TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NMR7-01 
   
   
   
   
   
  The Village 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Metaregional Adventure set in the Duchy of Urnst 
  Version 1.0 
   
   
  by Bryan Bagnas 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Mark Somers 
  Playtesters: Eric Brittain, Leigh Carter, Derek Christensen, York Cook, Bruce Higa, Greg Jones, Russell Lee, Pat 
  McGrath, Daniel Oddo, John Ruff and George Smith,  
   
   
  Villages in civilized lands are always quaint. Though often banal to the experienced adventurer, each village has 
  characteristics that make it stand out from the rest. This village is no exception. Unrelenting fog, mysterious deaths and 
  voices in the darkness terrify the local inhabitants. It also has a secret to die for.  
  A two-round Metaregional adventure set in the Duchy of Urnst for characters level 2-16 (APLs 4-14). 
   
  Resources for this adventure [and the authors of those works] include Duchy of Urnst Website [DoU Triad], Marklands 
  [Carl Sargent], Dragon Magazine 338: Core Beliefs: Boccob [Sean K. Reynolds], Dragon Magazine 341: Lesser Golems 
  [Campbell Pentney], Complete Divine [David Noonan], and Complete Arcane [Richard Baker]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  NMR7-01 The Village 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two-round Meta-Regional adventure, 
  set in the Duchy of Urnst. All NMR characters pay 1 
  Time Units per round. All out of other characters pay 2 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In the Spurned Vale lives a mad priest, once a faithful 
  follower of Lydia. Possessed by a demon during the 
  Flight of Fiends, he wandered through the Spurned Vale 
  trying to come to grips with his madness, but failed 
  horribly and has become wholly evil. Into his possession 
  came three tomes, collectively called the Canon 
  Apocrypha, which threatens to unmake the hierarchies 
  of several faiths of great power and influence. These 
  scripts he carried were once the focus of study for a small 
  group of priests in Boccob’s service, after their discovery 
  amongst some ancient texts. These priests set to secretly 
  decipher the meaning of the scripts and were driven mad 
  by studying its words, but only after coming to the 
  conclusion that the knowledge had to be kept a secret 
  until the truth of its wanderings became known. 
   
  The mad priest, called Tadolf Herugin in his former 
  life, took up residence in the small village of Wadron., 
  having learned of the existence of the texts. Prior to his 
  public arrival, the mad Tadolf secretly slew the village’s 
  only priest – one Tolon Sternheart. With the resident 
  Pholtan priest out of the way, he came to Wadron as the 
  replacement priest.  
   
  This unremarkable village lies near the temple of 
  Boccob, in which the five scholars toiled away at the 
  Canon 
  Apocrypha. 
  Long 
  abandoned 
  by 
  regular 
  worshippers, the temple lies in ruins within a vast 
  graveyard. Tadolf used the dead corpses to construct a 
  small undead army. Using these undead minions, he 
  struck fear into the hearts and minds of Wadron. Serving 
  no other purpose but to amuse the mad demon locked 
  within Tadolf, the relentless attacks on the villagers 
  continue unabated. 
   
  Though initially happy with the new priest, the 
  villagers soon noticed short bursts of madness overtake 
  their spiritual leader. Over time, the strange outbursts 
  and ravings became more frequent. Nollant, a competent 
  woodsman, followed Tadolf on one of his mysterious 
  “walks”. Upon his return to Wabron, Nollant informed 
  the mayor and sheriff what he found. Sadly, Tadolf 
  learned of this and slew the sheriff before anyone became 
  the wiser. 
   
  The next attack upon Wabron focused on killing the 
  mayor and Nollant. After that, Tadolf felt his secret was 
  safe. Now Tadolf is obsessed with unravelling the hidden 
  ritual and gaining the elusive power it grants. That’s 
  when this adventure begins. 
   
  ADVENTURE SUMMARY 
  The adventure begins in the city of Nellix in the Duchy 
  of Urnst. The PCs are summoned by Lord Broden to 
  investigate reports of strange events in Wabron. A 
  priestess of Lydia also hires them to recover the Canon 
  Apocrypha, a book full of heresies. 
   
  Protecting the book is Incabulos, no less. He sends 
  one of his minions to dissuade the PCs from bothering 
  with the mission, offering them substantial cash as a 
  reward. When the PCs refuse, he sends thugs to kill 
  them. 
   
  As the PCs arrive in the Spurned Vale, they run into 
  a mob of escaping villagers. These refugees inform the 
  PCs what is going on and why they are leaving. Upon 
  their arrival in Wabron, the PCs must fend off the initial 
  attack of undead. Later that night, they are again attacked 
  by undead. 
   
  By morning, the PCs have a chance to investigate the 
  village and have the cooperation of the residents. They 
  learn of the strange priest who went mad. Following that 
  lead, the PCs explore Tadolf’s house and must defeat his 
  NMR7-01 The Village 
   
  Page 2 
  
  guardians. In his house are journals and maps, leading to 
  the ruined temple. 
   
  The PCs must brave the cold and fog to follow the 
  trail through the Spurned Vale. During their trek 
  through the wilderness, they stumble upon an escaped 
  villager who was destined to be a ritual sacrifice. Finally, 
  the PCs arrive at the graveyard and temple complex. 
  There, guardian huecuvas attempt to stop the PCs from 
  gaining entrance into the temple and disrupting Tadolf. 
  In the temple, the PCs find Tadolf pouring over excerpts 
  and failed translations of the Canon Apocrypha. They 
  must cure his madness, remove the possessing demon or 
  kill the priest to gain further knowledge of the book. 
   
  PREPARATION FOR PLAY 
  During the game, several villagers may try to become 
  romantically involved with the adventurers. Record the 
  alignment and Charisma score for each character. The 
  alignment will be used later if the PCs try to talk with 
  Tadolf. Lawful alignments get a bonus to their Diplomacy 
  with the crazy priest. 
   
  Also record what each character fears the most, if 
  anything. Are they afraid of spiders, snakes or birds? For 
  those who add this tidbit of role-playing, they will have 
  nightmares about their fear when in the village. They 
  may also see these creatures lurking about. This will add 
  some scary elements to the story. 
   
  The goal is to run this adventure like a ghost story or 
  as part of the horror movie genre. Take time to describe 
  eerie sounds and bumps in the night. Allow them to 
  develop fears or get anxious about the next encounter. 
  Always present a map for their guard duty rotation and 
  request their marching order frequently. Don’t let them 
  predict when encounters happen. 
   
  PLAYER CHARACTER DESCRIPTIONS 
  To help reinforce the sense of dread and rumors from the 
  villagers, get a description of each player character. Note 
  what colors they are wearing, holy symbols visible and 
  other unique items. Those that wear visible red will be 
  favored as targets for most of the undead combats. 
   
  Regarding the Fog 
  The fog of Spurned Vale is an ongoing source of 
  frustration. The DMG states, “Whether in the form of a 
  low-lying cloud or a mist rising from the ground, fog 
  obscures all sight, including darkvision, beyond 5 feet. 
  Creatures 5 feet away have concealment (attacks by or 
  against them have a 20% miss chance).” 
   
  Each encounter area will have the environmental 
  conditions for that area, including special changes to the 
  fog. 
   
  Chasing any creatures outside the normal combat 
  area enters the fog. The fog is used here as a flavor 
  element, not as a way to make combats more difficult. 
   
  Poor Visibility: Any time characters cannot see at least 
  60 feet in the prevailing conditions of visibility, they may 
  become lost. Characters traveling through fog, snow, or a 
  downpour might easily lose the ability to see any 
  landmarks not in their immediate vicinity. Similarly, 
  characters travelling at night may be at risk, too, 
  depending on the quality of their light sources, the 
  amount of moonlight, and whether they have darkvision 
  or lowlight vision. 
   
  This is the case when the party enters Spurned Vale 
  – either as they crest the hills of the Abbor Alz or as they 
  move west from the Franz River. 
   
  Chance to Get Lost: If conditions exist that make 
  getting lost a possibility, the character leading the way 
  (and assisted by other members of the party with ranks in 
  Survival) must succeed on a Survival check or become 
  lost. The difficulty of this check varies based on the 
  terrain, the visibility conditions, and whether or not the 
  character has a map of the area being traveled through. 
  Refer to the table below and use the highest DC that 
  applies. 
   
   Locale 
  Survival 
  DC 
   Locale 
  Survival DC 
  Moor or hill, 
  map 
  6 
  Poor 
  visibility 
  12 
  Mountain, 
  map 
  8 
  Mountain, 
  no map 
  12 
  Moor or hill, 
  no map 
  10 
  Forest 
  15 
   
   
  A character with at least 5 ranks in Knowledge 
  (geography) or Knowledge (local) pertaining to the area 
  being traveled through gains a +2 bonus on this check. 
   
  DM’s Note: Characters with 5 ranks or more in 
  Survival do not get lost. 
   
  Check once per hour (or portion of an hour) spent in 
  local or overland movement to see if travelers have 
  become lost. In the case of a party moving together, only 
  the character leading the way makes the check. 
   
  Feel free to disregard the effects of the fog if you 
  begin to run short on time. 
   
  INTRODUCTION 
  The city of Nellix sits on the far-eastern border of the 
  Duchy. Seated at the waterway juncture of two rivers, 
  Nellix has become a minor hub for mercantile activities 
  along the southern border. It hosts the College of Sages 
  and Sorcery, effectively being built around the College. 
  Nellix sits on the edge of the Celadon Forest, thus 
  housing a majority of the Duchy’s elven population. 
   
  As one of the larger cities of the Duchy, there are 
  plenty of people crowding the streets, wading through 
  the throngs ignorant of the dark dangers that loom in 
  their future.  
   
  The streets of Nellix are filled with merchants 
  hawking their wares and customers looking for a 
  bargain. Mixed well into this throng of everyday life 
  NMR7-01 The Village 
   
  Page 3 
  
  are beggars and street urchins looking doe-eyed for a 
  generous offering. There, on the corner next to the 
  stone pillar holding up the two-story guild building, 
  is a thin old man. The man’s eyes are wide with 
  fervor. His white wiry hair stands in chaos upon his 
  head. The man’s clothes, if you can call those rags 
  clothes, barely remain on his skeletal frame. His fist 
  is held high in the air, swirling in defiance. “The end 
  is near. You will all die when the end times arrive. 
  Listen to me! I speak of your doom. You, you there! I 
  see dark times in your future.” The street prophet 
  looks at you and beckons you closer. 
   
  “A dark village is where you’ll be headed. Beware 
  the mists! Mark my words, you will find death 
  behind those walls. He’s lost his mind, he has. You 
  will too if you go there. Heresies are found there. 
  Don’t go. Let the heresy remain hidden. It is too late, 
  Lord Broden looks for you even now.” The frail old 
  man slumps onto his mat. “It’s too late for you. Go. 
  The village waits. You will learn what fear is. Your 
  darkest fears wait there.” The old man speaks no 
  more. His vacant eyes stare off into the distance. 
   
  A young man wearing official looking livery 
  approaches you. He introduces himself; “I am Squire 
  Alek, under the watchful eye of Lord Broden 
  Lorinar.” He waits patiently for your names. 
   
  Once you provide your names, he hands you a 
  note with the seal of Lord Broden Lorinar. “So very 
  nice to meet you, sirs and madams. You are the 
  individuals for whom I was searching. Lord Broden 
  sends this missive to your care. It requires your 
  prompt response. Good day.” 
   
  Alek clicks his heels in salute and walks off to 
  his next assignment. 
   
  The PCs should head over to the estate at this point. If 
  they choose to wander the city more, they will miss their 
  appointment and anger Lord Broden. He’ll hire another 
  group of adventurers for his important mission. The 
  adventure is over for the slackers. 
   
  Who is Lord Broden 
  PCs may make a DC 15 Knowledge (Local, NMR) check 
  to know the information listed below about Lord Broden. 
  For those who care to take a brief amount of time, a DC 
  12 Gather Information check can reveal this knowledge 
  fairly quickly. 
   
  Lord Broden Lorinar is the second son of Duke Karll 
  of House Lorinar. Broden served as a junior officer in the 
  Ducal Guard stationed in the County of Urnst during the 
  Greyhawk Wars, part of forces guarding the border with 
  the Bandit Kingdoms. After the wars he served in the 
  Ducal Diplomatic Corps, most notably as the ambassador 
  to Ahlissa until 595 CY when Duke Karll summoned him 
  back to the Duchy. Later in that same year, the Duke 
  disappeared.  
   
  In Duke Karll's absence, Lord Broden worked to 
  have his brother appointed as Regent. When his cousin 
  Ellis Lorinar was appointed instead, Broden became 
  concerned that Ellis's principle goal was to become Duke. 
   
  He formed the White Harts faction to prevent Lord 
  Ellis from seizing power.  
   
  Speaking with the street prophet 
  If the PCs attempt to talk with the street prophet, he will 
  ignore them. Insistent PCs can get him to speak again but 
  he’ll 
  just 
  repeat 
  his 
  earlier 
  claims, 
  generously 
  interspersed with “the end is near”. 
   
  A river the future is like. Always moving. Always 
  changing. If you do not act quickly, you get caught in 
  a path that must be followed. 
   
  Healing won’t work on him because he’s not injured. He 
  isn’t possessed or cursed. He truly sees the future but 
  now the vision is gone. Continual badgering of the 
  prophet will send him into a fetal position and he stops 
  responding to any further stimuli. 
   
  ENCOUNTER 1: SPURNED 
  The party is escorted from the estate gates to a small 
  meeting room on the bottom floor. An attendant 
  shuffles off to inform Lord Broden Lorinar of your 
  arrival. After twenty minutes, a quartet of guards 
  enters the room, allowing Lord Broden to enter 
  unobstructed. He sits upon a green velvet chair of 
  obvious quality and waits for you to sit. 
   
  Lord Broden is dressed in a fine chain shirt and 
  expensive looking leathers. His belt is sturdy leather 
  with a shiny bright buckle, and it sits on his hip as 
  though carefully placed by an experienced warrior. 
  The thick rich cloak and gold brooch remind you of 
  his station. He looks at you sternly yet keeps a sense 
  of friendliness about the whole meeting. 
   
  “I have heard of your reputations and feel you 
  all may be able to help me on a little assignment. 
  There is a village in the Spurned Vale that I have a 
  particular personal interest in. I’ve tried on several 
  occasions to contact the mayor of Wabron, the 
  village in question.” 
   
  “Sadly, there has been no response. Many weeks 
  ago, I sent an agent to investigate why Wabron 
  seems to have cut itself off. My agent, a man named 
  Jodus Darkfeather, sent a report to me that 
  something strange was happening in Wabron.” 
   
  “Jodus’ report wasn’t specific and then his 
  messages stopped. I wish to hire you to investigate 
  what’s going on in the village and find Jodus. If the 
  situation is solvable by steel, please take the liberty 
  to make the village safe.” 
   
  Lord Broden sits back in his plush chair. “I’m 
  prepared to offer each of you two hundred gold 
  coins, half now and half upon your return. As usual, 
  you can have the loot of any enemies or brigands 
  you encounter. I want that village secured and made 
  safe. Do you accept my offer?” 
   
  NMR7-01 The Village 
   
  Page 4 
  
  Lord Broden will pay each PC 200gp to go to Wabron and 
  determine what it going on. He would like Jodus found 
  and any problems resolved in the best interest of the 
  Duchy. In other words, re-establish the rule of law in 
  Wabron. 
   
  Lord Broden will answer most questions he is able, 
  then after 20 minutes, he will excuse himself and 
  abruptly leave. The attendant will fill in any other details 
  the PCs request regarding Wabron or the Spurned Vale. 
  However, very little is known, which is why the party is 
  hired. 
   
  DM’s Note: Though he won’t admit it, the Duke has 
  an interest in establishing a connection with that part of 
  the Spurned Vale. His motives, however, are not 
  important at this stage – but for sensitive PCs there’s no 
  indication of anything sinister afoot. 
   
  Allow the PCs to make the following skill checks for 
  background information on Spurned Vale: DC 15 
  Knowledge (Local, NMR), DC 20 Knowledge (History) 
  or DC 20 Bardic Knowledge will produce the following 
  information. 
   
  If asked, Lord Broden or his assistants can provide 
  the same information regarding the Spurned Vale. They 
  just need to ask nicely. 
   
  The information below is also provided in Player 
  Handout One, so that it can be referred to when needed. 
   
  Spurned Vale 
   
  Technically, the Spurned Vale lies within the Duchy 
  of Urnst, but nearly 600 Nyrondese have fled here since 
  the war. This community tries to make a living from the 
  edges of the forest and foothills and in doing so they have 
  angered the wild and strong Urnst hillmen, and the 
  particularly xenophobic woodsmen who live in the 
  forested hills to the northwest. Skirmishes, even a battle, 
  have put this wretched and beleaguered community at its 
  wits’ end. 
   
  People here are truly just scavengers, some wearing 
  little more than rags. Some have taken to the worship of 
  evil deities, feeling that all else has failed them. This is 
  fertile terrain for an evil priest to cultivate should one 
  happen by. There are tales of hidden evil shrines in the 
  southern hills, and darker rumors of blood cults hidden 
  among the local people. These rumors could form the 
  basis of a good low level adventure. (Marklands, pg. 71) 
   
  ENCOUNTER 2: HERESIES 
  On their way out, a woman who acts locally for the 
  distant Trigol College of the Divine approaches the party 
  for another mission. The priestess of Lydia has an agent 
  in the village who is trying to locate a very dangerous 
  book. The ‘Canon Apocrypha’ needs to arrive back here in 
  Nellix for safekeeping. If its contents leak out to the 
  general population, there would be riots or worse in the 
  streets. She received a message from the agent weeks ago 
  that there is a great danger in the village. 
   
  As you depart the building, a lone woman 
  approaches you. “I wish to speak with you 
  adventurers before you leave on your mission. Come 
  this way.” 
   
  The woman is kind looking and of middle age. 
  There’s a sense of familiarity about her, almost like 
  she’s your long lost aunt or even your mother’s twin. 
  She’s wearing a long, pale dress with a thick, leather 
  belt. Upon her head is a white hat with a scarf that 
  drapes below her face. 
   
  Her rosy cheeks jiggle as she walks. She turns to 
  you and beckons with her arm. “Please, in the holy 
  name of Lydia, come this way.” 
   
  If you follow, she leads you down the road to a 
  small building. Quickly, she enters the building. 
  Inside, there are sturdy chairs and oak table. She is 
  waiting for you to enter and shut the door behind 
  you. “Please take a seat. My name is Urfala, a high 
  priestess of Lydia. I have some information to 
  provide you and another mission to accept, if you 
  will.” 
   
  “A few months ago, I learned about a possible 
  location of a book of heresies, called the Canon 
  Apocrypha, which we have been seeking. This book 
  possesses a potent and very real threat to Oerth. It 
  contains a great evil, possibly granting even greater 
  power like that only the gods wield. The contents of 
  the book are a deception to release a dread entity 
  and grant untold power.” 
   
  “Upon learning of this lead, I sent an agent to 
  Wabron to investigate the rumor. At first, the agent 
  uncovered very little – just a small village barely 
  scratching a living from the rough country. 
  Sometimes, the village would be attacked by the 
  Urnst Hillfolk but nothing much happened." 
   
  “More recently, the agent reported strange 
  activity. Then the final report I received indicated a 
  great danger in the village. I am confident that the 
  vile book is somewhere in the village. I’m willing to 
  offer you a finder’s fee and reward if you do two 
  things for me.” 
   
  “You must try to recover the blasphemous book 
  and determine the condition of our agent or 
  perform a rescue. The state of the good world may be 
  in jeopardy.” 
   
  Other details that the priestess knows: 
  • 
  The Trigol College of the Divine, which is located in 
  the County of Urnst, has little direct influence in 
  Nellix, since the local College of Sages and Sorcery 
  are suspicious of them, and she has command of 
  only a handful of agents. Nonetheless she and her 
  associates try to remain on good terms with the local 
  authorities. 
  • 
  The Trigol College of the Divine agent is Seiako, a 
  woman of great skill and charm. She may be in 
  disguise. If not, she is a pretty woman in her late 
  twenties, of mixed Oeridian and Flan blood, with 
  olive skin and very dark eyes. 
  NMR7-01 The Village 
   
  Page 5 
  
  • 
  The Canon Apocrypha has several dogmatic errors 
  involving some influential churches in the region. If 
  these get out to the general congregations, there 
  could be great discord in the region. 
  • 
  The vile book also contains prophecies about a 
  possible apotheosis of some evil being. The church 
  would like to stop this from happening. 
  • 
  Many of the residents in the Spurned Vale have 
  sought refuge in the worship of evil gods. 
  • 
  Seiako was staying at the local inn. 
   
  If the PCs take on her mission, she thanks them for their 
  help and leaves the room. Just outside the door, several of 
  her personal guards take up their positions as she walks 
  into the market. 
   
  The PCs are free to stay or leave the room. The 
  building (and room) is an empty merchant stall that the 
  priestess bought for this meeting. In a few days, it will be 
  up for rent again. 
   
  Urfala knows about their mission to Wabron 
  because her superiors advise Lord Broden on such 
  matters. Therefore, she was made privy to their meeting 
  time and place, using this information to hire them for a 
  second mission. 
   
  ENCOUNTER 3: OPTION 
  THREE 
  On the road, an agent of Incabulos called Vodopeyia 
  (male tiefling wizard 9) approaches the party to stop them 
  from beginning the mission. His message is simple. The 
  book will release a dangerous being from its prison. Don’t 
  involve yourself in these matters. 
   
  Just outside of Nellix, a lone rider on a black stallion 
  rides quickly towards your position. The man is 
  waving his arms as if to wave you down. 
   
