TEXT: NYR3-2 
   
   
   
   
   
   
   
  . . . A Trip to the 
  Barren Keep  
   
   
   
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond Regional Adventure 
  Version 1 
  Round 1 
   
   
  by Uwe Menzel 
   
   
  King Lynwerd wants Blackmar Huldane brought to Royal Justice dead or alive. The former war hero 
  Blackmar has been declared a traitor to the Kingdom of Nyrond and now has a substantial price on his 
  head. Everyone in Mowbrenn knows that Blackmar has supposedly holed up in the old Barren Keep with 
  forces loyal to him. So that is where you are headed. APL’s 4-12 
   
  Part three of the Trouble in Mowbrenn series. 
   
  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. Scenario detail copyright 2002 by 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.  
   
  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 2 
   
   
  Adventure Summary and 
  Background 
   
  Adventure Background 
  This adventure is the third module in the “Trouble 
  in Mowbrenn” series. The scenarios before this 
  were NYR2-4 “If It Isn’t One Thing”, NYR2-6 “Its 
  Another” and an interactive titled “Mowbrenn in 
  Flames” at Weekend in Nyrond 2002.  
   
  In NYR2-4 “If It Isn’t One Thing” the PCs became 
  familiar with the walled city of Mowbrenn and its 
  problems. These included Thieves in the streets, 
  evil Hextorian cultists in the cellars and sewers, 
  and crusading Pholtan. The PCs solved a mystery 
  of why people were disappearing off the streets, 
  learned who was disrupting the local thieves guild, 
  and stopped an evil Hextorian cult from regaining 
  an artifact from the old undercity ruins under 
  Mowbrenn City. They earned the good will and 
  friendship of the Young Count of Mowbrenn who 
  heard of their activities in his city.  
   
  In NYR2-6 “Its Another” the PCs return to 
  Mowbrenn while serving as caravan guards. They 
  accept a charity mission from the parents of a 
  young lady who is missing in the city of Mowbrenn. 
  They encounter remnants of the Mowbrenn 
  thieves guild, secret agents of the Count of 
  Mowbrenn, and more evil Hextorians.  
   
  They hopefully succeeded in escorting the young 
  lady, who was an agent for the Count, to safety, 
  while simultaneously avoiding or fighting the evil 
  cultists of Hextor in the City. They tangle with and 
  expose an evil villain, sir Quarlanth. This man was 
  an advisor to Count Cunhal’s father Blackmar 
  while he was in power. He is exposed as a high 
  priest of Hextor and flees from the city to avoid 
  arrest. 
  Cunhal’s 
  father 
  Blackmar 
  is 
  also 
  implicated, as is the influence of the rebel prince 
  Sewarndt. 
  The PCs meet Count Cunhal and gain more 
  influence with him if they successfully deliver his 
  agent to him. 
   
  After NY2-6, Count Cunhal seeks to arrest 
  Quarlanth, causing a bloody battle to erupt in the 
  city. This battle was played out as an interactive at 
  WiN 2002. The city of Mowbrenn still stands as a 
  loyal part of Nyrond. 
   
  Adventure Summary 
  Introduction 
  The PCs are one of many adventurers, bounty 
  hunters, so forth, who have quickly set out to claim 
  a substantial bounty offered by the King for 
  Blackmar Huldane’s traitorous head.  
   
  Even though Blackmar Huldane is a war hero of 
  Nyrond, he has apparently gone over to the rebel 
  Prince Sewarndt. He is in league with Hextorians 
  and has taken many of his veteran soldiers along 
  with him.  
   
  Encounter #1 
  As they are preparing to embark for the Barren 
  Keep, where Blackmar is holed up, the PCs 
  receive a visit from Count Cunhal Huldane of 
  Mowbrenn. Count Cunhal wants the PCs to sneak 
  into the Barren Keep fortress and kidnap Blackmar 
  Huldane. Cunhal believes his father is bespelled 
  by Quarlanth. 
   
  The young Count Cunhal is rather familiar with the 
  Barren Keep, having spent several years there as 
  an outlaw and member of the “Youngbloods“ while 
  exiled by his father. He aids the PCs in the assault 
  by giving them information on a secret tunnel into 
  the keep. 
   
  Encounter #2 
  The PCs must travel to the Barren Keep avoiding 
  cavalry patrols on the way. Knowledge of the 
  country, Wilderness Lore, Intuit Direction, and 
  preparation come into play.  
   
  Encounter #3 
  PCs locate the secret tunnel and must fight their 
  way in past some shocker lizards.  
   
  Encounter #4 
  PCs emerge inside the stables of the keep and 
  must keep their presence secret.  
   
  Encounter #5 
  PCs sneak across the inside of the keep and find 
  out they are not the first adventuring group to visit 
  the Keep. 
   
  Encounter #6 
  The PCs penetrate the front doors of the Barren 
  Keep and find that Blackmar knows of their ‘visit‘ 
  and has prepared for them, by arranging some 
  entertainment, a meal and a really nasty trap.  
   
  Encounter #7 
  
  Returning from the trap the PCs engage Blackmar 
  Huldane and his bodyguards in a fight to the 
  death. 
   
  Encounter #8 
  As Blackmar is defeated, the cry of alarm goes up. 
  The PCs have accomplished their mission, now 
  they must flee the Keep as the guards begin to 
  mobilize.  
   
  Encounter #9 
  As the PCs are pursued from the Barren Keep by 
  Blackmar’s cavalry, they must defeat one last 
  cavalry patrol before escaping.  
   
  Conclusion 
   
   
   
  Introduction 
   
  Player Handout #1, Mowbrenn background brief, 
  should be distributed before the game begins so 
  that players can get some background information 
  on Mowbrenn and what has occurred before. 
   
  This module begins in Mowbrenn, lifestyle for 
  metaorg members should be adjusted as 
  appropriate. 
   
  Another boring, hot summer day in Mowbrenn 
  City. Finding yourself lounging in the Sword 
  and 
  Shield 
  tavern 
  with 
  some 
  fellow 
  adventurers, waving a hand, both in greeting 
  and to brush off a bothersome fly. Glancing 
  out the window, the damage from the recent 
  fighting is still visible. Scaffolding hides the 
  building across the street, and the sound of 
  construction echoes in the air. Hammers bang, 
  saws cut, and the occasional cursing of a 
  foreman chewing out a laborer greet your ears 
  from the street. 
   
  The talk in the bar once again turns to 
  Blackmar Huldane. 
   
  “Who would have thought it was possible? 
  Blackmar Huldane, a hero of Nyrond in the 
  Greyhawk wars, gone over to the rebel prince 
  Sewarndt.” “The real problem isn’t just 
  Blackmar, although that is bad enough, it’s the 
  veteran soldiers he took with him.” “They were 
  more loyal to him than the Kingdom, they 
  joined in his treachery against Nyrond.” “We 
  ought to kill ‘em all!” You’ve heard it all before, 
  and find it easy to ignore the background 
  gossip. 
   
  The main door swings open, and a crier enters 
  the room. “Hear Ye, Hear Ye, news from Rel 
  Mord! Our great and wise  King Llynwerd has 
  issued a reward of 20,000 Gold Nobles for the 
  head of the traitorous vermin known as  
  Blackmar Huldane, former Count of Mowbrenn! 
  He is wanted dead or alive in Rel Mord for trial! 
   
  Well, at last the King has taken some action.  
   
  You’ve heard many rumors as to where 
  Blackmar and his advisor Quarlanth are, but 
  the most reliable have him holed up at the old 
  Barren Keep.  
   
  Glancing at your tablemates, you can see the 
  thought 
  in 
  their 
  eyes, 
  “Hmm, 
  definitely 
  possible.”  
   
  Requesting a private room from the bar keep, 
  you and your associates move there and begin 
  to plan, wondering how old the news is. 
   
  If PCs wish to interrogate the crier for news he 
  does not know much more than he has told. He is 
  fresh in from Rel Mord and this reward 
  announcement was issued as he was leaving the 
  Capitol. He has other news from Rel Mord, the 
  various temple happening, noble births and 
  weddings, the current growing season, so on. All 
  of it fairly boring to the typical adventurer. 
   
  If the characters do not wish to proceed the 
  adventure is over. Otherwise the PCs may at this 
  point begin to plan their trip to the Barren Keep.  
   
  Allow the PCs to make any other preparations 
  they wish. Spells and magic items the PCs have 
  access to are available at full price. The journey to 
  the Barren Keep is roughly 100 Miles to the North 
  and West of Mowbrenn.  
   
  Maps of Orberend and Mowbrenn, with the Barren 
  Keep clearly marked are available for purchase 
  (10 Gold Nobles) in the Hightown district of 
  Mowbrenn City. Distribute player handout #2 if the 
  PCs purchase a map. 
   
  If the PCs wish to hire a guide to take them to the 
  Barren Keep instead of wandering about the wilds 
  of Nyrond, a DC 15 Gather Information check 
  leads them to a man by the name of Guffrey, who 
  used to farm near the Keep before calling it quits 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 3 
  
  and moving to Mowbrenn City. Guffrey is in 
  Appendix 1. He demands an equal cut of the 
  reward. A Diplomacy DC 20 check can reduce this 
  to ½ an equal share of the reward. He does not 
  fight or enter the keep. He also requires a horse, 
  even if the players are all walking themselves. 
   
  PCs may have more information about the Barren 
  keep. 
   
  Bardic Knowledge Check DC10-The Barren Keep 
  is known to be haunted and its out in the 
  middle of nowhere. 
   
  Bardic Knowledge Check DC15-The Barren Keep 
  sis in the middle of a wasteland, we’re gonna 
  need food and water, and a guide wouldn’t hurt 
  either. There ain’t exactly a road you can 
  follow. 
   
  Bardic 
  Knowledge 
  Check 
  DC20-Blackmar 
  Huldane was an experienced warrior for King 
  Archibold. He was gifted with many magic 
  items for his service.  
   
  Bardic Knowledge Check DC25-The Barren Keep 
  being haunted is a rumor cultivated to keep 
  trespassers away. 
   
  Fought in the battle of Mowbrenn-Blackmar is 
  most definitely allied with the Hextorians and 
  the forces of Prince Sewarndt.  
   
  Gather Information Check DC 15-Many of 
  Blackmar’s soldiers deserted with him when 
  he was replaced by the King. He has got a lot 
  of men on his side. 
   
  Knowledge(Nyrond) DC 15 or Member of any 
  Nyrond Legions- Many of Blackmar’s soldiers 
  deserted with him when he was replaced by 
  the King. He’s got a lot of men at his disposal. 
  Many of them veteran fighters. He was also an 
  experienced warrior for King Archbold. He was 
  gifted with many magic items for his service. 
   
  Knowledge(Nyrond) DC 15 or Member of the 
  Orberend Militia-The Barren Keep sits in an 
  unnatural wasteland. Who knows what created 
  it. We’re gonna need food and water. 
   
  Member of the Mowbrenn Militia- Blackmar 
  Huldane retired to the Barren Keep several 
  years ago when Lynwerd removed him as 
  count of Mowbrenn. Knowing Blackmar, he 
  has probably rebuilt the ruin that was out 
  there.  
   
  Knowledge(Religion) DC 10-Blackmar was never 
  very faithful to any religion, although now it is 
  rumored he worships Hextor.  
   
  Bardic Knowledge Check or Intelligence Check 
  DC20- Ya know, we could always head to the 
  Franz River, swing North to Kerrinn, and then 
  head in from there. 
   
  The Town of Kerrinn- The small town of Kerrinn 
  is 50 miles away to the West of the Keep on the 
  Franz River.  
   
  Note: PCs who have the “Favor of Count Cunhal”, 
  or have influence with him may attempt to visit him 
  while in Mowbrenn City or before heading off to 
  the Barren Keep. Allow this. If this occurs, 
  Encounter One will take place in Sharphill Keep in 
  the High town district of Mowbrenn City. Count 
  Cunhal will make the same request of the players 
  over a delicious, very classy, meal. 
   
  Encounter One: The Count’s 
  Request 
   
  Finally you are underway! Soldiers of Nyrond’s 
  Ninth legion still stand at the East Gate of 
  Mowbrenn. Until Count Cunhal gets his City 
  Watch back in order, the army will be here for a 
  while.  
   
  At this point the PCs must pay the new Nyrond 
  taxes to get out of the city. One gold Noble per PC 
  and one gold Noble per riding animal, unless they 
  are a member of a meta-org that reduces / 
  eliminates this. 
   
  As you pass through the gate, the outer wall of 
  the city comes into view. The scars of the fight 
  that raged there are still visible. Made by 
  traitorous rabble, siege engines, and their 
  demonic allies, you find it hard to believe the 
  city held. The men and women loyal to Count 
  Cunhal held them off and won the day. 
   
  A clatter of hooves behind you is followed by 
  “Wait my friends, hold up, hold up.”  
   
  Count Cunhal of Mowbrenn riding wildly, skids 
  his horse in behind you. His trademark green 
  cloak, embroidered with the heraldry of House 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 4 
  
  Huldane, Mowbrenn, and Ehlonna, immediately 
  reveals his identity. Dressed in his worn 
  leather armor and twin swords, the young 
  Count looks more like an adventurer than a 
  nobleman. 
   
  His 
  personal 
  guard 
  soon 
  catches 
  up, 
  maintaining a respectful, wary distance. 
   
  Looking at Cunhal closer, he appears thinner 
  than before, as he dismounts and a slight limp 
  is noticeable in his walk. “My friends, I have a 
  favor to ask of you. As you have probably 
  heard, the King has declared my father a 
  traitor. If not killed outright, he is to be 
  executed when captured and put to the 
  headman’s ax in Rel Mord. I ask you bluntly, 
  are you off to try your hand at besting my 
  father?” 
   
  The count will wait for an answer. 
   
  If the PCs answer in the affirmative then he says, 
  “Yes, I kind of figured experienced adventurers 
  like you would be first out of the gate.”  
   
  If the PCs deny or evade the questions he says 
  “Well, then maybe I can interest you in a small 
  job with a really large reward attached to it.” 
   
  If the PCs decline and/or leave they may continue 
  on the adventure without the aid of the Count. 
  They will not learn of the tunnel and must fight 
  their way in.  
   
  Count Cunhal then continues 
   
  “What I need your help with, is I believe my 
  father is innocent. Although Lynwerd and his 
  advisors don’t believe it, I believe my father 
  has been bespelled and has fallen under the 
  mental 
  control 
  of 
  his 
  former 
  advisor, 
  Quarlanth. I know my father better than 
  anyone, and although he was a hard, tough 
  man, he was loyal to King Archbold and 
  Nyrond his entire life. I need your help to break 
  him free from this spell. When you get to the 
  Barren Keep, stay your hand, do not slay my 
  father outright, bring him back to me. If you 
  promise to make the attempt, I will assist you 
  with information on how to get into the Barren 
  Keep secretly.” 
   
  At this point the Count pauses, his hand 
  strokes his hip, the spot where he was struck 
  by an assassin. “Do you swear upon whatever 
  you hold holy to be true in your attempt of 
  this?” 
   
  The count waits for the PCs answer. If they do not 
  answer 
  in 
  the 
  affirmative, 
  he 
  rides 
  away 
  disgruntled for a moment and then returns. The 
  Count is not looking for a rousing yes, just a 
  reassurance the PCs will try.  
   
  If any PC outright lies to Count Cunhal, roll a PC 
  Bluff versus the Counts Sense motive. He does 
  not detect the lie even if successful as he is really 
  hoping for a yes. 
   
  “The Grey Seer and my own military advisors, 
  have informed me that my father, and his 
  forces have extensively rebuilt and fortified the 
  Barren Keep to the northwest of here. Sir 
  Quarlanth and his Hextorians are also there. 
  They are apparently regrouping, and have 
  used the fortress as a base camp for quite 
  some time. King Lynwerd is hesitant to 
  dispatch an army to that distant fort, worried 
  they may shortly be needed elsewhere. So 
  currently we have a stalemate. That’s why he 
  has issued this reward for my father’s head. 
   
  “We know where Blackmar is, he knows we 
  know, and he doesn’t seem very concerned. 
  We have our spies, and I’m sure they have 
  theirs.  
   
  “The men with my father are many of his 
  veteran soldiers. Many of the cultists who 
  escaped the city are there as well.  
   
  “If my father is removed from the leadership of 
  this rebellion, our intelligence believes that 
  many of his veteran fighters will surrender, as 
  the King plans to offer an amnesty. We hope to 
  avoid a bloody siege at the Barren Keep and 
  strip Sewarndt and Quarlanth of some of their 
  most 
  experienced 
  fighters, 
  with 
  minimal 
  shedding of Nyrond blood.” 
   
  “I will understand if you must slay him, but 
  please, give him a chance.”  
   
  “The way into the keep is an old escape tunnel. 
  Fighting your way into the keep would be 
  suicidal. My sources tell me the tunnel is still 
  undiscovered by my father. Whether this is 
  true or not I do not know. The entrance to this 
  tunnel can be found roughly 3000 feet to the 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 5 
  
  southwest of the keep, in a deep wash that 
  floods with the season. It goes under the outer 
  wall and comes up in some ruins in the 
  courtyard.” 
   
  “When you get to the keep, do not loot and do 
  not tarry, my fathers forces are very skilled, 
  and if you are discovered I am sure you will 
  fail. Any questions?”  
   
  Cunhal then hands the players a rough map of the 
  keep that he has drawn from memory. Hand the 
  players Player Handout #3. The count pauses for 
  a moment and answers any questions to the best 
  of his capability. Questions the PCs may ask.  
   
  • 
  What makes you think your father is 
  bespelled? 
   
