TEXT:  
  GEO3-01 
   
   
   
   
   
   
   
   
  A Small-Knowing 
  Soul 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Adventure 
  Version 1.0 
   
   
   
  by R. Michael Hinds 
   
   
   
   
   
  Terror, confusion, mutilated bodies, and missing persons.  A typical stroll in the lands of Gyruff.  A Geoff 
  regional adventure for APLs 4-10 and Verse Two in the Dirge of Revenge and Loathing. 
   
   
   
   
  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.  ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring 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 three 
  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. That said, 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. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who 
  are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This method 
  is used when the players want to know who 
  played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 3 
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 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. 
   
  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 following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  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. 
   
  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 one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 
  12 gp per round.  Rich Upkeep costs 50 gp per 
  round.  Luxury Upkeep costs 100 gp per round. 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 4 
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current 
  part of the LIVING GREYHAWK campaign, it may 
  be necessary to determine if this adventure takes 
  place during a full moon.  For game purposes, the 
  full moon lasts three days of each month. For a 
  given scenario that does not state the phase of the 
  moon, roll 1d10 before play begins. On a result of 
  1, the first day of the scenario is a night of the full 
  moon (roll 1d3 to determine where in the 
  sequence of three nights it falls). 
   
   
  Adventure Summary and 
  Background  
  This year three scenario builds upon events 
  detailed in GEO2-01 A Wise Man’s Son, the First 
  Verse in the Dirge of Revenge and Loathing.  The 
  judge is strongly urged to read the background 
  material in that scenario to develop a complete 
  picture of events and characters, although this is 
  not necessary to run this scenario. 
   
  Maldwyn and his cronies, having escaped 
  Midwood, find themselves without a real place in 
  the world.  Maldwyn is still bent on vengeance 
  against Ghanadar, and anyone who foiled his 
  previous schemes.  To finance his further 
  ambitions, he and his companions have taken to 
  raiding supply caravans (Gyri and giant alike).  In 
  addition, Maldwyn has come under the sway of the 
  teachings of Vecna.  Pacanan, a priest of Vecna, 
  passed through Geoff seeking leads on artifacts 
  and knowledge.  Pacanan ran afoul of Maldwyn 
  and his cronies, but after a turn, Maldwyn became 
  entranced with the man’s power and secret 
  knowledge.  Already, secrets made Maldwyn’s 
  freedom from Midwood possible and have 
  provided 
  a 
  means 
  to 
  avenge 
  himself.  
  Collaboration was established between Pacanan 
  and Maldwyn.  Pacanan led Maldwyn and his 
  cronies to the remains of the Russet Tower and 
  instilled him with a mission to learn its secrets.  
  Maldwyn complied but is still consumed with a 
  need for revenge against Ghanadar. 
   
  Nignub, 
  B’gorguul’s 
  cook 
  and 
  second-in-
  command, escaped the battle at Midwood with a 
  contingent of ogres.  Nignub was never loyal to 
  B’gorguul, as that glutton had gotten the lot of 
  them punished many times.  Nignub decided to 
  strike out on his own, using the muscle at his 
  command, to take over a small area and settle 
  down, perhaps raise a family.  The other ogres, 
  not wanting to be too distracted from their daily 
  nose-mining, followed Nignub on his quest.  An 
  ogre contingent does not travel well on empty 
  stomachs, so the group took to raiding supply 
  caravans. 
   
  Whilst preparing for a raid, Nignub and his cohort 
  were surprised to see they were not the only party 
  interested in that particular caravan.  Maldwyn, 
  whom Nignub recognized, was also attacking.  He 
  and his human cronies were standing off some 
  distance while a pack of zombies assaulted the 
  caravan.  Nignub stood down his attack, waiting to 
  see what would happen.  The caravan guards 
  looked as if they would hold their own against the 
  zombies, but then one of Maldwyn’s band fired his 
  crossbow into the melee, instantly slaying a guard. 
   Then Nignub witnessed Maldwyn command the 
  zombies to stand down while his friends piled all 
  the spoils into one wagon. 
   
  With their guard down, Nignub decided to attack.  
  No sooner had he entered the fray then he was 
  frozen in place by some fell magic.  Maldwyn 
  approached him, as did Wedros.  The other ogres 
  were listening to a song sung by Talog.  As 
  Wedros aimed his crossbow right between 
  Nignub’s eyes, Maldwyn spoke, offering Nignub a 
  deal: Once his preparations were complete, 
  Maldwyn would take over Midwood and he wanted 
  Nignub there, as a cover story for the giants.  In 
  return, Maldwyn would allow Nignub to brutalize 
  the populace now and again.  Nignub and some of 
  his cohorts now work for Maldwyn, keeping watch 
  within the topside ruins of the Russet Tower.  
  Maldwyn also introduced Nignub to what he first 
  thought was an ogress of exceptional quality, but 
  in fact was a degenerate hill giantess.  The two 
  have mated and produced a rare crossbreed 
  known as a horag. 
   
  Introduction 
  Either while traveling to or away from Hochoch, 
  the player characters (PCs) will come upon the 
  ruins of a caravan.  The wagons are largely intact, 
  though empty, and everyone is dead.  Clues lead 
  the PCs to follow the tracks of a wagon, leading 
  deep into the Contested Lands. 
   
  Encounter 1: When Armies Attack 
  Following the tracks, the PCs enter a most 
  unfortunate situation.  A clear trumpet call to their 
  left announces the presence of a large force of 
  Marchers.  An answering call from a throaty 
  baleful horn signals the encroaching hoard of 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 5 
  humanoids.  The PCs are in-between.  The two 
  forces charge one another, heedless of the small 
  band of PCs.  The wisest course of action is to 
  flee.   
   
  Encounter 2: Dogged Pursuit 
  The PCs have drawn the attention of a contingent 
  from the giant army and are relentlessly pursued 
  across the Contested Lands, eventually driving 
  them into the fog surrounding Midwood. 
   
  Encounter 3: Return to Midwood 
  The PCs enter the Warded Area, losing the 
  pursuing giant force, and are escorted by Arglwyth 
  Talvan.  Those whom Ghanadar favors are 
  allowed to stay in Midwood.  Others must be 
  vouched for by PCs Ghanadar already knows, or 
  by Talvan. 
   
  The characters are tended to by Talvan and have 
  a bite to eat at the Smiling Salmon.  Small talk in 
  the inn speaks of a sullen Ghanadar, a giant 
  preoccupied 
  with 
  an 
  obviously 
  distressing 
  problem.  Some townsfolk have received harsher 
  punishments as of late and they are worried about 
  what this may signal. 
   
  After the meal, Ghanadar approaches the PCs.  
  He asks them about the goings-on in the outside 
  world, obviously looking for some specific pieces 
  of information, but not finding what he wants.  
  Whether asked by the PCs or not, Ghanadar 
  requests their aid.  He explains that three days 
  ago a note was found nailed to the door of the new 
  Church of Allitur.  Talvan had found the note, read 
  it, and immediately brought it to Ghanadar.  
  Amidst the ravings was shocking news: Maldwyn 
  and his cronies had kidnapped Ghanadar’s bride.  
  Unless Ghanadar wanted to see her delivered to 
  Midwood piece-by-piece, Ghanadar must leave 
  Midwood and never return, whereupon Maldwyn 
  would assume the duties to which he was born. 
   
  During the past few days, Ghanadar has 
  attempted to discern the location of his bride to no 
  avail.  Time is running short and he does not know 
  what to do.  He cannot leave the town, for the 
  wards would fail and his giant masters could arrive 
  at anytime to obtain tribute.  He asks the PCs to 
  endeavor to find his bride.  To assist, he gives 
  them the silver wedding band he created with the 
  confiscated silver from the town.  Where his long-
  range detection spells failed, this band, enchanted 
  as it is, should lead the PCs to his bride’s location 
  like a divining rod. 
   
  Encounter 4: The Frightened Gnoll Knows 
  Provided the PCs accept, they are given the 
  wedding band and told they have three days to 
  find 
  Sirianna 
  before 
  Maldwyn’s 
  deadline.  
  Ghanadar teleports the PCs to a point near the 
  Stark Mounds. The wedding ring does indeed lead 
  them south near Gorna.  Along the way they find 
  an ornate litter with no wheels, which has been 
  robbed and its contingent slain.  No bodies are 
  evident, though careful searching turns up traces 
  of giant’s blood.  Lurking around the ruined 
  caravan is the gnoll ranger Rarkblak, whom the 
  PCs may have encountered in A Wise Man’s 
  Son.  Rarkblak has valuable information about 
  Maldwyn, whom he refers to as Silverface.  
  Originally, 
  Rarkblak 
  and 
  his 
  pack 
  helped 
  Silverface and Evil Heart (Wedros) attack this and 
  other caravans.  Then Silverface used members of 
  his pack for horrific experiments.  Rarkblak 
  managed to escape.  The horrors he witnessed 
  have made him a changed gnoll. 
   
  Encounter 5: The Russet Tower 
  Following the ring, the PCs end up at an 
  impressive ruin, the remains of the Russet Tower 
  (sooner with help from Rarkblak).  This was once 
  home to the Magus Aedan and his wife, Maga 
  Elspet.  Much has been spoken of this tower and 
  what may lie beneath. 
   
  Nignub, his hill giantess wife Buubag, and their 
  son, Hakat the horag, and some ogre kin, guard 
  the tower ruins.  If Rarkblak is with the PCs, they 
  may 
  circumvent 
  the 
  guards, 
  entering 
  the 
  Underhalls through a secret entrance. 
   
  Encounters 6-8: The Underhalls 
  Deciding how best to deal with the guardians, the 
  PCs then enter a maze of catacombs filled with 
  traps (magical and mundane), undead guardians, 
  and failed experiments.  Maldwyn and his cronies 
  are there, harassing the PCs and attempting to 
  thwart their plans and, in the case of Maldwyn, 
  obtain vengeance. 
   
  The bride of Ghanadar is a young, comely female 
  cloud giant named Sirianna.  She is not evil.  
  Sirianna is being held in a wall of force bubble 
  generated by a bizarre eldritch device.  The device 
  originally protected the Underhalls from intrusion, 
  but Pacanan was able to subvert its function.  
  Maldwyn now has the key to the eldritch device.  
  Sirianna explains that Maldwyn has found a way to 
  control and command undead to do his bidding, 
  for several follow him at all times. 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 6 
  The 
  final battle pits undead minions and 
  Maldwyn’s cronies against the PCs.  Maldwyn 
  makes a clean getaway to trouble the PCs at a 
  later time, but not before exacting a little revenge 
  on any PC with the Vengeance of Maldwyn 
  certificate. 
   
  Conclusion 
  Returning Sirianna to Ghanadar further galvanizes 
  his feelings toward the Gyri.  He tells the PCs he 
  will do his best to protect the town from 
  exploitation by the Sakhut.  Ghanadar has been 
  working at upgrading his wards since the 
  discovery of the note on the church.  He stops just 
  short of fully “opening” the town to the forces of 
  the Brenin.  He believes with more work he can 
  actually prevent the giant forces from entering. 
   
  There is some time pressure within the module.  
  Maldwyn has made a demand of Ghanadar, which 
  has a time limit.  The PCs are only aware of the 
  time limit when Ghanadar tells them.  The limit 
  begins at three days, but may be reduced due to 
  PC actions in the module.  Use the clock to move 
  sluggish groups along and to provide a sense of 
  urgency. Encounters 2 and 3 are meant to provide 
  strong impetus for the PCs to flee rather than fight. 
   Overwhelming odds are on their heels.  The judge 
  must make this clear through description and role-
  play.  Encounters 1 and 2 should take no more 
  than one-half hour of real time.  The PCs and 
  players should be out of breath, and thankful, 
  when they reach the solace of Midwood.  
  Encounters 3 and 4 should be limited to forty-five 
  minutes of real time.  
   
  Some may wonder why any PC from Geoff would 
  want to help a giant.  The caravan robberies and 
  murders should provide a subtext for rescuing the 
  kidnapped cloud giantess, as there is some 
  evidence the events are linked.  Those PCs with 
  their minds on the big picture may see Ghanadar 
  developing into a potential ally and Midwood as an 
  important staging area for forays deep into giant 
  territory. 
   
  There are some PCs or groups of PCs who, for 
  whatever reason, had a less than favorable 
  outcome for A Wise Man’s Son.  Somehow, 
  Ghanadar survived and all is as depicted in this 
  scenario.  Ghanadar, nor anyone else in Midwood 
  will make any comments on past misdeeds.  Just 
  have an NPC or two look at the PCs funny to 
  make them nervous. 
   
   
  Introduction 
  The day is sunny and pleasant, but cold, 
  making for an enjoyable trek across the 
  patrolled countryside of the Grand Duchy of 
  Geoff.  Father Winter’s time is waning, but he 
  could still breath up a nasty storm at any time. 
   Along your journey, others have joined you, 
  some familiar, some strange.  Despite the 
  bucolic surroundings, danger and a violent 
  death are ever present in this occupied land. 
   
  Even though the sun is shining and the weather is 
  good, it is still cold.  PCs without cold weather 
  gear (or suitable long-lasting magical protection) 
  must make a Fortitude save (DC 15 + 1 per 
  previous check) each hour of exposure or suffer 
  1d6 points of subdual damage.  A PC with 
  Wilderness Lore may receive a bonus to this 
  saving throw and provide others with a bonus as 
  well.  For full details on the dangers of cold, see 
  page 86 in the Dungeon Master’s Guide. 
   
  Just before reaching the crest of a rise in the 
  road, you hear the caws of many crows and 
  see several circling overhead.  Topping the 
  rise, you see the reason for the crows’ 
  excitement – at least a score of bodies are 
  spread around the wrecks of several wagons. 
   
  Allow the players a chance to declare any actions. 
   When they move down to investigate, read the 
  following: 
   
  Heading down the rise causes the feasting 
  crows to momentarily take flight, violently 
  cawing at the interruption of their feast.  The 
  crows settle back onto their meals, picking and 
  tearing at the greasy bloated corpses, their 
  dead coal black eyes challenging you to 
  disturb them again. 
   
  Scattered about the battered and overturned 
  caravan wagons are 20 corpses (10 humans, 4 
  gnomes, 2 dwarves, 2 bugbears, a half-elf, and an 
  orc).  The crows will react violently, but not 
  lethally, to inspection of the corpses.  Characters 
  examining the corpses should make Heal checks. 
   Check results are cumulative, i.e. a roll of 25 or 
  greater allows the PC to gain all information.  A 
  Heal check (DC 15) allows the PC to discover a 
  nasty crossbow bolt wound in one of the human 
  corpses, which was the primary cause of his 
  demise.  Additionally, the PC can determine death 
  occurred several days ago.  A Heal check (DC 20) 
  indicates some of the bodies were mutilated after 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 7 
  death.  A Heal check (DC 25) allows the 
  investigative PC to notice the orc, bugbear, and 
  one of the gnome corpses show signs of 
  advanced decay not indicated on the other bodies. 
   
  The caravan wagons have been stripped clean.  
  Everything of worth has been removed.  Those 
  inspecting the wagons may make an Intelligence 
  check (DC 12) to notice a pattern to the wagon’s 
  placement.  The wagons are in a rough circle, but 
  the circle has a large gap, about the size of 
  another wagon.  This information gives a +2 
  circumstance bonus to any attempts to track 
  below. 
   
  Either by gathering the information above or 
  through initiative (choosing to track), those PCs 
  with the Track feat may find out the following.  A 
  Wilderness Lore check (DC 12) allows the PC to 
  find wagon tracks leading away from the carnage. 
   A Wilderness Lore check (DC 15) reveals 
  evidence of bipeds moving alongside the wagon.  
  A Wilderness Lore check (DC 20) indicates those 
  bipeds were moving with an odd shuffling gate.  A 
  Wilderness Lore check (DC 25), in addition to 
  gathering all the previous information, leads the 
  intrepid PC to believe these odd shuffling bipeds 
  were among the dead, as their trails backtrack to 
  grass matted down from pressure and blood.  A 
  Wilderness Lore check (DC 35) allows the PC to 
  find evidence suggesting the attackers’ tracks 
  suddenly begin at a point some 30 feet away from 
  the caravan. 
   
  Should the PCs not wish to follow the missing 
  wagon, let them.  Near dusk, they come to a 
  farmhouse.  The farmer invites them in, should 
  they ask, and tells them a tale of the recent 
  caravan robberies and murders.  A Sense Motive 
  check (DC 12) indicates the farmer is holding 
  back, out of fear.  A Diplomacy check (DC 15) or 
  good role-playing makes the farmer figuratively 
  spill his guts. 
   
  Ayuh, I wuz out in the fields.  I wuz, ready ta 
  come in for the night.  I seen a man come a-
  stumblin’ toward me.  What wit all the robbin’ 
  and murderin’ here lately, I thought he might of 
  escaped.  I called out to him, but he didn’t 
  answer.  Always a cautious one, I am, so’s I 
  pick up me pitchfork an head over to him.  He 
  looked bad, he did.  I thought he was sick.  But 
  then I saw his eyes.  Cold an dark they were.  
  The thing opened its mouth an moaned a 
  terrible sound an rushed me!  I stabbed it wit 
  me pitchfork.  Only after da struggle did I see 
  somethin I will never forget.  The creature, 
  stinkin on the ground, it wuz me friend, Dorn, a 
  merchant round these parts!  Ya’ve got to 
  make this stop.  Ya’ve got to! 
   
  If the PCs agree to stop the robberies, the farmer 
  offers them food and lodging for the night.  This 
  costs them a half-day.  If they decide time is of the 
  essence, they can return to the caravan site and 
  be only slightly behind. 
   
  The PCs may refuse to help the farmer.  In that 
  case, he throws them out of his home, cursing 
  them the entire time.  Any PCs who completely 
  refuse the hook by this time is assumed to have 
  traveled to whatever destinations they were 
  seeking and may leave the table with zero XP and 
  gold, but must still pay 1 TU (2 TU for PCs out of 
  region) and upkeep. 
   
   
  Encounter One: When 
  Armies Attack 
  Following the wagon’s trail is easy.  The 
  heavily laden wagon is leaving deep grooves 
  in the soft ground.  The trail passes through a 
  copse of trees and then across an open field.  
  Moving into the field, you see the wagon trail 
  turns to the south, toward the Oytwood.  You 
  are on the edge of the Contested Lands. 
   
  Midway across the field, you are startled by the 
  trumpeting of many horns to your right.  
  Shortly thereafter, that inspiring sound is 
  answered by a horde of baleful notes from 
  your left.  For a moment, all is silent.  Then, 
  from over each horizon, come great armies.  
  On the right, horsemen bear what looks like 
  the banner of the Knights of the Watch and the 
  livery of the Gran March.  On the left, a horde 
  of evil – orcs, goblin riders atop massive 
  wolves, contingents of bugbears, ogres, trolls, 
  and even a few giants.  At the rear of this 
  massive column are three female giants, 
  engulfed in flame and terrifying in their beauty. 
   What course do you take?  A quick, but 
  glorious death against the humanoid army or a 
  run toward the charging steeds of the Gran 
  March and hope in the fleeting moment before 
  their lances lower to skewer your bodies they 
  recognize you as allies?  Or, do you flee 
  across the skirmish line, out into the hilly 
  grassland? 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 8 
  Allow the players only a few moments to make the 
  decision.  Keep the pressure on.  There is no time 
  to “spell up” or do anything other than run one way 
  or the other.  Once the players have made a 
  decision, read the appropriate text. 
   
  Option A: A Quick Death 
  Deciding to aid the Marcher army, you valiantly 
  charge into battle against the humanoid 
  menace.  Steel crashes upon flesh and bone.  
  Magic detonates around you.  Piles of bodies 
  lay at your feet, yet still they come.  The wave 
  of enemies surge up suddenly, bolstered by 
  creatures beyond your mettle or recognition.  
  The ground shakes and shatters about your 
  feet and you tumble into oblivion. 
   
  Those characters that chose to fight the enemy 
  face the same set of creatures as described in 
  Encounter Two.  The PCs may still choose to flee. 
   The commanders of the enemy army are 
  interested in interrogating members of a so-called 
  Gyric Wolfpack.  The fire giants strike to subdue 
  and the orc horde moves in to overbear.  Even the 
  barbarians were instructed to take prisoners.  
  They do their best, but any barbarian humanoid 
  that loses 50% of its hit points rages and strikes 
  with lethal force.  The Priestesses of Surtur want 
  prisoners to bring back to Het Kilde for 
  interrogation – an interrogation they may not live 
  through.  PCs captured in this manner should be 
  handed over to the Geoff Triad. 
   
  Option B: Wait!  We’re Here to Help! 
  Fleeing from the oncoming humanoid menace, 
  you run straight for the charging Gran March 
  force, shouting words of recognition and 
  throwing up your arms.  Unrelenting Sphinx 
  Gundar Kevitz is leading the charge and his 
  mighty steed barely misses trampling your 
  leader.  Just as you reach the footmen, the 
  battle ensues and all around is chaos.  
  Realizing 
  your 
  predicament, 
  you 
  draw 
  weapons and cut down the humanoid scum.  
  After what seems like hours, the battle is 
  spent.  Unrelenting Sphinx Gundar Kevitz 
  takes notice of your deeds in battle and invites 
  you to a great feast.  There is much rejoicing. 
   
  The next morning you decide to look for the 
  wagon trail.  To your disappointment, the trail 
  has been completely obliterated by the battle. 
   
  The module is over, but the PCs do gain the 
  Knights 
  of 
  the 
  Watch 
  Valor 
  Medal 
  from 
  Unrelenting Sphinx Gundar Kevitz for their valor 
  and timely assistance in the battle against the 
  humanoid horde. 
   
  Option C: Flee for Your Lives! 
  Seeing no option with either force, you flee 
  across the skirmish line.  The opposing armies 
  are like great waves and should you be caught 
  between, you will surely perish when they 
  break upon one another.  The sounds of the 
  great battle fall behind as you make your way 
  swiftly across the field.  The danger is not over 
  and getting further away may be a good idea, 
  as orc bowmen have decided to fire upon your 
  position.  Behind the bowmen is a much larger 
  force. 
   
   
  Encounter Two: Dogged 
  Pursuit 
  Provided the PCs continue to run, read the 
  following: 
   
  The orc arrows begin to fall short as you put 
  precious distance between you and the giant 
  forces.  A cry of black horns sounds and you 
  pause for a moment to see what new villainy 
  this portends.  Cresting a rise is a humanoid 
  force of overwhelming proportions.  Three 
  figures, floating above the heath and sheathed 
  in crimson flame, cry out as one and point in 
  your direction. 
   
  Read the following if at least one person in the 
  party can understand Giant: 
   
  “Seize them! Capture them! Kill them if you 
  must, but we WILL have the secrets of the 
  wolfpack!” 
   
  All APLs (EL 21) 
  � Fire Giant Lieutenants, Male Fire Giant Ftr4 
  (4): hp 216 each; see Appendix II. 
   
  � Hill Giant Bashers, Male Hill Giant Bbn3 (4): 
  hp 174 each; see Appendix II. 
   
  � Hill Giants (4): hp 102; see Monster Manual. 
   
  � Tragon and Urrk, Male Troll Bbn6 (2): hp 159 
  each; see Appendix II. 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 9 
  � Konk, Male Ogre Bbn6: hp 95; see Appendix 
  II. 
   
  � Ogre Lieutenants, Male Ogre Bbn4 (2): hp 75 
  each; see Appendix II. 
   
  � Ogres (9): hp 24 each; see Monster Manual. 
   
  � Coonak, Male Orc Ftr8: hp 68; see Appendix 
  II. 
   
  � 
  Vrigdish 
  and 
  Vragdish, 
  Female 
  Orc 
  Bbn2/Ftr2 (2): hp 43 each; see Appendix II. 
   
  � Precious, Advanced (11 HD) Howler: hp 100; 
  see Appendix II. 
   
  � Orcs (24): hp 5 each; see Monster Manual. 
   
  If the PCs flee immediately, they may keep ahead 
  of the pursuing giant force as they have about a 
  half-mile lead.  This encounter is NOT meant to be 
  faced.  If a group, especially higher level PCs who 
  believe 
  themselves 
  to 
  be 
  invincible 
  or 
  unstoppable, wishes to face this overwhelming 
  encounter instead of fleeing, let them get beat up 
  a bit by a portion of the force, but allow them 
  another opportunity to escape.  If their hubris is 
  excessive, bring in the fire giant priestesses of 
  Surtur.   
   
  All APLs (EL 18) 
  � Fire Giant Priestesses of Surtur, Female Fire 
  Giant Clr5 (3): hp 203 each; see Appendix II. 
   
  The giant forces are pursuing the PCs because 
  they think they are a wolfpack.  Having suffered 
  four notable losses (The Battle of Bloody Ridge, 
  the Siege of Preston, the Theft at Pregmere, and 
  the Cleansing of the Oytwood) to wolfpacks, the 
  giant command is interested in finding out more 
  about these apparent potent fighting units.  The 
  fire giants strike to subdue and the orc horde 
  moves in to overbear.  Even the barbarians were 
  instructed to take prisoners.  They do their best, 
  but any barbarian humanoid that loses 50% of its 
  hit points rages and strikes with lethal force.  The 
  Priestesses of Surtur want prisoners to bring back 
  to Het Kilde for interrogation – an interrogation 
  they may not live through.  PCs captured in this 
  manner should be handed over to the Geoff Triad. 
   
  Should the PCs decide to flee, read the following: 
   
  The giants pursue you relentlessly the entire 
  afternoon, 
  driving 
  you 
  further 
  into 
  the 
  Contested Lands.  The pursuit has caused you 
  to lose track of exactly where you are, 
  although you believe you have been running 
  westward. 
   
  Evening is approaching.  A mist is moving in 
  from the west, twirling and snaking about your 
  legs as you try to elude your pursuers.  Your 
  footsteps crunch and crack as you make your 
  way over wetlands gently kissed by Father 
  Winter.  Suddenly, a rock comes crashing 
  down nearby, splattering water, icy muck, and 
  grass in all directions.  The late sun and the 
  rising fog make the pursuing giant force look 
  like colossal phantoms.  More rocks come 
  your way, but narrowly miss their marks.  The 
  giants seem to have stopped their pursuit.  The 
  sun is rapidly sinking below the horizon and 
  the normal twilight sounds of Geoff are 
  missing. 
   
  The 
  giants 
  have 
  stopped 
  pursuit 
  due 
  to 
  environmental factors.  The PCs have entered the 
  flood plain of the Javan River and the ground is 
  too wet to support the enormous weight of giants 
  (there is only a paper-thin sheet of ice over the 
  marsh).  At this point the PCs may make several 
  checks. An Intuit Direction check (DC 18) or a 
  Knowledge (geography) check (DC 20) indicates 
  the party has ended up somewhere near the 
  Javan River.  A Knowledge (tactics), Knowledge 
  (war), Knowledge (military strategy), or similar 
  Knowledge skill check (DC 15) suggests the giant 
  force will not wait indefinitely before finding a way 
  to overcome whatever has halted their pursuit.  A 
  Wilderness Lore check (DC 10) allows the PC to 
  note the ground is particularly waterlogged and 
  would not support the weight of enormous bipeds 
  such as giants.  Such creatures are likely to sink 
  up to their thighs in the marshy muck.  Any PC 
  with a horse may make a Handle Animal check 
  (DC 15) to note the same thing.  If no player has 
  mentioned the presence of man-sized humanoids 
  in the giant force that would not be encumbered by 
  the marshy ground, allow an Intelligence check 
  (DC 12) from each PC to recall this fact. 
   
  The encompassing fog distorts sounds, imposing 
  a –3 circumstance penalty on all Listen checks.  
  Treat the overall effect like the spell ghost sound.  
  The fog also provides 25% concealment to 
  creatures 30 feet away, 50% concealment to 
  creatures 60 feet away, and 100% concealment to 
  creatures 120 or more feet away from the PCs.   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 10 
   
  After due consideration, the giant force decides to 
  send a contingent forward to capture the PCs.  A 
  volley of rocks heralds their assault.  Due to the 
  fog, the rocks are poorly aimed and miss all of the 
  PCs.  Do not allow them to know this and arrange 
  for a few near misses.  Allow for Spot and Listen 
  checks from the PCs.  Award the PC with the 
  highest check a glimpse of a force of humanoids 
  and other things moving across the icy marsh.  
  Their numbers clearly exceed the party’s ability. 
   
  While the group contemplates their fate, a random 
  PC sees a figure emerge from deeper in the fog 
  some 30 feet away. The figure points at them and 
  motions for them to follow.  The only words heard 
  are “Hurry, hurry!  The Shadows come!”  PCs 
  who have played A Wise Man’s Son may make a 
  Spot check (DC 15) to recognize the figure as 
  Arglwyth Talvan of Midwood.  If the PCs follow 
  him, go to Encounter Three.  Otherwise, a random 
  PC sees many a pair of small glowing red orbs 
  advancing on their position, flanking with the giant 
  forces. 
   
  Should the PCs refuse to follow Arglwyth Talvan, 
  the giant force captures them before the shadows 
  creatures ravage them.  PCs captured in this 
  manner should be handed over to the Geoff Triad. 
   
   
  Encounter Three: Return to 
  Midwood 
  Arglwyth Talvan leads you through the Warded 
  Area, which surrounds the village of Midwood. 
   The path is winding and you believe you hear 
  the humanoid force pursuing you, but the fog 
  distorts the sounds.  Suddenly, from all 
  around, you hear horrific cries of pain and a 
  sizzling sound, like fatback in a hot skillet.  The 
  cries and screams die off and fade into the all-
  encompassing fog.  The fog before you breaks 
  and before you is a wooden palisade, 
  interrupted by a stone gate.  Talvan breathes 
  an audible sigh of relief and ushers you 
  through the gate onto a neatly flagstone-paved 
  street. 
   