  As he gets closer, he say, “Good day to you fine 
  people. I am Vodopeyia, but my friends call me 
  Vodo. I was hoping you’d be interested in a well 
  paying job opportunity.” 
   
  Should the party decide to attack Vodopeyia, he will 
  dimension door away at first opportunity. Incabulos has 
  given him the ability to do it as a swift action for this 
  encounter. 
   
  If the PCs are willing to listen, then he continues. 
   
  “It has come to the attention of my master that you 
  are seeking a very dangerous book. The book will 
  undo my master’s work and loose a dangerous being 
  upon the land. My master is willing to pay you 
  handsomely to not involve yourself in these 
  matters” 
   
  “As his agent for this mission, I am authorized 
  to advance you double what the College pays to 
  forgo your search for this book. Or if you are 
  stubborn and do fetch the book, you can return it to 
  me and you’ll get your normal fee from me.” 
   
  “Do we have a deal? It’s much less dangerous 
  with my first offer. Hmmm?” Vodo presses his 
  fingertips together and smiles invitingly. 
   
  Vodo is quite willing to pay the PCs for his offer and is 
  telling the truth. If they accept his first offer, the 
  adventure is over and they can receive their ARs. 
   
  If they agree to the second option (finding the book 
  and returning it to him) and they don’t return it to him, 
  then Vodo sends his thugs to recover the book. Run this 
  combat at that time. 
   
  If the PCs reject his mission outright or don’t allow 
  him say his offer, then he says. 
   
  “That is a shame. My master has invested much in 
  this situation. He will not be pleased. You are set 
  against his wishes and your final decision is 
  unfortunate. Death and misery will now be your 
  constant companion. Farewell.” 
   
  Since the PCs didn’t accept his offer and continue their 
  journey towards Wabron, Vodopeyia sends a hit squad to 
  deal with them. Within a day or two along the road, the 
  following thugs attack via ambush, based on APL. 
   
  APL 4 (EL 5) 
   
  � Qodim: male tiefling rogue 3; hp 15; Appendix 1. 
   
  � Xalis: female tiefling sorcerer 3; hp 11; Appendix 
  1. 
   
  APL 6 (EL 6) 
   
  � Qodim: male tiefling rogue 5; hp 23; Appendix 1. 
   
  � Xalis: female tiefling sorcerer 3; hp 11; Appendix 
  1. 
   
  APL 8 (EL 8) 
   
  � Trong: male ogre barbarian; hp 79; Monster 
  Manual 199. 
   
  � Qodim: male tiefling rogue 5; hp 23; Appendix 1. 
   
  APL 10 (EL 10) 
   
  � Gazan and Galan: male ogre mages (2); hp 37, 37; 
  Monster Manual 200. 
   
  APL 12/14 (EL 12) 
   
  � Gazan and Galan: ogre mage fighter 2 (2); hp 57, 
  57; Appendix 1. 
   
  Tactics: All of the thugs will try to pick off the most 
  dangerous opponent first, then proceed to the next 
  dangerous opponent. In cases where there is more than 
  one thug, they will coordinate their attacks and focus 
  damage. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  �APL 4: Loot 34gp; Coin 2gp; Total 36gp. 
  NMR7-01 The Village 
   
  Page 6 
  
   
  �APL 6: Loot 3gp; Coin 35gp; Magic 333gp; cloak of 
  charisma +2 (333gp) Total 371gp. 
   
  �APL 8: Loot 3gp; Coin 35gp; Magic 496gp; +1 hide 
  armor (111gp), +1 greatclub (218gp), ring of protection +1 
  (167gp); Total 534gp. 
   
  �APL 10: Loot 22gp; Coin 126gp; Total 148gp. 
   
  �APL 12: Loot 22gp; Coin 126gp; Total 148gp. 
   
  �APL 14: Loot 22gp; Coin 126gp; Magic 1,058gp; 
  cloak of charisma +2 (333gp), +1 human bane greatsword 
  (725gp); Total 1,206gp. 
   
  Development 
  If the thugs are allowed to flee, they will recover after a 
  few days and pursue the PCs, waiting for a moment of 
  weakness to mount another attack.  
   
  Vodo is only aware of their mission for the Trigol 
  College of the Divine to seek the book, since he has 
  access to information from spies within the College. He 
  doesn’t know about their other mission for Lord Broden. 
   
  ENCOUNTER 4: RUN FOR 
  YOUR LIVES 
  As they reach the rolling hills and valleys of the Abbor-
  Alz, they come into contact with exhausted villagers 
  fleeing Wabron. The band of refugees is made up of 
  humans and halflings. Children of both races cling 
  tightly to their parents’ legs or huddle fearfully upon the 
  wagons. Packed and laden down with all their worldly 
  possessions, the weary villagers tell of horrible things 
  happening in the village. Wabron is haunted. 
   
  Environmental Conditions: Fog in the distance near 
  the hills and valleys of the Spurned Vale. 
   
  Ahead, you see a long train of wagons, cows and 
  people moving towards you. Packed and laden down 
  with all their worldly possessions, the weary 
  villagers trudge along at a slow pace. Even from a 
  distance, you can tell that the people are tired and 
  hungry. Even the horses, oxen and cows are worn 
  out. Still, fear lights their eyes and they push on. 
   
  When one of the villagers sees you, he 
  frantically waves you down. “You there. You’re going 
  the wrong way. Turn around if you know what’s 
  good for you!” 
   
  The villagers start out as indifferent. If the PCs show 
  kindness and help the villagers, then they receive a +4 
  circumstance bonus on their Diplomacy check. If the PCs 
  immediately and resolutely state that they are going to 
  Wabron, 
  the 
  villagers 
  become 
  unfriendly. 
  Using 
  Diplomacy (PHB, page 72) to change the disposition of 
  the villagers is required to get them to stop and provide 
  information.  Otherwise, they will be resolute in their 
  escape, not stopping to chat when their lives are at stake. 
  Thus in this situation Gather Information is not 
  appropriate. 
   
  Friendly or better 
  The villagers impart these facts. 
  • 
  Horrible things and bad luck have settled upon 
  Wabron. 
  • 
  The monsters attack those wearing red first. Don’t 
  wear red. 
  • 
  They usually take only one or two people each 
  attack. 
  • 
  A thick fog has settled upon Spurned Vale. It’s lasted 
  for weeks now with no end in sight. 
  • 
  Sometimes people go missing. A few of their bodies 
  are found. Usually, nothing is found. 
  • 
  The village mayor and sheriff – locals voted to those 
  positions – were the first to die. So too have most of 
  the militia. 
  • 
  The monsters favor attacking out of the fog. 
  • 
  Never, ever be on the streets at night. Stay locked up 
  indoors if you want to survive. 
   
  Indifferent 
  • 
  The villagers trudge along ignoring the PCs. A few 
  spit, “You’ll meet your death there, fools.” 
  • 
  “Don’t wear red. They take those wearing red first.” 
   
  Unfriendly 
  • 
  The villagers get angry and start spouting obscenities 
  towards the PCs. “That’s a fool thing to do. People are 
  dying there. Only those wishing for death would go 
  there.” 
  • 
  They will also forcefully push any PC out of their 
  path so they can continue their escape. 
   
  Here are names of the people who will talk. They won’t 
  return to Wabron for any reason. 
  • 
  Gettier Cooper, a bombastic man who leads the 
  ragtag group through the wilderness. 
  • 
  Imanete Cooper, his wife and rugged woman of 
  middle age. She’s quite opinionated. 
  • 
  Launce Oakenstaff, a farmer who lost most of his 
  family to the horrors of Wabron 
  • 
  Segirdar, an old man too sickly to fight. Used to be 
  the town brew master for the local beer – Spurn 
  Valley Lager. 
  • 
  Nomus and Rarvone, two widows who hope to find a 
  safer place to start over. They have several of their 
  children in tow. 
  • 
  Halkellon, a quiet man who follows the lead of 
  Gettier 
  • 
  Wirarus Baker, formerly the baker and brother of 
  the Millers 
  • 
  Adgier and Wiset Barley, a farming couple who lost 
  their son Ralcus and daughter Maurvier to the 
  horrors. Their children wore red and now they fear 
  the color. The mother is inconsolable. 
   
  NMR7-01 The Village 
   
  Page 7 
  
  Development 
  At some point, the villagers become increasingly anxious 
  and begin to move out for safer areas. They won’t talk 
  more than a half-hour to the party. 
   
  ENCOUNTER 5: THE FOG 
  The PCs arrive in Wabron in the late afternoon, during 
  supper. Light from the sun has long since disappeared 
  under the constant haze of the cloud- and fog-filled sky. 
  Unbeknownst to the villagers, the undead plan to launch 
  a brutal offensive. First, the opening attack of wraiths 
  hopes to weaken the resolve of the villagers. Later 
  tonight, the second wave will hit with the goal of killing 
  several villagers. 
   
  Environmental Conditions: The fog is very close to the 
  village. Anything from the river out is in fog conditions 
  as detailed in the Preparation for Play section. 
   
  By the end of combat, it moves into the village 
  obscuring vision beyond 5 ft. 
  Modify the following as appropriate for the PCs’ actions: 
   
  The overcast sky darkens as the clouds cling to the 
  valley’s lowlands. In the distance, thick banks of fog 
  crawl through the edge of the forest. Like great, 
  wispy ooze, it lurches across the countryside. 
   
  As you reach the next hill, you can see a small 
  village in the distance. A hastily built mud and 
  wooden palisade wall surrounds the majority of the 
  buildings in town. A few scattered buildings, those 
  that lie outside the wall, are burnt out husks or have 
  collapsed. Three towers around rise above the wall. 
  They are wood framed and sturdy, providing the 
  villagers with a wide view of the area just outside 
  their village. 
   
  Plumes of smoke rise from several of the central 
  buildings. The mill on the river provides the only 
  audible noise. Its splash and creak echo in the valley 
  floor. You can see people moving about the streets 
  but they don’t make unnecessary noise with their 
  hurried steps. Something is strange about this place. 
   
  When you come into sight of the village guards, 
  the militiaman sounds the gong. “Gong, gong, gong.” 
   
  He looks out at you and yells wryly, “Welcome 
  to Wabron strangers. You arrived just in time. 
  Quickly now, get behind the gates. They’re coming. 
  Hurry!” 
   
  He continues to beat the gong. The other towers 
  answer with their own gongs. The village erupts in 
  cacophony as the villagers run for shelter. Several 
  burly villagers begin to close the mighty, wooden 
  gates. The weight of the portals makes a deep, 
  bellowing noise as they slide shut. Click! The lock is 
  set in place and the militia waits for the attack. 
   
  Tendrils of fog creep out of the forest, across the 
  river and into the village. Like a great curtain of 
  silky lace, the fog drapes itself across the 
  countryside. Visibility lessens to a few hundred feet. 
  But before you lose all sight of the far shore and the 
  woods beyond, you see something that sends chills 
  down your spine. Phantom-like figures emerge from 
  the dense fog. These ghost-like figures approach 
  moaning loudly. 
   
  Some of the women in the village scream upon 
  hearing the undead voices. A few of the men do too. 
   
  If the PCs try to talk to any of the villagers at this time, 
  please refer to Encounter 7 for details. They will not be 
  very interested in talking during the attack. 
   
  The undead enter the streets of the village and 
  attack. It is early evening, just around dusk. 
   
  APL 4 (EL 5) 
   
  � Shadows (2): hp 19, 19; Monster Manual 221. 
   
  APL 6 (EL 6) 
   
  � Wraith: hp 32; Monster Manual 258. 
   
  � Shadow: hp 19; Monster Manual 221. 
   
  APL 8 (EL 8) 
   
  � Wraiths (3): hp 32, 32, 32; Monster Manual 258. 
   
  APL 10 (EL 10) 
   
  � Greater Shadows (2): hp 58, 58; Monster Manual 
  221. 
   
  APL 12/14 (EL 12) 
   
  � Dread Wraith: hp 104, 104; Monster Manual 258. 
   
  � Greater Shadow: hp 58; Monster Manual 221. 
   
  APL 14 (EL 14) 
   
  � Dread Wraiths (3): hp 104, 104, 104; Monster 
  Manual 258. 
   
  Development 
   
  If any of the PCs take this opportunity to sleep, they 
  will have nightmares. Feel free to improvise using the 
  information gathered at the beginning of this adventure 
  regarding the fears of the PCs. They will also see these 
  nightmarish creatures out of the corner of their eyes. 
   
  ENCOUNTER 6: SKELETONS 
  NOT IN THE CLOSET 
  Night soon arrives and the villagers are frightened. 
  Packed into dark, dank cellars, the villagers tell the PCs 
  to remain quiet. During the second watch, undead attacks 
  prevent a good night’s sleep, thus producing fatigued 
  villagers and prevent ability recovery. The undead wish 
  to continue spreading the atmosphere of dread and 
  hopelessness amongst the villagers, therefore, their 
  normal attack strategy (for APL 8-14) is just to wander 
  around and scare people. Like the wave before, if anyone 
  fails to hide or cower, the skeletons attack. At APL 4 and 
  6, the undead just attack in a mindless fashion.  
  NMR7-01 The Village 
   
  Page 8 
  
   
  The attack takes place at midnight – mostly because 
  the timing adds further to the deteriorating morale of the 
  villagers. 
   
  Environmental Conditions: The fog is within the 
  village. However, it is thinner allowing 10 ft. of visibility 
  within the village walls. Outside the walls, the fog 
  obscures anything beyond 5 ft., as per Fog Conditions in 
  the DMG. 
   
  The bonfires burn well into the night, their dancing 
  light providing what little hope and comfort there is 
  left in the village. The silence is deafening, the frogs 
  don’t croak nor do the crickets chirp. Just unearthly 
  quiet looms in the night air. 
   
  The creak of wood breaks the silence in Tower 
  Two. The fog thickens and crawls over the walls. 
  Tower Two rings his alarm. “They’re coming! They’re 
  attacking!” 
   
  If the PCs try to talk to any of the villagers at this time, 
  please refer to Encounter 7 for details. They will not be 
  very interested in talking during the attack. 
   
  APL 4 (EL 4) 
   
  � Owlbear Skeletons (2): hp 32, 32; Monster 
  Manual 226. 
   
  APL 6 (EL 6) 
   
  � Spellstitched Owlbear Skeletons (3): hp 65, 65; 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  � Mohrg: hp 91; Monster Manual 189. 
   
  APL 10 (EL 10) 
   
  � Mohrgs (2): hp 91, 91; Monster Manual 189. 
   
  APL 12 (EL 12) 
   
  � Spellstitched Mohrgs (3): hp 91, 91, 91; 
  Appendix 1. 
   
  APL 14 (EL 14) 
   
  � Devourers (3): hp 78, 78, 78; Monster Manual 58. 
   
  Tactics: The undead are charged with attacking anyone 
  wearing red. If no one has that color, their orders are to 
  only attack anyone who attacks them. That would include 
  someone coming to the defense of a person wearing red. 
   
  At higher APLs (8-14), the undead harass the 
  villagers, only attacking those who wear red. Their orders 
  are to maintain the mood of terror, not to depopulate the 
  village. But if anyone stands up to them (not hiding or 
  cowering), the undead become angry and will proceed to 
  attack any aggressive newcomers. 
   
  DM’s Note: Due to the strange bond between 
  Herugin and Incabulos, and deriving from his insanity, 
  these undead innately sense the color red, even if their 
  vision would otherwise not allow it. 
   
  Development 
  Normally, the villagers just hide from the undead. If the 
  PCs follow their lead, then the undead wander around for 
  an hour then retreat to the graveyard. 
   
  The PCs will encounter the undead again in the 
  graveyard with the huecuvas if they don’t kill them here. 
   
  Additionally, there won’t be another undead attack 
  on the village for 1d4+3 days. This should provide the 
  PCs time to recover and complete their mission before 
  another attack commences. 
   
  Please see Encounter 5 for information about 
  nightmares if the PCs take time to sleep. 
   
  ENCOUNTER 7: A HAUNTED 
  VILLAGE 
  The PCs can investigate the village of Wabron. The party 
  established that they are powerful during yesterday’s 
  nighttime 
  attacks. 
  The 
  villagers 
  open 
  up 
  with 
  information now. The PCs eventually learn about the old 
  Pholtan priest, Tadolf Herugin, who went crazy. 
   
  Environmental Conditions: The fog situation is the 
  same as the previous encounter, Please see Encounter 6 
  for details. 
   
  Assuming the PCs fight and defeat the undead, read the 
  following (or change as needed). 
   
  With the last of the undead vanquished, the 
  villagers creep out of their hiding places carefully. 
  The fog begins to crawl into the center of the village. 
  The fear of the villagers is still evident as many of 
  them continue to shake. Within minutes, the entire 
  village is consumed by the fog. 
   
  Goat Head Inn  
  • 
  Proprietor Hunrus Oakbarrel (male human Exp1), a 
  portly fellow who is usually jolly but recent events 
  have left him forlorn. 
  • 
  His wife is Ginalese Oakbarrel (female human 
  Com1), she’s as bossy as they come and is sure the 
  undead attacks are the result of some Hillman witch.  
  • 
  Frin (female human Com1), beer wench and flirty 
  girl. She’s attractive and attracted to a strong man.  
  • 
  Madilus (female human Com1), a beer wench whose 
  boyfriend died in the attacks. She has average looks 
  and is a bit plump. 
  • 
  Fery (female halfling Com1) and Gilf (female 
  halfling Com1). Both these serving girls look very 
  cute, even by halfling standards. They dote and flirt 
  shamelessly (and somewhat desperately) with any 
  male halfling in the party. 
   
  NMR7-01 The Village 
   
  Page 9 
  
  Two Tankards Tavern  
  • 
  Bartender Hegoron Renfry (male human Exp1), a 
  gruff older man who smokes on a twisted old pipe. 
  He still has plenty of Spurn Valley Lager left so he’s 
  staying. 
  • 
  Cook Emeri Bereldon (female gnome exp3), this tiny 
  woman is more skilled at cooking than this village 
  deserves. She has a perpetual smile on her face and 
  never stops chatting about recipes and her favorite 
  foods. 
   
  Town Hall  
  Former residence of the dead mayor Wichard is on the 
  second floor. There are three farming families here in the 
  hall. Their farms have been overrun with the undead and 
  now they live here. 
  • 
  Miromyn (female halfling Com1), her husband 
  Nomus died. She is solemn and has bouts of 
  weeping. 
  • 
  Guilbaud Barkbottom (male halfling Com1), a thick 
  farmer who misses working in the fields. He needs 
  to stay busy and hates this hiding out. 
  • 
  His wife is Hellais (female halfling Com1). She 
  keeps herself busy by tending to their children. It 
  keeps her mind off the attacks. 
  • 
  Guilbaud’s husband-seeking daughter is Alomone 
  (female halfling com1). She’ll quickly fall in love 
  with any strong halfling, human or elf. Once this 
  happens, they’ll find love notes in their armor and 
  supplies. 
  • 
  Guilbaud’s young son is Jedar Barkbottom (male 
  halfling War1). He’s a young adult who easily gets 
  smitten with any attractive woman – especially 
  warriors. 
  • 
  Harould Hentin (male human War2), he is in the 
  village militia but now seeks to protect the families 
  in the Town Hall. He’s stern and wary of any new 
  people. 
  • 
  Senfreles (female human Com1) his wife. She’s quite 
  friendly and starts to mother anybody who’ll let her.  
  • 
  Ramphus and Arus (male human War1) are his 
  strong sons. They are on guard duty in the towers. 
  Both are young, strong humans filled with the duty 
  to protect their little village. Beautiful human, half-
  elven or elven women easily beguile Ramphus. If 
  any are in the party, he’ll soon bring her flowers and 
  flirt clumsily. 
   
  Mill  
  Owned by Ouderfus Miller (male human Exp1) and wife 
  Faury Miller (female human Com1). Their son Relcard 
  died a week ago during an attack. He spilt red juice on his 
  clothes. 
  • 
  Ouderfus is despondent with the loss of his son. He’s 
  a tall and strong man who is used to a good day’s 
  work. 
  • 
  Faury brings most conversations to the fact that 
  Relcard’s death is a mistake. He only spilt juice on 
  his clothes so that shouldn’t count. Her obsession 
  with her son’s death has made her tired and weary 
  looking. 
   
  Towers 
  Often manned by Ramphus and Arus. (see the Town Hall 
  for descriptions) 
   
  Other townsfolk in Wabron 
  • 
  Ballin and Hallin, sons of Gaunce Smith (male 
  humans Exp1). These two strapping fellows tower 
  over most people. They’re apprentice smiths right 
  now and are willing to fight if they get a little 
  training. 
  • 
  Lounin the midwife (female halfling Exp1). This 
  motherly looking lady is a fountain of knowledge 
  regarding midwifery. She is emotionally strong and 
  comforts the other women with her gentle 
  demeanor.  
  • 
  Haldus farmer (male human Com1). He’s ugly but 
  kind. Haldus has been looking for a wife – any 
  woman who’ll give him the time of day – for 
  decades.  
  • 
  Alfomin is a hunter and trapper (male human Exp1. 
  He wanted to go to the Stalwart Pines Ranger School 
  but never got enough nerve. He’s still the village’s 
  best hunter and trapper. 
  • 
  Ralquin, Hengret and Alsende are young widows 
  (human or halfling as best suits the party makeup). 
  These women will fawn over any attractive male in 
  the group except half-orcs and dwarves. They really 
  want a safe trip out of the village and willing to hook 
  up with anyone to escape.  
  • 
  Bereldon is the best warrior in the militia but young 
  and inexperienced (male human War2) 
  • 
  Rouke (male halfling Exp2) is a middle-aged 
  merchant whose wife died in childbirth. The child 
  died too. He’s been handing out supplies to the 
  villagers without payment. He’s a nice guy who 
  enjoys tobacco and halfling cakes. 
  • 
  Chanchoder (female human Com1) and Ranco 
  Edomeri (female halfling Com1) come from a farm 
  further upland. Their husbands died in previous 
  attacks. These attractive women are not interested in 
  new husbands, only in staying safe. Chanchoder 
  wishes to return to her family’s town in Nyrond. 
   
