TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  An Afternoon Outin
  An Afternoon Outin
  An Afternoon Outin
  An Afternoon Outingggg    
   
  A Two
  A Two
  A Two
  A Two----Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure    
   
  Round 1
  Round 1
  Round 1
  Round 1    
   
  by Eric Price
  by Eric Price
  by Eric Price
  by Eric Price    
   
   
   
   
   
   
  Just another day on the road to the next town and hopefully, to your next adventure. An adaptable adventure for 
  characters level 1-6.  
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. 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.  
  
   
  An Afternoon Outing 
  Round 1 
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  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 sheet, 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 
  convention coordinator wants information as to 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 them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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
  bold italics
  bold italics
  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.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
   
  -2 
  Poor  
  43 sp 
   
  -1 
  Common 
  12 gp 
   
   0 
  High 
  250 gp  
  +1 
  
   
  An Afternoon Outing 
  Round 1 
  Page 3 
  Luxury 
   
  500 gp 
   
  +2 
   
   
  DM's Introduction
  DM's Introduction
  DM's Introduction
  DM's Introduction    
  More than twenty years ago, before the Greyhawk War, a 
  foul death cult priest rose to power in the nearby 
  countryside. The high priest and leader of this 
  necromantic cult was called Ambrios by his followers. 
  Operating under the guise of a theater, the cult of murder 
  and death flourished for several years before finally 
  drawing the attention of a local paladin named Camian 
  Fastblade. Fastblade and his followers met Ambrios on 
  the battlefield and a battle ensued. Calling on the powers 
  of his deity, Camian was able to turn Ambrios' unholy 
  army against him, slaying the mighty high priest and 
  routing his army from the battlefield. Ambrios' faithful 
  followers, pressured by the forces of good, fled the 
  battleground with the high priest's body. Pursued by 
  Fastblade's army, the priests fled into their nearby crypt-
  temple. While their brothers sealed them in the crypt 
  below for safety against the coming siege, his devout 
  followers tried in vain to bring Ambrios back to life. In a 
  cruel twist of fate the very god he served cursed the high 
  priest's failure, damning him to a life of undeath.  
   
  Fastblade's men surrounded the temple and, 
  confident of their impending victory, stormed the 
  temple's guards. Fastblade and his warriors searched the 
  temple but found no sign of the high priest's body.  
   
  The main entrance at the base of the low hill was 
  completely collapsed, preventing any further use. An 
  attempt to collapse the second entrance failed however, 
  leaving a nearby section of the temple buried under 
  rubble but failing to seal it. Lacking additional resources, 
  the warriors buried the entrance with debris found in the 
  temple. They left, feeling empty at the thought of not 
  knowing if the high priest had been revived but confident 
  the death cult was forever vanquished from the land. 
   
  The Zombie Lord Ambrios awoke to his new life to 
  find himself trapped in the crypt. The mechanism for 
  opening the stairs could only be activated from above. In 
  a rage he called out. Doing so killed some of the very 
  priests who had tried to raise him. Within minutes they 
  became zombies under his control. Quick to grasp the 
  nature of his new existence, Ambrios went about killing 
  the remaining priests. For nine years the zombie lord and 
  his minions have waited to escape their confines. It was 
  not until a small group of adventurers from a nearby town 
  stumbled onto the mechanism for activating the stairs 
  that the zombie lord finally succeeded. Quickly slaying 
  the unsuspecting adventurers, Ambrios and his minions 
  set about raiding the nearby countryside for new recruits 
  in his dark army.  
   
  While many of the rules related to undead are 
  presented here for reference, it might be beneficial for 
  the judge to review some of the following concepts before 
  running this scenario: holy water, bless water, darkvision, 
  low light vision, turning, and the Monster Manual entries 
  for skeletons, zombies, and ghouls. 
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  The adventure progression chart is designed to assist you 
  in determining the flow of events. The PCs are traveling 
  with a caravan together along a river road between towns 
  when they spot some ominous-looking ruins on a low 
  hill. The PCs continue on to the next town, the 
  conclusion of their caravan guard duty, and discover 
  rumors of missing adventurers and townsfolk. Wherever 
  the PCs go in town they hear rumors and speculation 
  about the adventurer's fate. If they do not get the hint, the 
  mayor outright asks for the PCs assistance in the matter. 
   
  Upon deciding to examine the ruins the PCs search 
  out the towers and nearby landscape to locate an entrance 
  to an underground portion of the temple. They descend, 
  defeat several undead minions and make their way 
  through the lair. Eventually, they find a bashed-in 
  concealed door leading in to the otherwise barred 
  cavernous temple. Once inside the cavernous temple, 
  they must battle the skeleton and zombie ogres left to 
  defend it. The end of the battle ends round 1. 
   
  Round 2 begins with the PCs free to explore the 
  cavern, where they find a set of levers on the wall. The 
  PCs must deduce the purpose and proper sequence of the 
  levers to gain access to the secret stairs hidden in the floor 
  mosaic. They descend into the crypts of the temple. Once 
  below, they must search nearby crypts, bypassing the 
  traps and defeating the undead attacking them. They fight 
  their way to the entrance to the High Priest's crypt and 
  defeat the foul monster. 
   
  After the PCs have entered the lower level (and if 
  they don’t trigger the trap themselves) the High Priest 
  commands a zombie to activate the trap, causing the stairs 
  to rise back up and trapping the adventurers in the tomb. 
  They must find an alternate route of escape or wait until 
  someone comes and releases them. 
   
  Proactive PCs can eventually discover a series of 
  crudely dug tunnels in a lower crypt half filled with 
  water. An arduous underwater swim brings the PCs to the 
  river and freedom. PCs who decide to wait it out must 
  wait twenty days before a group of paladins frees them 
  from the tomb. If they do not have magic or a good deal 
  of rations, they may not survive if they choose to wait it 
  out. 
   
   
  Player’s Introduction
  Player’s Introduction
  Player’s Introduction
  Player’s Introduction    
  Unable to find enough adventursome companions to brave a 
  Unable to find enough adventursome companions to brave a 
  Unable to find enough adventursome companions to brave a 
  Unable to find enough adventursome companions to brave a 
  trek in search of treasure, you reluctantly agreed to sign on as a 
  trek in search of treasure, you reluctantly agreed to sign on as a 
  trek in search of treasure, you reluctantly agreed to sign on as a 
  trek in search of treasure, you reluctantly agreed to sign on as a 
  guard in a small caravan traveling south o
  guard in a small caravan traveling south o
  guard in a small caravan traveling south o
  guard in a small caravan traveling south of the city. The work 
  f the city. The work 
  f the city. The work 
  f the city. The work 
  paid 25 gold, so you hardly felt you could refuse. So far the trip 
  paid 25 gold, so you hardly felt you could refuse. So far the trip 
  paid 25 gold, so you hardly felt you could refuse. So far the trip 
  paid 25 gold, so you hardly felt you could refuse. So far the trip 
  has been uneventful. For the past few hours you have been 
  has been uneventful. For the past few hours you have been 
  has been uneventful. For the past few hours you have been 
  has been uneventful. For the past few hours you have been 
  walking along a quiet river road toward the next town and, 
  walking along a quiet river road toward the next town and, 
  walking along a quiet river road toward the next town and, 
  walking along a quiet river road toward the next town and, 
  according to the caravan leader, the end of your em
  according to the caravan leader, the end of your em
  according to the caravan leader, the end of your em
  according to the caravan leader, the end of your employment. 
  ployment. 
  ployment. 
  ployment. 
  Pondering over important things in your mind you realize 
  Pondering over important things in your mind you realize 
  Pondering over important things in your mind you realize 
  Pondering over important things in your mind you realize 
  there is at least one member of your group you don’t really 
  there is at least one member of your group you don’t really 
  there is at least one member of your group you don’t really 
  there is at least one member of your group you don’t really 
  know.
  know.
  know.
  know.    
      
  It is mid morning now and the fog is still thick and 
  It is mid morning now and the fog is still thick and 
  It is mid morning now and the fog is still thick and 
  It is mid morning now and the fog is still thick and 
  heavy here. It obscures your vision and makes it difficult to see 
  heavy here. It obscures your vision and makes it difficult to see 
  heavy here. It obscures your vision and makes it difficult to see 
  heavy here. It obscures your vision and makes it difficult to see 
  ver
  ver
  ver
  very far at all. To your right and across the river, a small 
  y far at all. To your right and across the river, a small 
  y far at all. To your right and across the river, a small 
  y far at all. To your right and across the river, a small 
  
   
  An Afternoon Outing 
  Round 1 
  Page 4 
  hillock emerges from the fog and the surrounding landscape to 
  hillock emerges from the fog and the surrounding landscape to 
  hillock emerges from the fog and the surrounding landscape to 
  hillock emerges from the fog and the surrounding landscape to 
  catch your attention. It seems capped with ruins of some kind. 
  catch your attention. It seems capped with ruins of some kind. 
  catch your attention. It seems capped with ruins of some kind. 
  catch your attention. It seems capped with ruins of some kind. 
  The thick fog rolls over the hill a second time however, leaving 
  The thick fog rolls over the hill a second time however, leaving 
  The thick fog rolls over the hill a second time however, leaving 
  The thick fog rolls over the hill a second time however, leaving 
  you with
  you with
  you with
  you with only a momentary glimpse of what might have been 
   only a momentary glimpse of what might have been 
   only a momentary glimpse of what might have been 
   only a momentary glimpse of what might have been 
  ruins, a farmhouse, or simply your overactive imagination. 
  ruins, a farmhouse, or simply your overactive imagination. 
  ruins, a farmhouse, or simply your overactive imagination. 
  ruins, a farmhouse, or simply your overactive imagination.     
      
  PCs try to wait and see the ruins again:
  PCs try to wait and see the ruins again:
  PCs try to wait and see the ruins again:
  PCs try to wait and see the ruins again: Every few 
  minutes the hill emerges from the fog, revealing a series 
  of collapsed towers. Azik (the Baklunish merchant who 
  hired the PCs) initially stops the caravan if the PCs want 
  to wait and get a second look. After it becomes obvious 
  the ruins pose no threat to his caravan, he is ready to get 
  on his way.  
   
  PCs try to cross the river to the ruins:
  PCs try to cross the river to the ruins:
  PCs try to cross the river to the ruins:
  PCs try to cross the river to the ruins: Azik is not 
  interested in waiting for the PCs. He is willing to release 
  them from the caravan guard, but insists they forfeit all 
  their earnings if they leave before reaching town. If they 
  accept and still want to try crossing the river, proceed to 
  Encounter 2. 
   
  PPPPCs continue on toward town:
  Cs continue on toward town:
  Cs continue on toward town:
  Cs continue on toward town: proceed to Encounter 
  1. 
      
   
  Encounter 1: 
  Encounter 1: 
  Encounter 1: 
  Encounter 1:     
  The Next Town
  The Next Town
  The Next Town
  The Next Town    
  This is a heavy roleplaying encounter with a potential for 
  the PCs to learn everything they need to know to be 
  interested enough to investigate the ruins. The encounter 
  should last anywhere from 45 minutes to an hour or more 
  depending on the actions of the PCs.  
   
  You continue on to town with the caravan. By the time you 
  You continue on to town with the caravan. By the time you 
  You continue on to town with the caravan. By the time you 
  You continue on to town with the caravan. By the time you 
  reach the first indications of civilization, the eerie fog is 
  reach the first indications of civilization, the eerie fog is 
  reach the first indications of civilization, the eerie fog is 
  reach the first indications of civilization, the eerie fog is 
  completely gone. Your caravan has passed a cou
  completely gone. Your caravan has passed a cou
  completely gone. Your caravan has passed a cou
  completely gone. Your caravan has passed a couple of outlying 
  ple of outlying 
  ple of outlying 
  ple of outlying 
  farms and has now reached its destination
  farms and has now reached its destination
  farms and has now reached its destination
  farms and has now reached its destination—
  —
  —
  —the next small 
  the next small 
  the next small 
  the next small 
  town. Leading the wagons over a stout stone and wooden 
  town. Leading the wagons over a stout stone and wooden 
  town. Leading the wagons over a stout stone and wooden 
  town. Leading the wagons over a stout stone and wooden 
  bridge you find yourself in the heart of a quaint little village. 
  bridge you find yourself in the heart of a quaint little village. 
  bridge you find yourself in the heart of a quaint little village. 
  bridge you find yourself in the heart of a quaint little village. 
  The familiar clanking of metal on metal tells you the town is 
  The familiar clanking of metal on metal tells you the town is 
  The familiar clanking of metal on metal tells you the town is 
  The familiar clanking of metal on metal tells you the town is 
  fortunate enough to at least have a blacksmith. To the left and 
  fortunate enough to at least have a blacksmith. To the left and 
  fortunate enough to at least have a blacksmith. To the left and 
  fortunate enough to at least have a blacksmith. To the left and 
  down the hill children play in the shadows of a large stucco 
  down the hill children play in the shadows of a large stucco 
  down the hill children play in the shadows of a large stucco 
  down the hill children play in the shadows of a large stucco 
  building
  building
  building
  building—
  —
  —
  —probably a temple of some sort. 
  probably a temple of some sort. 
  probably a temple of some sort. 
  probably a temple of some sort.     
      
  Ahead, among the small buildings of the town, a large 
  Ahead, among the small buildings of the town, a large 
  Ahead, among the small buildings of the town, a large 
  Ahead, among the small buildings of the town, a large 
  wooden building sits quietly in th
  wooden building sits quietly in th
  wooden building sits quietly in th
  wooden building sits quietly in the mid
  e mid
  e mid
  e mid----afternoon sun. 
  afternoon sun. 
  afternoon sun. 
  afternoon sun. 
  Although it doesn’t have a sign, it appears to be tavern. Other 
  Although it doesn’t have a sign, it appears to be tavern. Other 
  Although it doesn’t have a sign, it appears to be tavern. Other 
  Although it doesn’t have a sign, it appears to be tavern. Other 
  than the children, there are very few people out. Azik gathers 
  than the children, there are very few people out. Azik gathers 
  than the children, there are very few people out. Azik gathers 
  than the children, there are very few people out. Azik gathers 
  you and the rest of the caravan guards into a group, and 
  you and the rest of the caravan guards into a group, and 
  you and the rest of the caravan guards into a group, and 
  you and the rest of the caravan guards into a group, and 
  promptly pays you the agreed 25 gold, thanks you fo
  promptly pays you the agreed 25 gold, thanks you fo
  promptly pays you the agreed 25 gold, thanks you fo
  promptly pays you the agreed 25 gold, thanks you for your 
  r your 
  r your 
  r your 
  hard work, and makes small talk as he winds through your 
  hard work, and makes small talk as he winds through your 
  hard work, and makes small talk as he winds through your 
  hard work, and makes small talk as he winds through your 
  small group of people. A couple of the caravan guards head off 
  small group of people. A couple of the caravan guards head off 
  small group of people. A couple of the caravan guards head off 
  small group of people. A couple of the caravan guards head off 
  to the tavern while Azik and his assistants get busy unloading 
  to the tavern while Azik and his assistants get busy unloading 
  to the tavern while Azik and his assistants get busy unloading 
  to the tavern while Azik and his assistants get busy unloading 
  their wares into the shop to your left.
  their wares into the shop to your left.
  their wares into the shop to your left.
  their wares into the shop to your left.    
   
