TEXT: This electronic document forms a complete module for use with HackMaster®. It contains background information, a color
  referee’s overland map. an additional proximate regional map and building maps, referee’s notes and tactical guides,
  encounter and map matrix keys as well as illustrations for the players. For 1st level characters.
  If you enjoy this module, look for more releases in the HackMaster® family from Kenzer and Company!
  © 2007, Kenzer and Company
  Kenzer and Company
  511 W. Greenwood Avenue
  Waukegan, IL 60087
  K&C 2226
  
  DUNGEON MODULE YK3
  SOMETIMES THEY COME BACK
  by Barbara Blackburn, Jolly Blackburn & Brian Jelke
  HackMaster conversion and additional material by Steve Johansson
  Introduction
  This adventure is recommended for use with three to six
  beginning HackMaster characters. As designed, it is most
  challenging for PCs that have not yet accumulated magic
  weapons. For more experienced PCs, it is recommended to
  boost the strength of the foes described - in particular the
  principal villian, Joynez, should be reborn as a wight or even
  a wraith and his subordinates as Huecuva or even wights if
  the PCs are particularily formidable. You may also wish to
  increase the lethality of his undead minions by making the
  common zombies Ju Ju zombies. 
  The GM should read this adventure entirely at least once
  before play in order to ensure a smooth game.  The following
  information is for the GM only.
  Background
  The adventure centers in and around the small village of
  Narmaren (pop 315). The inhabitants consist of 290 humans
  mostly of Brandobian descent, with a mixture of Dejy,
  Kalamaran and Svimohzish blood mixed in. Halflings and hob-
  goblins number 15 and 10 respectively. The village grew
  around an Eldoran garrison established on the site some 75
  years ago (Y.K. 969). Although the garrison was subsequently
  abandoned when Prompeldia won their independence, the
  villagers remained and converted the garrison’s stone build-
  ing into a tavern.
  Officially, the village has pledged allegiance to the indepen-
  dent city of Prompeldia (pop 15,800) located about 5 miles to
  the southwest. Narmaren is situated on the road which travels
  along the coast of the Elos and Whimdol Bays and most of the
  Straits of Svimohzia. This road connects Prompeldia and the
  cities of the Elos Desert to Pel Brolenon on one end and to the
  Young Kingdoms on the other.
  Less than a mile north of Narmaren, within sight of the Ek’Ridar
  river, rests a small copse of trees set on a low rise. This is the site
  of the Battle of Narmaren, much orated in local legend. It is
  here that, in the Year of the King 1024 (20 years ago) the Dejy
  Brothers in Blood stood side by side with hobgoblin troops
  from Norga-Krangrel, in a valiant defense against Eldoran
  forces. In other lands, this is known as the Second Battle for
  Prompeldian Independence.
  The second battle began when Eldor’s royal family, still bitter
  from their defeat 55 years earlier, determined to once again
  try to retake their former colony of Prompeldia. This time, how-
  ever, the military decided to secretly land troops several miles
  to the north and south of the city. While the warships
  attacked the city directly, the armies would flank the city and
  ensure that Mayor Gremply Slivers did not again escape to
  bring hobgoblin reinforcements.
  Unfortunately for Eldor, their plan met with a significant snag -
  Gremply Slivers had been forewarned of the attack. The elves
  of the Lendelwood, never on good terms with Eldor, learned
  of the forthcoming invasion, and passed word to the elves of
  the Kalalali and Kalokopeli forests. The Kalokopeli halflings
  quickly caught word of the danger, and sent a close relative
  of Gremply Slivers from Narmaren to warn him.
  The flanking Eldoran troops also met with problems. The south-
  ern flank landed too far south, and due to an encounter with
  a disturbed andro-sphinx, never made it to Prompeldia at all.
  The northern flank decided to land near their former garrison
  (now Narmaren), where they were no match for the followers
  of the Way of the Berserk who Gremply Slivers had gathered
  from many nearby desert tribes to repel the attack. As sword
  clashed against sword and the battle ensued, the Dejy
  berserkers were soon joined by veteran hobgoblin warriors,
  who feared their country would be facing a two-front war
  with Eldor and their longtime adversaries from Korak.
  Together, the Elos barbarians and their hobgoblin allies were
  able to repel the Eldoran troops, but at great cost to all sides.
  In the end, the graves of the fallen from both sides littered the
  field as far as the eye could see.
  With their second attempt at retaking Prompeldia soundly
  defeated, the Eldoran armies withdrew. They did not lick their
  wounds for long, however, and soon redirected their forces to
  expand their borders, rather than their colonies. Eldor now
  struggles constantly with the elves of Lendelwood for its food
  and resources. Prompeldia declared its independence for
  the second time, and it seems that Eldor is finally content to
  let it be.
  After the conflict, the Brothers in Blood constructed a small
  stone temple to commemorate and honor the event. It
  became a ritual for young soldiers, green in the ways of war,
  to journey to the battlefield and sink their weapons into the
  once blood-soaked earth on the temple grounds, seeking the
  blessing of those who had fallen there.
  Years passed, and eventually the priests traveled elsewhere
  to test their battle prowess. The temple stood silent, appar-
  ently abandoned by those who erected it. It was just recent-
  ly that three Harvesters traveled from Prompeldia to claim the
  old battlefield for their master, the Ruler of the Dead.
  HackMaster and Kingdoms of Kalamar are registered trademarks of
  Kenzer and Company.  Sometimes They Come Back, the HackMaster
  logo, Hacklopedia of Beasts and the Kenzer and Company logo are
  trademarks of Kenzer and Company.  © Copyright 2007 Kenzer and
  Company.  All rights reserved.
  This book is protected under international treaties and copyright laws of the United
  States of America.  No part of this book may be reproduced, without the express written
  consent of Kenzer and Company.  Permission is granted to the purchaser of this product
  to reproduce sections of this book for personal use only.  Sale or trade of such repro-
  ductions is strictly prohibited.
  Publisher’s Note: This is a work of fiction.  Names, characters, places and incidents either
  are the product of the author’s imagination or are used fictitiously, and any resem-
  blance to actual persons, living or dead, events or locales is entirely coincidental.
  1
  
  The Harvesters set up camp on the battlefield and immedi-
  ately made plans to build their own temple and establish a
  Congregation of the Dead in the area. The Harvesters erect-
  ed a new temple to their god alongside the temple of the
  Prince of Turmoil. Then they began exhuming fallen soldiers,
  so they could create a force of undead skeletons under their
  control.
  With their newly-established base secured, the Harvesters
  have engaged in the kidnapping of the unsuspecting, includ-
  ing men, women, children and livestock from Narmaren. The
  main motivation behind the abductions is preparation for the
  upcoming Soul Harvest and the sacrifices required by that
  foul ceremony.
  Adventure Synopsis
  The players will be lured to a small village where they will dis-
  cover that villagers, travelers passing through and even ani-
  mals have all been disappearing. The PCs will hear about
  these disappearances through one of several methods. The
  heroes will do a bit of sleuthing in order to figure out where the
  abductees have been taken. The answers will lead them to
  the old battlefield north of town, and the temple of the
  Congregation of the Dead. There the PCs will battle a variety
  of undead and evil priests, including the ringleader Jonyez.
  The PCs will rescue the remaining abductees and return them
  to the town. The townspeople will hold a celebratory feast,
  which will be interrupted by attacking skeletons and the
  return of Jonyez. Now a ghoul, Jonyez will abduct a villager
  and return to his temple. The PCs will attempt to rescue the vil-
  lager, and will face a battle against more undead before res-
  cuing the villager and ending the threat of Jonyez.
  Adventure Hooks
  Here are some suggested ways for the GM to get the PCs
  involved in the storyline of the adventure once they are in the
  area. 
  1) The PCs encounter two young travelers who have set up
  camp along the roadside. They are friendly enough and offer
  to share the venison they are roasting with the PCs and
  explain they are leaving their home village of Narmaren for
  the city of Baneta. When the PCs inquire as to the reason for
  their departure they explain how ‘great evil’ has descended
  upon their village and of the mysterious disappearances of
  many of the villagers.  They also mention that the village of
  Narmaren is offering a ‘great reward’ to anyone who could
  solve the mystery but the few who answered the call had also
  disappeared without a trace. 
  2) The PCs encounter a small group of amateur bandits who
  are carrying several small bags of gold and trinkets. They
  2
  
