TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, visit the Verbobonc website at 
  www.verbobonc.net and e-mail your triad point of contact at poc@verbobonc.net. For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com 
   
  VER6-03 
   
   
   
  Castle Estival 
   
  A Two-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Adventure 
  By Michael Maenza 
  Triad Edit: Rob Silva and Vernon L. Vincent 
  Circle Edit: Tim Sech 
  Playtesters: Tom Bohla, Rick Brown, Mark Fischer, Michael Grimm, Mike Lundin, Brad Ruby, Darren Spurrier, Louis 
  Swiger, Phil Tobin, Brian Troyan, Larry Tsang 
   
   
  Castle Estival has sat looming over the Ironwood. A dark and ominous place shunned by many, though a few have dared 
  to enter…only never to return. For almost two centuries it has stood as a lasting reminder of keoish occupation, a 
  testament to the iniquitous and cruel ways of a long gone noble house. Will you explore past its walls, for you have been 
  asked to delve into its secrets. A two-round adventure for character levels 1 to 14. (APLs 2 to 12) 
   
  
  VER6-03 Castle Estival 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a PC with the Mounted Combat feat, 
  use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  VER6-03 Castle Estival 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  receives only one-half of the experience points and gold 
  for the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  Verbobonc.  PCs native to Verbobonc pay two Time Unit 
  per round, all others pay four Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
  Adventure Background 
   
  Castle Estival derives its name from the family Estival, 
  primary financial backers of the construction. Oeridian 
  emigrants fleeing the west some time before the 
  common year calendar they settled the area of the 
  Ironwood. The majority of the native residents were 
  humans of flannish descent, though it was not 
  uncommon to see dwarves or gnomes looking to trade. 
  Recognizing the fertile land and bounty of fauna, the 
  Estivals decided to make to make a permanent settlement 
  and offered to protect the locals in exchange for working 
  the land. Most of the area was plagued with roving orc 
  and goblin tribes. Eventually the flan natives were 
  weaned off of their hunting and gathering practices and 
  became tenant farmers. This arrangement was beneficial 
  for both, as it created prosperity. Many of the people 
  living near the hills and in the Ironwood perceived the 
  lands as a safe haven from the lawlessness that ran amok. 
  Now the southern populace had no immediate need to 
  seek protection in Verbobonc City. 
  By CY 115 Verbobonc was formally incorporated into 
  Veluna and the kingdom of Ferrond. At that time many 
  of the families with substantial holdings were given a 
  chance to swear loyalty to their new rulers. In return 
  their holdings and power would be legitimized. This also 
  made the family bloodlines anointed as noble and blessed 
  by the Raon church. All told, six families swore 
  allegiance, including Estival. The ruling family of 
  Verbobonc City, house Rêvepaix was crowned the rulers 
  of the new Viscounty. This caused considerable tension, 
  though nothing appeared to come of it at the time. 
  Castle Estival has been a part of Verbobonc’s landscape 
  for as long as most can remember. Built in CY 150, the 
  castle was part of a defensive agreement between Veluna 
  and Furyondy. The majority of the money used to erect it 
  came from the coffers of House Estival, which enjoyed 
  unprecedented wealth above and beyond all of the other 
  nobility combined. Naturally, whispers soon began 
  circulating about their fortune and how they acquired it. 
  As time went on other questions were posed as 
  mysterious circumstances and disappearances involving 
  their lands came to light. By CY 200, small farming 
  communities reported being victimized my black-garbed 
  warrior’s intent on taking their children. Those that 
  resisted found themselves on the wrong side of a sword. 
  The rest grieved the loss of the children and begged the 
  church of Rao to intercede. The Raoan’s negotiated with 
  the nobles to put an end to the bloodshed. This resulted 
  in houses Estival and Rhynehurst collaborating in an 
  investigation of the foul deeds. Success was to be had 
  after two weeks of investigation as Lord Estival and his 
  troops came across the perpetrators in the Ironwood. 
  Capturing them it was learned that they were 
  lycanthropes, diseased exiles of the viscounty. They were 
  put on trial were they proclaimed their innocence. Lord 
  Estival presided over their fate as his captain of the guard 
  presented the charges and evidence. The local citizens, 
  victims of the attacks raged from the gallery. They 
  wanted someone to pay for the crimes. After two days 
  Lord Estival found all the lycanthropes guilty and 
  sentenced them to death by hanging and their souls 
  purged by fire. The populace was happy as the attacks had 
  finally stopped and they could now rest easily knowing 
  that their children were safe. Unbeknownst to many, 
  villages to the far east were reporting disappearances of 
  children in the middle of the night. Many of the local 
  men attributed the disappearances to nothing more then 
  animal attacks. Very few except a fledging church 
  dedicated to Saint Cuthbert thought to question the 
  disappearances. The church believed that something far 
  
  VER6-03 Castle Estival 
   
  Page 4 
  sinister was occurring – especially since word from some 
  the Walkers referenced something similar in the west. 
  In CY 350, Keoland invaders started what would 
  eventually become known as the Short War. Keoish 
  occupation stretched far into Verbobonc. Many nobles 
  were shocked and caught unprepared for the speed and 
  audacity of the Keoish army. No one had expected them 
  to take up siege of the viscounty. It was later realized that 
  house Estival had put its full support behind Keoland. 
  Word spread that house Estival was promised rule of the 
  viscounty upon Keoland’s complete and unilateral victory 
  in Verbobonc. Estival troops fought side by side with 
  those of Keoland. For ten years Keoland had a foothold in 
  the viscounty, controlling much of the southwest. Using 
  Castle Estival as a military headquarters, they were able to 
  keep Veluna from supporting the war effort. But by the 
  end of CY 359, Keoland’s power began to wane. The long 
  occupation, as well as the extended fighting with Veluna, 
  ultimately made it unfeasible them continue fighting the 
  war. The Keoish ambassador met with representatives of 
  Furyondy, Veluna and Verbobonc. It was agreed that 
  Keoland would unilaterally pull out of both Veluna and 
  Verbobonc while keeping the lands taken to the south of 
  both states. Many stipulations were made by Veluna but 
  only one was made by Viscount Fullgrum of house 
  Rêvepaix; bringing the Estivals to justice would be left to 
  Verbobonc. Keoland conceded this point so when the 
  day came for Keoish forces to pull out, weeks later Lord 
  Estival was falsely informed that the Verbobonc Standing 
  Army was attempting a spearhead from the south and 
  that the entire keoish army would meet them there and 
  wipe them out once and for all. Lord Estival did not see 
  through the ruse. But what a surprise he had when a day 
  later the Standing Army laid siege to Castle Estival. Over 
  the course of a week, all the other Verbobonc nobles 
  joined the fight against the traitorous Estivals. On the 
  seventh night the forces of the viscounty went over the 
  walls. Borderers took control of the gatehouse and lifted 
  the castles main gate. With torches and weapons, a wave 
  of bodies rushed into the castle. Their expectation of 
  fighting soldiers of Estival was quickly quashed as they 
  did battle with a host of strange creatures. Plant-like 
  animals came to life and swallowing men whole, 
  disgusting jellys and oozes littering the corridors of the 
  castle and Lord Estival’s personal arcane adviser cast from 
  a balcony some 40 feet above. The losses were heavy for 
  the Viscount’s army but in the end they won the day. In 
  the aftermath both Lord and Lady Estival were found 
  dead. Having decided that their fate was sealed, they 
  drank poison and enter the embrace of their dark god, 
  Erythnul.  
  The Church of Saint Cuthbert having grown in power 
  over the course of almost 200 years, expected the Estivals 
  to pay for not only their treachery to the Viscounty, but 
  for their past crimes as well. Both the Lord and Lady were 
  restored to life and put on trial. The church called 
  witnesses who attested to the evil of house Estival they 
  bared witness to the torture, murder, bizarre human 
  experiments, cannibalism and consorting with foul 
  creatures. The Estivals were found guilty and sentenced 
  to be drawn, quartered and burned. With the last of the 
  current line of Estivals gone, the status of their lands and 
  holdings came in question. The Viscount decided to 
  award the majority of lands to the Noble House who 
  suffered the greatest during the Keoish occupation, as 
  well as those that gave the most assistance in fighting it. 
  Of these, house Rhynehurst had endured the most 
  hardship, and so the Viscount awarded the majority of 
  the holdings to his house. But when the subject of the 
  castle came up the church of Saint Cuthbert, silent 
  throughout the proceedings, made an impassioned 
  speech condoning evil and the places that it flourishes. 
  The church preached that Castle Estival could not be 
  cleansed and was a danger to the people of the Viscounty. 
  They beseeched the Viscount to award the castle to the 
  church, so that they may protect the people from it. The 
  viscount relented and to this day the castle is a holding of 
  the church of Saint Cuthbert. 
  The Here and Now 
  Sir Wellborn Estival is a descendent of the last Lord 
  Estival, having been the great-grandson of the lord’s 
  brother. A successful merchant, he has hopes of restoring 
  his families name and making amends for the past. He 
  has some idea as to what has gone on, but believes that 
  most of it impartial hearsay. In order to prove his noble 
  blood-line he requires two items; a signet ring and a 
  noble patent. Without either he has no chance of seeing 
  his claim heard. He believes that both are in castle 
  Estival, the former home of his family. This poses a 
  problem as the castle belongs to the Church of Saint 
  Cuthbert and the lands belong to house Rhynehurst. He 
  has attempted to negotiate with house Rhynehurst, but 
  has been turned away as Lord Rhynehurst refused the 
  request because he does not want to lose any of his 
  holdings and the fact that he still holds a grudge against 
  house Estival. 
  So Sir Wellborn Estival has contracted with Betham the 
  sage of Verbobonc City to find adventurers who are brave 
  enough and creative enough to get into the castle and get 
  what he needs. 
   
  
  VER6-03 Castle Estival 
   
  Page 5 
  Adventure Summary  
   
  Introduction: The PCs come across a posting for 
  “seasoned adventure ring party ~ individuals need not 
  apply.” The notice advises to see Betham the gnome about 
  the particulars. The PCs will realize that they might need 
  to recruit more people. 
  Encounter One: The PCs will travel to see Betham about 
  the job. They will witness him ejecting two individuals. 
  He will invite them in give them basic details about the 
  job. If they accept he will tell them that he will set up an 
  interview for the next day at Jaylee’s Inn. 
  Encounter Two: The next day the PCs travel to Jaylee’s 
  Inn to meet Sir Wellborn Estival. He will inform them 
  that he wishes to hire a group to enter Castle Estival for a 
  twofold mission. First, to clean it out of any denizens 
  within and secondly, to retrieve his family’s heirlooms. 
  He will inform them that he technically doesn’t have any 
  actual right to enter the building. He will lay out the 
  problems with the mission and tell the PCs to travel to 
  the village of Rhynehurst. 
  Encounter Three: The PCs travel to the City of 
  Rhynehurst located in the lands of house Rhynehurst. 
  They will realize that the castle is watched by the church 
  of Saint Cuthbert, feared by the local residents and 
  locked down with an ironfist by Lord Rhynehurst 
  himself. From here the players must decide on how to 
  tackle the keep. 
  Encounter Four: The PCs can try to deal with the 
  church of Saint Cuthbert and see if they will help to 
  restore a legitimate heir to the noble house. 
  Encounter Five: The PCs may negotiate with the guards 
  and representatives of house Rhynehurst 
  Encounter Six: Ambushed by representatives of Asanto. 
  Encounter Seven: The PCs explore the castle 
  Encounter Eight: The PCs will return to Verbobonc City 
  to deliver what they found and report what transpired. 
  Conclusion: Wrap up and return home. 
   
  Introduction 
   
  Ahhh… Verbobonc City the jewel of the Velverdyva! 
  The tone here is much more hopeful then it has been 
  recently. The always present influx of goods and trade 
  is slowly returning to normal. Although the streets 
  are still crowded with homeless refugees the food 
  riots have become far less frequent of late –at least 
  within the capitol city.  
  And so short on coin and empty in belly, you too have 
  come to the big city. In search of fame and fortune, or 
  at the very least a dry pallet and wet gruel. Browsing 
  the marketplace you arrive at the Crier’s Column, a 
  place for posting announcements such as recruitment 
  notices, warrants and employment offers. While 
  almost all mentioned caravan work, one did seem 
  interesting. 
  Give the party Player Handout One. 
  “WANTED 
  Seasoned explorers to take on a difficult task. Must 
  like old places and be unafraid of the unknown. 
  Willing to hire right party. Must bring own tools. 
  Apply at Betham’s Books 
  Betham 
  Continue from here 
  With little else to do and little else to spend, you have 
  decided to see about this opportunity. Finding 
  directions to Betham’s store was fairly easy. It seems 
  that he’s quite well known for his peculiar nature.  
  Continue to Encounter One: The Bookstore 
  Encounter One: The Bookstore 
   
  You hurry along to Betham’s Books hoping that you 
  are not too late. How many people have seen the 
  post? Has it been up for hours? Days? You quicken 
  your pace down the through the marketplace, almost 
  knocking over an oeridian man bearing a curled 
  mustache and stove pipe hat. 
  Eventually you arrive at your destination. Breathing 
  heavy you wiping your sweaty palms. But alas, was it 
  all for not? From the storefront four men exit 
  laughing to themselves. Out of luck you think, until 
  you hear high pitch yelling coming from instead. 
  “Greedy miscreants! I pay my exterminator less for 
  better work!” You watch as an older gnome 
  gentlemen wearing oversized spectacles chases out 
  the four men as this goes on, a group of people gather 
  around you, watching the melodrama unfold. 
  The group that has assembled is the other adventurers 
  looking to get hired as well. The party may make small 
  talk or introduce themselves. 
  
  VER6-03 Castle Estival 
   
  Page 6 
  Though it is obvious then men find the situation 
  rather funny as they saunter out into the street. “PCs 
  don’t come cheap old man”, one lobs back as you 
  strolls away. “Yeah! You want seasoned adventurers, 
  but don’t want to pay for it. Good luck finding 
  someone! Even better luck dealing with the buffoons 
  who will work that that price.” The group laughs and 
  moves on into the direction of a local tavern. 
  Adjusting his glasses impatiently he looks in your 
  direction. “What are you looking at?” 
  Give the players a chance to respond on how they see fit. 
  If they mention the job or eventually approach him about 
  work, continue. The players might wish to formulate a 
  plan for approaching Betham. They may take their time 
  and go into the shop after he has left the street. 
  “So, you all are seasoned explorers? You read my 
  posting on the Crier’s Column? Who are you and 
  what are your qualifications?” 
  He will listen intently to each party member’s 
  introduction and story. It is possible that the PCs have 
  meet Betham previously. If the character mention this 
  betham squints at them and shakes his head and states 
  that he doesn’t remember. Once they are finished 
  continue. 
  “Well, I should tell you that this task, this expedition 
  isn’t really for me. I was hired to …shall we say 
  separate the wheat from the chaff. My associate 
  wished to have the most capable people that 
  Verbobonc has to offer. With a true mastery of their 
  skills and abilities, true adventurers. But I guess you 
  will do. Report to Jaylee’s Inn tomorrow morning. 
  Tell the inn steward you have an appointment with 
  Sir Wellborn Estival in the private garden. He will be 
  expecting you.” 
  If the PCs ask about how much they are to be paid, read 
  the following: 
  The gnome slowly turns, hands trembling. He 
  approaches you step by step, inch by inch. “So it 
  comes down to this again. 
  You do realize that people are starving, don’t you? 
  And that this man, Sir Estival, has been spending a 
  healthy part of his estate to feed them? Just what do 
  you think would be equitable compensation for three 
  or four days work?” 
  He has been instructed to offer 25gp x the APL. If the 
  party initially offers less than this he will accept and 
  inform Sir Esitval. If they ask for more he will start to 
  tremble again saying “GREEEEEDDDDYYY Mongrels! 
  Do you not know the value of coin? Would you take 
  food from the refugees so you could buy a few measly 
  baubles?” He will then state the maximum amount of 
  wheatsheaves they are willing to offer. If the party still 
  relents, he will suggest negotiating more at the meeting, 
  though he says that they didn’t hear that from him. 
  The party may equip themselves or make preparations for 
  the mornings meeting. Once the party is ready continue 
  with Encounter Two.  
   
  Encounter Two: History 
  Repeats Itself 
   
  The following morning you make your way to Jaylee’s 
  Inn. The early morning hours give you a brief 
  glimpse into the quiet the city is capable of. 
  Merchants begin cleaning their stoops in preparation 
  for the coming day’s business. Worshippers head to 
  the temple district in droves hoping to find a good 
  seat for morning prayers. Refugees silently line up at 
  the soup kitchen. 
  Upon arriving at the inn you announce yourself and 
  your appointment. The steward appears to have been 
  forewarned of your arrival as he asks you to follow 
  him back to the private garden. There your vision is 
  greeted by middle-age man dressed casually in the 
  style of a courtier. Seated by a natural spring, he sips 
  from a cup exuding steam and appears immersed in 
  parchments he’s reading. The steward clears his 
  throat prompting the man look up. “Ohh I beg your 
  pardon, I was engrossed by these trade contracts.” He 
  rises to greet you half way down the path. Turning to 
  the steward he smiles, “That will be all.” With a slight 
  bow the steward is off, once again to fulfill some 
  other guest’s whims. 
  “Where are my manners, please have a seat.” He 
  beckons to the party to take up seats across from his.  
  If he has meet the PCs before he address them by name. 
  Adjust the text as needed. 
  “I understand from Betham that you all are the best 
  there is, I mean the best at dealing with unknown 
  situations. He communicated to me that he believes 
  that you would be up to the challenge I propose. Has 
  he told you of my task?” 
  The players may introduce themselves or express 
  ignorance as to the task. 
  
