TEXT:  
  SND3/M01 
   
   
   
   
   
   
   
   
   
  From the Ashes 
   
  A one-Round D&D LIVING GREYHAWK®  
  Regional Mini-Scenario 
   
   
  by Pierre van Rooden 
  Reviewer: Pieter Sleijpen 
   
   
   
   
  The temple of Pelor in Axebjerg has been destroyed, it’s foundation ravaged by fire. The raising of a new 
  house has begin, but tensions run high on the grounds as accidents happen all too frequently. Is one of 
  the Ahlissan employees working sabotage? Or is a more nefarious force at work? 
   
   
  A regional mini-module for levels 1-8. 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK, and RPGA are registered 
  trademarks of Wizards of the Coast, Inc. RAVENS BLUFF, MALATRA, LIVING CITY, 
  LIVING DEATH, LIVING JUNGLE, LIVING GREYHAWK, and LIVING VERGE are 
  trademarks of Wizards of the Coast, Inc. Scenario detail copyright 2000 by 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.  
  
  From the Ashes 
   
  Page 2 
  This is an RPGA Network scenario for the 
  Dungeons & Dragons game.  A four-hour time 
  block has been allocated for each round of this 
  scenario, but actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game.  Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  PREPARATION 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well.  There is 
  enough room along the inside margin to bind the 
  adventure, if you desire. 
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure.  It may 
  help to highlight particularly important passages. 
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual.  We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packing, and 
  your sense of fun.  It is also a good idea to have a 
  way to track movement during combat.  This can 
  be as simple as a pad of graph paper and a pencil, 
  as handy as a vinyl grid map and cits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Keep in mind that you must have at least 
  three players (not counting the DM), for a game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a name tag in front of 
  him or her. The tag should have the player' s name 
  at the bottom, and the character' s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying.  That said, you as the DM 
  can bar the use of even core rule books during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster. 
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It is strongly 
  recommended that you paraphrase the player text, 
  instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters.  
   
  SCORING 
   
  After the players have completed the scenario 
  or the time allotted to run the scenario has run out, 
  the players and the DM score the game.  The 
  RPGA has three ways to score its games. Consult 
  your convention coordinator to determine which 
  method to use for this scenario. 
  1. No vote scoring:  The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. 
  That is all. No one is rated. This method is 
  used for people who are just playing for 
  fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player 
  voting sheets, and provide personal 
  information, but don’t vote for other 
  players.  The game master rates the 
  scenario and completes personal and 
  event information, but does not rate the 
  players as a team or vote for players.  
  This method is used when there is no 
  competition, but the event coordinator 
  wants information on how the game 
  masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: 
  Players 
  and 
  game 
  masters 
  complete the entire packet, including 
  voting for best player.  If this method is 
  used, be sure to allow about 15-20 
  minutes for the players to briefly describe 
  their characters to the other players, and 
  about 5-10 minutes for voting. This 
  method is used when the players want to 
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and 
  prizes. 
  When using voting, rank the players in order of 
  your voting choice while they are completing their 
  
  From the Ashes 
   
  Page 3 
  forms so that you are not influenced by their 
  comments on your abilities.  It is a good idea to 
  have the players vote while you are determining 
  treasure and experience awards for the scenario. 
   
  After voting, give the Scoring Packet to your 
  event coordinator. 
   
  This is a LIVING GREYHAWK Adventure. As 
  a Living adventure, it is expected that players 
  will bring their own characters with them.  If 
  players do  
  not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, a 
  character sheet, and a LIVING GREYHAWK log 
  sheet from the convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  DETERMINING AVERAGE 
  PARTY LEVEL (APL) 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
   
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately.  
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number.  
   
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  CR 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates 
  the face that either your character was not as 
  challenged as normal, or relied on help by higher-
  level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
   
  1. Attempt to create a table of six 1
  st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  
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  Page 4 
  round it flees, unless another check is 
  successful. 
   
  IS IT A FULL MOON? 
  Since the hazards of lycanthropy are a current part 
  of the LIVING GREYHAWK campaign, it may be 
  necessary to determine if this adventure takes 
  place during a full moon.  For game purposes, the 
  full moon lasts three days of each month. For a 
  given scenario that does not state the phase of the 
  moon, roll 1d10 before play begins. On a result of 
  1, the first day of the scenario is a night of the full 
  moon (roll 1d3 to determine where in the 
  sequence of three nights it falls). 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, 
  set in the kingdom of Sunndi. All characters from 
  the Sunndi region pay one Time Units to 
  participate 
  in 
  the 
  adventure. 
  Adventurer’s 
  Standard Upkeep costs 12gp. Rich Upkeep costs 
  50gp. Luxury Upkeep costs 100gp. 
   
  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. 
   
  Adventure Background 
  Axebjerg is a small town in the county of the 
  Downs, close to the Grayflood river, which forms 
  the border with the United Kingdom of Ahlissa. 
  The town is young, being build on the remains of 
  an older fortress, on a site that has seen many 
  battles.  
  Most buildings were build rapidly on the ruins of 
  the old town, often ignoring existing landscape 
  features, and leaving weak structures as haste in 
  building was considered important. 
  A few months ago, though, the Light of Dawn, 
  dedicated to Pelor and the largest temple in the 
  town,  burned to the ground. It is likely that the 
  building  would have survived had it not been 
  build – as most buildings in Axebjerg - from wood. 
  As it is, most clerics were trapped in the flames, 
  and the temple was nearly wiped out, leaving only 
  a low public building for healing.  
  Raising funds for a new temple proved difficult. It 
  is was eventually the efforts of an adventurer that 
  allow for the rebuilding. Using influence with the 
  far richer temple of Pelor in Greyhawk city, a 
  substantial investment was arranged that would 
  allow a new, and firmer, temple to be rebuild at 
  the original location. 
  A notable architect and engineer was hired for the 
  design and construction work. The dwur Mergadrin 
  was famous – or infamous – for building Newkeep, 
  held responsible for the walls that kept the city in 
  hands of the Great Kingdom’s forces for several 
  years. As such, people were rather surprised with 
  this choice, even more when Mergadrin decided to 
  hire cheap Ahlissan labor to clear the building 
  grounds. The presence of a group of Hexpools 
  men – most not too sophisticated – was frowned 
  upon, but as labor was hard to find, the city 
  counsel allowed their presence. 
  While some tension could be felt, the Dean, Xara 
  Galleon, who was sent to supervise the project, 
  managed to keep the labourers from infighting. 
  Hoping to promote the peace between the various 
  groups that made out the workforce, she has 
  promised a feast will be held when the site is 
  ready for consecration. For some time it seemed 
  this arrangement would work out. 
  However, as work progressed, and the site was 
  cleared from the ruined remains of the former 
  temple, tensions arose. Accidents started to 
  happen, far more often than was normal. Small 
  fires broke out. People were quick to anger, and 
  rumours 
  blaming 
  the 
  Ahlissan 
  workers 
  for 
  purposefully delaying the work, or suggesting the 
  feast would be held for the locals only, started to 
  spread. One tale said the site was haunted by 
  spirits form the priests who died there. In the 
  course of the last weeks, every group has 
  protested against the goings on, for various 
  reasons. 
  Each time, Xara managed to calm the workers, 
  though each time it seemed harder to convince 
  them to work. Unfortunately, she had not the 
  opportunity to get deeper into the problem, as 
  quite some time she had to spend talking to the 
  Tritheron head priest in Axebjerg, who had his own 
  say on the strict regime Megadrin imposed on the 
  men in his employ. The conflict escalated when 
  Xara had a member of the Nemoudian Hounds – a 
  Trithereon worshipping street gang - arrested and 
  removed from the site when he had forced access 
  to entice the men to strike.  
   
  The Master and his Pet 
  There are many speculations on the cause of the 
  conflict, but no-one has yet gotten close to the 
  truth. From the shadows, a man named Vilantrio is 
  working hard to incite the conflict. He aims to get 
  
  From the Ashes 
   
  Page 5 
  the building suspended and the site cleared from 
  the presence of the workers. 
  Vilantrio is a bard, but not a very talented one. His 
  efforts to make it in the scene have not born fruit 
  yet. While a master manipulator and an adept 
  sorcerer, he falls short when it comes to the arts. 
  While he can play his instruments and recite his 
  texts with vigour, he lacks any talent to produce 
  hymns or stories himself. Everything he has is 
  stolen – some of the original authors of his works 
  did not survive when he felt he needed to ‘borrow’ 
  their talents. 
  Vilantrio believes the old Pelor’s temple site holds 
  a grave that contains the remains of a legendary 
  hero, a powerful bard that fought and died during 
  the battle of Rieuwood, and who was buried in this 
  lot, together with a book full of songs and lyrics 
  no-one has ever heard. He strongly believes 
  owning these lyrics will propel him up in society, 
  making him a renown bard, famous and above 
  all… rich! 
  Vilantrio did not find out about this discovery 
  himself. While he believes it is his own idea, the 
  whole thing has been fabricated by his familiar, 
  the imp Quervius. Vilantrio may be a master 
  schemer, he has found his master in Quervius, 
  who knows very well how to get Vilantrio to do 
  what he wants. 
  Quervius plays the bard for his own ends. When 
  he has what he desires, he will not hesitate to 
  leave the bard to his own – no doubt dark – fate. 
   
