You are on page 1of 25

-d20 System Conversion of:

Dungeon Module B2: The Keep on the Borderlands


An ESD copy of the above product can be obtained from: [http://www.svgames.com/tsr9034esd.html]
This material was converted by: Mike Robilotti (mijero@si.rr.com) and is hosted at EN World in compliance with Wizards of the
Coast, Inc. ESD Conversion Agreement v1.0.

Conversion Notes
This conversion includes all the mechanics, creatures and NPCs needed to play this adventure using the third edition D&D rules.
It does not convert treasure amounts to conform to the new rules system. As such, the treasure given in most (if not all) of the
encounters is not balanced for the given encounter level. Feel free to omit or substitute any treasure item you feel is unbalancing.

Keep Features
The masonry walls of the keep are composed of granite blocks 20 ft. high and are 1 ft. thick on the average (hardness 8, hp 90,
break DC 35, climb DC 15). Murder holes and wall slits provide nine-tenths cover to archers behind them (PHB page 133).

Areas of the Keep


1.

Main Gate: Iron portcullis: hardness 10; hp 60; lift DC 25; break DC 28.
Creatures (EL 1): Men-at-arms (War1) (2), hp 5 each.
Men-at-Arms (2): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 5; Init +2; Spd 20 ft.; AC 17,
touch 10, flat-footed 17 (+7 armor); BAB +1; Grap +3; Atk +3 melee (1d10+2/x3, halberd); AL NG; SV Fort +3, Ref +2, Will
+1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb 3, Intimidate +3, Jump 3, Listen +4, Spot +4; Alertness, Power Attack
Possessions: Half-plate, halberd.

2. Flanking Towers: Each heavy crossbowman has a small steel shield (+1 to AC) nearby. The other eight men-at-arms resting
in each tower carry longbows and have shields nearby. It will take them at least 1 minute to don their armor and prepare themselves for battle (see getting into and out of armor, PHB page 105).
Barrels of burning oil do 1d6 fire damage on a successful ranged touch attack. On a successful hit, there is a chance the
victim may catch fire (see catching on fire, DMG page 86).
The three floors of the towers contain enough arrows, bolts, and oil to withstand a sizeable assault on the keep.
Creatures (EL 6): Men-at-arms (War1) (12), hp 4 each.
Men-at-Arms (12): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 4; Init +6; Spd 20 ft.; AC 17,
touch 12, flat-footed 15 (+2 Dex, +5 armor); BAB +1; Grap +3; Atk +3 melee (1d8+2/19-20, longsword) or +3 melee
(1d4+2/19-20, dagger), +3 ranged* (1d10/19-20, heavy crossbow) or +3 ranged (1d8/x3, longbow); AL NG; SV Fort +3, Ref
+2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
*loading a heavy crossbow is a full-round action.
Skills & Feats: Climb -1, Intimidate +3, Jump -1, Listen +4, Spot +4; Alertness, Improved Initiative
Possessions: Chainmail, longsword, dagger, heavy crossbow or longbow, plenty of arrows and bolts.
3.

Entry Yard:
Creatures (EL 3):

Corporal of the Watch (Ftr2), hp 18

Man-at-Arms (War1) (2), hp 5 (see 1. above)


Scribe (Exp1), hp 4
Corporal of the Watch: Male human Ftr2; CR 2; Medium-size humanoid (human); HD 2d10+4; hp 18; Init +5; Spd 20 ft.;
AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield); BAB +2; Grap +4; Atk +6 melee (1d8+3/19-20, +1 longsword) or +4
melee (1d4+2/19-20, dagger); AL NG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb -1, Jump -1, Listen +2, Spot +2, Swim +3; Cleave, Improved Initiative, Power Attack, Weapon
Focus (longsword)
Possessions: Half-plate, small steel shield, +1 longsword, dagger.
Scribe: Male human Exp1; CR ; Medium-size humanoid (human); HD 1d6; hp 4; Init +1; Spd 30 ft.; AC 11, touch 11, flatfooted 10 (+1 Dex); BAB +0; Grap 1; Atk 1 melee (1d3-1 subdual, unarmed strike); AL NG; SV Fort +0, Ref +1, Will +4;
Str 8, Dex 13, Con 10, Int 15, Wis 14, Cha 12
Skills & Feats: Decipher Script +6, Diplomacy +4, Forgery +6, Gather Information +5, Innuendo +6, Knowledge
(Borderlands local) +6, Listen +6, Profession (scribe) +7, Search +5, Sense Motive +5; Alertness, Skill Focus (Profession
[scribe])
Possessions: Writing quill, ink, book of names.
4.

Common Stable:
Creatures (EL variable): Lackeys (1d4+4) (Com1): hp 2 each
Lackeys (1d4+4): Male human Com1; CR ; Medium-size humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10,
touch 10, flat-footed 10; BAB +0; Grap +0; Atk +0 melee (1d6, pitchfork); AL N; SV Fort +0, Ref +0, Will +0; Str 11, Dex
11, Con 11, Int 10, Wis 10, Cha 10
Skills & Feats: Handle Animal +5, Profession (stablehand) +6, Ride +3, Spot +2; Skill Focus (Handle Animal), Skill
Focus (Profession [stablehand])
Possessions: Stable gear, pitchfork.

5.

Common Warehouse: Open Lock (DC 20) to open the padlock on the warehouse doors.

6. Bailiffs Tower: Search (DC 20) to find the gold hidden in the bailiffs boots. A successful Appraise check (DC 12) will
identify the scribes inkpot as a valuable item.
Creatures (EL 6):

Bailiff (Ftr3), hp 24
Men-at-arms (War1) (12): hp 4 each.

Bailiff: Male human Ftr3; CR 3; Medium-size humanoid (human); HD 3d10+3; hp 24; Init +6; Spd 20 ft.; AC 18, touch 10,
flat-footed 18 (+8 armor); BAB +3; Grap + 5; Atk +7 melee (1d8+3/19-20, +1 longsword) or +5 ranged (1d8/x3, longbow);
AL LG; SV Fort +4, Ref +3, Will +2; Str 15, Dex 14, Con 13, Int 11, Wis 12, Cha 10
Skills & Feats: Climb +2, Jump +2, Intimidate +1, Listen +2, Spot +2; Cleave, Dodge, Improved Initiative, Power Attack,
Weapon Focus (longsword)
Possessions: +1 half-plate, +1 longsword, longbow, 20 arrows (3 are +1 arrows).
Men-at-Arms: As 2. above, adding a halberd (Atk +3 melee [1d10+2/x3]), and substituting a light crossbow (1d8/x3) with a
dozen bolts for the heavy crossbow.
7.

Private Apartments:
a.

Jewel Merchant:
Creatures (EL 5+): Jewel merchant (Exp3), hp 7
Merchants wife (Com1), hp 2
Bodyguards (Ftr2) (2), hp 19, 18
Attack dogs (2), hp 13. (Use the stats for a war-trained riding dog MONSTER MANUAL p. 196.)

Jewel Merchant: Male human Exp3; CR 2; Medium-size humanoid (human); HD 3d6-3; hp 7; Init +0; Spd 30 ft.; AC
10, touch 10, flat-footed 10; BAB +2; Grap +3; Atk +3 melee (1d3+1 subdual, unarmed strike); AL N; SV Fort +2, Ref
+1, Will +4; Str 12, Dex 10, Con 8, Int 15, Wis 13, Cha 14
Skills & Feats: Appraise +10, Bluff +8, Craft (gemcutting) +8, Diplomacy +7, Innuendo +5, Knowledge (gemology)
+8, Knowledge (Borderlands local) +6, Profession (merchant) +9, Search +7, Sense Motive +7; Great Fortitude, Skill
Focus (Appraise), Skill Focus (Profession [merchant])
Possessions: None.
Merchants Wife: Female human Com1; CR ; Medium-size humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC
10, touch 10, flat-footed 10; BAB +0; Grap +0; Atk +0 melee (1d3 subdual, unarmed strike); AL N; SV Fort +0, Ref +0,
Will +2; Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 11
Skills & Feats: Appraise +4, Ride +4, Spot +4, Swim +2; Alertness, Iron Will
Possessions: None.
Bodyguards (2): Male human Ftr2; CR 2; Medium-size humanoid (human); HD 2d10+4; hp 19, 18; Init +5; Spd 20 ft.;
AC 17, touch 11, flat-footed 16 (+1 Dex, +5 armor, +1 shield); BAB +2; Grap +4; Atk +5 melee (1d8+2/19-20,
longsword) or +4 melee (1d4+2/19-20, dagger); AL N; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis
12, Cha 8
Skills & Feats: Climb +1, Jump +1, Listen +2, Ride +2, Spot +2; Cleave, Improved Initiative, Power Attack, Weapon
Focus (longsword)
Possessions: Chainmail, small steel shield, longsword, dagger.
b. Priest:
Creatures (EL 4+): Priest (Clr3), hp 19
Acolytes (Clr1) (2), hp 9 each
Priest: Male human Clr3; CR 3; Medium-size humanoid (human); HD 3d8+6; hp 19; Init +0; Spd 20 ft.; AC 20, touch 9,
flat-footed 20 (+8 armor, +2 shield); BAB +2; Grap +3; Atk +3 melee (1d8+2/x3, +1 warhammer); SQ Rebuke undead
4/day; AL CE; SV Fort +4, Ref -1, Will +4; Str 13, Dex 10, Con 14, Int 11, Wis 15, Cha 12
Skills & Feats: Bluff +6, Concentration +4, Heal +3, Knowledge (arcana) +1, Knowledge (religion) +6, Spellcraft
+3; Combat Casting, Scribe Scroll, Martial Weapon Proficiency (warhammer)
Spells Prepared (4/4/3; save DC = 12 + spell level): 0 detect magic, detect poison, light, read magic; 1st doom,
inflict light wounds (x2), protection from law*; 2nd darkness, hold person, invisibility*.
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Trickery (Bluff, Disguise, and Hide are class
skills).
Possessions: +1 half-plate, +1 small steel shield, +1 warhammer, scroll of hold person, scroll of silence, holy
symbol.
Acolytes (2): Male human Clr1; CR 1; Medium-size humanoid (human); HD 1d8+1; hp 9 each; Init -1; Spd 20 ft.; AC 15,
touch 9, flat-footed 15 (-1 Dex, +5 armor, +1 shield); BAB +0; Grap +1; Atk +1 melee (1d6+1, light mace); SQ Rebuke
undead 4/day; AL CE; SV Fort +3, Ref -1, Will +4; Str 13, Dex 9, Con 13, Int 10, Wis 14, Cha 12
Skills & Feats: Concentration +4, Hea1 +3, Knowledge (religion) +4, Spellcraft +4; Combat Casting, Scribe Scroll
Spells Prepared (3/3; save DC = 12 + spell level): 0 detect magic, light, read magic; 1st doom, inflict light
wounds, protection from law*.
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Trickery (Bluff, Disguise, and Hide are class
skills).
Possessions: Chainmail, small steel shield, light mace, holy symbol
Treasure: Add the electrum piece total to the silver or gold piece totals given.
8. Smithy and Armorer: If attacked, the smith will fight with his blacksmiths hammer (1d6 damage). The assistants will pick
up any weapon handy (with a 4 to attack if the weapon is a martial weapon). There are 2 longswords, a light mace, a suit of
medium-size chainmail and 11 spears (6 shortspears, 5 longspears) in the shop.
Creatures (EL 2): Smith (Ftr1), hp 12
Assistants (Exp1) (2), hp 4 each

