TEXT:  
  ESA2-02 
   
   
   
   
   
   
   
   
   
  Legacy of Madness 
  A Continuous Two-Round Meta-regional  
  LIVING GREYHAWK Adventure 
  APLs 2-10 
   
  Part One of the Shadows of Empire Cycle  
  Version 1 
   
   
   
  By Creighton Broadhurst 
  Cartography by Philippa Broadhurst 
  Additional Material by Stuart Kerrigan and Pieter Sleijpen 
   
   
  From once-proud Rauxes rises a dark legacy gifted to Ahlissa by Ivid himself. A missing peasant girl last seen in the 
  dreary village of Barllich draws our heroes into the machinations of one whose vengeance is eternal. Ahlissa’s fate hangs 
  in the balance by the banks of the Arisum, awaiting Istus knows what… 
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  Legacy of Madness 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rule books during certain times of play. For example, 
  the players are not free to consult the DUNGEON MASTER’S 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for 
  fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. It players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  
  Legacy of Madness 
   
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  convention coordinator or the RPGA Web site, and then 
  have any players without a character create one. Once all 
  players have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize 
  the level of challenge the PCs will face. APLS are given 
  in even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  3. 
  A group of APL 1 characters that desires an 
  extra hand can “enlist an iconic.” The stats for 
  the 1
  st level versions or Tordek, Mialee, Lidda, 
  and Jozan are included at the end of this 
  adventure. The group may pick one of these 
  characters to accompany them on the 
  adventure. The DM controls that NPC. 
   
  Time Units and Upkeep 
  This is a two-round Meta-regional adventure, set in 
  Ahlissa. All characters from Metaregion Five pay two 
  Time Unit to participate in the adventure. All other 
  adventurers pay four Time Units to participate.  
  Adventurer’s Standard Upkeep costs 24 gp. Rich 
  Upkeep costs 100 gp. Luxury Upkeep is unavailable in 
  this scenario. 
   
  Is It A Full Moon? 
  Since the hazards of lycanthropy are a current part of 
  the LIVING GREYHAWK campaign, it may be 
  necessary to determine if this adventure takes place 
  during a full moon. For game purposes, the full moon 
  
  Legacy of Madness 
   
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  lasts three days of each month. For a given scenario that 
  does not state the phase of the moon, roll 1d10 before 
  play begins. On a result of 1, the first day of the scenario 
  is a night of the full moon (roll 1d3 to determine where 
  in the sequence of three nights it falls). 
  A Note About Stat Blocks 
  Stat blocks can be found in several places in this 
  module; either in the body of the text or in Appendices 
  One – Four. Stat blocks presented in the body of the 
  module do not change according to the APL of the 
  module. Those appearing in the Appendices depend on 
  the APL of the party. Simply discard the unneeded 
  appendices before play commences. 
   
  Adventure background 
  Prior to the Greyhawk Wars, Prince Farland of Naelax 
  was a minor noble administering a smallholding of land 
  on the Idee/South Province border. A brilliant warrior 
  and cruel tactician his troops guarded his land zealously, 
  occasionally “accidentally” straying over the border into 
  Idee. 
   
  With the fall of Idee to the Scarlet Brotherhood in 
  584 CY, Farland’s position became even more important. 
  Forced to stay ever vigilant against the threat of Scarlet 
  agents slipping across the border his forces constantly 
  ranged along and across the border. Several spectacular 
  successes include the capturing of an entire cell of 
  Brotherhood agents and the enslavement of several 
  large groups of fleeing Idians brought Farland to the 
  attention of Rauxes. 
   
  Ivid, seemingly fixated on the minor trivia of his 
  realm, seized upon Farland as the perfect embodiment 
  of loyal service to the Malachite Throne and summoned 
  him to Rauxes in late 585 CY. 
   
  Transformed into an animus scant months before 
  the proclamation by a high priest of Hextor that Ivid 
  was no longer Overking, Farland was one of the last to 
  undergo this ghastly procedure. Far from turning on his 
  master after his transformation, Farland’s loyalty instead 
  deepened as his new form granted him many new 
  immunities and powers.  
   
  In the weeks following his transformation, Farland 
  was despatched to South Province with orders to ensure 
  that realm’s loyalty to the Malachite Throne. The new 
  Graf of the province, the Reydrich had been appointed 
  to replace Herzog Chelor who had failed to give Ivid his 
  wholesale support during the Greyhawk Wars.  A 
  powerful archmage in his own right and scion of house 
  Naelax, Reydrich’s was essential to Ivid’s deranged 
  plans. 
   
  Farland never reached Zelradton. Instead he 
  returned to his lands, planning to gather his loyal troops 
  before marching on the capital to ensure Reydrich’s 
  compliance with Ivid’s edicts. Returning to demesne he 
  discovered that a greedy and power-hungry relative, 
  Garlann of Naelax, had (rightly) proclaimed him dead as 
  soon as he had set off for Rauxes. Seizing his land and 
  banishing or slaying Farland’s loyal followers they now 
  held his lands in an unshakable grasp. Turning on the 
  newly returned Farland they branded him a traitor and 
  impostor and attempted to slay him. Fierce fighting 
  inevitably broke out around Barllich but Farland was 
  finally overmatched and forced to flee. 
   
  Fleeing, Farland nevertheless decided to travel to 
  Zelradton to ensure Reydrich’s loyalty to the Malachite 
  Throne. Almost at his goal he learned of the devastating 
  events that had transpired in Rauxes after his departure.  
   
  In early 586 CY a widely reported proclamation by a 
  high priest of Hextor declared that Ivid V was no longer 
  Overking. Within the hour Rauxes was in flames as 
  powerful spell casters battled to attain the Malachite 
  Throne. Reports from the few souls brave enough to 
  creep close to the ruins of the city indicate that although 
  the city still stood strange magical effects dominated the 
  landscape for leagues about. Few willingly would 
  approach Rauxes and no reliable facts regarding Ivid’s 
  fate was known. 
   
  Immediately abandoning his mission to Zelradton, 
  Farland marched his few remaining followers to Rauxes 
  in a desperate bid to rescue his liege-lord. Since 586, 
  Farland has lost most of his followers trying to break 
  into the shattered capital of the former Great Kingdom. 
  Bandits, rival lords and the hazards of the ruins 
  themselves have kept Farland from his goal. 
   
  Six months ago, with his forces dwindling to barely 
  a handful of faithful retainers Farland had at last began 
  to despair of ever reaching Ivid and had been planning 
  one last glorious assault on the ruins in the name of the 
  Scourge of Battle.  
   
  The night before launching his final assault 
  however Farland entered a strange dream in which he 
  believes the Champion of Evil himself appeared to him. 
  The six-armed warrior of awesome aspect bade him 
  return to his lands and revenge himself on his former 
  relatives and to retrieve a sacred item hidden within his 
  castle. The figure whispered dark dreams of power into 
  Farland eager ears, telling him of a great destiny 
  awaiting him beyond the Mikar and that all is not yet 
  lost in Rauxes. 
   
  Recent Events 
  Farland has returned to his home estates with the intent 
  of slaying his unsuspecting relatives and retrieving the 
  holy relic described to him in his dream. 
   
  Several months ago in the dead of night he lead his 
  men into the castle and slew his cousin’s retainers while 
  they slept. For Garlann however, Farland has reserved a 
  
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  special fate akin to the Endless Death. Shackled in the 
  Kitchen Tower, Garlann is tortured every night until he 
  lapses into unconsciousness. Then, Pyrrandern who is a 
  priest of Hextor and one of Farland’s most loyal 
  henchmen heals him and the cycle begins anew. In this 
  way the fiendish Farland exacts his revenge upon his 
  usurping cousin. 
   
  When not torturing his cousin, Farland spends the 
  nights exploring the castle searching for that which he 
  came here to find. 
   
  While Farland pursues his joint goals however life 
  goes on around Barllich. The inhabitants of the small 
  hamlet huddled outside the walls continue to tend their 
  crops and to service the inhabitants of Barllich. One of 
  these, Lerial, is a young peasant girl displaced here by 
  the tides of war.  
   
  Serving in the castle she recently came to the 
  attentions of Farland as she worked in the kitchens. Her 
  youthful innocence sparked an unholy desire within 
  Farland and he has imprisoned her. Although he could 
  easily force himself on her for him this would not be 
  enough. Rather he wishes to corrupt Lerial so that 
  eventually she falls in love with him, willingly entering 
  into a dark pact with him. 
   
  Up until she was captured, Lerial contacted her 
  relatives frequently, entrusting missives to merchants 
  and other travellers. These relatives have become 
  concerned for her safety and have been actively 
  searching for a band of adventurers willing to travel to 
  Barllich to investigate. 
   
   
  Adventure Synopsis 
  Harendal, Lerial’s uncle, will enlist the PCs to assist him 
  in his quest to uncover Lerial’s fate. (The exact location 
  at which the PCs encounter Harendal is determined by 
  in which part of Metaregion Five this event is being run 
  in).  
   
  Accepting Harendal’s charge the PCs will travel to 
  Barllich. Travel to Barllich will be uneventful and 
  boring, although much of the route taken will likely 
  pass through Ahlissa. 
   
  Arriving at Barllich the PCs will discover that the 
  hamlet is a wretched place.  
   
  Part One 
  In Part One the PCs arrive in the village of Barllich and 
  start their search for Lerial. They will be able to talk to a 
  variety of villagers, some of whom may have useful 
  information. They also have the opportunity to 
  investigate the Black Water and the Champion’s Hall. 
  Eventually they will get enough information to discover 
  that Farland is holding Lerial in the castle. 
   
  Part Two 
  In Part Two the PCs enter Barllich Castle and rescue 
  Lerial. How they do this, and how much conflict they 
  come into with Farland and his forces depends on their 
  approach. They could attempt to sneak over the walls, 
  talk their way in or opt for a straightforward assault. 
   
  They may also rescue Garlann from Farland’s 
  clutches and slay several powerful followers of Hextor. 
  They may also discover the Gauntlet of the Champion. 
   
  Conclusion 
  Once they have rescued Lerial and possibly Garlann 
  they will no doubt return Lerial to her relations. If they 
  also return Garlann to his family he will reward them to 
  the letter of their agreement. 
   
  The Flow of Play 
  This module is very open and free flowing in nature. 
  The PCs have eight hours of game time to investigate 
  the village and then free Lerial from the castle. At the 
  end of 4 hours play does not have to immediately move 
  from the village to the castle, allow the PCs to explore at 
  their own pace. 
   
  They have a variety of options to consider when 
  they finally decide they need to investigate the castle 
  further. They can opt to talk their way in during the day 
  (perhaps by assisting with food deliveries or can request 
  an audience with any of the named NPCs. They could 
  also attempt to sneak over the walls during the night or 
  could opt instead for the frontal assault method.  
   
  It must be remembered that PCs attempting to slay 
  everyone in the castle will probably fail. Lerial and 
  Garlann are in separate parts of the castle to Farland et. 
  al. and it is not necessary to slay these individuals to 
  rescue Lerial. 
   
  The DUNGEON MASTER should also attempt to give 
  the PCs as much time as they require in the village as 
  some important clues can be gained therein. 
   
  A Note About Religion and Alignment 
  Whilst running this module the DUNGEON MASTER is 
  encouraged to remember that The United Kingdom of 
  Ahlissa is predominantly an evil realm. Although not all 
  Ahlissa’s inhabitants are evil most of the ruling 
  hierarchy are. Thus PCs will come across a number of 
  sights, such as a Temple of Hextor and a priest of the 
  Champion of Evil openly moving around the village, 
  which they would not normally encounter.  
   
  Such things may offend good-aligned PCs but it 
  must be remembered that this is the norm here. Openly 
  defacing the temple or attacking evidently evil NPCs 
  will bring the PCs to the attention of Prince Farland, 
  who will retaliate as swiftly as possible with deadly 
  
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  force. For all intents and purposes as lord of Barllich, 
  Farland is the law here. Transgressors will be dealt with 
  harshly. 
   
  If they interact with any of the named foes herein – 
  Farland, Pyrrandern or Walfrenden – PCs bearing sigils 
  of good-aligned gods will come in for abuse at the hands 
  of these thoroughly lawful evil individuals. Followers of 
  Heironeous will be particularly reviled and will likely be 
  targeted first if/when combat breaks out.  
   
  For more information regarding Hextor refer to 
  Appendix Six. 
   
  Player’s Introduction 
  Once the players are settled and you have answered any 
  initial questions they might have, read or paraphrase the 
  following: 
   
  Not often in an adventurer’s life is the chance given 
  to fulfil a quest for purely altruistic reasons. 
  Harendal, a spice merchant of poor means based in 
  Irongate, has contacted you with a desperate request.  
   
  It seems that Harendal had a cousin, who after 
  the wars, settled in the southern Ahlissa village of 
  Barllich. Originally a native of Idee she fled the 
  Brotherhood when they invaded her land and did 
  not return when the forces of the United Kingdom 
  of Ahlissa “liberated” Idee in late 586. 
   
  Contact was maintained between the two by 
  business associates of Harendal who would deliver 
  missives whenever they passed through the area. 
   
  Now however it seems that she has not replied 
  to her uncle’s last two letters and he has become 
  afraid that something terrible has befallen her.  
   
  You encountered Harendal by chance on your 
  travels and around a campfire one night he poured 
  his heart out to you. Hearing of his plight you 
  offered to travel to Barllich to discover Lerial’s fate 
  and, if you are able, return her unharmed. 
   
  Harendal was not able to give you much 
  information except the location of Barllich and a 
  sketchy physical description of Lerial, but Lerial is 
  an uncommon name for a peasant to possess and you 
  are confident that you will be able to track her down. 
  She is about five feet six inches tall, has long dark 
  brown hair and has eyes the colour of the morning 
  mist. 
   
  Harendal will be returning to Irongate as soon 
  as he has completed his business and will await you 
  there. 
   
  Alternative Starting Points 
  At the DM’s discretion this module can start at other 
  places other than that described in the Player’s 
  Introduction. If this is the case select one of the entries 
  below and modify the information in the Player’s 
  Introduction accordingly. 
   
  Onnwal 
  If the PCs are based in Onnwal you can optionally use 
  the introductory text below. Read the paragraphs below 
  and then continue with the second paragraph of the 
  main introductory text. 
   
  An invitation to attend the court at Dunheern is rare 
  in itself, but it is to this summons that you travel. 
  The note, written in a hasty scrawl, addresses each of 
  you by name, and asked for your discretion in a 
  matter of the utmost urgency. 
        Dunheern lies within the Eastern Marchlands 
  and there has been tales of attacks by the 
  Brotherhood's fell enchanted trolls and worse about. 
  Your journey was pleasant, and you reached the 
  village of Dunheern without incident.  It is a small 
  place, with quiet streets . Those who live here do not 
  care for strangers and in the town there is but one 
  tavern and two temples. At the north end of the 
  village, by the Gearnat Sea, stands a Temple 
  dedicated to Procan, the God of the Sea, and by the 
  docks is an ornate, temple to Heironeous. By it 
  stands the Baron's Keep, part of a line of 
  fortifications that protect the village. It is to the 
  Keep you are directed, and from there guardsmen 
  wearing the gold lightning bolt of the Lorendrenn 
  family allow you entry. 
        The name of the signatory of the invitation grants 
  you swift entry into the darkened halls, and it is 
  there you meet your quarry - the Steward of the 
  Halls, Patern Velstaad. Sat by him sits a man with a 
  distinctly worried look upon his face. 
   
  The reason for the summons is simple - the man 
  is Harendal, an ally who tended the Baron Halrend 
  when he campaigned in Idee during the Greyhawk 
  Wars. Halrend and Patern owe Harendal a debt of 
  honour, but with troops ever needed to defend the 
  homeland, Baron Halrend can ill afford to send his 
  men east towards Idee, though it would grieve him 
  to allow the summons of a loyal servant such as 
  Harendal to go unanswered. 
   
  Sunndi 
  If the PCs are based in Sunndi you can optionally use 
  the introductory text below. Read the paragraphs below 
  and then continue with the second paragraph of the 
  main introductory text. 
   
  The best place for a person looking for able 
  adventurers of good heart is at the tavern known as "The 
  Broken Manacles" which is located in Pitchfield. The 
  
  Legacy of Madness 
   
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  dwur owner, a female by the name of Vella Ironbeard, is 
  a respected follower of Trithereon and a cousin to the 
  representative of the Congress of Lords from the dwarf 
  kingdom the Glorioles. Her tavern is a favourite haunt 
  with adventurers of all kind, but especially those who 
  value freedom and equality between all races.  
   
  DUNGEON MASTERs interested in more details on 
  "The 
  Broken 
  Manacles" 
  should 
  check 
  out 
  http://sunndi.blackstar.nl/downloads/index.html (the 
  mini-module Freedom of Speech contains an appendix 
  with details on the tavern).  
   
  Due to Vella Ironbeard's reputation, people looking 
  for adventurers do not just wander in and start asking 
  customers if they are interested in a job. Most customers 
  are not adventurers anyway, they just like to hear their 
  stories or enjoy the sense of excitement of the place. 
  Instead they talk with Vella, who will look for the right 
  people for the right job. So Harendal went to Vella 
  Ironbear, who in return sent an invitation to the PCs. 
  Read out aloud the following text before the adventure 
  starts: 
   
  Some time ago, you received a message from Vella 
  Ironbeard, the famous owner of the just as famous 
  tavern "The Broken Manacles." The short note 
  contained no more information then the fact that 
  Vella had a job, which might interest you and that if 
  you were interested; you should visit the tavern at 
  noon tomorrow.  
   
  Since you have got nothing worthwhile to do 
  and turning down an invitation by Vella Ironbeard is 
  never a good idea for an adventurer – it might cost 
  you a lot of worthwhile jobs - that is exactly where 
  you are at noon the next day: at the Broken 
  Manacles. Obviously you were not the only person 
  Vella invited, because there are various other people 
  sitting around the table -some of them known to you 
  and others strangers. You chat for a few moments 
  until Vella appears. Walking with her is a man that 
  none of you recognise. 
   
  "Welcome friends, I am glad you could come on 
  such a short notice, but it is important. This is 
  Harendal and he is in desperate need for a few 
  trustworthy brave adventurers. I leave him to you." 
  With that Vella nods to Harendal and returns to her 
  work at the bar. 
   
  Approaching Barllich 
  Dependent on the start point of the party they will 
  approach the village from one of three directions. These 
  are marked on the village map. The PCs will arrive 
  during the mid afternoon. 
   
  Your goal is now in sight. Ahead of you nestled 
  amongst the wooden slopes of the foothills of the 
  Hollow Highlands lies the village of Barllich. It is 
  bounded on one side by a narrow, swiftly running 
  river that flows into a small lake while on its other 
  boundaries lie woods and fields.  
   
  A three towered castle guards the village from 
  bluffs overlooking the river and you can make out at 
  least two other substantial buildings that could be 
  places of worship.  
   
  The gentle afternoon breeze carries the sounds 
  of labour to you and you see that many peasants are 
  abroad working in the large fields that surround the 
  village or toiling in their own meagre plots. A few 
  peasants trudge along the muddy tracks that run 
  between the thatched cottages and barns of this 
  village.  
   
  A small lake nestles on one edge of the village 
  and you can make out several small craft bobbing up 
  and down on its placid waters.  
   
