TEXT: 1
  The
  alchemist’s
  eyrie
  CREDITS
  Design: 
  Edward Bolme
  Editing: 
  Kim Mohan
  Web Production: 
  Sue Cook
  Web Development
  Mark A. Jindra
  Cartography: 
  Ian Malcomson
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Playtesters
  Llewelyn “Cornelius” Graeme, 
  Melissa “Dead-Eye” Boggs, 
  Mat “No Nickname” Smith, 
  Lj “Wonkynoggin” Stephens, 
  Owen “Spiked Chain” Stephens, 
  James “Thunderfist” Szubski
  Based on the original DUNGEONS & DRAGONS® rules cre-
  ated 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.
  INTRODUCTION
  “Don’t be deceived. Very bad things can come in small
  packages, as well.”
  —Durzh the Alchemist
  The Alchemist’s Eyrie takes the characters into a fortified
  dwarven tower, where they are sent to recover some
  needed items. When they arrive, they discover the
  tower has been captured recently by a warband of rene-
  gade lycanthrope dwarves. Between the interlopers and
  the remaining traps set by the late owner, the characters
  may find themselves in deep, despite the lack of head
  clearance.
  ENCOUNTER LEVELS
  The Alchemist’s Eyrie is a short adventure for a party of
  four or so, totaling between 24 and 28 levels of experi-
  ence. With slight adjustments of creature power and
  ability, the scenario can be matched up to parties of
  somewhat greater or lesser strength. If you have a party
  of beginning adventurers, replace the lycanthrope
  dwarves with orcs or kobolds, using the dwarven abili-
  ties as a sort of template. Likewise, a troglodyte raiding
  party can be developed that will challenge 3rd- and 4th-
  level parties.
  To make the creatures more of a threat, have them all
  take hybrid wererat form as soon as combat begins, instead
  of letting the transformation be triggered by events.
  The Alchemist’s Eyrie should be playable in a single
  evening’s session. 
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’s Guide, and the
  Monster Manual to use this adventure. You will also need
  to reference the map on page 13 (or downloadable sepa-
  rately from www.wizards.com/dnd). No additional
  materials are necessary.
  Text that appears in shaded boxes is player informa-
  tion, which you may read aloud or paraphrase when
  appropriate. Unshaded boxes contain important infor-
  mation for you, including special instructions. Monster
  and NPC statistics are provided with each encounter in
  abbreviated form; full monster statistics are in the
  appendix in alphabetical order.
  BACKGROUND
  Durzh is—well, was—a renowned dwarven alchemist
  who hailed from a nearby dwarven stronghold.
  
  2
  Paranoid, surly, and antisocial, Durzh was nonetheless
  one of the most brilliant minds the dwarves had in the
  realm of alchemy.
  The Alchemist’s Eyrie centers on a tower built by and
  for Durzh by his people. Here, in relative seclusion,
  Durzh was able to perform research and develop his
  strange concoctions, undisturbed by the noise and
  earthshaking industry common in large dwarven
  underground cities. Since his research and wares were
  very valuable to the dwarves, he was given a garrison of
  soldiers to guard the fort, although they had to abide by
  his rather strict rules of conduct.
  Recently, Durzh worked on a remedy for a contagious
  illness that had been plaguing his home stronghold.
  Through the effects of his medicinal potions, the dis-
  ease was contained and thought to be cured. The dwar-
  ven healers were wrong, however; the disease was mere-
  ly contained. It has now broken out again, and the
  stronghold needs more medicine to distribute among
  the populace to put an end to this illness for once and
  for all.
  Sadly, Durzh’s fame has become widely known. A
  variety of merchants drop by his tower from time to
  time to barter for his wares. They then transport these
  throughout the land. As Durzh’s fame spread, the
  rumors of his wares and his cures for illness eventually
  reached the evil ears of a pack of dwarves afflicted with
  lycanthropy. 
  These dwarves—as well as a solitary gnome they
  “recruited”—were infected by a wererat deep in their
  tunnels, and now they are wererats as well. They came
  to Durzh in the dead of night and assaulted the tower.
  They slaughtered the guards, captured Durzh, and
  demanded that the alchemist help them. They wanted
  him to find not a cure for their disease, but rather a way
  to control the side effects better. He refused, and was
  slain.
  Enter the characters.
  ADVENTURE SYNOPSIS
  The characters approach the tower and discover that
  Durzh and his guards are dead. They can still save the
  day, however, by entering the tower and defeating the
  lycanthropes, then bringing Durzh’s books and alchem-
  ical supplies back to the stronghold.
  Time is of the essence. The longer the characters take
  to assault the tower, the worse the illness becomes in
  the dwarven stronghold. Also, if the characters leave
  the tower unguarded to go get more supplies, the wer-
  erats will steal everything of value and make good their
  escape. The wererats don’t want this tower, just the
  knowledge within it. 
  The lycanthrope dwarves are not the only opposition:
  Durzh’s paranoia caused him to leave several traps.
  Some of these the evil dwarves have already sprung;
  others they are still figuring out, and these others are
  potential threats to the characters.
  CHARACTER HOOKS
  There are several possible ways to pull your players into
  this adventure. 
  Aiding the Sick: The easiest method to involve the
  players, and the one that gives the characters the most
  moral imperative to retake the tower, is to have them be
  hired by the dwarves. The dwarves send them as mes-
  sengers to tell Durzh what they need and when they
  need it, but when they arrive at the tower, they find
  Durzh in no condition to fulfill the order. Also, since
  the dwarves live in a large stronghold, the characters
  can purchase pretty much anything they desire. If the
  PCs need one, the dwarves will loan them a donkey to
  transport the medicine back. The pay for returning with
  medicine is 500 gp apiece; the price is this high because
  the dwarves expect the characters to push themselves
  hard day and night to be as timely as possible. (Due to
  great precautions taken by the dwarves, there is no
  chance that the characters contract the plague.)
  Happenstance: The characters can quite easily just
  stumble across the tower in their travels. Seeing a tower
  with a bunch of dead dwarves around would incite
  curiosity. Similarly, the characters might be part of a car-
  avan looking to buy some of Durzh’s wares, and thus
  arrive at the tower shortly after the yuan-ti take it over. 
  Stalking the Afflicted Dwarves:The characters can
  also get involved by virtue of trying to wipe out a lycan-
  thrope colony. This might be a long-term plan, or they
  could be informed by a peasant that a group of wererats
  was seen moving through the lands. Regardless, the PCs
  track a band of wererats to this tower, and therein they
  can try to destroy them.
