the spell is cast, the save is made at 
  a cumulative -1 penalty. 
   
  
  The Keep of the Broken Saint 
   
  35 
   
  Monster Statistics 
   
   
   
  Monster 
  Statistics 
  Anchandar the 
  Artificer 
  HD MU8; AC 9[10]; Atk dagger (1d4); Move 12; Save 8; CL/XP 10/1400; Special: spells 
  Spells: Burning Hands, Charm Person, Comprehend Languages, Invisibility, Shatter, Strength, Clairvoyance, Hold Person, Monster Summoning I, Confusion, 
  Fire Charm  
  (NOTE: these stats are substitute stats for the not yet completed Artificer NPC class – they will be adjusted in future updates) 
  Anguished Spirit 
  HD 4+3; AC 4[15]; Atk chains/lashes (as whip 1d4/1d4); Move 9; Save 13; CL/XP 5/240; Special: Angush 
  Ashen Warrior 
  HD 4+1; AC 6[13]; Atk fireballs (2d6), swat (1d6/1d6); Move 9; CL/XP 7/600; Special: fireballs, hug (2d6), exploding (3d4) 
  Birdman 
  HD 1; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 17; CL/XP 2/30; Special: Fly. 
  Birdman, Prince 
  HD 4; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 17; CL/XP 2/30; Special: Fly. 
  Birdman, Royal 
  Guard 
  HD 3; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 17; CL/XP 2/30; Special: Fly. 
  Bonedancer 
  HD 5; AC 5[14]; Atk 2 knives (1d4 each) or 2 claws (1d3); Move 12; Save 12; CL/XP 7/600; Special: Animate Skeletons 
  Carrion Creeper 
  HD 2+4; AC 7 [12]; Atk bite (1hp) 6 tentacles; Move 12; Save 14; AL N; CL/XP 4/120; Special: Tentacles cause paralysis. 
  Caryatid Column 
  HD 5; hp 17,25; AC 5[14]; Atk 1 stone sword (2-8); Move 6; SD Snap wpns. 
  Demon of Chains 
  HD 10; AC -2[21]; Atk 4 claws )2d6 each) or weapon (chain for 1d6+6 for strength); Move 9 (Fly 18); Save 5; CL/XP 13/2300; Special: Magic Resistance 
  (50%), magic weapon required to hit, spell-like powers, fear aura 
  Demon, Granta’al 
  the Fire Demon 
  (Category 6) 
  HD 10; AC 2 [17]; Atk 1 sword (1d12+2) and 1 whip (entangles); Move 6 (Fly 15); Save 5; CL/XP 17/3500; Special: Magic Resistance (75%), surrounded by 
  flame (3d6), magic weapon required to hit, spell-like powers, unaffected by spells from casters lower than 6th level. 
  Demon, Sentinel 
  HD 10; AC –3[22]; Atk 2 pincers (2d6), 2 claws (1d3), 1 bite 1d4+1; Move 9; Save 5; CL/XP 11/1700; Special: Magic resistance (60%), demonic magical 
  powers. 
  Desecrated Corpse 
  HD 2; AC 6[13]; Atk 2 claw (1d4/1d4) or weapon; Move 6; Save 14; CL/XP 3/100; Special: None. 
  Dragon, Mud 
  HD 10; AC 2 [17]; Atk 2 claws (1d6) and bite (3d6); Move 9 (Glide through Mud 24); Save 5; CL/XP 12/2000; Special: Spits acid mud, throws mudballs 
  Dragonfly, Giant 
  HD 3; AC 5 [12]; Atk dive (no damage, knock prone); Move 1 (36 fly); Save 14; CL/XP 2/30; Special: hover 
  Elemental, Fire 
  (Med.) 
  HD 12; AC 2 [17]; Atk 1 strike (3d8); Move 12; Save 3; AL N; CL/XP 13/2300; Special: Ignite materials, immune to non-magic weapons. 
  Galador the Just 
  HD F12; AC 7/0 [12/19]; Atk sword (1d8+3 for strength, +magic bonus); Move 12; Save 3; CL/XP 12/2000; Special: Immune to mind affecting magic 
  Garamon the 
  Pious, the Broken 
  Saint 
  HD P10[C5/F5]; AC 5; Atk sword (1d8+2 for strength, + magic bonus); Move 12; Save 5; CL/XP 12/2000; Special: Assume Fire Elemental Form, Spells, 