Smith: Male human Ftr1; CR 1; Medium-size humanoid (human); HD 1d10+2; hp 12; Init +1; Spd 30 ft.; AC 13, touch 11,
flat-footed 12 (+1 Dex, +2 armor); BAB +1; Grap +4; Atk +4 melee (1d6+3, smithy hammer); AL CG; SV Fort +3, Ref +1,
Will +0; Str 16, Dex 12, Con 14, Int 10, Wis 11, Cha 10
Skills & Feats: Climb +5, Craft (armorsmith) +6, Jump +5, Profession (blacksmith) +2; Power Attack, Skill Focus (Craft
[armorsmith]), Sunder
Possessions: Leather armor, smithy hammer
Assistants (2): Male human Exp1; CR ; Medium-size humanoid (human); HD 1d6+1; hp 4; Init +1; Spd 30 ft.; AC 11, touch
11, flat-footed 10 (+1 Dex); BAB +0; Grap +2; Atk +2 melee (1d3+2 subdual, unarmed strike) or +2 melee (by weapon); AL
N; SV Fort +1, Ref +1; Will +2; Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 8
Skills & Feats: Appraise +2, Craft (armorsmith) +3, Craft (blacksmithing) +3, Diplomacy +2, Knowledge (local) +2,
Listen +3, Profession (blacksmith) +2, Search +2, Sense Motive +3, Spot +3; Skill Focus (Craft [armorsmith]), Skill Focus
(Profession [blacksmith])
Possessions: None
9. Provisioner: The provisioner only has normal equipment in stock (no exotic, masterwork, or magical items). Items are as
listed in the adventure, prices are as listed in the PHB. His family (Com1) in the second story are non-combatant and will try to
run and hide or call the guard if harassed.
Creatures (EL ): Provisioner (Exp1), hp 2
Provisioner: Male human Exp1; CR ; Medium-size humanoid (human); HD 1d6-1; hp 2; Init +1; Spd 30 ft.; AC 11, touch
11, flat-footed 10 (+1 Dex) or 13 touch 11, flat-footed 12 (+1 Dex, +2 armor); BAB +0; Grap +0; Atk +0 melee (1d8/x3,
shortspear); AL N; SV Fort -1, Ref +1, Will +4; Str 10, Dex 13, Con 8, Int 14, Wis 15, Cha 12
Skills & Feats: Appraise +7, Bluff +4, Diplomacy +5, Gather Information +4, Knowledge (local) +5, Listen +4,
Profession (merchant) +8, Search +5, Sense Motive +6, Spot +5; Skill Focus (Appraise), Skill Focus (Profession [merchant])
Possessions: Leather armor, shortspear
10. Trader: PCs can buy armor & weapons here (including exotic and masterwork/magic items if the DM allows), as well as
other provisions such as salt, spices, cloth, etc.
Creatures (EL 2): Trader (Exp2), hp 11
Traders Sons (Exp1) (2), hp 4 each
Provisioner: Male human Exp2; CR 1; Medium-size humanoid (human); HD 2d6+4; hp 11; Init -1; Spd 30 ft.; AC 12, touch
9, flat-footed 12 (-1 Dex, +2 armor, +1 shield); BAB +1; Grap +1; Atk +0 melee (1d6/19-20, short sword) or 4 melee
(1d10/x3, glaive); AL NG; SV Fort +2, Ref -1, Will +4; Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12
Skills & Feats: Appraise +7, Bluff +5, Craft (armorsmith) +5, Craft (weaponsmith) +5, Diplomacy +6, Gather
Information +5, Knowledge (local) +6, Listen +3, Profession (merchant) +8, Search +5, Sense Motive +5, Spot +3; Martial
Weapon Proficiency (short sword), Skill Focus (Profession [merchant])
Possessions: Leather armor, small wooden shield, short sword, glaive
Sons (2): Male human Exp1; CR ; Medium-size humanoid (human); HD 1d6+1; hp 4; Init +1; Spd 30 ft.; AC 13, touch 10,
flat-footed 13 (+2 armor, +1 shield); BAB +0; Grap +1; Atk +0 melee (1d6+1/19-20, short sword) or 4 melee (1d10+1/x3,
glaive); AL N; SV Fort +1, Ref +0, Will +1; Str 12, Dex 10, Con 13, Int 12, Wis 8, Cha 11
Skills & Feats: Appraise +5, Bluff +4, Craft (armorsmith) +3, Craft (weaponsmith) +3, Diplomacy +3, Gather
Information +2, Knowledge (local) +5, Profession (merchant) +5, Sense Motive +2, Spot +3; Martial Weapon Proficiency
(short sword), Skill Focus (Profession [merchant])
Possessions: Leather armor, small wooden shield, short sword, glaive
Treasure: A successful Search check (DC 20) will discover the loose floorboards that hide the gold and silver.
11. Loan Bank: The man-at-arms watching this location carries a longbow. Stats for the banker when he is wearing his half-plate
armor and shield are in brackets.
Creatures (EL 5): Banker (Ftr3), hp 19
Clerk (Wiz2), hp 6
Man-at-arms (War1), hp 4 (See 2. above)
Mercenary (War1), hp 6

Banker: Male human Ftr3; CR 3; Medium-size humanoid (human); HD 3d10+3; hp 19; Init +6; Spd 30 ft. [20 ft.]; AC 12,
touch 12, flat-footed 10 (+2 Dex), or AC 19, touch 10, flat-footed 19 (+2 Dex, +5 armor, +2 shield); BAB +3; Grap +5; Atk +6
melee (1d8+2/19-20, longsword); AL CG; SV Fort +4, Ref +3, Will +0; Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 10
Skills & Feats: Climb +7 [+1], Jump +8 [+2], Profession (banker) +4, Ride +7, Spot +0; Cleave, Improved Initiative,
Power Attack, Skill Focus (Profession [banker]), Weapon Focus (longsword)
Possessions: Breastplate, large steel shield, longsword.
Clerk: Male human Wiz2; CR 2; Medium-size humanoid (human); HD 2d4; hp 6; Init +1; Spd 30 ft.; AC 11, touch 11, flatfooted 10 (+1 Dex); BAB +1; Grap +0; Atk +0 melee (1d3-1 subdual, unarmed strike); SQ Summon familiar; AL NG; SV Fort
+0, Ref +1, Will +5; Str 8, Dex 13, Con 10, Int 15, Wis 12, Cha 14
Skills & Feats: Concentration +4, Knowledge (arcana) +7, Knowledge (local) +6, Profession (bank clerk) +5, Spellcraft
+6, Spot +3; Brew Potion, Combat Casting, Scribe Scroll
Spells Prepared (4/3; save DC = 12 + spell level): 0 light, open/close, read magic, write magic; 1st sleep (x2),
ventriloquism
Possessions: None
Mercenary: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+2; hp 6; Init +5; Spd 20 ft.; AC 16, touch
10, flat-footed 15 (+1 Dex, +5 armor); BAB +1; Grap +3; Atk +3 melee (1d8+3/x3, battleaxe) or +2 ranged (1d8/19-20, light
crossbow); AL N; SV Fort +4, Ref +1, Will +1; Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 10
Skills & Feats: Intimidate +2, Listen +4, Spot +5; Alertness, Improved Initiative
Possessions: Breastplate, battleaxe, light crossbow, 1 dozen bolts
Strong Room: The strong room in the cellar is protected by an iron door (hardness 10, hp 60, break DC 28), locked with a
fairly good lock (Open Lock DC 25). Each vault is locked (Open Lock DC 25), and protected by hidden poison needle traps
in each lock. In compartment #7, substitute tiny vipers for the poisonous adders (see below).
Traps (EL 9): Poison Needle Traps (12): CR 2; +8 ranged (1 plus greenblood oil poison); Search (DC 22); Disable Device
(DC 20). Note: See the DMG page 80 for a description of greenblood oil and its effects.
Sleep Gas Trap: CR 1; no attack roll necessary (see note below); Fortitude save (DC 15) avoids; Search (DC
21); Disable Device (DC 25). Note: Trap releases oil of taggit fumes in a 20 ft. radius out from the door in all directions (see
Poison, DMG pages 79-80)
Arrow Trap: CR 2; 4 arrows +10 ranged (1d6/x3); Search (DC 20); Disable Device (DC 20). Note: Targets
are determined randomly from those in the arrows path.
Creatures (EL 1+): Tiny vipers (4), hp 1 each; MONSTER MANUAL p. 201.
12. Watch Tower:
Creatures (EL 6): Captain of the watch (Ftr3), hp 20
Men-at-arms (bowmen) (6), hp 4 each
Men-at-arms (spearmen) (6), hp 5 each
Captain of the Watch: Male human Ftr3; CR 3; Medium-size humanoid (human); HD 3d10+3; hp 20; Init +6; Spd 20 ft.; AC
17, touch 10, flat-footed 17 (+7 armor); BAB +3; Grap +6; Atk +8 melee (1d8+4 plus 1d6 fire/19-20, +1 flaming longsword)
or +7 melee (1d4+4/19-20, +1 dagger); AL LG; SV Fort +4, Ref +3, Will +3; Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 10
Skills & Feats: Climb -1, Jump +1, Listen +3, Ride +6, Spot +3; Cleave, Improved Initiative, Iron Will, Power Attack,
Weapon Focus (longsword)
Possessions: Half-plate, +1 flaming longsword, +1 dagger.
Bowmen (6): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 4; Init +2; Spd 20 ft.; AC 17, touch
12, flat-footed 15 (+2 Dex, +5 armor); BAB +1; Grap +3; Atk +3 melee (1d6+2/19-20, short sword) or +4 ranged (1d8/x3,
longbow); AL NG; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +0, Intimidate +0, Jump -1, Spot +6; Alertness, Weapon Focus (longbow)
Possessions: Chainmail, short sword, longbow, 2 dozen arrows
Spearmen (6): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+2; hp 5; Init +1; Spd 30 ft.; AC 13,
touch 11, flat-footed 12 (+1 Dex, +2 armor); BAB +1; Grap +3; Atk +4 melee (1d8+3/x3, longspear); AL NG; SV Fort +4, Ref
+1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +4, Intimidate +1, Jump +6, Spot +5; Alertness, Weapon Focus (longspear)

Possessions: Leather armor, longspear


13. Fountain Square: No changes.
14. Travelers Inn: Private rooms cost 2 gp/night; the common room costs 5 sp/night. The innkeeper and his family are noncombatant commoners with no fighting ability.
15. Tavern: See Food, Drink, and Lodging (PHB page 108) for prices on the bill of fare offered. There is a 10% chance that any
inhabitants of the keep (Corporal of the watch, men-at-arms, etc.) or the wanderer will be in the tavern at any given time. Stats for
the wanderer are up to the DM. He is typically a 2nd or 3rd-level fighter (of any race and any alignment) and may join an
expedition if properly compensated.
Creatures (EL variable):

Mercenaries (War1) (1d4+1): hp 6 each


Corporal of the watch (Ftr2), see 3. above
Captain of the watch (Ftr3), see 12. above
Bailiff (Ftr3), see 6. above
Priest (Clr3), see 7b. above
Watchmen (War1) (1d3+1), picked at random from 12. above
Sergeant of the guard (Ftr2), see 18. below.
Wanderer, hp variable.
Taverner (Com2), hp 7
Taverners son (Com1), hp 2
Pot boy (Com1), hp 2

