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G-edits
Writtenby: Interior Art:
Pacrick Lawinger Bnan LeBlanc

Developer: Front Cover Art:


BillWebb Eric Pollak

Producer: Canography:
Clark Pererson EJ Bourelle

Editor: Front & Back Cover Design:


MikeJobnsrone MikeChaney

llio Content Editor: Playtesters:


ScorrGreene Narhan Whitt:, Andy ami Amy Whice, Jenny
"Nordamne"June~,ScorrWall, BrianShack, David
ManagingEditor: Ca.ne, Beth aml Michael Park, an<l"Oant Bumedroe ."
Anclrcw Bares
Special Thanks:
Art Director: Thanks co Melanie for purring up wich my addiction
MikeChaney and my boys, A nthony and Alcxander, for helping mé
see che wonder ofche world rhrough children 's eyes.
Layout and Typesetting: Thanksalso go to rhe entire NecromancerGames crew
Mik-eChaney for making che whole writing process so much fun.

Product Update Password for Morrick Mansio n: Eldoran.

This produce requires the use of the Dungeons and Dragons® Player's Handbook,
published by Wizards of the Coast®

©2003 NecmmanccrOames. lnc. Ali nghts reserve<l. All rigbrs rescrvcd. Rcproducrion wirhout che
writtcn permission ,1f che puhli.;hcr is expre,.;¡,ly forbi,lden. Necromancer Games. Necn)mancer Gamcs,
1ne., che Necromancer Games logo anJ Morrick Mansion are crademarks oí Nccromanccr Oames, 1ne.
A II rights reservccl. Ali characrcn., num,:,, plac~-s. ltems, an and rcx1 heruin me copyrightcd by
Necromanccr Gamcs, !ne. "DZO S1•srcm'' and thc D20 Sysrem logo are rrndt!marks owned by Wizards of
che Coast and drc used under thc ccmis,\f rh" DW T radl!mark Liccnse. The mention uf or refercncc tu
aay compani• llr pmduc1 tn rhesc pages is not a cballenge to the tradcmark ,,r copyright conccmed.
Dungeons & Ora!?Ons® anJ W mutis uf Lbc Coas!® are rrndenuuks uf W itard,, of che Coa.e, and are uscd
In ;¡ccordance wirh rhe Open Game aru.l 020 Trademark Ltccnscs.
1111~ honk uses 1hc supematural for semngs, characters ami tbcmes. Ali mysncaJ and supcrnatural
elcmenr:; are fictlon and hm,ndc,I for cntcrtainmem purposes llnly. Rcadcr tllscru1icm is adviscd.
N.ECROMANCER Check o u 1 NecmmnncerGames unlme at hrrp:f/www.nccmmancerg~mes.com
GAMES Ami check .:,u1 the Sw¡,rd nnd Son:ery Srudio 11nline dt hrtp://www.,wordsorccry.et1111
THIRD EDITION RULES. PRlNTED lN CAN ADA
FIRST EDITION FEEI.
Introduction
Morrick Mansion is a challengingadvenruredcsigned for
4 co 6 player characcers (PCs) of 3rd to 5th leve!. Begin-
and concem . Calls for help have been issued fur and wide
in search of people courageous enough to investigare che
ning parrie.s should poSSl-SS a minimum of 12 m 15 levels cucse and find a way to puran end to ir.
,md be balanced with respect to magic and combar. Alchough Byron Be val died, his farher Lord Alista ir Beval
Geograph1cally, tbeadveruurerevolvesaround amans1on, escaped. Lord Beval believes che cmse was an attack against
1lS ~urroun<ling gmun<ls, an<l a nea rby village char can easily h1sfarrülyancl tsofferinga large reward roanyoneable roend
be placed inro any game world.17,c PC-, become involved in the curse and a greater reward ro a nyone providmg proof of
rhe invcstigarion of a curse placed u¡xm the mansion and che who acruaUy created it. WhiJe a numher of peoplt: have
property surrounding 1t. 17,eir exrlorarion exposes them ro exarnined the curse<l grounds over cbe years, nobody has
che very curse they ore invesugating and che horrible realiza- pmvided che slightest clue abnur ch.e curse's ~ource or way~
tion d,at che curse is inJeed spreading. Severa! rouces ro stop ro dispel ir. Unforrunarely, chose advenrurers seeking an-
che spread ~,f che curse - or rc move ir enrirely - are swers (and rreasure) in che cursed mansion whu do acrually
prov1decl, wlrh oomc mcrhods requíringdelicarc negotiations rerum describe scenes of terror thm Jea ve thcm shaken ro
and compro miscs with powerful individua Is. the core of cheir being. Mosr never retum ar ali. A few
leame<l individuals live in cown and scudy the curse from
Adventure Background afar, noc darmg ro mvestigate personally.
Thc PCs come diro ugh rmvn on their w,1y to orher pares
L1..1rd Arvarh Morrick, a well-liked businessman and
of the world or have heard rumors about che curse. While
vincyard owne r, used his knowlt!dge of weather, trade
earing m a Inca! tavem, thev hear rumora abour che curse
routes, ;md rhe varying values of item. in Jifferenr pares of
spreading and abouc rhe di:ffereor people investigating ic.
tht! worl<l ro ama~s a vasr fortune. His wcalrh supported
Furcher rumors s1,1ggest grcat hidden creasurcs, whilc other
man y charicies an<l employed a large number of well-pai<l
rumors claim Lord Momck was 1n league with demons.
servan es and gardeners. Because Lord Morrick hada repu-
Taccful qucsuoning teveals the teward thac has been
cacion as a kind, fair man, even jcalous compemors would
offere<l, the names of che diffcrent mdiv,duals who are
not Jare w speak ill of bim. Lord Morrick's po wer ,1ml
supposedly researching che curse, and ways to remove it.
influence expande<l furcher w1th the engagement of h1s
Exactly how die advenrure ends depends on which pieces
ddcst daughtcr Larissa ro Lord Byron Beval, che son of a
of iuformacion ch.: party discov= and which NPCs che
major shipping magnate in a nearby porr.
p:my aligns itself wlth, if any.
Held in LorJ Morric.k's rnagnificenr mansion, rhe wed-
At the amclusion of the adve.nture, thc PCs 5hould
Jing mcluded many of che nobles and merchants frnm rhe
acquire ~orne new magical items, sorne spellboob, and
surrounding area as guescs. Lord Kyran EIJoran, o ne of
quite a bit nf rreasure. They also have che opportunity to
Lord Momck's neighbors, never had a good relat10nship
forge friendships and alliances with members of some
wirh Morrickand was not invlreJ ro che weddmg. Elderly
powerful organizations and Íl:lmilies, pocemially leading
and bittcr, Lord El<lornn madc use ofhis cxtensivc librnry
intn furcher advemures.
of magic texts to comact a demon. Alrhough successful in
IHs efforts, the demon Eldoran conracted instandy recog-
ni1ed che elderly man was using powers far beyond his ModuleOrganization
understanding. Lord Eldoran wanced to curse the food at TI1c module is nrganized into several chapters. This
che wcdJing parcy, but thedemon tric ked hirn inro c rear- chaptcr provides background infonnation and c haracter
inga curse thar wenc much further, pennanencly tainting hooks designed to ger tbe PCs in volved in che advenrure
rhe warer in che ponds, founmins, 1md wellli and muracing as well as decails on che curse's crcacion, its effects, che
che planes in and a ro unJ the grounJ~. Anyone and any- different clues the PCs m1ght di_scover, and differenr solu-
rhing that are cursed food o rdnmk cursed liquids mura red tions for stopping or eliminating che curse. The second
lato horrible, cw1stcd versinrn, of rheir previous selves. A chapcer derails Orollek's Grove :md cbe rumors found
number nf wedding guescs did e cape, huc not w1thout there, as well as NPCs with whom the PCs mighc imeract
suffering some effecrs of rhe curse. to garher informarion. The third and fourrh chapeen.
In che 5 ycars since che nighc of the weddlng, rumors provide keyed encounter iocarions in tbe mansion ,md the
surrounding the curse ami ics cffecrs bave drawn a great surroundinggrounds, including locations fonlifferentpicces
deal of arrention. Famiües of vicrims chat did not escape ot e,·idence che PCs rnighr collect. The fina l chapcer
b ired advenrurers ro enrer thc mansk) n on rescue m issions, describes varlous possible conclusions and rewards a nd 1s
bur no ne oí thuse advenrure rs returned. A parry oí guard~- followed by append ices wirh infomiacio n on N PCs, mon-
men approached che mansion grounds only to recrear sters, and new mag1c items.
before reaching rhe mans1on, wtth surv1vors describing
temfyingcreatures and the horrorof watching rhe1rfriends
succumb m the curse. Stories grow with each telling, and
Character Hooks
the mansion now has such a fearfu l repurnrlon thar many While che OM must provide herown reason forrhe PCs
tll arrive in Grollek's Grove, a variecy of taccics can be
say quier praycrs when chey hear it named. Lord Eldoran's
recent death released che few restraints holding che curse used. The PCs might just be passing through as pare of a
to Lord Morrick's properry. anJ it now spread~ slowly to uade cara van o r o n their way to anocher locario n and ~co¡,
nearby vineyard, and farros, causing ~l\lerwhelmmg fear for the night. The,, mighr have h.eard srories about the

2
MORRTCK MANSlON
curse, rumors of rreasure in the mansion, or cales abour rbe isa virtue fewdemons bochcrwith, hur Vrylick's lo ng-rerm
rewards offered for find ing a way to end the curse. Perhars plan would sow c haos anc.l confusi.o n from che beginning
they have friends o r family members who were losr o n the and simply gww over lime. Lord Eldora n believed rhe
faceful nighc of che wcdding; o r, a distraughc family seeking curse. woulu only carget Lo rd Morrick a nd his immed iace
answers mighr hire rhem. Once In Grolle k's Grove, che family ra ther chan che encire gro unds ami everything on
follo wing NPCs mighr intlue nce che PCs: chem. Spells used were resrrained to Lo rd Mo rrick's prop-
Richard Arien, Baron Beval's representarive in cown, is erty, bue chese resrraints en<led with Lo rd Eldoran's death.
interested in finding advenrurers willing ro search for evi- Vrylick's complex curse is designed co spread slowly but
dence proving who crea red che curse as well as ways ro end it. surely chroughouc rhe land. When tt gams enough power
Leah Redoak, a representacive from a local druid's circle, a nd has creared enough chao~, tears ro the Abyss begin to
wants someon e to help her investigare che curse. Hercirde open chat allow demons to pour inco che Material Plane.
has ordered her to remain outside che wrsed area, ·o she The cQmplex rituals and spells used were focused on a
needs brave volunceers to collect samples for her. small, plain stone. Once che stone was prepared, Lord
Miriam Kriel, che local magisrrate. is concemed about El<loran hired a th1ef co sneak o nto che grounds and drop
rumors char the curse is spreading and concem ed about thestone inro a founcain o r sorne ocher large body ofwater,
whac happened ro her paren es, who actended che weJd ing. as well as ro steal certain papers. The chief entered che
S he encourages advenru rers ro investigare by celling rhem grounds and dropped che stone inco a la rge pond m che
abouc che rewards offered by Richard Arien. gardens behind che mansion (Arca 20). The thief fe.ll
victim to che curse and was never seen again. As luck
Thyrao Whiteoak, a bookish wizard, is looking for
would hf!v...: it, che sro ne was dropped inco che pond before
someone to help h im research the curse. He offers to !et che
che main mea! was served. All food o n Lo rd Morrick's
PCs keep al! rewards a nd rreasures in exchange for tht:
J)r0perty was insrancly tainced with the in visible, unde-
knowledge he gathers from chcm.
recrable c urse. Severa! ho urs la rer, during che toasts t hat
Alcernarely, che PCs might decide to iovestigateoo rheir
follow sucl, evenrs, pe<)ple began tú fall viccim to d1e
own based on rumors ofbiddcn treasures and large rewards.
horrible murarions and madness brought o n by the curse.
Sorne guests and servants íled during che ensu ing madness,
DMNotes bue many were killed by che curse - o r by the curst::d
While sorne encouncers a re relacively casy for organi2ed people around them..
pa rties, rhe curse plays a role in che difficulty of almost
every encounter. Tbere is a disrin.c t cha nci:- thar rhe P(~s Curse Effects
become cursed, forcing rhem to act swifcly a nd decisively The cmse bear.; che chaotic nacure of its <le mo n c reator
co ensure che effecrs are nor permanenr. The adventure and has a wide range ofeffects. C reatures often J ie from che
presumes chac players a re tamiliar with their PCs' skills, srrangc combinations c;if features che curse inflicts o n
spells, and other abilities. Adjusting che advencure for them, while survi vors can display visible muracions or
lo we r leve.Is requires reducing PC e xposure to che curse possess mura rio ns with no ourwarJ effecr. The pebble at
and reducing che number aod ~u eogth of combare ncoun- che bottom of rhe pond accs as a powerful magner to
rers. Adjuscing the adventurefor higher levels requires the chaotic evi.l c reacures a nd crearures affected by che curse
addicion of mo re encouncers, adding levels to cerrain because ic is a soun;e of chaos. C ursed creacures have no
crearures, and/o r the inclusion ofdire and fiendish mutant Jcsire tú move very far from the stone, as its c haonc
crearures instead of che mutaced a nimals described here. emanations are sornehow comforting to them.
The DM should read cheadvemureacoupleof timesand Most o( che c reatures changed by the curse have che
become familiar wich che cown ofGrollek's Grove and che followlng speciaÍ abilities:
ma¡or NPCs there. The DM sho uld also be familiar wirh SA-Ome (Ex): A creacure with chis special artack can
the curse, ics effecrs, and ways of overcoming it (see pass on rhe curse through wo unds caused by a successfu I bire
below). Game play in che mansio n goes more quickly if che orclaw accack. SeeCurseT ransmission, below, forJccailson
DM is familiar with ic, bue che keyed locations ..ind descrip- che Fortitude save DC to res ise chis special attack.
tions should be fairly srraighcforwa rd. SQ-Curse (Ex) : C ursed crcatures are often somewhat
paranoid and in sorne cases complecely insane. Such creatures
Eldoran 's Úlrse are dUticulc ro communicace with, even chmugh che use o(
Lord Eldoran used severa! scrolls and special mag1c ~-pelIs. Cursed crea tu res receivc a +6 morale bonus to uU sa.ving
irems tO conracc a nalfeshnee demon named V ry lick throws against dumn spells anu mind-iníluencing effecrs.
W erezkel in search of a way co srrike o ut a r Lo rd Morrick
and his family. The demon realized ,r bad an o ppo rtunity Curse Transmission
co wreak great havoc on the Material Plane. While Lord The curse is cransmicred through food aod wa ter o r by
Eldoran was inrell igenr enough to avoid actua IIy su mmo n- being binen o rclawed by a cursed creature. Every bite of
ing che demon, he was easily tricke<l inro believing whar food and drink of wate r and each successful bite or claw
che demon rold him. Vrylíck used Lord Eldoran's hacre<l to atrack by a cursed crearure forces a Fortitude saving chrow
convince him ro cascspells and use magic he did not really ro avo id being cursed. Thesaving throw scarcs wirh a ofOC
uoderscand in o r<ler to crea ce a powerful, lo ng-lasting curse 5, bur each additional bire of food, drink of water, and
char would eventually creare a rift to rhe Abyss. Parience successful bite o r claw actack bya curseJ c reacure increa.ses
1NTRODUCTTON

G.trseEffects
PCs failing ro save against che curse must roll ld20 on chis cable.
d20 Effect
l Go insane: wru,der around aimlessly as lf under a c:onfusion spell.
2 Lefr arm murares into a scaly arm endi:ng with a claw ( I d4 unarmed damage).
3 Righr arm murares lnro a scaly ann ending wtth a claw (ld4 unarmed damage).
4-5 Borh arms mutare as above.
6 Body cave.red in scales: + l natural AC.
7 Ears elongate and become sensirive: +4 to Listen checks, -4 co all saving throws vs. sound-based effects.
8 Nose disappears¡ Lose ali sense of smell.
9 Face murares and twists, becoming covcred with scaJes (-2 ro any checks involving communicadon and
+ I0% speU failure for spells involving ve.rbal componen es).
10 Body cave.red with fur.
11 Lose ears, subject is deaf: -4 lnldative, and spellcasrers suffer +20% spell failure for spells wich verbal
cornponents.
12 Blimled.
I3 Eyes more acure; can ~ee cwice as far as normal.
14 Feet become clawed; can no longcr wear boocs.
15 Lo e ali body 1,air.
16 Obcainsupematural strength and go insilnc: +2d4 poincs oí permanenrSrrength and permanenr insanity;
curing one effecr cures the. ocher.
17 Go insane: arrack nearest crearure.
18 "Fiery blood": body cemperarure increases to the pomc thar ali fonns of clothlng and armor are
uncomfortable to wear; cold resiscance 10.
19 "Frozen blood": body tempera ture decreases uncil the crearure ha~ an overwhelmingdesire ro bathe m fire;
firc resistance I O.
20 Roll cwice co obcaln 2 results from above
Ac thc DM's discrction, certam rcsults can be repeated, whilc others cannot. Sorne resul~, such as 18 and l 9,
potentially cancel each oth.er out, ar che DM's discretion.

the OC by 1. A PC eaci ng 5 bites of an apple found on che particularly the pond behind the mansion. ln addition, the
rnansion grounds is forced ro make 5 saving throws ( i.e., J mutarionsand rhe madness that invariably accompanies
DC5, DC6,DC7, DC8,and OC9). Lengchybactlescould them are permanent and cannor be removed by anything
conccivably force a number oí saving rh.rows. The amounr shorc of a limiced wish, .wish, or mirade.
of die rol1ing is easily recluced hy simply adding the differ- Any food and water broughc onco the grounds rcmains
cntsuccessful artacksagainsca PCand making the PCsave safe as long as none of it comes inco conracc with food or
againsr the highesc value, such as OC 9 in che example water from the mansion or grounds. Cursed PCs do not
above. A remove curse spell resers che srarting polnr for cain.tfood or water they come imo conract with un.less they
saving throws to OC5. A PC, familiar, or animal compan- bleed on it. Food or drink found on tbe mansion grounds
ion beginning to murare muse receive a remove curse spell remains calnted by the curse whcn removed from the
within 2 days or che effects become permanent and can grounds, bur d1at raint can be removed with a purify food
only be removed with a limited u11sh, miracle, or1visli. When and drink spell once the food or drink is well away from the
íaLUnga saving chrow, a PCmusr roll ldZO toobtain a curse cursed area.
resulr from che Curse Effects table.
Each mucation takcs effect slowly over a period oí Learning About the Curse
approx11m1tely I hour. Every 12 hours after the first failed The PCs should learn more about the curse while
saving throw, the PC muse make an addirional Fortitude wandering rhe mansion and grounds. Knowledge and
saving rhrow (OC I O) until 3 murations have been ob- lntelligence checks made while scudying cbe plano; and
rnined ar a remove curse has been cast. Twelve hours after anima.Is on che grounds and in che mansinn can be used to
the thirJ mutation takes effect, the victirn must make an help reveal different aspecrs of the curse. Murations and
additional Forticude saving throw (OC 15). Failure indi- changes caused by che curse are random and chaoric in
cares the mucacions kili the subjecc. Once viccims are nature, leading to the easy presumption thar sorne sort of
cursed, the curse continues ro affecr them even if they chaotic force Ls involved. Plants and creatures near che
leave che grounds. C rearures accumulating 3 or more pond behind che mansion (Area 20) are more heavily
mutations ha.ve no desi re ro leave the grounds, unable ro alrered by the curse, hincing rhat the pond itself mighr be
explain why; rhey simply feel drawn to the mansion, the source of the curse.

4
MORRJCK MANSION
Alternaclvely, che major NPCs provided can be used ro ~u run the risk ofa scroll misbap as described in Chapter 8:
help impart informarion. Samples of cursed plants and Magic lcems of the DMO.
animals given to eicher Leah Redoak or Thyran Whiteoak TI1e third and most effecrive mechad is to fínd che
revea! che curse has a demonic source and could nat bave pebble acting as che source of che curse and des troy i t. The
been cast without che atd of a powerful demon. Oiscussions PCs might arrive at chis conclusion on their own through
with Sarah Lyrean revea! demonic magic is both chaotic scudying the grounds and the evidence they discover or by
and evil in nacure and that items used in such spells can be pucting cogether comments from severa} differem people.
derecred by examining their altercd auras with dececr evil or The pebble lies among hundreds of other rocks at che
dereuchlw5 spells. Conversations with Sarah, Leah, oreven borrom of a pond; it can be separateJ from its neighbors
Tiv¡ran suggesr the curse has a source somewhere in the rhrough che use of eirher dececc evil or decect chaos spells.
mansion or nn che grounds. Sarah or Leah might suggest Breaklng d1esrone inro fragmenrs by any method preven es
usiúg a hallow speU in the area to disrupt the curse. Either of the furcher spread of rhc curse and n1akes ali flowing water
thern can supply a divine scroll of hallow for this purpose. in founr::iins, welb, and ponds on che grounds safe ro drink
again. Food, wine, planes, and crea tu res on chegrounds are
Encling the Curse still cursed bucpuri.fy spells can remove the curse from food
TI1e curse 1s brougbc to an end or prevented from and liquid, and che cursed planes and creacures can be
spreadmg in severa! differenr ways. Sorne solucions 1111ghc desrroyed. Whill! d1is method bears certain risks, le is
require input from NPCs in Grollek's Grove. Toe DM can extreme} y effecrive and allows the PQ¡ to accomplish their
.ivoid relying upon NPCs through the use of Knowledge goal wichllut outside help.
and lncelligence checks orche PCs' use ofaugury and other lf che PCs use the second or third method after someone
Divination spells. has used thc first, the grounds are retumed to normal
The first (and least likely) method ro be chosen is co permanendy, and che PCs eam che warchful eye and
comact the dernon providing the power behind the curse hatred of a very powerful demon.
a.nd offer it sorne sort of paymeot to brlng che curse to ::in
end. While the PCs are almosccenain to avoíd such a dark Running the Adventure
deal, rhe wizard Thyran Whiteoak has his own reasons for
Afterarriving in Grollek's Grove, che parry learns abouc
allying himself wich a demon and tries ro malee such a deal
the curse on Morrick M.ansiou and hears rumors that it is
on his own (see A rea H in the Grollek's Grove chapter for spreading. Conflicting rumors lead them inro conversa-
::i description ofThyran and his plans). Ifhe Is broughr ro
Lions with severa! o( che major characters menti.<med
tbe source of the curse, Thyran can concacr Vrylick above. Thareveryone is afraid to enter che mansion and its
Werezkel and begin negoriations. Given proper induce-
grounds becomes clear, bue che on ly way to collect evi-
ments and severa! souls (probably che PCs') to play wich,
dence about che curse is actually to explore the grounds in
Vryl ick provides a solut1on chat complerely suppresses che
search of the curse's source.
curse and even seems to reverse its effects for 50 yea rs.
A derailed investigation of che mansion and grounds
While cursed creatures still suffer its effects, they can no
exposes che PCs to che curse wbíle allowing chem to leam
longer spread che curse, and ali food and warer on che
whac happened. During cheir exploring, the PCs have the
grounds are instamly free of che curse. Planes rerum to
opportunicy to rescue members of Lord Morríck's family,
normal after a full season of growrh.
acquire severa! piecesofevidencepoimingto Lord Eldoran's
The second method is to case halww on che pond
involvement, and collect further information on the curse
conraining the scone. While rhis spell ís higher in level
it.self. Collaboratíon wích different NPCs in cown or their
rban the PCs are able co cast, Sarah Lyrean (Are.aj), the
own research and consulration leaus d1e PCs to one of
high cler!c ofKudrak in Grollek's Grove, or Leah Redoak
severa! differenrways ro end the curse anti remove irs rainr
(Area N) can offer this suggestion as well as a scroll
from che mansion and grounds.
conraining thespell. TI1is srraregy prevenes che curse from
Once che PCs have collecred certain evidence againsc
spreadLng to other properties but does not temove the
Lord Eldoran, they can find and inrerview one of Lord
curse from the food, water, and winc on the gmunds, nor
Eldoran's former servants. ll1e evidence he provides,
does ir prevenr cursed ere.atures from spreading ic. Cursed
combined with eviJence collected at rhe mansion, proves
creatu res must be destroyed, and purify food and drink spells
Lord Eldoran somehow created rhecurse, but fina.l proofof
muse be used th roughout the emire cursed area ro control
Lord Ekloran's involvementenrails the highly illegal search
che curse. While chis method is fairly easy, ít does requlre
ofhis daughrer's home in Grollek'sGrove ami, finally, the
che aid ofNPCs and has irs own risks. The PCs are almost
presencation of the evidence to Richard Arien.
certainly notof the proper leve} to use theha!lowscroll and

s
Grollek's GmY:e
Grollek's Grave ís a pcaceful rradl' village sprcad 011r.
ovcr a series of rolling hills near rhe )uncture of two major G rollek's Grove (Village); Convencional; AL NG;
trade routes. The village is íar from :my border~ or mher L,000 gp limír¡ Assers 55,000 gp; Population 853;
dangers and has no walls tospeak of.Anumberofo rchards Mixed (Human 92%, Halfling 4%, Elf 2%, Dwarf 1%,
a re nearby, as wcll as fields r,f wheat, but the mostsignifi- Half-elf l %).
canc producr is wine. Many of the major vineyardN in the Auú1orhy Figures: Magisrrate Minam Kriel (Ari6);
area are known for hu ndreds of miles in every di rece ion j ust Lauren Darkbrow, Captain of the Guard ( Ftr5); Sarah
based on their wine and brandy. Magimate Miriam Kriel Lyrean, priestess of Kudrak (Clr8).
oversees ch_e laws of rhe vUlage, which cends roward lmptmant Characters: R ichard Arieo, Sheila Eldoran,
neutral good in overall alignmenr. The map provided Sarah Lyrcan, Lcah Redoak, Aaron Rye,Jasmine Welk,
rnarks the location of an inn, cavems, stores, and other and Thyran Whtceoak. Sheila Eldoran's stacistics are
sites of imponance rhroughout che village. rrovided ar A rea P, below; srars for the ocher characters
1f usmg a differenr viUage from anocher campa1gn, rhe a re lisred m the NPC Appendb:.
DM should place the following NPCs somewhere in the
new village: Richard Arien, Sheila Eldoran, Sarah Lyrean, DC 6: There is a large rewarcl for fmding a cure for che curse.
Leah. Redoak, Aaron Rye. Jasmine Welk, and Thyron DC 8 : "Thar crazy clruid lady wich che huge tiger
Whiteoak. These charactcrs m,1y be renamcd or replaccd probably did it. 0id YClll see cha e crees he lives in? She grew
as che DM choo5e~. hut che information chey possess could it in a .'!ingle day."
pnwe imporcanr m rhe Pe~• success. D C 10 : ''Lord Morrick cheared a druid council. and
The high amounr of mide rrnffic coming through everyone knows you don't mess wirh druids if your liveli-
Grollek's Grove rnakes me town amactive ro rhieves and hood depends on growing rhings.''
bcigand~. resulting in more guards rhan usual. Guards run D C 10: "Richard A ne n o nly claims to be offering a
mounced parrols tbrough rhe hills surrounding che rown reward. He is really just anorher damn noble tricking
anJ maintain lookoucs at severa] watchtowers to keep the people inro finding tl1eir deachs ar die mansion."
::trca free ofbrigands. Fear has only begun ro grip the town
DC 10 : "Lord Momck was a rich, rich man. H is man-
in che pase few monrhs when peoplc hegan ro nocicc the
sion is full of ueasure."
curse un Lord Morrick's land spreading ro neigh boring
properties. People are afraíd thc cur~e will spread over DC 10: "Lmd Morrlck's wife was a bcauciful woman,
ev1:ry,me's lancl ami mm it mlghtswaliow the en tire town. perhaps too beauciful. Maybe she was a dernon, and mayhe
she case rbe curse."
GuarJ~ are paid through rnxes on passing caravaru. and
wagon trains, as well as caxes paid by nobles anJ merchants D C JO: "The curse is justa story che nobles are using to
witb otflces in mwn. Magiscrate Miriam Kriel híred Lauren covcr upe.he murde.r of Lo rd Morric k a nd bis fam.ily."
Darkbrow ro ovc.rsee ali military matters and truscs her in DC 12: "One ofLord Aliscair Beval's enemies hired s.
every way. Laureo, her lieucenamBrem Westlighc, ancla ¡,owerful wizard to curse everyone ar the wedding as a way
coral uf 60 guards (Warl) circula te through the ·urround- to scrike ar his family. After a li, the curse did kili his son."
ing area on horseback as weU as parro! through. town on DC 12: "Lord Mornck was a dark mage who used paces
foot. In che event of a majar barde, Lauren can call upon w1th demons to further his own goals. One ofhis bargains
c1tíze.ns for assistance. These people include Sarah lyrean wenr wrong, anda demon dld this to his family ln retribu-
and orhcrclerics m che temple to Kudnik, as well as some tion."
of the rnercham houses that can provide more guards and DC 12: "Lord Beval casr che curse to get nd of his son
severa! wtzards (10 War3, LS War2, 20 Warl; 2 Wiz5, l a nd che entire M()rrick famíly."
Wiz3. 5 Wizl ). DC 14: "LorJ Eldoran, Lord Mo rrick'~ nexcdoor neigh-
bor ancl competímr, hired a wizard to curse thc wed<ling."
Rumors and lnformation The DM is welcorne ro devise additional rumors that fir
The spreading curse is a copie oí man y convcrsacions in better with bis or her game world. Rumor.; should add ro
Grollek's Gmve., leading to a v;:irrety of rumors, some rh;:ir die mysrery of Lhe curse and whoever ca5r ir. Further
are true and sorne tbar a re noc. This s1ruarioo makes rumors should revea! tbe names uf Leah Redoak and
collecting mformation about che cucse eas1er; unfortu- Thyran Wh ircoak as pcoplc who carne ro cown to scudy the
narely, mosr ()frhe information is not really very helpful. curse. Very licde questionlng is needed to revea! thacSarah
The DM mighr decide simply to give che lisr of rumors to Lyrean and Jasmine Welk are also excellent solll'ces of
the playersoruse che bnefdescriptionsofNPCs 10 town ro infonnarion abouc rhe cown and rhe a rea around ir.
role-play informarion gathcring. The only sready and
complecely cruscworrhy information che PCs discover is
that Lord Morrick's mansion and ground, were dther
Keyed Locations in
cursed or ¡,oisoned on che nighc of his daughler Larissa's Grollek's Grove
wedding to Lord Byron Beval, son of a powerful merchant Tbe following locacionsare marked on the mapofGrol lck's
F.:imily. Surviving witnesses, including Lord Alistair Beval, Grove. Lettered locarions are briefly described along with
restified to Byron 's death. Man y of che following summa- minor NPCswhocan befound thcre. Major NPCsare lisred
rized rumors are difficulr ro verify or Jjsprove. after r.his section a long witb che variou~ locations when:

6
MORRlCK MAN.SION
they may be encouncert.-d. One locacion, che h11mc of Lady and fun. Marku~• daughtcrs Hden amJ Rita (Com l, 3 hp
S hcila Eldoran, has an additinnal map along wicb keyed each) cake ca re ofserving fo,,d, and h i.5 wife Ellen (ComJ,
encounters; rhis mar is pmvíded m the evcnc che PCs 8 hp) cooks.
accempt to complete one of the minar quests. Markus is a friendly, balJing man witb a rudgy face ;md
DescriptiünS of sorne minor NPCs are provided tO gíve a massive belly. Wrinkles have begun co pull ar his cheeks
che DM and che p layers an opporrunity to role-play infor- and che skin around his eyes, anJ bis belly sags over bis bel t.
maciun gatherirtg. Thc DM maysimply choose ro provide Markus ii, very friendly to cravelers, as they are his busme.,s,
che PCs with che lisc of rumo rs J eniiled above. lf che res and he is happy ro give them direccions to :-my place in cown.
end up ln combar wich an NPC, the DM decides which While he knows a little about both Lord Morrick and Lord
spells any spellcasring N PCs have prepared. Eldoran, bedoes nor like ro calk abouc chem. Ali he knows
abour rhe curse is that it ex1sts and rhac people are cerrified
of it. He prefers not to discuss che curse and constant!y
Area A: Guard Towers rnakes signs to ward away evil when it is mentioned.
These scone guard rowers rise up to a heighc of 40 feer
and give a clear view of che surroundin~ h.ills ancl valleys.
Ar each cower, 1O guards áre always on Juey (2 War2, 8 AreaC: Whitebrand Stables
War l ), 5 resrin¡¡orsleeping with their weapons nearbyanJ Martín Whitebrand runs the largest scables in rJ1e
the mhcr 5 standing watch eit.her on top of che cower or a rea. 1l1e building is easily 3 t1mes the size ofany orher
pacrolling around its base. The guards do not shouc greet- srable building, with a large area behmd rhesrables far
ings ar cravcleio unless they are grected firsc. Their main storin g wagons and additional animals if needed. Over
jnh is to watcb far large wagon trains and caravans as wcll 200 mdívidual sralls are builr into th c massive building,
as for groups of potencial bandits. Therc 1s a 20% chance and each scall has hooks and ¡,egs to hold saddles, reins,
Lhac Lauren Darkbrow is cbecking on che guarcls in che and other personal equ!pment if people rrusr enough to
towcr when tbe PCs pa.~s by. leave it behind. Martín has an agreemenr wich the
Each rower has 3 lcvels. The fust level is devoted to rhe chieves' guild: theguild watches people as rhey go in and
hol'\;es and is fi lled wich hay, graio, an<l severa! stalls. A out of che stables, but does not steal anything from tbe
narrow stairway lcads up ro a rest area on che secon<l level scables themselves and exaccs revenge on anyone who
concamingcocs, tables, and chairs far che guards whoare not does. Horse theft in G roUek's Grove is considered a
on duty. 11-i.c third leve! is devoced ro stonng a number of capital offense. G uarus check t1n tl1e srables almosr
heavy crossbows, longbows, shorcbows, and auununition. A unce an hcmr. Martín ha~ 8 stable hands (each Exp2; 7
scalrway leads chruugh a Lrn¡xluur lU thi:: 1.upof che rowerthat hp; Handle Anima l +5) anJ charges standard r3tes for
looks out over the rown as well as che roads leading inco it. housing ¡¡ni ma ls.
Ooors big eonugh for large warhorses lead inco the tower.
T he cloors are made of thick oak reinforced with iron bands Area D: The Prancing Unicorn
anJ are barred from the inside when closcd. The Prancing Unicom has a repurarion tor fine food,
Reinforced Doors: 3 in. rh1ck; HardnessS; hp 60; Break excellenc wine, and even berrer brandy. While prices are
(DC 28). about double standard, cvcrytbing here is of the highest
qualicy. In addicion to the fine food, Jasmine Welk encer-
Area B: The Waving Hand cains here every night, bringing in large crowds. The place
The Waving Hand is the tnwn's finest inn simply by is nm by a halfling named Loratb Quill, who employs a
vircue of che facc tbar it balso che village's only Lnn. Jf number oídifferen t serving girls and barrenders ro keep u¡,
che PCs want to stay elsewhere, they must renta house. wic6 che:: crowds. Lorath's wife Mirabdle (Exµ4; 14 hp;
ln rruch, the massive inn is clean, well careu foc, and Prufession [cookJ +8) Joes ali of the cooking, wirJ1 help
reasonably priced. Markus Brek (male human Exp3; I 2 from tbeir three daughters Laura, Rianna, and Becbany
hp; Profession [innkccrer] +7 ), the propriecor, has made (each Expl; 5 hp; Profession [cook] +4, Profession lwaít-
an agreemen t with che local thieves' guilcl that keeps ress] +4). The Pr-anc.ing Unicom is an excelleot place ro
a ny ofhis renrers safe from theft-while chey are m che meet people in town anu heara numberofdifferenc rumors
inn, thac is. This protection agreemenr excends to ali about d1ecurse. The large crowds generally force lorath to
tbeft ac che inn. Anyone robbing patrons at che inn is hire bouncers ro keep everything under control. The
hunred clown by che cbieves' guild. The inn has 45 bouncers are usual!), hired chrough his brother Brandarb
ronms, fa r more chan one would expect for a small ancl are almost always members of the tbieves' guild (l
village, bue chis is becauseso mnny rravelers pass chrough bouncers: Rogl, 6 hp each). There is a 30% chance thar
G rollek's Grove. T hough clean an d safe, rhe inn and Richard Arien is here on any given nighc.
rooms are a lmost devoid of Jecorations, making ic feel The bo1scerous crowds are a rich source of rumors and
drab and plain. While che lnn does not have an y stables, scories, so all G::ither lnformation checks in the Prancing
Whitebrand Stables across the road is large enough co Unicorn receive a +J circumstance bonus.
keep any h orses the PCs may have.
Maria.is maincalns a bar and a small restaurant as a Area E: Quill 's Handy Travel Supplies
convenience to his renters, as he makes most of his Brandarb QuiLI, brother co Lornch Quill (Acea D),
money from rene. Most people prefer to ancnd the much runs chis deceprively small shop. While not many
larger and more boisterous Prancing Unicom for food

