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. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
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  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 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at poc@bandit-kingdoms.net; 
  for Living Greyhawk campaign questions email rpgahq@wizards.com. 
  BDK6-01 
    
   
   
   
   
   
   
  That Which Slept 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Britt F. Frey 
   
  Contributors: Casey Brown, Theo Judd 
  Reviewed by: Chris Tulach 
  Playtesters: Jason Bates, Brian Chalmers, John Filipek, Stef Fiorentino, Jaime Flores, Tom Frederickson, Doug Gewin, 
  Derek Mayfield, Jeff Moore, Jeff Smith, Susan Threadgill. 
   
   
  302 years ago, a blood-red Luna appeared over the Flanaess. Since that time, evil cults have celebrated the Festival of the 
  Blood-Moon from the 10
  th to the 12
  th of Coldeven. It is at this ominous time that Gaiyle Markhalla has asked you for 
  help. This will turn out to be a Festival the Flanaess does not soon forget. A Bandit Kingdoms regional adventure for 
  APLs 6 to 12. 
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D 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 players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the chart; 
  then, take the highest CR animal (or animals), and add 2 
  (drop fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may only 
  bring four or fewer animals of this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  That Which Slept 
   
  Page 2 
  
  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. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay one Time Unit per round; all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a 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 
  Tens of thousands of years ago, the doomed city of 
  Dar’kesh Anam was sealed away using powerful magic. 
  This magic was fueled by the life force of an ancient 
  silver dragon that sacrificed herself for this cause, to save 
  the Flanaess from extraplanar invaders. This dragon, 
  Vorelornir, was twisted by the experimental magic. Her 
  ancient nature had made her nigh immortal, and the 
  attempt to siphon her soul had unexpected, terrible 
  consequences. She was transformed into a horrible 
  creature of evil and chaos, with many of the traits of a 
  shadow dragon. 
   
  The experience bound her to a terrible master who 
  dictated an existence devoted to destruction. Vorelornir 
  setup a lair in the mountains now known as the Bluff 
  Hills, terrorizing the area for thousands of years. 
  Eventually, a group of Ur-Flan priests, led by the aging 
  mage-priest, Dahlvier, were able to lure Vorelornir south, 
  away from her den. Near what is now called Steelbone 
  Meadows, they were able to bind her beneath the earth. 
  They placed her in a perpetual slumber, leaving powerful 
  wards and guardians to keep her that way. 
   
  The legend of That Which Sleeps was passed down 
  from the Ur-Flan and, over time, spawned cults of Nerull 
  in the Bandit Lands devoted to preventing her release. 
  Hearing that Iuz was trying to release That Which Sleeps, 
  the Nerullites tried to enlist the aid of heroes to stop Iuz 
  from such an apocalyptic end, knowing that even a 
  demigod could not control the slumbering monster. In 
  reality, Iuz was searching for Dar’kesh Anam and its 
  fabled army of dead warriors to add to his Abyssal 
  invasion force. However, informing heroes about 
  something is a good way to pass the word around, and the 
  resting place of That Which Sleeps also ended up in the 
  hands of insane cultists of entropy who believed 
  awakening the behemoth would usher in a new age of 
  chaos and grant them favor with their dark lord. 
   
  Their plans recently came to fruition when a group 
  of heroes unwittingly broke some of the wards binding 
  Vorelornir. The disturbance of Dar’kesh Anam provided 
  the final stroke, awakening That Which Slept. With the 
  wards broken, Vorelornir was able to break free and 
  return to reclaim her demesne in the Bluff Hills. 
   
  In nearby Groucester, High Lady Xavendra has 
  recently discovered a powerful artifact, the Shadowstaff. 
  Unbeknownst to Xavendra, this artifact was created by 
  Vorelornir centuries ago, using part of her own essence, 
  and the dragon wants it back. Due to a certain Gonagin’s 
  loose lips, word has spread about Xavendra’s possession 
  and Vorelornir is coming for it. 
   
  In preparation, Vorelornir has performed certain 
  foul rituals just before the Festival of the Blood-Moon. 
  That Which Slept 
   
  Page 3 
  
  These rituals have stacked the deck in the dragon’s favor 
  for the evening of the Blood-Moon. 
   
  Adventure Summary 
  The heroes are asked to meet Gaiyle Markhalla to help 
  with a mission against the Old One. They are asked to 
  infiltrate the Groucester prison and rescue or recover a 
  captured spy. Assuming the heroes agree, they are given a 
  magical talisman that will protect one of them from the 
  attacks of the vampire denizens of Groucester. 
   
  Entering Groucester on the morning of the 11
  th of 
  Coldeven or earlier, the heroes have time to stroll about 
  town before curfew forces them to return to the Inn. As 
  the sun sets and Luna begins to rise, they notice the 
  blood red color of the moon. 
   
  During the night, the city is attacked by Vorelornir 
  and some ogres she has forced to worship her. The 
  vampire, Viola, is sent to find adventurers in town and 
  order them to help defend the city. She enters the heroes’ 
  room and orders them to get dressed and help. As they 
  are talking, Vorelornir, seeing magical auras in the 
  building, rips the roof off the inn and breathes into the 
  room. This triggers the magical amulet Gaiyle provided 
  the party, canceling many of the negative levels the 
  heroes would otherwise receive. Seeing that none of the 
  inn patrons are in possession of the Shadowstaff, 
  Vorelornir leaves. The burst of positive energy has dazed 
  Viola, allowing the heroes to escape the inn and complete 
  their mission. 
   
  Infiltrating the prison, the heroes must fight 
  guardians in the first room. Once they bypass the 
  guardians, they can find the holding cell. The door to the 
  cell is locked and, at most APLs, trapped. When they 
  enter the room, the heroes discover a cruel joke by 
  Xavendra. Expecting rescuers, she has killed all the 
  prisoners and raised some of them as undead to attack the 
  good guys. 
   
  After defeating the undead prisoners and recovering 
  the corpses, the heroes can make their way out of town. 
  On their way out of town, the heroes see Vorelornir and 
  may notice a dark object grasped in her claws. However, 
  as they beat a retreat, they are beset by ‘children.’ After 
  defeating the ‘children,’ they can leave the city for good. 
  At dawn, they see the smoking husk of what used to be 
  Groucester, one of the twin-capitals of the Northern 
  Alliance. 
   
  Preparation for Play 
  The Blood-Moon has special consequences for the 
  heroes. The restoration spell (and similar effects which 
  could remove negative levels) will not function during 
  the Blood-Moon, as if they were cast in an area of anti-
  magic (the caster will become aware that this particular 
  type of magic is being suppressed after the first time they 
  try to cast the spell). Similarly, spells from the 
  Conjuration (healing) school, such as cure light wounds, 
  heal, or lesser restoration, require a Caster Level (CL) 
  check, DC 10 + spell level, to function properly. An 
  unsuccessful check causes the spell to fizzle with no 
  effect. Spell completion and spell trigger effects follow 
  this rule; use activated effects, such as from potions, do 
  not have to make a CL check. The ELs of the encounters 
  have been increased to account for this effect. After 
  casting one of these impeded spells, the caster may 
  attempt a DC 30 Knowledge (arcana) check to identify 
  the effects. If the caster explains what happened to 
  another character, the second character may attempt a 
  DC 35 Knowledge (arcana) check to identify the effects. 
  Each character may attempt this roll only once. 
   
  Spells from the Necromancy school, such as inflict 
  light wounds, energy drain, or false life, are automatically 
  empowered, as per the feat Empower Spell (the caster 
  will become aware that Necromancy magic is being 
  empowered after the first time that they cast a spell from 
  that school). 
   
  Because this is a combat-heavy and action-oriented 
  adventure, you will need to keep tight control of the table 
  during the combats to ensure that you have enough time 
  to complete the adventure.  
   
  Regional Warning 
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted n other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final
  price. Be warned, l fe is short for those who openly 
  defy Old Wicked. 
  i
   
  i
   
  Introduction 
  It is early in the month of Coldeven, and the Dirty 
  Dog Tavern in Rookroost is a good place to swap tales 
  and relax after your recent adventures. While the 
  weather outside is still cold, the hearth and 
  companionship in the Tavern are warm, and Braegar’s 
  ale and wine stocks are as varied as ever. 
  Entertainment is provided by a friendly wrestling 
  match, pitting Gummy, the half-orc bouncer, against 
  a young dwarf mercenary. Gummy seems to prefer 
  That Which Slept 
   
  Page 4 
  
  head butting to tradit onal holds and bars, whi e the 
  dwarf is throwing wild hay makers left and right. The 
  fight is soon over, as Gummy pummels the dwarf into 
  unconsciousness. Surprisingly, the dwarf’s friends 
  cheer good-naturedly for Gummy as they revive their 
  friend, and one of them shouts out that he s buying a 
  round of drinks for the house. 
  i
  l
  i
   
  The heroes should take this opportunity to introduce 
  themselves to each other. Ask each player if their 
  character belongs to any BK meta-orgs and, if so, which 
  one(s). Have them write this information on slips of 
  paper to maintain in-character secrecy.  
   
  Also, find out if anyone is Wanted by the Church of 
  Iuz, and what their Disguise check is (they may NOT 
  take 20 on this). While a hero’s Wanted! score might not 
  come into play during this event, it is best to make our 
  player base as paranoid as possible. If anyone has a 
  Wanted! score of Malcontent or higher, be sure to make 
  an ominous “hmmmmm” noise, and roll a few d20s 
  behind a screen. Cackle evilly for effect.  
   