Mercenaries (1d4+1): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+2; hp 6; Init +1; Spd 30 ft.; AC
14, touch 11, flat-footed 13 (+1 Dex, +2 armor, +1 shield); BAB +1; Grap +3; Atk +3 melee (1d6+2/19-20, short sword), +3
melee (1d4+2/19-20, dagger); AL N; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +4, Jump +4, Listen +2, Spot +3; Cleave, Power Attack
Possessions: Leather armor, small wooden shield, short sword, dagger
Taverner: Male human Com2; CR 1; Medium-size humanoid (human); HD 2d4+2; hp 7; Init +0; Spd 30 ft.; AC 10, touch 10,
flat-footed 10 or AC 12, touch 10, flat-footed 12 (+2 armor); BAB +1; Grap +1; Atk +1 melee (1d6/19-20, short sword); AL
N; SV Fort +0, Ref +0, Will 1; Str 10, Dex 11, Con 12, Int 10, Wis 8, Cha 10
Skills & Feats: Jump +2, Knowledge (local) +4, Listen +1, Profession (taverner) +3, Spot +2; Martial Weapon
Proficiency (short sword), Skill Focus (Knowledge [local])
Possessions: Leather armor, short sword
Taverners Son: Male human Com1; CR ; Medium-size humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10,
touch 10, flat-footed 10 or AC 12, touch 10, flat-footed 12 (+2 armor); BAB +0; Grap +0; Atk +0 melee (1d6-1/19-20, short
sword); AL N; SV Fort +0, Ref +0, Will 1; Str 9, Dex 11, Con 10, Int 9, Wis 8, Cha 10
Skills & Feats: Jump +2, Knowledge (local) +2, Listen +0, Spot +1; Martial Weapon Proficiency (short sword), Skill
Focus (Knowledge [local])
Possessions: Leather armor, short sword
Pot Boy: Male human Com1; CR ; Medium-size humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10, touch 10,
flat-footed 10 or AC 12, touch 10, flat-footed 12 (+2 armor); BAB +0; Grap +0; Atk +0 melee (1d6-1/19-20, short sword); AL
N; SV Fort +0, Ref +0, Will 1; Str 9, Dex 11, Con 10, Int 9, Wis 8, Cha 10
Skills & Feats: Jump +2, Knowledge (local) +2, Listen +0, Spot +1; Martial Weapon Proficiency (short sword), Skill
Focus (Knowledge [local])
Possessions: Leather armor, short sword
16. Guild House: It will take the guildmaster and his clerks at least 5 rounds to don their armor and prepare themselves for battle
if necessary (see getting into and out of armor, PHB page 105). The non-combatant servants (Com1) will run at the first sign of
trouble.
Creatures (EL 5):

Guildmaster (Exp4), hp 10
Clerks (Exp1) (2), hp 4
Men-at-arms (War1) (4), hp 5

Guildmaster: Male human Exp4; CR 3; Medium-size humanoid (human); HD 4d6-4; hp 10; Init +1; Spd 30 ft.; AC 11, touch
11, flat-footed 10 (+1 Dex) or AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor); BAB +3; Grap +3; Atk +3 melee (1d6/1920, short sword) or +4 ranged (1d8/19-20, light crossbow); AL N; SV Fort +0, Ref +2, Will +6; Str 10, Dex 12, Con 8, Int 15,
Wis 14, Cha 14
Skills & Feats: Appraise +7, Bluff +7, Decipher Script +7, Diplomacy +11, Gather Information +8, Innuendo +8,
Intimidate +7, Knowledge (Borderlands local) +9, Listen +7, Sense Motive +9, Spot +9; Alertness, Martial Weapon
Proficiency (short sword), Skill Focus (Diplomacy)
Possessions: Chain shirt, short sword, light crossbow, 12 bolts
Clerks (2): Male human Exp1; CR ; Medium-size humanoid (human); HD 1d6-1; hp 2; Init +1; Spd 30 ft.; AC 11, touch 11,
flat-footed 10 (+1 Dex) or AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor); BAB +0; Grap +0; Atk +0 melee (1d6/19-20,
short sword); AL N; SV Fort -1, Ref +1, Will +4; Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13
Skills & Feats: Appraise +4, Bluff +4, Decipher Script +6, Diplomacy +3, Gather Information +4, Innuendo +4,
Knowledge (local) +5, Listen + 5, Profession (clerk) +8, Search +4*, Sense Motive +4, Spot +4*; Martial Weapon Proficiency
(short sword), Skill Focus (Profession [clerk])
Possessions: Chain shirt, short sword, crossbow, 12 bolts.
Men-At-Arms (4): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 5; Init + 2; Spd 30 ft.; AC 15,
touch 12, flat-footed 13 (+2 Dex, +2 armor, +1 shield); BAB +1; Grap +3; Atk +3 melee (1d8+2/x3, longspear) or +3 ranged
(1d6+2/19-20, short sword); AL N; SV Fort +3, Ref +2, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +5, Intimidate +1, Jump +5, Spot +5; Alertness, Power Attack
Possessions: Leather armor, buckler, longspear*, short sword
* If the longspear is used to attack, deduct the bucklers bonus to AC (+1) for the round.
17. Chapel: The Curate and his acolytes will only don their armor if the keep is threatened; the Curate is never without his ring
and snake staff. Substitute potions of cure light wounds for the potions of healing listed.
Creatures (EL 6):

Curate (Clr5), hp 27
Acolytes (3) (Clr1), hp 9 each.

Curate: Male human Clr5; CR 5; Medium-size humanoid (human); HD 5d8+5; hp 27; Init +0; Spd 30 ft.; AC 11, touch 11,
flat-footed 11 (+1 deflection) or AC 22, touch 11, flat-footed 22 (+9 armor, +2 shield, +1 deflection); BAB +3; Grap +4; Atk
+4 melee (1d6+2, snake staff), or +3 melee (1d6+2, +1 light mace); SQ Turn undead 4/day; AL LG; SV Fort +5, Ref +1, Will
+7; Str 13, Dex 10, Con 12, Int 11, Wis 16, Cha 12
Skills & Feats: Concentration +7, Diplomacy +3, Heal +6, Knowledge (religion) +8, Spellcraft +5; Brew Potion, Combat
Casting, Scribe Scroll
Spells Prepared (5/5/4/3; save DC = 13 + spell level): 0 detect magic, guidance, light, mending, read magic; 1st bless,
command, cure light wounds*, remove fear, sanctuary; 2nd aid*, consecrate, hold person, resist elements; 3rd cure
serious wounds*, daylight, magic circle against evil.
*Domain Spell. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level).
Possessions: +1 full plate, large steel shield, +1 light mace, ring of protection +1, snake staff
Acolytes (3): Male human Clr1; CR 1; Medium-size humanoid (human); HD 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 10, touch
10, flat-footed 10 or AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield); BAB +0; Grap +0; Atk +0 melee (1d6, light mace);
SQ Turn undead 4/day; AL LG; SV Fort +3, Ref +0, Will +4; Str 11, Dex 10, Con 12, Int 10, Wis 14, Cha 12
Skills & Feats: Concentration +4, Heal +4, Knowledge (religion) +4, Spellcraft +3; Combat Casting, Scribe Scroll
Spells Prepared (3/3; save DC = 12 + spell level): 0 detect magic, guidance, read magic; 1st bless, cure light
wounds*, remove fear.
*Domain Spell. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level).
Possessions: Breastplate, small steel shield, light mace
18. Inner Gatehouse: As noted earlier, the arrow slits in the southern section of the gatehouse provide nine-tenths cover to those
standing behind them. Heavy doublebound iron gates: hardness 10; 90 hp; lift DC 28, break DC 30. There are only six men-atarms on duty at a time. The other twenty-four are off-duty in the gatehouse (8 bowmen, 8 crossbowmen, 8 pikemen; 2 of each are
on duty at all times). If necessary, it will take them at least 1 minute to don their armor and prepare them-selves for battle (see
getting into and out of armor, PHB page 105). The Sergeant of the Guard has a potion of cure moderate wounds in a chest in his
room under a spare cape (Search DC 15).
Creatures (EL 5+): Captain of the Guard (Ftr3), hp 20

Sergeant of the Guard (Ftr2), hp 15


Men-at-arms (6) (War1), hp 5 (x2), 4 (x4)
Captain of the Guard: Male human Ftr3; CR 3; Medium-size humanoid (human); HD 3d10+3; hp 20; Init +6; Spd 20 ft.; AC
21, touch 10, flat-footed 21 (+8 armor, +3 shield); BAB +3; Grap +5; Atk +7 melee (1d8+4/19-20, +2 longsword) or +6 melee
(1d6+3/x3, +1 halfspear), or +6 ranged (1d6+3/x3, +1 halfspear); AL NG; SV Fort +4, Ref +3, Will +1; Str 14, Dex 15, Con
13, Int 11, Wis 10, Cha 14
Skills & Feats: Climb +1, Jump +1, Listen +2, Spot +1; Cleave, Improved Initiative, Power Attack
Possessions: +1 Half-plate, +1 large steel shield, +1 halfspear, +2 longsword.
Sergeant of the Guard: Male human Ftr2; CR 2; Medium-size humanoid (human); HD 2d10+4; hp 15; Init +5; Spd 20 ft.;
AC 19, touch 12, flat-footed 18 (+1 Dex, +5 armor, +2 shield, +1 deflection); BAB +2; Grap +4; Atk +5 melee (1d8+3/19-20,
+1 longsword) or +6 melee (1d4+4/19-20, +2 dagger); AL NG; SV Fort +5, Ref +1, Will +1; Str 14, Dex 13, Con 14, Int 11,
Wis 12, Cha 10
Skills & Feats: Climb +0, Jump -1, Listen +2, Spot +1; Improved Initiative, Power Attack
Possessions: Chainmail, +1 small steel shield, +1 longsword, +2 dagger, ring of protection +1
Pikemen: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+2; hp 5; Init +1; Spd 20 ft.; AC 16, touch 11,
flat-footed 15 (+1 Dex, +5 armor); BAB +1; Grap +3; Atk +4 melee (1d10+2/x3, halberd), +3 melee (1d6+2/19-20, short
sword); AL NG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb -1, Intimidate +1, Jump +1, Spot +5; Alertness, Weapon Focus (halberd)
Possessions: Chainmail, short sword, halberd.
Bowmen & Crossbowmen: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 4; Init +2; Spd 20 ft.;
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor); BAB +1; Grap +3; Atk +3 melee (1d6+2/19-20, short sword), +4 ranged
(1d8/x3, longbow) or +4 ranged (1d8/19-20, light crossbow); AL NG; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13,
Int 10, Wis 12, Cha 8
Skills & Feats: Climb +0, Intimidate +0, Jump -1, Spot +6; Alertness, Weapon Focus (longbow) or Weapon Focus (light
crossbow)
Possessions: Chainmail, short sword, longbow, 2 dozen arrows, or light crossbow w. 2 dozen bolts.
19. Small Tower: Two men-at-arms are on duty on top of this tower at all times. The other six are stationed below. In hand-tohand combat they will use their short swords and shields (+1 to AC).
Creatures (EL 1 or 4): Men-at-arms (8) (War1), hp 4 each.
Bowmen & Crossbowmen: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 4; Init +2; Spd 20 ft.;
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor); BAB +1; Grap +3; Atk +3 melee (1d6+2/19-20, short sword), or +4
ranged (1d8/19-20, light crossbow); AL NG; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +0, Intimidate +0, Jump -1, Spot +6; Alertness, Weapon Focus (light crossbow)
Possessions: Chainmail, short sword, small steel shield, light crossbow w. 2 dozen bolts.
20. Guard Tower: This 50 ft. high structure houses 24 guardsmen identical in number to those in 18. above. Their commander is
the corporal of the guard.
Creatures (EL 12): Corporal of the Guard (Ftr1), hp 12
Men-at-arms (24) (War1), hp 5 (x8), 4 (x16)
Corporal of the Guard: Male human Ftr1; CR 1; Medium-size humanoid (human); HD 1d10+2; hp 12; Init +6; Spd 20 ft.;
AC 18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield); BAB +1; Grap +3; Atk +4 melee (1d8+2/19-20, longsword) or
+4 melee (1d4+3/19-20, +1 dagger); AL NG; SV Fort +4, Ref +2, Will +0; Str 15, Dex 14, Con 14, Int 11, Wis 10, Cha 10
Skills & Feats: Climb +0, Jump +0, Spot +2; Improved Initiative, Power Attack, Weapon Focus (longsword)
Possessions: Breastplate, large steel shield, longsword, +1 dagger
21. Inner Bailey: No Changes.