  “After the fighting was over in Mowbrenn City, 
  we captured many of the enemy. Some fought 
  to the death, but others surrendered, almost in 
  a daze or if waking from a dream. My advisors 
  and the priests of the city have determined 
  they were mentally forced to do the bidding of 
  Sir Quarlanth. He even managed to control 
  some officers of my personnal guard.” 
   
  • 
  Why us?  
   
  You have been true to me and the Kingdom in 
  the past. I trust your judgement and respect 
  your 
  reputations. 
  Also, 
  as 
  experienced 
  adventurers, I know you have dealt with 
  spellcraft before. I also know you are skilled 
  enough at arms to fight your way clear if 
  things go wrong. I ask you to give my father a 
  second chance, I know I can trust you to give 
  him that chance.  
   
  • 
  What about the reward? If we bring 
  Blackmar alive to Mowbrenn, we wont get 
  paid!!! 
   
  “I will personally pay you the reward if you 
  return my father to me. You will be paid.” 
   
  • 
  Any words of warning? Or advice 
   
  “Beware of Quarlanth, not only is he a high 
  priest of Hextor, Quarlanth is apparently a 
  powerful arcane spellcaster as well, able to 
  dominate people with just a glance. I believe 
  he has dominated my father. The Grey Seer 
  has reported he has gone abroad, recruiting 
  more Hextorians from Heironeous knows 
  where. That’s the only reason I am even 
  attempting this mission.” 
   
  • 
  How do you plan to break the spell 
  upon your father? 
   
  “I have secured the services of a mage of great 
  skill known as Ghiselen. When you return my 
  father to Mowbrenn, Ghiselen will break the 
  enchantment.”  
   
  • 
  Who is this arch mage Ghiselenn? 
   
  “He is the former King’s arch mage, now 
  retired for several years. He was a friend of 
  mine in my younger days. He currently resides 
  in Hendrenn Halgood.” 
   
  • 
  Since the Barren Keep lies in the 
  Duchy of Oberond, Why is the Duke of 
  Oberond not taking action? 
   
  “Duke Oberond is apparently being held in 
  check by an Oath he swore to my father. 
  Apparently he promised Blackmar to not 
  interfere in his doings at the Barren Keep, and 
  since Arnon, being a Paladin of Pelor, always 
  keeps his word, he is withholding his forces. 
  As always my father was thinking ahead. You 
  did not hear this from me, but the King, and his 
  Heironean advisors are most displeased with 
  the current Duke of Oberond in this matter.” 
   
  • 
  What kind of force is at the Barren 
  Keep? 
   
  “We have heard rumors as to the size of the 
  force there, but the keep is protected against 
  magical spying. The last report we have is 
  there are several hundred light and heavy 
  horsemen both at the Keep and encircling it, 
  and 
  this 
  army 
  currently. 
  This 
  force 
  is 
  composed of veterans who follow my father. 
  There are also many Hextorians, but to their 
  number or fighting skill, I do not know.” 
   
  • 
  How do you know so much about the 
  Barren Keep? 
   
  “When I was younger, I lived there with a 
  group of other young nobles in a semi-exile. 
  That’s where I first met Clefan, and the mage 
  who will assist us with spells tomorrow night. 
  We were adventurers in a manner of speaking 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 6 
  
  and used the Barren Keep as our base. I would 
  not be surprised if my father and his men got 
  the idea of using it as a base after hearing me 
  talk about it”. 
   
  • 
  Isn’t the Barren Keep Haunted? 
   
  “A rumor we started when we lived there. A 
  few illusion spells, and a few words dropped in 
  the right ears, and the commoners will spread 
  any tale. The Barren Keep is not haunted.” 
   
  If the characters do not wish to proceed the 
  adventure is over.  
   
  Encounter Two: To the Keep 
   
  At this point the PCs head to the Barren Keep. If 
  they do not have horses, the Count tells them “Its 
  one hundred miles and is patrolled by cavalry 
  loyal to my father. Don’t be foolish, you need 
  horses, preferably light fast ones.” Going back 
  through the gate, the taxmen do not charge the 
  Count, his guards or the PCs a second time. 
   
  Cunhal then personally escorts them to his stables 
  to pick light horses out. The PCs may request a 
  pony or riding dog and this is also granted. If 
  horses are requested, only light horses are given, 
  war trained horses are currently in short supply 
  and are considered being too valuable. If a PC has 
  a favor of Count Cunhal cert., they may void it to 
  obtain a War Horse(light or heavy), barding, and a 
  military saddle. These horses may also be bought. 
   
  The PCs must again pay the new Nyrond taxes to 
  get out of the city, unless they still have a 
  favor/Influence point with Count Cunhal, in which 
  case he escorts them out of the city gate. This 
  does not use the favor/IP. One Gold noble per PC 
  and one gold noble per Riding animal, unless they 
  are a member of a meta-org that reduces / 
  eliminates this. 
   
  The journey to the Barren Keep is about 100 miles 
  in distance (give or take a few miles) and should 
  take several days. See Appendix #3 for travel 
  speed information and the PCs getting lost. 
   
  Living “off the land” using wilderness lore for the 
  last 40 miles around the Barren Keep is at a –5 
  modifier as it is a barren wasteland with almost no 
  food or water. Rations and water are advised.  
   
  PCs may go as slowly or as quickly as they like. 
  See Appendix #3 for more information.  
   
  The journey has been long and arduous. Could 
  be worse though, the weather is good, even 
  though the sky is occasionally cloudy. The 
  rolling fertile land of Mowbrenn passes by 
  quickly. Tired eyes are ever watchful, keeping 
  alert for patrols of enemy horsemen.  
   
  Balancing your need for speed, against the 
  caution necessary to avoid the enemy patrols 
  is not easy. Seen several times in the distance, 
  you’ve avoided them so far thru skill and luck. 
  You’re edgy and jumpy, they could be over the 
  next green rise.  
   
  During the day in the distance, Blackmar’s 
  cavalry can be seen. Fortunately, they never 
  come close.  
   
  The cavalry patrols actually do come very close 
  (200 ft). Spot Check DC 20. If a PC succeeds in 
  this then read the following 
   
  Curses, that last patrol had to see us. Time to 
  get ready for a fight! That’s strange, they’re 
  leaving, Fharlanghn’s luck has blessed us 
  today! 
   
  Followed by Knowledge (War) or Profession 
  (Soldier) or Intelligence check DC 15 to realize.  
   
  That’s not normal tactics, they should have 
  engaged us, or at least followed us while 
  sending for reinforcements. Instead they 
  ignored us, what is going on here? 
   
  If any PC wishes to engage in fighting they may 
  but the DM must wing this. This is not part of the 
  module, the PC gains no XP, The enemy forces 
  are dispersed light horsemen firing arrows from 
  long distances. They do not close. Use the 
  appropriate APL cavalry patrol from encounter 9, 
  stats in appendix #1. 
   
  Encounter Three: The 
  Entrance Tunnel 
   
  As the green rolling fields give way to rocky 
  badlands, the wash Count Cunhal mentioned 
  is found. Moving up the mostly dry riverbed 
  was a relief, the walls carved into the ground 
  concealing you from anyone riding above.  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 7 
  
   
  Finally, after several miles travel, the narrow 
  crevasse begins to widen out. The entrance to 
  the escape passage must be around here 
  somewhere. The lengthening shadows tell you 
  night is drawing close. Peeking over the edge 
  of the wash, the top of a tower from the Barren 
  Keep is visible in the distance.  
   
  See Map in Appendix #5 for an overview map of 
  the Barren Keep. PCs may be able to see this if 
  they can fly or send a familiar up for spying 
  purposes.  
   
  See Map in Appendix #6 for Wash layout. The X 
  on the map marks the location of the gnawed deer  
   
  If the PCs peek out of the crevasse at this point 
  they see.  
   
  The Barren Keep is roughly 3000 feet away, 
  sitting on a small rise. There is a 30-foot tall 
  stone wall surrounding a central building that 
  peeks above it. Around this is a newly dug 
  lower wall of dirt topped with dirt. The place 
  appears to have been completely repaired. 
   
  If it is day 
  In the daylight the place swarms with activity. 
  Outside the walls, units of men drill, while on 
  the walls guards watch the surrounding 
  countryside, lounging on ballista. In the 
  distance, cavalry races to and fro. It appears 
  Blackmar has completely rebuilt the place. 
   
  If it is night 
  Even in the dark there is some activity on the 
  walls. Torches and globes of continual light 
  provide 
  illumination. 
  The 
  wall 
  appears 
  completely enclose the keep.  
   
  Intelligence or Spellcraft Check DC10 to realize 
  some spells and campfires are visible to the walls 
  from here. 
   
  Spot Checks DC 16 to spot A well gnawed deer 
  in the shallow muddy water of the wash. The 
  deer carcass is 25 feet from the secret entrance. 
   
  Spot Checks DC 21 to spot Several crevasses 
  open up to the right of the wash, just like the 
  Count said 
   
  Spot Checks DC 26 + distance to see Some 
  movement in the shadows of the crevasses. 
   
  Search Checks DC 10 in the wash to find Multiple 
  clawed tracks all over the area. 
   
  Wilderness lore or Knowledge(nature) DC20   If 
  tracks or bite marks on deer are looked at This 
  reveals reptiles! 
   
  Wilderness lore or Knowledge(nature) DC25  If 
  tracks or bite marks on deer are looked at this  
  reveals Shocker lizards, watch out.  
   
  APL 4, or 6 (EL 3) 
  2 Shocker Lizards HP 18, 18 Page 164 in Monster 
  Manual 
   
  APL 8 (EL 4) 
  3 Shocker Lizards, HP 18, 18, 18 Page 164 in 
  Monster Manual 
   
  APL 10 (EL 5) 
  4 Shocker Lizards, HP 18, 18, 18, 18 Page 164 in 
  Monster Manual 
   
  APL 12 (EL 6) 
  6 Shocker Lizards, HP 18, 18, 18, 18, 18, 18 Page 
  164 in Monster Manual 
   
  Tactics (APL 2-10):  
  The shocker lizards lie waiting in ambush in the 
  escape tunnel. Waiting as PCs come closer. If a 
  PC takes a hostile action, or moves away, they 
  attack. If the Spot check (DC 26 + distance) to 
  spot movement in the crevasse was made there is 
  no surprise. 
   
  If multiple lizards are alive they use their lethal 
  shock ability. The lethal shock targets PCs and 
  mounts. If a mount takes damage, the rider must 
  make a Ride check (DC5 + damage taken) or fall 
  off the horse, 1d6 damage or Ride check DC 15 
  for soft fall and no damage. 
   
  The lizards are hungry, natural predators and fight 
  to the death. 
   
  Developments 
  If the PCs use a powerful magic effect in the wash 
  the Barren Keep is not alerted. The “shocks” of the 
  lizard do not cause alarm at the fortress, they are 
  known to live out here and their blue shocks are 
  often observed. 
   
   
  The crevasse the lizards attacked out of leads 
  deeper into darkness, finally opening into a 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 8 
  
  small 
  wet 
  room. 
  The 
  stench 
  here 
  is 
  unbearable, a mix of sewage, rotting flesh, and 
  reptile.  
   
  PCs may take their time searching. This is a small 
  storage room with ancient equipment in case of 
  the keep ever being besieged and overrun.  
   
  Several destroyed cloaks hang from pegs. 
  Backpacks lie on the floor, rotting remnants of 
  rations mixed in among the mud. Another well-
  gnawed rotting deer lies in the shallow muddy 
  water on the floor of the room. A strange 
  symbol is engraved in the wall.  
   
  This symbol is graffiti from the witches of the sand. 
  Knowledge (Arcana) check DC 20 to recognize.  
   
  A DC 20 Search Check reveals. Several well-
  hidden small blue eggs.  5 eggs in total. These 
  are shocker lizard eggs. Some of the witches of 
  the sand picked up their shocker lizard familiars 
  here. This allows the PCs to claim the improved 
  familiar feat on the AR. 
   
  An exit heads to the East. The tunnel is filled 
  with sludge, finally ending in a metal Grate 30 
  feet up the tunnel. 
   
  Metal Grate, DC 25 Open Lock skill check, or DC 
  28 to break down, hardness 10, hp 40 to hack 
  through the rusted iron bars. 
   
  At this point, have the PCs roll a DC 14 Fortitude 
  saves to avoid coming down with the disease “The 
  Slimy Doom” (DMG pg. 75) . This does not affect 
  the PCs now, but can affect them when they flee 
  the keep later in the adventure.  
   
  The damp filthy tunnel goes on for a long, long 
  distance and the smell doesn’t get any better. 
  Finally the tunnel ends, in a ladder heading up, 
  to what appears to be a stone trapdoor above.  
   
  Opening the trapdoor requires a DC 5 Balance 
  check followed by a DC 20 Strength check due to 
  age and the amount of dirt and hay piled up over 
  the trap door. 
   
  Encounter Four: The Stables 
   
  See Map in Appendix #6 for stable layout. 
   
  Cracking open the trapdoor brings a shower of 
  dust and filth upon you. Glancing about from 
  floor level you see hay, a horse hoof, and 
  some fencing attached to a wooden wall.  
   
  A stable. You are in one corner of large stable. 
  The owner of the hoof, a brown horse of 
  apparently large size, neighs menacingly as it 
  pokes at the trapdoor with a hoof. 
   
  The PCs emerge from the trap door in the stables, 
  almost underneath an injured heavy warhorse. 
   
  Listen check DC 20 (DC 15 once horse is quieted) 
  to hear Dalthor, the drunken stable hand singing. 
   
  Animal Empathy-DC 15 can calm the horse. See 
  DMG pg. 149 for influencing NPC attitudes. Initial 
  attitude of the horse is Unfriendly. If the PCs 
  emerge from the trap door without adjusting its 
  attitude to indifferent the horse goes to Hostile and 
  attacks as PCs crawl out, landing attacks of 
  opportunity. The horse whinnies loudly while 
  unfriendly or hostile. 
   
  Once a PC gets out of the trap door they may 
  Handle Animal DC 15 (10 base +5 horse spooked) 
  to quiet the horse. 
   
  The horse attacks any PC that stays in its stall, 
  whinnying loudly and kicking the walls. After three 
  rounds this summons Dalthor. If Dalthor is not 
  summoned he stays in his office, passing out 
  several minutes later. 
   
  All APLs  
  Heavy War Horse: CR 2; Large animal; Size: 
  5x10/5; HD 4d8+12; hp 30; Init +1; Spd 50 ft.; AC 
  14 (touch 11, flat-footed 13) [[-1 size, +1 Dex, +4 
  natural]]; Atk +6 melee (1d6+4, 2 hooves) +1 
  melee (1d4+2, bite), SQ Scent; AL N; SV Fort +7, 
  Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 
  13, Cha 6.  
   
  Skills and Feats: Listen +7, Spot +7, Swim +4, 
  Jump +4; 
   
  All APLs  
  Dalthor, *Drunken Stable hand, Com1: CR 1/2; 
  Medium Human (5 ft., 10 in. tall); HD 1d4; hp 7; 
  Init 0; Spd 30 ft; AC 10; Atks +0 melee(1d3s/x2 
  Fist); SA: Drunkeness; AL N; SV Fort +0, Ref +0, 
  Will -1;  
   
  Str 11, Dex 10,Con 10,Int 8,Wis 8,Cha 10 
  Skills: Climb +1, Handle Animal +6, Profession 
  (Stable Hand) +3, Profession (Soldier) +0, Ride 
  +2, Use Rope +2, Spot +1 
  Feats: Skill Focus (Handle Animal), Toughness  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 9 
  
  Equipment: Peasant clothes, 10 copper pieces, 
  paring knife. 
   
  *Drunkeness –2 to any roll. 
   
  Dalthor tactics 
  If Dalthor comes out to investigate the noise, roll 
  initiative. His actions depend on what the PCs are 
  doing. He is naturally slow witted and drunk as 
  well. There is a good chance the PCs surprise 
  him.  
   
  If the horse is bleeding or dead-Dalthor moves for 
  the stable door yelling for help, “Intruders”, 
  throwing his bottle at the PCs as he goes. On his 
  second turn he opens the stable door (standard 
  action) and moves into the courtyard yelling. 
   
  Any powerful magic also causes the above result. 
   
  If the PCs are standing outside the horse stall with 
  weapons drawn. He moves to the door, readying 
  an action to open it and yell if the PCs take hostile 
  action towards him. 
   
  If the PCs are standing outside the horse stall - He 
  asks “Who are you?” and “What ya doin here” 
  Due to his drunkenness and the number of people 
  in the fortress, his suspicions are not initially 
  aroused. Bluff vs Dalthor’s Sense Motive to avoid 
  raising his suspicions. 
   
  If PCs come up with a good story, are friendly 
  towards him or offer him more alcohol of any sort. 
  He is won over and stays quiet. Several minutes 
  later he passes out. 
   
  Developments 
  Dalthor seeks to flee any combat, taking the 
  fighting defensively option, while yelling an alarm. 
  “Intruders, 
  Intruders 
  in 
  the 
  stables” 
  Unfortunately most of the Keep guards don’t 
  believe anything the drunken cowardly stable 
  hand says. The alarm is only raised if he yells for 2 
  rounds, is obviously bleeding while yelling, or is 
  “silenced” within sight of a guard. 
   
  Encounter Five: The 
  Courtyard 
   
  See Map in Appendix #5 for an overview layout of 
  the Barren Keep. 
   
  Peering into the courtyard, it is easy to make 
  out several buildings. The largest by far must 
  be the keep. The building is four stories tall, 
  with reinforced brick walls, arrow slits, and 
  crenellations. A large closed gate is also 
  visible.  
   