  Talvan leads you up Stonegate Street into the 
  town square.  Off to your left, villagers are 
  filing into the Smiling Salmon Inn for their 
  evening repast.  Talvan speaks: “Please, you 
  all look tired and hungry.  Have a bite to eat 
  and meanwhile, I shall prepare quarters for you 
  in the sanctuary of Allitur.”  He points to a 
  well-constructed 
  stone 
  building 
  on 
  the 
  northeast side of the square.  “I do not know 
  when Ghanadar will speak with you, but I’m 
  sure it will be soon.  Those of you I know, I 
  trust you will obey the rules of Midwood.  
  Please see to it that anyone not familiar is 
  educated and does not cause a disturbance.” 
   
  Those PCs who have been to Midwood previously 
  may make a Sense Motive check (DC 15) to 
  notice Talvan does not seem quite himself.  When 
  he mentioned Ghanadar, there was some anxiety 
  in his voice and demeanor.  Those new to 
  Midwood must make a Sense Motive check (DC 
  20) to gain this insight. 
   
  If any group of PCs feel inclined to take on 
  Ghanadar and cannot be dissuaded from such a 
  foolish action, allow them to face Ghanadar and 
  his air elemental familiar, Horashu.  Arglwyth 
  Talvan will aid Ghanadar in the attack, as will 
  some of the townsfolk, thinking the PCs must be 
  mad.  Attacking Ghanadar essentially ends the 
  module, even if they “win”. 
   
  The Smiling Salmon 
  The inn is bustling with activity.  Nearly every 
  seat and table is filed with villagers eating a 
  hearty evening meal.  A man, you learn is 
  named Rodric, passes out plates to the 
  hungry.  His only assistance comes from a 
  young woman, who approaches you as you 
  enter. 
   
  “Good evening!” She turns to the man serving 
  food and gossiping all the while.  “Father, the 
  strangers have returned!” 
   
  Rodric stops what he was doing and so do the 
  villagers, some in mid-bite.  A utensil clunks 
  onto the table and the inn erupts with noise.  
  Many of the townsfolk get up from their seats 
  and greet you.  A table is cleared and seats 
  procured.  Rodric places plates with grilled 
  fish, steamed vegetables, and hot baked bread 
  before each of you.  His daughter fills tankards 
  with cold milk and places them on the table.  
  The raucous crowd dies down as the townsfolk 
  once again take to their seats and meals. 
   
  Rodric smiles and says, “So what tales do you 
  have for me?” 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 11 
  The innkeeper wants to hear any story a PC would 
  care to tell, true or not.  Stories of danger further 
  reinforce to most in the inn of how safe and happy 
  they are within the protective influence of 
  Ghanadar.  Rodric has the following talking points: 
   
  • 
  Ghanadar assisted the villagers with the 
  cleanup from the destruction caused by his 
  cousins and B’gorguul’s ogres.  Ghanadar 
  created large quantities of stone “from the 
  very air itself!” with which to rebuild some of 
  the damaged homes and a portion of the 
  Smiling Salmon. 
   
  • 
  Not long after the PCs departed, a giant 
  contingent entered the town demanding 
  tribute.  Ghanadar argued with the cloud giant 
  leader for an hour, but it was all in giant-
  tongue.  Those who understood some of it 
  said Ghanadar was refusing to supply full 
  tribute and demanded restitution for the 
  destruction caused by his cousins and 
  B’gorguul. 
   
  The cloud giant eventually 
  relented, giving Ghanadar additional time to 
  meet the quota. 
   
  • 
  No giants have been seen since that time, but 
  some believe material has left the town by 
  other means, perhaps by magic. 
   
  • 
  Ghanadar, after the incidents with his cousins 
  and B’gorguul, has spent more time in the 
  Warded Area and his demesne. “I seen 
  strange lights from the windows one 
  evening.” 
   
  • 
  Celedwyn ap Tathan was punished by 
  Ghanadar for lying about the role his 
  “assistant” was playing.  Ap Tathan received a 
  public humiliation.  “It was about right time 
  too!” 
   
  Horace Dunathain, the town blacksmith and only 
  dwarf, is also in the Smiling Salmon this evening 
  enjoying a standard meal (chicken, roasted 
  vegetable, fresh bread, and goat’s milk).  Horace 
  has the following talking points if spoken with: 
   
  • 
  Ghanadar asked him to forge some large 
  copper and gold bands.  “Doh know what 
  they are fur, but I suspect he enchanted 
  them in some way, for the next time I seen 
  ‘em, they wuz covered in runes and a-
  glow.” 
   
  • 
  Three days ago, a note was found on the door 
  to the Church of Allitur.  No one knows whom 
  it was from or what it contained, for Talvan 
  found it first.  “I wuz with him.  Talvan be 
  wantin me to check a fitting on one of the 
  sconces.  The note wuz stuck to the door 
  with a crossbow bolt, it wuz.  Sealed with 
  black wax an written on fine parchment.  
  Talvan read it and I saw his face drop 
  faster than a stone.  He went to Ghanadar 
  straight away – so fast I dinna have time to 
  ask what it said!” 
   
  • 
  A day after the note was discovered, 
  Ghanadar meted out a harsh punishment to a 
  fisherman who lost his catch.  Celedwyn ap 
  Tathan went to complain and Ghanadar gave 
  him time in the stocks and public humiliation. 
   
  If any PC provides information to Horace about 
  Rumpole Dunathain, his brother, (this could 
  involve meeting him after A Wise Man’s Son or 
  during the Grand Duke’s Wedding) Horace will be 
  visibly moved.  He excuses himself, but meets up 
  with that PC the next day and gives him some 
  magic arrows +2 he made as a special thank you. 
   
  Treasure:  All APLs: L: 0 gp; C: 0 gp; M: 10 +2 
  arrows (140 gp). 
   
  No more may be learned at the inn.  The PCs may 
  learn more at the Church of Allitur. 
   
  The Church of Allitur 
  Arglwyth Talvan is already at the church, 
  performing some chores. 
   
  “Good evening, my friends.  I hope you had a 
  good meal at the Salmon.  No doubt Rodric 
  talked your ears off.  Now then, I have brought 
  you in some blankets and pillows for your 
  comfort.  I will come by in the morning.  Is 
  there anything else? 
   
  PCs may wish to question Talvan about the note 
  or Ghanadar’s recent behavior. Talvan has the 
  following talking points: 
   
  • 
  Talvan confirms Horace’s story about him 
  finding the note.  He does not reveal its 
  contents other than to say it “contained a 
  message for me and a separate message 
  for Ghanadar.”  A successful Diplomacy 
  check (DC 20 or DC 15 if the PC possesses 
  Favor of Talvan) persuades Talvan to reveal 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 12 
  more: “The first portion of the note was 
  written in Common and contained foul 
  language I did not know existed.  While 
  obviously 
  untrue, 
  the 
  invectives 
  hurt 
  nonetheless.  The second portion was 
  written in the Giant tongue – one that I 
  have not mastered.  Both portions were 
  signed by Maldwyn.” 
   
  • 
  Talvan took the note to Ghanadar: “After he 
  read the note, his face became grave.  He 
  went back into his demesne without saying 
  another word.  Since that time, he has 
  become increasingly agitated.  I have 
  asked him if there is something I may aid 
  him with, but he either responds with 
  silence or irritation.  I do not know what to 
  do.” 
   
  • 
  If Talvan is asked about the Warded Area 
  and/or the extra time Ghanadar has spent 
  there lately, he says, “Ghanadar, after the 
  attack, decided to increase the strength 
  and diversity of the wards to protect 
  against such attacks in the future.  The 
  destruction caused by his cousins took 
  some time to fix, even with Ghanadar’s 
  arcane assistance.  Praise Allitur I was 
  there today to secret you through the 
  Warded Area, for you would have suffered 
  a grisly demise.”  Talvan is not at liberty to 
  discuss the exact nature of the wards. 
   
  When there is a lull in the PCs questioning of 
  Talvan, there is a heavy knocking upon the church 
  doors.  Talvan moves to open the doors unless 
  someone stops him.  Framed in the doorway is 
  Ghanadar’s face. 
   
  Talvan opens the sanctuary doors.  Filling the 
  doorway is a portion of an enormous face.  The 
  skin is milk-white.  One enormous gray eye is 
  visible as is part of a mouth filled with bright 
  white teeth.  The giant face speaks and the 
  force of his words washes over you.  The smell 
  is strangely pleasant, almost minty. 
   
  “Talvan, I wouldst speak with these Gyri.  See 
  me in the morning afore thee wake them for 
  breakfast.” 
   
  “Yes, Ghanadar.  I bid you all a good evening.” 
   The face momentarily leaves the doorway, 
  allowing Talvan to egress, and then it 
  reappears.  For a moment, you can just make 
  out a gargantuan shape in the darkness. 
   
  “Gyri – Some/All of thee I know. [If some: Those 
  of thee unbeknownst to me are beholden to 
  thine for my continued grace.]  Tell me of 
  events outside of Midwood.  What has brought 
  thee here?” 
   
  The PCs can talk about whatever they want.  
  Ghanadar does not punish anyone for lying to him 
  (he may know via detect thoughts), but makes 
  note of it for the future.  If anyone mentions the 
  caravan attacks, Ghanadar’s expression changes 
  slightly (Spot check, DC 15).  If asked why he 
  reacted to the news of the caravan attacks, 
  Ghanadar says the following: 
   
  “These attacks trouble me and suggest you 
  may be on the trail of something close to mine 
  heart.  I wouldst speak with thee more on it 
  tomorrow.  For now, good eve.” 
   
  Nothing disturbs the PCs during the night.  The 
  door to the church has been arcane locked by 
  Ghanadar. 
   
  Enemy of Mine Enemy 
  In the morning, Talvan wakes the PCs for 
  breakfast. 
   
  The door of the sanctuary opens, allowing in 
  the bright morning sunshine.  Framed in the 
  light is Arglwyth Talvan. 
   
  “Good morning my friends.  Allow me to escort 
  you to breakfast.  I believe Rodric has pre…“.  
  Talvan is cut off by the booming footsteps of 
  Ghanadar.  His voice echoes from above. 
   
  “Talvan, please gather the morning meal for 
  our guests.  I wouldst speak with them on 
  matters of grave importance.” 
   
  “Yes, Ghanadar.”  Talvan departs. 
   
  After some loud shuffling, which makes the 
  building shake, Ghanadar’s face appears in the 
  doorway.  “I hast thought hard on this, 
  Gyri/Outlanders.  I see no other way but the 
  following course.  I am sure thou hast heard, 
  no doubt from that tongue-wagger Rodric, of 
  the unpleasant missive left on the door to this 
  very sanctuary.  Said note was from Maldwyn, 
  a name thee may be familiar with.  The 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 13 
  scoundrel continues his pointless rage against 
  me.  He hast stooped to a base act, even for 
  him, 
  by 
  kidnapping 
  an 
  innocent 
  and 
  describing, in horrid detail, the tortures he will 
  enact upon her should I not come to her 
  rescue.  I have tried to locate her; to bring her 
  out of peril using mine powers.  I can only 
  determine her general location – south, near 
  Gorna.  Mine position here dictates I stay, lest 
  the Wards fail and mine charges come to harm. 
   I require and request thy assistance in 
  rescuing 
  mine 
  bride-to-be, 
  Sirianna.”  
  Ghanadar lets loose a heavy sigh.  His 
  surprisingly cool breath smells vaguely of 
  pine.  “If Sirianna is not rescued within three 
  days, evil will befall her.  Dost thou accept 
  mine indebtedness to thee?” 
   
  Mission Accepted 
  “Thy courage and honor raise thee above 
  others.”  Ghanadar pauses and there is the 
  sound of his enormous limbs moving.  Before 
  long his tree-like fingers appear before his 
  face, holding an enormous band of silver, 
  covered in arcane runes and designs.  “Before 
  thee is Sirianna’s wedding band, bound to her 
  by power old and strong.  The ring will lead 
  thee to her and let her know thy art friends.” 
   
  Ghanadar gives the ring to a PC.  As soon as the 
  PC touches the ring, it shrinks to an appropriate 
  size for that PC.  Go to Departing Midwood the 
  Easy Way. 
   
  Mission Refused 
  “I had hoped thee would be more tractable.  
  Mine situation is dire and must be resolved.  
  Thy morning meal has arrived.  Eat and then 
  leave mine domain and never return.  Thy 
  welcome here is revoked.” 
   
  Arglwyth Talvan enters with trays of food, 
  followed by Ellroda, Rodric’s daughter, also 
  bearing food trays.  After serving, Talvan asks 
  Ellroda to leave.  He then turns to you, anger 
  clearly showing on his face. 
   
  “Your hate and anger have consumed you so 
  much?  Do you not see the peril you place my 
  town in by your refusal?  I cannot maintain the 
  Wards!  We have been happy here, no matter 
  what you may think.  All are slaves to 
  something or someone.  One must endeavor 
  not to fall prey to a harsh master.  Have you no 
  concept of the horror we lived with prior to 
  Ghanadar?!  My people were eaten like 
  sweetmeats by that BEAST B’gorguul!  Do you 
  wish this upon us again?  I beg you to help 
  Ghanadar!” 
   
  If the PCs acquiesce, read Mission Accepted, 
  minus the first sentence. 
   
  Mission Refused Again 
  Arglwyth Talvan throws a plate across the 
  church.  “I curse you for your petty short-
  sightedness.  Your inaction may lead to our 
  condemnation.” 
   
  Talvan and some of the other villagers roughly 
  escort you out of Midwood after you were 
  given barely enough time to gather your 
  things.  Once outside the Warded Area, Talvan 
  spits on the ground before you and marches 
  back into the fog. 
   
  The PCs manage to wend their way out of the 
  Contested Lands.  If the party has some means of 
  instantaneous travel, they could conceivably 
  teleport to a point near the Stark Mounds and 
  Gorna.  Without the wedding band, however, they 
  must find and receive Rarkblak’s assistance.  If 
  this option is unavailable to the PCs, go to 
  Conclusion B.  Confiscate and destroy all Favors 
  of Arglwyth Talvan and Favors of Ghanadar the 
  PCs possess. 
   
  Departing Midwood the Easy Way 
  Ghanadar continues, “I will open a portal for 
  thee near where I believe Sirianna is being 
  held.  The portal works but one-way, but 
  Sirianna will provide thee safe passage here to 
  Midwood.  I shall await thee in mine demesne.  
  Rap three times upon the door and I shall 
  perform the ritual.  One more item: if thee 
  happen upon the ruins of Sirianna’s coach, it 
  may provide thee clues to her current 
  location.” 
   
  A smiling Talvan brings in food.  He thanks the 
  PCs for what they are about to do and offers to 
  cast a bull’s strength and/or an endurance spell on 
  one or two PCs (i.e. a PC gets both spells or one 
  PC receives a bull’s strength and another an 
  endurance, but two spells total.)  The spells last 
  for 10 hours unless dispelled. 
   
  Once the PCs are ready, read the following: 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 14 
  Following Ghanadar’s instructions, you gather 
  before his demesne and rap three times upon 
  the door.  Shortly after, the doors silently 
  swing open and Ghanadar squeezes himself 
  out.  He straightens up to his full twenty-four 
  (and three-quarters) foot height and pulls out a 
  giant-sized scroll from his jerkin. 
   
  “Gather round together and join thy hands.  
  Prepare thyselves.”  Ghanadar’s deep voice 
  rumbles out strange arcane words.  The world 
  dims before you and for a time all is shadowy 
  and insubstantial.  Then, with a flash, you find 
  yourselves on a snowy hilltop looking down 
  into the valley were lies the city of Gorna. 
   
   
  Encounter Four: The 
  Frightened Gnoll Knows 
  As before, PCs without cold weather gear (or 
  suitable long-lasting magical protection) must 
  make a Fortitude save (DC 15 + 1 per previous 
  check) each hour of exposure or suffer 1d6 points 
  of subdual damage.  A PC with Wilderness Lore 
  may receive a bonus to this saving throw and 
  provide others with a bonus as well.  For full 
  details on the dangers of cold, see page 86 in the 
  Dungeon Master’s Guide. 
   
  Sirianna’s ring is throbbing and pulsing with warm 
  golden light.  If PCs do not utilize the ring to 
  determine their path, have the bearer make a Spot 
  check (DC 10) to notice either the throbbing or the 
  glowing.  Other PCs may make a Spot check (DC 
  12) to notice the pulsing glow, if the ring is out in 
  the open.  The nearer the ring is to Sirianna, the 
  more vigorous the throbbing and the brighter the 
  glow. 
   
  Following the ring leads PCs on a trek through the 
  foothills of the Stark Mounds towards Gorna, 
  roughly following the White Oyt River.  There are 
  trees for cover and many an overgrown path.  
  Travel is time consuming due to terrain, snow and 
  the need not to be seen.  Every so often, the PCs 
  spot giant patrols in the distance.  Few animals 
  are about during the day, except for birds.  The 
  sun is shining but the day is quite cold. 
   
  In the afternoon, have all PCs make a Spot check 
  (DC 15) to notice a trail of large booted footprints.  
  For those with the Track feat, a successful 
  Wilderness Lore check (DC 20) identifies the 
  tracks as being a few days old and possibly 
  belonging to a large humanoid such as an ogre.  A 
  Wilderness Lore check meeting or exceeding DC 
  25 indicates the ogres were pulling something 
  heavy, but there are no drag marks or any other 
  physical indication (except the depth of their 
  prints) they had been pulling anything.  Following 
  the tracks requires a Wilderness Lore check (DC 
  15). 
   
  The tracks lead to a trail that follows the river.  At 
  dusk, the PCs come to the remains of an 
  enormous ornate enclosed litter.  There are no 
  bodies or evidence of combat.  Blood may be 
  found on the litter (Search check, DC 15).  A 
  successful Wilderness Lore check (DC 20) or a 
  Heal check (DC 15) identifies the frozen blood as 
  giant.  A successful Search check (DC 25) allows 
  the PC to uncover a hidden cache of food.  The 
  food is a mix of giant, Gyri, and things recently 
  gathered from the woods.  While investigating this 
  scene, the DM should make Spot checks for all 
  PCs and match the results against a Hide check 
  by Rarkblak (DC 20).  Rarkblak is skulking nearby. 
   Since his escape from “Silverface” (Maldwyn), 
  Rarkblak has been using the remains of the litter 
  for shelter from the cold. If Rarkblak is seen and 
  the PCs make a move, he yelps and tries to run 
  away.  If the PCs make any reasonable effort to 
  catch him, let them, otherwise, Rarkblak runs off.  
  If he is attacked, he runs away.  If captured, 
  Rarkblak pleads for his life in broken Common.  
  Add hyena-like sound effects to his speech for that 
  down-home gnoll touch. 
   
  All APLs (EL 7)  
  Rarkblak, Male Gnoll Rgr6: hp 69; see Appendix 
  II. 
   
  “Eee-eee!  Please!  No hurt yip yip Rarkblak!  
  No hurt!  Me no spear! *slobber*  Me just 
  hungry.  Me just scared iiyh-iiyh!” 
   
  The FIRST PC to show Rarkblak some genuine 
  kindness should be noted by the judge.  Rarkblak 
  preferentially responds to this PC.  Rarkblak 
  responds to threatening postures by placing his 
  tail between his legs, cowering, begging for his 
  life, and the occasional piddle.  A Heal check from 
  a distance (DC 25) reveals signs of surgery in 
  many places on his body.  The PC who has shown 
  compassion for Rarkblak may make a closer 
  examination, learning the same information with a 
  Heal check (DC 15). 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 15 
  A successful Diplomacy check (DC 25 or DC 15 
  from Rarkblak’s “friend”) calms Rarkblak down.  
  Once calmed, Rarkblak answers questions to the 
  best of his ability. 
   
  • 
  What are you doing here? 
   
  “Rarkblak hungry yip!  *slobber*  Giant cart 
  have good food, big food.  You don’t want 
  any.  Rarkblak find first!” 
   
  A successful Sense Motive check (DC 15) 
  suggests Rarkblak is concealing something.  
  He did not find the litter first and if confronted 
  with his attempt to lie, he will come clean. 
   
  “Eee-eee!  Rarkblak sorry!  Me no want to 
  be hurt anymore.  Hurt by Silverface.” 
   
  • 
  Who is Silverface? 
   
  “Silverface good at first.  Pack help 
  Silverface rob wagons – much food.  Then 
  he hurt pack.  Cut pack.  Sew them up.  
  Pack die one by one – if they lucky hrrr.” 
   
  • 
  What did Silverface do to you/your Pack? 
   
  “*moan*  Bad things!  *whisper*  Terrible 
  things.  Evilheart help Silverface.  Eee-eee! 
   Pools of meat but meat alive!  Meat come 
  after Rarkblak iiyh!” 
   
  This remembrance is too much for Rarkblak 
  and further questioning requires a successful 
  Diplomacy check (DC 20 or DC 15 from his 
  “friend”). 
   
  • 
  Tell me more about the raids. 
   
  “Silverface clever!  He use great magic to 
  attack.  We go without travel, but long way 
  back.  Yip!  Enemies become friends, but 
  stink and move slow.  Some of Pack 
  become slow and stinky too.  Evilheart 
  always come with.  Evilheart kill with one 
  blow!  Evilheart like to kill and kill again.” 
   
  • 
  Tell me more about Evilheart. 
   
  Paraphrase the paragraph above, leaving out 
  the reference to teleportation. 
   
  • 
  Tell me about this giant litter/coach. 
   
  “Rarkblak no believe what he see!  Big 
  giantess guard by nasty orcs.  Nasty orcs 
  die, die, die.  Yip!  Funny cart have no 
  wheels and float on air!  Stupid ogres pull 
  wagon.  All die but giantess, pretty 
  giantess.  Silverface want her – made her 
  sleep.  Evilheart shoot her but she not die.  
  Me don’t know.  Bring back to Silverface 
  home.” 
   
  • 
  Where is Silverface’s home? 
   
  “Silverface live under dirt in strange place. 
   He keep pretty giantess there in cage with 
  no bars.  Silverface call the place the Rusty 
  Tower.  *slobber*” 
   
  A successful Knowledge (local - Geoff) or 
  Bardic Knowledge check (DC 20) provides the 
  correct name:  the Russet Tower.  A 
  Knowledge (local - Geoff) check (DC 15), 
  Bardic Knowledge check (DC 15), or a 
  Knowledge (nobility) check (DC 10) provides 
  the names of the tower’s former inhabitants, 
  Magus 
  Aedan 
  and 
  Maga 
  Elspet. 
   
  A 
  Knowledge (local - Geoff) check (DC 20), 
  Bardic Knowledge check (DC 20) or a 
  Knowledge (nobility) check (DC 15) provides 
  additional information on these two wizards 
  (give the PCs Player Handout #1). 
   
  • 
  How do we get into the Tower?/Is the Tower 
  guarded? 
   
  “Yip!  *slobber*  Yip!  I show way if you 
  feed Rarkblak.” 
   
  Rarkblak does not continue without a solid 
  promise of food from his “friend” or a promise 
  coupled with a successful Diplomacy check 
  (DC 18).  Showing Rarkblak the promised 
  food provides a +4 circumstance bonus to the 
  Diplomacy check.  Rarkblak continues: 
   
  “Tower 
  guarded 
  by 
  big 
  smart 
  ogre 
  *slobber* Nignub and his bitch Buubag.  
  They have whelp who big.  Me no 
  remember horag name.  You no need fight 
  them eee-eee for Rarkblak know secret 
  entrance – know it yes!” 
   
  A Knowledge (arcana) check (DC 25) or a 
  Knowledge (monsters & beasts) check (DC 
  20) identifies a horag as a hill giant/ogre 
  crossbreed. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 16 
   
  • 
  Will you show us the secret entrance? 
   
  “Yip!  Rarkblak show but Rarkblak not 
  know how it works.  You smart, you figure 
  out.  *slobber*  Good food for Rarkblak 
  now?  Eee-eee!” 
   
  Rarkblak scurries into the litter and retrieves what 
  is the last of the food he had hidden within.  The 
  ruined litter makes for a good camping spot for the 
  evening.  In the morning, unless someone takes 
  precautions the night before, the PCs find 
  Rarkblak contentedly asleep and his tummy 
  bulging out of his tattered leather armor.  He has 
  gorged himself upon the food supplies of the PC 
  who 
  intimidated 
  him the most during the 
  questioning. 
   
  Under 
  no 
  circumstances 
  will 
  Rarkblak steal food from the PC who befriended 
  him. 
   
  If Rarkblak was not seen when the PCs were 
  investigating the litter, he creeps into their camp 
  that evening to steal food.  PCs on watch should 
  make Spot or Listen checks (DC 15) to notice 
  Rarkblak’s attempt at a good dinner.  If he is 
  noticed, proceed as previously described. 
   
  Treasure: The only possible treasure in this 
  encounter is Rarkblak’s possessions, if the PCs 
  take them. 
   
  All APLs: L: 27 gp; C: 0 gp; M: 0 gp. 
   
   
  Encounter Five: The Russet 
  Tower 
  Without Rarkblak’s help, the PCs find their way to 
  the Russet Tower at the end of the next day, 
  leaving them with but one day to rescue Sirianna.  
  With Rarkblak’s assistance, the party reaches the 
  Russet Tower in half a day, leaving one-and-half 
  days to rescue Sirianna. 
   
  While some of the magical effects, which 
  protected the Russet Tower and the Underhalls, 
  are not currently in effect, some do still exist.  The 
  entire area comprising the tower ruins and the 
  Underhalls, 
  is 
  under 
  the 
  influence 
  of 
  a 
  nondetection spell effect (DC 30).  A dimensional 
  anchor field surrounds the Underhalls, except for 
  Encounter Seven (Level B), Location 11.  No PC, 
  even those related to, or whose parents had ties 
  to, Magus Aedan or Maga Elspet, has a complete 
  knowledge of the layout of the Underhalls.  Aedan 
  and Elspet did not allow their children past the first 
  level of the Underhalls and only a select few ever 
  visited or were allowed to venture deeper. 
   
  A break in the trees allows you to see a large 
  clearing ahead.  The clearing may have once 
  been an estate garden, but the flowers and 
  shrubs 
  have 
  gone 
  wild. 
   
  Amidst 
  this 
  horticultural chaos are the remains of a tower 
  or keep.  The remaining stones are the color of 
  dried blood.  Smoke rises from within the 
  circular ruins.  From this distance and your 
  current vantage point, you cannot see into the 
  interior of the ring of crumbling russet-colored 
  stone walls, though you do hear someone or 
  something “singing” in Giant. 
   
  The Easier Way 
  Rarkblak leads those parties who befriended him 
  directly to the hidden entrance to the Underhalls of 
  the Russet Tower.  There is still a chance the 
  guards may hear the party approach.  Have all 
  PCs make Move Silently checks, but allow a +10 
  circumstance bonus due to the distance and the 
  path Rarkblak has chosen.  Match this against the 
  guards Listen checks.  If the guards are 
  successful, they investigate, possibly spotting the 
  PCs and engaging them in combat.  If Rarkblak 
  does not have a weapon, he does not fight the 
  guards, but instead runs and hides during the 
  battle.  Those parties without Rarkblak’s aid may 
  find the secret entrance as well.  First, they must 
  state they are looking for an alternate way into the 
  tower, rather than face whatever is singing.  
  Second, a Wilderness Lore check (if the PC has 
  the Track feat) or Search check (DC 25) allows 
  them to find the barest hint of a trail leading off to 
  one side of the ruins.  If the Wilderness Lore 
  check succeeds by 10, some distinct tracks are 
  found, one belonging to an average medium-sized 
  humanoid and the other belonging to a smaller 
  humanoid walking barefoot, possibly a human 
  adolescent.  Third, to actually find the entrance, a 
  successful Search check (DC 30) is required.  A 
  PC using detect secret doors or the wedding band 
  has a 25% cumulative chance per 10 minutes of 
  searching to find the secret entrance. 
   
  Once the hidden entrance is located, it may be 
  checked for traps (none – though there is some 
  evidence of the entrance being magically trapped 
  at one time) and the presence of magic (yes – 
  moderate illusion [permanent image] and weak 
  abjuration [arcane lock]).  The hidden trap door is 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 17 
  made of stone and metal.  The entrance is locked 
  and cannot be unlocked and opened without 
  activating the trigger, which is concealed in a 
  nearby rock.  A Search (DC 25), Wilderness Lore 
  (DC 20), or a Knowledge (geology) check (DC 15) 
  uncovers the trigger-rock.  Dwarves may add their 
  stonecunning bonus to any of the above rolls.  
  Pushing a portion of the stone causes a well-
  camouflaged trap door to open in the ground near 
  the stone.  Well-carved stone stairs lead into the 
  earth.  The stairs are not trapped.  Rarkblak does 
  not go with the PCs.  The horrors he witnessed 
  were too great.  He tells the PC who befriended 
  him that he may see Rarkblak again.  Proceed to 
  Encounter Seven (Level B), Location 13. 
   
  � Hidden, Well-camouflaged, Arcane-Locked 
  Trap Door: 12 in. thick; hardness 20; hp 200; 
  Break DC 60. 
   
  The Hard Way 
  Without Rarkblak’s help, the PCs may not find the 
  secret entrance or they might just be spoiling for a 
  fight.  The only other way into the Underhalls is 
  past the guards on the surface.  Depending upon 
  the APL, different members, or combinations of 
  members, of Nignub’s family and companions are 
  present.  Make hints to the PCs that the remainder 
  could arrive at any time to help defend the 
  entrance to the Underhalls (Hakat the horag is off 
  playing “break the rock” in the woods with some of 
  his father’s ogre cohort). 
   