  There are several locations the players are likely to want 
  to visit while here, although the tavern is the most likely 
  place for the party to start. Among others, the PCs may 
  want to visit the general store, the blacksmith, the mayor, 
  and the temple. Player text and details for each of those 
  locations follow below. The judge will have to "wing it" 
  should the PCs decide to investigate or inquire 
  somewhere else. Remember the main objective of these 
  encounters is to generate PCs curiosity enough to travel 
  to the ruins and investigate. You’ll also want to be sure to 
  plant the clues that will hopefully help them escape later. 
   
  Wherever the PCs go, use the list below to supply 
  appropriate rumors to hear while conducting business or 
  making inquiries. The judge should work one or two of 
  these in during conversation and build on them as the 
  players become more curious. 
    
  • 
  Thirteen people from the surrounding farms have 
  gone missing in the past few weeks. 
  • 
  A fair amount of livestock has gone missing or been 
  found almost completely eaten. 
  • 
  The hill and land around the temple is haunted, 
  sometimes causing an unnatural fog. Ghosts and 
  phantoms have been seen in the vicinity. Townsfolk 
  generally avoid it. Children are forbidden to go there. 
  • 
  Forty days ago a monster emerged from the nearby 
  river, clawing its waterlogged corpse up on the 
  banks. The blacksmith and two local boys were able 
  to destroy it. Otherwise the town has had little 
  trouble. 
  • 
  The first to disappear was a party of four young 
  would-be adventurers. They disappeared almost a 
  month ago. The two boys who helped kill the 
  monster were among them. The town thought the 
  temple had been reopened (given the appearance of 
  the monster) and sent the volunteers to examine the 
  old temple. 
   
  In addition to the rumors above, any town resident can 
  relate a simplified version of events for the destruction of 
  the temple (from the DM’s Introduction section on page 
  3). Of course, no resident knows the ultimate fate of 
  Ambrios. 
   
  The Tavern:
  The Tavern:
  The Tavern:
  The Tavern:    
  Read or paraphrase the following player text: 
   
  Your eyes quickly adjust as
  Your eyes quickly adjust as
  Your eyes quickly adjust as
  Your eyes quickly adjust as you move through the open door of 
   you move through the open door of 
   you move through the open door of 
   you move through the open door of 
  the tavern and out of the midday sun. Farmers and other 
  the tavern and out of the midday sun. Farmers and other 
  the tavern and out of the midday sun. Farmers and other 
  the tavern and out of the midday sun. Farmers and other 
  laborers are gathered in small groups around tables 
  laborers are gathered in small groups around tables 
  laborers are gathered in small groups around tables 
  laborers are gathered in small groups around tables 
  throughout the common room. Upon seeing you, the barkeep 
  throughout the common room. Upon seeing you, the barkeep 
  throughout the common room. Upon seeing you, the barkeep 
  throughout the common room. Upon seeing you, the barkeep 
  interrupts his conversation and asks if you'd care for 
  interrupts his conversation and asks if you'd care for 
  interrupts his conversation and asks if you'd care for 
  interrupts his conversation and asks if you'd care for 
  ssssomething to drink.
  omething to drink.
  omething to drink.
  omething to drink.    
   
  Of course the tavern is the place to hear rumors of the 
  temple ruins.  Any PC attempting to use Gather 
  Information can make a check (DC 10) and spend 1d4 gp 
  to get the rumors mentioned above.  
   
  The General Store: 
  The General Store: 
  The General Store: 
  The General Store:     
  Read or paraphrase the following player text: 
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 5 
  Wandering about the main area of the village, it is not hard to 
  Wandering about the main area of the village, it is not hard to 
  Wandering about the main area of the village, it is not hard to 
  Wandering about the main area of the village, it is not hard to 
  find the town’s only store. The caravan merchant Azik is no 
  find the town’s only store. The caravan merchant Azik is no 
  find the town’s only store. The caravan merchant Azik is no 
  find the town’s only store. The caravan merchant Azik is no 
  where to be seen, although you recognize some of his cargo now 
  where to be seen, although you recognize some of his cargo now 
  where to be seen, although you recognize some of his cargo now 
  where to be seen, although you recognize some of his cargo now 
  positioned around the outside of the buildin
  positioned around the outside of the buildin
  positioned around the outside of the buildin
  positioned around the outside of the building. 
  g. 
  g. 
  g.     
      
  The store is a two
  The store is a two
  The store is a two
  The store is a two----story building made of wood and stone. 
  story building made of wood and stone. 
  story building made of wood and stone. 
  story building made of wood and stone. 
  A wide variety of merchandise is displayed in front of the store, 
  A wide variety of merchandise is displayed in front of the store, 
  A wide variety of merchandise is displayed in front of the store, 
  A wide variety of merchandise is displayed in front of the store, 
  although most of it appears to be farm implements or other 
  although most of it appears to be farm implements or other 
  although most of it appears to be farm implements or other 
  although most of it appears to be farm implements or other 
  utensils and implements. The door is propped open with a 
  utensils and implements. The door is propped open with a 
  utensils and implements. The door is propped open with a 
  utensils and implements. The door is propped open with a 
  small stone
  small stone
  small stone
  small stone, and a few people can be seen inside. 
  , and a few people can be seen inside. 
  , and a few people can be seen inside. 
  , and a few people can be seen inside.     
   
  Harmon Askus is the storeowner. The PCs may buy any 
  goods and services they might choose to purchase, 
  although he has nothing in the way of weapons beyond 
  the most basic (dagger, quarterstaff, etc). Unless the judge 
  is told otherwise by Living Greyhawk regional 
  representatives, the PCs may buy any item in the Players 
  Handbook worth 100 gp or less. Total purchases should 
  not be able to exceed 1000 gp. The judge should use his 
  own judgement.  
   
  The Blacksmith: 
  The Blacksmith: 
  The Blacksmith: 
  The Blacksmith:     
  Read or paraphrase the following player text: 
   
  The clanging of metal on metal leads you straight to the 
  The clanging of metal on metal leads you straight to the 
  The clanging of metal on metal leads you straight to the 
  The clanging of metal on metal leads you straight to the 
  Blacksmith's forge. With half walls, the forge is a practical 
  Blacksmith's forge. With half walls, the forge is a practical 
  Blacksmith's forge. With half walls, the forge is a practical 
  Blacksmith's forge. With half walls, the forge is a practical 
  affair. The entire inside of the blacksmith’s shop is plainly 
  affair. The entire inside of the blacksmith’s shop is plainly 
  affair. The entire inside of the blacksmith’s shop is plainly 
  affair. The entire inside of the blacksmith’s shop is plainly 
  visible. A large muscular man works 
  visible. A large muscular man works 
  visible. A large muscular man works 
  visible. A large muscular man works the forge. He seems quite 
  the forge. He seems quite 
  the forge. He seems quite 
  the forge. He seems quite 
  unaware of your aproach.
  unaware of your aproach.
  unaware of your aproach.
  unaware of your aproach.    
   
  Lucius Strongarm is the Blacksmith. He helped slay the 
  zombie when it clawed itself out of the muck more than a 
  month ago. He certainly tells the adventurers of the 
  attack, as he is quite proud of his quick thinking. He 
  trained the two missing boy "adventurers", Deftas and 
  Loren and feels badly about their disappearance. The PCs 
  can purchase any simple or martial metal melee weapon 
  here for standard prices. Abide by the rules of what is 
  available as described in the general store section above. 
  He cannot otherwise help. If the PCs have more 
  questions about the beast he killed, he suggests they 
  speak with the cleric Tama. 
   
  The Temple: 
  The Temple: 
  The Temple: 
  The Temple:     
  Read or paraphrase the following player text: 
   
  Sure enough the stucco bui
  Sure enough the stucco bui
  Sure enough the stucco bui
  Sure enough the stucco building you saw on your way into 
  lding you saw on your way into 
  lding you saw on your way into 
  lding you saw on your way into 
  town is a temple and apparently, the only one in town. The 
  town is a temple and apparently, the only one in town. The 
  town is a temple and apparently, the only one in town. The 
  town is a temple and apparently, the only one in town. The 
  children who were playing in the shadow of the building are 
  children who were playing in the shadow of the building are 
  children who were playing in the shadow of the building are 
  children who were playing in the shadow of the building are 
  gone now. It is circular and domed, apparently constructed of 
  gone now. It is circular and domed, apparently constructed of 
  gone now. It is circular and domed, apparently constructed of 
  gone now. It is circular and domed, apparently constructed of 
  dried mud and wood. It appears to be buried 
  dried mud and wood. It appears to be buried 
  dried mud and wood. It appears to be buried 
  dried mud and wood. It appears to be buried half in the 
  half in the 
  half in the 
  half in the 
  ground. The front door is open and as you enter, you are 
  ground. The front door is open and as you enter, you are 
  ground. The front door is open and as you enter, you are 
  ground. The front door is open and as you enter, you are 
  amazed to find how cool the building is. A young man dressed 
  amazed to find how cool the building is. A young man dressed 
  amazed to find how cool the building is. A young man dressed 
  amazed to find how cool the building is. A young man dressed 
  in simple trousers and shirt stands at the far end, performing 
  in simple trousers and shirt stands at the far end, performing 
  in simple trousers and shirt stands at the far end, performing 
  in simple trousers and shirt stands at the far end, performing 
  some type of ritual on something you can not see from here. He 
  some type of ritual on something you can not see from here. He 
  some type of ritual on something you can not see from here. He 
  some type of ritual on something you can not see from here. He 
  appears to be the only other person in the temple.
  appears to be the only other person in the temple.
  appears to be the only other person in the temple.
  appears to be the only other person in the temple.    
   
  Tama human male Clr2
  Tama human male Clr2
  Tama human male Clr2
  Tama human male Clr2: Medium-size Humanoid (5 ft. 8 
  in. tall); HD 2d8; hp 12; Init +4; Spd 30; AC 10; Atks +2 
  melee (1d8+1, heavy mace); AL LG; SV Fort +3, Ref +0, 
  Will +3  
   
  Str 13, Dex 10, Con 10, Int 12, Wis 14, Cha 13 
   
  Skills: Diplomacy +5, Heal +6, Knowledge (religion) 
  +3, spellcraft +3, swim +2; Feats: Improved Initiative, 
  Scribe Scroll  
   
  Spells (4/3+1; base DC = 14 = spell level): 0—create 
  water, detect magic, purify food/drink, read magic; 1st--bless, 
  comprehend languages, cure light wounds*, sanctuary. 
   
  *Domain spell. Domains: Good (good spells +1 caster 
  level), Healing (healing spells at +1 caster level).  
   
  Equipment: heavy mace, wooden sun disk of Pelor, 
  cleric's vestments 
   
  When the PCs arrive, Tama will have just completed 
  making a flask of holy water. He now has three. He has 
  recently received word from his superiors about the true 
  nature of the beast that climbed from the water last 
  month. Since then, he has been making holy water in the 
  hopes of being able to use it or give it to those in need. He 
  will sell it to the PCs for 25 gp per flask. 
   
  The Mayor: 
  The Mayor: 
  The Mayor: 
  The Mayor:     
  The player text below assumes the party has not yet 
  encountered Maret (encounter three). If they have, 
  proceed to a Final Plea (encounter four) if they attempt to 
  find the mayor. 
   
  Asking around, you learn that the Mayor of this small village 
  Asking around, you learn that the Mayor of this small village 
  Asking around, you learn that the Mayor of this small village 
  Asking around, you learn that the Mayor of this small village 
  actually has an office of her own not to far from the tavern, 
  actually has an office of her own not to far from the tavern, 
  actually has an office of her own not to far from the tavern, 
  actually has an office of her own not to far from the tavern, 
  although she is rarely there during the day, as she is a local 
  although she is rarely there during the day, as she is a local 
  although she is rarely there during the day, as she is a local 
  although she is rarely there during the day, as she is a local 
  farmer as well. Sure enough, aft
  farmer as well. Sure enough, aft
  farmer as well. Sure enough, aft
  farmer as well. Sure enough, after walking the short distance 
  er walking the short distance 
  er walking the short distance 
  er walking the short distance 
  to the small building you are rewarded for your efforts with 
  to the small building you are rewarded for your efforts with 
  to the small building you are rewarded for your efforts with 
  to the small building you are rewarded for your efforts with 
  silence. Knocking on the door brings no one to greet you. A 
  silence. Knocking on the door brings no one to greet you. A 
  silence. Knocking on the door brings no one to greet you. A 
  silence. Knocking on the door brings no one to greet you. A 
  sign on the door suggests you check back after the evening 
  sign on the door suggests you check back after the evening 
  sign on the door suggests you check back after the evening 
  sign on the door suggests you check back after the evening 
  meal… 
  meal… 
  meal… 
  meal…     
    
   
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Encounter 2:     
  Going for a Swim
  Going for a Swim
  Going for a Swim
  Going for a Swim    
  Read or paraphrase the following: 
   
  You make your way down to the riverbank, all the while 
  You make your way down to the riverbank, all the while 
  You make your way down to the riverbank, all the while 
  You make your way down to the riverbank, all the while 
  trying to get another glimpse of whatever was on the hill on 
  trying to get another glimpse of whatever was on the hill on 
  trying to get another glimpse of whatever was on the hill on 
  trying to get another glimpse of whatever was on the hill on 
  the far side. Arriving at the bank, you peer intently through 
  the far side. Arriving at the bank, you peer intently through 
  the far side. Arriving at the bank, you peer intently through 
  the far side. Arriving at the bank, you peer intently through 
  the fog and attempt to see the far side. You thi
  the fog and attempt to see the far side. You thi
  the fog and attempt to see the far side. You thi
  the fog and attempt to see the far side. You think it is is 
  nk it is is 
  nk it is is 
  nk it is is 
  perhaps 100 feet across. The river seems to be reasonably swift. 
  perhaps 100 feet across. The river seems to be reasonably swift. 
  perhaps 100 feet across. The river seems to be reasonably swift. 
  perhaps 100 feet across. The river seems to be reasonably swift. 
  A few trees and rocks dot the riverbank nearby but none seem 
  A few trees and rocks dot the riverbank nearby but none seem 
  A few trees and rocks dot the riverbank nearby but none seem 
  A few trees and rocks dot the riverbank nearby but none seem 
  to be likely to help you in your attempt to cross. 
  to be likely to help you in your attempt to cross. 
  to be likely to help you in your attempt to cross. 
  to be likely to help you in your attempt to cross.     
   