  VER6-03 Castle Estival 
   
  Page 7 
  “My name is Wellborn Estival, formerly of the 
  Kingdom of Keoland. I have been in Verbobonc for 
  several 
  months 
  on 
  personal 
  business, 
  and 
  commissioned several shipments of food from the 
  city of Dyvers to be delivered to Verbobonc City and 
  other towns. 
  If any of the PCs have played VER6-01: The Discontent 
  of our Winter, Estival directs the following to them. 
  “Thank you again for your assistance in the 
  investigation of the missing caravan. Rest assured 
  that I have not forgotten your part in this.” 
  Continue from here 
   “I have recently come into a family inheritance, 
  including papers of ownership for a castle on the 
  western lands of Verbobonc. I don’t think any of the 
  family knew what they were. I found them in an old 
  locked box among my father’s belongings. My great-
  grandfather was the brother of the last Estival to hold 
  noble title. He left for Keoland when he realized what 
  his brother had become – a monster.” 
  The horror and sadness in Estival’s voice is apparent 
  and he pauses a moment to take a steadying breath 
  before continuing. 
  “Having done well as a merchant it is my intent to use 
  my funds and contacts to restore my family name, 
  hopefully to reestablish it as bloodline of good and 
  honor. 
  “As you may be aware of, the castle bearing my family 
  name sits near the Iron Wood.  
  “Much of the surrounding lands were part of my 
  family’s holdings and domain centuries ago. It is my 
  hope to reclaim the castle and lands and in the 
  process reestablish my bloodline here in Verbobonc. 
  To do this I must prove my lineage.  
  Viscount Langard has required that I submit several 
  items before he will consider my request.  
  The first of which was myself. By the ancient law of 
  the land, the church of Saint Cuthbert must verify 
  that I am who I claim to be. This has been done by no 
  less a personage than Bishop Haufren himself. With 
  that out of the way I need to deliver two final items; 
  the signet ring of my house and the noble patents of 
  my family. Without both of these I fear my quest is 
  lost” 
  “After going through father’s belongings I realized 
  that he had none of these things. In his rush to 
  emigrate from Verbobonc he left behind much of his 
  possessions. Also, because he was not the head of the 
  family he did not have access to these items.” 
  Estival now looks at you directly, a steely glint in his 
  eye. 
  “I wish to hire you to explore Castle Estival and 
  attempt to find both the signet ring and patents. 
  Through my own research I learned that the former 
  Lord Estival was not in possession of them when he 
  was drawn, quartered, and burned along with his 
  wife. A sad but curious piece of family trivia, it is said 
  that Lord Estival was in fact raised from the dead just 
  so justice would be met out. But that’s neither here 
  nor there. I believe that both items are there and 
  might be retrieved by unique individuals. I had 
  contracted with Betham as he has many more 
  contacts in Verbobonc city than I ever will. In return 
  I told him that I would turn over key family 
  documents and archives for the book he and his 
  scribes are writing. 
  “Now before we go any further I should tell you that 
  the situation has further complications. You see that 
  while I am entitled to the ownership of the castle 
  based on family customs, I in fact do not own it, nor 
  have any say in it. In all honesty it resides on the 
  lands of House Rhynehurst. House Rhynehurst 
  benefited greatly from the evils and subsequent 
  dissolution of my ancient house as much of the land 
  came under their control. The rest was parceled out to 
  other nobles who supported the actions against my 
  house. Curiously enough though, the Viscount of the 
  time gave authority of the castle proper to the Church 
  of Saint Cuthbert. They believed the castle was still a 
  danger even without inhabitants. For two centuries 
  the church has kept an overwatch on the castle 
  dissuading any from venturing, usually just through 
  sermons, though occasionally with clubs.” 
  “I have attempted to negotiate with Lord Rhynehurst 
  directly. It was my hope that I could impress upon 
  him that I did not wish to restore all the lands 
  previously held by my family. In fact I would not 
  contest a major portion of the lands his family took. It 
  was with great disappointment that he choose to have 
  me meet with his house seneschal. What came out of 
  the short discussion, a one sided one at that, was that 
  under no circumstances would Lord Rhynehurst 
  allow an armed expedition onto his lands and into the 
  keep. It was further impresses up me that they would 
  fight any attempt by me to reacquire my birthright.” 
  “So I am unfortunately stuck between a rock and a 
  hard place. On one hand I have a legitimate claim of 
  hereditary noble lineage, which entitles me to inherit 
  
  VER6-03 Castle Estival 
   
  Page 8 
  what belongs to my family. On the other hand I can 
  not enter the place that would afford the proof that I 
  need.” 
  “My hope is that you could work this situation out 
  and bring me the signet ring and patents. How you do 
  so…and by what means, I leave it to you. I trust in 
  your judgment and I am sure you will find a way that 
  keeps us all within the good graces of the church. I 
  would suggest not visiting with house Rhynehurst as 
  they have made their position clear and I fear that 
  you will become embroiled in this issue. The church 
  of Saint Cuthbert might be able to help based on their 
  connections with the castle. If you were to do this I 
  will pay you’re the agreed upon sum and allow you to 
  keep a portion of the treasure you might find, 
  provided you bring all objects you find to me first. 
  What say you?” 
  Allow the PCs to respond, although those that decline are 
  effectively out of the adventure unless brought back in by 
  PCs that did accept the offer.  
  Development: The party must decide what they want to 
  do. The first and better course of action (as alluded to by 
  Sir Wellborn Estival) is to travel to Rhynehurst and get 
  permission from the church of Saint Cuthbert. The 
  players might either contact the church or possibly even 
  go to Lord Rhynehurst himself. While there the players 
  may also attempt to gather information through meeting 
  with the commoners who live near the town. In all these 
  cases proceed to Encounter Three: Arrival in 
  Rhynehurst. 
  It is also possible that the party might decide to talk with 
  the church of Saint Cuthbert, whether in Rhynehurst or 
  Verbobonc City. If this is the case, proceed to Encounter 
  Four: The Church. The information is written with 
  Rhynehurst in mind and should be tailored to Verbobonc 
  City if the PCs go there instead. 
  It is also possible that the party might decide to just head 
  to the castle without any permission to enter. If this is 
  the case, proceed to Encounter Seven: Castle Estival. 
  The party may wish to do roll some skill checks to see 
  what they can figure out about the castle, Wellborn and 
  the Estival family. Consult Appendix five: Legwork for 
  information. 
   
  Encounter Three: Arrival in 
  Rhynehurst 
   
  The PCs will likely wish to travel to the city of 
  Rhynehurst, whether to talk with the local church of 
  Saint Cuthbert, negotiate with house Rhynehurst or 
  gather information from the locals. 
  “On edge of the wood, sits a bastion of good, where 
  good folk embrace cudgel and coin. Ohh Rhynehurst, 
  gem of ol’ Ferrond.” 
  The bit of tavern song comes to you as you enter the 
  city proper. Though as you make your way through 
  the streets, you realize one would be hard pressed to 
  call this place a bastion of good. But times change, 
  and now the only thing that is true is a Rhynehurst 
  citizens desire of coin. 
  The marketway offers a dizzying array of wares and 
  services to choose from. Much of the ebb and flow of 
  traffic centers on merchants selling their goods or 
  negotiating the imports they wish to buy. To the left a 
  kettite merchant swears on the lives of his wives that 
  the quality of his silks is the best of the west. To the 
  right a young flannae man resentfully offers a 
  reduced price on cabbage. The midwife shakes her 
  head, “’tis no more starvin’ cabbage baron.” “Y’ll not 
  get richa’ on the hunger of us poor folk.” 
  The party may peruse the wares of the marketplace, 
  buying anything available in the Player’s Handbook. 
  The party might make subtle inquiries about guard 
  patrols in the area of castle Estival. On a successful 
  Gather Information check (DC 12), the party learns that 
  the patrols in that area are lightest at dusk. The 
  character’s digging around does not go unnoticed. An 
  agent of Asanto will inform his boss of the party’s interest 
  in Castle Estival and he will send a group of thugs to 
  ambush the PCs.   
  Development: The party has a couple of options at this 
  point: they may seek the permission of the Church of 
  Saint Cuthbert. If the do proceed to Encounter Four. 
  They may seek permission from lord Rhynehurst. 
  Proceed to Encounter five. 
  If the party received explicit permission to enter the 
  castle, proceed to Encounter Seven: Castle Estival. Or 
  the may decide to storm the castle without anyone’s 
  permission. If this happens proceed to Encounter 
  Seven. 
  In all these cases proceed at your digression. The 
  adventure ends if the party does not enter the castle after 
  two days in Rhynehurst. 
  The party may wish to do roll some skill checks to see 
  what they can figure out about the castle, Wellborn and 
  the Estivals. Consult Appendix five: Legwork for 
  
  VER6-03 Castle Estival 
   
  Page 9 
  information. 
   
  Encounter Four: The Church 
   
  The Church of Saint Cuthbert is the primary reason 
  Castle Estival has remained untouched for two centuries. 
  After the combined might of the local nobles brought 
  down the iniquitous noble house, the church decreed it 
  to be a place of evil. The Rhynehurst was more than 
  happy to hand over care and custody of the castle to the 
  church. This of course with the agreement by the 
  viscount that all the lands of House Estival should be 
  transferred to House Rhynehurst. All the viscounty’s 
  nobles and good commonfolk have given it a wide berth. 
    
  The Church of Saint Cuthbert is in a unique position; 
  they are the custodians of the castle and have the local 
  duty to patrol the area, dissuading both the common man 
  and greedy adventurer from ever entering. But the 
  Church believes that it is losing the support of some 
  nobles and that the people do not have a local evil to fear. 
  The churches true power lies in their capacity, or 
  perceived capacity, of protecting the people from evil.  
  The city of Rhynehurst has an impressive temple to Saint 
  Cuthbert and players may travel there to discuss entering 
  the castle. 
  Read or paraphrase the following: 
  The temple of Saint Cuthbert is located on in the 
  southside of Rhynehurst. An easy walk through town 
  takes you there. Along the way you are courteously 
  accosted to buy the wares of the street merchants, or 
  to ease the guilt a heavy coin purse can bring. As you 
  get closer to your destination, the cobblestone 
  vendors taper off. At last you arrive at what is literally 
  the religious pillar of the community. The simple 
  marble structure that serves as the center of worship 
  to Saint Cuthbert sports one large column. Upon it 
  are written the parables and wisdom that make up the 
  foundation of the church. The wide steps lead to the 
  entrance.  
  Making your way inside, you are greeted by a temple 
  curate performing dusting in the vestibule. “Praise all 
  who are wise enough to find the straight path. I am 
  Head Curate Lellder, how may I assist you in your 
  worship?” 
  Curate Lellder will be openly glad to see any worshippers 
  of Trithereon, as he believes they have come to convert 
  and will gladly offer up an Atonement upon conversion. 
  Those refusing are asked to leave along with anyone with 
  infamy or disfavors of the Church of saint Cuthbert. He 
  will listen to the party’s proposal, all the while nodding 
  and saying “yes, uh-huh” softly.  
  Once the party has finished making their case, allow the 
  person who did the most talking a Diplomacy check. 
  Curate Lellder start out as Hostile towards the idea of 
  enter the castle. PCs must succeed on a DC 50 diplomacy 
  check to move him from hostile to friendly on the NPC 
  attitude chart (see page 72 of the Players Handbook) for 
  him to help. 
  DM NOTE: He is NOT hostile towards the PCs, just 
  to the course of action they are proposing. 
  The following conditions affect the Diplomacy check:  
  • 
  +10 circumstance bonus if the character is a 
  devout worshipper of Saint Cuthbert (Curate 
  Lellder is an astute man and can Sense Motive 
  (+10+APL) if someone is bluffing him).  
  • 
  Worshippers of Saint Cuthbert that assist in the 
  Diplomacy check grant a +5 circumstance bonus 
  to the overall skill check instead of the standard 
  +2  
  • 
  +2 competence bonus for each unused influence 
  point with the Church of Saint Cuthbert 
  possessed by anyone in the party. 
  • 
  -4 competence penalty for each Infamy Point 
  with the Church of Saint Cuthbert possessed by 
  anyone in the party. 
  Members of the Church of Saint Cuthbert meta-
  organization automatically succeed the skill check. 
  “Well, it does seem like you have a pretty strong case 
  for entering the castle and you say this person is in 
  fact of the Estival bloodline. Hmmm, well I can tell 
  you that while the lands themselves belong to Lord 
  Rhynehurst, the castle is in fact under the church’s 
  protection and control. In fact we have to check on it 
  twice a week, make sure nothing is touched and what 
  not. I’d venture to guess that no one has gone into the 
  castle in years…maybe Saint Cuthbert helping, 
  decades. I know the edict was passed down by the 
  Bishop at the time, and I think that only Bishop 
  Haufren can change that edict, or dismiss it all 
  together. I could send a missive to the Bishop asking 
  is input, or I could send you with a letter.” 
  Meeting with Bishop Haufren  
  The party may press the issue and wish to state their case 
  before Bishop Haufren himself. The party will have to 
  
  VER6-03 Castle Estival 
   
  Page 10 
  travel to Verbobonc City and state their case at the 
  cathedral of Saint Cuthbert. Though a busy man, the 
  bishop will only grant an audience if the party has a letter 
  from Head Curate Lellder. 
  If this condition is met, the party’s presence will be 
  announced to Bishop Haufren. Minutes later the party 
  will be escorted to the Bishop’s reception chambers. He 
  will introduce himself, and allow the party to do the 
  same, as well as state their business.   
  Once the party has said its piece, Bishop Haufren will 
  seem to think on the issue. A DC 35 Spellcraft check 
  identifies that the Bishop is casting a spell, although what 
  kind cannot be determined. 
  He will ask the party for some assurances in order to 
  grant the request: 
  • 
  That the party all swears to report everything 
  they find out to him personally. 
  • 
  That they will not share any information with 
  their organizations, towns or patrons unless the 
  Bishop grants them leave to do so. 
  • 
  That they will hand over any evil items for 
  destruction. 
  If any member of the party refuses any of the above 
  conditions they will not receive permission to enter the 
  castle.  
  Development: The party may or may not have received 
  permission from the church to enter Castle Estival. 
  If the party received explicit permission to enter the 
  castle, proceed to Encounter Seven: Castle Estival. 
  If the party was unable to gain permission have them 
  decide a course of action. They may to continue to the 
  castle anyway, or decide to press the issue with Lord 
  Rhynehurst. In all these cases proceed at your discretion. 
  The scenario ends if the party does not enter the castle 
  after two days in Rhynehurst. 
  The party may wish to do roll some skill checks to see 
  what they can figure out about the castle, Wellborn and 
  the Estivals. Consult Appendix five: Legwork for 
  information. 
   
  Encounter Five: The Noble 
   
  The PCs may decide to meet with one of Lord 
  Rhynehurst’s representatives. As Sir Wellborn Estival 
  alluded to, Lord Rhynehurst is vehemently opposed to 
  any expedition into castle Estival. Players may talk to 
  Curlys the house seneschal. He will communicate that 
  castle Estival is off limits, as this has been a standing 
  order with all house Rhynehurst servants. The party will 
  be informed that while the castle is not “owned” by Lord 
  Rhynehurst, the land is in fact Rhynehurst family 
  property.  
  If the party wishes to discuss this with Lord Rhynehurst 
  himself, they must expend one Influence Point with 
  House Rhynehurst. A meeting will be arranged at the 
  family estate. There Lord Rhynehurst will probe the 
  party for all the information they have about Sir 
  Wellborn Estival, the task they were asked to do and any 
  other relevant information. While he questions the party 
  he will act as if he is entertaining the idea of allowing 
  them to enter the castle. Once he is confident he knows 
  everything they know, or the party gives no other 
  information, he will announce his decision that the castle 
  is off limits and that anyone caught sneaking about his 
  lands will be arrested and trialed for their crime. If any 
  Mounted Borderers are present he will directly order 
  them to abandon the quest as he is the Knight 
  Commander of the 2
  nd company. Borderers who obey are 
  done with the module.  
  Development: 
  When 
  the 
  party 
  contacts 
  a 
  house 
  Rhynehurst 
  representative, or the Lord himself, they trigger 
  Encounter Six: Trouble with the Locals. 
  The party may wish to do roll some skill checks to see 
  what they can figure out about the castle, Wellborn and 
  the Estivals. Consult Appendix five: Legwork for 
  information. 
   
  Encounter Six: Trouble with 
  the Locals 
   
  This encounter is triggered if anyone in the party makes 
  contact with house Rhynehurst. The thugs are intent on 
  making sure that the adventurers get the message that 
  they shouldn’t investigate the castle. 
  APL 2 (EL 2) 
  �Ambushers (2): male human (sulouise) Ftr1; hp 12; 
  see Appendix One 
  APL 4 (EL 4) 
  
  VER6-03 Castle Estival 
   
  Page 11 
  �Ambushers (4): male human (sulouise) Ftr1; hp 12; 
  see Appendix One 
  APL 6 (EL 6) 
  �Ambushers (8): male human (sulouise) Ftr1/War1; hp 
  17; see Appendix One 
  APL 8 (EL 8) 
  �Ambushers (8): male human (sulouise) Ftr2; hp 18; 
  see Appendix One 
  APL 10 (EL 10) 
  �Ambushers (16): male human (sulouise) Ftr2; hp 18; 
  see Appendix One 
  APL 12 (EL 12) 
  �Ambushers (16): male human (sulouise) Ftr2; hp 18; 
  see Appendix One 
  �Ambush Wizard: female human (flan) Wiz10; hp 47; 
  see Appendix One 
  Tactics: The ambushers do not want to kill the party, 
  merely hurt them and force them give up their mission. 
  They flee when more than half the party is down or 
  dying and contact the Silver Guard to bring charges 
  against the party. If any of the ambushers successfully 
  flee the party they will be picked up on assault and/or 
  murder charges at the end of the adventure. Lord 
  Rhynehurst, angry that the PCs would cross him, will 
  ignore that fact that his men attacked first and pronounce 
  judgment on the PCs. If the party is successful, Lord 
  Estival will intervene on their behalf and reduce the 
  penalties to only assault per the Laws of the Viscounty 
  document.  
  Treasure: 
  APL 2: L: 50gp; C: 0gp; M: 0gp 
  APL 4: L: 100gp; C: 0gp; M: 0gp 
  APL 6: L: 200gp; C: 0gp; M: 0gp 
  APL 8: L: 200gp; C: 0gp; M: 0gp 
  APL 10: L: 400gp; C: 0gp; M: 0gp 
  APL 12: L: 400gp; C: 0gp; M: 0gp 
   
  Development: The ambushers are off duty members of 
  the Silver Guard (Lord Rhynehurst’s house guards) hired 
  by a Rhennee man named Asanto to waylay the party, 
  though none of them give up this information unless 
  magically compelled to do so through magic. 
  If captured and threatened with death, they will say that 
  they have a right to be judged by the land’s noble, Lord 
  Rhynehurst. They will happily be taken to Lord 
  Rhynehurst's guards who will let them go after two 
  hours. The PC however will not be so lucky. They will be 
  arrested and tried for assault and/or murder. Lord 
  Rhynehurst is angry that the PCs have crossed him and 
  will use his high justice to its full extent. He is however a 
  lawful man and will not blatantly break the law. 
  If the party was working on behalf of the Church of Saint 
  Cuthbert they will be freed. Likewise Lord Estival will 
  intervene on their behalf and have the charges reduced to 
  assault. The PCs will be fined 50gp and jailed for Two 
  time units. Jail time involves being locked in pillory from 
  sunrise to sunset. The adventure is over of any PCs dumb 
  enough to take this course of action. 
  This will not happen as long as the PCs take care to 
  dispose of the bodies and there house tabards.  
  DM Note: this is NOT a Lawful or good act and should 
  be noted on the character’s adventure record. 
  For all others proceed to Encounter Seven: Castle 
  Estival. 
   
  Encounter Seven: Castle 
  Estival 
   
  The area around the castle is occasionally patrolled by the 
  guards of house Ryhnehurst. Because of this the party has 
  a 20% of being spotted by a patrol of Rhynehurst guards. 
  This is reduced to 5% if they made local inquiries in the 
  town of Rhynehurst about said guard patrols. If the party 
  is spotted they will be questioned about their activities 
  and will be escorted off Rhynehurst lands. 
  The PCs should be given as much information as their 
  preparation and investigation would allow. Entrance to 
  the castle can be as simple as flying over the walls, to 
  climbing the walls or even smashing down the gate 
  (which will draw the attention of both the Church of 
  Saint Cuthbert and Lord Rhynehurst’s guards). Parties 
  may also come up with a plan to get into the gatehouse 
  above and raise the actual gate. The below information 
  should be used to adjudicate these choices. 
  Castle Walls 
  The castle walls are 30 feet high and 15 feet thick. Built to 
  withstand siege attacks, the walls are reinforced masonry. 
  