  Here’s what the PCs can learn from the villagers. 
  • 
  Jodus was in town but he was killed by the undead 
  while saving a little girl. 
  • 
  The undead seem to attack anyone who wears red or 
  who defends against the undead. 
  • 
  The undead only kill or take one person each attack. 
  • 
  There was a traveling bard named Seiako but they 
  haven't seen her in several days. 
  NMR7-01 The Village 
   
  Page 10 
  
  • 
  The first three killed were Wichard, the mayor, 
  Sheriff Jongethes, and Nollant, the woodsman. 
  • 
  Our old priest Tolon Sternheart died long ago, just 
  before Tadolf came to town as his replacement. 
  • 
  Tadolf started acting kind of strange right away. As 
  time progressed, he seemed to become a bit crazy. 
  We think his idle walking in the woods isn’t helping 
  much. 
  • 
  He hasn’t held religious services in weeks. He just 
  stays in his house mumbling all the while. 
  • 
  We don’t think he can turn undead. Few of the 
  settlements in the Spurned Vale have priests at all.  
  We were more than happy to get even a junior one. 
  • 
  Usually, the hillmen come out of the Abbor Alz and 
  attack the outlying farms. However, they haven’t 
  attacked since the start of the undead attacks. 
  Hopefully, they’ve all been killed. 
  • 
  The mayor was ruthless about removing evil god 
  worship in the village. He didn’t want us to be as bad 
  as the other villages in the Spurned Vale. Look 
  where it got us now! 
  • 
  I don’t know if we’re in Nyrond or the Duchy of 
  Urnst. Who cares really? Neither sent soldiers to 
  help us. 
  • 
  Just a day or two ago, half of the remaining village 
  left for safer lands. 
   
  Development 
  Any male or female PC (that is human, elf, half-elf or 
  halfling) with a Charisma score of 12 or more will attract 
  the attention of a would-be suitor. If there is time and 
  interest in the group, role-play these encounters as you 
  see fit. 
   
  The source of this attraction is primarily due to the 
  suitors manic desire to leave the village under the 
  protection 
  of 
  someone 
  powerful. 
  The 
  power, 
  demonstrated by the PCs’ ability to defeat the undead, 
  becomes a real source of attraction in dire conditions. 
  Conversations and sweet talking will quickly lead to talk 
  about leaving the village with the PC. 
   
  Several NPCs are provided as significant others but 
  only one or two are really needed. This should allow a 
  natural development based on any investigative tangent 
  the PCs take. Once a crush is established in game, you 
  don’t need to play out other potentials. 
   
  DM’s Note: The introduction of romance into this 
  situation could easily break the mood. It is important to 
  note the subtle desperation of the NPCs who may be 
  romantically pursuing a PC. This should add to the 
  horror of the encounter, as well as including an air of 
  sadness to the whole affair. 
   
  ENCOUNTER 8: REVEREND 
  TADOLF HERUGIN’S HOUSE 
  The house is basically empty but there’s a dank cellar 
  with strange things. The party finds a library, a 
  laboratory, pickled body parts, and strange books. There’s 
  also something attacking the party.  
   
  Environmental Conditions: The fog over on this hill is 
  surprisingly sparse. The PCs can see 15 ft. before the fog 
  obscures vision. This special condition applies only to 
  Tadolf’s property. It is clear within the building. 
   
  For a house in this village, it is quite grand. 
  Obviously the previous owner had a lot of money 
  and spent it on his house. Though grand, it is in 
  disrepair from neglect. 
   
  The house is full of normal furnishings, chairs, 
  couches, tables and rugs. The kitchen is stocked 
  with normal equipment. The main bedroom is 
  musty and appears unused. 
   
  In the pantry, the PCs will easily find a trap door leading 
  to the cellar. A sturdy ladder leads down into the 
  darkness. 
   
  As you make your way down into the dank cellar, 
  you eyes lock onto the tables and shelves lining the 
  walls. Tadolf has converted his cellar into some 
  demented workshop. Books, beakers, jars and knives 
  litter the area, some of them broken or torn. Dried 
  blood makes strange designs on the floor. The smell 
  down here is repugnant. 
   
  Several body parts appear stitched together, 
  sometimes to rock or clay. Strange runes and 
  symbols are written on the flesh, bone, clay and 
  stone. Some of the symbols appear to be words. The 
  words seem to form wandering sentences about 
  obscure religious tenets many that don’t make any 
  sense. It seems to be gibberish or non-traditional 
  beliefs. 
   
  Once the PCs begin to investigate the cellar, the guardian 
  golems arise from the workshop floor or walls to attack. 
   
  DM’s Note: At higher APLs, be sure to mention or 
  add to the description information about the large 
  humanoid figure in the room. In other words, there are 
  potential foes or unusual objects in the room. 
   
  The golems are decorated with various heresies 
  written upon their bodies. Some are in arcane symbols, 
  others in obscure languages like Infernal and Ancient 
  Suel. Most are written in Common by an insane author. 
   
  APL 4 (EL 5) 
   
  � Junk Golem: hp 64; Appendix 1. 
   
  APL 6 (EL 8) 
   
  � Flesh Golem: hp 79; Monster Manual 135. 
   
  � Junk Golem: 64; Appendix 1. 
   
  APL 8 (EL 10) 
   
  � Clay Golem: hp 90; Monster Manual 134. 
   
  NMR7-01 The Village 
   
  Page 11 
  
  APL 10 (EL 11) 
   
  � Stone Golem: hp 107; Monster Manual 136. 
   
  APL 12 (EL 12) 
   
  � Clay Golems (2): hp 90; Monster Manual 134. 
   
  APL 14 (EL 14) 
   
  � Stone Golems (3): hp 107, 107, 107; Monster 
  Manual 136. 
   
  Tactics: These creatures attack intruders within the 
  house, but will not pursue anyone outside.  
   
  A DC 22 Search check uncovers the following items 
  hidden away in his piles of books, pots, pans, beakers, 
  bottles and jars. 
  • 
  Pickled brain in a large jar. A note upon the side 
  reads, “Mayor”. 
  • 
  Book entitled, “Prophesies of Kreegar Nesh”. It is 
  filled with lurid accounts of Heironeous being 
  unchivalric and being bested by his brother Hextor. 
  • 
  Bottle filled with 30 eyeballs in a brackish liquid. A 
  note says, “Hillmen”. 
  • 
  A crude map to a place labeled “ruins”. 
  • 
  Notes on the faith of Boccob. 
  • 
  Tadolf’s journal filled with mad ravings that make 
  little sense. 
  • 
  A check list for some dark ritual (includes human 
  sacrifice). 
  • 
  Torn out pages from a book called the “Incabulicon” 
  detailing some events of the Twin cataclysms – the 
  arrival of Incabulos upon the fields of the Bakluni. 
  The account is quite incomplete. 
  • 
  Scribbled 
  drawings 
  of 
  a human face with 
  mesmerizing eyes. Though the artistic value of the 
  drawing leaves much to be desired, the artist did 
  capture a chilling effect with the eyes. 
  • 
  A short entry describing how five Boccobian sages 
  deciphered a strange book, which eventually 
  claimed their sanity, and then their lives. 
   
  The two important items in this pile are the map to the 
  ruins (Boccob’s Temple) and the notes about the five 
  sages who deciphered the Canon Apocrypha. 
   
  Following the map allows the PCs to continue to the 
  next encounter. 
   
  ENCOUNTER 9: ENEMIES IN 
  THE FOG 
  The PCs find the rotting remains of dangerous animals, 
  already slain. This encounter serves to illustrate the 
  destruction the undead have wrought upon the local 
  human and animal communities. 
   
  Environmental Conditions: Normal fog conditions 
  apply here. See the section Preparation for Play for details 
  regarding the fog. 
   
  According to Tadolf’s map, the route to his secret 
  stomping grounds leads deep into the crag of the 
  valley. It takes a few hours to work your way 
  through the fog filled wilderness. Fresh snow cracks 
  under foot. The cracking makes for rhythmic beat as 
  all your feet fall in steady patterns. From time to 
  time, you see shadowy shapes in the distance. Was it 
  a murder of crows? The wind howls through the 
  thick trees and rock formations creating a low 
  moaning sound. Sometimes you can hear your name 
  called from afar. 
   
  A break in the tree line provides a welcome 
  relief to the oppressive closeness of the trees. The 
  fog seems to subside too. 
   
  About this time, the bodies of local animals can be seen 
  scattered throughout the area. 
   
  You see the decayed and rotting bodies of squirrels, 
  foxes, carrion crawlers, deer and an occasional bear. 
  Further investigation of the bodies reveals that 
  some were torn apart while others look like 
  withered husks of flesh. 
   
  Development 
  Many of the inhabitants around this part of the Spurned 
  Vale have been slain by the wandering, rampaging 
  undead. A local watering hole served as a hub of animal 
  activity, thus the large number of carcasses in this area.  
   
  ENCOUNTER 10: THE OLD 
  BRIDGE 
  There’s an old bridge across a river. A month ago after a 
  long journey from the Bright Desert, a sphinx spotted the 
  lonely bridge during her flight. The sphinx, Nefertet, 
  believes that no remote bridge should be left without a 
  guardian so she’s appointed herself “Riddlemistress of the 
  Bridge”. Now all is right in the universe, in her opinion. 
  If PCs get the right answer, they can cross the bridge and 
  receive a special gift. If they don’t get the riddle right, 
  then Nefertet gets annoyed with them. 
   
  Environmental Conditions: About 50 ft. from the 
  bridge, the fog settles in the riverbed below the bridge. 
  On the path and bridge, there is no fog, but directly 
  below the bridge and further up the path, normal fog 
  rules apply. See the section Preparation for Play for 
  details regarding the fog. 
   
  Along the riverside path, you begin to rise along a 
  ridge. The fog begins to thin in this area, settling on 
  the river below. Eventually, you make your way to a 
  wood bridge. 
  NMR7-01 The Village 
   
  Page 12 
  
   
  Sitting comfortably against the posts along the 
  bridge is a strange creature. Half of the body is a 
  human woman’s torso. The other half is a tawny 
  colored lion. The oddity also has feathered wings. 
   
  Sensing your approach, the lady sits up right. 
  “Ooh, visitors. I am Nefertet of the Bright. If you 
  wish to cross my bridge, you must solve my riddle. 
  Well, some would call it a puzzle but I like the 
  sound of riddle. Do you wish to hear the riddle?” 
   
  � Nefertet, Gynosphinx, 52 hp, Monster Manual 233. 
   
  Tadolf got the riddle correct so he earned access across 
  the bridge. Nefertet didn’t like him much but he did play 
  her game so she honors her reward. 
   
  Here’s the riddle 
  “Three good souls and three evil souls journey to 
  where such wanderers go. They come to a flowing 
  river that would sweep them away to oblivion. There 
  is a boat on their side that can be used by either one 
  or two souls. If the evil souls outnumber the good 
  then the evil ones will destroy the good. How can 
  the evil and good souls use the boat to cross the 
  river so that all the good souls survive?” 
   
  Here’s the solution: 
   
  1. 
  EEEGGG 
  -- 
   
   
  EG-> 
  2. 
  EEGG 
   
  EG 
   
   
  <-G 
  3. 
  EEGGG  
  E 
   
   
  EE-> 
  4. 
  GGG 
   
  EEE 
   
   
  <-E 
  5. 
  EGGG 
   
  EE 
   
   
  GG-> 
  6. 
  EG 
   
  EEGG 
   
   
  <-EG 
  7. 
  EEGG 
   
  EG 
   
   
  GG-> 
  8. 
  EE 
   
  EGGG 
   
   
  <-E 
  9. 
  EEE 
   
  GGG 
   
   
  EE-> 
  10. 
  E 
   
  EEGGG 
   
   
  <-E 
  11. 
  EE 
   
  EGGG 
   
   
  EE-> 
  Fin. 
  -- 
   
  EEEGGG 
   
  To run this puzzle, you can use two sets of dice or 
  miniatures. For instance, you can use three six-sided dice 
  and three twenty-sided dice to represent the two groups. 
   
  Failed Answer 
  If the PCs get the answer wrong, Nefertet grows weary of 
  their efforts. No one seems to appreciate a good riddle 
  these days, which she finds depressing. They can attempt 
  to charm her with nice comments and just ask for 
  permission across. 
   
  Use the Diplomacy rules in the PHB. Nefertet starts 
  out friendly if the PCs try to answer the riddle, indifferent if 
  they are rude or disrespectful. Comments about her 
  beauty 
  and 
  charming 
  qualities 
  will 
  garner 
  +4 
  circumstance bonus to the check. If they’re talking about 
  how nice she looks, she won’t attempt to Sense Motive. 
  That would be rude. 
   
  Bringing her to Helpful will allow access across the 
  bridge. Should the PCs bring Nefertet to unfriendly, she 
  will fly away in disgust returning later when they’re 
  gone. If brought to hostile, she will damage the bridge so 
  they can’t cross. Then she will fly away, again returning 
  only when they’re gone. 
   
  A DC 18 Intelligence check allows the PCs one clue, 
  a valuable step in the solution. Each time a check is made, 
  the DC rises one point. After the first check at DC 18, the 
  next check will be DC 19 and so on. Use this if the 
  players are getting frustrated or there is a lack of time 
  remaining in the slot. 
   
  The first clue is the solution is only 11 trips. The 
  subsequent clues are individual moves. 
   
  Success! 
  If the PCs get the answer right, then she rewards them. 
   
  The mighty sphinx shifts on her hindquarters. “Very 
  good,” she says. “For you, I have a reward. Hopefully 
  what little you put into this game pays dividends in 
  the end. There is a mad human beyond this river. 
  Full of madness caused by one he doesn’t know. A 
  secret he seeks kept just out of reach by the little 
  voice in his mind. Know that he is the unwitting 
  guardian for that which he searches and never will 
  he be infected with the truth.” 
   
  With that, she moves to the side to allow egress 
  across the bridge. A parting goodbye, she says, 
  “Thank you for the game. I guess you’re all not that 
  bad.” 
   
  Here the reward is information that Tadolf does not have 
  the full collection of the Canon, and that he is perhaps an 
  ignorant victim in what is going on. They can use this 
  information as they wish. 
   
  The PCs continue to walk for another two hours 
  before the next encounter. 
   
  DM’s Note: Nefertet does not fool around with 
  ability draining undead, as she has her own particular fear 
  of them, so she allows them passage across the bridge 
  without a fight. They are much too dangerous for her to 
  bother, so she flies off to somewhere safe nearby when 
  they get too close for comfort. She likes her riddles, but 
  prefers to be alive. She was not around when several of 
  the villagers were captured like Maurvier and Ralcus. 
   
  NMR7-01 The Village 
   
  Page 13 
  
  ENCOUNTER 11: ESCAPED 
  SACRIFICIAL LAMB 
  A naked, terrified woman runs through the wilderness 
  seeking safety. 
   
  Environmental Conditions: Normal fog conditions 
  apply here. See the section Preparation for Play for details 
  regarding the fog. 
   
  The distant cracking of snow beneath feet warns you 
  of a visitor. Out from the woods, a young woman 
  barely dressed in rags stumbles onto the snow-
  covered ground. Her body shivers from the cold, 
  exhaustion and fear. Her tear-streaked cheeks and 
  haunted eyes look up at you. Eyes wide in horror, 
  she watches you warily. Unsure what to do, she tries 
  to stand up and hide behind a tree. 
   
  This is Maurvier (female human Com1), a young woman 
  from Wabron who was captured by the undead host. 
  Maurvier was scheduled for sacrifice but escaped through 
  luck and resourcefulness. Now she’s trying to find her 
  way back to Wabron, her only home.  
   
  She is the daughter of Adgier and Wiset Barley. Her 
  brother Ralcus died a week ago as a sacrificial victim. She 
  saw it and hatched her plans for escape.  
   
  She’s young, perhaps in her late teens and probably 
  pretty after a sufficient cleanup. Maurvier is usually a 
  very friendly girl but now she’s in a state of shock – a 
  victim suffering from post-traumatic stress syndrome. 
  She shakes uncontrollably and jumps if anyone tries to 
  touch her. Nothing Maurvier has or touches is red. 
   
  Maurvier knows these things and will relate them to 
  friendly saviors.  
  • 
  She was in some big temple, long ruined. 
  • 
  She’s lost in the fog and can’t find her way around. 
  • 
  It was near a graveyard with big stone gravestones. 
  • 
  Tadolf killed her brother during a ceremony. 
  • 
  She was crying too loudly to hear what he was 
  saying. 
  • 
  She doesn’t know how long she’s been running. 
  • 
  She doesn’t remember which way she came. She’s 
  lost. 
   
  A DC 15 Heal check reveals that she has non-lethal 
  damage from cold and exposure. She is beset by initial 
  signs of frostbite and hypothermia (treat her as fatigued). 
  Maurvier has 1 hp left before she collapses from 
  hypothermia. 
   
  If left to fend for herself, she will collapse within the 
  hour and eventually die. 
   
  If tended to, she recovers from her fatigue and is in 
  better spirits. Should the PCs tell her about her family 
  and how they left Wabron, she sobs uncontrollably. She 
  still wishes to return to Wabron and emphatically refuses 
  to return to the temple under any circumstances. 
   
  DM’s Note: The best bet for the PCs would to leave 
  her in the safety of the sphinx. This would allow them to 
  proceed to the temple ruins without delay. They may also 
  choose to return to Wabron and secure her safety there. 
   
  Assuming the worst, her entire family left Wabron 
  and was briefly met in Encounter 4. One of the older 
  women will agree to tend to Maurvier until the PCs 
  return. 
   
  ENCOUNTER 12: THE 
  GRAVEYARD 
  Three hours later, the party finds an ancient graveyard 
  with six large tombs. There are several fresh graves 
  recently dug up. The huecuvas are the old Boccobian 
  temple clerics turned to evil by failing their vows and 
  succumbing to the Heresies. They are very cunning and 
  prefer hit and run tactics focusing on clerics and 
  spellcasters. 
   
  In this graveyard area only, the huecuvas have a 
  special ability to rise from the earth to attack. It counts as 
  a move action that provokes an attack of opportunity. 
  Usually, this maneuver is done during a surprise round 
  with the victim flatfooted so it rarely provokes. They can 
  only do it once per combat. 
   
  DM’s Note: This is designed to be a flavorful entry 
  into combat to spark fear and awe in the players, not a 
  broken movement-ability. 
   
  Environmental Conditions: The fog is within the 
  graveyard. However, it is thinner along the pathway to 
  the Temple door allowing 10 ft. of visibility from the 
  road. Outside this area, the fog obscures anything beyond 
  5 ft., as per Fog Conditions in the DMG. 
   
  As the fog drifts around the dark, snow-covered 
  graveyard, you can see six grand mausoleums. The 
  rest of landscape is filled with stone markers for 
  countless other graves. One of the mausoleum’s 
  doors is ajar, the iron-gate swinging in the crispy air. 
  Its creak echoes throughout the Spurned Vale. 
   
  Each of the grand mausoleums bears a large 
  holy symbol of Boccob upon the statuesque relief 
  carved on each side. 
   
  The sixth mausoleum appears to be empty but 
  something seems to live in it from time to time. 
   
  If the PCs investigate the graveyard other than the 
  mausoleums and temple, then read the following. 
   
  A quick survey of the graveyard reveals several 
  freshly dug up graves. Most of the coffins still 
  remain in the holes while others rest precariously 
  on the ground. Four shovels litter the area, rusted 
  with age and exposure to the elements. A foul odor 
  wafts through the area, smelling of rot and death. 
   
  The huecuvas lurk in the darkness (or beneath the 
  ground) to see what the PCs do. They target the clerics if 
  NMR7-01 The Village 
   
  Page 14 
  
  they become isolated so they can limit the party’s ability 
  to heal or turn. The huecuvas will also flee if the fight is 
  going poorly, waiting for a time to ambush the party 
  again. Especially if they take time to heal up. 
   
  Depending on the APL, either one or two of the 
  mausoleums will be open and serve as the lair of a 
  huecuvas. The open mausoleum is for the Boccobian 
  cleric that fell to the heresies, thus transformed into a 
  huecuva. 
   
  APL 4 (EL 6) 
   
  � Huecuva Cleric 2: hp 21; Appendix 1. 
   
  � Huecuva Paladin 2: hp 21; Appendix 1. 
   
  APL 6 (EL 8) 
   
  � Huecuva Cleric 4: hp 39; Appendix 1. 
   
  � Huecuva Paladin 4: hp 39; Appendix 1. 
   
  APL 8 (EL 8) 
   
  � Huecuva Cleric 4: hp 39; Appendix 1. 
   
  � Huecuva Paladin 4: hp 39; Appendix 1. 
   
  APL 10 (EL 10) 
   
  � Huecuva Cleric 5: hp 48; Appendix 1. 
   
  � Spellstitched Huecuva Paladin 6: hp 57; 
  Appendix 1. 
   
  APL 12 (EL 11) 
   
  � Huecuva Cleric 7: hp 66; Appendix 1. 
   
  � Spellstitched Huecuva Paladin 6: hp 57; 
  Appendix 1. 
   
  APL 14 (EL 13) 
   
  � Huecuva Cleric 9: hp 84; Appendix 1. 
   