  APL 4 (EL 6) 
  � Nignub, Male Ogre Bbn1/Ftr1: hp 54; see 
  Appendix II. 
   
  � Ogres (2): hp 30 each; see Monster Manual. 
   
  APL 6 (EL 8) 
  � Nignub, Male Ogre Bbn1/Ftr2: hp 63; see 
  Appendix II. 
   
  � Buubag, Female Hill Giant: hp 102; see 
  Monster Manual. 
   
  APL 8 (EL 10) 
  � Nignub, Male Ogre Bbn3/Ftr4: hp 101; see 
  Appendix II. 
   
  � Buubag, Female Hill Giant: hp 102; see 
  Monster Manual. 
   
  APL 10 (EL 11) 
  � Nignub, Male Ogre Bbn4/Ftr4: hp 111; see 
  Appendix II. 
   
  � Buubag, Female Hill Giant Ftr1: hp 134; see 
  Appendix II. 
   
  Treasure: 
  The 
  only 
  treasure 
  here 
  is 
  the 
  possessions of the guards. 
   
  APL 4: L: 64 gp; C: 0 gp; M: potion of expeditious 
  retreat (4 gp), potion of cure serious wounds (63 
  gp). 
  APL 6: L: 61 gp; C: 0 gp; M: potion of expeditious 
  retreat (4 gp), potion of cure serious wounds (63 
  gp). 
  APL 8: L: 32 gp; C: 0 gp; M: +1 large chain shirt 
  (113 gp), potion of expeditious retreat (4 gp), 
  potion of cure serious wounds (63 gp). 
  APL 10: L: 30 gp; C: 0 gp; M: +2 huge greatclub 
  (693 gp), +1 large chain shirt (113 gp), potion of 
  expeditious retreat (4 gp), potion of cure serious 
  wounds (63 gp). 
   
  In the center of the ruins is a spiral staircase 
  descending into the earth.  If the PCs descend the 
  staircase, proceed to Encounter 6 (Level A), 
  Location 1. 
   
   
  Encounter Six: The 
  Underhalls, Level A 
  The Underhalls were created by Magus Aedan 
  and Maga Elspet with a little help from some 
  dwarven craftsmen and a great deal of magic.  
  Much 
  of 
  the 
  excavation 
  was 
  done 
  using 
  pulverizers, a type of semi-intelligent automaton.  
  So as not to arouse suspicion during construction, 
  the turnings from the excavations were often 
  disintegrated or carefully spread around the 
  surrounding gardens.  The stonework and 
  construction within the Underhalls are expertly 
  done, showing signs of dwarven craftsmanship, 
  but the finishing was accomplished by arcane 
  means.  A dwarven PC may notice these details, 
  but all others must make a relevant Craft or 
  Profession check (DC 15) or Knowledge check 
  (DC 20) to understand the construction.  Due to 
  the magic used to finish the Underhalls, spells that 
  allow the manipulation of stone will not function in 
  the Underhalls. 
   
  Aedan envisioned the Underhalls as a grand 
  tribute to Murlynd, the hero-deity of magical artifice 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 18 
  (see Living Greyhawk Journal #3, page 13).  
  Aedan was very private in his worship of Murlynd; 
  only his wife knew of his devotion.  Elspet just 
  wanted a private place, away from ignorant eyes, 
  to further her necromantic research. 
   
  Three 
  subterranean 
  levels 
  comprise 
  the 
  Underhalls.  Level A contains a dining hall (for 
  entertaining dignitaries), a well appointed kitchen 
  and larder, a common room, and a private bed 
  and bath chamber used by Aedan and Elspet, or 
  by particularly special dignitaries.  Level A is 
  accessible by a spiral staircase, which terminates 
  in the common room.  The staircase originally 
  serviced the entire tower, but it now terminates in 
  the ruins of the tower on the surface and so is only 
  useful for reaching Level A.  Level B contains 
  three wings: Aedan’s Wing, Elspet’s Wing, and the 
  Cell Block.  Access to this level is by either the 
  hidden outdoor entrance or a drop-in-place spiral 
  staircase from Level A.  Access into the wings is 
  controlled by wall of force wards (requires an 
  Underhall sigil necklace to pass).  Aedan’s Wing 
  contains his private study, an extensive laboratory 
  and shrine to Murlynd (where Sirianna is being 
  held), and the teleportation chamber, one of 
  Magus Aedan’s greatest creations.  Elspet’s Wing 
  contains 
  her 
  private 
  study, 
  a 
  necromantic 
  laboratory (now usurped by Maldwyn), a storage 
  room for spell components and other arcane 
  materials, and a zombie pen.  Level C, which may 
  only be accessed from Level B, has three areas: 
  the Water Room, the Wind Room, and the 
  Forbidden Door.  The Water Room contains an 
  arcane artifice for heating, cooling, and distributing 
  water to the Underhalls.  The Wind Room contains 
  an arcane artifice for distribution of fresh air 
  throughout the Underhalls.  The Forbidden Door 
  seals off an entrance to some natural caverns 
  discovered during excavation.  Investigating Level 
  C is an optional encounter for this scenario (see 
  Encounter Eight for details). 
   
  Unless otherwise specified, all ceilings on Level A 
  are 10 feet tall. Doors in the Underhalls, unless 
  otherwise specified, fall into two categories: strong 
  wooden and reinforced (locked iron) doors: 
   
  � Strong Wooden Doors: 2 in. thick; hardness 5; 
  hp 20; Break DC 25. 
   
  � Reinforced (Locked Iron) Doors: 2 in. thick; 
  hardness 10; hp 60; Break DC 28; good lock 
  (hardness 15; hp 30; Open Lock DC 30). 
   
  Encounters within the Underhalls are described by 
  room or area, but are meant to be flexible 
  depending upon PC actions.  If the PCs enter the 
  halls “spells blazing”, this alerts the inhabitants, 
  creating greater difficulty for the PCs. 
   
  The Underhalls were constructed with security in 
  mind.  Magus Aedan and Maga Elspet created 
  sigil amulets and special keys that allowed access 
  and control over the guardians and devices within 
  the Underhalls.  There are three types of sigil 
  amulets, distinguished from one another by the 
  material they are made from (bronze, hematite, 
  and red gold).  The amulets bear a droopy five-
  pointed star encased by an irregular pentagon.  At 
  the center of the star is a lidless eye with a flaming 
  pupil.  If detected for magic, all amulets radiate 
  moderate 
  abjuration 
  magic, 
  except 
  for the 
  hematite amulet, which also radiates moderate 
  necromantic magic. The bronze amulet allows 
  access past the wall of force wards on Level B 
  and causes programmed undead to ignore the 
  wearer.  The hematite amulets act as bronze 
  amulets but also allow the wearer to command up 
  to 20 HD of undead within the Underhalls only, as 
  if they had been created using the animate dead 
  spell cast by a 10th level wizard.  The red gold 
  amulet acts as a bronze amulet and allows access 
  to Magus Aedan’s laboratory (see Encounter 7 
  (Level B), Location 9). 
   
  The protective ward generated by the amulets 
  against the undead of the Underhalls is violated 
  should a warded PC attack any of the undead 
  guardians.  None of these amulets have any 
  magical 
  power 
  WHATSOEVER 
  outside 
  the 
  Underhalls. 
   
  The major NPCs each have an amulet: Hergest, 
  Talog, and Wedros each have a bronze one, and 
  Maldwyn has a hematite one.  Maldwyn keeps a 
  red gold amulet hidden away in Maga Elspet’s 
  Private Study (see Encounter 7 (Level B), Location 
  16). 
   
  All undead encountered in the Underhalls gain a 
  +2 turn resistance in addition to any they may 
  already possess. 
   
  Location 1: Common Room 
  This area is large (40 ft. wide by 70 ft. long and 15 
  ft. tall) and contains the end of the tower’s central 
  spiral staircase in the center.  An archway 
  opposite the stairway exit leads to a hallway that 
  encompasses Level A and provides a way to 
  reach the Hidden Stair (see Location 7).  There 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 19 
  are three doors (strong wooden), one in each of 
  the remaining walls.  The door to the west is the 
  entrance to the bedchamber, the door to the east 
  accesses the dining hall, and the door to the south 
  allows entry into the kitchen. 
   
  The 
  room 
  contains 
  furniture 
  in 
  styles 
  representative of many nations.  Portraits of 
  Magus Aedan, Maga Elspet, and their family adorn 
  the walls.  In addition to the ap Aedan family 
  portraits, there are portraits of Grand Duke Owen 
  in full battle dress with his first wife Marian, Lord 
  Darlon Lea and his family, Cuthalion Cuern long 
  before his elevation to High Seneschal, Martinian 
  Aldrake as a young man, and a stunning portrait 
  depicting the Battle of Gorna, showing the heroes 
  of Gyruff much larger than life, hewing giants (Lord 
  Darlon Lea is prominent in the painting, as is 
  Magus Aedan, who is shown blasting great 
  quantities of humanoids into oblivion with arcane 
  power).  The paintings are dusty, but unmolested. 
   An Appraise check (DC 20) notes these paintings 
  are quite valuable and would fetch a handsome 
  price (15,000 gp).  However, taking these 
  paintings (a difficult task itself as they are quite 
  large) and selling them is theft, as they belong to 
  Maga Elspet.  When the PCs try to sell them, no 
  one purchases the paintings from the PCs, but 
  instead directs them to Maga Elspet.  She gladly 
  takes the paintings off their hands in exchange for 
  a boon to be named later or access to one of her 
  unique spells (see Conclusion). 
   
  This area is guarded by undead under Maldwyn’s 
  command.  They attack anyone not wearing an 
  Underhall sigil necklace.  Combat with the undead 
  guardians alerts So Ka Toth the ju-ju zombie cook 
  in Location 3.  So Ka Toth joins the fray in two 
  rounds, having pre-cast spider climb. 
   
  APL 4 (EL 5) 
  � Zombies, Medium-Size Fiendish (8): hp 20 
  each; see Appendix II. 
   
  � Bone Creature, Male Undead Sor2: hp 19; 
  see Appendix II. 
   
  APL 6 (EL 7) 
  � Zombies, Large Fiendish (4): hp 36 each; see 
  Appendix II. 
   
  � Bone Creature, Male Undead Sor4: hp 33; 
  see Appendix II. 
   
  APL 8 (EL 9) 
  � Zombies, Large Fiendish (8): hp 36 each; see 
  Appendix II. 
   
  � Bone Creature, Male Undead Sor6: hp 47; 
  see Appendix II. 
   
  APL 10 (EL 11) 
  � Zombies, Huge Fiendish (5): hp 64 each; see 
  Appendix II. 
   
  � Bone Creature, Male Undead Sor8: hp 61; 
  see Appendix II. 
   
  Location 2: Dining Hall 
  The dining hall was once ornate and some of 
  this is still evident.  Now, the area is a mess, as 
  it has been converted into a combination living 
  and dining area.  A large dark wood table is in 
  the middle of the room, bearing the scars of 
  abuse by the current occupants.  Rotting food 
  sits piled in one corner.  There are stained 
  tapestries upon the walls, depicting battles 
  fought against the giants from before the Fall 
  of Gorna and the struggle fought by the Great 
  Druid-King Llewellyn pushing the giants into 
  the mountains several thousand years ago.  In 
  one portion of the tapestry, King Llewellyn 
  seems to be depicted as the Green Man.  One 
  of the tapestries is quite abstract and is 
  difficult to interpret. 
   
  A successful Knowledge (arcana) check (DC 20) 
  suggests the abstract tapestry commemorates the 
  formation of the Circle of Eight in CY 560. 
   
  During the day, this area is empty, except for flies 
  buzzing around the rotting food.  In the evening, 
  Wedros comes here, to eat and sleep.  He sleeps 
  under the table in a hammock, which is concealed 
  from view (Spot check or Search check, DC 25).  
  Hidden within the hammock are 10 +2 bolts 
  (Search check, DC 25). 
   
  Treasure:  All APLs: L: 0 gp; C: 0 gp; M: 10 +2 
  bolts (140 gp). 
   
  Location 3: Kitchen 
  These kitchen facilities are quite extensive and 
  well constructed.  A large oven/cookplace 
  dominates the south wall.  There is a faint 
  whistling sound coming from the chimneys.  
  Hunched over a butcher-block table is a 
  desiccated humanoid figure cutting hunks of 
  
  GEO3-01 A Small-Knowing Soul 
   
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  meat from some carcass with a vicious looking 
  cleaver.  The thing stops its dissection and 
  spins around, a baleful glow emanates from its 
  black eyes. 
   
  Aedan and Elspet were very busy mages when 
  living at the Russet Tower.  They kept unusual 
  hours and Magus Aedan was always conscious of 
  a need to keep the Underhalls secure.  To this 
  end, Elspet gifted her husband with a servant who 
  never tired and was available at any hour.  So Ka 
  Toth was once a member of the Scarlet 
  Brotherhood.  He was captured by Magus Aedan, 
  and after questioning, left to rot in the Holding 
  Cells (see Encounter Seven (Level B), Location 
  12).  Elspet turned So Ka Toth into a ju-ju zombie 
  through an unpleasant ritual and bound him to 
  service as the chef of the Underhalls.  This gave 
  rise to one of Maga Elspet’s favorite jokes, which 
  she told at dinner parties without revealing the 
  nature of the chef: “There’s a bit of our chef in 
  everything he makes”.  So Ka Toth sees anyone 
  without a sigil amulet as an enemy and attacks 
  ruthlessly. 
   
  The chimney flews, instead of leading to the 
  surface, lead into the Chamber of Winds (see 
  Encounter Eight (Level C), Location 19).  The flew 
  pipes are size Tiny.  A Tiny flying creature could 
  traverse the pipes, but would ultimately end up in 
  the Chamber of Winds facing a very angry air 
  elemental.  Investigating Level C is an optional 
  encounter for this scenario (see Encounter Eight 
  for details). 
   
  All APLs (EL 5) 
  � So Ka Toth, Ju-ju Zombie: hp 50; see 
  Appendix II. 
   
  Location 4: Pantry 
  This room is a well-stocked pantry.  Food of all 
  kinds resides on shelves, drawers, and hooks. 
   Some of the provisions are dated, yet despite 
  being more than 10 years old, are still fresh.  
  On the west wall is a rack with a dwindling 
  supply of fine wine. 
   
  The contents of this room are subjected to a purify 
  food and drink spell once per day.  Some of the 
  meat on the hooks is humanoid. 
   
  Treasure:  An Appraise check (DC 20) indicates 
  several of the bottles of wine are quite valuable 
  and could fetch a handsome price if sold. 
   
  All APLs: L: 30 gp; C: 0 gp; M: 0 gp. 
   
  Location 5: Bedchamber 
  This large, nearly square, room is obviously a 
  bedchamber, despite the piles of refuse, which 
  litter the corners.  On the north side of the 
  room is an enormous four-poster canopy bed, 
  complete with velvet privacy curtains, flanked 
  by two small tables.  Glass orbs float two feet 
  above each table.  A large fireplace is on the 
  west wall near the corner.  A sitting area is 
  before the fireplace.  There is a door in the 
  south wall.  Much of the floor is covered with 
  fine rugs, some of which are not soiled with 
  repugnant stains. 
   
  During the day, this room is empty, but Maldwyn 
  sleeps here at night, which accounts for the 
  room’s disheveled appearance. 
   
  Treasure:  The glass orbs on the nightstands light 
  with continual flame if touched.  PCs grasping an 
  orb then releasing it into the air have the option of 
  having the orb follow them. 
   
  All APLs: L: 0 gp; C: 0 gp; M: 2 continual flame 
  orbs (83 gp each). 
   
  Read the following if the fireplace is examined: 
   
  The fireplace is ornate, carved with images of 
  many strange beasts.  Prominent are two 
  ravens flanking the fireplace opening.  Each 
  holds a strange five-sided sigil in its beak.  
  Above the mantle is an enormous portrait of 
  Magus Aedan and Maga Elspet.  There is a 
  faint whistling coming from the fireplace. 
   
  The raven, holding the sigil that matches the one 
  worn by Magus Aedan in the portrait, activates a 
  secret door into the hallway when turned 
  clockwise.  The other sigil, when manipulated, 
  delivers a nasty shock. 
   
  APL 4 (EL 3) 
  � Sigil Shock Trap: CR 3; magical; touch trigger; 
  automatic reset; Reflex save (DC 20) for half; 2d6 
  electrical damage; Search (DC 25); Disable 
  Device (DC 25). 
   
  APL 6 (EL 4) 
  � Sigil Shock Trap: CR 4; magical; touch trigger; 
  automatic reset; Reflex save (DC 22) for half; 4d6 
  
  GEO3-01 A Small-Knowing Soul 
   
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  electrical damage; Search (DC 27); Disable 
  Device (DC 27). 
   
  APL 8 (EL 5) 
  � Sigil Shock Trap: CR 5; magical; touch trigger; 
  automatic reset; Reflex save (DC 24) for half; 6d6 
  electrical damage; Search (DC 29); Disable 
  Device (DC 29). 
   
  APL 10 (EL 10) 
  � Sigil Shock Trap: CR 3; magical; touch trigger; 
  automatic reset; Reflex save (DC 26) for half; 
  10d6 electrical damage; Search (DC 31); Disable 
  Device (DC 31). 
   
  Location 6: Bath Chamber 
  This room does not bear as many signs of 
  abuse as previous chambers.  Perhaps this is 
  because it does not see much use?  Before 
  you is a luxurious bathing chamber, complete 
  with two throne-like privies bearing the family 
  crests of Aedan and Elspet.  An inviting pool of 
  warm water is in the middle of the western end 
  of the chamber, next to a small fireplace.  
  There are currents visible within the pool.  
  There are clean linens on a rack and a wash 
  table whose basin is surrounded by bottles 
  filled with scented oils and wrapped cakes of 
  soap. 
   
  The bath chamber is magically self-cleaning.  The 
  privies 
  have 
  non-removable 
  chamber 
  pots 
  concealed beneath the seats.  The pots are 
  enchanted with modified disintegrate spells.  A PC 
  who sticks an appendage into a pot must succeed 
  at a Fortitude save (DC 21) or have that 
  appendage disintegrated as per the spell.  Even 
  with a successful save, the PC takes 5d6 points of 
  damage. 
   
  Treasure:  A miniature chest near the basin 
  contains scentbreaker (an alchemical mixture, see 
  the Treasure Summary) and a nearby bottle 
  contains a potion of neutralize poison.  There is 
  nothing unusual about the pool.  Warm water, from 
  the Well and Pump Room (Encounter Eight (Level 
  C), Location 18) is constantly circulating within the 
  basin through openings shaped like fish.  Tiny or 
  smaller aquatic creatures may attempt to swim 
  through the pipes.  They eventually lead into the 
  hot water storage tank and death from the heat.  
  Investigating Level C is an optional encounter for 
  this scenario (see Encounter Eight for details). 
   
  All APLs: L: 0 gp; C: 0 gp; M: potion of neutralize 
  poison (63 gp). 
   
  Location 7: Hidden Stair 
  This spiral staircase is constructed to fall into 
  place when the trigger mechanism is activated.  
  The trigger is an invisible lever (Spot or Search 
  check DC 30) on the north wall just to the west of 
  the staircase opening.  The hidden stair is difficult 
  to detect; it requires a successful Search check 
  (DC 30) with a +6 circumstance bonus for PCs 
  with stonecunning.  Any PC on the staircase 
  opening when the stairs are activated tumbles 
  down the stairs (a 50-foot drop) taking 5d6 points 
  of damage.  A successful Reflex save (DC 15) 
  reduces this damage by half. 
   
  Size Large or Huge creatures can move up and 
  down the stairway, but with great difficulty. They 
  must move one at a time at one-half and one-
  quarter speed, respectively. 
   
   
  Encounter Seven: The 
  Underhalls, Level B 
  Unless otherwise specified, all ceilings on Level B 
  are 15 feet tall. Doors in the Underhalls, unless 
  otherwise specified, fall into two categories: strong 
  wooden and reinforced (locked iron) doors: 
   
  � Strong Wooden Doors: 2 in. thick; hardness 5; 
  hp 20; Break DC 25. 
   
  � Reinforced (Locked Iron) Doors: 2 in. thick; 
  hardness 10; hp 60; Break DC 28; good lock 
  (hardness 15; hp 30; Open Lock DC 30). 
   
  Location 8: Archway Chamber 
  The spiral stair terminates in the center of a 
  square chamber, the opening facing north.  In 
  the centers of the west, south, and east walls 
  are 15-foot tall ornamented archways.  Above 
  the west archway is Aedan’s crest, above the 
  east archway is Elspet’s crest, and the shield 
  of Geoff is above the south archway.  Obvious 
  magical 
  glyphs 
  are 
  woven 
  into 
  the 
  ornamentation.  On either side of each 
  archway are prominent sigils carved into the 
  rock and filled with gold. 
   
  A Knowledge (arcana) check (DC 15) identifies 
  the gold sigils as representing “danger” and 
  “ward”.  The archways radiate faint evocation 
  magic.  Anyone or anything that passes through 
  
  GEO3-01 A Small-Knowing Soul 
   
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  the archway not bearing a bronze, hematite or red 
  gold sigil amulet triggers the ward on the archway. 
   A wall of force snaps into place, causing 2d8 
  points of damage to those PCs under the archway 
  who fail a Reflex save (DC 15) and sealing the 
  archway.  This effect also damages and hedges 
  out 
  incorporeal 
  or 
  ethereal 
  creatures. 
   
  A 
  disintegrate spell deactivates the archway for 10 
  minutes.  PCs can relay an amulet through the 
  archway but cannot take someone with them 
  through at the same time. 
   
  The doors into the east and west wings are 
  reinforced (locked iron) doors.  The frames of the 
  doors are enchanted with alarm spells.  Anyone 
  without a hematite or red gold sigil amulet passing 
  through the doors generates an audible alarm in 
  Locations 9 and 10 for the west wing door and 
  Locations 15 and 16 for the east wing door.  The 
  alarm enchantment may be seen with a detect 
  magic spell and suppressed with a dispel magic 
  cast against a 15th level caster. 
   
  Unless activated from above, the stairway is 
  blocked halfway up.  An invisible lever (Spot or 
  Search check DC 30) in the middle of the north 
  wall activates the stairway.  Size Large or Huge 
  creatures can move up and down the stairway, but 
  with great difficulty. They must move one at a time 
  at one-half and one-quarter speed, respectively. 
   
  If PCs have triggered the encounter in Maga 
  Elspet’s Laboratory (see Location 15), the 
  guardians from Encounter 6 (Level A), Locations 1 
  and 3 are present.  Remember, the undead 
  guardians cannot attack a PC wearing a sigil 
  amulet unless that PC attacks first, voiding the 
  protection. 
   
  Location 9: Aedan’s Laboratory and Shrine 
  to Murlynd 
  On the east wall, just down from the door 
  opening into this hallway is a 15-foot-tall, 10-
  foot-wide metal plate.  In the center of the 
  metal plate, about 4 feet up from the floor is an 
  impression of a lopsided pentagon. 
   
  The metal plate is the door to Aedan’s laboratory.  
  A red gold sigil amulet must be placed in the 
  depression to activate the door.  Examining the 
  plate in anyway, other than visually activates a 
  wall of force barrier exactly as described in 
  Location 8. 
   
  � Metal Plate: 3 in. thick; hardness 12; hp 60; 
  Break DC 35. 
   
  Once the red gold sigil amulet is in place, read the 
  following: 
   
  Extending from the impression, a seam splits 
  the metal plate in twain.  Large, 15-foot-tall 
  heavy 
  metal 
  doors 
  open 
  revealing 
  an 
  enormous chamber, some 50 feet wide and 
  possibly 100 feet long.  The ceiling is 20 feet 
  overhead.  Floating glass globes burn with fire, 
  providing illumination.  On the southern end of 
  the chamber is a T-shaped collection of tables, 
  cabinets, and shelves, near which is a large 
  metallic object.  Directly across from the door 
  is some kind of shrine.  At the northern end of 
  the chamber is a startling sight: columns of 
  glass and crystal rise from the floor topped by 
  strange blue-metal geodesic spheres.  Raw 
  magical power throbs away inside the crystal 
  columns.  The surrounding walls contain 
  granite panels studded with colorful crystals 
  that blink in strange, rhythmic patterns.  
  Between the crystal columns is a shimmering 
  sphere of force.  Trapped inside is perfection:  
  a giant blue-skinned female whose beauty 
  would make even women swoon.  This must be 
  Sirianna. 
   
  Her 
  silken 
  garments 
  cling 
  suggestively to her wonderfully apportioned 
  frame.  No tusks or fangs are visible when she 
  speaks and her voice is serene and lovely, yet 
  edgy with fear.  “More Tyv to torture me?  As if 
  the vile depredations of Maldwyn were not 
  enough!  Please, do not hurt me.  I have done 
  nothing to you!” 
   
  The PCs must gain Sirianna’s trust.  A successful 
  Diplomacy check (DC 25) convinces her the PCs 
  are actually there to help her.  Showing Sirianna 
  the wedding band provides a +10 circumstance 
  bonus 
  to 
  the 
  Diplomacy 
  check. 
   
  The 
  enchantments of the ring prevent it from being 
  stolen, so she knows Ghanadar had to give it to 
  the PCs willingly. 
   
  The PCs may parley with Sirianna, but she knows 
  little.  She was on “holiday” observing the 
  “quaint and amusing Tyv” when her litter was 
  attacked by undead and “those three dirty Tyv”. 
   She remembers being struck by something sharp, 
  passing out, and waking within the wall of force 
  bubble.  The leader, Maldwyn, has spent hours 
  berating and threatening her since she has been 
  imprisoned.  “He often mentions his extreme 
  
  GEO3-01 A Small-Knowing Soul 
   
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  loathing for my beloved Ghanadar.”  If asked 
  how to deactivate the wall of force generator, she 
  says the following: “I have seen the Tyv 
  Maldwyn fiddle with the gem-stone panels, but 
  I did not see how the artifice was initially 
  activated.  I should think, however, that 
  breaking the crystal columns a poor choice 
  given the amount of magical power coursing 
  through them.  Much more power than one 
  would expect to maintain such a small 
  bubble.” 
   
  Investigation of the gemstone panels requires a 
  successful Knowledge (arcana) check (DC 35) to 
  gain any useful information.  Faint tracings of gold 
  on the granite slabs and the patterns of lit/unlit 
  gemstones suggest magical power has been 
  redirected into the crystal columns away from 
  another purpose.  PCs with Knowledge (arcana) 
  may pool their knowledge or further assistance 
  may be needed (see below).  Should the 
  knowledge check be successful, the PC(s) may 
  redirect the energy, terminating the wall of force 
  bubble, and re-establishing the wall of force 
  barrier around the Underhalls, sealing off all exits 
  save the Teleportation Chamber (see Location 
  11).  Once redirected, reversing the process 
  requires a Knowledge (arcana) check (DC 50). 
   
  A PC making a successful Disable Device check 
  (DC 35) may also redirect the energy, terminating 
  the wall of force bubble, and re-establishing the 
  wall of force barrier around the Underhalls, sealing 
  off all exits save the Teleportation Chamber (see 
  Location 11).  If the PC fails the Disable Device 
  check by 5 or more, they accidentally disrupt a 
  critical process and cause the destruction of the 
  crystal columns (see below).  Once redirected, 
  reversing the process requires a Knowledge 
  (arcana) check (DC 50). 
   
  Breaking either of the crystal columns (Hardness 
  5, hp 25 each) results in an explosion of force 
  energy doing 20d6 points of damage in a 40-ft. 
  radius burst (Reflex save (DC 20) for half 
  damage).  Anyone protected by a shield spell at 
  the time of the explosion takes one-quarter 
  damage on a successful save, half-damage if 
  unsuccessful. 
   Destruction of the columns 
  redirects the magical energy and re-establishes 
  the 
  wall 
  of 
  force 
  barrier 
  surrounding 
  the 
  Underhalls.  Reversing the process is impossible 
  once the columns are destroyed. 
   
  Once Sirianna is freed from her prison, she insists 
  the PCs find a way to leave immediately and asks 
  for her wedding band.  A Diplomacy check (DC 
  20) is required to get her to stay in the laboratory 
  until the PCs find a method of escape, but no 
  amount of Diplomacy allows the PCs to take the 
  wedding band.  On a side note, Sirianna cannot 
  physically fit up the Hidden Stair (see Encounter 6 
  (Level A), Location 7). 
   
  All APLs (EL 14) 
  � Sirianna, Female Cloud Giant Sor3: hp 217; 
  see Appendix II. 
   
  Should the PCs, for whatever reason, decide to 
  attack Sirianna, she spends one round pleading 
  for them to stop.  If they do not stop, read the 
  following: 
   
  “They told me, but I did not believe them.  I 
  thought there was more to the Tyv – but now I 
  know you are just a bunch of FILTHY 
  ANIMALS!” Sirianna, in one clean motion, 
  breaks off one of the crystal columns and 
  brandishes it as a weapon.  The column still 
  crackles with residual energy. 
   
  The column acts as a gargantuan greatclub and 
  deals 4d6+18 points of damage per hit.  In 
  addition, the column still has residual force energy 
  and can harm incorporeal creatures or objects and 
  surrounds her in a shield spell effect for 1 minute. 
   
  Killing 
  Sirianna 
  is 
  an 
  evil 
  act 
  and 
  has 
  repercussions.  The PCs gain no XP from 
  murdering Sirianna.  The PCs are subject to either 
  Conclusion C or D. 
   
