TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-11 
   
   
   
  RETURN TO THE STORM 
  TOWER 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  By Ron Lundeen 
  Circle Reviewer: Creighton Broadhurst 
  Reviewers: Chris Chesher and Sam Weiss 
  Playtesters: Ken Berg, John Brudenell, Gregory Hanigan, Stephanie Lundeen, Chris Riff, Rob Silva 
   
   
  Five years ago, a dwarven artisan and a cleric of Fharlanghn were stranded on the shores of the Pomarj. These two 
  unfortunates have been presumed dead for years. New information has revealed they are alive in a mysterious keep 
  called the Storm Tower and may be in great danger. Brave heroes are needed to venture into the Pomarj and bring them 
  home. A one-round Core adventure set in the Pomarj for characters level 1-15 (APLs 2-12). 
   
  Resources for this adventure include COR1-04 Fire of the Storm Tower [Sean K. Reynolds], Dungeon Master’s Guide II 
  [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws], Fiend Folio [Eric Cagle, Jesse Decker, 
  James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Manual of the Planes [Jeff Grubb, Bruce R. 
  Cordell, and David Noonan], and Races of Destiny [David Noonan, Eric Cagle, Aaron Rosenberg].
  
  COR6-11 Return to the Storm Tower 
   
  Page 1 
  RPGA ® SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1.  Determine the character level for each of the PCs 
  participating in the adventure. 
  2.  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  
  COR6-11 Return to the Storm Tower 
   
  Page 2 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Orcish Empire of the Pomarj. All characters pay 2 Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  In COR1-04 Fires of the Storm Tower, the PCs were 
  making their way to the Principality of Ulek, skirting the 
  coast of the Pomarj, on a ship called the Slaver’s Bane. A 
  sudden storm dumped the PCs overboard along with 
  three other travelers: a spy from Greyhawk named 
  Halgern, a dwarf artisan from Ulek named Durmin 
  Grommel, and an Oeridian cleric of Fharlanghn named 
  Jaras Klot. The PCs washed up on the shore and spotted 
  Halgern’s rapier near some orc tracks. Determined to 
  rescue Halgern, the PCs followed the tracks into the 
  wilds of the Pomarj. They parleyed with (or battled) 
  members of a kobold tribe and ultimately reached the 
  orcs’ home, a mysterious keep called the Storm Tower. 
  The PCs killed or drove off the orcs therein, rescued 
  Halgern, and returned to the coast before fighting off a 
  few scrags and sailing away as heroes. 
   
  Two facts escaped the notice of these brave rescuers. 
  First was the true extent of the Storm Tower itself: the 
  small ruined keep is built atop a dungeon complex 
  winding deep underground to a hidden armory. Second 
  was the fate of the other two travelers, Durmin and Jaras. 
   
  THE DWARF WHO WOULD BE KING 
  Durmin and Jaras both barely survived the shipwreck by 
  clinging to a wooden plank. They lay helpless upon the 
  shore for days. By the time they recovered, the Slaver’s 
  Bane was long gone. Durmin and Jaras were determined 
  to survive in the inhospitable Pomarj. Before long, they 
  discovered the local tribe of kobolds and were able to awe 
  the cowardly humanoids. Leading the kobolds, Durmin 
  and Jaras explored the area until they discovered the 
  ruined Storm Tower, recently vacated (the adventurers in 
  COR1-04 Fires of the Storm Tower had killed or chased 
  off the orcish occupants). Durmin and Jaras brought the 
  kobolds to this defensible structure. The kobolds saw 
  these men as powerful leaders, and Durmin and Jaras 
  became the co-chieftains of the kobold tribe. 
   
  The personalities of the two survivors soon came 
  into conflict. Jaras is Neutral with a bit of wanderlust 
  (typical for clerics of the Dweller on the Horizon), and 
  didn’t see any reason to remain in one place – he wanted 
  to escape home. Durmin is both wicked and power-
  hungry. Durmin found that he particularly enjoyed 
  commanding kobold minions. However, Jaras’ abilities 
  (particularly his ability to create food and water, remove 
  diseases, and provide healing) were too advantageous to 
  let go. 
   
  With the help of the kobolds, Durmin imprisoned 
  Jaras in the Storm Tower a few weeks after they arrived. 
  Jaras managed to escape a handful of times, but he doesn’t 
  know the area well and was recaptured by Durmin’s 
  kobold scouts every time after mere hours. Jaras can’t use 
  many of his spells while imprisoned, because Durmin 
  keeps his holy symbol and only gives it to Jaras when 
  Jaras is needed to cast spells. 
   
  Under Durmin’s stern leadership, the kobold tribe 
  prospered. This brought the attention of Turrosh Mak, 
  Emperor of the Pomarj. Although Turrosh Mak could 
  have sent his troops to slaughter the kobolds and empty 
  out the Storm Tower, the cunning ruler saw Durmin’s 
  potential and the wisdom of keeping the Storm Tower 
  occupied. Turrosh Mak made an offer to Durmin: the 
  Storm Tower’s inhabitants could live, as long as they 
  prepared themselves for the day when Turrosh Mak 
  would call them to serve in his armies. Durmin hopes 
  that by ruthlessly training the kobolds to be skilled 
  fighters, he might earn a place of honor at Turrosh Mak’s 
  side when the call to war comes. 
  
  COR6-11 Return to the Storm Tower 
   
  Page 3 
   
  The last five years have brought prosperity and 
  security to the kobolds and their dwarven chieftain. 
  Durmin works the kobolds hard, but they have become 
  skilled warriors under his tutelage. Months ago, while 
  making repairs on the Storm Tower, kobold explorers 
  discovered an underground passage. After a few hours of 
  investigation in long-hidden rooms and stairs, the 
  kobolds stopped explorations when they couldn’t bypass 
  the traps protecting the rooms and chambers beyond.  
   
  MAGIC OF THE STORM TOWER 
  The Storm Tower is a magical anomaly. The western walls 
  of the keep glow with black and red fire that shoot 
  upwards into the sky. The air above the keep crackles 
  with green lightning. Locals call this impressive magical 
  display the “Fires of the Storm Tower.” The Fires of the 
  Storm Tower can be seen from miles away. The magical 
  energy playing around the Storm Tower was caused 
  centuries ago when a human wizard battled a red dragon 
  in the skies above the keep. A mishap occurred when the 
  wizard tried to cast a wish spell from a scroll, resulting in 
  the impressive—but ineffective—display of energy 
  erupting from the Storm Tower’s walls. The wizard was 
  eaten by the dragon, before it returned to its lair many 
  miles away. The magical discharge around the Storm 
  Tower has existed for centuries, and it’s likely to continue 
  indefinitely. 
   
  There is also a secret reservoir of magical energy 
  beneath the Storm Tower. The reservoir is a repository of 
  martial might in an ancient armory. If Durmin and the 
  kobolds are able to tap the well of martial power in the 
  Armory, their influence within the Pomarj is sure to 
  grow. 
   
  RECENT EVENTS 
  Throughout his imprisonment, Jaras has regularly prayed 
  and meditated on the teachings of Fharlanghn. Jaras 
  recently mastered the ability to travel instantly over short 
  distances (he obtained 7th-level, providing him access to 
  the dimension door spell from the Travel domain). Jaras 
  knew that he couldn’t get far enough traveling laterally to 
  escape the kobold patrols. However, he’d heard about the 
  passages beneath the Storm Tower and hoped to find a 
  way out down there. 
   
  Four days before the PCs arrive at the Storm Tower, 
  Jaras used dimension door to travel hundreds feet straight 
  down. This shunted him into the Armory (the closest 
  open space to his destination point), wounded but alive. 
  The Armory is split by a volcanic chasm that leads away 
  from the Storm Tower. Jaras is determined to explore the 
  chasm, but he is cautious. Because he doesn’t have a holy 
  symbol, many spells are inaccessible to Jaras. He can 
  create food and water and cure wounds, but he can’t cast 
  resist energy, protection from energy, fly or other spells 
  that a sensible cleric would prepare before exploring such 
  a chasm. Jaras knows that he shouldn’t linger in the 
  Armory, however, so he’s spent a few days preparing 
  makeshift cleats and readying himself for his journey. 
   
  Meanwhile, Durmin and the kobolds have scoured 
  the countryside for Jaras without any luck. Durmin 
  eventually realized that the cleric must have escaped 
  down into the dungeon rather than out into the Pomarj, 
  although Durmin isn’t quite sure how the cleric bypassed 
  the lethal traps in the dungeon. Fueled by his anger, 
  Durmin is determined to push through the traps of the 
  Storm Tower dungeon and find the escaped cleric. If he 
  finds Jaras, Durmin intends to hack off Jaras’ feet to 
  prevent any further escapes. 
   
  ADVENTURE SUMMARY 
  This adventure begins when a relative of Durmin’s asks 
  the PCs to find Durmin, lost for many years in the 
  Pomarj. A cleric of the Dweller on the Horizon also asks 
  the PCs to find a missing brother, Jaras, as divinations 
  have prophesied a dire fate for him. 
   
  The PCs sail to the coast near the Storm Tower and 
  row ashore. Nearing the Storm Tower, they encounter a 
  pair of kobolds hunting for Jaras. These kobolds can 
  provide information if interrogated. The PCs may learn of 
  Durmin’s cruel ways and Jaras’ imprisonment. 
   
  The Storm Tower itself is filled with kobolds, but the 
  kobolds are unwilling to put up too much of a fight while 
  their leader is away. The PCs can discover that Durmin is 
  exploring the dungeons below the Storm Tower, looking 
  for Jaras. 
   
  The dungeons beneath the Storm Tower are trapped, 
  although some of the traps have been disarmed by the 
  kobolds. The PCs find Durmin in the dungeon, suffering 
  from an energy draining trap. The dwarf resists the PCs as 
  well as he is able in his weakened state. 
   
  At the far end of the dungeon, the PCs find the well-
  protected treasure room of the Storm Tower, an armory 
  of magical weapons and armor several centuries old. Split 
  by a chasm, the Armory also unlocks the secrets of a 
  powerful magical ritual. Jaras is hiding here, preparing to 
  make his way through the chasm and away to freedom. 
  He asks the PCs for help. 
   
  If the PCs return through the dungeons and the 
  Storm Tower, they may have to contend with the 
  emboldened kobolds before escaping the Pomarj. 
   
  By traversing the chasm, the PCs surface far from the 
  Storm Tower and proceed back to their boat. 
  Unfortunately, a pack of scrags has discovered their boat 
  as well, and the PCs must defeat the monsters before 
  escaping the Pomarj with Jaras (and possibly Durmin). 
   
  PREPARATION FOR PLAY 
  Find out if any of the PCs participated in COR1-04 Fires 
  of the Storm Tower, as those PCs will be somewhat 
  familiar with some of the people and locations in this 
  adventure. (Although those players should be praised for 
  their good memory, if they remember details of a game so 
  long ago!) 
   
  If there is a bard at the table with a substantial 
  Perform modifier (at least +10) and a fairly popular 
  method of performance (for example, singing or stringed 
  instruments), you can decide that he or she is the bard 
  the PCs are watching in the Introduction. 
   
  
  COR6-11 Return to the Storm Tower 
   
  Page 4 
  INTRODUCTION 
  With 
  a 
  final, 
  sustained 
  note 
  the 
  bard’s 
  performance ends. There is awestruck silence 
  from the crowd for only a moment, rapidly 
  replaced by thunderous applause. 
   
  If you have selected a PC bard to be the center of the 
  evening’s attention, encourage that player to bow, and 
  have the other PCs applaud. Otherwise, the bard is a 
  handsome half-elf lad named Yurther (as Yurther, feel 
  free to bow and blow kisses to any ladies present). 
   
  Yurther’s ballad was a new composition from recent 
  tales he’s heard regarding an uprising of orcs in the 
  Pomarj and the unification of evil humanoids under the 
  banner of Turrosh Mak. The ballad centered on two ill-
  fated warriors, a female human paladin from Verbobonc 
  and an elven knight from Celene, tasked to fight their 
  way out of the Pomarj to bring the news of the humanoid 
  uprising to their nations. Along the way the two fall in 
  love, and only barely escape to bring their news to 
  civilization. 
   
  Your 
  travels 
  have 
  brought 
  you 
  to 
  the 
  Boarhound, an upscale tavern in the city of 
  Gryrax in the Principality of Ulek. You were 
  fortunate 
  that 
  a 
  skilled 
  bard 
  would 
  be 
  performing. Unfortunately, it seems half the 
  city turned out to see the bard as well. The 
  common room is packed this rainy evening. 
   
  Unless the characters have traveled together to Gryrax or 
  have met each other before, the characters have not yet 
  met and, in fact, can hardly see one other in the crowded 
  Boarhound. 
   
  As the bard is packing up from the evening’s 
  last performance, but before the crowd in the 
  Boarhound has had much of a chance to 
  disperse, a rotund dwarf climbs up onto the 
  stage. This is Deg Grommel, the proprietor of 
  the Boarhound. 
   
  Deg motions for the room to be quiet by waving his arms. 
  After a few moments, the crowd silences to hear what the 
  proprietor has to say. Deg has a smile on his face, but 
  characters that succeed at a DC 15 Sense Motive check 
  notice that Deg is also worried about something. Deg 
  addresses the crowd as follows: 
   
  “Ladies and gentlemen, my thanks to you for 
  coming out on this wet night for such a fine 
  performance. I have two brief announcements. 
  First, in order to continue the celebrations 
  tonight, I’m offering all drinks at half price. 
  Second, and more seriously, I’m looking for a 
  group of trustworthy souls to undertake a 
  dangerous mission on behalf of myself and my 
  clan. If you’re interested in the first, belly up 
  to the bar where my lads and I will fill your 
  tankards; if you’re interested in the second, be 
  sure to come back here tomorrow at sunrise for 
  further information.” 
   
  The PCs can approach Deg about the mission tonight, but 
  he’s very busy with tavern business and doesn’t have 
  much time to talk. If the PCs press him for details and 
  seem to have a good reason for doing so (for example, if 
  the PCs claim they want to know what spells to prepare), 
  he’ll mention that he’s looking for volunteers for a rescue 
  mission into the Pomarj. 
   
  ENCOUNTER 1: QUEST 
  FOR THE MISSING 
  The next morning, Deg has heaped piles of eggs, bacon 
  and biscuits ready for potential volunteers. The only 
  takers, however, are the PCs. If any of the PCs don’t seem 
  interested in finding out about Deg’s offer, you can 
  engineer it so that whatever plans they did have fall 
  through (a caravan they meant to travel with has been 
  disbanded at the last minute, for example), and Deg’s 
  offer is the only work available. 
   
  Have the PCs introduce themselves to each other as 
  they come in for the breakfast meeting with Deg. 
   
  Deg is a likeable, generous dwarf. Deg gets right 
  down to business over breakfast. Use the following 
  typical questions to guide the conversation with Deg: 
   
  What’s this about a mission? Five years 
  ago, my cousin, Durmin Grommel, was on his 
  way back here from Greyhawk when his ship hit 
  a storm and he was shipwrecked in the Pomarj. 
  Due to the quick action of some brave heroes, 
  most of the crew and passengers were saved, the 
  ship was repaired, and it finished its journey. 
  However, two passengers were never accounted 
  for: my cousin, an artisan here in Gryrax, and a 
  human cleric named Jaras Klot. We assumed 
  they had been lost at sea, and held a funeral 
  ceremony for them. 
   