  immediately surrender to the PCs, assuming them to be
  mighty warriors hired by the people of Narmaren to bring
  back their stolen items. The PCs will (hopefully) return the
  goods to Narmaren, where they will be welcomed as heroes,
  and drawn into the storyline.
  3) The PCs encounter a merchant who is traveling to see his
  family in Narmaren. He pays the PCs to escort him, reasoning
  that there is strength in numbers.
  Village of Narmaren
  This small village is barely large enough to warrant mention on
  most maps. Wandering merchants come and go here - usu-
  ally setting up their tents in the shade of the trees where they
  attempt to sell their wares for a few days or weeks before
  moving on.
  Narmaren is only now beginning to grow in size, as the
  wealthy citizens and merchants of Prompeldia find conve-
  nience in building their houses near, but not within,
  Prompeldia itself. Several small houses have just been built,
  with more under construction. However, the oldest perma-
  nent structure is the tavern with its stables in the rear. The
  remainder (and the majority) of the dwellings in the village
  are tents that have been rimmed at their bases with small
  walls of packed clay and straw. The only temple within the vil-
  lage of Narmaren is a small shrine to the Traveller. 
  The Whispering Wind Tavern
  This two-story stone building is the only inn in town. As such, it
  is the hub of social activity and local gossip. The menu con-
  sists of a tasty stew (5 cp), several varieties of seafood (5-10
  cp), breads (5 cp) and dried meats (3 sp).  Beer can be pur-
  chased for 3 cp/pitcher. Rooms are available for 1 sp/day for
  common and 6 sp/day for semi-private. Stabling costs 1
  sp/day.
  If the PCs visit the Whispering Wind, they will hear rumors
  about the disappearances of livestock and people. They
  may also hear something more about a reward being
  offered.
  If the players ask about the disappearances, they will be
  served a meal and drinks (and informed it is ‘on the house’).
  Many of the locals will surround the PCs and beg for them to
  solve the mystery and return the missing villagers.  
  If they ask about a reward, a tall brown-robed gentleman will
  emerge from a back table. He will seat himself at the table
  with the PCs and study them for a moment before speaking.
  He will then lean in close and whisper (in Brandobian):
  Display illustration 1 on page 20 and read: 
  “I understand you’re interested in a reward. My 
  servant Vrilnd is among those missing. He is but a boy 
  of 16 summers.  If you return him here to me, I will 
  reward you with this.” The man opens his fist to reveal 
  a small bloodstone resting on his palm. “This and three 
  others like it will be yours if you are successful.”
  Each bloodstone is worth 50 gp. The mysterious man’s name
  is Alin.  He is a cleric of the House of Shackles – the LE gawd
  of oppression and slavery (although this is only discernable if
  a PC succeeds at an average difficulty Religion, General
  check).  He leads a troupe of two Disciples and two Servants
  (one was Vrilnd) of the Overlord. Alin was returning to
  Prompeldia from Baneta where he had attended a special
  ceremony.  Alin is desperate to see the return of Vrilnd.  He
  fears (correctly) that if he returns to Prompeldia without Vrilnd
  he will be severely punished by his superior. Additionally, Alin
  has advanced rapidly due to his wit and cunning and sever-
  al of his peers and underlings would be very interested in see-
  ing him falter.
  If the players balk at helping Alin (he is, after all, an evil cleric
  - though this fact may not be immediately obvious), he will
  leave for a moment, cast Befriend and return to negotiations
  increasing his offer by two more bloodstones. If refused again,
  Alin will wait to see if the players free Vrilnd anyway and wait
  for an opportune time to spitefully attack out of revenge.
  Alin the Warden (HF 1, EP 78)
  Male 1st level Cleric of E’Patali
  LE Human
  Attack and Movement
  Melee 1 attack/rnd; footman’s mace (1-6+1) or whip (d6-4)
  Atk Bonuses Melee +0 to-hit, +1 damage
  MV 9”
  Defense
  hp 25
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  AC 2 (Chainmail, medium wood shield)
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Medium Wood Shield  AC: +3 ❑❑❑ +2 ❑❑ +1 ❑❑ 0 ❑
  3
  
  Spells
  1st level: Befriend, Command, Cure light wounds, Know 
  Direction, Sanctuary
  Traits
  Abilities Str 12/94, Int 17/64, Wis 17/97, Dex 9/32, 
  Con 11/23, Cha 16/61, Com 13/19
  Honor 15 (average)
  Skills Glean Information (22), Liar, skilled (23), Religion, 
  Specific - E’Patali (35), Rope Use (24), Torture (30), 
  Talents Acute (high) Alertness, Experience Bonus
  Quirks/Flaws: Sadistic
  Languages common, brandobian, hobgoblin, svimohzish
  Equipment
  chainmail, medium wood shield, footman’s mace, whip, 
  brown robe, 5 pp, 6 gp, 2 elp, 3 sp, 2 cp, 6 bloodstones (50 gp
  each)
  1) Dining Room:  This warm room contains several round
  wooden tables. It also holds a long wooden rectangular table
  near the fireplace on the west wall. A bar stands in the north-
  east corner of the room and an exit to the rear kitchen lies in
  the middle of the north wall.  The entrance to the stairwell is
  also on the north wall. Several people are talking, drinking
  and eating. Here the players may pick up some additional
  rumors and clues to begin their investigation.
  2) Kitchen:  This area contains the kitchen in which meals are
  prepared.  There is a fireplace on the east wall and many
  utensils are lying about.
  3) Storage:  This area is used for storage of common items
  such as flour, salt and spices.
  4) Cellar:  The cellar contains additional stocks of food and
  drinks.
  5) The Cook’s Room:  This is a simple room with only a bed, a
  chest, a table with a candle on it and a wash basin. Inside the
  chest are three sets of inexpensive clothing, a skin of wine
  and a leather pouch with 5 sp and a cap.
  6) Sheffen’s Room:  The owner of the Whispering Wind lives
  fairly simply. Inside is a bed, a table, a lantern, a sheepskin
  rug, a wash basin and a chest. Inside the chest are five sets of
  simple clothes and one set of fairly nice clothes. There is also
  a pair of soft boots, a pair of gloves, a mirror, a comb, a bot-
  tle of honey water cologne, bird seed, a deck of playing
  cards and a pouch containing 25 sp and 50 gp. In one cor-
  ner of the room stands Sheffen’s prized pet bird in a wrought
  iron cage. The room is the only one on the upper story with a
  window.
  7) Guest Rooms:  These four rooms are furnished with three
  beds, one basin and three chests in each. Blankets are made
  of simple wool.
  While at the Whispering Wind, the PCs may meet any of the
  following people:
  Sheffen the Innkeeper (Men: Farmer, Burly): HF 1, EP 15, Int
  Average, AL LN, AC 10, MV 12”, HD 1, HP 27, SZ M, #AT 1, D 1-
  2 (punching), TOP 13, Crit BSL: Def AC -2, FF: 6, STPs: Bargain
  Sense 12, Feign Toughness 22, Flex Muscle 19, Orchestrate Task
  14, References HoB 5 p. 10
  Sheffen is very cautious about things getting out of hand at
  his inn.  Although he cannot afford to hire a bouncer, at 6 ft.
  7 in and 270 lbs., he counts on his imposing appearance to
  discourage would-be rowdies, as he has no special training in
  combat skills. 
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  4
  
  Freesha the Serving Woman (Men: Waitress/Wench): HF 1, EP
  15, Int Average, AL N, AC 10, MV 12”, HD 1⁄2, HP 12, SZ M, #AT 1,
  D 1-2 (punching), TOP 6, Crit BSL: Def AC -4, FF: 4, STPs: Idle
  Gossip 13, Seduction, Art of 21, References HoB 5 p. 14
  Freesha is very fond of Sheffen and continually tries to get his
  attention and test his affections by flirting with customers.  She
  hopes to one day marry him when his business improves.
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Sohward the Carpenter (Men: Tradesman/Craftsman): HF 1,
  EP 15, Int Average, AL N, AC 10, MV 12”, HD 1⁄2, HP 13, SZ M, #AT
  1, D 1-2 (punching), TOP 6, Crit BSL: Def AC -4, FF: 5, STPs:
  Carpentry 77, References HoB 5 p. 13
  Sohward frequents the Whispering Wind to escape both his
  work (which he excels at) and his family.
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Howorth the Fisherman (Men: Merchant, Sailor/Fisherman): HF
  1, EP 15, Int Average, AL LN, AC 10, MV 12”, HD 1⁄2, HP 14, SZ M,
  #AT 1, D 1-2 (punching), TOP 7, Crit BSL: Def AC -4, FF: 6, STPs:
  Fishing 39, Seamanship Suite 31, References HoB 5 p. 11
  Howorth makes a decent living fishing the shallows near
  Narmaren but never strays too far for fear of slavers.
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Dremi the Potter (Men: Tradesman/Craftsman): HF 1, EP 15, Int
  Average, AL CG, AC 10, MV 12”, HD 1⁄2, HP 12, SZ M, #AT 1, D 1-
  2 (punching), TOP 6, Crit BSL: Def AC -4, FF: 5, STPs: Glean
  Information 54, Pottery 53, References HoB 5 p. 13
  Dremi makes her living manufacturing a wide variety of pot-
  tery to sell to passing merchants. She is also a covert agent of
  the Brotherhood of the Broken Chain. She uses Narmaren as
  a way station for escaped slaves from Prompeldia, so she
  always keeps her ears open for rumors involving slavery. 
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Tren the Tailor (Men: Tradesman/Craftsman): HF 1, EP 15, Int
  Average, AL LG, AC 10, MV 12”, HD 1⁄2, HP 11, SZ M, #AT 1, D 1-
  2 (punching), TOP 5, Crit BSL: Def AC -4, FF: 4, STPs: Current
  Affairs 60, History, Local 52, Seamstress/Tailor 36, Quirks/Flaws:
  Stutter, References HoB 5 p. 13
  Tren has a severe stuttering problem. In spite of this, he is very
  friendly and can relate many facts about local history to a
  patient listener.  He also claims to know one or two tidbits
  about almost every other subject. 
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Pally Torenbock hails from the Kalokopeli Forest. If the GM so
  chooses, Pally may be used as a henchman or follower of the
  party. 
  Pally Torenbock
  Male 1st level Fighter
  NG Hairfoot Halfling
  Attack and Movement
  Melee 1 attack/rnd; short sword (1-6)
  Atk Bonuses Melee +1 to-hit, +1 damage
  Missile 3/2 attacks/rnd; sling with 30 bullets (1-6)
  Atk Bonuses Missile +4 to-hit
  MV 4”
  Defense
  hp 29
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  AC 3 (Studded Leather, small wood shield, DEX)
  Studded Leather  AC:  7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Small Wood Shield  AC:  +2 ❑❑❑ +1 ❑❑ 0 ❑
  Traits
  Abilities Str 13/05, Int 9/32, Wis 13/66, Dex 16/16, 
  Con 14/17, Cha 14/91, Com 15/05
  Honor 11 (average)
  Skills Weapon Specialization (sling), Reading/Writing 
  Talents Opportunist, Reaction Bonus, Sling Bonus
  Languages common, halfling, kalamaran, elven
  Equipment
  studded leather armor, leaher cap, small wood shield, short 
  sword, sling, 30 bullets, backpack, small sack, belt, 4 pp, 5 gp, 
  13 elp, 10 sp, 19 cp
  Cheff the Deshackler is of Dejy ancestry and from the City of
  Dijishy. He may also be used as an adventuring companion if
  the GM so desires though he’s well aware of Alin’s identity
  and will have nothing to do with individuals in that vilian’s
  employ.
  Cheff the Deshackler
  Male 1st level Cleric of Relivik
  CG Human
  Attack and Movement
  Melee 1 attack/rnd; footman’s mace (1-6+1)
  Atk Bonuses Melee +0 to-hit, +1 damage
  MV 9”
  Defense
  hp 28
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  AC 1 (Chainmail, medium metal shield DEX)
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Medium Metal Shield  AC: +3 ❑❑❑❑❑ +2 ❑❑❑❑ +1 ❑❑❑ 0 ❑❑
  Spells
  1st level: Cure Light Wounds, Invisibility to Undead, Light, 
  Magic Stone, Strength of Stone
  Traits
  Abilities Str 12/23, Int 10/21, Wis 15/56, Dex 13/66, 
  Con 15/75, Cha 12/88, Com 12/15
  Honor 16 (average)
  Skills Reading/Writing, Religion, specific (Relivik) (21), Rope 
  Use (20), Rousing Speech (17), Rules of Fair Play (19)
  Talents Grace Under Pressure, Paralyzation Bonus, Reduced 
  Facing
  Quirks/Flaws: Obsessive/Compulsive Disorder (compulsion to
  free slaves)
  Languages common, brandobian, dejy
  Equipment
  chainmail, medium metal shield, silver holy symbol (eagle’s 
  claw), white robe adorned with three black feathers
  Dari the Cook (Men: Servant/Torch Bearer): HF 1, EP 15, Int
  Average, AL LN, AC 10, MV 12”, HD 1⁄2, HP 13, SZ M, #AT 1, D d6-
  2 (knife), TOP 6, Crit BSL: Def AC -4, FF: 5, STPs: Culinary Arts 29,
  References HoB 5 p. 13
  Dari is a Kalamaran who escaped forced servitude on a small
  Svimohzish pirate ship.  He plans to work and build up enough
  5
  