  VER6-03 Castle Estival 
   
  Page 12 
  �Castle Walls: hardness 8; 270 hp; Climb DC 25 
  Main Gate 
  The entrance gate is a wooden drop gate with reinforced 
  iron bands. It is currently in a locked position and can 
  only be operated or moved from the gatehouse above. 
  �Main Gate: 4 in. thick; hardness 8; 60 hp; Str DC to Lift 
  25; Break DC 27 
  Towers 
  The four towers situated at the corners of the keep are for 
  the most part empty. Though strewn with rubble (and 
  the occasional skeleton), the party can use them to gain 
  access to different parts of the castle. The crumbling 
  interiors of these antiquainted towers are designed with a 
  spiraling wooden staircase. The party may use this to 
  move from floor to floor, though the integrity of the 
  stairs is suspect. The stairs if casually examined appear to 
  be sound enough to traverse on if done so carefully. PCs 
  must make a Balance check DC 10 or take 1 point of 
  subdual damage from falling through the steps.  
  Each tower comes equipped with a belfry and roofless 
  ceiling exposed to the sky. The towers are 35 feet high 
  (without roofs) and each floor is fashioned with arrow 
  slits in a 360 degree arc. These provide cover just as the 
  battlements. 
  The Resident Ghost 
  The PCs will encounter Hawley at some random point in 
  their investigation of the castle. She is one of the last 
  witnesses to the evils of what was house Estival.  
  �Hawley: Human Child Ghost; hp 12; see Appendix 
  One 
  She does not realize exactly what she is, or for that matter 
  the time that has passed since her demise. As a one of the 
  last prisoners of the Estivals, she was processed for the 
  lower dungeons. She was separated from her parents, 
  though she was given her mothers locket. It is this locket 
  that in fact will allow her to find peace. She has searched 
  for it everywhere, but has been unable to find it after 
  nearly two hundred years. The locket currently resides in 
  the crypt buried under bones and debris.  
  During their stay here the party will potentially have 
  random encounters with her. Each time a party member 
  enters a new room secretly roll a d10. On a result of 1 or 
  2, she appears. Consult the table below for what happens 
  during the encounter: 
   
  Hawley Encounter Table 
  Result 
  of D6 
  Encounter 
  1 
  She will stay out of sight and use her frightful 
  moan, hoping to scare off “the bad people”. 
  2 
  She will appear behind the party member and 
  say “come play with me.” 
  3 
  She will attempt to use her malevolence ability 
  to take over the character that has the highest 
  Charisma. Give the player Player Handout 
  Three: Hawley’s Vision immediately after 
  rolling this encounter. 
  4 
  The party members will hear crying. “My 
  locket, mommy, my locket….”, as well as 
  sobbing. 
  5 
  She will use her Telekinetic ability to move 
  objects around, or steal objects from the party, 
  such as toys, shiny trinkets or necklaces. 
  6 
  She will be using her Manifestation ability to 
  search the room the party is entering. When 
  she spots the party she will try to hide and 
  cower saying “please don’t hurt me, I just want 
  my locket.” If approached within 10 feet, she 
  will use her Frightful Moan ability. Otherwise 
  she will interact with the party for five 
  minutes until fading back into the ethereal 
  plane. 
   
  Room One: Courtyard 
  The castle’s inner square looks to have once been 
  some sort of royal garden, though much of it lies 
  destroyed due to time and the castles violent past. 
  Rubble and bones lie amongst the plants that struggle 
  to make the yard their home. Here and there wild 
  grass grows tall, as weeds choke off the tower 
  doorways. 
  Several 
  rotheleaf 
  bushes 
  flank 
  the 
  entrances, having been shaped as animals. 
  Many would be adventurers have fallen right here in the 
  courtyard. This is fairly evident if one stops and looks 
  around. Once the courtyard is in view, have anyone 
  looking roll a Spot check (DC 15). Anyone succeeding 
  can tell that the debris and bones seem to be either very 
  old or fairly recent. Anyone examining the bones attempt 
  a Heal check (DC 15.) Success indicates that the bones 
  are no more than a year old. 
  
  VER6-03 Castle Estival 
   
  Page 13 
  Combat: A topiary guardians are following the last orders 
  given to them, “attack all who cross the courtyard that do 
  not bear Estival tabards.” As such, they have been the real 
  threat to all those that first investigate the castle.  
  APL 2 (EL 5) 
  �Topiary Guardian (wolf) (2): hp 36 each; see 
  Appendix One 
  APL 4 (EL 7) 
  �Topiary Guardian (wolf) (4); hp 36 each; see 
  Appendix One 
  APL 6 (EL 9) 
  �Topiary Guardian (lion) (2); hp 85 each; see 
  Appendix One 
  APL 8 (EL 11) 
  �Topiary Guardian (lion) (4); hp 85 each; see 
  Appendix One 
  APL 10 (EL 13) 
  �Topiary Guardian (lion) (4); hp 85 each; see 
  Appendix One 
  �Topiary Guardian (Dire Shark); hp 210; see 
  Appendix One 
  APL 12 (EL 15) 
  �Topiary Guardian (lion) (4); hp 85 each; see 
  Appendix One 
  �Spellwarped Topiary Guardian (Dire Shark); hp 
  250; see Appendix One 
  Tactics: They will use all their abilities to gang up on the 
  nearest individuals. They fight to the death. 
   
  Room Two: Refectory 
  As you swing wide the gilded doors, you recognize 
  this place as some sort of dining hall. In the center of 
  the room sits a several banquet tables arranged in a 
  “U” shape. Oval plates of bronze litter the tables and 
  floor, with the occasional utensil peering out from 
  beneath the dust. A fireplace graces the back wall, its 
  mantle adorned with the crest of house Estival. The 
  ceiling is a vast array of cobwebs and darkness, save 
  for one narrow beam of light that penetrates the 
  dusty shadows. By all accounts this place has survived 
  better than most of the castle. 
  If the players either enter the refectory or wait outside 
  the doors for more than one minute, read the following. 
  A strong feeling of doom comes over you, as you 
  detect a faint odor of rotten. Searching your memory 
  you find that you cannot place where you have 
  smelled it before. Just then the shaft of light is 
  broken by movement. As the wind outside stirs, the 
  tresses of the hall groan with weight. As you look 
  around you hear something moving…no it was your 
  imagination, the dark playing tricks on you. Then all 
  of the sudden it hits you. The smell, that sickly-sweet 
  aroma you realize is that of rotting flesh.  
  Combat: APLs 2-10 have nothing but simple vermin to 
  deal with. Hunger is the creature’s only motivation. They 
  will fight to the death as they know no better. 
  APL 12 has a Spellgaunt. Attracted to this area by the 
  faint magical aura surrounding the castle, it has fed quite 
  well. It will fight to the best of its ability using both is 
  special abilities and the environment to its advantage. 
  The ceiling is 30 feet high, the highest 10 comprised of 
  the tresses, joists and beams that hold the roof on. The 
  spider will use the webs and ceiling to help it hide. Doing 
  so gives it a +8 to their Hide checks. The spiders are 
  considered to have cover (+4 to AC) from this as well. 
  APL 2 (EL 2) 
  �Monstrous Spiders, medium (2): hp 11, 11; see 
  Monster Manual pg. 288 
  APL 4 (EL 4) 
  �Monstrous Spiders, large (2): hp 22; see Monster 
  Manual pg. 190 
  APL 6 (EL 6) 
  �Monstrous Spiders, huge: hp 52; see Monster Manual 
  pg. 288 
  �Monstrous Spiders, medium (2): hp 11, 11; see 
  Monster Manual pg. 288 
  APL 8 (EL 8) 
  �Monstrous Spiders, huge (2): hp 52, 52; see Monster 
  Manual pg. 288 
  �Monstrous Spiders, large (2): hp 22, 22; see Monster 
  Manual pg. 288 
  APL 10 (EL 10) 
  �Monstrous Spider, gargantuan: hp 104; see Monster 
  Manual pg. 288 
  �Monstrous Spiders, huge (2): hp 52, 52; see Monster 
  Manual pg. 288 
  
  VER6-03 Castle Estival 
   
  Page 14 
  APL 12 (EL 12) 
  �Spellgaunt: hp 136; see Appendix One 
   
  Room Three: Kitchen 
  A half shattered hardwood table juts from the floor, a 
  testament to the destruction that visited ages ago. 
  Larder cabinets line the walls with doors hanging 
  precariously from their hinges. The rats and vermin 
  give evidence that this room has been at least 
  occasionally visited, though the dust on the floor begs 
  to differ.  
   
  Room Four: Chapel 
  Peering through the space afforded by the slightly 
  ajar door, you spy a black space. As your eyesight 
  adjusts to the lack of light, shadows speak of pews 
  lining the sides of the room and an altar that waits at 
  the far end. 
  If the players enter, continue. 
  Entering the room, your body shivers from the subtle, 
  yet unnatural cold of the place. As you survey the area 
  it becomes clear that this was once a place of worship. 
  As to what dark god this place paid homage to, one 
  would not wish to guess. The walls bare disquieting 
  geometry, offering shadows and shape where none 
  should be. Perhaps it is a trick of the eye you tell 
  yourself as another shiver runs down your spine. A 
  pathway cuts through the center and ends in an apse 
  where sits an altar that beckons for your attention. 
  If the party moves closer continue. 
  As you make your way through the accursed chapel, 
  the sense of foreboding grows. 
  Anyone within 20 feet of the altar who is not evil must 
  make a Will save DC 14. If they fail they are considered 
  shaken. The effect lasts until they leave the Castle or 
  receive the benefits of a bless spell. 
  The altar appears to be one solid piece of black 
  marble, adorned with archaic symbols. A table sits 
  behind adorned with a host of atrocities.  
  The party may investigate the symbols on the altar or may 
  choose to search it.  
  A successful Decipher Script or Knowledge (religion) 
  check (DC 20), allows the user to realize that the altar is 
  dedicated to the worship Erythnul. 
  A successful Search check (DC 20), finds a hidden switch 
  in the altar. Triggering it makes the top of the altar slide 
  away and a 12” x 12” square box rises out atop. This is the 
  Black Chapel box. It is airtight, waterproof and lined with 
  lead. It is locked (Good lock; Open Locks DC 30). It has 
  an arcane lock spell (caster level 20
  th) and is immune to 
  knock spells. 
  �The Black Chapel Box: hardness 10; 25 hp; Break DC 
  25; Open Locks DC 30 
   
  Room Five: Clergy Quarters 
  Seven sleeping berths line the walls of this room. An 
  incense burner and a smashed piece of art lie in the 
  corner. 
   
  Room Six: Ruined Barracks 
  The remnants of wrecked and fractured materials 
  litter the room, all of which appear to be charred to 
  some degree. You notice your arm hair stand on end 
  and you feel the slightest tinge of arcane energy in 
  the air. Looking up you see an amorphous shape 
  beginning its approach towards you. 
  The livingspell in this room has been a resident of the 
  castle ever since the violent upheaval. 
  APL 2 (EL 2) 
  �Burningfear; medium ooze; hp 10; see Appendix One 
   
  APL 4 (EL 4) 
  �Shadowweb: medium ooze; hp 25; see Appendix One 
   
  APL 6 (EL 6) 
  �Lighteningcloud: medium ooze; hp 39; see Appendix 
  One 
   
  APL 8 (EL 9) 
  �Confusionstorm: medium ooze; hp 54; see Appendix 
  One 
   
  APL 10 (EL 11) 
  �Paincone: medium ooze; hp 68; see Appendix One 
   
  APL 12 (EL 14) 
  �Dispellingharm: medium ooze; hp 93; see Appendix 
  One 
   
  
  VER6-03 Castle Estival 
   
  Page 15 
  Tactics:  The living spells here are unintelligent, merely a 
  reminder of the force that was used to eradicate the 
  castles residents. It will attack until death. 
  Treasure: 
  APL 2: L: 0gp; C: 0gp; M: stone salve (333 gp) 
  APL 4: L: 0gp; C: 0gp; M: stone salve (333 gp) 
  APL 6: L: 0gp; C: 0gp; M: stone salve (333 gp) 
  APL 8: L: 0gp; C: 0gp; M: keoghtom’s ointment (333 gp), 
  stone salve (333 gp) 
  APL 10: L: 0gp; C: 0gp; M: keoghtom’s ointment (333 gp), 
  robe of useful items (583 gp), stone salve (333 gp) 
  APL 12: L: 0gp; C: 0gp; M: keoghtom’s ointment (333 gp), 
  robe of useful items stone salve (333 gp), oathbow (2,133 
  gp) 
   
  Room Seven: Lord’s Hall 
  This chamber’s door appears to have been battered in, 
  evidenced by the twisted hinges and doorframe. Bits 
  of broken wood litter the floor, intermingling with 
  dusty bones and broken weapons. Off to the right is 
  an ornate desk and chair positioned in front of an 
  abstract mural. A velvet settee and matching chairs sit 
  posed in a silent conversation. 
   
  Room Eight: Gate House 
  The faint spell of fire tickles your nose as you enter 
  the room. The floors and walls are covered in black 
  soot. The floor plays host to a variety of rubble and 
  debris. Arrowheads are by far the most numerous, 
  their shafts mostly brunt and rotting. Fragments of 
  bones lie strewn across the room, a lasting reminder 
  of those who died in defense of the castle. A closed 
  door can be seen across the room. 
  The defensive gatehouse built over the castle gate was 
  constructed with much of the same forethought as the 
  castle walls and towers. All the walls are filled with arrow 
  slits every 3 feet and two murder holes can be found on 
  the floor. The 6-inch arrow slits afford those inside the 
  gatehouse with cover from attacks outside the castle. A 
  wench mechanism is positioned at the center of the 
  innermost wall. This controls the gate and requires two 
  operators who must both succeed at a DC 20 Strength 
  check. 
   
  Room Nine: Captain of the Guard Quarters 
  A few bats flutter about the room. It is tilled with 
  wreckage, but the bits of furniture and tapestry that 
  remain appear to have once been very fine indeed. 
   
  Room Ten: Wizard’s Quarters 
  Here the huge stone door is by far the most intact 
  thing you have come across in the castle. In fact by all 
  account, it is pristine. 
  The doors are arcane locked and have a permanent 
  unseen servant and mending spells in place. If the party 
  is able to bypass the arcane lock, continue. 
  Swinging the doors open wide reveals a richly 
  decorated chamber. The opulent furniture and 
  object’s d’art bear the imprint of time, having seen 
  better days. In the corner sits two shelves of books, 
  most of which look intact. In the far corner is a large 
  sheet of canvas draped over something. Cobwebs 
  cover everything. 
  The ooze(s) are currently residing under the canvas. 
  Sustenance is delivered to it via magic, though the glass 
  dome it resides under has cracked long ago. If any player 
  lifts or removes the canvas, the ooze(s) attack. Some 
  things are better left undisturbed. 
  APL 2 (EL 4) 
  �Gray Ooze: hp 31; see Monster Manual pg. 202 
  APL 4 (EL 5) 
  �Ochre Jelly: hp 69; see Monster Manual pg. 202 
  APL 6 (EL 7) 
  �Black Pudding: hp 115; see Monster Manual pg. 201 
  APL 8 (EL 9) 
  �Arcane Ooze: hp 202; see Appendix One 
  APL 10 (EL 11) 
  �Arcane Ooze (2): hp 202, 202; see Appendix One 
  APL 12 (EL 14) 
  �Arcane Ooze (2): hp 202, 202; see Appendix One 
  �Black Pudding, Elder: hp 290; see Monster Manual 
  pg. 201 
  Treasure: 
  The shelves are lined with a variety of books. If the PCs 
  did not target the area with fire spells, then all the books 
  should be intact. All of the books are in Ignan, though 
  
  VER6-03 Castle Estival 
   
  Page 16 
  one is a huge tome detailing the history of the Flannae. 
  PCs that read Ignan may spend an hour reading it to gain 
  a Bardic Knowledge check.  If the PCs open the huge 
  tome, a piece of parchment falls out. Give the players 
  Player Handout Two: Old Parchment. 
  A DC 15 Appraise check, Knowledge [History], or 
  Profession [Scribe] allows the user to estimate that is as 
  least 100 years old. 
  Treasure: 
  APL 2: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp) 
  APL 4: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp) 
  APL 6: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp), wand of levitate (2,250 gp) 
  APL 8: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (1,000 
  gp), wand of cure light wounds (375 gp), wand of true 
  strike (375 gp), wand of levitate (187 gp), wand of gaseous 
  form (187 gp) 
  APL 10: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (1,000 
  gp), wand of cure light wounds (375 gp), wand of true 
  strike (375 gp), wand of levitate (187 gp), wand of gaseous 
  form (187 gp) 
  APL 12: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (1,000 
  gp), wand of cure light wounds (375 gp), wand of true 
  strike (375 gp), wand of levitate (187 gp), wand of gaseous 
  form (187 gp) 
   
  Room Eleven: Antechamber of Lord Estival 
  Looking into the room is easy, as the door has been 
  blown off the hinges. The room appears to be a sitting 
  room, adorned with several rich chairs all in various 
  states of ruin. Charred wood and fabric can be found 
  throughout. It appears that something very violent 
  took place here. Situated to the back is a set of intact 
  double doors. 
  Much in the room has been destroyed or burned. 
   
  Room Twelve: Great Chamber of Lord Estival 
  The door to this room is locked with an arcane lock 
  (caster level 20). 
   
  The highly stylized doors appear untouched by time 
  or hand.  
   
  Once past the door, continue reading the following. 
   
  The room appears to be a bed-chamber, though the 
  taste and technique of decorating it must have that of 
  a mad man. The room’s unspoiled richness seeps with 
  darkness, with only the color of red velvet 
  interrupting the scene.  
  An impressive bed sits against the back wall, four 
  columned with stylized roses carved on each. To the 
  left is a large marble tub, its surface hosting age old 
  stains with faint traces of brown. 
  The room doesn’t have much in the way of valuables. 
  The Tub: A DC 20 Search check reveals a secret 
  compartment in the center of the tub. The compartment 
  is trapped: 
  APL 2 (EL 2) 
  �Color Spray Trap: CR 2; magic device; proximity 
  trigger (alarm); one minute reset; spell effect (color spray, 
  3rd-level wizard, DC 17 Reflex save negates); Search DC 
  26; Disable Device 26.   
   
  APL 4 (EL 3) 
  �Acid Arrow Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; Atk +2 ranged touch; 
  spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round 
  for 2 rounds); Search DC 27; Disable Device DC 27. 
   
  APL 6 (EL 5) 
  �Confusion Trap: CR 5; magic device; proximity 
  trigger (alarm); one minute reset; spell effect (confusion, 
  7th-level wizard, DC 16 Will save negates); Search DC 28; 
  Disable Device 28.   
   
  APL 8 (EL 6) 
  �Feeblemind Trap: CR 6; magic device; proximity 
  trigger (alarm); one minute reset; spell effect 
  (feeblemind, 9th-level wizard, DC 17 Will save negates); 
  Search DC 30; Disable Device 30.   
  APL 10 (EL 8) 
  �Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (prismatic 
  spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will 
  save, depending on effect); Search DC 32; Disable Device 
  DC 32.  
   
  
  VER6-03 Castle Estival 
   
  Page 17 
  APL 12 (EL 10) 
  �Wail of the Banshee Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (wail of the banshee, 17th-level wizard, DC 23 Fortitude 
  save negates); multiple targets (up to 17 creatures); Search 
  DC 34; Disable Device DC 34. 
  If the party successfully opens the compartment, it 
  contains the patents of nobility for House Estival and a 
  small mummified head. A DC 20 Heal check identifies it 
  to be that of a small child. Making the check by +10 (DC 
  30) reveals it to be a boy’s head. 
  Treasure: 
  APL 2: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 4: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 6: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 8: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 10: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 12: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
   
  Room Thirteen: Prison Cells 
  This area appears to be some type of castle prison, as 
  several cell doors can be seen.  
   
