ESA3-01 Stonecunning
ESA3-01 Stonecunning
Stonecunning
A one-Round D&D LIVING GREYHAWK®
Meta-Regional Adventure
Six years ago, the home of Valthen Stoneheart in the Iron Hills was razed by a small band of invaders; little has since
been heard or seen in the region of his lair… Now, a ship of the Scarlet Sign has been spotted near the Azure Coast.
What has peaked the interest of the Brotherhood? And what will be the consequences for the Iron League? It’s for the
heroes to find out… without getting caught!
®
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.
Stonecunning Page 1
This is an RPGA Network scenario for the Dungeons & Guide when confronted with a trap or hazard, or the
Dragons game. A four-hour time block has been Monster Manual when confronted with a monster.
allocated for each round of this scenario, but actual Some of the text in this scenario is written so that
playing time will be closer to three hours. The rest of the you may present it as written to the players, while other
time is spent in preparation before game play, and scoring text is for your eyes only. Text for the players will be in
after the game. The following guidelines are here to help bold italics. It is strongly recommended that you
you with both the preparation and voting segment of the paraphrase the player text, instead of reading it aloud,
game. Read this page carefully so that you know and can as some of the text is general and must be adapted to
communicate to your players the special aspects of the specific situation or to actions of the player
playing an RPGA scenario. characters.
PREPARATION SCORING
First you should print this scenario. This scenario was After the players have completed the scenario or
created to support double-sided printing, but printing it the time allotted to run the scenario has run out, the
single sided will work as well. There is enough room players and the DM score the game. The RPGA has
along the inside margin to bind the adventure, if you three ways to score its games. Consult your convention
desire. coordinator to determine which method to use for this
Read this entire adventure at least once before you scenario.
run your game. Be sure to familiarize yourself with any 1. No vote scoring: The players write their
special rules, spells, or equipment presented in the names and RPGA numbers on the scoring
adventure. It may help to highlight particularly packet grid. You fill in the top of the grid.
important passages. That is all. No one is rated. This method is
When you run an RPGA D&D adventure we assume used for people who are just playing for fun.
that you have access to the following books: the Player’s 2. Partial scoring: The players rate the game
Handbook, the Dungeon Master’s Guide, and the master and the scenario on their player voting
Monster Manual. We also assume that you have a set of sheets, and provide personal information, but
dice (at least one d4, d6, d8, d10, d12, and d20), some scrap don’t vote for other players. The game master
paper, a pencil, an RPGA scoring packing, and your sense rates the scenario and completes personal and
of fun. It is also a good idea to have a way to track event information, but does not rate the
movement during combat. This can be as simple as a pad players as a team or vote for players. This
of graph paper and a pencil, as handy as a vinyl grid map method is used when there is no competition,
and cits, or as elaborate as resin dungeon walls and but the event coordinator wants information
miniatures. on how the game masters are performing, or
Instruct the players either to prepare their characters the game master wants feedback on his or her
now, or wait until you read the introduction, depending own performance.
on the requirements of the scenario as described in the 3. Voting: Players and game masters complete
introduction. the entire packet, including voting for best
Keep in mind that you must have at least three player. If this method is used, be sure to allow
players (not counting the DM), for a game session to be a about 15-20 minutes for the players to briefly
sanctioned RPGA event. As well, you cannot have more describe their characters to the other players,
than six players participating in the game. and about 5-10 minutes for voting. This
Once you are ready to play, it is handy to instruct method is used when the players want to
each player to place a name tag in front of him or her. The know who played the “best” amongst the
tag should have the player's name at the bottom, and the group, or when the adventure is run in
character's name, race, and gender at the top. This makes tournament format with winners and prizes.
it easier for the players (and the DM) to keep track of who When using voting, rank the players in order of your
is playing which character. voting choice while they are completing their forms so
The players are free to use the game rules to learn that you are not influenced by their comments on your
about equipment and weapons their characters are abilities. It is a good idea to have the players vote while
carrying. That said, you as the DM can bar the use of even you are determining treasure and experience awards for
core rule books during certain times of play. For example, the scenario.
the players are not free to consult the Dungeon Master’s After voting, give the Scoring Packet to your event
coordinator.
Stonecunning Page 2
This is a LIVING GREYHAWK Adventure. As a level of challenge the PCs will face. APLS are given in
Living adventure, it is expected that players will bring even-numbered increments. If the APL of your group
their own characters with them. If players do falls on an odd number, ask them before the adventure
not have a LIVING GREYHAWK character generated, begins whether they would like to play a harder or
get a copy of the current LIVING GREYHAWK character easier adventure. Based on their choice, use either the
generation guidelines, a character sheet, and a LIVING higher or the lower adjacent APL.
GREYHAWK log sheet from the convention coordinator APL also affects the amount of experience you may
or the RPGA Web site, and then have any players without gain at the end of the adventure. If your character is
a character create one. Once all players have a LIVING three character levels or more either higher or lower
GREYHAWK character, play can begin. than the APL this adventure is being played at, that
Along with the other materials that you are assumed character will receive only half of the experience points
to have in order to run a D&D game, it is also awarded for the adventure. This simulates the face that
recommended that you have a copy of the LIVING either your character was not as challenged as normal,
GREYHAWK Gazetteer. or relied on help by higher-level characters to reach the
objectives.
DETERMINING AVERAGE Note: LIVING GREYHAWK adventures are designed
PARTY LEVEL (APL) for APL 2 and higher. Three or four, or sometimes even
Because players bring their own characters to LIVING five 1st-level characters may find difficulty with the
GREYHAWK games, this adventure’s challenges are challenges in a LIVING GREYHAWK adventure. If
proportioned to the average character level of the PCs your group is APL 1 there are three things that you can
participating in the adventure. To determine the Average do to help even the score.
Party Level (APL): 1. Attempt to create a table of six 1st-level
1. Determine the character level for each of the characters, or try to enlist higher-level
PCs participating in the adventure. characters to play at that table.
2. If PCs bring animals that have been trained for 2. Advise characters to buy riding dogs to help
combat (most likely being war horses, dogs protect them, and fight for them. All riding
trained for war), other than those brought by dogs are considered trained to attack. PCs who
virtue of a class ability (i.e. animal companions, want their dogs to attack must succeed at a
familiars paladin’s mounts, etc) use the following Handle Animal or Charisma check (DC 10).
chart to determine the number of levels you add Failure indicates that the animal will not
to the sum above. Add each character’s animals attack that round. This is a free action (spoken
separately. A single PC may only bring four or command) that may be attempted each round.
fewer animals of this type, and animals with If an animal loses half or more hp in a single
different CRs are added separately. round it flees, unless another check is
successful.
CR 1 2 3 4
1/4 & 1/6 0 0 0 1 IS IT A FULL MOON?
1/3 & 1/2 0 0 1 1 Since the hazards of lycanthropy are a current part of
1 1 1 2 3 the LIVING GREYHAWK campaign, it may be
2 2 3 4 5 necessary to determine if this adventure takes place
3 3 4 5 6 during a full moon. For game purposes, the full moon
4 4 5 6 7 lasts three days of each month. For a given scenario that
does not state the phase of the moon, roll 1d10 before
3. Sum the results of 1 and 2, and divide by the play begins. On a result of 1, the first day of the
number of characters playing in the adventure. scenario is a night of the full moon (roll 1d3 to
Round to the nearest whole number. determine where in the sequence of three nights it
4. If you are running a table of six PCs, add one to falls).
that average.
Time Units and Upkeep
By following these four steps, you will have determined This is a standard one-round Meta-regional adventure,
the APL. Throughout this adventure, APLs categorize the set in the Iron Hills. All characters from Meta-region 5
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pay one Time Units to participate in the adventure. resist hit him. He arrived in his sealed-off sanctuary
Adventurers from other regions pay two Time Units. knowing that he had only a few minutes to live. With
Adventurer’s Standard Upkeep costs 12gp. Rich his last efforts, he cast a terrible spell he had been
Upkeep costs 50gp. Luxury Upkeep costs 100gp. preparing, summoning an entity from beyond to
safeguard his lair and take vengeance on the bandits. As
Adventure Background he died, a gate opened, and a fiendish being stepped
out, filled with hatred and bloodlust.
Wizardry is not popular amongst the dwur. It is rare for Spannek meanwhile ordered his men to loot the
them to take up the profession, and even rarer for them to place and find the dwur, though now the traps and
reach great heights. Valthen Stohaard of the Iron Hills, monsters in Valthen’s lair were set against them. One
also called Stoneheart due to his reclusive and uncaring of his men fell prey to a deadly spike trap - but Spannek
nature, was one of the few dwur that succeeded. While pushed on. Then a monstrous being rose up from the
less talented than his peers, he was coldly calculating and floor amidst the bandits and attacked them. Never had
incredibly patient, and over the long years of his life they seen such a creature, a monstrous three-legged,
accumulated a great knowledge on magical lore. three-eyed being that seemed to be made of stone, with
His main focus was the working of magic through a lava-like skin and a large mouth lined with jagged
stone and the study of the plane of elemental earth. Being teeth. It fell on the men, and Spannek was forced to
not a very social kind of man, he eventually tired of the admit defeat – he grabbed whatever he could from the
distractions around him and decided to leave his people Alabaster Hall, including a large rune-engraved stone
to get the peace required to give himself totally to his that Valthen had been working on, and made off. His
study. Working strong elemental magic, he constructed a men followed suit.
hall in the south of the Iron Hills, far away from his Several were slain by traps they set off, or by the
home, only a few miles from the coast. To protect himself rampaging monster that appeared and disappeared
against the raiding of wandering humanoids, he filled it through the walls of the lair. One particular rogue was
with traps and conjured or constructed a number of cut off from his fellows. Seeing no way out, he fled into
creatures, giving them detailed instructions to guard his the room he had been quartered in earlier that night,
home against intruders. and invoked the protective powers of a magic ring he
He then went to work, and effectively disappeared had been carrying. The magic of the ring failed him
from the face of the earth for several decades. somehow and he was almost instantly slain by the
Seven years ago, in 586 CY, Spannek Regor, a captain monster – but his roguish powers had invoked a
in the Scarlet Brotherhood army, was pushing his war powerful force that saved the other men – for when the
band across the Iron Hills. A large force of Ahlissa troops fiend attempted to follow the bandits, it discovered that
had marched upon Idee, driving the forces of the a protective barrier had risen up around it – effectively
Brotherhood ahead of them. Left alone with his men, trapping it inside a 60 feet radius globe.
rather than return to Idee, Spannek sought shelter in the Spannek and his men did not wait to see what
hills. Staying close to the coast, he hoped to evade the would happen - they fled the area and travelled south,
dwur and find a route into Onnwal, where his brethren, at then east into Sunndi, where they quickly fell to
that time, still held the country – though a rebellion was banditry.
on the make. For seven years, the fiendish xorn that Valthen
In this manner, he stumbled on the lair of summoned remained in Stoneheart’s halls. It could not
Stoneheart, where he bided shelter for his men, posing as leave – not through the magic barrier, or through the
a merchant fleeing for the war in Idee. Not too gate from whence it came. It nursed it’s hatred,
knowledgeable of the war that was taking place, Valthen awaiting a time that someone was to arrive in the halls
agreed to shelter the men for the night, if only they were – someone that could either set it free – or upon whom
quiet and let him conduct his work in peace. But Spannek it could exact its revenge.
was not resigned to peace at all – that night, he and his
men broke out of the cells Valthen had assigned them as
living space, and started raiding the lair. Summary
Valthen was taken by surprise when the bandits The party is sent to investigate the lair of Valthen and
forced their way into the Alabaster Hall, where he was return with any of his research notes. They take leave
documenting a new magical experiment. He immediately of their boat several miles from his lair, so as not to
cast xorn movement to flee to the safe haven of the arise the suspicion of either the Iron Hill dwarves or
Sanctuary Room, but before he could get away, a dart the Scarlet Brotherhood, whose ships have been
coated with a deadly poison that even the dwur could not spotted in the area. It is important that they are not
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seen – there is no reason yet to suspect the Brotherhood This introduction starts in Irongate, and assumes
knows of the interest of the League, and they would like the heroes actually travelled to Irongate, following the
to keep it that way. summons. As an alternative, to make for a less
When examining the lair, they may discover the true pressured meeting, this can take place in a town or city
reason the Brotherhood is interested in the lair: not in the character’s own region. In that case, some
Valthen’s magic, but the diary of a bard that reveals the adjustments in the following texts may be necessary.
name of a Brotherhood traitor. Notes for some regions will be given below.
They also attract the attention of the fiendish Xorn, When the players are settled hand them their
who first attempts to persuade (or threaten) them into letter (Player’s Handout One), and ask if they wish
releasing him, and – when they either decline or once attend the meeting. Any character that does not attend,
they open the gate – attacks them. or refuses the oath or the mission is out of the
Meanwhile, the Brotherhood also has a party ready – adventure. Determine APL only after all characters
by then the party must escape either by stealth or by have either accepted or rejected the mission.
fighting the group. The location mentioned in the letter is a guildhall
in the docks district of Irongate. If a PC presents the
Introduction letter at the door and states his or her name, the woman
on guard checks the name on a list. She then directs the
When the adventure starts, the Iron League has come into PC to the second floor, where they are to wait in a
possession of some of the items Spannek’s men had carpeted hall, furnished with plush chairs and a large,
looted from Valthen’s lair. They are eager to find out what low wooden table dressed with flower bouquets. The
happened several years ago. coat of arms of Irongate is hanging opposite the large
The League is in a bit of a situation. They want to glass windows. There are a number of corridors and
investigate the lair of Valthen Stoneheart, but the lair is doors leading from this hall, but the guards that are
located in the Iron Hills, the domain of King Holgi present will not allow anyone to investigate further.