  � Spellstitched Huecuva Paladin 8: hp 75; 
  Appendix 1. 
   
  Tactics: The huecuvas are smart. In their former life, 
  they were scholars and ranking clerics of the Temple. 
  They will use whatever sneaky tricks the DM can come 
  up with.  
   
  Treasure: Any treasure not on the bodies is found in the 
  huecuvas’ lair.  
   
  Treasure: The PCs can gain the following treasure here: 
   
  �APL 4: Loot 153gp; Total 153gp. 
   
  �APL 6: Loot 306gp; Total 306gp. 
   
  �APL 8: Loot 153gp; Total 153gp. 
   
  �APL 10: Loot 153gp; Total 153gp. 
   
  �APL 12: Loot 306gp; Total 306gp. 
   
  �APL 14: Loot 306gp; Total 306gp. 
   
  The mausoleums are large 20x30 ft. stone rooms with a 
  locked door (DC 20 Open Locks check).  
   
  Above each door is written, “Balance above morality, 
  knowledge above all.” This is a central creed of the 
  Boccobian faithful. Once inside, the rooms are 
  sparse, holding a lone coffin made of stone.  
   
  The PCs can search for traps. There are none. They can 
  try to lift the lids off the coffins with a DC 15 Strength 
  check. 
   
  Inside the coffin are the remains of a lone, robed 
  dead body, except for one coffin since you just slew 
  its occupant. Each body has various rings, necklaces 
  and a gold circlet. None of it is magical. 
   
  The sixth and only open mausoleum is filled 
  with refuse – as if it has been lived in. The door 
  hangs ajar and rusted from exposure to the 
  elements. 
   
  If the PCs investigate the recent grave, they find the 
  barely living form of a woman fitting the description of 
  Seiako in the partially-filled pit. She suffers from 
  Huecuva Blight with the following stats: Str 0, Con 2. 
  Soon, she will die but right now the disease has 
  incapacitated her. Seiako is unconscious and waits for 
  death in her dreams. 
   
  Please reference Huecuva entry in Appendix 2 for 
  information on how to cure this disease. 
   
  DM’s Note: If saved, Seiako will be in no fit state to 
  assist the PCs. Even if somehow restored to full physical 
  health, she will still be too frail of mind to be much help. 
  It might be best to take her back to where they kept 
  Maurvier. 
   
  ENCOUNTER 13: THE OLD 
  TEMPLE OF BOCCOB 
  The entrance to the temple is trapped. Anyone touching 
  the iron-framed wooden doors to the Temple will set off 
  the magical trap. The password to the trap was lost long 
  ago. However, Tadolf discovered it via his connection to 
  Incabulos. 
   
  Environmental Conditions: The fog is thickest near 
  the Temple. In fact, upon closer inspection, it seems to 
  emanate from the walls itself. Normal fog rules apply 
  near the Temple. 
    
  At the far end of the large graveyard sits a broken 
  temple. The circular outer walls have crumbled 
  under some mysterious reason. The oddly shaped, 
  two-story temple complex still stands but it lacks 
  the majesty of its former life. 
   
  Frescos and the statuary along the outer rim are 
  broken or missing. Those that remain are worn 
  down by the severe weather of the region. 
   
  Four passageways extend from the main temple 
  to the outer wall. They have collapsed and now are 
  impassable. The only entrance that seems to remain 
  is the front door. 
   
  Large and made of wrought iron, the door still 
  retains some of its artistic qualities. Upon the front 
  NMR7-01 The Village 
   
  Page 15 
  
  of both doors is a large symbol of Boccob. The eye 
  leers at you, daring you to meddle in the affairs that 
  aren’t your business. 
   
  APL4 (CR 4) 
  � Bestow Curse Trap: CR 4; magic device; touch 
  trigger (detect good); automatic reset; spell effect (bestow 
  curse, 5th-level cleric, DC 14 Will save negates); Search 
  DC 28; Disable Device DC 28.  
  This trap inflicts –6 decrease to Con (minimum 1). 
   
  APL6 (CR 5) 
  � Fireball Trap: CR 5; magic device; touch trigger; 
  automatic reset; spell effect (fireball, 8th-level wizard, 8d6 
  fire, DC 14 Reflex save half damage); Search DC 29; 
  Disable Device DC 29. 
   
  APL8 (CR 7) 
  � Chain Lightning Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 11th-level wizard, 11d6 electricity to 
  target nearest center of trigger area plus 5d6 electricity to 
  each of up to eleven secondary targets, DC 19 Reflex save 
  half damage); Search DC 31; Disable Device DC 31.  
   
  APL 10 (CR 8) 
  � Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (prismatic 
  spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will 
  save, depending on effect); Search DC 32; Disable Device 
  DC 32. 
   
  APL12 (CR 10) 
  � Energy Drain Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; Atk +8 ranged touch; 
  spell effect (energy drain, 17th-level wizard, 2d4 negative 
  levels for 24 hours, DC 23 Fortitude save negates); Search 
  DC 34; Disable Device DC 34. 
   
  APL14 (CR 12) 
  � Energy Drain Trap (2): CR 10; magic device; visual 
  trigger (true seeing); automatic reset; Atk +8 ranged touch; 
  spell effect (energy drain, 17th-level wizard, 2d4 negative 
  levels for 24 hours, DC 23 Fortitude save negates); Search 
  DC 34; Disable Device DC 34. 
   
  There are two energy drain traps at this APL. The 
  first is on the floor directly in front of the door. The 
  second is on the door itself. 
   
  The outside, stained-glass windows are enchanted with a 
  permanent glassteel spell. They are nearly impervious to 
  breakage. 
   
  The four passages to the outer wall are blocked by 
  crumbled wall. To gain access through these areas, the 
  PCs would need to clear a 10 ft. x 5 ft. x 30 ft. corridor 
  through the rock to reach the other side. This assumes 
  medium-sized creatures that aren’t squeezed. 
   
  ENCOUNTER 14: INSIDE THE 
  RUINS 
  Once inside the temple complex, the PCs must find the 
  room containing the mad priest. 
   
  Environmental Conditions: There is no fog within the 
  temple. There are several permanent fixtures along the 
  walls to provide adequate light within the building. It is 
  still very cold in the building, but not enough to warrant 
  protective magic. 
   
  Main Temple Area: 
  The doors open into a large, cavernous chamber. 
  From the doorway, two lines of pillars extend into 
  the center of the temple, ending at the great 
  sacrificial fire. There are two archways and two 
  doors out of this room. Upon the floor, the tiles have 
  been laid out into a magnificent and colorful symbol 
  of Boccob. 
    
  Summoning Room: 
  Beyond the archway on the left is a large, 20-ft 
  diameter pool. It looks to be a summoning room. 
  The pool water is stale and foul smelling. 
   
  Meditation Room: 
  In the room to the right, several pews face a mural 
  upon the wall. The mural depicts Boccob holding a 
  mighty staff in one hand and a book in another. This 
  room is a special shrine for devotees to engage in 
  special meditations to the Uncaring. 
   
  Treasure: At APL 6 and above: incense of meditation (2 
  blocks) 
   
  Acolyte Rooms: 
  The two doors lead to tiny rooms serving as 
  changing and bedrooms for the temple priesthood 
  on duty. Like much of the interior of this temple, 
  the items are old from disuse but not disrupted. 
   
  Treasure: There is a pouch of 34gp under one of the 
  beds. 
   
  Upper Level: 
  Along the back wall, two discreet staircases wind 
  their way up to the second story. The stairs arrive at 
  a large hallway. Three archways lead out of this 
  room and a set of double doors are on the north 
  wall. A bright light ahead emanates from the central 
  archway. 
   
  Inner Sanctum: 
  In the central room, a large ever-burning fire roams 
  in a large 20-ft diameter brazier. The tiles in this 
  room are painted bright orange and must have been 
  the holiest part of the temple – only for the 
  priesthood. 
  NMR7-01 The Village 
   
  Page 16 
  
   
   
  At the center of the room is a malfunctioning horn of fog. 
  The intense magical energies in this temple have caused 
  it to continually produce fog. The fog begins outside the 
  temple, not from the mouth of the horn as usual. The fog 
  produced from this horn is unending unless the PCs 
  remove it from the Inner Sanctum. Once the horn leaves 
  the room, it deactivates. It will return to normal 
  operation in 24 hours. Until then, it ceases to function. 
   
  Also, the fog in the Spurned Vale will lift normally 
  starting with the graveyard directly outside the temple. 
   
  At APL 10 and above a DC 20 Search check will 
  reveal a candle of invocation in a dusty alcove. 
   
  Jr. Priest Room: 
  The archways on either side lead to halls filled with 
  dorm rooms for the temple priest. Each room is 
  empty of possession, but do contain a cot, wardrobe, 
  wash basin and comb. In each hallway, there is also a 
  toilet room. 
   
  At APL 8 and above, a DC 15 Search check reveals a 
  moldy pouch hanging off one of the cots that contains a 
  bead of force. 
   
  Priest Room: 
  The finely furnished room has a bed, a wooden 
  wardrobe and a sturdy lock box. A wash basin and 
  small shrine complete the contents of this room. 
   
  At APL 10 and above, one of the lockboxes holds a Boccob’s 
  blessed book. 
   
  Priest Lounge: 
  These hallways both lead into another large room 
  filled with light from stained glass windows. This 
  must have been a group study room. Several sconces 
  of ever-burning torches line the wall making this 
  chamber very well lit. 
   
  A DC 15 Search check will reveal 32gp worth of coins in 
  a pouch lying in a shadowed corner. At APL 8 and above, 
  a robe left over a chair near the entrance is a robe of useful 
  items (otherwise it is just a tatty robe). 
   
  High Priest’s Study: 
  The double doors lead to once resplendent quarters 
  now dusty and faded. This may once have been the 
  high priest’s personal study and laboratory. Instead, 
  however, they are inhabited by a crooked, mad-
  looking, old man. 
   
  Once the PCs reach this room, proceed to Encounter 15. 
   
  Treasure: The PCs gain the following treasure from all 
  the rooms of the temple except the High Priest study 
  here: 
   
  �APL 4: Coin 11gp; Magic 167gp; horn of fog 
  (167gp); Total 178gp 
   
  �APL 6: Coin 11gp; Magic 983gp; incense of 
  meditation (2 blocks; 408gp ea), horn of fog (167gp); Total 
  994gp 
   
  �APL 8: Coin 11gp; Magic 1,816gp; incense of 
  meditation (2 blocks; 408gp ea), horn of fog (167gp), bead of 
  force (250gp), robe of useful items (583gp); Total 1,827gp 
   
  �APL 10/12/14: Coin 11gp; Magic 4,192gp; incense 
  of meditation (2 blocks; 408gp ea), candle of invocation (2 
  candles; 667gp ea), horn of fog (167gp), bead of force (250gp), 
  robe of useful items (583gp) and Boccob’s blessed Bbok 
  (1,042gp); Total 4,203gp 
   
  ENCOUNTER 15: MR. 
  HERUGIN, I PRESUME 
  The PCs find the crazy priest. They can either kill him or 
  try to save him from his insanity. They recover the book 
  and end the undead menace upon the village. 
   
  The DM may need to change as necessary for overly-
  aggressive PCs or those PCs who hate long monologues. 
   
  In the center of the room, a crooked old man stands 
  hunched over. His long, thinning hair hangs in 
  matted locks. The man’s robes are thick with mud 
  and dirt, as if he has neglected proper cleaning for 
  months. His movements are far from frail or feeble. 
   
  “You are the heroes, I presume. The ones here to 
  stop the inevitable. The ones to stop the truth from 
  getting out. Oh, yes the truth – that which the gods 
  fear. Truth! What I have here is only for the ears of 
  gods, but now mere mortals can hear the truth. 
  Truth is the word and the word shall set you free!” 
  The one-eyed Tadolf spits in your direction. “No, you 
  won’t stop me here. What is set in motion cannot be 
  stopped. You are too late. I’m surprised you made it 
  past all those little annoyances I sent to delay your 
  arrival. I imagine it delayed your progress. No?” 
   
  The strange little priest begins to cackle and 
  laugh, his crooked finger pointing at you, a crazed 
  look in his eyes, “Lydia will reveal your doom, 
  unbelievers. There is only truth and Lydia reveals it.” 
  He points to the book behind him. “This is the truth 
  that will set us all free. Don’t you understand? We’ve 
  been living in blindness.” 
   
  His hand reaches towards his missing eye and 
  caresses the eye patch. “Oh, how I have suffered to 
  learn the way. Oh, how you will suffer to know the 
  truth. A path through the lies taught to us by high 
  priests and priors. The insufferable heresies stop 
  now with these truths. Oh, you of little faith, you 
  must believe me. Only I wield the truth unspoken. 
  Only I can set you free from your lives of ignorance.” 
   
  Tadolf raises his hands in triumph. His only 
  good eye lowers and looks in your direction. “So 
  heroes, what is your decision? Do you accept the 
  truth and become my students or do you die at my 
  hand, the heretics you choose to become?” 
   
  NMR7-01 The Village 
   
  Page 17 
  
  If the PCs make an aggressive move, he attacks, and his 
  huecuva guard makes its presence known. 
   
   
  From a shadowed corner, an armored figure 
  moves to a position where it might support the 
  strange little man… 
   
  APL 4 (EL 7) 
   
  � Tadolf Herugin: male human cleric 6; hp 45; 
  Appendix 1. 
   
  � Huecuva Paladin 2: hp 19; Appendix 1. 
   
  APL 6 (EL 9) 
   
  � Tadolf Herugin: male human cleric 8; hp 59; 
  Appendix 1. 
   
  � Huecuva Paladin 4: hp 35; Appendix 1. 
   
  APL 8 (EL 11) 
   
  � Tadolf Herugin: male human cleric 10; hp 73; 
  Appendix 1. 
   
  � Huecuva Paladin 6: hp 51; Appendix 1. 
   
  APL 10 (EL 13) 
   
  � Tadolf Herugin: male human cleric 12; hp 87; 
  Appendix 1. 
   
  � Huecuva Paladin 8: hp 67; Appendix 1. 
   
  APL 12 (EL 15) 
   
  � Tadolf Herugin: male human cleric 14; hp 101; 
  Appendix 1. 
   
  � Huecuva Paladin 10: hp 83; Appendix 1. 
   
  APL 14 (EL 17) 
   
  � Tadolf Herugin: male human cleric 16; hp 115; 
  Appendix 1. 
   
  � Huecuva Paladin 10 (2): hp 83, 83; Appendix 1. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 203gp; Coin 1gp; Magic 458gp; periapt of 
  wisdom +2 (333gp), brooch of shielding (125gp); Total 662gp. 
   
  APL 6: Loot 203gp; Coin 1gp; Magic 929gp; periapt of 
  wisdom +2 (333gp), brooch of shielding (125gp), +2 full plate 
  (471gp); Total 1,133gp. 
   
  APL 8: Loot 203gp; Coin 1gp; Magic 1,262gp; periapt 
  of wisdom +2 (333gp), brooch of shielding (125gp), +2 full 
  plate (471gp), ring of counterspells (333gp); Total 1,466gp. 
   
  APL 10: Loot 203gp; Coin 1gp; Magic 1,928gp; 
  periapt of wisdom +2 (333gp), brooch of shielding (125gp) ,+2 
  full plate (471gp) , ring of counterspells (333gp), 2 pearls of 
  power (2nd level, 333gp ea.); Total 2,132gp. 
   
  APL 12: Loot 203gp; Coin 1gp; Magic 2,428gp; 
  periapt of wisdom +2 (333gp), brooch of shielding (125gp) , +2 
  full plate (471gp) , ring of counterspells (333gp) , 2 pearls of 
  power (2nd level, 333gp ea.), oil of greater magic weapon +5 
  (250gp), potion of magic vestment +5 (250gp); Total 2,632gp. 
   
  APL 14: Loot 203gp; Coin 1gp; Magic 7,793gp; 
  periapt of wisdom +2 (333gp), brooch of shielding (125gp), +2 
  full plate (471gp), ring of counterspells (333gp), 2 pearls of 
  power (2nd level, 333gp ea.), +1 axiomatic heavy mace 
  (1,526), +1 unholy longsword (1,526gp), staff of healing 
  (2,313gp); Total 7,997gp. 
   
  When Tadolf was infected with his madness over the 
  heresies, Lydia revoked his spells. In this magical 
  vacuum, Incabulos secretly granted Tadolf’s spell 
  requests, including altering his spell domains, so he 
  could keep control over the priest. 
   
  The fragile mind of Tadolf is none the wiser and his 
  strong command of religious doctrine has become 
  twisted. Incabulos uses Tadolf to keep the Canon hidden 
  and dispersed for now. Any time that Tadolf begins to get 
  closer to a complete solution, Incabulos provides 
  nightmares and a new strain of madness to keep the dark 
  knowledge inconclusive. 
   
  How to heal Tadolf’s insanity 
  Non-aggressive rhetoric and diplomacy can get Tadolf to 
  think about what he’s doing. By being persuasive, the PCs 
  can find a crack in his insanity-inspired circular logic. 
  Using their knowledge of religion and good arguments, 
  they can get Tadolf to see the folly of his ways enough to 
  lose his connection with Incabulos and seek atonement 
  with Lydia. 
   
  Tadolf starts off Hostile, or Indifferent (if the PCs enter 
  his study in a non-aggressive manner). 
   
  Diplomacy Conditions 
  Mod 
  Knowledge (religion) 5 ranks 
  +2 
  Cleric of Lydia 
  +4 
  Divine spellcaster of Lydia 
  +2 
  Perform (Oratory) representing debating 
  skills 
  +2 
  Argue the authenticity of the book or 
  bring up human sacrifice isn’t proper 
  behavior 
  +2 
  Chaotic alignment, he distrusts unlawful 
  types 
  -2 
  Immediately attacked him 
  -4 
  Obviously anti-Lydian or liar 
  -4 
   
  An insanity spirit, sent by Incabulos to possess his mind, 
  causes Tadolf’s insanity. Any PC with the Exorcise ability 
  can attempt to free Tadolf of his possession. 
   
  APL 4: Exorcise DC 15 
  APL 6: Exorcise DC 17 
  APL 8: Exorcise DC 19 
  APL 10: Exorcise DC 21 
  APL 12: Exorcise DC 23 
  APL 14: Exorcise DC 25 
   
  If successful, the spirit leaves Tadolf’s body and leaves 
  him in a state of fragile sanity. Tadolf must atone for his 
  sins to regain his spell-casting and other class abilities. 
   
  If the exorcism fails, the spirit within Tadolf focuses 
  its wrath and most damaging spells upon the would-be 
  Exorcist. Tadolf shows no mercy for that individual. 
  NMR7-01 The Village 
   
  Page 18 
  
   
  Atonement to Lydia 
  If made friendly through Diplomacy, Tadolf will consider 
  accepting atonement from Lydia to rejoin the faithful. At 
  that point, he loses his spell-casting abilities from 
  Incabulos. Tadolf won’t regain these abilities until he 
  atones with Lydia. He’ll also be languid and listless with 
  grief over what he’s done. 
   
  Looking for the book 
  The PCs will no doubt be searching for the Canon 
  Apocrypha, as that was one of their tasks. Unfortunately 
  the book itself is not here, as the priestess of Lydia was 
  misinformed. Instead there are study notes indicating 
  Tadolf at least had seen the tome. 
   
  The contents of this messy room are hard to 
  describe. Piles of half-burnt parchment and torn 
  books lie everywhere on the floor. The tables have 
  bottles and beakers filled with strange liquids. The 
  body of a young man sits unceremoniously in the 
  corner, his body in advanced stages of rot. Upon the 
  table at which Tadolf sat is an incoherent collection 
  of translation notes. 
   
   
  If a PC examines the notes, read the following: 
   
  After a brief review of the notes, you can tell they 
  come from a book called the Canon Apocrypha. The 
  notes you read are disturbing and hardly make 
  sense. Some seem to be describing stories about the 
  gods that you’ve never heard before. Others describe 
  the gods in ways which are completely at odds with 
  what you know. 
   
  Most of the notes that Tadolf gained are from the 
  disposed working notes of the Boccobian scholar priests. 
  They are filled with mistranslations, accurate translations, 
  comments, scribe annotations, and lots of other 
  miscellaneous notes. Many of them have drinking cup 
  stains. 
   
  Those with Knowledge (arcana) or Spellcraft ranks 
  will notice that several pages strewn around the room 
  detail a magic ritual. It seems to be some sort of 
  summoning or release from confinement spell. A 
  successful DC 30 Knowledge (Arcana) check determines 
  that it won’t work in its present form. 
   
  DM’s Note: The actual Canon Apocrypha is not 
  here, not can any clues be gleaned as to its whereabouts at 
  this stage. Tadolf is of no help if still alive, for he is either 
  too insane to help, or his ‘cure’ has driven the knowledge 
  from his mind. 
   
  Little information is given as to the contents of the 
  notes at this time. This is deliberate, as more will be 
  revealed in the future. As an example the DM can use, 
  however, it could be construed from the writings that 
  Procan was once a servant of Xerbo before seeking 
  followers elsewhere. 
   
  CONCLUSION 
  Adjust the conclusion to fit any differences in the 
  outcome of the story. 
   
  You make your way back to Wabron, and a gentle 
  snow begins to fall – as if the gods themselves are 
  cleansing this forgotten valley, and washing away 
  some of its sins. 
   
  The villagers are excited by your return because 
  it can mean only one thing, you destroyed the 
  undead menace plaguing their humble lives. For 
  that, they are immensely thankful and tend to your 
  wounds or hungry stomachs. 
   