  The Disciples of the Phoenix 
  There IS a hero buried in the site of the tempel, 
  but it is not the bard that Vilantrio hopes for. 
  Before the Flight of Fiends, when the Flannaess 
  were overrun by demons and devils, there existed 
  many small adventuring groups that hunted the 
  fiends that plagues the Kingdom. Aided by 
  whatever good church would support their cause, 
  these brave men and women fought what seemed 
  a hopeless battle against the fiendish creatures 
  that served the evil powers in the Great Kingdom. 
  Collectively, they were called the Disciples of the 
  Phoenix, named after the firebird that rose again 
  and again at death to battle evil. 
  In the course of their battles these groups slew 
  many an evil spellcaster who was in league with 
  the infernal visitors. One party, led by the half-elf 
  Mugande, a cleric of Rao, encountered a 
  particular nasty sorcerer, who had sacrificed many 
  a life in his quest for power. The warlock was 
  defeated in an epic battle, which cost the lives of 
  two of the disciples, but the villain’s familiar, the 
  imp Quervius – got away. The tiny fiend fled, 
  swearing ultimate revenge against the Disciples. 
  Fearing the holy power of Mugande, he went in 
  hiding, waiting an appropriate time to take his 
  vengeance. 
  When the Flight of Fiends made an end to the 
  presence of most of the Disciples’ enemies, the 
  adventurers scattered. Some returned home, 
  others continued on to different ventures, forming 
  their own groups to fight specific evils under 
  another banner. 
  Quervius took his as his signal. He seeked out the 
  individuals that returned home, and slew them in 
  their sleep. But he could not find all of the 
  Disciples, and he spend most of his time fruitlessly 
  seeking for the names of those that had been 
  members. 
  Only recently, he made a discovery that filled him 
  with glee. Mugande, one of the figure heads of the 
  movement, had died at the battle of Rieuwood, 
  aiding the elves who were his ancestors. 
  From one of the veterans at the battle, the imp 
  learned that the half-elf had been buried near the 
  place where he died of his wounds, together with 
  all his gear, which included a scripture detailing 
  the parties that had made up the Disciples of the 
  Phoenix, as well as who were among its members. 
  Owning this scripture would make the little fiend 
  much more able to exact his revenge. 
  To his frustration, he found that a temple had been 
  built on the site where Mugande was buried, his 
  grave one among many that paved the floor. 
  Luck seemed to turn when the temple burned 
  down, but now Mergadrin’s workforce prevent him 
  access to the site. Knowing his own skills would 
  not be enough, he teamed up with the bard 
  Vilantrio, playing on his weaknesses, feeding him 
  lies. The imp even offered to become his familiar, 
  using his old master’s notes to forge the bond and 
  get a even stronger grip on Vilantrio’s mind and 
  sanity. 
  Using his invisibility to cause accidents, and 
  Vilantrio’s talent to put thoughts in the heads of 
  the labourers, the imp expects to disrupt the 
  temple building, so he can get what he wants – 
  and blame it on the bard. 
  Only the presence of the Dean keeps Quervius 
  plan from succeeding, and he has been brooding 
  on a plan to get her out of the way. Once she is 
  gone, he can set in motion the final phase of his 
  plan. 
   
  Preparation 
  Before starting play, note down the PCs Fort, Ref, 
  and Will saves, as well as skills in Bluff, 
  Diplomacy. Gather Information, Sense Motive, 
  Listen, and Spot. 
  
  From the Ashes 
   
  Page 6 
   
  Part of the fun in this adventure is breaking 
  through the carefully constructed scheme of 
  Vilantrio. Whenever it comes up, secretly roll the 
  checks for these saves or skills (do not let the 
  players make these rolls). This ensures that the 
  players are never completely sure whether they 
  actually succeeded in a check or not. 
   
  The people are tense, and their reaction to 
  outsiders is a bit unpredictable. To account for 
  this, PCs can not take 10 on social skills (such as 
  Diplomacy and Gather Information). 
   
  Since this adventure will take place in 
  Axebjerg, it is advised to read the document 
  “Axebjerg at a Glance”, which can be downloaded 
  from the website: http://sunndi.blackstar.nl. 
  Introduction 
  A few days ago, Xara received, much to her 
  surprise and annoyance, a summons by her 
  superiors to Pitchfield, where she is to give her 
  view on the conflict with the temple of Trithereon 
  over the arrest of the Nemoudian Hound. The 
  summons is a clever forgery, meant to draw the 
  cleric away so the final stage can be set. 
   
  In the days after she left, Vilantrio has stepped 
  up the pace. The tension on the site increased, 
  and several fights have already broken out. The 
  conflict is getting to a boiling point when the party 
  arrives. 
   
  Why the party is in Axebjerg is up to the 
  individual characters. The town is quickly growing, 
  and various organisations of interest, such as the 
  Sunndi Irregulars, the Nemoudian Hounds, or the 
  Solar Shields, are trying to get a foothold. Other 
  PCs may simply be passing through – Axebjerg is 
  on the main road into Ahlissa. 
   
  The light of dawn shines on the sad remains of 
  what was once the temple of Pelor in Axebjerg, 
  a simples though impressively large building, 
  now reduced to ash and rubble. 
  A large force of men is now busy with the hard 
  work of tearing the ruins down. A good 
  portion of the site has already cleared. Several 
  sturdy looking fellows are hauling rubble, 
  tossing it on a cart overviewed by a dwur.  
  As you walk towards a larger force of 
  labourers, closer to western side of the 
  building, you hear an argument is going on. 
  Getting near, you see two men of unequal size 
  are fighting, though the cause of the conflict is 
  unsure. Nobody seems to be willing to 
  interfere. Before you can make out what is 
  exactly going on, the larger of the men pushes 
  the short men away, booming “Go home, you 
  Ahlissan cur! We don’t want your kind here!” 
  The remark seems to have toughed a nerve, as 
  the short man suddenly pulls out a wicked 
  looking knife! “Say that again and I’’ll cut ya 
  throat!” 
   
  The fight is between a local man named Heiz and 
   the Ahlissan worker Laslo. Both men have been 
  at each other’s throat almost constantly the last 
  few days.  
   
  It is obvious that no-one is planning to stop the 
  fight – tension is high and the guard on duty, 
  Heyan, is at the other side of the site, overlooking 
  the wagon being loaded. 
   
  The party can easily intervene if they like. 
  Stepping in with weapons drawn is enough to 
  quickly end the fight, though it also starts a panic 
  among the labourers, drawing Heyan to the scene 
  to investigate the noise. An intimidate or 
  diplomacy check (DC 10) cows or calms down the 
  two angry men enough so they can be safely 
  disarmed. 
   
  If the party does not intervene, but let the fight 
  continue, the two men circle around each other, 
  until Laslo lunges forward and stabs Heiz in his 
  arm, drawing blood and throwing him to the 
  ground. If the party still do does not intervene, 
  Heyan arrives, pulling the two apart before more 
  blood is shed. She orders Laslo back to his tent, 
  and sends Heiz to the Den of the Healers. 
   
  Regardless of whether the party steps in, 
  when the fight has ended, Mergadrin and  Lowana 
  arrives at the scene. 
   
  “What is it THIS TIME?” 
  A thunderous voice makes you turn to see a 
  sturdy dwur stepping up to the group. He is 
  dressed in a simple workman’s outfit, but from 
  the expensive gold ring on his finger and his 
  authoritive voice you deduce he is probably 
  quite important. 
  He has a younger woman with spectacles in 
  tow, who stares at you disapprovingly. After a 
  second she turns to the workers, who file in to 
  give her their account of the happenings. 
  The dwur looks at the group for a second, but 
  quickly seems to have made up his mind of 
  what was going on. 
  He turns to you, sizing you up. 
  “Adventurers, eh? Free wanderers. Dungeon 
  runners, basically.” 
  It’s not a question but a statement, and it 
  doesn’t sound very flattering the ways he says 
  it. 
  “I am Mergadrin, the architect and head 
  engineer for the rebuilding of the site. As you 
  
  From the Ashes 
   
  Page 7 
  can see, I have some trouble. This fight here – 
  that’s been happening a lot lately. Lots of 
  accidents too, small fires and so on. One of my 
  man is already in the Den.” 
  He points his thumb to a shabby building at 
  the other end of the site. 
  “I can’t say I never had trouble on site, but this 
  is getting too far. If this goes on I have to put 
  an end to the works!” 
  He is interrupted by the women with the 
  glasses. 
  “That is because you have turned to Ahlissan 
  labour. If you had settled for locals, you would 
  not have…” 
  ”Nonsense!” the dwur bellows. “Xara agreed 
  with my hiring! This is more than just bad luck 
  or hurt feelings. Something’s fishy! ” 
  The woman bristles. “Dean Galleon is not here 
  to back up your decisions, Megradrin. Just get 
  your stuff in order, or send the Ahlissans 
  home.” She angry turns around and moves off, 
  in the direction of the ‘Den’. 
  Mergadrin looks at her go, shaking his head. 
  “Don’t mind Lowana. She is a bit miffed 
  cause… well… that ain’t your business. Look 
  here. 
  The 
  temple 
  could do with some 
  assistance. I am absolutely sure something 
  bad is going on, but the Dean is off to the city 
  and I have no-one to turn to. Will you help find 
  out why my employees are at each others 
  throats?” 
   