  Regeneration (Rod of Arwas-Dar) 
  Spells: Cure Light Wounds, Light, Remove Fear, Silence 15’ radius, Snake Charm, Spiritual Hammer, Cure Blindness, Glyph of Warding 
  Ghost 
  HD 6; AC 0[19]; Atk Deathly cold touch (1d8 + Con drain and aging); Move (fly 12); Save 11; CL/XP 7/600; Special: Con drain, aging, cause fear. 
  Gilded Knight 
  HD F10; AC -2[21]; Atk sword (1d8+2 for strength, +magic bonus); move 12; Save 5; CL/XP 12/2000; Special: spell like abilities 
  Glitterwing Drone 
  HD 3; AC 3[16]; Atk 2 claws (1d4 each), bite (1d6), breath weapon; Move 12/24; Save 14; CL/XP 5/240; Special: Breath weapon, spell-like abilities 
  Glitterwing Guard 
  HD 4; AC 3[16]; Atk 2 claws (1d4+1 each), bite (1d8), breath weapon; Move 12/24; Save 13; CL/XP 6/400; Special: Breath weapon, spell-like abilities 
  Glitterwing Nurse 
  HD 3; AC 3[16]; Atk 2 claws (1d4 each), bite (1d6), breath weapon; Move 12/24; Save 14; CL/XP 5/240; Special: Breath weapon, spell-like abilities 
  Glitterwing Queen 
  HD 6; AC 1[18]; Atk 2 claws (1d6+1 each), bite (1d10+poison), breath weapon; Move 12/24; Save 11; CL/XP 8/800; Special: Breath weapon, poison, spell-
  like abilities 
  Glitterwing Royal 
  Guard 
  HD 5; AC 3[16]; Atk 2 claws (1d4+2 each), bite (1d8), breath weapon; Move 12/24; Save 12; CL/XP 7/600; Special: Breath weapon, spell-like abilities 
  Grimstaal, Blue 
  HD 4; AC 5[14]; Atk claws (1d6) bite (1d4); Move 6; Save 13; CL/XP 5/240; Special: poison bite, immune to magic 
  Grimstaal, Green 
  HD 6; AC 3[16]; Atk claws (2d4) bite (2d6); Move 6; Save 11; CL/XP 7/600; Special: Illusion magic, darkvision 
  Grimstaal, Yellow 
  HD 5; AC 4[15]; Atk claws (2d6) bite (1df8); Move 6; Save 12; CL/XP 6/400; Special; Magic use 
  Host of the Broken 
  Saint 
  HD 2; AC 2[17]; Atk sword (1d8); Move 9; Save 16; CL/XP 2/30; Special: none 
  Lucien, the High 
  Priest of the 
  Brotherhood of 
  Saint Garamon  
  HD C8; AC 9[10]; Atk fist (1d4); Move 12; Save 8; CL/XP 10/1400; Special: Spells 
  Spells: Cure Light Wounds, Remove Fear, Resist Cold, Detect Charm, Silence 15’ Radius, Slow Poison, Cure Blindness, Dispel Magic, Prayer, Detect Lie, 
  Tongues 
  Mummified 
  Remains 
  HD 5+1; AC 3 [16]; Atk 1 fist (1d12); Move 6; Save 12; CL/XP 7/600; Special: Rot, hit only by magic weapons. 
  Oozing Black 
  Death 
  HD 10; AC 6 [13]; Atk 1 attack (2d8); Move 6; Save 5; AL N; CL/XP 12/2000; Special: Digestive surface, regeneration, immune to cold, divides when hit with 
  lightning. 
  Saintly Apparition 
  HD: as victim; AC as victim; Atk as victim; Move 9 (Fly 9); Save as victim; CL/XP varies; Special: vulnerable to physical attacks 
  Saintly Warrior 
  HD: 9; AC 0[19]; Atk 1 sword at +3 for strength (1d8+3); Move 12; CL/XP 12/2000; Special: Immunities, spell-like abilities. 
  Sepulcher Master 
  HD 6: AC 2 [17]; Atk 2 claws (1d6); Move 12; Save 11; AL N; CL/XP 9/1100; Special: Teleport other, +1 or better weapons to hit, turn as 10 HD monster 
  Shadow 
  HD 3+3; AC 7[12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 14; CL/XP 4/120; Special: Drain 1 point str with hit, hit only by magic weapons. 
  Shadow Fiend 