  Ask the players if their PCs played BDKI5-07 Dawn’s 
  End (BKCQ ’05 Interactive), BDK3-01 Pawn, BDK1-01 
  The Package, BDK1-03 The Fortress, or BDK1-06 Elven 
  Connection. If they did, and did not earn the Enmity of 
  Gaiyle Markhalla, then a young boy (recognized as a 
  runner in the Rookroost Thieves Guild by any PCs who 
  are members of that meta-organization) runs into the 
  tavern and delivers to them a letter before Gummy tosses 
  him (gently) back out into the street. If no one in the 
  party has played any of the above events, the lad will give 
  the handout to the PC with the highest Wanted score. 
   
  The lad knows nothing about the letter or the person 
  who paid to have it delivered, nor is he interested in 
  talking with the PCs as he has more work to do. If the PC 
  is disguised, the lad is not fooled (having been given a 
  description of the PC’s current appearance). 
   
  Upon opening the letter, the PCs find that it seems 
  to make no sense. It speaks of an elderly woman living 
  near Verbobonc City that needs the help of a gardener 
  that can eliminate bugs on Pale Moon Apples. A DC 20 
  Decipher Script or Sense Motive check will give the 
  heroes the true meaning of the letter. If the heroes do not 
  make either of these checks, they will have to hire 
  someone to decipher it or they are out of luck. A 
  prominent thieves’ guild like the one in Rookroost will 
  be able to decipher the note, no questions asked, if a PC 
  spends a favor or influence point with them. Otherwise 
  the heroes must pay 200 gp to have the letter deciphered 
  and keep the thieves from blabbing. Of course, the 
  players may be smart enough to decipher it for 
  themselves without contacting any thieves. Good for 
  them. The true meaning is: 
   
  “Enemies of the Pale Lady should meet me in 
  Hommel on the 5
  th of Coldeven. Bring friends. 
  Gaiyle” 
   
  Knowledge (local – Iuz’s Border States) regarding Gaiyle: 
  DC 5 
  “Gaiyle” is typically a woman’s name. 
  DC 10 
  A woman named Gaiyle Markhalla was publicly 
  executed three years ago here in Rookroost by 
  the forces of Iuz.  
  DC 15 Gaiyle Markhalla was a “fixer”, who often hired 
  adventurers for jobs that opposed the Old One’s 
  minions.  
  DC 20 
  Rumor has it that she had something to do with 
  that mess in the northern Fellreev late last year, 
  so she must have been brought back to life 
  somehow. 
  DC 25 
  Gaiyle’s desiccated remains were on display at 
  Lord Mortoth’s palace during the Grand Ball of 
  594CY. Rumor has it that an adventurer actually 
  managed to sneak by the guards and swallowed 
  one of her finger bones! 
  DC 30 
  The bone was delivered to Guardian General 
  Hok, who arranged to have her resurrected. The 
  General hates owing people favors, especially 
  dead people. 
   
  If the heroes decide to meet with Gaiyle, read the 
  following box text: 
   
  Hommel is a small village on the road between the 
  two capitals of the Northern Alliance, Rookroost and 
  Groucester. Soon after entering the only tavern of 
  Hommel, you are approached by a short woman, the 
  hood of her cloak thrown back to reveal a beautiful 
  face, long brown hair, and piercing, brown eyes. 
   
  “You must be the bodyguards I requested. If 
  you’ll come with me to my room, we can discuss the 
  journey.” 
   
  Gaiyle is using the Bluff skill to innuendo to the PCs that 
  she would like to speak about their mission in the privacy 
  of her room. If and when the heroes follow Gaiyle to her 
  room, she will explain their mission. She has the 
  following pieces of information to share: 
  • 
  A spy with critical information about Xavendra’s 
  plans was recently captured and accused of treason. 
  She would like the spy rescued. While the heroes are 
  there, she would like them to also try to rescue three 
  elves and four Reyhu humans from the Fellreev that 
  were captured in an attack on Groucester late 595CY. 
  • 
  The spy is a good-looking male Oeridian in his early 
  20s. He has an average complexion, light brown hair, 
  and brown eyes. His name is Monen Shadik. 
  That Which Slept 
   
  Page 5 
  
  • 
  Groucester is 90 miles north of Hommel. The 
  journey should take three to four days. 
  • 
  Because of the ongoing conflict between Xavendra 
  and the Fellreev factions, elves are not allowed into 
  Groucester. She recommends that elven PCs 
  disguise themselves as half-elves before approaching 
  the city. 
  • 
  The information the spy has is related to Xavendra’s 
  plans to solidify her power base and have something 
  to do with Dimre and Stoink. 
  • 
  If the spy and/or the other prisoners are already 
  dead, she would like the heroes to recover the 
  corpses for raise dead or speak with dead. 
  • 
  In case the prisoners are dead and the bodies need to 
  be carried, she also provides the party with a portable 
  hole. She expects the party to return this item at the 
  conclusion of the mission. 
  • 
  Gaiyle’s organization has cast many divinations that 
  point towards an opportunity on the 11
  th of 
  Coldeven. The clearest result was: “When pregnant 
  Luna bathes the streets in blood, the gates in the 
  North will be opened.” She believes this to be a 
  reference to the Festival of the Blood-Moon. 
   
   
   
  • 
  Gaiyle’s organization has been able to acquire one 
  magical talisman that will protect against the effects 
  of the vampire denizens of Groucester. One hero, of 
  the party’s choosing, will be able to wear this amulet. 
  Note: The amulet does take up the amulet slot. 
  • 
  The amulet stores positive energy that is released 
  whenever the wearer would normally be given a 
  negative level. This burst of positive energy cancels 
  the negative energy that would give the wearer a 
  negative level. 
  • 
  The will not work indefinitely. It will only block a 
  certain number of negative levels before it crumbles 
  into dust. The total number is unknown, but Gaiyle 
  thinks it should be plenty to get them through the 
  mission. This is a powerful item and she would like 
  it back when the mission is over, if it remains. 
  • 
  Gaiyle recommends the heroes make haste to 
  Groucester, take lodgings in an Inn, and wait for the 
  opportunity 
  the 
  divination 
  foretells. 
  She 
  recommends that they enter the town during the 
  day; to do so at night would attract Xavendra’s 
  vampire guards. 
  • 
  Gaiyle will arrange for someone named Tomas to 
  wait for the heroes on the road, two hours south of 
  Groucester. The contact will wait for three hours 
  each dawn for one week, starting on 12
   Coldeven. 
  • 
  If contact is not made within the week, Gaiyle will 
  attempt to find the heroes. 
  • 
  If asked how she was returned to life, all she will say 
  is, “Hok does not like owing people favors, 
  especially those who are dead.” 
   
  A Knowledge (history), (religion), or (local – Iuz’s Border 
  States) check will reveal the following information about 
  the Festival of the Blood-Moon: 
  DC 10 
  Sacred to worshippers of Nerull and most lawful 
  evil cults as well, this grim festival technically 
  begins on the 10th and ends on the evening of 
  the 12th.  
  DC 15 
  It commemorates the blood-red Luna which 
  appeared all over the Flanaess on 11 Coldeven, 
  294CY.  
  DC 20 
  Elaborate ceremonies are held in fell and 
  shadowy places, many of which are grisly and 
  unpleasant in the extreme. This festival is now 
  honored in Iuz' lands as well since the Wars, in 
  mocking celebration of the surprise attacks 
  which decimated the Hierarchs of Molag in 
  583CY. 
   
  Gaiyle Markhalla: Female human Rog2/Wiz8/Spy1. 
   
  Development: When the heroes have finished speaking 
  with Gaiyle, they are free to proceed to Groucester. The 
  PCs might wish to try their own divinations. All 
  divinations cast regarding Groucester, Xavendra, the spy, 
  festival, or captured elves and humans, etc., are the same 
  as the divination shared by Gaiyle. Proceed to Encounter 
  One. 
   
  Encounter One: Groucester 
  Read or paraphrase the following if the heroes approach 
  during the day (as they will do if they are smart): 
   
  Your journey to Groucester was a quiet one. The 
  weather is still too cold for bandits and orcs, but the 
  season is late enough that the roads are mostly clear 
  of snow. The peasants near the city seem pleased with 
  the High Lady’s rule, stating that she even provided 
  them with grain for the winter. 
  Your group makes its way into the city with little 
  fanfare. The pair of human guards at the gate just 
  smile as you enter; nary a bribe nor special 
  consideration is asked. Plenty of Wanted! posters are 
  tacked to the walls near the gate. 
   
  There are Wanted! posters for each PC that is a Dissenter 
  or higher. The guards get a Spot check to recognize 
  Wanted PCs (Spot +0, see the PC’s Wanted AR for 
  bonuses based on the PC’s Wanted status). Due to the 
  recent attack, elves are not allowed in the city unless they 
  That Which Slept 
   
  Page 6 
  
  are Bandits of the Greenkeep or are Citizens of the 
  Northern Alliance. 
   
  At this point, the heroes can wander about the town. 
  If they seem to be looking for a hook, remind them that 
  their window of opportunity is supposed to be on the 
  11th (and if they understood the divination correctly, it 
  will be at night as well), and in the meantime they might 
  as well enjoy themselves. There are a number of sites to 
  visit (see Judge Aid Two) and the heroes can find a few 
  unusual items for sale at the Temple of Iuz. They may also 
  Gather Information while exploring Groucester. Consult 
  Judge Aid Three for Gather Information details. 
   
  If the PCs opt to stay at an inn, there is only one 
  large room available due to an influx of Iuzians into the 
  town in anticipation of the Festival of the Blood-Moon. If 
  a PC owns certed property in Groucester, they may stay 
  there instead. Either way, Viola and the dragon both find 
  the PCs no matter where they are staying in Groucester. 
  This will, of course, cause a large amount of damage to 
  the property; have the player contact the Triad if 
  Vorelornir destroys their home. If the PCs are staying in 
  an extra-dimensional pocket via a spell or item, Viola 
  casts greater dispel magic, ending the spell and attracting 
  the dragon. 
   