   
  With a successful bardic lore check (DC 20) or 
  Knowledge(nobility & royalty) (DC 15) a party 
  member recognizes Mergadrin as an important 
  architect from Newkeep. His work is excellent, but 
  having worked in the past for the Great Kingdom 
  has not made him very popular. 
   
  Mergadrin hopes the party will willingly lend 
  their aid. If the party asks for compensation, he 
  looks a bit sour. He explains there is little funding 
  left, but finally offers 50 gp each to the party, 
  provided they find out what is causing these 
  problems. 
   
  Encounter One:  
  No Stone Unturned 
  Party members are given free access to the site, 
  and the full cooperation of Mergadrin and the 
  temple clerics. They can also, if they want, set up 
  a tent at the labourers campment.  
   
  Whatever caused the fire, it was thorough – all 
  that remains of the site are bent and twisted 
  wooden  beams. The roof is gone, as are most 
  of 
  the 
  walls, 
  and 
  large 
  sections 
  have 
  collapsed, littering the place with the charred 
  remains of the building. 
   
  There are three groups of tents at the 
  southern edge of the site. To the western end 
  stands 
  a 
  low, 
  wooden 
  building, 
  what 
  Mergadrin referred to as the ‘Den’. A closed 
  wooden wagon is parked next to it. 
   
  The party is free to question everyone on site. 
  Below you will find a description of those that are 
  present, and their demeanour. 
   
  The most accurate information can be 
  gathered by asking directed questions to the 
  people on the site (in some cases a Diplomacy 
  check may be required). 
   
  If the party plans to use Gather Information, 
  make the roll for the PC with the highest skill, 
  adding 2 for additional each PC that participates 
  (do not let the p[layers know what the score was). 
  The party gains the information (cumulative) from 
  the following table. Gather Information requires at 
  least four hours of asking questions to everyone at 
  and around the construction site. 
   
  DC 5 : The Ahlissans were hired by Mergadrin, 
  because they are cheaper and all labor is claimed 
  by Gwarr Stoneface, the city’s architect. Mergadrin 
  and Gwarr are rivals and word on the street is they 
  don’t like each other much. 
  DC 10 : One of the platforms used to haul heavy 
  rocks collapsed, causing Iruk, who was on it, to 
  break a leg. According to Yasrin the platform was 
  not properly secured, but Urmar denies this and 
  believes someone tampered with it. 
  DC 15 : Seleen thinks one of the Ahlissans could 
  be a spy, and is sabotaging the mission. She 
  doesn’t have any proof of it though. 
  DC 20 : The Dean had one of those Trithereon 
  kids arrested when he came to the site to entice 
  the workers to strike. 
  DC 25 : Heiz saw Seleen with some fellow at the 
  Fox and Hounds, a sleazy tavern. He thinks she is 
  in love, which is why her mind is not on the job. 
  DC 30 : Iruk claims he saw something fly off when 
  he fell of the platform, though he can’t recall what 
  it was. Few people believe him though, as he is 
  dazed by medicine and also claimed he heard a 
  rat talk. 
  DC 35 : The Dean smoothed things over with 
  Lester Ediquan, the Trithereon head priest. Odd 
  
  From the Ashes 
   
  Page 8 
  then how the temple in Pitchfield requested her 
  presence over this matter. 
   
  1. Mergadrin’s wagon 
  There is a gypsy-like wagon parked next to the 
  low Den of Healers. A small set of stairs leads 
  up to a small wooden door barely large 
  enough to offer entry to a dwur. A small sign 
  on the door merely says “KEEP OUT”.  
   
  A sturdy horse stands nearby, chewing on 
  its oats. 
   
  Mergadrin uses this wagon to sleep  and do his 
  paperwork. He likes his privacy and won’t let 
  anyone in, but is willing to answer any questions 
  the party has. 
   
  He has been hired by Xara Galleon, the Dean 
  of the temple. He does not generally talk about his 
  clients, so he will not go into details about her, 
  especially since she isn’t here. 
   
  If the characters persist, roll a Diplomacy 
  check (DC 15). If successful, Mergadrin confines 
  that Lowana (who according to him is the second 
  in command) is fuming over having Xara as her 
  superior. Apparently, she wanted the job for 
  herself. 
   
  If the party bring up Gwarr Stoneface, he tells 
  them they have a friendly rivalry going on. He 
  does not think even for a second that Gwarr would 
  use sabotage just to spite him, and considers any 
  suggestion of it as insulting. 
    
  Mergadrin, Male Dwarf Exp6, AL LN. 
   
  2. Ahlissan Labourers 
  A number of tents have been put in a rough 
  semicircle. The cheap canvas may keep the 
  rain out, but it gives the area a squalid look. A 
  small fireplace has been made in the center of 
  the camp, the stack of wood that is to fuel it is 
  covered by a linen sheet, staked to the ground 
  with wooden pegs.  
   
  The Ahlissan labourers have their own camp, 
  across the Den of Healers. They keep much to 
  themselves, and with the exception of Laslo, 
  hardly ever leave their tents. 
   
  The Ahlissans consist of Fennirt, Laslo, Iruk, 
  Wuony, Alsya, and Riducar.  
   
  Fennir commands the most respect. He is an 
  experienced mason, string, able, and generally not 
  much of a trouble maker. Fennir is getting worried. 
  He has heard rumors that Mergadrin is cheating 
  on them, planning to blame the mishaps on the 
  site on them, so he need not pay their wages. The 
  rumor is not true, of course, but it has set a grim 
  atmosphere in the camp, and some of the other 
  employees are considering whether they should 
  continue their work if chances are they won’t get 
  paid. 
   
  Laslo is one of the most outspoken of the 
  crew. He has a dislike for the local labourers, 
  fueled by his jealousy, a she believes Heiz is after 
  ‘his’ girl -  Wuony, who turned him down. Laso 
  cannot believe Wuony doesn’t love him – and so 
  he blames it on Heiz, who he ‘caught’ talking to 
  Wuony. Laslo visits the Fox and Hound late each 
  night to drink his sorrow. Vilantrio has grabbed this 
  opportunity to talk to Laslo and has found it easy 
  to set up the Ahlissan against the others. 
   
  Rudicar is a half-orc from the east. He is one 
  of the few who do not blame the bad luck on a 
  person – Rudicar is very superstitious and thinks 
  that the site is haunted by the ghosts of the priests 
  that died during the fire. Despite being the largest 
  and strongest man on site, he won’t leave his 
  camp at night – fearful as he is of the ghosts that 
  would come out and drain his soul. Rudicar shares 
  his ideas with anyone who takes time to listen – 
  and his ideas have even gone offsite. Even the 
  assurance of the priests that there are no undead 
  on the site has not staunched the rumor from 
  spreading. 
   
  One of the Ahlissans is not on the site. Iruk fell 
  off a platform a last week, and is treated in the 
  Den of Healers.  Most of his colleagues think he is 
  ailing, as he made very strange comments. 
   
  Fennir, Male human(Suel )Exp1, AL LN. 
  Laslo, Male human(Suel )Ftr2, AL CN. 
  Wuony, Alsya, Female human(Oeridian) Com1, 
  AL N. 
  Ridiucar , Half-orc Com1, AL CN. 
   
  3. Dwur Camp 
  Two small, simple tents shield a stack of six 
  wooden crates, which have been covered up 
  carefully with a thick sheet of canvas. A sign 
  hanging from the canvas reads “no fire”, and 
  indeed, unlike the other camps there is no 
  fireplace. The camp does hold a number of 
  boxes, some of which the contents you can 
  make out: rope, digging materials, shovels, 
  and picks. Dangling from a pole set in the 
  ground is a hooded lantern. 
   
  The dwur consist of Ragherd, Heyan, and Urmar, 
  led by the head engineer Burrowforge. They are 
  all trusted men, who have worked for Mergadrin 
  before. 
  
  From the Ashes 
   
  Page 9 
   
  Ragherd and Heyan share one tent and are 
  the site’s guards. They can generally be found at 
  the temple ruins, maintaining order and watching 
  over the equipment that has been set up. 
   