  All looks peaceful, but you know that in this 
  seemingly tranquil village a young woman has 
  disappeared. What diabolical fate has she met? Is she 
  still alive, and are you in time to rescue her?  
   
  You remember that although the village below 
  seems peaceful it stands within the heartlands of the 
  United Kingdom of Ahlissa. Tales from other 
  travellers met on the road tell of greedy merchants 
  aplenty, foreign practises and temples dedicated to 
  gods reviled in your homeland. You realise that this 
  could be unlike any adventure you have undertaken 
  before!  
   
  All that remains now is for you to enter the 
  village, begin your investigations and save the girl 
  you have come so far to rescue. 
   
  Travellers are moderately common in Barllich and the 
  PCs appearance will be noted but generally ignored. 
  Unless they take great pains to avoid detection however 
  their arrival will be noted by the tower top sentries of 
  the castle, who will pass this information along to 
  Walfrenden at the changing of the guard. Walfrenden 
  will in turn pass this information along to Pyrrandern 
  and Farland but unless the PCs do anything to 
  “distinguish” themselves no action will be taken. Of 
  course if any of the PCs openly wears the device of any 
  good aligned god, particularly Heironeous, eventually 
  Pyrrandern or Farland will appear to goad and torment 
  the unfortunate. 
   
  Time Table of Events 
  Although much of the action in this module is PC 
  driven some events will transpire no matter what the 
  PCs do.  
  
  Legacy of Madness 
   
  Page 8 
   
  The adventurers arrive in the village late in the 
  afternoon on Sunday.  
   
  Moonday: Late in the evening a brawl breaks out in 
  the Hooded Man between 1d8 farmers who have drunk 
  too much and started to argue about the harvest. Svenser 
  will reward PCs who break-up the fight. He will impart 
  two pieces of information to them that they did not 
  know. 
   
  Godsday: On Godsday, Luna is full in the sky. Thus 
  on this evening the Arisum is seemingly transformed 
  into a river of silver fire. Refer to the Arisum section for 
  more information regarding this effect. Note: by this 
  time the PCs should have heard the local legends 
  regarding this. 
   
  Waterday: A farmer is injured while toiling in his 
  field. Neighbours who witness the accident will carry 
  the stricken man, who has lost a lot of blood, to the 
  Serrand at the Hall of the Velaeri. Serrand will heal the 
  injured man but will look well upon any PC who assists 
  him. The farmer will also be thankful if the PCs assist 
  and will help them in the future if he can (without 
  risking his life). 
   
  Freeday: On this, the last day of the month, 
  Walfrenden drills the militia. Several members of the 
  garrison will also be present. They will jeer the attempts 
  of the farmers to drill and will generally act in a derisive 
  manner. 
   
  The Village of Barllich 
  The name Barllich refers to both the hamlet and the 
  protective castle established along the banks of the 
  Arisum and around Deep Water Lake.   
   
  Maps for the Village of Barllich can be found in 
  Appendix Seven. 
   
  Barllich is very much a settlement in decline. The 
  focal point of near constant skirmishing across the 
  border into Naerie when that state professed 
  independence,  and one of the jumping off points for 
  the full-scale invasion of the country in 586 the hamlet 
  is a shadow of its former self. Several outlying farms 
  have been burned or abandoned and some of the 
  population have moved away. 
   
  � Barllich (Hamlet):  Conventional; AL LN (LE); 
  100 gp limit; Assets # gp; Population 191; Isolated 
  (human 187, half-elf 3, halfling 1). 
   
  Authority Figures: Farland (male animus Ftr), 
  Pyrrandern (male human Clr), Walfrenden (male 
  human Ftr). 
   
  Important Characters: Anderann the Miller (male 
  human Com1), Serrand of the Velaeri (male human 
  Clr1), Svenser the Barkeep (male human Con1),  
   
  Others:  Barllich Resident (male or female Com1).  
   
  � Barllich Resident, male or female human: CR 
  ½; Medium-size humanoid; HD 1d4; hp 3; Init +0; Spd 
  30 ft.; AC 10 [touch 10, flat-footed 0]; Atk +0 melee (1d4 
  [19-20], dagger) or +0 ranged (1d4, sling); Al LN; SV Fort 
  +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int 10, Wis 
  11, Cha 10. 
   
  Skills and Feats: Listen +5, Spot +3, Profession 
  (various) +2; Alertness, Endurance. 
   
  Possessions: 1d6 sp, 1d10 cp, dagger, sling, 4 stones, 
  peasant’s outfit. 
   
  Inhabitants 
  The inhabitants of Barllich are predominantly of 
  Oeridian stock. Most are oval or square faced and sport 
  strong jaw lines. Their hair ranges from light brown to 
  black in colour and their eyes are predominantly brown 
  or grey in hue. Most are clothed in tunics and hose of 
  solid colour and possess a cloak, some of which will have 
  a hood edged with rabbit fur. 
   
  Only important NPCs are detailed in the module. If 
  the PCs interact with normal inhabitants of Barllich use 
  the information in this section to role-play these NPCs. 
   
  Most of the normal inhabitants of Barllich are 
  either Lawful Neutral; a few are Lawful Evil in outlook. 
  They will only assist the PCs if there is something in it 
  for them as they are thoroughly cowed after living all 
  their lives in such an evil state. It should be noted that 
  on no account will the village rise against Farland; they 
  have been beaten and brutalised for too long now and do 
  not have the stomach for it. 
   
  The Militia: The village possesses a militia of 53 
  individuals made up of the farmers and their eldest sons. 
  These individuals all possess at the least leather armour, 
  a small wooden shield, spear, sling and dagger. A few 
  own a longbow, while several own axes. The militia are 
  under the control of Walfrenden and are drilled on the 
  last day of every month. 
   
   
  Names 
  The following names are examples of the type and style 
  of personal name found within Barllich. 
   
  Male Names: Haldred, Llarnen, Hastern, Parenn, 
  Shalaster, Strychann. 
   
  Female Names: Karasin, Lisara, Prsytenn, Sheleern, 
  Serennd. 
   
  Local Knowledge 
  All of the inhabitants of Barllich have certain 
  knowledge that may or may not be of interest to the 
  characters. When PCs interact with normal inhabitants 
  of the hamlet dispense some of the following 
  information in the order that it is presented below. 
  Reward good play with additional information. 
  Paraphrase the following: 
   
  
  Legacy of Madness 
   
  Page 9 
  1. 
  Barllich was used as a staging post for the 
  invasion of Naerie. 
  2. 
  This hamlet was once used as a base for 
  patrolling the South Province/Idee border. 
  3. 
  When Luna is full the Arisum is transformed 
  into a river of silver fire. Where that river ends 
  in the Black Water can be found a great 
  treasure. 
  4. 
  The Chapel of the Champion was often used as 
  a mustering point for armies of conquest 
  heading south. Folk say that it is haunted, 
  although I dare not tread there myself.  
  5. 
  Many have drowned beneath Black Water 
  Lake. Some say something ancient lurks in its 
  depths. 
  6. 
  Farland recently returned to reclaim his castle 
  and that same night Garlann (the incumbent 
  lord) disappeared. No one has seen him since. 
  7. 
  Several years ago as the Greyhawk Wars raged 
  Farland was called to Rauxes. He returned 
  several months later.  
  8. 
  When Farland returned to Barllich in early 586 
  he fought with the usurper Garlann but was 
  eventually driven off. 
  9. 
  Several 
  nights 
  ago 
  while 
  hunting 
  for 
  mushrooms near the castle I thought I heard a 
  terrible scream. I was so terrified I fled! 
  10. Garlann was a greedy, self-centred Hextorite 
  but he was nothing compared to Farland. 
  Farland is cruel and brutal but a superb 
  warrior. All fear him. 
  11. Barllich was settled centuries ago. The motte 
  atop which the castle stands was stone clad by 
  order of the third lord. No one knows why he 
  ordered the mound thus.  
  12. Farland is a prince of Naelax but he has long 
  been out of favour with the rest of his family 
  due to his rabid support of Ivid. 
   
  Village Life 
  The villagers arise early, often at sunrise before working 
  until breaking for a midmorning breakfast. They then 
  continue to work until dusk when an evening meal is 
  taken.  
   
  All members of a household are involved in some 
  way in the day’s activities. Young children may collect 
  wood or acorns and fruits and berries from the forest 
  whilst the adults tend the crops. Thus it is more likely 
  that PCs wandering the woods may encounter children 
  or elderly grandparents while those exploring the 
  village will interact with farmers and their wives. 
   
  Food for the peasants normally consists of oats, 
  barley or wheat eaten in the form of porridge, broths 
  and bread. Meats and eggs are rarely eaten except in 
  times of great need but some small amount of fish can 
  be had from the waters of the Arisum and attendant lake 
  that dissect part of the village. 
   
  The system of work during the week follows the 
  following pattern: 
   
  Starday: Work 
   
  Sunday: Work 
   
  Moonday: Work 
   
  Godsday: Worship 
   
  Waterday: Work 
   
  Earthday: Work 
   
  Freeday:  Rest 
   
  Geographical Features 
  Barllich stands at the base of the wooded foothills of the 
  Hollow Highlands. It is surrounded on most sides either 
  by hills or forest. The villagers graze their pigs and 
  forage for nuts, berries and firewood in the forest. 
  Several charcoal burners can be found about the fringes 
  of the wood and hunting is good here. 
   
  Bandits have not haunted this area since the 
  invasion of Idee when the army units garrisoning this 
  area rooted out a large camp of them and so travel in the 
  woods is largely safe. 
   
  The Arisum  
  Named by the elves Arisumamma millennia ago, Arisum 
  is a corruption of this elder word, meaning in elvish 
  “river of the silver water.” Bestowed its name from a 
  strange property given its waters by the minerals it still 
  carries down from the Hollow Highlands, this effect is 
  now much reduced.  
   
  Although much reduced by the incessant mining 
  carried out in those uplands the effect is still apparent 
  when Luna is full. On these nights the waters of Arisum 
  seem lit from within by a pale silvery light. Local legend 
  has it that at the point at which the effect becomes 
  indiscernible from the surrounding waters of the Black 
  Water there can be found a great treasure. 
   
  As it passes through the village, Arisum is normally 
  no more than thirty feet wide. It is deep however and 
  swift. Halfway along its length it descends through a 
  series of steps known as the Three Sisters. 
   
  The Black Water 
  The Black Water lies to the northwest of the village 
  proper. Known as the Black Water due to the hue of the 
  waters here the lake is, in places over sixty feet in depth. 
  Black Water is well stocked with fish of many kinds 
  including trout, carp and several large pike. Several 
  villagers, whose lands border the lake own small boats, 
  which they use to fish the depths of the lake. 
  
  Legacy of Madness 
   
  Page 10 
   
  The waters here are cold and in several places 
  underwater currents lurk ready to drown the unwary. 
  Since the area was settled the lake has claimed a few 
  victims each generation prompting some to speculate 
  that a great monster lurks in the depths. This is 
  however, untrue; most deaths here being caused by a 
  combination of vicious currents, alcohol and darkness. 
   
  The tales of great treasure hidden beneath the 
  waters of the lake are also untrue although this has not 
  stopped the occasional adventurer exploring the lake 
  bottom. If the PCs which to do so indulge them until it 
  becomes clear to them that there is nothing of interest 
  here. 
   
  Features of Barllich 
  The following locations can be found in the village of 
  Barllich. When portraying minor NPCs such as farmers 
  refer to the Inhabitant section at the beginning of this 
  section. 
   
  Normal Dwelling 
  This building holds a farmer and his family. The exact 
  details of the inhabitants are left for the DM to 
  improvise using the information found in the 
  Inhabitants section of Barllich. Read or paraphrase the 
  following: 
   
  This small dwelling stands slightly back from the 
  road upon which you stand. This whitewashed single 
  storey house is small, thatched and constructed 
  predominantly of plastered wattle and daub around a 
  framework of wooden beams. Several small windows 
  pierce the walls and currently the shutters of these 
  have been thrown back to admit the sunlight. A thin 
  wisp of smoke emerges from the centre of thatched 
  roof – no doubt food is being prepared within. 
   
  Between the road and the house has been laid 
  out a small fenced yard containing a small 
  ramshackle barn of sorts. About the yard peck 
  several chickens. 
   
   Behind the house you can make out another 
  much larger area girded by ditches used for the 
  cultivation of vegetables and other crops. Several 
  people are tending these crops as you approach. 
   
   
  Dependant on the time of day the PCs visit this locale 
  members of the farmer’s family may be tending the 
  crops or engaged in other activities. Modify the read 
  aloud text accordingly. 
   
  Occupants: A farmer, his wife, 1d6 children and 
  1d2 surviving grandparents dwell here. Nothing of 
  interest will be found within, these are simple, poor 
  peasant folk who posses nothing of interest to the 
  adventurers. 
   
  Interior: Inside the floor is of beaten earth over 
  which has been scattered a mix of reeds and straw. The 
  atmosphere is smoky. Many houses will have a cat or 
  dog, which is likely to be encountered here, lying by the 
  fire. The furniture here is basic – a trestle table 
  surrounded by benches or stools, a single cupboard, a 
  few chests and several straw pallets for the inhabitants 
  to sleep on. Bags and baskets are hung from the ceiling.  
   
  Abandoned Dwelling 
  These dwellings are similar to the normal dwelling 
  detailed above, except that no one now lives here and 
  that the land to the front and rear of the house are 
  overgrown, or have been taken over by unscrupulous 
  neighbours. Modify the following read aloud text 
  accordingly. 
  This small dwelling stands slightly back from the 
  road upon which you stand. Surrounded by a small, 
  over grown garden it appears deserted. The shutters 
  here are firmly closed, as is the door. No smoke rises 
  from the house and beyond you can see that the land 
  has become untamed. Here and there wild stands of 
  wheat and other crops grow, but mainly weeds and 
  other noisome growths have taken over this area. 
   
  Several birds have nested on the roof and if the PCs 
  poke about they could conceivably disturb a large wasp 
  nest.  
   
  Interior: There is nothing of interest here for the 
  PCs although they could conceivably spend quite some 
  time investigating these buildings.  
   
  The Champion’s Hold 
  A place of ill aspect this small but ornate temple 
  dedicated to Hextor squats slightly removed from the 
  main part of the village. Built atop a long, low hill only 
  Pyrrandern regularly still comes here.  
   
  The surrounding land was oft used for the 
  mustering of armies bent on the conquest of Idee. Last 
  used in the successful campaigns of 586 CY the land 
  about has only just fully recovered. Even so diligent 
  searchers can still discover the occasional piece of 
  broken, discarded equipment. The villagers (wrongly) 
  believe this area is haunted by the souls of those slain in 
  distant wars that have returned to torment the living.  
   
   
  This small chapel radiates a sinister aura that is easily 
  noticeable. No birds sing near the structure itself 
  and judging by the lack of signs few folk or animals 
  stray to close to this malign structure. 
  
  Legacy of Madness 
   
  Page 11 
   
  Its roof is decorated with a number of brooding 
  gargoyles and its red-flecked walls seem to leach the 
  light from their surrounds. A single door pierces one 
  wall of the structure although several narrow stain 
  glass windows showing several battle scenes are in 
  evidence on the opposite wall. 
   
  The door is locked; an Open Lock check (DC 15) is 
  needed to bypass it. Pyrrandern has the key. 
   
  Interior: The interior of this chapel is composed of 
  a single room running the length of the building. At one 
  end stands a blood-red altar over which the stain glass 
  windows mentioned above let a weak light filter. Pews 
  line the rest of the room. The walls are bare apart from 
  several shields and one banner bearing the crest of thee 
  Brotherhood. All show signs of battle damage. 
   
  Occupants: There are no occupants here; although 
  there is a 10% chance that Pyrrandern will be 
  encountered here praying.  
   
  Development: If Pyrrandern is assaulted or killed 
  here, Farland will come to hear of it unless the PCs 
  make strenuous efforts to hide the body. As newcomers 
  they will automatically be to blame. In this incidence 
  Farland and Walfrenden will lead half the garrison to 
  the village to deal with the interlopers.  
   
  For more information regarding Hextor refer to 
  Appendix Six. 
   
   
  Hall of The Velaeri 
  Located on a hill near the Black Water, the hall of the 
  Velaeri is the closest thing to the spiritual centre of the 
  village. (The Velaeri is a term that describes the four 
  Oeridian agricultural gods – Telchur, Atroa, Sotillon, 
  Wenta and Velnius). When the PCs first approach read 
  or paraphrase the following: 
   
  Set back from the road and surrounded by tree-lined, 
  lush gardens growing a wide variety of flowers, crops 
  and vegetables this simple temple is wreathed in 
  vines and other creeping growths.  
   
  As you approach a man straightens from his 
  labours amongst a dazzling array of roses and makes 
  his way toward you. He wears typical peasant garb 
  and his shoulders and forearms are deeply tanned – 
  evidence of long hours spent in the outdoors. 
   
  Tended by Serrand, the only true priest in the village, 
  services are held here every Godsday. The Velaeri are 
  only venerated here in their aspect of providers of fair 
  weather and fertility. They are worshipped out of a need 
  for their benevolence rather than through any deep-
  seated religious beliefs.  
   
  Interior: a large, domed chamber takes up much of 
  the interior of the chapel. A large window has been cut 
  into the dome at each of the cardinal compass points, 
  and the walls are decorated with a series of frescos 
  depicting the four seasons. In the centre of the chamber 
  stands a wooden altar, seemingly carved from a single, 
  gnarled, tree trunk. It is here that services are held. 
  Worshippers stand during the services, which at 
  different times of the year are directed at different 
  compass points to represent the different facets of the 
  Velaeri. 
   
  A set of three chambers at the rear of the chapel acts 
  as Serrand’s personal chambers. He also receives 
  members of his congregation in these chambers as well 
  as storing various sacred objects here. 
   
  Treasure: There is little of interest here for the PCs, 
  apart from ceremonial, but mostly valueless items. 
   
  Serrand 
  Serrand actually venerates Atroa, goddess of spring, east 
  wind and renewal but tends this church for all the 
  Velaeri.  
   
  A pleasant individual, Serrand is under no illusions 
  that the majority of village folk only pay his patron lip 
  service. Still, he remains, deeming his few devout 
  parishioners reward enough for his labours. In 
  particular he has gathered around him a small circle of 
  particularly devout farmer’s wives who idolises the 
  charismatic young priest. Unsurprisingly this has 
  caused some resentment amongst the farmers. 
   
  He is an inquisitive, precise and initially suspicious 
  of any requests made to him by non-villagers. Some in 
  the village (particularly several farmers) deride Serrand 
  because he speaks in a particularly high-pitched voice. 
   
  � Serrand, male human Clr1: CR 1; Medium-size 
  humanoid; HD 1d8+2; hp 10; Init +1 (+1 Dex); Spd 20 ft.; 
  AC 11 [touch 11, flat-footed 10]; Atk +1 melee (1d16+1, 
  light mace) or +1 ranged (1d4, sling); SA Turn undead; 
  AL NG; Fort +4, Ref +1, Will +5; Str 12, Dex 12, Con 14, 
  Int 11, Wis 16, Cha 12. 
   
  Skills and Feats: Diplomacy +1, Heal +6, Knowledge 
  (religion) +3, Profession (farmer) +6; Endurance, Skill 
  Focus (profession [farmer]).  
  Spells 
  Prepared 
  (3/2+1; base DC = 13 + spell level): 0- detect magic, 
  guidance, light; 1
  st- bless, entangle. 
   