  But he’s not dead? My kinsman and I are 
  working together to compile an extensive and 
  accurate family record. Fortunately, my aunt’s 
  cousin is a diviner, and she’s been able to help us 
  immensely. One of her divinations implied that 
  Durmin isn’t dead. More specific divinations 
  revealed that he’s alive, in a place called the 
  “Storm Tower.” (If any PCs have actually been to 
  the Storm Tower—by playing COR1-04 Fires of 
  the Storm Tower, 
  for example—Deg is 
  genuinely surprised and pleased with such good 
  luck.) 
   
  What’s this Storm Tower? I have a 
  grandfather who collects maps. The Storm 
  Tower is a very old keep in the Pomarj, near the 
  south coast. It’s not more than a few days’ sail 
  from here. Apparently, it predates the orcish 
  settlement of the land. Also, it isn’t very big. I’d 
  like to hire you to go to this Storm Tower and 
  retrieve my cousin, Durmin, in whatever way 
  
  COR6-11 Return to the Storm Tower 
   
  Page 5 
  you think best. (Deg provides a map of the south 
  coast of the Pomarj, with major landmarks and 
  the Storm Tower marked on it.) 
   
   
  What does your cousin look like? He’s 
  stocky, like most of my kin, even for a dwarf. 
  He’s got weak eyes, and has worn spectacles 
  since he was young. 
   
  Is there anything else you can tell us 
  about him? What sort of dwarf is he? 
  Durmin is an artisan, working in stone and 
  wood, mostly. He…well…I don’t know much 
  about him, actually. I didn’t meet him more 
  than once or twice, and he didn’t really strike 
  me as noteworthy. But he’s family, all the same. 
  (Deg has no more information to provide about 
  Durmin. Deg doesn’t suspect that Durmin 
  might be evil.) 
   
  Do you think your cousin is in danger? 
  I’m sure he’s in danger, although my aunt’s 
  cousin’s divinations are unclear on that point. I 
  can’t think of why a dwarf would stay alive in a 
  land infested with ruthless orcs unless he’s a 
  slave. 
   
  What’s the reward? My kinsmen and I have 
  been able to pull together enough coin to 
  charter your ship to and from the Pomarj—
  that’s already been taken care of—and to pay 
  each of you 100 gold coins. Believe me when I 
  say it’s all we can afford to give. We have no 
  reason to skimp on payment for an important 
  task such as this. I can give you up to half of it 
  now, if you need supplies, but the rest of it is 
  yours upon returning my cousin Durmin here 
  to the Boarhound. 
   
  Isn’t the Pomarj dangerous? Well, yes. (At 
  APL 2 through 8, add: At most times it would be 
  much too dangerous for a group like yours.) 
  Fortunately, the orcish forces should be 
  occupied by their recent offensive against 
  Narwell and Safeton, and you should be able to 
  get in and out completely unnoticed. 
   
  The Mermaid’s Game, the ship Deg chartered to take the 
  PCs to the Pomarj, is ready to sail this very morning. Deg 
  encourages the PCs to hurry to the docks and catch the 
  ship. 
   
  Troubleshooting: Magical Solutions: If the PCs 
  attempt to scry on Durmin, calculate Durmin’s modified 
  Will save, since Durmin resists this attempt. If the 
  characters are able to scry on Durmin during the day, he’s 
  in his rooms (area E of encounter 5) by himself, sleeping, 
  working on plans and generally going about harmless-
  looking business. If the PCs approach Deg with this 
  news, he’s happy to hear that his cousin is in good shape. 
  If the PCs successfully scry on Durmin at night, Durmin 
  is in the yard of the Storm Tower, drilling kobolds, which 
  should seem like pretty unusual behavior. If the PCs 
  approach Deg with the results of a night-time scrying 
  attempt, Deg is convinced that the PCs’ magic is being 
  tampered with. 
   
  The characters probably don’t have any way to 
  remotely view the Storm Tower, but if they manage to 
  come up with something that works, use the area 
  descriptions in encounter 5 to tell them what they see. 
   
  If the PCs have the means to wind walk, mass 
  teleport, or some other method of speedy or 
  instantaneous travel that allows them to reasonably 
  bypass the dangers of the Pomarj, Deg is not opposed to 
  them use it. However, he reminds the PCs that they need 
  sufficient magic to bring his cousin Durmin back with 
  them.  
   
  Go to encounter 4 if the PCs get near the Storm 
  Tower but don’t enter it. Go to encounter 5 if the PCs 
  travel right to the Storm Tower itself. Go to encounter 2 if 
  the PCs take ship to the Pomarj. 
   
  ENCOUNTER 2: ANOTHER 
  ONE LOST 
  Once the characters decide to make their way to the 
  Mermaid’s Game at the docks, they have a not-so-chance 
  encounter with someone else seeking their aid. 
   
  As you make your way to the docks, you see a 
  stooped half-orc with worn green clothing 
  leaning on a walking staff. He looks at you with 
  clear eyes and asks, “Friends, can you tell an 
  old traveler how to get to the Boarhound?” 
   
  This old half-orc is a cleric of Fharlanghn named Gurlar, a 
  hoary old mystic whose youth and strength are gone. 
  Walker Gurlar speaks coarsely, but fixes people he speaks 
  to with clear eyes that seem piercing and wise. If the PCs 
  are rude to Walker Gurlar, or ignore him, he passes them 
  by. Skip to the next encounter. (The PCs will receive no 
  rewards from the Church of Fharlanghn in this 
  adventure.) 
   
   
  νWalker Gurlar: N half-orc barbarian 1/ cleric4 of 
  Fharlanghn (Sense Motive +9, Spot +8, Listen +10). 
   
  If the PCs provide directions, or are at least not 
  unfriendly to the old priest, he tells them the following: 
   
  “Ah, good, good. I know you are travelers 
  yourselves, and compassion from one traveler 
  to another keeps the world rolling on. I know 
  your mission, and I’d ask you to do a favor for 
  the humble vagabonds in service to the Dweller 
  on the Horizon.” 
   
  A DC 10 Knowledge (religion) check reveals that the 
  Dweller on the Horizon refers to Fharlanghn, Neutral 
  god of roads and travel. If the PCs express interest in his 
  favor, the priest provides them with this additional 
  information: 
  
  COR6-11 Return to the Storm Tower 
   
  Page 6 
   
  He knows the PCs are going into the Pomarj to 
  rescue a dwarf named Durmin Grommel. (Deg 
  Grommel’s announcement of the night before 
  reached the ears of the followers of Fharlanghn 
  in Gryrax. Since they know Deg is the cousin of 
  one of Jaras Klot’s former ship-mates, they 
  suspect the nature of Deg’s quest).  
   
  One of his fellow priests, an Oeridian man 
  named Jaras Klot, was also on the shipwreck of 
  the Slaver’s Bane. (The priest doesn’t know Jaras 
  personally.) 
   
  When the clergy of Fharlanghn overheard that 
  Durmin Grommel had survived the wreck of the 
  Slaver’s Bane, they became hopeful that Jaras 
  had survived, as well. 
   
  Divinations cast late last night revealed that 
  Jaras is in fact alive. 
   
  Unfortunately, when a divination about Jaras’ 
  location was cast, a dire message was the result 
  (the half-orc removes a piece of parchment from 
  his tunic and passes it to the PCs: give the Player 
  Handout 1). 
   
  “Fharlanghn’s Stride,” referred to in the 
  divination, is a reference to either the 
  dimension door spell or the teleport spell, 
  which many clerics of the Dweller on the 
  Horizon learn. 
   
  The priest asks the PCs rescue Jaras Klot from 
  his immediate danger, and bring him out of the 
  Pomarj if such is his wish. 
   
  In reward, the church of Fharlanghn offers 
  access to certain travel-related magic items as 
  well as access to certain secret lore (non-clerics 
  of Fharlanghn gain a one-time use of the Travel 
  domain granted power; clerics of Fharlanghn 
  earn access to the Far Horizons feat). The priest 
  has no coin to offer. 
   
  The priest can provide no other information to the PCs at 
  this time, but wishes them good luck. 
   
  ENCOUNTER 3: A QUICK 
  TRIP BY SHIP 
  Deg has already arranged the PCs’ (and their animal 
  companions and so on) passage along the Pomarj coast on 
  a small, fast ship called the Mermaid’s Game. The 
  Mermaid’s Game is captained by a dashing young man 
  named Borolund. Borolund holds a Letter of Marque 
  from the Principality of Ulek’s Royal Navy, allowing him 
  to raid the Pomarj as he pleases. Borolund looks 
  disapprovingly at any Large or larger animals the PCs 
  bring with them, but he doesn’t forbid them. 
   
  If any PCs have a ship, Deg is happy to let the PCs 
  use it instead. However, Deg loses the money he already 
  spent for the PC’s passage on the Mermaid’s Game, as 
  Captain Borolund rejected several other fares in 
  anticipation of his mission to escort the PCs.  
   
  Although some of Turrosh Mak’s ships patrol the 
  waters off the disputed lands between Ulek and the 
  Pomarj, the quick Mermaid’s Game is able to slip past 
  them. Two days later, as the Mermaid’s Game hugs the 
  coast, Borolund looks for signs of where to drop anchor 
  (Deg gave Borolund a copy of the same map he gave the 
  PCs). 
   
  The sky is cloudy and threatening, but the 
  anticipated storm does not yet break. PCs may wish to use 
  the Survival skill to foretell the weather. Success 
  indicates that the PC knows that for the next few days, 
  the skies will remain overcast but that it will not rain. 
   
  The Mermaid’s Game waits a safe distance out at sea. 
  The PCs are loaned the ship’s rowboat to row for shore 
  and they are cautioned to hide the boat (none of the 
  sailors on the Mermaid’s Game are willing to row to the 
  coast of the dreaded Pomarj, much less loiter there 
  waiting for the PCs’ return). The Mermaid’s Game waits 
  two days for the PCs to return, but may have to leave and 
  come back if approached by a dangerous vessel (such as a 
  patrolling orcish warship, pirate ship, or Scarlet 
  Brotherhood slave ship). 
   
  If the PCs have their own ship, of course, it waits as 
  long as necessary. Once the PCs are ashore, move on to 
  encounter 4. 
   
  ENCOUNTER 4: MEETING 
  THE LOCALS 
  The PCs must travel north through the Pomarj for several 
  hours before reaching the Storm Tower. 
   
  A few miles inland, after no more than a half-hour of 
  travel, the PCs come upon a sight which indicates the 
  level of recent activity in the Pomarj. Read the following: 
   
  Ahead, a crude path has been cut through the 
  jagged, lightly wooded hills of the Pomarj. A 
  section of forest perhaps sixty feet across has 
  been clear-cut. Tree stumps stretch to the east 
  and west as far as you can see.  Some sort of 
  long ridge about two feet high has been 
  constructed across your path. 
   
  If the PCs investigate closer, this “ridge” is a slightly 
  elevated gravel road approximately twenty feet across. 
  This road was recently constructed under Turrosh Mak’s 
  orders to provide fast movement for troops. This road 
  stretches for dozens of miles to the east and west, 
  connecting powerful orcish strongholds. 
   
  The road was constructed within the past three years. 
  A DC 10 Knowledge (architecture and engineering) 
  check reveals that this road was hastily made but 
  skillfully planned. The road consists of a bed of stones, 
  with a latticework of timber atop the stones. The timber 
  latticework was covered with a sludge made of clay and 
  sand which has baked hard in the sun. Atop the road is a 
  thick layer of gravel. Curbs on each side of the road drain 
  water away, keeping the surface from becoming muddy. 
  Roads like this dramatically increase the speed of foot and 
  cart traffic. 
  
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  A DC 12 Survival check by a character with the 
  Track feat indicates that this road hasn’t been used in 
  weeks. A DC 20 Survival check by a character with the 
  Track feat reveals that hundreds of medium-sized 
  humanoids, likely orcs, have used this road in the past 
  few months. 
   
  If the PCs investigate at all to the east or west, they 
  notice that the roadbed has been carved through several 
  hills in order to make a straighter path. 
   
  The PCs may be nervous that something awaits them 
  on the road, but as Turrosh Mak’s troops are concentrated 
  in the northern Pomarj at this time, they encounter no 
  enemies here. 
   
  After a few more hours of travel inland, the PCs 
  approach the Storm Tower.  
   
  Ahead, you see a sudden blast of greenish 
  lightning. The lightning did not spring from 
  the thick clouds above, but up from something 
  on the other side of the rise.  
   
  Atop the rise, silhouetted in the lightning 
  flash you make out two small figures skulking 
  toward you. They are reptilian, bipedal, and no 
  bigger 
  than 
  children. 
  They 
  are, 
  by 
  all 
  appearances, kobolds. They eye you warily from 
  a distance, spears pointed in your direction. 
   
  The kobolds are about eighty feet away when this 
  encounter begins. If the PCs are immediately hostile, the 
  kobolds flee as best they can. If the PCs try to parley, the 
  kobolds are suspicious and reserved as they suspect the 
  PCs are interlopers in the Pomarj. These kobolds only 
  speak Draconic, so the PCs must overcome the language 
  barrier or communicate with hand signals. 
   
  The kobolds start with an attitude of Unfriendly to 
  the PCs. If the kobolds are made Friendly through 
  Diplomacy, are successfully bluffed into thinking the PCs 
  belong in this region, are friends of Durmin’s, or are 
  demoralized by a successful Intimidate check, they reveal 
  the following information when questioned: 
   
  We’re looking for a dwarf: Durmin is our 
  leader. He is strong and mean, and trains us 
  every day to make us tough. If you don’t train 
  hard enough, Durmin will cut off your hand or 
  foot. He runs the Storm Tower and all us 
  kobolds in it. He talks to the Big Over-Chief and 
  keeps the orcs away. (The kobolds can confirm 
  that this “Big Over-Chief” is Turrosh Mak. They 
  clearly idolize Turrosh Mak for his power, and 
  admit that even Durmin obeys whatever 
  Turrosh Mak says). 
   
  We’re looking for a cleric: Jaras came with 
  Durmin a long time ago. Jaras wanted to leave 
  after a little while, but Durmin wouldn’t let him, 
  since Jaras has powerful magic. Durmin keeps 
  Jaras locked up in the Storm Tower. Sometimes 
  Jaras escapes and we hunt him down and bring 
  him back. Jaras escaped the day before the day 
  before yesterday, and we haven’t found him yet. 
  We haven’t even seen his tracks outside the 
  Storm Tower. It’s like he just disappeared. 
  Durmin’s really smart, though, and Durmin 
  thinks maybe Jaras never left the Storm Tower. 
  Durmin thinks Jaras might have run into the 
  dungeons, so Durmin went into the dungeons 
  after him earlier today. 
   
  When did Durmin and Jaras come here? 
  Oh, a long time ago. They were in a ship crash. 
  We weren’t doing so good then, kicked around 
  by orcs and ogres hereabouts. Durmin and Jaras 
  found the Storm Tower and we moved into it. 
  We get to stay in the Storm Tower where it’s 
  safe, as long as we do what Durmin says and 
  train to be good fighters. 
   
  Why does Durmin train you to be 
  fighters? We don’t ask Durmin why he does 
  what he does. We just obey, or he hurts us. If we 
  work hard, he gives us presents, like extra food 
  and better weapons, and lets us boss around the 
  other kobolds. 
   
  What does Jaras do? Jaras does whatever 
  Durmin says! Mostly he makes us food when we 
  can’t find any and heals us when we’re sick or 
  hurt. If Jaras doesn’t do what Durmin says, 
  Durmin doesn’t feed him for a few days. That 
  teaches Jaras who’s in charge! 
   
  What are those strange lights? The Storm 
  Tower spits magic all the time. It’s not 
  dangerous, even though it looks scary. 
   
