NAEI6-01
The Temple Below
A one-Round D&D LIVING GREYHAWK®
Principality of Naerie Regional Intro Adventure
Version 1.2
Round 1
By Sampo Haarlaa
Circle Reviewer: Pieter Sleijpen
Triad Reviewer: Paul Bendall
An easy job takes you to Eragern where an old grizzled soldier tells you about things he saw in the war. Will you follow
the way he points to you? An introduction adventure for 1st level characters only.
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit
www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.
LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended
for tournament use only and may not be reproduced without approval of the RPGA Network.
RPGA-sanctioned event, complete and turn in this sheet to
RPGA® Sanctioned Play your senior GM directly after play. You’ll also find a LIVING
Most likely you ordered this adventure as part of an RPGA GREYHAWK Adventure Record (AR).
even from the RPGA website, or you received it from your
senior gamemaster. To play this adventure as part of the
LIVING GREYHAWK campaign—a worldwide, ongoing
LIVING GREYHAWK Levels of
D&D® campaign set in the GREYHAWK setting—you must Play
sanction it as part of an RPGA event. This event could be as This adventure’s challenges are suited to 6 1st level PCs.
elaborate as a big convention, or as simple as a group of Characters that have played previous adventures may play
friends meeting at the DM’s house. this adventure but they must be 1st level.
To sanction an RPGA event, you must be at least a Four or five 1st-level characters may find the challenge
HERALD-LEVEL™ gamemaster. The person who sanctions of an this adventure difficult. Suggest the following to
the event is called the senior gamemaster, and is in charge these groups to help increase their chances of success:
of making sure the event is sanctioned before play, runs 1. Enlist a sixth player.
smoothly on the date sanctioned, and then reported back to 2. Advise characters to buy riding dogs to help
the RPGA in a timely manner. The person who runs the protect them, and fight for them.
game is called the table Dungeon Master (or usually just
DM). Sometimes (and almost all the time in the cases of
home events) the senior gamemaster is also the table DM. Time Units and Upkeep
You don’t have to be a HERALD-LEVEL GM to run this This is a standard 1-round Regional adventure, set in
adventure if you are not the senior GM. Naerie. All characters native to Naerie pay 1 Time Unit per
By sanctioning and reporting this adventure you round. All other characters pay 2 Time Units per round.
accomplish a couple of things. First it is an official game, Adventurer’s Standard Upkeep costs 12 gp per Time
and you can use the AR to advance your LIVING GREYHAWK Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury
character. Second player and DMs gain rewards for Upkeep costs 100 gp per Time Unit. Characters that fail to
sanctioned RPGA play if they are members of the pay at least Standard Upkeep will retain temporary ability
DUNGEONS & DRAGONS REWARDS program. Playing this damage until the next adventure, must buy new spell
adventure is worth two (2) points. component pouches and healer’s kits, and may suffer other
This adventure retires from RPGA-sanctioned play on in-game penalties (or possibly gain in-game benefits) as
December 31, 2007. may be detailed in this adventure.
To learn more about the LIVING GREYHAWK character A character that does not pay for at least Standard
creation and development, RPGA event sanctioning, and Upkeep may also avoid the above-described penalties by
DUNGEONS & DRAGONS REWARDS, visit the RPGA website living off the wild. If the character possesses four or more
at www.rpga.com. ranks in the Survival skill and succeeds at a DC 20 Survival
check, the character will heal temporary ability damage as if
Players Read No Farther he or she paid for Standard Upkeep, may refill spell
If you are planning on playing this adventure, stop reading component pouches and healer’s kits, and may restock up
now. The rest of the information in this adventure is for the to 20 arrows or bolts if the character has at least four ranks
DM only. If you read farther than this section, you’ll know in Craft (bowmaking). The player is allowed to Take 10 on
too much about its challenges, which kills the fun. Also, if this roll.
you’re playing this adventure as part of an RPGA- More information about Lifestyle and Upkeep can be
sanctioned event, reading beyond this point makes you found in the “Lifestyle and Upkeep” section of Chapter 3 of
ineligible to do so. the Living Greyhawk Campaign Sourcebook.
Preparing for Play Adventure Background
To get the most out of this adventure, you need copies of When Suel people first arrived at the coastal area, now
the following D&D rule books: Player’s Handbook, Dungeon known as Principality of Naerie, a cult of Pyremius built
Master’s Guide, and the Monster Manual. several temples at modern day Ingmalt. How many were
Throughout this adventure, text in bold italics build and what happened to them is still unclear. Some of
provides player information for you to paraphrase or read them have been visited in the past (NAE4-01 & NAE4-02).
aloud when appropriate. Sidebars contain important Strange things were uncovered or when deemed too
information for you, including special instruction on dangerous left buried.
running the adventure. Information on nonplayer One of these structures was located near the lake in
characters (NPCs) and monsters appear in abbreviated form Sarwych forest. It was a relatively small place and its fate
in the adventure text. Full information on NPCs and was of no concern to the cult. It stayed unknown until a
monsters are given in Appendix 1. For your convenience, patrol of Ahlissan soldiers encountered a few Scarlet
that appendix is split by APL Brotherhood soldiers hiding in it during 586CY. After a
Along with this adventure you’ll find a RPGA Session quick battle, the Ahlissans moved. A dwarf soldier named
Tracking sheet. If you’re playing this adventure as part of an Berden who was fighting with them wanted to investigate
NAEI6-01 The Temple Below Page 2
the place. The ruins were undisturbed, save for few animals,
until a group of goblins from Stark Hills found it. They Rumors: If characters gather information in the hamlet,
turned it into ‘residence’ but could not get through the door they can pick up the following information without a
below. However, Berden has finally got around solving the Gather Information check. The rumor about anniversary of
dilemma of the temple and is determined to find the Battle of Eragern should always be the first one heard.
adventurers to help him out. This is where the PCs come in. • The anniversary of the Battle of Eragern is in a couple
The purpose of this adventure is to give your PCs a of weeks and the demand for food and drink has risen.
chance to examine the great outdoors of Naerie after Greenrock is all too happy to comply.