  *Domain Spell. Domains: Plant (command plant 
  creatures), Sun (use greater turning 1/day instead of 
  normal turning). 
   
  Possession: leather armour, sling, 10 bullets, dagger, 
  cleric’s vestments, 5 sp. 
   
  The Hooded Man 
  The only inn in the village, The Hooded Man, is the hub 
  of Barllich’s social life as well as the only place at which 
  travellers can lodge whilst staying in the village.  
  
  Legacy of Madness 
   
  Page 12 
   
  The Hooded Man is also the only place at which 
  travellers could normally purchase provisions and other 
  equipment. However with the recent troubles in the 
  village few travellers now pass through Barllich and so 
  Svenser has no one to acquire items for him in the 
  nearby towns and cities. Thus he only has items that a 
  typical peasant family would require in stock. 
   
  There are no travellers at the inn, save the PCs, and 
  none will arrive while they are in town. 
   
  The inn is one of the only buildings of stone 
  construct in the village and even so, only the ground 
  floor is constructed thus. Read or paraphrase the 
  following: 
   
  Standing back from the road stands a large, two-
  storey building partially constructed of stone. To its 
  left stands a large, sturdy barn, from within which 
  can be heard the sound of several horses and other 
  animals. Several large windows look into the interior 
  and the hubbub of conversation can be heard from 
  within. Above the only visible door hangs the 
  crudely painted sign of a hooded man. 
   
  The upper floor of this place has been white 
  washed in the same fashion as many of the peasant 
  dwellings and a thatched roof tops the whole. 
  The proprietor of the inn is Svenser, a middle-aged ex 
  soldier who is assisted by his wife and three daughters.  
   
  � Svenser (male human Com1: hp 4; LE; 
  Profession (innkeep) +4) is a stout fellow and jovial with 
  all that have coin but has little patience for beggars and 
  thieves. He has a large hooked nose, which he is very 
  sensitive about. 
   
  � Ferann (female human Com1; hp 4; LE; 
  Profession (cook) +3) is Svener’s wife.  She is haughty 
  and fastidious although a mediocre cook. She has a 
  hacking cough and thinks of herself as important. 
   
  � Vendrenn, Jireen and Marcenn (female human 
  Con1; hp 3; LE) are Svenser’s daughters and assist him in 
  running the inn. They pay particularly close attention to 
  strangers and travellers. Vendrenn is unlike her family 
  in that she is Lawful neutral in outlook and will not 
  cheat the PCs at every opportunity she will get. She is 
  miserable and if offered the opportunity will leave 
  Barllich with the PCs. 
   
  The Offering 
  The offering here is but a shadow of what could be 
  expected in a city tavern but it still substantially better 
  than the lot of most peasants.  
   
  Ale, mug 
  4 sp 
  Wine, pitcher, local 
  2 sp 
  Bread, loaf 
  2 cp 
  Cheese, hunk of 
  1 sp 
  Meal, Poor 
  1 sp 
  Meal, Common 
  3 sp 
  Meal, Good 
  5 sp 
   
   
  Accommodation  
  Most rooms are small, have two straw sleeping pallets, a 
  couple of other minor pieces of furniture and little else. 
  Grenell does however have two rooms that are 
  somewhat better. Each has three beds and is blessed 
  with the heat from a fireplace connected to the main 
  common room. Travellers may also sleep in the common 
  room. Svenser and family sleep in the attic. 
   
   
  The Common Room 
  This large chamber is heated by the warmth from two 
  fireplaces and is dimly lit by several lanterns placed 
  strategically around the walls. A variety of tables and 
  benches can be found here. The bar is in one corner of 
  the room and beyond that can be seen the kitchen. 
  Several large barrels have been set up on a trestle table 
  behind the bar and it is from these that beer is 
  dispensed. 
   
  During the day the common room is almost empty, 
  only the occasional traveller tarrying here. Early 
  evening farmers meet here to swap tales and to escape 
  the drudgery of their lives. Most leave drunk. Several 
  farmers’ wives also congregate here and drink just as 
  heartily as the men. There is a 20% on any given night 
  that d4 members of the garrison will have come down 
  from the castle and will be drinking here. If brought 
  several rounds of ale these individuals will be able to 
  confirm if asked that Lerial did work at the castle but 
  that “she has been taken by the Prince.” They will say no 
  more. 
   
  The Mill 
  Located near the castle the miller sees much of what 
  goes on at the castle as not only does he live nearby but 
  also he has to deliver flour to the castle kitchens on a 
  regular basis. Anderann and Marinn also act as the 
  village bakers, making bread for the inhabitants in 
  return for a share of the finished product. 
   
  Near to the stout stone bridge that spans the swiftly 
  flowing Arisum stands a small mill. Although a small 
  mill, this is nevertheless one of the largest buildings 
  in the village. A smaller wing runs off the main 
  house parallel to the river at it is here that you 
  suspect lives the miller and his family. 
   
  As you get closer you can hear the rushing of the 
  waters of the Arisum and the creaking of the mill 
  wheel. There is no one in sight. 
   
  
  Legacy of Madness 
   
  Page 13 
  PCs will have to knock on the front door of this place to 
  get any response from the miller.  
   
  Interior: The interior of the mill is a loud, dusty 
  place full of whirling gears and clouds of grain dust. 
  Naked flames are absolutely forbidden here as they can 
  spark an explosion. The couple live in a small annex to 
  the main building and will not invite strangers there. 
   
  Occupants: Anderann is by nature a friendly man, 
  but recent events at the castle have made him more 
  suspicious of late. A burly man perpetually covered in 
  flour he has bad breath and in the mornings is normally 
  suffering from a hangover. His wife, Marinn is a shy, 
  timid women who will not be seen by the PCs unless 
  they befriend Anderann. They have no children, their 
  only child being killed in a milling accident half a 
  decade ago.  
   
  Development: Anderann can tell the PCs much of 
  what has been occurring at the castle. He knows the 
  following pieces of information: 
  1. 
  Lights often blaze late a night at top of the keep 
  tower. 
  2. 
  Yes, Lerial used to work in the kitchens of the 
  castle but Anderann hasn’t seen her for several 
  months. 
  3. 
  He has seen Farland since his return and he 
  gives 
  Anderann 
  the 
  shakes. 
  “There 
  is 
  something unnatural about him!” 
  4. 
  When Farland came to take back his castle I 
  saw him hit by a ballista bolt. It bounced right 
  off him, causing no injury! 
  Note: Anderann will only give out fact 4 if he trusts the 
  party and has been befriended by them. Use point 4 as a 
  reward for good play. 
   
  Blacksmith 
  The blacksmith’s workshop is located in the centre of 
  the village. Read or paraphrase the following adding 
  details dependant on the time of time. 
   
  Although no sign adorns this building it is obvious 
  that this is a blacksmiths. The shop portion of the 
  building is unwalled and is dominated by a large 
  bellows and anvil. 
   
  Interior: PCs will not be allowed to enter the family part 
  of the building although they will be allowed into the 
  shop potion. 
   
  Occupants: Benzeden is the smith here. His two 
  burly sons, Toran and Plandarn, assist him here. He is 
  married to Immonoara. Brenzeden is a large man with a 
  broken nose. A devout follower of the Velaeri, he carries 
  out most of his work on damaged or broken farmyard 
  implements. His two sons are taciturn, although they 
  will speak if their father gives them leave.  
   
  Development: Brenzeden will do small repair work 
  for the PCs but will not forge any new weapons or 
  armour as Farland has forbidden this kind of work. 
  Occasionally he does work for the castle inhabitants; 
  indeed recently he delivered a large consignment of 
  heavy crossbow bolt tips. 
   
  Treasure: Apart from the smithing tools, which 
  would be very hard to steal due to their sheer weight 
  and size there, is nothing of interest or value here. 
   
   
   
   
   
  
  Legacy of Madness 
   
  Page 14 
  Barllich Castle 
  This section details the layout and inhabitants of 
  Barllich castle. Maps for Barllich Castle can be found in 
  Appendix Eight. 
   
  During the day, the main gates will be open and 
  although PCs entering the castle will be challenged they 
  will be allowed to enter if they have a plausible reason. If 
  they request it they will be able to gain an audience with 
  Farland, Pyrrandern or Walfrenden. They will not 
  however be left alone at any time while they are in the 
  castle. Any audiences will take place in the Banqueting 
  Hall. During the day a trickle of peasants and men-at-
  arms will also be passing into and out of the castle at 
  irregular intervals as they go about their daily business. 
   
  At night most of the inhabitants of the castle 
  remain indoors (apart from any guards) and the main 
  gates will be shut. For more information regarding troop 
  dispositions during the day and night refer to the 
  Garrison section below. 
   
  Important NPCs 
  The important NPCs within the castle all have distinct 
  personalities and goals. 
   
  � Prince Farland of Naelax: Farland is a cold, 
  calculating monster intent on wreaking his revenge 
  upon his kinsmen and finding the Gauntlet of the 
  Champion. He is following the commandments given to 
  him in his dreams and will stop at nothing to achieve his 
  goals. His capture of Lerial is nothing more than a 
  pleasant distraction for him. If given the choice between 
  the gauntlet and Lerial he will pick the gauntlet. 
   
  He appears human but is actually an animus. His 
  hair is dark brown, his eyes are dark grey but his skin is 
  very pale. He normally dresses in rich robes or armour.   
   
  APL 2: Prince Farland Naelax, male animus 
  Nob1; see Appendix One. 
   
  APL 4: Prince Farland of Naelax, male animus 
  Nob1/Ftr2; see Appendix Two. 
   
  APL 6: Prince Farland of Naelax, male animus 
  Nob1/Ftr4; see Appendix Three. 
   
  APL 8: Prince Farland of Naelax, male animus 
  Nob1/Ftr6; see Appendix Four. 
   
  APL 10: Prince Farland of Naelax, male animus 
  Nob1/Ftr8; see Appendix Five. 
   
  � Walfrenden: Walfrenden has known Farland all his 
  life and is utterly loyal to him. He refers to Farland as 
  “My 
  Prince” 
  and 
  will 
  follow 
  his 
  commands 
  unquestioningly. Walfrenden is also a devout follower 
  of Hextor and a well trained warrior who always favours 
  attack as his preferred method. 
   
  Muscular and graceful of movement, Walfrenden is 
  a born warrior. He keeps his hair closely cut and his eyes 
  are a hard grey colour. He speaks his mind and expects 
  others to do the same.  
   
  APL 2: Walfrenden, male human Ftr2; see 
  Appendix One. 
   
  APL 4: Walfrenden, male human Ftr4; see 
  Appendix Two. 
   
  APL 6: Walfrenden, male human Ftr6; see 
  Appendix Three. 
   
  APL 8: Walfrenden, male human Ftr8; see 
  Appendix Four. 
   
  APL 10: Walfrenden, male human Ftr10; see 
  Appendix Five. 
   
  � Pyrrandern: A cleric of Hextor, Pyrrandern has 
  followed Farland since he encountered the animus near 
  Rauxes. He feels drawn to the animus and will protect 
  him with his life; he believes Farland is Hextor’s chosen 
  one. 
   
  He is a large burly man perpetually clad in armour. 
  Bald with large bushy eyebrows he has bad breath and a 
  forthright attitude.  
   
  APL 2: Pyrrandern, male human Clr3; see 
  Appendix One. 
   
  APL 4: Pyrrandern, male human Clr5; see 
  Appendix Two. 
   
  APL 6: Pyrrandern, male human Clr7; see 
  Appendix Three. 
   
  APL 8: Pyrrandern, male human Clr9; see 
  Appendix Four. 
   
  APL 10: Pyrrandern, male human Clr11; see 
  Appendix Five. 
   
  Movements  
  The important NPCs within the castle do not merely 
  wait in a given area for the PCs to come to them. They 
  can be encountered in a variety of places during this 
  module as they move about the castle performing their 
  daily duties. Whenever the PCs visit the castle 
  determine using a d6 and the charts below determine 
  the location of Farland, Pyrrandern and Walfrenden. 
   
  During the Day 
  1. 
  Farland and Pyrrandern are plotting and 
  scheming 
  in 
  The 
  Audience 
  Chamber. 
  Walfrenden is inspecting the portcullis 
  mechanisms and may (30%) be encountered on 
  the drawbridge itself. 
  2. 
  Farland is in the chapel, preying to Hextor. 
  Pyrrandern is in the chapel preying to his 
  patron. Walfrenden is inspecting the guards 
  on the roof of the Kitchen Tower and then will 
  walk the Gallery. 
  3. 
  Farland is brooding in the Banqueting Hall. 
  Pyrrandern is in the chapel preying to his 
  
  Legacy of Madness 
   
  Page 15 
  patron. Walfrenden is inspecting the guards 
  on the roof of the Keep and then will walk the 
  Gallery. 
  4. 
  Farland and Pyrrandern are in Garlann’s 
  Chamber, torturing him. Walfrenden is 
  inspecting the guards on the roof of the Well 
  Tower and then will walk the Gallery. 
  5. 
  Farland is in his chamber. Pyrrandern is in 
  his chamber. Walfrenden is in his chamber 
  either resting or keeping up to date with his 
  paperwork. 
  6. 
  Farland is in Lerial’s Chamber. Pyrrandern is 
  in the Banqueting Hall. Walfrenden is talking 
  to his off-duty troops in the Barracks. 
   
  At Night 
  1. 
  Farland, Pyrrandern and Walfrenden are all 
  in their respective chambers.  
  2. 
  Farland is in Lerial’s Chamber. Pyrrandern is 
  in 
  the 
  chapel 
  preying 
  to his patron. 
  Walfrenden is in his chamber. 
  3. 
  Farland, Pyrrandern and Walfrenden are in 
  the Banqueting Hall. 
  4. 
  Farland 
  and 
  Pyrrandern 
  are 
  in 
  their 
  chambers. Walfrenden is making a surprise 
  inspection of the guards. Randomly determine 
  which tower he is inspecting. 
  5. 
  Farland, Pyrrandern and Walfrenden are all 
  in their respective chambers.  
  6. 
  Farland and Pyrrandern are in Garlann’s 
  Chamber, torturing him. Walfrenden is in his 
  own chamber. 
   
  The Garrison 
  The locations and activities of the rank and file of the 
  garrison is dependant on the time of day the PCs visit 
  and on the alert state of the castle. The garrison is 
  composed of 24 rank and file guardsmen and 
  Walfrenden, their commander. 
   
   
  APL 2 
  � Men at Arms, male human War2 (24); see 
  Appendix One. 
   
   
  APL 4 
  � Men at Arms, male human War3 (24); see 
  Appendix Two. 
   
   
  APL 6 
  � Men at Arms, male human War4 (24) see Appendix 
  Three. 
   
   
  APL 8  
  � Men at Arms, male human War6 (24); see 
  Appendix Four. 
   
   
  APL 10 
  � Men at Arms, male human War8 (24) see Appendix 
  Five. 
   
  During the Day 
  During the daytime two guards garrison each of the 
  towers. Two guards will be stationed in the armoury, 
  maintaining the armour and weapons while another 
  guard will be in the portcullis chamber. 
   
  Additionally there is a 40% that the other members 
  of the garrison will be employed in a variety of mundane 
  tasks, including maintenance of the defensive ditch, 
  being drilled by Walfrenden, replacing loose and 
  broken stones in the curtain wall etc.  
   
  During the day the portcullis and drawbridge are 
  normally left open. 
   
  There is a 30% chance that on any given day 
  Walfrenden will lead a small patrol of four men into the 
  village either to collect tithes from the villagers or to 
  make certain that the inhabitants are suitably cowed. If 
  he, or either Farland or Pyrrandern, become aware of the 
  PCs a patrol will certainly be despatched to gain more 
  information. 
   
  At Night 
  During the night time most of the garrison can be found 
  either resting in their barracks or making merry in the 
  Banquet Hall. 
   
  In addition two guards are posted on each of the 
  towers and one guard is posted in the portcullis room 
  and on the Gallery. Additionally it is possible that 
  Walfrenden could make surprise inspections of his 
  troops. 
   
  At night the portcullis and drawbridge are shut. 
   
  During an Attack 
  When an attack commences the guards in the towers 
  will rouse the rest of the garrison using their horns.  
   
  During an attack the actions of the garrison will 
  depend upon the nature of the assault. The Gallery and 
  towers will all be reinforced and Walfrenden will 
  certainly position himself where the fighting is heaviest.  
   
  Farland and Pyrrandern will stay in the Keep until 
  it seems that their forces cannot handle the incursion at 
  which point they will sally forth to deal with the 
  attackers.  
   
  If the curtain wall is decisively breached all guards 
  that are able, will retreat to the Keep, where the 
  defenders will make a final stand. 
  
  Legacy of Madness 
   
  Page 16 
   
  If however, the defenders realise that they face only 
  a small force small groups of guards will rove 
  throughout the castle seeking to find and slay any 
  interlopers directed by the tower guards. 
   
  Servants 
  The servants are all normal commoners, who will not 
  fight invaders except in extreme circumstances. Treat 
  them as residents of Barllich in terms of their names and 
  physical descriptions. Use the following statistics for 
  them: 
   
  � Castle Servant, male or female human: CR ½; 
  Medium-size humanoid; HD 1d4; hp 3; Init +0; Spd 30 
  ft.; AC 10 [touch 10, flat-footed 0]; Atk +0 melee (1d4 
  [19-20], dagger) or +0 ranged (1d4, sling); Al LN; SV Fort 
  +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int 10, Wis 
  11, Cha 10. 
   
  Skills and Feats: Listen +5, Spot +3, Profession 
  (various) +2; Alertness, Endurance. 
   
  Possessions: 1d6 sp, 1d10 cp, dagger, sling, 4 stones, 
  peasant’s outfit. 
   
  Features of the Castle 
  Barllich Castle stands atop a stone clad earthen mound
   
  roughly 110 feet across at the base and about 30 feet 
  high around which has been dug a deep ditch. The 
  fortress itself consists of a rectangular gatehouse, three 
  four-storey square towers and a protective curtain wall 
  warding the northwestern approaches. 
   
  The following features are common to Barllich 
  Castle. Unless otherwise noted in the text the 
  particulars for features such as doors and walls are as 
  follows:  
   
  Exterior Walls: Constructed of interlocking stone 
  blocks these walls are of various thicknesses. The 
  statistics below depict a typical two-foot thick wall 
   
  � Exterior Walls: 2 ft. thick; hardness 8; hp 180; 
  AC 5; break DC 35; Climb DC 15. 
   
  Arrow Slits: Arrow slits provide defenders with 
  nine-tenths cover bestowing a +10 circumstance bonus 
  to Armour Class and a +4 circumstance bonus to Reflex 
  saving throws. In addition if the defender fails a Reflex 
  save he only suffers half damage from the effect and no 
  damage if his save is successful.  
   
  Battlements: Battlements provide defenders with 
  one-half cover bestowing them a +4 circumstance bonus 
  to Armour Class and a +2 Reflex save bonus.  
   
  Interior Walls: Constructed of interlocking stone 
  blocks these walls are of various thicknesses. The 
  statistics below depict typical one-foot thick walls 
   
  � Interior Walls: 1 ft. thick; hardness 8; hp 90; AC 
  5; break DC 35; Climb DC 20. 
   
   Ceilings: Unless otherwise noted ceilings are 
  fifteen feet high.  
   