  Room Fourteen: Cellar 
  Surveying the area, it is readily apparent that this was 
  once the larder for the keep. Moldy sacks, broken 
  barrels and long rotten foodstuffs sit stacked against 
  the back wall.  
   
  Room Fifteen: Undercroft 
  One could think that this room was made from the 
  shadows themselves. The room looks to be some sort 
  of noble crypt. The walls to the left and right are 
  horizontally 
  lined 
  with 
  burial 
  alcoves. 
  Stone 
  buttresses populate the room, lending foundation to 
  the ceiling and obstruction to the eye. The movement 
  of light causes shadows to dance and sway eerily. 
  The crypt contains several creatures – all of which have 
  waited here for decades for someone to enter.  
  APL 2 (EL 4) 
  �Mummy, Lesser: hp 40; see Appendix One 
  APL 4 (EL 6) 
  �Mummy, lesser (3): hp 40, 40, 40; see Appendix One 
  APL 6 (EL 9) 
  �Mummy, lesser (3): hp 40, 40; see Appendix One 
  �Mummy: hp 55; see Monster Manual pg. 190 
  �Mohrg: hp 98; see Monster Manual pg. 190 
  APL 8 (EL 11) 
  �Abyssal Ghoul: hp 105; see Appendix One 
  �Mohrg: hp 98; see Monster Manual pg. 189 
  APL 10 (EL 13) 
  �Abyssal Ghoul: hp 105; see Appendix One 
  �Devourer: hp 78; see Monster Manual pg. 58 
  APL 12 (EL 15) 
  �Abyssal Ghouls, Lurking Terrors (2): hp 125, 125; 
  see Appendix One 
  Tactics: If the undead spy someone they will lie in wait, 
  hoping to draw their prey in. 
  The creatures here have fed on little more than vermin 
  for the last several years, at times straying to the surface. 
  They want nothing short of feasting on the party. They 
  will stay hidden in the shadows until they can either drag 
  off a party member into the dark or block the parties exit. 
  In APL 12, the Abyssal Ghouls with Lurking Terror 
  levels will either Spring Attack or attack and hide in 
  shadows. 
  During combat, PCs may make a DC 15 Spot check to 
  notice that one of the creatures (DM’s choice) wears a 
  ring with a stylized device on the signet. A DC 15 
  Knowledge [Nobility and Royalty] check identifies the 
  ring as the signet ring of House Estival. PCs that have 
  played VER6-01: The Discontent of our Winter 
  automatically succeed in identifying the ring. This ring 
  can be recovered from the creature after it has been 
  killed. 
  The same creature bearing the ring also carries a small 
  velvet lined box containing several other similar rings. 
  Hawley’s Locket: This can also be found here on a 
  Search check of DC 24. It is located near the far 
  northwestern corner. 
  Treasure: 
  
  VER6-03 Castle Estival 
   
  Page 18 
  APL 2: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp) 
  APL 4: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 gp) 
  APL 6: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 gp) 
  APL 8: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 
  gp), swordbow (557 gp) 
  APL 10: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 
  gp), swordbow (557 gp), lance of the last rider (692 gp) 
  APL 12: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 
  gp), swordbow (557 gp), lance of the last rider (692 gp), 
  sword of subtlety (1859 gp) 
   
  Encounter Eight: Wrap Up 
   
  If any of the Ambushers escaped in Encounter Six, a 
  patrol of Silver Guardsmen are waiting for the party as 
  they exit Castle Estival. They order the party to come 
  with them to Rhynehurst City pending judgment for 
  their crimes. Lord Rhynehurst is angry that the PCs have 
  crossed him and will use his high justice to its full extent. 
  He is however a lawful man and will not blatantly break 
  the law. If the party was working on behalf of the Church 
  of Saint Cuthbert they are freed. Likewise Lord Estival 
  will intervene on their behalf and have the charges 
  reduced to assault. The PCs will be fined 50gp and jailed 
  for two time units. Jail time involves being locked in 
  pillory from sunrise to sunset. 
  All APLS (EL 7) 
  Silver Guardsmen (6): See Appendix One 
  Note: The Silver Guard is the lawful constabulary for the 
  Barony of Rhynehurst. PCs that attack them in the course 
  of their duties are committing an evil act. The DM should 
  warn the player of any character considering such an act.  
  If this warning is unheeded, the DM should note this on 
  the character’s regional certificate, the Critical Events 
  Summary for this adventure, and the Verbobonc Triad 
  POC. 
  Upon finishing their expedition to Castle Estival, the 
  players should return back to Sir Wellborn Estival to 
  inform him of what they found. He will nod throughout 
  the meeting and will be happy with whatever they did, 
  even if unsuccessful. 
  Sir Estival will arrange for the curing of any ills the party 
  may have suffered on his behalf and will use what little 
  influence he has to clear the PCs of any crimes they are 
  convicted of.  
  He will award them wheatsheaves in the amount of 25 x 
  APL. 
   
  Treasure: 
  APL 2: L: 0gp; C: 50gp; M: 0gp 
  APL 4: L: 0gp; C: 100gp; M: 0gp 
  APL 6: L: 0gp; C: 150gp; M: 0gp 
  APL 8: L: 0gp; C: 200gp; M: 0gp 
  APL 10: L: 0gp; C: 250gp; M: 0gp 
  APL 12: L: 0gp; C: 300gp; M: 0gp 
   
  Development: The party members may or may not 
  report what transpired to someone else. They may role-
  play this if there is time.  
  Continue to Conclusion. 
   
  Conclusion 
   
  Read or paraphrase the following:  
  The Viscounty is abuzz with news of the official 
  return of the Estival family to the region. 
  The commonfolk speak of the new Lord’s generosity 
  and once again have hope. So it is not a surprise when 
  you are approached by a courier. He hands you a 
  small ivory box and a scrolled sealed with the crest of 
  House Estival. Opening the box you find a ring. 
  Stowing it in a pouch you break the seal. 
  The note reads: 
  “I cannot thank you enough for all you have done for 
  me, my family and the good people of Verbobonc. 
  Please accept this small token of my gratitude. It is an 
  item that will grow as your legend does. I hope that it 
  will serve you well in your future endeavors. 
  Thank you, 
  Lord Wellborn Estival” 
  
  VER6-03 Castle Estival 
   
  Page 19 
   
  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. 
  Encounter 6: 
  Defeating the house Rhynehurst ambush party. 
  APL 2  
   
  60xp 
  APL 4  
   
  120xp 
  APL 6  
   
  180xp 
  APL 8  
   
  240xp 
  APL 10   
  300xp 
  APL 12   
  360xp 
  Encounter 7 [Room 1]: 
  Surviving the attack of the topiary guardians. 
  APL 2  
   
  150xp 
  APL 4  
   
  210xp 
  APL 6  
   
  270xp 
  APL 8  
   
  330xp 
  APL 10   
  390xp 
  APL 12   
  450xp; 
  Encounter 7 [Room 2]: 
  Killing the spider things in the rafters. 
  APL 2  
   
  60xp 
  APL 4  
   
  120xp 
  APL 6  
   
  180xp 
  APL 8  
   
  240xp 
  APL 10   
  300xp 
  APL 12   
  360xp 
  Encounter 7 [Room 6]: 
  Surviving an encounter with living spells. 
  APL 2  
   
  60xp 
  APL 4  
   
  120xp 
  APL 6 
   
  180xp 
  APL 8  
   
  270xp 
  APL 10   
  330xp 
  APL 12   
  420xp 
  Encounter 7 [Room 10]: 
  Destroying the ooze experiments in the wizard’s quarters. 
  APL 2  
   
  150xp 
  APL 4  
   
  210xp 
  APL 6  
   
  270xp 
  APL 8  
   
  330xp 
  APL 10   
  390xp 
  APL 12   
  450xp 
  Encounter 7 [Room 12]: 
  Disabling or bypassing the trapped doors without taking 
  injury. 
  APL 2  
   
  60xp 
  APL 4  
   
  90xp 
  APL 6  
   
  150xp 
  APL 8  
   
  180xp 
  APL 10   
  240xp 
  APL 12   
  300x; 
  Encounter 7 [Room 15]: 
  Destroying the undead in the crypt. 
  APL 2  
   
  150xp 
  APL 4  
   
  210xp 
  APL 6  
   
  270xp 
  APL 8  
   
  330xp 
  APL 10   
  390xp 
  APL 12   
  450x 
  Conclusion 
  Reporting back to Sir Wellborn Estival, and following 
  through with any agreements made during the course of 
  the scenario. 
  APL 2 
   
  100xp 
  APL 4  
   
  190xp 
  
  VER6-03 Castle Estival 
   
  Page 20 
  APL 6  
   
  210xp 
  APL 8  
   
  240xp 
  APL 10   
  270xp 
  APL 12   
  220xp 
  Discretionary roleplaying award 
  APL 2  
   
  90xp 
  APL 4  
   
  90xp 
  APL 6  
   
  90xp 
  APL 8  
   
  90xp 
  APL 10   
  90xp 
  APL 12   
  90xp 
  Total possible experience:  
   
  APL 2   
  900xp 
  APL 4   
  1,350xp 
  APL 6   
  1,800xp 
  APL 8   
  2,250xp 
  APL 10   
  2,700xp 
  APL 12   
  3,100xp 
   
  Treasure Summary 
   
  During an adventure, PCs 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 PCs cannot take the time to 
  loot the bodies, they do not gain this gold.  If you feel it is 
  reasonable that PCs 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), PCs may return to retrieve loot.  If the PCs 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 
  PCs may want to use them during the adventure.  Many 
  times PCs 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 PCs 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, 
  PCs may spend additional Time Units to practice 
  professions or create items immediately after the adventure 
  so this total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter 6: 
  APL 2: L: 50gp; C: 0gp; M: 0gp 
  APL 4: L: 100gp; C: 0gp; M: 0gp 
  APL 6: L: 200gp; C: 0gp; M: 0gp 
  APL 8: L: 200gp; C: 0gp; M: 0gp 
  APL 10: L: 400gp; C: 0gp; M: 0gp 
  APL 12: L: 400gp; C: 0gp; M: 0gp 
   
  Encounter 7 [Room 6]: 
  APL 2: L: 0gp; C: 0gp; M: stone salve (333 gp) 
  APL 4: L: 0gp; C: 0gp; M: stone salve (333 gp) 
  APL 6: L: 0gp; C: 0gp; M: stone salve (333 gp) 
  APL 8: L: 0gp; C: 0gp; M: keoghtom’s ointment (333 gp), 
  stone salve (333 gp) 
  APL 10: L: 0gp; C: 0gp; M: keoghtom’s ointment (333 gp), 
  robe of useful items (583 gp), stone salve (333 gp) 
  
  VER6-03 Castle Estival 
   
  Page 21 
  APL 12: L: 0gp; C: 0gp; M: keoghtom’s ointment (333 gp), 
  robe of useful items stone salve (333 gp), oathbow (2,133 
  gp) 
   
  Encounter 7 [Room 10]: 
  APL 2: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp) 
  APL 4: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp) 
  APL 6: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp), wand of levitate (187 gp) 
  APL 8: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp), wand of levitate (187 gp), wand of gaseous form 
  (187 gp) 
  APL 10: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp), wand of levitate (187 gp), wand of gaseous form 
  (187 gp) 
  APL 12: L: 0gp; C: 0gp; M: pearl of power 1
  st-level (83 gp), 
  wand of cure light wounds (31 gp), wand of true strike 
  (31 gp), wand of levitate (187 gp), wand of gaseous form 
  (187 gp) 
   
  Encounter 7 [Room 12]: 
  APL 2: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 4: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 6: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 8: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 10: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
  APL 12: L: 0gp; C: 0gp; M: ring of feather falling (183 gp) 
   
  Encounter 7 [Room 15]: 
  APL 2: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp) 
  APL 4: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 gp) 
  APL 6: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 gp) 
  APL 8: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 
  gp), swordbow (557 gp) 
  APL 10: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 
  gp), swordbow (557 gp), lance of the last rider (692 gp) 
  APL 12: L: 0gp; C: 0gp; M: javelin of lightning (125 gp), 
  brooch of shielding (125 gp), bracers of armor +2 (333 
  gp), swordbow (557 gp), lance of the last rider (692 gp), 
  sword of subtlety (1,859 gp) 
   
  Conclusion 
  APL 2: L: 0gp; C: 50gp; M: 0gp 
  APL 4: L: 0gp; C: 100gp; M: 0gp 
  APL 6: L: 0gp; C: 150gp; M: 0gp 
  APL 8: L: 0gp; C: 200gp; M: 0gp 
  APL 10: L: 0gp; C: 250gp; M: 0gp 
  APL 12: L: 0gp; C: 300gp; M: 0gp 
   
  Total possible Treasure:  
   
  APL 2:   
  900 gp 
  APL 4:   
  1,300 gp 
  APL 6:   
  1,800 gp 
  APL 8:    
  2,600 gp 
  APL 10:   
  4,600 gp 
  APL 12:   
  6,600 gp 
   
   
  
  VER6-03 Castle Estival 
   
  Page 22 
  Appendix One: NPCs 
  ALL APLs 
  Sir Wellborn Estival: male human Fighter 10; 
  Medium Humanoid; CR 10; HD 10d10+30; hp 84; Init 
  +9; Spd 30 ft/x4; AC 19 (+5 armor, +3 dex, +1 
  deflection), touch 14, flat-footed 18; Base Atk +10; Grp 
  +16; Atk +19 melee (1d6+3, short sword); Full Atk 
  +19/+14 melee (1d6+3, short sword); AL NE; SV Fort 
  +10, Ref +6, Will +3; Str 16, Dex 14, Con 16, Int 16, Wis 
  10, Cha 14; 
   
  Skills and Feats: Balance +13, Intimidate +17, 
  Listen +5, Profession (merchant) +11, Spot +8, Tumble 
  +10; Combat Expertise, Dodge, Greater Weapon Focus 
  (short sword), Improved Initiative, Jack of All Trades, 
  Weapon Focus (short short), Weapon Specialization 
  (short sword) 
   
  Possessions: Masterwork short sword, breastplate, 
  ring of protection +1. 
  Hawley: female human child (flan) ghost; CR 9; small 
  undead (augmented humanoid) (incorporeal); HD 
  1d12; hp 12; Init +1; Spd 20 ft.; AC 15 (+4 Dex, +4 
  deflection, -1 size) touch 15, flat-footed 13; Base Atk +0; 
  Grp -5; Atk +2 melee (special, incorporeal touch); SA 
  Frightful 
  moan, 
  malevolence, 
  manifestation, 
  telekinesis; SQ rejuvenation, turn resistance +8, 
  undead traits; AL N; SV Fort +0, Ref +2, Will +0; Str 8, 
  Dex 14, Con --, Int 9, Wis 10, Cha 18.  
   
  Skills and Feats: Climb + 1, Hide +10, Jump + 1, 
  Listen +8, Search +7, Spot + 10, Swim + 0, Use Rope + 3; 
  Ability 
  Focus 
  (malevolence), 
  Improved 
  Turn 
  Resistance. 
   
  Frightful Moan (Su): A Hawley can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save DC 
  15 or become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Malevolence (Su): Once per round, an ethereal 
  ghost can merge its body with a creature on the 
  Material Plane. This ability is similar to a magic jar 
  spell (caster level 10
  th), except that it does not require a 
  receptacle. To use this ability, the ghost must be 
  manifested and it must try move into the target’s space; 
  moving into the target’s space to use the malevolence 
  ability does not provoke attacks of opportunity. The 
  target can resist the attack with a successful Will save 
  (DC 21). A creature that successfully saves is immune 
  to that same ghost’s malevolence for 24 hours, and the 
  ghost cannot enter the target’s space. If the save fails, 
  the ghost vanishes into the target’s body. 
   
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in 
  the material world. When a ghost manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested ghost 
  can be harmed only by other incorporeal creatures, 
  magic weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. A manifested 
  ghost can pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike with its 
  touch attack or with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  Telekinesis (Su): Hawley can use telekinesis as a 
  standard action (caster level 12
  th). When she uses this 
  power, it must wait 1d4 rounds before using it again. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
  Turn Resistance (Ex): A ghost has +4 turn resistance 
  Silver Guard: Male Human(Oeridian) Rgr2/War2; CR 
  3; Medium Humanoid (Human); HD 4d8+8; hp 31; Init 
  +6; Spd 30 ft/x4; AC 15 (+3 armor, +2 dex), touch 12, 
  flat-footed 13; Base Atk +4; Grp +7; Full Atk +9 melee  
  (1d6+2, Masterwork silver short sword) or +7 melee  
  (1d6+2, Masterwork silver short  sword) and +7 melee  
  (1d6, 
  Masterwork 
  silver 
  short 
  sword); 
  SA Wild Empathy(Ex), Favored Enemy,   ¤ Monstrous 
  
  VER6-03 Castle Estival 
   
  Page 23 
  Humanoid (+2 bonus); AL NG; SV Fort +8, Ref +5, Will 
  +0; Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 10; 
   
  Skills and Feats: Climb +5, Handle Animal +2, 
  Heal +2, Hide +4, Jump +5, Knowledge (geography) +2, 
  Knowledge (nature) +4, Listen +3, Move Silently +4, 
  Profession (Soldier) +2, Ride¹ +4, Search +3, Spot +3, 
  Survival +7, Swim +6, Use Rope +4; Dodge, Improved 
  Initiative, Track, Two-Weapon Fighting, Weapon 
  Focus (Sword, Short). 
   
  Possessions: Studded leather armor, masterwork, 
  Silvered Sword, Short(2), Backpack, Rations (2), 
  Dagger (2), Longbow, Arrow (20), Alchemist fire (2), 
  Acid (2) 
   
   
  
  VER6-03 Castle Estival 
   
  Page 24 
  APL 2 
  Encounter 6 
  Ambushers (2): male human Ftr1; CR 1; HD 1d10+2; 
  hp 12; Init + 1; Spd 30; AC 14 (studded leather +3, Dex 
  +1) flatfooted 13, touch 11; Base Atk + 1; Grp +3; Atk +4 
  melee (1d6+2, club); Full Atk +4 melee (1d6+2, club); 
  AL N; SV Fort + 4, Ref + 1, Will -1; Str 14, Dex 12, Con 
  14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff + 2, Intimidate + 4, Jump + 
  5, Ride + 5; Power Attack, Run, Weapon Focus (Club). 
   
  Possessions: Club, Studded leather armor 
   
  Encounter 8 [Room 1] 
  Topiary Guardian (Wolf)* (2): CR 3; medium plant; 
  HD 5d8+10; hp 36; Init +3; Spd 50 ft.; AC 17 (+3 Dex, 
  +4 natural) flatfooted 14, touch 13; Atk +3; Grp +6; Atk 
  +6 melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite); 
  SA merciful, trip; SQ DR 10/slashing, freeze, low-light 
  vision, plant traits, tremorsense 90 ft., vulnerability to 
  fire; AL N; SV Fort +6, Ref +4, Will +1; Str 17, Dex 16, 
  Con 14, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Jump +11, Move Silently +10* 
  Trip (Ex): A topiary guardian in the form of a wolf that 
  hits with a bite attack can attempt to trip the opponent 
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 6] 
  Burningfear*: CR 2; medium ooze; HD 1d10; hp10; 
  Init +0; Spd 20; AC 11 (+1 deflection, 1 Dex), flatfooted 
  11, touch 10; Base Atk +0; Grp +0; Atk +0 melee (1d4 
  plus 1d4 fire plus fear, slam); SA burning hands, cause 
  fear, engulf; Space/Reach 5ft./5ft.; SQ blindsight 60 ft., 
  DR10/magic, ooze traits, SR 11; AL N; SV Fort +0, Ref  -
  1, Will -1; Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11. 
   
