TEXT: The Zombraire's Estate
  by Russ Westbrook
  A Basic Fantasy Role-Playing Game Adventure
  Release 1
  Copyright © 2007 Russ Westbrook
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Introduction
  This adventure module, part of the Adventure Anthologies series, is for use with the Basic Fantasy Role-
  Playing Game rules, and is intended for 3-6 characters of levels 2-5.  If you don't have the Basic Fantasy 
  RPG core rules, please visit www.basicfantasy.org and download a free copy.
  Background
  Long ages ago, when the village near the marsh 
  was  settled  (on  order  of  the  king,  being  all 
  villagers were disgraced and exiled refugees), a 
  family of Magic Users known as the Wrenwalds 
  served  as  the  settlement’s  overlords.   The 
  Wrenwalds weren’t particularly good or kind, but 
  they did protect the villagers from the ravages of 
  the marsh’s beasts, and as long as the heavy and 
  oppressive  taxes  rolled  in,  nobody  died  from 
  Magic Missile.  One day in the reign of Lord Justin 
  Wrenwald III however, this all came to an end. 
  One night while the family reveled with friends, 
  the Swamp Witch Julieann demanded entrance 
  as an honored guest.  Seeing the ugly Hag (and 
  fearing not the stories of her horrible power) the 
  lord laughed in her face and ordered her put off 
  the grounds.  For this insult the Swamp Hag cursed 
  the family, and horrible magics rose from Dark 
  Realms.  Many simply died; others transformed 
  into living death, and the very estate itself took on 
  the taint of Evil.  A few villagers who served on the 
  grounds escaped to the village to tell the awful 
  tale,  and  since  that  night  the  villagers  have 
  avoided the grounds like the plague.  It is said the 
  ghosts of the dead still haunt the grounds, and 
  the sounds of life can be heard from within, but 
  that if anyone goes there, they never return.  The 
  current governor has done nothing to alleviate 
  the people’s fear of the old ruin, and has decreed 
  that anyone going to the ruins and not returning 
  shall be deemed a suicide.
  Plot Hooks
  1.  All their lives the young PCs have been warned 
  about the haunted estate, and strictly forbidden 
  to ever go there.  The family farm is threatened by 
  the looming prospect of yet another bad crop 
  and back taxes.  Maybe the PCs could save their 
  parents land if they snuck into the haunted ruins? 
  After all, one of their friends swears blind that the 
  old estate’s hen house still functions, and more 
  than that, the chickens lay golden eggs!  Could 
  this rumor be true?
  2.  For whatever reason, the party is in the debt of 
  the nearby assassin’s guild.  To pay off the debt, 
  the assassins “offer” them a job: they want a pail 
  of milk from the ghost’s dairy.  They don’t say why, 
  and they don’t like questions, but they expect to 
  meet the PCs in two days time with the goods 
  being in hand.
  3.  The local healer can’t cure a noted villager 
  who is  dying  of  an  ugly  disease.  The  man is 
  considered saintly in the village, and many will 
  mourn greatly  his  death.   Rather  than  accept 
  defeat, the healer hires the party to go to the 
  graveyard of the old ruins; according to legend, 
  Lord Wrenwald II was a great healer himself, and 
  was buried with a powerful staff which might save 
  the victim.  Unfortunately, time has washed all the 
  markings  off  the  sarcophagi,  and  the  area  is 
  known  to  be  haunted;  but  for  50  gp.  apiece 
  maybe the PCs would do this ofr the good of the 
  village?
  4.   The Swamp Hag Julieann has taken children 
  from  the  village.   When  the  elders  sent  a 
  delegation to her cave to ask why and to beg 
  their return, Julieann replied that the ghost of Lord 
  Wrenwald  III  sent  agents  (his  trained  stirges, 
  though  she  doesn’t  tell  them  that)  to  steal  a 
  golden  staff  from  her  he  knew  she  held  in 
  sentimental  value.   Julieann  wants  the  petty 
  villagers to get it back for her, if they want to see 
  their  precious  children  again.   As  it  was  the 
  Swamp Hag which cursed the manor in the first 
  place, maybe the men of the village would be 
  better off challenging the “ghost” rather than the 
  witch...