  � Ceilings: 2 ft. thick; hardness 8; hp 130; AC 5; 
  break DC 35; Climb DC 25. 
   
  Floors: Floors in the castle are uniformly flat and 
  paved. In some important or ceremonial areas they have 
  been overlaid with intricately painted tiles. 
   
  � Floors: 2 ft. thick; hardness 8; hp 130; AC 5; 
  break DC 35. 
   
  Doors: Of strong construct the doors within the 
  castle have been built to resist assault.  
   
  � Strong Wooden Doors: 2 in. thick; hardness 5; 
  hp 20; AC 5; break DC 23. 
   
  Light: Unless otherwise noted in the text the 
  interior of the castle is lit only by light filtering in 
  through windows or arrow slits piercing the walls. All 
  areas including corridors have scones set into the walls 
  holding torches, however only in often used or 
  important areas are these torches kept lit at all times. Lit 
  torches will be detailed in individual area descriptions.  
   
  Tapestries: Several rooms in the castle are 
  decorated with tapestries. These will burn easily if 
  exposed to flame. In addition, although some are quite 
  valuable many are faded and old. In addition, they are 
  bulky as well as heavy and will be impossible for the PCs 
  to haul away in sufficient quantity to make a profit. 
   
  Curtain Wall 
  The twenty feet high curtain wall is eight feet thick and 
  pierced by a number of arrow slits at ground level giving 
  a commanding view of the surrounding countryside. 
  Topped by battlements and a five-foot wide covered 
  walkway the curtain wall defends the northwestern 
  approaches of Barllich. This covered walkway is referred 
  to as The Gallery. 
   
  � Curtain Wall: 8 ft. thick; hardness 8; hp 720; AC 
  5; break DC 35; Climb DC 15. 
   
  The Gallery 
  Running the length of the curtain wall this covered 
  walkways allows sentries to look out over the 
  surrounding 
  countryside 
  while 
  sheltered 
  from 
  inclement weather or enemy missile weapons. Slate has 
  been used here as a roofing material to reduce the 
  possibility of fires starting here as a result of enemy 
  action.  
   
  This five-foot wide, covered walkway seems to 
  extend all the way along the wall. A wooden balcony 
  protects the wary from falls in the courtyard. 
   
  Closer inspection will reveal pre-placed bins here ready 
  to receive extra bolts and spears needed by the 
  
  Legacy of Madness 
   
  Page 17 
  defenders to repel an attack. Buckets of earth also stand 
  here ready to be used to douse any fires that start here. 
   
  Occupants: The PCs will encounter at least one 
  guard patrolling the walkway no matter what time they 
  come here. 
   
  APL 2 
  � Men at Arms, male human War2 (1): hp 16; see 
  Appendix One.  
   
   
  APL 4  
  � Men at Arms, male human War3 (1): hp 23; see 
  Appendix Two. 
   
   
  APL 6  
  � Men at Arms, male human War4 (1): hp 30; see 
  Appendix Three. 
   
   
  APL 8 
  � Men at Arms, male human War6 (1): hp 44; see 
  Appendix Four. 
   
   
  APL 10  
  � Men at Arms, male human War8 (1): hp 58; see 
  Appendix Five. 
   
   
  Development: PCs will not be allowed to inspect 
  this area closely as it forms an integral part of the 
  defence. 
   
  Treasure: The only treasure found here is that 
  carried by encountered guard. The figures below assume 
  that one guard is defeated here. 
   
  All APLs: Loot 28 gp: Coin 1 gp. 
   
  The Gate House 
  The only access to the castle is through the gatehouse 
  which itself is accessed by a long wooden drawbridge 
  that links the castle to a small causeway built up the 
  stone clad mound atop which the fortress sits.  
   
  The first storey of this building holds the portcullis 
  chamber, the second holds the castle armoury and the 
  final level holds the lord’s chamber. 
   
  � Iron Portcullis: 2 in. thick; hardness 10; hp 50; 
  AC 3; break DC 25. 
   
  � Wooden Drawbridge: 6 in. thick; hardness 3; hp 
  60; AC 5; break DC; Climb DC 21. 
   
  Portcullis Chamber 
  This chamber located on the first floor of the Gate 
  House, contains the mechanisms that enable the 
  portcullis and drawbridge to be raised and lowered. It 
  can be accessed wither from the Gallery or from the 
  Keep. Read or paraphrase the following: 
   
  This rectangular chamber is dominated by the gears, 
  winches and other equipment need to raise and 
  lower the portcullis and drawbridge. Stoutly built 
  and well served with four arrow slits this chamber is 
  obviously one of the centres of defence for the 
  castle. A small fireplace stands in one wall and 
  several murder holes have been cut in the floor. A 
  small table and two stools stand against one wall. 
   
  Even in periods where the castle is not on alert a guard 
  is either posted here or very close to this chamber. The 
  mechanisms here are such that they can be operated if 
  need be by one man. 
   
  Occupants: The number of occupants of this 
  chamber and the activities they are engaged in depends 
  on the alert status of the castle and on the time of day 
  that PCs enter here. At least one guard is always 
  stationed here. 
   
  APL 2 
  � Men at Arms, male human War2 (1): hp 16; see 
  Appendix One.  
   
   
  APL 4  
  � Men at Arms, male human War3 (1): hp 23; see 
  Appendix Two. 
   
   
  APL 6  
  � Men at Arms, male human War4 (1): hp 30; see 
  Appendix Three. 
   
   
  APL 8 
  � Men at Arms, male human War6 (1): hp 44; see 
  Appendix Four. 
   
   
  APL 10  
  � Men at Arms, male human War8 (1): hp 58; see 
  Appendix Five. 
   
   
  Development: PCs will not be allowed to inspect 
  this area closely as it forms an integral part of the 
  defence. 
   
  Treasure: The only treasure found here is that 
  carried by encountered guardsmen. The figures below 
  assume that one guard is defeated here. 
   
  All APLs: Loot 28 gp: Coin 1 gp. 
   
   
  
  Legacy of Madness 
   
  Page 18 
  Farland’s Chamber 
  Located on the second floor of the Gate House this 
  sumptuously appointed chamber is accessed from the 
  spiral staircase. Read or paraphrase the following: 
   
  This is easily the most opulent of the chambers 
  within the castle that you have encountered thus far 
  but it also has a strong militaristic feel to it. A rack of 
  weapons stands near the door but a large ornate four-
  poster bed dominates the room. Other more 
  mundane items – a chair, table etc can also be seen 
  here.  
   
  The floor is concealed by a number of rugs and 
  the walls are decorated with a number of lurid 
  tapestries. Upon one wall hangs only one tapestry. It 
  depicts a mailed fist holding six red fletched arrows. 
   
  This is Farland’s chamber. A Knowledge (religion) check 
  (DC 15) will identify the symbol of a mailed first 
  clutching six arrows as that of Hextor, Champion of Evil 
  and Scourge of Battle.  
   
  PCs who search the chamber will easily find a stout 
  iron chest under the bed.  The chest is warded by a good 
  lock, requiring a successful Open Lock check (DC 30) to 
  bypass. Alternatively PCs can smash the chest open. 
   
  � Small Iron Bound Chest: 2 in. thick; hardness 
  8; hp 30; AC 5; break DC 25. 
   
  Occupants: Farland may be encountered here 
  dependant on the alert status of the castle and on the 
  time of day that PCs enter here.  
   
  APL 2: Prince Farland Naelax, male animus 
  Nob1; see Appendix One. 
   
  APL 4: Prince Farland of Naelax, male animus 
  Nob1/Ftr2; see Appendix Two. 
   
  APL 6: Prince Farland of Naelax, male animus 
  Nob1/Ftr4; see Appendix Three. 
   
  APL 8: Prince Farland of Naelax, male animus 
  Nob1/Ftr6; see Appendix Four. 
   
  APL 10: Prince Farland of Naelax, male animus 
  Nob1/Ftr8; see Appendix Five. 
   
  Treasure: The iron chest contains Farland’s 
  remaining fortune. The theft of it will severely hamper 
  his planning for the next year. 
   
  All APLs: Coin 120 gp. 
   
   
  The Hall Block 
  This rectangular edifice fulfils several functions. At its 
  lowest level it acts as a barracks for Farland’s remaining 
  followers while its upper level functions as a banqueting 
  hall. 
   
  The lower level is pierced by arrow slits for defence 
  while light enters the banqueting hall through several 
  ornate stain glass windows depicting several lurid 
  scenes of battle. 
   
  Barracks 
  Located on the ground floor of the Hall Block this 
  chamber is only accessible from the courtyard. Read or 
  paraphrase the following: 
    
  This large austere chamber seems to be a barracks of 
  some kind. Several long trestle tables and benches 
  divide this room in half while many bunk beds stand 
  along the walls. Each is equipped identically with 
  several blankets. Under each lower bunk can be seen 
  to small chests or footlockers.  
   
  This chamber is where the normal rank and file of the 
  garrison dwell. A quick count will reveal that there are 
  twenty bunk beds here, enough to accommodate forty 
  men at arms. 
   
  Occupants: The number of occupants of this 
  chamber and the activities they are engaged in depends 
  on the alert status of the castle and on the time of day 
  that PCs enter here.  
   
  Treasure: The contents of each of these chests is 
  protected by an average lock, which can be bypassed 
  with a successful Open Lock check (DC 25). Most of the 
  chests are filled with an essentially worthless jumble of 
  well-worn clothes, knickknacks and other oddments. 
  Each chest however does contain a small amount of 
  well-hidden coin. Each of the garrison has a key that fits 
  the lock to their chest only. 
   
  All APLs: Coin 3 gp:   
   
  Banqueting Hall 
  Located on the first floor of the Hall Block this large 
  chamber is accessible from either the Gallery or from 
  the Keep via a connecting passageway. Read or 
  paraphrase the following: 
   
  This cavernous, thirty foot long, chamber is the 
  largest you have yet seen in the castle. Its roof 
  towers at least twenty feet above you. At one end a 
  raised wooden platform upon which a table and 
  several ornate chairs can be seen. In the main part of 
  the chamber two long banqueting tables have been 
  set. The floor is covered with reeds and straw and the 
  whole room smells slightly of herbs.  
   
  Three stain glass windows dominate the south 
  wall while the north wall features a large fireplace. 
  About it the wall is blackened with soot. The walls 
  are hung with a variety of tapestries and wall 
  hangings denoting hunting and war scenes. Above 
  these tapestries are hung many faded pennants and 
  
  Legacy of Madness 
   
  Page 19 
  battered shields bearing a wide range of heraldic 
  devices - obviously trophies of forgotten wars. 
   
  During the night several servants sleep here in front of 
  the fire. Normally they store their meagre possessions 
  under the wooden platform at the east end of the hall. 
  PCs making a Spot check (DC 18) will notice that 
  several of the boards that edge the platform are loose. 
  Prying them up reveals a low space running under the 
  whole length of the dais. 
   
  Occupants: The number of occupants of this 
  chamber and the activities they are engaged in depends 
  on the alert status of the castle and on the time of day 
  that PCs enter here.  
   
  Development: If the castle is attacked the servants 
  who normally dwell here will hide underneath the 
  wooden platform. If PCs are granted an audience with 
  Farland it is likely that it will take place here. 
   
  Treasure: There is nothing of value to be found 
  here, unless the PCs encounter any NPCs in this area. 
   
  Well Tower 
  The northeastern tower is known as the Well Tower 
  because of the well sunk in its lower level. 
  Standing three storeys high its walls at ground level are 
  a massive ten feet thick. 
   
  � Ground Floor Wall: 10 ft. thick; hardness 8; hp 
  900; AC 5; break DC 35; Climb DC 15. 
   
  Well Chamber 
  Located on the ground floor of the Well Tower this 
  chamber is accessed through a wide passageway leading 
  to the courtyard. Read or paraphrase the following: 
   
  This large chamber takes up the whole of the ground 
  floor of the Well Tower. Opposite the entranceway 
  you can make out the beginning of a staircase 
  ascending to the upper levels of the tower. Two 
  arrow slits provide a dim light here and it is by this 
  that you can make out a well against one of the walls 
  of the chamber. Several buckets lie discarded at its 
  base. 
   
  This is the chamber from which the castle gains its 
  water supply. The well itself is four feet wide, is a shade 
  over forty feet deep and its walls are sheathed in dressed 
  stone blocks for the first twenty feet. After that the 
  stone gives way to natural rock. The well shaft finally 
  exits over a small pool lying in the centre of a 
  subterranean cave. The pool is fed by one of the many 
  tributaries of the Arisum. 
   
  A tended and ready to light hooded lantern can be 
  found in a small niche carved into the wall near the 
  entrance. An oil flask can also be found here. 
   
  Occupants: There are no occupants of this 
  chamber. 
   
  Development: It is unlikely that the PCs will 
  encounter anyone in this area, however if the DM 
  wishes a meeting with one of the kitchen boys could be 
  engineered here. 
   
  Treasure: Apart from the lantern and oil flask there 
  is nothing of value here for the PCs. 
   
  All APLs: Loot 1 gp. 
   
  Armoury 
  Located on the first floor of the Well Tower the armoury 
  is accessed from the staircase in the Well Chamber. 
  Read or paraphrase the following: 
   
  A wall of iron bars running across it divides this 
  large chamber. In front of these bars stand a small 
  table and several stools. Behind the bars can be seen 
  a plethora of weapons and armour stored in an 
  orderly fashion on a series of racks or in several large 
  bins. A gate provides a means of access to the rest of 
  the chamber but it is firmly locked. 
   
  The gate is locked but can be opened with a successful 
  Open Lock check (DC 25). Alternatively PCs could bend 
  some of the iron bars to gain access. Once the PCs gain 
  access to the main part of the chamber they can examine 
  the armour and weapons stored here. They will find 40 
  longswords, 20 heavy crossbows, 400 bolts, 20 
  halfspears, 30 flasks of oil, 14 large steel shields and 14 
  suits of banded mail. All are in good repair and stored in 
  the correct fashion. 
   
  � Iron Bars: 2 in. thick; hardness 10; hp 50; AC 5; 
  break DC 25. 
   
  Occupants: Normally no individuals will be 
  encountered here. 
   
  Development: It is unlikely that the PCs will 
  encounter anyone in this area, however it is possible 
  that during an attack men at arms may be sent here to 
  get additional bolts, spears or oil. 
   
  Treasure: The only items of interest in this 
  chamber are the stored weapons and armour. However, 
  it is extremely unlikely that the PCs will be able to carry 
  away all these items. Modify the amount of loot 
  recovered here accordingly. 
   
  All APLs: Loot 440 gp. 
   
  
  Legacy of Madness 
   
  Page 20 
  Walfrenden’s Chamber 
  Located on the second floor of the Well Tower this well-
  appointed chamber can be accessed via the spiral 
  staircase that runs up the length of the tower. 
   
  This well-appointed chamber is obviously the abode 
  of an important person. A small four-poster bed 
  stands near one wall while a wardrobe, table and 
  chair are also here. Several large but faded rugs cover 
  the floor and four small tapestries provide 
  decoration for the walls. Two shuttered windows 
  have been cut into the walls here.  
   
  The seneschal of Barllich originally used this chamber 
  but Farland slew him when re-establishing himself here. 
  Since then Walfrenden has dwelt here.  
   
  Papers on the desk pertain to the running of the 
  castle and the surrounding village while several faded 
  articles of clothing can be found in the wardrobe. At 
  night this place is lit a bull’s eye lantern. 
   
  � Occupants: This is Walfrenden’s chamber. It is 
  possible that the PCs will encounter him here. 
   
  APL 2: Walfrenden, male human Ftr2; see 
  Appendix One. 
   
  APL 4: Walfrenden, male human Ftr4; see 
  Appendix Two. 
   
  APL 6: Walfrenden, male human Ftr6; see 
  Appendix Three. 
   
  APL 8: Walfrenden, male human Ftr8; see 
  Appendix Four. 
   
  APL 10: Walfrenden, male human Ftr10; see 
  Appendix Five. 
   
  Treasure: Walfrenden has hidden his meagre 
  treasure under the mattress. It includes a small silver 
  goblet, a purse of monies and an intricately carved 
  wooden bird. 
   
  All ALPs: Loot 12 gp; Coin 14 gp. 
   
  Pyrrandern’s Chamber 
  Located on the second floor of the Well Tower this well-
  appointed chamber can be accessed via the spiral 
  staircase that runs up the length of the tower. 
   
  This well-appointed chamber is obviously the abode 
  of an important person. A small four-poster bed 
  stands near one wall while a wardrobe, table and 
  chair are also here. Several large but faded rugs cover 
  the floor and four small tapestries provide 
  decoration for the walls. Two shuttered windows 
  have been cut into the walls here.  
   
  In many respects this chamber is identical to 
  Walfrenden’s Chamber. However, this chamber is more 
  ostensibly occupied by one dedicated to the service of 
  Hextor. Atop the table stands a wrought iron holy 
  symbol depicting a mailed fist clutching red fletched 
  arrows. A Knowledge (religion) check (DC 15) will 
  identify the symbol of a mailed first clutching six arrows 
  as that of Hextor, Champion of Evil and Scourge of 
  Battle. 
   
  At night this place is lit bya bull’s eye lantern. 
   
  � Occupants: This is Pyrrandern’s chamber. It is 
  possible that the PCs will encounter him here. 
   
  APL 2: Pyrrandern, male human Clr3; see 
  Appendix One. 
   
  APL 4: Pyrrandern, male human Clr5; see 
  Appendix Two. 
   
  APL 6: Pyrrandern, male human Clr7; see 
  Appendix Three. 
   
  APL 8: Pyrrandern, male human Clr9; see 
  Appendix Four. 
   
  APL 10: Pyrrandern, male human Clr11; see 
  Appendix Five. 
   
  Treasure: Pyrrandern has stored a small amount of 
  treasure here. 
   
  All APLs: Loot 56 gp:  
   
  The Roof 
  This area is only accessible from the staircase that opens 
  out at the rear of the tower. Read or paraphrase the 
  following: 
   
  This windswept battlemented turret affords a clear 
  view of the surrounding area. Mounted on to the 
  wall overlooking the courtyard you can see a large 
  horn, almost certainly used to warn the castle 
  occupants of danger.  Two oil skinned covered 
  ballista are also here as is a store of long, cruelly 
  tipped darts stored in a covered bin.  A brazier also 
  stands here in the shelter of the wall as are several 
  hooked iron topped with scones driven into the 
  floor. 
   
  At night the brazier is lit and torches are set in the 
  scones. At least one man at arms will be on watch at all 
  times. The other will either be with him (50%) or will be 
  sheltering from the wind at the top of the staircase. 
   
  Occupants: The tower is always manned by at least 
  two men at arms charged with keeping watch on the 
  village and surrounding countryside. 
   
   
  APL 2 
  � Men at Arms, male human War2 (2): hp 16; see 
  Appendix One.  
   
   
  
  Legacy of Madness 
   
  Page 21 
  Ballista 
  (From the Stronghold Builder’s Guidebook 
  and the DUNGEON MASTER’s Guide). 
   
  Cost: 500 gp; Damage:  3d6; Critical: x3; 
  Range Increment: 120 ft.; Weight: 800 
  lbs. 
   
  The ballista is essentially a very large 
  crossbow. It makes attacks with a straight 
  attack roll (1d20) with no modifications 
  (no character base attack bonuses, ability 
  modifiers, etc.) except for range. Loading 
  and cocking a ballista is 3 full-round 
  actions. A ballista bolt weighs 5 pounds 
  and costs 2 gp. 
  APL 4  
  � Men at Arms, male human War3 (2): hp 23; see 
  Appendix Two. 
   
