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 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
   
  COR5-04 
   
   
   
  DESECRATORS OF THE 
  LORDS’ TOMB 
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Adventure 
  Version 1.0 
   
   
  by Bruce Paris 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
   
   
  Christa, wily Greyhawk City thief and darling of the Green Dragon Inn, was about to retire at the glorious age of 29. 
  However, she had to do one last job for an old friend, so she found a way to break into the legendary Lords’ Tomb and 
  steal some priceless jewels which once belonged to the dearly departed of that dread complex. For a while it all looked 
  pretty easy … far too easy. An adventure for characters level 1 to 12.  
   
   
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 2 
  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 DM (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, 2006.  
   
  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.  
   
  PCS 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 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.  
   
  Along with this adventure you’ll find a RPGA Table 
  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 PCs 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.  
  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. 
   
  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. 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 3 
  # 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 
   
   
  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. 
  Advise 
  characters 
  to buy riding dogs 
  to 
  help 
  protect 
  them, and fight for 
  them. 
  5. 
   
   
  Time Units and Upkeep 
  This is a standard one-round core adventure, set in 
  Greyhawk City.  Characters pay two (2) Time Units to 
  play this adventure.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit. Luxury Upkeep costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 scenario. 
   
  A character who 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 Survival 
  check (DC 20), 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 
  This adventure begins by focusing on Christa, a beautiful 
  young thief more affectionately known as “Little Miss 
  Streetwise.” Christa was first detailed in the City Of 
  Greyhawk Box Set (1989) on page 81 of the Folks, Feuds 
  and Factions sourcebook. At that time, 578 CY, Christa 
  was 12 years old.  Now, 17 years later, she is 29.  
        During the intervening years, Christa went from 
  being a simple pickpocket of drunkards visiting the 
  Green Dragon Inn to becoming a respected adventurer 
  known for her genuine warmth toward those who were 
  born lowly and downtrodden. During the Greyhawk 
  Wars, Christa went to the Shield Lands and helped 
  refugees find food, shelter and safety from the invading 
  hordes. More recently, Christa visited Perrenland, and 
  helped refugees from the Iuz border wars resettle in 
  more peaceful lands.  
        But, while she was away, Christa fell in love. Her 
  champion, Brechtier Bruegaar, of the Perrenland 1st 
  Auszug, awaits her in Traft City. All she wanted to do was 
  go back and say a final farewell to her friends in 
  Greyhawk City, and gaze one last time upon her old 
  stomping ground, The Green Dragon Inn.  
        But things would not be as she remembered them. 
  Ricard Damaris, the owner of the Green Dragon, was 
  completely broke (and broken), sucked dry by his wicked 
  daughter, Clarissa (now 20 years old). Taking up with 
  Salow, a half-orc lieutenant in Turrosh Mak’s army, 
  Clarissa has fled to the Pomarj, taking with her many 
  Greyhawk City secrets, which she managed to acquire 
  before she left. Clarissa also took with her every copper 
  earned by Ricard in the last 20 years. The poor man does 
  not even have money to stock ale, or make long overdue 
  repairs.  
        It seemed that after a long-treasured history, and 
  many yarns spun by brave adventurers, The Green 
  Dragon Inn was set to close and be demolished to make 
  way for a new wrestling pit run by a nasty old gnome 
  called Noblock. For years, Noblock had helped Clarissa 
  achieve her goals, knowing how he too would profit once 
  the great Green Dragon was brought to its knees. Three 
  days ago, shortly before Christa came back, Damaris sold 
  the Green Dragon to Noblock for an undisclosed sum. 
  The demolition date has been set. 
        When Christa returned to the Green Dragon, and was 
  told the story by Ricard—the father figure who saved her 
  from the gutter—she flew into a rage. All the pent-up 
  hurt from a struggling and shameful childhood came to 
  the forefront, and she immediately raced to confront 
  Noblock and demand better justice for poor Ricard. But 
  Noblock was waiting, and he knew just how to taunt 
  “little miss streetwise”.  
        Noblock told Christa that he might be able to “swap” 
  the Green Dragon should Christa be able to offer him a 
  more priceless object in return. The object he suggested 
  was the Lords’ Jewels—treasured artifacts hidden deep 
  with the forbidden Lords’ Tomb. It just so happened that 
  Noblock had acquired a map of the tomb, and the secret 
  route needed to be taken to find the hidden treasure. Of 
  course, it was extremely dangerous, and no thief in 
  Greyhawk City was crazy enough to go do it. Besides, 
  anybody who stole from The Lords’ Tomb could never 
  again live in Greyhawk City.  
        Christa, however, knew she had both the motive and 
  the ability to carry out such a quest—particularly if it 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 4 
  would help her friend Ricard, and save the Green Dragon 
  from demolition. She no longer had any allegiance to the 
  city or its ancient dead lords. She only cared about 
  Ricard, and then getting back to Traft, getting married, 
  and starting a family. Christa agreed to Noblock’s deal, 
  and set out 12 hours ago to follow the map. By doing this, 
  Christa became the first person in history to desecrate 
  The Lords’ Tomb. 
        Sadly, she would not be the last. 
   
  ADVENTURE SUMMARY  
   
  Introduction: The PCs find themselves, once again, 
  visiting Greyhawk City. After hearing some rumors and 
  gossip (while spending up their hard-earned money), 
  they eventually arrive at the Green Dragon Inn around 
  dinnertime. But it is not the same place it always had 
  been. Practically deserted, the PCs learn of the inn’s 
  probable demolition—at Midday tomorrow!  
        Encounter 1: they speak with Ricard Damaris and 
  learn about Noblock, Clarissa, and Christa (although 
  Ricard does not know yet about the deal done by Christa 
  with Noblock). Suddenly, Christa staggers through the 
  doors of the inn. She is battered, tattered and soaked in 
  her own blood, but extremely elated. Christa exclaims 
  that she has broken into the Lords’ Tomb and stolen the 
  famous Lords’ Jewels. These are the only things old 
  Noblock will accept in return for the Green Dragon. 
  Ricard is horrified and tells Christa about the curse. 
        The air begins to grow terribly chilly, and a darkness 
  creeps into the lantern-lit room. And then, with frightful 
  swiftness, the tavern room is filled with terrible ghosts! 
  These are the Seven Great Lords originally buried in the 
  tomb during the early days of the city. They do battle 
  with Christa. The PCs can join in the battle if they wish, 
  but the ghosts do not attack the PCs. They are after 
  Christa. Eventually, Christa dies, and the ghosts turn to 
  face Ricard Damaris and say:  
        “Living one! Return the jewels! If they are not 
  returned to their rightful place within 5 hours … we 
  come for you!” 
        Then the ghosts disappear as quickly as they came. 
  Strangely, they take Christa’s body with them (though 
  her clothes and belongings are left behind). As her body 
  leaves, the PCs hear her soul crying for forgiveness as it 
  fades into the next plane of existence.  
        Ricard Damaris has crumpled in a heap behind the 
  bar. He is clearly in shock and is in no position to return 
  the jewels himself. He tells the PCs to leave him and let 
  him die when his time comes. After all, he has lost the 
  Green Dragon, what else has he got left? But good PCs 
  will want to help Ricard (of course), and should offer to 
  return the jewels and then find some way to stop 
  Noblock from acquiring the inn. The PCs find the map 
  Christa used to get to the jewels among her belongings. 
  They will also find a number of items, which once 
  belonged to her as well. They can use these to help them 
  get back into the tomb and replace the jewels. And they 
  now have less than 3 hours to do it! 
        Encounter Two: In the High Market, the PCs fight 
  some nasty rogues who have heard rumors about a back 
  door into the Lords’ Tomb. From here, they get through a 
  manhole that leads down into the sewers of the city. 
   
  Encounter Three: the PCs find the secret door that 
  leads from the sewers into a secret passage going to the 
  Lord’s Tomb. At the end of that passageway (which has 
  many side-passages), the PCs are faced with a ghost who 
  only shows them the door into the tomb if they look for 
  his little lost dog who disappeared over two hundred 
  years ago.  
   
  Encounter Four: the PCs find themselves in the 
  Lords Tomb. The place they enter into is actually an old 
  family crypt. It appears to have been recently vandalized 
  (by Christa), though she found nothing of real value. The 
  undead creature (a crypt thing) was not present when she 
  came through here, but now it has returned to find its lair 
  in ruins. It finds the PCs, blames them, and then attacks. 
  In anger, it attempts to send each PC to a random (sealed) 
  crypt to face a nasty undead denizen on their own! Those 
  who remain face the crypt thing itself.  
        Encounter Five: The PCs regroup, and arrive at the 
  place where the jewels need to be returned. But, instead 
  of the pedestal where the jewel box once rested, the PCs 
  find the Crypt Keeper. His name is Clannair 
  Blackshadow. He is not undead, but he is very cunning, 
  and is a high-level drow wizard who was once a member 
  of the famous Shapechangers Gang. When the gang was 
  infiltrated and destroyed, he hid here in this tomb 
  (which is where he has lived for 20 years).  
        After he realized the jewels were stolen, he 
  subsequently figured someone would try to put them 
  back once the curse kicked in. But he is a grizzled, bored 
  old dark elf. Over the last few hours, he moved the 
  pedestal to another part of the Lord’s Tomb. Now, in 
  order to get it, the PCs will have to face a ghost. This is 
  Lord Silverfox, one of the great deceased Lords of 
  Greyhawk City. He has tricked Clannair Blackshadow 
  into thinking he is truly evil (so that he gains some 
  leverage in the tomb complex). 
        Encounter Six: The PCs arrive at Lord Silverfox’s 
  Tomb. He is the most recently buried Lord in this 
  complex. Upon entering, the PCs find the pedestal. They 
  also find Lord Silverfox himself—now a ghost. After 
  some conversation that unfolds some Greyhawk history, 
  the PCs probably tell Lord Silverfox why they are there. 
  He listens patiently, but say very little. Lord Silverfox l 
  tells the PCs that the Crypt Keeper is a grizzled, bored old 
  drow. He should never have moved the pedestal. The 
  curse will not be lifted until the PCs drag the pedestal 
  back to its original tomb. Lord Silverfox bids the PCs 
  farewell, and they leaves. After the jewels are replaced, 
  the Seven Great Lords appear before the PCs. They thank 
  them, and tell the PCs that the curse has now been lifted. 
  The PCs are free to return to the surface unhindered. 
       Encounter Seven: On their way back out of the Lords’ 
  Tomb, the PCs encounter Lord Marobanden, Master Of 
  The Second Tier—a powerful undead who does not let 
  them pass unless they battle him. 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 5 
        In Conclusion A, the PCs arrive back in the Green 
  Dragon Inn, still no closer to helping Ricard regain his 
  tavern. But in the morning, they see Ricard standing in 
  front of the gnome, Noblock. Noblock is on his knees. 
  His hair has turned completely white, and he is 
  trembling from head to toe. Noblock gives the deeds to 
  The Green Dragon Inn back to Ricard (along with 
  10,000gp). He also gives the PCs a chest full of treasure to 
  recompense their having to return the jewels in the first 
  place. Finally, Noblock reveals that he is doing this 
  because he was haunted by a ghost who threatened him, 
  then left a scar in the shape of an “S”—and the ears of a 
  small, silver fox. The PCs hopefully conclude that it was 
  Lord Silverfox who eventually came to Ricard’s rescue! 
        In Conclusion B, Ricard thanks and rewards the PCs. 
  He wanders off into the sunrise knowing that although 
  he is alive (thanks to the PCs), he will never see the 
  Green Dragon again. 
        
  INTRODUCTION: AN 
  AFTERNOON IN GREYHAWK 
  CITY 
  Read this to the players when they are ready to begin: 
   
  It is the first day of Fireseek (Winter), and you had each 
  planned to travel to Greyhawk City in time for the Feast 
  Of Fools. But you’ve been delayed by snow, and you’ve 
  arrived one day too late. The feast is finished, the 
  drinking is done with, and everybody in the city is 
  walking around like bears with sore heads. Even so, you 
  find yourself in the Low Market, along with a few other 
  lonesome adventurers who’ve also arrived too late. It is 
  midday, and you have the afternoon to spend going 
  about your business in the Gem Of The Flanaess … 
   
  Allow the PCs to introduce themselves, if need be.  
  If anyone asks, it is common knowledge that the Feast Of 
  Fools is the best one-day festival in the Flanaess. On this 
  day, all the dignitaries of the city dress up and enter into 
  a kind of “Mardi-Gras”, which travels down The 
  Processional (which took its name from this event). As 
  they travel, the dignitaries are playfully mocked, and the 
  festival ends with the low and high personages joining 
  together in a night of revelry and debauchery in the city 
  Thieves’ Quarter. 
        The DM should give PCs time to do some buying and 
  selling (as there won’t be time for this once the adventure 
  starts—but don’t tell them that). You might also allow 
  PCs to check in with various churches (Temple Of Pelor), 
  or organizations (Thieves’ Guild). Use An Afternoon In 
  Greyhawk City in Appendix 2 to help flesh out some 
  NPC encounters. Give players Player Handout 1. The 
  DM will probably only have time to let each PC visit one 
  place of choice, and then maybe one place as a whole 
  group. 
   
        If anybody tries to gather any rumors (or other such 
  information), consult the various Rumors and Gossip 
  charts below. Most common folk the PCs talk to have 
  sore heads due to the partying and revelry from the night 
  before. No one will be rude; but no one will be overly 
  talkative, either. If PCs are not being particularly 
  extrovert, then have them make a DC 8 Listen check to 
  overhear snippets of the easy information—which 
  should lead them to ask further questions. 
   
  Rumors And Gossip 
   
  Gather 
  Info 
  High Quarter/Garden Quarter 
  DC 10 
  Today is the 5th anniversary of the death of 
  Lord Silverfox—one of the great aristocrats 
  of the city. [True] 
  DC 15 
  His empire is currently run by his widow, 
  Lady Silverfox. She is continuing the 
  powerful merchant tradition begun by her 
  husband. [True] 
  DC 20 
  Lady Silverfox is having a relationship with 
  Nerof Gasgal, the Lord Mayor—an affair 
  she supposedly began while her husband 
  was still alive. [False] 
  DC 25 
  Lady Silverfox rules Silverfox Emporium 
  with an iron hand. Her faithful sons are 
  very unhappy, and suspect that profits are 
  being diverted to Lady Silverfox’s family in 
  Hardby. [True] 
   
  Gather 
  Info 
  Clerkberg Quarter/Foreign Quarter/River 
  Quarter 
  DC 10 
  Did you hear? The famous adventurers’ 
  tavern, The Green Dragon, is due to be 
  demolished at midday tomorrow! This is a 
  sad day for the city! Ricard Damaris, the 
  owner, is in desperate need of friends—but 
  they have all deserted him! [True] 
  DC 15 
  It is rumored that Ricard Damaris made a 
  pact with a devil. In return, the devil 
  brought him fame and good fortune—but 
  now the devil has come to collect, and 
  Ricard must pay the price! [False] 
  DC 20 
  Did you hear? Ricard’s daughter, Clarissa, 
  has tricked her father out of his money, 
  and has fled to the Pomarj with her lover, 
  the half-orc Salow! It is said that, somehow, 
  they were both able to discover city secrets, 
  and are assuring their future by sharing 
  them with Salow’s half-brother, Turrosh 
  Mak. [True] 
  DC 25 
  The wealthy old gnome called Noblock is 
  going to build an exclusive wrestling pit, 
  for gnomes only, where The Green Dragon 
  once stood. Rumor has it that Damaris was 
  forced to sell his tavern to Noblock because 
  he could no longer afford to pay protection 
  money!  [True]  
   
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 6 
  Gather 
  Info 
  Artisan’s Quarter/Thieves’ Quarter/Slum 
  Quarter 
  DC 10 
  Hey! Have you heard? Little Miss 
  Streetwise is back in town! Rumor has it 
  that she’s come to say one last goodbye … 
  [True] 
  DC 15 
  Her real name is Christa. She’d be about 29 
  years old, now, and she’s an orphan. Once 
  upon a time she was the darlin’ of the 
  Green Dragon Inn. She was like a second 
  daughter to old Ricard Damaris. But then 
  Clarissa, Ricard’s daughter, got jealous and 
  spread rumors that Christa was having an 
  affair with a dirty old gnome called 
  Noblock. Christa was forced to flee 
  Greyhawk City in shame. But she has 
  brought honor to herself by doing good 
  deeds in far off nations. [True—though it 
  was, in fact, Clarissa who recently had an 
  affair with old Noblock] 
  DC 20 
  Did you hear that howling in the night? 
  Early hours of this morning! Beneath the 
  city! It sounded like a thousand ghouls 
  were crying out—trying to escape to the 
  surface! And then the sound of swords 
  clashing … and more ghostly groans! 
  Anyone would think that the Lords’ Tomb 
  had been broken into! [True] 
  DC 25 
  Old Truffock, the hobo, was sleepin’ on one 
  o’ the benches in the High Market last 
  night—lucky so an’ so—when he saw what 
  he 
  thought 
  was 
  somebody 
  sneakin’ 
  through some kind of secret man-hole at 
  the back of Burtek’s Fine Bobbles. Now, 
  everybody 
  reckons 
  that 
  that 
  secret 
  manhole could only lead to one place: the 
  fabled hidden tunnel … into The Lords’ 
  Tomb! An’ you know what else is weird? 
  Old Truffock reckons that he knew who it 
  was who broke in … Little Miss Streetwise! 
  [True] 
   
  Generally, give the PCs the afternoon to look around 
  Greyhawk City and indulge themselves. How much time 
  you give them depends on how long you’ve got to run 
  this adventure. If PCs want to go for a drink, steer them 
  to the Black Dragon Inn (or anywhere other than the 
  Green Dragon).  
        If they insist on going to the Green Dragon, they find 
  it’s closed. A young street urchin, Solly, sits on the front 
  steps, counting coppers he has stolen. He looks up at the 
  PCs and says: 
   
  “Aren’t you … [recognizes two or three of the PCs by 
  name]? Ricard is out at the moment. But he’ll be back at 
  sunset. He wants to spend his last night here at the 
  tavern. It’s gonna be pulled down tomorrow. He’s kind 
  of sentimental like that, you know. I’m sure he’d be very 
  happy to see you again! All his mates have gone and left 
  him …” 
   
  The boy knows the same kinds of gossip/rumors as listed 
  for the Foreign Quarter, above.  
        If any PCs go to try to find Noblock (the gnome), or 
  Christa (Little Miss Streetwise), then either no one 
  claims to knows where they are or even who they are, 
  though some folk are obviously lying and protecting old 
  Noblock in many instances.  
        If PCs attempt to discover the secret portal behind 
  Burtek’s Fine Bobbles, then they don’t find it. They need 
  Christa’s map, as it is very hard to find without precise co-
  ordinates. They can, however, try all they like to find it at 
  this point (but they won’t). 
        If PCs go to Lord Silverfox’s Manor, they find that it is 
  an ornate but tastefully decorated, mansion. The butler is 
  polite, simply saying that Lady Silverfox is out of town, 
  currently visiting relatives in Hardby at present. This is 
  true.  
        When it’s time for dinner and bed, all the taverns and 
  inns in the city are full. It appears the only place to go is 
  the Green Dragon. When the PCs get to the Green 
  Dragon (at sunset), the door is closed (but not locked), 
  but they can peer through the frosted glass to see a man 
  behind the bar.  
   
  ENCOUNTER 1: AT THE SIGN 
  OF THE GREEN DRAGON 
  As the PCs enter the Green Dragon Inn, read or 
  paraphrase the following description: 
   
  The famous Green Dragon Inn is no longer as you knew 
  it. Tables where brave adventurers once swapped tall 
  tales and spilled their frothy ale, now lie vacant. Corners 
  where cunning thieves once plotted traps for conniving 
  aristocrats, are caked with cobwebs. The aromatic 
  kitchen, always such delight after a hard fought 
  adventure, now stands locked and bolted; the chef, Mrs. 
  Damaris, long since left to cook hearty meals for men 
  with brighter futures. Even the bar, usually well stocked 
  with every brew from Pale to Perrenland, now has only a 
  single bottle sitting on it; of Ulek’s Ocher Rotgut, and 
  that’s only half full. On the other end of the bottle is a 
  man, bent and broken. It is Ricard Damaris, the Green 
  Dragon proprietor. He is sobbing quietly to himself, and 
  you see a torrent of tears fall down upon the bar. Slowly, 
  his heavy hand helps him take another shot of comfort 
  from his rotgut.  
   