  What’s under the Storm Tower? Really 
  dangerous dungeons! They are filled with stairs, 
  and the stairs are trapped. We found them a 
  little while ago, and Durmin helped us get past 
  some of the traps. They’re broken good and 
  won’t hurt anybody. But there’s one stairs we 
  can’t get past. It’s got blades that cut your head 
  off. No one can figure out how to keep it from 
  cutting heads off. No one goes down there 
  anymore, except Durmin. He went down there 
  today, looking for Jaras. Maybe he figured out 
  how to get past the blades this time. Durmin’s 
  smart. 
   
  Where’s Jaras? We don’t know. We’re out 
  looking for his tracks, maybe we’ll get lucky and 
  see some, even though Durmin doesn’t think 
  Jaras left the Storm Tower. Maybe we’ll even 
  find Jaras and bring him back to the Storm 
  Tower. Durmin will give us big presents then, 
  for sure. But if Durmin thinks Jaras is in the 
  dungeons, that’s probably where Jaras is. 
  Durmin’s smart. 
   
  Where’s Durmin? Durmin went into the 
  dungeons with two of his favorite kobolds. 
  They’re mean, too, and try to hurt whoever they 
  can when Durmin isn’t looking. 
   
  Where are the dungeons? You get there 
  through a trapdoor in the back corner of the 
  Storm Tower. We found the trapdoor a little 
  while ago while fixing up the Storm Tower. It 
  
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  Page 8 
  goes into a room that has stairs to a room that 
  has stairs. 
   
  Can we go into the Storm Tower? Can 
  we go 
  into the 
  dungeons? 
  Durmin 
  sometimes makes us fight anyone that gets close 
  to the Storm Tower. But you look tough. If you 
  are tough, kobolds will probably leave you 
  alone. If Durmin was here, he’d make us fight 
  you, no matter how many of us you beat. There’s 
  so many of us, we might beat you even if you 
  beat most of us. But Durmin’s not here, so most 
  kobolds will run and hide rather than fight you. 
   
  What was that road we crossed to get 
  here? The orcs use that to go from one big orc-
  camp to the other. They get together in 
  numbers bigger than you can count to make 
  war. The road doesn’t go here because we’re just 
  kobolds and nobody thinks we can fight. But we 
  can! Durmin shows us how! 
   
  Where are all the orcs around here? 
  They all marched north many nights ago. The 
  Big Over-Chief was going to send them to war, I 
  heard. 
   
  These kobolds prefer to flee than fight (unless they can 
  gang up on a single lone, weak-looking PC), so no 
  experience is awarded if the PCs catch and kill them. 
   
   
  �k Storm Tower kobolds (2): kobold warrior 4; 
  hp 24 each; Appendix 1. 
   
  Treasure: Loot from the kobolds. 
   
  All APLs: Loot: 16 gp. 
   
  From here, the PCs don’t really have anywhere to go 
  except the Storm Tower. If PCs search the area around 
  the Storm Tower, they don’t find anything other than a 
  few other kobolds scouts and signs that this area of the 
  Pomarj has been mobilized for war (deserted orcish 
  campsites, crude iron mines, and so forth). Whether the 
  PCs approach the Storm Tower openly or with stealth, 
  proceed to the next encounter. 
   
  ENCOUNTER 5: ARRIVAL 
  AT THE TOWER 
  The Storm Tower is home to approximately one hundred 
  kobolds. When the PCs get their first glimpse of the 
  Storm Tower read the following description: 
   
  The Storm Tower is a small keep sitting atop a 
  low hill. Sixty feet square, this one story 
  structure 
  looks 
  weathered 
  and 
  partially 
  collapsed, particularly on the western side. 
  Some parts of the keep appear to have been 
  recently rebuilt. A parapet runs around the top, 
  except along the rebuilt western wall.  
   
  Strangest of all are the black and red flames 
  that occasionally fire skyward from the western 
  walls and the bolts of green lightning that 
  crackle in great arcs above the keep. 
   
  Once the PCs get closer, they can tell that the Storm 
  Tower is inhabited. Kobolds armed with spears move 
  back and forth along the parapet, keeping watch in all 
  directions. If the PCs approach the Storm Tower from the 
  south, they can see the entrance to the keep and some of 
  the buildings inside. Read or paraphrase the following: 
   
  The gates in the south wall stand open. Inside, 
  you see a courtyard around a single building in 
  the center of the keep. Small lodges of wood 
  and thatch dot the courtyard. Several similar 
  lodges cluster around the eastern exterior of 
  the keep, as though seeking safety next to the 
  Storm Tower’s solid walls. 
   
  Refer to map 1 for a map of the Storm Tower and map 2 
  for a map of the parapet. The outer wall is fifteen feet 
  high and made of two-foot thick stone. The stone walls of 
  the Storm Tower have the following statistics: 
   
   
  s Storm Tower Walls: 2 ft. thick; hardness 6; hp 
  360; AC 5; Break DC 40; Climb DC 20 (DC 15 on the 
  western side). 
   
  There are the following areas of interest within the Storm 
  Tower: 
   
  Area A is the front gate, made of sturdy but old 
  hardwood. The gate has a heavy bar to keep it closed, but 
  the gate is usually left open so the kobolds can easily 
  come and go. If danger looms, the kobolds can close the 
  heavy gate in three rounds. Once closed and barred, the 
  gate has the following statistics: 
   
   
  s Storm Tower Gate: 1 ft. thick; hardness 5; hp 
  120; AC 5; Break DC 25; Climb DC 20. 
   
  Area B is the courtyard of the keep. It is heavily traveled 
  and muddy. Most of the area is taken up by huts that the 
  kobolds live in. Approximately seventy kobolds live in 
  the courtyard, and nearly all are well-trained warriors. 
  When the PCs enter the courtyard, read: 
   
  The courtyard beyond the gate is a muddy area 
  filled with small wood-and-thatch huts. To the 
  north is a one-story stone building with a pair 
  of stairways leading to its roof. To the east is a 
  stone room attached to the interior wall of the 
  fort. You can see another, similar room ahead 
  and to the east in the adjacent corner as well. 
  Although 
  there 
  were 
  likely 
  two 
  similar 
  buildings on the west side of the keep, only 
  rubble now remains. 
   
  The PCs also notice the remnants of a catwalk clinging to 
  the inner perimeter of the outer wall. 
   
  Area C is a corner room that is mostly intact. Koshek, 
  
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  Page 9 
  the kobold sorcerer, lives here along with a couple of 
  sycophantic pupils (ordinary kobolds). Koshek keeps 
  several chunks of burned wood on makeshift shelves in 
  this room. This wood was all charred by Koshek’s burning 
  hands spell over the years, and he thinks the shapes of the 
  burn marks hold some hidden meanings. Of course, his 
  pupils agree. 
   
  Koshek doesn’t like Durmin, and that’s made Koshek 
  unpopular in the tribe. Koshek is also one of the most 
  craven kobolds in the tribe. He postures and hurls insults 
  if he feels he isn’t in any danger, but if trouble breaks out 
  he’s the first to flee. 
   
  The PCs may have use for this reprehensible coward 
  as a translator, however, as Koshek is the only kobold in 
  the tribe that can speak a language other than Draconic. 
  Koshek is fluent in Orc as well.  
   
  All APLs 
   
  �k Koshek: male kobold sorcerer 3: hp 9; Appendix 
  1. 
   
  Area D is another corner room. This room has a sturdy 
  wooden door with a heavy bar. The door is currently 
  open. This is the cell where Jaras has spent most of the 
  last five years. There is nothing in it now other than a 
  worn sleeping mat and a filthy bucket. If all of the PCs are 
  foolish enough to step inside while the kobolds are 
  present, the kobolds seize the opportunity to shut the PCs 
  in this room and bar the door. 
   
   
  s Corner Room Door: 6 in. thick; hardness 5; hp 
  60; AC 5; Break DC 25. 
   
  Area E is the main building of the keep. A sturdy stone 
  door, far newer than the other stone of the keep, allows 
  access to the keep’s interior. The door is currently ajar. 
  The door is carved with a stylized image of a stocky dwarf 
  in spectacles standing above a mass of kobolds. Inside, a 
  stone wall bisects the building, dividing it into two 
  rooms. 
   
  The western room is Durmin’s room. It has a 
  comfortable cot, a large wooden chest and a desk covered 
  with plans, woodworking tools, and stonecarving tools. 
   
  The eastern room is where Durmin holds his council 
  with the kobolds he favors at the time. There is a throne-
  like wooden chair at the far end of the room and kobold-
  sized benches throughout the room. 
   
  Area F is a pile of rubble that was once the western wall 
  and part of the corner room here. When Durmin and the 
  kobolds moved around some rubble to rebuild the 
  western wall some months ago, they uncovered a 
  trapdoor leading to the dungeons beneath the Storm 
  Tower. After a few hours of dungeon exploration, the 
  kobolds discovered the scything blade trap and couldn’t 
  disarm it. The kobolds shun the dungeon now, and the 
  only visitors that have been in the dungeon recently are 
  Durmin and a pair of kobolds. Durmin and his two 
  bravest warriors entered the dungeon to search for Jaras 
  this morning. The dungeon layout is provided on map 3, 
  and described in encounters 6 through 9. 
   
  Area G consists of several more wood and thatch huts 
  build outside the walls of the keep. The poorest of the 
  kobolds live in these huts, outside the safety of the walls. 
  About thirty kobolds, mostly women and children, live in 
  these huts, which tend to be a little larger but dirtier than 
  the ones inside the keep. 
   
  Map 2 shows the portion of the parapet that still 
  remains. Kobolds patrol the parapet fairly vigilantly, as 
  the Pomarj is a dangerous place. 
   
  Interacting with the kobolds: The kobolds are 
  paranoid and cowardly without Durmin to lead them. If 
  the PCs appear to be weak, or attempt diplomacy, the 
  kobolds jeer at them and a few casually throw spears. 
  Koshek, in particular, may put in an appearance to try to 
  bully the PCs. 
   
  If the PCs put on a show of force (which includes 
  casting any flashy spell or easily defeating any kobold 
  within sight of the others), all the kobolds flee and hide 
  as best they can. If caught they try and curry favor with 
  their captors by answering all questions as truthfully as 
  possible. 
   
  If the PCs offer bribes to the kobolds, any kobold 
  will take 20 gold coins or a similar value of useful items 
  (crossbow bolts, food, tools, and so on) in exchange for 
  providing the PCs all the information they ask. 
   
  Any captured or bribed kobold loudly laments the 
  loss of their cleric prisoner and their mighty leader, 
  Durmin. The kobolds can’t speak highly enough of their 
  dwarf chieftain. Use the information in encounter 4 to 
  guide a conversation with the kobolds. 
   
  Note that if Durmin is actually present (as he may be 
  in encounter 10), the kobolds are substantially braver and 
  willing to fight even clearly superior foes. The kobolds 
  should seem harmless and cowardly when the PCs first 
  meet them, but quickly turn dangerous if Durmin is 
  around to lead them. The kobolds are even braver if they 
  know Jaras has been recovered, because they know 
  Durmin will force the cleric to heal them if they get hurt. 
  Use the tactics and statistics in ecounter 10 if the PCs 
  return Durmin to the kobolds.  
   
  None of the kobolds dare to venture very far into the 
  dungeon because they know the scythe trap is dangerous 
  and fear other deadly traps may be present. If the PCs try 
  to force any kobold down into the dungeon, the kobold 
  tries to flee as best as possible, or sinks to the ground and 
  grumbles or cries. No amount of bribery, intimidation or 
  diplomacy can convince a kobold to venture far into the 
  dungeons, as every kobold is convinced the place holds 
  certain death. 
   
  ENCOUNTER 6: INTO THE 
  STORM TOWER DUNGEON 
  To descend into the dungeons beneath the Storm Tower, 
  the PCs have to squeeze through a small stone trap door 
  
  COR6-11 Return to the Storm Tower 
   
  Page 10 
  and descend fifteen feet on a rickety ladder to a small 
  landing. The landing room is bare, but a tracker may 
  discover (with a DC 21 Survival check) three sets of 
  recent footprints leaving the room by the stairs: two sets 
  of kobold tracks and the booted prints of a dwarf. 
   
  Map 3 shows the layout of the Storm Tower 
  dungeons. 
   
  The dungeons consist of several rooms, fifteen feet 
  square, carved lower and lower beneath the Storm Tower. 
  Steep narrow stairs connect the rooms to each other. The 
  first two rooms have been cleared of treasure by kobold 
  explorers, and hold nothing of interest. The two traps on 
  the first set of stairs have been disarmed. Except for the 
  final set of stairs, the dungeons are entirely dark. 
   
  The Storm Tower dungeon was built to protect an 
  armory deep underground. Originally, six traps of 
  increasing lethality guarded the way to the armory. The 
  first two traps (a poisoned spear trap and a falling block 
  trap) have been successfully disarmed by the kobolds. 
  The sixth trap has been damaged and no longer functions. 
  The other three traps, however, are active. 
   
  ENCOUNTER 7: THE 
  SCYTHE TRAP 
  The area marked on Map 3 contains a scything blade trap. 
  As the blades swing through a wide section of the stairs, 
  and the trap is difficult to disarm, the kobolds have not 
  been able to bypass or disarm it. Therefore, the kobolds 
  don’t know what’s beyond this trap. 
   
  Just before the scything blade trap is a crude drawing 
  on the wall in chalk (give the Players Handout 1). The 
  drawing serves as a warning that there is a bladed trap 
  nearby. Lying on the stairs are two kobolds, neatly 
  decapitated. These kobolds accompanied Durmin into the 
  dungeons, but were killed by the trap while Durmin 
  watched. Durmin noted that there is a few seconds delay 
  while the trap resets, and has was able to run past alone 
  after the second kobold was killed. 
   
  The Third Trap 
  Although the PCs should easily guess that there is a trap 
  here, it remains difficult to bypass without a skilled 
  rogue. The scything blades sweep through the entire area 
  marked on Map 3 whenever anything enters the center 
  area (even flying) and swing back into the walls, 
  automatically resetting after 2 rounds (that is, once the 
  trap is activated there is a “safe” round in which the trap 
  does not spring). 
   
  APL 2 (EL 2) 
   
  a Wall Scythe Trap: CR 2; mechanical; 
  proximity trigger (whenever a character enters the 5 ft. 
  square marked on Map 3); automatic reset; multiple 
  targets (all targets in the 5-ft.-by-15-ft. area marked on 
  Map 3); hidden lock bypass (Search DC 25, Open Lock 
  DC 30); Atk +10 melee (2d4+2/x4, scythe); Search DC 22; 
  Disable Device DC 18. 
   
  APL 4 and 6 (EL 4) 
   
  a Wall Scythe Trap: CR 4; mechanical; 
  proximity trigger (whenever a character enters the 5 ft. 
  square marked on Map 3); automatic reset; multiple 
  targets (all targets in the 5-ft.-by-15-ft. area marked on 
  Map 3); hidden lock bypass (Search DC 35, Open Lock 
  DC 30); Atk +16 melee (2d4+9/x4, scythe); Search DC 24; 
  Disable Device DC 21. 
   
  APL 8 (EL 6) 
   
  a Wall Scythe Trap: CR 6; mechanical; 
  proximity trigger (whenever a character enters the 5 ft. 
  square marked on Map 3); automatic reset; multiple 
  targets (all targets in the 5-ft.-by-15-ft. area marked on 
  Map 3); hidden lock bypass (Search DC 35, Open Lock 
  DC 30); Atk +19 melee (2d4+15/x4, scythe); Search DC 
  26; Disable Device DC 22. 
   