   
  APL 6  
  � Men at Arms, male human War4 (2): hp 30; see 
  Appendix Three. 
   
   
  APL 8 
  � Men at Arms, male human War6 (2): hp 44; see 
  Appendix Four. 
   
   
  APL 10  
  � Men at Arms, male human War8 (2): hp 58; see 
  Appendix Five. 
   
  Tactics: Once they are 
  aware of interlopers 
  the sentry’s first action 
  will be to warn the rest 
  of 
  the 
  castle 
  by 
  sounding 
  the 
  alert 
  horns. They will then 
  defend 
  themselves 
  using 
  either 
  the 
  ballista or their own 
  weapons. The sentries 
  will not abandon their 
  posts atop the tower 
  unless ordered to do 
  so. Neither of the 
  ballistae here are able 
  to fire into the courtyard. 
   
  Development: If warned of an attack additional 
  troops will be posted here. 
   
  Treasure: The amount of treasure found is 
  dependant on the APL of the party. Figures below 
  assume two guards are posted here 
   
  All APLs: Loot 56 gp: Coin 1 gp. 
   
   
  The Keep 
  With walls ten feet thick and many arrows slits this 
  tower is well defended. Designed as a final redoubt for 
  the defenders it is to here that any survivors of the PCs 
  initial foray will retreat to if the walls are 
  comprehensively breached. This tower is linked to the 
  Hall Block. 
   
  � Ground Floor Wall: 10 ft. thick; hardness 8; hp 
  900; AC 5; break DC 35; Climb DC 15. 
   
  Stables 
  The ground floor level of the Keep is used as a stable for 
  the horses of the prince and his servants. The stables are 
  accessed by a long ramp that issues forth into the 
  courtyard. Read or paraphrase the following: 
   
  Evidently a stable, five wooden stalls stand here. A 
  manger of hay and several bags of meal stand against 
  one wall. None of the stalls are occupied 
   
  All of Farland’s horses were slain either in his 
  campaigning around Rauxes or during his capture of the 
  castle. What nags remain in the village are not strong, or 
  well trained, enough to bear his men into combat, thus 
  he has not appropriated them. The few horses that the 
  Garlann owned were sent with a few loyal retained to 
  convey his family to safety.  
   
  A very stout, iron banded door protects access to 
  the stables and the rest of the Keep. 
   
  � Stout Iron Banded Door: 4 in. thick; hardness 8; 
  hp 40; AC 5; break DC 25. 
   
  Treasure: There is no treasure to be found here. 
   
  Audience Chamber 
  The first floor of the Keep is used as a private audience 
  chamber and war room. A spiral staircase that rises up 
  through the tower provides access to it. Read or 
  paraphrase the following: 
   
  This austere by well-appointed chamber is obviously 
  some kind of private audience or counsel chamber. 
  An ornate table made from some dark variety of 
  wood stands in the centre of the chamber. At its 
  head an ornate high-backed chair stands, while down 
  each side are positioned more, less ornate chairs. 
   
  The walls are wreathed in tapestries depicting 
  battle and death. A map of Ahlissa is weighed down 
  on the table by four silver goblets one positioned at 
  each corner. An empty pewter jug lies on its side at 
  the other end of the table. 
   
  PCs looking at the map in more detail will note that two 
  positions are heavily ringed – Barllich and Rauxes. In a 
  tight, controlled hand can also be seen the words “The 
  traitor must be made to pay for his presumption.” 
   
  Occupants: The number of occupants of this 
  chamber and the activities they are engaged in depends 
  on the alert status of the castle and on the time of day 
  that PCs enter here. It is possible that either Farland or 
  Pyrrandern will be encountered here.  
   
  Treasure: The only items of value that are easily 
  portable are the four silver goblets. 
   
  All APLs: Loot 14 gp. 
   
  
  Legacy of Madness 
   
  Page 22 
  Chapel 
  The second floor of the Keep is dedicated to the worship 
  of Hextor. For more information regarding Hextor refer 
  to Appendix Six. 
   
  A spiral staircase that rises up through the tower 
  provides access to it. Read or paraphrase the following: 
   
  This austere chamber has the look of a place of 
  worship about it. Several arrow slits pierce the walls 
  here and several everburning torches mounted in 
  ornate iron scones provide light. A plain stone altar 
  stands opposite the door and several wooden pews 
  sheathed with chipped iron backings fill the 
  remainder of the room. Atop the altar stands a 
  wrought iron depicting a mailed fist clutching six 
  red trimmed, evilly barbed arrows and a set of 
  ceremonial bagpipes. 
   
  The walls are draped with a number of lurid 
  tapestries depicting extraordinarily detailed battle 
  scenes. 
   
  A Knowledge (religion) check (DC 15) will identify the 
  symbol of a mailed first clutching six arrows as that of 
  Hextor, Champion of Evil and Scourge of Battle. A 
  further Knowledge (religion) check (DC 20) will reveal 
  that services here would include the playing of bagpipes, 
  screaming and the striking of weapons.  
   
  A successful Spot check (DC 25) indicates that the 
  PC has spotted a small hairline crack at the base of the 
  altar that is a clue to the existence of a hidden space. A 
  successful Strength check (DC 25) is required to move 
  the altar. Moving the later will reveal a hidden space 
  within which lies a single red steel gauntlet. This is the 
  Gauntlet of the Champion and is what Farland is 
  searching for. Refer to Appendix Six for more 
  information regarding the gauntlet. 
   
  Occupants: The number of occupants of this 
  chamber and the activities they are engaged in depends 
  on the alert status of the castle and on the time of day 
  that PCs enter here. It is possible that either Farland or 
  Pyrrandern will be encountered here.  
   
  Development: In the event of invaders breaking 
  into the Keep, Pyrrandern will certainly retreat to this 
  chamber, defending 
  it to his last breath. 
  If invaders beset the 
  castle 
  and 
  Pyrrandern has little 
  opportunity to use 
  his spells he will 
  play the bagpipes to 
  inspire his troops 
  (although this will 
  give no in game 
  affect as he is not particularly skilled at this). 
   
  Treasure: There is little of overt value to the PCs 
  evident here except for the masterwork ceremonial 
  bagpipes (8 gp), the iron holy symbol of Hextor (1 gp) 
  and the Gauntlet of the Champion 
   
   All APLs: Loot 9 gp; Magic The Gauntlet of the 
  Champion (5,400 gp). 
   
  The Roof 
  This area is only accessible from the staircase that opens 
  out at the rear of the tower. Read or paraphrase the 
  following: 
   
  This windswept battlemented turret affords a clear 
  view of the surrounding area. Mounted on to the 
  wall overlooking the courtyard you can see a large 
  horn, almost certainly used to warn the castle 
  occupants of danger.  Three oil skinned covered 
  ballista are also here as is a store of long, cruelly 
  tipped darts stored in a covered bin.  A brazier also 
  stands here in the shelter of the wall as are several 
  hooked iron topped with scones driven into the 
  floor. 
   
  At night the brazier is lit and torches are set in the 
  scones. At least one man at arms will be on watch at all 
  times. The other will either be with him (50%) or will be 
  sheltering from the wind at the top of the staircase. 
   
  Occupants: The tower is always manned by at least 
  two men at arms charged with keeping watch on the 
  village and surrounding countryside. 
   
   
  APL 2 
  � Men at Arms, male human War2 (2): hp 16; see 
  Appendix One.  
   
   
  APL 4  
  � Men at Arms, male human War3 (2): hp 23; see 
  Appendix Two. 
   
   
  APL 6  
  � Men at Arms, male human War4 (2): hp 30; see 
  Appendix Three. 
   
   
  APL 8 
  � Men at Arms, male human War6 (2): hp 44; see 
  Appendix Four. 
   
   
  APL 10  
  � Men at Arms, male human War8 (2): hp 58; see 
  Appendix Five. 
   
  Gauntlet of the Champion 
  This item takes the form of a steel, crimson 
  hued, gauntlet, sized for a large human 
  male. In its palm has been engraved a 
  stylised gauntlet clutching six wickedly 
  barbed arrows. Engraved around the wrist 
  of the gauntlet, in Old Oeridian are the 
  words “Six forged for the Six.” 
   
  The 
  gauntlet 
  radiates 
  dimly 
  of 
  evocation magic. Shouting the command 
  word, Hextor, in a clear voice allows the 
  wearer to cast divine favour upon himself 
  once per day. 
   
  Only one PC may leave the table with 
  this item 
   
  Caster Level: 6
  th; Prerequisites: Craft 
  Wondrous Item, divine favour; Market 
  Price 5,400 gp; Weight 4 lb.  
  
  Legacy of Madness 
   
  Page 23 
  Ballista 
  (From the Stronghold Builder’s 
  Guidebook and the DUNGEON MASTER’s 
  Guide). 
   
  Cost: 500 gp; Damage:  3d6; Critical: x3; 
  Range Increment: 120 ft.; Weight: 800 
  lbs. 
   
  The ballista is essentially a very large 
  crossbow. It makes attacks with a straight 
  attack roll (1d20) with no modifications 
  (no character base attack bonuses, ability 
  modifiers, etc.) except for range. Loading 
  and cocking a ballista is 3 full-round 
  actions. A ballista bolt weighs 5 pounds 
  and costs 2 gp. 
  Tactics: Once they are aware of interlopers the sentry’s 
  first action will be to warn the rest of the castle by 
  sounding the alert horns. They will then defend 
  themselves using either the ballista or their own 
  weapons. The sentries will not abandon their posts atop 
  the tower unless ordered to do so. Unlike the other two 
  towers, here one of the ballistae is able to fire into the 
  courtyard.  
   
  Development: 
  If warned of an 
  attack 
  additional 
  troops 
  will 
  be 
  posted here. 
   
  Treasure: The 
  amount of treasure 
  found is dependant 
  on the APL of the 
  party. 
  Figures 
  below assume two 
  guards are posted 
  here 
   
  All APLs: Loot 
  56 gp: Coin 1 gp. 
   
   
  Kitchen Tower 
  So named because it houses the castle’s kitchen and food 
  stores this tower is as massively built as the others. 
  Again, the walls here at ground level are 10 feet thick 
  and pierced by arrow slits at all levels.  
   
  � Ground Floor Wall: 10 ft. thick; hardness 8; hp 
  900; AC 5; break DC 35; Climb DC 15. 
   
  Kitchen Store 
  Located on the ground floor of the Kitchen Tower this 
  vaulted chamber is accessible from the courtyard via a 
  short passageway. Read or paraphrase the following: 
   
  Only the pale light filtering through two small arrow 
  slits piercing the outer walls of this place illuminates 
  this dark, gloomy chamber. Boxes, barrels and 
  shelves line the walls here. The shelves are crammed 
  with various foodstuffs – salted meats, racks of 
  poultry, sacks of grain, vegetables etc. There is no 
  one here. 
   
  PCs investigating the boxes will discover that they 
  contain a variety of foodstuffs while the barrels hold 
  either beer or wine.  
   
  Occupants: It is highly unlikely that the PCs will 
  discover anyone here as this place is visited only when 
  supplies are needed for the kitchens above. 
   
  Development: Depending on the time of day it is 
  possible that the muffled sounds of activity in the 
  kitchen above may filter through to here. 
   
  Treasure: Although there are a wide variety of 
  foodstuffs here, nothing of particular interest to the PCs 
  will be found. 
   
  Kitchen 
  Located on the first floor of the Kitchen Tower this large 
  chamber is accessible from either the Banqueting Hall 
  or the Gallery. Read or paraphrase the following: 
   
  This large, warm chamber is obviously the kitchen of 
  this place. Several large fireplaces dominate the 
  room. The walls are lined with various work surfaces 
  and in the centre of the room stands a large stout 
  table cluttered with the paraphernalia of cooking.  
   
  Modify the read aloud description of this area 
  dependant on the time of day at which it is visited and 
  the alert status of the castle.  
   
  Occupants: Two cooks (Abrathal and Tratonn) 
  labour here to prepare food for the garrison. Three 
  young boys (Pellal, Jaster and Werval) who run errands 
  for them and serve at feasts also assist them here. None 
  of the individuals are combatants and will shelter here if 
  the castle is attacked. All also sleep here. 
   
  Any of the occupants can confirm that a woman 
  answering to Lerial’s description did indeed work here 
  until taken away by Farland several months ago. 
   
  � Abrathal (male human Com1: hp 4; Profession 
  (cook) +4) is in charge of the kitchens and is a crotchety, 
  rake thin man prone to violent outbursts. 
   
  � Tratonn: (male human Com1 hp 3; Profession 
  (cook) +3) bares a strong family resemblance to Abrathal 
  and is in fact his cousin. Tratonn is a bully and a coward 
  often striking his helpers for no good reason.  
   
  � Pellal, Jaster, Werval (male human Com1: hp 2) 
  are all young boys from the village working here in part 
  to pay the ruinous taxes imposed by Farland and his 
  predecessors.  
   
  Development: During the day the fires will be 
  stacked high and invariably meat or other foodstuffs will 
  be being prepared here. At night the occupants will be 
  sleeping in front of the banked fires having pulled out 
  their bedrolls. If the keep is alerted to intruders 
  Abrathal will order the door blockaded with furniture 
  until the threat has passed. 
   
  Treasure: Although there are a wide variety of 
  foodstuffs and cooking equipment here, nothing of 
  particular interest to the PCs will be found. Each of the 
  cooks has a small amount of coin. 
   
  All APLs: Coin 2 gp. 
   
  
  Legacy of Madness 
   
  Page 24 
  Lerial’s Chambers 
  This chamber is located on the second floor of the 
  Kitchen Tower and is accessed via a passageway leading 
  to a spiral staircase. Read or paraphrase the following: 
   
  This chamber is obviously in use as a guest chamber, 
  although the lock on the door may indicate that the 
  guest is less than a willing one. Within you can see 
  the normal furniture you would expect to see – a 
  four-poster bed, wardrobe, table and chairs. Huddled 
  on the bed can be seen the form of a young women 
  crying quietly. As you enter she looks up, a mixture 
  of fear and hope playing across her face. 
   
  The door to this room is locked, requiring a successful 
  Open Lock check (DC 20) to bypass. 
   
  Occupants: The only occupant of this room is 
  Lerial; she is unarmed and is dressed in peasant 
  clothing. If required use the statistics for a Castle 
  Servant. 
   
  � Lerial (female human Com1: hp 4; Profession 
  (cook) +2).  
   
   
  Development: Once Lerial realises that the PCs are not 
  hirelings of Farland she will beg them for aid. She will 
  tell them of her fate and of Farland’s attempts to convert 
  her to his philosophy. She knows that a man is 
  incarcerated in the chamber next to hers and can 
  describe in great detail the daily torture practises she has 
  heard. Lerial will want to rescue the man, although she 
  does not know his identity.  
   
  Once she discovers that the man is in actual fact 
  Garlann she will be able to explain to the PCs who he is. 
  She has never met the man but has observed him at a 
  distance at several feasts. She will argue that he doesn’t 
  deserve what he has gone through no matter how evil 
  the man is. 
   
  Treasure: There is no treasure to be found here. 
   
  Garlann’s Chamber 
  This chamber is located on the second floor of the 
  Kitchen Tower and is accessed via a passageway leading 
  to a spiral staircase. Read or paraphrase the following: 
   
  All the furniture in this room has been removed save 
  a small dirty pallet. A man lies upon the pallet. 
  Although evidently alive the blood and gore 
  splattered around this chamber is incredible – much 
  of the walls and the floors are all coated in dried 
  blood. 
   
  The door to this room is locked, requiring a successful 
  Open Lock check (DC 20) to bypass. 
   
  Occupants: The man on the pallet is Garlann, 
  former lord of this castle and prince of the house of 
  Naelax. Farland has kept him here since he captured 
  Barllich, torturing him mercilessly. Farland has devised 
  his own particular version of the Endless Death for 
  Garlann. Garlann is tortured almost every night until he 
  lapses 
  into 
  unconsciousness. 
  Once 
  unconscious, 
  Pyrrandern heals him and the cycle begins anew. 
   
  As a result Garlann is slightly unhinged and in no 
  state to engage in fighting or other strenuous activities. 
  He will beg the party for aid and will offer a large reward 
  if they help him escape from this place. Although 
  Garlann is evil, and a follower of Hextor, he will honour 
  any agreement he makes with the party.  
   
  Typically Oeridian in appearance his eyes are 
  bloodshot and his hair is a matted unkempt mess. He is 
  bloodstained, weary and shows signs of starvation.  
   
  Development: This encounter is primarily a 
  roleplaying encounter that has an added moral 
  dimension. It is likely that the PCs will be of 
  predominantly good alignment, but will they help this 
  helpless man? Garlann will make no secret of his 
  identity or religious leanings as he assumes that the 
  party are either a group of army deserters or brigands 
  intent on gaining wealth. He will seek to be delivered to 
  relatives who have land holdings in the newly created 
  Principality of Naerie. When he reaches his destination 
  he will reward the players. Garlann will offer up to 100 
  gp. per APL for his rescue and conveyance to his 
  relatives. 
   
  Note in conversation with Garlann the PCs may 
  gain valuable clues as to the real nature of Farland. 
  Although he does not know that Farland has become 
  undead he can relate to the PCs that Farland was called 
  in Rauxes in late 585, returning the next year strangely 
  changed – more sinister, more evil. Garlann will blame 
  the influence of the Overking for this. 
   
  The full ramifications of this encounter are dealt 
  with at the conclusion of the module. 
   
  Treasure: There is no treasure here.  
   
   
  The Roof 
  This area is only accessible from the staircase that opens 
  out at the rear of the tower. Read or paraphrase the 
  following: 
   
  This windswept battlemented turret affords a clear 
  view of the surrounding area. Mounted on to the 
  wall overlooking the courtyard you can see a large 
  horn, almost certainly used to warn the castle 
  occupants of danger.  Two oil skinned covered 
  ballista are also here as is a store of long, cruelly 
  tipped darts stored in a covered bin.  A brazier also 
  stands here in the shelter of the wall as are several 
  
  Legacy of Madness 
   
  Page 25 
  Ballista 
  (From the Stronghold Builder’s Guidebook 
  and the DUNGEON MASTER’s Guide). 
   
  Cost: 500 gp; Damage:  3d6; Critical: x3; 
  Range Increment: 120 ft.; Weight: 800 
  lbs. 
   
  The ballista is essentially a very large 
  crossbow. It makes attacks with a straight 
  attack roll (1d20) with no modifications 
  (no character base attack bonuses, ability 
  modifiers, etc.) except for range. Loading 
  and cocking a ballista is 3 full-round 
  actions. A ballista bolt weighs 5 pounds 
  and costs 2 gp. 
  hooked iron topped with scones driven into the 
  floor. 
   
  At night the brazier is lit and torches are set in the 
  scones. At least one man at arms will be on watch at all 
  times. The other will either be with him (50%) or will be 
  sheltering from the wind at the top of the staircase. 
   
  Occupants: The tower is always manned by at least 
  two men at arms charged with keeping watch on the 
  village and surrounding countryside. 
   
   
  APL 2 
  � Men at Arms, male human War2 (2): hp 16; see 
  Appendix One.  
   
