TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  NAEI6-01 
   
   
   
   
   
   
   
  The Temple Below 
   
  A one-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Regional Intro Adventure 
  Version 1.2 
   
  Round 1 
   
  By Sampo Haarlaa 
  Circle Reviewer: Pieter Sleijpen 
  Triad Reviewer: Paul Bendall 
   
   
  An easy job takes you to Eragern where an old grizzled soldier tells you about things he saw in the war. Will you follow 
  the way he points to you? An introduction adventure for 1st level characters only. 
   
   
   
   
  
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing 
  D&D® campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1. For your convenience, 
  that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA Session 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK Levels of 
  Play 
  This adventure’s challenges are suited to 6 1st level PCs. 
  Characters that have played previous adventures may play 
  this adventure but they must be 1st level.  
   
  Four or five 1st-level characters may find the challenge 
  of an this adventure difficult. Suggest the following to 
  these groups to help increase their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in 
  Naerie. All characters native to Naerie pay 1 Time Unit per 
  round. All other characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability damage as if 
  he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
  Adventure Background 
  When Suel people first arrived at the coastal area, now 
  known as Principality of Naerie, a cult of Pyremius built 
  several temples at modern day Ingmalt. How many were 
  build and what happened to them is still unclear. Some of 
  them have been visited in the past (NAE4-01 & NAE4-02). 
  Strange things were uncovered or when deemed too 
  dangerous left buried. 
   
  One of these structures was located near the lake in 
  Sarwych forest. It was a relatively small place and its fate 
  was of no concern to the cult. It stayed unknown until a 
  patrol of Ahlissan soldiers encountered a few Scarlet 
  Brotherhood soldiers hiding in it during 586CY. After a 
  quick battle, the Ahlissans moved. A dwarf soldier named 
  Berden who was fighting with them wanted to investigate 
  NAEI6-01 The Temple Below 
   
  Page 2 
  
  the place. The ruins were undisturbed, save for few animals, 
  until a group of goblins from Stark Hills found it. They 
  turned it into ‘residence’ but could not get through the door 
  below. However, Berden has finally got around solving the 
  dilemma of the temple and is determined to find 
  adventurers to help him out. This is where the PCs come in.  
   
  The purpose of this adventure is to give your PCs a 
  chance to examine the great outdoors of Naerie after 
  NAEI5-01 & NAEI5-02. It also serves as an introduction to 
  Ingmalt, Sarwych Forest, Greenrock and Eragern, which 
  will be featured in future adventures. 
   
  Adventure Summary  
  Introduction: PCs are in village of Greenrock and are 
  asked to accompany a group of farmers to Eragern.  
   
  Encounter 1 [Sarwych Forest]: Navigating Sarwych 
  forest is not easy and might get you in trouble. 
   
  Encounter 2 [Eragern]: In Eragern, PCs meet with a 
  dwarf soldier who tells them about an old ruin he saw 
  during the war and asks PCs to go there. 
   
  Encounter 3 [Old ruins]: The ruins are inhabited by 
  goblins. One way or the other, the PCs must get past them. 
   
  Encounter 4 [Downstairs]: Having found the entrance to 
  the temple, PCs can investigate it, find its treasures and kill 
  its guardians. 
   
  Conclusion: PCs return to Bredern and receive their 
  reward. 
   
  Introduction 
  At the start of the adventure, PCs are in village of 
  Greenrock and looking for something to do. 
   
  Life of an adventurer is never simple and sometimes 
  it’s hard to make the ends meet or even to find 
  anything worthwhile to do. As such, you find yourself 
  in the village of Greenrock, a small hamlet near the 
  town of Ekehold. Aside from few wagons that are 
  being loaded with agricultural goods and few other 
  adventurer types walking around the place, it seems 
  this is just another day in the principality. 
   
  The goal here is to bring the group together one way or the 
  other. 
   
  Exploring the village: Greenrock is a very small 
  community and only five public places (gathering hall, 
  constable’s office, shrine of Atroa, bear’s fortitude inn and 
  Westor’s goods) exist in the entire hamlet. Refer to DM’s 
  Aid 1 for details about Greenrock.  
   
  If the PCs want to visit any temples or shops, let them. 
  They can buy mundane equipment mentioned in Player’s 
  Handbook costing 100 gp or less as well as potions of cure light 
  wounds and holy water at Atroa’s shrine. 
   
  Rumors: If characters gather information in the hamlet, 
  they can pick up the following information without a 
  Gather Information check. The rumor about anniversary of 
  the Battle of Eragern should always be the first one heard. 
  • 
  The anniversary of the Battle of Eragern is in a couple 
  of weeks and the demand for food and drink has risen. 
  Greenrock is all too happy to comply. 
  • 
  Recently an underground temple of Pyremius was 
  investigated nearby. Something was definitely brought 
  out. Agents of House Drien (rulers of Eragern) 
  collapsed the entrance afterwards. [This refers to 
  events in NAE4-02 Venemous Temple.] 
  • 
  There was an unfortunate incident in 594CY: Some 
  farmers were going to Eragern and attacked on the way 
  by ettercaps. Adventurers saved them at Satyr’s Horn, 
  but one of the farmers, Baglon, was eaten before that. 
  [This refers to events in NAE4-01 The Living & The 
  dead.] 
  • 
  Sarwych can be a bit dangerous as a few monstrous 
  humanoids have been seen it, but the trail to Eragern is 
  usually quite safe.  
  • 
  A sage named Grehsam  lives in the forest, near the 
  trail. He is usually seen with a large bear. 
   