  Since this represents a significant shortcut in the story 
  line, feel free to dramatize the crossing (by requiring a 
  Dexterity check and having those who fail it fall into the 
  river.)  
   
  Unless the PCs have magic, the river is probably too 
  swift, wide, deep, etc to cross here. The river is 95 feet 
  wide. Searching nearby does not yield any suitable 
  crossing points. The judge should use his judgement in 
  deciding what is reasonable for crossing the river.  
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 6 
  PCs attempting to swim must make a skill check (DC 12) 
  to swim against the current. Remember, a successful 
  check indicates only that 1/2 their regular speed in feet 
  was covered in a round if they take a full-round action (i.e. 
  15 ft for a human, half-elf, etc and 10 ft for the shorter 
  races). Regardless of their success they are swept 40 feet 
  downstream each round spent in the water.  
   
  PCs who miss the swimming skill check by 5 or 
  more go under and begin drowning. Remember to factor 
  in a weight penalty, effectively increasing the DC of the 
  swim by +1 for each 5 lbs. the PC is carrying while 
  attempting the swim. 
   
  Should one of the PCs begin drowning and end up 
  being swept down river, allow the PCs to be able to catch 
  glimpses of him from time to time. You want to keep the 
  party chasing after the unfortunate PC until they get 
  closer to town. In any event, the PC is rescued by boys 
  fishing on the river, is finally able to grab hold of a rock, 
  or whatever else seems dramatic at the time.  
   
  If the rest of the party is already on the other side, 
  the PC in question ends up on the ruin’s side of the river. 
  Proceed to Encounter 6 (A Meeting at the River). 
   
  If the PC is one of the first on the other side of the 
  river, assume he ends up on the side of the river he or she 
  started. Unless the PCs give it another go, proceed to 
  Encounter 1 (the Next Town), altering the read aloud text 
  as necessary. 
   
  Encounter 3:
  Encounter 3:
  Encounter 3:
  Encounter 3:    
  Pleading Townsfolk
  Pleading Townsfolk
  Pleading Townsfolk
  Pleading Townsfolk    
  Run this encounter if general rumors dropped in 
  conversation during encounter one are not sufficient to 
  get the PCs to investigate the ruins or just to 
  “spontaneously” provide more information to them if 
  they want to run off half-cocked to the temple. This is a 
  roleplaying encounter with a potential for the PCs to 
  learn a significant amount of information about the 
  missing people. The encounter should last anywhere 
  from 10-20 minutes. 
      
      
  A small crowd suddenly comes u
  A small crowd suddenly comes u
  A small crowd suddenly comes u
  A small crowd suddenly comes upon you as you make 
  pon you as you make 
  pon you as you make 
  pon you as you make 
  your way through the small hamlet. An older lady, obviously 
  your way through the small hamlet. An older lady, obviously 
  your way through the small hamlet. An older lady, obviously 
  your way through the small hamlet. An older lady, obviously 
  the victim of a hard life, moves away from the others and 
  the victim of a hard life, moves away from the others and 
  the victim of a hard life, moves away from the others and 
  the victim of a hard life, moves away from the others and 
  approaches you.
  approaches you.
  approaches you.
  approaches you.    
      
   "You brave adventurers, you must help us! The others are 
   "You brave adventurers, you must help us! The others are 
   "You brave adventurers, you must help us! The others are 
   "You brave adventurers, you must help us! The others are 
  afraid to beg for your assistance but I am 
  afraid to beg for your assistance but I am 
  afraid to beg for your assistance but I am 
  afraid to beg for your assistance but I am not! I have nothing 
  not! I have nothing 
  not! I have nothing 
  not! I have nothing 
  else to lose…" 
  else to lose…" 
  else to lose…" 
  else to lose…"     
   
  Maret, human female Com1:
  Maret, human female Com1:
  Maret, human female Com1:
  Maret, human female Com1: hp 3 
   
  Maret is the mother of two of the four adventurers who 
  went out to look at the temple. She begs the PCs to search 
  for her only children, sobbingly throwing herself to their 
  feet if they resist at all. 
   
  What exactly do you want us to do?
  What exactly do you want us to do?
  What exactly do you want us to do?
  What exactly do you want us to do? Travel to the 
  ruined temple, enter it and recover the bodies and 
  belongings of my fallen kinfolk, if they are present. No 
  matter what, bring them back so that they may have a 
  proper burial. Whether my children's bodies be present 
  or not, slay any of death's damnations that lurks inside the 
  mound. 
   
  What makes you think your kin are in the temple?
  What makes you think your kin are in the temple?
  What makes you think your kin are in the temple?
  What makes you think your kin are in the temple? 
  That is where they went to look for the source of the foul 
  creature that emerged from the river last month. Besides, 
  we have searched the river and the neighboring fields and 
  streams. They are nowhere to be found. 
   
  Who is missing?
  Who is missing?
  Who is missing?
  Who is missing? Aside from the nine other farmers and 
  family members, there is just the four young adventurers. 
  The adventurers are the brothers Deftas and Loren, 
  Loren's girlfriend Kimber, and Rjerik, a local boy who had 
  only recently returned from his studies at the magical 
  academy several days ride from here. 
   
  Is there any relationship between the missing?
  Is there any relationship between the missing?
  Is there any relationship between the missing?
  Is there any relationship between the missing? 
  Aside from whole families disappearing, no. All of the 
  disappeared have come from a variety of occupations, and 
  families. If asked, Maret can relate they all came from the 
  western part of town or its outlying farms. 
   
  What kind of experience did the boys have?
  What kind of experience did the boys have?
  What kind of experience did the boys have?
  What kind of experience did the boys have?    They 
  took fighting lessons from the town blacksmith and their 
  father, Pelor rest his soul. Other than that, they had no 
  further training that any young boy doesn’t have.  
   
  Is there a reward?
  Is there a reward?
  Is there a reward?
  Is there a reward?    Would you not do it for goodness 
  sake? Is an act of goodness not its own reward? Did my 
  sons seek reward when they volunteered to search the 
  ruins for signs of unholy activity? I am an old lady, what 
  could I possibly have to give? 
   
  Encounter 4:
  Encounter 4:
  Encounter 4:
  Encounter 4:    
  A Final Plea
  A Final Plea
  A Final Plea
  A Final Plea    
  Run this encounter if you have failed to entice the PCs to 
  search the ruins for the missing townfolk or if the PCs 
  actively seek out the mayor. This is a roleplaying 
  encounter with a potential for the PCs to bargain for a 
  reward and pick up any extraneous information they have 
  not already learned. The encounter should last anywhere 
  from 10-30 minutes, depending on how much 
  information they have gotten from other sources in town. 
   
  Well met adventurers, My name is Anaria, I am the mayor of 
  Well met adventurers, My name is Anaria, I am the mayor of 
  Well met adventurers, My name is Anaria, I am the mayor of 
  Well met adventurers, My name is Anaria, I am the mayor of 
  our tiny village. Is it true that even the woeful pleas of a 
  our tiny village. Is it true that even the woeful pleas of a 
  our tiny village. Is it true that even the woeful pleas of a 
  our tiny village. Is it true that even the woeful pleas of a 
  mother can not soften your hearts? Perhaps the lure of treasure 
  mother can not soften your hearts? Perhaps the lure of treasure 
  mother can not soften your hearts? Perhaps the lure of treasure 
  mother can not soften your hearts? Perhaps the lure of treasure 
  cacacacan? 
  n? 
  n? 
  n?     
      
  Don’t act so offended, I have not always been a farmer 
  Don’t act so offended, I have not always been a farmer 
  Don’t act so offended, I have not always been a farmer 
  Don’t act so offended, I have not always been a farmer 
  and I am a practical woman. I understand the nature of such 
  and I am a practical woman. I understand the nature of such 
  and I am a practical woman. I understand the nature of such 
  and I am a practical woman. I understand the nature of such 
  things. Almost everyone desires treasure 
  things. Almost everyone desires treasure 
  things. Almost everyone desires treasure 
  things. Almost everyone desires treasure –––– one must earn their 
   one must earn their 
   one must earn their 
   one must earn their 
  daily requirement somehow. It is only reasonable. You risk 
  daily requirement somehow. It is only reasonable. You risk 
  daily requirement somehow. It is only reasonable. You risk 
  daily requirement somehow. It is only reasonable. You risk 
  your lives for
  your lives for
  your lives for
  your lives for strangers, you deserve more than our town can 
   strangers, you deserve more than our town can 
   strangers, you deserve more than our town can 
   strangers, you deserve more than our town can 
  give in return. 
  give in return. 
  give in return. 
  give in return.     
   
  How much will you pay us?
  How much will you pay us?
  How much will you pay us?
  How much will you pay us? As I said before, we are 
  not a wealthy village. However, two of those young ones 
  
   
  An Afternoon Outing 
  Round 1 
  Page 7 
  who volunteered to search the ruins were weilding a 
  dagger and a mace of exceptional craftsmanship. Our 
  town should consider it an honor to bestow them upon 
  you if you help us in this matter. 
   
  What exactly is the problem?
  What exactly is the problem?
  What exactly is the problem?
  What exactly is the problem? The judge should 
  paraphrase or provide a synopsis of the rumors, 
  backhistory, etc. Feel free to reitterate any information 
  they might have already heard (as the mayor would not 
  know what they had already heard). 
   
  What do you want us to do?
  What do you want us to do?
  What do you want us to do?
  What do you want us to do? Travel to the ruined 
  temple west of town, along the river bank. You cant miss 
  it, it has 5 ruined towers atop a small hill. It is cold and 
  almost always shrouded in fog. Locate our missing folk 
  and free them. Slay any evil lurking in the temple if you 
  can. If the four children are dead, return their bodies to 
  us. 
   
  PCs ask why the town hasn’t asked for help:
  PCs ask why the town hasn’t asked for help:
  PCs ask why the town hasn’t asked for help:
  PCs ask why the town hasn’t asked for help: The 
  town officials have sent word of their fears to the paladin 
  group that originally vanquished the Death Cult Temple 
  and to the Nobility who oversee the region but have not 
  heard any reply. That was thirteen days ago. 
   
  Encounter 5:
  Encounter 5:
  Encounter 5:
  Encounter 5:    
   Buy Me a Cow 
   Buy Me a Cow 
   Buy Me a Cow 
   Buy Me a Cow     
  This encounter is designed for those groups that decide to 
  lay in wait for the would-be cattle slaughterers or 
  kidnappers. These PCs may try any number of tactics, but 
  are most likely to buy (or ask for) a cow and a farm to wait 
  for the would-be bandits. They may try to wait at one of 
  the farms on the west side of town. If they wait at a 
  previously attacked farmhouse, they are unsuccessful on 
  the first two nights. The zombies attack on the third 
  night. If they wait at a currently inhabited farmhouse, the 
  occupants (and thus the PCs) are attacked by zombies 
  during the first night.  
   
  Tiers 1
  Tiers 1
  Tiers 1
  Tiers 1----3 EL Variable 
  3 EL Variable 
  3 EL Variable 
  3 EL Variable     
  Use the undead from encounter 9. 
   
  The zombies do not the remains of the missing townsfolk. 
   
  Encounter 6:
  Encounter 6:
  Encounter 6:
  Encounter 6:    
  A Meeting at the River
  A Meeting at the River
  A Meeting at the River
  A Meeting at the River    
  This encounter is written as a follow up to the PCs 
  succesfully crossing the river mentioned in the 
  introduction or for parties where one or more PCs are 
  swept downstream during the attempt. 
   
  If they are successful getting the entire party across 
  the river, the party meets a small group of prominent 
  people from the village out searching for their lost 
  children. A dialog should ensue and enough information 
  should be given to help the party later on.  
   
  • 
  Look to encounters one, three, and four for ideas of 
  how the dialog should go.  
  • 
  Be sure to mention the zombie in the water and the 
  young adventurers who went to search the 
  abandoned temple.  
  • 
  Try to work in a brief history of the ruins.   
   
  It is possible the PCs may wish to travel to the town for 
  specific supplies or more information. The judge may 
  want to steer them that way. If they do not go to town, 
  proceed to Encounter 7. 
   
   
  Encounter 7:
  Encounter 7:
  Encounter 7:
  Encounter 7:    
  The Ruins
  The Ruins
  The Ruins
  The Ruins    
  The read aloud text below assumes the PCs are returning 
  to the ruins from town. If they were successful in 
  crossing the river and did not go to town, you may need 
  to paraphrase. 
   
  Returning almost the same way you came yesterday but on the 
  Returning almost the same way you came yesterday but on the 
  Returning almost the same way you came yesterday but on the 
  Returning almost the same way you came yesterday but on the 
  opposite side of the river, you soon begin to feel the chill the 
  opposite side of the river, you soon begin to feel the chill the 
  opposite side of the river, you soon begin to feel the chill the 
  opposite side of the river, you soon begin to feel the chill the 
  townsfolk had spoke of. Perhaps it is just your imagination. 
  townsfolk had spoke of. Perhaps it is just your imagination. 
  townsfolk had spoke of. Perhaps it is just your imagination. 
  townsfolk had spoke of. Perhaps it is just your imagination. 
  The natural wildlife noises you are accustomed to hearing are 
  The natural wildlife noises you are accustomed to hearing are 
  The natural wildlife noises you are accustomed to hearing are 
  The natural wildlife noises you are accustomed to hearing are 
  absen
  absen
  absen
  absentttt—
  —
  —
  —replaced only by the clinking of your armor and the 
  replaced only by the clinking of your armor and the 
  replaced only by the clinking of your armor and the 
  replaced only by the clinking of your armor and the 
  labor of your breath. At last you see the ruined temple ahead. 
  labor of your breath. At last you see the ruined temple ahead. 
  labor of your breath. At last you see the ruined temple ahead. 
  labor of your breath. At last you see the ruined temple ahead. 
  Sitting atop a hill, just as the townsfolk described, five nearly 
  Sitting atop a hill, just as the townsfolk described, five nearly 
  Sitting atop a hill, just as the townsfolk described, five nearly 
  Sitting atop a hill, just as the townsfolk described, five nearly 
  destroyed towers loom ominously over the surrounding 
  destroyed towers loom ominously over the surrounding 
  destroyed towers loom ominously over the surrounding 
  destroyed towers loom ominously over the surrounding 
  farmland.
  farmland.
  farmland.
  farmland.    
   
