TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO4-06 
   
   
   
   
   
  By Brick and Mortar 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by Rich Oliver 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  A rediscovered tome hints at the final resting place of the infamous Archlich Asberdies, tyrant of the Yeoman people.  
  Now that journal has been stolen out of the grasp of the Council of High Magic.  You have been summoned in utmost 
  secrecy to the University of Loftwick.  A Yeomanry regional adventure for APLs 6-12. 
   
  
  YEO4-06 By Brick and Mortar 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2005.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO4-06 By Brick and Mortar 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://www.yeomanry.org. 
  LOFTWICK 
   
  The capital of the Yeomanry League, Loftwick stands 
  high above the Yeoman Valley, at the southernmost end 
  of the High Crags, a spur of the Jotens. Surrounded by 
  high walls, and by higher peaks, Loftwick is a 
  commanding presence in the western dales of the 
  Yeoman Valley. Loftwick serves as a trading center for 
  the western League, and extensive dock works line the 
  edge of the Wick River, some few miles south of 
  Loftwick. 
   
  Loftwick is divided into numerous wards and 
  neighborhoods, 
  including 
  the 
  Leatherworkers, 
  Goldsmiths and Masons wards, identified by the major 
  guild in the ward, and other residential neighborhoods 
  including High Cross and Low Cross, Five Points, and 
  Death’s Privy. Among Loftwick’s well-known landmarks 
  are the Gnome Clockworks, Blacksun Tower, the High 
  Church of Heironeous, and the Fellcrack. 
   
  In the cold weather of midwinter, Loftwickers have 
  donned their woolen coats and cloaks, or furs, although 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO4-06 By Brick and Mortar 
   
  Page 3 
  visitors from other parts of the Flanaess might scoff at 
  what Loftwickers call “cold weather.” In addition, 
  Loftwickers in the Needfest spirit wear garlands of 
  evergreen and winter rose draped across their shoulders, 
  or pinned to their hat or cloak. Along the streets, more 
  garland, green wreaths and ribbons of red, yellow, and 
  blue hang around windows, over doors and atop fences. 
  While Loftwickers don’t have to endure the cold climes 
  and heavy snows of the neighboring lands to the north, 
  they enjoy Needfest just as much, shown by their 
  preparations for the week of festivities. 
  NEEDFEST 
   
  Of the four festivals throughout the year on Oerth, 
  none are more cherished than Needfest at Midwinter. 
  Throughout the Flanaess, men of all sorts hang evergreen 
  garland and brightly colored ribbons from thresholds, 
  windows and fences, symbols of life in the otherwise 
  bleak heart of winter. Among children, especially, 
  Needfest is anticipated for months. In the Yeomanry, 
  many of the non-human cultures present have adopted 
  similar celebrations. 
   
  As with other festivals, Needfest is celebrated over 
  seven days. Traditionally, Needfest Day itself falls on 
  Godsday, although in some lands, it is celebrated on 
  Freeday. The days leading up to Godsday are spent in 
  preparation for services on Needfest Day, while the 
  following days are viewed as days of rest, recuperation 
  from the past year’s events, and anticipation of the 
  coming year’s joys. Generally, each day can be referred to 
  numerically, i.e. First Needfest, Second Needfest, etc. 
  Several days are named, including the night before 
  Needfest begins (Needfest’s Eve), as opposed to the night 
  before Needfest Day (Needfest Eve). The last day of 
  Needfest is called Needfest’s End, or sometimes Last 
  Needfest. 
   
  Although the offices of the government of the 
  Yeomanry do not quite close during Needfest, it is 
  difficult to find workers at work. In the otherwise 
  industrious Yeomanry, Needfest is seen, with the 
  anticipation of the coming religious services, and the 
  preparation for the coming year, as more important, 
  especially the desire to make one’s self right with one’s 
  god. 
   
  Gift giving is common throughout Needfest, 
  although customs vary according to culture or society. 
  Among the older lands in the Flanaess, daily gifts are the 
  tradition. In these lands too, Needfest Day is usually held 
  on Freeday, following the prior week’s gifts, each of a 
  more extravagant, or intimate, nature than the last. In the 
  Yeomanry, smaller gifts are given throughout Needfest, 
  but the “main” gift, sometimes called the sentiment, or 
  the “true gift,” are exchanged on Needfest Day, held on 
  Godsday in the Yeomanry, following services. These 
  smaller gifts might be toys for children, small tools, 
  expensive chocolates or candies, and other smaller items 
  no less dear for their size. Of the sentiment, or true gift, 
  many bravos have gifted their lady friends with a ring at 
  Needfest in anticipation of a spring handfast, a merchant 
  might give his wife a portrait of their children, or other 
  equally meaningful gifts. 
   
  Of all the traditions surrounding Needfest, the most 
  enduring is the acknowledgement that winter is failing, 
  and spring is coming. Reminders of green and growing 
  things abound throughout the Flanaess, especially in 
  those areas which receive a greater portion of snow. 
  BOLTHOLES 
   
  In the times before during and after his reign over 
  the Yeomanry, the archmage Asberdies created and 
  maintained dozens of boltholes throughout the Wick 
  Valley. Better known today as a safehouse, the boltholes 
  were designed and intended to be used in time of 
  emergency. 
   
  Although the designs varied – some located in a 
  building in a city, most buried underground – the overall 
  purpose was the same: remain safe, secure, hidden, and 
  above all else, accessible. 
   
  Each bolthole could be reached via teleport, with a 
  room created to cushion Asberdies’ arrival if he should be 
  injured. In addition, the room would be reachable if he 
  should, for whatever reason, not have access to spells. 
   
  Without exception, the boltholes were designed to 
  be secure against interlopers and burglars. Both traps and 
  servants kept the boltholes secure. And there were riches 
  to be secured in addition to the safety the bolthole 
  represented. Asberdies stored many items, and a great 
  deal of coin, in the boltholes to aid him when in trouble. 
  Over time, some have been discovered and their riches—
  as well as their traps … well, some of their traps—
  plundered. 
  BACKGROUND 
   
  During a routine, end-of-year inventory of the 
  library at the College of High Magic, an ancient journal 
  was discovered missing from the special holdings vault a 
  week past. Eram, a young mage who had been given 
  permission to study the journal had also gone missing, 
  but several of his personal items were left behind on the 
  desk he’d been using. 
   
  The journal had no copy, but its contents were 
  known to be an account of the time before and after the 
  rise of Asberdies in the Yeomanry, written by an 
  unnamed companion of the dread lord. Although of 
  interest to scholars, there is nothing valuable in the book, 
  or so it was thought. Actually there were two items in the 
  journal when it was found. One was a letter, which 
  detailed a strange circle of standing stones. The other, a 
  ring, remained hidden in the thick binding of the book 
  until it was accidentally dropped by the young mage 
  studying the journal. Of course Eram was doomed from 
  the moment he put the ring on his finger. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 4 
   
  In actuality, Asberdies had created the journal nearly 
  800 years ago as a trap. Unfortunately for the archmage, 
  the journal lay moldering in the library with few readers, 
  and fewer still curious enough to investigate the unusual 
  binding. Once activated however, the ring has influenced 
  Eram to reread the journal, while muttering a simple 
  word to himself — the trigger word for the secret page 
  spell which obscured the true nature of the journal: a trap 
  to lure the unwary. After reading the journal, Eram 
  wasted no time leaving Loftwick. 
   
  The following day, the journal and student were 
  discovered missing by the Chief Librarian Haladaras. The 
  Dean of Tomes, Melaktured, and the Chief Librarian 
  quickly mounted an expedition. Unfortunately, the 
  expedition ended in complete disaster, and the two were 
  unable to keep the situation under wraps any longer. 
  Having had no word from the expedition in the past 
  week, Melaktured and Haladaras were forced to go to 
  Grosspokesman Jalandri Silbrendas. 
   
  When Silbrendas had finished with the two 
  academics, he summoned Captain Nuce of the Loftwick 
  Guard. Quickly the four realized that another expedition 
  was necessary. This time, however, the expedition would 
  be led by someone who was qualified. 
  ADVENTURE SUMMARY 
  Introduction: 
   
  PCs are in Loftwick for Needfest. 
  Encounter 1: 
   
  The PCs encounter a young student from the 
  University of Loftwick, Falged, while taking their 
  Needfest Eve meal at the Pig’s Eye tavern. There, Falged 
  conveys a request from the Chief Librarian for a meeting, 
  although he doesn’t know what the meeting is about. The 
  PCs are cautioned to keep knowledge of the meeting 
  private. 
  Encounter 2: 
   
  At the University of Loftwick, the PCs meet with not 
  just the Chief Librarian, but also Captain Nuce and 
  Grosspokesman Silbrendas. After introductions, the 
  captain demands the silence of the PCs before he will 
  speak further, citing the delicate nature of the 
  information. Any PCs that do not agree are finished with 
  the adventure. For those who remain, Haladaras explains 
  the situation, answers any questions the PCs have and 
  gives the PCs several avenues of investigation. Only very 
  reluctantly will they reveal that there was another 
  expedition. 
  Encounter 3: 
   
  In the College of High Magic, the PCs investigate 
  Eram, speaking with his friends, colleagues and 
  instructors, and finally searching his rooms in Forge 
  Ward. Following their interviews, the party should know 
  of Eram’s brother, Agen, a Dustdigger. During the course 
  of their investigation of Eram, the PCs should find that 
  he is well regarded. A former adventurer, Eram has 
  dedicated himself to magic and has sworn off the 
  adventurer’s life. Eram is so well known for his 
  complaints about the lot of an adventurer that people 
  believe he must have been kidnapped. 
  Encounter 4: 
   
  Eram’s brother, Agen, is found by the PCs in the 
  Boiling Ward of Loftwick— rather down and out for a 
  Dustdigger. Agen is on “academic leave” for “overzealous 
  pursuit of artifacts from a restricted area.” He will not 
  welcome attention from adventurers, and must be coaxed 
  to give them any information. He saw Eram a bit over 
  two weeks ago, knew he was upset, but not about what, 
  and told Eram to be careful whatever was going on. After 
  Eram went missing, he was denied permission to lead a 
  Dustdigger team to find him. Funny thing, though, just 
  after that several adventurer types came and asked about 
  Eram, same as the PCs are. 
  Encounter 5: 
   
  At this point the PCs should have enough 
  information to pursue Eram, (the journal recollections, 
  the letter, the previous attempt), but there may be more 
  questions they want to ask around Loftwick. If the PCs 
  should return to the University, they will see the 
  infamous Blacksun Tower—the Tower of Asberdies—
  brooding over their path. 
  Encounter 6: 
   
  As the PCs reach the standing stone circle 
  mentioned prominently in the letter, a Nimblewright, an 
  intelligent construct, attempts to stop their progress. 
  Encounter 7: 
   
  The standing stone circle is well known to the 
  Dustdiggers. Because it is only active during Needfest is 
  has remained a simple and (presumed) non-magical 
  curiosity. The circle consists of seven stones, six smaller 
  surrounding a large central menhir. The central menhir 
  has seven faces, each carved with runes in Ancient 
  Suloise. Each rune, save one (danger), is replicated on the 
  flat top of the smaller stones. The circle is trapped so that 
  a small stone gives a shock unless the central stone’s 
  unused rune is facing it. Stepping on any other stone will 
  turn the central menhir, with the danger rune, and 
  deliver the shock. Stepping on the small stone that the 
  rune is already facing will activate the stone, making it 
  glow, and turning the menhir to face the next stone. 
  After the final stone is activated a portal will form. 
  Encounters 8 - 10: 
   
  Stepping through the portal, the PCs arrive at the 
  Tomb of Asberdies. In fact, the “tomb” is a bolthole to 
  facilitate Asberdies’ escape from danger. The bolthole 
  consists of four levels: a spherical reception room suitable 
  
  YEO4-06 By Brick and Mortar 
   
  Page 5 
  for teleportation, and three square rooms above, each 
  with windows showing fantastic and impossible 
  (magical) views. The PCs must work their way up 
  through the bolthole overcoming a falling stone trap and 
  deadly constructs. 
  Encounter 11: 
   
  In the sigil room, they find Eram himself, attended 
  by a shield guardian, this is the PCs’ final battle of the 
  adventure. By this time, the ring and book placed by 
  Asberdies have driven Eram completely mad. Before 
  dying, Eram will destroy the book, in a sort of “final 
  strike”, rather than have it taken away.  
  Encounter 12: 
   
  Once the PCs defeat Eram, they can search for his 
  treasure. Climbing the other set of stairs from the upper 
  window room will take the party to the top of the 
  bolthole, where they will find a typical Yeomanry home. 
  They must then find a way out of the bolthole, most 
  likely through one of the magical views on the levels 
  below. Returning below and stepping through a window 
  will teleport the PCs to the view seen, safely. They must 
  then make their way back (uneventfully), to the 
  University of Loftwick. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As the defense of the homeland is imperative, at least 
  to some extent, members of the Yeoman military may 
  count 
  this 
  adventure 
  towards 
  any 
  annual 
  TU 
  requirement for their branch of the military. 
  Is This a Dustdigger Adventure? 
   
  This adventure involves sites of archeological and 
  historical significance to the Yeomanry. As such, students 
  in the Academy of Lore count this adventure towards 
  their Academy TU requirement. 
  Is This a University of Loftwick Adventure? 
   
  Since much of this adventure involves the 
  University, especially in terms of the University’s 
  reputation, and may prove necessary to the future of both 
  the University and the Yeomanry, students at the 
  University may count this adventure towards any annual 
  TU requirement for the University. 
  Is This a College of High Magic Adventure? 
   
  Members of the College are expected to act in the 
  defense of the Yeomanry and to promote the interests of 
  the College. As such, members can count this adventure 
  toward any annual TU expenditures required by 
  membership in the College. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  Notes on Pronunciation 
   
  Many of the NPCs appearing in this adventure have 
  unusual names. The following gives the correct 
  pronunciation. Note that “g” is always hard, and “c” is 
  sibilant, pronounced as an “s.” Emphasis is indicated by 
  capital letters. 
  Falged  
   
  fall-gehd 
  Haladaras 
   
  huh-LAD-uh-rus 
  Nuce 
   
   
  noose 
  Jalandri Silbrendas 
  juh-LAN-dree SIL-bren-dahz 
  Eram 
   
   
  EH-ram 
  Agen 
   
   
  AY-gen 
  Melak 
   
   
  muh-LAK 
  Figen 
   
   
  FI-gen 
  Truude  
   
  trood 
  Havred  
   
  HAV-red 
  Nuri Bamble 
   
  NER-ee BAM-bul 
  Construct Contagion 
   
  This 
  magical 
  curse 
  causes 
  the 
  eventual 
  transformation of humanoids into constructs. Created by 
  the archlich Asberdies to swell his ranks at little or no 
  
  YEO4-06 By Brick and Mortar 
   
  Page 6 
  cost to himself, the contagion has continued to change 
  various humanoids, humans, orcs, elves and the like, even 
  without the presence of Asberdies to direct it. 
   
  Unfortunately, the contagion now creates what are 
  called the Altered, who, although they do eventually 
  transform into constructs, sadly retain their intelligence 
  and personality. They know full well what they were 
  before their awful change.  The Altered are creatures 
  (primarily humanoid) that have been infected with the 
  Construct Contagion. This magical disease alters the 
  victim’s body in several horrendous ways. The Altered 
  resemble half-golems, but where a half-golem’s limbs 
  have been replaced rather than regenerated or healed in 
  another way, the Altered’s limbs (and possibly other body 
  parts), have been transformed by the curse and given 
  properties similar to the original infectious construct. As 
  such, an altered will take on the appearance of wood, 
  stone or other material in the affected areas. 
   
  Because the contagion is a magical curse, there are 
  no “cures” which will reverse it. This curse can currently 
  only be removed by a remove curse, break enchantment, 
  miracle, or wish spell from a caster of 17th level or higher.  
  However, there may be other means to remove this curse 
  that may be discovered in future Yeomanry adventures. 
   
  A Spellcraft check may reveal some valuable 
  information about construct contagion: 
  • 
  DC 10 
  It’s a magical curse, not a disease. 
  • 
  DC 15 
  It’s a powerful curse that can’t easily be 
  removed. 
  • 
  DC 20 
  Extreme damage passes the curse to a 
  victim. 
  • 
  DC 25 
  Extreme damage advances the curse to 
  its next phase. 
  • 
  DC 30 
  The archmage Asberdies created the 
  curse. 
   
  A humanoid creature is the only creature type 
  susceptible to the contagion; constructs can carry it, but 
  the do not change as a result of being “infected” with it. 
  Creating an Altered is a gradual process, which begins in 
  an encounter with a construct that carries the contagion.  
  The curse is transmitted in any of several ways, all 
  involving critical damage to the victim.  The creature 
  suffers a serious blow (one that was a critical hit, one for 
  massive damage, or one that put the creature’s hp total 
  below zero) from an “infected” construct, and thus is 
  vulnerable to the curse (it is not a disease, despite the 
  name and use of the word infected).  When the infection 
  event occurs, the victim gets a Fort save (DC 20 + the APL 
  this adventure is played at) to avoid receiving the curse. 
   
  After becoming infected, each time the victim is 
  struck with a critical hit, a blow for massive damage, or 
  has his hp total reduced below zero, they must make a 
  Fort save (DC 12 + the APL this adventure was played at). 
   If they fail the save, this indicates the contagion has 
  advanced in intensity, transforming more of their body 
  into a construct (although they do not assume the 
  construct type yet).  Each advance further affects the 
  abilities of the cursed victim. 
   