  APL 10 (EL 7) 
   
  a Wall Scythe Trap: CR 7; mechanical; 
  proximity trigger (whenever a character enters the 5 ft. 
  square marked on Map 3); automatic reset; multiple 
  targets (all targets in the 5-ft.-by-15-ft. area marked on 
  Map 3); hidden lock bypass (Search DC 35, Open Lock 
  DC 30); Atk +21 melee (2d4+15/x4, scythe); Search DC 
  28; Disable Device DC 23. 
   
  APL 12 (EL 8) 
   
  a Wall Scythe Trap: CR 8; mechanical; 
  proximity trigger (whenever a character enters the 5 ft. 
  square marked on Map 3); automatic reset; multiple 
  targets (all targets in the 5-ft.-by-15-ft. area marked on 
  Map 3); hidden lock bypass (Search DC 35, Open Lock 
  DC 30); Atk +23 melee (2d4+18/19-20/x4, scythe with 
  improved critical range); Search DC 29; Disable Device 
  DC 24. 
   
  Past the scything blade trap is another square room. The 
  stone door to this room is closed but unlocked. Once the 
  PCs are in the room read: 
   
  This square room contains several shelves and 
  low tables, all crowded with dozens of jars. 
  Each of the jars contains some sort of organ, 
  preserved in a translucent viscous jelly. Inside 
  each jar, just visible through the jelly, is an 
  ivory stickpin carved with writing in some 
  obscure language.  
   
  Dust covers everything and the tracks that 
  wind through this room and to the door on the 
  right wall are obvious. 
   
  This room is a gruesome sort of repository or museum. 
  Each ivory stickpin is carved in Flan with the name of the 
  creature type from which the organ came (none of the 
  creatures were intelligent creatures). The ivory stickpins 
  are slick and decaying. They are worth approximately 120 
  gp in total, if the PCs want to collect all the pins from the 
  hundreds of jars. 
   
  The tracks in this room belong to Durmin. Once the 
  dwarf realized that Jaras wasn’t hiding in here, he lost 
  interest in the room and left. 
  
  COR6-11 Return to the Storm Tower 
   
  Page 11 
   
  The stone door leading out of this room is not 
  locked, but it does have a Leomund’s trap-type effect on 
  the handle, making it appear to be trapped. Once the PCs 
  are finally through this door, move on to the next 
  encounter. 
   
  Treasure: Take all the ivory stickpins. 
   
  All APLs: Coin: 20 gp. 
   
  ENCOUNTER 8: THE 
  TREACHEROUS STAIRS 
  Once out of the gruesome museum, the PCs are faced 
  with a very long stairway. 
   
  This set of stairs is the longest you have seen in 
  these 
  dungeons, 
  slanting 
  downward 
  at 
  a 
  dangerous angle. These stairs are lit all the way 
  down to a metal door at the bottom. Small 
  alcoves set into the floor on each side of every 
  seventh stair hold small balls of orange fire. 
  Heat wafts up from this stairway. 
   
  Not twenty feet from you, a dwarf rests 
  feebly on the stairs, barely able to hold himself 
  up. He looks up at you through cracked 
  spectacles, sneers, and fumbles for a short 
  sword at his side. 
   
  The heat coming up from the stairway has nothing to do 
  with the floor-level lighting (which are in fact continual 
  flames cast on the stone stair in each alcove). Rather, the 
  heat comes from the lava in the room at the bottom of the 
  stairs. The metal door is quite warm, and it conducts the 
  heat into this stairwell. The air becomes noticeably 
  warmer near the bottom of the stairs. 
   
  The dwarf is Durmin Grommel, the would-be 
  warlord of the Storm Tower. Durmin made it this far, but 
  fell victim to the necromantic trap on the stairs. He 
  currently has 5 negative levels which disappear in 15 
  hours. At APL 2 through 6 Durmin has also suffered 9 
  points of Strength damage (reducing his Strength score 
  to 2), but he only remains weakened for 10 minutes after 
  the PCs encounter him. 
   
  All APLs  
  �
  k Durmin Grommel: male dwarf expert 3/ 
  fighter 3: hp 54 (currently 29); Appendix 1. 
   
  Treasure: Take all of Durmin’s possessions. 
   
  All APLs: Loot: 35 gp. 
   
  Interacting with Durmin: Durmin is an unpleasant, 
  bossy, and evil dwarf. Durmin assumes that the PCs are 
  not his friends, particularly if they display holy symbols 
  of any well-known good faith. He is hostile to interlopers 
  in “his” dungeon. He curses his weakness and demands 
  the PCs return him to the Storm Tower above. Durmin 
  assumes (probably correctly) that the kobolds above fled 
  from the PCs. If the PCs claim they want to take him back 
  to Ulek, he rudely dismisses them, saying he’d rather stay 
  in the Pomarj where he’s made a future for himself. If the 
  PCs are insistent, Durmin professes that he’d at least like 
  to return to his room in the Storm Tower and collect a 
  few personal belongings (a DC 20 Sense Motive reveals 
  that he is lying; he only wants to get back among his loyal 
  kobold minions). 
   
  Durmin admits that he’s in the dungeons to 
  recapture an escaped prisoner, but he doesn’t volunteer 
  the information that it’s a human cleric, particularly if 
  there are humans among the PCs. He promises dire 
  consequences for the escapee (starting with cutting off 
  his feet to prevent future escapes). 
   
  Durmin has no idea how Jaras escaped, much less 
  how he might have bypassed the traps in the dungeons. 
  Durmin is dimly aware that clerics have access to spells 
  that find traps (that is, the find traps spell), but he doesn’t 
  know much about the spell; therefore, he assumes Jaras 
  must have used that spell, or one like it, to bypass the 
  traps in the dungeon. Durmin has only a vague 
  knowledge of the dimension door spell, and he has no 
  idea that clerics can cast it. 
   
  If the PCs seem to be unsavory types, Durmin makes 
  them a deal: if they let Durmin go and recapture Jaras for 
  him, Durmin lets them keep any treasure they find in the 
  dungeon and keep three kobolds each as personal slaves. 
  Durmin doesn’t intend to keep his bargain. 
   
  If the PCs ever return Durmin to within earshot of 
  the Storm Tower kobolds, he shouts at the kobolds to kill 
  the PCs. The kobolds attempt to do so, hurling 
  themselves at the PCs. Use the tactics and statistics in 
  encounter 10 if the PCs return Durmin to the kobolds. 
   
  Durmin’s primary motivation is his own survival, at 
  any cost. If he can, Durmin wants to get back among his 
  kobold minions and resume the search for Jaras at a later 
  time. If it looks like the PCs might hurt or kill him, 
  Durmin goes along with them. He certainly doesn’t wish 
  to accompany the PCs any further down the stairs, 
  particularly in his enervated state, but he may have little 
  choice in the matter. 
   
  The Fourth Trap 
  The indicated spot marked on map 3 is trapped. The 
  continual flame spells on either side of this stair cover a 
  pair of necromantic traps. These traps are easy to locate 
  with a detect magic spell. 
   
  Durmin inadvertently triggered these traps, leaving 
  him in a substantially weakened condition. At APLs 2, 4 
  and 6, Durmin has already triggered the enervation trap 
  on the left side of the stairs, and this trap does not reset 
  for 24 hours. The other trap, however, is still active as it 
  resets immediately. Any living being passing by the trap 
  is attacked by one ray. 
   
  At APL 8 and above, both traps have reset. Any living 
  being passing between the traps is attacked by two rays 
  simultaneously, one from each side. 
   
  Durmin knows right where this trap is, as he fell 
  victim to it minutes before the PCs arrived. However, 
  Durmin either pretends not to know or lies about its 
  location, hoping to weaken the PCs (oppose Durmin’s 
  Bluff with Sense Motive checks from the party). A tracker 
  might be able to identify where the trap is with a DC 12 
  
  COR6-11 Return to the Storm Tower 
   
  Page 12 
  Survival check by identifying Durmin’s tracks in the dust 
  on the stairs.  
   
  Durmin chortles with glee if he’s present when the 
  PCs are hit by this or any other trap in the dungeon. 
   
  APL 2 (EL 4) 
   
  a Empowered Ray of Enfeeblement Trap: 
  CR 4; magical; alarm trigger; automatic reset (immediate); 
  Atk +8 ranged touch (empowered ray of enfeeblement, 
  1d6+5 x 1.5 Strength loss for 15 minutes); Search DC 28; 
  Disable Device DC 28. 
   
  APL 4 and 6 (EL 5) 
   
  a 
  Extended 
  Empowered 
  Ray 
  of 
  Enfeeblement Trap: CR 5; magical; alarm trigger; 
  automatic reset (immediate); Atk +8 ranged touch 
  (extended empowered ray of enfeeblement, 1d6+5 x 1.5 
  Strength loss for 30 minutes); Search DC 29; Disable 
  Device DC 29. 
   
  APL 8 (EL 7) 
   
  a Enervation Trap (2): CR 5; magical; alarm 
  trigger; automatic reset (immediate); Atk +8 ranged touch 
  (enervation, 1d4 negative levels for 15 hours); Search DC 
  29; Disable Device DC 29. 
   
   
   
  APL 10 (EL 8) 
   
  a Enervation trap: CR 5; magical; alarm trigger; 
  automatic reset (immediate); Atk +8 ranged touch 
  (enervation, 1d4 negative levels for 15 hours); Search DC 
  29; Disable Device DC 29. 
   
  a Empowered Enervation trap: CR 7; magical; 
  alarm trigger; automatic reset (immediate); Atk +8 ranged 
  touch (empowered enervation, 1d4 x 1.5 negative levels 
  for 15 hours); Search DC 31; Disable Device DC 31. 
   
  APL 12 (EL 9) 
   
  a Empowered Enervation Trap (2): CR 7; 
  magical; alarm trigger; automatic reset (immediate); Atk 
  +8 ranged touch (empowered enervation, 1d4 x 1.5 
  negative levels for 15 hours); Search DC 31; Disable 
  Device DC 31. 
   
   
  Although disarming or dispelling these traps is possible 
  (each trap has a caster level of 15), clever parties may also 
  block the path of the rays with a solid object (providing 
  total cover and blocking line of effect) in order to move 
  past. Note that a carried object, such a shield, is not 
  sufficient to block the rays, as a touch attack on the 
  carried object delivers the spell to the person carrying it. 
   
  The Fifth Trap 
  Further down the stairs, is a pit trap that opens under the 
  feet of anyone stepping onto those stairs. This pit is no 
  ordinary shaft, however; it flares outward, increasing 
  from a 5 ft. square to a 15 ft. square at the bottom. This 
  means that the slow fall ability does not help a PC 
  stumbling into this pit. Also, the pit trap automatically 
  resets, as the cover swings back up into place unless held 
  down (a DC 13 Strength check is sufficient to accomplish 
  this, if a PC intentionally triggers the pit trap with the 
  intent to hold it open). Furthermore, something 
  dangerous lurks at the bottom of the pit at most APLs. 
   
  APL 2 (EL 3) 
   
  a Pit Trap: CR 3; mechanical; location trigger; 
  automatic reset; DC 20 Reflex save avoids; 20 feet deep 
  (2d6, fall); pit spikes (Atk +10 melee, 1d4 spikes for 1d4+2 
  each) Search DC 26; Disable Device DC 19. 
   
  APL 4 (EL 4) 
   
  a Pit Trap with Brown Mold: CR 4; 
  mechanical; location trigger; automatic reset; DC 21 
  Reflex save avoids; 20 feet deep (2d6, fall); Search DC 27; 
  Disable Device DC 20. 
   
  At the center of the bottom of this pit is a patch of 
  brown mold (3d6, cold nonlethal): refer to the Dungeon 
  Master’s Guide, page 76. 
   
  APL 6 and 8 (EL 7) 
   
  a Pit Trap with Yellow Mold: CR 7; 
  mechanical; location trigger; automatic reset; DC 23 
  Reflex save avoids; 40 feet deep (4d6, fall); pit spikes (Atk 
  +10 melee, 1d4 spikes for 1d4+4 each); Search DC 28; 
  Disable Device DC 22. 
   
  At the bottom of this pit in the center, growing on 
  the spikes, is a patch of yellow mold (DC 15 Fort save or 
  1d6 Constitution damage): refer to the Dungeon Master’s 
  Guide, page 76. 
   
  APL 10 (EL 10) 
   
  a Pit Trap with Yellow Mold and Summon 
  Monster VII: CR 10; mechanical; location trigger; 
  automatic reset; DC 27 Reflex save avoids; 40 feet deep 
  (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes for 1d4+4 
  each); Search DC 31; Disable Device DC 24. 
   
   At the bottom of this pit in the center, growing on 
  the spikes, is a patch of yellow mold (DC 15 Fort save or 
  1d6 Constitution damage): refer to the Dungeon Master’s 
  Guide, page 76.  
   
  As soon as anyone enters the bottom ten feet of the 
  pit, a summon monster VII spell activates (15th-level 
  caster) and summons a bone devil into the pit with the 
  unfortunate PC.  
   
  The bone devil is immune to the poisonous spores of 
  the yellow mold, and pursues PCs out of the pit if 
  necessary (although it must squeeze to fit into the narrow 
  hall). The summon monster VII trap at the bottom of the 
  pit can be independently discovered and disarmed: 
  Search DC 32, Disable Device 32. 
   
  d Bone Devil (Devil): hp 95; Monster Manual 
  52. 
   
  APL 12 (EL 11) 
   
  a Pit Trap with Yellow Mold and Summon 
  Monster IX: CR 11; mechanical; location trigger; 
  automatic reset; DC 29 Reflex save avoids; 40 feet deep 
  (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes for 1d4+4 
  each); Search DC 32; Disable Device DC 24.  
   
  At the bottom of this pit in the center, growing on 
  the spikes, is a patch of yellow mold (DC 15 Fort save or 
  
  COR6-11 Return to the Storm Tower 
   
  Page 13 
  1d6 Constitution damage): refer to the Dungeon Master’s 
  Guide, page 76.  
   
  As soon as anyone enters the bottom ten feet of the 
  pit, a summon monster IX spell activates (17th-level 
  caster) and summons a barbed devil into the pit with the 
  unfortunate PC.  
   
  The barbed devil is immune to the poisonous spores 
  of the yellow mold, and pursues PCs out of the pit if 
  necessary. The summon monster IX trap at the bottom of 
  the pit can be independently discovered and disarmed: 
  Search DC 34, Disable Device 34. 
   
  k �Barbed Devil (Devil): hp 126; Monster 
  Manual 51.  
   
  The Sixth Trap (Nonfunctional) 
  When the PCs finally reach the base of the stairs, they 
  can feel the heat radiating from the door. Read: 
   
  The metal door at the bottom of the stairs is 
  studded with sharp spikes. Each is as long as a 
  dagger and points back up the stairs. The door 
  radiates heat.  
   
  There is one final trap on this door, designed to shoot the 
  door spikes up the stairs when anyone approaches within 
  10 feet. However, the delicate firing mechanisms inside 
  the door have been warped by the heat on the other side 
  and no longer function. A Search DC of 28 reveals the 
  original intent of this trap, as well as its broken state. 
   
  The iron door is locked. Once through, the PCs may 
  enter the armory itself. 
   
   
  s Armory Door: 2 in. thick; hardness 10; hp 60; 
  AC 5; Break DC 28; Open Lock DC 35. 
   
  ENCOUNTER 9: THE 
  ARMORY 
  Stifling heat assails you as the metal door 
  opens. This wide room is in ruins. A chasm 
  splits the room in two. This room has all the 
  look of an armory. Hooks and racks on the 
  walls display weapons of various types and 
  sizes. Three metal weapon stands are scattered 
  around the room. 
   