  As the PCs roleplay around the city, play up the fact 
  that many people here are content. Although Xavendra is 
  a follower of Iuz, she has put up a consistently good front, 
  and throughout the winter she has endeared the people 
  to her by keeping the region in peace and establishing 
  order for longer than most with human-length life-spans 
  can remember. 
   
  Development: When the heroes decide to retire on the 
  evening of the 11
  th of Coldeven, proceed to Encounter 
  Two. 
   
  Encounter Two: How Many?! 
  Before continuing, ask the PCs if they are going to cast 
  any buff spells, and, if so, at what time. This adventure 
  expects for PCs to cast hour/level buff spells on the 
  evening of the 11th, but do not allow the PCs to cast 
  minute/level or shorter buff spells before they hear the 
  attack. If they attempt to do so, they are meta-gaming and 
  you should move the encounter back a few minutes 
  accordingly. 
   
  Around 10pm on the 11
  th of Coldeven, the city is 
  attacked by Vorelornir and her ogres. Give the PCs a DC 
  10 Listen Check. If they succeed, advise the PCs that 
  succeed that they hear shouting as the Iuzians prepare for 
  the attack at the city’s northern gate and walls. If the PCs 
  look out the window, they can see soldiers running north 
  through the streets, and they will hear them shouting 
  about an “army of ogres attacking”. Ask the PCs what they 
  would like to do, and allow them to cast spells as desired. 
   
  Three rounds after the start of the attack, Viola 
  shows up at the Inn to commandeer the adventurers into 
  the local militia. She uses gaseous form to slide into the 
  room under the door. If any heroes are on watch, they see 
  a strange mist coalescing in front of the door.  
   
  Do not tell the characters to roll initiative; Viola does 
  not want to fight right now. If the heroes say they want 
  to attack, ask them if they are sure. Point out that she is 
  not attempting to attack them. If they absolutely insist, 
  go ahead and roll initiative, skip the dialogue below, and 
  move onto Vorelornir’s appearance in the first round of 
  combat. 
   
   
  A being of cold, pale flesh materializes from the mist 
  with her hands up in non-confrontational position 
  despite the iron holy symbol of Iuz hanging around 
  her neck. She is a beautiful black-haired woman with 
  pouting lips, mesmerizing green eyes, and a stern 
  countenance.  
  “Adventurers,” she addresses you, “ogres from the 
  Bluff Hills have descended upon the city. By the 
  authority of the High Lady I order you to stand with 
  the militia and aid in Groucester’s defense.” 
   
  PCs that played BDK4-05 Torrock’s Legacy, or make a DC 
  20 Knowledge (local – Iuz’s Border States) check will 
  recognize her as Viola, one of Xavendra’s more powerful 
  minions.  
   
  Viola is willing to discuss very little. If pressed, she 
  makes it clear, as diplomatically as possible, that if the 
  adventurers do not help defend the city, she will kill 
  them. She clearly expects any Citizens of the Northern 
  Alliance to heed her orders without question or delay. 
   
  Since she’s not in the mood to talk, the best the 
  heroes can do with Diplomacy is a fast check, which gives 
  them a -10 penalty. Although she is not looking for a 
  fight, she begins the encounter effectively Hostile. If a 
  character lets it be known that he is a citizen of the 
  Northern Alliance, her attitude will improve to 
  Indifferent for that particular character. If made friendly 
  or better, she will reveal the following pieces of 
  information: 
  • 
  The city is under attack by giant-kin and a colossal, 
  flying, black thing. 
  • 
  High Lady Xavendra will, most likely, reward the 
  heroes for helping. 
  • 
  She wants the heroes to go out into the streets and 
  kill anything that’s bigger than a humanoid. 
  • 
  If asked for some form of identification, she will 
  agree to scribe a note granting the heroes deputy 
  That Which Slept 
   
  Page 7 
  
  status for two days. As she is retrieving parchment, 
  have Vorelornir make her appearance. 
   
  At a suitably dramatic point or when the heroes begin to 
  attack Viola, read or paraphrase the following: 
   
  Suddenly, the entire building begins to creak and 
  moan and you hear the fluttering of massive wings as 
  an enormous talon smashes through the ceiling and 
  grips the inside. The roo  is then rent from the inn, 
  and you stagger to keep your footing. Splinters fly 
  through the air as the roof is tossed into the street 
  allowing you a grand view of the talon’s owner, and t
  does not ook friendly. The ful  moon now bathes the 
  room in a red glow, which is disturbing, since a 
  colossal dragon as dark as a moonlight shadow now 
  completely covers the ho e in the ceiling. 
   
  f
  i  
  l
  l
  l
   
  This is Vorelornir, attracted by the magic auras it saw in 
  the room from above. If they ask, PCs can recognize that 
  her physical characteristics are those of a colossal+ silver 
  dragon with a DC 20 Knowledge (arcana) check. To make 
  her appearance even more terrifying, she is somewhat 
  transparent and red Luna can be seen through her, 
  bathing the room in a red glow. 
   
  This is a plot device; hence, use whatever you need, 
  within the rules, to make it work. As soon as the roof is 
  removed, everyone in the inn immediately must make a 
  DC 54 Will save or be dazed while in the presence of 
  Vorelornir. This is a mind-affecting effect, but not a fear 
  effect (heroes’ feast will not protect against it), so Viola is 
  immune.  
   
  Since Vorelornir knew of the heroes’ presence inside 
  the inn, but the heroes did not know of Vorelornir, she 
  gets a surprise round. 
   
  During the surprise round, assume Vorelornir has an 
  initiative check of 37. This should place her before 
  anyone that happened to make their Will save and played 
  a Feign Surprise card. 
   
  Using her greater arcane sight, Vorelornir will 
  immediately identify any active magical effects in the 
  room. If she sees any such auras, Vorelornir will use 
  dispelling breath to remove any protection against 
  negative levels the PCs may have (such as death ward but 
  not the amulet from Gaiyle), giving her breath weapon a 
  targeted greater dispel magic (+15) against each hero and 
  their ensorcelled possessions (for instance, a +3 
  longsword is unaffected, but a sword with greater magic 
  weapon on it is affected). The heroes are then subjected 
  to her normal breath effect of 10 negative levels, DC 54 
  Reflex save for half. 
   
  Vorelornir’s breath weapon is a cone that catches 
  everyone in the room, including Viola (possibly 
  dispelling her buffs, but then granting her 5 temporary 
  hit points per negative level).  
   
  No one should be able to make this save without 
  rolling a natural 20. If someone does roll a natural 20, 
  Istus has smiled on the heroes, and they should have an 
  easier time with the adventure. 
   
  Those that fail the save against Vorelornir’s normal 
  breath weapon gain 10 negative levels and most, if not all, 
  of their buffs will have been dispelled. Give the players a 
  chance to remember the amulet themselves, but don’t let 
  them sweat long if they don’t remember; remind them if 
  they forget. Since the positive energy is released in a 
  flash, it protects all of the heroes from that one attack 
  when it flashes, an unexpected benefit. 
   
  The number of levels protected by the amulet is 
  dependant on APL. The list below shows the negative 
  levels NOT prevented by the amulet. Roll separately for 
  each PC. 
   
  APL 6: 1d2+1 
   
  APL 8: 1d4+1 
   
  APL 10: 1d2+3 
   
  APL 12: 1d4+3 
   
  For each negative level a character receives, they suffer 
  the following penalties (PHB pg. 310): 
  • 
  -1 penalty on all attack rolls, saving throws, skill 
  checks, and ability checks (including Initiative). 
  • 
  - 5 hit point penalty. These can not be cured until the 
  negative level is removed; this lowers the maximum 
  hit point total of the character. 
  • 
  -1 penalty to effective level (for level-based effects). 
  • 
  Lose one spell or spell slot from the highest level 
  spell level castable. 
   
  After breathing on the heroes and satisfying herself that 
  none of them has the Shadowstaff, Vorelornir flies off to 
  continue her oh-so subtle search. Once she flies off, the 
  PCs become un-dazed. 
   
  The sudden flash of positive energy effectively dazes 
  Viola for 5 rounds, or until she is attacked. The heroes are 
  free to escape from her, albeit in their debilitated state. 
  Some might even think to try to grab items off her. Do 
  not encourage this, but it is allowed and it will not end 
  her dazed state. Grabbing her and trying to put her in the 
  portable hole is an incredibly bad idea, as she will become 
  undazed and will attempt to kill the offender. 
   
  The PCs may now attempt to complete their mission, 
  since this is probably the prophesied opportunity. 
   
  Viola: Female vampire, see Appendix One. 
  Vorelornir: Female dragon. 
   
  That Which Slept 
   
  Page 8 
  
  Treasure: The heroes may think to grab a bit of Viola’s 
  equipment on their way out (do not hint at this; let them 
  decide to take the risk!). If so, they only have time to grab 
  items that are visible and easily removed such as a potion, 
  weapon, or pouch-belt; they are fools if they stay any 
  longer. Be sure to keep track of exactly what the PCs grab 
  (see the AR). Remember, she is only dazed for 5 rounds. 
   
  All APLs: L: 44 gp; C: 0 gp; M: 3,770 gp – dusty rose 
  prism ioun stone (417 gp), circlet of persuasion (375 gp), 
  periapt of wisdom +2 (333 gp), gauntlets of ogre power 
  (333 gp), cloak of charisma +2 and turn resistance +4 
  (1,417 gp), ring of counterspells (333 gp), ring of 
  protection +1 (167 gp), pearl of power (2
  nd) (333 gp), 
  potion of haste (62 gp). 
   