  The Shrine of Murlynd 
  On the middle of the east wall is a mosaic of a 
  six-pointed star with rounded ends.  Before the 
  mosaic is a granite table topped with five 
  crystals and a small hammer.  Striking the 
  crystals with the hammer produces clear notes 
  in a major key.  There is no apparent purpose 
  to this area other than as a shrine to some 
  obscure deity. 
   
  The shrine is to Murlynd, the White Paladin, hero-
  deity of magical artifice.  A Knowledge (religion) 
  check (DC 22) reveals this information.  If the 
  Knowledge (Religion) check is exceeded by 5 or 
  more, the PC knows in what order to play the 
  notes (strike the crystals with the hammer).  Doing 
  so bestows a comprehend languages spell upon 
  that character cast as a 10th level wizard.  
  Underneath the granite table is a shelf containing 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 24 
  a book in some unrecognizable language.  Using 
  either the altar’s power or a like power from a PC, 
  the book’s title can be discerned as “Murlynd’s 
  Early Adventures & Subsequent Ventures”.  The 
  cover bears the six-pointed star sign in gold on a 
  royal blue background.  The book takes weeks to 
  read in its entirety.  Skimming the tome provides 
  some insights into the worship of Murlynd. 
   
  Workbenches 
  The shelves and workbenches are fairly devoid 
  of anything outwardly interesting.  The few 
  books, which do exist, are written in some kind 
  of code and contain bizarre diagrams.  There 
  are bits of metal, what look to be tools, and a 
  few bottles.  Near the workbench is a large 
  metal construct squatting in the corner.  The 
  thing has an ovoid body on two stumpy legs 
  and two stumpy arms that end in sharp-
  spiraled cones.  Written in precise, neat 
  handwriting, is a sign in Common reading 
  “Needs repair” attached to the construct’s 
  body. 
   
  Deciphering the books on the benches requires a 
  comprehend languages spell or a Decipher Script 
  check (DC 25) and 20 minutes of study.  The 
  information gained provides a +10 circumstance 
  modifier to a Knowledge (arcana) roll involving the 
  wall of force generator’s operation.  None of the 
  books mention the construct or why it needs 
  repair.  A Search check (DC 25) reveals a wand of 
  repair light damage amongst the miscellaneous 
  pieces of metal.  A Search check (DC 20) locates 
  a bottle labeled “potion of fox’s cunning”. 
   
  The construct is largely inactive, but have it twitch 
  menacingly if any PC touches it.  A successful 
  Knowledge (arcana) check (DC 25) identifies the 
  construct as a Pulverizer.  No amount of tinkering 
  reactivates it.  Pacanan took the books detailing 
  the construction and repair of this type of 
  automaton. 
   
  Treasure: The book on Murlynd is valuable as are 
  the potion and wand. 
   
  All APLs: L: 20 gp; C: 0 gp; M: wand of repair light 
  damage (63 gp), potion of fox’s cunning (25 gp). 
   
  Location 10 Magus Aedan’s Private Study:  
  This warm, wood paneled room has been 
  carefully ransacked.  Hundreds of books and 
  scrolls are arranged in neat piles before the 
  shelves, which surely must have housed them. 
   A quick glance at the tomes reveals they span 
  dozens of esoteric subjects.  Many are written 
  in incomprehensible languages.  The right 
  person could spend a lifetime digesting the 
  knowledge contained within this room. 
   
  A thorough search of the room does not turn up 
  anything useful with regards to the current 
  situation.  Pacanan removed certain volumes and 
  departed with them.  A casual search of the desk 
  (no roll required) finds a note left by Pacanan for 
  Maldwyn (see Player Handout #5).  A detailed 
  search of the desk (DC 30) does find an expertly 
  hidden compartment.  The compartment is a 
  variation on the rope trick spell.  The entrance into 
  the compartment is through the side of bottom 
  right-hand drawer.  Within is a crystal ankh with 
  gold tracings within the clear crystal.  This is a 
  spare operator key for the Teleportation Chamber 
  (Location 11). 
   
  PCs may, after defeating/driving off all enemies 
  and re-engaging the wall of force barrier, and after 
  acquiring the ability to operate the Teleportation 
  chamber, stay in the Underhalls to study the 
  contents of this library.  A PC wishing to do so 
  must spend 4, 8, or 12 TUs (1, 2, or 3 months).  
  This study nets the PC benefits detailed in the 
  Treasure Summary. 
   
  The study benefits in the Underhalls are not 
  mutually exclusive.  A PC may study in Location 
  10 and Location 16, spending TUs for each effort, 
  up to a maximum of 24 TUs (6 months). 
   
  Upon finishing their study, the PC must leave via 
  the Teleportation Chamber (Location 11).  Return 
  to the Underhalls is not possible due to the wall of 
  force barrier.  The PCs lack the correct key to get 
  back in. 
   
  Location 11: Teleportation Chamber 
  Beyond a heavy reinforced locked iron door is 
  a chamber unlike any other you have seen 
  within this complex.  The walls and floor are 
  polished to an unnatural shine.  The room is 
  square, but has an oval shaped platform 
  recessed into the back wall.  The platform is 
  replete with mystical symbols.  Before the 
  platform, near the center of the room, is a 
  pedestal upon which resides a disc.  In the 
  center of the disc is a crystal sphere.  The disc 
  is divided into sections and within the sections 
  are glyphs and shapes of different color and 
  size.  Both the platform and the disc are made 
  
  GEO3-01 A Small-Knowing Soul 
   
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  of some strange blue-gray stone.  A low 
  throbbing-humming 
  sound 
  permeates 
  the 
  chamber. 
   
  This 
  chamber 
  is 
  Magus 
  Aedan’s 
  greatest 
  accomplishment and was likely inspired by 
  Murlynd himself.  Once activated, the platform, in 
  conjunction with the controls on the disc, can 
  teleport anyone or anything upon it anywhere on 
  Oerth.  This chamber was Aedan’s greatest 
  secret.  Only the Duke knew of its existence, or so 
  Aedan 
  thought. 
   
  Pacanan 
  suspected 
  the 
  something like it existed and used the chamber to 
  reach a destination he would not have been able 
  to reach through conventional means.  Maldwyn, 
  using the crystal ankh operator key left behind by 
  Pacanan, has used the chamber to conduct 
  lightning raids against Gyri and giant caravans.  
  Unbeknownst to Maldwyn, a second crystal ankh 
  operator key is hidden away in Magus Aedan’s 
  Private Study (see Location 10). 
   
  The teleporter works one-way only.  It does not 
  allow penetration of an area protected by spells 
  barring extra-dimensional travel or those protected 
  by scrying.  To activate the platform, the operator 
  must first insert a crystal ankh key into the 
  appropriately shaped receptacle on the control 
  disc.  This energizes the operating controls.  The 
  quartz sphere at the center of the disc is a crystal 
  ball used to visualize the desired destination using 
  the control surfaces on the disc.  An operator must 
  make a Knowledge (arcana) check (DC 20) to 
  decipher the controls (alternately, an Intelligence 
  check or Use Magic Device check (DC 25) may be 
  used).  To target the desired location, a successful 
  Scry check must be made.  The DC is variable 
  depending upon the PC’s familiarity with the 
  destination.  A PC from Geoff attempting to scry 
  on Hochoch would need to meet or exceed a DC 
  5.  Scrying on Midwood is DC 10.  A place the PC 
  has never been to before is DC 20.  If no clear 
  destination is selected, the teleportation platform is 
  not energized.  PCs may also scry on people or 
  things to nail down a destination.  See the scry 
  spell for more details.  Once all steps have been 
  successfully performed, the operator can teleport 
  objects/creatures on the platform from the control 
  disc, or set a short countdown for auto-activation.  
  At all times during this procedure, the operator key 
  must remain within the control disc.  This device 
  can transport a group of PCs nearly anywhere.  
  Should a group of PCs decide to teleport 
  somewhere other than a place described in the 
  Conclusion, 
  the 
  Judge 
  should 
  collect 
  the 
  characters and present them to the Triad for 
  adjudication. 
   
  While the wall of force barrier protects this 
  chamber, a hole is briefly made within the barrier 
  to allow for the outbound teleportation.  The PCs 
  have no way to teleport back into the chamber.  
  Such attempts always fail. 
   
  Location 12 A-F: Holding Cells 
  All holding cell doors are reinforced (locked iron) 
  doors. 
   
  For cells A, C-D, and F, read the following 
  description: 
   
  This 10-foot wide by 20-foot long room is 
  sparsely furnished.  Attached to one wall is a 
  basin in a cabinet.  Two short pipes ending in 
  stopcocks protrude from the wall above the 
  basin.  A privacy screen is in the rear of the 
  chamber.  This chamber does not look to have 
  been used in some time. 
   
  Behind the privacy screen is a privy chair. 
   
  Holding Cell B: Talog’s Chambers 
  This 10-foot wide by 20-foot long room is 
  lavishly furnished.  An enormous cushion fills 
  the center of the room.  Smaller pillows and 
  several exotic feathers are strewn about the 
  surface of the giant plush cushion.  Attached 
  to one wall is a basin in a cabinet.  Two short 
  pipes ending in stopcocks protrude from the 
  wall above the basin.  From behind a privacy 
  screen at the rear of the chamber you hear a 
  light slap and boyish giggling.  Two young 
  men come scurrying out.  Neither is clothed, 
  though one is wearing a strange amulet and a 
  pair of exotic armbands.  Both stop and look at 
  you.  One man cowers, while the other looks 
  disgusted and disappointed.  “What do YOU 
  want?” he says, hands defiantly placed upon 
  his hips. 
   
  The defiant man is Talog.  About his neck is a 
  bronze sigil amulet.  The cowering young man, 
  Dwyth, is a prisoner from one of the raids.  Talog 
  has used his bardic powers to eliminate any 
  resistance from him.  Dwyth is completely 
  uncommunicative; constantly looking to Talog for 
  answers to any questions the PCs may put to him. 
   Unseen by the PCs, Talog has a dagger poised to 
  strike Dwyth.  An opposed Spot check to Talog’s 
  Hide check is needed to notice the dagger.  Talog 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 26 
  bargains with the PCs for his life, using Dwyth as a 
  bargaining chip (without directly threatening 
  Dwyth, but through Innuendo).  If Talog is hard-
  pressed, he attempts to fascinate the PCs by 
  humming a catchy tune.  PCs are only justified in 
  killing Talog if he murders Dwyth, and Talog is 
  aware of this.  He is also aware he is not a 
  murderer, and an opposed Sense Motive check to 
  Talog’s Bluff check can confirm his true feelings, if 
  a clever PC suspects such a thing.  Talog accepts 
  terms of surrender that include the following: 
  leaving the Underhalls of his own free will with 
  Dwyth, and no reprisals by the PCs or their 
  associates.  In return for this, Talog promises to 
  leave Geoff, give up his bronze sigil amulet, his 
  other treasure, and provide minor amounts of 
  information.  Talog only fights the PCs as a last 
  resort if they initiate combat; for he knows he is 
  outnumbered. 
   
  Talog knows little about the Underhalls (truth).  He 
  does know the amulet is required to access 
  certain areas (truth).  He does not know where 
  Maldwyn or Sirianna are located (lie).  He does not 
  know how to work the wall of force generator or 
  the teleportation chamber controls (truth).  If asked 
  about defenses, he says undead patrol the halls 
  (partial truth). 
   
  All APLs (EL 8) 
  � Talog, Male Human Brd5/Rog3: hp 42; see 
  Appendix II. 
   
  Treasure: Talog’s possessions are the only 
  treasure here. 
   
  All APLs: L: 0 gp; C: 0 gp; M: +1 dagger (192 gp), 
  +1 light crossbow (195 gp), +1 whip (192 gp), 20 
  +1 bolts (78 gp), bracers of armor +2 (333 gp). 
   
  Holding Cell E: Hergest’s Chambers 
  This 10-foot wide by 20-foot long room is 
  sparsely furnished.  Attached to one wall is a 
  basin in a cabinet.  Two short pipes ending in 
  stopcocks protrude from the wall above the 
  basin.  A privacy screen is in the rear of the 
  chamber.  This chamber is dank and filthy.  It 
  is unclear what could be living here.  The only 
  clues are crude stick-figure drawings on 
  parchment, which adorn the walls. 
   
  Hergest is half-asleep behind the privacy screen in 
  a pile of flea-ridden furs.  He patrols the 
  Underhalls at night and sleeps during the day.  
  Unless the PCs have made attempts to be quiet 
  (in which case match his Listen check against the 
  lowest PC Move Silently check to determine if he 
  is surprised), Hergest hears their entry and reacts 
  in anger to the intrusion.  He yells at the PCs to 
  get out.  Clever PCs may be able to calm Hergest 
  and offer him a better life.  If the PCs do not 
  recognize the opportunity presented by the 
  drawings (see below), Hergest realizes the PCs 
  should not be in the Underhalls and attacks. 
   
  The drawings are of Hergest and Niff, his pet 
  otyugh back in Midwood (see Player Handout #3). 
   What’s left of Hergest misses Niff a great deal, 
  but due to his current unnatural state, he lacks the 
  motivation to leave on his own.  This has led to a 
  great deal of built-up rage.  PCs making the 
  connection and using this to overcome Hergest 
  (promising to reunite him with Niff) are awarded 
  full XP for the encounter.  PCs must make good 
  on their promise.  If Hergest is betrayed, he 
  immediately attacks the nearest PC with deadly 
  force. 
   
  APL 4 (EL 6) 
  � Hergest, Male Half-Human/Half-Flesh Golem 
  Ftr3: hp 34; see Appendix II. 
   
  APL 6 (EL 8) 
  � Hergest, Male Half-Human/Half-Flesh Golem 
  Ftr5: hp 54; see Appendix II. 
   
  APL 8 (EL 10) 
  � Hergest, Male Half-Human/Half-Flesh Golem 
  Ftr7: hp 74; see Appendix II. 
   
  APL 10 (EL 12) 
  � Hergest, Male Half-Human/Half-Flesh Golem 
  Ftr9: hp 97; see Appendix II. 
   
  Treasure: Hergest’s possessions are the only 
  treasure here. 
   
  APL 4: L: 22 gp; C: 0 gp; M: +1 heavy mace (193 
  gp). 
  APL 6: L: 1 gp; C: 0 gp; M: +1 heavy mace (193 
  gp), +1 chain shirt (104 gp). 
  APL 8: L: 1 gp; C: 0 gp; M: +2 heavy mace (693 
  gp), +2 chain shirt (354 gp). 
  APL 10: L: 0 gp; C: 0 gp; M: +2 heavy mace (693 
  gp), +2 chain shirt (354 gp), +2 large wooden 
  shield (346 gp). 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 27 
  Location 13: Puzzle Lock Security Door 
  At the bottom of the long spiral stairway 
  leading deep into the earth, is a strange door.  
  The material could be stone or metal.  Carved 
  in the surface at human-eye level are symbols 
  that might be a sentence or instructions.  
  Below the carving are seven ivory tumblers.  
  Each tumbler has four symbols on it, but only 
  one may be seen at a time.  Near the tumblers 
  is a large ornate metal handle. 
   
  � Strange Door: 4 in. thick; hardness 10; hp 200; 
  Break DC 60; every round it resists the first 12 
  points of any energy damage done to it. 
   
  The 
  carving 
  and 
  tumblers 
  bear 
  Draconic 
  characters.  The phrase, if translated (via a 
  comprehend languages spell, skill with the 
  language, or a successful Decipher Script check, 
  DC 15), reads: 
   
  Mysteries abound in the world.  Things are 
  other things disguised by nothings real. 
   
  Give the players Player Handout #2.  The 
  tumblers, much like a slot machine, can be 
  arranged to spell out the answer to the riddle: 
  facades.  Once a choice is dialed in, the handle 
  must be turned clockwise to try to open the door.  
  If the wrong answer is displayed, all PCs within a 
  10-foot radius of the door are struck by a sonic 
  burst.  If the door is struck in an attempt to break 
  it, the trap goes off as well. 
   
  The above assumes the PCs arrive at the door 
  from the staircase side.  If they arrive from the 
  Underhall side, they also need a sigil amulet to 
  open the door. 
   
  APL 4 (EL 3) 
  � Sonic Burst Trap: CR 3; magical; touch 
  trigger; automatic reset; multiple targets (all within 
  10 ft radius of the door); Reflex save (DC 15) for 
  half; 4d4 sonic damage; Search (DC 25); Disable 
  Device (DC 25). 
   
  APL 6 (EL 5) 
  � Sonic Burst Trap: CR 5; magical; touch 
  trigger; automatic reset; multiple targets (all within 
  10 ft radius of the door); Reflex save (DC 18) for 
  half; 6d4 sonic damage; Search (DC 27); Disable 
  Device (DC 27). 
   
  APL 8 (EL 6) 
  � Sonic Burst Trap: CR 6; magical; touch 
  trigger; automatic reset; multiple targets (all within 
  10 ft radius of the door); Reflex save (DC 21) for 
  half; 8d4 sonic damage; Search (DC 29); Disable 
  Device (DC 29). 
   
  APL 10 (EL 9) 
  � Sonic Burst Trap: CR 9; magical; touch 
  trigger; automatic reset; multiple targets (all within 
  10 ft radius of the door); Reflex save (DC 24) for 
  half; 10d4 sonic damage; Search (DC 31); Disable 
  Device (DC 31). 
   
  The goal of this encounter is to not punish the PCs 
  for triggering the sonic burst trap, but to reward 
  them for figuring out the riddle.  If a party is 
  stumped, allow them to make a successful 
  Intelligence check (DC 25) or Bardic Knowledge 
  check (DC 20) to discover the answer to the 
  riddle.  If this option is taken, award only half XP 
  for the encounter. 
   
  Location 14: Component Storage 
  The reinforced (locked iron) door to this chamber 
  also requires either a hematite or red gold sigil 
  amulet to open.  Once opened, read the following: 
   
  The inside of this chamber is lined, floor to 
  ceiling, with shelves.  Bottles, urns, jars, 
  books, paper, and more, are crammed into the 
  space.  Everything is neatly labeled but 
  chaotically ordered. 
   
  This chamber holds spell components and 
  materials to scribe spells into spellbooks or create 
  magical scrolls.  If PC spellcasters are without 
  component pouches, they may gather enough 
  materials to make full spell component pouches in 
  10 minutes.  Enough additional material resides in 
  this chamber to add 24 pages of spells to a spell 
  book at no gp cost to the PC. 
   
  Location 15: Maga Elspet’s Laboratory 
  Upon opening the squeaky reinforced door to 
  this chamber, your ears are assaulted by 
  hideous screams and howls.  Beyond some 
  workbenches, which divide the room in half, 
  are three stone slab tables.  Two figures are 
  hunched 
  over 
  an 
  unfortunate 
  laboratory 
  subject.  One experimenter is a small man with 
  black stringy hair, dressed in finery splattered 
  with gore.  A silver mask, with only one eye 
  slit, obscures his face.  He does not seem 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 28 
  aware of your presence.  On your left is a large 
  ceramic vat and on your right is a large glass 
  tank filled with bubbling green liquid.  Various 
  limbs 
  tumble 
  and 
  roil 
  within 
  the 
  tank.  
  Sputtering oil lamps on the workbenches 
  provide light, but weave shadows in the 
  corners and ceiling.  The screams from the test 
  subject continue. 
   
  Unless the PCs suppressed the alarm spell on the 
  east wing door, Maldwyn and Wedros are 
  readying a trap for whoever has violated the 
  Underhalls.  The screaming is coming from the 
  corpse creature on the table, but it is a ruse.  PCs, 
  only if they ask, may make a Sense Motive check 
  against the villains’ Bluff (DC 20) to notice 
  something is wrong. 
   
  If the alarm spell was repressed, then allow 
  Maldwyn and Wedros Listen checks at –2 against 
  Move Silently checks made by the PCs.  If the 
  PCs are not taking any precautions to be quiet, 
  then the Listen DC for Maldwyn and Wedros is 12. 
   If they have heard the PCs, the ruse is as 
  described.  Otherwise, they are working on the 
  corpse creature and it is not screaming.  Maldwyn 
  and Wedros do get another Listen check (at +2) 
  when the PCs open the laboratory door, for it 
  squeaks loudly on rusty interior hinges.  Unless 
  the PC opening the door is trying to be quiet, the 
  Listen DC is 10. 
   
  Maldwyn, Wedros, and the corpse creature spring 
  into action as soon as all the PCs are in the 
  chamber or just before a PC is about to attack if 
  they were tipped off ahead of time by the alarm 
  spell (surprise round).  Maldwyn directs the corpse 
  creature to attack a PC who is a possessor of a 
  Vengeance of Maldwyn certificate (free action), 
  casts sanctuary and moves (5-foot step) for cover 
  behind the stone slab (partial action).  On his next 
  action, he consumes a readied potion of gaseous 
  form and flees.  If the PCs have not eliminated the 
  undead 
  guardians 
  in 
  the 
  Common 
  Area 
  (Encounter 6 (Level A), Location 1 and 3), 
  Maldwyn calls them down to the Archway 
  Chamber (Location 8) to hinder the PCs. 
   
  Wedros has cast, prior to the PCs entering the 
  room, spider climb upon himself and hidden 
  amongst the shadows on the ceiling (at APL 4, 
  Wedros uses a potion of spider climb).  Wedros 
  spends the first 3 rounds lining up a death attack 
  on a spellcaster (at APL 4, Wedros makes a 
  sneak attack) if possible.  After the first death 
  attack, Wedros hides in another part of the room 
  by spider climbing along the ceiling to prepare 
  another death attack.  If a PC seems to be 
  spotting him too easily, he targets that PC with 
  regular ranged attacks.  Wedros continues using 
  ranged attacks until he is out of ammunition, at 
  which point he tries to escape.  Wedros does fight 
  to the death if cornered, reveling in even his own 
  blood being spilt. 
   
  If Maldwyn and Wedros did not get advance 
  warning via the alarm spell, Wedros is not on the 
  ceiling, but casts spider climb and gets up to the 
  ceiling as soon as possible once combat starts.  
  The corpse creature leaps off the stone slab, 
  draws weapons, and heads for the nearest PC.  
  Maldwyn drinks a potion of gaseous form and 
  flees for the Teleportation Chamber (Location 11). 
   If the PCs have not eliminated the undead 
  guardians in the Common Area (Encounter 6 
  (Level A), Location 1 and 3), Maldwyn calls them 
  down to the Archway Chamber (Location 8) to 
  hinder the PCs. 
   
  During the combat, if any combatant rolls a 1 on 
  an attack roll, they have somehow struck the large 
  glass tank.  This shatters the tank and the 
  animated limbs spill upon the floor, creating even 
  more chaos.  The limbs are harmless, are AC 15, 
  move up to 20 feet per round, and take only 2 
  points of damage to destroy.  Use the animated 
  limbs to create chaos and terror in this laboratory 
  of horrors. 
   
  The ceiling in this chamber is 15 feet above the 
  floor. 
   
  All APLs (EL 10) 
  � Maldwyn, Male Human Rog5/Clr5: hp 67; see 
  Appendix II. 
   
  APL 4 (EL 7) 
  � Wedros, Male Human Rog4: hp 22; see 
  Appendix II. 
   
  � Corpse Creature, Male Corpse Gnoll Rgr5: 
  hp 40; see Appendix II. 
   
  APL 6 (EL 9) 
  � Wedros, Male Human Rog5/Asn1: hp 32; see 
  Appendix II. 
   
  � 
  Corpse 
  Creature, 
  Male 
  Corpse 
  Ogre 
  Bbn3/Ftr2: hp 68; see Appendix II. 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 29 
  APL 8 (EL 11) 
  � Wedros, Male Human Rog5/Asn3: hp 42; see 
  Appendix II. 
   
  � 
  Corpse 
  Creature, 
  Male 
  Corpse 
  Ogre 
  Bbn4/Ftr3: hp 82; see Appendix II. 
   
  APL 10 (EL 13) 
  � Wedros, Male Human Rog5/Asn5: hp 52; see 
  Appendix II. 
   
  � 
  Corpse 
  Creature, 
  Male 
  Corpse 
  Ogre 
  Bbn5/Ftr4: hp 96; see Appendix II. 
   
  Some PCs may wish to see what is inside the 
  ceramic vat.  The closure is very complicated and 
  resists all attempts to open it.  A plaque on the vat, 
  barely readable due to a build-up of dust and 
  corrosion has the following written in Common: 
  “Vile thing which crawled up from the deeper 
  darkness.  Do Not Listen.”  Any PC within a foot 
  of the vat hears the voices of several children 
  pleading for release.   
   
  If the top of the glass tank is opened, the animated 
  limbs scurry out and over the closest PC.  This 
  causes no bodily harm to the PC. 
   
  Treasure: Upon the benchtops are notes written 
  in messy Common.  The notes detail Maldwyn’s 
  horrific experiments on prisoners, Rarkblak’s gnoll 
  pack, and the “successful” experiments upon 
  Hergest.  A successful Search (DC 20) of the 
  benchtops finds some other items of interest:  a 
  wand of disrupt undead (fully charged) and a scroll 
  of negative energy wave.  The only other treasure 
  in this room is the possessions of Wedros and the 
  corpse. 
   
  APL 4: L: 58 gp; C: 0 gp; M: wand of disrupt 
  undead (63 gp), scroll of negative energy wave 
  (58 gp), +1 leather armor (97 gp), 10 +1 bolts 
  (39 gp), potion of spider climbing (4 gp). 
  APL 6: L: 19 gp; C: 0 gp; M: wand of disrupt 
  undead (63 gp), scroll of negative energy wave 
  (58 gp), +1 leather armor (97 gp), 2 +1 short 
  swords (193 gp each), +1 light crossbow (195 
  gp), 20 +1 bolts (78 gp), brooch of shielding 
  (125 gp). 
  APL 8: L: 17 gp; C: 0 gp; M: wand of disrupt 
  undead (63 gp), scroll of negative energy wave 
  (58 gp), +2 leather armor (347 gp), 2 +2 short 
  swords (693 gp each), +1 light crossbow (195 
  gp), 20 +1 bolts (78 gp), brooch of shielding 
  (125 gp), +1 huge greatclub (193 gp). 
  APL 10: L: 17 gp; C: 0 gp; M: wand of disrupt 
  undead (63 gp), scroll of negative energy wave 
  (58 gp), +2 leather armor (347 gp), 2 +2 short 
  swords (693 gp each), +2 light crossbow (695 
  gp), 20 +2 bolts (280 gp), brooch of shielding 
  (125 gp), +2 huge greatclub (693 gp). 
   
  Location 16: Maga Elspet’s Private Study 
  This ornate, and feminine, room is in complete 
  disarray.  Notes, papers, books, and scrolls are 
  strewn about in no apparent order.  Disturbing 
  charts upon the walls depict several humanoid 
  races in various states of dissection, each 
  illustrated with a smiling face.  Much could be 
  learned here, if one safely had the time  and 
  inclination. 
   
  A successful Search (DC 20) of the wall charts 
  finds a hidden cavity behind the chart illustrating 
  the dissection of a cheerful orc.  Within the cavity 
  is a red gold sigil amulet. 
   
  A quick perusal of the material here strongly 
  indicates 
  the 
  horrific 
  experiments 
  and 
  depredations 
  of 
  the 
  laboratory 
  were 
  not 
  continuations of the work of Maga Elspet, but 
  perversions of her attempts to thwart such 
  practices. 
   
  Much the same as Aedan’s Private Study (see 
  Location 10), PCs could stay here, once the same 
  conditions are met, and learn much arcane lore.  A 
  PC wishing to do so must spend 4, 8, or 12 TUs 
  (1, 2, or 3 months).  This study nets the PC 
  benefits detailed in the Treasure Summary. 
   
  The study benefits in the Underhalls are not 
  mutually exclusive.  A PC may study in Location 
  10 and Location 16, spending TUs for each effort, 
  up to a maximum of 24 TUs (6 months). 
   
  Upon finishing their study, the PC must leave via 
  the Teleportation Chamber (Location 11).  Return 
  to the Underhalls is not possible due to the wall of 
  force barrier.  The PCs lack the correct key to get 
  back in. 
   
  Location 17: Zombie Pen 
  When you open the door to this chamber, a 
  horrific odor assaults your senses.  The room 
  is piled, floor to ceiling, with rotting corpses! 
   
  This chamber is full of various humanoid corpses 
  Maldwyn uses to provide soldiers, guardians, and 
  raw material for his experiments.  Any PC digging 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 30 
  through the corpses (perhaps looking for loot) 
  must make a Fortitude save (DC 20) or contract a 
  particularly virulent form of Filth Fever (see the 
  DMG, page 75, for more information). 
   
  � Virulent Filth Fever: Contact; Fort DC 20, 
  Incubation 1d3 days; Damage 1d3 Dex, 1d3 Con. 
   
   
  Encounter Eight: The 
  Underhalls, Level C 
  (OPTIONAL) 
  Unless otherwise specified, all ceilings on Level C 
  are 15 feet tall. This entire level is an optional 
  encounter for this scenario.  If the PCs have time 
  to complete this optional encounter, the judge may 
  offer 
  it 
  to 
  them 
  for 
  their 
  investigation.  
  Investigating Level C costs an additional 1 TU 
  for PCs whose home region is Geoff and 2 TUs 
  for all other PCs.  In return for this additional TU 
  cost, the PCs can earn more xp and gp and 
  discover 
  additional 
  information 
  about 
  the 
  Underhalls. 
   
  Location 18: Well and Pump Room 
  This chamber, lit by floating glass globes filled 
  with fire, contains two huge cylindrical metal 
  tanks.  Each tank is connected to the wall by 
  two stout copper pipes, each interrupted with a 
  large stopcock.  Below each tank are iron 
  boxes covered in mystical symbols. 
   