  In this adventure, all constructs carry the iron 
  version of this contagion.  Its first stage (initial infection) 
  grants a +2 natural armor bonus and a -2 penalty to Cha.  
  Second stage is a -2 penalty to Dex.  Third stage is a -10 ft. 
  penalty to Speed.  Fourth stage is that all healing spells 
  cast on this PC are only half as effective with regards to 
  curing hp damage.  The fifth stage is the final one, the 
  victim becomes a construct (an Altered). 
   
  PCs infected by Construct Contagion receive the 
  Curse – Construct Contagion effect on the Adventure 
  Record.  Those reaching the final stage are transformed 
  into an Altered are removed from play; contact the 
  Yeomanry Triad for details. 
  INTRODUCTION 
  It’s been a tiring week for you and your companions. 
  Although the festival week of Needfest begins only 
  tomorrow, you started celebrating early after several 
  weeks out in the “wilds” of the Yeomanry following 
  your last adventure. Catching up with friends or 
  family, or taking care of business here in Loftwick, 
  you’ve gathered together again in the Pig’s Eye to 
  decide on your plans for after the Needfest holidays. 
   
  At this point, the players may introduce their PCs to 
  each other. 
  ENCOUNTER 1: IN THE PIG’S 
  EYE 
  The Pig’s Eye is well known among adventurers. 
  Even for those just out of the wilds, a place can be 
  found to relax over a drink or two, to gather your 
  strength, your wits, or even both. 
   
  Located near the southern gate of Loftwick, the 
  tavern also caters to people from the neighborhood, 
  and 
  an 
  occasional 
  merchant 
  or 
  even 
  a 
  grosspokesman can be found here. The Pig’s Eye 
  doesn’t turn away many, although the smellier you 
  are, the closer to the door you remain. The old 
  tavern was built not long after the Arch-Mage 
  Asberdies was driven out of the Yeomanry, and it 
  shows in the thick, old timbers, the aged and 
  yellowed plaster cracking in places, and the well-
  worn floorboards. 
   
  The Eye has changed hands many times over the 
  years, and each owner has expanded or improved the 
  tavern. It received its latest name when the former 
  owner lost it in a card game, exclaiming “In a pig’s 
  eye!” when he was shown the winning hand. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 7 
   
  The sounds of pots clanking and clouds of flour 
  and smoke wash out of the kitchen. After fetching 
  your drinks and a hearty meal of beef stew and hot 
  fresh bread, the serving wench leaves you to your 
  meal. 
   
  Over several mugs of warm, spiced grog you 
  have all put forth various ideas; escorting caravans, 
  delving into ruins or caverns, even one wild idea 
  concerning the capture of dozens of humanoids in 
  order to transport them into Keoland to their 
  “freedom.” Your laughter slowly dies away as you 
  realize that a visitor has stopped by your table. 
   
  Standing near your table, obviously not wanting 
  to interrupt your meal on the coming festival week’s 
  eve, is a young man dressed conservatively. On the 
  breast of his tunic you see the tome and scroll that 
  identifies him as a librarian from the University of 
  Loftwick. 
   
  “Good eve, gentlemen, ladies. My name is 
  Falged.” 
   
  The young man seems nervous and ill at ease in 
  the smoke-filled atmosphere of the Pig’s Eye, but, he 
  forges ahead as if he were rebuking the vilest 
  undead or turning aside a giant’s charge. “I see that 
  you are gathered for your Needfest’s Eve meal. I 
  apologize for interrupting.” 
   
  Read or paraphrase one of the following three 
  paragraphs, depending on the make-up of the party of 
  adventurers. Remember that Falged has been told to keep 
  a low profile while gathering up an adventuring party. 
  He will not speak overly loudly, nor shout or carry on. If 
  he should be in danger, or restrained, he will attempt to 
  escape and locate a more congenial group of adventurers. 
   
  If the party does not include a wizard or sorcerer: 
   
  “By chance, are you a group of adventurers? I 
  don’t mean to pry into your affairs. I only ask 
  because I have been sent by my master, Haladaras, 
  Chief Librarian at the University of Loftwick, to find 
  a suitable band of adventurers.” 
   
  If the party includes a wizard or sorcerer: 
   
  “By chance, are you the (wizard / sorcerer) 
  known as [PC’s name]? I was sent by my master, 
  Haladaras, Chief Librarian at the University of 
  Loftwick to find a suitable band of adventurers, 
  preferably one with a wizard or sorcerer of some 
  standing in it. 
   
  If the party includes a Student of the University of 
  Loftwick, the Academy of Lore, or the College of High 
  Magic: 
   
  “Would one of you perhaps be [PC’s name], a 
  student at the (University of Loftwick / Academy of 
  Lore / College of High Magic)? I have been sent by 
  my master, Haladaras, Chief Librarian at the 
  University, and the Dean of Tomes, Melaktured, to 
  find you and bring you back to the University. If you 
  were with adventuring companions, I was to ask 
  them to come along as well. 
   
  If the PCs should ask why they are being asked to 
  see Haladaras, Falged responds: 
   
  “I’m afraid I don’t know what you’ve been 
  summoned for, but I must say that master 
  Haladaras has been very agitated for these past three 
  days.” 
   
  If the PCs can’t or won’t meet with Haladaras 
  immediately, read the following: 
   
  “Master Haladaras said you might balk at 
  interrupting your festivities. He told me to offer you 
  5 gold each, if you’ll come tonight, but if not, you 
  will be welcomed at the University tomorrow 
  morning, two hours after sunbreak. My thanks to 
  you all.” 
   
  With that, unless the PCs prevent him, Falged will 
  leave to report back to Haladaras at the University, with 
  or without the PCs. 
   
  Treasure:  If the PCs insisted on payment to see 
  Haladaras tonight, they each received 5 gp. 
  ENCOUNTER 2: MEETING 
  HALADARAS 
  The short wait before you are shown in to master 
  Haladaras’ office must mean that the situation—
  whatever it is—must be terribly important. Falged 
  knocks quickly on the highly polished door, and, 
  opening it, stands aside to let you pass. 
   
  You realize just how important it is when you 
  find not just Master Haladaras waiting for you, but 
  two other men as well. Haladaras, surely the oldest 
  of the three, stands beside his desk on the right. 
   
  “Please, 
  gentlemen, 
  ladies, 
  take 
  a 
  seat,” 
  Haladaras gestures across the desk to a tall, thin 
  man dressed in leathers and a chain shirt rising 
  from an overstuffed chair. You can sense his air of 
  authority. “I’m sure you know Captain Nuce, of the 
  Loftwick Guard. Mmm … perhaps not.” 
   
  “This of course is Grosspokesman Jalandri 
  Silbrendas,” the man seated behind the desk 
  considers each of you thoughtfully. Though seated, 
  he is a large fellow, perhaps a fighter gone to seed, as 
  he is somewhat jowly. A single hank of dark black 
  hair has been combed over an otherwise bald pate. 
  He wears expensive and immaculate clothing, and 
  several rings glitter on his fingers. 
   
  “And I am master Haladaras, Chief Librarian of 
  the University.” Haladaras himself is of average 
  height, and dresses in trousers and a tunic that have 
  
  YEO4-06 By Brick and Mortar 
   
  Page 8 
  obviously seen better days. In fact, the chief 
  librarian seems somewhat distracted and tired. At 
  this, each of the men sits, waiting perhaps for you to 
  introduce your selves. 
   
  At this point give the PCs time to introduce 
  themselves, or question why they were asked to come to 
  the University. Allow the PCs to speak as long as they 
  wish. The three leaders will merely wait for a free 
  moment to speak, watching the PCs bemusedly. 
   
  “Ah, the enthusiasm of youth.” 
   
  All the leaders chuckle, and Captain Nuce 
  stands to speak to the PCs. “I must ask that you keep 
  the following information confidential. Revealing 
  anything of what we tell you could cause problems 
  throughout the Yeomanry. 
   
  “As of now, those of you with ties to the 
  University, or to the Dustdiggers, the Militia or the 
  Army can consider yourselves activated and under 
  orders.” 
   
  Each of the men looks at you in turn, and 
  Captain Nuce continues … 
   
  If any party member is not affiliated with a 
  Yeomanry institution, or is a foreigner, read the 
  following: 
   
  “For those of you who are not from the 
  Yeomanry, or who have chosen not to serve the 
  Yeomanry, we must make certain of your… 
  intentions. We will require your word that you will 
  not reveal what we tell you. If you have any question, 
  this is for the protection of our land, as well as 
  yours.” 
   
  If 
  all 
  PCs 
  are 
  serving 
  in 
  a 
  Yeomanry 
  metaorganization that is mentioned above, (or another 
  metaorganization, such as the Church of Seven Faiths), 
  read the following: 
   
  “We will require your word, as (Dustdiggers / 
  Militia / etc.) that you will not reveal what we tell 
  you. If you have any doubt, this is for the protection 
  of the Yeomanry.” 
   
  If the PCs agree to keep the information 
  confidential, the briefing will continue, otherwise, the 
  PCs will be excused, and the adventure will be over for 
  them. 
   
  “Thank you. Your help will be more important 
  than you can know. Haladaras?” Captain Nuce turns 
  back to the chief librarian. 
   
  “Yes, thank you, captain,” with a glance at the 
  grosspokesman, Haladaras turns to you and 
  continues, “Some ten days ago now, during a routine 
  inventory of the special holdings, we discovered a 
  book was missing. A journal, really. It was in my 
  catalog, but not on the shelves. 
   
  Now, the special holdings room has wards and 
  alarms. All of which were still in place. There was no 
  sign that anyone had broken in. 
   
  In addition, the student mage who was directly 
  involved in translating and studying the journal has 
  also gone missing.” 
   
  Haladaras exchanges another glance with the 
  grosspokesman, “It’s clear that both the journal’s 
  and the student’s disappearance are connected in 
  some way. What that is, remains to be seen.” 
   
  Haladaras, Captain Nuce and Silbrendas can offer 
  the following information, not in any particular order: 
  • 
  Information in the journal dates back nearly 
  1,000 years, making it contemporary with the 
  Archmage Asberdies. 
  • 
  The journal itself is more likely 500 to 800 years 
  old, most likely a copy of the original. 
  • 
  The journal is constructed of parchment, bound 
  with gold chased leather, and gold fasteners. 
  • 
  The journal is written in an old dialect of 
  Suloise (Ancient Suloise). 
  • 
  Attempts at magical study of the journal proved 
  fruitless, and the journal cannot now be located 
  or studied via magical means. 
  • 
  The journal was written by a contemporary of 
  Asberdies during their association together. 
  • 
  The journal covers in some detail a period when 
  Asberdies was creating many small “dungeons” 
  throughout the Yeomanry, used for various 
  purposes. 
  • 
  Several locations in particular were to be used 
  by Asberdies as “boltholes” in case of 
  emergency; 
  these 
  locations 
  were 
  never 
  specified. 
  • 
  One location was to be the Tomb of Asberdies; it 
  is thought that this place may be what was 
  pointed at in the journal. 
  • 
  A love letter was found with the journal, signed 
  by a Wesendahl, thought to be a name used by 
  Asberdies (Haladaras provides Player Handout 
  #1), which was not with the journal when it was 
  lost. 
  • 
  The university student was Eram, a former 
  adventurer with rooms at the Split Anvil in the 
  Forge Ward. 
  • 
  Eram has a brother, Agen, who is a Dustdigger. 
   
  As you make ready to leave, Grosspokesman 
  Silbrendas rises from behind the desk. He leans 
  heavily on an ebony cane with a snarling hag’s head 
  
  YEO4-06 By Brick and Mortar 
   
  Page 9 
  grip. Slowly he steps around the desk to face you, 
  and you can see his leg is swollen with gout. His 
  voice is low and tired as he speaks for the first time, 
  “Remember. Your efforts are to be kept in strictest 
  secrecy. We stand before an unplowed field. Anyone 
  who questions you about your activities may be a 
  rock, set in place to turn you aside. Mothers have 
  frightened their children for ages with tales of the 
  fell lord Asberdies, without ever believing in him. 
  Keep close counsel.”  
   
  If the PCs seem at a loss regarding the letter (Player 
  Handout #1), Librarian Haladaras will take the most 
  likeable of the PCs aside (or the PCs can return to see 
  him later).  Read or paraphrase the following: 
   
  My young friend, you seem… troubled. I see 
  that you keep looking at the letter we’ve given you. 
  Perhaps you know a Dustdigger that could help you 
  with it? Something Eram said makes me think they 
  might know where this hollow is. Take help where 
  you can find it, [PC’s name]. 
   
  Depending on the direction taken by the party, 
  proceed to either Encounter 3 or 4. 
  ENCOUNTER 3: GETTING TO 
  KNOW YOU 
  If the PCs investigate Eram, they can speak with several 
  more people at the College who knew him, and they also 
  can easily find his rooms at the Split Anvil Inn. 
   
  Use the following list to give the PCs information 
  about Eram. This encounter is purposely open-ended: 
  • 
  Melak, a friend of Eram’s, knows that he was 
  acting normally when he disappeared, despite 
  what the “higher-ups” would like to believe. 
  • 
  Figen, a classmate, knows that Eram was once 
  an adventurer, but didn’t like the life, or to 
  discuss his adventures. 
  • 
  Truude was once Eram’s roommate, and knows 
  that he had dedicated himself to magic and had 
  refused to join his brother Agen on a recent 
  venture. 
  • 
  Havred, an instructor, knows that Eram was so 
  opposed to the adventuring life, that he is 
  certain Eram must have been kidnapped. 
  • 
  All others know that Eram was considered a 
  model student at the University, and well 
  regarded by all, especially for his magical talent. 
  Many are concerned for his safety. 
   
  The Split Anvil is located in the Forge Ward of 
  Loftwick. Numerous foundries and smithies fill the air 
  with the smell and taste of iron and a haze of smoke and 
  errant sparks. 
   
  You’ve made your way to the Split Anvil, a small 
  inn and tavern in the Forge Ward of Loftwick. This 
  part of Loftwick has many foundries and smithies, 
  and the smell of iron in the air makes you think of 
  blood on the battlefield. 
   
  The building before you stands three stories tall, 
  and is set some ways back from the road, as if trying 
  to move from between the buildings on either side. 
  Buildings which loom over the small, thin inn as if 
  they were trying to crush it. 
   
  Beside the low stairs at the front door is an 
  anvil, old and rusted. The anvil is indeed split and 
  cracked, as if a giant had tried to prize something 
  out of its center. 
   
  Inside the inn, you are greeted by a short man, 
  fat enough that he seems almost round. 
   
   “Greetings and welcome to the Split Anvil. I am 
  Nuri Bamble. Can I get you some ale to wash the 
  ironworks out of your mouth?” 
   
  The innkeeper waves the PCs further into the 
  common room, where only a few tables are occupied. 
  Although he has had offers, Nuri has not rented Eram’s 
  rooms, and he insists that no one has been in the rooms 
  since then. 
   
  While Nuri is not keen on letting the PCs ransack 
  Eram’s rooms, he will cooperate if they reveal that they 
  are on official business. Make note if the PCs reveal the 
  nature of their mission. 
   
  If the PCs attempt to break into Eram’s rooms, make 
  a Listen check for Nuri (Listen +4) to detect anyone 
  approaching the upstairs rooms.  Once the party has 
  gained entry, and depending on whether or not they 
  have sufficient time to investigate, they can find out the 
  following information: 
  • 
  The rooms are somewhat messy, i.e. bed 
  unmade, clothes thrown over a chair back, in 
  other words lived in. 
  • 
  There is no sign of struggle or of a destructive 
  search. 
  • 
  The wardrobe and chest of drawers have only a 
  few items of clothing in them; probably half 
  their capacity. 
  • 
  Checking the windows, with a Search check 
  (DC 15 + APL) will show signs of entry 
  (jimmied lock, boot prints, etc). 
  • 
  A strongbox, concealed under the floorboards, 
  can be found with a Search check (DC 20 + 
  APL). It is empty, except for one gold and four 
  coppers. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 10 
  • 
  Any Wizard PCs recognize that the size of the 
  strongbox is large enough to hold a single 
  (large) spellbook. 
   
  If the PCs should get caught entering the rooms 
  without permission, Nuri will summon the guard. The 
  PCs will have to explain themselves to the guard (not the 
  catastrophe that they might think), or escape before they 
  arrive, perhaps assaulting Nuri in the process. If they 
  should attack or injure Nuri, they will have to explain 
  themselves to the guard at the end of the adventure, 
  resulting in a possible loss of influence points and/or 
  additional TUs. 
  ENCOUNTER 4: GETTING TO 
  KNOW ALL ABOUT YOU 
  When the PCs investigate Agen, they can locate him in 
  the Boiling Ward. Unlike most other wards, the Boiling 
  Ward is outside the walls of Loftwick, to the East along 
  the edge of the High Crags, mostly to keep the noxious 
  fumes associated with the leatherworking and dyeing 
  crafts out of the city. 
   
  You find Agen in a small house outside the walls 
  of Loftwick proper. The acrid smell of the tanneries 
  in the Boiling Ward fills the air. Agen’s house is set 
  back from the road, surrounded by a low, 
  dilapidated fence. A porch crosses the front of the 
  house under a sagging roof, and you can see Agen 
  sitting in a chair, enjoying the remainder of the 
  morning. Unlike many of the buildings throughout 
  Loftwick, homes and businesses alike, Agen’s house 
  is not decorated for Needfest with garland and 
  brightly colored streamers. 
   
  Before the PCs can confirm that this is indeed Agen, 
  or ask to talk to him, read the following: 
   
  “Yep, I’m Agen. Been wondering when y’all 
  would come around. Come on up, and we’ll talk.” 
   