NAEI5-01 & NAEI5-02. It also serves as an introduction to • Recently an underground temple of Pyremius was
Ingmalt, Sarwych Forest, Greenrock and Eragern, which investigated nearby. Something was definitely brought
will be featured in future adventures. out. Agents of House Drien (rulers of Eragern)
collapsed the entrance afterwards. [This refers to
Adventure Summary events in NAE4-02 Venemous Temple.]
Introduction: PCs are in village of Greenrock and are • There was an unfortunate incident in 594CY: Some
asked to accompany a group of farmers to Eragern. farmers were going to Eragern and attacked on the way
by ettercaps. Adventurers saved them at Satyr’s Horn,
Encounter 1 [Sarwych Forest]: Navigating Sarwych but one of the farmers, Baglon, was eaten before that.
forest is not easy and might get you in trouble. [This refers to events in NAE4-01 The Living & The
dead.]
Encounter 2 [Eragern]: In Eragern, PCs meet with a • Sarwych can be a bit dangerous as a few monstrous
dwarf soldier who tells them about an old ruin he saw humanoids have been seen it, but the trail to Eragern is
during the war and asks PCs to go there. usually quite safe.
• A sage named Grehsam lives in the forest, near the
Encounter 3 [Old ruins]: The ruins are inhabited by trail. He is usually seen with a large bear.
goblins. One way or the other, the PCs must get past them.
Job Offer: At some point a farmer named Arminier (one of
Encounter 4 [Downstairs]: Having found the entrance to those captured by ettercaps in NAE4-01) comes over to PCs.
the temple, PCs can investigate it, find its treasures and kill He asks if they are in need of a job. He explains that they
its guardians. are taking some local products to Eragern because of the
upcoming party. He still gets some ‘bad vibes’ when
Conclusion: PCs return to Bredern and receive their crossing Sarwych so he is only too happy to get some hired
reward. muscle to help out. He cannot offer much, only 2gp per
adventurer but he can get free accommodation in the Bear’s
Introduction Fortitude in Greenrock as well as one night’s stay in
At the start of the adventure, PCs are in village of Moradin’s Hammer in Eragern (which grants free standard
Greenrock and looking for something to do. upkeep for this module). PCs are only required to escort the
farmers to Eragern as most likely they stay in that town for
Life of an adventurer is never simple and sometimes few days.
it’s hard to make the ends meet or even to find
anything worthwhile to do. As such, you find yourself Treasure: Reward from farmers.
in the village of Greenrock, a small hamlet near the APL 2: Loot (0 gp); Coin: (5 gp); Magic: (0 gp).
town of Ekehold. Aside from few wagons that are
being loaded with agricultural goods and few other Arminier: male human Com1; hp 4; see Appendix 1.
adventurer types walking around the place, it seems
this is just another day in the principality. The whole group consists of Arminier and five other
farmers. They have two wagons full of agricultural products
The goal here is to bring the group together one way or the such as ale, flour and vegetables.
other.
Development: From here the module moves to Encounter
Exploring the village: Greenrock is a very small 1. It is up to you how you describe the journey but you
community and only five public places (gathering hall, should also roll the survival check for PCs. Farmers can tell
constable’s office, shrine of Atroa, bear’s fortitude inn and things mentioned in the rumor section above. They can
Westor’s goods) exist in the entire hamlet. Refer to DM’s also give details about Eragern and the battle that is
Aid 1 for details about Greenrock. celebrated (see DM’s Aid 1).
If the PCs want to visit any temples or shops, let them.
They can buy mundane equipment mentioned in Player’s Troubleshooting: In case PCs are not interested, you
Handbook costing 100 gp or less as well as potions of cure light could direct them to the forest in some other way. One
wounds and holy water at Atroa’s shrine.
NAEI6-01 The Temple Below Page 3
example is having farmers saying they saw some goblins at hp. Like their smaller counterparts, it takes a DC 15 Climb
the edge of the forest. check to climb them.
Encounter 1: Undergrowth: Vines, roots, and short bushes cover much
of the ground in a forest. A space covered with light
Sarwych Forest undergrowth costs 2 squares of movement to move into,
This section details the encounters that can take place in and it provides concealment. Undergrowth increases the
Sarwych Forest. Before proceeding learn the typical DC of Tumble and Move Silently checks by 2 because the
marching order of the PCs, as well as a typical setup for a leaves and branches get in the way.
