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S H A D OW E D K EEP ON THE BORDERLANDS

APathfinderRoleplayingGameCompatibleadventureforfour1stlevelcharactersbyCreightonBroadhurst


S HADOWED K EEP ON THE B ORDERL ANDS
APathfinderRoleplayingGamecompatibleadventureforfour1stlevelcharactersbyCreightonBroadhurst

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mistwreathed forest. Sacked by
maraudinggoblinsdecadesagotheplacewasthoughtabandoned,butshadowsnowcreepamongtheforest'sgreatbolesandfootprints
haveappearedonthesingle,overgrowntrackleadingtothekeep.Travellershavebeguntodisappearwithalarmingregularityfromthe
nearbyroadandthelocalfolkfearsomeslumberingevilhasclaimedtheruinasitsown.

DareyoubravetheterrorsoftheShadowedKeeptocrushthatwhichlurkswithinorwilldarknessshroudthesurroundinglands?

ShadowedKeepontheBorderlandsisaPathfinderRoleplayingGamecompatibleadventureforfour1stlevelcharacters.Designedtobe
easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of
neophyteadventurers.

Shadowed Keep on the Borderlands is designed for the medium advancement track. 1stlevel PCs completing all the challenges of the
placecanexpecttoreach3rdlevelbythetimetheyhaveexhaustedallthekeephastooffer.


CREDITS CONTACT US
Design:CreightonBroadhurst Emailusatgatekeeper@ragingswan.com.
Development:MartinTideswell
Editing:MartinTideswell ERRATA
Layout:CreightonBroadhurst
Interior Artists: Dave Allsop, Larry Elmore, Mark Huffman, We hope Shadowed Keep on the Borderland is error free.
WilliamMcAusland,ClaudioPozas,MarcRadle,VShaneand However, we are realists. So in that spirit, we shall post errata
Rene Walk. Some artwork copyright William McAusland, three months after first release on ragingswan.com. We wont
used with permission. Some images copyright 2006 by correcttypos,butwewillcorrectanygamemechanicorbalance
RealityDeviantPublications.SomeartworkbyClaudioPozas, issuesthatcometolight.
copyrightExpeditiousRetreatPress,usedwithpermission.
Cartography:BilliamBabble ABOUT THE DESIGNER
Playtesters: Maryann Astle, Tim Ayres, Martin Elliott, Andrew
CreightonisakeengamerwhopassionatelybelievesintheOpen
Hodges, Anne Hood, Andy Lewis, Denise Tideswell, Martin
GamingLicenseandisdedicatedtomakinghisgamesasfunand
Tideswell,PeteSims,JackTraynorandRobertWills.
easy to enjoy as possible for all participants. Reducing or
DedicatedtoE.GaryGygax.ThankfortheMoathouse,Gary! removing entry barriers, simplifying pregame prep and easing
the GM's workload are the key underpinning principles of the
BONUS MATERIAL productshereleasesthroughRagingSwanPress.
Creighton lives in Torquay, England where, apparently, the
Thank you for purchasing Shadowed Keep on the Borderlands; palm trees are plastic and the weather is warm. He shares a
wehopeyouenjoyitandthatyoucheckoutourotherfineprint ramshackle old mansion with his two children (Genghis and
and PDF products. We at Raging Swan are committed to Khan)andhispatientwife.Famedforhisunendingloveaffair
providing first class web enhancements for our products. Visit withboozeandpizzaheisanenduringGREYHAWKfan.
ragingswan.com to download bonus materials including maps, You can read his thoughts on game design at raging
reorganisedstatblocklistings,additionalencountersandmore! swan.livejournal.com.

ProductIdentity:Alltrademarks,registeredtrademarks,propernames(characters,deities,artefacts,placesandsoon),dialogue,
plots,storylines,language,incidents,locations,characters,artworkandtradedressareproductidentityasdefinedintheOpen
GameLicenseversion1.0a,Section1(e)andarenotOpenContent.

OpenContent:ExceptmaterialdesignatedasProductIdentity,thecontentsofShadowedKeepontheBorderlandsareOpenGame
ContentasdefinedintheOpenGamingLicenseversion1.0aSection1(d).Noportionofthisworkotherthanthematerialdesignated
asOpenGameContentmaybereproducedinanyformwithoutwrittenpermission.ThemoralrightofCreightonBroadhursttobe
identifiedastheauthorofthisworkhasbeenassertedinaccordancewiththeCopyrightDesignsandPatentsAct1988.Raging
SwanPress2012.

PathfinderisaregisteredtrademarkofPaizoPublishing,LLC,andthePathfinderRoleplayingGameandthePathfinderRoleplaying
GameCompatibilityLogoaretrademarksofPaizoPublishing,LLC,andareusedunderthePathfinderRoleplayingGame
CompatibilityLicense.Seehttp://paizo.com/pathfinderRPG/compatibilityformoreinformationonthecompatibilitylicense.

CompatibilitywiththePathfinderRoleplayingGamerequiresthePathfinderRoleplayingGamefromPaizoPublishing,LLC.See
http://paizo.com/pathfinderRPGformoreinformationonthePathfinderRoleplayingGame.PaizoPublishing,LLCdoesnot
guaranteecompatibility,anddoesnotendorsethisproduct.

TolearnmoreaboutRagingSwanPress,visitragingswan.com.TolearnmoreabouttheOpenGameLicense,visitwizards.com/d20.

PublishedbyRagingSwanPress
ISBN:9780956482631,1stprinting,March2012

2
CONTENTS
Credits..........................................................................................2 REALM OF THE BLOOD MOON
BonusMaterial............................................................................2
RealmoftheBloodMoon..........................................................42
ContactUs...................................................................................2
M1:Guardroom(EL3;XP800)..................................................44
Errata...........................................................................................2
M2:WellChamber.....................................................................45
AbouttheDesigner......................................................................2
M3:EmissaryoftheBleachedSkull(EL3;XP800).....................45
StatBlocksbyCR..........................................................................4
M4:Storeroom...........................................................................46
UsingthisAdventure...................................................................5
M5:Armoury..............................................................................46
ReadingStatBlocks......................................................................6
M6:LairoftheDevourer(EL3;XP800).....................................47
SHADOWED KEEP ON THE BORDERLANDS M7:CommonRoomComplex(EL3;XP800).............................48
M8:BugbearMercenaries(EL4;XP1,200)................................50
Background..................................................................................8
M9:Guardroom(EL2;XP600)..................................................51
RunningShadowedKeepontheBorderlands.............................9
M10:PrisonersoftheBloodMoon(ELvar.;XPvar.).................52
Introduction.................................................................................9
M11:ShamanoftheBloodMoon(EL3;XP800).......................54
SurroundingTerritory................................................................10
M12:GuardiansoftheBloodMoon(EL4;XP1,200).................56
TheKeep....................................................................................12
M13:ChieftainoftheBloodMoon(EL6;XP2,400)...................58
Handout1:KeepOverviewMap................................................13
Handout3:TheLostHoldofHadramkath.................................60
Timeline.....................................................................................14
FurtherAdventures....................................................................16 THE UNDERCRYPT
THE WATCHTOWER TheUndercrypt..........................................................................62
U1:StairwayandTrappedCorridor(EL2;XP600).....................63
WatchtoweroftheBanditQueen.............................................18
U2:HallofBattle........................................................................64
W1:BanditWatchers(EL1;XP400)..........................................20
U3:Chapel..................................................................................64
W2:DungeonoftheBanditQueen............................................21
U4:ColumnedHallway(EL3;XP800)........................................65
W3:Hallway...............................................................................22
U5:TheCrypt(EL4;XP1,200)...................................................66
W4:Kitchen(EL1;XP400).........................................................22
U6:ChasmOFEbonDepths.......................................................68
W5:BanditBarracks(EL2;XP600)............................................23
W6:CullensChamber(EL3;XP800).........................................24 PRE-GENERATED CHARACTERS
W7:FireanMaiethil(EL2;XP600)............................................25
KethaithAzathal.........................................................................70
W8:TowerRoof.........................................................................26
WerthicBolhak..........................................................................71
Handout2:YarsDoor...............................................................26
UrbrenGlitterheart....................................................................72
THE DONJON ParadanHanter..........................................................................73
AbebiKamau..............................................................................74
TheRuinedDonjon....................................................................28
IlonaKaronen.............................................................................75
D1:GuardChamber...................................................................30
MaratriLaemar..........................................................................76
D2:SergeantsChamber(EL1;XP400).....................................30
TalekPerrin................................................................................77
D3(iiv):PersonalChambers...................................................31
BaelvainThareth........................................................................78
D4:StairoftheBloodMoon(EL1;XP400)...............................31
D5:AbandonedArmoury...........................................................32 PLAYER HANDOUTS
D6:LairoftheSnakes(EL2;XP600)..........................................32
PlayerHandout1:ShadowedKeepOverview............................80
D7:Kitchen................................................................................33
PlayerHandout2:YarsDoor.....................................................81
D8:Pantry..................................................................................33
PlayerHandout3:TheLostHoldofHadramkath.......................82
D9:Buttery.................................................................................33
D10:TheGreatHall(EL3;XP800).............................................34 ILLUSTRATIONS
D11:EinarsBedchamber(EL1;XP400)....................................36 GeneralIllustrations...................................................................84
D12:Bedchamber......................................................................37 DonjonIllustrations....................................................................85
D13:AudienceChamber............................................................37 BloodMoonIllustrations...........................................................88
D14:SecretStair........................................................................37 UndercryptIllustrations.............................................................92
D15:TheDemonicDoor(EL3;XP800)......................................38

D16:LostTreasureVault(EL3;XP800).....................................40

3
STAT BLOCKS BY CR
CR DETAILS PAGE NEfemalehalforcwarrior2/expert(soldier)1
1/4 BloodMoonYoung 47 1 BleachedSkullWarrior 43
NEyounggoblincommoner1 CEmalegnoll
1/3 BloodMoonFemale 47 1 Cullen 22
NEfemalegoblincommoner1 CNmalehumanrogue2
1/3 BloodMoonScout 42 1 EinarIronwolf 34
NEmalegoblinexpert1 Nmaleyounghumanghostexpert1
1/3 BloodMoonWarrior 11,42, 1 ExplodingDoorTrap 29
NEmalegoblinwarrior1 46,51 1 GiantWebSpinningSpider 32
1/3 DireRat 28 1 Nig,Sbux&Zus 56
1/3 HumanSkeleton 65 NEfemalegiantgoblinwarrior1/expert
1/3 Jorma&Unto 51 (acrobat)1
NEmalehumanwarrior1 1 Sar,BloodMoonAdept 53
1/3 WarriorBandit 11,21 NEmalegoblinadept3
NEmalehumanwarrior1 1 SmallFireElemental 36
1/3 Yar 19 1 Wolf 11
NEmalegoblinwarrior1 2 FireanMaiethil 23
1/2 BloodMoonWarden 53 CEfemalehalfelffighter1/cleric2
NEmalegoblinwarrior1/expert1 2 Fuzght&Mugut 48
1/2 Fasthumanzombie 61 Malebugbear
1/2 GraveChillSkeleton 65 2 Razogen,ScionofRuknar 54
1/2 Kerkko 51 CEmaleyoungfiendishogre
LGmalehumanwarrior2 3 CaryatidColumn 63
1/2 ReithicYurgirn 19 3 DroningDemonTrap 36
LNmaledwarffighter1 3 GelatinousCube 45
1/2 VeteranBloodMoonWarrior 49,54 3 Necrophidius 28
NEmalegoblinwarrior2 3 Shadow 66
1/2 VeteranWarriorBandit 11,18, 4 GrizzlyBear 11
NEmalehumanwarrior2 21 4 Ruknar,BloodMoonChieftain 56
1/2 YoungVenomousSnake 30 CEmalefiendishogrefighter(unbreakable)1
1 (Fang)Wolfhound 22
1 AdultVenomousSnake 30
1 Bareli 20

Throughencroachingtreesbravesoulscreep, Whatsneakingevilguardsthestouttower?
TothewallsoftheIronwolfstumblingkeep, Andwhatmakesthedonjonsprisonerscower?
Muchbloodhasbeenspilledoerthishiddenfortress,
Whoseoncefinehallsechowithdeathscaress. Theytellofastruggledayandnight,
TheBloodMoonarerising,growingtheirmight,
Theysaytormentedsoulsstillhaunttheplace, Butcutthroatsandbanditsyetholdtheirground,
Heartstobebrokenbyachildstearstainedface, Againstatribeskulkingbeneaththeground.
Andamidthedebris,allthingsrottenandold,
Losttreasuresawaitthebraveandthebold. Couldthedonjonyieldupitssecretstoyourcleverband?
Orwillitsdangersandvillainsprompttheirfinalstand?
Butwhatfactionsandpowersnowholdsway, Andcouldthekeystoalostkingdomsoonbeathand,
Whentheruinsgreatlordhashadhisday? NeaththeShadowedKeepOnTheBorderland..?

4
USING THIS ADVENTURE
The notes below describe how to use Shadowed Keep on the thecheckandtheDCforaccidentallyactivatingthetrap.
Borderland. Bypass: If there is a special way to bypass the trap, it is noted
here.
ANATOMY OF AN ENCOUNTER
ATTACK
Eachencounterinthisadventurehasseveraldistinctparts: Trigger:Howandwhenthetrapactivates.
Reset:Howlongittakesforthetraptoreset.
Title:Thissectionincludestheencountersnumber,title,ELand Effect: The effect of the trap. If the trap has multiple effects,
totalXPvalue.Thesecondparagraphprovidesanataglance theyarepresentedseparatelyforclarity.
overviewoftheencounter.
InitialSetUpandReadAloud:Thenextfewparagraphsprovide IDENTIFYING TREASURE
basic information about the encounter and a read aloud
section describing what the PCs most likely see (dependant During the course of their adventure, the PCs will find
onPCsactions,theGMmayhavetomodifythistext). treasurethattheyllwanttoidentify.Usethenotesbelowto
PlayersHandouts:Manyoftheencountersinthisadventure facilitatetheirefforts.
have an attendant Players Handout. The encounter
text notes when this should be displayed to the IDENTIFYING MAGICAL TREASURE
players.
Magicitemscanbeidentifiedinavarietyofways:
Tactics:Detailsofhowtheencounteredcreatureswork
Identify a magic item: When the PCs find a magic item it is
togethertodefeatthePCs.
presentedinthefollowingformat:bootsofspeed(moderate
Area Features: This section
[DC18Knowledge{arcana}transmutation],DC25Spellcraft
describes any
identifies). The first part of the items listing indicates the
noteworthy features in
strength and type of magic emanating from the item and
the area. Details of
the Knowledge (arcana) check made in conjunction with
itemsfoundinthearea(but
detect magic needed to identify the magic type; the
not those carried by the PCs
second part notes the DC required to identify the magic
opponents)appearhere.
itemusingdetectmagicandSpellcraftUsingdetectmagic
StatBlocks:Theencounterincludes
andSpellcrafttoidentifyamagicitemtakesthreerounds.
full stat blocks for all creatures
Acharactercanattempttoidentifyamagicitemonceper
present.
day.APCfailingtoidentifyamagicitemstilldetermines
Treasure: This section presents information on any
thestrengthoftheitemsaura.
noteworthyitemscarriedbythecreaturespresentinthe
Appraising an Item: A DC 25 Appraise check made on a
encounter(aswellasdetailingthevariouschecksthePCs
commonitem(aring,pieceofjewelleryetc.)determines
canmaketoidentifytheitems).
its value and whether it is magical or not (but does not
ScalingtheEncounter:Thissectionprovidesbriefdetailsofhow
identifytheitemsmagicalproperties.)Thischecktakesone
toincreaseordecreasetheencountersELby1.
round.Subsequentchecksrevealthesameresult.
Sidebars: Occasionally, encounters include sidebars. Such
DecipheraScroll:Ittakesthreeroundstodeciphereachspell.
inclusions could detail relevant (but littleused rules) like
Success requires a DC 20 + spell level Spellcraft check. A
fightinginwaterorprovidetipsforrunningtheencounter.
character can only attempt to decipher each spell once per
day.
READING TRAP BLOCKS IdentifyaPotion:Potionscanbeidentifiedusingthemethod
Thesenotesexplain how to usethe various traps appearing in for identifying any normal magic item. Alternatively, a PC
theadventure.Thefollowingsectionsmakeupatrapblock: sampling the potion and making a DC 15 + spell level
Perceptioncheckidentifiesthepotion.
BASIC IDENTIFYING MUNDANE TREASURE
Name,CRandXP:Thetrapsname,followedbyitsCRandXP
valueappearfirst. PCscanuseAppraisetoidentifymundanetreasures:
ReadAloud:Texttoreadwhenthetrapactivates. Appraise: A PC making a DC 20 Appraise check determines
thevalueofacommonitem.IfthePCfailsthecheckbyfive
DETECT,DISARM,BYPASS or more, the price is wildly inaccurate. Particularly rare or
Search:TherequiredDCtodiscoverthetrap. exoticitemsrequireanAppraisecheckof25ormore.It
Type:Thetrapstype. takesonestandardactiontoappraiseanitem.
Disarm: The Disable Device check required to
disarm the trap. This section also
includeshowlongittakestomake

5
READING STAT BLOCKS
Shadowed Keep on the Borderlands includes all necessary stat examplePowerAttack),buttheeffectsofthesefeatsarenot
blocks;thesenotesexplainhowtoreadthem.Unlessotherwise includedintheattacksstatistics.Eachattackincludesattack
noted, all listed scores include all the creatures normal bonusanddamageinformation.Iftheattackhasthedefault
criticalhitcharacteristics(20/x2)thisinformationisomitted.
modifiers. Stat blocks appear in four sections: basic, defensive,
Ranged:Thissectionliststhecreaturesrangedattacks.Italways
offensiveandsupplemental. includes the attacks range. Each attack includes attack
bonus and damage information. This line also lists any
BASIC specificfeatsacreaturecanusewiththeattack(forexample
Name,CRandXP:Themonstersnameappearsfirstfollowedby Point Blank Shot), but the effects of these feats are not
its CR and how many experience points it is worth. If more included in the attacks statistics. If the attack has the
thanonecreatureisencountered,abracketednumberlists default critical hit characteristics (20/x2) this information is
howmanyappear. omitted.
Appearance:TheGMcanreadaloudorparaphrasethissection. Atk Options: This section lists any abilities or feats that can
Ifapicturedepictsthecreature,thissectionmaybeomitted. affectmorethanoneofthecreaturesattacks,unlessithas
Sex,Race,ClassandLevel:Ifthemonsterhasclasslevelsthese alreadybeenpresentedwiththecreaturesspecificattacks.
appearherealongwithitsraceandsex.Thefirstnotedclass Subsequentlistingsdescribeallbutthemostbasicabilitiesin
isthecreaturesfavouredclass. depth.
AlignmentandType:Thecreaturesabbreviatedalignmentand Special Actions: This section lists any useful abilities that a
itstype(includingapplicablesubtypes). creaturecoulduseinbattle.Subsequentlistingsdescribeall
Init and Senses: This creatures initiative modifier appears butthemostbasicabilitiesinmoredepth.
before any special senses (such as scent or darkvision) and SpellsandSpellLikeAbilities:Thecreaturescasterlevel,along
the creatures Perception and Sense Motive scores. If the with its concentration modifier and domains appears in
creature has special Perceptionbased abilities, such as bracketsbeforethemainspelllisting.Ifoneormoreofthe
trapfindingorstonecunning,theseappearhere. creatures spells require a touch attack, the relevant attack
Speed: The creatures modified land speed appears first along bonus is included. Spells available appear in reverse order
with any other relevant speeds (such as climb or fly). If the D
from highest to lowest level. Spells denoted are domain
creaturesbaselandspeedisdifferenttoitsmodifiedspeed spells.Ifapplicable,aspellsDCisalsoprovided.
thisisalsolisted. Combat Gear: This section lists any combatrelated equipment
ACP and Movement Skills: ACP presents the creatures normal thecreaturepossesses.
armourcheckpenaltymodifier.IfthecreaturesAcrobatics,
Climb, Escape Artist, Fly, Ride, Stealth or Swim modifier SUPPLEMENTAL
differs from the relevant ability modifier minus its armour AbilitiesandSpecialQualities:Thesesectionslistthecreatures
checkpenalty,theseskillsappearhere. ability scores and any special qualities that do not appear
anywhereelseinitsstatblock.
DEFENSIVE Feats:Analphabeticallistingofallthecreaturesfeats.
AC:Thecreaturesnormal,touchandflatfootedACalongwith Skills and Languages: These sections list any skills the creature
itsCMD;additionallythissectionlistsanydefensivepowers possesses that have not already appeared in the stat block
orabilitiesthataffectsthecreaturesAC. andalllanguagesspokenorunderstood.Anylanguagebased
Immune,ResistandWeaknesses:Ifthecreaturehasimmunity, specialabilitiesalsoappearhere.
resistance or a vulnerability to an effect or condition it Gear: This section lists any gear not already listed in the
appearshere. creatures stat block. This section hardly ever contains
Fort, Ref andWill: The creatures saving throwmodifiers along weapons or armour as they usually appear in the relevant
with any conditional modifiers and defensive powers (such sectionsabove.
asevasion)andspellresistanceappearhere. Spellbook: The contents of the creatures spellbook and its
HP:Thecreaturesfull,normalhitpointsalongwiththenumber oppositionschools.
ofhitdiceitpossesses.Abracketedhitpointtotalindicates
that the creature is injured. If the creature has damage
reductionorhardnessitappearshere. SPECIAL ABILITIES
Special abilities appear in the section to which they are best
OFFENSIVE suited.Thus,offensiveabilitiesappearwithacreaturesattacks
Space, Base Atk and CMB: The creatures space, base attack whiledefensiveonesappearwithitsotherdefences.Fullwrite
bonusandCMB.
ups of irrelevant powers (such as those that could not affect
Melee:Thissectionlistsacreaturesmeleeattacks.Iftheattack
hasareachthatisnot5ft.itislistedhere.Thislinealsolists combat) are omitted. The effects of abilities that factor into a
any specific feats a creature can use with the attack (for creatures normal attacks or defences have already been
includedintherelevantcalculations.

6
S HADOWED K EEP ON THE B ORDERL ANDS

7
BACKGROUND
FortyyearsagothefamedadventurerValentinIronwolfsoughta With their mutual enemy slain, the orcs and goblins swiftly
placetomakehishome.Retirementwasnotinhisheart,butthe fell to arguing among themselves and violence quickly (and
wanderlustofhisyouthhadlongsincediedandhenowsoughta inevitably) ensued. Where once man had struggled against
corneroftheworldtocallhisown.Alongwithhiswife,Kaarina, goblinandorcnowgoblinfoughtorc.Whenthisnewfreshwave
his small child, Einar, and his faithful retainers he claimed the of violence subsided the Goblins of the Blood Moon stood
siteuponwhichnowstandstheShadowedKeep. triumphant over the hacked and bloody corpses of their
For the next five years, he built his home, slowly turning it enemies. But it was a hollow victory for so many of their
into a powerful fortified position from which to dominate the warriors had fallen that the tribes power was broken in the
surrounding woodlands. At the same time as his builders and region.Houndedbyotherenemiesafewmonthslaterthetribes
masons laboured to build his fortress, Valentin and his wife survivorsretreatedtothenowruinedIronwolfKeeptohideand
salliedforthintothesurroundingwoodlandcarryingswordand rebuildtheirshatteredstrength.
spellagainstthewarringhumanoidsthatincessantlyfoughtover Abandoned by humanity, Ironwolf Keep has thus stood
the place. Over the course of the following campaign, he abandoned for decades. Twenty years ago a minor earthquake
exterminated the Kobolds of the Ebon Scales and defeated the struck the area, creating a link with a network of caves deep
OrcsoftheSeveredHandandtheGoblinsoftheBlood belowthekeepandallowinganecrotictainttoslowly
Mooninbattle. seepintotheUndercrypts.
However, looting the corpses of the Nowandthenadventurerscametopoke
fallenearnedhimlittlecoinandValentin about the ruins in search of lost
lacked the funds to both finish his treasures.Mostdidnotreturnandthe
home and to crush the last keepgainedasinisteraspect.Named
humanoids skulking in their now variously as the Shadowed
subterranean lairs. With work Keep or Valentins Folly only the
stalled on his fortress, Valentin old and learned still refer to it as
sunk into a great depression and IronwolfKeep.
began to drink heavily. Slowly Inthelastsixmonthsorsoan
many of his servants and retainers increaseinraidsonthoseusingthe
drifted away until only his most nearbywoodlandtrailshasbegunto
loyal followers remained. By then, affect trade between the nearby
Valentin lacked the will or might to villages. Folk mutter that something
continue campaigning against his terrible has claimed the ruins while
enemies. His enemies, however, had not others blame bandits. Whatever the
forgotten the woes he had visited upon them truth of the matter, the locals demand
and slowly they gathered their strength and waited. action...
Enteringintoashort,butultimatelybloody,pacttheGoblinsof
the Blood Moon and the Orcs of the Severed Hand united to
IN YOUR CAMPAIGN
destroyValentinandhisfollowers.
On a moonless night, when Valentin sat deep in his cups Shadowed Keep on the Borderlands design enables a GM to
surrounded by his dwindling band of retainers, goblin scouts easilyinsertthefortressintoahomecampaign.Thefortresses
scaledtheoncewellguardedwallsandsoundlesslyslewthefew location a bluff surrounded by dense woodland is generic
remaining guards before opening the gates to admit the enoughtofitintoanybutthemostatypicalcampaign.Similarly,
bloodcrazed berserkers of the Severed Hand. Bloody slaughter theonetimerulerofthefortressisnothingbutanadventurer
engulfedthecastle.Surprisedandhopelessoutnumberedmost madegoodandnotthescionofsomenoblehouse.
of the castles defenders died before they even realised their OncethePCshaveclearedthekeeptheycansimplymove
enemieswerewithinthewalls.AfewgatheredintheGreatHall onortheycanchoosetoclaimthefortressastheirown.Inthis
abouttheirliegetomaketheirfinalstand,butoncethetideof way, the keep can become thefocus of an entire campaign as
violencerecededalllaystarkintheirownblood. thePCsbattletoclearthesurroundingwoodlandofenemies(or
explore the caverns below) while repairing the shattered
fortress. The obstacles to successfully completing such a task
arelegion.(RefertoFurtherAdventuresformoredetails.)

8
RUNNING SHADOWED KEEP ON THE BORDERLANDS
ShadowedKeepontheBorderlandsisdesignedforthemedium exploretheShadowedKeepattheirleisure.Ifyouwouldrather
advancement track. 1stlevel PCs completing all the challenges a fasterpaced adventure, consider placing a rival group of
oftheplacecanexpecttoreach3rdlevelbythetimetheyhave adventurers in the area also intent on exploring the ruins. This
exhaustedallthekeephastooffer. givesthePCsanimpetustoexploreswiftlyandpotentiallysets
TheShadowedKeepissomethingofasandboxadventurein upaclimacticfightwiththerivaladventurers!
thatthePCscanchoosetoexplorethedistinctpartsofthekeep
in almost any order. Thus the PCs will find some areas easier CONCLUSION
thanothers,andtheymayneverevendiscoverotherportionsof Shadowed Keep on the Borderlands has no set end (except, of
thecomplex(particularlyAreasD14D16).Similarly,thereisno course,ifthePCscleanseitofeviloralldie).ThePCsarefreeto
realtimepressureforthePCsduringthisadventuretheycan exploreonlytheportionsthatinterestthem(orthattheyfind).

INTRODUCTION
BeforethePCssetforthtoexploretheShadowedKeep,theGM GATHERING INFORMATION
shouldworkwiththeplayerstodetermineexactlywhytheyseek
The PCs will likely prepare for their first adventure by trying to
toexploretheruins.
learn as much about the Shadowed Keep as possible. A PC
Bandits: The PCs have heard of the bandit raids emanating spending1d4hoursand2d6spinlocaltavernsandmarketsmay
from the Shadowed Keep. As neophyte adventurers, they learn rumours about the Shadowed Keep. A PC spending an
resolvetoendthethreat. extra1d4spgainsa+1bonustothischeck.(APCcanspendas
Glory&Wealth:ThePCsknowofValentinIronwolfandhave muchsilverashelikestogainadditionalbonuses).
heardtherumoursofhiswealth. If a PC makes a DC 10 Diplomacy check he learns one
Lost Map: The sage, Tenho Isotalo (N male human wizard rumour. For every 5 points by which he exceeds this check, he
3/cleric3),believesthatValentinIronwolfheldapairofmaps learnsanotherrumour.DeterminewhichrumoursthePClearns
showing the location of the legendary lost dwarven hold of byconsultingthetablebelow:
Hadramkath. He offers the PCs 500 gp to retrieve the two
D20 RUMOUR
mapsfromtheruinedkeep.
1 (Partially False). Valenin Ironwolf was fantastically
Related to Valentin: One or more of the PCs are related to
wealthyandhidmuchofhislootinasecrettreasure
Valentin. Having heard of their famous relative, they have vaultbelowthekeep.
determinedinvestigatethekeep. 23 (False) Kaarina Ironwolf owned a magnificent
necklace of gold and pearls that disappeared with
thefallofthefortress.
46 (Partially False) Wolves lurk in the woodlands
surrounding the keep; some are particularly
SHADOWED KEEP LORE powerfulandhavepreternaturalpowersofstealth.
AcharactermakingaKnowledge(local)orKnowledge(history) 79 Bandits lurk in the ruins; led by a vicious shedevil
check may know information about the Shadowed Keep. A they rob and murder those using the nearby roads.
successful check reveals all information gained by a lesser Exsoldiersandthievesmakeuptheirranks.
check. 1014 Goblins lurk in the ruins, claiming the cellars below
the place as their realm. Not as numerous as they
DC 10: Originally named Ironwolf Keep, the abandoned
oncewere,thegoblinsstillposeathreattotravellers
fortress is now known as the Shadowed Keep or Valentins andadventurersalike.
Folly. 1517 Two levels of cellars lie below the keep. The sole
DC 15 Valentin was a skilled warrioradventurer who built survivor of a previous expedition also spoke of an
theplacefortyyearsago.Valentinsenemiesthegoblinsand evendeepernetworkofnaturalcaverns.
orcsofthesurroundingwoodlandsslewhimandhisretainers 1819 A chapel lies below the keep; undead and other
attheculminationofalongandsavageconflict. guardiansmaylurkwithin.
20 A ghost lurks in the donjon the pitiful remnant of
DC 20: Valentin was a famous adventurer and was
oneofthosewhodiedduringthekeepsfall.
rumoured to have hidden a great treasure in the keep
somewhere.