   
  Engulf (Ex): A burningfear can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make a slam attack during a round in which it engulfs. 
  A burningfear merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can make 
  attacks of opportunity against the burningfear, but if 
  they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity must 
  succeed on a DC 11 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent's 
  choice) as the spell moves forward. Engulfed creatures 
  are subject to the full normal effect of the burning 
  hands and cause fear effects each round on the 
  burningfear's turn, and are considered to be grappled. 
   
  Burning Hands (Su): A creature hit by a burningfear's 
  slam attack or engulfed by it takes 1d4 points of fire 
  damage (Reflex DC 11 half). 
   
  Cause Fear (Su): A creature hit by a burningfear's slam 
  attack or engulfed by it is affected by cause fear (Will 
  DC 11 negates). 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 6] 
  Mummy, lesser: medium undead; CR 4; HD 5d12; hp 
  40; Init +0; Spd 20 ft.; AC 18 (+8 natural), touch 10, flat-
  footed 18; Base Atk +2; Grp +7; Atk +7 melee (1d6+7 
  plus mummy rot, slam); Full Atk +7 melee (1d6+7 plus 
  mummy rot, slam); Space/Reach 5 ft./5 ft.; SA despair, 
  mummy rot 3/day; SQ damage reduction 3/-, 
  darkvision 60 ft., undead traits, vulnerability to fire; AL 
  NE; SV Fort +1, Ref +3, Will +7; Str 20, Dex 10, Con -, 
  Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Listen +5, Move Silently 
  +4, 
  Spot 
  +5; 
  Iron 
  Will, 
  Lightning 
  Reflexes. 
   
  Mummy Rot (Su): Supernatural disease-slam, Fortitude 
  DC 13, incubation period 1 minute; damage 1d6 Con 
  and 1d6 Cha. The save DC is Charisma-based. Unlike 
  normal diseases, mummy rot continues until the 
  
  VER6-03 Castle Estival 
   
  Page 25 
  victim reaches Constitution 0 (and dies) or is cured as 
  described below. Mummy rot is a powerful curse, not a 
  natural disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with 
  mummy rot must succeed on a DC 20 caster level 
  check, or the spell has no effect on the afflicted 
  character. To eliminate mummy rot, the curse must 
  first be broken with break enchantment or remove 
  curse (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and the 
  mummy rot can be magically cured as any normal 
  disease. An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  
  VER6-03 Castle Estival 
   
  Page 26 
  APL 4
  Encounter 6: 
  Ambushers (4): male human Ftr1; CR 1; HD 1d10+2; 
  hp 12; Init + 1; Spd 30; AC 14 (studded leather +3, Dex 
  +1) flatfooted 13, touch 11; Base Atk + 1; Grp +3; Atk +4 
  melee (1d6+2, club); Full Atk +4 melee (1d6+2, club); 
  AL N; SV Fort + 4, Ref + 1, Will -1; Str 14, Dex 12, Con 
  14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff + 2, Intimidate + 4, Jump + 
  5, Ride + 5; Power Attack, Run, Weapon Focus (Club). 
   
  Possessions: Club, Studded leather armor 
  Encounter 8 [Room 1] 
  Topiary Guardian (Wolf)* (4): CR 3; medium plant; 
  HD 5d8+10; hp 36; Init +3; Spd 50 ft.; AC 17 (+3 Dex, 
  +4 natural) flatfooted 14, touch 13; Atk +3; Grp +6; Atk 
  +6 melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite); 
  SA merciful, trip; Space/Reach 5ft./5ft.; SQ DR 
  10/slashing, freeze, low-light vision, plant traits, 
  tremorsense 90 ft., vulnerability to fire; AL N; SV Fort 
  +6, Ref +4, Will +1; Str 17, Dex 16, Con 14, Int --, Wis 
  10, Cha 1. 
   
  Skills and Feats: Jump +11, Move Silently +10* 
  Trip (Ex): A topiary guardian in the form of a wolf that 
  hits with a bite attack can attempt to trip the opponent 
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 6] 
  Shadowweb*: CR4; medium ooze; HD 3d10+3; hp 25; 
  Init +0; Spd 40 ft.; AC 11 (+2 deflection, -1 Dex), 
  flatfooted 11, touch 11); Base Atk +2; Grp +3; Atk +3 
  melee (1d4+1 plus 4 str damage plus web, slam); SA 
  Shadow Spray*, engulf, web; Space/Reach 5ft./5ft.; SQ 
  blindsight 60 ft., DR 10/magic, ooze traits, SR 13; AL 
  N; SV Fort +2, Ref  +0, Will +0; Str 12, Dex 9, Con 12, 
  Int --, Wis 9, Cha 12. 
   
   
  Engulf (Ex): A shadowweb can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make a slam attack during a round in which it engulfs. 
  A shadowweb merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can make 
  attacks of opportunity against the shadowweb, but if 
  they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity must 
  succeed on a DC 13 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent's 
  choice) as the spell moves forward. Engulfed creatures 
  are subject to the full normal effect of the Shadow 
  spray and web effects each round on the shadowweb's 
  turn, and are considered to be grappled. 
    
  Shadow spray (Su): A creature hit by an shadowweb's 
  slam attack or engulfed by it takes 4 points of strength 
  damage and are dazed for 1 round (fortitude DC 13 
  negates). 
   
  Web (Su): A creature hit by an shadowweb's slam 
  attack or engulfed by it is affected by web (Reflex DC 
  13 negates). 
   
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 15] 
  Mummy, lesser (3): medium undead; CR 4; HD 5d12; 
  hp 40; Init +0; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 18 
  (+8 natural), touch 10, flat-footed 18; Base Atk +2; Grp 
  +7; Atk +7 melee (1d6+7 plus mummy rot, slam); Full 
  Atk +7 melee (1d6+7 plus mummy rot, slam); SA 
  despair, mummy rot 3/day; SQ damage reduction 3/-, 
  darkvision 60 ft., undead traits, vulnerability to fire; AL 
  NE; SV Fort +1, Ref +3, Will +7; Str 20, Dex 10, Con -, 
  Int 6, Wis 12, Cha 13 
   
  Skills and Feats: Hide +4, Listen +5, Move Silently 
  +4, 
  Spot 
  +5; 
  Iron 
  Will, 
  Lightning 
  Reflexes. 
   
  
  VER6-03 Castle Estival 
   
  Page 27 
  Mummy Rot (Su): Supernatural disease-slam, Fortitude 
  DC 13, incubation period 1 minute; damage 1d6 Con 
  and 1d6 Cha. The save DC is Charisma-based. Unlike 
  normal diseases, mummy rot continues until the 
  victim reaches Constitution 0 (and dies) or is cured as 
  described below. Mummy rot is a powerful curse, not a 
  natural disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with 
  mummy rot must succeed on a DC 20 caster level 
  check, or the spell has no effect on the afflicted 
  character. To eliminate mummy rot, the curse must 
  first be broken with break enchantment or remove 
  curse (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and the 
  mummy rot can be magically cured as any normal 
  disease. An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind.
  
  VER6-03 Castle Estival 
   
  Page 28 
  APL 6 
  Encounter 6: 
  Ambusher (8): male human Ftr1/War1; CR 1; HD 
  1d10+1d8+4; hp 17; Init + 1; Spd 30; AC 14 (studded 
  leather +3, Dex +1) flatfooted 13, touch 11; Base Atk + 
  2; Grp +4; Atk +5 melee (1d6+2, club); Full Atk +5 
  melee (1d6+2, club); AL N; SV Fort + 6, Ref + 1, Will -1; 
  Str 14, Dex 12, Con 14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff + 4, Intimidate + 5, Jump + 
  5, Ride + 5; Power Attack, Run, Weapon Focus (Club). 
   
  Possessions: Club, Studded leather armor 
   
  Encounter 8 [Room 1] 
  Topiary Guardian* (Lion) (2): CR 7; large plant; HD 
  10d8+40; hp 85; Init +2; Spd 40; AC 17 (+2 Dex, -1 size, 
  +6 natural) flatfooted 15, touch 11; Base Atk +6; Grp 
  +13; Atk +13 melee (1d6+7,claw); Full Atk +13/+13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); SA 
  improved grab, merciful, pounce, rake; Space/Reach 
  10ft./5ft.; SQ DR 10/Slashing, freeze, low-light vision, 
  plant traits, tremorsense 90 ft., vulnerability to fire; AL 
  N; SV Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, 
  Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Jump +11, Move Silently +10* 
  Improved Grab (Ex): To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake on subsequent 
  rounds. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Pounce (Ex): If a lion topiary guardian charges a foe, it 
  can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 6] 
  Lighteningcloud*: CR 6; medium ooze; HD 5d10+5; 
  hp 39; Init +0; Spd 40 ft.; AC 13 (+3 deflection), 
  flatfooted 13, touch 13); Base Atk +3; Grp +5; Atk +5 
  (1d4+2 plus 5d6 electricity plus stinking cloud, slam); 
  Space/Reach 5ft./5ft.; SA engulf, lightening bolt, 
  stinking cloud; SQ blindsight 60 ft., DR10/magic, ooze 
  traits, SR 15; AL N; SV Fort +2, Ref  +1, Will +1; Str 14, 
  Dex 10, Con 13, Int --, Wis 10, Cha 13. 
   
  Engulf (Ex): A lighteningcloud can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A lighteningcloud merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  lighteningcloud, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 14 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent's choice) as the spell moves forward. 
  Engulfed creatures are subject to the full normal effect 
  of the lightening bolt and stinking cloud effects each 
  round on the lighteningcloud's turn, and are 
  considered to be grappled. 
    
  Lightening 
  Bolt 
  (Su): 
  A 
  creature 
  hit 
  by 
  a 
  lighteningcloud’s slam attack or engulfed by it takes 
  1d4 points of acid damage (Reflex DC 14 half). 
   
  Stinking 
  Cloud 
  (Su): 
  A 
  creature 
  hit 
  by 
  a 
  lighteningcloud's slam attack or engulfed by it is 
  affected by a stinking cloud (Fortitude DC 14 negates). 
   
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 15] 
  Mummy, lesser (3): medium undead; CR 4; HD 5d12; 
  hp 40; Init +0; Spd 20 ft.; AC 18 (+8 natural), touch 10, 
  flat-footed 18; Base Atk +2; Grp +7; Atk +7 melee 
  (1d6+7 plus mummy rot, slam); Full Atk +7 melee 
  (1d6+7 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; 
  SA despair, mummy rot 3/day; SQ damage reduction 
  
  VER6-03 Castle Estival 
   
  Page 29 
  3/-, darkvision 60 ft., undead traits, vulnerability to fire; 
  AL NE; SV Fort +1, Ref +3, Will +7; Str 20, Dex 10, Con 
  -, 
  Int 
  6, 
  Wis 
  12, 
  Cha 
  13 
   
  Skills and Feats: Hide +4, Listen +5, Move Silently 
  +4, 
  Spot 
  +5; 
  Iron 
  Will, 
  Lightning 
  Reflexes. 
   
  Mummy Rot (Su): Supernatural disease-slam, Fortitude 
  DC 13, incubation period 1 minute; damage 1d6 Con 
  and 1d6 Cha. The save DC is Charisma-based. Unlike 
  normal diseases, mummy rot continues until the 
  victim reaches Constitution 0 (and dies) or is cured as 
  described below. Mummy rot is a powerful curse, not a 
  natural disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with 
  mummy rot must succeed on a DC 20 caster level 
  check, or the spell has no effect on the afflicted 
  character. To eliminate mummy rot, the curse must 
  first be broken with break enchantment or remove 
  curse (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and the 
  mummy rot can be magically cured as any normal 
  disease. An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind.
  
  VER6-03 Castle Estival 
   
  Page 30 
  APL 8 
  Encounter 6 
  Ambushers (8): male human Ftr2; CR 1; HD 2d10+4; 
  hp 18; Init + 1; Spd 30; AC 14 (studded leather +3, Dex 
  +1) flatfooted 13, touch 11; Base Atk + 2; Grp +4; Atk +5 
  melee (1d6+2, club); Full Atk +5 melee (1d6+2, club); 
  AL N; SV Fort + 5, Ref + 1, Will -1; Str 14, Dex 12, Con 
  14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff + 4, Intimidate + 5, Jump + 
  5, Ride + 5; Improved Bull Rush, Power Attack, Run, 
  Weapon Focus (Club). 
   
  Possessions: Club, Studded leather armor 
   
  Encounter 8 [Room 1] 
  Topiary Guardian (Lion)* (4): CR 7; large plant; HD 
  10d8+40; hp 85; Init +2; Spd 40; AC 17 (+2 Dex, -1 size, 
  +6 natural) flatfooted 15, touch 11; Base Atk +6; Grp 
  +13; Atk +13 melee (1d6+7,claw); Full Atk +13/+13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); SA 
  improved grab, merciful, pounce, rake; Space/Reach 
  10ft./5ft.; SQ DR 10/Slashing, freeze, low-light vision, 
  plant traits, tremorsense 90 ft., vulnerability to fire; AL 
  N; SV Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, 
  Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Jump +11, Move Silently +10*.  
  Improved Grab (Ex): To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake on subsequent 
  rounds. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Pounce (Ex): If a lion topiary guardian charges a foe, it 
  can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 6] 
  Confusionstorm*: CR 9; large ooze; HD 7d10+28; hp 
  68; Init -1; Spd 40 ft.; AC 14(+4 deflection, +2 natural, -1 
  size, -1 dex), flatfooted 12, touch 12); Base Atk +5; Grp 
  +15; Atk +11 (1d6+10 plus 2d6 cold plus 3d6 
  bludgeoning plus confusion, slam); Space/reach 10 
  ft./10 ft.; SA confusion, engulf, ice storm; SQ 
  blindsight 60 ft., DR10/magic, ooze traits, SR 17; AL N; 
  SV Fort +6, Ref  +1, Will +2; Str 26, Dex 9, Con 18, Int --
  , Wis 11, Cha 14. 
   
  Engulf (Ex): A confusionstorm can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A confusionstorm merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  confusionstorm, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 16 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent's choice) as the spell moves forward. 
  Engulfed creatures are subject to the full normal effect 
  of the confusion and ice storm effects each round on 
  the confusionstorm 's turn, and are considered to be 
  grappled. 
    
  Ice Storm (Su): A creature hit by a confusionstorm 's 
  slam attack or engulfed by it takes 2d6 points of cold 
  damage and 3d6 points of bludgeoning damage. 
   
  Confusion (Su): A creature hit by a confusionstorm 's 
  slam attack or engulfed by it is affected by a confusion 
  spell (Will DC 16 negates). 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 10] 
  Arcane Ooze*: CR 9; Huge ooze; HD 15d10+120; hp 
  202; Init -5; Spd 20 ft., climb 20 ft.; AC 3, touch 3, flat-
  footed 3; Base Atk +11; Grp +24; Atk +14 melee (2d6+7 
  plus 2d6 acid, slam); Full Atk +14 melee (2d6+7 plus 
  2d6 acid, slam); Space/Reach 15ft./10ft.; SA acid, 
  constrict 2d6+7 plus 2d6 acid, improved grab, spell 
  siphon; SQ blindsight 60 ft., immunity to magic, ooze 
  
  VER6-03 Castle Estival 
   
  Page 31 
  traits; AL N; SV Fort +13, Ref +0, Will +0; Str 20, Dex 1, 
  Con 26, Int —, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +13 (may take 10 even if 
  rushed or threatened) 
  Acid (Ex): An arcane ooze’s acid dissolves only flesh.   
  Blindsight (Ex): An ooze’s entire body is a primitive 
  sensory organ that can locate prey by scent and 
  vibration within 60 feet.   
  Constrict (Ex): An arcane ooze deals slam damage 
  (2d6+9 plus 2d6 acid) with a successful grapple check.   
  Improved Grab (Ex): An arcane ooze that hits with its 
  slam attack can attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it 
  wins the grapple check a hold is established and the 
  ooze may constrict.  
  Spell Siphon (Su): Any time an arcane caster begins his 
  turn within 60 feet of the arcane ooze he must make a 
  DC 29 Fortitude save or lose a randomly selected spell 
  of the highest level he has available. The arcane ooze 
  gains 5 temporary hit points for each level of the 
  arcane spell. These hit points are lost after one hour.   
  Immunity to Magic (Ex): An arcane ooze is immune to 
  any spell or spell-like effect that allows spell resistance. 
  In addition, any magical attack that would deal 
  electricity damage increases the ooze’s speed as if 
  affected by a haste spell for 3 rounds. A magical attack 
  that deals acid damage heals an arcane ooze of an 
  amount of damage equal to half what the acid would 
  normally deal.   
  Ooze 
  traits: 
  Mindless 
  (immune 
  to 
  charms, 
  compulsions, phantasms, patterns and morale effects,) 
  Blind (immune to gaze attacks, visual effects, illusions 
  and attack forms that rely on sight,) immune to poison, 
  sleep, paralysis, polymorph and stunning, not subject 
  to critical hits or flanking. 
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 15] 
  Mummy, lesser: medium undead; CR 4; HD 5d12; hp 
  40; Init +0; Spd 20 ft.; AC 18 (+8 natural), touch 10, flat-
  footed 18; Base Atk +2; Grp +7; Atk +7 melee (1d6+7 
  plus mummy rot, slam); Full Atk +7 melee (1d6+7 plus 
  mummy rot, slam); Space/Reach 5 ft./5 ft.; SA despair, 
  mummy rot 3/day; SQ damage reduction 3/-, 
  darkvision 60 ft., undead traits, vulnerability to fire; AL 
  NE; SV Fort +1, Ref +3, Will +7; Str 20, Dex 10, Con -, 
  Int 
  6, 
  Wis 
  12, 
  Cha 
  13 
   
  Skills and Feats: Hide +4, Listen +5, Move Silently 
  +4, 
  Spot 
  +5; 
  Iron 
  Will, 
  Lightning 
  Reflexes. 
   
  Mummy Rot (Su): Supernatural disease-slam, Fortitude 
  DC 13, incubation period 1 minute; damage 1d6 Con 
  and 1d6 Cha. The save DC is Charisma-based. Unlike 
  normal diseases, mummy rot continues until the 
  victim reaches Constitution 0 (and dies) or is cured as 
  described below. Mummy rot is a powerful curse, not a 
  natural disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with 
  mummy rot must succeed on a DC 20 caster level 
  check, or the spell has no effect on the afflicted 
  character. To eliminate mummy rot, the curse must 
  first be broken with break enchantment or remove 
  curse (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and the 
  mummy rot can be magically cured as any normal 
  disease. An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Abyssal 
  Ghoul*: 
  CR 
  10; 
  Medium 
  Undead 
  (Extraplanar); HD 16d12; hp 104; Init +7; Spd 40 ft.; AC 
  27 (+3 Dex, +14 natural) touch 13, flat-footed 27; Base 
  Atk +9; Grp +15; Atk +15 melee (1d4+7 plus disease, 
  front claw); Full Atk +15/+15 melee (1d4+7, 2 front 
  claws) and +13 melee (2d4+3 plus disease, rear claws); 
  Space/Reach 5 ft./5 ft.; SA disease, improved grab, 
  sneak attack +5d6, wisdom drain 1d6; SQ acid 
  resistance 20, blindsight 90 ft., cold resistance 20, 
  deathwatch, electricity immunity, fire resistance 20, SR 
  20, uncanny dodge, undead traits; SV Fort +5, Ref +10, 
  Will +12; Str 25, Dex 16, Con -, Int 14, Wis 15, Cha 18 
   
  Skills and Feats: Balance +20, Climb +20, Hide 
  +20, Jump +23, Move Silently +20, Tumble +20; Dodge, 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Multiattack, Spring Attack 
  Disease (Ex): Any creature hit by an abyssal ghoul's 
  front claw or rear claws attack must succeed on a 
  Fortitude save (DC 18) or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed on 
  another Fortitude save (DC 18) or take the same 
  damage. Each time it is damaged by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 18) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive days, 
  the creature recovers. 
  
