TEXT: 1
  Ill Wind in
  Friezford
  An adventure for four 
  14th-level characterss
  Credits
  Design:
  Skip and Penny Williams
  Editing:
  Miranda Horner
  Cartography:
  Todd Gamble
  Typesetting:
  Nancy Walker
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  DUNGEON MASTER are registered trademarks owned by Wizards of the
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  Made in the U.S.A. 
  Introduction
  What haunts the woods surrounding the ghost town of
  Friezford? And what lurks in the shattered remains of
  its buildings? Are there really ghosts in Friezford? Or
  does the place hide more material dangers?
  The mountain village of Friezford has been dead,
  but not entirely abandoned, for generations. Friezford
  is literally a ghost town, where spirits, both malevolent
  and benign, struggle to prevail. Outside the village,
  fearsome beasts and strange invaders from the depths
  of the earth stalk the shadows.
  More than a century ago, Friezford was thriving and
  well on its way to becoming a small town. The eco-
  nomic heart of the village was Friezford Inn, a rambling
  stone edifice that served as a gathering place for local
  farmers and a much-appreciated rest stop for travelers,
  merchants, and adventurers crossing the mountains.
  Well-kept farms ringed the village, keeping the inn
  supplied with simple, but high-quality fare, and the
  budding town had been gifted with a beautiful temple
  of Pelor, built by members of the local Friez family, who
  were successful merchants and landowners. The
  Friezes had lent their name to the settlement and
  founded the inn.
  Phalloides Friez, high priest of the temple, minis-
  tered to travelers, villagers, and farm folk alike. Friez-
  ford’s quiet prosperity gave Phalloides free reign to
  leave the community from time to time and go adven-
  turing, and his successes only enhanced Friezford’s
  growing wealth and reputation. The Friezford area
  became so well known for its abundance and friendli-
  ness that it even attracted a rare colony of good-aligned,
  peace-loving drow, who settled in a secluded valley less
  than a day’s walk from the village. The drow named
  their community Hidden Dell.
  Alas, prosperity can be a fleeting thing, and a series
  of disasters proved Friezford’s undoing.
  First, a deadly plague (probably brought to the vil-
  lage by a passing caravan) wiped out nearly a third of
  the population in only a month. Phalloides Friez, who
  might have stopped the deadly disease before it could
  take hold in the community, was away adventuring and
  unaware of Friezford’s agony.
  While the citizens of Friezford and their neighbors
  struggled to deal with the plague, two additional mis-
  fortunes befell them. A band of marauding werebeasts,
  drawn by the area’s growing wealth, took advantage of
  the community’s period of weakness and swept over
  the area, wiping out farmsteads one by one and tighten-
  ing a noose around the hapless community.
  
  2
  Unbeknownst to either the werebeasts or the villagers,
  a band of evil drow had also come to the area, seeking
  to locate and destroy the surface drow community
  nearby. Between the werebeasts and the drow, no
  attempt by the people of Friezford to send for help suc-
  ceeded, and the village was sacked and utterly
  destroyed.
  Before the invaders could destroy the drow commu-
  nity at Hidden Dell, however, Phalloides Friez arrived
  on the scene. Gathering up the survivors (mostly good
  drow), he led a counterattack, routing the werebeasts
  and sending the evil drow fleeing back to the Under-
  dark. But the victory proved a hollow one for Phal-
  loides Friez. The cleric fell into a fit of despair and self-
  loathing over his failure to save his community, and he
  died of grief. The survivors of Hidden Dell buried the
  cleric with full honors (but in an unmarked grave) in
  the Friezford graveyard and fled the area to establish a
  new community far from the scene of the disaster.
  The people of Friezford are a hardy and stubborn lot,
  however, and a few among them refused to let death
  shatter their dreams of establishing a real town. One by
  one their spirits returned and attempted to resume
  their mortal lives. Many of the werebeasts also proved
  too stubborn to die quietly, and their spirits also
  returned to menace the town. These developments
  caused Phalloides Friez to join the ranks of the unquiet
  dead, and the priest still seeks to shield the villagers
  from the werebeasts and other dangers, though he him-
  self is not free to roam, as the other ghosts are.
  To end the threats to the surrounding areas and lay
  the ghosts of Friezford to rest, the characters must
  drive off the evil drow, find and free Phalloides Friez,
  retrieve the parish register from its resting place, and
  take it, along with pen and ink, to Phalloides in the
  Ethereal Plane so that he can record the deaths of the
  townsfolk in the proper manner. Once this is done, he
  and the party must face down and turn or destroy the
  remaining ghost lycanthropes. At that point, Phalloides
  himself, the last of the ghosts, can rest.
  Friezford Today
  Most of Friezford’s ghostly inhabitants are farmers and
  soldiers killed during the werebeasts’ final assault. They
  are content to go through the motions of their daily
  lives, working the land and growing meager crops in
  their gardens and fields. They have restored only one
  building: a large stone barn where the villagers made
  their last stand against the werebeasts. The ghosts keep
  the barn in near-perfect condition, and it serves as the
  center of their world. The foundations of the church
  and inn remain, but the evil drow stripped away most
  of the stone to build an outpost in Hidden Dell. The
  ghosts of Friezford, long accustomed to regarding drow
  as friends, made no objection. The ghost of Phalloides
  Friez, who knows a good drow from an evil one, tried to
  interfere, but the drow have trapped him in a crypt
  below the ruined church. The ghostly villagers are con-
  tent to leave the other buildings of the town, including
  their own homes, in ruins, for they see the structures as
  they once were, not as they are now.
  The ghost werebeasts occasionally menace the town,
  but they crave living prey and there is little of that to be
  had in Friezford. Thus, they comb the area around the
  ruined village on most moonlit nights, seeking live
  victims.
  The evil drow who have taken over Hidden Dell
  were at first amazed and confused by the ghostly activ-
  ity in Friezford. They soon learned to turn it to their
  advantage, however, and now they reap most of the
  benefits from the ghosts’ agricultural activities, helping
  themselves to the villagers’ crops and livestock. They
  have an uneasy alliance with the ghost werebeasts but
  tend to avoid them when possible.
  The Land
  The area around Friezford is a wide mountain valley.
  Though farms once filled the whole valley, the forest
  has reclaimed almost the entire area, except for parts of
  the village, which the ghosts have kept clear. Along the
  streams are some alders and other hardwoods; the rest
  is evergreen forest. Caravan trails cut through the
  woods at various points, though they are little used
  these days, since there is no longer a convenient rest
  stop here for travelers, and the ghostly werebeasts and
  evil drow pose a significant danger. Nights tend to be
  very cool, even in the summer, thanks to the elevation,
  and the valley is prone to sudden thunderstorms and
  heavy fog as clouds gather around the surrounding
  mountain peaks.
  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. Boxed text that
  appears throughout this adventure is player informa-
  tion, which you can read aloud or paraphrase when
  appropriate. Monster and NPC statistics are provided
  with each encounter in abbreviated form or, where
  appropriate, the proper page in the Monster Manual is
  referenced.
  
  3
  New Ghost 
  Special Abilities
  The ghosts of Friezford have three new ghost abilities.
  One, ability drain, is an attack connected with their
  incorporeal touch attacks. The others, manifest object
  and dimension door, are special qualities, which not
  every ghost has.
  Most of the ghosts of Friezford have a new special
  quality called manifest object. This ability allows them
  to manifest up to two objects of their choice as corpo-
  real, material items and manipulate them normally,
  even though they themselves are incorporeal when
  manifested.
  Ability Drain: The ghosts of Friezford can each
  drain one ability score with a successful incorporeal
  touch attack.
  Dimension Door (Su): Only the ghost soldiers
  of Friezford (see area 6) have this ability. It functions
  just like the spell of the same name.
  Manifest Object (Su): When manifested, a
  ghost also can cause two items it carries to materialize.
  A manifested item affects material objects and crea-
  tures just like any normal object can. A manifested
  object vanishes when no ghost is touching it, unless
  the site where the object is manifested has a special
  effect on the duration of this ability (see area 5).
  Ghosts of Friezford
  No less than forty-three ghosts currently inhabit Friez-
  ford. As a group, they resemble the hardworking,
  honest commoners they were in life. The bulk of Friez-
  ford’s ghosts belong to one of the following groups.
  Youthful Ghosts: These ghosts were older ado-
  lescents in life. They tend to be well fed and a little raw-
  boned, with smooth skin and bright eyes. Many of
  them wear clothes that seem just a bit too small for
  them. They tend to be the most polite and the least sus-
  picious of the Friezford residents. Youthful ghosts have
  a friendly initial attitude (see Table 5–3 in the DUNGEON
  MASTER’s Guide) toward most strangers.
  DYouthful Friezford Ghost: Male or female
  human ghost Com 1; CR 2; Medium-size undead (incor-
  poreal); HD 1d12; hp 6; Init +0; Spd fly 30 ft. (perfect);
  AC 12, touch 12, flat-footed 12; Atk +0 melee touch (1d4
  Charisma, incorporeal touch), or +0 melee (1d6, mani-
  fested quarterstaff); SA Charisma drain 1d4, telekinesis;
  SQ manifest object, manifestation, rejuvenation, turn
  resistance +4, undead traits; AL NG; SV Fort +0, Ref +0,
  Will +0; Str —, Dex 11, Con —, Int 10, Wis 10, Cha 14.
  Skills and Feats: Handle Animal +7, Hide +8, Listen
  +8, Profession (farmer) +5, Search +8, Spot +11, Use
  Rope +3; Simple Weapon Proficiency (quarterstaff),
  Skill Focus (Handle Animal), Skill Focus (Profession
  [farmer]).
  Charisma Drain (Su): This effect permanently
  reduces a living opponent’s Charisma score by 1d4
  points when a youthful Friezford ghost hits with an
  incorporeal touch attack, or twice that amount on a
  critical hit. The ghost heals 5 points of damage (or 10 on
  a critical hit) whenever it drains Charisma, gaining any
  excess as temporary hit points.
  Telekinesis (Su): A youthful Friezford ghost can
  use telekinesis (caster level 12th) as a standard action.
  Once it uses this power, it must wait 1d4 rounds before
  using it again. A youthful Friezford ghost can try to
  grab a creature or its equipment with this ability (Will
  DC 12 resists). If the ghost uses the power to hurl an
  object at a creature, the attack bonus is +0.
  Manifest Object (Su): When manifested, a
  youthful Friezford ghost also can cause two items it car-
  ries to materialize. A manifested item affects material
  objects and creatures just like any normal object can. A
  manifested object vanishes when no ghost is touching
  it, except in the barn (area 5).
  Manifestation (Su): A youthful Friezford
  ghost dwells on the Ethereal Plane, and as an ethe-
  real creature, it cannot affect or be affected by any-
  thing in the material world. When a ghost manifests,
  it partly enters the Material Plane and becomes
  visible but incorporeal there. A manifested ghost can
  strike with its touch attack, a ghost touch weapon, or
  a manifested weapon. A manifested ghost also
  remains partially on the Ethereal Plane, where it is
  not incorporeal. It can be attacked by opponents on
  either the Material or Ethereal Plane. The ghost’s
  incorporeality helps protect it from foes on the
  Material Plane, but not from foes on the Ethereal
  Plane. When manifested, the ghost can be harmed
  only by other incorporeal creatures, +1 or better
  magic weapons, spells, spell-like abilities, or super-
  natural abilities. It is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A manifested ghost can pass
  through solid objects (but not force effects) at will.
  Its attacks ignore natural armor, armor, and shields,
  though deflection bonuses and force effects work
  normally. It always moves silently (cannot be heard
  with Listen checks unless desired).
  
  4
  Rejuvenation (Su): A youthful Friezford ghost
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20
  + 1) against DC 16. To prevent a ghost from rejuvenat-
  ing, specific steps unique to that ghost (see below)
  must be taken to lay it to rest.
  Turn Resistance (Ex): A youthful Friezford
  ghost is treated as a 5-HD undead for the purpose of
  turn, rebuke, command, or bolster attempts.
  Undead Traits: A youthful Friezford ghost is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. It is not subject to critical hits,
  subdual damage, ability damage, ability drain, or energy
  drain. Negative energy heals it, and it is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. A youthful Friezford ghost has dark-
  vision (60-foot range). It cannot be raised, and resurrec-
  tion works only if it is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; AC 10, touch 10,
  flat-footed 10; Atk +1 melee (1d6+1, quarterstaff); Str 13.
  Mature Ghosts: These ghosts were adults in life
  and served as the backbone of the community. They
  make up the bulk of ghosts of Friezford. Mature ghosts
  tend to look lean and a little weather-beaten, but other-
  wise healthy. They wear good quality homespun
  clothes and each usually carries a manifested tool, such
  as a pitchfork, hammer, or hoe. These ghosts have actu-
  ally gained a level of commoner since becoming ghosts.
  Mature ghosts think of themselves as busy, hard-
  working people (and in a sense, they are), with little
  time for small talk. Mature ghosts have an indifferent
  initial attitude (see Table 5–3 in the DUNGEON MASTER’s
  Guide) toward most strangers.
  DMature Friezford Ghost: Male or female
  human ghost Com 2; CR 3; Medium-size undead (incor-
  poreal); HD 2d12; hp 13; Init +0; Spd fly 30 ft. (perfect);
  AC 12, touch 12, flat-footed 12; Atk +1 melee touch (1d4
  Charisma, incorporeal touch), or +1 melee (1d6, mani-
  fested quarterstaff); SA Charisma drain 1d4, telekinesis;
  SQ manifest object, manifestation, rejuvenation, turn
  resistance +4, undead traits; AL NG; SV Fort +0, Ref +0,
  Will +0; Str —, Dex 11, Con —, Int 10, Wis 10, Cha 14.
  Skills and Feats: Handle Animal +8, Hide +8, Listen
  +8, Profession (farmer) +6, Search +8, Spot +12, Use
  Rope +3; Simple Weapon Proficiency (quarterstaff),
  Skill Focus (Handle Animal), Skill Focus (Profession
  [farmer]).
  Charisma Drain (Su): This effect permanently
  reduces a living opponent’s Charisma score by 1d4
  points when a mature Friezford ghost hits with an
  incorporeal touch attack, or twice that amount on a
  critical hit. The ghost heals 5 points of damage (or 10 on
  a critical hit) whenever it drains Charisma, gaining any
  excess as temporary hit points.
  Telekinesis (Su): A mature Friezford ghost can
  use telekinesis (caster level 12th) as a standard action.
  Once it uses this power, it must wait 1d4 rounds before
  using it again. A mature Friezford ghost can try to grab
  a creature or its equipment with this ability (Will DC
  13 resists). If the ghost uses the power to hurl an object
  at a creature, the attack bonus is +1.
  Manifest Object (Su): When manifested, a
  mature Friezford ghost also can cause two items it car-
  ries to materialize. A manifested item affects material
  objects and creatures just like any normal object can. A
  manifested object vanishes when no ghost is touching
  it, except in the barn (area 5).
  Manifestation (Su): A mature Friezford ghost
  dwells on the Ethereal Plane, and as an ethereal crea-
  ture, it cannot affect or be affected by anything in the
  material world. When a ghost manifests, it partly enters
  the Material Plane and becomes visible but incorporeal
  there. A manifested ghost can strike with its touch
  attack, a ghost touch weapon, or a manifested weapon.
  A manifested ghost also remains partially on the Ethe-
  real Plane, where it is not incorporeal. It can be
  attacked by opponents on either the Material or Ethe-
  real Plane. The ghost’s incorporeality helps protect it
  from foes on the Material Plane, but not from foes on
  the Ethereal Plane. When manifested, the ghost can be
  harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. It is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A manifested ghost can pass
  through solid objects (but not force effects) at will. Its
  attacks ignore natural armor, armor, and shields,
  though deflection bonuses and force effects work nor-
  mally. It always moves silently (cannot be heard with
  Listen checks unless desired).
  Rejuvenation (Su): A mature Friezford ghost
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20
  + 2) against DC 16. To prevent a ghost from rejuvenat-
  ing, specific steps unique to that ghost (see below)
  must be taken to lay it to rest.
  
