TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  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 
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  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. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your triad point of contact (POC) at contact.bdk@iuzlg.com; for LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BDK7-02 
   
   
   
   
   
   
   
   
  In a Manor of Seeking 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 1.0 
   
  by Casey Brown and Susan Threadgill 
  Triad Reviewer: Theo Judd 
  Circle Reviewer: Britt Frey 
  Playtesters: Scott Burns, Heather Farrand, Robert Haworth, Charlie Smith, Aron Vald, John Whitaker 
   
  Where have the residents of Groucester gone? Can That Which Slept be stopped? Ever since the negative energy burst 
  almost destroyed High Lady Xavendra’s city, these are the questions that need to be answered. Luckily, you are just the 
  person to find out, or so someone claims. Are they right? A one-round Bandit Kingdoms winter adventure set in 
  Rookroost, the Fellreev Forest, the Deadlands, and Groucester for characters level 4-12 (APLs 6-10). PCs from Fellreev-
  based meta-orgs, the Hallorn Fencing Academy, bards interested in the Old Lore, and druids of the Old Faith are 
  encouraged to play this event together. PCs from Northern Alliance-based meta-orgs, Death Cultists and members of 
  the Circle of Crimson Stone are encouraged to play this event together. 
   
  Resources for this adventure include Frostburn [Baur, Jacobs, Strayton], Iuz the Evil [Carl Sargent], and The Living 
  Greyhawk Gazateer [Holian, Mona, Reynolds, Weining]. 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  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 Metaregional adventure, set in Iuz’s 
  Border States. Characters native to that metaregion pay 1 
  Time Unit per round; all other characters pay 2 Time 
  Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Groucester is a town cut off as a result of the massive 
  shadow-negative energy burst unleashed by That Which 
  Slept late in 596 CY. As adventurers, mercenaries, 
  civilians, and Iuzians watched in horror, a roiling black 
  wave of crackling negative energy rolled out of the Bluff 
  Hills towards the city. Despite the best efforts of some of 
  the Combination’s bravest heroes, and a ritual performed 
  by the Death Cultists in an effort to blunt the force of the 
  blast, much of the Bluff Hills was decimated. In one 
  instant, all living creatures unlucky enough to be in the 
  75-mile radius area without protection such as death ward 
  were killed. 
   
  Just before the deadly wave reached Groucester, the 
  entire city was enveloped in a dome of blindingly white 
  light. The Knight’s Herald, a powerful and intelligent 
  blade of Good from the Outer Planes, and formerly the 
  sword of Arryn Alcor (himself a former paladin before 
  being tricked into becoming Xavendra’s Death Knight 
  general), allowed itself to be destroyed in a ritual 
  conducted by Dimrite priests of Pholtus. This ritual 
  released a burst of positive energy that completely 
  protected the city of Groucester from the negative energy 
  that decimated the surrounding lands, saving thousands 
  of lives (and destroying a few dozen minor undead in the 
  process). Unfortunately, the protection did not extend 
  beyond Groucester’s walls, leaving the city stranded at 
  the edge of the Deadlands. 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 3 
   
  Since the blast, those who could flee Groucester 
  magically did so. The Dimrites returned to Dimre, their 
  temporary truce with Xavendra at an end. Truly they 
  walked hand-in-hand with the darkness to better see the 
  light, and many of them now pray to the Blinding Light 
  with a renewed faith.  
   
  The cowled and cloaked Death Cultists left as well, 
  presumably returning to Hallorn to continue their 
  studies and machinations. Some were comforted by the 
  fact that the worshippers of the Reaper fear something, 
  even if it is He of Eternal Darkness (Tharizdun).  
   
  Various adventurers fled the city, taking with them 
  their comrades and fallen allies, fearful that Xavendra 
  somehow planned to double-cross them now that they 
  had served their purpose. Several brave adventurers, 
  those who had delved deep into That Which Slept’s very 
  lair, returned with the bodies of two adventurers found 
  within. Surely the two females, one a hin and the other a 
  high-elf, had not been foolish enough to venture into 
  That Which Slept’s lair on their own?  
   
  Several months have passed now since the blast, and 
  several factions in the Combination need to know what is 
  happening inside Groucester. The High Lady and her 
  vampire consort, Veth, have not been seen much at all 
  since the attack. The living population of the city seems 
  to be falling in number but the undead population is not 
  rising. What is happening to the citizens of Groucester? 
  What is Xavendra up to? Can That Which Slept be 
  stopped?  
   
  These are the questions that various factions need 
  answered and so they have contacted their agents to 
  arrange for an adventuring party to travel through the 
  Deadlands to Groucester and into High Lady Xavendra’s 
  manor itself.  
   
  ADVENTURE SUMMARY 
  Introduction: There are multiple introductions included 
  in this event to cover a wide variety of PC meta-org 
  affiliations. Use the PC’s most important affiliation to 
  determine which introduction to use for that PC. 
   
  Encounter One: The PCs arrive at the edge of the 
  Deadlands. Once beyond the demarcation line, they 
  encounter some warped ogres. 
   
  Encounter Two: The PCs arrive in Groucester to find the 
  town nearly empty and devoid of the living. Xavendra’s 
  manor is oddly quiet, decrepit, and seemingly unguarded. 
   
  Encounter Three: The PCs explore Xavendra’s manor. 
   
  Encounter Four: Veth makes a surprise appearance just as 
  the PCs are leaving. 
   
  Conclusion: The PCs return to either the Fellreev or 
  Rookroost to report their findings and collect their 
  rewards. 
   
  PREPARATION FOR PLAY 
  • Find out if any PC is Wanted by the Church of Iuz and, if 
  so, whether the PC intends to make a Disguise check 
  (the PC may NOT take 20 on this). If anyone has a 
  Wanted! score of Malcontent or higher, be sure to 
  make an ominous “hmmmmm” noise, and roll a few 
  d20s behind a screen. Cackle evilly for effect. 
  • Unless otherwise specified, during the nights the sky 
  will be relatively free of cloud cover and the moons 
  will provide enough light to give the equivalent of one-
  hundred-twenty (120) feet of shadowy illumination as 
  the light reflects off the snow covered lands. The 
  daytime cloud cover is sufficient enough to remove the 
  danger of snow blindness. 
  • Ask each player if his/her character belongs to any BK 
  meta-orgs and, if so, which one(s). If the PC does not 
  belong to any, ask the player with which meta-org the 
  PC has the most Influence Points. Have the players write 
  this information on slips of paper to maintain in-character 
  secrecy.  
  • Remind the players that it is winter. Their PCs will 
  need protection from the cold weather. 
   
  This event includes multiple introductions and sub-
  introductions in order to enhance player immersion 
  based on each PC’s meta-org affiliations. The first three 
  sub-introductions (Mysta, Viola, Savant Granoc) are set in 
  the city of Rookroost and all occur at roughly the same 
  time. Thus, each PC may experience only one of these 
  introductions. 
   
  The fourth and fifth sub-introductions (Breeanna 
  and Oytens) ONLY occur for tables whose MAJORITY 
  consists of PCs who are members of Fellreev based meta-
  organizations (including Friends of the Fanlareshen 
  Elves), students of the Hallorn Fencing Academy, bards 
  of the Old Lore, or Druids of the Old Faith. These also 
  occur at the same time as the previous sub-introductions. 
  Breeanna will brief members of the Fellreev-based meta-
  orgs and her fencing students while Oytens will recruit 
  all others.  
   
  Because of the different introductions, it is 
  important to remind the players before you start that 
  they might not want to play a Fellreev-based PC at a table 
  that will be starting with the Rookroost introductions. 
  The same is true for a player of a Northern 
  Alliance/Rookroost PC at a table that is starting in the 
  Fellreev. 
   
  Below is a list of meta-orgs and how they affect the 
  PCs’ starting introductions. 
   
  ROOKROOST INTRODUCTION 
  • PCs with close ties to the Rookroost Thieves Guild, 
  Moskol’s Legion, Morannon Keep, or Gonagin 
  halflings start with Mysta.  
  • PCs with close ties to the Northern Alliance (including 
  the Dirty Dog Tavern), the Red Planks, Wanted PCs 
  with no other affiliations, and all other PCs with 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 4 
  affiliations not otherwise addressed begin play with 
  Viola. 
  • PCs with close ties to the Death Cultists or the Circle 
  of Crimson Stone begin with Savant Granoc.  
   
  FELLREEV INTRODUCTION 
  • Tables of PCs with close ties to the Fellreev Factions 
  (Dazark orcs, Defenders of the Greenkeep, Fanlareshen 
  elves, Fellreev Druids, or members of Fort Hendricks) 
  or the Hallorn Fencing Academy begin play with 
  Breeanna. 
  • Non-Fellreev based PCs at tables that start in the 
  Fellreev, especially bards interested in the Old Lore 
  tradition and Druids of the Old Faith, begin play with 
  Oytens. 
   
  Various favors or influence points from previous 
  adventures may have some impact during this event. 
  Details are provided in the various introductions.  
   
  REGIONAL WARNING 
  Please remember that things are different in the 
  Bandit Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is 
  the right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications of any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything is negotiable, and some things are more 
  negotiable than others.  
   
  ROOKROOST INTRODUCTION 
  Note: Use this introduction for parties that start in 
  Rookroost.  
   
  It is late winter and wet snows have blanketed the 
  city on a hill. As a result, fewer demons have been 
  seen in the city, although Iuzian patrols still wander 
  the streets, cold-impervious undead at their heels. 
  In addition, the ruthless back-alley fighting so 
  common in recent months has slowed, as even the 
  various factions of the city do not like being 
  miserably cold and wet.  
   
  A curfew has been ordered by High Lord 
  Tadurinal to help protect the fragile peace. Anyone 
  caught out after nine bells at night is likely to be 
  “recruited” into the High Lord’s winter work gangs 
  (possibly post-humously). The threat of having to 
  clean 
  Rookroost’s 
  sewers 
  in 
  sub-freezing 
  temperatures is apparently quite the deterrent, as 
  the city’s streets are mostly empty at night. 
   
  Here and there, wild dogs can be found in back 
  alleys licking up pools of melted red snow. A few 
  starving street-urchins hunt the dogs for food, 
  armed only with crude slings, spears, or broken 
  daggers. Warily, they try to avoid the Iuzians, 
  ruffians, and do-gooder adventurers as they try to 
  survive the harsh winter. Rumor has it that they 
  serve as lookouts for various factions of the 
  Rookroost Thieves Guild.  
   
  All in all, the city is at much at peace as it ever is.  
   
  As the PCs start this adventure, they are separated unless 
  they played their most recent adventure together. 
  Quickly find out where each PC would be in the city 
  (non-locals should probably get a room at the Dirty Dog 
  Tavern, where the hearth is warm and the ale warmer). 
  PCs who own property in Rookroost are of course 
  welcome to start the adventure in their homes. Be sure to 
  adapt read-aloud text as necessary to allow for the PCs’ 
  various starting locations.  
   
  Regardless of where the PCs are in the city, someone 
  either finds them or gets them a message that requests a 
  meeting. The details are explained in the sub-
  introductions below. For PCs who get the same sub-
  introduction, regardless of the meta-org affiliation that 
  got them there, assume that they arrive for the meeting at 
  the same time.  
   
  Development: Once you have the players started on 
  prepping their PC’s spells, ordering pizza, etc., take them 
  out individually or in groups based on which sub-
  introduction they are experiencing (be sure to have a d20 
  handy). Do not spend more than 5 to 10 minutes with 
  each group or player, but spend enough time to cover his 
  or her specific sub-introduction.  
   
  Once you have covered each PC’s introduction, it is 
  up to the PCs to find each other. If necessary, be sure to 
  suggest the Dirty Dog Tavern as a good place to find 
  other experienced adventurers and to gather information. 
   
  Appendix Three contains a list of things that the PCs 
  can learn if they spend 1d4+1 hours wandering around 
  Rookroost, or spending time in any local tavern, 
  gathering information. If the PCs choose to look for 
  information on Rookroost’s mostly empty streets, add 10 
  to the DCs. If the PCs choose to gather information in 
  the Dirty Dog Tavern, which is currently hosting quite a 
  few well-traveled adventurers, subtract 5 from the DC. 
  For every 10 gp that the PCs spend, they gain a +1 bonus 
  to their check (to a max of +10).  
   
  MYSTA 
  PCs with close ties to the Rookroost Thieves Guild, 
  Moskol’s Legion, Morannon Keep, or Gonagin halflings 
  start with Mysta.  
   
  If only one PC plays this introduction, then the only 
  other occupant of the private room will be Mysta. Please 
  alter the text below to reflect the situation and the PC’s 
  (or PCs’) meta-org affiliations (for instance, a Gonagin 
  PC’s note would have been signed with a stylized “M” for 
  Mysta, while a member of Moskol’s Legion would have 
  been signed with an “O” and the holy symbol of 
  Trithereon for Otolle). 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 5 
  Several days ago, you received a message from your 
  organization asking for your help with matters 
  concerning the recent catastrophe in the Bluff Hills. 
  The note said to come to the Drunken Dragon 
  tavern in Rookroost on this date just after sundown 
  and ask the barkeep for a glass of Groucester Black. 
  So here you are, standing just outside the famous 
  tavern. It’s awfully quiet in there.  
   
  Allow the PCs to introduce themselves to each other. Try 
  to encourage discretion. If the PCs are overly chatty 
  while standing outside the tavern, have a street urchin 
  poke his head around a corner and stare at them, as if 
  committing the PCs’ appearances to memory.  
   
  An “X” has been drawn on the door with charcoal. A 
  DC 10 Knowledge (local – IBS) check reveals that this is a 
  common sign for “closed” used to tell illiterate people 
  when businesses are not open.  
   
  Allow the PC(s) to make any preparations that seem 
  reasonable. They can find an alley to duck into nearby to 
  cast spells out of sight (don’t let them go crazy with this. 
  After one or two, have an Iuzian patrol wander nearby). 
  Remind them that it is miserably cold outside.  
   
  Members of the Rookroost Thieves Guild will know 
  that the guild uses the Drunken Dragon as “neutral 
  ground” for sensitive meetings with non-members as 
  they trust the owner to be discreet,, plus they can run off 
  the locals when they must. 
   
  Once the PCs are ready to enter, continue: 
   
  As you open the door, you are hit by a comforting 
  wave of warm air. The inn’s large hearth is blazing 
  merrily. A long bar extends along the wall to your 
  left, and a bald, muscular, middle-aged man stands 
  behind it. The tavern appears to be completely 
  empty. Must have something to do with the curfew.  
   
  A DC 15 Knowledge (local – Iuz’s Border States) check 
  will reveal that the tavern should be packed, curfew or no 
  curfew. A DC 35 check will reveal that the tavern has 
  some vague affiliation with the Rookroost Thieves Guild. 
   
  The barkeep is wearing a ring of mind shielding (a loan 
  from the RTG to protect their interests in case a 
  wandering Iuzian gets nosy). Attempts to detect his 
  alignment, read his thoughts, etc., do not work. 
   
  The barkeep is not interested in making small talk at 
  all. He’s getting paid to empty out his tavern and host a 
  meeting by one of Rookroost’s most prominent, and 
  powerful, citizens. He will not even reveal anything to 
  members of the RTG, even a Training Master (he 
  recognizes Training Masters on sight unless they are 
  heavily disguised).  
   
  As you enter, the barkeep motions for you to do so 
  quickly, clearly not wanting the snow to come 
  blowing into his tavern. 
   
  Once you’ve shaken the snow off your cloaks, 
  the barkeep asks, “What’ll it be?” 
   
  Allow the PC(s) to respond as they see fit. Any chitchat is 
  ignored. Any request for a drink other than Groucester 
  Black is served at normal prices. 
   
  Once the PC(s) orders Groucester Black, continue 
  with the following: 
   
  With a nod, the barkeep says, “Second floor. Third 
  door on the left.”  
   
  Allow the PC to make any reasonable preparations that 
  they feel necessary. However, the barkeep will not 
  tolerate any spell casting in his tavern unless the PC is a 
  member of the RTG. If a PC ignores his warnings about 
  casting spells in his tavern, after the adventure is over he 
  will sell the PC out to the local Iuzians. As a result, that 
  PC earns an “Asking for Trouble” WCI plot-point (see the 
  BKMG). Be sure to note this on that PC’s AR. 
   
  If the PCs are extremely paranoid, the barkeep will 
  tell them that a friend waits for them within. 
   
  Once the PC opens the door, continue with the 
  following: 
   
  The door swings open to reveal a lavish tavern room 
  containing a long table of heavy oak. Carafes and 
  glasses of dark red wine are placed on its top. Fine 
  chairs sit invitingly empty.  
   
  If any PC has a see invisibility spell active, he may make a 
  DC 28 CL check to overcome the effect of the nondetection 
  spell active on the invisible Mysta Gonagin, who is seated 
  on top of the table. 
   
   Once the PC has dared to sample the wine or take a 
  seat in one of the chairs, continue with the following: 
   
  “You are here,” a disembodied voice, probably 
  female, possibly not human, says, “because you can 
  be trusted . . . at least on some level. Those I 
  represent have a task for you.” 
   
  Suddenly, a female hin with curly, dark hair 
  appears seated cross-legged in the middle of the 
  table. She wears fine dark leathers that serve to 
  accent her pale complexion and the richness of her 
  purple chemise.  
   
  A DC 20 Knowledge (local – IBS) check reveals that this 
  is Mysta Gonagin, matriarch of the Gonagin halflings and 
  a powerful practitioner of the arcane arts. She is a 
  rumored member of the Rookroost Thieves Guild (RTG 
  members know this to be true). She is a known friend of 
  Baron Ulik the Unpredictable (Defenders of Morannon 
  Keep know this automatically).  
   
  In addition, members of Moskol’s Legion will know 
  that Mysta’s lifeless body was transported to Morannon 
  Keep by none other than Otolle himself. Rumor has it 
  that a dwarven member of the Legion recovered her body 
  from That Which Slept’s very lair during a raid designed 
  to stop the blast that created the Deadlands. 
   
  “Unless you have been on another plane for the past 
  few weeks,” she says, “you know that recently 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 6 
  something bad happened in the Bluff Hills. 
  Something very bad. 
   