  The outer walls ring this courtyard entirely and 
  bored guards can be made out in their towers, 
  thankfully looking out of the keep, scanning 
  for enemies in the distance.  
   
  At night sneaking, thru the courtyard is possible, 
  as most of the guards are not expecting intruders 
  or are looking outside of the walls. Also the guards 
  are human and have no night vision.  
   
  During 
  the 
  day crossing the courtyard is 
  impossible. There are roughly 40 men in the 
  courtyard.  Multiple followers of Blackmar and 
  Quarlanth mill about, practicing their tactics, 
  fighting capabilities, and generally hanging 
  out. All of them wear black uniforms, and many 
  of them seem to know each other. If the PCs 
  attempt this (unless very good at hiding, invisible, 
  disguised, or some other precaution is taken) a 
  bloody battle ensues until the PCs are forced to 
  flee or are slain. See appendix #1 Encounter 9 
  APL 12 times 3 for the men lounging in the 
  courtyard. Also see appendix #2 for the guards on 
  the towers. 
   
  Spying the front door of the keep, you gasp, 
  multiple heads adorn pikes in front of the main 
  door. As if this isn’t grisly enough, the heads 
  appear to be melted. Uneasily you notice there 
  are (# of PCs in party) pikes that do not yet have 
  heads. 
   
  If the heads are closely examined, Heal or 
  Alchemy check DC 15, it is revealed they have all 
  been doused in acid, except for one, a halfling 
  whose head was almost cleaved in 2. Also their 
  tongues have been removed. 
   
  The PCs may also be able to ID them as known 
  Nyrond adventurers who occasionally do work for 
  the King. Any member of the Rel Mord wizards 
  guild, Red Brigade, Nyrond’s Ninth Legion, or the 
  Rel Mord Thieves guild can make an Intelligence 
  Check DC 12 to recognize one of the heads as 
  belonging 
  to 
  a well known adventuring 
  member of the organization who occasionally 
  was rumored to work for the king. 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 10 
  
  Across the main doorway of the Barren keep is a 
  Permanent Otiluke’s Dispelling Screen set right in 
  front of the first closed door. Otiluke’s Displelling 
  Screen is on Page 94 of Tome and Blood. It is 
  equivalent to a permanent in place Dispel Magic 
  cast by a 10th level wizard. Dispel Check 1d20+10.  
   
  Encounter Six: Blackmar’s 
  Hall – Take One 
   
  See maps in Appendix #7 thru #11 for a layout of 
  the Barren Keep.  
   
  Across the main doorway of the Barren keep is a 
  Permanent Otiluke’s Dispelling Screen set right in 
  front of the first closed door. Otilukes Displelling 
  Screen is on Page 94 of Tome and Blood. It is 
  equivalent to a permanent Dispel Magic cast by a 
  10th level wizard. Dispel Check 1d20+10.  
   
  Opening the heavy front door as slowly and 
  quietly as possible, the door creaks on its 
  hinges. Peering ahead, a short hallway leads 
  into a larger chamber. The sounds of a harp, 
  expertly played, echo forth from it. Glancing up 
  nervously, you spot murder holes and dual 
  portcullises above. This hallway appears to be 
  a death trap to invaders. A second set of door 
  is open in front of you. 
   
  The players may hide, listen, move silently, 
  whatever. The creaking of the door opening 
  should give them away. Silencing the door is 
  difficult due to the dispelling screen right in front of 
  it. If the PCs get in undetected, the bard is 
  watching the entrance not playing until hearing or 
  seeing something.  
   
  Once the PC’s enter the great hall, they see. 
   
  The great hall of the keep, 80 feet long by 60 
  feet wide, is empty, except for a female human 
  bard sitting on one of two sets of stairs. 
  Across her lap is a harp, which she strums 
  while smiling at you. The hall is lit by 
  everburning torches chandeliers, hanging from 
  a ceiling 20 feet high. The floor is a rough 
  gouged hardwood.  
   
  Banners of Nyrond, Sewarndt, Blackmar, and 
  Hextor hang from the rafters and walls, while 
  weapons and shields of all types hang as 
  decoration.  
   
  Several tables and benches line the sides of 
  the hall, piled upon each other, stored until 
  another banquet. In the middle of the hall is a 
  single table, surrounded by seven ornate 
  chairs.  
   
  The bard, not stopping her strumming, speaks 
  “Please be seated. Count Huldane wishes to 
  speak with you about the Evil King you’ve 
  been misled by. He will be down shortly. There 
  is Water, Ale, Wine and fruit upon the table, if 
  you wish anything else, please let me know. ” 
   
  The bard asks the PCs questions on their loyalty 
  to the king, basically playing with them for 
  Blackmar’s amusement. 
   
  If ever approached or threatened she stops 
  playing, triggering the trap.  
   
  • 
  “Blackmar was curious, why do you 
  proudly serve an Evil King?”  
   
  If the PCs argue the King is good, she quietly asks 
  “Prove this. Your king is good because he 
  sends assassins to kill a war hero at night in 
  his bed?” Allow the PCs a listen check DC 22 to 
  hear chuckling from the upstairs balcony where 
  Blackmar and entourage are located. If the PCs 
  react to this the trap is sprung. Otherwise the bard 
  continues. 
   
  • 
  “Wouldn’t a just and good king at least 
  have 
  the 
  decency 
  to 
  challenge 
  Blackmar to trial by combat? Not only 
  is your king evil, he is also a coward.” 
   
  • 
  “Come now, you must surely know 
  Lynwerd 
  attempted 
  to 
  murder 
  Archbold, and when discovered he 
  blamed Sewarndt? Now the Church of 
  Heironeous, 
  the 
  Grey 
  Seer 
  and 
  possibly even the Pelorians hold the 
  truth of his actions over his head.” 
   
  • 
  “You must surely admit that the 
  usurper Lynwerd is a pawn of those 
  fanatics 
  the 
  Heironeans? 
  This 
  is 
  followed by spitting upon the ground.” 
   
  • 
  “And of course, you haven’t heard that 
  Lynwerd poisoned his lovely finaceé 
  when she threatened to tell the truth of 
  what he had done? Nope hadn’t heard 
  that 
  one 
  yet 
  either? 
  To 
  be 
  so 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 11 
  
  uninformed you guys must spend a lot 
  of time in deep dark dungeons.“ 
   
  • 
  “Don’t 
  you 
  wonder 
  why 
  one 
  of 
  Lynwerds first moves was to remove 
  one of his best and strongest Nobles, 
  and 
  replace 
  him 
  with 
  his 
  idiot, 
  incompetent, foppish son?” 
   
  • 
  “You saw the heads outside, why do 
  you not think you will succeed where 
  the others failed? You do realize 
  Blackmar is a veteran soldier and 
  slayer of demons and devils in Almor?”  
   
  She answers questions if asked. If the answer for 
  her and Blackmar is not a good one, She will lie or 
  delay, use her Bluff Score from appendix #1 to 
  spin a story casting Sewarndt in a good light. 
   
  • 
  How did Blackmar know the PCs were 
  coming?  
   
  She laughs at this and says, “The diviners 
  Lord Blackmar has allied himself with are most 
  powerful, and they foresaw your coming to the 
  keep several days ago. Having men loyal to 
  Lord Blackmar in his son’s keep in Mowbrenn 
  doesn’t hurt matters either.” She giggles at 
  this, and continues playing. 
   
  If a PC wanders off or climbs a wall she shrieks at 
  them to “Be polite in the home of Blackmar 
  Huldane! What sort of ill-mannered barbarian 
  half-orc guest are you? If the PC does not return 
  to the table she stops playing, triggering the trap. 
   
  Blackmar Huldane and his entourage are watching 
  the PCs from the balcony at the top of the stairs. 
  They are shielded from view by a curtain adorned 
  with banners that is pulled shut. This area appears 
  identical to the other balconies. If any PC attempts 
  to eyeball the walls the Spot DC is 35. 
   
  Most PCs should be expecting trouble at this 
  point. If they seek to attack the bard or pass the 
  table in the center of the room, she stops playing 
  and the trap is sprung. 
   
  If the PCs sit at the table the bard begins to sing 
  an awful, tragic dirge. Once the bard stops 
  playing, the trap is sprung. 
   
  Almost the entire floor to the great hall is a pit trap, 
  marked upon the map in Appendix #7. Blackmar 
  Huldane drops the floor to the pit and also the twin 
  portcullises at the entrance from levers attached to 
  his “throne”.  
   
  The following reflex saves are modified by how far 
  from the pit edge the PCs are.  
   
  5 feet from edge of pit: No Reflex Save modifier 
  10 feet from edge of pit: –2 Reflex Save Modifier 
  15 feet from edge of pit:. –4 Reflex Save Modifier* 
  20 feet from edge of pit:. –6 Reflex Save Modifier* 
  25 feet from edge of pit:. –8 Reflex Save Modifier* 
  Sitting at the table(dead center of pit).: –10 Reflex 
  Save Modifier* 
   
  * If successful, the PC is not clear of the pit. They 
  are hanging on the floor, which is now a wall, the 
  pit lid hanging vertical. Climb check DC 25 to climb 
  the Pit Wall.  
   
  APL 4 (EL3) 
  Acid Pit Trap: CR 3; 30 ft drop into acid- 2d6 
  damage*, DC 15+mods Reflex Save to Avoid, 
  Search (DC 24), Disable (DC 19). 
   
  * Spongy landing surface-extra victims 
   
  APL 6 (EL4) 
  Acid Pit Trap: CR 4; 30 ft drop into acid -3d6 
  damage. DC 17+mods Reflex Save to Avoid, 
  Search (DC 24), Disable (DC 19). 
   
  APL 8 (EL4) 
  Acid Pit Trap: CR 4; 30 ft drop into acid. 3d6 
  damage. DC 19+mods Reflex Save to Avoid, 
  Search (DC 24), Disable (DC 19). 
   
  APL 10 (EL6) 
  Acid Pit Trap: CR 6; 50 ft drop into acid -5d6 
  damage. DC 21+mods Reflex Save to Avoid, 
  Search (DC 24), Disable (DC 19). 
   
  APL 12 (EL8) 
  Acid Pit Trap: CR 6; 50 ft drop into acid. 5d6 
  damage. DC 23+mods Reflex Save to Avoid, 
  Search (DC 24), Disable (DC 19). 
   
  Acid-APL 4 The acid is weak, diluted from 
  countless victims. Reflex Save DC 5 + Damage 
  taken in fall to avoid falling into the acid (complete 
  immersion). The acid does 1 point of damage to 
  anyone landing/staying in the pit trap per round. 
  Any PC failing the reflex save falls and is totally 
  immersed for 10 pts damage.  
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 12 
  
  Acid-APL 6-8: The acid is weak, diluted from 
  countless victims. Reflex Save DC 5 + Damage 
  taken in fall to avoid falling into the acid (complete 
  immersion). The acid does 1d3 points of damage 
  to anyone landing/staying in the pit trap per round. 
  Any PC failing the reflex save falls and is totally 
  immersed for 10d3 damage.  
   
  Acid-APL 10-12: The acid is full strength, diluted 
  from countless victims. Reflex Save DC 5 + 
  Damage taken in fall to avoid falling into the 
  acid(complete immersion). The acid does 1d6 
  points of damage to anyone landing in the pit trap 
  per round. Any PC failing the reflex save falls and 
  is totally immersed for 10d6 damage.  
   
  APL 4-12 Acid Fumes: Inhalant poison to anyone 
  landing in the pit. Fortitude save (DC 13) or take 1 
  point of temporary Constitution damage. Second 
  save 1 minute later or take another 1d4 points of 
  temporary Constitution damage. This occurs every 
  round a PC is in the pit. Can not hold breath as 
  there is to inhale is fumes.  
   
  Silence Spell-The entire bottom of the acid pit, to 
  a height of 15 ft has a permanent silence spell 
  cast upon it. Blackmar does not like to hear the 
  pleas of his victims. Do not let the PCs talk. 
   
  Darkness-The bottom of the pit, once the door is 
  closed, is pitch black, darkvision only.  
   
  Developments 
  Once all the PCs are in the pit, Blackmar closes it 
  with the lever attached to his chair. As the door 
  begins close, the bard pokes her head over the 
  edge of the pit, with a smile on her face she 
  waves, and mouths “goodbye.”  
   
  Wooden Great Hall Floor-Pit Ceiling, Hardness 5, 
  HP 30 (3 Inches thick) 
   
  In utter darkness, convulsively coughing, you 
  realize your ears must be damaged as you 
  hear nothing. All over your body you feel a 
  burning and a tightening and where your skin 
  touches the liquid it feels like hundreds of 
  small little creatures, painfully pulling your 
  flesh off the bone. 
   
  Those with darkvision or a DC 15 spot check while 
  the pit door is open see. 
  On the East wall of the Pit is a large closed 
  iron door that may lead out. It is cracked and 
  corroded from the acid fumes on this side.  
   
  PCs may feel around to find the door. 
   
  Once PCs are in the Acid Pit they must break out 
  quickly or suffer a horrible slow death.  
   
  Acid Pit Iron Door, Hardness 8, HP 12 (1 Inches 
  thick). Statistics for door reduced due to acid 
  fumes and damage from other victims. DC 19 + 
  APL Open Lock skill check, or DC 20 + APL to 
  break down 
   
  Quick thinking players may realize the chairs and 
  tables fell with them into the pit. These can be 
  righted and stood on to avoid the corrosive effect 
  of the acid. 
   
  Hanging PCs 
  Any PC hanging on the Pit wall will be the target of 
  a grease spell cast by the Bard after one round. 
  Yhe pit does not close until Blackmar closes it. 
   
  Entrance Hall 
  Portcullises: +10 melee (3d6/x2 crit); Search (DC 
  20); Disable Device (DC 20). Note: Damage 
  applies only to those underneath the portcullis. 
  Portcullis blocks the entrance hall. 
   
  Portcullises (hardness 10, hp 30, DC 24 to bend. 
  If one bar bent, small creatures can get out. Two 
  bars allow medium sized creatures to get 
  through.) 
   
  Any PC caught between the portcullises of the 
  entrance hall is asked to surrender, turning over 
  all weapons and armor. If the PC does not 
  surrender to Blackmar and friends they send one 
  of Blackmar’s bodyguards to the room above the 
  entrance to dump a large vat of oil into the 
  entrance hall, immersing the PC. Blackmar then 
  asks for surrender again before lighting the hall on 
  fire. 10d6 fire damage per round to any PC in the 
  hallway for 30 seconds(5 rounds) before the 
  process repeats. 
   
  The PC, if they surrender, is locked into one of the 
  cells on the dungeon level by one of Blackmar’s 
  bodyguards.  
   
  PCs completely avoiding the Pit 
  These PCs are attacked until killed or subdued by 
  Blackmar and his allies. They are then taken to a 
  cell on the Dungeon level and locked by one of 
  Blackmar’s bodyguards. See the conclusion for 
  the module. 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 13 
  
  PCs in the Pit 
  PCs in the pit are in a pickle. They must make a 
  Fortitude save each round to avoid the inhalant 
  poison. If in the acid they also take damage from it 
  every round. There is a locked metal door down 
  here that seals the Pit. 
   
  See Appendix #2 for more information on the Acid 
  pit.  
   
  See Appendix #11 for a map of the Dungeon level 
  of the Keep that the door exits out to.  
   
  Encounter Seven: 
  Blackmar’s Hall – Take Two 
   
  Once the PCs escape the pit they must find their 
  way back to the ground floor. If the PCs are able 
  to avoid the pit entirely, they have to immediately 
  contend with Blackmar and his guards. After the 
  pit is triggered and any other PCs are dealt with, 
  Blackmar and his entourage open the curtain and 
  begin discussing who they just killed in their great 
  hall in a very laughing and condescending 
  manner.  
   
  Backmar Huldane sits in a huge stone throne 
  overlooking his great hall. The family relation 
  between him and his son Cunhal is obvious in 
  the facial features. But where Cunhal is happy 
  and playful, this man’s face is made of granite, 
  locked in a constant scowl. Flanking him are 
  several people, guards and advisors. 
   
  Attached to the throne are two small boys, 
  chained to either arm of the chair as defense 
  against area attack. Both appear to be 
  unconscious. 
   
  If the PCs have already plunged into the trap 
  Blackmar is telling his men, “Were gonna have to 
  get Quarlanth to make some sort of viewer into 
  the pit when he gets back, I want to see them 
  melt!. This comment is followed by the 
  laughter of the men around him.” 
   
  This second time around Blackmar and his men 
  do not use the trap. They spread out and attack 
  immediately if the PCs are spotted, also raising 
  the alarm as they come. “Intruders in the Keep” 
  and “Blackmar is attacked” 
   
  Blackmar’s throne has several levers and unique 
  characteristics. While sitting in it he is immune to 
  flanking due to the size and shape of the chair. He 
  can not be attacked from the back or sides. He 
  also has two young boys, kidnapped commoners 
  from Mowbrenn, chained to either leg of his chair, 
  as defense against area spells.  
   
  2 Young Human Child, Com1: CR1/2 Small 
  Human (4 ft tall); HD 1d4; hp 2; Init +0; Spd 20 ft; 
  AC 10(Flat Footed 10, Touch 10); Atks None; AL 
  NG; SV Fort +0, Ref +0, Will +0.  
   
  Str 8, Dex 10, Con 10, Int 8, Wis  8, Cha 14 
  Skills: Hide +8, Move Silently +4, Spot +2, Listen 
  +2 
  Feats: Run  
  Equipment: Rags 
   
  The Chair grants anyone sitting in it SR 17 and 
  resistance from elements for all element types. 
  Lever 1-Drops the floor opening the pit and the 
  two portcullises blocking the front gates. 
  Lever 2-Closes the pit. Does not raise portcullises. 
  Lever 3-Closes/Opens the curtain, giving him and 
  the balcony 100% concealment. 
   
