TEXT:  
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ©2003 ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  COR3-19 
   
   
   
   
   
  Folly 
  A ONE-ROUND D&D® LIVING GREYHAWK™ 
  CORE ADVENTURE 
  By The Head Brothers 
   
  Gen Con So. Cal 3003 Version 
   
   
   
   
   
  The mad priest Entropimus recently made a pilgrimage to the far northern wastes. He hasn’t yet returned. His former 
  adventuring companion Lebarat is now concerned he is up to no good. Lebarat invites you to help him investigate what 
  has waylaid Entropimus in Folly, a town rumored to have been built by Entropimus’ deity—Zagyg. Recommended 
  especially for adventuring parties who have played together before. A one-round Living Greyhawk core adventure for 
  APL 4-12. 
   
   
  
  Folly 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of who 
  is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. You as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the DUNGEON MASTER’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  REPORTING 
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. This adventure is 
  worth 2 D&D PLAYER REWARD™ points 
  LIVING GREYHAWK 
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk adventure it is expected that players bring 
  their own characters with them.  If players do not have a 
  Living Greyhawk character generated, get a copy of the 
  current 
  Living 
  Greyhawk 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the Living 
  Greyhawk Gazetteer and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
  LIVING GREYHAWK LEVELS OF 
  PLAY  
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  Folly 
   
  Page 3 
  # 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 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of 
  the adventure. If 
  your character is 
  three 
  character 
  levels 
  or 
  more 
  either higher or 
  lower 
  than 
  the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half 
  of the experience 
  points awarded for 
  the 
  adventure. 
  This simulates the 
  face that either 
  your character was 
  not as challenged 
  as 
  normal, 
  or 
  relied on help by 
  higher-level 
  characters to reach the objectives. 
   
  Note: Living Greyhawk adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the 
  challenges in a Living Greyhawk adventure. If your group 
  is APL 1 there are two things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free action 
  (spoken command) that may be attempted each 
  round. If an animal loses half or more hp in a single 
  round it flees, unless another check is successful. 
  TIME UNITS AND UPKEEP 
   
   
  This is a standard 1-round Core adventure, set in Folly.  
  Characters pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 24gp per round.  Rich Upkeep 
  costs 100gp per round.  Luxury Upkeep costs 200gp per 
  round. 
  ACKNOWLEDGEMENTS 
  The authors would like to thank the following for their 
  contributions to this adventure: playtesters Lena Foster, 
  Kevin French, Fred Guin, Denise Head, Troy McNemar, 
  Mike Orr, Tim Pitcock, Caine Smith, Joseph Speissegger, 
  Dennis Stalnaker and Jessica Valdez; playtest DM Tim 
  Creese, and Carl Sargent for creating Folly in Iuz the Evil. 
   
  Special thanks to Ian MacDonald for inspiration in 
  the creation of Entropimus. Thanks also to Denise Head 
  for the drawings included in the module. This scenario is 
  dedicated to Ethan Maxwell MacDonald. 
  ADVENTURE 
  BACKGROUND 
  This scenario showcases the Greyhawk locale known as 
  Folly. It is located in the wastes north of the Fellreev 
  Forest, about forty miles south of the shore of the Icy Sea 
  where the Burning Cliffs lie. The following official 
  description of Folly appeared on page 64 of Iuz the Evil by 
  Carl Sargent: 
  “Folly is aptly-named. It is a wholly 
  abandoned, yet largely-preserved stone 
  village, with every building being a true 
  folly, absurdity or aberration. Set in a 
  shallow bowl of lowland, it is possible that 
  no occupants ever lived here for there are 
  no records to tell. Triangular sham church 
  towers, castle facades without interior 
  buildings, stone watermills with wheels 
  and machinery but no river or stream in 
  sight, lighthouses some forty miles from 
  the shore, helter-skelter towers, fishing 
  lodges, and 150-foot tall stone pinnacles, 
  all stand forlorn in freezing winds blowing 
  in from the Icy Sea.  
  Electrical storms and magical disjunctions 
  sometimes blow around Folly, and there 
  are stories of many strange and magical 
  guardians and monsters roaming within 
  and around it. Folly is said by some to have 
  been constructed as a whimsy by Zagyg. If 
  this is so, it may well contain much in the 
  way of buried magic and arcane lore.”
   Before there was the demigod Zagyg, 
  there was Zagig – the former Lord Mayor 
  of Greyhawk City. Zagig’s influence on 
  Greyhawk is largely responsible for the 
  success of the city. During his long rule, 
  Greyhawk blossomed from a trading town 
  into the “Gem of the Flanaess” – a term 
  coined by Zagig himself. But Zagig was an 
  unstable ruler. His mind wandered. His 
  thoughts drifted to ideas unpondered. Into 
  his head entered notions of the ludicrous 
  
  Folly 
   
  Page 4 
  and absurdly incongruous. He began to 
  theorize that he was not losing grip on 
  reality, but that he was beginning to view a 
  more true, more real reality. And he 
  preferred his own viewpoint to that of 
  accepted scholars and clerics. Still, he 
  existed on this Oerth and needed to find a 
  way to live here – until he could make 
  some sort of ascendance to another reality. 
  So, rather than succumb to the strange 
  ideas that entered his soul, he struggled 
  with them for many years of his life. To 
  others, he seemed to be fighting the 
  creeping insanity sprouting in his mind. 
  From his point of view, he was biding his 
  time politely. 
  It was against this psychological backdrop that Zagig 
  created Folly. He traveled to the frozen northlands of the 
  Flanaess to build a town like no other. A town that 
  represented the wildly diverse architectural techniques 
  he’d come to appreciate in the halls of his own mind. 
  Buildings that defied accepted practice—and even logic 
  itself. Zagig built Folly to help him vent his 
  eccentricities. It apparently did not work. Folly remains; 
  Zagig is gone. He underwent divine ascension to become 
  Zagyg. What became of Folly few can tell. But there is 
  one man who intends to find out. 
   
  The cleric Entropimus claims to be the first cleric of 
  Zagyg to exist on Oerth. Undoubtedly, he is the most 
  powerful. As such, he claimed for himself the title of 
  High Priest of Zagyg. Entropimus has heard rumors of 
  Zagig’s involvement in the construction of the town of 
  Folly. So, he decided recently that he needs to explore it 
  to search for lost knowledge of Zagig (or Zagyg). To be 
  sure, some knowledge does lie there. Entropimus 
  traveled to Folly partly by divine magic and partly by 
  riding his figurine of wondrous power (ebony fly) erratically 
  through the air. Entropimus has been at Folly for a few 
  weeks now and, believe it or not, someone is worried 
  about him. His former adventuring companion Lebarat is 
  concerned about what trouble Entropimus may be up to. 
  He is not so much concerned about Entropimus’ safety as 
  he is worried about what the mad cleric might do at Folly 
  without supervision. 
   
  Questions and comments about this scenario may be 
  emailed to zagyg@pcisys.net. 
   
  PREPARATION 
  Before beginning, the DM should tell the PCs that their 
  character sheets and adventure records need to be 
  accurate and fully up to date. If a character's documents 
  are not in order, it will be very difficult for the player who 
  receives that character in trade. (See Appendix 2: 
  Consciousness Transfer Mechanic) 
  ADVENTURE SUMMARY 
  The adventure begins in Greyhawk City.  The PCs are 
  asked to accompany Sir Lebarat Tirien, a knight of the 
  Holy Shielding, on a mission to investigate the far-north 
  oddity known as Folly. Lebarat’s former adventuring 
  companion Entropimus, the self-proclaimed high priest 
  of Zagyg, traveled to Folly for religious inspiration but 
  has now been missing for weeks. Lebarat is not so much 
  concerned about Entropimus’ safety; rather, he is worried 
  about what the mad priest may have stirred up in Folly. 
   
  Folly is not the work of Zagyg the deity but rather 
  Zagig, the mortal who eventually became Zagyg. To 
  demonstrate the absurdity of the buildings, the PCs will 
  spend most of their time in Folly exploring a building of 
  unusual arrangement. The building appears to have once 
  been whole, but has now been swept up into the sky as if 
  a whirlwind picked it up and started carrying it off. The 
  rooms are frozen in space as if the whirlwind suddenly 
  stopped soon after it tore the building apart. The separate 
  rooms are scattered around the vortex of the swirling air.  
   
  Folly contains several puzzles. Figuring out how to 
  get from room to room is one problem to solve. Another 
  is figuring out which room goes where. It’s up to the 
  players to realize that putting the building back together 
  will help them complete their objective. (More on this 
  below.) 
   
  One of Zagig’s areas of research was binding 
  gingwatzim to objects and harnessing their awareness to 
  power sentient constructs (Gingwatzim are featured in 
  Dragon Magazine #295, Living Greyhawk Journal #11). In a 
  building designed for summoning, he created special 
  mental wards to prevent external spirits from affecting 
  his gingwatzim research. In the years since Zagig's 
  disappearance from Oerth, the summoning building has 
  malfunctioned. Any living creature who enters this 
  building 
  has 
  his 
  mental 
  identity 
  (“soul” 
  or 
  “consciousness”) transferred to that of one of his 
  companions.   
   
  The mad cleric Entropimus traveled to Folly alone 
  and was unaffected. When Lebarat and the PCs arrive, a 
  disturbing 
  thing 
  occurs: 
  they 
  each 
  have 
  their 
  consciousness transferred to another party member. 
  Lebarat’s consciousness transfers to Entropimus (and vice 
  versa). So, instead of the trustworthy paladin, their guide 
  is now the mad cleric Entropimus (in mind only). The 
  party spends their time in Folly trying to figure out how 
  to get their identities back and searching for Lebarat (in 
  Entropimus’ body) so they can return home. 
   
  The PCs have to figure out that only some of what 
  Entropimus says is actually sane. He adds humor to the 
  situation and most likely bungle PC attempts to solve 
  problems. During a fight, for example, Entropimus 
  prefers to fire cream puffs from his rod of wonder (which 
  he appears to be able to control to some extent), his intent 
  being to undermine the morale of the enemy. Never 
  mind that he is fighting creatures who could care less 
  about cream puffs.  
  
  Folly 
   
  Page 5 
   
  In game terms, each player will choose a companion 
  and hand them their PC. The magic of the area dictates 
  that your consciousness will be transferred to that of 
  someone you know (a friend, if possible). Each player will 
  play another player’s character for most of the adventure. 
  The main objective of the module is for each PC to return 
  to their proper body. 
   
  Introduction: Recruitment and Interview 
  The PCs notice a sign at the Black Dragon Inn calling for 
  experienced adventurers. They meet their employer, Sir 
  Lebarat Tirien, Knight of the Holy Shielding who 
  explains the mission and puts the PCs through a brief 
  employment interview. 
   
  Encounter 1:  Arrival in Folly 
  Lebarat uses his amulet of the planes to transport the party 
  to Folly. Upon arrival, the PCs have their consciousnesses 
  transferred to another body. Entropimus’ consciousness 
  takes over Sir Lebarat's body.  
   
  Encounter 2:  Six Degrees of Separation 
  The party fights hostile gingwatzim, with each PC on a 
  different interior surface of a cube. A curious chest also 
  presents an additional puzzle—and possibly another 
  treasure. 
  Encounter 3:  Equilibrium 
  The PCs must get to the other side of a unique Zagigian 
  puzzle-trap. 
   
  Encounter 4:  Control Room 
  In this very oddly shaped room, the PCs find a parchment 
  that helps them put the buildings back together again. 
  Done properly, this also restores their identities. 
   
  Encounter 5: The Master's Chambers 
  This is the living quarters of the blown apart tower. The 
  PCs find Lebarat here, trapped in Entropimus' body. 
   
  Encounter 6: Automatons 
  This room is cluttered with odds and ends, much akin to 
  an attic in a very old house. As the PCs begin 
  investigating, the piles of junk come to life as constructs 
  and give them the fight of their lives. 
   
  Encounter 7: The Madman’s Museum 
  This encounter is in a room with a bunch of displays with 
  questionably valuable items in them. They need not 
  spend much time here after finding the number they’re 
  looking for. 
   
  Conclusion 
  Return to Greyhawk City with Entropimus and Lebarat.  
   
  INTRODUCTION: 
  RECRUITMENT AND 
  INTERVIEW  
  There is nothing quite like summer in Greyhawk City. 
  Blistering sun, crowds of sweaty visitors, stagnant air thick with 
  dust. Your only relief is that you won't be staying long.  
   
  You have taken a brief refuge inside the Black Dragon Inn. 
  Renowned for its patronage by students and hopeful 
  adventurers, the inn is oddly quiet this afternoon. The usually 
  cluttered "Hiring Board" contains only one note: 
  “Opportunity for experienced adventurers — 
  ask for Sir Lebarat Tirien at the Savant 
  Tavern”.  
  The message is dated today. 
   
  The Black Dragon Inn is located in Clerkburg. On the 
  map of Greyhawk City that appeared in Living Greyhawk 
  Journal #2, it is designated as C4. Many PCs will 
  remember this Inn from the Brendingund adventure 
  series. The gregarious, bear-like proprietor of the Inn is 
  Miklos Dare. If asked, he has never heard of Lebarat. He 
  agrees it is odd that the Hiring Board has only one note, 
  but shrugs it off, "maybe whoever put that note up ripped 
  all the others down... it's happened before". The 
  proprietor takes no responsibility for anything people put 
  on the board, "The less I know the better." 
   
  He can give the PCs directions to the Savant Tavern, 
  also located in Clerkburg.  
   
  “OK, get back on the Processional and head north. Take a right 
  on University Street. Pass the Grey College and the Bardschool 
  then cross over the Bridge of Entwined Hearts. Hang a right just 
  after the bridge and you can’t miss it.”  
   
   
  On the Greyhawk map referenced above, the Bridge 
  is C10 and the Savant Tavern is C11. 
   
  The Savant Tavern is a stately building frequented by 
  educated folk. Inside, it’s a maze of dim corridors and 
  rooms, with bookshelves lining most walls. If the PCs 
  arrive together at the Savant Tavern and inquire about 
  Lebarat, they are shown immediately to a meeting room 
  in the back. If the PCs arrive separately, they are each 
  given the same "interview time" (within the hour). Either 
  way, the PCs should be together for a group interview. 
   
  PCs may try to use their skills to recognize Sir 
  Lebarat. He is a Heironean paladin of some renown 
  (Gather Information DC17, Bardic Knowledge DC15, 
  Knowledge (history, local-if appropriate, or nobility) 
  DC18), who fought alongside Artur Jakartai outside the 
  wall of Chendl in Furyondy’s defense against Iuz. In 
  
  Folly 
   
  Page 6 
  recent years, however, he has kept a low profile (see his 
  NPC description in Appendix 3). 
   
  Entering a cramped back room, you are greeted by a man of 
  noble stature, wearing a suit of finely crafted plate mail. He 
  speaks with a commanding tone. 
   
  "I am Sir Lebarat Tirien, knight of the Holy Shielding. 
  Please sit down. Before I begin, I must apologize for my crude 
  recruiting methods, but it was the only way to attract a diverse 
  pool of talent." 
   
  "I am looking for a group of experienced adventurers 
  because I need something done that I cannot do alone. Before 
  you are hired, I wish to ask each of you some questions. Please 
  answer them as honestly as you can." 
  INTERVIEW FORMAT  
   
   
  Lebarat asks the following questions of all PCs as they sit 
  in a group. He asks a question, and then points at them 
  each in turn to answer. After he asks the standard 
  questions, he will ask a few oddball questions. 
  Sample standard questions:   
  • 
  What do you consider your primary profession? 
  • 
  Why did you choose the adventuring life? 
  • 
  Approximately how many times have you been 
  hired as an adventurer?   
  • 
  Of the other interviewees, whom do you know 
  the best?  (This last question gives the DM a feel 
  for which players have adventured together 
  before, which players are friends, which are 
  familiar with each other.) 
  Sample oddball questions: 
  • 
  (to a cleric) When was the last time your deity 
  walked as an avatar upon Oerth? Please 
  summarize 
  the 
  events 
  surrounding 
  that 
  incident.  Try to avoid a dogmatic response. 
  • 
  (to a wizard or sorcerer) You’ve run out of spells 
  for the day. You are forced to fight with a melee 
  weapon. During the fight, your allies keep 
  shouting at you to “riposte”. What does this 
  mean? 
  • 
  (fighters or barbarians) Imagine you have in 
  front of you a scale and six stones. Each stone is 
  the same size. All stones weigh the same except 
  one, which is heavier than the rest. Given the 
  scale and the stones, what is the minimum 
  number of weightings you need to do in order 
  to determine which stone is heaviest? 
  • 
  (rogue or bard) You have in your hand a piece of 
  phosphorescent moss. What spell could be cast 
  with this? 
  • 
  (paladin) Crocodiles normally group themselves 
  into 
  colonies. 
  Approximately 
  how 
  many 
  crocodiles make up a colony?  
  • 
  (druid or ranger) In what year did the capital 
  city of your homeland begin minting silver 
  coins? 
   
  Answers are not provided for the judge because they 
  do not matter. When the oddball questions are answered, 
  Lebarat shows signs of disappointment but nevertheless 
  declares:  
   
  “Thank you, this interview is over. I have decided to hire you. 
  Please allow me to explain this mission.  
   
  An old acquaintance of mine, Entropimus, has been 
  missing for three weeks. He must be found. 
   
  Entropimus was last known to be on a religious 
  “pilgrimage” far to the north. He was visiting Folly, a town in 
  the barrens that some say was built by Zagig. All I know about 
  Folly is rumor, but it disturbs me nonetheless. The place is said 
  to be a pure absurdity, constructed by Zagig to “vent his 
  eccentricities.” 
   
  I have spoken with Entropimus's disciples and learned the 
  location of Folly. I intend to teleport us there as a group to find 
  him. I will accompany you throughout the journey and offer 
  you compensation now and more upon our return. You may 
  take whatever spoils suit you, subject to my approval. I will not 
  let you take anything that has religious or historical significance 
  to Entropimus. 
   
  We leave in the morning. Do you have any questions for 
  me?"  
   
  If the PCs ask why he asked crazy, inappropriate 
  questions of them he will respond with the following. 
   
  "I want to see how you react to the unexpected. I doubt any of 
  you have dealt with the machinations of Zagyg before. I have, 
  and it is disturbing, we all need to be prepared for anything." 
   
  If the PCs ask why he chose them he will offer the 
  following explanation. 
   
  "I need people with different skills, different ways of looking at 
  the world and different ways of solving problems. We must be 
  prepared to challenge everything we encounter at Folly and view 
  it from as many unique perspectives as we can."  
   
  Lebarat offers the PCs gold as compensation (APL 4 - 
  150gp, APL 6 - 200gp, APL 8 – 200gp, APL 10 – 200gp, 
  APL 12 - 300gp). He gives half of the gold up front and 
  the other half on return. Lebarat promises the PCs that 
  they can keep whatever treasure they find, pending his 
  approval. Lebarat does not want them pillaging Folly and 
  neglecting their mission. He cautions the PCs not to hurt 
  Entropimus.  
   
  “He is mad, yes, but you must treat it as an affliction and pity 
  him. If you cause him any harm, the terms of our agreement are 
  broken.” 
  
  Folly 
   
  Page 7 
   
  If the PCs ask why he is so concerned about Entropimus.  
  He takes a moment and responds with the following. 
   
  "Entropimus is consumed by many passions.  One of them is to 
  figure out exactly who and how Zagig imprisoned so many 
  demigods—Iuz, in particular, since Oerth is his home plane and 
  he is causing so much trouble here.  I suspect that Entropimus, 
  as in some earlier of his 'pilgrimages', will unearth something 
  interesting while he's at Folly. For all I know, he's already 
  unearthed something troublesome. At this time, I can't quite say 
  whether he needs our help or if we need to stop him from doing 
  something rash. Either way, he's been at Folly for too long 
  without communicating with anyone."  
   
  Zagig imprisoned nine demigods underneath Castle 
  Greyhawk (his personal residence outside the city) while 
  he was a mortal. The names of the deities are often 
  debated but Iuz, Merikka, Rudd, and Wastri were 
  certainly among them. Theories waver on why Zagyg 
  entrapped nine gods of differing alignments, but it may 
  have been part of a ritual for him to ascend to godhood. 
  See the LIVING GREYHAWK Gazetteer under the Zagyg 
  heading for more information. 
   
  If the PCs wish to learn more about Folly before 
  departing, they can visit the Library of Greyhawk, the 
  Bardschool or similar locations. Gather Information DC 
  20 reveals the information from the Adventure 
  Background (see above). If they choose to Gather 
  Information outside of a formal environment (taverns, 
  thieves guilds) the DC is 25. 
   
  The PCs should be allowed to rest the evening prior 
  to departing. Lebarat asks them to meet him just before 
  dawn outside the city’s Duke’s Gate (the small eastern 
  gate that leads to the Cairn Hills). 
   
  ENCOUNTER 1: ARRIVAL 
  IN FOLLY 
  The next morning, when the PCs have assembled: 
   
  Sir Lebarat asks you all to join hands in a circle. In his own 
  hands, he holds two small metal objects that look like tuning 
  forks. When the party forms the circle completely, Lebarat speaks 
  a strange word and some sort of teleportation takes place. 
   
  The first thing you notice about your new environment is 
  that it’s cold and windy here. The sun is pretty low in the sky, 
  though it is very bright. The landscape is bleak and desolate. 
  Only scrub plants grow here. It’s not hard to believe you’ve just 
  been transported several hundred miles north. 
   
  Lebarat used his amulet of the planes to transport the group. 
  The tuning forks allow him some measure of control over 
  his destination. For the nosey PC here who reads lips (DC 
  15) or listens carefully (DC 25), the command word is 
  “Bensonmenel”. 
   
  The vegetation here consists mainly of scrub oak, 
  scrub birch, and the mosses and lichens clinging to the 
  broken limestone rock forming most of the ground. 
  Hardy patches of grass hold on desperately to sparse 
  clumps of softer ground that occur occasionally. There is 
  a faint aroma of burning coal in the air, which is being 
  carried on the wind from the Burning Cliffs to the north. 
   
  Lebarat leads the party to the west toward the town 
  of Folly. 
   
  From where you stand, you can see a depression about half a 
  mile to the west. It’s a sort of shallow valley. Far above it, there 
  are dark clouds causing an electrical storm. Curiously, it seems 
  to loom directly over the valley without affecting the rest of the 
  sky. Occasionally, lightning bolts between the clouds illuminate 
  the valley below and cause shadows to appear. There is a 
  settlement of some sort here. 
   
  There are buildings in the valley, but no clear sense of 
  streets or pattern to the layout of the place. When you’re done 
  absorbing the scene, Lebarat says, “We are here. This is the town 
  of Folly. Let’s hope Entropimus hasn’t gotten himself into too 
  much trouble down there.” 
   
  The valley of Folly is about three miles long and one mile 
  wide. It descends a few hundred yards below the 
  surrounding terrain. Folly has a wide diversity of 
  structures. Indulge yourself and be creative in explaining 
  the appearance of Folly from a distance. Review the 
  Adventure Background and feel free to improvise. 
  However, no matter what buildings and structures the 
  judge describes, they must serve merely as backdrop to 
  the adventure. Wandering around Folly is not the 
  objective of this scenario. The length of the session is also 
  a factor. Spending too much time in this encounter delays 
  play. 
   