  But since it is likely you don’t know the whole 
  story, I will tell you some of what I know. That 
  thrice-damned creature, ‘That Which Slept’, has 
  taken up residence in the Bluff Hills, and she 
  doesn’t want any neighbors. She used the powers 
  granted to her by ‘He of Eternal Darkness’ to set off a 
  huge burst of negative energy, intending to kill 
  everyone and everything for hundreds of miles in 
  every direction. And she came very close to doing 
  just that.” 
   
  Mysta pauses, placing the twisted black horn on 
  the table at her side and lifting a glass to her lips as a 
  haunted look comes into her eyes. 
   
  “My friend Breeanna and I knew the beast had 
  to be stopped, and we grew impatient waiting for 
  others who should have helped us in the effort. We 
  went to her lair alone, and our bones would be 
  bleaching there if a gang of brave and foolish 
  doublins had not come to try what we had already 
  failed. But even they had to flee before the might 
  and cunning of that creature.   
   
  Because adventurers like you fought and died 
  defending the Dimrites and their ritual of 
  opposition, thousands of innocent lives were saved. 
  That is a fine thing. Even if most of them are 
  doublins. 
   
  But word has reached us that the city of 
  Groucester is now a ghost town, even more than it 
  was when Xavendra kept her undead walking the 
  streets. The survivors have disappeared and no one 
  knows why. That’s what we want you to find out. 
  Also, we need you to search Xavendra’s manor for 
  information about That Which Slept. I have seen 
  that unspeakable beast up close, and if there is a way 
  to destroy it, we need to know.” 
   
  With a look of slight annoyance, she reaches up 
  to adjust the strap of the great black horn, which has 
  somehow appeared hanging from her neck. 
   
  Following are the answers to questions PCs will likely 
  ask. For anything else, consult the adventure background 
  and create an answer, or use the tried-and-true “I don’t 
  know.” 
   
  You want us to search Xavendra’s manor? 
  “Are you deaf?” 
   
  Are there any undead left in Groucester?  
  “The positive energy released by the Dimrite ritual 
  decimated all of the lesser undead creatures, mostly 
  the mindless ones. Some of the more troublesome 
  types, especially the incorporeal ones, are still 
  there.” 
   
  Did High Lady Xavendra survive the ritual?  
  “There are reports that she was seen in the city not 
  long after the blast, rallying her citizens and trying 
  to restore order. No one has seen her since people 
  started disappearing. What makes you think she 
  wouldn’t have survived the ritual?” 
   
  Did Veth survive the ritual?  
  “He is with Xavendra, wherever she goes, so yes.” 
   
  What’s in it for me? 
  “Other than saving the world? Let’s see if you 
  survive first before I have to come up with a suitable 
  reward.” 
   
  Surely you don’t expect me (us) to do this alone (by 
  ourselves)? 
  “It shouldn’t be too hard to find other adventurers 
  in this city. I suggest looking in the Dirty Dog 
  Tavern for others foolish or brave enough to go to 
  Groucester. Be wary of sharing anything that you 
  learn with them.” 
   
  Can you offer us any aid? 
  Removing a silver ring from her finger, Mysta offers 
  it. “This is a useful trinket. It makes you invisible. I 
  expect it to be returned.” 
   
  She will offer the ring of invisibility to a Gonagin first, 
  then any other halfling, then any RTG member, then to 
  any gnome, then to any rogue, in that order of priority. 
   
  How do we contact you when the mission is complete?  
  “Come back here and reserve this room. I will know 
  when you have returned.” 
   
   
  Mysta Gonagin: female halfling; Cha 10 (+4 on Cha 
  checks to dwarves, +2 to gnomes & Halflings, -2 to all 
  others due to belt of dwarvenkind). 
   
  VIOLA 
  PCs with close ties to the Northern Alliance (including 
  the Dirty Dog Tavern), the Red Planks, Wanted PCs with 
  no other affiliations, and all other PCs with affiliations 
  not otherwise addressed (including out of region PCs) 
  start with Viola.  
   
  If only one PC plays this introduction, the only occupant 
  of the private room will be Viola. Please alter the text 
  below to reflect the situation.  
   
  It is a good night to be in out of the cold and snow, 
  and you find yourself in the surprisingly nice Dirty 
  Dog Tavern in the Free City of Rookroost. A few feet 
  away, a fire burns away in the hearth, keeping the 
  chill at bay.  
   
  A few other tables are occupied this evening. 
  Most of those around you appear to be well-traveled 
  and well-armed. Some flirt with the beautiful high-
  elf serving wench, while others merely mind their 
  own business and keep to themselves. A burly half-
  orc, dressed in rags and with a tankard of kragg in 
  his hands, keeps an eye out for trouble. 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 7 
  Allow the PCs to introduce themselves at this point, 
  assuming there is more than one, and assuming they did 
  not arrive together. If the players make little effort to 
  role-play, then assume that their PCs are sitting at 
  different tables. That will make things that much easier 
  for Viola later. 
   
  A DC 15 Knowledge (local – IBS) check will reveal 
  that the tavern should be packed, curfew or no curfew. A 
  DC 20 check will reveal that this place is rumored to be a 
  safe haven for adventurers of an anti-Iuzian mindset 
  (Barflies of the Dirty Dog Tavern know this to be true). 
   
  The door opens, revealing a hooded, cloaked figure, 
  probably a human female, whose form is obscured 
  by billowing snow. A black-pommeled greatsword 
  rests across her back. 
   
  As she enters, the huge mountain of a half-orc 
  bouncer rises from his stool and growls, “Come in ‘r 
  get out!  You lettin’ in da -” 
   
  Whatever else he was going to say is cutoff when 
  the stranger lowers her hood, revealing that she is a 
  beautiful black-haired woman with pouting lips, 
  mesmerizing green eyes, pale skin, and a stern 
  countenance.  
   
  A stupid look washes over the bouncer’s face as 
  he stares at the woman. He then looks to where you 
  are sitting and nods as the woman approaches your 
  table. 
   
  A DC 20 Knowledge (local – IBS) check will reveal that 
  the woman is Viola, who is actually a vampire known to 
  serve High Lady Xavendra and her consort, Veth. Former 
  Citizens of the Northern Alliance and current residents 
  of Rookroost or Groucester will know this automatically. 
  PCs that played BDK6-01 That Which Slept should 
  recognize her. However, if asked for her name, she will 
  use, “Olyvia.” 
   
  A DC 15 Sense Motive check will reveal that 
  Gummy is now under the influence of some sort of 
  enchantment. Gummy has been dominated by Viola and 
  ordered not to let the PCs leave the tavern. He is not 
  much of a grappler, so he will just attempt to pummel 
  recalcitrant PCs into submission (doing non-lethal 
  damage) while blocking the front door. The back door to 
  the jakes and stable is being guarded by an ogre barbarian 
  and three ogres (see MM pg 198), who are standing 
  outside ready to brain anyone attempting to flee from 
  Viola. 
   
  Allow the PC(s) one round of actions to respond as 
  they see fit. This is NOT meant to be a combat encounter, 
  even if there are six 12th-level PCs in the tavern. 
  However, if the PCs do anything combat-oriented 
  (including movement and especially casting a spell), go to 
  initiative and see Development below. Viola will order 
  Gummy to attack anyone who tries to cast spells such as 
  protection from evil or magic circle against evil. 
   
  If the PCs do not flee, Viola will approach each one 
  individually (starting with the PC that has the highest 
  WCI score, if she recognizes them), pretending to be 
  gathering information (feel free to have her share a few 
  rumors with them), while attempting to dominate them.  
   
  It should be noted that at no time will Sylvia 
  approach the PCs while Viola is at their table. Sylvia 
  cannot risk getting the vampire’s attention, lest the 
  vampire try to dominate her (which Sylvia could likely 
  resist, which would be a dead give-away that the tavern 
  wench is more than she appears to be). This is also why 
  she cannot offer any aid or warning to PCs who have 
  earned her favor (BDKA 3-01 You’ve Got Missive). 
   
  Viola’s goal is to get the dominated PC or PCs up to a 
  room so that she can further discuss what she wants with 
  them. Once a PC is dominated, she orders them to go to a 
  room at the end of the second floor’s hall.  
   
  Toubleshooting: 
  This 
  encounter 
  might 
  prove 
  problematic. Some PCs might never fail the Will saves 
  incurred by her domination attempts. Some might be 
  somehow immune to enchantments. Some might 
  successfully flee. You, the judge, will need to adjudicate 
  the situation to the best of your abilities. Perhaps Viola 
  will need to summon the ogres to subdue the PC (she’s 
  already dominated most of the patrons during a previous 
  visit, so feel free to toss some NPCs from DMG pg 112 at 
  the PCs to help subdue them. Several of the half-orc 
  Bbn5s and one of the Bbn10s should help do the trick), or 
  maybe she will need to threaten to kill a dozen innocents 
  if the PC does not obey, etc. She is chaotic and evil; she 
  will do whatever it takes to get her way.  
   
  However, she will NOT fight to the death. She will 
  flee if she must. In this case, the PCs in the tavern might 
  have to wait for PCs from another introduction to find 
  them. 
   
  Once all of the PCs have been dominated, or have 
  agreed to go to her room with her, continue with the 
  following: 
   
  This well-appointed room contains a long table 
  carved of heavy oak. Carafes and glasses of darkest 
  red wine are placed on its top. The lamps in several 
  sconces have been turned quite low, providing 
  lighting that is dim but adequate. The room is very 
  cold, and you see that is because a window has been 
  left open. 
   
  Several heavy chairs surround the table. The 
  beautiful woman moves to sit at the far end of the 
  table, facing the door, the open window at her back. 
  Without noticing her lips move, you hear her 
  command, “Sit!” 
   
  Once you are seated, she says, “You may speak. 
  Feel free to partake of the food. I have no use for it.” 
  Sharp fangs glint in the flickering light when she 
  speaks. 
   
  Below is a list of expected questions that the PCs might 
  ask of her, and her responses. If they ask something 
  outside this scope, give an answer based on what you 
  think she would know of the event background, recent 
  events in the Combination, and what you know about her 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 8 
  as an NPC. If in doubt, have her command the PC’s to 
  silence and have her tell them what to do (you have got 
  them dominated, so feel free to use that). 
   
   “What are we doing here?”  
  “You are here because you are here. Out of all the 
  fools in this city, perhaps you are the most 
  expendable.” 
   
  “What need have you of us, m’lady?” 
  “Although I would prefer to keep you ignorant, 
  perhaps it would be best to explain the situation, so 
  that you can properly attend to what I have in store 
  for you. 
   
  “That Which Slept has taken up residence in the 
  Bluff Hills. She used her powers to set off a huge 
  burst of negative energy, intending to kill every 
  living creature for miles in every direction. And she 
  very nearly succeeded. 
   
  “Due to certain . . . politics, I chose to leave High 
  Lady Xavendra’s service. I now answer directly to 
  High Lord Tadurinal. Word has reached us that the 
  city of Groucester is now deserted. The survivors 
  have disappeared, and no one knows why. We want 
  you to find out where they have all gone. We know 
  for a fact that she has not turned them into undead. 
   
  In order to do so, I command you to go to 
  Groucester as quickly as possible, infiltrate the High 
  Lady’s manor and search it for information. Bring 
  back anything portable that might be remotely 
  valuable as quickly as possible. We are especially 
  interested in the High Lady’s notes or diary, if such 
  can be found. Use whatever means necessary to 
  ensure the success of your mission, but do not delay. 
  Return to me regardless of failure or success.” 
   
  A note about dominate: Just because she is ordering them 
  on this mission does NOT mean that the PCs get a new 
  save with the DC lowered by 2. Adventurers break into 
  houses frequently, especially those belonging to Iuzians, 
  so performing this task, with proper planning and 
  equipment, should not be “against their nature.” 
  However, if a PC has an excellent role-playing reason 
  why it would be, such as being a cleric of a lawful god 
  opposed to thieves, feel free to allow them another save. 
   
  In addition, the dominate effect will run out in 12 
  days, a fact she is well aware of. However, PCs should 
  only know this if they make a DC 20 Knowledge 
  (religion) check to know that a vampire can dominate 
  with its gaze. It requires a DC 25 to ascertain that this 
  power lasts for 12 days.  
   
  Twelve days is probably not enough time for lower 
  level parties to get to Groucester and back via traditional 
  mounts, thus Viola will provide tireless mounts 
  (animated horse skeletons). Viola will just have to hope 
  that the PC(s) report back to her or get to Groucester 
  within the first 12 days (several times per day, she will 
  link into a dominated PC’s senses). 
   
  “How do you know that the people haven’t all just been 
  turned into undead?” 
  “We have our ways.” 
   
  “Are there any undead left in Groucester?”  
  “The positive energy released by the Dimrite ritual 
  decimated all of the lesser undead creatures, mostly 
  the mindless ones. Almost all of my more powerful 
  siblings, so to speak, especially the incorporeal ones, 
  are still there.” 
   
  “When was the High Lady last seen?”  
  “There are reports that she was seen in the city not 
  long after the blast, rallying her citizens and trying 
  to restore order. No one has seen her since people 
  started disappearing.” 
   
  “Did Veth survive the ritual?”  
  “He is with Xavendra, wherever she goes, so yes.” 
  Here, her voice is tinged with an odd mixture of 
  relief and regret. 
   
  “What can you tell us about Xavendra’s manor and its 
  defenses?” 
  “She is sure to have changed them since my 
  departure. However, ‘ware the ghost.  
   
  “Also, the most likely location for her journals is 
  in her laboratory in the basement. It can be reached 
  via a secret door located in the sitting room.” 
   
  “Would you mind paying me?” 
  “What type of undead would you like for me to turn 
  you into? I can research the magicks necessary while 
  you are gone. 
   
  ”In addition, should you please me, I will put in 
  a good word for you with the High Lord.”  
   
  “Surely you don’t expect me (us) to do this alone (by 
  ourselves)?” (assuming the whole party does not play this 
  introduction) 
  “It should not be too hard to find other adventurers 
  in this city. I suggest you look in the common room 
  of this very tavern, after I have departed, for others 
  foolish or brave enough to go to Groucester. 
  However, do not share with them what you have 
  learned here today.” 
   
  “Can you offer me any aid?” 
  “Would that I had the time necessary to find more 
  competent fools. Alas, I do not. Here,” she says, as 
  she withdraws a flask from a pocket.  
   
  “Use this to strike the ghost. Coat your weapon 
  with it immediately before attacking.” 
  Viola provides one flask of ghostoil, regardless of the 
  number of PCs in the room. 
   
  How do we contact you when the mission is complete?  
  “Come back here and reserve this room. I will know 
  when you have returned.” 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 9 
  Development: If any of the PCs attempt to flee, cast a 
  spell, attack, etc., Viola will attempt to dominate them and 
  order them to “stop”, “sit down”, etc. For now, she merely 
  wants to talk to (and dominate) the PC(s). Remember, she 
  can use her dominate ability once per round, so she will 
  try and try again while talking to a PC until successful. 
   
  If the PCs are posing a serious threat to her, she will 
  fight back with all of her might and will summon the 
  ogres and her swarms of bats (1d4+1 bat swarms 
  previously summoned via her children of the night ability) 
  to the fight. She has little patience for insolence, so she 
  will seek to kill any PC who attacks her. PCs that 
  surrender must voluntarily allow themselves to be 
  dominated. 
   
   
  Gummy the Bouncer: male half-orc. See BK Mercs 
  document if his statistics are needed.  
   
  Viola: 
  female 
  human 
  vampire 
  Clr10/ 
  Contemplative2. Cha 20; 24 HD for the purposes of 
  turning. Dominate (Su): Will DC 21.  
   
  SAVANT GRANOC 
  PCs with close ties to the Death Cultists or the Circle of 
  Crimson Stone begin with Savant Granoc.  
   
   
  Please alter the text below to reflect the situation. If only 
  one PC plays this introduction, the only occupant of the 
  private room will be the NPC with whom the PC should 
  speak. 
   
  Several weeks ago, you received a message from a 
  member of your organization, asking for your help 
  with matters concerning the recent catastrophe in 
  the area of the Bluff Hills. The note said to come to 
  this warehouse in Rookroost, on this date at this 
  time, and inquire about a shipment of Groucester 
  Black, a wine made from the dark purple grapes 
  grown in the hills near there. So here you are, 
  standing just outside the warehouse, in the dark and 
  snowy streets of Rookroost. The place seems 
  deserted.  
   
  Members of the Death Cultists and the Circle of Crimson 
  Stone will know that this location is one that sometimes 
  plays host to the Circle’s after hours activities. 
   
  Allow the PCs to introduce themselves at this point, 
  assuming there is more than one, and assuming they did 
  not arrive together. 
   
  Once the PCs are ready to enter, continue: 
  A young, rat-faced man is still at work in the 
  warehouse, despite the hour. He sizes you up with a 
  glance, then stops his work and asks, “What can I do 
  for you?” 
   
  The young man’s name is Jak. Once the PC(s) mention 
  Groucester Black, continue with the following: 
   
  Nodding, he remarks, “Yeah, we got some of that 
  stuff sittin’ right here.” He knocks on the top of a 
  stack of wooden crates.  
   
  “I’m gonna have to check the order before I can 
  give it to you, though.”  
   
  He walks into an office in one corner, closing 
  the door behind him.  
   
  After a few moments, a tall figure in heavy robes 
  of the deepest black velvet appears from the 
  labyrinth of crates near the back of the warehouse. 
  His face is hidden within his cowl, but you can see 
  an amulet bearing the sign of the scythe displayed 
  upon his chest. In addition, some sort of crest is 
  sewn onto his robes.  
   
  The stench of the graveyard wafts from his 
  form. 
   
  A DC 15 Knowledge (religion) check reveals that the 
  amulet is an unholy symbol of Nerull.  
   
  The crest depicts the following: A bone laid 
  diagonally from upper-left to lower-right with a 
  shepherd’s crook crossing it laid diagonally from lower-
  left to upper-right, forming four compartments, one each 
  at the top, bottom, left, and right. One rust-red teardrop is 
  located in the bottom and left compartments. Members 
  of the Death Cultists will know that this denotes his rank 
  as “Savant of Shepherds.” 
   
  “You are here because you can be trusted, at least on 
  some level, and because those I represent have a task 
  for you.” 
   
  The man lifts back the folds of his velvet cowl, 
  revealing a youthful face marked by ritual scarring 
  and intense blue eyes.  
   