  One of the tanks is painted red and the other is 
  painted blue.  The red tank is hot to the touch, 
  but the blue tank is icy cold.  You can hear 
  liquid moving through the pipes and a lub-dub 
  sound  almost like the beating of a heart. 
   
  These arcane constructs provide pure hot and 
  cold water to the entire complex.  Turning either 
  stopcock requires a Strength check (DC 15).  This 
  interrupts the flow of water to the complex, but 
  does not cause any back pressure problems.  A 
  PC casting detect magic finds a faint aura on the 
  tanks (purify food and drink), and moderate magic 
  on the iron boxes (magic circle against evil).  The 
  intake and outlet pipes radiate faint magic 
  (levitate). 
   
  If the iron boxes are closely examined, the PC 
  notices they could be opened.  Doing so without 
  first speaking a command word, releases either an 
  ice paraelemental (cold water tank) or a magma 
  paraelemental (hot water tank).  These elementals 
  are not happy and fight to the death to end their 
  imprisonment on the Prime Material plane. 
   
  APL 4 (EL 3 or 5) 
  � Ice Paraelemental, Medium-Size: hp 26; see 
  Appendix II. 
   
  � Magma Paraelemental, Medium-Size: hp 30; 
  see Appendix II. 
   
  APL 6 (EL 5 or 7) 
  � Ice Paraelemental, Large: hp 60; see 
  Appendix II. 
   
  � Magma Paraelemental, Large: hp 68; see 
  Appendix II. 
   
  APL 8 (EL 7 or 9) 
  � Ice Paraelemental, Huge: hp 136; see 
  Appendix II. 
   
  � Magma Paraelemental, Huge: hp 152; see 
  Appendix II. 
   
  APL 10 (EL 9 or 11) 
  � Ice Paraelemental, Greater: hp 178; see 
  Appendix II. 
   
  � Magma Paraelemental, Greater: hp 199; see 
  Appendix II. 
   
  Location 19: The Chamber of Winds 
  At the center of this chamber, lit by floating 
  flaming glass spheres, is an enormous metal 
  box, covered in mystical symbols, sprouting 
  large ceramic pipes that jut out and branch off 
  in 
  all 
  directions 
  before 
  entering 
  the 
  surrounding walls.  A constant, low, moaning 
  fills this chamber. 
   
  This artifice provides fresh air for the entire 
  complex.  Air elementals held within the box 
  generate the air and motive force.  Some of the 
  pipes return air to the box, where it is purged of all 
  contaminants by a filter spell.  A detect magic on 
  the box and pipes finds only the box magical with 
  one faint aura (filter) and one moderate aura 
  (magic circle against evil).  Like the elemental 
  containment boxes in the Well and Pump Room 
  (Location 18), opening this box, without the 
  command word, looses angry elementals hell-bent 
  on destruction. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 31 
   
  APL 4 (EL 5) 
  � Air Elemental, Medium-Size (2): hp 26 each; 
  see Monster Manual. 
   
  APL 6 (EL 7) 
  � Air Elemental, Large (2): hp 60; see Monster 
  Manual. 
   
  APL 8 (EL 9) 
  � Air Elemental, Huge (2): hp 136; see Monster 
  Manual. 
   
  APL 10 (EL 11) 
  � Air Elemental, Greater (2): hp 178; see 
  Monster Manual. 
   
  Elemental Errata: Wizards of the Coast issued 
  errata to correct errors in the entries for Air 
  Elementals in the first printing of the Monster 
  Manual.  Please be sure to use the corrected 
  version of this creature. 
   
  Location 20: The Sealed Door 
  A short hallway extends east from the stairwell 
  chamber.  The walls of this hall do not look as 
  finished as the rest of the Underhalls and a 
  side passage some twenty feet in terminates 
  abruptly in a pile of rubble.  At the end of the 
  main passage is a great golden door set in an 
  archway of glyphs and symbols.  Upon the 
  door, written in a dozen languages, is the 
  phrase “Danger!  Do Not Open!” 
   
  This door is well sealed.  No amount of tinkering or 
  application of spell has any effect except to trigger 
  a magic mouth on the nearby wall.  The mouth 
  says: “Beyond that door are terrors unimaginable. 
   Only Magus Aedan may open this portal.” 
   
   
  Conclusion 
  The PCs may wish to take things with them from 
  the Underhalls, especially the sigil amulets.  The 
  sigil amulets, as previously stated, have no 
  function or value outside the Underhalls.  The sigil 
  amulets are not the key to re-entering the 
  Underhalls once the wall of force barrier is in 
  place.  The amulets may be returned to Maga 
  Elspet (as well as any of the paintings).  She 
  repays this kindness by offering to teach any 
  arcane spellcaster in the party or offer her 
  expertise in the future (see Treasure Summary). 
   
  There are several ways to leave the Underhalls, 
  depending upon what transpired during the 
  module.  The easiest way is to use the 
  Teleportation Chamber (Encounter 7 (Level B), 
  Location 11).  The other way is to leave through 
  one of the stairways to the surface.  This latter 
  option is not available if Sirianna was released 
  from the wall of force bubble. 
   
  Should the PCs use the Teleportation Chamber, 
  they may choose to send Sirianna and/or Hergest 
  to Midwood but not themselves.  They may 
  teleport with Sirianna in hopes of a reward from 
  Ghanadar.  They may even want to teleport to 
  Hochoch or Caer Rhyniog in the Oytwood to take 
  Sirianna prisoner.  Finally, they may teleport to 
  Midwood without Sirianna because she has been 
  killed or teleport to Hochoch, bypassing Midwood 
  altogether, because the PCs were responsible for 
  her death. 
   
  Conclusion A: Sirianna and/or Hergest 
  teleported to Midwood without the PCs 
  A week later, you each receive notes delivered 
  in private, by an invisible force.  The note is 
  written in Common.  As you read the note, the 
  invisible force makes a coughing sound, and a 
  wooden token falls at your feet. 
   
  Give the players Player Handout #4.  The PCs 
  also each receive a Midwood Token (see 
  Treasure Summary). 
   
  Conclusion B: Sirianna and/or Hergest 
  teleported to Midwood with the PCs 
  You arrive in Midwood.  It does not take long 
  for your group to gather a crowd.  Ghanadar 
  exits his demesne and immediately runs to 
  Sirianna, taking her up in an enormous 
  embrace.  His deep laughter fills the air, nearly 
  drowning out her joyous cries. 
   
  Ghanadar announces the wedding is to take 
  place the next day and asks Arglwyth Talvan to 
  preside.  Talvan gladly accepts and the village 
  rushes to make ready. 
   
  The next day, the town square has been 
  decorated and all the townsfolk have turned 
  out in their finest.  A pulpit has been placed 
  atop Ghanadar’s demesne.  Arglwyth Talvan 
  performs the ceremony under the auspices of 
  Allitur.  You have a role as well: ringbearers. 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 32 
  Afterward, there is a great celebration.  Three 
  days of feasting and festival.  At the end, 
  Ghanadar presents each of you with a carved 
  wooden token and explains its purpose.  The 
  token allows safe entry into Midwood.  The 
  tokens are specific to the individual and do not 
  work for anyone else. 
   
  The PCs each receive a Midwood Token (see 
  Treasure Summary). 
   
  “Though we be comrades, my Masters would 
  look poorly upon what has been wrought.  Tell 
  thy Duke his people art safe and shall not be 
  exploited whilst we live, and be circumspect in 
  thy future affiliations.  Before thee leave, I 
  would present thee another gift.” 
   
  Ghanadar reaches into his pouch and pulls out a 
  large metal ring or hoop.  He explains it is another 
  failed experiment.  When the hoop is thrown to the 
  ground, it generates a stinking cloud effect as cast 
  by a 5th-level wizard.  The hoop’s power 
  diminishes with use, however, and only has 5 
  uses.  The hoop can be thrown as an exotic 
  ranged weapon with a 20-foot range increment.  
  To hit the desired area requires a ranged touch 
  attack (DC 10) unless a creature occupies the 
  area (in that case, use the creature’s touch AC 
  instead). 
   
  Treasure:  All APLs: L: 0 gp; C: 0 gp; M: Stinking 
  Cloud Hoop (125 gp). 
   
  Ghanadar teleports the PCs to Hochoch. 
   
  Conclusion C:  Sirianna is dead and the PCs 
  teleport to Midwood 
  Ghanadar’s response relies on how Sirianna died. 
   If her death was truly accidental and the PCs tried 
  to save her, Ghanadar reluctantly accepts his loss 
  and teleports the PCs to Hochoch.  The PCs lose 
  the Favor of Ghanadar certificate. 
   
  Should the PCs have been directly responsible for 
  her death, even to the point of actively attacking 
  her, Ghanadar flies into a rage once their 
  treachery is uncovered (recall he uses detect 
  thoughts 
  when 
  dealing 
  with 
  non-giants).  
  Ghanadar attacks the PCs with all his might.  
  Arglwyth Talvan assists Ghanadar.  Should the 
  PCs survive, they receive no XP for killing 
  Ghanadar or Talvan.  They must now find a way to 
  deal with the villagers, who do not survive without 
  Ghanadar.  Each PC must spend 2 TUs to lead 
  the villagers to safety in Hochoch.  Such PCs 
  should see the Triad to learn of their ultimate fate 
  for committing these acts of evil. 
   
  Conclusion D:  Sirianna is dead and the PCs 
  teleport anywhere but Midwood 
  Such PCs should see the Triad to learn of their 
  ultimate fate for committing these acts of evil.  
  They may contemplate, in the meantime, why they 
  decided to condemn an entire village to savage 
  slavery, for, without word from them, Ghanadar is 
  forced to leave the village to determine Sirianna’s 
  fate. 
   
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character.  Only include the optional encounter 
  xp awards if the PCs paid the additional TUs to 
  partake in those encounters. 
   
  Encounter One: The Frightened Gnoll 
  Knows 
  Gaining useful information and Rarkblak’s aid 
   
   
  All APLs – 30 xp. 
   
  Encounter Five: The Russet Tower 
  Defeating the tower guardians 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 330 xp. 
   
  Encounter Six: The Underhalls, Level A 
  Location 1: Common Area 
  Defeating the undead guardians  
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp. 
   
  Location 3: Kitchen 
  Defeating So Ka Toth 
   
   
  All APLs – 150 xp. 
   
  Location 5: Bedchamber 
  Bypassing or disarming the trap and discovering 
  the secret door 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 33 
   
  All APLs – 30 xp. 
   
  Encounter Seven: The Underhalls, Level B 
  Location 12B: Talog’s Chambers 
  Bargaining with Talog and gaining his amulet 
  without killing him 
   
  All APLs – 30 xp. 
   
  Location 12E: Hergest’s Chambers 
  Returning Hergest to Midwood or defeating 
  Hergest  
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
   
  Location 13: Puzzle Lock Security Door 
  Answering the riddle or disarming the trap (½ xp if 
  the PCs required an Int or Knowledge check) 
   
  All APLs – 30 xp. 
   
  Location 15: Maga Elspet’s Laboratory 
  Defeating Wedros and the Corpse Creature 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
   
  Total possible experience w/o Optional 
  Encounter (xp cap on this scenario):  
   
   
  APL 4 – 990 xp (675 xp); 
   
  APL 6 – 1,230 xp (900 xp); 
   
  APL 8 – 1,470 xp (1,125 xp); 
   
  APL 10 – 1,680 xp (1,350 xp). 
   
  Encounter 
  Eight 
  (OPTIONAL): 
  The 
  Underhalls, Level C 
  Location 18: Well and Pump Room 
  Defeating one paraelemental (Defeating both 
  paraelementals) 
   
  APL 4 – 90 xp (150 xp); 
   
  APL 6 – 150 xp (210 xp); 
   
  APL 8 – 210 xp (270 xp); 
   
  APL 10 – 270 xp (330 xp). 
   
  Location 19: The Chamber of Winds 
  Defeating the air elementals 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp. 
   
  Total possible experience w/ Optional 
  Encounter (xp cap on this scenario):  
   
   
  APL 4 – 1,290 xp (1,013 xp); 
   
  APL 6 – 1,650 xp (1,350 xp); 
   
  APL 8 – 2,010 xp (1,688 xp); 
   
  APL 10 – 2,340 xp (2,025 xp). 
   
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 34 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L: Looted gear from enemy (sell value) 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter Three: Return to Midwood 
   
  All APLs: L: 0 gp; C: 0 gp; M: 140 gp. 
   
  Encounter Four: The Frightened Gnoll 
  Knows 
   
  All APLs: L: 27 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Five: The Russet Tower 
   
  APL 4: L: 64 gp; C: 0 gp; M: 67 gp; 
   
  APL 6: L: 61 gp; C: 0 gp; M: 67 gp; 
   
  APL 8: L: 32 gp; C: 0 gp; M: 180 gp; 
   
  APL 10: L: 30 gp; C: 0 gp; M: 873 gp. 
   
  Encounter Six: The Underhalls, Level A 
  Location 2: Dining Hall 
   
  All APLs: L: 0 gp; C: 0 gp; M: 140 gp. 
   
  Location 4: Pantry 
   
  All APLs: L: 30 gp; C: 0 gp; M: 0 gp. 
   
  Location 5: Bedchamber 
   
  All APLs: L: 0 gp; C: 0 gp; M: 83 gp. 
   
  Location 6: Bath Chamber 
   
  All APLs: L: 0 gp; C: 0 gp; M: 63 gp. 
   
  Encounter Seven: The Underhalls, Level B 
  Location 9: Aedan’s Laboratory 
   
  All APLs: L: 20 gp; C: 0 gp; M: 88 gp. 
   
  Location 12B: Talog’s Chambers 
   
  All APLs: L: 0 gp; C: 0 gp; M: 990 gp. 
   
  Location 12E: Hergest’s Chambers 
   
  APL 4: L: 22 gp; C: 0 gp; M: 193 gp; 
   
  APL 6: L: 1 gp; C: 0 gp; M: 297 gp; 
   
  APL 8: L: 1 gp; C: 0 gp; M: 1,047 gp; 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1,393 gp. 
   
  Location 15: Maga Elspet’s Laboratory 
   
  APL 4: L: 58 gp; C: 0 gp; M: 261 gp; 
   
  APL 6: L: 19 gp; C: 0 gp; M: 905 gp; 
   
  APL 8: L: 17 gp; C: 0 gp; M: 2,445 gp; 
   
  APL 10: L: 17 gp; C: 0 gp; M: 3,647 gp. 
   
  Conclusion 
   
  All APLs: L: 0 gp; C: 0 gp; M: 125 gp. 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) w/o Optional Encounter 
  APL 4: L: 221 gp; C: 0 gp; M: 2,150 gp; 
  Total: 2,371 gp (600 gp); 
  APL 6: L: 158 gp; C: 0 gp; M: 2,898 gp; 
  Total: 3,056 gp (800 gp); 
  APL 8: L: 127 gp; C: 0 gp; M: 5,301 gp; 
  Total: 5,428 gp (1,250 gp); 
  APL 10: L: 124 gp; C: 0 gp; M: 7,542 gp; 
  Total: 7,666 gp (2,100 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) w/ Optional Encounter 
  APL 4: L: 221 gp; C: 0 gp; M: 2,150 gp; 
  Total: 2,371 gp (900 gp); 
  APL 6: L: 158 gp; C: 0 gp; M: 2,898 gp; 
  Total: 3,056 gp (1,200 gp); 
  APL 8: L: 127 gp; C: 0 gp; M: 5,301 gp; 
  Total: 5,428 gp (1,875 gp); 
  APL 10: L: 124 gp; C: 0 gp; M: 7,542 gp; 
  Total: 7,666 gp (3,150 gp). 
   
  Special 
  These items may appear on the adventure record. 
   They should be crossed out if the PC did not 
  encounter or earn them in the adventure. 
   
  � Scentbreaker 
  This small bag contains a strongly scented 
  alchemical mixture.  It can confound any 
  creature’s sense of smell.  You can toss the bag 
  as a grenadelike weapon with a range increment 
  of 10 feet, or you can scatter the contents 
  someplace where a creature tracking by scent 
  comes across it.  It covers an area 5 feet square, 
  and, once scattered, the contents remain potent 
  for 1 hour. 
  A creature can sniff the bag’s contents from a 
  direct hit, from a splash, or from sniffing the area 
  where the contents were scattered.  If struck by a 
  direct hit, the creature must make a Fort save (DC 
  18) or lose its scent ability for 1 minute.  After the 
  minute is up, the creature must make a second 
  Fort save (DC 18) or lose its scent ability for 
  another hour.  Being splashed or sniffing the 
  scattered contents has the safe effect, but the Fort 
  save is DC 15.  A direct hit or splash affects only 
  one creature of Small or larger size.  The contents 
  affect all creatures of Tiny or smaller size in the 5-
  foot area where the bag of scentbreaker strikes. 
   
  Market Price: 5 gp; Weight: - lbs. 
   
  From Tome & Blood, page 72. 
   
  � Scroll of Negative Energy Wave 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 35 
   
  Caster Level: 7th; Prerequisites: Scribe Scroll, 
  negative energy wave; Market Price: 700 gp; 
  Weight: - lbs. 
   
  Spell from Tome & Blood, page 94. 
   
  � Wand of Repair Light Damage 
   
  Caster Level: 1st; Prerequisites: Craft Wand, 
  repair light damage; Market Price: 750 gp; Weight: 
  - lbs. 
   
  Spell from Tome & Blood, page 95. 
   
  � Wand of Disrupt Undead 
   
  Caster Level: 1st; Prerequisites: Craft Wand, 
  disrupt undead; Market Price: 750 gp; Weight: - 
  lbs. 
   
  Spell from PH, page 197. 
   
  � Potion of Expeditious Retreat 
   
  Caster Level: 1st; Prerequisites: Brew Potion, 
  expeditious retreat; Market Price: 50 gp; Weight: - 
  lbs. 
   
  Spell from PH, page 202. 
   
  � Potion of Fox’s Cunning 
   
  Caster Level: 3rd; Prerequisites: Brew Potion, 
  fox’s cunning; Market Price: 300 gp; Weight: - lbs. 
   
  Spell from Tome & Blood, page 89. 
   
  � Continual Flame Orb 
  This glass orb contains a continual flame spell.  In 
  addition, the orb can be made to float in place by 
  simply putting it in the desired location and letting 
  go.  If the orb is placed over a PC’s shoulder, it 
  levitates and follows the PC.  The orb can only 
  levitate itself, any additional weight causes the orb 
  to sink to the floor.  The orb has Hardness 1 and 
  hp 5. 
   
  Caster 
  Level: 
  3rd; 
  Prerequisites: 
  Craft 
  Wondrous Item, Tenser’s Floating Disc, continual 
  flame; Market Price: 1,000 gp; Weight: - lbs. 
   
  � Stinking Cloud Hoop 
  When the hoop is thrown to the ground, it 
  generates a stinking cloud effect as cast by a 5th-
  level wizard.  The hoop’s power diminishes with 
  use, however, and only has 5 uses.  The hoop can 
  be thrown as an exotic ranged weapon with a 20-
  foot range increment.  To hit the desired area 
  requires a ranged touch attack (DC 10) unless a 
  creature occupies the area (in that case, use the 
  creature’s touch AC instead). 
   
  Caster 
  Level: 
  unknown; 
  Prerequisites: 
  unknown; Market Price: 1,500 gp; Weight: - lbs. 
   
  � Trove of Spellbook Materials 
  This PC discovered a storage chamber full of spell 
  components and materials to scribe spellbooks.  
  They took enough material with them to add 24 
  pages of spells to a spellbook at no gp cost to the 
  PC (other requirements and costs must still be 
  met). 
   
  � Midwood Token 
  This token allows the wearer, and only the wearer, 
  to enter and exit the warded area around Midwood 
  at will. 
   
  � Instruction from Maga Elspet 
  This arcane spellcasting PC returned all of the 
  paintings, amulets, and items of a personal nature 
  discovered in Russet Tower to Maga Elspet.  She 
  repays this kindness by teaching the PC any spell 
  from Tome & Blood (except those of the 
  enchantment school) or, alternately, she provides 
  instruction to the PC, giving them access to the 
  Sacred Spell feat.  The PC chooses to learn 
  _____________________. 
   
  � Boon of Maga Elspet 
  This non-arcane spellcasting PC returned all of 
  the paintings, amulets, and items of a personal 
  nature discovered in Russet Tower to Maga 
  Elspet.  She repays this kindness by offering her 
  expertise.  During any Geoff Regional adventure 
  set in or around Hochoch, PCs may ask Maga 
  Elspet 
  questions. 
   
  She 
  provides 
  a 
  +15 
  competence bonus to any Knowledge (arcana) or 
  Knowledge (undead) checks.  The PC asking her 
  the questions need not have ranks in the 
  appropriate Knowledge skill to use this boon.  The 
  PC may request this boon of Maga Elspet three 
  times.  Only one PC may use this boon per 
  scenario. 
   
  � CAPTURED! 
  This PC was captured by the Priestesses of 
  Surtur.  The PC is out of play, and the player 
  should contact the Geoff Triad. 
   
  � Knights of the Watch Valor Medal 
  Although this PC failed to complete this scenario, 
  he did assist the Knights of the Watch in battle 
  against a humanoid horde.  The PC is awarded a 
  Valor Medal by Unrelenting Sphinx Gundar Kevitz 
  for valorous bravery in combat.  The medal grants 
  the wearer a +5 circumstance bonus to Charisma 
  based checks when dealing with NPC members of 
  the Knights of the Watch. 
   
  � Leading the Villagers to Safety 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 36 
  This PC slew Ghanadar and must spend 2 
  additional TUs to lead the villagers once under his 
  protection to safety.  The player should contact the 
  Geoff Triad. 
   
  � Abandoned Villagers 
  This PC failed to report to Ghanadar.  He was 
  forced to leave the village to determine his bride’s 
  fate and the villagers he once protected have been 
  left to die or become slaves.  The player should 
  contact the Geoff Triad. 
   
  � Magus Aedan’s Study 
  This PC has expended additional TUs studying the 
  books and scrolls in Magus Aedan's study before 
  departing the Russet Tower.  Expending 4 TUs 
  gives the PC a +2 competence bonus to 
  Knowledge (architecture/engineering) checks and 
  a +2 competence bonus to Knowledge (arcana) 
  checks when related to Magical Items and 
  Constructs.  Expending an additional 4 TU (a total 
  of 8 TU) gives the PC the previous bonuses and 
  the ability to scribe a total of six levels of spells 
  from Tomb and Blood (spells chosen cannot be 
  from the conjuration or necromancy schools) into 
  his or her spellbook at no cost.  Expending an 
  additional 4 TU (a total of 12 TU) gives the PC the 
  previous bonuses plus the PC can select one 
  Tomb and Blood feat from the following list:  
  Arcane Defense, Chain Spell, Sculpt Spell, or 
  Spell Specialization.  The above grants access to 
  the feat only; it still must be taken at normal 
  leveling opportunities.  Selecting this boon does 
  not prevent the PC from undertaking study in 
  Maga Elspet's Study.  In this manner the PC may 
  expend up to 24 TU studying in both areas (up to 
  12 in each). 
   
  � Maga Elspet’s Study 
  This PC has expended additional TUs studying the 
  books and scrolls in Maga Elspet’s study before 
  departing the Russet Tower.  Expending 4 TUs 
  gives the PC a +2 competence bonus to 
  Knowledge (undead) checks and a +2 insight 
  bonus to Spellcraft checks when related to 
  Necromancy.  Expending an additional 4 TU (a 
  total of 8 TU) gives the PC the previous bonuses 
  and the ability to scribe a total of six levels of 
  spells from Tomb and Blood (spells chosen cannot 
  be from the enchantment or evocation schools) 
  into his or her spellbook at no cost.  Expending an 
  additional 4 TU (a total of 12 TU) gives the PC the 
  previous bonuses plus the PC can select one 
  Tomb and Blood feat from the following list:  
  Arcane Defense, Chain Spell, Reach Spell, or 
  Sacred Spell.  The above grants access to the feat 
  only; it still must be taken at normal leveling 
  opportunities.  Selecting this boon does not 
  prevent the PC from undertaking study in Magus 
  Aedan’s Study.  In this manner the PC may 
  expend up to 24 TU studying in both areas (up to 
  12 in each). 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 37 
  Appendix I: Major NPC Notes 
  Ghanadar 
  Ghanadar is a fog giant wizard put in charge of 
  the town of Midwood after the failure of the 
  former “governor”, B’gorguul, to meet any of the 
  production quotas.  Ghanadar approached this 
  new task with logic and determination.  He 
  discovered how to motivate the populace and 
  obtain the highest return possible from their 
  labors without resorting to crude methodologies 
  often employed elsewhere.  Ghanadar is not 
  evil.  He is fair, but firm.  He brooks no dissent, 
  expecting 
  his 
  orders 
  to 
  be 
  carried 
  out.  
  Townsfolk who inadvertently cause a problem 
  are not punished, though Ghanadar does watch 
  the offender for several days after such an 
  event.  The recent kidnapping of his fiancé has 
  put him in a foul mood and he has meted out 
  some harsher punishments as of late, though 
  these have not resulted in serious injury or 
  death, as Ghanadar would never be sadistic or 
  cruel.  He is stuck in a quandary on how to save 
  his bride and this gnaws at his heart. 
   
  Arglwyth Talvan, Priest of Allitur 
  Arglwyth (ar-glweeth, tr. baron) Talvan is an 
  older human male.  Prior to the giant invasion, 
  he was often described as feeble, even needing 
  a cane to walk.  He currently appears quite 
  vigorous and active as he performs his patrolling 
  duties around Midwood in the Warded Area.  
  Any who ask about this apparent transformation 
  are told by Talvan it is the Will of Allitur.  Talvan 
  is the father of Maldwyn. Due to events, which 
  unfolded in “A Wise Man’s Son”, Talvan has 
  disowned his son and will not recognize him as 
  such. In all other matters, Talvan is polite and 
  direct.  He is not one to carry on long 
  conversations. 
   
  Maldwyn 
  Maldwyn, age 27, is the son of Arglwyth Talvan 
  and has lived as much of a privileged life as he 
  could squeeze out of his father’s position.  When 
  the giant’s invaded, Maldwyn was catapulted 
  from noble to slave.  This status change did not 
  sit well with him.  His excitable nature was 
  pushed to near the breaking point during the 
  occupation and then beyond after witnessing the 
  horrible demise of his mother at the hands of the 
  ogre chieftain B’gorguul.  Maldwyn, already 
  running with a bad crowd of spoiled young 
  nobility, gathered these malcontents together to 
  fight against the occupation of Midwood – no 
  matter what the cost.  When Ghanadar replaced 
  B’gorguul, Maldwyn began his campaign in 
  earnest, to the detriment of the town.  The 
  culmination of his campaign is described in “A 
  Wise Man’s Son”.  Maldwyn is consumed with 
  revenge – revenge against Ghanadar, revenge 
  against his father whom he considers a 
  sympathizer, and revenge against those who 
  foiled his latest scheme.  Balancing this desire 
  for revenge are his cowardice and feelings of 
  almost child-like vulnerability and insecurity.  
  Maldwyn also has a problem with remembering 
  people’s faces, which has caused him to exact 
  revenge on the wrong person from time to time.  
  Maldwyn 
  accomplishes 
  what 
  he 
  can 
  by 
  manipulating others to perform the dangerous 
  portions of his plans.  Recently, Maldwyn 
  became initiated in the ways of Vecna and has 
  been experimenting with the remains of Maga 
  Elspet’s necromantic laboratory. 
   
  Wedros  
  Wedros is chief among Maldwyn’s cronies. He is 
  a 19-year-old psychotic killer, reveling in the 
  torture and murder of living things.  His devotion 
  to Maldwyn is his only redeeming feature.  
  Maldwyn and Wedros have been close friends 
  since childhood.  Each fed into the passions of 
  the other and Maldwyn used his position in 
  Midwood to shield Wedros from retribution.  
  Since 
  the 
  giant 
  invasion, 
  Wedros, 
  with 
  encouragement from Maldwyn, has become a 
  proficient and remorseless killer.  Wedros can 
  barely wait to begin his slow mutilation of 
  Sirianna.  The necromantic laboratory beneath 
  the Russet Tower has provided a great source 
  of pleasure and amusement for Wedros as he 
  assists Maldwyn in their twisted experiments. 
   
  Hergest 
  Hergest is a brute.  Always large for his age and 
  of 
  mediocre 
  intellect, 
  others 
  around 
  him 
  reinforced this perception.  Hergest was content 
  to let events move over and by him.  When he 
  was younger, Maldwyn gave him purpose and 
  drive he would otherwise lack.  Now 20 years 
  old, Hergest acts as Maldwyn’s personal 
  bodyguard.  Since moving into the Russet 
  Tower, 
  Hergest 
  has 
  been 
  a 
  subject 
  of 
  Maldwyn’s experiments to a successful, yet 
  horrific end.  His drive to act independently, 
  already low, is now nearly non-existent.  His 
  thoughts do dwell on his former life.  The only 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 38 
  joy Hergest ever had was when he cared for the 
  otyugh Niff, who lives in the sewage lagoon 
  outside Midwood.  Hergest misses Niff and 
  would be completely content to go back to the 
  lagoon and play “hide the honeypot” with Niff.  A 
  tremendous amount of rage is building within 
  Hergest. 
   