  Job Offer: At some point a farmer named Arminier (one of 
  those captured by ettercaps in NAE4-01) comes over to PCs. 
  He asks if they are in need of a job. He explains that they 
  are taking some local products to Eragern because of the 
  upcoming party. He still gets some ‘bad vibes’ when 
  crossing Sarwych so he is only too happy to get some hired 
  muscle to help out. He cannot offer much, only 2gp per 
  adventurer but he can get free accommodation in the Bear’s 
  Fortitude in Greenrock as well as one night’s stay in 
  Moradin’s Hammer in Eragern (which grants free standard 
  upkeep for this module). PCs are only required to escort the 
  farmers to Eragern as most likely they stay in that town for 
  few days. 
   
  Treasure: Reward from farmers. 
   
  APL 2: Loot (0 gp); Coin: (5 gp); Magic: (0 gp). 
   
  � Arminier: male human Com1; hp 4; see Appendix 1. 
   
  The whole group consists of Arminier and five other 
  farmers. They have two wagons full of agricultural products 
  such as ale, flour and vegetables. 
   
  Development: From here the module moves to Encounter 
  1. It is up to you how you describe the journey but you 
  should also roll the survival check for PCs. Farmers can tell 
  things mentioned in the rumor section above. They can 
  also give details about Eragern and the battle that is 
  celebrated (see DM’s Aid 1). 
   
  Troubleshooting: In case PCs are not interested, you 
  could direct them to the forest in some other way. One 
  NAEI6-01 The Temple Below 
   
  Page 3 
  
  example is having farmers saying they saw some goblins at 
  the edge of the forest. 
   
  Encounter 1: 
  Sarwych Forest 
  This section details the encounters that can take place in 
  Sarwych Forest. Before proceeding learn the typical 
  marching order of the PCs, as well as a typical setup for a 
  camp and whether or not they post any guards during the 
  night. 
   
  Each day the characters are in the forest one of them 
  needs to make a DC 20 Survival check (taking 10 is 
  possible, taking 20 is not). Other characters can assist on 
  this check as per the normal rules. Success indicates that 
  the PCs manage to avoid the dangerous areas. Failure 
  means that one of the random events happens. PCs need to 
  roll at least once when they are on their way to the ruins. In 
  case the PCs need healing, Greenrock is one day away from 
  the ruins. It requires a successful roll to avoid the hazards 
  when traveling to Greenrock.  
   
  Under no circumstances should the total number of 
  ELs encountered go over 4. So once the PCs have fought 
  that many encounters, stop rolling. Note that it is not 
  necessary to face 4 EL worth of fights here. Surviving is 
  enough. It is possible to face an encounter even when 
  traveling with the farmers, but in that case ignore the 
  ‘hunters folly’ trap. In case pf a fight you should not go out 
  of your way to kill the farmers, but they can certainly assist 
  in fight. 
   
  Terrain 
  Sarwych Forest counts as medium forest. For your 
  convenience, the rules for fighting in forest are 
  summarized below. When drawing combat maps, use this 
  as your guide. 
  FOREST TERRAIN FEATURES 
   
  Medium 
  Typical trees 
  70% 
  Massive trees 
  10% 
  Light undergrowth 
  70% 
  Heavy undergrowth 20% 
   
  Trees: The most important terrain element in a forest is the 
  trees, obviously. A creature standing in the same square as a 
  tree gains a +2 bonus to Armor Class and a +1 bonus on 
  Reflex saves (these bonuses don’t stack with cover bonuses 
  from other sources). The presence of a tree doesn’t 
  otherwise affect a creature’s fighting space, because it’s 
  assumed that the creature is using the tree to its advantage 
  when it can. The trunk of a typical tree has AC 4, hardness 
  5, and 150 hp. A DC 15 Climb check is sufficient to climb a 
  tree. 
   
  Medium and dense forests have massive trees as well. 
  These trees take up an entire square and provide cover to 
  anyone behind them. They have AC 3, hardness 5, and 600 
  hp. Like their smaller counterparts, it takes a DC 15 Climb 
  check to climb them. 
   
  Undergrowth: Vines, roots, and short bushes cover much 
  of the ground in a forest. A space covered with light 
  undergrowth costs 2 squares of movement to move into, 
  and it provides concealment. Undergrowth increases the 
  DC of Tumble and Move Silently checks by 2 because the 
  leaves and branches get in the way. 
   
  Heavy undergrowth costs 4 squares of movement to 
  move into, and it provides concealment with a 30% miss 
  chance (instead of the usual 20%). It increases the DC of 
  Tumble and Move Silently checks by 5. Heavy 
  undergrowth is easy to hide in, granting a +5 circumstance 
  bonus on Hide checks. Running and charging are 
  impossible. Squares with undergrowth are often clustered 
  together. Undergrowth and trees aren’t mutually exclusive; 
  it’s common for a 5-foot square to have both a tree and 
  undergrowth. 
   
  Other Forest Terrain Elements: Fallen logs generally 
  stand about 3 feet high and provide cover just as low walls 
  do. They cost 5 feet of movement to cross. Forest streams 
  are generally 5 to 10 feet wide and no more than 5 feet 
  deep. Pathways wind through most forests, allowing 
  normal movement and providing neither cover nor 
  concealment. These paths are less common in dense forests, 
  but even unexplored forests will have occasional game 
  trails. 
   