  A DC 25 Knowledge (local – IBS) check reveals that this 
  Savant Granoc, a young priest rumored to be rising 
  through the ranks of the Death Cultists. It is also 
  rumored that he is involved in staging the illegal arena 
  fights, which often occur in Rookroost after dark 
  (Members of the Death Cultists and the Circle of 
  Crimson Stone know this automatically).  
    
  “Death waits for no man, so let me be brief. That 
  Which Slept is a danger to every creature in this 
  region, both the living and the dead. Some fools 
  hope to tame the beast, but my masters know this to 
  be impossible. After all, it was my predecessors who 
  imprisoned her ages ago. Despite what some may 
  think, death is no friend to entropy, for without life, 
  there can be no death. 
   
  “Controlling her is impossible because she is, in 
  some way, a part of ‘He of Eternal Darkness’. 
  Luckily, we do not seek to control her. My masters 
  seek to put her back in her cage. To do this, we must 
  learn more about her current powers. 
   
  “This is where you come in. High Lady Xavendra 
  has been seeking to learn as much of the creature as 
  possible, ever since That Which Slept tore the roof 
  off her manor and made off with the Shadowstaff. 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 10 
  We require the High Lady’s notes, to compare them 
  to our ancient texts and to determine the High 
  Lady’s motives as regards the great beast. Such notes 
  are surely kept in Xavendra’s manor. Bring them to 
  me, and my masters will use them to further their 
  understanding of That Which Slept so that they may 
  once again bind her away from our world.” 
   
  Following are the answers to questions PCs will likely 
  ask. For anything else, consult the adventure background 
  and create an answer, or use the tried-and-true “I don’t 
  know.” 
   
  What kind of undead are left in Groucester?  
  “The positive energy released by the Dimrite ritual 
  decimated all of the lesser undead creatures, mostly 
  the mindless ones. Some of the more troublesome 
  types, especially the incorporeal ones, are still 
  there.” 
   
  Did High Lady Xavendra survive the ritual?  
  “Why wouldn’t she?” 
   
  Did Veth survive the ritual?  
  “He is with Xavendra, wherever she goes, so yes.” 
   
  What’s in it for me? 
  “I am sure those whom I represent would be most 
  grateful for any information you could provide.” 
   
  Surely you don’t expect me (us) to do this alone (by 
  ourselves)? 
  “It shouldn’t be too hard to find other adventurers 
  in the city. I am sure there are those who would 
  come to your aid in this endeavor. Try the local 
  taverns. 
   
  “Beware of strangers. Use them as you will, but 
  do not trust them nor mention for whom you work 
  .” 
   
  Can you offer us any aid? 
  “I have only this wand. It may prove useful on your 
  journey. Beware, for it does not have many uses left.” 
   
  Granoc will give the PCs one wand of false life (5 charges). 
  If they think to ask, he tells them it has less than 10 
  charges left. 
   
  How do we contact you when the mission is complete?  
  “Come back to this place. I will be informed when 
  you have returned.” 
   
  Development: If, for some reason, the PCs decide to 
  attack Savant Granoc, a greater shadow and six shadows 
  (its spawn) move out of various crates to attack them. 
  Granoc will withdraw a scroll of word of recall and attempt 
  to use it during his first actions (DC 12 caster level 
  check), leaving the PCs to their fate. Members of the 
  Circle of Crimson Stone and the Death Cultists are 
  expelled from their respective organizations. 
   
   
  Savant Granoc: male human Clr9 (Nerull); 
  (Knowledge [religion] +13); Wis 18, Cha 14. 
   
  FELLREEV INTRODUCTION 
  Note: Use this introduction for parties that start in the 
  Fellreev.  
   
  Winter in the Combination has fallen suddenly. 
  Snow already chokes most of the roads, and 
  peasants, orcs, and demons alike huddle around 
  fires to stay alive.  
   
  That must be why so many people have 
  congregated in the ruins of Sable Watch. The 
  Fellreev’s mighty boughs protect the ruined village 
  from the worst of the winter weather, blocking the 
  wind and snow, and there’s plenty of lumber around 
  for hearths and rebuilding. The new arrivals don’t 
  waste any time claiming a site and building a crude 
  lean-to for the night. 
   
  The sound of saws sawing and axes chopping 
  accentuates the singing of an attractive flan female. 
  She sits on a huge tree stump, a lyre in her lap as she 
  sings a song of renewal and hope, the cold air 
  making the song’s notes tight and piercing. Her 
  music appears to be helping the townsfolk keep a 
  steady pace and rhythm as they work at their various 
  tasks while taking their mind off their recent 
  troubles. 
   
  A DC 20 Knowledge (local – IBS) check will reveal that 
  she is Oytens, Bard of the Rovers. PCs who played BDK5-
  01 The Body or BDK 5-01 Leather Bound Tome will recognize 
  her.  
   
  Her perform check is a 31. She is inspiring the 
  town’s folk to work faster and harder as they build their 
  shelters for the night. 
   
  She is currently too busy to speak with the PCs. 
   
  One other sound rings throughout the village: that 
  of swordplay. Your gaze moves to an area at the edge 
  of the village where a half-dozen human teenagers, 
  four boys and two girls, practice their blade work 
  under the watchful gaze of a female high-elf. Clad in 
  a mithral shirt, several rapiers are sheathed on her 
  hips and back. A pendant hangs around her neck, 
  depicting nine swords, points out in a burst. 
   
  As she moves about the practicing youths, she 
  gives words of praise to some while others she stops 
  and repositions, showing them a better way to cut, 
  thrust, parry, or riposte.  
   
  A DC 20 Knowledge (local – IBS) check will reveal that 
  the elf is Breeanna Windstrider, Mistress of the Hallorn 
  Fencing Academy. Members of Clan Fanlareshen, the 
  Hallorn Fencing Academy, the Red Planks, Defenders of 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 11 
  Morannon Keep, or Barflies of the Dirty Dog Tavern will 
  know this automatically.  
   
  Members of the Fanlareshen Elves will know that 
  Breeanna’s lifeless body was transported to the priests of 
  the Oaken Copse by Trailblazer Kinlorde. According to 
  Kinlorde’s report, her body was found in That Which 
  Slept’s very lair during a raid designed to stop the blast 
  that created the Deadlands.   
   
  A DC 15 Knowledge (religion) check will reveal the 
  pendant to be a holy symbol of Kelanen, the Prince of 
  Swords. 
   
  For PCs who get the same sub-introduction, regardless of 
  the meta-org affiliation that got them there, assume that 
  they arrive for the meeting at the same time.  
   
  Development: Once you have the players started on 
  prepping their PC’s spells, ordering pizza, etc., take them 
  out individually or in groups based on which sub-
  introduction they are experiencing (be sure to have a d20 
  handy). Do not spend more than 5 to 10 minutes with 
  each group or player, but spend enough time to cover his 
  or her specific sub-introduction.  
   
  Appendix Three contains a list of things that the PCs 
  can learn if they spend 1d4+1 hours wandering around 
  gathering information. Sable Watch does not yet boast a 
  tavern. 
   
  BREEANNA 
  PCs with close ties to the Fellreev Factions (Dazark orcs, 
  Defenders of the Greenkeep, Fanlareshen elves, Fellreev 
  Druids, or members of Fort Hendricks), or the Hallorn 
  Fencing Academy, begin play with Breeanna.  
   
  Please alter the text below to reflect the situation and the 
  PC’s (or PCs’) meta-org affiliations (for instance, a 
  member of the Hallorn Fencing Academy’s note would 
  have been stamped with the symbol of Kelanen). If only 
  one PC plays this introduction, then the only other 
  occupants of the clearing will be Breeanna and 
  Brighthorn. 
   
  Several weeks ago, you received a message from your 
  organization asking for your help with matters 
  concerning the recent catastrophe in the Bluff Hills. 
  The note said to come to Sable Watch in the 
  northern Fellreev and to find the Shrine of the 
  Blade. 
   
  The elf’s gaze drifts your way and she gives you a 
  nod before turning to her pupils and clapping her 
  hands loudly. The three pairs of sparring partners 
  cease their practice and turn to face the elf. She then 
  dismisses each pupil individually after giving them 
  a last bit of advice. Once the last has turned to go, 
  she turns to face you. 
   
  “Greetings,” she says. “I am Breeanna. Please, 
  follow me so that we may talk where there are fewer 
  ears about.” 
   
  With quick and sure strides, she leads you past 
  the village’s perimeter, roughly a hundred yards 
  deeper into the forest. As you enter a small clearing, 
  you spy a wondrous being: a white horse-like 
  creature, fully eighteen hands tall at the withers, 
  stands calmly eyeing you, a golden horn protruding 
  from its forehead. Breeanna moves to stand beside 
  the creature before turning to face you. 
   
  A DC 10 Knowledge (arcana) check identifies the 
  creature as a unicorn (the DC has been lowered from 14 
  because unicorns are creatures of myth and legend and 
  are easily identifiable).  
   
  Brighthorn is using his detect evil ability to examine 
  the PC(s). Should anything suspicious arise, he will 
  boldly question the PC about the evil aura. In addition, 
  Breeanna and the PC(s) are standing within the area of 
  his magic circle against evil. 
   
  “Let me cut right to the chase. As you are probably 
  aware, the Bluff Hills are now controlled by That 
  Which Slept. But since it is likely you don’t know 
  the whole story, I will tell you some of what I know.  
   
  Several years ago, a band of foolish adventurers 
  were tricked into freeing an ancient evil by Baron 
  Horace of Wormhall. Trapped millennia ago by 
  mighty magicks, That Which Slept waited for her 
  chance to be free. When it came, she did not 
  hesitate. 
   
  She has since carved herself a lair deep in the 
  Bluff Hills. A servant of ‘He of Eternal Darkness’, 
  she used her vast and terrible powers to set off a 
  huge burst of negative energy, intending to kill 
  everyone and everything for hundreds of miles in 
  every direction. And she came very close to doing 
  just that.” 
   
  She pauses, a haunted look in her eye. 
   
  “My friend Mysta and I died trying to stop her. 
  Foolishly, we entered her lair by ourselves, over-
  confident in our abilities or under-confident in our 
  friends’. Regardless, in we went. We did not get far. 
   
  “I awoke in this forest with Fanlareshen priests 
  chanting over my revived body only because of the 
  brave actions of Trailblazer Kinlorde and his 
  friends. 
   
  “Because adventurers like you fought and died 
  defending the Dimrites and their ritual of light, 
  thousands of innocent lives were saved despite the 
  failure Mysta and I suffered.  
   
  “Word has recently reached us that the city of 
  Groucester is a ghost town, but not in the literal 
  sense. Oh, there are still undead there, many 
  survived the positive energy unleashed by the 
  Dimrites, but the mortal survivors have disappeared 
  and no one knows why.  
   
  “We need to know what Xavendra is up to. 
  Where have all the people gone, and what has she 
  learned about That Which Slept? I have seen the 
  creature up close. It must be stopped! You must 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 12 
  infiltrate Xavendra’s manor and find out what she 
  knows!” 
   
  Following are the answers to questions PCs will likely 
  ask. For anything else, consult the adventure background 
  and create an answer, or use the tried-and-true “I don’t 
  know.” 
   
  What kind of undead are left in Groucester?  
  “The positive energy released by the Dimrite ritual 
  decimated all of the lesser undead creatures, mostly 
  the mindless ones. Some of the more troublesome 
  types, especially the incorporeal ones, are still there. 
  I know for a fact that a ghost used to guard the 
  manor.” 
   
  Who told you about the ghost?  
  “A Gonagin who infiltrated the manor a year or so 
  ago fought a ghost while there. ‘Course, it could have 
  just been after him. Sven has a way of attracting 
  unwanted attention to himself...” 
   
  Did High Lady Xavendra survive the ritual?  
  “Why wouldn’t she have?” 
   
  Did Veth survive the ritual?  
  “He is with Xavendra, wherever she goes, so yes.” 
   
  What’s in it for me? 
  “I have a vast network of connections, I’m sure I can 
  come up with something.” 
   
  Surely you don’t expect me (us) to do this alone (by 
  ourselves)? 
  “It shouldn’t be too hard to find other adventurers 
  in the village. I believe that Oytens was talking to 
  several earlier.” 
   
  Can you offer us any aid? 
  “Although I am loathe to part with it, I will lend you 
  Ringwurtha’lagil,” she says as she unbuckles a 
  scabbard.  
   
  “That loosely translates as ‘cold death blade’ in 
  Common. I expect it back.”  
   
  Ringwurtha’lagil is a +1 ghost touch cold iron rapier. It 
  shimmers with a ghostly green light when unsheathed. 
   
  How do we contact you when the mission is complete?  
  “Come back to Sable Watch. I will know when you 
  have returned.” 
   
  How did you die? 
  “Mysta and I had entered That Which Slept’s lair 
  when we were confronted by a being of tremendous 
  chaos and power. I believe Mysta called it an ‘aspect’ 
  of ‘He of Eternal Darkness’ himself. Mysta’s most 
  potent spell, some sort of acidic rays, merely 
  bounced off it and struck me as I moved to flank it.” 
   
  How was your body recovered? 
  “A brave elf, Kinlorde the Trailblazer, and his 
  comrades found my body alongside Mysta’s as they 
  moved into That Which Slept’s lair. Through their 
  heroics, and the grace of Rillifane, I was rescued and 
  returned to life.” 
   
  May I touch your unicorn? 
  She laughs. “Brighthorn is as much mine as the trees 
  of this forest are mine. You should probably ask 
  him.” 
   
  (To Brighthorn) May I touch you? 
  (If the petitioner is a Good-aligned female, who does not 
  radiate as evil in any manner, Brighthorn will allow her 
  to approach and touch him. Female humans, elves, and 
  half-elves will be allowed to touch his horn) 
   
   
  Breeanna 
  Windstrider: 
  female 
  high-elf 
  (Knowledge [religion] +14); Cha 12. 
   
  Brighthorn 
  Longshanks: 
  male 
  unicorn 
  (Diplomacy +14, Intimidate +14); Cha 30. 
   
  OYTENS 
  Non-Fellreev based PCs at tables that start in the Fellreev, 
  especially bards interested in the Old Lore tradition and 
  Druids of the Old Faith, begin play with Oytens. 
   
  Please alter the text below to reflect the situation and the 
  PC’s (or PCs’) meta-org affiliations.  
   
  After several minutes of singing, the bard’s voice 
  fades into the cold air, her last note hanging like an 
  icicle, sharp and clear.  
   
  Her song over, she begins to wander the crowd. 
   
  Oytens wanders the town, greeting its new arrivals. She 
  is particularly looking for a new cleric to take over 
  leadership of the town’s spiritual needs. Should a cleric of 
  a Flan god agree to settle down in Sable Watch, please 
  email the Triad the player’s name and contact 
  information. Advise the player that accepting the 
  position requires the PC to retire as an NPC under the 
  Triad’s control. 
   
  Several weeks ago, you received a message from your 
  organization asking for your help with matters 
  concerning the recent catastrophe in the Bluff Hills. 
  The note said to come to Sable Watch in the 
  northern Fellreev and to find The Voice of the 
  North.  
   
  Allow the PCs to approach Oytens on their own. Once 
  they have introduced themselves to her and explained 
  that they were sent to find her, she leads them to the 
  village’s outskirts, into a small, abandoned church of 
  Pelor. 
   
  Continue with the following: 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 13 
  “Thank you for coming on such short notice. Forces 
  are in play even as we speak, so I fear I must be brief. 
   
  As you are probably aware, the Bluff Hills are 
  now controlled by That Which Slept. But since it is 
  likely you don’t know the whole story, I will tell you 
  some of what I know.  
   
  Several 
  years 
  ago, 
  I 
  was 
  inadvertently 
  responsible for aiding Baron Horrace of Wormhall 
  in tricking a band of adventurers into freeing an 
  ancient evil. Trapped millennia ago by mighty Ur-
  Flan magicks, That Which Slept waited for her 
  chance to be free. When it came, she did not 
  hesitate. 
   
  A servant of ‘He of Eternal Darkness’, she used 
  her vast and terrible powers to set off a huge burst of 
  negative energy in the Bluff Hills, intending to kill 
  everyone and everything for hundreds of miles in 
  every direction. And she very nearly did just that.” 
   
  “Because adventurers like you fought and died 
  defending the Dimrites and their ritual of light, 
  thousands of innocent lives were saved.  
   
  “Now, word has recently reached me that the 
  city of Groucester is deserted. Oh, there are still 
  undead there; many survived the positive energy 
  unleashed by the Dimrites. But the mortal survivors 
  have disappeared and no one knows why. Where 
  have all the people gone, and what has Xavendra 
  learned about That Which Slept? 
   
  “I need to relay this information to people who 
  might be able to bind That Which Slept away from 
  this plane. You must infiltrate Xavendra’s manor 
  and find out what she knows!” 
   
  Following are the answers to questions PCs will likely 
  ask. For anything else, consult the adventure background 
  and create an answer, or use the tried-and-true “I don’t 
  know.” 
   
  What kind of undead are left in Groucester?  
  “The positive energy released by the Dimrite ritual 
  decimated all of the lesser undead creatures, mostly 
  the mindless ones. Some of the more troublesome 
  types, especially the incorporeal ones, are still 
  there.” 
   
  Did High Lady Xavendra survive the ritual?  
  “Why wouldn’t she have?” 
   
  Did Veth survive the ritual?  
  “He is with Xavendra, wherever she goes, so yes.” 
   
  What’s in it for me? 
  “You mean being a hero and saving the planet aren’t 
  enough motivations? Fine, mercenary, I’m sure I 
  will come up with a suitable reward.” 
   
  Surely you don’t expect me (us) to do this alone (by 
  ourselves)? 
  “It shouldn’t be too hard to find other adventurers 
  in the village. I believe that Breeanna was talking to 
  several earlier.” 
   
  Can you offer us any aid? 
  “Where you are going, you will need this more than 
  I,” she says as she hands you a golden brooch shaped 
  like a lion’s head. “It will help protect you from the 
  fear that Xavendra’s minions like to inspire.” 
   
  The brooch is a badge of valor. She will hand it to the 
  PC who seems the most scared of entering Xavendra’s 
  manor. 
   
  How do we contact you when the mission is complete?  
  “Come back to Sable Watch. I will know when you 
  have returned.” 
   
  Oytens, Bard of the Old Lore: Female human Brd12; 
  Cha 22; Knowledge (all) +8, Perform (sing) +21. 
   