  Talog 
  Talog is something of a dandy.  He felt, when 
  younger, by associating with a rough crowd, he 
  would be seen as more manly and impressive.  
  At 23 years of age, Talog is not enslaved to 
  Maldwyn as are Wedros and Hergest.  He has 
  continued the relationship as it allows him to 
  fully indulge in his twisted passions. He also 
  enjoys the accumulation of wealth from the 
  caravan robberies.  Talog cares little about the 
  occupation of Geoff or Maldwyn’s goals.  Talog 
  lives in the moment and heaps as much 
  hedonistic 
  pleasure 
  he 
  can 
  within 
  those 
  moments. 
   
  Sirianna 
  Sirianna is a cloud giantess introduced to 
  Ghanadar some 10 years ago.  There was an 
  immediate attraction between them.  Soon they 
  were betrothed and a date was set.  Then, 
  Ghanadar was assigned to Midwood.  This 
  caused a delay in their plans, but allowed 
  Ghanadar time to construct a very special 
  wedding band.  For her part, Sirianna remained 
  true to Ghanadar while continuing her campaign 
  against the Invasion of Geoff.  Sirianna feels 
  there is no need to enslave the lesser species or 
  take their land, not when her kind can live 
  comfortably amongst the clouds.  Sirianna is 
  akin to a Victorian debutante taking on the 
  “White Man’s Burden”.  Her views and speeches 
  have not made her popular with the Sakhut.  
  Recently, she left one of the cloud fortresses to 
  travel the lands of Geoff (a safari to view the 
  quaint natives [Tyv], and strange animals).  
  During her tour, she planned on visiting 
  Ghanadar in Midwood.  Her caravan, which was 
  only lightly guarded, was attacked by Maldwyn’s 
  forces, 
  resulting 
  in 
  her 
  capture.
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 39 
  Appendix II: NPCs 
   
  Encounter 2:  Dogged Pursuit 
  All APLs 
  Fire Giant Priestess of Surtur: Female fire giant 
  Clr5; CR 15; Large Giant (Fire); HD 20d8+100; hp 
  203; Init +0; Spd 30 ft.; AC 26 (touch 9, flatfooted 
  26) (AC 27 [touch 10, flatfooted 27]); Atk 
  +26/+21/+16 
  (+27/+22/+17) 
  melee 
  (2d6+12 
  (2d6+13) [crit 19-20/x2], large longsword +2) or 
  +14/+9/+4 ranged (2d6+10 (2d6+11) plus 2d6 fire, 
  rock); Face/Reach 5 ft. by 5 ft./10 ft.; SA Spells, 
  rock throwing; SQ Rock catching, fire subtype; AL 
  LE; SV Fort +18, Ref +6, Will +12; Str 30 (33), Dex 
  10, Con 20, Int 12, Wis 18, Cha 20. 
   
  Skills and Feats: Climb +10, Concentration 
  +12, Diplomacy +8, Jump +11, Knowledge 
  (Religion) +5, Listen +6, Spot +8; Cleave, Great 
  Cleave, 
  Leadership, 
  Power 
  Attack, 
  Sunder, 
  Weapon Focus (longsword). 
   
  Spells Prepared (5/5/4/3, base DC = 14 + 
  spell level): 0cure minor wounds (x2), detect 
  magic, guidance, resistance; 1stburning hands*, 
  bane, command, cure light wounds, shield of faith; 
  2ndspiritual 
  weapon*, 
  bull’s 
  strength, 
  cure 
  moderate wounds, silence; 3rdresist elements 
  (cold)*, dispel magic, invisibility purge. 
   
  *Domain spell. Domains: Fire (Turn or destroy 
  water creatures as a good cleric turns undead. 
  Rebuke or command fire creatures as an evil 
  cleric rebukes undead. Useable 8 times/day); War 
  (Free Martial Weapon Proficiency and Weapon 
  Focus with deity’s favored weapon). 
   
  Rock Throwing (Ex): A fire giant can hurl 
  rocks weighing 40-50 pounds (Small objects), up 
  to five range increments of 120 feet each. Giants 
  receive a +1 racial bonus on attack rolls when 
  throwing rocks (included in ranged attack bonus). 
   
  Rock Catching (Ex): A fire giant can catch 
  Small, Medium-size, or Large rocks (or projectiles 
  of similar size). Once per round, a fire giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium-size one, and 25 for a 
  Large one. (If the projectile has a magical bonus to 
  attack, the DC increases by that amount.) The 
  giant must be ready for and aware of the attack. 
   
  Fire Subtype (Ex): Fire immunity, double 
  damage from cold except on a successful save. 
   
  Possessions: Large longsword +2, large 
  breastplate +1, huge steel shield +1, potion of 
  cure serious wounds, potion of fire breath, potion 
  of fly, 10 flasks of oil, leather sack with 5 very hot 
  rocks, tinderbox. 
   
  Notes: Spells lined-out have been precast.  
  Their effects are noted in parenthesis in the 
  statistics block. 
   
  Fire Giant Lieutenants: Male fire giant Ftr4; CR 
  14; Large Giant (Fire); HD 15d8+4d10+114; hp 
  216; Init +1; Spd 30 ft.; AC 24 (touch 10, flatfooted 
  23); Atk +28/+23/+18 melee (2d8+21 [crit 17-
  20/x2], huge greatsword +1) or +16/+11/+6 ranged 
  (2d6+12 plus 2d6 fire, heated rock); Face/Reach 5 
  ft. x 5 ft./10 ft.; SA Rock throwing; SQ Rock 
  catching, fire subtype; AL LE; SV Fort +19, Ref +7, 
  Will +7; Str 35, Dex 12, Con 22, Int 12, Wis 12, 
  Cha 10. Height 12 ft. 
   
  Skills and Feats: Climb +13, Jump +13, Listen 
  +5, Spot +13, Swim +16; Cleave, Great Cleave, 
  Improved Critical (greatsword), Power Attack, 
  Sunder, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Rock Throwing (Ex): A fire giant can hurl 
  rocks weighing 40-50 pounds (Small objects), up 
  to five range increments of 120 feet each. Giants 
  receive a +1 racial bonus on attack rolls when 
  throwing rocks (included in ranged attack bonus). 
   
  Rock Catching (Ex): A fire giant can catch 
  Small, Medium-size, or Large rocks (or projectiles 
  of similar size). Once per round, a fire giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium-size one, and 25 for a 
  Large one. (If the projectile has a magical bonus to 
  attack, the DC increases by that amount.) The 
  giant must be ready for and aware of the attack. 
   
  Fire Subtype (Ex): Fire immunity, double 
  damage from cold except on a successful save. 
   
  Possessions: Large breastplate +1, huge 
  greatsword +1, leather sack with 3 very hot rocks. 
   
  Hill Giant Bashers: Male hill giant Bbn3; CR 10; 
  Large Giant; HD 12d8+3d12+90; hp 174; Init +1; 
  Spd 50 ft.; AC 22 (touch 10,flatfooted 22); Atk 
  +22/+17/+12 
  melee 
  (2d6+13 
  [crit 
  19-20/x2], 
  masterwork huge greatclub) or +13/+8/+3 ranged 
  (2d6+9, rock); Face/Reach 5 ft. x 5 ft./10 ft.; SA 
  Rock throwing, rage once/day; SQ Rock catching, 
  uncanny dodge; AL CE; SV Fort +17, Ref +6, Will 
  +4; Str 29, Dex 13, Con 23, Int 8, Wis 8, Cha 4. 
   
  Skills and Feats: Climb +10, Jump +10, Listen 
  +5, Spot +8, Wilderness Lore +2; Cleave, 
  Improved Critical (greatclub), Power Attack, 
  Weapon Focus (greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 40 
  rounds. Rage modified statistics are as follows: hp 
  204, AC 16, Atks +24/+19/+14 melee (2d6+16, 
  huge masterwork greatclub), Will +6. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. 
   
  Rock Throwing (Ex): A hill giant can hurl 
  rocks weighing 40-50 pounds (Small objects), up 
  to five range increments of 120 feet each. Giants 
  receive a +1 racial bonus on attack rolls when 
  throwing rocks (included in ranged attack bonus). 
   
  Rock Catching (Ex): A hill giant can catch 
  Small, Medium-size, or Large rocks (or projectiles 
  of similar size). Once per round, a hill giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium-size one, and 25 for a 
  Large one. (If the projectile has a magical bonus to 
  attack, the DC increases by that amount.) The 
  giant must be ready for and aware of the attack. 
   
  Possessions: Large masterwork hide armor, 
  masterwork huge greatclubs, greasy sack with 2 
  rocks. 
   
  Ogre Lieutenants: Male ogres Bbn4; CR 6; Large 
  Giant; HD 4d8+4d12+24; hp 75; Init +1; Spd 40 ft.; 
  AC 16 (touch 10, flatfooted 16); Atk +16/+11 
  melee (2d6+12, masterwork huge greatclub); 
  Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage twice/day; 
  SQ Darkvision 60 ft., uncanny dodge; AL CE; SV 
  Fort +11, Ref +3, Will +2; Str 26, Dex 13, Con 16, 
  Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +6, Intimidate +5, 
  Listen +5, Spot +3, Wilderness Lore +3; Power 
  Attack, Weapon Focus (greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  rounds. Rage modified statistics are as follows: hp 
  91, AC 14, Atk +18/+13 melee (2d6+15, huge 
  masterwork greatclub), Will +4. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker and 
  cannot be flanked. 
   
  Possessions: Huge masterwork greatclub, 
  large hide armor. 
   
  Coonak: Male orc Ftr8; CR 8; Medium-Size 
  Humanoid (orc); HD 8d10+16; hp 68; Init +5; Spd 
  30 ft.; AC 16 (touch 11, flatfooted 15); Atk +15/+10 
  melee (1d12+8 [crit 18-20/x3], keen greataxe +1) 
  or +9/+4 ranged (1d8+2 [crit x3], +2 mighty 
  composite longbow); SQ Darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +8, Ref +3, Will +2; Str 
  20, Dex 12, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Jump +9, Listen 
  +3, Swim +1; Cleave, Great Cleave, Improved 
  Critical (Greataxe), Improved Initiative, Power 
  Attack, 
  Sunder, 
  Weapon 
  Focus 
  (Greataxe), 
  Weapon Specialization (Greataxe). 
   
  Light Sensitivity (Ex): In the bright light of 
  day or within magical light, orcs suffer a -1 penalty 
  to attack rolls. 
   
   Possessions: Keen greataxe +1, chain shirt 
  +1, +2 mighty composite longbow. 
   
  Notes: Coonak speaks Orc and Giant. 
   
  Konk: Male ogre Bbn6; CR 8; Large Giant; HD 
  4d8+6d12+30; hp 95; Init -1; Spd 40 ft.; AC 18 
  (touch 8, flatfooted 18); Atk +15/+10 melee 
  (2d6+7, huge masterwork greatclub); SA Rage 
  twice/day; SQ Darkvision 60 ft., uncanny dodge; 
  AL CE; SV Fort +12 Ref +2 Will +3; Str 21, Dex 8, 
  Con 16, Int 10, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Handle Animal 
  +11, Listen +3, Ride +10, Spot +4, Wilderness 
  Lore +2; Mounted Combat, Ride-By Attack, 
  Weapon Focus (Greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  rounds. Rage modified statistics are as follows: hp 
  115, AC 16, Atks +17/+12 melee (2d6+10, huge 
  masterwork greatclub), Will +5. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker and 
  cannot be flanked. 
   
  Possessions: Huge masterwork greatclub, 
  large chain shirt +1. 
   
  Notes: Konk speaks Giant and Common. 
  Precious is Konk’s mount. 
   
  Precious, Howler, advanced 11 HD: CR 6; Huge 
  Outsider; HD 11d8+44; hp 100; Init +6; Spd 60 ft.; 
  AC 18 (touch 10, flat-footed 16) [[+2 Dex, –2 size, 
  +8 natural]]; Atk +18 melee (4d6+9, bite), +13 
  melee (1d6+4, 1d4 quills); Face/Reach 10 ft. by 20 
  ft./10 ft.; SA Quills, howl; AL CE; SV Fort +11, Ref 
  +9, Will +9; Str 29, Dex 15, Con 19, Int 6, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +14, Hide +12, Listen 
  +16, Move Silently +12, Search +6, Spot +16; 
  Alertness, Improved Initiative. 
   
  Quills (Ex): The howler’s neck bristles with 
  long quills. While biting, the creature thrashes 
  about, striking with 1d4 of them. An opponent hit 
  by the howler’s quill attack must make a Reflex 
  save (DC 16) or have the quill break off in his or 
  her 
  flesh. 
  A 
  lodged 
  quill 
  imposes 
  a 
  -1 
  circumstance penalty to attacks, saves, and 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 41 
  checks. Removing the quill deals 1d8 additional 
  points of damage. 
   
  Howl (Ex): All beings other than outsiders that 
  hear the creature’s howling for an hour or more 
  are subject to its effect, though it does not help the 
  howler in combat. Those within a 100-foot spread 
  must make succeed at a Will save (DC 12) or take 
  1 point of temporary Wisdom damage. The save 
  must be repeated for each hour of exposure. This 
  is a sonic, mind-effecting attack; deafened 
  creatures are not subject to it. 
   
  Tragon and Urrk: Male trolls Bbn6; CR 11; Large 
  Giant; HD 6d8+6d12+84; hp 159; Init +6; Spd 40 
  ft.; AC 21 (touch 11, flatfooted 19); Atk +16/+16 
  melee (1d6+7, 2 claws) and +11 melee (1d6+3, 
  bite) or +17/+12 melee (2d4+8, spiked chain +1); 
  Face/Reach: 5 ft. by 5 ft./10 ft.; SA Rage 
  twice/day, Rend 2d6+9; SQ Regeneration 5, 
  scent, darkvision 90 ft., uncanny dodge; AL CE; 
  SV Fort +17 Ref +6 Will +5; Str 24, Dex 14, Con 
  24, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +11, Intimidate +10, 
  Jump +7, Listen +6, Spot +6, Swim +1; Exotic 
  Weapon Proficiency (spiked chain), Improved 
  Initiative, Iron Will. 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 
  12 rounds. Rage modified statistics are as follows: 
  hp 183, AC 19, Atks +18/+18 melee (1d6+9, 2 
  claws) and +13 melee (1d6+4, bite) or +19/+14 
  melee (2d4+10, spiked chain +1), Will +7. 
   
  Rend (Ex): If a troll hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh. This attack automatically deals an 
  additional 2d6+9 points of damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body 
  part, the lost portion re-grows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker and 
  cannot be flanked. 
   
  Possessions: Studded leather armor, spiked 
  chain +1. 
   
  Notes: Tragon speaks Giant. Tragon’s reach 
  with the spiked chain extends out to 20 ft. 
   
  Vrigdish and Vragdish: female orcs Bbn2/Ftr2; 
  CR 
  4; 
  Medium-Size 
  Humanoid 
  (orc); 
  HD 
  2d12+2d10+12; hp 43; Init +5; Spd 40 ft.; AC 15 
  (touch 11, flatfooted 14); Atk +10 melee (1d12+7 
  [crit x3], greataxe) or +6 ranged (1d8+4 [crit x3], 
  mighty composite longbow +4); SA Rage 1/day; 
  SQ Darkvision 60 ft., light sensitivity, uncanny 
  dodge; AL CE; SV Fort +9, Ref +1, Will +0; Str 20, 
  Dex 12, Con 16, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intuit Direction +4, 
  Jump +6, Listen +2, Spot +3, Swim +-2; Improved 
  Initiative, Point Blank Shot, Precise Shot, Weapon 
  Focus (Greataxe). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  rounds. Rage modified statistics are as follows: hp 
  115, AC 16, Atks +17/+12 melee (2d6+10, huge 
  masterwork greatclub), Will +5. 
   
  Light Sensitivity (Ex): In the bright light of 
  day or within magical light, orcs suffer a -1 penalty 
  to attack rolls. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. 
   
  Possessions: Mighty composite longbow +4, 
  20 masterwork arrows, greataxe, masterwork 
  chain shirt. 
   
  Encounter 3:  Return to Midwood 
  All APLs 
  Ghanadar: Male fog giant Wiz12; CR 20; Huge 
  Giant (Air); HD 14d8+ 12d4+104; hp 213; Init +1; 
  Spd 40 ft.; AC 23 (touch 12, flatfooted 22); Atk 
  +22/+17/+12/+7 melee (1d8+8 [crit 19-20/x2], 
  medium-sized returning dagger +1), or +16 ranged 
  (1d8+8 [19-20/x2], medium-sized dagger returning 
  +1), or +16/+11/+6/+1 ranged (2d8+7, rock); 
  Face/Reach 10 ft. x 10 ft./15 ft.; SA Spells, rock 
  throwing; SQ Darkvision 60 ft., rock catching, hide 
  in fog; AL LN; SV Fort +19, Ref +11, Will +16; Str 
  24, Dex 12, Con 19, Int 19, Wis 14, Cha 12. 
  Height 24 ft. 
   
  Skills and Feats: Alchemy +11, Climb +13, 
  Concentration +15, Craft (pottery) +9, Craft 
  (stonemasonry) 
  +9, 
  Hide 
  -7*, 
  Jump 
  +13, 
  Knowledge (arcana) +11, Knowledge (fog) +9, 
  Knowledge (engineering) +9, Listen +8, Spellcraft 
  +17, Spot +9; Alertness, Brew Potion, Cleave, 
  Craft Wand, Craft Wondrous Item, Extend Spell, 
  Improved Familiar, Leadership, Power Attack, 
  Scribe Scroll. 
   
  Spells Prepared (4/5/5/5/4/3/2, base DC = 14 
  + spell level): 0 lvl—detect poison, disrupt undead, 
  ghost sound, ray of frost; 1st lvl—alarm, lesser 
  sonic orb, magic missile (x2), obscuring mist; 2nd 
  lvl— arcane lock, detect thoughts, fog cloud, 
  mirror image, protection from arrows; 3rd lvl—fog 
  cloud (extended spell) (x2), hold person, lightning 
  bolt, protection from elements; 4th lvl—Evard’s 
  black tentacles, ice storm, minor globe of 
  invulnerability, solid fog; 5th lvl—cone of cold, hold 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 42 
  monster, mind fog; 6th lvl—acid fog, chain 
  lightning. 
   
  Rock Throwing (Ex): A fog giant can hurl 
  rocks weighing 40-50 pounds (Small objects) or 
  60 to 80 pounds (Medium-size objects), up to five 
  range increments of 140 feet each. Giants receive 
  a +1 racial bonus on attack rolls when throwing 
  rocks (included in ranged attack bonus). 
   
  Rock Catching (Ex): A fog giant can catch 
  Small, Medium-size, or Large rocks (or projectiles 
  of similar size). Once per round, a fog giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium-size one, and 25 for a 
  Large one. (If the projectile has a magical bonus to 
  attack, the DC increases by that amount.) The 
  giant must be ready for and aware of the attack. 
   
  Hide in Fog (Ex): In foggy conditions, fog 
  giants have an unusual ability to blend into the 
  swirling mists. *In light fog, they gain a +4 racial 
  bonus to Hide checks. In dense fog, the Hide 
  bonus rises to +7. (These numbers include the 
  penalty for the giant’s size.) 
   
  Possessions: Spellbooks (each spellbook is 
  protected by sepia snake sigil and fire trap), jerkin 
  of resistance +2, +3 bracers of armor, brooch of 
  shielding, headband of intellect +2, potion of 
  gaseous form, potion of detect thoughts, medium-
  sized returning dagger +1. 
   
  Notes: Ghanadar speaks Giant, Common, 
  Ogre, and Auran. 
   
  Horashu: air elemental familiar; CR 5; Medium-
  Size Elemental (Air); HD 12; hp 106; Init +9; Spd 
  Fly 100 ft. (perfect); AC 24 (touch 15, flatfooted 
  19); Atk +21/+16/+11/+6 melee (1d6+1, slam); SA 
  Air mastery, whirlwind; SQ Elemental, granted 
  abilities; SR 17; AL LN; SV Fort +15, Ref +13, Will 
  +12; Str 12, Dex 21, Con 14, Int 11, Wis 11, Cha 
  11. Height 8 ft. 
   
  Skills and Feats: Listen +7, Spot +7 (or 
  master’s 
  if 
  better); 
  Flyby 
  Attack, 
  Improved 
  Initiative, Weapon Finesse (slam). 
   
  Air Mastery (Ex): Airborne creatures suffer a 
  -1 penalty to attack and damage rolls against an 
  air elemental. 
   
  Whirlwind (Su): Once every 10 minutes, 
  transform into whirlwind for 6 rounds; 5-foot wide 
  base, up to 30-foot wide top, 30 feet tall. Move at 
  fly speed. Creatures size small or below must 
  succeed at a Ref save (DC 13) or take 1d6 points 
  of damage and a second Ref save (DC 13) or be 
  picked up and held. Flying creatures can attempt a 
  Ref save to escape (still take damage). The 
  elemental can eject carried creatures at any time. 
  If the base of the whirlwind touches the ground, it 
  creates a swirling cloud of debris centered on the 
  elemental, diameter half the whirlwind’s height, 
  obscuring all vision (including darkvision) beyond 
  5 feet. Creatures 5 feet away have 50% 
  concealment, while those farther away have total 
  concealment. Those caught in the cloud must 
  succeed at a Concentration check (DC 13) to cast 
  a spell. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning; not subject to critical hits 
  or flanking. 
   
  Granted Abilities: As a familiar, Horashu 
  grants Alertness to Ghanadar, has improved 
  evasion, may share spells with Ghanadar, deliver 
  touch spells, speak with Ghanadar in a special 
  common language, spell resistance, and an 
  empathic link with Ghanadar. Full details on these 
  abilities may be found on page 51 of the Player’s 
  Handbook. 
   
  Encounter 4:  The Hungry Gnoll Knows 
  All APLs 
  Rarkblak: Male gnoll Rgr6; CR 7; Medium-Size 
  Humanoid; HD 2d8+4+6d10+12; hp 69; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flatfooted 14); Atk 
  +12/+7 melee (1d4+5 [crit 19-20/x2], masterwork 
  dagger) or +9/+4 ranged; SA Spells (2), favored 
  enemy; SQ Darkvision 60 ft.; AL NE; SV Fort +10, 
  Ref +4, Will +3; Str 20, Dex 14, Con 14, Int 9, Wis 
  12, Cha 7. Height 7 ft. 5 in. 
   
  Skills and Feats: Climb +10, Hide +8, Listen 
  +7, Move Silently +7, Spot +7, Wilderness Lore 
  +7; Ambidexterity, Combat Reflexes, Dodge, 
  Mobility, Power Attack, Track, Two-Weapon 
  Fighting. 
   
  Spells Prepared (2); base DC = 11 + spell 
  level): 1st—entangle, pass without trace 
   
  Favored Enemy (elves) (Ex): +2 bonus to 
  Bluff, Listen, Sense Motive, Spot, and Wilderness 
  Lore checks when using them against elves. The 
  same bonus applies to weapon damage (ranged 
  weapons when within 30 ft.) rolls against elves.  
   
  Favored enemy (orcs) (Ex): +1 bonus as 
  above, but with orcs. 
   
  Possessions: Masterwork dagger, studded 
  leather armor. 
   
  Notes: Rarkblak speaks Gnoll and broken 
  Common. 
   
  Encounter 5:  The Russet Tower 
  APL 4 
  Nignub: Male ogre Bbn1/Ftr1; CR 4; Large Giant; 
  HD 4d8+1d10+1d12+18; hp 54; Init +4; Spd 40 ft.; 
  AC 18 (touch 9, flatfooted 18); Atk +12 melee 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 43 
  (2d6+9, huge greatclub); Face/Reach 5 ft. x 5 
  ft./10 ft.; SA Rage 1/day; AL NE; SV Fort +11, Ref 
  +1, Will +1; Str 22, Dex 11, Con 16, Int 8, Wis 10, 
  Cha 8. Height 9 ft. 5 in. 
   
  Skills and Feats: Climb +6, Listen +3, 
  Profession (cook) +1, Spot +4; Death Blow, 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  rounds. Rage modified statistics are as follows: hp 
  66, AC 16, Atk +14 melee (2d6+12), Will +3. 
   
  Possessions: Huge masterwork greatclub, 
  masterwork large chain shirt, potion of expeditious 
  retreat, potion of cure serious wounds, large iron 
  stewpot. 
   
  APL 6 
  Nignub: Male ogre Bbn1/Ftr2; CR 5; Large Giant; 
  HD 4d8+1d12+2d10+21; hp 63; Init +4; Spd 40 ft.; 
  AC 18 (touch 9, flatfooted 18); Atk +13/+8 melee 
  (2d6+9, huge greatclub); Face/Reach 5 ft. x 5 
  ft./10 ft.; SA Rage 1/day; AL NE; SV Fort +12, Ref 
  +1, Will +1; Str 22, Dex 11, Con 16, Int 8, Wis 10, 
  Cha 8. Height 9 ft. 5 in. 
   
  Skills and Feats: Climb +6, Listen +3, 
  Profession (cook) +1, Spot +4; Death Blow, 
  Improved Initiative, Power Attack, Power Lunge, 
  Weapon Focus (greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  rounds. Rage modified statistics are as follows: hp 
  77, AC 18, Atk +15/+10 melee (2d6+12), Will +3. 
   
  Possessions: Huge masterwork greatclub, 
  masterwork large chain shirt, potion of expeditious 
  retreat, potion of cure serious wounds, large iron 
  stewpot. 
   
  APL 8 
  Nignub: Male ogre Bbn3/Ftr4; CR 9; Large Giant; 
  HD 4d8+3d12+4d10+33; hp 101; Init +5; Spd 40 
  ft.; AC 20 (touch 10, flatfooted 20); Atk +17/+12 
  melee (2d6+9 [crit 19-20/x2], huge masterwork 
  greatclub); Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage 
  1/day; SQ Uncanny dodge; AL NE; SV Fort +14, 
  Ref +4, Will +3; Str 22, Dex 12, Con 16, Int 8, Wis 
  10, Cha 8. Height 9 ft. 5 in. 
   
  Skills and Feats: Climb +7, Listen +6, 
  Profession (cook) +2, Spot +5; Close-Quarters 
  Fighting, 
  Death 
  Blow, 
  Improved 
  Critical 
  (greatclub), Improved Initiative, Power Attack, 
  Power Lunge, Weapon Focus (greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 8 
  rounds. Rage modified statistics are as follows: hp 
  123, AC 18, Atk +19/+14 melee (2d6+12 [crit 19-
  20/x2]), Will +5. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC regardless of being caught flat-footed 
  or struck by an invisible attacker. 
   
  Possessions: Huge masterwork greatclub, +1 
  large chain shirt, potion of expeditious retreat, 
  potion of cure serious wounds, large iron stewpot. 
   
  APL 10 
  Buubag: Female hill giant Ftr1; CR 8; Large 
  Giant; HD 12d8+1d10+65; hp 134; Init +6; Spd 40 
  ft.; AC 23 (touch 11, flatfooted 21); Atk +19/+14 
  melee (2d6+12, masterwork huge greatclub) or 
  +12/+7 ranged (2d6+8, rock); Face/Reach 5 ft. x 5 
  ft./10 ft.; SA Rock throwing; SQ Rock catching; AL 
  NE; SV Fort +15, Ref +6, Will +4; Str 26, Dex 14, 
  Con 20, Int 8, Wis 10, Cha 8. Height 10 ft. 
   
  Skills and Feats: Climb +9, Jump +9, Handle 
  Animal +0, Spot +7; Cleave, Improved Initiative, 
  Power Attack, Weapon Focus (greatclub). 
   
  Rock Throwing (Ex): A hill giant can hurl 
  rocks weighing 40-50 pounds (Small objects), up 
  to five range increments of 120 feet each. Giants 
  receive a +1 racial bonus on attack rolls when 
  throwing rocks (included in ranged attack bonus). 
   
  Rock Catching (Ex): A hill giant can catch 
  Small, Medium-size, or Large rocks (or projectiles 
  of similar size). Once per round, a hill giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium-size one, and 25 for a 
  Large one. (If the projectile has a magical bonus to 
  attack, the DC increases by that amount.) The 
  giant must be ready for and aware of the attack. 
   
  Possessions: Large hide armor, masterwork 
  huge greatclub, large sack (4 rocks, chunk of 
  cheese, haunch of meat, brush, sewing needle, 
  thread). 
   
  Nignub: Male ogre Bbn4/Ftr4; CR 10; Large 
  Giant; HD 4d8+4d12+4d10+36; hp 111; Init +5; 
  Spd 40 ft.; AC 20 (touch 10, flatfooted 20); Atk 
  +19/+14/+9 melee (2d6+11 [crit 19-20/x2], huge 
  greatclub +2); Face/Reach 5 ft. by 5 ft./10 ft.; SA 
  Rage 2/day; SQ Uncanny dodge; AL NE; SV Fort 
  +15, Ref +4, Will +3; Str 22, Dex 12, Con 17, Int 8, 
  Wis 10, Cha 8. Height 9 ft. 5 in. 
   
  Skills and Feats: Climb +7, Listen +7, 
  Profession (Cook) +2, Spot +6; Close-Quarters 
  Fighting, 
  Death 
  Blow, 
  Improved 
  Critical 
  (greatclub), Improved Initiative, Power Attack, 
  Power Lunge, Weapon Focus (greatclub). 
   
  Rage (Ex): Gains +4 Str, +4 Con, +2 morale 
  bonus on Will saves, -2 penalty on AC and lasts 6 
  rounds. Rage modified statistics are as follows: hp 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 44 
  135, AC 17, Atk +21/+16/+11 melee (2d6+14 [crit 
  19-20/x2], huge greatclub +2). 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC regardless of being caught flat-footed 
  or struck by an invisible attacker. 
   