22. Cavalry Stables: The lackeys (Com1) working in the stables are non-combatant and will let the two men-at-arms deal with
any disturbance.
Creatures (EL 1):

Men-at-arms (War1) (2), hp 5 each.

Men-at-Arms: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 5; Init +2; Spd 20 ft.; AC 17,
touch 11, flat-footed 16 (+1 Dex, +5 armor, +1 shield); BAB +1; Grap +3; Atk +3 melee (1d8+2/19-20, longsword), or +3
ranged (1d4+2/19-20, dagger); AL NG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb -1, Intimidate +1, Jump -1, Spot +5; Alertness, Power Attack
Possessions: Chainmail, small steel shield, longsword, dagger
23. Great Tower: This tower is 60 feet high. There is another Corporal of the Guard stationed here (as 20. above) and 24 menat-arms (as 18. above)
Creatures (EL 12): Corporal of the Guard (Ftr1), hp 12
Men-at-arms (24) (War1), hp 5 (x8), 4 (x16)
24. The Keep Fortress: The front door is sold iron (hardness 10, hp 90, break DC 28).
Creatures (EL 9):

Crossbowmen (War1) (8), hp 4 each


Swordmen (War1) (8), hp 5 each

Crossbowmen: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 4; Init +2; Spd 20 ft.; AC 17,
touch 12, flat-footed 15 (+2 Dex, +5 armor); BAB +1; Grap +3; Atk +3 melee (1d6+2/19-20, short sword), or +4 ranged
(1d8/19-20, light crossbow); AL NG; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +1, Intimidate +0, Jump +0, Spot +6; Alertness, Weapon Focus (light crossbow)
Possessions: Breastplate, short sword, light crossbow w. 2 dozen bolts.
Swordmen: Male human War1; CR ; Medium-size humanoid (human); HD 1d8+2; hp 5; Init +1; Spd 20 ft.; AC 18, touch
11, flat-footed 17 (+1 Dex, +5 armor, +2 shield); BAB +1; Grap +3; Atk +4 melee (1d8+2/19-20, longsword); AL NG; SV
Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb -2, Intimidate +1, Jump +0, Spot +5; Alertness, Weapon Focus (longsword)
Possessions: Breastplate, large steel shield, longsword
Second Floor:
Creatures (EL 8+): Heavy Cavalrymen (Ftr1) (12), hp 12 each
Medium Cavalrymen (War1) (18), hp 6 each
Men-at-arms (War1) (2), hp 5 each
Heavy Cavalrymen (12): Male human Ftr1; CR 1; Medium-size humanoid (human); HD 1d10+2; hp 12; Init +2; Spd 20 ft.;
AC 18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield); BAB +1; Grap +2; Atk +2 melee (1d8+1/19-20, longsword) or
+2 melee (1d4+1/19-20, dagger) or +3 melee (1d8+1/x3, heavy lance); AL NG; SV Fort +4, Ref +2, Will +0; Str 13, Dex 15,
Con 14, Int 11, Wis 10, Cha 10
Skills & Feats: Climb +0, Jump -2, Ride +6, Spot +1; Mounted Combat, Ride-By Attack, Weapon Focus (heavy lance)
Possessions: Breastplate, small steel shield, longsword, dagger, heavy lance (in storage).
Medium Cavalrymen (18): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 6; Init +2; Spd 20 ft.;
AC 18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield); BAB +1; Grap +2; Atk +3 melee (1d8+1/x3, battleaxe), or +3
ranged (1d8/19-20, light crossbow); AL N; SV Fort +4, Ref +1, Will +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +0, Intimidate +1, Jump +0, Ride +4, Spot +3; Mounted Combat, Weapon Focus (battleaxe)
Possessions: Chainmail, small steel shield, battleaxe, light crossbow w/1 dozen bolts.
Men-At-Arms (2): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 14,
touch 12, flat-footed 12 (+2 Dex, +2 armor); Atk +3 melee (1d8+2/19-20, longsword); AL N; SV Fort +3, Ref +2, Will +1; Str
15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +5, Intimidate +1, Jump +5, Spot +5; Alertness, Power Attack
Possessions: Leather armor, longsword

25. Tower: No changes.


26. Central Towers: The upper stories house 12 men-at-arms. It will take them and the Castellans assistants 4 minutes to don
their plate mail for battle (see getting into and out of armor, PHB page 105).
Creatures (EL 7):

Men-at-arms (War1) (12), hp 5 each


Scribe (Clr2), hp 16
Advisor (Ftr2/Wiz2), hp 22

Men-At-Arms (6): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 6; Init +2; Spd 20 ft.; AC 17,
touch 10, flat-footed 17 (+7 armor); BAB +1; Grap +3; Atk +4 melee (1d8+2/19-20, longsword) or +3 ranged (1d8/19-20,
light crossbow); AL LN; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Intimidate +3, Listen +3, Spot +3; Power Attack, Weapon Focus (longsword)
Possessions: Half-plate, longsword, light crossbow, 1 dozen bolts
Men-At-Arms (6): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 6; Init +2; Spd 20 ft.; AC 19,
touch 10, flat-footed 19 (+7 armor, +2 shield); BAB +1; Grap +3; Atk +4 melee (1d8+2/19-20, longsword); AL LN; SV Fort
+3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Intimidate +3, Listen +3, Spot +3; Power Attack, Weapon Focus (longsword)
Possessions: Half-plate, large steel shield, longsword
Scribe: Male human Clr2; CR 2; Medium-size humanoid (human); HD 2d8+4; hp 16; Init -1; Spd 20 ft.; AC 17, touch 9, flatfooted 17 (-1 Dex, +7 armor, +1 shield); BAB +1; Grap +2; Atk +2 melee (1d6+1, light mace); SQ Turn undead 4/day; AL
LG; SV Fort +5, Ref -1, Will +5; Str 13, Dex 9, Con 14, Int 10, Wis 15, Cha 12
Skills & Feats: Concentration +7, Diplomacy +6, Spellcraft +5; Combat Casting, Scribe Scroll
Spells (4/4; save DC = 12+ spell level): 0 guidance, light (x2), resistance; 1st bless, cure light wounds, obscuring
mist, protection from chaos*
*Domain Spell. Domains: Law (cast law spells at +1 caster level), Protection (can generate a protective ward (Sp) to grant
someone the cleric touches a +2 resistance bonus on their next save for one hour, 1/day).
Possessions: Half-plate, small steel shield, light mace, scroll of hold person.
Advisor: Male high elf Ftr2/Wiz2; CR 4; Medium-size humanoid (elf); HD 2d10+2 plus 2d4+2; hp 22; Init +7; Spd 20 ft.; AC
20, touch 11, flat-footed 19 (+1 Dex, +9 armor); BAB +3; Grap +4; Atk +6 melee (1d6+1/19-20, short sword) or +8 ranged
(1d6+1/x3, +1 shortbow); SQ Summon familiar, low-light vision, immune to sleep spells and effects, +2 save vs.
enchantments; AL LG; SV Fort +4, Ref +3, Will +3; Str 13, Dex 16, Con 12, Int 16, Wis 11, Cha 10;
Skills & Feats: Climb -1, Concentration +5, Jump +1, Knowledge (arcana) +9, Knowledge (local) +5, Listen +4,
Spellcraft +6, Spot +4, Tumble +0; Combat Casting, Improved Initiative, Scribe Scroll, Weapon Finesse (short sword),
Weapon Focus (short bow)
Spells (4/3; save DC = 13 + spell level, arcane spell failure 35%): 0 daze, detect magic, light, read magic; 1st charm
person, magic missile (x2)
Possessions: +1 full plate, +1 shortbow, 20 arrows, short sword, ring of fire resistance (minor).
27. Castellans Chamber:
Creatures (EL 6): The Castellan (Ftr6), hp 48
The Castellan: Male human Ftr6; CR 6; Medium-size humanoid (human); HD 6d10+12; hp 48; Init +6; Spd 20 ft.; AC 24;
touch 12, flat-footed 23 (+1 Dex, +9 armor, +3 shield, +1 deflection); BAB +6; Grap +9; Atk +13/+8 melee (1d8+8/19-20, +3
longsword) or +11/+6 melee (1d4+5/19-20, +2 dagger); AL LG; SV Fort +7, Ref +4, Will +4; Str 16, Dex 15, Con 15, Int 12,
Wis 10, Cha 12
Skills & Feats: Climb +2, Diplomacy +4, Intimidate +4, Jump +3, Knowledge (Borderlands local) +5;Cleave, Dodge,
Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: +1 full plate, +1 large steel shield, +3 longsword, +2 dagger, ring of protection +1, cloak of elvenkind,
boots of elvenkind, potion of fly, potion of haste, chain of office.

Adventures Outside the Keep

1. Mound of the Lizard Men: In the mound are 7 males, 3 females, 8 non-combatant young, and 6 eggs. If any PCs enter the
mound, roll a Hide check for the remaining lizardfolk in the lair. If the entering PCs fail to notice the hiding lizardfolk, they are
surprised. A successful Search check (DC 20) will find the coins and potions hidden under the nest.
Creatures (EL variable): Lizardfolk (10 total), hp 11 each; MONSTER MANUAL, page 128.
Treasure: Potion of poison (DMG pg. 235) and a potion of cure light wounds.
2. Spiders Lair: A successful Search check (DC 15) will uncover the dead elf. The elfs filthy shield (small steel) is +1
magical (no cleaning/oiling necessary except for aesthetic purposes).
Creatures (EL 3): Medium-size monstrous spiders (web-spinners) (3), hp 11, 9, 8; MONSTER MANUAL, page 210.
3.