  PCs inves
  PCs inves
  PCs inves
  PCs investigate around the base of the hill:
  tigate around the base of the hill:
  tigate around the base of the hill:
  tigate around the base of the hill: Read the 
  following to them: 
   
  Taking a few minutes to walk around the hill you see it looks 
  Taking a few minutes to walk around the hill you see it looks 
  Taking a few minutes to walk around the hill you see it looks 
  Taking a few minutes to walk around the hill you see it looks 
  like it has been a long time since anyone has been here. The 
  like it has been a long time since anyone has been here. The 
  like it has been a long time since anyone has been here. The 
  like it has been a long time since anyone has been here. The 
  grass is tall here, so much so that even some of the taller 
  grass is tall here, so much so that even some of the taller 
  grass is tall here, so much so that even some of the taller 
  grass is tall here, so much so that even some of the taller 
  members 
  members 
  members 
  members of the group are nearly swallowed by it. The 
  of the group are nearly swallowed by it. The 
  of the group are nearly swallowed by it. The 
  of the group are nearly swallowed by it. The 
  crumbling towers on the crown of the hill are clearly visible 
  crumbling towers on the crown of the hill are clearly visible 
  crumbling towers on the crown of the hill are clearly visible 
  crumbling towers on the crown of the hill are clearly visible 
  from such a close distance
  from such a close distance
  from such a close distance
  from such a close distance    
      
  Having walked almost completely around the low hill, 
  Having walked almost completely around the low hill, 
  Having walked almost completely around the low hill, 
  Having walked almost completely around the low hill, 
  you come upon the jumbled ruins of what might once have 
  you come upon the jumbled ruins of what might once have 
  you come upon the jumbled ruins of what might once have 
  you come upon the jumbled ruins of what might once have 
  been an entr
  been an entr
  been an entr
  been an entrance into an underground complex. Broken 
  ance into an underground complex. Broken 
  ance into an underground complex. Broken 
  ance into an underground complex. Broken 
  columns and pieces of worked stone are all that is left of 
  columns and pieces of worked stone are all that is left of 
  columns and pieces of worked stone are all that is left of 
  columns and pieces of worked stone are all that is left of 
  whatever the structure might once have been. A large pile of 
  whatever the structure might once have been. A large pile of 
  whatever the structure might once have been. A large pile of 
  whatever the structure might once have been. A large pile of 
  rubble almost completely buries the building. Beneath the 
  rubble almost completely buries the building. Beneath the 
  rubble almost completely buries the building. Beneath the 
  rubble almost completely buries the building. Beneath the 
  rubble, and dotted around the old sto
  rubble, and dotted around the old sto
  rubble, and dotted around the old sto
  rubble, and dotted around the old stonework lie skeletons, some 
  nework lie skeletons, some 
  nework lie skeletons, some 
  nework lie skeletons, some 
  of them half
  of them half
  of them half
  of them half----missing. They leer eerily up at you in eternal 
  missing. They leer eerily up at you in eternal 
  missing. They leer eerily up at you in eternal 
  missing. They leer eerily up at you in eternal 
  silence. 
  silence. 
  silence. 
  silence.     
      
  Suddenly, the grating noise of stone on stone reaches your 
  Suddenly, the grating noise of stone on stone reaches your 
  Suddenly, the grating noise of stone on stone reaches your 
  Suddenly, the grating noise of stone on stone reaches your 
  ears. You look up just in time to see a small chunk of stone has 
  ears. You look up just in time to see a small chunk of stone has 
  ears. You look up just in time to see a small chunk of stone has 
  ears. You look up just in time to see a small chunk of stone has 
  broken loose and is bounding down 
  broken loose and is bounding down 
  broken loose and is bounding down 
  broken loose and is bounding down the hill toward you!
  the hill toward you!
  the hill toward you!
  the hill toward you!    
   
   
  Wait and see how the PCs react to the bounding 
  boulder. If asked, it is perhaps twelve inches in diameter. 
  No matter what they do, the boulder comes to rest several 
  yards away from the party. It is for effect only and 
  hopefully will bring them to investigate the top of the 
  hill. 
  
   
  An Afternoon Outing 
  Round 1 
  Page 8 
   
   
  The ruins mentioned above are the only remnants of 
  the underground entrance to the temple. The passage was 
  destroyed by spellcasters from Fastblade's army and is 
  now completely impassible.  
  Any 
  PC 
  who 
  makes 
  a 
  successful 
  Knowledge 
  (engineering) or Knowledge (stonemasonry) check (DC 
  12) can tell it was an underground passage (noting the 
  sunken area above the rubble where the passage 
  collapsed). 
  Its unlikely any PC has access to earth moving magic 
  (such as passwall or conjure earth elemental). If they do and 
  they use it here they can dig through and come out at 
  Encounter 13 (main entrance). 
   
  PCs investigate around the top of the hill:
  PCs investigate around the top of the hill:
  PCs investigate around the top of the hill:
  PCs investigate around the top of the hill: Read the following 
  to them: 
   
  Finishing a brisk walk up the side of this low, do
  Finishing a brisk walk up the side of this low, do
  Finishing a brisk walk up the side of this low, do
  Finishing a brisk walk up the side of this low, domed
  med
  med
  med----shaped 
  shaped 
  shaped 
  shaped 
  hill, you come at last to its summit.  The remains of five large 
  hill, you come at last to its summit.  The remains of five large 
  hill, you come at last to its summit.  The remains of five large 
  hill, you come at last to its summit.  The remains of five large 
  towers you saw earlier dot the edges of the hill. A thin mist of 
  towers you saw earlier dot the edges of the hill. A thin mist of 
  towers you saw earlier dot the edges of the hill. A thin mist of 
  towers you saw earlier dot the edges of the hill. A thin mist of 
  fog lingers here, even in the heat of the day. It lays dormant 
  fog lingers here, even in the heat of the day. It lays dormant 
  fog lingers here, even in the heat of the day. It lays dormant 
  fog lingers here, even in the heat of the day. It lays dormant 
  amidst the ruins but seems to get more dense toward 
  amidst the ruins but seems to get more dense toward 
  amidst the ruins but seems to get more dense toward 
  amidst the ruins but seems to get more dense toward the center 
  the center 
  the center 
  the center 
  of the hill. Looking around, you see the hill has a general 
  of the hill. Looking around, you see the hill has a general 
  of the hill. Looking around, you see the hill has a general 
  of the hill. Looking around, you see the hill has a general 
  dome shape but slopes gently down and away again toward 
  dome shape but slopes gently down and away again toward 
  dome shape but slopes gently down and away again toward 
  dome shape but slopes gently down and away again toward 
  some unseen point at the center of the hill. Perhaps it is some 
  some unseen point at the center of the hill. Perhaps it is some 
  some unseen point at the center of the hill. Perhaps it is some 
  some unseen point at the center of the hill. Perhaps it is some 
  type of ampitheater. 
  type of ampitheater. 
  type of ampitheater. 
  type of ampitheater.     
   
  PCs investigate the fog shrouded ampitheat
  PCs investigate the fog shrouded ampitheat
  PCs investigate the fog shrouded ampitheat
  PCs investigate the fog shrouded ampitheater:
  er:
  er:
  er: Read the 
  following to them: 
   
  Descending the slight incline toward whatever awaits, you 
  Descending the slight incline toward whatever awaits, you 
  Descending the slight incline toward whatever awaits, you 
  Descending the slight incline toward whatever awaits, you 
  walk perhaps 40 feet down into what does appear to be an 
  walk perhaps 40 feet down into what does appear to be an 
  walk perhaps 40 feet down into what does appear to be an 
  walk perhaps 40 feet down into what does appear to be an 
  ampitheater. Directly in front of you, a small trench separates 
  ampitheater. Directly in front of you, a small trench separates 
  ampitheater. Directly in front of you, a small trench separates 
  ampitheater. Directly in front of you, a small trench separates 
  you from a marble stone area beyond. You mus
  you from a marble stone area beyond. You mus
  you from a marble stone area beyond. You mus
  you from a marble stone area beyond. You must be in the 
  t be in the 
  t be in the 
  t be in the 
  center now. Through the obscuring fog the weathered remains 
  center now. Through the obscuring fog the weathered remains 
  center now. Through the obscuring fog the weathered remains 
  center now. Through the obscuring fog the weathered remains 
  of stone seats and other decorative pieces of stone are visible.
  of stone seats and other decorative pieces of stone are visible.
  of stone seats and other decorative pieces of stone are visible.
  of stone seats and other decorative pieces of stone are visible.    
   
  • 
  Any PC who makes a successful Knowledge 
  (religion) check (DC 16) can tell the stone area used 
  to be a sacrificial altar. There is nothing to indicate to 
  what god the now missing altar was dedicated. 
  • 
  Any PC who makes a successful knowledge - geology 
  or who is a dwarf or ranger (DC 14) can tell the 
  amphitheater is not a naturally occurring geological 
  formation. It was dug from the top of this hill. 
   
  From here the PCs can investigate the towers. As judge 
  you should take your time to describe each tower, even 
  though all but the western-most one are empty. The 
  insides have been gutted by fire and have nothing of 
  valuable. PCs can determine the towers were originally 
  three stories tall if they make a successful check: 
   
  • 
  Knowledge (engineering) (DC 10) 
  • 
  Knowledge (stonemasonry) (DC 10) 
  • 
  Wisdom (DC 16) 
   
  Fastblade's army worked to destroy most of the tower, 
  burning the inside and battering the towers into ruin. The 
  tower walls are haphazard now, nearly three stories in 
  some places and non-existent in others. Large gaping 
  holes are the norm. There is no evidence of anything 
  living in or around the towers. Beyond this information, 
  the judge is encouraged to wing any digging efforts the 
  PCs might do here.  
   
  If the PCs do not think to look in the towers or give 
  up before searching the western tower, arrange for the 
  PCs to hear some strange noises or perhaps a loud crash 
  of a falling stone block emanating from the western 
  tower. Whenever they investigate the western tower, 
  proceed to encounter 8 (the West Tower). 
   
  PCs look for evidence of the NPC group:
  PCs look for evidence of the NPC group:
  PCs look for evidence of the NPC group:
  PCs look for evidence of the NPC group: Against 
  one of the towers is evidence of a small campfire. PCs 
  who make a successful Spot check (DC 16) will find it 
  whether they are specifically looking for it or not. PCs 
  searching for such evidence must make a successful 
  Search check (DC 5). Any PC who finds the campfire can 
  follow footprints from it to the western-most tower. If the 
  PCs follow the footprints, proceed to Encounter 8 (the 
  West Tower). 
   
  Encounter 8:
  Encounter 8:
  Encounter 8:
  Encounter 8:    
  The West Tower
  The West Tower
  The West Tower
  The West Tower    
  Like the other four towers on this hill, little remains of 
  this tower. Originally composed of stone, this tower is 
  now little more than a windbreak. While seven of its 
  eight sides are intact at the first floor, stone and other 
  debris from the tower's higher levels now lay on the 
  ground nearby. It must have taken powerful magic, heavy 
  siege weaponry, or a long time to topple this once mighty 
  tower. Unlike the other towers, there is no evidence of 
  burning here. Instead, a large amount of timber rests on 
  the floor of the tower. 
   
  Half buried amidst the rubble is a staircase leading 
  down into the underground chambers of the temple. PCs 
  who actually enter the western tower notice the stairs if 
  they make a successful spot check (DC 10). PCs who 
  actively dig in the rubble automatically find the stairs 
  after 5 minutes.  
   
  Also lying amidst the rubble is a greataxe. Assume a 
  Spot check (DC 16) or a Search check (DC 10) to locate it. 
  It belonged to the ogre zombie now in Encounter 16. 
   
  From here, the PCs can leave or head down the stairs 
  to Encounter 9. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: greataxe 
   
   
  Encounter 9: 
  Encounter 9: 
  Encounter 9: 
  Encounter 9:     
  Entrance Stairs
  Entrance Stairs
  Entrance Stairs
  Entrance Stairs    
  A map, DM Handout # 2, is included for the judge's 
  reference and to assist in describing the temple. The 
  temple halls and rooms vary in every dimension. As a 
  general rule, the floors have been worn smooth 
  everywhere and are tiled in some places. The walls are 
  
   
  An Afternoon Outing 
  Round 1 
  Page 9 
  somewhat rougher, and the ceiling is very rough, still 
  having stalagmites in some places. The air is stale and 
  reeks of death and decay. There are no natural light 
  sources and the temple is dark unless the PCs provide a 
  light. 
   
  Should any Rangers or PCs with the tracking feat ask 
  if there are footprints on the ground, confirm that there 
  are but they are recent but too numerous to determine 
  anything useful. 
   
  As you push the last few pieces of debris aside and 
  peer into the darkness below, you are assaulted by the 
  stench of death and decay. A thickness, a tangible evil, 
  seems to permeate the air here, warning of the danger 
  that awaits. As if oblivious to any danger, a set of wide 
  spiral stairs, apparently hewn from the rock itself, lead 
  down into the darkness.    
   
  The stench is caused by years of decay and the 
  undead who now lair below. Once the PCs begin their 
  decent, they encounter the undead left to guard. 
   
  Tier 1 (EL 2): 
  Tier 1 (EL 2): 
  Tier 1 (EL 2): 
  Tier 1 (EL 2):     
  Zombies (4)
  Zombies (4)
  Zombies (4)
  Zombies (4): CR 1/2; Medium-size Undead (6 ft. tall); HD 
  2d12+3; hp 9 (each); Init -1 (Dex); Spd 30; AC 11 (-1 Dex, 
  +2 Natural); Atks+2 melee (1d6+1, slam); SQ Undead, 
  partial actions only; AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 13 Dex 9 Con - Int - Wis 10 Cha 11. 
   