  Other buildings at Folly may include: 
  • 
  The whirlwind building that forms the basis for 
  this adventure (see below). The whirlwind 
  stands about a quarter mile high, reaching up 
  towards the clouds overhead. 
  • 
  About a dozen wells, complete with brickwork 
  and hanging buckets, all drilled within 100 feet 
  of each other. 
  • 
  Two parallel wall facades that form the rune of 
  insanity 
  • 
  Thousands upon thousands of small round 
  stones have been gathered to make a gigantic 
  eye in a pentagram symbol on the ground that 
  spans about 300 feet. This is the holy symbol of 
  Boccob. 
  • 
  Clusters of 4-foot diameter spheres are collected 
  and piled in what might be a very complex 
  pattern in and throughout the valley. The 
  spheres appear to be hollow and made of 
  
  Folly 
   
  Page 8 
  different kinds of stones. Some spheres are piled 
  on each other, others laying next to each other 
  touching.  
  • 
  If a stone is overturned in Folly, there is always 
  something carved on it. They are gibberish 
  scrawlings, but they are never seen until stones 
  are overturned. Curiously, these carvings are 
  also on the underside of discarded wooden 
  planks and even the rare leaf, twig or branch 
  found in Folly. 
  • 
  There is a red sandstone, saddle-shaped building 
  here, about 100 feet high. From randomly 
  distributed holes in the structure, an oily 
  substance drips out. 
  • 
  There is a building here that looks like a dice 
  tower. Yes, indeed. It starts with the d6, then a 
  d12, d20, d10, d8, and is crowned with the d4. 
  Nearby is a field where “fallen dice towers” lie 
  scattered on the ground. 
  • 
  Some buildings look almost normal, but they 
  have disturbing curiosities about them. For 
  example, one of them has shutters and doors 
  haphazardly opening and closing for no 
  apparent reason. Another changes color with a 
  near 
  psychedelic 
  effect, 
  while 
  a 
  third 
  continually whistles battle hymns and marching 
  songs from various regions.  
  • 
  There are buildings that appear to be made of a 
  gel-like substance. They grow and shrink, 
  forming different shapes, and breathe as if they 
  were alive. 
  • 
  Other buildings appear to have been made using 
  only a single type of structural element: a 
  building of doors, a building of windows, a 
  building of archways, a building of buttresses, 
  etc... 
  • 
  There are buildings shaped like animals, magical 
  beasts, humanoids, aberrations, and monsters 
  contained within a large maze made of what 
  appears to be gigantic gemstones and other 
  precious minerals (they are all just glass and 
  base metals).  
  If the party engages in purposeless exploration, you have 
  at least two options to speed their progress. Lebarat steers 
  them down into the valley, pursuing the objective of 
  finding Entropimus. If you prefer, the wandering PCs 
  encounter trials and troubles beyond their ability to face. 
  Give them a good scare to get them back on track. 
  Perhaps undead, demonic, ethereal, or elemental forces 
  visit the locale. 
   
  When the party first descends into the shallow valley 
  that Folly lies in, their minds are altered and a 
  consciousness transfer takes place within the group. 
  Proceed with the following: 
   
  As you descend into the valley where the town of Folly is nestled, 
  you feel a sudden change of perspective within all of your senses. 
  Some of you feel a little taller, some shorter. Some heavier, some 
  lighter. Some of you notice your eyesight is keener, while others 
  notice it is worse. To some of you, your sense of smell is more 
  acute; for others, it is nearly absent. Stranger still, while the 
  outside valley looks the same, it seems your physical bodies have 
  changed. Your senses are reporting different information not 
  because of a change in your surroundings - but because of a 
  change in yourself!  It’s as if someone plucked out your mind and 
  inserted it into someone else’s body.  
   
  You must now introduce the concept of consciousness 
  transfer. Refer to Appendix 2: Consciousness Transfer 
  Mechanic for more information.  
  CONSCIOUSNESS TRANSFER 
  MECHANIC 
   
  The essence of the consciousness transfer mechanic is 
  that each character trades bodies with another character; 
  from a player point of view, each player should try to play 
  the new PC as if their old PC’s memories were trapped 
  within this new PC’s body. Everything else about the new 
  PC (skills, feats, special abilities, etc.) can be used freely. 
  Basically, it is like playing a pre-generated character, but 
  the personality is the same as your main character and the 
  stats are those of someone else's PC. 
   
  Each PC (assuming there is an even number of 
  them) now has their consciousness swapped with another 
  PC. That is, their mind’s identity has moved from their 
  own mind to that of another. The game effect is that each 
  player must now play a different PC, but with the 
  memories and personality of their original PC. Allow the 
  players to decide whom they want to swap PCs with. If 
  there are an odd number of PCs at the table, then one PC 
  is spared from this problem. (Conceivably, certain types 
  of 
  magical 
  protections 
  may 
  also 
  prevent 
  this 
  consciousness swapping. Most notable is the ring of mind 
  shielding. 
   
  This consciousness transfer also affects Lebarat. 
  Since he knows Entropimus better than the PCs, his 
  mind has been swapped with that of Entropimus. 
  Somewhere here at Folly, the body of Entropimus now 
  houses the mind of the noble Lebarat. The body of their 
  patron, Lebarat, is now occupied by the mind of the mad 
  Entropimus. The party must now deal with the mad 
  priest himself, while on a hunt to save not just 
  Entropimus and Lebarat, but themselves as well. Give the 
  players some time to absorb this unusual situation and 
  ready themselves to deal with the rest of the scenario. 
  When they seem ready to go on: 
   
  While you are getting used the idea that your conscious mind 
  has somehow been transferred to a different body, Lebarat speaks 
  to you. As he talks, you notice his body language, which used to 
  be very stately and noble, is now rather twitchy and jerky. His 
  eyes dart around while he uses his hands and arms in wild 
  
  Folly 
   
  Page 9 
  gestures to make his point. He doesn’t seem to be himself either. 
  “Hmm, okay. I see what’s going on here. Another trial from my 
  master. Oh yes, indeed. An interesting one this time. Well at 
  least my hands aren’t donkey hooves again! Oh, um, hello there 
  my new compatriots! Allow me to introduce myself. My name is 
  E squiggle, high priest of Zagyg. Now, seeing as how his 
  madness has seen fit to send me here to help you, and I don’t 
  believe we’ve ever met before, I think introductions are in order, 
  don’t you?” 
   
  The PCs have to roleplay with E~ (trapped in Lebarat’s 
  body). This is a safe time to get used to the consciousness 
  swapping mechanic. It takes a bit of coaching to get E~ to 
  admit that his full name is Entropimus. He cringes when 
  someone uses his full name in front of him, as if lightning 
  is about to strike. E~ likes being in Lebarat’s body and 
  doesn’t seem to really think anything is wrong. He takes 
  some opportunities to explore spells and equipment that 
  Lebarat has in his mind and on his person. 
   
  As the party explains their mission here (to find 
  Entropimus) E~ listens only slightly. His mind wanders 
  and his eyes show that he’s thinking of other things. But, 
  he always understands what the PCs tell him (one of the 
  curious manifestations of his clerically high wisdom). E~ 
  knows that the party needs to explore the whirlwind 
  building. That’s where E~’s body is, so he believes it must 
  be where Lebarat’s mind is. While not in a hurry to get 
  back to his body, E~ cooperates and accompany the 
  party—if they let him. He occasionally wanders away and 
  come back with meaningless information about the area 
  (usually informing on other buildings in the valley). 
  When he stays with the party, he makes every attempt to 
  introduce humor and silliness into most situations. See 
  Appendix 3 for examples of his stories. 
   
  FOLLY TOPOGRAPHY  
   
   
  When the PCs take E~’s advice (or find some other means 
  of identifying the building where Entropimus’ body is) 
  they will have to explore the building that looks like a 
  small tornado. 
   
  Most of the buildings here at Folly are unusual and defy normal 
  ideas of architecture. The one you look at now doesn’t even look 
  like a building at all. Instead, it looks like a tornado destroyed 
  the building that was here, but didn’t leave the area. Instead of 
  moving on, the tornado held on to the buildings’ rooms and 
  pieces. They continue to float and circle in the air above you. The 
  debris from the building remains—suspended in a slowly 
  moving whirlwind shape. High up towards the center of the 
  cyclone, you can even see a rather large piece that doesn’t seem to 
  move much. It looks like that piece is trapped in the “eye” of 
  whatever storm-like structure this is. 
   
  The whirlwind shape of this “building” is about 500 yards 
  high and 220 yards in diameter at the midpoint. The 
  whirlwind is holding the rooms and smaller pieces of the 
  summoning building that once stood here. The pieces in 
  the whirlwind are circling slowly, almost gently. 
  However, the pieces don’t travel with a very regular 
  pattern. While many of the debris pieces are little more 
  than cobblestone-sized, there are quite a few larger pieces, 
  big enough to allow an entire party to stand on them 
  safely. For more information regarding the shape and 
  appearance of this structure, see the Adventure Summary 
  and DM Aid 2 - Main Puzzle Description. 
   
  This combination of large pieces with the irregular 
  pattern of the vortex swirl allows PCs to “climb” the 
  whirlwind. Given enough time, a clever PC can hop from 
  debris piece to debris piece in an ascent of the whirlwind. 
  Starting on the ground, a PC party can reach essentially 
  any part of the whirlwind in 2d6 hours by hopping and 
  climbing from orbiting chunk to orbiting chunk. 
  However, getting to the “eye” of the whirlwind 
  (Encounter 4) takes longer (3d6+6 hours), since the party 
  has to predict and wait for the odd debris piece heading 
  on a course through the eye. 
   
  Alternative means of traveling between pieces are 
  certainly allowable. Many parties have spells and magic 
  items that would facilitate such exploration. And there is 
  much to explore. 
   
  There are perhaps a thousand pieces drifting and 
  floating in the whirlwind shape. In addition to the 
  obvious central room that seems only to rotate, there are 
  half a dozen very large pieces. These pieces are large 
  enough to have once been rooms of the original building. 
  The rooms are the focus of the remaining encounters in 
  this scenario. Each room the party can see is described 
  somewhat below, to aid the party in choosing which 
  rooms to visit. The rooms are listed in height order, as 
  they can be seen within the whirlwind. The first room on 
  the list below is closest to the ground and the last room is 
  highest. The whirlwind pieces are all made of dull grey 
  stone. 
  • 
  Cross-shaped platform (Gingwatzim fight -- 
  Encounter 2); 75 yards up  
  • 
  Enclosed block shape – half white, half black 
  (Equilibrium trap -- Encounter 3); 175 yards up  
  • 
  Hollowed-out spiral staircase, (Control room, 
  the “eye” of the whirlwind, Encounter 4); 250 
  yards up 
  • 
  Small room-like chunk shaped like a miniature 
  tower (Master's Chambers -- Encounter 5); 300 
  yards up 
  • 
  Inverted pyramid (Automaton fight room -- 
  Encounter 6); 350 yards up 
  • 
  Small chunk shaped like a toroid (donut) 
  (Museum -- Encounter 7); 450 yards up 
   
  If the PCs ask Entropimus where he (his mind) was 
  immediately before meeting them, he will say the 
  following. 
    
  
  Folly 
   
  Page 10 
  “Somewhere up there. I’m not sure exactly. You see, I was using 
  my ebony fly and it doesn’t always fly where I want it too. 
  Sometimes, I’m at its mercy when it smells some delectable 
  morsel of dung . . . there are a whole lot of weird smells around 
  here.”  
   
  Entropimus truly doesn’t know much about the 
  whirlwind itself. He has been exploring the rest of Folly 
  for a while, but only recently arrived at this portion. He 
  knows he was just in a library in the whirlwind, but 
  cannot tell where (owing to the flight pattern of the ebony 
  fly). At your discretion and time permitting, E~ regales the 
  PCs with stories of the other areas of Folly (See 
  Encounter 1) as well as his own (and Lebarat’s) history 
  (See Appendix 3). Entropimus, as an NPC, is intended to 
  be charming and funny, rather than annoying or 
  irritating. If PCs are annoyed by him, have Entropimus 
  switch to a more agreeable personality: excessive flatterer, 
  over-enthusiastic cheerleader, village idiot, and so on.  
   
  Proceed to the next encounter based on party 
  decision. 
   
  ENCOUNTER 2: SIX 
  DEGREES OF SEPARATION  
  From afar, this room looks like a flat, cross-shaped 
  platform, orbiting the whirlwind about 75 yards high. 
  Refer to DM Aid 1. The platform is the same nondescript 
  grey rock color as the rest of the whirlwind pieces. The 
  magic sum for this room (see Encounter 4) is 175, but it 
  only appears after the gingwatzim summoning. 
   
  You’ve arrived at the lowest large piece suspended in the 
  whirlwind. It’s shaped like a cross, about 120 feet long and 90 
  feet wide. It appears to be made of grey stone. The only features 
  of this platform are six small black squares evenly spaced from 
  each other. 
   
  The “cross platform” is comprised of 6 square surfaces 
  joined at their edges. There are no obvious seams. In the 
  center of each square is a four-foot square black hole. 
  (These holes are located near the letters A through F in 
  DM Aid 1.) When at least the majority of PCs setsfoot on 
  this floating room, it triggers a “folding” of the surface. 
  Each section folds 90 degrees per round until the room 
  folds up into a cube. (This room folds exactly like one 
  would have to fold a cross- shaped piece of paper to form 
  a six-sided die.) During the 2 rounds it takes for the cube 
  to fold up, the PCs may take whatever actions would 
  typically be allowed, including flying or moving outside 
  the cube. 
   
  Zagig designed this room as a prototype trap. When 
  the room is entirely folded into a cube (2 rounds), each 
  PC inside is teleported to a different interior cube face. 
  For each PC thus teleported, the side they end up on has 
  local gravity making it the floor of the room. So, a given 
  PC finds herself or himself in a position where the other 
  PCs look like they’re standing on the walls or ceiling of 
  the room. There is a sort of “personal gravity” for each PC, 
  and it pulls them down towards the face they are 
  teleported to. The only way to change this personal 
  gravity is by magical means or using the black portals (see 
  below). If Entropimus and/or Lebarat are here, they are 
  also teleported to a cube face. Send E~ to the surface with 
  the PC who is the most irritated by him. 
   
  In cube form, the black squares in each surface 
  become portals—transportation devices between sides. A 
  PC can head into the black portal on her surface and 
  emerge from the black portal on another surface, with the 
  new surface acting as the new floor for purposes of 
  gravity. Such movement between black square portals 
  takes a move equivalent action. The destination is 
  random (the DM may roll 1d6 or choose a surface). The 
  black portals work from either side of the cube, inside or 
  out. Thus, a PC who begins the encounter outside the 
  cube may enter it by going into a black portal. The black 
  portals only appear on the outside of the cube after it 
  folds up. The black portal transportation system is part of 
  the prototype of this trap. Zagig preferred the room to 
  fold up entirely without these portal-holes as a means of 
  transport. But, things don’t always go according to plan. 
   
  If the party uses teleportation type magic to move 
  around once inside the cube, the surface they land on 
  becomes the new floor from their point of view. For a PC 
  on the outside of the cube, gravity is centered towards the 
  interior of the cube. 
   
  Once the cross-shaped platform becomes a cube, it 
  triggers a summoning spell. Six gingwatzim appear and 
  attack the PCs (see below). PCs are essentially trapped 
  inside the cube until the combat ends or the summoning 
  wears off in 15 rounds. Interior portals cannot transport a 
  PC to the exterior surface. The magic sum for this room 
  (175) appears immediately after the cube closes and the 
  gingwatzim are summoned. 
  APL 2 (EL 4) 
  � Graegzim (3): Grey gingwatzim; hp 19 each; see 
  Appendix 1.  
   
  Tactics: The graegzims begin the combat bunched 
  together in the center of the cube. Each graegzim selects 
  a PC to “dive-bomb” each round with a Flyby Attack. It 
  then returns to the center of the cube. Because of the 
  Flyby Attack, only ranged weapons or readied melee 
  attack actions are possible (unless a PC is flying/levitating). 
  Attacks of opportunity are also possible but only from the 
  “dive-bombed” PC since the attacks occur from directly 
  above. Each round, the Graegzim selects different PCs to 
  attack.  The graegzim may telepathically issue warnings 
  to the PCs or threaten them. 
  
  Folly 
   
  Page 11 
  APL 4  (EL 6) 
  � Graegzim (6): Grey gingwatzim; hp 19 each; see 
  Appendix 1.  
   
  Tactics: The graegzims begin the combat bunched 
  together in the center of the cube. Each graegzim selects 
  a PC to “dive-bomb” each round with a Flyby Attack. It 
  then returns to the center of the cube. Because of the 
  flyby attack, only ranged weapons or readied melee attack 
  actions are possible (unless a PC is flying/levitating). 
  Attacks of opportunity are also possible but only from the 
  “dive-bombed” PC since the attacks occur from directly 
  above. The graegzim may telepathically issue warnings to 
  the PCs or threaten them. 
  APL 6  (EL 8) 
  � Eoluzim (6): Purple gingwatzim; hp 26 each; see 
  Appendix 1. 
   
  Tactics: The eoluzims begin the combat bunched 
  together in the center of the cube. Each eoluzim selects a 
  PC to “dive-bomb” each round with a Flyby Attack. It 
  then returns to the center of the cube. Because of the 
  Flyby Attack, only ranged weapons or readied melee 
  attack actions are possible (unless a PC is flying/levitating). 
  Attacks of opportunity are also possible but only from the 
  “dive-bombed” PC since the attacks occur from directly 
  above. The eoluzim may telepathically issue warnings to 
  the PCs or threaten them.  
  APL 8 (EL 10) 
  � Maronzim (5): Yellow gingwatzim; hp 39 each; See 
  Appendix 1. 
  � Naranzim (1): Red-orange gingwatzim; hp 52 each; See 
  Appendix 1. 
   
  Tactics: The maronzims and the naranzim begin the 
  combat bunched together in the center of the cube. Each 
  of the gingwatzims select a PC to “dive-bomb” each round 
  with a Flyby Attack. It then returns to the center of the 
  cube. Because of the Flyby Attack, only ranged weapons 
  or readied melee attack actions are possible (unless a PC 
  is flying/levitating). Attacks of opportunity are also 
  possible but only from the “dive-bombed” PC since the 
  attacks occur from directly above. The gingwatzim may 
  telepathically issue warnings to the PCs or threaten them. 
   
  As the fight progresses, the maronzims and the 
  naranzim begin using their spells. Sometime after the 
  first round, they all cast invisibility and move out of the 
  center of the cube to avoid area spells. Invisible 
  gingwatzim are no longer subject to readied actions. In a 
  later round, the naranzim casts invisibility sphere around 
  itself and the maronzim for a similar effect. After the first 
  maronzim is killed, the naranzim casts displacement before 
  it continues to fight. 
  APL10  (EL 12) 
  � Naranzim (6): Red-orange gingwatzim; hp 52 each; see 
  Appendix 1. 
   
  Tactics: The naranzims begin the combat bunched 
  together in the center of the cube.  Each naranzim selects 
  a PC to “dive-bomb” each round with a Flyby Attack. It 
  then returns to the center of the cube. Because of the 
  Flyby Attack, only ranged weapons or readied melee 
  attack actions are possible (unless a PC is flying/levitating). 
  Attacks of opportunity are also possible but only from the 
  “dive-bombed” PC since the attacks occur from directly 
  above. The naranzim may telepathically issue warnings to 
  the PCs or threaten them. 
   
  As the fight progresses, naranzims begin using their 
  spells. Sometime after the first round, they all cast 
  invisibility and move out of the center of the cube to avoid 
  area spells. Invisible gingwatzim are no longer subject to 
  readied actions. In a later round, one naranzim casts 
  invisibility sphere around the gingwatzim for a similar 
  effect. After the first naranzim is killed, the others cast 
  displacement before they continue to fight. 
  APL 12 (EL 14) 
  � 12-HD Naranzim (6): Red-orange gingwatzim; hp 78 
  each; see Appendix 1. 
   
  Tactics: The naranzims begin the combat bunched 
  together in the center of the cube.  Each naranzim selects 
  a PC to “dive-bomb” each round with a Flyby Attack. It 
  then returns to the center of the cube. Because of the 
  flyby attack, only ranged weapons or readied melee attack 
  actions are possible (unless a PC is flying/levitating). 
  Attacks of opportunity are also possible but only from the 
  “dive-bombed” PC since the attacks occur from directly 
  above. The naranzim telepathically issue warnings to the 
  PCs or threaten them. 
   
  As the fight progresses, naranzims begin using their 
  spells. Sometime after the first round, they all cast 
  invisibility and move out of the center of the cube to avoid 
  area spells. Invisible gingwatzim are no longer subject to 
  readied actions. In a later round, one naranzim casts 
  invisibility sphere around itself and the others for a similar 
  effect.  
   
  After the first naranzim is killed, another one casts 
  phantasmal killer on the PC who caused the death. The 
  rest cast improved invisibility before continuing to fight. 
  Each time another naranzim is killed, one of the 
  remaining ones casts phantasmal killer on the PC who 
  caused the death. This is how the naranzims exact 
  retribution. 
   
  Entropimus in Combat: Entropimus will generally 
  avoid this melee, preferring instead to study and take 
  notes on “these marvelous creations of my master”. 
  Curiously, E~ is not targeted by any gingwatzim. If the 
  party is getting desperate, Entropimus offers Lebarat's +3 
  bastard sword to get through the DR of the gingwatzims. 
  However, if E~ merely hands it from one wall to another 
  
  Folly 
   
  Page 12 
  (at an edge or corner of the cube), the unusual gravity of 
  the room imposes a –2 penalty to attack and damage rolls. 
  AFTER THE FIGHT 
   
   
  After the gingwatzims are defeated or the summoning 
  spell wears off (15 rounds) the cube unfolds into a 
  platform again. 
   
  The PCs may be defeated by the gingwatzim. If this 
  happens, the gingwatzim Strength drain the party until 
  the summoning spell ends (15 rounds). After that, they 
  may rest and heal without interruption. 
   
  The magic sum for the gingwatzim room is 175. It is 
  carved neatly on each of the six surfaces, right near the 
  black portals. The numbers appear after the summoning, 
  so it is possible to flee from the fight and return later to 
  discover the magic sum. 
   