  Durzh Is an Old Contact: The wererats might have
  failed in their first attempt to take the tower. Durzh
  could send word to the characters that he needs assis-
  tance . . . and the characters arrive just a little too late. 
  Other Background Information
  Characters who have dealt with Durzh directly or who
  have dealt with merchants who buy from him might
  already know some of the facts given below. Otherwise,
  
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  if the PCs try to glean additional information from the
  dwarves of the stronghold using Gather Information
  checks, they can learn the following facts about the
  dwarf and his tower:
  DC 5: Durzh is an expert alchemist. He lives in a
  tower built for him near the top of a waterfall.
  DC 10: Durzh is somewhat of a loner, preferring to be
  away from the stronghold to do his work. Thus the
  tower had to be designed to be defensible and self-suffi-
  cient.
  DC 15: The dwarves in the tower are somewhat para-
  noid; don’t be surprised if you get a rude welcome, at
  least initially. The tower is equipped with water-pow-
  ered machinery and houses about ten dwarves.
  DC 20: The tower is extremely defensible, equipped
  with four ballistae around the walls and a fifth in a tur-
  ret on top. There is no direct access into the tower other
  than through the main doors. Durzh worked alone,
  locked up in his subterranean lab; he trusted no one
  else to enter.
  DC 25: Durzh is very paranoid, even of his own peo-
  ple, and hired some of the best dwarven engineers to
  work on the tower. Expect traps, even in places that
  should be clear of obstacles.
  DC 30: Oh, yeah—don’t be offended if they don’t
  invite you in for an ale. Some of you folk are pretty tall,
  and rather than make you stoop, they’ll greet you outside.
  DURZH’S TOWER 
  The following text describes the environment in which
  The Alchemist’s Eyrie takes place.
  Outside & Approaching (EL 6 if
  combat occurs)
  Read or paraphrase the following when the characters
  first see the tower:
  The creatures outside are four of the main body of the
  wererat pack. At first glance, they appear perfectly nor-
  mal. They are typical dwarves, wearing somewhat baggy
  clothes and chain shirts, with dwarven waraxes tucked
  in their belts or slung over their shoulders on straps.
  The chain shirts were custom-forged by the wererat
  dwarves. The armholes come around farther to the front
  than normal, and the body of the shirt sags in strange
  areas. This is because they have been carefully designed
  to be wearable in both their normal dwarf and hybrid
  rat forms. The chain shirts don’t look that great, but the
  dwarves don’t care.
  The wererats are taking care of (read: perpetrating
  unspeakable crimes upon) five of the dwarves they
  killed when taking over the tower, but they feign inno-
  cence when the party approaches. The wererat who
  speaks for the party claims they are a group of mer-
  chants, here to barter medicinal herbs (and knowledge
  of how to use them) for some of Durzh’s famous potions.
  When they arrived, they found the tower in this state.
  They are tending to the dead while their leader tries to
  ascertain who would do such a thing. It is possible that
  the culprits are still inside. 
  The dwarven corpses show a mix of clean-edged
  wounds (from axes) and rougher, tearing wounds (from
  teeth). If a ranger or druid attempts to track, little can be
  found on the lichen-covered rock, although a
  Wilderness Lore check (DC 25) will show that there
  was no combat outside the tower. 
  If the characters look around, they can see a collec-
  tion of crossbows near the steps leading up to the door.
  Several dwarven bodies lie about (having been dragged
  to their current positions). One of the bodies has been
  Your destination is a solid-looking circular
  fortress, perched on lichen-covered rock not too
  far from the top of a rather steep slope. A raging
  mountain river flows swiftly by to the northwest,
  passing close to the tower and then tumbling
  down into the ravine below with a thunderous
  roar. A mist constantly rises from the gorge,
  proudly displaying a rainbow in the bright sun. 
  As you get closer, you see that the so-called
  “tower” is solidly built. In fact, it rather reminds
  you of a dwarf: short, wide, and unlikely to get
  knocked down. Only a dwarf would consider
  something so short to be a tower. It is no more
  than 30 feet high and some 60 feet or so across at
  the base. The top of the tower is covered by a
  stone roof armored with spikes, and capped by
  what appears to be perhaps an observation post.
  Small archer-slit windows are set around the
  periphery, and a stair rises to the entrance, which
  faces the southwest.
  There are several dwarves working outside the
  main entrance. One of them sees you approach-
  ing and points, apparently speaking with his com-
  panions.
  Speaking in Character
  Be sure to speak a little faster than normal when
  speaking as the wererat leader, and scrunch up your
  nose rather frequently.
  
  4
  flayed open (by a couple of hungry wererats). And, on
  the steps by the front door, is the corpse of a hairy crea-
  ture, mostly melted and definitely not readily identifi-
  able. This last is a wererat in hybrid form who was lib-
  erally doused with acid from a dwarf inside the tower
  (see area 10). 
  Creatures (EL 6): Four dwarven wererats are hang-
  ing around outside in their normal dwarven form. 
  DDwarf Wererats (4): hp 10, 9, 8, 7.
  If the characters seem suspicious, they can try to pene-
  trate the wererats’ disguises. A Sense Motive check
  reveals the fllowing information, depending on the
  check result:
  DC 12: The wererats are not merchants at all (they
  have none of the accoutrements one might expect).
  DC 18: The wererats care nothing for the dwarves and
  have no altruistic intent.
  DC 25 (20 for a dwarf): The wererats reveal some sub-
  tle but noticeable undwarvenly behavior, perhaps in the
  way they hold or carry their axes.
  A Spot check (DC 15) lets a character see the anom-
  alies in the chain shirts the wererats wear; the wererats
  explain their armor by claiming to have foolishly
  patronized a one-size-fits-all armorer. A Spot check (DC
  25) lets that character notice some small but revealing
  aspect of the wererats, perhaps a flare of red in an eye or
  teeth more pointed than normal for a dwarf.
  Tactics: The wererats hope to gently usher the party
  into the tower, offering to show the characters the dam-
  age they found, meet their leader, search for the medi-
  cine the party needs, and so forth. If the characters go
  inside the tower, the wererats follow them in, pick up
  heavy crossbows as they enter the tower, and spring an
  ambush, trapping the PCs between themselves and a
  compatriot and the gang’s impish advisor, currently
  inside.
  If the characters figure things out and attack the
  wererats outside, the foes fight aggressively. One tries to
  make it inside the tower to warn the others. While
  fighting, the wererats try to get to their crossbows.