Hirsute of the dwarves. The League does not want to When everyone has arrived, the woman opens one
involve the King. They fear that Hirsute will consider of the doors, and ushers them into the room beyond.
whatever is in Valthen's lair property of the dwur by right Read or paraphrase the following:
of heritage, and will be reluctant to hand them over until
he has gone through every road to assure no dwur has a The room you enter is sparsely furnished and less
claim on it. It may even turn out that some distant relative lofty than the hall you just left. It has a single
of Valthen desires it. The League has no idea what is so window that throws a meagre light on a large round
important, which is why they want their hands on it table, set with a number of sturdy wooden chairs. A
quickly - after all, it may be time-critical. large, flat stone, broken in two, rests on the table,
Sending their own troops would be a delicate matter. which is bending beneath its weight.
It could be seen as a claim of Irongate on the coast. Worse One of the chairs is occupied by a dwur; an
- the infiltration of Valthen’s lair, even though most dwur older woman with long, greying braided hair held
never liked him – might be perceived as some kind of together with a golden ring set with a gleaming
invasion, a breach of the homes of the King’s own. stone. She is clad in fine, dark blue robes with a
As such, the League is forced to find a number of dark red stripe running across her chest.
volunteers from outside – people that can be trusted with In the back of the room, near the window, a
this mission but that are not directly connected to young woman sits on a chair. She is hard to make
Irongate or the League. out, a mere shadow against the light from the
Using their connections to the various factions that window.
make up the League’s network, they have sent out Renath The dwur looks up at you, then rises as she holds
Borga, a Irongate dwur, to contract a number of out her hand to shake yours.
individuals that have been recommended for various “Good to see that you have come! I am Renath
reasons. However, they have to move quickly and with Borga: negotiator, diplomat, merchant – the voice of
stealth, as the Scarlet Brotherhood seems also to have Cobb Darg some call me – but that is a gross
dispatched forces to investigate the lair. exaggeration! I merely do my job, one of which was
At the start of the adventure each hero has received a to bring you here… But sit down! Sit down!”
summons, and is about to meet the dwur at the appointed She motions to the chairs around the table.
location, where she will finally recruit them and send “Some refreshments will be brought along
them on their mission. shortly. Meanwhile, let me say it is a pleasure to
meet such fine heroes. I have sometimes fancied
Stonecunning Page 5
myself a bit of a hero, but here, one look at you and I month ago, when a patrol of dwur in the employ of
can see how mistaken I am! I am proud to sit in the King Hirsute encountered a war band led by a red-
shadows of such fine people! robed man – no doubt a Scarlet Brotherhood monk
Mayhap you can tell me about some of your – in the vicinity of Valthen’s lair. They were
exploits? A small tale while we wait for the drink to… defeated at great loss, but unfortunately the leader
ah. There they are.” got away, and the others were all killed, thus we
could not determine what their goal was. We
A maid comes in with glasses and a jug of clear sparkling suspect now that they were heading towards
water. While she pours the drinks, Renath gives the Valthen’s lair.
characters the opportunity to introduce themselves – to This means that there may be riches to be
her and, if needed, to each other. She patiently listens found there that are of interest to the Brotherhood.
until the characters start to ask her questions on the And if they are of interest to them, they are of
mission. If nobody does so within a number of minutes, interest to us.
the woman in the back coughs, shaking Renath out of her So, whatever Valthen left behind is now a
silence. priority – we need to retrieve whatever the
Brotherhood expects to find before they do. We are
“Ah…yes. Well…maybe we should get to the point. I confident that they haven’t achieved that goal yet,
first have to ask you to swear to complete secrecy though we have to hurry. Also you must avoid any
regarding this mission. It is delicate and we would not Brotherhood troops you encounter – they must not
like it if anything of it leaked out. Even if any of you know of our interest in the place; understood?
eventually refuse the mission, we need to be sure that Now, the problem is we cannot send our own
those who continue on can do so in safety. So, will men. King Hirsute is very touchy when it comes to
you take this oath?” Irongate’s men on his land, so we are looking for
outsiders – Hirsute will likely not pay attention to a
If any character refuses to cooperate, Renath thanks the band of travellers as much as he would to an
character for coming, but politely asks him or her to leave, Irongate patrol.
before she explains the mission to the others. This is one reason why we want to keep this
There is no magic involved here (though the mission under cover – if he finds out that we are
characters need not realize this). It is possible for PCs to sending people he might get very annoyed. The
lie about their intentions. Renath has been told the PCs other reason is that we have not yet reason to think
can be trusted, and believes them if they give her their that the Brotherhood knows of our mission. This
word. Only those who refuse to take an oath are sent would certainly be an advantage. You can see:
away. Once the oaths are taken, Renath explains the discretion is very important!
mission. Now. What we want of you is to go to Valthen’s
lair – without drawing attention – infiltrate it, find
“Good! Now, to the task. A few months ago we whatever is of value and return it to us.
received this stone” – she gestures to the fragmented Are you up to that task?”
slate on the table beside her – “from the Kingdom of
Sunndi. It had been found in the possession of a There are two occupants in the room – Renath Broga,
group of bandits that plagued the country. It’s an who does all the talking an professes to be a local
interesting item… magical, and forged, we found, diplomat and the other woman. The other woman is a
with extra planar power drawn from the elemental local official whose responsibility is guarding the stone.
planes. Unfortunately it is broken now, so we can Her name is Mara and she does not answer questions.
only guess at the magic it contained. (If this scenario does not start in Irongate, Mara can be
More research revealed that the item was the replaced with a local official, and in that case might
work of a dwur named Valthen Stohaard. He is a provide regional information as needed).
wizard who disappeared several years ago into the
Iron Hills – most people assume he was killed during Renath Borga, Female dwur Ari4, AL LG.
the wars. The works here may be proof of that; for it Mara, Female human (Oeridian) Rog6, AL NG.
seems unlikely he would have handed over such a
work of art without a struggle. Renath told most of what she thinks is important, but
Now, normally we would have let this pass. The the heroes may still have some questions. She answers
magical research of Valthen would of course be them patiently, occasionally slapping her forehead,
valuable to us, but it had no priority. That changed a chiding herself for not telling them right away.
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The following are questions PCs are likely to ask. If Do we get paid?
PCs ask questions that cannot be derived from the text, We will, of course, pay all expenses, but we have
Renath either says she doesn’t know, or (especially with limited funds.
politically sensitive questions) that the PCs are better off What we do have is plenty of iron and the best
not knowing. smiths in the Flanaess. If you succeed in your
mission, we can arrange for one of your weapons to
Who is Valthen Stohaart? be replaced by an item forged by our very best
He is – or was – a powerful wizard, specialized in craftsmen. It will be high quality, suitable for
elemental earth magic. He was born in the Iron Hills enchantment, and a token of your good standing in
but was very quiet and withdrawn. He moved away our city!
from his people forty years ago and retreated into the
Iron Hills. Never been seen since. What? Yes, he was a Once the PCs have asked all their questions, Renath
dwur. Didn’t I tell you? enquires if the characters accept the mission. Those
that do get a day to prepare, before they are to report to
Who does Renath work for? the docks, where they will depart on the Spitting
I work for the government of Irongate as a diplomat. I Swallow.
am especially assigned to deal with threats against the
countries that are members or allies of the Iron Alternate starting points.
League. There are many agents that would like to see If you start the adventure in a locale other than
the peace between our states destroyed. We fight Irongate, you can use the following suggestions to alter
these agents, and the evil forces that they represent! this encounter:
Stonecunning Page 7
Boatstrand district of Killdeer. The Wyrm is a good, clean She can confirm that the stone was indeed imbued
inn on the waterfront, which caters to a wide clientele with planar (transmutation) magic, but does not
ranging from sailors to officials and army officers from otherwise reveal much.
the Duke's Keep to members of several of Onnwal's more Once the adventurers accept the mission, they get
notable War Companies. The room, tucked away in a one day to prepare. They are then given transport to
corner of the ground floor, is small and wood-panelled, Naerie, where they are to board the Spitting Swallow,
with a round oaken table set in the centre, surrounded by who will bring them to their destination.
a dozen high backed chairs. Cair, the half-olven innkeep,
will show the PCs into the room, where Renath and Encounter One:
Varyanna await them. Cair will ask if the PCs require
anything, and if there is nothing else, will depart with a Treason
nod to Varyanna.
Note: If the party used one of the alternative starting
The local woman is Varyanna Cederann, a native of
points to this module, this encounter can be advanced
the Eastern Marchlands. She bears no obvious tokens of
to that location.
affiliation or allegiance.
The party gets one day to prepare (get provisions,
Once the PCs have accepted the mission they will be
new weapons, cancel meetings, and so on). The League
directed to travel overland to Irongate from there they
will refund them for any normal provisions they buy
will board the Spitting Swallow. They will have one day of
(such as torches, food, and replenishing normal
rest to prepare themselves before the vessel sails. This is
ammunition), but not weapons, armour, or other
an opportunity for them to encounter Norrick and
expensive equipment.
Merrywinkle.
The league pays for the characters’ Standard
Upkeep - they do not have to pay for upkeep during
Varyanna Cederann, human female (Oeridian), NG.
this adventure (unless they want Rich or Luxury
upkeep instead).
Appearance: Varyanna is a pretty woman in her late 20's.
The party may want to check out the merchant
She is a pureblooded Oeridian and so has fine olive skin, a
who had the last shipment delivered to Valthen’s lair.
mane of long brown-black hair and deep set dark-brown
Merrywinkle is a gnome who runs Tinkleware, a
eyes. She wears a loose blouse, pantaloons and leather
glassmaking shop near the city’s market. He is a bit deaf
sandals. She wears no adornments other than the long
and has a bad memory. Valthen often required acid-
silver hairpin with the impassive face of a woman set in
resistant glassware, and was one of Merrywinkle’s best
green jade, with which she pins up her hair.
paying customers, requesting a yearly supply of glass.
Character: Varyanna comes across as a slightly
Seven years ago he stopped ordering, and Merrywinkle
reserved, but frivolous young woman - perhaps the
suspected that Valthen had made a better deal with a
younger daughter of a rich merchant, used to wealth and
competitor in the Iron Hills.
privilege. This is exactly what Varyanna wants people to
He has visited the lair once, but only recalls that it
think, knowing that they'll underestimate her - inevitably
is a furnished cave in the side of a hill. A caravan of
to their cost should they try to cross her. If asked about
Iron Hill dwur delivered the last shipment. Their
her affiliations, she will be evasive - saying merely that
reports told him that they were not allowed to enter, as
she acts with the best interests of Onnwal and the Iron
Valthen had been adding some nasty traps in his lair, to
League.
ward against the jebli in the hills.
At the end of the day, before retiring, Norrick, a
Sunndi travelling rogue of ill repute who sells information to
The meeting takes place in one of the private rooms in the
the highest bidder, selects one of the NPCs.
Trodden Adder, a large inn in the Gate district in New
He selects the character most likely to break the
Keep (A9 on the New Keep map, if available).
oath (i.e. a Chaotic Neutral rogue), and approaches once
Primarily the soldiers that guard the gates, and new
he is or she is alone.
arrivals or start-outs from Naerie visit the inn.
The woman in the back is Cecila Avon, an apprentice
As you go about your business, the sensation creeps
to Lanaerra A’Quillian, the wizard who investigated the
over you that you are being watched. You turn
stone.
around to see who it is that is stalking you. For a
moment you can’t see it, but then you notice a short
Cecila Avon, female half-elf, Wiz4, AL CG.
man, in dirt caked clothes and a cloth cap on his
balding palate, who is beckoning at you. He grins as
Stonecunning Page 8
he sidles up to you, revealing a mouth of rotting teeth characters are left to themselves by all but Renath who
and a nasty breath than makes you back off. also takes ship with them.
“Shhhhht” he lisps, putting his finger over his In the early morning of the following day (more if
mouth as if motioning you to silence “I saw you come the ship leaves from a port other than Irongate), the
out of the halls. Been busy, eh? Talked a lot with that ship throws out its anchor in a shallow bay on the
dwur, did you? Maybe something you can share with Azure Coast, hidden from view from the sea. Here, the
trusty old Norrick?’ Ain’t no fair not to share... Maybe characters are dropped off.
if you share some, Norrick ’ll share with you some of
his own…” You are on a pebbly beach that surrounds the small
bay where the Spitting Swallow has been anchored.
Norrick is interested to hear what the character has heard The countryside consists mostly of plains, with
from Renath. Renath is an important figurehead, so occasionally a low hill, and sparse vegetation. The
Norrick expects that whatever goes on between him and wind has free play here; a stiff, chilling breeze that
any summoned adventurers must be worth his while. makes your cloaks and robes flutter.
If the PC makes clear that he does not desire to reveal Looking back, you see Borga discuss something
anything, or if he adopts a threatening attitude, Norrick with the Baklunish cleric that served on the ship.
lisps an apology and backs off. He may make another She shakes her head, and then hurries over to you
attempt to another character, but if that fails (or if none of with a worried look on her face.
the characters look promising), he does not return. “Bad tidings, I fear. Al’ghmet, the cleric, just
If a character shows interest, he continues, offering told me he received tidings that a Scarlet
more and more money for details on what transpired Brotherhood ship was sighted in the vicinity. We
inside. He is willing to pay for whatever the character can can’t tell where it went, but it does not bode well.
tell him, up to the price of 15gp (though he’ll haggle it You will have to be prepared to encounter a gang of
down as much as he can) if the character tells him about Brotherhood thugs! Avoid them at all costs – they
the mission. Once he heard the PC’s story, he pays, must not know of your presence. They must not
pulling several coins out of the depths of his coat, and discover our plans!”
then disappears. She points over the plains, towards a row of
Characters who track Norrick find he goes into the dark shapes in the north.