  Ragherd generally holds the day shifts. He has 
  little complaints, except for the presence of rats on 
  the site. He has spotted a particular big one quite 
  recently (Quervius in his alternate form). 
   
  Ragherd, Male Dwarf Ftr1, AL LG. 
   
   
  Heyan is a female dwur. She has no beard but 
  long hair in many long braids. She holds the night 
  guard, and as such she sees most men coming 
  and going. 
   
  Most of them go to the Fox and Hound tavern, 
  which is only a few blocks away, for  couple of 
  drinks or a meal. Laslo goes there quite often, and 
  has  tendency to be back late. He often is in a foul 
  temper after that. 
   
  Heyan, Female Dwarf Ftr1, AL LG. 
   
   
  Urmar and Burrowforge lead the demolition 
  work. They are a bit frisky with people snooping 
  around, and do not like open fires at the camp, as 
  one of the covered crates contains flasks of a very 
  volatile material (akin to alchemist fire) intended 
  for burning through hard to break up structures, 
  such as the support beams. 
   
  Urmar is responsible for setting up the 
  platforms and tackles that are used to haul heavy 
  rubble of the site. Last week, one of the platforms 
  collapsed. One of the Ahlissans, Iruk, fell off and 
  broke his leg (he is now in the Den of the Healers). 
   Yasrin, leader of the local labourers, accused 
  Urmar of sloppy work, but Urmar is certain that the 
  knots and bolts of the platform were secure. He is 
  certain someone tampered with it. 
   
  Urmar, Male Dwarf Exp1, AL LN. 
   
   
  Burrowforge is not keen on the suggestion of  
  sabotage, but he knows Urmar as a capable 
  engineer. If asked he vouches that if Urmar said 
  the bolts were secure, than there’s no reason to 
  think otherwise. 
   
  Burrowforge, Male Dwarf Exp2, AL LN. 
   
  4. Den of the Healers 
  While the building outward looked most like a 
  barn, the inside seems to hold an improvised 
  hospital.  Two rows of wooden beds – benches 
  with sheets on them – line the walls, five on 
  each aide. You can see a person lying in 
  several of them. A small table in the corner 
  holds several boxes, one of which is open and 
  reveals its content to be cotton bandages. 
  A large curtain in the back of the building 
  obscures what must be a separate room. A 
  banner with the symbol of Pelor embroidered 
  on it, has been hung so it  hangs in the center 
  of the curtain. 
  Two humans are changing sheets on one bed, 
  while a young gnome with long white hair is 
  putting bandages on the leg of an elder man 
  sitting on a stool. He nods as he sees you 
  enter. 
  “Be with you in a minute!” 
   
  The ‘Den’ is the nickname of this shabby building, 
  which used to function as a stable. It now serves 
  as the location where the Pelor clergy and their 
  supporters treat the sick and injured. There are 
  few facilities, but there is a fresh water pump, and 
  there are beds for the gravely injured. 
   
  The curtain at the back leads to the cleric’s 
  offices (area 5). The clerics the selves sleep on 
  the second floor, which can be reached by 
  climbing the ladder. 
   
  The leader of this bunch is Muelino, a gnome 
  priest originally from Nonzfyr. He has been very 
  busy lately, treating lots of small wounds, burns 
  and bruises from various small accidents over the 
  past 
  few 
  weeks, 
  together 
  with 
  volunteers 
  (commoners) from the local populace. He is 
  currently binding the twisted ankle of a poor 
  elderly man that lives a few blocks from here. 
   
  Muelino is of little help – he doesn’t know 
  anything about what is going on except his 
  patients. He can direct the party to Iruk if they ask. 
  He is on good terms with both Xara and Lowana, 
  the latter of which is his direct superior. He is 
  convinced the two will eventually learn to get 
  along. 
   
  Muelino, Male Gnome Clr1, AL NG 
   
  Muelino is assisted by two acolytes, Fadba 
  (female Oeridian Com1) and Chevert (male Suel 
  Com1), drafted only weeks ago from the populace. 
  Neither have much to tell – they are too busy 
  keeping the Den to worry about the goings-on at 
  the site. 
   
   
  Most beds are occupied with ailing town folk, 
  sick men, women and children of the poorer 
  regions of town, who get free medical treatment 
  here. Most only come for the barest of treatments, 
  but those who are feverish are allowed to stay a 
  few days.  
  
  From the Ashes 
   
  Page 10 
   
  One patient of interest is Iruk, an Ahlissan who 
  broke his leg when the platform he stood on 
  collapsed. Iruk has developed a fever, and is 
  generally drowsy. He does not talk much, but if a 
  character is kind and shows interest in his story 
  (Diplomacy DC 15), he relates that, just before the 
  platform collapsed, he heard laughter. He turned 
  to look what it was, but then the whole thing went 
  down, taking him with him. As he fell he saw 
  something fly off (Quervius), but what it looked 
  like he cannot say 
   
  Iruk also saw Quervius in his rat form, and 
  even heard the imp mutter his frustrations. He is 
  not very forward in telling anyone he saw a talking 
  rat - he once confided it to Laslo, but the ridicule 
  he received convinced him to keep his mouth shut 
  about it. A character who can gain his trust 
  (Diplomacy DC 25) may convince him to part with 
  this info though. 
   
  Iruk, male human(Oeridian)Com1, AL NG 
   
  5. Cleric’s Quarters 
  The ‘office’ of the priests does not consist of 
  much – two desks - are set opposite each 
  other, separated by a small space covered with 
  a carpet bearing the familiar symbol of Pelor. 
  One desk is occupied with the bespectacled 
  woman you saw earlier. She looks up, and 
  looks very annoyed by your presence. 
  “What are you doing here? This is no place for 
  commoners. If you need healing go speak to 
  Muelino! I have work to do here!” 
   
   
  The newly to build temple is led by two Deans: 
  Lowana Mhannee and Xara Galleon. Lowana – the 
  woman at the desk - is in charge of the healers 
  and the temple’s domestic affairs. Xara leads the 
  guards, coordinates support to third parties and 
  communicates with government officials and other 
  organisations. She is effectively the face of the 
  temple. The two deans have different visions, 
  Xara seeking a more pro-active role for the temple 
  in the fight against evil. This, and the fact that 
  most communications – and thus decisions - need 
  to go through Xara, has put some tension between 
  them. 
   
  Lowana is especially unhappy with Xara being 
  in charge of the building process – she has certain 
  requirements, but has difficulty relating it to 
  Mergadrin, who was hired by Xara and does not 
  consider her ‘in charge’. 
   
  PCs will need to be diplomatic before Lowana 
  opens up. She is willing to answer direct 
  questions, but unless the PCs somehow show or 
  fake sympathy for her situation (Diplomacy or 
  Bluff, DC 15), she will not spend more time on 
  them than necessary. 
   
  Lowana can inform the characters that there 
  are no undead at the site. The priests already 
  used several divinations to make sure that is not 
  the case.  
   
  If she opens up, she advises the PCs to talk to 
  Lester Ediquan, at the Shrine of the Vigilant, if 
  they want to know more about the Nemoudian 
  Hound incident or why Xara’s suddenly left – as 
  the dean spent most of her time in the last weeks 
  soothing the Tritherion clergy. If the PCs request 
  it, she shows the invitation Xara received from 
  Pitchfield. The invitation is a letter bearing the 
  symbol of Pelor, and an expensive looking seal. A 
  successful forgery check (DC 20) reveals that the 
  seal is fake, and the letter a forgery. 
   
  Lowana, Female human(Suel) Clr2, AL NG. 
   
  6. Camp of the Axebjerg Labourers 
  A shack has been built close to the site. It 
  seems to have been constructed out of left-
  over wood from the ruins. The darkly stained 
  stove that is sheltered by it must be an 
  addition of the workers. Cookery equipment – 
  pots and pans, and a rack holding spoons and 
  knives – adorns the walls of the shack. A few 
  benches allow for a place to sit, but much 
  more luxury cannot be found. 
   
  Most of the men of  Axebjerg stay and sleep at 
  their own homes. Their camp contains only a 
  place to shelter during rain. Their camp also 
  contains the field kitchen, where all the labourers 
  gather to eat. 
   
  The Axebjerg Labourers consist of half a 
  dozen men and women. Lendo, Figreen, Cassar, 
  Heiz and Seleen are led by Yasrin, a olven 
  carpenter from Rieuwood. Besides his normal 
  work, Yasrin runs the field kitchen. He is young 
  and does not feel happy with the strict rules 
  Mergadrin has set, in particular the night clock, 
  and his ban on alcoholic drinks at the site. He 
  regularly visits the temple of Trithereon, and his 
  complaints led to a small riot when a Nemoudian 
  Hound – an orphan teenager that venerates 
  Trithereon – entered the site to instigate the 
  labourers to strike. 
   