   
  APL 4  
  � Men at Arms, male human War3 (2): hp 23; see 
  Appendix Two. 
   
   
  APL 6  
  � Men at Arms, male human War4 (2): hp 30; see 
  Appendix Three. 
   
   
  APL 8 
  � Men at Arms, male human War6 (2): hp 44; see 
  Appendix Four. 
   
   
  APL 10  
  � Men at Arms, male human War8 (2): hp 58; see 
  Appendix Five. 
   
  Tactics: Once they 
  are 
  aware 
  of 
  interlopers 
  the 
  sentry’s first action 
  will be to warn the 
  rest of the castle by 
  sounding the alert 
  horns. They will 
  then 
  defend 
  themselves 
  using 
  either the ballista 
  or 
  their 
  own 
  weapons. 
  The 
  sentries will not 
  abandon their posts 
  atop the tower unless ordered to do so. Neither of the 
  ballistae here are able to fire into the courtyard. 
   
  Development: If warned of an attack additional 
  troops will be posted here. 
   
  Treasure: The amount of treasure found is 
  dependant on the APL of the party. Figures below 
  assume two guards are posted here 
   
  All APLs: Loot 56 gp; Coin 1 gp. 
   
   
   
   
   
   
  
  Legacy of Madness 
   
  Page 26 
  Conclusion 
  Once the PCs have rescued Lerial from Farland, have 
  retired from the castle and have indicated that they do 
  not wish to make another assault the adventure is 
  essentially over.  
   
  Travel back to their employers (wherever they are 
  based) will be uneventful and without mishap. 
   
  Lerial’s Fate 
  If the PCs are successful Harendal will be overjoyed to 
  have Lerial returned to him and will offer the following 
  reward. 
   
  Reward: Harendal is a poor man and cannot offer 
  the PCs any coin as a reward for rescuing Lerial. He has 
  contacts however throughout Ahlissa and can acquire 
  things for his friends. Thus, one time only, Harendal 
  will acquire an item for each PC, although the PC must 
  still pay for the item. The PC must be able to purchase 
  said item following the rules laid down in the Living 
  Greyhawk Campaign Sourcebook, but is not bound by 
  any GP settlement Limit. Delivery of the item takes 
  place after the character has finished his next Core, 
  Regional or Meta-regional event. 
   
   
  Farland’s Fate 
  Farland’s fate is crucial to the following instalments of 
  this series. As such although his life or death has no real 
  bearing on the outcome of the events detailed within 
  this module his is a pivotal role.  
   
  Reward: Farland’s fate has no bearing on any 
  reward the PCs may receive for successfully completing 
  this module.  
   
  Garlann’s Fate 
  Although evil, Garlann is a prince of Ahlissa and as such 
  his death will have political repercussions throughout 
  Ahlissa and more subtle effects on the surrounding 
  states.  
   
  Thus it is crucial that his fate is reported at the 
  conclusion of this module.  
   
  Reward: If safely conveyed to his relatives in 
  Naerie, Garlann will honour the terms of any agreement 
  he has made with the PCs. In addition, if they have dealt 
  with him in a courteous and honourable fashion he will 
  bestow on each PC a parchment detailing their right to 
  trouble free and unmolested travel throughout Ahlissa. 
   
  APL 2: Coin 33 gp. 
   
  APL 4: Coin 66 gp. 
   
  APL 6: Coin 100 gp. 
   
  APL 8: Coin 133 gp. 
   
  APL 10: Coin 166 gp. 
   
   
  Campaign Consequences 
  At the conclusion of this module the DM should answer 
  the 
  following 
  questions 
  regarding 
  how 
  events 
  transpired. These answers should be emailed to 
  creighton.broadhurst@ntlworld.com. 
   
  1. 
  What was the composition of the party? 
  2. 
  In which real-world country was the module 
  played? 
  3. 
  At what APL was this event run? 
  4. 
  Was Lerial rescued? 
  5. 
  What was Farland’s fate? 
  6. 
  What was Pyrrandern’s fate? 
  7. 
  What was Garlann’s fate? 
  8. 
  Did the PCs retrieve the Gauntlet of the 
  Champion? 
  9. 
  Did the PCs steal Farland’s remaining treasure? 
   
   
  
  Legacy of Madness 
   
  Page 27 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished and assign the 
  experience award accordingly. Then assign the 
  discretionary role-playing experience award. The role-
  playing award should be given for consistent character 
  portrayal and contribution to the fun of the game. You 
  can award different role-playing amounts to different 
  characters. Award the total value (objectives + 
  roleplaying) to each character 
   
  Interacting with the Villagers 
   
  APL 2: 
  180 XP 
   
  APL 4: 
  270 XP 
   
  APL 6: 
  360 XP 
   
  APL 8: 
  450 XP 
   
  APL 10: 
  540 XP 
   
  Defeating Farland 
   
  APL 2: 
  90 XP 
   
  APL 4: 
  150 XP 
   
  APL 6: 
  210 XP 
   
  APL 8: 
  270 XP 
   
  APL 10: 
  330 XP 
   
  Defeating Pyrrandernl 
   
  APL 2: 
  90 XP 
   
  APL 4: 
  150 XP 
   
  APL 6: 
  210 XP 
   
  APL 8: 
  270 XP 
   
  APL 10: 
  330 XP 
   
  Defeating Walfrenden 
   
  APL 2: 
  60 XP 
   
  APL 4: 
  120 XP 
   
  APL 6: 
  180 XP 
   
  APL 8: 
  240 XP 
   
  APL 10: 
  300 XP 
   
  Defeating Each Man at Arms 
   
  APL 2:  
  20 XP 
   
  APL 4:  
  27 XP 
   
  APL 6:  
  35 XP 
   
  APL 8:  
  42 XP 
   
  APL 10:  
  50 XP 
   
  Total Possible Experience 
   
  APL 2: 
  900 XP 
   
  APL 4: 
  1,350 XP 
   
  APL 6: 
  1,800 XP 
   
  APL 8: 
  2,250 XP 
   
  APL 10: 
  2,270 XP 
   
  Maximum Experience Totals 
  The maximum amount of experience that a player 
  character is able to take from this module is linked to 
  the APL at which the module is played. These totals are: 
   
  APL 2:  
  900 XP 
  APL 4: 
  1,350 XP 
  APL 6: 
  1,800 XP 
  APL 8: 
  2,250 XP 
  APL 10:   2,700 XP 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Meta-regional scenario, characters from Meta-
  region 5 may spend additional Time Units to practice 
  
  Legacy of Madness 
   
  Page 28 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked to 
  the APL at which the module is played. These totals are: 
   
  APL 2:  
  800 gp 
  APL 4: 
  1200 gp 
  APL 6: 
  1600 gp 
  APL 8: 
  2,500 gp 
  APL 10:  4,200 gp 
   
  Barllich Castle 
  The following treasures are available within Barllich 
  Castle dependant on the APL of the event. As it is likely 
  that the various inhabitants of the castle could be 
  encountered in any locale their treasure is not keyed to 
  any particular area. Treasures found in specific 
  locations are however keyed to those locations. 
   
  Slaying Farland 
   
  APL 2: Loot 140 gp; Magic Farland’s ring (4 gp). 
   
  APL 4: Loot 217 gp; Magic Farland’s ring (4 gp). 
   
  APL 6: Loot 191 gp; Magic +1 heavy flail (193 gp), 
  Farland’s ring (4 gp). 
   
  APL 8: Loot 49 gp; Magic +1 heavy flail (193 gp), 
  +1 full plate (220 gp), Farland’s ring (4 gp). 
   
  APL 10: Loot 49 gp; Magic +2 heavy flail (693 gp), 
  +2 full plate (471 gp), Farland’s ring (4 gp). 
   
  Slaying Pyrrandernl 
   
  APL 2: Loot 153 gp; Coin 2 gp; Magic scroll of 
  endure elements [2] (2 gp ea.), scroll of cure light 
  wounds [3] (2 gp ea.), potion of blur (25 gp), potion of 
  levitate (25 gp). 
   
  APL 4: Loot 153 gp; Coin 2 gp; Magic scroll of 
  endure elements [2] (2 gp ea.), scroll of cure light 
  wounds [3] (2 gp ea.), potion of blur (25 gp), potion of 
  levitate (25 gp), +1 cloak of resistance (83 gp), potion of 
  fly (63 gp). 
   
  APL 6: Loot 153 gp; Coin 2 gp; Magic scroll of 
  endure elements [2] (2 gp ea.), scroll of cure light 
  wounds [3] (2 gp ea.), scroll of silence (13 gp), scroll of 
  poison (58 gp), potion of blur (25 gp), potion of levitate 
  (25 gp), +1 cloak of resistance (83 gp), potion of fly (63 
  gp), wand of cure light wounds (21 gp). 
   
  APL 8: Loot 127 gp; Coin 2 gp; Magic scroll of 
  endure elements [2] (2 gp ea.), scroll of cure light 
  wounds [3] (2 gp ea.), scroll of silence (13 gp), scroll of 
  poison (58 gp), potion of blur (25 gp), potion of levitate 
  (25 gp), +1 cloak of resistance (83 gp), potion of fly (63 
  gp), wand of cure light wounds (21 gp), +1 heavy flail 
  (193 gp), potion of heroism (75 gp), wand of hold 
  person (90 gp). 
   
  APL 10: Loot 127 gp; Coin 2 gp; Magic scroll of 
  endure elements [2] (2 gp ea.), scroll of cure light 
  wounds [3] (2 gp ea.), scroll of silence (13 gp), scroll of 
  poison (58 gp), potion of blur (25 gp), potion of levitate 
  (25 gp), +1 cloak of resistance (83 gp), potion of fly (63 
  gp), wand of cure light wounds (21 gp), +1 heavy flail 
  (193 gp), potion of heroism (75 gp), wand of hold 
  person (90 gp) scroll of wind walk (138 gp), wand of 
  searing light (158 gp). 
   
  Slaying Walfrenden 
   
  APL 2: Loot 40 gp; Coin 2 gp; Magic potion of cure 
  moderate wounds (25 gp). 
   
  APL 4: Loot 40 gp; Coin 2 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of endurance (25 gp). 
   
  APL 6: Loot 170 gp; Coin 2 gp; Magic potion of 
  cure moderate wounds (25 gp), potion of endurance (25 
  gp), +1 cloak of resistance (83 gp). 
   
  APL 8: Loot 7 gp; Coin 2 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of endurance (25 gp), 
  +1 cloak of resistance (83 gp), +1 heavy flail (193 gp), +1 
  full plate (220 gp). 
   
  APL 10: Loot 7 gp; Coin 2 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of endurance (25 gp), 
  +1 cloak of resistance (83 gp), +1 heavy flail (193 gp), +2 
  full plate (471 gp), +1 large steel shield (98 gp). 
   
  Slaying Each Man at Arms 
   
  All APLs: Loot 28 gp: Coin 1 gp. 
   
  Farland’s Chamber 
  Find Farlands treasure 
   
  All APLs: Coin 120 gp. 
   
  Barracks 
  Find the coin hidden in the men at arm’s chests 
   
  All APLs: Coin 3 gp:   
   
  Well Chamber 
  Take the lantern and oil 
   
  All APLs: Loot 1 gp. 
   
  Armoury 
  Take all the weapons and armour 
   
  All APLs: Loot 440 gp. 
   
  
  Legacy of Madness 
   
  Page 29 
  Walfrenden’s Chamber 
  Find Walfrenden’s treasure  
   
  All ALPs: Loot 12 gp; Coin 14 gp. 
   
  Pyrrandern’s Chamber 
  Take the holy symbol 
   
  All APLs: Loot 56 gp:  
   
  Audience Chamber 
  Take the goblets 
   
  All APLs: Loot 14 gp. 
   
  Chapel 
  Take the bagpipes; find the gauntlet 
   
  All APLs: Loot 9 gp; Magic The Gauntlet of the 
  Champion (5,400 gp). 
   
  Rescuing Lerial  
  Rescuing Lerial and returning her safely to her relatives 
   
  All APLs: Favour of Harendal 
   
  Rescuing Garlann  
  Rescuing Garlann and returning him safely to his 
  relatives: 
   
  APL 2: Coin 33 gp. 
   
  APL 4: Coin 66 gp. 
   
  APL 6: Coin 100 gp. 
   
  APL 8: Coin 133 gp. 
   
  APL 10: Coin 166 gp. 
   
   
   
  
  Legacy of Madness 
   
  Page 30 
  Appendix One 
  APL2
  � Prince Farland Naelax, male animus Nob1: CR 3; 
  Medium-sized undead (6 ft. tall); HD 1d12; hp 12; Init 
  +4 (+4 Improved Initiative); Spd 30 ft.; AC 19 [touch 10, 
  flat-footed 19]; Atks +6 melee (1d10+5 [19-20/x2], 
  masterwork heavy flail), +1 ranged (1d8+4 [20/x3], +4 
  mighty composite longbow); SA Command undead, 
  fear touch, greater command, paralysing gaze, 
  suggestion, ghoul touch 5/day, skills; SQ Undead, 
  damage reduction 10/+1, turn resistance +4, resistance, 
  fast healing 5, disease vulnerability; AL LE; SV Fort +3, 
  Ref +2, Will +7. Str 20, Dex 10, Con -, Int 12, Wis 16, 
  Cha 16.  
   
  Skills and Feats: Bluff +5, Diplomacy +7, 
  Knowledge (Aerdi) +5, Listen +10, Perform +5, Ride +4, 
  Sense Motive +8, Spot +10, Swim +6; Alertness, Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes. 
   
  Command Undead (Su): Farland can command 
  non-intelligent undead as a 1
  st level cleric. There is no 
  limit to the number of times he can use this ability but 
  he can only command 2 HD of undead at any one time. 
   
  Fear Touch (Su): Farland’s touch invokes fear in 
  the target as if it were affected by a fear spell cast by a 1
  st 
  level sorcerer. A successful Will save (DC 13) negates 
  this affect. 
   
  Greater Command (Sp): Farland can use a greater 
  command spell three times per day. He can only 
  command targets to kneel. A successful Will save (DC 
  13) negates this affect. 
   
  Paralysing Gaze (Su): Farland can crush an 
  opponent’s will just by looking into his eyes. This is a 
  standard action. Individuals failing a Will save (DC 13) 
  are paralysed as long as Farland continues to hold their 
  gaze and concentrate. 
   
  Suggestion (Su): Farland can give a suggestion to 
  any target held in his paralysing gaze. This does not 
  break his concentration. A successful Will save (DC 13) 
  negates this affect. 
  Ghoul Touch (Su): Five times a day  
  Farland can employ a ghoul touch spell. A successful 
  Fortitude save (DC 13) negates. 
   
  Damage Reduction (Su): Farland’s body is 
  extremely tough and grants him damage reduction of 
  10/+1. 
   
  Turn Resistance (Ex): Farland has +4 turn 
  resistance. 
   
  Resistance (Ex): Farland has cold, acid and 
  electricity resistance 20. 
   
  Fast Healing (Ex): Farland heals 5 points of 
  damage per round. If reduced to 0 hp he is helpless but 
  continues to heal normally, recovering as soon as he 
  reaches 10 hp. To destroy Farland his body must be 
  eradicated by fire or acid. Inflicting 10 points of fire or 
  acid damage while he is at 0 hp destroys him. 
   
  Disease Vulnerability (Ex): Farland’s flesh is 
  affected normally by damage, although he cannot die 
  from disease – his ability scores cannot drop below 0 
  from disease and he is immune to diseases that cause 
  Constitution damage. Farland uses his Charisma bonus 
  for Fortitude saving throws against disease. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Possessions: masterwork heavy flail, +4 mighty 
  composite longbow, 12 masterwork arrows, quiver, 
  masterwork half-plate, large steel shield, noble’s outfit, 
  Farland’s Ring. 
   
  � Pyrrandern, male human Clr3: CR 3; Medium-size 
  humanoid; HD 3d8+6; hp 24; Init +5 (+1 Dex, +4 
  Improved Init); Spd 20 ft.; AC 21 [touch 11, flat-footed 
  20]; Atk +6 melee (1d10+2, heavy flail); SA Rebuke 
  undead; AL LE; Fort +5, Ref +2, Will +6; Str 15, Dex 12, 
  Con 14, Int 11, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +12, Heal +6, 
  Knowledge (religion) +3, Spellcraft +6; Combat 
  Casting, Improved Initiative, Power Attack, Weapon 
  Focus (heavy mace). 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0- detect magic, guidance, light, resistance; 1
  st- 
  bless, cure light wounds, doom, magic weapon*; 2
  nd- aid, 
  bull’s strength, shatter*.  
   
  *Domain Spell. Domains: Destruction (smite 
  1/day, +4 to hit, +3 damage), War. 
   
  Possessions: 
  full 
  plate, 
  large 
  steel 
  shield, 
  masterwork heavy flail, 24 gp, divine scroll of endure 
  elements (2), divine scroll of cure light wounds (3), 
  potion of blur, potion of levitate. 
  
  Legacy of Madness 
   
  Page 31 
  � Walfrenden, male human Ftr2: CR 2; Medium-size 
  humanoid; HD 2d10+6; hp 23; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 19 [touch 11, Flat-
  footed 18]; Atk +6 melee (1d10+3 [19-20/x2], heavy flail) 
  or +3 ranged (1d10, heavy crossbow); AL LE; SV Fort +6, 
  Ref +1, Will +1; Str 16, Dex 13, Con 16, Int 13, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Climb +6, Intimidate +1, Jump +8 
  Ride +4, Spot +3, Swim +5; Expertise, Improved Disarm, 
  Improved Initiative, Weapon Focus (heavy flail). 
   
  Possessions: masterwork banded mail, large steel 
  shield, heavy flail, heavy crossbow, bolt case with 10 bolts, 
  potion of cure moderate wounds, dagger, 12 gp. 
   
  � Men at Arms, male human War2 (24): CR 1; 
  Medium-size humanoid; HD 2d8+4; hp 16; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 [touch 11, 
  flat-footed 18]; Atk +5 melee (1d10+2 [19-20/x2], heavy 
  flail) or +3 ranged (1d10, heavy crossbow); AL LE; SV Fort 
  +5, Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 11, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Climb +3, Intimidate +6, Ride +3, 
  Spot +3, Swim +2; Improved Initiative, Weapon Focus 
  (heavy flail). 
   
  Possessions: banded mail, large steel shield, heavy 
  flail, heavy crossbow, bolt case with 10 bolts, dagger, 1d10 
  sp. 
  
  Legacy of Madness 
   
  Page 32 
  Appendix Two 
  APL 4 
  � Prince Farland of Naelax, male animus Nob1/Ftr2: 
  CR 5; Medium-sized undead (6 ft. tall); HD 1d12 and 
  2d10; hp 28; Init +4 (+4 Improved Initiative); Spd 30 ft.; 
  AC 20 [touch 10, flat-footed 20; Atks +8 melee (1d10+5 
  [19-20/x2], masterwork heavy flail), +3 ranged (1d8+4 
  [20/x3], +4 mighty composite longbow); SA Command 
  undead, fear touch, greater command, paralysing gaze, 
  suggestion, ghoul touch 5/day, skills; SQ Undead, 
  damage reduction 10/+1, turn resistance +4, resistance, 
  fast healing 5, disease vulnerability; AL LE; SV Fort +6, 
  Ref +2, Will +7. Str 20, Dex 10, Con -, Int 12, Wis 16, Cha 
  16.  
   