  Stealth and Detection in a Forest: In a sparse forest, the 
  maximum distance at which a spot check for detecting the 
  nearby presence of others can succeed is 3d6×10 feet. In a 
  medium forest, this distance is 2d8×10 feet, and in a dense 
  forest it is 2d6×10 feet. 
   
  Because any square with undergrowth provides 
  concealment, it’s usually easy for a creature to use the Hide 
  skill in the forest. Logs and massive trees provide cover, 
  which also makes hiding possible. 
   
  The background noise in the forest makes Listen 
  checks more difficult, increasing the DC of the check by 2 
  per 10 feet, not 1 (but note that Move Silently is also more 
  difficult in undergrowth).  
   
  Events (Roll 1d6) 
  1: Spiders everywhere! 
  PCs walk past a fallen log where a colony of hunting 
  spiders keeps their nest. PCs need to roll a DC 21 Spot 
  check (the spiders take 10 on their Hide check) or be 
  surprised. 
   
  APL 2 (EL 3) 
  � Small Monstrous Spiders (4): hp 4, 6, 2, 4; see 
  Monster Manual page 288. 
   
  2. Deadly embrace: In a small pond (10 ft. deep, 30 ft. wide 
  & long) that is in the forest, a constrictor snake is lurking. 
  Once PCs pass the place it sneaks after them and try to grab 
  one of the PCs and drag his victim back into the pond. 
  NAEI6-01 The Temple Below 
   
  Page 4 
  
   
  APL 2 (EL 2) 
  � Constrictor Snake: hp 19; see Monster Manual page 
  279. 
   
  3. I feel dizzy: Careless walking in the forest causes the 
  PCs to anger a swarm of large mosquitoes. While this 
  causes no damage, it can cause a nasty disease to all 
  characters that don’t succeed in their Fortitude saves. 
   
  APL 2 (EL 1) 
  � Disease (Ex): Filth fever—bite, Fortitude DC 10, 
  incubation period 1 day, damage 1 Dex and 1 Con.  
   
  4. Hunters folly: PCs stumble upon a local hunters trap 
  and it hits the first PC in the marching order, unless he 
  succeeds in a DC 20 spot check. Give the spot check to 
  anyone with rogue/scout levels or ranks in Disable Device, 
  Profession (hunter) skill as well. If seen, the trap can easily 
  be avoided. 
   
  APL 2 (EL 1) 
  � Basic Arrow Trap: mechanical; proximity trigger; 
  manual reset; Atk +10 ranged (1d6/x3, arrow). 
   
  5. Why it has to be rats? A swarm of rats has been scared 
  by a pack of wild cats hunting nearby and are driven 
  towards PCs in panic. These rats only fight for 2 rounds 
  before fleeing away. 
   
  APL 2 (EL 2) 
  � Rat Swarm: hp 13; see Monster Manual page 239. 
   
  6. Hello Kitty: A mountain cat has wandered over to 
  Sarwych from Iron Hills. It is here eating a sheep that it 
  killed nearby. It is not initially hostile and can be made 
  friendly with successful DC 15 Handle Animal or Wild 
  Empathy check. PCs can also go around which forces them 
  to make another Survival check to avoid hazards. The cat 
  flees when it loses 6 or more hit points. 
   
  APL 2 (EL 2) 
  � Mountain Cat (leopard): hp 19; see Monster Manual 
  page 274. 
   
  Other locations 
  Below follow the details on the numbers location on the 
  map of Sarwych Forest (see Players’ Handout 1). 
   
  2. Grehsam: Grehsam (N Druid4/Clr1/Divine Oracle 3) 
  can be found him near the trail with a DC 15 Survival 
  check. His animal companion Moorteeth (a brown bear) 
  always accompanies him. Grehsam is an old human druid, 
  but can still give healing services to the PCs. Following 
  spells are available each day: cure light wounds (2), lesser 
  restoration, remove disease. He also instructs PCs not to cause 
  trouble lest they attract attention they don’t want. 
   
  3. Dryad’s grove: A dryad named Aniriel lives here. She 
  tells PCs to behave well in the forest. 
   
  � Aniriel: Female dryad; hp 14; see Monster Manual page 
  90. 
   
  4. Troll grove: This large grove is almost completely 
  cleared of trees and in the middle are the remains of a nest, 
  along with the blackened (=burned) remains of a troll that 
  was killed here by the adventurers who rescued the 
  farmers. 
   
  5. Ambush site: This was the location where the farmers 
  were ambushed. A wrecked cart remains here. It is 
  overgrown with brambles. 
   
  6. Satyr’s Horn: This oddly shaped rock formation was the 
  home of the ettercaps who captured the farmers some time 
  ago. It is currently empty. A locked door with a burning 
  hands trap blocks the entrance to an old burial chamber of 
  servants of Pyremius. Nothing of value remains. 
   
  � Burning Hands Trap: CR 2; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning hands, 
  1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); 
  Search DC 26; Disable Device DC 26. 
   
  7. Old Ruin. See Encounter 3.  
   
  Development: Once the PCs arrive in Eragern proceed 
  with Encounter 2. 
   
  Encounter 2 
  Eragern 
  Read out loud or paraphrase the following once the PCs 
  arrive in Eragern: 
  Eragern is a place of approximately 900 souls. A 
  mining community, the houses are spread over a large 
  area. Several buildings are dedicated to various aspects 
  of this fine profession. The farmers take their wagons 
  to an inn called the  ‘Hammer of Moradin’ and invite 
  you to join them as well. The clientele consists only of 
  dwurs and humans. 
   