  Failing a way to do that, they have no fear of wading
  into melee with their waraxes.
  The dwarves are a little concerned about their identi-
  ty getting out; that’s why they attacked at night and
  changed shape back to dwarves in the day. Outside, they
  try to maintain dwarven form. However, if a dwarf loses
  one-quarter of its hit points to damage, it automatically
  changes shape to the hybrid rat form and heals 1 hit
  point. Once a dwarf changes shape, other dwarves who
  see the change abandon all pretense and change shape
  as well.
  Remember that the wererats are intelligent, and treat
  them as such. However, to the characters’ advantage
  (just as it was to the advantage of the wererats a few
  hours ago), the sound of the waterfall prevents the noise
  of battle from alerting those lycanthropes still inside. 
  Area 1: Entryway
  The main gate to the dwarven tower is no more than 5
  feet high, but each door is also close to 5 feet wide. The
  first room inside is a very nasty kill-zone. There is an
  archer slit in the rear wall and the right-side wall, and a
  single reinforced door to the north. As the characters
  enter, this door hangs open. It shows scars from claws
  and axes, but it was not forced open. 
  In front of the door to the north is a spiked pit almost
  5 feet wide and 10 feet long. The pit was covered by a
  stone slab, but that slab has been pulled back into the
  wall, exposing the pit. At the bottom of the pit lies some
  sort of humanoid wearing chainmail, fatally pierced
  through various parts of the body. The corpse is not eas-
  ily identifiable, and climbing down into the spiked pit
  could be dangerous, since there are many very pointy
  spikes of various heights down there, leaving no place
  to put your feet. The wererats, of course, discourage any
  investigation into the identity of the corpse.
  If the characters make any noise as they pass through
  Who Are These Villains?
  Bloodbeard is the leader of the gang. He and his
  assistant were infected with lycanthropy several
  years ago. Always a bit unstable, Bloodbeard chose
  to embrace his new powers rather than try to find a
  cure for the disease. He abandoned his dwarven
  deity, embraced devil worship, and changed his
  name to match his new ideals.
  Sgt. Gnash is Bloodbeard’s assistant. He relishes
  his job as the master of discipline for the gang.
  Speenar the Unlucky was recruited into the gang
  to fill the need for a rogue. Gnash and a few thugs
  abducted him, infected him, and kept him impris-
  oned until the disease had worked its will on his
  soul. He is now a willing, if still somewhat self-pre-
  serving, member of the gang.
  The Big Imp is Bloodbeard’s aide and advisor,
  sent from the hells to assist this convert. It seems
  the powers below consider Bloodbeard to have
  great potential.
  The others are a bunch of dwarf/wererat thugs of
  no particular interest . . . yet.
  
  5
  here, the big imp in the pantry (area 7) notices their pas-
  sage and prepares an ambush. If the characters enter in
  the company of the wererats outside, one of the villains
  ensures the imp notices their passage.
  Characters must jump across the pit to get in; the
  wererats falsely claim that they tried to close the cover,
  but it was stuck fast.
  Area 2: Office
  This room was once where the dwarves would meet
  with caravan merchants and make their deals. Now it
  has been trashed. A nice table, now scratched and
  scraped, has been turned on its side. A pool of blood and
  a broken crossbow behind the table speak of the dwarf
  that died right here. Chairs are scattered about, some
  broken, others in good shape.
  In the corner to the north is a dumbwaiter with two
  counterweighted boxes. This device allows the dwarves
  to quickly move supplies from the supply level to the
  outside, and vice versa. The interior of the dumbwaiter
  chimney is smooth and narrow. Anyone the size of an
  elf or smaller can descend inside the chimney by mak-
  ing a Climb check (DC 25). If the check fails, the char-
  acter falls 20 feet to the bottom of the shaft. The dumb-
  waiter’s boxes are 2 feet on a side, too small to contain
  any characters. The dumbwaiter cannot handle a load of
  more than 70 pounds. Any heavier, and the bottom
  breaks out and the contents fall to the bottom of the
  shaft.
  Area 3: Gate Defense
  This area is the secondary line of defense for the tower,
  where the dwarves hope to injure or kill those who have
  made it past the main gate. There is an archery slit here,
  and a couple of poles with hooks lie on the floor. The
  hooks are used to pull back the cover of the spiked pit;
  when fully closed, the cover pokes six inches under this
  wall and has two holes. A pair of dwarves can use the
  hooked poles to yank the cover back. Two of the tower’s
  former occupants did, and succeeded in catching one
  wererat off guard. The victim tried to shapeshift to
  hybrid form, but did not do so in time to save his life. 
  Area 4: Common Room
  Relatively untouched by the combat, this area looks for
  all the world like the interior of any dwarven tavern; it’s
  what made the dwarven garrison feel most at home.
  Sturdy, rough-hewn tables and chairs are scattered
  about. There is a fireplace in the northeast corner. The
  last fire in it has been out for several hours. 
  A Spot check (DC 20) emables a character to notice
  that the second step down from this level to the bar-
  racks level is a different color from the other steps. This
  is not a trap; that particular step cracked and was recent-
  ly replaced . . . but the PCs don’t know that. 
  Area 5: Dining Room (EL 8 if the
  ambush is sprung here)
  Also untouched, this area has a large, round table sur-
  rounded by seats. Although twelve dwarves lived in the
  tower, there are only eight chairs her; any fighter
  instantly realizes this is because some dwarves must
  remain on watch. Various stains on the wall indicate the
  dwarves would occasionally have food fights when
  overcome with boredom or ale. 
  Along the wall adjoining the kitchen is a set of
  shelves filled with plates, mugs, bowls, and eating uten-
  sils. A name written in graphite on the shelves marks
  each person’s stuff. These are all very soldierly, which
  basically means that no one else but the owners would
  Inside the Alchemist’s Eyrie
  The interior of the tower is designed for dwarven
  height, not human height. After all, why waste good
  stone making extra headroom the dwarves won’t
  use?
  The comfortable head clearance in the top four
  floors is a mere 5 feet 3 inches. Anyone inside who
  is taller than that suffers a –1 penalty on attack rolls
  and Dexterity bonus for every 1 foot (or fraction
  thereof) a character is taller than the clearance.
  Arcane spellcasters taller than 5 feet suffer a 5%
  spell failure chance unless they kneel down to give
  their hands more room to gesture.