  money for a safe return to his homeland which he considers
  infinitely more civilized than his current home. He fears
  strangers, since he is justifiably concerned about being cap-
  tured again.
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  The Stables
  The stables are located behind the inn. There are 10 stalls. Five
  horses and one mule are being stabled. If the PCs enter the
  stable, read the following:
  The smells of a stable assault your senses. Straw, oats 
  and animal droppings mingle to create a unique 
  aroma. The horses startle at your approach and 
  whinny their surprise at your presence. 
  Shrine of the Traveler
  This small wooden shack primarily serves as a center of wor-
  ship for traveling merchants, who receive blessings to ensure
  safe passage as they travel the Elos Road with their wares. The
  interior of the shrine is simply furnished and pigeons roost in
  the rafters. The shrine is maintained by a cleric named Saryf.
  Saryf frequently travels but considers this shrine his home. He
  sustains himself in part by donations made by passing mer-
  chants.  Display illustration 2 on page 20 and read: 
  Within sight of the tavern, you see a small wooden 
  structure that appears neglected.  A life-sized stone 
  statue of an old man with star-adorned robes and 
  worn sandals stands before the front door.  A bald 
  man wearing studded leather armor over a yellow 
  robe greets you warmly.
  “Good day, my friends! I am Saryf, a humble cleric of 
  the Traveller. What may I do for you today? A blessing 
  for your journey, perhaps?”
  If the PCs talk to Saryf, he can point them towards anyone
  who may know something about the disappearances (see
  “The Game is Afoot!”).
  Saryf the Quester
  Male 1st level Cleric of Rostak
  NG Human
  Attack and Movement
  Melee 1 attack/rnd; quarterstaff (d6)
  MV 9”
  Defense
  hp 25
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  AC 5 (Studded Leather, DEX)
  Studded Leather  AC:  7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Spells
  1st level: Alleviate Headache, Bless, Create Water, Cure Light
  Wounds, Know Direction
  Traits
  Abilities Str 11/04, Int 13/37, Wis 17/60, Dex 15/42, 
  Con 14/37, Cha 14/73, Com 12/62
  Honor 14 (average)
  Skills Forage for Food: Temperate (19), Reading/Writing, 
  Religion, specific (Rostak) (24), Running (22)
  Talents Burst of Speed
  Languages common, kalamaran
  Equipment
  studded leather armor, quarterstaff, backpack, yellow robe, 
  small silver star (holy symbol), 20 gp, 21 sp, 39 cp.
  Delton’s Tent (Merchant)
  One of the largest tents in the village, in the shade of a tall,
  gnarled desert oak, is easily visible from both the tavern and
  the shrine of the Traveller. Beneath the shade of this ancient
  tree a merchant has set up his tent and is open for business.
  He has spread out a broad variety of bladed weapons on
  camel hair rugs.
  Surprisingly, a small sign indicates that the weapons have
  been “blessed at the battlefield” and have stiff prices marked
  on them (ranging from 100 to 800 gp). 
  Note: The GM may wish to use caution when placing this
  encounter so the players do not decide to explore the bat-
  tlefield prematurely.
  The proprietor (Delton) is a cunning salesman and will make
  all kinds of far-fetched claims in order to make a sale - includ-
  ing the boast that his weapons are indestructible and that
  they are ‘enchanted’ - blessed by the spirits of the great bat-
  tlefield.
  6
  
  “These swords were thrust into the hallowed ground of 
  the great battlefield and left to draw power for a full 
  moon.”
  The truth is, Delton is planning to pull up stakes during the
  night and moving on. The swords are ordinary but he has
  been taking advantage of the villagers’ fear by selling them
  ‘charms of protection’ and ‘enchanted’ weapons.  Since
  one of his customers disappeared a few days ago, he has
  decided that it is time to go.  If the PCs inquire further about
  the reward or the disappearances, Delton will smile and
  chuckle to himself in common:
  “So.... I should have known. More Beeg Men who 
  have come to save the sheep.  Is that it? Yes, yes, it’s 
  true. People have been disappearing here - plucked 
  from the shadows of night like grapes from a bowl.  It’s 
  all they talk about here.  Me? I don’t worry too much.  
  These people are like sheep.  They sit in the tavern and 
  talk and talk and talk about it but they do NOTHING! 
  They expect some beeg men such as yourselves to 
  come save them.”
  Delton (Men: Merchant, Dishonest): HF 1, EP 15, Int Very, AL NE,
  AC 10, MV 12”, HD 1⁄2, HP 12, SZ M, #AT 1, D 1-2 (punching), TOP
  6, Crit BSL: Def AC -4, FF: 3, STPs: Haggle 56, Liar, skilled 32,
  References HoB 5 p. 11
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Other sites in the village
  Besides the Tavern and the shrine of the Traveller, there is not
  much else of interest in Narmaren. There are, however, vari-
  ous merchant tents set up along the roadway which will turn
  over almost daily as some merchants move on and others
  arrive.
  The GM can decide what wares are available on a day to
  day basis, but the following items are almost always avail-
  able:
  1. Seafood harvested from the Elos Bay. This would include
  squid, fish, oysters, dried seaweed, various shells, etc.
  2. Various import items from abroad. Narmaren is located on
  a major trade route as well as being near the port city of
  Prompeldia. The presence of most any item is easily justified.
  Since Narmaren is not even a small town in size, prices for all
  finished goods are exorbitant.
  3. Pottery is very plentiful. The fine sand of the Elos is used to
  produce some of the best sun-cured pottery in the region. 
  The Game is Afoot!
  The players will be required to do a bit of sleuthing in order to
  figure out where the abductees have been taken.  This should
  require them to poke around and find the answers that will
  eventually lead them to the battlefield and the temple of the
  Congregation of the Dead.
  Along the way the GM should toss in a few red herrings or
  other random encounters to deter their progress. One of the
  best ways of stirring things up and making life difficult for the
  PCs is to crank the rumor-mill a few turns. 
  Also, bear in mind that the village has been shrouded in fear.
  The PCs will be viewed with a certain amount of suspicion -
  even though they are trying to help.  There is nothing quite like
  being under suspicion to make one paranoid! Try to use this to
  keep tension high between the villagers and the PCs.
  As the players do their investigating you can introduce one or
  more of the following rumors/encounters to keep them on
  their toes. (Note that most of these encounters are not intend-
  ed to draw the PCs into combat. The GM should use caution
  if he has an impetuous group of players that are likely to
  attack monsters on sight.) Suggested locations for these
  encounters are listed on the area map located on page 9 but
  the GM should feel free to alter these to suit the players’ par-
  ticular line of inquiry.
  1) The Scrounger:
  As the players are walking about the vil-
  lage they notice a small boy motioning for them to come into
  a tent.  Once inside, the boy will tell the PCs that he knows
  what happened to “the missing” and that he’ll tell what he
  knows for a shiny silver piece.
  If the party refuses to pay, the boy quickly agrees to divulge
  his secret for some food. It is obvious by this point that he is
  destitute and very hungry.  If the party gives the boy what he
  wants, he will begin to talk, looking about nervously as he
  does.
  “There’s a scrounger. Goes by the name of Heral. I 
  saw him take a goat from the village pen.  It was late 
  at night.  He thought no one saw. But I saw - with my 
  own eyes. He left the village with the goat and he 
  came back alone. I think he is the one.”
  If the PCs follow up on the boy’s information, they should
  have little trouble finding the Heral’s tent. Heral lives about a
  mile outside the village well off the road in a simple tent
  made from blankets. There is a fire pit about 20 feet in front of
  the tent. Behind the tent is a small rocky ledge jutting up from
  the sand in which the entrance to a small cave can be seen.
  If the PCs investigate they will discover that the cave
  entrance has a wooden gate affixed to it. Inside they will dis-
  cover a pair of goats and four camels (along with food and
  water).
  If the PCs approach at night, they will most likely find Heral
  asleep. Unknown to them, however, Heral has befriended a
  young trash ogre (it’s a long story) who watches his campsite
  at night or when he is out scrounging. During the day, the
  ogre sleeps in the cave.
  7
  