  Skills and Feats: Bluff +5, Climb +7, Diplomacy +7, 
  Jump +7, Knowledge (Aerdi) +5, Listen +10, Perform +5, 
  Ride +6, Sense Motive +8, Spot +10, Swim +6; Alertness, 
  Cleave, Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Sunder. 
   
  Command Undead (Su): Farland can command 
  non-intelligent undead as a 3
  rd level cleric. There is no 
  limit to the number of times he can use this ability but he 
  can only command 6 HD of undead at any one time. 
   
  Fear Touch (Su): Farland’s touch invokes fear in the 
  target as if it were affected by a fear spell cast by a 3
  rd level 
  sorcerer. A successful Will save (DC 14) negates this 
  affect. 
   
  Greater Command (Sp): Farland can use a greater 
  command spell three times per day. He can only 
  command targets to kneel. A successful Will save (DC 14) 
  negates this affect. 
   
  Paralysing Gaze (Su): Farland can crush an 
  opponent’s will just by looking into his eyes. This is a 
  standard action. Individuals failing a Will save (DC 14) 
  are paralysed as long as Farland continues to hold their 
  gaze and concentrate. 
   
  Suggestion (Su): Farland can give a suggestion to 
  any target held in his paralysing gaze. This does not break 
  his concentration. A successful Will save (DC 14) negates 
  this affect. 
   
  Ghoul Touch (Su): Five times a day Farland can 
  employ a ghoul touch spell. A successful Fortitude save 
  (DC 14) negates. 
   
  Damage 
  Reduction 
  (Su): Farland’s body is 
  extremely tough and grants him damage reduction of 
  10/+1. 
   
  Turn Resistance (Ex): Farland has +4 turn 
  resistance. 
   
  Resistance (Ex): Farland has cold, acid and 
  electricity resistance 20. 
   
  Fast Healing (Ex): Farland heals 5 points of damage 
  per round. If reduced to 0 hp he is helpless but continues 
  to heal normally, recovering as soon as he reaches 10 hp. 
  To destroy Farland his body must be eradicated by fire or 
  acid. Inflicting 10 points of fire or acid damage while he 
  is at 0 hp destroys him. 
   
  Disease Vulnerability (Ex): Farland’s flesh is 
  affected normally by damage, although he cannot die 
  from disease – his ability scores cannot drop below 0 from 
  disease and he is immune to diseases that cause 
  Constitution damage. Farland uses his Charisma bonus 
  for Fortitude saving throws against disease. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. 
   
  Possessions: masterwork heavy flail, +4 mighty 
  composite longbow, 12 masterwork arrows, quiver, 
  masterwork full plate, masterwork large steel shield, 
  noble’s outfit, Farland’s Ring. 
   
  � Pyrrandern, male human Clr5: CR 5; Medium-size 
  humanoid; HD 5d8+10; hp 38; Init +5 (+1 Dex, +4 
  Improved Init); Spd 20 ft.; AC 21 [touch 11, flat-footed 
  20]; Atk +7 melee (1d10+2, heavy flail); SA Rebuke 
  undead; AL LE; Fort +7, Ref +3, Will +8; Str 15, Dex 12, 
  Con 14, Int 11, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +13, Heal +7, 
  Knowledge (religion) +4, Spellcraft +7; Combat Casting, 
  Improved Initiative, Power Attack, Weapon Focus (heavy 
  mace). 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + spell 
  level): 0- cure minor wounds, detect magic, guidance (2), 
  light; 1
  st- bless, cure light wounds, doom, magic weapon*, 
  shield of faith; 2
  nd- aid, bull’s strength, hold person, 
  shatter*; 3
  rd- dispel magic, magic vestment*, protection 
  from elements. 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  +4 to hit, +3 damage), War. 
   
  Possessions: full plate, large steel shield, masterwork 
  heavy flail, 24 gp, +1 cloak of resistance, divine scroll of 
  endure elements (2), cure light wounds (3), potion of 
  blur, potion of levitate, potion of fly. 
   
  � Walfrenden, male human Ftr4: CR 4; Medium-size 
  humanoid; HD 4d10+12; hp 41; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 19 [touch 11, Flat-
  footed 18]; Atk +9 melee (1d10+5 [19-20/x2], heavy flail) 
  or +5 ranged (1d10, heavy crossbow); AL LE; SV Fort +7, 
  Ref +2, Will +4; Str 17, Dex 13, Con 16, Int 13, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Climb +7, Intimidate +1, Jump +10 
  Ride +6, Spot +3, Swim +6; Expertise, Improved Initiative, 
  
  Legacy of Madness 
   
  Page 33 
  Improved Trip, Iron Will, Weapon Focus (heavy flail), 
  Weapon Specialisation (heavy flail). 
   
  Possessions: masterwork banded mail, large steel 
  shield, masterwork heavy flail, heavy crossbow, bolt case 
  with 10 bolts, potion of cure moderate wounds, potion of 
  endurance, dagger, 12 gp. 
   
  � Men at Arms, male human War3 (24): CR 2; 
  Medium-size humanoid; HD 3d8+6; hp 23; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 [touch 11, 
  flat-footed 18]; Atk +6 melee (1d10+2 [19-20/x2], heavy 
  flail) or +4 ranged (1d10, heavy crossbow); AL LE; SV Fort 
  +5, Ref +2, Will +2; Str 15, Dex 12, Con 14, Int 11, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Climb +3, Jump +4, Intimidate +6, 
  Listen +3, Ride +3, Spot +5, Swim +2; Alertness, Improved 
  Initiative, Weapon Focus (heavy flail). 
   
  Possessions: banded mail, large steel shield, heavy 
  flail, heavy crossbow, bolt case with 10 bolts, dagger, 1d10 
  sp. 
  
  Legacy of Madness 
   
  Page 34 
  Appendix Three 
  APL 6 
  � Prince Farland of Naelax, male animus Nob1/Ftr4: 
  CR 7; Medium-sized undead (6 ft. tall); HD 1d12 and 
  4d10; hp 42; Init +4 (+4 Improved Initiative); Spd 30 ft.; 
  AC 20 [touch 10, flat-footed 20]; Atks +12 melee (1d10+6 
  [19-20/x2], masterwork heavy flail), +5 ranged (1d8+4 
  [20/x3], +4 mighty composite longbow); SA Command 
  undead, fear touch, greater command, paralysing gaze, 
  suggestion, ghoul touch 5/day, skills; SQ Undead, 
  damage reduction 10/+1, turn resistance +4, resistance, 
  fast healing 5, disease vulnerability; AL LE; SV Fort +7, 
  Ref +3, Will +8. Str 20, Dex 10, Con -, Int 12, Wis 16, Cha 
  17.  
   
  Skills and Feats: Bluff +5, Climb +9, Diplomacy +7, 
  Jump +9, Knowledge (Aerdi) +5, Listen +10, Perform +5, 
  Ride +8, Sense Motive +8, Spot +10, Swim +6; Alertness, 
  Cleave, Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Sunder, Weapon 
  Focus (heavy flail). 
   
  Command Undead (Su): Farland can command 
  non-intelligent undead as a 5
  th level cleric. There is no 
  limit to the number of times he can use this ability but he 
  can only command 10 HD of undead at any one time. 
   
  Fear Touch (Su): Farland’s touch invokes fear in the 
  target as if it were affected by a fear spell cast by a 1
  st level 
  sorcerer. A successful Will save (DC 15) negates this 
  affect. 
   
  Greater Command (Sp): Farland can use a greater 
  command spell three times per day. He can only 
  command targets to kneel. A successful Will save (DC 15) 
  negates this affect. 
   
  Paralysing Gaze (Su): Farland can crush an 
  opponent’s will just by looking into his eyes. This is a 
  standard action. Individuals failing a Will save (DC 15) 
  are paralysed as long as Farland continues to hold their 
  gaze and concentrate. 
   
  Suggestion (Su): Farland can give a suggestion to 
  any target held in his paralysing gaze. This does not break 
  his concentration. A successful Will save (DC 15) negates 
  this affect. 
   
  Ghoul Touch (Su): Five times a day Farland can 
  employ a ghoul touch spell. A successful Fortitude save 
  (DC 15) negates. 
   
  Damage 
  Reduction 
  (Su): Farland’s body is 
  extremely tough and grants him damage reduction of 
  10/+1. 
   
  Turn Resistance (Ex): Farland has +4 turn 
  resistance. 
   
  Resistance (Ex): Farland has cold, acid and 
  electricity resistance 20. 
   
  Fast Healing (Ex): Farland heals 5 points of damage 
  per round. If reduced to 0 hp he is helpless but continues 
  to heal normally, recovering as soon as he reaches 10 hp. 
  To destroy Farland his body must be eradicated by fire or 
  acid. Inflicting 10 points of fire or acid damage while he 
  is at 0 hp destroys him. 
   
  Disease Vulnerability (Ex): Farland’s flesh is 
  affected normally by damage, although he cannot die 
  from disease – his ability scores cannot drop below 0 from 
  disease and he is immune to diseases that cause 
  Constitution damage. Farland uses his Charisma bonus 
  for Fortitude saving throws against disease. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. 
   
  Possessions: +1 heavy flail, +4 mighty composite 
  longbow, 12 masterwork arrows, quiver, masterwork full 
  plate, masterwork large steel shield, noble’s outfit, 
  Farland’s Ring. 
   
  � Pyrrandern, male human Clr7: CR 7; Medium-size 
  humanoid; HD 7d8+14; hp 52; Init +5 (+1 Dex, +4 
  Improved Init); Spd 20 ft.; AC 21 [touch 11, flat-footed 
  20]; Atk +9 melee (1d10+2, heavy flail); SA Rebuke 
  undead; AL LE; Fort +8, Ref +4, Will +9; Str 15, Dex 12, 
  Con 14, Int 11, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +14, Heal +8, 
  Knowledge (religion) +5, Listen +5, Spellcraft +8 Spot +5; 
  Alertness, Combat Casting, Improved Initiative, Power 
  Attack, Weapon Focus (heavy mace). 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level): 0- cure minor wounds, detect magic, guidance 
  (2), light; 1
  st- bless, cure light wounds, doom, magic 
  weapon*, protection from good, shield of faith; 2
  nd- aid, 
  bull’s strength, hold person (2), shatter*; 3
  rd- dispel magic, 
  magic vestment*, protection from elements, searing light; 
  4
  th- cure critical wounds, divine power*. 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  +4 to hit, +3 damage), War. 
   
  Possessions: full plate, large steel shield, masterwork 
  heavy flail, 24 gp, +1 cloak of resistance, divine scrolls of 
  endure elements (2), cure light wounds (3), silence, 
  poison, potion of blur, potion of levitate, potion of fly, 
  wand of cure light wounds (17 ch.) 
   
  � Walfrenden, male human Ftr6: CR 6; Medium-size 
  humanoid; HD 6d10+18; hp 59; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 21 [touch 11, Flat-
  footed 20]; Atk +11/+6 melee (1d10+5 [19-20/x2], heavy 
  flail) or +7 ranged (1d10, heavy crossbow); AL LE; SV Fort 
  +9, Ref +6, Will +6; Str 17, Dex 13, Con 16, Int 13, Wis 12, 
  Cha 12. 
  
  Legacy of Madness 
   
  Page 35 
   
  Skills and Feats: Climb +7, Intimidate +1, Jump +10 
  Ride +6, Spot +3, Swim +6; Expertise, Improved Disarm, 
  Improved Initiative, Improved Trip, Iron Will, Lightning 
  Reflexes, 
  Weapon 
  Focus 
  (heavy 
  flail), 
  Weapon 
  Specialisation (heavy flail). 
   
  Possessions: masterwork full plate, large steel shield, 
  masterwork heavy flail, heavy crossbow, bolt case with 10 
  bolts, potion of cure moderate wounds, potion of 
  endurance, +1 cloak of resistance, dagger, 12 gp. 
   
  � Men at Arms, male human War4 (24): CR 3; 
  Medium-size humanoid; HD 4d8+8; hp 30; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 [touch 11, 
  flat-footed 18]; Atk +7 melee (1d10+2 [19-20/x2], heavy 
  flail) or +5 ranged (1d10, heavy crossbow); AL LE; SV Fort 
  +6, Ref +2, Will +2; Str 15, Dex 12, Con 14, Int 11, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Climb +3, Jump +4, Intimidate +6, 
  Listen +4, Ride +3, Spot +5, Swim +2; Alertness, Improved 
  Initiative, Weapon Focus (heavy flail). 
   
  Possessions: banded mail, large steel shield, heavy 
  flail, heavy crossbow, bolt case with 10 bolts, dagger, 1d10 
  sp. 
   
  
  Legacy of Madness 
   
  Page 36 
  Appendix Four 
  APL 8 
  � Prince Farland of Naelax, male animus Nob1/Ftr6: 
  CR 9; Medium-sized undead (6 ft. tall); HD 1d12 and 
  6d10; hp 53; Init +4 (+4 Improved Initiative); Spd 30 ft.; 
  AC 21 [touch 10, flat-footed 21]; Atks +14/+8 melee 
  (1d10+8 [19-20/x2], masterwork heavy flail), +7/+2 ranged 
  (1d8+4 [20/x3], +4 mighty composite longbow); SA 
  Command undead, fear touch, greater command, 
  paralysing gaze, suggestion, ghoul touch 5/day, skills; SQ 
  Undead, damage reduction 10/+1, turn resistance +4, 
  resistance, fast healing 5, disease vulnerability; AL LE; SV 
  Fort +8, Ref +4, Will +9. Str 20, Dex 10, Con -, Int 12, Wis 
  16, Cha 17. 
   
   
  Skills and Feats: Bluff +5, Climb +11, Diplomacy +7, 
  Jump +11, Knowledge (Aerdi) +5, Listen +10, Perform +5, 
  Ride +10, Sense Motive +8, Spot +10, Swim +6; Alertness, 
  Blind Fight, Cleave, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, Sunder, 
  Weapon Focus (heavy flail), Weapon Specialisation 
  (heavy flail). 
   
  Command Undead (Su): Farland can command 
  non-intelligent undead as a 7
  th level cleric. There is no 
  limit to the number of times he can use this ability but he 
  can only command 14 HD of undead at any one time. 
   
  Fear Touch (Su): Farland’s touch invokes fear in the 
  target as if it were affected by a fear spell cast by a 1
  st level 
  sorcerer. A successful Will save (DC 16) negates this 
  affect. 
   
  Greater Command (Sp): Farland can use a greater 
  command spell three times per day. He can only 
  command targets to kneel. A successful Will save (DC 16) 
  negates this affect. 
   
  Paralysing Gaze (Su): Farland can crush an 
  opponent’s will just by looking into his eyes. This is a 
  standard action. Individuals failing a Will save (DC 16) 
  are paralysed as long as Farland continues to hold their 
  gaze and concentrate. 
   
  Suggestion (Su): Farland can give a suggestion to 
  any target held in his paralysing gaze. This does not break 
  his concentration. A successful Will save (DC 16) negates 
  this affect. 
   
  Ghoul Touch (Su): Five times a day Farland can 
  employ a ghoul touch spell. A successful Fortitude save 
  (DC 16) negates. 
   
  Damage 
  Reduction 
  (Su): Farland’s body is 
  extremely tough and grants him damage reduction of 
  10/+1. 
   
  Turn Resistance (Ex): Farland has +4 turn 
  resistance. 
   
  Resistance (Ex): Farland has cold, acid and 
  electricity resistance 20. 
   
  Fast Healing (Ex): Farland heals 5 points of damage 
  per round. If reduced to 0 hp he is helpless but continues 
  to heal normally, recovering as soon as he reaches 10 hp. 
  To destroy Farland his body must be eradicated by fire or 
  acid. Inflicting 10 points of fire or acid damage while he 
  is at 0 hp destroys him. 
   
  Disease Vulnerability (Ex): Farland’s flesh is 
  affected normally by damage, although he cannot die 
  from disease – his ability scores cannot drop below 0 from 
  disease and he is immune to diseases that cause 
  Constitution damage. Farland uses his Charisma bonus 
  for Fortitude saving throws against disease. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. 
   
  Possessions: +1 heavy flail, +4 mighty composite 
  longbow, 12 masterwork arrows, quiver, +1 full plate, 
  masterwork large steel shield, noble’s outfit, Farland’s 
  Ring. 
   
  � Pyrrandern, male human Clr9: CR 9; Medium-size 
  humanoid; HD 9d8+18; hp 66; Init +5 (+1 Dex, +4 
  Improved Init); Spd 20 ft.; AC 21 [touch 11, flat-footed 
  20]; Atk +11/+6 melee (1d10+3, heavy flail); SA Rebuke 
  undead; AL LE; Fort +9, Ref +7, Will +11; Str 15, Dex 12, 
  Con 14, Int 11, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +15, Heal +8, 
  Knowledge (religion) +7, Listen +6, Spellcraft +9 Spot +6; 
  Alertness, Combat Casting, Improved Initiative, Lighting 
  Reflexes, Power Attack, Weapon Focus (heavy mace). 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 
  14 + spell level): 0- cure minor wounds, detect magic, 
  guidance (2), light; 1
  st- bless, cure light wounds, doom, 
  magic weapon*, protection from good, shield of faith; 2
  nd- 
  aid, bull’s strength, hold person (2), shatter*, silence; 3
  rd- 
  blindness, dispel magic, magic vestment*, protection 
  from elements, searing light; 4
  th- cure critical wounds, 
  divine power*, freedom of movement, spell immunity; 
  5
  th- flame strike* (2). 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  +4 to hit, +3 damage), War. 
   
  Possessions: full plate, large steel shield, +1 heavy 
  flail, 24 gp, +1 cloak of resistance, divine scrolls of endure 
  elements (2), cure light wounds (3), silence, poison, 
  potion of blur, potion of levitate, potion of fly, heroism, 
  wand of cure light wounds (17 ch.), wand of hold person 
  (12 ch.). 
   
  � Walfrenden, male human Ftr8: CR 8; Medium-size 
  humanoid; HD 8d10+24; hp 77; Init +5 (+1 Dex, +4 
  
  Legacy of Madness 
   
  Page 37 
  Improved Initiative); Spd 20 ft.; AC 23 [touch 11, flat-
  footed 22]; Atk +15/+10 melee (1d10+7 [17-20 x2], heavy 
  flail) or +9 ranged (1d10, heavy crossbow); AL LE; SV Fort 
  +10, Ref +6, Will +6; Str 18, Dex 13, Con 16, Int 13, Wis 
  12, Cha 12. 
   
  Skills and Feats: Climb +10, Intimidate +1, Jump +12 
  Ride +8, Spot +3, Swim +7; Expertise, Improved Critical 
  (heavy flail), Improved Disarm, Improved Initiative, 
  Improved Trip, Iron Will, Lightning Reflexes, Weapon 
  Focus (heavy flail), Weapon Specialisation (heavy flail). 
   
  Possessions: +1 full plate, +1 large steel shield, +1 
  heavy flail, heavy crossbow, bolt case with 10 bolts, potion 
  of cure moderate wounds, potion of endurance, +1 cloak 
  of resistance, dagger, 12 gp. 
   