  After a few days of rest, and helping the villagers 
  regain a modicum of normality to their lives, you set 
  out for Nellix. The journey is uneventful and you 
  arrive without hassle through the city gates. 
   
  The PCs receive the Common Gratitude AR item. 
   
  Reporting to Lord Broden 
  If the PCs were able to defeat the undead in the 
  graveyard and stop the mad priest, then the PCs gain the 
  AR item Favor of Lord Broden. Read the following: 
   
  Lord Broden is very happy with news of your success 
  over the undead forces. Perhaps he should send a 
  small garrison to help protect those remote villages 
  of the Duchy. The pursewarden pays you your 
  reward and politely dismisses you from the main 
  keep. 
   
  You are free to continue your wanderings 
  around Nellix. 
   
  Reporting to Priestess Urfala 
  If the PCs have recovered the notes regarding the Canon 
  Apocrypha and return it to the College, they gain the AR 
  item Collegiate Compliments. 
   
  If the PCs managed to save Seiako they also receive 
  the Agent’s Gratitude AR item. 
   
  Read the following: 
   
  Your contact in the Trigol College of the Divine, 
  Urfala, meets with you. When you hand her the pile 
  of notes, she takes it and places it in a stout box. 
  With a loud click, the sturdy lock secures the box. 
  Two attendants take the box away. 
   
  “You don’t know what you have done today. By 
  allowing us to claim these wretched notes, we are a 
  step closer to preventing what could only be a civil 
  war between religious factions of the good gods. If 
  only we might find the real book itself, then I shall 
  feel more secure. Our best scholars will spend time 
  determining the falsehoods of these writings. Then 
  should others read them they can see just how false 
  they are.” 
   
  “For your help, our organization is willing to 
  provide you with some additional rewards. Here is 
  NMR7-01 The Village 
   
  Page 19 
  
  your money and I hope we can seek your services for 
  future missions. May the light of Lydia guide your 
  journey.” 
   
  She bows and leaves the room. 
   
  The end 
  NMR7-01 The Village 
   
  Page 20 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: Option Three 
  Defeat the minions of Incabulos. 
  APL 4 (EL 5) 
  150xp 
  APL 6  (EL 6) 
  180xp 
  APL 8 (EL 8) 
  240xp 
  APL10 (EL 10) 
  300xp 
  APL 12 (EL 12) 
  360xp 
  APL 14 (EL 12) 
  360xp 
   
  5: The Fog 
  Defeat the first wave of undead. 
  APL 4 (EL 5) 
  150xp 
  APL 6 (EL 6) 
  180xp 
  APL 8 (EL 8) 
  240xp 
  APL10 (EL 10) 
  300xp 
  APL 12 (EL 12) 
  360xp 
  APL 14 (EL 14) 
  420xp 
   
  6: Skeletons Not in the Closet 
  Defeat the second wave of undead 
  APL 4 (EL 4) 
  120xp 
  APL 6 (EL 6) 
  180xp 
  APL 8 (EL 8) 
  240xp 
  APL10 (EL 10) 
  300xp 
  APL 12 (EL 12) 
  360xp 
  APL 14 (EL 14) 
  420xp 
   
  8: Rev. Tadolf Herugin’s House 
  Defeat the household guardians. 
  APL 4 (EL 5) 
  150xp 
  APL 6 (EL 8) 
  240xp 
  APL 8 (EL 10) 
  300xp 
  APL10 (EL 11) 
  330xp 
  APL 12 (EL 12) 
  360xp 
  APL 14 (EL 14) 
  420xp 
   
  12: The Graveyard 
  Defeat the graveyard undead. 
  APL 4 (EL 6) 
  180xp 
  APL 6 (EL 8) 
  240xp 
  APL 8 (EL 8) 
  240xp 
  APL10 (EL 10) 
  300xp 
  APL 12 (EL 11) 
  330xp 
  APL 14 (EL 13) 
  390xp 
   
  13: The Old Temple of Boccob 
  Overcome the trap on the front door. 
  APL 4 (EL 4) 
  120xp 
  APL 6 (EL 5) 
  150xp 
  APL 8 (EL 7) 
  210xp 
  APL10 (EL 8) 
  240xp 
  APL 12 (EL 10) 
  300xp 
  APL 14 (EL 12) 
  360xp 
   
  15: Mr. Herugin, I Presume 
  Pacify or defeat Tadolf Herugin. 
  APL 4 (EL 7) 
  210xp 
  APL 6 (EL 9) 
  270xp 
  APL 8 (EL 11) 
  330xp 
  APL10 (EL 13) 
  390xp 
  APL 12 (EL 15) 
  450xp 
  APL 14 (EL 17) 
  510xp 
   
  Story Award 
  Heal Maurvier and secure her safety. 
  APL 4  
  35xp 
  APL 6  
  45xp 
  APL 8  
  65xp 
  APL10 
  70xp 
  APL 12  
  85xp 
  APL 14  
  90xp 
   
  Story Award 
  Find Seiako and heal her. 
  APL 4  
  35xp 
  APL 6  
  45xp 
  APL 8  
  60xp 
  APL10 
  70xp 
  APL 12  
  80xp 
  APL 14  
  90xp 
   
  Story Award 
  Solve the riddle of the sphinx. 
  APL 4  
  65xp 
  APL 6  
  90xp 
  APL 8  
  100xp 
  APL10 
  130xp 
  APL 12  
  150xp 
  APL 14  
  180xp 
   
  Roleplaying Award 
  APL 4  
  135xp 
  APL 6  
  180xp 
  APL 8  
  225xp 
  APL10 
  270xp 
  APL 12  
  315xp 
  APL 14  
  360xp 
   
  Total Possible Experience 
  APL 4  
  1,350xp 
  APL 6  
  1,800xp 
  APL 8  
  2,250xp 
  APL 10  
  2,700xp 
  APL 12  
  3,150xp 
  APL 14  
  3,600xp 
   
  NMR7-01 The Village 
   
  Page 21 
  
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the gp Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Option Three 
   
  APL 4: Loot 34gp; Coin 2gp; Total 36gp. 
   
  APL 6: Loot 3gp; Coin 35gp; Magic 333gp; cloak of 
  charisma +2 (333gp); Total 371gp. 
   
  APL 8: Loot 3gp; Coin 35gp; Magic 496gp; +1 hide 
  armor (111gp), +1 greatclub (218gp), ring of protection +1 
  (167gp); Total 534gp. 
   
  APL 10: Loot 22gp; Coin 126gp; Total 148gp. 
   
  APL 12: Loot 22gp; Coin 126gp; Total 148gp. 
   
  APL 14: Loot 22gp; Coin 126gp; Magic 1,058gp; cloak 
  of charisma +2 (333gp), +1 human bane greatsword (725gp); 
  Total 1,206gp. 
   
  12: Graveyard 
   
  APL 4: Loot 153gp; Total 153gp. 
   
  APL 6: Loot 306gp; Total 306gp. 
   
  APL 8: Loot 153gp; Total 153gp. 
   
  APL 10: Loot 153gp; Total 153gp. 
   
  APL 12: Loot 306gp; Total 306gp. 
   
  APL 14: Loot 306gp; Total 306gp. 
   
  14: Inside the Ruins 
   
  APL 4: Coin 11gp; Magic 167gp; horn of fog (167gp); 
  Total 178gp 
   
  APL 6: Coin 11gp; Magic 983gp; incense of meditation 
  (2 blocks; 408gp ea), horn of fog (167gp); Total 994gp 
   
  APL 8: Coin 11gp; Magic 1,816gp; incense of 
  meditation (2 blocks; 408gp ea), horn of fog (167gp), bead of 
  force (250gp), robe of useful items (583gp); Total 1,827gp 
   
  APL 10/12/14: Coin 11gp; Magic 4,192gp; incense of 
  meditation (2 blocks; 408gp ea), candle of invocation (2 
  candles; 667gp ea), Horn of Fog (167gp), bead of force 
  (250gp), robe of useful items (583gp) and Boccob’s blessed book 
  (1,042gp); Total 4,203gp 
   
  15: Mr. Herugin I Presume 
   
  APL 4: Loot 203gp; Coin 1gp; Magic 458gp; periapt of 
  wisdom +2 (333gp), brooch of shielding (125gp); Total 662gp. 
   
  APL 6: Loot 203gp; Coin 1gp; Magic 929gp; periapt of 
  wisdom +2 (333gp), brooch of shielding (125gp), +2 full plate 
  (471gp); Total 1,133gp. 
   
  APL 8: Loot 203gp; Coin 1gp; Magic 1,262gp; periapt 
  of wisdom +2 (333gp), brooch of shielding (125gp), +2 full 
  plate (471gp), ring of counterspells (333gp); Total 1,466gp. 
   
  APL 10: Loot 203gp; Coin 1gp; Magic 1,928gp; 
  periapt of wisdom +2 (333gp), brooch of shielding (125gp) , +2 
  full plate (471gp) , ring of counterspells (333gp), 2 pearls of 
  power (2nd level, 333gp ea.); Total 2,132gp. 
   
  APL 12: Loot 203gp; Coin 1gp; Magic 2,428gp; 
  periapt of wisdom +2 (333gp), brooch of shielding (125gp) , +2 
  full plate (471gp) , ring of counterspells (333gp) , 2 pearls of 
  power (2nd level, 333gp ea.), oil of greater magic weapon +5 
  (250gp), potion of magic vestment +5 (250gp); Total 2,632gp. 
   
  APL 14: Loot 203gp; Coin 1gp; Magic 7,793gp; 
  periapt of wisdom +2 (333gp), brooch of shielding (125gp), +2 
  full plate (471gp), ring of counterspells (333gp), 2 pearls of 
  power (2nd level, 333gp ea.), +1 axiomatic heavy mace 
  (1,526), +1 unholy longsword (1,526gp), staff of healing 
  (2,313gp); Total 7,997gp. 
   
  Treasure Cap 
  APL 4: 1,300gp 
  APL 6: 1,800gp 
  APL 8: 2,600gp 
  APL 10: 4,600gp 
  APL 12: 6,600gp 
  APL 14: 13,200gp 
   
   
  Total Possible Treasure 
  APL 4: 1,362gp 
  APL 6: 2,471gp 
  APL 8: 3,980gp 
  APL 10: 6,636gp 
  APL 12: 7,289gp 
  NMR7-01 The Village 
   
  Page 22 
  
  APL 14: 13,712gp 
   
  ADVENTURE RECORD ITEMS 
  Agent’s Gratitude: You were instrumental in saving the 
  Lydian investigator, Seiako, from a dire situation. As a 
  reward she is willing to share some of her knowledge 
  with you. You may gain access to the Spymaster prestige 
  class. 
   
  Collegiate Compliments: You have assisted a Lydian 
  representative of the Trigol College of the Divine, and 
  they are grateful. The Lydians of the College will provide 
  access to learn one of the following spells – know opponent 
  (SpC) or know vulnerabilities (SpC). Alternatively, you may 
  call, once, upon Lydia for a divination, true seeing or legend 
  lore spell (CL 15th).  Used on AR ______. 
   
  Common Gratitude: Your actions have resulted in the 
  rescue of common folk from a dire situation, and they are 
  grateful. Word of your exploits passes around in folk tales 
  and songs, and your reputation is improved in the wider 
  area. Unless otherwise noted in the text of any adventure, 
  common rural NPCs within the Nyrond and her 
  Environs meta-region will start with an initial attitude of 
  Friendly towards the character. 
   
  Favor of Lord Broden: You have performed a valuable 
  service for Lord Broden and have earned his favor. When 
  you use this favor, a member his White Hart faction will 
  upgrade one of your magical suits of armor with the ghost 
  touch special ability. You must still pay the full difference 
  in market value for the upgrade, and you may not have 
  any levels in the occult slayer prestige class at the time of 
  the upgrade. You may only use this favor once. 
   
  ITEM ACCESS 
  APL 4: 
  • 
  brooch of shielding (Adventure; DMG) 
  • 
  horn of fog (Adventure; DMG) 
   
  APL 6 (all of APLs 4 plus the following): 
  • 
  incense of meditation (Adventure; DMG) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  ring of counterspells (Adventure; DMG) 
  • 
  bead of force (Adventure; DMG) 
  • 
  robe of useful items (Adventure; DMG) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  pearl of power (2nd) (Adventure; DMG) 
  • 
  candle of invocation (Adventure; DMG) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  oil of greater magic weapon +5 (Adventure,  DMG) 
  • 
  potion of magic vestment +5 (Adventure, DMG) 
   
  APL 14 (all of APLs 4-12 plus the following): 
  • 
  staff of healing (Adventure; DMG) 
  • 
  +1 axiomatic heavy mace (Adventure; DMG) 
   
   
  NMR7-01 The Village 
   
  Page 23 
  
  APL 4 
  3: OPTION THREE 
  Q O D I M 
  CR  3 
  Male tiefling rogue 3 
  LE Medium Outsider (Native) 
  Init +3; Senses Listen +1, Spot +4, Darkvision (60 ft.) 
  Aura minor evil 
  Languages Common, Infernal  
  AC 17, touch 14, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 15 (3 HD) 
  Resist cold 5, electricity 5, and fire 5 
  Fort +2, Ref +6, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee rapier +5 (1d6+2/18-20) or 
   
  dagger +4 (1d4+2/19-20) 
  Ranged shortbow +5 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Darkness 
  Special Actions Evasion, Sneak attack +2d6, 
  trapfinding, trap sense +1; 
  Abilities Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 
  8 
  SA Darkness 
  SQ Darkvision 60 ft., resistance to cold 5, electricity 5, 
  and fire 5 
  Feats Weapon Focus (rapier), combat reflexes  
  Skills  Bluff +9, Balance +8, Hide +9, Jump +8, Listen 
  +1, Move Silent +9, Sense Motive +6, Spot +5, 
  Tumble +11;  
  Possessions 
  masterwork 
  rapier, 
  chain 
  shirt, 
  backpack, rations, wine skin, shortbow, arrows, 
  quiver, sack, iron spikes 
   
  X ALI S 
  CR  3 
  Female tiefling sorcerer 3 
  LE Medium Outsider (Native) 
  Init +3; Senses Listen +0, Spot +0, Darkvision (60 ft.) 
  Aura minor evil 
  Languages Common, Infernal  
  AC 17, touch 14, flat-footed 10 
   (+3 Dex, +4 shield) 
  hp 11 (3 HD) 
  Resist cold 5, electricity 5, and fire 5 
  Fort +2, Ref +4, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft.;  
  Melee quarterstaff +0 (1d6-1) or 
   
  dagger +0 (1d4-1/19-20) 
  Ranged light crossbow +2 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options Darkness 
  Special Actions Evasion, Sneak attack +1d6, 
  trapfinding, trap sense +1; 
  Sorcerer Spells Known (CL 3rd):  
   1st 
  (5/day)—chill 
  touch 
  (DC 
  13), 
  ray 
  of 
  enfeeblement (DC 13), shield�
   0 (6/day)—acid splash, detect magic, ray of frost, 
  touch of fatigue (DC 12) 
  �Already cast 
  Abilities Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 
  15 
  SA Darkness 
  SQ Darkvision 60 ft., resistance to cold 5, electricity 5, 
  and fire 5 
  Feats Point Blank Shot, Precise Shot  
  Skills  Bluff +8, Hide +3, Knowledge (arcana) +7, 
  Spellcraft +7;  
  Possessions backpack, cloak of charisma +2, 
  dagger, rations, wine skin, light crossbow, bolts 
  (20), quiver, sack, iron spikes, quarterstaff 
   
  8: REV. HERUGIN’S HOUSE 
  J UNK G O L E M 
  CR  5 
  N Medium Construct 
  Init -1; Senses Listen +0, Spot +0, Low-light Vision 
  Languages Common  
  AC 17, touch 9, flat-footed 17 
   (-1 Dex, +8 natural) 
  hp 64 (8d10+20 HD); DR 5/bludgeoning  
  Immune magic immunity 
  Fort +2, Ref +1, Will +2 
  Speed 20 ft. in armor (4 squares), base movement 20 
  ft.;  
  Melee Slam +10 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Metal Rot 
  Abilities Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1  
  SQ Construct traits, DR 5/bludgeoning, low-light 
  vision, magic immunity, salvage, self-repair 
  Feats -  
  Skills - 
  Possessions salvage  
  Metal Rot (Su) Once every 1d4+1 rounds, as a free 
  action, the junk golem can draw upon the 
  corrosion, decay, and rust within its body to expel a 
  cloud of metal-rotting orange gas into the air. This 
  gas affects any metallic object within 5 feet of the 
  creature and deals 1d6 points of damage to all 
  such items (ignoring hardness). Metal magic items 
  do not receive saving throws, but any creature 
  within this area may make a DC 14 Reflex save to 
  avoid the gas completely. This save DC is 
  Constitution based. 
  Magic Immunity (Ex) A junk golem is immune to any 
  spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function 
  differently against the creature as noted below. 
  Mending repairs 1 hit point of damage to the golem, 
  while make whole repairs 3d6 hit points of damage. 
  Junk golems are treated as a crystalline creature 
  for the purposes of the shatter spell, which affects 
  them normally. 
  NMR7-01 The Village 
   
  Page 24 
  
  Salvage (Ex) Although most of the individual item that 
  make up a junk golem are worthless, a DC 15 
  Search of the creature’s remains reveals 1d6 
  mundane items that are still functional (roll on 
  Table 3-8 on page 56 of the DMG). 
  Self Repair (Ex) Junk golems are able to retrieve 
  discarded items and add them to their own forms, 
  replacing damaged components and reinforcing 
  their bodies with new pieces of metal or wood. 
  Generally, a wandering junk golem can use this 
  ability to repair 1d6 hit  points per hour, but in areas 
  with large amounts of items (battle sites, scap 
  heaps, and so on) this ability may be used to repair 
  3d6 hit points per hour. 
   
  12: THE GRAVEYARD 
  H U E C U V A C L E R I C 
  CR  4 
  NE Medium Undead 
  Init +0; Senses Listen +4, Spot +4, Darkvision (60 ft.) 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +8 armor, +2 shield, +4 natural) 
  hp 21 (2 HD); DR 10/silver 
  Immune undead immunities 
  SR 12 
  Fort +5, Ref +1, Will +9 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +3 (1d8+2) or 
   
  dagger +3 (1d4+2/19-20) or 
   
  slam +3 (1d6+2) 
  Ranged light crossbow +0 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options  
  Special Actions Huecuva blight, rebuke undead 
  5/day 
  Cleric Spells Prepared (CL 2nd): 
   1st—bane (DC 15), cause fearD (DC 15), doom 
  (DC 15), protection from good 
   0—detect magic, guidance, resistance, virtue 
  D: Domain spell. Deity: Incabulos. Domains: Death 
  (death touch 1/day), Evil (cast evil spells at +1 
  caster level 
  Abilities Str 15, Dex 9, Con –, Int 4, Wis 18, Cha 14  
  SQ turn resistance +4, undead traits 
  Feats Brew Potion, Scribe Scroll, Toughness  
  Skills 
  Concentration 
  +5, 
  Heal +5, Knowledge 
  (arcana) -1 , Knowledge (religion) +2 , Spellcraft -1, 
  Possessions 
  dagger, 
  masterwork 
  full 
  plate, 
  masterwork heavy steel shield, morningstar 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range).
   
  H U E C U V A P AL AD I N 
  CR  4 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 21 (2 HD); DR 10/silver 
  Immune undead immunities 
  Fort +3, Ref +0, Will +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +5 (1d8+3/19-20) or 
   
  short sword +5 (1d6+3/19-20) or 
   
  dagger +5 (1d4+3/19-20) or 
   
  slam +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, smite good 1/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 16  
  SQ turn resistance +2, undead traits 
  Feats Cleave, Power Attack, Toughness  
  Skills Concentration +2, Handle Animal +4, Heal +4, 
  Knowledge (religion) -2 , Ride +3, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Once a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  NMR7-01 The Village 
   
  Page 25 
  
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  13: THE OLD TEMPLE OF BOCCOB 
  B E S T O W  C U R S E  T RAP 
  CR  4 
  Description see text. 
  Search DC 28; Type magic 
  Trigger detection; Init +0 
  Effect spell effect (bestow curse, 5th-level cleric, DC 
  14 Will save negates). This curse inflicts a -6 
  decrease to Con (minimum 1). 
  Duration Permanent 
  Disarm Disable Device DC 28 
   
  15: MR. HERUGIN, I PRESUME 
  T ADO L F  H E R U G I N 
  CR  6 
  Male Human Clr6 
  LE Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Aura Strong evil 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +4 armor, +2 shield) 
  hp 45 (6 HD)  
  Fort +7, Ref +5, Will +9 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee Heavy Mace +6 (1d8+1) or 
   
  Sickle +5 (1d6+1) 
  Ranged Light Crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Special Actions Spontaneous Casting 
  Combat Gear brooch of shielding 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel magic, magic circle against goodD
   2nd—bear’s 
  endurance, 
  bull’s 
  strength, cure 
  moderate wounds, death knellD
   1st—bless, doom, entropic shield, protection from 
  goodD
   0—detect magic, cure minor wounds (x3), detect 
  poison 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Evil 
  Abilities Str 13, Dex 12), Con 14, Int 10, Wis 18, Cha 
  8; 
  SQ Restricted Spells, Rebuke Undead(Su),; 
  Feats Lightning Reflexes, Power Attack, Skill Focus 
  (Knowledge (religion)), Craft Wondrous Item 
  Skills Concentration +11, Knowledge (arcana) +4, 
  Knowledge (religion) +11, Spellcraft +6 
  Possessions combat gear plus Periapt of Wisdom 
  +2, masterwork chain shirt, masterwork heavy 
  mace, masterwork heavy shield, masterwork sickle, 
  2 rations, light crossbow, 20 bolts, several books. 
   