9
SURROUNDING TERRITORY
Thekeepstandsuponawoodedbluffoverlookingasteepsided
valley.Asmallpackofwolvesdwellsinthewoodasdoesasingle SURROUNDING WOODLAND
grizzlybear.PCswanderingthewoodsmayalsoencountersmall
When designing random encounters in the woodlands
huntingpartiesofbanditsandgoblinsskulkinginthegloom.
surroundingtheShadowedKeepconsideraddingseveralofthe
RANDOM ENCOUNTERS followingterrainfeaturestorewardtacticalplay.
Illumination:Enoughlightfiltersthroughthetreecanopyto
Characters exploring the area around the keep may encounter
illuminatetheforestfloor.
some of the denizens lairing nearby. Alternatively, they may
Woodland Sounds: Background noise increases the DC of
encounter some of the creatures dwelling in the keep. Every
soundbasedPerceptionchecksby2per10ft.,not1.
hourthePCsareintheareasurroundingtheruin,theyhavea1
Boggy Ground: Filled with mud or standing water about 1
in20chanceofencounteringsomething.Rollonthetabletosee
ft. deep, it costs 2 squares of movement to enter such areas.
whattheyencounter.
BoggygroundincreasestheDCofStealthchecksby2.
D20 EL ENCOUNTER Bones: Partially hidden by undergrowth the weather
15 Tracks bleachedbonesofagoblin,humanororclieamidmouldering
The PCs discover the tracks of bandits near equipment.ADC10Healchecksrevealstheunfortunatedieda
to a prominent trail. A DC 10 Survival check violentdeath.
identifiesthetracksasthoseoffourhumans. Stream:Normallynomorethan2ft.deep,itcosts2squares
Theyleadtothekeep. of movement to enter any square containing a stream. If the
68 CrossbowBolt streamhasraisedbanks,thoseinthestreamhavecover(+4AC,
Acrossbowboltsticksinatree.
+2 Reflex saves). Characters on the banks gain the benefits of
910 3 Bandits: Veteran WarriorBandit (1) and
WarriorBandits(3) higher ground (+1 on melee attacks) against anyone in the
The bandits are only interested in attacking stream.
defenceless travellers. If the PCs have Trail: A muddy, rutted 10 ft. wide trail wends its way
previousattackedtheirtower,theyunleasha throughthetrees.Movementonthetrailisuninhibited.
volley of crossbow bolts before fleeing. This Trail (Game): A narrow trail wends its way through the
encounterdoesnotoccuratnight. trees.Animaltracksanddroppingscovertheground.
1112 3 Wolves(2)
Tree:Acreaturestandinginthesamesquareasatree(AC
Searching for food, the wolves attack
focusing their attention on the smallest PC. 4, hardness 5, hp 150, DC 15 Climb check) gains partial cover
Injuredwolvesflee. (+2toAC,+1onReflexsaves).
13 Campsite Tree (Massive): These trees (AC 3, hardness 5, hp 600; DC
ThePCsdiscoverarecentlyusedcampsite.A 15Climbcheck)fillanentiresquareandprovidecover(+4AC,
DC 15 Survival check reveals the campsite +2Reflexsaves).
wasusedtwodaysagobyasmallgroup. Tree(Fallen):Afallentreetrunkprovidescover(+4AC,+2
14 1 Goblins:BloodMoonWarriors(3)
Reflexsaves).CharacterscanclamberoveritwithaDC5Climb
Three goblins sneak through the woodlands
checkorleapatopitwithaDC12Acrobaticscheck.Characters
searchingforprey.Theyonlyattacksmallor
weakgroups;otherwisetheyretreattowarn onafallentreegainthebenefitsofhigherground(+1onmelee
theirmasteroftheintruderspresence. attacks) but are considered balancing. Treat the fallen trees
1517 3 Goblins:BloodMoonWarriors(6) canopyasheavyundergrowth.
Sixgoblinssearchforbanditstokillandloot. Undergrowth(Light):Vinesandrootscovermanynontrail
Emboldened by their numbers, they attack squares,increasingtheDCofAcrobaticsandStealthchecksby
fromambushiftheygetthechance.
2. It costs two squares of movement to enter such squares.
1819 4 GrizzlyBear(1)
Undergrowth (Heavy): Dense thorn bushes and other
ThebearisinitiallyindifferenttothePCsand
attacks only if provoked. It dwells in a small tangled growths make movement through these areas
cavenearby. extremely difficult. It costs 4 squares of movement to enter
20 DiscardedSack suchasquare.Itisalsoimpossibletorunandchargethrougha
A small sack lies in the undergrowth (DC 15 square containing heavy undergrowth, Characters in heavy
Perception);itcontainstrailrations(4days), undergrowth gain concealment (30% miss chance) and a +5
awaterskinandapouchcontaining15sp. circumstancebonusonStealthchecks.

10
ANIMALS hp18(2HD)
Space5ft.;BaseAtk+2;CMB+2
GRIZZLYBEAR CR4(XP1,200) Meleeflail+2(1d8)
This large and powerful bear has brown fur, long, curved claws Rangedlightcrossbow(range80ft.)+4(1d8/1920)
andamawfullofsharpteeth. CombatGearbolts(10)
NLargeanimal AbilitiesStr11,Dex14,Con13,Int9,Wis10,Cha8
Init +1; Senses lowlight vision, scent; Perception +6, Sense FeatsSkillFocus(Perception)B,Toughness
Motive+1 SkillsasaboveplusIntimidate+3
Speed40ft.;ACP0;Stealth3,Swim+14 LanguagesCommon
AC16,touch10,flatfooted15;CMD20(24vs.trip) Gearasaboveplus2d8sp
(+1Dex,+6natural,1size)
Fort+8,Ref+5,Will+2 WARRIORBANDIT CR1/3(XP135)
hp42(5HD) Cladindirtystuddedleatherarmourthisdishevelledhumanhas
Space10ft.;BaseAtk+3;CMB+9(+13grapple) adistinctlyunsavourylookabouthim.
Melee2claws+7(1d6+5plusgrab)and Malehumanwarrior1
bite+7(1d6+5) NEMediumhumanoid(human)
Grab(Ex)IfithitsaMediumorsmallertargetwithitsbite,the Init+2;SensesPerception+3,SenseMotive+0
bear can try to grapple as a free action without provoking Speed30ft.;ACP2;Climb+2,Stealth+1
attacksofopportunity.
AC16,touch12,flatfooted14;CMD13
AbilitiesStr21,Dex13,Con19,Int2,Wis12,Cha6 (+2 Dex, +3 armour [studded leather], +1 shield [light
FeatsEndurance,Run,SkillFocus(Survival) wooden])
SkillsasaboveplusSurvival+5 Fort+3,Ref+2,Will+0
hp10(1HD)
WOLF CR1(XP400)
Space5ft.;BaseAtk+1;CMB+1
This powerful, grayfurred canine has fearsome jaws and
Meleemorningstar+1(1d8)
piercingyelloweyes.
Rangedlightcrossbow(range80ft.)+3(1d8/1920)
NMediumanimal CombatGearbolts(10)
Init +2; Senses lowlight vision, scent; Perception +8, Sense
AbilitiesStr11,Dex14,Con13,Int9,Wis10,Cha8
Motive+1 B
FeatsSkillFocus(Perception) ,Toughness
Speed50ft.;ACP0;Stealth+6
Skillsasabove
AC14,touch12,flatfooted12;CMD14(18vs.trip) LanguagesCommon
(+2Dex,+2natural)
Gearasaboveplus1d8sp
Fort+5,Ref+5,Will+1
hp13(2HD) GOBLINS
Space5ft.;BaseAtk+1;CMB+2
Meleebite+2(1d6+1plustrip) BLOODMOONWARRIOR CR1/3(XP135)
Trip (Ex) A wolf can trip its opponent as a free action without Clad in leather armour this dirty, skinny humanoid carries a
provoking an attack of opportunity if it hits with its bite. If shortbowandshortsword.
theattemptfails,thewolfisnottrippedinreturn. Malegoblinwarrior1
AbilitiesStr13,Dex15,Con15,Int2,Wis12,Cha6 NESmallhumanoid(goblinoid)
FeatsSkillFocus(Perception) Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
SkillsasaboveplusSurvival+1(+5usingscenttotrack) Speed30ft.;ACP1;Climb+3,Ride+6,Stealth+10
AC17,touch14,flatfooted14;CMD13
BANDITS (+1size,+3Dex,+2armour[leather],+1shield[buckler])
Fort+2,Ref+3,Will+0
VETERANWARRIORBANDIT CR1/2(XP200)
hp6(1HD)
Cladindirtystuddedleatherarmourthisdishevelledhumanhas
Space5ft.;BaseAtk+1;CMB+0
adistinctlyunsavourylookabouthim.
Meleeshortsword+5(1d4/1920)
Malehumanwarrior2
Rangedshortbow(range60ft.)+5(1d4/x3)
NEMediumhumanoid(human)
CombatGeararrows(20)
Init+2;SensesPerception+3,SenseMotive+0
AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6
Speed30ft.;ACP2;Climb+2,Stealth+2
FeatsWeaponFinesse
AC16,touch12,flatfooted14;CMD14
LanguagesGoblin
(+2 Dex, +3 armour [studded leather], +1 shield [light
Gearasaboveplusbeltpouch,1d6sp
wooden])
Fort+4,Ref+2,Will+0

11
THE KEEP
Ironwolf Keep is a small, simple fortification. Construction was Encounter areas in the watchtower are prefaced with a W.
nevercompletedandsoitlackssomeofthefeaturesofamore Refertopages1524torunencountersinthewatchtower.
sophisticated, grander and better financed fortress. It lacks a
stout gatehouse and the donjon never gained crenulations or DONJON
muchofanupperfloor.Althoughthekeepisaramshackleruin, This twostorey building is of solid construct, but even those
muchofitsstructureremainsrelativelyintact. with no engineering knowledge can tell the donjon was never
completed. The building lacks crenulations and several large
OUTER WALLS stone blocks stand on the roof (presumably where Valentins
Stout,crenulatedouterwallsprotectthecourtyardanddonjon. labourersleftthemwhenthemoneytopaythemranout).
EncounterareasinthedonjonareprefacedwithaD.Refer
COURTYARD topages2538torunencountersinthedonjon.
Thekeepsmuddycourtyardonceheldseveralwoodenbuildings
includingastableandsmithy. DUNGEON-CELLARS
Tumbled Buildings: All that remains are heaps of charred The Goblins of the Blood Moon claim the donjons cellars as
androtten,mosscoveredwood. theirlair.Theycreepforthatnighttohuntforfoodandvictims
Tracks: Tracks crisscross the courtyard; mainly they lead andoccasionallytrytobreakintothebanditstower.
betweenthedonjon,thewatchtowerandthemaingate. Encounter areas in the cellars are prefaced with a M. Refer
topages3958torunencountersinthedungeoncellars.
WATCHTOWER
The keep boasts but one watchtower. A small band of bandits UNDERCRYPT
now claim the tower and guard it carefully against the Blood Encounter areas in this unexplored, undeadinfested portion of
Moon Goblins that lurk in the donjons cellars. When they are the dungeons are prefaced with a U. Refer to pages 59 66 to
not waging inconclusive war against the goblins, the bandits runencountersintheUndercrypt.
skulkinthewoodlandssurroundingthekeepwaitingforfoolish
orunluckytravellerstofallintotheirclutches.Thebanditsnever
wanderthewoodsatnight.

12
HANDOUT 1: KEEP OVERVIEW MAP
Anuntaggedversionofthismapsuitableasaplayerhandoutappearsonpage78.

13
TIMELINE
The Shadowed Keep is a dynamic, living environment. Therein, DAY 2
theBloodMoonGoblinswarwiththebanditsofthewatchtower
A light drizzle greets the dawn. Around midmorning this turns
for control of the place, while within the goblins ranks the
intoadownpourthatlastsfor muchoftherestoftheday.For
shamanSar(M11)plotstooverthrowhischieftain.
thenexttwodaysthestreamconnectingW2andM2isaraging
Thus, when the PCs arrive each of these groups is pre
torrent;travelalongitscourseisimpossible.
occupied with defeating the other. When not fighting the PCs,
the bandits and the goblins dont simply sit around doing DAY 4
nothing.Afewbanditsmightsneakintothewoodsinsearchof
Three bandits led by a veteran bandit emerge from the woods
prey, while the goblins may launch a nighttime attack on the
and return to the watchtower. If they discover it sacked (or in
banditstower.
the hands of the PCs) they loot what they can and flee. If not,
ThefollowingnotessuggestasequenceofeventsaGMcan
theyreinforcetheirfellowsandcanbefoundinAreaW5.
usetobringtheShadowedKeeptolife.TheGMcanfollowthe
timelinebelowasdetailedorsimplypickandchooseeventsthat DAY 5 (NIGHT)
lookinterestingorthatwillenhanceplayinsomeway.
Someoftheseeventshappenatspecifictimeswhileothers Four hungry wolves enter the courtyard hunting for food. They
are triggered by the PCs. PC actions, of course, might render scratch at the door of the watchtower, but do not enter the
someoftheseeventsmoot;simplyignoreormodifysuchevents donjon.
as required. For example, if the goblins attack the bandits
DAY 6 (NIGHT)
watchtowerafterthePCshavekilledallthebanditsthegoblins
will either fight the PCs or ransack the tower (if the PCs are Sixgoblinwarriorsreturntothetribe.Unlessneededelsewhere,
elsewhere). theylairinM7.
EL2(XP600):BloodMoonWarriors(6;M1)
DAY 1
DAY 7
ThePCsarriveattheShadowedKeep.Neitherthegoblinsorthe
bandits initially know of their presence. That night, the goblins Threebanditsledbyaveteranbanditleavethetowerinsearch
launcharaidonthebanditstower.Agroupofsixgoblinsledby ofprey.Theydisappearintothewoodsandsetupwatchovera
Razogen, Ruknars son, sneak out of the tower and try to burn nearby trail or road. They return emptyhanded (and in a foul
the towers front door down. The goblins fail and withdraw mood)atsunset.
when two of their number are slain by bandits hurling down
chunksofmasonryintothecourtyardfromthetowersroof.
RIVALS
EL 6 (XP 2,400): Razogen (M12), Veteran Blood Moon
Warriors(3;M12)andBloodMoonWarriors(9;M7andM1). If you want to introduce an element of haste to the PCs
explorationyoucanhaveagroupofrivaladventurersenter
the area. At first, these NPCs can linger at the local tavern,
CUSTOMISING EVENTS searchingforinformation,interrogatinglocalsand(possibly)
AsGM,youllknowhowfastyourplayerswilllikelyexplorethe even trying to get information out of the PCs. (This warns
ShadowedKeep.Ifyourplayersarethetypetoverycautiously the PCs that rivalthe adventurers may soonventure to the
explore the place over several weeks or months, you might keep and gives them an impetus to speed up their own
wanttoslowdownthepaceoftheeventsdetailedheresothey exploration.) If you want to build the rival theme further,
dontalloccurwhilethePCsareoffrestingelsewhere. engineering a barroom brawl between the two groups can
Conversely,ifyouwanttoemphasisethelowgradeconflict befun.
between the goblins and bandits, have the bandits approach When you judge the time right, the adventurers can
thePCsforaidprettymuchassoonastheyreachtheShadowed finallyreachtheShadowedKeepandstartpokingaround.Of
Keep.MostPC groupsaremuchmorelikelytoaidthebandits course, they are somewhat more unsavoury than the PCs
thanthegoblins,butforfunyoucouldalsohaveSarapproach andhavenoqualmsslayingthepartyforitstreasure.
the PCs with his proposal as soon as is practicable. Such Web Enhancement: Check out
interactionsgivethePCsarealsenseoftheantipathybetween ragingswan.com/shadowedkeep for a free download
thegoblinsandthebandits;cleverplayerswillnodoubtfinda presentingarivalbandofadventurersperfecttopitagainst
waytoexploitthis! yourplayers.

14
EL2(XP600):VeteranWarriorBandit(1;W1)andWarrior thebasementandrescueYarbeforebrutallyslayingReithic.
Bandits(3;W5). By the time the goblins withdraw, dawn is breaking. Three
banditsandsixgoblinwarriors,liedead.
DAY 8 EL 8 (XP 4,800): Ruknar (M13), Nig, Sbux and Zus (M13),
Agentleshowerfallsovertheareaduringthemorning. Razogen (M12), Veteran Blood Moon Warriors (3; M12) and
BloodMoonWarriors(9;M7andM1).
DAY 8 [NIGHT] Note: Be careful running this encounter if the PCs have
Angeredatcontinuallybeingstuckinthekitchen,Bareligathers claimed the watchtower from the bandits. This is an incredibly
hertreasureanddesertsthebandits,slippingoutofthetowerat tough encounter for a lowlevel group of PCs; however, the
dusk. She immediately makes a run for the woods, trusting to watchtower provides significant defensive advantages. Even if
her darkvision to see her through. She avoids contact with the the goblins get inside, they baulk at fighting their way up the
PCs if she can help it and flees to the nearest town. If she stairs into the towers upper reaches. Have them retreat when
encounters the PCs, she tries to strike a bargain with them youdeemthePCshavedoneenoughtobreaktheirmorale.
theylethergofreeinreturnfordetailedinformationaboutthe
towersdefencesandsoon.
DAY 12
EL1(XP400):Bareli(W4). A thick fog shrouds the area, providing concealment in the
courtyardasobscuringmist.Thefogburnsoffbyaboutmidday.
DAY 9
Three bandits bored by the drudgery of living in the tower
DAY 18
decide to explore some of the donjon. They investigate D1and In the early morning, the grizzly bear living in the surrounding
D3i (where they find a cold iron dagger [result 1115 on the woods (see Surrounding Territory) wanders into the courtyard
random treasure table]) before losing their nerve when lookingforfood.Itonlyfightsifattackedorthreatened.
confrontedbytheviperinD6andreturningtothewatchtower.
EL1(XP405):WarriorBandits(3;W5). GOBLIN ATTACK (PC TRIGGERED)
If the PCs have made two forays against the Blood Moon, but
DAY 10 (NIGHT) havenotyetslainRuknar,thegoblinsorganiseacounterattack.
Ruknar stirs himself from the company of his concubines and At night, a large force led by Ruknars son, Razogen, emerge
leads an assault on the watchtower. The goblins attack in the fromthecellarsandfalluponthePCs.IfthePCsarelairinginthe
dead of night. Ruknar batters down the towers front door and watchtower, the goblins attack both outside doors at once and
his goblin warriors surge inside. They easily take the ground try to burn their enemies out. If the PCs are camping in the
floor, but Firean is a skilled warrior and manages to keep the woods,thegoblinssurroundtheircampsitebeforeunleashinga
goblinscontaineddownstairs.Thegoblinsdiscovertheprisonin hailofmissilefire.
EL 6 (XP 2,400): Razogen (area M12), Veteran Blood Moon
Warriors (3; M12) and Blood Moon Warriors (9; M10 and M1).
BANDIT PARLEY (PC TRIGGERED)
Thegoblinsretreat,whenhalftheirnumberareslain.
IfthePCsfirstarriveandinvestigatetheruineddonjonwithout
attacking the bandits watchtower, the bandits notice their
arrival. Realising that the PCs could be powerful allies in her
SARS TREACHERY (PC TRIGGERED)
battleagainsttheBloodMoonGoblins,Fireandecidestoenlist
them to her cause. She sets sentries atop the watchtower to AfterthePCsfirstsuccessfulforayintotheBloodMoonslair,
keepaneyeoutforthereturningadventurers. Sar realises they represent his best chance of getting rid of
When the PCs emerge from the donjon, the sentry hails Ruknar. Accompanied by his two guards, he creeps out to
themandalsocallsforFirean.Shequicklyclimbstothetower negotiatewiththePCs.
topandnegotiateswiththePCsforhelperadicatingthegoblins. Sar desperately wants to be the ruler of the Blood Moon
IfthePCsagree(andifshebelievesthem)Fireanallowsthemto andagreestopracticallyanythingtogetwhathewants.Hecan
rest in the watchtower between forays. Unless victory is givethePCsafullrundownofthecellars,explainwhereguards
certain,shedoesnotcommitherforcestotheattack. are hiding and so on. Of course, he doesnt want to stand by
Sadly (but unsurprisingly), Firean is unpredictable and anyagreementhemakesandturnsonhispuppetsassoonasis
greedy. Unless the PCs seem content to leave the keep after practical.
defeatingthegoblinsshehasherwarriorsfalluponthemwhen EL 3 (XP 800): Sar (M11) and Blood Moon Wardens (2;
theyaresleeping,disorganisedorotherwisedistracted. M11).

15
FURTHER ADVENTURES
TheGMshouldconsidertherole(ifany)thekeepistohavein CAVERNS
the campaign once the PCs have cleared it of monsters and
There are deep caverns below the keep, that have never been
bandits, before designing additional adventures. Of course, the
explored by surface dwellers. If the PCs discover their hidden
keep can simply fade from the campaign an adventure site
entrance(areaM6)theycouldbeginanepicquesttoexplorethe
cleansedandthenforgotten.
lightless realms below. Alternatively an invasion of deep
Alternatively, the keep could be occupied in the future by
dwellers could boil forth from the darkness. If the PCs have
banditsorbyaforcethatmenacesthewholekingdomperhaps
claimedthekeepastheirown,theymustendthisthreatorlose
a large migrating tribe of orcs or the armed forces of a rival
theirhome.
power.AsthePCsknowthearea,theyarecalledupontoonce
Finally, it is unlikely that the PCs completely wipe out the
again enter the keep to end whatever menace lurks within. If
goblins and bandits. Survivors could hold a grudge and return
thissecondthreatemergeswhenthePCsarerelativelypowerful
lateroninthecampaigntoexacttheirrevenge.
andfamoustheymaysubsequentlybegiventherighttorebuild
thekeepbyagratefullocallord. HADRAMKATH
CLAIMING THE KEEP In two locations (W7 and M13), the PCs can find information
regardingthelostdwarvenholdofHadramkath.
IftheGMdesires,thekeepcouldagainfallundertheinfluence
Hadramkath is a legendary dwarven hold long lost to the
of an evil power later on in the campaign and the PCs could
depredations of goblins and their troll allies. The hold fell over
return once again to destroy the evil. Once the keep is again
300yearsagoandhasbeentheobjectiveofseveralexpeditions.
emptythePCscouldclaimitastheirown.Inthisway,thekeep
A PC making a Knowledge (local) or Knowledge (history)
canbecomethefocusofanentirecampaignasthePCsbattleto
check may know information about the place. (A dwarf making
clearthesurroundingwoodlandsofenemieswhilerepairingthe
either of these checks automatically knows the information
shatteredfortress.Theobstaclestosuccessfullycompletingsuch
revealedbyaDC15checkandgainsa+5circumstancebonusto
ataskarelegion.
thecheck.)Asuccessfulcheckrevealsallinformationgainedbya
Of course, the remaining denizens of the woods do their
lessercheck.
utmost to stymie such efforts. If any serious attempt at
DC 15: Hadramkath was a dwarven hold. Goblins and
rebuildingistobeundertaken,thePCsmustfirstmakethearea
trollsslewitsinhabitantshundredsofyearsago.
safenotjustforthemanyworkerstheymustemploybutalso
DC 20: Several sages are looking for information about
theymustsecuretheroutesbywhichmenandmaterialflow
theplace.ThesageTenhoIsotaloisofferinggoldformaps
tothefortress.
andotherinformationpertainingtotheplace.
Nearby barons and rulers of other petty fiefdoms
DC 25: Hadramkath was founded to exploit several
maytakeexceptiontothePCsgrabforpowerorsimply
richveinsofcoldironandadamantine.
seethemasanascentthreatbestnippedinthebud.
Over all this hangs the spectreof money. ThePCs CHASM OF EBON DEPTHS
cannotrebuildtheirnewhomeiftheydonothavethe
This waterfilled fissure (area U6) presents
fundstodosoandthustheymustadventuretogain
opportunitiesforfurtheradventuresbeyondthescopeof
the necessary wherewithal or come up with other,
this adventure. However, the PCs likely require magic to
inventiveschemestomeetthehighcostsofrebuilding
makeanyappreciableprogress.IftheGMdecidestostockthe
andcompletingIronwolfKeep.
chasm and the caverns radiating out from it he should first
Oncethekeepisfirmlyundertheircommand,they
decide exactly what is causing the corruption seeping upwards
haveabasefromwhichtheycanextendtheircontrol
frombelow(seeNecroticCorruption[page66]).
over the surrounding woodlands. (A cruel GM
Alternatively, if the PCs lack such magic and the
couldthenhavearelativeofValentinIronwolf
GM desires to expand upon these notes, a minor
appear and demand the PCs return the
earthquake or rock fall could open up a new
castle to its rightful owner, creating
passagewaythatslowlydrainsthechasm.
interesting roleplaying
opportunities.)

16
WATCHTOWER OF THE B ANDIT Q UEEN

17
WATCHTOWER OF THE BANDIT QUEEN
A small bandit gang claims the watchtower. Led by Firean (CE Wooden Floor Boards: The towers first and second floors
femalehalfelfcleric2/fighter1[page23])andCullen(CNmale have wooden floorboards that creak when walked upon. The
human rogue 2 [page 22] the bandits have had little success floorboardsimposea2penaltytoStealthchecksmadetomove
recentlyintheirskirmisheswiththeBloodMoonGoblinslairing quietlyacrosssuchareas.
in the chambers below the donjon. The goblins keep travellers
away from the keeps immediate environs and the bandits lack TOWER DEFENCES
the numbers to decisively defeat the goblins. Firean dreams of HavingfoughtseveralskirmisheswiththeBloodMoonGoblins,
defeating the goblins and claiming the whole fortress for her the bandits have prepared defensive plans to fight off any
own.Sheplanstousethefortressasabasefromwhichtoexert intruders.Unlessinuse,externaldoorsarebarreddayandnight
herdominionoverthenearbyvillages. andthebanditsreactquicklytodefeatanyincursion.
Most of the bandits within the tower are typically black Ifenemiesarewithout,twobanditsmovetothetowerroof
heartedbutnondescriptvillains,butafewareworthyofnote: and hurl stones down upon their enemies. Theothers hold the
guard room (Area W1) as long as possible before retreating
Bareli (W4): This halforc woman is an army deserter, a
upwards.TheytenaciouslydefendAreaW3,hurlingstonesdown
terriblecookandameandrunk.Fireanseesherasathreatto
uponanydaringthestairs.IfintrudersforcetheirwayintoArea
herholdoverthebanditsandforcesthehalforctoworkinthe
W3,thebanditseitherfleeontothebattlementsviaAreaW5or
kitchen.
retreattothetowerroof.IfbothCullenandFireanhavefallenor
Cullen (W6): Devoted to his dog, Fang, Cullen is a coward at
fled,survivingbanditssurrender.
heartandfleesifthebanditscauseseemslost.
Firean (W7): With delusions of grandeur and the dream of RANDOM ENCOUNTERS
making the Shadowed Keep the foundation of a kingdom
The PCs have a 1 in 10 chance of encountering some of the
forgedinwarandblood,Fireanisthemostdangerousofthe
towers denizens for every 10 minutes they remain in the
towersinhabitants.
watchtower. Each encounter can occur only once. If the
TOWER FEATURES creatures are defeated, remove them from the relevant
encounterarea.
The tower has the following general features. See individual
DeterminewhatthePCsencounter,usingthetablebelow:
encounterarealistingsforuniqueareafeatures.
Ceilings:Theceilingsinthetowerare12ft.high. D20 EL ENCOUNTER ENCOUNTER
External Walls: Although of solid construction, the towers 15 1/3 AwarriorbanditdescendstoW2 W5
outer walls (DC 20 Climb check) have begun to deteriorate. todrawwater.
Mortarbetweenthegreatstoneblockshasbeguntoflakeaway. 69 1/2 A veteran warriorbandit W5
Arrow Slits: Chambers without windows have arrow slits. wanders the tower looking for
Arrows slits provide improved cover (+8 AC, +4 Reflex saves, someonetogamblewith.
1013 1 Bareli carries a tray of food and W4
improved evasion) and enable dim light (20% miss chance) to
drinktotheprisonersinW2.
filterintotheroom.
1416 1 Fang (wolfhound) wanders the W6
Spiral Staircase: A steep fivefoot wide spiral staircase towerlookingforsnacks.
provides access to the upper levels of the tower. Characters 1718 3 Cullen decides to take Fang (his W6
cannot run or charge on the stairs. Characters fighting on the wolfhound) for a hunt in the
stairsgettheadvantageofhigherground(+1onmeleeattacks) surroundingwoodlands
against foes below them. Additionally the staircase provides 1920 2 Firean Maiethil makes an W7
cover (+4 AC, +2 Reflex saves) against attacks originating from surpriseinspectionofhertroops.
lowerdownthestairs.
Wooden Doors: A standard, unlocked wooden door
(hardness 5, hp 10, DC 13 Break DC) wards most rooms. Doors
openinwards.