  The PCs also find a lever sticking out from the 
  platform surface. This lever, like the ones in other 
  encounters, is a crucial component of the main puzzle 
  (see DM Aid 2). In DM Aid #1, the lever is located on the 
  cube face denoted by the letter D, in the corner where the 
  letters F and E are located. The lever has two settings, 
  labeled in Common as “On” and “Off.” This lever is 
  presently in the “Off” position. The PCs cannot discover 
  the purpose of this lever by mere inspection—it doesn’t 
  activate anything mechanical. When the lever is flipped, 
  it activates a receiver, allowing the room to be steered 
  using the console in the Control Room (Encounter 4). 
  The lever is not trapped, though it may be disabled (DC 
  15). Disabling the lever essentially ruins it, making it 
  impossible to steer this room to its proper location 
  around the control room. If a party disables any of the 
  levers, it is impossible to solve the puzzle. 
  THE PUZZLE BOX 
   
  If the PCs defeat the gingwatzim in combat, a box 
  appears. The box is made of roanwood. Carved into the 
  box is the word “GINGWATZIM” in large raised letters. 
  On the bottom of the box is an etching, with smaller 
  letters. It is a sort of poem, “Ode to a Gingwatzim” (See 
  Player Handout 3).  
  "Gee, how it likes to spin 
  like an eye left with only color 
  At the inn, it zooms down to drain 
  And then spins again, gee! 
  It pulls the two of you apart 
  A shout goes up in the dark 
  as their morning tea tips over 
  but their last letter is unmoving;  
  I shake up and down, nervously, as if to 
  flee 
  and must go on without ‘em.” 
   
  The box has a simple lock on it (Open Locks, DC 15). 
  Although the box is not trapped, a contingency spell 
  triggers if the puzzle isn’t solved prior to opening (or 
  smashing) the box. The contingency triggers a teleport on 
  the contents of the box—a scroll. The scroll contains a 
  shopping list. 
   
  The poem hints at how to move the letters on the 
  box to open it. More specifically, the opening 
  instructions are: rotate the first G, move the I to the left, 
  push the N down, rotate the second G, pull the W apart, 
  move A upwards, slide the T so it is over the Z, don’t 
  move the Z at all, jiggle the I up and down a few times, 
  and remove the M from the chest. Only one letter can 
  move at a time and each letter is only enabled after the 
  previous letter is properly moved. So, at first, only the 
  first "G" moves, and only by rotating it. Only after the G is 
  rotated can the “I” next to it be moved left. The “N” only 
  moves once the G and I before it have been moved, and 
  so on. The PCs cannot begin to solve this puzzle by 
  moving 
  a 
  letter 
  in 
  the 
  middle of 
  the 
  word 
  GINGWATZIM. 
   
  When opened, the party finds a scroll. After read 
  magic is cast, it reveals a list of common hardware items 
  and foodstuffs. 
   
  The puzzle box contains a special treasure for those 
  parties keen enough to solve it properly. The judge 
  should not spend an undue amount of time with players 
  straining to solve it. If the party does not solve this within 
  5-10 minutes, let them ponder it in the background and 
  return to it during a lull. If time permits, revisit the 
  puzzle box at the end of the scenario. If time runs out, 
  they are assumed to have not solved it. 
   
  ENCOUNTER 3: 
  EQUILIBRIUM  
  Drifting at a height of about 175 yards, this room has two 
  distinct halves: one is black, the other white. Both halves 
  are 25- by 25- by 40-foot chambers, joined together. The 
  white half has a “foyer” platform that allows room for a PC 
  party. There is no way in to the black chamber, save 
  magical means. Refer to DM Aid 4. The magic sum for 
  this room is 65. It is carved into the floor of the black 
  chamber (the Negative Chamber in DM Aid 4). 
   
  This piece of the whirlwind looks like two large chambers 
  pushed together. One is white, the other black. Outside the 
  white section is a platform with room enough for the party to 
  stand. From the platform, you can see into the enclosed white 
  chamber. It is a blindingly bright area that is mostly barren 
  except for an odd arrangement of rectangular pillars. 
   
  The foyer of this room has a lever in the “Off” position. It 
  is exactly like the levers in all five of the other building 
  pieces. In this room, Zagig experimented with the 
  
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  Page 13 
  positive energies of the Xag-Ya and the negative energies 
  of the Xeg-Yi (from the Manual of the Planes). Of particular 
  interest to him was the spontaneous creation of energy 
  when a Xag-Ya and Xeg-Yi were forced together. E~ 
  explains this l to the PCs to help them appreciate these 
  sorts of weird things. He may be lying, but at least it’s a 
  theory. 
   
  The experiment section of this room is divided into 
  two chambers. The "positive" chamber is a nearly 
  blindingly bright room with rectangular stone pillars. 
  The "negative" chamber is a featureless pitch-black room. 
  A permanent wall of force separates the two chambers.  
   
  In the original design, the positive side of the room 
  housed a Xag-Ya, while the negative side housed a Xeg-Yi. 
  The square columns were used to keep the Xag-Ya 
  separated from the Xeg-Yi so Zagig could study their 
  intense attraction to each other. He adjusted the position 
  of the Xag-Ya within the room by moving the columns up 
  and down. At times, he would use the columns to put 
  physical pressure on the Xag-Ya to more carefully control 
  its movement. When the building disintegrated, the 
  column height control was altered. It is now based on 
  pressure, or weight, as the PCs will soon discover. 
   
  There are no Xeg-Yi or Xag-Ya here. Each chamber 
  does, however, present a rather hostile environment to 
  residents of the prime material plane.  
   
  The foyer is 20 feet high. Both chambers are 40 feet 
  high. The stone columns take up much of the depth of 
  the positive chamber. 
   
  POSITIVE CHAMBER (WHITE) 
  This chamber can be entered easily from the open foyer 
  area. The "positive" chamber deals positive energy 
  damage at the beginning of every round to all creatures 
  inside who fail their save: 
  • 
  APL 2: 1d2; Fort (DC 13). 
  • 
  APL 4: 1d4; Fort (DC 15). 
  • 
  APL 6: 1d6; Fort (DC 17). 
  • 
  APL 8: 2d4; Fort (DC 19). 
  • 
  APL 10: 2d6; Fort (DC 21). 
  • 
  APL 12: 3d4; Fort (DC 23). 
   
  This damage does not affect anyone in the foyer area. 
   
  Moving columns: 25 stone columns are the most 
  obvious features of this chamber. Each column is 5 ft. 
  wide by 5 ft. long and moves independently of the others. 
  A column moves when a living creature (weighing more 
  than ten pounds) rests her entire weight on top of the 
  column. A column stops moving when no life form is on 
  it. Usually, this occurs when a PC jumps, climbs, or hops 
  off the column. The direction of movement is 
  determined randomly by 1d10: 
  • 
  1-4 - moves upward 
  • 
  5-8 - moves downward 
  • 
  9-10 - does not move. 
   
  A column continues to move in the same direction as 
  long as it still has a creature on top of it. If it reaches the 
  ceiling, it deals 6d6 crushing damage to the creature 
  before reversing direction. A PC may avoid this situation 
  if she instructs the DM that she intends to jump away at 
  the last moment. If a PC purposely allows herself to be 
  crushed, there is no saving throw to reduce or avoid the 
  damage. If a column travels downward and contacts the 
  floor (20 feet below surface, 40 feet below ceiling), it 
  reverses direction and travels upward. 
   
  The columns move in 5-foot vertical increments 
  until the PC's movement rate is reached (see below). 
   
  A successful Search check reveals that the columns 
  (pillars) are capable of moving up and down. A successful 
  Disable Device check will jam a single column so that it 
  cannot move. The Search check need only be successful 
  on one column, since they all move by the same 
  mechanism. The Disable Device check must be 
  performed on each column individually. Only one 
  attempt may be made per column. 
  • 
  APL 2: Search DC 16; Disable Device DC 13 
  • 
  APL 4: Search DC 20; Disable Device DC 15 
  • 
  APL 6: Search DC 22; Disable Device DC 17 
  • 
  APL 8: Search DC 25; Disable Device DC 19 
  • 
  APL 10: Search DC 27; Disable Device DC 21 
  • 
  APL 12: Search DC 30; Disable Device DC 23 
   
  PC movement across columns: A PC may ride on the 
  columns up to her base movement rate. Movement in 
  both the horizontal and vertical directions is counted 
  against her base move rate. For example, a PC with a 
  move rate of 30 may move 20 feet vertically and 10 feet 
  horizontally or any other combination which adds to 30. 
  A PC cannot double move through the Positive Chamber. 
  Distance equivalents are below. 
   
  The vertical columns move in 5-foot increments at 
  the same speed as the move rate of the PC standing on 
  them. A PC can choose to remain on a column or move 
  from it after each 5-foot increment. At the beginning of 
  each round, if the PC is still in the chamber, she must 
  make a Fort save versus the searing positive energy. 
   
  Diagonal movement is permitted as long as a 
  reasonable path exists, that is if no columns block the 
  way. 
   
  A PC may climb up an adjacent column if it is 5 feet 
  higher than his column. Climbing like this takes 10 feet 
  worth of movement but does not require a Climb check. 
  Climbing is permitted on the diagonal if a reasonable 
  path exists. A PC may attempt to climb a column 10 feet 
  or more higher than his column by expending 20 feet 
  worth of movement and succeeding at a Climb check 
  (DC 15). 
   
  A PC may hop 5 feet down to an adjacent column as 
  part of his normal movement (provided a reasonable path 
  exists). A PC may hop down 10 feet or more as part of 
  
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  Page 14 
  normal movement subject to normal falling rules and 
  damage. 
   
  If multiple PCs enter the chamber, handle it on a 
  round by round basis. Allow each of them to move 5 ft. at 
  a time. When each respective PC exhausts his movement 
  rate, they are done for that round. Begin the next round 
  only after all PCs have completed their move. (Authors 
  Note: This is a little unrealistic if one party member 
  moves 15 feet. and another moves 40 feet, but ease of 
  judging this encounter suggests that this isn’t an 
  important enough issue to try to run in precise detail.) 
   
  Crossing Under 
  Read this when a PC rides a column in Row 5 down 
  below the break in the wall of force (see DM Aid 4).  
   
  Just as the column descends, you hear a loud “pop” as if a seal 
  has just been broken. A rush of air blows you backward as a 
  wondrous array of streaking colors assaults your eyes in every 
  shade and hue. The chamber before you, once impenetrably 
  dark, is now bathed in natural light from the chamber of pillars. 
  You can see that the column is exactly flush with the floor of the 
  chamber in front of you.  
   
  From behind, E squiggle can be heard shouting, “All the 
  planar forces are moving towards randomness! Only in the 
  pristine balance of a cataclysm can true chaos be known!” 
   
  Neither chamber deals damage after the positive and 
  negative energies (from the separate chambers) mix. The 
  Negative Chamber is no longer shrouded in darkness, 
  though it still contains a thick fog making it hard to find 
  the number carved onto the floor. (See below for details 
  on searching for the number) 
  NEGATIVE CHAMBER (BLACK) 
  This chamber is difficult to enter without navigating the 
  puzzle. If a PC manages to enter, the "negative" chamber 
  deals negative energy damage every round to all creatures 
  inside who fail their save: 
  • 
  APL 2: 1d2; Fort (DC 13) 
  • 
  APL 4: 1d4; Fort (DC 15) 
  • 
  APL 6: 1d6; Fort (DC 17) 
  • 
  APL 8: 2d4; Fort (DC 19) 
  • 
  APL 10: 2d6; Fort (DC 21) 
  • 
  APL 12: 3d4; Fort (DC 23) 
   
  This chamber is normally cloaked in deeper darkness. 
  It is also enshrouded in a dense fog, which prevents any 
  vision beyond 5 feet. The deeper darkness is removed when 
  a PC properly navigates the puzzle. The number 65 is 
  carved into the floor in the location shown in DM Aid 4. 
  This is the room’s magic sum. 
   
  There are 25 5-foot sections of floor here. Finding 
  the number in the fog (and/or darkness) requires a 
  Search check DC 12, but the PC must be in the correct 
  square. The PC may take 10 if the puzzle has been solved 
  and the negative energy damage is no longer being dealt 
  (see Crossing Under above). 
   
  While the party searches the negative chamber, E~ 
  proclaims strange religious inspirations that can eerily be 
  heard loud and clear in the foggy chamber. The PCs 
  should hear as many of the following as possible before 
  they find the magic sum: 
  • 
  E~ says, “I hope you are watching out for traps 
  over there.” 
  • 
  “Have you found any planar droppings, I know 
  an alchemist who will give you a fair price.” 
  • 
  “You sure have been gone a long time, do you 
  need any help?”  
  • 
  “Did you hear that down there? I heard some 
  kind of digestive noises… are you crawling 
  around in something’s belly?” 
  • 
  E~ looks seriously at a particular PC and 
  whispers “I think maybe it’s time to get out of 
  here. Let’s you and me make a break for it. I’ve 
  got your back.” 
  • 
  E~ seems to get caught in some kind of 
  rhythmic chant about some apocalyptic event. 
  He 
  recounts 
  some 
  gibberish 
  about 
  the 
  annihilation of positive and negative so that 
  only neutral remains. 
   
  ENCOUNTER 4: CONTROL 
  ROOM  
  This piece of debris rotates slowly, suspended here in the 
  eye of the whirlwind, about 250 yards up. It is four stories 
  tall and was the central staircase of the original 
  summoning building here at Folly. Now, it is the eye of 
  the whirlwind. Here, Zagig constructed a control panel to 
  reassemble the building. This room has no magic sum. 
  Rather, it is the hub of the puzzle—the room to which all 
  other large whirlwind rooms must be aligned. 
   
  Here at the center of this tornado-like debris cloud is a structure 
  that looks as if it was once a spiral staircase in the center of a 
  building. It is about 4 stories tall. The edges are very rough and 
  many pieces of stone and mortar are missing. There are 
  incomplete landings all around the staircase that look like they 
  once led to hallways, doors, and rooms. 
   
  The staircase is made of the same dull gray stone as most 
  of the debris (and many of the buildings at Folly, for that 
  matter). It seems risky to explore the staircase, because so 
  many pieces are missing. The missing pieces are all 
  spread out in the whirlwind. Just inside the lowest 
  staircase landing is a small console (see DM Aid #2). The 
  
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  console is a control panel consisting of three dials, a 
  control stick, and one lever-arm. The panel allows the 
  operator to maneuver the orbiting building pieces back 
  towards their proper location around this central 
  staircase. Carved neatly into the panel is Player Handout 
  1. Give it to the players now.  
   
  While the panel can control all pieces of the debris 
  whirlwind, the 6 largest pieces (each of which has its own 
  Encounter) have a security mechanism on them. They 
  won’t move unless a lever on the building piece is 
  switched "On". That allows the particular room to 
  “receive” the signal that is “transmitted” by the console. It 
  is, however, a magical transmission and reception not 
  subject to the laws of physics as we know them. 
   
  Further up and inside the staircase, the PCs find 
  irregular edges of stone and mortar. While most of these 
  edges are just dull grey stone, some of them are carefully 
  painted. Though it is wearing off over time, there are 5 
  distinct strips of stone where colored paint has been 
  applied: violet, grey, orange, yellow, and blue. (The gray 
  paint is distinguishable from the gray stone here). These 
  colors are the joining points for the other rooms in this 
  scenario. They are aligned by matching the room’s magic 
  sum with the color on the map found here. 
   
  Steering the rooms into position is dealt with in DM 
  Aid 2. However, if the PCs try to “dock” a room at the 
  wrong joining location, a loud rumbling noise shakes 
  both the control room and the piece they are steering. 
  Stones fall off and both the staircase and the moving 
  piece are damaged. Another misalignment causes heavy 
  damage. On the second incorrect attempt to put the room 
  in the proper location, the piece they are steering 
  crumbles and is destroyed, creating many more debris 
  pieces to orbit the whirlwind. The puzzle can no longer 
  be solved. (The rumbling is here to prevent the PCs from 
  solving the puzzle by trial and error. Player’s Handout 2 
  contains hints to prevent PCs from merely trying things 
  till they work.) 
   
  When using the control panel, if a random number 
  is dialed in and the lever and stick are used, it takes a Spot 
  check (DC = 21 + APL) to notice that a small piece of the 
  whirlwind is now moving out of the normal pattern. If 
  the panel is used more vigorously, the spot DC gets lower 
  (DM’s discretion). 
   
  If a magic sum is dialed in, the appropriate room 
  (from another encounter) only moves if the lever in that 
  room has been switched to the "On" position. Flipping 
  the lever allows the room to “receive” signals from the 
  control room console. It will then move in response. It 
  takes a Spot (DC = 16 + APL) to notice this larger room 
  moving. PCs may ‘take 20’ or cooperate to make this Spot 
  DC.  
   
  When a large building piece is maneuvered to the 
  correct location around the control room, it “works with” 
  the controller and finds its own orientation. It will rotate 
  and reorient a little when it is within a few feet of the 
  proper “docking port”. This is in stark contrast to what 
  happens when a magic sum room is maneuvered to the 
  wrong location around the control room. When all six 
  large pieces of the whirlwind are maneuvered into the 
  correct location around the control room, the PCs have 
  their consciousnesses restored to the proper body. 
  Proceed to the conclusion. 
   
  Figure 1. Entropimus in the Control Room after the 
  PCs are restored to normal. 
  ENCOUNTER 5: THE 
  MASTER'S CHAMBERS 
  From a distance, this room appears to be a small 
  cylindrical tower. It consists of three floors; each of 
  which is a 12-foot diameter circle with a 10-foot high 
  ceiling. The room is about 300 yards up. The magic sum 
  for the master’s chambers is 260, which can be discovered 
  only by counting the number of books in the bookcases 
  here. 
   
  This piece of the whirlwind looks like a small wizard’s tower. As 
  you get closer to it, you can see a man standing in a doorway on 
  the bottom floor. The man has a long beard and unkempt hair 
  down to his waist, with clumps and strands of different colors—
  black, blonde, gray, red, and brown. He wears armor that looks 
  like expensive furniture upholstery. It seems to be made out of 
  padding or fabric. Emblazoned on his chest are the two squiggly 
  lines of the insanity rune. This must be the body of Entropimus. 
  The man here waves calmly, as if expecting you. You can only 
  presume it is Lebarat’s mind waving to you from inside this 
  grotesque form. 
   
  These rooms are the former private chambers of Zagig 
  when he spent time at Folly. Spread throughout the three 
  floors are a well-preserved study, a bed, desks, chairs, 
  three bookcases, and various accoutrements required for 
  daily living. Here, the PCs find Lebarat – with his 
  consciousness trapped in Entropimus’ body. 
   
  Near Lebarat there is a lever. Like the other levers, it 
  is Off, waiting to receive a signal from the control panel 
  to steer it into position. 
  
  Folly 
   
  Page 16 
   
  Within moments of seeing his original body, E 
  squiggle (who is inside Lebarat’s body) will give himself 
  the “thumbs up” and say things like, “Wow, who is that 
  handsome man over there? Oh, hey, I guess it’s me. Can 
  you believe I’m not betrothed after all this time? I’d have 
  to say, looking at me from here—I’m quite a catch, don’t 
  you think?” He then extends his hand out and says, “Hi, 
  I’m E squiggle. Pleased to meet you, E squiggle.”  He is 
  apparently introducing himself to himself. 
   
  Lebarat’s reaction is somber. He believes Entropimus 
  is to blame for the entire consciousness swapping 
  problem and is stern with him, “I don’t know how you 
  contrived to steal my body from me, but you had better 
  fix it immediately.” Entropimus protests his innocence 
  and reaches for something in the clothes of E~’s body 
  shouting, “Hand it over, Le Brat!” Lebarat instinctively 
  tries to stop him at first, but does allow him to remove a 
  folded up piece of parchment. He holds it up and says, “I 
  knew this would come in handy!” Give the players Player 
  Handout #2. 
   
  Since Entropimus arrived at Folly, he has spent a lot 
  of his time pouring through the books on the 
  bookshelves 
  here, 
  searching 
  for 
  curiosities 
  and 
  memorabilia of Zagig. While he won’t say where he 
  found it exactly, Entropimus’ pocket contains an 
  important clue to solving the consciousness swapping 
  problem here at Folly. (Note: the parchment came from 
  the Great Library in Greyhawk. Entropimus stole it years 
  ago and is hesitant to admit his crime, for fear of losing 
  this valuable document from Zagig.) Lebarat, though he’s 
  been stuck in E~’s body for a while, has respected the mad 
  priest’s privacy by not going through his possessions. He 
  was, therefore, unaware of the document until now.  
   
  Lebarat may suggest that the party treat Entropimus 
  with pity, “for I have now seen his mind and its 
  workings.” Lebarat has been disturbed by this experience. 
  For instance, his spell prayers were being answered by 
  Zagyg instead of Heironeous. This alone made him 
  refrain from most activities. He hoped the party would 
  soon find him and be able to set things right. He wasn’t at 
  all aware that the consciousness transfer also affected the 
  PCs. He assumed it was more of the “magics of Zagyg” 
  that he’s seen before while adventuring with Entropimus. 
  As such, he assumed it would eventually pass. 
   
  There is no obvious magic sum in this room. The 
  room is labeled by the number of books on the shelves of 
  the study. Each of the three bookcases here is four feet 
  wide, 6 feet tall, and has 5 shelves. There are 260 books, 
  but the PCs need some time to learn this number 
  precisely. Depending on how much time they spend 
  counting, give them the following results: 
  • 
  1 min = "a few hundred" 
  • 
  5 min = "about 250" 
  • 
  10 min = 260 +/- 1d6 
  • 
  20 min = 259, 260, or 261 
  • 
  30 min = 260 exactly 
   
  All the while, Entropimus gives his running 
  dialogue of how many books he believes are on the 
  shelves ("did you remember 'ta count that big fella over 
  there, 20, 21, ... what about this little guy, 35, 36... ooooh, 
  and the one with the gilded pages, now that's a nice one, 
  52, 53..." 
  ENCOUNTER 6: 
  AUTOMATONS  
  This room looks like an inverted pyramid, floating in the 
  whirlwind about 350 yards above the ground. The 
  pyramid has a square base measuring 108 feet square. The 
  pyramid is 94 feet high. Because it is inverted, the top 
  surface is a level square. The magic sum, 34, is on the 
  floor, but it is covered over with so much junk that it 
  takes a thorough Search to find it. 
   
  This very high piece of debris is curiously shaped like a four-
  sided pyramid, drifting upside down. There are entrances on the 
  corners, about 20 feet below the flat top.  
   
  When the PCs enter, continue. 
   
  Within the pyramid are two paths crisscrossing through piles of 
  junk. There is a circular path around a central pile, too. This 
  area looks like it was once either a workshop or a broom closet 
  full of scrap parts. It could take a long time to search through all 
  the piles of wood, metal, glassware, leather, and cloth here. In 
  one corner is a workbench while in the center of the room there 
  is something large covered by a canvas tarp. 
   
  The PCs enter the inverted pyramid about 20 feet below 
  the top (which is the base, since it floats upside down). 
  The paths connect the entry points coming from the 
  corners. Inside the pyramid there is an 18-foot ceiling. 
  The resulting interior floor is a square 80 feet on a side. 
   
  The room looks like a workshop with all manner of 
  parts and components lying around in a 5-foot deep pile 
  covering the floor. In this laboratory, Zagig experimented 
  with the creation of constructs. In particular, he wanted a 
  construct with higher intellectual capacity. The PCs face 
  the remnants of his labor – constructs controlled by 
  bound gingwatzim. Underneath the central tarp is 
  nothing more than a large pile of the same junk as 
  elsewhere. 
   