Bandit Camp:
Creatures (EL 5+):

Bandit leader (Ftr2), hp 16


Bandit lieutenant (Ftr1), hp 11
Bowmen (2) (War1), hp 6 each
Spearmen (8) (War1), hp 6 each

Bandit Leader: Male human Ftr2; CR 2; Medium-size humanoid (human); HD 2d10+2; hp 16; Init +6; Spd 30 ft.; AC 16,
touch 12, flat-footed 14, (+2 Dex, +4 armor); BAB +2; Grap +4; Atk +5 melee (1d8+2/x3, shortspear) or +4 ranged (1d6/x3,
shortbow); AL NE; SV Fort +4, Ref +2, Will +1; Str 14, Dex 14, Con 13, Int 12, Wis 8, Cha 12
Skills & Feats: Climb +4, Jump +4, Handle Animal (horse) + 4, Intimidate +3, Ride (horse) + 7; Improved Initiative, Iron
Will, Power Attack, Weapon Focus (shortspear)
Possessions: Chain shirt, shortbow, quiver w/20 arrows, shortspear, light horse, saddle, saddlebags, bedroll.
Bandit Lieutenant: Male human Ftr1; CR 1; Medium-size humanoid (human); HD 1d10+1; hp 11; Init +1; Spd 30 ft.; AC 14,
touch 11, flat-footed 13, (+1 Dex, +2 armor, +1 shield); BAB +1; Grap +3; Atk +3 melee (1d6+2/x3, halfspear) or +4 melee
(1d6+2/19-20, short sword), or +2 ranged (1d6+2/x3, halfspear); AL NE; SV Fort +3, Ref +1, Will -1; Str 15, Dex 12, Con 13,
Int 10, Wis 9, Cha 10
Skills & Feats: Climb +4, Jump +4, Handle Animal (horse) +2, Ride (horse) +5; Cleave, Power Attack, Weapon Focus
(short sword)
Possessions: Leather armor, small wooden shield, short sword, halfspear, light horse, saddle, saddlebags, bedroll.
Bowmen (2): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 6 each; Init +2; Spd 30 ft.; AC 14,
touch 12, flat-footed 12, (+2 Dex, +2 armor,); BAB +1; Grap +2; Atk +2 melee (1d4+1/19-20, dagger) or +4 ranged (1d6/x3,
shortbow); AL NE; SV Fort +3, Ref +2, Will -1; Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 10
Skills & Feats: Climb +5, Jump +5, Ride (horse) +6; Point Blank Shot, Weapon Focus (shortbow)
Possessions: Leather armor, dagger, shortbow, quiver w/20 arrows (extra quiver w/20 arrows near the horses), light horse,
saddle, saddlebags, bedroll.
Spearmen (8): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 6 each; Init +2; Spd 30 ft.; AC 14,
touch 11, flat-footed 13, (+1 Dex, +2 armor, +1 shield); BAB +1; Grap +2; Atk +2 melee (1d4+1/19-20, dagger) or +4 melee
(1d6+1/x3, halfspear) or +5 ranged (1d6+1/x3, halfspear); AL NE; SV Fort +3, Ref +2, Will -1; Str 13, Dex 14, Con 12, Int
10, Wis 9, Cha 10
Skills & Feats: Climb +4, Jump +4, Ride (horse) +6; Point Blank Shot, Weapon Focus (halfspear)
Possessions: Leather armor, small wooden shield, dagger, halfspear, light horse, saddle, saddlebags, bedroll.
4.

The Mad Hermit:


Creatures (EL 4+):The Mad Hermit (Rog3), hp 15
Puma, hp 19; see Leopard, MONSTER MANUAL p. 197
The Mad Hermit: Male human Rog3; CR 3; Medium-size humanoid (human); HD 3d6+3; hp 15; Init +7; Spd 30 ft.; AC 16,
touch 14, flat-footed 16, (+3 Dex, +2 armor, +1 deflection); BAB +2; Grap +3; Atk +6 melee (1d4+2/19-20, +1 dagger); SA
Sneak attack (+2d6); SQ Evasion, uncanny dodge (Dex bonus to AC); AL CN; SV Fort +2, Ref +6, Will +1; Str 12, Dex 17,
Con 13, Int 12, Wis 10, Cha 8

Skills & Feats: Bluff +4, Climb +6, Escape Artist +6, Handle Animal (puma) +2, Hide +9, Listen +7, Move Silently +9,
Pick Pocket +4, Read Lips +4, Sense Motive +5, Spot +8, Tumble +9, Use Magic Device +2; Alertness, Improved Initiative,
Weapon Finesse (dagger)
Possessions: Leather armor, +1 dagger, ring of protection +1

The Caves of Chaos


Encounter Areas:
A. Kobold Lair: There is a 2 in 6 chance that a group of eight kobolds will be hiding in the trees above the entrance to their
cave-like tunnel. Adventurers that fail to notice the hiding creatures will be surprised.
Creatures (EL 1+): Kobolds (8), hp 2 each; MONSTER MANUAL p. 123
Trap (EL ): Pit trap (10 ft. deep); CR ; no attack roll necessary (1d6); Reflex save (DC 20) avoids; Search (DC 20);
Disable Device (DC 20)
1.

Guard Room:
Creatures (EL 1): Kobolds (6), hp 2 each; MONSTER MANUAL p. 123

2.

Giant Rats: 18 dire rats live here, amongst the garbage and waste.
Creatures (EL 7): Dire rats (18), hp 5 each; MONSTER MANUAL p. 56

3.

Food Storage Room: A successful Open Lock check (DC 20) will open the door.

4. Guard Room: The kobolds on guard here wear chain shirts, and carry handaxes and shortbows. They will hide behind the
corner when attacking with their bows for half-cover (+4 AC, +2 Reflex saves).
Creatures (EL 2): Kobold guards (War1) (3), hp 5 each.
Kobold Guards (3): Male kobold War1; CR ; Small humanoid (reptilian); HD 1d8; hp 5 each; Init +0; Spd 30 ft.; AC 17,
touch 12, flat-footed 16, (+1 size, +1 Dex, +1 natural, +4 armor); BAB +1; Grap -5; Atk +0 melee (1d6-2/x3, handaxe), or +3
ranged (1d6/x3, shortbow); AL LE; SV Fort +2, Ref +1, Will +0; Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10
Skills & Feats: Listen +4, Search +2, Spot +4; Alertness
Possessions: Chain shirt, handaxe, shortbow, quiver w/10 arrows.
5. Kobold Chieftains Room: The five female kobolds in this room are not armed. If drawn into battle they will strike at
attackers with their claws for 1d2-2 damage.
Creatures (EL 3): Kobold chieftain (Ftr2), hp 13
Female kobolds (5), hp 2 each; MONSTER MANUAL p. 123
Kobold Chieftain: Male kobold Ftr2; CR 2; Small humanoid (reptilian); HD 2d10; hp 13; Init +0; Spd 30 ft.; AC 17, touch
12, flat-footed 16, (+1 size, +1 Dex, +1 natural, +4 armor); BAB +2; Grap -2; Atk +4 melee (1d8/x3, battle axe); AL LE; SV
Fort +2, Ref +1, Will +0; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 12
Skills & Feats: Climb +3, Jump +3, Search +2; Improved Initiative, Alertness, Weapon Focus (battle axe)
Possessions: Chain shirt, battleaxe
6.

Common Chamber: Kobold females are unarmed and unarmored (AC 13). They attack with their claws for 1d2-2 damage.
Creatures (EL 9): Kobold males (17), hp 2 each; MONSTER MANUAL p. 123
Kobold females (23), hp 2 each; MONSTER MANUAL p. 123

Kobold young (8), hp 1 each, non-combatant.


Treasure: A successful Search check (DC 15) will find the piece of silk.
B. Orc Lair: If a character gets close enough without being detected, a successful Spot check (DC 10) will show that one of the
heads on the north wall is orcish.
Area g: The guard here is armed with a longsword (1d8+2/19-20).
Creatures (EL ): Orc guard, hp 4; MONSTER MANUAL p. 146
7.

Guard Room: The guards here are armed with 2 shortspears each (1d8+2/x3) one for a ranged attack, the other for melee.
Creatures (EL 2): Orcs (4), hp 4 each; MONSTER MANUAL p. 146
Treasure: Substitute silver pieces for the electrum listed.

8.

See 7. above.

9.

Banquet Area: No changes.

10. Common Room:


Creatures (EL 6): Male orcs (12), hp 4 each; MONSTER MANUAL p. 146
Female orcs (18), hp 3 each, non-combatant
Orc young (9), hp 1 each, non-combatant.
11. Storage Chamber: A successful Open Lock check (DC 20) will open the door.
12. Orc Leaders Room: The two orc females here are armed with shortswords (1d6+2/19-20) and are wearing studded leather
armor (AC 13).
Creatures (EL 4): Orc leader (Ftr3), hp 19
Orc females (2), hp 4 each; MONSTER MANUAL p. 146
Orc Leader: Male orc Ftr3; CR 3; Medium-size humanoid (orc); HD 3d10+3; hp 19; Init +5; Spd 20 ft.; AC 18, touch 11,
flat-footed 17, (+1 Dex, +5 armor, +2 shield); BAB +3; Grap +5; Atk +6 melee (1d8+2, heavy mace); SQ Darkvision 60 ft.,
light sensitivity; AL CE; SV Fort +4, Ref +2, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 8
Skills & Feats: Climb -1, Jump -1, Listen +2, Spot +2; Improved Initiative, Power Attack, Weapon Focus (heavy mace)
Possessions: Chainmail, +1 small steel shield, heavy mace
Treasure: A successful Search check (DC 25) will find the secret door behind the tapestries on the south wall. A successful
Search check (DC 20) will find the niche on the back wall of area t, hiding a potion of cure light wounds, and a scroll of
fireball (6th-level caster).
C. Orc Lair: A successful Search check (DC 22) will notice the tripwires running across the entry passage and/or a Search
check (DC 25) will noticed the camouflaged netting on the ceiling. If the trap is sprung, the orcs in area 14. will arrive to
investigate after 1 round.
Trap (EL 1): Falling net trap (10 ft wide by 20 ft. long); CR 1; +15 melee touch (no damage); Search (DC 22); Disable
Device (DC 20). Note: See net, p. 102 in the PHB.

13. Forgotten Room: A successful Search check (DC 20) will find the pouches under the old bucket. Anyone lifting the pouches
will be surprised and attacked by the monstrous centipedes hiding under them. The secret door on the western wall requires a
successful Search check (DC 25) to find from the hallway.
Creatures (EL ): Tiny monstrous centipedes (2), hp 1 each; MONSTER MANUAL p. 207
14. Common Chamber: The (male) orcs in this chamber carry wooden shields (AC 15) and short swords (1d6+2/19-20).
Creatures (EL 5): Orc males (9), hp 4 each; MONSTER MANUAL p. 146
Orc females (8), hp 2 each (non-combatant); MONSTER MANUAL p. 146
Orc young (3), hp 1 each (non-combatant)
15. Common Hall:
Creatures (EL 3): Orc males (6), hp 4 each; MONSTER MANUAL p. 146
Orc females (4), hp 2 each (non-combatant); MONSTER MANUAL p. 146
16. Leaders Room: The guard (Ftr1) posted inside the door can only be surprised if the party approaches and opens the door
quickly and in complete silence otherwise he will gain a partial action on the party if he hears them approach or as they open
the door to this area.
Creatures (EL 4+):Orc guard (Ftr1), hp 11
Orc leader (Ftr3), hp 20
Female orc (the leaders mate), hp 5; MONSTER MANUAL p. 146
Orc Guard: Male orc Ftr1; CR 1; Medium-size humanoid (orc); HD 1d10+1; hp 11; Init +5; Spd 20 ft.; AC 15, touch 11, flatfooted 14, (+1 Dex, +4 armor); BAB +1; Grap +3; Atk +3 melee (1d12+3, greataxe); SQ Darkvision 60 ft., light sensitivity;
AL CE; SV Fort +3, Ref +1, Will +0; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 8
Skills & Feats: Climb +0, Jump +0, Listen +1, Spot +1; Improved Initiative, Power Attack
Possessions: Scalemail, greataxe
Orc Leader: Male orc Ftr3; CR 3; Medium-size humanoid (orc); HD 3d10+3; hp 20; Init +5; Spd 20 ft.; AC 17, touch 11,
flat-footed 16, (+1 Dex, +5 armor, +1 shield); BAB +3; Grap +5; Atk +6 melee (1d8+2/19-20, longsword), or +4 ranged
(1d6+3, +1 throwing axe); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +4, Ref +2, Will +1; Str 15, Dex 13, Con
13, Int 10, Wis 10, Cha 9
Skills & Feats: Climb -1, Jump -1, Listen +2, Spot +2; Improved Initiative, Power Attack, Weapon Focus (longsword)
Possessions: Breastplate, small steel shield, longsword, +1 throwing axe
Treasure: A successful Appraise check (DC 12) will identify the tarnished copper bowl as valuable.
D. Goblin Lair: The passageways of the goblin lair are very busy. There is a 3 in 6 chance each time the party travels 30 ft. that
they will meet a party of six goblins.
Creatures (EL 1+):Goblins (6), hp 4 each; MONSTER MANUAL p. 107
17. Guard Chamber: The goblins in this chamber are armed with clubs (1d6-1 damage) and javelins.
Creatures (EL 1+):Goblins (6), hp 4 each; MONSTER MANUAL p. 107
18. Guard Chamber: The goblins in this room are identical to 17. above. A successful Search check (DC 20) will find the secret
door in the northwest corner.
Creatures (EL 1+):Goblins (6), hp 4 each; MONSTER MANUAL p. 107
Treasure: A successful Search check (DC 20) will find the bag of gold hidden in the water barrel (assuming of course, the
goblins havent used it)