18

19
W1: BANDIT WATCHERS (EL 1; XP 400)
WhenthePCsreachthisarea,read: intruder through the door. If this drops the attacker, they fight
on. If not, they drop their crossbows and retreat up the stairs
A well fitting ironbound door provides access to the tower. In whilefightingdefensively.
places the doors sturdy wood is pitted and splintered and the
bottom portion bares scorch marks. It is otherwise in good AREA FEATURES
conditionandappearsfirmlyshut.
Thischamberhasseveralnoteworthyfeatures:
Characters making a DC 6 Perception check at the door hear a Illumination: A single arrow slit allows dim light (20% miss
murmured conversation from within. A DC 5 Perception check chance)intothechamber.
revealsthepresenceofMediumandSmallsizedtracksaround Iron Bound Door: A sturdy, barred (but not locked) iron
thedoor.AsubsequentDC13Survivalrevealsthetracksmainly bound door (hardness 5, hp 20, DC 23 Break or DC 25 when
leadoutofthekeepsgate.Afewoldtracksheadtothedonjon. barred)providesaccesstothisareafromtheoutside.
Table and Bench: A flagon of vinegary wine and four cups
GETTING IN: GUILE & CUNNING sits atop the table. The bandits sit about a table engaged in
desultorygamblingandconversation.
ThePCscanuseguileandcunningtogetintothetower:
Charactersleapingatopthetable(DC12Acrobatics)gainthe
Bluff: The PCs bluff their way into the tower, by convincing
benefitsofhigherground(+1onmeleeattacks).Flippedoverthe
thebanditsthattheywanttojointheband.HavethePCsmake
tableprovidescover(+4AC,+2Reflexsaves).
a Bluff check opposed by the bandits Sense Motive check
SpiralStaircase:Aspiralstaircaseleadstotheupperfloors.
(overall+5modifierfortheunlikelylie).
CellarDoor:Awoodendoor(hardness5,hp10,DC13Break)
Diplomacy: The bandits start as unfriendly folk asked to
protectedbyasimplelock(DC20DisableDevice)controlsaccess
renderdangerousaid(DC24Diplomacychecksucceeds,andthe
tothecellar.Thedooropensinward.Abunchofkeyscomprising
PCscanaidanother).
thedoorkeyandkeysforthecelldoorandmanaclesinAreaW2
Outcome: If the PCs are successful, the bandits unbar the
hangsfromahookbythedoor.
doorandletthemin.Iftheyfail,thebanditsrefusetoopenthe
doorandonegoesupstairstoalerthiscompanions.
SCALING THE ENCOUNTER
GETTING IN: VIOLENCE & CUNNING Tomodifythisencounter,applythefollowingchanges:
EL1/2(XP200):Removeoneveteranwarriorbandit.
ThePCscanclimbthetowerswallsorbatterdownthedoor.
EL2(XP600):Addoneveteranwarriorbandit.
Break the Door Down: Characters breaking down the door
(DC25Break)automaticallyalertthebanditswithin.
Climb: Climbing the towers walls requires a DC 20 Climb VETERANWARRIORBANDIT(2) CR1/2(XP200)
check.AsuccessfulclimbercanreachAreasW6,W7,W8orthe Cladindirtystuddedleatherarmourthisdishevelledhumanhas
battlementsoutsideAreaW5. adistinctlyunsavourylookabouthim.
Malehumanwarrior2
TACTICS NEMediumhumanoid(human)
Init+2;SensesPerception+3,SenseMotive+0
Weary from occasional goblin attacks, the bandits nevertheless
Speed30ft.;ACP2;Climb+2,Stealth+2
quicklymovetodefendthetower.Ifintruderstrytobreakinto
AC16,touch12,flatfooted14;CMD14
the tower, one dashes upstairs to alert his fellows while the (+3 armour [studded leather], +2 Dex, +1 shield [light
other flips over the table and loads his crossbow. Two rounds wooden])
later, his fellow returns and they ready to shoot at the first Fort+4,Ref+2,Will+0
hp18(2HD)
Space5ft.;BaseAtk+2;CMB+2
ADHEARN & CONN Meleeflail+2(1d8)
Rangedlightcrossbow(range80ft.)+4(1d8/1920)
Adhearn:Adhearnisacantankerousdrunk.Lazy,heisonguard
CombatGearbolts(10)
duty as punishment for falling asleep at his post several days
AbilitiesStr11,Dex14,Con13,Int9,Wis10,Cha8
ago.Heisshorttemperedandtired. FeatsSkillFocus(Perception)B,Toughness
Conn: A veteran bandit, Conn has known no other life. He SkillsasaboveplusIntimidate+3
dislikesAdhearn.Heisaromanticwhodreamsoffindingwealth LanguagesCommon
andfameaswellaslovethroughhisbanditry. Gearasaboveplus2d8sp

20
W2: DUNGEON OF THE BANDIT QUEEN
Thisroomservedasajailandwellroomandthebanditsuseit YAR
for the same purposes. Here they incarcerate prisoners until
Background:Capturedbythebanditsseveralweeksago,Yarhas
theyreceivetheirransom.WhenthePCsreachthisarea,read:
enduredseveralbeatingsandstarvation.
A small, dank chamber divided by a wall of iron bars stands at Personality: Miserable and terrified, Yar is no longer a
the bottom of the stairs. Within the cell, a dwarf and a small rapaciouswarrioroftheBloodMoon.Hehasnodesiretorejoin
humanoidwithawide,ungainlyheadsitmanacledtothewall.A thetribe,preferringtofleetheruinsifgiventhechance.
well, surrounded by a low wall, pierces the chambers floor. Mannerisms: Yar only speaks Goblin. He has developed a
Nearby,lieseveralbucketsattachedtodamplengthsofrope. hackingcoughduringhisincarceration.
Hooks&Reward:Yarjustwantstosurvive.Inreturnforhis
WhenthePCsenterthechamber,Reithicimmediatelycallsout, freedom, he shows the PCs the stairs in the donjon leading to
asking to be released. Yar says nothing, sullenly observing thecellarsbelowthekeep.Healsowarnsthemoftheexploding
intruders. The two are unhappy cell mates and spend much of doortrap.
theirtimeinsultingandthreateningeachother.Theydontshare
acommonlanguage,butthishasnotstoppedtheirinvectives. AREA FEATURES
Thischamberhasseveralnoteworthyfeatures:
REITHIC YURGIRN Illumination:Darknessfillsthischamber.
Background: A skilled warrior, Reithic is trying to carve out a Well: A crumbling 2 ft. high wall (DC 10 Knowledge
careerasapurveyoroffinedwarvenweaponsandarmour.The [engineering] check reveals the danger) encircles the well. If a
banditscapturedhimduringhisfirsttrademission. charactersitsorleansonthewallitcollapsesandthecharacter
Personality: Gruff and quick to anger, Reithic craves falls into the well (DC 10 Reflex negates; 1d6 lethal and 1d6
vengeance.HeloudlyassertshisdesiretokillYar. nonlethaldamage).The wells roughhewn walls (DC 15 Climb
Mannerisms:Reithicroarschallengesinbattle. check) descend 20 ft. to a stream that flows to the southwest
Hooks&Reward:ReithicaidsthePCstodefeatthebandits (eventuallyintersectingAreaM2.)Thebandits(andgoblins)are
and2d4weeksaftertheyfreehimheseeksthemoutandgifts unawareofthisconnection.
themtwomasterworkdaggersofdwarfcraft. IronBars:Ironbars(hardness10,hp60,DC25Break)forma
cell.Asimplepadlock(DC20DisableDevice)protectsthedoor.
Manacles:Manacles(hardness10,hp10,DC26BreakorDC
REITHICYURGIRN CR1/2(XP200) 30EscapeArtist)affixedtothewallsecurebothprisoners.
Wide and heavily muscled this dwarf has a thick black beard,

black,glitteringeyesandthick,bushyeyebrows.
Maledwarffighter1
LNMediumhumanoid
Init +1; Sensesdarkvision 60 ft.; Perception +2 (+4 vs. unusual
stonework;stonecunning),SenseMotive+2 YAR CR1/3(XP135)
Speed20ft.;ACP0;Acrobatics+1(3jumping),Climb+6 Clad in ragged, bloodstained clothes this small, scrawny
AC 11, touch 11, flatfooted 10; CMD 14 (+18 vs. bull rush or humanoidhasawide,ungainly head.Coveredinsoresand
trip);+4vs.gianttypecreatures manypartiallyhealedcutsandscrapesitisasorrysight.
(+1Dex) Goblinwarrior1
Fort+5(+7vs.poison),Ref+1,Will+2;+2vs.spellsandspell NESmallhumanoid(goblinoid)
likeabilities Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
hp8(17)(1HD) Speed30ft.;ACP0;Climb+4,Ride+7,Stealth+11
Space5ft.;BaseAtk+1;CMB+3 AC14,touch14,flatfooted10;CMD13
Meleeunarmedstrike+3(1d3+2) (+3Dex,+1size)
AtkOptions+1attackvs.orcandgoblintypefoes Fort+2,Ref+3,Will+0
AbilitiesStr15,Dex13,Con16,Int10,Wis14,Cha6 hp2(6)(1HD)
SQweaponfamiliarity(dwarven) Space5ft.;BaseAtk+1;CMB+0
FeatsToughness,WeaponFocus(dwarvenwaraxe) Meleeunarmedstrike+5(1d2)
SkillsasaboveplusAppraise+0(+2tovaluenonmagicalmetal AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6
andgemstones),Knowledge(engineering)+4 FeatsWeaponFinesse
LanguagesCommon,Dwarven LanguagesGoblin
Gearraggedclothing Gearraggedclothes

21
W3: HALLWAY
WhenthePCsreachthisarea,read: AREA FEATURES
A barrel full of stones stands at the head of the stairs. Several Thisareahasseveralnoteworthyfeatures:
doorsleadawayfromthishallway.Thespiralstaircasecontinues Illumination:Dimlight(20%misschance)duringthedayand
upwards. darkness(50%misschance)atnightfillsthestaircase.
Barrel of Rubble: A barrel full of small rocks and stones
If the bandits in Area W1 have alerted their comrades, the stands by the spiral staircase. The bandits push these rocks
warriors from Area W5 make their stand here, hurling rubble downthestairsatintruders.APCstruckbyafallingrocksuffers
andstonesatintrudersdaringthestairs. 1d6damage(DC15Reflexsavenegates).

W4: KITCHEN (EL 1; XP 400)


Thebanditsusethischamberasakitchen.WhenthePCsreach Barrels:Twobarrels(onehalffull)containthinwaterywine
thisarea,read: (eachworth10gpfull).Athirdbarrelcontains20pintsoflamp
oil.
The smell of rotting food and simmering stew greet you. This
room is obviously a kitchen. A fat halforc woman clad in food SCALING THE ENCOUNTER
splatteredscalemailstandsbehindasteamingironcauldron.
Tomodifythisencounter,applythefollowingchanges:
An army deserter, Bareli, now serves as the bandits cook. A EL1/2(XP200):Bareliishorriblyhungover.Applytheyoung
skilled soldier, Cullen and Firean see her as a threat to their creaturetemplate(+2onallDexbasedrolls,2onallotherrolls;
leadershipandthustheykeepherhere. hp14)tosimulatehercondition.
EL 2 (XP 600): Apply the advanced creature template to
TACTICS Bareli (+2 on all rolls [including damage], AC 19, touch 14, flat
footed19.CMD18;hp26).
Bareli kicks over the cauldron of stew while her enemies are
bunchedinthedoorwayandfollowsthisupwithathunderstone
before entering melee. She uses her handaxe, striking prone
BARELI CR1(XP400)
foes in preference to others. During battle, she calls to nearby This fat halforc woman wears foodsplattered scale mail and
banditsforaidandshoutsinsultsatherattackers. clutchesahandaxe.
Femalehalforcwarrior2/expert(soldier)1
AREA FEATURES NEMediumhumanoid(human,orc)
Thischamberhasseveralnoteworthyfeatures: Init+0;Sensesdarkvision60ft.;Perception+4,SenseMotive+0
Illumination:Brightlightduringtheday. Speed 20 ft.; base speed 30 ft.; ACP 3; Acrobatics 3 (7
jumping),Climb+3,Ride+1
Door:Thedoorisshut,butnotlocked.
AC15,touch10,flatfooted15;CMD14
Smoke:Ahazeofsmokehangsintheair.
(+5armourmwkscalemail])
Cauldron: A large cast iron cauldron (containing simmering Fort+4,Ref+0,Will+4
stew) hangs over a small fire. A character can kick over the hp20(3HD);orcferocity
cauldronwithaDC5Strengthcheck.Thestewwithincreatesa Orc Ferocity (Ex) Once per day when below 0 hp, Bareli, can
15ft.coneofslipperyfloor.Characterswithintheconesuffer1 fightonforonemoreroundasifdisabled.Attheendofthis
firedamagefromthescaldingstew.Thosemovingatfullspeed turn,unlessbroughtabove0hp,shefallsunconscious.
throughtheareamustmakeaDC10Acrobaticscheckorstopin Space5ft.;BaseAtk+2;CMB+4
Meleemwkhandaxe+5(1d6+2/x3)
thefirstsquarecontainingstewitenters.Acharacterfailingthe
Rangeddagger(range10ft.)+2(1d4+2/1920)
checkby5ormorefallsprone. CombatGearantitoxin,thunderstone(2)
Boxes and Sacks: The boxes and sacks contain basic AbilitiesStr14,Dex11,Con13,Int8,Wis10,Cha9
foodstuffsflour,hardtackbiscuits,saltedmeatsandsoon. FeatsIronWill,Toughness
Skills as above plus Intimidate +6, Profession (cook) +4,
Profession(soldier)+5
LanguagesCommon,Orc
Gearasaboveplus beltpouch,120gp

22
W5: BANDIT BARRACKS (EL 2; XP 600)
Once a barracks for the towers garrison, the rank and file AREA FEATURES
banditsdwellhere.WhenthePCsreachthisarea,read:
Thischamberhasseveralnoteworthyfeatures:
Obviously a barracks, this plain, unassuming chamber houses Illumination: A lantern hanging from a hook in the ceiling
eight twotier bunks. A halfdozen men stand by the bunks providesillumination.
readyingthemselvesforbattle. IronBound Door: A sturdy, barred (but not locked) iron
bound door (hardness 5, hp 20, DC 23 Break or DC 25 when
UnlessthePCshavemadealotofnoisedefeatingtheguardsin barred)providesaccesstothebattlements.
AreasW1orW4,violencedoesnothavetoimmediatelyensue. BunkBeds:Eighttwotierbunkbedsstandagainstthewalls.
PCsmakingaBlufforDiplomacycheckcanwardoffbattle: Someareobviouslyunused.
Bluff (5 penalty; DC opposed by Sense Motive): A Two small unlocked chests sit under each bunk bed. These
successful check averts bloodshed, but the banditssendoneof containthebanditspersonalpossessions,suchasspareclothes
theirnumbertofetchCullenandFirean. and mundane equipment (flint and steel, spare pouches and
Diplomacy (DC 14): The bandits are unfriendly and otheroddsandends),butacarefulsearchmayuncoverseveral
suspicious,butassumethePCsaremeanttobehere.IfthePCs itemsofnote:
render the bandits friendly (DC 9) or helpful (DC 1) they win
theirtrustandcanlearnthebandscomposition,briefdetailsof Chest 1: DC 15 Perception (hidden in an empty wineskin); a
CullenandFireanandsoon. smallblackgem(anonyxworth50gp;DC20Appraise).
Chest3:DC5Perception(carefullyfoldedatthebottomorthe
TACTICS chest);adarkbluefurlinedcloak(30gp;DC20Appraise).
Chest 4: DC 10 Perception; a silver belt buckle (10 gp; DC 20
Bandits fighting in this chamber are cornered and fight
Appraise).
desperately.Ifachancetoescapepresentsitself,theytakeit
Chest 8: DC 10 Perception; a selection of ladies silk under
rushingoutoftheroomanddownthespiralstaircase.
things(10gp;DC20Appraise).
In the chamber, the bandits use bunk beds as cover and
unleash a barrage of crossbow bolts at anyone entering the
SCALING THE ENCOUNTER
chamber.Iftimepermits,theydragabunkbedacrossthedoor.
Banditsmayalsopushoverbunkbeds(+4ontripattacks;target Tomodifythisencounter,applythefollowingchanges:
knocked prone) onto enemies. Prone enemies are dealt with EL1(XP600):Removeoneveteranwarriorbandit.
swiftly. EL3(XP1,200):Addoneveteranwarriorbandit.

WARRIORBANDIT(3) CR1/3(XP135) VETERANWARRIORBANDIT(1) CR1/2(XP200)


Cladindirtystuddedleatherarmourthisdishevelledhumanhas Cladindirtystuddedleatherarmourthisdishevelledhumanhas
adistinctlyunsavourylookabouthim. adistinctlyunsavourylookabouthim.
Malehumanwarrior1 Malehumanwarrior2
NEMediumhumanoid(human) NEMediumhumanoid(human)
Init+2;SensesPerception+3,SenseMotive+0 Init+2;SensesPerception+3,SenseMotive+0
Speed30ft.;ACP2;Climb+2,Stealth+1 Speed30ft.;ACP2;Climb+2,Stealth+2
AC16,touch12,flatfooted14;CMD13 AC16,touch12,flatfooted14;CMD14
(+2 Dex, +3 armour [studded leather], +1 shield [light (+2 Dex, +3 armour [studded leather], +1 shield [light
wooden]) wooden])
Fort+3,Ref+2,Will+0 Fort+4,Ref+2,Will+0
hp10(1HD) hp18(2HD)
Space5ft.;BaseAtk+1;CMB+1 Space5ft.;BaseAtk+2;CMB+2
Meleemorningstar+1(1d8) Meleeflail+2(1d8)
Rangedlightcrossbow(range80ft.)+3(1d8/1920) Rangedlightcrossbow(range80ft.)+4(1d8/1920)
CombatGearbolts(10) CombatGearbolts(10)
AbilitiesStr11,Dex14,Con13,Int9,Wis10,Cha8 AbilitiesStr11,Dex14,Con13,Int9,Wis10,Cha8
FeatsSkillFocus(Perception)B,Toughness FeatsSkillFocus(Perception)B,Toughness
Skillsasabove SkillsasaboveplusIntimidate+3
LanguagesCommon LanguagesCommon
Gearasaboveplus1d8sp Gearasaboveplus2d8sp

23
W6: CULLENS CHAMBER (EL 3; XP 800)
Fireans lieutenant, Cullen, dwells here with his beloved AREA FEATURES
wolfhound,Fang.WhenthePCsreachthisarea,read: Thischamberhasseveralnoteworthyfeatures:
Illumination: Windows allow light into the chamber during
The musty smell of wet dog fills this small bedchamber. A bed
theday.Atnight,alanternprovidesillumination.
standsagainstonewall;atitsfootliesapileofwetandmuddy
Door:Thedoorisshut,butnotlocked.
cloaks.Acheststandsagainsttheoppositewall.
ShutteredWindows:Stoutwoodenshutters(hardness5,hp
CullenishereifthePCshaveaffectedarelativelyquietapproach 10;DC15Break)protectthesewindows.Duringthedaytheyare
tothisfloor.Otherwise,hehaslikelyfled(seeTactics). thrownopen,butatnighttheyarefirmshut.
Bed:Thislargebediscomfortablyappointed.
CULLEN Chest (Locked; DC 20 Disable Device): This chest contains
Cullensspareclothesandothermundaneequipmentaswellas
Background:Unlovedbyhisfamily,Cullenlefthomewhilestilla
asmallsackcontaining127cp,39spand3gp.
child. Falling into the clutches of a smuggler gang, Cullen was
abused and exploited. An argument over loot left many of his
SCALING THE ENCOUNTER
fellows dead; with no ties (and none of the treasure), he
departedandsoonafterfellinwithFirean. Tomodifythisencounter,applythefollowingchanges:
Personality: Unpredictable, violent and prone to brooding, EL 2 (XP 400): Apply the young template to Fang (+2 on all
Cullenhasfewfriends.HerespectsFirean,butdoesnotlikeher, Dexbasedrolls,2onallotherrolls;hp9).
and thus does not have much loyalty to his fellows. He loves EL 4 (XP 1,200): Apply the advanced creature template (+2
Fang. He is an inveterate hoarder and has squirreled away a on all rolls [including damage]) to Fang (AC 17, touch 16, flat
smallcacheofsilverandgold.Hedoesnotwillinglyabandonit. footed15;CMD19[23vs.trip];hp17)andCullen(AC19,touch
Mannerisms:CullentalkstoFang,asaparenttoachild. 16,flatfooted17;CMD18;hp20).

TACTICS
Cullen investigates sounds of battle and if all seems lost, he
retreats to his chamber, barricades the door (DC 18 Break
opens)andgathershistreasuresbeforetyingaropetohisbed. CULLEN CR1(XP400)
HelowershisbelovedFangtothegroundandthenfleesnever Greasyblackhairframesthefaceofahumanmaledominated
toreturn.Inbattle,CullenflanksopponentswithFang.Ifthings byhighcheekbonesandacne.
go badly, he drinks his potion of invisibility and slips away. Malehumanrogue2
CNMediumhumanoid(human)
Init+2;SensesPerception+8(+9vs.traps),SenseMotive+3
Speed 35 ft.; ACP 0; Acrobatics +7, Climb +6, Escape Artist +7,
FANG(WOLFHOUND) CR1(XP400) Stealth+7(faststealth)
This large dog has a shaggy black and gray coat and a large AC15,touch12,flatfooted13;CMD14
headsportingpowerfuljaws. (+3armour[mwkstuddedleather],+2Dex)
NMediumanimal Fort+2,Ref+5(evasion),Will+1
Init +2; Senses lowlight vision, scent; Perception +8, Sense hp16(2HD)
Motive+1 Space5ft.;BaseAtk+1;CMB+2
Speed40ft.;ACP0;Acrobatics+6(+14jumping) Meleeshortsword+2(1d6+1/1920)
AC13,touch12,flatfooted11;CMD15(19vs.trip) Rangedmwkshortbow(range60ft.)+4(1d6/x3)
(+2Dex,+1natural) AtkOptionssneakattack+1d6
Fort+5,Ref+5,Will+1 Combat Gear arrows (16), potion of invisibility, potion of cure
hp13(2HD) lightwounds
Space5ft.;BaseAtk+1;CMB+3 AbilitiesStr12,Dex15,Con14,Int12,Wis10,Cha8
Meleebite+3(1d6+3plustrip) SQroguetalent(faststealth),trapfinding(+1)
Trip(Ex[free])IfFanghitswithhisbitehecanattempttotrip FeatsAlertnessB,Fleet
hisopponentwithoutprovokinganattackofopportunity.If Skills as above plus Appraise +6, Bluff +4, Disable Device +10,
theattemptfails,heisnottrippedinreturn. Knowledge(local)+6,SleightofHand+8
AbilitiesStr15,Dex15,Con15,Int2,Wis12,Cha6 LanguagesCommon,Goblin
FeatsSkillFocus(Perception) Gear as above plus backpack, 50 ft. rope, oil (2), masterwork
SkillsasaboveplusSurvival+1(+5trackingbyscent) thievestools,key

24
W7: FIREAN MAIETHIL (EL 2; XP 600)
ThisisFireanschamber.WhenthePCsreachthisarea,read: rightandtheweakareworthyofnothingbutscorn.
Mannerisms: Firean cannot decide whether she wants her
Thischamberisverylivedin.Afewpapersliescatteredonadesk followers to love or fear her; consequently she explains her
againstonewall,whileanunmadebedstandsagainstanother. decisionsingreatdepthbeforethreateningviolenceagainstany
Clothesarescatteredonthefloorandacrossabearskinrug. notsharingherperspective(orobeyinghercommands).
Firean is unlikely to be encountered here as she conducts the
TACTICS
towersdefencevigorouslyonthelowerlevels.
IfthePCsdefeatthebanditsbelow,Fireanretreatstothetower
FIREAN MAIETHIL roof with any survivors to make a last stand. Once there, she
casts enlarge person and shield of faith and uses her longspear
Background: A product of war, suffering and rape, Firean has
to keep her opponents in the spiral staircase, She switches to
wanderedformanyyears,unabletofindaplaceintheworld.
heavyflailwhenenemiesreachtheroof.
Personality: Dedicated to the god of strength, chaos and
war, Firean dreams of establishing her own dominion from
AREA FEATURES
which she can war on her neighbours. The Shadowed Keep
represents her chance to realise that dream. For her, might is Thischamberhasseveralnoteworthyfeatures:
Illumination: Windows allow light into the chamber during
theday.Atnight,alanternprovidesillumination.
FIREANMAIETHIL CR2(XP600) ShutteredWindows:Stoutwoodenshutters(hardness5,hp
Muscularandattractive,thishalfelfwomanwearsformfitting
10;DC15Break)protectthesewindows.Duringthedaytheyare
halfplate and wields a large flail. Her dark brown eyes
thrownopen,butatnighttheyarefirmlyshut.
regardyouwithamixtureofmalevolenceandboredom.
Bed:Thislargebediscomfortablyappointed.
Femalehalfelffighter1/cleric2
CEMediumhumanoid(elf,human) Table and Chair: A few sheets of scattered paper and an
Init+4;Senseslowlightvision;Perception+7,SenseMotive+2 inkpotandquillstanduponthetable.Characterscanleapatop
Speed 20 ft.; base speed 30 ft.; ACP 6; Acrobatics 6 (10 the table (DC 12 Acrobatics) to gain the benefits of higher
jumping),Ride2,Swim+0 ground(+1onmeleeattacks).
AC18,touch10,flatfooted18;CMD14 BearskinRug:Thiswornbearskinrugsmellsofmusty.ADC
(+8armour[mwkhalfplate]) 20Perceptioncheckfindsasmallgoldring(worth50gp;DC20
Immunesleep
Appraise)hiddendeepinthebearsmouth.Therugisworthless.
Fort+6,Ref+0,Will+7;+2vs.enchantments
hp25(3HD) Chest1(Locked;DC20DisableDevice):Thischestcontains
Space5ft.;BaseAtk+2;CMB+4 Fireans spare clothes and mundane equipment and a scrap of
Meleemwkheavyflail+6(1d10+2/1920)or parchment(page24;alsoseeFurtherAdventures[page14]).
Meleemwklongspear(reach10ft.)+5(1d8+3/x3) Chest2(Locked;DC20DisableDevice):Thechestcontains
MeleeTouchtouchofchaos+4(1round;whensubjectrollsa 430cp,126spand16gpaswellasasetofsilvercutlery(worth
d20,itmustrolltwiceandusetheworstresult) 50gp;DC20Appraisecheck).
Special Actions channel negative energy (4/day, 1d6, DC 12),
strengthsurge(5/day,+1),touchofchaos(5/day) SCALING THE ENCOUNTER
Cleric Spells Prepared (CL 2nd; concentration +4 [+8 casting
defensively or grappling]; spontaneous casting [inflict Tomodifythisencounter,applythefollowingchanges:
spells],Chaos,Strength) EL1(XP400):Fireanishorriblyhungover.Applytheyoung
D
1stbless,curelightwounds,enlargeperson ,shieldoffaith creaturetemplate(+2onallDexbasedrolls,2onallotherrolls;
0detectmagic,light,resistance,stabilize hp19)tosimulatehercondition.
CombatGearscrollofcurelightwounds(3),scrollofprotection
EL 3 (XP 800): Apply the advanced creature template to
fromgood
Firean(+2onallrolls[includingdamage]andspecialabilityDCs;
AbilitiesStr15,Dex10,Con12,Int10,Wis14,Cha13
SQevilaura(moderate),multitalented(cleric,fighter) AC22,touch14,flatfooted22;CMD18;hp31).
Feats Combat Casting, Improved Initiative, Skill Focus
B
(Perception) ,WeaponFocus(heavyflail)
SkillsasaboveplusHeal+6,Knowledge(history)+4,Knowledge
(religion)+5
RELIGION
LanguagesCommon,Elven Fireans religion has been left deliberately vague, so that the
Gearasabovekeys,holysymbol GMcanutiliseadeityofhishomecampaign.

25
W8: TOWER ROOF
Thetowersroofprovidesamarvellousviewofthesurrounding higher ground (+1 on melee attacks) against foes below them.
area.WhenthePCsreachthisarea,read: Additionallythestaircaseprovidescover(+4AC,+2Reflexsaves)
againstattacksoriginatingfromlowerdownthestairs.
The towers battlemented roof is empty, save for a battered, Flagpole:Thisflagpoleis15ft.high.Characterscanstandin
oakenflagpole. thesamesquareastheflagpoleanditprovidespartialcover(+2
AC,+1Reflexsaves).
Onlywhentheyexpecttrouble,dothebanditsgarrisonthisarea.
Falling: The tower is 40 ft. high. Characters falling from its
AREA FEATURES roofsuffer4d6damage.
Rubble: The bandits have stored rubble here to hurl down
Theroofhasseveralnoteworthyfeatures:
uponattackersheads.Squarescontainingrubblecost2squares
Crenulations:Thetowersbattlementsprovidecover(+4AC,
ofmovementtoenter.Smallpiecesofrubbledeal1d6damage
+2 Reflex saves) against attacks originating from below. The
while larger pieces deal 2d6 damage, on a successful ranged
crenulations make bull rushing an opponent from the roof
touch attack (but attackers suffer a 4 penalty on attack rolls
difficult.Acharactersthatispushedfarenoughtofallfromthe
whenusingtheseimprovisedweapons).
roofcanmakeaDC10Reflexsavetoarresthismovementinthe

squarecontainingthewall.
Spiral Staircase: Characters cannot run or charge on the
stairs. Characters fighting on the stairs get the advantage of

HANDOUT 2: YARS DOOR


This map is
reproduced in Player
Handout 2.
Additionally,referto
Further Adventures
for more
information
regarding this
locale.

26
D ONJON OF R UIN

27
THE RUINED DONJON
Much fought over and looted, the Shadowed Keeps donjon DONJON DRESSING
stands empty and abandoned. Vermin now claim much of the
Use this table to generate minor points of interest, as desired.
placeastheirown,althoughnoonehasexploredtheupperlevel
Such features have little or no impact on play, but serve to
for years because of two giant spiders lairing in the citadels
underscorethecurrentstateofthedonjon.
greathall.
Thegoblinsfrombelowoccasionallypokeaboutsomeofthe D20 FEATURE
unoccupied chambers in search of lost treasures, but the tribe 15 Thebonesofasmallanimal(rat,rabbitandsoon)lie
haslearnttoavoidthemostdangerousoccupantsofthedonjon. crushedontheground.
610 A small pile of leaves or other windblown detritus
DONJON FEATURES coverthefloor.
1112 One or more old skeletons lie where they fell in
The donjon has the following general features. See individual
battle, surrounding by mouldering, worthless
encounterarealistingsforuniqueareafeatures.
equipment.
Ceilings:Theceilingsinthedonjonare12ft.high. 13 Anold,driedsprayofbloodsplattersononewall.
Illumination: Darkness shrouds much of the ruined donjon. 1415 Thickspiderwebsobscuretheceiling.
Fewwindowspiercethewallsofthegroundfloor. 16 A smear of charcoal on one wall shows where a
ExternalWalls:Althoughofsolidconstruction,thedonjons previousexplorerextinguishedatorch.
outer walls have begun to deteriorate. Mortar between the 17 Ashatteredarrowliesontheground.
great stone blocks has begun to flake away. A character can 18 Crudely drawn pictures depicting battle and
scalethewallswithaDC20Climbcheck. slaughter are daubed over one wall. They show
small,goblinlikecreatureskillinghumans.
Arrow Slits: Arrow slits enable dim light (20% miss chance)
19 ThewordDangerhasbeenscratchedontothewall
tofilterintoaroom.Arrowsslitsprovideimprovedcover(+8AC, withadaggerorsimilarobject.
+4Reflexsaves,improvedevasion). 20 Anemptypotionvialliesundersomeleaves.
Light Rubble: Pieces of rotten furniture and the trash of
previousexplorationslitterthefloor.Lightrubbleadds2tothe
RANDOM ENCOUNTERS
DCofAcrobaticschecks.
Dense Rubble: Debris substan al pieces of ro ng The PCs have a 1 in 10 chance of encountering some of its
furniture and so on covers the floor. It costs 2 squares of denizensforevery10minutestheyremainonthegroundfloor
movement to enter a square filled with dense rubble. Dense ofthedonjon.Norandomencountersoccuronthefirstflooror
rubbleadds5totheDCofAcrobaticschecksand2totheDCof inthelosttreasurevault.Eachencountercanoccuronlyonce.If
Stealthchecks. the creatures are defeated, remove them from the relevant
Spiral Staircase: A steep fivefoot wide spiral staircase encounterarea.
provides access to the upper levels of the donjon. Characters DeterminewhatthePCsencounter,usingthetablebelow:
cannot run or charge on the stairs. Characters fighting on the
D20 EL ENCOUNTER ENCOUNTER
stairsgettheadvantageofhigherground(+1onmeleeattacks)
15 1/3 DireRat(1) D2
against foes below them. Additionally the staircase provides
610 1 AdultVenomousSnake(1) D6
cover (+4 AC, +2 Reflex saves) against attacks originating from
1113 2 Warrior Bandit (3), Veteran W5
lowerdownthestairs. WarriorBandit(1)
Wooden Doors: A standard, unlocked wooden door 1415 1 BloodMoonWarrior(3) M7
(hardness5,hp10,DC13Break)oncewardedeachroom.Now 16 1 Wolf(1)
mosthavefallenorrottedaway.Thefewremainingdoorsopen 119 A sudden gust of wind sends
inwards. leaves and other pieces of
Wooden Floor Boards: The towers first floor has wooden detritusswirlingthroughtheair.
floorboards that creak when walked upon. The floorboards 20 1/4 BloodMoonYoung(1) M7
impose a 2 penalty to Stealth checks made to move quietly
acrosssuchareas. Removethecreaturesencounteredfromtherelevantencounter
area.