camp and whether or not they post any guards during the Heavy undergrowth costs 4 squares of movement to
night. move into, and it provides concealment with a 30% miss
Each day the characters are in the forest one of them chance (instead of the usual 20%). It increases the DC of
needs to make a DC 20 Survival check (taking 10 is Tumble and Move Silently checks by 5. Heavy
possible, taking 20 is not). Other characters can assist on undergrowth is easy to hide in, granting a +5 circumstance
this check as per the normal rules. Success indicates that bonus on Hide checks. Running and charging are
the PCs manage to avoid the dangerous areas. Failure impossible. Squares with undergrowth are often clustered
means that one of the random events happens. PCs need to together. Undergrowth and trees aren’t mutually exclusive;
roll at least once when they are on their way to the ruins. In it’s common for a 5-foot square to have both a tree and
case the PCs need healing, Greenrock is one day away from undergrowth.
the ruins. It requires a successful roll to avoid the hazards
when traveling to Greenrock. Other Forest Terrain Elements: Fallen logs generally
Under no circumstances should the total number of stand about 3 feet high and provide cover just as low walls
ELs encountered go over 4. So once the PCs have fought do. They cost 5 feet of movement to cross. Forest streams
that many encounters, stop rolling. Note that it is not are generally 5 to 10 feet wide and no more than 5 feet
necessary to face 4 EL worth of fights here. Surviving is deep. Pathways wind through most forests, allowing
enough. It is possible to face an encounter even when normal movement and providing neither cover nor
traveling with the farmers, but in that case ignore the concealment. These paths are less common in dense forests,
‘hunters folly’ trap. In case pf a fight you should not go out but even unexplored forests will have occasional game
of your way to kill the farmers, but they can certainly assist trails.
in fight.
Stealth and Detection in a Forest: In a sparse forest, the
Terrain maximum distance at which a spot check for detecting the
Sarwych Forest counts as medium forest. For your nearby presence of others can succeed is 3d6×10 feet. In a
convenience, the rules for fighting in forest are medium forest, this distance is 2d8×10 feet, and in a dense
summarized below. When drawing combat maps, use this forest it is 2d6×10 feet.
as your guide. Because any square with undergrowth provides
concealment, it’s usually easy for a creature to use the Hide
FOREST TERRAIN FEATURES skill in the forest. Logs and massive trees provide cover,
which also makes hiding possible.
Medium
The background noise in the forest makes Listen
Typical trees 70% checks more difficult, increasing the DC of the check by 2
Massive trees 10% per 10 feet, not 1 (but note that Move Silently is also more
Light undergrowth 70% difficult in undergrowth).
Heavy undergrowth 20%
Events (Roll 1d6)
Trees: The most important terrain element in a forest is the 1: Spiders everywhere!
trees, obviously. A creature standing in the same square as a PCs walk past a fallen log where a colony of hunting
tree gains a +2 bonus to Armor Class and a +1 bonus on spiders keeps their nest. PCs need to roll a DC 21 Spot
Reflex saves (these bonuses don’t stack with cover bonuses check (the spiders take 10 on their Hide check) or be
from other sources). The presence of a tree doesn’t surprised.
otherwise affect a creature’s fighting space, because it’s
assumed that the creature is using the tree to its advantage APL 2 (EL 3)
when it can. The trunk of a typical tree has AC 4, hardness Small Monstrous Spiders (4): hp 4, 6, 2, 4; see
5, and 150 hp. A DC 15 Climb check is sufficient to climb a Monster Manual page 288.
tree.
Medium and dense forests have massive trees as well. 2. Deadly embrace: In a small pond (10 ft. deep, 30 ft. wide
These trees take up an entire square and provide cover to & long) that is in the forest, a constrictor snake is lurking.
anyone behind them. They have AC 3, hardness 5, and 600 Once PCs pass the place it sneaks after them and try to grab
one of the PCs and drag his victim back into the pond.
NAEI6-01 The Temple Below Page 4
3. Dryad’s grove: A dryad named Aniriel lives here. She
APL 2 (EL 2) tells PCs to behave well in the forest.
Constrictor Snake: hp 19; see Monster Manual page
279. Aniriel: Female dryad; hp 14; see Monster Manual page
90.
3. I feel dizzy: Careless walking in the forest causes the
PCs to anger a swarm of large mosquitoes. While this 4. Troll grove: This large grove is almost completely
causes no damage, it can cause a nasty disease to all cleared of trees and in the middle are the remains of a nest,
characters that don’t succeed in their Fortitude saves. along with the blackened (=burned) remains of a troll that
was killed here by the adventurers who rescued the
APL 2 (EL 1) farmers.
Disease (Ex): Filth fever—bite, Fortitude DC 10,
incubation period 1 day, damage 1 Dex and 1 Con. 5. Ambush site: This was the location where the farmers
were ambushed. A wrecked cart remains here. It is
4. Hunters folly: PCs stumble upon a local hunters trap overgrown with brambles.
and it hits the first PC in the marching order, unless he
succeeds in a DC 20 spot check. Give the spot check to 6. Satyr’s Horn: This oddly shaped rock formation was the
anyone with rogue/scout levels or ranks in Disable Device, home of the ettercaps who captured the farmers some time
Profession (hunter) skill as well. If seen, the trap can easily ago. It is currently empty. A locked door with a burning
be avoided. hands trap blocks the entrance to an old burial chamber of
servants of Pyremius. Nothing of value remains.
APL 2 (EL 1)
Basic Arrow Trap: mechanical; proximity trigger; Burning Hands Trap: CR 2; magic device; proximity
manual reset; Atk +10 ranged (1d6/x3, arrow). trigger (alarm); automatic reset; spell effect (burning hands,
1st-level wizard, 1d4 fire, DC 11 Reflex save half damage);
5. Why it has to be rats? A swarm of rats has been scared Search DC 26; Disable Device DC 26.
by a pack of wild cats hunting nearby and are driven
towards PCs in panic. These rats only fight for 2 rounds 7. Old Ruin. See Encounter 3.
before fleeing away.