  APL 4 (EL6) 
  Blackmar Huldane, Ftr 4, HP 32 See Appendix 
  #1 
  2 Bodyguards, War 2, HP 14, 14 See Appendix 
  #1 
  Glavis, Hextorian Clr 1, HP 10 See Appendix #1  
  Brunehilde, Brd 1, HP 8 See Appendix #1 
   
  APL 6 (EL8) 
  Blackmar Huldane, Ftr 6, HP 46 See Appendix 
  #1 
  4 Bodyguards, War 2, HP 14, 14, 14, 14  See 
  Appendix #1 
  Glavis, Hextorian Clr 2, HP 17 See Appendix #1 
  Brunehilde, Brd 2, HP 14 See Appendix #1 
   
  APL 8 (EL 10) 
  Blackmar Huldane, Ftr 8 HP 58 See Appendix #1 
  2 Bodyguards, Ftr 4, HP 39, 39 See Appendix #1 
  Glavis, Hextorian Clr, 4 HP 31 See Appendix #1 
  Brunehilde, Brd 4, HP 23 See Appendix #1 
   
  APL 10 (EL 12) 
  Blackmar Huldane, Ftr 10, HP 74 See Appendix 
  #1 
  4 Human Bodyguards, Ftr 4, HP 39, 39, 39, 39 
  See Appendix #1 
  Glavis, Human Hextorian Clr 6, HP 45 See 
  Appendix #1 
  Brunehilde, Human Brd 6, HP 38 See Appendix 
  #1 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 14 
  
   
  APL 12 (EL 14) 
  Blackmar Huldane, Ftr 10, HP 74 See Appendix 
  #1 
  8 Human Bodyguards, Ftr 4, HP 39, 39, 39, 39 
  See Appendix #1 
  Glavis, Hextorian Clr 8, HP 59 See Appendix #1 
  Brunehilde, Brd 8, HP 46 See Appendix #1 
  Travina Silvermane, Witch of the Sands, Wiz 10 
  HP 54 See Appendix #1 
   
  Tactics 
  This is should be a very tough fight. Blackmar and 
  his companions are all veteran fighters. 
   
  Blackmar(All APLs)-Stays in his chair until 
  attacked. Counting on its protection and the 
  children to shield him. Once attacked he charges 
  the nearest opponent; with his magical short 
  sword he seeks to sunder any weapon he can 
  reach. 
   
  Bodyguards(All APLs)-Charge, targeting lightly 
  armored PCs and casters. 
   
  Glavis(APL4)-Bless, followed by magic weapon 
  on his light flail. Heals Blackmar if he is injured. 
  (APL6)- Shield of Faith on Blackmar, followed by 
  Bless, followed by magic weapon on his light 
  flail.(APL8)-Same 
  as 
  lower 
  APLs 
  except 
  Soundburst if PCs clump. Hold person on largest 
  fighter. Guzzles potion of Endurance if he has a 
  chance. .(APL10)- Same as lower APLs except 
  Uses Dispel Magic to counter Haste or any major 
  magic against Blackmar. (APL12) Summons Dire 
  Ape if he has a chance to assist Blackmar. 
   
  Brunehilde(APL4)-Starts Bard Song. Primarily 
  flanks with the bodyguards. Flees or surrenders if 
  things go bad. (APL6)- Uses grease if appropriate. 
  (APL8)- Same as lower APLs except flees using 
  invisibility.(APL10) Casts Mirror Image, Uses 
  Sound burst, readying the spell to disrupt casters. 
  (APL12) Casts Slow in the first round, delaying 
  her action (last initiative) to counter anyone 
  hasting in the first round. Casts Keen Edge on the 
  nearest bodyguard. 
   
  Travina Silvermane, Witch of the Sands (APL12 
  Only)-Haste followed by spirit wall to keep the 
  PCs away from him. 2nd Round Stoneskin followed 
  by enlarged fireball, 3rd round Mage Armor 
  followed by Cone of Cold. After that spells as 
  appropriate. He teleports out using his scroll if 
  Blackmar is dropped or if seriously threatened by 
  PCs. 
   
  Developments. 
  Once Blackmar is defeated or slain, the PCs hear 
  the cry of “Intruders in the Keep” followed by 
  the blaring of a horn. Keep the PCs in initiative 
  order until they escape from the keep in encounter 
  eight. 
   
  If the PCs do not slay Blackmar and flee, also go 
  to encounter eight. The alarm in the Keep is 
  raised, the PCs have just not been successful. 
   
  Encounter Eight: Escaping 
  From the Keep 
   
  Any PC looking outside through an arrow slit or 
  the front door sees the walls and towers coming 
  alive with guards, PCs must get out of the keep 
  quickly or they are overrun with guards, meeting a 
  heroic end. Use Appendix #2 if the PCs decide to 
  run further up or into the keep complex. Listen 
  Check DC 18 to hear yelled from the outside wall 
  “Their in the keep, get the men ready, in five 
  minutes were going in after them.”  
   
  Listen Check DC 22 to hear from inside the Keep 
  The sound of boots on stairs and the alarm 
  being raised on the upper floors of the keep.  
   
  The two porticullises across the Keep’s front 
  entrance (Appendix #7 area B) should still be 
  closed from Blackmar dropping the pit in 
  Encounter Six. A PC must raise the portcullis from 
  the level two guard post (Appendix #8 area B). 
  This requires a Strength Check DC 12 and is a full 
  round action for each portcullis.  
   
  Portcullises (hardness 10, hp 30, DC 24 to bend. 
  If one bar bent, small creatures can get out. Two 
  bars allow medium sized creatures to get 
  through.) 
   
  Remember, the main doorway of the Barren keep 
  has a Permanent Otiluke’s Dispelling Screen set 
  right in front of the outermost door. This may 
  dispel spells cast during the previous combat. 
  Otiluke’s Displelling Screen is on Page 94 of Tome 
  and Blood. It is equivalent to a permanent in place 
  Dispel Magic cast by a 10th level wizard. Dispel 
  Check 1d20+10.  
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 15 
  
  Depending on how long the PCs take opening the 
  portcullis, healing the wounded and evacuating 
  the Keep, the following happens in the courtyard. 
  If PCs take too long they may get trapped in the 
  Keep. 
   
  Round 1) –The alarm is raised throughout the 
  Barren keep.  
   
  Round 2) – Spot Check DC 10 to notice the light 
  in the courtyard if not looking into the courtyard. 
  Several arrows of continual flame are fired into 
  the courtyard to light it up.  
   
  Round 3) – The front gate in the outer wall 
  begins to open. More arrows of continual flame 
  are fired into the courtyard to finish lighting it 
  up. Spot Check DC 15 to notice the soldiers on 
  one of the towers beginning to rotate a ballista 
  to cover the front gate of the Keep.  
   
  Round 4) – The gates in the outer wall finish 
  opening. 
  3 
  red 
  arrows, 
  fired 
  in 
  rapid 
  succession, are launched straight up into the 
  sky. 
   
  Round 5) – Listen Spot Check DC 15 to here the 
  clank, clank, clank, of the portcullis at the 
  outer wall gate being raised. 
   
  Round 6) – A mob begins to come through the 
  outer wall gate. They double move 60 feet straight 
  towards the front gate of the Barren keep. 
   
  Round 7) – Start to get around the stables the 
  PCs entered thru. The mob double moves 60 feet. 
  Also guards in the towers and in the Keep finish 
  donning their armor hastily. 
   
  Round 8) The mob double moves 60 feet. Also 
  guards in the towers who donned their armor 
  hastily take positions on the towers. Guards in the 
  Keep begin coming down from the barracks in 
  numbers, getting to the spiral stairs on level three. 
   
  Round 9) The mob double moves 60 feet, getting 
  within 45 feet of the front gate of the Keep. Guards 
  in the Keep continue coming down, reaching the 
  balconies on level two.  
   
  Round 10) The mob gets to the front door of the 
  Keep. Guards in the Keep continue coming down, 
  reaching the front gate. If the PCs have not gotten 
  back to the stables or over a wall they’re in 
  trouble.  
   
  Although there are numerous guards on the 
  towers, only three Barren Keep guards actually 
  engage the PCs from a tower if they flee across 
  the courtyard.  
   
  All APLs (EL 2) 
  3 Barren Keep Guards: HP 12, 12, 12 See 
  Appendix #1 for stats. 
   
  Tactics 
  These guards shoot from the closest wall tower on 
  the west side of the Barren Keep at the first 
  person exiting the Keep.  
   
  These three guards start by firing a ballista into the 
  courtyard, 
  followed 
  by 
  firing 
  three 
  heavy 
  crossbows. Then they rapid shoot at anyone they 
  see in the courtyard.  
   
  Ballista Statistics. ranged +0 and no character 
  attack bonus. 3d6/x3; range 120 feet. 3 full round 
  actions to reload. See DMG page 151-152. 
   
  Developments 
  The PCs should be able to return to the stables 
  and the secret exit within. If they are not able to 
  they must fight their way out another way or 
  surrender. Use 5 times the APL 8 Encounter 9 to 
  represent the men in the mob if required. They are 
  not wearing their armor, and do not have their 
  horses or bows, just melee weapons and torches. 
   
  Encounter Nine: The Pursuit 
   
  The PCs should at this point flee from the area of 
  the Barren keep as fast as possible by horse or by 
  foot.  
   
  Looking behind you as you crest a hill, the 
  gates to the keep are open. Three red arrows, 
  fired in rapid succession, are launched into the 
  sky.  
   
  Men on horseback, some not even armored, 
  mill about. More horsemen approach from the 
  distance. 
   
  A figure on the tower yells instructions, and 
  the horsemen head off towards the four 
  cardinal directions. Others begin circling the 
  keep, slowly widening the radius of their 
  search. 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 16 
  
  If the PCs ask, there are approximately 60 
  horsemen, with more coming from the distance. 
  This is a fight the PCs cannot win.  
   
  As the PCs hide or flee, they run into one of 
  Blackmar’s patrols, called to the keep by the red 
  arrows. 
   
  APL 4 (EL6) See Appendix #1 for stats 
  6 Raiders, War 2; HP 32, 32, 32, 32, 32, 32  
  6 Light War Horses; HP 14, 14, 14, 14, 14, 14  
   
  APL 6 (EL8) See Appendix #1 for stats 
  Blackmar Scout, Rgr5/Ftr1; HP 47  
  6 Raiders, War 2; HP 32, 32, 32, 32, 32, 32  
  7 Light War Horses; HP 14, 14, 14, 14, 14, 14, 
  14 
   
  APL 8 (EL 10) See Appendix #1 for stats 
  Blackmar Veteran Soldier, Ftr 8; HP 59 
  Blackmar Scout, Rgr5/Ftr1; HP 47  
  6 Raiders, War 2; HP 32, 32, 32, 32, 32, 32  
  8 Light War Horses; HP 14,14,14,14,14,14, 14, 
  14  
   
  APL 10 (EL 12) See Appendix #1 for stats 
  Cleric of Hextor, Human Clr10; HP 70  
  Blackmar Veteran Soldier, Ftr 8; HP 59  
  Blackmar Scout, Rgr5/Ftr1; HP 47  
  6 Raiders, War 2; HP 32, 32, 32, 32, 32, 32  
  9 Light War Horses; HP14,14,14,14,14,14,14,14, 
  14 
   
  APL 12 (EL 14) See Appendix #1 for stats 
  Cleric of Hextor, Human Clr10; HP 70  
  5 Blackmar Veteran Soldiers, Ftr 8; HP 59, 59, 
  59, 59,  
  2 Blackmar Scouts, Rgr5/Ftr1; HP 47, 47  
  8 Light War Horses; HP 14, 14, 14, 14, 14, 14, 
  14, 14, 14, 14, 14, 14, 14  
   
  Tactics - If it is day 
  The cavalry patrol immediately spreads out and 
  forms a circle about the PCs, keeping its distance. 
  The low level warriors bombard the PCs with long 
  range arrows.  
   
  If present the higher level scout and veteran 
  soldiers let this continue until the lower level 
  warriors have exhausted their arrow supply. Only 
  meleeing if the archers are charged or they are 
  targeted by spellcraft. Once the arrows are gone 
  then they close to melee. 
   
  The Hextorian Cleric stays back, blending into the 
  crowd of horsemen. He observes the spellcasters 
  for a round or two, casting spell immunity on 
  himself as appropriate. When he begins casting 
  he unleashes his flame strikes upon whomever 
  has done the most damage so far.  
   
  Tactics - If it is night 
  The cavalry patrol immediately charges, with the 
  night, their vision prevents long-range archery. 
  Once in close the low level warriors seek to 
  grapple casters.  
   
  If present the higher level scout and veteran 
  soldiers immediately charge and close to melee.  
   
  The Hextorian Cleric stays back. He observes the 
  spellcasters for a round or two, casting spell 
  immunity on himself as appropriate. When he 
  begins casting he unleashes his flame strikes 
  upon whomever has done the most damage so 
  far, striking friend and foe alike. 
   
  Developments 
  Unless the PCs have a means to avoid it, the 
  pursuit from the keep attempts to hunt them and 
  follows the PCs for 24 hours. After 24 hours, the 
  exhausted pursuers call it off. This pursuit could 
  go through the current night, through the next day, 
  and long into the next night. The PCs, if mounted 
  and/or lightly equipped, should be able to outrun 
  the pursuit. The pursuit is riding light warhorses 
  (231-690 lb.) and moving at ½ speed due to 
  tracking the PCs.  
   
  See appendix #3 for information on moving 
  distances. 
   
  If the PCs seek to obscure their tracks, make 
  competing Wilderness Lore checks. The PC’s vs 
  +14 wilderness lore for the pursuers (+10 
  Wilderness Lore, +4 from two assists.) 
   
  Also, remember the disease from encounter #3 
  continues to effect any PCs and may get worse.  
   
  The small town of Kerrinn is 50 miles away to the 
  West on the Franz River. The PCs may head there 
  for aid if diseased and no longer mounted. 
   
  If the PCs do not outrun the pursuit they are asked 
  to surrender from a distance. If they do not yield 
  they are faced with Encounter 9 at APL 12 times 
  3, See appendix #1. The cavalry is seeking 
  prisoners to exchange with the King and strikes for 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 17 
  
  subdual once ½ the PCs are down or have 
  surrendered. 
   
  Conclusion 
   
  PCs return to Count Cunhal in Mowbrenn City 
  Finally the pursuit is outrun. Returning to 
  Mowbrenn City, the Captain Reginald of Gate 
  guards waves you through, past the merchants 
  waiting there in line. Passing through the city 
  you reach Sharphill keep and are welcomed by 
  Cunhal 
   
  …With Blackmar alive.  
  Cunhal and his advisors are overjoyed with 
  your successful return. Clustering around you 
  they 
  pepper 
  you 
  with 
  questions 
  while 
  Blackmar is led away to the dungeons for a 
  magical interrogation at the hands of the mage 
  Ghiselenn. At some point in the evening your 
  reward 
  is 
  presented, 
  and 
  a 
  feastday 
  announced for tomorrow. 
   
  Absently you realize Cunhal has already gone 
  quietly leaving by himself. Apparently he has 
  gone to talk with his father. 
   
  Any injured / diseased / bespelled PC is 
  immediately cured by Clefan, Cleric of Mayaheine 
  or a high cleric of Heironeous.  
   
  Several weeks later you are surprised to hear 
  the “news” that Blackmar Huldane was 
  reportedly captured in a daring raid by the 
  Kings Ninth legion. His head is now on display 
  outside the main gate into Rel Mord. 
   
  …With Blackmar dead.  
  Cunhal’s advisors are overjoyed with your 
  successful return. Clustering around you they 
  pepper you with questions while Blackmars 
  body is dragged away. At some point in the 
  evening your reward is presented by one of 
  Cunhal’s servants. 
   
  Absently you realize Cunhal has already gone, 
  quietly leaving by himself. Apparently has 
  gone to pray at the Temple of Ehlonna. 
   
  …Without Blackmar.  
  Cunhal’s advisors are happy with your return 
  but are not pleased with your failure to deal 
  with Blackmar. Clustering around you they 
  pepper you with questions while Cunhal 
  quickly excuses himself to tend to “other 
  pressing matters”.  
   
  Clefan tells you later that the Count’s advisors 
  have informed the Count that he should not 
  reward failure, and the Count has reluctantly 
  agreed. 
   
  Any injured / diseased / bespelled PC is 
  immediately cured by Clefan, Cleric of Mayaheine 
  or a high cleric of Heironeous.  
   
  …If Blackmar is still alive 
  You 
  hear 
  later 
  the 
  Count 
  has 
  already 
  dispatched another group to try again. 
   
  PCs return to Rel Mord, bypassing Mowbrenn 
  and Count Cunhal.  
  This option is for PCs who seek to claim the 
  reward from the King in Rel mord rather than from 
  Count Cunhal. They may do this for RP loyalty 
  reasons, to attempt to gain favor with the King, or 
  the misplaced distrust of Count Cunhal. PCs who 
  do this loose all current influence with Count 
  Cunhal. 
   
  Finally the pursuit is outrun. Passing by 
  Mowbrenn City you press for Rel Mord.  
   
  …With Blackmar alive.  
  Stopped at the gate, Blackmar is quickly 
  recognized by an alert guard. One of the King’s 
  justices is quickly summoned. Escorted under 
  armed guard to the Royal dungeons, you are 
  relieved when you are handed your reward and 
  shown the door. “The crown thanks you for 
  your service. Please keep your involvement in 
  this matter quiet, Blackmar had lots of friends 
  and it is best to not draw attention to 
  yourselves.” 
   