  It is important that the DM play Ricard Damaris as a 
  broken, but still proud, gentleman. Although he is 
  drinking, he is not drunk. When the PCs enter, he looks 
  up but does not recognize them at first. He shouts out in 
  a “cockney” accent: 
   
  “Go away! We’re closed! Forever! Go drink at the Black 
  Dragon! You’d better hurry, I hear a band of Perrenders 
  want to burn it down!” 
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
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  As Ricard slowly recognizes the PCs, and they interact 
  with him, he becomes more chipper, as his spirits are 
  fortified by the presence of friends and former patrons. 
  He’s still sad, but wipes away his tears, bushing off his 
  emotion as nothing more than remembrance of a sad 
  song once sung to him by a mermaid when he was a 
  young boy. 
        Ricard, and is very grateful for the PCs’ company. He 
  will say that he can’t offer them much, but he has some 
  meat and vegetables in an icebox under the bar. He’s 
  happy to stoke the tavern fire, and throw food on a grill. 
  It’s all he can offer the only people who’ve come to see 
  him in his hour of need—and the kitchen has been 
  closed for several weeks … since Mrs. Damaris left. 
        It is important for the DM to let the PCs ask Ricard 
  questions, and then have him respond to their questions 
  meaningfully. You should ensure that he is portrayed as 
  somebody who the PCs can trust and respect. Ricard 
  might even begin the conversation by asking the PCs 
  about their own adventures. What follows are some 
  typical answers that Ricard gives to questions. It is not to 
  be simply read like a script—heavily paraphrase to suit 
  what the PCs ask. 
         
  Q: What happened to you? 
  I’ve lost the Green Dragon! And I blame myself. That’s 
  the plain and simple truth. For years, I failed to realize 
  just how much a little tramp my daughter, Clarissa, really 
  was! All that time, I spoiled her, thinking that by giving 
  her everything she wanted that would buy her loyalty 
  and her love. Bah! All it bought was her derision! Even 
  through her teenage years she was watching me. 
  Watching to see how I conducted this business. 
  Watching me count the takings. Watching so that she 
  could rob me of it all; the first chance she got! 
        Three months ago, Clarissa became friendly with a 
  half-orc named Salow. He’s frequented the Green Dragon 
  over the last twelve months. She was helping as a 
  barmaid, and he had a kind of rugged attraction for her. 
  One thing led to another and they became a couple—
  much against my wishes, of course. But Clarissa simply 
  scoffed at me. And Salow just gave me looks like he 
  would slay me standing upright, then cleave down upon 
  half the other patrons of this inn before you could say 
  Turin Deathstalker! All the while, Clarissa was stealing 
  money from my hidden strongbox. When it was time to 
  pay the quarterly taxes, I went to the box and found it 
  empty. Not only was the tax money missing but so was 
  every gold piece I’d saved in the last twenty years!  
        At first I thought I was going mad but then it all fell 
  into place. Clarissa went missing. So did Salow. Rumor 
  has it that they fled the city in the direction of the Pomarj 
  in a very fine carriage, flanked by an impressive 
  contingent of well-paid mercenaries! 
        Only then did I realize that she had permanently 
  destroyed me! Not only did I lack the funds to pay the 
  quarterly tax, but I also lacked my savings that I regularly 
  used to pay protection money on the Green Dragon. No 
  fewer than five underground “guilds” take their weekly 
  cut from me in this city, and because I could no longer 
  pay, they came for their final collection! 
        To spare my life, and that of my poor wife who has 
  fled to her family in Critwall, I agreed to sell the Green 
  Dragon to the old gnome, Noblock—a creature who 
  plans to demolish the Green Dragon at midday 
  tomorrow! 
        My only comfort at this time, apart from the arrival of 
  yourselves, is the fact that a young friend has returned to 
  visit me—an orphan whom I sheltered when she was just 
  a child. Her name is Christa, and though she left here 
  suddenly many years ago, she has returned for one last 
  visit! She wanted to tell me of her happiness, and the fact 
  that she is to marry a young Perrender man named 
  Brechtier Bruegaar who is a Captain in the 1st Auszug in 
  that illustrious nation. I haven’t seen her since dinner last 
  night. I so hope she hasn’t yet left the city … I wanted to 
  say farewell … to her … and to everything … She will 
  never see me again. And nor will you, my friends. 
   
  Q: Are you planning on suicide? 
  There are many ways a man can do that—none of them 
  honorable. But then, I have no honor left. I am disgraced, 
  and I must pay for my foolishness.  
   
  Q: What are you going to do once you no longer have 
  the Green Dragon? 
  I will probably travel with young Christa to Perrenland to 
  attend her wedding. After that, I really don’t know. 
   
  Q: Tell us more about Clarissa. 
  Clarissa is my 19-year-old daughter. She always acted 
  older than she was, and was far too darkly cunning for 
  myself or even Mrs. Damaris to fathom. She is very 
  pretty, extremely intelligent, and has a particular way 
  with men. She had half the underground guilds swine 
  swooning over her and, until she met Salow, knew each 
  and every one of them … intimately, I found out. There 
  was some jealousy when she began an exclusive 
  relationship with Salow—but after Salow killed 32 of 
  them in a single combat in Bloodbone Alley, they backed 
  off and wished the happy couple well. 
   
  Q: Tell us more about Salow. 
  Salow’s full name is Salow Mak. He is the reputed half-
  brother of Turrosh Mak—the half-orc leader of the 
  Pomarj rabble. Rumor has it that, as a child Salow 
  followed his brother on the invasion of the Wild Coast 
  and the Principality Of Ulek. They became separated 
  after a battle in which the wounded were left behind and 
  taken by slavers. Salow was one of those taken. For ten 
  years, Salow served as a slave in the most degrading 
  conditions—all the time hoping that his half-brother 
  would find him one day, as he never wanted to believe 
  that Turrosh had left him for dead on that fateful day. 
  Eventually, Salow found himself enslaved in the Land of 
  Iuz, but escaped across the border into Perrenland. There, 
  he was attacked by a band of Ravagers who burnt him 
  very badly—but paid the price by being slain to the last 
  man by the enraged half-orc. Salow’s prize was the 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
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  leader’s greatsword, which Salow appropriately named 
  “Spleencutter” in homage to the way in which he 
  disposed of its previous owner.   
        Salow adventured for a while with The Company Of 
  The Griffon, but his days were numbered when he was 
  arrested and imprisoned here in Greyhawk for slaying 
  two score of the City Watch while in a heightened state 
  of rage. For one whole year, Salow did not see the light of 
  day, but then someone powerful started pulling strings, 
  and Salow was released. Rumor has it that it was Turrosh 
  himself, and now Salow has gone to meet his long lost 
  half-brother, and to heal old wounds. 
   
  Q: Tell us more about Noblock. 
  Noblock is an old gnome who is, quite simply, a city 
  nuisance. He has become wealthy over the years by 
  mastering the art of intimidation, sarcasm, blackmail, and 
  mockery. Some city nobility would rather give him 
  money than have him deliver a public put-down against 
  them. Somehow, he always finds out a person’s weakness 
  and exploits that weakness. He has an appalling sense of 
  fashion, and wears bright pink and yellow clothes (with 
  bells on). He can be heard coming a mile away, and 
  people would rather flee, than confront him in a public 
  place! He has avoided arrest because he simply knows too 
  many secrets about a lot of well-connected people. He has 
  avoided assassination because it is surmised that he has 
  stooges who will release secrets should he die. 
   
  Q: Tell us more about Christa. 
  Christa was an orphan who was left on our doorstep 
  when she was a very young girl. Mrs. Damaris and I had 
  no children of our own at that time, and attempts to have 
  children were proving difficult. We thought that little 
  Christa was the answer to our prayers to Pelor! She was a 
  beautiful, loving child. She was the darling of the Green 
  Dragon Inn, and quickly became known and adored 
  around town. But we were poor back in them days—
  strugglin’ in the early days before the wars—so I allowed 
  Christa to do some “work” with the local underground 
  guilds. I didn’t see no harm in it, and Christa only pick-
  pocketed visiting aristocrats and those who had more 
  gold than they knew what to do with. And right from the 
  word go, she’d give a third of her takings to the guild, a 
  third to me, and then a third to the poor. Christa became 
  known as “Little Miss Streetwise”, and I was very proud 
  of her! 
        But then Mrs. Damaris and myself had Clarissa. And 
  as Clarissa got older she became jealous of poor Christa. 
  In the end, a scandal forced Christa to leave Greyhawk 
  City, but I’ve since heard that she’s devoted her life to 
  helping those in need all over the Flanaess. And so, for 
  that, I feel that I have not done so badly. I know that 
  Christa would never disappoint me—and the day she did, 
  is the day I know I shall truly die! Christa knows my fate, 
  and the fate of the Green Dragon. I’ve made it clear to her 
  that there is nothing she can do to help. 
        If the PCs tell Ricard about the rumors they have 
  heard regarding Christa, then he will simply not believe 
  them and say they must be mistaken. 
         
  Q: What can we do to help? 
   Nothing. My fate is sealed. I signed the Green Dragon 
  over to Noblock this afternoon. He takes possession at 
  midday tomorrow. By sunset, the Green Dragon Inn will 
  be nothing more than a memory. And forget about going 
  and seeing Noblock. His home in town is a veritable 
  fortress. As an ex-adventurer I would go myself and slit 
  his throat this night if I thought it would do any good! 
      At some point, lay out a battle grid and place 
  miniatures for Ricard and the PCs around a sketched-out 
  table (near an improvised fireplace). The area of the 
  tavern should be at least 50 ft by 50 ft.. Do this before 
  Christa’s arrival. Organize a figure for Christa in advance, 
  as well. When the Seven Deadly Lords arrive, they come 
  through the very walls of the tavern in all directions, not 
  simply through the “front door”. 
   
  The Arrival Of Christa 
  At an appropriate moment, the DM should cease talk 
  with Ricard and read/paraphrase the following: 
   
  Suddenly, the door of the Green Dragon Inn bursts 
  open. Swaggering through the doorway comes a pretty 
  young woman. She is covered from head to toe in a 
  mixture of greenish sludge, black filth, and dried blood. 
  She is grinning confidently as she walks toward you all. 
  In her hands is a small chest. She places it down on the 
  table in front of yourselves and Ricard.  
        “I did it, Ricard!” she says triumphantly, “I stole 
  them! Right out from under their noses! I did it for you, 
  Ricard! So you can trade them to that bastard Noblock 
  and get back the Green Dragon!” 
        “What have you stolen, Christa?” Ricard whispers, 
  hardly daring to take another breath. 
        “The Lords’ Jewels! It took ‘em from the Lords’ Tomb! 
  They’re yours now!” Christa replies and, in doing so, 
  opens the box to reveal the most wondrous assortment 
  of priceless jewelry in all of the Flanaess.  
        “By the gods! You cannot do this! I cannot keep these, 
  and neither can I give these to the gnome!” Ricard 
  trembles, stammers, and appears ready to fall in fright. 
  “These jewels are cursed! Don’t you realize? The legend 
  tells that whosever hands these items pass through will 
  be found by the Dead Lords and slain within 3 hours! 
  Forget about Noblock, because in doing this, you’ve 
  cursed yourself and me!” 
        Christa grins and flops on a chair, clearly exhausted. 
  “That’s an old story, dear Ricard. There hasn’t been a 
  haunting in Greyhawk City for over 30 years. Use these 
  jewels, my friend. Use them to save the Green Dragon. 
  Lots of good adventurers are counting on you! Those 
  dead Lords don’t need these anymore. You do. Take 
  them to Noblock tomorrow morning. Save the Inn. For 
  me …” 
   
  “Alright, Christa,” Ricard replies, “I accept the 
  jewels—though I am still not certain this is such a good 
  idea …”  
   
   
  
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  At this point, Christa is still grinning, obviously pleased 
  with herself and her daring raid on the Lords’ Tomb. 
  Allow the PCs to ask her one or two questions. Have her 
  answer judiciously. If PCs do a DC 15 Heal check on her, 
  they ascertain she is badly hurt, but here brave front is 
  hiding her hurt effectively. Her injuries are not life 
  threatening, but she definitely needs to rest. If they offer 
  her healing, she absolutely refuses. Christa is polite, but 
  explains that she has no time for the gods, and that she 
  prefers to use herbs that she has gathered on her travels. 
  She then retires to her room and applies those herbs. 
  Neither does she believe in being raised from the dead. 
  “When I die, I die. Let my death be glorious!” she 
  exclaims. 
   
  �Christa, Little Miss Streetwise: Female human 
  Rog12, hp 44. Christa currently only has 15 hit points 
  due to her injuries. Christa’s statistics can be found in 
  Appendix I. 
   
  Q: Why did you steal these, Christa? Don’t you know 
  that stealing is wrong? 
  This man, Ricard, is like a father to me. When I heard 
  what his ungrateful daughter did to him, and that he was 
  to hand over the Green Dragon to Noblock, tomorrow, 
  then I knew I had to do something for him. I could not 
  sit idly by. So I went to Noblock to plead for Ricard. I 
  offered Noblock everything I owned, but nothing was 
  good enough for him. Then I asked him exactly what it 
  would take to clear Ricard’s debt. He thought for a 
  moment and grinned. “I would accept nothing except … 
  the Lords’ Jewels!” he sarcastically replied, thinking full 
  well that nobody in their right mind would accept such a 
  challenge.  
        But I did. He called me a fool, but was smart enough 
  to acquiesce. “Bring me those jewels and I’ll tear up my 
  claim to the Green Dragon,” he said. And then he showed 
  me an old map he acquired during his younger years. It 
  was a map that showed a secret portal in through a back 
  door of the Lords’ Tomb. It was hidden under a flagstone 
  in the High Market. Taking the map, I prepared for my 
  assault. I was successful, so here I stand. 
        And as for the ethics of stealing, let me say just this. 
  The dead do not, and cannot, own anything under 
  Greyhawk Law. I simply entered a public place and 
  recovered what no longer belonged to anybody. How 
  dare adventurers lecture me about “stealing” when they 
  are the first to loot, plunder, and destroy every dungeon 
  they set eyes upon. How easy it is to wear morality on 
  your sleeve when it so suits you! 
   
  Q: What resistance did you encounter in the tomb? 
  Mostly undead, but for some reason I encountered very 
  few of them. I was lucky in that respect. There must have 
  been something else which was distracting their 
  attention. So, I simply followed Noblock’s map to the 
  centre of the tomb, and there were the Lords’ Jewels 
  sitting right atop a special podium. I just took them, and 
  fled. I didn’t look back—though I’m sure I was pursued 
  … by something. 
   
  Q: May we appraise the jewels? 
  Christa is happy to open the box again. A DC 15 Appraise 
  check tells the PCs that these jewels are, in fact, priceless. 
  However, a DC 15 Knowledge (arcana) or Spellcraft 
  check tells the PCs that there is something “not right”—
  even “evil” about these jewels. They are certainly not 
  something that anybody would proudly show off in 
  public, as they radiate a malevolent aura, which makes all 
  who gaze at them feel particularly uneasy. 
   
  Q: Ricard! You stupid man! Don’t accept the jewels! 
  I already have accepted them. And I must find any way 
  possible to save the Green Dragon!  
   
   
  Don’t let the PCs talk too much with Christa. If you do, 
  then they will start asking too many questions and this 
  scene will get bogged down. At an appropriate moment, 
  move on to the attack of the Seven Ghostly Lords. 
   
  The Seven Ghostly Lords 
  Read or paraphrase the following: 
   
  All of a sudden, the air inside The Green Dragon begins 
  to grow terribly chilly, and a darkness creeps into the 
  lantern-lit room. Seemingly of their own accord, the 
  shutters on the windows close, and the front door bolts 
  shut all by itself.  
        “They’ve come for you, Christa!” Ricard screams, “The 
  dead lords! They’re here!” 
        Christa rallies herself from her chair. She unsheathes 
  her bloody sword, and steadies herself. “They will not 
  slay me! I have done a good deed this day, and I have a 
  fiancé waiting for me back in Traft! This is not my time 
  to die!” 
        And then, with frightful swiftness, the tavern room is 
  filled with terrible ghosts! 
   
  ALL APLs  
   
  �Ghosts (7): hp 44, 44, 44, 44, 44, 44, 44; see 
  Appendix 1. 
   
  Tactics: These are the Seven Great Lords originally buried 
  in the Tomb during the early days of the city. They begin 
  to do battle with Christa. The PCs can join in the battle if 
  they wish, but the ghosts do not attack the PCs. They are 
  only after Christa. The Lords start their assault with a 
  frightful moan ability to slow down but not harm the PCs 
  followed by their draining touch on Christa—draining 
  her Constitution. This battle may last two or three 
  rounds, but eventually Christa dies, and the ghosts turn 
  to face Ricard Damaris and say the following in a hollow 
  voice, raspy like a dust storm in a cemetery:  
         
  “Living one! Return the jewels! If they are not returned 
  to their rightful place within five hours … we come for 
  you!” 
   
  The ghosts disappear as quickly as they came. 
  Strangely, they take Christa’s body with them (though 
  her clothes and belongings are left behind). As her body 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
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  leaves, the PCs hear her soul crying for forgiveness as it 
  fades into oblivion.  
         
  Development: After the ghost’s assault and their warning, 
  Ricard Damaris crumpled in a heap under the table. He is 
  clearly in shock and is in no position to return the jewels 
  himself. He tells the PCs to leave him and let him die. 
  After all, he has lost the Green Dragon, and his beautiful 
  little Christa, what else has he got left? But good PCs will 
  want to help Ricard, and should offer to return the jewels 
  and then find some way to stop Noblock from acquiring 
  the inn. The PCs find the map Christa used to get to the 
  jewels among her belongings (see Players Handout 2). 
  They also find a number of items which once belonged to 
  her as well (see Treasure below). They can use these to 
  help them get back into the tomb and replace the jewels. 
  And they now have less than 3 hours to do it! 
   
  Treasure: 
        APL 2: L: 0 gp; C: 0 gp; M: potion of cat’s grace (25 gp); 
  potion of lesser restoration (25 gp); potion of blink (63 
  gp). 
        APL 4: L: 0 gp; C: 0 gp; M: potion of heroism (75 gp); 
  +1 shield, light steel (97 gp), +1 dagger (192 gp). 
        APL 6: L: 0 gp; C: 0 gp; M: +2 chain shirt (354 gp); 
  amulet of health +2 (333 gp). 
        APL 8: L: 0 gp; C: 0 gp; M: cloak of resistance +2 (333 
  gp); +1 short sword, keen (693 gp). 
        APL 10: L: 0 gp; C: 0 gp; M: ring of protection +2 (667 
  gp); ring of the ram (717 gp). 
        APL 12: L: 0 gp; C: 0 gp; M: wand of haste (938 gp). 
   
   Asking Ricard About The Lords’ Tomb 
  Ricard tells the PCs that the Lords’ Tomb is where all the 
  past city oligarchs and nobility have been buried over the 
  centuries. It has multiple levels—with the more 
  important nobility buried the deepest within the tomb. It 
  is said that powerful undead walk the hallways of the 
  tomb, and that the city oligarchy knows of these 
  haunting and even encourages them. As a result, 
  powerful anti-magic wards have been placed on and 
  within the tomb. These wards offer some but not 
  complete protection for those entombed inside. It is also 
  rumored that acid is magically neutralized within the 
  tomb, and open flames will not ignite. This is primarily so 
  that tomb raiders cannot easily pillage, loot, or destroy 
  such a sacred site! 
        Ricard tells the PCs that Solly, the young street urchin 
  who hangs around outside the inn, sells stolen sunrods to 
  make a living. If PCs look, they can find Solly and buy a 
  sunrod at standard Player’s Handbook prices. 
        The main entrance to the tomb can be found in the 
  High Quarter of the city. It is very heavily guarded night 
  and day by people of immense loyalty, strength, and 
  power. They regularly check the tomb, and soon they’ll 
  discover that the jewels are missing and then we will 
  have no chance of putting them back. Even if the jewels 
  were turned over to them now, that would not break the 
  curse. Only by placing them back the same way they 
  were taken will the curse be broken forever!  
   