  5
  Turn Resistance (Ex): A mature Friezford ghost
  is treated as a 6-HD undead for the purpose of turn,
  rebuke, command, or bolster attempts.
  Undead Traits: A mature Friezford ghost is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. It is not subject to critical hits,
  subdual damage, ability damage, ability drain, or energy
  drain. Negative energy heals it, and it is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. A mature Friezford ghost has darkvision
  (60-foot range). It cannot be raised, and resurrection
  works only if it is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; AC 10, touch 10,
  flat-footed 10; Atk +2 melee (1d6+1, quarterstaff); Str 13.
  Grizzled Ghosts: These ghosts were elder mem-
  bers of the community in life, and though past their
  prime, they still work. Their clothing is well worn, but
  of the very best quality. Grizzled ghosts tend to be very
  lean, a little stooped, and also a little wrinkly. Like the
  mature ghosts, each usually has a manifested tool in
  hand. These ghosts have also gained levels of com-
  moner since becoming ghosts.
  Grizzled ghosts are the most talkative of the Friez-
  ford ghosts. They have a friendly initial attitude (see
  Table 5–3 in the DUNGEON MASTER’s Guide) toward most
  strangers.
  DGrizzled Friezford Ghost: Male or female
  human ghost Com 4; CR 5; Medium-size undead (incor-
  poreal); HD 4d12; hp 26; Init +1; Spd fly 30 ft. (perfect);
  AC 13, touch 13, flat-footed 12; Atk +4 melee touch (1d4
  Charisma, incorporeal touch), or +3 melee (1d6, mani-
  fested quarterstaff); SA Charisma drain 1d4, telekinesis;
  SQ manifest object, manifestation, rejuvenation, turn
  resistance +4, undead traits; AL NG; SV Fort +1, Ref +2,
  Will +1; Str —, Dex 12, Con —, Int 10, Wis 10, Cha 14.
  Skills and Feats: Handle Animal +11, Hide +9, Listen
  +8, Profession (farmer) +9, Ride (horse) +3, Search +8,
  Spot +12, Use Rope +4; Simple Weapon Proficiency
  (quarterstaff), Skill Focus (Handle Animal), Skill Focus
  (Profession [farmer]), Weapon Focus (incorporeal touch).
  Charisma Drain (Su): This effect permanently
  reduces a living opponent’s Charisma score by 1d4
  points when a grizzled Friezford ghost hits with an
  incorporeal touch attack, or twice that amount on a
  critical hit. The ghost heals 5 points of damage (or 10 on
  a critical hit) whenever it drains Charisma, gaining any
  excess as temporary hit points.
  Telekinesis (Su): A grizzled Friezford ghost can
  use telekinesis (caster level 12th) as a standard action.
  Once it uses this power, it must wait 1d4 rounds before
  using it again. A grizzled Friezford ghost can try to grab
  a creature or its equipment with this ability (Will DC
  14 resists). If the ghost uses the power to hurl an object
  at a creature, the attack bonus is +3.
  Manifest Object (Su): When manifested, a griz-
  zled Friezford ghost also can cause two items it carries
  to materialize. A manifested item affects material
  objects and creatures just like any normal object can. A
  manifested object vanishes when no ghost is touching
  it, except in the barn (area 5).
  Manifestation (Su): A grizzled Friezford ghost
  dwells on the Ethereal Plane, and as an ethereal crea-
  ture, it cannot affect or be affected by anything in the
  material world. When a ghost manifests, it partly enters
  the Material Plane and becomes visible but incorporeal
  there. A manifested ghost can strike with its touch
  attack, a ghost touch weapon, or a manifested weapon.
  A manifested ghost also remains partially on the Ethe-
  real Plane, where it is not incorporeal. It can be
  attacked by opponents on either the Material or Ethe-
  real Plane. The ghost’s incorporeality helps protect it
  from foes on the Material Plane, but not from foes on
  the Ethereal Plane. When manifested, the ghost can be
  harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. It is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A manifested ghost can pass
  through solid objects (but not force effects) at will. Its
  attacks ignore natural armor, armor, and shields,
  though deflection bonuses and force effects work nor-
  mally. It always moves silently (cannot be heard with
  Listen checks unless desired).
  Rejuvenation (Su): A mature Friezford ghost
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20
  + 4) against DC 16. To prevent a ghost from rejuvenat-
  ing, specific steps unique to that ghost (see below)
  must be taken to lay it to rest.
  Turn Resistance (Ex): A grizzled Friezford
  ghost is treated as an 8-HD undead for the purpose of
  turn, rebuke, command, or bolster attempts.
  Undead Traits: A grizzled Friezford ghost is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  
  6
  it also works on objects. It is not subject to critical hits,
  subdual damage, ability damage, ability drain, or energy
  drain. Negative energy heals it, and it is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. A grizzled Friezford ghost has darkvision
  (60-foot range). It cannot be raised, and resurrection
  works only if it is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; AC 11, touch 11,
  flat-footed 10; Atk +3 melee (1d6+1, quarterstaff); Str 13.
  Laying the Ghosts to Rest
  Only the ghost of Phalloides Friez can lay Friezford’s
  ghosts to rest, and he must record their names and the
  date of their deaths in the parish register to do so. Since
  he is the only ghost in Friezford who cannot manifest
  objects, the register must be found and taken to him on
  the Ethereal Plane for him to accomplish this task. At
  present, the parish register is in his unmarked grave
  beside the foundation of the church.
  Once the villagers are laid to rest, the ghost lycan-
  thropes have no more purpose for staying, so they can
  be laid to rest with a successful turning attempt. After
  both the villagers and the ghost lycanthropes are laid to
  rest, Phalloides’s job is done, and he too can rest.
  Phalloides has known how to put the villagers to
  rest for some time, but he hasn’t done so both because
  he is trapped (see area 6) and because of his inability to
  use pen, ink, or book except on the Ethereal Plane.
  Dealing with the Ghosts
  The ghost villagers of Friezford pose little danger to the
  PCs in this adventure. Their role is strictly to provide an
  air of mystery about Friezford and to inject a little
  humor into the proceedings. Fighting the ghosts could
  be risky, however, since their Charisma draining and
  telekinesis powers could bring down an unlucky foe
  pretty quickly, and the PCs have absolutely nothing to
  gain by fighting them.
  Getting information out of the ghosts can prove a
  trying process. Although they still possess all of their
  mental faculties, they usually seem absentminded or
  forgetful when dealing with outsiders. The ghosts are
  completely focused on carrying out the daily activities
  of their previous lives, and they care nothing about
  events that have no impact on those chores. Thus, they
  tend to forget conversations they have just had, and
  they prove equally forgetful about meetings with
  strangers. They are just as friendly as they were in life,
  but their narrow point of view can make them seem
  aloof or scatterbrained, for they are always impatient to
  get back to whatever they were doing before a stranger
  visited. Though they instinctively know they are dead,
  they don’t like to admit it.
  A villager’s typical remarks to a stranger might be
  something like those given below.
  •
  “Sure was cold last night. Hope we don’t get an
  early frost this fall.” (This statement is the same
  regardless of what the weather happens to be
  like at the time. Though the ghosts are quite
  capable of managing their farming activities to
  coincide with current weather conditions, and
  though they plant and harvest on time, water
  when needed, and so forth, they always speak
  as though it were already fall, since the attack
  that wiped out the village occurred in early
  autumn.)
  •
  “Well, can’t talk all day. Gotta get (the fence
  mended, the barn mucked out, the jam made,
  the livestock watered, and so on).”
  •
  “Seems plenty warm today. Hope we don’t get
  another thunderstorm. Raises the dickens with
  the crops. Not that we couldn’t use the rain. Not
  too much, though. Fields’ll get muddy.”
  •
  “There’s always somethin’ goin’ wrong with the
  farmhouse. Had to patch the plaster in the
  kitchen yesterday.” (This comment is the same
  regardless of whether a structure still exists
  where the farmhouse once was or not.)
  •
  “Gotta get busy. Don’t like to have to do too
  much on Saturday; that’s the day for the
  family. Course, Sundays are for the Lord.”
  (This comment is the same regardless of what
  day of the week it is. The Lord mentioned is
  Pelor.)
  Characters who spend any amount of time in the Friez-
  ford area might pose some specific questions to the
  ghosts they meet. Here are some possible questions and
  their answers:
  Q: “When did you die?”
  A: “Die! Well I never! I’m here talking to you, ain’t I?”
  Notes: As mentioned earlier, the ghosts of Friez-
  ford tend to be a little stubborn about admitting
  they’re dead. Persistent characters can get at the truth
  by demonstrating to the ghost that it is indeed dead.
  The best way is by swatting the ghost with a non-
  magic weapon. This upsets the ghost (and changes its
  attitude to unfriendly) but does not hurt it. Once 
  the ghost’s invulnerability to attack has been
  
  7
  demonstrated, a successful Diplomacy check (to shift
  the ghost’s attitude to friendly) is sufficient for the
  ghost to relate the tale of its demise (see the Adven-
  ture Background section) about 100 years ago. The
  ghosts don’t actually know the current date, but they
  know the date when they died.
  The ghosts all believe that things would have gone
  better for Friezford if only their priest, Phalloides Friez,
  had been there. “Nothing ever went right around here
  unless Phalloides was on hand to give his blessing, but
  he was too big a man for this little village, and he had to
  go away often.”
  Q: “What were the circumstances of your death?”
  A: “Well, first, there was the big plague. Wiped out
  most of the village, it did. Then came the were-
  beasts. They wrecked everything and trapped us
  in the barn. It was horrible! We fought best we
  could, but they got in and wiped us out.”
  Notes: This question does not work unless the
  ghost is first persuaded to admit it is dead. The ghosts
  do not recall how they came to be buried under the
  barn.
  Q: “Why are you still among the living?”
  A: “I don’t really know. It seems like I need to do
  something, or have something done. When I
  look at where my body is buried, something just
  doesn’t seem right.”
  Notes: This question also does not work unless the
  ghost is first persuaded to admit it is dead. As for the
  remarks, the ghost is correct. The ghosts of Friezford
  will remain uneasy until their priest, Phalloides Friez,
  properly records their deaths in the parish ledger,
  which is currently buried in his unmarked grave in the
  village graveyard (area 7).
  Q: “What about all these drow around here?”
  A: “They’re our friends and neighbors—wouldn’t
  hurt a fly. I’ve heard tell some of ’em are pretty
  bad, but that goes for most folks!”
  Notes: As mentioned earlier, the ghosts of Friez-
  ford regard any drow as a friend and will not believe
  otherwise unless they actually see a drow doing some-
  thing bad. Even then, the ghost is likely to either laugh
  off the incident or promptly forget it.
  Other Ghosts
  Also haunting the Friezford area are six ghost lycan-
  thropes and their two ghost dire wolf companions.
  These ghosts are savage monsters that love to kill. They
  can be laid to rest only after the villagers of Friezford
  have been laid to rest. Once the ghosts of Friezford are
  gone, a simple turning by a cleric suffices to lay the
  others to rest.
  Getting the 
  Characters Involved
  The characters may just stumble across the ruins of
  Friezford while crossing the mountains on some errand
  of their own. When the party gets near the village,
  simply run the first event. To help ensure that the party
  is interested enough in the area to see the adventure
  through to its conclusion, try using one of these adven-
  ture hooks:
  •
  The characters hear rumors of a “wild hunt.” The
  wild hunt is reputed to be a supernatural event
  that occurs whenever a great evil arises in the
  land. This wild hunt occurs in an isolated moun-
  tain valley that once held some prosperous
  farms but has been long abandoned. There’s no
  telling what evil might have come to the area
  and sparked the wild hunt.
  •
  The characters are asked to serve as advance
  scouts for a caravan that plans to pass through
  the ruined village of Friezford. The place offers a
  good campsite, but it has developed a sinister
  reputation lately. Travelers passing through the
  area report fiery-eyed beasts and stealthy brig-
  ands lurking in the woods. 
  •
  The characters hear rumors of a band of slavers
  operating out of a remote mountain valley that
  once held a thriving village. Local authorities
  haven’t identified or stopped the group. How-
  ever, some people are missing, and there is a
  small reward (see area 9) for finding and return-
  ing these individuals. Perhaps the slavers have
  these people.
  •
  The characters discover a description of the Mace
  of Phalloides, a magic weapon reputed to be a
  bane of the undead. The weapon disappeared
  generations ago and was presumed destroyed,
  but it is nonetheless considered a lost relic of the
  church of Pelor. 
  Character Inquiries
  Friezford has all but vanished from living memory, but
  characters can learn some information about the place
  in any number of ways.
  
  8
  
  9
  Gather Information
  If a PC goes to any nearby town, spreads around a little
  gold, and makes a successful Gather Information check
  (DC 15), he or she can learn the following:
  •
  About a hundred years ago, a terrible plague
  wiped out the village of Friezford, which was an
  important caravan stop on the trail over the
  mountains back then.
  •
  Friezford is haunted by ghosts eager to repopu-
  late their village by kidnapping the living.
  •
  Other Friezford spirits seek to hunt down and
  slay intelligent creatures—just for sport. In any
  case, anyone who disappears near Friezford is
  never seen among the living again.
  These rumors are mostly true. The drow lurking in the
  area are responsible for the disappearances, and the
  ghosts of Friezford don’t hunt intelligent beings—it’s
  the ghost lycanthropes in the area who do.
  Bardic Knowledge
  A successful bardic knowledge check (DC 10) reveals
  the same information that a successful Gather
  Information check does. A successful bardic knowl-
  edge check (DC 15) also reveals that the Friezford Inn
  was once famous for its high-quality inn and that the
  village boasted a large church of Pelor whose high
  priest, Phalloides Friez, was a famous adventurer. A
  successful bardic knowledge check (DC 20) addition-
  ally reveals that Friezford once had a small colony of
  good drow living nearby. A successful bardic knowl-
  edge check (DC 25) additionally reveals the informa-
  tion give in the Church of Pelor section, below.
  Church of Pelor
  A successful Knowledge (religion) check (DC 20)
  reveals that one Phalloides Friez was an adventurer
  who lived in the mountain village of Friezford, which
  was named after his family. After living a privileged
  childhood, he became high priest of a sizable church
  that sat near an important caravan route. Phalloides
  became famous not only for bringing the word and aid
  of Pelor to travelers using the caravan route, but also for
  his undead-hunting forays around the world. Phal-
  loides was very good at undead hunting, and his per-
  sonal weapon, a heavy mace, was said to be a bane of the
  undead. Phalloides vanished nearly a hundred years
  ago after a plague decimated his hometown then lycan-
  thropes overran it.
  Events
  These encounters can happen almost anywhere in the
  Friezford area (unless noted otherwise in the event
  description), and they can occur in any order. Simply
  use them as the characters’ actions warrant.
  Event 1: The Wild Hunt (EL 14)
  The wild hunt occurs when the PCs are in the woods at
  night. Two of the ghost werewolves who haunt the
  Friezford area have decided to go hunting farther afield
  in search of prey. Four advanced dire wolves accom-
  pany them. Travelers who have seen such packs in the
  past have mistaken them for the legendary wild hunt,
  which has given rise to the rumors about that event
  that the PCs may have heard.
  Read or paraphrase the following:
  The howls are from the hunters, but their current prey,
  a dire elk, is closer at hand. The characters can hear it
  crashing through the trees as it flees the pack.
  When the approaching elk is 50 feet away, any of the
  characters can see it with a successful Spot check (DC
  23). A character with darkvision (at least 50-foot range)
  gets a +10 bonus on the check; a character with low-
  light vision gets a +5 bonus on the check. A character
  who fails the check sees the dire elk automatically
  when it gets within 25 feet.
  The dire wolves are 2 rounds behind the dire elk and
  closing fast. A character who makes a successful Spot
  check (DC 27) can see them when they’re 50 feet away.
  The two werewolves are not initially visible (see the
  Tactics section, below).
  Creatures: The fleeing dire elk moves straight at
  the party. It is a magnificent animal with a vast spread
  of antlers and a shaggy coat that now appear somewhat
  bedraggled.
  The hunting dire wolves look lean and a little mangy.
  They have wild eyes and big yellow teeth, and they slaver
  The night has grown unseasonably chilly. Scud-
  ding clouds overhead allow only feeble moonlight
  to peep through, and the faint glow serves only to
  enhance the air of menace about the dark forest.
  Shadows seem to move through the trees, and in
  the distance the howl of a wolf can be heard. Then
  another, and another!
  The rising breeze carries the scent of damp
  pine trees, followed by a less wholesome odor,
  rank and sour, like old sweat. Branches sway and
  twigs snap in a rising chorus that sweeps ever
  closer. The trees seem alive with leaping shadows.
  
  10
  and growl almost continually. The ghost werewolves
  (when visible) look like gaunt wolves, or gaunt wolf-
  human hybrids, depending on the forms they’re using.
  DMale Dire Elk: CR 7; Huge animal; HD
  12d8+60; hp 114; Init +0; Spd 50 ft.; AC 15, touch 8, flat-
  footed 15; Atk +14 melee (2d6+7, slam) and +9 melee
  (2d4+3, 2 hooves), or +14 melee (2d8+7, gore);
  Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+10 ;
  SQ low-light vision, scent; AL N; SV Fort +13, Ref +8,
  Will +8; Str 24, Dex 11, Con 20, Int 2, Wis 11, Cha 7.
  Skills and Feats: Hide –4, Listen +6, Spot +6.
  Trample (Ex): As a standard action during its turn
  each round, a dire elk can literally run over a Large or
  smaller opponent. The attack deals 2d8+10 points of
  bludgeoning damage. A trampled opponent can
  attempt either an attack of opportunity at a –4 penalty
  or a Reflex save (DC 23) for half damage. 
  Scent (Ex): A dire elk can detect approaching ene-
  mies, sniff out hidden foes, and track by sense of smell. 
  DAdvanced Dire Wolf: CR 7; Large animal; HD
  18d8+36; hp 117; Init +3; Spd 50 ft.; AC 15, touch 12,
  flat-footed 12; Atk +20 melee (1d8+12, bite);
  Face/Reach 5 ft. by 10 ft./5 ft.; SA trip; SQ low-light
  vision, scent; AL N; SV Fort +13, Ref +14, Will +12; Str
  27, Dex 17, Con 15, Int 2, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +6, Move Silently +6,
  Spot +6, Wilderness Lore +1 (or +5 when tracking by
  scent).
  Trip (Ex): A dire wolf that hits with a bite attack
  can attempt to trip the opponent as a free action (see
  Chapter 8: Combat in the Player’s Handbook) without
  making a touch attack or provoking an attack of oppor-
  tunity. If the attempt fails, the opponent cannot react to
  trip the dire wolf. The dire wolf’s bonus for required
  opposed Strength check is +12. 
  Scent (Ex): An advanced dire wolf can detect
  approaching enemies, sniff out hidden foes, and track
  by sense of smell. 
  DHuman Ghost Werewolf Barbarian
  (Hybrid Form): Male human ghost werewolf Bbn 6;
  CR 10; Medium-size undead (incorporeal); HD 6d12;
  hp 39; Init +8; Spd fly 30 ft. (perfect); AC 17, touch 17,
  flat-footed 17; Atk +10 melee touch (1d4 Constitution,
  incorporeal touch); SA Constitution drain 1d4, curse of
  lycanthropy, frightful moan, horrific appearance; SQ
  alternate form, DR 15/silver, fast movement, incorpo-
  real subtype, low-light vision, lycanthropic empathy,
  manifestation, rage 2/day, rejuvenation, scent, turn
  resistance +4, uncanny dodge (Dex bonus to AC, can’t
  be flanked), undead traits; AL CE; SV Fort +7, Ref +6,
  Will +5; Str —, Dex 18, Con —, Int 10, Wis 12, Cha 17.
  Skills and Feats: Climb +9, Handle Animal +12, Hide
  +13, Jump +6, Listen +26, Move Silently +6, Ride
  (horse) +12, Search +16, Spot +17, Wilderness Lore +7
  (or +11 when tracking by scent); Blind-Fight, Dodge,
  Improved Initiative, Mobility, Track, Weapon Finesse
  (bite), Weapon Focus (greataxe).
  Constitution Drain (Su): This effect perma-
  nently reduces a living opponent’s Constitution score
  by 1d4 points when the ghost barbarian werewolf hits
  with an incorporeal touch attack, or twice that amount
  on a critical hit. The ghost werewolf heals 5 points of
  damage (or 10 on a critical hit) whenever it drains Con-
  stitution, gaining any excess as temporary hit points.
  Curse of Lycanthropy (Su): Any humanoid hit
  by the ghost werewolf’s bite attack must succeed at a
  Fortitude save (DC 15) or contract lycanthropy.
  Frightful Moan (Su): The ghost barbarian were-
  wolf can moan as a standard action. Each living crea-
  ture within a 30-foot spread must succeed at a Will save
  (DC 16) or become panicked for 2d4 rounds. This is a
  sonic, necromantic, mind-affecting fear effect. A crea-
  ture that successfully saves against the moan cannot be
  affected by the same ghost’s moan for one day.
  Horrific Appearance (Su): Any living creature
  within 60 feet that views the ghost barbarian werewolf
  in human or hybrid form must succeed at a Fortitude
  save (DC 16) or immediately take 1d4 points of perma-
  nent Strength drain, 1d4 points of permanent Dexter-
  ity drain, and 1d4 points of permanent Constitution
  drain. This power is ineffective when the ghost is in
  wolf form.
  Alternate Form (Su): The ghost barbarian were-
  wolf can assume the form of a human or a wolf.
  Incorporeal Subtype: A ghost barbarian were-
  wolf can be harmed only by other incorporeal crea-
  tures, +1 or better magic weapons, spells, spell-like abil-
  ities, or supernatural abilities. He is immune to all
  nonmagical attack forms and has a 50% chance to
  ignore any damage from a corporeal source (except for
  force effects, such as magic missiles, and attacks made
  with ghost touch weapons). A ghost barbarian were-
  wolf can pass through solid objects (but not force
  effects) at will. His attacks ignore natural armor, armor,
  and shields (though deflection bonuses and force
  effects work normally). He always moves silently
  (cannot be heard with Listen checks unless desired).
  Lycanthropic Empathy (Ex): The ghost were-
  wolf can communicate and empathize with normal or
  dire wolves, and he gains a +4 racial bonus on checks
  made to influence the animal’s attitude. This ability
  allows the communication of simple concepts and (if
  