28
29
D1: GUARD CHAMBER
Astoutpairofdoubledoorsoncewardedthedonjon.Nowthey AREA FEATURES
standopen.WhenthePCsreachthisarea,read:
Theareahasseveralnoteworthyfeatures:
A set of steps leads up to a wide doorway. Stout ironbound Illumination:Dimlightfillstheguardchamber.
doorsoncewardedaccesstothedonjon.Nowonehangscrazily Flagstone Floor: The floor is of flagstones. It does not
offonehingewhiletheotherliesuponthesteps. impede movement. Windblown leaves cover much of the
chambersfloor.Leavesadd2totheDCofStealthchecks.
Beyond stand the remains of a guard chamber. When the PCs Graffiti: Bored guards scratched crude graffiti into the
enterthechamber,read: chamberswalls.Noneisofimmediateusetoexplorers,instead
describingthesexualproclivitiesofseveralfolk.
Beyond the ruined doors lies a disused, leafstrewn chamber.
Three doors lead from the chamber; one seems to access a
corridorleadingdeeperintothedonjon,whiledarknessshrouds
whatliesbeyondtheothers.

D2: SERGEANTS CHAMBER (EL 1; XP 400)


Sergeantsoftheguardonceoccupiedthisruinedchamber.Now, DC15:15cpand12sp.
asmallcolonyofdireratsdwellswithin.Theratshavesuffered DC 20: A soft, black velvet pouch. The pouch needs a good
terriblyatthehandsofthegiantsnakeinAreaD6andnowonly wash,butisworth10gp(DC20Appraisecheckvalues).
threeremain. DC 25: A single teardropshaped silver earring (worth 35 gp;
WhenthePCsreachthisarea,read: DC20Appraisecheckvalues).

This small chamber is mostly empty. Two sagging and rotting SCALING THE ENCOUNTER
beds stand against one wall. A pile of rotting wood and other
Tomodifythisencounter,applythefollowingchanges:
detritushasbeenpileduponandunderthebeds.
EL2(XP600):Applytheadvancedcreaturetemplatetothe
Theratsdonotattackunlesssomeonedisturbstheirhome. direrats(+2onallrolls[includingdamage];DC15filthfever;AC
18,touch18,flatfooted15;CMD16[20vs.trip];hp7).
TACTICS
The rats attack savagely, focusing their attacks on the intruder
disturbing their home. They fight to the death, to protect their
home,butdonotpursueintrudersfromtheroom.
DIRERATS(3) CR1/3(XP135)
AREA FEATURES This filthy oversized rat is covered in mangy gray fur and its
shiningblackeyesglittermenacingly.
Theareahasseveralnoteworthyfeatures:
NSmallanimal
Illumination:Dimlight. Init +3; Senses lowlight vision, scent; Perception +4, Sense
DilapidatedBeds:Twobedsstandagainstonewall.Bothare Motive+1
sagging and rotten; they collapse if any creature of Small or Speed40ft.,climb20ft.,swim20ft.;ACP0;Climb+11,Stealth
largersizestandsonthem. +11,Swim+11
Rat Warren: The rats have created an extensive warren in AC14,touch14,flatfooted11;CMD12(16vs.trip)
andundertheroomstwobeds.Thebodiesofthreedeadratslie (+3Dex,+1size)
Fort+3,Ref+5,Will+1
inthewarren.ADC13Healcheckrevealstheywerepoisoned.A
hp5(1HD)
DC 20 Perception check reveals two puncture marks on each
Space5ft.;BaseAtk+0;CMB1
body. Melee bite +1 (1d4 plus filth fever [DC 11 Fortitude {2 saves};
Treasure: The rats have unknowingly incorporated some frequency1/day;effect1d3Conand1d3Dexdamage])
treasuresintotheirnest.APCmakingaPerceptioncheckamong AbilitiesStr10,Dex17,Con13,Int2,Wis13,Cha4
thedetritusofthewarrenmaydiscoversomesmalltreasures: FeatsSkillFocus(Perception)
Skillsasabove

30
D3 (I IV): PERSONAL CHAMBERS
These chambers once housed important folk of the keep. Now Treasure:AcharactermakingaDC25Perceptioncheckfinds
nothing remains but wrack and ruin. When the PCs reach this a small trinket overlooked by previous looters. To determine
area,read: whatisfound,rollonceperchamberonthetablebelow:

This chamber probably once the personal chamber of an D20 LOCATION&TREASURE


important fellow now lies empty and abandoned. Dust along 15 Under a loose flagstone, the PC finds a small mouldy
withrottenandshatteredfurniturecoverthefloor. pouchcontaining57spand56gp.
610 Hidden in the folds of an old cloak, the PC finds a
Looters, bandits and Blood Moon Goblins have repeatedly forgottenvialofantitoxin.
searchedthesechambers;littlenowremains. 1115 Wrapped in a mouldering cloth, the PC finds a cold
irondagger;darkgreenopaquestonesdecorateitshilt
AREA FEATURES (malachites;totalworth60gp[DC20Appraise]).
1620 Underaslashedmattressriddledwithmildew,thePC
Theareahasseveralnoteworthyfeatures: finds a worn quiver holding four masterwork arrows
Illumination:Dimlightfiltersintothechamberfromahigh, fletchedwithpureblackfeathers.
narrowwindow.
Ruined Furniture: Ruined furniture rotted and hacked Eachtreasurecanbefoundonlyonce.
liesscatteredaboutthechamber.

D4: STAIR OF THE BLOOD MOON (EL 1; XP 400)


This staircase leads to the cellars below the donjon claimed by The remnants of the smashed door lie directly in front of the
theBloodMoonGoblins.WhenthePCsreachthisarea,read: stairs. Unless a character specifies he avoids the door, when
enteringthestairway,hesetsoffthegoblinscrudetrap.
Ahead the smashed remains of a door lie across the corridor.
Beyondastaircasedisappearsintosubterraneandarkness.Crude AREA FEATURES
redcircularsymbolsdecoratethewalloneithersideofthestair.
Theareahasseveralnoteworthyfeatures:
Illumination:Darkness.
BloodMoonSymbol:APCmakingaDC11Knowledge(local)
EXPLODINGDOORTRAP CR1(400XP)
checkknowsthesesymbolsarethatoftheBloodMoonGoblins.
As you step on the remains of the wooden door, you hear the
APCmakingaDC21Knowledge(local)checkknowsthatanogre
soundsofcrackingglassbelow.Momentslater,anexplosion
offlameengulfyou. warriorleadsthetribe.Appropriately,thesymbolsaredaubedin
SearchDC20;Typemagicmechanical driedblood.
Disarm DC 20 Disable Device (2d4 rounds); activates on DC 15 SmashedDoor:Theremainsofthesmasheddoorformpart
orless ofacrudetrap.Ifthecharactersmoveorsteponthedoor,they
Triggerlocation;Resetmanual setofftheexplodingdoortrap.
EffectThistraptakesaffectovertworounds: Staircase: This staircase is ofttravelled by Blood Moon
Round 1: The goblins have set two vials of alchemists fire Goblins.Itleads20ft.downtothecellarsbelow.
beneath the door. Any character standing on the door,
A DC 15 Perception check reveals the presence of many
breaks the vials and takes 2d6 fire damage (DC 20 Reflex
tracks and a DC 20 Survival check confirms that many Small
halves,butthedoorprovidescover[+2Reflexsaves]tothe
character on it) from the resultant fiery explosion. Those tracksintermixedwithafewMediumsizedtrackstravelup
within5ft.ofthedoorsuffer2firedamage. anddownthestairs.
Round 2 (Catching on Fire): In the round after the explosion, Characters cannot run or charge on the stairs. Characters
the character on the door catches on fire (taking 1d6 fire fightingonthestairsgettheadvantageofhigherground(+1on
damage)unlesshespendsafullroundactionandmakesa meleeattacks)againstfoesbelowthem.
DC15Reflexsavetoputhimselfout.Rollingontheground
Treasure:IfthePCsdeactivatethetrap,theygaintwovials
providesa+2bonustothissave.Createwatercastoverthe
burning character provides a +4 bonus. This bonus stacks ofalchemistsfire(eachworth20gp).
withothercastingsofcreatewater.Failuremeanshetakes
another 1d6 fire damage next round and must make
subsequentcheckseachroundtoextinguishtheflames.

31
D5: ABANDONED ARMOURY
Thegarrisonusedthisplaceasanarmoury.WhenthePCsreach AREA FEATURES
thisarea,read:
Theareahasseveralnoteworthyfeatures:
Dusty,cobwebshroudedweaponrackslinethischamberswalls. Illumination:Darkness.
Weapon Racks: Cobwebs shroud the weapon racks. Many
This chamber has been repeatedly looted. A small colony of spiders dwell within and PCs making a DC 10 Perception check
spidersdwellsinthischamber.Althoughtheyarenotnumerous see many of the creatures scuttling about. A DC 11 Knowledge
enough to form a swarm, paranoid explorers may assume (nature) check reveals there are not enough spiders to form a
otherwise. swarm.

D6: LAIR OF THE SNAKES (EL 2; XP 600)


An adult snake lairs here with its young, amid the pile of slitheringcreatureinthedust.ADC20Survivalcheckrevealsthe
smashedfurniture.WhenthePCsreachthisarea,read: creatureseemstoliveamidthesmashedfurniture.
Smashed Furniture: Broken, rotting wood remnants of
Alargepileofsmashedandrottenfurniturestandsagainstone their chambers furnishings stand against one wall. It costs 4
wall.Theremainsofacollapsedchestjutforth. squaresofmovementtoenterasquarewithsmashedfurniture.
Smashed furniture adds 5 to the DC of Acrobatics checks and
Thegoblinsknowofthesnakeandavoidthischamber.
snakeswithinthepilegaincover(+4AC,+2Reflexsaves.)
TACTICS Nest:Arotten,collapsedchestisthesnakeslair.Acharacter
searching the nest must make a Perception check opposed by
The adult snake ignores intruders unless they enter the
theyoungsnakesStealthcheck.Ifthecharacterfailstospotthe
chamber. If they do so, it slithers forth to protect its young. It
snakes,itattackswithsurprise.Ifthecharacterspotsthesnake,
attackstheenemynearesttoitsnest,repeatedlybitinguntilthe
and retreats it does not strike; it is content to hide. If the
target collapses. The young snake hides in the nest and only
characterattacks,runcombatasnormal.
strikesifsomeonestandsin,orsearches,itslair.
SCALING THE ENCOUNTER
AREA FEATURES
Tomodifythisencounter,applythefollowingchanges:
Theareahasseveralnoteworthyfeatures:
EL1(XP400):Removeoneyoungvenomoussnake.
Illumination:Dimlight.
EL3(XP800):Addoneyoungvenomoussnake.
Dust: A DC 20 Perception check notes the faint marks of a

ADULTVENOMOUSSNAKE ( 1 ) CR1(XP400) YOUNGVENOMOUSSNAKE ( 1 ) CR1/2(XP200)


This large snake has patterned black and red scales and long, Thissmall,slendersnakehaspatternedblackandredscalesand
thinfangs. long,thinfangs.
NMediumanimal NSmallanimal
Init +5; Senses lowlight vision, scent; Perception +9, Sense Init +7; Senses lowlight vision, scent; Perception +9, Sense
Motive+1 Motive+1
Speed20ft.,climb20ft.,swim20ft.;ACP0;Acrobatics+9(+5 Speed20ft.,climb20ft.,swim20ft.;ACP0;Acrobatics+11(+7
jumping),Climb+9,Stealth+9,Swim+9 jumping),Climb+11,Stealth+15,Swim+15
AC14,touch11,flatfooted13;CMD11(cantbetripped) AC13,touch12,flatfooted12;CMD10(cantbetripped)
(+1Dex,+3natural) (+1Dex,+1natural,+1size)
Fort+5,Ref+4,Will+1 Fort+3,Ref+6,Will+1
hp13(2HD) hp9(2HD)
Space5ft.;BaseAtk+1;CMB+0 Space5ft.;BaseAtk+1;CMB3
Melee bite +2 (1d41 plus poison [DC 13 Fortitude {a save} Melee bite +5 (1d33 plus poison [DC 11 Fortitude {a save}
frequency1/roundfor6rounds;effect1d2Con]) frequency1/roundfor6rounds;effect1d2Con])
AbilitiesStr8,Dex13,Con14,Int1,Wis13,Cha2 AbilitiesStr4,Dex17,Con10,Int1,Wis13,Cha2
FeatsImprovedInitiative,WeaponFinesseB FeatsImprovedInitiative,WeaponFinesseB
Skillsasabove Skillsasabove

32
D7: KITCHEN
Thecookswhoonceworkedherepreparedthegarrisonsmeals. AREA FEATURES
During the keeps fall those who worked here rushed to the
Theareahasseveralnoteworthyfeatures:
Great Hall to aid in its defence(and died there). When the PCs
Illumination:Dimlightfiltersinthroughseveralnarrow,high
reachthisarea,read:
windows.
This area was obviously once a kitchen. A large sootstained Toppled Tables: Three toppled tables lie on the floor
fireplace dominates one wall. Toppled tables surrounded by surroundedbyamassofbrokenpotteryandrustingutensils.
shatteredcrockeryandrustingutensilslieabouttheroom. Great Fireplace: A huge fireplace dominates one wall, its
wallsblackenedwithsoot.
Like many other chambers in the donjon, this area has been Characterscanscalethechimneytoreachthedonjonsroof
comprehensivelylooted.Nofightingtookplacehereduringthe (DC 15 Climb check). Birds now nest in the chimneys upper
keepsfallandsotherearenoobvioussignsofviolence(beyond reaches and characters climbing the chimney startle them. A
theruinoflooting). characterstartlingthebirdsmustmakeaDC15Reflexcheckor
slip 10 feet back down the chimney (taking a 1d3 damage)
before catching himself. Characters climbing the chimney get
coveredinsootandemergefilthy.

D8: PANTRY
This storeroom once held the fortresses food supplies. When AREA FEATURES
thePCsreachthisarea,read:
Theareahasseveralnoteworthyfeatures:
Saggingshelvesstartingatwaistheightandreachingalmostto Illumination:Darkness.
the ceiling line this chambers walls. Dust, cobwebs and rotting Smell:Thefaintstenchofrottenfoodpervadestheroom.
food cover the shelves. Patches of green and brown mould as Mushrooms & Mould: Green and brown mould cover the
wellassmallstandsofmushroomscoverthefloor. wallsandshelvesofthischamber.ADC10Knowledge(nature)
checkrevealstheyareharmless.
Successive waves of invaders and intruders have
comprehensively looted this chamber. The PCs find nothing of
interesthere.

D9: BUTTERY
Thisstoreroomonceheldthefortresssupplyofbeerandwine. Smell:Thefaintodourofstalebeerpervadesthischamber.
WhenthePCsreachthisarea,read: Skeleton:Theskeletonofamansizedhumanoidliesonthe
floorsurroundedbymoulderingequipment.ADC15Healcheck
Smashed and broken barrels lie about the floor. Amid the revealstheremainsarehumanandthattheunfortunatediedof
shattered wood lie the skeletal remains of at least one aheavyblowtothehead.Theskeletonstillwearsrottingleather
humanoid. armour, but its weapon is missing. A character making a DC 15
Perceptioncheckdiscoversasmallhiddenpocketsewnintothe
Duringthekeepsfall,oneofthedefenderslockedhimselfinthe
leatherarmour.Itcontains5spand18cp.
buttery. While he survived longer than his brethren, eventually
Wooden Butts: These large butts once held beer. They are
thegoblinsbattereddownthedoorandkilledhim.
nowempty,buttheslightsmellofhopsandbarleyremains.
AREA FEATURES Small Barrels: Split and broken open these small barrels
onceheldwine.
Theareahasseveralnoteworthyfeatures:
Loose Stone: Characters making a DC 15 Perception check
Illumination:Darkness.
discover a loose stone set into the floor. Below, lies a small
Door:Thedoorleadingtothischamberhasbeenhackedand
cavityintherock;itcontainsthreesmalldustybottlesofbrandy
battereddown.Itsrottenshardslieinthedoorway.
(DC20Appraise;eachworth10gp).

33
D10: THE GREAT HALL (EL 3; XP 800)
TheGreatHallwasthesocialcentreofthekeep.Now,claimed PCsremovethechain(orbeataPCsStealthcheckifhetriesto
byamatedpairofspiders,itisacharnelhousestrewnwiththe removethechainquietly).
bones of the fallen. Stout double doors, secured with chain SpidersNest:Agreatmassofwebsserveasthespiderslair.
through the door handles (see Area Features), block the PCs Simplyburningthespiderwebsawayissufficienttodestroythe
accesstotheGreatHall.Whentheyopenthedoors,read: nest,butdoingsofillstheupperlevelwithsmokefor1d6x10
minutes. Burning the web also causes the bodies within to
Dustandcobwebsfillthislargechamber.Longfeastingtablesfill plummettotheground.
the main part of the chamber and at the far end stands a dais Cobwebs:Cobwebsobscuremuchoftheceiling.Acharacter
with another table atop. Shadows wreath the high, web making a DC 10 Perception check notices several humanoid
shroudedceiling.Bonesandrustingequipmentcoverthefloor. shapeswrappedwithinthewebs:
WhenthePCsenterthechamber,thespidersarelurkingintheir Goblins(4):Apartiallyeatengoblincorpse.Ithasnotreasure.
web. Characters succeeding on a Perception check opposed by Human Bandit: Dead, but uneaten this human bandit carries
the spiders Stealth check (+11 modifier) notice the spiders. If 12 gp and 34 sp in a worn belt pouch and wears studded
the characters do not notice the spiders, they strike when leatherarmourandhasalongsword.
intrudersreachthehallsmidpoint. Elf:Obviouslyanadventurer,thiselfwearsleatherarmourand
carried two daggers. His pouch contains a vial of antitoxin, a
TACTICS
setofmasterworkthievestoolsandapotionofreduceperson
ThespiderspreyonanycreatureenteringtheGreatHall.When (faint [DC 16 Knowledge {arcana} transmutation]; DC 16
their prey reaches the centre of the room, they emerge and Spellcraft or Perception identifies). If the body falls to the
throwtheirwebs(targetingenemiescarryinglightsourcesabove floor,bothvialsshatter.
allothers).Aspidercontinuesentanglingitsenemieswithwebs
untilitisinjured(orrunsoutofwebs).Aninjuredspiderclimbs Dais: A raised twofoot high dais stands at one end of the
downthewallstobiteentangledfoes. chamber. Here, Valentin, his family and retainers feasted. The
Iftheirenemiesusefiretoclearthespiderwebsthespiders shallowstepsdonotimpedemovement.
scuttleforth,hurlonewebeachandthenattackentangledfoes. GreatTables:Thetables(hardness5,hp60;DC20Break)at

AREA FEATURES GIANTWEBSPINNINGSPIDER(2) CR1(XP400)


Theareahasseveralnoteworthyfeatures: NMediumvermin
Illumination:Lightfiltersintothehallthroughthreenarrow Init +3; Senses darkvision 60 ft., lowlight vision, tremorsense
windows high up on one wall. Consequently, dim illumination 60ft.;Perception+4(+8inwebs),SenseMotive+0
Speed30ft.,climb30ft.;ACP0;Climb+16,Stealth+7(+11in
(20%misschance)fillsthechamber.
webs)
Ceiling:Theceilingis30ft.highintheGreatHall.Thicksix
AC14,touch13,flatfooted11;CMD15(27vs.trip)
inchwoodenrafterssetinaVshapeholdalofttheupperfloor. (+3Dex,+1natural)
Agreatmassofcobwebsobscurethem. Immunemindaffectingeffects
A character can traverse a beam with a DC 10 Acrobatics Fort+4,Ref+4,Will+1
check. Characters failing this check by 5 or more fall and can hp16(3HD)
attemptaDC20Reflexsavetograbthebeam.Iftheyfail,they Space5ft.;BaseAtk+2;CMB+2
plummettothegroundtaking3d6damage.Acharacteronthe Melee bite +2 (1d6 plus poison [DC 13 Fortitude {1 save}
rafterscanmakeitswaytothesixwebshroudedcorpses. frequency1/roundfor4rounds;effect1d2Strdamage])
RangedTouchweb(range10ft.)+5(entangled)
Walls:Thewallsareofdressedstoneandhardtoscale(DC
Web (Ex [standard; 8/day]) A Large or smaller creature struck
20Climbcheck). bythespidershurledwebisentangled(DC12EscapeArtist
Stout Double Doors: Stout, iron banded double doors orStrengthcheckbreaksfree)intheweb(DR/5;hp2).A
(hardness 5, hp 20; DC 23 Break) provide access to the Great webspinning spider can also create a sheet of web three
Hall. After discovering the spiders within, the Blood Moon times their size. Targets making a DC 20 Perception check
Goblins secured the doors by wrapping chains around their spottheweb,butotherstumbleintoitandbecometrapped
(as above). Attempts to escape gain a +5 bonus if the
handles. The spiders can make a DC 10 Perception check (8
trappedcreaturehassomethingtowalkonorgrab.
adjusted modifier for the stout door and distance) to hear the
AbilitiesStr11,Dex17,Con12,Int,Wis10,Cha2
Skillsasabove

34
which the donjons inhabitants feasted have resisted the chandelierscanberaisedandloweredusingchains.Acharacter
elements well and are still sturdy. A character can jump atopa mustspendamoveactiontolowerachandelier.Thechainsare
tablewithaDC12Acrobaticschecktogainthebenefitofhigher strong enough to hold up to 150 lbs. of additional weight.
ground (+1 on melee attacks). Characters under a table gain Charactersraisedonachandeliercanreachtherafters.
cover(+4AC,+2Reflexsaves). FadedTapestries:Faded,cobwebdrapedtapestriesshowing
Bones:Whenthedonjonfell,thedefendersmadetheirfinal scenesofbattleandslaughtercoverthewalls.
stand here. The bones and rusting equipment of the slain litter Characters behind a tapestry gain concealment (20% miss
thefloor.Itcosts2squaresofmovementtoentersuchsquares. chance). A tapestry can be scaled with a DC 10 Climb check;
However,charactersmayuncoverafewsmalltreasures: however, they only support 130 lbs. of weight. Heavier
charactersripthetapestryfromthewalloncetheyhaveclimbed
DC5:Oneofthehumanskeletonswasobviouslythefocusof 10ft.offthefloor;suchclimberssuffer1d6fallingdamageand
many attacks; its skull has been cleaved several times by landprone.ADC10Knowledge(engineering)checkrevealsthe
cutting weapons and several other bones are broken. These tapestriescannotsupportagreatweight.
areValentinIronwolfsremains. WoodenDoor:Astoutunlockedwoodendoor (hardness5,
DC10Perception:Everyminuteofsearchinguncovers1d8gp hp 15, DC 16 Break) controls access to a dusty spiral staircase
worth of mixed coinage. Characters spending more than 7 thatleadstotheupperlevelandtheroof.
minutessearchingfindnomorecoins.
DC 15 Perception: A bone scroll tube stoppered by black, SCALING THE ENCOUNTER
smoothed stones containing a scroll of identify (faint [DC 16
Tomodifythisencounter,applythefollowingchanges:
Knowledge{arcana}divination];DC16Spellcraftidentifies).
EL2(XP600):Removeonegiantwebspinningspider.
DC20Perception:Analchemicalsilvermasterworkdagger.
EL 4 (XP 1,200): Apply the advanced creature template to
Chandeliers: Two wrought iron chandeliers hang from the both giant webspinning spiders (+2 on all rolls [including
ceiling on thick iron chains. Wreathed in dust and webs, the damage]; +2 on web and poison DCs; AC 18, touch 17, flat
footed15;CMD19(31vs.trip);hp22).

35
D11: EINARS BEDCHAMBER (EL 1; XP 400)
ThischamberbelongedtoEinarIronwolf.Duringthekeepsfall, AREA FEATURES
hewasslainhere.CharactersmakingaDC10Perceptioncheck
Theareahasseveralnoteworthyfeatures:
(modified for distance) hear the sound of sobbing from this
Illumination:Windowsframedbyopenshuttersallowbright
chamber.WhenthePCsreachthisarea,read:
lightintothischamber.
Dust shrouds this obviously looted bedchamber. The small Bed: The moulding sheets and bedspread have obviously
skeleton of a child lies sprawled among the ruin. Above the beenslashed.Alargedriedbloodstaincoversmuchofthebed.
skeleton hovers the translucent figure of a young boy, his Skeleton: The skeleton is of a young human child of about
spectralfacestreakedwithtears. 10yearsold. A DC 15 Heal check reveals deep gashes in his
vertebrae that suggest someone sawed at this throat with a
Einar died in this chamber, but his spirit lingers on, unable to jaggedblade.
find rest until he is laid to rest with his parents. He is not
immediatelyhostiletointruders,butiftheyattackhimhefights SCALING THE ENCOUNTER
back.Hecannotleavethechamber. Tomodifythisencounter,applythefollowingchanges:
EL2(XP600):AddtheadvancedcreaturetemplatetoEinar
TACTICS (+2onalldicerolls[includingdamage];corruptingtouchDC14;
IfthePCsattackEinar,hescreamsloudlyandrushesthemusing AC21,touch21,flatfooted17;CMD19;hp8).
hiscorruptingtouchtoslayhistormentors.Consumedbysorrow
he fights until destroyed. If he is destroyed, his rejuvenation
abilityreturnshimtolifein2d4days. EINARIRONWOLF CR1(XP400)
Gaping, ragged wounds (including a slashed throat) pierce this
SPEAKING WITH THE DEAD spectral childs bloodstained nightshirt and body. Tears roll
downitscheeksasitregardsyouwithredeyesfilledwitha
Ahomely,shychildinlifewithaloveofknowledge,Einarisnow mixtureoffearandloathing.
wrackedbygrief;nearlydriveninsanebytheterrorandpainof Maleyounghumanghostexpert1
hislastfewminutesamongtheliving,hecravestorestalongside NSmallundead(augmentedhumanoid,incorporeal)
his parents. To simulate his state of mind, treat him as hostile Init+3;Sensesdarkvision60ft.;Perception+12,SenseMotive
towardthePCs(buthedoesnotattackwithoutprovocation). +4
InitialAttitude:Hostile. Speed fly 30 ft. (perfect); ACP 0; Fly +13, Stealth +15
Goal: Einar wants his bones and those of his parents to be (incorporeal)
AC17,touch17,flatfooted13;CMD15
laid to rest together. He senses the necrotic taint in the
(+2deflection,+3Dex,+1dodge[Dodge],+1size)
undercryptanddoesnotwanttoburiedthere.Valentinsbones
Immune mindaffecting effects, death effects, disease,
lieintheGreat Hall(D10page32)whilehismotherslie inher paralysis, poison, sleep effects, stunning, nonlethal damage,
bedchamber(D12page35). ability drain, energy drain, damage to physical abilities,
Diplomacy: If the PCs shift Einars attitude to friendly or exhaustion, fatigue, massive damage, any effect requiring a
better(hostileunfriendlyDC27;unfriendlyindifferentDC Fortitudesave(unlessitaffectsobjectsorisharmless);critical
22;indifferentfriendlyDC17;friendlyhelpfulDC12)refer hits and precisionbased damage (except from ghost touch
weapons);nonmagicalattacks
toReward.Duringtheconversation,Einarrelatesthehistoryof
Fort+2,Ref+3,Will+2(+6vs.channelling)
Ironwolf Keep (page 8) while emphasising the horror of the hp6(1HD);halfdamagefromspellsandmagicweapons
keepsfall. Space5ft.;BaseAtk+0;CMB1
ThePCscanaidanotherinthesechecksandtheGMshould Melee Incorporeal Touch corrupting touch +4 (1d6 [DC 12
applyadhocbonusesof+2or2forgood(orbad)roleplaying. halves])
Intimidate:AttemptstoIntimidateEinarautomaticallyfail. AbilitiesStr,Dex16,Con,Int13,Wis11,Cha15
Reward:IfthePCsagreetoEinarsrequesthetellsthemhis SQrejuvenation
father hid treasure behind a secret door (D16). He does not FeatsDodge,WeaponFinesse
know exactly where the door is, but he knows it is somewhere Skills as above plus Knowledge (arcana) +5, Knowledge
(geography) +5, Knowledge (history) +5, Knowledge (local)
on this floor from overhearing his parents speak of it. He also
+5, Knowledge (nature) +5, Knowledge (nobility) +5,
tells them his father often boasted of the terrible guardian Profession(sage)+4
lurkingwithin. LanguagesCommon,Draconic
IfthePCslaythefamilysbonestorestawardthem400XP. Gearraggednightshirt

36
D12: BEDCHAMBER
WhenthePCsreachthisarea,read: AREA FEATURES
What was once an opulent bedchamber is now a shattered Theareahasseveralnoteworthyfeatures:
wreck. Dust lies thickly and scorched, broken furniture is Illumination:Windowsframedbyopenshuttersallowbright
scattered about. A skeleton lies on the bed and several more lightintothischamber.
blackenedskeletonsliebythedoor. Skeleton:ADC10Knowledge(local)Healcheckrevealsthe
skeletononthebedtobeofahumanfemale;aDC15healcheck
ThiswasValentinsandKaarinasbedchamber.Theskeletonon reveals she died from a cavedin skull. She yet wears
thebedisKaarinas.Onthenightthekeepfell,Kaarinafoughtby mouldering, bloodspattered clothes that were once high
her husbands side until he was struck down. She fled her to quality.
gather her possession before escaping, but before she could A DC 10 Knowledge (local) on the skeletons by the door
reachherson(Einar,AreaD11)shewascorneredandkilled. reveals they belong to two goblins and an orc. A DC 10 Heal
checksrevealstheywereburnttodeath.