  H U E C U V A P AL AD I N 
  CR  4 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 21 (2 HD); DR 10/silver 
  Immune undead immunities 
  Fort +3, Ref +0, Will +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +5 (1d8+3/19-20) or 
   
  short sword +5 (1d6+3/19-20) or 
   
  dagger +5 (1d4+3/19-20) or 
   
  slam +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, smite good 1/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 16  
  SQ turn resistance +2, undead traits 
  Feats Cleave, Power Attack, Toughness  
  Skills Concentration +2, Handle Animal +4, Heal +4, 
  Knowledge (religion) -2 , Ride +3, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Once a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  NMR7-01 The Village 
   
  Page 26 
  
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
  NMR7-01 The Village 
   
  Page 27 
  
  APL 6 
  3: OPTION THREE 
  Q O D I M 
  CR  5 
  Male tiefling rogue 5 
  LE Medium Outsider (Native) 
  Init +4; Senses Listen +1, Spot +4, Darkvision (60 ft.) 
  Aura minor evil 
  Languages Common, Infernal  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 23 (5 HD) 
  Resist cold 5, electricity 5, and fire 5 
  Fort +2, Ref +7, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee rapier +6 (1d6+2/18-20) or 
   
  dagger +5 (1d4+2/19-20) 
  Ranged shortbow +6 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Darkness 
  Special Actions Evasion, Sneak attack +3d6, 
  trapfinding, trap sense +1; 
  Abilities Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 
  8 
  SA Darkness 
  SQ Darkvision 60 ft., resistance to cold 5, electricity 5, 
  and fire 5 
  Feats Weapon Focus (rapier), combat reflexes  
  Skills  Bluff +11, Balance +9, Hide +10, Jump +8, 
  Listen +1, Move Silent +10, Sense Motive +8, Spot 
  +5, Tumble +14;  
  Possessions masterwork rapier, +1 chain shirt, 
  dagger, backpack, rations, wine skin, shortbow, 
  arrows, quiver, sack, iron spikes 
   
  X ALI S 
  CR  3 
  Female tiefling sorcerer 3 
  LE Medium Outsider (Native) 
  Init +3; Senses Listen +0, Spot +0, Darkvision (60 ft.) 
  Aura minor evil 
  Languages Common, Infernal  
  AC 17, touch 14, flat-footed 10 
   (+3 Dex, +4 shield) 
  hp 11 (3 HD) 
  Resist cold 5, electricity 5, and fire 5 
  Fort +2, Ref +4, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft.;  
  Melee quarterstaff +0 (1d6-1) or 
   
  dagger +0 (1d4-1/19-20) 
  Ranged light crossbow +2 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options darkness 
  Special Actions Evasion, Sneak attack +1d6, 
  trapfinding, trap sense +1; 
  Sorcerer Spells Known (CL 3rd):  
   1st 
  (5/day)—chill 
  touch 
  (DC 
  13), 
  ray 
  of 
  enfeeblement (DC 13), shield�
   0 (6/day)—acid splash, detect magic, ray of frost, 
  touch of fatigue (DC 12) 
  � Already cast 
  Abilities Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 
  15 
  SA Darkness 
  SQ Darkvision 60 ft., resistance to cold 5, electricity 5, 
  and fire 5 
  Feats Point Blank Shot, Precise Shot  
  Skills  Bluff +8, Hide +3, Knowledge (arcana) +7, 
  Spellcraft +7;  
  Possessions cloak of charisma +2, backpack, 
  rations, wine skin, light crossbow, bolts, quiver, 
  sack, iron spikes, quarterstaff 
   
  6: SKELETONS 
  S P E L L S T I T C H E D  O W L B E AR S K E L E T O N 
  CR  3 
  NE Large Undead 
  Init +6; Senses Listen +0, Spot +0, Darkvision (60 ft.) 
  Aura Evil 
  Languages Common  
  AC 13, touch 11, flat-footed 11 
   (-1 size, +2 Dex, +2 natural) 
  Miss Chance 0 
  hp 32 (5 HD); DR 5/magic or silver, bludgeoning; 
  Immune cold 
  SR 5 
  Fort +3, Ref +5, Will +6  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 claws +6 melee (1d6+5) and bite +1 melee 
  (1d8+2) 
  Ranged none 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp +11 
  Atk Options  
  Special Actions Improved grab, paralyzing touch, 
  create spawn, spell-like abilities 
  Combat Gear none 
  Spell-Like Abilities (CL 5th): 
  1st— burning hands (2/day), mage armor (2/day) 
  Abilities Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10  
  SQ Darkvision 60 ft., undead traits, immunity to cold, 
  damage resistance 5/bludgeoning, silver or magic, 
  spell resistance SR 5, turn resistance +2. 
  Feats Improved Initiative 
  Skills None 
  Possessions None 
   
  8: REV. HERUGIN’S HOUSE 
  J UNK G O L E M 
  CR  5 
  N Medium Construct 
  Init -1; Senses Listen +0, Spot +0, Low-light vision 
  Languages Common  
  AC 17, touch 9, flat-footed 17 
   (+0 size, -1 Dex, +8 natural) 
  hp 64 (8d10+20 HD); DR 5/bludgeoning  
  Immune magic immunity 
  NMR7-01 The Village 
   
  Page 28 
  
  Fort +2, Ref +1, Will +2 
  Speed 20 ft. in armor (4 squares), base movement 20 
  ft.;  
  Melee Slam +10 (2d6+4) 
  Ranged  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Metal Rot 
  Special Actions  
  Combat Gear None 
  Abilities Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1  
  SQ Construct traits, DR 5/bludgeoning, low-light 
  vision, magic immunity, salvage, self-repair 
  Possessions salvage  
  Metal Rot (Su): Once every 1d4+1 rounds, as a free 
  action, the junk golem can draw upon the 
  corrosion, decay, and rust within its body to expel a 
  cloud of metal-rotting orange gas into the air. This 
  gas affects any metallic object within 5 feet of the 
  creature and deals 1d6 points of damage to all 
  such items (ignoring hardness). Metal magic items 
  do not receive saving throws, but any creature 
  within this area may make a DC 14 Reflex save to 
  avoid the gas completely. This save DC is 
  Constitution based. 
  Magic Immunity (Ex): A junk golem is immune to any 
  spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function 
  differently against the creature as noted below. 
  Mending repairs 1 hit point of damage to the golem, 
  while make whole repairs 3d6 hit points of damage. 
  Junk golems are treated as a crystalline creature 
  for the purposes of the shatter spell, which affects 
  them normally. 
  Salvage (Ex): Although most of the individual item 
  that make up a junk golem are worthless, a DC 15 
  Search of the creature’s remains reveals 1d6 
  mundane items that are still functional (roll on 
  Table 3-8 on page 56 of the DMG). 
  Self Repair (Ex): Junk golems are able to retrieve 
  discarded items and add them to their own forms, 
  replacing damaged components and reinforcing 
  their bodies with new pieces of metal or wood. 
  Generally, a wandering junk golem can use this 
  ability to repair 1d6 hit  points per hour, but in areas 
  with large amounts of items (battle sites, scap 
  heaps, and so on) this ability may be used to repair 
  3d6 hit points per hour. 
   
  12: THE GRAVEYARD 
  H U E C U V A C L E R I C 
  CR  6 
  NE Medium Undead 
  Init +0; Senses Listen +4, Spot +4, Darkvision (60 ft.) 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +8 armor, +2 shield, +4 natural) 
  hp 39 (4 HD); DR 10/silver 
  Immune undead immunities 
  SR 12 
  Fort +6, Ref +2, Will +10 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +5 (1d8+2) or 
   
  dagger +5 (1d4+2/19-20) or 
   
  slam +5 (1d6+2) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options  
  Special Actions Huecuva blight, rebuke undead 
  5/day 
  Combat Gear  
  Cleric Spells Prepared (CL 5th): 
   2nd—bull’s strength, desecrateD, hold person (DC 
  16), silence 
   1st—bane (DC 15), bless, cause fearD (DC 15), 
  doom (DC 15), protection from good 
   0—detect magic, guidance (2), resistance, virtue 
  D: Domain spell. Deity: Incabulos. Domains: Death 
  (death touch 1/day), Evil (cast evil spells at +1 
  caster level 
  Abilities Str 15, Dex 9, Con –, Int 4, Wis 19, Cha 14  
  SQ turn resistance +4, undead traits 
  Feats Brew Potion, Empower Spell, Scribe Scroll, 
  Toughness  
  Skills 
  Concentration 
  +7, 
  Heal +6, Knowledge 
  (arcana) -1 , Knowledge (religion) +4 , Spellcraft 
  +0, 
  Possessions 
  dagger, 
  masterwork 
  full 
  plate, 
  masterwork heavy steel shield, morningstar 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  H U E C U V A P AL AD I N 
  CR  6 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  NMR7-01 The Village 
   
  Page 29 
  
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 39 (4 HD); DR 10/silver 
  Immune undead immunities 
  Fort +4, Ref +1, Will +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +7 (1d8+3/19-20) or 
   
  short sword +7 (1d6+3/19-20) or 
   
  dagger +7 (1d4+3/19-20) or 
   
  slam +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, smite good 1/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 17  
  SQ turn resistance +2, undead traits 
  Feats 
  Cleave, 
  Great 
  Cleave, 
  Power 
  Attack, 
  Toughness  
  Skills Concentration +4, Handle Animal +4, Heal +4, 
  Knowledge (religion) -2 , Ride +5, 
  Possessions combat gear plus dagger, longsword, 
  masterwork full plate, masterwork heavy steel 
  shield, short sword 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Once a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  13: THE OLD TEMPLE OF BOCCOB 
  F I RE B AL L  T RAP 
  CR  5 
  Description see text. 
  Search DC 29; Type magic 
  Trigger detection; Init +0 
  Effect spell effect (fireball, 8th-level wizard, 8d6 fire, 
  DC 14 Reflex save half damage). 
  Duration – 
  Disarm Disable Device DC 29 
   
  15: MR. HERUGIN I PRESUME 
  T ADO L F  H E R U G I N 
  CR  8 
  Male Human Clr8 
  LE Medium Humanoid (Human) 
  Init +1; Senses Listen +4, Spot +4 
  Aura Strong evil 
  Languages Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +10 armor, +2 shield) 
  hp 59 (8 HD)  
  Fort +8, Ref +5, Will +10 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee Heavy Mace +8/+3 (1d8+1) or 
   
  Sickle +7/+2 (1d6+1) 
  Ranged Light Crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +7 
  Atk Options  
  Special 
  Actions 
  Spontaneous 
  casting, 
  rebuke 
  undead(Su); 
  Combat Gear brooch of shielding 
  Cleric Spells Prepared (CL 8th): 
   4th—death ward, cure critical wounds, unholy 
  blightD
   3rd—cure serious wounds, protection from energy, 
  dispel magic, magic circle against goodD
   2nd—bear’s 
  endurance, 
  bull’s 
  strength, cure 
  moderate wounds, death knellD (DC 16) 
   1st—bless, cure light wounds, doom (DC 15), 
  entropic shield, protection from goodD
   0—detect magic (x2), cure minor wounds (x3), 
  detect poison 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Evil  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 19, Cha 
  8; 
  SQ Restricted Spells, Rebuke Undead(Su); 
  Feats Lightning Reflexes, Power Attack, Skill Focus 
  (Knowledge (religion)), Craft Wondrous Item 
  Skills Concentration¹ +13, Knowledge (arcana) +5, 
  Knowledge (religion) +14,  Spellcraft +8 
  Possessions combat gear plus periapt of wisdom +2, 
  +2 full plate, masterwork heavy mace, masterwork 
  heavy shield, masterwork sickle, 2 rations, light 
  crossbow, 20 bolts, several books 
   
  NMR7-01 The Village 
   
  Page 30 
  
  H U E C U V A P AL AD I N 
  CR  6 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 39 (4 HD); DR 10/silver 
  Immune undead immunities 
  Fort +4, Ref +1, Will +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +7 (1d8+3/19-20) or 
   
  short sword +7 (1d6+3/19-20) or 
   
  dagger +7 (1d4+3/19-20) or 
   
  slam +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, smite good 1/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 17  
  SQ turn resistance +2, undead traits 
  Feats 
  Cleave, 
  Great 
  Cleave, 
  Power 
  Attack, 
  Toughness  
  Skills Concentration +4, Handle Animal +4, Heal +4, 
  Knowledge (religion) -2 , Ride +5, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Once a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
  NMR7-01 The Village 
   
  Page 31 
  
   
  APL 8 
  3: OPTION THREE 
  Q O D I M 
  CR  5 
  Male tiefling rogue 5 
  LE Medium Outsider (Native) 
  Init +4; Senses Listen +1, Spot +4, Darkvision (60 ft.) 
  Aura minor evil 
  Languages Common, Infernal  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 23 (5 HD) 
  Resist cold 5, electricity 5, and fire 5 
  Fort +2, Ref +7, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee rapier +6 (1d6+2/18-20) or 
   
  dagger +5 (1d4+2/19-20) 
  Ranged shortbow +6 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Darkness 
  Special Actions Evasion, sneak attack +3d6, 
  trapfinding, trap sense +1; 
  Abilities Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 
  8 
  SA Darkness 
  SQ Darkvision 60 ft., resistance to cold 5, electricity 5, 
  and fire 5 
  Feats Weapon Focus (rapier), Combat Reflexes  
  Skills  Bluff +11, Balance +9, Hide +10, Jump +8, 
  Listen +1, Move Silent +10, Sense Motive +8, Spot 
  +5, Tumble +14;  
  Possessions masterwork rapier, +1 chain shirt, 
  backpack, rations, wine skin, shortbow, arrows, 
  quiver, sack, iron spikes 
   
  12: THE GRAVEYARD 
  H U E C U V A C L E R I C 
  CR  6 
  NE Medium Undead 
  Init +0; Senses Listen +4, Spot +4, Darkvision (60 ft.) 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +8 armor, +2 shield, +4 natural) 
  hp 39 (4 HD); DR 10/silver 
  Immune undead immunities 
  SR 12 
  Fort +6, Ref +2, Will +10 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +5 (1d8+2) or 
   
  dagger +5 (1d4+2/19-20) or 
   
  slam +5 (1d6+2) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options  
  Special Actions Huecuva blight, rebuke undead 
  5/day 
  Cleric Spells Prepared (CL 5th): 
   2nd—bull’s strength, desecrateD, hold person (DC 
  16), silence 
   1st—bane (DC 15), bless, cause fearD (DC 15), 
  doom (DC 15), protection from good 
   0—detect magic, guidance (2), resistance, virtue 
  D: Domain spell. Deity: Incabulos. Domains: Death 
  (death touch 1/day), Evil (cast evil spells at +1 
  caster level 
  Abilities Str 15, Dex 9, Con –, Int 4, Wis 19, Cha 14  
  SQ turn resistance +4, undead traits 
  Feats Brew Potion, Empower Spell, Scribe Scroll, 
  Toughness  
  Skills 
  Concentration 
  +7, 
  Heal +6, Knowledge 
  (arcana) -1 , Knowledge (religion) +4 , Spellcraft 
  +0, 
  Possessions 
  dagger, 
  masterwork 
  full 
  plate, 
  masterwork heavy steel shield, morningstar 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  H U E C U V A P AL AD I N 
  CR  6 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 39 (4 HD); DR 10/silver 
  Immune undead immunities 
  Fort +4, Ref +1, Will +3 
  NMR7-01 The Village 
   
  Page 32 
  
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +7 (1d8+3/19-20) or 
   
  short sword +7 (1d6+3/19-20) or 
   
  dagger +7 (1d4+3/19-20) or 
   
  slam +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, smite good 1/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 17  
  SQ turn resistance +2, undead traits 
  Feats 
  Cleave, 
  Great 
  Cleave, 
  Power 
  Attack, 
  Toughness  
  Skills Concentration +4, Handle Animal +4, Heal +4, 
  Knowledge (religion) -2 , Ride +5, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Once a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  13: THE OLD TEMPLE OF BOCCOB 
  C HAI N L I G H T N I N G  T RAP 
  CR  7 
  Description see text. 
  Search DC 31; Type magic 
  Trigger proximity; Init +0 
  Effect spell effect (chain lightning, 11th-level wizard, 
  11d6 electricity to target nearest center of trigger 
  area plus 5d6 electricity to each of up to eleven 
  secondary targets, DC 19 Reflex save half 
  damage) 
  Duration – 
  Disarm Disable Device DC 31 
   
  15: MR. HERUGIN I PRESUME 
  T ADO L F  H E R U G I N 
  CR  10 
  Male Human Clr10 
  LE Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Aura Strong evil 
  Languages Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +10 armor, +2 shield) 
  hp 73 (8 HD)  
  Fort +9, Ref +6, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee Heavy Mace +9/+4 (1d8+12) or 
   
  Sickle +8/+3 (1d6+1) 
  Ranged Light Crossbow +8 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +8 
  Atk Options  
  Special 
  Actions 
  Spontaneous 
  casting, 
  rebuke 
  undead(Su); 
  Combat Gear brooch of shielding 
  Cleric Spells Prepared (CL 10th): 
   5th—flame strike (DC 19), righteous might, slay 
  livingD (DC 19) 
   4th—death ward, cure critical wounds, freedom of 
  movement, unholy blightD (DC 18) 
   3rd—cure serious wounds, dispel magic, magic 
  circle against goodD, protection from energy 
   2nd—bear’s 
  endurance, 
  bull’s 
  strength, cure 
  moderate wounds, death knellD (DC 15), spiritual 
  weapon 
   1st—bless, 
  doom 
  (DC 
  15), 
  entropic shield, 
  protection from goodD
   0—detect magic, cure minor wounds (x3), detect 
  poison 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Evil  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 19, Cha 
  8; 
  SQ Restricted Spells, Rebuke Undead(Su); 
  Feats Lightning Reflexes, Power Attack, Skill Focus 
  (Knowledge (religion)), Craft Wondrous Item, 
  Empower Spell 
  Skills Concentration¹ +15, Knowledge (arcana) +5, 
  Knowledge (religion) +16,  Spellcraft +10 
  Possessions combat gear plus periapt of wisdom +2, 
  +2 full plate, ring of counterspells (with flame strike 
  cast in it), masterwork heavy mace, masterwork 
  heavy shield, masterwork sickle, 2 rations, light 
  crossbow, 20 bolts, several books. 
  NMR7-01 The Village 
   
  Page 33 
  
   
  H U E C U V A P AL AD I N 
  CR  8 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 57 (6 HD); DR 10/silver 
  Immune undead immunities 
  Fort +5, Ref +2, Will +4 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +9/+4 (1d8+3/19-20) or 
   
  short sword +9/+4 (1d6+3/19-20) or 
   
  dagger +9/+4 (1d4+3/19-20) or 
   
  slam +9/+4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, lay on hands, smite 
  good 2/day, Sneak Attack +1d6 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 17  
  SQ turn resistance +2, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  Skills Concentration +4, Handle Animal +4, Heal +6, 
  Knowledge (religion) +0 , Ride +5, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Twice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
  NMR7-01 The Village 
   
  Page 34 
  
  APL 10 
  12: THE GRAVEYARD 
  H U E C U V A C L E R I C 
  CR  7 
  NE Medium Undead 
  Init +0; Senses Listen +4, Spot +4, Darkvision (60 ft.) 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +8 armor, +2 shield, +4 natural) 
  hp 48 (5 HD); DR 10/silver 
  Immune undead immunities 
  Fort +4, Ref +0, Will +8 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +7 (1d8+2) or 
   
  dagger +5 (1d4+2/19-20) or 
   
  slam +5 (1d6+2) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options  
  Special Actions Huecuva blight, rebuke undead 
  5/day 
  Cleric Spells Prepared (CL 5th): 
   3rd—animate deadD, bestow curse (2) (DC 17) 
   2nd—bull’s strength, desecrateD, hold person (DC 
  16), silence 
   1st—bane (DC 15), bless, cause fearD (DC 15), 
  doom (DC 15), protection from good 
   0—detect magic, guidance, resistance (2), virtue 
  D: Domain spell. Deity: Incabulos. Domains: Death 
  (death touch 1/day), Evil (cast evil spells at +1 
  caster level 
  Abilities Str 15, Dex 9, Con –, Int 4, Wis 19, Cha 14  
  SQ turn resistance +2, undead traits 
  Feats Brew Potion, Empower Spell, Scribe Scroll, 
  Toughness  
  Skills 
  Concentration 
  +8, 
  Heal +6, Knowledge 
  (arcana) +0 , Knowledge (religion) +5 , Spellcraft 
  +3, 
  Possessions 
  dagger, 
  masterwork 
  full 
  plate, 
  masterwork heavy steel shield, morningstar 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  S P E L L S T I T C H E D  H U E C U V A P AL AD I N 
  CR  9 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 57 (6 HD); DR 10/silver 
  Immune undead immunities 
  SR 13 
  Fort +7, Ref +4, Will +6 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +9/+4 (1d8+3/19-20) or 
   
  short sword +9/+4 (1d6+3/19-20) or 
   
  dagger +9/+4 (1d4+3/19-20) or 
   
  slam +9/+4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, lay on hands, smite 
  good 2/day, sneak attack +1d6 
  Spell-Like Abilities (CL 6th): 
   4th—fear 1/day (DC 16), shout 1/day (DC 16) 
   3rd—lightning bolt 1/day, ray of exhaustion 1/day 
  (DC 15) 
   2nd—blindness/deafness 2/day (DC 14), ghoul 
  touch 2/day (DC 14) 
   1st—chill touch 2/day (DC 13), ray of enfeeblement 
  2/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 17  
  SQ turn resistance +4, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  Skills Concentration +4, Handle Animal +4, Heal +6, 
  Knowledge (religion) +0 , Ride +5, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  NMR7-01 The Village 
   