  11
  the animal is friendly) commands, such as “friend,”
  “foe,” “flee,” and “attack.” 
  Manifestation (Su): The ghost barbarian were-
  wolf dwells on the Ethereal Plane, and as an ethereal
  creature, he cannot affect or be affected by anything in
  the material world. When he manifests, he partly
  enters the Material Plane and becomes visible but
  incorporeal there. When manifested, he can strike with
  his touch attack or a ghost touch weapon. He also
  remains partially on the Ethereal Plane while mani-
  fested, where he is not incorporeal. He can be attacked
  by opponents on either the Material or Ethereal Plane.
  The ghost’s incorporeality helps protect him from foes
  on the Material Plane, but not from foes on the Ethe-
  real Plane. When manifested, the ghost werewolf can
  be harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. He is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). The manifested ghost werewolf
  can pass through solid objects (but not force effects) at
  will. His attacks ignore natural armor, armor, and
  shields, though deflection bonuses and force effects
  work normally. He always moves silently (cannot be
  heard with Listen checks unless desired).
  Rage: While the ghost barbarian werewolf rages, the
  following changes to the above statistics are in effect: hp
  39; AC 15, touch 15, flat-footed 15; SV Will +7. His fit of
  rage lasts for 6 rounds, though he can voluntarily end it
  prematurely. After raging, the ghost barbarian werewolf
  is not fatigued, since he is undead. He can fly into a rage
  only once per encounter and only twice per day.
  Rejuvenation (Su): A manifested ghost werewolf
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20 +
  6) against DC 16. To prevent him from rejuvenating,
  specific steps unique to that ghost (see Laying the
  Ghosts to Rest section) must be taken to lay him to rest.
  Scent (Ex): The ghost barbarian werewolf can
  detect approaching enemies, sniff out hidden foes, and
  track by sense of smell.
  Turn Resistance (Ex): The ghost barbarian
  werewolf is treated as a 10-HD undead for the purpose
  of turn, rebuke, command, or bolster attempts.
  Undead Traits: The ghost barbarian werewolf is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. He is not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain. Negative energy heals him, and he is not
  at risk of death from massive damage but is destroyed at
  0 hit points or less. The ghost barbarian werewolf has
  darkvision (60-foot range). He cannot be raised, and
  resurrection works only if he is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; Spd 40 ft., fly 30
  ft. (perfect); AC 23, touch 14, flat-footed 23; Atk +10
  melee (1d6+6, bite), or +12/+7 melee (1d12+6/�3, mas-
  terwork greataxe) and +5 melee (1d6+2, bite), or +11/+6
  ranged (1d8+3/�3, mighty [+3 Str bonus] composite
  longbow with masterwork arrows); SA curse of lycan-
  thropy, frightful moan, horrific appearance, trip; Str 18;
  Climb +12, Hide +12, Jump +9, Move Silently +5.
  Trip (Ex): If the ghost werewolf hits with a bite
  attack, he can attempt to trip the opponent as a free
  action (see Chapter 8: Combat in the Player’s Handbook)
  without making a touch attack or provoking an attack
  of opportunity. If the attempt fails, the opponent
  cannot react to trip the ghost werewolf.
  Rage:While the ghost barbarian werewolf rages, the fol-
  lowing changes to the above Ethereal Plane statistics are in
  effect: AC 21, touch 12, flat-footed 21; Atk +12 melee
  (1d6+9, bite), or +14/+9 melee (1d12+9/�3, masterwork
  greataxe) and +7 melee (1d6+3, bite); or +11/+6 ranged
  (1d8+3/�3, mighty [+3 Str bonus] composite longbow
  with masterwork arrows); SV Will +7; Str 22, Dex 18, Con
  —, Int 10, Wis 12, Cha 17; Climb +14, Jump +11. His fit of
  rage lasts for 6 rounds, though he can voluntarily end it
  prematurely. After raging, the ghost barbarian werewolf is
  not fatigued, since he is undead. He can fly into a rage only
  once per encounter and only twice per day.
  Possessions: +1 chain shirt, masterwork greataxe,
  mighty composite longbow (+3 Str bonus), 20 master-
  work arrows. Note that these possessions are merely
  ethereal copies of the ghost’s real equipment, which is
  buried in the Friezford graveyard (area 7).
  DHuman Ghost Werewolf Barbarian (Wolf
  Form): Male human ghost werewolf Bbn 6; CR 10;
  Medium-size undead (incorporeal); HD 6d12; hp 39;
  Init +8; Spd fly 30 ft. (perfect); AC 17, touch 17, flat-
  footed 17; Atk +10 melee touch (1d4 Constitution drain,
  incorporeal touch); SA Constitution drain, curse of
  lycanthropy, frightful moan; SQ alternate form, DR
  15/silver, fast movement, incorporeal subtype, low-light
  vision, lycanthropic empathy, manifestation, rage 2/day,
  rejuvenation, scent, turn resistance +4, uncanny dodge,
  undead traits; AL CE; SV Fort +7, Ref +6, Will +5; Str —,
  Dex 18, Con —, Int 10, Wis 12, Cha 17. 
  
  12
  Skills and Feats: Climb +9, Handle Animal +12, Hide
  +13, Jump +6, Listen +26, Move Silently +6, Ride
  (horse) +12, Search +16, Spot +17, Wilderness Lore +7
  (or +11 when tracking by scent); Blind-Fight, Dodge,
  Improved Initiative, Mobility, Track, Weapon Finesse
  (bite), Weapon Focus (greataxe).
  Constitution Drain (Su): This effect perma-
  nently reduces a living opponent’s Constitution score
  by 1d4 points when the ghost barbarian werewolf hits
  with an incorporeal touch attack, or twice that amount
  on a critical hit. The ghost werewolf heals 5 points of
  damage (or 10 on a critical hit) whenever it drains Con-
  stitution, gaining any excess as temporary hit points.
  Curse of Lycanthropy (Su): Any humanoid hit
  by the ghost werewolf’s bite attack must succeed at a
  Fortitude save (DC 15) or contract lycanthropy.
  Frightful Moan (Su): The ghost barbarian were-
  wolf can moan as a standard action. Each living crea-
  ture within a 30-foot spread must succeed at a Will save
  (DC 16) or become panicked for 2d4 rounds. This is a
  sonic, necromantic, mind-affecting fear effect. A crea-
  ture that successfully saves against the moan cannot be
  affected by the same ghost’s moan for one day.
  Alternate Form (Su): The ghost barbarian were-
  wolf can assume the form of a human or a human/wolf
  hybrid.
  Incorporeal Subtype: A ghost barbarian were-
  wolf can be harmed only by other incorporeal crea-
  tures, +1 or better magic weapons, spells, spell-like abil-
  ities, or supernatural abilities. He is immune to all
  nonmagical attack forms and has a 50% chance to
  ignore any damage from a corporeal source (except for
  force effects, such as magic missiles, and attacks made
  with ghost touch weapons). A ghost barbarian were-
  wolf can pass through solid objects (but not force
  effects) at will. His attacks ignore natural armor, armor,
  and shields (though deflection bonuses and force
  effects work normally). He always moves silently
  (cannot be heard with Listen checks unless desired).
  Lycanthropic Empathy (Ex): The ghost were-
  wolf can communicate and empathize with normal or
  dire wolves, and he gains a +4 racial bonus on checks
  made to influence the animal’s attitude. This ability
  allows the communication of simple concepts and (if
  the animal is friendly) commands, such as “friend,”
  “foe,” “flee,” and “attack.” 
  Manifestation (Su): The ghost barbarian were-
  wolf dwells on the Ethereal Plane, and as an ethereal
  creature, he cannot affect or be affected by anything in
  the material world. When he manifests, he partly
  enters the Material Plane and becomes visible but
  incorporeal there. When manifested, he can strike with
  his touch attack or a ghost touch weapon. He also
  remains partially on the Ethereal Plane while mani-
  fested, where he is not incorporeal. He can be attacked
  by opponents on either the Material or Ethereal Plane.
  The ghost’s incorporeality helps protect him from foes
  on the Material Plane, but not from foes on the Ethe-
  real Plane. When manifested, the ghost werewolf can
  be harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. He is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). The manifested ghost werewolf
  can pass through solid objects (but not force effects) at
  will. His attacks ignore natural armor, armor, and
  shields, though deflection bonuses and force effects
  work normally. He always moves silently (cannot be
  heard with Listen checks unless desired).
  Rage: While the ghost barbarian werewolf rages,
  the following changes to the above statistics are in
  effect: AC 15, touch 15, flat-footed 15; SV Will +7. His fit
  of rage lasts for 6 rounds, though he can voluntarily end
  it prematurely. After raging, the ghost barbarian were-
  wolf is not fatigued, since he is undead. He can fly into a
  rage only once per encounter and only twice per day.
  Rejuvenation (Su): A manifested ghost were-
  wolf that would otherwise be destroyed returns to its
  old haunts in 2d4 days with a successful level check
  (1d20 + 6) against DC 16. To prevent him from rejuve-
  nating, specific steps unique to that ghost (see Laying
  the Ghosts to Rest section) must be taken to lay him
  to rest.
  Scent (Ex): The ghost barbarian werewolf can
  detect approaching enemies, sniff out hidden foes, and
  track by sense of smell.
  Turn Resistance (Ex): The ghost barbarian
  werewolf is treated as a 10-HD undead for the purpose
  of turn, rebuke, command, or bolster attempts.
  Undead Traits: The ghost barbarian werewolf is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. He is not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain. Negative energy heals him, and he is not
  at risk of death from massive damage but is destroyed at
  0 hit points or less. The ghost barbarian werewolf has
  darkvision (60-foot range). He cannot be raised, and
  resurrection works only if he is willing.
  
  13
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; Spd 50 ft., fly 30 ft.
  (perfect); AC 18, touch 14, flat-footed 18; Atk +10 melee
  (1d6+6, bite); SA curse of lycanthropy, frightful moan,
  trip; SQ alternate form, DR 15/silver, fast movement,
  low-light vision, lycanthropic empathy, manifestation,
  rage 2/day, rejuvenation, scent, turn resistance +4,
  uncanny dodge, undead traits; Str 18; Climb +13, Jump
  +10. 
  Trip (Ex): If the ghost werewolf hits with a bite attack,
  he can attempt to trip the opponent as a free action (see
  Chapter 8: Combat in the Player’s Handbook) without
  making a touch attack or provoking an attack of oppor-
  tunity. If the attempt fails, the opponent cannot react to
  trip the ghost werewolf. The ghost werewolf’s bonus for
  required opposed Strength check is +4.
  Rage: While the ghost barbarian werewolf rages, the
  following changes to the above Ethereal Plane statistics
  are in effect: AC 16, touch 12, flat-footed 16; Atk +12
  melee (1d6+9, bite); SV Will +7; Str 22; Climb +15,
  Jump +12. His fit of rage lasts for 6 rounds, though he
  can voluntarily end it prematurely. After raging, the
  ghost barbarian werewolf is not fatigued, since he is
  undead. He can fly into a rage only once per encounter
  and only twice per day.
  DGhost Human Ranger Werewolf (Hybrid
  Form): Male human ghost Rgr 6; CR 10; Medium-size
  undead (incorporeal); HD 6d12; hp 39; Init +9; Spd fly
  30 ft. (perfect); AC 18, touch 18, flat-footed 13; Atk +11
  melee touch (1d4 Constitution, incorporeal touch); SA
  curse of lycanthropy, frightful moan, horrific appear-
  ance, trip; SQ alternate form, DR 15/silver, favored ene-
  mies (humans +2, elves +1), incorporeal subtype, low-
  light vision, lycanthropic empathy, manifestation,
  rejuvenation, scent, turn resistance +4, undead traits; AL
  CE; SV Fort +7, Ref +7, Will +5; Str —, Dex 20, Con —,
  Int 10, Wis 12, Cha 17. 
  Skills and Feats: Animal Empathy +7, Handle Animal
  +8, Hide +22, Jump +5, Listen +22, Move Silently +15,
  Ride (horse) +7, Search +16, Spot +22, Wilderness Lore
  +6 (or +10 when tracking by scent); Blind-Fight,
  Improved Initiative, Point Blank Shot, Precise Shot,
  Rapid Shot, Track, Weapon Finesse (bite), Weapon
  Focus (composite longbow).
  Curse of Lycanthropy (Su): Any humanoid hit
  by the ghost werewolf’s bite attack must succeed at a
  Fortitude save (DC 15) or contract lycanthropy.
  Frightful Moan (Su): The ghost ranger were-
  wolf can moan as a standard action. Each living crea-
  ture within a 30-foot spread must succeed at a Will save
  (DC 16) or become panicked for 2d4 rounds. This is a
  sonic, necromantic, mind-affecting fear effect. A crea-
  ture that successfully saves against the moan cannot be
  affected by the same ghost’s moan for one day.
  Horrific Appearance (Su): Any living creature
  within 60 feet that views the ghost ranger werewolf in
  human or hybrid form must succeed at a Fortitude
  save (DC 16) or immediately take 1d4 points of perma-
  nent Strength drain, 1d4 points of permanent Dexter-
  ity drain, and 1d4 points of permanent Constitution
  drain. This power is ineffective when the ghost is in
  wolf form.
  Trip (Ex): If the ghost werewolf hits with a bite
  attack, he can attempt to trip the opponent as a free
  action (see Chapter 8: Combat in the Player’s Handbook)
  without making a touch attack or provoking an attack
  of opportunity. If the attempt fails, the opponent
  cannot react to trip the ghost werewolf.
  Alternate Form (Su): The ghost ranger were-
  wolf can assume the form of a human or a wolf.
  Favored Enemies: The ghost ranger werewolf
  has selected humans and elves as favored enemies. He
  gains a +2 bonus against humans and a +1 bonus
  against elves on his Bluff, Listen, Sense Motive, Spot,
  and Wilderness Lore checks when using these skills
  against these types of creatures. He gets the same
  bonus on weapon damage rolls against creatures of
  these types. He also gets the damage bonus with
  ranged weapons if the target is within 30 feet. The
  bonus doesn’t apply to damage against creatures that
  are immune to critical hits.
  Incorporeal Subtype: A ghost ranger werewolf
  can be harmed only by other incorporeal creatures, +1
  or better magic weapons, spells, spell-like abilities, or
  supernatural abilities. He is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A ghost ranger werewolf can
  pass through solid objects (but not force effects) at will.
  His attacks ignore natural armor, armor, and shields
  (though deflection bonuses and force effects work nor-
  mally). He always moves silently (cannot be heard with
  Listen checks unless desired).
  Lycanthropic Empathy (Ex): The ghost were-
  wolf can communicate and empathize with normal or
  dire wolves, and he gains a +4 racial bonus on checks
  made to influence the animal’s attitude. This ability
  allows the communication of simple concepts and (if
  the animal is friendly) commands, such as “friend,”
  “foe,” “flee,” and “attack.” 
  
  14
  Manifestation (Su): The ghost ranger were-
  wolf dwells on the Ethereal Plane, and as an ethereal
  creature, he cannot affect or be affected by anything
  in the material world. When he manifests, he partly
  enters the Material Plane and becomes visible but
  incorporeal there. When manifested, he can strike
  with his touch attack or a ghost touch weapon. He
  also remains partially on the Ethereal Plane while
  manifested, where he is not incorporeal. He can be
  attacked by opponents on either the Material or Ethe-
  real Plane. The ghost’s incorporeality helps protect
  him from foes on the Material Plane, but not from
  foes on the Ethereal Plane. When manifested, the
  ghost werewolf can be harmed only by other incorpo-
  real creatures, +1 or better magic weapons, spells,
  spell-like abilities, or supernatural abilities. He is
  immune to all nonmagical attack forms and has a 50%
  chance to ignore any damage from a corporeal source
  (except for force effects, such as magic missiles, and
  attacks made with ghost touch weapons). The mani-
  fested ghost werewolf can pass through solid objects
  (but not force effects) at will. His attacks ignore natu-
  ral armor, armor, and shields, though deflection
  bonuses and force effects work normally. He always
  moves silently (cannot be heard with Listen checks
  unless desired).
  Rejuvenation (Su): A manifested ghost werewolf
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20 +
  6) against DC 16. To prevent him from rejuvenating,
  specific steps unique to that ghost (see Laying the
  Ghosts to Rest section) must be taken to lay him to rest.
  Scent (Ex): The ghost ranger werewolf can detect
  approaching enemies, sniff out hidden foes, and track
  by sense of smell.
  Turn Resistance (Ex): The ghost ranger were-
  wolf is treated as a 10-HD undead for the purpose of
  turn, rebuke, command, or bolster attempts.
  Undead Traits: The ghost ranger werewolf is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. He is not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain. Negative energy heals him, and he is not
  at risk of death from massive damage but is destroyed at
  0 hit points or less. The ghost ranger werewolf has dark-
  vision (60-foot range). He cannot be raised, and resur-
  rection works only if he is willing.
  Spells Prepared (2; save DC 11 + spell level):
  1st—magic fang (2). 
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; Spd 30 ft., fly 30 ft.
  (perfect); AC 23, touch 15, flat-footed 18; Atk +11 melee
  (1d6+4, bite), or +8/+3 melee (1d8+3/19–20, masterwork
  longsword) and +8 melee (1d61/19–20, masterwork short
  sword) and +6 melee (1d6+1, bite), or +14/+9 ranged
  (1d8+3/�3, mighty +1 composite longbow [+2 Str bonus]
  with masterwork arrows); SA curse of lycanthropy, fright-
  ful moan, horrific appearance, trip; Str 16; Jump +8.
  Trip (Ex): If the ghost werewolf hits with a bite
  attack, he can attempt to trip the opponent as a free
  action (see Chapter 8: Combat in the Player’s Handbook)
  without making a touch attack or provoking an attack
  of opportunity. If the attempt fails, the opponent
  cannot react to trip the ghost werewolf.
  Possessions: +1 studded leather armor, masterwork
  longsword, masterwork short sword, +1 mighty compos-
  ite longbow (+2 Str bonus), 20 masterwork arrows. Note
  that these possessions are merely ethereal copies of the
  ghost’s real equipment, which is buried in the Friezford
  graveyard (area 7).
  DGhost Human Ranger Werewolf (Wolf
  Form): Male human ghost Rgr 6; CR 10; Medium-size
  undead (incorporeal); HD 6d12; hp 39; Init +9; Spd 50
  ft., fly 30 ft. (perfect); AC 18, touch 18, flat-footed 13;
  Atk +11 melee touch (1d4 Constitution, incorporeal
  touch); SA Constitution drain, curse of lycanthropy,
  frightful moan; SQ alternate form, DR 15/silver,
  favored enemies (humans+2, elves +1), incorporeal sub-
  type, low-light vision, lycanthropic empathy, manifesta-
  tion, rejuvenation, scent, turn resistance +4, undead
  traits; AL CE; SV Fort +7, Ref +7, Will +5; Str —, Dex
  20, Con —, Int 10, Wis 12, Cha 17. 
  Skills and Feats: Animal Empathy +7, Handle Animal
  +8, Hide +22, Jump +5, Listen +22, Move Silently +15,
  Ride (horse) +7, Search +16, Spot +22, Wilderness Lore
  +6 (or +10 extra when tracking by scent); Blind-Fight,
  Improved Initiative, Point Blank Shot, Precise Shot,
  Rapid Shot, Track, Weapon Finesse (bite), Weapon
  Focus (composite longbow).
  Constitution Drain (Su): This effect perma-
  nently reduces a living opponent’s Constitution score
  by 1d4 points when the ghost ranger werewolf hits
  with an incorporeal touch attack, or twice that amount
  on a critical hit. The ghost werewolf heals 5 points of
  damage (or 10 on a critical hit) whenever it drains Con-
  stitution, gaining any excess as temporary hit points.
  Curse of Lycanthropy (Su): Any humanoid hit
  by the ghost werewolf’s bite attack must succeed at a
  Fortitude save (DC 15) or contract lycanthropy.
  