Poor District, where he starts roving around, trying to “Valthen’s home is somewhere in those hills, a
find a prospective buyer for his newfound information. day’s walk from here. If you head straight on, you
He doesn’t find who he is looking for until the next day will eventually reach the Iron Road, which is one of
(when the party has left the city). the ways to Irongate. It may take some time to find
Several days after the characters are gone, rumours Valthen’s home, but it is the only dwelling on the
are flying through the city, and the League eventually road in this area, so if you look out for a trail it
learns from the broker who revealed the mission. By then, should not be too hard. Our information is that his
of course, it is all too late. Note that the traitor receives a home lies to the west. You will have to hurry
different Adventure Record. though. The people we hired are to be trusted, but
they seem not eager to wait for you overly long. I
Treasure can probably manage to keep them here for a few
All APLs: Coin – up to 15 gp. days, but if your investigations take too long…
well…. It’s a long walk to Irongate.”
After play has concluded here proceed to Encounter Two.
The characters can discuss their strategies, and should
then make their way to the lair of Valthen. The initial
Encounter Two: journey is not too hard, and the hills can be reached a
The Azure Coast few hours before evening falls.
Eventually, the party finds the Iron Road, a well-
The journey on board the Spitting Swallow goes swiftly
kept road that runs from east to west through the lower
and without problems. It’s a sleek ship with a dark blue
border of the Iron Hills. The road is well travelled,
hull, owned and ran by Shig’serra, a dark skinned, half-
though most traffic takes a northern route, which
olven female, as well as ten roguish crew members of
benefits from better patrols, and allows for trade with
various heritage. Most of them keep to themselves and
Hisurite’s folk.
show no interest in the mission. During the trip the
If the party follows the road eastward, they won’t
find much – Alson’s lair is to the west.
Stonecunning Page 9
aside from patches of dried, yellow grass, nothing
After several miles following the cobbled road covers it.
westward, you can discern a flickering light in the The track leads up to a side of the hill shielded
distance. Coming from a slightly higher point, you see from view from the road. There, a large recess has
a bridge spanning a narrow creek that has chiselled a been carved into the hill. A stone wall and ceiling
deep gorge into the hills. Near the bridge, several support the niche. Broad steps lead up to two stone
figures are huddled around a fire, their silhouettes doors, which are swung open.
dancing around the flames. As you approach, you notice how silent
everything is. No singing of birds, or the buzz of
The figures are six dwur guards, out on patrol, who set up insects. All is still. Even the wind has died.
camp while keeping an eye on the bridge.
The party can, if they like, avoid detection, though it Valthen’s lair was formed from the very mountain
will be hard to cross the deep gorge without the bridge. itself, using powerful spells. When he set it up, it was
Approaching the guards will immediately draw their meant to provide the ultimate environment for him to
attention. While not unfriendly, they are reserved at first, study and experiment with elemental magic, and
requesting information on what the party is doing here develop spells that affect earth and stone.
and where they are going. A number of features were taken into account
Most stories will satisfy their curiosity – though they when designing the halls. Unless noted otherwise,
won’t easily buy it if the characters claim to be merchants, consider these standard throughout the complex.
unless they carry goods or a good amount of money on With the exception of the entrance hall, the
them. Blatantly stating their mission to investigate gallery, and the sanctuary, all rooms are built to
Valthen’s lair does not alarm them – they are not aware of dwarven size. Gnomes, halflings, and dwarves will feel
any political tension, though no doubt Hirsute will comfortable, but anyone larger than a dwarf (humans
eventually hear if the party reveals too much. If the party and elves, for example) have to stoop. Stooping hinders
comes up with a plausible story, they are invited to join movement. A stooping creature’s effective movement
the campsite, where the dwur hold guard – otherwise, rate is halved, and they cannot run. Large weapons
they will have to camp on their own. cannot effectively be employed. Fighting with a large
The dwur point the party in the right direction if slashing or bludgeoning weapon (including the scythe)
they ask for Valthen’s lair, though they suggest the party while stooping incurs a –2 penalty to attack and
should not go there. They claim the area is haunted, and damage, due to lack of space for swinging the item.
tell sinister stories of mysterious disappearancs, wailing in Reflex saves and skills that require movement (such as
the night, and dark monstrous shapes flying at night. Balance, Climb, Jump, and Tumble) suffer a –2
Indeed, if any character opts to stand guard (or if the circumstance penalty. Abilities that depend on
party avoids the patrol), several times a loud, monstrous movement, such as evasion, suffer an identical penalty.
howl (the Xorn) is heard, and dark shapes (gargoyles) These penalties increase to –4 for large creatures,
seem to be passing by, far over the characters heads. and –8 to huge creatures. Note that huge creatures can’t
The shapes disappear quickly, and the howling stops enter the lair at all unless they can burrow.
abruptly. All that can be discerned by a Listen check (DC With a few noted exceptions, there are no lights in
15) is that it comes from the north west. The gargoyles do the halls or provisions such as torches or candles.
not attack, but the events may make the night Dwarves depend on their darkvision, so the party needs
uncomfortable. Once the night has passed continue to to provide its own light.
Encounter Three. The walls, floors, and ceilings are a dull dark grey,
shot through with darker lines. From a distance, the
Encounter Three: walls of the rooms look like smooth marble. Anyone
who looks closer will note that this is not exactly so.
The lair Fine cracks run though the walls, and a dwarf can
identify that the walls are natural, unworked stone –
A mile from the bridge, a track leads north to Valthen’s
even though they feel smooth and have somehow been
lair.
shaped to form these rooms. The nature of these walls
enable the use of certain spells that might not work on
Up ahead, a large hill comes into view. It is quite a bit
worked stone (such as soften earth and stone and
larger than the other hills around it, rising up several
stonewalk).
hundred feet from where you are standing now. It is
mostly bare – there are several shrubs at the base, but
Stonecunning Page 10
The Barrier A soft, crackling laugh echoes through the halls.
The barrier is a spherical area, with a radius of 60-feet, “Had enough?”
centred on the barrier ring. It is a wall of force that only The voice is almost a whisper. You try to
affects non-natives of the material plane. Outsiders, determine where it comes from, but it is almost
ethereal or astral creatures, or summoned creatures impossible to make out. It seems like the sounds are
cannot cross it. It blocks any spells that would normally coming from the walls around you.
transport creatures into or out of the barrier, including “I can decimate you anytime I like…” the voice
extra-dimensional travel, such as dimension door, continues, getting a bit louder, as if the creature
teleport, or gate. Spells that conjure (but not create) that speaks is drawing near. “But I need you to do
creatures or items, unless the creature or item can be me a favour.
found within the barrier are similarly barred. Dismissal, You are trapped. You cannot escape if I do not
mount, or the summon monster spells will also fail, but desire so. But… neither can I.”
unseen servant spell will work and a summon swarm spell It seems this bit of information was given with
may summon the centipedes from room 14. some reluctance, as the voice falters a bit before it
If anyone claims the ring, the barrier will move with continues.
it. It does not collapse until someone activates the ring. If ”I need your assistance to get me away from
the barrier collapses, the Xorn is freed and will this place. Open the gate that let me in, and I will
immediately attack the party. When functioning let you leave here, with whatever riches you can
properly, the barrier ring wards the wearer against attacks find. Defy me, and I will see you all dead.”
from the Xorn, unless she attacks the creature itself. You are now almost certain the voice comes
from within the walls, though it is hard to
determine where – it seems to be moving
The Xorn constantly.
Watching the party as they enter the xorn does not show “So… what will it be? Do we have a deal?“
itself until the characters have gone beyond the Alabaster
Hall. Then, it starts to play its game, intending to The Xorn does not reveal any other information until
intimidate the characters into releasing it by striking out the party agrees to help it.
at them as they explore the dungeon. It initially just stalks If the party refuses, it flies into a rage and attacks,
them, making noises and causing glimpses of itself to be to kill. It uses the stone walls for cover as much as it
seen. If they leave the Alabaster Hall, it turns off the light, can, appearing and disappearing in a guerilla like
plunging the room into darkness. fashion. If it looses too many hit points, it retreats to
Once the xorn has them spooked, it springs up from the Sanctuary where it uses the healing potions before
the ground (generally at the back of the party or when a it next attacks.
character is alone), mauls one character as a surprise If the party agrees to help, it guides them to the
action, then melts into the floor again in the next round. Sanctuary (room 17).
It does this several times before it deems the characters
fearful enough to approach it with its ultimatum. If APL 2 (EL 3)
possible, it attempts to attack characters holding lanterns Fiendish Minor Xorn (1): Small Outsider, hp 19;
or lights. It may also grapple a character, then retreat back see Appendix One.
through a wall into another room.
As it needs the party, it initially does not aim to kill, APL 4 (EL 3)
causing only subdual damage, though that policy is Fiendish Minor Xorn (1): Small Outsider, hp 33;
abandoned immediately if the party does not meet its see Appendix Two.
demands. It attempt to avoid harming the mages – it
expects them to be the most capable to release it. APL 6 (EL 7)
It otherwise does not prevent the party from looting Fiendish Average Xorn (1): Medium-size Outsider,
the dungeon. It has not need for anything left here, hp 45; See Appendix Three.
having destroyed or eaten what it could.
Once the party is sufficiently paranoid (preferably after
APL 8 (EL 8)
the characters have found Zhebek’s diary), it whispers it’s
Fiendish Average Xorn (1): Medium-size Outsider,
demands from the safety of the stone walls. When the
hp 73; see Appendix Four.
Xorn makes contact with the party read or paraphrase the
following:
Stonecunning Page 11
Speak with Dead: Most of the dead bandits have Treasure: One of the statues is hollow, and
degenerated to skeletons, but it is possible people will contains the gargoyle’s secret stash in a small sack
attempt to use speak with dead to find out what All APLs: Coin – 3 gp.
happened. Indications of what a body may or may not
reveal are given in text below. Most information can be APL 2 (EL 3)
retrieved from Zhebek’s diary (Player’s Handout Three). Small Gargoyles (2): hp 20 each; see Appendix One.
This hall is the only room that has tiles on the floor. The All APLs (EL 1)
crates are empty; the remains of the last shipment of Pit trap: CR 1; mechanical; location trigger; Reflex
delicate glassworks delivered at Valthen’s lair, several save (DC 20) avoids; 10 ft. deep (1d6, fall); Search (DC
months before Spannek and his men arrived. The 20) unless area is lit; Disable Device (DC 20).
glassworks now reside in the laboratory. A brand on the
cases confirms that they are from Merrywinkle’s Ten feet out into the corridor, a large pit opens up.
Tinkleware. It spans the entire width of the corridor – not even
The crowbar is thoroughly rusted, and almost a seam can be seen on the wall.
completely useless, though it can be used as an Ten feet below lies a skeleton. The chain mail it
improvised, iron club. wore is rusted and pierced by a set of sharp, stone
The dwarves are true statues, but some of the spikes. Rocks and stone debris spill around the
‘dragons’ are actually gargoyles, which hunt throughout body, as if it rolled out from under he mail.
the hills from this spot.
The gargoyles were dominated by Valthen and have The bandit at the bottom of the pit is Pasha, one of the
clear instructions to attack everyone not accompanied by first to leave. The trap sprung when he forced his way
himself, if they attempt to enter the lair. While Valthen is outside. He died in agony as parts of his innards
long dead, the compulsion he cast on the gargoyles is still petrified due to the trap’s poison (now inert). His
effective. Due to the strong and long-term domination by armour and sword have rusted away. He has no money
the dwarf, have a nasty temper and haven’t eaten properly on him (the gargoyles took it).
in weeks. Speak with Dead: Pasha is a Suel native of Idee
The gargoyles attack any group not accompanied by that defected to the Brotherhood. He only worked for a
Valthen. Whenever one of the characters starts to move short time for Spannek, and was not one of the
inside, the gargoyles closest to the corridor attack him, brightest. He was the first that ran and never got a good
possibly flat-footing the characters as they do so. They look at the beast that killed him or his companions.
also attack if a character does something that can be
perceived as hostile (such as casting a spell), in which case
they attack the offensive character.
Stonecunning Page 12
3. Gallery Garden Those who pay attention may notice that almost all
The hall you enter stretches out at least sixty feet in bats nestle near the entrance – few dare settle in the far
front of you. Forty feet wide, and at least fifteen feet end of the room (where they fall prey to the Xorn).
high, it is huge compared to the small corridor you At the end of the hall lies another bandit corpse.
just came through. This was Athania, one of the last to leave – and to fall
As you step forward, the shadow of a heavy, prey to the Xorn. Her skeleton is horribly mangled, and
muscular figure falls over you, looming at you from the bones are scattered over the floor, along with a
the shadows. broken bow and shattered long sword.
Speak with Dead: Athania‘s body is too badly
Give the characters a moment to react, and then continue damaged to be affected by this spell.
with the following text:
4. Guest Halls
You whirl around to face the menace, only to realize This narrow hallway is again set to the size of dwur.
that it is the crumbling statue of a dwarf warrior. It There are six stone doors coming out into this hall,
wields a heavy axe, and points a finger at you as if as well as a smaller, wooden door that hangs loose
designating you the target of its scorn. from its hinges, and reveals what must be a lavatory.
Looking around, you see more dark shapes, all At the end of the hall two large stone doors
unmoving, standing at various points throughout the stand slightly ajar. Light is spilling through the gap.
hall. A larger shape dominates the centre of the hall.
It seems to be some kind of structure, with more Each door leads to a guestroom. Most of them are
statues on top of it. empty but for a stone cot, a table, and a chair. The beds
are dishevelled.