  At this point, the PCs will most likely introduce 
  themselves to Agen. If they do not, or are in some other 
  way rude, adjust Agen’s attitude accordingly; Agen is 
  neutral to the PCs to begin with. He is expecting a visit 
  from the Dustdiggers and has mistaken the PCs for them. 
  Although he knows his brother has gotten mixed up in 
  something, and he’s not ready to turn on him, neither 
  will Agen defend his brother beyond reason. 
   
  He gestures, “Make yourselves comfortable.”  
   
  After you’ve gathered around, he looks at each of 
  you. “So, who might you all be? Sent by the Academy, 
  I’d say. And to tell me that I ‘must with all haste 
  present myself before the Board of Oversight’ again? 
  Thanks all the same, but I’ll see those buffoons 
  again when Pelor dims. Or, d’you want somewhat 
  else with me?” 
   
  Depending on the questions the PCs ask, Agen gives 
  them the following information. If they somehow 
  manage to convince Agen that they are not interested in 
  harming Eram, but are truly trying to help him, he is 
  more helpful and his answers more forthcoming. If the 
  PCs mention what they learned from Eram’s friends and 
  associates at the University, Agen is more helpful. 
  Coming right out and stating that Eram may need their 
  help, or that someone is worried about him, will further 
  improve his attitude to the PCs. Conversely, referring to 
  Eram as a thief, or saying that the journal must be 
  recovered no matter the cost (or similar statements; use 
  your judgment), obviously does not please Agen. 
   
  Agen knows the following information: 
  • 
  He asked Eram to go on an expedition with him 
  and other Dustdiggers about three months ago. 
  Eram refused. 
  • 
  Agen got into some trouble with the 
  Dustdiggers on that expedition, but he is 
  unwilling to discuss it. He acknowledges that 
  he’s been suspended by the Dustdiggers, 
  pending an investigation. 
  • 
  Agen saw Eram briefly about a week or so ago, 
  (maybe ten days, if pressed about it by PCs). 
  • 
  He knew Eram was upset about something but 
  not what about. 
  • 
  “Book? What book?” 
  • 
  He told Eram to be careful with whatever he’d 
  gotten into. 
  • 
  He spoke to another person about a week ago 
  who was also looking for Eram. He was kind of 
  strange, with a raspy voice. 
  • 
  He talked to some of Eram’s friends at the 
  University after that visit. 
  • 
  He’s been denied permission to lead a 
  Dustdigger mission to go after his brother. 
   
  If asked, Agen declines the party’s invitation to join 
  them; he’s certain the Dustdiggers are watching him (and 
  he’s not sure he trusts the party that much anyway). 
   
  PCs may ask Agen for help in finding the hollow 
  mentioned in the letter (Player Handout #1). He is more 
  than willing to help, but in exchange he will ask the party 
  to bring Eram home safely. He’s certain that Eram is in 
  over his head, but that it’s not his fault. 
   
  When the party has finished talking with Agen, they 
  may need to take some time to consider their options. If 
  they express any interest in following up with previous 
  avenues of investigation, they pass nearby the Blacksun 
  Tower in Encounter 5. Otherwise, the most obvious 
  direction is to find the hollow with the stone circle 
  mentioned in the letter; go to Encounter 6. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 11 
  ENCOUNTER 5: TAKE A 
  MOMENT 
  At any time during the party’s investigation of the 
  journal, Eram, Agen and/or the University, they may 
  backtrack, and wish to ask more questions or verify some 
  answers. If they do so, read the following: 
   
  Your wanderings today have taken you back and 
  forth across Loftwick, and through the various 
  wards and neighborhoods. As you continue down a 
  wide avenue, off to the side of your path you can see 
  the white stone of the Tower of Asberdies, today the 
  seat of the Yeomanry Council of Grosspokesmen, 
  the Freeholder, and other government offices. When 
  the evil mage ruled these lands over nine hundred 
  years past, it was known as the Sunstealer. Indeed, 
  among the people of Loftwick, it’s now called 
  Blacksun Tower. 
   
  As you come abreast of the tower, some of you 
  make a small prayer to yourselves to no avail. As the 
  sun is setting, the tower begins to blacken, far more 
  quickly than any darkness dusk could bring. Rays of 
  the day’s dying sun seem to rush at the tower, which 
  blackens even more, as it devours the light. Old 
  wives’ tales talk of these dark nights, known in 
  whispers as a lichnight, when strange things roam 
  until dawn, and the moons will not show their face. 
   
  Surprisingly as you watch, two of the four 
  bastions of the tower erupt with a burst of arcane 
  energy, swirling green in color and shot through 
  with black, and produce a shower of elements: earth 
  followed by wind, so that the shower of dirt is 
  scattered 
  before 
  reaching 
  the 
  ground. 
  Such 
  spectacles are not unknown in Loftwick, but never 
  have you heard of two bastions erupting at once! 
   
  With the coming of a lichnight, and now the 
  bastions, it will be a strange and perhaps dangerous 
  Needfest indeed. 
   
  Should the PCs wish to approach the tower, they are 
  waved off by members of the tower guard. The tower is 
  closed for the night (especially since it has turned black 
  once more), and the party will not be allowed to enter the 
  tower plaza, much less get close to the tower itself. 
  ENCOUNTER 6: IT’S ONLY A 
  FLESH WOUND 
  After several days travel, the PCs find the land described 
  in the letter, approximately halfway from Loftwick to 
  Westburn, and westward toward the Sylvan Wood. 
   
  Several days travel to the South and West finds 
  you amidst the broad slopes and gentle hollows 
  described in the journal’s letter. The fallen stones of 
  an old building remain some distance from the 
  road, overshadowed by ancient trees, and nearly 
  covered by vines of ivy. As you make your way South 
  below a ridge in the upper part of the valley, you feel 
  a sense of peace and a connection to the land. 
   
  As you approach the Northern end of the hollow 
  that holds the circle of stones, you notice that the 
  winds have fallen off, and the birds have gone silent. 
  Suddenly, the peaceful air is shattered by the sounds 
  of steel on steel. A solitary figure steps out from 
  behind the trees. 
   
  The figure, a man of medium height, speaks in a 
  low voice, raspy and worn as if he’d been weaned 
  among the foundries of the Forge Ward in Loftwick. 
  He seems to be wearing loose clothing over his 
  armor, and wields two rapiers, held at the ready. 
   
  “Always flesh and steel, isn’t it? Ah, well, come 
  ahead then, but no shame in turning aside too. No 
  need to leave the world without which you entered 
  it, at least not today.” 
   
  The Nimblewright waits for the PCs reaction, ready 
  to fight if need be. If the PCs should ask what they 
  entered into the world with, the Nimblewright chuckles 
  and answers: 
   
  “Why, your life, of course.” 
   
  The nimblewright has been charged with keeping 
  the living away from the standing stones. While the 
  nimblewright will not pursue the PCs if they retreat, or 
  head back the way they came, it will not allow the PCs to 
  continue on to the circle. 
  APL 6 (EL 7) 
  � Nimblewright: hp 90; see Appendix 1. 
  APL 8 (EL 9) 
  � Nimblewright Ftr1, 14 HD-Advanced: hp 128; 
  see Appendix 1. 
  APL 10 (EL 11) 
  � Nimblewright Ftr1, 18 HD-Advanced: hp 165; 
  see Appendix 1. 
  APL 12 (EL 13) 
  � Nimblewright Ftr2, 22 HD-Advanced: hp 203; 
  see Appendix 1. 
   
  Tactics: The nimblewright takes the time to cast cat’s 
  grace and haste on itself before joining the attack.  
  Remember 
  the 
  combat-oriented 
  feats 
  that 
  the 
  nimblewright has, including Combat Reflexes, Spring 
  Attack, and Improved Disarm. It will attempt to disarm 
  opponents before killing them with its augmented 
  critical. 
   
  Once the nimblewright has been defeated, the PCs 
  can approach the circle of stones, Encounter 7, below. 
   
  Treasure: If they indicate that they are searching 
  the area (stone circle itself non-inclusive), they may find 
  
  YEO4-06 By Brick and Mortar 
   
  Page 12 
  treasure which the nimblewright gathered from earlier 
  victims. 
  APL 6: elixir of fire breath, pipes of sounding, silversheen. 
  APL 8: elixir of fire breath, pipes of sounding, silversheen, 
  bag of holding type I, horn of fog, rope of climbing. 
  APL 10: elixir of fire breath, pipes of sounding, silversheen, 
  bag of holding type I, horn of fog, rope of climbing, circlet of 
  persuasion, stone salve, vest of escape. 
  APL 12: elixir of fire breath, pipes of sounding, silversheen, 
  bag of holding type I, horn of fog, rope of climbing, circlet of 
  persuasion, stone salve, vest of escape, boots of striding and 
  springing, periapt of health, pipes of haunting. 
  ENCOUNTER 7: CIRCLE OF 
  STONES 
  After dealing with the Nimblewright, the party can make 
  its way to the hollow which holds the stone circle, a few 
  yards further on.  Refer to the DM Aid: Map of Circle of 
  Stones. 
   
  A short distance onward you climb to the top of 
  a low hill. On either side more hills form a low 
  ridgeline. Before you lays a hollow formed by the 
  hills, with a small stream trickling along the edge of 
  the hills. A thick carpet of leaves covers the hollow 
  despite the breeze which flows out of it. The hollow 
  is somewhat dark, sheltered by the hills and trees all 
  around you, but seems nonetheless inviting. 
   
  Peering up into the hollow, you can just make 
  out what must be the circle of stones mentioned in 
  the letter. It’s getting on toward afternoon now, and 
  you hurry forward, hoping to arrive before the sun 
  sets. 
   
  Allow the PCs to make whatever preparations they 
  desire. If it helps the atmosphere, you can occasionally 
  mention that the sun is closer to setting, but the party 
  should arrive at the stones in time to see them catch the 
  last light of the sun (shining into the hollow along the 
  stream’s path). 
   
  As you come to the outer edge of the circle of 
  stones, the sun finally reaches the horizon. The 
  surface of the stream seems to ignite, and great 
  swaths of the sky burn in varying shades of yellow 
  and orange. As the sun passes below the horizon, the 
  sky finally fades, first red then magenta, darkening 
  on to purple. 
   
  Slowly you realize that there’s more light in the 
  hollow than there should be. Turning, you see the 
  circle of stones has taken on the fires of the sun! The 
  center stone, some twelve feet tall, has indeed been 
  roughly planed with seven faces, and is black as 
  pitch. On each face of the center stone are carved 
  runes which glow as if liquid gold were fired from 
  within. 
   
  Where the center stone is black as night, the six 
  smaller stones surrounding it seem to glow with the 
  flames of the sun itself, although they are cool to the 
  touch. Each of the smaller stones has a flat top, is no 
  more than two feet tall, and wide enough for a man 
  to stand atop comfortably. On the top face of the 
  smaller stones are more runes which correspond to 
  those on the center stone save one. 
   
  Should any PC know Ancient Suloise or Ancient 
  Baklunish (or make a DC 25 Decipher Script check), they 
  can correctly read the runes on each of the outer stones: 
  power, age, wisdom, paranoia, cunning, and innocence. 
  The runes are distributed at random in the circle. The 
  center stone has all six of these runes plus an additional 
  rune: danger. A successful DC 25 Knowledge (history) 
  check gives the PCs the additional information that the 
  extra rune really translates into “mortal danger.” 
   
  The stone circle is a trapped portal, although the trap 
  is quite simple. The smaller stones must be stepped on to 
  transfer their arcane energy to the central stone.  
  Initially, the central stone’s danger rune will be facing 
  one of the smaller stepping stones, roll a d6 to determine 
  which one. If that stepping stone is not stepped on, the 
  central stone will rotate to face whichever stone is 
  stepped on, and the PC will take damage as below. 
   
  While there is no specific order of runes in which 
  this must be done, PCs can be damaged if the stones are 
  not understood: Should a PC stand on a small stone when 
  the danger rune is facing it (safe), the stone’s glow flows 
  into the center stone, and the corresponding face begins 
  to glow. Should a PC stand on a small stone when the 
  danger rune is not facing it (trapped), the runes on the 
  center stone will merge and flow until the danger rune is 
  facing the PC (read the text below), whereupon he will 
  take the following damage with no saving throw: 
  APL 6 
  2d6 
  APL 8 
  3d6 
  APL 10 
  4d6 
  APL 12 
  5d6 
   
  Note that the description below is different 
  depending on whether or not the PCs know what the 
  runes are, and especially the danger rune. If they do not 
  know, be careful not to reveal this in the description: 
   
  You stand on the smaller stone, facing the great 
  menhir inside the circle. Looking down, you wait to 
  see the glow from the rune on the top of your stone 
  flow into the great center stone, but it doesn’t. With 
  a sick feeling, you look up, trying to step off but 
  somehow stuck fast, and see that the great central 
  stone, the ancient menhir is changing. The runes 
  carved deep into the stone are flowing, and sliding 
  away from the face which you are looking at. Slowly, 
  as if taunting you, the [unique, unknown or danger] 
  rune swirls and twists into view. The rune is deeply 
  
  YEO4-06 By Brick and Mortar 
   
  Page 13 
  carved and the black depths of the stone seem to 
  bore into your head. 
   
  At this point, the PC must step off of the smaller 
  stone and then back on to properly activate the central 
  stone. The PCs need not continue to stand on the smaller 
  stone, and in fact, one PC can activate each of the stones 
  in succession.  Once the final stone has been stepped on, 
  the central stone will be glowing on every face, except 
  one: danger. 
   
  As you approach the seventh face of the central 
  stone, the runes which warn of danger in Ancient 
  Suloise and Baklunish [or, the unknown or unique 
  runes] seem to move away from you, as if down into 
  the stone, more and more quickly, until they are too 
  small to see, and finally disappear altogether. 
  Golden energy flows across the surface of the stone, 
  falling into the still-black face which confronts you. 
  The energy fades like sparks from a campfire rising 
  into the night. Where the face of the stone once 
  seemed solid, it now throws the echoes of your 
  voices back at you. 
   
  On the far sides of the central stone, you can see 
  the blackness emerging from under the glowing 
  energy, as it splits and flows across the stone to the 
  seventh face. Clearly a portal of some sort has 
  opened before you! 
   
  If the party is in agreement to enter the portal, they 
  can do so with no problem. Should they begin to discuss 
  it, you should mark off rounds one by one--don’t be 
  overly harsh here--and let the players argue amongst 
  themselves. As you mark off each round, you can make 
  this as subtle or obvious as you wish. The portal becomes 
  unusable in 12 rounds, two rounds per face of stone for 
  the arcane energy to “flow across.” If the party exceeds, in 
  your opinion, twelve rounds while they argue, the portal 
  closes.  While the portal will be openable again at sunset 
  each day following, until the end of Needfest, let the 
  players believe they are in hot water. 
   
  Once they have entered the portal, proceed to 
  Encounter 8. 
  ENCOUNTER 8: IN THE 
  RECEPTION ROOM 
  Stepping through the portal, the PCs arrive at the Tomb 
  of Asberdies. This is actually a bolthole created by 
  Asberdies during his reign over the Yeomanry hundreds 
  of years ago. The bolthole consists of four levels, the first 
  of which is the Reception Room.  Refer to the DM Aid: 
  Map of Tomb of Asberdies. 
   
  After stepping through the black maw of the 
  portal, you emerge in mid-air inside a spherical 
  room.  Your fall is short, no more than five or ten 
  feet, and you’re able to twist your body and flail your 
  arms as you fall to avoid landing on those who came 
  before you. A dull thud and a great cloud of dust 
  rises as you land in piles of decayed pillows and 
  blankets, obviously meant to cushion your (or 
  someone’s) landing. 
   
  Looking around, you can see that the room is a 
  near perfect sphere, with the exception of a gaping 
  square hole in the ceiling above and behind you, 
  about 40’ in diameter. The walls of the sphere are 
  made by large, red bricks bound by an overflowing, 
  reddish mortar. The hole above you, a passage really, 
  opens into the sphere at approximately 45 feet up 
  from the “equator” of the sphere. 
   
  The gentle, sourceless light that seems to fill the 
  sphere doesn’t penetrate far into the hole, and you 
  can see only that it probably continues upward, also 
  at a 45° angle. 
   
  Directly across from the square hole, but at the 
  room’s equator, is a large symbol, or perhaps 
  symbols, embedded in the surface of the brick wall.  
   
  Written using Draconic, the extensive arcane 
  symbols seem to spell out only “central.” 
   
  If PCs investigate the brick wall by magical means, 
  give them a nice headache: the brick walls were created 
  by enduring powerful magics. While it does not cause a 
  PC to blackout, the aura is strong enough to give them an 
  enduring headache. For PCs capable of detecting evil, the 
  brick wall, specifically the mortar, radiates an old, 
  moderate evil. Read the following paragraph to those 
  who examine the brick wall by touch or magical means: 
   
  The brick wall is solid to the touch, and yet— 
  the mortar feels strange, yielding, or perhaps 
  gummy. As you run your hand along the wall, you 
  would almost say that the mortar is sticky, no, that it 
  seems to be grabbing your hand. When you look 
  closer, you can see that the mortar does not move, 
  and looks completely solid, but you can feel it 
  flowing up over your fingers, slowly enveloping 
  your hand, grasping your wrist— 
   
  With a yell, you snatch your hand back from the 
  wall. A slight burning sensation covers your hand 
  where the still motionless mortar seemingly flowed 
  across your skin. You can see no redness or injury on 
  your hand, but a vague nausea settles into your gut. 
   
  These feelings continue to stay with the PCs 
  throughout their time in the bolthole, but there are no 
  game effects associated with them. 
   