  Heral
  Male 4th level Brigand
  NE Human
  Attack and Movement
  Melee 2 attacks/rnd; rapier (d6+1) and dagger (d6-2)
  Atk Bonuses Melee +2 to-hit, +5 damage
  MV 12”
  Defense
  hp 44
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑
  AC 5 (Leather Amor, DEX)
  Leather Armor  AC:  8 ❑❑ 9 ❑
  Traits
  Abilities Str 17/08, Int 12/34, Wis 8/56, Dex 16/63, 
  Con 15/17, Cha 6/63, Com 7/51
  Honor 20 (average)
  Skills Hide in Shadows 34%, Move Silently 26%, Climb Walls 
  27%, know terrain, sneak attack, fast movement (run at 15”), 
  contacts (Jonyez is one of them), appraising (28), dirty 
  fighting, forage for food - desert (36),  
  Quirks/Flaws: Blind - one eye, No Depth Perception, 
  Scar - facial, Sadistic
  Talents Ambidextrous, Opportunist, 
  Languages common, brandobian
  Equipment
  Leather armor, rapier, dagger, belt, two large belt pouches, 
  metal flask filled with bitter-korn whiskey, 73 gp, 97 sp
  Heral is large and formidible looking with scraggly long hair
  and a jagged scar stretching from his right eyelid, across the
  nose and over to the left ear. He prefers to capture foes if pos-
  sible then club them senseless because he likes to hear them
  scream.
  Ogre, Low (Trash): HF 4, EP 270, Int low, AL CE, AC 4, MV 9”, HD
  4, HP 36, SZ L, #AT 1, D 1d6+7 (club), SA: +3 to-hit due to STR,
  TOP 18, Crit BSL: Def AC +5, FF: 4, STPs: Survival, desert (43),
  References HoB 6 p. 24
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑
  If the PCs manage to overpower the two and question either
  one, a successful glean information check (easy) will reveal
  that Heral has been stealing livestock and selling it to the
  Congregation of the Dead. He knows the location of their
  temple but denies any suggestion that he has delivered any
  villagers (humans) into captivity.
  If the PCs do not have any relevant skills, Heral will deceive
  the PCs into thinking he is just a petty thief and make no men-
  tion of the Congregation.
  If the animals are examined, an Animal Lore (average) or
  Veternary Healing (trivial) check will reveal that they have
  numerous small but painful wounds.
  2) The Missing Bride: The PCs may overhear several of the vil-
  lagers talking about a recent incident. A woman disap-
  peared without a trace from a caravan that had camped
  outside the village. 
  The woman was being escorted to Prompeldia where she
  was to fulfill a marriage-by-contract to the heir of a wealthy
  and powerful family.
  T’Jenm, a spice trader, had been charged with her protec-
  tion and now he fears for his life when the news gets back to
  the groom-to-be.
  Upon hearing about the PCs and their attempt to find the
  missing villagers, T’Jenm contacts them. He offers them a
  handsome reward if they will find his charge. He insists they
  concentrate on the woman and “not to bother” with the
  problems of the village. He gives them a huge retainer if they
  promise to focus on the job with which he is charging them.
  The PCs may assume that the missing bride was taken by the
  same person who kidnapped the missing villagers.  If the PCs
  have this in mind, they may take the money with the belief
  that it will all work out in the end. 
  What T’Jenm does not know is that the woman was not kid-
  napped by the Harvesters at all. She fell in love with one of her
  bodyguards during the trip. The two lovebirds slipped away
  during the night and hired a boat to take them to Baneta
  where they hope they will not be discovered.
  A few days after hiring the PCs, T’Jenm will contact them and
  inform them that new evidence has revealed the truth. He
  insists the PCs catch a ship and go after the woman and bring
  her back.
  When the players refuse or try to stall, T’Jenm will be extreme-
  ly angry and demand they honor the ‘contract’ he made
  with them.
  3) Cryotherius the (Andro)Sphinx:
  Cryotherius roams the
  northeastern Elos Desert near Prompeldia. Several townsfolk
  claim to have seen this fantastic beast flying overhead in the
  distant crimson skies of the desert.  In the still desert night, one
  can sometimes hear a looming roar that is rumored to origi-
  nate from Cryotherius. He occasionally makes long forays
  over the Sliv Elenon peaks, in order to assault the slavers in
  neighboring Pel Brolenon.
  Cryotherius will swoop down to investigate PCs wandering
  the desert beyond the hills west of Narmaren. He will initially
  react neutrally toward them until he learns of their purpose in
  the area. Cryotherius speaks Sphinx, Brandobian, Kalamaran,
  and Common. It is not intended that the PCs should fight
  Cryotherius when they meet him, but he is quick to anger if
  not shown the proper respect.
  Should the PCs convince him they are enemies of slavery, he
  will react favorably and possibly offer some type of minor
  assistance.  However, Cryotherius is more interested in thwart-
  ing slavers than in dealing with the troubles of the inhabitants
  of Narmaren. Thus he will not directly intervene unless it can
  be proven to him that slavers are operating in Narmaren
  (which they are not). He knows nothing about Jonyez and his
  undead minions.
  Another way to gain favor with Cryotherius is to exchange rid-
  dles with him. Though he has no interest in these for himself, he
  would like to build a repertoire to exchange with other
  Sphinxes in the desert.
  The following are two riddles that he may present to the PCs
  if he finds it to his advantage: 
  8
  
  9
  
  1) Speak my name and I am no longer there.
  (Answer -
  Silence).
  2) I am what man cannot live without yet never has enough
  of. I am master of all men and I can never go back from
  whence I came. (Answer - Time).
  He makes his home in a small discreet cave in the Elos where
  he keeps his possessions. His treasure consists of 53 assorted
  gems (10-100 gp each), a golden gem-encrusted crown
  (1000 gp), a longsword +1, a small wooden shield +1 and a
  chime of opening. 
  Crytherius the Androsphinx: HF 44, EP 7000, Int exceptional, AL
  CG, AC -2, MV 18”, 30” Fly (D), HD 12, HP 80, SZ L, #AT 2, D 2-
  12/2-12, SA: roar, spells TOP 40, Crit BSL: Def AC +10, FF: 5,
  References HoB 7 p. 95
  Spells:
  1st level - Cure Light Wounds x3, Create Water, Detect Evil,
  Endure Cold/Heat, Purify Food/Drink
  2nd level - Aid, Cure Moderate Wounds x2, Detect Charm,
  Know Alignment
  3rd level - Cure Disease, Weather Prediction
  4) Krangi merchants: If the PCs travel near the Ek’Ridar River,
  they might meet some merchants either traveling on the river
  or resting on the shoreline.  These hobgoblin merchants hail
  from the Kingdom of Norgra Krangrel that lies just to the north
  of the Elos desert.  They are traveling south on a small (50-foot-
  long) keelboat loaded with supplies and merchandise,
  including hobgoblin-made arms and armor.  They are en
  route to Prompeldia to trade for slaves and leather goods.
  There are eight hobgoblins, two of which are guards and
  equipped with standard hobgoblin arms and armor. The
  other six wear light travel clothing, though they have their
  weapons readily available. The merchants all speak Goblin
  and Common and one of them speaks Brandobian as well.
  Although they will not be openly hostile to strangers, they are
  not beyond fighting if provoked. Additionally, if they outnum-
  ber those they encounter by two to one, they will attempt to
  rob them.
  Hobgoblin Guards (2): HF 0, EP 35, Int average, AL LE, AC 2,
  MV 9”, HD 1+1, HP 27, 26, SZ M, #AT 1, D 1-8 (longsword), TOP
  13 each, Crit BSL: Def AC -1, FF: 6, References HoB 4 p. 10
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Medium Metal Shield  AC: +3 ❑❑❑❑❑ +2 ❑❑❑❑ +1 ❑❑❑ 0 ❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Medium Metal Shield  AC: +3 ❑❑❑❑❑ +2 ❑❑❑❑ +1 ❑❑❑ 0 ❑❑
  Hobgoblin Merchants (6): HF 0, EP 35, Int very, AL LE, AC 10 (if
  necessary they can quickly grab medium shields making
  them AC 7), MV 12”, HD 1+1, HP 25 x2, 24 x2, 23 x2, SZ M, #AT
  1, D 1-8 (longsword), TOP 12 x4, 11 x2, Crit BSL: Def AC -1, FF:
  6, STPs: haggle (25 + d12 each), References HoB 4 p. 10
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  5. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  6. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  As a group they only carry 3 pp, 5 gp, and 13 sp. They have
  ample supplies of dry rations, rope, oil, 8 medium steel shields,
  4 suits of chainmail, 6 suits of scale mail armor, 12 longswords,
  and 5 small steel shields.
  5) Brolenese slave traders:
  Four slavers mounted on riding
  horses are traveling with a group of eight slaves bound for
  Prompeldia.  The slaves are bound in shackles and their will is
  thoroughly broken by the brainwashing they were subjected
  to by their masters.
  The slavers are dressed in studded leather armor and are
  armed with whips and shortswords.  One slave is a half elf,
  one is a halfling, two are hobgoblins, and the other four are
  human (one Brandobian and three Svimohzish).  The slavers
  have ample iron ration food supplies and water, all of which
  is borne by the slaves.
  Men: Slavers (4): HF 1, EP 15, Int Average, AL LE, AC 7, MV 12”,
  HD 1⁄2, HP 13 each, SZ M, #AT 1, D 1-6 (shortsword), TOP 6, Crit
  BSL: Def AC -4, FF: 5, STPs: rope use (22), torture (16),
  References HoB 5 p. 13
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Studded Leather  AC:  7 ❑❑❑❑ 8 ❑❑ 9 ❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Studded Leather  AC:  7 ❑❑❑❑ 8 ❑❑ 9 ❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Studded Leather  AC:  7 ❑❑❑❑ 8 ❑❑ 9 ❑
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Studded Leather  AC:  7 ❑❑❑❑ 8 ❑❑ 9 ❑
  6) Gnomish Prospectors:
  These sun baked gnomes (Harl,
  Dengly and Bort) spend their days panning for gold in the
  stream southwest of Narmaren but will claim to be simple
  shepherds.  They speak Merchant’s Tongue and Gnomish.
  One wears dirty, yet rugged looking coveralls, while the oth-
  ers wear leather armor.
  They are on their way into town to buy more food and equip-
  ment. The gnomes are paranoid that ‘bandits’ will follow
  them and either rob them or discover their secret panning
  spots. They will react with suspicion if those they encounter
  ask too many questions about where they are from and what
  they are doing.  
  Gnome, Common (3): HF 1, EP 65, Int very, AL N, AC 10 or 8,
  MV 6”, HD 1, HP 28, 27, 23, SZ S, #AT 1, D 1d6+1 (footman’s
  pick), TOP 14, 13, 12, Crit BSL: Def AC -2, FF: 3, STPs: Mining (40
  + d20 each), Quirks/Flaws: Paranoid, References HoB 3 p. 75
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Leather Armor  AC:  8 ❑❑ 9 ❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Leather Armor  AC:  8 ❑❑ 9 ❑
  Treasure: The gnomes have a pouch containing 7 gp worth of
  fine gold flakes.
  10
  