  1
  
  The Zombraire's Estate
  AA1.3
  5.  The PC’s religious, clerical or paladinic order 
  have  had  enough  of  Wrenwald  for  whatever 
  reason, and its time for this shrine of evil and all its 
  foul inhabitants to go!  Sic em’ boys!
  Area Key
  1. The road to the estate is rutted and grownup, 
  with little sign of traffic.  It is three miles to the 
  abandoned  property  through  a  light  woods, 
  which become more unhealthy looking and dead 
  the closer one comes to the ruin and strays from 
  the village.  The last mile of the trek is marshy, with 
  the accompanying problem of biting insects.  Sick 
  looking  black  birds  live  in  the  trees  near  the 
  estate, and eye the party hungrily.  Near the ruins 
  itself the trail splits, with a smaller path leading 
  deeper into the bog around behind the estate, 
  ending at the iron gate of the holding’s ancient 
  cemetery. 
  2. The road ends in a gap in the estate’s walls, 
  where a dirty circle shows the former entrance. 
  An old cart rests in the circle, and the bones of 
  three dead men lay at twisted angles about the 
  cart, along with a dead mule.  From the looks of 
  their clothing and the moldered remains in the 
  cart, they were some kind of cloth merchants. 
  When the party draws near, they animate and 
  attack.  The three human skeletons have dirty 
  staves.
  3 Skeletons:  AC 13, half damage from edged 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 1, #At 1, Dam 1d6, Mv 40', Sv F1, Ml 12
  HP
  4 4 P '
  4 4
  4
  4 4
  4 4
  1 Skeletal Mule:  AC 13, half damage from edged 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 2, #At 1, Dam 1d6, Mv 40', Sv F2, Ml 12
  HP 12 1 2 ,1   2 , 2   2
  3. This stone wall surrounds the property, and while 
  old and moss-covered, it appears relatively intact. 
  It rises to 15 feet in height, and a ladder in the 
  northwest corner gives access to its crenelated 
  battlements.  Bric-a-brac litter  this walkway, as 
  well as an occasional skeletal arm or skull.
  4. This garden is a horrifying sight to behold.  The 
  plants here are being tended by 7 zombies- 4 
  female, 1 male, and 2 children- who will shamble 
  over towards any living beings they see (and they 
  are  capable  of  seeing most  of the  courtyard) 
  and attack.  They have old rusty hoes. The plants 
  are growing, but they are dead- undead plants 
  growing from the ground growing rotten fruit.  Flies 
  buzz  all  about  this  ever  putrefying   yet  ever 
  growing  mass  of  tangled  plant  “life”,  and  the 
  smell of rottenness permeates the whole of the 
  property.  Anyone foolish enough to eat of this 
  undead growth must save vs. Poison or die, and 
  rise as a zombie under the Zombraire’s control the 
  next day.
  7 Zombies:  AC 12, half damage from blunt 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 2, #At 1, Dam 1d8, Mv 20', Sv F1, Ml 12, 
  always lose initiative in combat
  HP 10 1 0 w1   0 w a
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  Any battle here which is excessively loud, in the 
  GM’s opinion, will be heard by the Zombraire at 
  Area 8 (e4).  He will be annoyed, and release the 
  Stirges at Area 8 (e3) to deal with his unwanted 
  guests; these will descend from the manor and 
  aid the zombies.  If this occurs, the Zombraire will 
  not be surprised by the party later on.
  5. This stone  well  gives off a foul  stench, and 
  anyone who uses its bucket and wench to draw 
  liquid from it will find it to be a putrefied sludge. 
  Anyone foolish enough to ingest such a revolting 
  sludge suffers a level drain as if touched by a 
  wraith, and if slain by this returns as one the next 
  night.  Leaning against the well is a skeleton in 
  rusty chain armor with a rusty sword and broken 
  spear.  A short sword pierces his breast.  The short 
  sword  looks  old  and  dirty,  but  is  actually  a 
  magical shortsword +1, +2 vs. elves and fairies.