  Move on to Encounter 2. 
        Further DM’s Note: Make sure that Ricard Damaris 
  warns the PCs sternly not to take any treasure or items 
  they find within the actual Lords’ Tomb. Such 
  desecrators will be eternally punished! If PCs are 
  concerned about being “rewarded”, then Ricard gets 
  angry and tell the PCs to forget about him and “let him 
  die”. 
   
  What If A PC Decides To Keep The Lords’ Jewels For 
  Him/Her Self? 
  A chaotic neutral PC might argue that Ricard is a poor 
  businessman and is better off dead; and that the jewels 
  should reside in his/her own pocket. Give that PC a DC 5 
  Wisdom check. If the PC succeeds, then tell the player 
  that their character knows that keeping the jewels is not 
  a wise choice (and great dread might come of such an 
  action). If the player still persists, even after comrades 
  have argued against it, then apply the Curse Of The 
  Lords’ Jewels. That PC is instantly transported to the 
  Greyhawk Jail (deep beneath the Citadel). Their game is 
  now over. The results of the curse are found on the AR. 
  The jewels drop to the ground—ready for another PC to 
  take up the quest to return them! 
   
  ENCOUNTER 2:  AT THE HIGH 
  MARKET 
  Having secured Christa's map, the PCs soon arrive at the 
  High Market. As the PCs approach the entrance, ask each 
  player to attempt a Spot check. The Spot check is agains. 
  the Hide checks of the rogues patrolling the High 
  Market tonight. These rogues are members of the Black 
  Gate Brood, a nefarious gang of cutthroats who are 
  generally shunned by even the Greyhawk Thieves' Guild. 
  Their leader, Drago, heard the same rumors the PCs did 
  earlier in the day. Drago has come in the hopes of 
  breaking into the Lords' Tomb and securing its riches for 
  himself. This wicked villain does not hesitate to confront, 
  and dispatch anyone who gets in his way.  
        Familiarize yourself with the map of the market. Make 
  sure PCs are at least 80 feet from the place marked “X” on 
  the map when you ask for the Spot checks. If the checks 
  are successful, the PCs see Drago and his two thugs 
  lurking suspiciously near Burtek’s Fine Bobbles. If they 
  fail, the gang is hidden behind nearby tents, and wait for 
  the PCs to advance to the secret portal before attempting 
  to surprise them. 
        If the PCs make their Spot check as they approach the 
  entrance to the High Market, read the following: 
   
  As you approach the High Market you notice that it has 
  closed for the evening. Following Christa's map, you 
  eventually arrive in the general vicinity of the hidden 
  portal. It is at this moment that you notice that there are 
  three unsavory types skulking around where the portal 
  should be hidden. They, too, seem to be seeking the 
  same thing you are. They are trying to hide in the 
  shadows, but they are doing a really bad job of it. 
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
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  The PCs have the drop on the rogues. The rogues are 80 
  feet from the PCs, skulking near a large tent. If the PCs 
  openly confront them, it angers Drago and accuses the 
  PCs of following or spying on his gang. He orders two 
  goons to attack, and joins the fray. The PCs may try to 
  capture Drago and his crew, and hand them over to the 
  City Watch. If they capture him alive, or report his 
  activities after his death PCs, each PC gets the Thanks Of 
  The City Watch (see the AR), as Drago is a known 
  criminal. PCs who try to bargain with Drago are wasting 
  their time. He is inconsolable and thinks the PCs are 
  working for the City Watch.       
        For those PCs who fail their Spot checks, read the 
  following: 
   
  As you approach the High Market you notice that it has 
  closed for the evening. Following Christa's map, you 
  eventually arrive in the general vicinity of the hidden 
  portal. You think the entrance is beneath a flagstone, 
  about 80 feet east from where you are currently 
  standing—out the back of a large tent. 
   
  As the PCs approach, allow Drago and his gang a Listen 
  check against any Move Silently checks specifically 
  initiated by the PCs. If the PCs don't bother moving 
  silently, or are heard by the rogues, then Drago and 
  company hides behind nearby tents. As the PCs get close 
  to the portal entrance (as described by Christa), then give 
  the PCs a Listen check against the Move Silently check of 
  the rogues. Drago and his goons do not surprise those 
  who succeed. 
   
  APL 2 (EL 3) 
   
  �Drago: Male human Rog2; hp 12; see appendix 1. 
   
  �Thugs (2): Male human Rog1; hp 7, 7; see 
  Appendix 1. 
   
  APL 4 (EL 4) 
    
  �Drago: Male human Rog3; hp 16. see Appendix 1.  
   
  �Thugs (2): Male human Rog1; hp 7, 7; see 
  Appendix 1. 
   
  APL 6-12 (EL 6) 
   
  �Drago: Male human Rog5; hp 23; see Appendix 1. 
   
  �Thugs: Male human Rog1; hp 7; see Appendix 1. 
   
  �Elite Thug: Male human Rog3; hp 16; see 
  Appendix 1.  
   
  Development: If the PCs kill Drago and his goons, then 
  good riddance. The City Watch will find their pathetic 
  bodies disposed of in the morning, and assume they bit 
  off more than they could chew during some shady deal. 
   
  Treasure: 
        APL 2: L: 102 gp; C: 0 gp; M: 0 gp. 
        APL 4: L: 116 gp; C: 0 gp; M: 0 gp. 
        APL 6-12: L: 130 gp; C: 0 gp; M: +1 rapier (192 gp). 
   
        Following Christa’s map to point “X” behind Burtek’s 
  Fine Bobbles, simply reveals several intricately carved 
  flagstones set neatly into the ground. Exactly which one 
  is the entrance to the secret portal requires a DC 15 
  Search check. If nobody makes the check, then let them 
  take 10—but deduct some role-playing experience points 
  from them (see Experience Points Summary at the end of 
  this scenario). 
        Once found, the flagstone simply lifts up and slides 
  aside. There is a single ironwork ladder going down into 
  darkness (80 feet). Any player who thinks to check 
  should make a DC 10 Knowledge (engineering) check, or 
  a DC 15 Intelligence check, in order to ascertain that the 
  ladder is very old and slightly unsteady. Each PC must 
  make a DC 12 Balance check half way down, or fall victim 
  to a rusty rung that snaps under their feet. Unless they 
  then make a DC 12 Reflex save (to catch themselves), 
  they plunge 40 feet into the sewer water below taking 
  3d6 damage (1d6 is absorbed by the water). PCs who tie a 
  rope around their waist must make a (DM secret) DC 12 
  Rope Use check. Those who fail their Rope Use find the 
  rope unravel or snap at the halfway point (or when the 
  rung breaks). 
        At the bottom of the shaft is a narrow ledge either side 
  of a 5-foot wide sewer river. When all PCs are down the 
  bottom of the shaft, move on to Encounter 3. 
   
  ENCOUNTER 3:  
  SEARCHING THE SEWERS 
  When the party reaches the bottom of the iron ladder, 
  they notice that they stand on a 5-foot wide ledge that 
  straddles both sides of a 10-foot wide sewage river. The 
  sewage is stagnant, green, and, overpowering in its 
  stench. So long as PCs don't step in or fall in to the 
  sewage, then they'll be ok. Anybody stepping in or falling 
  in the sewage must succeed at a DC 12 Fortitude save or 
  be sickened for 1d4 hours (effectively 1d4 encounters). A 
  lesser restoration or restoration spell removes these 
  effects. There is also a slippery green sludge covering 
  both sides of the sewer. Every PC must make one DC 12 
  Balance check in order to keep their balance on this 
  slippery surface, or slip and accidentally slide into the 
  stinking sewer water (see effects above). 
        The party might also need to strike a light source 
  down here, as it’s pitch black. 
        It should not be too difficult to follow Christa's map, 
  and PCs will eventually start looking for a secret door 
  that goes to a long forgotten secret passage into the Lord's 
  Tomb. Even though it is marked on the map, PCs still 
  need to make a DC 15 Search check in order to find this 
  carefully concealed door. They may take 10, but if they do 
  this they’ll lose some experience points as outlined in the 
  summary at the end of the adventure. 
        The secret door pivots, and opens into a dusty, long 
  forgotten passageway, extending deep beneath the High 
  Quarter District of Greyhawk City. The passage goes for 
  100 feet. There is no sewer here, and the floor is covered 
  in old, but ornately carved, flagstones, harking back to a 
  younger, more hopeful, and more innocent “Gem Of The 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 12 
  Flanaess.” Unless noted otherwise, the ceilings in this 
  area (and the Lords’ Tomb) are 10 feet high. The secret 
  doors are made of stone (2 feet thick) and all other doors 
  are made of iron. 
        As the PCs get within 50 feet of the end of the passage, 
  they get a DC 15 Spot check. A successful Spot check 
  reveals a figure standing at the end of the passage in a T-
  intersection. The figure appears to be humanoid, and 
  dressed in tattered brown clothing. Its face is covered in a 
  mask of some kind, and it is leaning against the back wall, 
  tossing a coin up in the air, then catching it as it falls. A 
  successful DC 12 Listen check also reveals that this figure 
  is whistling. A DC 15 Knowledge (local) check will tell 
  the PC that the whistled song is a very old Greyhawk 
  lullaby called “My Brother’s Keeper”.  
        The figure is a ghost called Tandannicus. He is a 
  harmless guardian spirit, set to guard the entrance to his 
  half-brother’s tomb for all eternity. His brother is Lord 
  Zebendrich and he lives inside the Lords’ Tomb. Both 
  men were aristocratic prats with a penchant for pranks in 
  real life, and this has carried over into death. The 
  entrance into Zebendrich’s crypt (and the Lords’ Tomb) 
  is at the end of the southern passageway (behind a secret 
  door). Only Tandannicus knows where it is.  
        There are a couple of options open to the party here: 
   
  Speak With Tandannicus 
  If the PCs walk up and try to speak with Tandannicus, he 
  greets them and tell the party that things have been very 
  busy down here of late. He reveals that there was, just 
  yesterday, a nice young lady down in this very passage. 
  He tells the PCs his name, but not reveal the true purpose 
  of his being there unless they specifically ask. He does 
  not reveal that his half-brother is a crypt-thing, or that his 
  half-brother is evil. 
           Tandannicus shows the PCs the secret entrance into 
  the Lords’ Tomb (and his brother’s crypt) if they promise 
  to find his long lost little dog, Boney. Boney wandered 
  down the northern corridor about two hundred years ago 
  and didn’t return. There is only one catch to finding 
  Boney (and getting him to come to you). You must sing 
  his name whenever you call him, or sing commands or 
  requests. Only then does he reveal his location (if he is 
  hiding), or obey commands. It is a DC 18 Perform (sing) 
  or Charisma check to get Boney to come or obey. The 
  DM may give up to +5 bonus to the check if the singing 
  PC does particularly well. Each extra PC who joins in the 
  chorus will add +2 to the check.  
        DBoney has not been able to react to Tandannicus’s 
  singing due to his incarceration in the sarcophagus (see 
  Encounter 4). 
        If the PCs agree to help Tandannicus find Boney, then 
  they will go down the northern passage. Go to Encounter 
  4. If PCs choose not to help Tandannicus, then they have 
  to find the secret entrance by themselves (see below). 
   
  Fight, Turn, or Destroy Tandannicus 
  At some point, the PCs may decide to fight, turn, or 
  destroy Tandannicus. If they do any of these things 
  before he tells them about Boney, or the secret entrance, 
  then the PCs will never meet up with the dog (or the 
  creature in Encounter 4). They just find an empty room 
  with empty sarcophagi if they go there. They also have to 
  find the secret door which Tandannicus guards on their 
  own. It requires a DC 20 Search check, and PCs can take 
  10 along the walls of the tomb (and gain reduced 
  experience points at the end of this adventure). 
   
  All APLs 
   
  �Tandannicus (Ghost): Male human ghost Ftr5, hp 
  32. Use the sample ghost on page 117 of the Monster 
  Manual, but swap Corrupting Touch with Frightful 
  Moan under Special Attacks. 
   
  Development: Tandannicus is pretty harmless. PCs 
  who strike him (and actually hit him) will probably kill 
  him in a few rounds. He does not strike back at PCs if 
  they fight him, and will plead with them not to hurt him 
  (if he gets the chance). 
        Just for the record, Christa chose not to search for 
  Boney. She was an accomplished rogue and found the 
  secret door on her own! 
   
  Finding Boney 
  When the PCs decide to venture down the northern 
  corridor, get them to make a few Search checks (just to 
  make ‘em feel nice and uneasy). When they poke their 
  heads around the corner, read or paraphrase the 
  following description: 
   
  This room appears to be an ancient crypt. There are two 
  sarcophagi sitting side by side against the western wall 
  of the room. The room is covered in cobwebs and dust, 
  and does not appear to have been disturbed for a very 
  long time.  
   
  Each sarcophagus takes up one 5-foot square of space. 
  The original inhabitants of these coffins were halfling 
  Lords who originally began what is now known as 
  Burrow Heights (a halfling community) in Greyhawk 
  City. Although they were lords of the city, they were 
  buried outside the main Lords’ Tomb for racial reasons. 
  This (eternally) angered one of the halfling lords—and 
  now he wanders his crypt looking for victims who might 
  stray in here. His name is Quigquo Fellowfoot, and he 
  hides in the family vault, which is behind a secret door in 
  the northeast diagonal wall. He is not undead, but did a 
  deal with a demon to become a half-fiend and live on 
  within the material plane. His curse is to forever watch 
  over his dead wife (which is why he cannot venture from 
  this area). 
        The southern-most sarcophagus can be opened easily. 
  It contains a 4-foot tall skeleton dressed in bright (though 
  faded) clothing. A DC 12 Knowledge (local) check, or a 
  DC 10 Intelligence check made by a halfling PC, 
  determines these clothes to be of female halfling origin 
  (and very aristocratic). If the PCs clear away the dust off 
  the front of the sarcophagi, they can read the names: Lady 
  Selina Fellowfoot and Lord Quigquo Fellowfoot 
  accordingly. A DC 12 Knowledge (history) check reveals 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 13 
  that they were the original architects of Burrow 
  Heights—a halfling community in Greyhawk City. 
        As soon as a PC opens up Quigquo’s sarcophagi, read 
  the following: 
   
  As you push back the heavy stone slab covering the 
  sarcophagi, you peer inside to see a small dog cowering 
  in the corner. Even stranger, the dog is no longer alive, 
  but is an undead thing—a skeleton hound. 
   
  The PCs have found Boney. Like his master, he is not evil 
  (but he cowers and is frightened until somebody sings 
  his name). After this, he is very friendly—particularly 
  toward any druid or ranger PC. You see, Boney doesn’t 
  know he’s dead, and he is attracted to the life-force given 
  out by such PCs.  
        Give the PCs one round to react to Boney. As he has 
  no vocal chords, he cannot bark anymore, but his jaws 
  move up and down when he is happy, and this makes a 
  kind of pathetic “squeaking” sound. If anybody tries to 
  turn him, or hit him, then Boney is immediately and 
  forever destroyed. 
   
  All APLs 
        �Boney, Wolf Skeleton: hp 13; see Monster Manual 
  page 226. 
   
  One round after Boney is found, the secret door slides 
  open, and the PCs are attacked by Quigquo Fellowfoot—
  a half-fiend halfling who was hiding behind the door of 
  the vault. His sarcophagus is empty because he now 
  guards the Fellowfoot family treasure, which is in a 10-
  foot square vault behind the secret door. When Boney 
  ventured into his crypt two hundred years ago, the half-
  fiend halfling captured the dog and sealed it in his old 
  sarcophagus.  
   
  Quigquo lies in wait for the PCs and attack them 
  until either he or they are utterly destroyed. 
   
  APL 2 (EL 4) 
   
  �Quigquo Fellowfoot: Male half-fiend halfling 
  Rog3; hp 19; see Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Quigquo Fellowfoot: Male half-fiend halfling 
  Rog4; hp 25; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Quigquo Fellowfoot: Male half-fiend halfling 
  Rog6; hp 36; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Quigquo Fellowfoot: Male half-fiend halfling 
  Rog8; hp 47; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Quigquo Fellowfoot: Male half-fiend halfling 
  Rog10; hp 58; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Quigquo Fellowfoot: Male half-fiend halfling 
  Rog12; hp 69. See Appendix 1. 
   
  Tactics: Quigquo hides behind the door of the treasure 
  vault and try and gets a sneak attack on a flat-footed PC 
  who comes near the vault door (or enters). At higher 
  levels, Quigquo uses his spell-like abilities to best effect 
  (as well as his feats—particularly Improved Trip and his 
  ability to sneak attack prone victims!). 
   
  Treasure: Inside the Fellowfoot family vault there is 
  much treasure in the form of gold pieces and jewels. A 
  DC 15 Appraise check ascertains the total value of the 
  goods. The DM should also not forget the items the PCs 
  might find on Quigquo himself (DC 8 Search check). The 
  totals below reflect the looting of these goods as well. 
        APL 2: L: 50 gp; C: 152 gp; M: 0 gp. 
        APL 4: L: 50 gp; C: 80 gp; M: 0 gp. 
        APL 6: L: 50 gp; C: 120 gp; M: +1 dagger (167gp). 
        APL 8: L: 50 gp; C: 200 gp; M: +1 dagger (167gp). 
        APL 10: L: 50 gp; C: 300 gp; M: leather armor +2 (359 
  gp), +1 dagger (167 gp). 
  APL 12: L: 50 gp; C: 400 gp; M: leather armor +2 (359 gp), 
  +1 dagger (167 gp). 
   
  Development: If the PCs sing to Boney, then he 
  happily follow them back to his master, Tandannicus. 
  There is a joyful reunion, and Tandannicus keeps his end 
  of the bargain, and show PCs where the secret door is 
  into the Lords’ Tomb proper. It is down the southern 
  passage, and can be found in the eastern wall of the 
  southern-most square.  
        However, Tandannicus also offers something else to 
  the PCs: the help of Boney. You see, Boney used to run 
  and play in the Lords’ Tomb, before Tandannicus’s 
  brother sealed the door to his crypt and made 
  Tandannicus guard outside. Tandannicus tells the PCs 
  that all they have to do is show Boney the Lords’ Jewels, 
  sing him instructions, and he leads them to the place 
  where they belong (inside the tomb). 
        If PCs refuse this offer (or never rescue Boney), then 
  they still eventually find the Jewel Room—just a lot 
  slower.  
   
  ENCOUNTER 4:  
  THE THING IN THE CRYPT 
  Regardless of how the PCs came to find this secret door, 
  it pivots with some ease (as if somebody only recently 
  loosened and opened it). Christa was responsible for this 
  loosening.  
   
  Unless noted otherwise, the Lords’ Tomb has the 
  following features: 
  • 
  Floor: Smooth stone (Dungeon Master’s Guide 
  page 6). 
  • 
  Doors: Iron Doors—2-inch thick, hardness 10, 
  hp 60, break DC 28 (Dungeon Master’s Guide 
  page 61) 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 14 
  • 
  Walls: 
  Superior 
  Masonry—1-foot 
  thick, 
  hardness 8, hp 90, break DC 35, climb DC 20 
  (Dungeon Master’s Guide page 60). 
  • 
  Height (Floor To Ceiling): 10 feet. 
   