Development: Once the PCs arrive in Eragern proceed
APL 2 (EL 2) with Encounter 2.
Rat Swarm: hp 13; see Monster Manual page 239.
Encounter 2
6. Hello Kitty: A mountain cat has wandered over to
Sarwych from Iron Hills. It is here eating a sheep that it Eragern
killed nearby. It is not initially hostile and can be made Read out loud or paraphrase the following once the PCs
friendly with successful DC 15 Handle Animal or Wild arrive in Eragern:
Empathy check. PCs can also go around which forces them Eragern is a place of approximately 900 souls. A
to make another Survival check to avoid hazards. The cat mining community, the houses are spread over a large
flees when it loses 6 or more hit points. area. Several buildings are dedicated to various aspects
of this fine profession. The farmers take their wagons
APL 2 (EL 2) to an inn called the ‘Hammer of Moradin’ and invite
Mountain Cat (leopard): hp 19; see Monster Manual you to join them as well. The clientele consists only of
page 274. dwurs and humans.
Other locations Owner of the Inn is a dwur named Kerban.
Below follow the details on the numbers location on the
map of Sarwych Forest (see Players’ Handout 1). Kerban: Male dwarf Exp2; hp 10; Bluff +4, Diplomacy
+4, Profession +5, Intimidate +4.
2. Grehsam: Grehsam (N Druid4/Clr1/Divine Oracle 3)
can be found him near the trail with a DC 15 Survival Exploring the village: If PCs wish to explore the place,
check. His animal companion Moorteeth (a brown bear) feel free to improvise locations based on information given
always accompanies him. Grehsam is an old human druid, in DM’s Aid 1. Anything can be bought, as long as it does
but can still give healing services to the PCs. Following not exceed Eragern’s maximum value in coins.
spells are available each day: cure light wounds (2), lesser
restoration, remove disease. He also instructs PCs not to cause Rumors: If characters gather information in the hamlet,
trouble lest they attract attention they don’t want. they can pick up the following information without a
Gather Information check. The rumor about Eragern
should always be the first one heard.
NAEI6-01 The Temple Below Page 5
• The anniversary for the battle of Eragern is in couple Berik Oedil gave some money to his veterans as well
of weeks and demand for food and drink has gone up. so I have no need to do any more sword work right
• Some adventurers went to Wet Keep recently. Nobody now.
ever heard about them ever again.
Q. I supposed you have a map to this place?
• Some strange Suel man was brought into town a year
A. Sure do, here you go. (Give PCs Player’s Handout 1)
ago and has been kept in House Drien’s manor ever
since. [This was Oracle found in NAE4-02 Venemous
Development: From here the module moves to encounter
Temple.]
1 from where PCs may try to find their way to the ruined
• Some say that Berik was a monster for decimating the tower.
Brotherhood. What a load of crap! They did the same
to us. They had it coming! Troubleshooting: In case PCs are not interested, you
could direct them to forest in some other way: Such as
Job offer: PCs may sit around at the inn for a while or go having a farmer coming and saying they saw some goblins
exploring the town. Wherever they go, a dwarf with a peg at the edge of the forest.
leg soon approaches them. He saw the PCs coming to town
and they looked like adventurers. As things would have it,
Berdan needs someone to help him out. Encounter 3:
Old Ruin
Berdan: hp 24; see Appendix 1. See Encounter Map 1 for details about this location.
Physical Description & personality: Dwarf with a peg leg, This ruin has been build by a cult of Pyremius that
grizzled old warrior. Not-so-charismatic individual with once in this forest haunted the forest. The cult has
straightforward attitude to problem solving. disappeared a long time ago. Currently the building is
inhabited by a group of goblins. An adept named Heebo,
Assuming characters are interested to hear his offer, read who is a servant of Bagrivyek (NE deity of territory and
out loud or paraphrase the following: cooperation), leads the tribe. The goblins are outcasts from
the Stark Hill goblin warrens. They collect water from
The thing is, I take you’ve heard the anniversary of the nearby lake, have few crude nets for catching fish and they
battle is celebrated soon. I was there with ol’ also have few traps in the forest (one which PCs might have
Reydrichs troops hacking left and right, and we gave triggered on the way).
‘em a good show. Too bad one of them hochebis took
me leg with him before it died. Anyway, before the APL 2 (EL 3)
battle we were in Sarwych Forest and my buddies Heebo: Male goblin Adept 2; hp 10; see Appendix 1.
came across this small fort, nay, call it a tower or ruin
more like it when we pursued the strawheads. We Goblins (5): hp 6, 5, 5, 4, 3; see Monster Manual page
killed the troops there but had no time to investigate 133 .
the place and later the whole thing was sort of
forgotten. But I’ve always wondered about what was Daily routine: The goblins stay in their camp most of the
there and if there was any Brotherhood stuff to be time. Around 5 pm two of them go into a forest to check
found. So I want you to go there and bring me their traps. If they are not heard of by 7pm, Heebo
anything interesting you might find. organizes the rest of them into a search party.