The statues are just that – statues. They are very detailed, Trap: The doors to the Alabaster Hall are warded
and some almost look alive but they are all just blocks of with a pit trap. It’s one of the first traps Valthen built
stone – Valthen made all of these statues himself, using and rather simple, just a very deep shaft ending in a
stone shape, soften earth and stone, and prestidigitation small, round oubliette. The main difficulty here is that
to add detail. the walls at the bottom curve upward and are very
This hall was meant as an underground garden, with slippery, making it impossible to climb out without
fluorescent mosses and fungi, but years of neglect have tools.
taken its toll. The structure in the centre is a fountain, but This trap has not been tripped (the bandits
no water flows anymore (the pipes are clogged). discovered this trap before they entered the halls and
If anyone takes a moment to listen, looks up, or after managed to avoid it).
they have been in the hall for a few rounds, they notice
the bats on the ceiling. APL 2 (EL 2)
Pit Trap: CR 2; mechanical; location trigger; Reflex
A chattering noise makes you look up. It looks like a save (DC 20) avoids; 40 ft. deep (4d6, fall); Search (DC
velvet blanket covers the ceiling. It is filled with 23); Disable Device (DC 23).
hundreds and hundreds of tiny bats, a few swooping
over your head, most of them lazily hanging down on APL 4 (EL 2)
the ceiling, several feet above you. You can now also Pit Trap: CR 2; mechanical; location trigger; Reflex
see that the floor is covered ankle deep in bat guano, save (DC 20) avoids; 40 ft. deep (4d6, fall); Search (DC
and large patches of mosses and fungi grow wild on it. 25); Disable Device (DC 25).
There are over five hundred bats in the hall. They are not APL 6 (EL 2)
dangerous and will not attack, though sufficient Pit Trap: CR 2; mechanical; location trigger; Reflex
disturbance (a loud noise, or a flashy area of effect spell) save (DC 20) avoids; 40 ft. deep (4d6, fall); Search (DC
arouses them and causes a dark cloud of fluttering bats to 27); Disable Device (DC 27).
drop from the ceiling.
The cloud obscures vision, and anyone caught in it APL 8 (EL 2)
must make a Will save (DC 10) or be stunned for one Pit Trap: CR 2; mechanical; location trigger; Reflex
round. The bats can be chased out of the cave, but will save (DC 20) avoids; 40 ft. deep (4d6, fall); Search (DC
return within a few hours. 29); Disable Device (DC 29).
Stonecunning Page 13
Speak with Dead: Rego can tell most of what happened The book on the table contains his most important
(see the journal of Zhebek). In addition, he can explain research notes. Most of his writings can still be made
what his ring is supposed to do, and provide the out. They concern planar and elemental magic, and are
command word. He feels it failed him (he is not aware written down in Terran, intermingled with words
that the barrier exists). borrowed from Draconian and Dwur. Found herein are
Treasure: The last room to the right contains the explanations of various experiments, as well as a
body of Rego, a thief who owned a magic ring – a present number of magic items he created, including the stone
from a Brotherhood monk for the successful assassination the Iron League owns. It also contains an early draft of
of a rival. The barrier ring – Rego was told – would the layout of Valthen’s lair (show the Players Handout
protect him from harm by summoned creatures. Two), as he had it in mind shortly before he built it.
Unfortunately, when Rego attempted to activate the ring, While he deviated on some small items later on, there
he fumbled, and the barrier that would normally have is a sketch of the Sanctuary’s location.
warded him came into being in a sixty feet radius around The book is one of the items the League is
him, trapping the xorn inside. interested in. Most other books are burned or
The xorn quickly killed Rego, but the ring proved shredded, victims of the fight that broke out. They
untouchable – and has remained on his body since. were a 16-part catalogue on stones and gems. Four
Beside the ring, Rego’s body still holds three daggers, and slightly damaged books are left (D, E-F, Q, and Y-Z),
7 gp in coins. buried among the debris
All APLs: Loot – 1 gp; Coin – 1 gp; Magic – barrier The dead body is that of Kelsa the Liar, a female
ring (3,992 gp). sorcerer/cleric of Syrul. She counselled Spannek to
personally bear his message to Onnwal, rather than
5. The Alabaster Hall return to Naerie, where his betters would take the
A warm glow illuminates the remains of some kind of claim for the discovery. While she did not know the
study. A low table near the entrance is upturned and details of Spannek’s discovery, she relished the
broken in two. Shelves along the walls, some of which opportunity to instigate conflict. Unfortunately, her
once contained books, are scattered over the floor, sharp wit did not protect her against the xorn when it
along with shreds of half-burned paper and shards of reared up out of the floor and bit her in half.
glass and pottery. From the walls hang torn pieces of Speak with Dead: If a character attempts to
paper, once detailed sketches of intricate designs that commune with Kelsa using a speak with dead, her body
can only have an arcane purpose. On one – which will answer any question with a lie or a fabrication,
spans over ten feet –can still be made out named and courtesy of Syrul. She’ll claim to be an innocent woman
numbered spheres and connecting lines, in various whose friends were slaughtered by the insane diabolist
colours. Some symbols seem familiar, but most of the that lives here.
names are in a foreign alphabet. If she is somehow forced to tell the truth, she does
A door at the end of the room stands open. To the not answer, but collapses into dust with an anguished
left, a portcullis blocks entry to what looks like a cry.
workroom. Just in front of it is another small wooden Treasure: Searching her body reveals a rusty-red
door; similar to the one you passed in the corridor. metallic, forked-tongued amulet (an unholy symbol of
The only item that is largely untouched is a Syrul), a staff, and a scroll. The staff is not magical, but
cabinet, on which a pot of ink has spilled its contents still in a fair condition and can be twisted open to
on a roughly bound stack of parchment, gluing a reveal a concealed dagger. The scroll contains two
goose feather pen to its pages. A small hooded lantern speak with dead spells. She has no money on her, but
hangs above it, emitting a flickering light. does carry a small bloodstone, valued 75 gp.
In the centre of the room lie the skeletal remains All APLs: Loot – 1 gp; Coin – 12 gp; Magic – scroll
of a red haired woman. She is dressed in the remains of speak with dead x2 (62 gp).
of a shredded, golden robe, embroidered with a dark
red pattern similar to a snake’s tongue. Her skeletal 6. Golem workshop
form is twisted and broken, and it seems the lower A stone portcullis blocks entry to this room.
half of her body is missing. Through its bars you see a workplace. A large stone
slab dominates this room. On top of it lies a giant
This room was used by Valthen to record his notes; hence block of clay, shaped in the form of a man. The clay
it is the only room that has a permanent light source. The has dried and hardened, cracks have formed all over
hooded lantern contains a continual flame. the body. A musky smell permeates the air.
Stonecunning Page 14
Behind the slab, a workbench is pushed against Treasure: Most non-organic, generic spell component
the wall. It is littered with hammers, chisels, and can be found here, including a large collection of
knives, all of them thoroughly rusted. The different types of rock, sands, crystals, and salts. None
instruments are covered with sheets of paper that of these are worth much except for a fanatic earth
have fallen out of one of the many binders that lay on elementalist such as Valthen. The whole collection
top of the shelf above the working bench. (approximately 20 lbs. contained in various vessels) can
be sold for 50gp to the right buyer.
Valthen installed the portcullis after a golem he created All APLs: Loot – 4 gp.
went berserk. The portcullis opened automatically to him.
Others can open it with a knock spell (unlike a normal 9. Shrine to Fortubo
portcullis), or by forcing it open. Once opened it stays A small stone altar stands in the middle of a room
open. resembling, for the most part, a roughly furnished
Portcullis: 2 in. thick; hardness 10; hp 60; AC 5; cave. The walls here are rough and uneven, not
break DC 28; lift DC 25. smooth as those in the rest of these halls. The floor
is level, but you can see veins crisscrossing the
The clay form is part of an experiment of Valthen’s to floor, as if some artery of ore has been laid bare.
create a clay golem using arcane magic. The body he The only worked wall is the one opposite the
forged was one of many attempts – this experiment was door. A large relief shows a small bearded human,
interrupted by Spannek’s arrival (the last entry in his holding a large hammer in one of his fists. Glowing
notebook details the creation of the body). coals in two braziers cast a dark red glow on his
The body has since dried and is now very brittle, face, as his eyes gaze at you in stern judgment.
useless for animation.
The binders contain rows of notes of previous The two braziers are enchanted with a variation of the
experiments, all failed. Among the notes are two scrolls: continual flame spell. They only illuminate a ten-foot
one contains haste, the other xorn movement (a spell area and break when taken from the room.
Valthen researched, see Appendix Five). The human depicted is the Suel god Fortubo,
At the far end of the room is a locked stone door. The wielding his hammer, Golbi.
key to its lock is on the shelf, at the side of the door. While not barred from entering, the Xorn does not
Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; attack anyone in the shrine.
break DC 28.
10. Hall
Treasure The first thing you see as you look through the
All APLs: Magic – scroll of haste (31 gp), scroll of open door is the skeletal remains of a large man
xorm movement (94 gp). lying in an awkward position in the middle of a
intersection of two corridors.
7. Hall He must have been a warrior. His sword, now
Behind the door, two corridors lead up to two heavy rusted, lies at his side. The breastplate he wore is
stone doors. One of these doors is decorated with a likely deteriorated. It shows several peculiar,
relief, depicting a large hammer emanating rays. circular holes, as if something large and sharp
punctured it several times.
The relief depicts the holy symbol of Fortubo.
The door to the vault (room 11) is arcane locked.
8. Storage Room Arcane Locked Stone Door: 4 in. thick;
This room is furnished around the walls with three hardness 8; hp 60; AC 5; break DC 38.
stacks of large, wooden shelves. The shelves are The door to Valthen’s private quarters (room 15)
covered with boxes, bags, vials and jars containing a has an average lock (Open Lock DC 25, Break DC 28).
large range of substances. Most prominent here are a Locked Stone Door: 4 in. thick; hardness 8; hp
large collection of rocks in various shapes and colours, 60; AC 5; Open Lock DC 25; break DC 28.
and several glass jars containing with what seems to Speak with Dead: Borat never saw the Xorn. He
be coloured sand. was killed when the darkness took effect, and he
Everything is covered in a thick layer of dust. stumbled on the spike trap.
Treasure: Some items of value can be found on
Borat’s body:
All APLs: Loot - 24gp; Coin - 3gp; Magic – 0gp.
Stonecunning Page 15
Traps: There are several traps set out in this hall (see APL 4 (EL 3)
the map). The body is that of Borat, a warrior. He lies on Spiked Pit Trap: CR 3; mechanical; location trigger;
the spike trap (trap A). manual reset; Reflex save (DC 20) avoids; 40 ft. deep
(4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes for
A: Spike trap 1d4+5 each); Search (DC 25); Disable Device (DC 25).
Whenever someone enters the five-foot square of this
trap, six sharp stone spikes jut out of the floor. They are APL 6 (EL 4)
actually formed from the floor (like a stone shape spell) – Spiked Pit Trap: CR 4; mechanical; location trigger;
there are no seems that indicate their presence, and their manual reset; Reflex save (DC 20) avoids; 50 ft. deep
positions shift each time the trap activates again. (5d6, fall); pit spikes (Atk +10 melee, 1d4 spikes for
Aside from disarming it, the trap can be avoided by 1d4+5 each); Search (DC 27); Disable Device (DC 27).
not stepping onto the area (i.e. by jumping over it).
Someone who has Stonecunning can use the Search APL 8 (EL 5)
check to detect this trap as a rogue can. A Spellcraft check Spiked Pit Trap: CR 5; mechanical; location trigger;
(DC 21) in conjunction with a detect magic reveals that manual reset; Reflex save (DC 20) avoids; 60 ft. deep
the floor radiates Transmutation magic. (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes for
1d4+5 each); Search (DC 29); Disable Device (DC 29).
APL 2 (EL 2)
Spike Trap: CR 2; magical; location trigger; automatic C: Poison Gas Trap
reset (1 minute); Atk +6 melee (2d6); Search (DC 23); Whenever someone moves into the indicated area, a
Disable Device (DC 23). bluish-grey gas cloud spouts from six small holes in the
walls, filling the 5 ft. x 10 ft. area. Someone who has
APL 4 (EL 3) Stonecunning can use the Search skill to detect this
Spike Trap: CR 3; magical; location trigger; automatic trap as a rogue can.
reset (1 minute); Atk +8 melee (4d6); Search (DC 25); A detect magic in conjunction with a Spellcraft
Disable Device (DC 25). check (DC 21) reveals that the first twenty feet of the
walls into the corridor radiate Transmutation magic.
APL 6 (EL 4)
Spike Trap: CR 4; magical; location trigger; automatic All APLs (EL 0)
reset (1 minute); Atk +10 melee (8d6); Search (DC 27); Flesh to Stone Gas Trap: CR 7; magical; location
Disable Device (DC 27). trigger; no reset; spell effect (flesh to stone), Fort save
(DC 19) resists; Search (DC 29); Disable Device (DC
APL 8 (EL 6) 29).
Spike Trap: CR 6; magical; location trigger; automatic The gas in this trap has faded and no longer
reset (1 minute); Atk +12 melee (12d6); Search (DC 29); transforms flesh to stone. However PCs failing their
Disable Device (DC 29). saves develop cracked, greyish skin and a grating rough
voice. A successful dispel magic cast against a 13th level
B: Pit Trap caster dispels this effect.
Operated by pressure plates, this trap covers the entire 5-
feet floor. Once triggered, it does not reset (forcing 11. Vault
characters to climb or jump the gap). This is only a small room, hardly ten feet square.
Someone who has Stonecunning can use the Search From what you can see around you, there used to be
skill with a +2 circumstance bonus to detect this trap. a large glass display in the centre, but something
shattered it, leaving only an ebony framework
APL 2 (EL 3) standing. The floor is covered with glass shards.