7
GROl¡LT:K'.S GROVE

goods are o n display, a hiddeo uapdoor leaJ s clown


into a massive swreroom ho lding a w1de variety of
Area H: Thyran Whiteoak's Home
mundane supp lies. Brandarb sel Is an y of che standard Thyra.n renred this small h ome when he first moved ro
rraveling supplies listed in che PHB ar standard Grollek's Grove because he knew his re.~earch would take
prices. He is will ing to purch ase more expensive time. Two of t.he three small rooms i_n che corrage have
icems. bue h e is williniz tll pay o nly about 1/3 cheir been devoted to his research, while the third is h is bed-
no rma l value. Unknown co the guards or a lmosc room. Thyran seores various potion-making mareriflls in
anyone e lse in town, Brandarb 1s the guildmaster of severa[ large cnmks in one ofh is rooms anJ keeps a number
the thicves' guilJ and acrs a ' a fencc. H e makes of spellbooks and researcb texts hidden in a trunk upon
absolutely sure Llw1 :.wl1:n 11r rare items are solJ which he has castarcane lock. Despite his wealthy appear-
somewhere e lse and never ho lds valuable property ance and fine clod1ing, Thyran does noc score any money
anywhe re In h 1s srore to avoid bringing suspicion in tbe cortage. He either carries invith him or has itstored
upan hm1self. By making ccrtain that mosc mbbe ries omeplace else, much to rhe annoyan ce oí the rhieves'
are done well out of town orar least not noticed until guild, which has spenc many hours going over everything
rhe viccim has left G rollek's Grove, Brandarb cnsures in che corrage whilc Thyran is out.
thar rhe rhieves' guilJ mai ntal ns ::i low profile. Any~
one giving che prnper signals is cold of che ''rules of Areal: Mike'sLeatherShop
thc tOwn " and a llowed co purchase th,eving cools. Placed weil our lif town be.cause rhe awful stench of the
canning process has a rendency to rum good neigh bors into
Area F: The Village Hall ene mies, che leat.hershop makcs and sells fine leather goods.
This building con tains officcs for Miriam Kriel, che The building has 2 rooms, one devored to ranni ng ancl
magistrate. as wcll as Laureo Darkbrow anu Brent drying leatherand rhe other used for makingand selling t.he
WestJight. G uard barracks are next to che jail cells, mak- final produces. Vats of fou l smelling chemicals 611 the
ing escape unlikely. Maglstrate Kriel's offices and a large tanning room while racks for strecching and drying leather
courcroorn rakeupthcccnterofthe building, while Lauren's take up ali of the walls.Michael Brath is found here during
officcs and living quarters are in the back. The magistrare the day a l011g wi rh h.is apprentices, Jen and l< yle ( female and
acts as che v1Uage organlzer, mayor, rreasurer, and judge. male human Expl; 4 hp; Craft DearherworkingJ +4). Mike
Sht' took over for her fat11er, who n ever retumed from the sells learher d othing, bags, boocs, backpacks, and armor.
wedding at Morrick Manskm. A minimum of 15 guards is The armor he selIs is masrerwork qualiry, for he refuses ro
11lways on ducy here, somerimes more when che weacher is make anyrhing less. and he charges twice whatodiers would
baJ and the number 0f guard parro Is is 1.:ut clown. G uards far che same am1or. A II ofhis leather goods bear impressions
wirhin have access ro a va riccy(1f weapons and can ringa of eaglcs, hawks, or other birds, as well as his pa1ticular
large hell ro alert ocber guards in t.he village il there is an symbol. Mosrofhis crade is n(lw in thc leather cl0d1ing that
attack oran escape. h~ come into fashlon in sorne of the larger cicies.
The village hall is a stone srrucwre unlike any other in Michael Joes nor Uve h.ere. tbe smell too awful even for
t.he village. ll1ick slabs of granice form che walls, and h ím to bear, so he cannot be encountered here ar night. He
massive scone Joors (8 in. thick; H ardness 8; hp 90; Break bars che windows from the inside ( l in. tbick; Hardness 4: 1O
OC 30 when barred) frameJ in sreel providé rhe only hp; Break OC 25 when barred) and locks d1e heavy oak
enrrance into rhe buikling, wnile chick iron bars hlock off J oors ( 4 in. thick; Hardness 4; 20 hp; Break OC 22; Open
the narrow slocs in che srone waUs thar claim to be Lock DC2 5). M lchael pays protecrion money ro che rhieves'
winduws. The huilding is designed to be imposing as well guild and keeps his store gooJs in an unlockeJ chest.
as threacening, anJ ir succeed· in every way.
AreaJ: Temple to Kudrak
Area G: Karlugron 's Armory A massive, shield-shaped temple rises near the road.
O ne end of this long building is set aside as living Sarah L yrean, che high cleric i n tow n , as well as a
quarrers while thc rest is caken up by a massive forge and number of orher junior priesrs (2 C l r3, 2 C lr l / Pal I , 5
a vast numberofblack mirh's roob. Barrelscontainingoil. C lrl) live in sma ll rooms off to the slde of tbe main
warer, ami saltecl water are Üned up ncar the forge icselí. a ltar roum. The a ltar is shaped like a shield and draped
anJ varic1us chunks of metal and coa! are piled in.differenr wirh a red velvec coveríng. Rich rapesrries decorating
hi n$ and hoppers. Karlugron sells metal weapons anJ the walls depict numero us bard es, usuall y focusing on
armor up to masrerwork qualicy. He has one human ap- individuals proreccing innocent chi ld [cn. While che
prentice named Warren (male human Ex.p i ¡ 5 hp¡ Craft temple is notofficially protecred by che chieves' guild,
[blacksm1thingl +5, Craft [weaponsmithingl +4) imd one few chjeves are bold enough co risk angering a god .
dwarven apprencice named H ilgran ( fema le dwarf Exp l; 6 There h as oever been a reported theft, but severa!
hp; Crnft larmorsmithing] +4, Craft fblacksmithlng] +5 ). young men have mysreriously died while ''prayiog'' in
the temple in the middle of che nighr. At least 2 clerics
and 2d6 worshippcrs can be found here ar any dme
during che day and 4 or more clerics and J d4 worsblp-
pers ar nighc.

8
MO RRJ CK M AN S ION
PaintTrap: CR 1/4; paimspn1y~c11l uver anyone wirhio
Kudrak, LesserGod of Guardians a 10-fc. radiusof che vault; no saving chrow; Search OCJO¡
Disable Device OC 35.
Alignment: Lawful Goo<l
The paint cakes ar least J hour of scrubbing ro remove
Domains: Good, Protection, Srrength
from skín and hair anJ 2-3 hours to remove from cloching.
Symbol: A srone harnmer on a silver sh ield Treasure: The vaulr concains over 8,500 gp worch o(
Worsbipers: Fanners, guanlsmen gold and gems. Painc marks any thievcs for ea:;y identifica-
Kudrak is usually depicted ~ a large male human in tiun. Robbing Fumk makes the PCs a rarget for the thieve.f
sil ver plate mail and holding a large silver shield and a guíld as well as the viliage guards. and thievesaregenerally
massive scone hammer. H.is priests ()ften wear armor rewarded wich an early grave befare they bave a chance to
during celehrations and always wear their armor at spend their ill-goccen gains.
least one day a week. Kud rak is worshipped by guards
and farmers, who are rhoughr of as "procectors of che AreaM: Richard Arlen 's Home
fields," and wizards who focus on Abjuration spells.
Clerics of Kud rak consider themselves proceccors of Richard Arien purchased chis small con age when he
whacever communiry chey live in and are always will- moved inco rown. He knew ic would be some time befare
ing ro assisr the city milicia in an)1 manner. Unlike questions surrounding the curse werc properly answered.
many gods. Kudrak demands Llttle in che way of cer- Though srnall, the cottage is beaucífully decorated. The
emonies, instead focusing on the actions ofh is followers. PCs can find Richard here during the day, but at night
Those who pray do so at any time of che day or nigb c. chere is a 30% chance he is ar the Prancing Unicom .
Clerics usually lead prayer ceremtmics ar both dawn Richard keeps a great deal of treasure rn a srurdy wood
and dusk, bur particípation is always considered op- chest beneath his bed. Many suspect che reward money is
tional. Alrnosr as many palaJins worship Kudrak as h_idden here; they are wrong, bucafter J rhieves died crying
clerics, and Kudrak's d erics may cake several levels of to find out, nobody else has dared to open it. Richard is
paladio wichour any penalties. rather confident in the rraps che chest possesses and with
good reason. Although che iccms he seores hereare valuable,
he does not see why anyone would risk their Iife far chem.
Steel Reinforced Wood Chest: 2 in. thick¡ Hardness 5;
Area K:The Deadly Arrow hp 75; Break OC 27; Open Lock OC 30.
Jacob Rain keeps his store and workshop ímpeccable The chest issquar, ugly,and incrediblystw dy. Attempr-
aml organ ized. Woodworking cools line the walls in a rder ing ro move or open rhe chesr wirhout rhe kcy rnggers a
of cheir size, shape, and purpose, and rhe special wood and poison gas trap. Magic warcls on che chest keep che lock
bone he uses are stacked in individual lors. Jacob's bows :muned to a spec.ral key thac Richard has with him ac all
and arrows are of thc highest qualiry, enabling him to ask times.
for and receive premium prices. Jacob works here alone, Poison Gas Trap: CR 8; 10-ft. rac.lius spread of poison-
and, since h1s wife's death, does not go oucat all, so he can ous gas (Fortsave íDC 19]; 3d6/2d6 Con damage on a fai led
be encountered here ar any time during che day or night. save, Jd6Con damageon a successfulsave), Search DC30;
Jacob rnakes rnasterwork bows and crossbows as well a:¡ Oisable Dev1ce OC 35.
masterwork mighcy bows up to a Strength value of 15. He A fai led Disable Device check inscantly triggers che trap
charges rw1ce whar these bows would nonnally cost be- and forces che chief co succeed at 2 ~aving throws to
cause he needs to importsome of his materials and because survive. 1l1e magical trap resets after 10 rounds.
merchant caravans are always ready to purchase a few bows
Treasure: The chesc contains a c/ookofresi.scance +2, gold
ar d1ese prices.
and gcms cocaling 6,000 gp, and spellbooks concaining che
following spells: lst-alarm, dumn pe-rson, color spray, mage
AreaL: Mistwright's Gems am10r,shield.; Znd-blur,j1ami11gsphere,ghoul rouch,glicrerdus1,
Known for his gem cutting and jewelry making skllls, pyroiechnics, spearal hand; Jrd- frrelxill, flame an-otu, gende
Furnk Mistwright livcs and works in this small bue solid repose, hola person, Leomand's riny hut, lighming bolc; 4th-
building. Fumk pays a large sum to che chieves' guiltl for dimensional anchor, improved ínvisrbility.
protection. Becween the guild and che vil lage guards, he 111e spellbooks are c>f na value co Richard; a frienJ gave
has very Iittle fear of robbery. He leaves his doors unlocked chem to him many years ago, and he simply has not found
but seores ali ofhis gems and proJuccs in a massive vaulr in anyone he felt like passing them on to. He offcrs rhe books to
che back of the store when he is not home. any wizard PCs who assist in the rescue oflarissa Morrick.
Vault: 10 in. thick; Hardness IO¡ h p 150; Break OC JO;
Open Lock OC 35. Area N: Leah Redoak 's Tree
The enchanred sceel vault can be opened only wich a Leah picked a srnall area ar d1e edge of mwn co grow her
special key. Opening the vaultwithout the keyl)r breaking home. Severa! weeks of spells and hard work encouragecl
it open criggers a paint trap. 1l1e painc identifies chieves an oak cree to grow to a massive size. She creaced a home
wirhoutcausing any pennanentdamage to any ofche items in the base of the cree through the use of wood shaping
srored in che vault. spellsand possiblyothermagic as well. Beauriful flowerbeds
and smaU busbes provide an intricare, peaceful garden

9
GROLLEK'S GROVE
where sh eand herdire tigercompanion Sh riluc a re usually Lady Eldoran'shome, theguardsarrestthem. If tne PCs kili
found resring. She makes sorne rrips into che village, but anyone in the ho me while rrying to find evidence against
Shriluc rarely lees her go alone and he tends to frighten Lord Eldo ran, they mightend up standing tria! far murder.
people. The re is a 10% chance chat Sarah Lyrean is visiting During Jaylight hours, a numbe r of servants work i□ che
Leab when che PCs come ro call and a 30% chance char a home and there a re severa I addi tionaI guards. Descri pcions
víllager is visiting he r seek.ing po tions or healing. and cncouncers derailed below presume che PCs make a
robbery a rrempr lace ar nighr when rhe serva nts are away.
Area O: Culpec's Potions T wo Joors provide c ntrance ínto the home, a nd rhere
a re glas windo ws for ::ill rooms, including rooms on che
Culpec sells a variccy of potions m cravelers a nJ mer-
second floor. Windo ws o n che sewnJ floor are barred shut
chants. While clerics ar the T emple.ofKuJrak sell potio ns
and necd ro be broken in order to obtain entry.
as well, chey do noc have thesame selection as Culpec and
rhey tend to ask quesrions, someching Culpec never <loes. Pa - Oak 0ouble Doors: 1 in. chick; Hardnes 5; hp
Vials and jars ful! of vario us herbs and mysterious concoc- 20; Break OC 25 wnen barred.
tions line shelves along a li hts walls, and a number oí 1l1e J oors are barred shurfro m che inside and there is no
labeled purio ns s1ton one ofhis sbelves. People know well way to unlock them. Breaklng down che doors creares
chat Culpcc does n ot properly label a potion until he sells en ough noise to wake the ne igbbors ano a lert che guards.
it; mosl of che labd s are no nsense to anyone ocher than Pb - S teel R einforced Door: 2 in. thick: Hardness 8:
him o r misleading if they are understandable. 1l1ere is a hp 20; Break OC 25 when barred; Open Lock OC 20.
50% chance that a stolen porion is poison (lngesced, Fort A gap a long tne door a llo ws a successful Open Lock
DC 18, 2J6 Con/ld6 Con). check (DC 20) with a thin dagger or s horr sword to raise
The curse has increased the demand for potions to the che bar and open ch.e door. UsLng chis me chod gives the
point chat C ulpec has a na rd ti me keeping many potions in guards in Area P2 a chance to detect what is happening
stock. He gene rally charges premium prices for his potions. with a Listen check (OC 18).
C ulpec sells tbe following potions: cure ligh1 wounds ( 100
gp), bull's Hrength (200 gp), cat's grace (200 gp), cure Area P1: AGrand Foyer
moderate wounds (600 gp), a nd remove curse (1,000 gp). 1l1e foyer acts as a sitting ro1Jm far merchancs and
Sarah Lyrean a nJ Leah Redoak mighc be able co convince businessme.n who come by to make tra nsaccions o r agree-
C ulpec to cut his prices for the PCs ií rhey believe the PCs menrs durmg the day. 1t opens into a wide sitting room
are bonescabouc thcir goals. Despire living here for a lmost with comfort.able sofas :md chairs placed around a small
a dozen years, C ulpec L~ considered a "foreigne.r" due to his table. S mall niches in rne pane lcd waUs ho ld porcelain
extreme ly pale skin, yellow eyes, and brigbdy colored vases com aining beautiful flower arra ngements. Tape~-
robes. He visirs che Prancing Unicorn a t least once a week tries bearing absrracc designs adom che walls between che
and has many friends, bue he" does not participare m gossip nichcs, leaving a lmosr n one of the pale wood paneling
about che c urse. He is somewhat frighccned thac providmg hare. Ar nighr, che foyer is deserted, bue during d1e day
any sortofopinio n on whac happened might make people there i~ at lcastone servanr (ComJ, 2 hp) and most likely
somehow suspecr him. severa! guescs. Each of rhe porcelain vases is a unique
specimen specially made for che EIJoran family. Nor even
Area P: Lady Sheila Eldoran 's Home the thieves' guild wo uld like ly risk selling chem. The foyer
Lady Sheila Eldoran took over all of her unde's busi- open s up into a la rge di.ning room ro che norch as we ll as
nesses and property wnen he died. Rarhe r chan living in lnto a living roo m off to the west.
rhe mansion our in che vineyards, she lives in the sma ll
ho u.se that accedas an office for Lord Eldo ran whe n he met Area P2: The Dining Room (EL 3)
with me rchants o r <lid nther busmcss In che village. He r This room - in facc, che entirc bouse- 1s Jesigned for
mo ve to che village started a numberofrumors. At first, che enrertaining impo rtant guests, and ir is deco rated ro show
rumors suggesred she was bavmg an affair wich a married off agrear de.al of wealth. An oval mahogany dining cable
man in mwn. Newsof ches lo wly spreadingcurse has leJ to surrounded by 8 c hairs fílls most of chis racher small room.
new rumors rhat sne is afraid to Uve next door to Lo rd An o rnace china cabinec against d1e east wall displays a
Mo rrick's c ursed property. Her ho me, whíle relar1vel y numbe r of lmique porcelain places, a nd starues a nd sma ll
small, does have severa! rooms che PCs may decide to paimíngs depicting_arrangemencs ú Í frults a nd flowers
investigare. A vaulr in her office contai.ns notes Lo rd adom rhe walls. Whilc sorne oí che icems would be worth
EIJoraa made while planning his c urse against Lo rd stealing, selling rhem would he almosr impossible. The
Mo rrick. These papers providedefinitiveproof that he casr PCs risk cheir theft beingdiscovercd and prosecuted if they
rhe curse and could lead to thc dissolution of his estate if attempt to ~tea! goods from here.
they are discovered. Lady Eldora n has kepr chem in che Ac nlght, 2 guards are always o n Juey here. Thcy are
hopes she can find a way to prevenr rhe curse fro m caking palo tQ beale.rt ,md Joa vcry good jobofo. TI1ey playcards
over ner inhe rited lands. cogecher, checking t he kitchen and fronc e n.try at random
Breaking into rhe ho me Is a very rouchy, dangerous lntervals. l f rhey near broken glass o r banging on o ne of che
ma rte r. While Richard Arien might suggest ir in an off- doors, chey invesrigate immcd iacel y. 1f chey discover PCs
hand way, he is certainly unwilling to admir to re lling che inside the home, chey begin sho uting and ma klng no ise
PCs to do anyrhing illegal. lf the PC, a re caught invading while chey arrack. Lady Eldoran (Area P6) wakes up and

JO
MORRLCf<. MANSlON

Lac:ly Sheila Elc:lotan's Home cAreaP)

1 sctuare = 5 feet

comes ro assi t chem within 4 r0undsof their initial shouts. gp each). Large place glass window~ look out over che
Gettin¡l past the guards and up to che second flonr is very srreer, and dclicate silk rapestries decorace che walls.
difficult wirhout a grea1 deal of planning.
lngrid, female human Ftr2: CR 2;SZM; HD2dl0+2; hp Area P4: ASmall Kitchen
17; lnit +O; Spd 30 fr.; AC 15; Atk +5 melee (ld8+2, Pots and pans hang from hooks on che cetling, leaving
mascerwork longsword, crit 19-20) or +2 ranged (Id6, a single clear area near che pot-bellied srove standing m
composiceshortbow, crirx3, 70 fe.); ALN; SV Forr +6, Ref che norchwesc comer. A grear <leal of cooking must be
+O, Will + 1; Ser 14, Dex 11, Con U, Lnr 16, Wis 12, Cha 8. done in this kiccben, because it is impeccably clean and
Skills: Appraise +5, Haodle Animal +3, Heal +1.5, wel I ca red for. Cabinets around che edges of che room muse
Knowledge (local history) +5, Profession (guard) +3, hold other cooking utensils as well as places and silverware.
Search +4, Wüdemess Lore +3. Fears: Blind-Fight, Greac A door in rhe east wall leads into che rest of che house.
Fortitude, Quick Draw, Weapon Focus (longsword). Eim-emcly mil PCs need to wacch their heads and malee
Possessions: Mascerwork longsword, chainmail, pouch certain they do noc bump any of the pots and pansas they
with 27 gp and 43 sp. walk through che kitchen becausc any noise imrnediately
Gerald, mal e human WaC'2: CR 1; SZ M; HD 2d8+4; bp alerts the guards in che <lin ing room. The door to the resr
19; lniL +!; Spd 20 fr.; AC 16; Atk +4 melee ( 1d8+2, of che home is set on special spring-loaded hinges ancl
longsword, cric 19-20) or +J ranged (ld6, composice opens and closes silently.
shorrbow, cricxJ, 70 ft.); ALNE; SV Fort +5, Ref+3, Will
+ l; Str 14, Dex 13, Con 14, lnt 13, Wis 12, Cha 9. Arca P5: The Second Floor Landing.
Skills: EscapeArtist+2, HandleAnimal +4, lntimidace +4, A wíde landing extends mto a narrow hallway ro rhe
Sense Motive+J. FeaLS: Lighcning Reflexes, Quick Draw. wesr. Three marching wood doors (1 in. thick; Hardnes.s
Possessions: Longsword. chainmail, pouch wich 12 gp 4; hp 10; Break OC 15) spaced along thewalls lead imo che
and 15 sp. bedrooms and che office. Painrings of boats and ocean
Combat Tactics: Both guards simply charge forward scenes adorn che walls, but there is a surprising lack of
ocherdecorations. Thc 3 <loors are unlocked. Lady Eldor.m
and attack, making as much noise as possible. They focus
attacks on anyone they believe is artempting to case a spel l. simply <loes not beUeve anyone can pass by che guards tCI
reach che second floor wichouc making any noise.
Area P3: ACozy Living Room
AreaP6: Lady Eldoran's Bedroom(EL4)
This room is anopulem display of wealth. Plush chair
Ornare mahogany fumiture fills rhe room, and beauciful
and velvec-covered sofas surround srn<1 ll cables ro creare
paintings depiccíng water falls and forest scenes decorate
separaceareas forongoingdiscussions. Anornate bar in che
che walls. lf the PCs enter at mght, Lady Eldoran is
norchwest comer displays severa) boceles of expensive
sleeping on che massi ve bed in che cenrer of the room. She
brandy ( 6 hoteles of extremely expensive brandy worch 45

u
GROLLEK'S GROVE
is a light sleeper, anda fa1led Move Silenrly check (OC 8) She never gocs uut, :mJ ht:r snobhery means rhar she will
awakens her. lf awakened, she screams far her guards and likely not even give the PCs an audicnce.
crea tes as much noise as possible. A childhood fear of the K11owledge: LaJy Elcloran knows her uncle is responsible
cfark forces her to keep che room lit at aU tlmes, even when for che curse, though she is unwilllng ro admit c.his knowl-
she is sleeping. Lady Eldoran also wakes tf che guards edge to ,.inyone. lf confronte<l with papers stolen from her
downsuurs begin shouting. lf the guards wake her, she gers home, she clalms they are forgeries, and proving ocherwise
up, loads che lighrcrossbow h1dden beneath her bcd, cases is diff1cult withour al~1 aJm1rcing to che cheft.
mage annor on herself. and hcads downsrnirs. Combat Tactics: Lady Eldoran uses f.mming hands on
Lady Sheila Eldoran, female human Wiz4: CR 4; SZ any PCsartempringtocloseformeleecombatwirh heranJ
M; HD 4d4+4; hp t9; lnic + l; Spd 30 ft.; AC 14; Ark +6 screams her loudest co alen hoth her guards as wcll as Lhe
melee (ld4+4, +/ dagger, crir 19-20) or +3 ranged (ld8, ncighbors abour the :mack. lf possible, she casts blur anti
light crossbow, crit l9-20, 80 fr.); SA spells; AL NE; SV mage armaron herself hefore going imo combar. She tries
Fort +2. Ref +2, Will +4; Srr l 7. Dex J2, Con 13. tnr 17. to use Mel's acul arroui anti .shockmg gras{) spclls on im.li-
Wis l l, Cha 1 l. vldual PCs, resomng ro bummg hands when severa! PCs are
SkilL~: Concencracion + LO, Knowledge (arcana) + 10, standing together.
Knowledge (religion) +LO, Profession (merchanr) +7, DMNote: lfche PCskill L1dy Eldoranforanyreason, they
Scry + LO. Spellcrafr + 10. Fea1s; Combar Casting, Scribe neeJ to be extreme! y certai.n chere is no eviLlence COLmecting
Scroll. Silent Spell, Toughness. them to the crimc. Desp1te whatever evidence they find
Arcane Spell.s Prepared (4/4/3) : 0--dancing lights, Jaze, agmrut Lord Eldoran, the Magistrate does ooc tolerare che
detecc magic, read mag1c; lsr-bummg hands, magearmor, murder of one person to find evtdence againsc anocher.
shic!J, shocking grasp; 2nd-blur, Mel's aCJd acrow (x1 ). Jewelry Box: Hardness 4; hp 25; Bre11k DC 20; Open
Possessions: Ring ofpro1ecdon +2, amulet of1wt11ral armor Lock DC22.
+1 , cloak of res1srance +I, +1 Jagger, light crossbow, 20 Lady Eldoran keeps a few jewels in a jewelry box h iddcn
bolts. in oneof the dresser urawers. Opening 1he drawerst.¡uietly
Description and Personcúhy: Sheila wearsa pi ne hed, pa ineJ requircs a Movc Silcntly i.:heck (OC 15), wich failure
expression cverywhere she goes. Heavy make-up covers her awakenmg uidy EIJoran if she is sleeping in the room.
worst fea tu res, bue her saccasricand rathcr cruel personaliry Treasure: The box conrains emerakl pen<lanc éarrings
keeps her from making any friends. Despite m.any nirnors (250 gp), a marching cmerald nccklace (1,500 gp), anda
a.bout her having affa1r.; wtth married men, she has uot had pearl broach (280 gp). All of the icemsare easily identified
reladons wich any men acnll :md 1s unlikely to m che furure. as Lady E1Joran 1$ and must be so ld in a di5tant city.

J2
MORRlCK MANSlON
Area fy:A Guest Room SteelSafe: 12 in. cb.ick; Hardness I O; hp L50; Break (OC
Although clean and well cared for, the room has the 30); Open Lock (special).
hollo wfeel ofa place that is notbeing lived in. Aneleganr The heavy safe is made of enchamed steel but has a
marble-ropred vaniry stands against one wall, flanked by com.binatio n lock that can be opened by making 3 con-
2 dressers made ofan extremely dark wood with pale brown secutive Open Lock checks (OC 20 each). Each successful
veins. A sturdy bed in thecenrerof the room is torped with skill check reveal.s a no ther portian of che combination.
maroon hlankeu; that match che severa! maroo n tapestrie!i Treasu re: The safe contaíns a vasr numbcr of boring
hanging o n the walls. The drnwers are ali empry. Lady business documenrs of no use to anyone other than Sheila
Eldo ran has not entertained any guests since she mMed Eldo ran. 1c also contains detailed notes written by Lo rd
imo che house. Despite its lack of use, the clea.ning staff Eldoran describing his conract with Vrylick Werezkel ancl
deans chis room every mo ming. Anyo ne hiding here che various rhings rhe demon cold him were required ro
during the Jay is almosc certainly discovered by o ne of the curse Lord Morrick a.nd his farnily. These documents
servants. provide definitive proof thar Lo rd Eldoran is responsible
for rhe curse and rnake clear rhat finding and Jestroying
Area Ps: The Office the pebble use<l as a source for the c urse shoulJ end ir
This grand office is clearly where most of the real completely. In addition, the safe holds a bag containing
negotiarions occur. A m.assive wood desk with a siate cor 850 gp and 1,396 sp, as well as 2 spellbooks comain ing che
stands in the cencer. A large brown leather chair reses following spells:
behind che desk, wbich faces two smaller learher chairs. 0--all; l st-burning hanJs, change self, color spray,
Bookca5es li11e ali of the inner walls, whi le largeplateglass endure elements, erase, expedí tio us recrear, grease, hypno-
windows look o ut over smal Igardens to che n orth ami west. tism, jump, magic weapon, obscuring mise, shield, shocking
A squat steel safe standing between 2 bookcases at rhe far grasp, Te nso r's float ing disc; Znd-arcane lock, blur, car's
east wall holds numerous business papers as well as the grace, darkvision, detect tho ughc:;, fog cloud, invisibiliry,
notes Lord Eldoran made while planning the curse. Squat, Mel's acid arrow, resist ele.menes, sharter, spec tral hand;
ugly, anJ almost impervious to darnage, che safe is not 3rd--explosive runes,gusrofwind, haltundead, Leo mand's
trapped and is relatively easy - chough time consuming riny huc, shriok item, vampiric touch; 4th-bestow curse,
- to open. concagícm, e nervation, Evar' · black tentacles, ice storm.
The DM should decide whether tO add or subtract fro m che
above lisr.

13
The Mansion and
Lord Morrick's mansion is set on a low híll near the
centerofhis properry. Beautiful gar<lens surruunding the Random Events
home were his pride ami joy. A stone wall separares rhe Roll ld20 for cvery hour ilie PCs explore che forest
garden from the light foresc to the south and the vast co determine 1f one of che followi.ng events occurs:
vineyards that surround che rnansion on ali sides. H orscs ld20 Event
were stabled oursicle che gardens because Lord Morrick 1-1 A curseJ boar (CR 4) charges throu.i;h che
()wned severa! exoric wílJcats rhar prowled che gardens. un<lergrowth and artacks tbe PCs.
The mansion and gmunds are afflicred with a curse (see 4-5 You hear the sound of distant laughter over
rhe Introduction), wh ich extemls ro the very horders oflord the rusrling leaves. The laughrer faJes as che
Morrick's property. Even che vineyards are caimed. Ali of breeie pieles up and cannot be hcard agaln.
rhe creatures in the gardens and che forest sourh oí che
6-7 The PCs pass close ro che burrow of a cursed
mansiún are alsu cursecl. Mosto( che crearures are far more
badger (CR 2) chat rushes out and attacks.
dangerous and aggre.ssive than thelr nonnal counrerparcs.
8-9 Thes.hrill cryofad1stanreaglefilrers through
When che PCs encer the gmunds and begio ro explore,
ilie brand1.es overhead.
they hecome potencial viccims of thc very curse chey are
t0-12 A cursed weasel (CR 2) atcacks che PCs.
invcstigating. They also become targets for some of che
mutant peoplc, anlmals, and planes tharnowoccupy boch l.3-14 Branches and bushes shudder and ripple as a
rhe mansion anJ the grounds. Many o ( tbe mutanr mas~ivc dark shape flees into the forest.
crearures roaming che mansion and grounds were once 15-20 No encounter.
servants or guests who come for the wetlding. Sorne rif che The abovc evcnrs should be used once, if the DM
mutant ~ervants and guescs retain a small parr of rhetr decides to use thcm ar all. lf the PCs are wounded, the
sanh:y and can be reasoned wich, wlule ochers have gone DM can choose co avo1d combats1tuatmns by havi.ng
completely insane but srdl reram some of their skills. che curscd crea tu res flee from ilie PCs or by ma.king ir
C ,ealures on the ground, and in the mansion are orga· ubvious a crearure i5 protecting its home and allowing
ni.zed i.nw keyed encounr.crs ar particular locacions. che PCs to recrear.
The DM shou Id feel free to move crearures basecl <m rbe
PCs' acrions. A random events table ar the beginning of
each sub-secrion provides addittonal crcarurcs and cvcnrs see easily confinn rumors about d1e curse. Lcaves on che
that the PCs rnight cncounter during their invescigarions. crees vary in color, ranging from a depressing ash gray ro
Any new crearures che DM decides to add to che mansion bright yellow. and some of the crees bear strange, twisred
or grounds are considered cursed and have the special fruir. Flowers on severa l bushes look more frigh ten ing than
abilicies related to che curse described in rhe lnrroduction. bec1utiful, bur the fore$t is peaceful anJ quier. The cobble-
~tone roaJ heading north has fallen into Jisrepair¡ cree
Locamms ami encounters throughour rhe emire grounds
roots screrch their way beneach che ~rones, and rlancs are
anti mans1on are numbered sequentially to prcvem any
beginning to crecp over their surface. A fow mon' years uf
confus1on abouc different locations. The PC~ probably necd
growrh and che road icself witl be Jifficu lr ro flnd.
ro rescseveral times whilesearching the a rea ami mighrneed
to retum to town severa! rimes for healing and care.
The Light Forest
Morrick Mansion Grounds Soil on che southern edge ofLord Morrick's property is
rocky and poor in outrienrs. The light forest thar grows
Thc manslon 's groLtncls tnclude che l ighr foresr around there has been lefr alone because none of che owners saw
the roatl leading up to che mansion, che vineyards, any value in atrempting ro plant vines or od1er crops there.
certain huildings, and rhe walle.d garderu. The curse has A number offlowering crees and bushes grow wild in the
rwisted and mucared ali of che planes, which possess n forest, a long wi th man y wLld a ni mals. TI1e curse extends co
widc van ery of diffcrcnt íeatures including strangely include ali of the planes and animal,, living In the forest,
colored leaves, branches, or flower~. Traveling rhrough making even small animals r orentially dangerous.
che arca is chus an eerie. disconcerring experience. PCs who wander che forest may come upa n severa!
dangerous crearures, but they also have the opportuniry
The Main Road to collecr a numberof mutanrfruirsand flowers thar Leab
TI1e road leading up to rhe mansion was once a wide Redoak or Thyran Whireoak might wanc ro srudy.
cobble scone road fir for cam and hor~es. The light forest
now grows. over rhe road; scones. are misplaceJ by growing The Vineyard
cree roots and erosion. When che PCs first encer che pach, Walking through the vineyard is an eetie, disconcerting
che cw1sting hranches and murate<l crunks of the crees they experience. Thc grapcvines have suffered thc same way

14
MORRICI<. MANSION

Random Events
Roll ld20 for each hour che PCs explore the vineyard to choose one oí the following enct,unters:
ld.20 Event
1-2 You hear che bkxxl-curdling screams ofa <lying creamre, fuUowed by a sudden, uneasy silence.
3 A cursed rogue (CR 2) sneaks up un che PCs and arcacks.
4 A flock ofcursed ravens (12 x CR 1/6 cach) swarms che PCs, acternpting to drive chem away for sorne reason.
5-6 The res discover d1e scene ofa recent bactle. Fresh, wer blood soaks che ground and hroken vines nt'.ltrby st.ill
ooze scicky picch.
7 A cursed monk (CR 2) looking for fuod decides to defend his territory by accacking che PCs.
8-9 You hear :;omeone crying softly nearby. Toe gentle sobs barely make ic chrough che d1ick vines before suddenly
stopping.
1O A cursed eagle (CR 1/2) dives at che PCs in an atrempr to drive chcm away from its nest. If che PCs investigare
and find che bird's nest, chey see rotting-eggs chat will never hard1.
11- 12 A cursed balfüng (CR 2) emerges from che vines ancl arrernpts to spe-ak. After makingseveral umnrelligible
sounds, she flees back into che vines, crying.
U A cursed giant bat (CR 2) dives silently from che nighrsky ro make asurprise actack (nighronly).
14 A cursed bugbear (CR 2) screams a challenge as ir emerges fi-om che vines and poinrs at a single PC in a clear
attempt to cbailent?e chac PC tO a one-on-one battle.
15-20 No encounter.
The DM can choose to ignore any particular result or add crearures to make encounrers more difficulr. In general, che
encouncers are Jcsigncd to make che area seem more frightening and eerie rather than to cause the PCs major problerns.

crees and bushes in rhe foresc have suffered. The vínes are Combat Tactics: Wbj)e not very intelUgem, this wol-
rwisted, sornetimes moving inco the openings becween rows, verine has lived far longer chan any normal wo lverine ancl
and cheir leaves havc changed to a mulcirude of differenr has adopted severa! tactics thac have beneficed ir in the
colors. The vines still produce grapes, bue some ofche grapes past. Jf che PCs are on horseback, ic acracks and startles
have,xld shapes and colors. Alchough che grapes are sweet horses ar che rear of che ¡,arty. 1-io rses shy from che mutant
and juicy, anyone earing them runs the risk of hecoming c.rearure and arrempt to buck their riders and run. PCs
cursed. Few of che crearures thar wander tl1e vineyard ca11se must make a Riele (horse) check ( DC 16) to rema in seated
the PCs any trouble; most flee as they approach. Toe PCs and an aclditional meck (OC 12) ro control tl1eirmounrs.
might wanc ro investiga te severa! buildings 111 tl1e vineyarcl. The wol verine accacks any PC thrown ro che ground flrst.
1f the PCs are on fooc, che wolverine waics until che party
NumberedEncounter Areas passes and attac.ks the last PC 111 the group.