  Anyone taller than 4 feet 6 inches using a swung
  weapon such as a sword, axe, or mace suffers an
  additional –1 attack penalty on attack rolls, due to
  the fact that they can’t swing overhand and there-
  fore have more limited options. Characters using
  shortbows and longbows suffer a similar penalty,
  having to hold their bows at an awkward angle.
  Characters using thrusting weapons such as spears
  and direct-fire ranged weapons such as crossbows
  do not suffer this penalty, nor do characters of races
  that are accustomed to underground environments,
  such as dwarves and gnomes. 
  These penalties apply only to the storage level
  through the top level. The bottom level, where
  Durzh has his lab, has extra clearance so he can set
  up complicated distillations, reflux purifications,
  and so forth. The ceiling is at least 8 feet high
  throughout the lab, and none of the above penalties
  apply.
  
  6
  want to touch them. A box at the end of one of the
  shelves holds the dining utensils of the sergeant of the
  guard; while these are nicer than the other implements
  here, they are a far cry from fine china. Anyone who
  looks for Durzh’s utensils here, and can read Dwarven,
  realizes they are not here (they are in his library). 
  Area 6: Kitchen (EL 6 if no
  ambush occurred)
  The dwarven wererat sergeant Gnash is in here, rum-
  maging through the various items looking for anything
  of interest. Not that there is—it’s a dwarven kitchen.
  Dwarves aren’t very good cooks, at least not in the opin-
  ion of any nondwarf. 
  Against the northwest portion of the wall is a set of
  shelves holding a great variety of pots and pans. The
  wall adjoining the dining room is where the oven and
  stove are. The last fire in the oven has been out for sev-
  eral hours. A clever venting arrangement lets smoke
  seep outside without weakening the defensibility of the
  tower. 
  If a character enters, Sgt. Gnash immediately changes
  shape and attacks, calling for help from the imp in the
  next room.
  DSgt. Gnash: hp 17.
  DImp (larger than normal): hp 25.
  Area 7: Pantry
  Filled with small amounts of various dried meats,
  grains, spices, and other such cooking stuff, this room
  has nothing to offer the adventurer . . . except maybe
  the small archery slit leading into the entryway. There is
  nothing of particular value here, and much of what is
  here has already been poisoned by the aforementioned
  imp.
  Area 8: Water Closet
  The dwarves living here have incredible luxury by
  adventuring standards. Each of these rooms has a prim-
  itive flush toilet and a sink, as well as a bar of high-grade
  soap (manufactured by the resident alchemist). 
  Area 9: Machinery and Plumbing
  This area houses the water-powered machinery and pip-
  ing for the tower. A large part of this machinery is
  designed to provide power to the turret on top of the
  tower. The rest of it pumps and provides water to the
  various bathrooms. On the main level, overhead pipes
  also bring water to the kitchen, and a floor drain takes
  wastewater back. 
  The machinery is not entirely closed off; mechan-
  ics needed to be able to access this area to perform
  maintenance. There are a few small crawlways on
  each level, but no one larger than a dwarf can crawl
  in more than a few feet. Dwarves and smaller crea-
  tures can laboriously make their way all through the
  tower machinery. 
  Area 10: Artillery Room (EL2)
  This is the main defensive area of the tower, and as such,
  it has a trap in the stairwell to help prevent its capture if
  someone breaches the main gate.
  The room is open, to make it easier for defenders to
  move around. Four automatic ballistae occupy the com-
  pass points for all-around defensive fire. These ballistae
  are mounted on universal joints attached to the very
  front of each device, so that they can swivel freely yet
  still fire through a very small archery slit. Casks of tar
  and oil sit by the fireplace, along with a pair of small
  cauldrons to transport boiling tar across the level. To the
  southeast is a rack of weapons holding everything from
  polearms to dwarven waraxes to crossbows. Crates of
  ballista bolt clips are stacked by the water machinery
  next to the stairwell. 
  An open window with a sluice hangs over the main
  gate. This feature is designed to make it easy for defend-
  ers to pour everything from flaming oil to boiling tar to
  acid on any attackers. The sluice ensures that the liquid
  sprays liberally on the tower’s front porch instead of
  dribbling down the walls. A few casks of oil and a pair of
  empty glass jugs are nearby. 
  The stairwell continues up from here to the turret,
  which is a small cramped affair armed with another
  automatic ballista. There is barely enough room up here
  for a gunner and an assistant; the gunner aims and fires
  the ballista, while the aide rotates the turret using a
  The Ambush
  If the characters trusted the dwarven wererats out-
  side, the dining room is where they spring the
  ambush. All four wererats from outside open fire
  with crossbows, and the dwarf in the kitchen (area
  6) and the big imp in the pantry (area 7) charge out
  of the kitchen door to attack. The dwarf attacks in
  hybrid rat form. Make an opposed Spot check
  against the Hide checks of the dwarf and imp to see
  if the party spots them before they charge. The
  dwarven wererat gets a +5 bonus on his Hide check,
  because he is concealed behind the imp, waiting for
  the imp’s signal.
  
  7
  series of levers and helps load the ballista. The turret
  mechanism has been sabotaged and is not operational.
  aTrap (EL 2): The top stair of the stairwell is a pres-
  sure trap (Search DC 25, Disable Device DC 27). If
  someone steps on it without having pressed the safety
  (just around the corner of the stairwell on the main
  floor, out of sight), a flask of acid drops from above.
  Anyone standing on the stair or within 5 feet of it can
  make a Reflex save (DC 30) to catch the flask before it
  hits something. If the flask is not caught, the character
  on the stair takes 3d6 points of acid damage (Reflex half
  DC 25) and those within 5 feet take 1d6 points of acid
  damage from spatter (Reflex half DC 20).
  A critically injured dwarf named Eilif (Ftr1), breathing
  heavily, lies slumped against the wall near the fireplace,
  where embers still burn. He was the one who dumped
  the acid on the attacking wererat, in return for which a
  lucky crossbow shot by another wererat slipped
  through the window and pierced his lung. Knowing the
  tower had fallen, he sabotaged the turret, then spread
  oil across the floor and prepared to set fire to it as soon
  as anyone entered the room.
  Eilif is borderline delirious. If someone triggers the
  acid trap, he awakens and sets fire to the oil. If not, char-
  acters entering the floor must make a Move Silently
  check (DC 20) to avoid waking him. 
  If the oil is fired, characters can beat a hasty retreat
  and avoid any serious damage, although the blaze will
  ruin the ballistae, weapons, and ammo, as well as kill the
  dwarf. If the characters manage to save the dwarf (by
  whatever means), divide an extra 300 experience points
  among the party.