  In the room, both the lever and the magic sum are 
  concealed beneath junk. Two separate Search DCs are 
  required to find them both (DC = 18 + APL). The lever is 
  hidden underneath some junk. It is in the off position, of 
  course. The magic sum is carved into a section of floor 
  covered in parts. If the party has someone searching 
  during the fight and they find the number, they can leave 
  before they get too hurt. There are 256 5-foot squares 
  here, so it would take 8 and a half hours to take 20 on the 
  whole room. 
  
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  Page 17 
   
  When the party appears to be separating or off-guard, 
  the DM should describe the automatons rising out of the 
  debris. Some rise in flanking positions and the DM may 
  choose precisely where the automatons rise for maximum 
  creepiness and disadvantage to the party. Have Suit Jester 
  take on a spellcaster. Chairy and Bi-saddle immediately 
  flank the main fighter. Drawings of the automatons can 
  be found in Appendix 4. 
  APL 2  (EL 4) 
  � Suit Jester (1): hp 16; see Appendix 1. 
  APL 4 (EL 6) 
  � Suit Jester (1):  hp 16 ; see Appendix 1. 
  � Alchy-Hurlic (1):  hp 11; see Appendix 1. 
  � Bi-Saddle (1):  hp 11; see Appendix 1.   
  APL 6  (EL 8) 
  � 5-HD Suit Jester (1):  hp 27; see Appendix 1. 
  � Chairy (1):  hp 18; see Appendix 1 
  � 4-HD Alchy-Hurlic (1):  hp 18; see Appendix 1 
  � 4-HD Bi-Saddle (1): hp 18; see Appendix 1 
  APL 8  (EL 10) 
  � 7-HD Suit Jester (1):  hp 28; see Appendix 1 
  � 6-HD Chairy (1):  hp 25; see Appendix 1 
  � 6-HD Alchy-Hurlic (1): hp 25; see Appendix 1 
  � 6-HD Bi-Saddle (1):  hp 25; see Appendix 1 
  APL10 (EL 12) 
  � 9-HD Suit Jester (1):  hp 49; see Appendix 1 
  � 8-HD Chairy (1):  hp 32; see Appendix 1 
  � 8-HD Alchy-Hurlic (1):  hp 32; see Appendix 1 
  � 8-HD Bi-Saddle (1):  hp 32; see Appendix 1 
  APL 12  (EL 14) 
  � 11-HD Suit Jester (1):  hp 60; see Appendix 1 
  � 10-HD Chairy (1):  hp 39; see Appendix 1 
  � 10-HD Alchy-Hurlic (1):  hp 39; see Appendix 1 
  � 10-HD Bi-Saddle (1):  hp 39; see Appendix 1 
   
  Entropimus During Combat: If E~ (in Lebarat’s body) sees 
  the Suit Jester, he’ll be unable to fight due to fits of 
  divinely inspired laughter: 
   
  The sight of the automatons is too much for Entropimus to bear. 
  He rolls on the floor in a fit of laughter while the party engages 
  in melee. 
   
  At best, he shouts things during the fight that seem to be 
  applauding the enemy. At worst, he might actually hinder 
  the party and prevent them from harming these 
  “wonderful” creations of his master. Of course, if Lebarat 
  (in E~’s body) is also here, he restrains him. The two of 
  them most likely wind up grappling throughout the fight 
  a hopefully humorous sight. 
  • 
  "Come lads, let’s go into battle bravely . . ." (at 
  first, it appears Entropimus is speaking to the 
  PCs, but then he continues), "hold your stuffed 
  heads, boxes, saddles, and furniture high. Be 
  proud. Let’s get in there and fight!"  
  • 
  “Ooh, try a thunderstone on the wizard, there, 
  Alchy-Hurlic! You’re the best!” 
  • 
  “Give that brute a good thrashing, there, Suit 
  Jester! You’re a demon on the battlefield.” 
  • 
  “Go, Chairy, go! Come on, now. You can flank 
  that rogue. If you don’t, she’s gonna flank you! 
  Yikes, you’re some kind of terrible dynamo!” 
  • 
  “Giddy-Up, Bi-saddle. I’ve been through the 
  desert on a horse with no spine, too! There’s 
  danger in these parts and it starts with that 
  cleric over there! Teach him a lesson with that 
  whip.” 
  • 
  "Good shot, Chairy! That's gonna leave a 
  raspberry." 
   
  • 
  "Stabby Stabby Alchy-Hurlic" 
  It is through E~ that the party may learn the names of the 
  automatons. Of course, he just made them up from 
  looking at them. 
   
  If the party is facing inevitable defeat, E~ uses 
  Lebarat’s sword, spells, and amulet to get some nearby 
  PCs to safety, thus preventing a total party kill. 
  Remember that he fights as well as Lebarat would in his 
  own body. 
   
  If, on the other hand, the PCs are making mincemeat 
  out of this encounter, E~ uses Lebarat’s spells to help out 
  the automatons. Spells like haste and bull’s strength are 
  good choices. E~ does not physically harm the PCs. He 
  just assists the automatons. His intent is to give his 
  master’s creations a fair fight. Fair in his own mind, 
  anyway. 
   
  In the event the PCs are forced to retreat from the 
  fight, they may use stealth to discover the magic sum for 
  this room. Most reasonable plans will work but the judge 
  must improvise this turn of events. 
   
  When the party destroys the Alchy-Hurlic, it 
  becomes alchemically unstable. It boils, bubbles, erupts, 
  sputters, and spurts for one round – then explodes in a 
  cloud of fire. In a 5-foot radius around the explosion, the 
  fire damage is d6 x APL (max 10d6). A PC who makes Ref 
  DC of 10 + APL takes half damage. At your discretion, the 
  damage caused by this explosion may be ignored. 
  
  Folly 
   
  Page 18 
  ENCOUNTER 7: THE 
  MADMAN'S MUSEUM   
  This room is shaped like a toroid (donut). The donut is 
  about 90 feet in diameter. The magic sum for this room is 
  111; it can be discovered by the shape of the first museum 
  display—a candelabra. 
   
  You’ve arrived at the highest significant piece of debris in the 
  whirlwind. You are now about 450 yards above the surface of 
  Oerth. Drifting here around in a very wide circle is a purple 
  donut shaped structure. It is smooth on the outside and allows 
  access at many points around the edge of the donut. 
   
  The interior of the donut is a room resembling a museum. 
  Ringing the interior are several display cases. There are 
  eight landings leading into the museum, each at even 
  intervals of 45 degrees around the donut, but all on the 
  outside face. The “donut hole” is 30 feet across, allowing 
  the circular hallway of the museum to be 30 feet wide. 
  There is a familiar on/off lever in one of the landings. 
   
  This museum is a bard’s dream (for the use of bardic 
  knowledge). Finely crafted cases display all manner of 
  oddities. About half of the objects detect as magical. This 
  is no guarantee that an item is truly magical, however, as 
  many have had a permanent Nystul's magic aura cast on 
  them. Likewise, many of the truly magical items have had 
  a permanent Nystul's undetectable aura cast upon them.  
   
  Entropimus knows which items have real value but 
  he does not reveal them. He is kind enough to offer two.  
  Allow the PCs, for a small donation, to take the items 
  from the junk box (golembane scarab and collar of Tusmit) as 
  well as a few items from his personal collection. 
  Entropimus offers the items to the PCs who have gotten 
  along with him the best and appreciated his humor.  He 
  only makes the offer to those that like him.  He actively 
  snubs the rest.  If absolutely no one in the party is amused 
  by Entropimus and they have been vocal about it DO 
  NOT REWARD THIS TREASURE! 
   
  Zagig had a museum here at Folly because he has a 
  museum in most of his abodes and workshops. The Mad 
  Archmage liked to surround himself with unusual 
  oddities because he found that their presence inspired 
  him to conceive new ideas and theories. When he wanted 
  inspiration, he would wander through his museum. Some 
  items are labeled; some are not. Zagig knew what they 
  were and didn’t have many visitors asking questions 
  about his collection. If the scenario is running long, this 
  is a good encounter to cut short by summarizing. 
   
  The museum contains the following displays: 
  • 
  An ornate, silver candelabra with three purple 
  candles. The display has no label, but it looks 
  exactly like the number 111. That is, each of the 
  three branches of the candelabra looks like a 
  perfectly formed number 1. When a PC 
  approaches within 5 feet of the candelabra, the 
  candles magically light up as per a light cantrip. 
  It goes dark again when they step away. This is 
  the only display important to solving the main 
  puzzle. The number 111 is the magic sum for 
  this room. 
  • 
  A mockup of a crown with a description: “This is 
  the Black Crown of Aerdy, worn by one of the 
  early overkings of the house of Naelex in the 
  Great Kingdom”. 
  • 
  A sword with a blade that looks like three 
  adjoining right angles. It looks like one of the 
  two squiggles of the insanity rune. A plaque 
  states: “This is the sword Anarchrona. You have 
  been warned.” This sword is referred to in 
  legend as “the insane sword”. It is rumored to 
  have powers over time and space, but few dare 
  wield it. Any PC who touches Anarchrona must 
  make a Will save (DC = 25 + APL) or be affected 
  by the spell insanity. After all, they “have been 
  warned”. In addition, the sword has a contingency 
  on it to teleport to a different Zagig museum if 
  touched by a living being. 
  • 
  Flask containing “the breath of Boccob” 
  • 
  A large lustrous burnished steel scale. A note 
  says it is from Phazimranâth, a Greyhawk 
  dragon.  
  • 
  A mummified head missing an eye. No label is 
  evident. Is it the Head of Vecna? 
  • 
  Rib bone from Dragotha, the undead dragon 
  • 
  Chip of stone from Tovag Baragu 
  • 
  A Baklunish basket from before the Invoked 
  Devastation 
  • 
  Cornerstone from Castle Greyhawk 
  • 
  Ice from both of Oerth’s polar caps: Hyperboria 
  in the north and Polaria in the south. 
  • 
  Smallest piece of the staff of the Demon Prince 
  of Deception Fraz-Urb’luu. Zagig is said to have 
  imprisoned him under Castle Greyhawk and 
  broken his staff asunder. The fragment radiates 
  evil but only has faint magic left. 
  • 
  Coins from the Isles of Woe 
  • 
  Githyanki sword (mockup) 
  • 
  Tarrasque tooth 
  • 
  Mummified illithid (mind flayer) head 
  • 
  Aboleth tentacle 
  • 
  An iron barrel, which is actually an Apparatus of 
  Kwalish. The PCs can play around with it, 
  Lebarat won’t let them take it. 
  • 
  A dusty box in the corner is labeled “Junk”.  
  Inside the box are several items.  A collection of 
  golembane scarabs shaped like a beetle and 
  made of quartz crystal.  There are also a few 
  
  Folly 
   
  Page 19 
  Collars of Tusmit (see below) and a plaque reads, 
  “Collar of Tusmit – The rulers in the West have 
  for some time been overly concerned about 
  keeping their heads on their shoulders.” are the 
  more interesting items. 
  • 
  Broken pedal from Heward’s Mystical Organ 
  • 
  Model of the Greyhawk Magical Arts Academy 
  (a large pyramid) 
  • 
  Long tubular plant from the bottom of the 
  Solnor Ocean 
  • 
  Dirt from the first footstep taken by a Rhopan 
  (Rhenee) on Oerth. 
  • 
  Fireweed, a plant native to Fireland  
  • 
  An Olman fertility idol 
  • 
  Opal statue of Sehanine Moonbow—elven 
  goddess of the moon, omens, dreams, and 
  longevity. The plaque says this comes from the 
  Elven Lands in the far East over the Solnor 
  Ocean. 
  • 
  A 7-inch diameter orb sit here. It looks like a 
  large white crystal ball and bears this 
  description: “An artistic rendering of one of the 
  eight Orbs of Dragonkind – the Orb of the Great 
  Serpent.” 
  • 
  Petrified wood from the Elvanian Forest—a 
  locale rumored to be halfway around Oerth 
  from the Flanaess. Knowledge (Geography) 
  DC25. 
  • 
  A map depicting some hilly or mountainous 
  terrain near a body of water. An arrow points to 
  a place and says, “Krovis the Sleeper lies here. 
  He awoke to bring down the Empire of the 
  Isles, Lum the Mad, and Vecna.” A Knowledge 
  (Geography) check DC15 is required to identify 
  the area as the Drachensgrab hills in the central 
  Pomarj. 
  CONCLUSION 
  The large pieces of the whirlwind are now all gathered in their 
  proper places around the central staircase. It seems as if the 
  building is now mostly complete, though it floats and rotates 
  well above the valley floor. And, there are many smaller rooms, 
  bricks, and pieces of mortar still orbiting in the whirlwind. It 
  would obviously take a lot of effort to completely put the building 
  back together.  
  Your minds have now returned to their original bodies but you 
  still feel a slight connection with the person whose body you 
  “borrowed” during your time at Folly. However, it seems all is 
  not well between Lebarat and Entropimus ...  
   
  It is clear that Lebarat and Entropimus have returned to 
  their 
  normal 
  bodies. 
  The 
  wild-haired, 
  bearded 
  Entropimus is examining the dials and levers on the 
  control panel as he mutters to himself. The paladin is 
  reciting Heironean prayers quietly as he checks his 
  equipment for completeness. After a short time of this, 
  Lebarat speaks: 
   
   
  “So, Entropimus, are you ready to depart?” 
   
  “What do you mean? I only just got here and my master 
  surely will reward me for all this time spent wearing your 
  bumpled butt around!” 
   
  “Quit it with the humor and let’s return to Greyhawk 
  City. Your followers no doubt await you.” 
   
  “I’m not ready yet. There are still mysteries to explore. My 
  jellies, slimes, and molds can wait. Boy, you sure are bossy, 
  Libbie.” 
   
  “Entropimus, I came here to rescue you. Most likely, from 
  yourself. This town is a wreck. There’s nothing left here of any 
  interest. I’m asking you nicely, allow us to escort you home.” 
   
  With this last line, Entropimus reaches into his belt and 
  pulls out a wand. As small cream puffs spew from it at an 
  alarming rate, Entropimus shouts, “Eat pastry, paladin! I’m 
  sticking around and now you’re sticky all around!” Lebarat 
  instinctively readies his shield to deflect the inbound desserts. He 
  looks at you all and says, “Grab onto him and then grasp my 
  hands. We’re leaving now!” 
   
  When the party has grappled and plane shifted home 
  with Lebarat and Entropimus, they arrive somewhere 
  inside Greyhawk City, in an alchemist’s store named The 
  Noble Elements. Entropimus wastes no time. He 
  whispers Zagygian prayers, does a little jig, and then casts 
  word of recall to get back to his five-sided tower home. 
  Lebarat stays long enough to answer questions and settle 
  any monetary issues. He then tells the party he has to 
  hurry to Entropimus’ stronghold to negotiate with him. 
   
  If time is running out during the play session of this 
  scenario, the judge may end it by having a fierce electrical 
  storm move into Folly. Lebarat and/or Entropimus will 
  recognize the need to leave the area immediately and 
  bring the PCs back to Greyhawk City, via the amulet of the 
  planes, before the storm harms them. 
   
  Solving the main Folly puzzle allows the original PC 
  to have access to a feat or spell (arcane only) from the PC 
  whom he portrayed during Folly. This means the PC can 
  take the feat later, even if it’s from a builder book. For 
  spells, the PC is considered to have access to a spell (even 
  if it is from a Builder Book), for purposes of scribing it 
  into their spellbook or learning it upon gaining a level 
  (sorcerers and bards). 
   
  If the PCs leave Folly without solving the final 
  puzzle, their consciousnesses will slowly return to normal 
  during the course of a week. Charge each PC another 
  Time Unit for this. The process is very demanding on the 
  body and soul, thus forcing each PC to succeed at the 
  worse of the following saves. That is, they must make the 
  save which is toughest for them: Fort or Will DC = 16 + 
  APL. 
  
  Folly 
   
  Page 20 
   
  Each PC who fails his save has a negative level 
  bestowed upon him. The negative level becomes 
  permanent after 24 hours unless a restoration spell is cast 
  on the PC or he succeeds at another save (same DC above) 
  at the 24 hour point. 
  The End 
  
  Folly 
   
  Page 21 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished.  Then assign the 
  experience reward.  Award the total value to each 
  character. 
  Encounter 2 Six Degrees of Separation 
  Defeating the gingwatzims. 
   
  APL2 (EL 4)  
  120 XP 
   
  APL4 (EL 6)  
  180 XP 
   
  APL6 (EL 8)  
  240 XP 
   
  APL8 (EL 10) 300 XP 
   
  APL10 (EL 12) 
  360 XP 
   
  APL12 (EL 14) 
  420 XP 
  OR 
  Defeating the gingwatzims with significant NPC help 
  (3/4XP). 
   
  APL2  
  90 XP 
   
  APL4  
  135 XP 
   
  APL6  
  180 XP 
   
  APL8  
  225 XP 
   
  APL10 
  270 XP 
   
  APL12  
  315 XP 
  OR 
  Finding the room number and fleeing from the 
  gingwatzims. (1/2 XP) 
   
  APL2 
  60 XP 
   
  APL4 
  90 XP 
   
  APL6 
  120 XP 
   
  APL8 
  150 XP 
   
  APL10 
  180 XP 
   
  APL12 
  210 XP 
   
  Encounter 3 Equilibrium 
  Discovering the magic square number on the dark side of 
  the equilibrium room, either by navigating the trap or 
  through other means. 
   
  APL2 (EL 2)  
  60 XP 
   
  APL4 (EL 2)  
  60 XP 
   
  APL6 (EL 4)  
  120 XP 
   
  APL8 (EL 5)  
  150 XP 
   
  APL10 (EL 6) 180 XP 
   
  APL12 (EL 7) 210 XP 
  Encounter 4 Control Room 
  Solving the final puzzle and re-constructing the building, 
  thereby returning PC consciousnesses to their original 
  bodies. 
   
  APL2 (EL 2)  
  60 XP 
   
  APL4 (EL 2)  
  60 XP 
   
  APL6 (EL 4)  
  120 XP 
   
  APL8 (EL 5)  
  150 XP 
   
  APL10 (EL 6) 180 XP 
   
  APL12 (EL 7) 210 XP 
  Encounter 6 Automatons 
  Defeating the automatons. 
   
  APL2 (EL 4)  
  120 XP 
   
  APL4 (EL 6)  
  180 XP 
   
  APL6 (EL 8)  
  240 XP 
   
  APL8 (EL 10) 300 XP 
   
  APL10 (EL 12) 
  360 XP 
   
  APL12 (EL 14) 
  420 XP 
  OR 
  Defeating the automatons with significant NPC help (3/4 
  XP). 
         APL2 (EL 4) 
   
  90 XP 
         APL4 (EL 6) 
   
  135 XP 
   
  APL6 (EL 8)  
  180 XP 
   
  APL8 (EL 10) 225 XP 
   
  APL10 (EL 12) 
  270 XP 
   
  APL12 (EL 14) 
  315 XP 
  OR 
  Finding the room number and fleeing from the 
  automatons. (1/2 XP) 
   
  APL2 
  60 XP 
   
  APL4 
  90 XP 
   
  APL6 
  120 XP 
   
  APL8 
  150 XP 
   
  APL10 
  180 XP 
   
  APL12 
  210 XP 
   
  Discretionary Roleplaying Award 
   
  APL2 
  90 XP 
   
  APL4 
  135 XP 
   
  APL6 
  180 XP 
   
  APL8 
  225 XP 
   
  APL10 
  270 XP 
   
  APL12 
  315 XP 
   
  Total Possible Experience 
   
  APL2 (EL XP = 360, roleplay XP = 90) 
  450 XP 
   
  APL4 (EL XP = 480, roleplay XP = 135) 
  615 XP 
   
  APL6 (EL XP = 720, roleplay XP = 180) 
  900 XP 
   
  APL8 (EL XP = 900, roleplay XP = 225) 
  1125 XP 
   
  APL10 (EL XP = 1080, roleplay XP = 270) 1350 XP 
   
  APL12 (EL XP = 1260, roleplay XP = 315) 1575 XP 
  
  Folly 
   
  Page 22 
  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 the DM feels it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (that is, 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 spells 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 gold 
  piece value is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasures from each encounter, add it up and that is the 
  number of gold pieces a character’s total and coin value 
  increases at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate. 
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic items. 
  Introduction 
  Lebarat's hiring fee: 
  APL4 – L: 0 gp; C: 150 gp; M: 0 gp 
  APL6 – L: 0 gp; C: 200 gp; M: 0 gp 
  APL8 – L: 0 gp; C: 200 gp; M: 0 gp 
  APL10 – L: 0 gp; C: 200 gp; M: 0 gp 
  APL12 – L: 0 gp; C: 300 gp; M: 0 gp 
  Encounter 6 Automatons 
   (spoils from the defeated automatons) 
  APL4 – L: 38 gp; C: 0 gp; M: 0 gp 
  [spiked chain (25gp), heavy flail (15gp), 4 thunderstones 
  (120gp), 4 vials of acid (40gp), 4 alchemist's fire (80gp), 4 
  smokesticks (80gp), hand crossbow (100gp), whip (1gp): 
  Total loot = 461gp] 
  APL6 – L: 82 gp; C: 0 gp; M: 0 gp 
  [MW spiked chain (325gp), heavy flail (15gp), light flail 
  (8gp), handaxe (6gp), kama (2gp), nunchaku (2gp), 
  siangham (3gp), light pick (4gp), light hammer (1gp), 
  hand crossbow (100gp), whip (1gp), 4 thunderstones 
  (120gp), 4 vials of acid (40gp), 4 alchemist's fire (80gp), 4 
  smokesticks (80gp), 4 tanglefoot bags (200gp) : Total loot 
  = 987gp] 
  APL8 – L: 305 gp; C: 0 gp; M: 194 gp 
  [+1 spiked chain (2325gp), heavy flail (15gp), MW light 
  flail (308gp), MW handaxe (306gp), MW club (300gp), 
  MW kama (302gp), MW nunchaku (302gp), MW 
  siangham (303gp), MW light pick (304gp), MW light 
  hammer (301gp), MW hand crossbow (400gp), MW whip 
  (301gp), 4 thunderstones (120gp), 4 vials of acid (40gp), 4 
  alchemist's fire (80gp), 4 smokesticks (80gp), 4 tanglefoot 
  bags (200gp) : Total loot = 3662gp, total magic = 2325gp] 
  APL10 – L: 204 gp; C: 0 gp; M: 1462 gp 
  [+2 spiked chain (8325gp), heavy flail (15gp), +1 light flail 
  (2308gp), +1 handaxe (2306gp), +1 club (2300gp), +1 kama 
  (2302gp), MW nunchaku (302gp), MW siangham 
  (303gp), MW light pick (304gp), MW light hammer 
  (301gp), MW hand crossbow (400gp), MW whip (301gp), 
  4 thunderstones (120gp), 4 vials of acid (40gp), 4 
  alchemist's fire (80gp), 4 smokesticks (80gp), 4 tanglefoot 
  bags (200gp) : Total loot = 2446gp, total magic = 17541gp] 
  APL12 – L: 179 gp; C: 0 gp; M: 2166 gp 
  [+2 spiked chain (8325gp), heavy flail (15gp), +1 light flail 
  (2308gp), +1 handaxe (2306gp), +1 club (2300gp), +1 kama 
  (2302gp), +1 nunchaku (2302gp), +1 siangham (2303gp), 
  MW light pick (304gp), MW light hammer (301gp), MW 
  hand 
  crossbow 
  (400gp), 
  +1 
  whip 
  (2301gp), 
  4 
  thunderstones (120gp), 4 vials of acid (40gp), 4 
  alchemist's fire (80gp), 4 smokesticks (80gp), 4 tanglefoot 
  bags (200gp) : Total loot = 2145gp, total magic = 19842gp] 
  Encounter 7 The Madman's Museum  
  (All APLs - Collar of Tusmit 4000gp, Golembane Scarab 
  2500gp) 
  All APLs – L: 0 gp; C: 0 gp; M: 541 gp 
  APL6 – L: 0 gp; C: 0 gp; M: 541 gp 
  APL8 – L: 0 gp; C: 0 gp; M: 541 gp 
  APL10 – L: 0 gp; C: 0 gp; M: 541 gp 
  APL12 – L: 0 gp; C: 0 gp; M: 541 gp 
   