The following numbere<l encounters from che Mansion Area 2: An lntersection (EL 4)
Grounds map are detailed below.
As the PCs cravel clown che path, chey approach an
incersection oucside che main gaces. Cares aod wagons for t11e
Area1: The Wolverine's Burrow vineyard simply cook t11e east road row-ard che stables and
(EL2) vineyard while guescs an<l sraffcontinued norrh to che man~
A large, r.wísted tree bcsidc che pach conceals the burrow sion.Now,2curredbugbearswaitin ambushactl1elnrersection.
Theircamouflagecl hideoutsare justsouch ofthe incersecrion
oía mucant wolverine. Ifone of tl1e PCs makes a successful
on botl1 sides of che road. These 2 bugbears belonged ro a
Spor check (OC 18), he nocices signs of tl1e burrow. Clev-
erly conscrucce<l, rhe burrow is perfeccly placed beneath che group ofadvennirers chat made its way to che region sever,:i.l
chomy branches of the surrounding bushes so chat anyone years ago. Foolishly chinklng chey would be imrnune t:o the
crying to examine it would be subjecc ro painful pricks. The curse, rhe aclvenrurers decided ro loor che rnanslon before
moving on. Toe curse mucated all of rhem; sorne died, and
wolvcrine's r.hickskin aUows it to pass by che chorns witl1out
an y ill effeccs. Shorc, squat, andevil-tempered co begin wich, sorne moved ro other areas in and around che mansion.
che curse has on1y strengthened che wolvenne's bad poiots. Cursed Bugbears (2): CR 2; SZ M (Goblinoid): HD
les $kin is now a hard shdl of thick scales, and ir has gained Jd8+3; hp 16: Jnir + 1; Spd 10 ft.; AC 17: Atk +4 melee
a grear deal of strength over che pase few years. {ld8+2, momingstar) or +4 melec (ld4+2, claw) or +J
ranged (ld6+2, javclin, 30 ft.); SA curse; SQ curse,
Cursed Wolverine: CR 2; SZ M Animal; HD 5d8+20;
hp 42; lnit -t-2; Spd JO ft., burrow IO ft., climb 10 fe.; AC darkvision (60 fe.)¡ AL CE; SV Fort +2, Ref +4, Will + l ;
16; Atk +5 melee (ld4+2 [x2], claws) and +O melee Srr 15, Dex 12, Con 13, lnc 10, Wis 10, Cha 9.
(ld6+1, bite); SA curse, rnge; SQcurse, scenr; AL N; SV Skills: C limb +3, Hide +2, Lisren +3, Move Silendy +6,
Fort+8, Ref+6, Will +3;Str l4, Dex 15,Con 19, lnr2, Wis Spor +3. Fears: A lertness.
12, Cha 10. Possesions: Mom ingscar, 3 javelins.
Skills: Climb +15, Listen +8, Spot +8. CombatTactics: The bugbearsan: hidden on both sidt~
of the road (PCs' Spot check opposed to bugbears' Hide
]5
THE MANSION AND GROUNDS

loft stables grounc! floor


(area 8)

Vineyatc\ Builc\ings
1 squ;ite = 5 feet

sheet Winety setvant's quattetS


(a rea 10) (area 9)

check ro avoid surprise). Thcy wait unci I the main body of


(atea 11)
r,
Anyone widün 30 feec nocices ic immediately. Twisting
1

the parcy is becween chem befan! chrowing cheir javelins. branches cuc from crees indifferenr parrs of tbe foresr were
After they chrow their javelins, tbey rush inro batcle used ro construcr che huc, makin.g it appear very unstable.
!-houting and screaming ln an effort to tlemoralize cheir Although small, squat, and racher ugly, che hur is ~ur-
enemtes. Boch bugbears use the1r mo rningsrars in barde, so prisingly clean. The bugbears keep their hur dean ro avoid
therc is no dangcr of being c ursed by chese particular attraccing che attencion o( other c rearures in d1e forest.
creatures. If rhe batcle goes poorly, che bugbears flee inro Twisred branches are splitancl cied mgechertocreace 2 low
the forest and rry ro meet up again at their hur (Area 4). cots chaca re propped up against che walls. Natural peg-like
prorrusions o n che wall holu up various racrered doaks and
Area 3: The Main Gates an old halfling-sized suit of leacher annor.
Well-wo rngranite tlagstones line the ground beneatb the Treasure #1: Of the cloaks hanging o n che wall, 2 bear
imposing walls that exten<l to che east and west. The grand Lord Mo rrick's coar ofarms; they came from 2 ofhis guards.
archway beneath che wall is tranquil bue omlno us. Al- The suit of armor is masterwork leather armo r si.ze<l for a
though man y visitorsonce passed rhrough these grand gaces, halfling, gnome, o r o ther Small humanoid.
mere is no sign tbar anyone has visiced chis place far many Treasure #2 : A carefulsearch (Search DC 20) beneath
years. Dwarven handiwo rk is evident in boch che walls and che blankers and coa; rurns up 3 masterwork daggers, a
che heavy srone gares. Openíngs in che gares themselves masterwo rk lo ngswo rd, :md 45 gp.
reveal a large mansion rowering over an ovecgrown garden.
The heavy srone gares are counrer weighted. They Area 5: ARotting C.Orpse
require only minimal screngtb to open, bur swing shut o n 11,e PCs immediacely recognize something is wrong
their own. Dwarven construcrion makes them immune to when chey pass withm 30 feerofthe corpse. An overpower-
che lack of care they have experienced, so che gates srill ü1g stench of rot and decay fills the area, chis oily, sickening
move soundlcssly. Lf che PCs proceed rhrough che gates, odor coming from a lone corpse in an advanced stage of
the DM should move to "The Gardens" section, below, for decomposition. An adventurer exploring d1e mansion suf-
further keyed entries and desc riptions. The PCs may also fered horribly from che c urse, which evencually killed him:
choose to roam che foresta little further, where they mighc che curse mutated him so badly, even the maggorsrefused to
find sorne clues abouc che curse. consume his body. The slow rocring Jecay, combined with
the curse. creares an odor chat could frighcen even rhe
Area 4: ASmall Hut lx,IJest adventurers. Ext1mining the corpse and its decaying
Tht 2 bugbears that set up che ambusb at A rea 2 make irems requires a Fortitude save (OC 1.6) tCl avoid bcing
che ir home he re m a smal I ro\Jgh hur. PCs wi.chin 40 feec overcome by the smeU. Fa Hure means che PC begins to feel
,)f the hut norice ir with a successful Spot check (DC 15). nauseo us, sufferíng a -2 penalry to attack and Jamage rolls

16
MORRICKMANSlON

as long as she remaíns within 30 feet of the roccing corpse. opposed Spot check vs. Gwen 's Hide check). When one of
Searching the corpse cums upan interesting diary. the PCs leans over che well to look inside it or stands close
Treasu.re: Thecorpsecontainsa pouch withJ pp, 32 gp. to ir, Owt:n chargt:S fru111 lit:r cover, screaming "Murdererl"
123 sp, and 91 cp. A bag cied to the rotting leather belt and anempting m knock che PC into the well.
around its waist holds a small book. Gwen was pare of an a<lvencuring parry that tried to
Kraluk's Diary: The coverof the book is inscribed with explore che mansion severa! years ago. Her parcy never
che name "Kraluk." While the book is noc dared, it con- proceeded further than the gardens. The curse has made
rains informacionabourplacesKralukcraveled to, including her insane bue has also given her enhanced hearing,
Grollek's Grove. Names and locacions menrioned on the eyesighc, and incredible strength. She ís a chin human
few pages that can be read suggest che book is 3 to 4 years woman, almost frail in appearance, bearing no outward
old.While mostof the pages are rotting, a few of the moist sign of che curse's effeccs.
pages are leglble, induding one page chac che PCs should Gwen, Cursed Adveoturer, FemaJe Human Ftr2: C R
find m.osr ioceresting: 2; SZ M; HD 2dl0-t-l l; h p 23; Inic +-1; Spd 30 fe.; AC 14;
''Beruun says 1t is a curse, not a disease, and whoever Atk +9 melce (1d8+6, longsword, cric 19-20); SA curse;
placed che curse muse live nearby. He says che curse is on SQ curse, darkvision (60 fe.) ; AL N; SV Fort +7, Ref +2,
che land and everyching on it, not just people. J am nor Will +2; Ser 22, Dex L3, Con 18, Lnt 10, Wis 12, Cha. 8.
sure, but l expecc he should know. We were attacked thb Skills:Climb +4,Jump+3,Listen +4,Spot+4,Swim +3. Feacs:
moming by crearures the likesof which I have never seen. Alercness, Blind-Fight, Toug\mess, Weapon Focus (longsword).
Frenish says chey seemed almosc demon-like. Whether or Possesions: Scudded leather armor, longsword, pouch
nocshe is right, the beast'> had claws as sharp as sceel. They wirh J small rubíes worth 45 gp each, and an ivory scroll
ripped righc chrough .... " case concaining an illegible piece oí parchmenc.
Combat Tactics: Gwen hldes and waics umil a PC is
Area 6: An Abandoned Well (EL 2) looking at che well or at least standing next to it before
Bushes, crees, and grasses are cleared away from the sides anempting a bull rush to knock che PC meo che well.
ofan ancient stone well. T wisted crees strecch their winding Whether or not she is successful, Gwen draws her longsword
branches in a canopy doaking the well in darkness. Fresh and accacks che nearest PC. [f che PCs noti.ce her hiding, she
foocprints rnark che soft earch beside che crumbling walls, a comes forward and accs peacefully untilshe is close enough to
clear indication that someone or something was here quite draw her sword and arcack. Her insane srace is one of che
recencly. Close examinacion of che foocprints determines curse'seffects, andshe believes che PCsare murderersand thac
that whacever made chem was wearing boocs. Toe princs are chcy must die. Forcunately, her insanity keeps ber from
acrually chose of a cursed adventurer named Gwen, whose fighring caccically or fleeing wben che batde goes againsc her.
mutations changed her in very subtle ways. She heard che The WeU: The well is very old; the stone walls rhat
parcy wandering around and has kepc herselfhidden (PCs' surround itareonlyJ feet high. The mortarholdingchestones

17
THE MANSlON ANO GROU NDS
mgecher is decayed to che poinr thar anyone leaning or sharp daws and very acure hcaring {+J compecence bonus to
pushing againsc che rocks easily knocks them over. lfGwen Listen checks), bue age has made ir racher frail.
succeeds m push inga PC against the wall, tt crumbles and che Cursed Bear ( 1): CR 4; SZ L Animal ( lo ft. long); HD
PCfalls into che well. The water isonly lO feetdown, so very 6d8+24; hp 51; lntt + 1; Spd 40 fe.; AC l5; Atk + 11 melee
Linle falling damage is suffere..l ( Jd4 poims, wich a successfu1 ( ld8+8 [x21, claws) and +6 melee (2<l8+4, bite); SA curse,
Tumblechcck[DC 16) avoidingalldamage). Unfommacely, 1mprovedgrab;SQcurse,scenc¡ALN;SV Forr+9, Ref +6,
che warer is rainted hy che cu~. PC-s immersed in ir musr Will +3; Su 27, Dex 13, Con 19, !ne 2, Wis 12, C ha 6.
make a Fortitude save for every minute they are immersed ro Skills: Listen +4, Spot + 7, Swim +14.
avoid che curse'seffects (see che description of che curse in che
Combat Tactics: The bear charges forward to auack if
lnmx:lucrion). PCs can cllmb out of che well on cheir own che PCs come near che log hiding les treasure. The bear
(Climb OC 8) or parcy members can assisc cbem.
simply charges ar and attempts to kili the PCclosest ro the
log. lf the PC5 Aee, rhe bear srays close to ir~ home.
Area 7: A Strange Clearing (EL 4) T reasure: Hidden benearh asmall log (Search OC 18) ,
lnvesrigarion of the foresr brings che PCs to a small che PCs find several inreresting items: a gold chalice
clearing. Grass ln thecenterof che clearing ls pressed clown studdeJ with rubies (350 gp), a jeweled scabbard for a
as if a largc animal slept here. A Wilderness Lore check longsword (350 gp), a íade vase ( 100 gp), and a scroll case
(OC IO) identifies tracks that look verymuch like choseof made l1Í ivmy decorared wirh gold leaf (95 gp).
a bear. The cursed bear heard Lhe PCs wandering through
che forestand is now hidingjust outside che clearing (PCs' Area8: TheStables{EL4)
opposed Spot check vs. che bear's Hidecheclc). Possessing
While wanderinR d1e vineyard or even the forest or gar~
only mild imelligence, the bear has slowly accumulated
severa! shmy items ir flnds attractlve and has hidden d1em
Jens, the PCs notice the large stables dlat once houseJ me
horses and carrs far Lord Morrick and his guests. The building
benearh a small log in the clearing's cencer. lf rhe PCs
looks abandoned :md decrepit now, and the doors srand wide
begin ro rummage around and search chrough i rs home, the
open, beckoning the PCs toenter. When the PCs emer, chey
bear gets ::mgry and charges into che cleanng to atcack.
come upon an appalling amounc of dcstruction. Horse skel-
Ugly patchesofscalesand cufrs ofgray furdot chis creature's econs collect dust in d1e sralls lining che normem wall,
rather odd-looking skin. The strangc combmation improves suggesring chat many 0f rhe beasrs were simply abandoned
d1e bear's abiliry to hide in che forest, but also certainly makes here to starve to death. Some of che bones show scratches
it extremely ugly. 11,e curse has given ilie bear exrremely made by reeth or daws, mdicaring sorne of che horses made
their way meo the stomach of a larger creacure. Deep gouges

18
MORRICK. MANSION
in fo1gments of broken carriages and wagon:. ~how where in a complex code rhat mighr be decipherable wid1 che
puwerful claws rore and splintered che wood. proper key. PQ; thar exami11e Lord Morrick 's Library (Area
A cursed griffon is hiding in the loft when che PCs enter. 28) and discover his vault shoulJ be able to use che key
Ir carne here shortlv after che curse and fed on che horses foun<l there to clecipher the recipe.
that were lefc tethere<l in cheir stal.ls. les wings are twisted T reasure: One of the pieces of parchment clearly has a
and mutated by che curse, so ic cannoc fly, bue ic can jump wine recipe wrirren on ir in code. This recipe, if cranslaced,
cxtremely well. Once a li of che PC~ have encered che is worth 1,000 fil) to a qualified vinmer.
building, che griffon leaps down from che loft in an attempt
t0 pounce on one of the PCs. Ie has nocfound as much food Area 10: AStorage Shed (EL 2)
as lt would Uke lacely and so is extremely hungry.
This srurdy, squar building is noticeablefrom adistance.
This griffon is a sorry, racher disgusting specimen. The
lt has no wiodows aod a single <loor. The door is closed but
curse has mucated ir~ wings, leaving chem worchless for unlocked ami opens easily, revealing a shed full of odd
anyching more chan stabilit\' wh.ile ju.mping, irnd ir has farming ímplements and buckets. Peg~ on che w,111s are
cause<l most of its featbers ro fall t1ur. clearly clesigned for hanging tools, bue ali of che iren\S in
Cursed Griffon: CR4: SZLBeast; HD7d10+2 l; hp59; lnit che shed are on che ground. Sorne time in che distant pasr,
+2¡Spd40ft.*;AC l 7;Ark +8melee(2d6+4, bite)and+3melee someone threw all of the too Is and buckets i11tcl che center
{1d4+2 [x2], claws)¡ Face/Reach 5 fi:. x 10 fi:./5 fr.; SA curse, ofthe room whilesearching forsomethingalong che wall .
p<>unce, rake {1d4+2); SQcur.;e,scenc; AL N;SV Forc +8, Ref
When che PCs enter che room, che pile of tools moves
+7, Will +J;Str 18, Dex 15,Con 16, Int5, Wisl3,Cha8. slightly, possiblydue to theiropeningof chedoor. PCs that
Skills: Jump + 16"'. Listen +6, Spot + 11. pause co listen carefully (listen OC 15) hear sorne scrab-
*Mucations prevenr che griffon from flying, but H runs bling and squeaking &om amidsr che jumble of roo Is in rhe
fascer than normal and can Jump very far. cemer of che shed. A group of 6 cursed Jire raes has made
Combat Tac tics: The griffon h ides in che loft at che end its home here. The raes are rathe.r upset at che invasion of
closest to che en trance to chestables. Jt waits until ali of the chei r home bu t wa it severa I rounds befo re atrack.ing to give
PCs bave enrered and pounces on rhe last PC m enrer the tbe PCs a chance to leave.
building. The griffon can run much fas ter chan normal and Cursed Dire Rats (6): CR 1/3; SZ S Animal; HD
jump higher and fartbcr. le defcnds ns home but has no ld8+1; hp 7, 6, 6, 5, 5, 4; lnit+J; Spd 40 fr., climb 20 ft.;
desire co die and flees if che barde goes against lt, alrhough AC 15; Atk +4 melee (ld4, bite)¡ SA curse;, Q curse,
ics lack of flying ability makes escape difficulr. scenr;AL N:SV Forr+J, Rcf+5, WiU +3;Srr 10, Dex 17,
T reasure: ll1e griffon has hidden m che loft severa! icems Con 12, lnc 2, Wis 12, Cha 4.
pulled fi-omche carriages lt wreaparr. Careful searchi.ngof che Skills: Climb + 11 , Hide +1 1, Move Silently +6. Feacs:
loose scraw {Search OC 22) cums upa small ivory statue (35 Weapon Finesse (bite).
gp), a cwisted gold emblem ( 15 gp), anda bagof tricks (gray). CombatTactics: 11,erarsare not imelligencenough to have
specialcactics. Theyarecauciousand wait~veral rounds before
Area 9: The Winery accacking in hopes the PCs leave on cheir own. If che PCs
This large building, where the grapes were presst'<I and appruach che center of che room, the rats attack immediacely.
fennenred into fine wine, is one of the st:urdiesc builJings
onthe grou □ds. The doors reruain inractand close<l. When Areau: Servants' Quarters (EL 2)
the PCs approach. the building, chey immediately norice This bui.lding housed che servanrs who worked che
i ts so lid construction. Wh ile che doors are notlocked, they vineyar<l aswell as che extra worker:; hired when it was time
have not been used ln many years, so the binges are quite to harvest and begin pressing the grapes. PCs approaching
ruscy. If tbe PCs combine theirefforts, they open che doors che building immediately norice chat the wiodows are
easily to revea! a dark, dusry building abandoned for a very broken and that che door is ripped off its hinges. A clase
long rime. Massive casks for che inicial fennencation of inspection of the outside of che building determines that
wine Une the souchem wall, and bottling facilities are che damage is old - rainwater soaked imo the wood near
located in che nortbcast comer. A giantgrape press stands che windows, and tbe wood now begins ro rot. PCs who
in che center of che room attached to a rusced pump usecl listen closely (Listen OC 19) can hear movem.enr inside
to force th~ resulcing juice inca a massive tank in. che the building. As cheyencer che building, che parcy comes
northwesc comer. Unlike other areas, rime and neglectare upon ascene ofcomplece desrruction, witb piles ofbroken
che only causes of damage here. and spllnrere<l beds, cables, and other fumiture spread
A careful e-xploracion of che entire building rums up across che large room. A sea.le, wer odor come.~ from che
some bottlesofwine. Thewine isof chehighesrqualityand mildew thac eats away the tom curtains a.nd blankets.
castes wonderful, bue !t is a potent vehicle for the curse. Sorne oí che wood furnirure wichstoocl the mitial damage,
Funher searching locares a secret panel behind one ofthe only to suffe.r fi-om rain water and lack ofcare.The building
wine racks (Search OC 25) chat opens easlly to revea! a was clearly looted and descroyed a very long time ago.
small niche holding severa! papers. One of the papers A cursed bugbear hldes in a comer behlnd socm.- of che
includes che dicections used to creare Lord Morrick's fumiture (PCs opposed Spotcheck vs. the bugbear's Hide
award winning wine. This recipe is one of che items Lord check). He is rerrifíed oí che PCs and does noca crack them
Eldoran wanced to obraLn, bue his curse was so powerful unless chey begin rummaging arounc.l ~n the servants'
even he was afraid ro try ro locate it. The recipe is wriccen

19
THE MANSJON AND GROUNDS

quarcers or notice h1m. He found a fine wood chesL dur.lng


someofh1s explorar1onsandkeepsit hidden wirh him. The
TheGardens
chest has never been opened; hesunply líked the wood it Numbered encouncers and areas in rhis secnon are org,1-
was made of and carried it back with him. nizcd in a clockwise mannet from the main enrrance (Area
The curse has horribly mutated this bugbear's skull and 3). The gardens cru, be enrered through the main en trance
face, and his enrire body is covered w!th 1ridescent ftsh ( A rea 3) oc the side enerance (Area 12), or the PCs can
scales, so thac 1dendfymg what he once was 1s almosr Climb over the waU and enter from a differenc angle. WaJls
impossiblc. Normally, he wauld be very good at hiding, but sw:rounding the garden are made ofstone and stand a ful! l 2
his shinyskin makc:s him much easier to spor for rhe PCs. feerhigh. 11,eyaredesigned cosetthegardcnsapartfrom the
While he is somewhat cowardly. he 1s very hardy and pues vineyard and help conrain the wüd and exorican.imals that
up a good fight if forced into combar. He speaks a smaU Lord Mürrick added to his garden. Plants and anírnals
amc,unr of Common and speaks Goblin fluently, bur occupymg the garden are cursed in the same way as planes
changes to his face and skull brought about by rhe curse and animals in other parrs of the mansion and grounds.
rnake him difficult ro unc.lerstand. He tell~ che PCs any• 1l1ough notasovergrown and darkas the light forest to the
thíng be thinks they wanr ro know In order to make them soucl,, the plants here bave a rwisced aspect to them chat
!cave, making up decails ifhe musr. Thc cruch is chat be marches the forest anJ perhaps even magnifies in; strangene$.
knows absolutely nothing about che curse, nor does he Time, theru=, and neglectbaveailowedthe planes to become
really know much about themansion. Hedoes knowabouc overgcown to che poinr t:hat rhey flghc each other fur lightand
dw griffon in the scables because he has run away from it food. The curse seerns ro havc festered and grown in srrength
before, and he knows thac several more bugbears were in herc. The mansion itself has a twisted fucade with broken
his party when chey attempted ro loor che mansion. windows and gargoyles that dangle over its entryway. Thin
Cursed Bugbear: CR 2¡ hp 24; see Area 2, above. grave! paths circle tbrough the overgrown gardens, passing
*This crcature i.s sturdier than usual and has additional hidden benches guesn; once rested on while viewing the planes.
hit points.
Combat T actics: This area is the bugbear's home; he
fighcs to che Jeath in its defense, but avoids combar if he Random Events
can. lfthe PCsadvanceon him orthreaten him, he chrows Rol! l d20 for every hour the PCs explore che fores1
the 2 javelins he still has with birn before closing forme lee co determine if one of che following events occurs:
cornbat. He srill uses a shield bue fighcs with rus daw
ld20 Event
because he losr h.is momingscar a long time ago.
1-3 Acursed leopard (CR2) leapsoutofhiding
Wood Chest: l in. thick; Hardness 5; hp 20; Break DC
m atcack a PC ar che rear of che party.
20; Open Lock DC 26.
4-5 Lolld roars echo off the garden walls. The
The chest is made of a beautiful red-hued wood with
echoes fade toan uneasy s1 lence that even
lighr purple veins. Whlle the chesr is small, it is very well
che breeze seeITUJ afraid to <listurb.
made and the lock is excremelycomplex. PCs that choose
to break open che chest rather than pick che lock destroy 6-7 T wo cursed servancs (CR 1) looking for
severa! of che potions inside (as determined by che DM). food see the PCs ancl decide to anack.
8 The PCsnoticeacursedguesr(CR2) atche
T reasure: The d1esc conrains a poríon of heroism, a podon
ofcure serious wmmds, 3 /Jot1011.1 ofcure light wou.nds, anda ponon same time as she notice5 them. She imme
of /ove. Ali of che potion vi.als are unmarked. diately flees deepcr inco che garden and
hidcs.
9-10 A cursed alligator (CR 2) cmergesfrom the
Area 12:The Side Gates undergrowth, hisses at the PCs, and beglns
0eep scracches and gouges mar che heavy stone gates, to back away.
bur che clamage is onl y cosmetic. Dwarven construction is 11-12 The PCs hear sounds of a pitched
evident throughour thc length of che taU scone walls that baule somewhere deep In the garden. Loud
endose the overgrown gar<len which lies hcyond tbc gu ttura I gru ms and harsh laughter mark the
heavy gares. Scrangely, one of the heavy llagscones be- end of che barde anda retllm to the uneasy
neath tbe gaces IS sharcered meo small, sharp bits ofgrave! silence thar hangs over che garden.
while stones near tt show no dan1age ar ali. l3 A demon mise (CR 2; see Area 19, below)
The heavy stonegates are slighcly wider than the main gaces atracks thc PCs in an effort ro drive them
(Area 3) but are construcced ID a similar manncr. They are mad. For complete dernds on the demon
councer-weighre<l so rharonly mmimal strength IS required to mise, see che New Creacures section in the
open tbem, but they slowly close on their own ifthey are not Monsccrs Appendix.
wedged open. These gates are exactly like the main gaces, bue l4 Loud laughter echoes from somewhere in
they lack Lord Morrick's coat oíarms and bear scratches where side thc manslon.
someone rried to damage them. The smrdy dwarven consnuc-
15-20 No encouncer.
cion has widmood the etforts to damage the gates, as well as the
lack ofcareover the years. lfthe PCs proceed through the gates, l11e DM mighr need to adjust che random evencs
the DM should move ro 'The Garuens" section, below, for above based on where the PCs have exploretl and
further keyed enrries and descripcions. wbat they have accomplished.

20
MORRTCK MANSION
improved grab; SQ curse; AL N; SV Forr +9, Ref +6, Wíll
Area 13: Before aGrand Fountain + 3; Str 27. Dex 12, Con l 9, !ne J, Wis l2, Cha 2.
(EL4) Skills: Hide +O*, Listen +5, Spot +5. *A giamcrocodile
Thc carnage pach splirs inco a large circle passing m gains a+ 12 racial bonus to Hide checks when submerged.
front of che now decrepit looking mansion. T wisted planes Combat T actics: Th1screacurehi<les beneath the bushes
surround a grand fountain standing in rhe cenrer of che s11rrounding tbe fotmtain. lt wairs unril thc PCs are wirhin
circlc. A thin coat o( green algae covers rhe water in the 1O feer befare darting out with a great burst oí speed ro
fountain, yer rhe rlants and algae cannoc hide che grand atrack. lf it successfully grabs one characrer, it attemprs to
splendor che fountain once p<)ssessed. Sirring on a large drag her back through rhc bushes toward rhe fountain.
rock playlng differenr instruments are 5 mermaids. When T reasure: Someo( thealligators' past v1ctimsbadjewelry
water was pumped rhrough che fountfl in, ic mun havc or otber ttems w1ch them thar are now hiddcn beneath che
spiUcd our of holes in rhe instrumenrs to fall ovcr the fountain's waters. Searchmg che founrain 1s hazardous be-
mermaids' bodies beforc splashmg into a wide basin. Roots cause ch1S water is tainted by the curse. PCs reaching into or
or cendrils from sorne ,,f che thick Aowering bushes sur- encering che founcain muse make Fortitude saving d1rows
roundmg rhe founcain reach lnco che sragnanc water against che curse forevery 5 minuresofexpo&ure (see derails
poole<l m che basin of the curse in che lmroduction). Afcer 20 minutes of
Severa[ ¡¡maJ I pet alligarors lived in che basin of the searching, che PCs discover an obsidian necklace (50 gp); a
founcain when ic was cleaned and mainrained. The curse small silver ring (5 gp); a chin gold chain used as a bracelct
mutared aU of them, sorne hombly. One alligator eventu- (4 gp); a copperbracer ( l gp); agol<l signecring ( lOgp)¡ and
ally <lom.inared by killing or chasing away all of che others. coins roraling 2 ¡,p, 12 gp, 32 sp, an<l 71 cp.
1e rrnvels outs1de the founcain ro hunc and sorne times hides
mor around che bushes thac surround che fountain. 1t has Area 14: Before the Front Steps (EL 2)
grown to a considerable size and is exuemely srrong.
Mutations caused by the curse add extra layers of mu<l- Elegant wh1te marble sreps lead up to the doorway inco
brown armored scales to ics already rhick hide and give it the mansion (see Arca 26, below). The sturdy marble
longer and sharper claws d1.m normal. Alt:hough i rs reech shows che wear of many feet, bue broken windows a long
are a venomous yellow-brown color, it has no vcnom or che from of the mansion and che lack o( any lanrems
poison other rhan che ci,rse. suggesr rhe sreps have nm secn use for 4uite a long time.
Oardens extencl ing to che nmd-1, south, an<l west were
C ursed Alligator (J ): CR 4; SZ H Animal (Aquatic);
once a place of wonder, bearing che elegance thac che
HD 7d8+28; hp 59; lnit + 1; Spd 20ft., swim 30 fr.; AC 16;
wealrhy use to impress each other. Thar time is long pase;
Atk +11 melee (2J8+ 12, bite) or + ll mclee (1dl2+ 12,
now rhe gar<lens are so overgrown char not eve11 che finese
cail slap); Face/Reach 1O ft. x 20 ft./10 fe.; SA curse,
gardener could rescue rhem. The planes are incertwined