  Development: If they insist on attacking Viola, 1d4+1 
  bat swarms (previously summoned via her children of the 
  night ability) fly into the room via the gaping hole in the 
  roof to defend her. The swarms do not pursue the PCs 
  unless one of them was foolish enough to grab Viola. 
  Proceed to Encounter Three (Optional) or Encounter 
  Four. 
   
  (Optional) Encounter Three: 
  Here There be Ogres 
  This is an optional encounter. You must verify that all the 
  players wish to participate. Assuming all players agree, 
  this encounter costs them 1 TU each, 2 TUs if their PC is 
  not a Bandit Kingdoms resident. If they do not wish to 
  partake in this optional Encounter, proceed to Encounter 
  Four. 
   
  The ogres are attacking the city’s northern wall and 
  have penetrated deep into the city. Ogres and Iuzians are 
  battling hand-to-hand in the city’s streets. The encounter 
  start distance for both waves is 60 ft., due to smoke and 
  lack of adequate illumination. 
   
  As you step out of the prison onto the streets of 
  Groucester, you notice that the sounds of combat 
  have become somewhat louder. You then realize that 
  the sounds are not just closer, they are right around 
  the corner! Suddenly, a large giant looms around a 
  corner, and you hear an Iuzian priest scream at you, 
  “Kill it!” just before he is cut down by another ogre. 
   
  Wave 1 
  APL 6 (EL 7) 
  Ogres (3): hp 29 each; see Monster Manual page 198. 
   
  APL 8 (EL 9) 
  Trolls (3): hp 29 each; see Monster Manual page 247. 
   
  APL 10 (EL 11) 
  Ogre Bbn4 (2): hp 79 each; see Monster Manual page 
  198. 
  Ogre Mage: hp 37; see Monster Manual page 200. 
   
  APL 12 (EL 13) 
  Ogre Bbn4 (3): hp 79 each; see Monster Manual page 
  198. 
  Ogre Mages (2): hp 37 each; see Monster Manual page 
  200. 
   
  Development: One minute after Wave 1 is defeated, 
  another wave arrives, eager for battle. The PCs may 
  choose to retreat before they arrive, but the optional 
  encounter still costs them 1 TU. 
   
  Wave 2 
  APL 6 (EL 8) 
  Trolls (2): hp 63 each; see Monster Manual page 247. 
   
  APL 8 (EL 10) 
  Ogre Mage: hp 37; see Monster Manual page 200. 
  Troll: hp 63; see Monster Manual page 247. 
   
  APL 10 (EL 12) 
  Ogre Bbn4 (3): hp 79 each; see Monster Manual page 
  198. 
  Trolls (2): hp 63 each; see Monster Manual page 247. 
   
  APL 12 (EL 14) 
  Trolls (4): hp 63 each; see Monster Manual page 247. 
  Troll Hunter: hp 130; see Monster Manual page 247. 
   
  Tactics: Kill them all! The ogres are far more scared of 
  the dragon than they are of the PCs. The ogre barbarians 
  will rage and charge the closest opponent. The ogre magi 
  are flying invisibly 10 ft. above the ground. They will 
  open up with their cone of cold spell-like ability. 
   
  Treasure: Searching the bodies, the heroes will find the 
  spiral of dark insanity on a dead ogre mage. A DC 20 
  Knowledge (religion) check will determine that this is 
  probably a symbol of Tharizdun. The giants in the second 
  wave have been looting the dead. As such, they have the 
  following treasure on them.  
   
  APL 6: L: 42 gp – mithral dagger (42 gp); C: 0 gp; M: 
  208 gp – scarab, golembane (208 gp). 
   
  APLs 8-10: L: 254 gp – adamantine greatsword (254 
  gp); C: 0 gp; M: 416 gp – bag of holding, type I (208 gp); 
  ring of sustenance (208 gp). 
  That Which Slept 
   
  Page 9 
  
   
  APL 12: L: 0 gp; C: 0 gp; M: 2,389 gp – +1 large 
  battleaxe (193 gp), +1 large chain shirt (113 gp), rod of 
  withering (2,083 gp). 
   
  Development: If they wish to rescue the prisoners, 
  proceed to Encounter Four. If they wish to flee the city, 
  proceed to Encounter Six. 
   
  Encounter Four: Infiltration 
  Though it has required some clever maneuvering, the 
  chaos resulting from the attack has allowed you to 
  make your way to the Groucester prison without 
  further molestation. The doors to the building have 
  been thrown open and left that way. 
   
   
   
   
  The entry to the building has been remodeled 
  recently to reflect the new Alliance and Xavendra’s 
  fancy tastes. Giant stained glass windows have been 
  installed with alternating portrayals of a grinning 
  skull and the crest of the Northern Alliance. The red 
  moonlight shining through these windows creates an 
  unsettling atmosphere. The walls are lined with 
  empty suits of armor bearing longswords and shields, 
  with each shield having a grinning skull painted on 
  it. 
   
  See Judge Aid Four for a map of the prison. 
   
  Creatures: The guardians of the prison will attack when 
  someone not in the livery of Xavendra reaches the 
  middle of the room, when someone attempts to open the 
  large door while not wearing the livery of Xavendra, or 
  when they themselves are attacked.  
   
  The stained glass golems are all hiding inside their 
  window frames. Since they took 10 on their Hide checks, 
  it takes a DC 48 Spot check to notice them. If the PCs fail 
  the Spot check, the stained glass golems get a surprise 
  round. 
   
  APL 6 (EL 8) 
  Stained Glass Golems (2): hp 86 each; see Appendix 
  One. 
   
  APL 8 (EL 9) 
  Stained Glass Golems (3): hp 86 each; see Appendix 
  One. 
   
  APL 10 (EL 9) 
  Stained Glass Golems (4): hp 86 each; see Appendix 
  One.  
   
  APL 12 (EL 10) 
  Stained Glass Golems (6): hp 86 each; see Appendix 
  One.  
   
  Tactics: Once activated, the golems attack those closest 
  to them, “locking onto” a target until destroyed, the target 
  is prone on the floor and not moving, or the target leaves 
  the building while more targets remain within. If all of 
  the PCs exit the building, the golems will pursue them 
  for 5 rounds.  
   
  Treasure: None 
   
  Development: Once the heroes defeat the guardians, 
  they are free to proceed to the holding cell area. Proceed 
  to Encounter Five. 
   
  Encounter Five: Rescue 
  Just inside the holding area is a journal that records the 
  crimes of the prisoners in the various cells. According to 
  the log, all the prisoners accused of treason have been 
  placed in a large cell at the end of the hall. The door to 
  that cell has no windows and is locked. 
   
   
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Open Lock DC 25; Break DC 25. 
   
  Lock: hardness 15; hp 30. 
   
  Hinge: hardness 10; hp 30. 
   
  Masonry Wall: 1 ft. thick; hardness 8; hp 90; Break 
  DC 35. 
  Traps: The door to the cell is trapped. 
   
  APLs 6-8 (EL 3) 
  Camouflaged Pit Trap: CR 3; mechanical, location 
  trigger; manual reset; DC 22 Reflex save avoids; 30 ft. 
  deep (3d6, fall); multiple targets (all targets within a 10-
  ft.-by-10-ft. area directly in front of the door); Search 
  DC 22; Disable Device DC 22. 
   
  APLs 10-12 (EL 9) 
  Wide-Mouth Pit Trap: CR 9; mechanical; location 
  trigger; manual reset; DC 29 Reflex save avoids; 100 ft. 
  deep (10d6, fall); multiple targets (all targets within a 
  10-ft.-by-10-ft. area directly in front of the door); Search 
  DC 29; Disable Device DC 29. 
   
  Trap bypass switch: Located along the left hand wall, 
  immediately after the double doors from the entry 
  chamber, is a hidden bypass switch (DC 25 Search). 
  Should the PCs locate this switch and flip it, the trap on 
  the cell door will be disarmed. 
   
  Treasure: At the bottom of the trap rests the skeleton of 
  an unfortunate would-be rescuer from days gone by. 
  Embedded in the dirt below the skeleton are a pair of 
  That Which Slept 
   
  Page 10 
  
  goggles of minute seeing and a lens of detection, both of 
  which the Iuzians missed when they looted the body. A 
  successful DC 15 Search or Spot check or a detect magic, 
  will bring the items to the PCs’ attention. 
   
  All APLs: L: 0 gp; C: 0 gp; M: 396 gp – goggles of 
  minute seeing (104 gp), lens of detection (292 gp). 
   
  When the heroes have opened the cell door, they can see 
  inside the cell. Eleven people (mostly humans, with a few 
  elves) can be seen in the room, apparently unconscious 
  (they are all dead). 
   
  Creatures: Xavendra expected the ‘good guys’ to send 
  people to rescue these prisoners. As such, she killed them 
  all and created undead out of some of them. To prevent 
  telltale stench or decay, she cast gentle repose on each of 
  the corpses. The undead have been ordered to wait here 
  and attack anyone that enters the room. They will attack 
  five rounds after the first person enters the room or 
  whenever someone touches a corpse. 
   
  APL 6 (EL 6) 
  Shadows (2): hp 19 each; see Monster Manual page 
  221. 
   
  APL 8 (EL 9) 
  Wraiths (3): hp 32 each; see Monster Manual page 258. 
   
  APL 10 (EL 9) 
  Wraiths (4): hp 32 each; see Monster Manual page 258. 
   
  APL 12 (EL 11) 
  Wraiths (2): hp 32 each; see Monster Manual page 258. 
  Greater Shadows (2): hp 58 each; see Monster Manual 
  page 221. 
   
  Tactics: The undead will start in the floor, keeping track 
  of where adjacent creatures are as they enter and move 
  about the cell. When the incorporeal undead rise to 
  attack (a 5 ft. step), they gain a surprise round unless the 
  party was somehow aware of their presence.  
   