  Feats: Toughness 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralyzation, stunning, disease, and 
  necromantic effects. Not subject to critical hits, sneak 
  attacks, ability damage, ability drain, or energy drain. 
  Immune to anything requiring a Fort save; Partial Actions 
  Only (Ex)—Zombies have poor reflexes and can perform 
  only partial actions. Thus they can move or attack, but can 
  only do both if they charge (a partial charge).  
   
  Tier 2 (EL 4):
  Tier 2 (EL 4):
  Tier 2 (EL 4):
  Tier 2 (EL 4):    
  Zombies (7)
  Zombies (7)
  Zombies (7)
  Zombies (7): use stats above. 
   
  Tier 3 (EL 6):
  Tier 3 (EL 6):
  Tier 3 (EL 6):
  Tier 3 (EL 6):    
  Zombies (9)
  Zombies (9)
  Zombies (9)
  Zombies (9): use stats above. 
   
  Ghoul 
  Ghoul 
  Ghoul 
  Ghoul (1): CR 3; Medium-size Undead (6 ft. tall); HD 
  2d12; hp 15; Init +2 (Dex); Spd 30; AC 14 (+2 Dex, +2 
  Natural); Atks(1d6+1 and paralysis) bite +3 melee; (1d3 
  and paralysis) 2 claws +0 melee; SA paralysis SQ undead 
  immunities; AL CE; SV Fort +0, Ref +2, Will +5 
   
  Str 13 Dex 15 Con - Int 13 Wis 14 Cha 16. 
   
  Skills: Climb +6, Escape Artist +7, Hide +7, Intuit 
  Direction +3, Jump +6, Listen +7, Move Silent +7, Search 
  +6, Spot +7 Feats: Multiattack, Weapon Finesse (bite) 
   
  SA: Paralysis (Ex)—Those hit by a ghoul's attack must 
  succeed at a Fortitude save (DC 14) or be paralyzed for 
  1d6+2 minutes. Elves are immune to this paralysis. 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralyzation, stunning, disease, and 
  necromantic effects. Not subject to critical hits, sneak 
  attacks, ability damage, ability drain, or energy drain. 
  Immune to anything requiring a Fort save. 
   
  Tactics: 
  Tactics: 
  Tactics: 
  Tactics: In all tiers the zombies are instructed to kill any 
  creature that enters the temple. Thus they normally 
  attack until characters are dead (or, are at least 
  unconscious). The ghoul in tier 3 attempts to hide and use 
  the 
  confusion 
  of 
  combat 
  to 
  paralyze 
  would-be 
  combatants. 
   
   
  Encounter 10: 
  Encounter 10: 
  Encounter 10: 
  Encounter 10:     
  Exploring the Temple
  Exploring the Temple
  Exploring the Temple
  Exploring the Temple    
  You are standing in a wide stone corridor. While the floor is 
  You are standing in a wide stone corridor. While the floor is 
  You are standing in a wide stone corridor. While the floor is 
  You are standing in a wide stone corridor. While the floor is 
  relatively smooth, the walls and ceiling look to be a little 
  relatively smooth, the walls and ceiling look to be a little 
  relatively smooth, the walls and ceiling look to be a little 
  relatively smooth, the walls and ceiling look to be a little 
  rough. Shadows emerge from the small cracks and crevices as 
  rough. Shadows emerge from the small cracks and crevices as 
  rough. Shadows emerge from the small cracks and crevices as 
  rough. Shadows emerge from the small cracks and crevices as 
  your light 
  your light 
  your light 
  your light reflects against them. The air is stale but cool; a 
  reflects against them. The air is stale but cool; a 
  reflects against them. The air is stale but cool; a 
  reflects against them. The air is stale but cool; a 
  thick mist lays in layers on the floor, hiding your feet from 
  thick mist lays in layers on the floor, hiding your feet from 
  thick mist lays in layers on the floor, hiding your feet from 
  thick mist lays in layers on the floor, hiding your feet from 
  view. Some kind of liquid, probably water condensation, drips 
  view. Some kind of liquid, probably water condensation, drips 
  view. Some kind of liquid, probably water condensation, drips 
  view. Some kind of liquid, probably water condensation, drips 
  from the ceiling to land on you.
  from the ceiling to land on you.
  from the ceiling to land on you.
  from the ceiling to land on you.    
      
  Its hard to believe any living thing has been 
  Its hard to believe any living thing has been 
  Its hard to believe any living thing has been 
  Its hard to believe any living thing has been here for 
  here for 
  here for 
  here for 
  decades. To your left, the light of your torch reflects off metals 
  decades. To your left, the light of your torch reflects off metals 
  decades. To your left, the light of your torch reflects off metals 
  decades. To your left, the light of your torch reflects off metals 
  inlaid into the wall. Your eyes adjusting now, you can see the 
  inlaid into the wall. Your eyes adjusting now, you can see the 
  inlaid into the wall. Your eyes adjusting now, you can see the 
  inlaid into the wall. Your eyes adjusting now, you can see the 
  metal inlaid wall is not a wall at all, but a large set of ornate 
  metal inlaid wall is not a wall at all, but a large set of ornate 
  metal inlaid wall is not a wall at all, but a large set of ornate 
  metal inlaid wall is not a wall at all, but a large set of ornate 
  double doors. To your right, the corridor disappear
  double doors. To your right, the corridor disappear
  double doors. To your right, the corridor disappear
  double doors. To your right, the corridor disappears into 
  s into 
  s into 
  s into 
  darkness past the edge of your light. Ahead, just at the edge of 
  darkness past the edge of your light. Ahead, just at the edge of 
  darkness past the edge of your light. Ahead, just at the edge of 
  darkness past the edge of your light. Ahead, just at the edge of 
  your light, a long row of thick metal bars block any 
  your light, a long row of thick metal bars block any 
  your light, a long row of thick metal bars block any 
  your light, a long row of thick metal bars block any 
  meaningful forward movement. Clearly, a large room 
  meaningful forward movement. Clearly, a large room 
  meaningful forward movement. Clearly, a large room 
  meaningful forward movement. Clearly, a large room 
  shrouded in darkness, lies beyond the bars. 
  shrouded in darkness, lies beyond the bars. 
  shrouded in darkness, lies beyond the bars. 
  shrouded in darkness, lies beyond the bars.     
   
  PCs investigate the door:
  PCs investigate the door:
  PCs investigate the door:
  PCs investigate the door: There is no keyhole and the door 
  is not locked but the PCs will not be able to open the 
  doors. The doors open inward but are currently held fast 
  by tons of rubble. The hinges are not visible and there is 
  no normal way for the PCs to open the doors.  
   
  PCs attempt t
  PCs attempt t
  PCs attempt t
  PCs attempt to recover inlaid metal:
  o recover inlaid metal:
  o recover inlaid metal:
  o recover inlaid metal: The PC should quickly 
  come to the realization that the effort is not worth the 
  potential gain. Chiseling makes a lot of noise and results 
  in 10 SP worth of metal to be removed per 10 minutes of 
  work. Should the PCs have a clever spell or item to get 
  the metal out (i.e. by melting it) they can recover the 
  metal. No more than 500 sp worth of metal can be 
  recovered from the doors. 
   
  PCs investigate the metal gate ahead:
  PCs investigate the metal gate ahead:
  PCs investigate the metal gate ahead:
  PCs investigate the metal gate ahead: Proceed to Encounter 
  11. 
   
  PCs proceed down the hallway to their righ
  PCs proceed down the hallway to their righ
  PCs proceed down the hallway to their righ
  PCs proceed down the hallway to their right:t:t:t: Read the 
  following, then determine the next encounter from the 
  table that follows. 
      
  Watching carefully as your feet appear and disappear in the 
  Watching carefully as your feet appear and disappear in the 
  Watching carefully as your feet appear and disappear in the 
  Watching carefully as your feet appear and disappear in the 
  fog
  fog
  fog
  fog----shrouded floor beneath you, you walk only a short distance 
  shrouded floor beneath you, you walk only a short distance 
  shrouded floor beneath you, you walk only a short distance 
  shrouded floor beneath you, you walk only a short distance 
  down the large hallway before small dark shape
  down the large hallway before small dark shape
  down the large hallway before small dark shape
  down the large hallway before small dark shapes appear on 
  s appear on 
  s appear on 
  s appear on 
  the walls on either side. Holding your light a little higher, you 
  the walls on either side. Holding your light a little higher, you 
  the walls on either side. Holding your light a little higher, you 
  the walls on either side. Holding your light a little higher, you 
  see the spots of darkness transform into side passages or rooms, 
  see the spots of darkness transform into side passages or rooms, 
  see the spots of darkness transform into side passages or rooms, 
  see the spots of darkness transform into side passages or rooms, 
  you can't tell which from here. Further down the hall, you can 
  you can't tell which from here. Further down the hall, you can 
  you can't tell which from here. Further down the hall, you can 
  you can't tell which from here. Further down the hall, you can 
  see several such shadows dimly illuminated by your
  see several such shadows dimly illuminated by your
  see several such shadows dimly illuminated by your
  see several such shadows dimly illuminated by your light. 
   light. 
   light. 
   light.     
   
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 10 
  Action 
  Encounter 
  Investigate West Door
  Investigate West Door
  Investigate West Door
  Investigate West Door    
  10a (Kitchen)
  10a (Kitchen)
  10a (Kitchen)
  10a (Kitchen)    
  Investigate Far West Door
  Investigate Far West Door
  Investigate Far West Door
  Investigate Far West Door    
  10b (Dining Hall)
  10b (Dining Hall)
  10b (Dining Hall)
  10b (Dining Hall)    
  Investigate East Door
  Investigate East Door
  Investigate East Door
  Investigate East Door    
  10c (Acolyte Chambers)
  10c (Acolyte Chambers)
  10c (Acolyte Chambers)
  10c (Acolyte Chambers)    
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    up to 50 gp worth of silver can be recovered 
  from the door.    
      
      
  Encounter 10a: Kitchen
  Encounter 10a: Kitchen
  Encounter 10a: Kitchen
  Encounter 10a: Kitchen    
  Pass
  Pass
  Pass
  Passing through the low stone archway you find your light 
  ing through the low stone archway you find your light 
  ing through the low stone archway you find your light 
  ing through the low stone archway you find your light 
  reflecting off a few pieces of metal cookware left in what must 
  reflecting off a few pieces of metal cookware left in what must 
  reflecting off a few pieces of metal cookware left in what must 
  reflecting off a few pieces of metal cookware left in what must 
  obviously be an abandoned kitchen. Cobwebs fill every corner 
  obviously be an abandoned kitchen. Cobwebs fill every corner 
  obviously be an abandoned kitchen. Cobwebs fill every corner 
  obviously be an abandoned kitchen. Cobwebs fill every corner 
  in the room and even hang from floor to ceiling in places. 
  in the room and even hang from floor to ceiling in places. 
  in the room and even hang from floor to ceiling in places. 
  in the room and even hang from floor to ceiling in places. 
  Some of them have 
  Some of them have 
  Some of them have 
  Some of them have quite clearly been torn recently. A stone 
  quite clearly been torn recently. A stone 
  quite clearly been torn recently. A stone 
  quite clearly been torn recently. A stone 
  hearth, almost completely covered in the white fabric of spiders 
  hearth, almost completely covered in the white fabric of spiders 
  hearth, almost completely covered in the white fabric of spiders 
  hearth, almost completely covered in the white fabric of spiders 
  sits in the far corner. Another exit is visible across the room.
  sits in the far corner. Another exit is visible across the room.
  sits in the far corner. Another exit is visible across the room.
  sits in the far corner. Another exit is visible across the room.    
   
  There is nothing of interest to the party here. The 
  cobwebs may have some PCs guessing that giant spider’s 
  lair here. None currently do. 
      
  Encounter 10b: Dining Hall
  Encounter 10b: Dining Hall
  Encounter 10b: Dining Hall
  Encounter 10b: Dining Hall    
  Pushing the cobwebs from the arched opening, you pass into a 
  Pushing the cobwebs from the arched opening, you pass into a 
  Pushing the cobwebs from the arched opening, you pass into a 
  Pushing the cobwebs from the arched opening, you pass into a 
  large room, more than 30 feet long by the light of your torch. A 
  large room, more than 30 feet long by the light of your torch. A 
  large room, more than 30 feet long by the light of your torch. A 
  large room, more than 30 feet long by the light of your torch. A 
  couple of mangled tables and splinters of wood l
  couple of mangled tables and splinters of wood l
  couple of mangled tables and splinters of wood l
  couple of mangled tables and splinters of wood litter the floor 
  itter the floor 
  itter the floor 
  itter the floor 
  here. Tattered tapestries, rent and unrecognizable, hang from 
  here. Tattered tapestries, rent and unrecognizable, hang from 
  here. Tattered tapestries, rent and unrecognizable, hang from 
  here. Tattered tapestries, rent and unrecognizable, hang from 
  the east wall. There doesn’t appear to be anything of value 
  the east wall. There doesn’t appear to be anything of value 
  the east wall. There doesn’t appear to be anything of value 
  the east wall. There doesn’t appear to be anything of value 
  here.
  here.
  here.
  here.    
      
  The tapestries and wood can be used as a source of flame 
  in combating the undead in the crypt. Otherwise, there is 
  nothing of value. 
      
  Encounter 10c: Acolyte 
  Encounter 10c: Acolyte 
  Encounter 10c: Acolyte 
  Encounter 10c: Acolyte 
  Chambers
  Chambers
  Chambers
  Chambers    
  As you make your way further down the hall, it becomes 
  As you make your way further down the hall, it becomes 
  As you make your way further down the hall, it becomes 
  As you make your way further down the hall, it becomes 
  obvious there are a number of openings in the right wall. 
  obvious there are a number of openings in the right wall. 
  obvious there are a number of openings in the right wall. 
  obvious there are a number of openings in the right wall. 
  Looking into the first, you can see the archway leads to little 
  Looking into the first, you can see the archway leads to little 
  Looking into the first, you can see the archway leads to little 
  Looking into the first, you can see the archway leads to little 
  more than a hollowed out
  more than a hollowed out
  more than a hollowed out
  more than a hollowed out cell, perhaps 10 feet in diameter.  A 
   cell, perhaps 10 feet in diameter.  A 
   cell, perhaps 10 feet in diameter.  A 
   cell, perhaps 10 feet in diameter.  A 
  few tattered pieces of cloth, some bone, and a fair amount of 
  few tattered pieces of cloth, some bone, and a fair amount of 
  few tattered pieces of cloth, some bone, and a fair amount of 
  few tattered pieces of cloth, some bone, and a fair amount of 
  mildewed straw are all that are immediately obvious.
  mildewed straw are all that are immediately obvious.
  mildewed straw are all that are immediately obvious.
  mildewed straw are all that are immediately obvious.    
   