  Possessions: +1 large chain shirt, +2 huge 
  greatclub, potion of expeditious retreat, potion of 
  cure serious wounds, large iron stewpot. 
   
  Encounter 6:  The Underhalls Level A 
   
  Location 1: Common Room 
  APL4 
  Zombies, Fiendish: CR ½; Medium-Size Undead; 
  HD 2d12+3; hp 20; Init –1; Spd 30 ft.; AC 11 
  (touch 9, flatfooted 11); Atk +2 melee (1d6+1, 
  slam); SA Smite good once/day; SQ Darkvision 60 
  ft., cold and fire resistance 5; SR 4; AL NE; SV 
  Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con −; Int 
  4, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +6, Move Silently +6; 
  Toughness. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Partial Actions Only (Ex): Zombies have 
  poor reflexes and can perform only partial actions. 
   Thus they can move or attack, but can only do 
  both if they charge (a partial charge). 
   
  Bone Creature: Male human Sor2; CR 2; 
  Medium-Size Undead; HD 2d12; hp 19; Init +3; 
  Spd 30 ft.; AC 15 (touch 13, flatfooted 12); Atk 
  +4/+4 melee (1d4, 2 claws); SA Spells; SQ 
  Darkvision 60 ft., undead, immunities; AL NE; SV 
  Fort +2, Ref +3, Will +4; Str 10, Dex 16, Con −; Int 
  12, Wis 12, Cha 16. 
   
  Skills and Feats: Alchemy +6, Concentration 
  +10, Knowledge (Arcana) +6, Listen +1, Move 
  Silently +3, Spellcraft +6, Spot +1; Combat 
  Casting, 
  Great 
  Fortitude, 
  Weapon 
  Finesse 
  (claws). 
   
  Spells Known (6/5, base DC = 13 + spell 
  level): 0 lvl—daze, flare, ghost sound, open/close, 
  ray of frost; 1st—magic missile, shield. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Immunities (Ex): Bone creatures have cold 
  immunity.  Because they lack flesh or internal 
  organs, they take only half damage from piercing 
  or slashing weapons. 
   
  APL 6 
  Zombies, Large Fiendish: CR 2; Large Undead; 
  HD 4d12+3; hp 36; Init –1; Spd 40 ft.; AC 11 
  (touch 8, flatfooted 11); Atk +4 melee (1d8+4, 
  slam); Face/Reach 5 ft. by 5 ft./10 ft.; SA Smite 
  good once/day; SQ Darkvision 60 ft., damage 
  resistance 5/+1, cold and fire resistance 10; SR 8; 
  AL NE; SV Fort +1, Ref +0, Will +4; Str 17, Dex 8, 
  Con −; Int 4, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +7, Move Silently +7; 
  Toughness. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Partial Actions Only (Ex): Zombies have 
  poor reflexes and can perform only partial actions. 
   Thus they can move or attack, but can only do 
  both if they charge (a partial charge). 
   
  Bone Creature: Male human Sor4; CR 4; 
  Medium-Size Undead; HD 4d12; hp 33; Init +3; 
  Spd 30 ft.; AC 15 (touch 13, flatfooted 12); Atk 
  +5/+5 melee (1d4, 2 claws) or +6 ranged (ray); SA 
  Spells; SQ Darkvision 60 ft., undead, immunities; 
  AL NE; SV Fort +3, Ref +4, Will +5; Str 10, Dex 
  16, Con −; Int 12, Wis 12, Cha 17. 
   
  Skills and Feats: Alchemy +6, Concentration 
  +12, Knowledge (Arcana) +8, Listen +2, Move 
  Silently +3, Spellcraft +8, Spot +1; Combat 
  Casting, 
  Great 
  Fortitude, 
  Weapon 
  Finesse 
  (claws), Weapon Focus (Ray). 
   
  Spells Known (6/7/4, base DC = 13 + spell 
  level): 0 lvl—daze, flare, ghost sound, mage hand, 
  open/close, ray of frost; 1stmagic missile, 
  negative energy ray, shield; 2ndMelf’s acid 
  arrow. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Immunities (Ex): Bone creatures have cold 
  immunity.  Because they lack flesh or internal 
  organs, they take only half damage from piercing 
  or slashing weapons. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 45 
   
  APL 8 
  Zombies, Large Fiendish: CR 2; Large Undead; 
  HD 4d12+3; hp 36; Init –1; Spd 40 ft.; AC 11 
  (flatfooted 11, touch 8); Atk +4 melee (1d8+4, 
  slam); Face/Reach 5 ft. by 5 ft./10 ft.; SA Smite 
  good once/day; SQ Darkvision 60 ft., damage 
  resistance 5/+1, cold and fire resistance 10; SR 8; 
  AL NE; SV Fort +1, Ref +0, Will +4; Str 17, Dex 8, 
  Con −; Int 4, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +7, Move Silently +7; 
  Toughness. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Partial Actions Only (Ex): Zombies have 
  poor reflexes and can perform only partial actions. 
   Thus they can move or attack, but can only do 
  both if they charge (a partial charge). 
   
  Bone Creature: Male human Sor6; CR 6; 
  Medium-Size Undead; HD 6d12; hp 47; Init +3; 
  Spd 30 ft.; AC 15 (touch 13, flatfooted 12); Atk 
  +6/+6 melee (1d4, 2 claws) or +7 ranged (ray); SA 
  Spells; SQ Darkvision 60 ft., undead, immunities; 
  AL NE; SV Fort +4, Ref +5, Will +6; Str 10, Dex 
  16, Con −; Int 12, Wis 12, Cha 17. 
   
  Skills and Feats: Alchemy +6, Concentration 
  +14, Knowledge (Arcana) +10, Listen +2, Move 
  Silently +3, Spellcraft +10, Spot +2; Combat 
  Casting, Empower Spell, Great Fortitude, Weapon 
  Finesse (claws), Weapon Focus (Ray). 
   
  Spells Known (6/7/6/4, base DC = 13 + spell 
  level): 0 lvl—dancing lights, daze, flare, ghost 
  sound, mage hand, open/close, ray of frost; 
  1stcause fear, magic missile, negative energy 
  ray, shield; 2ndglitterdust, Melf’s acid arrow; 
  3rdlightning bolt. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Immunities (Ex): Bone creatures have cold 
  immunity.  Because they lack flesh or internal 
  organs, they take only half damage from piercing 
  or slashing weapons. 
   
  APL 10 
  Zombies, Huge Fiendish: CR 5; Huge Undead; 
  HD 8d12+3; hp 64; Init –1; Spd 40 ft.; AC 11 
  (flatfooted 11, touch 7); Atk +7 melee (2d6+7, 
  slam); Face/Reach 10 ft. by 10 ft./15 ft.; SA Smite 
  good once/day; SQ Darkvision 60 ft., damage 
  resistance 5/+2, cold and fire resistance 15; SR 
  16; AL NE; SV Fort +2, Ref +1, Will +6; Str 21, 
  Dex 8, Con −; Int 4, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +9, Move Silently +9; 
  Toughness. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Partial Actions Only (Ex): Zombies have 
  poor reflexes and can perform only partial actions. 
   Thus they can move or attack, but can only do 
  both if they charge (a partial charge). 
   
  Bone Creature: Male human Sor8; CR 8; 
  Medium-Size Undead; HD 8d12; hp 61; Init +3; 
  Spd 30 ft.; AC 15 (touch 13, flatfooted 12); Atk 
  +7/+7 melee (1d4, 2 claws) or +8 ranged (ray) or 
  +7 ranged (orb); SA Spells; SQ Darkvision 60 ft., 
  undead, immunities; AL NE; SV Fort +4, Ref +5, 
  Will +7; Str 10, Dex 16, Con −; Int 12, Wis 12, Cha 
  18. 
   
  Skills and Feats: Alchemy +6, Concentration 
  +16, Knowledge (Arcana) +12, Listen +3, Move 
  Silently +3, Spellcraft +10, Spot +3; Combat 
  Casting, Empower Spell, Great Fortitude, Weapon 
  Finesse (claws), Weapon Focus (Ray). 
   
  Spells Known (6/7/7/6/4, base DC = 14 + spell 
  level): 0 lvl—dancing lights, daze, detect magic; 
  flare, ghost sound, mage hand, open/close, ray of 
  frost; 1stcause fear, charm person, magic 
  missile, 
  negative 
  energy 
  ray, 
  shield; 
  2ndglitterdust, Melf’s acid arrow, mirror image; 
  3rdhaste, lightning bolt; 4thacid orb. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Immunities (Ex): Bone creatures have cold 
  immunity.  Because they lack flesh or internal 
  organs, they take only half damage from piercing 
  or slashing weapons. 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 46 
  Location 3: Kitchen 
  All APLs 
  Ju-ju Zombie: CR 5; Medium-Size Undead; HD 
  6d12+3; hp 50; Init +5; Spd 40 ft.; AC 17 (+1 Dex, 
  +6 natural); Atk +7 melee (1d6+4, slam) or +7 
  melee (1d8+4 [crit x3], meat cleaver); SQ Undead, 
  fire and acid resistance 10, damage reduction 
  10/+1, +2 turn resistance, immunities, spell-like 
  abilities, conduction; SV Fort +2, Ref +3, Will +6; 
  Str 18, Dex 12, Con —, Int 8, Wis 12, Cha 11. 
   
  Skills and Feats: Climb +6, Hide +10, Jump 
  +6, Listen +5, Move Silently +10, Spot +4, Tumble 
  +6; Improved Initiative, Toughness. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Immunities (Ex): Immune to electricity and 
  takes only half-damage from bludgeoning and 
  piercing weapons. 
   
  Conduction (Ex): The alchemical mixture 
  used to embalm the body causes electrical attacks 
  to conduct harmlessly through the ju-ju zombie 
  and into the ground.  Any creature within 5 feet of 
  a ju-ju zombie attacked by an electrical effect 
  (shocking grasp, lighting bolt, shocking weapon, 
  etc.) must make a Reflex save (DC 14) or take 
  one-quarter of the electrical effect’s damage. 
   
  Spell-Like Abilities (Sp): The ju-ju zombie 
  can cast spider climb up to three times per day as 
  a 3rd level sorcerer. 
   
  Encounter 7:  The Underhalls Level B 
   
  Location 9: Magus Aedan’s Laboratory 
  All APLs (EL 14) 
  Sirianna: Female cloud giant Sor3: CR 14; Huge 
  Giant; HD 17d8+3d4+120; hp 217; Init +5; Spd 50 
  ft.; AC 21 (touch 9, flatfooted 20); Atk +23/+18/+13 
  melee (1d6+12, unarmed strike) or +13/+8/+3 
  ranged (2d8+12, rock); Face/Reach 10 ft. by 10 
  ft./15 ft.; SA Spells, spell-like abilities, rock 
  throwing; SQ Rock catching; AL NG; SV Fort +17, 
  Ref +7, Will +9; Str 34, Dex 12, Con 22, Int 12, 
  Wis 12, Cha 22. Height 15 ft. Weight 3500 lb. 
   
  Skills and Feats: Climb +12, Concentration +6, 
  Diplomacy +8, Jump +6, Knowledge (Arcana) +6, 
  Knowledge (Nobility & Royalty) +5, Listen +8, 
  Spellcraft +5, Spot +5; Alertness, Cleave, Great 
  Cleave, Improved Initiative, Power Attack. 
   
  Spells Known (6/7, base DC = 16 + spell 
  level): 0—arcane mark, daze, detect poison, mage 
  hand, prestidigitation; 1stcolor spray, reduce, 
  shield. 
   
  Spell-Like Abilities (Sp): Cloud giants who 
  dwell on cloud islands can use the following as the 
  spells cast by a 15th-level sorcerer: 3/day-levitate 
  (self plus 2,000 pounds) and obscuring mist; 
  1/day-fog cloud. 
   
  Rock Throwing (Ex): A cloud giant can hurl 
  rocks weighing 60-80 pounds (Medium-size 
  objects), up to five range increments of 120 feet 
  each. Giants receive a +1 racial bonus on attack 
  rolls when throwing rocks (included in ranged 
  attack bonus). 
   
  Rock Catching (Ex): A cloud giant can catch 
  Small, Medium-size, or Large rocks (or projectiles 
  of similar size). Once per round, a cloud giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium-size one, and 25 for a 
  Large one. (If the projectile has a magical bonus to 
  attack, the DC increases by that amount.) The 
  giant must be ready for and aware of the attack. 
  Possessions: Huge fine clothing. 
   
  Location 12: Holding Cells 
  Holding Cell 12 B 
  All APLs 
  Talog: Male human Brd5/Rog3; CR 8; Medium-
  Size Humanoid; HD 8d6+8; hp 42; Init +7; Spd 30 
  ft.; AC 15 (touch 13, flatfooted 15); Atk +10 melee 
  (1d2+1 subdual, whip +1) or +9 ranged (1d8+1 
  [crit 19-20/x2], light crossbow or +7 melee (1d4+2, 
  dagger +1); SA Bardic music, sneak attack; SQ 
  Uncanny dodge, evasion; AL CN; SV Fort +3, Ref 
  +10, Will +6; Str 12, Dex 16, Con 12, Int 12, Wis 
  12, Cha 12. 
   
  Skills and Feats: Balance +8, Bluff +12, Climb 
  +7, Decipher Script +4, Disable Device +7, 
  Escape Artist +7, Hide +4, Jump +7, Listen +10, 
  Move Silently +9, Open Lock +9, Perform +12, 
  Search +7, Sense Motive +9, Tumble +8, Use 
  Rope +4; Alertness, Improved Initiative, Point 
  Blank Shot, Weapon Focus (whip). 
   
  Bardic Music: Performances can create 
  varied magical effects.  Talog may perform a 
  bardic music trick up to 5 times/day. 
   
  Inspire Courage (Su): While singing, all allies 
  who can hear the singing gain a +2 morale bonus 
  to saves against charm and fear effects, and a +1 
  morale bonus to attack and weapon damage rolls. 
   Effect starts after ally(s) hear the performance for 
  one round and lasts as long as the singing 
  continues plus 5 rounds. 
   
  Countersong (Su): Talog can counter any 
  sonic or language-dependent magical effect.  
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 47 
  Anyone within 30 feet can use his Perform check 
  in place of his or her saving throw.  A countersong 
  can be maintained for 10 rounds. 
   
  Fascinate (Sp): Talog can fascinate a single 
  creature within 90 feet.  A successful Will save 
  with a DC equal to Talog’s Perform check is 
  needed to avoid listening quietly for up to 5 
  rounds. 
   
  Inspire Competence (Su): Talog can help an 
  ally succeed at a task by providing a +2 
  competence bonus to skill checks as long as they 
  are able to see and hear Talog and Talog is within 
  30 feet.  This may be maintained for up to 2 
  minutes. 
   
  Suggestion 
  (Sp): 
  Talog 
  can 
  make 
  a 
  suggestion (as the spell) to a fascinated creature. 
   
  Bardic Knowledge: Talog possess a special 
  Knowledge skill for stray bits of trivia.  The 
  Knowledge check is 1d20+6. 
   
  Sneak Attack (Ex): Any time the rogue's 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks the target, the 
  rogue's attack deals extra damage.  The extra 
  damage is +1d6 at 1st level and an additional 1d6 
  every two levels thereafter.  Should the rogue 
  score a critical hit with a sneak attack, this extra 
  damage is not multiplied.  Ranged attacks can 
  only count as sneak attacks if the target is within 
  30 feet.  The rogue can't strike with deadly 
  accuracy from beyond that range.  A rogue can 
  only sneak attack a living creature with a 
  discernible anatomy.  Any creature that is immune 
  to critical hits is also not vulnerable to sneak 
  attacks.  The rogue must be able to see the target 
  well enough to pick out a vital spot and must be 
  able to reach a vital spot.  The rogue cannot sneak 
  attack while striking a creature with concealment 
  or striking the limbs of a creature whose vitals are 
  beyond reach.  Talog inflicts an additional 2d6 
  points of damage with a successful sneak attack. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half-damage, the 
  rogue takes no damage with a successful saving 
  throw. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. 
   
  Possessions: +1 dagger, +1 light crossbow, 
  +1 whip, 20 +1 bolts, bracers of armor +2, 
  peacock feather, bronze sigil amulet. 
   
  Holding Cell 12E 
  APL 4 
  Hergest: Male human flesh half-golem Ftr3; CR 6; 
  Medium-Size Humanoid; HD 3d10+12; hp 34; Init 
  +0; Spd 30 ft. (can’t run); AC 21 (touch 10, 
  flatfooted 21); Atk +11 melee (1d8+7, heavy mace 
  +1); SQ Berserk, damage reduction 5/silver, magic 
  immunity; AL CN; SV Fort +9, Ref +1, Will +3. Str 
  22, Dex 10, Con 18, Int 6, Wis 10, Cha 4. Height 6 
  ft. 1 in. 
   
  Skills and Feats: Climb +4, Handle Animal +3, 
  Hide -3; Jump +3, Listen +5, Move Silently -2, 
  Profession (stablehand) +2, Ride +5, Spot +3, 
  Swim +6; Alertness, Dirty Fighting, Iron Will, 
  Weapon Focus (heavy mace). 
   
  Berserk (Ex): A flesh half-golem that takes 
  damage in combat flies into a berserk rage the 
  following round, attacking wildly until either it or its 
  opponent is dead.  It gains +4 Strength, +4 
  Constitution, and –2 AC.  A flesh half-golem 
  cannot end its berserk state voluntarily.  If the 
  flesh half-golem is a barbarian, the bonuses and 
  penalty are cumulative with the barbarian rage 
  class feature.  Rage modified statistics are as 
  follows: hp 40, AC 19, Atk +13 melee (1d8+8). 
   
  Magic Immunity (Ex): Flesh half-golems are 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. Fire- and 
  cold-based effects slow them (as the spell) for 2d6 
  rounds, with no saving throw. An electricity effect 
  breaks any slow effect on the golem and cures 1 
  point of damage for each 3 points of damage it 
  would otherwise deal. For example, a flesh half-
  golems hit by a lightning bolt cast by a 5th-level 
  wizard gains back 6 hit points if the damage total 
  is 18. The half-golem rolls no saving throw against 
  electricity effects. 
   
  Possessions: Masterwork chain shirt, large 
  wooden shield, +1 heavy mace, peasant outfit, 
  bronze sigil amulet. 
   
  APL 6 
  Hergest: Male human flesh half-golem Ftr5 CR 8; 
  Medium-Size Humanoid; HD 5d10+20; hp 54; Init 
  +4; Spd 30 ft. (can’t run); AC 22 (touch 10, 
  flatfooted 22); Atk +13 melee (1d8+9, heavy mace 
  +1); SQ Berserk, damage reduction 5/silver, magic 
  immunity; AL CN; SV Fort +10, Ref +1, Will +3. Str 
  23, Dex 10, Con 18, Int 6, Wis 10, Cha 4. Height 6 
  ft. 1 in. 
   
  Skills and Feats: Climb +4, Handle Animal +5, 
  Hide -3; Jump +3, Listen +6, Move Silently -2, 
  Profession (stablehand) +3, Ride +5, Spot +4, 
  Swim +6; Alertness, Dirty Fighting, Improved 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 48 
  Initiative, Iron Will, Weapon Focus (heavy mace), 
  Weapon Specialization (heavy mace). 
   
  Berserk (Ex): A flesh half-golem that takes 
  damage in combat flies into a berserk rage the 
  following round, attacking wildly until either it or its 
  opponent is dead.  It gains +4 Strength, +4 
  Constitution, and –2 AC.  A flesh half-golem 
  cannot end its berserk state voluntarily.  If the 
  flesh half-golem is a barbarian, the bonuses and 
  penalty are cumulative with the barbarian rage 
  class feature.  Rage modified statistics are as 
  follows: hp 64, AC 20, Atk +15 melee (1d8+10). 
   
  Magic Immunity (Ex): Flesh half-golems are 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. Fire- and 
  cold-based effects slow them (as the spell) for 2d6 
  rounds, with no saving throw. An electricity effect 
  breaks any slow effect on the golem and cures 1 
  point of damage for each 3 points of damage it 
  would otherwise deal. For example, a flesh half-
  golems hit by a lightning bolt cast by a 5th-level 
  wizard gains back 6 hit points if the damage total 
  is 18. The half-golem rolls no saving throw against 
  electricity effects. 
   
  Possessions: +1 chain shirt, large wooden 
  shield, +1 heavy mace, peasant outfit, bronze sigil 
  amulet. 
   
  APL 8 
  Hergest: Male human flesh half-golem Ftr7 CR 
  10; Medium-Size Humanoid; HD 7d10+28; hp 74; 
  Init +4; Spd 30 ft. (can’t run); AC 23 (touch 10, 
  flatfooted 23); Atk +16/+11 melee (1d8+10, heavy 
  mace +2); SQ Berserk, damage reduction 5/silver, 
  magic immunity; AL CN; SV Fort +11, Ref +4, Will 
  +4. Str 23, Dex 10, Con 18, Int 6, Wis 10, Cha 4. 
  Height 6 ft. 1 in. 
   
  Skills and Feats: Climb +5, Handle Animal +6, 
  Hide -3; Jump +3, Listen +7, Move Silently -2, 
  Profession (stablehand) +3, Ride +5, Spot +6, 
  Swim +6; Alertness, Blind-Fight, Dirty Fighting, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon 
  Focus 
  (heavy 
  mace), 
  Weapon 
  Specialization (heavy mace). 
   
  Berserk (Ex): A flesh half-golem that takes 
  damage in combat flies into a berserk rage the 
  following round, attacking wildly until either it or its 
  opponent is dead.  It gains +4 Strength, +4 
  Constitution, and –2 AC.  A flesh half-golem 
  cannot end its berserk state voluntarily.  If the 
  flesh half-golem is a barbarian, the bonuses and 
  penalty are cumulative with the barbarian rage 
  class feature.  Rage modified statistics are as 
  follows: hp 88, AC 20, Atk +17/+12 melee 
  (1d8+11). 
   
  Magic Immunity (Ex): Flesh half-golems are 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. Fire- and 
  cold-based effects slow them (as the spell) for 2d6 
  rounds, with no saving throw. An electricity effect 
  breaks any slow effect on the golem and cures 1 
  point of damage for each 3 points of damage it 
  would otherwise deal. For example, a flesh half-
  golems hit by a lightning bolt cast by a 5th-level 
  wizard gains back 6 hit points if the damage total 
  is 18. The half-golem rolls no saving throw against 
  electricity effects. 
   
  Possessions: +2 chain shirt, large wooden 
  shield, +2 heavy mace, peasant outfit, bronze sigil 
  amulet. 
   
  APL 10 
  Hergest: Male human flesh half-golem Ftr9 CR 
  12; Medium-Size Humanoid; HD 9d10+36; hp 97; 
  Init +4; Spd 30 ft. (can’t run); AC 25 (touch 10, 
  flatfooted 25); Atk +19/+14 melee (1d8+11, heavy 
  mace +2); SQ Berserk, damage reduction 5/silver, 
  magic immunity; AL CN; SV Fort +12, Ref +5, Will 
  +5. Str 24, Dex 10, Con 18, Int 6, Wis 10, Cha 4. 
  Height 6 ft. 1 in. 
   
  Skills and Feats: Climb +10, Handle Animal 
  +7, Hide -1; Jump +7, Listen +7, Move Silently +1, 
  Profession (stablehand) +3, Ride +5, Spot +6, 
  Swim +9; Alertness, Blind-Fight, Dirty Fighting, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness, Weapon Focus (heavy 
  mace), Weapon Specialization (heavy mace). 
   
  Berserk (Ex): A flesh half-golem that takes 
  damage in combat flies into a berserk rage the 
  following round, attacking wildly until either it or its 
  opponent is dead.  It gains +4 Strength, +4 
  Constitution, and –2 AC.  A flesh half-golem 
  cannot end its berserk state voluntarily.  If the 
  flesh half-golem is a barbarian, the bonuses and 
  penalty are cumulative with the barbarian rage 
  class feature.  Rage modified statistics are as 
  follows: hp 115, AC 22, Atk +20/+15 melee 
  (1d8+12). 
   
  Magic Immunity (Ex): Flesh half-golems are 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. Fire- and 
  cold-based effects slow them (as the spell) for 2d6 
  rounds, with no saving throw. An electricity effect 
  breaks any slow effect on the golem and cures 1 
  point of damage for each 3 points of damage it 
  would otherwise deal. For example, a flesh half-
  golems hit by a lightning bolt cast by a 5th-level 
  wizard gains back 6 hit points if the damage total 
  is 18. The half-golem rolls no saving throw against 
  electricity effects. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 49 
   
  Possessions: +2 chain shirt, +2 large wooden 
  shield, +2 heavy mace, peasant outfit, bronze sigil 
  amulet. 
   
  Location 15: Maga Elspet’s Laboratory 
  Wedros and Maldwyn 
  All APLs 
  Maldwyn: Male human Rog5/Clr5; CR 10; 
  Medium-Size Humanoid; HD 5d6+5d8+20; hp 67 
  (77); Init +6; Spd 30 ft.; AC 17 (touch 12, flat-
  footed 17); Atks +8/+3 melee (1d4+2 [crit 19-
  20/x2], returning dagger +2), or +10/+5 ranged 
  (1d4+2 [crit 19-20/x2], returning dagger +2); SA 
  Sneak attack +3d6; SQ Evasion, rebuke undead, 
  spontaneous casting, uncanny dodge; AL NE; SV 
  Fort +7, Ref +7, Will +7. Str 10, Dex 14, Con 14 
  (17), Int 14, Wis 14, Cha 12. Height 5 ft. 6 in. 
   
  Skills and Feats: Appraise +6, Balance +9, 
  Bluff +9, Climb +0, Concentration +7, Decipher 
  Script +7, Disguise +3, Escape Artist +10, Gather 
  Information +6, Hide +10, Jump +4, Knowledge 
  (Arcana) +7, Knowledge (Religion) +3, Knowledge 
  (Undead) +6, Listen +5, Move Silently +8, Open 
  Lock +5, Pick Pocket +10, Scry +3, Search +6, 
  Spellcraft +5, Spot +5, Tumble +10; Close-
  Quarters Fighting, Dodge, Improved Initiative, 
  Mobility, Spring Attack. 
   
  Spells Prepared (5/5/4/2; base DC = 12 + 
  spell level): 0—cure minor wounds, detect magic, 
  detect poison, inflict minor wounds, resistance; 
  1st—Nystul’s undetectable aura*, cause fear, cure 
  light wounds, sanctuary, shield of faith; 2nd—detect 
  thoughts*, 
  endurance, 
  hold 
  person, 
  silence; 
  3rddispel magic*, cure serious wounds. 
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills.  Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Sneak Attack (Ex): Any time the rogue's 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks the target, the 
  rogue's attack deals extra damage.  The extra 
  damage is +1d6 at 1st level and an additional 1d6 
  every two levels thereafter.  Should the rogue 
  score a critical hit with a sneak attack, this extra 
  damage is not multiplied.  Ranged attacks can 
  only count as sneak attacks if the target is within 
  30 feet.  The rogue can't strike with deadly 
  accuracy from beyond that range.  A rogue can 
  only sneak attack a living creature with a 
  discernible anatomy.  Any creature that is immune 
  to critical hits is also not vulnerable to sneak 
  attacks.  The rogue must be able to see the target 
  well enough to pick out a vital spot and must be 
  able to reach a vital spot.  The rogue cannot sneak 
  attack while striking a creature with concealment 
  or striking the limbs of a creature whose vitals are 
  beyond reach.  Maldwyn inflicts an additional 3d6 
  points of damage with a successful sneak attack. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half-damage, the 
  rogue takes no damage with a successful saving 
  throw. 
   
  Spontaneous Casting (Sp): An evil cleric can 
  convert spells to inflict spells. 
   
  Rebuke Undead (Su): Maldwyn may attempt 
  to rebuke undead 4 times/day. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. 
   
  Possessions: Noble’s outfit, hematite sigil 
  amulet, +3 leather armor, potion of cat’s grace, 
  potion of cure moderate wounds, potion of 
  gaseous form, potion of invisibility, wand of magic 
  missiles (3rd level caster 20 charges), +2 returning 
  dagger. 
   
  Notes: Maldwyn speaks Common and Giant.  
  Spells lined-out have been precast.  Their effects 
  are noted in parenthesis in the statistics block. 
   
  APL 4 
  Wedros: Male human Rog4; CR 4; Medium-Size 
  Humanoid; HD 4d6+4; hp 22; Init +4; Spd 30 ft.; 
  AC 17 (touch 14, flatfooted 17); Atk +6/+6 melee 
  (1d6/1d6 
  [crit 
  19-20/x2], 
  masterwork 
  short 
  swords), +9 ranged (1d8+1 [crit 19-20/x2], 
  masterwork light crossbow with +1 bolt); SA 
  Sneak attack +2d6; SQ Evasion, uncanny dodge; 
  AL NE; SV Fort +2, Ref +8, Will +1; Str 10, Dex 
  19, Con 12, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +7, Craft 
  (Trapmaking) +8, Disable Device +5, Disguise +3, 
  Escape Artist +10, Hide +11, Jump +2, Listen +7, 
  Move Silently +11, Pick Pocket +7, Search +5, 
  Spot +6, Tumble +8; Ambidexterity, Two-Weapon 
  Fighting, Weapon Finesse (short sword). 
   