  The 
  incorporeal 
  undead 
  focus 
  on 
  different 
  opponents, unless any of the PCs is displaying a holy 
  symbol of a deity who sponsors Radiant Servants (Pelor, 
  Pholtus, Lydia, etc.), attempts to turn undead, or is 
  wielding a ghost touch weapon, in which case they will 
  focus their attacks on that PC. 
   
  Development: When the heroes have destroyed the 
  undead, they may place the corpses in the portable hole 
  and then make their way out of Groucester. At this point, 
  the PCs may wish to magically leave the city. The prison 
  is too far away from the city’s walls for them to 
  dimension door out of the city. Other options may be 
  available to the PCs, so adjudicate to the best of your 
  ability. Proceed to Encounter Six. 
   
   
  Encounter Six: Extraction 
  An occasional scream can be heard in the distance, 
  but there are no disturbances near you. It appears as if 
  the way to the southern gate is clear, although it is 
  still quite a ways distant. 
   
   
   
  i
   
  As you make your way through the ruined city, a 
  sudden crashing sound emanates from the direction 
  of Xavendra’s mansion. Hovering in the air above the 
  mansion is the dragon you saw earlier. It is a truly 
  ominous sight before you, standing in a ruined city, 
  the sky blood-red, and a shadowy dragon hovering in 
  the air above it all. 
  A DC 20 Spot check will notice a long, black object in 
  one of the dragon’s claws. A DC 25 Spot check will notice 
  that the item appears to be a black quarterstaff wreathed 
  in shadowy tendrils. 
  The dragon takes one claw and draws a line down its 
  chest, then reaches up with another claw, apparently 
  placing something inside its own chest. There is a 
  flash of what you could only term shadowy l ght and 
  the dragon lets out a deafening roar before flying 
  straight up into the clouds. 
  The heroes now may continue their journey out of town. 
  One minute after leaving the prison, they encounter 
  ‘children’ in the streets. The children appear to be crying 
  over the bodies of their dead parents, roughly sixty feet 
  away from an intersection that the PCs are moving 
  through. The ‘children’ are actually adolescent vampire 
  spawn feeding on now corpses. 
   
  Make the creatures look as innocent as possible! As 
  the heroes get closer, the monsters turn around and see 
  the heroes just as the dragon flies overhead and breathes. 
  This time, the breath weapon misses the PCs. The 
  children scream and are hidden by the black breath. 
  When the breath clears, however, the children are still 
  standing there, looking at them and smiling, now with 50 
  temporary hit points.  
   
  APL 6 (EL 7) 
  Vampire Spawn: hp 79; see Monster Manual page 
  253. 
   
  APL 8 (EL 9) 
  Vampire Spawn (3): hp 79 each; see Monster 
  Manual page 253. 
  That Which Slept 
   
  Page 11 
  
   
  APL 10 (EL 9) 
  Vampire Spawn (4): hp 79 each; see Monster 
  Manual page 253. 
   
  APL 12 (EL 12) 
  Vampire Spawn (8): hp 79 each; see Monster 
  Manual page 253. 
   
  Treasure: The ‘children’ have been looting since the 
  attack began and have many small valuables on them. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 304 gp – hand of the mage 
  (75 gp), ring of swimming (208 gp), silversheen (21 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,167 gp – immovable rod 
  (417 gp), pearl of power (3rd) (750 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2,399 gp – figurine of 
  wondrous power, silver raven (316 gp), ring of x-ray 
  vision (2,083 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 3,583 gp – bracers of 
  armor +5 (2,083 gp), ring of minor spell storing (1,500 
  gp). 
   
   
  Development: The PCs are free now to leave Groucester 
  by the southern gate.  
   
  Conclusion 
  If the heroes spend the rest of the night just outside of 
  town, read the following description of the city at dawn. 
  If they travel south at night, skip to the following. 
   
  f
   
   
  it
  .
  i
   
   
  As the sun rises, you can see that there is not much 
  left of Groucester. The walls have been demolished, 
  most o  the buildings lie in ruins, and no motion can 
  be seen. It will take a long time for the city to recover, 
  if 
   does at all  You do not even know if Xavendra 
  survived the n ght. 
   
  PCs who own certed property in Groucester will be 
  relieved to know that it survived the night, but has been 
  commandeered by the Iuzians for the time being. 
   
  The heroes can find their contact on the road south 
  of Groucester each morning at dawn and for three hours 
  after dawn. The meeting location is two hours south of 
  Groucester, so the heroes can leave the area around the 
  city at dawn and still meet their contact that day. 
   
  If the heroes meet their contact, they will find that 
  he brought two 7
  th level clerics that can restore any 
  negative levels the heroes might have before they have to 
  make any saving throws to recover them (Restoration 
  spells begin functioning again at dawn on the 12
  th). The 
  contact will pay the cost for the material component for 
  up to six restoration spells. The clerics will cast as many 
  restoration spells as are needed, but will not supply the 
  material component for more than six castings. 
   
  If the heroes do not meet their contact on the 12
  th of 
  Coldeven, they must either restore the levels themselves 
  or make DC 54 Fortitude saves for each negative level to 
  prevent them from becoming permanent. If the levels 
  become permanent, the clerics can remove them using 
  restoration within seven days, but each casting only 
  removes one negative level. Also, levels restored in this 
  manner only restore the character to the minimum 
  experience necessary to reach their new level. 
  After meeting  your contact and delivering the bodies 
  and what information you gained, you are left, like 
  the other survivors, to ponder the events of the Blood 
  Moon of CY596. What was that horrendous beast? 
  From whence did it come? What did it want? What 
  other catastrophes does the beast have in store for the 
  Combination?
   
  Development: If the PCs return Gaiyle’s portable hole, 
  she makes it available for purchase for a short time. 
   
  The wearer of the pendant gains Touched by Good. 
  Amongst the other characters, any that rolled a natural ‘1’ 
  or had a total Reflex save of ‘5’ or less against Vorelornir’s 
  breath gains Touched by Evil. 
   
  All characters that failed their save against 
  Vorelornir’s breath gain Negative Insight. 
   
  If the PCs recovered the bodies of the prisoners, they 
  gain Gratitude of the Fellreev Faction and Gratitude of 
  Gaiyle Markhalla. 
   
  If the PCs stole items from Viola, they gain Enmity 
  of Viola. Cross out any items they did not get. 
   
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  (Optional) Encounter Three 
  Defeat Wave 1: 
   
  APL6 210 xp 
   
  APL8 300 xp 
   
  APL10 330 xp 
   
  APL12 787 xp 
   
  Defeat Wave 2: 
   
  APL6 390 xp 
   
  APL8 270 xp 
   
  APL10 360 xp 
  That Which Slept 
   
  Page 12 
  
   
  APL12 420 xp 
   
  Encounter Four 
  Defeat the guardians: 
   
  APL6 240 xp 
   
  APL8 270 xp 
   
  APL10 270 xp 
   
  APL12 300 xp 
   
  Encounter Five 
  Bypass or survive the trap: 
   
  APL6 90 xp 
   
  APL8 90 xp 
   
  APL10 270 xp 
   
  APL12 270 xp 
   
  Defeat the prisoners: 
   
  APL6 180 xp 
   
  APL8 270 xp 
   
  APL10 270 xp 
   
  APL12 330 xp 
   
  Encounter Six 
  Defeat the vampire spawn: 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 270 xp 
   
  APL12 360 xp 
   
  Story Award 
  Recovered bodies of prisoners: 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
   
  Total possible experience (without Optional 
  Encounter Three) 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  Total 
  possible 
  experience 
  (with 
  Optional 
  Encounter Three) 
   
  APL6 1350 xp 
   
  APL8 1687 xp 
   
  APL10 2025 xp 
   
  APL12 2362 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 items are 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 sto 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 adventure, 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter Two 
   
  All APLs: L: 44 gp; C: 0 gp; M: 3,770 gp – dusty rose 
  prism ioun stone (417 gp), circlet of persuasion (375 gp), 
  periapt of wisdom +2 (333 gp), gauntlets of ogre power 
  (333 gp), cloak of charisma +2 and turn resistance +4 
  (1,417 gp), ring of counterspells (333 gp), ring of 
  That Which Slept 
   
  Page 13 
  
  protection +1 (167 gp), pearl of power (2
  nd) (333 gp), 
  potion of haste (62 gp). 
   
  (Optional) Encounter Three 
   
  APL 6: L: 42 gp – mithral dagger (42 gp); C: 0 gp; M: 
  208 gp – scarab, golembane (208 gp). 
   
  APLs 8-10: L: 254 gp – adamantine greatsword (254 
  gp); C: 0 gp; M: 416 gp – bag of holding, type I (208 gp); 
  ring of sustenance (208 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2,389 gp – +1 large 
  battleaxe (193 gp), +1 large chain shirt (113 gp), rod of 
  withering (2,083 gp). 
   
  Encounter Five 
   
  All APLs: L: 0 gp; C: 0 gp; M: 396 gp – goggles of 
  minute seeing (104 gp), lens of detection (292 gp). 
   
  Encounter Six 
   
  APL 6: L: 0 gp; C: 0 gp; M: 304 gp – hand of the mage 
  (75 gp), ring of swimming (208 gp), silversheen (21 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,167 gp – immovable rod 
  (417 gp), pearl of power (3rd) (750 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2,399 gp – figurine of 
  wondrous power, silver raven (316 gp), ring of x-ray 
  vision (2,083 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 3,583 gp – bracers of 
  armor +5 (2,083 gp), ring of minor spell storing (1,500 
  gp). 
   
  Total 
  Possible 
  Treasure 
  (without 
  Optional 
  Encounter Three) 
  Note: It is highly unlikely that the party will receive the 
  maximum values listed below. They will probably receive 
  little, if any, treasure from Encounter Two. 
   