  Total Possible Treasure 
   (sale value of total treasure divided by 6 PCs) 
  APL4 – L: 0 gp; C: 0 gp; M: 0 gp; Total: 679 = Intro100 + 
  A38 + MM541 gp 
  (max GP per PC = 600) 
  
  Folly 
   
  Page 23 
  APL6 – L: 0 gp; C: 0 gp; M: 0 gp; Total: 823 = Intro200 + 
  A82 + MM541 gp 
  (max GP per PC = 800) 
  APL8 – L: 0 gp; C: 0 gp; M: 0 gp; Total: 1240 =  
  Intro200 + A499 + MM541 gp 
  (max GP per PC = 1250) 
  APL10 – L: 0 gp; C: 0 gp; M: 0 gp; Total: 2407 = Intro200 + 
  A1666 + MM541 gp 
  (max GP per PC = 2100) 
  This one is well over allotment. PCs will just take the 
  max. 
  APL12 – L: 0 gp; C: 0 gp; M: 0 gp; Total: 3008 = Intro300 + 
  A2167 + MM541 gp 
  (max GP per PC = 3000) 
  Special 
  Collar of Tusmit — see below 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 4: Golembane scarab (Freq: core), Figurine of 
  Wondrous Power (ebony fly) (Freq: core) 
  APL 6: Rod of Wonder (Freq: core), “Ring of Gookinesis” 
  (Ring of Telekinesis that only works on creatures of type 
  Ooze) (Freq: Core, 20,000gp), Amulet of Proof Against 
  Detection and Location (Freq: Adventure) 
  APL 8: Access to purchase up to 4 scrolls of any 4th level 
  arcane spells in the DMG Table 8-24 (Freq: adventure), 
  Armor 
  enhancement: 
  Fortification 
  (light) 
  (Freq: 
  adventure). 
  APL 10: Access to purchase up to 3 scrolls of any 5th level 
  arcane spells in DMG Table 8-24 (Freq: adventure), 
  chaotic weapon enchantment (Freq: adventure).  
  APL 12: Access to purchase up to 2 scrolls of any 6th level 
  arcane spells in DMG Table 8-24 (Freq: adventure), 
  Armor enhancement: Fortification (moderate) (Freq: 
  adventure). 
   
  - Collar of Tusmit, value 4000gp. Adamantine collar that 
  protects wearer from decapitation and garrote attacks). 
  Game effects are: it prevents a vorpal weapon from 
  decapitating the wearer and provides a +10 armor bonus 
  against garrote attacks. The collar is an improved version 
  of the gorget from Song and Silence. 
   
  - “Fortune of the Absurdly Incongruous”. Similar to the 
  Luck Domain, the player may reroll a single die once per 
  session. So, the PC may reroll any d20 roll for an attack, 
  skill check, saving throw, etc .... The second result on the 
  die must be kept, even if it is worse than the first. This 
  special ability is only awarded if the table successfully 
  solves the final puzzle. This effect lasts for one game year 
  from the date Folly is played. [If the PC already has the 
  Luck Domain, this effect is negated.] 
   
  - Feat Access. "Your visit to Folly has expanded your mind 
  and 
  awakened 
  you 
  to 
  previously 
  unpondered ideas. Swirling about the whirlwind at Folly 
  were dreams undreamt and thoughts unmanifested. This 
  PC now has access to one of the following feats, cross off 
  all others: 
  Tome and Blood: Arcane Defense, Extra Slot, Subdual 
  Substitution 
  Song & Silence: Chink in the Armor, Jack of All Trades, 
  Lingering Song, Pyro 
  Defenders of the Faith: Divine Resistance, Heighten 
  Turning, Reach Spell 
  Masters of the Wild: Animal Defiance, Extra Favored 
  Enemy (constructs or elementals only), Extra Rage, Plant 
  Defiance, 
  Speaking 
  Wild 
  Shape 
   
  Sword and Fist: Close Quarters Fighting, Fists of Iron, 
  Prone Attack 
  
  Folly 
   
  Page 24 
  DM AID #1 – ENCOUNTER 2, SIX DEGREES OF 
  SEPARATION ROOM LAYOUT 
   
   
   
  This graphic represents the interior of the cube where the PCs encounter the gingwatzim. The cross-shape shows the 
  cube as it would appear unfolded. The large bolded letters (A–E) identify each of the six sides of the room. Surface A is 
  the floor, surfaces B-D are walls and surface E is the ceiling.  
   
  The smaller letters on the edges and the corners identify the adjacent surfaces when folded into the cube. Since the 
  combat occurs in the cube configuration, pay particular attention to how many PCs occupy the walls and corners to 
  make sure they aren’t standing in the same place. 
  
  Folly 
   
  Page 25 
  DM AID #2 – MAIN PUZZLE DESCRIPTION 
  Puzzle Background: 
   
  The building the PCs explore at Folly is a disorganized remnant of its former structure. While it was once a very 
  normal-looking building with rooms, levels, stairs, and windows, it is now in disarray. The building appears as a slowly 
  swirling whirlwind, with the many pieces of the structure suspended and orbiting as chunks in the towering tornado-
  like form. To help visualize the structure, consider what a building might turn into if a tornado ran straight into it, tore it 
  apart and continued to carry the pieces around inside it, swirling around the central vortex continually and somewhat 
  randomly. The whirlwind these days is very slow, so it appears almost as if the “tornado” has been magically slowed 
  down, allowing the viewer to easily see the individual bits and pieces. 
   
  Zagig placed strong wards on this building at Folly. He wasn’t fully confident in traditional protective spells, so he 
  designed his own. He figured the best defense for his building was to prevent intrusion by conscious entities. He didn’t 
  like merely guarding against Astral, Ethereal, and teleporting magics. He believed that for every ward, there would 
  eventually be designed a new means of avoiding it. Protecting his building from the intrusion of conscious minds was 
  the best ward he could think of. Over time, however, Zagig’s wards deteriorated.  
   
  The building disintegrated into this form because there is too much stored-up magical energy in the original 
  structure, and the building tends towards a state of entropy. The reason for this is that the forces that drive the building 
  into this whirlwind form are the same forces that prevent the building from being interfered with by conscious entities. 
  There is a problem in the building design. Zagig’s enchantments on the building cause it to have an “over-energy” 
  condition. The over-energy affords a very good defense against intrusion, but it also drives the building apart. 
   
  Although Zagig did not predict this energy problem in his original design, he found a workaround. He allowed the 
  building to remain in the whirlwind form most of the time. When he needed the building for his experiments, he sent 
  servants to Folly in advance to reintegrate the room according to his instructions. Some of these instructions remain for 
  the PCs to find. They contain useful clues that hint at the proper re-integration instructions. The main puzzle for the 
  PCs in this scenario is to use the clues and their creativity to determine the exact solution. 
   
  Once at Folly, the malfunctioning wards take their toll on the PC party. They each have their consciousness 
  transferred to another body. Owing to the nature of the wards on this building (which act at long range) the only way 
  the PCs can return their consciousnesses to their original bodies is to re-integrate the building at Folly. 
   
   
  Putting the building back together is a process that requires the use of magics embedded in the “control room”. 
  Zagig designed the control room to use energy to reassemble the building whenever he wanted to use it. The extra 
  energy used in reassembly overpowers the existing magics keeping the building apart. Putting the building back 
  together for experiments takes a very long time. The complete building has thousands of pieces. Fortunately, the PCs 
  need only put together the larger rooms. When the larger rooms are back together, the building gets close enough to 
  proper functioning to return the PCs’ minds to normal. 
  Puzzle Description: 
   
  The control room contains the most important clue in solving the puzzle. In the room is a map depicting the 
  control room surrounded by some squares. Each square contains a bunch of numbers (see Player Handout 1). From each 
  square, an arrow points to a location around the control room. Zagig left this map in the control room to aid his servants 
  in re-integrating the building. The map, however, is in a mathematical code.  Each square represents one of the larger 
  rooms floating around in the whirlwind. Determining which room correlates to which square is the essence of the 
  puzzle. 
   
  Each of the large squares with numbers in it is a “magic square”. This is a special mathematical box where the sums 
  of all rows, columns, and diagonals are the same. Herein lies the true puzzle of Folly. In order to connect the larger 
  rooms to their proper location around the control room, the PCs must identify the “magic sum” of each square. Each 
  magic sum on the map can be located as a number carved into one of the larger rooms (or pieces of a room) floating 
  around in the whirlwind at Folly. The magic sums are:  34, 65, 111, 175, & 260. To solve the puzzle, the PCs must steer 
  each of five rooms to the proper location around the control room. The magic sum carved into each room is the room 
  identifier that the PCs need to use to map to the magic squares on the map.  Then, they can steer the rooms to the proper 
  location. 
   
  The puzzle is hard on purpose. Why would Zagig, the Mad Archmage, design an easy puzzle? The magic squares on 
  the map have numbers left out. It shouldn’t be too hard to figure out which numbers are missing because each magic 
  square contains all the numbers from 1 up to the number of smaller squares within the magic square. That is, the 4x4 
  magic square contains all integers from 1 to 16 (because the 4x4 magic square has 16 smaller squares in it).  Likewise, the 
  6x6 magic square contains all the numbers between 1 and 36.  In designing the puzzle, we have purposely removed 
  numbers within some squares that will directly match numbers found on rooms. The authors believe that a good puzzle 
  is one that demands serious thought and can appear to have a different solution until looked at in more detail. 
  
  Folly 
   
  Page 26 
   
  Moving the building pieces at Folly is accomplished using the control panel in the control room. The control panel 
  consists of three “dials”, a control stick, and one lever-arm. The dials each look like a bicycle lock and are used to “dial-in” 
  which piece of building you intend to move. [Technically, Zagig identified numbers for all of the pieces, but he only 
  placed those numbers on the bigger pieces.] Once a particular number is dialed in, the stick and lever can be used to 
  maneuver the building piece. In order to operate the controls, a PC must make an Int check DC 21. A PC may ‘take 20’ 
  on this ability check, provided she has at least two minutes to fiddle with the controls. It is very easy to smack a piece 
  into another piece using the control panel. PCs who experiment with the control panel can sort of play a game of 
  smashing rocks together until they figure out that this machine is pretty useful. 
   
  There is, however, a security measure in place to prevent misuse of the control panel. Zagig put a lever in each of 
  the 5 large rooms of the whirlwind. That is, all the big pieces except the control room itself. These control levers each 
  have two positions: On and Off. When the PCs first explore these 5 rooms, the levers are found Off. By turning them on, 
  they allow the room to listen to commands from the control panel. In a way, the control panel transmits directions to 
  the room. The lever in the On position allows each room to receive those directions and move in response to them. 
  Therefore, PCs cannot solve the main puzzle without visiting each of the 5 large rooms in the whirlwind and flipping 
  the levers to On. 
   
  Solving the puzzle requires the PCs to use the control panel to move the building pieces. They must dial in the 
  number for each of the 5 “magic sum” rooms, then use the control sticks to steer the building piece (or room) to its 
  proper location around the control room, as indicated on the map. When all the puzzle rooms are reintegrated, the PCs 
  return to their normal state of mind. 
   
  The party cannot attempt to manually line up room pieces around the control room. There are too many 
  possibilities. For example, a player might ask, “Can’t I just analyze the edges of the control room and try to find a 
  matching edge on those floating pieces?” While this is a clever idea, it doesn’t work because the edges don’t match up. 
  There are hundreds of small pieces that have broken off the building and these little pieces are needed to make a proper 
  analysis of which edges line up with each other. It’s a bit like putting together a smashed vase. If you’re missing some 
  pieces, the larger pieces won’t quite fit properly. 
   
  If the puzzle is stumping the party, encourage the players to use their PC’s spells to solve it. Contact Other Plane, 
  Divination, or Legend Lore are good options. Answers to such spells will tend to use words like: “sum, aggregate, in total, 
  when things are all added up” and the like. If the PCs become seriously stumped and/or frustrated, it may be time to 
  throw them a Intelligence check for a clue of a similar nature, or perhaps they notice that the first line in one of the 
  squares adds up to the number on a room they’ve visited. Avoid having an NPC solve the puzzle. If the PCs simply 
  cannot solve the puzzle in the time it takes to run the scenario, they will suffer consequences after the adventure is over 
  (see 
  Conclusion 
  and 
  Appendix 
  2).
  
  Folly 
   
  Page 27 
  DM AID #3 – MAIN PUZZLE SOLUTION 
   
  
  Folly 
   
  Page 28 
  DM AID #4 – MAP FOR ENCOUNTER 3, EQUILIBRIUM TRAP 
   
   
    
  
  Folly 
   
  Page 29 
  APPENDIX 1: ENCOUNTERS 
  ENCOUNTER 2: SIX DEGREES OF SEPARATION  
   
   
   
   
   
  From Living Greyhawk Journal #11: 
   
  “Gingwatzims are gaseous elemental beings that live on the Ethereal Plane. They are brought to the Material Plane 
  by arcane magic, bound into solid forms, and used as guards. In its natural state, a gingwatzim is a faintly glowing sphere 
  of semisolid swirling gases. Each subtype of gingwatzim has its own color.” 
  APL 4 (EL 6)  
  Graegzim (6): CR 2; Medium Elemental (Air) (6 ft. 
  diameter); HD 3d8+6; hp 19; Init +0; Spd 30 ft., Fly 40 
  ft. (perfect); AC 14, touch 10, flat-footed 14 [+4 natural]; 
  Base Atk: +2, Grp +3, Atk +3 melee (1d4 temporary 
  Strength, touch attack); Full Atk +3 melee (1d4 
  temporary Strength, touch attack); Face/Reach 5ft./5ft.; 
  SQ DR 3/-, alternate forms, elemental traits – 
  darkvision 60’, immune to poison, sleep, paralysis, and 
  stunning, not subject to critical hits or flanking; AL 
  NE; SV Fort +3, Ref +3, Will +1; Str 12, Dex 11, Con 14, 
  Int 7, Wis 10, Cha 7. 
   
  Skills: Hide +4, Listen +4, Move Silently +4, Spot 
  +7; Feats: Flyby Attack. 
   
  SQ: 
  Telepathy 
  (Su) 
  – 
  Gingwatzims 
  can 
  communicate telepathically with any creature within 
  100 feet as long as that creature has a language. 
   
  Possessions: none. 
   
  Physical Description: gray sphere of air. 
  APL 4 (EL 6)  
  Graegzim (6): CR 2; Medium Elemental (Air) (6 ft. 
  diameter); HD 3d8+6; hp 19; Init +0; Spd 30 ft., Fly 40 
  ft. (perfect); AC 14, touch 10, flat-footed 14 [+4 natural]; 
  Base Atk: +2, Grp +3, Atk +3 melee (1d4 temporary 
  Strength, touch attack); Full Atk +3 melee (1d4 
  temporary Strength, touch attack); Face/Reach 5ft./5ft.; 
  SQ DR 3/-, alternate forms, elemental traits – 
  darkvision 60’, immune to poison, sleep, paralysis, and 
  stunning, not subject to critical hits or flanking; AL 
  NE; SV Fort +3, Ref +3, Will +1; Str 12, Dex 11, Con 14, 
  Int 7, Wis 10, Cha 7. 
   
  Skills: Hide +4, Listen +4, Move Silently +4, Spot 
  +7; Feats: Flyby Attack. 
   
  SQ: 
  Telepathy 
  (Su) 
  – 
  Gingwatzims 
  can 
  communicate telepathically with any creature within 
  100 feet as long as that creature has a language. 
   
  Possessions: none. 
   
  Physical Description: gray sphere of air. 
  APL 6 (EL 8)  
  Eoluzim (6): CR 3; Large Elemental (Air) (8 ft. 
  diameter); HD 4d8+8; hp 26; Init +0; Spd 30 ft., Fly 40 
  ft. (perfect); AC 14, touch 9, flat-footed 14 [-1 size, +5 
  natural]; Base Atk +2, Grp +7, Atk +7 melee (1d6 
  temporary Strength, touch attack); Full Atk +7 melee 
  (1d6 temporary Strength, touch attack); Face/Reach 
  5ft./5ft.; SQ DR 7/-, alternate forms, elemental traits – 
  darkvision 60’, immune to poison, sleep, paralysis, and 
  stunning, not subject to critical hits or flanking; SR 13; 
  AL NE; SV Fort +3, Ref +4, Will +1; Str 20, Dex 11, Con 
  14, Int 9, Wis 10, Cha 11. 
   
  Skills: Intimidate +2, Listen +4, Move Silently +2, 
  Spot +4; Feats: Flyby Attack. 
   
  SQ: 
  Telepathy 
  (Su) 
  – 
  Gingwatzims 
  can 
  communicate telepathically with any creature within 
  100 feet as long as that creature has a language. 
   
  Possessions: none. 
   
  Physical Description: violet sphere of air. 
  APL 8 (EL 10)  
  Maronzim (5): CR 4; Large Elemental (Air) (10 ft. 
  diameter); HD 6d8+12; hp 39; Init +0; Spd 30 ft., Fly 40 
  ft. (perfect); AC 15, touch 9, flat-footed 15 [-1 size, +6 
  natural]; Base Atk +3, Grp +8, Atks +8 melee (1d6 
  temporary Strength, touch attack); Full Atks +8 melee 
  (1d6 temporary Strength, touch attack); Face/Reach 
  10ft./10ft.; SA Spell-like abilities; SQ DR 10/-, alternate 
  forms, elemental traits – darkvision 60’, immune to 
  poison, sleep, paralysis, and stunning, not subject to 
  critical hits or flanking; SR 15; AL NE; SV Fort +4, Ref 
  +5, Will +3; Str 20, Dex 11, Con 14, Int 11, Wis 12, Cha 
  11. 
   
  Skills: Concentration +4, Knowledge (arcana) +3, 
  Knowledge (planes) +3, Listen +5, Move Silently +4, 
  Spellcraft +3, Spot +5; Feats: Flyby Attack. 
   
  SQ: 
  Telepathy 
  (Su) 
  – 
  Gingwatzims 
  can 
  communicate telepathically with any creature within 
  100 feet as long as that creature has a language. 
   
  Spell-like abilities (Sp) (base DC = 10 + spell level): 
  At will—color spray, ghost sound, invisibility (self 
  only), Nystul’s magic aura, Nystul’s undetectable aura, 
  silent image, ventriloquism; 1/day—blur (self only), 
  hypnotic pattern, minor image, mirror image, 
  misdirection. These abilities are as the spells cast by a 
  3rd level sorcerer. 
   
  Possessions: none. 
   
  Physical Description: yellow sphere of air. 
  
  Folly 
   
  Page 30 
  APL 10 (EL 12) 
  Naranzim (1): CR 7; Large Elemental (Air) (15 ft 
  diameter); HD 8d8+16; hp 52; Init +4 (Improved 
  Initiative); Spd 30 ft., Fly 40 ft. (perfect); AC 16,  touch 
  9, flat-footed 16 [-1 size, +7 natural]; Base Atk +5, Grp 
  +8, Atk +10 melee (1d8 temporary Strength, touch 
  attack); Full Atk +10 melee (1d8 temporary Strength, 
  touch attack); Face/Reach 10ft./10ft.; SA Spell-like 
  abilities; SQ DR 10/-, alternate forms, elemental traits – 
  darkvision 60’, immune to poison, sleep, paralysis, and 
  stunning, not subject to critical hits or flanking; SR 18; 
  AL NE; SV Fort +4, Ref +6, Will +5; Str 20, Dex 11, Con 
  14, Int 15, Wis 12, Cha 13. 
   
  Skills: Concentration +10 (+14 defensively), 
  Intimidate +3, Knowledge (arcana) +5, Knowledge 
  (planes) +5, Listen +5, Move Silently +4, Sense Motive 
  +3, Spellcraft +6, Spot +5; Feats: Combat Casting, Flyby 
  Attack, Improved Initiative, Iron Will. 
   
  SQ: 
  Telepathy 
  (Su) 
  – 
  Gingwatzims 
  can 
  communicate telepathically with any creature within 
  100 feet as long as that creature has a language. 
   
  Spell-like abilities (Sp) (base DC = 10 + spell level): 
  At will—color spray, ghost sound, invisibility (self 
  only), Nystul’s magic aura, Nystul’s undetectable aura, 
  silent image, ventriloquism; 3/day—blur (self only), 
  hypnotic pattern, minor image, mirror image, 
  misdirection; 1/day—displacement, invisibility sphere, 
  major image (with itself as targeted recipient only). 
  These abilities are as the spells cast by a 5th level 
  sorcerer. 
   
  Possessions: none. 
   
  Physical Description: red-orange sphere of air. 
  APL 12 (EL 14) 
  Naranzim (6): see above 
  12HD Naranzim (6): CR 9; Large Elemental (Air) (15 ft 
  diameter); HD 12d8+24; hp 78; Init +4 (Improved 
  Initiative); Spd 30 ft., Fly 40 ft. (perfect); AC 16, touch 
  9, flat-footed 16 [-1 size, +7 natural]; Base Atk +8, Grp 
  +13, Atk +13 melee (1d8 temporary Strength, touch 
  attack); Full Atk +13/+8 melee (1d8 temporary 
  Strength, touch attack); Face/Reach 10ft./10ft.; SA 
  Spell-like abilities; SQ DR 10/-, alternate forms, 
  elemental traits – darkvision 60’, immune to poison, 
  sleep, paralysis, and stunning, not subject to critical 
  hits or flanking; SR 18; AL NE; SV Fort +6, Ref +8, Will 
  +7; Str 20, Dex 11, Con 14, Int 15, Wis 12, Cha 13. 
   
  Skills: Concentration +12 (+16 defensively), 
  Intimidate +3, Knowledge (arcana) +5, Knowledge 
  (planes) +5, Listen +7, Move Silently +8, Sense Motive 
  +3, Spellcraft +6, Spot +5; Feats: Combat Casting, Flyby 
  Attack, Improved Initiative, Iron Will, Blind-Fight. 
   