  6.  This is an old stone barn with rotten wooden 
  double doors.  The thatched roof of the barn is 
  rotted through in many places, and hordes of 
  2
  
  AA1.3
  The Zombraire's Estate
  mice play here and there.  The floor is of packed 
  earth, and the walls hold pegs with many and 
  various farm implements- none of any value or 
  worth anymore except maybe to be grabbed 
  and used as a makeshift club.  In the southwest 
  corner of the barn, there are piles upon piles of 
  dead looking seeds of many and various types: 
  These seeds are in fact undead, and when sown 
  upon the estate grounds can grow dead and 
  decaying vegetable unlife such as in the garden 
  at area 4.  These piles magically regenerate slowly 
  due to the curse upon this place; they will never 
  run out.  If the seeds are taken from the estate, 
  they turn to dust; however, if buckets of this dust 
  are liberally sown onto healthy crops, it will kill 
  them and render them undead like in area 4, and 
  capable of producing zombies.  Anyone ingesting 
  these seeds must save vs. poison or die, and the 
  next day raise as a zombie under the Zombraire’s 
  control.  
  In  the  northwest  corner  of  this  building  a 
  moldering stack of ruined hay sits with a pitchfork 
  stuck in it.  The “pitchfork” is actually a trident +1 
  (treat as a spear), but its head cannot be clearly 
  seen in the hay.  The pile is infested with several 
  colonies of rot grubs (a total of 16 of the little 
  wigglies live in the pile), and anyone touching the 
  hay has a 35% chance per round to encounter 
  1d3  of the little monsters.
  16 Rot Grubs:  AC 11, HD 1 hp, #At 1, Dam death 
  in 1d4 turns unless flame or cure is applied, Mv 10', 
  Sv F1, Ml 12 (note: each checkbox below 
  represent one grub)
  HP 16 1 1 1 1 1               
  Five stalls fill out most of the building.  These are 
  made or rotten wood with decaying gates, and 
  rise to 5 feet high with wide spaced slats.  Each of 
  these stalls has an undead cow in it; three are 
  skeletal and two are zombies.  These creatures will 
  attack any living being which comes close  to 
  them, but won’t attack until approached.  The 
  cow zombies still give milk- a grayish foul smelling 
  liquid which if drunk drains a level like a wraith; 
  anyone slain by this milk rises the next night as a 
  wraith.  Milking both of these cows are two female 
  zombies each, who are collecting the milk into 
  buckets. One of these buckets is silver, and worth 
  30 gp.  Four other zombies, three men and a child, 
  mill about the barn.  The formerly human zombies 
  will drop what they are doing and attack any 
  living being they perceive within the barn.
  8 Zombies:  AC 12, half damage from blunt 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 2, #At 1, Dam 1d8, Mv 20', Sv F1, Ml 12, 
  always lose initiative in combat
  HP 10 1 0 w1   0 w a
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  10 1 0
    0
  2 Zombie Cows:  AC 13, half damage from blunt 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 3, #At 1, Dam 1d6, Mv 30', Sv F3, Ml 12, 
  always lose initiative in combat
  HP 16 1 6 w1   6 w a  6 w a  
  16 1 6
    6
    6
    
  3 Skeletal Cows:  AC 13, half damage from 
  edged weapons, 1 pt. per hit from arrows, bolts, 
  or sling stones, HD 2, #At 1, Dam 1d6, Mv 40', 
  Sv F2, Ml 12
  HP 12 1 2
    2
    2
  12 1 2
    2
    2
  12 1 2
    2
    2
  7.  This pen is made up of a slatted three-foot high 
  wooden fence which is well decayed, and the 
  southern stone wall of the barn.  A gate gives 
  entrance,  and  within,  a  colony  of  30  zombie 
  chickens have their lair.  A rotten wooden chicken 
  coop  stands  in  the  southern  area,  and  the 
  chickens mill from within to the yard, with 3-30 
  being visible to the PCs at any one time.  These 
  foul undead aren’t terribly aggressive, but they 
  will move 5 feet or so to peck at any living being 
  within  reach.   They  WILL  become  aggressive 
  however, if they perceive any living being enter 
  the chicken coop.  Within, there are 30 little nests, 
  14 of which have a varied number or highly smelly 
  rotten eggs.  In two of the other nests however, 
  there are good-looking eggs (for a total of 6), and 
  3
  
  The Zombraire's Estate
  AA1.3
  these are filled with liquid gold (worth 100 gp, 
  each),  a  valuable  but  highly  fragile  treasure. 
  These are pressed down in the straw and feathers 
  however, and must be searched out. 