  Furtively crouched behind the weapon 
  stand is a thin Oeridian man wearing little 
  more than green rags. He has a light mace of 
  some ancient design in his hand,  and he eyes 
  you warily. At his feet is a collection of other 
  weapons, most of them broken. 
   
  If Durmin is with the PCs, read: 
   
  Seeing the dwarf, the human cries, “Get back! 
  If you’re friends of his, you’re no friends of 
  mine!” 
   
  Once the players direct their attention to the chasm, read: 
   
  The dull red glow of magma is visible from 
  deep in the chasm. The flooring on the far side 
  looks safe, but on your side the cracked and 
  broken floor slants toward the chasm. A narrow 
  ledge of broken stone runs along the edge of 
  the chasm and out of sight. 
   
  If the PCs look over the weapon stands, read: 
   
  The three weapon stands each bear weapons: a 
  greatsword, a dagger and a smooth spear of 
  some dark metal. This room may have held 
  other weapon stands at one time, but the chasm 
  has swallowed them up. 
   
  The air in this room is hot and stifling. This room counts 
  as very hot, meaning PCs must make a Fortitude saving 
  throw each hour (DC 15, +1 for each previous check) or 
  take 1d4 points of nonlethal damage. PCs wearing heavy 
  clothing or armor of any sort take a -4 penalty on their 
  saves. Jaras has survived by casting endure elements on 
  himself daily. 
   
  This room is just as it appears: an ancient armory 
  holding treasured weapons. The weapons hanging 
  around the room are many different kinds of ordinary 
  weapons; most are badly damaged but serviceable (they 
  fetch 250 gp if sold, but weigh 150 pounds in total). In 
  much better condition are the three weapons on the 
  weapon racks. These weapons are of much higher quality, 
  and are of the following types (by APL): 
   
  APL 2: masterwork greatsword, masterwork 
  dagger, adamantine longspear. 
   
  APL 4: masterwork greatsword, +1 dagger, 
  adamantine longspear. 
   
  APL 
  6: +1 
  greatsword, +1 dagger, +1 
  adamantine longspear. 
   
  APL 8: +1 ghost touch greatsword, +1 dagger, 
  +1 adamantine longspear. 
   
  APL 10: +1 ghost touch greatsword, +1 
  defending dagger, +1 adamantine longspear. 
   
  APL 12: +1 ghost touch greatsword, +1 
  defending dagger, +1 vicious adamantine 
  longspear. 
   
  Development: Essence of the Armory: To any PC 
  in the Armory with a Base Attack Bonus of at least +5 and 
  proficiency with all martial weapons, read: 
   
  There is some subtle magic you feel here, a 
  resonating hum that only one with your martial 
  prowess can detect. It is as though there is 
  some intangible skill or knowledge here in this 
  room, waiting to be plucked. 
   
  As soon as any creature with a Base Attack Bonus of at 
  least +5 and proficiency with all martial weapons enters 
  the armory, there is a blaze of light as bright letters appear 
  along the top edge of the walls, near the ceiling. Note that 
  if none of the PCs meets these requirements, Durmin 
  does. 
  
  COR6-11 Return to the Storm Tower 
   
  Page 14 
   
  The message is in Flan, and spells out the following 
  invocation, reading around the room, starting from the 
  left wall and reading clockwise across the back wall and 
  along the right wall. The rune fade after a minute, but 
  reignite if a creature meeting the requirements exits and 
  then reenters the room. If none of the PCs read Flan, a 
  DC 25 Decipher Script check suffice to uncover the 
  rune’s meaning. Note that because the room has been 
  split by the chasm, the message is incomplete: 
   
  Praise to the Weapons of Legend. Skulk with 
  the sword of the Betrayer. Spar with the 
  Cudgel’s weapon. Shatter the Tool of the 
  Wizard. Hurl…(split by the chasm)…se to the 
  Weapons of Legend. 
   
  This invocation refers to commonly known artifacts that 
  are also weapons. Complete, the message would read as 
  follows: “Praise to the Weapons of Legend. Skulk with the 
  sword of the Betrayer. Spar with the Cudgel’s weapon. 
  Shatter the Tool of the Wizard. Hurl the bane of the 
  Giants. Praise to the Weapons of Legend.” The first is a 
  reference to the Sword of Kas (a bastard sword), the 
  second is the Mace of St. Cuthbert (a heavy mace), the 
  third is the Staff of the Magi (a staff), and the final 
  reference is to the Hammer of Thunderbolts (a 
  warhammer). 
   
  A DC 15 Knowledge (history), Knowledge (arcana), 
  Knowledge (religion) or bardic knowledge reveals that 
  this phrase refers to powerful artifacts. 
   
  A DC 15 Knowledge (history) or Knowledge 
  (religion) or a DC 20 Knowledge (arcana) or bardic 
  knowledge is sufficient to identify the “Betrayer” as Kas, 
  Vecna’s lieutenant. If the check succeeds by 5 or more, 
  reveal that the Sword of Kas is often represented as a  
  bastard sword. 
   
  A DC 10 Knowledge (religion) or bardic knowledge 
  or a DC 15 Knowledge (local: any) or Knowledge 
  (history) is sufficient to identify the “Cudgel” as St. 
  Cuthbert. If the check succeeds by 5 or more, reveal that 
  the Mace of St. Cuthbert is a heavy mace. Followers of St. 
  Cuthbert know this information automatically. 
   
  A DC 15 Knowledge (arcana) or bardic knowledge or 
  a DC 20 Knowledge (the planes) is sufficient to identify 
  the “Tool of the Wizard” as a Staff of the Magi. 
   
  The clue that starts with “Hurl” is much more 
  difficult. Let the players talk it out, and if it sounds like 
  they’re speculating that it might be a thrown hammer or 
  axe (that is, if they’re in the ballpark), allow a DC 15 
  bardic knowledge or Knowledge (arcana) or a DC 20 
  Knowledge (history) to identify the Hammer of 
  Thunderbolts as a powerful artifact in the form of a 
  warhammer. 
   
  The invocation describes a ritual, which must be 
  performed while in the Armory in the following order: 
   
  Succeed at a DC 10 Hide check while wielding a 
  bastard sword. 
   
  Make a melee attack roll against AC 10 with a 
  heavy mace. 
   
  Sunder a wooden staff or any long sturdy stick 
  (AC 4; hardness 5; hp 20). 
   
  Make a ranged attack roll against AC 10 with a 
  warhammer. Note that since warhammers 
  cannot normally be thrown, the thrower takes a 
  -4 penalty to attack rolls. 
   
  Retries are permissible at any step along the way; the 
  ritual isn’t intended to be difficult. However, if a PC 
  attempting the ritual leaves the Armory and returns, he 
  must begin the ritual anew. 
   
  All of the weapons required in the ritual are present 
  in the room, among many other kinds of weapons, but 
  there are only two old, worn staffs. Therefore, if more 
  than two PCs want to complete the ritual, they’ll have to 
  retrieve staffs and bring them into the armory with them 
  (or have brought them along already). 
   
  A PC completing all four steps of the ritual has 
  drawn upon the Essence of the Armory. The PC knows 
  that he or she can form a connection with one of his or 
  her weapons. The next weapon the PC wields (as long as 
  the PC is proficient with that weapon) becomes the focus 
  of the ritual. Each successful hit with that weapon causes 
  an additional 2 points of damage for the next 24 hours. If 
  the weapon wielded is the adamantine spear in this room, 
  the damage bonus increases to +4 instead. 
   
  Note that the steps of the ritual have nothing to do 
  with the dagger or greatsword in this room, although PCs 
  may think that they do. The dagger and greatsword are 
  just valuable weapons that were kept safe here. 
   
  Development—Interacting with Jaras: Jaras is, in 
  most circumstances, a happy-go-lucky fellow with an 
  optimistic attitude. The past five years have been hard on 
  him, but he knew an opportunity for escape would come 
  along sometime, and he’s determined not to let this 
  opportunity get away. 
   
  Jaras has been in the Armory for four days. In that 
  time, he’s been able to create food and water for himself 
  and heal his injuries (those spells don’t require a divine 
  focus) but he hasn’t discovered any method of escape 
  other than exploring the ledge along the chasm. Jaras has 
  broken up many of the weapons on the walls to create 
  gripping spikes for his hands and feet. In effect, Jaras has 
  fashioned 
  an 
  improvised 
  toolkit 
  providing 
  +1 
  circumstance bonus to Balance checks. Fashioning these 
  gripping spikes took Jaras several days, and he’s quite 
  proud of them. Jaras could make another set in a few days, 
  but he doesn’t want to wait around that long. Now that 
  his set is finally ready, he wants to leave the Armory. 
  These gripping spikes are crudely made, and fall apart 
  after a few hours of use (that is, they don’t survive this 
  adventure). 
   
  Jaras hasn’t touched the three weapons in the 
  weapon racks. He assumes they are trapped (although 
  they aren’t). 
   
  If the PCs seem hostile, Jaras tries to enthrall the PCs 
  while he makes his escape along the ledge. 
   
  If the PCs befriend the ragged cleric, Jaras is very 
  eager to escape the Storm Tower and get back to Ulek 
  
  COR6-11 Return to the Storm Tower 
   
  Page 15 
  (although he’d be just as happy getting anywhere out of 
  the Pomarj, really). If the PCs seem committed to helping 
  him escape the Storm Tower, Jaras doesn’t hesitate to use 
  his spells to assist the PCs in any way he can. 
   
  If the PCs can provide a holy symbol of Fharlanghn 
  for Jaras to use (Durmin currently carries Jaras’ holy 
  symbol), he’s very grateful, although his currently-
  memorized complement of spells are those that require 
  no divine focus to cast. 
   
  All APLs  
   
  k Jaras Klot: male human cleric 7; hp 42; 
  Appendix 1. 
   
  Treasure: Take all of the weapons from the room. 
   
  APL 2: Loot - 75 gp; Magic - adamantine longspear, 
  250 gp per character. 
   
  APL 4: Loot - 50 gp; Magic - +1 dagger (191 gp), 
  adamantine longspear (250 gp). 
   
  APL 6: Loot - 21 gp; Magic - +1 dagger (191 gp), +1 
  greatsword (195 gp), +1 adamantine longspear (417 gp). 
   
  APL 8: Loot - 21 gp; Magic - +1 dagger (191 gp) +1 
  ghost touch greatsword (695 gp), +1 adamantine 
  longspear (417 gp). 
   
  APL 10: Loot - 21 gp; Magic - +1 defending dagger 
  (691 gp), +1 ghost touch greatsword (695 gp), +1 
  adamantine longspear (417 gp). 
   
  APL 12: Loot - 21 gp; Magic - +1 defending dagger 
  (691 gp), +1 ghost touch greatsword (695 gp), +1 vicious 
  bane (constructs) adamantine longspear (1,750 gp). 
   
  Development—Durmin in the Armory: If Durmin 
  enters the Armory, he feels the Essence of the Armory 
  and ignites the phrase. Durmin believes that this magical 
  power is rightly his, and intends to use it to empower his 
  kobolds once he’s able to lead them again. Note that Jaras 
  hasn’t felt the Essence of the Armory, as clerics aren’t 
  proficient with all martial weapons. Any PC that felt the 
  Essence of the Armory can make a DC 15 Sense Motive 
  check to realize that Durmin felt it, too, and that Durmin 
  may be able to use the power of the Armory to enhance 
  his kobold fighting force.  
   
  Development—Leaving the Armory: Ultimately, 
  the PCs will want to leave the Armory. 
   
  The PCs may prefer to head back up the stairs 
  through the Storm Tower dungeon. Durmin thinks this 
  is a really good idea, and encourages this direction. Jaras 
  thinks this is a bad idea, pointing out that there are 
  dozens of well-trained kobolds in the Storm Tower 
  fanatically loyal to Durmin. 
   
  Jaras is eager to use the ledge to escape. Durmin, 
  however, proves resistant to traveling along the ledge. 
  Durmin loudly proclaims the foolishness of traversing an 
  unknown, unstable ledge over molten lava that, more 
  than likely, doesn’t lead anywhere. To go this way the PCs 
  have to force Durmin onto the ledge, or carry him. Note 
  that Durmin is stocky and clumsy, even for a dwarf. 
   
  If the PCs elect to go back through the dungeon to 
  the Storm Tower, go to encounter 10. If they decide to 
  follow the ledge along the chasm, go to encounter 11. 
   
  ENCOUNTER 10: ESCAPE 
  THROUGH THE STORM 
  TOWER 
  If the PCs ascend through the dungeon, they may have to 
  contend with the traps again, as they automatically reset 
  unless disabled. 
   
  The kobolds mill around above the trapdoor into the 
  dungeons, hoping that Durmin will return triumphantly 
  through it. As soon as Durmin escapes the trapdoor, he 
  shouts for the kobolds to kill the intruders. Emboldened 
  by the sight of their leader, the kobolds hurl themselves 
  into battle. 
   
  If any PCs are left down in the dungeon after 
  Durmin has given his command (which is likely, unless 
  Durmin is the last one up the ladder through the 
  trapdoor), eight kobolds atop the rubble start rolling 
  boulders down into the trapdoor, hoping to seal it (this 
  takes them a full-round action). Anyone standing directly 
  under the trapdoor when the rubble comes raining down 
  takes 3d6 damage (a DC 12 Reflex save reduces the 
  damage by half). The larger boulders plug the trapdoor, 
  blocking it entirely. A DC 25 Strength check is required 
  to clear the boulders out of the way and open up the 
  passage to the surface again. This excavating can be done 
  from outside the dungeon or inside the dungeon (that is, 
  from underneath the boulders). Up to six PCs can 
  coordinate on clearing the boulders outside of the 
  dungeon (although the attacking kobolds and shouting 
  Durmin might prove distracting), and only two PCs can 
  coordinate from inside the dungeon. 
   
  As long as Durmin directs them or is obviously in 
  trouble, the kobolds make a coordinated attack on the 
  PCs. At APLs 2-10 Koshek the sorcerer, if still alive, cries 
  for the fires of the Storm Tower to smite the invaders, but 
  nothing happens. True to his cowardly nature, Koshek 
  flees if confronted or endangered. 
   
  APL 2 (EL 3) 
   
  d �Storm Tower Kobolds (3): kobold warrior 4; 
  hp 24 each; Appendix 1.  
   
  These three warriors are the only kobolds brave enough 
  to engage the PCs. Spurred by their leader’s presence, 
  they fight to the death. The other kobolds shout 
  encouragement, but run off and hide if things go badly.  
   
  APL 4 (EL 5) 
   
  �d Storm Tower Kobolds (6): kobold warrior 4; 
  hp 24 each; Appendix 1.  
   
  These six warriors are the only kobolds brave enough to 
  engage the PCs. Spurred by their leader’s presence, they 
  fight 
  to 
  the 
  death. 
  The 
  other 
  kobolds 
  shout 
  encouragement, but run off and hide if things go badly 
  for these six warriors.  
   
  
  COR6-11 Return to the Storm Tower 
   
  Page 16 
  APL 6 (EL 8) 
   
  d �Mob of Storm Tower Kobolds (1): hp 180; 
  Appendix 1.  
   
  Enough of the kobolds get together to form a mob, a 
  gargantuan-sized creature composed of several dozen 
  kobolds. Although the mob can freely trample the tents 
  and rubble inside the Storm Tower grounds, it probably 
  has to squeeze to move around much within the keep. 
   
   
  APL 8 (EL 10) 
   
  d �Mob of Storm Tower Kobolds (2): hp 180 
  each; Appendix 1.  
   
