TEXT: Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run Dungeons & Dragons 
  game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
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  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
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  Visit the Living Greyhawk website at www.rpga.com. 
   
   
  CGR7-01 
   
   
   
   
   
   
  Ruins of Discovery 
   
  A Two-Round Dungeons & Dragons® Living Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  by Creighton Broadhurst, Chris Chesher, and Sam Weiss 
  Circle Reviewer: Creighton Broadhurst  
  Reviewers: Chris Chesher and Sam Weiss 
  HQ Reviewer: Chris Tulach 
  Playtesters: Rod Bruce, Josh Flint, Joshua Freeman, Troy McNemar, Alex Mobley, and Tim Pitcock 
   
   
  Neophyte adventurers have long flocked to the City of Greyhawk to seek fame and fortune. This year, however, is 
  different; intrigue and the reawakening of a site of legend, provide the brave and the lucky with plenty of opportunities 
  for glory (or ignominy). It is a shame that murder is the catalyst for rivals to come together in a time of need. A two-
  round Greyhawk Ruins adventure for 1st-level characters (APL 2) set in the Domain of Greyhawk. 
   
  Resources for this adventure [and the authors of those works] include City of Peril [Ed Stark], Complete Arcane [Richard 
  Baker],Dungeon Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, and Robin D. Laws], 
  Dungeonscape [Jason Bulmahn and Rich Burlew], Expedition to the Ruins of Greyhawk [Jason Bulmahn, James Jacobs, Erik 
  Mona], Greyhawk Ruins [Blake Mobley, Timothy B. Brown], Greyhawk Ruins Sourcebook [Creighton Broadhurst, Chris 
  Chesher, Paul Looby, Bruce Paris, and Sam Weiss], Libris Mortis [Andy Collins, Bruce R. Cordell], Player’s Handbook II 
  [David Noonan], and Races of the Dragon [Gwendolyn F. M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and The Adventure Begins [Roger E. Moore]. 
   
   
   
   
  
  CGR7-01 Ruins of Discovery 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  Herald-Level GM to run this adventure. 
   
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your Living 
  Greyhawk character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the Dungeons & Dragons Rewards program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Core adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a Living Greyhawk adventure record (AR). You 
  need one copy of this for each participating player. 
   
  LAYOUT AND ORGANIZATION 
  This adventure has several sections: 
  • 
  GHR7-01:1 Death in the Free City: This section 
  contains the adventure text, all relevant stat blocks, 
  handouts, and maps. 
  • 
  GHR7-01:4 Sauces and Soundings: This section 
  contains the adventure text, all relevant stat blocks, 
  handouts, and maps. 
  • 
  Appendices: This section contains all the New 
  Rules Items required for this adventure as well as 
  affiliation briefing sheets and any other required 
  generic information. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit 
  in combat add the animal’s CR to the level of the PC 
  it is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  
  CGR7-01 Ruins of Discovery 
   
  Page 2 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a “Greyhawk Ruins” adventure. Each “Greyhawk 
  Ruins” adventure comprises four distinct rounds (or 
  zones), set in the Domain of Greyhawk. Treat each 
  adventure as a separate round. Thus, it costs most 
  characters 2 TUs to participate in each round but 
  characters with the Domain of Greyhawk as their home 
  region pay only 1 TU per round. Characters must pay 
  upkeep for each round in which they participate. 
   
  Each round has its own AR. A character receives an 
  AR for a round at the end of the session in which he first 
  earns XP or gp from that particular part of the dungeon. 
  Once a character has received an AR for a zone, he may 
  never again adventure in that area.  
   
  A character can chose to explore all the rounds of 
  this adventure in a single (mega) session (equivalent to 
  four adventure rounds) or can chose to enter them one at 
  a time (taking up to four sessions to complete the entire 
  adventure). 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Read these notes before play begins. 
   
  GREYHAWK RUINS SOURCEBOOK 
  To play this adventure you also need a copy of the 
  Greyhawk Ruins Sourcebook. The sourcebook contains 
  information about the free city, its laws, and statistics for 
  watchmen, and the like. Download the map free from 
  www.wizards.com/default.asp?x=lg/welcome. The DM 
  should ensure that he reviews the city’s laws before play. 
   
  AFFILIATION BRIEFING SHEETS 
  Many of the PCs participating in this adventure will be 
  members of one of the free city’s affiliations (as detailed 
  in the Greyhawk Ruins Sourcebook). Before play begins, 
  hand out the relevant briefing sheet to each player. PCs 
  not belonging to any affiliation must determine for 
  themselves exactly why they are at the Griffon’s Nest. 
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 1 
  CGR7-01:1 
   
   
   
  Death in the Free City 
   
  By Creighton Broadhurst and Chris Chesher 
   
   
   
  ADVENTURE BACKGROUND 
  Momentous events once again threaten to overwhelm 
  the free city of Greyhawk. To the south, Turrosh Mak 
  demands peace with the Domain while bandits once 
  again grow emboldened by Greyhawk’s widely spread 
  armed forces. Indeed, some of these bandits have 
  powerful friends within the free city who manipulate the 
  bandits for their own ends.    
   
  The rise of banditry has not gone unnoticed in the 
  free city. Many within the city grow concerned at the 
  increase of lawlessness in the Near Domain. Chief among 
  these is Eritai Kaan-Ipzirel, Matriarch of St. Cuthbert and 
  member of the free city’s Directing Oligarchy. Several 
  weeks ago, she dispatched Korenth Mauk, a trusted 
  servant, to learn more.  
   
  Korenth’s investigations quickly bore fruit and he 
  swiftly came to the conclusion that the ruins of the 
  infamous Castle Greyhawk – only a few miles from the 
  city itself – was in some way connected to the rise of 
  lawlessness 
  in 
  the 
  Domain. 
  Unfortunately, 
  his 
  investigations drew the attention of certain powerful 
  individuals who were angered at Eritai’s servant poking 
  his nose into such sensitive matters. Thus, Korenth had 
  to die and was slain by a master assassin two days ago. 
  Korenth resisted mightily, however, and the sound of 
  battle alerted those staying in the nearby rooms, so the 
  assassin could not complete a thorough search of the 
  room, leaving vital evidence unrecovered. 
   
   
  ADVENTURE SUMMARY 
  The adventure opens in the Griffon’s Nest Inn where the 
  PCs have gathered to investigate the killing of Korenth 
  Mauk. Many of the PCs will be here at the behest of their 
  affiliations; each has some stake in the killing and want to 
  learn more about why he was killed. While in the inn, the 
  PCs hear a rant by one of the patrons – Grenater – who 
  exposes Korenth’s virtues to the crowd. While many 
  other patrons and staff have the same opinion of Korenth 
  none know anything of import.  
   
  To learn more, the PCs investigate the scene of 
  murder – Korenth’s room. Entering the room, they 
  disturb Grish – a half-orc wizard – who has been hired to 
  search the room for any evidence Korenth had 
  accumulated. Luckily, the PCs disturb him before he 
  finds anything. Grish tries to flee. If he is caught and 
  persuaded to talk he tells the PCs that his contact ordered 
  him to leave anything he found at a dead drop at the Left 
  Hand Inn. Unfortunately, his contact has fled. 
   
  While the PCs could spend much time in the city 
  talking to their affiliations or visiting other locations of 
  interest only by leaving the city and going to the ruins of 
  Castle Greyhawk will they uncover more about Korenth’s 
  investigations.  
   
  While on their way to the ruins, a small band of 
  bandits ambush them. Defeating the bandits they follow 
  their track to an abandoned farmhouse where they 
  discover a cache of stolen goods and supplies in a 
  subterranean store. Before they can leave the farmhouse, 
  another group of bandits falls upon them trapping them 
  within. After defeating the bandits, the PCs continue 
  onto the ruins.  
   
  At the ruins, they reach the War Tower without 
  incident but encounter a member of the Wartower 
  Wardens who levies a toll on them for entering the 
  tower. Crossing a pit trap in front of the tower’s door, 
  they enter the infamous tower and almost immediately 
  battle mindless undead who have recently slain another 
  band of hapless adventurers. If they continue, they can 
  explore more of the passages and tunnels beneath the 
  War Tower. If they do not, the adventure is over and they 
  return to Greyhawk. 
    
  PREPARATION FOR PLAY 
  Read these notes before play begins. 
   
  IMPROVISING 
  This adventure takes place in the free city of Greyhawk, 
  one of the most populace and cosmopolitan cities of the 
  Flanaess. As such, the PCs essentially have limitless 
  options during the early part of this adventure. If they go 
  “off script” improvise their investigations keeping in 
  mind that they have to – at some point – discover that 
  bandit activity is increasing in the vicinity of Castle 
  Greyhawk. The adventure is contingent on them setting 
  out to investigate this. If they fail to find the notes in 
  Korenth’s room perhaps the Nightwatch (or a thief who 
  
  CGR7-01:1 Death in the Free City 
   
  Page 2 
  demands a small payment) find them and pass them onto 
  the PCs. 
   
  MAP LOCATIONS 
  Several locations in this adventure are details on the Free 
  city of Greyhawk map by Denis Tetreault bundled with 
  Living Greyhawk Journal issue 2. While this map is not 
  vital for play, it is useful for players wanting to get a 
  general idea of the city’s layout.  
   
  INTRODUCTION 
  As the adventure opens, the PCs are in the common room 
  of the Griffon’s Nest. (City of Peril provides further details 
  of the Griffon’s Nest but that supplement is not required 
  to play this adventure). The inn is also the subject of a 
  Mysterious Places article on the Living Greyhawk website. 
  If you have City of Peril, consider using the map of the inn 
  to allow the players to better visualize their surroundings. 
   
  At the option of the players, the PCs can either know 
  each other or be strangers. In any event, give them the 
  opportunity to introduce themselves to each other before 
  starting play. 
   
  SET−UP 
  It is evening and the common room is busy. Read the 
  following: 
   
  The Griffon’s Nest is uncommonly busy this 
  evening. The recent killing has given the inn a 
  risqué reputation that has drawn more than its fair 
  share of thrill seekers to the inn’s common room.   
   
  The Griffon’s Nest is a favorite among adventurers and 
  their ilk. Such individuals often come here to relax, 
  unwind, and spend some of their hard-won loot. Because 
  of 
  the 
  inn’s 
  proximity 
  to 
  a 
  Nightwatchmen’s 
  Guildstation, trouble here is rare. However, the recent 
  murder of Korenth Mauk in a room upstairs (see Death of 
  a Servant for more information) surprised regulars and 
  has led to an increase in business as interested 
  individuals ghoulishly visit the inn.  
   
  DEATH OF A SERVANT 
  Many rumors swirl about the common room this night. 
  Chief among these is the particularly gruesome death of 
  Korenth, a servant of Eritai Kaan-Ipzirel. Korenth met his 
  end in this very building in one of the upstairs bedrooms.  
   
  Violence in the Griffon’s Nest is particularly rare and 
  has the proprietor – Curain Nyie – concerned. While he 
  is happy with the resultant upsurge of trade he worries 
  that once the novelty wears off that some of this regulars 
  may choose to drink elsewhere and that the inn might 
  acquire a rather unsavory reputation. 
   
  Common Knowledge 
  Anyone in the common room can impart this 
  information. (If the players do not want to spend time 
  roleplaying, a DC 10 Gather Information check and three 
  hours of conversation reveals all this information). 
  • 
  Korenth was killed in a room upstairs some time 
  during the night two days ago. No one admits to 
  hearing a thing. 
  • 
  The room has been sealed ever since by order of the 
  City Watch and the Guild of Nightwatchmen. 
  • 
  Since the killing the inn has been really busy. 
  • 
  It is rumored that an unidentified evil cult was 
  behind the killing. (Eritai Kaan-Ipzirel is a powerful 
  cleric of St. Cuthbert and often battles such groups). 
  • 
  Lord Mayor Nerof Gasgal has publically condemned 
  the slain man, labeling him a stalwart defender of 
  the free city personally responsible for the rooting 
  out of several evil necromancers and other foul 
  persons responsible for much suffering and death 
  among the populace. This is the generally held view 
  of Korenth. 
  • 
  Eritai Kaan-Ipzirel has vowed vengeance against 
  Korenth’s killers. She believed that agents of Iuz are 
  behind the killing. 
   
  EVENING EVENTS 
  Many customers are crammed into the common room 
  this night. As the night progresses, patrons come and go. 
  Improvise any new customers as required.  
   
  Several times during the evening, Nuvaraath takes to 
  the stage. Toward midnight even Curain (himself an 
  accomplished bard) “reluctantly” sings several songs 
  (much to the delight of his regulars). Any of these 
  performances distracts everyone in the common room, 
  possibly providing the PCs with an opportunity to 
  investigate the murder scene.  
   
  Additionally, halfway through the evening a 
  drunken Grenater staggers onto the stage to harangue the 
  crowd and to praise Korenth’s diligence and hard work 
  on behalf of the free city’s poor and downtrodden. When 
  this occurs, read the following: 
   
  A commotion near the stage catches your eye. A 
  large man pushes his way through the crowd and 
  staggers onto the stage, ale spilling from his flagon. 
  “Lads,” he yells loudly over the noise of the common 
  room, “we should toast Korenth’s shade! Was he not 
  a good man that worked for the betterment of 
  others? Was he not a man who fought tirelessly 
  against the evil plaguing our fair city?”  
   
  He pulls himself upright and raises his flagon 
  to the ceiling. “Korenth,” he yells before upending 
  his flagon, draining its contents.  
   
  The assembled customers follow Grenater’s lead, toasting 
  Korenth before draining their flagons. (There us a 
  sudden surge to the bar and the staff are very busy for a 
  few minutes. After the common room has returned to 
  normal, the PCs can find Grenater and talk to him, if they 
  want. Refer to the Grenater section for more information.  
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 3 
  STAFF AND PATRONS 
  Use these notes to roleplay the PCs’ interaction with 
  those present. 
   
   
  Curain Nyie 
  A tall half-elf of obvious Flan descent, he has deeply 
  tanned skin and long black hair tied back in a single 
  ponytail. His right cheek and neck bear their silvery 
  tracing of some very convoluted (and old) scarring. 
   
  Attitude: Friendly (PH 72). 
  Curain spends most of his time behind the bar, serving 
  drinks, and directing his staff. He is a jovial, friendly 
  character well loved by his patrons and staff. He knows 
  many of his regulars by name and makes a habit of 
  learning any newcomer’s name. 
   
  Curain has keys for all the rooms in the place and is 
  under orders from the authorities to keep the sire of the 
  murder locked. However, Curain is desperate to maintain 
  the inn’s reputation as a wholesome, reputable 
  establishment. PCs modifying his attitude to helpful can 
  convince him to allow them to explore Korenth’s 
  chamber. 
   
  � Curain Nyie: N male half-elf bard 8; hp 38; 
  Gather Information +15, Knowledge (local) +12, Perform 
  (oratory) +15. 
   
  Grenater 
  This large, shabbily dressed man is of middle age. 
  He has a shaggy, matted beard and reeks of stale ale 
  and sweat. 
   
  Attitude: Indifferent (PH 72). 
   
  Grenater did not know Korenth in life but has heard 
  many things about him in the last two days. By all 
  accounts, Korenth was a brave and decent man striving to 
  better the common good. The PCs should get the sense 
  during their conversation that Grenater is quite 
  susceptible to suggestions and that he is merely repeating 
  things he has only heard about as fact.  
   
  Grenater is an unskilled laborer who works in the 
  city. Beyond his views on Korenth he has no information 
  of note to this adventure.  
   
  �Grenater: N make human commoner 3; hp 8. 
   
  Rendal Kerath  
  Short human male with a single bushy eyebrow. 
  Unshaven and bleary eyed, his dark brown hair is 
  unkempt.  
   
  Attitude: Indifferent (PH 72). 
   
  The Griffon Nest’s cook and an arch-pessimist, 
  Rendal’s food is plain and unadventurous. He spends 
  most of his time in the kitchen, occasionally emerging 
  when it is busy to deliver food to various tables. Rendal is 
  not surprised that someone died upstairs; with all the 
  adventurer-types patronizing the inn something like this 
  was bound to happen eventually. 
   
  �Rednal Kerath: N male human sorcerer 2; hp 9; 
  Concentration +3, Profession (cook) +2, Knowledge 
  (arcana) +2, Spellcraft +3. 
   
  Staff 
  Young human of indeterminate racial heritage; 
  wears clothes befitting a student or scholar.  
   
  Attitude: Friendly (PH 72). 
   
  Typical humans of mixed Oeridian and Suel heritage 
  they are all natives of the Domain. All of them worked 
  the night of Korenth’s murder but had gone home several 
  hours before his body was discovered. They know 
  nothing significant to the adventure although they can 
  tell the PCs that since the murder, the inn is a lot busier 
  than normal.  
   
  � Lugrand and Montand: male human commoner 
  1: hp 3 each. 
   
  � Lasara and Erethuan: female human commoner 
  1: hp 3 each. 
   
  Nuvaraath 
  Slender, lithe, and attractive, this female elf wears 
  expensively made studded leather armor and carries 
  a finely wrought harp. 
   
  Attitude: Friendly (PH 72). 
   
  Nuvaraath is an old friend of Curain from his days in 
  Celene. Whenever she is in Greyhawk, she visits the 
  Griffon’s Nest and performs for the clientele. She arrived 
  yesterday. Nuvaraath sings exclusively in Elven, normally 
  performing songs of ancient legend. She can absolutely 
  vouch for Curain’s good character. 
   
  �Nuvaraath: female elf bard 7; hp 30; Gather 
  Information +13, Knowledge (local) +10, Perform (wind 
  instruments) +13, Perform (oratory) +13. 
   
  Guild of Nightwatchmen 
  Grizzled, middle-aged human male wearing studded 
  leather armor with a club at his hip. Each wears a 
  blue hat with a big white feather stuck into its brim. 
   
  Attitude: Indifferent (PH 72). Friendly toward any 
  other members of the guild they encounter.  
   
  These four fast-drinking men are members of the 
  Guild of Nightwatchmen. The guild receives preferential 
  prices at the inn and, consequently, several off-duty 
  members are normally present. 
   
  Learning More: A DC 10 Knoweldge (local) check 
  reveals that blue hat and white feather is the livery of the 
  Guild of Nightwatchmen. 
   
  Brath, Kenar, Zan, and Jerran: male human 
  warrior 2; hp 14 each; Greyhawk Ruins Sourcebook. 
   
  Other Customers 
  The inn is full of other patrons. Adventurers, explorers, 
  and the occasional merchant as well as thrill-seekers all 
  drink here. Improvise such individuals as necessary. 
  None of them knows anything of import beyond what 
  listed under Common Knowledge overleaf. 
   
  DEVELOPMENT 
  Once the PCs have learned all they can in the common 
  room, they may choose to do one of several things: 
  
  CGR7-01:1 Death in the Free City 
   
  Page 4 
   
  If they investigate the room in which the murder 
  took place, proceed to Encounter 1. The PCs have to gain 
  access to the chamber somehow.  
   
  If they prefer to question Eritai Kaan-Ipzirel, 
  proceed to Encounter 3. 
   
  If they decide to visit the nearby Guild of 
  Nightwatchmen’s Guildstation proceed to Encounter 2. 
  Any native of the city knows where to find the nearby 
  Nightwatchmen’s Guildstation. Alternatively, the PCs 
  can get directions to the station from anyone in the 
  common room. 
   
  1: MURDER MOST FOUL 
  In this encounter, the PCs search the upstairs room in 
  which Korenth met his end.  
   
  Since the killing, the Guild of Nightwatchmen has 
  begun an investigation but is not getting very far. 
  Although they carried out a brief search of the chamber, 
  they did not find anything of import. They have, 
  however, removed the body and requested that Curain 
  seal the chamber. As a result, the room is in much the 
  same condition as when Korenth was slain. 
   
  GETTING IN 
  The PCs need to get into the room to learn more. A 
  summary of the possible tactics they could use to achieve 
  this are listed below. Use these notes to adjudicate any 
  other inventive plans the PCs develop. Once the PCs 
  have gained access, proceed to The Chamber for more 
  details on what they find.  
   
  Asking Curain: PCs could try the direct route by 
  asking Curain to let them in. If the PCs manage to shift 
  his attitude to helpful (DC 20 Diplomacy check; PH 72) 
  they succeed and he provides them with the key on the 
  condition that they wait until the inn is closed to 
  investigate the room. 
   
  Breaking In: It is difficult, but not impossible, to 
  break into the room. PCs breaking into the room while 
  people are still in the common room below may be 
  spotted. See Spotted for more details. 
   
  Sneaking Through the Window: The PCs can try 
  to get in through the window, if they wish. Doing so 
  requires the PCs to scale the outside wall (Climb check 
  DC 20) and to get in through the room’s shuttered 
  window (see Chamber Features for details).  
   
  Distractions: If the PCs break into the chamber 
  during one of Nuvaraath’s performances in the common 
  room, treat the patrons and staff of the Griffon’s Nest as 
  distracted (-5 to Listen and Spot checks). 
   
  Spotted: If the PCs are spotted trying to break into 
  the room. Curain cautiously approaches them to find out 
  what is going on. His attitude is indifferent toward them. 
  If the PCs manage to improve his attitude to friendly (DC 
  15 Diplomacy check—PH 72) or better he does not 
  summon the authorities. If they cannot explain 
  themselves or if they are hostile, he retreats and 
  summons the Nightwatch and/or the City Watch. 
   
  DISTURBING A THIEF 
  Once the PCs finally get in, they disturb Grish who used 
  a dimension hop to enter the chamber. Allow Grish a 
  Listen or Spot check to hear the PCs’ attempts to get into 
  the room. Once he is aware of them, he quickly finishes 
  searching (he finds nothing) and begins casting defensive 
  spells taking cover in an appropriate location. 
   
  APL 2 (EL 2) 
   
  �Grish: male half-orc wizard 3; hp 18; Appendix 1. 
   
  Tactics: Before entering the chamber, Grish cast mage 
  armor. 
   
  Grish is not looking for a protracted fight and does 
  not use lethal spells to kill the PCs. Rather, he prefers to 
  incapacitate intruders before making his escape. If he 
  manages to incapacitate the whole party, he steals a few 
  choice, easily portable items before leaving.  
   
  If Grish manages to get out of the room (and the PCs 
  pursue him) proceed to The Chase Is On to resolve this 
  encounter. 
   
  Grish does not fight to the death. If he is in real 
  danger of dying, he surrenders. If the PCs capture Grish, 
  they can talk to him. Refer to the Grish section for more 
  information. 
   
  Summoning the Law: If patrons or staff members 
  hear 
  the 
  fight, 
  they 
  summon 
  the 
  Guild 
  of 
  Nightmatchmen (if the fight takes place during the 
  night) or the City Watch (if the fight takes place during 
  the day). Whichever group is summoned, it arrives in the 
  inn after 3d4+2 rounds.  
   
  GRISH 
  Bulky and muscular, this male half-orc has long lank 
  black hair and small pig-like eyes. Clad in ill fitting 
  and nondescript robes he carries a large club in one 
  hand. 
   
  Attitude: Hostile (PH 72). 
   
  What He Knows: Grish was hired to search 
  Korenth’s chamber and deliver anything of interest that 
  he found to a dead drop in the Left Hand Inn (Slum 
  Quarter, location S8). He never saw his employer’s face 
  but he heard the voice and mannerisms of a half-orc. He 
  was simply told to leave anything he found under a loose 
  floorboard in the common room under a table furthest 
  away from the fireplace. 
   
  History: Grish originally lived in Badwall but fled 
  northwards after the rampaging orcs of Turrosh Mak’s 
  armies overran it. Making his way to the free city, he 
  hired himself out as a mercenary spellcaster. It is in this 
  capacity that the PCs encounter him. 
   
  THE CHAMBER  
  It is obvious that this room has been hurriedly searched 
  recently. It has the following features: 
   
  Locked Wooden Door: The room’s door is sturdy 
  (hardness 5, hp 15, Break DC 18; Open Lock DC 20) and 
  locked. Curain has a key. 
  
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  Shuttered Window: A single window allows light 
  to filter into this chamber. Currently, the storm shutters 
  (hardness 5, hp 10, Break DC 15) are closed.  
   
  Illumination: While the storm shutters are closed, 
  the room is in darkness. If the PCs do not bring a light 
  source with them, some light (providing shadowy 
  illumination) filters into the room from the common 
  room below. 
   
  Bloodstain: A large dried bloodstain covers much of 
  the chamber’s floor.  
   
  Single Bed: Someone has recently slept in the bed – 
  the sheets have been thrown back as if someone got up 
  swiftly and blood has splattered over the sheets. With a 
  DC 15 Search check, the PCs find a collection of papers 
  hidden in one of the pillows. These contain Korenth’s 
  observations about the area around the ruins of Castle 
  Greyhawk. Refer to Player Handout 1 for more 
  information. 
   
  Bookcase: A small pile of books lies on the floor in 
  front of the bookcase exposing its bare shelves. A DC 20 
  Search check reveals a slip of paper thrust (a threatening 
  note) between the pages of Understanding the Handiwork of 
  Celestian by Agath Thrunch. Refer to Player Handout 2 
  for more information. 
   
  Desk and Chair: The chair has fallen over but the 
  desk is undisturbed. The desk is bare – nothing at all 
  stands atop it. Characters can hop up onto the table with a 
  DC 10 Jump check. Characters on the table gain a +1 
  bonus on melee attacks against opponents beneath them. 
   
  Small Chest: This small chest (hardness 5, hp 1; 
  Break DC 17) is shut but not locked. It contains two 
  changes of clothes, a suit of studded leather armor, a 
  backpack, a light mace along with a small pouch 
  containing 25 gp, and various other personal items. 
   
  Treasure: If they defeat him, the PCs can claim 
  Grish’s possessions as booty. Unfortunately, he is not 
  carrying his spellbook with him. Refer to the Treasure 
  Summary for more information. Additionally, the PCs 
  find several handouts in this chamber (Player Handouts 1 
  and 2).  
   
  THE CHASE IS ON 
  If Grish gets out of the room without managing to 
  subdue all the PCs, he flees as fast as he can. If the PCs 
  give chase, use the information below to determine their 
  success. The text below assumes that the chase takes 
  place a night. If it takes place during the day when the 
  city streets are busy, refer to Chasing on Busy Streets for 
  information on the additional challenges the PCs must 
  overcome. 
   
  City of Peril: If you have City of Peril, use the 
  Thieves Quarter map within to depict the area through 
  which Grish flees. Otherwise, randomly sketch out a 
  series of roads and alleys.  
   