21
THE MANSION AND GR.OUNDS
and appear to be in sorne sort of quiet sm1ggle, slowly Skills: Climb +4, Listen +2, Spclt +1. Fears: Weapon
strangling e:ich orher out of existence. Focus (grcarclub).
A cursed leopard hides beside the steps und ambushe, Combat Tactics: These ogres lost che ir spears in a battle
any creature that comes near. with the parral guards who chased tbem onco the grounds,
C ursed Leopard: CR Z; SZ M Animal; HD Jd8+6; hp so they fightonly wich rheir Hugegrearclubs. Theyare not
19; lnit +4; Spd 40 ft., climb 20 ft.; AC L5; Ark +6 melee intelligeot enough to pick and choose the opponenL who
( ld6+ 3, bite) and +l melee (ld3+ l lx21, claws); SA curse, cau hurt them the most; they simply attack the oearesr PC.
pounce, improved grah, rake ( ldJ+ 1): SQ curse, scenr¡ AL Complete confidence in their strengch and power makes
N; SV Forr +5, Ref +7, Will +2; Ser 16, Dex 19, Con 15, these ogres ferocious in barde - they Íight to che deach.
lnc 2, Wis 12, Ch,1 6.
Skills: Balance +12, Climb +11, Hide +9*, Listen +6, Area 17: AShort Path Beside
Move Silencly +9, Spot +6. Feats: Weapon Finesse (bite,
claw). *ln areas of calJ grass or heavy undergrowth, Leop-
theMansion
ards rcceive a +8 racial bonus to Hide checks. Plants near che base of rhe mansion are trimmed and
C-0mbat Tactics: The leopard simply arcacks any crea- cared for, and che gravel paths are raked. Such care does
ture within 20 feer of che steps. le is extremely hungry and noc exrend far, however, nor does ir reduce the rwisted
does noc flee from combar. narure of rhe planes, but it lS a clcar sign chat someone still
works in che gardens. A thin gravel pach pas:ses along the
base of the mansion, providiog ¡,.¡ protecced passage for
Area 15: APale Blue Fountain anyone approaching one of che 1 duors in che mansion
Water scill tricl<les through chis small, pale blue foun- wall. The lack of windows on che ground !loor provides no
tain hidden beneath the branches of severa[ overgrown clue as to its use. The northemmost door is barred shuc
shrubs. The oearby plants swallow the gentle splashing from the outside.
sounds almosc as effecnvely as chey swallow the fountam. Argrim Wbice (see Area 49, below} cares for the plants
Flowers m varying shades ofblue and purple surround tbe :md pach here. Thesouthern door leads inro Argrim's room
founrain. Where there was once beauty and rranquiliry, (Area 49), whicb connects to ocher servants' rooms aod
there is now a sense of twi~ted rnge. Branches from the storage areas on che ground level, and che nonhemmosc
many bus hes seem torear ar each other in a silent srruggle <loor leads into a storeroom.
for domioance. The genrle sounJ of splashing water can- 17a - Wood Door: This door is barred from che
not overcome the dark, sinister fee ling brought upon this opposite side. lt leads into Argrim Whice's room (Area
once peaceful place hy the curse. 49). lf tht! PCs knock on the door or attempr to open it,
Magic pumps wirhin che founcain still cause the water to Argrim shouts from the ocher side in Common, "Bese be
flow. A detecc magic spell reveals a scrong magic aura leaving me akme if you don'c want rrouble!'' Argrim lees
surrounding the enrire founrain. The powerful magic of che PCs in if they announce themselves. Argrim is both
rhe foumain keeps tbe water within free of the curse. This rrusclng and confidenc in his abi hties ami is not afraid to
water is che only water in che mansion aron ics grounds open thednortospeak ro thePCs. SeeArea 49for Argrim's
that is safe to use for drinklng or wash.ing wounds. stacistics, skiUs, and personalicy.
l 7b - Wood D oor: The door is barred from the ourside
Area 16: AMuddy Oearing (EL4) in an efforr co keep someth ing crapped in the room beyond.
Deep gouges scratch the ground and broken llagstones, A successful Listen check (OC 16) detects scrabbling and
ancl crees and bushes are cossed aside like bits of shredcled sounds and sorne squeaking. Tbe PCs can easlly un bar and
cloch. Fresh sap dripping from severa! of the manglcd planes open the door ro ger into the gardener's storage room
provides a teU-tale sign that whatever bactle occurred here (Area 48) tbar l!es beyond.
was very recem. ln fact, 2 cursed ogres had an argumenr
earlier in the day. They are resting nearby and norice rhe Area 18: A Marble Fountain (EL 4)
PCs encering tbe clearing. CautiollS PCs might notice the
Benches at the base of this fountain made of datk blue
ogres before chey rise ro their feet and charge fo.rwa.rd co marble face ourward toward the gardens like squat guards
a crack (PCs' opposecl Spot check vs. the ogres' H ide check),
defending agrear creasure. Thin cracks lining che marble
but lo either case, neither group surprises che od1er.
basin of the now still founrain lec water flow rhrough
Lizard-like sea les cover both ogres in a bizarre pactem, freely; not even rainwacer remains. P lanrs nearby are
though neither of the ogres has suffered rnuch from the almost uniformly gray in color, even the leaves and flow-
curse. Both were relatively insane and srupid to begin wirh. ers. Oth.e.r than che fountain, the only splash of color is a
Aside from the lizard-like scales and sl ightly enhanced single bush with blood red flowcrs and deep, dark green
heariog, they fight as standard ogres. leaves. Unforcunacely, che colorful bush is a horrible
CursedOgres (2):CRZ;SZ LGiant; HD4d8+8; hpJ0, mutation oí a blood bush. Blood bushes nonnally have
26¡ Inir -1; Spd 30 fr.¡ AC 16; Ack +8 melee (2d6+ 7, Huge bright, sweet-smelllng flowers witb sharp barbed tips. The
greardub); Reach 10 fe.; SA curse; SQ curse; AL CE; SV flowers are actually seed pods, and animals that brush
Forc +6, Ref +O, Will + l; Str 21, Dex 8, Con 15, Inr 6, Wis aganlSt che bush get seed pods actached co chem rhat rhey
10, C ha 7. carry away. This planr developed a differenr way to spread
its seeds: ir launches 1ts flowers ar crearures within 5 rn lO

22
MORRLCK MANSlON

feet of the planc; the flowers chen atcacl, co the vicrim and AC 16; Ark +2 melee (ld4 plus chaos rouch, cendril of
injecc their seeds. m1st): SA chaos couch; SQ incorpNeal, immune co íear,
Toe bush has deep green leaves and beautiful blood-red Jarkvisiun (60 ÍL.); ALCE; SV Forc ..-1, Reí +2, WUI ..-6;
flowers. lr looks harmless uncil a victim cume, close to it. Ser 11. Oex 15, Con 13, lm 15, Wis 18, Cha 12.
As soon as the PCs come within 5 co 10 feet, che bush Skills: Hide +5*, Listen+ 1O, Muve Sllently +6, Search
begins launching its seeds ar rhem. +7, Spoc +JO. Feaes: A lertness.
Eldoran's Blood Bush: CR4; SZ S Plant; HD 6d8+30: Combat Tactics: Thc mists fighc wirhouc fear, though
hp57; lnic+0; Spd0ft.: AC 18; Atk +6mdee( ld2+2 lx41, rhey inten<l only to <lrive che PCs insane and do not
branch whip); Reach 2 l/2 ft.; SA curse, flower darc; SQ continue their attacks on an insane PC unless rhey muse.
curse, plant, blindsight (15 fr.), cold and fire resistance Their goal is noc ro cause death bue rather to spreaJ
(20); ALN; Fort +9, Ref + 1, Will + 1; Ser l5, Dex 10, Con madness and chaos.
20, lnr - , Wis 12, Cha 8
Combat Tactics: The bush is simply attempting to Area 20: AGlowing Pond (EL 2)
spread 1ts seeds. [es attacks are aimed only at thar purpose.
Glowing water swids and bubhles wichin rhe granice
If che PCs recrear beyond 15 feet away, che bush can no
enclosure of chis specially consrrucred pond. Tendrils of
longer dececc chem and ceases its auacks. The planr has no pale mise escape rhe gluwing water ro pour through rhe
intelligence to speak of and continues to fight unril dead
surrounding trees an<l bushes. The pond was dearly con~
if the PCs attempt to Jcsrroy ic. structed for bathing and playing during the warm summer
months. buca sinister, deadly aura now surrounds che pool,
Area 19: AMarble Statue (EL 2) and che water within is positively ominous.
T endrils of pale mise pour from che glowing pond ro curl This pool bears the h1ghesc concencrat1on of the curse.
around the base of che large marble staruc of a nakcd A rogue hired by Lord Eldoran dropped the source for che
woman. Oocc carefully culcivaced, rrees and bushe~ grow curse - a small pebble - into the pond. Derecr magic
wild here, tearing at each other in a silent barde. Every reveals an almosr blinding aur.i surrciunding che warer,
breath of the humid air makes che place feel more malevo- The pale mise coming off che pond also glow5 with magic.
len c and sinisrer. The cendrils of pale mistare actually 2 Ünt' Clf the ways co prevent the curse from having any
demon mists, creatures maJe through che influence of furcher effects is ro find tbe scone used as its source (such
demons specifically ro sprea<l chaos and madness chrough- as with a detect chaos spell) and desrroy iL. This requires
ouc the world. The crearures íloar around herc, moving cnrering che pond icself and risking exposure ro the curse.
slowly roward the PCs to make a surprise actack. As che source of che curst:, this area is a weak point
Demon Mists (2 ): CR 2; SZ S Aberration (Incorpo- betwet!n che Material Plane and the Abyss, chus 2 demon
real); HD 2d8+2¡ hp 11; lniL +2; Spd fly 30 fe. (average); mises are always in che area. lf the PCs defeat one pair of

23
THE MANSlON AND GROUNDS
demon misr.s and depan the area for more chao 4 nours, 2 daws) ami +4 melec (2u4+3, bLte); Face/Reach 5 fr. x 10
more demon misrs form in rbeir place. The creation of ft./5 fr.; SA cur.;e, pounce, 1mproved grab, rake ( +6 melee,
demon IIllSts only s10ps when che curse is brought toan end. Id2+3)**; SQcurse; ALN; SV Forr +8, Ref+7, Will +3;
Demon Mists (2): CR 2; 1J hpeach;see A rea 19;above. Ser 23, Dex 15, Con 17, lnt 2, Wis 13, Cha 10.
Skil/.s: Balance +12, Climb +8, Hide +5*, Jump +5,
Area 21: Before aMarble Stairway Li ten +5, Move Silencly +5*, Spoc +5. Feats: Weapon
Fincsse (bite, ch1w). *In areas of taU grass or heavy under-
(EL4oro) growth, tigers receive a +8 racial bonus ro H1de checks.
Smooth marble steps climb to a wide marhle terrnce a long The curse anda broken cha in dangling from the tiger's
che rearof the mansion. Representation:; ofdifferent insm1- oeck make it difficult for che cigcr to Hide or Move
mentsare carved cm che railingson each sideofthestairway. Silcnrly; skills lisred already cake those penalties inco
V 10es and plants fi-om rhe garden are beginning to overgrow accoum.
thc sreps and railings, bue che marble has wichsrood the **The tiger's rear claws l!re mutarcd inco club-like
elemencs quite well. Acursed t1ger roams rhe area below che appendages and do nor deal as much damage as normal in
stairway. If the PCs d imb up or down che srairs, thc riger a rnke acrack.
spots rhem easily and comes ro invesrigate. lf the PCs go up Combat Tactics: Strange colors on its skin and cbe
che stairs, the ciger makes a single Leap up ro che terrace and jangling cha in Unks hanging frorn irs neck make sneaking
artac~ them there (Area 22). lf the PCsarespotted moving up on sorneone almost impossible for this creature. The
Jown rhc stairs, che riger moves in anJ attacks rhem when tiger instead uses irs speed simply ro charge forward and
chey reach che boLrom o( tbe steps. attack. lts rear paws do very licde good in combac, so ir
The cursed tiger was once che prize pee of the g-ardens. 1t rarely pounces unless its victim I complccely alone. The
was chained up on the nighr of th<! wedding ro prevem any tiger ílees wheo badly mjured.
"misrakes" from happening. Broken chain links scill cling
ro its heavy leather collar, making a sofr jingling noise as
it moves. Unlike most creature,, che curse has weakened
Area 22: A Long Marble Terrace
the ciger: its re;ir paws have becn tumed lnto club-likc (ELoor4)
appendages rather than razor-sharp cearing devices, ~md its The terrace prov1des a high vanrage poinr from which ro
skin is much rhinner and sofrer than nom1al. Look over rbe garden. lncricate carv1ngs mark che rrell 1s of
Cursed Tiger: CR 4; SZ L Animal; HD 6d8+ 18; hp 45; the balustrade, anJ the en.tire terrace is made of precious
lnir +1; Sp<l 40 ft.; AC 14; Acle +9 melee (Jd6+6 [x2]. white marble. Tasteful, skilled stonework gives a sign of

24
MORRlCK MANSION
im:redible wealcl, wlthour being gaudy o r overbearing. places. The ground floor of che mansion has no windows,
Rather cl,an beaury and peace, rhe planrs rn the garoe11s bue a single wood door stands in the cenrer of the wall,
below display an ugly dack:ness that one senses in a deep, allowing enrrance to whacever scorage rooms mighc lie
primitive manner. Broken glass lines the ground, as ali of beyond.
the windows and glass doors leading imo rhe manston are While che wood door is nor barredor locked in any way,
shattered, opening rhe once beauriful home to the weather lack of use makes ir srick slightly. A so lid shovc opens che
and anyone thac wtshes ro enrer. door but not without making a greacdeal oí noise. A cursed
lf che PCs are seen climbing the stairs in Area 21, che bugbear h iding in che garden comes to invesrigate wben he
cursed tiger in Area 2 1 arracks chem on the rerrace. Tables hcars che doorforced open. Paranoia leads itto bel leve the
and chairs tharnnce occup1ed the terrace are e.icher broken PCs are huming it, so it decides co kili chcm firsr.
or throwninto che thick vegetation ofthegarden. The PCs Cursed Bugbear ( l ): CR 2; hp 16; see Area 2, above.
can easily enter the mansion by passing rhrough che Possessions: 3 javelins, momingstar, gold necklace (40
bmken windows and sharrered glass doors chat lead into gp).
rhe Gteat Room (Area 34 ). Comhat Tactics: lf the PCs ler him, the hugbear throws
ali 3 of his javelins before closing forme lee combar. He is
Area 23: ASmall Clearing (EL 3) convinced rhe PCs are hlmtlng him and fights to che
The bushes and flowers a re toro up and moved as1de ro death.
creare a small, clear dirt surface thar a pair of mutated
leopards used as a den. They have sincc moved ro another Area 25: AWhite Marble Fountain
locatlon beca use a larger cursed puma moved imo the area.
Thc puma does nor make 1rs home here, but it is usually
(EL4)
nearby. lt sneaks up o n che PC, as they are srudying the Thlck vines and stw·dy bushes surround che shacrered
clearing and atracks che first PC leaving. remains of a whice marble fountain. Normal plants do
While the puma is not visibly mutated, the curse gives somctimes grow through che rock, breaking it during che
1t a much ch!cker skin, better hearing and eyes1ght, andan slow pressure of rime, bur che planes here appear to dírecc
unforcunare wJUngness to kill s1mply for pleasure. lrs low an intangible rage ar their surrow1dings. A rwisced, desic-
body a nd dark skin keep ic almost invisible ::1s it moves cared corpse is rrapped wirhin sorne of che powerful vines;
silenrly chrough che garden. how itd1ed or why is hard to tell, but the vines chemselves
appear to have dramcd the life from ir.
Cursed Puma (1): CRJ;SZLAnimal; HD5d8+ 10; hp
32; lniL + J¡ SpJ 40 ft.¡ AC 15; ALk +7 mdet: ( 1d4+5 l.x2], While che vines and pl:mrs did indeed sh:.trer ch e
claws) and +2 melee (ld8+2, birc); SA curse, pounce, founcain, they Jo noc actively hum prey, nor are chey
improved grab, rake ( 1d4+ 2); SQ curse, scent; AL N; SV camivo res. The corpse was left wrappecl in vines as ::1
Fort+6, Ref +7, Will +2;Srr21 , Dex 17.Con l 5,lnt2, Wis warning by a deadly monster created by the curse. This
12, Cha 6. creature appears to be a man made of stone. Hearing che
PCs, che cursed stone man comes to investiga te. The PCs
Skills: Balance+7, Hi<le +4* ,Jump +5, Listen +5, Move
easily hcar ir shuffling through the undergrowtb and are
S ilently + 11, Spot +S. * In areas of mil grass or heavy
alerted ro ics impendingarrival.
undergrowtb, pumas receive a +8 racial bonus ro Hide
checks. The stone man was once a wedJing guesc. Srripped ofa!J
humanity by thecurse, it possesses incredible srrengch and
Possessions: 11,e puma wears a gold colla r with silver
a !ayer of gray stone in place of skin. lrs face is frozen Ln a
studs wo rth 25 gp.
grotesque mask of pain and rage.
Combat Tactics: Tbe puma approaches sile-nrly as rhe
Cursed Stone Man: CR 4; SZ M Mo nstrous Humanoid;
PCs are exploring che clearing. Ir pounces on che first PC
HD4d8+ 12; hp30; lnit +O; SpdJ0 fr. (can'r run); AC 16;
who leaves theclearing. 1t focuses ali ofits artacks on o ne
PC ata time. The ruma Aees Lf ir is brought below 10 hp.
Atk +8 me lee (1J6+4, slam); SA curse; SQ curse, damage
reuuction 4/- ; darkvision (60 fe.); AL CE; SV Forr +9, Ref
Treasure : The leopards buried severa! trinkers whe n
+ 1, Will ;-1; Ser 18, Dex l l, Con 17, lm 8, Wis 10, Cha 6.
tl1ey were living here. A chorough search of che area
(Search OC 29) notict!l> che spor where sorne digging has
Ski/Is: Hide +2, Listen +6, Search +2, Spor +6. Feats:
Alermess, Grear Forrltude.
been done. Hidden just beneatb the dirr are a heavy golJ
bracel.er studcled wich emeralJs ( J 20 gp), a golJ cha in (8 Cornbat Tactics: The curse drained any intelligence
gp), anda silvcr amuletshaped IJke an eagle (5 gp). rbis man once possessed. Te is used ro being impervio us to
arrack due ro che magical na cure ofitsstone-likeskin, so iL
s imply clases for melee combat with die neares r PC. Due
Area 24: AFlagstone Path (EL 2) co irs thick, srone-like skin, the creature cannot run and
The mansion hangs over ics lower leve! here, leaving a can only follow fleeing PCs at irs base land speecl. lf
narrow Aagstone path along che ground level procecced necessary, ic pursues the PCs anywhere m rhc gardens or
from che elemen ts bur also cloaked in shadows. Planes in even into the mansion. Once Ir is ser on a rnrget, ir simply
the garden to che east are growing over thc scone paths does nor stop.
winding through the garden. completely hiding sorne in

25
Inside 'l'he Mansion
Tht: mansion has suffered a greac deal of damage from Morrick o ronc ofhis guards every day o r rhey simply accack
insaneguescs and c rearures rhatdestroyed thingssimply for an y crearme attempcing to enrer orexicthrough rhe doors.
no apparen t reason. Despire the c.lamage, the PCs can Only Lord Morrick or someone displaying hís coarofarms
easilysee the high qualíry of che workmanship chac wenc is imrnune from attack. A PC displaying Lord Morrick's
meo the mansion's construction . The oucer walls llf che coat of arms can order che statues to "sray," "atrack," or
mans1on are made of gran,te, while the Interior walls are a "guard." 1J ordered m ''sray," the starues e.lo not actack
tombinarion ofstone and wood paneling. ALI of che wood anyone for the resr of che day. OrJers w "guard" or "attack"
Rnd stone used were imported from distanc place . Thc cause che starues to attack an yone nor Jisplaying Lorc.l
mansion may nor be as large as sorne homes, and the Morrick'~ coat ot arms.
decorations wcre never gaudy or showy, but anyone with
a skilled eye ac appraisal can see chac the mansion cose :i
forcune ro buUd, fumish, and mainrain.
Area27: ALarge Foyer
Couches rhar once lined the grand entryway into the
Most of che windows are now broken. The Pü r:nay
mansion are shredded, their sruffing thrown about the foyer.
choose rn em er chrough one of the wmdows by el unbi ng or
Dead, dried husks of the planes that once decorared the
llying up to them. The ground leve! of the mans10nhoused
sma II a iches in che walls droor down from chei r heavy stone
the servants, gardeners, and the few guards chac Lord
plancers. Thedestn1cáon isappalling, burrarher o ld. When
Morrick once employed, ami ic has several side entrances
guests and servantS began to mutare, they went mad, tearing
bue no windows. The first floor is che main floor of the
up many of the things around them. Sorne were enraged by
home. l r can be emered chrough the fi-ont doors, from che
the curse trself; others blamed Lord Morrick for cheir prob-
pario a r che back of rhe home, or by che stairway from che
lems and deliberarely descroyed chmgs In a strange arcempr
grounc.l leve!. The second floor concains bedrooms and
at revengc. The hallway to the east passes a small closet
uuesc bcJrooms, anc.l it can be emered through broken
before ir rumsnorth toward thedoors forseveral guestrooms.
~vindows or by stairways from the first íloor.
The main hallway b.eads north past the thick double doors
Ali of the doors should be considered unlocked or d1ar lead into Lord Morrick's library.
broken ín, unless otherwise noted. Ali of the doors are
Wood Double Doors: 2 i.n. thíck; Hardness 5; hp 30;
made of a palc, creamy wood with lighc brown veins¡ the
Break OC 20; Open Lock DC 20.
wood is rarricularly harJ anJ srurdy. AJI tloors in che
The doors are decorated with Lord Mornck's coac of
mansion have che following characteristics, unless orher-
w[se noted: arms. The c.loorsare locked, and rhe lock conta ins a po ison
needle trap rb.at is rriggered when <loor is noc opened wid1
Wood Doors: 1 in. thick; Hardness 5; hp 20; Break OC 20.
che proper key.
Poison Needle T rap: C R l ¡ +4 ranged ( 1 plus poison
Ground Floor linjury, Fort DC 12, ld4 Con/l d4 Con); Search OC 20;
0isahle 0evice DC 20.
Area 26: Before the Mansion
Doors{EL4) Area28: The Library (EL 5)
Catefully organ ized sets ofwood bookcases line the walls
A n e legant chough underscare<l marblesrairway leads up between che windows and brackec the 1-arge Jesk in the
to a serof magnificent double doors made of black marble.
middle of che room. Books line the she lves in nea e, evcn
Carved deep inco the thick marble doors is an intricare rows and are o rganized by subjecr. W ood plaques o n tbe
coar of a rms and che words, ''Peace a nd Prospericy to Ali shelves idenrify subjects ranging from farming to warfare
Visitors." Flanking thc doors are 2 stone gargoyles, and and even collections of poecry. Most are devoced to rrade,
large windows, now broken, are evenly spaced a long the mcrcantile exchangc, and che making of fine wines. Thc
walls as chey sc:retch away from che doors. A layer of dirc sturdy doors, animaced sr.arues, and enchanred win<lowll
and dust coa es the lancling before the cloors, but the doors protecred this room from descruction.
themselves look as chough they were recently polished.
The librnry is procected by 2 large wood stacues thar
The stone gargoyles a re magic consrructs that artack
attack an.yone who is nor either a rnember of the Morrick
anything attempüng co enrer or leave through che doors.
famUy o r wearing the Morrick family coat of a n ns. The
Stoae Gargoyle Statues (2): C R 2: SZ M Construcr; statucs are carved in the form of ma6Sive human warriors
HD 2dl0; hp 11; lr1it +O; Spd 30 fr.; AC 14;Atk +2 melee wearmg plme mail and holding maces in each hand.
(ld6+ 1, s lam); SQ constn1ct, blindsighc, damage reduc-
Large Wood Statue (2): CR 3; SZ L Consrruct; HD
r1on 5/+ 1; AL N: Fon +O, Ref +O, Will - 5; Str 12, Dex 1O,
4dl 0; hp 22: lnir +O; Spd 30 fr.; AC 14; Atk +5 melee
Con - , lnt - , Wis 1, C ha l.
( l d8+4. slam); Reacb 10 ft.; SQ conscruc c, blindsighc,
Combat Tactics: Tbe mindless starues fight with the damage reduction. 5/+1, immune to cold and electnciry,
single purpose of repelling un welcome visitors. They Jo fire vulne rabiliry (doubledamage from firearcacks)¡ ALN;
not leave rhe landing a rea to follow flceing characters Fort +1, Ref + 1, Will -4; Str 16, Dex IO, Con - , lnr-,
clown che srairs, bue they do follow anyone who goes Wis 1, Cha l.
through thedoors. Theyfightuntil they aredestroyed. The
Combat Tactics: Unlike the stone gargoyles in A rea 26,
statues need to receive specific commands from Lord
the e starues can o nl y be cornmanded by Lord Morrick, bis

26
MORRICK MANSLON

seconq floot grounq íloot

Mansion lntetiot
1 sc¡uare = 5 feet

first floot

wife (Area 46), o r his eldestdaughrer Larissa (Area 43). then killed him. When che Pu look behind the desk, tbey
The srarues ignore rhe boys (Area 46) bur <lo no t cake see a tiny, desiccared corpse rhe síze of a small fairy spread-
orders from them. They attack anyone nor wearing rhe eagled on the f1oor. Despite the corpse's awkward position,
Morrick family coacof arms and do not stop unless they are tbe Pu can easily see rhat it is clorhed in an omate, formal
desrroyed or their opponencs leave the librnry. sult perfeccly fic to its tiny form.
Enchanted Windows: 1/2 in. chick; Hardness 8; hp 30; The dry air and enclosed space ofrhe library have helped
Break DC 18. preserve tbe corpse, but rhe PQ¡ may rake sorne time to
Lord Morrick paid a handsome fee ro have severa! realize it is Lord Morrick. Searching the corpse curns up a
wizards enchant che gla s and prevenr ir from breaking. miníaturesignet ring bearing rhe Morrick family seal. Com-
Lord Morrick retreated to rhe líbrary when he realized bined wirh a K.nowledge (arcana) check (OC 15), the ring
chac someone or somethi.ng had eirher cursed or poisoned allows tbe PCs to determine Lord Morrick was reduced
his family and guests. Whilehis library is vast, h.isknowledge before dying and for sorne reason the spell did not fade after
of magic is relatively lacking. His few scrolls and books were his deacb. The age and advanced decay of che corpse make
unable to help him find any sort of cure. H e did, though, derermining exactly whar killed Lord Morrick impossible.
have several scrolls of jlesh to stone and sto11e to flesh. Careful, thorough exploration rums up a numher of
Confident he could find a way to end rhe curse, he used che differenr treasures in che room. Papers on top of the desk
tlesh rosronescrolls co tumhis farnily imo inanimacestatues includenoces left by Lord Morrick rhatsolidify the identiry
and hid them in the bedrooms upstairs. Then he rerumed to of the corpse on che floor and severa! scrolls (rreasure;;-1).
che library and locked himself in, hoping to find a cure so Secrec comparrmenrs inseveral desk drawers coma in sorne
cbar he could reverse rhe spells and rerum his family to potions and gold coins (treasure ..t2), anda sec:rer safe is
normal. Several days of failures left him both starving and nidden behind one of tbe bookcases in rhe norrhem wall
desperace, leading him to consume severa! unidentifted (Search DC 24; treasure ;;3).
p<>tions atonce. The unusual combination reduceJ him an<l

27
fNSTDE TH.E MANSION
T reasure # 1: Several arcane scrolls wich a total of 7 curse?Nothing in my books tlescribesacurseanyching like
stone to flesh spdls (caster leve) 11) a re scattered on che chis. This is madness. l havcn't eacen for rwo days; l have
desk along with an arcane scroll of mirror lmagc. Severa! to eat soon o r rry ro escape. 1 scill hear screams anJ
pieces of paperon che Jesk bear notes Lord Morrick wTote pl)unding beyond che doors. I am afraid to risk it."
while rrying to detennine what was happening. Treasure #2: The desk in che room is very large and has
DM Note: The Pu are a much lower level than the stone a number of drawers. M()St of the Jrawers concain papers
to fleSh sµell requires. Successfully casting a spell from one dealing with che harvcsring of grapes, che makiog of wine,
of che scrolls requires a caster leve! check (OC J2). ami Jelivery schedulcs. T w(l of che Jrawers have secrec
Notes: One piece of paper rcads: bortoms (Search OC 24): one of chem hidcs 3 pmions uf
"Afcer che second toase, everyone began ro go crazy. cure serious wounds; che other conceals a small bag con-
People staned screaming about scales and scratching at tai.ning 100 gp.
their skin while others began to pull o ur d1eir bair or Safe: 4 in. thick; Hardness IO; hp 90; Break OC 30.
scrcam rhat they werc suddenly blind. 1 took Lanssa, While che safe 1s nor very difficulr to find, ir 1s difficult
Alandra, and the boy~ upstairs, and not a mornent too to open. A dial in che middleof che safe doorhas 6 symbols
soon. 1 mmed them into stames with sorne of my scrolls on it. Thedial muse be cumed ro 3 particularsymbols in che
and carne here to figure out whar is going on." correct ordcr ro unlock che safe. Tuming che dial ro che
After a break, che message continucs: wrong symbol results in an elecrric shock tlealing 3<l4
"Everyone is going imane our there. Thank che gods 1 poimsofelectricirydamage to che PC ruming che dial. Pu
have the doors a nd golcms to protcct me. 1 shudder to Lhac Jo a rhorough search of the papers in Lord Morrick's
think of what might happen to che family i( the crQwcl dcsk (Scarch OC 30) fincl a piece of paper chat lisrs che
outside che doors fincls their statues. They are breaking symbols in order. Opening che safe without knowíng che
everythingout rhere. l can'r understand i r. Is thissomc sort proper sequence require.~ 3 successful Listen checks (OC
of poison?" 18 each) as che dial is turned to hear the tumblers fall imo
place. Failureofany check resulcs in che electricitydamage
A second piece of paper reads:
Usted above.
"Whac is ch is? 1thoughc itwaspoison, poison in che fooJ
Electric Shock Trap: CR 2; 3d4 poinrs uf e lectricity
or wine, bue I have uscd every potion and anridote I havc
and scales are scill appearing on my arms. They look like damage to che person couching che safe; no save; Search
silvery fish scales, bue chey are a bit chickcr and flake off OC 22; Disable Device ( pecial. see abovc).
when 1scratch them. My arms itch like crazy. The scales Treasure #3: The safe comains severa! le<lgers listing
are spreading. sorne of Lortl Morrick's holdings uscful to his heirs. lo
addition, il contains a wand of wonder (6 charges; no
" Ir has to be the foocl, maybe che wine. Everybody wenr
crazy afcer che second toast. lf ir isn't poison, wha1 is ir? A idencifying marks, bue che word "krasir'' Is engraved on che
stcm; use the rocl el wonder description in Chapter 8 oí che

28
MORRICK MANSI ON
DMG w J ercrmine thi~ wand's effecrs), 2 0asks of holy lined closec may haveprotected che clorhing from inseccs,
~~ater, a Quaal's fearher wken (whip), 3 masrerwork dag- something has pulled clown aJI of the garmems and lefr
gers, a bag with 200 pp, nnd a ~hect of paper with a kcy tú them o n che floor in piles of shredded cloth.
interprer Lord Murrick's personal code. This key allows When guests would enter tbe mans1on. a servanr would
che cranslation of rhe wine recipe found in Area 9. cake their coacs, cloaks, and hacs and "!}lace them in this
narrow closet. Alchough the door has been left closed,
Area 29: AShort Hallway someone or somech ing has rom ro shredsall ofche clochmg
that was in d1e closer. PCs who decide to go chrough ali of
A narrow hallwayrunsaway from the foyer to cravel past
the cartered garmenrs need ro spend a half-hour searchlng
a numher of doors cha, musr lead inm dosecs anJ guest
beforc thcy find anything worthwhile.
rooms. Small niches along che wall~ must once have heltl
vases, starues, or other decorations, but they are now Treasure; A secret pocker in one of che tom coats
empcy. Refuse 1s scartered th.roughout the hallway, and che concaios 25 gp (Search OC 25). A mascerwork flute
sharp aroma of fi-t!sh urine wafrs through the air. wrapped in sofc lambskin can be found at the bottom of a
pile of shredded clothing (Search OC 26).
The narrow hallway runs away from the foyer past
evera Igue ·e room. before reaching rhe Great Room ( Area
34), Small niche along che walls once held vases, scarues, Area 31: An Abandoned Guest
or other decorations, but they are now ernpty, and brokcn
fragmcnts otsQme of rhe decmative itern.~ arestrewn acmss
Room(EL1)
the floor. Garbage and wascc from che group of cursed 11,e few thing that remain intacr give the impression
individuals living in che GreatRoomdoc the floor insmall cbatthismom w¡:p¡once quite beautifuUydecoraced. Noth-
i ng small enough co be carried remai ns in the room, and all
piles. There is a 20% chance thac che cursed people in the
Great Room (Area 34) J ecide ro attack the PCs as chey of che large items are desuoyed. The bed was clescroyed
explore the ballwfly and che rooms conm:cred to ic. Dour witb such force tharwoocl splinters havc impaled che wood
29a leads incoa small coar closet (Area 30), while door~ paneling of che ceiling. The dresser Lles in shambles, ics
296, e, and d lead inco guesr rt10rns. Doors 29a-c are marble top anda smaU mirror lying broken on top of the
standard wood Joors; they are closed bue noc lncked in any shattered wood. W indows looking ou co ver che garde.ns are
way. Door 19J is barred from rhe other stJe. shactered, che broken glass spread flcross che room and
windmvsiUs.
29d. Wood D oor: 2 in. chick; HarJness 8; hp 60; Break
Observan e PCs realize (SpocOC 15) thatwaterdamage
DC20.
ro che woodwork indicares rain has been coming chrough
Gouges and scrarches cover che door, a clear sign thac a
che broken windows for sever;il years. The once beautiful
number of attempt$ have heen made to open ic. The door
v1ew of the gardcns through the window· in the south and
has exaa hir poinrs Jue ro rhe hlockagc beh ind it. Fourale wesr walls is now simply a depressmg remmder of the
(see Area 33) has moved a dresser behind the door.
powerful curse - a reminder high.lighted by the cursed
Breaking through che door chus requires pushing the
centipede coiled up amid che bed's shattered rernains.
dresser ouLof die way as well. lf the PCs listen ar rhe <loor,
Cursed Large Monstrous Centipede: CR 1; SZ L Ver-
t.hey hear (Listen OC 15) Fourale muttering to himseli in
the room beyon<l, lf thc PCs knock on the door ur have a m1n; HD2d8; hp9; lnic+2; Spd40 ft.; AC l4;Ack +1 melee
( ld8+ 1 and poison, bite); SA curse, poison (bite, Fort OC
loud baccle in ornear che ha llw,1y wich the group in che
Great Room \Area 34), Fourale knows they are chere and 16, ld4/ld4 Dex);SQcurse, vermin;ALN; SV Fort+3, Ref
screams ar chem. +2, Will +O; Ser U, Dex 15, Con 10, lnc- , Wis 10, Cha 2.
Fournle thinks 1hc PCs are thc cun;e<l individual;; living Skills: Climb +10, Hic.le +3, Spot +8. Feats: Weapon
in the Greac Room {Area 34). lf che PCs calm him down Fi_nesse (bite).
and explain chac they are adventurers seeklng co end che Combat Tactics: The mindless creature charges for-
curse, he may ler them in (Diplomacy OC 7). Fourale has ward ro attack after someone encers che room.
not spoken to another individual for around 5 years, so
simply hearing a calm racional voice helps him believe he Area 32: An Abandoned Guest Room
is finally being rescue<l. See Area 33 for thc descripnon of The odor of fresh feces and u.rine fills che room, indlcat-
and scatisrics for Fourale. 111g le has seen recenr use, Trash and piles of feces are
Fourale's shouts and any noise the PCs ma ke trying to strewn abouc the room, maki.ng it seem li.ke noching more
get chrough thedoor increase by 30% che chance che group thana giantcoilet Nochingworthwhile is left in rhe room.
of cursed people in che Great Room (Area 34) charges The fumirure is desrroyed, bue noc wich thesame fury and
down cl1c hall and actaeks. power as seen in Area 3 L. This room is simply a wasce
reposirory for the group of cursed people in che Grear
Area 30: ASmall C.Oat Ooset Room (Area 34) as well as Fourale (Area 33). lf the PCq
A blasc of stale air flows outward as che door opens ro have not encounrered the cursed people in che Great
revea! a small coar closet. Long lines ofhooks and rods for Room (Atea 34), there is a 50% chance chat they rush
hangi_ng all varieriell ofcoaes nnd cloaks fill che smaLlroom, down che hall to attack che PCs afrer they enter chis room.
a long with shelves for boors and shoes. Whíle che cedar-