  15
  Frightful Moan (Su): The ghost ranger were-
  wolf can moan as a standard action. Each living crea-
  ture within a 30-foot spread must succeed at a Will save
  (DC 16) or become panicked for 2d4 rounds. This is a
  sonic, necromantic, mind-affecting fear effect. A crea-
  ture that successfully saves against the moan cannot be
  affected by the same ghost’s moan for one day.
  Alternate Form (Su): The ghost ranger were-
  wolf can assume the form of a human or a wolf.
  Favored Enemies: The ghost ranger werewolf
  has selected humans and elves as favored enemies. He
  gains a +2 bonus against humans and a +1 bonus
  against elves on his Bluff, Listen, Sense Motive, Spot,
  and Wilderness Lore checks when using these skills
  against these types of creatures. He gets the same
  bonus on weapon damage rolls against creatures of
  these types. He also gets the damage bonus with
  ranged weapons if the target is within 30 feet. The
  bonus doesn’t apply to damage against creatures that
  are immune to critical hits.
  Incorporeal Subtype: A ghost ranger werewolf
  can be harmed only by other incorporeal creatures, +1
  or better magic weapons, spells, spell-like abilities, or
  supernatural abilities. He is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A ghost ranger werewolf can
  pass through solid objects (but not force effects) at will.
  His attacks ignore natural armor, armor, and shields
  (though deflection bonuses and force effects work nor-
  mally). He always moves silently (cannot be heard with
  Listen checks unless desired).
  Lycanthropic Empathy (Ex): The ghost were-
  wolf can communicate and empathize with normal or
  dire wolves, and he gains a +4 racial bonus on checks
  made to influence the animal’s attitude. This ability
  allows the communication of simple concepts and (if
  the animal is friendly) commands, such as “friend,”
  “foe,” “flee,” and “attack.” 
  Manifestation (Su): The ghost ranger were-
  wolf dwells on the Ethereal Plane, and as an ethereal
  creature, he cannot affect or be affected by anything
  in the material world. When he manifests, he partly
  enters the Material Plane and becomes visible but
  incorporeal there. When manifested, he can strike
  with his touch attack or a ghost touch weapon. He
  also remains partially on the Ethereal Plane while
  manifested, where he is not incorporeal. He can be
  attacked by opponents on either the Material or Ethe-
  real Plane. The ghost’s incorporeality helps protect
  him from foes on the Material Plane, but not from
  foes on the Ethereal Plane. When manifested, the
  ghost werewolf can be harmed only by other incorpo-
  real creatures, +1 or better magic weapons, spells,
  spell-like abilities, or supernatural abilities. He is
  immune to all nonmagical attack forms and has a 50%
  chance to ignore any damage from a corporeal source
  (except for force effects, such as magic missiles, and
  attacks made with ghost touch weapons). The mani-
  fested ghost werewolf can pass through solid objects
  (but not force effects) at will. His attacks ignore natu-
  ral armor, armor, and shields, though deflection
  bonuses and force effects work normally. He always
  moves silently (cannot be heard with Listen checks
  unless desired).
  Rejuvenation (Su): A manifested ghost werewolf
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20 +
  6) against DC 16. To prevent him from rejuvenating,
  specific steps unique to that ghost (see Laying the
  Ghosts to Rest section) must be taken to lay him to rest.
  Scent (Ex): The ghost ranger werewolf can detect
  approaching enemies, sniff out hidden foes, and track
  by sense of smell.
  Turn Resistance (Ex): The ghost ranger were-
  wolf is treated as a 10-HD undead for the purpose of
  turn, rebuke, command, or bolster attempts.
  Undead Traits: The ghost ranger werewolf is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-affecting
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. He is not subject to critical
  hits, subdual damage, ability damage, ability drain, or
  energy drain. Negative energy heals him, and he is not
  at risk of death from massive damage but is destroyed at
  0 hit points or less. The ghost ranger werewolf has dark-
  vision (60-foot range). He cannot be raised, and resur-
  rection works only if he is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; AC 19, touch 15,
  flat-footed 14; Atk +11 melee (1d6+4, bite); SA curse of
  lycanthropy, frightful moan, trip; Str 16; Jump +8.
  Trip (Ex): If the ghost werewolf hits with a bite
  attack, he can attempt to trip the opponent as a free
  action (see Chapter 8: Combat in the Player’s Handbook)
  without making a touch attack or provoking an attack
  of opportunity. If the attempt fails, the opponent
  cannot react to trip the ghost werewolf. The wolf’s
  bonus for required opposed Strength check is +3.
  
  16
  Lycanthropes Powerup
  The ranger’s magic fang spells give both lycanthropes an
  extra +1 to attack and damage rolls with their bite
  attacks, no matter what forms the lycanthropes are in.
  Tactics: The elk merely wishes to elude the pack.
  The dire wolves are hungry and willing to attack any-
  thing, including the PCs. The werewolves yearn to taste
  living flesh of any humanoid, but they aren’t likely to
  do so unless the PCs battle them on the Ethereal Plane.
  The elk moves directly toward the PCs and tramples
  any character who gets in the way. If attacked with a
  spell or a ranged weapon that causes damage, the elk
  turns aside and continues fleeing.
  As noted earlier, the hunters arrive at the party’s loca-
  tion 2 rounds after the dire elk. Only the dire wolves are
  visible at this point. The ghost werewolves have been
  traveling in the Ethereal Plane, since their ability to pass
  though trees and other obstacles while ethereal allows
  them to keep pace with the faster dire wolves. The ghost
  werewolves use their wolf forms when traveling across
  country, but assume hybrid form before attacking.
  The dire wolves halt when they spot the party, which
  they can attempt as soon as they get within 50 feet, or
  when they scent the party at a range of 30 feet. When
  they notice the PCs, they attempt to hide, while the two
  ghosts circle to the opposite side, still ethereal. The
  ghosts pause while the ranger casts magic fang on him-
  self and the barbarian, then continue moving until they
  get into position. Once in position, the ghosts manifest
  in hybrid form within 30 feet of the party and with the
  party between them and the wolves. The ghosts take
  care to ensure that the wolves are out of the ranges of
  their frightful moan and horrific appearance powers
  during the period they intend to use them (see below).
  Once in position, both ghosts use their frightful
  moan power in an attempt to panic the characters and
  drive them toward the dire wolves. Each ghost’s hor-
  rific appearance power affects each PC on his or her
  turn. Should the ghosts need to get closer to the dire
  wolves to attack the PCs, they become ethereal, assume
  wolf form, and then return to attack, since their hor-
  rific appearance power is ineffective when they are in
  wolf form. Their frightful moan powers remain effec-
  tive when in wolf form, but the ghosts do not use it if
  there are dire wolves within range.
  Once the ghosts have moaned, they close in for
  melee, as do the wolves. The wolves attack panicked
  characters first, and the ghosts attack any characters
  who look like melee types first.
  The ghosts are delighted if any characters become ethe-
  real to fight them, since that means they can use their full
  range of fighting capabilities and will have the chance to
  taste living flesh if they prevail. The ghost barbarian
  immediately uses his rage ability when dealing with foes
  on the Ethereal Plane. The two ghosts pick one lightly
  armored foe and attack that person together, to the exclu-
  sion of all others. They use their speed to maneuver for
  flanking positions around the chosen target.
  The dire wolves fight until killed or until the ghosts
  leave the scene for more than 2 rounds. (The ghosts
  leave if successfully turned by the PCs, or they can
  leave voluntarily to battle ethereal PCs.) The ghosts
  continue the fight until destroyed or until successfully
  turned three times by a cleric or paladin.
  Treasure: Neither the dire elk nor any of the
  hunters carry any treasure. The ghost lycanthropes
  carry some equipment, but these items are merely
  ethereal copies of their real equipment, which is
  buried in the Friezford graveyard (area 7). If the
  ghost lycanthropes are slain, their equipment simply
  fades away.
  Development: A player character has the normal
  chance to contract lycanthropy if bitten by a ghost
  werewolf while on the Ethereal Plane. If a ghost were-
  wolf is destroyed or driven off, it warns the drow at
  Hidden Dell (area 9) about the party’s presence as soon
  as it can. This could take anywhere from a day to several
  days, depending on what happened to the ghost.
  Event 2: Drow Ambush (EL 14)
  When the drow at Hidden Dell realize that the PCs are
  in the area, they quickly organize an expedition to kill
  them or drive them off. They can learn of the PCs’ pres-
  ence in several ways:
  •
  If a ghost werewolf survives event 1 (The Wild
  Hunt) or event 4 (Raiders Attack), he carries the
  news to Hidden Dell. The ghost can make the 7-
  mile trip in about an hour, thanks to his ability
  to move through obstacles and to move quickly
  without getting fatigued. Even a ghost that has
  been destroyed can warn the drow if his rejuve-
  nation power brings him back to unlife.
  •
  If the PCs attend event 3 (The Barn Dance), any
  drow that escape travel to Hidden Dell and raise
  the alarm.
  •
  If the PCs spend any appreciable time investi-
  gating the ruined church (area 6), the inn (area
  4), or the graveyard (area 7) during daylight, the
  watcher at the inn (area 4) sees them and reports
  to Hidden Dell.
  
  17
  •
  If the PCs visit Zellmer’s farm (area 8B), Zellmer
  alerts the drow the next night when he visits the
  inn, or immediately if the party discovers
  Zellmer’s fiendish horses.
  •
  If the PCs try to visit Hidden Dell, the drow’s
  fiendish raven allies have a chance to spot them
  coming. If they do, the drow send an expedition
  against the PCs.
  It takes the drow at least an hour to get organized once
  they learn of the party’s presence. They immediately
  send their flock of fiendish ravens (see area 9) to locate
  the party. If the ravens fail, the drow leader uses her div-
  ination spell to help locate the invaders. Once the drow
  have located the PCs, they move in as quickly as they
  can. It takes the drow about 4 hours to reach the ruins
  of Friezford.
  The drow take their time to prepare their attack.
  They prefer to fight when it’s dark, since their superior
  darkvision gives them an edge then. They try to catch
  the party in a place that provides some cover for the
  drow but none for PCs, such as when the PCs are on a
  road, near a ruined farm, or poking around the out-
  skirts of Friezford. They attack during daylight if neces-
  sary, but never on a bright, clear day.
  The PCs might well notice the drow’s raven allies,
  but the birds do not attack or even approach within
  bow range. Thanks to the drow’s stealth skills and invis-
  ibility spells, only an exceptionally vigilant PC is likely
  to notice them before they attack. If the drow attack at
  night, read or paraphrase the following. If the attack
  occurs during daylight, adjust the text accordingly.
  The drow close to 30 feet before attacking, but before
  doing so they cast several spells to make ready. The
  leader drinks her potion of bull’s strength and casts bull’s
  strength on the three fighters, while the rogue/wizards
  cast mage armor and shield on themselves. Then the
  drow use their invisibility spells (the leader casts her
  prepared invisibility on herself and lends her wand of
  invisibility to one of the wizard/rogues, who bestows
  invisibility on the rest of the group. While the
  wizard/rogue distributes the invisibility spells, the
  leader casts spell immunity (magic missile, fireball), shield
  of faith, and freedom of movement on herself, followed by
  silence on one of the fighters. In addition, the leader
  also casts endure elements (electricity) on herself before
  leaving Hidden Dell.
  Once all their preparatory spells have been cast, the
  invisible drow close to within 70 feet of the party and
  stop to drink their potions of haste. The group then
  closes to within 30 feet of the party, where the leader
  casts prayer and the rogues cast true strike while the
  fighters move to encircle the party. Thereafter, all six
  drow open fire with their projectile weapons.
  A PC who can see invisible creatures might notice
  the drow when they are 60 feet away, provided the char-
  acter has darkvision with a range of at least 60 feet or
  low-light vision. The base Spot DC is 35. A character
  with darkvision gets a +10 bonus on the check, and a
  character with low-light vision gets a +5 bonus on the
  check. If the spotting character fails the check, nobody
  sees the drow until they attack.
  Creatures: The six drow come clad all in black.
  Even their weapons and armor are black, and they wear
  black masks and hoods. They move with the quick,
  silent grace that is the hallmark of the drow.
  DDrow Leader: Female drow Clr 10; CR 11;
  Medium-size humanoid (elf); HD 10d8+10; hp 55; Init
  +0; Spd 20 ft.; AC 24, touch 11, flat-footed 24; Atk +9/+4
  melee (1d8+1, masterwork morningstar), or +10 ranged
  (1d8/19–20, masterwork light crossbow with master-
  work crossbow bolts); SA poison, rebuke undead 4/day,
  spell-like abilities; SQ darkvision 120 ft., drow traits, SR
  21; AL NE; SV Fort +9, Ref +4, Will +12; Str 13, Dex 10,
  Con 12, Int 13, Wis 19, Cha 12.
  Skills and Feats: Bluff +6, Concentration +14, Diplomacy
  +3, Hide +7, Intimidate +3, Listen +6, Search +3, Spellcraft
  +9, Spot +6; Blind-Fight, Spell Focus (Necromancy), Spell
  Penetration, Weapon Focus (light crossbow).
  Poison: The drow leader has coated her crossbow
  bolts with drow poison (Fort DC 17). The initial
  damage is unconsciousness; the secondary damage is
  unconsciousness for 2d4 hours.
  Spell-Like Abilities: 1/day—dancing lights, dark-
  ness, faerie fire. Caster level 10th; save DC 11 + spell
  level.
  Drow Traits: The drow leader is immune to
  magic sleep spells and effects. She has a +2 racial bonus
  on Will saves against spells or spell-like abilities and a
  +2 racial bonus on saves against enchantment spells or
  effects. As a drow, she has darkvision (120-foot range)
  and is entitled to a Search check when within 5 feet of a
  secret or concealed door as though actively looking for
  it. The drow leader also has light blindness (blinded for
  1 round by abrupt exposure to bright light, –1 circum-
  stance penalty on all attack rolls, saves, and checks
  It’s another dark night. Streaming clouds all but
  obscure the moon and stars. The wind in the leaves
  fills the forest with a dull murmur, like a thousand
  hushed voices whispering in the darkness.
  
  18
  while operating in bright light) and a +2 racial bonus
  on Listen, Spot, and Search checks (already figured into
  the statistics given above).
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; save
  DC 14 + spell level): 0—cure minor wounds (2), detect
  magic (2), resistance, virtue; 1st—cure light wounds (2),
  inflict light wounds*, obscuring mist, protection from good,
  shield of faith; 2nd—bull’s strength (3), cure moderate
  wounds, invisibility*, spiritual weapon; 3rd—bestow curse,
  contagion*†, dispel magic, invisibility purge, prayer; 4th—
  confusion*, freedom of movement, greater magic weapon, spell
  immunity, summon monster IV; 5th—circle of doom*†,
  flame strike, slay living†. 
  *Domain spell. †Necromancy spell, +2 bonus to the
  save DC. Deity: Lolth. Domains: Destruction (smite
  1/day), Trickery (Bluff, Disguise, and Hide are class
  skills).
  Possessions: +1 full plate armor, +1 large steel shield, +2
  ring of protection, +1 amulet of natural armor, +1 cloak of
  resistance, masterwork morningstar, masterwork light
  crossbow, 10 poisoned masterwork bolts, 2 potions of
  haste, potion of bull’s strength, potion of cure blindness, potion
  of cure deafness, wand of invisibility (19 charges*), anti-
  toxin, tanglefoot bag.
  *Number of charges before the drow attack the
  party. If the drow ambush the party, subtract 5 charges
  from the wand of invisibility.
  Drow Leader Powerup
  With all the spells she receives, the following changes
  to the above statistics for the drow leader are in effect
  (assuming a result of 3 from her bull’s strength potion):
  AC 28, touch 15, flat-footed 24; Atk +12/+7 melee
  (1d8+4, masterwork morningstar), or +11 ranged
  (1d8+1/19–20, masterwork light crossbow with master-
  work crossbow bolts); SV Fort +10, Ref +5, Will +13; Str
  16; Bluff +7, Concentration +15, Diplomacy +4, Hide
  +8, Intimidate +4, Listen +7, Search +4, Spellcraft +10,
  Spot +7.
  Provided she does not move, the leader can use the
  extra action she gets from her haste effect to make two
  crossbow attacks every other round (for example,
  round 1: fire, reload, fire; round 2: reload, fire, reload;
  round 3: fire, reload, fire; and so on). The drow leader
  also is immune to the magic missile and fireball spells,
  and she ignores the first 5 points of electricity damage
  she suffers each round. In addition she ignores any
  effect that might hamper her movement, such as hold
  person, paralysis, solid fog, slow, and web spells.
  DDrow Rogues (2): Male drow Rog7/Div1; CR 9;
  Medium-size humanoid (Elf); HD 7d6 plus 1d4; hp 26;
  Init +4; Spd 30 ft.; AC 16, touch 15, flat-footed 16; Atk +7
  melee (1d6+2/18–20, +1 rapier), or +12 ranged
  (1d6+3/�3, masterwork mighty composite shortbow
  [+1 Str bonus] with +2 arrows); SA poison, sneak attack
  +4d6, spell-like abilities; SQ drow traits, evasion, SR 19,
  traps, uncanny dodge (Dex bonus to AC, can’t be flanked
  except by a rogue of at least 11th level); AL NE; SV Fort
  +3, Ref +10, Will +7; Str 12, Dex 18, Con 11,
  Int 14, Wis 14, Cha 8. 
  Skills and Feats: Balance +6, Escape Artist +14, Gather
  Information +9, Hide +14, Innuendo +12, Jump +13,
  Listen +14, Move Silently +14, Search +4, Spellcraft +6,
  Spot +14, Tumble +16; Blind-Fight, Point Blank Shot,
  Precise Shot, Scribe Scroll.
  Poison: The drow rogues have coated their arrows
  with drow poison (Fort DC 17). The initial damage is
  unconsciousness; the secondary damage is uncon-
  sciousness for 2d4 hours.
  Spell-Like Abilities: 1/day—dancing lights, dark-
  ness, faerie fire. Caster level 8th; save DC 9 + spell level. 
  Drow Traits: The drow rogues are immune to
  magic sleep spells and effects. They have a +2 racial
  bonus on Will saves against spells or spell-like abilities
  and a +2 racial bonus on saves against enchantment
  spells or effects. As drow, they have darkvision (120-
  foot range) and are entitled to a Search check when
  within 5 feet of a secret or concealed door as though
  actively looking for it. Each drow rogue also has light
  blindness (blinded for 1 round by abrupt exposure to
  bright light, –1 circumstance penalty on all attack
  rolls, saves, and checks while operating in bright light)
  and a +2 racial bonus on Listen, Spot, and Search
  checks (already figured into the statistics given above).
  Evasion (Ex): If exposed to any effect that nor-
  mally allows a character to attempt a Reflex saving
  throw for half damage, a drow wizard/rogue takes no
  damage with a successful saving throw.
  Spells Prepared (4/3; save DC 12 + spell level):
  0—daze, detect magic, mage hand, ray of frost; 1st—mage
  armor, shield, true strike. 
  Spellbook: 0—arcane mark, dancing lights, daze,
  detect magic, detect poison, flare, ghost sound, light, mage
  hand, mending, open/close, prestidigitation, ray of frost, read
  magic, resistance; 1st—expeditious retreat, mage armor,
  magic weapon, shield, true strike, unseen servant. 
  Possessions: +1 rapier, masterwork mighty short com-
  posite bow (+1 Str bonus), 10 poisoned +2 arrows, dagger,
  +1 ring of protection, +1 amulet of natural armor, +1 cloak of
  resistance, potion of cure moderate wounds, potion of haste,
  wand of true strike (28 charges), scroll of shield, scroll of
  mage armor, antitoxin, tanglefoot bag, thunderstone.
  