  Enough of the kobolds get together to form two mobs, 
  gargantuan-sized creatures each composed of several 
  dozen kobolds. Although the mobs can freely trample the 
  tents and rubble inside the Storm Tower grounds, they 
  probably have to squeeze to move around much within 
  the keep. 
   
  APL 10 (EL 11) 
   
  d Mob of Storm Tower Kobolds (2): hp 180 
  each; Appendix 1.  
   
  Enough of the kobolds get together to form two mobs, 
  gargantuan-sized creatures composed of several dozen 
  kobolds. Although the mobs can freely trample the tents 
  and rubble inside the Storm Tower grounds, they 
  probably have to squeeze to move around much within 
  the keep. 
   
  If Koshek is still alive, the sorcerer cries for the fires 
  of the Storm Tower to smite the invaders. To his surprise, 
  a malevolent force of fire and lightning answers the call 
  and descends on the PCs. Reveal Player Handout 3. 
   
   
  d �Fire Element Will-o’-wisp: hp 40; Appendix 
  1.  
   
  This creature targets lone PCs if possible. 
   
  APL 12 (EL 14) 
   
  d �Mob of Storm Tower Kobolds (2): hp 180 
  each; Appendix 1.  
   
  Enough of the kobolds get together to form two mobs, 
  gargantuan-sized creatures composed of several dozen 
  kobolds. Although the mobs can freely trample the tents 
  and rubble inside the Storm Tower grounds, they 
  probably have to squeeze to move around much within 
  the keep. 
   
  If Koshek is still alive, the sorcerer cries for the fires 
  of the Storm Tower to smite the invaders. To his surprise, 
  a malevolent force of air and fire answers the call and 
  descends on the PCs. Reveal Player Handout 3. 
   
   
   
  d �Living Holocaust: hp 112; Appendix 1.  
   
  This creature targets lone PCs if possible with its fiery 
  windspike and holocaust winds. Due to its appetite for 
  destruction, however, it does not particularly mind if it 
  damages the kobolds as well. 
   
  A less confrontational way of exiting the dungeons is to 
  fool the kobolds with magic or disguises. Using illusion 
  magic to appear as Durmin, for example, may fool the 
  kobolds long enough for the PCs to escape the Storm 
  Tower. If a ruse runs counter to the kobolds’ good sense, 
  make opposed Bluff and Sense Motive checks, providing 
  modifiers to either check as you feel appropriate. For 
  example, if a dwarven PC, disguised to look like Durmin, 
  commands the kobolds to let all the PCs and Jaras go free, 
  the kobolds should roll to sense something suspicious is 
  going on. If “Durmin” clearly doesn’t speak Draconic, the 
  kobolds would know something suspicious is going on. 
   
  If the kobolds get suspicious, they call on Koshek to 
  figure things out. Koshek is belligerent and rude, as 
  usual. If he's able to figure out that there's some trickery 
  going on (remember, Koshek is the only one of the tribe 
  able to cast detect magic, and he doesn’t hesitate to do so 
  if he thinks it might be useful), Koshek probably reveals 
  it to his tribe and screeches for them to attack while he 
  backs away. However, if Koshek is able to understand 
  that the PCs are secretly stealing away with Durmin as a 
  prisoner, Koshek is likely to aid their bluff in order to be 
  rid of the hated rival once and for all. 
   
  For any ruse to have a real chance of success, the PCs 
  must keep Durmin quiet, and probably hidden. Durmin 
  exposes any trick or bluff the PCs use if he can do so. 
  However, Durmin is crafty and deceitful. He may 
  pretend to go along with a ruse the PCs plan, only to 
  expose them at the most inopportune time and shout for 
  his kobold minions to attack. 
   
  Treasure: Loot the kobolds. 
   
  APL 2: Loot - 24 gp. 
   
  APL 4: Loot - 48 gp. 
   
  APL 6: Loot- 384 gp. 
   
  APL 8 - 12: Loot - 768 gp. 
   
  Development—Jaras’ Help: Jaras tries to be helpful 
  in any plan the PCs come up with to sneak past or bluff 
  past the kobolds. His dimension door spell might prove 
  handy: Jaras can take up to two willing PCs with him 
  (Durmin is unlikely to be willing). Although Jaras has 
  enthrall prepared, that spell is language-dependent, and 
  Jaras doesn’t speak Draconic. 
   
  Experience Note: The goal of the PCs is to escape the 
  keep with Jaras and Durmin. As long as the PCs evade the 
  angry kobolds, award them full experience as though 
  they defeated the kobolds in combat. 
   
  Development: Once the PCs have left the Storm 
  Tower, they are able to make their way through the 
  Pomarj to their boat mostly unhindered. If the PCs stop 
  to rest for more than a few hours, the remaining kobolds 
  mass for another strike against them, preferably at night. 
  The PCs can hear the kobolds long before they approach, 
  
  COR6-11 Return to the Storm Tower 
   
  Page 17 
  however, which should encourage them to get on the 
  move. 
   
  The PCs can flee the Pomarj in the boat they’ve 
  stashed and return to the Mermaid’s Game. Go to the 
  Conclusion. 
   
  ENCOUNTER 11: ESCAPE 
  ALONG THE LEDGE 
  The volcanic chasm is narrow (ranging from 15 feet to 30 
  feet wide), and it winds along for nearly a mile before 
  breaking the surface in a narrow rift. Locals (such as 
  Durmin or any of the kobolds) know of the rift—it’s a 
  local landmark—but don’t suspect that it connects to the 
  Storm Tower dungeons. As several high hills stand 
  between the rift and the Storm Tower, the volcanic 
  chasm makes an excellent escape route. The PCs could 
  traverse the chasm, emerge through the rift, and be long 
  gone before the kobold scouts discover their tracks. 
   
  The main difficulty with traversing the chasm, of 
  course, is that the chasm is hundreds of feet deep with 
  molten lava at the bottom. Falling into the lava deals no 
  falling damage but 20d6 fire damage as a falling PC is 
  immersed in the lava. Even after escaping the lava, the 
  sticky lava continues to burn for 1d3 rounds, dealing 
  10d6 points of damage each round to a PC that has been 
  immersed. Suffice to say, few PCs could survive a fall into 
  the lava. 
   
  The ledge that leads out of the Armory runs along 
  the length of the chasm all the way to the rift. 
  Unfortunately, it is not an even path. There are several 
  uneven spots in the ledge. Furthermore, the ledge widens 
  and narrows over its one-mile course. However, it is not 
  impossible to navigate. 
   
  The ledge varies from 6 inches to one foot wide. 
  Traversing the ledge requires a DC 10 Balance check. 
  Balancing PCs only move at half speed, and the PCs have 
  nearly a mile to travel (although they don’t know that 
  until they scout the chasm). The total distance of the 
  chasm is 4,760 ft. Thus the PCs must make a number of 
  Balance checks: 
   
  PCs with a movement rate of 20 ft. must make 
  476 Balance checks. The journey takes  
   
  PCs with a movement rate of 30 ft. must make 
  317 Balance checks. 
   
  PCs with a movement rate of 40 ft. must make 
  238 Balance checks. 
   
  PCs with a movement rate of 50 ft. must make 
  190 Balance checks. 
   
  PCs with a movement rate of 60 ft. must make 
  159 Balance checks. 
   
  PCs with a movement rate of 70 ft. must make 
  136 Balance checks. 
   
  Encourage the PCs to take 10 on these checks, removing 
  armor or distributing weight as necessary to succeed. If 
  this Balance check is failed by 4 or less (that is, the PC 
  makes at least a 6), the PC can’t move forward but doesn’t 
  fall. If the Balance check is failed by 5 or more, the PC 
  slips and falls. A falling PC may make a DC 15 Reflex save 
  to catch himself on the ledge, and hangs there until 
  succeeding at a DC 15 Climb check (failing this Climb 
  check by 5 or more means the PC falls). Falling off the 
  ledge is virtually certain death. 
   
  The PCs probably have a number of ideas to assist 
  each other in their long trek along the ledge, including 
  roping each other together or aiding each other on 
  Balance or Climb checks. Encourage the use of these 
  ideas and err on the side of the PCs if you’re not certain 
  whether one of their ideas would work. 
   
  Certain magic spells or items, such as the fly spell or 
  slippers of spider climbing, may eliminate the need for 
  Balance checks entirely. Carefully note the duration of 
  these items, and remember that the PCs might have to 
  provide for Jaras, Durmin and any animal companions as 
  well. 
   
  Development—Jaras’ Help: Jaras tries to be helpful 
  as the PCs make their way along the ledge. If the PCs 
  have been particularly good to him, Jaras he be able to 
  save them from certain death. If a PC falls off the ledge, 
  Jaras could immediately leap after the PC, grab him, and 
  dimension door back onto the ledge (although the PC fell 
  first, you should let Jaras “catch up”: as the PC flails and 
  scrabbles along the chasm wall, Jaras falls freely until he 
  reaches the PC). Note that Jaras can only perform this 
  trick once. 
   
  GOING, GOING…WAIT, WHAT 
  HAVE WE HERE? 
  Once the PCs have left the Storm Tower, they are able to 
  make their way to their boat mostly unhindered. If the 
  PCs stop to rest for more than a few hours, the kobolds 
  mass for a strike against them, preferably at night. The 
  PCs can hear the kobolds long before they approach, 
  however, which should encourage them to get on the 
  move. 
   
  The PCs break through the tangled trees and brush 
  along the beach near where they hid their boat. However, 
  one or more aquatic giants have sniffed out its hiding 
  place. If the PCs didn’t have a boat to hide (for example, 
  they all decided to swim over, or they used a folding 
  boat), or if they hid it extremely well (such as in an 
  extradimensional space), then the giants are just poking 
  around on the beach. 
   
  Unless the PCs are unusually noisy, they surprise the 
  giants. 
   
  If the PCs are playing APL 2, 4 or 10, read: 
   
  Far out to sea, you can just make out the tall 
  masts of the Mermaid’s Game. Closer at hand, 
  however, you see a large, hunched creature 
  poking around the brush near the shore, its 
  wide nostrils flaring. This giant has glistening 
  wet skin, and the rank smell of rotting seaweed 
  it wears as clothing strikes you from even this 
  distance. With a triumphant cry, the creature 
  pulls your boat from its hiding place. It picks 
  up a nearby rock, intent on smashing the boat 
  
  COR6-11 Return to the Storm Tower 
   
  Page 18 
  to pieces. It doesn’t seem to have noticed your 
  presence. 
   
  If the PCs are playing APL 6, 8 or 12, read: 
   
  Far out to sea, you can just make out the tall 
  masts of the Mermaid’s Game. Closer at hand, 
  however, 
  you 
  see 
  three 
  large, 
  hunched 
  creatures poking around the brush near the 
  shore, wide nostrils flaring. These giants have 
  glistening wet skin, and the rank smell of 
  rotting seaweed they wear as clothing strikes 
  you from even this distance. With a triumphant 
  cry, one of the creatures pulls your boat from 
  its hiding place. The others pick up heavy 
  rocks, intent on smashing the boat to pieces. 
  They don’t seem to have noticed your presence. 
   
  The layout of this encounter is found on map 4. The 
  rocky beach is open terrain. The tangled scrub along the 
  treeline counts as difficult terrain and provides 
  concealment for anyone inside it. If left alone, the giants 
  smash the boat to pieces in two rounds. Give the PCs a 
  surprise round against the giants (or, if the PCs were 
  exceptionally noisy, allow the giants to make Listen 
  checks against a DC of 12 to avoid being surprised).  
   
  Once the PCs have revealed themselves, the giants 
  forget about the boat and attack the PCs with abandon. 
   
  APL 2 (EL 3) 
   
  �d Merrow (Aquatic Ogre): hp 29; Monster 
  Manual 199. Instead of Weapon Focus (greatclub), this 
  creature has Weapon Focus (longspear) and uses a 
  longspear to attack: +8 melee (2d6+7/x3, longspear). 
   
  APL 4 (EL 5) 
   
  �d Scrag (Aquatic Troll): hp 63; Monster 
  Manual  247. 
   
  APL 6 (EL 8) 
   
  d Scrags (Aquatic Trolls) (3): hp 63 each; 
  Monster Manual  247.  
   
  APL 8 (EL 10) 
   
  �d Scrags (Aquatic Trolls) (6): hp 63 each; 
  Monster Manual  247.  
   
  Only three of these brutes are present on the shore when 
  the encounter begins; the other three lurk under the 
  water 80 feet away from the shore. They splash their way 
  to the shore as soon as fighting begins.  
   
  APL 10 (EL 11) 
   
  d �Scrag (Aquatic Troll) ranger 6: hp 130; 
  Monster Manual 247.  
   
  APL 12 (EL 14) 
   
  d �Scrags (Aquatic Trolls) ranger 6 (3): hp 
  130 each; Monster Manual 247.  
   
  Tactics: The giants are straightforward combatants. 
  If reduced to one-third of their hit points, a giant retreats 
  into the water. The ogre flees underwater if possible, but 
  the trolls return to fight once their wounds have 
  regenerated. 
   
  NPC Reactions: Although Jaras won’t run into 
  battle with the giants, he’s very willing to provide what 
  healing he has to the party if they ask him. 
   
  Durmin, on the other hand, uses this combat as an 
  opportunity to escape, if possible, back to the Storm 
  Tower. If Durmin can try to sneak away, make a Hide 
  check for him, with a +2 bonus due to the distraction of 
  battle, against the Spot check of the PCs (and Jaras). If he 
  succeeds, Durmin is able to get a bit of a lead on the PCs. 
  They are likely to track the dwarf down before he gets 
  back to the Storm Tower, as they probably move much 
  faster than he does, but the dwarf tries to throw off the 
  PCs as best he can. 
   
  Treasure: Loot the giants. 
   
  APL 2: Loot - 3 gp. 
   
  APL 4, 6 and 8: Nothing. 
   
  APL 10: Magic - +1 chain shirt (112 gp), +1 battleaxe 
  (193 gp). 
   
  APL 12: Magic - +1 chain shirt (3) (112 gp each), +1 
  battleaxe (3) (193 gp each). 
   
  CONCLUSION 
  The Mermaid’s Game takes the characters back to Gryrax 
  in only a few days. 
   
  If the characters have escaped with Durmin alive, 
  the dwarf is sullen and dejected the entire trip. Upon 
  arrival at the Boarhound, Deg comes out to greet the 
  characters happily, as he received word that the 
  Mermaid’s Game was back in port. Deg greets his cousin 
  warmly, and Durmin clasps his hand with affection 
  despite the sour look on his face. Deg pays the characters 
  and thanks them for a job well done.  
   
  If the characters return without Durmin, Deg 
  demands an explanation.  If the characters tell Deg that 
  Durmin was bullying a tribe of kobolds, Deg is initially 
  skeptical and requires some proof of their words (which 
  Jaras can provide). As long as the PCs explain Durmin’s 
  evil tendencies, Deg pays them their reward anyway and 
  remarks that he now must deal with the shame of having 
  such a dark kinsman. If the characters don’t have a really 
  good reason as to why they didn’t return with Durmin, 
  Deg refuses to pay their reward. 
   
  If the characters have returned Jaras alive, he is in 
  the best of spirits and clearly happy to be out of the 
  Pomarj. Once back in Gryrax, Jaras thanks the characters 
  heartily, pumping their hands and clapping them on the 
  back. Jaras wishes the characters the best in their travels, 
  confirming that the followers of the Dweller on the 
  Horizon owe them a great debt, indeed. 
   
  If the characters were rude to Walker Gurlar in 
  encounter 2, or rejected the priest’s mission and did not 
  return with Jaras, cross out the items on the AR with 
  “Core” access and cross out the Boon of the Dweller on 
  
  COR6-11 Return to the Storm Tower 
   
  Page 19 
  the Horizon. The Church of Fharlanghn does not reward 
  rudeness to its agents. 
   