29
INSJDE THE MANSlON

Area33: Fourale'sRoom
lf e.he PCs talk Fouralc into opcnmg the door and
allowing chem to enrer, they are greeted by a small, thin
man wich longblack hair. Hekeep~afirm holdonhismace
while nervously studying che PCs. Fourale Krev was a guest
ar che wedding. When he realized a curse was rouching
everyone in che mansion, he barricaded himself in chis
room and U!)ed his remove curse spells tO keep himself free
of che curse. H is cuwardiccanJ fear have kepc him bere for
che 5 yearssince che wedding. Always expeccing rescue, he
uses his spells to keep away rhe other cursed guests,
servan es, and monsters. His daily remove curse on hirnsel(
and che facr tharnll che fooJ and water he consumes comes
from creare food and water spells keep Fourale free of che
curse. Constant solitude brings about its own problem.s,
however. Fourale now talks to himsel.f constamly, sorne-
times shouting and screaming forno particular reason. He
keep¡; himself busy cleaning che room, which was noc his
initially. and praying.
Fourale Krev, Male Human Clr5: CR 5; SZ M; HD
5d8+ 10; hp42; lnit + l;Spd30ft.;AC 12; Atk +3 (ld8, heavy
mace); SA spells, rum undead; AL NG; SV Fort +6, Ref +2,
Will + 7; Str l l, Dex U, Con 14, lnt 9. Wis 17, Cha l l.
Skills: Concenrrarion +7, Heal +8, Knowledge (reli-
gion) +2, Listen+5, SpeUcraft +4, Spot +5. Feats: Alertness,
Extra T urnmg, Scnbc Scroll.
Divine Spells Prepared (5/4/3/2) : O-creare water (x2),
purify food and drink (x2), resistance; li;t-bless water,
cure lightwounds, divine favor, sh1eld of faith; Znd-<:ure
moderare wounds (xl), sound bursc; J rd--create food and
wacer, removc curse.
Domain Spells (Good, Strengt/1): lst-protection from
l:vil; 2nd-bull's strength; Jrd-magic circle against evil.
Possessions: Heavy mace, ring of protection + l, l8 gp, 28
sp, 43 cp.
Descriprion: Fourale is a thin man wirh dark brown hair
and light brown eyes. The wide smile on his face seems
frozen there by impending madness. His eyes rwitch around
nervousl y and he constandy wrings bis hands. Years offear
and paranoia make him nervous and jumpy, while loneli-
ness makes him calkative and a biL mad. His clothing is
worn and faded, bue still serviceable.
Persona/ir.y: Plainly pur, Fourale is a coward. Fear kept
him from arcempring to escape in che 5 years he has lived
here. Quick trips ro empty his charnber por across thc hall
fill him with fear. His overblown feelings of self-impor-
cance lead him ro believe that a rescue party is coming for
him. !-le is convinced chacanyone he rneets is sencspecifi-
cally to rescue him and dernands che parry escort him away
from the mansion 1mmediately.
Knowledge: Fourale used sorne of che time spenr here to
contemplare what happened and how. He has detem1íned
char che afflicuon thac couched che maruion and grounds is
definitely a curse. In his mind, a curse L,; by definitíon evil,
rhough ht> has no evidence char e.he curse irself is evil in
nature. Fourale is also certai.n that che curse was placed on
che food chat people ate ate.he banquet. While this conclu-
s100 is nor precisely true, it bas kept him free of the curse.
Combat Tactics: Fourale casts bull's strengch on him-
selfbefore the PCs enter che room, as lu: needs che strength

30
MORRICK MANSION
tl1 move che dresser out of the way. lf he i~ pressed into Living here are 4 cursed ~erv¡mts anti 2 cursc<l guesLS,
combat with or alongside the PCs, he uses his fcar of esse.nrially surviving as a pack of wíld anímals. Altbough
strength domain ability during the 1st round of melee ali of them have suffered from che curse In dlfferenr ways,
combat ancl begins using hisotherspells ro protect himself. all of rhem have losr any vescígc of civilized behav10r as
wcll as che ability ro comrnunicate. They storc severa[
Area 34: The Great Room (EL5) rotting corpses and a number oí skelccons and bones
beneath one of the cables. Ma:ny of che corpses are fresh
Beautiful parquedlooring extends throughouc this vast enough to be used as meals. Theysleep in chegroupofsofas
room. Long Jining rabies from che wedding parcy still fi.ll
an<l chairs near the srairway and store "focxl" beneath che
rhe room. Broken dishes and shatterecl glasses cover che
table for reasons even theydo not understand. They attack
room, ami che once eleganr table linens are rom beyond anythíng entering the room. believing il is afrer cheir
recognltion. Enchanted crystal chandeliersstill shed a d1m
stored food and treasure. Alchough chey make occasional
magical light, anda vasc wall of windows in che north wall foraysinro che gardenand víneyard in search offocxl, rhest>
looksout0ver a marble terrace mto che gardens behinJ che panicular crearures are found here by che PCs, or thcy
mansion. Before the curse, befare rb.e desrrucc1on, chis attack the PCs in Areas 29 or 32.
room wa5 a truly magnificem piece nf work. The <lescruc-
C ursed Servants (4): CR l; SZ M; HD 1J8+6, hp 12;
rion and overpowering stench of decaying flesh now give
lnit + 2; Spcl 30 fe.; AC 16; Atk + 3 melee ( 1d6+ 2, club); SA
ic an cxld. ominous feel.
curse;SQcurse; ALN;SV Forr+5, Ref+2, Will + ! ;Str 15,
Most of the chairs are damage<l, but the sturdy <lining Dex 14, Con 16, lnr 5, Wis 13, Cha 6.
ta bles wi chsrood the abuse they received. Pla m wocxl panel
doors m thc east wall lead imo the kicchcn. AII oí the
Skil/.s: Balance +4, Híde +2,Jump +3, Listen +l, Move
Sílently +2, Spoc + 1, Swim +4. Feats: Dodge, Toughness.
windows and glass doors looking out over the marble
cerrace are shattered. The floor-length openíngs make ít Cursed G uests (2): CR 2; SZM; HD 3d8+9; hp l8; ln.it
easy to leave for che rerrace overlooking che gardens. + I; Spd 30 ft.; AC 14; Atk +6 melee (ld6+3, dub); SA
Wind, rain, and sunshine are startíng ro damagc some of curse;SQcurse; ALN; SV Forc+5, Reí+ L, Will +0;Strl 7,
che exposed wocxlwork, anda numherofhorrible ~cratches Dex ll, Con 14, lnr 5, Wis 8, Cha 8.
mar che beautifully paneled ínner walls. A large, open Ski/Is: Balance +4, Climb +7, Jump +5, Listen+ l. Spot
spíral scaircase in che nonhwesc comer leads up co the + 1, Swim +4. Feats: Blínd-Fight. Endurance, Toughness.
second floor. The staircase was designed to allow Lord Combat T actics: The cursed servants and guests actack
Morrick and his family co make grand entranccs to theír like wild anímals, swarming coward 1 or 2 targers ata nme.
part1es. A collection oí Lom sofas and chairs close ro che lf chey arrack the PCs in a differenr room and are severely
;;caircase marks the lucatitm uf a sm11ll s1tting arca. injurcd, chey recrear back to th1s room. lf the PG fight

3L
INS IDE THE MANSLON
thcm in this room, they fighc to che deach. The curse has
driven them to such a deep in~nity chac no arrempt to
The Second Floor
negociare wich chem can possibly meet with success.
T reasure: The odd, makeshift home that the cursed Area 36: The Second Floor
pack hascreated for itself contains a few items thacdid not Landing (EL7oro)
gec destroyed. The only fragile item surviving is a small
porcelain sracue of a naked woman (JO gp). The more Orna te wood doors ( 3 in. thick; Hardness 8 [meral core];
sturdy itera~ include 3 uncuc rubies ( 100 gp each; a gem hp 40; Break DC 20; Open Lock OC 24) in che easr wall
cutter charges 500 gp m atrempt cutting each gem. and a face a wide spiraJ srairway heading down to a large room
successful Craft [gemcutting] check ar DC 18 product!S a below. The do11bledoors lead inco Lord and Lady Morrick's
flawless ruby worch 1,000 gp, while failure produces a privare bedchambers. Scracches and denrs mark the dours,
flawed ruby worth 650 gp); an ornare gold necklace ( 100 bue a core of magically treated 1ron makes them very
gp); an obsidian bracer (20 gp); 6 silver goblers ( 10 gp srurdy. Moreovcr, a complex lock means they are difficult
each); a sil ver braccler( l Ogp)¡ a gold ring (S gp); a sUver -bue nor impossible - ro open without che proper key.
ring (3 gp); an obsídian ring (3 gp)¡ a serofblue wool rohes Fragmencs of glass from che shattered windows along che
trimmed in gold; a damaged cha in shirr; a suit ot master- north and west walls cover tht: steps and che landing,
work scudde<l leacherarmor; and loosecoins tocaling 22 pp, mak.ing quier movement almosc impossible (-10 circum-
168 gp, 1.243 sp, and 842 cp. scance penalty to al] Move Silently checks). With che
wind whispering through theshattered windows, the land-
ing feels exposed to che ourside. A narrow hallway along
Area 35: The Kitchen (EL 2) che wesr wall heads mward the fronc of the mansion.
The kicchen isstark, cold, anddark because thespells thar The group of cursed people in che Great Room (Area
kept it lit aod kepr ch1: stoves warm have faded. A massive 34) does m>t come up here anymore. They were una ble to
stove, capa ble of cooking food for almost 100 peoplc, reses get through the many closed Joor~ anJ are afraid of
against che east watl. Orúppings from che colony of bacs Koriela, a cursed air mephic char makes her home on the
living here line che long, chin vencs in che wall above the second floor. Koriela was summoned by a wizard exploring
stove as well as the scovc's surface and che floor nearby. Pots the mimsion grounds on her own severa! years ago. Sorne-
and pans made ofhigh qualiry steelare chrown in a jumblc ching wenc wrong during a barde, che wizard was slain, and
on che floor. A large basm for clcaning the pocs and pans is Koriela endeJ up cucsed anJ unable ro rerum home.
in rhe sourheast comer of rhe room, and broken carrs and Koriela suffers from che curse in several dtfferent ways.
clishes biackec rhe panel doms in rhe we.sr wall. Outward signs of rhe curse are restrained co her pale white
An opening in the northeasr comer of rhe room lcads to skm, which now has dark green splocches. loside, Koriela
a scamvay heading <lown to the ground level where che suffers deeply, for che curse has bem and changed pares of
~ervants' quarcers aod storage areas are located. A door in her body, causing her pain during every waking moment.
the north wall is tom open to revea! a staircase heading up Th!s pain makes her subject ro grear fits of anger aud
to che bedroom,s. Both sralrways appear to be in good repair. depression charshe barely manages to control. Her magical
A colony ofbats h.ides hereduring che <lay. Using a light abilities keep her safe from other crearures in and around
source when che bars are present wakes rhem and causes che mansion, bue she is una ble to retum to her home plane
the.m ro swarm. Mosc ofche bats have very lirtle in d1e way for reasons she does noc unclemand. Koriela claims the
of visible murarions, because profound rnucarions keep a second floor of the mansion as hers and rabidly ddends her
bar from being able to Ay, chus bats thar unclergo such cerricory against interlopers. Any barde in Area 34 alerts
changes usuaLLy die. The bars are able to make their way Koriela to possibk- inrruders, so she comes to keep warch
rhrough che venrs in che east wall, so rhe dark k!r.chen has on che srnirway. lf the PQ¡ climb che stairs ata differenc
provided them wich a useful, dark cave in which to hide. rime, che broken glass along che stairs and landiog helps
1f che PCs emer ar nighc, tbere is a 70% chance the colony wam Koriela of unwelcome visitors. [,f che PCs reach the
b outscarching for food and tbe PCs can pass unmolesred. second floor chrough the servant's stairs and hegin expl,x-
Cursed Bats (30): CR l/JO; SZ O Animal; HD l/4d8; ing from rhat direction, chey meet che Koriela in Area 3 7.
hp l ; lnit +2; Spd S ft., fly 40 ft. (good); AC 16; Atk +O Koriela, Cursed Air Mephit Sor4: CR 7; SZ S Outsider
melee ( ld2-5, bite); Face/Reach l fe. x I ft./0 fe.; SA curse¡ (Air)*; HD 3d8 plus 4d4; hp 23; lnit + 7; Spd 30 ft., fly 60
SQ curse, blindsighc; ALN; SV Fon +1,Re( +4, Will +2; ft. (perfect); AC 17; Atk +6 melee ( ldJ lx2], claws); SA
Ser 1, Dex 15, Con 10, lnc 2, Wis L4, Cha 4. curse, bread1 weapon (cone of grit, 15 fr., ld8, Reflex DC
Skil~~ Listen +9, Move Silently +6, Spot +9. 12),spell-likeabilities( 1/hour-blur; 1/day-guscofwmd),
CombatTactics: The batsswarm nver chc.PCs, conce.n- summon rnephic*; SQ curse*, fase bealing (2), damage
tratingon any PC holding a light source. They screech and reducnon (5/+ l); AL N; SV Fort +4, Ref + 7, W ill +7; Str
bite inan attempt todrive che PCsaway. Whilc t heir bites 10, De.'( 17, Con 10, lnt 12, Wis 11 , Cha 16.
Jo little more rhan scrntch che skin, each bite can pass on Sk.ílls: Bluff +7, Concentration +4, Hide +12, Knowl-
che curse. The bacs flee if more than !/J oíthem are killed. edge (arcana) +5, Listen +8, Move Silenrly +9, Spellcrafr
+5, Spoc +8. Feats: Alertness, Extend Spell, lmproved
lnitiacive.

32
MORRlCK MANStON

Arcane S¡Jells Known (Casr Per Day: 6/7/4): 0------0etecr speak re, che PCs from a discance, butonly ¡f rheystay away
mag1c, ghost sound, light, open/e lose, ray of frost, resistance; from rhc sccond floor. She considers anyone emering che
lsc-buming hands, cause fear, magic missile; 2nd-web. second !loor an enemy.
~spec1al: The curse has made chis plan e Koriela 's native
planr of exiscence, so spells against oucsiden; no longer Area37:Koriela'sRoom(EL 7oro)
aftect her. Her ~ummon mephit ability functions as a
Koriela (see Area 36) make~ her home in chis small
summon monster 11 spell and has a 50% chance ofsuccess.
.,itting room. Damaged sofas and chairs surround a small
Combat Tac tics: Koriela hideb from and observes the fountain in the ccmerof theroom. Bright light shines from
PCs as long as she can. She waits until they are ali close a glowing stone ab<>ve che fountain, but the fountain irself
rogether and casts web on them. When Lhe PCs are caughr no longer ílows. Koriela mganizcd sorne of che sofas into a
in che web, she uses magic missile on the most heavily small s leepi ng a rea and cleared broken glass away from the
armoreJ PC an<l then sets rhe web on fire wirh bumíng center of the room.
hands, dealing 2d4 poims of fire damage to anyone caught 1( che PCs take the servants' stairs to the secoml floor,
in thc web as well as thc nonnal spcll darnage to anyone she
they mcet Korida {Area 36) ln this room, which has
attacks directly. She uses her blur ability as the web bums
served as her home for quite sorne time an<l which she
and flies out one of the broken windows. She hovecs
<lefends using the tactics described in Area 36, above.
oucside che windows and demands that the PCs leave. Lf
Koriela hasamassecl a greatdeal l1Íwealth due ro herabi lity
che PCs do nor leave, or if they directly artack her, she llses
to explore areas che cursed guests and servants were not
u,eb spells to trap them and then magic missile and ray of able to damagc. Sorne of her treasures are hidden else-
frosr to try ro kiU them. When she rullboutof spellsor gets
where, bue much ofher accumulated wealth ís concealed
hun, shc retreatb co rhe roof ro let che breeze help her heal
in me sofas and chairs. Many of che Ltems indude vases and
and chen to one of the locked guesrrooms (Area 41) to rest
other small. delicate items.
anJ recover. Koriela has suffered from che curse, hur has
Treasure: Anumberofiremscan befoundon thechatrs
nor completely lost her mind. She fights intelligemly and
and sofas or h1dden beneach cheir cushions. These items
merho<lically, only clo~ing for melee combar with single,
include a gold scacue of a knighc on horseback (200 gp), a
poorly armed PCs. lf the PCsdo chase her offand loor her
porcelain statue of a human woman holding a baby ( l25
crea5ure scored in Area37, she hunts rhem unril either she
gp), 6crysral vase~ (25 gp each), acrystal figurineofahorse
o r they are dead.
( 1.5 gp), asapphire-srudded silverbracelet ( 150 gp), a gold
Speaking witb Ko riela: Koriela's madness and pain
ringstudded wirh riny diamonds (80 gp), 2 matching gold
make communication with her very difficult. A successfuJ
rings ( 1.0 gp each). an elegancly carved ivOI)' scrollcase
Diplomacy check (OC 17) calms her down enough ro

33
1NSI DE TH E MANSION
(ernpcy, ZO gp), a sult uf masterwork chainmail ernbla-
zoned with a gold sun in che center oí the chest, and a
Area 40: A Guest Room
cracked shortbow with omate carvings (if mended, !t is a OnJy one of the two large windows in rhe southem wall
has been broken; all of che fumiture is intact. Dusr covers
masterwork mighcy shortbow [Srr l 5]). The PCs also fmd
a large bed in che center of the room. Large anJ small roses
loose coíns toi:aling 48 pp and 176 gp.
have been embroidered on che linen bedcovers, and sev-
era! capestries depicting flowering gardens h ang on the
Area 38: ALong Hallway walls. A small dresser made of creamy brown woo<l scands
While the hallway is now very plaln, it clearly was once in che norcheast comer, :md 2 desiccaced corpses sic in
carefullydecoraced. A smallamountoflightcomes through cha irs near the wi□dows.
a single s mall winJow aLthe very end of che hallway, bue Koriela looced th is room. Unable ro pass che arcane lock
ali ntherdecorations and lamps have been destroyed. Only on che door, she broke the window from the oucside and
che ornare doors evenly space<l along the south wall and flew in. She k,oced the rings from the corpses bue was
che paneled niches for vases and starues along the north racher frighcencd of che J ead bodi.es and never complecely
wall remain. Fragmems of porcelain and ccyscaJ froro examined chem. The corpses are Magistrate Horace Kriel
broken figurines a:nd vases coat che floor. O nly one of the and his wife Elena. They both poisoned themselves when
3 doors along che south wall is opened (38a). The other chey realized t.he curse was beginning ro change chem anti
two doors, 38b ande, werearcane locked by oneofthe guests they woulJ not be rescued. The door inro che room was
in an efforc to protect himself and severa! of his friends arcane locked by a 7ch-level wizard (see 38b and e, above)
from the cursecl guescs aocl servan ts rampaging cbrough the named Yorvash Green, who was staying in che room next
mansion. door (A rea 41). Lf tbe PCs have defeaced Koriela, chis room
38b and c. Wood lxiors: l in. thick; Hardness 5; hp 20; is a safe place to rest.
Break OC30. Koriela was vecy diligent in her looting of chis room. She
These doors were arcane locked by a 7th-level wuard. A knew thac nobody else had loored or desrroyed ir and so
knock spell suppresses che arcane lock for LO minutes. took her time picking ali of rhe locks and searclung
38d. Secret Door: Servants used chis door ro gec Lo che chrough all of che drawers. The cedar-lincd drawers in the
guestrooms for cleaning. lt is unlocked bue difflculc co dresser preserved severa! fine pieces of clothíng in which
nocice (Seard1 OC 15) because the wood panelsaresowell Koriela had no interese.
conscructed. Koriela found this <loor hut was unable ro get T reasure #1 : The fine linen andsilk clochmg has a total
chrough the doors beyond lt, so she left ir clo~ed. value of 300 gp, or 100 gp when sold ro a clochíng
merchanr.
Area39: A Guest Room Treasure #2: Searching che magimace's bndy tums up
(Search DC 18) an om ace brass key anda gold cha in with
S hredded cloch and bleached feathers cloak che deci-
a snake-sh aped amulet (25 gp).
mated room. A small desk In one comer remains whole,
but che dresserand bed have been <lescroyed. Feachers from
che shredded pi lluws and mamess 1ie around the room Iike Area 41: AGuestRoom
giam snowt1akes. Toe windows are remarkably lnract, The desiccaced corpse of Yorvash G reen lies peacefully
whileseveral windowpanes are cracked; only one pane of in che centerofa rnassive ca nopied bed in che m iddle of che
glru;s is broken. O nJy che fatigue ot rhe cursed guests and room. The room has suffered minordamage from birdsaml
servants rampaging chrough che mansion saved che win- aoi ma b char made cheir way through the single broken
dows in chis room. They sirnply were exhausteJ from window in che southem waJl, bue mosc of the room is in
consraotly breakmg thmgs by che rime they reac hed th1s remarkable shape. The om ate rnahogany desk, dresser,
room. The desk in che room has a locked drawer. and be<l nee<l only be dusted to rerum chem ro cheir
Locked Desk Drawer: 1/2 in. cbick; H ardness 4; hp 10; original beauty.
Break OC 15; Open Lock DC 20. Yorvash Green, a wlzard and merchant, was one of the
The small drawer conrains severa! fragile vials sealed man y guests attending the wedding ceremony. He rapidly
withwax.Bashiogopen chedrawer resulcs inn 75%chance realized chat somethíng was going wrong. He and his
ofbreaking each '1 iaL friends, Magistrace Horace Kriel and his wile Elena Kriel.
T reasure; The 4 vials hidden in che drnwer are marked cscapcd to the ir rooms. Yorvash arcane locked che ir room
wíth a skull. Each vial concains shirac berry ex trace, a rare anJ chcn retu m ed cohisown. H ei.ntended co retum rothe
concacc poison used by assassins (Forc OC l4, paralysis). Kriel's room to plot their escape. Fearíng for hi.s life, he case
Laws in rnost civilized areas carry substantial penaltíes for arcane lock un his door as welL He realized sorne sort of
simply possessing chis poison. Thcre is no due as ro whn poison or curse wai; beginnlng ro affecc hm, when he
lefr d,e poison here or whar chey iorended to do wíth lt. suddenly lose his hearin g. After desperately uslng several
Gu¡ud~ in Grollek's G rave are willing to give a reward of healmg potions aod casting dispel magic on himself, he
50 gp íoreach vial cumeJ over to d,em. An assassins' guikl began to despair. When scales eruptcd on his skin, he
mighr be willing to purchase che vials for 200 gp each, but refused to suffer funher effects and swallowcd a vial uf
M ly under conditions of absolute secrecy. po1son and lay down ro die.
Koriela knows a great <leal abouc chis room, as she has
mvescigated 1t thoroughly; if she flees che PCs after fight-

34
MORRTCK MANSlON
ing chem in eicher Areas 36 or J7, she comes to chis room Treasure: Each crysral vase 1s sllghtly different In shape
to res eand recuperare. l( the PCs enrer tlüs room while she and design, bue all are beauriful :md wortb a fair amount.
is here, she leaves th.rough the window agaio to find a There are 6 crystal vases, each worth 10 gp each. Three
different place to recover. Once she has recovered, she tapestries hang on the walls: one depicts a lone knight
acrively searches for the PCs wich plans ofattacking them. riding a large horse ( 50 gp), a second simply has a represen-
This room is a safe place to resc only if Koriela is slai.n. tatíon of che Morrick-family coatof arms (30 gp), and the
Treasure; Koriela is rather frighrened ofsearching long- rhird depicts a collection of mixed flowers (60 gp).
dead corpses. She removed Yorvash's rings bue noc his
amulet, nordid she find chehiddengold coi ns inhis money Area43:ALarge Bedroom
belc. The dragon-shaped amuler he wears is made of gold
Dust covers a large bed wich an eleganc purple silk
srudded with sapph ires and is worth 450 gp (Search DC
canopy siruated agamst the norcb wall, heside a small
18). and hi money belt c.:ontains 30 gp (Search OC 25).
marble vanity. Small nichcs forcombs, brushes, and make-
up are Lmed up along the marble top of thecanopy beneath
Area 42: AHidden Hallway (EL2) a large mirror. Paintings of different flower arrangements
This ballway connect5 che privare rooms of che Morrick decora ce che plain wood panel walb. imd a marble plancer
family ro a scairway leading to che kirchen and servants' in tl1e northeasr comer contains a dead plan c. Two massive
quarters and was never meant to be viewed by guests. The windows in the eastwalt ovcrlook che overgrown gardcn~
fewdecorations here arenor srolen or damaged, making chis down bclow; one of che windows is broken, bur che ocher
hallway seem far more elegam than che damaged and lamed remains intacc.
hallways and room . A few capes tries hang on che wall.s. and Deep purple blankets conceal rhe stone figure ofLarissa
small crysral vases have been tucked inm niches along che Morrick, a beautiful ceenagegirl. Detailsofherjéwelryand
hallway's length. Dried-up flowers in the vasesdropped rheir clothing are so perfect rhat one is forced to believe char chis
peca Is long ago. A thick layer of d ust covers che !loor as che young woman was once alive and that the curse ora spell
hallway concinues pase severa! wood <loors to en<l ar a wicle wa,s used to tucn her tostone. In fuer, Lord Morrick rumed
landing surrounding ::i staircase chat leads clown. her to stone to protect her from the curse, and che scarue's
Servanrs used chis hidden hallwayand che backstaicway mtricate der.a.ils a llow che PCs ro realize easily char she has
to bring food or ocher irems to che different fami ly mem- been cumed to stone. If tbey have nor invesrigaced Lord
be~ and to encer rooms for cleaning. 1l1e skeleton of che Morrick's library, they mighr believe che curse is whac
famlly guard who procecced che stairway as Lord Morrick rumed her to srone rarher than her facher. Larissa's naneé
rumed bis family to scone remains at che borrom of the is nowhcre ro be seen; che curse cook such a v1cious hold
,rairwaywhere lcreaches che kitchen (Are::. 35).Whíle the of h 1m that he comm1tted su1ciJe in a fit of insaniry.
guard did nor last long, he kept the marauding looters from lf che PCs use a scone to f/.esh scroll or spell to rerum
entcring che pdvace rooms long enough tbat chey forgor Larissa to life, she is chankful hm concemed about che res1
ahom che back rairway. ofher family. She 1s still affected hy che curse an<l succumbs
A large cursed snake recendy foun<l its way here. Al- ro ir complerely wirhin 24 hours oíbeing rernmed ro flesh
chough not parricularly bungry after its mosr recent meal, unless she receives a remove curse spell. Fortunately, time
lt consíders che haUway its home and defends ir fiercely. spent as a stone statue does not count as time spenr cursed.
Cursed Viper (1): CR 2; SZ LAnimal: CR 2; HDJd8; Larissa Morrick, F emale H uman Sor!: CR l; SZ M;
hp 12; lnit +3; Spd 20 fe., dimb 20 ft., swim 20 ft.; AC 15; HD 1d4+4; h p 8; lnir+2; Spd 30 ft.; AC l2; Ark - 1 melee
Atk +4 melee (1d4 and poison, bite); Reach 10 ft.; SA ( Id4-l, dagger, cric 19-20) or + 1 ranged ( ld4-l, Jagger,
curse, poison (Fort DC 11, l cl6/ld6 Con)¡ SQ curse, scenc; crir 19-20); SA spells; AL CN; SV Fort +3, Ref +2, Will
ALN; SV Fort +3, Rcf +6, Will +2; Ser 10, Dex 17, Con +J; Ser 8, Dex 14, Con 13, Inr 11, Wis 12, Cha 18.
11, lnt 1, W is 12, Cha 2 . Skills: Concentration +5, Spellcraft +4. Feats: Greac
Skills: Balance + l l, Climb + 11 *, Hide +8, Listen +9, Fortitude, Toughness.
Spot +9. Feats: Weapon Finesst (bite). *Vípers can use Arcane Spells Knoum (CasL Per Day: 5/4) : 0-derecr
eicher cheir Strengch or Dexterity modifiers for Climb magíc, light, mending, read ma11ic; lst-mage armor, true
.:hecks, whichever is herter. srrike.
Combat Tac tics: The snake strikes wich lightingspeed, Possessions: A jeweled dagger (250 gp), a pearl necklace
biting che nearest character and injecring its venom. (450 gp}, andan ornare gold ring (35 gp}.
When seriously injured, che snake backs inro a comer in DtJScripcion: Larissa is an incredibly beauciful, delicare
cight coils and rises up, artempting ro frighcen away irs youngwoman. Her paleskin isasharpcontrasrco herblack
adversar ies. hair and deep blue eyes. Although shortand very thin, he
4 2 a-d. Ooors: The 4 wood doors in che hallway were has been blessed with a curvaceous figure chat easily
locked ro protect Lord Morrick's family. While noneof che discinguishes her from other children hersize.
doors are rrapped, chey are chick and rhey havegc,od, solid Personalicy; Larissa is decermined ro make cerrain her
locks. Each QÍ the wood doors is decorated wírh che fam,ly is safe. lf tbe PCs give ber oews chat her father has
Morríck family coar of anns. died, shc is very sad but saves her sorrow for la ter. Her lasr
Wood Ooors: 2 in. thic.k; Hardness 5; hp 20; Break OC memory before be ing brough t upsra i rs and ru med ro srone
20; Open Lock DC 24. by her farher is che image of her new groom impaling
himselfon a large silver knife. The memory haunrs herand

35
íNSJDE TffE MANSlON
makes her decem1ineJ ro find a way to end che curse -a fear of che curse, so these items would need co be rrans-
curse wich which she lmowsshe ls already afflicrcd. Decer- porced quite a distance ro Íind a willing merchant. Total
mincd rosee che rest of her family brought to safecy, she value of rhe icems in che room is 3,000 gp, but th.e PCs
gladly abandons rhe mansion and its mysteries ro che PCs would be lucky ro obrnin J ,000 gp (or chem anywhere close
Lf her mother and brochers are turned back to flesh (see m Grollek's Grove.
A rea 46). Her devotion to her family and to ending che
curse leads her m promise treasures and riches thar she Area 4.S: ASmall Bedroom
cruly cannocdeliver in recum forche PCs' hclp. She has no
Lord and Latly Mornck's two twin boys Ericand Edmund
qualrru. about lying to get what she wants.
sbared chis room. A ser of bunked beds stand., in d,e
Koriela looced chis room, but most of Laríssa's clothing
southwest comer of che room, squamng beneach rhe
and personal items were left behind. lf the PCs revive
burden ofsevera! large blankecs rossed in a heap on che top
Larissa, she pues on a set of srurdy robes she uses for bed, Toy swords lie around che room along with wood
traveling. She is :;o concerned abouc che rest of her family figures ofhor.,es and soldier~. A large tapestry hanging on
and che death of her fiancé rhat sht! <loes nor nmice rhc che souch waLI depicts a m,mive barde becween a large
missing items. lfKoriela has been defeaceJ, chis rp()m is a
group ofdwarves andan immense black Jragon. Macching
safe place for che PCs to resr. dressers flank che large broken winJow in che· nonh wall,
and several piece¡, of cloching lie mtting in che space
Area44: ALarge Nursery hecween rhem. Korielabroke through chis wiadowaswcll.
The nursery has not seen use since the Morricks' rwin She did not find anythi ng worchwhile here and nelther
boys were o ld enough for their own room. Thls dark, will che PCs. If Koriela has been defeated, d,is room i a
elegantroom isnowa storage room holdingscacksofbooks safe place far che PCs to rest.
and severa[ large wood erares benearh rhe 2 walnuc cribs.
Severa! rolled-up rugs resta long the norch wall, and sorne Area46:LordandLady Morrick's
paincings lean againsc che souch wall. Decoratlons were
often rotated an<l changed Ju ring che year m give che Private Bedchambers
mansion added ílavorand elegance, so unused decorations This giganc1c, degontly appomred bedroom gives arrue
were simply stored here. A secretdoor (Search DC 18) 111 hint as to che beauty d1ac che encire mansion muse once
the wesc wall leads directly co Lord and Lady Morrick's have possessed. Delicate porcelain srarues and graceful
privare bedroom (Area 46). This room isasafe place to rest crystal vases occupy 111ches m the waUs and stand on
if Koriela has been defeated. varioi1s tables and p1eces of fumiwre. Every single decora•
T reasure: Thc paimings ami rugs are large and heavy rion in che room wa~ carcfully considered; scacues aml
and would requíre a wagon to remove from che mansion. vase , far instance, match che themes and colors of che
Few traders would purchase anything from che mansion for rapescries and painrings thar hang on che walls. Even che