D13: AUDIENCE CHAMBER


Here, Valentin met privately with trusted henchmen and close AREA FEATURES
friendsandplottedhisconquestofthesurroundingarea.When
Theareahasseveralnoteworthyfeatures:
thePCsreachthisarea,read:
Illumination:Windowsframedbyopenshuttersallowbright
Alargetableandsixchairsstandinthecentreofthischamber. lightintothischamber.
Againstanotherwallstandsadustydesk,itsdrawerspulledout Conference Table: A character searching the table (DC 20
andsmashedonthefloor.Moulderingpapersurroundsthedesk. Perception check) discovers a secret compartment in one of its
stoutlegs.Withinliesamasterworkdagger.
Thisareahasbeenlooted,butnotascomprehensivelyasother Desk: A DC 25 Perception check reveals a loose floorboard
partsofthekeep.Afewtreasuresyetremain.Additionally,this beneaththedesk.Withinliesamoulderingpouchcontaining25
makes an excellent place to rest as the large conference table gp and a vial (faint [DC 16 Knowledge {arcana} transmutation];
canbeusedtobarricadethechambersdoor. DC 16 Spellcraft or Perception identifies as an oil of magic
weapon).

D14: SECRET STAIR


WhenthePCsreachthisarea,read: BEYOND THE SECRET DOOR
Averynarrowstairspiralsdownwardsintodarkness.Thickdust The area beyond the secret door has several noteworthy
cloaksthegroundandthinspiderwebshangdownfromthelow features:
ceiling. Illumination:Darkness.
Ceiling:Theceilingisbarely6ft.high.
ThisspiralstaircaseleadstoAreaD15. Spiral Staircase: A steep threefootwide staircase spirals
downwards to Valentins secret treasure vault. Small or larger
AREA FEATURES creatures mustsqueeze on thestairs. Characters cannot run or
Theareahasseveralnoteworthyfeatures: charge on the stairs, but those fighting on the stairs gain the
Illumination:Darkness. advantage of higher ground (+1 on melee attacks) against foes
Secret Door: An extremely well hidden secret trapdoor (DC belowthem.Additionallythestaircaseprovidescover(+4AC,+2
30Perceptionchecklocates)hidesanarrowspiralstaircasethat Reflexsaves)againstattacksoriginatingfrombelow.
leadstoasecrettreasurevaulthiddendeepbelowthekeep.If ThickDust:Thickdustliesonthestairs.ADC20Perception
EinarhastoldthePCsofthesecretdoorsexistence,awarda+5 or Survival check reveals that nothing has come this way in
circumstancebonustoPerceptionchecksmadetofindthedoor. decades.

37
D15: THE DEMONIC DOOR (EL 3; XP 800)
ThesecretdoorandspiralstaircasebeyondinAreaD14provide The demons mouth is hollow. A DC 20 Perception check
accesstothissubterraneanpassageway.AsthePCsdescendthe reveals a small raisedpiece of rock at the back of the demons
stairs,theycatchtheflickeroftorchlightfrombelow. throat. Pushing it unlocks or locks the door (as appropriate). A
WhenthePCsdescendthestairs,theyarethefirstexplorers roundafterthestoneispressed,themouthspringsshutdealing
toenterthisareaindecades.Read: 1d8+5damage(DC15Reflexhalves)toacharacterwhosehand
isstillinthemouth.Themouthstaysshutforoneminutebefore
Awiderpassagewaybathedinflickeringtorchlightstandsatthe openingagain.
bottom of the narrow stairway. A stout wooden door bars Destroying the carving destroys the trap (see Droning
furtherprogress.Abovethedoor,ahorriblecarvingofademon DemonTrapformoredetails).
leersdownatyou.Eithersideofthedoor,torchesburnbrightly. Door: An average lock (DC 25 Disable Device) protects this
stout(hardness5,hp20,DC23Break)ironbounddoor.Valentin
Valentinbuiltthishiddenvaulttostorehis(nowmuchdepleted)
onceheldtheonlykey,butitisnowlonglost.
treasures.Noonehasenteredthecorridorsincethekeepsfall,
butthedoorsfelltrapstillprotectsthetreasuresbeyond.
SCALING THE ENCOUNTER
AREA FEATURES Tomodifythisencounter,applythefollowingchanges:
EL2(XP600):ReducetheDCofthehypnotismto12;DC26
Thecorridorhasseveralnoteworthyfeatures:
Perceptiondetects;DC26DisableDevicedisarms.
Illumination: Two everburning torches cast normal light
EL4(XP1,200):IncreasetheDCofthehypnotismto14;DC
throughoutthecorridor.
28 Perception detects; DC 28 Disable Device disarms. The trap
Ceiling:Theceilingreachesaheightof7ft.abovethecentre
summons 1d3 small fire elementals. If three elementals arrive,
ofthecorridor.
oneappearsbehindtheparty.
Spiral Staircase: This steep threefootwide staircase spirals
upwards to Area D14. Small or larger creatures squeeze (each
squareofmovementcountsastwosquares,4penaltyonattack DRONINGDEMONTRAP CR3(800XP)
rolls, 4 penalty to AC) on the stairs. Characters cannot run or As you step forward, a sinister low droning starts up from the
charge on the stairs, but those fighting on the stairs gain the leeringdemonface.
advantage of higher ground (+1 on melee attacks) against foes SearchDC27;Typemagic
belowthem.Additionallythestaircaseprovidescover(+4AC,+2 Disarm DC 27 Disable Device (2d4 rounds); activates on DC 22
Reflexsaves)againstattacksoriginatingfrombelow. or less; Bypass DC 25 Perception discovers a small catch
Demon Face Carving: Intricately carved, the demon face halfwayupthespiralstaircasethatdeactivatesthetrapfor
onehour.
above the door represents no commonly known individual
DestroyDestroyingthedemonheadcarving(AC4,hardness8,
demon(DC15Knowledge[planes]). hp30,DC25Break)defeatsthetrap.
TriggerProximity(15ft.ofthedoor);Resetautomatic(1hour)
SMALLFIREELEMENTAL(1) CR1(XP) EffectWhentriggered,thistraphastwodistincteffects:
NSmalloutsider(elemental,extraplanar,fire) Round1(Hypnotism):Thedoorsdroningcreatesaheightened
Init+5;Sensesdarkvision60ft.;Perception+4,SenseMotive+0 hypnotism effect (2ndlevel spell; DC 13 Will negates)
Speed 50 ft.; ACP 0; Acrobatics +5 (+13 jumping), Climb +4, affecting 2d4 HD of targets. Those that fail the save stare
EscapeArtist+5,Stealth+5 blankly at the door for 2d4 rounds. (Because this effect
AC16,touch13,flatfooted14;CMD13 occurs before combat begins, the targets do not gain any
(+1Dex,+1dodge[Dodge],+3natural,+1size) bonusestotheinitialsave).
Immunefire;Weaknessescold Round2(SummonMonsterII):Asmallfireelementalappears
Fort+3,Ref+4,Will+0 in front of the door and remains for six rounds. It attacks
hp11(2HD) the nearest intruder. Once it has set fire to a target, it
moves onto the next, delighting in the elemental
Space5ft.;BaseAtk+2;CMB+1
destructionitiswreaking.
Meleeslam+4(1d4plusburn[1d4fire,DC11Reflex])
Burn(Ex)AcharacterstruckbyafireelementalmustmakeaDC Fascinated: Creature stands quietly, taking no action.
11Reflexsaveorcatchonfirefor1d4rounds.
Potential threats allow the fascinated creature a new saving
AbilitiesStr10,Dex13,Con10,Int4,Wis11,Cha11
throwtonegatetheeffect.Obviousthreats(suchasattacks)
FeatsDodge,ImprovedInitiativeB,WeaponFinesseB
SkillsasaboveplusIntimidate+4,Knowledge(planes)+1 automatically end theeffect. A fascinated creatures ally can
LanguagesIgnan shakeitfreeoftheeffectwithastandardaction.

38

39
D16: LOST TREASURE VAULT (EL 3; XP 800)
Here,Valentinstoredhis(nowsadlydepleted)wealth.Thisarea MixedCoinage:1,287cp,427spand378gpinsmallsacks.
was not looted during the keeps fall and has lain undisturbed Masterwork Cold Iron Longsword: This finely balanced
eversince.WhenthePCsreachthisarea,read: weaponhastheIronwolfcrestonitspommel.
Darkwood Heavy Shield: The Ironwolf crest decorates the
Thisdustychamberhasalowceilingbarelyeightfeethighand shield.
several niches pierce the walls. Against one wall rests a black Spellbook: This spellbook (worth 150 gp) has a plain black
shieldandalongswordofobviouslyfinemake.Infrontofyoua leather cover and contains 1stdisguise self, hold portal,
sinuous snake skeleton topped with a fanged human skull rises hypnotism;2nddarkvision,falselifeandinvisibility.
gracefullyfromthefloor. 4ScreamingBolts:Thebolts(faint[DC16Knowledge{arcana}
enchantment];DC20Spellcraftidentifies)haveblackfletching.
Valentinwasmorethanalittleparanoidandthusheexpendeda
goodly portion of his loot commissioning a deathless,
SCALING THE ENCOUNTER
incorruptibleguardforthistreasuresanecrophidius.
For a 1stlevel party, this can be a very dangerous encounter
TACTICS particularly if more than half the group succumb to the
necrophidius dance of death. In this instance, consider halving
Thenecrophidiusattackseveryoneenteringtheroomthatdoes
thedurationofthedanceofdeath.
notbeartheIronwolfsigil.Itstartswithdanceofdeathandthen
Tomodifythisencounter,applythefollowingchanges:
bitesthenearestfoe.Itignoresparalysedfoes,unlessithasno
EL 2 (XP 600): Apply the young creature template to the
othertargets.
necrophidius(+2onallDexbasedrolls;2onallotherrolls;hp
TREASURE 30).
EL 4 (XP 1,200): Apply the advanced creature template to
VAULT
the necrophidius (+2 on all rolls [including damage]; paralysis
FEATURES [DC15];AC19,touch17,flatfooted16;CMD23;hp42).
The treasure vault
hasseveralnoteworthy NECROPHIDIUS CR3(XP800)
features: Thesinuousskeletonofalargesnaketoppedwithahumanoid
Illumination:Darkness. skull,completewithasnakesfangs,swaysmenacingly.
Ceiling: The ceiling is 8 NMediumconstruct
Init+3;Sensesdarkvision60ft.,lowlightvision;Perception+0,
ft.high.
SenseMotive+0
Stone Niches: Stones Speed30ft.;ACP0;Stealth+15
niches have been cut AC15,touch13,flatfooted12;CMD19(cantbetripped)
into the chambers (+3Dex,+2natural)
walls. Each is Immune mindaffecting effects (charms, compulsions, morale
aboutafivefoot effects, patterns and phantasms), bleed, disease, death
square. effects,necromancyeffects,paralysis,poison,sleepeffects
stunning, ability damage, ability drain, fatigue, exhaustion,
Treasure: In
energy drain, nonlethal damage, any effect requiring a
niches or resting
Fortitude save (unless the effect works on objects or is
on the floor, the harmless)anddeathfrommassivedamage.
PCsfind: Fort+1,Ref+4,Will+1
hp36(3HD);DRbludgeoning/5
Space5ft.;BaseAtk+3;CMB+3
Meleebite+6(1d8+4plusparalysis[DC13Fortitude;paralysed;
1d4rounds])
SpecialActionsdanceofdeath
Dance of Death (Ex) As a fullround action, a necrophidius
entrances its foes by swaying back and forth. All creatures
within 30 ft. are dazed for 2d4 round (DC 15 Will save
negates).Thisisamindaffectingeffect.
AbilitiesStr16,Dex17,Con,Int,Wis11,Cha1
Skillsasabove

40
R EALM OF THE B LOOD M OON

41
REALM OF THE BLOOD MOON
TheBloodMoontribeclaimthecellarsbelowIronwolfKeepand DUNGEON FEATURES
are led by their dread chieftain, the fiendish ogre warrior,
Thedungeonhasthefollowinggeneralfeatures.
Ruknar,andhisson.SeveralinthetriberesentRuknarand
Ceilings:Theceilingsare10ft.high.
secretlyplottooverthrowhim,buthismartialprowess
Illumination:Darkness.
and boundless appetite for barbaric cruelty
Flagstone Floor: The floors flagstones have
dissuade all but the bravest, stupidest or
startedtoshiftandmovebutgenerallytheydo
maddestfromstrikingagainsthim.
notinhibitmovement.
Dressed Masonry Walls: The walls are of
ECOLOGY & SOCIETY
dressed stone (hardness 8; hp 90 [per 1 t.
The tribe have many small lairs scattered depth]; DC 35 Break; DC 20 Climb) and are in
through the forest. This small band dwells faircondition.Inplaces,mossandlichensgrow
below Ironwolf Keep. They jealously guard their onthewallsandwateroozesthroughthemortar.
subterranean home and skirmish with the bandits
claiming the watchtower. Vicious combatants, the DUNGEON DRESSING
conceptofafairfightistotallylostonBloodMoonGoblins.
Usethistabletogenerateminorpointsofinterest.Suchfeatures
servetounderscorethecellarscurrentstate.
TRIBAL PERSONALITIES
The vast majority of the tribe are typical unimaginative and D20 FEATURE
brutalgoblins.Afewareofnote,however: 1 Apartiallygnawedratcorpseliesonthefloor.
Razogen (M12): Ruknars young son, Razogen, desperately 25 Crude graffiti in blood covers the wall; it comprises
craveshisfathersapprovalandisfanaticallyloyaltohim. cursesandsuchlikeinGoblin.
Ruknar (M13): The tribes chieftain, this fiendish ogre is a 68 Wateroozesthroughthewalltoformasmallpuddle.
bully,sadistandapowerfulwarrior. 912 Gnawedboneslieonthefloor.
1315 Gutturallaughterorbriefconversation(inGoblin).
Sar(M11):Thetribesshaman,Sar,incessantlyplotsagainst
16 Brokenandslashedequipmentbackpack,pouch,hilt
RuknarandtriestoenlistthePCstohiscause.
ofadaggerandsoon.
17 A rancid smell akin to that of a wet, flatulent dog
BLOOD MOON TRIBE LORE hangsintheair.
CharacterwithranksinKnowledge(local)canlearnmoreabout 18 Asmallpuddleofgreen,foulsmellingliquid.
theBloodMoontribewithasuccessfulskillcheck.Asuccessful 19 Deep scratches in the wall (possibly caused by a
checkrevealsallinformationrevealedbyalessercheck. powerfulwarriorstrikingitwithabladedweapon).
20 Asmallpatchofslightlyphosphorescentfungus.
DC6:Thiscreatureisagoblin.
DC 11: The goblin belongs to the Blood Moon tribe. The
BloodMoontribeareviciousandopportunisticraiders. RANDOM ENCOUNTERS
DC16:Aterribleogrewarriorleadsthetribe. The PCs have a 1 in 10 chance of encountering some of the
dungeons denizens for every 10 minutes they remain below
ground.Eachencountercanoccuronlyonce.Ifthecreaturesare
defeated,removethemfromtherelevantencounterarea.
A COORDINATED DEFENCE DeterminewhatthePCsencounter,usingthetablebelow:
Becausetheyconstantlyskirmishwiththebanditsoftheupper
D20 EL ENCOUNTER ENCOUNTER
ruinsthegoblinshaveaplantocombatseriousincursionsinto
15 1 BloodMoonWarriors(3) M7
theirlair.Whenitbecomesclearthatthetribe facesaserious
612 1 BloodMoonScout(1),Blood M1
threat,Ruknaremergesfromhischamberstoleadthedefence.
MoonWarriors(2)
Accompaniedbyhisconcubinesandson,hegathersanynearby 1316 1 BloodMoonYoung(4) M7
warriorsandchargestothesoundofbattle. 1718 1 BloodMoonFemales(1),Blood M7
If Ruknar falls, the remaining goblins flee the ruins as MoonYoung(3)
quicklyaspossible,takingwiththemanythingofvaluetheycan 19 4 Fuzght&Mugut M8
quickly collect. If Razogen survives his fathers death he also 20 4 Razogen&VeteranBloodMoon M12
flees,butswearsrevengeagainsthisfatherskiller. Warriors(3)

42

43
M1: GUARDROOM (EL 3; XP 800)
This is the main guard area for the Blood Moon Goblins but AREA FEATURES
intrudersrarelyventureintothekeepscellars.Thus,thegoblins
Theareahasseveralnoteworthyfeatures:
vigilhasbecomesomewhatlaxoflate.
Illumination: Darkness throughout much of the chamber;
The first time the PCs descend the stairs, the guards are
thefireincreasesthelightlevelbyonestepina10ft.radius.
arguing over a game of chance. PCs making a DC 5 Perception
Ceiling:Theceilingis10ft.highandcoveredwithblacksoot
checkheartheargument.PCsfailingthecheckblunderintothe
abovethefire.
chamber;determinesurprisenormallywhenthefirstPCreaches
Fire: A small fire smoulders amid a pile of rubble. Several
thebottomofthestairs.
ratswrappedinleavesslowlycookintheembers.Characterscan
Afaintglimmeroflightemanatesfromasmallfiresmouldering leap the fire with a DC 5 Acrobatics check, but a character
between four slender pillars. Tables and chairs occupied by a standinginthefiretakes1firedamage.
halfdozenfilthyhumanoidsstandaboutthefire. DownwardStairs:Theairinthisstairwayiscold(page60).
Walls:Thewallsofthischamberareofdressedstone.Here
The goblins are distracted by their argument (suffering a 5 on andtherewateroozesdownthewallandmouldgrows.Onthe
their Perception check to notice approaching intruders). Once drier patches of wall, goblins have scrapped and drawn lurid
awareofintruders,theymovequicklytocrushthethreat. graffiti.Manyofthescenesdepictslaughterandtorture.
SlenderPillars:Fourslenderpillarsstandhere.Acharacterin
TACTICS an adjacentsquare gainspartial cover (+2 AC, +1 Reflex saves).
Ifagoblinisinjured,itretreatstowarnthetribeoftheattack. Anirontorchsconehangsfromeachpillar.
Once one goblin has fled toward M7, the others retreat using TablesandBenches:Twolongtablesandfourbenchesstand
withdrawortotaldefencetoreachsafety. nearthefire.
The Blood Moon scouts retreat from intruders and take
coverbeforetargetingobviousspellcasterswiththeircrossbows. SCALING THE ENCOUNTER
They use tanglefoot bags to stop opponents closing on their Tomodifythisencounter,applythefollowingchanges:
position. EL2(XP600):RemovetwoBloodMoonWarriors.
The Blood Moon warriors swarm intruders, trying to take EL 4 (XP 1,200): Add one Blood Moon Scout; apply the
onedownbeforemovingontothenext.Theylackdisciplineand advancedcreaturetemplatetotheBloodMoonWarriors(+2on
fightasamob. allrolls[includingdamage];AC21,touch18,flatfooted18;CMD
17;hp8).

BLOODMOONSCOUT(2) CR1/3(XP135)
Coveredinmudthisleathercladgoblinisfilthy.Itcarriesasmall
BLOODMOONWARRIOR(4) CR1/3(XP135) crossbowandalightmaceswingsatitsbelt.
Clad in leather armour this dirty, skinny humanoid carries a Malegoblinexpert1
shortbowandshortsword. NESmallhumanoid(goblinoid)
Malegoblinwarrior1 Init+7;Sensesdarkvision60ft.;Perception+5,SenseMotive+1
NESmallhumanoid(goblinoid) Speed 30 ft.; ACP 1; Acrobatics +6, Climb +2, Ride +6, Stealth
Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0 +14
Speed30ft.;ACP1;Climb+3,Ride+6,Stealth+10 AC17,touch14,flatfooted14;CMD13
AC17,touch14,flatfooted14;CMD13 (+2armour[leather],+3Dex,+1shield[buckler],+1size)
(+2armour[leather],+3Dex,+1shield[buckler],+1size) Fort+0,Ref+3,Will+3
Fort+2,Ref+3,Will+0 hp5(1HD)
hp6(1HD) Space5ft.;BaseAtk+0;CMB2
Space5ft.;BaseAtk+1;CMB+0 Meleelightmace+0(1d41)
Meleeshortsword+5(1d4/1920) Rangedlightcrossbow(range80ft.)+4(1d6/1920)
Rangedshortbow(range60ft.)+5(1d4/x3) CombatGearbolts(20),tanglefootbag
CombatGeararrows(20) AbilitiesStr9,Dex17,Con10,Int9,Wis12,Cha6
AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6 FeatsImprovedInitiative
FeatsWeaponFinesse SkillsasaboveplusSurvival+5
LanguagesGoblin LanguagesGoblin
Gearasaboveplusbeltpouch,1d6sp Gearasaboveplusbackpack,beltpouch,2d6sp

44
M2: WELL CHAMBER
Thissmallchambersmainfeatureisawellthattakesitswater Ceiling:Theceilingis10ft.high.
directly from the same stream that flows under the bandits Well: A crumbling 2 ft. high wall (DC 10 Knowledge
watchtower(seeAreaW2). [engineering] check reveals the danger; provides cover [+4 AC,
+2Reflexsaves])encirclesthewell.Ifacharactersitsorleanson
A crumbling low wall surrounds what looks to be a well. Two thewallitcollapsesandthecharacterfallsintothewell(DC10
buckets attached to ropes lie nearby. The room appears Reflexnegates;1d6lethaland1d6nonlethaldamage).
deserted. Thewellsroughhewnwalls(DC15Climbcheck)descend20
ft. to a stream that flows to the southeast (eventually
This area is not normally garrisoned. If goblins from M1 have
intersecting with Area W2.) The goblins (and the bandits) are
retreatedtothisarea,theyusethewellslowwallforcover.
unawareofthisconnection.
AREA FEATURES Buckets: Two battered wooden buckets attached to long
coilsofropelienearthewell.
Theareahasseveralnoteworthyfeatures:
Torch Sconces: Three empty torch sconces hang from the
Illumination:Darkness.
chamberswalls.

M3: EMISSARY OF THE BLEACHED SKULL (EL 3; XP 800)


RuknarhasbilletedavisitingpairofBleachedSkullGnollshere. theirtribeoftheattack.

Two piles of sleeping furs lie against one wall; camping gear is AREA FEATURES
strewnnearby.
Theareahasonenoteworthyfeature:
TheBleachedSkullschieftainhasrecentlyproposedanalliance CampingGear:Thegnollsgeartwosmallpilesoffur,the
between the two groups, which Ruknar is considering. While remains of several meals and odds and ends lie scattered
theyawaithisresponse,thegnollslingerhere. about.

TACTICS SCALING THE ENCOUNTER


The gnolls make no move to aid the goblins in defending their Tomodifythisencounter,applythefollowingchanges:
lair,butfightviciouslyifattacked.Ifattacked,thegnollsretreat, EL2(XP600):Applytheyoungcreaturetemplatetooneof
seekingtoescapeatthefirstopportunity. the Bleach Skull Warriors (+2 on all Dexbased rolls, 2 on all
IfthePCsinitiallybypassthisarea,thegnollsfleetoinform otherrolls;hp7).
EL4(XP1,200):AddoneBleachedSkullWarrior.
BLEACHEDSKULLWARRIOR(2) CR1(XP400)
Thisfurry,hyenaheadedhumanoidcarriesamorningstaranda
shielddecoratedwiththeluriddepictionofawhiteskull.
Malegnoll
CEMediumhumanoid(gnoll) BLEACHED SKULL TRIBE LORE
Init+0;Sensesdarkvision60ft.;Perception+2,SenseMotive+0
Speed30ft.;ACP2 Characters with ranks in Knowledge (local) can learn more
AC15,touch10,flatfooted15;CMD13 abouttheBleachedSkullGnollswithasuccessfulskillcheck.A
(+2armour[leather],+1natural,+2shield[heavywooden]) successful check reveals all information revealed by a lesser
Fort+4,Ref+0,Will+0 check.
hp11(2HD) DC6:Thiscreatureisagnoll.
Space5ft.;BaseAtk+1;CMB+3 DC11:ThegnollbelongstotheBleachedSkullTribe.
Meleemorningstar+4(1d8+2) DC 16: Atypical for gnolls, the Bleached Skull Tribe lurks in
Rangedjavelin(range30ft.)+1(1d6+2)
the deep forest and worships ancient, bloodsoaked spirits of
AbilitiesStr15,Dex10,Con13,Int8,Wis11,Cha8
thetrees.
FeatsWeaponFocus(morningstar)
Skillsasabove
LanguagesGnoll For more information on the tribe, check out Bleached Skull
Gearasaboveplus3gp,6sp GnollsorTRIBES:AnthologyIatragingswan.com.

45
M4: STOREROOM
Thetribeusesthischambertostoretheirfoodstuffs.Whilethey AREA FEATURES
enjoy the taste of fresh meat, when their supply of prisoners
Theareahasseveralnoteworthyfeatures:
runslowtheyusethefoodhere.
Illumination:Darkness.
Anuntidytangleofboxesandbarrelsfillsmuchofthischamber. Door: The wooden door leading to this chamber is swollen
shut(hardness5;hp10;DC15Break).Itisnotlocked.
Goblinsarenotnormallyencounteredhere.IfthePCsdecideto Ceiling:Theceilingis10ft.high.
rest in the complex, this area makes an excellent camp as the Boxes: The many boxes here hold looted foodstuffs,
manyboxesandbarrelscanbeusedtoblockthedoor. captured by the tribe during their raids. They contain salted
meats,flour,grainandsoonandcanbelootedasrations.
Barrels: Three large barrels hold a sour, vinegary red wine.
Oneishalfempty.

M5: ARMOURY
The Blood Moon store their weapons and armour in this Weapons: Roughly a dozen daggers, morningstars, short
chamber.Theyalsostorecapturedmundaneequipmenthere. swords and shortbows (along with around 200 arrows) fill the
shelves.
This small room appears to be an armoury. Smallsized suits of Captured Equipment: The goblins store the equipment of
leather armour lie heaped in one corner and nearby a pile of capturedbanditsandtravellershere.Thisdisorganisedpileholds
bucklers adds to the disorganisation. Covered with an array of fourmorningstars,twolongswords,fivesuitsofstuddedleather
weapons,saggingshelveslinethewalls. armourandtwosuitsofscalemailalongwithbackpacks,belts,
pouchesandsoon.
Althoughthegoblinscomehereoften,theyhavenotdiscovered
Secret Door: A character making a DC 20 Perception check
thisroomshiddenbolthole.
finds a secret door behind the pile of leather armour. A loose
AREA FEATURES stone at its base hides its opening mechanism (an easily
depressedcatch).Thedoorisonly2ft.highandleadstoalong
Theareahasseveralnoteworthyfeatures:
forgottenhiddenbolthole.
Illumination:Darkness.
Door: The wooden door leading to this chamber is swollen HIDDEN BOLTHOLE
shut(hardness5;hp10;DC15Break).Itisnotlocked.
Neverfoundbythegoblins,thisplacewasdesignedasarefugee
Ceiling:Theceilingis10ft.high.
tobeusedintimeofattack.Duringthekeepsfall,noneofthe
SaggingShelves:Theshelvesheresagdangerously.ADC10
defendersmadeittothissafehaven.Read:
Knowledge (engineering) check reveals they could not take the
weightofahuman.Howeveralightclimber(weighingunder50 Cobwebs throng the ceiling of this small, roughly finished
lbs.)couldscaletheshelves(DC5Climbcheck)withoutcausing chamber and dust lies thickly on the floor. A smallchest stands
themtocollapse. against one wall next to a pile of mouldering bedrolls. The
flickeringlightofatorchfillstheroom.
Hidden Treasure: A small dustcovered pouch lies on the top
shelf hidden behind a rotting rag. A character climbing the Thenichecontains:
shelveswhomakesaDC15Perceptioncheckfindsthepouch.
Itcontains13gpandasmalltarnishedgoldring(worth25gp; Oneeverburningtorch.
DC20Appraisevalues). Fourmustybedrolls.
Anemptybarrel.
Armour: Eleven Smallsized suits of leather armour all Anunlockedchestcontainingrottenanddecayedfood,once
emblazoned with the tribes sigil lie in a pile. Several have fineclothesandsoon.
gashesinthem(inalllikelihood,evidenceoffatalwounds). ADC20Perceptioncheckfindsapotionofinvisibilityhiddenin
Bucklers: A score of Smallsized bucklers all emblazoned the bottom bedroll (faint [DC 17 Knowledge {arcana} illusion;
withthetribessigillienexttothepileofleatherarmour. DC18SpellcraftorPerceptionidentifies).