  Debris: For every round of the chase, there is a 30% 
  chance that Grish passes by some debris – a small pile of 
  empty boxes, a discarded barrel, and so on – that he can 
  use to hinder the PCs. If he succeeds on a DC 10 Strength 
  check (made as a free action) he has managed to tip the 
  debris over, filling a 10 ft by 10 ft. area in the path of his 
  pursuers. Treat this obstruction as dense rubble (it costs 2 
  squares of movement to enter such squares). If Grish fails 
  the DC 10 Strength check, he fails to knock over the 
  debris but must spend a move action to recover his 
  balance.   
   
  Chasing through Busy Streets: In this instance, 
  the streets are lightly crowded as people go about their 
  business. Randomly determine the flow of traffic on any 
  given stretch of road.  
   
  Lightly crowded streets do not hinder movement or 
  provide cover. Moving against the flow of traffic, 
  however, can be dangerous. Characters moving against 
  the flow of traffic must make a DC 12 Reflex save or be 
  knocked prone. (If a character takes a move action to 
  avoid the oncoming traffic he receives a +4 bonus on his 
  Reflex save). A character knocked prone takes 2d6 points 
  of bludgeoning damage every round he remains prone.  
   
  DEVELOPMENT 
  If the PCs contravened the free city’s laws regarding 
  weapon or magic use while fighting Grish they are taken 
  away by either the Guild of Nightwatchmen or the City 
  Watch (depending on the time of day). Refer to 
  Appendix 3 or the Greyhawk Ruins Sourcebook for details 
  on their punishment. 
   
  If the PCs turn Grish over to the authorities, he is 
  taken for questioning but a friend manages to gain his 
  freedom after a few days.  
   
  Once the PCs have learnt all they can here, they may 
  do several different things. 
   
  If they have learnt of Grish’s dead drop at the Left 
  Hand Inn, proceed to the relevant section below. 
   
  If the try to question Eritai Kaan-Ipzirel, proceed to 
  Encounter 3. 
   
  If the decide to investigate the abandoned 
  farmhouse proceed to Encounter 5. 
   
  Troubleshooting: If the PCs fail to get into 
  Korenth’s room the adventure is effectively over for 
  them. While there are many ways the PCs could 
  potentially gain entry some (particularly members of the 
  Guild of Nightwatchmen) may be uncomfortable 
  breaking the law. If such characters cannot be swayed by 
  in-character roleplaying, allow them a DC 0 Listen check 
  to hear Grish stumble and fall over the bed when he 
  arrives in the room during the night. 
   
  THE LEFT HAND INN 
  Set in the heart of the Slum Quarter, this rough and ready 
  establishment offers cheap, bad food and ale, and rooms 
  with thin, flea-infested straw mattresses. It attracts a mix 
  of caravan guards, drovers and laborers, a combination 
  that often makes starting a fight a fatal endeavor. Dagger 
  tossing contests are favored sport among the regulars, 
  many of whom are very skilled.  
   
  The table which conceals the loose floorboard used 
  as a dead drop is in one corner away from the fireplace 
  and directly opposite where patrons hurl their daggers at 
  
  CGR7-01:1 Death in the Free City 
   
  Page 6 
  an improvised target nailed to the wall with several iron 
  spikes. 
   
  The tavern is busy most of the day and is a rank, 
  unwholesome place. Smoke lingers in the air and the 
  smells of sweat and stale beer is pervades the common 
  room. No matter how long the PCs stake out the inn, 
  they do not see anyone trying to retrieve anything from 
  the dead drop. Several half-orcs do patronize the 
  establishment but most are caravan guards or down-on 
  their-luck mercenaries. (Grish’s contact heard of his fight 
  in the Griffon’s Nest [and possibly the resultant chase 
  through the streets] and does not return to the Left Hand 
  Inn). 
   
  2: NIGHTWATCH 
  Run this encounter, if the PCs visit the Nightwatchmen’s 
  Guildstation (location R5).  
   
  This large, sturdy building is the centre of the Guild 
  of the Nightwatchmen’s activity in the quarter. 
  Several obviously magical torches light the front of 
  the building. 
   
  Several nightwatchmen are at the guildstation processing 
  prisoners, writing reports, or waiting in readiness to sally 
  forth to reinforce patrols running into trouble. If the 
  Nightwatch is summoned to the Griffon’s Nest in the 
  Introduction, it is from here that they come. The ranking 
  officer is Watchmaster Ferandell.  
   
  WATCHMASTER FERANDELL 
  This human male has a barrel-chest, is well-muscled 
  and has an impressive black beard. 
   
  Attitude: Normally indifferent (PH 72) but friendly 
  to guild of the nightwatchmen affiliation members. 
   
  What He Knows: Yes, the Nightwatch is 
  investigating Korenth’s murder. No, be can’t divulge 
  details of the investigation to them. 
   
  � Restar: LN male human warrior 2. 
   
  LEARNING MORE 
  PCs may wish to learn more about the Guild of the 
  Nightwatchmen. 
  Members 
  of 
  the 
  affiliation 
  automatically know all the information listed below. 
  Otherwise, a PC must succeed on a Knowledge (local: 
  core) check to know the information. A successful check 
  reveals all the information revealed by lesser checks. 
  • 
  DC 10: The Guild of Nightwatchmen aids the City 
  Watch during the hours of darkness. 
  • 
  DC 15: The guild is privately funded (mainly by the 
  faithful of St. Cuthbert) and has a superb reputation 
  with everyone (except criminals). 
  • 
  DC 20: Nightwatchmen are far harder to bribe than 
  members of the City Watch. 
   
  NIGHTWATCH AFFILIATION 
  Members of the Guild of Nightwatchmen can gain a little 
  more information here.  
  • 
  A dagger thrust to the throat killed Korenth, 
  although he suffered several other wounds. 
  • 
  When the guards arrived to investigate the killing it 
  was evident that the room had been thoroughly 
  searched. They found no writings or other personal 
  effects  
   
  DEVELOPMENT 
  If the PCs decide to talk with Eritai Kaan-Ipzirel, proceed 
  to Encounter 3. If the PCs prefer to leave the city, run 
  Encounter 5. 
  3: SPEAKING WITH THE 
  CUDGEL 
  In this encounter, the PCs try to gain an audience with 
  Eritai Kaan-Ipzirel – Matriarch of St. Cuthbert and 
  member of the Directing Oligarcy. Eritai is normally at 
  the church of St. Cuthbert (location G4) but does not 
  accept audiences with just anyone. 
   
  The church of St. Cuthbert is the most powerful 
  religious institution in the city. When the PCs approach 
  this impressive edifice, read the following: 
   
  In front of the church stands a wide courtyard paved 
  in white tiles. Pathways lead through well-kept 
  gardens of roses and other exotic plants to a large 
  circular fountain the centerpiece of which is a 
  stunning white marble statue of St. Cuthbert 
  himself. A human male clad in simple brown robes 
  bearing the symbol of an oaken cudgel stands near 
  the fountain deep. A large white, shaggy dog lolls at 
  his feet. At your approach, it begins to lazily wag its 
  tail. 
   
  Beyond, stands the temple itself with its 
  massive doors bound with brass scrollwork.  
   
  BERRONN 
  This middle-aged human male is heavy set but 
  handsome. 
   
  Attitude: Friendly (PH 72) or helpful (towards 
  fellow believers). 
   
  What He Knows: Berronn can confirm that 
  Korenth was  Eritai Kaan-Ipzirel servant and that he was 
  seen around the temple as little as four days ago. 
  Unfortunately, the Matriarch is not available to talk with 
  visitors – even if they are of the faith. He does know, 
  however, that many in the priesthood believe that 
  Korenth was investigating something big when he was 
  killed. The demi-god Iuz has some connection with the 
  ruins – apparently he was once trapped there. Eritai fears 
  that his worshippers once gain view the free city with 
  covetous eyes. 
   
  � Berronn: LN male human cleric (St.Cuthbert) 6.
   
   
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 7 
  ST CUTHBERT AFFILIATION 
  If one or more of the PCs belongs to the St Cuthbert 
  Affiliation or the Guild of the Nightwatchmen affiliation, 
  they uncover some additional information, here. Note, 
  that this information is not crucial to the plot of this 
  adventure but may impact events in future events. 
  • 
  Korenth was investigating the area surrounding the 
  ruins of Castle Greyhawk and spoke of increased 
  bandit activity in the region. 
  • 
  He was also overheard talking about an increase in 
  adventurers investigating the ruins. 
  • 
  The large white dog is a Wesisshound. Incredibly 
  friendly, when the temple or faithful are attacked 
  they grow to the size of tigers and fight ferociously. 
   
  LEARNING MORE 
  Members of the St. Cuthbert affiliation automatically 
  know all the information below. Otherwise, a PCs must 
  succeed on a Knowledge (religion) check to know the 
  information. A successful check reveals all the 
  information revealed by lesser checks. 
  • 
  DC 10: St. Cuthbert of the Cudgel is the LN (LG) 
  intermediate god of Common Sense, Wisdom, Zeal, 
  Honesty, Truth, and Discipline. Eritai Kaan-Ipzirel is 
  the Matriarch of St. Cuthbert and a member of the 
  Directing Oligarcy. 
  • 
  DC 15: The large dog is a Wesisshound. Such 
  animals are temple guardians. 
  • 
  DC 20: There are three orders within St. Cuthbert’s 
  faith: the Chapeaux, the Stars, and the Billets. These 
  men are Billets. Billets are charged with ministering 
  to and protecting the faithful. 
   
  DEVELOPMENT 
  If after speaking with Berronn the PCs want to enter the 
  temple no one stops them. However, once inside they 
  gain no additional information. Improvise encounters 
  with priests and worshippers until the PCs move on. 
   
  If the PCs decide to visit the Nightwatchmen’s 
  Guildstation (location R5) to get more information, 
  proceed to Encounter 2. If they prefer to leave the city, 
  proceed to Encounter 5.  
   
  4: LEARNING MORE 
  Doubtless, at some point during the adventure, the PCs 
  will seek to learn more about Castle Greyhawk and other 
  things of interest. When they do so, consult the tables 
  below to determine exactly what they learn. 
   
  Characters with ranks in Knowledge (local: core) or 
  bardic knowledge can learn more Castle Greyhawk and 
  its environs. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  GETTING THERE 
  • 
  DC 10: Castle Greyhawk stands eight miles from the 
  city beyond the mighty Selintan. The safest and 
  quickest way to reach it is to follow Marsh Path 
  across Zagig’s Bridge. 
  • 
  DC 15: Most people avoid Zagig’s Bridge – some say 
  it is haunted or cursed. Several hovels have grown up 
  around the span, mainly populated by landless 
  immigrants from the Wild Coast.  
   
  CASTLE GREYHAWK  
  • 
  DC 10: The shattered stumps of the castle’s three 
  great towers are clearly visible from North Hills 
  Park. There are rumored to be at least 10 levels of 
  dungeon below each tower as well as strange portals 
  to other planes. The castle was abandoned in 421 CY 
  after Zagig disappeared. Only adventurers explore 
  the ruins now.  
  • 
  DC 15: The three towers are known as the Tower of 
  War (to the east), the Tower of Power (to the west), 
  and the Tower of Magic (in the centre). 
  • 
  DC 20: Returning in secret, Zagig captured nine 
  demigods in the dungeons below his castle around 
  the turn of the century and used their power to 
  propel himself to godhood. 
   
  ERITAI KAAN−IPZIREL 
  Additionally, characters with the Knowledge (religion) 
  can learn more about the Matriarch of St. Cuthbert. 
  • 
  DC 15: Eritai Kaan-Ipzirel is the leader of St. 
  Cuthbert’s faithful in the free city. 
  • 
  DC 20: Eritai Kaan-Ipzirel is convinced that some 
  evil cult is responsible for her servant’s death. She 
  has vowed revenege. 
   
  AFFILIATION INFORMATION 
  If the PCs decide to consult their affiliation and mention 
  the possible connection with the ruins of Greyhawk City, 
  use the information below to run those encounters, 
  improvising NPCs as necessary. 
   
  Guild of Wizardry 
  The guild of wizardry is very interested in anything the 
  PCs retrieve from the ruins that might have once 
  belonged to Zagig. They are particularly interested in 
  scrolls, spellbooks, and other writings. 
   
  Merchants’ and Traders’ Union 
  The 
  Merchants’ 
  and 
  Traders’ 
  Union 
  want 
  any 
  information they can get about the bandits and their 
  areas of operation. Such attacks present a clear danger to 
  the mercantile interests of the Union’s members.  
   
  Mercenaries’ Guild 
  The mercenary guild is interested to know if any 
  powerful 
  personages 
  require 
  guards 
  for 
  their 
  
  CGR7-01:1 Death in the Free City 
   
  Page 8 
  investigation of the ruins. They also want to know about 
  the bandits that seem to be growing bolder. The Watch 
  (or even some merchants) may seek to augment their 
  patrols with mercenaries. 
   
  Cartographers’ Guild 
  The cartographer’s guild is very interested in maps of the 
  interior of the ruins particularly maps of new, previously 
  undiscovered regions or those depicting the state of the 
  ruins now. Many of the maps the guild holds are over 20 
  years out of date. 
   
  Thieves’ Guild 
  The thieves guild is very interested in any items retrieved 
  from the ruins. It is particularly interested to find out 
  about any passageways or tunnels that link up with the 
  city’s sewer system. Several such tunnels are rumored to 
  exist but most are thought to have been walled up a long 
  time ago. 
   
  A DC 20 Gather Information check, made by an 
  affiliation member, reveals that several half-orcs 
  approached the guild recently, enquiring about fencing 
  large quantities of trade goods.  
   
  Nightwatchmen 
  Refer to Encounter 2. 
   
  Religious Organizations 
  The major religions of the free city all rely on the stability 
  of the Domain to protect their worshippers. Thus, they 
  are interested to know whether the banditry centered on 
  Castle Greyhawk’s ruins is the kind of random 
  lawlessness that will die out of its own accord or whether 
  it serves some darker purpose. 
   
  5: MARSH GATE 
  Use this encounter when the PCs decide to leave the city 
  and travel toward the ruins of Castle Greyhawk. This 
  encounter assumes that the PCs leave through Marsh 
  Gate (the gate nearest to Castle Greyhawk). If they leave 
  through another gate, modify the encounter as necessary. 
   
  For simplicity, assume that any PC with weapons 
  that had to be left with the City Watch did so at Marsh 
  Gate. Thus, as they leave the city they can retrieve their 
  weapons without any problems. The City Watch do not 
  hinder the PCs in any way as they leave.  
   
  Set just north of the junction between the city walls 
  and the Black Wall, Marsh Gate gives access to the 
  southern end of the Foreign Quarter. It is mainly used by 
  wagons bringing piles of waste to the city’s refuse tip, 
  which lies at Garbage Hill, outside the western walls. It is 
  also common to see funeral processions bearing bodies to 
  the city’s cemetery – also just outside the western wall. 
  Those bound for Castle Greyhawk leave the city by 
  Marsh Gate, heading along the river trail leading to 
  Zagig’s Bridge. Two Watch patrols guard the gate Read: 
   
  As you retrieve your weapons from the City Watch, 
  several large wagons laden with rubbish and filth 
  pass by on the way to Garbage Hill. Travelers, 
  merchants, and watchmen all get out of the way of 
  the foul-smelling carts. 
   
  The PCs are free to leave the city.  
   
  THE WEATHER 
  The sky is overcast and it is slightly chilly for the time of 
  the year. After about an hour, a light rain begins to fall. (If 
  Imish fights indoors or in the shadows of the forest in 
  Encounter 9 he does not suffer from his light sensitivity. 
  If, however, he is forced to fight in the open he suffers 
  from his light sensitivity.  
   
  DEVELOPMENT 
  Once the PCs exit the city, proceed to Encounter 6. Use 
  DM Map 1 to chart their journey to the ruins. 
   
  6: AMBUSH 
  In this encounter, a small group of opportunist bandits 
  ambushes the PCs as they travel toward Castle Greyhawk. 
  Two miles from Marsh Gate, along Marsh Path, Zagig’s 
  Bridge spans the Selintan. Beyond the river, but six miles 
  distant, stand the ruins of Castle Greyhawk. 
   
  ZAGIG’S BRIDGE 
  Although it is very close to the free city, the bridge is 
  largely unused. Only adventurers heading to Castle 
  Greyhawk or into the Great South Peninsula, or farmers 
  heading tending crops or livestock in the area use it.  
   
  A small cluster of hovels clusters at each end of the 
  bridge. Poor immigrants (mainly from either the Wild 
  Coast or distant lands like Tenh) dwell here. Most people 
  use the ford to the north of the bridge but this is deep 
  (and during times of heavy rain dangerous). 
   
  Aura: Detect magic reveals that the bridge radiates a 
  faint magical aura of indeterminable type. 
   
  Width: The bridge is 20 ft. wide. 
   
  YOUR MONEY OR YOUR LIFE 
  After the PCs cross Zagig’s Bridge, and continue on their 
  way, two bandits ambush them. Have the PCs make an 
  opposed Spot check against the bandits’ Hide check. 
  (Kevil has prepared his position carefully and so has a +6 
  bonus to this check). Successful PCs notice Kevil hiding 
  behind the crest of the hill. (Larended is with the dogs a 
  short distance away.)  
   
  PCs Aware: If the PCs notice Kevil he reacts to their 
  actions acting as detailed in the Tactics section. 
   
  PCs Unaware: If the PCs do not noticed Kevil he 
  shouts at them as they pass below. Read the following:  
   
  “You there,” a man shouts from the crest of the hill. 
  “You have entered our territory and must pay a toll. 
  
  CGR7-01:1 Death in the Free City 
   
  Page 9 
  If you don’t, you will regret it!” From behind him 
  over the hill, several dogs start barking.” 
   
  If the PCs offer to pay a toll he demands 5 gp from each 
  of them to be left half way up the hill on an old tree 
  stump. If they do not pay the toll, Larended unleashes his 
  dogs and the bandits start firing their bows at the PCs.  
   
  APL 2 (EL 2) 
   
  � Larended and Kevil (2): human warrior 1; hp 7; 
  Appendix 1. 
   
  � Dogs (2): hp 6; MM 271. 
   
  Ideally, the bandits do not want to fight. They would 
  much rather the PCs pay a small tribute (as this involves 
  much less danger for them). 
   
  Tactics: If the PCs refuse to pay tribute, the bandits 
  unleash their dogs while peppering the PCs with missile 
  fire from cover. If the PCs kill both dogs, the bandits try 
  to flee in the direction of the abandoned farmstead in 
  Encounter 7. Additionally, if a bandit is reduced to less 
  than half hit points he also flees. 
   
  BATTLEFIELD FEATURES 
  Refer to DM Map 3. The ambush area has the following 
  features: 
   
  Slender Trees: A character in the same square as a 
  slender tree) hardness 5, hp 150 DC 15 Climb check) 
  gains a +2 bonus to AC and a +1 Bonus on Reflex saves. 
  Creatures in a tree gain a +1 bonus on attack rolls against 
  creatures below. 
   
  Bushes: It costs 15 ft. of movement to get through a 
  bush. A bush provides cover (+4 to AC, +2 on Reflex 
  saves) to creatures within 30 ft. The attacker ignores these 
  penalties if he is closer to the bush than his target. 
   
  Steep Hillside: It costs 2 squares of movement 
  when moving up the hill to enter a steep slope square. 
  Characters running of charging downhill must succeed 
  on a DC 10 Balance check when entering the first steep 
  slope square. Characters failing the check stumble and 
  end their movement 1d2x5 feet later. Characters failing 
  by 5 or more fall prone in the square where they end 
  their movement. Steep slopes increases the DC of 
  Tumble checks by 2.  
   
  Treasure: Refer to the Treasure Summary to 
  determine what the PCs retrieve from the bandit’s bodies. 
   
  KEVIL AND LARENDED 
  Muddy and rough-looking human warrior dressed 
  in studded leather armor.  
   
  Attitude: Hostile (PH 72). 
   
  Personality: Greedy; unwilling to die for nothing.  
   
  What They Know: They are part of a larger band led 
  by a vicious orc warrior – Imish – and Amfis, a human 
  spellcaster who can breathe electricity.  
   
  They do not know who Imish and Amfis answer to 
  but are glad to be away from Wild Coast. They move 
  around the area – sometimes even going into the free city 
  to hide from militia patrols.  
   
  Recent History: The bandits normally operate in 
  the lands to the west of Safeton. A month ago or so, 
  however, they were ordered northwards.  
   
  DEVELOPMENT 
  If the PCs manage to kill or incapacitate both bandits and 
  search the surrounding area, a DC 10 Search check 
  reveals the bandits’’ tracks leading away from the area. 
  The tracks continue for about a mile and lead to an 
  abandoned farmhouse. Proceed to Encounter 7.  
   
  If the PCs do not find the tracks and instead 
  continue onto Castle Greyhawk, proceed to Encounter 
  10. In this instance, also run Encounter 9. 
   
  If the PCs subdue the bandits without killing them 
  and return them to the free city, the city watch takes 
  charge of them and takes them away for interrogation. If 
  the PCs instead hand the men over to their affiliation or 
  other interested party, the bandits are interrogated but 
  divulge no new information. In either instance, they are 
  found murdered in their cells the next morning.  
   
  7: HIDDEN GOLD 
  In this encounter, the PCs discover one of the bandit’s 
  storage caches hidden in the ruins of an abandoned 
  farmstead several miles from Castle Greyhawk.  
   
  PIT TRAP (EL 1) 
  The bandits have set a pit trap just behind the 
  farmhouse’s only door. When they wish to move supplies 
  into or out of the farmhouse (and its hidden storage 
  chamber), they use the planks hidden in what was once 
  the main bedroom. 
   
  � Camouflaged Pit: CR 1; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 10 ft. 
  deep (1d6, fall); Search DC 24; Disable Device DC 24. 
   
  LAYOUT 
  The farmhouse has several rooms within. All are 
  dilapidated. Refer to Farmhouse Features for details on 
  the chambers’ generic features. 
   
  1: Kitchen/Living Room  
  This largish chamber was obviously once a 
  kitchen/living room. Trash covers the floor. Along 
  one 
  wall 
  stands 
  a 
  solid 
  but 
  mold-covered 
  workbench. Flies buzz among the trash and an 
  overturned table and several shattered chairs and a 
  bench are scattered about the room. 
   
  2: Store  
  This small chamber was obviously once a food store. 
  One shelf remains upright against one wall while 
  another has fallen into the room. Smashed bottles, 
  boxes, and so on cover the floor. The room stinks. 
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 10 
  A DC 15 Search check reveals a partially hidden stone 
  trapdoor (hardness 8, hp 60; Break DC 28) in the center 
  of the floor under the fallen shelf. When the PCs open or 
  break through the trapdoor read the following: 
   
  Below the trapdoor, a narrow shaft leads downwards 
  into the darkness. An iron ladder is set on one wall. 
  It appears to be relatively new and in good 
  condition. 
   
  The iron ladder is secured to the wall. PCs can scale it 
  with a DC 0 Climb check. The shaft is 30 ft. deep. At the 
  bottom, it opens into a largish storage area. Refer to Area 
  5 for more information. 
   
  3: Main Bedchamber  
  The main feature of this chamber is a ruined double 
  bed. Other pieces of furniture now little more than 
  sodden splinters are scattered about. A tarpaulin 
  covers something lying against one wall. 
   
  A DC 10 Search check reveals several broad wooden 
  planks hidden under a tarpaulin.  
   
  4: Secondary Bedchamber  
  Three rotten and sagging single beds stand around 
  this room. The remains of a number of smashed and 
  splintered chests are also scattered about the 
  chamber.  
   
  5: Cellar Cache 
  This large, low-ceiling chamber is full of barrels, 
  crates, 
  and 
  other 
  mundane 
  items 
  scattered 
  haphazardly about the place.  
   
  This 30 ft. by 30 ft. chamber contains supplies and the 
  spoils of the bandits’ raiding.  
   
  Treasure: Searching the chamber reveals a large 
  amount of mundane items such as barrels of wine, sacks 
  of grain, and so on. Many are stamped with the sigils of 
  various local merchants. 
   
  Additionally, the PCs also find a locked chest 
  (hardness 5, hp 15; Break DC 23, Open Lock DC 20) 
  containing some gold and an annotated map of the 
  Domain. The marks seem to denote major trade route, 
  patrol routes, and likely spots for ambushes. 
   
  FARMHOUSE FEATURES 
  Refer to DM Map 4. The farmhouse has the following 
  features: 
   
  Stone Walls: The farmhouse’s external walls are 
  made of dressed stone (hardness 8, hp 360; Break DC 50; 
  Climb DC 22).  
   
  External Door: The farmhouse’s front door is sturdy 
  (hardness 5, hp 15, Break DC 18; Open Lock DC 20) and 
  locked. 
   
  Windows: All the farmhouse’s windows are fitted 
  with storm shutters (hardness 5, hp 20; Break DC 23). 
  They are shut. 
   
  Thatched Roof: The thatched roof (hp 10; Break DC 
  14) has collapsed in many places, opening parts of the 
  farmhouse’s interior to the elements. 
   
  Internal Walls: The farmhouse’s internal walls 
  (hardness 5, hp 60; Break DC 20; Climb DC 21) are made 
  of wood. 
   
  Internal Doors: The building’s internal doors 
  (hardness 5, hp 10; Break DC 13) are shut but not locked.  
   
  Light Rubble: Squares with light rubble increase 
  the DC of Balance and Tumble checks by 2. 
   
  Furniture: Treat squares with a bed or other large 
  piece of furniture are hampered terrain. Moving into 
  these squares costs two squares of movements and 
  characters cannot run or charge through them. 
  Characters can hop up onto tables and other large pieces 
  of furniture. A character standing thus gets a +1 bonus on 
  melee attacks against enemies below. 
   
  DEVELOPMENT 
  Give the PCs up to an hour of game time to explore the 
  farmstead. At the end of this time, or when they indicate 
  that they are leaving, a group of bandits that have been 
  following them attack. Proceed to Encounter 8. 
   
  8: BESIEGED 
  This encounter begins when the PCs have explored the 
  ruined farmhouse in Encounter 7. While the PCs have 
  been exploring the ruined farmhouse a group of bandits 
  has discovered their comrades’ bodies and followed the 
  PCs’ tracks to the farmhouse.  
   