  Upon going through the secret door, the PCs now find 
  themselves within The Lords’ Tomb proper. A DC 15 
  Spellcraft check realizes that there is some strong anti-
  magic warding in place in this tomb. This may prevent 
  some types of spells from being cast. Only an identify, 
  analyze dwoemer, or similar magic can the full extent of 
  the wards:  
        Ineffective Spells and Spell-Like Abilities: dimension 
  door, freedom of movement, shadow walk, find the path, 
  sympathetic vibration, consecrate, desecrate, shatter, 
  daylight, dispel magic, locate object, searing light, speak 
  with dead, death ward, disrupting weapon, flame strike, 
  hallow, unhallow, dispel magic greater, undeath to death, 
  destruction, dictum, refuge, repulsion, resurrection, word 
  of chaos, antimagic field, discern location, earthquake, 
  firestorm, symbol of death, implosion, miracle, true 
  resurrection, 
  protection 
  from 
  good/evil/law/chaos, 
  produce 
  flame, 
  flaming 
  sphere, 
  call 
  lightning, 
  reincarnate, call lightning storm, fire seeds, fire storm, 
  sunbeam, sunburst, storm of vengeance, acid splash, 
  disrupt undead, burning hands, Melf’s acid arrow, web, 
  scorching ray, command undead, explosive runes, magic 
  circle against good/evil/law/chaos, fireball, lightning 
  bolt, flame arrow, fire trap, fire shield, wall of fire, 
  teleport, passwall, telekinesis, transmute rock to mud, 
  chain lightning, disintegrate, flesh to stone, move earth, 
  phase door, teleport greater, teleport object, delayed blast 
  fireball.  
        A DC 15 Intelligence check will have PCs remember 
  legends that say that the Lords’ Tomb was built to protect 
  both the dead, and the undead, within its crypts and 
  passageways (as much as possible). It may be that PCs 
  may have access to spells similar to the types above (from 
  other rules sources). The DM has the final call as to 
  whether those spells work when called upon. Basically, if 
  the spell directly damages undead in particular, or keeps 
  undead at bay, or involves magical travel, or deals fire, 
  acid, or lightning damage (including light damage), then 
  it won’t work in the Lords’ Tomb. 
        Furthermore, any of the spells listed above which are 
  currently in operation on (or around) PCs will “wink out” 
  while ever the PCs are in the confines of the Lords’ 
  Tomb. They will resume once PCs leave. 
        Supernatural or exceptional abilities will work in the 
  Lords’ Tomb. This includes the turning undead ability of 
  clerics and paladins.  
        Further DM’s Note: As the PCs may have already 
  heard from Ricard Damaris, no open flames burn within 
  the Lords’ Tomb, and such open flames wink out 
  immediately upon entering. The PCs can use covered 
  (hooded) lanterns or sunrods (or the light spell) if they 
  have no natural means of seeing in this dark place. 
   
  The Crypt Of Lord Zebendrich 
  Refer closely to the DM’s Map Of The Lords’ Tomb found 
  in Appendix 3. Players can move through this tomb in all 
  sorts of ways (depending on what happens to them). No 
  matter where they go, the first place they encounter is 
  the Crypt Of Lord Zebendrich—the brother of 
  Tandannicus, whom the PCs met earlier. Lord 
  Zebendrich was visiting “comrades in death” on the 
  lower levels of the tomb when Christa came through 
  earlier. Now he has returned to find his crypt has been 
  ransacked (by Christa). He is extremely angry and attacks 
  the PCs.  
   
  1. Secret Door 
  This is the secret door that Tandannicus reveals to the 
  PCs after they find Boney. The PCs pass through the door 
  and into the Lords’ Tomb proper.  
        If the PCs don’t state they are moving silently, 
  Zebendrich automatically hears them coming. He’s as 
  mad as hell and is looking for scapegoats. He hides in the 
  far north/west corner of the crypt and wait for them. 
   
  2. Approaching the Crypt 
        As PCs approach Zebendrich’s crypt read the 
  following: 
   
  From the passageway, you see the corridor open out into 
  a large room. This room is a splendid crypt—
  thoughtfully designed, and still well attended. There are 
  no cobwebs nor is their dust on the floor. From the 
  passageway you don’t see any sarcophagi, nor do you 
  spot any visible exits from the chamber. 
   
  What happens next very much depends on how silently 
  the PCs approached the crypt. If they approached 
  silently, then the first PC to enter the crypt sees the 
  following: 
   
  There is a large, obsidian throne against the middle of 
  the far western wall of this room. Sitting on the throne 
  is a medium-size skeletal figure dressed in tattered, black 
  robes. It has piercing, deep red eyes. It seems surprised 
  by your being here, immediately flying into a rage. 
   
  The first PC to enter the room now immediately gets a 
  partial action (surprise round). After this, roll initiative 
  for everybody (including Zebendrich). 
   
  If he hears the PCs, then Zebendrich is hiding the 
  far northwest corner of his crypt and waits to surprise 
  them. Read the following when the first PC enter the 
  chamber: 
   
  There is a large, obsidian throne against the middle of 
  the far western wall of this room. 
   
  Now get this PC to make an opposed Spot against Hide 
  check to see Zebendrich in the corner. If the PC makes 
  the Spot check, read the following: 
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 15 
  Hiding in the far northwest corner is a medium-size 
  skeletal figure dressed in tattered, black robes. It has 
  piercing, deep red eyes. It seems to be waiting for you, 
  and immediately flies into a rage. 
   
  Both get a partial action before full combat begins. 
  Zebendrich only speaks during his partial action (or 
  answer a PC’s question if it is asked): 
   
  “Puny, wicked, live one! So you have returned! Returned 
  to put back that which you stole from here, eh? That 
  which I guard, eh? Thought you could ransack old 
  Zebendrich’s eternal home? Thought you could take his 
  pretty jewels while Zebendrich was visiting, eh? Well … 
  now it’s my turn to have some fun with you!” 
   
  From this point on, Zebendrich fights the PCs.  
   
  APL 2 (EL 3) 
   
  �Lord Zebendrich, Crypt Thing: hp 39; see 
  Appendix 1. 
   
  Tactics: At APL 2, Lord Zebendrich does not use his 
  scatter defilers ability. He believes that these intruders 
  are far too weak to waste such a precious power. 
  Zebendrich simply attacks the PCs and attempts to 
  dispatch them as best he can. 
   
  APLs 4-8 (EL 3+) 
   
  �Lord Zebendrich: Male crypt thing: hp 39; see 
  Appendix 1. 
   
  APLs 8-10 (EL 5+) 
   
  �Lord Zebendrich: Male crypt thing, advanced 10 
  HD; hp 59; see Appendix 1.  
   
  APL 12 (EL 6+) 
   
  �Lord Zebendrich: Male crypt thing, advanced 14 
  HD; hp 79; see Appendix 1.  
   
  Tactics: At the first opportunity, Zebendrich speaks his 
  few lines (as his free action—if he has not already done 
  so), then move into an advantageous position in order to 
  use his scatter defilers ability.  Zebendrich moves so that 
  he gets as many of the PCs as he can. Those who fail their 
  save are immediately transported to the cells on the DM’s 
  Map marked 2a—2f. Zebendrich’s scatter defilers ability 
  works a little differently than other crypt thing’s ability. 
  PCs are transported to a particular cell in the order in 
  which they fail their save—the first PC to fail goes to 2a, 
  the second to 2b, and so on. Zebendrich can only do this 
  supernatural ability once a day, so those who make their 
  save are then left to fight and destroy old Zebendrich on 
  their own. Zebendrich fights until either he or the 
  remaining PCs are utterly destroyed.  
        It should also be noted that animals and familiars are 
  not be transported if their masters fail their saves. This 
  may, however, be a good thing, as they may be able to 
  sniff their masters out should the need arise later on. 
  Cohorts, however, are individually transported if they fail 
  their save. 
        If Zebendrich is not destroyed in this encounter, he 
  may still need to be finished off as PCs leave the tomb on 
  their way back out.  
   
  AREAS 2a-2f 
  These encounters probably play out at the same time as 
  other PCs are fighting or finishing of Lord Zebendrich. 
  You’re encouraged to make this as cinematic as possible, 
  using the initiative order to creatively switch backwards 
  are forwards between the various PCs (and their 
  dilemmas). 
        When a PC is transported to one of these cells, 
  paraphrase the following so that it makes sense at the 
  appropriate APL: 
   
  Suddenly, you find yourself in a 10-foot by 15-foot room. 
  In the corner of the room there is a stone sarcophagus of 
  medium size. You see the lid of the sarcophagus slowly 
  slide aside, and then the most terrifying sight meets 
  your eyes: an undead creature—salivating and rising 
  from the dead to feed on its new meal—you! 
   
  If the PC asks, there are no apparent exists in the room. 
  Give the PC one move and standard action per round. In 
  the first round, the undead creature rises up from the 
  sarcophagus. In round two it moves to attack the hapless 
  PC (if the PC is still trapped). The only way out of the 
  room is to find the secret door (DC 20 Search check). 
  Multiple checks may be made over subsequent rounds. It 
  is a move action to Search for the door, and a standard 
  action to open it. 
   
  APL 4 (EL 1) AREA 2a-2f 
   
  �Human Commoner Zombie: hp 16; see Monster 
  Manual page 266. 
   
  APL 6 (EL 3) AREA 2a-2f 
   
  �Ghoul: hp 13; See Monster Manual page 119. 
   
  APL 8 (EL 4) AREA 2a-2f 
   
  �Ghast: hp 29; see Monster Manual page 119. 
   
  APL 10 (EL 7) AREA 2a-2f 
   
  �Wight: hp 26; see Monster Manual page 255. 
   
  APL 12 (EL 8) AREA 2a-2f 
   
  �Wraith: hp 32; see Monster Manual page 257. 
   
  Treasure: There is no treasure in Zebendrich’s Crypt or in 
  any of the cells (2a-2f). Christa looted Zebendrich’s crypt 
  when she came through before. Most PCs already have 
  what she took (from when they relieved her of 
  possessions in Encounter 1).      
    
  Development: Once Zebendrich is destroyed, the 
  PCs in his crypt can make a DC 15 Search check to find a 
  way out (to find the secret door in area 3). Don’t go out of 
  initiative if any other PCs are still fighting in their cells. 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 16 
  Keep the pace brisk and as exciting as you can. Once PCs 
  have finished fighting their particular undead creature 
  (and they are alive), then they can call out to other PCs to 
  rescue them. As soon as PCs reach area, they can hear any 
  trapped colleagues calling out. Colleagues who are 
  unconscious must be found by opening various cells.  
        Cells with undisturbed undead in them will not rise 
  up unless a PC takes off the lid of the sarcophagus where 
  the undead rests. At which point the undead rises and 
  attacks.  
        Another, terrifying, development is that searching 
  PCs may actually find their fellow comrade has already 
  turned into an undead abomination (due to combat 
  circumstances). The DM, victim, and party are left to 
  resolve this issue on a case-by-case basis. 
   
  ENCOUNTER 5:  
  CLANNAIR BLACKSHADOW 
  Once the PCs have resolved their combat with Lord 
  Zebendrich, and possibly found their way out of various 
  cells, they should regroup and continue with their main 
  objective: returning the jewels. 
        If they have Boney with them, and they sing to him 
  something like, “Tell us where the jewels go, Boney,” 
  then he scampers happily over to area 4 and reveals a 
  secret door to the PCs. This door pivots inwards, and is 
  not trapped. Of course, the PCs may have already found 
  this door while looking for comrades; improvise 
  accordingly. 
        If the PCs do not have Boney with them, they must 
  either find the secret door themselves (DC 20 Search 
  check) or go through the iron door of the crypt marked at 
  area 6 (see below). The door at area 6 is locked (DC 20 
  Open Lock). 
   
  AREA 4 
  This secret door leads to the passage, which is the safest 
  and most direct route to the chamber where the Lords’ 
  Jewels actually belong. If the PCs ask him properly, 
  Boney shows them the way. 
   
  AREA 5 
  Behind this secret door is a set of stairs going up to the 
  front Entrance Foyer of the tomb. If PCs go up the stairs, 
  they see dozen or so very experienced guardians (ranging 
  from fighters to clerics to wizards) all standing guard. 
  The guards do not notice the PCs—but if the PCs call out 
  or draw attention, then they are arrested immediately. 
  The scenario is now over for the players. 
        Please do not play this out as a combat. Just end the 
  scenario by reading the following: 
   
  Having drawn unnecessary attention to yourselves, you 
  are quickly surrounded by guardians of overwhelming 
  power and prestige. Before you know it, you are all taken 
  outside the tomb, stripped of the Lords’ Jewels, and then 
  teleported to the Greyhawk Prison. After many days, no 
  one comes for you, and you see no one. Then, one day, 
  you are strangely released—no further questions asked. 
  You do, however, find out that Ricard Damaris is dead, 
  and that the Green Dragon is now a wrestling pit called 
  “Noblock’s Place”.  
   
  The adventure is concluded. Finish up as best you can 
  and award players experience points and treasure based 
  on what they completed. 
   
  AREA 6 
  This is an iron door leading into area 7. It is locked (DC 
  20 Open Lock).  
   
  AREA 7 
  This is the room (and the spot) where the Jewel’s Pedestal 
  used to be. The Lords’ Jewels are not considered returned 
  until they sit in their rightful place upon their marble 
  pedestal and in this chamber (see below).  
        Read the following description of the room to the PCs 
  who can see inside: 
   
  This room is clearly not a crypt. It is beautifully 
  decorated with motifs of aristocratic life—particularly 
  concentrating on aspects of wealth and the acquisition 
  and possession of jewels. In the center of the room there 
  is a 5-foot clean circle. It appears that once a pedestal 
  may have stood here—but now it is strangely missing.  
   
  The problem is that a drow named Clannair Blackshadow 
  wanders these tombs. He has moved the pedestal to area 
  9. He knew that the jewels might be returned once the 
  curse kicked in, and he wants to make sure that whoever 
  returns them gets punished by the ghost who lives in 
  area 9. The ghost is none other than the (more) recently 
  deceased Lord Silverfox of the Silverfox Manor.  
        Lord Silverfox has tricked Clannair Blackshadow into 
  believing he is a terrible spirit bent on seeking revenge 
  and retribution on all living things. He is, more 
  truthfully, just very lonely and would welcome any 
  contact with humans, in particular those from “up top.” 
   
  The Arrival Of Clannair Blackshadow 
  As soon as any PC steps to within 5 feet of the area where 
  the marble pedestal used to be, read the following: 
   
  As soon as you step within 5 feet of the spot where the 
  pedestal used to be, you see a secret door open up in the 
  southeast corner of the room. Standing in the doorway is 
  an elven figure. He is dressed completely in black, has 
  ebony features, violet-black eyes, and scruffy white hair 
  (which makes him look as if he has received an electric 
  shock of some sort). He is staring at you. A wry smile 
  licks his face, and he says: “I am Clannair Blackshadow, 
  and I suggest you stand very still, for I have something 
  to tell you.” 
   
  Any PC who makes an aggressive move toward Clannair 
  Blackshadow initiates combat with him. He fights to 
  protect himself, and fights to the death. The only good 
  thing about this is that he won’t get a chance to tell his 
  master down below, about the PCs should they survive 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 17 
  their encounter with Lord Silverfox. As a result, PCs who 
  fight and kills Clannair, and also survive, do not play out 
  Encounter 7. Move directly to the Conclusion after the 
  PCs have returned the Lords’ Jewels. 
        The PCs cannot kill Clannair and kill Lord 
  Marobanden, the drow’s master, in Encounter 7. They get 
  experience points for either one or the other encounter.  
   
  APL 2 (EL 5) 
   
  �Clannair Blackshadow: male drow Sor3; hp 13; see 
  Appendix 1. 
   
  APL 4 and 6 (EL 8) 
   
  �Clannair Blackshadow: male drow Sor6; hp 25; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Clannair Blackshadow: male drow Sor9; hp 37; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  �Clannair Blackshadow: male drow Sor11; hp 45; 
  see Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Clannair Blackshadow: male drow Sor13; hp 53; 
  see Appendix 1. 
   
  What If PCs Stop And Listen To Clannair? 
  A DC 12 Knowledge (local), Knowledge (history), or 
  bardic knowledge check recalls the following:  
   
  Clannair Blackshadow used to be a well-known criminal 
  of Greyhawk City, who was active about 15 years ago.  
  He was one of several members of a gang called “The 
  Shapechangers”. Their modus operandi was to kidnap 
  wealthy targets, rob them, and then take them to their 
  hideout deep in the sewers. Once there, the gang 
  attempted to use baleful polymorph on their victims, 
  thus turning them into animals and other creatures 
  whose body parts could then be sold as magic 
  components on the black market. The gang was caught, 
  but one of them—Clannair Blackshadow—was reputed 
  to have escaped. 
   
  Of course, upon remembering this information, some 
  PCs might rush forward and try to kill Clannair, anyway. 
  However, if they continue to listen (and talk) to him, he 
  relays the following information:       
        It appears that he has been hiding out in the Lords’ 
  Tomb all these years. He has become quite protective of 
  the tomb and the undead within it. As they sheltered 
  him, he too now shelters the undead in return. He has 
  particularly befriended a mighty undead creature that 
  lives in the level below. This master varies according to 
  APL, and most PCs will meet him in Encounter 7. If PCs 
  ask the right questions, Clannair tells most of the 
  information relayed in this paragraph himself, though he 
  is coy about who or what his master is). 
        Clannair assumes the PCs are here to return the jewels 
  because they are now subject to the curse, and that they 
  are bringing the jewels back for selfish reasons. He does 
  not listen to other excuses.  
        He tells the PCs that the pedestal that the jewels must 
  rest on is behind a secret door in the next room (area 9). 
  Clannair smiles and says that if the PCs can drag the 
  pedestal back out into area 7, and then place the jewels 
  back on top, then the curse will be lifted. A DC 12 Sense 
  Motive reveals this as true. Then Clannair smiles 
  sardonically and says:  
   
  “But I haven’t made it that easy for you. There is 
  someone inside that room who likes his new pedestal 
  very much, and he may not be willing to part with it so 
  easily, but I’m sure any good thief can overcome such a 
  small obstacle.” He laughs manically at his last 
  statement.   
   
  Clannair sarcastically wishes the PCs the best of luck, and 
  then closes the door in front of himself. Note that he 
  never steps through the portal, and any attempt by a PC 
  to move past him is considered an aggressive act and 
  prompts his attack. If PCs want to take a shot at him as he 
  closes the door, or somehow stop him from escaping, let 
  them. The drow reopens the door and fight them with 
  everything he’s got. 
       If the PCs let him escape, Clannair spies on the PCs 
  through a minute murder hole (DC 35 Spot check). If he 
  sees the PCs succeed in putting the pedestal back, he will 
  go down his stairs to area 10 to tell his master of the PCs’ 
  action. The master confronts the PCs in Encounter 7. 
        The secret door to area 9 can be found with a DC 20 
  Search check or a DC 10 Search check if they know it’s 
  there. When the PCs pivot the door inwards, move to 
  Encounter 6. 
   
  ENCOUNTER 6:  
  LORD SILVERFOX 
  When PCs open the secret door into area 9, read the 
  following: 
   
  Beyond the secret door you see a well-decorated 
  chamber. There is an open sarcophagus in the southeast 
  corner, an ornate chair, a lamp, a desk with faded writing 
  paper on it, and some pots—presumably burial pots with 
  things which might help a dead person transcend to the 
  afterlife, peacefully. Also, very much out of place, you 
  see a 3-foot tall marble pedestal in the centre of the 
  room.  
   
  As soon as one PC steps over the threshold into area 9, a 
  voice resonates from the direction of the ornate chair 
  (DC 20 Listen check to know exact direction): 
   
  “Who is it that comes to desecrate this lord’s tomb? 
  Answer well, or thou shalt taste my wrath!” 
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 18 
  This tomb does not radiate evil, but some PCs might still 
  turn undead, or find some way of rushing in and 
  attacking Lord Silverfox. If they do, and they destroy 
  him, then Ricard loses the Green Dragon Inn to Noblock. 
  The DM should read Conclusion B once this scenario is 
  over. 
   
  All APLs 
   
  �Lord Silverfox, Ghost: hp 32; see “sample ghost” 
  on Monster Manual page 117. 
   
  Should PCs answer politely, Lord Silverfox appears on 
  the ornate chair and speaks to them: 
   
  You see a man appear in the ornate chair. He is slightly 
  translucent. He has sad, piercing blue eyes and slick-
  back silver hair. He is clean-shaven, though he has long 
  silver sideburns down each side of his face.  
        “Is the drow with you?” he asks. 
   
  Once the PCs ascertain that Clannair is not with them, 
  the man relaxes and says: 
   
  Thank the gods; else I should have to attack you. He 
  thinks I’m insane, you know, but it’s a ruse to stop him 
  from bothering me. I even threatened him last week, but 
  he brought me a nice pedestal today. Nice, isn’t it? 
   