46
M6: LAIR OF THE DEVOURER (EL 3; XP 800)
The goblins utilise a sinkhole in this area to dispose of rubbish The gelatinous cube mindlessly patrols the chamber searching
andoccasionallyRuknardragsagoblinthathasearnedhisire(or forfood;ithasnotrealisedthatfoodoftenappearsfromabove
sometimes a prisoner) here. The unfortunate is hurled into the andthusdoesnotlurkbeneaththesinkhole.
cavern below, whereupon the trapped gelatinous cube within
feedsuponhim.Sucheventsaremuchanticipatedbythetribe TACTICS
andmanycometowatchthespectacle. Using blindsight, the gelatinous cube immediately notices a
WhenthePCsseeintothecavern,read: character entering the cavernpit. It moves toward its target,
repeatedlyattemptingtoengulfitsprey.
This large natural cavern is roughly 30foot wide, 40foot long
Onceithasfed,itreturnstopatrollingthecavern.
and 30foot deep. The natural stone floor is completely clear of
any debris. Several small passageways high up in the cavern AREA FEATURES
wallsleadawayfromthecavern.
Theareahasseveralnoteworthyfeatures:
Illumination:Darkness.
GELATINOUSCUBE CR3(XP800) Ceiling:Theceilingis10ft.high.
This quivering cube of slime contains bits of broken weapons Sinkhole: Two decades ago or so a sinkhole opened here,
andarmouraswellasmanycoins.
providing a link between the keeps cellars and a hitherto
NLargeooze
unknowncaverncomplex.
Init5;Sensesblindsight60ft.;Perception5,SenseMotive5
Speed15ft.;ACP0;transparent
Transparent (Ex) Gelatinous cubes are hard to spot; a DC 15 THE CAVERN-PIT
Perceptioncheckisrequiredtonoticeamotionlesscube.A Thecavernpithasseveralnoteworthyfeatures:
creature that fails to notice a cube and walks into it is Depth: The pit is 30 ft. deep. Characters falling into the pit
automaticallyengulfed.
canmakeaDC20Reflexsavetograbtheedgeastheytumblein.
AC4,touch4,flatfooted4;CMD9(cantbetripped)
A characters failing this check suffers 3d6 damage and lands
(5Dex,1size)
Immune electricity, mindaffecting effects, gaze attacks, visual prone.
effects, illusions, poison, sleep, paralysis, polymorph, Ceiling: The cavern ceiling is of natural stone (DC 30 Climb
stunning,criticalhits,flanking,precisionbasedattacks check).
Fort+9,Ref4,Will4 Walls:Thecavernandsinkholewallsareofnaturalstone(DC
hp50(4HD) 15Climbcheck).Severalsmallpassagewaysleadawayfromthis
Space10ft.;BaseAtk+3;CMB+4 cavern; they are high up on the walls and the gelatinous cube
Meleeslam+2(1d6plus1d6acidplusparalysis[3d6rounds;DC cannot reach them. The passages either end in a deadend or
20Fortitudenegates])
alternativelycouldleadtoanextensivenetworkofcavernsdeep
AtkOptionsacid,engulf
Acid (Ex) A gelatinous cubes acid does not harm metal or belowtheShadowedKeep(seeFurtherAdventures[page14]).
stone. Floor: The pits floor is of stone; no mud, sand or other
Engulf(Ex)AgelatinouscubecanengulfLargeorsmallertargets detritusmaritssurface.ForperceptivePCs,thefloorprovidesan
initspathasastandardaction.Itcannotmakeaslamattack importantclueastowhatlurkswithinthischamber.
during a round it engulfs. The gelatinous cube moves over
opponents, affecting as many as it can cover. Opponents SCALING THE ENCOUNTER
canmakeanattackofopportunity,orasavingthrow(DC12
Reflex)toavoidbeingengulfed.Asuccessfulsaveindicates Tomodifythisencounter,applythefollowingchanges:
the target is pushed back or to the side (targets choice). EL 2 (XP 600): Apply the young creature template to the
Engulfed creatures are subject to the cubes acid and gelatinous cube (+2 on all Dexbased rolls, 2 on all other rolls;
paralysis, gain the pinned condition, are in danger of hp42).
suffocating and are trapped within the cube until they are EL 4 (XP 1,200): Apply the advanced creature template to
nolongerpinned.
thegelatinouscube(+2onallrolls[includingdamage];engulfDC
Paralysis (Ex) A target hit by a cubes slam or engulf attack is
paralyzed for 3d6 rounds (DC 20 Fortitude save negates). 14;paralysisDC22;AC8,touch8,flatfooted8;CMD13;hp58).
Thecubecanautomaticallyengulfaparalyzedtarget.
AbilitiesStr10,Dex1,Con26,Int,Wis1,Cha1
SQoozetraits
Gear15gp,12sp,Smallcoldirondagger

47
M7: COMMON ROOM COMPLEX (EL 3; XP 800)
This network of chambers once a series of small prison cells combatants linger in the communal eating area; rather they
and associated chambers now serves as the tribes common havealltakenshelterintheirpersonalchambers.Instead,allsix
area.Itisherethatthetribesyoungandfemaleslivewiththeir BloodMoonWarriorsareherehidingamongthetablesandare
warriormates. ready for battle. If the PCs dont spot them, they unleash a
barrageofarrowsatthemostcapablelookingwarriors.
Four large tables and benches stand in the centre of this
chamberandahugefireplacecompletewithablazingfireand TACTICS
giganticspituponwhichsomekindofunidentifiablemeatcooks
Thewarriorsfighthardtoprotectthetribesfemalesandyoung.
dominatesonewall.
Theyprefertosnipefromcelldoorwaysorfrombehindtables,
The state of this area depends on whether the PCs take the hopingtokeeptheintrudersawayfromthelivingareas.
occupantsbysurprise. Unless cornered and given no chance to surrender, the
Surprised:IfthePCssurprisethegoblins,aroundascoreof youngandfemalesdonotfight,insteadfleeingintrudersatthe
femalesandyoungarecongregatedintheareacooking,talking, earliestopportunity.
arguingandsoon.PCsapproachingtheareathatmakeaDC10
COMMUNAL EATING AREA
Perception check hear the general commotion of the goblins
goingabouttheirdailylives. This large area was once a guardroom; now the tribe eat and
Three warriors are here as well. When relaxhere.
the PCs arrive, the Illumination:Normallightwithin30ft.ofthefireplace.The
noncombatants fireincreasesthelevelofilluminationbyonestepouttoarange
scatter. The other of60ft.
Blood Moon Ceiling:Theceilingis10ft.highinthecommunalarea.
Warriors arrive on Flagstone Floor: Around the tables and benches, scraps of
the third round of foodandwinestainscoverthefloor.
combat. Table:Therearefoursturdywoodentableinthisroom.Each
Alerted: If the is3ft.highandcoveredinfoodandwinestains.
PCsareexpected,no Charactersunderatablehavecover(+4AC,+2Reflexsaves).
non Characters can leap atop a table (DC 12 Acrobatics) to gain
thebenefitsofhigherground(+1onmeleeattacks).
Benches: The benches are 2 ft. high. Characters can leap
atopthem(DC8Acrobatics)togainthebenefitofhigherground
(+1onmeleeattacks),butareconsideredbalancing.

BLOODMOONWARRIOR(6) CR1/3(XP135)
Clad in leather armour this dirty, skinny humanoid carries a
shortbowandshortsword.
Malegoblinwarrior1
NESmallhumanoid(goblinoid)
Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
Speed30ft.;ACP1;Climb+3,Ride+6,Stealth+10
AC17,touch14,flatfooted14;CMD13
(+2armour[leather],+3Dex,+1shield[buckler],+1size)
Fort+2,Ref+3,Will+0
hp6(1HD)
Space5ft.;BaseAtk+1;CMB+0
Meleeshortsword+5(1d4/1920)
Rangedshortbow(range60ft.)+5(1d4/x3)
CombatGeararrows(20)
AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6
FeatsWeaponFinesse
LanguagesGoblin
Gearasaboveplusbeltpouch,1d6sp

48
Alternatively, a character in an adjacent square can push a D20 TREASURE1
bench at an opponent to make a trip or bull rush attack 13 12cpand1sp
(increasing the attacking characters reach by 5 ft. and giving a 46 Rancidpouchcontaining25cpand9sp.
+2bonustotheattack). 79 12cp,11sp
Fireplace: A huge fireplace, its stones blackened with soot, 1012 13spand1gp
pierces one wall. The fireplace features a fiercely burning fire 1314 Boltofgoodquality,deepbluecloth(worth5gp).
1516 Smallflaskofgoodqualitybrandy(worth8gp).
andahugespituponwhichthedecapitatedcorpseofahuman
17 Mediumsizeddagger,itshiltchasedwithsilver
cooks(DC5Knowledge[local]checkidentifies).
(worth5gp)
Thefireplaceis15ft.wideandutilisesanaturalfissureinthe 18 Shardsofbrokenivorystatuettes(worth5gp).
rockthatrisesdirectlyupwardsfor10ft.beforeturningwest.A 19 Onesilverringcrudelydecoratedwithmeaningless
charactercanclimbthechimneywithDC15Climbchecks.After runes(worth10gp).
another30ft.thefissureopensintoasmallcave,thewalls,floor 20 Twotinyopaquegreygemstones(hematite,each
andceilingofwhicharecoveredinsoot. worth10gp).
21 Apearshapedgoldennecklace(worth30gp).
CELL FEATURES 2224 Potionofstabilise(faint[DC15Knowledge{arcana}
conjuration];DC16SpellcraftorPerception
Thecellshaveseveralnoteworthyfeatures: identifies).
Illumination:Darkness. 25+ Ironscrolltubecontainingascrollofjump(faint[DC
Ceiling:Theceilingis7ft.high. 16Knowledge{arcana}transmutation];DC16
Doors: Each small cell has a rusting ironbound door Spellcraftidentifies).
(hardness5;hp20).Whileeachhasasimplelock(DC20Disable 1:Unlessnoted,aDC20Appraisecheckvaluesanitem.
Device),thekeysarelonglostandthustheyallstandopen.
Cells: Each cell serves as the sleeping quarters for a goblin SCALING THE ENCOUNTER
family. Typically each holds a warrior, female and two young.
Remember when running this encounter that the females and
Mangyblankets,moulderingbrackenandrottinggrasscoverthe
young are essentially defenceless and should take little or no
floor. Mingled with this are the familys pathetic possessions.
part in the battle except for running away while shrieking.
Mostareofnovalue.Ifacharactersearchesacellandmakesa
Slayinghelplesscreatures,gainsthePCsnoXP.
DC 15 Perception check, refer to the following table to
Tomodifythisencounter,applythefollowingchanges:
determine what is found. If the character makes a DC 20
EL2(XP600):RemovetwoBloodMoonWarriors.
Perceptioncheckapplya+5bonustothisroll.
EL4(XP1,200):AddthreeBloodMoonWarriors.
Rollonthetableforeachcellsearched.Eachtreasurecanbe

foundonlyonce;rerollduplicatetreasures.

BLOODMOONFEMALE(20) CR1/3(XP135) BLOODMOONYOUNG(37) CR1/4(XP100)


This small, scrawny humanoid is barely 3 ft tall. It has a wide, This small, scrawny humanoid is barely 3 ft tall. It has a wide,
angularheadseeminglytoobigforitsbody. angularheadseeminglytoobigforitsbody.
Femalegoblincommoner1 Younggoblincommoner1
NESmallhumanoid(goblinoid) NETinyhumanoid(goblinoid)
Init+2;Sensesdarkvision60ft.;Perception+4,SenseMotive+0 Init+4;Sensesdarkvision60ft.;Perception+4,SenseMotive+0
Speed30ft.;ACP0;Ride+6,Stealth+10 Speed30ft.;ACP0;Ride+8,Stealth+16
AC14,touch14,flatfooted11;CMD12 AC15,touch15,flatfooted12;CMD11
(+2Dex,+1dodge[Dodge],+1size) (+2Dex,+1dodge[Dodge],+2size)
Fort+1,Ref+2,Will+0 Fort1,Ref+4,Will+0
hp4(1HD) hp2(1HD)
Space5ft.;BaseAtk+0;CMB1 Space5ft.;BaseAtk+0;CMB4
Meleedagger+1(1d3/1920) Meleedagger(reach0ft.)+0(1d22/1920)
Rangeddagger(range10ft.)+3(1d3/1920) Rangeddagger(range10ft.)+6(1d22/1920)
AbilitiesStr11,Dex15,Con12,Int9,Wis10,Cha6 AbilitiesStr7,Dex19,Con8,Int9,Wis10,Cha6
FeatsDodge FeatsDodge
Skillsasabove Skillsasabove
LanguagesGoblin LanguagesGoblin
Gearasaboveplus1d6cp,1d4sp Gearasabove

49
M8: BUGBEAR MERCENARIES (EL 4; XP 1,200)
Two bugbear mercenaries, Fuzght and Mugut, dwell in this AREA FEATURES
chamber.Theyserveasthetribesshocktroops,onlyventuring
Theareahasseveralnoteworthyfeatures:
forth on important raids or to repulse particularly pernicious
Illumination:Darkness.
intruders.
Beds:Twolargeandsturdybedsstandagainstonewall.
This decentsized chamber features two large beds, a sturdy Table: This sturdy wooden table is 3 ft. high. Characters
chestandatablewithtwochairs. under it have cover (+4 AC, +2 Reflex saves) and automatically
spot a key (DC 20 Perception check also locates) nailed to the
Thebugbearsresthereunlessaidingtheirgoblinpaymasters.If tablesunderside.Thisopensthebugbearschest.
battle has raged throughout the complex the bugbears are Characterscanleapatopthetable(DC12Acrobatics)togain
armedandarmouredandreadyforaction.Ifnot,theysitatthe thebenefitsofhigherground(+1onmeleeattacks).
tabledrinkingcheap,sourwine. Benches:Thebenchesare2ft.high.
Characters can leap atop a bench (DC 8 Acrobatics) to gain
TACTICS the benefit of higher ground (+1 on melee attacks), but are
Aggressivefighters,thebugbearsinstinctistotakethefightto considered balancing. A character in an adjacent square can
intruders.Trustingtotheirprodigiousstrengthandvitality,they pushabenchatanopponenttomakeatriporbullrushattack
forcetheirwayfromtheroom,usingthebenches(withbullrush (increasingtheattackersreachby5ft.;+2bonustotheattack).
attacks) to push foes into the corridor. They delight in Locked Chest: The bugbears store their pay and loot in a
slaughtering their enemies and if not pressed closely stop to large, locked chest (hardness 5; hp 25; DC 23 Break; DC 25
finishofffallenfoes(withcoupdegraceactions). DisableDevice).Alongwiththeirmundanepersonalpossessions
thechestholds367cp,197spand87gp.

SCALING THE ENCOUNTER


Tomodifythisencounter,applythefollowingchanges:
EL 3 (XP 800): Apply the young creature template to both
bugbears(+2onallDexbasedrolls,1onallotherrolls;hp10).
EL 5 (XP 1,600): Add a Veteran Blood Moon Warrior (page
49),whoservesasthebugbearsservant.

FUZGHT&MUGUT CR2(XP600)
This muscular, darkfurred creature has milkwhite eyes. It
wieldsamorningstarandwearsleatherarmour.
Malebugbear
CEMediumhumanoid(goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +8, Sense
Motive+0
Speed30ft.;ACP2;Stealth+9
AC18,touch11,flatfooted17;CMD16
(+2 armour [leather], +1 Dex, +3 natural, +2 shield [heavy
wooden])
Fort+2,Ref+4,Will+1
hp16(3HD)
Space5ft.;BaseAtk+2;CMB+5
Meleemorningstar+5(1d8+3)
Rangedjavelin(range30ft.)+3(1d6+3)
CombatGearjavelins(3)
AbilitiesStr16,Dex13,Con13,Int10,Wis10,Cha9
SQstalker
FeatsIntimidatingProwess,SkillFocus(Perception)
SkillsasaboveplusIntimidate+7
LanguagesCommon,Goblin
Gearasaboveplus 2d6sp

50
M9: GUARDROOM (EL 2; XP 600)
Someofthetribesmostskilledwarriorsguardthisroom(which AREA FEATURES
also doubles as a torture chamber). Tasked with watching the
Theareahasseveralnoteworthyfeatures:
bugbear mercenaries (Area M8) and guarding the tribes
Illumination: Darkness throughout much of the chamber;
prisoners (Area M10) they are complacent. The door to this
theburningcoalsofabrazierincreasestheilluminationlevelby
chamber is partially open, when the PCs first reach this point.
onestepina10ft.radius.
Read:
Smell:ADC15perceptioncheckdetectstheslightstenchof
A table and two benches stand in the rough centre of the burnt flesh in the air (along with the smell of goblin sweat and
chamber.Abarred,stoutdoorpiercesthefarwall.Anothertable cheapwine).
against another wall holds objects of obvious torture. A rust Ceiling:Theceilingis10ft.high.
colouredstaincoversanearbybenchandthesurroundingfloor. StoutWoodenDoor:Asturdy,barred(butnotlocked)stout
wooden door (hardness 5, hp 15, DC 18 Break) provides access
The guards do not expect trouble and so are distracted (5 on tothetribesprison(AreaM10).
Perceptionchecks).IfthePCsreachherewithoutalertingthem, Table:Thissturdywoodentableis3ft.high.
theguardsaresittingaboutthetableswappingliesabouttheir Characters under the table have cover (+4 AC, +2 Reflex
raidsandkills.IftheyhaveheardthePCs,refertoTactics. saves).Characterscanleapatopthetable(DC12Acrobatics)to
gainthebenefitsofhigherground(+1onmeleeattacks).
TACTICS Benches: The benches are 2 ft. high. Characters can leap
If they hear sounds of battle, the goblins push over their table atopthem(DC8Acrobatics)togainthebenefitofhigherground
(forcover)andgetreadytodrinktheirpotionsofshieldoffaith. (+1onmeleeattacks),butareconsideredbalancing.
Whenenemiesappear,theydrinktheirpotionsandshoottheir Alternatively, a character in an adjacent square can push a
bowsuntilforcedtomelee. bench at an opponent. This increases the attacking characters
If one of the goblins is slain, the survivors retreat to Area reachby5ft.andgivesa+2bonustobullrushandtripattacks.
M10.Onceinside,oneholdsthedoorusingtotaldefence(+4to Torture Equipment: A bench against one wall holds several
AC) while the other slaughters the prisoners (starting with the objectsoftortureclamps,pokersandsoon.
humans). Bloodstained Bench: The goblins strap prisoners prone to
thisbenchbeforetorturingthem.Driedbloodcoversthebench
andsurroundingflagstones.
Brazier: Several irons poke from a smouldering coalfilled
wroughtironbrazier.
Characterscandrawapokerfromthefireasamoveaction
V E T E R A N BLOODMOONWARRIOR(3) and use it as an improvised weapon (4 on attack rolls) that
CR1/2(XP200) inflicts 1d6 piercing damage and 1d4 fire damage. A character
Clad in leather armour this dirty, skinny humanoid carries a holdingapokersuffers1pointoffiredamageattheendofhis
shortbowandhandaxe. turnifheisstillholdingthepoker.
Malegoblinwarrior2 Havingseentheeffectsofaredhotpokermanytimes,the
NESmallhumanoid(goblinoid) goblinsareshaken(2onattackrolls,savingthrows,skillchecks
Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
and ability checks) when fighting a character wielding such a
Speed30ft.;ACP0;Climb+4,Ride+7,Stealth+12
weapon.
AC17,touch14,flatfooted14;CMD14
(+2armour[leather],+3Dex,+1shield[mwkbuckler],+1size)
Fort+3,Ref+3,Will+0
SCALING THE ENCOUNTER
hp13(2HD) Tomodifythisencounter,applythefollowingchanges:
Space5ft.;BaseAtk+2;CMB+1 EL1(XP400):RemoveoneVeteranBloodMoonWarrior.
Meleehandaxe+6(1d4/x3) EL3(XP800):AddoneVeteranBloodMoonWarrior.
Rangedshortbow(range60ft.)+6(1d4/x3)
CombatGearpotionofshieldoffaith(+2)
AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6
FeatsWeaponFinesse
LanguagesGoblin
Gearasaboveplus20arrows,beltpouch,1d6sp

51
M10: PRISONERS OF THE BLOOD MOON (EL VAR.; XP VAR.)
TheBloodMoonGoblinsutilisethisunfinishedpartofthekeeps inventivewhenitcomestotorture.
cellars as a prison. Currently, two bandits, a mercenary guard Mannerisms: Jorma is perpetually scowling and appears to
andfivegoblinslanguishhere.Read: beinabadtemper.Hisspeechisabruptandaggressive.
Distinguishing Features: Jormas wide nose has been
This long chambers natural walls glisten with moisture. The repeatedlybroken.
ceilinghereislowbarelythatofagrownman.Within,slumped Hooks:JormapromisestoaidthePCsagainstthegoblins(DC
against the walls are three humans and five goblins. All are 20SenseMotiverevealsheisbeingtruthful).Iffreedandarmed
chained to the walls and look like they have been recently hegleefullyslaughtersgoblinsandkeepshiswordwhilethePCs
beaten.Atthesightofyou,themencallforaid,whilethegoblins fight the Blood Moon tribe. As soon as the group leaves the
hissanddrawback. keep,hebeginsplottinghisescape.However,asympatheticPC
(and good roleplaying) might bring about a change in Jorma
All those incarcerated here are very keen to be released.Refer
(eventuallyshiftinghisalignmenttotrueneutral).
totherelevantsectionsbelow,toroleplaythepartysinteraction
withtheprisoners.
KERKKO
TACTICS Amercenaryguardnowtheonlysurvivorofhissmallcaravan
Kerkkohasbeenherefortwoweeks.
Ifattacked,theprisonerscowerfromtheirattackers,andtryto
Background: Of simple peasant stock, Kerkko once
strike back using their fists. Attacked prisoners realise they are
harboureddreamsof becomingaholywarrior.Sadly,helacked
doomedandfightwithsavagedesperation.
the discipline and aptitude to master the divine mysteries of
JORMA suchordersandinsteadbecameacaravanguard.
Personality: While he dislikes Jorma and Unto intensely he
Oneofthebanditslairinginthewatchtowerabove,Jormathirsts
will not leave them to the nonexistent mercy of the goblins.
forrevengeuponhiscaptors.
Kerkko is a devout follower of the god of chivalry and war and
Background: Jorma grew up in a nearby town, but was a
tries to live up to his standards. He is a skilled soldier and
troubled child from an early age. Sadistically beaten by his
exhibitsthedisciplineofsuch.
father, he grew into a terrible bully. Eventually, he murdered
Mannerisms:Kerkkoisextremelyreligiousandoftenpraises
one of his peers and fled the town. Alone in the wilderness, it
hispatron.
wasnotlongbeforehefellinwithbandits.
Distinguishing Features: Kerkko perpetually scratches his
Personality: Vicious, depraved and with an impressive
hairandarms.
capacity for violence, Jorma is foulmouthed and particularly

52
Hooks: If released, Kerkko aids the PCs against the goblins Hooks: Unto offers to aid the PCs against the goblins, but
and bandits. If he forms a bond with a particular PC of a like flees if things go badly. Shortly after release, he finds a pet rat
ethos,heaskstojointhegroup. andbecomesdevotedtoitscare.

UNTO GOBLINS
Jormas friend and fellow bandit, Unto is a coward and ThegoblinsherehavealldispleasedRuknarinsomewayandare
desperatetoescape. doomed to either be eaten by their fellows or fed to the
Background: Born into a peasant family, he was forced to Devourer(AreaM6).Theyaredesperatetoescapeandagreeto
fleehisvillageafteraboutofprolongedthievery. anythingevenfightingagainsttheircomrades.Ofcourse,they
Personality: A snivelling coward, Unto is drawn to strength are lying (successful opposed Sense Motive confirms) and if
and becomes the shadow of the most dominant PC. He loves armedturnontheirrescuersassoonastheyencountermoreof
animals. theircomrades.
Mannerisms: Unto agrees with practically everything he
hearsheisobsequiousintheextreme. AREA FEATURES
Distinguishing Features: A deep scar runs down Untos left Theareahasseveralnoteworthyfeatures:
cheekandneck. Illumination:Darkness.
Ceiling:Theceilingis6ft.high.
JORMA&UNTO CR1/3(XP135) Walls:Thisareawasunfinishedwhenthekeepfell.Thusthe
Clad in ripped and stained clothes, this human male is skinny wallsareofhewnrock(DC15Climbcheck).
andshiftylooking.Bruisesandabrasionscoverhisbody. StoutWoodenDoor:Asturdy,barred(butnotlocked)stout
Malehumanwarrior1 wooden door (hardness 5, hp 15, DC 18 Break) provides access
NEMediumhumanoid(human)
tothisarea.
Init+2;SensesPerception+3,SenseMotive+0
Speed30ft.;ACP0;Climb+4,Stealth+3 Manacles: Each prisoner is bound with manacles (hardness
AC12,touch12,flatfooted10;CMD13 10;hp10;DC30EscapeArtist,DC26Strength).Eachissecured
(+2Dex) tothewallbyasimplelock(DC20DisableDevice).
Fort+3,Ref+2,Will+0
hp10(1HD) SCALING THE ENCOUNTER
Space5ft.;BaseAtk+1;CMB+1 Itisunlikelythatthisencounterwillend inafairfightthatis
Meleeunarmedstrike+1(1d3nonlethal) thegoblinsandbanditsherearetiedupandessentiallyhelpless.
AbilitiesStr11,Dex14,Con13,Int9,Wis10,Cha8 IfthePCsslaughtertheprisoners,awardnoXP.
FeatsSkillFocus(Perception)B,Toughness

Skillsasabove
LanguagesCommon
Gearpeasantsoutfit

KERKKO(1) CR1/2(XP200)
Wearingripped andmuddyclothes,thismuscularhumanmale BLOODMOONWARRIOR(5) CR1/3(XP135)
isdirtyandunkempt.Soresandbruisescoverhisbody. Clad in filthy leather armour this dirty, skinny humanoid looks
Malehumanwarrior2 miserable.
LGMediumhumanoid Malegoblinwarrior1
Init+0;SensesPerception+0,SenseMotive+0 NESmallhumanoid(goblinoid)
Speed30ft.;ACP0 Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
AC10,touch10,flatfooted10;CMD14 Speed30ft.;ACP0;Climb+4,Ride+7,Stealth+11
Fort+4,Ref+0,Will+0 AC14,touch14,flatfooted11;CMD13
hp18(2HD) (+1size,+3Dex)
Space5ft.;BaseAtk+2;CMB+4 Fort+2,Ref+3,Will+0
Meleeunarmedstrike+4(1d3+2nonlethal) hp6(1HD)
AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8 Space5ft.;BaseAtk+1;CMB+0
FeatsToughnessB,WeaponFocus(longsword) Meleeunarmedstrike+4(1d2nonlethal)
SkillsasaboveplusHandleAnimal+3,Intimidate+2,Profession AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6
(soldier)+4 FeatsWeaponFinesse
LanguagesCommon LanguagesGoblin
Gearpeasantsoutfit Gearasabove

53
M11: SHAMAN OF THE BLOOD MOON (EL 3; XP 800)
These chambers serve both as the tribes church and their TACTICS
shamans home. Sar is as loyal a member of the tribe as any
Favoured tribal warriors, the Blood Moon Wardens know they
goblin that is he lusts for power and advancement, but is
owe their exalted position to Sars patronage. As such they
terrifiedofRuknarspower.ThePCsarrivalgivesSaranidea;he
protecthimfiercely.Confidentintheirabilities,theyadvanceto
immediatelystartsplottingtousethemtokillRuknarsothathe
meetintrudersandfightuntilslain.
maybecomechieftain.
Sarsupportshisguardswithblessandusesburninghandson
This large chamber was obviously once some kind of storage a foe meleeing him. Otherwise, he hurls darts at intruders,
vault. Several slender pillars hold aloft the roof and at the saving his wand of scorching ray for obvious clerics of good
chambers far end a large recess holds an altar covered in alignedgods,paladinsorhismosthatedfoesdwarves.
candles.Strange,obviouslyfellsymbolscoverthewalls. Ifreducedtobelowhalfhitpoints,Sarbegsforaparley.

Twoelitegoblinwarriorsguardthisplace.WhenthePCsarrive, SAR
they are hiding behind slender pillars watching the entrance. If SarluststooverthrowRuknarandruleinhisplace.Althoughnot
theyspotintruders,theyshoutforSarandreadythemselvesfor acoward,Sarisnotstupidandknowsthatheisnomatchforthe
combat. Once Sar becomes aware of intruders, he calls for ogre chieftain. The PCs arrival presents him with a great
parley(seeSarfordetails).IfthePCsattack,refertoTactics. opportunity to achieve his goal. Thus, he is keen to speak with
theintruders.Usethesenotes,ifthePCsspeakwithSar.
Background: The favoured servant of the tribes previous

54
shaman,Sargruesomelymurderedhisteacherseveralyearsago. rancidsheetdrenchedwithbloodstains,meltedcandlewaxand
Personality: Obsessed with his own importance and otherunidentifiablesubstances.
consumedwithalustforpower,Sarisselfobsessedtothepoint Symbols:Symbols of obviouslyevil, malign intent cover the
of mania. Totally immoral, he agrees to anything no matter walls. Sar daubed these in blood, but in truth doesnt really
howshockingtogethisownway.Heenjoystorture,andhas understand them. A DC 10 Knowledge (religion) check reveals
spent time with the prisoners in Area M10. He expresses no thatalthoughtheyappearsinistertheyareessentiallygibberish.
regretforhisactions. Skulls:TheskullsoffourMediumsizedhumanoidsflankthe
Mannerisms:Sarhasahackingcough. altar.ADC15Healcheckrevealstheirskinandothersofttissues
Distinguishing Features: Impressively ugly, Sar stinks of wereremovedbyboiling.
blood,sweatandspellcomponents.
M11I: SARS PERSONAL CHAMBER
TEMPLE FEATURES Thissmallchamberisfullofbricabrac.Abedoffursliesinone
Thetemplehasseveralnoteworthyfeatures: corner. Against another wall stands a workbench covered with
Illumination: The candles upon the altar bathe it in normal magicalparaphernaliaandachest.
lightand increase the illumination level by onestep in a 5foot
radius.Darknessfillstherestofthechamber. Theroomhasseveralfeaturesofnote:
StoutWoodenDoor:Asturdy,stoutwoodendoor(hardness FurBed:ApileofrankfurcomprisesSarsbed.Thefursare
5,hp15,DC18Break[DC23ifbarred])providesaccesstothis fleabitten,dirtyandsmell.Theyareworthless.
area.IfSarhasbeenwarnedofintrudersabroadinthecomplex, Workbench: Covered with objects of supposed magical
thedoorisbarredfromwithin. power, the bench is a triumph of disorganisation. A character
Ceiling:Theceilingarchesto15ft.inheight. spending10minutessortingthroughitfindsenoughmaterialto
SlenderPillars:Fourslenderpillarsstandhere.Acharacterin makeonehealerskitandonespellcomponentpouch.
thesamesquaregainspartialcover(+2AC,+1Reflexsaves).An Chest:Thelockedchest(hardness5;hp25;DC23Break;DC
emptyirontorchsconehangsfromeachpillar. 20DisableDevice)containsfoursticksofincense(eachworth5
Altar: The altar is actually a heavy table covered in an old, gp), a golden statue of a dretch (DC 11 Knowledge [planes]
identifies;worth50gp[DC20Appraisevalues])and136sp.
SAR,BLOODMOONADEPT CR1(XP400)
Thisbaldandskinnyhumanoidwearsdirtyrobesanditshead SCALING THE ENCOUNTER
seemstoolargeforitsbody Tomodifythisencounter,applythefollowingchanges:
Malegoblinadept3 EL2(XP600):RemoveoneBloodMoonWarden.
NESmallhumanoid(goblinoid) EL4(XP1,200):AddtwoBloodMoonWardens.
Init+2;Sensesdarkvision60ft.;Perception+1,SenseMotive+1
Speed30ft.;ACP0;Ride+6,Stealth+10
AC15,touch14,flatfooted12;CMD12 BLOODMOONWARDEN(2) CR1/2(XP200)
(+1armour[bracersofarmour+1],+2Dex,+1dodge[Dodge], Thissmallhumanoidhasaflatface,squashednoseandawide
+1size) mouthfulloffangs.Cladinstuddedleatherarmouritcarries
Fort+2,Ref+3,Will+4 aheavywoodenshieldandlongsword.
hp19(3HD) Malegoblinwarrior1/expert1
Space5ft.;BaseAtk+1;CMB2 NESmallhumanoid(goblinoid)
Meleedagger+0(1d32/1920) Init+3;Sensesdarkvision60ft.;Perception+4,SenseMotive+3
Rangeddart(range20ft.)+4(1d32) Speed30ft.;ACP2;Climb+3,Ride+5,Stealth+13,Swim1
AdeptSpellsPrepared(CL3rd;concentration+4) AC19,touch14,flatfooted16;CMD13
1stburninghands(2;DC12),curelightwounds (+3 armour [mwk studded leather], +3 Dex, +2 shield [heavy
0detectmagic,ghostsound,touchoffatigue(DC11) wooden],+1size)
Combat Gear dart (5), scroll of bless, wand of scorching ray (2 Fort+2,Ref+3,Will+1
charges) hp11(2HD)
AbilitiesStr6,Dex15,Con12,Int10,Wis13,Cha7 Space5ft.;BaseAtk+1;CMB+2
SQsummonfamiliar Meleelongsword+3(1d6/1920)
FeatsDodge,Toughness CombatGearpotionofcurelightwounds
SkillsasaboveplusHeal+6,Knowledge(religion)+6,Spellcraft AbilitiesStr10,Dex17,Con11,Int10,Wis9,Cha6
+6 FeatsWeaponFocus(longsword)
LanguagesGoblin SkillsasaboveplusKnowledge(religion)+4
Gear as above plus wooden holy symbol, spell component LanguagesGoblin
pouch,blackgems(2;onyx[50gpeach]),key,4gp,12sp Gearasaboveplusbeltpouch,15sp