  APL 2 (EL 4) 
   
  � Imish (1): male orc ranger 1; hp 11; Appendix 1. 
   
  � Amfis: male human sorcerer 1; hp 7; Appendix 1. 
   
  � Bandit (6): human warrior 1; hp 7; Appendix 1. 
   
  EL Modifier: Because the PCs have the advantage of the 
  farmhouse’s protection, this encounter has a -1 EL 
  modifier.  
   
  The bandits’ objectives are to secure their supply 
  cache and to have their revenge on the PCs for killing 
  their fellows. 
   
  If the PCs have posted sentries, they automatically 
  spot the bandit’s approach as they exit the hedgerow. If 
  they have not posted sentries, however, allow them 
  Listen checks (modified for range, distraction, and 
  intervening obstructions such as doors). If they fail to 
  hear the bandits’ approach allow them another Listen 
  check when the bandits start breaking into the 
  farmhouse.  
   
  Tactics: Use the relevant tactical section below 
  depending on whether the PCs fight the bandits inside 
  the farmhouse or without. The bandits would much 
  prefer to fight outside where they can use their ranged 
  attacks to weaken their enemies before finishing them 
  off in melee. The bandits fight to the death; their master 
  
  CGR7-01:1 Death in the Free City 
   
  Page 11 
  does not brook failure. If the PCs manage to capture any 
  of the bandits, refer to the relevant NPC capsule. 
   
  If Amfis falls, Imish attempts to retreat (and vica 
  versa); there is no love lost between these two. 
   
  Amfis: Amfis casts shield on himself and reads his 
  scroll of mage armor before battle commences. As soon as 
  he has used his Draconic Breathe once, he charges into 
  combat saving the remaining two 1st-level spell slots for 
  his spell shield ability. 
   
  Imish: Imish uses his bow from range until faced 
  with a worthy opponent for his battleaxe. 
   
  Tactics—Outside: The bandits pepper the PCs with 
  missile fire, using the surrounding terrain for cover. 
  Once the PCs are sufficiently weakened, they charge into 
  battle. 
  Tactics—Inside: The bandits know of the pit 
  trap and avoid it, instead trying to get through two 
  windows. Once they have a window open they plaster the 
  room with missile fire for a round (if any visible 
  defenders are present) before climbing inside (move 
  action, provokes an attack of opportunity). Once inside 
  they fight as noted in Tactics—Outside.  
   
  TERRAIN FEATURES 
  The area around the farmhouse has the following 
  features: 
   
  Slender Trees: A character in the same square as a 
  slender tree) hardness 5, hp 150 DC 15 Climb check) 
  gains a +2 bonus to AC and a +1 Bonus on Reflex saves. 
  Creatures in a tree gain a +1 bonus on attack rolls against 
  creatures below. 
   
  Dilapidated Fences: Low slated wooden fences 
  (hardness 5, hp 5; Break DC 10) ring the farmyard. It 
  costs an extra 1 square of movement to cross them. 
   
  Hedgerow: It costs 15 ft. of movement to get 
  through a hedge. The hedge provides cover (+4 to AC, +2 
  on Reflex saves) to creatures within 30 ft. but the attacker 
  can ignore these penalties if he is closer to the hedge. 
   
  Illumination: If Imish fights under the trees, he 
  does not suffer from his light sensitivity. However, if he 
  is forced to fight in the open he suffers its full effect.  
   
  Treasure: Refer to the Treasure Summary for details 
  of the bandits’ possessions. 
   
  IMISH 
  Tall and muscular, this gray-skinned humanoid 
  wields a falchion and is dressed in studded leather 
  armor. 
   
  Attitude: Hostile (PH 72). 
   
  Personality: Imish is violent and coarse. Convinced 
  of orcs’ superiority over all races; he particularly hates 
  humans.  
   
  What He Knows: Imish is a trusted servant of 
  Ulgrek – a fearsome half-orc bandit warrior and has been 
  sent here to report on Amfis. While he has hidden his 
  true purpose from Amfis, animosity has quickly grown 
  between them. Thus, he won’t overly risk himself if 
  Amfis falls.  
   
  Recent History: Imish once served the Hierarchs of 
  the Horned Society but fled that doomed land after Iuz’s 
  armies decimated it during the Greyhawk Wars. He 
  survived for a time in the Gnarley and Suss Forests before 
  falling in with one of the many bandit groups in the area. 
   
  AMFIS 
  A slender, handsome, black bearded human wears 
  stout outdoor clothes and carries a halberd. 
   
  Attitude: Hostile (PH 72). 
   
  Personality: Arrogant but charming, Amfis is 
  confident and devious. He does not hesitate to betray his 
  companions (particularly Imish who he dislikes 
  intensely). Amfis loves to fight.  
   
  What He Knows: Amfis is the leader of this small 
  band and has orders to attack any weak-looking targets of 
  opportunity he spots in the general vicinity of Zagig’s 
  Bridge or the ruins. He gets his orders from a particularly 
  fierce half-orc warrior – Atolamyr - leader of a larger 
  group operating in the area.   
   
  Recent History: Amfis hails from Badwall in the 
  Wild Coast. Drive north by the depredations of Turrosh 
  Mak’s orcs he fell in with a bandit group hiding in the 
  Suss Forest and from there travelled northwards.  
   
  HUMAN WARRIOR BANDITS 
  Muddy and rough-looking human warrior dressed 
  in studded leather armor.  
   
  Attitude: Hostile (PH 72). 
   
  Personality: Greedy but not willing to die for 
  nothing. 
   
  What They Know: These bandits know little of 
  value. They do not know who Imish and Amfis answer to 
  but are glad of the recent good pickings to be had in the 
  lands of the northern Wild Coast. They also know that 
  their leaders get inside information on some caravans, 
  but go out of their way to leave other ones alone.  
   
  Recent History: The bandits normally operate in 
  the lands to the west of Safeton. A month ago or so, 
  however, they were ordered northwards.  
   
  DEVELOPMENT 
  Once the bandits are defeated and the hidden cache 
  found, the PCs likely resolve to investigate the ruins of 
  Castle Greyhawk. Proceed to Encounter 10. If, however, 
  they elect to return to the free city run the appropriate 
  encounter. If they try to see Eritai Kaan-Ipzirel, run 
  Encounter 3, while if they return to the Griffon’s Nest 
  improvise using the Introduction for inspiration. 
   
  If the PCs subdue the bandits without killing them 
  and return them to the free city, the city watch takes 
  charge of them, whisking them away for interrogation. If 
  the PCs instead hand the men over to their affiliation or 
  other interested party, the bandits are interrogated but 
  divulge no new information. In either instance, the rank 
  and file bandits are found murdered in their cells the 
  next morning. There is no sign, of Imish or Amfis. 
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 12 
  9: BANDITS  
  Use DM Map2 to depict the immediate environs of the 
  ruins.  
   
  Only run the combat potion of encounter if the PCs 
  did not fight Imish, Amfis, and the other bandits in 
  Encounter 8. In this instance, the bandits have been 
  lurking near the tower ready to attack any adventurers 
  traveling thither. This encounter takes place only a few 
  hundred yards from the ruins of Castle Greyhawk.  
   
  If the PCs do fight the bandits here, they can still 
  investigate the area. Read the following: 
   
  For the last two miles, you have been following and 
  old stone-paved road. Ahead of you, barely a few 
  hundred yards distant loom the ruins of the 
  infamous Castle Greyhawk. Off to your right, 
  partially obscured by long grass, lies a moss-covered 
  stone statue of a raven at the base of a withered oak 
  tree. Beyond the statue, the fringes of a dense wood 
  glower menacingly. 
   
  If the bandits are present they are hiding in the trees. 
  When the PCs get 2d6x10 feet away from the raven statue 
  have them make opposed Spot checks against their Hide 
  checks. Award the bandits a +4 circumstance bonus 
  because they have prepared their positions. If the PCs do 
  not notice them, the bandits attack when the PCs get 
  within 40 ft. of their position. Note, that from his initial 
  starting position it is impossible for Amfis to catch all the 
  PCs with his Draconic Breath. 
   
  The bandits’ objective is kill the PCs and loot their 
  bodies.  
   
  APL 2 (EL 4) 
   
  � Imish (1): male orc ranger 1; hp 11; Appendix 1. 
   
  � Amfis: male human sorcerer 1; hp 7; Appendix 1. 
   
  � Bandit (4): human warrior 1; hp 7; Appendix 1. 
   
  Use the stats listed in Appendix 1 under Encounter 8 to 
  run this encounter. 
   
  Tactics: The bandits pepper the PCs with missile 
  fire, using the surrounding terrain for cover. Once the 
  PCs are sufficiently weakened, they charge into battle.  
   
  Imis concentrates on spellcasters and humans (his 
  favored enemy). He uses his bow from range until faced 
  with a worthy opponent for his battleaxe. 
   
  Amfis casts shield on himself and reads his scroll of 
  mage armor before battle commences. Amfis uses his 
  Draconic Breath on any bunched group of PCs. As soon 
  as he has used his Draconic Breathe once, he charges into 
  combat saving the remaining two 1st-level spell slots for 
  his spell shield ability. 
   
  If Amfis falls, Imish attempts to retreat (and vica 
  versa); there is no love lost between these two. 
   
  BATTLEFIELD FEATURES 
  The ambush site has the following features: 
   
  Slender Trees: A character in the same square as a 
  slender tree) hardness 5, hp 150 DC 15 Climb check) 
  gains a +2 bonus to AC and a +1 Bonus on Reflex saves. 
  Creatures in a tree gain a +1 bonus on attack rolls against 
  creatures below. 
   
  Bushes: It costs 15 ft. of movement to get through a 
  bush. The bush provides cover (+4 to AC, +2 on Reflex 
  saves) to creatures within 30 ft. but the attacker can 
  ignore these penalties if he is closer to the bush than his 
  target. 
   
   
  Light Undergrowth: Vines, roots and bushes cover 
  much of the forest floor. It costs 2 squares of movement 
  to enter such squares and they provide concealment. The 
  DC of Tumble and Move Silently checks increase by 2 in 
  these areas. 
   
  Raven Statue: This old but well carved statue 
  (hardness 8, hp 60) lies on its side near a withered tree. A 
  DC 15 Knowledge (local: core) check reveals that 
  occasionally particularly adventurous children dare each 
  other to creep out here and touch the statue. 
   
  Treasure: Refer to the Treasure Summary to 
  determine what the PCs retrieve from the bandit’s bodies. 
   
  IMISH 
  Tall and muscular, this gray-skinned humanoid 
  wields a falchion and is dressed in studded leather 
  armor. 
   
  Attitude: Hostile (PH 72). 
   
  Personality: Imish is violent and coarse. Convinced 
  of orcs’ superiority over all races; he particularly hates 
  humans.  
   
  What He Knows: Imish is a trusted servant of 
  Ulgrek – a fearsome half-orc bandit warrior and has been 
  sent here to report on Amfis. While he has hidden his 
  true purpose from Amfis, animosity has quickly grown 
  between them. Thus, he won’t overly risk himself if 
  Amfis falls.  
   
  Recent History: Imish once served the Hierarchs of 
  the Horned Society but fled that doomed land after Iuz’s 
  armies decimated it during the Greyhawk Wars. He 
  survived for a time in the Gnarley and Suss Forests before 
  falling in with one of the many bandit groups in the area. 
   
  AMFIS 
  A slender, handsome, black bearded human wears 
  stout outdoor clothes and carries a halberd. 
   
  Attitude: Hostile (PH 72). 
   
  Personality: Arrogant but charming, Amfis is 
  confident and devious. He does not hesitate to betray his 
  companions (particularly Imish who he dislikes 
  intensely). Amfis loves to fight.  
   
  What He Knows: Amfis is the leader of this small 
  band and has orders to attack any weak-looking targets of 
  opportunity he spots in the general vicinity of Zagig’s 
  Bridge or the ruins. He gets his orders from a particularly 
  fierce half-orc warrior – Atolamyr - leader of a larger 
  group operating in the area.   
  
  CGR7-01:1 Death in the Free City 
   
  Page 13 
   
  Recent History: Amfis hails from Badwall in the 
  Wild Coast. Drive north by the depredations of Turrosh 
  Mak’s orcs he fell in with a bandit group hiding in the 
  Suss Forest and from there travelled northwards.  
   
  HUMAN WARRIOR BANDITS 
  Muddy and rough-looking human warrior dressed 
  in studded leather armor.  
   
  Attitude: Hostile (PH 72). 
   
  Personality: Greedy but not willing to die for 
  nothing. 
   
  What They Know: These bandits know little of 
  value. They do not know who Imish and Amfis answer to 
  but are glad of the recent good pickings to be had in the 
  lands of the northern Wild Coast.   
   
  Recent History: The bandits normally operate in 
  the lands to the west of Safeton. A month ago or so, 
  however, they were ordered northwards.  
   
  DEVELOPMENT 
  If the PCs subdue the bandits without killing them and 
  return them to the free city, the city watch takes charge 
  of them, whisking them away for interrogation. If the 
  PCs instead hand the men over to their affiliation or 
  other interested party, the bandits are interrogated but 
  divulge no new information. In either instance, the rank 
  and file bandits are found murdered in their cells the 
  next morning. There is no sign, of Imish or Amfis. 
   
  Once the PCs have dealt with the bandits, they are 
  free to continue to the Castle Greyhawk. Read the 
  following: 
   
  The ruins of Castle Greyhawk are eerily quiet and 
  appear completely deserted. Getting to the War 
  Tower is simple, only heaped mounds of rubble bar 
  your route.  
   
  Proceed to Encounter 10.  
   
  If the PCs explore the rest of the ruins, they find 
  little of interest and no way to access the dungeons below 
  the Tower of Magic (formerly called the Tower of Power) 
  or the Tower of Zagig. A large temple dedicated to 
  Boccob stands in the ruins of the Tower of Magic. It’s 
  acolytes have nothing of important to share with the PCs. 
   
  10: THE RUINS 
  In this encounter, the PCs finally reach the ruins of 
  Castle Greyhawk and meet the Wartower Wardens. Use 
  DM Map 5 to handle Encounters 10 and 11. Read: 
   
  A small, squat building stands just outside the 
  shattered ruin of the Tower of War. The building is 
  of grey stone and is obviously of much newer 
  construction than the surrounding ruins. A lone 
  dwarf sits outside, sitting on a shattered stone 
  block. He is smoking a long pipe.  
   
  When the PCs approach the dwarf or enter his field of 
  vision, continue:  
   
  At your approach, he looks up. “Well met, strangers. 
  You have the look of adventurers about you. Have 
  you come to try your luck in the War Tower? 
   
  This is Grebold Blitzhame (LN male dwarf fighter 5). A 
  member of the Wartower Wardens he shares this guard 
  duty with this brother, Thren (who watches here at 
  night).  
   
  If the PCs confirm that they are here to explore the 
  War Tower, Grebold insists that they speak with 
  Stillguar, leader of the Wartower Wardens. Grebold calls 
  inside and presently, a grizzled dwarf emerges. If the PCs 
  try to enter the tower without speaking with the dwarves, 
  the entire guild turns out to stop them. See Development 
  for more details. 
   
  Stillguar explains that the Wartower Wardens 
  controls access to the ruins and that to enter, the PCs 
  must promise to pay 25% of the treasure to the guild 
  when they leave. To facilitate this, the dwarves demand 
  that they inventory the PCs’ possessions and wealth so 
  that they only tax what the PCs find.  
   
  STILLGUAR 
  Short, stocky and heavily bearded this muscled 
  dwarf  carries an axe at his side and has an air of 
  authority about him. 
   
  Attitude: Indifferent (PH 72). 
   
  What He Knows: See Learning More. 
   
  Background: Stillguar has dwelt here for two 
  decades, taxing adventurers seeking to enter the War 
  Tower. In that time he has seen many things and is happy 
  to paint a lurid picture of the terrors lurking in the 
  dungeons below the tower.  
   
   
  LEARNING MORE 
  The PCs may have some questions for Stillguar. His 
  responses to such questions are  listed below: 
   
  Have you seen any bandits around here? No. (A 
  DC 20 Sense Motive check reveals that Stillguar is 
  holding something back. If the PCs push this point and 
  threaten to tell the free city’s authorities that bandits have 
  been using the tower, Stillguar drops his demand to 10% 
  of treasure found as long as they promise to keep the 
  knowledge to themselves. He denies helping the bandits 
  but argues that everyone should be allowed access to the 
  ruins, no matter their personal philosophy. 
   
  Has anyone recently entered the War Tower? A 
  small group of adventurers went into the tower two days 
  ago. They have not yet returned.  
   
  Why are you here? We of the Wartower Wardens 
  believe that much wealth lies unclaimed in the dungeons 
  below. We guard this entrance to control the flow of that 
  treasure.  
   
  How long have you done this? About 20 years. 
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 14 
  DEVELOPMENT 
  If the PCs try to muscle their way into the tower without 
  speaking to, and making a deal with, the Wartower 
  Wardens twelve members of the guild emerge from the 
  guildhouse to stop the PCs. In total, the PCs are 
  confronted by 10 guards (LN male dwarf fighter 4) and 2 
  lieutenants (LN male dwarf fighter 7). If combat ensues, 
  use the statistics starting on page 110 of the Dungeon 
  Master’s Guide. The dwarves beat the PCs unconscious, 
  steal half their coin wealth and deposit the PCs outside 
  the ruins. 
   
  If the PCs agree to Sillguar’s demands, proceed to 
  Encounter 11. 
   
  11: IN THE RUINS 
  In this encounter, the PCs enter the War Tower and 
  battle some of the undead lurking within its top levels. 
   
  Read the following: 
   
  A 30 ft. deep, 15 ft. wide pit stands directly in front 
  of the War Tower’s double door. The doors 
  themselves have the stylized representation of a 
  great wagon and eight chariots soaring through the 
  air. A dozen hawks fly about the wagon and below, 
  on the ground, run a pack of hounds. 
   
  The Wartower Wardens keep a number of stout planks in 
  their building to facilitate getting across the pit trap. 
  Assuming that the PCs have struck a bargain with the 
  dwarves they fetch these planks for the PCs and lay them 
  across the pit.  
   
  Once the doors open, read the following: 
   
  The doors creak open. Light from outside spills into 
  the huge chamber, dimly illuminating much of it. In 
  the centre of this poorly lit chamber, flanked by 
  columns on either side, stands a huge wagon.  
   
  A fallen torch illuminates a scene of death at the 
  end of the chamber. Scattered about the top of a 
  staircase 
  are 
  the 
  hacked 
  bodies 
  of 
  several 
  unfortunate adventurers. 
   
  When the PCs approach the bodies, a group of undead 
  lurking on the stair issue forth and attack them. 
   
  APL 2 (EL 3) 
   
  � Human Warrior Skeletons (3): hp 6; MM 226. 
   
  � Human Commoner Zombie (2): hp 16; MM 
  266. 
   
  The undead have been set here by a fell agency lurking 
  deeper within the dungeons to dissuade adventurers 
  from travelling any further.  
   
  Tactics: The undead are mindless guardians of this place. 
  Thus, as soon as they become aware of intruders they 
  move towards them, as quickly as possible. The undead 
  flail mindlessly away at intruders, attacking until slain. If 
  they are turned they retreat down the stairs if possible. 
   
  AREA FEATURES 
  Refer to DM Map 5. This area has the following features: 
   
  Deep Pit: The pit is 30 ft. deep. Anyone falling in 
  suffers 3d6 points of damage. Deliberately jumping into 
  the pit with a DC 15 Jump check reduces this to 2d6 
  points of damage. The walls of the pit can be scaled with a 
  DC 20 Climb check. 
   
  War Tower Doors: These doors are not locked, 
  although the hinges have begun to rust. It requires a DC 
  25 Strength check to force them to open. The doors open 
  inwards. Because of the confines of the space in front of 
  the doors, only three people can aid someone opening 
  the door.  
   
  Ceiling: The ceiling is 10 ft. high. 
   
  Floor: The floor of the chamber is of flagstones. 
   
  Walls: The walls (stats) are of dressed stone and 
  appear old but are in relatively good condition. 
   
  War Wagon: The war wagon is currently ruined. 
  The PCs can sift through the debris of a huge six-wheeled 
  wooden cart. The remains radiate faint evocation magic 
  (DC 22 Spellcraft check with detect magic). The magic of 
  the war wagon repairs itself after 1d6 days. 
   
  Illumination: An everburning torch lies near the 
  outstretched hand of one of the adventurers. It provides 
  bright light out to a radius of 20 ft. and shadowy 
  illumination for an additional 20 ft. 
   
  Steep Stairs: A flight of steep stairs leads down from 
  this room. Characters moving up the stairs must spend 2 
  squares of movement to enter each square. Characters 
  running or charging down must succeed on a DC 10 
  Balance check upon entering the first steep stair square. 
  Characters who fail, stumble, and end their move 1d2x5 
  feet later. Characters that fail by 5 or more take 1d6 
  points of damage, and fall prone in the square in which 
  they end their movement. While on the stairs, a character 
  gets a +1 bonus on melee attack rolls against creatures 
  below him. 
   
  Other Areas of the War  Tower: The rest of the 
  War Tower is in ruins; if the PCs search the area, they 
  find nothing. 
   
  Treasure: The remains of several unfortunate 
  adventurers lie in the centre of the room. These 
  adventurers entered the tower two days ago but almost 
  immediately fell victim to the undead. PCs searching 
  their bodies discover a small amount of treasure and 
  equipment. Refer to the Treasure Summary for more 
  details.  
   
  DEVELOPMENT 
  Once the PCs have cleared this area, they are free to 
  explore further or return to the Free City. 
   
  Unrestricted Play Option: If this session will 
  include more than one adventure zone proceed to Below 
  the War Tower.  
  
  CGR7-01:1 Death in the Free City 
   
  Page 15 
   
  Restricted Play Option: If this adventure is the 
  only one to be completed in this session, proceed to the 
  Conclusion. If you are playing this adventure at Gen Con 
  Indy or gen Con UK, however, proceed immediately to 
  GHR7-01:4 Sauces and Soundings. 
   
   
  BELOW THE WAR TOWER 
  Use this encounter only if the PCs are completing more 
  than one adventure zone during this session. 
   
  Adventure Zones 2, 3, and 4 all share this room (GR 
  on the map) as a common starting point. Using the 
  unrestricted play option, the PCs are free to wander in 
  whichever direction they wish, overlapping different 
  zones, and so on. If the PCs are playing this unsing the 
  Restricted Play Option, however, they may be restricted 
  in their options (see Development below).  
   
  The stairs from the surface open into a 20 ft. by 20 ft. 
  room. On the three remaining walls are alcoves, 
  each with a door. In the corners of the rooms are 
  shelves draped in the remains of faded and slashed 
  red satin.  
   
  The door to the north has “Dining Hall” carved 
  into it. 
   
  The door to the east has “Solider and Miner’s 
  Barracks” carved into it. 
   
  The door to the west “Dumping Zone” carved 
  into it. 
   
  While the PCs decide which door to take, they do not 
  encounter anyone here. 
   
  DEVELOPMENT 
  Proceed to the relevant adventure zone.  
   
  If the go through the north door, proceed to GHR7-
  01:2 Sauces and Soundings. 
   
   
  If the go through the east door, proceed to GHR7-
  01:3 Crowns and Crickets. 
   
   
  If the go through the west door, proceed to GHR7-
  01:4 Soiled Souls. 
   
  CONCLUSION 
  Once the PCs have left the ruins, proceed to the relevant 
  section below.  
   
  SUCCESS 
  Use this text if the PCs recovered Korenth’s research and 
  investigated the ruins of Castle Greyhawk. 
    
  Your affiliation masters are glad that you have 
  recovered Korenth’s research and uncovered more 
  of what is going on in the ruins of Zagig’s castle. 
  They urge you to return, however, to learn more 
  about the bandit threat and to see exactly what they 
  are up to in the ruins. 
   
  FAILURE 
  Use this text if the PCs recovered Korenth’s research but 
  did not reach Castle Greyhawk. 
    
  Your affiliation masters are unhappy that while you 
  have recovered Korenth’s research you failed to 
  investigate the ruins of Zagig’s castle. They 
  understand, however, that the threat of bandits was 
  too much for your group but trust that when you 
  have recovered from your ordeal and reflected on 
  your experiences that you will redouble your efforts 
  to investigate the ruins. 
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 16 
  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. 
   
  1: Murder Most Foul 
  Defeating Grish 
  APL 2  
  60 XP 
   
  6: Ambush 
  Defeating the bandits 
  APL 2  
  60 XP 
   
  7: Hidden Gold 
  Surviving or circumventing the pit trap 
  APL 2  
  30 XP 
   
  8: Besieged or 9: Bandits 
  Defeating the bandits 
  APL 2  
  120 XP 
   
  11: In the Ruins 
  Defeat the monsters and find the secret door 
  APL 2  
  90 XP 
   
  Discretionary roleplaying award 
  APL 2 
  90 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: Murder Most Foul 
  APL 2: Loot 25 gp; Coin 1 gp; Magic 183 gp cloak of 
  resistance +1 (83 gp), pearl of power (1st-level) (83 gp), wand of 
  magic missiles (13 gp), potion of cure light wounds (4 gp); 
  Total 209 gp. 
   
  6: Ambush 
  APL 2: Loot 13 gp; Total 13 gp. 
   
  7: Hidden Gold 
  APL 2: Loot 50 gp; Coin 20 gp; Total 70 gp 
   
  8: Besieged or 9: Bandits 
  APL 2: Loot 46 gp; Coin 2 gp; Magic 10 gp wand of magic 
  weapon (4 gp), scroll of mage armor (2 gp), potion of cure light 
  wounds (4 gp); Total 58 gp. 
   
  11: In the Ruins  
  APL 2:  Loot 45 gp; Coin 20 gp; Magic 94 gp wand of read 
  magic (10 charges) (6 gp), everburning torch (9 gp), safewing 
  emblem (21 gp), amulet of toxin delay (33 gp), stench stone (25 
  gp); Total 159 gp. 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
   
  Total Possible Treasure 
  APL 2: 509 gp. 
   
   
  ADVENTURE RECORD ITEMS 
  Use these notes to determine which AR items the PCs 
  gain: 
  • 
  Korenth’s Research: PCs that recovered Korenth 
  research notes from his room in the Griffon’s Nest 
  receive the Korenth’s Research AR item. 
  