  30 Zombie Chickens:  AC 12, half damage from 
  blunt weapons, 1 pt. per hit from arrows, bolts, or 
  sling stones, HD ¼, #At 1, Dam 1, Mv 40', Sv F1, 
  Ml 12
  (Note: These creatures do not automatically lose 
  initiative.  Due to their small size, they are turned 
  as skeletons.)
  HP
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  2 2
  8. This stone house must have had an elegance in 
  former  times,  but  now  it  sits  forlorn  with  all  its 
  windows  solidly  boarded  up.  The  windows 
  beneath the boards are mere arrow slits anyway; 
  even a skinny Halfling cannot fit through them. 
  The DM can assume all the rooms have some, 
  except for areas d & e (the lower level).  The 
  ceiling of thatch is well decayed, letting in the 
  elements in many places.  In the northeast corner, 
  a high bell tower rises out of the structure, and the 
  windows in the higher levels of this tower aren’t 
  boarded.   The doors are of wet, moldy wood, 
  and the floors within are of flagstone. Each room 
  has sconces for torches, but these contain only 
  burnt sticks from eras long ago.  The ceiling is 8 
  feet high, except in area(s) “e”, where the ceilings 
  are 15 feet high.
  8 a.  This hall is dominated by two long mead 
  tables with benches.  A fireplace stands on the 
  north  wall,  and  tapestries  in  various  states  of 
  decomposition hand from all the walls.  On the 
  east wall is a large and heavy portrait of three 
  generations  of  the  Wrenwald  family  in  happy 
  times which has escaped times ravages, and now 
  would be worth 250 gp.  Below this is a podium 
  placed to address the tables, and on it is a brass 
  gavel worth 15 gp.  The skeletons of 15 people are 
  splayed about this chamber, intermeshed with old 
  filthy wooden goblets and plates and rusty knives. 
  These corpses are merely dead; they do not rise. 
  However, the chamber is haunted by a wraith. 
  One round after the PCs enter this chamber, its 
  maniacal  laughter  will  be  heard  echoing 
  throughout the stone room, and then the next 
  round it will emerge from the fireplace and sweep 
  about the chamber to attack, laughing all the 
  while.  If the fireplace is later searched, a ledge 
  within will be found which houses a dwarf’s skull 
  set  with  two  emeralds for  eyes  (worth  250  gp 
  apiece).
  Wraith:  AC 16, magical weapons needed to hit, 
  HD 4, #At 1, Dam 1d6 + level drain, Mv Fly 80', 
  Sv F4, Ml 12
  HP
  15
  1 5
    5
    5
  8 b.  This ancient kitchen was well equipped in its 
  day, but now stone mills, cupboards, utensils and 
  ovens are overrun with destroying mice, roaches, 
  spiders, and other vermin.  No matter how long 
  they search, nothing of value will be found in this 
  room.
  8 c.  This master bedchamber contains its own 
  northern  fireplace,  a  draped  master  bed,  a 
  writing table, a wardrobe, and a night table.  All 
  the furniture is in moderate condition, old, worn, 
  and faded, but usable.  On the writing table is a 
  quill and ink, and five parchments.  Three of these 
  are uncompleted spells, but one is a Sleep scroll, 
  and the other is a Shield scroll.  A silver candlestick 
  holder sits beside the parchments, worth 15 gp. A 
  fancy pair of gnome-made spectacles are on the 
  night table, worth 50 gp.  The wardrobe contains 
  faded garments from a long forgotten era, none 
  of any value.  This chamber is currently being 
  cleaned  by  four  skeletons  dressed  in  tattered 
  4
  
  AA1.3
  The Zombraire's Estate
  maid’s  outfits  carrying  filthy  rags  and  feather 
  dusters.  These will attack any living beings they 
  encounter.
  4 Skeletons:  AC 13, half damage from edged 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 1, #At 1, Dam 1d6, Mv 40', Sv F1, Ml 12
  HP
  4 4 P '
  4 4
  4
  4 4 P '
  4 4 P '
  8 d.   This hidden chamber (accessible only via 
  secret wall panels) is a mage’s library.  The walls 
  are lined with shelves, and two tables with chairs 
  sit  in  the  midst  of  the  chamber.  Everything  is 
  coated  in  the  dust  of  the  ages,  however;  it 
  appears this chamber hasn’t seen guests in a very 
  long time. On one of the tables a glittering crystal 
  ball sits; it is however cracked, and totally devoid 
  of magic or value.  Hundreds of books line the 
  shelves- unfortunately, should they be handled, 
  they crumble to dust.  Many of their faded titles 
  look valuable and important, but their contents 
  are  now lost  to  history.   There is  a  curse  that 
  remains  however.   Anyone  who  is  not  the 
  Zombraire  who  touches  one  of  these  volumes 
  must make a save Vs. spells, or suffer the curse of 
  having  their  heads  be  remade  as  that  of  a 
  donkey, and growing a donkey’s tail as well!