36
MORRICK MANSJON
upholstered sofas and chairs thac face the massive windows her gec her family to safety. If rhe PCs do he.lp rescue her,
along che north wall m;itch well witb thcir surroundings. lari.ssa, and che boys, they are rewarded wich a grear deal
Of all rhe rooms in the mansion, chis room is complecely of money and even sorne property. Wbi.le it is clear that
incacr. None of the windows has even the slightest crack, A landra laves beauciful chlngs and wealth, she complerely
and, although duscy, che room retains the beauty it had ignores the destruction around her to focus on her family.
befare che curse took overrhe mansion. J<nowledge: Alandra does not know about the curse or
Windows far chis room are enchanted to make breaking who case ic. T he only majar rival she can think of is Lord
them almosr impossible, so Koriela (Area 36) could not Eldoran, bue Lord Beval'sfamily is n1IDored to haveseveral
emer here despite all of her efforts. powerful rivals. She can tell che PCs char che effects of che
Encbanted Windows: 1/Z in. chick; Hardness 8; hp 30; poison - she believes it is a poisoo - bcgan to hit
Break OC 18. everyone in che mansion during the second roasr to the
The J stone starnes on rhe bed are Lady Alandra bride and groom after dinner was over bur befare desserr
Morrick andher rwin sons Ecic and Edmund. Lord Morrick wasserved.
rumed them to scone usingjiesh to sume scrolls in an effort Eric and Edmund are 8-year olcl idemical rwins whom
ro prorect them from rhe curse. PCs can use swne to jl.esh only family rnernbers seem able to tell apare. Their pale
scrolls and/or speU~ co recurn chem to thcir natural form. blue eyes and light brown hair concrast sharply wirh their
The boys were 8 years old when rhey were turned to srone deeply tanned skins. The boys cleady enjoy playing out-
and did not really underscand what was happening. They sitie a greac deal. Their clothing is made of chick, srurdy
were so busy playing that they did nor eat anything at the lioen, bue cut anJ dyed to look like formal clothing.
party, so chey are unaffected by the curse. Lady Morrick, Though young, the boys are far from passive or frighrened.
however, is affecrecl by the curse. Her vision is al.ready far Whi le saddened by their facher's death, they seem excited
more acure than n ormal, but no orher changes have r.aken by the adventure ofleaving che mansion. Thcy have a wikl
place. Unless cured, she fulty succumbs to rhe curse 24 streak andan inquisitive narure rhat are easily associated
hours after being ntmed back to fl.esh. with thc advencuring lifesryle. If asked, both boys claim
Lady AJandra Morrick, Female Human SorS: CR 5; chey want co be "e..xplorers" - much to their morher's
SZ M; HD5d4+8; hp 19; l nit + l , Spd 30 fe.; AC 12; Atk chagrín.
+2 melee (IJ4, dagger, cric 19-ZO) or +3 ranged (Jd4, Painrings, tapestríes, and statues chroughout che room
Jagger, cric 19-ZO, 10 ft.)¡ SA spells; AL CN; SV Fort +4, are wortb a great deal of money. Srnaller vases and starues
Ref+2, WiU +6; Srr 10, Dex 14, Con 12, lm L2, Wis 14, are relat1vely easy to move, while cransporring the paint-
Cha 19. 111gs and orher 1rems wou ld re<]11ire a large w;igon. A sm;ill
Skills: Concencration +9, Diplomacy +8, Spellcrafc +9. jewelry bax is hídden in one af chedresser drawen; (Searcb
Feaes: Empower Spell, Orear Fortirude, T oughness. OC 22).
Arcane Spells Known (Case Per Day: 6/7/5): 0--<lancing Jewelry Box: 1 m. chick; Hardness S; Break OC 20; hp
lights, daze, detecc magic, light, mending, read magic¡ 25; Open Lock OC 25.
lsc-mage armor magic missile, sleep, true mike¡ 2nd- The box is small bue heavy, ant.l lr has a very sturdy lock.
MeJ's acid arrow, invisibility. Alandra Morrick keeps the key h.iclJen iL1 one of the
Possessiom: A thin, silver dagger; severa! small keys; a bairpins she was wearing when she was tumecl co srone.
nng o{ protecdon + 1; a pear l necklace (4 50 gp); and a Shc opens the box herself and cakes out the bracers of
d1amoncl ru,g (600 gp). armar + l and puts them on when she prepares co leave. 1f
Description: Alandra isofaverage height but chin e.nough che PCs have already upenecl che box and raken ouc its
thacshe appears ro be somewharsmaller than sbe really is. conrencs, she eyes them suspiciously but says noching
Light brown hairdrops to her s.houlders in broad curls and about it. The lock has a rather dangerous trap that is
waves ro frame her tbin face. Her brightgreen eyes pierce rrlggered when ir is not opened with che proper key. The
anythmg she looks at. When first rerumecl ro flesh, she is box contains creasure #2 lisred below.
wearing a very elegam gown made of pale blue silk. She T rap: Any artempt to open che box wíthour the key
rapidly changes inca thicker traveling clothes made of releases an acidic gas. The gas dissipares within severa!
linen, but ali of her clorhing is of the highest qualiry and rounds, bue anyone breathing ic suffers a grear deal oí
cut in ways chat accentuate her beaury. damage.
Personalicy: Lady Morrick is a pleasanc, good-humored Acidic Gas Trap: CR 2; 10-fr. radius around the box
woman, or was befare the curse took hold ofher family and (3d4 acid damage, Rdlex save [OC J5] for halJ); Search
properry. At firsrangry with her husband for leaving tbern OC 23; Disable Device OC 23.
here so long, she is extremely upset when she flnds out he T reasure#l: Small vasesandstaruesscacrered through-
is dead. Her single, over-powering goal is ro get herself and out the room have a total value of 3,000 gp.
herchildren safelyaway framthe mansion and cured ofall Treasu.re # Z: Thejewelry box contains bracersofarmor
effects af thecurse. While she does nor know ifiris a curse + 1, a diamoncl pendanc (1,000 gp). a pair of emerald
or sorne sort ofpoison, she knows her vision has changecl earrings (500 gp), anda silver bracelec srudded wich tinv
and is afraid chat other changes will oc.cur if she is nor cu red erneralds (400 gp).
soon.Not knowing thesource ofthecurseor wharallof its
effects might be, she is unaware that her boys are not
cur.-ed. She offers che PCs a variety of rewards for helping

37
INSID.E T H E MAN ION
binen out of chem. Shrcdded budap from whac must once
Area 47: ALarge Ooset have been sacks of sorne son are strcwn abom tbe room.
Long rods span rhe dist:mce of rhis lnrge ruum. Suits, Lining the south wall are 3 carr.:;: oneclearlyconrainssand.
cloaks, and fine mcn's cloching hang frnm severa! of rhe while the mher two seem to concain soil.
ro~b, wh1le the re~t are dcvoceJ to opulent drt:"5e• and A hirge numberof tlircrats livc in rhe scorage room now.
beau tifuI gowns. A Irhough rhe clothing is a bi rou t ohtyle, The door was barred shut from che oursíde to keep chem in,
it is aU ma<lc of thc fine~t fabric.~ amJ IS remarkably well bue chey have slnce found a way to burrow hcneach one of
preserved. Clothing a long rhe norch , idc of thc closet h as rhewall~sotheycan pass in andoucof che room when Lhey
bccn pushcJ to one side r1.1 revea! a heavy stcel safe hi<ldcn choose. The rar.s attack as soon as che door 1s opened.
in the norrhwest comer. swarming coche doorway to arcack in numbers. They fighr
Vault: 1Oin. tbick; Hardness 1O; hp 150; Break DC 30. rn che dcach to defend cheir h\Jme.
The enchantcd vault uses che same combmauon and Cursed Dire Raes (1 4): CR l/3¡ SZ S Animal; HD
symbols found on che safe in che Library (Area 28). lt rhe 1tl8+ 1¡ hp 7(x2), 6(x 3), 5 (xS), 4 (x2), 3 (x2); lmt +3¡ Spd
PCs have not visiced Lord Morrick's Library (Area 28). 40 fr., climb 20 fe.: AC 15; Ack +4 melee ( ld4. bite); SA
Lady Morrick knows rhe combinari.on and open che vaulr cursc;SQcurse,scent; ALN;SV Fort +3, Ref +5, Wlll +3;
if askcd to. A dial in che middlc of che vault <loor ha, 6 Ser LO, De.x 17, Con 12, lnt 2. Wis 12, Ch,14.
symbols un ic. Thc dial must be rumetl ro 1 particular Skill~: Cümh + 11, H1de + 11, Movc Silently +6. Fears:
symbols in che correcr orJer to unlock thc safi:. The v,1ult Weapon Finesse (bite).
is rrappeJ : ruming the dial to the wrong symbol resulcs m Combat Tactics: l11e rats simply swarm the PCs. They
an elecm c shock thar deals 3d4 points of clecmciry follow rhe PCs out oí rhe room 1f cheyare in good numhers
damage ro the person ruming che dial. Opening che '\3Íe :md relarively undamaged, hut remam tn the room 1f they
w1thour knowing che propersequence rcquires 3 successful have been hure badly.
Listenchecks (OC l 8er1rh) as rhedial i~ turned ro hear che
rumblers fall inco place. FaHure of any check mggen, che
trap and forces che PC LO srarr over again. Area49:Argrim White's
Electric Shock T rap: CR 2; 3tl4 points of electricicy Room(EL8oro)
damage en che person rouching che vault; no ave¡ Search lf che PCs convincc Argrim ro open door l 7a, they meet a
OC 22; Disable Device (special, see above). gray-hmred man holding a quarrcrscaff in one hantl. Sea~
Treasurc: Whilc che vault <loes contain severa! vnlu- arouml his while t:yes suggest he mighc be blind, bue h1s
able crea~ures, thc items of greatcst value include titlc.~ to conftdcnt canee anJ calm bearing hincotherwise. The room
severa! p1cces of propercy, secrec recipcs for making fine around him IS nt:at and organizcd. Box~ are M:acked against
w 1m: anc.l brandy, and documents showmg owncrsh1¡, of a the north wall, aml a single ser ofbunk beds rl!StS againsr the
number of tlifferenc business venrur~. Musl uf che papers south wall. Massive boards and slabs of wood are na1led over
are nm worth much to che PCs, bue thcy are mvaluable to the door in t.he case wall. Removing che boards rhar block the
Lady Morrick 1f shc is turned to flcsb anu cured of che curse. door IS easy¡ once open, the door (it swings inward) reveals a
The vaulc also concams a bcaut1fully made + 1 longsu>ord of mes.sofgarbagesracked on cheod1ers1tle (Area52). lf che PCs
frost, Rokon's amulet (sce che Magic lrcms Appendíx). a enter fromArea 52, che wesc door leading out to rhe gardc~
suit of e/ven chain, 40 gold bars (20 gp each), a bag of 1s blocked. Argrim keeps both doors blocked when he l!I
gem.stones (concains 10 gems worth 4J4 gp each, 8 gems resdng. A single large chest 1s 111 the room, bue openmg 1t in
worth 4d4 x 10 l!P each. 5 gems worth 2d4 x 100 gp each. Argr1m's presence would be nsky ac bese.
antl one perfect emerald worth 7,000 gp), and a bag While Argrtm is indced blind, anyoneoranything artack-
conrainlng 340 gp and 1,000 p. mg h1m un his own grounJ IS in for a rude surprise. Be~ore
Jf Lady Morrick is with che PCs when che vault is caking up gardening and rending animals tor Lord Momck,
opened, she insisrs on raking che gemsrones for herself and Argrlm was a well-known a<lventurer and pencsevcral years
cd Is che PCs thar the rest of rhe items are the1rs if they get 111 charge of guard paaols m the bilis nearby. Blinded during
her and her children hack to safecy. a battlc with a uoll, be was forced to seek othcr employmenr.
Lord Momck hired htm out of fnendship ancl let him do
TheGround Floor wharever he wnnred in the gardens. He hru; adjusted to his
blindncss excremely well overthe pastsevecal years and fighrs
While invesugacing thc ground floor of che mans1on, wirbout penalties in his own room.
che PCs will not encounrer any wandering monscers or Argrim Wbite, Malc H uman Ftr8: CR 8; SZ M; HD
events. Aside from Arcas 48 and 49, mosc of che arcas on 8d.10+3Z-; hp 78; lnit +2; Spd 30ft.; AC IS;Atk + l l/+6antl
che w-ound floor have bi:come home to a large colony of + J 1 melee( !d6+6/ld6+4, + 1quanersraff); ALNG;SV Fon
J!iant beecles. lf che PCs explore rhis arca rhoroughly, they +10, Ref+4. Will +2;Str 16, Dex 14,Con 18. lnt 10, Wis 11,
might find additionaJ hintsof who may have casethe curse.
Cha 14.
Skills: Climb +6, Handle Animal +6, Jump +6, Listen +2.
Area 48: The Gardener's Storage Ride (horse) +6, Wiltlemess Lore +3. Feats: Alerrness. Am•
Room(ELtt) bidexrerity, Blind-Fighr, Cleavc, Powcr Attack, Two-Weapon
Fighting, Weapon Focus (quancmaff), Weapon Specializa-
Varioub garden tools lie around che room¡ most are
cion (quarterst:afO.
broken and rusting. Severa! rake handles have chunb

38
MORRlCK MANSJON

Possessions, Argrim's ring, + 1 t.¡1mrrersuiff, masterwork stud- Knowledge: While Argcim tloes not know abour the curse,
deJ leather annor, a s1lver amulet shaped like a dragon hedoes know thardangerouscrearuresare m chesrables (Area
hanging on a silver chain (20 gp). 8) and m theoldservants' quarters(Areas50-53). Hecanalso
De.~criptíon: Life ha~ been harJ on Argrim since the cun;e wam che PCs abouc che cursed group of people in che Great
wnk hold of the mansion and che surrounding grow,ds. His Room (Area 34) and che group of raes he locked m che
h:11r 1s prematurely gray and wnnkles drag Jown his cheeks. gardener's srorage room (A rea 48). He does not k.now abouc
Hi face, though marke<l by horrible scars near h1s eycs, is Koriela (Area 36) or anyching about Lord Morrick's family. l(
accually rather handsome. Long, thin anns hang fmm broad the PCs bring worJ of Lord Morrick's deach or of Lady
shoulders lined wirhhard muscle, and hís wideshoulders taper Morrick's rescue, he is willing tú leave with chem if they help
Jown his chin body to long, spindly legs. lfhe Jid not move hím carry his chest. Rescuing chesurviving membersof the
w1rhan unnatural grace anJ ease, he would be easy ro ptcture Morrick family makes Argrím feel indebced to che PCs. He
as :i spindly sp1der. 1>ffer., chem his ring, celling chern it tS a magical gifc from a
Personaliry: Argrim has endured enough hardships ,md priest hi: once rescued and chat chey deserve it. lf asked, he
wimesse<l enough evil thar he 1s w.ry Jifficult to scarde or does not really know what it <loes, jusc chat it is supposed to
5illprise. His blinJness would have sentmui;t warriors wich his rrocect one from harm.
hisrory into a deer depresswn, but Argrim never Je~pau-ed. Combat Tactics: lf che PQ, foolishly decide to attack
He retains h1s confldence and great sense of humor under Argrim for any reason, he forces them to fight in his room,
even the most ~rressful ofcircumscances. Alchough he heard shurcing che Joor behincl chem if chey leave anJ rry co use
the desrrucnon rhar occurred aod has foughc many oí the range<l weapons. His room issmall, bue he has keprthc cenrcr
strnnge creatures and planes acound che gardens, he does nm ()Í le very clean specifically for fighting anyching rhat rries to
know what caused che changes. Promises he made to Lord arrack him here. lf rhe PCs call off che banle or surrender,
Morrick have kept him here ali this time, and he is willing to Argrim liste.ns ro whar chey have lo say but refuses to trust
:remain here lfLord Murrick or any membt:rofLord Morrick's rhem or ro tell d1em what he knows. While tbe PCs could
fumily asks hirn to. His ring has kept him safe from che curse, potentiallydefeatArgrunonopenground, fighting hiro m lus
anJ he is surprise<l co k:now thacall of chechangesmow,d h im room means almost certain death for ar least severa! PC~.
were caused by a curse- and cven more surprisecl to realize Wood C hest: Hardness 5; hp 25¡ Break OC 20; Open
chat he has not suffered ar ali. As long as he wean; che ring, he Lock DC 25.
can eatordrink anythingon chegrouncls wichoutfearing che This chcst ccmcains ~orne of Argrim's oid arrnor and
curse, only he Joes nor know char che ring kceps him safe. weapons. He attacks anyone whl, arcempcs co roh him.
When informed ofhi.~strange immunicy, hesimplysrares chac T reasure: The chesc holds a 5uit of masterwork full
the gods favor him duc ro hi.~ faíth. place, a+ Llarge sceel shie/d, a +2 .~hort .~word, 1O+/ arrows,

39
.1 NSJDE TKE MANSION
Z longswords, 12 throwing daggers, 3 quivers holding 20 them banging on bis <loor, believing chal the ~et.les are
arrows each, a money belt withJ0 gp, andJ potlons of cure making an atcempr to encer his room. lf the PCs speak ro
moderare •wounds. Argrim chrough che door, he unbars itanll stands back ro let
them open it (see Area 49).
Area50:ASooty Hallway 52b. Wood Door: 2 in. thick; Hardness 5; hp 20; Break
OC:20.
Soot a nd ash from a long dead fire cover che floor as well
as che broken, bumed fragmems of che doors that used to One of the guards fled coche room beyond chisdoor (Area
stand ln che souch wall of che ha llway-. Strange scurrying 54) and blocked it to prevent rhe insane looters froru killing
soundsandhigh-pitcheddicksechothroughthesconewalls him. He was affected by the curse a short while later.
as they stretch toward a large room to che wesc. Th is ha llway Fragrnents of wood cling to the hinges in the open
leads co rooms and quarters uscd by thc servan es who worked doorway in che easr wall; che open doorway leads inco
he re. Severa! servants, driven mad by thecurse, srarred fires furt her servancs' quarters (Area 53). More beetles live
in ali of che rooms; sooc and ash on che walls and floors are beyond the open doorway, and PCs who make a succes:.ful
from che fires chey scarted. Smoke suffocated the unforro- Listen check ( OC 1O) can hear che ir scurrying and clicking.
nates who lit the fires in the füsr place, and their boclies Whether or noc the PCs enter thac room, che beetles
provided food for thestrange, warped creacures chatnow live eventually come out in search of food.
.in various roon1S on che ground floor.
Area53: The Servants' Barracks (EL 3)
Area51: Demolished Bedrooms Giantbeedes Uve in chis room as well. Flagsrones from the
These 2 rooms were both quarrers for severa! familics of floor have been thrown ro cheedgesofthe room along with
servants who worked at che mansion. Family quarters were the bumed remains of broken furniture. A large mound of
provlded to married servants who had children. Toe fires dirtwith several openings occupies che middle of che room.
starred in chese rooms desrroyed aU of che cloching, beds, High pitched clicks and chattering sounds, though some-
and even valuables chat were srored here. Searching che what muffled by che dirt. clearly indicate chat beetles are
burnt remains In boch room.~ choroughly only nets loose inside the mound.
coins totaling 25 gp, 395 sp, and 534 cp. This room wasonceabarracks haUforallof the unmamed
malt:servants. Female st:rvantsslept incurta.ined-offareas of
Area52: The Servants' Kitchen (EL4) che married servants' quarters. A year or so after the inicial
descruction, the giant, mutated beetles moved in and cre-
Bumcfragmentsofchairsand cables arepiled in checenter ared a home for themselves. The gianc beecles dececc
of chis large room. While the kicchen area a long che souch vibra tions ofrhe PCs' foorsreps ch rough che ground and rush
wall is recognizable, it is demolished beyond reasonable oucofthe mouncl to accack. lf che PCs avoid chis room, cheré
hope of repair. Even the stone walls and floors aredamaged is a 50% chance char chey meer ali or sorne of rhese beecl~
by powerful blows. Flagstones are moved asidc in severa! as the creacures cume out in search t1f food.
areas to create small burrows for some of the gianc beetles
Cursed Giant Beetles (8): CR 1/3; hp 7 (xJ), 6 (x2), 5
that moved into che area.
(x2), 4; see Area 52, above.
A colony of gianc beerles has occupied che mansion's
Combat Tactics: Tbe loose dirc on che floor and thetr
ground leve!. O nce normal-size crearures, che curse made
mas.si ve hill give che giam beetles a+ l bonus ro cheir AC if
them larger and stronger than befare. They have been
they flghr m this room. These beetles rush che PCs LO an
eating a varietyofchings lefthehind in the storeróomas well
effort to overwhelm them. Lf che PCs flee and leave beh.ind
as che verydirt beneach che stones. Derecting the vibrations
any fallen comrades, unconscious PCs are dragged inro the
from tl1e PCs' footsteps, rhey swann out of cheir small
burrow. The beedes view t he PCs as food and follow t hem
burrows and accack..
if they flee.
Cursed Giant Beetles (12): C R 1/3; SZ S Vermin; HD
Treasure: Severa! items are h1dden deep withín che
ld8; hp 7, 6, 5 (x2), 4 (x5),3 {xJ); lnit +O; Spd 30 ft.; AC
beetles' mow1d: a mandolin carved of rare ebonwood, w1tl1
16; Ark + l melee (2d4, bite); SA curse; SQ curse, vermin;
ivory rnlays ( if a craftsman repairs and rescrings tbe mando-
Al N; SV Fon+ 2, Ref +O, WW +O; Str 10, Dex 11, Con 11,
lin, it is a masterwork instrument wonh 700 gp ro a culleclúr
.lnr -, Wis 10, Cha 7.
or bard); a silver sheath for a short sword ( 150 gp); 3 flask.s
Skills: C limb +4, Listen +3, S¡x,t+3. of alchernist's Jire; and an ivory scrollcase concaining ,l
Combat Tactics: The beetles have no intelligence, so strange note.
theysi mpl y swarm the PCs and attack, fighting to che dearh. Toe note hidden in the scrollcase reads:
Broken tables, cracked rocks, a nd bent pocs and pans are "Put chis ítem in any fountain o n che grounds. Whatever
scacked a long che wesc wall, blocking access to severa! doors. you do, do nor rouch icwlch your bare hand. Retum with che
Clearing enough garbage awav ro open che doors rakes 20 Morrick family's secrec wine and brandy recipes, and l will
mmures. Both doors are blocked or barred from che opposite pay you 4 times the amounr we already agreed on."
side wich varyi.ng degrees of success.
The sea.l at rhe bortom of the note has heen deliberately
52a. Woocl Door: 2 in. chick; Hardness 5; h p 40; Break smudged just enough to cover che original wrirer's idenmy
OCJ0. from scrangers wichout prevencing che original recipienc
Argrim White (Area 49) effectively hars this door from from knowing wbo sene ir.
rheopposiceside. Heshours at che PCs to goaway ifhe hears

40
MORRfCK MANSION
The seal on the above nore can be identified by Jasmine leavi.ng a wide-open entty to the laundry room (Area 56)
Welk in Grollá's Grove as thar of Lord Eldoran. Other and the staircase head ing up ro che k itchen (Area 15). More
people in Orollek's Grove must succeed ac a Knowledge giancbeetlesare in thesmreroom (Area57), eacing theirfill
(local) check (OC 15). Th1s note is an imporcanc piece of of che broken erares and sacks chat remain. There i:; a 50%
evidence chaehelps prove who creaced tbe curse. chance tha t 5 beetl.es in the storeroom (A rea 57) notice che
PCs and charge chem. Otherwise, che beedes stay in the
Area54:TheGuards' Barracks ~wreruom if che PCs do not disturb them.
lf chese 5 beecles anack the PCs m che hallway, che total
A skeleton clothed in rorting leather armor líes in the
number ofbeetles in Atea 57 muse be reduced.
center of the room, surrounded by rall sets of bunk bcds
againsr each wail. Wholesale demolitiun ,me! Jesrruction Cursed Giant Beetles (5): CR 1/3: hr 7 (x3). 6 (x2)¡ see
has missed chis room; other than brokcn fragments oí the Area 52, above.
wood bar that once held the door shuc strewn across the Combat Tac tics: The beetles charge the PCs and imack.
floor, che room is neady organized, just dusry and unused. As far as che beecles are concerned, rhe PCs are foud; 1.hus,
Hangmg from pegs near thc do()rway ;ire 3 cloaks bearing íf a PC goes down, the bectle stop fighting and begins
che Morrick family coat of arms, and 6 locke<l trunks resr eating, unless tt is attackeJ.
beside the cots, each ho lding sorne of the guards' personal
belongings. Area56: ALarge Laundry Room
Locked Trunk (6): Hardness 5; hp 20; Break OC 20; The architecc who Jesigned d1e mansion was both prac-
Open Lock DC 23. tica! and artistic. An intricare pump next to the large well
All 6 loc.ked rrunks are iclencic.at. A succes.eful Open Lock in d1e center oí the room is used to bring water imo the
checkon the first trunk gives a +3 circumscance bonus to all several large, self-drainrng wash basins along the eastem
Open Lock checks when trying to acce·s che other mmks. wall. Wood rodsspanning the room are designed fordrying
Each trunk concains vanous items of clothing an<l a few wec clothing, shccrs, ami blankets. ll1e heavy srone of tbe
personal items, wirh valuable items ofinterest listcd bclow. welI anJ 1.he basins remains undamaged, asdo the wood rods
Treasure # 1: Zmuscerwork daggers, an ornare sil ver tlask along che ceiling. Cursed servants used che laundry chac was
( 1Ogp), 3 potions of cure light wounds, and a ·ilver necklace !efe here to start sorne oí the fires m the other rooms. The
(5 gp). beetles have not noticed anything bere tbat rea lly intereses
T reasure #2: A suir of masterwork hh1ck leather armnr them. Well warer can only be obtained with che pump, and
Jecorated wich blue ernbroidery¡ a light crossbow; a master- it is cainred by the curse che same way as all other sources ot
work longsword; an amate, masterwork sil ver daggc.r; anda water in and around the mansion.The room opens up to the
hag thac comains 43 gp anJ 1ZJ sr. sr:.iircase to the kitchen (Area 35) as well as che hallway
T reasure #3: A mighry cornposite longbow (Ser 15), a (Area 55) leading to othcr pan:, of che ground floor.
m.asterwork greatswon.!, anJ a potion of darkvisian.
Treasure #4: A quivernfEhlcnna, holding60arrows (the Area57: ALarge Storage Room
-1uivcr looks olJ and worn; only active stwly or derect magic (EL5or3)
r~veals its cn,e nacure).
G iam beedes ear the remainsofbroken barrelsand era tes
T reasure #5: A masrerwork light crossbow anda ponen
strewn abouc tlus massivescorage roomalongwith whatever
ot /uding.
mighc be insi<le. S izc alune suggesrs thisstoreroom iscapablc
T reasure #6: A sil ve.red shorc sword, a quiver of 30
uf hukling cnough food to ~upply the mansion for several
nrmws, and 4 porions llf cure light wo,mds. years. Now, d1ough, ir is home to 15 giant heetlcs thar are
The skeleton in che cencer of rhe room h,w severa! items quite concent toear virtuaUyanything tharcomes theirway.
\.'11 lt aswell:
Between che servanes who ransacked the room immediacely
T reasure #7: A key that fhs the crunk containing tcea, afrer che curse began am:I rhe giant beetles rhat moved in
<ure =2: a rusry shorc sword; rotting leatber annor: a gold here recently, anything of value left in the room has been
eagle-shaped amuler(45 gp): and a pouch conrainingJ gp. eacen or destroyed.
-\5 sp, ,md 92 cp. These beedesare largc, healthy. and quite hungry.They
acrack anyone who encers che room, and once engaged,
Area55: AShortHallway (EL 2 oro) cheyfollow fleeing victims. These beetles are as conrent to
LouJ crunching noise-S mLxecl wfth high-picched dicks eat flesh as rhey are anything else; cheir mandihles can
JilJ chartering flll the hallway, easily covering u¡, any other pierce evcn the strongest place mail.
no1ses (-4 circumsrancc penalty to ali Listen checks for Cursed Giant Beetles ( 15): C R 1/3: hp 7 (x4), 6 (xJ),
monsrer.; and PCs). Sharrered wood is scanered across che 5 (x4), 4 (x4); see Arca 52, above.
11,JOr of che narrow hall as ir passes through a wide laundry lf5 of che beetles leave ro fightthe PCs inArea 55, only
mom ro the easc on its way to a staircase heading up co the d1e following beetles remain:
lmt floor of the tnansion. Fragments of wood cling m heavy Cursed Gianr Beetles (10): CR 1/3; hp 7, 6, 5 (x4), 4
uun hinge.) set into che stone <loorway in the west waU. The (x4); see Area 52, above.
...ut to the east simply ends a short way down the hall, Combat T actics: TI1e beecles swarm the PCs. If a PC
goes clown, che attackiog beetles ignore che barde going on
around rhem and begín tú ear their vicrim.

4]
Concluding the
Adventure
Simplysurviving exploration ofthe rnansion anclground:; lay claim tO properties thar ochers have taken over during
witho ur suffering che permanenc effects of che curse consti- the past 5 years, offering them hal( the value of whacever
rutesa deed inandofirse.lf. lfrhe PO;find a way coeliminate chey can rccuver. Lo rd Beval. impressed by rheir courage
che curse, Richard Arien rewards chem wirh 3,000 gp. lf chey and hero,sm, might invite che m tO che city and request
discover parcial proofchat Lord Eldoran was the culprit, chey their help tackling a few "interesting" problems.
receive an addiuonal 2,000 gp. Definí ti ve proofin che form The PCs may make an ene my of Thyran Whiteoak if
ofnores smlen from Lady S heila Eldoran's home (A rea P8) they foil his efforts ro conract che dcmon, or chey coulJ
octs them another 2,000 gp. eam the enmi ty of che demon irself. Thyran o r the demon
A 100 XP bonus for each PC is suggested i.f chey resc ue can easily be.come lo ng-term ene.mies plotting against the
boch A rgrim Wh 1ce a nd Fouralc Krev a nd escort them PCs in the background.
back ro mwn. Rescuing Lady Morrick, borh boys, and News of che.ir success rravels, and rhe PCs are askec.l co
Lan ssa is worth anorher 100 XP each in addicio n ro the help investigare othe.c mysteries in and around tlistant
treasurcs that Lady Morrick besrows upon che PCs. Rescu- villages and cicies.
ing Larissa and endíng Lhi::c ur.;e eam~ thi:: gratitudeoí Lord As heroes, che PCs cou!J be approached by varlo us
A lista ir Be.val, an exrrernely powerfül rnerchant. Thc DM NPCs in Grollek's Grave wich a variery of requests. The
should feel free co adj ust any and a U treasure items given NPC Appendix indudes various possible side quesrs and
out ín rheadvenrure. lf che PO; played rheircards propcrly, characrer hooks that che DM might find valuable for
they havc obraincd 2 powerful rnagic icems Jerailed in che encicing the valiant PCs inco furrher advemures.
Magic lte msAppendix as well asa fewnew spellbooksaml
sorne orhe.r magic items.
Successfully overcoming che c urse cums che PCs into Failure
local he roes. They are cre::iced with the grearest respect and 111c PCs could fui! or become disillusioned during che
receive che besr prices in Grollek's G rove, as well as advenrure; they migbt even foil victim m che curse and
heavily discounted healing spells and pocions from Sarah bccome part of che problem. In this inscance, che DM has
Lyrean anJ rhe clerics in rhe T e mple of Kudrak. severa! options. The slowly spréading curse coulJ be halte<l by
a tlifferent pacry of adventurers, or the curse could cominue
Further Adventures spre.ad in g, causing serious economic problems as well as panic
as itencroacheson nearby crade routes. Alcematcly, Thyran
A new relacions hip with botb the Mo rrick family and Whiteoak coulcl make conractwith thedemonicsourceoftht::
Lord Beval can be used as Lhe beginning for many other curse ami "end'' ir remporarily. In such a case, Thyran would
advenrures. Lady Morrick might a~k the PCs to help her ~wiftly grow In power and mfluence, providing a long-tenn
enemy for the PCs ro qve.rcome.