  SQ: 
  Telepathy 
  (Su) 
  – 
  Gingwatzims 
  can 
  communicate telepathically with any creature within 
  100 feet as long as that creature has a language. 
   
  Spell-like abilities (Sp) (base DC = 10 + spell level): 
  At will—color spray, ghost sound, invisibility (self 
  only), Nystul’s magic aura, Nystul’s undetectable aura, 
  silent image, ventriloquism; 3/day—blur (self only), 
  hypnotic pattern, minor image, mirror image, 
  misdirection; 
  1/day—displacement, 
  improved 
  invisibility, invisibility sphere, major image (with itself 
  as targeted recipient only), phantasmal killer, rainbow 
  pattern. These abilities are as the spells cast by a 9th 
  level sorcerer. 
   
   
  Possessions: none. 
   
  Physical Description: red-orange sphere of air. 
  
  Folly 
   
  Page 31 
  ENCOUNTER 6: AUTOMATONS 
  Author’s Note: In designing the gingwatzim-driven automatons, many feats were assumed to be part of the construct. As 
  such, they are not all listed in the description. This is particularly true of feats such as: Ambidexterity, Multidexterity, 
  Multiattack, Two-Weapon Fighting, and various Weapon Proficiencies. The automatons here should be viewed as 
  unique creations. 
   
  APL 2 (EL 4)  
  Suit Jester (1): CR 4; Large construct (9 ft. tall); HD 
  3d10; hp 16; Init +0; Spd 40 ft.; AC 15, touch 9, flat-
  footed 15 [-1 size, +4 natural, +2 armor]; Base Atk +2, 
  Grp +5, Atk +5 melee (2d4+3/x2, spiked chain), +5 
  melee (1d10+3/19-20/x2, heavy flail); Full Atk +5 melee 
  (2d4+3/x2, spiked chain), +5 melee (1d10+3/19-20/x2], 
  heavy flail) Face/Reach 10ft/10ft.; SQ Darkvision 60 ft., 
  Hardness 10 (iron), construct traits, SR 10; AL N; SV 
  Fort +0, Ref +0, Will +0; Str 16, Dex 10, Con -, Int 7, Wis 
  10, Cha 7. 
   
  Skills: Hide +4, Listen +4, Move Silently +4, Spot 
  +4. 
   
  Construct traits (Ex) – A construct is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  Not subject to critical hits, 
  subdual damage, ability damage, energy drain, or death 
  from massive damage.  
   
  Hardness (Ex) – Whenever a construct takes 
  damage, reduce it by its hardness. Only damage in 
  excess of its hardness is deducted from a constructs hit 
  points. Since hardness differs from damage reduction, 
  magic weapons have no special advantage against a 
  construct. Constructs take only half damage from acid, 
  fire, electricity, and ranged weapon attacks. Divide 
  such damage by 2 before applying the hardness. Cold 
  attacks deal one-quarter damage. Sonic and energy 
  attacks deal full damage but are still reduced by 
  hardness. 
   
  Possessions: spiked chain, heavy flail. 
   
  Physical Description: The Suit Jester was put 
  together piece by piece from damaged armor. Zagig 
  took the good pieces and magically bonded them to 
  each other. In many areas, the armor is several layers 
  thick – much thicker than the average suit of armor. 
  From pauldron (shoulder plate) hangs a spiked chain; 
  from the other, a heavy flail. 
   
  Zagig procrastinated on a helmet design. To 
  remind himself to get back to work and finish the 
  automaton, he placed a wooden stick with a stuffed 
  jester head in it. Zagig took a peculiar liking to the 
  humor of the jester head popping out of the armor and 
  decided to bind a gingwatzim to the Suit Jester with 
  the temporary head. 
   
  The Suit Jester is deceptively the best combatant 
  of the bunch. With his stuffed head-on-a-stick flopping 
  lazily during a fight, the suit jester engages the PCs in 
  vigorous melee. The jester bells jingle as he delivers a 
  thrashing to the party. Suit Jester is powered by a 
  bound gingwatzim, so it is able to employ combat 
  tactics, including skills and feats. Of course, knocking 
  the head off the suit jester does not affect its combat 
  abilities at all. 
   
  Suit Jester’s reach is based on size, so it has reach 
  with both weapons. The spiked chain gives the Suit 
  Jester 15 foot reach. Every round, the Suit Jester attacks 
  with both the spiked chain and the heavy flail. 
  APL 4 (EL 6)  
  Suit Jester (1): CR 4; Large construct (9 ft. tall); HD 
  3d10; hp 16; Init +0; Spd 40 ft.; AC 15, touch 9, flat-
  footed 15 [-1 size, +4 natural, +2 armor]; Base Atk +2, 
  Grp +5, Atk +5 melee (2d4+3/x2, spiked chain), +5 
  melee (1d10+3/19-20/x2, heavy flail); Full Atk +5 melee 
  (2d4+3/x2, spiked chain), +5 melee (1d10+3/19-20/x2], 
  heavy flail) Face/Reach 10ft/10ft.; SQ Darkvision 60 ft., 
  Hardness 10 (iron), construct traits, SR 10; AL N; SV 
  Fort +0, Ref +0, Will +0; Str 16, Dex 10, Con -, Int 7, Wis 
  10, Cha 7. 
   
  Skills: Hide +4, Listen +4, Move Silently +4, Spot 
  +4. 
   
  Construct traits (Ex) – A construct is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  Not subject to critical hits, 
  subdual damage, ability damage, energy drain, or death 
  from massive damage.  
   
  Hardness (Ex) – Whenever a construct takes 
  damage, reduce it by its hardness. Only damage in 
  excess of its hardness is deducted from a constructs hit 
  points. Since hardness differs from damage reduction, 
  magic weapons have no special advantage against a 
  construct. Constructs take only half damage from acid, 
  fire, electricity, and ranged weapon attacks. Divide 
  such damage by 2 before applying the hardness. Cold 
  attacks deal one-quarter damage. Sonic and energy 
  attacks deal full damage but are still reduced by 
  hardness. 
   
  Possessions: spiked chain, heavy flail. 
   
  Physical Description: The Suit Jester was put 
  together piece by piece from damaged armor. Zagig 
  took the good pieces and magically bonded them to 
  each other. In many areas, the armor is several layers 
  thick – much thicker than the average suit of armor. 
  
  Folly 
   
  Page 32 
  From pauldron (shoulder plate) hangs a spiked chain; 
  from the other, a heavy flail. 
   
  Zagig procrastinated on a helmet design. To 
  remind himself to get back to work and finish the 
  automaton, he placed a wooden stick with a stuffed 
  jester head in it. Zagig took a peculiar liking to the 
  humor of the jester head popping out of the armor and 
  decided to bind a gingwatzim to the Suit Jester with 
  the temporary head. 
   
  The Suit Jester is deceptively the best combatant 
  of the bunch. With his stuffed head-on-a-stick flopping 
  lazily during a fight, the suit jester engages the PCs in 
  vigorous melee. The jester bells jingle as he delivers a 
  thrashing to the party. Suit Jester is powered by a 
  bound gingwatzim, so it is able to employ combat 
  tactics, including skills and feats. Of course, knocking 
  the head off the suit jester does not affect its combat 
  abilities at all. 
   
  Suit Jester’s reach is based on size, so it has reach 
  with both weapons. The spiked chain gives the Suit 
  Jester 15 foot reach. Every round, the Suit Jester attacks 
  with both the spiked chain and the heavy flail. 
   
  Alchy Hurlic (1): CR 2; Medium construct (5 ft. tall); 
  HD 2d10; hp 11; Init +1; Spd 50 ft.; AC 14, touch 11, 
  flat-footed 13 [+1 Dex, +3 natural]; Base Atk +1, Grp +1, 
  Atks +3 ranged (1d6, flask of alchemist's fire) or +2 
  ranged touch (1d6, flask of acid) or +2 ranged touch 
  (special [see PHB p. 129], thunderstone) or +2 ranged 
  touch (special [see PHB p. 129, smokestick) or +2 melee 
  (1d2 + poison [Fort save to resist (DC 14); 1d4 Str / 1d6 
  Str], needle with med. spider venom); Full Atks +3 
  ranged (1d6, flask of alchemist's fire) or +2 ranged 
  touch (1d6, flask of acid) or +2 ranged touch (special 
  [see PHB p. 129], thunderstone) or +2 ranged touch 
  (special [see PHB p. 129, smokestick) or +2 melee (1d2 
  + poison [Fort save to resist (DC 14); 1d4 Str / 1d6 Str], 
  needle with med. spider venom); Face/Reach 5ft/5ft.; 
  SQ Darkvision 60 ft., Hardness 5 (wood), construct 
  traits; AL N; SV Fort +0, Ref +1, Will +0; Str 10, Dex 12, 
  Con -, Int 7, Wis 10, Cha 7. 
   
  Skills: Hide +5, Listen +4, Move Silently +5, Spot 
  +4; Feats: Point Blank Shot, Far Shot (grenadelike 
  weapons), Weapon Focus (alchemist's fire). 
   
  SQ: Construct traits (Ex) – A construct is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  Not subject to critical hits, 
  subdual damage, ability damage, energy drain, or death 
  from massive damage. 
   
  Hardness (Ex) – Whenever a construct takes 
  damage, reduce it by its hardness. Only damage in 
  excess of its hardness is deducted from a constructs hit 
  points. Since hardness differs from damage reduction, 
  magic weapons have no special advantage against a 
  construct. Constructs take only half damage from acid, 
  fire, electricity, and ranged weapon attacks. Divide 
  such damage by 2 before applying the hardness. Cold 
  attacks deal one-quarter damage. Sonic and energy 
  attacks deal full damage but are still reduced by 
  hardness. 
   
  Possessions: at least 4 each of the alchemy items it 
  uses in combat. 
   
  Physical Description: Alchy Hurlic is a nasty 
  whirligig of terror. This automaton is made out of a 
  sturdy wooden crate with all manner of alchemical 
  glassware attached. Alchy Hurlic always appears to be 
  in the middle of a mad alchemical experiment. It emits 
  smoke, steam, and various noxious gases until 
  destroyed. Curiously, each face of the crate has a 
  different facial expression carved into it. It may 
  indicate moods for the Alchy Hurlic or perhaps the 
  bound gingwatzim inside. 
   
  The central crate contains many alchemical items 
  that the Alchy Hurlic is constantly brewing. Each 
  round, it reaches inside itself to pluck out and throw 
  something at its enemies (DM’s choice): a flask of 
  alchemist's fire, a flask of acid, a smokestick, or a 
  thunderstone. Due to a spring mechanism that gives 
  rise to its Far Shot feat, its range increment for thrown 
  grenadelike weapons is 15ft. Alchy Hurlic fights at 
  range whenever possible. If the PCs “box-in” Alchy 
  Hurlic (so that it cannot make a ranged attack without 
  provoking an Attack of Opportunity), it tries to stick 
  them with its poisoned needle. On occasion, Alchy 
  Hurlic will drop a smokestick on itself to provide total 
  concealment. 
   
  The concoctions aboard the Alchy Hurlic become 
  unstable when it is destroyed. Thus, when it is “killed”, 
  a cloud of fire erupts within a 5 ft. radius. For details, 
  see the end of Encounter 6. 
   
  Bi-Saddle (1): CR 2; Medium construct (5 ft. tall); HD 
  2d10; hp 11; Init +1; Spd 40 ft.; AC 15, touch 11, flat-
  footed 14 [+1 Dex, +4 natural]; Base Atk +1, Grp +1, 
  Atks +2 ranged (trip or disarm attack, whip) or +2 
  ranged (1d4/19-20/x2, hand crossbow); Full Atks +2 
  ranged (trip or disarm attack, whip) or +2 ranged 
  (1d4/19-20/x2, hand crossbow); Face/Reach 5ft/5ft.; SA 
  Trip attack, Disarm opponent; SQ Darkvision 60 ft., 
  Hardness 3 (cured leather), construct traits; AL N; SV 
  Fort +0, Ref +1, Will +0; Str 10, Dex 12, Con -, Int 7, Wis 
  10, Cha 7. 
   
  Skills: Hide +5, Listen +4, Move Silently +5, Spot 
  +4; Feats: Point Blank Shot, Exotic Weapon (whip), 
  Exotic Weapon (hand crossbow). 
   
  Reloading Equipment (Su) – Bi-saddle has the 
  supernatural ability to reform a whip as a free action, 
  whenever it loses its weapon. Additionally, Bi-saddle’s 
  hand crossbow magically reloads as a free action the 
  round after it is fired. Zagig tried to make a firearm 
  pistol for Bi-Saddle, as a tribute to Murlynd, but 
  gunpowder simply doesn’t work on Oerth. 
   
  Construct traits (Ex) – A construct is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  
  Folly 
   
  Page 33 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  Not subject to critical hits, 
  subdual damage, ability damage, energy drain, or death 
  from massive damage.  
   
  Hardness (Ex) – Whenever a construct takes 
  damage, reduce it by its hardness. Only damage in 
  excess of its hardness is deducted from a constructs hit 
  points. Since hardness differs from damage reduction, 
  magic weapons have no special advantage against a 
  construct. Constructs take only half damage from acid, 
  fire, electricity, and ranged weapon attacks. Divide 
  such damage by 2 before applying the hardness. Cold 
  attacks deal one-quarter damage. Sonic and energy 
  attacks deal full damage but are still reduced by 
  hardness. 
   
  Possessions: hand crossbow, whip. 
   
  Physical Description: Bi-saddle is a construct 
  modeled after the hero-god Murlynd. Zagig was 
  acquainted with him during his life and was intrigued 
  by the tales of justice on other planes. Bi-saddle hasn’t 
  really lived up to expectations, unfortunately. Bi-saddle 
  is composed of two saddles held together by magical 
  forces. Curiously floating above the saddle-body is a hat 
  worn in the style of the Old West, complete with a five-
  pointed badge. This is an amalgamation of Boccob’s 
  holy symbol with that of Murlynd. Bi-saddle rests atop 
  two wooden planks, which are compressed into 
  cowboy boots, complete with spurs. Because of the 
  poor fit, it always walks in a manner that can be 
  described as haphazard - as if it is about to fall over with 
  each step.  
   
  Bi-saddle is armed with a whip and a hand 
  crossbow. In a given round, it can attack with only one 
  of its weapons). Bi-saddle prefers to trip and disarm 
  opponents. Bi-saddle is more passive than the other 
  automatons, it only attacks for damage when 
  threatened or injured. 
  APL 6 (EL 8)  
  5-HD Suit Jester (1): CR 6; Large construct (9 ft. tall); 
  HD 5d10; hp 27; Init +0; Spd 40 ft.; AC 17, touch 9, flat-
  footed 17 [-1 size, +4 natural, +4 armor]; Base Atk +5, 
  Grp +9, Atk +11 melee (2d4+4 [x2], spiked chain), +9 
  melee (1d10+4 [19-20/x2], heavy flail); Full Atk +11 
  melee (2d4+4 [x2], spiked chain), +9 melee (1d10+4 [19-
  20/x2], heavy flail); Face/Reach 10ft./10ft.; SQ 
  Darkvision 60 ft., Hardness 10 (iron), construct traits, 
  SR 12; AL N; SV Fort +3, Ref +0, Will +0; Str 18, Dex 10, 
  Con -, Int 7, Wis 10, Cha 7. 
   
  Skills: Hide +4, Listen +4, Move Silently +4, Spot 
  +4; Feats: Weapon Focus (spiked chain), Power Attack 
  [+5 BAB]. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: MW spiked chain, heavy flail. 
   
  Physical Description: see above. 
  Chairy (1): CR 5; Medium construct (5 ft. tall); HD 
  2d10+2d6; hp 18; Init +1; Spd 50 ft.; AC 16, touch 11, 
  flat-footed 15 [+1 Dex, +5 natural]; Base Atk +3, Grp +5, 
  Atks +5 melee, +5 melee [choose any two of the 
  following]: (1d8+2 [x2], light flail), (1d6+2 [x2], club), 
  (1d6+2 [x3], handaxe), (1d6+2 [x2], kama), (1d6+2 [x2], 
  nunchaku), (1d6+2 [x2], siangham), (1d4+2 [x4], light 
  pick), (1d4+2 [x2], light hammer); Atks +5 melee, +5 
  melee [choose any two of the following]: (1d8+2 [x2], 
  light flail), (1d6+2 [x2], club), (1d6+2 [x3], handaxe), 
  (1d6+2 [x2], kama), (1d6+2 [x2], nunchaku), (1d6+2 
  [x2], siangham), (1d4+2 [x4], light pick), (1d4+2 [x2], 
  light hammer); Face/Reach 5ft./5ft.; SA sneak attack 
  +1d6; SQ Darkvision 60 ft., Hardness 5 (wood), 
  construct traits, evasion; AL N; SV Fort +0, Ref +4, Will 
  +0; Str 14, Dex 12, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills: Hide +5, Listen +4, Spot +4, Tumble +8; Feats: 
  Dodge. 
   
  SQ: Construct traits (Ex) – A construct is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  Not subject to critical hits, 
  subdual damage, ability damage, energy drain, or death 
  from massive damage. Hardness (Ex) – Whenever a 
  construct takes damage, reduce it by its hardness. Only 
  damage in excess of its hardness is deducted from a 
  constructs hit points. Since hardness differs from 
  damage reduction, magic weapons have no special 
  advantage against a construct. Constructs take only half 
  damage from acid, fire, electricity, and ranged weapon 
  attacks. Divide such damage by 2 before applying the 
  hardness. Cold attacks deal one-quarter damage. Sonic 
  and energy attacks deal full damage but are still 
  reduced by hardness. 
   
  SA: Sneak Attack, Evasion (per rogue) 
  Possessions: light flail, club, handaxe, kama, nunchaku, 
  siangham, light pick, light hammer. 
   
  Physical Description: Chairy is made from two 
  wooden chairs, placed on top of each other with seat 
  surfaces touching and inverted such that the eight legs 
  of Chairy poke out menacingly. Attached to the end of 
  each leg is a weapon that is free to slice, dice, chop, or 
  thump opponents. Chairy is powered by a bound 
  gingwatzim, so it is able to employ combat tactics, 
  including skills and feats. 
   
  In any given round, Chairy can attack with any 
  two of its weapons. It does this by flipping, rolling, and 
  tumbling, thus exposing whichever two weapons it 
  likes to the enemy. Chairy makes use of Tumble to 
  move around in combat and flank opponents. It can 
  even flip over from one set of chair legs to the other. 
  The DM should try to run Chairy as a sort of crazy 
  monk-like chair. When Chairy attacks, its weapons 
  make ‘swoosh’ sounds that sound like a cheesy martial 
  arts film. It makes clunking noises if it walks, clomping 
  noises if it’s rolling and tumbling, and it may even let 
  out a wooden squeak if one of its legs drags along while 
  it moves. 
  
  Folly 
   
  Page 34 
   
  4-HD Alchy Hurlic (1): CR 4; Medium construct (5 ft. 
  tall); HD 2d10+2d6; hp 18; Init +2; Spd 50 ft.; AC 16, 
  touch 12, flat-footed 14 [+2 Dex, +4 natural]; Base Atk 
  +2, Grp +2, Atk: two ranged attacks per round [choose 
  two of the following]  +5 ranged touch (1d6, flask of 
  alchemist's fire), +4 ranged touch (special, see PHB 129, 
  tanglefoot bag), +4 ranged touch (1d6, flask of acid), +4 
  ranged touch (special [see PHB p. 129], thunderstone), 
  +4 ranged touch (special [see PHB p. 129, smokestick), 
  or +2 melee (1d2 + poison [Fort save to resist (DC 14); 
  1d4 Str / 1d6 Str], needle with med. spider venom); 
  Full atk: Atk: two ranged attacks per round [choose two 
  of the following]  +5 ranged touch (1d6, flask of 
  alchemist's fire), +4 ranged touch (special, see PHB 129, 
  tanglefoot bag), +4 ranged touch (1d6, flask of acid), +4 
  ranged touch (special [see PHB p. 129], thunderstone), 
  +4 ranged touch (special [see PHB p. 129, smokestick), 
  or +2 melee (1d2 + poison [Fort save to resist (DC 14); 
  1d4 Str / 1d6 Str], needle with med. spider venom); 
  Face/Reach 5ft./ 5ft.; SQ Darkvision 60 ft., Hardness 5 
  (wood), construct traits; AL N; SV Fort +0, Ref +5, Will 
  +0; Str 10, Dex 14, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Hide +6, Listen +4, Move Silently +6, 
  Spot +4; Feats: Point Blank Shot, Far Shot (grenadelike 
  weapons), Weapon Focus (alchemist's fire), Rapid Shot 
  (included above). 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: at least 4 each of the alchemy items it 
  uses in combat. 
   
  Physical Description: Each round it throws two of 
  the following (DM’s choice): a flask of alchemist's fire, a 
  flask of acid, a smokestick, a thunderstone, or a 
  tanglefoot bag.  
   
  4-HD Bi-Saddle (1): CR 4; Medium construct (5 ft. tall); 
  HD 2d10+2d6; hp 18; Init +2; Spd 40 ft.; AC 17, touch 
  12, flat-footed 15 [+2 Dex, +5 natural]; Base Atk: +2, Grp 
  +3, Atk +3 (trip or disarm attack, whip); Full Atk +3 
  (trip or disarm attack, whip); Face/Reach 5ft./ 5ft.; SA 
  Spell-like ability, Trip attack (PHB p. 139), Disarm 
  opponent (PHB p. 137); SQ Darkvision 60 ft., Hardness 
  3 (cured leather), construct traits; AL N; SV Fort +0, Ref 
  +2, Will +3; Str 12, Dex 14, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Concentration +4, Hide +6, Listen 
  +4, Move Silently +6, Spot +4; Point Blank Shot, 
  Improved Disarm. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  SA: Reloading Equipment (Su) – Bi-saddle has the 
  supernatural ability to reform a whip as a free action, 
  whenever it loses its weapon. 
   
  Spell-like ability (Sp): 5/day— magic missile. This 
  ability is as the spell cast by a 3rd level sorcerer (2 
  missiles). The magic missiles spring forth from the hand 
  crossbow as if it were a wand of magic missiles. 
   
  Possessions: hand crossbow, whip. 
   
  Physical Description: See above. Bi-saddle fires magic 
  missiles only after being attacked first. 
  APL 8 (EL 10)  
  7-HD Suit Jester (1): CR 8; Large construct (9 ft. tall); 
  HD 2d10 + 5d10; hp 38; Init +2; Spd 40 ft.; AC 21, touch 
  11, flat-footed 19 [-1 size, +2 Dex, +4 natural, +6 armor]; 
  Base Atk +6, Grp +11, Atk +13 melee (2d4+8/x2, +1 
  spiked chain), +11 melee (1d10+5/19-20/x2, heavy 
  flail); Full Atks +13/+8 melee (2d4+8/x2, +1 spiked 
  chain), +11/+6 melee (1d10+5/19-20/x2, heavy flail); 
  Face/Reach 10ft./10ft.; SQ Darkvision 60 ft., Hardness 
  10 (iron), construct traits, SR 14; AL N; SV Fort +4, Ref 
  +3, Will +1; Str 20, Dex 14, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Hide +4, Listen +4, Move Silently +4, 
  Spot +4; Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain), Power Attack [+6 BAB], 
  Combat Reflexes. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: +1 spiked chain, heavy flail. 
   