  Owner of the Inn is a dwur named Kerban. 
   
  � Kerban: Male dwarf Exp2; hp 10; Bluff +4, Diplomacy 
  +4, Profession +5, Intimidate +4. 
   
  Exploring the village: If PCs wish to explore the place, 
  feel free to improvise locations based on information given 
  in DM’s Aid 1. Anything can be bought, as long as it does 
  not exceed Eragern’s maximum value in coins. 
   
  Rumors: If characters gather information in the hamlet, 
  they can pick up the following information without a 
  Gather Information check. The rumor about Eragern 
  should always be the first one heard. 
  NAEI6-01 The Temple Below 
   
  Page 5 
  
  • 
  The anniversary for the battle of Eragern is in couple 
  of weeks and demand for food and drink has gone up.  
  • 
  Some adventurers went to Wet Keep recently. Nobody 
  ever heard about them ever again. 
  • 
  Some strange Suel man was brought into town a year 
  ago and has been kept in House Drien’s manor ever 
  since. [This was Oracle found in NAE4-02 Venemous 
  Temple.] 
  • 
  Some say that Berik was a monster for decimating the 
  Brotherhood. What a load of crap! They did the same 
  to us. They had it coming! 
   
  Job offer: PCs may sit around at the inn for a while or go 
  exploring the town. Wherever they go, a dwarf with a peg 
  leg soon approaches them. He saw the PCs coming to town 
  and they looked like adventurers. As things would have it, 
  Berdan needs someone to help him out. 
   
  � Berdan: hp 24; see Appendix 1. 
   
  Physical Description & personality: Dwarf with a peg leg, 
  grizzled old warrior. Not-so-charismatic individual with 
  straightforward attitude to problem solving.  
   
  Assuming characters are interested to hear his offer, read 
  out loud or paraphrase the following: 
   
  The thing is, I take you’ve heard the anniversary of the 
  battle is celebrated soon. I was there with ol’ 
  Reydrichs troops hacking left and right, and we gave 
  ‘em a good show. Too bad one of them hochebis took 
  me leg with him before it died. Anyway, before the 
  battle we were in Sarwych Forest and my buddies 
  came across this small fort, nay, call it a tower or ruin 
  more like it when we pursued the strawheads. We 
  killed the troops there but had no time to investigate 
  the place and later the whole thing was sort of 
  forgotten. But I’ve always wondered about what was 
  there and if there was any Brotherhood stuff to be 
  found. So I want you to go there and bring me 
  anything interesting you might find.  
   
  Q. What’s in it for us? 
  A. Well, I cannot pay you much but I’m quite good 
  with me hands. I’m sure you might find these useful.  
   
  The dwarf shows two blades, a masterwork dagger and 
  a short sword. The blades of both weapons are copper red 
  and the hilts are decorated with coat of arms of Naerie. A 
  DC 10 Appraise check tells that they would be worth at 
  least a couple of hundred gold pieces. 
   
  Q. What exactly you want us to look for? 
  A. I don’t need no stinking weapons or such stuff. 
  Holy symbols, Brotherhood coins, exotic material 
  from south, that kind of stuff. 
   
  Q. Why don’t you spend your talents on getting a new leg? 
  A. Me friends are coming here for the parties and then 
  we go to Naerie city where Zilchans are gonna give me 
  a new leg. We’ve saved up for years now and good ol’ 
  Berik Oedil gave some money to his veterans as well 
  so I have no need to do any more sword work right 
  now.  
   
  Q. I supposed you have a map to this place? 
  A. Sure do, here you go. (Give PCs Player’s Handout 1) 
   
  Development: From here the module moves to encounter 
  1 from where PCs may try to find their way to the ruined 
  tower. 
   
  Troubleshooting: In case PCs are not interested, you 
  could direct them to forest in some other way: Such as 
  having a farmer coming and saying they saw some goblins 
  at the edge of the forest. 
   
  Encounter 3: 
  Old Ruin 
  See Encounter Map 1 for details about this location. 
   
  This ruin has been build by a cult of Pyremius that 
  once in this forest haunted the forest. The cult has 
  disappeared a long time ago. Currently the building is 
  inhabited by a group of goblins. An adept named Heebo, 
  who is a servant of Bagrivyek (NE deity of territory and 
  cooperation), leads the tribe. The goblins are outcasts from 
  the Stark Hill goblin warrens. They collect water from 
  nearby lake, have few crude nets for catching fish and they 
  also have few traps in the forest (one which PCs might have 
  triggered on the way). 
   
  APL 2 (EL 3) 
  � Heebo: Male goblin Adept 2; hp 10; see Appendix 1. 
  � Goblins (5): hp 6, 5, 5, 4, 3; see Monster Manual page 
  133 . 
   
  Daily routine: The goblins stay in their camp most of the 
  time. Around 5 pm two of them go into a forest to check 
  their traps. If they are not heard of by 7pm, Heebo 
  organizes the rest of them into a search party. 
   
  Tactics: These goblins are not looking for a fight. They are 
  unfriendly but are willing to negotiate with PCs if they 
  don’t charge in straight away. A successful DC 15 
  Diplomacy check gets Heebo to agree to let PCs search the 
  chambers below. The goblins have not been there 
  themselves and they have little interest in the place 
  currently. They did not manage to get in so whatever might 
  be there obviously cannot get out either which is fine by 
  them. If PCs fails this check Heebo asks the difference 
  between the check result and 15 in gold coins (for example 
  if the PCs check is a 10, then Heebo demands 5gp).  
   