  HD 8; AC 8/5/0 [11/14/19]; Atk 2 claws (2d4/2d4) bite (1d10); Move 12 (Fly 18); Save 6; Special: Gains strength in darkness, magical abilities, Constitution 
  drain. 
  Skeletal Horror 
  HD 1; AC 8[11]; Atk 1 (1d6); Move 12; Save 17; CL/XP 1/15; Special: None 
  Skeletal Warrior 
  HD 9+3; AC 2[17]; Atk 1 weapon [1d8+2 or 1d10+2]; Move 6; save 12; CL/XP 13/2300; Special: only hit by magic weapons, magic resistance, detect living, 
  spell immunities. 
  Skeleton 
  HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None. 
  Spectral Haunt 
  HD 2; AC 0[19]; Atk touch; Move 12; Save 16; CL/XP 2/30; Special: Charisma Drain. 
  Spectre 
  HD 7; AC 2[17]; Atk 1 spectral weapon or touch (1d8 + ability score drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 1-2 points of random 
  ability with hit, immune to non-magical weapons. 
  Stone Guardian 
  HD 5+4; AC 2[17]; Atk stone fists (2d6+2); Move 9; Save 11; CL/XP 7/600; Special: Immunities, regeneration, surprise. 
  Tentacled Horror, 
  Massive 
  HD 10; AC 4[15]; Atk 20 tentacles (1d6 each); Move 3 (anchored) 12 (hovering); Save 12 CL/XP 5/240; Special: bind with tentacle 
  Tireless Watcher 
  HD 4; AC 4[15]; Atk Gaze (paralysis)/draining touch; Move 6; Save 11; CL/XP 4/120; Special: Paralyzing Gaze, Draining Touch. 
  Undying Priest 
  HD C8; AC 9[10]; Atk fist (1d4); Move 12; Save 8; CL/XP 10/1400; Special: Spells 
  Spells: Detect Magic, Light, Sanctuary, Resist Fire, Slow Poison, Spiritual Hammer, Cure Blindness, Cure Disease, Remove Curse, Cure Serious Wounds, 
  Divination. 
  Undying Servants 
  HD 2; AC 7[12]; Atk 2 claws/bite (1d2/1d2/1d4); Move 12; Save 16; CL/XP 2/30; Special: None. 
  Unholy Priest 
  HD 6+4; AC 3[16]; Atk 1 fist (1d8); Move 6; Save 11; CL/XP 7/600; Special: Command Undead, Spells, hit only by magic weapons, Immune to mind affecting 
  spells, feign death gesture, drain Wisdom. 
  Wooden Warrior 
  HD 9 (40 hp); AC 2 [17]; Atk 2 slams (2d6); Move 12; Save 6; AL N; CL/XP 10/1400; Special: Alarm, immunity to cold and electricity, double damage from 
  fire 
  Zombie 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm. 
  
  The Keep of the Broken Saint 
   
  36 
   
  Maps 
   
   
   
  Map 1, Upper Level 
  The Keep of the 
  Broken Saint 
  
  The Keep of the Broken Saint 
   
  37 
   
   
   
   
   
   
   
  13A.  
  13B.  
  13C.  
  13D.  
  13E.  
  Map 4, Area 14F 
  Tower Stairs 
  Map 3, Area 13  
  The Ruined 
  Tower 
  
  The Keep of the Broken Saint 
   
  38 
   
   
   
  Map 2, Area 14 
  The Manor 
  Level 1         Level 2 
  Map 5, Area 15  
  The Inner Keep 
  and Chapel 
  Level 1 
   
  Level 3 
  Level 2 
   
  
  The Keep of the Broken Saint 
   
  39 
   
   
  Map 6, Lower Level  
  The Dungeon, the Pit 
  of Sorrow and the 
  Disputed Tunnels 
  
  The Keep of the Broken Saint 
   
  40 
   
  License 
   
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  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary 
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
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  Matthew J. Finch 
   
  END OF LICENSE 
   
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SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands The Keep of the Broken Saint (SW).pdf