42
NPC Appendix
MajorNPCs Be.val fmrnediarcly before the curse cook effecc, so che
Beval famüy consider.~ her one of cheirs, and Richard gives
Srnrisncs and descriptions far Richard Arien , Sarah a rewarcl to the PQ; for saving her un top of any other
Lyrean, L eah R edoak, Aaron Rye, Jasmine Welk, and rewards chey m1ghr rece1ve.
T hyran Whiteoak are lisred first. These NPQ; províde \,Vhat do.e s he wan t? Complete prooí rcquires Lhe
imporcanr quests or quesr information and Me kev ro the following:
adventure. J, The note found in A rea 53 of che mansion along with
Richard Arien , Male Human Ari8: CR 7; SZ M; HD Jasmine Welk's resrimony rhar che seal Is Lord Eldoran's.
8d8; hp36; lnir+ l ;Spd J0ft.; AC 17; Atk +8/+J (1d6+3, 1. Aaron Rye's rescimonv chat his previous employer-
+2 rapier, cric 18-20) and +7 melee (Jd4+2, +/ dagger, crir Lord Eldoran - did ln fact contacc a Jemcm and casl che
19-20); Al LN: SV Fort + 2, Ref +3, Will + 7: Str 12, Dex curse.
13. Con lO, lnr 15, Wis 13, Cha 15. 3. Papers found 111 Sheila Eldoran's home (Area P8)
Skills: Appraise + 13, Bluff+7, Diplomacy + 13, Disgu1se demonsuatmg che curse was case by Lord Eldoran.
+8, Gather Infomtation + LJ, lnnuendo + 13 , Ride (horse)
l( rh.e PCs proviJe 2 pieces llÍ evidence, they are given
+ 12, Scnse Mocive + 13. Fears: Ambidextt:rity, Dodge,
half of rhe stated reward; 1f they obtain ali 3 pieces, che)'
Two-Weapon Fighting, Weapon Focus (rapier).
rece1ve tbe fuU reward and che Beval family's gramude.
Possessions; +2 rapier, + 1 dagger, amulet ofnarural arrnor Afrer the PCs prov1de tbe first 2 pieces, Richard h mrs chat
+1, mascerwork chain shirr. more evidence rnight be h1ddcn m Lady Eldoran's home,
Dcscripcion: Richard is a dnshlng, handsome gentleman but he makes no suggestions as to how ircould be obrained.
whll is only m1w beginning co show his age. Ores ed in the Lf the PQ; rescue LaríssaMorrick, Richard pays chem :i,000
highest fashion, he wear· beautiful cloaks iind elega11t gp and gives any wiiard in thc parry che speUbook he ha,,
shirts whenever he Is seen wandering through cown. Pen- swred in his c:hest (see Area M in d1e Grollt:k's Grove
~rraring violet eyes draw atremion away from the tbin scar chapter).
beneath hu; lefr eye and thc gray beginning to spnnkle Locations: Richard can be found ac his home {Area M)
rhrnugh his black hair. He walks with an awkward gail, during the day, bue is encouncered 10 the Pnmdng Uni-
holding his frame unnaturally erecr as he ~trides through com (Area D) in che evenings 30% of the tim~. When
tmvn. Richard leams the PQ; intend to investigar.e the curse, be
PersonaUty; Alrhough he never mentions any title, R.i- acrively seeks thern ouT and secs up a meering.
chard is clcarly noble born or ar least raised m a noble Sarah L yrean, F emale Human C lr8 : CR 8; SZ M; HD
fami ly. His clipped se.ntences and racher large vocabulary 8d8; hp 40; lnit +3; Spd JO ft.: AC 19: Atk +7/+ 2 me lee
make most people chink of him as norhing more than an (l<l8+ J.+ l heavy mace}; SA .spells. cum undead; Al LN;
annoying "dandy." Richard has worked for the Beval SV Fort +7, Ref +6, Will-t-11, Ser 10, Dex 16, Con 10, lnt
fam ily for many years and thought {,f Byron Beval as a l2, Wis 19, Cha 15.
nephew. He knows that Byron is dead and that he cannot
Skills; Concenuattorr + 11, Oiplomacy +8, Heal + 15,
Ju anyrhing about it, but he desperacely wants solid evi-
K.nowledge (religion) +12, Spellcrnft +6. Feats; Brew
Jence provingwho is responslhle for the curse so he can acr
Potion, Combar Casting, Dodge, Scribe Semi!.
cirher within the courrs 1x on his own to exacr revenge.
Possessrons: El ven chainmail, cloak uf resr.srance + 1, ltoly
Knowledge: Richard is a skilled judge ofcharacrer andan amulet of Kw:lrak (amuler of narural amwr +l), +1 heavy
experienced diplomar. Lord Beval chose him ro give uur
mace.
rhe reward because he knew Richard would nnr tum over
;iny money u.mil proof was discove::reJ. Richard spen<ls no
Divine Spells Per Da)': 6/5+ 1/4+ 1/4+ 1/3+1.
rime worryin_g about the curse, hcca11sc he does nm really Domain5: Protection (generare protective ward, person
care aboul che curse irself, on.ly who created lr. While he muched has a +8 bonus m their nexr saving throw),
knnws rnany ni che people who are possibly in volved, be Strengrh ( 1/day, feat of strc.ngth, +8 ro scrength for one
will not rnencion any names Cll avoiJ tainting any evi- TOun<l).
dence. Descripiion: Sarah has a myscerious heaury and pcace
lnformation and Interactions: Jf asked, R.icharJ in, rhac ~tend to almosr everyone around her. An angular
forms rhe pany that there is a reward of 3,000 gp ro rhe face and sharp nose thar would nuc often seem amactívc
pe.rson ar group of peuple thar finds a way to overcome the are overcome hy her healrhy glow, Ught blue eyes, and che
curse, andan additional 4,000 gp to r.he person or group of 1hick hraid oflighr brown hair pinned in a right bun at rhe
people thar brings han.! evidence of who is re ponsiblc for back of her head. Her youth and sltghr stature give her an
1t. The evidence must ~tand up toscruti11y in a couttoflaw, almosr chikllike grace. She is nonnally seen in robes, bur
though Richard wdl norsay how theevldence will be useJ. sometimes sbe wears the armor g1ven w her by an elven
He offers a smaller reward for ev1Jence leading ro che merchant she healed many ycars ago.
díscoveryofhard evidence. Richard makes ir.clear tbat he Personalicy: Sarah is known and lnveJ throughout
doe-, not care abouc r.he curse or about el1aüm1tíng ir. Tbis Grollek's Grove. She grew up bere, and everyone in rown
srance changes only iflarissa Morrick (Area 43) 1s rescued knows h,m•she heard the ''calling" to become a cleric. She
and speaks ro hirn d1rccdy. lanssa was rnarried to Byron has dedicated her life ro preserving law anJ order, helping

43
NPCAPPENDIX
anyone who asks. Leah Redoak is one of her good friends; DescrÍ/Jdon: Age 1s heginning to bend her back and drag
che cwo have severa! meals a week rogecher and sbare clown her shoulders, bue Leah's blue eyes carry a powerful
infonm1tion freely. She knows Jasmine Welk, d,ough not inner Life and decermination that easily actracts attemion.
as well, andspendssome time w1th heronce ma wbile. She Her sllver hair 1s pulled back lnro a long braid and deco-
has mer Thyran Whireoak and Richard Arien and rhinks rared with various animal figures carved from a myscerious
they are "gentlemen," but she knows very little abo.ut dark red wood. While her advanced age has madeher weak
rhem. and frail, her mind is sharp, and her knowledge of the worlJ
Knowledge: Sarab's studies mdude a great deal l)f infor- amund her is quite amazlng. She is rarely seen wirhour
mation on demons and demonic magic. Wh1le she knows Shriluc, her ciger companion.
there are ways to overcome demomc curses, her powers are Personality; Leah's disarming srnile and friendly nature
somewhat limited. She does know creacing such a curse rarely overcome the fear generated by her irnposing com-
would require someone willing ro let rhe demon channel panion. Man y of che women in Grollek's Grove find Leah
irs power through him or her. She can suggest there is an w be a pleasant, friendly woman who is happy ro help cbem
itero somewhere on the grounds rhat acrs as a foc1Js poinr with difficulc problems ln theír gardens or even wid,
for che curse and thar finding anJ Jestroying such an item heaHngsickchildren. Herniry nacure and te.ndency to look
would Likely end the curse. at people from the comerofher eye. keeps mosr people trom
Information and lnteractions: lfthe PCscornrnunicate bothering her. While frie.ndly m ali whorn she mcets, her
regularly with Sarah nr wich Leah, chey quickly leam rh<1c pollte behavior seems rather forced when in the presence
boch woman ralk ro each orher abour che curse ami abour of heavi ly armed men. She has many discussions wirh
wnar has been leamed. lf the PCs talk ro Sarah before Sarah Lyrean, anti che rwo women are good fnends.
beginnlng thei_r invescigations, she directs thern l O speak Knowledge: Ascrong bond with che natural wmlJ around
to Leah anti Jasrnine. Once ene PCs have Jerermined the her makes Leah a perfect pe.rson to investigare the power-
curse is Jernonic in narure, she makes severa! sugge.stions. ful curse on Lord Morrick's land. The Jruid council that
Firsc, she reminds rhe PCs that demonic magic is chaoric ene her here told her only to observe, bur her brief
evil in narure; thus, searching for a combmed source of invescigation of che oucsk1ns of che cursed properry has led
chaos and evil might help locate the site of the original her to believe rhar something 1nust be done. lf che PCs
curse. Second, she confirms Leah's suggestionor makes the convi_nce her they are determined ro put an end ro the
suggesrion herself rhar a hallow spell at thc liow·ce of the curse, ~he helps thern in anyway she can withourdirectly
curse should end it. She provides the PCs wirh a scroll mtervening.
containingthe.:,peLI if thcy rcquest it. She. rcmlnds the PCs lnformation and lmeractions: Leah and Shriluc have
thac eliminating che ~ource of che curse will not cure thc actually visiccd the ourskirrs of the property and seen the
curst::d crearures and planes and chat mostof rh.em may sti LI curse's cffects. She did not want to risk her Íaithful com-
need to be desrroyed, buce.liminating rhesourcedoes keep pa111on and has bet::n srrictly ordered to observe witbour
the curse from spreading f"lny further. inrerference. When she finds out abour che PCs and their
Sarnh provides potions o[remove curse to the PCs ar half interese in investigating the curse, she sends a message
rheir normal cose if sh e is cornplerely convinced che PCs asking them ro visir her. lf Leah is convinced of the PCs'
are truly trylng to rid the land of the curse and not simply honorable inrentions, she gives thern 2 pocions of remove
using the podons to be ahle to loor the mansion. ctme and tells them $he is nor certaln the potions can
Locations: Sarah 1s found in the Temple co Kudrak reverse the effeccs nf the curse hut woukl fikc rhern ro cake
(A rea J) abour 65% of rhe cime. There is a 20% chanceshe the potions just in CJ'.ISC.
is visiting a sick parishioner anda l0% chance that she 1s Shi:: explains thar she could not risk goin g furcher onro
v1sitingwith Leah Redoak (Area N). ll1ere isa 5% chance che grounds far a varicry oí reasons. She tells thern that
she has stupped by the Prancing Unicom (Area D) to narure is suffering there and she woulcl like to help rhem,
listen to Jasmine play and to calk to sorne of the otber burher help muse be indirect. She asks for sample&ofplant
vil lagers. (caves, fruics, flower~, and water if che PCs can manage ir.
Le.ah Redoak, Female Human Drd9: CR 9; SZ M; HD Lf they bring these samples co her, Leah immediately
9d8-9; hp 40; lnir +3; Spd 30 ft.; AC 18; Atrack +6/+L rcsponds, "Ah, children, chis is terrible. Ne ne of you have
meli::e ( ld6, +/ darkwood scimitar, cric LS-10); SA spells; caten any of this have you?" She looks che PCs over
SQ nature senst::, woodlancl stride, rrackless srep, resise carefu 11 y and iclen tifies an yone. tain ted by the curse, ti irecr-
narure's lure, u1ild shape (3/day; Large), venorn immunity; ing them co see Sarah Lyrcan.
ALNG; SV Fort +5, Ref+4, Will + 11 ;Str9, Dex 12, Con Her studies of th.e samples reveal severa! chlngs. First,
8, Int 14, Wis2 1, Cha 16. che magic use<l to creare the curse was definitely clemonic
Skills: Animal Empathy +15, Concenrratlon + 11. Di- and is chaocic e vil m c,rigin. econd, sbe suspecrs the curse
plomacy + l 5, Heal + 17, Knowledge ( nature) + 14, is spread rhmugh food anJ water. Third, the curse is
Wildemess Lore +17. Feacs: Brew Potion, Combar Cast- cencered ~omeplace close to the mansion. Finally, she
ing, Crafc Wondrou~ ltem. Maximize Spell, Scribe Scroll. believes tharshe can make arnulers to help protect the PCs
Possessions: +2 smdded leather annor. +/ darkwoodscimi- frorn Lhe curse. She tells the PCs that she needs a branch
car, nng of proreccion +l , amulet of natural annor + 1. ora piece of wood from one of the mase cursed trees chey
can find, preferably someching asclose to the cemer of rhe
Divine Spells Per Da-y: 6/6/5/4/3/2.
grounds as possible. lf the PCs prov1de her wirh the righr
piece ofwood, she makes each of them asmall wood amu!et

44
MORR1CK MANSíON
that is spec1ally kcyed to this specific curse (see rhe Magic Forr +JJ. Ref + 1Z, Will + 11 , Str 27, Dex 15. Con 17, lm
!tems Appendlx). In short, a PC wearing one of these 8, Wis 12, Cha 13.
amulers automatically succeeds at 40 consecutive saving Skllls: Hide +O*, Jump + 1l, Listen+3, Move Silently
throws against the curse. After 40 aving tbrows, tbe +9*, Spot + 3, Swim + 1 l. *Shriluc has a +4 raci,1l bonus to
amulec loses its power. Leah needs l fuJI Jay to make Hide anJ Move Silemly checks. This bonus improves ro
amulers for th.e whole party, +8 in cal ! grass or heavy foresrs. Shriluc's immense size
lf thc PCs tell Leah abouc the pond (Area 20) and che must be raken into account when making Hide checks.
demon mists th.ey met there, she tells them to seek Sarah Descripiion: Larger and more powerful rhan a normal
Lyreao 's ad vice. Leah does nor know much aboutdemoru, dru1d companion, ShrHuc has heen with Leah sin ce he was
bue :;he suggests a hallow spell mighc succe::ed in disrupting a cub. His srripes include black, orange, and palc orange,
the curse. Shegladly providcs a scrull wich this spell if che wich addirional parches of whire on bis face and snour.
PCs requesr ir. H orses shy away from hisscem, making him rarher unwcl~
Locatioa s: Leah is almostalways ar home (Area N ), bue come near tbc wagon trains rhat pass through Grollek's
there is a l 0% chance she is wandering in cown anda I0% Grave. Leah keeps h im close co her, as she is afraid
chance she is visiting wich Sarah Lyrean a1 cho.: temple someone mighr acrack him ií she leaves him alone while
(Area J). traveling che city. Shriluc is intensely loyal to Lean and
Aaron R ye, Male Human Coml : CR 1/2; SZ M: HD excremely protecúve¡ be tloes not attack anyone unless
ld8+6; hp 10; lnit +2; Spd 30 fr.; AC 12; Ark +J mclee Leah is imacked or unless she orders it. W hile the guards
( ld6+2, club); AL NG; SV Fort +5, Reí+ 2, Will + I; Str are rather concerned abour h.1s presence in che cicy, they
15, Dex 14, Con 16, lm 12, Wis 13, Cha 8. have become used to seeing h1m during the 6 momhs
Skills: Listen +5, Move Silcntly +4, Profess,on (burler) S hriluc and Leah havc lived nearby.
+5, Spot +S. Feats: Dodge, Tougl:mess. Jasmine Welk, Female Half-elf Brd.5: CR5;SZM; HD
Descnption and PersonaUty: Aaron is a very shy, rabbit- 5d6-5; hp 18; Lnir +3; Spd 30 fe.¡ AC 14 (17 when wearing
like man who jumps ar every sound around him. Though srudded learher);Atk+4 melee ( 1d4+ 1, +2 dagger, cric 19-
once handsome, shabby clothmg, poor hygiene, and h.is 20) or +6 ranged ( ld8, light crossbow, cric 19-20, 80 ft.)¡
constant tension keep people around him at an aml's SA spells; SQ bardic music (5/day), bardic knowledge; AL
length. Light brown hair sprouts from his head in every NO; SV Forc +2, Ref+ 7, Will +6;Str9, Dex 17, Con 9, lnt
direction because he never bothers tocomb it. He tremble~ 17, Wis 14, Ow J7.
when he speaks and has a hard rime lnoking pe()ple In rhe Skills: Appraise + 11, Balance+ 11, Bluff+ 7, Concencra-
eye. tion +7, Diplomacy +7 , Gather l nformation + 11,
Know/edge: A aron was a servant working for Lord Eldoran Knowledge (local) + 11, Listen + 7, Perfonn + 11 , Sense
atapproximately the t1rneof rhe wedding. W h ile cleaning Motive+ 7, Spellcraft + 7. Fear.s: Dodge, Orear Forticude.
one day, he enrered the room where Lord Eldoran was Possessions: +2 dagger, ringof protection + I, masrerwork
speaking to a demon rhrougb sorne sort of magical device. harp.
Thesighcparalyzed him with fear, and he has not been the Arcane Spells Known (Casi Per Day: 3/4/2) : 0-<lancing
same since. He departed withour being noticed and qu1r lights, detect magic, light, mage hand, prestidigiration,
working for Lord Eldoran the nex1 day. Constanr fear of read magic; lst-cure light wounds, derect secrec doors,
demons now consumes his life, leaving hjm wich abare idencify, sleep; Znd-blur, levirace, mirror image.
exisrence that few people woulJ enjoy. Description: Long golden hair frames Jasmine's thin,
Iaformatioo and lnteractions: lfjasmine rakes rhe time angular face and silver eyes. Despite her frail appearance,
to introduce Aaron ro the PCs, he tells chem his story. Jasmlne hasan inner heauty thatcombines with herexoric
Aaron trusrs Jasmine and overcomes his fear long enough eyes and delicare features ro creare a sense uf power ami
to ce.11his tale, but he does not wanr to cell anyone else. H e knowledge. She tends to wear blue and green clothingcuc
is absolutely rerrified of testifying before aoy sorc ofjudge to enhance her figure and is rarely seen wearing armur. A
ar noble; the PCs musrengage in a greardeal of coaxlng to dagger kepr in a gem-encrusted sheath is always belted to
convince him. lntimidacion will not work, as Aaron is far her waist, anJ she is never seen widiour her harp. Al-
more terrified of demons than oí che PCs. In addicion, rhough thin to the point of being frail, she has a powerful
Jasmine refuses to help d1e PCs anymore lf chey try ro voice rhar easily enrrances rhose around her.
intimidare Aaron. The DM should use Oiplomacy checks Personaliry: Jasmine is known tbroughout Grollek's
versus Aaron's fear (DC = 1d I O+ 4) todecermine howwell Grow and the surrmmdjng area, as she has been living
tbe PCs influence Aaron. h.ere for almost 12 years. Friendly to everyone she meets,
Locations: Aaron hides in a smaU shack on the out.~k¡rts she acceprs people for who they are. In ali che time she has·
oí mwn; only Jasmlne knows where he lives. ll1eonly way spent in Grollek's Gro ve, people can recall her beingangry
to meet Aaron is if Jasmine contacts him ami sets up a only once. Someone attempted to grope her during a
meeting. performance and ended up with a dagger in his eye. A calm
Shriluc, Dire Tiger Companion of Leah Redoak: CR demeanor, friendly narure, and small, un!mposing size
8; SZH Animal; HD 16d8+48; hp 120¡ lnir+2; Spd 40fc.; have served her well; people are wiUi.ng to tell her things
AC 16; Atk +18 melee (2J4+8 [xZ], claws) and + 13 melee thar rhey would not even tell rheir bese friends. She has a
(Zd6+4, bite); Face/Reach 10 ft. by 30 fr./10 ft.; SA firmgraspof rbepolincsand bisroryofthe::area, butwill nor
pounce, improvedgrab, rake(2d4+4);SQscent;ALN; SY divulge personal detaLls of others' lives unless there is an

45
NPC APPENDlX
exrremely good reason _ Conversarions with Jasmine can SJJellbook: O-ali; l st-charm person, chill m uch, feacher
be racher on e sided - people often find chey speak about fall, idemify, magc anuor, magic missile , proccccion from
chemsclves whilc Jasmine focuses her attention on chem goud,shield,~ilent image, sleep,summon monster I¡ Znd-
and asks mnple, friendl y questions. blindness/deafness, e ndura ncc, in.visibiUty, kn ock,
Knuwledge: Throughou t che years, Jasmine has heard misdirection, web; 3rd-blink. Jispel magic, haste, líght-
man y rumo r and leam ed far mo re about the history of che ning bolt, non-detection; 4th-arcan e eye, bestow curse.
a rea than anynne mighr suspect. She can idenrify signet Descriprion: Thyran keeps h1s pale blond hai:r neatly
rings by fami ly, and m some cases she can even recognize mmmed and combed, macc hing che care he cakes in
characteristic scratches o n ring~ to give a hint as to cheir choosing his clothing. Rather than the robes ofcen associ-
origina l owner. The secre t, seeching hatred Lord Eldoran aced with wizards, Thyran wears fine silk shircs a lon g wirh
had for Lo rd Morrick is known ro her. Aaron Rye, on.: of da ck panrs cut in che latest fashions. The bright green and
Lord Eldo ran's servants, once co ld her a story about Lord blue shirts he wears highlighc the blue in his eyes a nd his
Eldoran speaking to demons and casting ho rrible spells. light brown skin.
Whileshesuspeccs Lord Eldora n m~y be in volved wich che l'ersonality: A friendly, oucgoing persona lity and an
c urse, sbe has no evidence a nd loarhes saying an ything inn0eenc appearance a llow Thyr:m co conceal his true
about it until she is certa in. Rumors she has hearJ ahour naru re. Usually cunre nr to sray in the background, his
Thyran Wbiceoak suggest cha eThyran cannot be crusced. wbispered comrnenrs have hclpcd increase the fear anJ
If rhe PCs have many dealings with Thyran , Jasmme's tensíon surro unding chespreaJ of che curse, hut few know
m1srrust may extend to them as well. J asmine might make chac he has helped build foar rather than clispel it. He has
o blique refercnces to Thyran's pase, implying co the PCs kepr his true chaotíc and evil remiendes hidden thcough
that he cannor be trusted. rhc use of misdirection a nd non-dececrion spe lls. People of
lnforrnation and lnte ractio ns: Jasmme cbúnses her Orollek's Grove respectand admire him for his wealth anJ
words care fully when speaking ro che PCs. S he is afraid of mag1cal p<)wer; no ne suspect his true mcentions. Jasmine
making accusations tha t cannotbe proveo. S he also wanr.s We lk hear<l rumo rs from w1zards who rramcd wich Thyran,
to avoid giv! ng out prlvate lnfonnation. Despite he r care- rumo rs thar hmt of his evi.lness, bue she has not cold
ful wording, sh e does h er best to make Lt clear to che PCs anyone and will not unless she acquues real proof.
thacrheyshould treatwith Thyran Whireoak warily. lfshe Knowledge: Thyrana lread y knows thac thecurse caston
knows che PCs are working closely wid1 Thyran, she is Lord Morrick's mansion ami property is based on demonic
exrremely reluctant ro prnvide any informa tion . lf pos- magic. While be claims to be seeking information to he lp
sible, she directs the m to ,eek out Leah Redoak a nd Sarah overcome thecurse. in ourh h e seeks only a way roconr:rol
L yrean for ad vice on owrcoming che curse. S he also tells it so chat he may use it to h1s own en<ls. H is true goal is to
chem about Richard Arien, as well as che hisrory ofharred find out which demo n granced the power for che curse, o r
c1nd anger becween Lo rd Morrick and Lord Eldoran. atleasr what rype ofdemon. Bonding with a demon would
lfd1e PCs show Jasmine d1e no te found in A rea 5 3 of che profoundly increase his power and abilities in much less
man sion. she i easily able tQ identify che seal as rhat of time chan simple hard work and scudyí ng.
Lord Eldoran. Furthcrmore, she is willing to tcsrify in front lnformation and lnteractions: Thyran, Like Leah
of Ric hard Arien. Afte r che discovcry of the note, she asks Redoak, asks che PCs to bring hun sorne of the cursed
che PCs co mee e her the nexc morn ing so she can incroduce planes and anima ls from che mans1on and grounds. He a lso
them to Aaron R ye. lf che PCs convince Aaron to tell h b asks for a descnption of the v<1nous things rhey ha ve ~een.
scor y tll Richa rd Arien, ir is considered enough prooí tl1 He views a n y nores o r o ther informacio n they find with
merlt ha lf o f che reward for ide ntifying the person casting great interesr and offersadvice where he can. The infomia-
che curse. tion the PCs provide him lees him know chat chere is a
Locations: Jasmine i~ usuaUy found at che Prancing "source" for che curse somewhe re on che property. He tells
Un ic0m (Area D)during theeveningsandcan beencoun- che PCs charhecan elimina ce che c urse if rheycan find che
tered wandering che village during che lace afcem oon. sl)urce and eicher bring it to himorcell him where it is. The
Thyran Whiteoak, Male Human Wiz7: C R 7; SZ M; ''source" o í the c urse is a pebble ac the bottoru of a ponJ in
HD 7d4+14; hp 36; lnir +2; Spd 30 fe.; AC 15; Atk +6 the garden (Area 20). Thyrau knows chac this is a weak
melee ( ld4+ 3, +l dagger, crit 19-20) or +5 ranged ( IJ8, point between tl1is plane and che Abyss and thar 1rcan be
masterwork ligh t c rossbow, crí r 19-20, 80 ft.); SA ~pelis; used cocomacc d1edemon providing che power behind che
A L C E; SV Fo rc +4, Ref +J, Will +6; Str l4, Dex l4, Con c urse. lf the PCs cel.l b im about th is a rea ancl ler h im know
14, lnt 18, Wis 10, C ha 1,. d1at they have cleared che garde n ancl properry aro und 1r
Ski/Is, Alchemy + l4, Concenrrariu n +.12. Knuwledge of the most dangerous crea cures, Thyran mighc dsk go mg
(arcana)+ 14, Knowledge (demoru;) +14,Knowledge (his- to the. pond hlmself. He knows rhat nobody is likely to
cory) + 14, Scry + 14. Spelléraf't + 14. Feats: Brew Potion, stand aside and lec him case rhe spells requirtcd to con tacr
Combar Oming, C raft Magic Arms and Armor, Craft the de mon . lfThyran has a chance ro contacrche demon
W a nd, Craft W ondrou~ ltem, Scribe Scroll. by himself, he and tbe Jemon make an agreement t hat
eliminares che curse (hut for onl y 50 years) and gra nes
Possessiom: Bracers nf annor +2, ring of pror.ecrion +1,
Thyran an impressive amoun t of power. Thyran immedi-
cloak ofresisumce + I, + 1dagger, mascerwork light crossbow,
ately departs the area after this develnpmenc, leaving no
wand of magic missiles (20 c harges; caster level 7).
clue as ro where he is going.
Arcane SpelL~ Per Day; 4/5/4/3/Z.

46
MORRICK MANSl ON
Locacions: There 1s a 50% chance chat Thyran can be Thac disaster makes her very wary of che mansion and
encouncered ar rhe Prancing Unicorn (Area D) at any grounds - and wary of people who have been there. She
ame. lf he ts not found there, chen he is working in the makes ic clear chat anyone emering che grounds is subject
small home he has remed on che outskircs of rown (Area ro wharever curse o.r poison affects ic :md thac the cursed
H). creatures living chere attack anything chey see. lf asked,
Lauren suggescs cht: PCs ask Jasmine Welk or Richard
Summary List ofWhere the Major Arien for more lnfoanaríon.
Midaro Kcie l, Magistrate, Female Human A ri6 : CR 5¡
NPCs are Found SZ M; HD6d8-6: hp 34; lnit +7; SpdJOft.; AC 13: Atk +7
Richard Arien can be found in his home (A rea M) or ar melee ( ld6+ 3, +2 shomward, crlt 19-20); AL LN; SV Forr
che Prancing Unicom (A rea D) in che evenings. + l. Ref +5, Will + lO; Str 13, Dex l 7, Con 9, lnr 16, Wis
Sarah Lyrean is found ar che Temple (Area J) 65%, 16, Cha 18.
Leah Redoak's home (Area N) 10%, che Prancing Uni- Skílls: Appraise + 10, Bluff + 13, Diplomacy + lJ, Dis,
cnm (Area D) 5%, or somewhere in che village helping guise +12, Gather lnformacion +lO, lncimidace + 13,
parishioners 10%. Knowledge (local hiscory) +U, Perfocm +5, Sensc Motive
Leah Redoak is found at her home (Area N) or visiring + 12, Speak Language + 7. Feacs: lmproved lniciarlve, lron
arah ar d,e T ernple (Area J). Will, Leadership, Skill Focus (Gather lnformation).
Aaron R ye can only be found through concact with Possessions: A brass key and special robes chat are a sign
Jasmine Welk (area D). of her office. and a jeweled +2 .shon S\unrd in an ornare
Jasmine Welk is found at the Prancing Unicom (Area leacher sheach.
D) every evening. DescriptionandPersonalíiy: Miriam isa tbin woman with
Thyran Whiteoak is found either ar home (Ami H) long dark hair and deep brown eyes. Her face is flawless in
SO% or ar the Prancing Unicom (Area D) 50%. ns beaury, and her voice capcivates ali chose around her.
Why she was chosen as Magistrate after che disappearance
,¡fber facher is easy rosee, for she dominares any room she
Guards and Political Figures walks inro thmugh shear forceQ( personality. Her friendly,
Thcse NPCs can help direct che PCs to othcr NPCs. calm narure eams her che re~-pect of boch nobles and
They are also che NPCs che character~ are force<l ro deal commoners alike. A reputation for a fa ir, even applicacicin
wirh if chey are caught committing a crime. ¡if che law has solidified her posicion to che point chac fcw
.Laureo Darkbrow, Captain of che G uard, Female reople la cown could imagine anyone else as magistnue .
Human Ftr5: CR 5; SZ M; HD Sd LO+ 10; hp 38: lnir + 1: Knowledge: Miriam has her own suspícions about Lord
~¡xi 20 fr. (in full place); AC 19; Atk + 10 melee (2d6+ 7, Eldoran 'sin volve mene in che curse that fell on tbe Morrick
+J greamvord, ene 19-20) or +5 ninged (ld6, composite family, butshe is unablc to voice chcm due ro herposicion.
shorcbow, crit x:3, 70ft.); ALCG; SV Forr +6, Ref +2, Wlll Lady Eldoran's presence i.n town is also someching she
-,.1, Str 16, Dex IJ , Con 15, lm 11, Wis 12, Cha 8. flnds very suspicious, buc not alcogether unusual if che
Skills: Climb +6, Handle Animal +2, Jump +61 Ríde curse has bcgun to spread. She knows a great deal about
(hlwe) +9. Fears: Mounced Combar, Poinl Blank Shot, Lord Morrick and hís family and knows quite a bit ;ibour
P1>wer Attack, Precise Shot, Weapon Foct1$ (greacsword), Richard Arien as well, but she will noc spend much time
Weapon Speclalízation (greacsword). ca,lkmg to che PCs abour them. Running the village keeps
Possessions: Full place, + 1greatsword,compositeshortbbw, her exrremely busy¡ she is unwilling ro spend agrear deal
20 arrows. of time with the PCs unless tbey are broughr befare heron
charges ofcommicting a crime. If che PCs are mceresred m
Descripcion and Penonalir:y: Laureo is a rather severc, no-
che curse, she direccs them to see Richard Arien.
noru,ense woman who rnkes her job a bit too seriously.
lnfor.mation and Jnteractions: lí the PCs Íind the
Tho11gh the guards and merchants like her enough, not
many people can claim her as a frie.nd. Three matching omate brass key and holy symbol ofKudrak on che body in
scars crail from herrighctempledown her face roend acher Acea 40 (creasure#Z in A rea 40 nf the mansion), chey may
jaw line. Gray screaks run rhrough her black hair, whk h is realize che key marches che one wom around Miriam's
neck. The key is a badge ofoffice; if che PCs cum over the
pulled back into a cighc bun behind her heacl. Many in
mwn point out che facr thar she was not hlred for her key and holy ~ymbol, Miriam informs rhem rhat these
glowing personahty; racher, she was hired ro wield her near ltems belonged to her father and she deeply appreciaces
cheir retum. Evidence ofLord Eldornn's involvemenc in
body-lengch sword on behalf of che townspeople. Though
not overtly friendly, she does srop and speak to people that creacing the curse is noc surprising to her, bucshe says that
Lord Eldoran's death prevencs her from arresting dl1yone
hail her and is willing to discuss che curse with che PCs.
Despite the facc thar her pay comes frorn che nobles and over it. Shedoessay chal familíesdamaged by thecursecan
make c.laims against his estate, poccntially bankru pting
merchants in che area, Lauren has a repucacion as a very fair
Lady Sheila Eldoran, someching chat Miriam would find
arbirracor of disputes.
very pleasing (chough she will nocadmit lc). lf che PC~ are
Knowledge: Sorne ofLauren'sscars were obtained during
caughc robbing anyone in town or i.nvolved in íighcing,
an inir!al foray onto the mansion ground:; immediately
Miriam appl.ies che law evenly no marcer what her rela-
after guests carne fleelng from tbe wedding. Most of che
rionship wich che PCs might he.
guards traveling wich ber died or haJ to be carried out.

47
N PC APPEN D[X
Brent Westlight, Lieutenant of the Guard, Male Hu- lnformatlun: Michad is exrremely fond oíl ord Morrick.
man Ftr3: CR J; SZ M; HD 3d 10+9; hp 34; lnir +5: Spd Lord Morrick helped Míchael srarc h.is business wich a
20 fr. (in full place); AC 21; Alk +7 melee (ld8+2, smal.l loan anJ refused m charge interese when Michael
mascerwork longsword, cric 19-20 ) or+2/+2 ranged (ld6, was finallyable to pay him back. He does his bese ro dispel
composite shortbow, cric x3, 70 fe. ); ALCG; SV Forr +6, any rumor., about Lord Morrick being evil, amibutíng
Re(+ 1, Will +2; Ser 15, Dex 13, Con 16, lnt 10, Wis 12, them to simple jealousy on che pare of other nobles.
Cha 14. Karlugrun D e'Flitlúc, Male Dwarf Exp5 : CR 4; SZ M;
Skills: Climb +4, Handle Ammal +6, Ride (horse) +6. HD5d6+5; hp 2J; lnít+2: SpdJ0fr.; AC L2;Ark +8 mdee
FeatS: lmproveJ lniciative, Poinc Blank Shoc, Precise ( ld8+ 3, masterwork warhammcr, críe x3) or +S ranged
Sho c, Rapid Shot, Weapon Focus (longsword). (ld6, composite shorrbow, cric xJ, 70 fr. ); SA dwarven
Possess/uns: Fu l! plate, large sreel shield, masterwork traits;SQdwarven traics;ALNG;SVFort+Z, Ref+J, Wíll
longsword, composite shortbow, 20 arrows. +4; Ser 16, Dex 14, Con 13, lnt 13, Wis 10, Cha 15.
Description and Personal1ry: Brent is a good-narured, Skills: Appraise +9. Crafr (armorsmiching) +9, Craft
friend ly young man who gecs along well w1th almost (weaponsmiching) +9, Díplomacy + 10, Gad1er lnforma-
everyone in town. Breru's dark hafr, brown eyes, and good tinn + LO, Knuwledge (rare mecals) +8, Professinn
looks acrracc a great <leal of arcencion from mosc of che (blacksmith) +8. Fears: Martial Weapon Proficiency
young women in Grollek's Grove. Lauren usually has (warhammer), Weapon Focus (warhammer).
Brenc cake care of walking the cíty, talking to merchams, Descriprion andPersonality: Karlugron 's gruff, deep voice
and examining the wagon rrains chat cravel through cown often echoes out nf the forge. Short and bro¡id, even for a
while she checks un the oudying guard posts. Brent has r1 dwarf, lcis bald head is marred by a number ofscars crossing
good relationship with the nobles and merchantl> whn rhc copofhisskull. A long hum markexrends uowo his left
keep offices in cown and generaUy trusts their word over cheek, interrupring even his beard. A thick leather apron
d,at of anyone else. and singed eyebrows only highlight his thick anns and
Knuwledge: Brenc has an unforcunate knack for forgec- broad shoulders in a fim1 confimrnrlon ofhisoccuparion as
cing derails. He is an excellenc guard, bue ali bis mental a blacksmith. Children can often be found sitting on
skills are apparenrly focuseJ on chis aspectof his life anJ barreis warcbing him work. A lave for children and long
not ruuch remains for anything else. PCs inquicing about smries has made him a well-known characcer In cown.
the curse<l mansion are scnr on co Lauren or direcced ro Called ''Gronnie" by d1e children in cown, he has a gruff
Richard Arien. Most ofrhe infonnation Bremprovideson yet friendly nature.
Lord Morrick is wrong, as ir h~1s been gi.ven co him by Lord lnformadon ancl Traae: Karlugron rn.ak.es and se lis weap-
Morrick's competitors, many of whom are glad he is out of ons and metal armar ofali cypes up to masterwock qualicy.
the ptcture. Hesell~ items at 150% of their normal crade value because
the constant rraffic through town crea tes a sready demand.
OtherNPCs Always happy to talle abour evenrs, he is a source ofa great
deal oí informatioo and can provide the PCs witb a
The following lisr includesshopkeepersanJ orher NPQ¡ number of items fmm the rumor list.
with whom che party mighr interacc. Severa! NPCs in- Side Quesrs and Hooks: Despire his skill, Karlugron has
elude a small subsection tirled ''Side Qut:Sts and Hooks," never had t.he opportunity cu work with míchril or
which coma ins suggestions for possible síde quests or adamancice. lf che PCs obcain these metals for him, he is
characrer hooks the DM can use to enrice che PCs inco willing ro conscrucr masrerwork arma r or weapons with ir
further advencures. ar half d1e nonnal price. Karlugron has a younger brod1er
Michael Bratb, Male Human Exp3: CR 2; SZ M; HD who d isappeared wi tb a group ofadvencu rers search ing for
3d6; hp 12; lnic + 2;Spd 30 fr.; AC 12; Atk + 1 melec( lcl6- i,omeone named "Abysthor'' and will reward anyone who
1, sharpened leacherpunch); AL NO; SV Fort+0, Ref+J, can provide him with information conceming his brocher's
Will +4; Ser 9 1 Dex 14, Con 9, lnt 12, Wis 1.2, Cha 12. whereaboucs.
Ski~: Appraise +7, Craft (anuorsmlthing) +7, Craft Furnk Mistwright, Male Gnome Exp4: CR3;SZS; HD
(leailierworking) +7, Diplomacy +7, Knowle<lge (local 4d6+ 12; hp 26; lnic +3; Spd 20ft.;AC l4; +3 melee (ld4,
history) +7, Pmfession (rarm er) +7, Sense Motive +7. dagger, crit 19-20); SA gnome trnits; SQ low-light vision,
FecttS; Dodge, Greac Fortirude, Toughness. gnome traics; AL NO; SV Forc +6. Reí +4. WiU +4; Ser 10,
Description dnd Personality: Michael believes in being a Dex 16, Con 16. lnr 16, W is 10, Cha 9.
walking advertisement for his work. Leather clorhing Skills: Appraise + JO, Craft (jewelsmithing) + JO, Forg~
hangs from his call, thin frame likea lose blankec. Penetrat- ery +10, Knowledge (gems) + 1O, Knowlcdge (locallctstory)
ing dark eyes and slciny black haír high Iigh r h is J eep brown +1O, Knowledge ( rnre merals) + l O. Profession (gem cut-
skin and give h.irn an aura ofscrength and calm. Michael is rer) +7, Sense Motive +7. Feacs: Greac Fortitude, Run.
known as a kin<l, gemleman who tends co tease himsdfas Descriprion and Personaliry; ThL~ gray-ha1red gnome'
often as he ceases othecs. Wbile many children enjoy ruddy complexion and jolly narure ma ke him very popular
seeing work such as his, few can tolerare the smeU long in rown. Fumk always wears a th1ck leacher apron covered
enough co scay and wacch for long. He we.lcomes ali wld1 pockets of various shapes and Siles. While working,
cuscomers and is happy ro talk ahout his work as well as any Fumk is deeply focused and generally does □or like inrer-
ocher copie that is broughr up. niptions. Oucsideofworkor when negotiad.ng rransacttons,