55
M12: GUARDIANS OF THE BLOOD MOON (EL 4; XP 1,200)
Razogen has been honoured with the task of defending the check by 5 or more lands in the flames, takes 1d6 fire damage
approachtohisfathersinnersanctum.Heisverykeentoaddto and must make a DC 15 Reflex save or catch on fire. The fires
hisskulldisplayandattacksintrudersimmediately. smokeescapesthroughmanycracksintheceiling.
Table:Thissturdywoodentableis2ft.high.
This smallish room contains a blazing fire set into the floor, a Characters under the table have cover (+4 AC, +2 Reflex
table and several benches. A primitive display of skulls atop a saves), but are squeezing (4 to AC and attack rolls and each
tripodstandsnearthedoor. move into a square costs 2 squares of movement). Characters
canleapatopthetable(DC8Acrobatics)togainthebenefitsof
UnlessthePCssurrender,theycannotavoidafighthere.
higherground(+1onmeleeattacks).
TACTICS Benches: The benches are 1 ft. high. Characters can leap
atopthem(DC4Acrobatics)togainthebenefitofhigherground
Razogen is a ferocious warrior, desperate to gain his fathers
(+1onmeleeattacks),butareconsideredbalancing.
approval. He hurls himself into battle, seeking out the biggest
Alternatively, a character in an adjacent square can push a
opponent to slay. He uses smite good with his first attack,
bench at an opponent to make a trip or bull rush attack
concentratingononefoeuntilitfalls.
(increasing the attacking characters reach by 5 ft. and giving a
OneoftheveteranwarriorsaidsRazogen,flankingtheyoung
+2bonustotheattack).
ogrestarget,whilehiscompanionsholdtheotherinterlopersat
Decorative Skulls: Razogen has started to collect the skulls
bay. If warned of battle, they coat their handaxes with oil of
ofthosehehasslaintocreateaninterestingsculpture.
magicweapon.
Theroomsoccupantschasefleeingintruders. SCALING THE ENCOUNTER
CHAMBER FEATURES Tomodifythisencounter,applythefollowingchanges:
EL3(XP800):RemovetwoVeteranBloodMoonWarriors.
Thechamberhasseveralnoteworthyfeatures:
EL 5 (XP 1,600): Remove one Veteran Blood Moon Warrior
Illumination:Thefirefillstheroomwithnormallight.
and add one additional Scion of Ruknar (Jerlax), Razogens
Ceiling:Theceilingis10ft.high.
brotherandrival.
Door: The wooden door leading to this chamber is swollen
(hardness 5; hp 10; DC 15 Break) but partially open so the
occupantscankeepaneyeonthecorridor.
Fire:Alargefireburnsinsidearingofstones.Characterscan RAZOGEN,SCIONOFRUKNAR CR2(XP600)
leapthefirewithaDC5Acrobaticscheck;acharacterfailingthis This lumbering humanoid has small, beady eyes and a wide
mouth filled with illfitting teeth. It wears chainmail and
wieldsaspear.
V E T E R A N BLOODMOONWARRIOR(3) Maleyoungfiendishogre
CR1/2(XP200) CEMediumhumanoid(giant)
Clad in leather armour this dirty, skinny humanoid carries a Init+1;Sensesdarkvision60ft.,lowlightvision;Perception+4,
shortbowandhandaxe. SenseMotive+0
Malegoblinwarrior2 Speed30ft.,basespeed40ft.;ACP5;Climb+3
NESmallhumanoid(goblinoid) AC22,touch11,flatfooted21;CMD17
Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0 (+1Dex,+6armour[chainmail],+5natural)
Speed30ft.;ACP0;Climb+4,Ride+7,Stealth+12 Resistcold5,fire5
AC17,touch14,flatfooted14;CMD14 Fort+4,Ref+2,Will+3;SR7
(+1size,+3Dex,+2armour[leather],+1shield[mwkbuckler]) hp22(4HD)
Fort+3,Ref+3,Will+0 Space5ft.;BaseAtk+3;CMB+6
hp13(2HD) Meleespear+6(1d8+4/x3)
Space5ft.;BaseAtk+2;CMB+1 Rangedheavycrossbow(range120ft.)+3(1d10/1920)
Meleehandaxe+6(1d4/x3) AtkOptionssmitegood(1/day;+0attack,+4damage)
Rangedshortbow(range60ft.)+6(1d4/x3) CombatGearbolts(10)
CombatGeararrows(20),oilofmagicweapon AbilitiesStr17,Dex12,Con11,Int6,Wis10,Cha7
AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6 FeatsIronWill,Toughness
FeatsWeaponFinesse SkillsasaboveplusLinguistics1
LanguagesGoblin LanguagesGiant,Goblin
Gearasaboveplusbeltpouch,1d6sp,1d4gp Gearasaboveplus mixedcoinage(20gp)

56
57
M13: CHIEFTAIN OF THE BLOOD MOON (EL 6; XP 2,400)
Ruknar dwells here with his large and aggressive concubines. RUKNAR
Each concubine vies for the honour of bearing his young and
A foul, odious bully who delights in the pain, suffering,
attacksintruderssavagelyinanattempttogainhisfavour.
dismemberment and death of his foes, Ruknar is a terrible
In this chamber, a long, very low table stands behind a blazing enemy.
fire. Piles of furs surround the table, which is heaped with food Background:ThetaintoftheAbysslurksinRuknarspast.As
anddrink.Thefiresflameslighttheroomilluminatingmanyold the only survivor of his original tribe, he easily wrested
andfadedtapestrieshangingfromthewalls. command of the Blood Moon from its previous chieftain a
decade ago. Since then, he has lived the good life plentiful
IfRuknarandhisconcubinesareunawareofintruders,theyare women,lootandbattle.Heiscontent.
lounging about the table when the PCs arrive. If alerted to Personality: Ruknar enjoys his concubines competition
impendingdanger,theyarereadyforbattle. even fostering it. He also enjoys dismembering and cooking his
enemiesasawarningtothosewhoplotagainsthim.
TACTICS Mannerisms:Ruknarspitsanddroolswhenexcited.
Ruknars concubines hate each other and only cooperate if he DistinguishingFeatures:Ruknarisimmenselyfat.
can see them doing so. They hurl themselves at intruders,
screamingandcursing.Twotrytoflankanenemywarriorwhile NIG, SBUX AND ZUS
thethirdusesAcrobaticstoreachthepartysrearranks. Ruknarsconcubinesareviciouscreaturesobsessedwithbearing
Ruknarwadesintobattletrustingtohisimpressivevigour Buknars blessed seed. They see each other as competition
and otherworldly resistances to see him through. Advancing to and only cooperate when Ruknar commands it. They hiss and
battle,hehurlsajavelinatanunarmouredtarget.Inmelee,he curse at their foes and exult when someone succumbs to their
uses smite good immediately against an obviously dangerous attacks.
enemywarrior.
Ruknarfightsuntilslain,butifthetribeschieftainfalls,any
survivingconcubinesimmediatelyflee.
RUKNAR,BLOODMOON C H I E F T A I N C R 4 ( X P 1 , 2 0 0 )
This lumbering giant has small, beady eyes and a wide mouth
NIG,SBUXANDZUS CR1(XP400) filledwithillfittingteeth.Hewearsmissmatchedpiecesof
Thisfemalegoblinislargerandmoremuscularthanherilk.Clad platearmourandclutchesanimmensefalchion.
in studded leather, she radiates an aura of aggression and Malefiendishogrefighter(unbreakable)1
violence.Shewieldstwowickedlycurvedsickles. CELargehumanoid(giant)
Femalegiantgoblinwarrior1/expert(acrobat)1 Init+1;Sensesdarkvision60ft.,lowlightvision;Perception+6,
NEMediumhumanoid(goblinoid) SenseMotive+1
Init+2;Sensesdarkvision60ft.;Perception+3,SenseMotive1 Speed30ft.,basespeed40ft.;ACP7;Climb+5,Stealth10
Speed 30 ft.; ACP 0; Acrobatics +7, Climb +7, Ride +6, Stealth AC19,touch9,flatfooted17;CMD23
+10,Swim+3 (+2armour[platearms&legs],+1Dex,+5natural,+2shield
AC18,touch12,flatfooted16;CMD15 [+1buckler],1size)
(+3armour[mwkstuddedleather],+2Dex,+3natural) Resistcold5,fire5
Fort+4,Ref+2,Will+1 Fort+9,Ref+1,Will+4;SR9
hp15(2HD) hp48(5HD);Diehard
Space5ft.;BaseAtk+1;CMB+3 Space10ft.;BaseAtk+4;CMB+12
Melee sickle +3 (1d6+2 plus Small centipede poison [DC 11 Meleemwkfalchion(reach10ft.)+11(2d6+10/1820)
Fortitude;freq.1rd./4rds.;effect1Dex])or Rangedmwkjavelin(range30ft.)+5(1d8+5)
Melee sickle +1 (1d6+2 plus Small centipede poison [DC 11 AtkOptionssmitegood(1/day;+0attack,+5damage)
Fortitude;freq.1rd./4rds.;effect1Dex])and Combat Gear mwk javelins (3), potion of cure moderate
sickle+1(1d6+1) wounds,oilofmagicweapon
AbilitiesStr14,Dex15,Con15,Int10,Wis9,Cha6 AbilitiesStr25,Dex12,Con17,Int6,Wis12,Cha5
B B
FeatsTwoWeaponFighting Feats Diehard , Endurance , Iron Will, Toughness, Weapon
SkillsasaboveplusPerform(dance)+2 Focus(falchion)
LanguagesGoblin SkillsasaboveplusLinguistics1
LanguagesGiant,Goblin
Gear as aboveplus belt pouch, 15 sp, tawdry jewellery (worth
50gp) Gearasaboveplusgoldenearrings(worth120gp)

58
AREA FEATURES The tapestries provide concealment (20% miss chance) to
thosebehindthem.Theyareonlylooselyaffixedtothewalland
Theareahasseveralnoteworthyfeatures:
can be pulled free with a DC 15 Strength check. The tapestry
Illumination:Thefirefillstheroomwithnormallight.
makes a grapple check (+8 CMB) against adjacent targets, who
Ceiling:Theceilingis20ft.high.
gainthegrappledconditionuntiltheyfreethemselves(CMD15).
Torch Sconces: Four empty torch sconces hang from the
Low Table: This sturdy wooden table is 1 ft. high; its legs
chamberswalls.
haveobviouslybeendeliberatelyshortened.
Fire:Alargefireburnsinsidearingofstones.Characterscan
Characterscanleapatopthetable(DC4Acrobatics)togain
leapthefirewithaDC5Acrobaticscheck;acharacterfailingthis
thebenefitsofhigherground(+1onmeleeattacks).
check by 5 or more lands in the flames, takes 1d6 fire damage
FurPiles:Moundsoffursurroundthelowtable.Characters
and must make a DC 15 Reflex save or catch on fire. The fires
runningorchargingacrossthemmustmakeaDC12Acrobatics
smokeescapesthroughmanycracksintheceiling.
checkorslipandstopmoving.Acharacterfailingthischeckby5
Ruknarhidesalargekeyinasecrethollowbeneaththefire
ormorefallsprone.
(DC25Perceptionchecklocates).ThekeyopensRuknarslarge
Large Ironbound Chest: This large ironbound chest
ironboundchest.
(hardness 5; hp 15; DC 23 Break; DC 25 Disable Device opens)
Tapestries: Faded and stained tapestries cover the
holdsthetribesaccumulatedwealth.
chamberswalls.Depictingscenesofbattleanddeath,theyhave
been looted from the ruins above. All MixedCoinage:795cp,497sp,296gpand19pp.
have been defaced and are Jewellery: A golden necklace set with four small translucent
worthless. yellowgems(carnelians;DC20Appraiseidentifies)worth300
gp(DC20Appraisecheckvalues).
Masterwork Thieves Tools: In a soft black leather pouch
(whichbearstheinitialsA.H.)
WandofCureModerateWounds:Thislong,taperedwandis
of white willow and engraved with runes of healing power
(faint[DC17Knowledge{arcana}conjuration];DC18Spellcraft
identifies).Ithas12charges.
Treasure Map: This faded map shows the location of a
dwarvenhold(seePlayerHandout2).

Trophy Wall: Broken weapons, skulls, sundered


armourandotheritemsofbattlebootyhavebeen
nailedtoonewall.Allareworthless,butserveasa
testimonytoRuknarsbattleprowess.

SCALING THE ENCOUNTER


To modify this encounter, apply the following
changes:
EL 5 (XP 1,600): Remove Nig and
Sbuz.
EL 8 (XP 3,200): Add two
concubines(Jarxand
Lila).

59
HANDOUT 3: THE LOST HOLD OF HADRAMKATH
This map is reproduced in Player Handout 3. Also refer to
FurtherAdenturesformoreinformation.

60
T HE U NDERCRYPT

61
THE UNDERCRYPT
ThissmallsublevelliesbelowthecellarsandisfreeoftheBlood intheothercavernsandcellarsbelowthekeep.
Moon Goblins. Built by Valentin to house the remains of those Grey Sludge: Water dripping down from above has turned
who fell in his service the undercrypts have laid undisturbed the deep dust into a grey sludge. A DC 15 Knowledge
since the keeps fall. However, an earthquake two decades ago (dungeoneering)checkrevealsthesludgetobeharmless.
linkedtheundercrypttodeepcavernsbelowthekeep. The sludge makes tracking much easier. Characters making
Survival checks to follow tracks or Perception checks to spot
UNDERCRYPT FEATURES tracksgaina+4circumstancebonustotheircheck.
TheUndercrypthasthefollowinggenericfeatures: DrippingWater:WaterdripsdownintotheUndercryptfrom
Illumination:Darkness. above. The water is cold and the constant sound of dripping
Ceiling:Inmostareas,theceilingisbetween1015ft.high. increasesby2theDCofanyhearingbasedPerceptionchecks.
Temperature:ItisnoticeablycolderintheUndercryptthan Additionally,unlessthePCsrigsomekindofprotectionfrom
theunceasingdripping,itisimpossibletogeta
goodnightsrestintheUndercrypts.
Hewn Stone Walls: The slick walls are of
hewn stone. Crudely hacked from the hills
bedrock, they provide numerous hand and
footholdsforclimbers(DC20Climbcheck).
Necrotic Corruption: Necrotic corruption
has leaked into the crypt from below,
corrupting the bodies of those interred within.
The exact source of this corruption is a matter
fortheGM,butpage66presentstwopossible
sources. Detect evil reveals faint evil radiating
throughouttheundercrypt.

UNDERCRYPT DRESSING
Use this table to generate minor points of
interest,asdesired.Suchfeatureshavelittleor
noimpactonplay,butservetounderscorethe
currentstateoftheundercrypt.

D20 FEATURE
110 Thick gray sludge covers the floor.
Treat affected areas as difficult
terrain.
1114 Pocketoffrigidair;thetemperature
isnoticeablycolderinsuchareas.
15 A faint breeze issues from the
direction of the stairs leading up to
thecellars.
16 ADC10Perceptioncheckrevealsthe
faint sound of rainfall (this is the
soundofwaterfallingintotheEbon
Chasm[U6]).
1719 Deep cracks run through the walls
andceiling.
20 The sludge hides a small hole in the
floor. The first character stumbles
and falls prone in the sludge (DC 15
Reflexsavenegates).

62
U1: STAIRWAY AND TRAPPED CORRIDOR (EL 2; XP 600)
ThePCsmustcrossthisareatoaccesstheUndercrypts.Read: checktoscale.Wateroozesdownthewalls.

A narrow dustshrouded stair descends about thirty feet and THE PIT
endsinacorridor.Thewallsandfloorarewetandglisteninyour
The pit blocks progress along the passageway and has the
light.Thesoundofdrippingwaterfillsyourears.
followingnoteworthyfeatures:
WhenthePCsreachthebottomofthestairs,read: Depth: The pit is 20 ft. deep. Characters falling into the pit
suffer2d6damageandlandproneinthewater.
Aheadofyouanarrowcorridorendsinawallpiercedbyasingle Walls:CharacterscanscalethepitswallswithDC20Climb
doorway,partiallyfilledbyarottingwoodendoor.Anopen20ft. checks.
longpitblocksfurtherprogress.Black,brackishwaterfillsthepit Water: 4 ft. deep black, brackish water fills the pit.
toanunknowndepth. Characters in the water gain improved cover (+8 AC, +4 Reflex
saves)againstattacksfromopponentsonland.
Two sodden human zombies lie unseen in the water. The Rotten Door: This rotten door blocks the view of what lies
remains of two bandits who triggered this trap long ago, they beyond,butcollapsesassoonasacharactertouchesit.
rise up to attack living creatures in the pit. The zombies are so
waterloggedthattheygainresistfire5whileinthepitandfor TACTICS
onehouraftertheyemerge.
Thezombiesstandupwhenalivingcreatureentersthepit.They
ferociouslyattackanysuchtargets,pummellingthemtodeath.
AREA FEATURES
Ifaftertheyawaken,therearenomoreliving
Thestairsandcorridorhaveseveralnoteworthyfeatures: targetsinthepit,theyattempttoclimbout
SteepsStairs:CharactersmustmakeaDC12Acrobatics tokillanyothervisibletargets.
checktorunorchargeonthestairs.Acharacterfailingthis
checkby5ormorefalls1d2x5ft.andlandsprone. SCALING THE
Ceiling: The ceiling in the stairs is only sixfoot high. In ENCOUNTER
thecorridoritrisesto12ft.
To modify this encounter,
Walls:Theslick,hewnstonewallsrequireaDC20Climb
apply the following
changes:
FASTHUMANZOMBIE(2) CR1/2(XP200)
EL 1 (XP 400):
The putrid stench of death emanates from this shambling,
Remove one fast
sodden,partiallydecayedcorpse.
humanzombie.
NEMediumundead
Init+2Sensesdarkvision60ft.;Perception+0,SenseMotive+0 EL 3 (XP 800)
Speed40ft.;ACP0;Acrobatics+2(+6jumping),Climb+3 Add two fast
AC17,touch12,flatfooted15;CMD16 human
(+3armour[studdedleather],+2Dex,+2natural) zombies.
Immune mindaffecting effects, death effects, disease,
paralysis, poison, sleep effects, stunning, nonlethal damage,
ability drain, energy drain, damage to physical abilities,
exhaustion, fatigue, massive damage, any effect requiring a
Fortitudesave(unlessitaffectsobjectsorisharmless);Resist
fire5
Fort+0,Ref+2,Will+3
hp12(2HD)
Space5ft.;BaseAtk+1;CMB+4
Meleeslam+4(1d6+4)
AtkOptionsquickstrike
QuickStrike(Ex)Wheneverafastzombiemakesafullattack,it
canmakeoneadditionalslamattack.
AbilitiesStr17,Dex14,Con,Int,Wis10,Cha10
FeatsToughness
Gearasaboveplus8gpinmixedcoinage

63
U2: HALL OF BATTLE
Thishallwayisunoccupied. shown crushing their enemies and trampling on the many
corpses of the fallen. A particularly powerful warrior is shown
Anintricatebasreliefcarvingofhumanwarriorsfightingabattle surrounded by piles of the fallen. PCs viewing the scene may
against a host of orcs and goblins completely covers one long makevariousKnowledgechecktolearnmore:
wallofthishallway.
DC 10 Knowledge (history): Forty years ago, Valentin fought
Valentin had this hallway decorated in celebration of a great against the Orcs of the Severed Hand and the Goblins of the
victorywonagainsthisorcandgoblinenemies. Blood Moon. He also exterminated the Kobolds of the Ebon
Scales.
AREA FEATURES
DC15Knowledge(local):TheorcsarefromtheSeveredHand
Thecorridorhasseveralnoteworthyfeatures: tribe while the goblins hail from the Blood Moon tribe. The
Illumination:Darkness. scene probably depicts one of his famous victories, possibly
Battle Carving: This intricate basrelief carving depicts a theBattleofSlaughterMeadow,whereinhebrokethetribes
woodland battle between Valentins followers, the Orcs of the strength and slew the Severed Hands chief (and many of his
Severed Hand and the Blood Moon Goblins. The humans are bodyguards)insinglecombat.

U3: CHAPEL
Thislargechamberservedasthekeepschapel.Read: AirTemperature:Itiscoldwithinthechapel.
WarriorStatues:Eachstatuestands10ft.tallanddepictsa
Thislargechamberisobviouslyachapel.Analtaratthefarend muscular warrior of severe mien clad in plate armour and
ofthechamberisflankedbytwostatuesofwarriorscladinplate wielding a battleaxe twohanded. The statue is intricately
andwieldingbattleaxes.Asmallrottingironboundcofferstands carved.Eachstatueprovidescover(+4AC,+2Reflexsaves)and
onthealtar. canbescaledwithaDC15Climbcheck.
Grey sludge covers much of the floor and in several places Altar:Thisplain,stonealtarstands4ft.high.Characterscan
unhealthylookingblackmouldgrowsinthickpatches. leapatopitwithaDC12Acrobaticschecktogainthebenefitsof
higherground(+1onmeleeattacks).
Thechapelisunoccupied.
Rotting Coffer: This small, rotting ironbound coffer
AREA FEATURES (hardness 2; hp 20; DC 10 Break) contains items of religious
significance. Many such as a sacred text have rotted away
Thechamberhasseveralnoteworthyfeatures:
leavingthechesthalffullofsludge,butafewtreasuresremain.
Illumination:Darkness.
ADC20Appraisecheckrevealseachitemsvalue.
GreySludge:Athicklayerofgreysludgecoversmuchofthe
floor.ADC10Survivalcheckrevealsnothinghasrecentlymoved Agoldidolofawarriorwieldingabattleaxe(worth30gp).
throughthesludge.Thesludgeisparticularlythickinthechapel A set of silver chimes (worth 10 gp) that produce a harsh,
andcharactersrunningorchargingthroughtheareamustmake discordantsoundwhenstruck.
aDC12Acrobaticscheckorstopmovinginthefirstsludgefilled A small wrought iron tripod (worth 10 gp) holding a sludge
squareitenters.Acharacterfailingthischeckby5ormorefalls filledironbowl.Thesludgehidesthreematchedsmallopaque
prone. darkgreengems(malachiteseachworth15gp).
Black Mould: Several patches of black mould grow around
the warrior statues. A DC 15 Knowledge (nature) reveals the
mouldtobeharmless.
A NOTE ON RELIGION
ThischapelwasdedicatedtotheherogodKalron,godofbattle
and heroic struggle. It is a simple job to exchange this
personageforonemoresuitabletoaGMspersonalcampaign.
Ifyoudecidetodoso,remembertochangethedescriptionsof
the various statues, religious symbols and so throughout this
areaandsurroundingchamberstobettersuitthechosendeity.

64
U4: COLUMNED HALLWAY (EL 3; XP 800)
This columned hallway suffered some damage when the AREA FEATURES
earthquakethatlinkedthissubleveltotheEbonChasmstruck20
Thechamberhasseveralnoteworthyfeatures:
yearsago.
Illumination:Darkness.
Amyriadofslenderpillarscarvedtorepresenthumanwarriors AirTemperature:Itisbarelyabovefreezing.
clad in platemail and holding a battleaxe grounded in front of Ceiling: The cracked and sagging ceiling is 15 ft. high. A DC
themholdaloftthischillhallwayssaggingceiling. 10 Knowledge (engineering) or DC 10 Craft (stonemasonry)
check reveals it is unsafe. Exceeding this check by five or more
PCssuspectinganambushorinspectingthepillarsmayspotthe revealsthedestructionoftwopillarswillcauseacavein.
caryatid columns true nature by making a DC 20 Perception WarriorColumns:Damagedslendercolumns(AC4,hardness
check (modified for distance). Those that do not are surprised 8,hp40,DC20Break)alldepictingwarriorsstandingatrest,a
whenthecaryatidcolumnanimates. battleaxebeforethemholdtheceilingaloft.Charactersinthe
same square as a column gain partial cover (+2 to AC, +1 on
TACTICS Reflexsaves).AcolumncanbescaledwithaDC15Climbcheck.
The caryatid column attacks the first foe to reach the midway Treasure: The only treasure in this area is the caryatid
pointofthehallway.Thecolumnstridesintobattle,focusingits columnsbattleaxe.Atfirstglancetheaxeappearsofstone,but
attacks on the intruder furthest down the hallway. The column thiscanbechippedoffoncethecolumnhasbeendefeated.
pursuesintrudersasfarasAreaU1butdoesnotcrossthepit.
SCALING THE ENCOUNTER
Tomodifythisencounter,applythefollowingchanges:
CARYATIDCOLUMN CR3(XP800)
Thisstonestatueofaplatecladwarriorholdingabattleaxeat EL 2 (XP 600): Apply the young creature template to the
reststaresimpassivelyahead. caryatidcolumntosimulatedamage(+2toallDexbasedrolls,2
NMediumconstrict onallotherrolls;hp30)causedbytheearthquake.
Init1;Sensesdarkvision60ft.,lowlightvision;Perception+0, EL4(XP1,200)Applytheadvancedcreaturetemplatetothe
SenseMotive+0 caryatid column (+2 on all rolls [including damage] and special
Speed 20 ft.; ACP 0; Acrobatics 1 (5 jumping), Stealth 1 abilityDCs;AC18,touch13,flatfooted18;CMD20;hp42).
(statue)
Statue (Ex) A caryatid column can stand perfectly still,
emulating a statue. An observer must make a DC 20
Perceptionchecktonoticethecaryatidcolumnisalive.
AC14,touch9,flatfooted14;CMD16(cannotbedisarmed)
(1Dex,+5natural) COLLAPSING CEILING
Immune mindaffecting effects, bleed, disease, death effects,
The PCs may deliberately (or accidentally) cause the ceiling to
necromancyeffects,paralysis, poison,sleep,stunning,ability
damage, ability drain, fatigue, exhaustion, energy drain, cavein.Usethesenotestoadjudicatesuchactions.Chapter13
nonlethaldamage,massivedamage,anyeffectthatrequiresa of the Pathfinder Roleplaying Core Rulebook has more
Fortitudesave,magic information on caveins (including how to free buried
Immunity to Magic (Ex) A caryatid column is immune to any characters).
spell or spelllike ability that allows spell resistance. In FirstRound:Intheroundafterthesecondcolumnfalls,the
addition,certainspellsandeffectsfunctiondifferentlyagainst ceiling noticeably sags; dust and small rocks fall. The caryatid
the creature. Transmute rock to mud deals 1d6 damage per
columndoesnotunderstandthedangerinherentinacollapsing
caster level with no saving throw. Transmute mud to rock
heals any lost hit points. Stone to flesh negates the statues ceilingandmakesnospecialmovetoavoidtheeffect.
damagereductionandimmunitytomagicforonefullround. Second Round: The ceiling cavesin. Any character within
Fort+1,Ref+0,Will+1 15footofafallenpillariscaughtintheburyzone(4d6damage
hp36(3HD);DR/5;shatterweapons [DC 15 Reflex halves] and is buried). Any character within 10
Shatter Weapons (Ex) When a character strikes a caryatid footofaburyzoneiscaughtintheslidezoneandburied(2d6
column with a weapon (magical or normal), the weapon
damage[DC15Reflexnegates]).
takes3d6damage.Applytheweaponshardnessnormally.
Rubble: Treat areas in the bury or slide zone as dense
Space5ft.;BaseAtk+3;CMB+7
rubble(itcosts2squaresofmovementtoentersuchareas;the
Meleemwkbattleaxe+8(1d8+6/x3)
AbilitiesStr18,Dex9,Con,Int,Wis11,Cha1 DC of Acrobatic checks increases by 5 and the DC of Stealth
Gearasabove checksincreasesby2).

65
U5: THE CRYPT (EL 4; XP 1,200)
Here,ValentinIronwolfinterredhisslainfollowersinhonourand AREA FEATURES
state.Unfortunately,thecorruptionemanatingfromtheChasm
Thecrypthasseveralnoteworthyfeatures:
of Ebon Depths (U6) has animated them as fell undead
Illumination:Darkness.
creatures.Read:
Ceiling:Theceilingis20ft.high.
It is very cold here. Chains, a skull hanging from each one, are Air Temperature: It is barely above freezing, within the
suspendedfromtheceilingofthislargechamber.Inthecentreof crypt.
theroom,asilveraspergillumhangsfromastoutchain. Skull Chains: Frostrimmed chains (harness 10, hp 5; DC 26
Rusted iron bars running from floor to ceiling divide this Break) hang from the ceiling to height of about 4 ft. from the
chamberintoanumberofdistinctsections.Withineachsection, floor. A grinning goblin or orc skull (AC 6, hp 3; affected by
ajumbleofbonescoversthefloor. channel energy as normal [Will +2]) hangs from each one. The
skulls animate, gnashing their teeth, when a living creature
Assoonasalivingcreatureentersthechamber,theskullchains entersthechamber.
animate; the clacking of their jaws alerts the skeletons to
intruders.Theyriseandmovetoattackinthenextround. Movement (Medium or Larger): Medium or larger characters
can avoid the animated skulls by moving slowly and carefully
TACTICS throughtheroom.(Itcosts2squaresormovementtoentera
square in such a manner). Alternatively, they can ignore the
The skeletons move mindlessly toward intruders and hack at
skulls and move at normal speed. Every round a character
themwiththeirswords.Theyfightuntildestroyed.
doessotheytaketwopointsofdamageastheskullsbiteand
Thegravechillskeletonssensetheintrudersbodyheatand
bashatthelivingtargetmovingthroughtheirsquare.
movetowardthelargestsuchsource.Ifconfrontedwithseveral
Movement (Small or Smaller): Small or smaller characters
similar sources of heat, they move toward the nearest. They
movenormallyundertheskullsanddonottakedamagefrom
fightuntildestroyed.
theskulls.