  CGR7-01:1 Death in the Free City 
   
  Page 17 
  • 
  Ire of the Bandits: If the PCs defeated the bandit 
  leaders Amfis and Imish, they receive the Ire of the 
  bandits AR item. 
  • 
  Arrested: PCs caught breaking the Free City’s laws 
  receive the Arrested! AR item. 
   
  � Korenth’s Research: You have recovered and copied 
  Korenth’s research papers. They might be of use in the 
  future. 
   
  �Ire of the Bandits: You have stopped several 
  important bandits leaders from preying on the merchants 
  and travelers of the Domain. Other bandits have taken 
  note of your prowess and will seek to revenge themselves 
  against you. In future, if you encounter bandits in either a 
  “Greyhawk Ruins” adventure or in the adapted version of 
  Expedition to the Ruins of Greyhawk they will attack you 
  first and who you no mercy. 
   
  �Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to half the treasure cap of this adventure (at 
  the APL you played) to avoid imprisonment.  
   
  ITEM ACCESS 
  APL 2: 
  Wand of magic missiles (10 charges) (Core; DMG; 150 gp) 
  Wand of read magic (10 charges) (Core; DMG; 75 gp) 
  Pearl of power (1st-level) (Any; DMG) 
  Wand of magic weapon (3 charges) (Any; DMG; 45 gp) 
  Safewing emblem (Core; Magic Item Compendium; 250 gp) 
  Amulet of toxin delay (Adventure; Magic Item Compendium; 
  400 gp) 
  Stench stone (Core; Magic Item Compendium; 300 gp) 
   
   
   
   
   
  
  CGR7-01:1 Death in the Free City 
   
  Page 18 
  APPENDIX 1: APL 2
  1: MURDER MOST FOUL 
   
   
   
  GRISH 
  CR 3 
  Male half-orc conjurer 3 
  N Medium humanoid (orc) 
  Init +1 Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Draconic, Orc  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor [mage armor]) 
  hp 18 (3 HD) 
  Fort +4, Ref +3, Will +4 
  Speed 30 ft. (6 squares) 
  Melee club +5 (1d6+3) or 
  dagger +4 (1d4+3/19-20) 
  Ranged dagger +2 (1d4+3/19-20) 
  Base Atk +1; Grp +4  
  Combat Gear potion of cure light wounds, pearl of 
  power (1st-level), wand of magic missiles (CL 1, 10 
  charges) 
  Wizard Spells Prepared (CL 3rd; ranged touch +2): 
   2nd—dimension hop�, glitterdust (DC 14) 
   1st—color spray (DC 12), expeditious retreat, 
  mage armor�, shield 
   0—acid splash, detect magic, mage hand, read 
  magic, resistance 
  �Already cast 
  Abilities Str 16, Dex 13, Con 15, Int 13, Wis 10, Cha 
  10 
  SQ orc traits 
  Feats Scribe ScrollB, Spell Focus (conjuration), 
  Toughness 
  Skills Concentration +9, Knowledge (arcana) +6, 
  Knowledge (local: core) +2, Spellcraft +9 
  Possessions combat gear plus masterwork club, 
  cloak of resistance +1, spell component pouch, 15 
  gp 
  Spellbook (barred school: enchantment and 
  necromancy) spells prepared plus 0—all PH core; 
  1st—obsuring mist, unseen servant; 2nd—Melf’s 
  acid arrow 
   
  6: AMBUSH 
  BANDITS 
  CR 1/2 
  Male human warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +3 armor, +1 shield) 
  hp 7 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft. (6 squares) 
  Ranged shortbow +3 (1d6/x3) 
  Melee handaxe +2 (1d6+1/x3) 
  Base Atk +1; Grp +2  
  Abilities Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8 
  Feats Toughness, Weapon Focus (shortbow) 
  Skills Climb +3, Handle Animal +3, Jump +3 
  Possessions combat gear plus studded leather 
  armor, buckler, handaxe, shortbow with 10 arrows 
   
  8: BESIEGED 
  IMISH 
  CR 1 
  Male orc ranger 1 
  N Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Orc  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 11 (1 HD) 
  Fort +3, Ref +4, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +4 (1d8+6/x3)  
  Ranged longbow +3 (1d8/x3) 
  Base Atk +1; Grp +5  
  Atk Options Point Blank Shot, favored enemy human 
  +2 
  Combat Gear potion of cure light wounds 
  Abilities Str 19, Dex 14, Con 13, Int 8, Wis 10, Cha 8 
  Feats Point Blank Shot 
  Skills Hide +3, Listen +4, Move Silently +3, Spot +4, 
  Survival +4 
  Possessions combat gear plus battleaxe, longbow 
  with 20 arrows, chain shirt, buckler, backpack, 12 
  gp 
  Light Sensitivity (Ex) Imish is dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell 
   
  AMFIS 
  CR 1 
  Male human sorcerer 1 
  N Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +0 
  Languages Common  
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 7 (1 HD) 
  Fort +1, Ref +1, Will +2; +2 against sleep, paralysis, 
  and electricity 
  Speed 30 ft. (6 squares) 
  Melee halberd +3 (1d10+3/x3)  
  Ranged javelin +2 (1d6+2) 
  Base Atk +0; Grp +2  
  Special Actions Draconic Breath, spell shield 
  Combat Gear scroll of mage armor, tanglefoot bag, 
  wand of magic weapon (3 charges) 
  Sorcerer Spells Known (CL 1st): 
  1st (4/day)—shield 
  0 (5/day)—dancing lights, detect magic, flare (DC 
  12), touch of fatigue (DC 12) 
  Abilities Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 
  15 
  
  CGR7-01:1 Death in the Free City 
   
  Page 19 
  SQ stalwart sorcerer 
  Feats Draconic Breath, Draconic Heritage (blue 
  dragon), Martial Weapon Proficiency (halberd)B, 
  Weapon Focus (halberd)B 
  Skills Concentration +5, Listen +2, Spellcraft +1 
  Possessions combat gear plus 3 javelins, halberd, 
  spell component pouch 
  Draconic Breath (Su) If Amfis sacrifices a 1st-level 
  spell he can create a breath weapon effect (60 ft. 
  line of electricity, 2d6 points of damage, DC 13 
  Reflex save for half). 
  Spell Shield Once per round as an immediate action 
  (when he takes damage), Amfis can sacrifice spell 
  energy instead of losing hit points. If he succeeds 
  on a Concentration check equal to 15 + the level of 
  the sacrificed spell he ignores an amount of 
  damage equal to five times the spell slot he gave 
  up. If he fails the check, he loses the spell and 
  takes the damage. 
   
  BANDITS 
  CR 1/2 
  Male human warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +3 armor, +1 shield) 
  hp 7 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft. (6 squares) 
  Ranged shortbow +3 (1d6/x3) 
  Melee handaxe +2 (1d6+1/x3) 
  Base Atk +1; Grp +2  
  Abilities Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8 
  Feats Toughness, Weapon Focus (shortbow) 
  Skills Climb +3, Handle Animal +3, Jump +3 
  Possessions combat gear plus studded leather 
  armor, buckler, handaxe, shortbow with 10 arrows 
   
   
   
  
  GHR7-01:1 Death in the City 
   
  Page 20 
  DM MAP 1: THE FREE CITY AND THE RUINS 
   
   
   
   
   
   
   
  DM MAP 2: ENVIRONS OF THE RUINS 
   
   
   
  
  GHR7-01:1 Death in the City 
   
  Page 21 
  DM MAP 3: AMBUSH 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DM MAP 4: ABANDONED FARMHOUSE 
   
   
   
   
   
   
   
  
  GHR7-01:1 Death in the City 
   
  Page 22 
  DM MAP 5: THE WAR TOWER 
   
  
  GHR7-01:1 Death in the City 
   
  Page 23 
  PLAYER HANDOUT 1: KORENTH’S OBSERVATIONS  
  Pertinent extracts from Korenth’s notes. 
   
  Dated Two Weeks Ago 
  Our Matriarch, Eritai Kaan-Ipzirel, has entrusted an important task to me! Bandits once 
  again have crept forth from the dark places of the Gnarley and the lawless lands of the 
  Pomarj to plague the Domain. The bandits are uncommonly bold but go to great lengths to 
  hide their activities from the Watch. Eritai fears that a dark force once again rises to 
  threaten the Domain.  
   
  I was honored to accept her request to investigate further; to try to fathom their purpose and 
  to ascertain whether anyone in the city aids them. 
   
  Dated 10 Days Ago 
  The problem is worse than we previously imagined. My contacts within the Union of Traders’ 
  and Merchants’ has reported several missing caravans, taken over the last month or so. 
  Anecdotal evidence also points to the disappearance of several foreign traders.  
   
  Dated Five Days Ago 
  It seems most of the attacks occur in the west or the south. I’ve heard tales of small bands of 
  men – not adventurers - skulking around Zagig’s old ruins. I’m going to investigate this as 
  soon as I can get the right equipment together. 
   
  Yesterday 
  I have just got back from the ruins of Zagig’s castle and I count myself lucky to be alive. I 
  crossed Zagig’s Bridge and reached the ruins without incident. Hiding, I spied several small 
  groups of orcs entering the War Tower after bribing the dwarves that guard that fell place! 
  An orc sorcerer – Ulgrek I think his name was – led them. He commanded them to take the 
  crates through “the halls of dining”, whatever that means.  
   
  Something must have tipped them off, as they started searching the ruins. I barely made it 
  out of there alive. I’ve decided to lie low at the Griffon’s Nest for a few days; I don’t dare 
  return to the temple; their agents may be watching for me there. I fear that my mistress is 
  right; some dark conspiracy is gathering against the Free City. I pray that the Cudgel will 
  give us the power to defeat it. 
  
  GHR7-01:1 Death in the City 
   
  Page 24 
  PLAYER HANDOUT 2: A THREATENING NOTE 
   
  Stay out of matters 
  that do not concern 
  you or I will gut you like 
  a pig. This is your only 
  warning. If I see, or 
  hear, you poking your 
  nose into my master’s 
  business again, it will go 
  badly for you. Don’t 
  think your connections 
  will save you; they 
  won’t.  
  
  GHR7-01:1 Death in the City 
   
  Page 25 
  PLAYER MAP 1: THE FREE CITY AND THE RUINS 
   
   
   
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 1 
  CGR7-01:2 
   
   
   
  Sauces and Soundings 
    
   
   
  By Creighton Broadhurst and Chris Chesher 
   
   
   
  ADVENTURE BACKGROUND 
  This section of the dungeon contains the remains of the 
  old miner’s barracks, and the caverns beneath them. 
  These natural caverns serve as the upper-most gatehouse 
  of the humanoids that live beneath.  
   
  The gatehouse caverns hold the stairs that lead down 
  to level two and the next “Greyhawk Ruins” adventure. 
   
  ADVENTURE SUMMARY 
  In this adventure, the PCs explore some of the dungeons 
  under the War Tower Taking the stairs downwards from 
  the surface level of the War Tower, they enter a chamber 
  with three doors. Using clues found in GHR7-01:1 Death 
  in the Free City, they determine that they must investigate 
  the north door.  
   
  Beyond, they discover a variety of traps and empty 
  and all but disused chambers. Finally, they discover a 
  secret trapdoor in the floor of one chamber that leads 
  downwards to another small network of caves guarded by 
  a small band of orcs – guards for seemingly a larger group 
  in caverns yet deeper below the ruins. 
   
  PREPARATION FOR PLAY 
  Make sure all players have their affiliation handout from 
  GHR7-01:1 Death in the Free City. If they did not receive it 
  for some reason, re-issue it. 
   
  PLAY OPTIONS 
  It is possible to play this adventure in several different 
  ways. Make sure, however, before play begins that no 
  player is going to repeat a zone through which he has 
  already adventured. 
   
  Refer to Time Units and Upkeep on page 2, for more 
  information about running a “Greyhawk Ruins” 
  adventure. 
   
  Unrestricted Play: Using the unrestricted play 
  option, PCs can wander through the more than a single 
  dungeon zone during a single session using secret doors 
  and such. In this case, the DM should determine ahead of 
  time how long the game session is and through how 
  many zones the PCs can adventure. To block off one zone 
  of the dungeon, the DM refer to the Restricted Play 
  Option section. 
   
  Restricted Play Option: If this adventure is being 
  played under time constraints (such as at a convention 
  where play in other zones is not possible), some of the 
  linkages between the different zones of the dungeon are 
  blocked off. The adventure text of the relevant 
  encounters handles justifications for such instances. 
   
  GETTING TO THE RUINS 
  If the PCs are playing this adventure without playing 
  GHR7-01:1 Death in the City in the same session use some 
  of the material from that adventure to handle their 
  journey to the ruins. 
   
  DM Map 1 and 2show the location of the ruins in 
  relation to the Free city and the immediate environs of 
  the ruins.  
   
  The PCs suffer no random encounters on the way to 
  the ruins. Use Encounter 5: Marsh Gate to roleplay them 
  leaving the city, if desired. 
   
  Learning More: If the PCs wish to make Gather 
  Information checks, and such like, before setting out for 
  the ruins use Encounter 4: Learning More. 
   
  INTRODUCTION 
  Adventure zones 2, 3, and 4 all share this room (GR on 
  the map) as a common starting point. Using the 
  unrestricted play option, the PCs are free to wander in 
  whichever direction they wish, overlapping different 
  zones, and so on. If the PCs are playing this at a 
  convention, however, they may be restricted in their 
  options (see Development below).  
   
  The stairs from the surface open into a 20 ft. by 20 ft. 
  room. On the three remaining walls are alcoves, 
  each with a door. In the corners of the rooms are 
  shelves draped in the remains of faded and slashed 
  red satin.  
   
  The door to the north has “Dining Hall” carved 
  into it. 
   
  The door to the east has “Solider and Miner’s 
  Barracks” carved into it. 
   
  The door to the west “Dumping Zone” carved 
  into it. 
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 2 
   
  Alert PCs should realize that the north door is the one 
  referred to in Korenth’s notes recovered from his room in 
  the Griffon’s Nest (GHR7-01:1 Death in the Free City).  
   
  Use DM Map 1 to run the PCs’ exploration of this 
  adventure zone. 
   
  DEVELOPMENT 
  When the PCs open the north door, proceed to Z2-1. 
   
  Restricted Play Option: In this version of the 
  adventure, the only door the PCs can explore is the north 
  door, which leads to Zone 2. If this adventure is being 
  played under time constraints (such as at a convention 
  and play in other zones is not possible), the other doors 
  could be spiked shut from the inside, temporarily 
  jammed by objects or the PCs could automatically hear 
  lots of noise from behind them. 
   
  Unrestricted Play Option: Proceed to the relevant 
  adventure zone.  
   
  If the go through the north door, proceed to GHR7-
  01:2 Sauces and Soundings. 
   
   
  If the go through the east door, proceed to GHR7-
  01:3 Crowns and Crickets. 
   
   
  If the go through the west door, proceed to GHR7-
  01:4 Soiled Souls. 
   
  Z2−1: ANTE−CHAMBER 
  This 30 ft. by 30 ft. room has small piles of old bones 
  and other types of debris swept to the west wall. 
  There is a door to the north and a passage leading 
  east. 
   
  This room contains little of interest. A DC 10 Search 
  check among the debris finds the dried husk of a giant 
  ant. It was stabbed to death long ago. 
   
  A DC 15 Search check reveals some chalk writing (in 
  Common) hidden behind some cobwebs on the east wall. 
  It says: 
   
  “Beware the sounding….” 
   
  The swept floor continues along the main corridor and 
  into the kitchen in Z2-4. A goblin servant does the 
  sweeping thus hiding the signs of orcs passing through 
  here.  
   
  A SECOND DAY 
  If the PCs have set off any of the traps in Z2- 2 through 5, 
  and are now returning after resting any number of days, 
  they are met with a greeting party. Four orcs from the 
  lower levels are investigating the previous disturbances 
  and now wait in this room on the off chance that the 
  adventurers return. They wait for the PCs to come to 
  them. 
   
  If the PCs fought and ran from the orc guards in Z2-
  6 or Z2-9, four orcs lurk here ready to repel further 
  incursions.  
   
   
  APL 2 (EL 2) 
   
  �Orcs (4): hp 5 each; MM 203. 
   
  DEVELOPMENT 
  Restricted Play Option: The north door leads to Zone 4. 
  If this adventure is being played under time constraints 
  (such as at a convention and play in other zones is not 
  possible), this passageway has been collapsed by the orcs. 
  (By the time the PCs return to investigate Zone 2, it has 
  been cleared). 
   
  Z2−2: COOK’S REST 
  Three small rooms connect to this corridor, each has 
  had its door removed from the hinges. Remains of 
  bunks, tables, and chairs are visible.  
   
  These three rooms were originally living quarters for the 
  cooks that fed the miners and soldiers dwelling here. 
  They have had many uses since, but are now abandoned 
  except for one little trap left behind to slay unwary 
  explorers. Once the PCs can see into the room, read: 
   
  The room once housed four people with a common 
  area in the middle. A small open chest rests on a 
  table in the middle of the room.  
   
  In the west and east rooms, the chest is empty and safe. 
  In the north room, the chest has several gold bracelets in 
  it. The treasure is bait for a trap. 
   
  HALL OF SPEARS 
  This trap was built by troglodytes at the behest of their 
  orc masters to lure inquisitive adventurers to their doom. 
  The gold trinkets in the chest are the counter weights to 
  a length of string and rope, leading through a hollow in 
  the table leg and under the floor. It is linked to unevenly 
  weighted wheels attached to hidden spears concealed in 
  the corridor outside the rooms. When any of trinkets are 
  disturbed, the line breaks, activating the trap.  
   
  Concealed wooden portcullises drop down over the 
  corridor t-junction, and the three room doorways. Only 
  those in the hallway are at risk. When the trap activates, 
  these wheels power the spears stabbing into the corridor. 
  PCs making a DC 5 Listen check can hear the wheels 
  through the wall. As the trap continues to attack, the 
  sound of the wheels noticeably slows down. 
   
   After four rounds, the wheels come to a stop on 
  their own, and the trap stops working. The trap must be 
  manually reset. 
   
   
  APL 2 (EL 1) 
   
  �Hall of Spears: Appendix 1.  
   
  AREA FEATURES 
  This area has the following noteworthy features: 
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 3 
   
  Wooden Portcullis (3): 3 in. thick; hardness 5; hp 
  30; AC 5; Break DC 25. 
   
  Ceiling: The ceiling is 8 ft. high. 
   
  Treasure: Refer to the Treasure Summary to 
  determine what the PCs find here in the north room. 
   
  Z2−3: LOOK WHO’S COMING 
  TO DINNER 
  Before you is a 60 ft. by 30 ft. dining hall. A stage 
  dominates the southern end of the room while long 
  tables with chairs dominate the room‘s center. Eight 
  skeletal forms in rags and festooned with cobwebs 
  sit in front of long rotted meals. At the southern end 
  of each table, slightly fresher bodies are slumped 
  over their plates. A less than pleasant smell decay 
  wafts towards you. 
   
  The south, east, and west walls each feature a 
  hand crank attached (that has no immediately 
  discernable purpose). 
   
  This room is another encounter trap set to persuade 
  adventurers from going any farther.  
   
  The skeletons are just the remains of humans who 
  were in the wrong place at the wrong time. Now they 
  partake in this macabre set piece.  
   
  The two slumped fresher corpses are in fact human 
  commoner zombies. They act as the trigger to the main 
  part in this encounter trap. The zombies do not react to 
  the PCs till at least one PC gets within 15 ft. Once this 
  happens, both zombies rise from their sitting position (a 
  move action) and move to attack. 
   
  Once a zombie stands up, the dart swarm trap is 
  triggered by pressure plates connected to both chairs.  
   
  APL 2 (EL 1) 
   
  �Human Commoner Zombies (2): hp 16 each; 
  MM 266. 
   
  DART SWARM TRAP 
  This chamber is 60 ft. long by 30 ft. wide. Above the only 
  entrance is a heavy stone door that slides out of the 
  ceiling and seals the exit. When the zombies stand up, a 
  pressure plate attached to both chairs activates. This 
  drops the stone door over the exit and starts the gears 
  that power the dart swarm. (As the trap nears the end of 
  its duration, the grinding of the gears noticeable reduces 
  in pitch and speed). 
   
  The stone door can only be opened by turning the 
  cranks (DC 15 Strength check per crank). Three metal 
  cranks are located in the room on separate walls. All three 
  cranks must be turned in the same round to lift the door 
  1 foot. Small PCs can squeeze under the door once it has 
  risen 2 feet, but Medium PCs need 3 feet of space. 
   
  Hundreds of tiny holes perforate the ceiling from 
  which tiny darts shoot out and attack each square in the 
  room. The darts continue to attack any creature out in the 
  open (even motionless ones). PCs can shield a downed 
  companion by lying atop him; this gives the unconscious 
  PC improved cover (+8 to AC, +4 on Reflex saves) or can 
  drag him to safety under a table. 
   
  The trap does not reset. 
   
  APL 2 (EL 2) 
   
  �Dart Swarm: Appendix 1.  
   
  AREA FEATURES 
  This area has the following noteworthy features: 
   
  Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  Tables: The tables provide cover from the dart trap 
  (+4 to AC) to individuals hiding under them. 
  Additionally PCs succeeding on a DC 15 Jump check can 
  leap atop them gaining a +1 bonus to their attack rolls 
  against creatures lower than them.  
   
  Ceiling: The ceiling is 15 ft. high. 
   
  Treasure: Refer to the Treasure section to determine 
  how much the trinkets found here are worth. 
   
  Z2−4: IF YOU CAN’T STAND 
  THE HEAT 
  Stairs descend 10 ft. into a 25 ft. by 35 ft. kitchen. 
  There is a door in the east wall and most of the walls 
  are lined with shelves. Two island tables take up the 
  middle and a stove is on the west wall. 
   
  At the bottom of the stairs, a worn iron skillet 
  hangs from the wall, next to a flint and bellows. 
   
  The room is warm and a familiar glow 
  accompanies the crackling sound coming from the 
  stove. 
   
  Creatures: This kitchen is now the domain of two small 
  fire elementals bonded to the stove. While they have no 
  hatred for the PCs, they have been instructed to attack 
  anyone who enters the room without first striking the 
  iron skillet with the flint. The flint and skillet need to 
  struck each time the PC enters through the stair 
  entrance, but anyone coming from Z2-05 is safe to pass.  
   
  APL 2 (EL 2) 
   
  �Small Fire Elemental (2): hp 9 each; MM 99. 
   
  Tactics: When someone enters the chamber without 
  striking the skillet and reaches the stove or the other side 
  of the tables, the fire elementals squeeze out of the stove 
  (a move action) and attack.  
   
  The fire elementals do go past the top of the stairs 
  but only enter Z2-5 if the PCs have opened the door for 
  them. Otherwise, the elementals return to the stove once 
  the PCs have retreated out of sight. 
   
  AREA FEATURES 
  This area has the following noteworthy features: 
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 4 
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Lock DC 20. The door in the east wall 
  leading to Z2-5 is locked (done from either side). PC’s 
  peering through the keyhole can see into Z2-5. 
   
  Tables: PCs succeeding on a DC 15 Jump check can 
  leap atop the tables, gaining a +1 bonus to their attack 
  rolls against creatures lower than them. 
   
   
  Z2−5: ANTS IN THE PANTRY 
  This 20 ft. by 30 ft. room was once a pantry. Broken 
  shelves line the walls. A barrel is in the southwest 
  corner.  
   
  In the southwest corner is a barrel or rum. The lid is ajar 
  and a very young (and Small) giant ant floats in the rum. 
  (The orcs have placed the rum here as bait for the ants, 
  who view the ants as a pest infestation to be eliminated).  
   
  Trap: Damaged shelves cover the eastern wall 
  (which also conceals a tunnel used by giant ants). The 
  orcs have set up a scything blade trap set to go off if 
  anyone touches the east wall. This is meant to kill the 
  ants as them come out of the hole. 
   
  A DC 5 search check finds the concealed hole.  
   
  APL 2 (EL 1) 
   
  �Scything Blade Trap: CR 1; mechanical; touch 
  trigger; automatic reset; Atk +8 melee (1d8/x3); Search 
  DC 21; Disable Device DC 15. 
   
  DEVELOPMENT 
  Restricted Play Option: The ant hole here leads to 
  Zone 4. If this adventure is being played under time 
  constraints (such as at a convention and play in other 
  zones is not possible), this passageway has been collapsed 
  by the orcs. (By the time the PCs return to investigate 
  Zone 4, the ants have cleared it again). 
   
  THE SECRET TRAPDOOR 
  A DC 15 Search check finds the trapdoor, as frequent 
  transport of supplies has left tell tale scuff marks and 
  cracks in the surrounding area. Below the trapdoor, 
  gradual stairs lead south, some 30 ft. deep, until they 
  reach the caverns of Z2-6 to 9. 
   
  Development: It is at this time that the PCs and the 
  noise or light they make risk tipping off the guards in Z2-
  6. Have the orcs therein make Listen checks opposed by 
  the PCs’ Move Silently checks. If they hear the PCs 
  coming, they hide among the rocks, waiting for the PCs 
  to expose themselves in the cavern. 
   
  Z2−6: THE SUPPLY CAVERN 
  The stairs finish their 30 ft. descent in a 50 ft. by 50 
  ft. natural cavern. A large column of stone in the 
  middle of the cavern supports the weight above. 
  Debris and mining tools are piled up along the east 
  and south walls. A door is in the west wall and a 
  passage leads off to the southwest.  
   
  Stacked neatly in front of the debris are cargo 
  crates. Some of them bear the emblem of the 
  Merchants ‘and Traders ‘Union. 
   
  The debris is from the cavern being expanded and the 
  creation of the stairs leading to the pantry above. This 
  chamber once had other usages, such as a place to raise 
  undead guardians, but that time has passed. Now two 
  orcs stand guard, waiting for intruders.  
   
  APL 2 (EL 1) 
   
  �Orcs (2): hp 5 each; MM 203. 
   
  Tactics: If the orcs are unaware of the PC’s approach, 
  they are standing against the north side of the middle 
  column speaking quietly (in Orc). If they are aware of the 
  PCs, the orcs wait in ambush on the south side of the 
  column (gaining total concealment from the PCs’ starting 
  position). They wait for PCs to walk past them before 
  springing their ambush.  
   
  AREA FEATURES 
  This area has the following noteworthy features: 
   
  Treasure: Refer to the Treasure section to determine 
  what the PCs find here. Most of the trade goods here 
  (those in the supply crates) have legal owners and are not 
  really that portable. A few pieces of forgotten treasure, 
  however, can be found in the trash and debris with a DC 
  15 Search check. 
   