  8 e.  This is another chamber accessible only via 
  secret panel.  This is the lowest chamber of a four-
  story tower, with a set of stone stairs running along 
  its walls connecting its levels.  The floors are of 
  wood higher above, and each ceiling is 15 high. 
  This level is a private commode, with a wooden 
  structure  over an out-pit.   The  chamber smells 
  awful, yet the smell is old and musty with age. 
  Laying on the wooden structure are a few (4) 
  scrolls  of  esoteric  philosophy  written  in  the 
  gnomish tongue, which might bring 15-25 gp. from 
  the right collector.  Within the ancient pit full of 
  putrefying  offal,  10  feet  down,  just  the  tip  of 
  something golden can be seen if a light is shown 
  within.  This is just the last tip of a finely carved staff 
  of gold, worth 1000 gp. for its metal and artistry. 
  This prize must somehow be worked up out of the 
  sucking mire however, and therein lays danger.  A 
  slip could cause someone to fall in; and as such 
  the muck works much like a quicksand.  Those 
  who fall  in have only  3  rounds plus  their  Dex. 
  modifier to be extracted, before they sink totally 
  (and most likely irretrievably).  Also, the pit is home 
  to 20 rot grubs, and 2-8 will swarm anyone who 
  enters the mire.  Anyone who merely places an 
  appendage in the goo will be attacked by 1-3 of 
  the deadly vermin.
  20 Rot Grubs:  AC 11, HD 1 hp, #At 1 bite, 
  Dam death in 1-3 rounds unless grubs are 
  destroyed, Mv 5', Sv F1, Ml 12
  Note: Each box below represents a single grub.
  HP 20 2 0t e   0   0   0  0 t   0 t e
  More detailed information about rot grubs can be 
  found  in  the  supplement  “New  Monsters” 
  available on the basicfantasy.org website.
  8 e2.  This level contains a table and three rickety 
  chairs, and a series of old rusty instruments for 
  navigation.  They are useless now, but speak of a 
  time  when  this  room  must  have  seen  much 
  deliberation.  The walls are covered with tattered 
  yellowed  maps  of  the  world.   Most  of  their 
  information has faded away, but what secrets 
  they must once have held!  Nothing of value is in 
  this room.  The windows of this chamber are open 
  to the outside.
  8  e3.  This  room  was  obviously  an  alchemist 
  laboratory once, but the tables are broken and 
  overturned,  and  almost  all  the  glass  work  is 
  broken.  Interesting stains and acid burns can be 
  seen here and there.  A very large bird cage sits in 
  the middle of this chamber; it is the home of a 
  flock  of  seven  stirges  the  Zombraire  keeps  as 
  trained pets.  They can deliver messages for him, 
  and serve as his spies, for one of the dark gifts the 
  Zombraire possesses is that in ancient times past 
  dark  forces  gave  him  to  understand  the 
  chattering of stirges and to be able to speak to 
  them  in  a  rudimental  fashion.   The  cage  isn’t 
  locked.   The  stirges  will  attack  if  the  cage  is 
  opened.  They will also squawk loudly upon the 
  entrance of any intruders (alerting the Zombraire 
  above), and will not simply be fish in a barrel to be 
  killed;  anyone  who  tries  to  skewer  them  with 
  anything short of a spear will also be open for a 
  counter swipe with their proboscis.  
  Buried in the debris are 3 potions, well buried and 
  hidden.  These concoctions are hardly treasures 
  however; they have been left here for invaders to 
  5
  
  The Zombraire's Estate
  AA1.3
  find.  They are pink, green, and purple liquids, and 
  each if ingested requires a save vs. Spells or the 
  drinker suffers a curse.  The pink potion causes 
  Wererat  lycanthropy  (to  be  discovered at  the 
  next  full  moon).   The  green  potion  causes  a 
  chronic  gastro-intestinal  disease.   The  purple 
  potion causes to drinker to age 20 years.