Q. What’s in it for us? Tactics: These goblins are not looking for a fight. They are
A. Well, I cannot pay you much but I’m quite good unfriendly but are willing to negotiate with PCs if they
with me hands. I’m sure you might find these useful. don’t charge in straight away. A successful DC 15
The dwarf shows two blades, a masterwork dagger and Diplomacy check gets Heebo to agree to let PCs search the
a short sword. The blades of both weapons are copper red chambers below. The goblins have not been there
and the hilts are decorated with coat of arms of Naerie. A themselves and they have little interest in the place
DC 10 Appraise check tells that they would be worth at currently. They did not manage to get in so whatever might
least a couple of hundred gold pieces. be there obviously cannot get out either which is fine by
them. If PCs fails this check Heebo asks the difference
Q. What exactly you want us to look for? between the check result and 15 in gold coins (for example
A. I don’t need no stinking weapons or such stuff. if the PCs check is a 10, then Heebo demands 5gp).
Holy symbols, Brotherhood coins, exotic material A DC 13 Intimidate works as well. Do not forget to
from south, that kind of stuff. apply a +4 modifier to any Intimidate roll made by Medium
sized PCs due to the size difference. If the check fails,
Q. Why don’t you spend your talents on getting a new leg? Heebo is not swayed. If the check fails by 5 or more, he
A. Me friends are coming here for the parties and then fakes being scared (Sense Motive vs. Heebo’s Bluff of -2 to
we go to Naerie city where Zilchans are gonna give me tell something is wrong). In that case he lets the PCs
a new leg. We’ve saved up for years now and good ol’ investigate, but he plans to ambush the PCs immediately
NAEI6-01 The Temple Below Page 6
when they come out. If the PCs succeed in the Intimidate of the pictures, a DC 12 Knowledge (religion) check is
check, Heebo agrees to let them investigate without required to identify the winged human as Pyremius.
trouble. If forced into fight, they seek to concentrate their
attacks on one target before moving to next. A group of skeletons patrols this complex (as indicated on
the map), seeking to destroy all intruders. The one in Room
Treasure: 4 (with 8 hit points) stays behind the door and immediately
Goblins equipment can be looted along with few other attacks anyone entering the room.
trinkets from their camp (including the items found in
rooms 1-3): APL 2 (EL 1)
APL 2: Loot (114 gp); Coin (8 gp); Magic 3 potions of Human warrior skeletons (3): hp 8, 6, 4; see Monster
cure light wounds (4gp each), scroll of protection from good (2gp). Manual page 226.
Detect Magic Results: Potion of cure light wounds Note: These skeletons fight without their steel shield
(Faint Conjuration), scroll of protection from good (Faint so they have AC 13. They attack with two claws.
Abjuration).
Treasure: Skeletons only have tattered remnants of robes
1: Sleeping area on them, which are worthless.
This room has few old bedrolls and other crude sleeping
areas, along with blankets, firewood, cooking materials, 1: Entrance
flint and steel, etc. It is worthless for PCs. The old roof is The stairs end at a stone door. The goblins did not have the
still intact in this area. means to get past it (no way to go over hardness or succeed
in break DC), but the PCs might. If they don’t have such
2: Communal area methods handy right now, they can certainly return to
This is the room where goblins skin animals, prepare food, Greenrock and buy hammers, crowbars, etc. that enable
and repair their items. There are many large holes in the them to pass through. There are no symbols on the door as
ceiling here. the goblins destroyed them when they tried to pass
through here.
3: Shaman’s residence
This is the room where shaman sleeps. Like other places, it Weakened Stone door: 2 inch thick; hardness 8; hp
is mainly filled with personal equipment. It is of no value to 30; AC 5; DC 23 Break.
PCs.
2: False quarters
4: Stairs down This room appears to have been the quarters of an acolyte
These lead to lower levels of the ruin. Goblins have been priest. It has a crude bed in it, a small table and chest.
unable to open the door and as such don’t know what’s The chest is actually a fake trap against those who
there. would seek to find secrets to use against the high priest
(servants of Pyremius are notably paranoid). Fortunately for
Development: If the PCs go down into the lower levels of characters, the poison is no longer quite as lethal as it used
the ruins proceed with Encounter 4. to be.
Encounter 4: APL 2 (EL 1)
Poison Dart Trap: CR 1; mechanical; location trigger;
Downstairs manual reset; Atk +8 ranged (1d4 plus poison, dart); poison
See Encounter Map 2 for details about this location: (DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis);
Search DC 20; Disable Device DC 18.
Dungeon features:
Light: There is no light in the complex aside from Treasure: There is a coin pouch left behind in the chest.
what PCs bring along. APL 2: Loot (0 gp); Coin (80 gp); Magic (0 gp).
Floor and wall: Smooth stone that is partly
contaminated by the copper. The copper can be found in 3: Hall of Glory
abundance in the ground, causing a slightly red tint if PCs An archway separates the hall of worship from the rest of
bring light sources to this temple. the complex. There is a text engraved in the archway,
Braziers: There were many braziers in this temple that written in ancient Suel. It says ‘Say the true name of the
provided illumination. They are bolted on the ground, and Blazing Killer or face his wrath’. A DC 10 Knowledge
are made of rusted iron. Selling them in Eragern might (religion) check tells that this means Pyremius. Any living
earn the PCs a few coins, but it is not really worth the effort creature that does not say his name and gets within 5 ft. of
to bring them back. the archway triggers the trap. Once triggered the trap
Carvings: There are carvings in most walls, showing a automatically resets. People coming from Hall of worship
human with bat like features and images of fangs dripping do not trigger the trap.
some sort of liquid (poison), snakes, fire, etc.. Due to the age
NAEI6-01 The Temple Below Page 7
Note that as this trap is easy enough to bypass (even dagger was used for rituals. The scroll case contains a divine
without ranks in knowledge skills), its CR is only 1). scroll of divination.