  Page 35 
  
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Twice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A spellstitched huecuva is 
  treated as an undead with 4 more Hit Dice than it 
  actually has for the purposes of turn, rebuke, 
  command, or bolster attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  13: THE OLD TEMPLE OF BOCCOB 
  P R I S M ATI C S P R AY  T RAP 
  CR  8 
  Description see text. 
  Search DC 32; Type magic 
  Trigger proximity; Init +0 
  Effect spell effect (prismatic spray, 13th-level wizard, 
  DC 20 Reflex, Fortitude, or Will save, depending on 
  effect) 
  Duration – 
  Disarm Disable Device DC 32 
   
  15: MR. HERUGIN I PRESUME 
  T ADO L F  H E R U G I N 
  CR  12 
  Male Human Clr12 
  LE Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Aura Strong evil 
  Languages Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +10 armor, +2 shield) 
  hp 87 (12 HD)  
  Fort +10, Ref +7, Will +14 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee Heavy Mace +11/+6 (1d8+1) or 
   
  Sickle +10/+5 (1d6+1) 
  Ranged Light Crossbow +10 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +10 
  Atk Options  
  Special 
  Actions 
  Spontaneous 
  casting, 
  rebuke 
  undead(Su); 
  Combat Gear brooch of shielding 
  Cleric Spells Prepared (CL 12th): 
   6th—blade barrier, harm (DC 21), empowered 
  unholy blightD (DC 21) 
   5th—flame strike (x2) (DC 21), righteous might, 
  slay livingD (DC 20) 
   4th—death ward, cure critical wounds, freedom of 
  movement, unholy blightD (DC 19) 
   3rd—bestow curse (DC 18), cure serious wounds, 
  protection from energy, dispel magic, magic circle 
  against goodD
   2nd—bear’s 
  endurance, 
  bull’s 
  strength, cure 
  moderate wounds, spiritual weapon, death knellD 
  (DC 17) 
   1st—deathwatch, bless, doom (DC 16), entropic 
  shield, protection from goodD
   0—detect magic, cure minor wounds (x3), detect 
  poison 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Evil  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 20, Cha 
  8; 
  SQ Restricted spells, rebuke undead; 
  Feats Lightning Reflexes, Power Attack, Skill Focus 
  (Knowledge (religion)), Craft Wondrous Item, 
  Empower Spell, Domain Spontaneity (Evil) 
  Skills Concentration +17, Knowledge (arcana) +5, 
  Knowledge (religion) +18, Spellcraft +12 
  Possessions combat gear plus periapt of wisdom +2, 
  +2 full plate, ring of counterspells (with flame strike 
  cast in it), 2 pearls of power (2nd), masterwork 
  heavy mace, masterwork heavy shield, masterwork 
  sickle, 2 rations, light crossbow, 20 bolts, several 
  books 
   
  H U E C U V A P AL AD I N 
  CR  10 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 75 (8 HD); DR 10/silver 
  Immune undead immunities 
  Fort +6, Ref +2, Will +4 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +11/+6 (1d8+3/19-20) or 
   
  short sword +11/+6 (1d6+3/19-20) or 
   
  dagger +11/+6 (1d4+3/19-20) or 
   
  slam +11/+6 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options Cleave, Power Attack 
  Special Actions Fiendish summoning, huecuva 
  blight, lay on hands, smite good 2/day, sneak 
  attack +1d6 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 18  
  SQ turn resistance +2, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  NMR7-01 The Village 
   
  Page 36 
  
  Skills Concentration +6, Handle Animal +5, Heal +6, 
  Knowledge (religion) +0 , Ride +7, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Fiendish Summoning (Sp) Once per day, the 
  huecuva can use a summon monster I spell to call 
  forth an evil creature. For this spell, the caster level 
  is double the huecuva’s Hit Dice. 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Twice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
   
   
  NMR7-01 The Village 
   
  Page 37 
  
   
   
  APL 12 
  3: OPTION THREE 
  O G R E  M AG E  F I G HTE R 
  CR  10 
  LE Large Giant (Humanoid) 
  Init +4; Senses Listen +10, Spot +10, Darkvision (90 
  ft.) 
  Aura Evil 
  Languages Common, Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 size, +4 armor, +5 natural) 
  hp 57 (7 HD); regeneration 5 
  SR 19 
  Fort +10, Ref +1, Will +3 
  Speed 40 ft. (8 squares), fly 40 ft. (good), base 
  movement 40 ft. 
  Melee Greatsword +10 melee (3d6+7/19-20)  
  Ranged longbow +4 ranged (2d6/×3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +27 
  Atk Options Spell-like abilities or attack 
  Special Actions Spell-like abilities 
  Spell-Like Abilities (CL 9th): 
  At will—darkness, invisibility;  
  1/day—charm person (DC 15), cone of cold (DC 
  19), gaseous form, sleep (DC 15).  
  Abilities Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 
  17 
  SQ Change shape, darkvision 90 ft., low-light vision, 
  regeneration 5, spell resistance 19 
  Feats Combat Expertise, Improved Initiative, Power 
  Attack, Flyby Attack, Weapon Focus (Greatsword) 
  Skills Concentration +11, Listen +10, Spellcraft +10, 
  Spot +10, Climb +13 
  Possessions cloak of charisma +2, +1 human bane 
  greatsword, periapt of wisdom +2 
  Flight (Su) An ogre mage can cease or resume flight 
  as a free action. While using gaseous form it can 
  fly 
  at 
  its 
  normal 
  speed 
  and 
  has 
  perfect 
  maneuverability. 
  Change Shape (Su) An ogre mage can assume the 
  form of any Small, Medium, or Large humanoid or 
  giant. 
  Regeneration (Ex) Fire and acid deal normal damage 
  to an ogre mage. An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or 
  the creature dies. An ogre mage cannot regrow lost 
  body parts. 
   
  6: SKELETONS NOT IN THE CLOSET 
  S P E L L S T I T C H E D  M O H R G 
  CR  9 
  CE Medium Undead 
  Init +9; Senses Listen +11, Spot +15 
  Aura Evil 
  Languages Common  
  AC 23, touch 14, flat-footed 19 
   (+4 Dex, +9 natural) 
  hp 91 (14 HD); DR 5/magic and silver 
  SR 10 
  Fort +2, Ref +12, Will +12  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Slam +12 melee (1d6+7) or 
   
  tongue +12 melee touch (paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Special Actions Improved grab, paralyzing touch, 
  create spawn, spell-like abilities 
  Spell-Like Abilities (CL 14th): 
  1st—magic missile (2/day), ray of enfeeblement 
  (2/day) 
  Abilities Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10  
  SQ Darkvision 60 ft., undead traits, damage 
  resistance 5/silver and magic, spell resistance SR 
  10, turn resistance +2. 
  Feats Alertness, Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility 
  Skills Climb +13, Hide +21, Listen +11, Move Silently 
  +21, Spot +15, Swim +9 
  Improved Grab (Ex) To use this ability, a mohrg must 
  hit a creature of its size or smaller with its slam 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Paralyzing Touch (Su) A mohrg lashes out with its 
  tongue in combat. An opponent the tongue touches 
  must succeed on a DC 17 Fortitude save or 
  become paralyzed for 1d4 minutes. The save DC is 
  Charisma-based. 
  Create Spawn (Su) Creatures killed by a mohrg rise 
  after 1d4 days as zombies under the morhg’s 
  control. They do not possess any of the abilities 
  they had in life. 
   
  12: THE GRAVEYARD 
  H U E C U V A C L E R I C 
  CR  9 
  NE Medium Undead 
  Init +0; Senses Listen +4, Spot +4, Darkvision (60 ft.) 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +8 armor, +2 shield, +4 natural) 
  hp 66 (7 HD); DR 10/silver 
  Immune undead immunities 
  Fort +5, Ref +1, Will +9 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +7 (1d8+2) or 
   
  dagger +7 (1d4+2/19-20) or 
   
  slam +7 (1d6+2) 
  Ranged light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  NMR7-01 The Village 
   
  Page 38 
  
  Atk Options  
  Special Actions Huecuva blight, rebuke undead 
  5/day 
  Cleric Spells Prepared (CL 7th): 
   4th—greater magic weapon, poison (DC 18), 
  unholy blight D (DC 18) 
   3rd—animate deadD, bestow curse (2) (DC 17), 
  dispel magic 
   2nd—bull’s strength, desecrateD, hold person (2) 
  (DC 16), silence 
   1st—bane (DC 15), bless, cause fearD (DC 15), 
  doom (2) (DC 15), protection from good 
   0—detect magic, guidance (2), resistance (2), 
  virtue 
  D: Domain spell. Deity: Incabulos. Domains: Death 
  (death touch 1/day), Evil (cast evil spells at +1 
  caster level 
  Abilities Str 15, Dex 9, Con –, Int 4, Wis 19, Cha 14  
  SQ turn resistance +2, undead traits 
  Feats Brew Potion, Empower Spell, Maximize Spell, 
  Scribe Scroll, Toughness  
  Skills Concentration +10, Heal +6, Knowledge 
  (arcana) -1 , Knowledge (religion) +7 , Spellcraft 
  +3, 
  Possessions 
  dagger, 
  masterwork 
  full 
  plate, 
  masterwork heavy steel shield, morningstar 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  S P E L L S T I T C H E D  H U E C U V A P AL AD I N 
  CR  9 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 57 (6 HD); DR 10/silver 
  Immune undead immunities 
  SR 13 
  Fort +7, Ref +4, Will +6 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +9/+4 (1d8+3/19-20) or 
   
  short sword +9/+4 (1d6+3/19-20) or 
   
  dagger +9/+4 (1d4+3/19-20) or 
   
  slam +9/+4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Cleave, Power Attack 
  Special Actions Huecuva blight, lay on hands, smite 
  good 2/day, sneak attack +1d6 
  Spell-Like Abilities (CL 6th): 
   4th—fear 1/day (DC 16), shout 1/day (DC 16) 
   3rd—lightning bolt 1/day, ray of exhaustion 1/day 
  (DC 15) 
   2nd—blindness/deafness 2/day (DC 14), ghoul 
  touch 2/day (DC 14) 
   1st—chill touch 2/day (DC 13), ray of enfeeblement 
  2/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 17  
  SQ turn resistance +4, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  Skills Concentration +4, Handle Animal +4, Heal +6, 
  Knowledge (religion) +0 , Ride +5, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Twice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A spellstitched huecuva is 
  treated as an undead with 4 more Hit Dice than it 
  actually has for the purposes of turn, rebuke, 
  command, or bolster attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  NMR7-01 The Village 
   
  Page 39 
  
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  13: THE OLD TEMPLE OF BOCCOB 
  E N E R G Y  D RAI N T RAP 
  CR  10 
  Description see text. 
  Search DC 34; Type magic 
  Trigger visual; Init +0 
  Effect Atk +8 ranged touch; spell effect (energy drain, 
  17th-level wizard, 2d4 negative levels for 24 hours, 
  DC 23 Fortitude save negates) 
  Duration – 
  Disarm Disable Device DC 34 
   
  15: MR. HERUGIN I PRESUME 
  T ADO L F  H E R U G I N 
  CR  14 
  Male Human Clr14 
  LE Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Aura Strong evil 
  Languages Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +10 armor, +2 shield) 
  hp 101 (14 HD)  
  Fort +11, Ref +7, Will +15 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee Heavy Mace +12/+7 (1d8+1) or 
   
  Sickle +11/+6 (1d6+1) 
  Ranged Light Crossbow +11 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10/+5; Grp +11 
  Atk Options  
  Special Actions Spontaneous Casting, Rebuke 
  Undead; 
  Combat Gear Periapt of Wisdom +2, Brooch of 
  Shielding, 
  +2 
  Full 
  Plate 
  armor, 
  Ring 
  of 
  Counterspells (with flame strike cast in it), 2 Pearls 
  of Power (2nd), Potion, greater magic weapon +5, 
  Potion, magic vestment +5, masterwork heavy 
  mace, masterwork heavy shield, masterwork sickle, 
  2 rations, light crossbow, 20 bolts, several books. 
  Cleric Spells Prepared (CL 14th): 
   7th—blasphemy (DC 22), destructionD (DC 22), 
  dictum (DC 22) 
   6th—blade barrier (DC 21), harm (DC 21), heal, 
  empowered unholy blightD (DC 21) 
   5th—flame strike (x2) (DC 20), righteous might, 
  slay livingD (DC 20), spell resistance 
   4th—death ward, cure critical wounds (x2), 
  freedom of movement, unholy blightD (DC 19) 
   3rd—bestow curse (DC 18), cure serious wounds, 
  protection from energy, dispel magic, magic circle 
  against goodD
   2nd—bear’s 
  endurance, 
  bull’s 
  strength, cure 
  moderate wounds, spiritual weapon, death knell 
  (x2) D (DC 17) 
   1st—deathwatch, bless, doom (DC 16), entropic 
  shield, protection from goodD
   0—detect magic, cure minor wounds (x3), detect 
  poison 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Evil  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 20, Cha 
  8; 
  SQ Restricted spells, rebuke undead(Su); 
  Feats Lightning Reflexes, Power Attack, Skill Focus 
  (Knowledge (religion)), Craft Wondrous Item, 
  Empower Spell, Domain Spontaneity (Evil) 
  Skills Concentration +19, Knowledge (arcana) +5, 
  Knowledge (religion) +20, Spellcraft +14 
  Possessions combat gear plus periapt of wisdom +2, 
  +2 full plate, ring of counterspells (with flame strike 
  cast in it), 2 pearls of power (2nd), potion of greater 
  magic weapon +5, potion of magic vestment +5, 
  masterwork heavy mace, masterwork heavy shield, 
  masterwork sickle, 2 rations, light crossbow, 20 
  bolts, several books 
   
  H U E C U V A P AL AD I N 
  CR  12 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 93 (10 HD); DR 10/silver 
  Immune undead immunities 
  Fort +7, Ref +3, Will +5 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +13/+8 (1d8+3/19-20) or 
   
  short sword +13/+8 (1d6+3/19-20) or 
   
  dagger +13/+8 (1d4+3/19-20) or 
   
  slam +13/+8 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Atk Options Cleave, Power Attack 
  Special Actions Fiendish summoning, huecuva 
  blight, lay on hands, smite good 3/day, sneak 
  attack +1d6 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 18  
  SQ turn resistance +2, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  Skills Concentration +6, Handle Animal +7, Heal +6, 
  Knowledge (religion) +0 , Ride +9, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Fiendish Summoning (Sp) Once per day, the 
  huecuva can use a summon monster I spell to call 
  forth an evil creature. For this spell, the caster level 
  is double the huecuva’s Hit Dice. 
  NMR7-01 The Village 
   
  Page 40 
  
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Thrice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Companion The huecuva gains a Medium-
  sized skeleton or zombie as a companion. This 
  companion cannot be turned or rebuked. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
  NMR7-01 The Village 
   
  Page 41 
  
   
  APL 14 
  3: OPTION THREE 
  O G R E  M AG E  F I G HTE R 
  CR  10 
  LE Large Giant (Humanoid) 
  Init +4; Senses Listen +10, Spot +10, Darkvision (90 
  ft.) 
  Aura Evil 
  Languages Common, Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 size, +4 armor, +5 natural) 
  hp 57 (7 HD); regeneration 5 
  Fort +10 , Ref +1, Will +3 
  Speed 40 ft. (8 squares), fly 40 ft. (good), base 
  movement 40 ft. 
  Melee +1 human bane greatsword +10 melee 
  (3d6+7/19-20) or 
   
  +1 
  human 
  bane 
  greatsword 
  +12 
  melee 
  (3d6+9+2d6/19-20) against humans 
  Ranged longbow +4 ranged (2d6/×3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +27 
  Atk Options Spell-like abilities or attack 
  Special Actions Spell-like abilities 
  Spell-Like Abilities (CL 9th): 
  At will—darkness, invisibility;  
  1/day—charm person (DC 15), cone of cold (DC 
  19), gaseous form, sleep (DC 15).  
  Abilities Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 
  17 
  SQ Change shape, darkvision 90 ft., low-light vision, 
  regeneration 5, spell resistance 19 
  Feats Combat Expertise, Improved Initiative, Power 
  Attack, Flyby Attack, Weapon Focus (Greatsword) 
  Skills Concentration +11, Listen +10, Spellcraft +10, 
  Spot +10, Climb +13 
  Possessions cloak of charisma +2, +1 human bane 
  greatsword, periapt of wisdom +2 
  Flight (Su) An ogre mage can cease or resume flight 
  as a free action. While using gaseous form it can 
  fly 
  at 
  its 
  normal 
  speed 
  and 
  has 
  perfect 
  maneuverability. 
  Change Shape (Su) An ogre mage can assume the 
  form of any Small, Medium, or Large humanoid or 
  giant. 
  Regeneration (Ex) Fire and acid deal normal damage 
  to an ogre mage. An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or 
  the creature dies. An ogre mage cannot regrow lost 
  body parts. 
   
  12: THE GRAVEYARD 
  H U E C U V A C L E R I C 
  CR  11 
  NE Medium Undead 
  Init +0; Senses Listen +4, Spot +4, Darkvision (60 ft.) 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +8 armor, +2 shield, +4 natural) 
  hp 84 (9 HD); DR 10/silver 
  Immune undead immunities 
  Fort +6, Ref +2, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +8/+3 (1d8+2) or 
   
  dagger +8/+3 (1d4+2/19-20) or 
   
  slam +8/+3 (1d6+2) 
  Ranged light crossbow +5/+0 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options  
  Special Actions Huecuva blight, rebuke undead 
  5/day 
  Cleric Spells Prepared (CL 9th): 
   5th—mass inflict light wounds (DC 20), slay living 
  (DC 20), spell resistance 
   4th—greater magic weapon, poison (DC 19), 
  summon monster IV, unholy blight D (DC 19) 
   3rd—animate deadD, bestow curse (2) (DC 18), 
  dispel magic (2) 
   2nd—aid, bull’s strength, desecrateD, hold person 
  (2) (DC 17), silence 
   1st—bane (DC 16), bless, cause fearD (DC 16), 
  doom (2) (DC 16), protection from good 
   0—detect magic, guidance (2), resistance (2), 
  virtue 
  D: Domain spell. Deity: Incabulos. Domains: Death 
  (death touch 1/day), Evil (cast evil spells at +1 
  caster level 
  Abilities Str 15, Dex 9, Con –, Int 4, Wis 20, Cha 14  
  SQ turn resistance +2, undead traits 
  Feats Brew Potion, Empower Spell, Extend Spell, 
  Maximise Spell, Scribe Scroll, Toughness  
  Skills Concentration +12, Heal +9, Knowledge 
  (arcana) -1 , Knowledge (religion) +9 , Spellcraft 
  +3, 
  Possessions 
  dagger, 
  masterwork 
  full 
  plate, 
  masterwork heavy steel shield, morningstar 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  NMR7-01 The Village 
   
  Page 42 
  
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  H U E C U V A P AL AD I N 
  CR  11 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 75 (8 HD); DR 10/silver 
  Immune undead immunities 
  SR 14 
  Fort +8, Ref +4, Will +6 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee longsword +11/+6 (1d8+3/19-20) or 
   
  short sword +11/+6 (1d6+3/19-20) or 
   
  dagger +11/+6 (1d4+3/19-20) or 
   
  slam +11/+6 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options Cleave, Power Attack 
  Special Actions Fiendish summoning, huecuva 
  blight, lay on hands, smite good 2/day, sneak 
  attack +1d6 
  Spell-Like Abilities (CL 8th): 
   4th—fear 1/day (DC 16), shout 1/day (DC 16) 
   3rd—lightning bolt 1/day, ray of exhaustion 1/day 
  (DC 15) 
   2nd—blindness/deafness 2/day (DC 14), ghoul 
  touch 2/day (DC 14) 
   1st—chill touch 2/day (DC 13), ray of enfeeblement 
  2/day 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 18  
  SQ turn resistance +4, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  Skills Concentration +6, Handle Animal +5, Heal +6, 
  Knowledge (religion) +0 , Ride +7, 
  Possessions dagger, longsword, masterwork full 
  plate, masterwork heavy steel shield, short sword 
  Fiendish Summoning (Sp) Once per day, the 
  huecuva can use a summon monster I spell to call 
  forth an evil creature. For this spell, the caster level 
  is double the huecuva’s Hit Dice. 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Twice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A spellstitched huecuva is 
  treated as an undead with 4 more Hit Dice than it 
  actually has for the purposes of turn, rebuke, 
  command, or bolster attempts. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  13: THE OLD TEMPLE OF BOCCOB 
  E N E R G Y  D RAI N T RAP 
  CR  10 
  Description see text. 
  Search DC 34; Type magic 
  Trigger visual; Init +0 
  Effect Atk +8 ranged touch; spell effect (energy drain, 
  17th-level wizard, 2d4 negative levels for 24 hours, 
  DC 23 Fortitude save negates) 
  Duration – 
  Disarm Disable Device DC 34 
   
  15: MR. HERUGIN I PRESUME 
  T ADO L F  H E R U G I N 
  CR  16 
  Male Human Clr16 
  LE Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Aura Strong evil 
  Languages Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +10 armor, +2 shield) 
  hp 115 (16 HD)  
  Fort +12, Ref +8, Will +16 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee +1 axiomatic heavy mace +15/+10/+5 (1d8+2) 
  or  
   
  Sickle +13/+8/+3 (1d6+1) 
  Ranged Light Crossbow +13 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  NMR7-01 The Village 
   