  Any injured / diseased / bespelled PC is cured by 
  a member of the Divine Legion.  
   
  Several weeks later you are surprised to hear 
  the “news” that Blackmar Huldane was 
  reportedly captured in a daring raid by the 
  King’s Ninth legion. His head is now on display 
  outside the main gate into Rel Mord. 
   
  …With Blackmar dead.  
  Stopped at the gate, Blackmar, even dead, is 
  quickly recognized. One of the King’s justices 
  is quickly summoned. Escorted under armed 
  guard to the Royal castle, you are relieved 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 18 
  
  when you are handed your reward. Expecting a 
  visit with the King, you are disappointed when 
  an unknown servant tells you “The crown 
  thanks you for your service. Please keep your 
  involvement in this matter quiet, Blackmar had 
  lots of friends and it is best to not draw 
  attention to yourselves.”  
   
  Several weeks later you are surprised to hear 
  the “news” that Blackmar Huldane was 
  reportedly captured in a daring raid by the 
  Kings Ninth legion. His head is now on display 
  outside the main gate into Rel Mord. 
   
  …Without Blackmar.  
  You are not given the time of day.  
   
  You hear later that multiple groups of 
  adventurers have left for the Barren Keep, one 
  of them is bound to be successful.  
   
  PCs surrender or are captured. 
  If the PCs are captured they are completely 
  stripped and locked in the cells in the dungeon of 
  the Barren Keep.  Locked in the cells for what 
  you guess is weeks, the traitorous rebel 
  soldiers in the Keep have apparently decided 
  to use you as a bargaining chip. You are 
  released to members of the seventh legion in a 
  prisoner exchange.  
   
  Note-These PCs lose all equipment they were 
  carrying, they do not lose gold as they were not 
  carrying it with them. 
   
  PCs flee and do not return to Mowbrenn or rel 
  Mord.  
  PCs are able to randomly flee into the wilds if they 
  want. They get no reward for this and loose all 
  influence with Count Cunhal. 
   
  The End 
   
   
   
   
   
   
  \ 
   
  Treasure Summary 
   
   
   
  Adventure cert items available:  
  • 
  Influence with Count Cunhal Huldane of 
  Mowbrenn (Influence point) - You have 
  received the personal thanks of Count 
  Huldane for your efforts on in returning his 
  father Blackmar to him. 
  • 
  Influence with the Crown(Influence point) - 
  You have come to the attention of the King of 
  Nyrond and his court. They look upon your 
  actions favorably, for now. 
  • 
  The PC has gained in play access to the 
  Improved Familiar feat. The PC may only use 
  this to claim a Shocker Lizard familiar.  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 19 
  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 20 
  Appendix  #1: NPCs 
  Encounter 1 
  All APLS 
  Guffrey the Guide, Male Human Rgr 2nd: CR 2 
  Size:med; HD 2D10+2; hp 17; Init +2;Spd 30 ft; 
  AC 17 / 18 w/dodge (touch 12, flat-footed 15) 
  [+2 Dex, +4 Chainshirt]; Atk +3 or +1/+1(1d6 
  shortsword/19-20) 
  +4 
  ranged 
  (1d8 
  light 
  crossbow/19-20); SA Favorite Enemy(Human); 
  AL N; SV Fort +4, Ref +2, Will +4; Str 10, Dex 
  14, Con 12, Int 12, Wis 14, Cha 10.  
  Feats: Weapon Focus (shortsword), Dodge, 
  Track, Ambidextrous, Two weapon fighting 
  Skills: Animal Empathy +1, Climb +2, Intuit 
  Direction +6, Handle animal +4, Hide +4, Jump 
  +2, 
  Heal 
  +2, 
  Knowledge(Nature) 
  +2, 
  Knowledge(Oberond) +2, Listen +2, Move 
  Silently +2, Ride +6, Spot +3, Swim +1, 
  Wilderness Lore +7 
  Equipment: +1 Chain shirt, 2 short swords, 
  dagger, 50 gold pieces, 14 silver pieces, light 
  crossbow, 20 bolts, backpack, 3 potions of cure 
  light wounds, 1 potions of cure moderate 
  wounds, 1 potion of hide. 
  Favorite Enemy (Fey): +1 on Bluff, Listen, 
  Sense motive, Spot, Wilderness Lore and 
  Damage. 
  Description: Middle aged human man who 
  retired from adventuring, now a sheep herder / 
  farmer outside of Mowbrenn City. 
  Roleplaying Hints: Guffrey is a coward, who 
  wants to turn back at every turn. The “bounty” is 
  what keeps him around. He avoids and/or flees 
  all fighting if possible. He absolutely does not 
  ride point and sticks in the middle of the party. 
  He also demands every buff spell, pouting if they 
  go to those “less worthy than the guide.” 
   
  Encounter 6  
  APL 4 (EL6) 
  Blackmar Huldane, Human Ftr 4 CR4; Medium 
  Human (6 ft. tall); HD 4d10+4; hp 32; Init +6(+2 
  Dex and Improved Init.); Spd 20 ft; AC 21(20 
  Flat Footed, 11 Touch)[Full Plate +8, Large 
  Shield +2, +2 Dex]; Atks +9 melee (1d6+6/19-20 
  x2 +1 Short Sword) +6 ranged(1d8/19-20x2  
  light crossbow); SQ SR 17 while seated on his 
  throne; AL LE; SV Fort +5, Ref +3, Will +3. 
  Str 17, Dex 14, Con 12, Int 13, Wis 11, Cha 12 
  Skills: Climb +7, Diplomacy+3, Jump +7, Handle 
  Animal +4, Listen +0, Ride +6, Search +0, 
  Sense Motive +1, Spot +0,Swim +6 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Expertise, Weapon Focus (Short sword), Iron 
  Will, Weapon Spec. (Short sword).  
  Equipment: Brooch of Shielding 21 charges, 
  Light Crossbow, +1 Short sword, Dagger, Chain 
  Mail, Large Shield, 20 bolts, potion of cure 
  moderate wounds. 
   
  2 Human Bodyguards, War2: CR 2; Medium 
  Human, HD 2d8+4; hp 17; Init +2; Spd 30 ft; AC 
  16(Flat Footed 16, Touch 10)[+4 Chain Shirt, +2 
  Large Shield]; Atks +6 melee (1d8+3/19-20 x2 
  Longsword) +0 or ranged +5(1d8 /19-20 x2 Light 
  Crossbow); AL LN, SV Fort +5, Ref +2, Will -0.  
  Str 16, Dex 14,Con 14,Int 8,Wis 10,Cha 8 
  Skills: Climb +2, Jump +3, Swim +3, Intimidate 
  +0, Handle Animal +1, Profession (Soldier) +0, 
  Ride +7, Spot +0 , Listen +0 
  Feats: Weapon Focus(Crossbow), Weapon 
  Focus(Long Sword) 
  Equipment: 
  Light 
  Crossbow, 
  Longsword, 
  Dagger, Shirt, Large Shield, 20 bolts. 
   
  Glavis, Human Hextorian Cleric 1: CR 1; 
  Medium Human (6 ft., tall); HD 1d8+2; hp 10; Init 
  +6 (+2 Dex, Improved Init.); Spd 20 ft; AC 19 
  (Flat Footed 17, Touch 12) [+5 Breastplate, +2 
  Large Shield, +2 Dex]; Atks +1 melee (1d8/x2 
  Light Flail); Al LE; SV Fort +4, Ref +2, Will +7;  
   
  Str 10, Dex 14, Con 14, Int 10, Wis 16, Cha 
  10 
  Skills: Concentration +6, Knowledge (Arcana) 
  +2, Knowledge (Religion) +4, Diplomacy +2, 
  Spot +3, Listen +3, Move Silently -2, Hide +4  
  Feats:  Improved Initiative, Weapon Focus (Light 
  Flail), Iron Will 
   
  Equipment: Breastplate, Large Shield, Light 
  Flail, Potion of Cure light wounds, Holy symbol 
  of Hextor on shield and around neck. 
   
  Spells:(3/2+1 Base DC = 13 + spell level): 0-
  [Detect Magic, Guidance, Read Magic]; 1st-
  [Change Self*, Bless, Magic Weapon] 
   
   
  *Domain spell. Domains: [Trickery (Bluff, 
  Disguise, Hide as class Skills); War (Martial 
  weapon proficiency and focus]. 
   
  Brunehilde, Human Bard 1: CR 1, Medium 
  Human (5’4 ft. tall); HD 1d6+2; hp 8; Init +1 
  (Dex); Spd 30 ft; AC 11(Flat Footed 10, Touch 
  11) [+1 Dex]; Atks +0 melee (1d4/19-20x2 
  Dagger)(1d3s/x2 Fist); SQ Bardic knowledge, 
  
  Inspire courage, Countersong, Fascinate; AL 
  NE; SV Fort +2, Ref +4, Will +3. 
   
  Str 10, Dex 12,Con 14,Int 10,Wis 12,Cha 16 
  Skills: Appraise +2, Bluff +5, Diplomacy +5, 
  Disguise +3, Hide +3, Listen +3, Move 
  Silently+3, Perform +7, Swim +2, Tumble +3 
  Feats: Toughness, Skill Focus (Perform), Dodge 
  Equipment: Hooded Robe, Dagger, Leather 
  Armor, 13 Gold Nobles, 30 copper, Scroll of 
  Grease.  
  Spells Known  (2; base DC = 13 + spell level): 
  0—[Daze, 
  Mending, 
  Prestidigitation, 
  Resistance]; 
   
  APL 6 (EL8) 
  Blackmar Huldane, Human Ftr 6 CR6; Medium 
  Human (6 ft. tall); HD 6d10+6; hp 46; Init +6(+2 
  Dex and Improved Init.); Spd 20 ft; AC 22(21 
  Flat Footed, 11 Touch)[+1 Full Plate +8, Large 
  Shield +2, +2 Dex]; Atks +12/+7 melee 
  (1d6+7/19-20 
  x2 
  Short 
  Sword) 
  +8/+3 
  ranged(1d8/19-20x2 light crossbow); SQ SR 17 
  while seated on his throne; AL LE; SV Fort +7, 
  Ref +5, Will +5. 
  Str 17, Dex 14, Con 12, Int 13, Wis 11, Cha 12 
  Skills: Climb +8, Diplomacy+4, Jump +8, Handle 
  Animal +4, Listen +0, Ride +9, Search +0, 
  Sense Motive +2, Spot +0,Swim +5 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Expertise, Weapon Focus (Short sword), Iron 
  Will, Weapon Spec. (Short sword). Weapon 
  Focus (Lance), Weapon Spec. (Lance) 
  Equipment: Brooch of Shielding 41 charges, 
  Light Crossbow, +2 Short sword, Dagger, +1 
  Full Plate, Large Shield, 20 bolts, potion of cure 
  moderate wounds, potion of endurance, cloak of 
  resistance +1.  
   
  4 Human Bodyguards, War2: CR 2; Medium 
  Human, HD 2d8+4; hp 17; Init +2; Spd 30 ft; AC 
  16(Flat Footed 16, Touch 10)[+4 Chain Shirt, +2 
  Large Shield]; Atks +6 melee (1d8+3/19-20 x2 
  Longsword) +0 or ranged +5(1d8 /19-20 x2 Light 
  Crossbow); AL LN, SV Fort +5, Ref +2, Will -0.  
  Str 16, Dex 14,Con 14,Int 8,Wis 10,Cha 8 
  Skills: Climb +2, Jump +3, Swim +3, Intimidate 
  +0, Handle Animal +1, Profession (Soldier) +0, 
  Ride +7, Spot +0 , Listen +0 
  Feats: Weapon Focus(Crossbow), Weapon 
  Focus(Long Sword) 
  Equipment: 
  Light 
  Crossbow, 
  Longsword, 
  Dagger, Shirt, Large Shield, 20 bolts. 
   
  Glavis, Human Hextorian Cleric 2 CR 2; 
  Medium Human (6 ft., tall); HD 2d8+4; hp 17; Init 
  +6 (+2 Dex, Improved Init.); Spd 20 ft; AC 19 
  (Flat Footed 17, Touch 12) [+5 Breastplate, +2 
  Large Shield, +2 Dex]; Atks +2 melee (1d8/x2 
  Light Flail); Al LE; SV Fort +5, Ref +2, Will +8;  
   
  Str 10, Dex 14, Con 14, Int 10, Wis 16, Cha 
  10 
  Skills: Bluff +1, Concentration +7, Knowledge 
  (Arcana) +2, Knowledge (Religion) +4, 
  Diplomacy +2, Ride +3, Spot +3, Listen +3, 
  Move Silently -2, Hide +4  
  Feats:  Improved Initiative, Weapon Focus (Light 
  Flail), Iron Will 
  Equipment: Breastplate, Large Shield, Light 
  Flail, 2 Potion of Cure light wounds, Holy symbol 
  of Hextor on shield and around neck. 
   
  Spells:(4/3+1 Base DC = 13 + spell level): 0-
  [Detect Magic, Guidance, Read Magic, 
  Resistance]; 1st-[Change Self*, Bless, Magic 
  Weapon, Shield of Faith ] 
   
   
  *Domain spell. Domains: [Trickery (Bluff, 
  Disguise, Hide as class Skills); War (Martial 
  weapon proficiency and focus]. 
   
  Brunehilde, Human Bard 2 CR 2, Medium 
  Human (5’4 ft. tall); HD 2d6+4; hp 14; Init +1 
  (Dex); Spd 30 ft; AC 11(Flat Footed 10, Touch 
  11) [+1 Dex]; Atks +1 melee (1d4/19-20x2 
  Dagger)(1d3/x2 Fist); SQ Bardic knowledge, 
  Inspire courage, Countersong, Fascinate; AL 
  NE; SV Fort +2, Ref +5, Will +4. 
   
  Str 10, Dex 12,Con 14,Int 10,Wis 12,Cha 16 
  Skills: Appraise +2, Bluff +5, Diplomacy +5, 
  Disguise +3, Hide +4, Listen +3, Move 
  Silently+3, Perform +9, Swim +2, Tumble +5 
  Feats: Toughness, Skill Focus (Perform), Dodge 
  Equipment: Hooded Robe, Dagger, Leather 
  Armor, 13 Gold Nobles, 30 copper.  
  Spells Known  (3/1; base DC = 13 + spell level): 
  0—[2 
  * 
  Daze, 
  Mending, 
  Prestidigitation, 
  Resistance]; 1st-[Grease] 
   
  APL 8 (EL 10) 
  Blackmar Huldane, Human Ftr 8 CR8; Medium 
  Human (6 ft. tall); HD 8d10+8; hp 58; Init +6(+2 
  Dex and Improved Init.); Spd 20 ft; AC 22(21 
  Flat Footed, 11 Touch)[+1 Flull Plate, +1 Large 
  Shield +2, +2 Dex]; Atks +15/+10 melee 
  (1d6+8/17-20 
  x2 
  Short 
  Sword) 
  +10/+5 
  ranged(1d8/19-20x2 light crossbow); SQ SR 17 
  while seated on his throne; AL LE; SV Fort +8, 
  Ref +5, Will +5. 
  Str 18, Dex 14, Con 12, Int 13, Wis 11, Cha 12 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 21 
  
  Skills: Climb +8, Diplomacy+4, Jump +8, Handle 
  Animal +5, Listen +0, Ride +11, Search +0, 
  Sense Motive +3, Spot +1,Swim +6 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Expertise, Weapon Focus (Short sword), Iron 
  Will, Weapon Spec. (Short sword). Weapon 
  Focus 
  (Lance), 
  Weapon 
  Spec. 
  (Lance), 
  Improved Crit (Short Sword) 
  Equipment: Brooch of Shielding 61 charges, 
  Light Crossbow, +2 Short sword, Dagger, +1 
  Full Plate, +1 Large Shield, 20 bolts, potion of 
  cure moderate wounds, potion of endurance, 
  cloak of resistance +1. 
   
  2 Human Bodyguards Ftr4: CR4; Medium 
  Human (6 ft. tall); HD 4d10+11; hp 39; Init +6(+2 
  Dex and Improved Init.); Spd 20 ft; AC 19(17 
  Flat Footed, 12 Touch)[+5 Chainmail, Large 
  Shield +2, +2 Dex]; Atks +8 melee (1d8+5/19-20 
  x2 Long Sword) or +6 ranged(1-8 / 19-20x2  
  light crossbow); AL LE; SV Fort +6, Ref +3, Will 
  +3. 
  Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
  Skills: Climb +3, Listen +5, Ride +3,Search +2, 
  Sense Motive +2, Spot +4,Swim +2 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Toughness, Weapon Focus (Longsword), Iron 
  Will, Weapon Spec. (Longsword).  
  Equipment: 
  Light 
  Crossbow, 
  Longsword, 
  Dagger, Chain Mail, Large Shield, 20 bolts, 
  Potion of cure moderate wounds, Potion of 
  Endurance. 
   
  Glavis, Human Hextorian Cleric 4: CR 4; 
  Medium Human (6 ft., tall); HD 4d8+8; hp 31; Init 
  +6 (+2 Dex, Improved Init.); Spd 20 ft; AC 19 
  (Flat Footed 17, Touch 12) [+5 Breastplate, +2 
  Large Shield, +2 Dex]; Atks +4 melee (1d8/x2 
  Light Flail); Al LE; SV Fort +6, Ref +3, Will +9;  
   
  Str 10, Dex 14, Con 14, Int 10, Wis 17, Cha 
  10 
  Skills: Concentration +9, Knowledge (Arcana) 
  +2, Knowledge (Religion) +5, Diplomacy +2, 
  Spot +3, Listen +3, Move Silently -2, Hide +5  
  Feats: Improved Init, Weapon Focus (Light 
  Flail), Iron Will, Brew Potion 
   
  Equipment: Breastplate, Large Shield, Light 
  Flail, 2 * Potion of Cure moderate wounds, 
  Potion of Endurance, Holy symbol of Hextor on 
  shield and around neck. 
   