  He answers the following questions: 
   
  Q: Who are you, great Lord? 
  “I am Lord Silverfox, of the illustrious Silverfox Estate. 
  Five years ago, I passed from this Oerth. My wife ensured 
  I had a burial chamber befitting my position in life, and I 
  am most grateful to her. I hear she runs my business 
  excellently in my absence, but I am truly bored down 
  here and long for the merchant life that I once led.” 
   
  Immediately after the PCs ask Silverfox his name, he 
  responds in kind. 
   
  “And who are you good people, and what brings you to 
  my tomb?” 
   
  At this point the PCs may wish to tell their reason for 
  coming here. Lord Silverfox is most interested in their 
  story. He asks them intelligent questions and seems 
  genuinely concerned about their plight. If the PCs 
  mention Ricard Damaris’s plight, Lord Silverfox frowns 
  and look genuinely upset and disturbed. He tells the PCs 
  that Ricard was a friend to his sons when they were 
  young. They were once caught drinking in his bar when 
  they were not of majority, but rather than press charges, 
  he took the boys under his wing and gave them good 
  counsel. Lord Silverfox says is frustrated not being able to 
  help his old friend now, but encourages the PCs to return 
  the jewels, and find some way of helping Ricard get back 
  the Green Dragon Inn. Lord Silverfox lets the PCs drag 
  the pedestal out and into the room of its former rest (DC 
  15 Strength check). He wishes them well, and asks the 
  PCs to go and tell Mrs. Silverfox that he is all right—or as 
  alright as he can be in his state.  
        If the PCs mention that Mrs. Silverfox might be 
  passing on money to her family in Hardby, Lord 
  Silverfox frowns and tells the PCs that his wife has a 
  meddling family. They know that the Gynarch of Hardby 
  is dying and that soon a new gynarch will be chosen. 
  They are all vying for position, and having wealth and 
  influence never hurts. Lord Silverfox sighs and asks the 
  PCs to be careful as events unfold over the coming 
  months.  
   
  Q: Is there anything else we need to know about leaving 
  this place? 
  “You should know that Clannair Blackshadow has strong 
  connections with some evil undead who live in the 
  catacombs below. When he discovers that you still live, 
  he will tell his master, Lord Marobanden, to seal your 
  exit. Be prepared!”  
   
  Q: Can you help us? 
  “No. I promised Blackshadow that if I accepted his gift of 
  the pedestal, then I would not leave my tomb. The dead 
  are bound by their promises.  
   
  Q: Why don’t you leave your tomb once we put the 
  pedestal back? 
  Why that’s a clever thought. Perhaps I can find some way 
  of helping you after all. But do not count on me. I am 
  dead. And the dead must work in ways quite different 
  from the living. 
   
  Development: If anyone should look in his open 
  sarcophagus, then they see a decayed body of an old man. 
  There is nothing of any real worth in this tomb. 
   
  ENCOUNTER 7:  
  LORD MAROBANDEN 
  All that is left now is for the PCs to drag the pedestal back 
  into area 7, and then place the Lords’ Jewels back on top 
  of the pedestal. Once this happens, read the following: 
   
  As you place the jewels back on top of the pedestal, a 
  cool—but refreshing—breeze envelops you all. Then, 
  surrounding you (once again) you see the Seven Great 
  Lords. They are smiling, and each one looks at you and 
  nods his head—as if to recognize that what you have 
  done here is good, and is much appreciated. Then they 
  each raise their hand in thanks, and then dissolve and 
  spiral downwards—back into the tomb of their own 
  eternity. As they leave, a distant voice calls back to you: 
  “The curse is lifted. Go now. Leave this place.” 
   
  There are only three ways the PCs can now leave the 
  Lords’ Tomb:  
        Via The Secret Door To Area 5 This is not a good 
  choice as it alerts the tomb guardians above. See the 
  previous note in are 5 should PCs persist with this exit 
  strategy. 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 19 
        Via The Secret Door At Area 6: If the PCs exit this 
  way, then the master comes up the western set of stairs 
  (area 10) and come out of the secret door and attack the 
  PCs as they exit through area 6. 
        Via The Secret Door At area 4: This choice is also 
  good, but the master comes up the eastern set of stairs 
  and attacks the PCs as they pass through the intersection 
  at area 4.  
   
  What If The PCs Fought And Killed Clannair? 
  If the PCs fought and killed Clannair Blackshadow, then 
  he never gets the chance to tell his master about the PCs 
  surviving their encounter with Lord Silverfox. Therefore, 
  the PCs do not meet the master in this adventure. 
  Proceed directly to the Conclusion. 
   
  What If Lord Zebendrich Is Not Yet Destroyed? 
  If he is still active, then the PCs will have to deal with 
  him before they leave the tomb. He has used his 
  supernatural ability for the day, so he can now only fight 
  using his physical attacks. 
   
  What About Boney? 
  Boney cannot leave the area surrounding the Lords’ 
  Tomb. If taken out of the tomb, the City Watch 
  immediately spots him. They move in and destroy him. 
  Tandannicus tells the PCs this. In fact, Tandannicus begs 
  the PCs to leave Boney with him (as they pass back 
  through). Boney is also happy to stay with his old master. 
   
  Lord Marobanden 
  As PCs try to leave the Lords’ Tomb, they encounter 
  Clannair’s master, Lord Marobaden. He either blocks off 
  their exit (if they come from area 6) or attacks them from 
  behind (if they come back through area 4). In both cases, 
  give the PC who is in the front or rear a DC 12 Spot or 
  Listen check (whatever is more appropriate)—to see or 
  hear the arrival of Lord Marobanden. Marobanden knows 
  where the PCs are because Clannair Blackshadow has 
  specifically told him. Marobanden surprises the PCs if he 
  can.  
   
  APL 2 (EL 3) 
   
  �Lord Marobanden (Ghast): hp 29; see Monster 
  Manual page 119. 
   
  APL 4 and 6 (EL 6) 
   
  �Lord Marobanden: male curst Ftr5: hp 45; see 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Lord Marobanden: male spawn of Kyuss, 
  Advanced 9HD; hp 70; see Appendix 1. 
   
  APL 10 (EL 10) 
   
  �Lord Marobanden: male spawn of Kyuss, 
  Advanced 17 HD; hp 125; see Appendix 1. 
   
  APL 12 (EL 13) 
   
  � Lord Marobanden (Lich): hp 74; the “sample lich’ 
  from Monster Manual page 166, except for the following 
  spellbook changes: 
  • 
  2nd—replace scorching ray with touch of 
  idiocy. 
  • 
  3rd—replace dispel magic, fireball, lightning 
  bolt with deep slumber (2), displacement, 
  protection from energy (cold). 
  • 
  5th—replace teleport with feeblemind. 
  • 
  6th—replace 
  disintegrate 
  with 
  globe 
  of 
  invulnerability. 
  Lord Marobanden has already pre-cast displacement, and 
  globe of invulnerability before he meets the PCs. 
   
  Development: During the first round of combat, Lord 
  Marobanden on his turn and as a free action relays the 
  following information: 
   
  “So live flesh, you think that you can just walk in and 
  out of here any way you please, huh? I am Lord 
  Marobanden, Master of the Second Tier. Now you shall 
  see what we do to desecrators of the Lords’ Tomb!” 
   
  The PCs have no choice but to fight and destroy Lord 
  Marobanden.  
   
  Treasure: When Lord Marobanden is destroyed, his 
  physical body and belongings return to his vault and 
  sarcophagus that lies hidden on the next level down in 
  the tomb. 
        After PCs deal with Lord Marobanden, they are free to 
  leave (keeping in mind that they might still have to deal 
  with Lord Zebendrich and give Boney back to 
  Tandannicus. When this is all done, go direct to the 
  appropriate Conclusion. 
   
  What If PCs Try To Go Down To The Next Level Of The 
  Tombs? (Area 10) 
  Read the following description to PCs as they get near 
  the top of either set of stairs leading to Level 2 (area 10): 
   
  You see a narrow set of stone stairs winding downwards 
  to a second level of the Lords’ Tomb. Below, you can 
  hear the wailing and insane chattering of undead 
  souls—many of whom have not tasted living meat in 
  many centuries. To venture down here, at this time, 
  might possibly lead to your immediate demise … 
   
  If anyone foolishly continues down, describe the 
  following: 
   
  At the bottom of the stairs, you see many terrible 
  ghosts—all slavering and slobbering—and looking for 
  fresh meat. They have not seen you, yet, but any further 
  movement (other than back up the stairs) will surely 
  cause them to notice your approach … and attack … 
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 20 
  All APLs 
   
  �Ghosts (10): hp 32, 32, 32, 32, 32, 32, 32, 32, 32, 32; 
  see “sample ghost” on Monster Manual page 117. 
   
  Development: Even if the PCs dispatch these ghosts, no 
  amount of searching uncovers Lord Marobanden’s 
  sarcophagus. It is simply too well hidden for adventurers 
  to find at the APL at which they are playing (though a 
  good DM will let them try to search). If the PCs realize 
  that they have got in above their head during this combat 
  allow them to escape. 
         
  CONCLUSION A 
  Read this conclusion if the PCs succeeded in returning 
  the jewels, and also telling Lord Silverfox about Ricard 
  Damaris and the closure of the Green Dragon Inn. 
   
  It is just after midnight when you leave the Lords’ Tomb 
  and sneak back through the Sewers, then the High 
  Market. All the way back across town to the comforts of 
  the Green Dragon Inn. Ricard is overjoyed to see you 
  have returned, and that the curse has been lifted. He 
  offers you a warm bed for the night, and you retire 
  peacefully, knowing that tomorrow you still must find 
  some way of helping Ricard retain the Green Dragon 
  Inn! 
        In the morning, you all come downstairs for 
  breakfast—your last one—in the Green Dragon Inn. But 
  a strange sight greets your eyes as you arrive in the bar. 
  There, in front of you, is Ricard Damaris. In front of 
  him, on his knees, begging for mercy, is an old gnome. 
  He is weeping profusely and trembling so badly he can 
  hardly speak: 
        “Ricard! Forgive me! Please! You must forgive me, 
  else my life is forfeit! Please! Please! Forgive old 
  Noblock! I am getting old and foolish, and I really don’t 
  need all my money and jewels and magic items and … 
  and … I don’t want The Green Dragon … anymore! It’s 
  yours again … with 10,000 gold pieces to refurbish it 
  and all! And you good adventurers, here is a treasure 
  chest full of my best items. Please, take them, they’re 
  yours!” 
        “What made you change your mind you old cuss?” 
  Ricard says, pleased but still quite perplexed. 
        Noblock trembles some more, then answers: “In the 
  early hours of this morning, I was haunted by a terrible 
  ghost! He beat me and wailed upon me, then dragged 
  me naked around my entire house! He told me that if I 
  did not make amends that he would return, and then he 
  would do more to me than give me this …” 
        And with that, old Noblock opens up his shirt to 
  reveal a terrible welt—caused by the tip of a well placed 
  rapier. At first, the bloody scar just looks like any other 
  … but then you notice that it is in the shape of a large 
  “S”, and that there are little symbols beneath the scar, 
  scratched into Noblock’s scrawny shank: they are the 
  ears of a small, silver fox … 
         
  Treasure: 
        APL 2: L: 0 gp; C: 0 gp; M: cloak of resistance +1 (83 
  gp). 
        APL 4: L: 0 gp; C: 0 gp; M: candle of truth (208 gp). 
        APL 6: L: 0 gp; C: 0 gp; M: circlet of persuasion (375 
  gp). 
        APL 8: L: 0 gp; C: 0 gp; M: circlet of blasting, minor 
  (540 gp). 
        APL 10: L: 0 gp; C: 0 gp; M: necklace of adaptation (750 
  gp). 
        APL 12: L: 0 gp; C: 0 gp; M: goggles of night (1000 gp). 
   
  The End 
   
  CONCLUSION B 
  Read this conclusion if the PCs did not get to tell Lord 
  Silverfox about Ricard or why Christa had to steal the 
  Lords’ Jewels in the first place. 
   
  It is just after midnight when you leave the Lords’ Tomb 
  and sneak back through the Sewers, then the High 
  Market … all the way back across town to the comforts 
  of the Green Dragon Inn. Ricard is overjoyed to see you 
  have returned, and that the curse has been lifted. He 
  offers you a warm bed for the night, and you retire 
  peacefully, knowing that tomorrow you still must find 
  some way of helping Ricard retain the Green Dragon 
  Inn! 
        The next morning you come downstairs and have 
  your final breakfast with Ricard Damaris. He thanks 
  you, again, for at least saving his life. It is a shame that 
  you have not been able to save the fate of the Green 
  Dragon Inn. After eating, Ricard goes over to the 
  fireplace. He presses a brick and a secret panel opens up 
  to reveal a medium-sized treasure chest.  
        “This is not enough to save the Green Dragon Inn—
  but it is enough to say thank you to the brave 
  adventurers who risked their life to save an old fool like 
  me. Take it. You deserve it. I will go adventuring again 
  and re-make my fortune. I feel the stars are beckoning 
  me to follow them toward one last horizon …” 
        And with that, he gives you the chest, and bids you 
  all a fond, and final, farewell. 
   
  Treasure: 
        APL 2: L: 0 gp; C: 0 gp; M: cloak of resistance +1 (83 
  gp). 
        APL 4: L: 0 gp; C: 0 gp; M: candle of truth (208 gp). 
        APL 6: L: 0 gp; C: 0 gp; M: circlet of persuasion (375 
  gp). 
        APL 8: L: 0 gp; C: 0 gp; M: circlet of blasting, minor 
  (540 gp). 
        APL 10: L: 0 gp; C: 0 gp; M: necklace of adaptation (750 
  gp). 
        APL 12: L: 0 gp; C: 0 gp; M: goggles of night (1000 gp). 
   
  The End 
   
   
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 21 
  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 
  role-playing) to each character. 
   
  Encounter 2 
  Capture or kill Drago and his thugs  
  APL2  
  90 XP 
  APL4  
  120 XP 
  APL6  
  180 XP.  
  APL8  
  180 XP.  
  APL10  
  180 XP.  
  APL12  
  180 XP. 
   
  Encounter 3 
  Killing/capturing Quigly Fellowfoot  
  APL2  
  90 XP. 
  APL4  
  120 XP.  
  APL6  
  180 XP.  
  APL8  
  240 XP.  
  APL10  
  300 XP.  
  APL12  
  360 XP. 
   
  Encounter 4 
  Defeat Lord Zebendrich and (possibly) his undead: 
  APL2  
  90 XP.   
  APL4  
  120 XP.  
  APL6  
  180 XP.  
  APL8  
  210 XP.  
  APL10  
  270 XP.  
  APL12  
  330 XP. 
   
  Encounter 5 
  Killing/capturing Clannair Blakshadow 
  APL2  
  90 XP.  
  APL4  
  180 XP.  
  APL6  
  180 XP.  
  APL8  
  270 XP.  
  APL10  
  330 XP.  
  APL12  
  390 XP. 
   
  or 
   
  Encounter 7 
  Defeating Lord Marobanden 
  APL2  
  90 XP.   
  APL4  
  180 XP.  
  APL6  
  180 XP.  
  APL8  
  270 XP.  
  APL10  
  330 XP.  
  APL12  
  390 XP. 
   
  Discretionary role-playing award 
  Gathering information effectively, interacting with 
  NPCs, singing to Boney, finding secret doors without 
  having to take 10, etc. 
  APL2  
  90 XP.   
  APL4  
  135 XP.  
  APL6  
  180 XP. 
  APL8  
  225 XP.  
  APL10  
  270 XP.  
  APL12  
  315 XP. 
   
  Total possible experience:  
   
  APL2  
  450 XP.  
  APL4  
  675 XP.  
  APL6  
  900 XP. 
  APL8  
  1,125 XP.  
  APL10  
  1,350 XP.  
  APL12  
  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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 22 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One 
   
  APL 2: L: 0 gp; C: 0 gp; M: potion of cat’s grace (25 
  gp); potion of lesser restoration (25 gp); potion of blink 
  (63 gp). 
        APL 4: L: 0 gp; C: 0 gp; M: potion of heroism (75 gp); 
  +1 shield, light steel (97 gp), +1 dagger (192 gp). 
        APL 6: L: 0 gp; C: 0 gp; M: +2 chain shirt (354 gp); 
  amulet of health +2 (333 gp). 
        APL 8: L: 0 gp; C: 0 gp; M: cloak of resistance +2 (333 
  gp); +1 short sword, keen (693 gp). 
        APL 10: L: 0 gp; C: 0 gp; M: ring of protection +2 (667 
  gp); ring of the ram (717 gp). 
        APL 12: L: 0 gp; C: 0 gp; M: wand of haste (938 gp). 
   
  Encounter Two:   
        APL 2: L: 102 gp; C: 0 gp; M: 0 gp. 
        APL 4: L: 116 gp; C: 0 gp; M: 0 gp. 
        APL 6-12: L: 130 gp; C: 0 gp; M: +1 rapier (192 gp). 
   
  Encounter Three:   
   
  APL 2: L: 50 gp; C: 152 gp; M: 0 gp. 
        APL 4: L: 50 gp; C: 80 gp; M: 0 gp. 
        APL 6: L: 50 gp; C: 120 gp; M: +1 dagger (167gp). 
        APL 8: L: 50 gp; C: 200 gp; M: +1 dagger (167gp). 
        APL 10: L: 50 gp; C: 300 gp; M: leather armor +2 (359 
  gp), +1 dagger (167 gp). 
        APL 12: L: 50 gp; C: 400 gp; M: leather armor +2 (359 
  gp), +1 dagger (167 gp). 
   
  Conclusion: 
        APL 2: L: 0 gp; C: 0 gp; M: cloak of resistance +1 (83 
  gp). 
        APL 4: L: 0 gp; C: 0 gp; M: candle of truth (208 gp). 
        APL 6: L: 0 gp; C: 0 gp; M: circlet of persuasion (375 
  gp). 
        APL 8: L: 0 gp; C: 0 gp; M: circlet of blasting, minor 
  (540 gp). 
        APL 10: L: 0 gp; C: 0 gp; M: necklace of adaptation (750 
  gp). 
        APL 12: L: 0 gp; C: 0 gp; M: goggles of night (1000 gp). 
   
  Total Possible Treasure 
        APL 2: L: 152 gp; C: 152 gp; M: 146 gp  - Total: 450 gp 
        APL 4: L: 166 gp; C: 80 gp; M: 839 gp  - Total: 1085 gp 
  (Max 650/PC) 
        APL 6: L: 180 gp; C: 120 gp; M: 1421 gp  - Total: 1721 
  gp (Max 900gp/PC) 
        APL 8: L: 180 gp; C: 200 gp; M: 1385 gp  - Total: 2305 
  gp (Max 1300/PC) 
        APL 10: L: 180 gp; C: 300 gp; M: 2493 gp  - Total: 2973 
  gp (Max 2,300/PC) 
        APL 12: L: 180 gp; C: 400 gp; M: 2656 gp  - Total: 3236 
  gp 
   
  Items for the Adventure Record 
  [  ] The Curse Of The Lords’ Jewels: The PC is instantly 
  transported to the deepest dungeon of the Greyhawk Jail. 
  There, the PC is left to rot for 10 Time Units. The PC 
  slowly goes insane and loses four (4) Wisdom, 
  Intelligence, and Charisma ability points (from each 
  attribute) - permanently. This cannot be reversed or 
  restored (though may be added to as the PC advances 
  further in levels). Eventually, the PC is released—and the 
  Greyhawk guards laugh at his/her foolishness for trying 
  to rob the city of one of its prize treasures. 
   
  [  ]   �     �     �  The Thanks Of The City Watch:  
  For handing over the notorious criminal, Drago (and his 
  gang), the PCs earn the thanks of the City Watch. This 
  allows the PCs free Luxury Upkeep for three (3) Core 
  adventure visits to Greyhawk City. 
   