  � Men at Arms, male human War6 (24): CR 5; 
  Medium-size humanoid; HD 6d8+12; hp 44; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 [touch 11, 
  flat-footed 18]; Atk +9/+4 melee (1d10+2 [19-20/x2], 
  heavy flail) or +7 ranged (1d10, heavy crossbow); AL LE; 
  SV Fort +7, Ref +3, Will +5; Str 15, Dex 12, Con 14, Int 11, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Jump +4, Intimidate +6, 
  Listen +4, Ride +3, Spot +5, Swim +2; Alertness, Improved 
  Initiative, Iron Will, Weapon Focus (heavy flail). 
   
  Possessions: banded mail, large steel shield, heavy 
  flail, heavy crossbow, bolt case with 10 bolts, dagger, 1d10 
  sp. 
  
  Legacy of Madness 
   
  Page 38 
  Appendix Five 
  APL 10 
  � Prince Farland of Naelax, male animus 
  Nob1/Ftr8: CR 11; Medium-sized undead (6 ft. tall); 
  HD 1d12 and 8d10; hp 65; Init +4 (+4 Improved 
  Initiative); Spd 30 ft.; AC 22 [touch 10, flat-footed 22); 
  Atks +17/+11 melee (1d10+9 [17-20/x2], masterwork 
  heavy flail), +9/+4 ranged (1d8+4 [20/x3], +4 mighty 
  composite longbow); SA Command undead, fear touch, 
  greater command, paralysing gaze, suggestion, ghoul 
  touch 5/day, skills; SQ Undead, damage reduction 
  10/+1, turn resistance +4, resistance, fast healing 5, 
  disease vulnerability; AL LE; SV Fort +8, Ref +4, Will 
  +9. Str 20, Dex 10, Con -, Int 12, Wis 16, Cha 18. 
   
   
  Skills and Feats: Bluff +6, Climb +11, Diplomacy 
  +8, Jump +13, Knowledge (Aerdi) +5, Listen +10, 
  Perform +6, Ride +12, Sense Motive +8, Spot +11, Swim 
  +6; Alertness, Blind Fight, Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Critical (heavy flail), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Sunder, Weapon Focus (heavy flail), 
  Weapon Specialisation (heavy flail). 
   
  Command Undead (Su): Farland can command 
  non-intelligent undead as a 9
  th level cleric. There is no 
  limit to the number of times he can use this ability but 
  he can only command 18 HD of undead at any one 
  time. 
   
  Fear Touch (Su): Farland’s touch invokes fear in 
  the target as if it were affected by a fear spell cast by a 1
  st 
  level sorcerer. A successful Will save (DC 18) negates 
  this affect. 
   
  Greater Command (Sp): Farland can use a greater 
  command spell three times per day. He can only 
  command targets to kneel. A successful Will save (DC 
  18) negates this affect. 
   
  Paralysing Gaze (Su): Farland can crush an 
  opponent’s will just by looking into his eyes. This is a 
  standard action. Individuals failing a Will save (DC 18) 
  are paralysed as long as Farland continues to hold their 
  gaze and concentrate. 
   
  Suggestion (Su): Farland can give a suggestion to 
  any target held in his paralysing gaze. This does not 
  break his concentration. A successful Will save (DC 18) 
  negates this affect. 
   
  Ghoul Touch (Su): Five times a day Farland can 
  employ a ghoul touch spell. A successful Fortitude save 
  (DC 18) negates. 
   
  Damage Reduction (Su): Farland’s body is 
  extremely tough and grants him damage reduction of 
  10/+1. 
   
  Turn Resistance (Ex): Farland has +4 turn 
  resistance. 
   
  Resistance (Ex): Farland has cold, acid and 
  electricity resistance 20. 
   
  Fast Healing (Ex): Farland heals 5 points of 
  damage per round. If reduced to 0 hp he is helpless but 
  continues to heal normally, recovering as soon as he 
  reaches 10 hp. To destroy Farland his body must be 
  eradicated by fire or acid. Inflicting 10 points of fire or 
  acid damage while he is at 0 hp destroys him. 
   
  Disease Vulnerability (Ex): Farland’s flesh is 
  affected normally by damage, although he cannot die 
  from disease – his ability scores cannot drop below 0 
  from disease and he is immune to diseases that cause 
  Constitution damage. Farland uses his Charisma bonus 
  for Fortitude saving throws against disease. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Possessions: +2 heavy flail, +4 mighty composite 
  longbow, 12 masterwork arrows, quiver, +2 full plate, 
  large steel shield, noble’s outfit, Farland’s Ring. 
   
  � Pyrrandern, male human Clr11: CR 11; Medium-
  size humanoid; HD 11d8+22; hp 80; Init +5 (+1 Dex, +4 
  Improved Init); Spd 20 ft.; AC 21 [touch 11, flat-footed 
  20]; Atk +13/+8 melee (1d10+3, heavy flail); SA Rebuke 
  undead; AL LE; Fort +10, Ref +7, Will +12; Str 15, Dex 
  12, Con 14, Int 11, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +15, Heal +8, 
  Knowledge (religion) +8, Listen +6, Spellcraft +12 Spot 
  +6; Alertness, Combat Casting, Improved Initiative, 
  Lighting Reflexes, Power Attack, Weapon Focus (heavy 
  mace). 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/ 1+1; 
  base DC = 14 + spell level): 0- cure minor wounds, 
  detect magic, guidance (2), light, read magic; 1
  st- bless, 
  cure light wounds, doom, magic weapon*, obscuring 
  mist, protection from good, shield of faith; 2
  nd- aid, 
  bull’s strength, hold person (2), shatter*, silence; 3
  rd- 
  blindness, dispel magic, invisibility purge, magic 
  vestment*, protection from elements, searing light; 4
  th- 
  cure critical wounds, divine power*, freedom of 
  movement, greater magic weapon, spell immunity; 5
  th- 
  flame strike* (2), slay living; 6
  th-blade barrier, harm*. 
   
  *Domain Spell. Domains: Destruction (smite 
  1/day, +4 to hit, +3 damage), War. 
   
  Possessions: full plate, large steel shield, +1 heavy 
  flail, 24 gp, +1 cloak of resistance, divine scrolls of 
  endure elements (2), cure light wounds (3), silence, 
  poison, wind walk, potion of blur, potion of levitate, 
  potion of fly, heroism, wand of cure light wounds (17 
  
  Legacy of Madness 
   
  Page 39 
  ch.), wand of hold person (12 ch.), wand of searing light 
  (7 chs.). 
   
  � Walfrenden, male human Ftr10: CR 10; Medium-
  size humanoid; HD 10d10+33; hp 98; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 20 ft.; AC 24 [touch 11, 
  flat-footed 23]; Atk +17/+12 melee (1d10+7, heavy flail) 
  or +11 ranged (1d10, heavy crossbow); AL LE; SV Fort 
  +11, Ref +5, Will +7; Str 18, Dex 13, Con 16, Int 13, Wis 
  12, Cha 12. 
   
  Skills and Feats: Climb +10, Intimidate +1, Jump 
  +12 Ride +9, Spot +5, Swim +8; Blind-Fight, Expertise, 
  Improved Critical (heavy flail), Improved Disarm, 
  Improved Initiative, Improved Trip, Iron Will, 
  Lightning Reflexes, Toughness, Weapon Focus (heavy 
  flail), Weapon Specialisation (heavy flail). 
   
  Possessions: +2 full plate, +1 large steel shield, +1 
  heavy flail, heavy crossbow, bolt case with 10 bolts, 
  potion of cure moderate wounds, potion of endurance, 
  +1 cloak of resistance, dagger, 12 gp. 
   
  � Men at Arms, male human War8 (24): CR 7; 
  Medium-size humanoid; HD 8d8+16; hp 58; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 [touch 
  11, flat-footed 18]; Atk +12/+6 melee (1d10+3, heavy 
  flail) or +9 ranged (1d10, heavy crossbow); AL LE; SV 
  Fort +8, Ref +3, Will +5; Str 16, Dex 12, Con 14, Int 11, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Climb +6, Jump +7, Intimidate +6, 
  Listen +4, Ride +3, Spot +5, Swim +3; Alertness, 
  Improved Initiative, Iron Will, Weapon Focus (heavy 
  flail). 
   
  Possessions: banded mail, large steel shield, heavy 
  flail, heavy crossbow, bolt case with 10 bolts, dagger, 
  1d10 sp. 
  
  Legacy of Madness 
   
  Page 40 
  Appendix Six 
  New Rules 
  Hextor 
  (from the Living Greyhawk Gazetteer, page 172). 
   
  (Scourge of Battle, Champion of Evil, herald of Hell), LE 
  intermediate god of War, Discord, Massacres, Conflict, 
  Fitness and Tyranny 
   
  Hextor (HEKS-tor) is the arch-foe of Heironeous, his 
  brother and fellow Oeridian war god. He seeks to 
  conquer or destroy any who oppose him. He is depicted 
  as a handsome man with dark hair and light skin when 
  shown as a god who rules through strength, but takes the 
  visage of a grey-skinnned, horrible six-armed being when 
  shown in his more violent aspect. He uses a different 
  weapon in each arm and wears iron scale armour with 
  many skull decorations. His icon is the Symbol of Hate 
  and Discord, six red arrows facing downward in a fan. 
   
  The world is a dark and bloody place where the 
  strong rule the weak, and power is the only reward. It is 
  often necessary to be cruel and merciless in the pursuit of 
  ones goals, and achieving those goals can have harsh 
  consequences. Order must be forged out of chaos and law 
  out of anarchy. The forces of tyranny must be obeyed and 
  dissenters must be oppressed or destroyed. Most of 
  Hextor’s temples are built on the sites of great battles 
  where many were slaughtered. 
   
  Hextor’s clerics constantly train themselves in the 
  arts of war, for they plan or lead attacks on rebels and do-
  gooders. Many serve petty or powerful leaders, and others 
  still have achieved significant political positions of their 
  own, particularly in the former Great Kingdom. 
  Individuals and small groups strike out from established 
  churches to sow dissent in enemy lands, bringing down 
  foreign nations from within so that the arms of Hextor 
  may conquer. 
   
  Domains: Destruction, Evil, Law, War; Weapons 
  flail (m) 
   
  Animus 
  (From The Living Greyhawk Journal #2). 
   
  The product of an magical ritual on live humanoids by 
  the clerics of Hextor in conjunction with devils, an 
  animus is an undead tyrant, full of cold hatred, single-
  minded and driven toward its goal of power, wealth, or 
  military victory. 
      An animus appears much as it did in life, except that its 
  skin is weathered and wrinkled. Variances in the 
  ceremony 
  sometimes 
  (25%) 
  create 
  hideous, lichlike creatures, others (10%) are almost 
  indistinguishable from their original forms. As most were 
  formed from nobles of the Great Kingdom, they tend to 
  be vain and dress in clothing appropriate to their status. A 
  typical animus has several levels in aristocrat, cleric of 
  Hextor, expert, and/or fighter. 
      Most animuses were formed against their will at the 
  command of the mad king Ivid V. Many of his advisors, 
  generals, clerics, and wizards were made into animuses 
  when they failed his expectations or he doubted their 
  loyalty. 
  Ivid’s madness in his waning days was so profound that 
  he also considered the process a reward, subjecting some 
  of his most trusted agents to the dark ritual along with his 
  worst enemies. Some of them were powerful at the time 
  of their transformation, while others were able to use 
  their new powers to eliminate competitors and acquired 
  political power after their transformation. 
      An animus is a loner. It feels no affinity toward its 
  former friends and companions, but has to interact with 
  them to accomplish its goals, and so it wages a constant 
  battle against its own instincts of isolation and antipathy. 
  Simultaneous with these feelings are the desire to 
  complete the goals that Ivid set out for it, although with 
  the disappearance of the mad monarch many of them 
  have overcome this programming and are following their 
  own agendas. Some animuses are flawed and paranoid, 
  seeing enemies all around them. Most of these are 
  obsessed with assassination, going so far as to have their 
  food tested for poison, regardless of the fact that they are 
  immune to it. 
      Since the disappearance of Ivid V and his Hextorian 
  cohorts, no new animuses have been created. It is likely 
  that the procedure has been lost, although a skilled 
  necromancer may be able to recreate the process if he 
  could study enough subjects. 
      An animus speaks any languages it knew in life, 
  typically Common and Old Oeridian. 
   
  Creating an Animus  
  Animus is a template that can be added to any humanoid 
  creature (referred to hereafter as the “base creature”). The 
  creature’s type changes to undead. It uses all of the base 
  creature’s statistics and special abilities except as noted 
  here.  
  Hit Dice: Increase to d12. 
  Speed: Same as the base creature. 
   
  Special Attacks: An animus retains all of the special 
  attacks of the base creature and also gains those listed 
  below. Saves have a DC of 10 + ½ animus’ HD + animus’ 
  Charisma modifier unless noted otherwise. 
   
  Command Undead (Su): An animus can command 
  non-intelligent undead (undead without an Intelligence 
  
  Legacy of Madness 
   
  Page 41 
  score) as a cleric of his or her level. There is no limit to 
  the number of times per day the animus may use this 
  ability, but the animus can only affect up to twice its hit 
  dice at any one time. If the animus can command undead 
  as a class ability, these undead count toward the total hit 
  dice the animus can affect. 
   
  Fear Touch (Su): An animus can invoke fear in a 
  creature they touch as if the target were affected by a fear 
  spell cast by a sorcerer equal to the animus’ hit dice. 
   
  Greater Command (Sp): An animus can use a 
  greater command spell a number of times per day equal to 
  its Charisma modifier. The animus can only command 
  targets to kneel. 
   
  Paralyzing Gaze (Su): An animus can crush an 
  opponent’s will just by looking into his or her eyes. This 
  is similar to a gaze attack, except that the animus must 
  take a standard action, and those merely looking at it are 
  unaffected. The target may resist with a Will save or be 
  paralyzed as long as the animus continues to hold the 
  gaze and concentrate. 
   
  Suggestion (Su): An animus can give a suggestion to 
  any target held by the animus’ paralyzing gaze. Giving the 
  suggestion does not interrupt the animus’ concentration 
  for holding the gaze.  
   
  Special Qualities: An animus retains all of the 
  special qualities of the base creature and those listed 
  below, and also gains the undead type (see the Monster 
  Manual page 6). 
   
  Damage Reduction (Su): An animus’ body is tough, 
  giving it damage reduction 10/+1. 
   
  Turn Resistance (Ex): An animus has +4 turn 
  resistance (see the Monster Manual page 10). 
   
  Resistance (Ex): An animus has cold, acid, and 
  electricity resistance 20. 
   
  Fast Healing (Ex): An animus heals 5 points of 
  damage each round. If reduced to 0 hit points, it is 
  helpless but continues to heal at its normal rate, 
  recovering as soon as it reaches 10 hit points. To destroy 
  an animus, its body must be eradicated by fire or acid. 
  Inflicting 10 points of fire or acid damage while it is at 0 
  hit points destroys the body. 
   
  Horrifying Appearance (Ex): There is a 25% chance 
  that a flaw in the procedure that creates an animus causes 
  it to have a lichlike appearance. These creatures have a -4 
  penalty to Diplomacy, Disguise, and Gather Information 
  checks, but get a +4 bonus to Intimidate checks. 
   
  Disease Vulnerability (Ex): Unlike other undead, 
  an animus¹ flesh is affected normally by disease, although 
  it cannot die from disease. Their ability scores cannot 
  drop below 0 from disease, and diseases that cause 
  Constitution damage do not affect them. They use their 
  Charisma modifier for Fortitude saving throws against 
  disease. 
   
  Unique Powers (Su): Some of the animuses (5%) 
  emerge from the ceremony with a unique supernatural 
  power. Example abilities are damage reduction 10/-
  (possessed by Szeffrin of old Almor), acid touch as a 
  Melf’s acid arrow cast by a 3rd-level sorcerer except as a 
  touch attack (possessed by the Hextorian cleric Delglath 
  of Rinorlu), and the ability to breath an incendiary cloud 
  in a 10-foot cube that lasts 5 rounds (possessed by 
  Kobasten of Naelax). 
   
  Saves: Same as the base creature. 
   
  Abilities: Increase from the base creature as follows: 
  Str +4, Cha +2. As an undead creature, an animus has no 
  Constitution score. 
   
  Skills: An animus receives a +4 racial bonus to 
  Listen, Sense Motive, and Spot checks. Otherwise same as 
  the base creatures. 
   
  Feats: An animus gains Alertness, Improved 
  Initiative, and Lightning Reflexes, assuming it meets the 
  prerequisites and doesn’t already have these feats. 
   
  Climate/Terrain: Any land. 
  Organization: Squadron (1 plus 5-20 guards and 
  assistants) 
  Challenge Rating: Same as the base creature +3. 
  Treasure: Double standard. 
  Alignment: Any evil. 
  Advancement: By character class. 
   
  Animus Characters 
  Animuses are always evil, which causes characters of 
  certain classes to lose their class abilities, as noted in 
  Chapter 3: Classes in the Player’s Handbook. In addition, 
  certain classes suffer additional penalties. 
       Clerics: Clerics lose their abilities to turn undead but 
  gain the ability to rebuke undead. Most animus clerics 
  worship Hextor and so have access to the Destruction, 
  Evil, Law, and War domains. 
       Sorcerers and Wizards: These characters retain 
  their class abilities, but if a character has a familiar, the 
  link 
  between 
  them 
  is 
  broken, 
  and 
  the 
  familiar shuns its former companion. 
   
  Ballista 
  (From the Stronghold Builder’s Guidebook and the 
  DUNGEON MASTER’s Guide). 
   
  Cost: 500 gp 
  Damage:  3d6 
  Critical: x3 
  Range Increment: 120 ft. 
  Weight: 800 lbs. 
   
  The ballista is essentially a very large crossbow. It makes 
  attacks with a straight attack roll (1d20) with no 
  
  Legacy of Madness 
   
  Page 42 
  modifications (no character base attack bonuses, ability 
  modifiers, etc.) except for range. Loading and cocking a 
  ballista is 3 full-round actions. A ballista bolt weighs 5 
  pounds and costs 2 gp. 
   
  Gauntlet of the Champion 
  This item takes the form of a steel, crimson hued, 
  gauntlet, sized for a large human male. In its palm has 
  been engraved a stylised gauntlet clutching six wickedly 
  barbed arrows. Engraved around the wrist of the gauntlet, 
  in Old Oeridian are the words “Six forged for the Six.” 
   
  The gauntlet radiates dimly of evocation magic. 
  Shouting the command word, Hextor, in a clear voice 
  allows the wearer to cast divine favour upon himself once 
  per day. 
   
  Only one PC may leave the table with this item 
   
  Caster Level: 6
  th; Prerequisites: Craft Wondrous Item, 
  divine favour; Market Price 5,400 gp; Weight 4 lb.  
   
  Farland’s Ring 
  Forged from plain iron this ring is featureless apart from 
  the intricate engraving of a sunburst set under an ornate 
  crown. It radiates a dim magic of an indiscernible type 
  and has no apparent uses or abilities. 
   
  Only one PC may leave the table with this item.  
   
  Caster Level: 12
  th; Prerequisites: Forge Ring, 
  unknown spell(s); Market Price 50 gp. 
  
  Legacy of Madness 
   
  Page 43 
  Appendix Seven 
  The Village of Barllich 
   
  
  Legacy of Madness 
   
  Page 44 
  Appendix Eight 
  The Castle of Barllich 
   
  
  Legacy of Madness 
   
  Page 45 
  
  Legacy of Madness 
   
  Page 46 
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ESA (Meta-regional)/ESA2-02 Legacy of Madness (3E).pdf