  19
  Drow Rogues Powerup
  With all the spells they receive, the following changes
  to the above statistics for the drow rogues are in effect:
  AC 24, touch 19, flat-footed 20; Atk +8 melee
  (1d6+3/18–20, +1 rapier), or +13 ranged (1d6+4/�3,
  masterwork mighty composite shortbow [+1 Str
  bonus] with +2 arrows); SV Fort +4, Ref +11, Will +8; Str
  12; Balance +7, Escape Artist +15, Gather Information
  +10, Hide +15, Innuendo +13, Jump +14, Listen +15,
  Move Silently +15, Search +5, Spellcraft +7, Spot +15,
  Tumble +17.
  The numbers above do not include the +20 insight
  bonus that the rogues get from their true strike spells.
  DDrow Fighters (3): Female drow Ftr 7; CR 8;
  Medium-size humanoid (elf); HD 7d10+7; hp 45; Init
  +6; Spd 20 ft.; AC 25, touch 12, flat-footed 24; Atk
  +12/+7 melee (1d10+6/19–20, +1 bastard sword), or
  +11/+6 ranged (1d8+3/�3, masterwork mighty com-
  posite longbow [+3 Str bonus] with masterwork
  arrows); SA poison, spell-like abilities; SQ drow traits,
  SR 18; AL NE; SV Fort +7, Ref +5, Will +4; Str 16, Dex
  15, Con 12, Int 13, Wis 12, Cha 8. 
  Skills and Feats: Hide +1, Jump +7, Listen +3, Move
  Silently +1, Search +3, Spot +3; Blind-Fight, Exotic
  Weapon Proficiency (bastard sword), Improved Initia-
  tive, Point Blank Shot, Precise Shot, Weapon Focus
  (bastard sword), Weapon Specialization (bastard sword).
  Poison: The drow fighters have coated their
  arrows with drow poison (Fort DC 17). The initial
  damage is unconsciousness; the secondary damage is
  unconsciousness for 2d4 hours.
  Spell-Like Abilities: 1/day—dancing lights, dark-
  ness, faerie fire. Caster level 7th; save DC 9 + spell level. 
  Drow Traits: The drow fighters are immune to
  magic sleep spells and effects. They have a +2 racial
  bonus on Will saves against spells or spell-like abilities
  and a +2 racial bonus on saves against enchantment
  spells or effects. As drow, they have darkvision (120-
  foot range) and are entitled to a Search check when
  within 5 feet of a secret or concealed door as though
  actively looking for it. Each drow fighter also has light
  blindness (blinded for 1 round by abrupt exposure to
  bright light, –1 circumstance penalty on all attack rolls,
  saves, and checks while operating in bright light) and a
  +2 racial bonus on Listen, Spot, and Search checks
  (already figured into the statistics given above).
  Possessions: +1 full plate armor, +1 large steel shield, +1
  bastard sword, masterwork mighty composite longbow
  (+3 Str bonus), 10 poisoned masterwork arrows, +1 ring
  of protection, +1 amulet of natural armor, +1 cloak of resist-
  ance, potion of haste, antitoxin.
  Drow Fighters Powerup
  With all the spells they receive, the following changes
  to the above statistics for the drow fighters are in effect
  (assuming a result of 3 from their bull’s strength spells):
  AC 29, touch 16, flat-footed 24; Atk +14/+9 melee
  (1d10+8/19–20, +1 bastard sword), or +12/+7 ranged
  (1d8+4/�3, masterwork mighty composite longbow
  [+3 Str bonus] with masterwork arrows); SV Fort +8,
  Ref +6, Will +5; Str 19; Jump +9, Listen +4, Move
  Silently +2, Search +4, Spot +4.
  Tactics: The drow’s preparations for the ambush
  are detailed in the opening section of this encounter.
  The prayer spell imposes a –1 penalty on the PCs
  attacks, damage rolls, saves, and checks. After their ini-
  tial volley of projectiles, the drow fighters and rogues
  continue firing while the leader casts flame strike on as
  many PCs as possible, followed by confusion on the
  toughest-looking fighter type. The fighters simply
  shoot as many arrows as they can, aiming for lightly
  armored targets. The rogues use their wands of true strike
  and concentrate on well-armored targets.
  The next round, the leader casts slay living on
  whichever PC seems to be doing the most damage to
  the drow and casts spiritual weapon against a spellcaster.
  The fighters and the rogues close to melee range, doing
  their best to take up flanking positions against the
  party (if necessary, the rogues use their Tumble skills to
  get into flanking position). The fighter with the silence
  spell tries to maneuver next to a spellcaster and disrupt
  spells with verbal components.
  The next round, the leader casts obscuring mist and
  greater magic weapon on her morningstar (making the
  morningstar a +3 weapon and increasing her attack bonus
  and damage accordingly), then moves to melee range.
  The next round, the leader casts circle of doom, moving
  to catch as many PCs in the burst as possible. She does
  not care how many of her own troops she may affect,
  since their spell resistance might well protect them. If
  necessary, she casts the spell defensively. After her spell,
  she strikes any foe she can reach with her morningstar.
  The fighters and rogues continue their melee attacks,
  with the rogues once again using their wands of true strike.
  When the drow’s potions of haste wear off, they try to
  escape if they can. At least one of them blankets the
  area with darkness, and the drow scatter. If unable to
  break off from combat, they turn and fight as best they
  can. They will not surrender.
  Treasure: Other than their equipment, the drow
  carry no treasure.
  Development: After dispatching the team of
  ambushers, the drow remaining at Hidden Dell await
  
  20
  their return anxiously. If the ambushers do not return
  in 12 hours, their comrades abandon the outpost. Any
  drow who escape after a defeat return to Hidden Dell as
  noted in the development section for the Inn (area 4),
  and this event may prompt the drow to withdraw
  sooner.
  If the PCs capture any drow, the prisoners prove to
  be sullen and uncooperative, but they can be intimi-
  dated into revealing the same information that the
  drow watcher at the inn knows (see the Development
  section of the Inn encounter (area 4).
  Event 3: Barn Dance 
  (EL Variable)
  The barn dance is an event that occurs monthly on the
  night of the full moon (to take advantage of the light).
  It was a traditional monthly gathering for the farmers
  and townsfolk when Friezford was a thriving commu-
  nity. Now the ghosts continue the tradition, just as they
  continue all the other activities that were once normal
  for their daily lives.
  The barn where the dance takes place is the only
  structure in Friezford that has actually been rebuilt
  since the town was razed. The ghosts currently use it to
  store their harvest as well as for the monthly dances.
  No one but the ghostly villagers can get into the build-
  ing at any time other than the barn dance (at least not
  without stealth or a fight). All are welcome at the
  dances, however, and the drow from Hidden Dell take
  advantage of these events to help themselves to the vil-
  lagers’ harvest and prepared foods.
  Each dance begins at sundown and continues all
  night. The ghosts vanish through the floor at dawn, and
  the barn is once again secured. Two hours prior to each
  dance, the ghosts begin moving the grain, vegetables,
  and fruits stored here outside to clear the floor for
  dancing. The drow also arrive early to assist with this
  process. Once the dance begins, drow take the produce
  away in wagons. They also remove the baked goods,
  preserved foods, and other food items that the ghosts
  have made and brought to the dance for refreshments.
  The ghosts don’t actually eat the food, but they expect it
  to disappear as the dancers eat, so the drow thefts
  merely make all seem as it should to the ghosts. Even
  when such a theft is spotted, the ghosts have no objec-
  tion to a drow taking a bit of food for his “sick family.”
  In this way, the drow keep their community fed and
  supplied. By the next morning, the ghosts have
  forgotten that there was any produce stored in the barn
  or any leftover food.
  During the dance, music can be heard from a dis-
  tance of 200 yards from the barn. Read or paraphrase
  the text below.
  Unless the party has already defeated the drow
  ambush (event 2), live drow mingle freely with
  ghostly villagers inside the barn, some joining in the
  dancing, and others chatting with the villagers ring-
  ing the walls. The footsteps of these living creatures
  are clearly audible on the barn’s wooden floor. At the
  front of the barn, on a raised platform, are four ghostly
  musicians playing instruments and singing. Still
  other drow are covertly stuffing pies, cakes, baked
  hams, roast mutton, and other delicacies into sacks
  and depositing them outside the door. Many ghosts sit
  at tables and chairs around the dance floor, apparently
  eating from the plates before them, though no food is
  actually consumed.
  Throughout the festivities, ghosts come and go by
  rising or sinking through the wooden floor. Nobody
  seems to notice this remarkable means of ingress and
  egress. Should a character inquire about it, the drow
  pretend they don’t understand what the PC is talking
  about. The ghosts just shrug and say that a body has to
  come and go somehow.
  If the PCs have defeated the drow ambush, the drow
  are absent from the barn dance, and the ghosts notice,
  remarking on how strange it that none of the neigh-
  bors from Hidden Dell are here. “First time I can ever
  remember them not being here,” declares one ghost.
  Creatures: There are about three dozen ghosts
  here, and most seem middle-aged or younger. All the
  ghosts look like hardworking peasants dressed in their
  best clothes. Many seem red-faced from their exertions
  on the dance floor, but a bit on the translucent side just
  the same. Unless the drow ambush has already
  occurred, there are a half dozen drow here as well, all
  dressed in black and looking decidedly corporeal.
  If trouble breaks out, a troop of ghost soldiers
  (guards from the ruined church at area 6) arrive as well.
  Lights shine from the windows of the barn and
  from its doors, which are flung wide. Inside, men
  and women in colorful clothing whirl about the
  floor in a lively group dance of the sort popular
  among country folk. The sound of hearty laughter
  joins with the music that spills from the open
  door. “C’mon in, neighbor!” says a middle-aged
  man near the door. “You’re missin’ all the fun!”
  Behind the host, a starry-eyed young couple sinks
  slowly into the floor, hand in hand.
  
  21
  DGhost Commoners (10 youthful ghosts, 22
  mature ghosts, and 6 grizzled ghosts): See the Ghosts of
  Friezford section.
  DGhost Soldiers (6): See the Creatures section
  of area 6.
  DDrow (6): See the Creatures section of event 2.
  Tactics: If the PCs approach the barn anytime
  except during the barn dance, the ghosts warn them
  away, and they might attack (see area 5). During the
  barn dance, the ghosts aren’t hostile unless the PCs
  turn aggressive, and the drow are content to play the
  role of peaceful visitors.
  If the PCs point out the drow’s theft of food and sup-
  plies, the ghosts laugh it off: “They could use a bit more
  meat on their bones anyway! And there’s plenty more
  where that came from, neighbor! Sit down and grab a
  plate! Better to feed your face than flap your jaw!”
  If the PCs attack the drow, the ghosts attack the PCs
  as best they can using their incorporeal touch attacks
  and telekinesis abilities, screeching for help all the
  while. When using their telekinesis powers, the ghost
  villagers usually settle for seizing and hurling foes. 
  Any violence here draws the ghost soldiers from the
  ruined church (area 6), who intuitively sense that some-
  thing is amiss at the barn. They arrive 2 rounds after hos-
  tilities commence, courtesy of their dimension door
  powers, and join the fray. The soldiers are slightly more
  savvy fighters than the villagers, and they generally use
  the tactics described in tactics section of area 6. There are
  several very heavy objects in the barn that the solders
  can hurl at the PCs: a millstone, an anvil, and two plows.
  A hit with the millstone or anvil deals 12d6 points of
  damage. The plows each deal 6d6 points of damage.
  The drow do their best to disengage, since there are
  few things they hate more than a fair fight. They use the
  same general tactics as noted in the drow ambush event,
  but they also make a fighting withdrawal, fighting as best
  they can while attempting to turn invisible and escape.
  Treasure: There’s nothing of value here except the
  equipment the drow carry. Though the food and drink
  is genuine, the vessels that hold the food and all of the
  tables and furnishings are objects the ghosts have
  manifested. When the ghosts depart, the items vanish,
  leaving the food (and quite a mess) behind.
  Development: Ghosts who are destroyed here
  may reappear later as their rejuvenation powers permit.
  In any case, none of the ghosts of Friezford remember
  anything the next day.
  Drow who escape make their way back to Hidden
  Dell and report the party’s presence as noted in the
  development section of the Inn encounter (area 4).
  Event 4: Raiders Attack (EL 14)
  This event can occur any time the characters venture
  outside of Friezford, such as when they visit the ruins
  of the surrounding farms or when they attempt to find
  Hidden Dell. The ghost lycanthropes in this encounter
  prefer to hunt during moonlight, but they tend come
  out whenever there is living prey to be had. The text
  below assumes that the attack occurs on a clear, moon-
  lit night. Read or paraphrase it as appropriate.
  The raiders don’t care for sneak attacks, and they make
  plenty of noise as they approach. The PCs, however,
  don’t get a chance to spot the attackers until they are 30
  feet away, thanks to the wooded and overgrown terrain.
  The base Spot DC is 40. A character with darkvision
  gets a +10 bonus on the check, and a character with
  low-light vision gets a +5 bonus on the check. If the
  spotting character fails the check, the party spots the
  attackers when the latter are 15 feet away.
  Creatures: This group of raiders consists of four
  ghost werewolves and two ghost dire wolves (formally
  animal companions of the rangers in the group). The
  werewolves remain in hybrid form throughout the
  encounter.
  DGhost Dire Wolves (2): Male ghost dire wolf
  ; CR —; Large undead (incorporeal); HD 6d12; hp 39;
  Init +2; Spd 50 ft., fly 30 ft. (perfect); AC 13, touch 13,
  flat-footed 11; Atk +5 melee touch (1d4 Constitution,
  incorporeal touch); Face/Reach 5 ft. by 10 ft./5 ft.; SA
  Constitution drain, frightful moan; SQ incorporeal
  subtype, low-light vision, manifestation, rejuvena-
  tion, scent, turn resistance +4, undead traits; AL N;
  SV Fort +5, Ref +7, Will +6; Str —, Dex 15, Con —,
  Int 2, Wis 12, Cha 14. 
  Skills and Feats: Hide +13, Listen +14, Move Silently
  +5, Search +4, Spot +14, Wilderness Lore +1 (or +5
  when tracking by scent).
  Constitution Drain (Su): This effect perma-
  nently reduces a living opponent’s Constitution score
  by 1d4 points when the ghost dire wolf hits with an
  It’s a rare, clear night in this valley, with a bright
  moon bathing everything in a pale, silver-blue
  glow. The scent of growing things gives the air a
  faint perfume despite a slight breeze, and the song
  of a night bird rings through the air. Abruptly, the
  birdsong ends, and soft footfalls and a slavering
  sound become audible, as if a pack of rabid ani-
  mals was approaching from downwind. A blood-
  curdling howl splits the air.
  
  22
  incorporeal touch attack, or twice that amount on a
  critical hit. The ghost dire wolf heals 5 points of
  damage (or 10 on a critical hit) whenever it drains Con-
  stitution, gaining any excess as temporary hit points.
  Frightful Moan (Su): A ghost dire wolf can
  moan as a standard action. Each living creature within a
  30-foot spread must succeed at a Will save (DC 16) or
  become panicked for 2d4 rounds. This is a sonic, necro-
  mantic, mind-affecting fear effect. A creature that suc-
  cessfully saves against the moan cannot be affected by
  the same ghost’s moan for one day.
  Incorporeal Subtype: A ghost dire wolf can be
  harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. He is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A ghost dire wolf can pass
  through solid objects (but not force effects) at will. His
  attacks ignore natural armor, armor, and shields
  (though deflection bonuses and force effects work nor-
  mally). He always moves silently (cannot be heard with
  Listen checks unless desired).
  Manifestation (Su): The ghost dire wolf dwells
  on the Ethereal Plane, and as an ethereal creature, he
  cannot affect or be affected by anything in the material
  world. When he manifests, he partly enters the Mater-
  ial Plane and becomes visible but incorporeal there.
  When manifested, he can strike with his touch attack
  or a ghost touch weapon. He also remains partially on
  the Ethereal Plane while manifested, where he is not
  incorporeal. He can be attacked by opponents on either
  the Material or Ethereal Plane. The ghost’s incorporeal-
  ity helps protect him from foes on the Material Plane,
  but not from foes on the Ethereal Plane. When mani-
  fested, the ghost dire wolf can be harmed only by other
  incorporeal creatures, +1 or better magic weapons,
  spells, spell-like abilities, or supernatural abilities. He is
  immune to all nonmagical attack forms and has a 50%
  chance to ignore any damage from a corporeal source
  (except for force effects, such as magic missiles, and
  attacks made with ghost touch weapons). The
  manifested ghost dire wolf can pass through solid
  objects (but not force effects) at will. His attacks ignore
  natural armor, armor, and shields, though deflection
  bonuses and force effects work normally. He always
  moves silently (cannot be heard with Listen checks
  unless desired).
  Rejuvenation (Su): A manifested ghost dire wolf
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check (1d20
  + 6) against DC 16. To prevent him from rejuvenating,
  specific steps unique to that ghost (see Laying the
  Ghosts to Rest section) must be taken to lay him to rest.
  Scent (Ex): A ghost dire wolf can detect approach-
  ing enemies, sniff out hidden foes, and track by sense
  of smell
  Turn Resistance (Ex): The ghost dire wolf is
  treated as a 10-HD undead for the purpose of turn,
  rebuke, command, or bolster attempts.
  Undead Traits: A ghost dire wolf is immune to
  poison, sleep, paralysis, stunning, disease, death, effects,
  necromantic effects, mind-affecting effects, and any
  effect requiring a Fortitude save unless it also works on
  objects. He is not subject to critical hits, subdual
  damage, ability damage, ability drain, or energy drain.
  Negative energy heals him, and he is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. The ghost dire wolf has darkvision (60-
  foot range). He cannot be raised, and resurrection
  works only if he is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Large undead; Spd 50 ft., fly 30 ft. (per-
  fect); AC 14, touch 11, flat-footed 12; Atk +10 melee
  (1d8+10, bite); SA frightful moan, trip; Str 25.
  Trip (Ex): A dire wolf that hits with a bite attack
  can attempt to trip the opponent as a free action (see
  Chapter 8: Combat in the Player’s Handbook) without
  making a touch attack or provoking an attack of oppor-
  tunity. If the attempt fails, the opponent cannot react to
  trip the dire wolf. The dire wolf’s bonus for required
  opposed Strength check is +10.
  DGhost Human Barbarian Werewolves
  (2): See the Creatures section of event 1.
  DGhost Human Ranger Werewolves (2):
  See the Creatures section of event 1.
  Tactics: The hunters halt when they scent the
  party (at a distance of 60 feet under these condi-
  tions) and go to the Ethereal Plane, where the
  rangers cast magic fang spells on themselves and
  their barbarian companions. Then they close in
  howling and using their frightful moan powers.
  (Since all the ghosts are dead, they don’t have to be
  careful how they use their frightful moan powers;
  all the hunters are unaffected.)
  Once they sight the party, the ghosts use their hor-
  rific appearance powers, then move in for melee
  attacks. They ignore any foes who have fled in panic
  from the effects of their frightful moan powers and
  concentrate on those who have stood fast.
  