APL 2 (EL 1) Treasure:
Burning Hands Trap: CR 1; magic device; proximity Looting the stuff on the shelf
trigger (alarm); automatic reset; spell effect (burning hands, APL 2: Loot (26 gp); Coin (50 gp); Magic: Scroll of
1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); divination (60 gp).
Search DC 26; Disable Device DC 26. Detect Magic Results: Scroll of divination (Moderate
Divination).
4: Hall of Worship
This room is empty, save for ruined furniture that once
were used during the rituals conducted here, and a stone
Conclusion
Once PCs have explored everything in the shrine and
statue of Pyremius (a man in a cloak with a demonic, bat-
manage to find their way back through Sarwych Forest,
like face). The braziers look like small devils (DC 13
they can return to Eragern and report their findings to
Knowledge (the planes) identifies them as imps) whose
Berden. Giving him items from the Hall of Worship earns
head is hollow and open at the top.
the PCs ‘Good standing with Berden’ reward.
There are several items of interest here that can be
recovered easily enough:
Treasure:
• 4 masterwork silver holy symbols of Pyremius (value Berden gives characters either one or two masterwork
50 gp each). weapons.
• A copper disk with the symbol of Pyremius that hangs APL 2: Loot (25 gp per weapon); Coin (20 gp); Magic (0
on the statue (value 60 gp) (see below). gp).
• Several coins which have been adorned with image of
a flame, daggers, serpents fangs, etc. Good stadning with Berden: You helped Berden to collect
mementoes so he puts a good word out about you. For a year,
Trying to take the copper disk causes the braziers to starting from the date marked to this AR, you gain +1
instantly animate. The same happens if anybody attacks the circumstance bonus to Diplomacy checks when dealing with
‘Redswords’.
imp braziers, but not if somebody attacks the statue of
Pyremius. The statue of Pyremius has hardness 8 and 31 hit
points. Campaign
Treasure: Consequences
Items of worship. This module has "Campaign Consequences"; that is the
APL 2: Loot (26 gp); Coin (14 gp); Magic (0 gp). outcome of this module will directly affect future events in
Note: Giving these items to Berden earns the reward ‘Good the course of the campaign. The answers to some of the
standing with Berden’. questions below may seem trivial or pointless, but because
of the complex nature of the back-story and campaign all
APL 2 (EL 2) information requested is vital.
Imp Braziers (2): Small animated objects; hp 15; see Please send all answers to
[email protected] as well as
Monster Manual page 13. any general comments you may have about the module.
They have hardness 5 as they are made of clay and
mortared stone. Their land speed is 40 ft., but despite 1. Were the goblins killed?
having wings, the statue is unable to fly.
The End
Tactics: The statues try to prevent the PCs from fleeing the
ruins by any means necessary. They do not pursue the PCs
past the stairs however. If this happens they return to this
chamber. As a result the PCs may take their time fighting
them.
5: High priests room
The secret door can be found by successful DC 20 Search
check. Once found, the door slides into the rock without
any trouble (though the skeleton immediately attacks).
This room has a large desk and bed that was used
by the high priest of the shrine. There is also a shelf with a
small statue of Pyremius, a masterwork dagger and a scroll
case on it. The statue is made out of black marble. The
NAEI6-01 The Temple Below Page 8
Next, the magic items are listed. Magic item treasure is
Experience Point Summary the hardest to adjudicate, because they are varied and because
To award experience for this adventure, add up the values characters may want to use them during the adventure. Many
for the objectives accomplished. Then assign the times characters must cast identify, analyze dweomer or similar
experience award. Award the total value (objectives plus spell to determine what the item does and how to activate it.
role playing) to each character. Other times they may attempt to use the item blindly. If the
magic item is consumable (a potion, scroll, magic bolts, etc.)
Encounter 2: Sarwych Forest and the item is used before the end of the adventure, its total
Dealing with various hazards in the forest (even if avoided is subtracted from the adventure totals below.
due to good Survival check results). Once you have subtracted the value for unclaimed
APL2 120 XP treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
Encounter 3: Old Ruin increase at the end of the adventure. Write the total in the GP
Killing or talking your way past the goblins. Gained field of the adventure certificate. Because this is a
APL2 90 XP Regional scenario, characters may spend additional Time
Units to practice professions or create items immediately
Encounter 4: Downstairs after the adventure so this total may be modified by other
Destroying the skeletons circumstances.
APL2 30 XP Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
Surviving, or bypassing the poison dart trap
APL2 30 XP Introduction
APL 2: Loot (0 gp); Coin: (5 gp); Magic (0 gp).
Surviving, or bypassing the burning hands trap
APL2 30 XP Encounter 3: Old Ruin
APL 2: Loot (114 gp); Coin (13 gp); Magic: 3 potions of
Destroying the imp statues cure Light Wounds (4g each), scroll of protection from good (2gp).
APL2 60 XP
Encounter 4: Downstairs
Hall of Worship
Discretionary Role-playing Award APL 2: Loot (26 gp); Coin: (14 gp); Magic (0 gp).
APL2 90 XP - Note: These items might end up in Berdens possession.
Total Possible Experience: False Quarters
APL2 450 XP APL 2: Loot (0 gp); Coin (80 gp); Magic (0 gp).