   
  APL 6: L: 44 gp; C: 0 gp; M: 4,470 gp; Total: 900 gp 
  (4,514 gp). 
   
  APL 8: L: 44 gp; C: 0 gp; M: 5,333 gp; Total: 1,300 gp 
  (5,377 gp). 
   
  APL 10: L: 44 gp; C: 0 gp; M: 6,565 gp; Total: 2,300 gp 
  (6,609 gp). 
   
  APL 12: L: 44 gp; C: 0 gp; M: 7,749 gp; Total: 3,300 gp 
  (7,793 gp). 
   
  Total 
  Possible 
  Treasure 
  (with 
  Optional 
  Encounter Three) 
  Note: It is highly unlikely that the party will receive the 
  maximum values listed below. They will probably receive 
  little, if any, treasure from Encounter Two. 
   
   
  APL 6: L: 86 gp; C: 0 gp; M: 4,678 gp; Total: 1,350 gp 
  (4,764 gp). 
   
  APL 8: L: 298 gp; C: 0 gp; M: 5,749 gp; Total: 1,950 gp 
  (6,047 gp). 
   
  APL 10: L: 298 gp; C: 0 gp; M: 6,981 gp; Total: 3,450 
  gp (7,279 gp). 
   
  APL 12: L: 44 gp; C: 0 gp; M: 10,138 gp; Total: 4,950 
  gp (10,182 gp). 
   
  Special 
  Touched by Good: You were at the center of a powerful 
  burst of positive energy that has permanently changed 
  your body and items. Your skin emits a faint golden, 
  sparkling light at all times (candlelight strength). All 
  items that you carried during this adventure are now a 
  pearlescent, silver color. Detect good will detect a faint 
  aura of good on you and all your items. These effects can 
  be removed only by a wish or miracle. Gain one WCI 
  point (Malcontent level). 
   
  Touched by Evil: You have been touched by a great 
  malevolence, its taint having a permanent effect on you 
  and your items. Your flesh has become pale and 
  unnaturally cold. All items that you carried during this 
  adventure now have a slight, greenish glow. Detect evil 
  will detect a faint aura of evil on you and all your items. 
  These effects can be removed only by a wish or miracle. 
  Lose one WCI point. 
   
  Negative Insight: You have survived an immense 
  inundation of negative energy. This contact has granted 
  you new insight into the workings of negative energy 
  and life. You gain Regional access to the following: 
  Enduring Life
  LM, Lasting Life
  LM, slashing darkness
  MH, veil 
  of shadow
  MH. LM = Libris Mortis. 
   
  Gratitude of the Fellreev Faction: The Fellreev Faction 
  has arranged for you to have Regional access to the 
  following: one darkwood shield, lesser bracers of archery, 
  mighty cleaving weapon enchantment, one wand of cure 
  light wounds. You also gain a +1 Renown bonus to your 
  Leadership score when attracting a cohort who belongs 
  to either the Fanlareshen Sylvan Elves or the Forts 
  Hendricks and Scorn meta-organizations. 
   
  Gratitude of Gaiyle Markhalla: Choose one item on this 
  AR (or the optional AR) to which you have access; you 
  have ‘Frequency: Regional’ access to that item. 
    
  Enmity of Viola: Regional access to the following (cross 
  out those not stolen from Viola): circlet of persuasion, 
  cloak of charisma +2 and turn resistance +4 (17,000 gp), 
  dusty rose prism ioun stone, ring of counterspells, pearl 
  of power (2
  nd). If the PC is a Citizen of the Northern 
  Alliance they are expelled from that meta-org. If the PC 
  That Which Slept 
   
  Page 14 
  
  owns property in Groucester, it is confiscated. Gain one 
  Wanted by the Church of Iuz point (Insurgent level). 
  This also counts as Enmity of the Northern Alliance. 
   
  Items for the Adventure 
  Record 
  APL 6: 
  • 
  Chaotic water (Adventure; A&EG) 
  • 
  Goggles of minute seeing (Adventure; DMG) 
  • 
  Hand of the mage (Adventure; DMG) 
  • 
  Lens of detection (Adventure; DMG) 
  • 
  Portable hole (Adventure; DMG) 
  • 
  Ring of swimming (Adventure; DMG) 
  • 
  Silversheen (Adventure; DMG) 
  • 
  Wand of inflict light wounds (Adventure; 750 gp) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Immovable rod (Adventure; DMG) 
  • 
  Pearl of power, 3
  rd level (Adventure; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Figurine 
  of 
  wondrous 
  power, 
  silver 
  raven 
  (Adventure; DMG) 
  • 
  Ring of x-ray vision (Adventure; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  Bracers of armor +5 (Adventure; DMG) 
  • 
  Ring of spell storing, minor (Adventure; DMG) 
   
  Special (Optional) 
  Gratitude of the Northern Alliance: In recognition of 
  your defense of the city, the Northern Alliance has 
  granted you Regional access to the following: ghost touch 
  weapon and armor upgrades. You also gain -1 to your 
  WCI score, if desired; if not, strikethrough this sentence. 
   
  Citizens of the Northern Alliance gain the above 
  access and Regional access to: nine lives stealer, robe of 
  bones, rod of splendor, shirt of demonskin
  MH, and 
  wounding. Citizens also gain a +1 Fairness and 
  Generosity bonus to your Leadership score when 
  attracting a cohort that is a Citizen of the Northern 
  Alliance. 
   
  Spiral of Dark Insanity: This one-foot diameter spiral of 
  purple metal functions as a staff. The area five feet around 
  the spiral is 10 degrees (F) cooler than normal and the 
  spiral is always covered in a thin frost.  
   
  Anytime a charge is used from the spiral, the wielder 
  must make a Will save or become insane, as per the spell 
  insanity. The DC for this save is 13 plus the number of 
  charges used. 
   
  Any NPC with ranks in Knowledge (religion) 
  automatically treats the wielder of the spiral one category 
  less friendly than they normally would. 
   
  The spiral contains the following spells: 
  • 
  Confusion (2 charges) 
  • 
  Insanity (5 charges) 
  • 
  Orb of cold, lesser
  SC (1 charge) 
  • 
  Orb of force, lesser
  SC (1 charge) 
  • 
  Magic missile (1 charge) 
  • 
  Wall of force (3 charges) 
   
  Strong enchantment, evil, evocation; CL 13
  th; Craft 
  Staff, confusion, insanity, lesser orb of cold, lesser orb of 
  force, magic missile, wall of force; 16,500 gp; Weight 4 
  lbs. 
   
  Items for the Optional 
  Adventure Record 
  APL 6: 
  • 
  Mithral dagger (Adventure; DMG; 502 gp) 
  • 
  Scarab, golembane (Adventure; DMG) 
  • 
  Spiral of Dark Insanity (Adventure; see above) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Adamantine greatsword (Adventure; DMG; 3,050 gp) 
  • 
  Bag of holding, type I (Adventure; DMG) 
  • 
  Ring of sustenance (Adventure; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  +1 large battleaxe (Adventure; DMG) 
  • 
  Rod of withering (Adventure; DMG) 
  That Which Slept 
   
  Page 15 
  
  Appendix One – NPCs
  Viola: Female human vampire Clr10/ Contemplative2 
  (Iuz); CR 14; Medium undead (augmented humanoid); 
  HD 12d12; hp 89; Init +7; Spd 20 ft.; AC 34, touch 15, 
  flat-footed 32 (+8 armor, +5 shield, +3 Dex, +1 
  deflection, +1 insight, +6 natural); BAB: +9; Grp: +15; 
  Atk: +18 melee (1d8+12, +3 morningstar) or +15 melee 
  (1d6+9 plus energy drain, slam) or +12 ranged (1d8/19-
  20, light crossbow); Full Atk: +18/+13 melee (1d8+12, 
  +3 morningstar) or +14 melee (1d6+9 plus energy 
  drain, slam) or +12 ranged (1d8/19-20, light crossbow); 
  SA Blood drain, children of the night, create spawn, 
  domination, energy drain, rebuke undead, spells; SQ 
  Alternate form, bonus domain, divine health, DR 
  10/silver and magic, fast healing 5, gaseous form, 
  slippery mind, spell immunity (fireball, Otiluke’s 
  resilient sphere, searing light), turn resistance +8, 
  resistance to cold 10 and electricity 10, spider climb, 
  undead traits, vampire weaknesses, SR 24; AL NE;  
  SV Fort +14, Ref +12, Will +19.  
  Str 22, Dex 16, Con --, Int 14, Wis 20, Cha 20. 
   
  Skills and Feats: Bluff +31, Concentration +15, 
  Diplomacy +10, Disguise +25, Hide +20, Intimidate 
  +10, Knowledge (religion) +17, Listen +15, Move 
  Silently +5, Search +10, Sense Motive +13, Spot +15; 
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, Lightning Reflexes, Craft Wondrous Items, 
  Divine Metamagic (quicken), Divine Shield, Divine 
  Spell Power, Extra Turning, Quicken Spell.  
   
  Languages: Common, Abyssal. 
   
  Possessions: masterwork breastplate (+3 magic 
  vestment), masterwork heavy steel shield (+3 magic 
  vestment), masterwork morningstar (+3 greater magic 
  weapon), light crossbow, 20 bolts, dagger, iron holy 
  symbol of Iuz (2), spell component pouch (2), dusty 
  rose prism ioun stone, circlet of persuasion, vest of 
  resistance +4, periapt of wisdom +2, gauntlets of ogre 
  power, cloak of charisma +2 and turn resistance +4, 
  ring of counterspells (heal), ring of protection +1, pearl 
  of power (2
  nd), potion of haste. 
   