  23
  When attacking prey on the Material Plane, the
  ghosts pick out one foe and try to crowd as many
  attackers around him or her as possible, since they can
  fly and maneuver through the ground and attack some-
  one from above and below. They use their incorporeal
  touch attacks to render one victim unconscious before
  moving on to another foe.
  When fighting on the Ethereal Plane, the barbarians
  rage, and all the ghosts use their speed to set up flank-
  ing attacks. The wolves’ trip attacks are effective against
  ethereal foes.
  Treasure: The ghosts have no treasure.
  Development: Any ghosts destroyed during this
  encounter may return via their rejuvenation powers. At
  the DM’s option, returning ghosts can attack the PCs
  again, perhaps joining forces with any surviving or
  returning ghosts from event 1.
  Any ghost that survives or returns after this
  encounter also warns the evil drow at Hidden Dell, as
  described in the development section of event 1.
  Locations
  This section details important locations in the
  Friezford area.
  1. The Caravan Track
  This trail winds through the forest, keeping as straight
  a course as possible given the terrain. It still gets occa-
  sional use, and ruts from the wheels of many wagons
  can be seen here and there. Beginning about 20 miles,
  east, west, and south of Friezford, stone mileposts
  announce the distance to the Friezford Inn.
  2. The Ford
  The Feysong River runs wide, fast, and shallow here—
  only about a foot deep on average. East and west of the
  ford, the river can be 30 feet deep or more. There are
  plenty of shallows and sandbars, but none that offer a
  reliable crossing. During Friezford’s heyday, the locals
  built stone ramps leading down to the water and a
  causeway across the river. These structures are still
  largely intact. At the fork in the caravan trail just north
  of the ford stands a stone pillar with the top broken
  off. It is similar to the mileposts along the caravan trail
  (see area 1), but larger. If the PCs search the under-
  growth at the base, they can find a stone pointer
  labeled Friezford Inn. A character with the stonecun-
  ning ability can try to match the pointer with the
  broken top of the pillar. A successful stonecunning
  check (DC 25) indicates that it once pointed due
  north. If the check fails by 5 points or more, a false
  direction is indicated (roll 1d6: a result of 1–2 indicates
  west, 3–4 south, and 5–6 east).
  3. Ruined Dwellings
  This long mound of stone rubble and briars marks the
  site of a row of houses and also the Friezford village
  smithy. A strip of well-tended flower gardens separates
  the ruins from the caravan trail, and large vegetable gar-
  dens stand behind.
  During daylight, one or two mature ghosts are
  always here tending the gardens. They have little to say
  to strangers (see the Dealing with the Ghosts of Friez-
  ford section).
  The fireplaces in several of the ruined kitchens have
  been rebuilt, and during the day before the barn dance
  (event 3), there are six additional ghosts, all youthful,
  busy cooking and baking.
  4. Old Stinky’s Place 
  (or The Friezford Inn) 
  (EL variable)
  Old Stinky’s Place is the villagers’ name for the Friez-
  ford Inn, a tavern and hostel built by a prominent
  member of the Friez family some 200 years ago. The
  original owner passed it down to his son, who later sold
  it to a pig farmer known as Old Stinky. Since Old
  Stinky’s death about 150 years ago, the inn has been
  known to the locals as Old Stinky’s Place, despite sev-
  eral changes in management since.
  Like the rest of Friezford, Old Stinky’s Place was
  destroyed in the attack that wiped out the inhabitants
  of the town. Nothing is left except a fieldstone founda-
  tion, some crumbling remnants of stone walls, and a
  signpost near what used to be the main entrance. From
  the post swings a faded wooden sign, hanging by one
  corner, that says “Friezford Inn.” Trees and overgrowth
  shield the foundation from view on all sides.
  The decrepit state of the inn does not disturb the
  ghosts, who continue to gather there each evening to
  drink, play games, chat, and while away the time as
  they did before they died. To them, the building looks
  the same as it always did. They behave as though Old
  Stinky’s Place were intact and they themselves alive.
  Characters seeking the inn must ask a local where
  Old Stinky’s Place is. The village ghosts have forgotten
  the original name of the place and no amount of asking
  after the Friezford Inn produces any response other
  than, “Huh? Never heard of it.” Characters asking for
  the local tavern are greeted with a glimmer of under-
  standing and, “Oh, you want Old Stinky’s Place! Go
  right down the road, turn left at the elm tree, and go
  
  24
  about a quarter mile. Can’t miss it—it’s right at the ford
  in the river.”
  During the day, the ruins stand silent and appear
  empty—which they are, except for a lone drow rogue
  who calls himself Theo. Theo keeps watch over the
  graveyard and ruined temple nearby, ready to alert his
  superiors if he notices any strangers poking around
  there. Each night, Theo mixes with the local ghosts,
  posing as a visiting neighbor. During the day, Theo
  keeps well out of sight.
  Anyone approaching the ruined inn in the evening
  or night hours can see the following scene. Read or par-
  aphrase the information below for the players.
  The ghosts who are throwing something are actually
  engaged in a game of darts with manifested darts. The
  dark-skinned elf is a drow who calls himself Theo. He
  has come to find out about the progress of the dire
  horses that the ghost farmer called Zellmer is raising. 
  If the characters enter Old Stinky’s Place, the bar-
  tender greets them with a friendly wave and offers
  them a drink on the house. “We serve the finest sour
  mash in the region, y’know,” he says. “Course, you can
  have beer or whatever else you want, too. Are ya
  hungry? A silver piece buys a good dinner and a private
  room for the night.” Should the PCs agree, the bar-
  tender tells them to slap their money on the bar. With
  that, the ghost gets busy at the bar and the PCs soon
  smell food cooking. In a short time, the ghost produces
  a simple peasant meal with a beverage. (There actually
  is a supply of food and drink stashed in the ruins, cour-
  tesy of the local ghosts.)
  The ghostly patrons of the inn give the PCs a casual
  glance when they enter, then return to their conversa-
  tions. The drow, however, watches the characters
  keenly, while half-heartedly maintaining his conversa-
  tion with his ghostly companions.
  Should the PCs ask the barkeep whether he is Old
  Stinky, or refer to him as such, he becomes angry. “I’m
  not Old Stinky!” he shouts, drawing momentary atten-
  tion from the patrons. “Stinky died more than 100 years
  ago! I’m not even his kin! Can’t anyone get it through
  their heads that Stinky’s GONE? I bought this place
  from Stinky’s grandson’s third cousin George, after his
  wife fell in the well and hit her head. Everybody
  thought she was a goner, but the priest saved her. Was
  never quite right in the head after that, though . . . kept
  tryin’ to pick mulberries from a dead tree.” (In life, the
  barkeep was Stanley Kulvur, the inn’s owner, but he
  doesn’t mention his name unless the PCs specifically
  ask him for it.)
  “Yeah,” says a voice from among the patrons, “but
  George never kept up this place. An’ you haven’t done
  nothing with it neither. Look at that paint job! And
  those cracks in the walls! Why, when I lived here, the
  place was clean as a whistle and Pa gave it a new paint
  job every year.”
  “That’s Old Man Friez’s great-grandson, Zellmer,”
  the barkeep confides. He lived here before Stinky
  bought the place. Grew up here, so he claims.”
  If characters ask the barkeep or any of the patrons
  about the drow, they receive the following information.
  “Oh, that’s Mert. He’s from over there in Hidden Dell.
  He’s one of the Duborgs; his pa raises horses. Gave
  Zellmer’s boy some new stock for breeding.” If pressed
  for further information, the following is forthcoming:
  “The Duborgs? Sure they’re okay. They’ve lived here for
  nigh onto 100 years or so. Never caused no trouble.
  One of ’em married Fran’s boy Zeke. Had five kids, they
  did. The oldest one was a little rambunctious—tore up
  the countryside a bit—but they was good kids.”
  Theo is actually one of the evil drow now living in
  Hidden Dell. He has indeed been talking to Zellmer
  about their mutual breeding program. Theo and his
  friends have provided Zellmer with fiendish horses to
  raise for them, and Theo is checking on the progress of
  the livestock. Zellmer, of course, sees nothing abnor-
  mal about the creatures. Any ghost at the inn can con-
  firm the story. Like Zellmer, they don’t think of the
  horses as abnormal, just very good horses. Anyone at
  Beyond the overgrown trees and bushes, an old
  stone foundation peeks out of the soil, illumi-
  nated by the moonlight. A fragment of stone wall
  rises sadly from the weeds, its cracked and crum-
  bling surface bearing silent witness to some disas-
  ter long past. Within the confines of the founda-
  tion, insubstantial-looking humanoids sit on
  stumps, rocks, and the moss-covered remains of
  what might once have been furniture. They hold
  mugs and glasses and appear to be drinking. A few
  seem to be eating from plates, though the food on
  the plates remains intact. A fire burns in the shat-
  tered remains of a fireplace.
  Two or three of the humanoids appear to be
  throwing something unseen at a certain spot on
  an imaginary wall. One living being, a dark-
  skinned humanoid with decidedly elven features
  and white hair, sits with two ghosts, chatting ami-
  ably. A large scrap of wood lies horizontally across
  the floor near one end of the building. Behind it,
  an insubstantial human makes swishing motions
  as though drying glasses.
  
  25
  the inn, however, will tell the PCs (in strictest confi-
  dence) that Zellmer always has been just a little odd—
  fonder of horses than people, really.
  If confronted directly, Theo claims to be Mert and
  insists that he’s there with his old friends. However, he
  often has trouble remembering whose relative he’s sup-
  posed to be, so he sometimes hesitates in his assertions,
  waiting for one of the ghosts to supply him with the
  information. A player character can notice the decep-
  tion by making a Sense Motive check opposed by
  Theo’s Bluff check.
  If the PCs point out to the ghosts that there is no
  inn, the ghosts insist that the newcomers have had too
  much to drink. Should any PC attempt to prove the
  point by walking out through a “wall” (across the foun-
  dation), Zellmer maintains that the barkeep should
  have fixed that hole; the stranger just busted through it.
  Should multiple such incidents occur, the ghosts begin
  to whimper in fear and whisper amongst themselves.
  Finally, one stands up and shouts, “Ghosts! Run for
  your lives, they’re ghosts who can walk through walls!”
  Thereafter, the ghosts vanish.
  Creatures: All the ghosts look like hale and
  hearty peasants, but they are a bit on the translucent
  side. The drow (Theo, otherwise known as Mert), looks
  decidedly solid among the crowd of spirits.
  DBarkeep (Grizzled Ghost): See the Ghosts of
  Friezford section.
  DGhost Villagers (14 mature ghosts, 5 grizzled
  ghosts, including Zellmer): See the Ghosts of Friezford
  section.
  DTheo: Male drow Rog7/Div1; CR 9; Medium-size
  humanoid (elf); HD 7d6 plus 1d4; hp 26; Init +4; Spd 30
  ft.; AC 16, touch 15, flat-footed 16; Atk +6 melee
  (1d4+1/19–20, dagger), or +7 melee (1d6+2/18–20, +1
  rapier), or +12 ranged (1d6+3/�3, masterwork mighty
  composite shortbow [+1 Str bonus] with +2 arrows); SA
  poison, sneak attack +4d6, spell-like abilities; SQ drow
  traits, evasion, SR 19, traps, uncanny dodge (Dex bonus
  to AC, can’t be flanked except by a rogue of at least 11th
  level); AL NE; SV Fort +3, Ref +10, Will +7; Str 12, 
  Dex 18, Con 11, Int 14, Wis 14, Cha 8. 
  Skills and Feats: Balance +6, Escape Artist +14, Gather
  Information +9, Hide +14, Innuendo +12, Jump +13,
  Listen +14, Move Silently +14, Search +4, Spellcraft +6,
  Spot +14, Tumble +16; Blind-Fight, Point Blank Shot,
  Precise Shot, Scribe Scroll.
  Poison: Theo has coated his arrows with drow
  poison (Fort DC 17). The initial damage is uncon-
  sciousness; the secondary damage is unconsciousness
  for 2d4 hours.
  Spell-Like Abilities: 1/day—dancing lights, dark-
  ness, faerie fire. Caster level 8th; save DC 9 + spell level. 
  Drow Traits: Theo is immune to magic sleep spells
  and effects. He has a +2 racial bonus on Will saves
  against spells or spell-like abilities and a +2 racial bonus
  on saves against enchantment spells or effects. As a
  drow, he has darkvision (120-foot range) and is entitled
  to a Search check when within 5 feet of a secret or con-
  cealed door as though actively looking for it. Theo also
  has light blindness (blinded for 1 round by abrupt
  exposure to bright light, –1 circumstance penalty on all
  attack rolls, saves, and checks while operating in bright
  light) and a +2 racial bonus on Listen, Spot, and Search
  checks (already figured into the statistics given above).
  Evasion (Ex): If exposed to any effect that nor-
  mally allows a character to attempt a Reflex saving
  throw for half damage, Theo takes no damage with a
  successful saving throw.
  Spells Prepared (4/3; save DC 12 + spell level):
  0—daze, detect magic, mage hand, ray of frost; 1st—expedi-
  tious retreat, mage armor, shield. 
  Spellbook: 0—arcane mark, dancing lights, daze,
  detect magic, detect poison, flare, ghost sound, light, mage
  hand, mending, open/close, prestidigitation, ray of frost, read
  magic, resistance; 1st—expeditious retreat, mage armor,
  magic weapon, shield, true strike, unseen servant. 
  Possessions: +1 ring of protection, +1 amulet of natural
  armor, +1 cloak of resistance, +1 rapier, masterwork mighty
  short composite bow (+1 Str bonus), 10 poisoned +2
  arrows, dagger, potion of cure moderate wounds, potion of invis-
  ibility, wand of true strike (28 charges), scroll of shield, scroll
  of mage armor, antitoxin, tanglefoot bag, thunderstone.
  Tactics: There is no encounter here during day-
  light. The ghosts are absent and Theo avoids anyone
  who visits the inn. If need be, he uses his potion of invis-
  ibility and his expeditious retreat spell to escape.
  The ghosts aren’t hostile unless the PCs turn aggres-
  sive, and Theo is wise enough to know that his best
  chance of surviving the encounter is to keep playing
  the role of a local. If the PCs attack Theo, the ghosts
  attack the PCs as best they can using their incorporeal
  touch attacks and telekinesis abilities. The villagers
  aren’t particularly clever fighters, so they use their tele-
  kinesis powers to toss the PCs around.
  Theo tries to slip away in the confusion, using his
  potion of invisibility and his expeditious retreat spell. He
  has hidden his bow, arrows, and rapier in the under-
  growth near the inn and is currently armed with a
  dagger. He keeps his wand hidden in his clothing.
  Treasure: There’s nothing of value here except a
  cache of food and drink near the fireplace. The
  
  26
  collection includes a 50-gallon barrel of ale (10 gp, 400
  lbs.), a 20-gallon cask of sour mash whiskey (40 gp,
  160 lbs.), and 9 bottles of excellent wine (12 gp, 1 1/2
  lbs. each). The mugs and plates all appear courtesy of
  the barkeep’s manifest object ability, and they all fade
  away when the barkeep leaves or is destroyed. (The
  barkeep’s manifest object power can maintain objects
  for a short time here at the inn, just as the rest of the
  ghosts of Friezford can manifest lasting objects when
  at the barn.)
  Development: Ghosts who vanish from the inn
  or who are destroyed might reappear as their rejuvena-
  tion powers permit.
  If Theo escapes, he returns to Hidden Dell by a cir-
  cuitous route and tells his superiors what transpired.
  Perceptive groups could track him there. The DC to
  find and follow Theo’s tracks is 23 if the PCs try at night
  or 20 if they wait until daylight. Theo’s winding path
  covers 12 miles (the normal overland distance from
  Friezford to Hidden Dell is 7 miles), and it takes him 8
  hours to complete the trip, moving at a walk and doing
  his best to cover his trail. To follow the trail without
  penalty, a PC must walk at half speed. A PC walking at
  full speed takes a –5 penalty on Track checks but proba-
  bly will overtake Theo, provided the character does not
  lose the trail (a tracking character must make a new
  check for each mile of trail).
  If captured, Theo refuses to talk, but a successful
  Intimidate check causes him to reveal the following in
  response to the party’s questions.
  •
  Yeah, all the locals are dead. They’re ghosts.
  •
  No, the drow didn’t kill them. They died in a
  plague or something—most of them anyway.
  •
  The ghosts are nothing but silly hayseeds who
  don’t even know they’re dead! They work away at
  their farms and don’t pay attention to anything.
  •
  We do a little trading with some of the more
  sensible ones, like Zellmer. The rest pretty
  much just give us what we want. I don’t know
  why.
  •
  Yes, there are other drow, probably watching you
  now. (This is a bluff on Theo’s part, the PCs can
  detect it with a Sense Motive check opposed by
  Theo’s Bluff check.)
  In addition to the information noted here, Theo is gen-
  erally acquainted with the history of the area and can
  relate it as noted under the section on bardic knowl-
  edge checks in the introduction. He does not willingly
  reveal the name or location of Hidden Dell. 
  5. The Barn
  During the fall of Friezford, the barn was the site of the
  final battle. The building’s stone construction made it
  an appealing final refuge once the inn and the church
  were destroyed, and it was here that the remaining vil-
  lagers and soldiers met their deaths. It was also here
  that Phalloides Friez buried the corpses, under the sod
  within the original foundation. The mortal remains of
  all the current ghosts are here (except for Phalloides
  himself, who is buried in an unmarked grave in the
  graveyard (area 7), and that is the reason that all the
  ghosts protect this spot, though they do not know that
  is the true reason.
  Since that epic battle, the ghosts have rebuilt this
  barn entirely on its old foundation. Because the razing
  of the barn was connected with their deaths, they did
  not see it as it was before the fight, unlike the way they
  did (and still do) all the other buildings in town. And
  because of their mortal link to it, they were obsessed
  with rebuilding it when they returned, and they
  remain obsessed with defending it to this day.
  All the wood, fittings, and equipment in the barn are
  new. A new wooden floor covers the burial ground, and
  wooden support posts buttress the roof from inside at
  several points. Overhead is a loft, with access from the
  ground floor via a ladder at one end and a wooden stair-
  case at the other. The locals store hay and other animal
  feed there, as well as preserved fruits and vegetables.
  On the main floor, they store their harvest of grain and
  other produce.
  The ghosts can more easily manifest any of their old
  possessions within the barn than in other places, since
  in most cases the originals are close by, carefully buried
  with them by the priest. In addition, many ghosts can
  manifest objects that are not buried with them near the
  barn, a testament to the power of the place. Any items
  the ghosts manifest here last longer than they would
  elsewhere—until the ghosts all depart in the morning
  or are turned.
  The ghosts also use the barn for the monthly dances.
  No one but the ghostly villagers can get into the build-
  ing at any time other than the barn dance without a
  fight. If anyone attempts to enter at another time, the
  ghosts manifest and attack. Anyone, however, is wel-
  come at the dances, and the drow from Hidden Dell
  take advantage of these events to help themselves to
  the villagers’ harvest and prepared foods.
  Read or paraphrase the following if the PCs
  approach the barn at any time other than during the
  barn dance:
  
  27
  The whole place was built to last.
  Walls: The barn’s exterior walls are superior
  masonry, made of carefully laid and matched stone.
  They are free of cracks. There are no interior walls.
  sExterior Walls: 3 ft. thick; hardness 8; hp 270,
  break DC 50, climb DC 20.
  Doors: An identical pair of good wooden doors
  stand at each end of the barn, with identical shutters in
  the gable. Each long side of the barn has a row of
  hatches along the eaves. The shutters and hatches give
  access to the loft and allow its contents to be shifted
  quickly. All the doors, shutters, and hatches are closed
  and barred from the inside (except during the barn
  dance, when all are open to create a welcoming atmos-
  phere and for ventilation).
  sGood Wooden Doors: 1 1/2 in. thick; hard-
  ness 5; hp 15; break DC 18.
  Floors: The floors on both stories are thick,
  smooth planks. They make a booming sound, like a
  drum, when a corporeal creature walks across them.
  Here and there, the floor planks have knotholes, and a
  character kneeling down and looking through one can
  see the space below—an empty space about a foot deep.
  With a successful Spot check (DC 20), the character
  notes dozens of low mounds of earth, arranged in regu-
  lar rows. From the loft, a character gets a view of the
  main floor.
  Nothing happens here unless the PCs come during
  the barn dance (event 3), or try to enter the barn or
  come within 100 feet of it when the barn dance is not
  in progress. In the latter case, a few villagers appear.
  Read or paraphrase the following:
  These ghosts will converse if the PCs try to speak with
  them (see the Dealing with the Ghosts), but their
  responses prove terse and unfriendly. If the PCs try to
  question them at length or seem to be inclined toward
  a long conversation, one of the ghosts curtly suggests
  they go to old Stinky’s Place, because that’s where
  folks around here go when they have nothing worth-
  while to do.
  Creatures: No less than thirty-eight ghosts call
  the barn home, but only these four (all mature ghosts)
  are active any time other than during a barn dance.
  These four ghosts resemble humans in their prime
  with the tanned arms and faces of people who work
  outdoors. The four ghosts constantly patrol the barn,
  and they quickly notice anyone inside or prowling
  around too close. Six more ghosts from the ruins of the
  church (area 6) come to help if these ghosts cannot
  gently persuade unwanted visitors to leave.
  D4 Mature Ghosts: See the Ghosts of Friezford
  section.
  D6 Ghost Soldiers: See the Creatures section of
  area 6.
  Tactics: The ghosts do their best to keep the PCs
  away from the barn, but they do not attack unless
  attacked themselves or unless someone actually enters
  the barn. (A clever party can keep them busy talking
  while another party member sneaks inside.) Any vio-
  lence here draws the ghost soldiers from the ruined
  church (area 6), who intuitively sense that something is
  amiss at the barn; they arrive 2 rounds after hostilities
  commence and join the fray.
  Treasure: There’s nothing of real value in the barn.
  The graves contain an assortment of mundane goods
  and the equipment that the ghost soldiers from area 6
  use, but finding it would require hours of searching—
  the graves are at least 6 feet deep, so spells like detect
  magic will not uncover equipment buried in them.
  Development: Ghosts who are destroyed here
  may reappear later as their rejuvenation powers permit.
  A quartet of burly-looking farmers literally flies
  out the stone building, passing through the stone
  walls as though they were made of smoke. “I’m
  sorry” says one beefy man, who brandishes a quar-
  terstaff. “Peaceful travelers are always welcome in
  Friezford, and we don’t make no trouble for folks
  that give us none. But we don’t allow strangers to
  go poking around our barn. Go along now.” The
  man’s three companions nod in agreement, also
  gripping staffs.
  A two-story, rectangular fieldstone building
  stands here, surrounded by a rectangle of neatly
  trimmed grass. The edifice has a steeply pitched
  slate roof with wide eaves. A big pair of wooden
  double doors, painted bright red, gives access at
  one end. A pair of similar doors or shutters sits in
  the gable above the doors, and a row of smaller,
  but similar portals sits under the eaves. The stone
  walls seem clean and sparkling, the paint looks
  fresh, and the roof looks spotless.
  Broken foundations of houses lie all around
  the place. Briars and other weedy plants run
  riot everywhere except the lawn around this
  building.
  