  7 Stirges:  AC 13, HD 1*, #At 1 bite, Dam 1d4 + 
  1d4/round blood drain, Mv 10' Fly 60', Sv F1, Ml 9
  HP
  5 5 P
  5 5 P ' 5
  5 5 P
  5 5 P ' 5
  5 5 P
  5 5 P ' 5
  5 5 P
  8 e4.  This room is where the Zombraire which was 
  Justin Wrenwald III will be found (this is the “ghost” 
  all the villagers fear).  Two very large windows 
  open to the north and east, but this cannot be 
  seen because a permanent illusion spell hides the 
  existence of any windows on this level at all. The 
  roof here rots like everywhere else in the forsaken 
  house.   Inside  is  a telescope (quite  bulky,  but 
  worth 2000 gp. to a sage or other knowledgeable 
  type),  a  table  covered  with  parchments  with 
  scrawled astrological notes and mystic symbols, a 
  umbrella case full of rusty implements of torture, 
  and manacles hanging  from the rafters which 
  could  imprison  up  to  four  occupants  (the 
  Zombraire  has  the  keys  on  his  belt).   Lord 
  Wrenwald may speak to the party, but he will 
  never surrender, and will fight intelligently to the 
  death.  Hidden in the rafters (found as a secret 
  door) is the Zombraire’s spell book, which contains 
  Magic Missile, Floating Disk, Protection from Good, 
  and Continual Light.
  1 Zombraire:  AC 14, half damage from blunt 
  weapons, 1 pt. per hit from arrows, bolts, or sling 
  stones, HD 3, #At 1, Dam 1d8, Mv 20', Sv M2, Ml 10
  Spells:  magic missile, protection from good, mirror 
  image
  Items:  wand of illusion (7 charges), ring of keys, 
  ruby ring of protection +2
  HP 18 1 8n g   8 n g   8 n g   8 n
  9.  This  area  is  a  graveyard surrounded  by  a 
  wrought iron fence.  The gate is padlocked with a 
  rusty  (but  sturdy)  padlock  and  chain,  and  all 
  within  is  swamp.   The  actual  bounds  of  the 
  graveyard  go  off  the  map,  and  the  leaning, 
  fallen, and broken tombstones account for nearly 
  40 graves within.  Here and there a coffin has 
  resurfaced,  and  shows  signs  of  having  been 
  chewed into.  Nothing of value lays within the 
  common graves.  There are three above ground 
  vaults however.  These would require  breaking 
  into using 60+ Str. points and crowbars, but they 
  do contain things of interest.  These are labeled 
  and detailed below.
  A warren of giant rats honeycombs the swampy 
  ground here.  Each place an “x” marks the map, 
  there is  a concealed warren entrance.  These 
  tunnels are too small for even a Halfling to fit into, 
  but they contain twenty-six giant rats.  Any loud 
  noise  or  strenuous activity will bring 1-6  of the 
  critters from random tunnels to investigate, and 
  the monsters are hungry.  If this leads to further 
  noise, it  will also lead to further rats........ If  the 
  party makes a HUGE amount of noise here, the 
  Zombraire will spot them, and send his flock of 
  stirges to deal with trespassers as well (see areas 
  e3 & 4).
  26 Giant Rats:  AC 13, HD ½, #At 1 bite, Dam 1d4 
  + disease, Mv 40' Swim 20', Sv F1, Ml 8
  HP
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2 2
  2 2
  2 2
  9 a.  This stone chamber contains the remains of a 
  male  and female,  dressed in  ancient apparel. 
  The woman’s jewelry is worth 700 gp. 
  9 b. This stone chamber contains the remains of a 
  male and female, also dressed in ancient regalia. 
  The male holds a Staff of Curing (with 9 charges 
  6
  
  AA1.3
  The Zombraire's Estate
  left), while the female’s jewelry is worth 400 gp. 
  Both are coffer corpses however, and will spring 
  to life if they or their property is disturbed. 
        2 Coffer Corpse: (AC: 8/hit only by +1 or better 
  MV: 6 HD: 2 HP: 8 each  #ATT: 1  DAM: 1d6, +1d6 
  strangulation each round thereafter  Source:  FF )
  9 c.  This chamber contains the body of a woman. 