  Climbing the walls is relatively easy (DC 10 Climb 
  check). If the PCs attempt to drive spikes into the wall to 
  help their climb, however, they will find the brick and 
  the mortar are unyielding; nothing less than limited wish 
  will penetrate the wall.  In addition, magical means for 
  movement does not work in this extradimensional space. 
  The PCs must climb the old-fashioned way. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 14 
   
  There are no other exits from the sphere, including 
  secret or concealed doors. 
  ENCOUNTER 9: UNDER A 
  ROCK 
  Assuming that the party climbs upward through the exit 
  passage, read the following paragraph: 
   
  Finally, you reach the lip if the exit passage. You 
  see that it continues on upward, perhaps forever; 
  you cannot see any end. What looked like a patch of 
  light ahead, you’re now certain is a trick of the 
  mind’s eye. The passage itself is also made of brick, 
  and the overflowing mortar provides ample 
  purchase for your climb. 
   
  While the climb is steep, it does not require any 
  Climb checks to ascend. 
   
  If the PCs do not look for traps, or do not find the 
  trap, read the following: 
   
  You’ve been climbing up the exit passage for 
  several minutes, easily mastering the straddle arm 
  and leg style of climbing. Suddenly, [person closest to 
  the middle of the marching order] slide-steps upward, 
  and you all hear a soft “click.” 
   
  Allow the party to begin discussing the situation, 
  and then continue: 
   
  After some seconds with no result, you all 
  breathe a sigh of relief; the trap was a dud, or a ruse. 
  As you make your first move to continue, you hear 
  the soft scrape of rock on rock.  
   
  Partway up the exit shaft is a trapdoor that drops 
  loose bricks into the passage. These bricks slide down the 
  corridor, creating, in essence, a ‘mini-avalanche’ that the 
  PCs must deal with: 
  APL 6 (EL 3) 
  � Falling Bricks Trap: CR 3; mechanical; location 
  trigger; repair reset; Atk +10 melee (4d6, bricks); 
  Search DC 25; Disable Device DC 20. 
  APL 8 (EL 4) 
  � Falling Bricks Trap: CR 4; mechanical; location 
  trigger; repair reset; Atk +10 melee (4d6, bricks); 
  multiple targets (all PCs in the passage); Search DC 
  25; Disable Device DC 20. 
  APL 10 (EL 5) 
  � Falling Bricks Trap: CR 5; mechanical; location 
  trigger; repair reset; Atk +15 melee (4d6, bricks); 
  multiple targets (all PCs in the passage); Search DC 
  25; Disable Device DC 20. 
  APL 12 (EL 6) 
  � Falling Bricks Trap: CR 6; mechanical; location 
  trigger; repair reset; Atk +15 melee (6d6, bricks); 
  multiple targets (all PCs in the passage); Search DC 
  25; Disable Device DC 20. 
   
  In addition, those who are hit by the bricks must 
  stop themselves from sliding back down the shaft; a 
  Balance check (DC 8 + APL) prevents this. Failure means 
  the PC has fallen a further 40 feet to the floor of the 
  Reception Room and must once again ascend. The party 
  spends one half hour per APL to clear the debris to 
  continue, unless they have magical means to assist them. 
   
  Climbing out of the exit shaft, the PCs find 
  themselves in a brightly lighted room, 50 ft. square. Move 
  on to Encounter 10. 
  ENCOUNTER 10: VIEW FROM 
  THE, UH, MIDDLE 
  Depending on how long the party searched the reception 
  room, whether or not they triggered the trap, and the trip 
  up the exit shaft, they take from three to nine and a half 
  hours to reach this room. Calculate the exact time as 
  follows: 
  searched the reception room 
  30+ min. 
  climbed exit shaft 
   
  3 hrs. 
  cleared debris from trap 
  3 to 6 hrs. 
   
  The following text should be adjusted depending on 
  when the PCs arrive in the “view” rooms. Remember, the 
  party passed through the portal just after sunset. Note 
  any extra time they take beyond that outlined above. 
   
  After climbing the precarious slope of the 
  smooth shaft for approximately three hours, you 
  find yourself in a large, brightly lighted room. The 
  shaft up from the spherical room opens in the 
  middle of a 50 ft. square room. 
   
  To the left and right through arched doorways 
  are wide stairs going up. Ahead of you and behind 
  you are arched windows, three to a side. The 
  windows are flanked on either side by columns, and 
  have an iron railing at waist height.  
   
  While the walls are the same, red brick and red-
  tinted mortar, the floor of the room is cut, squared 
  flagstone. 
   
  Peering through the windows ahead of you, you 
  can see a massive fortification, embraced by stone. 
   
  PCs with Knowledge (local – Sheldomar Valley 
  metaregion) can recognize (DC 10) the fortification as 
  Fort Crag, located approximately ten leagues to the north 
  of Loftwick.  Modify the below text if they don’t 
  recognize the fortification. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 15 
   
  A massive stone gatehouse stands along each of 
  the east and west walls of Fort Crag, stained with 
  rust from the iron bands which binds them. A 
  smaller gate can be found in the southern wall, 
  easily seen to be far more protected, which must 
  connect with the Crag Road leading north out of 
  Loftwick. While the view encompasses the entirety 
  of the fortification, you can make out details with 
  no problems. By concentrating, you can even see 
  guards walking the walls. 
   
  In the windows behind you is a bizarre scene. 
  Looming close on the right is the Clock Tower built 
  by the gnomes, which is located near the center of 
  Loftwick. It seems to be no more than a stone’s 
  throw away. Beyond, near the bottom of the window, 
  you see the Wick River, and the Dockward of 
  Loftwick, with several barges and river ships loading 
  or unloading cargo at the Yeomanry’s capital. 
   
  Strangely, you can see beyond the walls of 
  Loftwick, far to the south across miles of farm and 
  ranch land, to the walls of another city. It sits atop a 
  low, rocky bluff, using the craggy cliff as additional 
  defense. Below, a wide slow river winds along, 
  bustling with barge traffic. An early morning mist 
  covers the fields and pastures surrounding the city. 
  Again, by concentrating, you can see great detail in 
  the view. 
   
  PCs with Knowledge (local – Sheldomar Valley 
  metaregion) can recognize (DC 10) the city as Westburn, 
  located some 30 leagues south of Loftwick. 
   
  Looking toward the edges of the view, the PCs see 
  only distortion; the view wraps or curves back to the 
  edges of the windows. If the PC should concentrate on a 
  particular part of the view, it seems to enlarge or zoom up 
  in front of them (others will not see this).  
   
  At this point, if the party holds the Ring of Asberdies 
  (see Encounter 11), they are able to step through the 
  window to the destination itself (either Fort Crag or 
  Westburn in this case). Although Loftwick appears in the 
  southern window, it cannot be reached this way. 
   
  The stairs to the left and right each lead upward. No 
  matter which stair is taken, the PCs end up in the center 
  of another 50 ft. room. The stairs are straight and rise 
  approximately 100 steps. 
   
  The stairs rise straight ahead of you, each step 
  seeming to hang without support in a clear blue sky. 
  After a moment of vertigo, you stumble, falling 
  toward the side. At the edge of the stairs, the air 
  grows thicker, preventing you from falling off. Far 
  above, you see a dark shape against the blue sky; an 
  archway to another room which seems as brightly 
  lighted as this one. Looking back, you see that your 
  archway also hangs in midair, with no visible 
  support. As you take a step upward, you hear the 
  sound of stone grating on stone. 
   
  Stepping away from the center window on the 
  north side are two women, each readying a gleaming 
  bastard sword. The bright colors of their robes stand 
  in stark contrast against the cool gray of their… 
  skin? 
  APL 6 (EL 8) 
  � Caryatid Columns (2): hp 60 each; see Appendix 
  1. 
  APL 8 (EL 10) 
  � Caryatid Columns Ftr1, 10 HD-Advanced (2): 
  hp 98 each; see Appendix 1. 
  APL 10 (EL 12) 
  � Caryatid Columns Ftr1, 14 HD-Advanced (2): 
  hp 135 each; see Appendix 1. 
  APL 12 (EL 14) 
  � Caryatid Columns Ftr1, 14 HD-Advanced (4): 
  hp 135 each; see Appendix 1. 
   
  Tactics: Generally speaking, the caryatid columns 
  use their Improved Sunder feat to disarm opponents, 
  while moving to flank and attack.  Note that the caryatid 
  column has Hardness 8, which must be overcome to 
  damage them. 
   
  The caryatid columns attack in the lower window 
  room. They will separate from whichever columned 
  window works best for challenging the PCs. At APL 12, 
  the caryatid columns will attack in two waves, two in the 
  lower window room, and two in the upper. It is possible 
  if the party runs, for them to become trapped between 
  both waves on the stairs. 
   
  In the upper window room, the party again emerges 
  from stairs in the center of the room. Here, the windows 
  show east/west views, and the stairs exit the room on the 
  north and south. 
   
  Emerging from the stairs, you find yourself in 
  the center of a room nearly identical to the one 
  below. It too, is 50 foot square, with windows ahead 
  of and behind you, and stairs up on either side. 
   
  In the first view you see, ahead of you, a walled 
  city rests high on a bluff overlooking a wide, deep 
  river. River traffic is heavy, some docking at the 
  city’s port, others passing both north and south. 
  Beyond this city you can see a fort near the river, and 
  a small village. 
   
  Further on, across the river, you see an old 
  forest. Green and growing, and yet incredibly dark 
  and foreboding, the forest covers many miles, 
  bordering the river as far as the eye can see. 
   
  PCs with Knowledge (local – Sheldomar Valley 
  metaregion) can recognize (DC 10) the city as Longspear, 
  located on the Javan River. The forest beyond is the 
  western edges of the Dreadwood. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 16 
   
  In the windows behind you, you can see a 
  mighty range of mountains. Centered in the 
  windows is a smallish fort, guarding access to a pass 
  leading up into the mountains. Some distance 
  beyond the fort, a great mound rises, and sits astride 
  the path near the top of the pass. Great clouds of 
  smoke boil from the mound’s peak, lit from below 
  by the great swaths of lava which slowly bubble 
  forth. 
   
  PCs with Knowledge (local – Sheldomar Valley 
  metaregion) can recognize (DC 10) Fort Kendeen, located 
  in the westernmost portions of the Yeomanry in the 
  lower reaches of the Crystalmist Mountains. Near the top 
  of the pass stands the volcano which has closed the pass 
  between the Yeomanry and the Dry Steppes. 
   
  There is nothing more of interest in the upper 
  window room. If the party should compare the two exit 
  stairs, they will notice a slight difference, but nothing 
  they can name. Note that the stairs in the lower window 
  room are exactly the same, and look the same, with no 
  differences.  
   
  Climbing either stair brings the PCs to the sigil 
  room (Encounter 11). Following Encounter 11, they may 
  take the other stair to Encounter 12, but no matter which 
  stairway the party climbs first, they will emerge in the 
  sigil room first. 
   
  As the PCs begin their climb (again the stairs are 100 
  steps long), have them make a Spot check against Eram’s 
  weasel familiar, who is invisible (+40 bonus to Hide) and 
  hiding at the top of the stairs. The weasel, of course, alerts 
  Eram when the party closes in. 
  ENCOUNTER 11: FINAL 
  STRIKE 
  As you wearily climb the stairs, you are careful to 
  keep away from the edges of the steps in case 
  whatever thickens the air should fail. You have the 
  suspicion that you would spend eternity falling 
  through gray nothingness if you did fall. 
   
  Looking upward, it is hard to make sense of 
  what you see. There’s a square opening standing in 
  nothingness at the top of the stairs. You can see that 
  there appears to be a room beyond, but the mixed up 
  reversal of the square hole opening into a room, 
  while all around it is empty space makes it hard to 
  focus on what you see. 
   
  In the sigil room of the bolthole, the PCs find Eram 
  waiting for them. If his weasel familiar is not spotted (see 
  the end of Encounter 10), skip to the second read-aloud 
  paragraph, otherwise, read the following: 
   
  At the top of the stairs, you suddenly see 
  something—perhaps big or small, you’re not quite 
  sure—move as if it were crawling out of sight. 
   
  If the weasel was not spotted, read the following: 
   
  You emerge from the stairs through the opening 
  back down into the gray nothingness, and look 
  about you. 
   
  Before you stands an unusual suit of armor, 
  constructed of iron, wood and stone. On the wall 
  beyond is a great symbol drawn—no, incised--into 
  the familiar red brick, and made up of smaller 
  arcane runes and sigils. 
   
  You wonder absently about the breeze which is 
  strong enough to move the suit of armor’s arms, 
  then you realize that there is no wind; it must be the 
  armor that moves. 
   
  From behind comes the soft rustle of flipping 
  pages, and you hear, “If you cannot understand that 
  you are unwelcome, I will drive you out.” 
   
  Turning, you see a somewhat short figure of a 
  man, portly, with few remaining wisps of blonde 
  hair. He wears a short tunic over loose trousers, and 
  low boots. Although the tunic has seen better days, 
  it is clearly rather elegant, with a line of arcane 
  runes stitched along the edges. 
   
  In front of him an open book hangs in the air 
  without support. A sickly green glow comes from 
  the pages of the thick book, casting an evil mixture 
  of light and shadow across his features, as he quickly 
  flips back and forth from page to page. 
   
  You can see another great symbol on the wall 
  behind him, again cut into the red brick. A quick 
  look to the left and right confirms that these walls 
  too hold a giant symbol. You can see no doorway or 
  other means of exit. It seems you’ve reached your 
  destination, and he matches the descriptions you’ve 
  gotten of Eram. 
   
  Eram has been aware of the party for some time and 
  has prepared for their arrival. When the PCs do reach the 
  sigil room, he commands the shield guardian to attack, 
  and casts slow on the party. 
   
  Note that the Book of the Binders is an intelligent 
  item, similar to an intelligent weapon. The exact nature 
  of the Book is not detailed here, as it will never be 
  available to players. However, the Book confers certain 
  abilities to its wielder (Eram) and can take actions on its 
  own.  It can and will act on its own to help defeat the 
  party.  The Book has the following abilities manifest 
  during this Encounter: 
  • 
  The book grants Eram use of the Sanctum Spell 
  feat (Complete Arcane) without the requisite 3 
  months and 7 days.  All of Eram’s spells are 
  prepared as sanctum spells. 
  • 
  The book grants Eram complete immunity to 
  Enchantment (compulsion or mind-affecting) 
  spells and effects (excluding the book’s powers). 
  
  YEO4-06 By Brick and Mortar 
   
  Page 17 
  • 
  The book grants Eram a +4 enhancement bonus 
  to Con. 
  • 
  The book can counterspell every other round, 
  using greater dispel magic at will, at Eram’s Caster 
  Level + 2. 
  • 
  The book will dimension door Eram anytime he is 
  grappled. 
   
  Tactics:  Eram casts the following spells two 
  minutes before the PCs arrive: invisibility (on weasel 
  familiar), touch of idiocy (weasel familiar holds the charge), 
  protection from arrows (on himself), shield (on himself), 
  mirror image (on himself), stoneskin (on himself, APLs 8+), 
  Otiluke’s dispelling screen (hemisphere over the stairwell, 
  APLs 8+), mind fog (other end of room, APLs 8+), see 
  invisible (on himself, APLs 8+), spell turning (on himself, 
  APL 12).  Just as the PCs arrive, he casts displacement (on 
  himself) at APL 6 or haste (on himself) at APLs 8+. 
   
  As the party emerges from the stairs, Eram makes his 
  speech and casts slow.  He directs the shield guardian to 
  cast its stored confusion spell and initiates the guardian’s 
  shield other ability.  Eram directs his familiar to attack a 
  spellcaster (order of preference - arcane, divine, bardic, 
  other) with the touch of idiocy spell it carries. 
   
  In the second round of combat, Eram casts an area 
  effect spell on party: APL 6 – deep slumber, APL 8 – 
  crushing despair, APL 10 – rainbow pattern, APL 12 – 
  forcecage.  Eram directs the shield guardian to guard him.  
  If successful with the touch of idiocy spell, the weasel 
  attacks another (lightly armored) PC; otherwise, it 
  continues to attack with the touch spell, followed by its 
  attach ability. 
   
  In the third round of combat, Eram casts an area 
  effect spell on party: APL 6 – fireball, APL 8 – cone of cold, 
  APLs 10 and 12 – chain lightning.  The shield guardian 
  attacks any PC nearing Eram, but it doesn’t leave his 
  adjacent square.  The weasel continues to attempt the 
  touch spell (if still active) and attach attacks. 
   
  In subsequent rounds, Eram singles out stronger 
  looking PCs for spells such as dominate person or 
  continues to cast area effect spells. 
   
  As the battle progresses, keep track of Eram’s hp 
  total (remember the shield other ability of the shield 
  guardian). On his turn, if, in your judgment, he is 
  unlikely to last another round, Eram tears the book 
  asunder (see below). If Eram takes enough damage to die, 
  he does not fall until his turn, is not dead or 
  incapacitated, and can still act (his life maintained by the 
  power of the book).  Give no indication to the PCs that 
  Eram will fall, other than the following: his movements 
  become somewhat jerky and slow, his eyes become 
  unfocused, his body begins to twitch, and he becomes 
  unsteady on his feet. 
   
  As a final act of vengeance, the Book of the Binders 
  directs Eram to tear it apart. Since this cannot (in game 
  terms), occur except on Eram’s turn, the book will keep 
  him alive and free to do so (this event must occur so 
  adapt the end of the combat, as necessary, to allow it to 
  occur). 
   