  28
  In any case, none of the ghosts of Friezford remember
  anything about such an incident the next day.
  If the PCs temporarily destroy the ghosts or drive
  them off, they can explore the barn. If they get a good
  look under the main floor, they find more than 150
  graves, arranged in three rows. A wooden holy symbol
  of Pelor lies at the head and foot of each row (Phalloides
  Friez placed them here when burying the bodies). Not
  every grave here is associated with a ghost. Some of the
  villagers buried here never became ghosts, and several
  ghosts have been destroyed over the years by the evil
  drow and their ghost lycanthrope allies.
  6. Ruined Church
  The church of Pelor in Friezford was once an impres-
  sive complex of stone buildings. It is now a heap of
  rubble. Read or paraphrase the following when the PCs
  approach:
  The original church had two square towers, each 50 feet
  high, at the west end, with the main structure to the
  east. This area was only one floor, but it had a ceiling
  more than two stories high. The towers and main struc-
  ture stood on the massive foundation that serves as the
  base of the ruins today. A more modest wing to the
  south held quarters for the priests and the temple
  guards. This area occupied the lesser foundation
  described above. A walled graveyard was located to the
  northeast of the church, and it remains more or less
  intact today (see area 7).
  The church survived the final attack on Friezford
  fairly well intact. The place had lost its roof to fire, but
  the walls still stood. After his death, Phalloides Friez,
  the oft-absent priest of Friezford, returned here and did
  his best to drive off the marauding ghost lycanthropes
  and the evil drow who had taken over Hidden Dell.
  After unsuccessfully battling the ghost for a few years,
  the drow constructed a trap for Phalloides’sghost. They
  enlisted the aid of the surviving ghost lycanthropes and
  convinced them to harass the ghosts of Friezford
  unceasingly for about a week. While Phalloides was
  busy dealing with the lycanthropes, the drow simply
  created a cell made from permanent walls of force in the
  church crypt. Later, they lured Phalloides into the cell
  and sealed it off with another permanent wall of force,
  trapping Phalloides and one unfortunate drow male
  inside.
  To help keep Phalloides from ever being rescued,
  the drow toppled the remaining walls of the church
  and blocked off all access to the crypts. This accounts
  for the configuration of the ruins. A character with the
  stonecunning skill can surmise that the walls must
  have been pushed or pulled down with a successful
  check (DC 15).
  Phalloides remains trapped in the force cell to this
  day, with only the inanimate skeleton of the drow and
  daily visits from Hoson, the ghost of the church’s
  sexton, for company. Hoson was charged with main-
  taining the church and the graveyard, and he still takes
  his duties seriously. It is he who keeps the church ruins
  free of moss and weeds and he who maintains the ivy
  and roses around the building. As a ghost, Hoson has
  no trouble entering the blocked crypt, and he tidies up
  the place at least twice a week. Phalloides has spent
  decades trying to get Hoson to bring help, but like the
  other ghosts of Friezford, Hoson remains tied to the
  church and graveyard and he cannot remember events
  from day to day. He also cannot concentrate on any task
  not related to keeping the church and graveyard tidy. A
  few years ago, Phalloides convinced Hoson that the
  tons of stone blocking the stairwell leading to the crypt
  needed tidying up, and the sexton has been clearing the
  stairwell ever since, from the bottom up. Progress has
  been very slow, but must of the rubble has been cleared
  way, leaving only about a foot of unstable masonry at
  the top of the stairs.
  Trap: The covered pit symbol on the map marks
  the top of the crypt stairs. Anyone walking in this area
  breaks through the masonry piled here and goes tum-
  bling down the stairs. The opening is some 10 feet
  wide, but the falling debris creates a funnel in a 20-foot
  radius, centered on the middle of the pit. Anyone on
  the ground in that area also falls down the stairs. To
  make matters worse, a shower of masonry debris falls
  into the pit, pelting everyone who has fallen in.
  This stone ruin somehow looks composed and
  stately. It stands on a low hill blanketed with ivy
  and climbing roses, neatly trimmed. Cracked, but
  not crumbling stone steps at the west end of the
  site lead up to a massive foundation that shows
  the outlines of two square towers, with a long
  building behind. A lesser stone ruin with a more
  modest foundation lies to the south, and a low
  wall, mostly intact, surrounds a grassy area to the
  northeast.
  Great sheets of masonry, mostly intact, lie in
  heaps atop the main foundation, like a stack of
  loosely shuffled cards. Not a single weed or speck of
  moss grows among the stones. An occasional breeze
  sets the rose and ivy leaves gently swaying and
  rustling like yards and yards of rippling silk. The fra-
  grance of the roses rides pleasantly on the air.
  
  29
  aCrypt Stairwell Trap: CR 9; mechanical; loca-
  tion trigger; no reset; Reflex saving throw (DC 25)
  avoids; 40 ft. drop (4d6, fall, plus 8d6, falling masonry);
  multiple targets (all in chamber); Search (DC 25); Dis-
  able Device (N/A).
  Notes: Hoson the sexton inadvertently created the
  pit during his efforts to clear the stairs. The remaining
  masonry can hold about 40 pounds of weight; any crea-
  ture weighing more than that makes the masonry col-
  lapse. The trap cannot be disabled, but it can be trig-
  gered from a distance by throwing or placing more
  than 40 pounds of weight on it.
  Creatures: The ghosts of six soldiers, formerly
  guards for the church, haunt the ruins. They usually lie
  quietly, but they may be aroused by violence here, at the
  barn (area 5), or in the graveyard. There’s not much player
  characters can do here that might disturb the ghosts, but
  the soldiers will react if anyone falls into the pit.
  If the group spends any appreciable time poking
  around the church ruins during daylight, Hoson even-
  tually ambles by and strikes up a conversation with
  them. Should the PCs attack Hoson, the ghost soldiers
  immediately join the fray.
  DFriezford Ghost Soldier (6): Male human
  ghost Com 1/War 1/Ftr 6; CR 10; Medium-size undead
  (incorporeal); HD 1d12+3 plus 1d12 plus 6d12; hp 55; Init
  +1; Spd fly 30 ft. (perfect); AC 15, touch 15, flat-footed 14;
  Atk +8 melee touch (1d4 Charisma, incorporeal touch);
  SA Charisma drain 1d4, telekinesis; SQ dimension door,
  incorporeal subtype, manifestation, rejuvenation, turn
  resistance +4, undead traits; AL NG; SV Fort +7, Ref +3,
  Will +4; Str —, Dex 13, Con —, Int 14, Wis 10, Cha 18.
  Skills and Feats: Climb +4, Diplomacy +6, Handle
  Animal +9, Hide +9, Intimidate +14, Listen +14, Profession
  (farmer) +5, Ride (horse) +7, Search +10, Sense Motive +5,
  Spot +13, Use Rope +4; Dodge, Exotic Weapon Proficiency
  (bastard sword), Iron Will, Simple Weapon Proficiency
  (quarterstaff), Skill Focus (Handle Animal), Skill Focus
  (Profession [farmer]), Toughness, Weapon Focus (bastard
  sword), Weapon Specialization (bastard sword).
  Charisma Drain (Su): This effect permanently
  reduces a living opponent’s Charisma score by 1d4
  points when a ghost soldier hits with an incorporeal
  touch attack, or twice that amount on a critical hit. The
  ghost heals 5 points of damage (or 10 on a critical hit)
  whenever it drains Charisma, gaining any excess as
  temporary hit points.
  Telekinesis (Su): The ghost soldier can use tele-
  kinesis (caster level 12th) as a standard action. Once the
  ghost uses this ability, it must wait 1d4 rounds before
  using it again.
  Dimension Door (Su): The ghost soldier can
  use dimension door (caster level 12th) as a standard
  action. Once it uses this ability, it must wait 1d4 rounds
  before using it again.
  Incorporeal Subtype: A ghost soldier can be
  harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. He is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). A ghost soldier can pass through
  solid objects (but not force effects) at will. His attacks
  ignore natural armor, armor, and shields (though
  deflection bonuses and force effects work normally).
  He always moves silently (cannot be heard with Listen
  checks unless desired).
  Manifestation (Su): The ghost soldier dwells on
  the Ethereal Plane, and as an ethereal creature, he
  cannot affect or be affected by anything in the material
  world. When he manifests, he partly enters the Material
  Plane and becomes visible but incorporeal there. When
  manifested, he can strike with his touch attack or a
  ghost touch weapon. He also remains partially on the
  Ethereal Plane while manifested, where he is not incor-
  poreal. He can be attacked by opponents on either the
  Material or Ethereal Plane. The ghost’s incorporeality
  helps protect him from foes on the Material Plane, but
  not from foes on the Ethereal Plane. When manifested,
  the ghost soldier can be harmed only by other incorpo-
  real creatures, +1 or better magic weapons, spells, spell-
  like abilities, or supernatural abilities. He is immune to
  all nonmagical attack forms and has a 50% chance to
  ignore any damage from a corporeal source (except for
  force effects, such as magic missiles, and attacks made
  with ghost touch weapons). The manifested ghost sol-
  dier can pass through solid objects (but not force
  effects) at will. His attacks ignore natural armor, armor,
  and shields, though deflection bonuses and force effects
  work normally. He always moves silently (cannot be
  heard with Listen checks unless desired).
  Rejuvenation (Su): A manifested ghost soldier
  that would otherwise be destroyed returns to its old
  haunts in 2d4 days with a successful level check
  (1d20 + 8) against DC 16. To prevent him from rejuve-
  nating, specific steps unique to that ghost (see Laying
  the Ghosts to Rest section) must be taken to lay him
  to rest.
  Turn Resistance (Ex): The ghost soldier is
  treated as a 12-HD undead for the purpose of turn,
  rebuke, command, or bolster attempts.
  
  30
  Undead Traits: A ghost soldier is immune to
  poison, sleep, paralysis, stunning, disease, death, effects,
  necromantic effects, mind-affecting effects, and any
  effect requiring a Fortitude save unless it also works on
  objects. He is not subject to critical hits, subdual
  damage, ability damage, ability drain, or energy drain.
  Negative energy heals him, and he is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. The ghost soldier has darkvision (60-foot
  range). He cannot be raised, and resurrection works
  only if he is willing.
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Medium-size undead; Spd 30 ft., fly 30 ft. (perfect); AC
  22, touch 11, flat-footed 21; Atk +11/+6 melee
  (1d10+5/19–20, +1 bastard sword); or +9/+4 ranged
  (1d8+2/�3, masterwork mighty composite longbow
  [+2 Str bonus]); Str 15; Climb +0, Hide +3.
  Possessions: +1full plate armor, masterwork large steel
  shield, +1 bastard sword, masterwork mighty composite
  longbow (+3 Str bonus), 20 masterwork arrows. Note
  that these possessions are merely ethereal copies of
  the ghost’s real equipment, which is buried in the
  barn (area 5).
  DHoson (Grizzled Ghost): See the Ghosts of Friez-
  ford section.
  Tactics: The ghost soldiers know their business.
  When battling foes on the Material Plane, they use
  their telekinesis powers to hurl huge slabs of masonry
  at the enemy. A hit with one of these slabs deals 12d6
  points of damage. If it becomes clear that the PCs have
  Armor Classes so good the ghosts can hit them only on
  a natural 20, they switch to hurling the PCs around
  instead. When their telekinesis powers are unavailable,
  they move into melee range and employ their incorpo-
  real touch attacks. Thanks to their manifestation
  powers, they can use the terrain for cover when attack-
  ing. Each ghost soldier using this tactic gains a +10
  cover bonus to Armor Class for nine-tenths cover.
  The soldiers are much less effective against foes on
  the Ethereal Plane, and they know it. When dealing
  with ethereal foes, they use their dimension door and
  telekinesis abilities to hold their foes at a distance
  while keeping up a steady fire rate from their bows.
  They don’t give up; they just prefer not to get to close to
  the foe.
  The soldiers will not surrender or give up the fight
  under any circumstances. If the PCs flee, the ghosts
  pursue them to the outskirts of the Friezford before
  giving up the chase. If successfully turned, they return
  to the fight as quickly as they can.
  Treasure: There’s nothing of any value to be found
  here—even the soldiers’ equipment fades away if they
  are destroyed. Their real equipment is buried under the
  barn (area 5).
  Development: As noted earlier, Hoson (the
  ghostly sexton from the graveyard at area 7) approaches
  the PCs if they spend any appreciable amount of time
  here during the daylight hours. In addition, Theo the
  drow keeps a steady watch on the church ruins and the
  graveyard. If he sees any strangers poking around either
  area, he goes to Hidden Dell to inform his superiors.
  Should the PCs destroy any ghosts here, their rejuve-
  nation powers may allow them to return, but the return-
  ing ghosts have no recollection of their destruction.
  6A. The Church Crypt
  Should the PCs find their way into the crypt—perhaps
  by falling into the pit trap in area 6 or by investigating
  the area from the Ethereal Plane—they come upon the
  ghost of Phalloides Friez trapped inside his force cell.
  Read or paraphrase the following:
  The symbol on the fresco, armor, and shield is the holy
  symbol of Pelor, and most PCs can easily recognize it as
  such. The bronze plaques on the walls mark burials—
  only a few bodies were interred here before the church
  was destroyed. The chamber’s walls are honeycombed
  with burial niches, most of them empty and sealed off
  with slabs of stone.
  You behold a subterranean chamber illuminated
  by dozens of torches arranged in sconces along
  the walls. The walls themselves are somber gray
  marble. Here and there, you see brightly polished
  bronze plaques on the walls. The chamber’s flat
  ceiling bears a sizable fresco of a solemn face
  wreathed in wavy sun rays.
  Almost directly below the fresco stands a
  fairly youthful-looking man clad in plate armor
  with a breastplate bearing a golden symbol just
  like the one on the fresco. The man paces about,
  taking exactly four steps before turning smartly
  to the right, walking another four steps, and
  turning again. After four turns and sixteen
  steps, he’s back where he started. He keeps his
  hands clasped tightly behind his back, and he
  seems to wear a perpetual frown of worry or
  annoyance.
  A steel shield, also bearing a device like the
  fresco, lies forgotten on the floor, right next to a
  desiccated humanoid body, which has shriveled to
  a mere husk.
  
  31
  The pacing figure is Phalloides Friez, who has laid
  aside his shield. The shriveled corpse is the remains of a
  drow who was trapped with him. Phalloides kept the
  drow alive for a time with food and water he created
  with his spells, but he also unceasingly preached to his
  fellow captive about the errors of his ways. The poor
  drow eventually took his own life to escape. Phalloides
  stopped paying attention to the body long ago.
  Creatures: Phalloides has been trapped down
  here for nearly a hundred years. His regular pacing
  marks the boundaries of his force cell. He cannot see
  the walls, but he has come to know exactly where they
  are. Phalloides is quick to notice visitors to the crypt,
  especially if they make a lot of noise by falling down
  the pit trap from area 6. He paces out of habit. If
  greeted, he responds; otherwise he paces out a few
  more circuits of his cell before greeting the party on
  his own.
  DGhost of Phalloides Friez: Male human
  ghost Ari 2/Clr 11; CR 14; Medium-size undead (incor-
  poreal); HD 2d12 plus 11d12; hp 84; Init +0; Spd fly 20
  ft. (perfect); AC 14, touch 14, flat-footed 14; Atk SA cor-
  rupting gaze, frightful moan, righteous wrath, turn
  undead 11/day; SQ incorporeal subtype, manifestation,
  rejuvenation, turn resistance +4, undead traits; AL NG;
  SV Fort +7, Ref +5, Will +17; Str —, Dex 11, Con —, Int
  10, Wis 20, Cha 18.
  Skills and Feats: Bluff +9, Concentration +14, Diplo-
  macy +9, Handle Animal +6, Heal +15, Hide +8, Intim-
  idate +6, Knowledge (nature) +2, Knowledge (reli-
  gion) +3, Listen +15, Ride (horse) +4, Search +8,
  Spellcraft +7, Spot +19, Swim +4, Wilderness Lore +9;
  Alertness, Brew Potion, Extra Turning, Iron Will,
  Lightning Reflexes, Simple Weapon Proficiency
  (quarterstaff), Track.
  Corrupting Gaze (Su): Phalloides can blast
  living beings with a glance at a range of up to 30 feet.
  Any creature that meet his gaze must succeed at a Forti-
  tude save or suffer 2d10 points of damage and 1d4
  points of permanent Charisma drain.
  Frightful Moan (Su): Phalloides can moan as a
  standard action. All living creatures within a 30-foot
  spread must succeed at a Will save or become panicked
  for 2d4 rounds. This is a sonic, necromantic, mind-
  affecting fear effect. A creature that successfully saves
  against the moan cannot be affected by Phalloides’s-
  moan for one day.
  Righteous Wrath (Su): Phalloides can utter a
  potent invocation that has the effects of a holy word
  spell (caster level 15th). Once he uses this power, he
  must wait 1d4+1 rounds before using it again.
  Incorporeal Subtype: Phalloides can be harmed
  only by other incorporeal creatures, +1 or better magic
  weapons, spells, spell-like abilities, or supernatural abil-
  ities. He is immune to all nonmagical attack forms and
  has a 50% chance to ignore any damage from a corpo-
  real source (except for force effects, such as magic mis-
  siles, and attacks made with ghost touch weapons). Phal-
  loides can pass through solid objects (but not force
  effects) at will. His attacks ignore natural armor, armor,
  and shields (though deflection bonuses and force
  effects work normally). He always moves silently
  (cannot be heard with Listen checks unless desired).
  Manifestation (Su): Phalloides dwells on the
  Ethereal Plane, and as an ethereal creature, he cannot
  affect or be affected by anything in the material world.
  When he manifests, he partly enters the Material Plane
  and becomes visible but incorporeal there. When mani-
  fested, he can strike with his touch attack or a ghost
  touch weapon. He also remains partially on the Ethe-
  real Plane, where he is not incorporeal. Phalloides can
  be attacked by opponents on either the Material or
  Ethereal Plane. His incorporeality helps protect him
  from foes on the Material Plane, but not from foes on
  the Ethereal Plane. When manifested, he can be
  harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. Phalloides is immune to all non-
  magical attack forms and has a 50% chance to ignore
  any damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). While manifested, he can pass
  through solid objects (but not force effects) at will. His
  attacks ignore natural armor, armor, and shields,
  though deflection bonuses and force effects work nor-
  mally. He always moves silently (cannot be heard with
  Listen checks unless desired).
  Rejuvenation (Su): If he would otherwise be
  destroyed, Phalloides returns to his old haunts in 2d4
  days with a successful level check (1d20 + 13) against
  DC 16. To prevent a ghost from rejuvenating, specific
  steps unique to Phalloides (see below) must be taken to
  lay him to rest.
  Turn Resistance (Ex): Phalloides is treated as a
  17-HD undead for the purpose of turn, rebuke, com-
  mand, or bolster attempts.
  Undead Traits: Phalloides is immune to poison,
  sleep, paralysis, stunning, disease, death, effects, necro-
  mantic effects, mind-affecting effects, and any effect
  requiring a Fortitude save unless it also works on
  objects. He is not subject to critical hits, subdual
  damage, ability damage, ability drain, or energy drain.
  