  These are the living quarters for low level clerics. They 
  were sparsely furnished even when they were being used. 
  Now, all except the second from the last has little more 
  than splintered wood and mildewed straw.  
   
  The judge is encouraged to roleplay the searching of 
  the alcoves to its fullest. Give no indication that nothing 
  of value resides in the alcoves, and continue to ask 
  questions. An elaborate holy symbol can be found in the 
  second to the last alcove. 
   
  Every PC knows the item is a holy symbol for the 
  god Nerull, the god of death. 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Holy Symbol or Nerull - elaborate silver and 
  obsidian unholy symbol worth 50 gp. 
   
   
  Encounter 11: Practically 
  Encounter 11: Practically 
  Encounter 11: Practically 
  Encounter 11: Practically 
  Impossible Trap
  Impossible Trap
  Impossible Trap
  Impossible Trap    
  PCs get here by investigating any of the three portcullis 
  entrances to the cavernous temple. 
   
  Show the appropriate player handout from the table 
  below to the party. 
   
  Gate
  Gate
  Gate
  Gate    
  Handout 
  Handout 
  Handout 
  Handout     
  West 
  Player Handout #1a 
  South 
  Player Handout #1b 
  East 
  Player Handout #1c 
   
   
  Holding your light high to take a closer look at the large 
  metal gate blocking your way, you can tell it was not 
  designed to be easily moved. The bars are thick, perhaps 
  as wide as an average human's wrist and appear to be 
  made of metal. Each bar appears from the ceiling some 15 
  feet overhead and disappears into the ground below. 
  Several skulls are lodged in between the bars at various 
  levels. A couple of broken arrows lay here, solitary 
  reminders of some once great battle. 
   
  The metal gate is activated by a series of levers in the 
  cavernous temple room. The PCs have no normal way of 
  knowing how the system is activated. The bars are six 
  inches apart and two inches in diameter. A locking device 
  beneath the entrance prevents any success in lifting the 
  gates to allow passage. The bars may still be bent and 
  small PCs such as gnomes and Halflings may be able to 
  shimmy between the bars. 
   
  The position of the skulls wedged in between the 
  bars is to indicate the position of the levers (in round 2) 
  necessary to open the bars. 
   
  The debris is perhaps the only warning the party gets 
  that a trap is attached to the great metal portcullis. 
   
  NOTE: 
  NOTE: 
  NOTE: 
  NOTE: Any attempt to bend bars or lift gates sets off the trap(s) 
  detailed below.    
   
  PCs attempt to bend bars:
  PCs attempt to bend bars:
  PCs attempt to bend bars:
  PCs attempt to bend bars: The PC attempting to bend 
  bars must make a Strength check (DC 21). Bending the 
  bars opens the gap between bars from 6 inches to 9 
  inches, but will activate the trap (see below). A second 
  successful Strength check on the other bar would spread 
  the distance to 12 inches. Most humans, Half-orcs, and 
  stout dwarves may still have trouble passing through, 
  especially with armor. The judge should use their 
  discretion.  
   
  Proceed to encounter 16 if ANY PCs are able to enter 
  the cavernous temple. 
      
  PCs attempt to lift gates
  PCs attempt to lift gates
  PCs attempt to lift gates
  PCs attempt to lift gates - It should be considered 
  practically impossible for the party to lift the gate (DC 
  50). The gate has a locking mechanism beneath the floor 
  
   
  An Afternoon Outing 
  Round 1 
  Page 11 
  and above the ceiling. The locking mechanism and the 
  associated trap cannot therefore be bypassed by the 
  Disable Device skill (unless a PC has 10 ranks or more in 
  Disable Device, then the DC is 40). 
   
  Trap: 
  Trap: 
  Trap: 
  Trap: The portcullis is trapped. The trap is activated when 
  the portcullis is jimmied (i.e. attempts to bend bars or 
  raise the portcullis). Where more than one trap is 
  indicated, assume they are spread out across the portcullis 
  opening. 
      
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Arrow Trap:
  Arrow Trap:
  Arrow Trap:
  Arrow Trap: +5 ranged (1d6/x3 crit); Search (DC 21), 
  Disable Device (practically impossible, DC 40). 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Arrow Trap (x2):
  Arrow Trap (x2):
  Arrow Trap (x2):
  Arrow Trap (x2): +7 ranged (1d6/x3 crit); Search (DC 21), 
  Disable Device (Device (practically impossible, DC 40). 
      
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Arrow Trap (x4):
  Arrow Trap (x4):
  Arrow Trap (x4):
  Arrow Trap (x4): +9 ranged (1d6/x3 crit); Search (DC 21), 
  Disable Device (practically impossible, DC 40). 
      
  PCs attempt to disable the trap
  PCs attempt to disable the trap
  PCs attempt to disable the trap
  PCs attempt to disable the trap - The trap is attached 
  to the locking mechanism hidden beneath the floor. It is 
  accessed via small panels on the inside of the gate (i.e. in 
  the cavernous temple). As such, it cannot be disabled 
  under normal circumstances (see above). The opening 
  where the arrows come out however, can be blocked. 
   
  PCs attempt to unlock the gate 
  PCs attempt to unlock the gate 
  PCs attempt to unlock the gate 
  PCs attempt to unlock the gate ---- The gate locks are 
  above the ceiling and below the floor. As with the trap, 
  the locks are accessed via small panels on the inside of the 
  gate (i.e. in the cavernous temple). They cannot be 
  bypassed under normal circumstances (i.e., at least 10 
  ranks of Open Lock, DC 60). 
      
  Encounter 12: Out of Place
  Encounter 12: Out of Place
  Encounter 12: Out of Place
  Encounter 12: Out of Place    
  Mustering the courage to continue deeper into this evil temple, 
  Mustering the courage to continue deeper into this evil temple, 
  Mustering the courage to continue deeper into this evil temple, 
  Mustering the courage to continue deeper into this evil temple, 
  you pass down and around the corner of this wide hall. To 
  you pass down and around the corner of this wide hall. To 
  you pass down and around the corner of this wide hall. To 
  you pass down and around the corner of this wide hall. To 
  your dismay, you find only another lo
  your dismay, you find only another lo
  your dismay, you find only another lo
  your dismay, you find only another long stretch of hall 
  ng stretch of hall 
  ng stretch of hall 
  ng stretch of hall 
  disappearing into the darkness and wet fog ahead. The air is 
  disappearing into the darkness and wet fog ahead. The air is 
  disappearing into the darkness and wet fog ahead. The air is 
  disappearing into the darkness and wet fog ahead. The air is 
  thick here, your breathing and the beat of your heart seem to 
  thick here, your breathing and the beat of your heart seem to 
  thick here, your breathing and the beat of your heart seem to 
  thick here, your breathing and the beat of your heart seem to 
  pound and echo down the hallway. More strange dripping 
  pound and echo down the hallway. More strange dripping 
  pound and echo down the hallway. More strange dripping 
  pound and echo down the hallway. More strange dripping 
  noises can be heard as they echo down the tunnel hallway.
  noises can be heard as they echo down the tunnel hallway.
  noises can be heard as they echo down the tunnel hallway.
  noises can be heard as they echo down the tunnel hallway.    
      
  ((((insert PC's name) suddenly calls out, alerting you to an 
  ) suddenly calls out, alerting you to an 
  ) suddenly calls out, alerting you to an 
  ) suddenly calls out, alerting you to an 
  odd discovery. Tucked back in a natural alcove, a stout iron 
  odd discovery. Tucked back in a natural alcove, a stout iron 
  odd discovery. Tucked back in a natural alcove, a stout iron 
  odd discovery. Tucked back in a natural alcove, a stout iron 
  door with heavy bands catches the light of your torch and 
  door with heavy bands catches the light of your torch and 
  door with heavy bands catches the light of your torch and 
  door with heavy bands catches the light of your torch and 
  reflects it back into the hallway.
  reflects it back into the hallway.
  reflects it back into the hallway.
  reflects it back into the hallway.    
   
  A necromancer who lived in the temple pulled this door 
  from his robe of useful items. He then cast a silent image to 
  hide it and an arcane lock to lock it. A wizard from 
  Fastblade's army detected the illusion however and cast 
  another arcane lock on the door to bar it from the outside. 
  The poor necromancer, unable to escape his safe haven, 
  died a miserable death of starvation.  
   
  PCs use dispel magic to open the door:
  PCs use dispel magic to open the door:
  PCs use dispel magic to open the door:
  PCs use dispel magic to open the door: PCs using 
  dispel magic must roll a dispel check (1d20+ 1 per PC 
  caster level (max +10). Compare that number to the DC 
  for dispelling the arcane lock (DC 17). 
   
  PCs use knock to bypass the arcane lock:
  PCs use knock to bypass the arcane lock:
  PCs use knock to bypass the arcane lock:
  PCs use knock to bypass the arcane lock: Knock can 
  open the arcane locked door, but only for 10 minutes. PCs 
  who enter might be trapped inside if they dally too long.  
   
  PCs use other magic to open the door:
  PCs use other magic to open the door:
  PCs use other magic to open the door:
  PCs use other magic to open the door: The judge will 
  have to adjudicate any other items/spells that might 
  defeat the arcane lock. 
   
  PCs use brute strength to open the door:
  PCs use brute strength to open the door:
  PCs use brute strength to open the door:
  PCs use brute strength to open the door: The door is 
  a magically reinforced iron door - busting it down 
  requires a successful Strength check (DC 38). The PCs 
  may want to bash down the door with weapons, the doors 
  stats are:  
   
  Iron door (enspelled with 
  Iron door (enspelled with 
  Iron door (enspelled with 
  Iron door (enspelled with arcane lock
  arcane lock
  arcane lock
  arcane lock):):):): 2 in. thick; 
  hardness 10; hp 60; AC 5; break (38).  
   
  PCs want to bust through the floor:
  PCs want to bust through the floor:
  PCs want to bust through the floor:
  PCs want to bust through the floor: The floor is made 
  of hewn stone. Since there is no "other side", assume it is 
  impossible to bust through using Strength alone. Digging 
  a tunnel underneath the door (assuming 5-ft. by 5-ft. 
  dimension) has to get through a hardness of 10, and 360 
  hp. 
   
   
  Encounter 12b: Storage
  Encounter 12b: Storage
  Encounter 12b: Storage
  Encounter 12b: Storage    
  The large iron door swings noisily in to reveal a small 
  half-finished cave filled with a strange assortment of 
  items. A skeleton, clad in dirty, tattered robes lies curled 
  in a fetal position by the far wall. An assortment of broken 
  blades and hilts lie scattered about the room and in a 
  small crawlway on the north wall. The crawlway doesn’t 
  appear to lead anywhere. Many items litter the ground 
  around the broken blades, including a leather satchel, a 
  10-foot long pole, 2 lanterns, and a coil of rope. 
   
  All Tiers (EL 2):
  All Tiers (EL 2):
  All Tiers (EL 2):
  All Tiers (EL 2):    
  Skeleton
  Skeleton
  Skeleton
  Skeleton (1): CR 1/3; Medium-size Undead (6 ft. tall); HD 
  1d12; hp 10; Init +5 (Dex, Improved Initiative); Spd 30; 
  AC 13 (+1 Dex, +2 Natural); Atks+0 melee (1d4, 2 claws); 
  SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will 
  +2 
   
  Str 10, Dex 12, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons.  
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 12 
  Skeleton war
  Skeleton war
  Skeleton war
  Skeleton war----dogs 
  dogs 
  dogs 
  dogs (2): CR 1/2; Small Undead (3 ft. tall); 
  HD 1/2 1d12; hp 4; Init +5 (Dex, Improved Initiative); 
  Spd 30; AC 14 (+1 Dex, +2 Natural, +1 Size); Atks2 claws 
  +0 melee (1d4-1); SQ skeleton, undead; AL N; SV Fort +0, 
  Ref +1, Will +2 
   
  Str 10, Dex 12, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons. 
   
  The skeleton is that of the necromancer. The treasure 
  here are items pulled from the robe of useful items the 
  skeleton is wearing. The robe is now inert, all of its items 
  having long been removed. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: Leather satchel with 100 gp inside    
      
      
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 13: Main Entrance 
  3: Main Entrance 
  3: Main Entrance 
  3: Main Entrance     
  A large passageway leads away to the south here but the rubble 
  A large passageway leads away to the south here but the rubble 
  A large passageway leads away to the south here but the rubble 
  A large passageway leads away to the south here but the rubble 
  of a cave
  of a cave
  of a cave
  of a cave----in is visible even from here. Large hallways lead back 
  in is visible even from here. Large hallways lead back 
  in is visible even from here. Large hallways lead back 
  in is visible even from here. Large hallways lead back 
  off to the west, the way you came, and on to the east as well. To 
  off to the west, the way you came, and on to the east as well. To 
  off to the west, the way you came, and on to the east as well. To 
  off to the west, the way you came, and on to the east as well. To 
  the north, a set of metal bars block the way
  the north, a set of metal bars block the way
  the north, a set of metal bars block the way
  the north, a set of metal bars block the way to a large cavern. 
   to a large cavern. 
   to a large cavern. 
   to a large cavern. 
  The remnants of toppled pillars and other debris are visible at 
  The remnants of toppled pillars and other debris are visible at 
  The remnants of toppled pillars and other debris are visible at 
  The remnants of toppled pillars and other debris are visible at 
  the edge of your light. Whether it is the flicker of torchlight, a 
  the edge of your light. Whether it is the flicker of torchlight, a 
  the edge of your light. Whether it is the flicker of torchlight, a 
  the edge of your light. Whether it is the flicker of torchlight, a 
  trick of your eyes, or something more sinister, you can see brief 
  trick of your eyes, or something more sinister, you can see brief 
  trick of your eyes, or something more sinister, you can see brief 
  trick of your eyes, or something more sinister, you can see brief 
  and subtle movements from the great cav
  and subtle movements from the great cav
  and subtle movements from the great cav
  and subtle movements from the great cavern to the north. 
  ern to the north. 
  ern to the north. 
  ern to the north. 
  Suddenly a loud thud echoes through the temple, reverberating 
  Suddenly a loud thud echoes through the temple, reverberating 
  Suddenly a loud thud echoes through the temple, reverberating 
  Suddenly a loud thud echoes through the temple, reverberating 
  up and down the hall as it searches for a way to escape. Then, 
  up and down the hall as it searches for a way to escape. Then, 
  up and down the hall as it searches for a way to escape. Then, 
  up and down the hall as it searches for a way to escape. Then, 
  all is quiet again.
  all is quiet again.
  all is quiet again.
  all is quiet again.    
   