  Item Access 
   
  APL 2: 
  Potion of cat’s grace (Adventure, CL 2, DMG) 
  Potion of lesser restoration (Adventure, CL 2, DMG) 
  Potion of blink (Adventure, CL 3, DMG) 
  Cloak of resistance +1 (Adventure, DMG) 
   
  APL 4: 
        APL 2 Items 
  Potion of heroism (Adventure, DMG) 
  +1 Light steel shield (Adventure, DMG) 
  +1 Dagger (Adventure, DMG) 
  Candle of truth (Adventure, DMG) 
   
  APL 6: 
        APL 2 and 4 Items 
  +2 Chain shirt (Adventure, DMG) 
  Amulet of health +2 (Adventure, DMG) 
  +1 Dagger (Adventure, DMG) 
  +1 Rapier (Adventure, DMG) 
  Circlet of persuasion (Adventure, DMG) 
   
  APL 8: 
        APL 2, 4 and 6 Items 
  Cloak of resistance +2 (Adventure, DMG) 
  +1 keen short sword (Adventure, DMG) 
  Circlet of blasting, minor (Adventure, DMG) 
   
  APL 10: 
        APL 2, 4, 6, and 8 Items 
  Ring of protection +2 (Adventure, DMG) 
  Ring of the ram (Adventure, DMG) 
  Leather armor +2 (Adventure, DMG) 
  Necklace of adaptation (Adventure, DMG) 
   
  APL 12: 
        APL 2, 4, 6, 8, and 10 Items 
  Wand of haste (Adventure, DMG) 
  Goggles of night (Adventure, DMG) 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 23 
  APPENDIX 1: MONSTER AND NPC STATISTICS 
   
  Encounter 1 
  ALL APLs 
  �Christa, Little Miss Streetwise: Female human 
  Rog12; CR 12; Medium humanoid (human); HD 12d6; 
  hp 44 (currently 15); Init +4; Spd 30 ft.; AC 24 (flat-
  footed 20, touch 19); Base Atk +9; Grp +10; Atk +12 
  melee (1d6+2/19-20, +1 short sword); or +11 melee 
  (1d4+2/19-20, +1 dagger); Full Atk +12/+7 melee 
  (1d6+2/19-20, +1 short sword); +11/+6 (1d4+2/19-20, +1 
  dagger); AL CG; SV Fort +4, Ref +12, Will +6; Str 13, 
  Dex 19, Con 10, Int 13, Wis 15, Cha 8.  
        Skills and Feats: Appraise +13, Balance +9, Bluff +13, 
  Decipher Script +13, Diplomacy +15, Disable Device 
  +13, Gather Information +13, Heal +4, Hide +15, 
  Intimidate +11, Move Silently +15, Open Lock +14, 
  Search +15, Spot +14, Survival +4; Dodge, Investigator, 
  Persuasive, Self-Sufficient, Weapon Finesse, Weapon 
  Focus (short sword). 
        Possessions: (dependent on APL—see text in 
  scenario). 
   
  Encounter 2 
  APL 2 
  �Drago: Male human Rog2; CR 2; Medium humanoid 
  (human); HD 2d6+2; hp 12; Init +6; Spd 30 ft.; AC 15 
  (flat-footed 13, touch12); Base Atk +1; Grp +2; Atk/Full 
  Atk +3 melee (1d6+1/18-20, masterwork rapier); or +4 
  ranged (1d8/19-20, masterwork light crossbow); SA 
  sneak Atk +1d6; SQ trapfinding, evasion; AL LE; SV 
  Fort +1, Ref +5, Will +0; Str 12, Dex 15, Con 13, Int 14, 
  Wis 10, Cha 8. 
        Skills and Feats: Bluff +1, Climb +4, Disable Device 
  +5, Gather Information +4, Intimidate +4, Move 
  Silently +7, Open Lock +5, Sense Motive +5, Spot +5, 
  Tumble +7, Use Magic Device +4, Use Rope +7; Dodge, 
  Improved Initiative. 
        Possessions: masterwork studded leather armor, 
  masterwork rapier, masterwork light crossbow, 10 
  bolts. 
   
  �Thugs: Male human Rog1: CR 1 Medium humanoid 
  (human); HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15 
  (flat-footed 13, touch 12); Base Atk +0; Grp +1; Atk/Full 
  Atk +1 melee (1d6+1/18-20, rapier); or +2 ranged (1d8, 
  light crossbow); SA sneak attack +1d6; SQ trapfinding; 
  AL LE; SV Fort +1, Ref +4, Will +0; Str 12, Dex 15, Con 
  13, Int 14, Wis 10, Cha 8. 
        Skills and Feats: Bluff +1, Climb +3, Disable Device 
  +4, Gather Information +3, Intimidate +3, Move 
  Silently +6, Open Lock +4, Sense Motive +4, Spot +4, 
  Tumble +6, Use Magic Device +3, Use Rope +6; Dodge, 
  Improved Initiative. 
        Possessions: masterwork studded leather, rapier, 
  light crossbow, 10 bolts. 
   
  APL 4 
  �Drago: Male human Rog3: CR 3; Medium humanoid 
  (human); HD 3d6+3; hp 16; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 14, touch 12); Base Atk +2; Grp +3; Atk/Full 
  Atk +4 melee (1d6+1/18-20, masterwork rapier); +5 
  ranged (1d8/19-20, masterwork light crossbow); SA 
  sneak attack +2d6; SQ trapfinding, evasion, trap sense 
  +1; AL LE; SV Fort +2, Ref +5, Will +1; Str 12, Dex 15, 
  Con 13, Int 14, Wis 10, Cha 8. 
        Skills and Feats: Bluff +4, Climb +6, Decipher Script 
  +7, Disable Device +5, Escape Artist +3, Gather 
  Information +4, Intimidate +6, Move Silently +7, Open 
  Lock +5, Sense Motive +5, Spot +5, Tumble +7, Use 
  Magic Device +4, Use Rope +7; Dodge, Improved 
  Initiative, Mobility. 
        Possessions: masterwork studded leather armor, 
  masterwork buckler, masterwork rapier, masterwork 
  light crossbow, 10 bolts.   
   
  �Thugs: Male human Rog1: CR 1; Medium humanoid 
  (human); HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15 
  (flat-footed 13, touch 12); Base Atk +0; Grp +1; Atk/Full 
  Atk +1 melee (1d6+1/18-20, rapier); or +2 ranged (1d8, 
  light crossbow); SA sneak attack +1d6; SQ trapfinding; 
  AL LE; SV Fort +1, Ref +4, Will +0; Str 12, Dex 15, Con 
  13, Int 14, Wis 10, Cha 8. 
        Skills and Feats: Bluff +1, Climb +3, Disable Device 
  +4, Gather Information +3, Intimidate +3, Move 
  Silently +6, Open Lock +4, Sense Motive +4, Spot +4, 
  Tumble +6, Use Magic Device +3, Use Rope +6; Dodge, 
  Improved Initiative. 
        Possessions: masterwork studded leather armor, 
  rapier, light crossbow, 10 bolts. 
   
  APL 6-12 
  �Drago: Male human Rog5: CR 5; Medium humanoid 
  (human); HD 5d6+5; hp 23; Init +7; Spd 30 ft.; AC 17 
  (flat-footed 14, touch13); Base Atk +3; Grp +4; Atk/Full 
  Atk +5 melee (1d6+2/18-20, +1 rapier); or +7 ranged 
  (1d8/19-20, masterwork light crossbow); SA sneak 
  attack +3d6; SQ trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL LE; SV Fort +2, Ref +7, Will +1; Str 
  12, Dex 16, Con 13, Int 14, Wis 10, Cha 8.  
        Skills and Feats: Bluff +4, Climb +6, Decipher Script 
  +7, Disable Device +8, Escape Artist +4, Gather 
  Information +4, Intimidate +6, Move Silently +8, Open 
  Lock +9, Search +10, Sense Motive +7, Spot +8, Tumble 
  +11, Use Magic Device +4, Use Rope +8; Dodge, 
  Improved Initiative, Mobility. 
        Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork buckler, +1 rapier, masterwork light 
  crossbow, 10 bolts.  
   
  �Thugs: Male human Rog1: CR 1; Medium humanoid 
  (human); HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15 
  (flat-footed 13, touch 12); Base Atk +0; Grp +1; Atk/Full 
  Atk +1 melee (1d6+1/18-20, rapier); or +2 ranged (1d8, 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 24 
  light crossbow); SA sneak attack +1d6; SQ trapfinding; 
  AL LE; SV Fort +1, Ref +4, Will +0; Str 12, Dex 15, Con 
  13, Int 14, Wis 10, Cha 8. 
        Skills and Feats: Bluff +1, Climb +3, Disable Device 
  +4, Gather Information +3, Intimidate +3, Move 
  Silently +6, Open Lock +4, Sense Motive +4, Spot +4, 
  Tumble +6, Use Magic Device +3, Use Rope +6; Dodge, 
  Improved Initiative. 
        Possessions: masterwork studded leather, rapier, 
  light crossbow, 10 bolts. 
   
  �Elite Thug: Male human Rog3: CR 3; Medium 
  humanoid (human); HD 3d6+3; hp 16; Init +6; Spd 30 
  ft.; AC 16 (flat-footed 14, touch 12); Base Atk +2; Grp 
  +3; Atk/Full Atk +4 melee (1d6+1/18-20, masterwork 
  rapier); or +5 ranged (1d8/19-20, masterwork light 
  crossbow); SA sneak attack +2d6; SQ trapfinding, 
  evasion, trap sense +1; AL LE; SV Fort +2, Ref +5, Will 
  +1; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. 
        Skills and Feats: Bluff +4, Climb +6, Decipher Script 
  +7, Disable Device +5, Escape Artist +3, Gather 
  Information +4, Intimidate +6, Move Silently +7, Open 
  Lock +5, Sense Motive +5, Spot +5, Tumble +7, Use 
  Magic Device +4, Use Rope +7; Dodge, Improved 
  Initiative, Mobility. 
        Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork buckler, masterwork rapier, masterwork 
  light crossbow, 10 bolts.  
   
  Encounter 3 
  APL 2 
  �Quigquo: Male half-fiend halfling Rog3:  CR 4; Small 
  outsider (augment humanoid, halfling, native); HD 
  3d6+6; hp 19; Init +11; Spd 20 ft, fly 20 ft.; AC 20 (flat-
  footed 14, touch 17); Base Atk +2; Grp +0; Atk +6 melee 
  (1d4+2/19-20, masterwork dagger); Full Atk +6 melee 
  (1d4+2/19-20, masterwork dagger) and +1 melee 
  (1d4+1, bite); SA sneak attack +2d6, smite good +3, 
  spell-like abilities; SQ darkvision 60 ft., halfling traits, 
  trapfinding, evasion, trap sense +1, immune to poison, 
  resistance 10 to acid, cold, electricity, and fire, DR 
  5/magic, SR 13; AL CE; SV Fort +4, Ref +11, Will +2; 
  Str 15, Dex 24, Con 14, Int 19, Wis 10, Cha 12. 
        Skills and Feats:  Bluff +7; Climb +10, Escape Artist 
  +14, Hide +17, Intimidate +7, Jump +4, Listen +8, Move 
  Silently +15, Search +10, Sense Motive +3, Spot +6, 
  Tumble +13, Use Magic Device +4, Use Rope +9; 
  Dodge, Improved Initiative. 
        Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal extra damage equal 
  to its Hit Dice. 
        Spell-Like Abilities: 3/day—darkness; 3/day; 
  1/day—desecrate; Caster level 3rd.  
   
  Possessions: masterwork leather armor, 
  masterwork dagger.  
   
  APL 4 
  �Quigquo: Male half-fiend halfling Rog4:  CR 5; Small 
  outsider (augment humanoid, halfling, native); HD 
  4d6+8; hp 25; Init +11; Spd 20 ft, fly 20 ft.; AC 20 (flat-
  footed 14, touch 17); Base Atk +3; Grp +2; Atk +8 melee 
  (1d4+3/19-20, masterwork dagger); Full Atk +8 melee 
  (1d4+3/19-20, masterwork dagger) and +3 melee 
  (1d4+1, bite); SA sneak attack +2d6, smite good +4, 
  spell-like abilities; SQ darkvision 60 ft., halfling traits, 
  trapfinding, evasion, trap sense +1, uncanny dodge, 
  immune to poison, resistance 10 to acid, cold, 
  electricity, and fire, DR 5/magic, SR 14; AL CE; SV Fort 
  +4, Ref +12, Will +2; Str 16, Dex 24, Con 14, Int 19, Wis 
  10, Cha 12. 
              Skills and Feats:  Bluff +8; Climb +12, Escape 
  Artist +15, Hide +18, Intimidate +8, Jump +6, Listen +9, 
  Move Silently +16, Search +11, Sense Motive +3, Spot 
  +7, Tumble +14, Use Magic Device +4, Use Rope +10; 
  Dodge, Improved Initiative. 
        Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal extra damage equal 
  to its Hit Dice. 
        Spell-Like Abilities: 3/day—darkness; 3/day; 
  1/day—desecrate; Caster level 4th.  
   
  Possessions: masterwork 
  leather 
  armor, 
  masterwork dagger. 
   
  APL 6 
  �Quigquo: Male half-fiend halfling Rog6:  CR 8; Small 
  outsider (augment humanoid, halfling, native); HD 
  6d6+12; hp 36; Init +11; Spd 20 ft, fly 20 ft.; AC 20 (flat-
  footed 14, touch 17); Base Atk +4; Grp +3; Atk +13 
  melee (1d4+4/19-20, +1 dagger); Full Atk +13 melee 
  (1d4+4/19-20, +1 dagger) and +6 melee (1d4+1, bite); 
  SA sneak attack +3d6, smite good +6, spell-like abilities; 
  SQ darkvision 60 ft., halfling traits, trapfinding, 
  evasion, trap sense +2, uncanny dodge, immune to 
  poison, resistance 10 to acid, cold, electricity, and fire, 
  DR 5/magic, SR 16; AL CE; SV Fort +5, Ref +13, Will 
  +3; Str 16, Dex 24, Con 14, Int 19, Wis 10, Cha 12. 
        Skills and Feats:  Bluff +10; Climb +14, Escape Artist 
  +18, Hide +20, Intimidate +10, Jump +8, Listen +11, 
  Move Silently +18, Search +13, Sense Motive +4, Spot 
  +9, Tumble +16, Use Magic Device +5, Use Rope +12; 
  Dodge, Improved Initiative, Weapon Finesse. 
        Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal extra damage equal 
  to its Hit Dice. 
        Spell-Like Abilities: 3/day—darkness; 3/day; 
  1/day—desecrate, unholy blight (DC 14); Caster level 
  6th.  
   
  Possessions: masterwork leather armor, +1 dagger. 
   
  APL 8 
  �Quigquo: Male half-fiend halfling Rog8:  CR 10; 
  Small outsider (augment humanoid, halfling, native); 
  HD 8d6+16; hp 47; Init +11; Spd 20 ft, fly 20 ft.; AC 20 
  (flat-footed 14, touch 17); Base Atk +6; Grp +5; Atk +15 
  melee (1d4+4/19-20, +1 dagger); Full Atk +15/+11 
  melee (1d4+4/19-20, +1 dagger) and +10 melee (1d4+1, 
  bite); SA sneak attack +4d6, smite good +8, spell-like 
  abilities; SQ darkvision 60 ft., halfling traits, 
  trapfinding, evasion, trap sense +2, uncanny dodge, 
  improved uncanny dodge, immune to poison, 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 25 
  resistance 10 to acid, cold, electricity, and fire, DR 
  5/magic, SR 18; AL CE; SV Fort +5, Ref +14, Will +3; 
  Str 16, Dex 25, Con 14, Int 19, Wis 10, Cha 12. 
        Skills and Feats:  Bluff +12; Climb +16, Escape Artist 
  +20, Hide +22, Intimidate +12, Jump +10, Listen +13, 
  Move Silently +20, Search +15, Sense Motive +5, Spot 
  +11, Tumble +18, Use Magic Device +6, Use Rope +13; 
  Dodge, Improved Initiative, Weapon Finesse. 
        Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal extra damage equal 
  to its Hit Dice. 
        Spell-Like Abilities: 3/day—darkness, poison (DC 
  15); 3/day; 1/day—desecrate, unholy blight (DC 15); 
  Caster level 8th.  
   
  Possessions: masterwork leather armor, +1 dagger. 
   
  APL 10 
  �Quigquo: Male half-fiend halfling Rog10:  CR 12; 
  Small outsider (augment humanoid, halfling, native); 
  HD 10d6+20; hp 58; Init +11; Spd 20 ft, fly 20 ft.; AC 22 
  (flat-footed 16, touch 17); Base Atk +7; Grp +6; Atk +17 
  melee (1d4+4/19-20, +1 dagger); Full Atk +17/+12 
  melee (1d4+4/19-20, +1 dagger) and +11 melee (1d4+1, 
  bite); SA sneak attack +5d6, smite good +10, spell-like 
  abilities, crippling strike; SQ darkvision 60 ft., halfling 
  traits, trapfinding, evasion, trap sense +3, uncanny 
  dodge, improved uncanny dodge, immune to poison, 
  resistance 10 to acid, cold, electricity, and fire, DR 
  5/magic, SR 20; AL CE; SV Fort +6, Ref +15, Will +4; 
  Str 16, Dex 25, Con 14, Int 19, Wis 10, Cha 12. 
        Skills and Feats:  Bluff +14; Climb +18, Escape Artist 
  +22, Hide +24, Intimidate +14, Jump +12, Listen +15, 
  Move Silently +22, Search +17, Sense Motive +6, Spot 
  +13, Tumble +20, Use Magic Device +7, Use Rope +14; 
  Dodge, Improved Initiative, Mobility, Weapon Finesse, 
  Weapon Focus (dagger). 
        Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal extra damage equal 
  to its Hit Dice. 
        Spell-Like Abilities: 3/day—darkness, poison (DC 
  16); 3/day; 1/day—contagion (DC 16), desecrate, 
  unholy blight (DC 16); Caster level 10th.  
   
  Crippling Strike (Ex): An opponent damaged by 
  one of Quigquo’s sneak attacks also takes 2 points of 
  Strength damage.  
   
  Possessions: +2 leather armor, +1 dagger. 
   
  APL 12 
  �Quigquo: Male half-fiend halfling Rog12:  CR 15; 
  Small outsider (augment humanoid, halfling, native); 
  HD 12d6+24; hp 69; Init +12; Spd 20 ft, fly 20 ft.; AC 23 
  (flat-footed 16, touch 17); Base Atk +9; Grp +7; Atk +20 
  melee (1d4+4/19-20, +1 dagger); Full Atk +20/+15 
  melee (1d4+4/19-20, +1 dagger) and +14 melee (1d4+1, 
  bite); SA sneak attack +6d6, smite good +12, spell-like 
  abilities, crippling strike; SQ darkvision 60 ft., halfling 
  traits, trapfinding, evasion, trap sense +4, uncanny 
  dodge, improved uncanny dodge, immune to poison, 
  resistance 10 to acid, cold, electricity, and fire, DR 
  10/magic, SR 22; AL CE; SV Fort +7, Ref +17, Will +5; 
  Str 16, Dex 26, Con 14, Int 19, Wis 10, Cha 12. 
        Skills and Feats:  Bluff +16; Climb +20, Escape Artist 
  +25, Hide +27, Intimidate +16, Jump +14, Listen +17, 
  Move Silently +25, Search +19, Sense Motive +7, Spot 
  +15, Tumble +23, Use Magic Device +8, Use Rope +16; 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, Weapon Finesse, Weapon Focus (dagger). 
        Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal extra damage equal 
  to its Hit Dice. 
        Spell-Like Abilities: 3/day—darkness, poison (DC 
  17); 3/day; 1/day—blasphemy (DC 17), contagion (DC 
  17), desecrate, unholy blight (DC 17); Caster level 12th.  
   
  Crippling Strike (Ex): An opponent damaged by 
  one of Quigquo’s sneak attacks also takes 2 points of 
  Strength damage.  
   
  Possessions: +2 leather armor, +1 dagger. 
   