Treasure Summary High priests room
During an adventure, characters encounter treasure, usually APL 2: Loot (26 gp); Coin (50 gp); Magic Scroll of
finding it in the possession of their foes. Every encounter divination (60 gp).
that features treasure has a “treasure” section within the
encounter description, giving information about the loot, Conclusion
coins, and magic items that make up the encounter’s treasure. APL 2: Loot (25 gp per weapon); Coin (20 gp); M (0
The loot total is the number of gold pieces each gp).
character gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes per Total Possible Treasure
every 5 enemies, and if the characters cannot take the time to APL 2: Loot: 215 gp; Coin: 115 gp; Magic: 76gp - Total: 503
loot the bodies, they do not gain this gold. If you feel it is gp
reasonable that characters can go back to loot the bodies, and
those bodies are there (i.e., not carted off by dungeon
scavengers, removed from the scene by the local watch, and
Items for the Adventure Record
so on), characters may return to retrieve loot. If the characters
Good standing with Berden: You helped Berden to collect
do not loot the body, the gold piece value for the loot is mementoes so he puts a good word out about you. For a year,
subtracted from the encounter totals given below. starting from the date marked to this AR, you gain +1
The coin total is the number of gold pieces each circumstance bonus to Diplomacy checks when dealing with
character gains if they take the coin available. A normal ‘Redswords’.
adventuring party can usually gather this wealth in a round
or so. If for some reason, they pass up this treasure, the coin Item Access
total is subtracted from the encounter totals given below.
NAEI6-01 The Temple Below Page 9
Appendix 1:
APL 2
Arminier & other farmers (6): Male Human Com1;
CR 1/2; Medium Humanoid (Human); HD 1d4+1; hp
4; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10);
Base Atk +0; Grp +1; Atk +1 melee (1d6+1, club) or -4
ranged (1d4+1/19-20, dagger); Full Atk +1 melee
(1d6+1, club) or -4 ranged (1d4+1/19-20, dagger); Full);
AL N; SV Fort +1, Ref +0, Will +0; Str 12, Dex 10, Con
12, Int 10, Wis 11, Cha 11.
Skills and Feats: Craft (various) +5, Handle Animal
+2, Profession (farmer) +7, ride +2, use rope +2; Skill
Focus (farmer), Skill Focus (craft).
Possessions: Traveler’s clothing, dagger, club, tools,
pouch’s, etc.
Appearance: Sueloise/Oeridian men.
Berden: Male dwur War4; CR 3; Medium Humanoid
(dwarf); HD 4d8+8; hp 24; Init +1; Spd 10 ft.; AC 13
(touch 10, flat-footed 13) (studded leather armour +3);
Base Atk +4; Grp +5; Atk +7 melee (1d8+1/x3,
battleaxe); Full Atk; +7 melee (1d8+1/x3, battleaxe); SQ
Dwarf traits, darkvision 60 ft.; AL LN; SV Fort +5, Ref
+2, Will +1; Str 13, Dex 10, Con 14, Int 10, Wis 10, Cha
6.
Skills and Feats: Craft (weapon smithing) +7,
Handle Animal +3, Intimidate +3, Listen +2, Spot +2;
Alertness, Skill Focus (craft), Weapon Focus
(battleaxe).
Possessions: Studded leather armor, battleaxe,
dagger.
Heebo: Male Goblin Adp2; CR 1/2; Small Humanoid
(goblinoid); HD 2d4+2; hp 10; Init +0; Spd 30 ft.; AC 11
(touch 11, flat-footed 11); Base Atk +1; Grp -3; Atk +2
melee (1d6-1, masterwork morningstar) or +3 ranged
(1d6/19-20, masterwork light crossbow); Atk +2 melee
(1d6-1, masterwork morningstar) or +3 ranged (1d6/19-
20, light crossbow); SA Spells; SQ Darkvision 60 ft.; AL
LE; SV Fort +1, Ref +0, Will +0; Str 9, Dex 11, Con 12,
Int 10, Wis 13, Cha 6.
Skills and Feats: Concentration +3 (+7 when casting
defensively), Hide +4, Heal +5, Listen +3, Move
Silently +4, Ride +4, Spot +3, Survival +3; Alertness,
Combat Casting.
Spells Prepared (3/2; base DC = 11 + spell level): 0—
cure minor wounds (2), read magic; 1st—bless, cause fear.
Possessions: Masterwork morning star, dagger,
masterwork light crossbow, 10 bolts, silver holy symbol
of Barkrivyeg, 3 potions of cure light wound, scroll of
protection from good.
Languages spoken: Common, Goblin.