  Yasrin is jovial to the party but not too friendly 
  about the dwur engineers. He complains that they 
  are sloppy and do not perform their work right – 
  last week a platform collapsed, causing one of the 
  Ahlissans to end up in the healing den. He has no 
  real complaints about the Ahlissan labourers, 
  though he considers most of them boorish and 
  
  From the Ashes 
   
  Page 11 
  Laslo a trouble maker and a brute. The suggestion 
  that one of the foreigners is a spy leads to scornful 
  laughter “They are far too stupid for that!” is all the 
  comment he will give. 
   
  Yasrin, Male Elf Exp1, AL CG. 
   
   
  Lendo, Figreen, Cassar and Heiz are not the 
  talkative type. Unlike their leader, they are 
  suspicious of the Ahlissans (Heiz got into the fight 
  with Laslo). They think Mergadrin is favouring the 
  Ahlissans, and will be reserved towards the party if 
  they are too overly friendly towards their rivals. 
  Part of this is due to subtle insinuations in the 
  patriotic songs Vilantrio sings at the Fox and 
  Hound, a tavern the locals visit frequently. 
   
  A diplomacy check (DC 15) is needed to get 
  the men to talk beyond their distaste for the 
  Ahlissans. Only then, the only juicy rumor can be 
  gotten from Heiz, who saw Seleen kissing with a 
  stranger at the Fox and Hounds. The guy is a bard 
  or something that sings there. Heiz hasn’t spoken 
  to him but he is a good singer and he seems ok, 
  which is a good thing as he is sure Seleen is 
  totally smitten. 
   
  Lendo, 
  Figreen, 
  Cassar 
  and 
  Heiz, 
  male 
  human(Oeridian) Com1, AL NG 
   
   
  Seleen is the only woman, though she is 
  definitely no lady. Seleen has recently found love 
  – or so she thinks. She met up with Vilantrio, who 
  has been promising the world to her, meanwhile 
  feeding her with poisonous talk about the 
  Ashlissan 
  workers. 
  Under 
  the 
  influence 
  of 
  Quervius suggestion she believed his every word. 
  Seleen is the quite vocal on her distaste of the 
  Ahlissans, and has been the cause of several 
  fights. She believes the Ahlissans are spies that 
  have been sent to disrupt their lives and sabotage 
  the construction.  
   
  If a PC succeeds a Sense Motive check (DC 
  20, do not let the player roll) when she is talking, 
  they find that Seleen truthfully believes what she 
  says, but has difficulty coming up with valid 
  arguments. If they beat DC 25, they find that she 
  seems to be influenced – possibly by magic. 
  Unless the enchantment is dispelled with dispel 
  magic (DC 17), Seleen will not reveal who talked 
  her into believing this.  
   
  Seleen, Female human(Oeridian)Com1, AL N. 
   
  7. Former temple ruins 
  This area is mostly cleared, though the 
  grounds are uneven and scattered with small 
  debris.  
   
  Ragherd and Heyan patrol this area. Ragherd 
  does so at night, while Heyan maintain some 
  measure of order during the day. For safety 
  reasons, a four posts between which a rope is 
  drawn separates this area from the ruins that still 
  stand.  
   
  8. Uncleared ruins. 
  This part of the ruins looks dangerously 
  unstable. Parts of the wall and several of the 
  heavy wooden beams and supporting pillars 
  still stand, though the ground is strewn with 
  broken and half-burned furniture, roof tiles, 
  and other debris, at some places coming up to 
  your waste.  
   
  As you get closer, several tiles drop from 
  above, shattering on a toppled stone statue of 
  a bearded man. 
   
  A platform is erected on a wooden 
  framework.  A block and tackle are suspended 
  several meters above it, clearly intended to 
  haul masonry or other heavy loads. The whole 
  thing does not look to sturdy. 
   
   
  The platform is needed to carefully dismantle 
  the wall (it’s the same platform that collapsed 
  earlier). It is quite stable, despite it’s light frame. 
   
  This is also the place where Mugande’s body 
  is buried. His grave lies under a large toppled 
  statue. 
   
  The area is dangerous. All movement here is 
  at half rate, and running is impossible. Violent 
  movement may cause a partial collapse (1d6 
  damage,  Ref save DC 14 for half). 
   
  The guards generally do not allow anyone but 
  the labourers here unless Mergadrin gives 
  permission. The characters will likely not find any 
  valuable information here until they fight Vilantrio 
  in encounter six. 
   
  Encounter Two:  
  The Shrine of the Vigilant 
  This encounter only takes place if the party 
  decides to visit the temple of Trithereon, the 
  Shrine of the Vigilant. 
   
  The temple is headed by Lester Ediquan, one 
  of the few Flan who live in Sunndi. Lester runs his 
  order loosely, leaving initiative with his underlings 
  
  From the Ashes 
   
  Page 12 
  and only occasionally stepping in when things get 
  out of hand or when guidance is needed. 
   
  He has a bit of a warrior in him, and likes to 
  confront things head on. If the characters ask for 
  him, he receives them but does not like to spend 
  time with all types of familiarities. If the party has 
  straight questions, he gives straight answers. 
  Otherwise they can go. 
   
  Lester has recently stepped in when Dean 
  Galleon had one of his pupils arrested. Synon, a 
  member of the Nemoudian Hounds,  entered the 
  site to entice the workers to strike. Lester talked to 
  his pupil and learned from him that Mergardrin 
  had a very strict regime. He listed a whole set of 
  rules that were obviously degrading and limiting to 
  the freedom of the workers. He confronted Dean 
  Galleon, to tell her he fully backed the boy and 
  demand his release. 
   
  The argument that followed had the temple 
  shaken on its vestments. Eventually, after the 
  barrage of accusations over and fro had died 
  down, it turned out that the boy had somehow 
  been misled. While Mergadrin does have a curfew 
  and some other  rules Lester does not fully agree 
  with, most of the more degrading rules were non-
  existent. The Dean agreed to drop the charges, 
  and Lester agreed to keep his boys of the site. To 
  him, that ends the problem. He does not have a 
  name of who misled the boy, but the ideas were 
  put in his head by a stranger he met in the Fox 
  and Hound. 
   
  If the party bring up the summons of the Dean 
  to Pitchfield, he is surprised. To his knowledge, he 
  set the record straight with her. He has not 
  received any summons and thinks that she being 
  called to the city is odd at the least. 
   
  Lester Ediquan, male Flan Clr5, AL NG 
   
  Encounter Three:  
  Fire! Fire! 
  Some time after the party has started their 
  investoigation, Quervius starts a fire by breaking 
  one of the alchemist fire flasks that are held in the 
  dwur camp.  
  Run the following when the party is near (but not 
  on) area 3 on the map (i.e. when in the Ahlissan 
  camp). The best time is to run this after the 
  characters have been able to question a fair 
  portion of the labourers – especially if they have 
  made a connection to the Fox and Hound.  
  In a  2-hour scenario, you likely want to run this 
  encounter after about an hour. 
   
  A sudden blast and a wave of heat almost 
  knock you from your feet. The roar of a fire is 
  around you. Several yards away, you see the 
  tents of the dwur miners wreathed in flames.  
  Two dwur lie unmoving on the floor, their hair 
  singed and their skin blistered. 
  As you look on, a second bursts of fire 
  violently escapes from one of the  crates. 
   
  Within moments, the whole dwur camp is aflame, 
  and fire is quickly spreading to nearby tents. The 
  dwur are knocked unconscious – they are still 
  alive, thgough gravely injured (at –2 hp).  
   
  While Muelino and his assistants quickly 
  arrive to take care of the wounded, everyone else 
  is focusing on taking out the fire. Give the party a 
  chance to help put the fire out, by joining the 
  picket lines or using magic or other means to 
  quench the flames. If nobody helps, Lowana turns 
  up and assists the labourers by casting create 
  water – which puts out most of the flames. 
   
  PCs who opt to investigate the cause of the 
  fire while others fight to put it out may hear 
  Quervius’ high-pitched giggle (Listen DC 15)  from 
  the east side of the camp, though nothing can be 
  seen. 
   
  Quervius beats a hasty retreat once he is 
  noticed – but quick PCs may be able to use the 
  right magic to notice more. 
   
  APL 2 (EL 2) 
  Quervius, imp: Small Outsider, hp 13; see 
  Appendix One. 
   
   
  For Megadrin this is the last straw – he refuses 
  to continue on until the cause of the fire has been 
  determined. He orders all work off, and retreats 
  into his wagon, while speculations, accusations, 
  and tales of flaming ghosts erupt among the 
  labourers. 
   
  By now, the PCs should have caught on that 
  an outside force is causing the accidents. If they 
  have not yet found a lead to the Fox and Hound, 
  have Heyan suggest the tavern to the PCs as a 
  place to find local information. 
   
  Encounter Four:  
  The Fox and Hound 
  The Fox and Hound is a small tavern, tucked 
  away in the squalid remains of the city’s ruins. 
  It is obviously one of the older buildings, 
  though remarkable unscathed compared to the 
  building around it. Aside from a bit of new 
  planking the only thing that is new is the sign, 
  
  From the Ashes 
   
  Page 13 
  which depicts a badly painted running fox 
  running from a dark shape, which you assume 
  is probably intended to be the hound. 
   