48
MORRICK MANSlON
Fumk is humble, sensicive. and has an excellent sense of seen again. lf che PO, ask him any quescions abour Lht:
humor. Unforrunately, he is very opinionated, and nis curse or Lord Eldoran, Brandarb does his bese to steer
prices are known to change based on whecher or not he suspicion roward Lord Eldoran and his niece Sheila Eldoran.
ükes someone. His incredible skill and k:nowledge, how- Obviously, BranJarb provides his information in an indi-
ever, cause sorne merchaocs and nobles m rravel ouc of recr fashion and in no way reveals his real reasons for
their way to commission works from him. suspecring Lord E!Joran. lf a PC is a member of a nearby
lnformacion and l nr.eracdons: As a purveyor of high- rb.ieves' guild ami seems trustworchy, BranJarh will com-
priced jewelry, Fumk deals with mosc of the nobles and municare the reasons for hissuspicions Lo thar PC privacely.
mt:rchams passing d1rough Grol lek'sGrow. Anyonespend- Brandarb sells his goods at foir prices and always seems a ble
Ul~ money In his store is a good person; the more money to find whac people are lnoking for. Brandarb also buys
they spend, che becter chey are. Boch Lord M on-ick and mteresting iremsac severely discounted rates, always cla1m-
LorJ Eldoran are on his lisc oi''wonderful'' people because 1.ng they are ''for a friend" or thar he knows someone who
1-och spent a greac deal of money on his jewelry over the mighr be interesred in purchasing a particular item.
,-ears. Nobody In Lord Beval's famüy ever purchased any- Side Quescs and Hnoks: Brandarb nas received old crea-
thmg trom him, S() in his mind che curse was eicher caused ~ure maps as paymenr for sorne ''bad debes" and wouJd be
_pecifically by Lord Beval's family or d1rected ar them. In happy ei cher to se II them or trade c.hem for ha Ifof whate ver
.my case, ic ís Lord Beval's faulc and Furnk cannot be tb.e PCs might discover. Brandarb could also ask the PCs
c.:mvmced ocherwise. ro deliversecrecly sorne irems to aguild leader in a discanc
S,de Quests and Hooks: Fumk sene nis hrocher Brinkle rown or city, witb or wichouc them knowing chey are
w1rh everal trusted guards to visir Gilean Vd (from che working for d1e rhieves' guild.
,Jvenrure Wbat E vil Lurks, published by N ecromancer Lorach Quill, Male HaJfling Brd2: CR 2; SZ S; HD
Games), and he has no idea whar has happencd ro Brinkle 2d6+ 2; hp 9; Lnit + l; Spd 20 ft.; AC 12; Ack +4 melee
,r che chesr wich 10,000 gp wonh of gems he was carrymg. ( ld4+2, dagger, crit 19-20)¡ SA halfling erales; SQhalfling
Fumk offcr.. a 20% finder's fee as a reward for finding che rraits, bardic music (2/day), bardic knowledge¡ AL NG;
.1.'C'ms and derermining what nappened ro Brinkle. SV Forr +2, Ref +5, W ill +J; Str 14. Dex 12, Con L2, lnt
Brandacb Quill, Male Halfüng Rog9: CR 9: SZ S; HD l3, Wis 9, Cha 15.
9d6+9; hp 54; lnlr +8: Spd 20 fr.; AC 16 (or AC 21 with Skills: Appraise +6, Gather Lnformation +7, Hide +6,
--r1 srndded learher); Atk + 10/+5 melee ( l d6+2, +2 shorc Mcwe SiJently +6, Perform +7. Feats: Point Blank Shot.
51.tord, crir 19-20) or +11/+6 ranged (Jd6, composite Arcane S/1ells Known (Casi Per Day; 3/!): 0-daze,
shonbow, crit x3, r70 fr.); SA halfüng trairs, sneak atrack detect magic , mage hanJ, mending, open/close; lsr-
t+5d6); SQ halfling rraits, evasion, uncanny dodge (Dex alann, idenrify.
bonus to AC, can't be Aanked); AL N: SV Fort +S, Ref Description and Personaliry: Lorach is a íoyful, chari.s -
+ 11. Will +5:Scr 11, Dex 19, Con L2, Lnc 14, Wis 13, Cha matic halfling who is constantly performlng. H is smile
u stretches ro his beautiful emerald green eyes even ln che
Skills: Appralse + 14, Balance + 16, Diplomacy + l 3. busiest moments, and h is good cheer i~ infecuous. Life as
D1sable Device + 14, Disguise + 13, Gather lnformation a cavem owner has mcreased his girth quice a bit, so he 1$
-U, Hide +17, Move Silenrly +18, Open Lock +16. notas fase as he used to he, bue Lnrach scill rnoves through
Search + 14. Feats: Dodge, lmproved lniciative, Point crowds wich unusual grace. Dunng business hours, his light
Blank Shot, Weapon Focus (shortsword) . brown hair 1s usually marced tighr againsc h1s skuU by
Possessions: +2 srndded leaiher, +2 sh<m sword, ring of sweat, and beads of perspiration cling ro hls face.
proreccion +2. lnforrnarion and lnteractioTL~: Lorath does his bese to keep
Descripa.on and Personality: By ali appearances, Brandarb conversations in his ravem on nappy subjecrs, at least che
as a ¡ovial merchant whose goal in Life is to please his loud convcrsations that pass from rabie co table. Loud
customers. His boyish face and small size conceal his discussions oí che curse are met with a cheerful, "Now,
uncanny grace and sharp mind. Brandarb uses his charm now, ler's nor be ralking aboutsuch darkness m me place."
and handsome looks ro put people ar ease; he is remarkably The ideaofthecurse rnakesbim very uncomfortable. lf che
well known in cown and almost universaUy li.ked. Thc PCs ask him about ir during a quier moment, he says,
~horr sword be always carries sheathed ar his side is "Curses berween nobles is nobles' business." H e tells rbe
considered an affecrarion - everyone would expect PCs tha[}asmine Welk and Richard Arien are people ro
Brandarb to scream for che guards at any sign someone was talk to if rhey are interesred in hisrory and politics ancl rhat
o-ving to rob him. Nobodyoua;ide che rbicves' guild knows Sarah Lyrean is che person to ralk ro about curses.
char Brandarb is the Guildmaster, and while his brother Jacob Rain, Male Human 'Exp3 : CR 2; SZ M; HD
L1rath knows Brandarb isa chie(, noteven hesuspeccs the 3d6+3; hp 14: lnit +!; Spd 30 ft.: AC LL; Atk +2 mclee
rull extenc ofBrandarb's power. Anybo<ly who deals wich (ld4, dagger, crir L9-20) or +4 ranged (ld8, composite
rhe guild goes through inrermediaries, never meeting e.he longbow, crir x3, 110 fe.); AL NG; SY Fort +2, Ref +2,
true boss and chus giving Braodarb complete anony1nity. Will +4: Ser lO, Dex 12, Con 13, Im 14, Wis 10, Cha 12.
lnfarmarion and Trade: Brandarb is relarively certain Skill.s: Appraise -1'8, Bluff +7, Craft (bowmaking) +8,
LorJ Eldoran had somerhing ro do wich che curse. Lord Craft (carpentry) +8, Oiplomacy +7, Gacher lnformacion
f.lJoran hired a c.hieffor a "special project" on rht: nigh cof + 7, Knowledge (local hiscory) +8, Profession (bowyer/
rh~ wedding. That rhief. a member of the J?uild, was ne.ver

49
NPC APPENDlX
ílercher) +6, Sense Motive +6. Feacs; En<lurance, Poinr enrers the cursed propcrcy with horses or other animals
Blank Shoc, Precise Shor. along wich chem. He believes risklng one's own life is fine,
Description and Personality: Jacnh's extraordinary height but "mistreating" anima Is by nct giving chem a choice is
only serves ro accencuare his gaunt, thin frame. Shon improper. Martin's skill asan animal crainer leads to h i.s
blond hair thrusts out ofh1s skull like sharp bristles, aclcling horses being more scable and calm in a crisis, providing a
to his skeletal appearance. Coa! black eyes sunk into cleep +2 circumscance bonus ro Ride (horse) checks when chey
eye sockets enhance h is gaunt appearance. Nchough h 1s are requireJ.
appearance does cend ro frighten small children, Jacob is SideQuesrsand Hooks: Man:in would love che chance to
well-likecl. A friendl y smile anda soft, pleasant voice help crain scrange, even magical beastsand is willing to pay for
overcome his awkward appearance. Despite his friendly, the young of a variecy of different crearures.
oucgoing n arure, Jacob has a hard time trusting people. C ulpec Z' kiel, Male Human Adp8: CR 7; SZ M; HD
Un forrunace business deals have kepr him rather poor 8d6+ 16; hp 49; lnit +O; Spd 30 ft.; AC LO; Atk +6 melee
<lespire his woodworking skill. He has apoornpinion ofall ( Jd4+2, +/ dagger, cric 19-20); SA spells; ALCG; SV Fon
nobles and merchanrs bue crear.s rhem civllly because he +4, Ref +2. Will + LO; Srr 12, Dex 10, Con 14, lnr l6, Wis
needs rheir business. Beforesrartingon anyspecial proíects, 16, Cha 10.
he generally demands half of his final fee up from. Ski/Is: Alchemy + 14, Concenrrarion + 13, Diplomacy
lriformarion: Jacob had sorne bad dealings wirh Lord +l l , Heal + 14, Knowledge (herbsand planes)+ 14, Profcs-
Morrick. Jacob needeu special wood and Lord Morrick sion (herbalist) + 14. Feats: Alenness, Brew Pocion, Comba e
demanded a rather high price for it, ami now all of]acob's Casting, C raft Wand.
comments abour Lord Morrick are tainced by chis evenc. Ad.epi Spells Per Day: 3/4/3/1. Choose spells from che
SideQuesrs and Hooks: Jacob desperarely wanrs to creare adept list in C hapcer 2 of rhe DMG.
bows char will enhance his repucacion and business. He Description and Personality; Culpec moved to G ro llek's
believes he can make exrremely h igh qualicy composicc Grove several years ago to pursuc his pocion-brewing
longbows using thigh bones from a Largc or bigger dragan. crade. He has done a very good job fitting in with rhe resc
No c~mly would he pny well, but if che PCs cari provide him of rhe village's people by offering discouncs on pocions to
with rhe proper materials, he is also willing to conscructa hard-working residenr.s (though not nobles m merchants)
mascerwork mighcy composice longbow (up ro Ser 2 L) for and making certain to visit the Waving Hand ar leasr one
half its normal price. nighr a week. His excremely pale skin, yellow eyes. and
Martín Wbitebrand, Male Human Exp5 : CR 4; SZ M; brighcly colored robes make him stand out in a rown where
HD 5d6+ 10; hp 26; Tnir +2; Spd 30 fe.; AC 12; +3 melce most residents have Light brmvn skin and light colorcd
( lu4,dagger,cric I9-20); ALNG; SY Port+4, Ref+3, Will hair, but his fea cures are rachee plain and non-dcscripr. His
+4; Ser LO, Dex 15, Con 12, lnt 13, Wis 10, Cha 14. sofr voice and calm demeanor make him fade lnto che
Skills: A ni mal Empachy + 1O, Bluff + 1O, Diplomacy + LO, background cven more; only his brightly scriped robes
Handle Animal+ 10, Knowledge (animals) +9, Profession distinguish him in a crowd.
(animal crainer) +12, Ride (horse) +10, Wildemess Lore lnfonnation and Trade: C ulpec trades in potions and has
+8. Feacs: G rearFonicuJe, Skill Focus (Profession !animal done so for years. The curse has creared a panlc chac has
crainer.1), T rack. driven an ever increasing demand for potions. C ulpec had
Descri/nion and Personalhy: Martin is a rnll, thin-framed nothing codo with ch.e curse, nor does he know anything
man with soft, puffy cheeks and pale blue eyes. Though abouc it, bue he has experienced a hias against foreigners in
quite friendly. Martín is for more adepc with anima Is than che pase. C ulpec is afraid chat town residen es mighc cargec
witb people and can somerimes come off as being racher him for blame ifpanic over che curse continues. lf C ulpec
abrupt. Marcin often smells like thc animals he cends, isconvinced chatthe PCsare cruly acting toend che curse,
which, wh.ile fine with che animals, usually causes people he is willing to sell his pocions ar a l0% discounc from the
ro give him a wide berth. normal prices lisced ln rhe DMG.
lnfonnation: Marcin refuses ro spread rumors, and ali of Side QuestS and Hooks: As a foreign..:r, Culpec can.
his infonnarion on the curse is second hand. An adven- potencially be used to provide informar ion leading che PCs
rurer who tried to explore rhe mansion arrived back in to cravel to far-off \ands. C loser to home, Culpec might
rown wich a cursed horse chat Marrin was unable to calm require specíal herbs for his remove curse pocions thar can
and evencually had to ki li. Martin frowns on anyone who only be founu in some nearby, troll-infe red hills.

50
Monster Appendix
Random Encounters Skills: Balance +4, Climb +7, Jump +5, Listen + 1, Spot
+l, Swim +4. Fears: Blincl-Fighr, Endurance, Toughncss.
Ali creacures tletailed ln this Sectinn are cursed. H alfling, Rog2: CR 2; SZ S: HD 2<l6; hp 8; lnit +6; Spd
Alligator: CR 4; SZ H Animal (Aquatic}; HD 7d8+ 28; 20 ft.; AC 16; Atk +I melce( ld4,dagger,cnr 19-20) or+4
hp 59; lnir + l; Spd 20 ft., swim .30 ft.; AC 16; Atk + 11 ranged (ld4, daggcr, cric l9-20, 10 ft.); SA curse, sneak
mdee (2d8+12, bite) or +ll melee (1dl2+12, raíl slap); attack ( + ld6);SQcurse. evasion; ALCN; SVFort + l, Ref
Face/Reach. 10 ft. x 20 fr./10 ft.; SA curse, ímproved grab; +6. Will +J; Ser 10, Dex 15, Con LO, lnr 14, Wis 11 , Cha
SQcurse;AL N;SV Fon: +9, Ref +6, WiU +3;Str27, Dex 12.
IZ, Con 19, lnc 1, Wis 12, Cha 2. Skills, Bluff+6, Climb +6, Disable Oevice +8, Hide +6,
Skills: Hide +0*, Listen +5, Spor +S. *A gianrall i,garor lntimidace +6. Listen +6. Move Silendy +4, Search +8.
gains , 1 +12 racial bonus ro Hide checks when submerged. Spot +6, Swim +3. Feats: lmproved lnitiative.
Badger: CR 2: S2. M Animal: HD 3d8+ 12; hp 25; lnir Leopard: CR 2; SZ M Anunal; HD 1d8+6; hp 19; lnit
+J; Spd 30 fr., burrow IOfr.; AC 16; Atk +4 me lee (ld4+2 +4; Spd 40 ft., climb 20 ft.; AC 15; Ark +6 melee ( ld6+3,
[xl], claws) and . J melee ( ld6+ 1, bite); SA curse, rage; SQ bite) and + 1 melee ( ldJ+ 1 [x2], claws)¡ SA curse, pounce,
curse, scent; AL N; SV Fort +7, Ref +6, Will +4; Ser 14, improved grnb, rake (ld3+4); SQ curse. scenc; AL N; SV
Dex 17, Con 19, lnt 2. Wis 12, Cha 10. Forr+S,Ref +7, Will +2;Scr16, Dcx 19,Con 15,Jnr2, Wis
Skills: Listen +6, Spot +6. 12, Cha 6.
Boar: CR 4; SZ L Animal; HD 7d8+21; hpj2; lnit +O; Skills: Balance +12, Climb +ll, Hide +9, Listen +6,
Spd 40 ft.; AC IS; Ark + 12 melee (ld8+ 12, bire); Face/ Move Silenrly +9, Spot +6. Feats: Weapon Finesse (bite,
Reach S ft. x lOft./5 ft.; SAcrnse, ícroc1ty; SQcu.rse, sceoc; claw).
AL N; SV Forr +8, Ref +5, Will +6; Srr 27, Dex LO, Con Monk, Human Mnk2: CR 2; SZ M; HD 2d8+ 2; hp 14;
J7. lm 2, Wis 13, Cha 8. lnil +1; Spd 30 fr,; AC 15; Atlc + 1 melce (ld6, w1.armcd
Ski/Is: Listen +9, Spor +8. srrikc); SA curse, stunnlng ,ltrack; SQ curse, evasion; Al
Bugbear: CR 2; SZM (Goblinoid); HD.3d8+3; hp 16; N; SV Fort +4, Ref +5, Will +6; Srr 10, Dex 14, Con 13.
Lnit +l; Spd JO fr.; AC 17; Atk +4 melee (ld8+2, lnt U, Wis J 7, Cha 7.
mommgSt~r) or +4 melee ( ld4+2, claw) or +3 ranged Skills: Climb +5, H1de +7, L1sren +IO, Move Silenrly
( ld6+2,javeÜn,30fr.);SAcurse;SQcurse, darkvis,on (60 + 7, Spor +5, Swim +7. Fcars: A lermess, Deflect Arrows,
~.);ALCE; SV Forr + 2, Ref +4, Will + 1; Ser 15, Dex 12, Lmproved Unarmcd Srrike, Stunnmg Fisr.
Con 13, Lnt LO, Wis 10, 01a 9. Raven: CR 1/6;SZ T Animal; HD l/4d8; hp I; lnit+2;
Skills: Climb +3, Hide +2, Listen +3, Move Silemly +6, Spd 10 ft., fl y 40 ft. (average): AC 15; Ack +4 melee ( 1J2.
Spoc +3. Feacs: Alcrmcss. S [x2],claws)¡ Face/Reach 2 1/2 fr. x 2 1/2 ft./0fr.;SA curse;
Eagle: CR 1/2; SZ S Animal; HD ld8+ l; S hp; lnit +2; SQ curse; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex
Spd 10 fr., fly 80 ft. (average); AC 14; Atk +3 melee ( Id} 15, Con 10, lnr 2, Wis 14, Cha 6.
[x2], claws) and -2 melec ( ld4, bite); SA curse; SQ curse; Skills: Listen +6,Spor+6. Feats: Weapon Finesse (claw~).
ALN; SV Fort +3, Ref +4, Will +2; Srr IO, Dex 15, Con Rogue, Human Rog2: CR 2; SZ M: HD 2d6+ 2; hp 11;
12. Im 2, Wis 14, Cha 6. Init+2; Spd 30ft.; AC 16; Atk+2 melee (IJ4+1,dagger,
Skills: Listen +6, Spot +6. Feacs: Weapon Finesse (bite. crir 19-20) or +3 rangcd ( 1d4+ 1, Jagger, crit 19-20, 10ft. );
claw). SA curse, sneak artack (+ ld6); SQcurse,evasion¡ ALCN;
Fighter, Human Ftr2: CR 2; SZM; HD2dl0+4; hp 20; SV Forr +l, Re.f +7, Will + I; Ser 12. Dex IS, Con I J, lnr
lrn r +O; SpdJ0 ft.; A C 15; Atk +S melee ( ld8+3, longsword, 12, Wis 13, Cba IO.
crir 19-20); SA curse¡ SQcurse; ALCN; SV Fort +5, Ref Skills: Cümb +6, Disable Device +6, Forgery +6, Hide
•O, Will +2;Srr 17, Dex 10,Con 14, lnr 12, Wis l4,Cha +6. Intuir Direcrion +6, Listen +6, Move Silencly +6,
10. Search +6, Spot +6, Use Magic Device +4. Fears: Enclur•
Skills: Climb +8, Hide +2,Jump +8, Listen +2, Spor +2, tmce, Lightning Reflexes.
Swun +8. Fears: Alermess, Bl ind-Fight, Weapon Focus Servant: CR 1; SZM: HD ld8+6: hp 12:lnit+2; Spd 30
(greataxe), Weapon Focus (longsword). fr.; AC 16; Atk +3 melee (ld6+2, club}; SA curse; SQ
GiantBat: CR 2;SZ LAnimal; HD4d8+12; hp30; lnit curse; ALN; SV Fort +S, Ref +2, Will + I; Str IS, Dex 14,
+6; Spd 20 ft., fly 40 fr. (good); AC 20; Ack +5 melee Con 16, !nt 5, Wi~ 13, Cha 6.
( 1d8+4, bite); Face/Reach 1Ofr. x 5 fc./5 fr.; SA curse, SQ Skills: Balance -t4, Hide +2, Jump +3, Listen+ 1, Move
curse, blindsighr; AL N; SV Fort+ 7, Reí+ JO, Will +6;Str Silendy + 2, Spot + 1, Swim +4. Fears: Dodge, T oughness.
17, Dex 22, Con 17, lnr 2, Wis 14, Cha 6. Weasel: CR 2: SZ S Animal; HD 3d8; hp 13; lnlr +4;
Skills: Listen + 11, Move Silenrly + 11, Spot + 11. Spd 40 ft.; AC 16; Atk +6 melee ( ld6+ 3, bice); SA curse,
Guest: CR 2; SZ M; HD 3J8+9; hp 18; lnit + 1; Spd 30 arcach, blood drain; SQ curse, scenr; AL N; SV Fort + 3,
fr.; AC 14; Ack +6 melee (1d6+3, club); SA curse; SQ Ref+7, WiU +4;Str 14, Dex 19,Con JO, lnt2, W,s 13,Cha
curse; AL N; SV Forc +5, Ref + 1, WiU +O; Ser l 7, Dex 11, 11.
Con 14, lnt 5, Wis 8, Cha 8. Skills: Hide +9, Move Silendy +10, Spm+S. Feacs:
Weapnn Finesse (bite).

51
MONSTER APPENDfX

NewCreatures Combat
A dcrnon misr moves slmvly roward írs vicrirn without
shnwíng its nature umil ir is almost on top of its rnrget.
DemonMist Those who have encounrerecl such creauues befare re-
Sma11 Aberration ceive a +4 bonu~ to rheir Spoc check to notice an
Hit Dice: 2d8+2 ( 11 hp) approaching Jemon m1st. Every succesi;ful :mack stand~ a
lnitiative: +2 (Dcx) chanceofcausing insanícy chrough thedemon misr'schaos
couch abillry. Demon m1sts do their best to alternare cheir
Speed: Fly 30 ft.. (average)
,tttack~ arnong various targecs, seeking to cause ínsan iry in
AC: 16(+1 si1e,+2Dcx,+3nacurnl)
as many rargets as possible. Dernon mises are immuoe to
Attacks: Tendril +2 rnelee fear: chcy are crearions of chaos that can be recreated over
Damage: TendriJ LJ4 plus cha0s cnuch and over again by che demons who rnade thcm and so h.ave
Face/Reach: 5 fr. by 5 ft./5 ft. no fear of deach or desrruccion.
Special Attacks: Chaos coucb Chaos Touch (Ex): Every rime a victim is srruck by a
Special Qualities: Jncorporeal, immune to fear, darkvision demon mtst, be rnust succeed ata W ill save (DC 12) or go
60 ft. ternporaril y insanc. Chaotic evil creatures and cbaracters
Saves: Forr + l, Ret +2, WUI +6 recewe a +5 bonus to their Will save agaínsr chis effect. If
Abillties: Srr 11, Dex 15,Con l3, lnr 15,Wis 18, a viccim goes insane, rol! ld6 ro Jer.ermine their next
Cha 12 acrion,
Ski lis: Hide +5*, Listen +lO, Move Silenrly 1. Run away m fear.
+6, Search +7, Spoc + 10 2. Stop l1ghting anJ begm urcecing nonsem;e sounds.
feat: Alermess 3-4. T um and attack the nearest creature.
C limatefferrain: Any (usually near a source of warer) 5. Drop al! weapons and jump up and down screaming.
Organization: Solitary or group (2-5) 6. Continue as befare, bue roll again next round.
T reas ure: None The insaniry passes afrer I d4 hours or when a remove
C hallenge Rating: 2. iear spelJ is case 011 che victirn.
Alignment: Always chaotic evil lncorporeal: Can be harmed only by other incorporeal
creatures, + 1 or better magíc weapons, or magic, with ::i
Advancement: 3-6 HD (Small); 7-10 HD (Medium-
50% chon.c,; to ignore any cl::image from a corporeal source.
stze)
Can pass through solidobjectsat will, and own auacks pass
A Jemon misL is an incomplece manifestation of a rh.rougb armar. Always moves silenrly.
demon on the Material Planc. More oía weak i~' con crolleJ
Skílls: *At night, in low light, or in foggy conditions, a
force of e.haos chan a real creanire, a J emon misr spreads
demon mist receives a+ JO racial honus ro ics 1-!ide checks.
fear and madness through its very touch. Thc creature
appears ro beasrnallshaftof misrfloatingabove thegro1111d
wich no real discemmg features. Itextrudes chin tendrils of
mise char ir uses roattack
its victiros, w1rb each
toucb of a rcndri.l poten•
tially causing insaniry.
The translucem vapor
that makes up its form is
rather resisranc to dam-
age bucean be dissipaced
if enough damage is
dealt.
Demon mises gener•
ally arise in areas where
rhere is a weak p<.lint be-
rween che Ahyssaml the
Material Plane. Dernons
use :my weakness they
can ro iníluence the
world with cheirparcicu-
lar form oí chaos anJ ev11.
The mises have no abil-
i ty to feed on their
vicnrns and usually pre-
fer to leave them
screaming w1th madness
rather rhan to kili rhern.

52
MORRICI<. MANSION

Eldoran 1sBlood Bush chey are difficull ro collect safely, most of them bemg
damagcJ Juring che plant's artac.ks.
S mall Plan!
Hil Dice: 6d8+ 10 (57 hp)
Combat
Lnitiative: +O
Eldúnm's blood bush~ are simply planr~ chac havc a
S peed: o fr. di ffcrcn r wa y ofsprcad ing che ir seeds anJ J efenJ ing chem-
AC: 18 (+ 1 size, + 7 natural) ~el ve~. Each bu~h can attack wirh 4 whip-like branches per
Attacks: 4 whips +6 melee round ar anyching wichin a few fee1 of ir, but 1ts mosr
Damage: Wh1p ld2+2 (4 br:mchcs) dangerou~ acrack is its conscanr firing of flower- ·haped
Face/Reach: 5 fe. X 5 ft./2 1/2 ft. darrs JI cargers in nll dirccrinns. The hush has a fnrm oí
peciaJ Attacks: Flowcr Jarr bliodsighr rhar is depcndcnr on vibration and sound. les
pecial Qualilies: Plant, blinds1ghc, irnmune m electric- blinds1ghl ,~ only goocl for a range ofabour 15 feer from che
1ty, cold an<l firc rcsistancc 20 bush, hut is e.xrrcmcly accurare msidc rhat range. Loud
sounds and hcavy v1bration~ effectively blmd ir.
' aves: Forr +9, Re(+ 1, Will + 1
Flower Oart(Ex): lnsreaJofusing itbwhip-likebmnd1es,
Abilities: Ser 15, Dex 10, Con 20, lnt - , Wis 12,
an EIJorao's bloo<l bush can launch 6 flower darts cach
Cha 8
mund ( +5 rangcd mrack, 5-fr. mnge mcremenr) unril ir
C limate/Terrain: An)
runs out of flnwers. Each plant ha~ 6d6+ 15 (average 36)
Organizatio n: Solttary or cluster (2-·0 Rowcr dares to f,rc and can replace che ffowers w1chm 24
Challenge Rating: 4 hours. These flowers are spccmlly dcs1gncd seed po<ls. A
T reasure: Non e successful hit deal.s ld2 pomtsnfdamagc and injectb a seed
Alignment: Neutral mro rhe rarget. Thc targer nee<ls to spen<l a round pulling
Advanceme nt: 7-l l HD(Medium-size);J2-18HD(lart,c) rhe sceJ free or suffcr 1rs effecrs. One round after injection,
rhe sccd germina tes, reh::asmg powerful fear-inducing eo-
Thb mura1cJ blood bu~h is a con~mnr reminder t'f rhc
horrihlecursc Lonl Eldoran visited upon dot1Jhin~ charforce che victim to makea Willsave (DC I5)
h1 ncighbm. lts normal brocher ro avo,d runmng away from the area. Three
was nameJ for i ts bloo<l-recl rounds afrer injccrion, thc ¡?erminaung seed
ílower aml che chorny, releases a ¡,olscm thar pamlyzes che vlctlm
hk,oJ-red i;eeJ rods cha e (Fort DC 16 ro avoid che cffccts); 5
anyching pasMng by rounds after injecc1on, che gcnni-
haJ to pick from its eJmpgsccd's rapídgrowrh begíns ro
clorhmg or kin. damage the v1cti111 ata rare of 1 hit
Whde che mu- • poinrperround.Germinanngseeds
catcd bush ~ can be cur out of the v1cti.m w1rhin
rctains che "':<r... r?~ rhe first 5 rounds; afrer chat time,
<lt!cp green ' n ~ ? only magically curing the amount
leaves ami ~ v,_.~..... ,~ of damage done br che growing
deep red flow- . ~ seed smps t he ~eed's growth. Af-
crs, ir is far more · ~ ter sropping the growch of the
,ini~ter and dan- ~eeJ, a removc disease pdl is
gerous. Known as requircd ro eliminare ali mices
"EIJorao's Grave of i1 .
Markcrs" in ·orne Plant: l mmune ro poison,
places, che bush act1vely sleep, paralysis, srunnmg, criti-
launches icsseed podsatcrea- ca! hir~. and mind-influencing
turcs tharpass by it. Each planr i;:Jfeccs.
can nnly be grown from a secd Blindsight (Ex): An Eldoran's
thar has germmared inS1tle che blood bush uses vibnmon and '>Ound
warm body of ~, Smal l nr larger ro loca te targers. lt Íbeffectivcly blind
animal. Rools from d1e germi- beyonJ a range of 15 feer, hut it b
naring seed kill the host aod use considcreJ to have perfect vblon
che nurriem~ providcd to grow uoder all light cond1rions wichm
rapiJ ly lnro a Jeadly plam. le has chat range. Loud sounds or vibra-
many branches and almo~r com- rions effecrivel\' hl ind an Eldnran's
plete resistance ro firc, making it blood bu h .
very Jifficulr to kill. lmmunities (Ex): The blooJ
A number ot nobles now use bush b lmmunc to all electrical
chis horrid plant to creare hedges Jamage.
around che ir propercy because they Resis tances ( Ex) : The
are a rowerful deterremfor chieves. Eldonm's blood bush ha~ coltl and
Sced pods rrade for 20 gp each as fire res1stancc 20.

53
Magic hems Appendix
Thc PCs have che oppurtun iry tn gain these3 new magic Rokon'sAmulet
itcms Juring their aJvemure.
This gorgeous gold amulet is attached to a rhick gold
cham. The amuler icselí 1s shaped like an intricare rune
Argrim's Ring that bendsand rwists 111 on 1cself. Shimme ring anJglowing
Argr1m's ring is a simple gold wedding band mscrlbeJ when cxposed to the light, che amulet clearly possesses a
w1th st:r-ange nmes inrerrwined wtth symhols represenring great deal of power. Rokon, whoever he was, cngraveJ his
che sun god. Yorith Reslish, an exrremdy powerful cleric, name on che amul et e ither to mark lt as his creatio n or m
foshioned che ring for Argrirn after Argrim rescued Yo rith mak~ .:ertain everyone knew ro who m it belonged. The
during one of his many adventures. Whe n Yo rith prc- amule t has been a rounJ for cenruries, irs origina l owncr
scn ted the rin¡! to Argrim, he cold him it w11ulJ help and crearor lose m time. lrs c reation is a myscery, hut its
protccc him from harm. Anyone wearing che ring receives power remains rathe r impressive. Spellcasters wearing che
complete immunity m a li c urse~ and curse-relaced effccrs amuler find theycan case 2 addit1onai l sr-level spellseach
a~ well as a + l bonu~ ,m ali saving th rows. day. The add itional spells are calculaced after any ocher
Caster Leve!: 20th: Prerequisites: Forge excra spells per day from orher
Ring, miracle, remt1ve c urse. Market rmgs o r magical 1tems (such as
Price: 15,000 gp. a ring of wizardry) are takcn
into accoun r. Thi& amuler
wmks for ali classes wi rh spe11-
Leah'sv\-bod casring abilities.
Amulets Caster Level: U nknown: Pre-
These strange wood amulets requisiies: Unknown. Market
are keyed spccific.-1lly m rhe curse P1ice: [5,000 gp.
on Lord Morrick's ma nsion anJ
grounds. Anyone wearing an amuler
made tro m curseJ wood found on che
grmtncls ami blessed in a spedfic
ritual can resise che curse withouc
bemg forced to makea saving throw.
Unfommaccly, thcamulecs lose che ir
power over time. Each a mulet srarcs
wirh 40 charges. After resisting che
cur~e 40 rimes, an amulet loses its power
and begíns a rapiJ decay. Normally, che
efforc and expense of creaúng such a n
ite m would give ir greac value. The amu-
lecsare far lcss valuable than usrn1l, however,
simply due co their focus on c,ne particulAr
curse.
Caster Leve/: 9th; Prerequisites: C reare
Wondrous lcem, remove curse.
Market Price: l.000 gp.

54
Gto llek's Gtove
anq Suttounqing Atea ',, 1, f- , \ 1,/
~\ 1,

-
,
,, ' ,
-
- ' ' i.,""
~, ,'
''11'" .-,
'\ 1 ' ' , 1 , ,... -
~

' 1 , .,
\ ~
......

Mo n-ick M;¡nsion
;¡nq gtounqs

• Grolleck's Grove

otch<ltds
o 4 8
1 1 1
sale tn mtles
IS BN 1 -588 4 6-097-5
ww 8378 $13.95 u.s.
5 139 5

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