  Page 43 
  
  Base Atk +12/+7/+2; Grp +13 
  Special 
  Actions 
  Spontaneous 
  casting, 
  rebuke 
  undead; 
  Combat Gear brooch of shielding 
  Cleric Spells Prepared (CL 16th): 
   8th—Fire Storm, Empowered Blade Barrier, Unholy 
  AuraD
   7th—Blashphemy, 
  Empowered 
  Flame 
  Strike, 
  Dictum, DestructionD
   6th—Blade Barrier, Harm, Heal, Empowered 
  Unholy BlightD
   5th—Flame Strike (x2), Righteous Might, Slay 
  LivingD (x2), Spell Resistance 
   4th—Death Ward, Cure Critical Wounds (x2), 
  Freedom of Movement, Unholy BlightD
   3rd—Bestow 
  Curse, 
  Cure 
  serious 
  Wounds, 
  Protection from Energy (x2), Dispel Magic, Magic 
  Circle against GoodD
   2nd—Bear’s Endurance, Bull’s Strength, Cure 
  Moderate Wounds, Spiritual Weapon, Death 
  Knell (x2) D
   1st—Deathwatch, Bless, Doom, Entropic Shield, 
  Protection from GoodD
   0—Detect Magic, Cure Minor Wounds (x3), Detect 
  Poison 
  D: Domain spell. Deity: Incabulos. Domains: Death,  
  Evil  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 22, Cha 
  8; 
  SQ Restricted spells, rebuke undead(Su); 
  Feats Extra Turning, Lightning Reflexes, Power 
  Attack, Skill Focus (Knowledge (religion)), Craft 
  Wondrous 
  Item, 
  Empower 
  Spell, 
  Domain 
  Spontaneity (Evil) 
  Skills Concentration +21, Knowledge (arcana) +5, 
  Knowledge (religion) +22, Spellcraft +16 
  Possessions combat gear plus periapt of wisdom +4, 
  +2 full plate, ring of counterspells (with flame strike 
  cast in it), 2 pearls of power (2nd), potion of greater 
  magic weapon +5, potion of magic vestment +5, 
  staff of healing, +1 axiomatic heavy mace, 
  masterwork heavy shield, masterwork sickle, 2 
  rations, light crossbow, 20 bolts, several books 
   
  H U E C U V A P AL AD I N 
  CR  12 
  NE Medium Undead 
  Init +0; Senses Listen +2, Spot +2, Darkvision (60 ft.) 
  Languages Common  
  AC 24, touch 10, flat-footed 24 
   (+8 armor, +2 shield, +4 natural) 
  hp 93 (10 HD); DR 10/silver 
  Immune undead immunities 
  Fort +7, Ref +3, Will +5 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee +1 unholy longsword +14/+9 (1d8+4/19-20) or 
   
  short sword +13/+8 (1d6+3/19-20) or 
   
  dagger +13/+8 (1d4+3/19-20) or 
   
  slam +13/+8 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Atk Options Cleave, Power Attack 
  Special Actions Fiendish summoning, huecuva 
  blight, lay on hands, smite good 3/day, sneak 
  attack +1d6 
  Abilities Str 17, Dex 10, Con –, Int 2, Wis 15, Cha 18  
  SQ turn resistance +2, undead traits 
  Feats Cleave, Great Cleave, Mounted Combat, 
  Power Attack, Toughness  
  Skills Concentration +6, Handle Animal +7, Heal +6, 
  Knowledge (religion) +0 , Ride +9, 
  Possessions 
  dagger, 
  +1 
  unholy 
  longsword, 
  masterwork full plate, masterwork heavy steel 
  shield, short sword 
  Fiendish Summoning (Sp) Once per day, the 
  huecuva can use a summon monster I spell to call 
  forth an evil creature. For this spell, the caster level 
  is double the huecuva’s Hit Dice. 
  Lay On Hands (Su) Once per day, the huecuva can 
  use this supernatural ability to cure itself of damage 
  equal to its Charisma bonus x its Hit Dice. 
  Huecuva Blight (Su) Victims hit by a huecuva’s slam 
  attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive successful saves, or 
  receives magical treatment (such as a remove 
  disease spell). 
  Smite Good (Su) Thrice a day, the huecuva may 
  attempt to smite good with one normal melee 
  attack. It adds its Charisma modifier to its attack 
  roll and deals 1 extra point of damage per Hit Dice. 
  If a huecuva accidentally smites a creature that is 
  not good, the smite has no effect but is still used up 
  for that day. 
  Turn Resistance (Ex) A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Companion The huecuva gains a Medium-
  sized skeleton or zombie as a companion. This 
  companion cannot be turned or rebuked. 
  Undead Traits A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A huecuva cannot be raised, and 
  resurrection works only if it is willing. A huecuva 
  has darkvision (60-foot range). 
   
  NMR7-01 The Village 
   
  Page 44 
  
  APPENDIX 2: NEW RULES ITEMS 
   
  MONSTERS 
   
  HUECUVA TEMPLATE 
  From Fiend Folio, pp 94-95. 
   
  Huecuvas are undead creatures created from clerics, 
  druids, paladins, or monks who have failed in their 
  vows. As punishment for their heresies, they are 
  doomed to undeath. Huecuvas are sometimes created 
  when a good or neutral cleric changes his alignment to 
  evil and dies without seeking atonement for his 
  wrongs, or when an evil priest is subjected to a 
  particularly powerful curse by her patron deity. 
   
  Huecuvas retain dim memories of their old lives 
  and often dwell in desecrated shrines and broken 
  temples that mock their former orders. They hate all 
  living things, but they especially loathe good-aligned 
  priests. 
   
  Huecuvas appear as humanoid skeletons wrapped 
  in tarnished, corroded, or tattered vestments. 
   
  CREATING A HUECUVA 
  “Huecuva” is an acquired template that can be added to 
  any humanoid (here after referred to as the base 
  creature) with at least one level in the cleric, druid, 
  paladin, or monk class. The creatures type changes to 
  undead. Unlike lichdom, which preserves the intellect 
  and powers of the base creature, the transformation to 
  a huecuva exacts a terrible toll on the victim’s mind, 
  reducing its Intelligence to barely sentient levels. The 
  huecuva uses all the base creatures statistics and special 
  abilities except as noted here. 
   
  Hit Dice: Increase to d12. 
   
  AC: The base creature’s natural armor increases by 
  +4. Huecuvas often wear the armor they wore in Life—
  especially armor intended for ceremonial purposes. 
   
  Attacks and Damage: A huecuva retains all the 
  attacks of the base creature and also gains a slam attack 
  lithe base creature does not have one. if the base 
  creature does not have a slam attack, use the 
  appropriate value based on the huecuva’s size (see the 
  table below) but only humanoids are eligible. A base 
  creature with natural attacks uses the value from the 
  table below or the base creature’s damage, whichever is 
  greater. 
   
  Size  
   
  Damage 
  Fine  
   
  1 
   
  Diminutive  
  1d2 
  Tiny  
   
  1d3 
   
  Small  
   
  1d4 
  Medium-size  
  1d6 
   
  Large 
   
  1d8 
  Huge  
   
  2d6 
   
  Gargantuan  
  2d8 
  Colossal   
  4d6 
   
   
   
  Special Attacks: 
  A huecuva retains all the special attacks of the base 
  creature. In addition, huecuvas expose any victims hit 
  with a natural attack to a deadly disease known as 
  huecuva blight. 
   
  Huecuva Blight (SU): Victims hit by a huecuva’s 
  slam attack must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. The 
  incubation period is 1 day; at the end of that time, the 
  disease deals 1d2 points of Strength and Constitution 
  damage. An infected victim must make a saving throw 
  each day thereafter or take another 1d2 points of 
  Strength and Constitution damage. The effects of 
  huecuva blight are cumulative each day until the 
  victim reaches 0 Constitution (and dies), makes two 
  consecutive successful saves, or receives magical 
  treatment (such as a remove disease spell). 
   
  Special Qualities: 
  Huecuvas retain all the special qualities of the base 
  creature and gain the following additional qualities. 
   
  Turn Resistance (Ex): A huecuva is treated as an 
  tin- dead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
   
  Damage Reduction (Ex): A huecuva has damage 
  reduction 15/silver. 
   
  Divine Conversion: A cleric who becomes a 
  huecuva loses access to the domains he had in life and 
  replaces them with the Death and Evil domains. A 
  cleric who previously was able to turn undead loses 
  that ability and gains the ability to rebuke or command 
  undead, like other evil clerics. 
   
  A paladin who becomes a huecuva gains special 
  abilities much like a fallen paladin who becomes a 
  blackguard. See the information on fallen paladin 
  blackguard abilities in the DUNGEON MASTER’S 
  Guide to determine the huecuva’s special abilities. 
   
  Abilities: Change from the base creature as 
  follows: Str +2, Int -6, Wis +2, Cha +2. As undead 
  creatures, huecuvas have no Constitution score. 
   
  Feats: Huecuvas gain Toughness as a bonus feat. 
   
  Climate/Terrain: Any land and underground. 
   
  Organization: Solitary or gang (2-12). 
   
  Challenge Rating; Same as the base creature +2. 
   
  Treasure: Standard. 
   
  Alignment; Always evil (any). 
   
  Golem, Junk 
  N Medium Construct 
  Init -1; Senses Listen +0, Spot +0 
  Aura None 
  Languages Common  
  AC 17, touch 9, flat-footed 17 
   (-1 Dex, +8 natural) 
  hp 64 (8d10+20 HD); DR 5/bludgeoning  
  NMR7-01 The Village 
   
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  Immune magic immunity 
  Fort +2, Ref +1, Will +2 
  Speed 20 ft. in armor (4 squares), base movement 20 
  ft.;  
  Melee Slam +10 (2d6+4) 
  Ranged  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Metal Rot 
  Special Actions  
  Combat Gear None 
  Abilities Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1  
  SQ Construct traits, DR 5/bludgeoning, low-light 
  vision, magic immunity, salvage, self-repair 
  Feats -  
  Skills - 
  Possessions salvage  
   
  Environment: Any land 
  Organization: Solitary or gang (3-4) 
  Challenge rating: 5 
  Treasure: See below 
  Alignment: Always neutral 
  Advancement: 9-14 HD (Medium); 15-24 HD (Large) 
  Level Adjustment: - 
   
  The junk pile rises up, pulling itself into a roughly humanoid 
  shape. It stands almost seven feet tall and is composed entirely 
  of rusted metal, glass bottles, chunks of wood, and numerous 
  other bits of refuse. 
   
  Junk golems are constructed from the refuse of society 
  and are often formed from the fractured remains of 
  weapons or machinery. There automatons are favored 
  creations of many gnome or dwarven priests who 
  worship gods dedicated to engineering or machinery 
  and who do not wish to see any ingenuity go to waste. 
  Junk golems are able to find replacement pieces to 
  repair damage to their bodies, but rumors tell of 
  golems that have left their masters and wander the 
  world, continually building onto their bodies and 
  growing more massive in size. 
   
  Combat 
  Despite their rickety appearances junk golems are 
  particularly resilient to most physical damage. Because 
  the parts of a junk golem tend to be ard but brittle, they 
  are vulnerable to blunted weapons. When a junk goelm 
  is victorious in battle, it typically strips its opponents of 
  items to repair itself (see below). 
   
  Metal Rot (Su): Once every 1d4+1 rounds, as a free 
  action, the junk golem can draw upon the corrosion, 
  decay, and rust within its body to expel a cloud of 
  metal-rotting orange gas into the air. This gas affects 
  any metallic object within 5 feet of the creature and 
  deals 1d6 points of damage to all such items (ignoring 
  hardness). Metal magic items do not receive saving 
  throws, but any creature within this area may make a 
  DC 14 Reflex save to avoid the gas completely. This 
  save DC is Constitution based. 
   
  Magic Immunity (Ex): A junk golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
  Mending repairs 1 hit point of damage to the golem, 
  while make whole repairs 3d6 hit points of damage. 
  Junk golems are treated as a crystalline creature for the 
  purposes of the shatter spell, which affects them 
  normally. 
   
  Salvage (Ex): Although most of the individual item 
  that make up a junk golem are worthless, a DC 15 
  Search of the creature’s remains reveals 1d6 mundane 
  items that are still functional (roll on Table 3-8 on page 
  56 of the DMG). 
   
  Self Repair (Ex): Junk golems are able to retrieve 
  discarded items and add them to their own forms, 
  replacing damaged components and reinforcing their 
  bodies with new pieces of metal or wood. Generally, a 
  wandering junk golem can use this ability to repair 1d6 
  hit  points per hour, but in areas with large amounts of 
  items (battle sites, scap heaps, and so on) this ability 
  may be used to repair 3d6 hit points per hour. 
   
  Construction 
  To create a junk golem, the creator must build a body 
  from various types of waste materials. While the 
  material costs of these components are negligible, the 
  resulting body is unstable and must be infused with 
  magical energy to bind the individual pieces together. 
  Building 
  the 
  body 
  requires 
  a 
  DC 
  15 
  Craft 
  (armorsmithing) or a DC 15 Craft (weaponsmithing) 
  check. 
   
  CL 7th; Craft Construct, make whole, magical 
  vestment, locate object, caster must be at least 7th level; 
  Price 9,000gp; Cost 4,500gp + 360 XP. 
   
  TEMPLATES 
   
  Spellstitched 
  Spellstitched creatures are undead that have been 
  powerfully enhanced and fortified by arcane means. 
  They are more difficult to attack in melee and more 
  resistant to being turned, and they gain the ability to 
  cast spells. The process is much more effective when 
  applied to intelligent undead than those that are 
  mindless, since intelligent undead can discharge their 
  spells tactically. 
   
  A spellstitched undead can be identified by the 
  runes that cover its body, either carved into its skeletal 
  remains or tattooed onto its rotting flesh. Under casual 
  observation or while in combat, the runes can be 
  noticed only with a DC 15 Spot check, otherwise 
  NMR7-01 The Village 
   
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  simply appearing to be cracks in the creature’s bones or 
  wrinkles in its skin. 
   
  Spellstiched creatures can be created only by a 
  wizard or sorcerer with the Craft Wonderous Item feat 
  and of sufficient level to cast the spells to be imbued 
  within the undead’s body. The creation process takes a 
  number of days equal to the Wisdom score of the 
  undead creature being spellstitched (so a minimum of 
  10 days) and requires the expenditure of 1,000gp for 
  carving or tattooing materials in addition to 500xp x 
  the undead creatures’s Wisdom score. 
   
  Undead with arcane spellcasting abilities can 
  spellstitch themselves. 
   
  Sample Spellstitched Creature 
  This example uses a 4HD ghast as the base creature. 
   
  Spellstitched Ghast 
  Hit Dice: 4d12+3 (29hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-
  footed 14 
  Base Attack/Grapple: +2/+3 
  Attack: Bite +5 melee (1d8+3 plus paralysis) 
  Full Attack: Bite +5 melee (1d8+3 plus paralysis) and 2 
  claws +3 melee (1d4+1 plus paralysis) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Ghoul fever, paralysis, stench, spell-
  like abilities 
  Special Qualities: Damage resistance 5/magic or silver, 
  spell resistance 18, +4 turn resistance, undead traits 
  Saves: Fort +3, Ref +6, Will +8 
  Abilities: Str 17, Dex 17, Con --, Int 13, Wis 14, Cha 16 
  Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move 
  Silently +8, Spot +8 
  Feats: Multiattack, Toughness 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: 5-8 HD (medium) 
  Level Adjustment: -- 
   
  Combat 
  A spellstitched ghast uses it spell-like abilities to begin 
  a battle, resorting to its natural attacks when an 
  opponent closes to melee range or its spell abilities are 
  exhausted. Aware of its increased and potent defense, it 
  doesn’t fear divine spellcasters as it once did. 
  Ghoul Fever (Su): Disease – bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  Paralysis (Ex): Anyone hit by a spellstitched ghast’s bite 
  or claw attack must succeed on a DC 15 Fortitude save 
  or be paralyzed for 1d4+1 rounds. Even elves are 
  vulnerable to this paralysis. The save DC is Charisma-
  based. 
  Stench (Ex): The stink of death and corruption 
  surrounding a ghast is overwhelming, and living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same spellstitched ghast’s stench for 24 
  hours. A delay poison or neutralize poison spell removes 
  the effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
   
  Spell-like Abilities: 3/day—darkness, magic missile; 
  1/day—flame arrow, Melf’s acid arrow (+5 ranged 
  touch), obscuring mist, vampiric touch (+5 melee 
  touch). Caster level 4th. 
   
  Creating a Spellstitched Creature 
  “Spellstitched” is an acquired template that can be 
  addded to any corporeal undead with a Wisdom score 
  of 10 or higher (referred to hereafter as the base 
  creature). 
   
  A spellstitched creature uses all the base creature’s 
  statistics and abilities except as noted here. 
   
  Special Attacks: a spellstitched creature retains all the 
  special attacks of the base creature and gains the 
  following special attacks. 
   
  Spell-Like Abilities: A spellstitched creature can be 
  imbued with spell-like abilities according to its 
  Wisdom, as indicated on the table below. Any spells 
  selected must be from the conjuration, evocation, or 
  necromancy school. The number of spell-like abilities 
  is cumulative; for eample, a spellstitched undead with a 
  Wisdom of 12 can cast two 2nd-level spells four times 
  per day and two 1st-level spells four times per day. 
  Caster level equals the creature’s Hit Dice. 
   
  Wisdom 
  Example 
  Undead 
  Spells Imbued 
  Times 
  per Day
  10 
  Skeleton, 
  zombie 
  Two 1st-level 
  4 
  11-12 
  Bodak 
  Two 2nd-level 
  4 
  13-14 
  Ghoul, 
  ghast 
  Two 3rd-level 
  2 
  15-16 
  Devourer 
  Two 4th-level 
  2 
  17-18 
  Some 
  liches 
  Two 5th-level 
  2 
  19 or 
  higher 
  Nightshad
  e 
  One 6th-level 
  1 
   
   
  The creator of a spellstitched creature decides how 
  to allocate the spells known against the number of 
  times per day spells of each level can be cast, and once 
  made, this determination cannot be changed. For 
  example, if a spellstitched skeleton has cause fear 
  usable once per day and shocking grasp useable three 
  times per day imbued as its 1st-level spell-like abilities, 
  NMR7-01 The Village 
   
  Page 47 
  
  its creature cannot later change either the spells or 
  how frequently each can be sued (to two times per day 
  each, for example). 
   
  Special Qualities: A spellstitched creature retains all 
  the special qualities of the base creature and gains the 
  following special qualities. 
   
  Damage Reduction (Ex): Spellstitched creatures with 
  1-3 HD have no damage reduction, those with 4-11 HD 
  have damage reduction 5/magic or silver, and those 
  with 12 or more HD have damage reduction 5/magic 
  and silver. 
   
  Spell Resistance (Ex): A spellstitched creature has 
  spell resistance equal to 10+base creature’s Charisma 
  modifier. 
   
  Turn Resistance (Ex): A spellstitched creature gains 
  +2 turn resistance (added to the base creature’s turn 
  resistance, if any). 
   
  Saves: Spellstitched creatures get a +2 profane bonus 
  on all saving throws. 
   
  Challenge Rating: Same as the base creature +1. 
  From Complete Arcane, pp. 161-162. 
   
   
   
   
  NMR7-01 The Village 
   
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  DM MAPS: AREA 
   
  Temple
  Wabron
   
   
   
   
   
   
   
  NMR7-01 The Village 
   
  Page 49 
  
  DM MAPS: SPURNED VALE 
   
   
   
  NMR7-01 The Village 
   
  Page 50 
  
   
   
  DM MAP OF WABRON  
   
   
  N 
   
   
  NMR7-01 The Village 
   
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  DM MAPS: TADOLF HERUGIN’S HOUSE 
   
   
  Tadolf’s House 
   
   
  Basement 
  NMR7-01 The Village 
   
  Page 52 
  
  DM MAP: THE GRAVEYARD 
   
   
   
  NMR7-01 The Village 
   
  Page 53 
  
  DM MAP OF TEMPLE OF BOCCOB 
   
  NMR7-01 The Village 
   
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  PLAYER HANDOUT 1 
   
  Spurned Vale 
   
  Technically, the Spurned Vale lies within the Duchy of Urnst, but nearly 600 Nyrondese have fled here since the 
  war. This community tries to make a living from the edges of the forest and foothills and in doing so they have angered 
  the wild and strong Urnst hillmen, and the particularly xenophobic woodsmen who live in the forested hills to the 
  northwest. Skirmishes, even a battle, have put this wretched and beleaguered community at its wits’ end. 
   
  People here are truly just scavengers, some wearing little more than rags. Some have taken to the worship of evil 
  deities, feeling that all else has failed them. This is fertile terrain for an evil priest to cultivate should one happen by. 
  There are tales of hidden evil shrines in the southern hills, and darker rumors of blood cults hidden among the local 
  people. These rumors could form the basis of a good low level adventure. (Marklands, pg. 71) 
   
  NMR7-01 The Village 
   
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  CRITICAL EVENTS SUMMARY 
   
  Please send answers to the following questions to the Nyrond & her Environs meta-regional coordinator at 
  mark.somers@netspeed.com.au.  
   
   
  Did the PCs return the notes from the temple to Priestess Urfala? 
   
  Did the PCs accept Vodopeyia’s offer to abandon their other missions? 
   
  Did the PCs return the notes from the temple to Vodopeyia? 
   
  Did the PCs save Seiako? 
   
  What happened to Tadolf Herugin? (Killed/Captured/Healed) 
  NMR7-01 The Village 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/597/Normal Scenarios/NMR7-01 - The Village (APL 4-14)/NMR7-01 - The Village.pdf