  7) Herdsmen: Several small groups of herdsmen roam the hills
  outside of town. They raise goats, llamas and sheep.
  The herdsmen are often on the lookout for those who travel
  on the road into and out of Prompeldia.  They serve as an
  early warning force to warn the villagers of Narmaren of
  impending threats, and were instrumental as scouts during
  the Battle of Narmaren. 
  Men: Farmer/Herder (2): HF 1, EP 15, Int Average, AL N, AC 10,
  MV 12”, HD 1⁄2, HP 13 each, SZ M, #AT 1, D 1d6-3 (stick), TOP 6,
  Crit BSL: Def AC -4, FF: 5, STPs: Animal Handling (42),  Animal
  Lore (51), References HoB 5 p. 10
  8) Congregants of the Dead: If the PCs travel along the road
  south of town they might encounter four human followers of
  the Congregation of the Dead. One of these is actually a
  zombie.
  They have traveled to the area from Prompeldia in search of
  the new congregation that they heard Jonyez has begun. If
  questioned, they will be evasive and only claim that they
  have come from Prompeldia to trade coral and pearls. A suc-
  cessful glean information check (easy) will reveal that they
  carry no pearls and have little else in the way of possessions.
  Men: Pilgrims (3): HF 0, EP 15, Int Average, AL NE, AC 10, MV
  12”, HD 1⁄2, HP 13, 12 x2, SZ M, #AT 1, D 1-d6-1 (sickle), TOP 6,,
  Crit BSL: Def AC -4, FF: 5, STPs: Religion, Specific - Galapiti (13),
  References HoB 5 p. 12
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Zombie, Common: HF 1, EP 65, Int non, AL N, AC 8, MV 6”, HD
  2, HP 30, SZ M, #AT 1, D 1-8, TOP n/a, Crit BSL: Def AC, FF: n/a,
  References HoB 8 p. 124
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  The Battlefield
  About a mile north of Narmaren lies the battlefield where the
  Eldoran forces met their defeat. The battlefield rests on a low
  rise, between several copses of trees. A barbarian, thief, elf or
  halfling in non-metallic armor can use the trees as cover, and
  easily spy out the area without being seen. Depending upon
  their approach, the PCs should be able to see most or all of
  the areas noted on the map.
  11
  
  The Temple Area
  1) Tent: Display illustration 3 on page 21 and read:
  A wind-tattered leather tent stands with shreds of 
  material and frayed rope flapping gently in the 
  breeze. Six impoverished-looking humans sit around 
  the perimeter with dazed looks on their sickly faces.
  This is where the Harvesters have been sleeping until they can
  build proper housing for themselves. It seems with all the other
  construction, kidnapping and grave openings, they have just
  been too busy to build anything but a tent for themselves. It
  contains sleeping gear and additional clothes, food and
  camping supplies. 
  The tent area is protected at night by a Wyvern Watch spell
  and 6 zombies.
  Zombies, Common  (6): HF 1, EP 65, Int non, AL N, AC 8, MV 6”,
  HD 2, HP 31, 29, 27, 26, 25, 24, SZ M, #AT 1, D 1-8, TOP n/a, Crit
  BSL: Def AC, FF: n/a, References HoB 8 p. 124
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  5. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  6. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  These zombies are a decrepit sight. Jonyez grave-snatched,
  then animated them when he passed through the city of
  Shrogga-Pravaaz. After shambling the wind-swept Elos from
  Shrogga-Pravaaz to the battle-site, they now sit unprotected
  from the sandy desert wind. The sand and grit have taken
  their toll; these zombies are half-way to skeleton status.  While
  this gives them a most gruesome visage, it has reduced their
  hit points somewhat. The zombies will attack intruders who
  come within 15 feet of the tent or if they are hit by missile
  weapons. 
  Although the details on the Harvester priests are provided in
  this area (below), during the day they are just as apt to be
  encountered at any other part of the campsite, such as the
  corral, either temple, the campfire or the surrounding battle-
  field.  When Jonyez attacks, display illustration 4 on page 22.
  Joneyz the Butcher (HF 3, EPs 245)
  Male 3rd level Zealot of Galapiti (see Appendix for details)
  NE Human
  Attack and Movement
  Melee 1 attack/rnd; Scythe (d6+1)
  BSL: Defenders AC -2
  MV 9”
  Defense
  hp 40
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑❑
  AC 2 (Chainmail, DEX)
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Spells
  1st level: Cause Fear, Disable Hand, Ralph’s Placid Arrow, 
  Strength of Stone
  2nd level: Animate Dead (already cast)
  Traits
  Abilities Str 10/14, Int 14/29, Wis 17/53, Dex 16/84, 
  Con 12/56, Cha 10/68, Com 10/61
  Honor 37 (great: +1 to all rolls)
  Skills Dig Proper Grave (37), Reading/Writing, 
  Religion, specific (Galapiti) (38)
  Talents Elemental Resistance (cold), Reduced Facing
  Languages common, kalamaran
  Equipment
  chainmail, scythe, sickle, pendant with hematite gem (20 gp), 
  black robe, unholy symbol, skull-shaped open-faced helm, 
  skull-adorned belt, skull broach with two red spinels (250 gp)
  Egarhz the Messanger (HF 1, EPs 167)
  Male 2nd level Cleric of Galapiti 
  NE Human
  Attack and Movement
  Melee 1 attack/rnd; Scythe (d6+1)
  Atk Bonuses Melee +0 to-hit, +1 damage
  BSL: Defenders AC -3
  MV 9”
  Defense
  hp 39
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑
  AC 5 (Chainmail)
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Spells
  1st level: Cause Fear, Command, Cure Light Wounds, Light, 
  Protection from Good
  Traits
  Abilities Str 12/95, Int 10/82, Wis 15/24, Dex 9/37, 
  Con 16/58, Cha 13/31, Com 7/78
  Honor 20 (average)
  Skills Reading/Writing, Religion, specific (Galapiti) (31)
  Talents Reduced Facing
  Languages common, kalamaran
  Equipment
  chainmail, skull-shaped open-faced helm, scythe, sickle, skull 
  pendant (1 gp), black robe, unholy symbol, skull-adorned belt,
  30 gp, 62 sp, 331 cp
  Chlaghen the Novitiate (HF 1, EPs 82)
  Male 1st level Cleric of Galapiti 
  NE Human
  Attack and Movement
  Melee 1 attack/rnd; Scythe (d6+1)
  Atk Bonuses Melee +2 to-hit, +4 damage
  BSL: Defenders AC -2
  MV 9”
  Defense
  hp 27
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  AC 3 (Chainmail, DEX)
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Spells
  1st level: Cause Fear, Cure Light Wounds, Endure Heat
  Protection from Good
  Traits
  Abilities Str 16/60, Int 9/78, Wis 14/95, Dex 15/28, 
  Con 10/14, Cha 14/45, Com 13/36
  Honor 14 (average)
  Skills Reading/Writing, Religion, specific (Galapiti) (27)
  12
  
  13
  Talents Reduced Facing
  Languages common, kalamaran
  Equipment
  chainmail, skull-shaped open-faced helm, scythe, sickle, 
  black robe, unholy symbol, skull-adorned belt, 12 gp, 25 elp, 
  16 sp, 55 cp
  All of the clerics will use the zombies and skeletons as shields
  to allow them to cast as many spells as possible before enter-
  ing combat. Jonyez will first cast Ralph’s Placid Arrow on a
  cleric (he has the Religion, general skill so can identify party
  clerics) followed by Disable Hand on a tough-looking swords-
  man and then Cause Fear on another armored opponent.
  He then casts Strength of Stone and enters combat. Egarhz
  casts Cause Fear on a likely spellcaster then Protection from
  Good on himself. He holds Command in reserve to order
  someone in melee to “freeze” (and allow his allies to blugeon
  them) as well as Light to cast in someone’s eyes. Chlaghen
  casts Cause Fear on anyone approaching him followed by
  Protection from Good. He holds Endure Heat in reserve in
  case he sees flaming oil being used.
  Egarhz and Chlaghen fear Jonyez and they will not flee as
  long as he lives. 
  2) Corral: A crudely-built corral made of wood and rope holds
  several animals in different sections. The animals, consisting of
  two camels, six chickens, one cow, one mule, three goats
  and six sheep, are all underfed and in poor health. 
  3) Temple of the Harvester of Souls: A simple-looking stone
  building appears newly-constructed. The entryway in the
  west wall remains without a door.  If the players look inside,
  read:
  The single 15 ft. x 15 ft. room holds a simple stone altar 
  with a skull and scythe embedded in it. The walls are 
  inlaid with skulls. Seven human skeletons stand armed 
  and at attention along the walls.
  Seven skeletons stand along the walls ready to attack intrud-
  ers who enter the temple and await further orders from their
  maker.
  Skeletons, Animated (7): HF 2, EP 65, Int non, AL N, AC 7, MV
  12”, HD 1, HP 28, 27, 25, 24 x2, 23, 22, SZ M, #AT 1, D 1-6 (short
  sword), SD: half damage from hacking and puncturing
  weapons, TOP n/a, Crit BSL: Def AC , FF: n/a, References HoB
  7 p. 66
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  5. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  6. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  7. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  4) Temple of the Prince of Turmoil
  The small structure of irregularly-shaped stones 
  