  1: THE DEADLANDS 
  If the PCs came from the Fellreev, they will have noticed 
  that the town of Synford was completely deserted, all 
  items of any value long since looted. 
   
  There are seven to twelve inches of snow covering 
  the ground. Small and medium creatures must pay 2 
  squares of movement to enter each square. The DC of 
  Tumble checks increases by 2. Large creatures are 
  unaffected.  
   
  Advise the PCs that walking for miles in the snow 
  would be very slow and that perhaps they should 
  purchase large-sized mounts and a wagon for speedier 
  transportation. These items are available in either Sable 
  Watch or Rookroost at the standard prices.  
   
  The daytime (6am to 6pm) temperature range 
  outside the Deadlands is Cold (0 to 40 degrees F). 
  Unprotected characters must make a Fortitude save each 
  hour (DC 15, +1 per previous check) or take 1d6 points of 
  non-lethal damage. Characters wearing a cold weather 
  outfit or with resist cold 5, nonarctic animals with fur, 
  creatures native to a cold environment, or creatures 
  warded by endure elements are protected. 
   
  The nighttime (6pm to 6am) temperature range 
  outside the Deadlands is Severe Cold (-20 to 0 degrees F). 
  Unprotected characters must make a Fortitude save every 
  10 minutes (DC 15, +1 per previous check), taking 1d6 
  points of nonlethal damage on each failed save. A 
  partially protected character need only check once per 
  hour. Characters wearing a cold weather outfit AND fur 
  clothing, or with resist cold 5, arctic animals with fur, 
  creatures native to arctic terrain, or creatures warded by 
  endure elements, are considered protected. 
   
  Remember, any creature that suffers damage from a 
  cold environment is beset by frostbite and fatigued 
  (DMG pg. 302). A DC 15 (DC 18 if still exposed to the 
  cold) Heal check can cure frostbite, removing the fatigue. 
  Using a fire for warmth lowers the DC by 2.  
  
  BDK7-02 In a Manor of Seeking 
   
  Page 14 
   
  Read the following text just before the PCs cross into 
  the Deadlands: 
   
  Several days have passed since you left <Sable Watch 
  or Rookroost> behind. Snow has blanketed the land, 
  but not so much that horses have a problem moving 
  through it. 
   
  It is not difficult to tell where the effect of the 
  blast ended; there is, literally, a line beyond which 
  nothing lives. The blackened and twisted trees that 
  dot the barren, snow-covered landscape still stand, 
  but they are clearly dead. Snow mounds cover dead 
  animals that lie untouched where they fell, as there 
  are no scavengers left to disturb them. Everywhere 
  there is stillness and the stench of death, muted 
  because the cold seems to have forestalled the 
  process of decay. The air seems hazy, making your 
  vision just a bit unfocused in the distance, and a 
  sickly, unnatural mist fills the low places. If 
  possible, it seems even colder now. 
   
  Be sure to ask if the PCs are going to travel during the 
  day or during the night. Do not press them to upgrade 
  their cold protections. Let them figure it out on their 
  own after they have to make their first saving throw or 
  suffer cold damage. 
   
  The daytime temperature in the Deadlands is Severe 
  Cold (see above).  
   
  At night, the temperature drops to Extreme Cold (-
  50 to -20 degrees F). Unprotected characters take 1d6 
  points of cold damage per 10 minutes (no save). In 
  addition, an unprotected character must make a Fortitude 
  save (DC 15, +1 per previous check) or take 1d4 points of 
  nonlethal damage. Those wearing metal armor or coming 
  into contact with very cold metal are affected as if by a 
  chill metal spell. A partially protected character takes 
  damage and makes saving throws once per hour instead 
  of once per ten minutes. A creature must be protected by 
  endure elements, or have cold resist 5, to be considered 
  protected. A creature protected against Severe Cold (see 
  above) only is considered partially protected for Extreme 
  Cold. A creature protected against Cold weather only is 
  considered unprotected against Extreme Cold. 
   
  Special: As the PCs cross into the Deadlands, they (and 
  their animal companions, familiars, and mounts) must 
  make a DC 34 Fortitude save or suffer one negative level 
  (do NOT tell them the DC). As the first PC crosses the 
  boundary, have them roll their save as you advise them of 
  the temperature drop. This should scare the other PCs 
  into burning resources in an attempt to avoid suffering 
  the negative level loss and colder temperature. That is 
  fine. 
   
  A DC 20 Knowledge (the planes) or (arcana) check 
  will allow a PC to recall that negative levels usually 
  become permanent after 24 hours. The level loss does 
  indeed become permanent if the PC stays in the 
  Deadlands for 24 cumulative hours (no save). Once an 
  affected creature leaves the Deadlands, it takes one day 
  for any non-permanent level loss to go away. Spells such 
  as death ward protect against this effect ONLY for their 
  duration. Thus, a protected creature that enters the 
  Deadlands will have to make their save once their 
  protection’s duration ends. 
   
  For every 24 hours spent consecutively in the 
  Deadlands, the PCs have to save again or suffer one 
  additional negative level. As soon as a PC leaves the 
  Deadlands or enters Groucester, this “clock” stops, 
  although the PC will still suffer any effects already 
  accrued. Leaving the area and re-entering within 24 
  hours DOES NOT impose another negative level on a PC. 
   
  Flying above the Deadlands does not negate this as 
  the blast tainted a spherical area. However, burrowing 
  ten-feet or more below ground does offer protection from 
  the negative energy drain as long as the burrow does not 
  open up into the Deadlands (i.e., the effect is a spread). 
  Thus, it is possible to create a tunnel from the edge of the 
  Deadlands all the way to Groucester to avoid the effect. If 
  the PCs are this innovative, they will miss the half-
  farspawn encounter and you will need to adjust 
  Encounter 2 appropriately. Award the full discretionary 
  role-playing xp award if the PCs utilize this tactic. 
   
  Creatures created by Tharizdun’s followers, such as 
  the half-farspawn ogres, are immune to this effect. 
   
  For each negative level a character receives, they 
  suffer the following penalties (PHB pg. 310): 
  • -1 penalty on all attack rolls, saving throws, skill 
  checks, and ability checks (including Initiative). 
  • - 5 hit point penalty. These cannot be cured until the 
  negative level is removed; this lowers the maximum hit 
  point total of the character. 
  • -1 penalty to effective level (for level-based effects). 
  • Lose one spell or spell slot from the highest level spell 
  level castable. 
   
  The distance from the edge of the Deadlands to 
  Groucester varies depending on whether the PCs are 
  coming from Sable Watch or from Rookroost. From 
  Sable Watch, the distance is approximately twelve (12) 
  miles. From Rookroost, the distance is approximately 
  thirty (30) miles, meaning that the PCs might need to 
  force march to arrive in Groucester before the negative 
  level becomes permanent.  
   
  Once the PCs are half-way to Groucester, they will 
  be beset by monsters. Be sure to keep track of time to 
  determine whether any of the PCs long-duration buffs 
  have expired. 
   
  Note: If the PCs use magic to bypass the Deadlands, such 
  as teleport, simply move this encounter to Groucester’s 
  streets as the monsters have infiltrated the ruined town 
  and are on a scouting mission. 
   
  Creatures: Wandering the Deadlands, looking for food 
  to eat or intruders to kill, is a variety of Far Realm 
  spawned creatures, summoned here during That Which 
  Slept’s ritual. Several of those have since mated with 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 15 
  creatures native to the area and have created half-
  farspawn offspring.  
   
  Have the players give you a marching order. The 
  terrain, other than the snow, will not affect movement. 
  Feel free to dot the landscape with sparse amounts of 
  typical trees. Remember, characters gain a +1 bonus on 
  melee attacks against foes downhill from them. Draw 
  your battlemap in such a manner so that the PCs start 
  with the high ground (i.e. they are descending towards 
  Groucester and the monsters). Keep the slopes gentle. 
   
  Unless the PCs are moving exceptionally quietly, the 
  monsters will hear them from quite a distance away (190 
  ft. at APL 6, 230 ft. at APLs 8 and 10). To determine who 
  wins surprise, ask the PCs for Listen checks (DC 22 at 
  APL 6, DC 28 at APLs 8 and 10). Success indicates that 
  the PCs have heard the creatures at a distance of 190 ft. 
  away (or 230 ft. for APLs 8 and 10). If any PC succeeds 
  exactly, then both the PC and the monsters get a surprise 
  round. If the PC beats the check by at least one, then only 
  they gain a surprise round. In addition, for each point by 
  which a PC succeeds, the encounter start distance should 
  be pushed back by 10 feet. If none of the PCs succeed, 
  then just the monsters get a surprise round.  
   
  The maximum range for a Spot check to detect other 
  creatures is 110 feet because of the gentle slopes here at 
  the edge of the Bluff Hills; therefore, neither side will be 
  able to see the other until they are within 110 feet of each 
  other (unless someone is flying). 
   
  Once the PCs can see the monsters, read them the 
  following: 
   
  Like something out of a nightmare, a large, 
  writhing, grotesque, purple-tentacled mass moves 
  toward your group. The tentacles, each as large as 
  your leg but longer, push it across the snowy ground 
  with surprising speed. As it rushes towards you, it 
  screams something in a booming, guttural voice 
  despite the fact that you cannot see its mouth. 
   
  A DC 20 Knowledge (the planes) check will identify the 
  creatures as being some sort of half-farspawn, but not that 
  they are part-ogre. Oddly enough, the creatures will 
  shout out curses, threats and devotions to Tharizdun in 
  Giant during the fight. 
   
  APL 6 (EL 8) 
   
  Half-Farspawn Amorphous Ogre (3): hp 39 each; 
  Appendix 1.  
   
  APL 8 (EL 10) 
   
  Half-Farspawn Amorphous Raging Ogre Bbn4: 
  hp 114; Appendix 2. 
   
  APL 10 (EL 12) 
   
  Half-Farspawn Amorphous Raging Ogre Bbn4 
  (2): hp 114 each; Appendix 3. 
   
  The EL of the encounter has been raised by 1 to account 
  for the cold environment and for the negative level loss 
  PCs are probably enduring. 
   
  When the creatures die, they resume ogre form, 
  albeit with deformities such as extra eyes, vestigial limbs, 
  tentacles for hair, etc. 
   
  Tactics: Once the monsters are aware of the PCs, they 
  will use their spell-like abilities to protect themselves. 
  They will also try using their touch of idiocy ability and 
  holding the charge until they hit a PC (possibly using 
  their truestrike ability to ensure that they hit a heavily 
  armored BDF). They will then seek to approach the PCs 
  as quickly as possible, seeking to prevent any from 
  getting airborne. In melee, they will attack the closest PC 
  unless they are unable to damage them, at which point 
  they will seek to engage another, lighter armored, PC. 
  They only power attack if they are not having problems 
  hitting their foes. 
   
  The half-farspawn are agents of entropy who do not 
  fear death. They fight until they are slain. 
   
  Half-farspawn template note: Acid resistance 10 
  replaced with cold resistance 10 to better reflect 
  Tharizdun’s portfolio. See Lords of Madness p151. 
   
  Treasure: Each creature is wearing a purple unholy 
  symbol of Tharizdun. These are valueless as treasure as no 
  one in his or her right mind would seek to purchase such 
  a symbol, fearful of drawing the attention of ‘He of 
  Eternal Darkness'. The symbol DOES NOT protect 
  against the negative level loss effect of the Deadlands. 
   
  Development: Remember, the PCs will still want to get 
  out of the Deadlands before 24 hours have passed. The 
  rest of the trip to Groucester is uneventful (other than 
  the PCs seeing a half-farspawn jackrabbit [it’s got great 
  big fangs] eating a dead bird here and there). 
   
  2: WHERE IS EVERYONE? 
  As you crest a hill, the town of Groucester comes 
  into view. The holes in its walls, remnants of the 
  most recent attack by That Which Slept’s minions, 
  allow you to see into the empty streets themselves. 
  If anything is moving, it is invisible and/or 
  incorporeal. 
   
  Allow the PCs to prepare. There are plenty of holes in the 
  walls big enough to guide their horses through. If the 
  PCs swing by the gates, they will see that they are not 
  guarded.  
   
  Once the PCs have dared to enter the city, continue 
  with the following: 
   
  The only things moving on the streets of Groucester 
  are the snow blown by the wind and an occasional 
  door, left open by someone who departed in a rush, 
  creaking in that same wind. It appears as if everyone 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 16 
  is gone, their homes left empty and unguarded. Not 
  even the sound of a dog barking or a horse neighing 
  disturbs the stillness.  
   
  This encounter is designed to allow PCs to wander 
  Groucester freely. Please see Appendix Four for details on 
  Groucester. All residences and businesses not detailed in 
  Appendix 4 are essentially barren and empty of anything 
  of major worth (although it is conceivable that if the PCs 
  spent an entire day picking over the town, they could 
  find enough treasure to reach the gold cap. However, this 
  haul would require several wagons to transport). Feel free 
  to describe homes that have tables set for dinner, the food 
  rotten and  uneaten, and stables that are devoid of 
  animals or feed. 
   
  Please play up the fact that EVERYONE is gone. 
  This should be very eerie, with the PCs paranoid about 
  being attacked by undead at every moment. Have doors 
  open and close on their own, eerie screams ring through 
  the streets, etc. Feel free to make random players roll a 
  d20 now and again. Jot down the result and murmur 
  ominously. If they roll a natural 1, laugh evilly. 
   
  It is possible that the PCs are feeling rushed due to 
  the negative level loss they fear will become permanent. 
  Do NOT advise them that this is no longer a worry once 
  they are inside Groucester’s walls. However, they still 
  suffer its effects until 24 hours have passed since they 
  suffered the negative level. 
   
  After the PCs have wandered the city a bit, but before 
  they go to Xavendra’s manor, have them encounter the 
  urchin.  
   
  Lunging out from behind the half-open door of the 
  next building, a small figure dressed in rags runs 
  directly at (random PC). 
   
  Allow the PCs to react, and if any of them attack the 
  urchin, he will run, screaming, “No! No!” 
   
  If PCs do not show hostility, Roarke will grab the 
  randomly determined PC around the legs and babble, 
  “They will come for us next, we have to go go go go go!” 
   
  Creatures: Roarke is one of the few who have not been 
  swept up by the press gangs due to his speed and wits. He 
  has survived alone in Groucester ever since his family 
  was taken (he found the goggles of lifesight in an empty 
  house and they have helped him to stay alive). He is 
  slowly going crazy from fear and paranoia, and he 
  desperately wants to be rescued. Unless the PCs are 
  openly displaying any holy symbols of either Iuz or 
  Nerull, he will eventually approach them, seeking rescue 
  and transportation to Rookroost (where he thinks he has 
  some distant relatives). Try to give him a rough, 
  uneducated accent and manner of speaking. 
   
  When asked where everyone went, Roarke can only 
  manage a few sputtered descriptions of big, fat demons 
  rounding everyone up and teleporting away with them. A 
  DC 20 Knowledge (the planes) check reveals these to be 
  demodands. 
   
  In addition, Roarke has managed to scavenge one 
  item of value during his time roaming the city. He will 
  gladly sell this to the PCs, as he knows that he will be 
  able to use the money to live comfortably in Rookroost 
  while he seeks to join the Rookroost Thieves Guild. 
   
   
  Roarke the Urchin: male human (teenager) rog2; 
  N; Cha 12. Possessions: mwk dagger, leather armor, cold 
  weather gear (rags), goggles of lifesightLM. 
   
  Treasure: See Appendix 4 for items they can find in the 
  city if they search hard enough. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 545 gp; ghostoil 
  (4 gp), lyre of the restful soul (250 gp), nycoptic manuscripts 
  (208 gp), phylactery of faithfulness (83 gp); Total 545 gp. 
   
  In addition, the PCs may purchase Roarke’s goggles for 
  2,000 gp. See Appendix 2 for details on the item.  
   
  Taking or stealing the goggles is a Chaotic act that 
  must be noted on the PC’s AR. Leaving the urchin to 
  eventually die in Groucester is a non-Good act that must 
  be noted on the PCs’ ARs.  
   
  Development: Once the PCs are ready to explore 
  Xavendra’s manor, continue to Encounter 3. 
   
  3: HIDE AND SEEK 
  You stand before the imposing manor house that 
  serves as the High Lady’s residence. Parts of the roof 
  and walls are shrouded by makeshift scaffolds, 
  obviously under repair from some sort of recent 
  damage, except that no workers are present. In fact, 
  it seems that the entire area is deserted.  
   
  See DM Maps for a map of Xavendra’s manor. Feel free to 
  add some minor flavor details as the PCs explore the 
  empty and silent house. 
   
  The outer stone wall is a foot thick. Wooden walls, 
  floors, and ceilings are six inches thick. Unless otherwise 
  noted, the ceilings are all 12 feet high. 
   
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
   
  Note: The entire first floor area of the manor is protected 
  by an unhallow spell (caster level 20) that affects all 
  creatures. A life ward spell (caster level 20, see Appendix 
  2) is tied to the unhallow. As each PC enters the manor, 
  give them a DC 18 Will save to shrug off the life ward. 
  Spell resistance applies as normal as well. Failure means 
  that the PC cannot benefit from positive energy effects. If 
  a PC leaves the house and re-enters, they will have to 
  make another save. 
   
  Syrinda, naturally, is protected by the life ward spell 
  as long as she is in the house and on the prime material 
  
  BDK7-02 In a Manor of Seeking 
   
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  plane. She will become aware of the PCs as soon as they 
  enter the manor as she is watching from the ethereal 
  plane. She initiates her attack once the PCs enter Room 4 
  (Trophy Room). 
   
  ROOM 1 (MAIN ENTRANCE) 
  The archway surrounding the main entrance to the 
  manor is a work of art unto itself:  it is formed by 
  two statues of men clad only in loincloths, whose 
  muscles seem to ripple as they strain to hold aloft 
  the massive skull adorning the lintel. The skull is 
  less imposing than it probably once was, since 
  someone has smashed away all details of its face. 
  The massive oaken doors, featuring the High Lady’s 
  coat-of-arms, may only be approached by stepping 
  through the rubble left from this recent act of 
  vandalism.   
   
  The doors are neither locked nor trapped. 
   