Spiked Pit Trap: CR 3; mechanical; location trigger; There are numerous coins littered among the
manual reset; Reflex save (DC 20) avoids; 40 ft. deep (4d6, debris, but whatever was on display here is gone.
fall); pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5
each); Search (DC 23); Disable Device (DC 23). Treasure: The vault contained a large collection of
priceless gems and crystals, but the Xorn has eaten all
these. What remains of the gold stored here is scattered
on the floor. There is a total of 300gp various coinage,
but gathering it will take over an hour of searching.
Stonecunning Page 16
All APLs: Coin – 50 gp. These stones are actually petrified meat – a way to
keep meat good indefinitely. When he needed food
12. Terrarium Valthen would apply his ointment (of which two full
This is probably one of the strangest rooms you have flasks remain here) to the stone meat.
yet seen. A large glass wall is set halfway into this The bodies are those of Yari, a rogue and Zhebek, a
room. The space behind is filled with moss-covered bard. If Zhebek’s body is moved or touched, his spirit is
rocks, tiled up high to the left side of the wall. The awoken and rises from the body, howling and
right side is partly filled with a fetid pool of water, gibbering, maddened through the horror of his trial
twirling with mud and weed.
The glass wall is cracked in several places, Zhebek, allip: 26 hp; Monster Manual, page 16.
allowing part of the water to seep onto the floor,
where it has formed a pool of foul smelling liquid. Zhebek moves about his body, gibbering madly,
subjecting anyone in the room to his babbling.
This is a terrarium, where Valthen kept a small collection He is totally self-absorbed and far-gone but does
of amphibians. Aquatic animal life, especially salamanders not attack unless the characters attack him first, or
and frogs, was the only thing besides magic that could unless the xorn is present. In that case he immediately
catch his interest. He even attempted to combine the two attacks, flailing at the xorn until it flees the room.
passions – trying to breed fire-breathing frogs or Zhebek does not respond to questions. He follows
salamanders that could walk through stone. the characters around as they explore the kitchen, but
If the party pays some notice, they will discover that does not leave the room (even while in combat).
the terrarium is not empty – there are actually a number If the characters ignoring him, he sinks back into
of diminutive frogs in the water and between the rocks, the floor, lamenting his fate, after five minutes of
hard to see as they hide between the debris. roaming.
These frogs are light green in colour with bright Speak with Dead: Yari can safely be questioned.
yellow and red spots, which seem to shift on their skin as See Zhebek’s diary for more details.
they move. They have managed to survive and multiply If speak with dead is cast on Zhebek, this will awaken
due to the toughness bred into them that allows them to his spirit (see above). If the allip was slain, no response
survive on a minimum of food. can be got from his body.
Development: While the frogs are mostly harmless, Treasure: The bard’s body carries a long sword, a
if the PCs spend overly long examining them this lute, and a diary (see Player Handout Three).
provides the Xorn with an excellent opportunity to make The diary is the true goal of the Brotherhood
an appearance. agents – it contains the name of a traitor. The bandits
have between them 63gp in coins and small gems.
13. Kitchen All APLs: Loot – 43 gp; Coin – 10 gp; Magic –
One side of this space is taken up by a large stone Valthen’s ointment x2 (1,100 gp).
platform, home to a number of cupboards and what
seems to be some kind of oven. The other side holds a 14. Supply Room
fireplace, with a large spit lying over a long dead fire. This room contains a large, partially collapsed
A large table has been pushed against the far wall. cupboard, several bags that may once have
As you look closer, you can see two bodies lying near contained grain, and a number of caskets. It’s
it. One body is rather shabby dressed, and lies in an obviously a storage area but whatever goods were
awkward angle several feet from the wall. The other here are long gone.
lies half-hidden behind the table. It is dressed in
colourful clothes, and seems to be a man. His long At APLs 2 and 4 continue:
blond hair still clings to its skull, and he clutches a
bundle of paper to its chest, as if it could ward him A soft rustling emanates from one corner of the
from death. room, followed by a strange clicking sound that
seems to draw nearer.
The kitchen contains everything you generally find in a
kitchen – pans, pottery, cutlery, plates, knives, and other The supplies are either spoiled or have wasted away.
gear. The sound came from the centipedes that have made
The water in the caskets is fetid, and most food is this room (and the tunnels they burrowed beneath it)
spoiled, but one of the closets contains stone humps in their lair. They are hungry and attack as soon as
the shape of hams and two earthen flasks. someone enters the room.
Stonecunning Page 17
marks you can see suggest something big chewed
APL 2 (EL 1) its way through them.
Monstrous Centipede, Medium-Size (2): hp 4 each;
See Appendix One. Some of these books deal with basic magic, elemental
forces, or planar theories, but most concern themselves
with the properties of rock or gems, tools and tricks of
APL 4 (EL 3) stone working and gem cutting, basic physics, and
Monstrous Centipede, Medium-Size (5): hp 4 each; dwarven history. A separate shelf in one of the still
See Appendix Two. remaining bookcases has books on animals, mostly on
amphibians and reptiles. One very worn book details
15. Private quarters keeping and breeding frogs.
A well-furnished room, with plush carpet and a small There are no magic tomes here, but Search check (DC
table with two comfortable chairs, make you almost 21) through the books on the floor the remains of
forget the carnage you have witnessed so far. Valthen’s spellbooks can be found.
A bed flanked by a large wardrobe stands in the Treasure: There are three notebooks, bound in a
far corner, discreetly separated from the rest of the dull grey, pebbly hide. Most pages have been torn, but a
room by a heavy curtain. few spells remain and can be deciphered.
Against another wall is a small desk, with an All ALPs: Magic – Spellbook One (7 gp),
empty bowl and a bar of soap on top of it. Above it is a Spellbook Two (13 gp), Spellbook Three (9 gp).
large fresco, slightly faded, depicting a band of dwur Spellbook 1: protection from evil, unseen
fighting a large ogre. Several more frescoes are servant, summon monster II, summon monster IV.
situated at the end of the room. They show a heavily Spellbook 2: enlarge, flesh to stone, stone to
armoured dwur with a large battleaxe leading a dwur flesh, teleport.
army, a bird’s view of a large city in the mountains, Spellbook 3: grease, pass wall, xorn movement
and a pegasus fighting a red dragon. (see Appendix Five). This book has a sepia snake sygil
on it (cast at 11th level, save DC 15). The wards on the
The room is spotless; a permanent unseen servant other spellbooks were sprung when the xorn mauled
maintains it. If the characters disturb anything in this them in his frustration in failing to find a way out.
room, the servant goes about cleaning up after they have Deciphering spells from these books is at a –2
left. It cannot repair things that are broken, but cleans circumstance penalty due to the bad condition of the
away footprints, and moves anything left behind into the material. Read magic works as normal. Xorn movement
desk or wardrobe. It only acts if there is nobody in the is a 5th level spell from the Manual of the Planes (see
room. Appendix Five).
Valthen’s desk holds another diary of his – this one
contains notes on his attempts to interbreed elementals 17. The Sanctuary
with animals – mostly amphibians and reptiles. Almost all A large circular room opens up. It is a perfect
of his attempts met with failure. Only his last experiment sphere bordered by unworked but smooth walls,
yielded results, when he used magic to imbue frog eggs with red and gold veins flashing through its surface.
with pattern magic. Most of the area is in disarray. Several cabinets
A secret door in the back of the room leads to on this side of the room have been totally shattered.
Valthen’s private library. A Search check (DC 15) finds a One of them has been hurled to the other side,
shifting door behind the fresco of the pegasus (actually a where it has hit a glass stand, crushing the vials and
depiction of the god Jascar fighting Beltar). other fragile material that were on display. The only
object untouched by destruction is the well-
16. Library preserved, dried body of a dwur, which lies a few
Three large bookcases take up most of this room, one feet from the glass case.
on each side of the room. Only two of them are still In the very middle of the room hangs a
standing, filled in five shelves with dusty tombs and shimmering shield that emits a dark green light. It
scrolls. is ten feet high and five feet wide, and flashes gold
The third has been heavily mauled. It leans and green sparkles every now and then. Sometimes,
against the wall, its shelves broken, and the books that a shadow seems to move inside it, but you cannot
were once inside scattered on the floor. Most books make out what it is.
have been trampled or were bitten through – the
Stonecunning Page 18
The Sanctuary is a circular room thirty feet beyond hit points, or after 1d4 rounds (as it fears the gate will
Valthen’s lair. There are no real passages that lead to it. It close again).
is the ultimately warded conjuration room, inaccessible Opening the gate can be done in a few ways. The
for snooping thieves and monsters, and warded so that first is to stop the barrier ring from functioning. This
summoned creatures cannot escape to run havoc. can be done by properly using it, either through a
There are three ways of getting to this room. The rogues Use Magic Device skill, or by finding the
first, and most likely one – is that the Xorn brings the command word (“Krovashar”).
characters here. If they agree to aid it, it will lead them to It is also possible to temporary suppress the
the library (room 16), where it will proceed to dig a barrier. A dispel magic on the ring will accomplish this.
tunnel thirty feet into the rock, leading to the sanctuary. An anti-magic shell cast to surround either the ring or
The second way is that the party find out the the gate will also work. Other spells may have the same
existence of this room for themselves. The notes of effect – the DM should judge the party’s attempts to
Valthen describe the location of the sanctuary. Character activate the gate.
can decide to dig for it (which will take quite some time), Moving the barrier so the gate falls outside it
or use magical means (such as passwall or dimension activates the gate, but leaves the xorn unable to reach it.
door) to get into the room. If the barrier closes or is suppressed, the gate
The third way is by accident. If the party uses the becomes active for five rounds, after which it closes and
scroll of xorn movement on a character for scouting disappears (it does not disappear if the barrier moves –
around, the character may accidentally get himself into the xorn needs to be in the same dimensional space
this room. before it can do so).
The room originally held Valthen’s magic items and As a final solution, if the barrier ring is touched to
research papers. Like in many places in the lair the Xorn the gate, they annihilate each other, as they disappear
vented its anger and frustration here, destroying most of in a blinding flash. The barrier is gone, leaving the xorn
the dwur’s work. Searching through the debris reveals free to go where it wants, but as the gate is destroyed it
broken wands and staves and shattered potions. Three immediately attacks.
potions of cure light wounds, obtained from the temple of The gate also closes if the xorn is destroyed
Fortubo, are still intact (unless the Xorn used them to (whether the barrier is active or not). The gate is
cure itself), as well as a large book holding more research impassable to any native of the prime material plane
notes – these ones concerning the summoning of unless that individual is warded with mighty magics.
monsters.
The large green shield is the portal through which Encounter Four:
Valthen summoned the Xorn. It is useless – effectively in
stasis - as long as the barrier is active. Enter the Brotherhood
The body is that of Valthen himself. He died of the
A short time after the party started investigating
poison mere seconds after he summoned the Xorn to take
Valthen’s lair, the Scarlet Brotherhood agents arrive
revenge. He is dressed in his working robes, stained with
there too.
acids and clay.
This encounter starts shortly after the party either
Speak with dead: Valthen can give only a partial
defeat or escape from the xorn. If the party takes a
account of what happened, having been surprised by his
considerable time investigating the lair (longer than a
guests in the middle of what he considers an
day), they simply arrive during the evening and set up
exceptionally important experiment. He has no idea why
camp ready to explore the area the next day.
he was attacked, and is rather suspicious of anyone who is
A sudden loud bang resounds through the halls,
not a dwarf, suspecting another trap.
echoing off its walls. It sounds like something
He cannot give an explanation of why the gate
exploded. More noise follows – the clang of metal
doesn’t work anymore, except that it must be due to an
hitting rock. The sound seems to come from the
‘outside interference of a magical nature.
entrance.
Treasure: The only item of value Valthen’s corpses
A few seconds later, your suspicion is
wears is his ring of sustenance.
confirmed as a female voice echoes : “Volata!
All APLs: Magic – ring of sustenance (208 gp).
Superte dwur sa gishar denjo ? “
Development: The xorn demands the characters
open the gate so he can return. If they fail, do not comply,
The ‘explosion’ is the sound of large statue hitting the
or take an extraordinary amount of time, it attacks them.
floor after being toppled over. The agents have just
If they succeed in opening the gate, it attacks them
arrived at the lair, were the gargoyles attacked them (if
anyway, but leaves through the gate when reduced to half
Stonecunning Page 19
the party killed the gargoyles themselves, the agents APL 2: Loot - 167gp; Coin - 10gp; Magic – 83gp.
destroyed all remaining statues, to be sure the threat is APL 4: Loot - 255gp; Coin - 11gp; Magic – 178gp.
gone). APL 6: Loot - 316gp; Coin - 14gp; Magic – 203gp.
The voice is that of Ka Kertari, who is not too eager to APL 8: Loot 167gp; Coin - 11gp; Magic – 203gp.
get noticed by the dwur and commands her men to be
silent. (What she said was in Ancient Suel and translates Development: The best way to deal with the group is
as: “Silence! Do you want the dwur to come search for to sneak outside at night. The agents are probably too
us?”). Kel, a wizard, and Ido (a bard and former member of powerful to take on it a stand up fight (the DM is
Spannek’s band) accompany her along with a couple of encouraged to drop some hints, perhaps describing the
hochebi guards. group setting up camp for the night etc.)
He overheard Zhebek talking in his sleep while they Two hochebi are on watch at all times and these
stayed in Stoneheart’s halls. It is his testimony that will need to be dealt with, so sneaking in will not be
prompted the Brotherhood to investigate the lair. easy. There are a number of possibilities to increase
The agents do not enter the complex immediately. chances for Hide or Move Silently checks. One easy
They have heard stories from Ido about the traps and the way is to scare the bats in the halls. The screeching
creature, and plan to enter prepared and by daylight. They swarm will provide ample cover for the party to move
set up camp at a safe distance from the entrance. closer, adding a +10 circumstance bonus to Hide and
The PCs should do their utmost to avoid fighting Move Silently checks. Dousing the fire of the camp
these Brotherhood agents for two reasons a) they were adds a +4 circumstance bonus due to the sudden
told to do so by their Iron League contacts and b) the darkness.