19. Common Room:


Creatures (EL 3 or 4): Goblin males (10 or 16), hp 4 each; MONSTER MANUAL p. 107
Goblin females (14), hp 2 each (non-combatant)
Goblin young (6), hp 1 each (non-combatant)
20. Chieftains Room: There are 4 shortbows hung on the wall. It takes a move-equivalent action to remove a bow and ready it
for an attack.
Creatures (EL 4):

Goblin leader (Ftr2), hp 14


Goblin guards (3) (War1), hp 5 each
Combatant goblin females (2), hp 4 each; MONSTER MANUAL p. 107
Non-combatant goblin females, hp 2 each

Treasure: A successful Search check (DC 20) will find the secret drawer under the bench seat. Substitute silver pieces for the
guards electrum listed.
Goblin Leader: Male goblin Ftr2; CR 2; Small humanoid (goblinoid); HD 2d10; hp 14; Init +1; Spd 30ft.; AC 16, touch 12,
flat-footed 15, (+1 size, +1 Dex, +4 armor); BAB +2; Grap -1; Atk +5 melee (1d8+1, morningstar) or +4 ranged (1d6/x3,
shortbow); SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 13, Con 11, Int 10, Wis 11, Cha 9
Skills & Feats: Climb +2, Jump +2, Listen +3, Spot +3; Alertness, Dodge, Weapon Focus (morningstar)
Possessions: Chain shirt, morningstar
Goblin Guards (3): Male goblin War1; CR ; Small humanoid (goblinoid); HD 1d8; hp 5; Init +1; Spd 30 ft.; AC 15, touch
12, flat-footed 14, (+1 size, +1 Dex, +3 armor); BAB +1; Grap -4; Atk +1 melee (1d8-1, morningstar), or +3 ranged (1d6/x3,
shortbow); SQ Darkvision 60 ft.; AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills & Feats: Climb +1, Jump +1, Listen +3, Spot +3; Alertness
Possessions: Studded leather armor, morningstar
21. Storage Chamber: The goblins in this chamber are armed with short swords (1d6-1/19-20) and light crossbows (1d8/19-20).
If the characters stay in this room for more than ten minutes a party of hobgoblins will come through the secret door.
Creatures (EL 1 or 3): Goblins (4), hp 4 each; MONSTER MANUAL p. 107
Hobgoblins (4), hp 5 each; MONSTER MANUAL p. 119
E. Ogre Cave: The ogre makes a good living acting as a mercenary for the goblins and hobgoblins of the caves. If the PCs
encounter the ogre in the goblin caves and show him hard currency (more than the 250 gp the goblins pay him), and succeed at a
an opposed Diplomacy or Charisma check he will take the money and return to his lair. (See NPC Attitudes, DMG p 149. The
ogre starts out as unfriendly when he meets the PCs.)
22. The Ogres Cave: Once again, the ogre will accept a bribe of at least 20 gp to allow the PCs to leave his cave unmolested on
the first offense (an opposed Diplomacy or Charisma check is also required).
Creatures (EL 2): Ogre, hp 26; MONSTER MANUAL p. 144
Treasure: Substitute silver pieces for the electrum pieces in sack #3. A successful Search check (DC 15) on the old bones in
the southern portion of the cave will find the treasure hidden there.
F. Hobgoblin Lair: The stout, barred door at the back of the entry cave has a hardness rating of 5 and 20 hit points. A
Strength check (DC 25) is required to break it down. A Search check (DC 20) on the door will discover the mechanism that allows
the bar to be pulled back and the door opened. If the guards in area 26. are alerted, they will arrive at the door after two rounds
have passed.

23. Common Room: The hobgoblin females in this room are clad in leather armor (AC 13) and fight with short swords (1d6/1920). Otherwise they are identical to their male counterparts.
Creatures (EL 6): Hobgoblin males (5), hp 5 each; MONSTER MANUAL p. 119
Hobgoblin females (8), hp 4 each; MONSTER MANUAL p. 119
Hobgoblin young (3), hp 2 each (non-combatant)
24. Torture Chamber/Playroom/Storage: If attacked, the hobgoblin with the whip will attempt to make trip attacks with it,
while the other attacks the tripped and prone opponent at a bonus. The six prisoners here are unarmed and unarmored. If the gnoll
is freed, he will attack his rescuers with his paws for 1d3 subdual damage.
Creatures (EL 4): Hobgoblin torturers (2) (War2), hp 10, 8
Human merchant (Exp2), hp 7 (currently has 4 hit points with 3 points subdual damage)
Orc, hp 4; MONSTER MANUAL p. 146
Men-at-arms (War1) (2), hp 5 each
The merchants wife (Com1), hp 2
Gnoll, hp 9; MONSTER MANUAL p. 105
Hobgoblin Torturers (2): Male hobgoblin War2; CR 1; Medium-size humanoid (goblinoid); HD 2d8+2; hp 10, 8; Init +1;
Spd 30 ft.; AC 15, touch 11, flat-footed 14, (+1 Dex, +4 armor); BAB +2; Grap +2; Atk +2 melee (1d8+1/19-20, longsword),
or +3 ranged (1d2 subdual, whip); SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref +1, Will +0; Str 11, Dex 13, Con 13, Int 10,
Wis 10, Cha 10
Skills & Feats: Climb +2, Jump +1, Intimidate +5; Alertness (hobgoblin #1), Exotic Weapon Proficiency (whip)
(hobgoblin #2)
Possessions: Chain shirt, longsword, whip (hobgoblin #2).
Human Merchant: Male human Exp2; CR 1; Medium-size humanoid (human); HD 2d6; hp 7; Init -1; Spd 30 ft.; AC 9, touch
9, flat-footed 9 (-1 Dex); BAB +1; Grap +1; Atk +1 melee (1d3 subdual, unarmed strike); AL N; SV Fort +0, Ref +0, Will +4,
Str 10, Dex 8, Con 11, Int 10, Wis 12, Cha 10
Skills & Feats: Appraise +5, Bluff +4, Diplomacy +4, Gather Information +3, Knowledge (Borderlands local) +4, Listen
+4, Profession (merchant) +8, Search +2, Sense Motive +6, Spot +3; Skill Focus (Appraise), Skill Focus (Profession
[merchant])
Possessions: None.
Men-At-Arms (2): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 5; Init + 2; Spd 30 ft.; AC 12,
touch 12, flat-footed 10 (+2 Dex); BAB +1; Grap +3; Atk +3 melee (1d3+2 subdual, unarmed strike); AL N; SV Fort +3, Ref
+2, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +5, Intimidate +1, Jump +5, Spot +5; Alertness, Power Attack
Possessions: None
The Merchants Wife: Female human Com1; CR ; Medium-size humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC
10, touch 10, flat-footed 10; BAB +0; Grap +0; Atk +0 melee (1d3 subdual, unarmed strike); AL N; SV Fort +0, Ref +0, Will
+2, Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 11
Skills & Feats: Appraise +2, Ride +3, Spot +5, Swim +4; Alertness, Iron Will
Possessions: None.
25. Common Chamber: As in the common room, female hobgoblins in this room are wearing leather armor (AC 13) and carry
short swords (1d6/19-20). Males are as listed in the MONSTER MANUAL, but carry longswords only.
Creatures (EL 5): Hobgoblin males (4), hp 5 each; MONSTER MANUAL p. 119
Hobgoblin females (5), hp 4 each; MONSTER MANUAL p. 119
26. Guard Room: The hobgoblin guards in this room carry heavy crossbows (1d10/19-20) and heavy maces (1d8). If they hear
the entry door being battered they will respond as in the adventure, taking 2 rounds to reach the door.
Creatures (EL 3): Hobgoblins (6), hp 5 each; MONSTER MANUAL p. 119
27. Armory: The hobgoblins here carry large shields (AC 16).

Creatures (EL 2): Hobgoblins (3), hp 6 each; MONSTER MANUAL p. 119


Treasure: Either disregard the electrum pieces the guards are carrying, or award double the silver pieces given. It is up to the
DM to differentiate the different types and sizes of plate mail and weapons stored here (breastplate, half-plate, halberd, etc.).
28. Storeroom:
Creatures (EL 1 or 3): Hobgoblins (2 or 6), hp 5 each; MONSTER MANUAL p. 119
Treasure: Substitute silver or gold pieces for the electrum awarded.
29. Guard Room: The female hobgoblins here are similar to the others throughout the lair they wear leather armor (AC 13) and
wield short swords (1d6/19-20).
Creatures (EL 2): Hobgoblin males (2), hp 5 each; MONSTER MANUAL p. 119
Hobgoblin females (2), hp 4 each; MONSTER MANUAL p. 119
30. Hobgoblin Chiefs Quarters: The 4 females in this room are equipped as hobgoblins listed in the MONSTER MANUAL, with
the exception that they do not carry a javelin.
Creatures (EL 4+):Hobgoblin chief (Ftr3); hp 24
Hobgoblin females (4), hp 5 each; MONSTER MANUAL p. 119
Hobgoblin Chief: Male hobgoblin Ftr3; CR 3; Medium-size humanoid (goblinoid); HD 3d10+3; hp 24; Init +5; Spd 20 ft.;
AC 18, touch 11, flat-footed 17, (+1 Dex, +5 armor, +2 shield); BAB +3; Grap +4; Atk +5 melee (1d8+1/19-20, longsword);
SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref +2, Will +3; Str 12, Dex 13, Con 13, Int 10, Wis 10, Cha 11
Skills & Feats: Climb -2, Jump -2, Intimidate +3; Dodge, Improved Initiative, Iron Will, Weapon Focus (longsword)
Possessions: Breastplate, large wooden shield, longsword.
Treasure: A successful search check (DC 20) will find the false bottom in the iron box holding the gems and a potion of
poison (DMG p. 235). Either omit the electrum awarded or add that total to the gold or silver pieces awarded. Another
successful Search check (DC 20) will find a wand of hold person with 17 charges left concealed in a heap of kindling near the
fireplace in the southeast corner.
31. Guard Room: The hobgoblins here carry large shields (AC 16).
Creatures (EL 2): Hobgoblins (4), hp 5 each; MONSTER MANUAL p. 119
Treasure: Either disregard the electrum pieces the guards are carrying, or add that total to the gold or silver pieces awarded.
G. Shunned Cavern:
32. Empty Gallery: Substitute dire rats for the giant rats listed. For each minute spent searching, roll a Listen check. A
success indicates a creature may respond to the noise roll on the table given in the adventure for an encounter.
Creatures (EL variable):

Owlbear, hp 47; MONSTER MANUAL p. 148


Dire rats (2d6), hp 5 each; MONSTER MANUAL p. 56
Gray ooze, hp 26; MONSTER MANUAL p. 145

Treasure: Substitute gold piece for electrum piece on the treasure table.
33. Shallow Pool: A successful Spot check (base DC 15) will discover the gray oozes in this cavern.