  VER6-03 Castle Estival 
   
  Page 32 
  Improved Grab (Ex): if an abyssal ghoul hits an 
  opponent its own size or smaller with both front claws, 
  it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity (grapple bonus +15). If it gets a hold, it can 
  attempt to pin, and use its Wisdom drain ability on its 
  next grapple check. Alternatively, the abyssal ghoul has 
  the option to conduct the grapple normally, or simply 
  use its front claws to hold the opponent (-20 penalty on 
  grapple check, but the ghoul is not considered 
  grappled). In either case, each successful grapple check 
  it makes during successive rounds automatically deals 
  damage from both front claws. 
  Sneak Attack (Ex): Anytime an abyssal ghoul's target is 
  denied a Dexterity bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 5d6 
  points of damage on a successful melee attack. 
  Wisdom Drain (Su): If an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not need 
  to snake Spot or Listen checks to notice creatures 
  within range of its blindsight. 
  Deathwatch (Sp): This ability functions like the 
  deathwatch spell, except that it is always active and an 
  abyssal ghoul always knows how near death all 
  creatures with in 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
  Uncanny Dodge (Ex): Art abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-footed 
  or struck by an invisible attacker. In addition, it cannot 
  be flanked except by a rogue of 20
  th level or higher. 
  * see Appendix 2: New Rules Items 
  
  VER6-03 Castle Estival 
   
  Page 33 
  APL 10 
  Encounter 6 
  Ambushers (16): male human Ftr2; CR 1; HD 2d10+4; 
  hp 18; Init + 1; Spd 30; AC 14 (studded leather +3, Dex 
  +1) flatfooted 13, touch 11; Base Atk + 2; Grp +4; Atk +5 
  melee (1d6+2, club); Atk +5 melee (1d6+2, club); AL N; 
  SV Fort + 5, Ref + 1, Will -1; Str 14, Dex 12, Con 14, Int 
  12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff + 4, Intimidate + 5, Jump + 
  5, Ride + 5; Improved Bull Rush, Power Attack, Run, 
  Weapon Focus (Club). 
   
  Possessions: Club, Studded leather armor 
  Encounter 8 [Room 1] 
  Topiary Guardian (Lion)* (4): CR 7; large plant; HD 
  10d8+40; hp 85; Init +2; Spd 40 ft.; AC 17 (+2 Dex, -1 
  size, +6 natural) flatfooted 15, touch 11; Base Atk +6; 
  Grp +13; Atk +13 melee (1d6+7,claw); Full Atk +13/+13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); 
  Space/Reach 10ft./5ft.; SA improved grab, merciful, 
  pounce, rake; SQ DR 10/Slashing, freeze, low-light 
  vision, plant traits, tremorsense 90 ft., vulnerability to 
  fire; AL N; SV Fort +11, Ref +5, Will +3; Str 25, Dex 14, 
  Con 18, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Jump +11, Move Silently +10* 
  Improved Grab (Ex): To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake on subsequent 
  rounds. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Pounce (Ex): If a lion topiary guardian charges a foe, it 
  can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
  Topiary Guardian (Dire Shark)*: CR 7; huge plant; 
  HD 20d8+120; hp 223; Init +2; Spd 60 ft.; AC 18 (+1 
  Dex, -2 size, +9 natural) flatfooted 18, touch 9; Base Atk 
  +15; Grp +34; Atk +24 melee (3d8+11, bite); Full Atk 
  +24 melee (3d8+11, bite); Space/Reach 15ft./15ft.; SA 
  improved grab, merciful, swallow whole; SQ DR 
  10/Slashing, freeze, low-light vision, plant traits, 
  tremorsense 90 ft., vulnerability to fire; AL N; SV Fort 
  +18, Ref +7, Will +6; Str 33, Dex 12, Con 22, Int --, Wis 
  10, Cha 1. 
   
  Skills and Feats: Jump +18, Move Silently +10* 
  Improved Grab (Ex): To use this ability, a dire shark 
  topiary guardian must hit with its bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold it establishes a hold and can 
  try to swallow the foe in the following round. 
  Swallow Whole (Ex): A dire shark can try to swallow a 
  grabbed opponent of up to one size smaller by making 
  a successful grapple check. Once inside, the opponent 
  takes 2d6+6 points of bludgeoning damage plus 1d8+4 
  points of acid damage per round from the shark's 
  digestive juices. A swallowed creature can cut its way 
  out using a light slashing or piercing weapon by 
  dealing 25 points of damage to the shark's digestive 
  tract (AC 13). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must cut 
  its own way out. A Huge dire shark's gullet can hold 2 
  Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 
  512 Fine or smaller opponents 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  
  VER6-03 Castle Estival 
   
  Page 34 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 6] 
  Paincone*: CR 11; large ooze; HD 9d10+26; hp 86; Init 
  +0; Spd 20 ft.; AC 16 (+5 deflection, +2 natural, -1 size), 
  flatfooted 14, touch 14); Base Atk +6; Grp +17; Atk +13 
  (1d6+12 plus 9d6 cold plus symbol of pain, slam); 
  Space/Reach 10 ft./10 ft.; SA cone of cold, engulf, 
  symbol of pain; SQ blindsight 60 ft., DR10/magic, ooze 
  traits, SR 19; AL N; SV Fort +7, Ref  +3, Will +4; Str 27, 
  Dex 10, Con 19, Int --, Wis 12, Cha 15. 
   
  Engulf (Ex): A paincone can flow around creatures that 
  fit within its space as a standard action. It cannot make 
  a slam attack during a round in which it engulfs. A 
  paincone merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can make 
  attacks of opportunity against the paincone, but if they 
  do so they are not entitled to a saving throw. Those 
  who do not attempt attacks of opportunity must 
  succeed on a DC 17 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent's 
  choice) as the spell moves forward. Engulfed creatures 
  are subject to the full normal effect of the cone of cold 
  and symbol of pain effects each round on the 
  paincone's turn, and are considered to be grappled. 
    
  Cone of Cold (Su): A creature hit by a paincone's slam 
  attack or engulfed by it takes 9d6 points of cold 
  damage (Reflex DC 17 negates). 
    
  Symbol of Pain (Su): A creature hit by a paincone’s slam 
  attack or engulfed by it is affected by a symbol of pain 
  spell (Fortitude DC 17 negates). 
   
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 10] 
  Arcane Ooze*: CR 9; Huge ooze; HD 15d10+120; hp 
  202; Init -5; Spd 20 ft., climb 20 ft.; AC 3, touch 3, flat-
  footed 3; Base Atk +11; Grp +24; Atk +14 melee (2d6+7 
  plus 2d6 acid, slam); Full Atk +14 melee (2d6+7 plus 
  2d6 acid, slam); Space/Reach 15ft./10ft.; SA acid, 
  constrict 2d6+7 plus 2d6 acid, improved grab, spell 
  siphon; SQ blindsight 60 ft., immunity to magic, ooze 
  traits; AL N; SV Fort +13, Ref +0, Will +0; Str 20, Dex 1, 
  Con 26, Int —, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +13 (may take 10 even if 
  rushed or threatened) 
  Acid (Ex): An arcane ooze’s acid dissolves only flesh.   
  Blindsight (Ex): An ooze’s entire body is a primitive 
  sensory organ that can locate prey by scent and 
  vibration within 60 feet.   
   
  Constrict (Ex): An arcane ooze deals slam damage 
  (2d6+9 plus 2d6 acid) with a successful grapple check.   
  Improved Grab (Ex): An arcane ooze that hits with its 
  slam attack can attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it 
  wins the grapple check a hold is established and the 
  ooze may constrict.   
  Spell Siphon (Su): Any time an arcane caster begins his 
  turn within 60 feet of the arcane ooze he must make a 
  DC 29 Fortitude save or lose a randomly selected spell 
  of the highest level he has available. The arcane ooze 
  gains 5 temporary hit points for each level of the 
  arcane spell. These hit points are lost after one hour.   
  Immunity to Magic (Ex): An arcane ooze is immune to 
  any spell or spell-like effect that allows spell resistance. 
  In addition, any magical attack that would deal 
  electricity damage increases the ooze’s speed as if 
  affected by a haste spell for 3 rounds. A magical attack 
  that deals acid damage heals an arcane ooze of an 
  amount of damage equal to half what the acid would 
  normally deal.   
  Ooze 
  traits: 
  Mindless 
  (immune 
  to 
  charms, 
  compulsions, phantasms, patterns and morale effects,) 
  Blind (immune to gaze attacks, visual effects, illusions 
  and attack forms that rely on sight,) immune to poison, 
  sleep, paralysis, polymorph and stunning, not subject 
  to critical hits or flanking. 
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 15] 
  Abyssal 
  Ghoul*: 
  CR 
  10; 
  Medium 
  Undead 
  (Extraplanar); HD 16d12; hp 104; Init +7; Spd 40 ft.; AC 
  27 (+3 Dex, +14 natural) touch 13, flat-footed 27; Base 
  Atk +9; Grp +15; Atk +15 melee (1d4+7 plus disease, 
  front claw); Full Atk +15/+15 melee (1d4+7, 2 front 
  claws) and +13 melee (2d4+3 plus disease, rear claws); 
  Space/Reach 5 ft./5 ft.; SA disease, improved grab, 
  sneak attack +5d6, wisdom drain 1d6; SQ acid 
  resistance 20, blindsight 90 ft., cold resistance 20, 
  deathwatch, electricity immunity, fire resistance 20, SR 
  20, uncanny dodge, undead traits; SV Fort +5, Ref +10, 
  Will +12; Str 25, Dex 16, Con -, Int 14, Wis 15, Cha 18 
   
  Skills and Feats: Balance +20, Climb +20, Hide 
  +20, Jump +23, Move Silently +20, Tumble +20; Dodge, 
  
  VER6-03 Castle Estival 
   
  Page 35 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Multiattack, Spring Attack  
  Disease (Ex): Any creature hit by an abyssal ghoul's 
  front claw or rear claws attack must succeed on a 
  Fortitude save (DC 18) or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed on 
  another Fortitude save (DC 18) or take the same 
  damage. Each time it is damaged by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 18) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive days, 
  the creature recovers. 
  Improved Grab (Ex): if an abyssal ghoul hits an 
  opponent its own size or smaller with both front claws, 
  it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity (grapple bonus +15). If it gets a hold, it can 
  attempt to pin, and use its Wisdom drain ability on its 
  next grapple check. Alternatively, the abyssal ghoul has 
  the option to conduct the grapple normally, or simply 
  use its front claws to hold the opponent (-20 penalty on 
  grapple check, but the ghoul is not considered 
  grappled). In either case, each successful grapple check 
  it makes during successive rounds automatically deals 
  damage from both front claws. 
  Sneak Attack (Ex): Anytime an abyssal ghoul's target is 
  denied a Dexterity bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 5d6 
  points of damage on a successful melee attack. 
  Wisdom Drain (Su): if an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not need 
  to snake Spot or Listen checks to notice creatures 
  within range of its blindsight. 
  Deathwatch (Sp): This ability functions like the 
  deathwatch spell, except that it is always active and an 
  abyssal ghoul always knows how near death all 
  creatures with in 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
  Uncanny Dodge (Ex): Art abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-footed 
  or struck by an invisible attacker. In addition, it cannot 
  be flanked except by a rogue of 20
  th level or higher. 
  * see Appendix 2: New Rules Items 
   
  
  VER6-03 Castle Estival 
   
  Page 36 
  APL 12 
  Encounter 6 
  Ambushers (16): male human Ftr2; CR 1; HD 2d10+4; 
  hp 18; Init + 1; Spd 30ft; AC 14 (studded leather +3, 
  Dex +1) flatfooted 13, touch 11; Base Atk + 2; Grp +4; 
  Atk +5 melee (1d6+2, club); Atk +5 melee (1d6+2, club); 
  AL N; SV Fort + 5, Ref + 1, Will -1; Str 14, Dex 12, Con 
  14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff + 4, Intimidate + 5, Jump + 
  5, Ride + 5; Improved Bull Rush, Power Attack, Run, 
  Weapon Focus (Club). 
   
  Possessions: Club, Studded leather armor 
  Ambusher Wizard: female human (Oeridian) Wiz10; 
  CR 10; HD 10d4+2; hp 47; Init + 2; Spd 30; AC 24 
  (shield +4, mage armor, greater +6, Dex +2, deflection 
  +2) flatfooted 22, touch 14; Base Atk + 5; Grp +4; Atk +4 
  melee (1d6-1, club); AL N; SV Fort + 5, Ref + 5, Will + 9; 
  Str 8, Dex 14, Con 14, Int 18, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration + 15, Decipher 
  Script + 7, Knowledge (Arcana) + 19, Knowledge 
  [Dungeoneering] + 12, Knowledge [Planes] + 19, 
  Profession [Astrologer] + 7, Profession [Scribe] + 7, 
  Spellcraft + 21, Use Magic Device + 5; Combat Casting, 
  Scribe Scroll, Sudden Empower, Greater Spell Focus 
  (enchantment), Point Blank Shot, Precise Shot, Spell 
  Focus (enchantment), Weapon Focus (ray). 
   
  Possessions: Club, scroll of shield (10
  th level 
  caster), scroll of fly (10
  th level caster), scroll of greater 
  mage armor (10
  th level caster). 
   
  Spells Prepared: (4/5/5/3/3/2) (DC = 14 + spell 
  level): 0 - daze, ray of frost x2, touch of fatigue; 1
  st - 
  magic missile, ray of enfeeblement x2, true strike x2; 
  2
  nd - glitterdust, see invisibility, scorching ray, tasha`s 
  hideous laughter x2; 3
  rd - hold person x2, ray of 
  exhaustion; 4
  th - bestow curse, evard`s black tentacles, 
  invisibility, greater; 5
  th - hold monster, wall of force 
  Encounter 8 [Room 1] 
  Topiary Guardian (Lion)* (4): CR 7; large plant; HD 
  10d8+40; hp 85; Init +2; Spd 40 ft.; AC 17 (+2 Dex, -1 
  size, +6 natural) flatfooted 15, touch 11; Base Atk +6; 
  Grp +13; Atk +13 melee (1d6+7, claw); Full Atk +13/+13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); 
  Space/Reach 10ft./5ft.; SA improved grab, merciful, 
  pounce, rake; SQ DR 10/slashing, freeze, low-light 
  vision, plant traits, tremorsense 90 ft., vulnerability to 
  fire; AL N; SV Fort +11, Ref +5, Will +3; Str 25, Dex 14, 
  Con 18, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Jump +11, Move Silently +10*.  
  Improved Grab (Ex): To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake on subsequent 
  rounds. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Pounce (Ex): If a lion topiary guardian charges a foe, it 
  can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
  Spellwarped Topiary Guardian (Dire Shark)*: CR 7; 
  huge plant; HD 20d8+120; hp 223; Init +2; Spd 60 ft.; 
  AC 20 (+1 Dex, -2 size, +11 natural) flatfooted 19, touch 
  9; Base Atk +15; Grp +34; Atk +24 melee (3d8+11, bite); 
  Full Atk +24 melee (3d8+11, bite); SA improved grab, 
  merciful, swallow whole; SQ DR 10/Slashing, freeze, 
  low-light vision, plant traits, SR 21, tremorsense 90 ft., 
  vulnerability to fire; AL N; SV Fort +18, Ref +7, Will +6; 
  Str 33, Dex 12, Con 22, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Jump +18, Move Silently +10*.  
  Improved Grab (Ex): To use this ability, a dire shark 
  topiary guardian must hit with its bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold it establishes a hold and can 
  try to swallow the foe in the following round. 
  Swallow Whole (Ex): A dire shark can try to swallow a 
  grabbed opponent of up to one size smaller by making 
  a successful grapple check. Once inside, the opponent 
  takes 2d6+6 points of bludgeoning damage plus 1d8+4 
  points of acid damage per round from the shark's 
  
  VER6-03 Castle Estival 
   
  Page 37 
  digestive juices. A swallowed creature can cut its way 
  out using a light slashing or piercing weapon by 
  dealing 25 points of damage to the shark's digestive 
  tract (AC 13). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must cut 
  its own way out. A Huge dire shark's gullet can hold 2 
  Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 
  512 Fine or smaller opponents 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves.   
  Might: 
  The 
  spellwarped 
  creature 
  gains 
  a 
  +4 
  enhancement bonus to Strength for 1 minute. 
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell. 
  Speed: The spellwarped creature's base speed increases 
  by a number of feet equal to 5 x level of the failed spell 
  Resistance: The spellwarped creature gains resistance 
  10 to one energy type (acid, cold, electricity, fire or 
  sonic). 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 6] 
  Spellgaunt*: CR 12; large magical beast; HD 16d10+48; 
  hp 136; Init +2; Spd 40 ft., climb 20 ft.; AC 18 (-1 size, 
  +2 Dex, +7 natural), touch 11, flat-footed 16; Base Atk 
  +15; Grp +23; Atk +20 melee (1d8+4, bite); Full Atk +20 
  melee (1d8+4, bite) and +17/+17 melee (1d6+2, 2 
  claws); Space/Reach 10ft./10ft.; SA disjunctive bite, 
  enhanced bite, force web, snatch; SQ darkvision 60 ft., 
  detect magic, DR 15/magic and cold iron, low-light 
  vision, quick leap, SR 35; AL N; SV Fort +13, Ref +12, 
  Will +5; Str 18, Dex 14, Con 16, Int 13, Wis 11, Cha 21. 
   
  Skills and Feats: Balance +16, Climb +12, Hide 
  +19, Jump +28, Spot +26; Combat Expertise, Dodge, 
  Improved 
  Disarm, 
  Improved 
  Trip, 
  Multiattack, 
  Weapon Focus: Bite. 
  Disjunctive Bite (Su): A magic item bitten by a 
  spellgaunt see Attacking an Object in Chapters of the 
  Player's Handbook; must make a successful Will save 
  (DC 23) or instantly become a nonmagical object. A 
  spellgaunt feeding on an artifact has a 33% chance of 
  destroying the item. If it destroys the item, it must 
  make a successful Fortitude save (DC 25) or die 
  instantly from an overwhelming ingestion of magical 
  energy 
  A spellcaster or a creature with supernatural or spell-
  like abilities that are cast by a spellgaunt must make a 
  Fortitude save (DC 23) or lose the ability to cast spells 
  or use its magi cal abilities for 1d2 rounds. 
  Enhanced Bite (Ex): A spellgaunt's fangs function as 
  magic weapons. 
  Force Web (Su): A spellgaunt can spray flexible strands 
  of sticky, invisible force at a single Medium-size or 
  smaller target up to 20 feet away. A successful Reflex 
  save (DC 23) lets the target avoid the webs, failure 
  means the creature is stuck and entangled (-2 penalty 
  on attack rolls and -4 penalty to Dexterity). A force web 
  is immune to damage of all kinds from most spells, 
  including 
  dispel 
  magic. 
  However, 
  disintegrate 
  immediately destroys a force web, and it is also 
  vulnerable to the effects of a sphere of annihilation or a 
  rod of cancellation. Since force webs extend into the 
  Ethereal Plane, they also affect ethereal creatures. A 
  force web dissolves after 1d4 hours. 
  Snatch Item (Ex): A spellgaunt can take an openly 
  displayed magic item away from an opponent with a 
  successful disarm attempt, whether or nor the item is 
  actually a weapon. It cannot remove armor or other 
  items that are attached at multiple locations, but it can 
  snatch forcefully enough to break a single strap or 
  other such attachment the strap holding a wand to an 
  opponent's belt, for example. 
  Detect Magic (Su): A spellgaunt can see magical auras 
  in its line of sight to a range of 120 feet. It immediately 
  senses the aura strength of each magic item and 
  magical effect it detects. 
  Quick Leap (Ex): A spellgaunt can make a standing 
  jump as a free action. 
  