Brotherhood possess overwhelming force. It is also possible to engage the agents in melee,
but it is likely the party will be overmatched unless
APL 2 (EL 8) they can gain surprise.
Ka Kertari: human Mon2; hp 17; See Appendix One. Surprising them is hard, as the perimeter of the
Ido: human Brd2; hp 10; See Appendix One. Brotherhood’s camp is warded with an alarm spell,
Kel: human Sor1; hp 5; See Appendix One. which rings a bell when someone comes within 25 feet
Hochebi guards (10): hp 9 each; See Appendix One. of the campfire (Ido casts the spell shortly after camp is
set up).
If the player characters are discovered, the
APL 4 (EL 12) Brotherhood party immediately attacks.
Ka Kertari: human Mon4; hp 27; See Appendix Two. The hochebi guards throw their javelins, and then
Ido: CR 2; human Brd2; hp 10; See Appendix Two. charge into melee. If needed, Kel casts mage armour on
Kel: CR 3; human Sor3; hp 12; See Appendix Two. Ka Kertari and himself (in APL 4 and higher, those
Hochebi guards (16): humanoid Ftr1; hp 12 each; see spells have already been cast and are still active), before
appendix 1 he retreats to the back, from where he uses his range
spells to hamper the party. Kertari downs her cat’s
APL 6 (EL 14) grace potion, and then hurls her poisoned shuriken
Ka Kertari: human Mon6; hp 43; See Appendix Three. before she joins the fight.
Ido: human Brd4; hp 18; See Appendix Three. Ido, a coward by nature, uses his singing to inspire
Kel: human Sor5; hp 20; See Appendix Three. courage, but attempts to stay out of close combat,
Hochebi guards (20): humanoid Ftr1; hp 12 each; see instead casting spells to aid his companions once his
Appendix Three song has its effect. If Kertari is defeated, he turns tail
and runs. Kertari and Kel flee only once all hochebi
APL 8 (EL 16) guards have been killed. The hochebi guards have no
fear of death and fight till the end.
Ka Kertari: human Mon8; hp 56; See Appendix Four. Any agent that gets away will report the events to
Ido: human Brd6; hp 24; See Appendix Four. the Brotherhood, so it is desirable to not let any of
Kel: human Sor7; hp 27; See Appendix Four. them escape. If any are captured, they are silent about
Hochebi guards (10): humanoid Ftr2; hp 21 each; See their mission, refusing to talk except to curse the party.
Appendix Four. If the party is defeated or driven off, any surviving
character captured by the Brotherhood will be taken to
Treasure Scant. All is not lost however. PCs undergoing such a
If the PCs fight the Brotherhood the following treasure fate manage to escape before reaching the beleaguered
can be recovered: capital of Onnwal and escape.
Stonecunning Page 20
As they will escape with essentially no equipment creighton.broadhurst@ntlworld.com as soon as
such PCs may invoke a modified version of the Charity of possible. General comments about the module are also
Friends Clause found in Chapter Six of the LIVING welcomed at this address.
GREYHAWK Campaign Sourcebook.
PCs who escape are also docked 2 TUs, simulating 1. Did the party retrieve Valthen’s notes?
their escape and travels back to their homeland. 2. Did the party retrieve the diary?
Charity of Friends Clause: If you escape from the 3. Did the party engage, or did the Brotherhood party
Brotherhood before reaching Scant you have escaped discover them? If they engaged, did any of the
without any equipment. In this instance you may enlist Brotherhood agents escape?
the charity of friends. This gives you one-fourth the total 4. Did anyone of the party break the oath?
from Table 5-1: Character Wealth by Level from the 5. Did the xorn survive?
DMG, or all of your character’s coin value from your last 6. Did the party retrieve Valthen’s body?
Adventure Record, whichever is greater.
Wizards may opt to discard half of this charity to
create a new spellbook identical to their former spellbook,
or take the full charity and rebuild their spell book by way
of scrolls. This represents family and friends chipping in
to help get you back on your feet. No player at the table is
allowed to contribute to this amount.
Conclusion
Unless the party spends an extraordinary amount of time
(more than four days) before they return to the bay, the
Spitting Swallow is still there, waiting for them to return
them home. If they do take too long, they will have to
travel to Irongate by themselves. Renath has guards
watching out for their arrival.
If the characters provide useful information
(especially Zebhek’s diary), they are rewarded with one
masterwork weapon, worked with the symbol of the Iron
League on it.
For purposes of calculating treasure, masterwork
weapons are 300 gp more expensive than normal
weapons; Players may give up one of their own weapons
or pay for the base weapon cost to level out on the
maximum gp cap for the adventure.
The characters gain favourable standing with the
league, with the exception of any players that sold their
mission to Norrick. The latter are now distrusted and will
not be asked for further missions (though they receive
payment as normal) until they again regain the League’s
trust.
Campaign Consequences
This module has "Campaign Consequences"; that is the
outcome of this module will directly affect future events
in the course of the campaign. The answers to some of the
questions below may seem trivial or pointless, but because
of the complex nature of the back story and campaign all
information requested is vital.
Stonecunning Page 21
Experience Point Summary Treasure Summary
To award experience for this adventure, add up the values During an adventure, characters encounter treasure,
for the objectives accomplished. Then assign the usually finding it in the possession of their foes. Every
discretionary role-playing experience award. The role- encounter that features treasure has a “treasure” section
playing award should be given for consistent character within the encounter description, giving information
portrayal and contribution to the fun of the game. You about the loot, coins, and magic items that make up the
can award different role-playing amounts to different encounter’s treasure.
characters. The loot total is the number of gold pieces each
Award the total value (objectives plus role-playing) to character gains if the foes are plundered of all their
each character. earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
Encounter Three take the time to loot the bodies, they do not gain this
Defeat the Gargoyles gold. If you feel it is reasonable that characters can go
APL 2 60 xp back to loot the bodies, and those bodies are there (i.e.,
APL 4 120 xp not carted off by dungeon scavengers, removed from the
APL 6 210 xp scene by the local watch, and so on), characters may
APL 8 270 xp return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
Defeat the Centipedes the encounter totals given below.
APL 2 30 xp The coin total is the number of gold pieces each
APL 4 90 xp character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
Encounter the Traps in Room 4 round or so. If for some reason, they pass up this
APL 2 60 xp treasure, the coin total is subtracted from the encounter
APL 4 60 xp totals given below.
APL 6 60 xp Next, the magic items are listed. Magic item
APL 8 60 xp treasure is the hardest to adjudicate, because they are
varied and because characters may want to use them
Encounter the Traps in Room 10 during the adventure. Many times characters must cast
APL 2 120 xp identify, analyze dweomer or similar spell to determine
APL 4 180 xp what the item does and how to activate it. Other times
APL 6 240 xp they may attempt to use the item blindly. If the magic
APL 8 330 xp item is consumable (a potion, scroll, magic bolts, etc.) and
the item is used before the end of the adventure, its total
Defeat the Xorn is subtracted from the adventure totals below.
APL 2 90 xp Once you have subtracted the value for unclaimed
APL 4 90 xp treasure from each encounter add it up and that is the
APL 6 210 xp number of gold pieces a characters total and coin value
APL 8 240 xp increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate. Because
Discretionary role-playing award this is a Meta-regional scenario, characters from Meta-
APL 2 90 xp region 5 may spend additional Time Units to practice
APL 4 135 xp professions or create items immediately after the
APL 6 180 xp adventure so this total may be modified by other
APL 8 225 xp circumstances.
Stonecunning Page 22
APL 6: 800 gp
APL 8: 1,250 gp Encounter Four
Defeat the Scarlet Brotherhood party:
Treasure Key APL 2: Loot – 167 gp; Coin – 10 gp; Magic – 83 gp.
L = Looted gear from enemies, C = coin, gems, jewelry and APL 4: Loot – 255 gp; Coin – 11 gp; Magic – 178
other valuables, M = Magic items, S = Special gp.
APL 6: Loot – 316 gp; Coin – 14 gp; Magic – 203
Encounter One gp.
Sell the secret to Norrick APL 8: Loot 167 gp; Coin – 11 gp; Magic – 203 gp.
All APLs: Coin – up to 15 gp.
Conclusion
Encounter Three Return to Renath and turn in Zhebek’s diary
All APLs: Loot – 150 gp or 300 gp.
Room 1
Defeat the gargoyles and find their treasure:
Favourable Standing with the Iron League
All APLs: Coin – 3 gp.
The character is held in some regard by the members of
the League. While no direct benefits are tied to this,
Room 4 future Iron League scenarios may require a favourable
Strip Rego’s body standing.
All APLs: Loot – 1 gp; Coin – 1 gp; Magic – barrier
ring (3,992 gp). Items Possibly Found during the Adventure
Room 5
Strip Kelsa’s body and loot the room APL 2
All APLs: Loot – 1 gp; Coin – 12 gp; Magic – scroll of Everburning torch (Any, DMG)
speak with dead x2 (62 gp). Potion of cure light wounds (Any, DMG)
Scroll of haste (Any, DMG)
Room 6 Scroll of speak with dead (Any, DMG)
Loot the room Scroll of xorn movement (Adventure, see Appendix
All APLs: Magic – scroll of haste (31 gp), scroll of Five)
xorm movement (94 gp). Barrier ring (Adventure, see below)
Ring of sustenance (Adventure, DMG)
Room 8
Loot the room: APL 4
All APLs: Loot – 4 gp. Everburning torch (Any, DMG)
Potion of cure light wounds (Any, DMG)
Room 11 Potion of cat’s grace (Any, DMG)
Loot the room (takes an hour): Scroll of haste (Any, DMG)
All APLs: Coin – 50 gp. Scroll of speak with dead (Any, DMG)
Scroll of xorn movement (Adventure, see Appendix Five)
Room 13 Barrier ring (Adventure, see below)
Loot the room and the bandit’s bodies: Brooch of shielding (Any, DMG)
All APLs: Loot – 43 gp; Coin – 10 gp; Magic – Ring of sustenance (Adventure, DMG)
Valthen’s ointment x2 (1,100 gp).
APL 6 and 8
Room 16 Everburning torch (Any, DMG)
Find the spellbooks Potion of cure light wounds (Any, DMG)
All ALPs: Magic – Spellbook One (7 gp), Spellbook Potion of cure moderate wounds (Any, DMG)
Two (13 gp), Spellbook Three (9 gp). Potion of cat’s grace (Any, DMG)
Scroll of haste (Any, DMG)
Scroll of speak with dead (Any, DMG)
Room 17
Scroll of xorn movement (Adventure, see Appendix
Loot the room and Valthen’s body:
Five)
All APLs: Magic – ring of sustenance (208 gp).
Stonecunning Page 23
Barrier ring (Adventure, see below)
Brooch of shielding (Any, DMG)
Ring of sustenance (Adventure, DMG)
Stonecunning Page 24
Appendix One
APL 2
Encounter 4 (EL 3) Skills: *Gargoyles receive a +8 racial bonus to Hide
Fiendish Minor Xorn: CR 3; Small Outsider [Earth, checks when concealed against a background of worked
Evil]; HD 3d8+6; hp 19; Init +0; Spd 20 ft., burrow 20 ft; stone.
AC 23 (touch 11, flatfooted 23) [+1 size, +12 natural], Atk
+6 melee (2d8+2, bite), +4 melee (1d3+1, claws x3); SA Encounter 4, Room 14 (EL 1)
Burrow, smite good; SQ Xorn qualities, darkvision 60 ft; Monstrous Centipede, Medium (2): CR ½; Medium-
SR 6; AL NE; SV Fort +5, Ref +3, Will +3; Str 15, Dex 10, Size Vermin; HD 1d8; hp 4 each; Init +2 (Dex); Spd 40 ft.;
Con 15, Int 10, Wis 11, Cha 10. AC 14 (touch 12, flatfooted 12) [+2 Dex, +2 natural], Atk
Skills and Feats: Hide +10, Intuit Direction +3, Listen +2 melee (1d6-1 and poison, bite); SA Poison; SQ Vermin,
+6, Move Silently +3, Search +6, Spot +8; Multiattack. darkvision 60 ft.; AL N; SV Fort +2, Ref +2, Will +0; Str 9,
Burrow (Ex): Xorn’s can glide through the stone, Dex 15, Con 10, Int -, Wis 10, Cha 2.
earth as easily as a fish swims through water. Its Skills and Feats: Climb +8, Hide +8, Spot +8; Weapon
burrowing leaves behind no tunnel or hole, nor does it Finesse (bite).
create any other sign of its presence. A move earth spell Poison (Ex): Fort save (DC 13) resists; 1d3/1d3 Dex.
cast on an area contained a burrowing xorn flings the Vermin: Immune to all mind-influencing effects.
xorn back 30 feet, stunning it for 1 round unless it
succeeds at a Fortitude save. Encounter 5 (EL 5)
Smite Good (Su): Once a day the xorn can make a Ka Kertari: male human (Suel) Mon2; CR 2; Medium-
normal attack deal an additional 3 hit points of damage. Sized Humanoid; HD 2d8+4; hp 17; Init +6 (+2 Dex, +4
Immunities (Ex): Xorns are immune to fire and Improved Init.); Spd 30 ft.; AC 15 (touch 15, flatfooted
cold. 13), (+2 Dex, +3 Wis), Atk +1 melee (1d6, fists) or +1
Resistances (Ex): Xorns have electricity resistance melee (1d6, quarterstaff), +3 ranged (1 and poison [DC 14
10. resists, 1 Con/Unconscious], shuriken); SA Unarmed
Half Damage from Slashing (Ex): Slashing strike, stunning blow, flurry of blows; SQ Evasion; AL LE;
weapons deal only half damage to xorns, with a minimum SV Fort +5, Ref +5, Will +6; Str 11, Dex 15, Con 14, Int 11,
of 1 point of damage. Wis 16, Cha 13.