  On Eram’s ‘final’ turn, read the following: 
   
  After a brief and sharp flash of light, you see 
  Eram’s muscles bulge with strength and effort. With 
  a mighty roar, the once-slight mage takes the 
  floating book in his hands and tears it apart. 
   
  When the Book of the Binders is destroyed, (as a sort 
  of “final strike”), it will deal the following damage to 
  those in range (DC 13 + APL Reflex save for half damage): 
  APL 6 
  10d6 
  APL 8 
  12d6 
  APL 10 
  14d6 
  APL 12 
  16d6 
   
  Note: For every five feet between Eram and a PC, 
  the damage will decrease by 1d6, to a minimum of half 
  the initial blast. Reduce the damage for distance and then 
  apply saving throws. 
   
  After the blast, read the following to the players: 
   
  The horrendous crash of the book’s destruction 
  still rings in your ears. Looking about, you find 
  yourself in a flurry of paper: partially torn, ripped, 
  scorched, outright burned and even pristine pages 
  from the book still flutter and fall to the floor. The 
  body of Eram is nowhere to be seen, although there 
  is a small scorch mark on the stones where he stood. 
  Pieces of the shield guardian are scattered against 
  the walls; it seems no opponent has survived the 
  blast. 
  APL 6 (EL 10) 
  � Eram: Male Human Wiz6; hp 32; see Appendix 1. 
  � Weasel, Eram’s Familiar: hp 16; see Appendix 1. 
  � Shield Guardian: hp 135; see Appendix 1. 
  APL 8 (EL 12) 
  � Eram: Male Human Wiz10; hp 53; see Appendix 1. 
  � Weasel, Eram’s Familiar: hp 26; see Appendix 1. 
  � Shield Guardian: hp 135; see Appendix 1. 
  APL 10 (EL 14) 
  � Eram: Male Human Wiz12; hp 63; see Appendix 1. 
  � Weasel, Eram’s Familiar: hp 31; see Appendix 1. 
  � Shield Guardian, 23 HD-Advanced: hp 195; see 
  Appendix 1. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 18 
  APL 12 (EL 16) 
  � Eram: Male Human Wiz14; hp 74; see Appendix 1. 
  � Weasel, Eram’s Familiar: hp 37; see Appendix 1. 
  � Shield Guardian, 27 HD-Advanced: hp 233; see 
  Appendix 1. 
   
  Treasure: Eram’s possessions are the main treasure 
  here.  PCs may also gather the surviving pages of the Book 
  of the Binders.  Those that do so receive the Sheaf of 
  Pages from the Book of the Binders effect on the 
  Adventure Record. 
  ENCOUNTER 12: LITTLE 
  HOUSE IN THE MIST 
  Following the encounter with Eram above, the PCs can 
  retrace their steps down to the upper window room. 
  There, they may check the opposite stairway leading out 
  (if the PCs begin looking for a way out of the bolthole, 
  they eventually check the stairs). Read the following 
  when the stairs are explored: 
   
  As you noticed, the stairs are different. Brighter 
  for one thing; as you climb upward, you suddenly 
  emerge from the gray mists as if you were high atop 
  a mountain looking down at a fog bank in a valley. 
  The stairs continue upward, with no visible support, 
  to what appears to be the top of a tower. 
   
  In the center of the 50 ft. square tower sits a 
  small house made of wood, about 30 feet on a side, 
  with a thatched roof. Smoke curls lazily from the 
  chimney, rising into the gray mists. It looks very 
  much as if a giant hand plucked a typical Yeoman 
  home from the countryside, and placed it here. 
   
  Circling the house, you take in the view: in the 
  distance, to the north, west and south, you can see 
  tall mountains rise above the mist. To the east, there 
  is nothing but gray mist, although perhaps you can 
  make out a dark smudge on the horizon. 
   
  When the PCs enter the house read the following: 
   
  You are greeted by the warm sounds of the 
  crackling fire when you enter the house. The inside 
  is all one large room. Ahead of you is the fireplace, 
  and to one side a small kitchen area, with a small 
  desk opposite. The floor is covered by a thick rug, 
  and against the right wall is a bed, enormous by the 
  standards of the Yeomanry. A small wardrobe stands 
  in the corner. A sitting area, couch, chairs and low 
  table, are to your left, placed with an eye toward the 
  open window. Below the window sits a large, iron-
  bound chest. While the hasp is thrown, there is no 
  lock. 
   
  Treasure: This is Eram’s lair. Much of the contents 
  of the room are mundane. After a diligent search, the 
  party will find treasure cached here from various areas of 
  the bolthole.  The Ring of Asberdies can also be found here; 
  anyone placing it on their finger is subject to the Cursed 
  Item – Ring of Asberdies effect on the Adventure 
  Record. 
  APL 6: Ring of Asberdies, hat of disguise. 
  APL 8: Ring of Asberdies, hat of disguise, chime of opening. 
  APL 10: Ring of Asberdies, hat of disguise, chime of 
  opening, minor ring of spell storing. 
  APL 12: Ring of Asberdies, hat of disguise, chime of 
  opening, minor ring of spell storing, decanter of endless 
  water. 
  CONCLUSION 
  Once the PCs defeat Eram, they must find a way out of 
  the bolthole, most likely through one of the magical 
  views on the levels below (PCs must have the Ring of 
  Asberdies in their possession to use the views).  
   
  When the PC holding or wearing the ring steps 
  through the window, he and any allies within 5 feet 
  wishing to accompany him are transported safely to what 
  is seen in the window. A Spellcraft check (DC 20) reveals 
  the ring’s connection to the windows, while a DC 25 
  check indicates that close proximity to the ring is 
  required when stepping through the window.  
   
  Stepping through a window will teleport the PCs to 
  the view seen, safely. They must then make their way 
  back (uneventfully), to the University of Loftwick to 
  report what they have found.  When they do so, they 
  receive the Favor of Grosspokesman Jalandri 
  Silbrendas and Favor of Chief Librarian Haladaras 
  effects on the Adventure Record. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 6 
  Defeat the nimblewright  
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 19 
  Encounter 9 
  Survive or disarm the trap 
   
  APL 6: 30 xp. 
   
  APL 8: 30 xp. 
   
  APL 10: 30 xp. 
   
  APL 12: 30 xp. 
  Encounter 10 
  Defeat the caryatid column  
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 11 
  Defeat Eram and his guardian 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary roleplaying award 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 1: 
  APL 6: L: 0 gp, C: 5 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 5 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 5 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 5 gp, M: 0 gp. 
  Encounter 6: 
  APL 6: L: 0 gp, C: 0 gp, M: elixir of fire breath (92 gp), 
  pipes of sounding (150 gp), silversheen (21 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: elixir of fire breath (92 gp), 
  pipes of sounding (150 gp), silversheen (21 gp), bag of 
  holding type I (208 gp), horn of fog (167 gp), rope of 
  climbing (250 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: elixir of fire breath (92 gp), 
  pipes of sounding (150 gp), silversheen (21 gp), bag of 
  holding type I (208 gp), horn of fog (167 gp), rope of 
  climbing (250 gp), circlet of persuasion (375 gp), stone 
  salve (333 gp), vest of escape (433 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: elixir of fire breath (92 gp), 
  pipes of sounding (150 gp), silversheen (21 gp), bag of 
  holding type I (208 gp), horn of fog (167 gp), rope of 
  climbing (250 gp), circlet of persuasion (375 gp), stone 
  salve (333 gp), vest of escape (433 gp), boots of striding 
  and springing (458 gp), periapt of health (617 gp), pipes 
  of haunting (500 gp). 
  Encounter 11: 
  APL 6: L: 0 gp, C: 0 gp, M: bracers of armor +1 (83 gp), 
  ring of protection +1 (167 gp), minor ring of spell storing 
  
  YEO4-06 By Brick and Mortar 
   
  Page 20 
  (1,500 gp), potion of cure moderate wounds (25 gp), 
  metamagic rod (maximize, lesser) (1,167 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: bracers of armor +1 (83 gp), 
  ring of protection +1 (167 gp), minor ring of spell storing 
  (1,500 gp), potion of cure moderate wounds (25 gp), 
  metamagic rod (maximize, lesser) (1,167 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: bracers of armor +2 (333 
  gp), ring of protection +1 (167 gp), ring of blinking (2,250 
  gp), potion of cure serious wounds (63 gp), metamagic rod 
  (maximize, lesser) (1,167 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: bracers of armor +2 (333 
  gp), ring of protection +1 (667 gp), ring of blinking (2,250 
  gp), potion of cure serious wounds (63 gp), metamagic rod 
  (maximize, lesser) (1,167 gp). 
  Encounter 12: 
  APL 6: L: 0 gp, C: 0 gp, M: hat of disguise (150 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: hat of disguise (150 gp), 
  chime of opening (250 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: hat of disguise (150 gp), 
  chime of opening (250 gp), minor ring of spell storing 
  (1,500 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: hat of disguise (150 gp), 
  chime of opening (250 gp), minor ring of spell storing 
  (1,500 gp), decanter of endless water (750 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 0 gp, C: 5 gp, M: 3,355 gp – Total: 3,360 gp 
  (900 gp). 
  APL 8: L: 0 gp, C: 5 gp, M: 4,230 gp – Total: 4,235 gp 
  (1,300 gp). 
  APL 10: L: 0 gp, C: 5 gp, M: 7,909 gp – Total: 7,914 gp 
  (2,300 gp). 
  APL 12: L: 0 gp, C: 5 gp, M: 10,734 gp – Total: 10,739 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of Grosspokesman Jalandri Silbrendas 
   
  In reward for your risk of life and limb in 
  discovering and countering the recent threat to the 
  Yeomanry, this PC has earned the favor of Jalandri 
  Silbrendas, Grosspokesman of Loftwick. 
   
  For one calendar year from the date on this AR, this 
  PC enjoys the following benefits while in Loftwick: free 
  Rich upkeep and a 10% discount to purchases of 
  mundane equipment from the Player’s Handbook. 
  � Cursed Item – Ring of Asberdies 
   
  This PC took the ring of Asberdies and placed it on 
  her finger, so that her party could escape the bolthole.  
  Sadly, the wearer of this ring is now an unwitting agent 
  of Asberdies.  This ring is cursed, and the wearer can only 
  remove it after a remove curse, break enchantment, miracle, 
  or wish spell is cast upon it by a caster of 17th level or 
  higher.  Until then, this PC may find themselves used as 
  a pawn by the powerful Archmage.  Also, this PC suffers a 
  -2 penalty to all saves against mind-affecting spells and 
  effects while wearing the ring.  A small benefit from the 
  ring is that the wearer gains a +1 deflection bonus to their 
  AC. 
  � Sheaf of Pages from the Book of the Binders 
   
  This PC recovered a sheaf of pages from the Book of 
  the Binders.  When the book was sundered, these pages 
  were left behind.  They are torn, ripped, scorched, and 
  outright burned in places, reducing their value 
  considerably.  The pages are covered in arcane runes and 
  magical writings.  A PC that can read magic or Decipher 
  Script (DC 30) can read what remains of the pages.   The 
  book, created by the Archmage Asberdies, was such a 
  powerful item, that even the sheaf of pages this PC 
  recovered are tainted by its evil; this PC radiates a faint 
  evil aura as long as he carries this sheaf, even if it is in an 
  extradimensional space. 
   
  If this PC studies the sheaf for four unbroken hours, 
  he gains a +5 insight bonus to their next Spellcraft or 
  Knowledge (arcana) check.  The sheaf can be studied 
  again after the bonus is used to gain another bonus; each 
  bonus requires four hours of unbroken study. 
   
  If this PC is an arcane spellcaster, studying the sheaf 
  leads the PC into new insights of spell research.  This PC, 
  after each new level gained as an arcane spellcaster, may 
  choose an arcane spell from the Limited list in the LGCS 
  and gain it (if a sorcerer or bard) or scribe it into their 
  spellbook at half the normal cost (if a wizard).   The PC 
  may gain a maximum of three new spells this way, mark 
  the spells gained below: ___________________________________, 
  ___________________________________,  ___________________________________. 
  � Curse – Construct Contagion 
   
  This PC suffered a serious blow (one that was a 
  critical hit, one for massive damage, or one that put the 
  PC’s hp total below zero) from an “infected” construct 
  and has been cursed with construct contagion (it is not a 
  disease, despite the name and use of the word infected).  
  The constructs in this adventure cause the iron version of 
  this infection.  The initial infection causes random parts 
  of this PC’s body to transform into bits of iron metal.  
  This first stage grants a +2 natural armor bonus and a -2 
  penalty to Charisma. 
   
  Each time this PC is struck with a critical hit, a blow 
  for massive damage, or has his hp total reduced below 
  zero, they must make a Fort save (DC 12 + the APL this 
  adventure was played at).  If they fail the save, check one 
  of the boxes below; this indicates the contagion has 
  
  YEO4-06 By Brick and Mortar 
   
  Page 21 
  advanced in intensity, transforming more of your body 
  into a construct (although you do not assume the 
  construct type yet).  Each advance further affects the 
  abilities of the curse victim: 
   
  � Second Stage: -2 penalty to Dexterity. 
   
  � Third Stage: -10 ft. penalty to Speed (-5 ft. penalty 
  for Small PCs). 
   
  � Fourth Stage: healing spells cast on this PC are 
  only half as effective with regards to curing hp damage.  
   
  � Final Stage: PC becomes a construct - contact the 
  Yeomanry Triad (see below). 
   
  If the curse progress through all four check boxes, 
  this PC is completely transformed by the curse.  At that 
  point, your PC is removed from play until you receive 
  documentation for the completed transformation from 
  the Yeomanry Triad. 
   
  This curse can currently only be removed by a remove 
  curse, break enchantment, miracle, or wish spell from a caster 
  of 17th level or higher.  However, there may be other 
  means to remove this curse that this PC may discover in 
  future Yeomanry adventures. 
  � Favor of Chief Librarian Haladaras 
   
  For your efforts in helping the Library of the 
  University of Loftwick, this PC has earned Chief 
  Librarian Haladaras’ favor.  On any adventure set in the 
  Yeomanry where the PC has time to visit Haladaras in 
  Loftwick, this PC can call on Haladaras, and his vast 
  knowledge of the holdings in the Library, to assist the PC 
  in researching a question in any area of knowledge or 
  profession.  The research, which takes two hours of time 
  in the Library, grants this PC a +10 circumstance bonus to 
  the Knowledge or Profession check for which this PC 
  was researching.  This favor may be used three times 
  (check the boxes as used) before the favor is consumed: 
  �     �     �. 
  Item Access 
  APL 6: 
  • 
  Elixir of Fire Breath (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Hat of Disguise (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Metamagic Rod, Maximize, Lesser (Adventure, 
  Dungeon Master’s Guide) 
  • 
  Pipes of Sounding (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Ring of Spell Storing, Minor (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Silversheen (Adventure, Dungeon Master’s Guide) 
   
  APL 8 (APL 6 Items plus): 
  • 
  Bag of Holding – Type I (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Chime of Opening (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Horn of Fog (Adventure, Dungeon Master’s Guide) 
  • 
  Rope of Climbing (Adventure, Dungeon Master’s 
  Guide) 
   
  APL 10 (APL 6, 8 Items plus): 
  • 
  Bracers of Armor +2 (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Circlet of Persuasion (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Ring of Blinking (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Stone Salve (Adventure, Dungeon Master’s Guide) 
  • 
  Vest of Escape (Adventure, Dungeon Master’s Guide) 
   
  APL 12 (APL 6, 8, 10 Items plus): 
  • 
  Boots of Striding and Springing (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Decanter of Endless Water (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Periapt of Health (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Pipes of Haunting (Adventure, Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +2 (Adventure, Dungeon Master’s 
  Guide) 
   
   
  
  YEO4-06 By Brick and Mortar 
   
  Page 22 
  APPENDIX 1 – NPCS 
   
  ENCOUNTER 6 
   
   
   
   
  APL 6 
  Nimblewright: 
  CR 
  7; 
  Medium 
  Construct; 
  HD 
  10d10+20; hp 90; Init +7; Spd 40 ft.; AC 24, touch 17, flat-
  footed 17 (+7 Dex, +7 natural); BA/Grp +7/+11; Atk +11 
  melee (2d6+4/15-20, rapier-hand); Full Atk +11 melee 
  (2d6+4/15-20, 2 rapier-hands);  SA tripping thrust, spell-
  like abilities, Construct Contagion carrier; SQ darkvision 
  60 ft., augmented critical, construct traits, SR 27, 
  vulnerabilities; AL CN; SV Fort +3, Ref +10, Will +6; Str 
  19, Dex 24, Con –, Int 10, Wis 17, Cha 19.  Monster 
  Manual 2, page 162. 
   
  Skills and Feats: Balance +9, Jump +19, Tumble +22; 
  Combat ExpertiseB, Combat ReflexesB, Dodge, Improved 
  Disarm, Mobility, Spring Attack. 
   
  Spell-like Abilities: At will – alter self, cat’s grace, 
  entropic shield, feather fall, haste. Caster level 10th.  Save DC 
  is Cha-based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-
  hand attacks are powerful enough to push over creatures 
  its own size or smaller.  An opponent who is the target of 
  a successful critical hit from a nimblewright must make a 
  Reflex save (DC 19) or be knocked prone as if tripped. 
   
  Augmented Critical (Ex): A nimblewright threat 
  range for its rapier-hand attack is 15-20.  On a successful 
  critical hit, its foe is subject to a tripping thrust attack. 
   
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round. 
   
  Languages: Common, Elven, Dwarven. 
   