  Spells:(5/4+1/3+1 Base DC = 13 + spell 
  level): 0-[2 * Detect Magic, Guidance, Read 
  Magic, Resistance]; 1st-[Change Self*, Bless, 
  Command, Magic Weapon, Shield of Faith]; 2nd-
  [Invisibility*, Hold Person, Sound Burst, Shield 
  Other] 
   
   
  *Domain spell. Domains: [Trickery (Bluff, 
  Disguise, Hide as class Skills); War (Martial 
  weapon proficiency and focus]. 
   
  Brunehilde, Human Bard 4 Medium Human 
  (5’4 ft. tall); HD 4d6+8; hp 23; Init +1 (Dex); Spd 
  30 ft; AC 13(Flat Footed 12, Touch 11) [+2 
  Leather Armor, +1 Dex]; Atks +3 melee (1d4/19-
  20x2 Dagger)(1d3/x2 Fist) +4 ranged (1d4/19-
  20x2 Dagger); SQ Bardic knowledge, Inspire 
  courage, Countersong, Fascinate; AL LE; SV 
  Fort +3, Ref +5, Will +5. 
   
  Str 10, Dex 12,Con 14,Int 10,Wis 12,Cha 19 
  Skills: Appraise +3, Bluff +9, Diplomacy +5, 
  Disguise 
  +5, 
  Hide 
  +4, 
  Listen 
  +3, 
  Knowledge(Nyrond) 
  +1, 
  Move 
  Silently+3, 
  Perform +12, Swim +2, Tumble +8 
  Feats: Toughness, Skill Focus (Perform), Dodge 
  Equipment: Robe, 3 Daggers, Leather Armor, 13 
  Gold Nobles, 30 copper.  
  Spells Known  (3/3/1; base DC = 14 + spell 
  level): 0—[Daze, Mending, Prestidigitation]; 
  1st—[Mage Armor, Sleep, Grease]; 2nd—
  [Invisibility]. 
   
  APL 10 (EL 12) 
  Blackmar Huldane, Human Ftr Lvl 10: CR10; 
  Medium Human (6 ft. tall); HD 10d10+10; hp 74; 
  Init +6(+2 Dex and Improved Init.); Spd 20 ft; AC 
  24 (23 Flat Footed, 11 Touch)[+2 Full Plate + 8, 
  +1 Large Shield +2, +2 Dex]; Atks +19/+14 
  melee (1d6+10/17-20 x2 +4 Short Sword) or 
  +12/+7 ranged(1d8/19-20x2 light crossbow); SQ 
  SR 17 while seated on his throne; AL LE; SV 
  Fort +9, Ref +6, Will +6. 
  Str 18, Dex 14, Con 12, Int 13, Wis 11, Cha 12 
  Skills: Climb +12, Diplomacy+3, Jump +12, 
  Handle 
  Animal 
  +10, 
  Listen 
  +0, 
  Profession(Soldier) +5, Ride +14, Search +0, 
  Sense Motive +2, Spot +0,Swim +12 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Expertise, Weapon Focus (Short sword), Iron 
  Will, Weapon Spec. (Short sword). Weapon 
  Focus 
  (Lance), 
  Weapon 
  Spec. 
  (Lance), 
  Improved Crit (Short Sword), Leadership, Ride 
  by Attack 
  Equipment: Brooch of Shielding 81 charges, 
  Light Crossbow, +4 Short sword, Dagger, +2 
  Full Plate, +1 Large Shield, 20 bolts, potion of 
  cure moderate wounds, potion of endurance, 
  cloak of resistance +1. 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 22 
  
  4 Human Bodyguards, Ftr 4, CR4; Medium 
  Human (6 ft. tall); HD 4d10+11; hp 39; Init +6(+2 
  Dex and Improved Init.); Spd 20 ft; AC 19(17 
  Flat Footed, 12 Touch)[+5 Chainmail, Large 
  Shield +2, +2 Dex]; Atks +8 melee (1d8+5/19-20 
  x2 Long Sword) or +6 ranged(1-8 / 19-20x2  
  light crossbow); AL LE; SV Fort +6, Ref +3, Will 
  +3. 
  Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
  Skills: Climb +3, Listen +5, Ride +3,Search +2, 
  Sense Motive +2, Spot +4,Swim +2 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Toughness, Weapon Focus (Longsword), Iron 
  Will, Weapon Spec. (Longsword).  
  Equipment: 
  Light 
  Crossbow, 
  Longsword, 
  Dagger, Chain Mail, Large Shield, 20 bolts, 
  Potion of cure moderate wounds, Potion of 
  Endurance. 
   
  Glavis, Human Hextorian Cleric 6: CR 6 
  Medium Human (6 ft., tall); HD 6d8+12; hp 45; 
  Init +6 (+2 Dex, Improved Init.); Spd 20 ft; AC 19 
  (Flat Footed 17, Touch 12) [+5 Breastplate, +2 
  Large Shield, +2 Dex]; Atks +5 melee (1d8/x2 
  Light Flail); Al LE; SV Fort +8, Ref +7, Will +11;  
   
  Str 10, Dex 14, Con 14, Int 10, Wis 17, Cha 
  10 
  Skills: Disguise +2, Concentration +11, 
  Knowledge (Arcana) +3, Knowledge (Religion) 
  +6, Diplomacy +2, Spot +3, Listen +3, Move 
  Silently -2, Hide +5  
  Feats: Improved Init, Weapon Focus (Light 
  Flail), Iron Will, Brew Potion, Lightning Reflexes 
  Equipment: Breastplate, Large Shield, Light 
  Flail, 2 * Potion of Cure moderate wounds, 
  Potion of Endurance, Holy symbol of Hextor on 
  shield and around neck, Scroll of Silence, Cloak 
  of Resistance + 1. 
   
  Spells:(5/4+1/4+1/3+1 Base DC = 13 + spell 
  level): 0-[2 * Detect Magic, Guidance, Read 
  Magic, Resistance]; 1st-[Change Self*, Bless, 
  Command, Magic Weapon, Shield of Faith]; 2nd-
  [Invisibility*, Hold Person, 2 * Sound Burst, 
  Shield Other]; 3rd-[Magic Vestment*, 2 * Dispel 
  Magic , Bestow Curse] 
   
  Brunehilde, Human Bard 6; CR 6, Medium 
  Human (5’4 ft. tall); HD 6d6+12; hp 38; Init +5 
  (Improved Init, Dex); Spd 30 ft; AC 13(Flat 
  Footed 12, Touch 11) [+2 Leather Armor, +1 
  Dex]; 
  Atks 
  +4 
  melee 
  (1d4/19-20x2 
  Dagger)(1d3/x2 Fist) +5 ranged (1d4/19-20x2 
  Dagger); SQ Bardic knowledge, Inspire courage, 
  Countersong, Fascinate; AL LE; SV Fort +4, Ref 
  +6, Will +6. 
   
  Str 10, Dex 12,Con 14,Int 10,Wis 12,Cha 19 
  Skills: Appraise +3, Bluff +9, Diplomacy +5, 
  Disguise 
  +5, 
  Hide 
  +6, 
  Listen 
  +3, 
  Knowledge(Nyrond) 
  +1, 
  Move 
  Silently+5, 
  Perform +14, Spot +3, Swim +2, Tumble +10 
  Feats: 
  Toughness, 
  Skill 
  Focus 
  (Perform), 
  Dodge, Improved Initiative 
  Equipment: Robe, 3 Daggers, Leather Armor, 13 
  Gold Nobles, 30 copper.  
  Spells Known  (3/4/3; base DC = 14 + spell 
  level): 0—[Dancing Lights, Daze, Mage Hand, 
  Mending, Prestidigitation, Resistance]; 1st—
  [Mage Armor, Sleep, Expeditious Retreat, 
  Grease]; 2nd—[Invisibility, Sound Burst, Mirror 
  Image]. 
   
  APL 12 (EL 14) 
  Blackmar Huldane, Human Ftr Lvl 10: CR10; 
  Medium Human (6 ft. tall); HD 10d10+10; hp 74; 
  Init +6(+2 Dex and Improved Init.); Spd 20 ft; AC 
  24 (23 Flat Footed, 11 Touch)[+2 Full Plate + 8, 
  +1 Large Shield +2, +2 Dex]; Atks +19/+14 
  melee (1d6+10/17-20 x2 +4 Short Sword) or 
  +12/+7 ranged(1d8/19-20x2 light crossbow); SQ 
  SR 17 while seated on his throne; AL LE; SV 
  Fort +9, Ref +6, Will +6. 
  Str 18, Dex 14, Con 12, Int 13, Wis 11, Cha 12 
  Skills: Climb +12, Diplomacy+3, Jump +12, 
  Handle 
  Animal 
  +10, 
  Listen 
  +0, 
  Profession(Soldier) +5, Ride +14, Search +0, 
  Sense Motive +2, Spot +0,Swim +12 
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Expertise, Weapon Focus (Short sword), Iron 
  Will, Weapon Spec. (Short sword). Weapon 
  Focus 
  (Lance), 
  Weapon 
  Spec. 
  (Lance), 
  Improved Crit (Short Sword), Leadership, Ride 
  by Attack 
  Equipment: Brooch of Shielding 101 charges, 
  Light Crossbow, +4 Short sword, Dagger, +2 
  Full Plate, +1 Large Shield, 20 bolts, potion of 
  cure moderate wounds, potion of endurance, 
  cloak of resistance +1. 
   
  8 Human Bodyguards, Ftr 4, CR4; Medium 
  Human (6 ft. tall); HD 4d10+11; hp 39; Init +6(+2 
  Dex and Improved Init.); Spd 20 ft; AC 19(17 
  Flat Footed, 12 Touch)[+5 Chainmail, Large 
  Shield +2, +2 Dex]; Atks +8 melee (1d8+5/19-20 
  x2 Long Sword) or +6 ranged(1-8 / 19-20x2  
  light crossbow); AL LE; SV Fort +6, Ref +3, Will 
  +3. 
  Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
  Skills: Climb +3, Listen +5, Ride +3,Search +2, 
  Sense Motive +2, Spot +4,Swim +2 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 23 
  
  Feats: 
  Mounted 
  Combat, 
  Improved 
  Init., 
  Toughness, Weapon Focus (Longsword), Iron 
  Will, Weapon Spec. (Longsword).  
  Equipment: 
  Light 
  Crossbow, 
  Longsword, 
  Dagger, Chain Mail, Large Shield, 20 bolts, 
  Potion of cure moderate wounds, Potion of 
  Endurance. 
   
  Glavis, Human Hextorian Cleric 8: CR 8 
  Medium Human (6 ft., tall); HD 8d8+16; hp 59; 
  Init +6 (+2 Dex, Improved Init.); Spd 20 ft; AC 19 
  (Flat Footed 17, Touch 12) [+5 Breastplate, +2 
  Large Shield, +2 Dex]; Atks +7/+2 melee 
  (1d8/x2 Light Flail); Al LE; SV Fort +8, Ref +6, 
  Will +12;  
   
  Str 10, Dex 14, Con 14, Int 10, Wis 18, Cha 
  10 
  Skills: Disguise +4, Concentration +13, 
  Knowledge (Arcana) +3, Knowledge (Religion) 
  +8, Diplomacy +2, Spot +3, Listen +3, Move 
  Silently -2, Hide +5  
  Feats: Improved Init, Weapon Focus (Light 
  Flail), Iron Will, Brew Potion, Lightning Reflexes 
  Equipment: Breastplate, Large Shield, Light 
  Flail, 2 * Potion of Cure moderate wounds, 
  Potion of Endurance, Holy symbol of Hextor on 
  shield and around neck.  
   
  Spells:(6/5+1/5+1/4+1/3+1 Base DC = 14 + 
  spell level): 0-[2 * Detect Magic, Guidance, 
  Read Magic, 2 * Resistance]; 1st-[Change Self*, 
  Bless, 2 * Command, Magic Weapon, Shield of 
  Faith]; 2nd-[Invisibility*, Hold Person, 2 * Sound 
  Burst, Shield Other, Endurance]; 3rd-[Magic 
  Vestment*, 2 * Dispel Magic , Bestow Curse, 
  Blindness]; 4th-[Confusion*, Poison, Summon 
  Monster IV(Fiendish Dire Ape), Freedom of 
  Movement] 
   
  Summon Monster IV - Fiendish Dire Ape: 
  Large magical beast; HD 5d8+10; hp 38; Init +2; 
  Spd 30 ft., climb 15 ft.; AC 15 (touch 11, flat-
  footed 14) [[-1 size, +2 Dex, +4 natural]]; Atk +8 
  melee (1d6+6 2 claws) +3 melee (1d8+3 bite); 
  SA Rend 2d6+12, Smite Good(+5 hit/+5 
  damage); SQ Scent, darkvision 60ft, DR 5/+1, 
  cold and fire resistance 10, SR 10 AL CE; SV 
  Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con 14, 
  Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Move Silently 
  +9;Spot +9. 
   
  Brunehilde, Human Bard 8 CR 8, Medium 
  Human (5’4 ft. tall); HD 8d6+16; hp 46; Init +5 
  (Improved Init, Dex); Spd 30 ft; AC 13(Flat 
  Footed 12, Touch 11) [+2 Leather Armor, +1 
  Dex]; 
  Atks 
  +6/+1 
  melee 
  (1d4/19-20x2 
  Dagger)(1d3/x2 Fist) +7/+2 ranged (1d4/19-
  20x2 Dagger); SQ Bardic knowledge, Inspire 
  courage, Countersong, Fascinate; AL LE; SV 
  Fort +4, Ref +6, Will +6. 
   
  Str 10, Dex 12,Con 14,Int 10,Wis 12,Cha 20 
  Skills: 
  Bluff+7, 
  Appraise 
  +5, 
  Bluff 
  +12, 
  Diplomacy +5, Disguise +5, Hide +6, Listen +5, 
  Knowledge(Nyrond) 
  +1, 
  Move 
  Silently+5, 
  Perform +15, Spot +3, Swim +2, Tumble +12 
  Feats: 
  Toughness, 
  Skill 
  Focus 
  (Perform), 
  Dodge, Improved Initiative 
  Equipment: Robe, 3 Daggers, Leather Armor, 13 
  Gold Nobles, 30 copper. 3 potions of cure 
  serious wounds 
  Spells Known  (3/4/4/2; base DC = 15 + spell 
  level): 0—[Dancing Lights, Daze, Mage Hand, 
  Mending, Prestidigitation, Resistance]; 1st—
  [Mage Armor, Sleep, Expeditious Retreat, 
  Grease]; 2nd—[Invisibility, Sound Burst, Mirror 
  Image, Animal Trance]; 3rd—[Slow, Wind Wall, 
  Keen Edge]. 
   
  Travina Silvermane, Witch of the Sands, 
  Female Human Wiz 10: CR 10; Medium Human 
  (6 ft., tall); HD 10d4+23; hp 54; Init +0; Spd 20 ft; 
  AC 12 (Flat Footed 12, Touch 12); Atks +4 
  melee (1d6 staff); Al NE; SV Fort +7, Ref +7, 
  Will +11;  
   
  Str 10, Dex 10, Con 14, Int 18, Wis 14, Cha 
  10 
  Skills: 
  Alchemy 
  +14, 
  Concentration 
  +16, 
  Knowledge (Arcana) +14, Knowledge (Religion) 
  +14, 
  Knowledge 
  (Planes) 
  +14, 
  Knowledge(Nyrond) +8, Knowledge(Greyhawk) 
  +8, Knowledge(Bright Desert) +10; Spot +3, 
  Listen +3, Move Silently +2, Spellcraft +14, Scry 
  +14 
  *Speaks-Common, Infernal, Abyssal, Celestial, 
  Elven, and Terran 
  Feats: 
  Scribe 
  Scroll, 
  Toughness, 
  Combat 
  Casting, Enlarge Spell(Fireball), Iron Will, Craft 
  Wand, Greater Fortitude, Lightning Reflexes 
   
  Weasel Familiar: +2 reflex. 
   
  Equipment: Robe, Staff, Dagger, small pouches 
  on belt. Brooch of Shielding 101 charges, Wand 
  of Lightning bolts 5 charges-7
  th level caster. 
  Ring of Protection +2, Scroll of Knock, Potion of 
  Fly, Scroll of Teleport. 
   
   
  Spells:(4/5/5/4/4/2 Base DC = 14 + spell 
  level): 0-[ Detect Poison, Detect Magic, Light, 
  Daze]; 1st-[Shield, Mage Armor, 2 * Magic 
  Missile, Expeditious Retreat]; 2nd-[Blur, Knock, 
  Cats Grace, Glitterdust, See Invisibilty]; 3rd-
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 24 
  
  [Fireball, Haste, Slow, Lightning Bolt] ; 4th-
  [Enlarged Fireball, Stoneskin, Rainbow Pattern, 
  Ice Storm] 5th-[Spirit Wall*, Cone of Cold] 
   
  * 
  Spirit 
  Wall 
  From 
  Tome 
  and 
  Blood-
  Components: V,S,M, Casting time: 1 action, 
  Effect: Wall, area up to 10ft sq/level, or 
  hemisphere 1 ft/level. Duration: 1 Minute per 
  level, Saving throw: None, Spell Resistance: No. 
  Wall made of swirling greenish white figure 
  appearing as tortured spirits. One side emits a 
  horrid groan(sonic effect) out to 60 feet, Will 
  Save or flee in panic for 1d4 rounds. Touching 
  the wall deals 1d10 points of damage. Passing 
  thru the wall deals 1d10 damage and requires a 
  fortitude save or receive one negative level. The 
  wall blocks magical effects and provides 9/10ths 
  cover from physical attacks. 
   