  Area 11: Cloakroom
  The area around the stairwell is surrounded by curtains,
  which separate the individual rooms from the common
  areas. Toward the west is a water drain and a pair of coat
  racks; this is where the dwarves can hang their soggy
  gear if they need to. Four more dwarven bodies are in
  this general area; place them either in the stairwell or a
  few of the rooms.
  Area 12: Bunk Room
  This is a standard dwarven bunk room. Each room has
  two beds, a pair of footlockers, and a table with two
  chairs. The footlockers have all been plundered.
  Area 13: Occupied Bunk Room
  This room is like every other bunk room, except that a
  panicked dwarf named Snurry (Ftr1) is hiding in the
  rear. As soon as anyone enters the room, he attacks. If
  killed, he is not worth any experience points; however,
  the characters can earn 300 experience points to divide
  between them if they succeed in calming him down.
  He is panicked, though not unreasonable, and will join
  with the party to help if requested. 
  DDwarf: AC 10, hp 4.
  Area 14: NCO’s Quarters
  The door to this room is locked (Open Lock DC 21). The
  key can be found outside near the corpses with a Search
  check (DC 18).
  Inside is a well-furnished room for a low-ranking
  dwarven military officer and head merchant. It has a nice
  bed, a desk, journals, maps, dressers, and a private table
  with candelabra. Some of the journals are mercantile
  ledgers, showing which items have been bought and sold
  by the tower denizens over the last twenty years or so. 
  The candelabra is of fine quality (worth 50 gp), and in
  one of the dresser drawers is a small bag containing a
  gold necklace with a pendant emblazoned with a drag-
  on (valued at 300 gp). 
  Area 15: Washroom
  The washroom is a full bath, having not only two of the
  aforementioned primitive toilet and sink, but also a nice
  shower (if you’re less than 5 feet tall and enjoy shower-
  ing in icy mountain stream water).
  Area 16: Storeroom
  This open area houses a bunch of supplies for the tower.
  Foodstuffs, ale, water, linen, maintenance materials: It’s
  all here, arranged neatly and clearly labeled (in
  Dwarven). Valuable goods are stored in the cage (area
  17). A secret door in the northeast corner (Search DC
  30) leads to the alchemy stores (area 18).
  aTrap (EL 3): There is a magic trap on the third step
  of the stairwell descending down from this level to the
  bottom level (Search DC 25, Disable Device DC 25). If
  sprung, the trap summons a Large earth elemental to
  attack the party. Since the level is underground, and it is
  unlikely that any of the characters are flying, the earth
  elemental gets its earth mastery bonus, which is includ-
  ed in its statistics block. Even though the elemental is
  much larger than this area would normally accommo-
  date, it does not suffer a penalty for low clearance; in
  fact it seems to meld with the floor and ceiling both at
  will, giving it a very alien sort of appearance.
  
  8
  DEarth Elemental: hp 37.
  Area 17: The Cage
  This is a locked (Open Lock DC 18) steel-bar cage in
  which the finished the alchemical goods are stored.
  Currently there are twenty-two boxes in the com-
  bustibles portion, nine boxes in the grenades area (care-
  fully packed in straw), and two casks in the corner. If
  opened, these contain: 
  ten boxes of twenty-four tindertwigs each
  seven boxes of twelve sunrods each
  five boxes of twelve smokesticks each
  four boxes of six tanglefoot bags each
  three boxes of six thunderstones each
  two boxes of six alchemist’s fires each
  two casks of acid (sixteen vials’ worth each)
  There is also a strongbox (Open Lock DC 21) that opens
  with the same key used for the door to the NCO’s quar-
  ters. It holds roughly 100 gp in assorted change. 
  Area 18: Alchemy Stores (EL 5)
  This is where Durzh keeps his raw materials. There is a
  lot of wildly varied stuff in here: iron filings, alum, pure
  vinegar, holy water, weak acids and bases, and all sorts
  of concoctions that only an alchemist would be inter-
  ested in. There are also containers of insects, worms,
  and a slough of anatomical bits dissected from various
  creatures, everything from a cat’s tongue to bat ears to
  strips of the intestine of a destrachan. There is a single
  sprig of belladonna, enough for one character to avoid
  the effects of lycanthropy.
  Included among all this stuff are the raw materials
  required for the medicine that Durzh brewed. If these
  are returned to the dwarves along with the recipe found
  in his library (area 20), the stronghold’s alchemists can
  reproduce the medicine.
  There is also a set of glass jars that contain the follow-
  ing: seven pearls valued at 100 gp each, 200 gp worth of
  ruby dust, 90 gp worth of jade dust, 350 gp worth of dia-
  mond dust, and 400 gp worth of powdered amber.
  aTrap (EL 4): Among the various containers is a
  large box that has two living cockatrices inside. If they
  make a Listen check of DC 15, they sit very quietly until
  their box is opened.
  DCockatrices: hp 24, 33.
  Area 19: The Lab (EL 7)
  This is where Durzh did his work. The entire area is
  filled with tubes, glassware, and assorted bizarre
  machinery. The mechanical contraptions in the center
  of the room allow for the automatic stirring, shaking,
  and agitation of various experiments. Much of the
  equipment has already been damaged, but barring
  another real nasty fight in this area, there is enough sal-
  vage here for someone to piece together an alchemist’s
  lab (see page 110 of the Player’s Handbook). 
  Bloodbeard, the leader of the dwarven wererats, is
  here, as is Speenar the Unlucky, their resident gnome
  rogue. Bloodbeard is in the library leafing through
  texts, while Speenar peruses the lab looking for any-
  thing particularly valuable.
  DBloodbeard: hp 21.
  DSpeenar: hp 18.
  Tactics: Bloodbeard starts out casting bull’s strength
  and protection from good (if the party fights the earth
  elemental, he already has these cast upon himself when
  they enter the room). He then casts silence on a likely-
  looking spellcaster, followed, if time permits, by doom
  on a tough-looking fighter. Then, being the fearless wer-
  erat dwarf that he is, he wades in with his +1 dwarven
  waraxe and starts killing. Bloodbeard fights to the
  death.
  Speenar enjoys using his true strike spell to prepare a
  sneak attack, often in conjunction with ventriloquism
  or flare to distract the enemy. If things are going badly
  for Speenar, he runs for Durzh’s Lookout (area 22),
  jumps out the window, and casts feather fall, floating
  harmlessly away into the waterfall’s mist. If he does sur-
  vive an attack in this manner, he can plague the charac-
  ters for a long time to come.