  32
  Negative energy heals him, and he is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. Phalloides has darkvision (60-foot range).
  He cannot be raised, and resurrection works only if he
  is willing.
  Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1;
  save DC 15 + spell level): 0—cure minor wounds (3), light,
  resistance, virtue; 1st—command (2), cure light wounds*,
  inflict light wounds (2), remove fear, shield of faith (2);
  2nd—heat metal*, inflict moderate wounds, lesser restora-
  tion, remove paralysis, spiritual weapon, zone of truth; 3rd—
  inflict serious wounds, invisibility purge, prayer, remove
  blindness/deafness, searing light* (2); 4th—fire shield*,
  greater magic weapon, inflict critical wounds, restoration,
  spell immunity; 5th—dispel evil, flame strike*, righteous
  might, spell resistance; 6th—blade barrier, fire seeds*. 
  *Domain spell. Deity: Pelor. Domains: Healing (cast
  healing spells at +1 caster level), Sun (greater turning
  1/day).
  Ethereal Plane: The following changes to the
  above statistics are in effect against opponents on the
  Ethereal Plane: Medium-size undead; Spd 20 ft., fly 20
  ft. (perfect); AC 23, touch 11, flat-footed 23; Atk +11/+6
  melee (1d8+2, +1 disruption heavy mace); SA corrupting
  gaze, frightful moan, righteous wrath, turn undead
  11/day; SQ manifestation, rejuvenation, turn resistance
  +4, undead traits; AL NG; SV Fort +8, Ref +6, Will +18;
  Str 13, Dex 11, Con —, Int 10, Wis 20, Cha 18. 
  Skills and Feats: Bluff +9, Concentration +14, Diplo-
  macy +9, Handle Animal +6, Heal +15, Hide +2, Intimi-
  date +6, Knowledge (nature) +2, Knowledge (religion)
  +3, Listen +15, Ride (horse) +4, Search +8, Spellcraft +7,
  Spot +19, Swim +5, Wilderness Lore +9; Alertness,
  Brew Potion, Extra Turning, Iron Will, Lightning
  Reflexes, Simple Weapon Proficiency (quarterstaff),
  Track.
  Possessions: +1full plate armor, +1 large steel shield, +1
  cloak of resistance, ring of protection +1, +1 disruption heavy
  mace, pearl of Wisdom +2. Note that these possessions are
  merely ethereal copies of the ghost’s real equipment,
  which is buried in the Friezford graveyard (area 7).
  Tactics: Phalloides has no desire to battle the PCs;
  he only wants out of his prison. He is all but invulnera-
  ble to attack while his cell in intact. If the cell is
  breached, his first instinct is to flee the crypt and check
  on the welfare of his people. In addition to the force
  effects, the cell is locked against all planar travel and
  summoning spells (otherwise, Phalloides would have
  escaped via plane shift or by summoning help with a spell
  such as planar ally). His corrupting gaze attack works
  through the force walls, but he is not inclined to use it.
  Though eager to escape, Phalloides has learned
  patience over the years and is slow to trust anyone. He
  would very much like the PCs to release him, but he
  does not wish to seem desperate or untrustworthy. He
  begins by introducing himself:
  “Greetings, travelers! You see before you Phalloides
  Friez, servant of Pelor and once the unworthy caretaker
  of the temple in which you stand. Might I inquire as to
  your names and the nature of your visit? Also, may I
  trouble you for the year?”
  Beyond this greeting, Phalloides volunteers the fol-
  lowing information as appropriate.
  •
  “I am largely a prisoner of my own folly. In life I
  craved fame, glory, and adventure. I fear I let my
  own desire to smite evil overcome my desire to
  serve. I was charged with the welfare, physical
  and spiritual, of the people in this village, but I
  often left them in the care of a subordinate
  while I pursued grander things. One day when I
  was far away, a grave misfortune fell upon the
  town, and soon after another also occurred. I
  returned as soon as I could, but I was too late. It
  was then that I failed even more profoundly, by
  giving in to despair. I died, only to be given a
  second life in unlife. Alas, even then I was fool-
  ish, and allowed my enemies to lure me here,
  where I have been trapped . . . what did you say
  the year was? For nearly a hundred years.”
  •
  “You have little to fear from the unquiet dead
  who linger in this place. The villagers are harm-
  less. The lycanthropes are killers, but they are
  not so difficult to defeat. One must be wary of
  the drow, however. Once the neighboring com-
  munity of Hidden Dell, just over two leagues
  south, was a delightful place filled with drow
  who had thrown off the chains of evil, but those
  good people have gone to find a safer abode.
  Those who dwell in Hidden Dell today are
  wicked and evil.”
  The PCs have only limited means of verifying that this
  ghost is indeed Phalloides Friez. Divination spells are
  blocked by the wall of force, but the divine version of
  the true seeing spell reveals his neutral good aura. Also,
  the mace he wears at his side matches the description
  the characters may have of the mace of Phalloides.
  If the PCs do not offer to do so, Phalloides eventu-
  ally makes a plea for them to release him. “Friends, for I
  dearly hope you are inclined to be so, dare I hope that it
  is within your power to free me from this prison? None
  of my own spells have proved sufficient to shift me
  
  33
  from this cell of force or breach its walls, but perhaps
  you have some magic that could prevail. I have endured
  the punishment imposed upon me by my own folly for
  all these years with such grace as I can, but I dearly
  wish to be free so that I might minister to my people.
  Though I was too late to save their lives, perhaps I can
  still save their souls. To that end, I must beg a further
  service from you—namely, to find an old book that lies
  buried in the adjoining graveyard, and also to take a
  jaunt into the Ethereal Plane to bring me that book, a
  pen, and ink. A fool’s errand it may seem, but some two
  score restless souls are at take.”
  The only means by which Phalloides’scell can be
  breached are a disintegrate spell or a Mordenkainen’s dis-
  junction spell. If the characters have neither of these,
  they must find a way to acquire such magic. Such a side
  trek is up to the DM and beyond the purview of this
  adventure.
  If the characters negotiate for some recompense in
  return for freeing Phalloides, he freely offers his mace
  and equipment, as well as the equipment of the drow
  corpse. He also offers the church treasury, for which
  the village has no further need. This treasure is hidden
  under the ruins, but Phalloides can tell the party where
  to dig for it.
  Treasure: The only items of value here in the
  crypt are the pieces of equipment once carried by the
  drow, which include two +1 short swords, a set of +1
  mithral chainmail, gauntlets of Dexterity +2, a +1 mighty
  short composite bow (+1 Str bonus), and seven +2 arrows.
  Phalloides is content to let the PCs have the lot, but he
  will use it as a bargaining chip if he has to.
  A hidden vault buried under the church’s south
  wing holds the church treasury, which includes an
  opal-studded golden chalice (4,000 gp), three diamond-
  studded silver chalices (700 gp each), two ruby-studded
  golden plates (1,000 gp each), a diamond-studded
  golden censer (8,000 gp), and 900 gp. The party is not
  likely to find this cache without help from Phalloides.
  Development: If the characters release Phal-
  loides from his cell, he can conduct them to his grave,
  from which they must retrieve the parish register. He
  then requests that the characters bring him the book, as
  well as a writing implement and ink, on the Ethereal
  Plane so that he can properly record the deaths of the
  villagers. When he writes each ghost’s name and the
  date of his or her death into the book, that ghost
  appears behind him, reads the record, and fades away,
  permanently laid to rest.
  As the last villager is laid to rest, any remaining
  ghost lycanthropes appear (there are a total of six—two
  from event 1 [The Wild Hunt] and four more from
  event 4 [Raiders Attack], plus two ghost dire wolves).
  The lycanthropes snarl and rush Phalloides, attacking
  him exclusively. He attempts to turn them, and any
  clerics in the party can also make such an attempt.
  Once turned by anyone after the villagers are gone, the
  ghost lycanthropes are also laid to rest, since the pres-
  ence of the ghost villagers is the thread that binds the
  lycanthropes to the world. Once all the villagers and
  the ghost lycanthropes are laid to rest, Phalloides too
  fades away with a soft thanks and goodbye to the char-
  acters, never to return.
  7. Graveyard
  As noted earlier, a low wall surrounds this area. The
  wall is mostly intact, showing only a few cracks and
  missing stones. There are gates on the west and south
  sides, and the wall itself is only about 4 feet high—
  easily climbed or jumped.
  Inside the wall, the PCs find a nicely trimmed lawn,
  with neat rows of headstones. These individual
  gravesites are unremarkable. Characters who spend
  some time reading the headstones find the graves of
  many Friezes, Kulvurs, Duborgs, and Keirs, but nothing
  particularly noteworthy.
  There is also one very low mound that marks a mass
  grave where nearly 400 plague victims were buried a hun-
  dred years ago. The victims were first cremated, and their
  bones and ashes were interred here. A smaller mound
  marks the spot where the lycanthropes killed in the final
  battle of Friezford were cremated and buried. The large
  mound has a grave maker that merely notes that 400 citi-
  zens of Friezford lie here. The smaller mound is
  unmarked, but it sports a thriving bed of wolvesbane.
  There has been no one else buried here since. The
  victims of the lycanthrope attacks are buried under the
  barn (area 5), except Phalloides Friez himself, who lies
  in an unmarked grave in the southwest corner of the
  graveyard, next to the main foundation of the church.
  The good drow who buried him here thought it best to
  leave the grave unmarked so as to reduce the chance
  that it would be found and looted.
  If the characters visit the graveyard in daylight,
  they’ll meet Hoson, who spends nearly all his waking
  hours maintaining the grounds.
  Creatures: Hoson looks like one might expect a
  country sexton to look—tall but slightly stooped, with
  a sun-browned face and arms. He wears sturdy
  breeches, a slightly soiled shirt, and a short apron. A
  collection of small gardening tools hangs from his belt,
  including a pair of shears, a trowel, and a sickle.
  
  34
  Unlike most of the other ghosts of Friezford, Hoson
  is happy to talk. He usually works while he gabs, how-
  ever, often crawling around on his hands and knees
  and clipping grass while talking steadily. Hoson can
  relate the history and demise of Friezford, as noted in
  the adventure background, and can add the following:
  •
  That big mound there, that’s where we buried all
  the victims of the plague. Seemed like half the
  village. A real pity. Had to burn ’em all first, on
  account of the plague and all. Our priest, Phal-
  loides Friez—fine man—was away at the time,
  and his acolytes had a dickens of a time record-
  ing all the burials properly in the church regis-
  ter. Phalloides has never been too happy with
  the job they did.
  •
  That lesser mound—now I’m none too sure
  what’s up with that. I was laid up for a time after
  the big burial. I guess there must be some out-
  siders buried there.
  •
  Phalloides? Oh he’s still around. Spends all his
  time studying down in the crypt. Can’t think
  what he’s studying down there, but that’s were
  he stays, all day long.
  •
  The parish register? Hmmm. Phalloides always
  kept that in his study. I s’pose it must still be
  there.
  Development: Like the other ghosts of Friez-
  ford, Hoson doesn’t quite realize he’s a ghost, but he
  can be convinced, just like the other ghosts can (see
  the Dealing with the Ghosts section). He likewise does
  not recognize that Phalloides Friez is a ghost. Should
  the PCs ask him if they can see Phalloides, Hoson
  directs them to go into the church and take the stairs
  down to the crypt. If the characters ask, he’ll guide
  them there by taking them right to the pit trap. Hoson
  doesn’t mean any harm by this; he simply doesn’t real-
  ize it’s a hazard. If the PCs hesitate when they reach the
  ruins of the church, Hoson sinks down through the
  rubble, mumbling something about finishing his
  cleanup of the stairs.
  DHoson (Grizzled Ghost): See the Ghosts of Friez-
  ford section.
  8. Farms
  Only the six farms closest to Friezford are shown on
  the map. The ruins of at least a dozen more can be seen
  from the town.
  Each farm consists of the shell of a two-story stone
  house, a low stone wall, and the wrecks of a few out-
  buildings. Each house had space for animals on the
  ground floor and living quarters for the family above.
  Acres of fields spread out from the buildings, forming
  islands of tilled land amid the encroaching forest.
  Most farms have at least one resident ghost who toils
  in the fields. These ghosts have the typical Friezford
  reaction to strangers (see the Dealing with the Ghosts
  section).
  8A. Zellmer’s Farm (EL 12)
  This farm looks like all the others in the area, except
  that the house is in a little better shape—almost liv-
  able. Zellmer Friez, who was quite elderly when Friez-
  ford was destroyed, is slightly more aware of what’s
  happening in the living world than his fellow ghosts,
  and he and his son have taken up horse raising. Unfor-
  tunately, they got their stock from the evil drow of
  Hidden Dell, who supplied him with the foals of
  fiendish dire horses.
  Creatures: Zellmer is every inch the crotchety
  old farmer. He has a reddish, wrinkled face that looks
  like a dried-out apple, a scrawny neck, and a perma-
  nent crick in his back. His fiendish horses are his
  pride and joy; they have tried to maul him several
  times. Fortunately for Zellmer, the horses can’t really
  harm a ghost.
  Zellmer’s son, a mature ghost, is busy tending the
  horses and gives curt answers to anyone who bothers him.
  Zellmer’s horses are supposed to serve as breeding
  pairs for a whole herd that eventually will become
  mounts for evil drow of Hidden Dell. If the plan suc-
  ceeds, the drow could go even farther afield during
  their slaving raids on the countryside, and they will
  have a powerful combat force at their disposal as well.
  The two creatures have recently reached adulthood,
  and they are vicious things that love to kill.
  DZellmer Friez (Grizzled Ghost): See the
  Ghosts of Friezford section.
  DAbe Friez (Mature Ghost): See the Ghosts of
  Friezford section.
  DFiendish Advanced Dire Horses (2): CR 8;
  Large Magical Beast; HD 16d8+128; hp 200; Init +2; Spd
  60 ft.; AC 17, touch 11, flat-footed 15; Atk +20 melee
  (1d6+9, 2 hooves) and +15 melee (1d4+4, bite);
  Face/Reach 5 ft. by 10 ft./5 ft.; SA smite good; SQ cold
  resistance 20, DR 10/+3, fire resistance 20, low-light
  vision, scent, SR 25; AL NE; SV Fort +18, Ref +12, 
  Will +12; Str 28, Dex 14, Con 26, Int 3, Wis 14, Cha 10.
  Skills and Feats: Hide –2, Listen +8, Spot +8.
  Smite Good (Su): Once per day the creature can
  make a normal attack to deal an additional 16 points of
  damage against a good foe.
  
  35
  Tactics: Zellmer acts much like the other ghosts of
  Friezford, except that if the PCs meet him, he is sure to
  invite them to visit the horses in the stable. If attacked,
  Zellmer uses his telekinesis and incorporeal touch abil-
  ities as best he can, while whistling for his horses.
  Unless Zellmer calls for help, the horses pretend to
  be normal animals, though their massive size makes it
  clear that they are anything but ordinary. If the PCs
  approach, the creatures munch hay and whinny a
  little bit. Once anyone comes with melee reach, how-
  ever, they attack, using their smite good power with-
  out delay.
  Development: If the PCs come to the farm,
  Zellmer either warns Theo at the Inn (area 4) or goes
  to Hidden Dell himself. He is sure the PCs are up to
  no good.
  8B. Crop Circle (EL 5)
  This farm is similar to all the others in the area. Not far
  from the ruined house, however, lies a perfect circle of
  flattened grain nearly 100 yards across. Some evil drow
  from Hidden Dell made it a few nights ago using a
  board and a long rope in an attempt to upset the equa-
  nimity of the Friezford ghosts.
  Creatures: If the PCs visit the crop circle during
  the day, they find a grizzled ghost studying the circle
  with a calm, unhurried manner. “Darndest thing I ever
  did see,” says the ghost to no one in particular. “Musta
  been a freak tornado.”
  DFarmer (Grizzled Ghost): See the Ghosts of
  Friezford section.
  Development: A Wilderness Lore check (DC 20)
  for tracking reveals that the crop circle was made about
  three days ago. A similar check (DC 28) reveals the
  tracks of two Medium-size bipeds leading toward the
  ford (area 2), where they disappear.
  9. Hidden Dell (EL Variable)
  This area is not shown on the map. It is a deep cleft in
  the mountains about 7 miles from Friezford. Thanks to
  the rugged, forested terrain, it is hard to see from the
  air and even harder to find when traveling overland. To
  find it, the PCs must track one of the drow back here,
  get directions from Phalloides, or use divination magic.
  Some twenty drow use the area as a base for slave
  and caravan raids, but only a few of them are present at
  any given time. There are about a dozen stone huts par-
  tially buried in the mountainside, each with an escape
  tunnel that opens out below the dell.
  Creatures: Other than the resident drow, Hidden
  Dell is home to nine wretched human captives whom
  the drow have captured during their raids, and a flock
  of nineteen fiendish ravens. If the PCs defeat the drow
  in event 2 before coming here, they find the place aban-
  doned. The surviving drow prefer to flee rather than
  defend a rustic surface outpost.
  DDrow (6): See the Creatures section of event 2.
  DFiendish Ravens (19): CR 1/6; Tiny magical
  beast; HD 1d8; hp 4; Init +2; Spd 10 ft., fly 40 ft. (average);
  AC 14, touch 14, flat-footed 12; Atk +4 melee (1d2–5,
  claw); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA smite
  good; SQ cold resistance 5, darkvision 60 ft., fire resist-
  ance 5, low-light vision, SR 2; AL NE; SV Fort +2, Ref +4,
  Will +2; Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6.
  Skills and Feats: Hide +10, Listen +6, Spot +6; Weapon
  Finesse (claw).
  Smite Good (Su): Once per day the creature can
  make a normal attack to deal an additional 1 point of
  damage against a good foe.
  DHuman Captives (9): All 1st-level human
  commoners or experts.
  Tactics: The drow use their flock of fiendish
  ravens to scan the area for intruders. If the PCs come
  here before the drow ambush occurs (see event 2), the
  drow lie low and attack, using the sane tactics used in
  the event 2. The ravens do not fight; they merely scout
  for the drow.
  If the PCs arrive unseen (perhaps by using teleporta-
  tion magic), they may surprise the drow. In this case,
  run the drow ambush event, except that the drow have
  no time to use all their preparatory spells. Instead, they
  try to withdraw, regroup, and counterattack.
  Treasure: Since the drow carry just about every-
  thing they own with them, the characters find very
  little when they search Hidden Dell after it has been
  abandoned. However, if the drow did not abandon the
  place before the PCs arrive, the nine captive humans
  are chained up in one of the huts. The party can collect
  a small reward (450 gp) for their return. Another hut
  contains loot from the raids. The booty includes 6,000
  gp, 650 pp, seven bolts of silk worth 500 gp each, and
  ten gold candlesticks worth 100 gp each.
  Further Adventures
  Aside from returning the human captives to their
  homes and collecting the reward they have earned,
  several other options exist for further adventures. One
  such adventure includes tracking down and delving
  into the goals of the drow (if any yet live) that fled the
  area. Perhaps they have a larger plan, and the PCs
  stumbled onto only part of their activities. The trail
  could lead them underground or to other such com-
  munities that the drow have infiltrated or simply
  taken over.
  
  36
  ABOUT THE AUTHORS
  Longtime partners in crime Skip and Penny Williams
  emigrated to Washington state in 1997 from the
  D&D® game’s hometown, Lake Geneva, WI. They now
  live in the Seattle area but plan a return to Wisconsin
  soon. Skip worked for TSR, Inc./Wizards of the Coast
  for 20 years, most recently as a Senior Designer;
  Penny for 8, most recently as a Senior Editor. Skip’s
  credits include being coauthor of the new D&D game
  and the FORGOTTEN REALMS Campaign Setting book;
  Penny’s include editing for nearly every major RPG
  line Wizards of the Coast has produced. Skip and
  Penny have also written numerous adventures
  together for the RPGA™ Network and the Wizards of
  the Coast website. Now involved in freelance design
  and editing full time, the two still get their most
  diabolical ideas from each other.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 11-15/Ill Wind In Friezford.pdf