  A DC 13 Intimidate works as well. Do not forget to 
  apply a +4 modifier to any Intimidate roll made by Medium 
  sized PCs due to the size difference. If the check fails, 
  Heebo is not swayed. If the check fails by 5 or more, he 
  fakes being scared (Sense Motive vs. Heebo’s Bluff of -2 to 
  tell something is wrong). In that case he lets the PCs 
  investigate, but he plans to ambush the PCs immediately 
  NAEI6-01 The Temple Below 
   
  Page 6 
  
  when they come out. If the PCs succeed in the Intimidate 
  check, Heebo agrees to let them investigate without 
  trouble. If forced into fight, they seek to concentrate their 
  attacks on one target before moving to next. 
   
  Treasure: 
  Goblins equipment can be looted along with few other 
  trinkets from their camp (including the items found in 
  rooms 1-3): 
   
  APL 2: Loot (114 gp); Coin (8 gp); Magic 3 potions of 
  cure light wounds (4gp each), scroll of protection from good (2gp). 
   
  Detect Magic Results: Potion of cure light wounds 
  (Faint Conjuration), scroll of protection from good (Faint 
  Abjuration). 
   
  1: Sleeping area 
  This room has few old bedrolls and other crude sleeping 
  areas, along with blankets, firewood, cooking materials, 
  flint and steel, etc. It is worthless for PCs. The old roof is 
  still intact in this area. 
   
  2: Communal area  
  This is the room where goblins skin animals, prepare food, 
  and repair their items. There are many large holes in the 
  ceiling here. 
   
  3: Shaman’s residence  
  This is the room where shaman sleeps. Like other places, it 
  is mainly filled with personal equipment. It is of no value to 
  PCs. 
   
   
  4: Stairs down 
  These lead to lower levels of the ruin. Goblins have been 
  unable to open the door and as such don’t know what’s 
  there. 
   
  Development: If the PCs go down into the lower levels of 
  the ruins proceed with Encounter 4. 
   
  Encounter 4: 
  Downstairs 
  See Encounter Map 2 for details about this location: 
   
  Dungeon features: 
  � Light: There is no light in the complex aside from 
  what PCs bring along. 
  � Floor and wall: Smooth stone that is partly 
  contaminated by the copper.  The copper can be found in 
  abundance in the ground, causing a slightly red tint if PCs 
  bring light sources to this temple. 
  � Braziers: There were many braziers in this temple that 
  provided illumination. They are bolted on the ground, and 
  are made of rusted iron. Selling them in Eragern might 
  earn the PCs a few coins, but it is not really worth the effort 
  to bring them back. 
  � Carvings: There are carvings in most walls, showing a 
  human with bat like features and images of fangs dripping 
  some sort of liquid (poison), snakes, fire, etc.. Due to the age 
  of the pictures, a DC 12 Knowledge (religion) check is 
  required to identify the winged human as Pyremius. 
   
  A group of skeletons patrols this complex (as indicated on 
  the map), seeking to destroy all intruders. The one in Room 
  4 (with 8 hit points) stays behind the door and immediately 
  attacks anyone entering the room. 
   
  APL 2 (EL 1) 
  � Human warrior skeletons (3): hp 8, 6, 4; see Monster 
  Manual page 226. 
   
  Note: These skeletons fight without their steel shield 
  so they have AC 13. They attack with two claws.  
   
  Treasure: Skeletons only have tattered remnants of robes 
  on them, which are worthless. 
   
  1: Entrance 
  The stairs end at a stone door. The goblins did not have the 
  means to get past it (no way to go over hardness or succeed 
  in break DC), but the PCs might. If they don’t have such 
  methods handy right now, they can certainly return to 
  Greenrock and buy hammers, crowbars, etc. that enable 
  them to pass through. There are no symbols on the door as 
  the goblins destroyed them when they tried to pass 
  through here. 
   
  � Weakened Stone door: 2 inch thick; hardness 8; hp 
  30; AC 5; DC 23 Break. 
   
  2: False quarters 
  This room appears to have been the quarters of an acolyte 
  priest. It has a crude bed in it, a small table and chest. 
   
  The chest is actually a fake trap against those who 
  would seek to find secrets to use against the high priest 
  (servants of Pyremius are notably paranoid). Fortunately for 
  characters, the poison is no longer quite as lethal as it used 
  to be. 
   
  APL 2 (EL 1) 
  � Poison Dart Trap: CR 1; mechanical; location trigger; 
  manual reset; Atk +8 ranged (1d4 plus poison, dart); poison 
  (DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); 
  Search DC 20; Disable Device DC 18. 
   
  Treasure: There is a coin pouch left behind in the chest. 
   
  APL 2: Loot (0 gp); Coin (80 gp); Magic (0 gp). 
   
  3: Hall of Glory  
  An archway separates the hall of worship from the rest of 
  the complex. There is a text engraved in the archway, 
  written in ancient Suel. It says ‘Say the true name of the 
  Blazing Killer or face his wrath’. A DC 10 Knowledge 
  (religion) check tells that this means Pyremius. Any living 
  creature that does not say his name and gets within 5 ft. of 
  the archway triggers the trap. Once triggered the trap 
  automatically resets. People coming from Hall of worship 
  do not trigger the trap.  
  NAEI6-01 The Temple Below 
   
  Page 7 
  
   
  Note that as this trap is easy enough to bypass (even 
  without ranks in knowledge skills), its CR is only 1). 
   