  Supply Crates: The supply crates are similar to what 
  the PCs found in the bandit hideout in Zone 1. (This is 
  one of the places to which the supplies are transferred). 
   
  Secret Door: A secret door, in the form of a boulder 
  on a hinge is located in the southeast wall. A DC 20 
  Search check finds it. It can be opened with a DC 12 
  Strength check. 
   
  Ant Hole: A DC 8 Search check among the debris in 
  the south corner uncovers an ant hole. 
   
  DEVELOPMENT 
  Restricted Play Option: The ant hole here leads to 
  Zone 4. If this adventure is being played under time 
  constraints (such as at a convention and play in other 
  zones is not possible), this passageway has been collapsed 
  by the orcs. (By the time the PCs return to investigate 
  Zone 4, the ants have cleared it again). 
   
  Z2−7: THE ICKY CLOSET 
  This 20 ft. by 20 ft. natural cavern is packed with 
  shelves and tables. On them are jars filled with 
  various disgusting liquids and ichors. Many bones 
  from various humanoids are piled into open sacks 
  hanging from the walls.  
   
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 5 
  Evil priests and necromancers once used this room for 
  raising or creating undead. No one really comes here 
  anymore.  
   
    
  AREA FEATURES 
  This area has the following noteworthy features: 
   
  Shelves: Many of the jars’ and pots’ contents have 
  long since degraded. When opened, most give off 
  noxious smells.   
   
  Sacks of Bones: The sacks of bones contain the 
  remains of many humanoids. Many bear signs of violent 
  death and are old and brittle with age. 
   
  Treasure: A DC 15 Search check finds some potions 
  among the vials of bodily fluids. Refer to the Treasure 
  section for more details. 
   
  Z2−8: ANOTHER ZOMBIE IN 
  THE DEBRIS PILE 
  The corridor opens up into a 10 ft. by 60 ft. cavern. At 
  the far end, rocks, boulders and other debris block 
  further progress; several rotting or decayed corpses 
  caught among them. 
   
  Most of the bodies caught in the cave-in are slaves from 
  down below who just didn’t work out for one reason or 
  another. Most of bodies are easily identifyable as goblins 
  although a few troglodytes and a gnome are also present. 
  One of the bodies, however, is not yet ready to give up on 
  life and once the PCs come within 30 ft. a troglodyte 
  zombie staggers to its feet and attacks. 
   
  This zombie relentlessly pursues the PCs until 
  destroyed. It does not give up the chase and does its best 
  to follow the PCs, even if it shows up in the middle of 
  another combat.  
   
  APL 2 (EL 1) 
   
  �Troglodyte Zombie: hp 29; MM 266. 
   
  AREA FEATURES 
  This area has the following noteworthy features: 
   
  Dense Rubble: It costs two squares of movement to 
  enter a square with dense rubble and the DC of Balance 
  and Tumble checks increases by 5, while the DC of Move 
  Silently checks increases by 2. 
   
  Treasure: Mixed in with the debris is a small chest. 
  It is unlocked and not trapped. It holds some minor 
  treasure as well as an iron key decorated with the sigil of 
  Zagyg. PCs finding the key gain the Zagyg’s Key Ar item. 
  Refer to the Treasure section to determine what the PCs 
  find here. 
   
  Secret Passage: There is a secret passage in the 
  northwest corner that leads into Zone 3. This can be 
  found on a DC 15 Search check. 
   
  DEVELOPMENT 
  Restricted Play Option: The secret door in the 
  northwest corner leads to Zone 3. If this adventure is 
  being played under time constraints (such as at a 
  convention and play in other zones is not possible), this 
  secret door has been jammed shut by the orcs. (By the 
  time the PCs return to investigate Zone 3, other explorers 
  have removed the blocked). 
   
  Z2−9: THE SOUNDING 
  Swinging aside the huge stone reveals a slope 
  leading into a cavern. A gong and mallet stand 
  against the west wall. Across from them on the east 
  wall is a large chest. 
   
  A large staircase spirals off into the depths to 
  the east. 
   
  Five orcs approach from an archway to the 
  south, looking less than pleased.  
   
   
  This is the main guard area for the humanoids inhabiting 
  the levels below. 
   
  The PCs are not meant descend these stairs yet, as 
  they lead to the next adventure. PCs finding these stairs 
  gain The Deep Stairs AR item. 
   
  Creatures: This group consists of four normal orcs led by 
  Shump, an orc ranger. Shump has a great hatred for 
  humans, so he targets them first.  
   
  Shump stays near the archway, hugging the wall for 
  cover when possible, using his trusty longbow. His four 
  orcs fan out in pairs to the east and west of the chamber, 
  trying to keep line of fire clear. This also gives a better 
  change of flanking for the orcs, by letting the PCs into 
  the room, instead of bottlenecking at the door.  
   
  Once they have suffered a casualty, an orc tries to 
  ring the gong, either with an attack or by throwing 
  something solid at it.  
   
  APL 2 (EL 3) 
   
  �Shump: male orc ranger 1; hp 11; Appendix 1.  
   
  �Orcs (4): hp 5 each; MM 203. 
   
  AREA FEATURES 
  This area has the following noteworthy features: 
   
  Gong: The orcs use the gong to summon 
  reinforcements from the lower caverns. Luckily, for the 
  PCs, this time no one hears them.  
   
  Stairs Down: A flight of steep stairs leads 
  downwards to deeper levels (see Development below). 
  Characters moving up the stairs must spend 2 squares of 
  movement to enter each square. Characters running or 
  charging down must succeed on a DC 10 Balance check 
  upon entering the first steep stair square. Characters who 
  fail, stumble, and end their move 1d2x5 feet later. 
  Characters that fail by 5 or more take 1d6 points of 
  damage, and fall prone in the square in which they end 
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 6 
  their movement. While on the stairs, a character gets a +1 
  bonus on melee attack rolls against creatures below him. 
   
  Treasure: The large chest contains a variety of cheep 
  golden trinkets used to bait the trap in Encounter Z2-2. 
  Refer to the Treasure section to determine what the PCs 
  find here. 
   
  DEVELOPMENT 
  If the PCs venture down the stairs describe the sounds 
  and signs of a large humanoid infestation. If they 
  continue, they hear the sounds of a large group coming 
  up the stairs toward them. If they persist, describe how a 
  large band of orcs forces them back out of the dungeon. 
   
  CONCLUSION 
  Once back inside the protective walls of Greyhawk 
  City, you return to your affiliation contacts. They are 
  disturbed by what you have to tell them, but express 
  regret that they can’t provide their full attention to 
  the matter as politics in the city is heating up.  Both 
  for the city and internally within the guilds, power 
  plays are being made and the those in power love to 
  play. 
   
  It will be up to you, the new recruits, to return 
  to the ruins and keep digging deeper until the whole 
  story unravels.  
   
  AFFILIATION AWARDS 
  Now is time to determine how many affiliation points 
  each PC gained for their given affiliations. Record each 
  PC’s gain (or loss) on the Affiliation Score Gained/Lost 
  AR item. PCs can gain the following points: 
  • 
  All affiliation members gain a single point if they 
  found the stairs in Z2-9.  
   
  The Guild of Wizardry 
  • 
  Half point for collecting the samples from Z2-7. 
   
  Merchants' and Traders' Union 
  • 
  Half point for finding the missing cargo. 
   
  Mercenaries' Guild 
  • 
  Whole point for final blow on Shump the orc ranger 
   OR  half point for final blow on normal orc. 
   
  Cartographers' Guild 
  • 
  Half point for mapping this zone. 
   
  Thieves' Guild 
  • 
  Half point for finding stole cargo and reporting it 
  back to the Thieves’ Guild.  
   
  Nightwatchmen 
  • 
  Half point for finding stolen cargo and reporting its 
  location to the Guild of Nightwatchmen. 
   
  Religious Organizations 
  • 
  Half to Full point for properly enacting their faith 
  (DM’s discretion).   
   
  The End. 
   
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 7 
  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. 
   
  Z2-2: Cook’s Rest 
  Survive the trap 
  APL 2  
  30 XP 
   
  Z2-3: Look Who’s Coming to Dinner 
  Kill the zombies and survive the trap 
  APL 2  
  90 XP 
   
  Z2-4: If You Can’t Stand the Heat 
  Get past the fire elementals, one way or another. 
  APL 2  
  60 XP 
   
  Z2-5: Ants in the Pantry 
  Survive the trap 
  APL 2  
  30 XP 
   
  Z2-6: The Supply Cavern 
  Defeat the orc sentries 
  APL 2  
  30 XP 
   
  Z2-8: Another Zombie in the Debris pile 
  Defeat the zombie 
  APL 2  
  30 XP 
   
  Z2-9: The Sounding 
  Defeat the guard orcs 
  APL 2  
   
  90 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  90 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer, or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Z2-2: Cook’s Rest 
  APL 2: Coin 30 gp; Total 30 gp.  
   
  Z2-3: Look Who Is Coming to Dinner 
  APL 2: Coin 10 gp; Total 10 gp.  
   
  Z2-6 Supply Cavern 
  APL 2: Loot 50 gp; Coin 100 gp; Magic 54 gp; blessed 
  bandage (5) (4 gp each), daylight pellet (12 gp), talisman of 
  the disc (42 gp); Total 254 gp. 
   
  Z2-7: Icky Closet 
  APL 2: Magic 12 gp; oil of bless weapon (4 gp), potion of 
  magic fang (4 gp), potion of lesser vigor (4 gp); Total 12 gp. 
   
  Z2-8: Another Zombie in the Debris Pile 
  APL 2: Coin 40 gp; Magic 37 gp; glitter stone (37 gp); Total 
  77 gp. 
   
  Z2-9: The Sounding 
  APL 2: Loot 62 gp; Coin 40 gp; Magic 4 gp potion of cure 
  light wounds (4 gp); Total 106 gp. 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
   
  Total Possible Treasure 
  APL 2: 489 gp. 
   
   
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 8 
  ADVENTURE RECORD ITEMS 
  Use these notes to determine which AR items the PCs 
  gain: 
  • 
  PCs finding the stairs in Z4-9 receive The Deep Stair 
  AR item. 
  • 
  PCs finding the key in Z4-8: receive the Zagyg’s Key 
  AR item. 
   
  �Zagig’s Key: You have found a small iron key 
  decorated with Zagig’s sigil. The key radiates faint 
  transmutation magic but has no discernable powers.  
   
  �The Deep Stair: You have found the deep stairs below 
  the War Tower and know the way to the second level.  
   
  �Affiliation Score Gained/Lost: You have gained/lost 
  _____ points with the _________ affiliation. If you are affiliated 
  with more than one group, add extra notes in notes 
  section detailing you gain or loss. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Glitter stone (Core; Magic Item Compendium; 450 gp) 
  • 
  Oil of bless weapon (Core; DMG; 50 gp) 
  • 
  Potion of lesser vigor (Adventure; Spell Compendium; 50 
  gp) 
  • 
  Blessed bandage (Any; Magic Item Compendium; 10 gp) 
  • 
  Daylight pellet (Core; Magic Item Compendium; 150 gp) 
  • 
  Talisman of the disc (Core; Magic Item Compendium; 
  5o0 gp) 
   
   
  
  CGR7-01:2 Sauces and Soundings 
   
  Page 9 
  APPENDIX 1: APL 2
  Z2−2: COOK’S REST 
  HALL OF SPEARS 
  CR 1 
  Description see text. 
  Search DC 16; Type mechanical 
  Trigger location; Init +0 
  Effect one Small shortspear (Atk +3, 1d4 points of 
  piercing damage) per square per round  
  Duration 4 rounds 
  Destruction AC 11; hp 5; hardness 5 (each shortspear) 
  Disarm Disable Device DC 16 (each shortspear) 
   
  Z2−3: LOOK WHO’S COMING TO DINNER 
  DART SWARM 
  CR 2 
  Description see text. 
  Search DC 17; Type mechanical 
  Trigger location; Init +1 
  Effect 1d4 darts (Atk +2 ranged, 1d4 points of piercing 
  damage) per target per round. 
  Duration 9 rounds 
  Destruction AC 12; hp 5; hardness 5 (each ceiling 
  square) 
  Disarm Disable Device DC 17 (each ceiling square) 
   
  Z2−9: THE SOUNDING 
  SHUMP 
  CR 1 
  Male orc ranger 1 
  NE Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Orc  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 11 (1 HD) 
  Fort +3, Ref +4, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +4 (1d8+6/x3)  
  Ranged longbow +3 (1d8/x3) 
  Base Atk +1; Grp +5  
  Atk Options Point Blank Shot, favored enemy human 
  +2 
  Combat Gear potion of cure light wounds 
  Abilities Str 19, Dex 14, Con 13, Int 8, Wis 10, Cha 8 
  Feats Point Blank Shot 
  Skills Hide +3, Listen +4, Move Silently +3, Spot +4, 
  Survival +4 
  Possessions combat gear plus battleaxe, longbow with 
  20 arrows, chain shirt, buckler, backpack, 12 gp 
  Light Sensitivity (Ex) Shump is dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  
  CGR7-01:2: Sauces and Soundings 
   
  Page 2 
  DM MAP 1: ZONE 2 LAYOUT 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 1 
  CGR7-01:3 
   
   
   
  Crown and Crickets 
   
  by Chris Chesher 
   
   
   
  ADVENTURE BACKGROUND 
  This section of the dungeon contains the remains of the 
  old miners’ and soldiers’ barracks, and giant ant nest that 
  connects all sections of the dungeon.  
   
  The nest was here long before the dungeons were 
  built and have expanded into the different sections, but 
  the population of the ants has dropped drastically.  
   
  PREPERATIONS FOR PLAY 
  Make sure all players have their affiliation handout from 
  GHR7-01:1 Death in the Free City. If they did not receive it 
  for some reason, re-issue it. 
   
  PLAY OPTIONS 
  It is possible to play this adventure in several different 
  ways. Make sure, however, before play begins that no 
  player is going to repeat a zone through which he has 
  already adventured. 
   
  Refer to Time Units and Upkeep on page 2, for more 
  information about running a “Greyhawk Ruins” 
  adventure. 
   
  Unrestricted Play: Using the unrestricted play 
  option, PCs can wander through the more than a single 
  dungeon zone during a single session using secret doors 
  and such. In this case, the DM should determine ahead of 
  time how long the game session is and through how 
  many zones the PCs can adventure. To block off one zone 
  of the dungeon, the DM refer to the Restricted Play 
  Option section. 
   
  Restricted Play Option: If this adventure is being 
  played under time constraints (such as at a convention 
  where play in other zones is not possible), some of the 
  linkages between the different zones of the dungeon are 
  blocked off. The adventure text of the relevant 
  encounters handles justifications for such instances. 
   
  GETTING TO THE RUINS 
  If the PCs are playing this adventure without playing 
  GHR7-01:1 Death in the City in the same session use some 
  of the material from that adventure to handle their 
  journey to the ruins. 
   
  DM Map 1 and 2show the location of the ruins in 
  relation to the Free city and the immediate environs of 
  the ruins.  
   
  The PCs suffer no random encounters on the way to 
  the ruins. Use Encounter 5: Marsh Gate to roleplay them 
  leaving the city, if desired. 
   
  Learning More: If the PCs wish to make Gather 
  Information checks, and such like, before setting out for 
  the ruins use Encounter 4: Learning More. 
   
  INTRODUCTION 
  Adventure zones 2, 3, and 4 all share this room (GR on 
  the map) as a common starting point. Using the 
  unrestricted play option, the PCs are free to wander in 
  whichever direction they wish, overlapping different 
  zones, and so on. If the PCs are playing this at a 
  convention, however, they may be restricted in their 
  options (see Development below).  
   
  The stairs from the surface open into a 20 ft. by 20 ft. 
  room. On the three remaining walls are alcoves, 
  each with a door. In the corners of the rooms are 
  shelves draped in the remains of faded and slashed 
  red satin.  
   
  The door to the north has “Dining Hall” carved 
  into it. 
   
  The door to the east has “Solider and Miner’s 
  Barracks” carved into it. 
   
  The door to the west “Dumping Zone” carved 
  into it. 
   
  Use DM Map 1 to run the PCs’ exploration of this 
  adventure zone. 
   
  DEVELOPMENT 
  When the PCs open the east door, proceed to Z3-1. 
   
  Restricted Play Option: In this version of the 
  adventure, the only door the PCs can explore is the west 
  door, which leads to Zone 4. If this adventure is being 
  played under time constraints (such as at a convention 
  and play in other zones is not possible), the other doors 
  could be spiked shut from the inside, temporarily 
  jammed by objects or the PCs could automatically hear 
  lots of noise from behind them. 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 2 
   
  Unrestricted Play Option: Proceed to the relevant 
  adventure zone.  
   
  If the go through the north door, proceed to GHR7-
  01:2 Sauces and Soundings. 
   
   
  If the go through the east door, proceed to GHR7-
  01:3 Crowns and Crickets. 
   
   
  If the go through the west door, proceed to GHR7-
  01:4 Soiled Souls. 
   
   
  Z3−1: THE LONG CORRIDOR 
  Moldy tapestries decorate this 10 ft. wide and 5 ft. 
  high corridor. The corridor ends in a set of double 
  doors and branches off in several directions 
  including stairs leading down. 
   
  The tapestries are old, worn, and harmless. Once the dust 
  and mold is wiped from them, they show generic 
  depictions of mining activities and the glorification of 
  miners.  
   
  Each tapestry section is 10 ft. wide and 5 ft. high. The 
  only parts of the walls not covered with tapestries are 
  those containing corridor entrances. Above one of the 
  western corridor entrances has been scribbled an old 
  chalk message written in Common. 
   
  “They were here first. Our tunnels disturbed theirs. 
  We deserve our folly. Forgive us Hive Goddess.” 
   
  A DC 12 Knowledge (religion) identifies the epithet as  
  one of Bralm’ (N [LN] Suel lesser goddess of insects and 
  industriousness).  
   
  DEVELOPMENT 
  Restricted Play Option: The two east corridors and 
  doors leading into Zone 4. If this adventure is being 
  played under time constraints (such as at a convention 
  and play in other zones is not possible), these corridors 
  could be blocked by a cave in, jammed full of garbage and 
  other detritus or similarly impassable. 
   
  Z3−2: A MINER’S REST 
  A 25 ft. by 30 ft. room has several aged small tables 
  with stools and other minor amenities frequent in a 
  common room. Three doors line the east and west 
  walls and a 10 ft. by 5 ft. wooden cage filled with 
  various mining tools stands against the south wall. 
   
  There is a skeleton in each of the side rooms. They all 
  enter the room when any door is opened or the PCs 
  arrive in front of the tool cage. 
   
  APL 2 (EL 2) 
   
  �Human Warrior Skeleton (6): hp 6 each; 
  MM226. 
   
  CHAMBER FEATURES 
   
  Simple wooden door (6): 1 in. thick; hardness 5; hp 
  10; AC 5; Break DC 13. 
   
  Tool Cage: The door to the wood crib has long since 
  been taken. What remains in the racks are two 
  wheelbarrows, three mining picks, two shovels, a manure 
  fork, and a crowbar.  
   
  SIDE ROOMS 
  There are six side rooms. Each has the broken remains of 
  a double bunk and an empty footlocker. Moldy curtains 
  on hooks divide the rooms; the PCs can easily cut 
  through these if they desire.  
   
  In the southwest room, behind the bunk, is an ant 
  hole in the wall. A DC 14 Search check (or just moving 
  the bunk out of the way) locates the hole 
   
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
  Z3−3: DOWN A LEVEL 
  The 10 ft. wide corridor turns into a staircase 
  descending 15 ft. until it ends in a landing and more 
  stairs carry off to the south. A pungent smell wafts 
  up the stairs. 
   
  In the middle of the landing is a human corpse 
  hanging by the neck from a noose attached to an 
  iron eyehook in the ceiling.  
   
  On the east wall of the landing is a wooden 
  door.  
   
  There is nothing dangerous on these stairs or the landing. 
  The hanging corpse was that of an adventurer, captured 
  by an orc patrol and strung up here as a warning.  
   
  A DC 11 Heal check determines the human died 
  from slashing weapons, probably axes. The body has been 
  dead for about a month. All of his gear has been removed.  
   
  In the corridor at the bottom of the second flight of 
  stairs is a door locked door leading into Z3-5 and an ant 
  hole (see Z3-6).  
   
  AREA FEATURES 
  This area has the following generic features: 
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Lock DC 20. 
   
  Z3−4: STORAGE  
  The door opens to reveal a small staircase going 
  down 5 ft. into a 10 ft. by 15 ft. room. The walls of the 
  room are barely visible as the room is stuffed with 
  various adventuring gear, most of which seems to be 
  complete junk. 
   
  In the past, when the humanoids of the deeper levels 
  captured intruders, they would strip them of their gear, 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 3 
  often breaking much of it, and throwing it into this 
  storage area for spare parts for traps and such.  
   
  This practice has fallen by the wayside as gear and 
  supplies have become much more valuable to the 
  humanoids. This room has not been used in a while. 
   
  Hidden behind all the piled junk is a concealed door 
  in the southeast corner. A DC 18 Search check finds the 
  door. Once the old equipment is cleared away, it is easy to 
  open and leads into Z2-8. 
   
  AREA FEATURES 
  This area has the following generic features: 
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Lock DC 20. 
   
  THE JUNK PILE 
  With a few exceptions for very minor items, all the gear 
  here is broken beyond use. The following broken items 
  are here (among other trinkets).  
   
  Armor- padded (2), leather, studded leather, chain 
  shirt (2), scale mail (3), chain mail, breastplate, banded 
  mail. 
   
  Weapons- dagger (5), light mace (2), club (10), heavy 
  mace, short spear (3), quarterstaff (3), spear, light 
  crossbow (4), dart (10), bolts (20), arrows (12), light pick 
  (3), short sword, battleaxe, longsword (2), halberd. 
   
  Adventuring Gear- One of each item under table 7-
  8 (Adventuring Gear) in the Player’s Handbook.  
   
  All the above items are non-magical and are badly 
  damaged and are essentially unsellable. (Clever PCs could 
  use a mending spell to fix each item, which they could 
  then sell for half normal value). 
   
  Searching the Pile: A DC 22 Search check 
  discovers a small pouch. Inside are a tiny note rolled up 
  alongside a ring of feather fall (DC 16 Spellcraft, faint 
  transmutation). The tiny note is written in Draconic and 
  reads: 
   
  “To find me is to find the mirror. When you have 
  descended ‘til the rocks stink of eggs, look for a sigil 
  of green moss. From there go right, as the murmur 
  does point. When you find the pit, don my ring and 
  leap like a feather on the wind. Touch the mirror, 
  but be sure to leave a part of yourself behind.” 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
  Z3−5: MOSS BARRACKS 
  Opening the locked door reveals a 10 ft. by 40 ft. 
  corridor with 10 ft. high vaulted ceiling and three 
  evenly spaced doors on either side.  
   
  Everything, including the doors, is covered in 
  thick, green moss.  
   
  A contingent of archers tasked with protected the 
  western access points once dwelled here. The rooms have 
  long since been looted and abandoned. All that remains is 
  a small trap. 
   
  The moss that grows over all the surfaces is harmless. 
  It originally came from the effects of a cursed gem that 
  once resided here, but this has since been plundered.  
   
  THE ROOMS 
  All the rooms are protected by locked wooden doors 
  (hardness 5; hp 10; AC 5; Break DC 18; Open Lock DC 
  20). Inside each room, the moss covered remains of 
  bunks and chests are easily searched. They’ve long since 
  been looted and contain nothing of value. 
   
   
  TRAP 
  The second door on the south wall is trapped to affect the 
  first person that steps into the room. Once the door has 
  been unlocked or bashed, a series of weak strings hidden 
  in the debris and moss on the floor pull slightly when 
  stepped on and trigger a block on a rope that swings at 
  the PC directly in front of the door. 
   
  APL 2 (EL 1) 
   
  �Swinging Block Trap: CR 1; mechanical; 
  location trigger; manual reset; Atk +5 melee (4d6); Search 
  DC 20; Disable Device DC 20. 
   
  Z3−6: THE TUNNELS 
  The tunnel is round with a diameter of roughly 5 ft. 
  and is rough and unworked.  
   
  Use this encounter listing for all of the ant tunnels on the 
  map that do not have a specific encounter entry. 
   
  Medium creatures can move and fight in these 
  tunnels as normal. Large creatures, however, must 
  squeeze (moving into a square costs double and the 
  creatures suffers a -4 penalty on attack rolls and a =4 
  penalty to AC). 
   
  Z3−7: BRAVE AS ANT LIONS 
  The tunnel curves and carries on, but at the elbow it 
  opens up into an uneven chamber with a six-foot 
  high ceiling. 
   
  Several obviously dead ants the size of wolves 
  lie curled amongst other debris. Two living ants, 
  decorated with splotches of fungus, approach you.  
   
  All of the dead ants have fungus growing on their 
  carapaces. This fungus is harmless to non-vermin. A DC 
  15 Knowledge (nature) identifies this as a mutated 
  version of a fungus that sometimes infects large insects. 
  The two remaining solider ants are infected with the 
  fungus as well, but they have many more days of life left 
  in them.  
   
  
  CGR7-01:3: Crown and Crickets 
   
  Page 4 
  APL 2 (EL 4) 
   
  �Giant Ant Soldier (2): hp 11 each; MM 284. 
   
  Tactics: The ants are defending this passage and do their 
  best to chase down and kill any intruders. Because of the 
  fungus, the ants are having difficulty communicating as 
  their nervous system slowly breaks down.  
   
  Z3−8: PLUGGING THE HOLE 
  This was once a guard chamber similar to Z3-7, but now 
  only one solider ant remains. The ant is guarding the 
  north tunnel that leads into Zone 4. If PCs come from 
  the east tunnel, the ant turns around to fight them in the 
  chamber, otherwise, it bottlenecks the north tunnel. 
   
  APL 2 (EL 2) 
   
  �Giant Ant Soldier: hp 11 each; MM 284. 
   
  Tactics: The ant is defending this passage and does its 
  best to chase down and kill any intruders. Because of the 
  fungus, the ants are having difficulty communicating as 
  their nervous system slowly breaks down.  
   