  Encounter 8 
  Barren Keep Guards, Human Ftr1: CR 1; 
  Medium Human, HD 1d10+2; hp 12; Init +2; Spd 
  30 ft; AC 16(Flat Footed 14, Touch 12)[+4 
  Scale,+2 Dex]; Atks +4 melee (1d8+3/19-20 
  long sword) or ranged +4(<30 ft. +5) or 
  +2/+2(<30 ft. +3/+3 (1d8(<30 ft +1)/x3 Long 
  Bow) 
  or 
  ranged 
  +3 
  (1d12/19-20 
  Heavy 
  Crossbow); AL LE, SV Fort +5, Ref +2, Will 0.  
   
  Str 16, Dex 14,Con 14,Int 10,Wis 10,Cha 10 
  Skills: Climb +5, Jump +4, Swim +3, Profession 
  (Soldier) +1, Ride +3, Spot +2, Listen +1 
  Feats: Weapon Focus(Longbow), Point Blank, 
  Rapid Shot  
  Equipment: Longsword, Dagger, Long Bow, 60 
  arrows, Heavy Crossbow, 5 quarrels, Scale 
  Mail, 4 coppers, Hextor Medallion 
   
  Encounter 9 
  Raiders, Human War2: CR 1; Medium Human, 
  HD 2d8+4; hp 17; Init +2; Spd 30 ft; AC 16(Flat 
  Footed 14, Touch 12)[+4 Scale,+2 Dex]; Atks +5 
  melee (1d8+3/19-20 longsword) or ranged +5 
  (1d6/x3 Short Bow); AL LE, SV Fort +5, Ref +2, 
  Will 0.  
   
  Str 16, Dex 14,Con 14,Int 8,Wis 10,Cha 8 
  Skills: Climb +2, Jump +3, Swim +3, Intimidate 
  +0, Handle Animal +1, Profession (Soldier) +0, 
  Ride +7, Spot +0 , Listen +0 
  Feats: Weapon Focus (Shortbow), Mounted 
  Combat 
  Equipment: Longsword, Dagger, Short Bow, 60 
  arrows, Scale Mail, 4 coppers, Hextor Medallion 
   
  Light War Horses: CR 1; Large animal; Size: 
  5x10/5; HD 3d8+9; hp 22; Init +1; Spd 60 ft.; AC 
  18 (touch 11, flat-footed 17) [[-1 size, +1 Dex, +4 
  natural, +4 barding (chain shirt)]]; Atk +4 melee 
  (1d4+3, 2 hooves) -1 melee (1d3+1, bite), SQ 
  Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6.  
   
  Skills and Feats: Listen +7, Spot +7, Swim 
  +3, Jump +3; 
   
  Blackmar Scout, Male Human Rgr 5th/Ftr 1: 
  CR 6 Size:med; HD 6D10+6; hp 47; Init +2; Spd 
  30 ft; AC 16 (touch 12, flat-footed 14) [+2 Dex, 
  +4 Chainshirt]; Atk: +9/+4 or +7/+7/+2 melee 
  (1d6+2 shortsword/19-20) +9/+4 ranged (1d6 
  short bow/x3); SA Favorite Enemy(Humans, 
  Elves); AL LE; SV Fort +7, Ref +3, Will +3; Str 
  14, Dex 14, Con 12, Int 11, Wis 14, Cha 10.  
  Feats: Weapon Focus (short sword), Point Blank 
  Shot, Far Shot*, Track, Ambidextrous, Two 
  weapon fighting, Weapon Focus(Short Bow), 
  Mounted Combat 
  * Increases Short Bow range increment to 90’ 
  Skills: Animal Empathy +2, Climb +2, Intimidate 
  +3, Hide +4, Jump +2, Heal +4, Listen +6, Move 
  Silently +4, Ride +8, Spot +5, Swim +3, 
  Wilderness Lore +10 
  Equipment: Chain shirt, 2 short swords, 50 gold 
  pieces, 14 silver pieces, short bow, 60 arrows, 3 
  potions of cure light wounds. 
  Spells known(Base DC = 13) Entangle 
   
  Favorite Enemy (Humans): +2 on Bluff, Listen, 
  Sense Motive, Spot, Wilderness Lore and 
  Damage. 
  Favorite Enemy (Elves): +1 on Bluff, Listen, 
  Sense Motive, Spot, Wilderness Lore and 
  Damage. 
   
  Blackmar Veteran, Ftr Lvl 8: CR 8; Medium 
  Human 
  (5’11); 
  HD 
  8d10+8;hp 
  59;Init 
  +7 
  (Imp.Init);Spd 20; AC 23 (Flat Footed 20, Touch 
  13) [+5 Chainmail+2, +2 large shield +1, +3 
  Dex];  ;Atks +14/+9 melee(1d8+7, 17-20/x2, +2 
  Long Sword) +14/+9 melee(1d8+5, x3, Heavy 
  Lance) ranged +11/+6 (1d6, x3, Short bow); 
  Face/Reach 5ft/5ft; AL LE; Saves Fort +7, 
  Ref+5, Will +2. Str 16, Dex 16, Con 12, Int 16, 
  Wis 10, Cha 11. 
  Skills: Climb +9, Diplomacy +3, Handle Animal 
  +6, 
  Heal 
  +4, 
  Jump 
  +7, 
  Listen 
  +1,  
  Profession(Soldier) +9, Ride +15,  Spot +3, 
  Swim +7 
  Feats: Weapon Focus(Long Sword), Improved 
  Init., Mounted Combat, Weapon Focus(Lance), 
  Weapon Specialization(Long Sword), Weapon 
  Specialization(Lance), Ride by Attack, Spirited 
  Charge, Improved Crit(Long Sword) . 
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 25 
  
  Equipment: +2 Long Sword, Heavy Lance, 
  Dagger, +2 Chainmail, +1 Large Steel Shield, 
  Short bow, 20 arrows, Potion of Bull Strength, 
  Potion of Cure Critical wounds 
   
  Cleric of Hextor, Human Clr10: CR 10; 
  Medium Human (6 ft., tall); HD 10d8+18; hp 70; 
  Init +7 (+3 Dex, Improved Init.); Spd 20 ft; AC 
  22(with Dodge) 21Flat Footed 17 Touch 14 [+5 
  Breastplate, +1 Small Shield, +3 Dex]; Atks 
  +7/+2 melee (1d8/x2 Heavy Mace); Al CE; SV 
  Fort +9, Ref +6, Will +12;  
   
  Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 
  10 
  Skills: Concentration +14, Knowledge (Arcana) 
  +2, Knowledge (Religion) +7, Diplomacy +4, 
  Spot +3, Listen +3, Move Silently -2, Hide +7  
  Feats: Improved Init, Combat Casting, Weapon 
  Focus (Heavy Mace), Dodge, Leadership, Iron 
  will 
  Equipment: Breastplate, Small Shield, Heavy 
  Mace, Potion of Cure moderate wounds, Holy 
  symbol of Hextor under robes, potion of Blur, 
  Potion of Fly, Ring of protection +2 
   
  Spells:(6/5+1/5+1/4+1/3+1/2+1 Base DC = 
  13 + spell level): 0-[2 * Detect Magic, Guidance, 
  2 * Light, Read Magic]; 1st-[Change Self*, 
  Sanctuary, Bane, Command, Magic Weapon, 
  Obscuring Mist ]; 2nd-[Invisibility*, 2 * Sound 
  Burst, 
  Hold 
  person, 
  Darkness]; 
  3rd-[Magic 
  Vestment*, 2 * Blindness, Dispel Magic, Searing 
  Light];4th- [Confusion*, Spell Immunity, 2 * Inflict 
  Critical Wounds]; 5th-[Flame Strike*,2 * Flame 
  Strike] 
   
   
  *Domain spell. Domains: [Trickery (Bluff, 
  Disguise, Hide as class Skills); War (Martial 
  weapon proficiency and focus]. 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 26 
  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 27 
  Appendix #2: Barren Keep Description Room by Room 
   
  Following are descriptions and information of various places within the keep the PCs may go. This is 
  included in case one of the PCs can go invisible or has some other method of exploring. As always feel 
  free to improvise. All doors are sturdy wooden doors (1 in. thick; hardness 5; hp 15; AC 5; Break DC 18. 
  DC 25 Open Lock) unless otherwise noted. 
   
  Ballista Statistics. Straight 1d20 attack roll, ranged +0 and no character attack bonus. 3d6/x3, range 120 
  feet. 3 full round actions to reload. See DMG page 151-152. 
   
   
  Outside The Fortress 
  Map in Appendix #5 
   
  A-Stables-These are the initial Stables the PCs 
  enter when using the escape tunnel. 
  B-Stables-These are roughly built external 
  stables/barns. They match A in layout. The 
  stables are mostly empty due to the vast number 
  of cavalry out patrolling. They each have a small 
  balck smithy attached to them with regular tools.  
  C-Hextorian 
  Temple-This 
  large 
  building 
  appears 
  to 
  be 
  a 
  temple 
  of 
  Hextor. 
  Knowledge(Religion) Check DC 5. The building 
  has an unhallow spell cast upon it with a cause 
  fear (DC 15 Will save to enter) effect 
  permanently in place. The Building is completely 
  empty other than one giant six-armed statue 
  along the back wall and a small alter. A large 
  summoning circle sits ominously on the floor.  
  D-Barracks-These 
  wooden 
  and 
  stone 
  longhouses appear to be newly built. Especially 
  the ones outside the main defense wall. Each 
  building has enough space to house roughly 40 
  men.  
  The ones inside the Keep are in use but empty, 
  due to these men being on patrol in the 
  surrounding countryside.  
  The ones outside the main keep are full with 
  replacement troops. Each longhouse contains 
  40 of Blackmar’s soldiers. Use 5 times the APL 
  8 Encounter 9 to represent the men in each 
  longhouse if required. Stats in Appendix #1. 
  E-Storage-General storage. Everything from 
  food to utility items.  
  F-Gatehouse- 
  See 
  Below 
  for 
  interior 
  information. 
  G-Wall 
  Towers-See 
  Below 
  for 
  interior 
  information. 
  H-Wooden Bridge-This wooden bridge is not 
  permanently anchored. Weighing in at 1500 lbs, 
  it is meant to be removed in the case of a siege.  
  I-Outer Entrance-There is no gate at the outer 
  entrance, just a dirt berm that can be walked 
  around. This outer entrance is always patrolled 
  by 4 guards and a seargent. At night they double 
  this guard and use the few half elves in their 
  group for night vision purposes. Use stats from 
  Encounter 8 & 9 for guards 
   
   
  1 Blackmar Veteran, Ftr 8; HP 59 
  4 Barren Keep Guards, Ftr 1; HP 12, 12, 12, 
  12* at night these are half elves, loose the 
  weapon focus feat 
   
  Outer Wall-The outer wall is of packed dirt with 
  a wooden palisade, 10 feet, on top of it. Climb 
  Check DC 20 to get over. 
   
  Inner Wall-The inner wall is solid worked stone. 
  25 feet high by 10 feet wide. Climb check DC 
  25. 
   
  Barren keep Floor One 
  Map in Appendix #7 
   
  A-Front Door-See encounter 5 for description. 
  The doors are sturdy wooden/iron doors (6 in. 
  thick; hardness 5; hp 90; AC 5; Break DC 18.) 
  They are held shut by a 6 inch wood and iron 
  beam that is dropped into place. There is no 
  lock.  
  Across the main doorway is a Permanent 
  Otiluke’s Dispelling Screen set right in front of 
  the doors. Otiluke’s Displelling Screen is on 
  Page 94 of Tome and Blood. It is equivalent to a 
  permanent in place Dispel Magic cast by a 10th 
  level wizard. Dispel Check 1d20+10.  
  B-Entrance Hall-The entrance hall has murder 
  holes in the roof. Downward pointing arrow slits 
  on the sides and another set of sturdy 
  wooden/iron doors(6 in. thick; hardness 5; hp 
  90; AC 5; Break DC 18.) at its end  They are 
  held shut by a 6 inch beam that is dropped into 
  place. There is no lock. . Twin portcullises 
  (hardness 10, hp 30, DC 24 to bend. If one bar 
  bent, small creatures can get out. Two bars 
  
  allow medium sized creatures to get through.) 
  are visible in the ceiling. 
  C-Storage-Sausages hang from the ceiling 
  aging. Barrels of meat, fish, flour and sugar, a 
  large spice rack, piles of yet to be cleaned 
  vegetables. There are several large Kegs of Ale 
  and wine as well.  
  D-Kitchen-This appears to be the standard 
  kitchen. Pots, pans, and assorted utensils lay 
  scattered 
  around 
  on 
  several 
  tables 
  and 
  counters. Two large pots hang in the fireplaces 
  that vent out of small cracks in the wall. A well 
  sits in one corner. 
  E-Towers-Heavy Crossbows, bags of quarrels, 
  swords, spears, and shields hang from pegs on 
  the walls. 
  F-Great Hall-See encounter Six for description. 
  Wooden Great Hall Floor-Pit Ceiling, Hardness 
  5, HP 30 (3 Inches thick) 
   
  Barren keep Floor Two 
  Map in Appendix #8 
   
  A-Balcony / Throne Room-See encounter 7 for 
  a description of Blackmar’s throne. This area 
  contains several low benches to either side of 
  the throne, and several small tables loaded with 
  food and ale. A large map of Nyrond is pinned to 
  the back wall. The alcoves contain numerous 
  cloaks and several suits of full plate armor. 
  B-Gatehouse 
  Guard 
  post- 
  Currently 
  unoccupied. Contains several large rocks for 
  dropping through murder holes, 6 flasks of 
  alchemists fire, and two large iron vats for 
  dumping through the murder holes, 1 full of oil, 
  and on full of acid. There are also manual 
  cranks for both portcullises located here. This 
  requires a Strength Check DC 12 and is a full 
  round action for each portcullis.  
  C-Towers-Arrow 
  slits 
  line 
  the 
  walls. 
  An 
  occasional quiver of bolts and arrows lay on the 
  floor.  
  D-Bedrooms-These 
  small 
  chambers 
  are 
  sleeping chambers for the commoner staff. They 
  are currently not occupied.  
   
  Barren keep Floor Three 
  Map in Appendix #9 
   
  A-Barracks- Each room has enough space to 
  house roughly 40 men.  
   
  The east room contains 40 of Blackmar’s 
  soldiers. To represent the soldiers use 5 times 
  the APL 8 Encounter 9 to represent the men, 
  minus the horses. the west room only 24, 3 
  times the APL 8 Encounter 9. 
   
  B-Guard Post-Outside of these doubledoors 
  stand two of Blackmars veteran guards. Use 
  stats from Encounter 9 for  
  2 Blackmar Veteran, Ftr 8: HP 59, 59 
  The doors are locked, key held by one of the 
  guards.  
   
  C-Common Room-This room appears to be a 
  lounge for the soldiers. It contains several 
  benches and  tables, sharpening stones, broken 
  weapons, dice, and board games. Empty mugs 
  and plates litter the tables and floor. Currently 
  the room is empty.  
  D-Officer Bedrooms- This bedroom has a 
  larger than normal sized bed, nightstand, and 
  dresser. A small enclosed firepit is in one 
  corner. There is also a small desk and a chair in 
  one corner.  
  E-Private Dining Room- 
  F-Office- A large desk and a book shelf sit in 
  one corner. Several other chairs are scattered 
  around a low table to which is pinned a map of 
  Nyrond. On the wall hangs a very detailed map 
  of the County of Mowbrenn, as well as a map of 
  Mowbrenn city.  
  G-Storage-This 
  is 
  an 
  oversized 
  closet 
  containing several suits of full plate, several 
  noble outfits and cloaks of the finest manufactur.  
  H-Bedroom- This bedroom has a magnificent 
  bed, several dressers, and a rocking chair in 
  one corner. A large painting of Blackmar 
  Huldane and his advisor Sir Quarlanth surveying 
  a battlefield, hangs on one wall. Several small 
  chests lay on the floor.  
   
  Barren keep Floor Four / Roof 
  Map in Appendix #10 
   
  From the roof of the Barren Keep the view 
  stretches for miles over the bareen flat land 
  surrounding it. Stationed up here are several 
  guards keeping a look out. They gaze far into 
  the distance. They do not look into the keep 
  unless the alarm is raised. Use stats from 
  Encounter 8 and 9 for these sentries. All of them 
  have horns to raise an alarm. 
  1 Blackmar Veteran, Ftr 8: HP 59 
  1 Blackmar Scout, Male Human Rgr 5th/Ftr 1; 
  HP 47 
  6 Barren Keep Guards, Ftr 1; HP 12, 12, 12, 
  12, 12, 12 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 28 
  
  They also all have access to heasy crossbows 
  and several ballista. 
   
  A-Citadel / Storage- Heavy Crossbows, bags of 
  quarrels, swords, spears, and shields hang from 
  pegs on the walls. Barrels of Oil, acid and water. 
  Also numerous extra ballista bolts. A stairwell 
  leads to roof. Sturdy wooden double doors (2 in. 
  thick; hardness 5; hp 30; AC 5; Break DC 18. 
  DC 25 Open Lock. 
   