  APL 2 (EL 1) 
  � Burning Hands Trap: CR 1; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning hands, 
  1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); 
  Search DC 26; Disable Device DC 26.  
   
  4: Hall of Worship 
  This room is empty, save for ruined furniture that once 
  were used during the rituals conducted here, and a stone 
  statue of Pyremius (a man in a cloak with a demonic, bat-
  like face). The braziers look like small devils (DC 13 
  Knowledge (the planes) identifies them as imps) whose 
  head is hollow and open at the top.  
   
  There are several items of interest here that can be 
  recovered easily enough: 
  • 
  4 masterwork silver holy symbols of Pyremius (value 
  50 gp each). 
  • 
  A copper disk with the symbol of Pyremius that hangs 
  on the statue (value 60 gp) (see below). 
  • 
  Several coins which have been adorned with image of 
  a flame, daggers, serpents fangs, etc. 
   
  Trying to take the copper disk causes the braziers to 
  instantly animate. The same happens if anybody attacks the 
  imp braziers, but not if somebody attacks the statue of 
  Pyremius. The statue of Pyremius has hardness 8 and 31 hit 
  points.  
   
  Treasure:  
  Items of worship. 
   
  APL 2: Loot (26 gp); Coin (14 gp); Magic (0 gp). 
  Note: Giving these items to Berden earns the reward ‘Good 
  standing with Berden’. 
   
  APL 2 (EL 2) 
  � Imp Braziers (2): Small animated objects; hp 15; see 
  Monster Manual page 13.  
   
  They have hardness 5 as they are made of clay and 
  mortared stone. Their land speed is 40 ft., but despite 
  having wings, the statue is unable to fly. 
   
  Tactics: The statues try to prevent the PCs from fleeing the 
  ruins by any means necessary. They do not pursue the PCs 
  past the stairs however. If this happens they return to this 
  chamber. As a result the PCs may take their time fighting 
  them. 
   
  5: High priests room 
  The secret door can be found by successful DC 20 Search 
  check. Once found, the door slides into the rock without 
  any trouble (though the skeleton immediately attacks). 
  This room has a large desk and bed that was used 
  by the high priest of the shrine. There is also a shelf with a 
  small statue of Pyremius, a masterwork dagger and a scroll 
  case on it. The statue is made out of black marble. The 
  dagger was used for rituals. The scroll case contains a divine 
  scroll of divination. 
   
  Treasure:  
  Looting the stuff on the shelf 
   
  APL 2: Loot (26 gp); Coin (50 gp); Magic: Scroll of 
  divination (60 gp). 
   
  Detect Magic Results: Scroll of divination (Moderate 
  Divination). 
   
  Conclusion 
  Once PCs have explored everything in the shrine and 
  manage to find their way back through Sarwych Forest, 
  they can return to Eragern and report their findings to 
  Berden. Giving him items from the Hall of Worship earns 
  the PCs ‘Good standing with Berden’ reward.  
   
  Treasure:  
  Berden gives characters either one or two masterwork 
  weapons. 
   
  APL 2: Loot (25 gp per weapon); Coin (20 gp); Magic (0 
  gp). 
   
  Good stadning with Berden: You helped Berden to collect 
  mementoes so he puts a good word out about you. For a year, 
  starting from the date marked to this AR, you gain +1 
  circumstance bonus to Diplomacy checks when dealing with 
  ‘Redswords’. 
   
  Campaign  
  Consequences 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but because 
  of the complex nature of the back-story and campaign all 
  information requested is vital. 
   
  Please send all answers to sampo@haarlaa.fi as well as 
  any general comments you may have about the module. 
   
  1. 
  Were the goblins killed? 
   
  The End 
   
  NAEI6-01 The Temple Below 
   
  Page 8 
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  role playing) to each character. 
   
  Encounter 2: Sarwych Forest 
  Dealing with various hazards in the forest (even if avoided 
  due to good Survival check results). 
  APL2  
  120 XP  
   
  Encounter 3: Old Ruin 
  Killing or talking your way past the goblins. 
  APL2  
  90 XP  
   
  Encounter 4: Downstairs 
  Destroying the skeletons 
  APL2  
  30 XP  
   
  Surviving, or bypassing the poison dart trap 
  APL2  
  30 XP  
   
  Surviving, or bypassing the burning hands trap 
  APL2  
  30 XP  
   
  Destroying the imp statues 
  APL2  
  60 XP  
   
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or similar 
  spell to determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If the 
  magic item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction 
   
  APL 2: Loot (0 gp); Coin: (5 gp); Magic (0 gp). 
   
  Encounter 3: Old Ruin 
   
  APL 2: Loot (114 gp); Coin (13 gp); Magic: 3 potions of 
  cure Light Wounds (4g each), scroll of protection from good (2gp). 
   
  Encounter 4: Downstairs 
  Hall of Worship 
   
  APL 2: Loot (26 gp); Coin: (14 gp); Magic (0 gp). 
  - Note: These items might end up in Berdens possession. 
   
  False Quarters 
   
  APL 2: Loot (0 gp); Coin (80 gp); Magic (0 gp). 
   
  High priests room 
   
  APL 2: Loot (26 gp); Coin (50 gp); Magic Scroll of 
  divination (60 gp). 
   
  Conclusion 
   
  APL 2: Loot (25 gp per weapon); Coin (20 gp); M (0 
  gp). 
   