  CAMPAIGN 
  CONCEQUENCES 
  Email 
  answers 
  to 
  the 
  below 
  questions 
  to 
  creighton@greyworks.co.uk. 
   
  1. 
  Was Durmin returned to Ulek? 
  2. 
  Was Jaras returned to Ulek? 
  3. 
  Did the characters manage to tap the essence of 
  the Armory? 
  4. 
  Did at least half of the Storm Tower Kobolds 
  survive? 
   
  The End 
   
   
  
  COR6-11 Return to the Storm Tower 
   
  Page 20 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 7 
  Disable, bypass or survive the scythe trap: 
   APL 2 
   60 XP 
   
  APL 4 
  120 XP 
  APL 6 
  120 XP 
  APL 8 
  180 XP 
  APL 10 
  210 XP 
  APL 12 
  240 XP 
   
  Encounter 8 
  Disable, bypass or survive the necromancy trap: 
  APL 2 
  120 XP 
  APL 4 
  150 XP 
  APL 6 
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  240 XP 
  APL 12 
  270 XP 
   
  Disable, bypass or survive the pit trap: 
  APL 2 
   60 XP 
  APL 4 
  120 XP 
  APL 6 
  210 XP 
  APL 8 
  210 XP 
  APL 10 
  300 XP 
  APL 12 
  330 XP 
   
  Encounter 10/Encounter 11 
  Flee the kobolds or defeat the giants: 
   APL 2 
   90 XP 
  APL 4 
  150 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  330 XP 
  APL 12 
  420 XP 
   
  Story Awards 
  Return to Ulek with Jaras: 
  APL 2 
   30 XP 
  APL 4 
   45 XP 
  APL 6 
   60 XP 
  APL 8 
   75 XP 
  APL 10 
   90 XP 
  APL 12 
  105 XP 
   
  Return to Ulek with Durmin: 
  APL 2 
   30 XP 
   
  APL 4 
   45 XP 
  APL 6 
   60 XP 
  APL 8 
   75 XP 
  APL 10 
   90 XP 
  APL 12 
  105 XP 
   
  Good roleplaying: 
  APL 2 
   30 XP 
  APL 4 
   45 XP 
  APL 6 
   60 XP 
  APL 8 
   75 XP 
  APL 10 
   90 XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 2 
   450 XP 
  APL 4 
   675 XP 
  APL 6 
   900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 4 
  
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  Loot the kobolds. 
  All APLs: Loot - 16 gp. 
   
  Encounter 6 
  Take all the ivory stickpins. 
  All APLs: Coin - 20 gp. 
   
  Encounter 8 
  Take all of Durmin’s earthly possessions. 
  All APLs: Loot - 35 gp. 
   
  Encounter 9 
  Take all of the weapons from the room. 
   
  APL 2: Loot - 75 gp; Magic - adamantine longspear, 
  250 gp per character. 
   
  APL 4: Loot - 50 gp; Magic - +1 dagger (191 gp), 
  adamantine longspear (250 gp). 
   
  APL 6: Loot - 21 gp; Magic - +1 dagger (191 gp), +1 
  greatsword (195 gp), +1 adamantine longspear (417 gp). 
   
  APL 8: Loot - 21 gp; Magic - +1 dagger (191 gp) +1 
  ghost touch greatsword (695 gp), +1 adamantine 
  longspear (417 gp). 
   
  APL 10: Loot - 21 gp; Magic - +1 defending dagger 
  (691 gp), +1 ghost touch greatsword (695 gp), +1 
  adamantine longspear (417 gp). 
   
  APL 12: Loot - 21 gp; Magic - +1 defending dagger 
  (691 gp), +1 ghost touch greatsword (695 gp), +1 vicious 
  bane (constructs) adamantine longspear (1,750 gp). 
   
  Encounter 11 
  Loot the kobolds. 
   
  APL 2: Loot - 24 gp. 
   
  APL 4: Loot - 48 gp. 
   
  APL 6: Loot- 384 gp. 
   
  APL 8 - 12: Loot - 768 gp. 
   
  Encounter 11 
  Loot the giants. 
   
  APL 2: Loot - 3 gp. 
   
  APL 4, 6 and 8: Nothing. 
   
  APL 10: Magic - +1 chain shirt (112 gp), +1 battleaxe 
  (193 gp). 
   
  APL 12: Magic - +1 chain shirt (3) (112 gp each), +1 
  battleaxe (3) (193 gp each). 
   
  Conclusion 
  Deg Grommel’s reward. 
  All APLs: L: 0; C: 100 gp; M: 0. 
   
  Maximum Possible Treasure 
  APL 2: 450 gp 
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1300 gp 
  APL 10: 2300 gp 
  APL 12: 3300 gp 
   
  Items to be Listed on the AR: 
  Cross out any item not gained. 
   
  Special 
  w Essence of the Armory: You drew upon the essence 
  of the Armory beneath the Storm Tower and have learned 
  a ritual to improve your combat prowess. If you have a 
  Base Attack Bonus of +5 or more and proficiency in all 
  martial weapons (even if you didn’t meet these 
  requirements at the time this adventure was played), you 
  may perform a short ritual with a single weapon with 
  which this character is proficient. You gain a +2 bonus on 
  all damage rolls with the specific weapon used in the 
  ritual for the next 24 hours. If the weapon used in the 
  ritual is the Storm Tower Spear (see below), this damage 
  bonus is +4 instead. This ability can be used six times, 
  after which time the knowledge of the ritual fades from 
  your mind. Mark uses of this ability here: [ ]  [ ]  [ ]  [ ]  [ ]  [ 
  ] 
    
  w Boon of the Dweller on the Horizon: You gain 
  the use of a power similar to the Travel domain’s granted 
  power. For a duration of 1 round, you may act normally 
  regardless of magical effects that impede movement, as if 
  affected by the spell freedom of movement. Unlike the 
  Travel domain granted power, the character must 
  consciously enact the use of this power as a purely mental 
  immediate action. This boon may only be used once and 
  should be marked off when used. 
   
  If you are or become a cleric of Fharlanghn, you also 
  gain access to the Far Horizons feat from Races of 
  Destiny. Learning the feat does not expend the favor and 
  you may learn the feat even if you have used the boon 
  listed above. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  APL 2 
   
  The Storm Tower Spear, adamantine longspear 
  (Adventure; DMG; 3,005 gp). 
   
  Boots of striding and springing (Core; DMG; 
  5,500 gp). 
   
  Cape of the mountebank (Core; DMG; 10,080 
  gp). 
   
  Ring of climbing (Core; DMG; 2,500 gp). 
   
  Ring of swimming (Core; DMG; 2,500 gp). 
   
  APLs 4 and 6 (as APL 2 plus the following) 
   
  The Storm Tower Spear, +1 adamantine 
  longspear (Adventure; DMG; 5,005 gp). 
   
  APL 8 (as APL 2-6 plus the following) 
   
  +1 ghost touch greatsword (Adventure; DMG; 
  8,350 gp). 
   
  APL 10 (as APL 2-8 plus the following) 
   
  Large +1 battleaxe (Adventure; DMG; 2,320 gp). 
   
  Large +1 chain shirt (Adventure; DMG; 1,350 
  gp). 
   
  +1 defending dagger (Adventure; DMG; 8,302 
  gp). 
  
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  APL 12 (as APL 2-10 plus the following) 
   
  The Storm Tower Spear, +1 vicious bane 
  (constructs) adamantine longspear (Adventure; 
  DMG; 21,005 gp). 
   
  
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  APPENDIX 1: ALL APLS 
   
  ENCOUNTER 4: MEETING THE 
  LOCALS 
  d Storm Tower Kobold (dozens): male and 
  female kobold warrior 4; CR 1; Small humanoid 
  (reptilian); HD 4d8; hp 24; Init +1; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 16; Base Atk +4; Grp +0; Atk +5 
  melee (1d6/x3, spear) or +6 ranged (1d3, sling); SQ 
  darkvision 60 ft., light sensitivity; AL usually LE; SV 
  Fort +4, Ref +2, Will +0; Str 10, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8.  
   
  Skills and Feats: Craft (trapmaking) +2, Hide +3, 
  Listen +1, Move Silently +1, Profession (miner) +1, 
  Search +2, Spot +2, Survival +2; Alertness, Endurance. 
   
  Languages: Draconic. 
   
  Possessions: chain shirt, several spears, sling. 
   
  Physical Description: Short and lean, this reptilian 
  humanoid is no bigger than a child, but is clad in 
  sturdy chain armor and hefts a spear expertly. 
   
  ENCOUNTER 5: ARRIVAL AT THE 
  TOWER 
  d Koshek: male kobold sorcerer 3; CR 3; Small 
  humanoid (reptilian); HD 3d4; hp 9; Init +7; Spd 30 ft.; 
  AC 15, touch 14, flat-footed 12; Base Atk +1; Grp -6; Atk 
  -1 melee (1d6-3/x3, spear) or +5 ranged (1d3, sling); SA 
  spells; SQ darkvision 60 ft., light sensitivity, summon 
  familiar (snake); AL NE; SV Fort +1, Ref +4, Will +3; Str 
  4, Dex 17, Con 11, Int 12, Wis 10, Cha 14.  
   
  Skills and Feats: Bluff +11, Concentration +6, Craft 
  (trapmaking) +3, Diplomacy +4, Disguise +2 (+4 to act 
  in character), Hide +9, Intimidate +4, Listen +2, Move 
  Silently +5, Profession (miner) +2, Search +3, Spellcraft 
  +7, Spot +2; Alertness, Improved Initiative, Stealthy. 
   
  Languages: Draconic, Orc. 
     Sorcerer Spells Known (6/6; CL 3rd, save DC 12 + 
  spell level): 0—detect magic, ghost sound, mage hand, 
  mending, ray of frost; 1st—burning hands, expeditious 
  retreat, sleep. 
  Possessions: 
  spear, 
  sling, 
  spell 
  component pouch. 
   
  Physical Description: This barely-clad reptilian 
  humanoid is, even by kobold accounts, a runt. His 
  beady eyes gleam with a malicious intelligence and 
  hatred. 
   
  ENCOUNTER 8: THE 
  TREACHEROUS STAIRS 
  d Durmin Grommel: male dwarf expert 3/ fighter 
  3; CR 5; Medium humanoid (dwarf); HD 3d6+9 plus 
  3d10+9 hp 54; Init +3; Spd 20 ft.; AC 12, touch 9, flat-
  footed 12; Base Atk +5; Grp +5; Atk +6 melee (1d6/19-
  20, masterwork short sword); SQ darkvision 60 ft., 
  dwarf traits; AL LE; SV Fort +7 (+9 vs. poison or spells), 
  Ref +1 (+3 vs. spells), Will +8 (+10 vs. spells); Str 11, Dex 
  8, Con 17, Int 14, Wis 14, Cha 10.  
   
  Skills and Feats: Appraise +8 (+10 metal, stone or 
  wood 
  items), 
  Craft 
  (stoneworking) 
  +8, 
  Craft 
  (woodworking) 
  +8, 
  Intimidate 
  +8, 
  Knowledge 
  (architecture and engineering) +8, Open Lock +5, 
  Search +8 (+10 for secret doors and compartments or 
  unusual stonework), Sense Motive +8, Survival +10 
  (+12 following tracks); Improved Initiative, Iron Will, 
  Leadership. 
   
  Languages: 
  Common, 
  Dwarf, 
  Gnome 
  and 
  Draconic. 
   
  Possessions: masterwork short sword, studded 
  leather, thieves’ tools, manacles, Jaras’ holy symbol of 
  Fharlanghn, explorer’s outfit. 
   
  Physical Description: Stout even for a dwarf, this 
  sturdy dwarven man wears cracked spectacles over 
  calculating eyes. His mouth is fixed in a sneer. 
   
  Note: When the characters find him, Durmin has 
  5 negative levels for the next 15 hours. As a result, he 
  has lost 25 hit points. At APL 2 to 6, he also has a -9 to 
  Strength for the next 10 minutes. 
   
  ENCOUNTER 9: THE ARMORY 
  d Jaras Klot: male human cleric 7; CR 7; Medium 
  humanoid (human); HD 7d8; hp 42; Init +2; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +5; Grp +6; 
  Atk +6 melee (1d6+1, light mace); SA spells, 
  spontaneous casting, turn undead; AL N; SV Fort +5, 
  Ref +6, Will +8; Str 12, Dex 14, Con 10, Int 8, Wis 16, 
  Cha 13.  
   
  Skills and Feats: Concentration +5, Heal +8, 
  Knowledge (nature) +4, Survival +8 (+10 in natural 
  environments); Dodge, Endurance, Lightning Reflexes. 
   
  Languages: Common. 
   
  Turn Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+8.  
    
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base 
  DC = 13 + spell level): 0— detect magic, detect poison, 
  guidance (2), mending, purify food and drink; 1st— 
  cause fear, command, endure elements, longstrider*, 
  obscuring mist, remove fear; 2nd— enthrall, lesser 
  restoration, longstrider*, make whole, silence; 3rd—
  create food and water, daylight; longstrider*, searing 
  light; 4th—dimension door*, inflict critical wounds. 
   
  *Domain spell. Fharlanghn; Domains: Travel 
  (ignore magical affects impeding movement for 7 
  rounds/day); Protection (protective ward +7, 1/day). 
   
  Possessions: light mace (note that Jaras has no holy 
  symbol and therefore none of his memorized spells 
  require one). 
   
  Pre-Cast Spells: Jaras has already cast create food 
  and water today (there’s still plenty of leftovers). He 
  also casts endure elements on himself daily in order to 
  withstand the stifling heat of the Armory. 
   
  Physical Description: This thin Oeridian man 
  wears little more than green rags. He has a light mace 
  of some ancient design in his hand, ready for trouble, 
  and he eyes you warily. 
  
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  APL 6 
   
  ENCOUNTER 10: BACK THE WAY 
  WE CAME 
  d Mob of Storm Tower Kobolds: CR 8; 
  Gargantuan humanoid (mob of small kobolds, 
  reptilian); HD 30d8; hp 180; Init +0; Spd 20 ft.; AC 10, 
  touch 9, flat-footed 7; Base Atk +22; Grp +34; Atk melee 
  (5d6, mob); Space/Reach 20 ft./0 ft.; SA expert grappler, 
  trample 2d6; SQ darkvision 60 ft., light sensitivity mob 
  anatomy; AL NE; SV Fort +9, Ref +10, Will +16; Str 10, 
  Dex 13, Con 10, Int 10, Wis 9, Cha 8.  
   
  Skills and Feats: Craft (trapmaking) +2, Hide -13, 
  Listen +1, Move Silently +1, Profession (miner) +1, 
  Search +2, Spot +2, Survival +2; Alertness, Endurance, 
  Improved Bull Rush, Improved Overrun. 
   
  Languages: Draconic. 
   
  Attack/Full Attack: Mobs don't make standard 
  attacks. Rather, they are treated similar to swarms in 
  combat. A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at the 
  end of its move, with no attack roll needed. Mob 
  attacks ignore concealment and cover. A mob's attacks 
  are nonmagical, unless the base creature's attacks are 
  considered magical. Damage reduction applies to mob 
  attacks. 
   
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature damage equal to 2d6 
  points + 1-1/2 times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
   
  Mob Anatomy (Ex): A mob has no clear front 
  or back and no discernable anatomy, so it is not subject 
  to critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each specific 
  creature 
  that 
  is 
  slain, 
  disabled 
  or 
  otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the mob. A 
  mob that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of negative 
  energy (and thus cannot be blocked by death ward or 
  removed by restoration), but never result in permanent 
  level loss. 
   