  VER6-03 Castle Estival 
   
  Page 38 
  Skills: A spellgaunt receives a +4 racial bonus on Hide 
  checks, a +6 racial bonus on Jump checks, and a +12 
  racial bonus on Spot checks. 
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 6] 
  Dispellingharm*: CR 14; large ooze; HD 11d10+55; hp 
  117; Init +0; Spd 20 ft.; AC 17 (+6 deflection, +2 natural, 
  -1 size), flatfooted 15, touch 15); Base Atk +8; Grp +21; 
  Atk +16 (1d6+13 plus 110 damage plus dispel magic, 
  greater), slam); Space/Reach 10ft./10ft.; SA dispel 
  magic, greater, engulf, harm; SQ blindsight 60 ft., DR 
  10/magic, ooze traits, SR 21; AL N; SV Fort +8, Ref  +3, 
  Will +4; Str 28, Dex 11, Con 20, Int --, Wis 13, Cha 16. 
   
  Engulf (Ex): A dispellingharm can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A dispellingharm merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  dispellingharm, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 17 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent's choice) as the spell moves forward. 
  Engulfed creatures are subject to the full normal effect 
  of the greater dispel magic and harm effects each 
  round on the dispellingharm's turn, and are considered 
  to be grappled. 
   
  Dispel Magic, Greater (Su): A creature hit by a 
  dispellingharm's slam attack or engulfed by it is 
  affected as if caught in an area greater dispel magic. 
    
  Harm (Su): A creature hit by a dispellingharm's slam 
  attack or engulfed by it takes 110 points of damage 
  (Will DC 19 negates). 
  * see Appendix 2: New Rules Items 
   
  Encounter 8 [Room 10] 
  Arcane Ooze*: CR 9; Huge ooze; HD 15d10+120; hp 
  202; Init -5; Spd 20 ft., climb 20 ft.; AC 3, touch 3, flat-
  footed 3; Base Atk +11; Grp +24; Atk +14 melee (2d6+7 
  plus 2d6 acid, slam); Full Atk +14 melee (2d6+7 plus 
  2d6 acid, slam); Space/Reach 15ft./10ft.; SA acid, 
  constrict 2d6+7 plus 2d6 acid, improved grab, spell 
  siphon; SQ Blindsight 60 ft., immunity to magic, ooze 
  traits; AL N; SV Fort +13, Ref +0, Will +0; Str 20, Dex 1, 
  Con 26, Int —, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +13 (may take 10 even if 
  rushed or threatened) 
  Acid (Ex): An arcane ooze’s acid dissolves only flesh.   
  Blindsight (Ex): An ooze’s entire body is a primitive 
  sensory organ that can locate prey by scent and 
  vibration within 60 feet.   
  Constrict (Ex): An arcane ooze deals slam damage 
  (2d6+9 plus 2d6 acid) with a successful grapple check.   
  Improved Grab (Ex): An arcane ooze that hits with its 
  slam attack can attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it 
  wins the grapple check a hold is established and the 
  ooze may constrict.  
  Spell Siphon (Su): Any time an arcane caster begins his 
  turn within 60 feet of the arcane ooze he must make a 
  DC 29 Fortitude save or lose a randomly selected spell 
  of the highest level he has available. The arcane ooze 
  gains 5 temporary hit points for each level of the 
  arcane spell. These hit points are lost after one hour.   
  Immunity to Magic (Ex): An arcane ooze is immune to 
  any spell or spell-like effect that allows spell resistance. 
  In addition, any magical attack that would deal 
  electricity damage increases the ooze’s speed as if 
  affected by a haste spell for 3 rounds. A magical attack 
  that deals acid damage heals an arcane ooze of an 
  amount of damage equal to half what the acid would 
  normally deal.   
  Ooze 
  traits: 
  Mindless 
  (immune 
  to 
  charms, 
  compulsions, phantasms, patterns and morale effects,) 
  Blind (immune to gaze attacks, visual effects, illusions 
  and attack forms that rely on sight,) immune to poison, 
  sleep, paralysis, polymorph and stunning, not subject 
  to critical hits or flanking. 
  * see Appendix 2: New Rules Items 
  Encounter 8 [Room 15] 
  Abyssal Ghoul, Lurking Terror* (2): CR 10; Medium 
  Undead (Extraplanar); HD 19d12; hp 125 hp; Init +7; 
  Spd 40 ft.; AC 27 (+3 Dex, +14 natural) touch 13, flat-
  footed 27; Base Attack +11; Grp +17; Atk +17 melee 
  (1d4+7 plus disease, front claw); Full Atk +17/+17 
  melee (1d4+7, 2 front claws) and +15 melee (2d4+3 plus 
  disease, rear claws); Space/Reach 5 ft./5 ft.; SA deathly 
  power, disease, improved grab, sneak attack +5d6, 
  wisdom drain 1d6; SQ acid resistance 20, blindsight 90 
  ft., cold resistance 20, Darkvision 60ft., deathwatch, 
  electricity immunity, fire resistance 20, hide in plain 
  sight, SR 20, uncanny dodge, undead traits; SV Fort +6, 
  
  VER6-03 Castle Estival 
   
  Page 39 
  Ref +11, Will +15; Str 25, Dex 16, Con -, Int 14, Wis 15, 
  Cha 18 
  Disease (Ex): Any creature hit by an abyssal ghoul's 
  front claw or rear claws attack must succeed on a 
  Fortitude save (DC 21) or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed on 
  another Fortitude save (DC 21) or take the same 
  damage. Each time it is damaged by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 21) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive days, 
  the creature recovers. 
  Improved Grab (Ex): if an abyssal ghoul hits an 
  opponent its own size or smaller with both front claws, 
  it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity (grapple bonus +15). If it gets a hold, it can 
  attempt to pin, and use its Wisdom drain ability on its 
  next grapple check. Alternatively, the abyssal ghoul has 
  the option to conduct the grapple normally, or simply 
  use its front claws to hold the opponent (-20 penalty on 
  grapple check, but the ghoul is not considered 
  grappled). In either case, each successful grapple check 
  it makes during successive rounds automatically deals 
  damage from both front claws. 
  Sneak Attack (Ex): Anytime an abyssal ghoul's target is 
  denied a Dexterity bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 5d6 
  points of damage on a successful melee attack. 
  Wisdom Drain (Su): if an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not need 
  to snake Spot or Listen checks to notice creatures 
  within range of its blindsight. 
  Deathwatch (Sp): This ability functions like the 
  deathwatch spell, except that it is always active and an 
  abyssal ghoul always knows how near death all 
  creatures with in 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
  Uncanny Dodge (Ex): Art abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-footed 
  or struck by an invisible attacker. In addition, it cannot 
  be flanked except by a rogue of 20
  th level or higher. 
  * see Appendix 2: New Rules Items 
  
  VER6-03 Castle Estival 
   
  Page 40 
  Appendix Two: New Rules Items 
   
  Abyssal Ghoul [New Creature] as presented in 
  Fiend Folio 
  Medium-Size Undead (Extraplanar) 
  Hit Dice: 16d12 (104 hp)  
  Initiative: +7  
  Speed: 40 ft. 
  AC: 27 (+3 Dex, +14 natural) touch 13, flat-looted 27  
  Base Attack/Grapple: +9/+15 
  Attack: Front claw +15 melee 
  Full Attack: 2 front claws +15 melee and rear claws +13 
  melee 
  Damage: Front claw 1d4+7 plus disease, rear claws 
  2d4+3 plus disease 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Disease, improved grab, sneak attack 
  +5d6, Wisdom drain 1d6 
  Special Qualities: Acid resistance 20, blindsight 90 ft., 
  cold resistance 20, deathwatch, electricity immunity, 
  fire resistance 20, SR 20, uncanny dodge, undead traits 
  Saves: Fort +5, Ref +10, Will +I2 
  Abilities: Str 25, Dex 16, Con --, Int 14, Wis 15, 
  Cha 18 
  Skills: Balance +20, Climb +20, Hide +20, Jump +23, 
  Move Silently +20, Tumble +20  
  Feats: Dodge, Improved Initiative, Lightning Reflexes. 
  Mobility, Multiattack, Spring Attack  
  Climate/Terrain: Any land and underground 
  Organization: Solitary, gang (2-5), or swarm (6-12) 
  Challenge Rating: 10  
  Treasure: -- 
   
  Alignment: Always chaotic evil 
  Advancement: 17-24 HD (Medium size); 25-48 HD 
  (Large) 
  Abyssal ghouls are twisted undead creatures with 
  fiendish characteristics. Their abyssal connections 
  make them far more formidable opponents than 
  common ghouls. 
  An abyssal ghoul looks similar to a common ghoul in 
  that it is a warped humanoid figure with bestial 
  features. Its skin is scaly and tough, and its fingers and 
  toes end in fearsome claws several inches in length. Its 
  teeth are equally fearsome and a foot-long tongue 
  dangles from its mouth, trailing into smoky 
  incorporeality at its tip. Though an abyssal ghoul is 
  blind, its other senses allow it to perceive prey around 
  it. 
  Abyssal ghouls speak Abyssal. 
  COMBAT 
  An abyssal ghoul enters combat slashing with its claws. 
  Its strange tongue allows it to stick mental energy from 
  prey it has pinned. 
  Despite their apparent bestial nature, abyssal ghouls 
  are quite intelligent, and they show considerable 
  cunning in battle. In groups they always try to flank 
  opponents and take advantage of sneak attack 
  opportunities. 
  Disease (Ex): Any creature hit by an abyssal ghoul's 
  front claw or rear claws attack must succeed on a 
  Fortitude save (DC 18) or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed on 
  another Fortitude save (DC 18) or take the same 
  damage. Each time it is damaged by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 18) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive days, 
  the creature recovers. 
  Improved Grab (Ex): if an abyssal ghoul hits an 
  opponent its own size or smaller with both front claws, 
  it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity (grapple bonus +15). If it gets a hold, it can 
  attempt to pin, and use its Wisdom drain ability on its 
  next grapple check. Alternatively, the abyssal ghoul has 
  the option to conduct the grapple normally, or simply 
  use its front claws to hold the opponent (-20 penalty on 
  grapple check, but the ghoul is not considered 
  grappled). In either case, each successful grapple check 
  it makes during successive rounds automatically deals 
  damage from both front claws. 
  
  VER6-03 Castle Estival 
   
  Page 41 
  Sneak Attack (Ex): Anytime an abyssal ghoul's target is 
  denied a Dexterity bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 5d6 
  points of damage on a successful melee attack. 
  Wisdom Drain (Su): if an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional Id6 points of 
  Wisdom. A creature reduced to o Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not need 
  to snake Spot or Listen checks to notice creatures 
  within range of its blindsight. 
  Deathwatch (Sp): This ability functions like the 
  deathwatch spell, except that it is always active and an 
  abyssal ghoul always knows how near death all 
  creatures with in 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
  Uncanny Dodge (Ex): Art abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-footed 
  or struck by an invisible attacker. In addition, it cannot 
  be flanked except by a rogue of 20
  th level or higher. 
  Undead Traits: An abyssal ghoul is immune to mind 
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless they 
  specifically affect undead), and any effect that requires 
  a Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or death from massive damage. An abyssal 
  ghoul cannot be raised, and resurrection works only if 
  it is willing. An abyssal ghoul has darkvision (60-loot 
  range). 
  Living Spell [New Creature] as presented in 
  Monster Manual 3 
  "Living spell" is an unusual template, in that it is 
  applied to an arcane or divine spell effect (or in some 
  cases, a group of spell effects) and not a creature. The 
  characteristics of a living spell are determined by the 
  nature of the spell(s), including the caster level of the 
  spells. The template can be applied to any spell that 
  creates an area or effect (not targeted spells), but not a 
  spell whose effect is already a creature (such as a 
  summon monster spell). 
  A living spell composed of more than one spell uses 
  the caster level of its highest-level spell for all its spell 
  effects. 
  Size and Type: A living spell's size depends on its 
  caster level: 1st-6th is Medium, 7th-12th is Large, 13th 
  or higher is Huge. Its type is ooze. 
  Hit Dice: A living spell has Hit Dice equal to its caster 
  level. Its Hit Dice are d10s. 
  Speed: A living spell's speed depends on the spell's 
  range: A spell with a range of close has a speed of 20 
  feet, a spell with a range of medium has a speed of 40 
  feet, and a spell with a range of long has a speed of 60 
  feet. A spell with any other range has a speed of 20 feet. 
  If two spells with different ranges combine to make a 
  living spell, the living spell's speed is base on the range 
  of the slower of the two parent spells. 
  Armor Class: A living spell has a deflection bonus to 
  its AC equal to its spell level. 
  Attack: A living spell gains a slam attack it can use 
  once per round. The slam attack deals damage based on 
  the living spell's size (see the table below), plus its 
  Strength bonus x 1-1/2. A successful slam attack also 
  affects the target as though it were within the spell 
  effect or area (see Special Attacks, below). 
  Living Spell Size Slam Damage 
  Fine  
   
  1 
  Diminutive 
   
  1 
  Tiny 
   
   
  1d2 
  Small 
   
   
  1d3 
  Medium  
   
  1d4 
  Large 
   
   
  1d6 
  Huge 
   
   
  1d8 
  Gargantuan 
   
  2d6 
  Colossal  
  2d8 
   Special Attacks: A living spell has two special attacks. 
  Spell Effect (Su): A creature hit by a living spell's slam 
  attack is subjected to the normal effect of the spell or 
  spells making up the creature, as if it were within the 
  area or effect of the spell itself. Saves apply as normal 
  for the spell; the DC is 10 + spell level + Cha modifier. 
  Engulf (Ex): A living spell can flow around creatures 
  that fit within its space as a standard action. It cannot 
  
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  make a slam attack during a round in which it engulfs. 
  The living spell merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  living spell, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 10 + 
  spell level + Cha modifier) or be engulfed; on a success, 
  they are pushed back or aside (opponent's choice) as 
  the spell moves forward. Engulfed creatures are subject 
  to the full normal effect of the spell(s) each round on 
  the living spell's turn, and are considered to be 
  grappled. 
  Special Qualities: A living spell has ooze traits, 
  damage reduction 10/magic, and spell resistance equal 
  to 10 + its caster level. 
  Saves: A living spell has normal saves for a creature of 
  the ooze type (no good saves). It gains a resistance 
  bonus on all saves equal to the spell level of the 
  highest-level spell upon which it is based. 
  Abilities: A living spell has Strength, Constitution, and 
  Charisma scores equal to 10 + its spell level. Its 
  Dexterity and Wisdom scores are 7+ its spell level. It is 
  mindless, and has no intelligence score. 
  Skills and Feats: Living spells, being mindless, have 
  no skills or feats. 
  Environment: Any land. Living spells are found in the 
  Mournlands and other areas blasted by magic. 
  Organization: Solitary. 
  Challenge Rating: A living spell's Challenge Rating is 
  equal to the spell level of the highest-level spell upon 
  which it is based, plus one-half its caster level, rounded 
  down (minimum CR t). If the living spell is based on 
  multiple spells, increase the CR by one-half the sum of 
  the additional spell levels (minimum increase +1). 
  Treasure: None. 
  Alignment: Always neutral. If the original spell had an 
  alignment, the living spell adds that alignment to its 
  neutral alignment. For example, an evil spell would 
  spawn a neutral evil living spell, a chaotic spell a 
  chaotic neutral living spell, and so forth. 
  Advancement: -- 
  Level Adjustment: -- 
  Lurking Terror [New Prestige Class] as 
  presented in Libris Mortis 
  Hit Die: d12. 
  Requirements: To qualify to become a lurking terror, a 
  character must fulfill all the following criteria. 
  Type: Undead. 
  Skills: Hide 8 ranks, Move Silently 8 ranks. 
  Special: If the character possesses the incorporeal 
  subtype, it need not meet the Move Silently 
  requirement. 
   