  Z3−9: QUEEN’S CHAMBER 
  The tunnel opens into a large, round chamber. The 
  ground is littered with curled up ants covered in 
  fungus.  At the rear of the chamber is a giant ant as 
  big as a horse, with a tiny creature that looks like a 
  half-cricket/half-elf, rubbing the lethargic ant’s 
  antennae.  
   
  This is the dying ant queen of the nest. She has 
  succumbed to the fungus infection and is beyond all help 
  but the most powerful magic. Unless the PCs can apply 
  something more powerful than a simple cure disease, the 
  queen dies within 24 hours of the PCs’ arrival. The queen 
  cannot engage in combat and is easily slain.  
   
  The creature trying to sooth the queen is a grig (fey) 
  named Nuari the Grig.  
   
  APL 2 (EL1) 
   
  � Nuari: male grig;  hp 2 each; MM 235.  
   
  NUARI THE GRIG 
  This tiny being has a humanoid head, torso, and 
  arms, with the wings, antennae, and legs of a cricket. 
  He wears a tiny green vest decorated with the image 
  of a wasp.  
   
  Attitude: Indifferent (PH 72). 
   
  What He Knows: Nuari is the servant of a powerful 
  underground druid in the service of Bralm, lesser 
  goddess of insects. He has a personality flaw of always 
  addressing people by their race, never their name.  
   
  This colony of giant ants was here before the castle 
  and its dungeons were built. When Suel humans first 
  came into the region, those loyal to the Hive Mistress 
  recognized the power and sanctity of the place and built a 
  small shrine within the first nursery.  
   
  Nuari’s master, who’s identify he does not share with 
  the PCs, belongs to a small group that sends their 
  servants to such sites to give offerings and care.  
   
  Nuari has arrived to find that evil humans from 
  western part of this level of the dungeon have introduced 
  a magically mutated form of fungus that has quickly 
  spread throughout the colony. The queen will die soon. 
  But there is still a chance for the colony to be reborn, if 
  the PCs are willing to help, while Nuari attends the death 
  and spiritual renewal of the old queen. 
   
  What Nuari Wants: Nuari needs to help the spirit 
  of the ant queen prepare to be reborn as a new queen 
  once the right egg is brought to the royal chamber. 
  Problem is, the primary nursery is infected with the 
  fungus and all the eggs and larvae are dead or dying. This 
  leaves the old nursery, the one built around the shrine of 
  Bralm so long ago. The eggs there are sealed off from the 
  rest of the nest and are effectually in hibernation.  
   
  If the PCs can retrieve the queen egg, some worker 
  eggs, and the sacred honey, Nuari can protect these new 
  eggs from fungus infections and transfer the spirit of the 
  old queen into the new queen egg, thus saving the colony 
  from extinction. 
   
  The place the PCs need to go is in the far south east 
  of the colony, past the protective gorge where the 
  “Fanged One” waits to vanquish those not worthy to 
  enter the shrine. 
   
  Reward: If the PCs return to Nuari with the ant 
  queen egg, three worker eggs, and a supply of sacred 
  honey, Nuari promises to give then a reward. He remains 
  vague about what that reward is.  
   
  If the PCs return with tainted honey, or keep any of 
  the four eggs, Nuari does not grant them, his favor 
  (Nuari’s Ant Egg). 
   
  Z3−10: THE WAXED FLOOR 
  This chamber has a 5 ft. section on the floor that is 
  covered is a layer of wax. Several dead ants are curled 
  up at the walls. 
   
  This is one of several food chambers. The wax sheet is 
  actually a thin layer created by worker ants to keep the 
  honey-like substance (in a 10 ft. deep and 5 ft. wide shaft) 
  fresh.  
   
  CONTAMINATED HONEY 
  Unfortunately, the sticky food is contaminated with 
  fungus spores. If a PC eats any of the honey, he must 
  succeed on a DC 13 Fortitude save or be affected by the 
  spores; these have the same effect as arsenic poison (1 
  con/1d8 con, DMG 297). Detect poison or similar spell or 
  ability reveals the honey to be bad. 
   
  Anyone walking on top of the wax must make a DC 
  20 Reflex save to avoid falling in. Anyone standing in an 
  adjacent square must succeed on a DC 10 Reflex save to 
  avoid slipping in. 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 5 
   
  Fallen In: Anyone actually ending up in the honey 
  syrup comes under the effects of quicksand (DMG 88) A 
  trapped PC must make a DC 10 Swim check to tread 
  water or a DC 15 Swim check to move 5 ft. in any 
  direction. If a trapped PC fails this check by five or more 
  he sinks below the surface and begins to drown when he 
  can no longer hold his breath. PCs below the surface may 
  swim back to the surface with a successful Swim check 
  (DC 15, +1 per consecutive round below the surface). 
   
  Other PCs can try and rescue the trapped PC by 
  throwing a rope or reaching him with a longspear or 
  similar item. The rescuer must then make a DC 15 
  Strength check to successfully pull the victim, and the 
  trapped PC must make a DC 10 Strength check to hang 
  on as he is dragged out.  
   
  DEVELOPMENT 
  If this honey is brought Nuari instead of the sacred 
  honey, the new colony gets re-infected and the PCs do 
  not gain any reward from Nuari. 
   
  Z3−11: DEAD NURSURY 
  This chamber is filled with eggs and unmoving 
  larvae. They all have a thick layer of fungus on them. 
  The air smells sickly sweet. 
   
  This is the primary nursery. It was used because it was 
  close to the queen’s chamber. There are no survivors.  
   
  Z3−12: ALL THE GLITTERS 
  This chamber is holds items that were not made by 
  ants and several of them glitter. 
   
  This is the chamber that the ants put all the shiny or 
  otherwise interesting objects they find, but not for any 
  reason their vermin brains can comprehend.  
   
  Amongst the pile of debris, are uncut gems, bones, 
  bits of worked metal, and some jewelry. A DC 15 Search 
  check finds all the nonmagical valuables. A DC 18 Search 
  check finds a brooch of shielding tucked away at the very 
  bottom of the pile. A detect magic spell uncovers the item 
  without the search.  
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
  Z3−13: THE SILK BRIDGE 
  The narrow tunnel opens into a large natural cavern. 
  The chamber is filled with webs of varying density. 
  The air is heavy with an acid musk that risks 
  bringing tears to the eyes.  
   
  A calcified web stretches from one side of the 
  chamber to the other end of the chamber about 100 
  ft. distant. Forty feet below, your lights glimmer on 
  sickly looking water.  
  WEB BRIDGE 
  The calcified web is a web bridge 4 ft. thick. Crafted by 
  monstrous spiders, it is difficult to cross, especially since 
  the webs are inhabited. The entire bridge is considered 
  difficult terrain but the central parts have calcified and 
  have lost their stickiness.  
   
  The fresher webbing around the bridge and the 
  chamber require a successful DC 15 Strength check to 
  move along at all.If the check fails, the character is stuck 
  and wastes the  action pulling free. If the check fails by 5 
  or more, the character becomes ensnared in the webs and 
  must make a successful DC 20 Strength check as a full-
  round action to escape.  
   
  The interconnected strands of the web bridge make 
  it especially susceptible to damage: 
   
  Calcified Webs: AC 5; hardness 5; hp 96.  
   
  Normal Webs: AC 5; hardness 0; hp 96. 
   
  If any 5 ft. section of the bridge is destroyed, all creatures 
  on the bridge must make successful DC 10 Balance 
  checks or fall through the weakened webs.  
   
  THE CHAMBER 
  The chamber is a natural cavern 100 ft long,  that is 50 ft. 
  at its widest point. The ceiling curves at ranges from 5 ft. 
  above the bridge to 15 ft. above the bridge. The surface of 
  the water is 40 ft. below the bridge.  
   
  Scaling the cavern walls requires a DC 15 Climb 
  check. The webbing strung about the cavern provides 
  partial concealment. 
   
  THE MURKY WATER 
  This stagnant, poisoned water is 5 ft. deep and covers the 
  entire chamber floor. The bottom is covered in old bones 
  and bits of ant carapace.  
   
  For every one round a PC is exposed to the water, 
  they must make a DC 13 Fortitude save or become 
  infected with the shakes (1 day incubation, 1d8 Dexterity 
  damage; DMG 292). 
   
  Additionally, if the PC has open wounds (hp loss not 
  healed), he must also make each round a DC 12 Fort save 
  or contract filth fever (1d3 days incubation, 1d3 Dexterity 
  and 1d3 Constitution damage). 
   
  THE WEB HUT 
  At the far end of the chamber, below the bridge, is a 
  funnel-shaped web lair of the spider and its brood. This is 
  where their tastiest victims are carried. 
   
   
  DENIZENS OF THE BRIDGE 
  The mother spider and her brood start in the web hut. 
  Once the PCs start making vibrations on the web bridge, 
  or in the various other webbing, the spiders use the 
  concealment of the hanging webs to make their way to 
  attack the PCs. 
   
  Any captured PC is wrapped in webbing and taken 
  into the web hut to be eaten, one per day, starting 24 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 6 
  hours from time of capture. This gives brave PCs a chance 
  to come back and rescue fallen comrades.  
   
  APL 2 (EL 3) 
   
  �Large Monstrous Spider: hp 22; MM 289. 
   
  �Spider Swarm: hp 9 each; MM 240. 
   
  Treasure: Along with some mundane equipment, some 
  magical treasure has been left behind. Refer to the 
  Treasure Summary to determine what the PCs find here. 
   
  Development: Once the PCs have navigated themselves 
  past the spiders, they find the tunnel at the other end of 
  the bridge partially concealed by insignificant cobwebs.  
   
  Once brushed away, they find a waxy plug (hardness 
  0; hp 10; AC 5; Break DC 10) and the beginning of Z3-14.  
   
  Z3−14: LAND OF HONEY 
  Pushing the remains of the wax plug reveals a 
  chamber beyond. In the center is a crude stone 
  statue of a human female with insect wings, holding 
  forth a winged ant.  
   
  A sticky substance, not unlike honey, drips from 
  the abdomen of the stone ant, dripping onto a clutch 
  of white oblong eggs. 
   
  This is the shrine to Bralm. The inherent magic that 
  attracted Zagig to build the castle here also powers this 
  statue and its creation of sacred honey to keep the eggs 
  forever nourished. 
   
  THE EGGS 
  There are four eggs in total. The queen egg is twice as big 
  as the three worker eggs. All have a smearing of sacred 
  honey on them. The PCs need to collect the eggs and 
  bring them to Nuari. The PCs also need to collect several 
  litters of sacred honey. A wineskin or two worth suffices. 
   
    
  SACRED HONEY 
  The liquid, as it drips from the statue, seemingly created 
  from thin air, detects as magic (DC 17 Spellcraft, faint 
  conjuration aura and DC 18, faint enchantment aura).  
   
  The sacred honey looses potency once it leaves the 
  ant nest, but if a PC consumes a potion’s worth, he gains 
  the effects of a cure light wounds spell (CL1) and recovers 
  one point of ability score damage from all the subject’s 
  ability scores.  
   
  Sacred honey leaving the ant nest has a noticeable 
  change in taste and smell. While it is still pleasing, it is 
  just not so out of this world. 
   
  CONCLUSION 
  Once back inside the protective walls of Greyhawk 
  City, you return to your affiliation contacts. They are 
  disturbed by what you have to tell them, but express 
  regret that they can’t provide their full attention to 
  the matter as politics in the city is heating up. Both 
  for the city and internally within the guilds, power 
  plays are being made and those in power love to 
  play. 
   
  It will be up to you, to return to the ruins and 
  keep digging deeper until the whole story unravels.  
   
  AFFILIATION AWARDS 
  Now is time to determine how many affiliation points 
  each PC gained for their given affiliations. There are no 
  base points for this zone, only bonus points. Record each 
  PC’s gain (or loss) on the Affiliation Score Gained/Lost 
  AR item. PCs can gain the following points: 
   
  Cartographers' Guild 
  • 
  Half point for mapping out this zone. 
  • 
  Half point for reporting back with a copy of the 
  Draconic note from Z3-4. 
   
  Guild of Wizardry 
  • 
  A single half point for collecting samples of the 
  tainted honey from Z3-10; or the sacred honey from 
  Z3-14. 
  • 
  Half point for collecting a fungus sample from any 
  of the dead ants. 
   
  Mercenaries' Guild 
  • 
  Whole point for final blow on large spider OR half 
  point for final blow on a solider ant. 
   
  Merchants' And Traders' Union 
  • 
  Full point for bringing back at least a three liters of 
  sacred honey from Z3-14. 
  • 
  Penalty of one full point for bringing back samples 
  of the tainted honey from Z3-10. It causes the wrong 
  gluttonous people to get sick. 
   
  Nightwatchmen 
  • 
  Half point for cutting down the corpse in Z3-3 and 
  giving it a proper burial (or equivalent act). 
   
  Religious Organizations 
  • 
  Half to Full point for properly enacting their faith 
  (DM’s discretion).  
  • 
  Half point for cutting down the corpse in Z3-3 and 
  giving it a proper burial or equivalent decent act for 
  the dead. 
   
  Thieves' Guild 
  • 
  Half point for bringing back at least three litters of 
  divine honey. 
  • 
  Half point for bringing back at least three litters of 
  tainted honey. 
   
  The End. 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 7 
  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. 
   
  Z3-2: A Miner’s Rest 
  Defeat the skeletons 
  APL 2  
  60 XP 
   
  Z3-5: Moss Barracks 
  Survive the trap. 
  APL 2  
  30 XP 
   
  Z3-7: Brave as Ant Lions 
  Dealing with the ants, one way or another. 
  APL 2  
  120 XP 
   
  Z3-8: Plugging the Hole 
  Deal with the ant, one way or another. 
  APL 2  
  60 XP 
   
  Z3-13: The Supply Cavern 
  Surviving the spiders to reach sacred honey 
  APL 2  
  90 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  90 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Z3-2: A Miner’s Rest 
  APL 2: Loot: 16 gp.  
   
  Z3-4: Storage 
  APL 2: Loot 0-300 gp (varies, see text); Magic 183 gp; ring 
  of feather fall (183 gp); Total 183-483 gp (varies). 
   
  Z3-12: All the Glitters 
  APL 2: Loot 60 gp; Magic 125 gp; brooch of shielding (125 
  gp); Total 185 gp. 
   
  Z3-12: The Silk Bridge 
  APL 2: Loot 26 gp; Magic 52 gp; scroll of protection from 
  arrows (13 gp), scroll of blur (13 gp), scroll of web (13 gp), 
  scroll of spider climb (13 gp); Total 78 gp. 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
   
   
  Total Possible Treasure 
  APL 2: 762 gp. 
   
   
  ADVENTURE RECORD ITEMS 
  Nuari’s Ant Egg: If the PCs return to Nuari with the ant 
  queen egg, three worker eggs, and a supply of sacred 
  honey, they each get this favor. 
   
  Tunnel Fighting: Any PCs fighting ants in their 
  natural habitat (their tunnels) gets this AR item. 
   
  �Tunnel Fighting: You have experienced firsthand 
  what it is like to fight in the cramped tunnels of giant 
  ants.  
   
  If you did not already have it, you gain Open access 
  to the Tunnel Fighting feat (Dungeonscape 46).  
   
  If before this adventure you already had Open access 
  to Tunnel Fighting, you can act one time as if you had 
  taken the feat. This benefit lasts for 10 rounds. During 
  
  CGR7-01:3: Crown and Crickets 
   
  Page 8 
  that time, you do not take a penalty on your attack rolls or 
  your armor class while squeezing through a tight space. 
   
  �Affiliation Score Gained/Lost: This PC has 
  Gained/Lost #____________ points with the ________________________ 
  Greyhawk affiliation. If multiple allegiance, add extra in 
  notes section. 
   
  �Nuari’s Ant Egg: Nuari the Grig has gifted you a 
  magical ant egg. The egg is the size of a human head and 
  weighs 5 lb. When hurled to the ground, the egg shatters 
  releasing a miniature giant worker ant (MM 284). The ant 
  can act in the round the egg is broken but must spend a 
  standard action to grow to normal size before it does 
  anything else. A giant ant does not speak any languages 
  but views the creature that broke its egg as its queen. It 
  will, thus, defend you to the death. Its lack of intelligence 
  means that it cannot employ sophisticated combat tactics 
  or carry out complex tasks. The ant remains for 24 hours 
  before the magic sustaining its attachment to you fades 
  and it wanders off. 
    
  ITEM ACCESS 
  APL 2: 
  • 
  Ring of feather fall (Adventure; DMG) 
  • 
  Brooch of shielding (Adventure; DMG) 
   
   
  
  CGR7-01:4 Soiled Souls 
   
  Page 1 
  DM MAP 1: ZONE 3 LAYOUT 
   
  
  CGR7-01:4 Soiled Souls 
   
  Page 2 
  CGR7-01:4 
   
   
   
  Soiled Souls 
   
  by Sam Weiss 
   
   
   
  ADVENTURE BACKGROUND 
  When the castle was originally built the second level of 
  the Tower of War was dedicated to a very mundane, but 
  very unpleasant task – collecting and removing the 
  manure and other wastes from the stables above. The 
  people charged with this unpleasant task turned 
  themselves to an unpleasant deity, and amidst the 
  mounds of filth constructed a hidden shrine of filth to 
  Iuz. Eventually that shrine was discovered and destroyed 
  by one of the groups of adventurers that regularly pass 
  through the ruins. The taint of evil remained, and 
  eventually it attracted the notice of Camodious, a 
  follower of Incabulos. He had a plan to seed unknowing 
  spies throughout the city of Greyhawk by implanting 
  them with necrotic cysts, and the hidden room behind the 
  cavern of fossilized dung would serve as an excellent 
  base. He sent two of his more disturbing lackeys, 
  Wrencoust, a cleric with a penchant for disease and 
  human flesh, and Scetin, a twisted druid with an 
  unnatural love of vermin, to set themselves up a base 
  from which they could kidnap lower ranking members of 
  various guilds, infect them, then release them to return 
  home where Camodious could scry on them, learning 
  secrets the guilds would prefer remain secret. The plan 
  has gone well so far, but the two have become 
  overconfident, and now seek to add the PCs to their list 
  of unknowing agents. 
   
  PREPARATION FOR PLAY 
  Make sure all players have their affiliation handout from 
  GHR7-01:1 Death in the Free City. If they did not receive it 
  for some reason, re-issue it. 
   
  PLAY OPTIONS 
  It is possible to play this adventure in several different 
  ways. Make sure, however, before play begins that no 
  player is going to repeat a zone through which he has 
  already adventured. 
   
  Refer to Time Units and Upkeep on page 2, for more 
  information about running a “Greyhawk Ruins” 
  adventure. 
   
  Unrestricted Play: Using the unrestricted play 
  option, PCs can wander through the more than a single 
  dungeon zone during a single session using secret doors 
  and such. In this case, the DM should determine ahead of 
  time how long the game session is and through how 
  many zones the PCs can adventure. To block off one zone 
  of the dungeon, the DM refer to the Restricted Play 
  Option section. 
   
  Restricted Play Option: If this adventure is being 
  played under time constraints (such as at a convention 
  where play in other zones is not possible), some of the 
  linkages between the different zones of the dungeon are 
  blocked off. The adventure text of the relevant 
  encounters handles justifications for such instances. 
   
  GETTING TO THE RUINS 
  If the PCs are playing this adventure without playing 
  GHR7-01:1 Death in the City in the same session use some 
  of the material from that adventure to handle their 
  journey to the ruins. 
   
  DM Map 1 and 2show the location of the ruins in 
  relation to the Free city and the immediate environs of 
  the ruins.  
   
  The PCs suffer no random encounters on the way to 
  the ruins. Use Encounter 5: Marsh Gate to roleplay them 
  leaving the city, if desired. 
   
  Learning More: If the PCs wish to make Gather 
  Information checks, and such like, before setting out for 
  the ruins use Encounter 4: Learning More. 
   
  INTRODUCTION 
  Adventure zones 2, 3, and 4 all share this room (GR on 
  the map) as a common starting point. Using the 
  unrestricted play option, the PCs are free to wander in 
  whichever direction they wish, overlapping different 
  zones, and so on. If the PCs are playing this at a 
  convention, however, they may be restricted in their 
  options (see Development below).  
   
  The stairs from the surface open into a 20 ft. by 20 ft. 
  room. On the three remaining walls are alcoves, 
  each with a door. In the corners of the rooms are 
  shelves draped in the remains of faded and slashed 
  red satin.  
  
  CGR7-01:4 Soiled Souls 
   
  Page 2 
   
  The door to the north has “Dining Hall” carved 
  into it. 
   
  The door to the east has “Solider and Miner’s 
  Barracks” carved into it. 
   
  The door to the west “Dumping Zone” carved 
  into it. 
   
  Use DM Map 1 to run the PCs’ exploration of this 
  adventure zone. 
   
  DEVELOPMENT 
  When the PCs open the north door, proceed to Z4-1. 
   
  Restricted Play Option: In this version of the 
  adventure, the only door the PCs can explore is the west 
  door, which leads to Zone 4. If this adventure is being 
  played under time constraints (such as at a convention 
  and play in other zones is not possible), the other doors 
  could be spiked shut from the inside, temporarily 
  jammed by objects or the PCs could automatically hear 
  lots of noise from behind them. 
   
  Unrestricted Play Option: Proceed to the relevant 
  adventure zone.  
   
  If the go through the north door, proceed to GHR7-
  01:2 Sauces and Soundings. 
   
   
  If the go through the east door, proceed to GHR7-
  01:3 Crowns and Crickets. 
   
   
  If the go through the west door, proceed to GHR7-
  01:4 Soiled Souls. 
   
  Z4−1: CAVERN OF FILTH 
  The grand cavern was originally intended to serve as a 
  collection point for the waste products of the upper levels 
  of the tower. The ancient mounds left behind when 
  Zagig disappeared have turned distinctly solid, and now 
  serve as the main focus of this adventure. 
   
  Leaving the entry room, you see a vast cavern whose 
  far end is lost in the darkness. The most striking 
  feature of the place is the strange peaks that rise up 
  from the irregular floor. A faint glow is visible off to 
  your left, light from some unknown source. 
   
  If the PCs investigate further, read: 
   
  Careful 
  investigation 
  soon 
  reveals 
  they 
  are 
  composing of ancient garbage and worse wastes, 
  apparently having been here since the place was 
  abandoned more than a century ago.  
   
  When the PCs move more than 20 feet from the door, 
  read the following: 
   
  As you make your way through the cavern, your 
  movement disturbs a nest of vermin. With a flurry 
  of legs, a mass of tiny centipedes erupts from the 
  ancient filth and rushes at you. 
   
  APL 2 (EL 2) 
   
  �Tiny Monstrous Centipedes (16): hp 1 each; 
  MM 286. 
   
  Tactics: The centipedes have a Hide check of 28 if they 
  take 10. Any PC that can make a Spot check that high can 
  act during the surprise round. The centipedes begin 15 
  feet from the PCs, and spend the surprise round rushing 
  into squares occupied by the PCs. They split up, dividing 
  their attacks among the PCs. DMs should keep in mind 
  that they may do significant damage by sheer number of 
  attacks before they are all slain. If a PC falls, the 
  centipedes move to attack another one still standing; they 
  do not kill anyone who is down. 
   
  Treasure: Perceptive PCs succeeding on a DC 20 Search 
  check notice that a dense tangle of vegetation is strangely 
  out of place. It is a tanglepatch. Refer to the Treasure 
  Summary and Appendix 2 for more information. 
   
  AREA FEATURES 
  This area has the following generic features: 
   
  Fossilized Garbage and Waste: In the main the 
  fossilized garbage and waste covering the floor does not 
  inhibit movement. However, in several places, the waste 
  has solidified to form raised areas. Characters standing on 
  these raised areas gain a +1 bonus to melee attacks against 
  those beneath them. Additionally the steep irregular 
  sides of these “hills” hamper movement. Treat any square 
  adjacent to a “hill” as hampered terrain. 
   
  Secret Door: A secret door pierces the west wall. 
  Beyond, lies Encounter Z2-6. A DC 20 Search check 
  reveals the secret door. 
   
  DEVELOPMENT 
  If all of the PCs fall, Scetin approaches and distracts the 
  centipedes with other food so the PCs can be taken 
  prisoner. Go to Encounter Z4-7. 
   
  After the fight, the PCs may continue to investigate. 
  If they head towards the light, go to Encounter Z4-2. If 
  they continue deeper into the cavern, go to Encounter 
  Z4-3. 
   
  Alternatively, if they discover the secret door in the 
  west wall proceed to Z4-6 but run combat encounter Z4-5 
  in that location adjusting the tactics for the change in 
  terrain. 
   
  Z4−2: THE BACK DOOR 
  As the PCs head toward the distant light from the cavern, 
  read the following: 
   
  The natural cavern gives way to a finished stone 
  passageway 20 ft. wide. Two massive portcullises bar 
  the passage out. In the poor light, you can barely 
  make out tell-tale signs of arrow-slits along the left-
  hand wall. Apparently, Zagig didn’t want uninvited 
  guests coming in this way. 
  
  CGR7-01:4 Soiled Souls 
   
  Page 3 
   
  AREA FEATURES 
  The area has the following features: 
   
  Hardened Iron Portcullis (2): 2 in. thick; hardness 
  15; hp 90; AC 5; Break DC 33 (30 to lift). Beyond the 
  portcullises, a corridor leads off into the darkness. 
   
  Secret Door: There is a secret door (hardness 8; hp 
  60; AC 5; Search DC 15) to the gate mechanism on the 
  northern wall. It is made of stone, and was originally very 
  difficult to detect. The current guards are rather sloppy, 
  and the door is much easier to find now. 
   
   Ant Hole: Concealed among light debris and 
  contours of the rock, is a 3 ft. round ant hole. After 5 ft. 
  this widens into a 5 ft. diameter ant tunnel. This tunnel 
  leads to Encounter Z3-8 of Zone 3. See Restricted Play 
  below for more information. 
   
  Restricted Play Option: The ant hole leads to 
  Encounter Z3-8 of Zone 3. If this adventure is being 
  played under time constraints (such as at a convention 
  and play in other zones is not possible), this passageway 
  has collapsed. (By the time the PCs return, the ants have 
  cleared it again). 
   
  DEVELOPMENT 
  If the PCs open the secret door, read the following: 
   
  The room beyond the door is 20 feet by 30 feet. The 
  machinery to operate the portcullis is on the wall to 
  your left, and a door is on the wall beyond the 
  mechanism. Standing in the middle of the room are 
  three men with disturbing demeanors, wicked 
  gleams in their eyes, and small horns on their 
  foreheads. They turn as you enter, and move to 
  attack. 
   