  Physical Description: See above. 
   
  6-HD Chairy (1): CR 7; Medium construct (5 ft. tall); 
  HD 2d10+4d6; hp 25; Init +2; Spd 50 ft.; AC 18, touch 
  12, flat-footed 16 [+2 Dex, +6 natural]; Base Atk +4, Grp 
  +6, Atk +6 melee, +6 melee, +6 melee [choose any three 
  of the following]: (1d8+2 /x2, light flail), (1d6+2/x2, 
  club), 
  (1d6+2/x3, 
  handaxe), 
  (1d6+2/x2, 
  kama), 
  (1d6+2/x2, 
  nunchaku), 
  (1d6+2/x2, 
  siangham), 
  (1d4+2/x4, light pick), (1d4+2/x2, light hammer); Full 
  Atk +6 melee, +6 melee, +6 melee [choose any three of 
  the following]: (1d8+2 /x2, light flail), (1d6+2/x2, club), 
  (1d6+2/x3, handaxe), (1d6+2/x2, kama), (1d6+2/x2, 
  nunchaku), (1d6+2/x2, siangham), (1d4+2/x4, light 
  pick), (1d4+2/x2, light hammer); Face/Reach 5ft./ 5ft.; 
  SA sneak attack +2d6, evasion, uncanny dodge (Dex 
  bonus to AC); SQ Darkvision 60 ft., Hardness 5 (wood), 
  construct traits; AL N; SV Fort +1, Ref +6, Will +1; Str 
  14, Dex 14, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Hide +6, Listen +4, Spot +4, Tumble 
  +11; Dodge. 
   
  SQ: Construct traits, Hardness (see APL6) 
   
  SA: Sneak Attack, Evasion {per rogue} 
   
  Possessions: MW light flail, MW club, MW 
  handaxe, MW kama, MW nunchaku, MW siangham, 
  MW light pick, MW light hammer. 
   
  Physical Description: See above. In any given round, 
  Chairy can attack with any three of its weapons. 
   
  6-HD Alchy Hurlic (1): CR 6; Medium construct (5 ft. 
  tall); HD 2d10+4d6; hp 25; Init +3; Spd 50 ft.; AC 18 
  (touch 13, flat-footed 15) [+3 Dex, +5 natural]; Atks: two 
  ranged attacks per round [choose two of the following] 
  +7 ranged touch (1d6, flask of alchemist's fire), +7 
  ranged touch (special [see PHB p. 129, tanglefoot bag), 
  +6 ranged touch (1d6, flask of acid), +6 ranged touch 
  
  Folly 
   
  Page 35 
  (special [see PHB p. 129], thunderstone), +6 ranged 
  touch (special [see PHB p. 129, smokestick) or +5 melee 
  (1d2 + poison [Fort save to resist (DC 18); 1d6 Dex / 
  1d6 Dex], needle with giant wasp poison); Face/Reach 
  5ft./ 5ft.; SQ Darkvision 60 ft., Hardness 5 (wood), 
  construct traits; AL N; SV Fort +1, Ref +7, Will +1; Str 
  10, Dex 16, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills: Hide +7, Listen +4, Move Silently +7, Spot 
  +4; Feats: Point Blank Shot, Far Shot (grenadelike 
  weapons), Weapon Focus (alchemist's fire), Weapon 
  Focus (tanglefoot bag), Rapid Shot (included above). 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: at least 4 each of the alchemy items it 
  uses in combat. 
   
  Physical Description: Each round it throws two of 
  the following (DM’s choice): a flask of alchemist's fire, a 
  flask of acid, a smokestick, a thunderstone, or a 
  tanglefoot bag. 
   
  6-HD Bi-Saddle (1): CR 6; Medium construct (5 ft. tall); 
  HD 2d10+4d6; hp 25; Init +2; Spd 40 ft.; AC 19, touch 
  12, flat-footed 17 [+2 Dex, +7 natural]; Base Atk +4, Grp 
  +5, Atk +6 ranged (trip or disarm attack, whip); Full Atk 
  +6 ranged (trip or disarm attack, whip); Face/Reach 
  5ft./ 5ft.; SA Spell-like ability, Trip attack (PHB p. 139), 
  Disarm opponent (PHB p. 137); SQ Darkvision 60 ft., 
  Hardness 3 (cured leather), construct traits; AL N; SV 
  Fort +1, Ref +3, Will +4; Str 12, Dex 14, Con -, Int 7, Wis 
  10, Cha 7. 
   
  Skills & Feats: Concentration +6, Hide +6, Listen 
  +4, Move Silently +6, Spot +4; Point Blank Shot, 
  Improved Disarm, Snatch Weapon (S&S). 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  SA: Reloading Equipment (Su) – Bi-saddle has the 
  supernatural ability to reform a whip as a free action, 
  whenever it loses its weapon. 
   
  Spell-like ability (Sp): 6/day — magic missile. This 
  ability is per the spell as cast by a 5th level sorcerer (3 
  missiles). The magic missiles spring forth from the hand 
  crossbow as if it were a wand of magic missiles. 
   
  Possessions: MW whip, MW hand crossbow. 
   
  Physical Description: See above. 
   
  APL 10 (EL 12) 
  9-HD Suit Jester (1): CR 10; Large construct (9 ft. tall); 
  HD 2d10 + 7d10; hp 49; Init +2; Spd 40 ft.; AC 24, touch 
  11, flat-footed 22 [-1 size, +2 Dex, +4 natural, +9 
  enchanted armor]; Base Atk + 8/+3, Grp +14, Atk +18 
  melee (2d4+10/19-20/x2], +2 spiked chain), +14 melee 
  (1d10+6/19-20/x2], heavy flail); Full Atk +18/+13 melee 
  (2d4+10/19-20/x2], +2 spiked chain), +14/+9 melee 
  (1d10+6/19-20/x2], heavy  flail); Face/Reach 10ft./10ft.; 
  SQ Darkvision 60 ft., Hardness 10 (iron), construct 
  traits, SR 16; AL N; SV Fort +5, Ref +4, Will +2; Str 22, 
  Dex 14, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Hide +4, Listen +4, Move Silently +4, 
  Spot +4; Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain), Improved Critical 
  (spiked chain), Power Attack [+9 BAB], Combat 
  Reflexes. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: +2 spiked chain, heavy flail. 
   
  Physical Description: see above. 
  8-HD Chairy (1): CR 9; Medium construct (5 ft. tall); 
  HD 2d10+6d6; hp 32; Init +2; Spd 50 ft.; AC 20, touch 
  12, flat-footed 18 [+2 Dex, +8 natural]; Base Atk +5, Grp 
  +8, Atk +9 melee: (1d8+4/x2, +1 light flail) or 
  (1d6+4/x2, +1 club) or (1d6+4/x3, +1 handaxe) or 
  (1d6+4/x2, +1 kama), +8 melee (1d6+3/x2, nunchaku) 
  or (1d6+3/x2, siangham) or (1d4+3/x4, light pick), 
  (1d4+3/x2, light hammer); Full Atk +9 melee: 
  (1d8+4/x2, +1 light flail) or (1d6+4/x2, +1 club) or 
  (1d6+4/x3, +1 handaxe) or (1d6+4/x2, +1 kama), +8 
  melee (1d6+3/x2, nunchaku) or (1d6+3/x2, siangham) 
  or (1d4+3/x4, light pick), (1d4+3/x2, light hammer); 
  Face/Reach 5ft./ 5ft.; SA sneak attack +3d6, evasion, 
  uncanny dodge (can’t be flanked); SQ Darkvision 60 ft., 
  Hardness 5 (wood), construct traits; AL N; SV Fort +2, 
  Ref +7, Will +2; Str 16, Dex 14, Con -, Int 7, Wis 10, Cha 
  7. 
   
  Skills & Feats: Hide +6, Listen +4, Spot +4, Tumble 
  +16; Dodge, Mobility. 
   
  SQ: Construct traits, Hardness (see APL6) 
   
  SA: Sneak Attack, Evasion {per rogue} 
   
  Possessions: +1 light flail, +1 club, +1 handaxe, +1 
  kama, MW nunchaku, MW siangham, MW light pick, 
  MW light hammer. 
   
  Physical Description: See above. In any given round, 
  Chairy can attack twice each with any two of its 
  weapons. 
   
  8-HD Alchy Hurlic (1): CR 8; Medium construct (5 ft. 
  tall); HD 2d10+6d6; hp 32; Init +3; Spd 50 ft.; AC 20, 
  touch 13, flat-footed 17 [+3 Dex, +7 natural]; Base Atk 
  +5, Grp +5, Atks: three ranged attacks per round 
  [choose two at the highest bonus and one at the lowest] 
  +9 ranged touch (1d6, flask of alchemist's fire), +9 
  ranged touch (special [see PHB p. 129, tanglefoot bag), 
  +8 ranged touch (1d6, flask of acid), +8 ranged touch 
  (special [see PHB p. 129], thunderstone), +8 ranged 
  touch (special [see PHB p. 129, smokestick) or +5 melee 
  (1d2 + poison [Fort save to resist (DC 18); 1d6 Dex / 
  1d6 Dex], needle with giant wasp poison); Full Atks: 
  three ranged attacks per round [choose two at the 
  highest bonus and one at the lowest] +9 ranged touch 
  (1d6, flask of alchemist's fire), +9 ranged touch (special 
  [see PHB p. 129, tanglefoot bag), +8 ranged touch (1d6, 
  flask of acid), +8 ranged touch (special [see PHB p. 129], 
  thunderstone), +8 ranged touch (special [see PHB p. 
  129, smokestick) or +5 melee (1d2 + poison [Fort save 
  to resist (DC 18); 1d6 Dex / 1d6 Dex], needle with giant 
  wasp poison); Face/Reach 5ft./ 5ft.; SQ Darkvision 60 
  
  Folly 
   
  Page 36 
  ft., Hardness 5 (wood), construct traits; AL N; SV Fort 
  +2, Ref +8, Will +2; Str 10, Dex 16, Con -, Int 7, Wis 10, 
  Cha 7. 
   
  Skills & Feats: Hide +7, Listen +4, Move Silently +7, 
  Spot +4; Point Blank Shot, Far Shot (grenadelike 
  weapons), Weapon Focus (alchemist's fire), Weapon 
  Focus (tanglefoot bag), Rapid Shot (included above). 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: at least 4 each of the alchemy items it 
  uses in combat. 
   
  Physical Description: Each round it throws three of 
  the following (DM’s choice): a flask of alchemist's fire, a 
  flask of acid, a smokestick, a thunderstone, or a 
  tanglefoot bag. 
   
  8-HD Bi-Saddle (1): CR 8; Medium construct (5 ft. tall); 
  HD 2d10+6d6; hp 32; Init +3; Spd 40 ft.; AC 21, touch 
  13, flat-footed 18 [+3 Dex, +8 natural]; Base Atk +5, Grp 
  +7, Atk +7 ranged (trip or disarm attack, whip); Full Atk 
  +7 ranged (trip or disarm attack, whip); Face/Reach 
  5ft./ 5ft.; SA Spell-like ability, Trip attack (PHB p. 139), 
  Disarm opponent; SQ Darkvision 60 ft., Hardness 3 
  (cured leather), construct traits; AL N; SV Fort +2, Ref 
  +5, Will +5; Str 14, Dex 16, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Concentration +8, Hide +7, Listen 
  +4, Move Silently +7, Spot +4; Point Blank Shot, 
  Improved Disarm, Snatch Weapon (S&S), Empower 
  Spell. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  SA: Reloading Equipment (Su) – Bi-saddle has the 
  supernatural ability to reform a whip as a free action, 
  whenever it loses its weapon. 
   
  Spell-like abilities (Sp): 6/day — magic missile. This 
  ability is as the spell cast by a 7th level sorcerer (4 
  missiles). 4/day – empowered magic missile, per the 
  Empower Spell feat.  The magic missiles spring forth 
  from the hand crossbow as if it were a wand of magic 
  missiles. 
   
  Possessions: MW whip, MW hand crossbow. 
   
  Physical Description: See above. 
  APL 12 (EL 14) 
  11-HD Suit Jester (1): CR 12; Large construct (9 ft. tall); 
  HD 2d10 + 9d10; hp 60; Init +3; Spd 40 ft.; AC 27, touch 
  12, flat-footed 24 [-1 size, +3 Dex, +4 natural, +11 
  enchanted armor]; Base Atk +10, Grp +16, Atk +20 
  melee (2d4+11/19-20/x2], +2 spiked chain), +16 melee 
  (1d10+7/19-20/x2], heavy flail); Full Atk +20/+15 melee 
  (2d4+11/19-20/x2], +2 spiked chain), +16/+11 melee 
  (1d10+7/19-20/x2], heavy flail); Face/Reach 5ft. x 5ft./ 
  10ft.; SQ Darkvision 60 ft., Hardness 10 (iron), 
  construct traits, SR 18; AL N; SV Fort +6, Ref +5, Will 
  +2; Str 24, Dex 16, Con -, Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Hide +4, Listen +4, Move Silently +4, 
  Spot +4; Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain), Improved Critical 
  (spiked chain), Power Attack [+11 BAB], Combat 
  Reflexes, Blind-fight, Power Lunge. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: +2 spiked chain, heavy flail. 
   
  Physical Description: see above. Suit Jester’s first 
  action is to partial charge a PC to take advantage of the 
  Power Lunge feat. 
   
  10-HD Chairy (1): CR 11; Medium construct (5 ft. tall); 
  HD 2d10+8d6; hp 39; Init +3; Spd 50 ft.; AC 23, touch 
  13, flat-footed 20 [+3 Dex, +10 natural]; Base Atk +7, 
  Grp +11, Atks +11 melee, +11 melee, +11 [attack twice 
  each with any three of the following]: (1d8+5/x2, +1 
  light flail), (1d6+5/x2, +1 club), (1d6+5/x3, +1 handaxe), 
  (1d6+5/x2, +1 kama), (1d6+5/x2, +1 nunchaku), 
  (1d6+5/x2, +1 siangham), (1d4+4 [x4], MW light pick), 
  (1d4+4/x2, MW light hammer); Full Atks +11/6 melee, 
  +11/+6 melee, +11/+6 [attack twice each with any three 
  of the following]: (1d8+5/x2, +1 light flail), (1d6+5/x2, 
  +1 club), (1d6+5/x3, +1 handaxe), (1d6+5/x2, +1 kama), 
  (1d6+5/x2, +1 nunchaku), (1d6+5/x2, +1 siangham), 
  (1d4+4 [x4], MW light pick), (1d4+4/x2, MW light 
  hammer); Face/Reach 5ft./ 5ft.; SA sneak attack +4d6, 
  evasion, uncanny dodge (can’t be flanked); SQ 
  Darkvision 60 ft., Hardness 5 (wood), construct traits; 
  AL N; SV Fort +2, Ref +9, Will +2; Str 18, Dex 16, Con -, 
  Int 7, Wis 10, Cha 7. 
   
  Skills & Feats: Hide +7, Listen +4, Spot +4, Tumble 
  +13; Dodge, Mobility, Spring Attack. 
   
  SQ: Construct traits, Hardness (see APL6) 
   
  SA: Sneak Attack, Evasion {per rogue} 
   
  Possessions: +1 light flail, +1 club, +1 handaxe, +1 
  kama, MW nunchaku, MW siangham, MW light pick, 
  MW light hammer. 
   
  Physical Description: See above. In any given round, 
  Chairy can attack twice each with any three of its 
  weapons.  
  10-HD Alchy Hurlic (1): CR 10; Medium construct (5 
  ft. tall); HD 2d10+8d6; hp 39; Init +4; Spd 50 ft.; AC 22, 
  touch 14, flat-footed 18 [+4 Dex, +8 natural]; Base Atk 
  +7, Grp +7, Atk: three ranged attacks per round [choose 
  two at the highest bonus and one at the lowest] +12 
  ranged touch (1d6, flask of alchemist's fire), +12 ranged 
  touch (special [see PHB p. 129, tanglefoot bag), +11 
  ranged touch (1d6, flask of acid), +11 ranged touch 
  (special [see PHB p. 129], thunderstone), +11 ranged 
  touch (special [see PHB p. 129, smokestick) or +7 melee 
  (1d2 + poison [Fort save to resist (DC 24); 1d6 Str / 1d6 
  Str], needle with purple worm poison); Full Atk: three 
  ranged attacks per round [choose two at the highest 
  bonus and one at the lowest] +12/+7 ranged touch (1d6, 
  flask of alchemist's fire), +12/+7 ranged touch (special 
  [see PHB p. 129, tanglefoot bag), +11/+6 ranged touch 
  (1d6, flask of acid), +11/+6 ranged touch (special [see 
  PHB p. 129], thunderstone), +11/+6 ranged touch 
  (special [see PHB p. 129, smokestick) or +7/+2 melee 
  (1d2 + poison [Fort save to resist (DC 24); 1d6 Str / 1d6 
  
  Folly 
   
  Page 37 
  Str], needle with purple worm poison); Face/Reach 
  5ft./ 5ft.; SQ Darkvision 60 ft., Blindsight 60 ft., 
  Hardness 5 (wood), construct traits; AL N; SV Fort +2, 
  Ref +10, Will +2; Str 10, Dex 18, Con -, Int 7, Wis 10, 
  Cha 7. 
   
  Skills & Feats: Hide +8, Listen +4, Move Silently +8, 
  Spot +4; Point Blank Shot, Far Shot (grenadelike 
  weapons), Weapon Focus (alchemist's fire), Weapon 
  Focus (tanglefoot bag), Rapid Shot (included above). 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: at least 4 each of the alchemy items it 
  uses in combat. 
   
  Physical Description: Each round it throws three of 
  the following (DM’s choice): a flask of alchemist's fire, a 
  flask of acid, a smokestick, a thunderstone, or a 
  tanglefoot bag. 
  10-HD Bi-Saddle (1): CR 10; Medium construct (5 ft. 
  tall); HD 2d10+8d6; hp 39; Init +4; Spd 40 ft.; AC 23, 
  touch 14, flat-footed 19 [+4 Dex, +9 natural]; Base Atk 
  +7, Grp +10, Atk +12 ranged (trip or disarm attack, +1 
  whip); Full Atk +12/+7 ranged (trip or disarm attack, +1 
  whip); Face/Reach 5ft./ 5ft.; SA Spell-like ability, Trip 
  attack, Disarm opponent; SQ Darkvision 60 ft., 
  Hardness 3 (cured leather), construct traits; AL N; SV 
  Fort +2, Ref +6, Will +6; Str 16, Dex 18, Con -, Int 7, Wis 
  10, Cha 7. 
   
  Skills & Feats: Concentration +10, Hide +8, Listen 
  +4, Move Silently +8, Spot +4; Point Blank Shot, Exotic 
  Weapon (whip), Exotic Weapon (hand crossbow), 
  Improved Disarm, Snatch Weapon (S&S). 
   
  SA: Reloading Equipment (Su) – Bi-saddle has the 
  supernatural ability to reform a whip as a free action, 
  whenever it loses its weapon. 
   
  Spell-like ability (Sp): 6/day — magic missile. This 
  ability is as the spell cast by a 9th level sorcerer (5 
  missiles). 6/day – empowered magic missile, per the 
  Empower Spell feat. The magic missiles spring forth 
  from the hand crossbow as if it were a wand of magic 
  missiles. 
   
  SQ: Construct traits, Hardness (see APL4) 
   
  Possessions: +1 whip, MW hand crossbow. 
   
  Physical Description: See above. 
  
  Folly 
   
  Page 38 
  APPENDIX 2: CONSCIOUSNESS TRANSFER MECHANIC 
  One of the unique aspects of Folly is the alteration PCs undergo when entering the town. The basic mechanic is that a 
  PC’s consciousness is transferred to another PC’s body. The rationale behind this transfer is the malfunctioning wards at 
  the “whirlwind” building at Folly (Refer to DM Aid #2). The wards now have the effect of transferring the consciousness 
  of one person into another person with whom he/she is most familiar. This consciousness transfer occurs in pairs: the 
  consciousness of character A is transferred into the body of B and the consciousness of B goes into the body of A. The 
  mechanics of the consciousness transfer are: 
    
  1) In the beginning of the scenario the PCs are formally interviewed by Lebarat before being accepted on the mission. 
  This interview gives players a chance to learn more about their comrades’ personalities.  
   
  2) Upon entering the valley of Folly (Encounter 1), the DM reads the descriptive text explaining that the PCs don’t feel 
  like themselves. The transfer can be explained as if due to a modified trap the soul spell with a trigger object of the ground 
  at Folly. The DM then tells the players to choose another player to swap PCs with. The players should then switch 
  character sheets (and associated materials). Note: In the case when there are an odd number of PCs (3 or 5), one PC will 
  retain his consciousness. Let the players decide or the DM will have to choose the player who is least associated with the 
  others.  
   
  The authors’ intent is to put your PC in the hands of the person you trust most to run them. [In the special case of 
  cohorts, the DM should try to separate the player from both of his characters since there is no challenge (or fun) in 
  simply playing your cohort as your primary and vice versa. At tables of 4 players where the cohort is the odd numbered 
  PC, the original player should run his/her cohort to reduce the confusion level. 
   
  3) Once the transfer has occurred, the following rules apply: 
   
  Paired players/PCs must trade character sheets, equipment lists, spell lists, Master Item Logsheets, and other 
  support materials. 
   
  Player pairs may communicate freely (tactical advice, understanding spell lists, special abilities, prestige classes, 
  etc…) but the true owner of the character cannot be allowed to essentially run his character. He should not be 
  permitted to look at his original character resources.  
   
  Players retain their original PC’s consciousness (personality, memories, history) but now function within a 
  completely different body. This includes the new body’s mental characteristics (Int, Wis, and Cha). We draw a 
  distinction here between “mind transfer” and “consciousness transfer”. Along these lines, spells are prepared, not 
  memorized, so they are not part of memory. 
   
  All skills, feats, spellcasting, and racial/class abilities function as normal. The new consciousness has no difficulty 
  accessing abilities of the body it now inhabits. 
   
  This is consciousness transfer, not a brain transfer. It is the sense of awareness that has moved, not the mind itself. 
  (Other ways to describe it are “identity”, “soul”, or “self”.) Mental skills and abilities of the new body are still usable. The 
  PC’s consciousness has taken on a new physical and mental form (represented by another player’s PC), but his 
  character’s personality, memories, fears, history, and passions remain the same. 
   
   
  Example: Tordek (Ftr1) and Mialee (Wiz1) undergo the consciousness transfer. Now Tordek’s consciousness is in 
  Mialee’s body (and vice versa). Tordek is now essentially a Wiz1 with all the associated abilities, feats, and skills from 
  Mialee’s character sheet. Tordek’s consciousness retains his memories and personality but is now trapped in a body that 
  has spellcasting ability, different skills, knowledge, and feats. Tordek can function perfectly as a Wiz1. 
   