  Total Possible Treasure 
  APL 2: Loot: 215 gp; Coin: 115 gp; Magic: 76gp - Total: 503 
  gp 
   
  Items for the Adventure Record 
   
  Good standing with Berden: You helped Berden to collect 
  mementoes so he puts a good word out about you. For a year, 
  starting from the date marked to this AR, you gain +1 
  circumstance bonus to Diplomacy checks when dealing with 
  ‘Redswords’. 
   
  Item Access 
  NAEI6-01 The Temple Below 
   
  Page 9 
  
  Appendix 1: 
  APL 2 
  Arminier & other farmers (6): Male Human Com1; 
  CR 1/2; Medium Humanoid (Human); HD 1d4+1; hp 
  4; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); 
  Base Atk +0; Grp +1; Atk +1 melee (1d6+1, club) or -4 
  ranged (1d4+1/19-20, dagger); Full Atk +1 melee 
  (1d6+1, club) or -4 ranged (1d4+1/19-20, dagger); Full); 
  AL N; SV Fort +1, Ref +0, Will +0; Str 12, Dex 10, Con 
  12, Int 10, Wis 11, Cha 11.  
   
  Skills and Feats: Craft (various) +5, Handle Animal 
  +2, Profession (farmer) +7, ride +2, use rope +2; Skill 
  Focus (farmer), Skill Focus (craft). 
   
  Possessions: Traveler’s clothing, dagger, club, tools, 
  pouch’s, etc.  
   
  Appearance: Sueloise/Oeridian men. 
   
  Berden: Male dwur War4; CR 3; Medium Humanoid 
  (dwarf); HD 4d8+8; hp 24; Init +1; Spd 10 ft.; AC 13 
  (touch 10, flat-footed 13) (studded leather armour +3); 
  Base Atk +4; Grp +5; Atk +7 melee (1d8+1/x3, 
  battleaxe); Full Atk; +7 melee (1d8+1/x3, battleaxe); SQ 
  Dwarf traits, darkvision 60 ft.; AL LN; SV Fort +5, Ref 
  +2, Will +1; Str 13, Dex 10, Con 14, Int 10, Wis 10, Cha 
  6.  
   
  Skills and Feats: Craft (weapon smithing) +7, 
  Handle Animal +3, Intimidate +3, Listen +2, Spot +2; 
  Alertness, 
  Skill 
  Focus 
  (craft), 
  Weapon 
  Focus 
  (battleaxe). 
   
  Possessions: Studded leather armor, battleaxe, 
  dagger. 
   
    
  Heebo: Male Goblin Adp2; CR 1/2; Small Humanoid 
  (goblinoid); HD 2d4+2; hp 10; Init +0; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 11); Base Atk +1; Grp -3; Atk +2 
  melee (1d6-1, masterwork morningstar) or +3 ranged 
  (1d6/19-20, masterwork light crossbow); Atk +2 melee 
  (1d6-1, masterwork morningstar) or +3 ranged (1d6/19-
  20, light crossbow); SA Spells; SQ Darkvision 60 ft.; AL 
  LE; SV Fort +1, Ref +0, Will +0; Str 9, Dex 11, Con 12, 
  Int 10, Wis 13, Cha 6. 
   
   
  Skills and Feats: Concentration +3 (+7 when casting 
  defensively), Hide +4, Heal +5, Listen +3, Move 
  Silently +4, Ride +4, Spot +3, Survival +3; Alertness, 
  Combat Casting. 
   
  Spells Prepared (3/2; base DC = 11 + spell level): 0—
  cure minor wounds (2), read magic; 1st—bless, cause fear. 
   
  Possessions: Masterwork morning star, dagger, 
  masterwork light crossbow, 10 bolts, silver holy symbol 
  of Barkrivyeg, 3 potions of cure light wound, scroll of 
  protection from good. 
   
  Languages spoken: Common, Goblin. 
  NAEI6-01 The Temple Below 
   
  Page 10 
  
   
  DM’s Aid 1: 
  Barony of Ingmalt
  Barony of Ingmalt 
   
   
   
   
  The Barony of Ingmalt makes up the northeast corner 
  of the Principality and is roughly square in shape. It 
  has the main overland route north to the United 
  Kingdom of Ahlissa. Farming and gold mining are the 
  main trades here, as well as copper mining in lesser 
  amounts. Ingmalt is the domain of House Oedil, ruled 
  by Berik Oedil, a stern but fair noble. 
  The Iron Hills sends rocky ridges south into 
  Naerie. Gold is mined near the capital of Ekehold, 
  where House Oedil holds sway from Castle Vinge. 
  Copper contamination has resulted in the phrase 
  "Ekehold Red" being used in the gold trade. 
  Ekehold is a prosperous community with a 
  highly skilled military force, dubbed Redswords as an 
  honor to soldiers who fought against Hepmonalanders 
  in Sarwych Forest, though the name originally referred 
  to the aforementioned copper contamination of the 
  gold mined here. 
  When the Great Kingdom still existed, Berik 
  Oedil was the heir of House Oedil, but he lost his lands 
  when the Brotherhood invaded. Prince Barzhaan 
  returned his old lands after the war. During the war, 
  his 
  thankless 
  task 
  was 
  to 
  clear 
  Ingmalt 
  of 
  Hepmonalanders. Nearly all of them fled to Sarwych 
  Forest where the Ahlissan cavalry could not follow 
  them. Casualties were high and no quarter was given in 
  the following campaign, but eventually the Ahlissans 
  triumphed. The Brotherhood retaliated, though, and 
  succeeded in assassinating Berik Oedil's wife, and he 
  has never been quite the same after that.  
  The new symbol of House Oedil, taken into 
  use CY591 is a variant of Ahlissan coat-of-arms where 
  the nightingales have been removed and instead there 
  is a black wolf under the Sun of Aerdy. 
   