66
Theskullchainsprovideconcealment(20%misschance)against IronBars:Rustedironbars(each2in.thick,hardness7,hp
opponentsmorethan10ft.away. 45,DC22Break)dividetheroom.Theironbarsprovidepartial
Bone Piles: Squares containing piles of bones count as cover(2AC,+1Reflexsaves).
difficultterrain(itcosts2squaresofmovementtoentersucha Treasure: Some of the glorious dead were interred with
square). items of sentimental or actual value. A character making a
ChainedSilverAspergillum:Asilveraspergillumhangsfrom Perceptioncheckmayuncoveroneormoreitems:
achaininthecentreofthechamber.Itisfilledwithholywater.
DC 10: A rotted grave shift embroidered with electrum
Silver Battle Aspergillum: simple weapon; damage 1d6/x2 braiding.Thebrightyellowbraidingisingoodcondition(DC20
(bludgeoning);astrucktargetsusceptibletoholywatersuffers Appraisecheckvaluesat20gp),buttheshiftisvalueless.
1damage. After five hits, the aspergillum mustbe refilled (a DC 15: A pair of golden earrings in the shape of intricate
standardactionprovokingattacksofopportunity);cost25gp. flowers(DC20Appraisecheckvaluesat150gp).
DC20:Asmallsteelpotionvialcontainingoilofblessweapon
StoneColumns:Thickstonecolumnsholdtheroofaloft.The (faint [DC 16 Knowledge {arcana} transmutation]; DC 16
pillarsprovidecover(+4AC,+2Reflexsaves). Spellcraftidentifies).
GRAVECHILLSKELETON(2) CR1/2(XP200) A tapered onefoot long iron rod carved with symbols of
Ice and frost wreath this animated skeleton. It wears a rusted strength and heroism (a DC 10 Knowledge [arcana] check
andfrozenchainshirtandwieldsalongsword. identifiesthesymbolsandbestowsa+2bonustosubsequent
NEMediumundead Spellcraft checks made to identify the wand). It is a wand of
Init+6;Sensesdarkvision60ft.;Perception+0,SenseMotive+0 bulls strength with 10 charges worth 450 gp (faint [DC 17
Speed30ft.;ACP2 Knowledge {arcana} transmutation]; DC 18 Spellcraft
AC16,touch12,flatfooted14;CMD14;chillaura identifies]).
(+2armour[rustedchainshirt],+2Dex,+2natural)
Immune mindaffecting effects, death effects, disease, SCALING THE ENCOUNTER
paralysis,poison,sleepeffects,stunning,nonlethaldamage,
ability drain, energy drain, damage to physical abilities, The skull chains festooning this chamber are worth 400 XP. To
exhaustion,fatigue,massivedamage,anyeffectrequiringa modifythisencounter,applythefollowingchanges:
Fortitudesave(unlessitaffectsobjectsorisharmless),cold; EL 3 (XP 800): Remove all the human skeletons; add one
Weaknessfirevulnerability gravechillskeleton.
Fire Vulnerability (Su) A grave chill skeleton suffers an extra
EL5(XP1,600):Addtwogravechillskeletons.
50%damagefromfirebasedattacks.
Fort+1,Ref+2,Will+2
hp5(1HD);frozendeath;DRbludgeoning/5
FrozenDeath(Su)Agravechillskeletonexplodesinaburstof
intensecoldwhendestroyed.Adjacentcreaturessuffer1d6
colddamage(DC12Reflexhalves).
HUMANSKELETON(3) CR1/3(XP135)
This animated skeleton wears a rusted chain shirt but its
Space5ft.(chillaura5ft.);BaseAtk+0;CMB+2
longswordisyetsharpanddeadly.
ChillAura(Su)Creaturesadjacenttoagravechillskeletontake
NEMediumundead
1d6colddamageatthestartoftheirturn.Anyonestrikinga
Init+6;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
gravechillskeletonwithanunarmedstrikeornaturalattack
Speed30ft.;ACP2
suffers1d6colddamage.
Meleelongsword+2(1d8+2/1920plus1d6cold)and AC16,touch12,flatfooted14;CMD14
claw3(1d4+1plus1d6cold)or (+2armour[rustedchainshirt],+2Dex,+2natural)
Melee2claws+2(1d4+1plus1d6cold) Immune mindaffecting effects, death effects, disease,
paralysis,poison,sleepeffects,stunning,nonlethaldamage,
AbilitiesStr15,Dex14,Con,Int,Wis10,Cha12
ability drain, energy drain, damage to physical abilities,
FeatsImprovedInitiative
exhaustion,fatigue,massivedamage,anyeffectrequiringa
Fortitudesave(unlessitaffectsobjectsorisharmless),cold
GRAVE CHILL SKELETONS Fort+0,Ref+2,Will+2
hp5(1HD);DRbludgeoning/5
Grave chill skeletons are a skeleton variant based on the
Space5ft.;BaseAtk+0;CMB+2
burning skeleton template (Pathfinder Roleplaying Game
Meleelongsword+2(1d8+2/1920)and
Bestiary).Theyareidenticaltoburningskeletonsinallregards, claw3(1d4+1)or
except an aura of cold instead of flames surrounds them and Melee2claws+2(1d4+1)
they are vulnerable to fire attacks. All relevant changes are AbilitiesStr15,Dex14,Con,Int,Wis10,Cha10
includedintheskeletonsstatblocks. Feats ImprovedInitiative

67
U6: CHASM OF EBON DEPTHS
AconnectiontotheChasmofEbonDepthswasformedwhenan Temperature: The water filling the chasm is only a few
earthquake struck the area and dumped a large portion of the degrees above freezing and the air above the chasm is no
undercryptsintothechasmbelow.Read: warmer.Acharacterwithouttheprotectionofendureelements
orcoldweathergearmustmakeaDC15(+1perpreviouscheck)
The water filing this chasm is black and gleams sinisterly in the Fortitude save after one hour in the proximity of the chasm.
light. An aura of malign cold hangs in the air above the calm Thosethatfailsuffer1d6nonlethaldamageandarebesetwith
water.Waterdripsdownfromabove,fillingthecavernwiththe hypothermia (the character is fatigued until the nonlethal
soundofrain. damage is healed). A character must make subsequent checks
foreveryadditionalhourspentintheproximityofthechasm.
The flooded chasm now provides a barrier to exploration, but
Charactersintheblackwaterofthechasmmustmakethese
could(inthefuture)holdthekeytofurtheradventures.
checkseverytenminutes.
AREA FEATURES Depth:Thechasmplunges120ft.
Chasm Walls: The walls of the chasm are of natural stone
Thefloodedchasmhasseveralnoteworthyfeatures:
and contain many niches and several entrances to small,
BlackWater:Calm,blackwater(DC10Swimcheck)fillsthe
inundatedcavernsystems.
chasm. Even magical light is severely limited within; the
propertiesofthewatercausetheilluminationlevelofsuchlights NECROTIC CORRUPTION
todropbyonestepinthesamefashionasthedarknessspell.
The flooded chasm is the source of the necrotic corruption
Detectevilrevealsamoderateauraradiatingfromthepool.
warpingtheremainsoftheheroicdeadinterredinAreaU5.The
corruptions cause is up to the GM. Some examples of the
SHADOW CR3(XP800)
corruptionsvilesourceinclude:
This vaguely humanoid black wisp of shadow writhes with
unholylife.
ThebarrierbetweentheShadowPlaneandtheMaterialPlane
CEMediumundead(incorporeal)
is weak in the area around the chasm. This weakness allows
Init+2;Sensesdarkvision60ft.;Perception+8,SenseMotive
+1 negativeenergytoseepintothesurroundingcaverns.Asmall
Speedfly40ft.(good);ACP0;Fly+11,Stealth+8(+12indim colony of six shadows have also slipped through the weak
light,+4inbrightlight;incorporeal) barrier. They lurk in the flooded caverns radiating outward
AC15,touch15,flatfooted12;CMD17;Dodge from the chasm. Occasionally, they enter the cavern and
(+2Dex,+2deflection,+1dodge) immediatelyattackanyonetheyfindthere.
Immune mindaffecting effects, death effects, disease, Ancient, terrible things slither and ooze in the Ebon Realm.
paralysis, poison, sleep effects, stunning, nonlethal
Although the Ebon Chasm is but 120 ft. deep, cracks and
damage, ability drain, energy drain, damage to physical
fissures in the rock descend far deeper into places were light
abilities,exhaustion,fatigue,massivedamage,anyeffect
requiringaFortitudesave(unlessitaffectsobjectsoris and surface dwellers have never ventured eventually
harmless); critical hits and precisionbased damage intersecting with the frozen lair of a mighty shoggoth. The
(exceptfromghosttouchweapons);nonmagicalattacks shoggoth (fortunately) does not know of the connection
Fort +3, Ref +3, Will +4 (+6 vs. channelling); nondamaging between its realm and the Ebon Chasm, but certain of its
corporeal spells and effects have a 50% chance of unspeakable activities are propagating the chill of its lair
affectingashadow
upwards.
hp19(3HD);halfdamagefromcorporealspellsormagical
weapons
ThePCscancontainthenecroticcorruptionintwoways:
Space5ft.;BaseAtk+2;CMB+4
Meleeincorporealtouch+4(1d6Strengthdamagevs.living Consecrate: If the PCs cast consecrate, it keeps the necrotic
creatures)
corruption in check for the duration of the spell. This also
AtkOptionscreatespawn
hedges out the intensely cold temperature, enabling anyone
Create Spawn (Su) A humanoid creature slain (when its
Strength damage equals or exceeds its Strength score) withintheareaofaffecttoactanddressnormally.
by a shadows Strength damage becomes a shadow Hallow: Hallow acts in the same way as consecrate, but it
underthecontrolofthekillerin1d4rounds. permanently stops the spread of the necrotic corruption.
AbilitiesStr,Dex14,Con,Int6,Wis12,Cha15 AwardthePCs1,200XPiftheycasthallowinthisarea.
FeatsDodge,SkillFocus(Perception)
Skillsasabove

68
P RE - G ENERATED C H ARACTERS

69
KETHAITH AZATHAL
LGmalehalfelfcleric(Darlen)1

SENSESANDMOVEMENT
Init+0;Senseslowlightvision;Perception+5,SenseMotive+3
Speed 20 ft.; base speed 30 ft.; ACP 6; Acrobatics 5 (9
jumping)

DEFENCE
AC17,touch10,flatfooted17;CMD11
(+5armour[scalemail],+2shield[heavywoodenshield])
Immunesleep
Fort+3,Ref+1,Will+6;+2vs.enchantments
hp12

OFFENCE
Space5ft.;BaseAtk+0;CMB+1
Meleelongsword+1(1d8+1/1920)or
Meleeshortspear+1(1d8+1/x3)
Rangedshortspear(range20ft.)+0(1d8+1/x3)
Rangedsling(range50ft.)+0(1d4+1)

Special Actions channel positive energy 5/day (1d6; DC 12),
resistanttouch,spontaneouscasting(curespells)
Channel Energy When Kethaith channels positive energy to
damageundead,theysuffer1extrapointofdamageanddo
not apply any channel resistance bonus to their saving
throw.
Resistant Touch (Sp[standard;6/day]) When Kethaith touches
anallyhetransfershis+1resistancebonustothatindividual
for 1 minute. Consequently, all Kethaiths saving throws
decreaseby1forthesameduration.

SPELLS
Concentration+4
Cleric Spells Prepared (CL 1st; DC 13 + spell level); Domains: DARLEN
Protection,Sun)
D
1st(2+1/day)bless,endureelements ,shieldoffaith LGgodofLaw,Order,JusticeandtheSun
0(atwill)detectmagic,guidance,stabilize Epithets:TheJusticar,theShiningLight,theNobleOne
Symbol:Therisingsun
ABILITIES Domains:Good,Law,Protection,Sun
AbilitiesStr12,Dex10,Con11,Int10,Wis17,Cha14 FavouredWeapon:Longsword
FeatsSkillFocus(Heal),Toughness
Raiment: Voluminous, white cowled habits. Unless
SQgoodaura(faint),multitalented(cleric,fighter)
SkillsHeal+10,Knowledge(religion)+4 expectingbattle,clericsdonotweararmour.
LanguagesCommon,Elven Teachings:Thestrongmustprotecttheweak,forthisisthe
natural order. Those with great abilities or aptitudes must use
GEAR theirgiftsforthebettermentoftheirfellows.Thefaithfulmust
Travellersoutfit,woodenholysymbol be ever vigilantfor evils rise, but must showmercy in dealing
Backpack (bedroll, travellers gear, 3 days trail rations, 1 withitstools.
waterskin) HolyTexts:DarlensteachingsaresetdownintheScripture
Belt pouch (flint and steel, candle, 1 tindertwig, vial of holy
ofLawavasttomecontainingteaching,storiesandlessonsby
water)
Spellcomponentpouch some of his early, prominent followers. Divine Order and On
Beltpouch(6gp,4sp,12cp) Darkness Rise are important early commentaries penned by
legendaryhighpriests.

70
WERTHIC BOLHAK
LGmaledwarffighter1

SENSESANDMOVEMENT
Init +0, Senses darkvision 60 ft.; Perception +2 (+4 vs. unusual
stonework[stonecunning]),SenseMotive+2
Speed20ft.;ACP6;Acrobatics6(10jumping),Climb+0

DEFENCE
AC17,touch10,flatfooted17;CMD13(17vs.bullrushortrip);
+4dodgevs.gianttypeopponents
(+5armour[scalemail],+2shield[heavysteel])
Fort+5(+7vs.poison),Ref+0,Will+2;+2vs.spellsandspelllike
abilities
hp14

OFFENCE
Space5ft.;BaseAtk+1;CMB+3
Meleedwarvenwaraxe+4(1d10+2/x3)
Rangedjavelin(range30ft.)+1(1d6+2)
javelins
Atk Options Power Attack (1attack,+2damage),+1attackvs.
orcandgoblintypeopponents
CombatGearpotionofcurelightwounds

ABILITIES
AbilitiesStr15,Dex10,Con16,Int10,Wis14,Cha9
FeatsPowerAttack,WeaponFocus(dwarvenwaraxe)
Skills as above plus Appraise +0 (+2 vs. metal or gems),
Knowledge(dungeoneering)+4
LanguagesCommon,Dwarven

GEAR
Travellersoutfit
Backpack (bedroll, 5 days trail rations, 50 ft. hemp rope, 1
waterskin)
Beltpouch(flintandsteel,whetstone)
Beltpouch(25gp,19sp)

71
URBREN GLITTERHEART
NGfemalehalflingrogue1

SENSESANDMOVEMENT
Init+3;SensesPerception+7(trapfinding),SenseMotive+1
Speed 20 ft.; ACP 0; Acrobatics +9 (+5 jumping), Climb +5,
EscapeArtist+7,Stealth+11,Swim+3

DEFENCE
AC16,touch14,flatfooted12;CMD11
(+1size,+3Dex,+2armour[leather])
Fort+2,Ref+6,Will+2;+2vs.fear
hp9

OFFENCE
Space5ft.;BaseAtk+0;CMB2
Meleeshortsword+4(1d41/1920)
Rangedlightcrossbow(range80ft.)+4(1d6/1920)

AtkOptionssneakattack+1d6

ABILITIES
AbilitiesStr8,Dex17,Con12,Int14,Wis12,Cha11
FeatsWeaponFinesse
Skills Appraise +6, Disable Device +7, Knowledge
(dungeoneering)+6,Knowledge(local)+6,SleightofHand+7
LanguagesCommon,Gnome,Goblin,Halfling

GEAR
Travellersoutfit
Backpack (bedroll, travellers gear, 3 days trail rations, 1
waterskin,50ft.hemprope)
Belt pouch (flint and steel, whetstone, candle, tindertwig,
caltrops)
Beltpouch(thievestools)
Beltpouch(9gp,17sp)

72
PARADAN HANTER
NGmalehumanwizard(illusionist)1

SENSESANDMOVEMENT
Init+1;SensesPerception+1,SenseMotive+1
Speed30ft.;ACP0

DEFENCE
AC11,touch11,flatfooted10;CMD10
(+1Dex)
Fort+1,Ref+1,Will+3
hp7

OFFENCE
Space5ft.;BaseAtk+0;CMB1
Meleedagger1(1d41/1920)
Blinding Ray (Sp [standard; 7/day]) +1 ranged touch (range 30
ft.); creatures with 1 HD are blind (2 penalty to AC, loses
Dex bonus to AC and takes a 4 penalty on most Strength
andDexteritybasedskillchecks)for1round;creatureswith
more than 1 HD are dazed (target cannot act but has no
penaltytoAC)for1round).

SPELLS
Concentration+5(+9whencastingdefensivelyorgrappled)
Wizard Spells Prepared (CL 1st; DC 14 + spell level; barred
schools:transmutation,necromancy) Spellbook 1stcolour spray, disguise self, mage armour, magic
1st (3/day)colour spray (DC 16), mage armour, silent image missile, obscuring mist, silent image, ventriloquism; 0acid
(DC16) splash, arcane mark, dancing lights, daze, detect magic,
0(atwill)detectmagic,ghostsound(DC15),light,readmagic detect poison, flare, ghost sound, light, prestidigitation, ray
BondedObject(ring)Paradancanusehisbondedringonceper offrost,readmagic,resistance
daytocastanyspellinhisspellbook.
Extended Illusions (Su) Any illusion Paradan casts with a
durationofconcentrationlastsoneadditionalround.

ABILITIES
AbilitiesStr9,Dex12,Con12,Int18,Wis12,Cha10
FeatsCombatCasting,ScribeScroll,SpellFocus(illusion)
Skills Knowledge (arcana) +8, Knowledge (engineering) +8,
Knowledge (history) +8, Knowledge (nature) +8, Knowledge
(planes)+8,Knowledge(religion)+8,Linguistics+8,Spellcraft
+8
Languages Abyssal, Celestial, Common, Draconic, Infernal,
Sylvan

GEAR
Travellersoutfit
Backpack (bedroll, travellers gear, 3 days trail rations, 1
waterskin,spellbook)
Belt pouch (flint and steel, candle, 1 tindertwig, flask of
alchemistsfire)
Spellcomponentpouch
Beltpouch(4gp,9sp,17cp)

73
ABEBI KAMAU
NGfemalehumanoracle(life)1

SENSESANDMOVEMENT
Init+0;SensesPerception+0,SenseMotive+0
Speed30ft.;ACP1

DEFENCE
AC14,touch10,flatfooted14;CMD11
(+3armour[studdedleather],+1shield[buckler])
Fort+0,Ref+0,Will+2
hp10(1HD)

OFFENCE
Space5ft.;BaseAtk+0;CMB+1
Meleemorningstar+1(1d8+1)
Meleedagger+1(1d4+1/1920)
Rangedlightcrossbow(range80ft.)+0(1d8/1920)
bolts
Special Actions channel positive energy (4/day; 1d6; Selective
Channelling[3];DC13)

SPELLS
Concentration+4
OracleSpellsKnown(CL1st;DC13+spelllevel)
1st(4/day)bless,protectionfromevil
0 (atwill)create water, detect magic, ghost sound (DC 13),
light,magehand,readmagic

ABILITIES
AbilitiesStr12,Dex11,Con12,Int14,Wis10,Cha16
FeatsSelectiveChannelling,SelfSufficient
SQoraclescurse(haunted),revelations(channel)
HauntedMalevolentspiritshauntAbebicausingminormishaps
and strange occurrences. Retrieving any stored item from
hergeartakesastandardaction,unlessitwouldtakelonger.
Anyitemshedropslands10feetawayfromherinarandom
direction.
Skills as above plus Diplomacy +7, Handle Animal +7, Heal +2,
Knowledge (history) +6, Knowledge (nature) +6, Knowledge
(religion)+6,Spellcraft+6,Survival+6
LanguagesCommon,Elven,Sylvan

GEAR
Travellersgear,woodenholysymbol
Backpack (bedroll, travellers gear, 3 days trail rations, 1
waterskin)
Beltpouch(flintandsteel,candle,1tindertwig)
SpellComponentPouch
Beltpouch(14gp,4sp)

74
ILONA KARONEN
Nfemalehumanwitch(agility)1

SENSESANDMOVEMENT
Init +2; Senses Perception 1 (+1 when familiar within arms
reach), Sense Motive 1 (+1 when familiar within arms
reach)
Speed30ft.;ACP0;Stealth+4

DEFENCE
AC13,touch13,flatfooted10;CMD12;Dodge
(+2Dex,+1dodge)
Fort+1,Ref+4,Will+1
hp7(1HD)

OFFENCE
Space5ft.;BaseAtk+0;CMB1
Meleecoldirondagger1(1d41/1920)
SpecialActionshex(slumber)
Slumber(Su[standard])Ilonacancauseacreaturewithin30ft.
tofallintoadeep,magicalsleepassleep(DC14negates)for
1 round. The creature does not wake because of noise or
lightbutotherscanrouseitwithastandardaction;thehex
endsimmediatelyifthecreaturetakesdamage.Whetheror
notthesaveissuccessful,acreaturecannotbeaffectedby
thishexfor1round.
CombatGearalchemistsfire(2),thunderstone
WEASELFAMILIAR
SPELLS NTinyanimal
Concentration+5 Init +2; Senses lowlight vision, scent; Perception +1, Sense
WitchsSpellsPrepared(CL1st;DC14+spelllevel;sharespells) Motive+1
1st(2/day)magearmour,rayofenfeeblement Speed 20 ft., climb 20 ft.; ACP 0; Acrobatics +10 (+6 jumping),
0(3/day;atwill)detectmagic,message,resistance Climb+10,EscapeArtist+6,Stealth+18
AC16,touch14,flatfooted14;CMD6(10vs.trip)
ABILITIES (+2Dex,+2natural,+2size)
AbilitiesStr8,Dex14,Con12,Int18,Wis8,Cha12 Fort+2,Ref+4(improvedevasion),Will+3
B B
FeatsAlertness ,Dodge,ScribeScroll hp3(1HD)
SQwitchsfamiliar Space21/2ft.;BaseAtk+0;CMB+0
SkillsasaboveplusHeal+3,Knowledge(arcana)+8,Knowledge Meleebite(reach0ft.)+4(1d34plusattach)
(history)+8,Knowledge(nature)+8,Knowledge(planes)+8, Attach (Ex) When a weasel hits with a bite attack, it
Spellcraft+8,UseMagicDevice+5 automatically grapples its foes, inflicting automatic bite
Languages Abyssal, Common, Draconic, Giant, Infernal, damageeachround.
empathiclink
AbilitiesStr3,Dex15,Con10,Int6,Wis12,Cha5
SQstorespells
GEAR FeatsWeaponFinesse
Travellersgear Skillsasabove
Backpack (bedroll, travellers gear, 3 days trail rations, 1 Languagesempathiclink
waterskin)
Stored Spells 1stburning hands, cure light wounds,
Beltpouch(flintandsteel,candle,1tindertwig)
comprehend languages, identify, mage armour, obscuring
Beltpouch(21,4sp,2sunrods)
mist, ray of enfeeblement; 0bleed, dancing lights, daze,
SpellComponentPouch
detect magic, detect poison, guidance, light, mending,
message, putrefy food and drink, read magic, resistance,
spark,stabilize,touchoffatigue

75
MARATRI LAEMAR
CGfemaleelfranger1

SENSESANDMOVEMENT
Init+2;Senseslowlightvision;Perception+7(+9vs.goblinoids),
SenseMotive+1(+3vs.goblinoids)
Speed30ft.;ACP2;Climb+4,Stealth+4,Swim+4

DEFENCE
AC16,touch12,flatfooted14;CMD15
(+2Dex,+3armour[studdedleather],+1shield[buckler])
Immunesleep
Fort+2,Ref+4,Will+1;+2vs.enchantments
hp11

OFFENCE
Space5ft.;BaseAtk+1;CMB+2
Meleelongsword+4(1d8+2/1920)or
Meleedagger+3(1d4+2/1920)
Rangedlongbow(range100ft.)+3(1d8/x3)

AtkOptionsfavouredenemy(goblinoid[+2])

ABILITIES
AbilitiesStr14,Dex15,Con11,Int14,Wis12,Cha10
FeatsWeaponFocus(longsword)
Skills Bluff +0 (+2 vs. goblinoids), Heal +5, Knowledge
(geography) +6, Knowledge (nature) +6, Survival +5 (+6
tracking,+8trackinggoblinoids)
LanguagesCommon,Elven,Goblin,Sylvan
Abilitiestrack+1,wildempathy+1(3magicalbeasts)

GEAR
Travellersoutfit
Backpack (bedroll, travellers gear, 3 days trail rations, 1
waterskin,50ft.hemprope)
Belt pouch (flint and steel, whetstone, candle, tindertwig,
caltrops)
Beltpouch(3gp,14sp,23cp)

76
TALEK PERRIN
NGmalehalforcfighter1

SENSESANDMOVEMENT
Init+2;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
Speed30ft.;ACP1;Climb+6,Swim+6

DEFENCE
AC15,touch12,flatfooted13;CMD16
(+2Dex,+3armour[studdedleather])
Fort+4,Ref+2,Will+0
hp13;ferocity
Ferocity(Ex)Onceperday,whenbroughtbelow0hitpoints(but
not killed) Talek can fight on for one more round as if
disabled.Attheendofhisnextturn,unlessbroughtabove0
hitpoints,hefallsunconscious.

OFFENCE
Space5ft.;BaseAtk+1;CMB+4
Meleefalchion+4(2d4+4/1820)
Ranged shortbow (range 30 ft.; Point Blank Shot, Precise Shot)
+3(1d6/x3)
arrows

ABILITIES
AbilitiesStr16,Dex14,Con14,Int10,Wis10,Cha10
SQorcblood
FeatsPointBlankShot,PreciseShot
Skillsasabove
LanguagesCommon,Orc


GEAR
Travellersoutfit
Backpack (bedroll, 5 days trail rations, 1 waterskin, 50 ft. silk
ropewithgrapplehook,5pitons,smallhammer)
Beltpouch(flintandsteel,whetstone,candle,tindertwig)
Beltpouch(25gp,17sp)

77

BAELVAIN THARETH
CGmaleelfmagus1

SENSESANDMOVEMENT
Init+3;Senseslowlightvision;Perception+2,SenseMotive+0
Speed30ft.;ACP1;Climb+4,Ride+6

DEFENCE
AC16,touch13,flatfooted13;CMD14
(+3armour[studdedleather],+3Dex)
Immunesleep
Fort+3,Ref+3,Will+2;+2vs.enchantments
hp10(1HD)

OFFENCE
Space5ft.;BaseAtk+0;CMB+1
Meleelongsword+2(1d8+1/1920)
Meleedagger+1(1d4+1/1820)
Rangedlongbow(range100ft.)+3(1d8/x3)
arrows
AtkOptionsspellcombat
Spell Combat (Ex) When he has a free hand, as a fullround
action, Baelvain can both cast a spell and make melee
attacks.Allhisattackrollstakea2penaltyandhecancast
apreparedspellwithacastingtimeof1standardaction.If
hecastsdefensively,hecantakeuptoa2penaltyonallhis
attack rolls and add the same amount as a circumstance
bonusonhisconcentrationcheck.Ifthecheckfailsthespell
iswastedandhisattacksstilltakethepenalty.Baelvaincan
GEAR
choosetocast,ormakehisweaponattack,first. Travellersgear
SpecialActionsarcanepool Backpack (bedroll, travellers gear, 3 days trail rations, 1
ArcanePool(Su)Baelvainhas3pointsinhisarcanepool,which waterskin)
refreshes daily when he prepares spells. As a swift action, Beltpouch(flintandsteel,candle,1tindertwig)
Baelvain grants a weapon he is holding a +1 enhancement Beltpouch(18gp,4sp)
bonusfor1minutebyspending1poolpoint. SpellComponentPouch
CombatGearsilverdagger Spellbook 1colour spray, expeditious retreat, jump, magic
weapon,shield;0acidsplash,arcanemark,dancinglights,
SPELLS daze,detectmagic,disruptundead,flare,ghostsound,light,
mage hand, open/close, prestidigitation, ray of frost, read
Concentration+3;SpellPenetration+3
magic,spark
MagusSpellsPrepared(CL1st;DC12+spelllevel;spellcombat)

1st(2/day)colourspray(DC13),expeditiousretreat,shield
0(3/day;atwill)dancinglights,detectmagic,prestidigitation

ABILITIES
AbilitiesStr13,Dex16,Con12,Int12,Wis10,Cha10
FeatsWeaponFocus(longsword)
SQweaponfamiliarity
Skills as above plus Knowledge (arcana) +3, Spellcraft +6 (+8
identifyingmagicitems)
LanguagesCelestial,Common,Draconic,Elven

78

P L AYER HANDOUTS

79

PLAYER HANDOUT 1: SHADOWED KEEP OVERVIEW

80

PLAYER HANDOUT 2: YARS DOOR


81

PLAYER HANDOUT 3: THE LOST HOLD OF HADRAMKATH


82

I LLUSTRATIONS

83

GENERAL ILLUSTRATIONS

IRONWOLF SHIELD

IRONWOLF KEEP

84

DONJON ILLUSTRATIONS

D10: THE GREAT HALL

85

D15: THE DEMONIC DOOR


86

D16 LOST TREASURE VAULT



87

BLOOD MOON ILLUSTRATIONS

BLOOD MOON SHIELD

M10 PRISONERS OF THE BLOOD MOON


88

M11 SHAMAN OF THE BLOOD MOON

89

M12 GUARDIANS OF THE BLOOD MOON

90

M13 CHIEFTAIN OF THE BLOOD MOON


91

UNDERCRYPT ILLUSTRATIONS
U5: THE CRYPT

92




I F YOU VE ENJOYED S HADOWED K EEP O N THE B O RD E RLA ND SW H Y NO T
LEAVEA REVI EWO R CHECK O U TO U R O THER GREATP RODUCT S A T
RAGINGSWAN . COM

7. Use of Product Identity: You agree not to Use any Product Identity, including as an
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copying, modifying or distributing, and You must add the title, the copyright date, and the UltimateCombat.2011,PaizoPublishing,LLC;Author:JasonBulmahn.
copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Shadowed Keep on the Borderland. Raging Swan Press 2012; Author: Creighton
Distribute. Broadhurst.

93
T ITLE
Aruinedmonumenttofollyandego,theShadowedKeepstandsatopanisolatedbluffdeepinamistwreathed
forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep
amongtheforest'sgreatbolesandfootprintshaveappearedonthesingle,overgrowntrackleadingtothekeep.
Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some
slumberingevilhasclaimedtheruinasitsown.

Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the
surroundinglands?

Shadowed Keep on the Borderlands is a Pathfinder Roleplaying Game compatible adventure for four 1stlevel
characters.DesignedtobeeasilyinsertedintoaGM'shomecampaign,ShadowedKeepontheBorderlandsisan
excellentstartinglocaletotestthemettleofneophyteadventurers.

ShadowedKeepontheBorderlandsisdesignedforthemediumadvancementtrack.1stlevelPCscompletingallthe
challengesoftheplacecanexpecttoreach3rdlevelbythetimetheyhaveexhaustedallthekeephastooffer.

Visitusatragingswan.comtolearnmore.

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