  The three guards immediately move to attack. 
   
  APL 2 (EL 2) 
   
  �Tiefling Warrior 1 (3): hp 5 each; MM 209. 
   
  Tactics: 
  One 
  tiefling 
  uses 
  his 
  darkness 
  ability 
  immediately. If it is countered somehow, then another 
  one uses his. The tieflings engage the PCs in the darkness, 
  focusing their attacks on one PC at a time until he is 
  down before moving to the next. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
  AREA FEATURES 
  Once the PCs have dealt with the tieflings they can 
  investigate the remainder of the area. The other room 
  contains the mechanism to raise the second portcullis 
  (both, however, are aged and jammed and are inoperable). 
  The room beyond the arrow slits cannot be entered from 
  here. PCs can look inside, but will not see anything from 
  here. If a PC sends a familiar or similar creature to 
  investigate, it discovers a closed door at each end of the 
  archery room, but nothing else. 
   
  If the PCs manage to take one or both tieflings 
  prisoner, they are hostile (PH 72) towards the PCs. They 
  try and direct the PCs to Encounter 4, telling them their 
  leader lives in the rooms beyond the double doors there. 
  If Intimidate is used successfully, they tell the PCs about 
  Wrencoust and Scetin, and warn them of the centipedes 
  in the main cavern. 
   
  Z4−3: WEBS IN THE DARK 
  When the PCs move deeper into the caverns from either 
  Encounter Z4-1 or Encounter Z4-2, read the following:  
   
  As you move around another of the refuse hills, a 
  sudden flash of movement catches your eye. A rat 
  the size of a dog races across your path 30 feet ahead 
  of you, and disappears through an opening in a set 
  of double doors on one wall. 
   
  This is the dire rat animal companion of Scetin. It takes a 
  DC 21 Spot check to notice him before he runs through 
  the door. (He is taking 10 hiding and is 30 feet from the 
  PCs.) If someone does spot him, they can roll initiative 
  and attack him in a surprise round (encounter Z4-5 has 
  his statistics) as he runs for the door. Otherwise he 
  disappears down the passage beyond. 
   
  When the PCs investigate beyond the door, read: 
   
  The passage beyond the door is 10 feet wide and over 
  30 feet long. You can hear scuttling noises off in the 
  darkness. 
   
  A PC able to see further than 30 feet in the darkness sees 
  that the corridor is 60 feet long and that another set of 
  double doors is open at the far end. 
   
  When the PCs advance down the corridor, read: 
   
  As you move through the corridor, your feet catch as 
  you stumble across webs laid on the floor. As you 
  catch your balance, a pack of spiders drops down 
  from the ceiling to attack you. 
   
  The floor is covered with patches of webs beginning 40 
  feet from the doors the PCs enter through, and the 
  spiders hang on the ceiling above it. The spiders and web 
  are difficult to see. It takes a DC 20 Spot check to notice 
  the webs on the floor before walking into them. If the 
  PCs fail to see it, they may become caught as noted in the 
  Monster Manual, page 288 as if they had fallen into the 
  web of a tiny monstrous spider. The spiders are even 
  more difficult to see, requiring a DC 25 Spot check (they 
  are taking 10 to hide) or they get a surprise round. 
   
  APL 2 (EL 2) 
   
  �Tiny Monstrous Spiders (8): hp 2 each; MM 288. 
   
  
  CGR7-01:4 Soiled Souls 
   
  Page 4 
  Tactics: Like the centipedes, the spiders divide up 
  among the PCs, and switch attacks once a PC is down. 
   
  AREA FEATURES 
  This area has the following generic features:  
   
  Fossilized Garbage and Waste: In the main the 
  fossilized garbage and waste covering the floor does not 
  inhibit movement. However, in several places, the waste 
  has solidified to form raised areas. Characters standing on 
  these raised areas gain a +1 bonus to melee attacks against 
  those beneath them. Additionally the steep irregular 
  sides of these “hills” hamper movement. Treat any square 
  adjacent to a “hill” as hampered terrain. 
   
  DEVELOPMENT 
  Again as with the centipede encounter, if all of the PCs 
  fall Scetin arrives and distracts the spiders so the PCs can 
  be taken prisoner. If that happens, go to Encounter Z4-7. 
   
  If the PCs defeat the spiders, they can continue 
  forward through the unfinished passages, go to 
  Encounter Z4-4. If they return to the main cavern, 
  continue with Encounter Z4-5. 
   
  Restricted Play Option: Directly east, then south, 
  in the unfinished passages, is a door that leads to Z2-1 of 
  Zone 2. If this adventure is being played under time 
  constraints (such as at a convention and play in other 
  zones is not possible), the door is shut and barred from 
  the other side. (By the time the PCs return, the bar has 
  been removed and the door can be opened with a DC 15 
  Break check. 
   
   
  Z4−4: WHACK A RAT 
  This encounter takes place in one room in a series of 
  rooms and corridors. When the PCs enter, read: 
   
  The walls of this area are of unfinished stone like 
  the rest of the area. The floor is the same, but is 
  pockmarked with numerous rat holes. In the far 
  corner of the room is a small altar with what looks 
  like a dead rat laying on it. 
   
  The altar is marked with the eye of possession symbol of 
  Incabulos (DC 15 Knowledge (religion) to identify the 
  symbol), and the decaying body of a diseased rat is set on 
  it. If the PCs approach the altar, they trigger the 
  encounter trap. 
   
  APL 2 (EL 2) 
   
  �Whack a Rat Trap: see appendix. 
   
  This trap consists of a 30 foot by 30 foot room, with an 
  altar in one square. The other squares each have five holes 
  in the floor. When PCs advance more than 20 feet into 
  the room, the trap activates. Every round the trap is 
  active, a rat pops out of one of the holes in every square. 
  and lets out a numbing squeak which afflicts a random 
  PC with power word fatigue.  
   
  DEVELOPMENT 
  After the PCs are finished with this room, the adventure 
  continues with Encounter Z4-5 when they are back in 
  the main cavern. 
   
  Z4−5: THE VILLAINS APPEAR  
  After the PCs have been worn down by the various 
  encounters, the two cultists finally show up to attack 
  them directly in area Z4-1.  Read the following when the 
  PCs return to the main cavern after dealing with both 
  encounters Z4-2 and Z4-3.  
   
  As you enter the main cavern again, you see two 
  figures waiting for you on top of one of the mounds 
  of solidified refuse. With evil gleam in their eyes, 
  they begin casting spells. 
   
  Alternatively, if the PCs enter Z4-6, they fight the cultists 
  there. 
   
  APL 2 (EL 3) 
   
  �Wrencoust: male human cleric (Incabulos) 2; hp 
  16; Appendix 1.  
   
  �Scetin: male human druid 1; hp 10; Appendix 1. 
   
  Tactics: The two are not hiding, so combat begins with 
  initiative. Scetin casts both his magic fang spells on 
  Wrencoust before joining Plagana in holding off the PCs. 
  Scetin and Plagana both fight defensively, then use aid 
  another when Wrencoust joins them. Wrencoust uses his 
  blood wind spell for the first two rounds, attacking with 
  his unarmed strike and bite attack. He uses his unarmed 
  strike to do non-lethal damage, attacking spellcasters 
  first. He uses his bite attack to do normal damage to wear 
  down non-spellcasters. When he can no longer attack at 
  range, he casts doom on the most powerful remaining PC, 
  throws his tanglefoot bags, then moves into melee. They 
  both fight to the death trying to subdue the PCs. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
  DEVELOPMENT 
  If the PCs win, they are now free to search the rest of the 
  cavern. 
   
  If either Wrencoust or Scetin is taken prisoner, they 
  can tell the PCs nothing unless intimidated, and even 
  then they say little more than their master sent them to 
  infect people with the plague and return them to 
  Greyhawk. When the PCs are ready, continue with 
  Encounter 7. 
   
  If the PCs are defeated, they are taken prisoner. 
  Continue with Encounter Z4-7. 
   
  
  CGR7-01:4 Soiled Souls 
   
  Page 5 
  Z4−6: THE PRISONERS 
  When the PCs enter the concealed shrine, read: 
   
  Through a curtain at the far end of the passage from 
  the concealed door is an oval chamber. To the right a 
  pair of cots with chests are against the far wall. To 
  the left is a raised altar with a huge mural of the eye 
  of possession. Ahead of you a door stands open 
  revealing another chamber divided by iron bars. You 
  can see two men lying on the floor of the prison, 
  apparently unconscious. 
   
  THE PRISONERS 
   
  The prisoners are unconscious from a combination of 
  beatings and starvation. They have each been implanted 
  with a necrotic cyst. There are two prisoners here, one is a 
  member of the Union of Merchants’ and Traders’ named 
  Hysalis, the other is a member of the Guild of Wizardry 
  named Ballis. If roused, they weakly beg the PCs for 
  assistance. If questioned, they tell the PCs they were 
  kidnapped separately while nearby on various bits of 
  guild business. (The merchant was escorting a wagon of 
  goods from a gnomish settlement in the Cairn Hills, the 
  wizard was doing research on the current physical 
  condition of the area around the ruins.) Neither is in any 
  condition to do more than stagger out if the door is 
  opened, the PCs need to escort them back to Greyhawk if 
  the prisoners are to survive. 
   
  AREA FEATURES 
  This area has the following generic features: 
   
  Open Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18; Open Lock DC 20. 
   
  Iron Bars: 2 in. thick; hardness 15; hp 90; AC 5; 
  Break DC 33; Open Locks DC 25. Wrencoust has the keys 
  to this.  
   
  Altar: A DC 15 Knowledge (religion) check reveals 
  the altar is dedicated to Incabulos. PCs receive a faint 
  sense of uneasiness when within 10 ft. of the altar, and 
  anyone who does not worship Incabulos has nightmare 
  filled dreams when sleeping in the room. Examining the 
  altar closely, the PCs can find a drawer that contains the 
  key to the cell, and the wand of necrotic cyst used to implant 
  cysts in prisoners. 
   
  Cots and Chests: The cots and chests are worn and 
  vermin ridden, as is the clothing within both chests. PCs 
  who insist on searching them closely are likely to spend 
  the next week scratching until they manage to 
  thoroughly delouse themselves. 
   
  Treasure: Succeeding on a DC 15 Search check 
  reveals a talisman of the disk and a magic bedroll. Refer to 
  the Treasure Summary and Appendix 2 for more 
  information. 
   
  DEVELOPMENT 
  If the PCs escort the two prisoners back to Greyhawk, the 
  guilds of the prisoners reward them, as do their own 
  affiliations. Go to the Conclusion. 
   
  Z4−7: ESCAPE! 
  If the PCs are captured, Wrencoust and Scetin put them 
  in the cell with the other two prisoners. They keep the 
  PCs unconscious by beating them for the next day as 
  Wrencoust uses his wand of necrotic cyst. Have every PC 
  infected make a single DC 13 Fortitude save against the 
  wand. If they succeed, nothing happens. If they fail, they 
  get the “Soiled” AR item at the end of the adventure. 
   
  The next day, Wrencoust and Scetin abandon the 
  complex while the PCs are unconscious, leaving the cell 
  open. 
  Read 
  the 
  following 
  as 
  the 
  PCs 
  regain 
  consciousness: 
   
  As you slowly come round the pain of the beating 
  you received makes your bones aches. Your captors 
  are nowhere to be seen, and your fellow party 
  members and prisoners lay near you, slowly 
  regaining consciousness themselves. 
   
  When the PCs check the cell door they discover it is 
  stuck but not locked. Despite their injuries they can force 
  the door open. Their gear is in a chest with nothing 
  missing. To all appearances it seems as if the two people 
  they fought went out to attack others and have not 
  returned. The PCs are able to gather their belongings and 
  leave with no further challenges. The other two prisoners 
  are not as well off, and the PCs must aid them if they are 
  to get back to Greyhawk. 
   
  Although the PCs face no further challenge here, 
  you should feel free to play up the tension by requiring 
  Strength checks to force open the cell or carry the other 
  prisoners, and suggesting that their captors might return 
  at any moment. Allow the players’ imaginations to make 
  the scene as difficult as they can want to make it, but do 
  not prevent them from leaving, or require them to 
  expend additional resources to escape. 
   
   
  DEVELOPMENT 
  If the PCs escort the two prisoners back to Greyhawk, the 
  guilds of the prisoners reward them, as do their own 
  affiliations. Go to the Conclusion. 
   
  CONCLUSION 
  Having defeated or escaped from the followers of 
  Incabulos, the PCs return to Greyhawk, and may claim 
  their rewards from their affiliations. 
   
  One final challenge will present itself at the gates of 
  Greyhawk. The unholy symbol of Incabulos and the wand 
  of necrotic cyst are both forbidden by the laws of Greyhawk, 
  and possession within the city means death. Anyone who 
  is resident knows this about the unholy symbol 
  
  CGR7-01:4 Soiled Souls 
   
  Page 6 
  automatically, foreigners must succeed on a DC 10 
  Knowledge (local – core) check to know this. Provided 
  the PCs do not attempt to conceal these items and turn 
  them over immediately, the guards summon a Deputy 
  Constable to question the PCs about how they came to 
  possess them.  
   
  If the PCs cooperate, telling the truth about 
  everything they encountered, the Deputy Constable 
  informs them that the items must be confiscated but he 
  will see to it the PCs are rewarded for their service to the 
  city. The PCs receive the full value of both items as if 
  they had sold them, as well as the Favor of the Constables 
  AR item. 
   
  If the PCs do not cooperate, the Constable 
  eventually discover the powers of the wand of necrotic cyst 
  by other means. The PCs do not get the value of either 
  forbidden item, and do not get the Favor of the 
  Constables AR item. 
   
  AFFILIATION REWARDS 
  Now is time to determine how many affiliation points 
  each PC gained for their given affiliations. Record each 
  PC’s gain (or loss) on the Affiliation Score Gained/Lost 
  AR item. PCs can gain the following points: 
   
  The Guild of Wizardry 
  • 
  1 point for rescuing the young guild member. 
   
  Merchants' and Traders' Union 
  • 
  1 point for rescuing the young guild member 
  • 
  Half point for gaining on the AR item ‘Favor of the 
  Constables’. 
   
  Mercenaries' Guild 
  • 
  1 point if there are no deaths in the party caused 
  during this adventure zone. 
  • 
  1 point if no members of the party are captured 
  during this adventure zone. 
   
  Cartographers' Guild 
  • 
  1 point for turning in a map of this zone.  
  • 
  Half point for discovering the operating mechanism 
  of the portcullis. 
   
  Thieves' Guild 
  • 
  Half point for saving the young member of the 
  Merchant’s Guild. 
  • 
  Half point for gaining on the AR item ‘Favor of the 
  Constables’. 
   
  Nightwatchmen 
  • 
  1 point for destroying the shrine in Z4-6. 
  • 
  1 point for turning in the wand of necrotic cyst. 
   
  Religious Organizations 
  • 
  Half to Full point for properly enacting their faith 
  (DM’s discretion).   
  • 
  1 point for destroying the shrine in Z4-6. 
  • 
  Half point for turning in the wand of necrotic cyst. 
   
  CAMPAIGN CONSEQUENCES 
  This adventure has “Campaign Consequences”; that is: 
  the outcome of this adventure will directly affect future 
  events in the course of the campaign. Please send your 
  answers to creighton@greyworks.co.uk as soon as 
  possible. General comments about the adventure are also 
  welcomed at this address. 
  • 
  Did the PCs kill Wrencoust or Scetin? 
  • 
  Did the PCs take Wrencoust or Scetin prisoner and 
  deliver them to the authorities in Greyhawk? 
  • 
  Were the PCs captured? 
  • 
  Were any PCs implanted with necrotic cysts? 
  • 
  Did the PCs bring Hysalis back to Greyhawk? 
  • 
  Did the PCs bring Ballis back to Greyhawk? 
  • 
  Did the PCs bring the wand of necrotic cyst back to 
  Greyhawk? 
  
  CGR7-01:4 Soiled Souls 
   
  Page 7 
  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. 
   
  Z4-1: Cavern of Filth 
  Defeat the vermin 
  APL 2  
  60 XP 
   
  Z4-2: The Back Door 
  Defeat the tieflings 
  APL 2  
  90 XP 
   
  Z4-3: Webs in the Dark 
  Defeat the spiders 
  APL 2  
  60 XP 
   
  Z4-4: Whack a Rat 
  Activate and survive the trap 
  APL 2  
  60 XP 
   
  Z4-5: The Villains Appear 
  Defeat the villains 
  APL 2  
  90 XP 
   
  Story Award 
  Rescue the two prisoners 
  APL 2  
  45 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Z4-1: Cavern of Filth 
  APL 2: Magic 16 gp tanglepatch (16 gp) Total 16 gp. 
   
  Z4-2: The Back Door 
  APL 2: Loot: 21 gp; Total 21 gp. 
   
  Z4-5: The Villains Appear 
  APL 2: Loot 120 gp; Coin 58 gp; Magic 91 gp; potion of cure 
  light wounds (4 gp), wand of cure light wounds (10charges) (12 
  gp), wand of necrotic cyst (10 charges) (75 gp); Total 269 gp. 
   
  Z4-6 The Prisoners 
  APL 2: Magic 82 gp talisman of the disk (41 gp), magic 
  bedroll  (41 gp); Total 82 gp. 
   
  Conclusion 
  APL 2: Coin 200 gp; Total 200 gp. 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
   
  Total Possible Treasure 
  APL 2: 558 gp. 
       
  ADVENTURE RECORD ITEMS 
  �Favor of the Constables: The Constables have taken 
  note of the services you have rendered the city. You may 
  use this favor only once, choosing to spend it in one of 
  three ways: 
  • 
  Forgiveness: The Constables arrange to lose all 
  information about one crime that would get you the 
  
  CGR7-01:4 Soiled Souls 
   
  Page 8 
  Arrested! AR item. Spend this favor to try and ignore 
  that AR item. If it does fail, this favor is spent, as 
  some tough as nails constable stops this corruption 
  from taking place. 
  • 
  Assistance: The Constables assist you in discovering 
  information about something in the city. Spend this 
  AR item to make any skill checks needed to deal 
  with the Constables or City Watch in all encounters 
  in one adventure set in the City of Greyhawk. 
  • 
  Influence: The Constables make it clear they 
  support you. Spend this favor to cancel one disfavor 
  or retain one other AR item when it would 
  otherwise be used up. 
   
  �Soiled: Something that happened when you were 
  captured continues to affect you. You have a -2 penalty to 
  all saves against spells or effects from the school of 
  necromancy. In addition, whenever you take damage 
  from the natural weapon of an undead you take an 
  additional 1d6 points of damage. No spell can detect what 
  is causing this or stop the effect. The cure will appear in a 
  future “Greyhawk Ruins” adventure (hopefully). 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Wand of cure light wounds (10 charges) (Adventure; 
  150 gp; DMG) 
  • 
  Talisman of the disk (Adventure; 500 gp, Magic Item 
  Compendium) 
  • 
  Magic bedroll (Adventure; 500 gp, Magic Item 
  Compendium) 
  • 
  Tanglepatch 
  (Adventure; 
  200 
  gp, 
  Magic 
  Item 
  Compendium) 
  
  CGR7-01:4 Soiled Souls 
   
  Page 9 
  APPENDIX 1: APL 2
  Z4−4: WHACK A RAT 
  WHACK A RAT FATIGUE TRAP 
  CR 2 
  Description see text 
  Search DC 17; Type Magical 
  Trigger Location; Init +1 
  Effect Power word fatigue on one random target not 
  already affected; destroying the rat prevents it from 
  squeaking 
  Duration 5 rounds 
  Destruction AC 12; hp 5 (each rat) 
  Destruction AC 13; hp 10 (the altar) 
  Disarm DC 21 (each rat) 
  Disarm DC 21 (the altar) 
  Dispel DC 12 
   
  Z4−6: THE VILLAINS APPEAR 
   
   
  WRENCOUST 
  CR 2 
  Male human cleric (Incabulos) 2 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +2 shield) 
  hp 16 (2 HD) 
  Immune disease 
  Fort +5, Ref +1 Will +5 
  Speed 20 ft. in banded mail (4 squares), base speed 30 
  ft. 
  Melee unarmed strike +2 (1d3+1) and 
  Melee bite -3 (1d6) 
  Base Atk +1; Grp +2  
  Combat Gear 3 tanglefoot bags, wand of necrotic cyst 
  (10 charges), wand of cure light wounds (10 charges) 
  Cleric Spells Prepared (CL 2nd): 
   1st—blood wind (3), doomD 
   0—cure minor wounds (3), light 
  D: Domain spell. Deity: Incabulos. Domains: Hunger, 
  Pestilence  
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 8 
  Feats Improved Initiative, Improved Unarmed Strike 
  Skills Concentration +7, Knowledge (religion) +5, 
  Spellcraft +5 
  Possessions combat gear plus masterwork banded 
  mail, masterwork heavy steel shield, cleric’s 
  vestments, silver unholy symbol, 200 gp 
  Bite Attack Wrencoust has a bite attack, that inflicts 
  1d6 points of damage, with which he is proficient. He 
  is always considered armed.  
  Immunity Wrencoust is immune to the effects of all 
  diseases, though he can still carry infectious 
  diseases. 
   
   
   
   
  SCETIN 
  CR 1 
  Male human druid 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield) 
  hp 10 (1 HD) 
  Fort +4, Ref +1, Will +4 
  Speed 20 ft. in hide armor (4 squares), base speed 30 
  ft. 
  Melee mwk scimitar +0 (1d6-1/18-20) 
  Base Atk +0; Grp -1  
  Combat Gear tanglefoot bag, potion of cure light 
  wounds 
  Druid Spells Prepared (CL 1st): 
   1st—magic fang (2) 
   0—cure minor wounds (3) 
  Abilities Str 8, Dex 12, Con 14, Int 10, Wis 15, Cha 13 
  SQ nature sense, wild empathy +3 (-1 magical beasts) 
  Feats Improved Initiative, Track 
  Skills Concentration +6, Handle Animal +6, Knowledge 
  (nature) +5, Spellcraft +5, Survival+6, 
  Possessions combat gear plus masterwork hide armor, 
  masterwork heavy wooden shield, masterwork 
  scimitar, cleric’s vestments, holly and mistletoe, 152 
  gp 
   
   
   
   
  PLAGANA 
  CR – 
  Male dire rat  
  N Small animal 
  Init +3; Senses low-light vision, scent; Listen +4, Spot 
  +4  
  AC 15, touch 14, flat-footed 12 
   (+1 size, +3 Dex, +1 natural) 
  hp 5 (1 HD) 
  Fort +3, Ref +5, Will +3 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +4 (1d4 plus disease) 
  Base Atk +0; Grp -4  
  Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4 
  Feats Alertness, Weapon FinesseB 
  Skills Climb +11, Hide +8, Listen +4, Spot +4, Swim 
  +11 
  Disease (Ex) Filth fever – bite, Fortitude DC 11, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution based. 
  Skills Plagana can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
   
  
  CGR7-01:4 Soiled Souls 
   
  Page 10 
  DM MAP 1: ZONE 4 
   
  
  CGR7-01: Ruins of Discovery 
   
  Page 3 
  APPENDIX 2: NEW RULES ITEMS 
  ALTERNATE CLASS FEATURES 
  Root Walker 
  You are a child of the underworld. While other 
  druids dwell in lush forests and rolling fields, you 
  tend to the mushroom tangles and lichen beds that 
  lie beneath their feet. 
   
  Level: 1st. 
   
  Replaces: If you select this alternative class 
  feature, you do not gain any of the following 
  abilities: wild empathy at 1st level, woodland stride 
  at 2nd level, and resistn nature’s lure at 4th level. 
   
  Benefit: At 1st level, you gain vermin empathy. 
  This ability functions just like wild empathy (PH 35) 
  except that you can improve the attitude of vermin 
  instead of animals, even though vermin are usually 
  nonintelligent. 
   
  At 2nd level, you gain the ability to move over 
  stone, rock, and earthen debris at your full speed 
  without taking damage or suffering any other 
  impairment. This ability functions only with natural 
  surfaces. Magically altered surfaces, such as those 
  created by soften earth and stone or spikes stones, affect 
  you normally. 
   
  At 4th level, you gain resistance to the powers of 
  creatures most abhorrent to nature. You gain a +4 
  bonus on saving throws against the spell-like 
  abilities of aberrations. 
   
  Source: Dungeonscape 9. 
   
  Stalwart Sorcerer 
  Most sorcerers hide behind walls of steel, slinging spells 
  at enemies safely distant. You have no patience for such 
  cowards and prefer to be near the front line. Your breadth 
  of magical knowledge might not compare with those 
  craven weaklings, but you are proud to dive into the fray 
  alongside the fighter. 
   
  If you play a sorcerer with this alternate class feature, 
  consider taking at least one level of fighter and selecting 
  the armored mage alternative class feature. 
   
  Class: Sorcerer. 
   
  Level: 1st. 
   
  Special Requirement: Knowledge (arcana) 1 ranks. 
   
  Replaces: Reduce by one the number of sorcerer 
  spells known for your highest spell level (to a minimum 
  of one). As a 1st-level character, you have one 1st-level 
  spell known rather than two. 
   
  When you would gain a second known spell from a 
  higher level, apply this penalty to the new spell level but 
  remove it from the lower level.  
   
  Benefit: You gain extra hit points equal to two times 
  you sorcerer class level. Every time you advance a level, 
  you gain another 2 extra hit points. (So, at 1st-level you 
  have 2 extra hit points, at 2nd-level you have 4 extra hit 
  points, and so on). 
   
  You also gain the Martial Weapon Proficiency feat 
  for a melee weapon of your choice, as well as Weapon 
  Focus with that weapon. 
   
  Source: Complete Mage 36. 
   
  Spell Shield 
  As a powerful spellcaster, you’re likely to attract the atten-
  tion of powerful opponents, and your teammates can’t 
  always protect you.Spell shield lets you use your spells’ 
  energy to offset damage that might otherwise kill you. 
   
  Level: 1st. 
   
  Replaces: If you select this alternative class feature, 
  you do not gain a familiar. 
   