All-Around Vision (Ex): Xorn’s symmetrically Skills and Feats: Diplomacy +5, Hide +5, Jump +4,
placed eyes allow them to see in any direction bestowing Listen +7, Move Silently + 6, Spot +5, Tumble +8; Deflect
a +4 racial bonus to Spot and Search checks. Xorns can’t Arrows, Dodge, Improved Initiative.
be flanked. Stunning Blow: 2/day; Fort save (DC 14) resists.
Tremorsense (Ex): Xorns automatically sense the Equipment: quarterstaff, blue whinnies stained
location of anything within 60 feet that is in contact with shuriken x6, potion of cure light wounds x2, trail rations
the ground. (5 days), water flask x2, backpack, caltrops (1 bag),
antitoxin (1 dose).
Encounter 4, Room 1 (EL 3)
Gargoyles (2): CR 2; Small Magical Beast (Earth); HD Ido: male human (Suel) Brd2; CR 2; Medium-Sized
2d10+8; hp 20 each; Init +2 (Dex); Spd 45 ft., fly 75 ft.; AC Humanoid; HD 2d6; hp 10; Init +2 (+2 Dex); Spd 30 ft.;
17 (touch 13, flatfooted 14) [+2 Dex, +4 natural, +1 size], AC 14 (touch 12, flatfooted 12), (+2 leather armour, +2
Atk +4 melee (1d4, claw x2), +2 melee (1d6, bite), +2 Dex], Atk +1 melee (1d6, short sword), +3 ranged (1d8,
melee (1d6, gore); SQ Damage reduction 5/+1, freeze; AL light crossbow); SQ bardic music (inspire courage,
CE; SV Fort +7, Ref +5, Will +0; Str 11, Dex 14, Con 18, countersong, fascinate), bardic knowledge; AL LE; SV
Int 6, Wis 11, Cha 7 Fort +0, Ref +5, Will +4; Str 11, Dex 15, Con 10, Int 14,
Skills and Feats: Hide +9*, Listen +3, Spot +3; Wis 13, Cha 15.
Multiattack, Weapon Finesse (claw, bite, gore). Skills and Feats: Diplomacy +6, Escape Artist +3,
Freeze (Ex): A gargoyle can hold so still as to appear Hide +7, Listen +7, Move Silently +7, Perform +7, Spot +3,
as a statue. A successful Spot check (dc 20) reveals the Tumble +7; Alertness, Dodge.
gargoyles true nature. Spells Known: (3/1; base DC = 13 + spell level); 0-
detect magic, flare, ghost sound, light, prestidigitation; 1st-
alarm, expeditious retreat.
Stonecunning Page 25
Equipment: short sword, light crossbow, dagger,
leather armour, area map, spell component pouch,
bedroll, trail rations (4 days), water flask x2, torches x3,
silk rope, 16gp, 8sp, 12 cp.
Stonecunning Page 26
Appendix Two
APL 4
Encounter 4 (EL 5) Skills: *Gargoyles receive a +8 racial bonus to Hide
Fiendish Minor Xorn: CR 3; Small Outsider [Earth, checks when concealed against a background of
Evil]; HD 5d8+10; hp 33; Init +0; Spd 20 ft., burrow 20 worked stone.
ft; AC 23 (touch 11, flatfooted 23) [+1 size, +12 natural],
Atk +8 melee (2d8+2, bite), +6 melee (1d3+1, claws x3); Encounter 4, Room 14 (EL 3)
SA Burrow, smite good; SQ Xorn qualities, darkvision Monstrous Centipede, Medium (5): CR ½;
60 ft damage reduction 5/+1; SR 10; AL NE; SV Fort +6, Medium-Size Vermin; HD 1d8; hp 4 each; Init +2
Ref +4, Will +4; Str 15, Dex 10, Con 15, Int 10, Wis 11, (Dex); Spd 40 ft.; AC 14 (touch 12, flatfooted 12) [+2
Cha 10. Dex, +2 natural], Atk +2 melee (1d6-1 and poison, bite);
Skills and Feats: Hide +10, Intuit Direction +8, SA Poison; SQ Vermin, darkvision 60 ft.; AL N; SV Fort
Listen +9, Move Silently +9, Search +8, Spot +8; +2, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10,
Multiattack, Power Attack. Cha 2.
Burrow (Ex): Xorn’s can glide through the stone, Skills and Feats: Climb +8, Hide +8, Spot +8;
earth as easily as a fish swims through water. Its Weapon Finesse (bite).
burrowing leaves behind no tunnel or hole, nor does it Poison (Ex): Fort save (DC 13) resists; 1d3/1d3
create any other sign of its presence. A move earth spell Dex.
cast on an area contained a burrowing xorn flings the Vermin: Immune to all mind-influencing effects.
xorn back 30 feet, stunning it for 1 round unless it
succeeds at a Fortitude save. Encounter 5 (EL 7)
Smite Good (Su): Once a day the xorn can make a Ka Kertari: male human (Suel) Mon4; CR 4;
normal attack deal an additional 5 hit points of damage. Medium-Sized Humanoid; HD 4d8+8; hp 29; Init +7
Immunities (Ex): Xorns are immune to fire and (+3 Dex, +4 Improved Init.); Spd 40 ft.; AC 20 (touch
cold. 16, flatfooted 17), (+3 Dex, +3 Wis, +4 mage armour),
Resistances (Ex): Xorns have electricity resistance Atk +3 melee (1d8, fists) or +3 melee (1d6, quarterstaff),
10. +6 ranged (1 and poison [DC 14 resists, 1
Half Damage from Slashing (Ex): Slashing Con/Unconscious], shuriken); SA Unarmed strike,
weapons deal only half damage to xorns, with a stunning blow, flurry of blows; SQ Evasion, still mind,
minimum of 1 point of damage. slow fall (20 ft.); AL LE; SV Fort +6, Ref +7, Will +7; Str
All-Around Vision (Ex): Xorn’s symmetrically 11, Dex 16, Con 14, Int 11, Wis 16, Cha 13.
placed eyes allow them to see in any direction Skills and Feats: Diplomacy +5, Hide +8, Jump +4,
bestowing a +4 racial bonus to Spot and Search checks. Listen +9, Move Silently + 7, Spot +7, Tumble +11;
Xorns can’t be flanked. Deflect Arrows, Dodge, Improved Initiative, Mobility.
Tremorsense (Ex): Xorns automatically sense the Stunning Blow: 4/day; Fort save (DC 15) resists.
location of anything within 60 feet that is in contact Equipment: quarterstaff, blue whinnies stained
with the ground. shuriken x6, potion of cure light wounds x2, potion of
cat’s grace, trail rations (5 days), water flask x2,
Encounter 4, Room 1 (EL 4) backpack, caltrops (1 bag), antitoxin (1 dose).
Gargoyles (4): CR 2; Small Magical Beast (Earth);
HD 2d10+8; hp 20 each; Init +2 (Dex); Spd 45 ft., fly 75 Ido: male human (Suel) Brd2; CR 2; Medium-Sized
ft.; AC 17 (touch 13, flatfooted 14) [+2 Dex, +4 natural, Humanoid; HD 2d6; hp 10; Init +2 (+2 Dex); Spd 30 ft.;
+1 size], Atk +4 melee (1d4, claw x2), +2 melee (1d6, AC 14 (touch 12, flatfooted 12), (+2 leather armour, +2
bite), +2 melee (1d6, gore); SQ Damage reduction 5/+1, Dex], Atk +1 melee (1d6, short sword), +3 ranged (1d8,
freeze; AL CE; SV Fort +7, Ref +5, Will +0; Str 11, Dex light crossbow); SQ bardic music (inspire courage,
14, Con 18, Int 6, Wis 11, Cha 7 countersong, fascinate), bardic knowledge; AL LE; SV
Skills and Feats: Hide +9*, Listen +3, Spot +3; Fort +0, Ref +5, Will +4; Str 11, Dex 15, Con 10, Int 14,
Multiattack, Weapon Finesse (claw, bite, gore). Wis 13, Cha 15.
Freeze (Ex): A gargoyle can hold so still as to Skills and Feats: Diplomacy +6, Escape Artist +3,
appear as a statue. A successful Spot check (dc 20) Hide +7, Listen +7, Move Silently +7, Perform +7, Spot
reveals the gargoyles true nature. +3, Tumble +7; Alertness, Dodge.
Stonecunning Page 27
Spells Known: (3/1; base DC = 13 + spell level); 0-
detect magic, flare, ghost sound, light, prestidigitation;
1st- alarm, expeditious retreat.
Equipment: short sword, light crossbow, dagger,
leather armour, area map, spell component pouch,
bedroll, trail rations (4 days), water flask x2, torches x3,
silk rope, 16gp, 8sp, 12 cp.
Stonecunning Page 28
Appendix Three
APL 6
Encounter 4 (EL 7) Skills: *Gargoyles receive a +8 racial bonus to Hide
Fiendish Xorn: CR 7; Medium-Size Outsider checks when concealed against a background of
[Earth, Evil]; HD 7d8+14; hp 45; Init +0; Spd 20 ft., worked stone.
burrow 20 ft; AC 22 (touch 10, flatfooted 22) [+12
natural], Atk +10 melee (4d6+3, bite), +8 melee (1d4+1, Encounter 5 (EL 8)
claws x3); SA Burrow, smite good; SQ Xorn qualities, Ka Kertari: male human (Suel) Mon6; CR 6;
darkvision 60 ft, damage reduction 5/+1; SR 14; AL NE; Medium-Sized Humanoid; HD 6d8+12; hp 43; Init +7
SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int (+3 Dex, +4 Improved Init.); Spd 50 ft.; AC 21 (touch
10, Wis 11, Cha 10. 17, flatfooted 18), (+3 Dex, +3 Wis, +4 mage armour, +1
Skills and Feats: Hide +10, Intuit Direction +10, monk’s bonus), Atk +4/+1 melee (1d8, fists) or +4 melee
Listen +10, Move Silently +10, Search +10, Spot +14; (1d6, quarterstaff), +7 ranged (1 and poison [DC 14
Multiattack, Power Attack. resists, 1 Con/Unconscious], shuriken); SA Unarmed
Burrow (Ex): Xorn’s can glide through the stone, strike, stunning blow, flurry of blows; SQ Evasion, still
earth as easily as a fish swims through water. Its mind, purity of body, slow fall (30 ft.); AL LE; SV Fort
burrowing leaves behind no tunnel or hole, nor does it +7, Ref +8, Will +8; Str 11, Dex 16, Con 14, Int 11, Wis
create any other sign of its presence. A move earth spell 16, Cha 13.
cast on an area contained a burrowing xorn flings the Skills and Feats: Diplomacy +6, Hide +12, Jump +7,
xorn back 30 feet, stunning it for 1 round unless it Listen +10, Move Silently + 7, Spot +7, Tumble +12;
succeeds at a Fortitude save. Deflect Arrows, Dodge, Improved Initiative, Improved
Smite Good (Su): Once a day the xorn can make a Trip, Mobility.
normal attack deal an additional 7 hit points of damage. Stunning Blow: 6/day; Fort save (DC 16) resists.
Immunities (Ex): Xorns are immune to fire and Equipment: quarterstaff, blue whinnies stained
cold. shuriken x6, potion of cure moderate wounds x2,
Resistances (Ex): Xorns have electricity resistance potion of cat’s grace, trail rations (5 days), water flask
10. x2, backpack, caltrops (1 bag), antitoxin (1 dose).
Half Damage from Slashing (Ex): Slashing
weapons deal only half damage to xorns, with a Ido: male human (Suel) Brd4; CR 4; Medium-Sized
minimum of 1 point of damage. Humanoid; HD 4d6; hp 18; Init +3 (+3 Dex); Spd 30 ft.;
All-Around Vision (Ex): Xorn’s symmetrically AC 15 (touch 13, flatfooted 12), (+2 leather armour, +3
placed eyes allow them to see in any direction Dex], Atk +3 melee (1d6, short sword), +6 ranged (1d8,
bestowing a +4 racial bonus to Spot and Search checks. light crossbow); SQ bardic music (inspire courage,
Xorns can’t be flanked. countersong, fascinate), bardic knowledge; AL LE; SV
Tremorsense (Ex): Xorns automatically sense the Fort +1, Ref +7, Will +5; Str 11, Dex 16, Con 10, Int 14,
location of anything within 60 feet that is in contact Wis 13, Cha 15.
with the ground. Skills and Feats: Diplomacy +8, Escape Artist +4,
Hide +10, Listen +9, Move Silently +10, Perform +9,
Encounter 4, Room 1 (EL 7) Spot +4, Tumble +10; Alertness, Dodge Mobility.
Gargoyles (3): CR 4; Medium-size Magical Beast Spells Known: (3/1; base DC = 13 + spell level); 0-
(Earth); HD 4d10+16; hp 43 each; Init +2 (+2 Dex); Spd detect magic, daze, flare, ghost sound, light,
45 ft., fly 75 ft.; AC 16 (touch 12, flatfooted 14) [+2 Dex, prestidigitation; 1st- alarm, expeditious retreat, summon
+4 natural], Atk +6 melee (1d4, claw x2), +4 melee (1d6, monster I; 2nd- hold person, hypnotic pattern.
bite), +4 melee (1d6, gore); SQ Damage reduction Equipment: short sword, light crossbow, dagger,
15/+1, freeze; AL CE; SV Fort +8, Ref +6, Will +1; Str 11, leather armour, area map, spell component pouch,
Dex 14, Con 18, Int 6, Wis 11, Cha 7 bedroll, trail rations (4 days), water flask x2, torches x3,
Skills and Feats: Hide +9*, Listen +4, Spot +4; silk rope, 16 gp, 8 sp, 12 cp.