  Inside, 
  you 
  find 
  a 
  crowded, 
  badly 
  illuminated locale, with a low ceiling and small 
  wooden tables with benches cropped in every 
  corner. A long bar takes up most of the 
  opposite side. A dark haired man with long 
  sideburns stands behind it, serving beer – you 
  can’t see many other drinks – to the populace. 
   
  On one of the tables, a man is singing a 
  song of lament over the death of those that fell 
  during the war, but aside from a few people at 
  his table, most people are not listening, 
  miserably peering into their mugs, lending the 
  place a gloomy atmosphere. 
   
  The tavern is a meeting place for members of the 
  lower class, and often very full. The only thing 
  served here is beer – 1cp a mug, or ‘Ashk’, a 
  thick, syrupy liquor which tastes like ammonia and 
  goes at 1 sp for a (very tiny) glass. The local 
  workers at the site frequent here, as do some 
  members of the Nemoudian Hounds. 
   
  Of the Ahlissans, only Laslo comes here, often 
  deep in the night, when most other parties are 
  gone, to drink and forget his sorrows. It is then that 
  Vilantrio talks to him, convincing him that Heiz is 
  out to get Wuony, the girl Laslo has an eye on. 
   
  Seleen also frequents here to secretly meet 
  with Vilantrio in his room, after he has ended 
  singing some songs (which are often very 
  nationalistic and serve to inflame the workers’s 
  hatred of the Ahlissans). 
   
  Should the PCs visit the tavern, Vilantrio 
  attempts to avoid contact. He will finish his songs, 
  then excuse himself and sneak off, either heading 
  to the site (if the explosion has already taken 
  place), or hiding out till they are gone. He does not 
  want to confront them now. If the PCs attempt to 
  corner him, he briefly speaks to them before 
  excusing himself. Combating Vilantrio – even if 
  the party has a hunch – will be difficult, as he will 
  call on his popularity amongst the crowd to set 
  people up to the PCs if the situation calls for it. It 
  may also draw attention of the guards. In Sunndi, 
  unprovoked assault is punishable with a fine of up 
  to 1000 gp, or 1-6 weeks of hard labor. 
   
  At APL 4 and higher: if the PCs do not 
  interrupt his performance, Vilantrio uses his song 
  to fascinate any PC that listens, and plant a 
  suggestion. Select the PCs that are the targets 
  (max one PC per bard level), but do not roll saves 
  yet. The suggestion only kicks in when the PCs 
  confront Vilantrio (see encounter Five). 
   
   
  If the PCs ask the right questions, they can 
  learn that Synon (see encounter 2) spent quite 
  some time talking to the bard, Vilantrio.  Vilantrio 
  is popular – he has a flirt with Seleen, and seems 
  to be drinking buddies with Laslo. The barman, a 
  man named Amis, knows both Laslo and Seleen 
  by name, and he can tell them that Seleen often 
  gets up to Vilantrio’s room for some quality time. 
  He does not know much of Vilantrio himself, 
  except that he plays in the bar and pays well for 
  the little room he hires upstairs. He has a pet 
  raven (actually Quervius) and is quite amiable, but 
  aside from a common interest in local history Amis 
  does not know much about the bard. 
   
   
  If the party wish to investigate Vilantrio’s 
  room, they need to convince Amis. This may need 
  some persuasion, as Vilantrio is popular, but Amis 
  can be convinced with some diplomacy, a good 
  bluff, and – of course - some coin (the APL x 10 in 
  gp) can buy access to Vilantrio’s room. If PCs can 
  not or do not want to bribe Amis, they can threaten 
  with the guards – that will get him to cooperate 
  quickly. 
   
  The small bedroom that serves as Vilantrio’s 
  residence holds only a bed and a table – or 
  more accurately, a plank that has been hung 
  from one of the walls. It holds a bowl half-filled 
  with water, and a dirty towel. Hygiene doesn’t 
  seem to be high on the list here – dust settles 
  everywhere, and you can see marks on the 
  floor of people walking in and out.  The bed is 
  roughly made. A mandolin rests at the foot of 
  the bed. It looks well maintained, and seems 
  totally out of place in this squalid room. 
   
  **Searching the room reveals little of interest, 
  except for a small, wooden chest, hidden under 
  the bed. The chest contains the Book of Essurat, 
  Quervius original master, as well as a load of diary 
  fragments and poem notes penned down by 
  Vilantrio.  If the characters take the time to read 
  through the notes  and poems, they find that 
  Vilantrio believes that a great bard was buried at 
  the site of the temple, along with his ‘treasure’. 
  Whatever that treasure is is not specified, but it 
  seems to be of conciderable value to the bard, as 
  he speculates that it will bring him many riches 
  and fame. 
   
  Trap: The chest is locked (DC 20) and 
  trapped. When the chest is opening it, a thin 
  needle shoots out of the lock. It is disabled with a 
  special key (which Vilantrio carries on his person). 
   
  
  From the Ashes 
   
  Page 14 
  All APLs (EL 2) 
  Poison Needle Trap: CR 2; +8 ranged (1, plus 
  blue 
  whinnis 
  poison: 
  DC 
  14, 
  1 
  Con 
  / 
  unconsciousness); 
  Search 
  (DC 22); Disable 
  Device (DC 20). 
   
   
   
  Treasure: The mandolin is of masterwork 
  quality. It is worth 100 gp, but a bard may want to 
  utilize it for its enhanced effects. The ‘book’ is 
  actually a leather binder with several notes on 
  magical techniques and rare spells.  
   
   
  Encounter Five:  
  Digging For the Truth 
  Once the PCs set out to investigate the Fox and 
  Hound, they are getting too close to Vilantrio, and 
  he decides to act. While they are at the tavern,  
  If the PCs never make the connection to the 
  tavern, Vilantrio makes his move on the night after 
  Quervius starts the fire. 
   
  Note that depending on any security measures 
  the PCs take, the following encounter may need to 
  be adjusted. 
   
  If the PCs return to the site, or if they are on 
  the site and make a stroll or patrol the grounds, 
  have them notice the following. 
   
  As you approach the ruins, you notice a small 
  shape on the ground. It is hard to make out at 
  first –it seems like someone left a bundle of 
  clothes behind – but then you realize it is a 
  body.  
   
  As you approach closer, you see it is 
  Heyan, 
  a 
  soft 
  moan 
  escapes 
  her 
  lips, 
  reassuring you that she is still alive. 
   
  A Heal check (DC 15) reveals that Heyan has 
  been poisoned. She also has wounds suggesting 
  some sort of magical attack (Spellcraft DC 21 
  reveals it to be magic missile). 
   
  The poison is from Quervius’ sting and has 
  rendered the dwur totally helpless.  
   
  Vilantrio, meanwhile, is under the cover of 
  invisibility (from a potion), out searching for 
  Mugande’s grave in the now abandoned site. 
   
  If the PCs come to investigate, he is quickly 
  brought up to date by Quervius, and is therefore 
  prepared for battle. He prepares by casting 
  enhanced spells, (i.e. mage armor, shield, and 
  haste). At APL 4 and above, he also casts alter 
  self, choosing a form with wings, which gives him 
  the ability to fly. He then summons a creature to 
  fight for him (which still keeps him invisible) – and 
  only then attacks the party, hoping to gain surprise 
  on them. 
   
  The only means that the PCs have to avoid 
  surprise if they can catch the sorcerer casting his 
  spells – If a PC gets within 30 feet, a Listen check 
  (DC 20) reveals the murmurings of a spell caster, 
  though it does not indicate where he is.  
   
  APL4 and above: Once Vilantrio makes 
  himself known, roll a Will save for each PC that 
  was targeted with his ‘suggestion’ power when 
  visiting the Fox and Hound.  
   
  APL4 : DC 22 
   
  APL6/APL8 : DC 24 
   
  Those who fail have been affected by 
  Vilantrio’s song and feel a compelling urge to 
  surrender – convinced that they are facing an 
  enemy far greater than they are. The compulsion 
  only lasts until their fear of Vilantrio’s invincibility 
  is proven otherwise (i.e. when anyone harms 
  Vilantrio, or a character succesfully saves vs. his 
  spells), but during that time the character can not 
  confront the bard, and feels an urge to stay away 
  or even flee from Vilantrio. A PC is not compelled 
  to flee and can determine his or her own actions, 
  as long as they are within the limits set by the 
  suggestion. The compulsion does not extent 
  towards Quervius – characters are free to engage 
  combat with the imp. 
   
  Vilantrio meanwhile attempts to get himself 
  outside melee range – either by talking flight, or by 
  moving through the rubble, away from any 
  fighters. 
   