Creatures (EL 6 or 7): Gray oozes (2 or 3), hp 26 each; MONSTER MANUAL p. 145

34. Owlbears Den: Because the Owlbear is sleeping, add five to its Listen DC to hear the PCs enter its den.
Creatures (EL 4): Owlbear, hp 47; MONSTER MANUAL p. 148
Treasure: A successful Search check (DC 20) on the owlbears bed will find a bone tube containing a scroll of protection
from evil.
H. Bugbear Lair:
35. Guard Room: The bugbears in the guardroom do not have shields (AC 16). Allow any PCs entering this room to make a
Sense Motive check (DC 20) to detect the bugbears intent to attack - any PC who fails the check is surprised. If the bugbears hit
with the skewers, they inflict 1d6+2 points piercing damage. After attacking with the skewers, they will reach for their heavy flails
(1d10+3/19-20) and continue the battle.
Creatures (EL 5 or 7):

Bugbears (3 or 5), hp 16 each; MONSTER MANUAL p. 27

36. Chieftains Room: If the +1 battleaxe is thrown, it has a range increment of 10 ft. and a 4 penalty to the ranged attack roll
(see improvised thrown weapons, PHB p 97). A +1 throwing axe may be substituted.
Creatures (EL 4+):Bugbear chieftain (Ftr4), hp 24
Female bugbear, hp 16; MONSTER MANUAL p. 27
Treasure: A successful Search check (DC 23) will discover the gray chest on the ledge. In addition to the coins and statue, it
contains a potion of cure moderate wounds.
Bugbear Chieftain: Male bugbear Ftr1; CR 3; Medium-size humanoid (goblinoid); HD 3d8+6 plus 1d10+2; hp 24; Init +1;
Spd 30 ft.; AC 18, touch 11, flat-footed 17, (+ 1Dex, +3 natural, +3 armor, +1 shield); BAB +3; Grap +6; Atk +7 melee
(1d8+3, morningstar), or +5 ranged (1d8+4/x3, +1 battleaxe); SQ Darkvision 60 ft.; AL CE; SV Fort +5, Ref +4, Will +1; Str
16, Dex 13, Con 14, Int 11, Wis 10, Cha 9
Skills & Feats: Climb +3, Hide +2, Listen +3, Move Silently +5, Spot +3; Alertness, Weapon Focus (morningstar)
Possessions: Studded leather armor, small wooden shield, morningstar
37. Spoils Room: The strong wooden door (hardness 5, 20 hit points, Break [DC 25]) to this room is locked (Open Lock DC 20).
If the door is broken down the noise will bring the guards from room 35. in two rounds and the chieftain and his mate in three.
The +1 magical shield being used as a tray is a small steel shield.
38. Common Room: The females in this room are unarmored (AC 14) and unarmed. They will attack with their claws for 1d4+2
damage. Young (1 HD, CR ) are small creatures, AC 11 (+1 natural) and will attack with their claws for 1d3 damage (at a +1
melee attack bonus).
Creatures (EL 9): Bugbear males (3), hp 16 each; MONSTER MANUAL p. 27
Bugbear females (7), hp 12 each; MONSTER MANUAL p. 27
Bugbear young (3), hp 4 each
Treasure: A successful Appraise check (DC 12) will reveal that the soot-blackened urn is valuable.
39. Guard Room: The bugbears in this room carry shortspears (1d8+2/x3) for throwing in addition to their morningstars.
Creatures (EL 7): Male bugbears (2), hp 16 each; MONSTER MANUAL p. 27
Female bugbears (3), hp 12 each; MONSTER MANUAL p. 27

40. Slave Pen: The iron door to this room is locked with a bar, chain and heavy padlock (Open Lock DC 25). The door has
hardness 10 and 60 hit points. A successful Strength check (DC 28) is required to break it down.
Creatures (EL 0 or 3+): Kobolds (3), hp 2 each; MONSTER MANUAL p. 123
Goblin, hp 4; MONSTER MANUAL p. 107
Orcs (4), hp 4 each; MONSTER MANUAL p. 146
Men-at-arms (War1) (2), hp 5 each
or
Dwarf fighter (Ftr2), hp 21
Elves (2), hp 3 each; MONSTER MANUAL p. 85
Men-At-Arms (2): Male human War1; CR ; Medium-size humanoid (human); HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 12,
touch 12, flat-footed 10 (+2 Dex); BAB +1; Grap +3; Atk +3 melee (1d3+2 subdual, unarmed strike); AL N; SV Fort +3, Ref
+2, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills & Feats: Climb +5, Intimidate +1, Jump +5, Spot +5; Alertness, Power Attack
Possessions: None
Dwarf Fighter: Male hill dwarf Ftr2; CR 2; Medium-size humanoid (dwarf); HD 2d10+6; hp 21; Init +5; Spd 20 ft.; AC 11,
touch 11, flat-footed 10 (+1 Dex); BAB +2; Grap +4; Atk +4 melee (1d3+2 subdual, unarmed strike); SQ Darkvision 60 ft.,
stonecunnuing; AL N; SV Fort +6, Ref +3, Will +1; Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 9
Skills & Feats: Climb +7, Jump +7; Improved Initiative, Lightning Reflexes, Weapon Focus (battleaxe)
Possessions: None
41. Slave Pen: The door to this room is identical to the door to room 40. If the wildman is armed and enters a barbarian rage in
combat, he will indiscriminately attack both friend and foe whichever is nearest to him. Either way, he will attempt to slay or
rob the PCs at the first chance he gets.
Creatures (EL 4 or 6):

Hobgoblins (3), hp 5 each; MONSTER MANUAL p. 119


Gnolls (2), hp 11 each, MONSTER MANUAL p. 105
Rebel bugbear, hp 16, MONSTER MANUAL p. 27
Human wildman (Bbn4); hp 37

Human wildman: Male human Bbn4; CR 4; Medium-size humanoid (human); HD 4d12+8; hp 37; Init +1; Spd 40 ft.; AC
11, touch 11, flat-footed 11 (+1 Dex); BAB +4; Grap +7; Atk +7 melee (1d3+3 subdual, unarmed strike); SA Barbarian rage
2/day; SQ Uncanny dodge (Dex bonus to AC); AL CE; SV Fort +4, Ref +1, Will +1; Str 16, Dex 13, Con 14, Int 10, Wis 12,
Cha 8
Skills & Feats: Climb +9, Jump +10, Intuit Direction +5, Listen +6, Spot +3, Swim +5, Wilderness Lore +6; Dodge,
Power Attack, Weapon Focus (greataxe)
Possessions: None
I. Caves of the Minotaur: Immediately upon entering the caves, adventurers will feel slightly dizzy the effects of a spell that
causes them to loose all sense of direction (-10 to Intuit Direction and Track checks).
42. Stirge Cave: A successful Listen check (DC 5) will enable the characters to hear the squeaking and hooting of the stirges as
they approach the cave.
Creatures (EL 6): Stirges (13), hp 5 each; MONSTER MANUAL p. 173
43. Fire Beetles:
Creatures (EL 1): Fire beetles (3), hp 4 each; MONSTER MANUAL p. 206
44. Fire Beetles:
Creatures (EL +): Fire beetles (2), hp 4 each; MONSTER MANUAL p. 206

45. The Minotaur: The minotaur wears a suit of chainmail (AC 20), and carries a +1 shortspear (+10/+5 melee [1d8+5/x3]. He
will attack an opponent, and then follow with a gore attack on the same opponent.
Creatures (EL 4): The minotaur, hp 39; MONSTER MANUAL p. 137
Treasure: A successful Search check (DC 20) will find the secret door. A Strength check (DC 22) is required to swing it open.
The locked chest (Open Lock DC 20) contains a poison needle trap in the lock:
Trap: Poison needle trap: CR 2; +8 ranged (1 + greenblood oil poison); Search (DC 22); Disable Device (DC 20). Note:
See the DMG p. 80 for a description of greenblood oil and its effects.
Substitute silver or gold pieces for the electrum listed. The +1 plate armor is DMs discretion either breastplate, half-plate,
or full plate. The potion of delusionary healing will appear to be a potion of cure moderate wounds. When taken, the PC
drinking it must make a Willpower save (DC 17) or believe that the potion has healed him or her. Substitute a potion of bulls
strength for the potion of giant strength.
J. Gnoll Lair: The gnolls in the guardroom just inside the entry cave will be listening for PCs entering the cave, and watching
for lights (the entry cave is completely dark, as the gnolls rely on their darkvision to see intruders).
46. Guard Room: Two of the four gnolls in this room carry shortbows, and as a result are AC 15.
Creatures (EL 4): Gnolls (4), hp 11 each; MONSTER MANUAL p. 105
Treasure: Substitute gold pieces for the electrum pieces listed.
47. Guard Room: The female gnolls in this room wearing leather armor and carry large shields (AC 15) in addition to their axes.
Creatures (EL 6): Male gnolls (3), hp 11 each; MONSTER MANUAL p. 105
Female gnolls (5), hp 9 each; MONSTER MANUAL p. 105
Treasure: A successful Appraise check (DC 12) will identify one of the hides and pelts on the floor as a sable cloak.
48. Locked Room: A successful Open Lock check (DC 20) will pick the lock to this room.
Treasure: The statistics for the sword 2, cursed can be found in the DMG p. 235. (DMs discretion as to the type of sword).
Anyone drinking from the barrel of ale must make a Willpower save (DC 15 characters Wisdom modifier) or spend the next
10 to 40 minutes drinking. Complete rules for drinking may be found in Natural d20 Press Tournaments, Taverns &
Fairgrounds, and on the web here: http://www.d20reviews.com/Natural20/drink.htm
49. Common Room: Female gnolls in this room are equipped as in room 47. (leather armor & shield).
Creatures (EL 12):Male gnolls, hp 11 each; MONSTER MANUAL p. 105
Female gnolls, hp 9 each; MONSTER MANUAL p. 105
Gnoll young, hp 4 each; non-combatant.
Treasure: Substitute gold pieces for the electrum listed.
50. Gnoll Chieftains Quarters: Female gnolls in this room are equipped as in room 47. (leather armor & shield). The chieftain
wears breastplate armor (AC 17), while his sons wear full chainmail and shield (AC 19). A successful Search check (DC 20) will
discover the secret door in the north wall.
Creatures (EL 5+):Gnoll chieftain (Ftr1), hp 21
Male gnolls (2), hp 11 each; MONSTER MANUAL p. 105
Gnoll females (4), hp 9 each; MONSTER MANUAL p. 105