  Table: Lurking Horror 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  1 
  +0 
  +0 
  +0 
  +2 
  Deathly Power 
  2 
  +1 
  +0 
  +0 
  +3 
  Improved 
  Darkvision 
  3 
  +2 
  +1 
  +1 
  +3 
  Hide in Plain 
  Sight 
   
  Class Skills: The lurking terror's class skills (and the 
  key ability for each skill) are Climb (Str), Escape Artist 
  (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move 
  Silently (Dex), Search (Int), and Spot (Wis). 
  Skill Points at Each Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the lurking 
  terror prestige class. 
  Weapon and Armor Proficiency: Lurking terrors gain 
  no proficiency with any weapons, armor, or shields. 
  Deathly Power (Ex): A lurking terror adds its class level 
  to any save DCs for the extraordinary and supernatural 
  special attacks possessed by an undead creature of its 
  kind. This ability has no effect on the lurking terror's 
  spells or spell-like abilities, nor on any special abilities 
  gained from its nonundead kind (such as a vampiric 
  medusas petrifying gaze), feats, or class features (such 
  as the assassin's death attack). 
  For example, a vampire that becomes a 1st-level 
  lurking terror increases the DC of its dominate and 
  energy drain special attacks by 1. If the vampire were 
  also a sorcerer with the Stunning Fist feat, neither its 
  spell save DCs nor the save DC or its stunning attacks 
  would be affected. 
  Improved Darkvision (Ex): At 2nd level, the effective 
  distance of a lurking terrors darkvision improves to 90 
  
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  feet. (If the lurking terror doesn't already have 
  darkvision, it gains darkvision out to 60 feet.) 
  Hide in Plain Sight (Ex): At 3rd level, a lurking terror 
  can use the Hide skill even while being observed, as 
  long as it has cover or concealment. 
  Spellgaunt [New Creature] as presented in 
  Monster Manual 2 
  Large Magical Beast 
  Hit Dice: 16d10+48(136 hp)  
  Initiative: +2  
  Speed: 40 ft., climb 20 ft. 
  AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 
  16  
  Base Attack/Grapple: +9/+15 
  Attacks: Bite +21 melee 
  Full Attacks: Bite +21 melee and 2 claws +17 melee 
  Damage: Bite 1d8+8, claw 1d6+2  
  Space/Reach: 10ft./ 5 ft.  
  Special Attacks: Disjunctive bite, enhanced bite, force 
  web, snatch item. 
  Special Qualities: Darkvision 60 ft., DR 15/magic and 
  cold iron, detect magic, low-light vision, quick leap, SR 
  35. 
  Saves: Fort +13, Ref +12, Will +5 
  Abilities: Str 18, Dex 14, Con 16, Int 13, Wis 11, Cha 
  21 
  Skills: Balance +16, Climb +12, Hide +19, Jump +28, 
  Spot +26 
  Feats: Combat Expertise, Improved Disarm, Improved 
  Trip, Multiattack, Weapon Focus (bite). 
  Climate/Terrain: 
  Any 
  forest, 
  mountains 
  or 
  underground 
  Organization: Solitary, pair, or nest (10-40) 
  Challenge Rating: 12 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 17-30 HD (Large); 31-45 HD (Huge) 
  Spellgaunts feast upon the arcane energy stored within 
  magic items and creatures that use spells, draining the 
  magic from them in the process. A spellgaunt appears 
  as a bizarre, elongated arachnid. Its spindly legs are 10 
  feet long, and its flat, golden body is covered with 
  hairy, chitinous plates. The monster has tremendous, 
  saw-edged fangs that end in fine, razor-sharp points. 
  Sparkling saliva drips continuously from its maw. 
  COMBAT 
  A spellgaunt senses magic items and attacks any 
  creature that carries one. It usually tries to immobile 
  foes with its force web first, then moves in to feed, 
  drinking up the strongest magic first. Foes that evade 
  its webs are bitten and clawed. If outnumbered, a 
  spellgaunt moves quickly to snatch any visibly 
  displayed magic items, then flees to its lair to feed in 
  peace. 
  Disjunctive Bite (Su): A magic item bitten by a 
  spellgaunt see Attacking an Object in Chapters of the 
  Player's Handbook; must make a successful Will save 
  (DC 23) or instantly become a nonmagical object. A 
  spellgaunt feeding on an artifact has a 33% chance of 
  destroying the item. If it destroys the item, it must 
  make a successful Fortitude save (DC 25) or die 
  instantly from an overwhelming ingestion of magical 
  energy 
  A spellcaster or a creature with supernatural or spell-
  like abilities that are cast by a spellgaunt must make a 
  Fortitude save (DC 23) or lose the ability to cast spells 
  or use its magi cal abilities for 1d2 rounds. 
  Enhanced Bite (Ex): A spellgaunt's fangs function as 
  magic weapons. 
  Force Web (Su): A spellgaunt can spray flexible strands 
  of sticky, invisible force at a single Medium-size or 
  smaller target up to 20 feet away. A successful Reflex 
  save (DC 23) lets the target avoid the webs, failure 
  means the creature is stuck and entangled (-2 penalty 
  on attack rolls and -4 penalty to Dexterity). A force web 
  is immune to damage of all kinds from most spells, 
  including 
  dispel 
  magic. 
  However, 
  disintegrate 
  immediately destroys a force web, and it is also 
  vulnerable to the effects of a sphere of annihilation or a 
  rod of cancellation. Since force webs extend into the 
  Ethereal Plane, they also affect ethereal creatures. A 
  force web dissolves after 1d4 hours. 
  Snatch Item (Ex): A spellgaunt can take an openly 
  displayed magic item away from an opponent with a 
  successful disarm attempt, whether or nor the item is 
  actually a weapon. It cannot remove armor or other 
  items that are attached at multiple locations, but it can 
  snatch forcefully enough to break a single strap or 
  other such attachment the strap holding a wand to an 
  opponent's belt, for example. 
  
  VER6-03 Castle Estival 
   
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  Detect Magic (Su): A spellgaunt can see magical auras 
  in its line of sight to a range of 120 feet. It immediately 
  senses the aura strength of each magic item and 
  magical effect it detects. 
  Quick Leap (Ex): A spellgaunt can make a standing 
  jump as a free action. 
  Skills: A spellgaunt receives a +4 racial bonus on Hide 
  checks, a +6 racial bonus on Jump checks, and a +12 
  racial bonus on Spot checks. 
  Spellwarped Creature [New Template] as 
  presented in Monster Manual 3 
  "Spellwarped” is an inherited template that can be 
  added to any corporeal aberration, animal, dragon, fey, 
  giant, humanoid, magical beast, monstrous humanoid 
  plant or vermin (referred to hereafter as the base 
  creature).  
  A spellwarped creature uses all the base creature's 
  statistics and abilities except as noted here.  
  Size and Type: The creature's type changes to 
  aberration. Do not recalculate the creature's HD, BAB, 
  saves or skill points if its type changes. The creature 
  gains the augmented subtype if necessary. Size is 
  unchanged.  
  Armor Class: Natural armor bonus improves by 2 
  (stacks with any natural armor bonus the base creature 
  has).  
  Special Qualities: A spellwarped creature has all the 
  special qualities of the base creature, plus the following 
  special qualities. 
  Spell Resistance (Ex): A spellwarped creature gains 
  spell resistance 11+its HD. If the creature already has 
  spell resistance, use the greater of the two values.  
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves.  
  Might: 
  The 
  spellwarped 
  creature 
  gains 
  a 
  +4 
  enhancement bonus to Strength for 1 minute   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell   
  Speed: The spellwarped creature's base speed increases 
  by a number of feet equal to 5 x level of the failed spell   
  Resistance: The spellwarped creature gains resistance 
  10 to one energy type (acid, cold, electricity, fire or 
  sonic).  
  Abilities: Increase from the base creature as follows: 
  Str +4, Dex +2, Con +4, Int +4.  
  Challenge Rating: HD 3 or less as base creature; HD 4 
  to 10, as base creature +1; HD 11 or more as base 
  creature +2.  
  Alignment: Usually evil (any). 
  Topiary Guardian [New Template] as presented 
  in Monster Manual 3 
   
  Creating a topiary guardian that mimics a different 
  animal (of Medium, Large, or Huge size) is possible. 
  Start with the base creature's normal statistics and 
  make the following changes. 
   
  Size and Type: The creature's type changes to plant. 
  Recalculate base attack bonus, saves, and skill points 
  based on the topiary guardian's Hit Dice (see below). 
  Size is unchanged. 
   
  Hit Dice: Topiary guardians have Hit Dice according 
  to their size. Medium topiary guardians have 5 HD, 
  Large topiary guardians 10 HD, and Huge topiary 
  guardians 20 H D. 
   
  Speed: Land speed same as base creature. A topiary 
  guardian does not gain any burrow, climb, fly, or swim 
  speed of the creature on which it is based. 
   
  Special Attacks: A topiary guardian gains the 
  following special attack. 
   
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal damage 
  depending on the orders it is given by its creator. 
  Orders to capture or subdue enemies cause the topiary 
  guardian to use nonlethal attacks; any other attack 
  order causes the creature to deal lethal damage. 
   
  Special Qualities: A topiary guardian gains the 
  following special qualities. 
   
  Damage Reduction (Ex): A topiary guardian has 
  damage reduction 10/slashing. 
   
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  
  VER6-03 Castle Estival 
   
  Page 45 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has tremorsense 
  out to 90 feet. 
   
  Vulnerability to Fire: Topiary guardians are vulnerable 
  to fire. 
   
  Abilities: A topiary guardian has a specific set of ability 
  scores based on its size, as given below. 
  Medium: Str 17, Dex 16, Con 14, lnt-, Wis 10, Cha 1.  
  Large: Str 25, Dex 14, Con 18, Int-, Wis 10, Cha 1.  
  Huge: Str 33, Dex 12, Con 22, Int-, Wis 10, Cha 1.  
   
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
   
  Environment: Any. 
   
  Organization: Solitary or garden (2-8). 
   
  Challenge Rating: As base creature +1 or by (Medium 
  3, Large 7, Huge 12), whichever is higher.  
   
  Treasure: None. 
   
  Alignment: Always neutral.  
   
  Advancement: -.  
   
  Level Adjustment: -. 
   
  Mummy Monster Class [New Rules] as 
  presented in Libris Mortis 
   
   A mummy is a preserved corpse, typically animated 
  through the auspices of dark detest gods. Traditionally, 
  mummies serve as guardians of tombs or temples, 
  destroying intruders or thieves who desecrate those 
  areas. 
   
  Class Skills:  
  The mummy’s class skills (and key ability for each skill) 
  are hide (dex), listen (wis), move silently (dex), and 
  spot (wis) 
  Skill points at 1st level: (4+ int modifier) x 4  
  Skill Points at Each Additional Hit Die: 4 + int 
  modifier 
  Class Features: 
  All the following are class features of the mummy 
  monster class. 
   
  Weapons and Armor Proficiency: mummies are 
  proficient with all simple weapons, but not with armor 
  or shields. 
  Slams: A mummy has a slam attack that is a natural 
  weapon dealing the indicated damage plus 1-1/2 times 
  its strength modifier.  
  Mummy Rot (Su): Starting at 5
  th level, once per day a 
  mummy can infect a creature hit by its slam attack 
  Level 
  HD 
  B A B Fort Save 
  Ref Save 
  Will Save 
  Skill Points 
  Special 
  1 
  1d12 
  +0 
  +0 
  +0 
  +2 
  (4+Int) x4 
  Feat, slam 1d4, +2 natural armor 
  2 
  2d12 
  +1 
  +0 
  +0 
  +3 
  4+Int 
  +2 Str, Damage Reduction 1/- 
  3 
  2d12 
  +1 
  +0 
  +0 
  +3 
  ------ 
  +2 Wis, +4 natural armor 
  4 
  3d12 
  +1 
  +1 
  +1 
  +3 
  4+Int 
  Feat, +2 Str, Damage Reduction 2/- 
  5 
  3d12 
  +1 
  +1 
  +1 
  +3 
  ------ 
  Mummy rot 1/day, +2 Cha,+5 natural Armor 
  6 
  4d12 
  +2 
  +1 
  +1 
  +4 
  4+Int 
  Slam 1d6, +2 Str 
  7 
  4d12 
  +2 
  +1 
  +1 
  +4 
  ------ 
  +6 natural armor, Damage Reduction 3/- 
  8 
  5d12 
  +2 
  +1 
  +1 
  +4 
  4+Int 
  Mummy rot 3/day 
  9 
  5d12 
  +2 
  +1 
  +1 
  +4 
  ------ 
  +8 natural armor, +2 Str 
  10 
  6d12 
  +3 
  +2 
  +2 
  +5 
  4+Int 
  Feat, Despair, +2 Cha 
  11 
  6d12 
  +3 
  +2 
  +2 
  +5 
  ------ 
  +9 natural armor, +2 Str, Damage reduction 4/- 
  12 
  7d12 
  +3 
  +2 
  +2 
  +5 
  4+Int 
  Mummy rot at will, +2 Wis 
  13 
  8d12 
  +4 
  +2 
  +2 
  +6 
  4+Int 
  +2 Str, +10 natural armor, damage reduction 5/- 
  
  VER6-03 Castle Estival 
   
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  with mummy rot. at 8
  th level it can do this three time 
  per day, and at 12
  th level every one of its slam attacks 
  can bring about the disease—Fortitude save DC 10+1/2 
  mummy’s HD from class levels+ mummy’s Cha 
  modifier, incubation period 1minute; damage 1d6 con 
  and 1d6 Cha. 
  Unlike normal diseases, mummy rot persists until the 
  victim reaches constitution 0(and dies) or is cured as 
  described below. 
   
  Mummy rot is a powerful curse, not a natural disease. 
  A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature that dies of mummy rot shrivels 
  away into sand and dust that blow away into nothing at 
  the first wind. 
  Despair (Su): A mummy of 10
  th level or higher causes 
  fear in any creature that views it. Such a creature must 
  succeed on a Will save (DC10+1/2 mummy’s HD from 
  class levels+ mummy’s cha modifier) or be paralyzed 
  with fear for 1d4 rounds. Whether or not the save is 
  successful, that creature cannot be affected again by 
  the same mummy’s despair ability for 24 hours. The 
  save DC is Charisma-based. 
   
   
   
   
   
   
   
   
   
   
  Shadow Spray [New Spell] as presented in 
  Spell Compendium 
  Illusion (shadow) 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium: (100ft. +10ft. level) 
  Area: 5 ft.-radius burst 
  Duration: 1 round/ level 
  Saving Throw:  Fortitude negates 
  Spell Resistance: Yes 
  You cause a multitude of ribbon like shadows to 
  instantaneously explode outward from the point of 
  origin. Creatures in the area take 4 points of strength 
  damage and are dazed for 2 rounds. 
  Material Components:  a handful of black ribbons
  
  VER6-03 Castle Estival 
   
  Page 47 
  Appendix Three: DM Maps
  Basement 
   
   
  1st Floor 
   
   
   
   
   
  2nd Floor 
   
   
  3rd Floor 
   
  
  VER6-03 Castle Estival 
   
  Page 48 
  Appendix Four: Background on House Rhynehurst 
   
  House Rhynehurst 
  House Rhynehurst has a very relaxed attitude toward 
  many things, which has brought easy growth to their 
  lands, happiness to their vassals, and a gentle truce 
  with some of the unsavory elements of society.  The 
  general populace is easy-going and enjoys a good day’s 
  work combined with a good night’s fun. Rhynehurst’s 
  cultural offerings are second only to Verbobonc City in 
  both size and quality.  Many a young Rhynehurst lad 
  and lass have strolled and hummed and strummed 
  away the hours while working in the fields, watching 
  the herds, laboring in the bakeries, or enjoying the 
  Riverwalk.  Music and lyrical poetry seem almost 
  second nature to those from Rhynehurst, and these 
  abilities are encouraged by Lord Rhynehurst, who 
  often not only attends but sometimes acts in the local 
  plays and pageantry. Socially, Rhynehurst is often 
  viewed as something of a backwater part of the 
  Viscounty.   
  House position on Viscount 
  All of house rhynehurst are loyal to the Viscount. 
  Curlys will take offense if they insult the Mounted 
  Borderers, the Church of St. Cuthbert, or the Viscount. 
  If asked how he can live in luxury when so many are 
  suffering he fakes a shocked expression and will state, 
  “If we change the way we live the giant won.” 
  
  VER6-03 Castle Estival 
   
  Page 49 
  Appendix Five: Legwork 
   
  At various points throughout this adventure, the PCs will want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. 
  The DC is increased by +5 for Bardic Knowledge checks. 
  The DM is reminded that each Gather Information check takes 1d4+1 hours.  
  Castle Estival/House Estival (Bardic Knowledge, Gather Information, Knowledge [Local: VTF], Knowledge [Nobility 
  and Royalty]). 
  DC 0: Castle Estival is an old abandoned castle near the edge of the Iron Wood.   
  DC 5: The Church of Saint Cuthbert has been custodian of the castle for many years. They forbid anyone from 
  approaching the castle ruins, even The Silver Guard. 
  DC 7: Sir Welborn Estival has commissioned several food shipments from Dyvers to help alleviate the starvation 
  rampant in Verbobonc City and elsewhere. While the first shipment went missing in the northern Gnarley Forest, 
  most of the others have safely reached their destinations.  
  DC 10: The castle is ever-present reminder of the Keoish occupation.    
  DC 15:  Castle Estival is named after an ancient noble family that was destroyed for their evil ways. There are 
  rumors that not all of the form residents are dead.  
  DC 17:  Contemporary accounts of the time say that the Estival family committed terrible acts of torture in the 
  dungeons.   
  DC 23: Dim-witted would be adventurer-types sometime head into the ruins seeking fame and fortune but are 
  never heard from again.  
  DC 30: The Estivals of lore were obsessed with creating a new, better human. The performed may experiments to 
  create it but all ended in failure.  
  DC 35: The Estivals worshipped Erythnul 
  General Information in Verbobonc 
  DC 5: A large group of travelers where discovered murdered recently on Lord Avgustin’s lands. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it a former paladin in the service of 
  Lord Shannus is responsible.   
  DC 10: The Revnash Splinter, a holy artifact dedicated to Saint Cuthbert, was recovered during the giant war last 
  year.  
  DC 12: The road from Dyvers through the Gnarley Forest has become very dangerous lately. It is believed that the 
  forces of Blackthorn, a large orcish post far in the southern Gnarley, are responsible.  
  DC 15: Lord Galens has announced that his son, Dafydd is to marry. They are searching for the right woman.  
  DC 17: A town named Tristane was recently found completely abandoned. 
  DC 20: Some one has been buying up all the silver in Verbobonc. Rumor has it that it the lycanthropes/ they 
  buying it so that it will not be used against them when they launch their attack. 
  DC 23: The Church of Saint Cuthbert has commissioned the Order of Billets to deal with the recent trouble caused 
  by heretics. It is said that they relentlessly hunt their prey day and night, never stopping for so much as a meal. 
  DC 25: The Elven Clans of the Gnarley Forest has increased their interaction with Celene. Some think that they 
  plan to reclaim the great forest.  
  
  VER6-03 Castle Estival 
   
  Page 50 
  DC 28: Rumor has it Bishop Huafren is attempting to use the Revnash Splinter to gain insight to guide the people 
  during this trying time.  
  DC 30: Some one is making a power play for leadership of the Verbobonc underworld.  
   
    
  
  VER6-03 Castle Estival 
   
  Page 51 
  Player Handout One: A Open Proposal 
   
  WANTED 
   
  Seasoned explorers to take on a task. 
   
  Must like old places and be unafraid of the unknown. 
   
  Willing to hire right party. Must bring own tools. 
  Apply at Betham’s Books 
   
  
  VER6-03 Castle Estival 
   
  Page 52 
  Player Handout Two: Old Parchment 
  The following scrap of parchment is handwritten in Oeridian 
   
  I am getting closer. The subject remained alive and retained its amorphous 
  shape for well over a minute. I believe the key is to use a younger base for 
  test subject. They seem to tolerate the improvements better.  I shall have 
  the guards procure some additional volunteers tomorrow. I must prepare 
  the glass containment apparatus for the symbiote dissolves all others.   
  
  VER6-03 Castle Estival 
   
  Page 53 
  Player Handout Three: Hawley’s Vision 
  All at once your body begins to slowly become cold, as if a large shard of ice has penetrated your body. 
  You feel your very blood grow cold as the dark chilly feeling runs through your body. All at once you 
  realize something, someone is in your head. You feel your arms move by themselves, as your head turns 
  to look around. Then a voice….a meek voice, one of fear. A child’s voice. “I will show you…..” With that 
  your vision is darkened, the world fades out as you experience a nauseous feeling not unlike spinning. 
  Slowly a light starts to come into view, it grows brighter and clearer. As it takes focus you realize that you 
  are looking at a village. Primitive huts of grass and stick line the river. People come into view wearing a 
  style of dress that is both poor and highly out of date. 
   
  
  VER6-03 Castle Estival 
   
  Page 54 
  Critical Event Summary 
  (please submit this to the Verbobonc Triad before July 1, 2006) 
   
  List all PCs affiliated with a Verbobonc metaorganization that participated in this adventure. 
   
  Character Name  
  Player Name 
   
  RPGA Number 
   
  Metaorg Affiliation 
  1) 
   
  2) 
   
  3) 
   
  4) 
   
  5) 
   
  6) 
   
  Was Lord Rhynehurst imformed of the character intentions? 
   
   
  Did the PCs gain permission from the Church of Saint Cuthbert? 
   
   
  Did the PCs learn that Asanto send the ambushers? 
   
   
  Did the charcters get arrested? 
   
   
  Did the charceter kill any ambushers ? 
   
   
  Did the PCs Find Hawley’s locket? 
   
   
  Did they return it to Hawley? 
   
   
  Did the PCs open the block box? If yes,Please list the player’s name and character name. 
   
   
  Did the PCs do anything noteworthy? If so, note the details here and on the back if necessary. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER6-03 Castle Estival (3E).pdf