  Area 20: Library
  This area has a set of shelves and a desk, complete with
  a pauper’s set of dirty dishes. Durzh keeps his alchemi-
  cal library and all his personal records here. Characters
  who take items from Durzh’s library and study them
  may, at the DM’s option, gain a +1 bonus on all future
  Alchemy checks.
  Among the books in the library is Durzh’s book of
  medicinal recipes. If the characters return this book,
  along with some ingredients from the alchemy stores
  (area 18), the dwarven alchemists back at the strong-
  hold can recreate Durzh’s work.
  
  9
  Area 21: Durzh’s Room
  Durzh has a set of three doors to provide a sound baffle
  between the lab and his bedroom. The third door is
  trapped with a crossbow trap (Search DC 27, Disable
  Device DC 30).
  The interior of the room is a typical ascetic mad sci-
  entist’s lair: messy, stinky, disorganized. A full search of
  the room turns up only one item of interest: a carved
  ivory plaque valued valued at 100 gp. This is the focus
  Durzh used for Rary’s mnemonic enhancer.
  Area 22: Durzh’s Lookout
  At other times, when his mood was good, Durzh would
  go here to gaze out at the outside world. An armored
  shutter here can be closed and locked, but at the
  moment it is open. It is through this open window that
  Bloodbeard and Speenar found their way into here.
  Visible here is a long smear of blood, the last sign left
  by Durzh as his body was dragged to the window to be
  thrown out.
  Area 23: Spillway
  This very loud, very wet area opens onto the underside
  of the waterfall. A set of complex waterwheels and pipes
  here supplies the entire tower with power and water.
  Fighting here is extremely dangerous, and the details
  thereof are left to the Dungeon Master. Also note that
  the noise means all spells with verbal components have
  a 10% chance of failure.
  ENDING
  THE ADVENTURE
  The stronghold offers the characters 100 gp, instead of
  the originally promised 500 gp, as compensation for
  their efforts. They claim the rest of the money must be
  used to help brew the medicine. However, since Durzh
  was not a family dwarf, the party is welcome to keep
  whatever plunder they found. If the characters object to
  the pay cut, the dwarves remind them that legally, the
  tower and its contents are the property of the dwarven
  stronghold, and if the characters surrender all the plun-
  der they found on stronghold grounds, they can receive
  the full payment.
  The characters may also attempt to brew the medi-
  cine themselves, looking to gouge the dwarves for more
  money in their moment of crisis. Aside from not being
  either a lawful or a good thing to do, there is simply not
  enough time for the characters to succeed. The plague
  progresses, and the stronghold intends to put all of their
  best alchemists on the job. If the characters try, it will
  take too long, and the dwarves know it. 
  Whether the characters accept the partial payment
  cheerfully or refuse to accept it, the dwarves will offer
  to sell the tower to them for the bargain price of 30,000
  gp. If this offer is declined, the dwarves send out a new
  war party to occupy the tower, mostly just because it’s
  there.
  APPENDIX: STATISTICS
  DDwarf Wererats in Dwarf Form: CR 2; Medium-
  size shapechanger; HD 1d8+1; hp 8, 6, 9, 7; Init +0; Spd
  20 ft.; AC 16 (touch 10, flat-footed 16); Atk +1 melee
  (1d10, dwarven waraxe) or +1 ranged (1d10, heavy
  crossbow); SA +1 against orcs and goblinoids, curse of
  lycanthropy; SQ Darkvision, dwarven traits, shape-
  shifter; AL LE; SV Fort +6, Ref +5, Will +4; Str 11, Dex
  10, Con 13, Int 10, Wis 10, Cha 8. Height: 4 ft.
  Skills and Feats: Listen +6, Spot +6; Exotic Weapon
  Proficiency (dwarven waraxe).
  Special Attacks: +1 bonus on attack rolls when fighting
  orcs and goblinoids (including half-orc characters).
  Curse of Lycanthropy: foes hit with waraxe may con-
  tract lycanthropy (see Monster Manual page 218).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells. Shapeshifter: heals 1 hp
  when changing to hybrid rat form (happens automati-
  cally if the dwarf loses 25% hp) and gains 1 hp from
  increased Constitution.
  Possessions: Dwarven waraxe, oddly cut chain shirt,
  4d10 gp.
  DDwarf Wererats in Hybrid Dwarf-Rat Form:
  CR 2; Medium-size shapechanger; HD 1d8+2; hp 9, 7,
  10, 8; Init +3; Spd 30 ft., climb 15 ft.; AC 20 (touch 13,
  flat-footed 17); Atk +4 melee (1d4, bite) or +1 melee
  (1d10, dwarven waraxe); SA curse of lycanthropy, +1
  against orcs and goblinoids; SQ Darkvision, dwarven
  traits, scent, damage reduction 15/silver; AL LE; SV
  Fort +6, Ref +8, Will +4; Str 11, Dex 17, Con 15, Int 10,
  Wis 10, Cha 8. Height 4 ft.
  Skills and Feats: Climb +14, Hide +7, Listen +8, Move
  Silently +6, Search +8, Spot +8; Exotic Weapon Profi-
  ciency (dwarven waraxe), Multiattack, Weapon Finesse
  (bite).
  Special Attacks: +1 bonus on attack rolls when fighting
  orcs and goblinoids (including half-orc characters).
  Curse of Lycanthropy: Foes hit with bite or waraxe may
  
  10
  contract lycanthropy (see Monster Manual page 218).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells. Scent: can detect foes within
  30 feet.
  Possessions: Dwarven waraxe, oddly cut chain shirt,
  4d10 gp.
  DPanicked Dwarf:
  CR 1/2; Medium-size
  humanoid; HD 1d8+1; hp 4; Init +0; Spd 30 ft.; AC 10;
  Atk +2 melee (1d10+1, dwarven waraxe); SQ Dark-
  vision, dwarven traits; AL NG; SV Fort +3, Ref +0, Will
  +0; Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 9. Height
  4 ft. 4 in.
  Skills and Feats: Listen +2, Spot +2; Exotic Weapon
  Proficiency (dwarven waraxe).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells.
  Possessions: Dwarven waraxe, pajamas.