  Note that on the site, all movement is at half 
  rate, and running and charging are impossible. 
  Violent movement (such as an attempted charge 
  or a bull rush) causes a partial collapse of the 
  walls, causing 1d6 damage ( Ref save DC 14 for 
  half) to everyone within a five feet radius. Violent 
  spells (such as fireball, lightning bolt, and the like) 
  cause a partial collapse in their area of effect. 
   
  Quervius only reluctantly joins the battle. He is 
  fearful of adventurers, and only attacks if he can 
  sneak up on someone. He’ll attack with his sting, 
  then fly off again, turning invisible in his next 
  action. 
   
  If the PCs slay Vilantrio, and Quervius is still 
  alive, he flees, once again thwarted. 
   
  At APL6 and higher: Note that Quervius, 
  being a familiar, also gains the benefits of 
  Vilantrio’s self-targeted spells (such as haste). For 
  simplicities sake, if the PCs slay Quervius, 
  Vilantrio does not lose a level, but he does lose an 
  action as he mentally recovers from the sudden 
  loss of his familiar. 
   
  
  From the Ashes 
   
  Page 15 
  APL 2 (EL 4) 
  Vilantrio: human Sor3/Brd1; hp 14; See Appendix 
  One. 
  Quervius, imp: Small Outsider, hp 13; see 
  Appendix One. 
   
   
  Treasure: Besides his weapons and potions, 
  Vilantrio also carries a small pouch hidden on is 
  body, with a small assortment of gemstones. 
  Vilantrio kept these apart to save for a hat of 
  disguise, an item he covets, but has had difficulty 
  to obtain. 
   
  Conclusion 
  Once the PCs defeat Vilantrio, a measure of 
  peace returns on the site. Most labourers are 
  furious when they realize that they were being 
  manipulated. Their feelings are hard to change 
  though, and Mergadrin will still have a hard time 
  getting the two camps to set aside their past 
  differences. 
   
  The dwur is pleased with the result, and 
  rewards every PC with 50 gp, even if they didn’t 
  bargain for it. If the party didn’t do this already, he 
  has one of his men go to the Fox and Hound, and 
  have him search the room of Vilantrio for a motive 
  (which reveals Vilantrio’s notes). 
   
  A few days later, Xara returns, much earlier as 
  expected. On her way south, she visited a shrine 
  of Pelor to verify the summons. A divination 
  informed her that the summoning was a hoax, and 
  she immediately turned back. She is impressed by 
  the party’s story. If the party lend her Vilantrio’s 
  notes, she has the body of Mugande unearthed, so 
  the body can be guarded, as well as the book that 
  he carries. 
   
  If the party hadn’t yet realized it, Xara explains 
  that the book contain the notes of a holy order – 
  the Disciples of the Phoenix. Judging that the 
  book is of considerable value to the priesthood of 
  Pelor, she suggests that the party take it to 
  Newkeep, where it will be safe. If the party agrees, 
  and deliver the book to High Priest Nelvan, they 
  gain the sanctuary of Pelor, a favor that may aid 
  them in future adventures. 
   
  Appendix One 
  APL 2 
   
   
  
  From the Ashes 
   
  Page 16 
  Encounter 5 (EL 5) 
  Vilantrio: male human (Oeridian) Sor3/Brd1; CR 
  4; Medium-Sized Humanoid; HD 3d4/1d6; hp 17; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; 
  AC 16  (touch 12, flatfooted 10), [+2 Dex, +4 
  armor*], Atk +1 melee (1d8, long sword), +3 
  ranged (1d8, light crossbow); SA spells; SQ bardic 
  music (inspire courage, countersong, fascinate, 
  inspire competence), bardic knowledge, summon 
  familiar; AL NE; SV Fort +1, Ref +5, Will +8; Str 
  10, Dex 14, Con 13, Int 12, Wis 13, Cha 17. 
   
  Skills and Feats: Bluff +8, Concentration +4, 
  Diplomacy +8, Disguise +9, Forgery +2, Hide +4, 
  Innuendo +6, Intimidate +4, Knowledge(Arcana) 
  +3, Listen +1, Move Silently +2, Perform +9, Pick 
  Pocket +4, Spellcraft +5, Spot +1, Sense Motive 
  +5; 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Spell 
  Focus(Enchantment).  
   
  Bard Spells Known: (2; base DC = 13 or 15 + 
  spell level); 0- daze, flare, ghost sound, mage 
  hand. 
   
  Sorcerer Spells Known: (6/5*; base DC = 13 or 
  15 + spell level); 0- detect magic, light, 
  prestidigitation, ray of frost, read magic; 1
  st- cause 
  fear, mage armor, magic missile. 
   
  Equipment: long sword, light crossbow, 20 
  bolts, dagger, spell component pouch, disguise kit, 
   potion of invisibility, 65gp (gems and coin) 
   
  *: Vilantrio has already cast mage armor on 
  himself. 
   
  Quervius, imp : CR 2; Tiny Outsider [Evil, 
  Lawful]; HD 3d8; hp 13; Init +3 [+3 Dex]; Spd 20 
  ft., fly 50 ft (perfect); AC 18   (touch 15, flatfooted 
  15) [+2 size, +3 Dex, +3 natural], Atk Sting +8 
  melee (1d4 and poison); SA spell-like abilities, 
  poison; SQ DR 5/silver, SR 5, poison immunity, 
  fire resistance 20, see in darkness, polymorph, 
  regeneration 2; AL LE; SV Fort +3, Ref +6, Will 
  +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  10. 
   
  Skills and Feats: Hide +15, Listen +5, Move 
  Silently +5, Search +5, Spellcraft +5, Spot +5; 
  Dodge, Weapon Finesse (Sting). 
   
  Spell-like abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  suggestion. These DCs are as the spells cast by a 
  6
  th-level sorcerer (save DC 10+ spell level).  
   
  Poison (Ex): Sting, Fortitude save (DC 13) ; 
  initial 
  damage 
  1d4 
  temporary 
  Dexterity ; 
  secondary damage 2d4 temporary Dexterity. 
   
  Polymorph (Su): Quervius can assume either 
  the form of a raven or a rat at will. 
   
  Regeneration 
  (Ex): 
  Imps 
  take 
  normal 
  damage from acid, and from holy and blessed 
  weapons (if silver or enchanted). 
  
  From the Ashes 
   
  Page 17 
  Appendix Two 
  APL 4
  Encounter 5 (EL 7) 
  Vilantrio: male human (Suel) Sor5/Brd2 CR 7; 
  Medium-Sized Humanoid; HD 5d4/2d6; hp 24; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16  (touch 12, flatfooted 14), [+2 Dex, +4 armor*], 
  Atk +3 melee (1d8, long sword), +6 ranged (1d8, 
  light crossbow); SA spells; SQ bardic music 
  (inspire courage, countersong, fascinate, inspire 
  competence, 
  suggestion), 
  bardic 
  knowledge, 
  summon familiar; AL NE; SV Fort +2, Ref +8, Will 
  +10; Str 10, Dex 14, Con 13, Int 12, Wis 13, Cha 
  17. 
   
  Skills and Feats: Bluff +10, Concentration +8, 
  Diplomacy +8, Disguise +11, Forgery +2, Hide +6, 
  Innuendo +6, Intimidate +4, Knowledge(Arcana) 
  +3, Listen +1, Move Silently +4, Perform +12, 
  Pick Pocket +4, Spellcraft +5, Spot +1, Sense 
  Motive +6; Improved Initiative, Iron Will, Lightning 
  Reflexes, Spell Focus(Enchantment) 
   
  Bard Spells Known: (3/1; base DC = 13 or 15 
  + spell level); 0- dancing lights, daze, flare, ghost 
  sound, mage hand, 1
  st- charm person, summon 
  monster I** 
   
  Sorcerer Spells Known: (6/6*/5; base DC = 13 
  or 15 + spell level); 0- detect magic, light, 
  prestidigitation, resistance, ray of frost, read 
  magic; 1
  st- cause fear, mage armor, magic missile, 
  shield 2
  nd-alter self, Melf’s acid arrow . 
   
  Equipment: long sword, masterwork light 
  crossbow, 20 bolts, dagger, spell component 
  pouch, disguise kit, potion of cure light wounds, 
  potion of invisibility, 395gp (gems and coin). 
   
  *: Vilantrio has already cast mage armor on 
  himself. 
   
  **: all monsters summoned by Vilantrio are 
  fiendish dire rats. 
   
  Quervius, imp : CR 2; Tiny Outsider [Evil, 
  Lawful]; HD 3d8; hp 13; Init +3 [+3 Dex]; Spd 20 
  ft., fly 50 ft (perfect); AC 18  (touch 15, flatfooted 
  15) [+2 size, +3 Dex, +3 natural], Atk Sting +8 
  melee (1d4 and poison); SA spell-like abilities, 
  poison; SQ DR 5/silver, SR 5, poison immunity, 
  fire resistance 20, see in darkness, polymorph, 
  regeneration 2; AL LE; SV Fort +3, Ref +6, Will 
  +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  10. 
   