  If the PCs investigate the cave-in to the south they 
  immediately discover the skeletons lurking there. The 
  skeletons are prone when the PCs first arrive. Read or 
  paraphrase the player text below: 
   
  Moving south away from the large portcullis, you come across 
  Moving south away from the large portcullis, you come across 
  Moving south away from the large portcullis, you come across 
  Moving south away from the large portcullis, you come across 
  the skeletons of many men protuding at odd angles from the 
  the skeletons of many men protuding at odd angles from the 
  the skeletons of many men protuding at odd angles from the 
  the skeletons of many men protuding at odd angles from the 
  rubble of a cave in. Clearly a 
  rubble of a cave in. Clearly a 
  rubble of a cave in. Clearly a 
  rubble of a cave in. Clearly a great battle was once fought on 
  great battle was once fought on 
  great battle was once fought on 
  great battle was once fought on 
  this very spot. Some of the skeletons appear almost intact, the 
  this very spot. Some of the skeletons appear almost intact, the 
  this very spot. Some of the skeletons appear almost intact, the 
  this very spot. Some of the skeletons appear almost intact, the 
  apparent victims of a well
  apparent victims of a well
  apparent victims of a well
  apparent victims of a well----timed swing of the sword. Others 
  timed swing of the sword. Others 
  timed swing of the sword. Others 
  timed swing of the sword. Others 
  stick out only partway from under the collapsed ceiling. A few 
  stick out only partway from under the collapsed ceiling. A few 
  stick out only partway from under the collapsed ceiling. A few 
  stick out only partway from under the collapsed ceiling. A few 
  skeletons lay smashed and broken out 
  skeletons lay smashed and broken out 
  skeletons lay smashed and broken out 
  skeletons lay smashed and broken out away from the rubble.
  away from the rubble.
  away from the rubble.
  away from the rubble.    
   
  Of course a few of the skeletons are actually undead. They 
  are ordered to sneak up and attack anyone passing or 
  entering through the portcullis.    
      
  PCs investigate the metal gate ahead:
  PCs investigate the metal gate ahead:
  PCs investigate the metal gate ahead:
  PCs investigate the metal gate ahead: The PCs have 
  to deal with the skeletons before any real study can be 
  made of the portcullis here. After defeating the skeletons, 
  proceed to Encounter 10 if the PCs continue to examine 
  the portcullis. 
      
  Tier 1 (EL 2): 
  Tier 1 (EL 2): 
  Tier 1 (EL 2): 
  Tier 1 (EL 2):     
  Skeleton (5)
  Skeleton (5)
  Skeleton (5)
  Skeleton (5): CR 1/3; Medium-size Undead (6 ft. tall); HD 
  1d12; hp 8; Init +5 (Dex, Improved Initiative); Spd 30; AC 
  13 (+1 Dex, +2 Natural); Atks2 claws +0 melee (1d4); SQ 
  skeleton, undead; AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 10 Dex 12 Con - Int - Wis 10 Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons. 
      
  Tier 2 (EL 4)
  Tier 2 (EL 4)
  Tier 2 (EL 4)
  Tier 2 (EL 4)    
  Skeleton (10)
  Skeleton (10)
  Skeleton (10)
  Skeleton (10): CR 1/3; Medium-size Undead (6 ft. tall); 
  HD 1d12; hp 8; Init +5 (Dex, Improved Initiative); Spd 30; 
  AC 13 (+1 Dex, +2 Natural); Atks 2 claws +0 melee (1d4); 
  SQ skeleton, undead; AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 10, Dex 12, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons. 
   
  Five of the skeletons are equipped with scythes. The 
  others use their claws. 
   
  Tier 3 (EL 7):
  Tier 3 (EL 7):
  Tier 3 (EL 7):
  Tier 3 (EL 7):    
  Skeleton (12)
  Skeleton (12)
  Skeleton (12)
  Skeleton (12): CR 1/3; Medium-size Undead (6 ft. tall); 
  HD 1d12; hp 8; Init +5 (Dex, Improved Initiative); Spd 30; 
  AC 13 (+1 Dex, +2 Natural); Atks 2 claws +0 melee (1d4); 
  SQ skeleton, undead; AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 10, Dex 12, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons. 
      
  Zombies (6)
  Zombies (6)
  Zombies (6)
  Zombies (6): CR 1/2; Medium Undead (6 ft. tall); HD 
  2d12+3; hp 20 (each); Init -1 (Dex); Spd 30; AC 11 (-1 Dex, 
  +2 Natural); Atks +2 melee (2d4+1, scythe); SQ undead, 
  partial actions only; AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 13, Dex 9, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Toughness. 
   
  SQ - Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Partial Actions Only 
  (Ex)—Zombies have poor reflexes and can perform only 
  
   
  An Afternoon Outing 
  Round 1 
  Page 13 
  partial actions. Thus they can move or attack, but can only 
  do both if they charge (a partial charge.) 
      
  Tactics: 
  Tactics: 
  Tactics: 
  Tactics: The skeletons have been ordered to attack 
  anyone investigating the portcullis or who passes by this 
  point in the hallway. If the PCs are examining the gate 
  and none are actively guarding, the skeletons will likely 
  surprise the PCs, effectively catching them flat-footed 
  (Skeletons have a Move Silently +1). 
   
   
  Encounter 14
  Encounter 14
  Encounter 14
  Encounter 14    
  Observation Area
  Observation Area
  Observation Area
  Observation Area    
  Moving past the splintered doorway that once seperated this 
  Moving past the splintered doorway that once seperated this 
  Moving past the splintered doorway that once seperated this 
  Moving past the splintered doorway that once seperated this 
  roo
  roo
  roo
  room from the hallway you came from, you find yourselves 
  m from the hallway you came from, you find yourselves 
  m from the hallway you came from, you find yourselves 
  m from the hallway you came from, you find yourselves 
  once again standing knee
  once again standing knee
  once again standing knee
  once again standing knee----deep in the same fog that seems to 
  deep in the same fog that seems to 
  deep in the same fog that seems to 
  deep in the same fog that seems to 
  haunt this entire catacomb. Your feet catch on debris as you 
  haunt this entire catacomb. Your feet catch on debris as you 
  haunt this entire catacomb. Your feet catch on debris as you 
  haunt this entire catacomb. Your feet catch on debris as you 
  enter, alerting you to something on the floor, even though you 
  enter, alerting you to something on the floor, even though you 
  enter, alerting you to something on the floor, even though you 
  enter, alerting you to something on the floor, even though you 
  cannot see it clea
  cannot see it clea
  cannot see it clea
  cannot see it clearly. Iit is hard to tell what this room might 
  rly. Iit is hard to tell what this room might 
  rly. Iit is hard to tell what this room might 
  rly. Iit is hard to tell what this room might 
  once have been
  once have been
  once have been
  once have been—
  —
  —
  —perhaps a storage room of some sort. Small 
  perhaps a storage room of some sort. Small 
  perhaps a storage room of some sort. Small 
  perhaps a storage room of some sort. Small 
  shelves carved from the jagged stone walls lay empty now, 
  shelves carved from the jagged stone walls lay empty now, 
  shelves carved from the jagged stone walls lay empty now, 
  shelves carved from the jagged stone walls lay empty now, 
  devoid of anything but a few shards of pottery. A few black 
  devoid of anything but a few shards of pottery. A few black 
  devoid of anything but a few shards of pottery. A few black 
  devoid of anything but a few shards of pottery. A few black 
  robes, little more than tattered b
  robes, little more than tattered b
  robes, little more than tattered b
  robes, little more than tattered bits of cloth now, hang from 
  its of cloth now, hang from 
  its of cloth now, hang from 
  its of cloth now, hang from 
  wooden pegs that dot the walls. Directly ahead, a small 
  wooden pegs that dot the walls. Directly ahead, a small 
  wooden pegs that dot the walls. Directly ahead, a small 
  wooden pegs that dot the walls. Directly ahead, a small 
  opening disappears into the darkness. The rank stench of death 
  opening disappears into the darkness. The rank stench of death 
  opening disappears into the darkness. The rank stench of death 
  opening disappears into the darkness. The rank stench of death 
  and decay is strong here
  and decay is strong here
  and decay is strong here
  and decay is strong here    
   
  The dark hole exits to Encounter 16: The Cavernous 
  Temple. It used to be a concealed door (something 
  anyone who cares to investigate it will discover). Candles 
  and torches are blown out when brought to the small cave 
  exit. 
   
  A successful search skill check (DC 14) allows the 
  party to discover a small book on the floor, written in the 
  common tongue. Give the PCs Player Handout #2. 
      
      
  Encounter 15: 
  Encounter 15: 
  Encounter 15: 
  Encounter 15:     
  Priest Chambers
  Priest Chambers
  Priest Chambers
  Priest Chambers    
  There are actually three rooms here that used to be priest 
  chambers for mid level priests. Paraphrase the read aloud 
  text should the party investigate the 2nd and 3rd rooms. 
   
  The sp
  The sp
  The sp
  The splintered remains of doorways and doors now lay on the 
  lintered remains of doorways and doors now lay on the 
  lintered remains of doorways and doors now lay on the 
  lintered remains of doorways and doors now lay on the 
  floor, just inside the room ahead of you. The fog is thicker here, 
  floor, just inside the room ahead of you. The fog is thicker here, 
  floor, just inside the room ahead of you. The fog is thicker here, 
  floor, just inside the room ahead of you. The fog is thicker here, 
  coming up almost two feet off the ground as near as you can 
  coming up almost two feet off the ground as near as you can 
  coming up almost two feet off the ground as near as you can 
  coming up almost two feet off the ground as near as you can 
  tell. Small objects, the remains of furniture and personal 
  tell. Small objects, the remains of furniture and personal 
  tell. Small objects, the remains of furniture and personal 
  tell. Small objects, the remains of furniture and personal 
  belongings no do
  belongings no do
  belongings no do
  belongings no doubt, jut from the mist like ice in a river, only 
  ubt, jut from the mist like ice in a river, only 
  ubt, jut from the mist like ice in a river, only 
  ubt, jut from the mist like ice in a river, only 
  hinting at what might be found beneath. The walls in the 
  hinting at what might be found beneath. The walls in the 
  hinting at what might be found beneath. The walls in the 
  hinting at what might be found beneath. The walls in the 
  rooms are smoother here, with less cracks and crevices than 
  rooms are smoother here, with less cracks and crevices than 
  rooms are smoother here, with less cracks and crevices than 
  rooms are smoother here, with less cracks and crevices than 
  elsewhere. Holding your light high, you can see the far side of 
  elsewhere. Holding your light high, you can see the far side of 
  elsewhere. Holding your light high, you can see the far side of 
  elsewhere. Holding your light high, you can see the far side of 
  the room, perhaps twenty f
  the room, perhaps twenty f
  the room, perhaps twenty f
  the room, perhaps twenty feet away.
  eet away.
  eet away.
  eet away.    
   
  No matter what order the PCs examine the rooms, the 
  animated corpses of the last adventurers (from town) are 
  present in the first, crouching motionless in the mist 
  behind some furniture debris. A successful spot check 
  (DC 18) allows them to be seen. Searching the room 
  automatically results in their discovery. Their stats are the 
  same for all tiers. 
   
  All tiers (EL 2)
  All tiers (EL 2)
  All tiers (EL 2)
  All tiers (EL 2)    
  Zombies (3)
  Zombies (3)
  Zombies (3)
  Zombies (3): CR 1/2; Medium Undead (6 ft. tall); HD 
  2d12+3; hp 20 (each); Init -1 (Dex); Spd 30; AC 11 (-1 Dex, 
  +2 Natural); Atks +2 melee (2d4+1, scythe); SQ undead, 
  partial actions only; AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 13, Dex 9, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Toughness. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Partial Actions Only 
  (Ex)—Zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but can only 
  do both if they charge (a partial charge.) 
   
  The zombies were once two men and one women. If the 
  PCs asked for a description of the missing young 
  adventurers they can deduce these zombies were once 
  those poor folk.  
   
  The zombies have been instructed to open the stairs 
  after three days if the trap is sprung. Unless the PCs are 
  thorough and check here, these zombies will be missed, 
  thus providing them a way out if they become trapped 
  below. 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: In various pouches and bags on the zombie 
  corpses resides the following treasure 
  • 
  300 sp 
  • 
  1 topaz worth 50 gp 
  • 
  a masterwork dagger 
   
  Development: 
  Development: 
  Development: 
  Development: Defeating the zombies prevents the PCs 
  from escaping easily from the tomb later, forcing them to 
  either swim underwater to safety, wait it out (assuming 
  they have provisions) until help arrives, or until they 
  slowly starve to death. 
   
   
  Encounter 16: 
  Encounter 16: 
  Encounter 16: 
  Encounter 16:     
  The Cavernous Temple
  The Cavernous Temple
  The Cavernous Temple
  The Cavernous Temple    
  It is expected that the PCs will enter the Cavernous 
  Temple through the crawlway in the observation area. If 
  they obtain entry by some other method, you may have to 
  alter the read-aloud text below. 
   
  Clearing the small crawlway you just came from you stand up 
  Clearing the small crawlway you just came from you stand up 
  Clearing the small crawlway you just came from you stand up 
  Clearing the small crawlway you just came from you stand up 
  in what must be an enormous cavern. The fog is thick here, 
  in what must be an enormous cavern. The fog is thick here, 
  in what must be an enormous cavern. The fog is thick here, 
  in what must be an enormous cavern. The fog is thick here, 
  swirling about in gentle currents under pressure from some 
  swirling about in gentle currents under pressure from some 
  swirling about in gentle currents under pressure from some 
  swirling about in gentle currents under pressure from some 
  unseen force of air. Your light, reflecting off the fo
  unseen force of air. Your light, reflecting off the fo
  unseen force of air. Your light, reflecting off the fo
  unseen force of air. Your light, reflecting off the fog, shines off 
  g, shines off 
  g, shines off 
  g, shines off 
  uselessly beyond a few feet. To your left and just at the edge of 
  uselessly beyond a few feet. To your left and just at the edge of 
  uselessly beyond a few feet. To your left and just at the edge of 
  uselessly beyond a few feet. To your left and just at the edge of 
  your dimenished light you can see the metal portcullis by the 
  your dimenished light you can see the metal portcullis by the 
  your dimenished light you can see the metal portcullis by the 
  your dimenished light you can see the metal portcullis by the 
  collapsed entrance you passed earlier. As you stand there 
  collapsed entrance you passed earlier. As you stand there 
  collapsed entrance you passed earlier. As you stand there 
  collapsed entrance you passed earlier. As you stand there 
  waiting for the rest of your party to move through the t
  waiting for the rest of your party to move through the t
  waiting for the rest of your party to move through the t
  waiting for the rest of your party to move through the tunnel 
  unnel 
  unnel 
  unnel 
  
   
  An Afternoon Outing 
  Round 1 
  Page 14 
  and join you, a loud thud resonates across the cavern. Then 
  and join you, a loud thud resonates across the cavern. Then 
  and join you, a loud thud resonates across the cavern. Then 
  and join you, a loud thud resonates across the cavern. Then 
  another, and another.
  another, and another.
  another, and another.
  another, and another.    
   