  ROOM 2 (FOYER) 
  As soon as you enter the room, you see that the front 
  door is flanked by two iron maidens. More 
  disturbingly, two zombies are caged within the 
  torture devices. They struggle futilely to get free, 
  eager to eat your brains. 
   
  The wide foyer features a floor of glossy black 
  tiles offset by narrow strips of blood-red stone. 
  Doorways framed by heavy crimson curtains open to 
  the right and left, while closed double doors are 
  centered on the far wall. Another pair of iron 
  maidens, these also containing zombies, stand on 
  either side of it. 
   
  A smaller door is in the far left corner. A pair of 
  polished wooden staircases rise to the gallery above, 
  their graceful beauty marred by the loss of the 
  finials that once must have capped their handrails.  
   
  The ceiling is 22 feet high. The small door opens to a 
  closet. Several human skeletons stand quietly. Several 
  appear to be wearing jackets left here by previous guests. 
   
  The skull-shaped finials have been chopped away 
  and moved to the Trophy Room (Room 4). If PCs go 
  upstairs, they find the entire floor empty except for 
  construction materials. The majority of the roof was 
  ripped away in the attack by That Which Slept, and the 
  sort of workmanship the High Lady demands for her 
  residence does not make for quick repairs. A balcony 
  looks down into the Grand Ballroom. 
   
  ROOM 3 (SITTING ROOM) 
  The doorway leads to a sizeable chamber appointed 
  with comfortable furniture. The heavy velvet 
  curtains are closed over the windows. There are two 
  empty spaces on the walls, where you think 
  tapestries or portraits might once have hung, and 
  marks on the rug indicate that a heavy piece of 
  furniture the size of a large chair is now missing 
  from its position near the hearth. 
   
  PCs have little way of knowing that Xavendra’s favorite 
  chair and her portrait are missing; however, any PC 
  inspecting the hearth may make a DC 20 Search check to 
  find portions of a burned and shredded tapestry there. If 
  any PC examines the less charred portions, they may 
  make a DC 20 Knowledge (local – IBS) Check to 
  determine that the tapestry featured a scene set 
  somewhere along the Road of Skulls. 
   
  There are two doors in this room; one leads to the 
  Grand Ballroom (Room 6) and the other to a small 
  antechamber for servants. A secret door in the west wall 
  leads to the Servants’ Passage (Room 5). From the 
  antechamber, servants may access this room, the Grand 
  Ballroom, or (through another secret door) the Servants’ 
  Passage.  
   
  ROOM 4 (TROPHY ROOM) 
  This room has obviously been stripped of most of its 
  contents. Several shelves and hooks indicate where 
  trophies and memorabilia were once displayed.  
   
  In the far corner, a darkly beautiful greatsword 
  rests in its stand, point down. Its pommel is a silver 
  grinning skull, and the black blade has runes etched 
  into it. There appears to be a plaque at the base of 
  the stand. 
   
  One wall features a ceremonial collection of 
  fifteen greataxes hanging in a blades outward 
  circular pattern. All but one of the axes have silver 
  heads. A small plaque is affixed to the wall in the 
  center of the display. 
   
  The words on the greatsword’s plaque have been 
  scratched out completely. The runes etched into the 
  blade are actually Abyssal words that read as: “To my loyal 
  servant, High Lady Xavendra. Congratulations on your 
  recent victories. Use this sword in good health! Iuz.” If 
  ANY PC grabs this weapon, see the Cursed Sword of 
  Xavendra on the Optional AR.  
   
  The words on the plaque in the middle of the silver 
  greataxe display read as follows: “To Xavendra from your 
  loyal servant, Torrock.” The non-silver greataxe has an 
  adamantine blade. 
   
  A DC 15 Search check reveals some interesting 
  nameplates left near the places where other items were 
  once displayed: “A Gift from Arryn Alcor” reads the plate 
  beneath a set of hooks meant to display a sword. Another 
  reads, “To m’lady Xavendra, your loyal knight, Major 
  Blain,” before a spot where a lance was once mounted. 
  Finally, a very rough plaque, apparently carved out of a 
  barstool by a dull knife, reads, “Eh, here. Blackjack.” The 
  shape of a sap can be made out on the shelf where 
  Blackjack’s plaque rests. 
   
  One display shelf is empty except for four polished 
  wooden skulls. Their rough bottoms do not allow them to 
  sit upright, so they lie in disarray. PCs may easily 
  
  BDK7-02 In a Manor of Seeking 
   
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  recognize these as being made of the same wood as the 
  railings from the foyer staircases. 
   
  Creatures: The sole guardian of Xavendra’s manor is 
  currently the ghost of Syrinda, former mercenary of the 
  Northern Alliance. She died during the Battle of 
  Shadows and Light. For her service, Veth raised her as a 
  ghost, destined to always protect High Lady Xavendra’s 
  manor. 
   
  Ever since the PCs entered the manor, Syrinda has 
  been watching them from the ethereal plane, studying 
  their weapons, armor, mannerisms, etc., and formulating 
  her tactics. She will manifest on the second floor after 
  she has cast all of her buff spells (assume that if the PCs 
  take anytime at all examining the manor, that she has 
  them pre-cast as per her stats), directly above the Trophy 
  Room. From there, she will move down through the floor 
  in an effort to surprise the PCs. 
   
  APL 6 (EL 8) 
   
  Syrinda: hp 54; Appendix 1.  
   
  APL 8 (EL 10) 
   
  Syrinda: hp 80 plus 8 temporary; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Syrinda: hp 100 plus 10 temporary; Appendix 1. 
   
  Note: Syrinda is protected from positive energy, 
  including turning, by the life ward tied to the unhallow.  
   
  APLs 8 and 10, Syrinda has previously cast a desecrate 
  spell (no altar) in the room. Her stats are already modified 
  to include the spell’s combat benefits. Remember, 
  Charisma checks made during a turn attempt suffer a -3 
  penalty when made in a desecrated area. 
   
  The EL has been raised by one to account for the 
  amount of buff spells previously cast by the ghost and to 
  take into account the life ward and unhallow effects. The 
  EL was then lowered by to take into account the fact that 
  the PCs are likely to be forewarned about the threat of an 
  incorporeal undead guarding the manor in addition to 
  the fact that each NPC in the introduction offers them 
  something can aid in their upcoming fight against it. 
   
  Tactics: Syrinda is a very sound tactician. She will first 
  seek to split the party by using her frightful moan ability 
  during the surprise round. Do not forget her frightful 
  presence power, which each PC must save against as soon 
  as they first see her. 
   
  On the following round, she will use her telekinesis 
  ability to launch as many of the axes as possible (one per 
  caster level) at any obvious arcane spellcaster PC (she 
  knows about the life ward, so she really only fears ghost 
  touch weapons and force effects). These are silver 
  greataxes, so subtract 1 from the damage of each hit (to a 
  minimum of 1) and remember that she CAN score a 
  critical hit with them on a natural 20.  
   
  On rounds subsequent to that, she will seek to kill 
  any arcane spellcasters as quickly as possible via sound 
  bursts, spiritual weapons, telekinesis, etc. If attacked by a 
  ghost touch weapon, she will attempt to kill that PC first. 
  If a chance presents itself to kill a worshipper of Lydia or 
  Pelor, she will take it, preferably with a death knell (PCs 
  protected by delay death can be killed in this manner). 
   
  If severely wounded, Syrinda will retreat to heal 
  herself via her inflict spells before returning to the fight. 
  If the PCs are heavily buffed, she will wait for their buffs 
  to run out before returning. She will chase them around 
  the manor until destroyed or until the PCs flee the 
  manor. 
   
  Treasure: 
   
  APLs 6 and 8: Loot 485 gp; Coin 0 gp; Magic 693 gp; 
  +1 ghost touch scythe (693 gp); Total 1,178 gp. 
   
  APL 10: Loot 485 gp; Coin 0 gp; Magic 2,164 gp; +1 
  ghost touch scythe (693 gp); +1 ghost touch full plate (1,471 
  gp); Total 2,649 gp. 
   
  ROOM 5 (SERVANTS’ PASSAGE) 
  This narrow passage leads from the kitchen to – 
  nowhere. It stops at a dead end, and you see no 
  reason for its existence. 
   
  A DC 22 Search check (in the proper locations) will 
  reveal secret doors leading to each of the various 
  chambers on the ground floor. Servants used these 
  passages to move through the house, providing the 
  almost invisible service demanded by High Lady 
  Xavendra. 
   
  In the southwest corner of the manor is a spiral 
  staircase that descends to the basement level (Encounter 
  4). It is separated from the servant’s passage by a wooden 
  wall. A secret door (DC 30 Search) just east of the stairs 
  opens into the Sitting Room.  
   
  ROOM 6 (GRAND BALLROOM) 
  The majestic sweep of this cavernous hall has been 
  marred by the destruction of the central chandelier, 
  once the showpiece of the chamber. The shattered 
  shards of hundreds of crystal skulls lie strewn 
  across the center of the room, intermixed with tiles 
  from the floor’s intricate mosaic. Someone has 
  taken some pains to destroy the image that once was 
  depicted there.  
   
  PCs that examine the broken tiles from the floor find that 
  the majority of them are bone-white in color, while a few 
  others are black or silver. 
   
  ROOM 7 (DINING ROOM) 
  The dining room boasts six heavy mahogany tables 
  for guests and a massive “high table” set upon a dais 
  at the north end of the room. Thick draperies of 
  deepest crimson shroud the windows of the room, 
  and the chandeliers hang dark and cold. 
   
  
  BDK7-02 In a Manor of Seeking 
   
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  If PCs search the area of the high table, it will be obvious 
  that the back of the High Lady’s chair has been damaged, 
  as though pieces of it have been chopped away. A DC 20 
  Search check will reveal a damaged wooden skull under 
  one of the nearest guest tables. The other skull, having 
  been hurled against the wall, is nothing more than shards 
  of wood in the northeast corner. 
   
  ROOMS 8 & 10 (SERVANTS’ QUARTERS) 
  This room once housed the servants in the High 
  Lady’s household. Now only their simple beds, 
  missing their mattresses, remain in the room. 
   
  The servants’ belongings were carefully packed and 
  removed. Nothing has been vandalized here; however, 
  the west wall shows signs of recent repairs (Seems That 
  Which Slept has a long tail). 
   
  ROOM 9 (WORK AREA & MESS HALL) 
  This area serves as a work area and dining hall for 
  the household servants. Several tables and chairs 
  stand unused, and a series of long, empty shelves 
  lines the east wall. Several doors and hallways 
  adjoin this area, and a small spiral staircase rises 
  from the northeast corner.  
   
  Doors and hallways lead to the Servants’ Passage (Room 
  5), the Grand Ballroom (Room 6), the Servants’ Quarters 
  (Rooms 8 & 10), the Kitchen (Room 11), Cold Storage 
  (Room 12) and Dry Storage (Room 13). The contents of 
  this room were carefully packed and removed. Nothing 
  has been vandalized here. 
   
  ROOM 11 (KITCHEN) 
  This room is the kitchen, but it is obviously no 
  longer in use. All cooking and serving utensils have 
  been removed. The ovens are cold and the woodbox 
  is empty. 
   
  The contents of the kitchen were carefully packed and 
  removed. Nothing has been vandalized here. 
   
  ROOM 12 (COLD STORAGE ROOM) 
  This room has been enchanted so that it is 
  permanently cold. Empty hooks hang from the 
  ceiling, and frost glistens on the tops of empty 
  shelves. A ten-foot deep pit sits empty in the middle 
  of the room. 
   
  The foodstuffs here were carefully packed and removed. 
  Nothing has been vandalized here. 
   
  ROOM 13 (STORAGE ROOM) 
  A masterwork harpsichord rests in this storage 
  room, its beautifully carved lid gathering dust. 
   
  Nothing has been vandalized here. A wide secret door in 
  the south wall allows access to the Grand Ballroom 
  (Room 6). 
   
  ROOM 14 (WATER ROOM) 
  These beautiful fountains still work, although 
  beautiful is a relative term. On a basin in the middle 
  of each fountain is a figure carved out of red marble. 
  One fountain’s shape resembles that of a beautiful, 
  six-armed woman with a snake-like tail. The other is 
  shaped like a beautiful, winged, fanged human 
  woman. You notice that the face of each statue is the 
  same. 
   
  The waters of each stir as if alive. 
   
  A DC 20 Knowledge (local – IBS) check reveals that the 
  face is Xavendra’s, mounted on a demon’s body (marilith 
  and succubus, respectively).  
   
  Water mephits have taken up residence in the 
  fountains (MM pg 185; AL NE). However, they remain 
  hidden in the water unless the PCs desecrate the 
  fountain. They care not if the other fountain, or the 
  elemental pool, is disturbed.  
   
  ROOM 15 (ELEMENTAL’S POOL) 
  A shallow pool of crystal clear water rests in this 
  room. Its water moves as if alive.  
   
  The water is four feet deep. A medium water elemental 
  (MM pg 98; AL NE) guards the pool. It only attacks if 
  someone other than High Lady Xavendra or Veth enters 
  the pool or if anyone desecrates the pool.  
   
  ROOM 16 (BACK DOOR) 
  This door allows access from the kitchen to the rear 
  garden. A path paved with smooth stones leads to 
  the yard of the carriage house 
   
  To the east, huge gouges of earth have been dug 
  out of the ground. 
   
  The door is not locked or trapped. A DC 15 Survival 
  check will reveal that the gouges appear to be colossal 
  sized dragon footprints.  
   
  4: INTERVIEW WITH A . . . 
  The entire basement area, except for the bottom of the 
  stairs and the ten feet directly in front of the dimensional 
  portal, is protected by an unhallow effect with a 
  dimensional anchor tied to it that affects all creatures. As a 
  result, positive energy effects work in the basement’s 
  area. 
   
  STAIRS AND PASSAGE 
  The stairs spiral downwards 20 feet before opening 
  into a narrow passage. It appears to travel 60 feet 
  before ending in an ornately decorated stone door.  
  
  BDK7-02 In a Manor of Seeking 
   
  Page 20 
   
  Along each side of the passage are several 
  archways, each presumably leading into a separate 
  room. 
   
  The passage actually extends to the northeast at a 45-
  degree angle to the manor, thus placing the main lab 
  directly below the Grand Ballroom.  
   
  Each side of the passage has two archways leading 
  from it, each of which opens up into a large square room 
  (30 ft. x 30 ft.). These rooms were used by Xavendra to 
  entertain various types of guests. 
   
  The first one on the left opens into a reception room, 
  appointed comfortably for demons (chairs are crafted out 
  of bloody spiked chains;  the walls, floor, and ceiling are 
  painted with blood; paper made out of human skin, quills 
  made out of human bones, and ink of human blood rests 
  on a small table made out of children’s skulls). 
   
  The second one on the left contains several cages. In 
  each cage is a dead human, their necks clearly ripped 
  apart and their tongues removed. A DC 10 Heal check 
  reveals that they were bitten and their blood drained. 
   
  The first room to the right contains a room painted 
  entirely black, except for the grass (now dead) floor. No 
  torches or sconces are visible, and the room echoes like a 
  crypt. The only decoration is an unmarked gravestone 
  (for decoration purposes only, nothing is buried beneath 
  it). 
   
  The final room on the right is lushly decorated with 
  silken pillows, tapestries, and beds. The bodies of 2 alu-
  fiends, long since dead, lie atop one of the beds. 
   
  At the end of the passage is a stone door made out of 
  red marble in the shape of a devil (type depends on APL). 
  This is actually a devil that was turned to stone and then 
  mounted with hinges and a lock to serve as a door. One of 
  its limbs is the door handle.  
   
  Note: PCs who are cursed and cannot see devils can 
  see this door while it is in stone form. As soon as it is 
  animated, their curse kicks in. 
   
  The devil door is locked and trapped, but a Nystul’s 
  magic aura spell hides the magical auras. 
   
   
  Stone Devil Door: 1 ft. thick; hardness 8; hp 180; 
  AC 5; Break DC 28. 
   
  Trap: The devil door is trapped to go off if it sees anyone 
  about to bash it open, attempt to pick its lock, or cast a 
  spell on it.  
   
  It first casts dispel magic on an unsheathed weapon 
  which comes within 10 feet of it. It then casts backbiter on 
  the weapon and stone to flesh on the devil, which turns it 
  back into a living devil (the hinges and lock simply fall 
  off).  
   
  A PC might notice the dispel magic if the weapon’s 
  power “turns off”, such as a flaming weapon losing its 
  flames.  
   
  Note: The player must have told you earlier that the PC’s 
  weapon normally glows, if magical, or it must be noted 
  on either the PC’s MIL or AR of access or purchase, for 
  the player to argue that that the PC would have noticed 
  the weapon’s glow disappearing. 
   
  Remember, the dispel magic is opposed by the 
  weapon’s caster level, which was determined at the time 
  of its creation.  
   
  The door has a Nystul’s magic aura cast on it to 
  disguise its aura, meaning that the trap cannot be 
  detected by detect magic. Backbiter is described in 
  Appendix 2. 
   
  APL 6 (EL 8) 
   
  Dispel Magic, Heightened Backbiter and Stone 
  to Flesh Trap: CR 8; magic device; visual trigger (true 
  seeing); no reset; hidden lock bypass (Search DC 25, Open 
  Lock DC 30); spell effect (dispel magic, 11th-level wizard), 
  spell effect (heightened backbiter [3rd-level], 11th-level 
  wizard, no save [non-magical weapons] or DC 14 Will 
  negates [magical weapons]); spell effect (stone to flesh cast 
  on the hellcat statue, 11th level wizard); Search DC 29; 
  Disable Device DC 29. 
   
   
  Hellcat: hp 72; see MM pg 54.  
   
  Note: The hellcat must succeed at a DC 15 Fort save to 
  survive the stone to flesh spell. If it fails, such is life. 
   
  APL 8 (EL 10) 
   
  Greater Dispel Magic, Heightened Backbiter 
  and Stone to Flesh Trap: CR 10; magic device; visual 
  trigger (true seeing); no reset; hidden lock bypass (Search 
  DC 25, Open Lock DC 35); spell effect (greater dispel magic, 
  11th-level wizard), spell effect (heightened backbiter [4th-
  level], 11th-level wizard, no save [non-magical weapons] 
  or DC 16 Will negates [magical weapons]), spell effect 
  (stone to flesh cast on the bone devil statue, 11th level 
  wizard); Search DC 31; Disable Device DC 31. 
   