  A mob takes half again as much damage (+50%) 
  from spells or effects that affect an area, such a splash 
  weapons and some spells. 
   
  Possessions: chain shirt, several spears, sling. 
   
  Physical Description: These armed and armored 
  kobolds flail around with an angry roar, pointing 
  spears. 
   
  Source: Dungeon Master’s Guide II. 
  
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  Page 26 
  APL 8 
   
  ENCOUNTER 10: BACK THE WAY 
  WE CAME 
  d Mob of Storm Tower Kobolds (2): CR 8; 
  Gargantuan humanoid (mob of small kobolds, 
  reptilian); HD 30d8; hp 180; Init +0; Spd 20 ft.; AC 10, 
  touch 9, flat-footed 7; Base Atk +22; Grp +34; Atk melee 
  (5d6, mob); Space/Reach 20 ft./0 ft.; SA expert grappler, 
  trample 2d6; SQ darkvision 60 ft., light sensitivity mob 
  anatomy; AL NE; SV Fort +9, Ref +10, Will +16; Str 10, 
  Dex 13, Con 10, Int 10, Wis 9, Cha 8.  
   
  Skills and Feats: Craft (trapmaking) +2, Hide -13, 
  Listen +1, Move Silently +1, Profession (miner) +1, 
  Search +2, Spot +2, Survival +2; Alertness, Endurance, 
  Improved Bull Rush, Improved Overrun. 
   
  Languages: Draconic. 
   
  Attack/Full Attack: Mobs don't make standard 
  attacks. Rather, they are treated similar to swarms in 
  combat. A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at the 
  end of its move, with no attack roll needed. Mob 
  attacks ignore concealment and cover. A mob's attacks 
  are nonmagical, unless the base creature's attacks are 
  considered magical. Damage reduction applies to mob 
  attacks. 
   
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature damage equal to 2d6 
  points + 1-1/2 times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
   
  Mob Anatomy (Ex): A mob has no clear front 
  or back and no discernable anatomy, so it is not subject 
  to critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each specific 
  creature 
  that 
  is 
  slain, 
  disabled 
  or 
  otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the mob. A 
  mob that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of negative 
  energy (and thus cannot be blocked by death ward or 
  removed by restoration), but never result in permanent 
  level loss. 
   
  A mob takes half again as much damage (+50%) 
  from spells or effects that affect an area, such a splash 
  weapons and some spells. 
   
  Possessions: chain shirt, several spears, sling. 
   
  Physical Description: These armed and armored 
  kobolds flail around with an angry roar, pointing 
  spears. 
   
  Source: Dungeon Master’s Guide II. 
  
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  APL 10 
   
  ENCOUNTER 10: BACK THE WAY 
  WE CAME 
  d Mob of Storm Tower Kobolds (2): CR 8; 
  Gargantuan humanoid (mob of small kobolds, 
  reptilian); HD 30d8; hp 180; Init +0; Spd 20 ft.; AC 10, 
  touch 9, flat-footed 7; Base Atk +22; Grp +34; Atk melee 
  (5d6, mob); Space/Reach 20 ft./0 ft.; SA expert grappler, 
  trample 2d6; SQ darkvision 60 ft., light sensitivity mob 
  anatomy; AL NE; SV Fort +9, Ref +10, Will +16; Str 10, 
  Dex 13, Con 10, Int 10, Wis 9, Cha 8.  
   
  Skills and Feats: Craft (trapmaking) +2, Hide -13, 
  Listen +1, Move Silently +1, Profession (miner) +1, 
  Search +2, Spot +2, Survival +2; Alertness, Endurance, 
  Improved Bull Rush, Improved Overrun. 
   
  Languages: Draconic. 
   
  Attack/Full Attack: Mobs don't make standard 
  attacks. Rather, they are treated similar to swarms in 
  combat. A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at the 
  end of its move, with no attack roll needed. Mob 
  attacks ignore concealment and cover. A mob's attacks 
  are nonmagical, unless the base creature's attacks are 
  considered magical. Damage reduction applies to mob 
  attacks. 
   
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature damage equal to 2d6 
  points + 1-1/2 times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
   
  Mob Anatomy (Ex): A mob has no clear front 
  or back and no discernable anatomy, so it is not subject 
  to critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each specific 
  creature 
  that 
  is 
  slain, 
  disabled 
  or 
  otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the mob. A 
  mob that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of negative 
  energy (and thus cannot be blocked by death ward or 
  removed by restoration), but never result in permanent 
  level loss. 
   
  A mob takes half again as much damage (+50%) 
  from spells or effects that affect an area, such a splash 
  weapons and some spells. 
   
  Possessions: chain shirt, several spears, sling. 
   
  Physical Description: These armed and armored 
  kobolds flail around with an angry roar, pointing 
  spears. 
   
  Source: Dungeon Master’s Guide II. 
   
  d �Fire Element Will-O’-Wisp: CR 8; Small 
  elemental (air, fire); HD 9d8; hp 40; Init +13; Spd fly 50 
  ft. (perfect); AC 29 (+1 size, +9 Dex, +9 deflection), 
  touch 29, flat-footed 20; Base Atk +6; Grp -3; Atk +16 
  melee touch (2d8 electricity plus 1d6 fire); Full Atk +16 
  melee touch (2d8 electricity plus 1d6 fire); SA burn, 
  heat; SQ damage reduction 5/magic, darkvision 60 ft., 
  immunity to magic, natural invisibility; AL NE; SV Fort 
  +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int 15, Wis 
  16, Cha 12. 
   
  Skills and Feats: Bluff +13, Diplomacy +3, Disguise 
  +1 (+3 to act in character), Intimidate +3, Listen +17, 
  Search +14, Spot +17, Survival +3 (+5 following tracks); 
  Alertness, Blind Fight, Dodge, Improved Initiative, 
  Weapon Finesse(B). 
   
  Burn (Ex): Those hit by the natural weapons of a 
  fire element will-o’-wisp must succeed at a DC 16 
  Reflex save or catch fire. 
   
  Heat (Ex): In addition to damage from its attack, 
  a fire element will-o’-wisp deals an additional 1d6 fire 
  damage with its natural weapons. 
   
  Creatures hitting a fire element will-o’-wisp with 
  natural weapons or unarmed attacks take 1d6 fire 
  damage as though hit by the fire element will-o’-wisp’s 
  attack, and also catch fire unless the succeed at a DC 16 
  Reflex save. 
   
   
  Immunity to Magic (Ex): A fire element will-
  o’-wisp is immune to most spells or spell-like abilities 
  that allow spell resistance, except magic missile and 
  maze. 
   
  Natural Invisibility (Ex): A startled or 
  frightened fire element will-o’-wisp can extinguish its 
  glow, effectively becoming invisible as the spell. 
   
  Power Up Suite: This will-o’-wisp generally 
  fights defensively, which changes its statistics as 
  follows: AC 31, Atk +12 melee touch.  
   
  Physical Description: This creature is a ball of fire 
  approximately two feet in diameter. It crackles with 
  bursts of lightning. 
   
  Source: Manual of the Planes. 
   
   
  
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  APL 12 
   
  ENCOUNTER 10: BACK THE WAY 
  WE CAME 
  d Mob of Storm Tower Kobolds (2): CR 8; 
  Gargantuan humanoid (mob of small kobolds, 
  reptilian); HD 30d8; hp 180; Init +0; Spd 20 ft.; AC 10, 
  touch 9, flat-footed 7; Base Atk +22; Grp +34; Atk melee 
  (5d6, mob); Space/Reach 20 ft./0 ft.; SA expert grappler, 
  trample 2d6; SQ darkvision 60 ft., light sensitivity mob 
  anatomy; AL NE; SV Fort +9, Ref +10, Will +16; Str 10, 
  Dex 13, Con 10, Int 10, Wis 9, Cha 8.  
   
  Skills and Feats: Craft (trapmaking) +2, Hide -13, 
  Listen +1, Move Silently +1, Profession (miner) +1, 
  Search +2, Spot +2, Survival +2; Alertness, Endurance, 
  Improved Bull Rush, Improved Overrun. 
   
  Languages: Draconic. 
   
  Attack/Full Attack: Mobs don't make standard 
  attacks. Rather, they are treated similar to swarms in 
  combat. A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at the 
  end of its move, with no attack roll needed. Mob 
  attacks ignore concealment and cover. A mob's attacks 
  are nonmagical, unless the base creature's attacks are 
  considered magical. Damage reduction applies to mob 
  attacks. 
   
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature damage equal to 2d6 
  points + 1-1/2 times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
   
  Mob Anatomy (Ex): A mob has no clear front 
  or back and no discernable anatomy, so it is not subject 
  to critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each specific 
  creature 
  that 
  is 
  slain, 
  disabled 
  or 
  otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the mob. A 
  mob that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of negative 
  energy (and thus cannot be blocked by death ward or 
  removed by restoration), but never result in permanent 
  level loss. 
   
  A mob takes half again as much damage (+50%) 
  from spells or effects that affect an area, such a splash 
  weapons and some spells. 
   
  Possessions: chain shirt, several spears, sling. 
   
  Physical Description: These armed and armored 
  kobolds flail around with an angry roar, pointing 
  spears. 
   
  Source: Dungeon Master’s Guide II. 
   
  d Living Holocaust: CR 13; Small elemental (air, 
  extraplanar, fire); HD 15d8+45; hp 112; Init +9; Spd fly 
  50 ft. (perfect) (can’t run); AC 16 (+1 size, +5 Dex), 
  touch 16, flat-footed 11; Base Atk +11; Grp —; Atk +18 
  melee (1d6/19-20 plus 1d6 fire); Full Atk +18/+13/+8 
  melee (1d6/19-20 plus 1d6 fire); SA burn, fiery 
  windspike, fiery aura, holocaust winds, whirlflame; SQ 
  air mastery, damage reduction 10/—, darkvision 60 ft., 
  elemental traits, fire subtype, gaseous, regeneration 5, 
  spell resistance 24; AL CE; SV Fort +8, Ref +12, Will 
  +10; Str —, Dex 20, Con 17, Int 14, Wis 16, Cha 15. 
   
  Skills and Feats: Diplomacy +4, Hide +17 (+7 
  outside of a fire, +27 inside of a fire), Listen +21, Sense 
  Motive +21, Spot +21; Combat Reflexes, Improved 
  Critical (fiery windspike), Improved Initiative, Iron 
  Will, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (fiery 
  windspike). 
   
  Air Mastery (Ex): A living holocaust gains a +1 
  bonus on its attack and damage rolls if its opponent is 
  airborne. 
   
  Burn (Ex): Any creature that it hit by the living 
  holocaust’s fiery windspike attack, or that hits the 
  living hocaust with a natural weapon or an unarmed 
  attack, must succeed on a DC 20 Reflex save or catch on 
  fire.  The fire burns for 1d4 rounds (see Catching on 
  Fire in the Dungeon Master’s Guide). 
   
  Elemental Traits (Ex):  A living holocaust is 
  immune to poison, sleep, paralysis and stunning.  It is 
  not subject to critical hits or sneak attacks or flanking, 
  and it cannot be raised or resurrected.  The creature 
  also has darkvision (60-foot range). 
   
  Fiery Aura (Ex): Anyone within 30 feet of a 
  living holocaust must succeed on a DC 18 Fortitude 
  save or take 1d6 points of fire damage from the intense 
  heat.  Treat this effect as a burst that continually 
  radiates from the creature. 
   
  Fiery Windspike (Ex): Although gaseous, a 
  living holocaust can whirl its form into a spike of 
  superheated air and fire dealing 1d6 points of damage 
  plus 1d6 points of fire damage.  A living holocaust can 
  also make a melee touch attack to deal 1d6 points of 
  fire damage. 
   
  Gaseous (Ex): The body of a living holocaust is 
  naturally gaseous as though by a gaseous form spell.  
  Despite its gaseous nature, it can speak, cast spells that 
  have only a verbal component, and use its supernatural 
  abilities.  A living holocaust can pass through small 
  holes or narrow openings.  However, it can’t run. 
   
  Holocaust Winds (Su): A living holocaust can 
  command the winds in an area at will, filling them with 
  fire.  This works like a control winds spell as cast by a 
  10th-level sorcerer, except that creatures and objects in 
  
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  Page 29 
  the area of the holocaust winds effect also take 3d6 
  points of fire damage each round (Reflex DC 18 half).  
  A living holocaust can use this ability or dismiss its use 
  as a standard action, but it can only have one holocaust 
  winds effect in operation at one time. 
   
  Regeneration (Ex): A living holocaust takes 
  normal damage from cold, and also from good-aligned 
  weapons. 
   
  Whirlflame (Su): A living holocaust can 
  tranform itself into a whirlwind of flame once every 10 
  minutes and remain in that form for up to 1 round for 
  every 2 HD it has.  In this form, the creature can move 
  through the air or just above a solid or liquid surface at 
  a fly speed of 60 feet (perfect). The whirlflame is 5 fet 
  wide at its base, 10 to 20 feet tall, and 10 to 30 feet wide 
  at the top.  The living holocaust controls its dimensions 
  within these parameters. 
   
  Creatures caught in the whirlflame take 3d6 points 
  of fire damage each round.  In addition, Large or 
  smaller creatures can take damage from the wind and 
  be lifted into the air by its powerful force.  A Large or 
  smaller creature caught in the whirlflame's area must 
  succeed on a DC 18 Reflex save or take 2d6 points of 
  damage due to the force of the winds.  It must also 
  make a second DC 18 Reflex saving throw or be picked 
  up bodily and held suspended in the powerful winds 
  and burning flames.  A creature that can fly is allowed a 
  DC 18 Reflex save each round to escape the whirlflame. 
   The creature still takes damage but can leave the 
  whirlflame if the save is successful. 
   
  A living holocaust can eject any carried creature 
  whenever it wishes, depositing it wherever the 
  whirlflame happens to be. 
   
  Physical Description: This creature is a flickering 
  mass of fire approximately two feet in diameter.  It 
  crackles ominously. 
   
  Source: Fiend Folio. 
   
   
  
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  APPENDIX 2: MAPS 
   
  MAP 1: STORM TOWER GROUND LEVEL 
   
   
  
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  Page 31 
  MAP 2: STORM TOWER PARAPET LEVEL 
   
  
  COR6-11 Return to the Storm Tower 
   
  Page 32 
   
  MAP 3: STORM TOWER DUNGEON 
   
   
   
  
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  Page 33 
   
  MAP 4. GIANT ENCOUNTER 
   
   
   
   
   
   
   
   
  
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  Page 34 
  PLAYER HANDOUT 1: THE DIVINATION 
   
  This divination is the result of questioning Fharlanghn about the cleric Jaras Klot’s whereabouts: 
   
   
  ‘Neath the fiery Storm Tower he hides 
  Fled his captors with Fharlanghn’s Stride 
   But if they brave the stairs 
   They’ll find him down there 
  And he’ll probably rather he died 
   
   
  
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  Page 35 
   
  PLAYER HANDOUT 2: THE WALL MARKING 
   
  This picture is scribbled on the right-hand wall at the height of a human’s waist. 
   
   
  
  COR6-11 Return to the Storm Tower 
   
  Page 36 
  PLAYER HANDOUT 3: THE FIRE CREATURE (APL 10 
  AND 12 ONLY) 
   
  This creature looks like an ill-tempered whirl of fire. It appears from within the black and red fires playing around the 
  Storm Tower and descends hungrily. 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR6-11 Return to the Storm Tower (3E).pdf