  Spells Prepared (6/8/6/6/5/5/3; base DC = 15 + 
  spell level): 0—cure minor wounds, detect magic (2), 
  guidance, mending, read magic; 1st—bane, bless, 
  deathwatch, disguise self*, divine favor, sanctuary, 
  shield of faith; 2nd—align weapon, death knell, 
  desecrate, doom, invisibility*, shatter, spiritual weapon; 
  3rd—animate dead, invisibility purge, magic circle 
  against good*, magic vestment, magic vestment, speak 
  with dead; 4th—confusion*, dismissal, divine power, 
  greater magic weapon, spell immunity; 5th—dispel 
  good*, flame strike, quickened shield of faith, 
  righteous might, spell resistance; 6th—antilife shell, 
  greater dispel magic, mislead*. 
  *Domain spell. Domains: Trickery (Bluff, Disguise, and 
  Hide are class skills; Evil (Evil spells are cast at +1 
  caster level); Tyranny (Add +1 to the DC of compulsion 
  spells). 
   
  Stained Glass Golem: CR 5; Medium construct; HD 
  12d10+20; hp 86; Init +0; Spd 30 ft. (can’t run); AC 15, 
  touch 10, flat-footed 15 [+5 natural]; BAB; +9; Grp: +10; 
  Atk +10 melee (1d8+1/19-20, rake); Full Atk +10/+10 
  melee (1d8+1/19-20, rake); SQ DR 10/adamantine, fast 
  healing 5, keen, magic immunity; AL N;  
  SV Fort +4, Ref +4, Will +5.  
  Str 13, Dex 10, Con —, Int 4, Wis 13, Cha 7. 
  Skills and Feats: Hide +18*; Blind-Fight, Cleave, 
  Great Cleave, Power Attack, Skill Focus (Hide). 
  Keen (Su): Rake attack threatens a critical hit on a 
  natural attack roll of 19-20. 
  Magic Immunity (Ex): Immune to any spell or 
  spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against the creature. A shatter spell affects it normally 
  (it is a crystalline creature). A mending spell heals 2d6 
  points of damage the golem has taken. Sonic attacks 
  affect it normally. 
  Skills: *Receives a +20 competence bonus on Hide 
  checks when standing motionless in a window frame. 
   
  (Source: Monster Manual II, pg. 116) 
  That Which Slept 
   
  Page 16 
  
  Judge Aid One – Area Map 
   
   
   
  That Which Slept 
   
  Page 17 
  
  Judge Aid Two – Groucester 
  Groucester (pronounced gr-ow-ster) is the eastern 
  watch over the Fellreev, but its High Lady, Xavendra, a 
  priestess of Iuz, also looks to the Bluffs for any signs of 
  mining activity or free bandits. She has a rare resource, 
  a dozen trained griffons that fly over the Bluffs with 
  warrior-riders from Iuz's lands. Very charismatic, she 
  was able to get the native bandits of the town to join 
  her forces when she took command of it during the 
  Greyhawk Wars. Since she restricts the blood thirstier 
  rituals of Iuz's cult, her rulership is not all that 
  oppressive. Still, rumors abound about the terrible dark 
  rites performed in the High Lady’s mansion. 
   
  Groucester is also curiously notable for its 
  civilized veneer. Of the 500 soldiers stationed in or 
  near Groucester, she has relatively few humanoid 
  troops (she dislikes most non-humans). In fact, she 
  maintains the richer houses as quarters for her human 
  officers and griffon riders. High Lord Tadurinal of 
  Rookroost often visits here as well. 
   
  Groucester has been enjoying a growth spurt over 
  the last several years, due mostly to the stability her 
  soldiers impart to the area. The creation of the 
  Northern Alliance with the now deceased Lord 
  Marshall Mortoth is rumored to have been all due to 
  Xavendra’s scheming and cunning, and it’s no surprise 
  to many that she was able to get the former Graf, now 
  High Lord of Rookroost, Demmel Tadurinal, to go 
  along with her plans. As a result, Groucester has grown 
  from a small town into a large one over the past year. 
  Xavendra, unlike most Iuzians, doesn’t seem to revel in 
  randomly torturing her citizenry, believing instead 
  that a productive citizenry leads to a productive city, 
  which in turn puts more gold in her coffers via taxes.  
   
  The crime rate in Groucester is incredibly low, as 
  it is no secret that Xavendra commands a legion of 
  vampires to do her bidding. These in turn control the 
  hundreds of undead at their disposal. It is no surprise 
  that anyone aspiring to serious crime instead moves to 
  Rookroost. Groucester is under curfew every night at 
  sunset; only Iuzians are allowed to freely roam the city 
  after dark without being molested by one of Veth’s 
  “children.” Perhaps not so odd, most residences and 
  business reek of garlic. 
   
  Xavendra and two major groups of the Fellreev 
  Factions, the Fanlareshen Sylvan Elves and the Reyhu 
  of Forts Hendricks and Scorn, are at war with each 
  other. As a result, the town’s defenses have been 
  fortified through sweat, muscle, and magic. Any open 
  resistance to the local Iuzians garners a swift, and 
  deadly, response. 
   
  Groucester (Large Town): Magical; AL CN; 3,000 gp 
  limit; Assets 315,000 gp; Population 2,100; Mixed 
  (human [OFSb] 1,554, half-orc 210, halfling 105, 
  humanoids 105, gnome 42, half-elf 42, elf 21, dwarf 21, 
  vampire ?). 
   
   
  Authority Figures: High Lady Xavendra (female 
  human, ruler of Groucester and co-ruler of the 
  Northern Alliance), Veth (male elf vampire, lieutenant 
  to Xavendra, sire of Viola), Chorsat Wensai (male 
  human cleric of Iuz, Northern Alliance Emissary to the 
  Bandits of the Greenkeep),. 
   
  Important Characters: Jebediah (male human 
  proprietor of the Red Stag Inn), Celestia (female 
  human courtesan), Ruhda (female half-orc wife of 
  Un’dar), Un’dar (male half-orc proprietor of the 
  Dancing Demon Inn), Viola (female human vampire, 
  lieutenant to Veth), Zorsch (male human bodyguard of 
  Chorsat)..  
   
  Others: mystics and followers of Iuz: [Adp6, Adp3 
  (2), Adp1 (10)], Ari5, Ari3 (2), Ari1 (10), Bbn11, Bbn6 
  (2), Bbn3 (4), Bbn1 (8), Brd4, Brd2 (2), Brd1 (4), clergy 
  of Iuz: [Clr9, Clr5 (2), Clr3 (4), Clr1 (8)], town elders: 
  [Com11, Com5 (2), Com3 (4)], commoners: [Com1 
  (1,799)], artisans and craftsmen: [Exp10, Exp5 (2), Exp3 
  (4), Exp1 (59)], Ftr11, Ftr6 (2), Ftr3 (4), Ftr1 (8), Iuzian 
  scouts: [Rgr 6, Rgr3 (2), Rgr1 (4)], Rog8, Rog4 (2), Rog2 
  (4), Rog1 (8), Xavendra’s favorites [Sor7, Sor4 (2), Sor2 
  (4), Sor1 (8)], War8, War4 (2), War2 (4), War1 (99), 
  Iuzian wizards [Wiz4, Wiz2 (2), Wiz1 (4)].  
  High Lady Xavendra: Xavendra is a beautiful woman 
  indeed. She stands a proud 6' in height, is slim and 
  lithe of build, and her ivory skin is enhanced by her 
  thick, raven-black hair and full red lips. Her grey eyes 
  cannot conceal her coldness and hateful nature, 
  however. She delights in the company of charismatic 
  humans, succubi and alu-fiends, and she is far more 
  refined than the average Iuzian. When angered, she is a 
  cruel and coldly sadistic woman, enjoying suffering for 
  its own sake as a spectacle. When bored she’s even 
  more dangerous, as she’s likely to entertain herself in 
  ingenious, and dangerous to her guests, ways. 
   
  Veth: The fact that Veth is a vampire is a known 
  secret in Groucester. Of course, many consider it rude 
  or impolite to mention it in his presence. When 
  sociable, Veth is congenial and chatty. As an elf, he had 
  enjoyed a long life before becoming a vampire, and so 
  he has a great deal of knowledge about a great many 
  things. No one knows for sure when he was born, or 
  when he was Turned, but it seems clear that he is a very 
  old and powerful vampire.  Always impeccably dressed 
  That Which Slept 
   
  Page 18 
  
  in expensive clothes of silk and gold threads, he is a 
  strikingly handsome and dangerous man. When 
  appearing in public with High Lady Xavendra, he often 
  acts as her servant, advisor, and consort. When in 
  public without her, he is often accompanied by Viola, 
  his protégé. If Veth is jealous of High Lord Tadurinal’s 
  affections towards the High Lady, and if the High Lady 
  is jealous of Viola, it is a well-kept secret. More likely, 
  the four of them find debauched arrangements 
  amusing. 
   
  Chorsat Wensai: At first glance, this unarmed 
  Iuzian priest in simple clothes appears to be an older, 
  fatherly figure. Chorsat is an amiable man with a 
  missionary attitude, albeit he is a zealot dedicated to 
  Iuz. Handpicked by High Lady Xavendra to serve as 
  her emissary to the Defenders of the Greenkeep, he 
  successfully swayed several of their tribes into 
  rejoining the fold, so to speak, during the summer of 
  594CY (see the Bandits of the Greenkeep entry in the 
  BKMG). As a reward, the High Lady named him head 
  of the Temple of Iuz in Groucester, and all Iuzians in 
  Groucester, other than Xavendra and her personal 
  minions, bow before him.  
   
  Chorsat can often be found leading services at 
  midnight or wandering the city’s library/museum, 
  reminiscing about his days during the Greyhawk Wars, 
  during which he served with distinction. He is always 
  accompanied by his devoted bodyguard (and some 
  rumor his son), Zorsch. 
   