  She  is  dressed  regally,  but  has  no  treasure. 
  Trapped  within  the  stone  box  however  is  a 
  shadow, which will attack its liberators, surprising 
  on a roll of 1-4 on 1d6.
  Shadow:  AC 13, +1 or better weapon to hit, 
  HD 2*, #At 1 touch, Dam 1d4 + 1 pt. Strength loss, 
  Mv 30', Sv F2, Ml 12
  HP
  8 8
  8 8   P  
  10.  At this point in the swamp, a forlorn Dryad-
  Tree stands.  The curse on the area hangs over the 
  tree, and the dryad within is effected by the curse 
  so that she is slowly turning to evil, although she is 
  fighting the change.  Her name is Luacia, and if 
  she discovers the presence of the PCs, she will 
  send a raven to summon them so she can beg 
  them to slay all the undead and so set her free 
  from the curse (at least she believes this will end 
  the curse; whether it will or not is up to the GM). 
  Luacia is able to cast spells as a 3rd level cleric, 
  and is prepared to cast one  cure light wounds 
  and one bless.  She will offer her help if the party 
  will promise to destroy all the foul walking dead 
  (although she will not leave her tree area).  She 
  will seem beautiful, yet cold and vindictive.  She 
  possesses no treasure.
  Dryad:  AC 15, HD 2*, #At 1, Dam 1d4 or charm, 
  Mv 40', Sv M4, Ml 6
  HP
  7 7
  7 7   P  
  7
  
  The Zombraire's Estate
  AA1.3
  Map
  8
  
  AA1.3
  The Zombraire's Estate
  Open Game License
  Designation of Open Game Content:  The entire text of The Zombraire's Estate 
  (except the Open Game License, as explained below), as well as any maps or 
  floorplans included, is Open Game Content, released under the Open Game License, 
  Version  1.0a  (reproduced  below)  as  described  in  Section  1(d)  of  the  License. 
  Artwork (other than maps or floorplans) incorporated in this document is not Open 
  Game Content, and remains the property of the copyright holder.
  Designation of Product Identity:  Product identity is not Open Game Content. The 
  following is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) 
  product and product line names, including Basic Fantasy Role-Playing Game; (B) all 
  artwork, logos, symbols, graphic designs, depictions, likenesses,  formats, poses, 
  concepts,  themes  and  graphic,  photographic  and  other  visual  representations, 
  including the “eye” logo, which is the personal trademark of Chris Gonnerman for his 
  various products; (C) logos and trademarks, including any trademark or registered 
  trademark clearly identified as product identity by the owner of the product identity, 
  and which specifically excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  The terms of the Open Game License Version 1.0a are as follows: 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)"Derivative Material" means copyrighted 
  material including derivative works and translations (including into other computer 
  languages),  potation,  modification,  correction,  addition,  extension,  upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, but 
  specifically  excludes  Product  Identity.  (e)  "Product  Identity"  means  product  and 
  product  line  names,  logos  and identifying  marks including  trade dress;  artifacts; 
  creatures  characters;  stories,  storylines,  plots,  thematic  elements,  dialogue, 
  incidents,  language,  artwork,  symbols,  designs,  depictions,  likenesses,  formats, 
  poses,  concepts,  themes  and  graphic,  photographic  and  other  visual  or  audio 
  representations;  names  and  descriptions  of  characters,  spells,  enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments,  creatures,  equipment,  magical  or  supernatural  abilities  or  effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes  the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) "You" or "Your" means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3.Offer  and  Acceptance:  By  Using  the Open Game  Content  You  indicate  Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original 
  creation  and/or  You  have  sufficient  rights  to  grant  the rights  conveyed  by  this 
  License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content  except  as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify  and  distribute  any  Open  Game  Content  originally  distributed  under  any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference  Document  Copyright  2000-2003,  Wizards  of  the Coast,  Inc.; 
  Authors Jonathan  Tweet, Monte Cook, Skip Williams, Rich Baker,  Andy Collins, 
  David Noonan, Rich Redman,  Bruce R. Cordell, John D. Rateliff, Thomas  Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors 
  Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support, Copyright 2005, Troll Lord Games.
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  The Zombraire's Estate Copyright © 2007 Russ Westbrook
  END OF LICENSE
  9
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy The Zombraires Estate.pdf