  Mialee now is essentially a Ftr1. She still maintains her own consciousness (memories and personality) but must 
  use the skills and abilities on Tordek’s character sheet. She is aware that she used to be a wizard, but she can’t cast spells 
  and remembers nothing of her former Spellcraft or Knowledge skills. It may be helpful for the player to consider 
  roleplaying their new PC as if they had selective amnesia. 
   
  4) In game mechanics terms, the only obstacle a player has to playing the new PC in front of him is that he isn’t familiar 
  with the character. There are no obstacles involving game mechanics. The player should try to play the new PC with 
  some of his original PC’s personality, but that’s about it. (It’s time to really earn that roleplaying XP award.) 
   
  
  Folly 
   
  Page 39 
  5) The main goal of the scenario is to figure out how to get the consciousnesses back into the correct bodies. The PCs 
  can do this by properly reconstructing the whirlwind building, by using the Control Room in Encounter 4. 
   
  6) In the case of character death, the consciousness suffers the effects. Even though players appear to be running 
  another PC, their consciousness (“identity” or “soul”) remains with them. In the above example, it would be foolish for 
  Tordek (now functionally playing Mialee’s wizard) to charge into combat and act like a melee fighter. If he dies, Tordek 
  suffers the consequences when the scenario ends, not Mialee. Still, it is appropriate to punish the offending player for 
  actions that deliberately put another player’s character in jeopardy. Thus, in the event of a PC death while the original 
  player is not playing the PC, the consciousness of each character reverts to normal. The result is that the player who got 
  another player’s PC killed finds their own PC dead, while the PC they got killed is restored to normal health. Non-fatal 
  consequences, like the feeblemind effect from the sword Anarchrona, do not harm the original PC until the end of the 
  scenario. This mechanic is in place mostly for fairness in the game, but it may be explained as an artifact of the 
  consciousness swapping problem in the valley of Folly-- a remnant of the Zagig-designed wards. 
   
  7) The effects of divinations. A PC may decide to cast divination spells after their consciousness has transferred. 
  Divinations that affect items or areas work normally. So, locate object and clairvoyance work. Divinations that affect other 
  creatures like detect thoughts, locate creature, and scry do not work at all. This is due to the remaining (and malfunctioning) 
  magical wards at Folly. At the judge’s discretion, they may give confusing or random results. Divinations that target the 
  caster (like true strike) are not affected. 
   
  8) The problem of players complaining about the scenario. During a playtest, some players strongly objected to this 
  consciousness transfer mechanic. They resented the notion that another player was running their PC. If, when judging 
  this scenario, you encounter hostility to the consciousness transfer mechanic, you may allow the players to portray their 
  original PCs. One way to implement this is to allow the PCs a choice each time they enter a new encounter (arrival at the 
  room) whether they want to revert back to their original character. This can be explained as the "stress of combat", the 
  "vagaries of the room", etc..  
   
  This reversion comes with a penalty! Any PC who elects to play his original PC at any time during Folly sacrifices 
  the special ability "Fortune of the Absurdly Incongruous" and the access to new feats. Entropimus will drop hints that 
  reverting back to normal is "against the designs of the master... I'm sure his madness is testing us and will grant us a 
  great reward for our trial." This way PCs have been warned that they may be giving up a special adventure item. 
   
  If only one PC of a pair wants to revert back, they should be permitted to. This may require a re-shuffling of 
  consciousnesses: players who want to continue as-is should not be punished.  Curiously (or perhaps because of 
  Entropimus' unique connection to Zagyg), Lebarat and Entropimus cannot revert to their original personalities unless 
  the final puzzle is solved. 
  
  Folly 
   
  Page 40 
  APPENDIX 3: NPCS
  � Sir Lebarat Tirien: male human Pal8/Wiz5 
  (Transmuter, banned schools: enchantment and 
  illusion); CR 13; Medium Humanoid (6 ft. 2 in. tall); 
  HD 8d10 + 5d4 + 26; hp 93; Init +2 (Dex); Spd 20 ft. or 
  30 ft.; AC 23, Touch 11, Flat-footed 22 (+10 +2 Full Plate, 
  +2 large steel shield, +1 Dex [limited by max dex of full 
  plate]); Base Atk +10, Grp +12, Atk +15 melee 
  (1d10+5/19-20/x2], +3 bastard sword); Full Atks 
  +15/+10 melee (1d10+5/19-20/x2], +3 bastard sword); 
  SA smite evil x/day, turn undead x/day; SQ Detect Evil, 
  divine grace, divine health, lay on hands (24 points per 
  day), aura of courage, remove disease 2/week; AL LG; 
  SV Fort +12, Ref +8, Will +10; Str 14, Dex 14, Con 14, 
  Int 13, Wis 12, Cha 17. 
   
  Skills and Feats: Craft (painting) +3, Diplomacy +9, 
  Knowledge (arcana) +8, Knowledge (history) +2, 
  Knowledge (religion) +2, Knowledge (nobility & 
  royalty) +5, Knowledge (the planes) +6, Ride +15, 
  Spellcraft +8, Swim +3, Use Rope +3; Exotic Weapon 
  Proficiency (Bastard Sword), Blind-Fight, Mounted 
  Combat, Leadership, Scribe Scroll, Brew Potion, Silent 
  Spell, Skill Focus (Spellcraft) 
   
  Equipment: Amulet of the Planes (along with metal 
  forks tuned in to a few locations in the Flanaess), 
  Amulet of Proof Against Detection and Location (which he 
  wears in preference to his other amulet most of the 
  time), +2 Full Plate, +3 Bastard Sword, Large steel shield 
  with Shield Lands heraldry on it, +2 Dagger, silver holy 
  symbol of Heironeous, disguise kit, Bag of Holding 
  (weighs 15lb, has 250 lb. weight limit) containing a 
  wide assortment of alchemical gear, kept safe from 
  damage by being carefully bundled in the bag. 
   
  Paladin Spells Prepared (2, save DC = 11 + spell 
  level): 1st -- cure light wounds, endure elements. 
   
  Wizard Spells Prepared (4/5/3/2, save DC = 11 + 
  spell level, arcane spell failure 35%): 0 -- detect magic, 
  detect poison, read magic, resistance; 1st -- shield, 
  expeditious retreat, feather fall, grease, message; 2nd -- 
  whispering wind, locate object, bull’s strength;  3rd -- 
  haste, phantom steed.  
   
  Spellbook: 0 -- [all cantrips]; 1st -- [jump, spider 
  climb, shield, true strike, endure elements, mount, 
  expeditious retreat, feather fall, grease, message]; 2nd -- 
  [resist elements, see invisibility, bull’s strength, cat’s 
  grace, 
  bear’s 
  endurance, 
  alter 
  self, 
  invisibility, 
  whispering wind, locate object]; 3rd -- [haste, gaseous 
  form, fly, water breathing, protection from elements, 
  keen edge, phantom steed] 
   
  Sir Lebarat Tirien <leb-AIR-et TEER-y-en> is 35 
  years old with a full head of prematurely grey hair. His 
  face is chiseled and he has a commanding personal 
  presence. Lebarat started his adventuring career in the 
  Shield Lands as a paladin of Heironeous. He is a former 
  Knight of Holy Shielding whose life took a strange 
  turn (see below). Lebarat has traveled throughout the 
  Flanaess and the planes of existence using his Amulet of 
  the Planes. 
   
  Lebarat has many stories to tell of history, nobility, 
  war, and the like. He doesn’t volunteer much about his 
  own background, but he will share some of it with PCs, 
  if asked. He is a paladin of some reknown (Bardic 
  Knowledge DC18, Knowledge(history) DC12), who 
  fought alongside Artur Jakartai outside the wall of 
  Chendl in Furyondy’s defense against Iuz. He 
  currently supports the reoccupation of the Shield 
  Lands by undertaking special missions for the Knights 
  of Holy Shielding. 
   
  Lebarat and Entropimus are old adventuring 
  buddies, members of a company known as The Six 
  from Iron. Their friendship was originally a very strong 
  one, but it splintered when Entropimus began 
  worshipping 
  Zagyg. 
  The 
  adventuring 
  company 
  eventually unraveled and members went their separate 
  ways. Since that time, Lebarat only has occasional 
  dealings with Entropimus; the focus of their discussion 
  is almost exclusively about the machinations of Iuz—a 
  subject which they are both intensely interested in. 
   
  Lebarat conducts himself entirely as a paladin, 
  revealing none of his alchemical expertise. His 
  transformation to an alchemist occurred during a 
  particularly strange journey to a tesseract of Zagyg’s 
  design. The Mad Archmage thought the paladin 
  reminded him of the hero-god Murlynd. Zagyg thus 
  set events in motion causing Lebarat’s next level to be 
  Wiz1 with the Brew Potion feat. Touched by Zagyg, 
  Lebarat subsequently became skilled at spells and 
  alchemy. Though he retains his paladin abilities, he can 
  never return fully to his former life. He laments this 
  only slightly. For example, his squire is now lost to 
  him. 
   
  Lebarat owns a store in the Clerkburg section of 
  Greyhawk City called The Noble Elements. He also 
  owns several other franchised alchemy shops in 
  Critwall, Irongate, Gryrax, and Dark Gate in the 
  Yeomanry. With them, he provides quality potions and 
  alchemy items at fair prices, mostly to cities in need. 
  His amulet of the planes allows him to hop back and 
  forth between shops, making it very easy to adequately 
  manage the business over vast distances. Lebarat uses 
  all the proceeds from the alchemy shops to financially 
  support the reclamation of the Shield Lands. 
  
  Folly 
   
  Page 41 
  � Entropimus: 
  male 
  human 
  Clr10/Cntmplt3 
  (Contemplative); CR 13; Medium Humanoid (5 ft. 8 in. 
  tall); HD 10d8 + 3d6 + 26; hp 91; Init +0; Spd 30 ft.; AC 
  21, touch 10, flat-footed 21 (+6 +5 Heavy Fortification 
  Padded Armor, +5 +3 spell resistance (13) large wooden 
  shield; Base Atk +6; Grp +8; Atk +11 melee (1d6+5/x2, +3 
  padded club); Full Atk +11/+6 melee (1d6+5/x2, +3 
  padded club); SA rebuke undead; SQ divine health, 
  slippery mind, divine wholeness; AL CN; SV Fort +11, 
  Ref +5, Will +13; Str 14, Dex 11, Con 14, Int 12, Wis 19, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Craft 
  (trapmaking) +10, Knowledge (arcana) +7, Knowledge 
  (the planes) +7, Knowledge (religion) +15, Knowledge 
  (slimes, oozes, jellies, and molds of Oerth) +7, Scry +10, 
  Spellcraft +10; Combat Casting, Iron Will, Spell 
  Penetration, Greater Spell Penetration, Jack of All 
  Trades, Craft Wondrous Item. 
   
  Divine Health (Ex): immune to all diseases, 
  including magical diseases.  
   
  Slippery Mind (Ex): if affected by an enchantment 
  and failed saving throw, may attempt the saving throw 
  again one round later.  
   
  Divine Wholeness (Su): may cure own wounds once 
  each day. May cure up to twice current level in hit 
  points and may spread out healing over several uses. 
   
  Cleric Spells Prepared (6/8/8/7/6/5/4/3; save  DC = 
  17 + spell level): 0 -- [detect poison, resistance, purify 
  food and drink, read magic, detect magic/x2]; 1st -- 
  [random action*, detect secret doors, protection from 
  evil, endure elements/x2, sanctuary, shield of faith, 
  Nystul's undetectable aura]; 2nd -- [touch of madness*, 
  detect thoughts, identify/x2, lesser restoration, delay 
  poison, augury, resist elements];  3rd -- [dispel magic*, 
  clairaudience/clairvoyance, create food and water, 
  magic circle against evil, locate object, remove 
  blindness/deafness, remove curse]; 4th -- [divination*, 
  confusion, freedom of movement, spell immunity, 
  restoration, sending]; 5th -- [spell resistance*, bolts of 
  bedevilment, true seeing, summon monster V, 
  commune]; 6th -- [antimagic field*, greater dispelling, 
  word of recall, find the path]; 7th -- [spell turning*, 
  control weather, repulsion].  
   
  *Domain spell. Domains: [Madness (Insanity score 
  = 6. For determining bonus spells and save DCs, add 
  this score to Wisdom and use the result in place of 
  Wisdom alone. For all other purposes, such as skill 
  checks and saving throws, subtract this score from your 
  Wisdom score and use the result in place of Wisdom 
  alone. Once per day, subject can see and act with the 
  clarity of true madness. Use insanity score as a bonus to 
  a single roll involving Wisdom, such as a Listen check 
  or a Will saving throw. Choose to use this power before 
  the roll is made.); Knowledge (All Knowledge skills are 
  class skills. Cast divinations at +1 caster level); Magic 
  (Use scrolls, wands, and other devices with spell 
  completion or spell trigger activation as a wizard of 
  one-half your cleric level)]. 
   
  Possesions: Figurine of Wondrous Power (ebony fly), Rod 
  of Wonder, “Ring of Gookinesis” (a Ring of Telekinesis that 
  only works on oozes, slimes, molds, and jellies), 
  Luckstone, +5 Heavy Fortification Padded Armor, +3 spell 
  resistance (13) large wooden shield, +3 Padded Club, 
  Golembane scarab, Heward's Handy Haversack, electrum 
  holy symbol of Zagyg (with spinner). 
   
   
  Most of what is known of Entropimus comes from 
  his own declarations. His every behavior, every 
  thought, and every action can best be described as 
  ludicrous 
  or 
  absurdly 
  incongruous. 
  Whether 
  Entropimus is insane by magic or curse cannot be 
  easily determined. By some good fortune, his insanity 
  generally takes a humorous form, rather than a 
  dangerous mania. Certainly, much of his crazy 
  behavior is self-induced.  
   
  Curiously, he lives a charmed life. Disasters have a 
  peculiar record of happening to those near him, but 
  never to him. Zagyg is most likely pleased with and 
  watches over him. 
   
  Entropimus goes by yet another name: E~. He 
  prefers to be called “E squiggle”. His reasons for this 
  differ with his mood. One reason was, “I don’t want 
  anyone gaining power over me by knowing my name 
  and saying it too often”. Another was, “I intend to 
  honor Zagyg’s accomplishments by donning the title 
  that he gave to F sguiggle when he took his staff.” 
   
  Entropimus is banned from entering or residing in 
  the City of Greyhawk. This is due to his confirmed and 
  unapologetic involvement in an incident whereby a 
  lich was released into the Greyhawk Guild of Wizardry 
  in CY 584. E~ lives in a tower complex west of the 
  Selintan, in the closest safe location he could find to his 
  master’s 
  former 
  domain 
  – 
  Castle 
  Greyhawk. 
  Entropimus was once known by a different name and 
  served a different deity. Years ago, he was known as 
  Maximus from the land of Idee. In those days, he 
  worshipped Joramy, the vengeful volcano goddess. 
   
  The tale of his conversion to Boccob and 
  eventually Zagyg is a long one. He claims to have 
  personally met Zagyg when he appealed to Boccob to 
  protect him from the wrath of Joramy (for leaving her 
  faith). The meeting changed his life. He further claims 
  to have survived, along with his adventuring party, an 
  extradimensional tesseract that Zagyg’s designed to test 
  his faith. He tells stories of not being allowed to choose 
  his spells, having his hands turned to hooves for a year, 
  being followed around by a ceramic sculpture from the 
  future that acted as his pet, and all manner of nonsense. 
  He has made the audacious claim that in the bottom of 
  the Tower of Zagyg (at Castle Greyhawk) he signed a 
  visitor’s register, attended by a lich. A register that also 
  included the venerable names of Mordenkainen and 
  Bigby. 
   
  In E~’s tower complex and “temple” he indulges 
  his weirdest ideas and craziest notions. At the site is the 
  highly dangerous Museum of the Slimes, Molds, and 
  
  Folly 
   
  Page 42 
  Jellies of Oerth. Of course, the museum is recognized 
  by no one save the cult of Zagyg. The cult itself lives in 
  and around E~’s tower where he administers absurdity 
  among his flock. The organizational structure of the 
  cult changes frequently, and followers often vie for the 
  attention of E~ himself. Cultists take unusual names 
  like Chaosius, Chaz Urblue, Cobboc, Erraticus, 
  Randomilia, Stochastikos, and the like. There is a 
  curious respect for golems and modrons within the 
  cult and part of the hierarchy could be said to center 
  around research in these fields. For one, E~’s second in 
  command (whom he changes with no particular 
  regularity) is called the Grand Diamond Golem 
  Imitator, an alleged reference to the belief that a 
  diamond golem exists within Zagig’s Castle Greyhawk. 
   
  In addition to stories from his life, some other odd 
  things E~ will talk about are: 
  • 
  Hey, maybe when we’re done here, we can 
  explore the Melted Fane. I hear it’s not far 
  from here. The lich Orlysse is said to have 
  built 
  a 
  dungeon 
  there 
  to 
  challenge 
  adventurers. What do you say, are we up for 
  it? 
  • 
  I know I talk about the diamond golem a lot, 
  but there is something almost as cool out 
  there that I didn’t manage to overcome. It’s in 
  the Valley of the Mage. There is this huge 
  golem colossus made of iron that stalks the 
  valley. It tried to climb a tree to get me as I 
  was surveying the valley on my ebony fly. Did I 
  mention that I also serve the Mage of the 
  Valley as one of his agents in the field? I call 
  him J squiggle. 
  • 
  Have you ever tried replacing your helmet 
  with a wicker basket? You’d be surprised how 
  effective it is. Most enemies assume that it 
  must certainly be magical, so they purposely 
  avoid hitting you in the head. Even 
  shambling mounds apparently understand 
  that wicker is a force to be reckoned with! 
  • 
  Lebarat would hate me for telling you this, 
  but he once challenged a Blackguard to single 
  combat. That was when Manny blinded him 
  so he couldn’t fight. Oh, wait, he actually 
  defeated Eril Rec. But there was this other 
  time when the beetle scarab tried to burrow 
  into his heart. 
  
  Folly 
   
  Page 43 
  APPENDIX 4: AUTOMATON  DRAWINGS 
   
   
   
  
  Folly 
   
  Page 44 
  PLAYER HANDOUT #1: DOCUMENT FOUND IN 
  CENTRAL ROOM 
   
  
  Folly 
   
  Page 45 
  PLAYER HANDOUT #2 – WHAT’S IN E~’S POCKET?  
   
  Entropimus (or “E squiggle” as he prefers to be called) had this document in his pocket, though it is unclear where he 
  obtained it. E~ wants to keep the document when the party is done with it, because it apparently was written in the hand 
  of Lord Mayor Zagig Yragerne, the mortal who allegedly ascended to become Zagyg – the demigod E~ worships. The 
  document is a one sided page that appears to be a journal entry. 
   
   
   
  “. . . so the conjuration building was imbued with abjurative magics. Curiously, as an effect of the wards, the rooms (and 
  fragments) had a strong tendency to push apart from one another. They form a vortex pattern which hints to the 
  elementalist forces – perhaps they suggest the existence of the quasi-elemental planes? Alas, this journal is not for 
  recording such theories. At the eye of this vortex hovers a staircase which I now term the control center. There, I 
  designed an apparatus to put the rooms back together. Wouldn’t old Kwalish be proud? It takes a good deal of energy to 
  hold the rooms together and I’m not thrilled that it takes a while to operate. I feel I am being paid back for the good 
  azure jelly of my experiments by this construction work I must perform before my conjurations. So, weeks in advance of 
  my need to summon, I send Grettir to reassemble the building. His marbled mind was not sufficient to grasp the higher 
  concepts involved in the vortex. We can, at least, be pleased that it does not belch. 
   
  I provided him instructions on how to identify, locate, and maneuver each piece of the building. By Boccob's 
  breath, Grettir follows no particular order when reintegrating the building! I devised a mapping with a technique to 
  prevent against unscrupulous meddling at the site – those levers I had lying around. I was disturbed by the amount of 
  each room and the need to apparently label each one. I only managed to “lever and label” the larger rooms for security. 
  This leaves Grettir with the task of “winging it” with the smaller pieces. He is my squishy man for this, considering the 
  risk of misaligning the pieces - Oh, the horrible noise and damage! Surely, the large pieces cannot survive more than one 
  incorrect conjunction. I did, still, caution Grettir against the eating of beans and . . . “ 
  
  Folly 
   
  Page 46 
  PLAYER HANDOUT #3 – ODE TO A GINGWATZIM  
   
   
  After defeating the balls of light in the room that folded up into a cube, a box appeared. Made out of roanwood, it has 
  large raised letters on it, spelling “GINGWATZIM”. On the bottom of the box is an etching with smaller letters. It is a 
  sort of poem, “Ode to a Gingwatzim”. 
   
   
  Gee, how it likes to spin 
  like an eye left with only color 
  At the inn, it zooms down to drain 
  And then spins again, gee! 
  It pulls the two of you apart 
  A shout goes up in the dark 
  as their morning tea tips over 
  but their last letter is unmoving;  
  I shake up and down, nervously, as if to flee 
  and must go on without ‘em. 
  
  Folly 
   
  Page 47 
  Addendum: D&D 3.5 conversion issues 
   
  Folly was written under 3rd edition D&D rules. It has not been converted to rules version 3.5.  The authors are aware of 
  the following issues relating to a rules conversion. 
   
  1)  NPC stat blocks must change to reflect new and altered skills, feats, spells, magic items, etc… 
   
  2)  The automatons have a hardness rating. In 3.5, adamantine weapons will easily overcome hardness. If adamantine 
  weapons will be abundant at 3.5 Living Greyhawk tables, the encounter with automatons will be significantly easier 
  than intended. A possible way to overcome this is to give the automatons an unnamed Damage Reduction rating. 
   
  3) The gingwatzim have a Damage Reduction rating that scales with how magical a weapon is.  That is, the easiest 
  gingwatzim have DR 10/+1 while tougher gingwatzim have DR 10/+3.  In playtest, the DR 10/+3 posed a significant 
  challenge to upper level parties, who may not own +3 weapons.  If the gingwatzim are converted under 3.5 rules to DR 
  10/magic, it will seriously weaken the difficulty of the encounter.  Therefore, the authors consider it wise to convert the 
  gingwatzim’s damage reduction rating to something difficult to overcome, such as an unnamed DR rating of DR 5/- or 
  DR 10/-. Or possibly a unique DR such as DR 5/padded.  In addition, Lebarat’s sword may have to be modified to allow it 
  to overcome the particular DR of the gingwatzim.  Alternatively, Lebarat may have a weapon (such as a padded club or 
  sap) if the DR is an unusual type. 
   
  4) The Zagig spellbooks in Encounter 5 are a primary treasure source. We state that the spellbooks contain all spells of a 
  given spell level. In 3.5, the numbers of spells at a given level may have changed. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/593/COR3-19 Folly (APL 2-12)/COR3-19 Folly.pdf