  Sneak Attack (Ex): Any time the rogue's 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks the target, the 
  rogue's attack deals extra damage.  The extra 
  damage is +1d6 at 1st level and an additional 1d6 
  every two levels thereafter.  Should the rogue 
  score a critical hit with a sneak attack, this extra 
  damage is not multiplied.  Ranged attacks can 
  only count as sneak attacks if the target is within 
  30 feet.  The rogue can't strike with deadly 
  accuracy from beyond that range.  A rogue can 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 50 
  only sneak attack a living creature with a 
  discernible anatomy.  Any creature that is immune 
  to critical hits is also not vulnerable to sneak 
  attacks.  The rogue must be able to see the target 
  well enough to pick out a vital spot and must be 
  able to reach a vital spot.  The rogue cannot sneak 
  attack while striking a creature with concealment 
  or striking the limbs of a creature whose vitals are 
  beyond reach.  Wedros inflicts an additional 2d6 
  points of damage with a successful sneak attack. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half-damage, the 
  rogue takes no damage with a successful saving 
  throw. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. 
   
  Possessions: Soiled clothing, bronze sigil 
  amulet, +1 leather armor, 2 masterwork short 
  swords, light crossbow, 10 +1 bolts, potion of 
  spider climb. 
   
  APL 6 
  Wedros: Male human Rog5/Asn1; CR 6; Medium-
  Size Humanoid; HD 6d6+6; hp 32; Init +8; Spd 30 
  ft.; AC 17 (touch 14, flatfooted 17); Atk +6/+6 
  melee (1d6+1/1d6+1 [crit 19-20/x2], short swords 
  +1), +9 ranged (1d8+2 [crit 19-20/x2], light 
  crossbow +1 with +1 bolt) or +9 ranged (1d8+2 
  plus poison [crit 19-20/x2], light crossbow +1 with 
  poisoned +1 bolt; SA Sneak attack +4d6; SQ 
  Evasion, death attack, poison use, uncanny dodge 
  (Dex bonus to AC, can’t be flanked), spells; AL 
  NE; SV Fort +2, Ref +10, Will +1; Str 10, Dex 19, 
  Con 12, Int 12, Wis 10, Cha 8. Height 5 ft. 3 in. 
   
  Skills and Feats: Balance +6, Climb +8, Craft 
  (Trapmaking) +8, Disable Device +7, Disguise +4, 
  Escape Artist +11, Hide +13, Jump +4, Listen +8, 
  Move Silently +13, Pick Pocket +10, Search +6, 
  Spot +8, Tumble +10; Ambidexterity, Improved 
  Initiative, Two-Weapon Fighting, Weapon Finesse 
  (short sword). 
   
  Spells Prepared (1; base DC = 11 + spell 
  level): 1st—spider climb. 
   
  Sneak Attack (Ex): Any time the rogue's 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks the target, the 
  rogue's attack deals extra damage.  The extra 
  damage is +1d6 at 1st level and an additional 1d6 
  every two levels thereafter.  Should the rogue 
  score a critical hit with a sneak attack, this extra 
  damage is not multiplied.  Ranged attacks can 
  only count as sneak attacks if the target is within 
  30 feet.  The rogue can't strike with deadly 
  accuracy from beyond that range.  A rogue can 
  only sneak attack a living creature with a 
  discernible anatomy.  Any creature that is immune 
  to critical hits is also not vulnerable to sneak 
  attacks.  The rogue must be able to see the target 
  well enough to pick out a vital spot and must be 
  able to reach a vital spot.  The rogue cannot sneak 
  attack while striking a creature with concealment 
  or striking the limbs of a creature whose vitals are 
  beyond reach.  Wedros inflicts an additional 4d6 
  points of damage with a successful sneak attack. 
   
  Death Attack (Ex): Study a target for 3 
  rounds then make a successful sneak attack 
  within the next 3 rounds to paralyze (for 1d6+1 
  rounds) or kill the target.  Fortitude save (DC 12) 
  to avoid effects. 
   
  Poison Use (Ex): Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half-damage, the 
  rogue takes no damage with a successful saving 
  throw. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker and 
  cannot be flanked. 
   
  Possessions: Soiled clothing, bronze sigil 
  amulet, +1 leather armor, 2 +1 short swords, +1 
  light crossbow, 10 +1 bolts, 10 poisoned +1 bolts, 
  brooch of shielding. 
   
  Poison 
  (deathblade): 
  Injury 
  (DC 
  20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  APL 8 
  Wedros: Male human Rog5/Asn3; CR 8; Medium-
  Size Humanoid; HD 8d6+8; hp 42; Init +9; Spd 30 
  ft.; AC 19 (touch 14, flatfooted 19); Atks +10/+10 
  melee (1d6+2/1d6+2 [crit 19-20/x2], short swords 
  +2), +12 ranged (1d8+2 [crit 19-20/x2], light 
  crossbow +1 with +1 bolt) or +12 ranged (1d8+2 
  plus poison [crit 19-20/x2], light crossbow +1 with 
  poisoned +1 bolt); SA Sneak attack +5d6; SQ 
  Evasion, death attack, poison use, uncanny dodge 
  (Dex bonus to AC, can’t be flanked), spells; AL 
  NE; SV Fort +3, Ref +12, Will +2; Str 10, Dex 19, 
  Con 12, Int 12, Wis 10, Cha 8. Height 5 ft. 3 in. 
   
  Skills and Feats: Balance +7, Climb +10, Craft 
  (Trapmaking) +8, Disable Device +7, Disguise +6, 
  Escape Artist +14, Hide +16, Jump +4, Listen +9, 
  Move Silently +16, Pick Pocket +11, Search +6, 
  Spot +9, Tumble +11; Ambidexterity, Improved 
  Initiative, Two-Weapon Fighting, Weapon Finesse 
  (short sword). 
   
  Spells Prepared (2; base DC = 11 + spell 
  level): 1st—spider climb, spring sheath. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 51 
   
  Sneak Attack (Ex): Any time the rogue's 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks the target, the 
  rogue's attack deals extra damage.  The extra 
  damage is +1d6 at 1st level and an additional 1d6 
  every two levels thereafter.  Should the rogue 
  score a critical hit with a sneak attack, this extra 
  damage is not multiplied.  Ranged attacks can 
  only count as sneak attacks if the target is within 
  30 feet.  The rogue can't strike with deadly 
  accuracy from beyond that range.  A rogue can 
  only sneak attack a living creature with a 
  discernible anatomy.  Any creature that is immune 
  to critical hits is also not vulnerable to sneak 
  attacks.  The rogue must be able to see the target 
  well enough to pick out a vital spot and must be 
  able to reach a vital spot.  The rogue cannot sneak 
  attack while striking a creature with concealment 
  or striking the limbs of a creature whose vitals are 
  beyond reach.  Wedros inflicts an additional 5d6 
  points of damage with a successful sneak attack. 
   
  Death Attack (Ex): Study a target for 3 
  rounds then make a successful sneak attack 
  within the next 3 rounds to paralyze (for 1d6+1 
  rounds) or kill the target.  Fortitude save (DC 14) 
  to avoid effects. 
   
  Poison Use (Ex): Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half-damage, the 
  rogue takes no damage with a successful saving 
  throw. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker and 
  cannot be flanked. 
   
  Possessions: Soiled clothing, +2 leather 
  armor, 2 +2 short swords, +1 light crossbow, 10 
  +1 bolts, 10 poisoned +1 bolts, brooch of 
  shielding. 
   
  Poison 
  (deathblade): 
  Injury 
  (DC 
  20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  APL 10 
  Wedros: Male human Rog5/Asn5; CR 10; 
  Medium-Size Humanoid; HD 10d6+10; hp 52; Init 
  +9; Spd 30 ft.; AC 19 (touch 15, flatfooted 19); 
  Atks +11/+6/+11 melee (1d6+2/1d6+2 [crit 19-
  20/x2], short swords +2), +15/+10 ranged (1d8+4 
  [crit 19-20/x2], light crossbow +2 with +2 bolt) or 
  +15/+10 ranged (1d8+4 plus poison [crit 19-20/x2], 
  light crossbow +2 with poisoned +2 bolt); SA 
  Sneak attack +6d6; SQ Evasion, death attack, 
  poison use, uncanny dodge (Dex bonus to AC, 
  can’t be flanked), spells; AL NE; SV Fort +3, Ref 
  +13, Will +2; Str 10, Dex 19, Con 12, Int 12, Wis 
  10, Cha 8. Height 5 ft. 3 in. 
   
  Skills and Feats: Balance +8, Climb +12, Craft 
  (Trapmaking) +8, Disable Device +8, Disguise +7, 
  Escape Artist +16, Hide +18, Jump +4, Listen +10, 
  Move Silently +18, Pick Pocket +11, Search +6, 
  Spot +9, Tumble +11; Ambidexterity, Improved 
  Initiative, Rapid Reload, Two-Weapon Fighting, 
  Weapon Finesse (short sword). 
   
  Spells Prepared (2; base DC = 11 + spell 
  level): 1st—spider climb, spring sheath; 2nd—
  darkness. 
   
  Sneak Attack (Ex): Any time the rogue's 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks the target, the 
  rogue's attack deals extra damage.  The extra 
  damage is +1d6 at 1st level and an additional 1d6 
  every two levels thereafter.  Should the rogue 
  score a critical hit with a sneak attack, this extra 
  damage is not multiplied.  Ranged attacks can 
  only count as sneak attacks if the target is within 
  30 feet.  The rogue can't strike with deadly 
  accuracy from beyond that range.  A rogue can 
  only sneak attack a living creature with a 
  discernible anatomy.  Any creature that is immune 
  to critical hits is also not vulnerable to sneak 
  attacks.  The rogue must be able to see the target 
  well enough to pick out a vital spot and must be 
  able to reach a vital spot.  The rogue cannot sneak 
  attack while striking a creature with concealment 
  or striking the limbs of a creature whose vitals are 
  beyond reach.  Wedros inflicts an additional 6d6 
  points of damage with a successful sneak attack. 
   
  Death Attack (Ex): Study a target for 3 
  rounds then make a successful sneak attack 
  within the next 3 rounds to paralyze (for 1d6+1 
  rounds) or kill the target.  Fortitude save (DC 16) 
  to avoid effects. 
   
  Poison Use (Ex): Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half-damage, the 
  rogue takes no damage with a successful saving 
  throw. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker and 
  cannot be flanked. 
   
  Possessions: Soiled clothing, bronze sigil 
  amulet, +2 leather armor, 2 short swords +2, +2 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 52 
  light crossbow, 10 +2 bolts, 10 poisoned +2 bolts, 
  brooch of shielding. 
   
  Poison 
  (deathblade): 
  Injury 
  (DC 
  20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  The Thing on the Slab 
  APL 4 
  Corpse Creature: Male gnoll Rgr5; CR 6; 
  Medium-Size Undead; HD 5d12; hp 40; Init +1; 
  Spd 30 ft.; AC 15 (touch 11, flatfooted 14); Atk 
  +8/+3 melee (1d8+5 [crit x3], battleaxe) and +8 
  melee (1d8+2 [crit x3], battleaxe) or +11/+6 melee 
  (1d6+7, slam); SA Spells; SQ Undead; AL CE; SV 
  Fort +7, Ref +2, Will +2; Str 20, Dex 12, Con−, Int 
  8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Hide +4, Intuit 
  Direction +2, Jump +5, Listen +6, Spot +8, 
  Wilderness Lore +7; Ambidexterity, Power Attack, 
  Quick Draw, Two-Weapon Fighting, Weapon 
  Focus (battleaxe). 
   
  Spells Prepared (1); base DC = 11 + spell 
  level): 1st—resist elements. 
   
  Favored Enemy (dwarves) (Ex): +2 bonus to 
  Bluff, Listen, Sense Motive, Spot, and Wilderness 
  Lore checks when using them against dwarves. 
  The same bonus applies to weapon damage 
  (ranged weapons when within 30 ft.) rolls against 
  dwarves. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: Leather armor, 2 battleaxes. 
   
  APL 6 
  Corpse Creature: Male ogre Bbn3/Ftr2; CR 8; 
  Large Undead; HD 9d12; hp 68; Init +4; Spd 40 ft.; 
  AC 18 (touch 9, flatfooted 18); Atk +16/+11 
  (2d6+12 [crit 19-20/x2], huge greatclub) or 
  +15/+10 melee (1d8+12, slam); Face/Reach 5 ft. 
  by 5 ft./10 ft.; SA Rage 1/day; SQ Uncanny dodge, 
  undead; AL CE; SV Fort +10, Ref +2, Will +2; Str 
  26, Dex 11, Con −, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Jump +8, Listen 
  +6, Spot +5; Cleave, Improved Critical (greatclub), 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatclub).  
   
  Rage (Ex): Gains +4 Str, +2 morale bonus on 
  Will saves, -2 penalty on AC and lasts 3 rounds.  
  Rage modified statistics are as follows: AC 16, Atk 
  +18/+13 melee (2d6+15 [crit 19-20/x2], huge 
  greatclub) or +17/+12 melee (1d8+15, slam), Will 
  +4. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC regardless of being caught flat-footed 
  or struck by an invisible attacker. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: Huge greatclub, large chain 
  shirt. 
   
  APL 8 
  Corpse Creature: Male ogre Bbn4/Ftr3; CR 10; 
  Large Undead; HD 11d12; hp 82; Init +4; Spd 40 
  ft.; AC 18 (touch 9, flatfooted 18); Atk +19/+14 
  melee (2d6+13 [crit 19-20/x2], huge greatclub +1) 
  or +17/+12 (1d8+12, slam); Face/Reach 5 ft. by 5 
  ft./10 ft.; SA Rage 1/day; SQ Uncanny dodge, 
  undead; AL CE; SV Fort +11, Ref +3, Will +3; Str 
  26, Dex 11, Con −, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Jump +8, Listen 
  +7, Spot +6; Cleave, Improved Critical (greatclub), 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatclub). 
   
  Rage (Ex): Gains +4 Str, +2 morale bonus on 
  Will saves, -2 penalty on AC and lasts 3 rounds. 
  Rage modified statistics are as follows: AC 16, Atk 
  +21/+16 melee (2d6+16 [crit 19-20/x2], huge 
  greatclub) or +19/+14 melee (1d8+15, slam), Will 
  +5. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC regardless of being caught flat-footed 
  or struck by an invisible attacker. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: +1 huge greatclub, large chain 
  shirt. 
   
  APL 10 
  Corpse Creature: Male ogre Bbn5/Ftr4; CR 12; 
  Large Undead; HD 13d12; hp 96; Init +4; Spd 40 
  ft.; AC 19 (touch 9, flatfooted 18); Atk +22/+17/+12 
  melee (2d6+14 [crit 19-20/x2], huge greatclub +2) 
  or +19/+14/+9 (1d8+12, slam); Face/Reach 5 ft. 
  by 5 ft./10 ft.; SA Rage 2/day; SQ Uncanny dodge, 
  undead; AL CE; SV Fort +12, Ref +6, Will +3; Str 
  26, Dex 12, Con −, Int 8, Wis 10, Cha 8. Height 9 
  ft. 5 in. 
   
  Skills and Feats: Climb +8, Jump +8, Listen 
  +8, Spot +7; Cleave, Improved Critical (greatclub), 
  Improved Bull Rush, Improved Initiative, Lightning 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 53 
  Reflexes, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greatclub). 
   
  Rage (Ex): Gains +4 Str, +2 morale bonus on 
  Will saves, -2 penalty on AC and lasts 3 rounds. 
  Rage modified statistics are as follows: AC 17, Atk 
  +24/+19/+14 melee (2d6+16 [crit 19-20/x2], huge 
  greatclub +2) or +21/+16/+11 (1d8+15, slam), Will 
  +5. 
   
  Uncanny Dodge (Ex): Retains Dexterity 
  bonus to AC regardless of being caught flat-footed 
  or struck by an invisible attacker.  Cannot be 
  flanked. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: +2 huge greatclub, large chain 
  shirt. 
   
  Encounter 8:  The Underhalls Level C 
  (Optional) 
   
  Location 18: Well and Pump Room 
  APL 4 
  Ice Paraelemental: CR 3; Medium-Size Elemental 
  (Air, Cold); HD 4d8+8; hp 26; Init +3; Spd 30 ft.; 
  AC 17 (touch 13,flatfooted 14); Atk +6 melee 
  (1d6+1 plus 1d6 cold, icicle); SA Chill metal; SQ 
  Elemental, cold subtype; AL N; SV Fort +3, Ref 
  +7, Will +1; Str 12, Dex 17, Con 14, Int 4, Wis 11, 
  Cha 11. Height 8 ft. 
   
  Skills and Feats: Listen +7, Spot +7; Combat 
  Reflexes, Weapon Finesse (icicle). 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except it affects everything within a 
  10 ft. radius of the elemental, Will save (DC 12) to 
  negate.  As with the spell, it takes 3 rounds for 
  affected metal to reach the freezing stage.  Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect.  The metal returns to its starting 
  temperature 2 rounds later, just as with the spell. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Cold Subtype (Ex): Cold immunity; double 
  damage from fire except on a successful save. 
   
  Notes: Ice paraelementals speak Aquan and 
  Auran. 
   
  Magma Paraelemental: CR 3; Medium-Size 
  Elemental (Earth, Fire); HD 4d8+12; hp 30; Init -1; 
  Spd 30 ft.; AC 17 (touch 9, flatfooted 17); Atk +8 
  melee (1d8+7, slam); SA Burn; SQ Elemental, fire 
  subtype; AL N; SV Fort +7, Ref +0, Will +1; Str 21, 
  Dex 8, Con 17, Int 4, Wis 11, Cha 11. Height 8 ft. 
   
  Skills and Feats: Listen +7, Spot +7; Power 
  Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must 
  succeed at a Reflex save (DC 11) or catch fire 
  (see Catching on Fire, page 86 of the Dungeon 
  Master’s Guide).  The fire burns for 1d4 rounds.  A 
  burning creature can take a move-equivalent 
  action to put out the flame. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Fire Subtype (Ex): Fire immunity, double 
  damage from cold except on a successful save. 
   
  Notes: Magma paraelementals speak Ignan 
  and Terran. 
   
  APL 6 
  Ice Paraelemental: CR 5; Large Elemental (Air, 
  Cold); HD 8d8+24; hp 60; Init +5; Spd 30 ft.; AC 
  19 (flatfooted 14, touch 14); Atk +10/+5 melee 
  (2d6+2 plus 2d6 cold, icicle); Face/Reach 5 ft. x 5 
  ft./10 ft.; SA Chill metal; SQ Elemental, damage 
  reduction 10/+1, cold subtype; AL N; SV Fort +5, 
  Ref +11, Will +2; Str 14, Dex 21, Con 16, Int 6, 
  Wis 11, Cha 11. Height 16 ft. 
   
  Skills and Feats: Listen +12, Spot +12; 
  Combat 
  Reflexes, 
  Dodge, 
  Weapon 
  Finesse 
  (icicle). 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except it affects everything within a 
  15 ft. radius of the elemental, Will save (DC 14) to 
  negate.  As with the spell, it takes 3 rounds for 
  affected metal to reach the freezing stage.  Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect.  The metal returns to its starting 
  temperature 2 rounds later, just as with the spell. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Cold Subtype (Ex): Cold immunity; double 
  damage from fire except on a successful save. 
   
  Notes: Ice paraelementals speak Aquan and 
  Auran. 
   
  Magma Paraelemental: CR 5; Large Elemental 
  (Earth, Fire); HD 8d8+32; hp 68; Init -1; Spd 30 ft.; 
  AC 17 (touch 8, flatfooted 17); Atk +12/+7 melee 
  (2d8+10, slam); Face/Reach 5 ft. by 5 ft./10 ft.; SA 
  Burn; SQ Elemental, damage reduction 10/+1, fire 
  subtype; AL N; SV Fort +10, Ref +1, Will +2; Str 
  25, Dex 8, Con 19, Int 6, Wis 11, Cha 11. Height 
  16 ft. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 54 
   
  Skills and Feats: Listen +12, Spot +12; 
  Cleave, Power Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must 
  succeed at a Reflex save (DC 13) or catch fire 
  (see Catching on Fire, page 86 of the Dungeon 
  Master’s Guide).  The fire burns for 1d4 rounds.  A 
  burning creature can take a move-equivalent 
  action to put out the flame. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Fire Subtype (Ex): Fire immunity, double 
  damage from cold except on a successful save. 
   
  Notes: Magma paraelementals speak Ignan 
  and Terran. 
   
  APL 8 
  Ice Paraelemental: CR 7; Huge Elemental (Air, 
  Cold); HD 16d8+64; hp 136; Init +7; Spd 30 ft.; AC 
  20 (flatfooted 13, touch 15); Atk +17/+12/+7 melee 
  (2d8+4 plus 2d8 cold, icicle); Face/Reach 10 ft. x 
  5 ft./15 ft.; SA Chill metal; SQ Elemental, damage 
  reduction 10/+2, cold subtype; AL N; SV Fort +9, 
  Ref +17, Will +5; Str 18, Dex 25, Con 18, Int 6, 
  Wis 11, Cha 11. Height 32 ft. 
   
  Skills and Feats: Listen +18, Spot +18; 
  Combat Reflexes, Dodge, Mobility, Weapon 
  Finesse (icicle). 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except it affects everything within a 
  20 ft. radius of the elemental, Will save (DC 18) to 
  negate.  As with the spell, it takes 3 rounds for 
  affected metal to reach the freezing stage.  Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect.  The metal returns to its starting 
  temperature 2 rounds later, just as with the spell. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Cold Subtype (Ex): Cold immunity; double 
  damage from fire except on a successful save. 
   
  Notes: Ice paraelementals speak Aquan and 
  Auran. 
   
  Magma Paraelemental: CR 7; Huge Elemental 
  (Earth, Fire); HD 16d8+80; hp 152; Init -1; Spd 30 
  ft.; AC 17 (touch 7, flatfooted 17); Atk +19/+14/+9 
  melee (2d10+13, slam); Face/Reach 10 ft. by 5 
  ft./15 ft.; SA Burn; SQ Elemental, damage 
  reduction 10/+2, fire subtype; AL N; SV Fort +15, 
  Ref +4, Will +5; Str 29, Dex 8, Con 21, Int 6, Wis 
  11, Cha 11. Height 32 ft. 
   
  Skills and Feats: Listen +14, Spot +14; 
  Cleave, Great Cleave, Improved Bull Rush, Power 
  Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must 
  succeed at a Reflex save (DC 17) or catch fire 
  (see Catching on Fire, page 86 of the Dungeon 
  Master’s Guide).  The fire burns for 1d4 rounds.  A 
  burning creature can take a move-equivalent 
  action to put out the flame. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Fire Subtype (Ex): Fire immunity, double 
  damage from cold except on a successful save. 
   
  Notes: Magma paraelementals speak Ignan 
  and Terran. 
   
  APL 10 
  Ice 
  Paraelemental, 
  Greater: 
  CR 
  9; 
  Huge 
  Elemental (Air, Cold); HD 21d8+84; hp 178; Init 
  +8; Spd 30 ft.; AC 25 (flatfooted 17, touch 16); Atk 
  +19/+14/+9 melee (2d8+5 plus 2d8 cold, icicle); 
  Face/Reach 10 ft. x 5 ft./15 ft.; SA Chill metal; SQ 
  Elemental, damage reduction 10/+2, cold subtype; 
  AL N; SV Fort +11, Ref +20, Will +7; Str 20, Dex 
  27, Con 18, Int 6, Wis 11, Cha 11. Height 36 ft. 
   
  Skills and Feats: Listen +23, Spot +23; 
  Combat Reflexes, Dodge, Mobility, Spring Attack, 
  Weapon Finesse (icicle). 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except it affects everything within a 
  25 ft. radius of the elemental, Will save (DC 20) to 
  negate.  As with the spell, it takes 3 rounds for 
  affected metal to reach the freezing stage.  Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect.  The metal returns to its starting 
  temperature 2 rounds later, just as with the spell. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Cold Subtype (Ex): Cold immunity; double 
  damage from fire except on a successful save. 
   
  Notes: Ice paraelementals speak Aquan and 
  Auran. 
   
  Magma Paraelemental, Greater: CR 9; Huge 
  Elemental (Earth, Fire); HD 21d8+105; hp 199; Init 
  -1; Spd 30 ft.; AC 19 (touch 7, flatfooted 19); Atk 
  +23/+18/+13 melee (2d10+15, slam); Face/Reach 
  10 ft. by 5 ft./15 ft.; SA Burn; SQ Elemental, 
  damage reduction 10/+2, fire subtype; AL N; SV 
  Fort +17, Ref +6, Will +7; Str 31, Dex 8, Con 21, 
  Int 6, Wis 11, Cha 11. Height 36 ft. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 55 
   
  Skills and Feats: Listen +23, Spot +23; 
  Cleave, Great Cleave, Improved Bull Rush, 
  Improved Critical (slam), Power Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must 
  succeed at a Reflex save (DC 19) or catch fire 
  (see Catching on Fire, page 86 of the Dungeon 
  Master’s Guide).  The fire burns for 1d4 rounds.  A 
  burning creature can take a move-equivalent 
  action to put out the flame. 
   
  Elemental: 
  Immune 
  to 
  poison, 
  sleep, 
  paralysis, and stunning.  Not subject to critical hits. 
   
  Fire Subtype (Ex): Fire immunity, double 
  damage from cold except on a successful save. 
   
  Notes: Magma paraelementals speak Ignan 
  and Terran. 
   
   
   
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 56 
  DM Aids: Maps 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 57 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 58 
  Player Handout #1: Information on Magus Aedan and Maga Elspet 
   
  Aedan, the Magus of the Russet Tower, does not appear to be a native of Gyruff, but 
  has evidently lived there for some time.  Aedan is physically unremarkable but 
  possesses a tremendous intellect and magical prowess.  Before the Fall of Gorna, most 
  would not have recognized him on the street as anything but an average Gyri.  This 
  was due, in no small part, to his acerbic personality and brutally candid manner, 
  which did not endear him to Court. 
   
  This detachment served Aedan well (though the disrespect of the nobles grated upon 
  him), as he filled an important role for Grand Duke Owen.  In exchange for his 
  services in tracking down and eliminating Gyruff's enemies, Aedan was provided the 
  Russet Tower as residence. Aedan and his wife, the Maga Elspet, raised their children 
  there and provided a deterrent to would-be aggressors.  Aedan was good friends with 
  Arglwyth Darlon Lea, and the three of them traveled often together. During the Fall 
  of Gorna, Aedan aided Lea and played prominent roles in the later missions to retake 
  Gyruff. 
   
  Aedan's courage and mastery of the wizardry arts were there for all to see during the 
  battle to reclaim Hochoch.  Whilst assisting the small remnants of the Army of 
  Liberation that attacked the reinforcements bound for the then besieged Hochoch, 
  fire giants struck down Magus Aedan.  His sacrifice allowed the Gyri forces to 
  withdraw without routing and slowed the giants enough that Hochoch fell.  Relief 
  forces searching the area after the battle were unable to locate Aedan's body. 
   
  Maga Elspet has continued to serve Grand Duke Owen, though the exact nature of 
  her services is not known.  Rumormongers say Maga Elspet is a necromancer of 
  considerable power and wonder what business she has working for the Grand Duke.  
  It is also said she tutors young children in the ways of magic.  Maga Elspet lives in a 
  large farmhouse just outside of Hochoch.  Local farmers claim she protects the house 
  with vicious zombie chickens. 
   
  Magus Aedan and Maga Elspet have four children: Celeste, Turloh and Adric 
  (identical twins), Aeron and Nia (fraternal twins), and Morien, the youngest. 
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 59 
  Player Handout #2: Puzzle Lock Security Door Schematic 
   
   
  M yst er ies a bo u n d  in  t h e
  w o r l d .  Th in g s a r e o t h er
  t h in gs d isg u ised  by
  n o t h in gs r ea l .
  A
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  C
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  A
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  M
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  GEO3-01 A Small-Knowing Soul 
   
  Page 60 
  Player Handout #3: Drawings on Holding Cell Walls 
   
   
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 61 
  Player Handout #4: Note from Ghanadar 
   
  Dear  <insert PC name>, 
   
  Thy noble efforts hast returned to me my Sirianna.  Neither she, nor I, shall forget 
  what thy hast accomplished.  Once more thee hast proven thy merit.  Thee and thy 
  compatriots art always welcome in Midwood.  Know that so long as Sirianna and 
  I are here, Midwood shall be protected from those who would seek to harm our 
  charges.  I have strengthened the Wards about the village against arcane travel.  
  Should thee wish to enter Midwood, use the enchanted token given to thee with 
  this letter.  Be warned, the token only protects thee – no one else. 
   
  I close this letter with another warning, given in good grace: though we be 
  comrades, my Masters would look poorly upon what has been wrought.  Tell thy 
  master his people art safe and shall not be exploited whilst I live, and be 
  circumspect in thy future affiliations. 
   
  G 
   
  
  GEO3-01 A Small-Knowing Soul 
   
  Page 62 
  Player Handout #5: Note found in Magus Aedan’s Study 
   
  Mendicant: 
   
  If you have found this note you know I have left the 
  Underhalls.  The secrets I came here to learn have been revealed 
  to me.  Praise the Undying One!  One of the Magus’ tomes has 
  provided me with the location of that which I have sought—the 
  first step in providing our master with a vessel here on Oerth!  
  Yea, His wrath shall be great!  He will sweep away the Old One 
  and his minions and establish Himself as Ruler over All. 
   
  Do not yet attempt to follow me, Mendicant.  The way is too 
  perilous.  Delve further into the mysteries of the travel device.  I 
  fear the device may record our journeys.  My destination cannot 
  be known to our Enemies. 
   
  P 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/593/Normal Scenarios/GEO3-01 - A Small-Knowing Soul (APL 4-10)/GEO3-01 - A Small-Knowing Soul.pdf