   
  Bone devil: hp 110; see MM pg 52.  
   
  Note: The bone devil must succeed at a DC 15 Fort save 
  to survive the stone to flesh spell. If it fails, such is life. 
   
  APL 10 (EL 12) 
   
  Greater Dispel Magic, Heightened Backbiter, 
  Stone to Flesh and Circle of Death Trap: CR 12; magic 
  device; visual trigger (true seeing); no reset; hidden lock 
  bypass (Search DC 25, Open Lock DC 40); spell effect 
  (greater dispel magic, 11th-level wizard), spell effect 
  (heightened backbiter [6th-level], 11th-level wizard, no save 
  [non-magical weapons] or DC 19 Will negates [magical 
  weapons]), spell effect (stone to flesh cast on the barbed 
  devil statue, 11th level wizard); spell effect (circle of death, 
  11th-level wizard, Fort 19 negates), Search DC 31; Disable 
  Device DC 31. 
   
   
  Barbed devil: hp 144; see MM pg 51.  
   
  Note: The barbed devil must succeed at a DC 15 Fort save 
  to survive the stone to flesh spell. If it fails, such is life. 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 21 
  Tactics: At all APLs, the devil fights to the death, free at 
  last from its stony prison. 
   
  Development: Once past the devil door, the PCs can 
  enter the Main Lab. 
   
  MAIN LAB 
  Beyond the devil door is a red-marble-floored room 
  30 foot in radius. The floor is covered with words 
  etched into the stone in some strange language or 
  languages. A large archway interrupts the wall 
  across the room from the door. Light scintillates 
  where a door should be, flashing through the range 
  of the spectrum in a dizzying display of power. 
   
  In the middle of the room rests a large 
  worktable of blood-red marble. Notes litter its 
  surface. 
   
  Scattered around the edges of the room are a 
  variety of torture devices, all currently empty. Dark 
  stains mar the floor around each device. 
   
  Next to the portal is a pair of altars shaped like 
  coffins. The sign of the scythe is prominently 
  displayed on each one. 
   
  The words scribed into the floor are a mixture of abyssal 
  and infernal. They do not form sentences, but rather 
  phrases that are rather arcane and obscure. If the players 
  ask, toss out words like, “darkness”, “demon”, “devil”, 
  “horned”, “dragon”, “death”, “devotion”, “eternal”, etc. 
   
  The portal leads to another plane and can only be 
  activated by either Veth or Xavendra. The proper 
  examination of the portal will reveal that it leads to the 
  plane of Carceri. 
   
  The altars ARE coffins. 
   
  Allow the PCs to wander around and look at the notes for 
  a bit before having Veth arrive. Do NOT let them destroy 
  the coffins (i.e., as soon as they start to try to do so, Veth 
  arrives). 
   
  The notes are mostly disjointed and would take days 
  to sort through (they appear to be written in some sort of 
  code, a mixture of Abyssal and Common), but several key 
  words or phrases jump out when read by someone who 
  can read both languages. See Player’s Handout 1. 
   
   
  Creatures: Once the PCs have read and gathered the 
  notes, and are about to either leave, tinker with the 
  portal, or muck with the altar/coffins, Veth arrives 
  suddenly through the portal.  
   
  If the PCs thought to block the portal with a wall of 
  some kind, it is disintegrated when the portal opens (a 
  function built in to prevent it from being blocked). 
  Continue with the following: 
   
  Suddenly, the scintillating portal turns a solid rust 
  red, and a well-dressed figure steps smoothly out of 
  the portal, a hulking creature at his side. The 
  creature is as big as an ogre, vaguely humanoid in 
  shape. Hideous scales sheathe its body. Huge wings 
  and a snaking tail twitch as it stares at you. 
   
  Clearly an elf, the man is wearing clothes of the 
  finest silk with gold threads, a style that was in 
  fashion hundreds of years ago. A thin shirt of mail 
  protects his torso and the sign of the scythe hands 
  from around his neck. His form is blurred just a 
  touch. 
   
  Neither he nor the demon at his side appear to 
  be surprised by your presence. As the monster 
  growls at you, obviously eager to tear you limb from 
  limb, the elf calmly says, “If it is information you 
  seek, it is information you shall have.” 
   
   
  A DC 20 Knowledge (local – IBS) check reveals that this 
  is Veth the Vampire, consort to High Lady Xavendra. A 
  DC 25 Knowledge (the planes) check reveals that the 
  creature is a horned devil. A DC 10 Knowledge (arcana) 
  or Spellcraft check reveals that the blurring comes from 
  the fact that he is protected by more than one abjuration 
  spell. It has no mechanical effect. 
   
  Veth was alerted that the heroes were in the lab by a 
  ward placed on the portal (the ward activated as soon as 
  the PCs either entered the room or as soon as the devil 
  statue animated). Because of this, he has had time to 
  prepare to greet them.  
   
  While Veth and the demodand could quite easily 
  destroy the PCs, the vampire has something else in mind. 
  Events have been put into motion, for good or ill, and it is 
  time to play the next hand that has been dealt. Despite 
  being none too happy that the heroes have made it this 
  far into Xavendra’s manor, Veth has decided to share 
  some information with them, so that they may spread it 
  around the Combination.  
   
  Keep in mind that every round, while he talks to the 
  PCs, Veth is trying to dominate one of them. His ultimate 
  goal would be to dominate every single PC without them 
  even realizing that they have been dominated until it is 
  too late. He doesn’t intend to harm the PCs unless they 
  attack; he simply wants them to stay long enough to learn 
  what he needs to tell them. 
   
  Following are the answers to questions PCs will likely 
  ask. For anything else, consult the adventure background 
  and create an answer, or use the tried-and-true “I don’t 
  know.” 
   
  You monster, where has everyone gone?  
  “Fools. Do you really think that we could feed the 
  people now that the Bluff Hills are dead? We 
  relocated them, for their own protection.” 
   
  Where did you relocate them to? 
  “If you can figure out where this portal goes, then 
  you will have your answer.” 
   
  Who’s side are you really on?  
  “As always, I serve the Reaper and Hierarch 
  Xavendra.” 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 22 
  Hierarch Xavendra?  
  “Yes, Hierarch. Let that sink in.” 
   
  A DC 10 Knowledge (local – IBS) check reveals that 
  “Hierarch” is a title reserved for leaders of the Horned 
  Society, a group of Nerullites and devil worshippers 
  opposed to the Old One. Their capital, Molag, was 
  captured during the Wars, their leaders slain by the 
  Bonehearts. 
   
  Why are there two coffins in here? 
  “You figure it out.” 
   
  Will Xavendra be mad if I keep this sword? 
  “Consider it a gift. She no longer has use for it.” 
   
  Can That Which Slept be stopped or imprisoned? 
  “Yes, but it will take some time until we are ready to 
  attempt the ritual.” 
   
  We? 
  “The Horned Society.” 
   
  Why is Viola working for Tadurinal now? 
  “Jealousy is an ugly emotion that not even undead 
  can escape.” 
   
  You just want to control That Which Slept and kill 
  everyone! 
  “She cannot be controlled. She is a part of ‘He of 
  Eternal Darkness’, perhaps the most powerful part 
  ever unleashed on Oerth. Nor can she be destroyed, 
  as she is entropy itself given form by a god’s dreams. 
   
  Dahlvier once told me she was not always so. 
  She used to be a mortal dragon, but something 
  happened. He would not elaborate.” 
   
  A DC 20 Knowledge (local – IBS) check reveals that 
  Dahlvier is the name of a lich who used to control 
  Dahlvier County (now home to Molaho Khem). Dahlvier 
  is rumored to have locked himself away from Oerth with 
  the mystical city of Dar’kesh Anam (Nerull’s Bane). 
   
  Why are you telling us this instead of killing us? 
  “Because it suits my purpose that you spread word to 
  the various factions of the Combination that there 
  is a chance That Which Slept can be placed back in 
  her shackles before it is too late.  
   
  As I see it, the people of this realm have two 
  options: continue with their miserable lives, bowing 
  and scraping before your petty warlords, missing 
  kings, and insane Bonehearts, and wait for That 
  Which Slept to kill them and everyone they love, or 
  they can lend their strength to the Horned Society 
  and help us bind the dragon away.  
   
  Only through direction and strength of purpose 
  will we be able to combine our efforts to throw out 
  the minions of the Old One and perform the rituals 
  necessary to imprison That Which Slept. This is why 
  I will let you live and leave here alive, as a sign of 
  good faith that we mean you no harm, despite any 
  past grievances.  
   
  I’ll even allow you to take those old notes of 
  m’lady’s. They should prove our intentions to those 
  you serve. 
   
   
  One last thing. Tell that fool, Baron Kerzinen, 
  that unless he wants his precious city destroyed by 
  That Which Slept, he should leave us to our 
  research.” 
   
  Kerzinen? 
  “You know him now as High Lord Tadurinal. Before 
  that, he was Lord Marshal Arus Mortoth. Before that 
  he was General Pernevi.” 
   
  A DC 15 Knowledge (local – IBS) check reveals that 
  Mortoth and Pernevi were previous rulers of Rookroost, 
  each having died in an assassination attempt and replaced 
  by their killer. 
   
   
  Veth: male high-elf vampire. Cha 22; 22 HD for the 
  purposes of turning. Dominate (Su): Will DC 23.  
   
   
  Horned devil: hp 195; MM pg 55. 
   
  Development: Should the PCs attack, Veth watches as 
  the horned devil kills them all. Should Veth be attacked, 
  he will merely laugh and retreat back through the portal. 
   
  Once the PCs have learned all they can, Veth lets 
  them leave. He arranges for Syrinda to leave them alone, 
  if she is still about. 
   
  Note: The heroes must choose to whom they will report 
  this information. Each PC may choose to report to one 
  NPC from the Introduction. The choice will determine 
  which Conclusion they receive. Assume that each NPC 
  in the conclusions can relay information to the 
  organizations for which they recruited. 
   
  A PC may choose to report the information to a 
  different NPC than the one who recruited them. A PC 
  may even report to an NPC from a different starting 
  location if they have an in-character reason for doing so. 
  Do Not tell the players this. They must think outside the 
  box sometimes. 
   
  For instance, a Dazark Orc PC that was forced to start 
  the event in Rookroost may ask to provide the 
  information to Dazark Orcs. In this event, they find 
  Breeanna 
  in 
  Sable 
  Watch, 
  who 
  rewards 
  them 
  appropriately if they return with useful information.  
   
  CONCLUSION MYSTA 
  As instructed, you make your way back to Rookroost 
  and arrange to reserve the private meeting room at 
  the Drunken Dragon tavern. When the barkeep lets 
  you in, you find that it is occupied. 
   
  “What do you have to tell me?” asks Mysta, from 
  her seat at the head of the table. 
   
  When the PCs give their report, Mysta will express 
  thanks in behalf of those she represents and offers PCs 
  the rewards they have earned. 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 23 
   
  At the door, the small Hin turns back to you, the 
  haunted expression once more in her eyes. She 
  produces a small pouch of coin and tosses it onto 
  the table. 
   
  “That is to be used only for drinking,” she states, 
  “and each drink must include a toast to Stonebasher 
  Ironfist and Atlcatl, who lie in the cold dark tomb 
  that was meant for Breeanna and me.” 
   
  Twisting the ring you recently returned to her, 
  she disappears before walking out and closing the 
  door. 
   
  PCs that opt for the Halfling Rogue Substitution level 
  option will be trained by Mysta herself. 
   
  CONCLUSION VIOLA 
  As instructed, you make your way back to Rookroost 
  and arrange to reserve the private meeting room at 
  the Dirty Dog tavern. When the barkeep lets you in, 
  you find that it is occupied. 
   
  “What news?” asks the mysterious woman, from 
  her seat at the head of the table. 
   
  When the PCs give their report, Viola will express 
  her surprise at the level of success the PCs achieved. She 
  then puts in a good word for the PCs with High Lord 
  Tadurinal.  
   
  CONCLUSION GRANOC 
  As instructed, you make your way back to Rookroost 
  and find the warehouse where your first meeting 
  took place. You do not have to wait long before 
  Savant Granoc appears, asking, “What news?” 
   
  When the PCs give their report, Granoc will express 
  thanks in behalf of those he represents and offer PCs the 
  rewards they have earned.  
   
  CONCLUSION BREEANNA 
  As instructed, you make your way back to Sable 
  Watch and find the elven sword-mistress. The 
  information you relay to her startles her into 
  speechlessness. 
   
  Breeanna then offers the PCs the access and training 
  earned. PCs that opt for the Elf Ranger Substitution level 
  option will be trained by Breeanna herself.  
   
  CONCLUSION OYTENS 
  As instructed, you make your way back to Sable 
  Watch and find the Voice of the North, Oytens the 
  Bard. The information you relay to her startles her 
  into speechlessness. 
   
  Oytens then offers the PCs the access and training 
  earned. PCs that opt to take levels in Seeker of the Song 
  will be trained by Oytens herself.  
  CONCLUSION (OTHER) 
  If the PCs decide not to give the information to any of 
  the NPCs from their Introductions, they may instead 
  choose to give it to a Bandit Kingdoms meta-
  organization. Doing so earns them one influence point 
  with that organization. Note the organization’s name in 
  the space made available on the AR. In this event, the PC 
  should not receive any other favors from the AR. 
   
  If the PCs were unable to learn anything useful, they 
  do not earn any favors, even if they report back to the 
  NPCs and tell them, “Sorry, we weren’t able to learn 
  anything useful.”  
   
  ALLOCATION OF SPECIAL AR ITEMS 
  Each PC can earn only ONE of the following favors, and 
  they must have reported to the appropriate NPC at the 
  end of the adventure in order to receive it.  
   
  Note: A PC need not have been recruited by that 
  NPC. For instance, a PC that was recruited by Viola but 
  who reports to Mysta earns Mysta’s favor. However, if a 
  PC has the enmity of that NPC, they cannot earn their 
  favor. Instead, this favor cancels out that enmity. 
   
  Favor of the Mistress of the Hallorn Fencing 
  Academy: This is only earned by PCs who returned 
  successfully with information (and returned the sword 
  Breeanna loaned them, if applicable). 
   
  Favor of Mysta Gonagin: This is only earned by PCs 
  who returned successfully with information (and 
  returned the ring Mysta loaned them, if applicable). 
     
  Favor of the Death Cultists: This is only earned by PCs 
  who returned successfully with information. 
   
  Favor of Oytens the Bard: This is only earned by PCs 
  who returned successfully with information (and 
  returned the badge Oytens loaned them, if applicable). 
    
  Favor of Viola: This is only earned by PCs who returned 
  successfully with information. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Deadlands 
  Defeat the half-farspawn 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 24 
  2: Where is Everyone? 
  Agree to guide Roarke to safety 
  All APLs  
  45 XP 
   
  3: Hide and Seek 
  Defeat Syrinda 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  Defeat the devil door 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  Story Award 
  Learned of Xavendra’s plans: 
  APL 6  
  90 XP 
  APL 8  
  135 XP 
  APL 10  
  180 XP 
   
  Discretionary roleplaying award 
  All APLs  
  45 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Where is everyone? 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 545 gp; ghostoil 
  (4 gp), lyre of the restful soul (250 gp), nycoptic manuscripts 
  (208 gp), phylactery of faithfulness (83 gp); Total 545 gp. 
   
   
  3: Hide and Seek 
   
  APLs 6 and 8: Loot 485 gp; Coin 0 gp; Magic 693 gp; 
  +1 ghost touch scythe (693 gp); Total 1,178 gp. 
   
  APL 10: Loot 485 gp; Coin 0 gp; Magic 2,164 gp; +1 
  ghost touch scythe (693 gp); +1 ghost touch full-plate (1,471 
  gp); Total 2,649 gp. 
   
  Total Possible Treasure 
   
  APL 6: 1,723 gp 
   
  APL 8: 1,723 gp 
   
  APL 10: 3,194 gp 
   
  Treasure Cap 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  ADVENTURE RECORD ITEMS 
  Favor of the Mistress of the Hallorn Fencing 
  Academy: Gain a +2 Great Renown Bonus to Leadership 
  when recruiting a Fanlareshen Elf cohort and Regional 
  access to: +1 ghost touch cold iron rapier (10,340 gp), mithral 
  shirt, rogue bladeMIC; knight’s moveSpC, righteous furySpC. Elven 
  PCs gain access to the Elf Ranger Substitution Level 
  options (RW). Good-aligned female human, half-elf, or 
  elven PCs may request a Special Mission to gain access to 
  a unicorn cohort. 
   
  Favor of Mysta Gonagin: Gain a +2 Great Renown 
  bonus to Leadership when recruiting a Gonagin hin 
  cohort and Regional access to: elixir of hiding, elixir of 
  sneaking, ring of invisibility, deadly precision weapon 
  upgradeMIC; acid sheathSpC, antimagic raySpC, caltropsSpC, 
  distracting raySpC, ray of clumsinessSpC, ray of deflectionSpC, ray of 
  dizzinessSpC. Hin PCs gain access to the Halfling Rogue 
  Substitution Level options (RW). 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 25 
  Favor of the Death Cultists: Gain Regional access to: 
  shadow veilLM, sword of life stealing, wand of false life, 
  weakening weapon upgradeMIC; death armorSpC, greater 
  disrupt undeadSpC, lifewardSpC, night’s caressSpC, shroud of 
  undeathSpC, spirit wormSpC, summon undead I-VSpC. In 
  addition, members of the Circle of Crimson Stone gain 
  access to the Fighter Alternate Class Feature “Elusive 
  Attack” (PHB2). 
   
  Favor of Oytens the Bard: Gain a +2 Great Renown 
  bonus to Leadership when recruiting a straight-classed 
  Flan bard or druid (Old Faith) cohort and Regional access 
  to: badge of valorCAd, druid’s vestments, horn of blasting, pipes of 
  sounding, song bladeAEG; dirgeSpC, fugueSpC, insidious rhythmSpC, 
  love’s lamentSpC, mass reflective disguiseSpC, reflective disguiseSpC, 
  songbirdSpC. This PC has met the special requirement for 
  Seeker of the SongCAr. 
   
  Favor of Viola: Remove 2 Insurgent level or lower WCI 
  points or 1 Seditionist point. Gain Regional access to: nine 
  lives stealer, mask of the skull, enervating and vampiric 
  weapon upgradesMIC; blood to waterSpC, living undeathSpC, 
  skull watchSpC, summon babau demonSpC, summon undead I-
  VSpC. Upon retirement, PC may take levels in Death’s 
  ChosenLM, dedicated to Viola. 
    