  � Osfelred (Greenrock) (Hamlet): Conventional 
  (an elected village council decides important matters); 
  AL NG; 100 gp limit; Assets 850 gp; Population 170; 
  Isolated (Humans o/s 96% (163), Halfling 2% (3), Elf 1% 
  (2), Half-Elf 1%(2). 
  Authority figures: Varsarlor (male Ari1), 
  Eldest of the hamlet. 
  Important characters: Felmeren (LN male 
  War5), constable, Captain of the Guard and member of 
  the Council; Zargarn (N male War2), deputy; Riannara, 
  (LN female War2), deputy; Karlhaser (N male Com11), 
  Master of the Farmers and member of the Council; 
  Fionoyan (NG female Clr2 of Atroa), High Priestess of 
  Atroa's shrine and member of the Council; Cranelarn 
  “Beacon” Gyraldren (LG male Pal1 of Heironeous); 
  Saracern (N male half-elf Rgr1), Master of the Hunters 
  and member of the Council; Ejuak Sverann (CG male 
  Ftr6), keeper of the Boar’s Fortitude Inn; Westor 
  Greenfeet (CG female halfling Brd2), keeper of 
  Westor’s Goods; Zamyr Quillson (CG male halfling 
  Adp1); Silquesar Casfelrath (female elf Drd4). 
   
  Osfelred is a small hamlet on the edge of a tiny stream, 
  Rockpath (Esselfern). The hamlet is an agricultural 
  community of ordinary hardworking people. The 
  layout of the hamlet is scattered, and the center only 
  contains a few public buildings. Osfelred’s more 
  familiar name is Greenrock, after the green-mossed 
  rock in the Rockpath stream. Osfelred is next to 
  Sarwych Forest, and many residents use a small trail 
  that goes through it to take their seasonal good into the 
  market at Eragern. In recent times (594 CY), 
  Greenrock has attracted attention after a group of 
  adventurers discovered a hidden tomb of Pyremius 
  worshippers in the Sarwych Forest (NAE4-01 The Living 
  & The Dead, NAE4-02 The Venemous Temple). 
   
  Bears Fortitude Inn: Due to remote location, this inn 
  is not very busy, especially during daytime when local 
  people are busy with their various duties. Visitors 
  sometime pass through the hamlet and so Ejuak 
  Sverann keeps common (5 sp) and poor lodgings (2 cp) 
  available, but the more important part of of his 
  business is food. Ejukk’s wife Firin is an excellent cook 
  and menu consists of foods from common (5 sp) to 
  good (2 gp). 
    
  � Eragern (village): Conventional (Guandrem I); 
  AL LN; 200 limit; Assets 8,940 gp; Population 894; 
  Mixed (Humans o/s 93% (831), Dwur 6% (54), Gnome 
  1% (9). 
  Authority figures: Sir Guandrem I (LE male 
  Ftr7), Head of House Drien. 
  Important characters: Dolrich (LN male 
  Ftr5), officer of House Drien; Rakor (LN male dwarf 
  Exp10), Dwur Miner's Guild leader; Kajin (N male 
  Com8), Human Miner's Guild leader; Namelja (LG 
  female dwarf Clr9), priestess of Moradin; Gahnar (LN 
  male Clr5), priest of Zilchus; Yithral (LN male Exp7), 
  Supervisor of the local smelter. 
   
  Eragern is a mining community on the northern edge 
  of Ingmalt. It is ruled by House Darien, vassals of 
  House Oedil. Their current leader is Sir Guandrem, an 
  ambitious young noble. 
  As with other settlements in Ingmalt, 
  Eragern is a law-abiding community that amasses its 
  wealth from numerous mines in the Iron Hills. Gold is 
  the thing that drives both man and dwarf ever deeper 
  into the Iron Hills. Iron and copperare also mined. 
  Eragern does not support farming, and therefore such 
  commodities come from other areas of Ingmalt. The 
  hamlet of Osfelred supplies plenty of food, but other 
  NAEI6-01 The Temple Below 
   
  Page 11 
  
  merchants from Ingmalt ply their trade in Eragern as 
  well. 
   
  Battle of Eragern: This fight marked the end of 
  Scarlet Brotherhood presence in Ingmalt. It was a 
  battle where troops from South Province, under Berik 
  Oedil’s (current ruler of Ingmalt) leadership, caught up 
  with fleeing Brotherhood forces, commanded by Kesh 
  Nishar, and despite Brotherhood attempted to 
  surrender: Berik decimated them in a pitched take-no-
  prisoners battle. The fact that his wife was assassinated 
  shortly before that probably contributed to this. Berik 
  was later quite anguished over the whole thing. 
  Nonetheless, it is a cause for great celebration in 
  Eragern and as 10 years has soon passed from the fight, 
  people are making extra effort to celebrate it. 
   
   
  NAEI6-01 The Temple Below 
   
  Page 12 
  
  Encounter map 1: 
  Old Ruins 
   
  NAEI6-01 The Temple Below 
   
  Page 13 
  
  Encounter Map 2: 
  Downstairs 
  NAEI6-01 The Temple Below 
   
  Page 14 
  
  Player’s Handout 1: 
  Map of Sarwych Forest 
   
   
  NAEI6-01 The Temple Below 
   
  Page 15 
   
  
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