  14
  appears hastily constructed, although its age betrays 
  its sturdiness. The wooden door is barred on the 
  outside and crossed swords behind a double-bladed 
  battle-ax hang above the entrance. Six human 
  skeletons armed with shortswords stand at attention 
  before the door.
  The temple is guarded by six skeletons who will attack intrud-
  ers who come within 10 feet or if they are attacked with mis-
  sile weapons.
  Skeleton, Animated (6): HF 2, EP 65, Int non, AL N, AC 7, MV
  12”, HD 1, HP 27, 26, 25, 24 x2, 23, SZ M, #AT 1, D 1-6 (short
  sword), SD: half damage from hacking and puncturing
  weapons, TOP n/a, Crit BSL: Def AC , FF: n/a, References HoB
  7 p. 66
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  5. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  6. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  The Battle Rager’s temple is currently used by the Harvesters
  as a cell to hold their prisoners until they sacrifice them. The
  prisoners are: 
  Jerad is a young Dejy nomad who had come to worship at
  the Battle Rager’s temple. A formidable warrior, he was cap-
  tured after quite a struggle. He managed to destroy three
  skeletons before he was overcome. If he is rescued, he will
  feel an obligation to the party to repay the debt, and will
  attach himself to the party until he has had the chance to do
  so. Communication may be a problem though as he only
  speaks dejy.
  Jerad
  Male 1st level Barbarian
  CG Human
  Attack and Movement
  Melee 1 attack/rnd; big rock (1-4)
  Atk Bonuses Melee +3 to-hit, +6 damage
  MV 15”
  Defense
  hp 36 (12 currently)
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  AC 4 (DEX)
  Traits
  Abilities Str 18/61, Int 8/01, Wis 8/13, Dex 16/93, 
  Con 17/90, Cha 14/77, Com 10/30
  Honor 11 (average)
  Skills climb cliffs and trees 62%, surprise opponents 5 in 10, 5% 
  chance of countering back attacks, leaping and springing, 
  detect illusion 5%, detect magic 25%, survival, first aid,  
  outdoor craft, tracking (13)
  Talents Attack Bonus (two-handed sword)
  Languages dejy
  Equipment
  none
  Herson (Men: Tradesman/Craftsman): HF 1, EP 15, Int Average,
  AL LN, AC 10, MV 12”, HD 1⁄2, HP 13, SZ M, #AT 1, D 1-2 (punch-
  ing), TOP 6, Crit BSL: Def AC -4, FF: 5, STPs: Stonemasonry 56,
  References HoB 5 p. 13
  A stone mason from the village of Narmaren, Herson recently
  moved to town from Prompeldia and was planning to form a
  construction crew to build a town hall. He has a wife who
  earns money by taking in mending and laundry. 
  Tiana (Men: Peasant/Serf): HF 0, EP 0, Int Average, AL N, AC
  10, MV 12”, HP 3, SZ M, #AT 0, TOP 1, FF: 6, References HoB 5 p.
  13 (modified to reflect age)
  Tiana is a little girl from the city of Dowond-Brandel. She and
  her parents were escaping slaves from Prompeldia. They were
  traveling north to her grandparents in Dirasipidu, when they
  were attacked and slain by Jonyez. She claims that her grand-
  parents are very wealthy, and will greatly reward anyone who
  would return her to them. In reality they are destitute.
  Mordock (Men: Wild Man): HF 1, EP 15, Int Average, AL LN, AC
  10, MV 12”, HD 1⁄2, HP 12, SZ M, #AT 1, D 1-2 (punching), TOP 6,
  Crit BSL: Def AC -4, FF: 4, STPs: Haggle (38), Pottery (27),
  Quirks/Flaws: Delusional, Psychotic Aversion to Monster
  (undead), References HoB 5 p. 14
  Mordock is a pottery merchant from the City of Prompeldia.
  Being taken captive by Joynez and his followers has taken
  quite a toll on Mordock. As a result, he has become extreme-
  ly mentally disturbed. If he is rescued, he will offer the party a
  reward, however, the reward will consist of a large number of
  clay pots. He will be difficult to travel with because he has fre-
  quent hallucinations and runs the gamut of outbursts, from
  breaking into song, to fits of hysteric crying and screaming to
  black outs. His captors find his behavior highly amusing, but
  one thing is for sure, he will never be the same. The PCs may
  have to find a creative way of returning Mordock to civiliza-
  tion. If they choose not to rescue this man because of his dis-
  turbed behavior, and the difficulty it poses to them, they
  should encounter him later as a zombie.
  Vrilnd (Men: Pilgrim): HF 1, EP 15, Int Average, AL LE, AC 10,
  MV 12”, HD 1⁄2, HP 14, SZ M, #AT 1, D 1-2 (punching), TOP 7, Crit
  BSL: Def AC -4, FF: 5, STPs: Religion, Specific - E’Patali (30),
  References HoB 5 p. 13
  Vrilnd is a sixteen year-old Pel Brolenese boy.  A proud mem-
  ber of the House of Shackles, Vrilnd worships Velmn the
  Overlord, patron deity of oppression and slavery. Vrilnd was
  kidnapped from Narmaren by Jonyez during the night, when
  he left the tent to relieve himself. While only a lowly Servant,
  Vrilnd is on the fast-track and would have certainly earned
  the title of Shackler within a few years.  He is completely loyal
  and devoted to the Overlord and his cause.  If freed, he will
  try to persuade the PCs to escort him (or allow him to tag
  along) to Narmaren, where he hopes to rejoin his group.
  During the trip, Vrilnd will attempt to indoctinate any who will
  listen with the teachings of The Oppressor.
  Once the prisoners are safely returned to Narmaren, they will
  insist upon thanking the PCs with a celebratory feast at the
  Whispering Wind tavern.
  
  Note:  A secret compartment is set into the floor of the tem-
  ple. Inside is a Potion of Invulnerability.
  5) Campfire
  A charred circle of stones surrounds a pile of ashes. 
  Closer examination reveals that the ashes are hot 
  to the touch (and glow brightly under infravision).
  Rebirth
  If the Harvesters are slain while fighting the PCs, they will be
  reborn the next day as undead monsters. If the situation
  seems desperate, the Harvesters will kill themselves rather
  than give the PCs the satisfaction (and EPs!). Jonyez the
  Butcher will become a huecuva, while his underlings come
  back as fully sentient talking zombies. While Jonyez the hue-
  cuva will harbor great hatred for the PCs, he will attempt to
  carry out the next phase of his plan before seeking
  vengeance against them. (If any of the clerics are not killed,
  use the stats previously given instead of their ‘reborn’ listing.)
  The next phase of Jonyez’ plan is to abduct a cleric from
  Narmaren as a sacrifice to his god. He had planned to do this
  after his Congregation of the Dead grew, but now believes
  he can carry out the abduction easily with his newly-gained
  undead powers. Jonyez hopes to gain a second advantage
  from the abduction... he plans to get his revenge and slay the
  meddlesome PCs when they come to the rescue. 
  Soon after his rebirth, once he has assessed his situation,
  Jonyez will cast Animate Dead to create eight more undead
  skeletons under his control. He will also assemble any of his
  other undead minions who have not been destroyed. If the
  PCs chose not to rescue Mordok, Jonyez kills him and turns
  him into a zombie.
  The Abduction
  During his trip to the village, Jonyez comes across an ale mer-
  chant’s cart on the road into Narmaren. He flags him down
  and uses his new paralysis ability to overcome Amar, the
  unfortunate merchant.  Amar is then murdered and animat-
  ed as a zombie.
  Jonyez then assumes Amar’s identity so that he can case the
  town incognito and accomplish his mission of abducting the
  cleric. Just then an idea for both a distraction, and a measure
  of revenge for his own death, comes to him. 
  He puts five of his skeletons into the ale kegs and commands
  them to burst out to attack after he sells the kegs to the town
  bar.
  With this as a diversion, he plans to go to the local roadside
  shrine of the Traveler to find the resident cleric and take him
  as a  sacrifice (see “The Return of Jonyez”). As he does this,
  the PCs should be distracted by the threat of the skeletons
  popping out of the kegs.  
  Skeletons in the Closet
  During the celebration for the PCs at the Whispering Wind,
  Dari the cook will acquire five kegs from Jonyez the “ale mer-
  chant” through the back door of the inn. Shortly afterwards,
  Dari unloads the kegs and brings them into the storage room
  next to the kitchen at which point he will be terribly surprised. 
  As the party continues inside the tavern, read:
  You relax, enjoying the celebration. Everyone seems 
  to be having a wonderful time. You see the bartender 
  Sheffen shoving overflowing mugs of ale toward the 
  grizzled faces at the bar. Some of the villagers are 
  struggling to keep their balance on the bar stools and 
  look like they are well beyond his limit. 
  Suddenly, above the din of the merrymakers, you 
  hear a cry rise up from somewhere in the tavern. 
  Looking around, you see Sheffen grab an axe from 
  behind the bar and push his way toward the kitchen.
  15
  