Gnoll Chieftain: Male gnoll Ftr1; CR 2; Medium-size humanoid (gnoll); HD 2d8+4 plus 1d10+2; hp 21; Init +5; Spd 20 ft.;
AC 17, touch 11, flat-footed 16 (+1 Dex, +1 natural, +5 armor); BAB +2; Grap +5; Atk +5 melee (1d8+4/x3, battleaxe); SQ
Darkvision 60 ft.; AL CE; SV Fort +8, Ref +1, Will +0; Str 16, Dex 12, Con 14, Int 10, Wis 11, Cha 9
Skills & Feats: Listen +4, Spot +3; Improved Initiative, Power Attack
Possessions: Breastplate, battleaxe
Treasure: Either remove the electrum pieces or distribute them between the gold and silver pieces awarded. The skeleton of
the human rogue inside the secret door still wears his boots of elvenkind. A successful Search check (DC 20) will discover the
loose flagstone in the fireplace alcove hiding the metal pot.
J. Shrine of Evil Chaos: The footsteps of any intruders will echo throughout the entire place (+2 to Listen checks). If the party
does not make an attempt to muffle the noise a group of eight zombies will be sent to investigate the noise:
Creatures (EL 4): Medium-size (humanoid) zombies (8), hp 16 each; MONSTER MANUAL p. 191
51. Boulder Filled Passage: It will take more than a month (1,000 hours) to (physically) open a way large enough for a Mediumsize creature to pass through into the area beyond. Of course, a transmute rock to mud, stone shape or passwall might be able to
do it in less time
52. Hall of Skeletons: This entire hall is under the effect of an unhallow spell (PHB p 268). They will animate as soon as
someone touches the dais of throne chair. There is no haste effect on the skeletons in this room.
Creatures (EL 4): Medium-size skeletons (12), hp 6 each; MONSTER MANUAL p. 165
Ad-hoc Experience Award: Because of the unhallow effect in this room, award 125% the normal experience for the
skeletons.
53. Guard Room: The zombies in this room wear amulets of evil chaos around their necks. They will attack anyone not in the
clerical robes of the shrine, or not wearing an amulet.
Creatures (EL 4): Medium-size (humanoid) zombies (8), hp 16 each; MONSTER MANUAL p. 191
54. Acolytes Chamber: The leader of this group of acolytes wears an amulet of evil chaos.
Creatures (EL 4): Acolytes (Clr1) (4), hp 9 each.
Acolytes (4): Male human Clr1; CR 1; Medium-size humanoid (human); HD 1d8+1; hp 9; Init +0; Spd 20 ft.; AC 15, touch
10, flat-footed 15 (+5 armor); BAB +0; Grap +1; Atk +1 melee (1d6+1, light mace); SQ Rebuke undead 4/day; AL CE; SV
Fort +3, Ref +1, Will +4; Str 12, Dex 11, Con 13, Int 10, Wis 15, Cha 12
Skills & Feats: Concentration +4, Knowledge (arcana) +2, Knowledge (religion) +4, Spellcraft +3; Combat Casting,
Scribe Scroll
Spells Prepared (3/3; save DC = 12 + spell level): 0 detect magic, light, read magic; 1st bane, cause fear, protection
from law*
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Evil (cast evil spells at +1 caster level).
Possessions: Chainmail, clerical robes, light mace
55. Evil Chapel:
Treasure: If a non-chaotic evil character touches the bowl, goblets, ewer, or pitcher on the altar he or she must make a
Willpower save (DC 20). If the save fails, the character will fall under the influence of evil chaos. After the six days, the
characters alignment changes to Chaotic Evil and he or she will return to the chapel, replace the relics, and then stay to guard
them. If the character who has taken the relics has a dispel magic and then a bless cast upon him or her there is a chance the
spell may be broken. The DC of the dispel magic is 15 the first day and increases by one each day, to a maximum of 20 on the
sixth day. After the sixth day, the spell is permanent and cannot be broken by any means.
If anyone attempts to destroy the relics the bell will sound and the Shrines residents will arrive after 3 rounds.

56. Adepts Chamber: Each cleric in this room wears an amulet of evil chaos.
Creatures (EL 6): Adepts (Clr2) (4), hp 15 each
Adepts (4): Male human Clr2; CR 2; Medium-size humanoid (human); HD 2d8+2; hp 15; Init +1; Spd 20 ft.; AC 16, touch
11, flat-footed 15 (+5 armor); BAB +1; Grap +2; Atk +2 melee (1d6+1, light mace); SQ Rebuke undead 4/day; AL CE; SV
Fort +4, Ref +1, Will +5; Str 13, Dex 12, Con 13, Int 10, Wis 15, Cha 12
Skills & Feats: Concentration +5, Knowledge (arcana) +2, Knowledge (religion) +5, Spellcraft +4; Combat Casting,
Scribe Scroll
Spells Prepared (4/4; save DC = 12 + spell level): 0 detect magic, light, read magic, resistance; 1st bane, cause fear,
inflict light wounds, protection from law*
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Evil (cast evil spells at +1 caster level).
Possessions: Breastplate, clerical robes, light mace, amulet of evil chaos
57. Hall of Undead Warriors: The undead in this room do not wear amulets, and will attack anyone entering this room not
wearing an amulet or clerical garb of the temple.
Creatures (EL 11): Medium-size zombies (20), hp 16 each; MONSTER MANUAL p. 191
Medium-size skeletons (20), hp 6 each; MONSTER MANUAL p. 165
58. Temple of Evil Chaos: As soon as the party enters the temple, the black candles on either side of the temple will magically
light themselves, causing shapeless forms to dance on the western wall. Any character looking on this wall must succeed at a
Willpower save (DC 16) or be hypnotized into loudly chanting a hymn to evil chaos. If three of more voices begin chanting, the
bell will sound. Even if one voice is chanting roll Listen checks for the zombie guards in room 59 g. Even if the party is quiet and
does not attract attention, the zombie guards will enter the temple after 3 minutes.
59. The Chambers of the Evil Priest: The two zombie guards in this room have metal plates attached to their skin, which
affords them protection as breastplate armor (AC 16). A successful Search check (DC 20) is required to find all the secret doors in
the priests chamber.
Creatures (EL 4+):Advanced medium-size zombies (2), hp 23 each; MONSTER MANUAL p. 191
The evil priest (Clr3), hp 20
Trap (EL 1): Demon idol trap; CR 1; +15 melee (2d6); Search (n/a); Disable Device (n/a)
The Evil Priest: Male human Clr3; CR 3; Medium-size humanoid (human); HD 3d8+3; hp 20; Init +1; Spd 20 ft.; AC 20,
touch 10, flat-footed 20 (+8 armor, +2 shield); BAB +2; Grap +3; Atk +4 melee (1d6+3,snake staff), or +3 melee (1d6+2, light
mace); SQ Rebuke undead 4/day; AL CE; SV Fort +4, Ref +2, Will +5; Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 13
Skills & Feats: Concentration +6, Knowledge (arcana) +2, Knowledge (religion) +6, Spellcraft +5; Brew Potion, Combat
Casting, Scribe Scroll
Spells Prepared (4/4/3; save DC = 12 + spell level): 0 detect magic, light, read magic, resistance; 1st bane, cause
fear, inflict light wounds, protection from law*; 2nd darkness, desecrate*, inflict moderate wounds
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Evil (cast evil spells at +1 caster level).
Possessions: +1 half-plate, +1 small steel shield, clerical robes, light mace, snake staff, amulet of evil chaos, potion of
gaseous form, scroll with three divine spells: detect magic, hold person, silence.
Advanced zombies (2): CR 1; Medium-size undead; HD 3d12+3; hp 23; Init -1; Spd 30 ft.; AC 16, touch 9, flat-footed 16 (-1
Dex, +2 natural, +5 armor); BAB +1; Grap +2; Atk +2 melee (1d6+1, slam); SQ Undead, partial actions only; AL N; SV Fort
+1, Ref +0, Will +3; Str 13, Dex 8, Con --, Int --, Wis 10, Cha 1
Feats: Toughness
Ad-Hoc Experience Award: Due to the advancement of these zombies, award 150% the normal experience for defeating
them.
60. Guest Chamber: No changes.

61. Torture Chamber:


Creatures (EL 3):

Torturer (Ftr3), hp 27

Torturer: Male human Ftr3; CR 3; Medium-size humanoid (human); HD 3d10+6; hp 27; Init +6; Spd 30 ft.; AC 16, touch 12,
flat-footed 14 (+2 Dex, +4 armor); BAB +3; Grap +5; Atk +6 melee (1d12+4, greataxe); AL CE; SV Fort +5, Ref +3, Will +1;
Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 8
Skills & Feats: Climb +7, Intimidate +2, Jump +7; Cleave, Improved Initiative, Power Attack, Weapon Focus (greataxe)
Possessions: Chain shirt, greataxe
Treasure: A successful Search check (DC 20) will find the treasure hidden in his mattress.
62. The Crypt: The bolt is located on the characters side of the door, and is easily removed.
Creatures (EL 3):

Wight, hp 26; MONSTER MANUAL p. 183

Treasure: A successful Search check (DC 20) in the wights tomb will find a +1 flaming sword (type to be determined by the
DM), a scroll of protection from evil, a helm of opposite alignment, and the silver dagger.
63. Storage Chamber: If the party stays in this place longer than three rounds, the gelatinous cube will move into the
passageway and block it. A successful Search check (DC 20) will find the secret door in the southeast corner of the room.
Creatures (EL 3):

Gelatinous cube, hp 58; MONSTER MANUAL p. 145

Treasure: Either omit or add the total for electrum pieces found inside the creature to the gold and silver piece totals. One of
the bones inside the creature is really a wand of fireball (3rd-level caster) with 9 charges left. If not removed from the
monster within 1 minute it will be digested.
64. Cell: This iron door (hardness 10, 60 hit points, break DC 28) is locked and barred. The evil priest (area 59.) has the key;
otherwise a successful Open Lock check (DC 25) will open the door.
Creature (EL 7):

Medusa, hp 33; MONSTER MANUAL p. 131

Treasure: The medusa carries six doses of a potion of stone to flesh in a small vial.

Appendix I: New Magic Items


Snake Staff: This +1 magical weapon inflicts (1d6+1) points of damage on a successful hit. On command it can attempt to
grapple a Medium-size or smaller opponent (as a constrictor snake) with a successful attack (grapple modifier +5).
Caster Level: 7th; Prerequisites: Craft Staff, polymorph other; Market Price: 11,500 gp
Amulet of Evil Chaos: These amulets can only be worn by chaotic neutral, chaotic or lawful evil characters, and tasked undead.
When worn it confers the effects of a protection from good spell upon the wearer.
Caster Level: 1st; Prerequisites: Craft Wondrous Item, protection from good, creator must be evil; Market Price: 2,000 gp.
THE KEEP ON THE BORDERLANDS, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo,
the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are
considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast,
Inc.
2003 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST Product Identity including proper names and product titles is hereby permitted exclusively via

this ESD Conversion Agreement. A current version of this policy can be obtained at:
http://www.wizards.com/d20/conversionpolicy.asp.
The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most
recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you
wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the
current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to:
http://www.svgames.com/tsr9034esd.html.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form
in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or
graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open
Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may
be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of
the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version
of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material
so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Dungeon Module B2: The Keep on the Borderlands, 1980 Wizards of the Coast, Inc.
d20 System Conversion of Dungeon Module B2: The Keep on the Borderlands, 2003 Mike Robilotti.

You might also like