  DSgt. Gnash in Dwarf Form: Male dwarf Ftr2; CR
  3; Medium-size shapechanger; HD 2d10+2; hp 17; Init
  +0; Spd 20 ft.; AC 16 (touch 10, flat-footed 16); Atk +4
  melee (1d10, dwarven waraxe) or +2 ranged (1d10,
  heavy crossbow); SA +1 against orcs and goblinoids,
  curse of lycanthropy; SQ darkvision, dwarven traits,
  shapeshifter; AL LE; SV Fort +6, Ref +5, Will +4; Str 15,
  Dex 10, Con 12, Int 8, Wis 11, Cha 12. Height 4 ft. 4 in.
  Skills and Feats: Listen +6, Spot +6; Exotic Weapon
  Proficiency (dwarven waraxe).
  Special Attacks: +1 bonus on attack rolls when fighting
  orcs and goblinoids (including half-orc characters).
  Curse of Lycanthropy: foes hit with waraxe may con-
  tract lycanthropy (see Monster Manual page 218).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells. Shapeshifter: heals 2 hp
  when changing to hybrid rat form (happens automati-
  cally if the dwarf loses 25% hp) and gains 2 hp from
  increased Constitution.
  Possessions: Dwarven waraxe, oddly cut chain shirt, 11
  pp.
  DSgt. Gnash in Hybrid Dwarf-Rat Form: Ftr2; CR
  3; Medium-size shapechanger; HD 2d10+4; hp 19; Init
  +3; Spd 30 ft., climb 15 ft.; AC 20 (touch 13, flat-footed
  17); Atk +5 melee (1d4, bite) or +4 melee (1d10, dwar-
  ven waraxe); SA +1 against orcs and goblinoids, curse of
  lycanthropy; SQ Darkvision, dwarven traits, scent,
  damage reduction 15/silver; AL LE; SV Fort +6, Ref +8,
  Will +4; Str 15, Dex 17, Con 14, Int 8, Wis 11, Cha 12.
  Height 4 ft. 4 in.
  Skills and Feats: Climb +14, Hide +7, Listen +8, Move
  Silently +6, Search +8, Spot +8; Exotic Weapon Profi-
  ciency (dwarven waraxe), Multiattack, Weapon Finesse
  (bite).
  Special Attacks: +1 bonus on attack rolls when fighting
  orcs and goblinoids (including half-orc characters).
  Curse of Lycanthropy: foes hit with waraxe may con-
  tract lycanthropy (see Monster Manual page 218).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells. Scent: can detect foes within
  30 feet.
  Possessions: Dwarven waraxe, oddly cut chain shirt, 11
  pp.
  DThe Big Imp: CR 5; Tiny outsider; HD 6d8; hp 25;
  Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 18 (touch 15,
  flat-footed 15); Atk +12 melee (1d4, sting); Face/Reach
  2 1/2 ft. by 2 1/2 ft./0 ft.; SA Spell-like abilities, poison;
  SQ Damage reduction 5/silver, poison immunity, fire
  resistance 20, see in darkness, polymorph, regeneration
  2; SR 5; AL LE; SV Fort +6, Ref +9, Will +7; Str 10, Dex
  17, Con 10, Int 10, Wis 12, Cha 10. Height 3 ft.
  Skills and Feats: Hide +19, Listen +10, Move Silently
  +10, Search +5, Spellcraft +10, Spot +10; Dodge,
  Weapon Finesse (sting), Weapon Focus (sting).
  Special Attacks: Poison: Fort save DC 13, initial damage
  1d4 Dexterity, secondary damage 2d4 Dexterity.
  Special Qualities: Damage Reduction: reduce damage
  from nonsilver, nonmagical weapons by 5. Poison
  Immunity: ignore all poison damage. Fire Resistance:
  ignore the first 20 points of fire damage taken each
  round. See in Darkness: always has full vision capabili-
  ties. Polymorph: can change into a monstrous spider or
  rat. Regeneration 2: all normal damage is subdual
  damage, and is healed at 2 points per round.
  Possessions: None.
  DEarth Elemental: CR 5; Medium-size elemental
  (way too tall to fit, but that doesn’t matter); HD 6d8+12;
  hp 37; Init –1; Spd 20 ft.; AC 18 (touch 9, flat-footed 18);
  Atk +1 melee (1d8+8, slam); SA Push; SQ Elemental: AL
  N; SV Fort +8, Ref +1, Will +2; Str 21, Dex 8, Con 17, Int
  4, Wis 12, Cha 11.
  Skills and Feats: Listen +9, Spot +9; Power Attack.
  
  11
  Special Attacks: Push: may bull rush without provok-
  ing an attack of opportunity.
  Special Qualities: Elemental: immune to poison, sleep,
  paralysis, stunning, and critical hits.
  Possessions: None.
  DCockatrices (2): CR 3; Small magical beast; HD
  5d10; hp 24, 33; Init +3; Spd 20 ft., fly 60 ft. (poor); AC
  14 (touch 14, flat-footed 11); Atk +4 melee (1d4–2, bite);
  SA Petrification; SQ Petrification immunity; SR 5; AL
  neutral; SV Fort +4, Ref +7, Will +2; Str 6, Dex 17, Con
  11, Int 2, Wis 13, Cha 9. Length 3 ft.
  Skills and Feats: Listen +7, Spot +7; Alertness, Dodge.
  Special Attacks: Petrification: Fort save DC 15 or turn
  to stone.
  Special Qualities: Petrification Immunity: cockatrices
  do not petrify other cockatrices.
  Possessions: None.
  DBloodbeard in Dwarf Form: Male dwarf Clr4;
  CR 5; Medium-size shapechanger; HD 4d8+4; hp 21;
  Init +0; Spd 20 ft.; AC 16 (touch 10, flat-footed 10); Atk
  +5 melee (1d10+2, dwarven waraxe) or +1 ranged (1d10,
  heavy crossbow); SA +1 against orcs and goblinoids,
  curse of lycanthropy; SQ Darkvision, dwarven traits,
  shapeshifter; AL LE; SV Fort +10, Ref +10, Will +11; Str
  14, Dex 10, Con 13, Int 11, Wis 16, Cha 11. Height 4 ft.
  6 in.
  Skills and Feats: Listen +6, Spot +6; Exotic Weapon
  Proficiency (dwarven waraxe), Lightning Reflexes.
  Special Attacks: +1 bonus on attack rolls when fighting
  orcs and goblinoids (including half-orc characters).