  Description: 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs that disguise themselves as living humanoids.  
  They often serve as hired bodyguards, but many are 
  employed to infiltrate organizations and secret societies 
  or spy on individuals.  Unlike most constructs, a 
  nimblewright is created with intelligence and a distinct 
  personality that allows for intuitive thinking and 
  responsiveness.  Like a golem, a nimblewright is a 
  powerful creation that combines awesome magic with 
  elemental forces.  Its animating force is a spirit from the 
  Elemental Plane of Water.  The process of creating a 
  nimblewright binds the unwilling spirit to the artificial 
  body and binds it to the will of the creator.  An 
  undisguised nimblewright appears as a nondescript, steel 
  colored, mechanical human.  When disguised, it wears 
  clothes and uses spells to hide its true nature.  In this way 
  it can appear as almost any Medium-sized humanoid it 
  wishes to become.  In battle, it brings to bear all of its 
  special fighting skills to deprive opponents of their 
  weapons before running them through.  If a 
  nimblewright has ample warning of a fight, it enhances 
  its combat skills with cat’s grace and haste before joining 
  melee.  The monster fights with two rapiers that are 
  actually parts of its body.  These rapiers are treated as 
  natural weapons.  When not in use, the weapons fold into 
  its forearms.  A nimblewright can fully deploy both 
  rapiers as a free action. 
  APL 8 
  Nimblewright Ftr1, 14 HD-Advanced: CR 9; Medium 
  Construct; HD 14d10+1d10+20; hp 128; Init +10; Spd 40 
  ft.; AC 27, touch 20, flat-footed 17 (+10 Dex, +7 natural); 
  BA/Grp +11/+17; Atk +21 melee (2d6+6/15-20, rapier-
  hand); Full Atk +21 melee (2d6+6/15-20, 2 rapier-hands);  
  SA tripping thrust, spell-like abilities, Construct 
  Contagion carrier; SQ darkvision 60 ft., augmented 
  critical, construct traits, SR 27, vulnerabilities; AL CN; SV 
  Fort +6, Ref +14, Will +8; Str 22, Dex 30, Con –, Int 13, 
  Wis 18, Cha 18.  Monster Manual 2, page 162. 
   
  Skills and Feats: Balance +29, Intimidate +7, Jump +25, 
  Tumble +29; Combat ExpertiseB, Combat ReflexesB, 
  Dodge, Improved Disarm, Improved Trip, Mobility, 
  Spring Attack, Weapon Finesse, Whirlwind AttackB. 
   
  Spell-like Abilities: At will – alter self, cat’s grace, 
  entropic shield, feather fall, haste. Caster level 14th.  Save DC 
  is Cha-based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-
  hand attacks are powerful enough to push over creatures 
  its own size or smaller.  An opponent who is the target of 
  a successful critical hit from a nimblewright must make a 
  Reflex save (DC 27) or be knocked prone as if tripped. 
   
  Augmented Critical (Ex): A nimblewright threat 
  range for its rapier-hand attack is 15-20.  On a successful 
  critical hit, its foe is subject to a tripping thrust attack. 
   
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round. 
   
  Languages: Common, Elven, Dwarven, Ancient 
  Suloise. 
   
  Description: 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs that disguise themselves as living humanoids.  
  They often serve as hired bodyguards, but many are 
  employed to infiltrate organizations and secret societies 
  or spy on individuals.  Unlike most constructs, a 
  nimblewright is created with intelligence and a distinct 
  personality that allows for intuitive thinking and 
  responsiveness.  Like a golem, a nimblewright is a 
  powerful creation that combines awesome magic with 
  elemental forces.  Its animating force is a spirit from the 
  Elemental Plane of Water.  The process of creating a 
  nimblewright binds the unwilling spirit to the artificial 
  body and binds it to the will of the creator.  An 
  undisguised nimblewright appears as a nondescript, steel 
  colored, mechanical human.  When disguised, it wears 
  clothes and uses spells to hide its true nature.  In this way 
  it can appear as almost any Medium-sized humanoid it 
  wishes to become.  In battle, it brings to bear all of its 
  special fighting skills to deprive opponents of their 
  weapons before running them through.  If a 
  nimblewright has ample warning of a fight, it enhances 
  
  YEO4-06 By Brick and Mortar 
   
  Page 23 
  its combat skills with cat’s grace and haste before joining 
  melee.  The monster fights with two rapiers that are 
  actually parts of its body.  These rapiers are treated as 
  natural weapons.  When not in use, the weapons fold into 
  its forearms.  A nimblewright can fully deploy both 
  rapiers as a free action. 
  APL 10 
  Nimblewright Ftr1, 18 HD-Advanced: CR 11; Large 
  Construct; HD 18d10+1d10+30; hp 165; Init +9; Spd 40 
  ft.; AC 27, touch 18, flat-footed 18 (-1 size, +9 Dex, +9 
  natural); BA/Grp +14/+28; Atk +24 melee (3d6+10/15-20, 
  rapier-hand); Full Atk +24 melee (3d6+10/15-20, 2 rapier-
  hands);  Space/Reach 10 ft./10 ft.; SA tripping thrust, 
  spell-like abilities, Construct Contagion carrier; SQ 
  darkvision 60 ft., augmented critical, construct traits, SR 
  27, vulnerabilities; AL CN; SV Fort +8, Ref +15, Will +10; 
  Str 30, Dex 29, Con –, Int 13, Wis 18, Cha 18.  Monster 
  Manual 2, page 162. 
   
  Skills and Feats: Balance +32, Intimidate +7, Jump +33, 
  Tumble +32; Combat ExpertiseB, Combat ReflexesB, 
  Dodge, Improved Disarm, Improved Trip, Mobility, 
  Power Attack, Spring Attack, Weapon Focus (rapier-
  hand), Whirlwind AttackB. 
   
  Spell-like Abilities: At will – alter self, cat’s grace, 
  entropic shield, feather fall, haste. Caster level 18th.  Save DC 
  is Cha-based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-
  hand attacks are powerful enough to push over creatures 
  its own size or smaller.  An opponent who is the target of 
  a successful critical hit from a nimblewright must make a 
  Reflex save (DC 33) or be knocked prone as if tripped. 
   
  Augmented Critical (Ex): A nimblewright threat 
  range for its rapier-hand attack is 15-20.  On a successful 
  critical hit, its foe is subject to a tripping thrust attack. 
   
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round. 
   
  Languages: Common, Elven, Dwarven, Ancient 
  Suloise. 
   
  Description: 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs that disguise themselves as living humanoids.  
  They often serve as hired bodyguards, but many are 
  employed to infiltrate organizations and secret societies 
  or spy on individuals.  Unlike most constructs, a 
  nimblewright is created with intelligence and a distinct 
  personality that allows for intuitive thinking and 
  responsiveness.  Like a golem, a nimblewright is a 
  powerful creation that combines awesome magic with 
  elemental forces.  Its animating force is a spirit from the 
  Elemental Plane of Water.  The process of creating a 
  nimblewright binds the unwilling spirit to the artificial 
  body and binds it to the will of the creator.  An 
  undisguised nimblewright appears as a nondescript, steel 
  colored, mechanical human.  When disguised, it wears 
  clothes and uses spells to hide its true nature.  In this way 
  it can appear as almost any Medium-sized humanoid it 
  wishes to become.  In battle, it brings to bear all of its 
  special fighting skills to deprive opponents of their 
  weapons before running them through.  If a 
  nimblewright has ample warning of a fight, it enhances 
  its combat skills with cat’s grace and haste before joining 
  melee.  The monster fights with two rapiers that are 
  actually parts of its body.  These rapiers are treated as 
  natural weapons.  When not in use, the weapons fold into 
  its forearms.  A nimblewright can fully deploy both 
  rapiers as a free action. 
  APL 12 
  Nimblewright Ftr2, 22 HD-Advanced: CR 11; Large 
  Construct; HD 22d10+2d10+30; hp 203; Init +10; Spd 40 
  ft.; AC 28, touch 19, flat-footed 18 (-1 size, +10 Dex, +9 
  natural); BA/Grp +18/+32; Atk +28 melee (4d6+10/15-20, 
  rapier-hand); Full Atk +28 melee (4d6+10/15-20, 2 rapier-
  hands);  Space/Reach 10 ft./10 ft.; SA tripping thrust, 
  spell-like abilities, Construct Contagion carrier; SQ 
  darkvision 60 ft., augmented critical, construct traits, SR 
  27, vulnerabilities; AL CN; SV Fort +10, Ref +17, Will 
  +11; Str 30, Dex 31, Con –, Int 13, Wis 18, Cha 18.  
  Monster Manual 2, page 162. 
   
  Skills and Feats: Balance +37, Intimidate +10, Jump 
  +37, Tumble +37; Combat ExpertiseB, Combat ReflexesB, 
  Dodge, Elusive Target*, Improved Disarm, Improved 
  Natural Attack (rapier-hand), Improved Trip, Mobility, 
  Power Attack, Power Critical (rapier-hand)B*, Spring 
  Attack, Weapon Focus (rapier-hand), Whirlwind AttackB. 
   *Complete Warrior. 
   
  Spell-like Abilities: At will – alter self, cat’s grace, 
  entropic shield, feather fall, haste. Caster level 22nd.  Save DC 
  is Cha-based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-
  hand attacks are powerful enough to push over creatures 
  its own size or smaller.  An opponent who is the target of 
  a successful critical hit from a nimblewright must make a 
  Reflex save (DC 35) or be knocked prone as if tripped. 
   
  Augmented Critical (Ex): A nimblewright threat 
  range for its rapier-hand attack is 15-20.  On a successful 
  critical hit, its foe is subject to a tripping thrust attack. 
   
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round. 
   
  Languages: Common, Elven, Dwarven, Ancient 
  Suloise. 
   
  Description: 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs that disguise themselves as living humanoids.  
  They often serve as hired bodyguards, but many are 
  employed to infiltrate organizations and secret societies 
  or spy on individuals.  Unlike most constructs, a 
  nimblewright is created with intelligence and a distinct 
  personality that allows for intuitive thinking and 
  responsiveness.  Like a golem, a nimblewright is a 
  powerful creation that combines awesome magic with 
  elemental forces.  Its animating force is a spirit from the 
  Elemental Plane of Water.  The process of creating a 
  nimblewright binds the unwilling spirit to the artificial 
  body and binds it to the will of the creator.  An 
  undisguised nimblewright appears as a nondescript, steel 
  colored, mechanical human.  When disguised, it wears 
  clothes and uses spells to hide its true nature.  In this way 
  it can appear as almost any Medium-sized humanoid it 
  
  YEO4-06 By Brick and Mortar 
   
  Page 24 
  wishes to become.  In battle, it brings to bear all of its 
  special fighting skills to deprive opponents of their 
  weapons before running them through.  If a 
  nimblewright has ample warning of a fight, it enhances 
  its combat skills with cat’s grace and haste before joining 
  melee.  The monster fights with two rapiers that are 
  actually parts of its body.  These rapiers are treated as 
  natural weapons.  When not in use, the weapons fold into 
  its forearms.  A nimblewright can fully deploy both 
  rapiers as a free action. 
  ENCOUNTER 10 
   
   
   
   
  APL 6 
  Caryatid Column: CR 6; Medium Construct; HD 
  6d10+20; hp 60; Init +3; Spd 30 ft.; AC 22, touch 13, flat-
  footed 19 (+3 Dex, +9 natural); BA/Grp +4/+9; Atk +12 
  melee (1d10+9/19-20, +2 bastard sword, two-handed) or +9 
  melee (1d4+7, slam); Full Atk +12 melee (1d10+9/19-20, 
  +2 bastard sword, two-handed) or +9 melee (1d4+7, 2 
  slams) or +12 melee (1d10+7/19-20, +2 bastard sword, one-
  handed) and +4 melee (1d4+2, slam);  SA Construct 
  Contagion carrier; SQ darkvision 60 ft., break weapon, 
  column form, construct traits, hardness 8, magic weapon; 
  AL N; SV Fort +2, Ref +5, Will -3; Str 20, Dex 16, Con –, 
  Int 6, Wis 1, Cha 1.  Fiend Folio, page 30. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +4; 
  Improved Sunder, Power Attack, Weapon Focus (bastard 
  sword)B. 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a Fortitude 
  save (DC 13) or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic weapon 
  uses either the wielder’s save bonus or its own save 
  bonus, whichever is better. Nonmagic ranged weapons 
  automatically shatter upon hitting the caryatid column, 
  dealing no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not commanded, 
  or waiting to fulfill a command), a caryatid column takes 
  the form of a simple column of stone. This column is 
  about two feet in diameter, and it extends up to the 
  ceiling of the chamber or to a height of 25 feet, 
  whichever is less. Unless commanded otherwise, a 
  caryatid column remains in this form until attacked, and 
  it even allows creatures to climb it (Climb check DC 15). 
   
  A caryatid column in its column form looks like a 
  pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar 
  resemble a woman with a sword. Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column serves 
  no structural purpose since it bears none of the ceiling’s 
  weight. A close examination of the top of the column 
  (Search check DC 15) or a keen eye (Spot check DC 20) 
  shows that the column is not cemented or joined to the 
  ceiling. Dwarves and other creatures with stonecunning 
  receive a free Search check as if actively looking when 
  they pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can change 
  once per round. 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with one 
  exception: Whenever it is out of the caryatid column’s 
  hands, it reverts to stone and becomes a nonmagical 
  sculpture. Should the caryatid column then pick up the 
  weapon, it regains its normal form and magical qualities.  
  If a caryatid column needs both hands free, it can stow its 
  weapon by simply pressing it against its side; the weapon 
  then merges with the caryatid column’s body and can be 
  retrieved by the caryatid column as any other character 
  would draw a weapon. 
   
  Languages: none (incapable of speech). 
   
  Description: A caryatid column looks like a simple 
  stone pillar until an unwary creature violates the 
  strictures given to the construct by its creator.  In the 
  blink of an eye, the caryatid column becomes a silk-
  draped, beautiful female that wields a deadly magic 
  weapon. 
  APL 8 
  Caryatid Column Ftr1, 10 HD-Advanced: CR 8; 
  Medium Construct; HD 10d10+1d10+20; hp 98; Init +5; 
  Spd 30 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +9 
  natural); BA/Grp +8/+16; Atk +19 melee (1d10+14/19-20, 
  +2 bastard sword, two-handed) or +16 melee (1d4+12, 
  slam); Full Atk +19/+14 melee (1d10+14/19-20, +2 bastard 
  sword, two-handed) or +16 melee (1d4+12, 2 slams) or 
  +19/+14 melee (1d10+10/19-20, +2 bastard sword, one-
  handed) and +11 melee (1d4+4, slam);  SA Construct 
  Contagion carrier; SQ darkvision 60 ft., break weapon, 
  column form, construct traits, hardness 8, magic weapon; 
  AL N; SV Fort +5, Ref +8, Will -1; Str 26, Dex 20, Con –, 
  Int 6, Wis 2, Cha 3.  Fiend Folio, page 30. 
   
  Skills and Feats: Diplomacy -2, Intimidate -3, Sense 
  Motive +9; Combat Brute*, Improved Bull RushB, 
  Improved Sunder, Power Attack, Weapon Focus (bastard 
  sword)B.  *Complete Warrior. 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a Fortitude 
  save (DC 15) or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic weapon 
  uses either the wielder’s save bonus or its own save 
  bonus, whichever is better. Nonmagic ranged weapons 
  automatically shatter upon hitting the caryatid column, 
  dealing no damage. Magic ranged weapons receive a 
  Fortitude save (DC 15) to resist this effect. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 25 
   
  Column Form (Ex): When at rest (not commanded, 
  or waiting to fulfill a command), a caryatid column takes 
  the form of a simple column of stone. This column is 
  about two feet in diameter, and it extends up to the 
  ceiling of the chamber or to a height of 25 feet, 
  whichever is less. Unless commanded otherwise, a 
  caryatid column remains in this form until attacked, and 
  it even allows creatures to climb it (Climb check DC 15). 
   
  A caryatid column in its column form looks like a 
  pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar 
  resemble a woman with a sword. Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column serves 
  no structural purpose since it bears none of the ceiling’s 
  weight. A close examination of the top of the column 
  (Search check DC 15) or a keen eye (Spot check DC 20) 
  shows that the column is not cemented or joined to the 
  ceiling. Dwarves and other creatures with stonecunning 
  receive a free Search check as if actively looking when 
  they pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can change 
  once per round. 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with one 
  exception: Whenever it is out of the caryatid column’s 
  hands, it reverts to stone and becomes a nonmagical 
  sculpture. Should the caryatid column then pick up the 
  weapon, it regains its normal form and magical qualities.  
  If a caryatid column needs both hands free, it can stow its 
  weapon by simply pressing it against its side; the weapon 
  then merges with the caryatid column’s body and can be 
  retrieved by the caryatid column as any other character 
  would draw a weapon. 
   
  Languages: none (incapable of speech). 
   
  Description: A caryatid column looks like a simple 
  stone pillar until an unwary creature violates the 
  strictures given to the construct by its creator.  In the 
  blink of an eye, the caryatid column becomes a silk-
  draped, beautiful female that wields a deadly magic 
  weapon. 
  APLs 10 or 12 
  Caryatid Column Ftr1, 14 HD-Advanced: CR 10; 
  Large Construct; HD 14d10+1d10+30; hp 135; Init +4; 
  Spd 30 ft.; AC 23, touch 13, flat-footed 20 (-1 size, +4 Dex, 
  +11 
  natural); 
  BA/Grp 
  +11/+27; 
  Atk 
  +25 melee 
  (2d8+20/17-20, large +2 bastard sword, two-handed) or +22 
  melee (1d6+18, slam); Full Atk +25/+20/+15 melee 
  (2d8+20/17-20, large +2 bastard sword, two-handed) or +22 
  melee (1d6+18, 2 slams) or +25/+20/+15 melee 
  (2d8+14/17-20, large +2 bastard sword, one-handed) and 
  +17 melee (1d6+6, slam);  SA Construct Contagion 
  carrier; SQ darkvision 60 ft., break weapon, column form, 
  construct traits, hardness 8, magic weapon; AL N; SV Fort 
  +6, Ref +8, Will +0; Str 34, Dex 18, Con –, Int 6, Wis 3, 
  Cha 3.  Fiend Folio, page 30. 
   