  Encounter 4 
  Area 2 
  APLs 2, 4 and 6 
  �Lord Zebendrich: Male crypt thing; CR 3; Medium 
  undead; HD 6d12; hp 39; Init +7; Spd 30 ft.; AC 17 (flat-
  footed 14, touch 13); base Atk +3; Grp: +3; Atk: +7 
  melee (1d6, claw); Full Atk: +7 melee (1d6, 2 claws); SA 
  scatter defilers; SQ turn resistance +4, undead traits; AL 
  N; SV Fort +2, Ref +5, Will +7; Str 10, Dex 16, Con 0, 
  Int 11, Wis 15, Cha 13.  
        Skills and Feats: Bluff +6, Diplomacy +10, Disguise 
  +1 (+3 acting), Escape Artist +8, Intimidate +8, Listen 
  +7, Sense Motive +7, Spot +8; Use Rope +3; Deflect 
  Arrows, Improved Initiative, Weapon Finesse, Weapon 
  Focus (Claw). 
        Scatter Defilers (Su): Once per day the crypt thing 
  can target its enemies with a teleportation effect, 
  which causes them to be transported 10d10 x 10 feet in 
  a random direction. In Lord Zebendrich’s case it is 
  randomly to one of the nearby crypts designated as 
  areas 2a to 2f, and it scatters each opponent to a 
  separate room. A Will save (DC 14) negates. This ability 
  affects a number of enemies equal to the crypt thing’s 
  Hit Dice, and all targets must be within a 30-foot burst 
  centered on the crypt thing. The transported targets 
  cannot take any actions until their next turn. Strangely, 
  the tomb’s wards do not suppress this teleportation 
  effect.  
        Turn Resistance (Ex): While within 50 feet of the 
  object it guards (the Lords’ Jewels carried by the PCs), a 
  crypt thing is treated as an undead with 4 more Hit 
  Dice than it actually has for the purpose of turn, 
  rebuke, command, or bolster attempts. 
        Undead Traits: A crypt thing is immune to mind-
  affecting effects, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects (unless they 
  specifically affect undead), and any effect that requires 
  a Fortitude save unless it also works on objects. It is not 
  subject to critical hits, non-lethal damage, ability 
  damage, ability drain, or death from massive damage. A 
  crypt thing cannot be raised, and resurrection only 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 26 
  works if it is willing. A crypt thing has darkvision (60-
  foot range). 
      
   
  Physical Description: See Appendix 3 under New 
  Monsters. 
   
  APLs 8 and 10:  
  �Lord Zebendrich: Male crypt thing, advanced 10 HD 
  (elite array); CR 5; Medium undead; HD 10d12; hp 59; 
  Init +7; Spd 30 ft.; AC 17 (flat-footed 14, touch 13); base 
  Atk +5; Grp: +5; Atk: +9 melee (1d6, claw); Full Atk: +9 
  melee (1d6, 2 claws); SA scatter defilers; SQ turn 
  resistance +4, undead traits; AL N; SV Fort +3, Ref +6, 
  Will +10; Str 10, Dex 17, Con --, Int 12, Wis 17, Cha 16.  
        Skills and Feats: Bluff +10, Diplomacy +10, Disguise 
  +1 (+3 acting), Escape Artist +12, Intimidate +12, Listen 
  +7, Sense Motive +11, Spot +12; Use Rope +3; Ability 
  Focus (scatter defilers), Deflect Arrows, Improved 
  Initiative, Weapon Finesse, Weapon Focus (Claw). 
        Scatter Defilers (Su): Once per day the crypt thing 
  can target its enemies with a teleportation effect, 
  which causes them to be transported 10d10 x 10 feet in 
  a random direction. In Lord Zebendrich’s case it is 
  randomly to one of the nearby crypts designated as 
  areas 2a to 2f, and it scatters each opponent to a 
  separate room. A Will save (DC 20) negates. This ability 
  affects a number of enemies equal to the crypt thing’s 
  Hit Dice, and all targets must be within a 30-foot burst 
  centered on the crypt thing. The transported targets 
  cannot take any actions until their next turn. Strangely, 
  the tomb’s wards do not suppress this teleportation 
  effect.  
        Turn Resistance (Ex): While within 50 feet of the 
  object it guards (the Lords’ Jewels carried by the PCs), a 
  crypt thing is treated as an undead with 4 more Hit 
  Dice than it actually has for the purpose of turn, 
  rebuke, command, or bolster attempts. 
        Undead Traits: A crypt thing is immune to mind-
  affecting effects, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects (unless they 
  specifically affect undead), and any effect that requires 
  a Fortitude save unless it also works on objects. It is not 
  subject to critical hits, non-lethal damage, ability 
  damage, ability drain, or death from massive damage. A 
  crypt thing cannot be raised, and resurrection only 
  works if it is willing. A crypt thing has darkvision (60-
  foot range). 
   
  APLs 12:  
  �Lord Zebendrich: Male crypt thing, advanced 14 HD 
  (elite array)*; CR 6; Medium undead; HD 14d12; hp 79; 
  Init +7; Spd 30 ft.; AC 18 (flat-2ooted 15, touch 13); base 
  Atk +7; Grp: +7; Atk: +11 melee (1d6, claw); Full Atk: 
  +12 melee (1d6, 2 claws); SA scatter defilers; SQ turn 
  resistance +4, undead traits; AL N; SV Fort +5, Ref +9, 
  Will +12; Str 10, Dex 18, Con --, Int 12, Wis 17, Cha 16.  
        Skills and Feats: Bluff +14, Diplomacy +14, Disguise 
  +1 (+3 acting), Escape Artist +17, Intimidate +16, Listen 
  +7, Sense Motive +15, Spot +12; Use Rope +3; Ability 
  Focus (scatter defilers), Deflect Arrows, Dodge, 
  Improved Initiative, Weapon Finesse, Weapon Focus 
  (Claw). 
        Scatter Defilers (Su): Once per day the crypt thing 
  can target its enemies with a teleportation effect, 
  which causes them to be transported 10d10 x 10 feet in 
  a random direction. In Lord Zebendrich’s case it is 
  randomly to one of the nearby crypts designated as 
  areas 2a to 2f, and it scatters each opponent to a 
  separate room. A Will save (DC 22) negates. This ability 
  affects a number of enemies equal to the crypt thing’s 
  Hit Dice, and all targets must be within a 30-foot burst 
  centered on the crypt thing. The transported targets 
  cannot take any actions until their next turn. Strangely, 
  the tomb’s wards do not suppress this teleportation 
  effect.  
        Turn Resistance (Ex): While within 50 feet of the 
  object it guards (the Lords’ Jewels carried by the PCs), a 
  crypt thing is treated as an undead with 4 more Hit 
  Dice than it actually has for the purpose of turn, 
  rebuke, command, or bolster attempts. 
        Undead Traits: A crypt thing is immune to mind-
  affecting effects, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects (unless they 
  specifically affect undead), and any effect that requires 
  a Fortitude save unless it also works on objects. It is not 
  subject to critical hits, non-lethal damage, ability 
  damage, ability drain, or death from massive damage. A 
  crypt thing cannot be raised, and resurrection only 
  works if it is willing. A crypt thing has darkvision (60-
  foot range). 
   
  *This is a nonstandard advancement, as it doesn’t 
  change Lord Zebendrich to a Large size creature.  
   
  Encounter 5 
  APL 2 
  �Clannair Blackshadow: Male drow Sor3; CR 5; 
  Medium humanoid (elf); HD 3d4+3; hp 13; Init +4; Spd 
  30 ft.; AC 18 (flat-footed 14, touch 14); Base Atk +1; Grp 
  +1; Atk/Full Atk +1 melee (1d6/18-20, rapier) or +5 
  ranged (1d6/x3, shortbow); SA spells, spell-like 
  abilities; SQ: darkvision 120 ft., drow traits, light 
  blindness, SR 13; AL NE; SV Fort +3, Ref +6, Will +4; 
  Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 20. 
        Skills and Feats:  Concentration +7, Hide +5, Listen 
  +3, Search +2, Spot +2, Tumble +5; Silent Spell, Still 
  Spell. 
        Spell-Like Abilities: 1/day—dancing lights, 
  darkness, faerie fire. Caster level 3rd.  
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or the daylight spell) blinds drow for 
  1 round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area.  
        Spells Known (7/6; base DC = 15 + spell level): 0— 
  dancing lights, daze, ray of frost, resistance, touch of 
  fatigue; 1st—magic missile, ray of enfeeblement, 
  shield. 
      Possessions:   rapier, shortbow, 20 arrows, spell 
  component pouch.  
   
  Note: At this APL, Clannair won’t bother using is 
  Silent Spell or Still Spell feats against the PCs. He has, 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 27 
  however, pre-cast his shield and resistance spells to 
  give himself better protection before he first confronts 
  the PCs. The statistic block already reflects this casting.  
   
   
   
  APL 4-6 
  �Clannair Blackshadow: Male drow Sor6; CR 8; 
  Medium humanoid (elf); HD 6d4+6; hp 25; Init +4; Spd 
  30 ft.; AC 18 (flat-footed 14, touch 14) and 50% miss 
  chance due to displacement; Base Atk +3; Grp +3; 
  Atk/Full Atk +3 melee (1d6/18-20, rapier) or +7 ranged 
  (1d6/x3, shortbow) or touch spells; SA spells, spell-like 
  abilities; SQ: darkvision 120 ft., drow traits, light 
  blindness, SR 16; AL NE; SV Fort +3, Ref +6, Will +5; 
  Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 20. 
        Skills and Feats:  Concentration +9, Escape Artist 
  +5, Hide +5, Listen +3, Search +2, Spot +2, Tumble +6; 
  Maximize 
  Spell, 
  Silent 
  Spell, 
  Still 
  Spell. 
        Spell-Like 
  Abilities: 
  1/day—dancing 
  lights, 
  darkness, faerie fire. Caster level 6th.  
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or the daylight spell) blinds drow for 
  1 round. On subsequent rounds, they are dazzled as 
  long 
  as 
  they 
  remain 
  in 
  the 
  affected 
  area.  
        Spells Known (7/7/6/3; base DC = 15 + spell level): 
  0—arcane mark, dancing lights, daze, detect magic, ray 
  of frost, resistance, touch of fatigue; 1st—cause fear, 
  magic missile, ray of enfeeblement, shield; 2nd—
  spectral hand, touch of idiocy; 3rd—displacement. 
      Possessions:   rapier, shortbow, 20 arrows, spell 
  component pouch. 
        Note: At this APL, Clannair has already cast 
  displacement on himself, as well as cast spectral 
  hand—ready to do a maximized touch of idiocy at the 
  first (or subsequent) opportunity. He has, also, cast his 
  shield and resistance spells to give him better 
  protection. He also gives up any higher-level spell-slot 
  to cast a lower level spell if he is silenced or held in 
  some way. 
   
  APL 8 
  �Clannair Blackshadow: Male drow Sor9; CR 11; 
  Medium humanoid (elf); HD 9d4+9; hp 37; Init +4; Spd 
  30 ft.; AC 18 (flat-footed 14, touch 14) and 50% miss 
  chance due to displacement; Base Atk +4; Grp +4; 
  Atk/Full Atk +4 melee (1d6/18-20, rapier) or +8 ranged 
  (1d6/x3, shortbow) or touch spells; SA spells, spell-like 
  abilities; SQ: darkvision 120 ft., drow traits, light 
  blindness, SR 19; AL NE; SV Fort +5, Ref +8, Will +7; 
  Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 20. 
        Skills and Feats:  Concentration +11 (+15 cast 
  defensively), Escape Artist +5, Hide +5, Listen +3, 
  Search +5, Spot +4, Tumble +7; Combat Casting, 
  Maximize Spell, Silent Spell, Still Spell, Maximize 
  Spell. 
        Spell-Like 
  Abilities: 
  1/day—dancing 
  lights, 
  darkness, faerie fire. Caster level 9th.  
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or the daylight spell) blinds drow for 
  1 round. On subsequent rounds, they are dazzled as 
  long 
  as 
  they 
  remain 
  in 
  the 
  affected 
  area.  
        Spells Known (6/8/8/8/5; base DC = 16 + spell 
  level): 0—arcane mark, dancing lights, daze, detect 
  magic, detect poison, light, ray of frost, read magic, 
  resistance, touch of fatigue; 1st—cause fear, mage 
  armor, magic missile, ray of enfeeblement, shield; 
  2nd—scare, spectral hand, touch of idiocy, web; 3rd—
  deep slumber, displacement, vampiric touch; 4th—
  enervation, lesser globe of invulnerability. 
      Possessions:   rapier, shortbow, 20 arrows, spell 
  component pouch. 
        Note: At this APL, Clannair has already cast 
  displacement on himself, as well as cast spectral 
  hand—ready to do a maximized touch of idiocy at the 
  first (or subsequent) opportunity. He opens melee with 
  deep slumber, trying to take out as many PCs as 
  possible. He has, also, cast his shield, mage armor, 
  lesser globe of invulnerability and resistance spells to 
  give him better protection. He gives up any higher-
  level spell-slot to cast a lower level spell if he is silenced 
  or held in some way. 
   
  APL 10 
  �Clannair Blackshadow: Male drow Sor11; CR 13; 
  Medium humanoid (elf); HD 11d4+11; hp 45; Init +4; 
  Spd 30 ft.; AC 22 (flat-footed 18, touch 14) and 50% 
  miss chance due to displacement; Base Atk +5; Grp +5; 
  Atk/Full Atk +5 melee (1d6/18-20, rapier) or +9 ranged 
  (1d6/x3, shortbow) or touch spells; SA spells, spell-like 
  abilities; SQ: darkvision 120 ft., drow traits, light 
  blindness, SR 21; AL NE; SV Fort +5, Ref +8, Will +8; 
  Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 22. 
   
  Skills and Feats:  Concentration +13 (+17 cast 
  defensively), Escape Artist +5, Hide +5, Listen +3, 
  Search +5, Spot +4, Tumble +9; Combat Casting, 
  Maximize 
  Spell, 
  Silent 
  Spell, 
  Still 
  Spell. 
        Spell-Like 
  Abilities: 
  1/day—dancing 
  lights, 
  darkness, faerie fire. Caster level 11th.  
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or the daylight spell) blinds drow for 
  1 round. On subsequent rounds, they are dazzled as 
  long 
  as 
  they 
  remain 
  in 
  the 
  affected 
  area.  
              Spells Known (6/8/8/7/7/5; base DC = 16 + spell 
  level)—0—arcane mark, dancing lights, daze, detect 
  magic, detect poison, light, mending, ray of frost, read 
  magic, resistance, touch of fatigue; 1st—cause fear, 
  mage armor, magic missile, ray of enfeeblement, 
  shield; 2nd—ghoul touch, scare, spectral hand, touch 
  of idiocy, web; 3rd—deep slumber, displacement, 
  protection from energy, vampiric touch; 4th—
  enervation, lesser globe of invulnerability, phantasmal 
  killer; 5th—cone of cold, symbol of pain. 
   
  Possessions: rapier, shortbow, 20 arrows, spell 
  component pouch. 
         Note: At this APL, Clannair has already cast 
  displacement on himself, as well as cast spectral 
  hand—ready to do a maximized touch of idiocy at the 
  first (or subsequent) opportunity. He opens melee with 
  deep slumber, trying to take out as many PCs as 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 28 
  possible. He has, also, cast his shield, mage armor, 
  lesser globe of invulnerability, protection from energy 
  (cold) and resistance spells to give him better 
  protection. He also gives up any higher-level spell-slot 
  to cast a lower level spell if he is silenced or held in 
  some way. 
   
  APL 12 
  �Clannair Blackshadow: Male drow Sor13; CR 15; 
  Medium humanoid (elf); HD 13d4+13; hp 53; Init +4; 
  Spd 30 ft.; AC 22 (flat-footed 18, touch 14) and 50% 
  miss chance due to displacement; Base Atk +6; Grp +6; 
  Atk +6 melee (1d6/18-20, rapier) or +10 ranged 
  (1d6/x3, shortbow) or touch spells; Full Atk +6/+1 
  melee (1d6/18-20 rapier); +10/+5 ranged (1d6/x3, 
  shortbow); SA spells, spell-like abilities; SQ: darkvision 
  120 ft., drow traits, light blindness, SR 21; AL NE; SV 
  Fort +5, Ref +8, Will +8; Str 10, Dex 18, Con 12, Int 10, 
  Wis 10, Cha 22. 
   
  Skills and Feats:  Concentration +15 (+19 cast 
  defensively), Escape Artist +5, Hide +5, Listen +3, 
  Search +5, Spot +4, Tumble +11; Combat Casting, 
  Maximize 
  Spell, 
  Silent 
  Spell, 
  Still 
  Spell. 
        Spell-Like 
  Abilities: 
  1/day—dancing 
  lights, 
  darkness, faerie fire. Caster level 11th.  
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or the daylight spell) blinds drow for 
  1 round. On subsequent rounds, they are dazzled as 
  long 
  as 
  they 
  remain 
  in 
  the 
  affected 
  area.  
              Spells Known (6/8/8/7/7/7/5; base DC = 16 + 
  spell level): 0—arcane mark, dancing lights, daze, 
  detect magic, detect poison, light, mending, ray of 
  frost, read magic, resistance, touch of fatigue; 1st—
  cause fear, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd—ghoul touch, scare, 
  spectral hand, touch of idiocy, web; 3rd—deep 
  slumber, displacement, protection from energy, 
  vampiric touch; 4th—crushing despair, enervation, 
  lesser globe of invulnerability, phantasmal killer; 5th—
  cone of cold, feeblemind, symbol of pain; 6th—globe 
  of invulnerability, true seeing. 
   
  Possessions:  rapier, shortbow, 20 arrows, spell 
  component pouch. 
        Note: At this APL, Clannair has already cast 
  displacement on himself, as well as cast spectral 
  hand—ready to do a maximized touch of idiocy at the 
  first (or subsequent) opportunity. He opens melee with 
  deep slumber, trying to take out as many PCs as 
  possible. He has, also, cast his shield, mage armor, 
  globe of invulnerability, protection from energy (cold), 
  true seeing and resistance spells to give him better 
  protection. He maximizes where he can. He also gives 
  up any higher-level spell-slot to cast a lower level spell 
  if he is silenced or held in some way. 
   
  Encounter 7 
   
  APL 4 & 6 
  �Lord Marobanden: Male crust Ftr5; CR 6; Medium 
  undead; HD 5d12; hp 45; Init +5; Spd 30 ft; AC 16 (flat-
  footed 15, touch 11); Base Atk +6; Grp +9; Atk/Full Atk 
  +9 melee (1d10+5/19-20, bastard sword); SQ undead 
  traits, regeneration (1/day), cold and fire immunity, 
  turning immunity, SR 17; AL CN; SV: Fort +4, Ref +4, 
  Will +2; Str 16, Dex 13, Con -, Int 8, Wis 12, Cha 8. 
        Skills and Feats:  Listen +3, Ride +1, Spot +3; Exotic 
  Weapon Proficiency (bastard sword), Improved 
  Initiative, Lightning Reflexes, Mobility, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword). 
        Regeneration: Cursts regenerate 1 hit point per 
  level per hour. If reduced to 0 hit points Lord 
  Marobanden is not destroyed. He falls to the ground, 
  paralyzed, and lies there until it regenerates to over 0 
  hit points. A curst can be healed by healing magic.  
        Turning Immunity: Cursts cannot be turned, 
  rebuked, destroyed, or commanded. 
        Possessions:   leather armor, bastard sword. 
   