  Curse of lycanthropy: foes hit with waraxe may con-
  tract lycanthropy (see Monster Manual page 218).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells. Shapeshifter: heals 4 hp
  when changing to hybrid rat form (happens automati-
  cally if Bloodbeard loses 5 hp) and gains 4 hp from
  increased Constitution.
  Spells Prepared (0/5/4): 0—these have already been
  used today; 1st—cause fear, command, doom, obscuring
  mist, protection from good; 2nd—bull’s strength, darkness,
  hold person, silence.
  Possessions: +1 dwarven waraxe, 17 pp, 4 gp.
  DBloodbeard in Hybrid Dwarf-Rat Form: Clr4;
  CR 5; Medium-size shapechanger; HD 4d8+8; hp 25;
  Init +3; Spd 30 ft., climb 15 ft.; AC 20 (touch 13, flat-
  footed 17); Atk +6 melee (1d4, bite) or +5 melee
  (1d10+3, +1 dwarven waraxe); SA +1 against orcs and
  goblinoids, curse of lycanthropy; SQ Darkvision, dwar-
  ven traits, scent, damage reduction 15/silver; AL LE; SV
  Fort +10, Ref +13, Will +11; Str 14, Dex 17, Con 15, Int
  11, Wis 16, Cha 11. Height 4 ft. 6 in.
  Skills and Feats: Climb +14, Hide +7, Listen +8, Move
  Silently +6, Search +8, Spot +8; Exotic Weapon Profi-
  ciency (dwarven waraxe), Lightning Reflexes, Multiat-
  tack, Weapon Finesse (bite).
  Special Attacks: +1 bonus on attack rolls when fighting
  orcs and goblinoids (including half-orc characters).
  Curse of Lycanthropy: foes hit with bite or waraxe may
  contract lycanthropy (see Monster Manual page 218).
  Special Qualities: Darkvision: can see 60 feet in the
  dark. Dwarven Traits: +2 bonus on saving throws
  against poison and spells. Scent: can detect foes within
  30 feet. Damage Reduction: reduce damage taken from
  nonsilver, nonmagical weapons by 15 points.
  Spells Prepared (0/5/4): 0—these have already been
  used today; 1st—cause fear, command, doom, obscuring
  mist, protection from good; 2nd—bull’s strength, darkness,
  hold person, silence. 
  Possessions: +1 dwarven waraxe, 17 pp, 4 gp.
  DSpeenar the Unlucky in Gnome Form: Male
  gnome Rog3/Sor1; CR 5; Medium-size shapechanger;
  HD 3d6+3 plus 1d4+1; hp 18; Init +0; Spd 20 ft.; AC 16
  (touch 12, flat-footed 14); Atk +1 melee (1d6–1, short
  sword) or +1 ranged (1d8, light crossbow); SA +1
  against kobolds and goblinoids, curse of lycanthropy;
  SQ Low-light vision, gnome traits, shaepshifter; SR 13;
  AL LE; SV Fort +5, Ref +5, Will +3; Str 8, Dex 13, Con
  12, Int 14, Wis 9, Cha 10. Height 3 ft. 6 in.
  Skills and Feats: Climb +3, Disable Device +8, Hide +8,
  Listen +7, Open Lock +6, Spot +4; Dodge, Weapon
  Finesse (shortsword).
  Special Attacks: +1 bonus on attack rolls when fighting
  kobolds and goblinoids (including half-orc characters).
  Curse of Lycanthropy: foes hit with short sword may
  contract lycanthropy (see Monster Manual page 218).
  Special Qualities: Low-light Vision: can see twice as far
  as humans in dim light. Gnome Traits: +2 bonus on
  saving throws against illusions. Shapeshifter: heals 3 hp
  when changing to hybrid rat form (happens automati-
  cally if Speenar loses 5 hp) and gains 4 hp from
  increased Constitution.
  Possessions: Ring of acid resistance, minor.
  Spells Known (6/4): 0—detect magic, flare*, read magic,
  
  12
  
  14
  mage hand, open/close; 1st—feather fall*, true strike*, ven-
  troloquism*.
  *These spells have no somatic component and can be
  cast without suffering a chance of arcane spell failure.
  DSpeenar the Unlucky in Hybrid Form: Rog3/Sor1:
  CR 5; Medium-size shapechanger; HD 3d6+6 plus 1d4+2;
  hp 22; Init +3; Spd 30 ft., climb 15 ft.; AC 20 (touch 14, flat-
  footed 17); Atk +4 melee (1d4–1, bite), +1 melee (1d6–1,
  short sword); SA +1 against kobolds and goblinoids, curse
  of lycanthropy; SQ Low-light vision, gnome traits, scent,
  damage reduction 15/silver; SR 13; AL LE; SV Fort +5, Ref
  +5, Will +3; Str 8, Dex 19, Con 14, Int 14, Wis 9, Cha 10.
  Height 3 ft. 6 in.
  Skills and Feats: Climb +17, Hide +11, Listen +8, Move
  Silently +6, Search +8, Spot +8; Dodge, Multiattack,
  Weapon Finesse (bite), Weapon Finesse (shortsword).
  Special Attacks: +1 bonus on attack rolls when fighting
  kobolds and goblinoids. Curse of Lycanthropy: foes hit
  with bite or waraxe may contract lycanthropy (see Mon-
  ster Manual page 218); 
  Special Qualities: Low-light vision: can see twice as far
  as humans in dim light. Gnome Traits: +2 bonus on saving
  throws against illusions. Scent: can detect foes within 30
  feet. Damage Reduction: reduce damage taken from non-
  silver, nonmagical weapons by 15 points.
  Possessions: Ring of acid resistance, minor.
  Spells Known (6/4): 0—detect magic, flare*, read magic,
  mage hand, open/close; 1st—feather fall*, true strike*, ven-
  triloquism*.
  *These spells have no somatic component and can be
  cast without suffering a chance of arcane spell failure.
  ABOUT THE AUTHOR
  Edward Bolme is not a dwarf. He's too tall, too light,
  and couldn't grow a decent beard until he reached his
  thirties. On the other hand, he does know what it's like
  to bonk his head repeatedly on low ceilings. He's writ-
  ten for a variety of games, including Paranoia, Castle
  Falkenstein, Cyberpunk, Cybergeneration, and Necroscope.
  His fiction work includes Title Deleted for Security Rea-
  sons, The Wind Blows Also Softly, and the forthcoming
  short stories “The Dragon's Paw” and “The Dagger of
  Chaos,” both due out in 2001. His next novel should be
  released in March 2002.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 06-10/The Alchemist's Eyrie.pdf