  Benefit: By achieving oneness with the magical 
  energy from which you draw your power, you make it 
  part of your life force.As an immediate action when you 
  take damage from any source, you can attempt to sacrifice 
  spell energy instead of losing hit points. Expend a spell 
  slot as if you had cast a spell of that level. Then, make a 
  Concentration check with a DC equal to 15 + the level of 
  the sacrificed spell. If you succeed, you ignore an amount 
  of damage equal to five times the level of the spell slot 
  you gave up. If you fail, you still lose the spell, but the 
  magical energy fails to negate any of the damage. 
   
  For example, Hennet finds himself in the way of a 
  black dragon’s breath. Although he succeeded on his 
  saving throw, he is still going to take 22 points of acid 
  damage. As a 7th-level sorcerer, Hennet can sacrifice a 
  spell of up to 3rd level. He chooses a 3rd-level spell, so 
  the DC of his Concentration check is 18.Hennet gets a 
  result of 22 and magically negates 15 points of the acid 
  damage, taking only 7 points. 
   
  Special: You can attempt to deflect damage as often 
  as you wish, but you can make only one attempt per 
  round. 
   
  Special: If an attack’s damage has multiple sources 
  (such as that of a flaming sword, which deals both 
  weapon damage and fire damage), you must choose 
  which source to negate. 
   
  Special: If an attack must deal damage to have a 
  secondary effect (such as poison from a snake’s bite), 
  negating all the damage also prevents the secondary 
  effect. 
   
  Source: Dungeonscape 13. 
   
  FEATS 
  Draconic Breath [Draconic] 
  You can convert your arcane spells into a breath weapon. 
   
  Prerequisites: Draconic Heritage. 
   
  Benefits: As a standard action, you can change 
  arcane spell energy into a breath weapon of your draconic 
  heritage energy type. The breath weapon is a 30-foot cone 
  (fire or cold) or a 60-foot line (acid or electricity) that 
  
  CGR7-01: Ruins of Discovery 
   
  Page 4 
  deals 2d6 points of damage per level of the spell that you 
  expended to create the effect. Any creature in the area 
  can make a Reflex save (DC 10 + level of the spell used + 
  your Charisma modifier) for half damage. This is a 
  supernatural ability. 
   
  Source: Complete Arcane 77. 
   
  Draconic Heritage [Draconic] 
  You have greater connection with your distant draconic 
  bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a class 
  skill. This is your draconic heritage, which cannot be 
  changed once the feat has been taken. Half-dragons must 
  choose the same dragon kind as their dragon parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your Draconic Heritage. This 
  bonus is equal to the number of draconic feats you have. 
  Dragon 
  Kind 
  Energy Type 
  Skill 
  Black 
  Acid 
  Hide 
  Blue 
  Electricity 
  Listen 
  Green 
  Acid 
  Move Silently 
  Red 
  Fire 
  Intimidate 
  White 
  Cold 
  Balance 
  Brass 
  Fire 
  Gather Information 
  Bronze 
  Electricity 
  Survival 
  Copper 
  Acid 
  Hide 
  Gold 
  Fire 
  Heal 
  Silver 
  Cold 
  Disguise 
   
  Source: Complete Arcane 77. 
   
  Mother Cyst 
  You gain the ability to cast necrotic cyst spells by 
  growing a cyst of your own. 
   
  Prerequisites: 
  Caster 
  level 
  1st, 
  Knowledge 
  (religion) 2 ranks. 
   
  Benefit: You grow an internal cyst of undead flesh 
  called a mother cyst. The cyst may be noticeable as a 
  discolored swelling on your skin, if desired. The mother 
  cyst is slightly painful, but otherwise isn’t harmful. The 
  mother cyst grants you access to a selection of cyst-
  related spells listed below (and described in Chapter 4 of 
  this book). You can cast these spells like any other spell 
  you can cast, once you host a mother cyst (if you are a 
  caster who prepares spells, you can prepare all necrotic 
  cyst spells without referring to a spellbook, as if you had 
  the Spell Master feat for each such spell). 
   
  Necrotic Cyst Spells: 1st – necrotic awareness; 2nd – 
  necrotic cyst, necrotic scrying; 3rd – necrotic bloat; 4th – 
  necrotic domination; 8th – necrotic empowerment; 9th necrotic 
  termination. 
   
  Normal: A creature without this feat cannot cast 
  necrotic cyst spells. 
   
  Source: Libris Mortis 28. 
   
  MAGIC ITEMS 
  Amulet of Toxin Delay 
  Pr ice (Item Level): 400 gp (2nd)  
  Body Slot: Throat  
  Caster Level: 3rd  
  Aura: Faint; (DC 16) conjuration  
  Activation: Immediate (command)  
  Weight: —  
  The transparent crystal hanging from this necklace contains 
  several drops of viscous green fluid. 
   
  When you activate an amulet of toxin delay, it creates a 
  delay poison effect on you (as the spell, but with a 
  duration of only 2 rounds). You can activate this item 
  whenever you would be required to attempt a saving 
  throw against poison (before rolling the save).  
  An amulet of toxin delay functions once per day.  
   
  Prerequisites: Craft Wondrous Item, delay poison.  
   
  Cost to Create: 200 gp, 16 XP, 1 day. 
   
  Source: Magic Item Compendium 71. 
   
  Blessed Bandage 
  Body Slot: — (held)  
  Caster Level: 3rd  
  Aura: Faint; (DC 16) conjuration  
  Activation: Standard (manipulation)  
  Weight: —  
  A single, softly glowing thread runs along one side of this linen 
  bandage.  
   
  Applying a blessed bandage immediately stabilizes the 
  recipient (but heals no damage). 
   
  Prerequisites: Craft Wondrous Item, cure minor 
  wounds.  
   
  Cost to Create: 5 gp, 1 XP, 1 day. 
   
  Source: Magic Item Compendium 152. 
   
  Daylight Pellet 
  Price (Item Level): 150 gp (1st)  
  Body Slot: — (held)  
  Caster Level: 5th  
  Aura: Faint; (DC 17) evocation  
  Activation: Standard (thrown)  
  Weight: —  
  Within a thick black pouch, you see a handful of tiny ceramic 
  beads. Thin veins of light shine through cracks in each bead.  
   
  A daylight pellet can be thrown up to 50 feet; when it 
  lands, it shatters and creates illumination equivalent to a 
  daylight spell, but with a duration of 10 rounds. These 
  small stones are usually found in pouches containing 3d4 
  pellets. Using a pellet destroys it.  
   
  Prerequisites: Craft Wondrous Item, daylight.  
   
  Cost to Create: 75 gp, 6 XP, 1 day. 
   
  Source: Magic Item Compendium 156. 
   
  Glitter Stone 
  Price (Item Level): 450 gp (3rd)  
  
  CGR7-01: Ruins of Discovery 
   
  Page 5 
  Body Slot: — (held); see text  
  Caster Level: 3rd  
  Aura: Faint; (DC 16) conjuration  
  Activation: Standard (thrown) or — (ammunition)  
  Weight: —  
  Sparkles of light glitter on this stone’s surface.  
   
  A glitter stone renders hidden creatures visible. The 
  stone must be thrown (range increment 10 feet) or 
  hurled from a sling (using that weapon’s normal range 
  increment) as a ranged touch attack. When the stone 
  strikes its target or a hard surface, it deals no damage, but 
  explodes in a 10- foot-radius burst of glittering shards. All 
  invisible creatures in the area become coated in glittery 
  dust, making them visible for 3 rounds. Any coated 
  creature takes a –40 penalty on Hide checks for the 
  duration of the effect.  
   
  Prerequisites: Craft Wondrous Item, glitterdust.  
   
  Cost to Create: 225 gp, 18 XP, 1 day. 
   
  Source: Magic Item Compendium 161. 
   
  Magic Bedroll  
  Price (Item Level): 500 gp (3rd)  
  Body Slot: —  
  Caster Level: 3rd  
  Aura: Faint; (DC 16) conjuration, enchantment  
  Activation: Full-round (manipulation); see text  
  Weight: 6 lb. 
  This woollen sleeping bag is embroidered with stars and moons 
  in silver and blue thread, and it smells of lavender.  
   
  A magic bedroll grants you a comfortable and peaceful 
  night’s sleep. As long as you lie in it, you gain the benefit 
  of an endure elements spell. After sleeping for 8 hours in 
  the bedroll, you recover 1 hit point per character level, in 
  addition to the hit points you recover normally. Getting 
  into or out of a magic bedroll is a full-round action.  
   
  Prerequisites: Craft Wondrous Item, cure light wounds, 
  endure elements.  
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Source: Magic Item Compendium 163. 
   
  Safewing Emblem 
  Price (Item Level): 250 gp (2nd)  
  Body Slot: Throat  
  Caster Level: 3rd  
  Aura: Faint; (DC 16) transmutation  
  Activation: Immediate (mental)  
  Weight: —  
  This porcelain pin is sculpted to look like a pair of outstretched 
  white wings. A tiny green stone adorns the center, where the 
  wings meet.  
   
  If you fall at least 10 feet, a safewing emblem becomes a 
  pair of feathery wings that grant you a feather fall effect, 
  allowing you to descend safely from any height up to 180 
  feet. When you land, the emblem shatters, its magic 
  expended.  
   
  Prerequisites: Craft Wondrous Item, feather fall.  
   
  Cost to Create: 125 gp, 10 XP, 1 day. 
   
   
  Source: Magic Item Compendium 131. 
   
  Stench Stone 
  Price (Item Level): 300 gp (2nd) 
  Body Slot: — (held); see text 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) necromancy 
  Activation: Standard (thrown) or — (ammunition) 
  Weight: — 
  This stone reeks of rotting meat. 
   
  A stench stone nauseates its target and sickens those 
  nearby. The stone must be thrown (range increment 10 
  feet) or hurled from a sling (using that weapon’s normal 
  range increment) as a ranged attack. If the stone strikes 
  its target, it deals no damage but bursts into a cloud of 
  noxious vapor. If a stench stone misses its target, it is 
  consumed without effect.  
   
  Any living creature struck by a stench stone 
  becomes nauseated for 1 round (Fort DC 13 negates). 
  Regardless of the success or failure of the save, the target 
  exudes a stench for 3 rounds that causes all creatures 
  within 10 feet of it to be sickened for the remaining 
  duration of the stench (Fort DC 13 negates). Creatures 
  immune to poison are unaffected by stench stones; any 
  effect that neutralizes or delays poison also protects 
  against the effect.  
   
  Once activated, this item is expended and cannot be 
  used again.  
   
  Prerequisites: Craft Wondrous Item, ghoul touch.  
   
  Cost to Create: 150 gp, 12 XP, 1 day. 
   
  Source: Magic Item Compendium 188. 
   
  Talisman of the Disk 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: — (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (command) 
  Weight: — 
  This convex lens of crystal dangles from a chain carved from blue 
  glass. 
   
  Activating a talisman of the disk creates a Tenser’s 
  floating disk (PH 294). The disk can hold 300 pounds and 
  lasts for up to 3 hours (or until dismissed with another 
  standard action). The disk’s maximum range from you is 
  30 feet.  
   
  If you are also wearing a magic item that provides an 
  enhancement bonus to Strength, the disk’s carrying 
  capacity increases by 100 pounds per point of bonus 
  granted by the item.  
   
  Prerequisites: Craft Wondrous Item, bull’s strength, 
  Tenser’s floating disk.  
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Source: Magic Item Compendium 188. 
   
  
  CGR7-01: Ruins of Discovery 
   
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  Tanglepatch 
  Price (Item Level): 200 gp (2nd) 
  Body Slot: — (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (thrown) 
  Weight: 1 lb. 
  Vines, creeping ivy, and gnarled roots knot together to form this 
  dense tangle of vegetation. 
   
  To use a tanglepatch, you must throw it (it can be thrown 
  up to 50 feet). When it lands, it creates an entangle effect 
  (as the spell) centered on the point of impact, with a 
  duration of 5 rounds. Once activated, a tanglepatch is 
  expended and cannot be used again.  
   
  Prerequisites: Craft Wondrous Item, entangle.  
   
  Cost to Create: 100 gp, 8 XP, 1 day. 
   
  Source: Magic Item Compendium 188. 
   
  SPELLS 
  Blood Wind 
  Evocation 
  Level: Cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 caster levels) 
  Target: A single creature with Intelligence 4 or 
  higher 
  Duration: 1 round 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  After you complete the spell, the subject’s limbs ripple with 
  power and grow slightly in length. 
   
  The subject can take a full attack action to use all of 
  its natural weapons or unarmed strikes as if they 
  were thrown weapons with a 20-foot range 
  increment. The subject gestures as if making a melee 
  attack, but the result of the attack affects a target 
  within range. This spell does not actually grant 
  reach, and so does not help provide a flanking bonus 
  or allow the subject to make attacks of opportunity 
  at any range greater than normal. The subject uses 
  its normal melee attack bonuses and deals damage 
  normally if it hits, though the target of the attacks 
  can benefit from cover or concealment. 
   
  Source: Spell Compendium 33. 
   
  Dimension Hop 
  Conjuration (Teleportation) 
  Level: Duskblade 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Pale motes of light dance and swirl about your fingertips. When 
  you touch the creature, it disappears, leaves a cloud of motes in 
  its wake, and reappears somewhere nearby. 
   
  You instantly teleport the subject creature a distance of 5 
  feet per two caster levels. The destination must be an 
  unoccupied space within line of sight. 
   
  Source: Player’s Handbook II 110. 
   
  Necrotic Awareness 
  Necromancy 
  Level: Cleric 1, sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You can sense the presence of creatures who bear a 
  necrotic cyst (see spell of the same name). The amount of 
  information revealed depends on how long you remain 
  within range of a creature that triggers your cyst 
  awareness: 
   
  1st Round: Presence or absence of creatures with 
  necrotic cysts. 
   
  2nd Round: Number of creatures bearing necrotic 
  cysts in the area. 
   
  3rd Round: The location of each creature bearing a 
  necrotic cyst. If a cyst-bearer is outside your line of sight, 
  then you discern its direction but not its exact location. 
   
  Focus: Caster must possess a mother cyst (see page 
  28). 
   
  Source: Libris Mortis 67. 
   
  Necrotic Cyst 
  Necromancy [Evil] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The subject develops an internal spherical sac that 
  contains fluid or semisolid necrotic flesh. The internal 
  cyst is noticeable as a slight bulge on the subject’s arm, 
  abdomen, or face (wherever you chose to touch the 
  target) or it is buried deeply enough in the flesh of your 
  target that it is not immediately obvious – the subject 
  may not realize what was implanted within her. 
   
  From now, undead foes and necromantic magic are 
  particularly debilitating to the subject – the cyst enables a 
  
  CGR7-01: Ruins of Discovery 
   
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  sympathetic response between free-roaming external 
  undead and itself. Whenever the victim is subject to a 
  spell or effect from the school of necromancy, she makes 
  saving throws to resist at a -2 penalty. Whenever the 
  subject is deal damage by the natural weapon of an 
  undead (claw, bite, or other attack form), she takes an 
  additional 1d6 points of damage. 
   
  Victims who possess necrotic cysts may elect to have 
  some well-meaning chirgueon remove them surgically. 
  The procedure is a bloody, painful process that 
  incapacitates the subject for 1 hour on a successful DC 20 
  Heal check, and kills the subject with an unsuccessful 
  Heal check. The procedure takes 1 hour, and the 
  chirugeon can’t take 20 on the check. 
   
  Protection from evil or a similar spell prevents the 
  necrotic cyst from forming. Once a necrotic cyst is 
  implanted, spells that manipulate the cyst and its bearer 
  are no longer thwarted by protection from evil. 
   
  Focus: Caster must possess a mother cyst (see page 
  28). 
   
  Source: Libris Mortis 68. 
   
  Necrotic Scrying 
  Necromancy [Evil] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Unlimited 
  Effect: Cyst-bearer serves as a magical sensor 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You can concentrate upon a specific individual who you 
  believe to bear a necrotic cyst (see spell of the same 
  name) and hear or see (your choice) almost as if you were 
  there. Distance is not a factor, but the spell fails if the 
  individual no longer bears the cyst or if the cyst bearer is 
  no longer on the plane of existence you are currently 
  occupying. If the chosen locale is magically dark, you see 
  nothing. If it is naturally pitch black, you can see in a 10-
  foot radius around the center of the spell’s effect. Lead 
  sheeting or magical protection (such as antimagic field, 
  mind blank, or nondetection) blocks the spell, and you 
  sense that the spell is so blocked. 
   
  You may cast the following spells through necrotic 
  scrying: comprehend languages, magic mouth, message, read 
  magic, tongues, and darkvision. 
   
  Focus: Caster must possess a mother cyst (see page 
  28). 
   
  Source: Libris Mortis 68. 
   
  Power Word Fatigue 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature with 100 hp or less 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  With a syllable, you sap vigor from your target. 
   
  You utter a single word of power that instantly causes one 
  creature of your choice to become fatigued, whether the 
  creature can hear the word or not. (A fatigued creature 
  instead becomes exhausted for the spell’s duration, then 
  reverts to being fatigued.) The duration of the spell 
  depends on the target’s current hit point total, as shown 
  below. Any creature that currently has 101 or more hit 
  points is unaffected by power word fatigue. 
   
  Hit Points 
  Duration 
  25 or less 
  1d4+1 hours 
  26–50 
   
  1d4+1 minutes 
  51–100  
  1d4+1 rounds 
   
  Source: Races of the Dragon 115. 
   
   
  Vigor, Lesser 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Living creature touched 
  Duration: 10 round +1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The sounds of battle ring in your ears as you lay hands on your 
  fallen comrade. You can spare neither time nor magic to do more 
  right now, but the blood flow slows to a trickle and her 
  breathing becomes less labored, even as you are called to the aid 
  of another. 
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Lesser vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
  Source: Spell Compendium 229. 
   
  ENCOUNTER TRAPS 
  This 
  adventure 
  features 
  several 
  encounter 
  traps 
  (Dungeonscape 120). The notes below provide a brief 
  overview of encounter traps.  
   
  Initiative: Use the trap’s initiative modifier to 
  determine its place in the initiative order. 
   
   
  Duration: This section details how long a trap 
  functions before it must be triggered again.  
   
  Destruction: This section of the encounter trap stat 
  block gives the trap’s physical statistics. An attack source 
  
  CGR7-01: Ruins of Discovery 
   
  Page 8 
  can be attacked from any square in the area it affects or 
  from a square adjacent to that area. 
   
  Disarm: Each successful Disable Device check 
  disables one attack source. Unlike standard Disable 
  Device checks, trying to disarm a single attack source 
  takes one round. Trying to disable a central disarm 
  location takes 1d4 rounds. Characters injured while 
  making a Disarm Device check must make a DC 10 + 
  damage dealt Concentration check or their action fails. 
   
  Dispel: Magic encounter traps can be dispelled 
  through the use of dispel magic of similar effects. Usually 
  one casting of dispel magic shuts down a single attack 
  source, but some traps have a central dispel location that, 
  if dispelled, shuts down the entire trap. An area dispel 
  magic affects only one attack source, but the spell can be 
  tested against each source until it succeeds. 
  
  CGR7-01: Ruins of Discovery 
   
  Page 9 
  AFFILIATION BRIEFING SHEETS 
  GUILD OF WIZARDRY 
  Mission: A mid-ranking member of the Guild of Wizardry has approached you about doing some work on the side. 
  Recently, a man named Korenth Mauk, servant of both The Cudgel and the city, hero of reform, was murdered. The city 
  has declared that cultist activity is to blame, but some of us in the guild are not so sure. Mauk was fighting corruption 
  within the government and his death has harmed some of the freedoms we were hoping to achieve.  
   
  Head to the Griffon’s Nest Inn, the place Mauk was staying and where he was murdered. Investigate what you can. 
  If our suspicions are right, Mauk found out something that cost him his life.  
   
  Rumors: Evil cult activity has increased in the city and banditry has increased outside the city walls. Some say both 
  of these groups have magical support. The guild could use samples of the magical ingredients these forces are using. 
   
  MERCHANTS’ AND TRADERS’ UNION 
  Mission: A mid-ranking member of the Guild of Merchants and Traders approached you about doing some work on 
  the side. Recently, a man named Korenth Mauk, servant of both The Cudgel and the city, hero of reform, was murdered. 
  The city has declared that cultist activity is to blame, but some of us in the guild are not so sure. Mauk was fighting 
  corruption within the government and his death has harmed some of the freedoms we were hoping to achieve. 
    
  Head to the Griffon’s Nest Inn, the place Mauk was staying and where he was murdered. Investigate what you can. 
  If our suspicions are right, Mauk found out something that cost him his life.  
   
  Rumors: Bandit activity outside the city has increased to an alarming rate. Many of the more prickly members of 
  our guild complain their shipments are being hit more often than other of our brothers. This is probably a case of grass 
  being greener. Recover of lost cargo would also make some of our brothers happy. 
   
  MERCENARIES’ GUILD 
  Mission: A mid-ranking member of the Mercenaries’ Guild approached you about doing some work on the side. 
  Recently, a bureaucrat turned snitch named Korenth Mauk started hassling the city fathers about corruption and 
  reforming of ways. Lots of people liked this guy, but obviously just enough people didn’t. The masters in our own guild 
  could go either way on the guy. We got a good thing going here; everyone needs muscle.  
   
  The city says Mauk was done in by cultists, but the cultists haven’t been collected up yet. Head to the Griffon’s Nest 
  Inn, the place Mauk was staying at when he was murdered. Track down the cultists who murdered him. Once we know 
  who they are, bounties are sure to open up and we can start collecting them.  
   
  Rumors: Bandit activity has increased outside the city. These guys are freelance thugs who are not paying dues to 
  the Guild, so show no mercy. A report came in of orcs of the Pomarj infiltrating the city. The city is at war with these 
  monsters, so feel free to run as many through just for the bragging rights around the bar. 
   
  CARTOGRAPHERS’ GUILD 
  Mission: A mid-ranking member of the Cartographers’ Guild approached you about doing some work on the side. 
  Recently, a man named Korenth Mauk, servant of both The Cudgel and the city, hero of reform, was murdered. The city 
  has declared that cultist activity is to blame, but some of us in the guild are not so sure. Mauk was fighting corruption 
  within the government and his death has harmed some of the freedoms we were hoping to achieve.  
      Head to the Griffon’s Nest Inn, the place Mauk was staying and where he was murdered. Investigate what you can. If 
  our suspicions are right, Mauk found out something that cost him his life. Investigate That something could lead to 
  someplace special.  
   
  Rumors: Over the last few months, there has been a renewed interest in the mysterious sites in the Domain 
  Cairns, haunted towers, and dingy dungeons have become all the rage. The guild is always looking for updated detailed 
  maps of these types of locations.   
   
  THIEVES’ GUILD 
  Mission: A mid-ranking member of the Thieves’ Guild approached you about doing some work on the side. Recently, a 
  man named Korenth Mauk, servant of both the Cudgel and the city, was murdered. This do gooder was poking his 
  noise into places powerful people didn’t want it to be poked. But he was looking to enact some major reforms to the way 
  the city would be governed and the guild could have taken advantage of these. The city says Mauk was done in by 
  cultists, but some factions within our own guild are a little too tight lipped about the situation.  
   
  Head to the Griffon’s Nest Inn, the place Mauk was staying and where he was murdered. Investigate what you can. 
  If our suspicions are right, Mauk found out something that cost him his life. Find out what’s really going on. Was it 
  cultists, or was this some rogue faction of our own guild. Just be careful who’s toes you step on. Keep a low profile, so if 
  anyone asks, say you’re a member of the Bakers’ and Cooks’ Guild.  
  
  CGR7-01: Ruins of Discovery 
   
  Page 10 
   
   
  Rumors: Outside the city walls, bandits, without any affiliation to our guild, are preying on caravans. They are free 
  to be preyed upon. Find out what’s happening to the cargo they’ve been stealing. That should be our profit.  
   
  NIGHTWATCHMEN 
  Mission: A mid-ranking member of the Nightwatchmen approached you about doing some unofficial investigating. 
  Recently, a man named Korenth Mauk, servant of the Cudgel, friend of the Nightwatch, and city servant, was 
  murdered. Mauk was working for Eritai Kaan-Ipzirel, Matriarch of St. Cuthbert the Cudgel and member of the 
  Directing Oligarchy. He was investigating corruption within the city and ways to reform government processes. The 
  official line from the city is that he was killed by cultists, and most of our senior members are willing to accept that out 
  of duty, but some want better answers. This is where you come in. 
   
  Head to the Griffon’s Nest Inn, the place Mauk was staying and where he was murdered. Investigate what you can. 
  If our suspicions are right, Mauk found out something that cost him his life. If it was cultists, root them out. But if it’s 
  something more than that, keep following the clues till you get to the bottom of it. Mauk was a hero and deserves 
  better. 
   
  Rumors: Lawlessness is on the rise. Bandit activity has been steadily increasing in the Near Domain. The city 
  officials blame restless refugees from the Wild Coast, and claim their lack of response is due to directing military forces 
  to the borders of the Domain, mostly the Dyvers border, because those who control that city are considered scoundrels 
  who want nothing more than to subvert the Free City. The bandit activity seems too organized for mere disenfranchised 
  refugees. An outsider power must be controlling them, perhaps even Dyvers. Cultist activity is on the rise again.  
   
  RELIGIOUS ORGANIZATIONS 
  Mission: A mid-ranking member of your church approached you about looking into a matter that has affected the 
  hearts and mind of the congregation. Recently, a great man, a hero of the Cudgel and faithful servant of the city, 
  Korenth Mauk, was murdered. Mauk served Eritai Kaan-Ipzirel, Matriarch of St. Cuthbert the Cudgel and member of 
  the Directing Oligarchy.  
   
  Mauk was investigating corruption within the city and looking for ways to reform government processes. Many of 
  these reforms would have been for the betterment of our people. The official story is that Mauk was murdered by anti-
  cuthbertian cultists because he so loved by all. While far be it from our church to doubt what the city fathers tell us, 
  some in the congregation would like the matter looked in to, if not just to give them closure. Head to the Griffon’s Nest 
  Inn, the place Mauk was staying at when murdered. Find out what evil befell this hero and trace it to its source. 
   
  Rumors: The city’s population has swelled with refugees from the Wild Coast over the years. This has created 
  resentment among the city officials as it cuts into their profit margins taking care of these country folk transplanted to 
  the city.  Some high-ranking clerics fear these people will become breeding grounds for all sorts of cults. Some have 
  suspicions of a filth and disease cult trying to find a foothold. Others talk of fiend and undead cults. The souls of our 
  people must be kept safe.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/CGR (Greyhawk Ruins)/ARs/CGR7-01 Ruins of Discovery.pdf