  Influence Point with [ ]:____________________  
   
  ITEM ACCESS 
  APLs 6 and 8: 
  • 
  +1 ghost touch scythe (Adventure; DMG; 8,318 
  gp) 
  • 
  Adamantine greataxe (Adventure; DMG; 
  3,020 gp) 
  • 
  BK Regional Map (Regional; BK website; 10 
  gp) 
  • 
  Fancy holy text of Nerull (Adventure; A&EG) 
  • 
  Ghost oil (Adventure; Libris Mortis) (Limit One) 
  • 
  Goggles of lifesight (Adventure; Libris Mortis)  
  • 
  Lyre of the restful soul (Adventure; Libris Mortis) 
  • 
  Nycoptic manuscripts (Adventure; Libris Mortis) 
  • 
  Phylactery of faithfulness (Adventure; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  +1 ghost touch full-plate (Adventure; DMG; 
  17,650 gp) 
   
  ADVENTURE RECORD ITEMS (OPTIONAL 
  AR) 
  Cursed Sword of Xavendra: This magnificent, black-
  bladed greatsword is a work of dark beauty. The pommel 
  is topped by a silver grinning skull and Abyssal words are 
  acid-etched into the blade. They read, “To my loyal 
  servant, High Lady Xavendra. Congratulations on your 
  recent victories. Use this sword in good health! Iuz.” 
  Except as noted below, the sword functions as a -2 cursed 
  greatsword (DMG 276), the curse activating as soon as the 
  weapon is picked up by an intelligent creature. The 
  sword cannot be given away and can only be gotten rid of 
  by means of a wish or miracle. It must remain in the 
  character’s possession at all times. Not even death 
  removes the curse. 
   
  Iuzians that see the sword will covet it. The blade 
  calls to them, despite magical or mundane disguises or 
  protections. Its wielder suffers a -10 Circumstance 
  penalty on Bluff, Disguise, Hide and Move Silently 
  checks when opposed by divine spellcasters dedicated to 
  Iuz. 
   
  Any Iuzian of less than Boneheart or Boneshadow 
  status will immediately target the owner of this blade for 
  death, risking their life to recover the blade at all costs. In 
  the hands of a blackguard dedicated to Iuz, the blade 
  functions as a +5 unholy greatsword. In the hands of all 
  other Iuzian divine spellcasters, it functions as a +2 
  greatsword.  
   
  Should the blade be lost for any reason, the character 
  suffers 3 negative levels until the sword is recovered or 
  repaired. The judge of the scenario MUST contact the 
  Bandit Kingdoms Triad (contact.bdk@iuzlg.com) to 
  inform us that the PC has lost the cursed blade.  
   
  If a player fails to abide by these rules, please note on 
  his/her PC’s AR: “Removed from play until audited by 
  the Bandit Kingdoms Triad”, and email the player’s name 
  and RPGA number to the above address. 
   
  Strong evocation; CL 20th; Not craftable. Price n/a. 
   
  Sword lost: 
   
   
  AR # 
   
  Curse removed: 
   
   
  AR # 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 26 
  APPENDIX 1: APL 6
  1: THE DEADLANDS 
   
   
   
  HALF-FARSPAWN AMORPHOUS OGRE CR 4 
  CE Large Outsider (native) 
  Init +0; Senses Listen +9, Spot +9; blindsight 60 ft., 
  darkvision 60 ft., low-light vision 
  Aura see Change Shape (Su) 
  Languages Giant 
  AC 17, touch 9, flat-footed 17 
   (-1 size, +8 natural) 
  hp 39 (4 HD); DR 5/magic 
  Immune poison 
  Resist cold 10, electricity 10; SR 14 
  Fort +9, Ref +1, Will +3 
  Speed 40 ft. (8 squares) 
  Melee 4 tentacles +9 (1d6+6)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options Power Attack, True Strike (Su) 
  Spell-Like Abilities (CL 4th): 
   2nd—blur 3/day, touch of idiocy 
  Abilities Str 23, Dex 10, Con 21, Int 6, Wis 14, Cha 9  
  SQ a half-farspawn’s natural weapons are treated as magic 
  weapons for the purposes of overcoming damage 
  reduction, change shape 
  Feats Power Attack, Weapon Focus (tentacle) 
  Skills Concentration +9.5, Climb +13, Listen +9, Move 
  Silently +3.5, Spot +9, Tumble +3.5. 
  True Strike (Su): Once per day, a half-farspawn can make a 
  normal attack with a +20 insight bonus on a single attack 
  roll. The half-farspawn is not affected by the miss chance 
  that applies to attacks against a concealed target.  
  Change Shape (Su): As a standard action, a half-farspawn 
  can take the form of a grotesque, tentacled mass at will. 
  While in this form, the creature cannot be flanked and is 
  not subject to extra damage from critical hits. Creatures 
  native to the Material Plane takes a -1 morale penalty on 
  attack rolls against the half-farspawn in its amorphous 
  form.  
   
  3: HIDE AND SEEK 
  SYRINDA THE GHOST 
  CR 8 
  Female human favored soul 6 (Nerull) 
  CE Medium undead (augmented humanoid) (incorporeal) 
  Init -1; Senses Listen +10, Spot +10; darkvision 60 ft. 
  Languages Common  
  AC 14, touch 14, flat-footed 14 
   (-1 Dex, +5 deflection) 
  Miss Chance 20% vs. ranged 
  hp 54 (6 HD, 10 HD vs. turning)  
  Immune non-magical attack forms, mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), poison, sleep effects, paralysis, stunning, 
  disease, death effects 
  Resist Sonic 10 
  Fort +6, Ref +5, Will +7 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee +1 ghost touch scythe +14 (2d4+10/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Special Actions frightful moan, horrific appearance, 
  telekinesis, spells 
  Combat Gear +1 ghost touch scythe 
  Favored Soul Spells Known (CL 6th): 
   3rd (4/day)—bestow curse (DC 18), inflict serious wounds 
  (DC 18), prayer� 
   2nd (6/day)—bull’s strength�, inflict moderate wounds 
  (DC 17), sound burst (DC 17), spiritual weapon 
   1st (8/day)—bless�, curse water, divine favor�, doom 
  (DC 16), entropic shield� 
   0 (6/day)—create water, detect magic, detect poison, 
  guidance, read magic, resistance, virtue 
  �Already cast and calculated into Syrinda’s stats 
  Abilities Str 14 (18), Dex 8, Con --, Int 10, Wis 12, Cha 20  
  SQ incorporeal traits, manifestation, rejuvenation, +4 turn 
  resistance, undead traits 
  Feats 
  Blind-Fight, 
  Combat 
  Casting, 
  Heavy 
  Armor 
  Proficiency, Skill Focus (Concentration)B, Weapon Focus 
  (scythe)B   
  Skills Concentration +18 (+22), Hide +8, Listen +11, Search 
  +9, Sense Motive +11, Spellcraft +10, Spot +11 
  Possessions 
  combat 
  gear 
  plus (all ethereal) spell 
  component pouch (2), silver holy symbol of Nerull, signet 
  ring (Northern Alliance), tabard (Northern Alliance). 
  Frightful Moan (Su): Syrinda can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 18 Will save or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting, fear effect. A creature that successfully 
  saves against the moan cannot be affected by Syrinda’s 
  moan for 24 hours. 
  Horrific Appearance (Su): Any living creature within 60 feet 
  that views Syrinda must succeed on a DC 18 Fortitude 
  save or immediately take 1d4 points of Strength damage, 
  1d4 points of Dexterity damage, and 1d4 points of 
  Constitution damage. A creature that successfully saves 
  against this effect cannot be affected by Syrinda’s horrific 
  appearance for 24 hours. 
  Telekinesis (Su): Syrinda can use telekinesis as a standard 
  action (caster level 12th). She must wait 1d4 rounds 
  before using it again. 
  Turn Resistance (Ex): A ghost has +4 turn resistance. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, 
  Search, and Spot checks.   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 27 
  APL 8 
  1: THE DEADLANDS 
   
   
   
  HALF-FARSPAWN 
  AMORPHOUS 
  RAGING 
  OGRE BBN4 
  CR 9 
  CE Large Outsider (native) 
  Init +0; Senses Listen +13, Spot +9; blindsight 60 ft., 
  darkvision 60 ft., low-light vision 
  Aura see Change Shape (Su) 
  Languages Giant 
  AC 16, touch 8, flat-footed 16 
   (-1 size, +1 deflection, +8 natural, -2 rage) 
  hp 114 (8 HD); DR 5/magic 
  Immune poison 
  Resist cold 10, electricity 10; SR 18 
  Fort +17, Ref +3, Will +8 
  Speed 50 ft. (10 squares) 
  Melee 4 tentacles +18 (1d6+11) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +20 
  Atk Options Power Attack, True Strike (Su) 
  Combat Gear ring of protection +1 
  Spell-Like Abilities (CL 8th): 
  3rd—blink 3/day, stinking cloud (DC 11) 
  2nd—blur 3/day, touch of idiocy 
  Abilities Str 32, Dex 13, Con 28, Int 8, Wis 14, Cha 6  
  SQ a half-farspawn’s natural weapons are treated as magic 
  weapons for the purposes of overcoming damage 
  reduction; Change Shape (Su); rage 2/day (already 
  included in stats), trap sense +1 
  Feats Iron Will, Power Attack, Weapon Focus (tentacle) 
  Skills Concentration +12.5, Climb +22, Intimidate +1.5, 
  Listen +13, Move Silently +5.5, Spot +9, Tumble +5.5. 
  True Strike (Su): Once per day, a half-farspawn can make a 
  normal attack with a +20 insight bonus on a single attack 
  roll. The half-farspawn is not affected by the miss chance 
  that applies to attacks against a concealed target.  
  Change Shape (Su): As a standard action, a half-farspawn 
  can take the form of a grotesque, tentacled mass at will. 
  While in this form, the creature cannot be flanked and is 
  not subject to extra damage from critical hits. Creatures 
  native to the Material Plane takes a -1 morale penalty on 
  attack rolls against the half-farspawn in its amorphous 
  form. 
   
  3: HIDE AND SEEK 
  SYRINDA THE GHOST 
  CR 
  10 
  Female human favored soul 8 (Nerull) 
  CE Medium undead (augmented humanoid) (incorporeal) 
  Init -1; Senses Listen +10, Spot +10; darkvision 60 ft. 
  Languages Common  
  AC 16, touch 16, flat-footed 16 
   (-1 Dex, +7 deflection) 
  hp 80 plus 8 temporary (8 HD, 12 HD vs. turning)  
  Immune non-magical attack forms, mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), poison, sleep effects, paralysis, stunning, 
  disease, death effects 
  Resist Sonic 10 
  Fort +7, Ref +6, Will +8 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee +2 ghost touch scythe +19/+14 (2d4+12/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13 
  Special Actions frightful moan, horrific appearance, 
  telekinesis, spells 
  Combat Gear +1 (+2 w/GMW) ghost touch scythe 
  Favored Soul Spells Known (CL 8th): 
   4th (4/day)—divine power�, greater magic weapon�, 
  spell immunity (magic missile, orb of force)� 
   3rd (6/day)—bestow curse (DC 20), dispel magic, inflict 
  serious wounds (DC 20), prayer 
   2nd (7/day)—desecrate�, eagle’s splendor�, inflict 
  moderate wounds (DC 19), sound burst (DC 19), 
  spiritual weapon 
   1st (8/day)—bless, deathwatch�, divine favor�, doom 
  (DC 18), entropic shield, shield of faith 
   0 (6/day)—create water, detect magic, detect poison, 
  guidance, inflict minor wounds (DC 17), read magic, 
  resistance, virtue 
  �Already cast and calculated into Syrinda’s stats 
  Abilities Str 14 (20), Dex 8, Con --, Int 10, Wis 12, Cha 21 
  (25) 
  SQ incorporeal traits, manifestation, rejuvenation, +4 turn 
  resistance, undead traits 
  Feats 
  Blind-Fight, 
  Combat 
  Casting, 
  Heavy 
  Armor 
  Proficiency, Skill Focus (Concentration)B, Weapon Focus 
  (scythe)B   
  Skills Concentration +21 (+25), Hide +7, Listen +10, Search 
  +8, Sense Motive +10, Spellcraft +11, Spot +10 
  Possessions 
  combat 
  gear 
  plus (all ethereal) spell 
  component pouch (2), silver holy symbol of Nerull, signet 
  ring (Northern Alliance), tabard (Northern Alliance). 
  Frightful Moan (Su): Syrinda can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 21 Will save or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting, fear effect. A creature that successfully 
  saves against the moan cannot be affected by Syrinda’s 
  moan for 24 hours. 
  Horrific Appearance (Su): Any living creature within 60 feet 
  that views Syrinda must succeed on a DC 21 Fortitude 
  save or immediately take 1d4 points of Strength damage, 
  1d4 points of Dexterity damage, and 1d4 points of 
  Constitution damage. A creature that successfully saves 
  against this effect cannot be affected by Syrinda’s horrific 
  appearance for 24 hours. 
  Telekinesis (Su): Syrinda can use telekinesis as a standard 
  action (caster level 12th). When a ghost uses this power, 
  it must wait 1d4 rounds before using it again. 
  Turn Resistance (Ex): A ghost has +4 turn resistance. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, 
  Search, and Spot checks. 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 28 
  APL 10 
  1: THE DEADLANDS 
   
   
   
  HALF-FARSPAWN 
  AMORPHOUS 
  RAGING 
  OGRE BBN4 
  CR 9 
  CE Large Outsider (native) 
  Init +0; Senses Listen +13, Spot +9; blindsight 60 ft., 
  darkvision 60 ft., low-light vision 
  Aura see Change Shape (Su) 
  Languages Giant 
  AC 16, touch 8, flat-footed 16 
   (-1 size, +1 deflection, +8 natural, -2 rage) 
  hp 114 (8 HD); DR 5/magic 
  Immune poison 
  Resist cold 10, electricity 10; SR 18 
  Fort +17, Ref +3, Will +8 
  Speed 50 ft. (10 squares) 
  Melee 4 tentacles +18 (1d6+11) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +20 
  Atk Options Power Attack, True Strike (Su) 
  Combat Gear ring of protection +1 
  Spell-Like Abilities (CL 8th): 
  3rd—blink 3/day, stinking cloud (DC 11) 
  2nd—blur 3/day, touch of idiocy 
   
  �Already cast and included in the stats 
  Abilities Str 32, Dex 13, Con 28, Int 8, Wis 14, Cha 6  
  SQ a half-farspawn’s natural weapons are treated as magic 
  weapons for the purposes of overcoming damage 
  reduction; Change Shape (Su); rage 2/day (already 
  included in stats), trap sense +1 
  Feats Iron Will, Power Attack, Weapon Focus (tentacle) 
  Skills Concentration +12.5, Climb +22, Intimidate +1.5, 
  Listen +13, Move Silently +5.5, Spot +9, Tumble +5.5. 
  True Strike (Su): Once per day, a half-farspawn can make a 
  normal attack with a +20 insight bonus on a single attack 
  roll. The half-farspawn is not affected by the miss chance 
  that applies to attacks against a concealed target.  
  Change Shape (Su): As a standard action, a half-farspawn 
  can take the form of a grotesque, tentacled mass at will. 
  While in this form, the creature cannot be flanked and is 
  not subject to extra damage from critical hits. Creatures 
  native to the Material Plane takes a -1 morale penalty on 
  attack rolls against the half-farspawn in its amorphous 
  form.  
   
  3: HIDE AND SEEK 
  SYRINDA THE GHOST 
  CR 
  10 
  Female human favored soul 10 (Nerull) 
  CE Large undead (augmented humanoid) (incorporeal) 
  Init -1; Senses Listen +10, Spot +10; darkvision 60 ft. 
  Languages Common  
  AC 26, touch 16, flat-footed 26 
   (-1 Dex, +10 armor, +7 deflection) 
  hp 100 plus 10 temporary (8 HD, 16 vs. turning); DR 3/good 
  Immune non-magical attack forms, mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), poison, sleep effects, paralysis, stunning, 
  disease, death effects, positive energy effects (see life 
  ward) 
  Resist Cold 10, Sonic 10; SR 22 
  Fort +8, Ref +7, Will +9 
  Speed fly 20 ft. (perfect) (4 squares) 
  Melee +2 ghost touch scythe +23/+18 (2d6+15/x4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +17 
  Special Actions frightful moan, horrific appearance, 
  telekinesis, spells 
  Combat Gear +1 (+2 w/greater magic weapon) ghost touch 
  scythe, +1 (+2 w/magic vestment)) ghost touch full-plate  
  Favored Soul Spells Known (CL 10th): 
   5th (4/day)—righteous might�, slay living (DC 22), spell 
  resistance� 
   4th (6/day)—divine power�, greater magic weapon�, 
  life ward*�, spell immunity (magic missile, orb of 
  force)� 
   3rd (7/day)—bestow curse (DC 20), dispel magic, inflict 
  serious wounds (DC 20), magic vestment�, speak with 
  dead (DC 20) 
   2nd (7/day)—death knell (DC 19), desecrate�, eagle’s 
  splendor�, inflict moderate wounds (DC 19), sound 
  burst (DC 19), spiritual weapon 
   1st (8/day)—bless, deathwatch�, divine favor�, doom 
  (DC 18), entropic shield, shield of faith 
   0 (6/day)—create water, detect magic, detect poison, 
  guidance, inflict minor wounds (DC 17), light, read 
  magic, resistance, virtue 
  �Already cast and calculated into Syrinda’s stats 
  Abilities Str 14 (24), Dex 8, Con --, Int 10, Wis 12, Cha 21 
  (25) 
  SQ incorporeal traits, manifestation, rejuvenation, +4 turn 
  resistance, undead traits 
  Feats 
  Blind-Fight, 
  Combat 
  Casting, 
  Heavy 
  Armor 
  Proficiency, Improved Turn Resistance, Skill Focus 
  (Concentration)B, Weapon Focus (scythe)B   
  Skills Concentration +23 (+27), Hide +2, Listen +10, Search 
  +8, Sense Motive +10, Spellcraft +13, Spot +10 
  Possessions combat gear plus (all ethereal) dagger, spell 
  component pouch (2), silver holy symbol of Nerull, signet 
  ring (Northern Alliance), tabard (Northern Alliance). 
  Frightful Moan (Su): Syrinda can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 22 Will save or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting, fear effect. A creature that successfully 
  saves against the moan cannot be affected by Syrinda’s 
  moan for 24 hours. 
  Horrific Appearance (Su): Any living creature within 60 feet 
  that views Syrinda must succeed on a DC 22 Fortitude 
  save or immediately take 1d4 points of Strength damage, 
  1d4 points of Dexterity damage, and 1d4 points of 
  Constitution damage. A creature that successfully saves 
  against this effect cannot be affected by Syrinda’s horrific 
  appearance for 24 hours. 
  Telekinesis (Su): Syrinda can use telekinesis as a standard 
  action (caster level 12th). When a ghost uses this power, 
  it must wait 1d4 rounds before using it again. 
  Turn Resistance (Ex): A ghost has +4 turn resistance. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, 
  Search, and Spot checks. 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  ITEMS 
  Badge of Valor (Complete Adventurer p 132): This 
  golden brooch provides its wearer with a +2 morale 
  bonus on saves against fear effects. This bonus 
  improves to +4 on level checks made to avoid being 
  intimidated. 
   