NAEI6-01 The Temple Below Page 10
DM’s Aid 1:
Barony of Ingmalt
Barony of Ingmalt Westor’s Goods; Zamyr Quillson (CG male halfling
The Barony of Ingmalt makes up the northeast corner Adp1); Silquesar Casfelrath (female elf Drd4).
of the Principality and is roughly square in shape. It
has the main overland route north to the United Osfelred is a small hamlet on the edge of a tiny stream,
Kingdom of Ahlissa. Farming and gold mining are the Rockpath (Esselfern). The hamlet is an agricultural
main trades here, as well as copper mining in lesser community of ordinary hardworking people. The
amounts. Ingmalt is the domain of House Oedil, ruled layout of the hamlet is scattered, and the center only
by Berik Oedil, a stern but fair noble. contains a few public buildings. Osfelred’s more
The Iron Hills sends rocky ridges south into familiar name is Greenrock, after the green-mossed
Naerie. Gold is mined near the capital of Ekehold, rock in the Rockpath stream. Osfelred is next to
where House Oedil holds sway from Castle Vinge. Sarwych Forest, and many residents use a small trail
Copper contamination has resulted in the phrase that goes through it to take their seasonal good into the
"Ekehold Red" being used in the gold trade. market at Eragern. In recent times (594 CY),
Ekehold is a prosperous community with a Greenrock has attracted attention after a group of
highly skilled military force, dubbed Redswords as an adventurers discovered a hidden tomb of Pyremius
honor to soldiers who fought against Hepmonalanders worshippers in the Sarwych Forest (NAE4-01 The Living
in Sarwych Forest, though the name originally referred & The Dead, NAE4-02 The Venemous Temple).
to the aforementioned copper contamination of the
gold mined here. Bears Fortitude Inn: Due to remote location, this inn
When the Great Kingdom still existed, Berik is not very busy, especially during daytime when local
Oedil was the heir of House Oedil, but he lost his lands people are busy with their various duties. Visitors
when the Brotherhood invaded. Prince Barzhaan sometime pass through the hamlet and so Ejuak
returned his old lands after the war. During the war, Sverann keeps common (5 sp) and poor lodgings (2 cp)
his thankless task was to clear Ingmalt of available, but the more important part of of his
Hepmonalanders. Nearly all of them fled to Sarwych business is food. Ejukk’s wife Firin is an excellent cook
Forest where the Ahlissan cavalry could not follow and menu consists of foods from common (5 sp) to
them. Casualties were high and no quarter was given in good (2 gp).
the following campaign, but eventually the Ahlissans
triumphed. The Brotherhood retaliated, though, and Eragern (village): Conventional (Guandrem I);
succeeded in assassinating Berik Oedil's wife, and he AL LN; 200 limit; Assets 8,940 gp; Population 894;
has never been quite the same after that. Mixed (Humans o/s 93% (831), Dwur 6% (54), Gnome
The new symbol of House Oedil, taken into 1% (9).
use CY591 is a variant of Ahlissan coat-of-arms where Authority figures: Sir Guandrem I (LE male
the nightingales have been removed and instead there Ftr7), Head of House Drien.
is a black wolf under the Sun of Aerdy. Important characters: Dolrich (LN male
Ftr5), officer of House Drien; Rakor (LN male dwarf
Osfelred (Greenrock) (Hamlet): Conventional Exp10), Dwur Miner's Guild leader; Kajin (N male
(an elected village council decides important matters); Com8), Human Miner's Guild leader; Namelja (LG
AL NG; 100 gp limit; Assets 850 gp; Population 170; female dwarf Clr9), priestess of Moradin; Gahnar (LN
Isolated (Humans o/s 96% (163), Halfling 2% (3), Elf 1% male Clr5), priest of Zilchus; Yithral (LN male Exp7),
(2), Half-Elf 1%(2). Supervisor of the local smelter.
Authority figures: Varsarlor (male Ari1),
Eldest of the hamlet. Eragern is a mining community on the northern edge
Important characters: Felmeren (LN male of Ingmalt. It is ruled by House Darien, vassals of
War5), constable, Captain of the Guard and member of House Oedil. Their current leader is Sir Guandrem, an
the Council; Zargarn (N male War2), deputy; Riannara, ambitious young noble.
(LN female War2), deputy; Karlhaser (N male Com11), As with other settlements in Ingmalt,
Master of the Farmers and member of the Council; Eragern is a law-abiding community that amasses its
Fionoyan (NG female Clr2 of Atroa), High Priestess of wealth from numerous mines in the Iron Hills. Gold is
Atroa's shrine and member of the Council; Cranelarn the thing that drives both man and dwarf ever deeper
“Beacon” Gyraldren (LG male Pal1 of Heironeous); into the Iron Hills. Iron and copperare also mined.
Saracern (N male half-elf Rgr1), Master of the Hunters Eragern does not support farming, and therefore such
and member of the Council; Ejuak Sverann (CG male commodities come from other areas of Ingmalt. The
Ftr6), keeper of the Boar’s Fortitude Inn; Westor hamlet of Osfelred supplies plenty of food, but other
Greenfeet (CG female halfling Brd2), keeper of
NAEI6-01 The Temple Below Page 11
merchants from Ingmalt ply their trade in Eragern as
well.
Battle of Eragern: This fight marked the end of
Scarlet Brotherhood presence in Ingmalt. It was a
battle where troops from South Province, under Berik
Oedil’s (current ruler of Ingmalt) leadership, caught up
with fleeing Brotherhood forces, commanded by Kesh
Nishar, and despite Brotherhood attempted to
surrender: Berik decimated them in a pitched take-no-
prisoners battle. The fact that his wife was assassinated
shortly before that probably contributed to this. Berik
was later quite anguished over the whole thing.
Nonetheless, it is a cause for great celebration in
Eragern and as 10 years has soon passed from the fight,
people are making extra effort to celebrate it.
NAEI6-01 The Temple Below Page 12
Encounter map 1:
Old Ruins
NAEI6-01 The Temple Below Page 13
Encounter Map 2:
Downstairs
NAEI6-01 The Temple Below Page 14
Player’s Handout 1:
Map of Sarwych Forest
NAEI6-01 The Temple Below Page 15