  APL 8 
  �Lord Marobanden: male Spawn Of Kyuss, advanced 
  9 HD (elite array): CR 8; Large undead; HD 9d12+9; hp 
  70; Init +1; Spd 30 ft; AC 14 (flat-footed 11, touch 10); 
  Base Atk +4; Grp +16; Atk +11 melee (1d8+12 slam + 
  Kyuss’s gift), or +11 melee touch (create spawn); or +4 
  ranged touch (Kyuss’s gift); SA create spawn, fear aura, 
  Kyuss’s gift; SQ: curative transformation, fast healing 5, 
  turn resistance +2, undead traits; AL CE; SV Fort +3, 
  Ref +4, Will +8; Str 26, Dex 12, Con -, Int 6, Wis 14, Cha 
  5. 
        Skills and Feats:  Hide +2, Jump +18, Move Silently 
  +6, Spot +11; Toughness (x3). 
              Create Spawn (Su): Once per round as a free 
  action, a spawn of Kyuss can transfer a worm from its 
  own body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee touch 
  attack or a ranged touch attack, hulling a worm at a foe 
  from a distance of up to 10 feet. Each worm is a Fine 
  vermin with AC 10 and 1 hit point. It can be killed 
  with normal damage or by the touch of silver. On the 
  spawn's next action, the worm burrows into its host's 
  flesh. (A creature with a natural armor bonus of +5 or 
  higher is immune to this burrowing effect.) The worm 
  makes its way toward the host's brain, dealing 1 point 
  of damage per round for 2 rounds. At the end of that 
  period, it reaches the brain.  
        While the worm is inside a victim, a remove curse 
  or remove disease effect destroys it, and a dispel evil or 
  neutralize poison effect delays its progress for 30 
  minutes. A successful Heal check (DC 20) extracts the 
  worm and kills it. Once the worm reaches the brain, it 
  deals 1d2 points of Intelligence damage per round 
  until it either is killed (by remove curse or remove 
  disease)  or slays its host (death occurs at 0 
  Intelligence). A Small, Medium, or Large size creature 
  slain by a worm rises as a new spawn of Kyuss 5 rounds 
  later; a Tiny or smaller creature quickly putrefies; and a 
  Huge or larger creature becomes a normal zombie of 
  the appropriate size. Newly created spawn are not 
  
  COR5-03 Desecrators of the Lords’ Tomb 
   
  Page 29 
  under the control of their parent, but they usually 
  follow whatever spawn of Kyuss created them. 
        Fear Aura (Su): A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a fear 
  spell (caster level 7th; Will save DC 16), except that it 
  affects all creatures within a 40-foot radius. Any 
  creature that makes a successful saving throw against 
  the effect cannot be affected again by the fear aura of 
  that spawn of Kyuss for 24 hours. 
        Kyuss's Gift (Su): Any creature hit by a spawn of 
  Kyuss's slam attack must succeed at a Fortitude save 
  (DC 15) or contract this supernatural disease. The 
  incubation period is 10 rounds, and the disease deals 
  1d4 points of Constitution damage and ld4 points of 
  Wisdom damage. These effects manifest as rotting 
  flesh and dementia. An affected creature gets only half 
  the benefits of natural and magical healing, though a 
  cure disease effect removes the affliction. 
        Curative Transformation (Ex): Any remove curse or 
  remove disease effect, or a more powerful version of 
  either of these effects, transforms a spawn of Kyuss 
  into a normal zombie. 
        Fast Healing (Ex): A spawn of Kyuss regains lost hit 
  points at the rate of 5 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does nor allow the spawn of Kyuss 
  to regrow or reattach lost body parts. 
         Undead Traits: A spawn of Kyuss is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. It is not subject to critical hits, 
  non-lethal damage, ability damage, ability drain, energy 
  drain, or death from massive damage. A spawn of 
  Kyuss cannot be raised, and resurrection works only if 
  it is willing. The creature has darkvision (60-foot 
  range). 
    
   
  APL 10 
  �Lord Marobanden: male Spawn Of Kyuss, advanced 
  17 HD (elite array)*: CR 10; Large undead; HD 
  17d12+15; hp 125; Init +1; Spd 30 ft; AC 14 (flat-footed 
  11, touch 10); Base Atk +8; Grp +19; Atk +15 melee 
  (1d8+12 slam + Kyuss’s gift), or +15 melee touch (create 
  spawn); or +9 ranged touch (Kyuss’s gift); SA create 
  spawn, 
  fear 
  aura, 
  Kyuss’s 
  gift; 
  SQ 
  curative 
  transformation, fast healing 5, turn resistance +2, 
  undead traits; AL CE; SV Fort +5, Ref +6, Will +12; Str 
  26, Dex 12, Con -, Int 6, Wis 14, Cha 5. 
        Skills and Feats:  Hide +2, Jump +26, Move Silently 
  +6, Spot +19; Toughness (x5). 
              Create Spawn (Su): Once per round as a free 
  action, a spawn of Kyuss can transfer a worm from its 
  own body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee touch 
  attack or a ranged touch attack, hulling a worm at a foe 
  from a distance of up to 10 feet. Each worm is a Fine 
  vermin with AC 10 and 1 hit point. It can be killed 
  with normal damage or by the touch of silver. On the 
  spawn's next action, the worm burrows into its host's 
  flesh. (A creature with a natural armor bonus of +5 or 
  higher is immune to this burrowing effect.) The worm 
  makes its way toward the host's brain, dealing 1 point 
  of damage per round for 2 rounds. At the end of that 
  period, it reaches the brain.  
        While the worm is inside a victim, a remove curse 
  or remove disease effect destroys it, and a dispel evil or 
  neutralize poison effect delays its progress for 30 
  minutes. A successful Heal check (DC 20) extracts the 
  worm and kills it. Once the worm reaches the brain, it 
  deals 1d2 points of Intelligence damage per round 
  until it either is killed (by remove curse or remove 
  disease)  or slays its host (death occurs at 0 
  Intelligence). A Small, Medium, or Large size creature 
  slain by a worm rises as a new spawn of Kyuss 5 rounds 
  later; a Tiny or smaller creature quickly putrefies; and a 
  Huge or larger creature becomes a normal zombie of 
  the appropriate size. Newly created spawn are not 
  under the control of their parent, but they usually 
  follow whatever spawn of Kyuss created them. 
        Fear Aura (Su): A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a fear 
  spell (caster level 7th; Will save DC 20), except that it 
  affects all creatures within a 40-foot radius. Any 
  creature that makes a successful saving throw against 
  the effect cannot be affected again by the fear aura of 
  that spawn of Kyuss for 24 hours. 
        Kyuss's Gift (Su): Any creature hit by a spawn of 
  Kyuss's slam attack must succeed at a Fortitude save 
  (DC 18) or contract this supernatural disease. The 
  incubation period is 10 rounds, and the disease deals 
  1d4 points of Constitution damage and ld4 points of 
  Wisdom damage. These effects manifest as rotting 
  flesh and dementia. An affected creature gets only half 
  the benefits of natural and magical healing, though a 
  cure disease effect removes the affliction. 
        Curative Transformation (Ex): Any remove curse or 
  remove disease effect, or a more powerful version of 
  either of these effects, transforms a spawn of Kyuss 
  into a normal zombie. 
        Fast Healing (Ex): A spawn of Kyuss regains lost hit 
  points at the rate of 5 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does nor allow the spawn of Kyuss 
  to regrow or reattach lost body parts. 
         Undead Traits: A spawn of Kyuss is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. It is not subject to critical hits, 
  non-lethal damage, ability damage, ability drain, energy 
  drain, or death from massive damage. A spawn of 
  Kyuss cannot be raised, and resurrection works only if 
  it is willing. The creature has darkvision (60-foot 
  range). 
     *This is a non-standard advancement.  
   
   
  
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  APPENDIX 2: AN AFTERNOON IN GREYHAWK CITY 
  Before the PCs arrive at the Green Dragon Inn, they may wish to visit some of these more popular places in Greyhawk 
  City. If so, this information can be used to make NPC encounters more realistic and immersive. Refer to the map 
  provided in Player’s Handout 1. 
  A. The Grand Citadel 
  Most PCs won’t want to visit this end of town. If they get into trouble, this is where the Greyhawk Prison is located. The Citadel also 
  houses the formidable police force of Greyhawk City. It is led by the human Captain General of the Watch, Tigran Gellner and his 
  halfling female Constable, Derider Fanshen. 
   
  B. The High Quarter 
        1. The Wheel Of Gold.  Notorious casino. High rollers only. Aristocrats and ambassadors rub shoulders with those of more 
  dubious (but wealthy) backgrounds. The General Manager, a male dwarf called Xiggaadur Doruggan, is congenial but cunning; 
  though the casino itself is actually owned by the Lord Mayor, Nerof Gasgal. 
        2. The Lords’ Tomb.  “Official entrance” into the city tomb that houses the great dead Lords and City Rulers of Greyhawk’s past. 
  This entrance is very heavily guarded.  
        3. Lord Silverfox’s Manor.  One of Greyhawk’s grandest mansions. The Silverfox Family are powerful merchants. Since Lord 
  Silverfox died (5 years ago), Lady Silverfox runs the “empire” with a firm hand. 
        4. Wizard’s Guildhall.  Membership costs 100gp per year. Members may access a large magical library, overseen by the mysterious 
  drow, Jawal Severnain (male, elf). The selling, buying, and free identification of magical items (except potions) is overseen by Pateris 
  The Bard (male, elf). The Alchemist (Potions) Master is Heironymous Tigana, a nasty, irritable fellow. 
        5. The Lord Mayor’s Palace. More commonly referred to as “City Hall”. This palatial building is where Greyhawk Lord Mayor, 
  Nerof Gasgal presides over the city. It is also where the Directing Oligarchy of the city meets to make decisions regarding the city 
  itself. 
   
  C. Shack Town And Barge-End 
  Poverty abounds in this district. It is a hell-on-Oerth in terms of filth, disease, and thievery. About the only people who willingly 
  make their home here are the Rhenee bargefolk.  
   
  D. The Garden Quarter 
        1. The High Market.  Merchant tents specialize in items of superior craftsmanship with exotic designs, and are made of better 
  materials. Items here are expensive (half again Player’s Handbook prices). Typical items include: semi-precious jewels, 
  colognes/perfumes, silk, fresh fruits, steel armor and weapons, fine leather footwear, high fashion clothing, imported wine/whiskey, 
  sculptures and paintings, well-crafted toys, and fresh-cut flowers guaranteed to impress. 
        2. Nymph And Satyr Inn.  This inn is reputed to sell the widest and most exotic selection of beverages in the city. Atmosphere is 
  relaxing, but sometimes wild. The new owner is a young female aristocrat called Tressa Kransen. She’s a good sport, and gets along 
  well with adventurers. 
        3. Sacred Temple Of St. Cuthbert.  Open all hours under the stern and unflinching eye of old Eritai Kaan-Ipzirel (female human). 
  This is an ancient temple (and one of the grandest in all Oerth). 
        4. High Tower Tavern And Hostelry.  Popular drinking hole for city wizards (including some members of the Circle Of Eight). 
  Owner, Eric Goodfellow, a male half-elf, runs honorable tables of “games of chance”. Adventurers who can’t get in to the Wheel Of 
  Gold come here … 
        5. Star Of Celene.  Very popular tavern with elves and half-elves. All business is conducted in Olven. The owner, Finnobar Aodhin 
  (male half-elf) is secretly in league with a group of elven revolutionaries who oppose the Queen Of Celene’s isolationism. 
        6. Temple Of Pelor.  Popular temple ministers to the poor and downtrodden. High Matriarch Sarana (female human) is the hard-
  working cleric in charge. She is 63 years old. 
        7. Temple Of Zilchus. Head cleric, Stakaster Villaine, is obsessed with building (particularly roads and bridges). He is a master of 
  financial planning, and is one of the wealthiest men in the city. 
        8. Sanctum Of Heironeous.  The Head Cleric is Jaikor Demien. He was one of the “heroes of Critwall”, but he is now crippled from 
  his experience and moves very slowly. 
   
  E. The Clerkberg Quarter 
        1. Great Library Of Greyhawk.  An impressive monolith. Overseen by the great (but stuffy) sage, Iquander, this library contains 
  dozens of “vaults”, each housing thousands upon thousands of published works (both fiction and non-fiction). This is one of the best 
  places in all of Oerth for PCs to find obscure information. 
        2. The Black Dragon Inn.  Open all hours, this Inn serves as the primary drinking hole for the students of the various colleges and 
  universities in the district. The “bear-like” owner, Miklos Dare, is a retired adventurer who likes to recount his past adventures to any 
  who might listen. The Inn often serves as a good place to hear rumors and catch up on local gossip. 
  
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        3. Jewelers And Gemcutters Guildhall. The headstrong, if conservative, Gerta Hollardel (human female), is the guild master. This 
  place is popular with PCs who want “pretty things” appraised correctly. 
        4. The Savant.  Bookshelves line every wall of this tavern, popular with sages, scholars, and other educated folk. Bartender, 
  Tiggamuus Tighe, is an expert in obscure knowledge. 
        5. The Roc And Oliphant Tavern.  A boisterous, noisy tavern popular with athletes and young partygoers. It smells of sweat, stale 
  beer, and vomit. The City Watch break up fights here nearly every night. The bartender is an elderly half-orc named Ral. He is darn 
  ugly, but he knows how to mix a mean drink! 
   
  F. The Foreign Quarter 
        1. The Blue Dragon Inn. Once upon a time, this tavern played second fiddle to the Silver Dragon Inn, but four years ago, a 
  Perrender (Kershane half-elf) by the name of Gustin Longpike renovated the tavern and made it the primary haunt of mercenaries in 
  Greyhawk City. No self-respecting Perrender would visit Greyhawk City, and not at least have one drink at Gustin’s bar. This is also a 
  great place to get “hired on” for work! 
        2. The Pit.  An indoor gladiatorial ring known for its shady dealings. Gamblers come, day and night, to place bets against 
  competitors. The owner, Pietain Morvannis, is a slimeball with direct connections to the Greyhawk underworld. His champion 
  wrestler is a huge Kettite called Rashif Iqbal (more commonly known by his stage name: “The Sun Pasha!”). 
   
  G. The River Quarter 
        1. The Green Dragon Inn.  The most popular “adventurer’s tavern” in the city. It is also the haunt of many of the city’s thieves and 
  other “lowlifes”. It is said than an adventurer can hear more rumors here than they would hear in a lifetime. The owner, Ricard 
  Damaris, is a jovial man full of stories both short—and tall. 
        2. The Wizard’s Hat.  The half-elf proprietor, Dwaven May, has made her place the best in town to get a good feed of meat, potatoes, 
  beans, and gravy. Open for lunch and dinner. 
        3. Temple Of Pholtus.  A precisely symmetrical structure of gleaming white marble, this temple stands in the poorest district of the 
  River Quarter, aptly overseen by the elderly high priest, Arkady Benris. 
        4. Barge Inn. Most popular drinking hole for dwarves in Greyhawk City. The innkeeper is the very vocal (but highly entertaining) 
  Brack Snagtooth. He is amenable and willing to swap tales over an ale or two. 
        5. Temple Of Rao.  “An island of quiet in a sea of chaos”. This temple stands as a beacon of knowledge, learning, and “all that one 
  can become”. It is led by the very famous head priest, Jerome Kazinskaia, who also happens to be a member of the Ruling Oligarchy. 
        6. The Silver Garter. A notorious brothel, overseen by the “Lady Ogress”, Rhina. 
        7. Temple Of Trithereon.  A chaotic, but good-aligned, anti-authoritarian sect. It is led by the original “flower-child” herself, 
  Janziduur, who is well known for having a “thing” for adventurers. 
   
  H. The Artisans’ Quarter 
        1. The Low Market.  Also called the “Old Market”, or the “Petit Bazaar”. Every common item, including weapons and armor (from 
  the Equipment section of the Player’s Handbook) can be found in the Low Market at standard prices. It is also the haunt of thieves 
  and beggars, so browsers and buyers need to beware … 
        2. Performing Artist’s Guildhall. Home to all the great “artists” and bards of Greyhawk. It is overseen by Artemis Quist, a spindly 
  acrobat of great renown. 
   
  I. The Thieves’ Quarter 
        1. The Whitehorse Inn. A respectable Inn for families (and middle-merchants) looking for safe, but cheap, accommodation. Good 
  stables and a warm fireplace. Owner is a kind-hearted human male called Erthin Mansharn. He will allow adventurers to stay, but will 
  want guarantees that they will act honorably and not be boisterous at all … 
        2. The Brass Dragon Inn.  A large inn which directly inside the main gate of Greyhawk City. It is usually the first place people new 
  to town drop their gear and look for a place to rest. It is, however, not always the safest place to rest. The half-elf bartender, Rainy, is a 
  terrible sticky beak, and attempts to pry into the business of all who visit this Inn. 
        3. Chapel Of Olidammara.  Music, singing, dancing, and revelry is overseen by the ever-cheerful high priest, Alsi Sventis (human 
  female).  
        4. Shrine Of Beory.  Dedicated to the Oerth Mother of the Flan people. 
        5. Halfhock’s Pawnshop. Managed by the half-orc, Devin Halfhock, this shop sells weapons, armor, house wares, tools, and 
  clothing. 
        6. The Hanged Man Inn.  Overrun with the worst cutthroats and human fiends in the city. No one in his or her right mind would 
  stay here overnight. It is, however, a good place to start looking for the scum of the Oerth. The bartender, Artuurd Crapper, is a fast-
  talking scumbag with villainous ambitions. 
   
  J. The Slum Quarter 
        1. The Dragon Turtle Tavern.  The cheapest tavern in the city. Run by the gnome, Nolka Fischer. 
        2. Fedroot’s Daggerarium.  Fedroot is known as the finest weaponsmith in the city. More recently, he has ventured into selling 
  weapons, armor, and minor magical wondrous items (up to 10,000gp value). He particularly specializes in upgrading arms and armor, 
  including making weapons of special materials. 
   
   
  
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  APPENDIX 3: DM’S MAP OF THE LORDS’ TOMB 
   
   
   
  MAP KEY SUMMARY (Note: 1 square = 5 feet) 
   
  1. 
  This is the secret entrance into the Lords’ Tomb. The PCs come through here. 
  2. 
  This is where PCs will see Zebendrich should they surprise him. 
  2a.—2f.  These are the little crypts where Zebendrich sends the PCs if they fail their saving throws. 
  3. 
  This is the secret door that leads out of Zebendrich’s Crypt. 
  4. 
  Intersection. Most parties will get Boney to sniff out the secret door that uncovers the shortcut. 
  5. 
  Exit to the main entrance of the Lords’ Tomb. 
  6. 
  Iron Door leading into the area where the Lords’ Jewels are kept. 
  7. 
  The place where the pedestal belongs (upon which sits the Lords’ Jewels). 
  8. 
  This is the spyroom where Clannair Blackshadow hides. 
  9. 
  This is Lord Silverfox’s crypt. The PCs will find the pedestal in this room. 
  10. Steps going down to Level 2 of the Lords’ Tomb.  
   
   
  
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  PLAYER HANDOUT 1: A SIMPLE MAP OF GREYHAWK CITY 
   
  Greyhawk City : The Gem Of The Flanaess 
  Greyhawk City is heavily fortified. Most visitors enter through the Highway Gate, found on the southern wall of the 
  Thieves’ Quarter (Section I), then head straight for the Low Market (H1). The road winding through the centre of the 
  city is called The Processional. It traverses most quarters of the city, until it reaches the elevated plateau of the High 
  Quarter (Section B) and The Citadel (Section A).  
        Taverns & Inns: Whitehorse (Merchants, I1), Brass Dragon (Popular, I2), Hanged Man (Notorious, I6), Dragon 
  Turtle (Cheap, J1), Silver Garter (Brothel, G6), Barge Inn (Dwarves, G4), Green Dragon (Adventurers, G1), The Pit 
  (Wrestling/Combat, F2), Blue Dragon (Mercenaries, F1), Roc & Oliphant (Party-goers, E5), Savant (Scholars, E4), Black 
  Dragon (Gossip/Rumors, E2), Star Of Celene (Elves, D5), High Tower Tavern (Wizards, D4), Nymph And Satyr 
  (Aristocratic, D2), Wheel Of Gold (Gambling, B1). 
        Temples/Guilds: Beory (I4), Olidammara (I3), Trithereon (G7), Rao (G5), Pholtus (G3), Heironeous (D8), Zilchus 
  (D7), Pelor (D6), St. Cuthbert (D3), Bards’ Hall (H2), Wizards’ Guild (B4). 
        Shops: Fedroot's (Fine Weapons, Minor Magic, J2), Halfhock’s Pawnshop (General, I5), Jewelers (E3), Low Market 
  (General, H1), High Market (Fine General, D1). 
        Other: Great Library (E1), City Hall (B5), Lords’ Tomb (B2), Silverfox Manor (B3). 
   
   
   
   
   
   
   
   
  
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  PLAYER HANDOUT 2: CHRISTA’S MAP 
   
   
   
   
  
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