  Zorsch: A handsome young warrior in heavy 
  armor, he is utterly devoted to Chorsat. Still, his heart 
  is as black as the night, and rumors of his deeds are 
  often enough to chill the spine. He has been known to 
  poison his greatsword with the venom from spiders 
  that he personally captures in the Fellreev. Chorsat 
  often lovingly refers to him as “my devoted paladin.” 
   
  Viola: Standing five-and-a-half feet tall, Viola is 
  slight of build and very attractive. Her hair is black and 
  her eyes are green and mesmerizing, hinting at her 
  Rover ancestry. Viola is a very old and very wise 
  vampire, sired by Veth long before he came to 
  Groucester. A powerful cleric of Iuz in her own right, 
  she enjoys the debauchery of her un-life and is utterly 
  devoted to Veth, and utterly scared of earning the 
  High Lady’s displeasure. Viola would like nothing 
  more than to embrace Zorsch, but Chorsat will not 
  allow her to. 
   
  Celestia: A beautiful Oeridian woman in her early 
  20s, Celestia can frequently be found in the Red Stag 
  Inn. She and Jebediah are friendly, and he has no 
  problem 
  with 
  her 
  plying 
  her 
  trade 
  in 
  his 
  establishment. In fact, her beauty draws customers into 
  his inn, each hoping to spend some time along with 
  her. As Celestia is very selective, these gentlemen often 
  spend far more than they consume in the inn while 
  trying to impress her with their wealth and tales of 
  daring-do. Celestia is not an evil person, but she would 
  like nothing more than to feel Veth’s teeth sinking into 
  her neck, as she harbors romantic dreams about 
  becoming a vampire, believing them to be beautiful 
  and powerful creatures who lead worry free lives. 
   
  Exploring Groucester 
  The Red Stag Inn: A popular and prosperous inn, the 
  Red Stag lies near the outskirts of Groucester. In fact, 
  the newly completed city wall is a mere stone’s throw 
  away from the inn’s outhouse. Whether the inn’s 
  prosperity and popularity are due to Jebediah’s 
  cooking, Celestia’s beauty, or the fact that its patrons 
  are not harassed by the High Lady’s minions is 
  unknown. Jebediah, is a short, stout man with red hair 
  and a jovial nature. Like most innkeepers, he’s a font of 
  gossip and local news. 
   
  The Dancing Demon Inn: A rowdy inn located 
  off a side-street in the heart of Groucester, the Dancing 
  Demon is popular with half-orcs and other humanoids. 
  This is because its proprietors, Un’dar and his wife 
  Ruhda, are both half-orcs. Rumored to be former 
  adventures from the north, Un’dar is missing his right 
  hand while Ruhda is one of the tallest and strongest 
  female half-orcs ever seen, both of which seem to 
  confirm that rumor.  
   
  Close friends with Oytens the bard, the half-orcs 
  are friendly with those who have earned the bard’s 
  favor. The pair are rowdy, often dancing with their 
  patrons when not serving ale. The food is not all that 
  good, but the orc kragg and frenzywater seems to keep 
  the orc-blooded customers happy and lively. Maryam, a 
  Baklunish girl in her late teens, nimbly serves drinks 
  while avoiding wayward hands, and Un’dar and Ruhda 
  consider her something of a niece, and are very 
  protective towards her should any amorous advances 
  become too insistent. 
   
  Groucester Library and Museum: High Lord 
  Tadurinal and High Lady Xavendra often walk the 
  spacious hall of the town's library when he visits. Oil 
  paintings and other objects d'art taken from the 
  sacking of the Shield Lands during the Greyhawk Wars 
  provide a fine decor. To walk herein would be to enjoy 
  a place of refinement and quiet pleasures if one were 
  not aware of the true darkness of Xavendra's heart. 
   
  Temple of Iuz: Crafted out of blood-red marble 
  mined in the Bluff Hills, the recently completed 
  Temple of Iuz in Groucester is a stunning building 
  capable of holding several hundred worshippers. A 
  large statue of the Old One, made out of the same red 
  marble, glares down at the faithful as they enter 
  That Which Slept 
   
  Page 19 
  
  through the temple’s front doors. Chorsat and Zorsch 
  both have quarters in the temple. Rumors that 
  dungeons are located below have not been confirmed. 
  Characters visiting the temple may purchase chaotic 
  water, potions of inflict light wounds, and wands of 
  inflict light wounds. 
   
  Constable’s Office: The two-dozen city guards 
  located here are all very attractive male veterans of the 
  High Lady’s armies. They spend vast amounts of time 
  practicing with their blades, polishing their boots and 
  armor, patrolling Xavendra’s mansion grounds, etc. 
  The city’s low crime rate gives them little else to do, 
  other than feeding any prisoners. If they are bored or 
  chafe at the lack of excitement, they do not mention it 
  in public. 
   
  Prison: Located next to the Constable’s office is 
  the newly renovated prison. Eight stained glass 
  windows have been added, each depicting either Iuz’s 
  grinning skull emblem or Xavendra’s standard. Next to 
  each window stands a decorative suit of armor, holding 
  a longsword and shield at the ready. Each shield has a 
  grinning skull emblem painted on it. 
   
  (some passages quoted from Iuz the Evil) 
  That Which Slept 
   
  Page 20 
  
  Judge Aid Three – Gather Information 
   
  Gather Information (DC 10+) 
  • 
  “The Baron of Wormhall hasn't been seen in 
  almost a year. I don't even want to imagine what 
  spooked a man as creepy as he is.” 
  • 
   “The Abarra Assassins are hiring. Any of you 
  looking for work? All ya have to do to get in is kill 
  a man. Who's the man? What do you care? Are you 
  interested?” 
  • 
  “The Pale Lady has been good to us over the last 
  year. I have to admit, I didn't trust her when this 
  whole ‘Northern Alliance’ business came together, 
  but we've actually seen less lawlessness overall. Of 
  course, you still shouldn't oughta go out at night 
  there folks. Methinks her vampires still wander 
  about doing as they please.” 
  • 
  “A giant in purple armor recently killed 
  Rookroost’s hill giant sheriff! He cut down the 
  sheriff with one blow, and completely decimated 
  the Funery Gate’s guards. Grindell was lucky to 
  escape, which is good, because he still owes me 
  money!” 
   
  Gather Information (DC 15+) 
  • 
   “Did you hear about that old king who reclaimed a 
  throne in the Fellreev? They say he was a thousand 
  years old and finally came back to restore his 
  legacy!” 
  • 
  “There are rumors that Cranzer has returned to 
  Riftcrag. Gods, I hope it isn’t true.” 
  • 
  “A Knight Protector was seen coming through 
  these lands a while back. Didn't say what he 
  wanted, just asked for a night's rest at one of the 
  local inns and passed through. How did I know he 
  was 
  a 
  knight? 
  Well, 
  it 
  should be obvious. He carried the standard of 
  Great Aerdy on him!” 
   
  Gather Information (DC 20+) 
  • 
  ”Major Blaine may be gone, but he still has spies 
  everywhere. He's keepin' an eye out on old lady X. 
  Thinks he wants to put a knife in her back. Just 
  between you and me, I hope the Laughing Rogue's 
  dice roll in his favor. She gives me the willies.” 
  • 
  “Lord Hind of the Johrase Mercenaries has plans 
  to abandon Lord Malchat, the leader of the 
  organization. Seems he’s finally had enough of 
  working for Old Wicked.” 
  • 
  ”Well, that lizardfolk rebellion done ended up 
  good. 'Dem wicked Pholtans finally managed to 
  put 'em back in line's the word. What with all 
  those Stoink bandits helpin' 'em out it ain't no 
  wonder.” 
   
  Gather Information (DC 25+) 
  • 
  “A raider attack on a silver caravan bound for 
  Dorakaa failed miserably a couple months ago. 
  Those that survived said that the caravan 
  defenders were demons, but that they were 
  disguised like humans and orcs! I'd say silver 
  prospecting 
  just 
  became 
  a 
  less 
  profitable 
  enterprise.” 
  • 
  “My cousin found a giant, blue scale up near the 
  Rift. A local sage said it was from a dragon!” 
  • 
  “The elves and Fort Hendricks launched an attack 
  here late last year. Did you hear? Lady Xavendra 
  fooled a whole bunch of adventurers by telling 
  them it was Cranzer attacking! Can you believe 
  that? Some people are such fools. That's why no 
  one has been attacking the Northern Alliance 
  recently. No one can fool the Graf and the Pale 
  Lady when their forces are combined.” 
   
  Gather Information (DC 30+) 
  • 
  “A wizard working for the mage of Hellstone 
  Tower has been captured by Old Wicked’s 
  minions and taken to Riftcrag for ‘questioning.’ It 
  looks like the mage of Hellstone Tower is alive, 
  and he may need someone to rescue his wizard 
  before he blabs.” 
  • 
   “Someone broke into Xavendra’s house and 
  messed the place up. Heard she’s found some 
  powerful new weapon, too” 
  • 
  “Have you ever heard the story of Molaho Khem, 
  the greatest Flan warrior who ever lived? They say 
  he is as strong as a dozen oxen, tough as a vein of 
  pure adamantine, and quick as a bolt of lighting 
  from the sky. He fought many great beasts of old 
  and even slew a dragon with his bare hands! Too 
  bad there ain't no heroes around like that no 
  more.” 
  • 
  “Have you heard about the travelers in violet 
  robes? Thems fellows are mighty twitchy, and 
  they all seem to be heading north.” 
  That Which Slept 
   
  Page 21 
  
  Judge Aid Four – Prison Map 
   
   
   
  That Which Slept 
   
  Page 22 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK6-01 - That Which Slept.pdf