  Skills and Feats: Diplomacy -2, Intimidate -3, Sense 
  Motive +13; Awesome Blow, Combat Brute*, Improved 
  Bull RushB, Improved Critical (bastard sword), Improved 
  Sunder, Power Attack, Weapon Focus (bastard sword)B.  
  *Complete Warrior. 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a Fortitude 
  save (DC 17) or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic weapon 
  uses either the wielder’s save bonus or its own save 
  bonus, whichever is better. Nonmagic ranged weapons 
  automatically shatter upon hitting the caryatid column, 
  dealing no damage. Magic ranged weapons receive a 
  Fortitude save (DC 17) to resist this effect. 
   
  Column Form (Ex): When at rest (not commanded, 
  or waiting to fulfill a command), a caryatid column takes 
  the form of a simple column of stone. This column is 
  about two feet in diameter, and it extends up to the 
  ceiling of the chamber or to a height of 25 feet, 
  whichever is less. Unless commanded otherwise, a 
  caryatid column remains in this form until attacked, and 
  it even allows creatures to climb it (Climb check DC 15). 
   
  A caryatid column in its column form looks like a 
  pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar 
  resemble a woman with a sword. Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column serves 
  no structural purpose since it bears none of the ceiling’s 
  weight. A close examination of the top of the column 
  (Search check DC 15) or a keen eye (Spot check DC 20) 
  shows that the column is not cemented or joined to the 
  ceiling. Dwarves and other creatures with stonecunning 
  receive a free Search check as if actively looking when 
  they pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can change 
  once per round. 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with one 
  exception: Whenever it is out of the caryatid column’s 
  hands, it reverts to stone and becomes a nonmagical 
  sculpture. Should the caryatid column then pick up the 
  weapon, it regains its normal form and magical qualities.  
  If a caryatid column needs both hands free, it can stow its 
  weapon by simply pressing it against its side; the weapon 
  then merges with the caryatid column’s body and can be 
  
  YEO4-06 By Brick and Mortar 
   
  Page 26 
  retrieved by the caryatid column as any other character 
  would draw a weapon. 
   
  Languages: none (incapable of speech). 
   
  Description: A caryatid column looks like a simple 
  stone pillar until an unwary creature violates the 
  strictures given to the construct by its creator.  In the 
  blink of an eye, the caryatid column becomes a silk-
  draped, beautiful female that wields a deadly magic 
  weapon. 
  ENCOUNTER 11 
   
   
   
   
  APL 6 
  Eram: Male Human Wiz6 (Evoker); CR 6; Medium 
  Humanoid (Human); HD 6d4+18; hp 32; Init +6; Spd 30 
  ft.; AC 20, touch 15, flat-footed 16 (+4 Dex, +1 armor, +1 
  deflection, +4 shield); BA/Grp +3/+2; Atk +2 melee (1d6-
  1, quarterstaff); Full Atk +2 melee (1d6-1, quarterstaff);  
  SA spells; SQ summon familiar (weasel), complete 
  immunity to Enchantment (compulsion or mind-
  affecting) 
  spells 
  and 
  effects, 
  prohibited 
  schools 
  (Conjuration, Necromancy); AL N; SV Fort +5, Ref +4 
  (+6), Will +6; Str 8, Dex 14, Con 12 (16), Int 17, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Concentration +12, Decipher Script 
  +12, Diplomacy +3, Gather Information +3, Knowledge 
  (arcana) +12, Knowledge (history) +9, Knowledge (local – 
  Sheldomar Valley metaregion) +9, Knowledge (nobility 
  and royalty) +9, Listen +3, Spellcraft +14, Spot +3; Combat 
  Casting, Craft Wondrous ItemB, Improved Initiative, 
  Sanctum 
  SpellB*, 
  Scribe 
  ScrollB, 
  Spell 
  Focus 
  (Enchantment, Evocation).  *Complete Arcane. 
   
  Wizard Spells Prepared (4+1/4+1/4+1/3+1; save DC 13 
  + spell level +1 [Sanctum Spell feat], DC 14 + spell level 
  +1 [Sanctum Spell feat] for Enchantment and Evocation 
  spells): 0 – detect magic, flare*, ray of frost*, read magic, 
  resistance; 1st – charm person*, expeditious retreat, magic 
  missile*, shield, true strike; 2nd – invisibility, mirror image, 
  protection from arrows, scorching ray*, touch of idiocy*; 3rd – 
  deep slumber*, displacement, fireball*, slow.  *Evocation spell, 
  **Enchantment spell.  All spells are sanctum spells. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Ignan. 
   
  Possessions: quarterstaff, bracers of armor +1, ring of 
  protection +1, minor ring of spell storing (fireball), shield 
  guardian amulet, potion of cure moderate wounds, metamagic 
  rod (maximize, lesser). 
  Weasel, Eram’s Familiar: Tiny Magical Beast; HD 6d8; 
  hp 16; Init +2; Spd 20 ft., climb 20 ft.; AC 17, touch 14, 
  flat-footed 15 (+2 size, +2 Dex, +3 natural); BA/Grp +3/-9; 
  Atk/Full Ark +7 melee (1d3-4, bite); Space/Reach 2-½ 
  ft./0 ft.;  SA attach; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, deliver 
  touch spells, speak with master; AL N; SV Fort +2, Ref +4, 
  Will +6; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +12, 
  Climb 
  +10, 
  Concentration +9, Decipher Script +8, Escape Artist +4, 
  Knowledge (arcana) +8, Knowledge (history) +5, 
  Knowledge (local – Sheldomar Valley metaregion) +5, 
  Knowledge (nobility and royalty) +5, Hide +11, Move 
  Silently +8, Spellcraft +10, Spot +3; Agile, Weapon 
  FinesseB. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dex modifier for Climb 
  checks.  A weasel can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  Attach (Ex): If a weasel hits with a bite attack, it uses 
  its powerful jaws to latch onto the opponent’s body and 
  automatically deals bite damage each round it remains 
  attached. An attached weasel loses is Dex bonus to Armor 
  Class.  An attached weasel can be struck with a weapon or 
  grappled itself.  To remove an attached weasel through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Shield Guardian: CR 8; Large Construct; HD 15d10+30; 
  hp 135; Init +0; Spd 30 ft.; AC 24, touch 9, flat-footed 24 
  (-1 size, +15 natural); BA/Grp +11/+21; Atk +16 melee 
  (1d8+6, slam); Full Atk +16 melee (1d8+6, 2 slams); 
  Space/Reach 10 ft./10 ft.; SA Construct Contagion 
  carrier; SQ darkvision 60 ft., construct traits, fast healing 
  5, find master, guard, low-light vision, shield other, spell 
  storing; AL N; SV Fort +5, Ref +5, Will +5; Str 22, Dex 10, 
  Con –, Int –, Wis 10, Cha 1. 
   
  Find Master (Su): As long as a shield guardian and 
  its amulet are on the same plane, the shield guardian can 
  find the amulet wearer (or just the amulet, if it is 
  removed after the guardian is called). 
   
  Guard (Ex): If ordered to do so, a shield guardian 
  moves swiftly to defend the wearer of its amulet, 
  blocking blows and disrupting foes. All attacks against 
  the amulet wearer take a -2 penalty when the shield 
  guardian is adjacent to its master. 
   
  Shield Other (Sp): The wearer of a shield guardian’s 
  amulet can activate this defensive capability if within 100 
  feet of the shield guardian. Just as the spell of the same 
  name, this ability transfers to the shield guardian half the 
  damage that would be dealt to the amulet wearer (this 
  ability does not provide the spell’s AC or save bonuses). 
   
  Spell Storing (Sp): A shield guardian can store one 
  spell of 4th level or lower that is cast into it by another 
  creature. It “casts” this spell when commanded to do so or 
  when a predefined situation arises. Once this spell is 
  used, the shield guardian can store another spell (or the 
  same spell again).  This shield guardian has a confusion 
  spell stored (CL 7th, DC 16). 
   
  Languages: understand commands in any language 
  but are incapable of speech. 
   
  Description: This massive conglomeration of stone, 
  wood, and metal resembles a giant stick figure with stony 
  appendages.  If a shield guardian’s amulet is destroyed, 
  the guardian ceases to function until a new one is created. 
  If the wearer dies but the amulet is intact, the shield 
  guardian carries out the last command it was given. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 27 
  APL 8 
  Eram: Male Human Wiz10 (Evoker); CR 10; Medium 
  Humanoid (Human); HD 10d4+30; hp 53; Init +6; Spd 30 
  ft.; AC 20, touch 15, flat-footed 16 (+4 Dex, +1 armor, +1 
  deflection, +4 shield); BA/Grp +5/+4; Atk +4 melee (1d6-
  1, quarterstaff); Full Atk +4 melee (1d6-1, quarterstaff);  
  SA spells; SQ summon familiar (weasel), complete 
  immunity to Enchantment (compulsion or mind-
  affecting) 
  spells 
  and 
  effects, 
  prohibited 
  schools 
  (Conjuration, Necromancy); AL N; SV Fort +6, Ref +5 
  (+7), Will +8; Str 8, Dex 14, Con 12 (16), Int 18, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Concentration +16, Decipher Script 
  +17, Diplomacy +3, Gather Information +3, Knowledge 
  (arcana) +17, Knowledge (history) +17, Knowledge (local 
  – Sheldomar Valley metaregion) +17, Knowledge 
  (nobility and royalty) +17, Listen +3, Spellcraft +19, Spot 
  +3; Combat Casting, Craft WandB, Craft Wondrous ItemB, 
  Greater Spell Focus (Evocation), Improved Initiative, 
  Sanctum 
  SpellB*, 
  Scribe 
  ScrollB, 
  Spell 
  Focus 
  (Enchantment, Evocation).  *Complete Arcane. 
   
  Wizard Spells Prepared (4+1/5+1/5+1/4+1/4+1/2+1; 
  save DC 14 + spell level +1 [Sanctum Spell feat], DC 15 + 
  spell level +1 [Sanctum Spell feat] for Enchantment 
  spells, DC 16 + spell level +1 [Sanctum Spell feat] for 
  Evocation spells): 0 – detect magic, flare*, ray of frost*, read 
  magic, resistance; 1st – charm person*, expeditious retreat, magic 
  missile* x2, shield, true strike; 2nd – invisibility, mirror image, 
  protection from arrows, scorching ray*, see invisible, touch of 
  idiocy*; 3rd – deep slumber*, displacement, fireball*, haste, slow; 
  4th – confusion*, crushing despair*, Otiluke’s dispelling screenCA, 
  ice storm*, stoneskin; 5th – cone of cold*, dominate person*, 
  mind fog*.  *Evocation spell, **Enchantment spell.  All 
  spells are sanctum spells.  CAComplete Arcane. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Ignan. 
   
  Possessions: quarterstaff, bracers of armor +1, ring of 
  protection +1, minor ring of spell storing (fireball), shield 
  guardian amulet, potion of cure moderate wounds, metamagic 
  rod (maximize, lesser). 
  Weasel, Eram’s Familiar: Tiny Magical Beast; HD 10d8; 
  hp 26; Init +2; Spd 20 ft., climb 20 ft.; AC 19, touch 14, 
  flat-footed 17 (+2 size, +2 Dex, +5 natural); BA/Grp +5/-7; 
  Atk/Full Ark +9 melee (1d3-4, bite); Space/Reach 2-½ 
  ft./0 ft.;  SA attach; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, deliver 
  touch spells, speak with master, speak with animals of its 
  kind; AL N; SV Fort +3, Ref +5, Will +8; Str 3, Dex 15, 
  Con 10, Int 10, Wis 12, Cha 5. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +12, 
  Climb 
  +10, 
  Concentration +13, Decipher Script +13, Escape Artist +4, 
  Knowledge (arcana) +13, Knowledge (history) +13, 
  Knowledge (local – Sheldomar Valley metaregion) +13, 
  Knowledge (nobility and royalty) +13, Hide +11, Move 
  Silently +8, Spellcraft +15, Spot +3; Agile, Weapon 
  FinesseB. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dex modifier for Climb 
  checks.  A weasel can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  Attach (Ex): If a weasel hits with a bite attack, it uses 
  its powerful jaws to latch onto the opponent’s body and 
  automatically deals bite damage each round it remains 
  attached. An attached weasel loses is Dex bonus to Armor 
  Class.  An attached weasel can be struck with a weapon or 
  grappled itself.  To remove an attached weasel through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Shield Guardian: CR 8; Large Construct; HD 15d10+30; 
  hp 135; Init +0; Spd 30 ft.; AC 24, touch 9, flat-footed 24 
  (-1 size, +15 natural); BA/Grp +11/+21; Atk +16 melee 
  (1d8+6, slam); Full Atk +16 melee (1d8+6, 2 slams); 
  Space/Reach 10 ft./10 ft.; SA Construct Contagion 
  carrier; SQ darkvision 60 ft., construct traits, fast healing 
  5, find master, guard, low-light vision, shield other, spell 
  storing; AL N; SV Fort +5, Ref +5, Will +5; Str 22, Dex 10, 
  Con –, Int –, Wis 10, Cha 1. 
   
  Find Master (Su): As long as a shield guardian and 
  its amulet are on the same plane, the shield guardian can 
  find the amulet wearer (or just the amulet, if it is 
  removed after the guardian is called). 
   
  Guard (Ex): If ordered to do so, a shield guardian 
  moves swiftly to defend the wearer of its amulet, 
  blocking blows and disrupting foes. All attacks against 
  the amulet wearer take a -2 penalty when the shield 
  guardian is adjacent to its master. 
   
  Shield Other (Sp): The wearer of a shield guardian’s 
  amulet can activate this defensive capability if within 100 
  feet of the shield guardian. Just as the spell of the same 
  name, this ability transfers to the shield guardian half the 
  damage that would be dealt to the amulet wearer (this 
  ability does not provide the spell’s AC or save bonuses). 
   
  Spell Storing (Sp): A shield guardian can store one 
  spell of 4th level or lower that is cast into it by another 
  creature. It “casts” this spell when commanded to do so or 
  when a predefined situation arises. Once this spell is 
  used, the shield guardian can store another spell (or the 
  same spell again).  This shield guardian has a confusion 
  spell stored (CL 7th, DC 16). 
   
  Languages: understand commands in any language 
  but are incapable of speech. 
   
  Description: This massive conglomeration of stone, 
  wood, and metal resembles a giant stick figure with stony 
  appendages.  If a shield guardian’s amulet is destroyed, 
  the guardian ceases to function until a new one is created. 
  If the wearer dies but the amulet is intact, the shield 
  guardian carries out the last command it was given. 
  APL 10 
  Eram: Male Human Wiz12 (Evoker); CR 12; Medium 
  Humanoid (Human); HD 12d4+36; hp 63; Init +6; Spd 30 
  ft.; AC 21, touch 15, flat-footed 17 (+4 Dex, +2 armor, +1 
  deflection, +4 shield); BA/Grp +6/+5; Atk +5 melee (1d6-
  1, quarterstaff); Full Atk +5/+0 melee (1d6-1, quarterstaff); 
   SA spells; SQ summon familiar (weasel), complete 
  immunity to Enchantment (compulsion or mind-
  
  YEO4-06 By Brick and Mortar 
   
  Page 28 
  affecting) 
  spells 
  and 
  effects, 
  prohibited 
  schools 
  (Conjuration, Necromancy); AL N; SV Fort +7, Ref +6 
  (+8), Will +9; Str 8, Dex 14, Con 12 (16), Int 19, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Concentration +18, Decipher Script 
  +19, Diplomacy +3, Gather Information +3, Knowledge 
  (arcana) +19, Knowledge (history) +19, Knowledge (local 
  – Sheldomar Valley metaregion) +19, Knowledge 
  (nobility and royalty) +19, Listen +3, Spellcraft +21, Spot 
  +3; Combat Casting, Craft WandB, Craft Wondrous ItemB, 
  Greater Spell Focus (Enchantment, Evocation), Improved 
  Initiative, Sanctum SpellB*, Scribe ScrollB, Spell Focus 
  (Enchantment, Evocation).  *Complete Arcane. 
   
  Wizard Spells Prepared (4+1/5+1/5+1/5+1/4+1/3+1/ 
  2+1; save DC 14 + spell level +1 [Sanctum Spell feat], DC 
  16 + spell level +1 [Sanctum Spell feat] for Enchantment 
  and Evocation spells): 0 – detect magic, flare*, ray of frost*, 
  read magic, resistance; 1st – charm person*, expeditious retreat, 
  magic missile* x2, shield, true strike; 2nd – invisibility, mirror 
  image, protection from arrows, scorching ray*, see invisible, 
  touch of idiocy*; 3rd – deep slumber*, displacement, fireball* x2, 
  haste, slow; 4th – confusion*, crushing despair*, Otiluke’s 
  dispelling screenCA, ice storm*, stoneskin; 5th – cone of cold*, 
  dominate person*, mind fog*, telekinesis; 6th – chain lightning*, 
  disintegrate, flesh to stone.  *Evocation spell, **Enchantment 
  spell.  All spells are sanctum spells.  CAComplete Arcane. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Ignan. 
   