  If the PCs follow Sheffen into the kitchen, display illustration 5
  on page 22 and read: 
  As you burst through the doors, you can’t believe your 
  eyes.  The cook is lying motionless on the floor, and 
  Sheffen stands frozen with fear, his axe slipping from his 
  grip onto the floor to land with a dull clank. On the 
  opposite wall, you see what has disturbed him. 
  Breaking out of several wooden ale kegs are skeletal 
  human remains. The bony creatures clatter as they 
  burst forth, and a chill creeps over you at the eerie 
  sight.
  Dari has merely fainted.
  If the PCs do not enter the kitchen, or are slow about doing it,
  the skeletons slaughter Dari and Sheffen before moving out
  into the tavern to dispatch the rest of the inhabitants. They will
  continue to slaughter the entire village unless stopped by the
  PCs (or another outside force of the GM’s choosing).
  Skeleton, Animated (5): HF 2, EP 65, Int non, AL N, AC 7, MV
  12”, HD 1, HP 28, 27, 26, 25, 24, SZ M, #AT 1, D 1-6 (claws), SD:
  half damage from hacking and puncturing weapons, TOP
  n/a, Crit BSL: Def AC , FF: n/a, References HoB 7 p. 66
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  5. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  If the PCs are still weak from their fight at the battlefield, and
  are losing the battle, the GM may decide to have a group of
  burly farmers push their way into the room.  Armed with clubs,
  they defeat the skeletons through sheer weight of numbers.
  The Return of Jonyez
  Just as the battle with the skeletons is ending, there will be a
  cry for help and the noise of a struggle coming from some-
  where outside the tavern. If one or all of the PCs look outside,
  they will just glimpse Jonyez as he makes his getaway out of
  town in the merchant’s cart, heading in the direction of the
  battlefield. In the back of the cart, the body of Saryf the
  Quester is visible, clutched in the hands of three skeletons and
  a zombie. If the PCs are too distracted by the keg skeletons
  to notice, the villagers will see this and report it to the PCs
  after the skeletons have been defeated, asking them to
  retrieve Saryf and finish the job they started. 
  If the PCs pursue Jonyez immediately, he will order his undead
  lackeys to cover his escape while he disappears into the
  night.  He goes back to the temple, locks up Saryf and pre-
  pares for an assault from the PCs. 
  The Rescue
  If Jonyez was not compelled to leave any undead behind to
  cover his escape, he will have an undead force consisting of
  three to four zombies (Amar the ale merchant, Egarhz and
  Chlaghen reborn as talking zombies, and possibly Mordock),
  and eight animal skeletons (there being insufficient human
  corpses available), as well as any undead the PCs did not
  eliminate on their first visit to the battlefield. 
  The prisoner will be imprisoned within the Battle Rager’s
  Temple, and guarded by at least two skeletons and a zombie.
  Jonyez will hide any additional forces in open graves around
  the perimeter of his encampment.  Jonyez will choose strate-
  gic graves for half of his forces with orders to rise and attack
  any intruders immediately.  The other half are distributed ran-
  domly, and have orders to wait until any intruders have
  passed, then quietly rise up and attack the intruders from the
  rear.   
  When these skeletal forces attack it should be an eerie and
  hair-raising experience for the players. The GM should take
  care to describe the skeletons climbing forth from the sur-
  rounding open graves, mouths’ agape in silent, mock laugh-
  ter.  The players, surrounded by open graves, should not know
  from which grave the next skeleton will clamber forth.
  The noise of any skeletal attack will surely alert Jonyez that
  there are intruders in the area.  Once alerted, he will stand
  boldly upon the roof of his temple so that he can cast as
  many of his spells that will aid his undead forces before leap-
  ing down to engage the intruders.
  Jonyez is well aware of his new invulnerability to ordinary
  weapons granted by his rebirth as a Huecuva and will use it
  to his full advantage. This may present a significant challenge
  to novice PCs (and is intended as such) forcing them to use
  tactics other than “our massive Fighter hacks it to death”.
  Two emminantly useful spells are Magic Stone (CL 1) and
  Shillelagh (DR 1). Bear in mind that each of the three stones
  produced by Magic Stone inflict 2d4 hp of damage versus
  undead. If Pally Torenbock accompanies the party, he will be
  able to use these in his sling gaining +4 to-hit with the missiles.
  Cheff the Deshackler, another potential NPC, has this spell
  memorized.
  Failing wise spell choice (the PCs should have suspected they
  might encounter more powerful undead and blowing off tak-
  ing Magic Stone because of its presumed worthlessness in
  favor of yet another Cure Light Wounds should come back to
  hurt them), Jonyez is vulnerable to fire. Flaming (lamp) oil or
  greek fire are very potent weapons and may be sufficient to
  kill him (provided they can repeatedly hit AC 3 with these mis-
  siles). Of course, after he sees the first molotov cocktail, he will
  quickly cast Endure Heat.
  Torches are another potential weapon. Even if protected by
  Endure Heat, this spell will be broken by the first successful fire
  hit (though granting a -10 damage reduction during that
  round). As such, Joynez can be bested by repeated torch
  pummeling. While the wooden torch itself will inflict no dam-
  age, its fire will inflict 1-2 hp with any successful hit (1-4 with
  16
  
  penetration possible if Log of Everburning (CL 1) is used to cre-
  ate a sturdier fire club.)
  A final fire option is to employ the hot coals in the campfire
  (area 5) as weapons. Details on using hot coals as weapons
  appear in page 98 of the GameMaster’s Guide. Assume
  there are 30 hot coals available in the fire.
  As a last resort, Pally Torenbock (or any other character profi-
  cient with a sling) could use silver pieces as slingstones. Since
  they are not as weighty as true slingstones, such missiles only
  inflict 1-3 hp of damage (no penetration). 
  Barring use of any of these methods and (presumably) lack-
  ing magic weapons, Joynez will eventually kill or drive off the
  PCs. He will animate any slain characters left behind, then
  head to Narmaren and kill every inhabitant, eventually ani-
  mating them all as zombies.
  Joneyz the Butcher (reborn) (HF 4, EPs 375)
  Male 3rd level Zealot of Galapiti (see Appendix for details)
  NE Huecuva (turned as Wight)
  Attack and Movement
  Melee 1 attack/rnd; touch (1-6)
  Atk Bonuses Melee a victim must save vs. poison with every 
  hit or become diseased. (Lose one point of Strength and 
  Constitution each day until he receives a Cure Disease spell 
  or dies), attacks as 3 HD monster
  BSL: Def AC +1
  MV 9”
  Defense
  hp 40
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑❑
  AC 3 
  Special Defenses silver or magic weapons required to hit
  Spells
  1st level: Animate Dead Animals (already cast), Disable 
  Hand, Ralph’s Placid Arrow x2
  2nd level: Choke
  Traits
  Abilities Str 10/14, Int 14/29, Wis 17/53, Dex 16/84, 
  Con 12/56, Cha 10/68, Com 10/61
  Honor 37 (great: +1 to all rolls)
  Skills Dig Proper Grave (37), Reading/Writing, 
  Religion, specific (Galapiti) (38), resistant to all mind
  influencing spells
  Talents Elemental Resistance (cold), Reduced Facing
  Languages common, kalamaran
  Equipment
  depends on what the PC looted
  Egarhz the Messanger (reborn) (HF 0, EPs 245)
  Male 2nd level Cleric of Galapiti 
  NE Talking Zombie
  Attack and Movement
  Melee 1 attack/rnd; punching/battering (1-8)
  Atk Penalties Melee +0 to-hit, +1 damage, attacks as 2 HD 
  monster
  BSL: Def AC
  MV 6”
  Defense
  hp 39
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑
  AC 8
  Spells
  1st level: Command x2, Light, Protection from Good, 
  Strength of Stone
  Traits
  Abilities Str 12/95, Int 10/82, Wis 15/24, Dex 9/37, 
  Con 16/58, Cha 13/31, Com 7/78
  Honor 20 (average)
  Skills Reading/Writing, Religion, specific (Galapiti) (31), 
  immune to Sleep, Charm, Hold, death magic, poison and 
  cold-based spells
  Talents Reduced Facing
  Languages common, kalamaran
  Equipment
  depends on what the PC looted
  Chlaghen the Novitiate (reborn) (HF 1, EPs 230)
  Male 1st level Cleric of Galapiti 
  NE Talking Zombie
  Attack and Movement
  Melee 1 attack/rnd; punching/battering (1-8)
  Atk Bonuses Melee +2 to-hit, +4 damage, attacks as 2 HD 
  monster
  BSL: Def AC +2
  MV 6”
  Defense
  hp 27
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  AC 8 
  Spells
  1st level: Command, Endure Heat, Light, Protection from 
  Good, Strength of Stone
  Traits
  Abilities Str 16/60, Int 9/78, Wis 14/95, Dex 15/28, 
  Con 10/14, Cha 14/45, Com 13/36
  Honor 14 (average)
  Skills Reading/Writing, Religion, specific (Galapiti) (27), 
  immune to Sleep, Charm, Hold, death magic, poison and 
  cold-based spells
  Talents Reduced Facing
  Languages common, kalamaran
  Equipment
  depends on what the PC looted
  The evil clerics will use different tactics than those mentioned
  peviously. They are now interested in capturing or killing the
  PCs rather than driving them off. Joynez will cast Choke on a
  spellcaster (to disrupt any spells) followed by Ralph’s Placid
  Arrows on Clerics then FIghters and lastly Disable Hand on a
  Fighter. His subordinate clerics will try to Command oppo-
  nents to surrender, then Strength of Stone to enhance their
  combat prowess. 
  Joynez plans to use the PCs as sacrifices in place of those lost
  in the previous encounter. 
  Amar and (possibly) Mordock, Zombies, Common (1 or 2): HF
  1, EP 65, Int non, AL N, AC 8, MV 6”, HD 2, HP 29, 28, SZ M, #AT
  1, D 1-8, TOP n/a, Crit BSL: Def AC, FF: n/a, References HoB 8
  p. 124
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  17
  