Multiattack, Weapon Finesse (claw, bite, gore).
Freeze (Ex): A gargoyle can hold so still as to Kel: male human (Suel) Sor5; CR 5; Medium-Sized
appear as a statue. A successful Spot check (dc 20) Humanoid; HD 5d4+5; hp 20; Init +7 (+3 Dex, +4
reveals the gargoyles true nature. Improved Init); Spd 30 ft.; AC 17 (touch 13, flatfooted
14), (+3 Dex, +4 mage armour); Atk +2 melee (1d6,
Stonecunning Page 29
quarterstaff), +5 ranged (1d8, light crossbow); AL LE;
SV Fort +2, Ref +4, Will +6; Str 10, Dex 16, Con 12, Int
12, Wis 14, Cha 18.
Skills and Feats: Concentration +11, Knowledge
(arcana) +8, Listen +4, Spellcraft +9, Search +4, Spot +5;
Combat Casting, Dodge, Improved Initiative.
Spells Known:(6/7 (5*)/5; base DC = 14 + spell
level); 0-daze, detect magic, light, mage hand, ray of
frost, read magic; 1st- mage armour, burning hands,
magic missile, shield; glitterdust, melf’s acid arrow.
*Kel has already used 2 1st level spells today.
Equipment: brooch of shielding (17 ch.), potion of
cure light wounds, spell component pouch,
quarterstaff, light crossbow, 10 bolts, quiver, bedroll,
backpack, trail rations (4 days), water flask x2, 26 gp, 5
sp.
Stonecunning Page 30
Appendix Four
APL 8
Encounter 4 (EL 8) Freeze (Ex): A gargoyle can hold so still as to
Fiendish Xorn: CR 8; Medium-Size Outsider appear as a statue. A successful Spot check (dc 20)
[Earth, Evil]; HD 11d8+33; hp 73; Init +0; Spd 20 ft., reveals the gargoyles true nature.
burrow 20 ft; AC 22 (touch 10, flatfooted 22) [+12 Skills: *Gargoyles receive a +8 racial bonus to Hide
natural], Atk +14 melee (4d6+3, bite), +12 melee (1d4+1, checks when concealed against a background of
claws x3); SA Burrow, smite good; SQ Xorn qualities, worked stone.
darkvision 60 ft, damage reduction 5/+2; SR 22; AL NE;
SV Fort +9, Ref +9, Will +7; Str 17, Dex 10, Con 15, Int Encounter 5 (EL 10)
10, Wis 11, Cha 10. Ka Kertari: male human (Suel) Mon8; CR 8;
Skills and Feats: Hide +14, Intuit Direction +14, Medium-Sized Humanoid; HD 8d8+16; hp 57; Init +7
Knowledge (minerals) +4 Listen +14, Move Silently (+3 Dex, +4 Improved Init.); Spd 50 ft.; AC 21 (touch
+14, Search +16, Spot +16; Multiattack, Power Attack. 17, flatfooted 18), (+3 Dex, +3 Wis, +4 mage armour, +1
Burrow (Ex): Xorn’s can glide through the stone, monk’s bonus), Atk +3 melee (1d8, fists) or +7/+4 melee
earth as easily as a fish swims through water. Its (1d6, quarterstaff), +9/+4 ranged (1 and poison [DC 14
burrowing leaves behind no tunnel or hole, nor does it resists, 1 Con/Unconscious], shuriken); SA Unarmed
create any other sign of its presence. A move earth spell strike, stunning blow, flurry of blows; SQ Evasion, still
cast on an area contained a burrowing xorn flings the mind, purity of body, slow fall (50 ft.), wholeness of
xorn back 30 feet, stunning it for 1 round unless it body (16hp), leap of the clouds; AL LE; SV Fort +8, Ref
succeeds at a Fortitude save. +9, Will +9; Str 12, Dex 16, Con 14, Int 11, Wis 16, Cha
Smite Good (Su): Once a day the xorn can make a 13.
normal attack deal an additional 11 hit points of Skills and Feats: Diplomacy +8, Hide +12, Jump +9,
damage. Listen +10, Move Silently + 11, Spot +7, Tumble +14;
Immunities (Ex): Xorns are immune to fire and Deflect Arrows, Dodge, Improved Initiative, Mobility.
cold. Stunning Blow: 8/day; Fort save (DC 17) resists.
Resistances (Ex): Xorns have electricity resistance Equipment: quarterstaff, blue whinnies stained
10. shuriken x6, potion of cure moderate wounds x2,
Half Damage from Slashing (Ex): Slashing potion of cat’s grace, trail rations (5 days), water flask
weapons deal only half damage to xorns, with a x2, backpack, caltrops (1 bag), antitoxin (1 dose).
minimum of 1 point of damage.
All-Around Vision (Ex): Xorn’s symmetrically Ido: male human (Suel) Brd6; CR 6; Medium-Sized
placed eyes allow them to see in any direction Humanoid; HD 6d6; hp 26; Init +3 (+3 Dex); Spd 30 ft.;
bestowing a +4 racial bonus to Spot and Search checks. AC 15 (touch 13, flatfooted 12), (+2 leather armour, +3
Xorns can’t be flanked. Dex], Atk +4 melee (1d6, short sword), +7 ranged (1d8,
Tremorsense (Ex): Xorns automatically sense the light crossbow); SQ bardic music (inspire courage,
location of anything within 60 feet that is in contact countersong, fascinate), bardic knowledge; AL LE; SV
with the ground. Fort +2, Ref +8, Will +6; Str 11, Dex 16, Con 10, Int 14,
Wis 13, Cha 15.
Encounter 4, Room 1 (EL 9) Skills and Feats: Diplomacy +8, Escape Artist +6,
Hide +12, Listen +11, Move Silently +12, Perform +11,
Gargoyles (6): CR 4; Medium-size Magical Beast
Spot +5, Tumble +12; Alertness, Dodge, Mobility, Spell
(Earth); HD 4d10+16; hp 43 each; Init +2 (+2 Dex); Spd
Focus (Enchantment).
45 ft., fly 75 ft.; AC 16 (touch 12, flatfooted 14) [+2 Dex,
Spells Known: (3/4/3; base DC = 13 [*15] + spell
+4 natural], Atk +6 melee (1d4, claw x2), +4 melee (1d6,
level); 0- detect magic, daze, flare, ghost sound, light,
bite), +4 melee (1d6, gore); SQ Damage reduction
prestidigitation; 1st- alarm, charm person*, expeditious
15/+1, freeze; AL CE; SV Fort +8, Ref +6, Will +1; Str 11,
retreat, summon monster I; 2nd- hold person*, hypnotic
Dex 14, Con 18, Int 6, Wis 11, Cha 7
pattern*, tasha’s hideous laughter*.
Skills and Feats: Hide +9*, Listen +4, Spot +4;
Equipment: short sword, light crossbow, dagger,
Multiattack, Weapon Finesse (claw, bite, gore).
leather armour, area map, spell component pouch,
bedroll, trail rations (4 days), water flask x2, torches x3,
silk rope, 16 gp, 8 sp, 12 cp.
Stonecunning Page 31
Kel: male human (Suel) Sor7; CR 7; Medium-Sized
Humanoid; HD 7d4+7; hp 28; Init +7 (+3 Dex, +4
Improved Init); Spd 30 ft.; AC 17 (touch 13, flatfooted
14), (+3 Dex, +4 mage armour); Atk +3 melee (1d6,
quarterstaff), +6 ranged (1d8, light crossbow); AL LE;
SV Fort +3, Ref +5, Will +7; Str 10, Dex 16, Con 12, Int
12, Wis 14, Cha 18.
Skills and Feats: Concentration +14, Knowledge
(arcana) +9, Listen +5, Spellcraft +11, Search +4, Spot +5;
Combat Casting, Dodge, Improved Initiative.
Spells Known:(6/7 (5*)/6/5; base DC = 14 + spell
level); 0-daze, detect magic, flare, light, mage hand, ray
of frost, read magic; 1st- mage armour, burning hands,
magic missile, ray of enfeeblement, shield; glitterdust,
melf’s acid arrow, scare; 3rd-lightning bolt, summon
monster III.
*Kel has already used 2 1st level spells today.
Equipment: brooch of shielding (17 ch.), potion of
cure light wounds, spell component pouch,
quarterstaff, light crossbow, 10 bolts, quiver, bedroll,
backpack, trail rations (4 days), water flask x2, 26 gp, 5
sp.
Stonecunning Page 32
Appendix Five:
New Magic
Xorn Movement Valthen’s Ointment: When applied to a stone object this
Alteration thick greasy ointment affects the object as if a stone to
Level: Sor/Wiz5 flesh spell had been cast upon it. A flask of Valthen’s
Components: V, S, F ointment contains enough oil to coat one medium-sized
Casting Time: 1 action object. Enough of the oil must be used to coat the entire
Range: Touch object or the spell will fail.
Target: Creature touched Caster Level: 11th; Prerequisites: Craft Wondrous
Duration: 1 round/level or see below Item, flesh to stone; Market Price 6,600gp.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Stonecunning Page 33
Appendix Six:
Maps
The Wilderness
Valthen’s Lair
Stonecunning Page 34
Player Handout One:
Invitation
Greetings, brave one, from the halls of Irongate.
We are in need of brave men and women to help us through dark
times.
If you indeed dare join us in our fight, please come to the address
given below, where you will be admitted upon showing this letter and
stating your name. There, among others that will join you, we will
provide you with more details.
Stonecunning Page 35
Player Handout Two:
Stohaart Map
Stonecunning Page 36
Player Handout Three:
Zhebek Rona’s Diary
Harvester 22, 586 CY
We are retreating along the coast. The forces of Axhar of Glenfort are hot on our tails, having taken
the village of Alymport and witnessed the slaughter we left behind. Ker Spannek is mustering us to
press on, into the Iron Hills, but already I hear mutters from the others that the battle is lost, and that
surrender is the only chance for survival. Huh. I will not chance that – after the razing of Alymport,
and the atrocities committed by men I thought had at least some measure of honor, I do not doubt that
they will see us all drawn and quartered should we fall into their hands.
I blame Spannek for this – he seems too eager to proof his worth, commanding me about like some silly
foot soldier.
And while we would have returned to Naery were we would be safe behind the walls, he now leads us
along the coast, deeper into enemy territory. I could not comprehend his strategy until last night, when
I heard him discuss his plans with Karat, that nasty half orc that has been his aide ever since I placed
under his command. It seems he wants to push past Irongate to Onnwall, where troubles are brewing.
Word he had, from a messenger in Alymport that died – eventually - under his hands, that someone
named Keskya - one of our own, as I understood, though I do not know her - has turned on us and sold
information to the rabble of Onnwall. Spannek feels a large reward can be earned if he can reveal her
name to Sister Kuranyie, who may then use that information to justly punish the traitor and crush
the pity rebels once and for all. It is good to know this. After all, should Spannek fall along the way, I
am sure the Sister will lend her ear to what Zhebek Rona has to say.
Stonecunning Page 37
Oh, now how I wish we had left calm and quiet into the night, but of course we did not. We sneaked out
of the rooms, and forced our way into the halls beyond, where we found the dwur working one some kind
of journal.
He seemed surprised – but not as much as I was as I viewed the works in that room. Stone sculptures
which could only be crafted with magic, a workbench that contained some kind of a lab, sketches with
arcane symbols… this fellow was a wizard!
I yelled a warning to the men as the dwur weaves his hands and uttered an incantation. Yari was
quick to throw one of his deadly darts, and I think he got him good, but before we could fell on him to
finish it the dwur stepped right through the walls! I never saw anything like it! Spannek was furious
and demanded we find and kill the spellslinger, though by then I had my doubts whether we could.
What happened next was a nightmare. Lights suddenly went out, plunging us in total darkness. Up
ahead, I could hear Borat scream, a scream that seemed to take a long time to die. Kelsa the Liar lit
the place up though her magics, casting a pale glow. Ahead of us, we could see the body of Borat,
pierced as if spikes had came up though the ground.
For one moment, all was quiet. Yari moved forward, carefully tapping the walls in order to find the
trap that surely must have been sprung. But his skills were not set to expect what rose up in front of
him – through the floor it came, a monstrous creature with skin like lava, arms and eyes everywhere
and a large, gaping maw that snapped at the rogue and almost swallowed him whole. Athania
immediately let arrows fly in panic, ignoring our companion, while Kelsa threw a wave of flames at
the creature, but it seemed to no effect. It let out a roar that almost sounded like a laugh, before it
sunk back in the ground, leaving the charred corpse of Yari behind.
Before we had even blinked, it was again amidst us, coming from under our feet, and grabbing Kelsa
with its maw.
I do not remember much after that. All I could do was run, into the dark… away! away! When I
finally came to my senses I found I was running the WRONG way! I had run deeper into the complex! I
lit a torch to find myself in some kind of kitchen, and when I turned I nearly died of fright… the fiend
was charging right at me! I thought I would die! But then the creature suddenly stopped short, as if it
had collided with some kind of invisible wall. It was furious, and growled and bit at me while I tried to
crawl as far away in a corner as possible.
What held it from ripping my throat out, I do not know - nor how long this will last… It is gone now…
but I am sure it will be back..How do I get out of this place?
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Harvester still?, 586 CY
I do not know whether it is day or night. How long have I been here since it last came to look at me? It
mocked me, though I feel it is trapped as much as I am. It showed me the body of Yari, and tossed it at
my feet.
Then it went away. But I know it is still there…daring me to get up and cross the barrier…
…
This will be my tomb! I do not want to die!
…
My light is dwindling. This is the last of my oil, soon all will be dark.
…
I feel weak. Need so see the light, but cannot… dare not leave, lest it jumps out on me from the walls.
It watches me!
…
Lights are going out… No ink lef…
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