  Possessions: quarterstaff, bracers of armor +2, ring of 
  protection +1, shield guardian amulet, potion of cure serious 
  wounds, metamagic rod (maximize, lesser), ring of blinking. 
  Weasel, Eram’s Familiar: Tiny Magical Beast; HD 12d8; 
  hp 31; Init +2; Spd 20 ft., climb 20 ft.; AC 20, touch 14, 
  flat-footed 18 (+2 size, +2 Dex, +6 natural); BA/Grp +6/-6; 
  Atk/Full Ark +10 melee (1d3-4, bite); Space/Reach 2-½ 
  ft./0 ft.;  SA attach; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, deliver 
  touch spells, speak with master, speak with animals of its 
  kind, SR 17 (master’s level + 5); AL N; SV Fort +4, Ref +6, 
  Will +9; Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 5. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +12, 
  Climb 
  +10, 
  Concentration +15, Decipher Script +15, Escape Artist +4, 
  Knowledge (arcana) +15, Knowledge (history) +15, 
  Knowledge (local – Sheldomar Valley metaregion) +15, 
  Knowledge (nobility and royalty) +15, Hide +11, Move 
  Silently +8, Spellcraft +17, Spot +3; Agile, Weapon 
  FinesseB. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dex modifier for Climb 
  checks.  A weasel can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  Attach (Ex): If a weasel hits with a bite attack, it uses 
  its powerful jaws to latch onto the opponent’s body and 
  automatically deals bite damage each round it remains 
  attached. An attached weasel loses is Dex bonus to Armor 
  Class.  An attached weasel can be struck with a weapon or 
  grappled itself.  To remove an attached weasel through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Shield Guardian: CR 10; Large Construct; HD 
  23d10+30; hp 195; Init +1; Spd 30 ft.; AC 25, touch 10, 
  flat-footed 24 (-1 size, +1 Dex, +15 natural); BA/Grp 
  +17/+27; Atk +22 melee (1d8+6, slam); Full Atk +22 melee 
  (1d8+6, 2 slams); Space/Reach 10 ft./10 ft.; SA Construct 
  Contagion carrier; SQ darkvision 60 ft., construct traits, 
  fast healing 5, find master, guard, low-light vision, shield 
  other, spell storing; AL N; SV Fort +7, Ref +8, Will +7; Str 
  22, Dex 12, Con –, Int –, Wis 10, Cha 1. 
   
  Find Master (Su): As long as a shield guardian and 
  its amulet are on the same plane, the shield guardian can 
  find the amulet wearer (or just the amulet, if it is 
  removed after the guardian is called). 
   
  Guard (Ex): If ordered to do so, a shield guardian 
  moves swiftly to defend the wearer of its amulet, 
  blocking blows and disrupting foes. All attacks against 
  the amulet wearer take a -2 penalty when the shield 
  guardian is adjacent to its master. 
   
  Shield Other (Sp): The wearer of a shield guardian’s 
  amulet can activate this defensive capability if within 100 
  feet of the shield guardian. Just as the spell of the same 
  name, this ability transfers to the shield guardian half the 
  damage that would be dealt to the amulet wearer (this 
  ability does not provide the spell’s AC or save bonuses). 
   
  Spell Storing (Sp): A shield guardian can store one 
  spell of 4th level or lower that is cast into it by another 
  creature. It “casts” this spell when commanded to do so or 
  when a predefined situation arises. Once this spell is 
  used, the shield guardian can store another spell (or the 
  same spell again).  This shield guardian has a confusion 
  spell stored (CL 7th, DC 16). 
   
  Languages: understand commands in any language 
  but are incapable of speech. 
   
  Description: This massive conglomeration of stone, 
  wood, and metal resembles a giant stick figure with stony 
  appendages.  If a shield guardian’s amulet is destroyed, 
  the guardian ceases to function until a new one is created. 
  If the wearer dies but the amulet is intact, the shield 
  guardian carries out the last command it was given. 
  APL 12 
  Eram: Male Human Wiz14 (Evoker); CR 14; Medium 
  Humanoid (Human); HD 14d4+42; hp 74; Init +6; Spd 30 
  ft.; AC 22, touch 16, flat-footed 18 (+4 Dex, +2 armor, +2 
  deflection, +4 shield); BA/Grp +7/+6; Atk +6 melee (1d6-
  1, quarterstaff); Full Atk +6/+1 melee (1d6-1, quarterstaff); 
   SA spells; SQ summon familiar (weasel), complete 
  immunity to Enchantment (compulsion or mind-
  affecting) 
  spells 
  and 
  effects, 
  prohibited 
  schools 
  (Conjuration, Necromancy); AL N; SV Fort +7, Ref +6 
  (+8), Will +10; Str 8, Dex 14, Con 12 (16), Int 19, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Concentration +20, Decipher Script 
  +21, Diplomacy +3, Gather Information +3, Knowledge 
  (arcana) +21, Knowledge (history) +21, Knowledge (local 
  – Sheldomar Valley metaregion) +21, Knowledge 
  (nobility and royalty) +21, Listen +3, Spellcraft +23, Spot 
  
  YEO4-06 By Brick and Mortar 
   
  Page 29 
  +3; Combat Casting, Craft WandB, Craft Wondrous ItemB, 
  Greater Spell Focus (Enchantment, Evocation), Improved 
  Initiative, Sanctum SpellB*, Scribe ScrollB, Spell Focus 
  (Enchantment, Evocation).  *Complete Arcane. 
   
  Wizard Spells Prepared (4+1/5+1/5+1/5+1/5+1/3+1/ 
  3+1/2+1; save DC 14 + spell level +1 [Sanctum Spell feat], 
  DC 16 + spell level +1 [Sanctum Spell feat] for 
  Enchantment and Evocation spells): 0 – detect magic, flare*, 
  ray of frost*, read magic, resistance; 1st – charm person*, 
  expeditious retreat, magic missile* x2, shield, true strike; 2nd – 
  invisibility, mirror image, protection from arrows, scorching 
  ray*, see invisible, touch of idiocy*; 3rd – deep slumber*, 
  displacement, fireball* x2, haste, slow; 4th – confusion*, crushing 
  despair*, dimensional anchor, Otiluke’s dispelling screenCA, ice 
  storm*, stoneskin; 5th – cone of cold*, dominate person*, mind 
  fog*, telekinesis; 6th – chain lightning*, disintegrate, flesh to 
  stone, repulsion; 7th – forcecage*, mass hold person*, spell 
  turning.  *Evocation spell, **Enchantment spell.  All 
  spells are sanctum spells.  CAComplete Arcane. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Ignan. 
   
  Possessions: quarterstaff, bracers of armor +2, ring of 
  protection +2, shield guardian amulet, potion of cure serious 
  wounds, metamagic rod (maximize, lesser), ring of blinking. 
  Weasel, Eram’s Familiar: Tiny Magical Beast; HD 14d8; 
  hp 37; Init +2; Spd 20 ft., climb 20 ft.; AC 21, touch 14, 
  flat-footed 19 (+2 size, +2 Dex, +7 natural); BA/Grp +7/-5; 
  Atk/Full Ark +11 melee (1d3-4, bite); Space/Reach 2-½ 
  ft./0 ft.;  SA attach; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, deliver 
  touch spells, speak with master, speak with animals of its 
  kind, SR 19 (master’s level + 5), scry on familiar; AL N; SV 
  Fort +4, Ref +6, Will +10; Str 3, Dex 15, Con 10, Int 12, 
  Wis 12, Cha 5. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +12, 
  Climb 
  +10, 
  Concentration +17, Decipher Script +18, Escape Artist +4, 
  Knowledge (arcana) +18, Knowledge (history) +18, 
  Knowledge (local – Sheldomar Valley metaregion) +18, 
  Knowledge (nobility and royalty) +18, Hide +11, Move 
  Silently +8, Spellcraft +20, Spot +3; Agile, Weapon 
  FinesseB. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dex modifier for Climb 
  checks.  A weasel can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  Attach (Ex): If a weasel hits with a bite attack, it uses 
  its powerful jaws to latch onto the opponent’s body and 
  automatically deals bite damage each round it remains 
  attached. An attached weasel loses is Dex bonus to Armor 
  Class.  An attached weasel can be struck with a weapon or 
  grappled itself.  To remove an attached weasel through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Shield Guardian: CR 12; Huge Construct; HD 
  27d10+40; hp 233; Init +0; Spd 30 ft.; AC 26, touch 8, flat-
  footed 26 (-2 size, +18 natural); BA/Grp +20/+38; Atk +28 
  melee (2d6+10, slam); Full Atk +28 melee (2d6+10, 2 
  slams); Space/Reach 15 ft./15 ft.; SA Construct Contagion 
  carrier; SQ darkvision 60 ft., construct traits, fast healing 
  5, find master, guard, low-light vision, shield other, spell 
  storing; AL N; SV Fort +9, Ref +9, Will +9; Str 30, Dex 11, 
  Con –, Int –, Wis 10, Cha 1. 
   
  Find Master (Su): As long as a shield guardian and 
  its amulet are on the same plane, the shield guardian can 
  find the amulet wearer (or just the amulet, if it is 
  removed after the guardian is called). 
   
  Guard (Ex): If ordered to do so, a shield guardian 
  moves swiftly to defend the wearer of its amulet, 
  blocking blows and disrupting foes. All attacks against 
  the amulet wearer take a -2 penalty when the shield 
  guardian is adjacent to its master. 
   
  Shield Other (Sp): The wearer of a shield guardian’s 
  amulet can activate this defensive capability if within 100 
  feet of the shield guardian. Just as the spell of the same 
  name, this ability transfers to the shield guardian half the 
  damage that would be dealt to the amulet wearer (this 
  ability does not provide the spell’s AC or save bonuses). 
   
  Spell Storing (Sp): A shield guardian can store one 
  spell of 4th level or lower that is cast into it by another 
  creature. It “casts” this spell when commanded to do so or 
  when a predefined situation arises. Once this spell is 
  used, the shield guardian can store another spell (or the 
  same spell again).  This shield guardian has a confusion 
  spell stored (CL 7th, DC 16). 
   
  Languages: understand commands in any language 
  but are incapable of speech. 
   
  Description: This massive conglomeration of stone, 
  wood, and metal resembles a giant stick figure with stony 
  appendages.  If a shield guardian’s amulet is destroyed, 
  the guardian ceases to function until a new one is created. 
  If the wearer dies but the amulet is intact, the shield 
  guardian carries out the last command it was given. 
   
  
  YEO4-06 By Brick and Mortar 
   
  Page 30 
  DM AID – NEW RULES 
   
  NEW FEATS 
  Combat Brute (Complete Warrior) 
   
  You employ strength and leverage to great effect in battle. 
   
  Prerequisites: Improved Sunder, Power Attack, BAB +6. 
   
  Benefit: The Combat Brute feat enables the use of three tactical maneuvers. 
   
  Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe.  During the next 
  round, all of your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush 
  moved that foe.  For example, if you pushed an orc back 10 feet with a bull rush, you would gain a +2 bonus on attack 
  and damage rolls against that orc on the following round. 
   
  Sundering Cleave: To use this maneuver, you must destroy a foe’s weapon or shield with a successful sunder attempt. 
   If you do so, you gain an immediate additional melee attack against the foe.  The additional attack is with the same 
  weapon and at the same attack bonus as the attack that destroyed the weapon or shield. 
   
  Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack 
  using your Power Attack feat in the second round.  The penalty you take on your attack roll must be -5 or worse.  Your 
  attacks during the second round gain a bonus equal to your attack roll penalty x 1-½, or x3 if you’re using a two-handed 
  weapon or a one-handed weapon in two hands.  For instance, if you choose to take a -6 penalty on your attack roll, you 
  deal an extra 9 points of damage, or an extra 18 points if you’re using a two-handed weapon or a one-handed weapon in 
  two hands. 
   
  Special: A fighter may select this feat as a fighter bonus feat. 
  Elusive Target (Complete Warrior) 
   
  Trying to land a blow against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, BAB +6. 
   
  Benefit: The Elusive Target feat enables the use of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If 
  that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers 
  to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you 
  and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is 
  considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a 
  threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a 
  chance to trip you if the attempt fails. 
  Power Critical (Complete Warrior) 
   
  Choose one weapon.  With that weapon you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, BAB +4. 
   
  Benefit: When using the weapon selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: You may take this feat multiple times.  Each time you take this feat, it may be with a different weapon or 
  the same weapon.  If you take it with the same weapon, the effects of the feats stack.  A fighter may select this feat as a 
  fighter bonus feat. 
  Sanctum Spell (Complete Arcane) 
   
  Your spells are especially potent on home ground. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see 
  below), but if not cast in the sanctum, the spell has an effective caster level 1 lower than normal.  All effects dependent 
  on spell level (including save DCs) are calculated according to the adjusted level.  A sanctum spell uses a spell slot of the 
  spell’s normal level. 
   
  Special: Your sanctum is a particular site, building, or structure previously designated by you, and no larger than 20 
  feet/level in diameter.  The designated area must be a site where you have spent a cumulative period of at least three 
  months.  Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the 
  
  YEO4-06 By Brick and Mortar 
   
  Page 31 
  maximum area.  Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to 
  be your sanctum, the benefits of the old one immediately fade. 
  NEW SPELLS 
  Otiluke’s Dispelling Screen (Complete Arcane) 
   
  Abjuration 
   
  Level: Sor/Wiz 4 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: Energy wall whose area is up to one 10 ft. square/level, or a sphere or hemisphere with a radius of up to 1 
  ft./level 
   
  Duration: 1 min./level 
   
  Saving Throw: None 
   
  Spell Resistance: No. 
   
  You create an opaque, immobile, shimmering screen of violet energy.  Any spell effect operating on a creature or 
  unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level.  Attended 
  items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted 
  casting of dispel magic – attended items are essentially not targeted by the screen.  Make a caster level check (1d20 +1 per 
  caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object’s magical 
  properties for 1d4 rounds (DC equal to the item’s caster level).  Spell effects not operating on objects or unattended 
  creatures cannot pass through the screen.  A disintegrate or successful dispel magic removes Otiluke’s dispelling screen, while 
  an antimagic field suppresses it.  
   
  Material Component: A sheet of fine lead crystal. 
   
  
  YEO4-06 By Brick and Mortar 
   
  Page 32 
  DM AID – MAP OF CIRCLE OF STONES 
   
   
   
  37. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 33 
  DM AID – MAP OF TOMB OF ASBERDIES 
   
   
   
  
  YEO4-06 By Brick and Mortar 
   
  Page 34 
  PLAYER HANDOUT #1 
   
  6th Needfest, 5123 
  My Dearest Haloene, 
   
   
  Gods grant that this missive finds you healthful in heart and soul. I 
  find that my injuries have left me weak, but I am nearly restored. Do 
  not fret, Love, my health is assured by the clerics. Only my heart truly 
  pains me, for it longs to see you, surely more so at Needfest. Needfest 
  indeed. 
   
  I have, during my time here, secured for us land suitable for our home, 
  and have engaged a pair of dwarven brothers to oversee and direct the 
  building. They seem— my dear, I do not subscribe to the common 
  viewpoint, you must remember. But, they seem as gruff and unhelpful 
  as our people have always held. Nonetheless, they are well regarded as 
  master builders. 
   
  While recuperating from my injuries, I took to roaming across our new 
  demesne. You will be happy to see this gently rolled land of ours, Haloene. 
  Everywhere there are broad slopes, suitable for all kinds of planting. And 
  there, too, hollows where the folds of the hills meet. 
   
  I must tell you of one such hollow. In it, while wandering late one 
  afternoon, I found myself confronting a wondrous sight: a circle of small, 
  golden stones, six in number, surmounted at the center by one gigantic 
  menhir. This stone, itself as black as night, had been smoothed to seven 
  faces. On each glowed runes for power, age, wisdom, paranoia, cunning, 
  innocence and danger, in our tongue, and strangely in the hated 
  Baklunish as well. Reminders, indeed, of our heritage. 
  
  YEO4-06 By Brick and Mortar 
   
  Page 35 
   
  Most strange, Haloene, is what I found the next day, Needfest Morn. I 
  had decided the night prior to sleep in the hollow. I awoke wrapped in my 
  cloak at the touch of dawn, greeted by the same sight; the golden stones 
  and their black master, but the runes were not where they’d been! And, 
  Haloene, as I watched, and as the sun climbed from the horizon, the 
  stones lost their colors, and faded to a more familiar gray.  
   
  I studied the stones during the morning, but could find no more about 
  them, nor bring forth the gold and black of the stones. Needfest Night 
  would be here, perhaps before I could return to the inn, and I could not 
  dawdle any longer. I must return sometime after we have settled to look 
  at this further. 
   
  I sit now before the inn’s fire, Needfest End comes the morrow. You may 
  chastise me, my dear, later, but I’m afraid I enjoyed my last Needfest 
  Night meal as a bachelor rather fully, and find myself with loosened 
  britches, and sleepy eyes. The inn’s cooking, however, I’m sure does not 
  compare with what I can look forward to from you. 
   
  I remain, as ever, Wesendahl, your devoted handfast. Gods grant this 
  season passes quickly and we are in each other’s arms once more before 
  Growfest. Please tell my mother that your decisions on our wedding plans 
  are final, indeed show her this missive if need be. However, I’m sure that 
  if you can find it in your heart to consider her suggestions, it would make 
  our beginnings much less troublesome. 
   
  I will see you soonest I can. 
   
  All my love, 
  Wesendahl 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/594/Normal Scenarios/YEO4-06 - By Brick and Mortar (APL 6-12)/YEO4-06 - By Brick and Mortar.pdf