  Skeletons, Animal (8): HF 1, EP 65, Int non, AL N, AC 8, MV 6”,
  HD 1-1, HP 27, 26, 25 x3, 24, 22 x2, SZ M, #AT 1, D 1-4, SD: half
  damage from hacking and puncturing weapons, clerics
  receive +1 bonus to turn attempts, TOP n/a, Crit BSL: Def AC -
  1, FF: n/a, References HoB 7 p. 66
  1. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  2. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  3. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  4. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  5. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  6. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  7. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  8. HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Conclusion
  With the defeat of Jonyez and his followers, the undead
  threat is over, and the PCs are hailed as great and mighty
  heroes. One of the newer, wealthier residents of the village
  will offer the PCs an acre of his land for house-building.
  If Saryf the Quester is returned to the village alive, he will offer
  the PCs a rough map detailing the location of cities in the
  Young Kingdoms (this is essentially the same as the area map
  located on page 74 of the Kingdoms of Kalamar core source-
  book).
  PCs may have contracted the Huecuva wasting disease as a
  result of combat with Joynez. This needn’t be fatal.
  Cryotherius the (Andro)Sphinx is fully capable of curing the
  disease and will freely do so for PCs he is on good terms with
  (if the PCs did not previously encounter Crytherius, the Sphinx
  flies into town at the adventure’s conclusion to make an
  unexpected visit and learn what all the commotion he’s
  been observing is all about. He is happy to cast Cure DIsease
  on any or all of the “Heroes of Narmaren”.)
  Of course, if the PCs previously encountered Cryotherius and
  managed to tick him off they can rot for all he cares!
  Appendix
  ZEALOTS OF GALAPITI, Harvester of Souls, Ruler of the Dead,
  Bringer of the Grave, King of the Undead, Lord of the
  Underwurld
  Title: The Harvesters
  Alignment: Neutral evil
  Ability Requirements: Strength 9+, Wisdom 9+.
  Prime Requisite: None
  Hit Die Type: d8
  To-hit Progression: Cleric
  Saving Throw Tables: Cleric
  Building Point Bonus: 2
  Spelljacking: No
  Spell Spheres: Combat 5, Devotional 1, Healing 7 (reverse
  only), Necromancy 7, Sun 6 (reverse only), Warding 3
  Turn/Command Undead: Command as cleric 2 levels higher
  Weapons Permitted: Harvesters’ allowed weapons are the
  Scythe and Sickle (the former being their weapon of choice.)
  Armor Permitted: Any. They may not use any form of shield.
  Rainment: Like their patron, these zealots are clad in jet black
  flowing robes and all zealots and clerics of the King of the
  Undead above the rank of Novitiate wear pendants. They
  adorn both their weapons and person with skulls. These are
  designed in such a way as to cause an eerie trilling when wield-
  ed. The whistling created by a group of Harvesters in combat
  may send shivers up the spine of even the bravest warrior.
  Allowed Races: Any save elves and pixie-faeries
  Church Hierarchy: Advancement within the Congregation of
  the Dead is by number of souls harvested, seniority and
  undead status. Levels within the church is indicated by the
  type of gem worn on their pendant.
  Level 
  Title 
  Gem
  1st:
  Novitiate 
  no pendant worn
  2nd:
  Messenger 
  no gem
  3rd:
  Collector 
  malachite
  4th:
  Butcher 
  hematite
  5th:
  Malefactor 
  azurite
  6th:
  Fiend 
  white onyx
  7th:
  Hellion 
  sardonyx
  8th:
  Reaper
  amber
  9th:
  Harvester 
  jet
  10th:
  High Harvester 
  black sapphire
  STPs: Harvesters receive the following skills at no initial cost: dig
  proper grave and religion: specific (Galapiti). They also gain
  the Religion, general skill at 51%.
  Symbol: Skull and Scythe
  Holy Symbol: Small golden sickle
  18
  
  Restrictions: Harvesters are unable to be brought back to life
  by means of Resurrection, Reincarnate, Raise Dead, Minor
  Raise Dead, Diminished Rite. Any attempt to do so will cause
  the corpse to rise as a Spectre, Vampire Orc, Wraith, Wight or
  Huecuva in order of the spell cast.
  Background: The Harvesters are the Lord of the Underwurld’s
  messengers of death and collectors of souls. They are well
  known for their eagerness to take a life and their willingness to
  die while taking one. Members of the congregation kill for the
  sole purpose of sending the souls of their victims to their Lord.
  It is said that the Bringer of the Grave needs souls in order to
  gain enough strength to enter the wurld and make the other
  Gawds submit to his will.
  The Harvesters know that through their actions and devotion
  to the the King of the Undead they will be rewarded at death
  by being granted undead status. The number and strength of
  the souls that a zealot takes during his lifetime directly reflect
  on his future undead status; dying while attempting to take a
  soul is said to grant automatic undeath. However, many
  zealots fear dying before harvesting enough souls and there-
  by attaining only zombie status. Therefore, there is a great
  tension between risking an early death to slay powerful foes
  who presumably have strong souls or going the slow but safe
  route of butchering helpless peasants and children. The ulti-
  mate goal, of course, is never to actually die, but to become
  a Rath Lord.
  Many powerful High Harvesters are actually Rath Lords or
  Vampires that serve their dark gawd eternally. Wights, wraiths,
  ghouls and other intelligent undead also serve the Bringer of
  the Grave. These undead clerics typically do not allow their
  victims to become undead, for such station is only for the
  deserving. Powerful individuals, such as adventurers, are,
  however, considered to be highly prized victims that are wor-
  thy of serving in this capacity.
  Zealots’ Relationship to Standard Clerics: Standard clerics and
  Zealots of Galapiti work in tandem to further the aims of the
  Lord of the Underwurld. There is a natural tension between the
  two - as with all followers of this gawd - to prove their worth by
  gathering the greatest number of souls for their patron. All
  else being equal, zealots are accorded a higher status and
  corrspondingly have a better chance of returning as undead.
  However, the congregation is a meritocracy that ensures the
  most capable Harvesters aceed to the rank of High Harvester.
  Special Powers: Harvesters are exceptionally attuned to the
  undead and have a number of powers related to this. They
  can Detect Undead (as the 1st level MU spell) at will. They
  may also cast Animate Dead (CL 3) as a second level spell
  and Energy Drain (MU 9) as a sixth level spell.
  They also have access to the Magic-User Necromancy school
  and may be granted any such spell as an equivalently lev-
  eled Cleric spell (except for Wild and Vengance spells).
  Holy Days: Harvest Moon (Veshemo during the autumnal
  equinox). This is the high unholy day, known as the Soul
  Harvest.
  Rituals (Clerics & Zealots alike): Humans or other sentient
  beings are sacrificed at every full moon (Veshmo). During the
  Soul Harvest, as many souls as possible are offered. Many
  congregations hold prisioners for months in anticipation of this
  day. In addition to the usual sacrifices, at least one cleric is
  offered up to the Harvester of Souls. This sacrificial cleric can
  be from any religion but if one cannot be commandeered, a
  member of the congregation of the Dead will be offered to
  the Bringer of the Grave (usually the lowest ranking cleric or
  zealot).
  19
  
  20
  1
  2
  
  21
  3
  
  22
  4
  5
  
  This item is only one of the many popular playing aids for HackMaster® produced by Kenzer and Company. 
  Other HackMaster® items currently available include:
  Player’s Handbook (K&C2100, 400 pg. core rulebook)
  GameMaster’s Guide (K&C2101, 368 pg. core rulebook)
  GameMaster’s Campaign Record (available as a downloadable PDF at www.kenzerco.com)
  Spellslinger's Guide to Wurld Domination (K&C 2104 144 pg. guidebook)
  Combatant’s Guide to Slaughtering Foes (K&C 2105, 144 pg. guidebook)
  Zealot’s Guide to Wurld Conversion (K&C 2108, 144 pg. guidebook)
  Player Character Mat (K&C 2110, easy access to referenced charts, key game statistics, etc.)
  Griftmaster’s Guide to Life’s Wildest Dreams (K&C 2113, 144 pg. guidebook) 
  Gawds & Demi-Gawds (K&C 2111)
  Character Record Book Revised (K&C 2117, 16 pg. Comprehensive record book) 
  Garweeze Wurld Gazetteer (K&C 2120, available as a downloadable PDF at www.kenzerco.com)
  Garweeze Wurld Atlas (K&C 2120a, available as a downloadable PDF at www.kenzerco.com)
  Combat Wheel (K&C 2126a, available as a downloadable PDF at www.kenzerco.com)
  Lord Flataroy's Guide to Fortifications (K&C2124) 
  GameMaster’s Shield Revised (32 panel, laminated) (K&C2127) 
  HackJammer (K&C2129)
  Adventurer’s Guide to Pixie Fairies (K&C2130)
  Hacklopedia of Beasts  
  Vol 1: Aarakians to Cats, Great  (K&C2001)
  Vol 2: Cats, Small to Efreeti  (K&C2002)
  Vol 3: Elemental to Hippopotamus  (K&C2003)
  Vol 4: Hoar Fox to Medusa  (K&C2004)
  Vol 5: Meenlock to Nefarian: Other, Soul Larva  (K&C2005)
  Vol 6: Nefarian: Other, Soul Snatcher to Rhinoceros  (K&C2006)
  Vol 7: Ribsplitter to Tiger Fly  (K&C2007)
  Vol 8: Tiger Horse, Flying Albino to Zygom  (K&C2008)
  Vol 9: Monster Matrix (Monster Variant Guide)  (K&C2009) 
  Hacklopedia Field Manual (K&C 2010)
  Adventure Modules
  Quest for the Unknown (1st level) (K&C 2200)
  Little Keep on the Border Lands (1st-4th lvl, K&C 2201)
  Smackdown the Slavers (4th-7th lvl) (K&C 2202)
  Annihilate the Giants (4th-11th lvl) (K&C 2203)
  Robinloft (5th-7th lvl) (K&C 2204)
  Slaughterhouse Indigo (4th-6th lvl) (K&C 2205)
  Descent into the Netherdeep (9th-12th lvl) (K&C 2206)
  Tomb of Unspeakable Horrors (10th-14th lvl) (K&C 2207) 
  White Doom Mountain (4th-7th lvl) (K&C 2208) 
  Hidden Shrine (4th-6th lvl) (K&C 2210) 
  The Temple of Existential Evil (1st-8th lvl) (K&C2211)
  Sir Robilar’s City of Brass (7th lvl+) (K&C 2212)
  Demon Tower of Madness (5th-7th lvl) (K&C 2213)
  Crypt of the Lizard King (5th-7th lvl) (K&C 2214)
  Lost Caverns (6th-10th lvl) (K&C 2215) 
  Road to Aster (5th-7th lvl) (K&C 2216)
  Robinloft 2: Tahd's Legacy (8th-10th lvl) (K&C2217)
  Prophesy of Shardar (4th-7th lvl) (K&C2218)
  Porpher’s Enchanted Garden (3rd-5th lvl) (K&C2221)
  The Tower of Jhedophar (9th-12th lvl) (K&C 8008a)
  The Hungry Undead (3rd-5th lvl) (K&C 2223)
  Dead Gawd’s Hand (4th-7th lvl) (K&C 2224)
  Temple of the Bronze Flame (3rd-6th lvl) (K&C 2225)
  Other HackMaster compatible products
  Trove of Treasure Maps (K&C 1201)
  Goods and Gear: The Ultimate Adventurer's Guide (K&C 1203)
  By the Sword: Dueling in Realms of Fantasy (K&C 1204)
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 4e/HackMaster 4e Adventures & Settings/HackMaster 4e YK3 Sometimes They Come Back.pdf