  Barren keep Dungeon 
  Map in Appendix #11 
   
  Acid Pit-See Encounter #6 
  A,B,C,D-Tower Basement / Storage- Barrels of 
  meat, poultry and fish. Sacks of flour and sugar, 
  boxes of fruits and vegetables, some of it 
  already rotting. There are several large Kegs of 
  Water, Ale and wine as well. B has much more 
  food and kitchen supplies, while D contains 
  several large barrels of Acid. 
  E-Cells- These appear to be cells for prisoners. 
  They are all empty. The doors are locked, DC 
  25 Open Lock skill check, or DC 28 to break 
  down, hardness 10, hp 10 to hack through the 
  thin iron bars. 
  F-Torture Chamber-This room contains several 
  torture devices, a rack, an iron maiden, and a 
  collection of evilly shaped knives. Several dead 
  mutilated bodies lie piled in one corner. Spot 
  Check DC 15 to realize they all have a similar 
  tattoo. 
  Nyronds 
  Seventh 
  Legion, 
  “The 
  Bloodhounds”.  They patrol the Western 
  Border. 
   
  Fortress Towers  
  Map in Appendix #12 
   
  Each tower contains 12 soldiers. 4 are usually 
  on cavalry patrol outside the keep, with 4 
  sleeping or lounging, and 4 keeping watch from 
  the top floor. They look outwards, away from the 
  walls unless an alarm is raised. Use stats from 
  Encounter 8 and 9 for these guards. 
   
  2 Blackmar Veteran, Ftr Lvl 8: HP 59, 59 
  Each veteran in a tower carries a horn to raise 
  an alarm as well as 10 arrows of ligh.  
  6 Guards, Ftr2; HP 12, 12, 12, 12, 12, 12 
   
  If an alarm sounds the 4 on rest hastily don their 
  armor, which takes 6 rounds before joining their 
  fellows on top of the tower  
  Tower Basement-Storage for food, Water, and 
  Weapons.  
  Tower First Floor-Barracks-Spartan quarters 
  to house 12 soldiers. 
  Tower Second Floor- Common Area and 
  Kitchen 
  Tower Third Floor-Oil, Ballista, Heavy Xbows. 
  All soldiers on the roof gain cover from the tower 
  parapets. 
   
  Fortress Gatehouse 
  Map in Appendix #12 
  The gatehouse contains 24 soldiers plus their 
  commander and a cleric. 8 are usually on 
  cavalry patrol outside the keep, with 8 sleeping 
  or lounging, and 8 keeping watch from the top 
  floor. They look outwards, away from the walls 
  unless an alarm is raised. Use stats from 
  Encounter 8 and 9 for these guards except for 
  the commander. 
   
  Cleric of Hextor, Human Clr10: HP 70 
  2 Blackmar Veteran, Ftr 8: HP 59, 59 
  Each veteran carries a horn to raise an alarm as 
  well as 10 arrows of continual light to light up the 
  darkness at night if needed.  
  16 Barren Keep Guards, Ftr1; HP 12 all 
   
  Gatehouse Commander, Boris Helmbreaker, 
  Dwarven Ftr 10: CR10; Medium Humanoid (6 
  ft. tall); HD 10d10+20; hp 84; Init +2 Dex; Spd 
  15 ft; AC 24(23 Flat Footed, 11 Touch)[+2 Full 
  Plate, +1 Large Shield, +2 Dex]; Atks +16/+11 
  melee (1d12+9/19-20 x3 +3 Great Axe) or 
  +12/+7 ranged(1d8/19-20x2 light crossbow); AL 
  LE; SV Fort +9, Ref +5, Will +6. 
  Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 10 
  Skills: Climb +14, Jump +14, Handle Animal 
  +10, Listen +0, Profession(Soldier) +5, Ride 
  +14, Search +0, Spot +3, Swim +14 
  Feats: Monkey Grip(Great Axe), Cleave, Power 
  Attack, Weapon Focus (Great Axe), Iron Will, 
  Weapon Spec. (Great Axe). Great Cleave, 
  Sunder, Improved Crit (Great Axe), Leadership,  
  Equipment: Light Crossbow, +3 Great Axe, 
  Dagger, +2 Full Plate, +1 Large Shield, 20 bolts 
  If an alarm sounds the 8 on rest hastily don their 
  armor, which takes 6 rounds before joining their 
  fellows on top of the gatehouse.  
  Gatehouse First Floor-Barracks- Storage for 
  food, Water, and Weapons.  
  Gatehouse 
  Second 
  Floor-Common 
  area, 
  Kitchen + Dining 
  Gatehouse Third Floor- Oil, Ballista, Heavy 
  Xbows.
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 29 
  
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 30 
  Appendix #3: Movement to/from the Barren Keep 
   
  Due to the Barren Keep not being located on a road, and the fact that it was a deserted ruin for many 
  years, how to get to the keep is not widely known. Thus getting there can be problematic. One of the 
  following DC Checks must be made each day or movement is at ½ rate as characters wander about lost. 
  Failure by more than 5 while in the barren rocky wasteland, the last 40 miles, means the PCs make no 
  progress that day as they wander about lost. A Knowledge (Oberond) check DC 15, a Knowledge 
  (Mowbrenn) check DC 18, a Knowledge (Nyrond) or Bardic Knowledge DC 21 or an Intelligence Check 
  DC 24 allows the PCs to move their full rate, otherwise the rate is halved. PCs may assist the primary 
  roller and a “10” may be taken. A successful Intuit Direction Check DC 15 grants all party members a +5 
  competence bonus on all of their checks for the day. Purchasing a map to the Barren keep in Mowbrenn 
  City adds a further +1 circumstance bonus to all party rolls. 
   
  Starvation and Thirst are covered in the DMG on page 86 for PCs who are extremely slow or don’t pack 
  well. 
   
  The first 60 miles of travel is trackless plains, movement is unaffected. The last 40 miles movement is at 
  ½ speed due to the trackless barren rocky wasteland (equal to Hills / Sandy Desert).  
   
  Mounted Speed 
   
  Per Hour 
  Per Day 
  Light horse or light warhorse 
  6 miles  
  48 miles 
  Light horse (151-450 lb.) 
  4 miles  
  32 miles 
  Light warhorse (231-690 lb.) 
  4 miles  
  32 miles 
  Heavy horse 
   
   
  5 miles  
  40 miles 
  Heavy horse (201-600 lb.) 
  3.5 miles 
  28 miles 
  Heavy warhorse 
   
   miles  
  32 miles 
  Heavy warhorse (301-900 lb.) 
  3 miles  
  24 miles 
  Pony or warpony 
   
  4 miles  
  32 miles 
  Pony (76-225 lb.) 
   
  3 miles  
  24 miles 
  Warpony (101-300 lb.)  
  3 miles  
  24 miles 
  Donkey or mule  
   
   miles  
  24 miles 
  Mule (231-690 lb.) 
   
  2 miles  
  16 miles 
  Cart or wagon  
   
  2 miles  
  16 miles 
   
  Speed on Foot 15 ft. 
   
  20 ft. 
   
  30 ft. 
   
  40 ft. 
  One Hour (Overland) 
  Walk 
   
  1.5 miles 
  2 miles  
  3 miles  
  4 miles 
  Hustle  
  3 miles  
  4 miles  
  6 miles  
  8 miles 
  One Day (Overland) 
  Walk 
   
  12 miles 
  16 miles 
  24 miles 
  32 miles 
   
  Walk: PCs can walk 8 hours in a day of travel without a problem.  
  Hustle: Your character can hustle for 1 hour without a problem. Hustling for a second hour in between 
  sleep cycles causes your character 1 point of subdual damage, and each additional hour causes twice 
  the damage taken during the previous hour.  
  Run: A character can't run for an extended period of time. Attempts to run and rest in cycles effectively 
  work out to a hustle.  
  Forced March: In a day of normal walking, a character walks for 8 hours. The character spend the rest of 
  daylight time making and breaking camp, resting, and eating. A PC can walk for more than 8 hours in a 
  day by making a forced march. For each hour of marching beyond 8 hours, the character makes a 
  Constitution check (DC 10 + 1 per extra hour). +4 to the roll if the Endurance feat is possessed. If the 
  check fails, the character takes 1d6 points of subdual damage. A character can't recover this subdual 
  damage normally until the character halts and rests for at least 4 hours. It's possible for a character to 
  march into unconsciousness by pushing himself or herself too hard.  
  
  Mounted Movement: A horse bearing a rider can move at a hustle. The damage it takes, however, is 
  normal damage, not subdual damage. It can also be force-marched, but its Constitution checks 
  automatically fail, and, again, the damage it takes is normal damage. After 12 hours in the saddle a Ride 
  Check DC 5+1 per hour to stay in the saddle. 
  Fatigued-Characters who move or ride for 16 or more hours become fatigued. Characters who are 
  fatigued cannot run or charge and suffer an effective penalty of -2 to Strength and Dexterity. A fatigued 
  character becomes exhausted by doing something else that would normally cause fatigue. After 8 hours 
  of complete rest, fatigued characters are no longer fatigued. 
  Exhausted-Characters who move or ride for a further 16 hours, when already fatigued, become 
  exhausted. Characters who are exhausted move at half normal speed and suffer an effective penalty of -
  6 to Strength and Dexterity. A fatigued character becomes exhausted by doing something else that would 
  normally cause fatigue. After 1 hour of complete rest, exhausted characters become fatigued. 
   
  The Town of Kerrinn- The small town of Kerrinn is 50 miles away to the West on the Franz River. The 
  PCs may head there first, or after the adventure. The first 10 miles of travel from Kerrinn is trackless 
  plains, movement is unaffected. The last 40 miles movement is at ½ speed due to the trackless barren 
  rocky wasteland (equal to Hills / Sandy Desert). A guide (Guffrey), may also be hired here. See the 
  introduction for details on hiring a guide. 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 31 
  
  Appendix #5: Map of The Barren Keep 
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 32 
  
  Appendix #6: Tunnel and Stables Map 
   
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 33 
  
  Appendix #7: Map of The Barren Keep- First Floor 
   
   
   
   
   
  <A Trip to the Barren Keep.> 
  [Round 1] 
  Page 34 
  
  Appendix #8: Map of The Barren Keep- Second Floor 
   
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  Appendix #9: Map of The Barren Keep - Third Floor 
   
   
   
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  Appendix #10: Map of The Barren Keep- Fourth Floor / Roof 
   
   
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  Appendix #11 Map of The Barren Keep- Dungeon 
   
   
   
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  Appendix #12: Map of The Barren Keep- Towers / Gatehouse 
   
   
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  Player Handout #1 – Mowbrenn Background / What has come before   
   
  Located North of Rel Mord and Woodwych, Mowbrenn is located on the trade routes to Urnst and the 
  Pale. This is a fertile area of Nyrond, with much grain-growing and cloth-weaving. Most people 
  traditionally have lived outside the cities. Recently, rampant banditry and crime has changed this 
  somewhat, but the rural population of the County of Mowbrenn still numbers more than a hundred 
  thousand.  
   
  The capital city, Mowbrenn, is a walled city with a population of 25,000+. Built on 2 hills, the main town is 
  on what is called the Greater Mound, divided by a second wall into the classic Oeridian architecture of the 
  Old Town and the New Town. At the highest point of the Mound, Sharphill, lies Castle Blackmar, also 
  referred to as Sharphill keep. Within are the verdant grasslands of the Gardens. A shrine to Ehlonna lies 
  here, tended by Count Cunal Blackmar.  
   
  Appointing Cunhal Huldane to replace his father as Count was a move based on a strong personal 
  friendship with King Lynwerd. It was also a popular move in many circles. The old Count, Blackmar 
  Huldane, was a war hero who had earned quite a reputation in battles in Almor during the war with the 
  Great Kingdom. Blackmar had always been strict, but strict had become cruel and tyrannical. Egged on 
  by his advisor Sir Quarlanth, Blackmar was a harsh repressive ruler who extracted every copper owed by 
  his cowering subjects. They in turn lived in fear of his brutish militia led by Blackmar’s friend Quarlanth. 
  Cunhal's much lighter hand was initially greeted with joy. Blackmar retired from service to the kingdom to 
  the Barren Keep, planning on writing his memoirs. 
   
  Now there are those who are not so sure Cunhal was a good change. The City and county have faced a 
  huge upsurge in crime and banditry. The young Count seemed unwilling unable to effectively respond. 
  Criminals ran loose in the streets, while at night, evil cultists did their evil deeds. The city watch and 
  militia, missing Blackmar’s strength, became dispirited, adding fuel to the fire. 
   
  Blackmar Huldane began organizing mounted squads of “volunteers”. These volunteers, termed 
  vigilantes by others, were mostly composed of veterans who had fought under Blackmar. They were as 
  ruthless as always and many peasants considered them equal to the bandits they supposedly hunted. Sir 
  Quarlanth meanwhile returned to Mowbrenn City, running caravans that the bandits seemed to avoid. 
   
  Recently, much news, both good and bad, has come to light about the troubles in Mowbrenn.  
   
  NYR 2-4: If It Isn’t One Thing… 
  Licensed adventurers managed to expose a small cult of Hextorian worshippers. Their activities in the city 
  included disrupting the local thieves guild, kidnapping people for sacrifice, and searching in Mowbrenn for 
  hidden relics of power. The cult’s activities were stopped, and the city breathed a small sigh of relief.  
   
  Trouble, as it always does, continued. With the thief’s guild being severely disrupted, independents fought 
  for control of the city. Armed gangs of men roamed freely, both inside and outside the city walls. Banditry 
  outside the city apparently reached new highs, as mounted horsemen swooped down upon caravan after 
  caravan. The violence and bloodshed in the city continued unabated. The city watch was indifferent, 
  rarely taking action. Rumors about the watch being bought off swirled through the city. The young Count 
  finally reacted, banning all weapons of war from within the city walls. This did little to stop the violence. 
   
  NYR 2-6: …Its Another 
  Licensed adventurers once again stepped in. After a harrowing journey through the city of Mowbrenn, the 
  adventurers delivered an agent to Count Cunhal who had startling information. The trouble in Mowbrenn 
  was planned and organized, and the person pulling the strings was Cunhal’s own father Blackmar. Aided 
  by his advisor, Quarlanth, and also in league with the rebel prince Sewarndt, a diabolical plan had been 
  put in motion by the cunning veteran warrior.  
   
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  Quarlanth, a high priest of Hextor, had organized his followers to eliminate the thieves guild. They also 
  infiltrated and corrupted the city watch. Many upstanding citizens of the city fell under his sway through 
  evil magic and enchantments. Those he couldn’t bribe or control, he eliminated, using Fists of Hextor to 
  do his dirty work. Running his caravans all over the country of Nyrond, he spread the influence of the 
  Church of Hextor, collected intelligence, and funneled the money back to Prince Sewarndt. When the 
  time was right, his followers (cultists and treasonous members of the city watch) would rise up and seize 
  the city.  
   
  Blackmar and his “volunteers” were responsible for the rest of Mowbrenn. They apparently are the bandit 
  problem. Eliminating Quarlanth’s caravan competition, they killed off or recruited the actual bandits. This 
  has allowed Blackmar and his cavalry to stay under arms, patrolling Mowbrenn and answerable only to 
  themselves. Meanwhile Blackmar has also fortified the Barren Keep where he was supposedly retired. He 
  has raised a large mercenary force here, and now uses this fortress as a base of operations.  
   
  WiN 2002 Interactive: Mowbrenn in Flames 
  Due to the information Count Cunhal received from his agent, he finally decided to take action against his 
  enemies in the city. He attempted to move quickly against the forces of Sir Quarlanth, arresting many and 
  slaying those who would not surrender. Many Hextorians fought to the death, buying time while their 
  fellows escaped. Quarlanth escaped arrest, fleeing the city before the fighting had even begun.  
   
  Unfortunately the Count and his advisors underestimated the forces arrayed against them. As they 
  became aware of the Counts actions, the followers of Blackmar, Quarlanth and Sewarndt struck back 
  with a vengeance. Street fighting erupted throughout the city. Many units of the city watch and militia 
  changed sides, while others just deserted or refused to leave their barracks. Fires sprang up, lit by cultists 
  to cause confusion. Many streets were blocked, and snipers with crossbows watched those still open. 
  Summoned creatures from the nine hells began to take a toll on the surprised defenders. 
   
  Outside the city walls, Blackmars cavalry volunteers began to arrive. Quarlanth hadn’t fled, he had gone 
  to fetch reinforcements! Circling the burning city like a vulture, the horsemen waited for the city gates to 
  be opened by the followers of Hextor.  
   
  What had begun as a police action had erupted into open warfare. As the tide of battle began to turn 
  against the forces loyal to Nyrond, word was sent to the King in Rel Mord to send the Ninth legion, and to 
  be quick about it. 
   
  Matters were not helped when the Count was grievously wounded and even captured for a while during 
  the early fighting. Quickly realizing most of the city watch had switched sides, Cunhal and his advisors put 
  a call out to the licensed adventurers in the city to aid in the fight. The adventurers quickly went about 
  their business, fighting with a passion and reckless abandon that is rarely witnessed.   
   
  In the end, the city held for the day, and with the arrival of the Ninth legion frm Rel Mord, Blackmars 
  horsemen retreated from the field. The toll in lives was great, as was the damage to the city, but 
  Mowbrenn still flies the banner of Nyrond.  
   
   
   
   
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  Player Handout #2: Map to the Barren Keep   
   
  The Barren keep lies roughly 100 miles Northwest of Mowbrenn in the Duchy of Orberend. There are no 
  roads that even run close to it. If you hit the Franz River, you’ve missed it. The small town of Kerrin is 50 
  miles away. 
   
   
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  Player Handout #3 Map of the Barren Keep   
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  Player Handout #3 Map of the Barren Keep   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/593/Normal Scenarios/NYR3-02 - ...A Trip to the Barren Keep (APL 4-12)/NYR3-02 - ...A Trip to the Barren Keep.pdf