  The morale bonus of this badge stacks with the 
  morale bonus granted by the paladin’s aura of courage 
  ability and the bard’s inspire courage ability. 
   
  Faint enchantment; CL 4th; Craft Wondrous Item, 
  heroism; Price 1,000gp. 
   
  Ghostoil (LM p 73): This clear oil has a slight tint of 
  gray, and strange, wispy forms seem to swirl through it. 
  When applied to a weapon, ghostoil allows it to affect 
  incorporeal creatures normally for the next 2 rounds. 
   
  Applying ghostoil to a weapon of any size is a full-
  round action that provokes attacks of opportunity. One 
  flask of ghostoil contains enough liquid to coat one 
  weapon of Medium size or smaller. A Large weapon 
  requires two flasks, a Huge weapon four flasks, a 
  Gargantuan weapon eight flasks, and a Colossal 
  weapon sixteen flasks. 
    
  Goggles of Lifesight (LM p 78): The wearer of these 
  goggles automatically knows whether any visible 
  creature within 30 feet is alive, dead, undead, or 
  neither alive nor dead (such as a construct). 
   
  Moderate divination; CL 9th; Craft Wondrous 
  Item, true seeing; Price 2,000gp. 
   
  Lyre of the Restful Soul (LM p 79): When played, 
  this lyre weakens the ability of undead creatures to 
  resist turning or rebuking. The player makes a DC 15 
  Perform (string instruments) check. If successful, all 
  undead within 60 feet take a -4 penalty to turn 
  resistance (which can lower their effective HD for 
  turning to below their normal HD, but not lower than 
  1) for 10 rounds. 
   
  Moderate necromancy; CL 10th; Craft Wondrous 
  Item, able to turn or rebuke undead as a 10th-level 
  cleric; Price 3,000gp; Weight 5 lb. 
   
  Nycoptic Manuscripts (LM p 79): These twin 
  papyrus scrolls are inscribed with ancient tales and 
  cryptic prophesies by an anonymous, almost-certainly 
  insane author. Despite their dubious accuracy, the 
  manuscripts contain many useful descriptions of spells 
  from the school of necromancy, and grant the 
  possessor a +5 competence bonus on any Knowledge 
  (arcana) check she makes that deals with necromantic 
  topics as long as the scrolls are in her possession and 
  the character can take 1d4 rounds to find the proper 
  reference. 
   
  Moderate necromancy; CL 10th; Craft Wondrous 
  Item, Knowledge (arcana) 5 ranks; Price 2,500gp; 
  Weight 2 lb. 
   
  SPELLS 
  Backbiter (SpC pg. 23) 
  Necromancy 
  Level: Sor/Wiz 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  You cast this spell on any melee weapon. The next time 
  that weapon is used to make a melee attack, its shaft 
  twists around so that the weapon strikes the wielder 
  instead. The weapon hits automatically, and no attack 
  roll is made. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and although he makes the 
  attack, the self-dealt damage can’t be consciously 
  reduced (though damage reduction applies) or changed 
  to nonlethal damage. Once the weapon attacks its 
  wielder (whether successfully or not), the spell is 
  discharged. 
   
  Magic weapons targeted by this spell receive a 
  Will save. An item in a creature’s possession uses its 
  own Will save bonus or its wielder’s bonus, whichever 
  is higher. 
   
  Focus: a dagger. 
   
  Life Ward (SpC pg. 131) 
  Abjuration 
  Level: Clr 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  A creature warded by this spell gains protection from 
  the effects of positive energy, including magical 
  healing. The spell can be cast upon undead to offer 
  additional protection against the turning abilities of 
  clerics. The subject is immune to all positive energy 
  effects, 
  including 
  conjuration 
  (healing) 
  spells, 
  channeled positive energy such as from the turn 
  undead ability, or other effects that derive their power 
  from positive energy. 
   
  This spell offers protection from the blinding 
  effect of the Positive Energy Plane, and warded 
  creatures gain no temporary hit points while there. 
   
  
  BDK7-02 In a Manor of Seeking 
   
  Page 30 
  APPENDIX THREE –GATHER INFORMATION 
  Gather Information (DC 10+) 
  • 
  “I’ve a cousin in Prince Zeech’s guard, and he says 
  he heard that crazy Baron in Morannon tell Zeech 
  ‘I will not marry your sister!’ right to the prince’s 
  face! My cousin thought the Baron was a goner for 
  sure, but Zeech just chuckled that girly laugh of 
  his and bid the Baron ‘good day’.” (true) 
  • 
  “The Rhennee and the Northern Alliance have 
  come to some sort of strange agreement in recent 
  months. In exchange for help evacuating people 
  from Narleon and Senningford prior to that big 
  boom up north, the Northern Alliance has agreed 
  to give one family of Rhennee exclusive trading 
  rights along the northern Artonsamay and 
  Zumker rivers! Whatever those grinnin’ skull 
  bastards told them to make them trust them must 
  have worked. Odd though, all of the Rhennee 
  barges have red-painted decks.” (true) 
  • 
  “I swear by my sword that I saw Cranzer himself 
  here in Rookroost! Tadurinal must be next on his 
  list!” (true, but it was only some fool trying to scare 
  Tadurinal into fleeing from Rookroost) 
   
  Gather Information (DC 15+) 
  • 
   “A while back, a cousin of mine was traveling 
  down south and he said that White Plume was 
  smoking again! That can’t be good!” 
  • 
  “I saw a huge red dragon flying in the midlands a 
  few weeks ago! No one believes me, but I saw it! 
  Damn thing scared me and my horse silly, even 
  though it didn’t seem to pay us no mind.” (true) 
  • 
  “I’ve heard that the crazy baron down in Redhand, 
  Ulik I think he is called, is going to through a 
  huge tournament this summer. Mark my words, if 
  the Baron thinks it’s fun, you’ll want to keep your 
  wits about you if you go.” 
   
  Gather Information (DC 20+) 
  • 
  “It’s true! The water in that pond in the Tangles is 
  fresh now! I saw that elf druid, Gerland, re-
  stocking it with fish! Still, nothing is growing on 
  land in that forest. Damn Cranzer.” 
  • 
  “I was sitting out on the porch at the Charging 
  Boar Inn a few weeks ago, before the weather got 
  really cold, minding my own business, enjoying 
  my ale, when I saw something that made me soil 
  myself: a huge green dragon came flying out of the 
  north-west and headed for the Midlands. I swear it 
  looked at me as it sped by! By the time I went 
  inside to drag my buddy out to see it, it was gone. 
  No one believes me.” (true) 
  • 
  “Psst. Yeah, you! I hear that Duke Gellor is alive! 
  ‘Course, he’s no saint. No sirree, not much better 
  than a robber baron, but still, at least he wasn’t a 
  demon worshipper.”  
   
  Gather Information (DC 25+) 
  • 
  “Bloody hell! They fought Morginstaler? And 
  survived?” 
  • 
  “It’s boiled down to Rhaedrick and the Eye for the 
  thieves. All the other training masters have chosen 
  sides. I’ll tell you what, when a thieves guild war 
  breaks out in this town, it’s time for me to get the 
  heck up on out of here!” 
  • 
   “I hear that tall giant purple guy, Mohalo Cam? 
  Mulano Clam? Whatever, I heard he has himself a 
  new high-priest now, none other than Tomas the 
  Black!” 
   
  Gather Information (DC 30+) 
  • 
  “Aye, I heard the dwarves talking about that fight 
  with Morginstaler. ‘Course, you can’t believe 
  everything they says, once they’ve been drinking 
  and all. Still, going toe to toe with Ol’ Morgy. 
  Bloody hell.” 
  • 
  “One of my buddies saw That Which Slept when it 
  attacked Groucester last year. He’s lucky to be 
  alive! Anyhow, he’s a bit of a bookworm and he 
  claims that the creature is actually a female silver 
  dragon, despite the fact that you can see through it 
  and its scales are black as death! He’s starkers if 
  you ask me.” (true, his friend told him that)  
  • 
   “Where do you think Cranzer would keep the 
  Soul Gems of that missing radiant servant and 
  King Ramiki of the the Johrase? I bet they are 
  paperweights on his desk in his tower in Riftcrag. 
  Heh, silver mines. There’s a sucker story for you.” 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 31 
  APPENDIX FOUR – GROUCESTER 
  Groucester (pronounced gr-ow-ster) was the eastern 
  watch over the Fellreev, but its High Lady, Xavendra, 
  also looked to the Bluffs for any signs of mining 
  activity or free bandits. That is, until That Which Slept 
  arrived. 
   
  Now, the city is empty, its citizens dragged off to 
  unspeakable places to serve as cheap labor. 
   
   
  Groucester (Former Large Town): Magical; AL CN; 0 
  gp limit; Assets 315,000 gp; Population 2,100 (most 
  missing); Mixed (human [OFSb] 1,554, half-orc 210, 
  halfling 105, humanoids 105, gnome 42, half-elf 42, elf 
  21, dwarf 21, vampire ?). 
   
  Authority Figures: High Lady Xavendra (female human, 
  ruler of Groucester and former co-ruler of the 
  Northern Alliance), Veth (male elf vampire, lieutenant 
  to Xavendra, sire of Viola). 
   
  Others (almost all missing): mystics and followers 
  of Iuz: [Adp6, Adp3 (2), Adp1 (10)], Ari5, Ari3 (2), Ari1 
  (10), Bbn11, Bbn6 (2), Bbn3 (4), Bbn1 (8), Brd4, Brd2 
  (2), Brd1 (4), clergy of Iuz: [Clr9, Clr5 (2), Clr3 (4), Clr1 
  (8)], town elders: [Com11, Com5 (2), Com3 (4)], 
  commoners: [Com1 (1,799)], artisans and craftsmen: 
  [Exp10, Exp5 (2), Exp3 (4), Exp1 (59)], Ftr11, Ftr6 (2), 
  Ftr3 (4), Ftr1 (8), Iuzian scouts: [Rgr 6, Rgr3 (2), Rgr1 
  (4)], Rog8, Rog4 (2), Rog2 (4), Rog1 (8), Xavendra’s 
  favorites [Sor7, Sor4 (2), Sor2 (4), Sor1 (8)], War8, War4 
  (2), War2 (4), War1 (99), Iuzian wizards [Wiz4, Wiz2 
  (2), Wiz1 (4)].  
   
  High Lady Xavendra: Xavendra is a beautiful woman 
  indeed. She stands a proud 6' in height, is slim and 
  lithe of build, and her ivory skin is enhanced by her 
  thick, raven-black hair and full red lips. Her grey eyes 
  cannot conceal her coldness and hateful nature, 
  however. She delights in the company of charismatic 
  humans and outsiders. When angered, she is a cruel 
  and coldly sadistic woman, enjoying suffering for its 
  own sake as a spectacle. When bored she’s even more 
  dangerous, as she’s likely to entertain herself in 
  ingenious, and dangerous to her guests, ways. 
   
  Veth the Vampire: When sociable, Veth is 
  congenial and chatty. As an elf, he had enjoyed a long 
  life before becoming a vampire, and so he has a great 
  deal of knowledge about a great many things. No one 
  knows for sure when he was born, or when he was 
  turned, but it seems clear that he is a very old and 
  powerful vampire.  
  Always impeccably dressed 
  in expensive clothes of silk and gold threads, he is a 
  strikingly handsome and dangerous man. When 
  appearing in public with High Lady Xavendra, he often 
  acts as her servant, advisor, and consort. 
  Chorsat 
  Wensai: Chorsat fled to Rookroost following the 
  meeting at Edge Tower late in 596 CY. Chorsat now 
  handles the daily duties of running the Temple of Iuz 
  in Rookroost, apparently with High Lord Tadurinal’s 
  blessing. He can often be found leading services at 
  midnight. He is always accompanied by his devoted 
  bodyguard (and some rumor his son), Zorsch. 
   
  Zorsch: A handsome young warrior in heavy 
  armor, he is utterly devoted to Chorsat. Still, his heart 
  is as black as the night, and rumors of his deeds are 
  often enough to chill the spine. He has been known to 
  poison his greatsword with the venom from spiders 
  that he personally captures in the Fellreev. Chorsat 
  often lovingly refers to him as “my devoted paladin.” 
   
  Viola: Standing five-and-a-half feet tall, Viola is 
  slight of build and very attractive. Her hair is black and 
  her eyes are green and mesmerizing, hinting at her 
  Rover ancestry. Viola is a very old and very wise 
  vampire, sired by Veth long before he came to 
  Groucester. A powerful cleric of Iuz in her own right, 
  she enjoys the debauchery of her un-life and was 
  utterly devoted to Veth until he scorned her recently. 
  Viola would like nothing more than to embrace 
  Zorsch, but Chorsat will not allow her to. 
   
   
  Exploring Groucester 
  The Red Stag Inn (Taking 20 Search time: 2 hours): A 
  formerly popular and prosperous inn, the Red Stag lies 
  near the outskirts of Groucester. In fact, the city’s wall 
  is a mere stone’s throw away from the inn’s outhouse.  
   
  Like all other buildings in Groucester, the inn 
  now stands deserted, having been picked clean by the 
  urchin. However, a DC 30 Search check in the kitchen 
  will locate a hidden flask of ghostoil (see Appendix 2). 
   
  The Dancing Demon Inn (Taking 20 Search 
  time: 2 hours): A formerly rowdy inn located off a side-
  street in the heart of Groucester, the Dancing Demon 
  was popular with half-orcs and other humanoids.  
   
  Like all other buildings in Groucester, the inn 
  now stands deserted, having been picked clean by the 
  urchin. However, a DC 30 Search check in a storage 
  room will locate a hidden cubicle which houses a lyre of 
  the restful soul left here by Oytens many years ago. 
   
  Groucester Library and Museum (Taking 20 
  Search time: 4 hours): High Lady Xavendra often 
  walked the spacious hall of the town's library when she 
  visited. Oil paintings and other objets d'art taken from 
  the sacking of the Shield Lands during the Greyhawk 
  Wars provided a fine décor, but they are all missing 
  now.  
   
  Like all other buildings in Groucester, the library 
  and museum now stand deserted, having been picked 
  clean by the urchin. However, a DC 30 Search check in 
  the library will locate a secret room that houses a 
  private reading room. On a table rests a set of nycoptic 
  manuscripts. 
   
  Temple of Iuz (taking 20 Search time: 3 hours): 
  Crafted out of blood-red marble mined in the Bluff 
  Hills, the recently completed Temple of Iuz in 
  Groucester is a stunning building capable of holding 
  several hundred worshippers. A large statue of the Old 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 32 
  One, made out of the same red marble, dominates the 
  entry foyer.  
   
  However, the temple’s outer walls have since been 
  defaced with graffiti, and a bag has been placed over 
  the statue’s head. The graffiti appears to have been 
  written in Common and says things like, “Iuz, save us!”, 
  “Where have they all gone?”, and “If you are reading 
  this, you are already dead!” 
   
  In addition, the temple’s altar has been destroyed 
  and the temple itself has been desecrated. A normal 
  scythe now rests across the remains of the altar.  
   
  Should the PCs explore the Temple thoroughly, 
  they might find a secret door which leads down to the 
  dungeons (DC 30 Search). Other than a discarded 
  phylactery of faithfulness, they will find nothing but 
  empty cells and blood stains. 
   
  Constable’s Office: Empty. 
   
  Prison: Located next to the Constable’s office is 
  the newly renovated prison. Four of the eight stained 
  glass windows have been shattered (the ones that 
  depicted Iuz’s grinning skulls. PCs that played BDK6-01 
  That Which Slept might notice this detail). The 
  remaining four display Xavendra’s standard. The prison 
  is otherwise empty. 
   
  (some passages quoted from Iuz the Evil) 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 33 
   DM MAPS 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 34 
  HIGH LADY XAVENDRA’S MANOR 
  
  BDK7-02 In a Manor of Seeking 
   
  Page 35 
  PLAYER’S HANDOUT ONE 
  The following are the words that can be made out from a quick inspection of Xavendra’s notes by someone who can 
  ready both Abyssal and Common: 
   
  Ur-Flan  
   
   
   
   
   
   
   
  Celestian 
     
   
  Steelbone Meadows 
     
   
   
   
   
  Partinius? 
    True name? 
     
   
   
  silver  
   
   
   
  not quite shadow 
     
   
   
   
  chains of darkness 
     
   
   
   
  He of Eternal Darkness 
     
  Carceri 
     
   
   
   
   
   
   
   
   
  immortal? 
    how many for the ritual? 
     
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
  Tiamat? 
     
   
   
   
   
   
   
  Her consort? 
     
   
   
   
   
   
   
   
  Asmodeus? 
     
   
   
  entropy! 
     
   
  Shadowstaff (mine!) 
     
   
   
   
   
   
  aspect of darkness? 
  where is her power coming from?  
  undead or not? 
     
   
   
   
   
   
  Must find Dahlvier 
     
   
   
   
   
  Molaho the fool 
  Baron Horace...who did he serve? 
     
   
   
   
  surviving offspring!? 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BDK (Bandit Kingdoms)/BDK7-02 In a Manor of Seeking (3E).pdf