  Something large is moving around in the cavern. 
   
  The Undead Ogres attack anyone who enters the 
  cavern and do not wait until everyone is in the room to 
  initiate combat. For rules lawyers, the zombies have been 
  commanded to attack any living creature that enters the 
  cavernous temple. 
   
  The unfortunate ogres had been living in one of the 
  abandoned towers and were originally killed by the 
  adventuring party who disappeared a few weeks ago. The 
  ogres were to blame for the missing livestock from the 
  nearby farms. After being released, Ambrios animated 
  them for his army and ordered them to attack anyone 
  coming into the cavernous temple. 
   
  Tier 1 (EL 3):
  Tier 1 (EL 3):
  Tier 1 (EL 3):
  Tier 1 (EL 3):    
  Ogre Zombie (2)
  Ogre Zombie (2)
  Ogre Zombie (2)
  Ogre Zombie (2): CR 2; Large Undead (9 ft. tall); HD 
  4d12+3; hp 25 each; Init -1 (Dex); Spd 40 ft.; AC 11 (-1 
  size, -1 Dex, +3 Natural) Atks +4 melee (1d8+4, slam); 
  Reach 10 ft.; SQ undead; AL N; SV Fort -N/A, Ref +0, Will 
  +4; 
   
  Str 14 Dex 9 Con - Int - Wis 10 Cha 11. 
   
  Feats: Toughness 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Partial Actions Only 
  (Ex)—Zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but can only 
  do both if they charge (a partial charge.) 
   
   
  Tier 2 (EL 6):
  Tier 2 (EL 6):
  Tier 2 (EL 6):
  Tier 2 (EL 6):    
  Ogre Zombie (2)
  Ogre Zombie (2)
  Ogre Zombie (2)
  Ogre Zombie (2): CR 2; Large Sized Undead (9 ft. tall); 
  HD 4d12+3; hp 31 each; Init -1 (Dex); Spd 40 ft.; AC 11 (-1 
  size, -1 Dex, +3 Natural) Atks +4 melee (1d8+4, slam); 
  Reach 10 ft.; SQ undead; AL N; SV Fort -N/A, Ref +0, Will 
  +4; Str 14, Dex 12, Con - , Int - , Wis 10, Cha 10 
   
  Str 13, Dex 9, Con - , Int - , Wis 10, Cha 11. 
   
  Feats: Toughness 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Partial Actions Only 
  (Ex)—Zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but can only 
  do both if they charge (a partial charge.) 
   
   
  Ogre Skeleton (2)
  Ogre Skeleton (2)
  Ogre Skeleton (2)
  Ogre Skeleton (2): CR 1.5; Large Sized Undead (9 ft. tall); 
  HD 4d12; hp 26 each; Init -1 (Dex); Spd 40 ft.; AC 11 (-1 
  size, -1 Dex, +3 Natural) Atks +4 melee (1d8+4, slam); 
  Reach 10 ft.; SQ undead; AL N; SV Fort -N/A, Ref +0, Will 
  +4; 
   
  Str 14, Dex 12, Con - , Int - , Wis 10,  Cha 10. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons. 
   
  Tier 3 (EL 7):
  Tier 3 (EL 7):
  Tier 3 (EL 7):
  Tier 3 (EL 7):    
  Ogre Zombie (3)
  Ogre Zombie (3)
  Ogre Zombie (3)
  Ogre Zombie (3): CR 2; Large Sized Undead (9 ft. tall); 
  HD 4d12+3; hp 31 each; Init -1 (Dex); Spd 40 ft.; AC 11 (-1 
  size, -1 Dex, +3 Natural) Atks +4 melee (1d8+4, slam) or 
  (1d12+1, great axe); Reach 10 ft.; SQ undead; AL N; SV 
  Fort -N/A, Ref +0, Will +4;  
   
  Str 14, Dex 12, Con - , Int - , Wis 10, Cha 10 
   
  Feats: Toughness 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Partial Actions Only 
  (Ex)—Zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but can only 
  do both if they charge (a partial charge.) 
   
   
  Ogre Skeleton (3)
  Ogre Skeleton (3)
  Ogre Skeleton (3)
  Ogre Skeleton (3): CR 1.5; Large Sized Undead (9 ft. tall); 
  HD 4d12; hp 28 each; Init -1 (Dex); Spd 40 ft.; AC 11 (-1 
  size, -1 Dex, +3 Natural) Atks +4 melee (1d8+4, slam); 
  Reach 10 ft.; SQ undead; AL N; SV Fort -N/A, Ref +0, Will 
  +4;  
   
  Str 14, Dex 12, Con - , Int - , Wis 10, Cha 10 
   
  Feats: Improved Initiative 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage; Immunities (Ex)—
  Skeletons have cold immunity. Because they lack flesh or 
  internal organs, they take only half damage from piercing 
  or slashing weapons. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Round 1 concludes with the PCs defeating the ogre 
  zombies in the cavernous temple. 
      
  Searching the large cavern with all the fog is 
  Searching the large cavern with all the fog is 
  Searching the large cavern with all the fog is 
  Searching the large cavern with all the fog is difficult. Its 
  difficult. Its 
  difficult. Its 
  difficult. Its 
  going to take some time and there are more pressing matters to 
  going to take some time and there are more pressing matters to 
  going to take some time and there are more pressing matters to 
  going to take some time and there are more pressing matters to 
  be tended to at the moment….
  be tended to at the moment….
  be tended to at the moment….
  be tended to at the moment….    
   
  The End of Round 1
  The End of Round 1
  The End of Round 1
  The End of Round 1    
      
      
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
  
   
  An Afternoon Outing 
  Round 1 
  Page 15 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 9
  Encounter 9
  Encounter 9
  Encounter 9    
  Defeating the zombies 
  80 xp 
   
  Encounter 11
  Encounter 11
  Encounter 11
  Encounter 11    
  Defeating the trap on the portcullis  
  (first time) 
  25 xp 
   
  Encounter 12
  Encounter 12
  Encounter 12
  Encounter 12    
  Getting past the iron door 
  15 xp 
   
  Encounter 13
  Encounter 13
  Encounter 13
  Encounter 13    
  Defeating the skeletons 
  90 xp 
   
  Enco
  Enco
  Enco
  Encounter 14
  unter 14
  unter 14
  unter 14    
  Finding Rjerick's journal 
  15 xp 
   
  Encounter 15
  Encounter 15
  Encounter 15
  Encounter 15    
  Defeating the zombies 
  75 xp 
   
  Encounter 16
  Encounter 16
  Encounter 16
  Encounter 16    
  Defeating the ogre zombies 
  150 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
      
   
   
  Treasure Su
  Treasure Su
  Treasure Su
  Treasure Summary
  mmary
  mmary
  mmary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives campaign-
  decided penalties for being known as a thief, such as 
  Infamy. For other stolen items which meet the 
  criteria in #1 above, use your judgment and the 
  circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  En
  En
  En
  Encounter 8
  counter 8
  counter 8
  counter 8    
  • 
  greataxe 
   
  Encounter 10
  Encounter 10
  Encounter 10
  Encounter 10    
  • 
  50 gp worth of silver (can be sold in town for full 
  value) 
   
  Encounter 10c
  Encounter 10c
  Encounter 10c
  Encounter 10c    
  • 
  20 gp, silver/obsidian holy symbol of Nerull. 
   
  Encounter 12b
  Encounter 12b
  Encounter 12b
  Encounter 12b    
  • 
  100 gp 
   
  Encounter 15
  Encounter 15
  Encounter 15
  Encounter 15    
  • 
  300 sp 
  • 
  1 topaz worth 50 gp 
  • 
  Masterwork dagger (302, 1 lb., steel, common):   
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 16 
  DM Handout #1 
  DM Handout #1 
  DM Handout #1 
  DM Handout #1 ---- Adventure Flowchart
   Adventure Flowchart
   Adventure Flowchart
   Adventure Flowchart    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Player Introduction 
  Encounter 1 – The 
  Next Town 
  Encounter 
  2 
  –
  A Swim 
  Encounter 3 – Pleading 
  Townsfolk 
  Encounter 
  4 
  – 
  A Final Plea 
  Encounter5 
  – 
  Buy Me a Cow  
  Encounter 
  7 
  –
  The Ruins
  Encounter 
  8 
  –
  The West Tower
  Encounter 9 – Entrance 
  Stairs 
  Encounter 
  10 
  –
  Exploring the Temple
  Encounter 
  12 
  –
  Out of Place
  Encounter 
  13 
  –
  Main Entrance
  Encounter 
  6 
  – 
  A Meeting at the River 
  Encounter 
  14 
  –
  Observation Area
  Encounter 
  15 
  – 
  Priest Chambers 
  Encounter 
  16 
  –
  Cavernous Temple
  Proceed to Round 2 
  Successful 
  in 
  crossing 
  the 
  river? 
  Did not attempt/No 
  Yes
   
  Encounter 11 – Pavlov’s 
  Trap
  
   
  An Afternoon Outing 
  Round 1 
  Page 17 
  DM Handout #2 
  DM Handout #2 
  DM Handout #2 
  DM Handout #2 ---- First Level, Undertemple Ruins
   First Level, Undertemple Ruins
   First Level, Undertemple Ruins
   First Level, Undertemple Ruins    
   
   
   
  one square = 10 feet
  
   
  An Afternoon Outing 
  Round 1 
  Page 18 
  Player Handout #1a
  Player Handout #1a
  Player Handout #1a
  Player Handout #1a  
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 19 
  Player Handout #1b 
  Player Handout #1b 
  Player Handout #1b 
  Player Handout #1b     
   
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  An Afternoon Outing 
  Round 1 
  Page 20 
  Player Handout #1c
  Player Handout #1c
  Player Handout #1c
  Player Handout #1c  
   
   
  
   
  An Afternoon Outing 
  Round 1 
  Page 21 
  Player Handout #2
  Player Handout #2
  Player Handout #2
  Player Handout #2 -   
   
  Ah, it is good to be on the road again.  Imagine my surprise to learn that the magic I possess 
  courses through my veins.  I had hoped I was just innately good at magic and could use that 
  to my advantage in getting accepted to the academy.  I guess I am both disappointed and 
  pleasantly surprised to learn that this magical skill I have may continue to manifest itself in 
  new and exciting ways!   
   
  I continue to be pleased with this new book that I purchased in town.  The binding seems to 
  be well constructed and the pages are easy to turn.  Moreover, the ink doesn’t bleed through. 
   I feel I have made a fine purchase.  I have come to a small town on my way to the city of 
  Greyhawk.  It seems they have had some strange visitor come ashore recently and they are 
  looking to explore a ruined temple in search of answers.  I believe the creature they speak of 
  was a zombie, but I did not see the corpse for myself.  I could use the money so I have agreed 
  to accompany them.   
   
  We have camped here at the ruins for the evening.  When we came here we happened upon a 
  couple of ogres.  The other townsfolk did not know what they were, calling them giant instead. 
   But my readings on such creatures allowed me to suggest a course of action. Through 
  surprise and by attacking them on their flanks we were able to kill them quickly and without 
  incident.  I wonder if they are the ones to blame for the missing livestock?  Still, the zombie 
  that came from the river must be explained away. 
   
  While talking amongst ourselves last night Deftas left camp to gather firewood and 
  happened upon something suspicious.  This morning we investigated it and discovered what 
  we believe to be an entrance to the death cult temple.  Who would have thought it would be so 
  easy to get in?  I feel like this is a waste of our time. 
   
  We have made it this far and I am beginning to believe the place is deserted.  We have been 
  searching for a way into the central cavern.  Kimber says something foul and horrible resides 
  there. I think she just has an overactive imagination.  We tried to get past the portcullis 
  
   
  An Afternoon Outing 
  Round 1 
  Page 22 
  earlier but quit after a spear came down from the ceiling and lanced Deftas' arm.  
  Fortunately, Kimber was able to put a some bandages on it and stop the bleeding.   
   
  So much for being deserted!  Skeletons attacked us as we tried to get in at the second gate. 
  Kimber tends to Loren's wounds and Deftas is sitting quietly in the corner standing guard 
  and sharpening our weapons.  All in all we are not that bad off.   Still, I say that we have 
  the evidence we need that evil still lives in this temple.  I'm sure it would be enough to get 
  someone to come down here and take care of the problem. 
  The others are all pumped from their battle however.  They are obviously quite excited.   
  There is talk between Deftas and Loren about what treasure might still be left for them to 
  find.  I can tell it is as important to them as finding out the true nature of this temple.  They 
  sacked the small living quarters near the entrance.  Indeed they found a considerable amount 
  of silver. 
   
  Already I am filled with dread!  What have I agreed to do?  The others seem excited. They 
  have been boasting to each other of their accomplishments lately.  I secretly worry that we 
  have bitten off more than we could chew.  The others are excited to be here, and why not?  
  They are in far better shape than I after their years of field labor.  Now I know what my 
  instructor meant by his comments that there were bills to be paid for our years of intensive 
  study. 
   
  It is too much!  We have finally found our way into the central cavern and the evil is 
  palpable, though strangely without form.  Kimber found a strange set of levers set into a 
  pedestal and after some observation I made a guess at their purpose.  They activate the gates 
  we had previously tried to open.  We shall try to ascertain what other functions they may 
  have. 
   
  I have had enough of this!  I am leaving this nonsense right now! I have told the others and 
  they seem eager to press on anyway, although they are clearly annoyed by my decision.
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/591/ADP1-07 - An Afternoon Outing (APL 2-6)/ADP1-07a - An Afternoon Outing (round 1).pdf