  Skills and Feats: Hide +15, Listen +5, Move 
  Silently +5, Search +5, Spellcraft +5, Spot +5; 
  Dodge, Weapon Finesse (Sting). 
   
  Spell-like abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  suggestion. These DCs are as the spells cast by a 
  6
  th-level sorcerer (save DC 10+ spell level).  
   
  Poison (Ex): Sting, Fortitude save (DC 13) ; 
  initial 
  damage 
  1d4 
  temporary 
  Dexterity ; 
  secondary damage 2d4 temporary Dexterity. 
   
  Polymorph (Su): Quervius can assume either 
  the form of a raven or a rat at will. 
   
  Regeneration 
  (Ex): 
  Imps 
  take 
  normal 
  damage from acid, and from holy and blessed 
  weapons (if silver or enchanted). 
  
  From the Ashes 
   
  Page 18 
  Appendix Three 
  APL 6
   
  Encounter 5 (EL 9) 
  Vilantrio: male human (Suel) Sor7/Brd2 CR 9; 
  Medium-Sized Humanoid; HD 7d4/2d6+9; hp 38; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; 
  AC 16  (touch 12, flatfooted 14), [+2 Dex, +4 
  armor*], Atk +5 melee (1d8, long sword), +7 
  ranged (1d8, light crossbow); SA spells; SQ bardic 
  music (inspire courage, countersong, fascinate, 
  inspire 
  competence, 
  suggestion), 
  bardic 
  knowledge, summon familiar; AL NE; SV Fort +4, 
  Ref +9, Will +11; Str 10, Dex 14, Con 14, Int 12, 
  Wis 13, Cha 17. 
   
  Skills and Feats: Bluff +10, Concentration 
  +10, Diplomacy +8, Disguise +11, Forgery +2, 
  Hide 
  +6, 
  Innuendo 
  +6, 
  Intimidate 
  +4, 
  Knowledge(Arcana) +3, Listen +3, Move Silently 
  +4, Perform +12, Pick Pocket +4, Spellcraft +7, 
  Spot +4, Sense Motive +7; Alertness (through 
  familiar), Improved Familiar, Iron Will, Spell 
  Focus(Enchantment), 
  Improved 
  Initiative, 
  Lightning Reflexes 
   
  Bard Spells Known: (3/1; base DC = 13 or 15 
  + spell level); 0- dancing lights, daze, flare, ghost 
  sound, mage hand, 1
  st- charm person, summon 
  monster I** 
   
  Sorcerer Spells Known: (6/6*/7/5; base DC = 
  13 or 15 + spell level); 0- detect magic, light, 
  prestidigitation, resistance, ray of frost, read 
  magic, open/close; 1
  st- cause fear, mage armor, 
  magic missile, sleep, shield 2
  nd- alter self, hold 
  person, Melf’s acid arrow 3
  rd – haste, lightning bolt
   
  Equipment: 
  masterwork 
  long 
  sword, 
  masterwork light crossbow, 20 bolts, dagger, spell 
  component pouch, disguise kit, potion of cure 
  moderate wounds, potion of invisibility, 575gp 
  (gems and coin) 
   
  *: Vilantrio has already cast mage armor on 
  himself. 
   
  **: all monsters summoned by Vilantrio are 
  fiendish dire rats. 
   
  Quervius, imp familiar : CR 2; Tiny Outsider 
  [Evil, Lawful]; HD 9d8; hp 19; Init +3 [+3 Dex]; 
  Spd 20 ft., fly 50 ft (perfect); AC 21  (touch 15, 
  flatfooted 18) [+2 size, +3 Dex, +6 natural], Atk 
  Sting +8 melee (1d4 and poison); SA spell-like 
  abilities, poison; SQ DR 5/silver, SR 5, poison 
  immunity, fire resistance 20, see in darkness, 
  polymorph, regeneration 2; AL LE; SV Fort +5, 
  Ref +9, Will +11; Str 10, Dex 17, Con 10, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Hide +15, Listen +5, Move 
  Silently +5, Search +5, Spellcraft +5, Spot +5; 
  Dodge, Weapon Finesse (Sting). 
   
  Spell-like abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  suggestion. These DCs are as the spells cast by a 
  6
  th-level sorcerer (save DC 10+ spell level).
   
  Poison (Ex): Sting, Fortitude save (DC 13) ; 
  initial 
  damage 
  1d4 
  temporary 
  Dexterity ; 
  secondary damage 2d4 temporary Dexterity. 
   
  Polymorph (Su): Quervius can assume either 
  the form of a raven or a rat at will. 
   
  Regeneration 
  (Ex): 
  Imps 
  take 
  normal 
  damage from acid, and from holy and blessed 
  weapons (if silver or enchanted). 
  
  From the Ashes 
   
  Page 19 
  Appendix Four 
  APL 8
   
  Encounter 5 (EL 11) 
  Vilantrio: male human (Suel) Sor8/Brd3 CR 11; 
  Medium-Sized Humanoid; HD 8d4/3d6+11; hp 48; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; 
  AC 16  (touch 12, flatfooted 14), [+2 Dex, +4 
  armor*], Atk +8 melee (1d8+1, long sword +1), +9 
  ranged (1d8+1, light crossbow +1); SA spells; SQ 
  bardic music (inspire courage, countersong, 
  fascinate, inspire competence, suggestion), bardic 
  knowledge, summon familiar; AL NE; SV Fort +5, 
  Ref +9, Will +12; Str 10, Dex 14, Con 14, Int 12, 
  Wis 13, Cha 17. 
   
  Skills and Feats: Bluff +10, Concentration 
  +10, Diplomacy +8, Disguise +9, Forgery +2, Hide 
  +6, 
  Innuendo 
  +6, 
  Intimidate 
  +4, 
  Knowledge(Arcana) +3, Listen +3, Move Silently 
  +4, Perform +14, Pick Pocket +4, Spellcraft +9, 
  Spot +4, Sense Motive +8; Alertness (through 
  familiar), Improved Familiar, Iron Will, Spell 
  Focus(Enchantment), 
  Improved 
  Initiative, 
  Lightning Reflexes 
   
  Bard Spells Known: (3/2; base DC = 13 or 15 
  + spell level); 0- dancing lights, daze, flare, ghost 
  sound, mage hand, mending, 1
  st- charm person, 
  summon monster I**, cure light wounds 
   
  Sorcerer Spells Known: (6/6/7/6/4*; base DC = 
  13 or 15 + spell level); 0- detect magic, light, 
  prestidigitation, resistance, ray of frost, read 
  magic, open/close, detect poison; 1
  st- cause fear, 
  mage armor, magic missile, sleep, shield 2
  nd- alter 
  self, hold person, Melf’s acid arrow 3
  rd – haste, 
  lightning bolt 4
  th - confusion 
   
  Equipment: long sword +1, light crossbow +1, 
  20 bolts, dagger, spell component pouch, disguise 
  kit, potion of cure moderate wounds (2), potion of 
  invisibility, 825gp (gems and coin) 
   
  *: Vilantrio has already cast mage armor on 
  himself. 
   
  **: all monsters summoned by Vilantrio are 
  fiendish dire rats. 
   
  Quervius, imp familiar : CR 2; Tiny Outsider 
  [Evil, Lawful]; HD 11d8; hp 24; Init +3 [+3 Dex]; 
  Spd 20 ft., fly 50 ft (perfect); AC 22  (touch 15, 
  flatfooted 19) [+2 size, +3 Dex, +7 natural], Atk 
  Sting +8 melee (1d4 and poison); SA spell-like 
  abilities, poison; SQ DR 5/silver, SR 5, poison 
  immunity, fire resistance 20, see in darkness, 
  polymorph, regeneration 2; AL LE; SV Fort +5, 
  Ref +9, Will +12; Str 10, Dex 17, Con 10, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Hide +15, Listen +5, Move 
  Silently +5, Search +5, Spellcraft +5, Spot +5; 
  Dodge, Weapon Finesse (Sting). 
   
  Spell-like abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  suggestion. These DCs are as the spells cast by a 
  6
  th-level sorcerer (save DC 10+ spell level).
   
  Poison (Ex): Sting, Fortitude save (DC 13) ; 
  initial 
  damage 
  1d4 
  temporary 
  Dexterity ; 
  secondary damage 2d4 temporary Dexterity. 
   
  Polymorph (Su): Quervius can assume either 
  the form of a raven or a rat at will. 
   
  Regeneration 
  (Ex): 
  Imps 
  take 
  normal 
  damage from acid, and from holy and blessed 
  weapons (if silver or enchanted). 
   
  Note: all monsters summoned by Vilantrio are 
  fiendish dire rats. 
  
  From the Ashes 
   
  Page 20 
  Appendix Five 
  Construction Site Map 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/593/Mini Missions/SNDM3-01 - From the Ashes (APL 2-8)/SNDM3-01 - From the Ashes.pdf