Module Name

by Your Name Here

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"Module Name" is a short D & D adventure designed for four 11th level characters. PCs who survive the adventure should earn enough experience points (XP) to gain 1 level. Although originally designed to be played in the Forgotten Realms campaign setting, it can easily be modified to be played in any campaign setting. The adventure can easily adapted for stronger or weaker PCs by increasing or decreasing the number and power of the opponents as noted in the "Scaling the Adventure" sidebar.

Adventure Background


In the adventure background, you should provide the DM with a clear, brief summary of events leading up to the adventure including any pertinent historical details and villainous machinations.

About the villain: The villain of this module is a power-mad tyrant who craves domination over all the land. The villain is able to accomplish this by capturing, kidnapping and torturing others to extract their pain, soul or sanity which is then sold.

Adventure Synopsis


In the adventure synopsis, you should provide a clear, concise summary of the whole adventure for the DM including a "road map" or timeline that tells the DM how the adventure should play out. Outline surprises and plot twists here, not just in the encounters text below. Optionally, this can include a description of the adventuring environment, as well as special rules or considerations that the players or DM must make.

Adventure Hooks


In the adventure hooks section, help DMs lead the PCs into the actual adventure. Include three or more potential avenues for injecting PCs into the module. At least one motive should be common, such as hunting for treasure or fighting evil creatures for pay. Other motives can exploit potential alignments, classes, races and/or societal upbringing of players. This section should also contain rumors, background information for players, and related information. Other potential elements include statistics for the nearest town, time of year or seasonal constraints. This is also an excellent place to include Difficulty Class (DC) tables for Gather Information or other relevant Skill Checks that could be performed at any time during the adventure.
 Campaign Quest: A realm to the north where resides a race of being that can appear and disappear at will. Those who have gone to seek out the source of their power have never been seen again.

Common Features


In the common features section, provide information that is common throughout the adventure like ceiling height, illumination, door types, and wandering creatures. This is also an excellent place to put any information that can be obtained through skills like Gather Information and Bardic Knowledge checks.

Location Name

(Location #1)


Introduction


     The next set of encounters happen at a small community that floats in air.
     Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
      Complete Name of Object: Complete object stats

1. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about customs and rituals of local cults and whole societies. This information will come from town crier or discarded proclamation notices.

2. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about tidbits about the daily life of commoners in the region. This information will come from clues revealed in songs sung by busy craftsmen and craftswomen or a bard in the background.

3. Area Name (EL 8)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Name of Obstacle: Complete obstacle information.  The obvious course of action goes against your alignment or other important beliefs.
      This encounter exposes the PCs to the risk of catching on fire.
     Creatures: Describe why creatures are here and any skill modifiers
      Mohrg(1):CR 8; Medium-size Undead
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 3400 gp.
     Development: Describe development

4. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Solution to Obstacle: Complete solution information.  In this area, a solution can be found to the obstacle encountered in area 3
      In this encounter, the party can learn about fauna and flora lore (such as useful plants ofr venomous animals. This information will come from public events, local customs, or old religious rituals whose hidden meanings represent real facts.

5. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Solution to Obstacle: Complete solution information.  In this area, a solution can be found to the obstacle encountered in area 3
      In this encounter, the party can learn about fauna and flora lore (such as useful plants ofr venomous animals. This information will come from overheard converstations.

6. Area Name (EL 9)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Name of Obstacle: Complete obstacle information.  Your enemies are too powerful to fight.
      This encounter includes traps or locked/secret doors (for the rogue).
     Creatures: Describe why creatures are here and any skill modifiers
      Giant, Cloud(1):CR 11; Huge Giant
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 4500 gp.
     Development: Describe development

7. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about fauna and flora lore (such as useful plants ofr venomous animals. This information will come from overheard converstations.

Location Name

(Location #2)


Introduction


     The next set of encounters happen at a war galley that has been taken over by outsiders.
     Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
      Complete Name of Object: Complete object stats

8. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about interesting facts about npcs - especially villians - who are important to the region or to the pc group. This information will come from npcs asking questions that reveal things the characters do not know.

9. Area Name (EL 9)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter includes secret doors (for the elf).
     Creatures: Describe why creatures are here and any skill modifiers
      Giant, Cloud(1):CR 11; Huge Giant
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 4500 gp.
     Development: Describe development

10. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about lore about dieties and their religions. This information will come from overheard converstations.

11. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about monster lore (facts and hints about upcoming monsters). This information will come from the names of people, towns, streets, tavern menu items, local rivers, songs, and poems.

12. Area Name (EL 9)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter makes it important to use subdual damage.
     Creatures: Describe why creatures are here and any skill modifiers
      Spectre(2):CR 7; Medium-size Undead
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 4500 gp.
     Development: Describe development

13. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about interesting facts about npcs - especially villians - who are important to the region or to the pc group. This information will come from public events, local customs, or old religious rituals whose hidden meanings represent real facts.

14. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about geographical lore. This information will come from town crier or discarded proclamation notices.

15. Area Name (EL 9)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter exposes the PCs to the risk of dehydration.
     Creatures: Describe why creatures are here and any skill modifiers
      Mohrg(2):CR 8; Medium-size Undead
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 4500 gp.
     Development: Describe development

16. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Solution to Obstacle: Complete solution information.  In this area, a solution can be found to the obstacle encountered in area 6
      In this encounter, the party can learn about history and legends. This information will come from the names of people, towns, streets, tavern menu items, local rivers, songs, and poems.

17. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Solution to Obstacle: Complete solution information.  In this area, a solution can be found to the obstacle encountered in area 6
      In this encounter, the party can learn about tidbits about the daily life of commoners in the region. This information will come from clues revealed in songs sung by busy craftsmen and craftswomen or a bard in the background.

18. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Name of Obstacle: Complete obstacle information.  The obvious course of action would force your to betray a friend or ally.
      This encounter includes exposure to molten lava.
     Trap:Describe why this trap was put in place, how it is maintained and how it can be bypassed.
      Magical Trap: Circle Of Death: CR 11; As cast by a level 6 spellcaster; +10 melee or no attack roll as per spell (damage as per spell); Reflex Save (DC 19) avoids; Search (DC 31) rogue only; Disable Device (DC 31) rogue only.
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

19. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about interesting facts about npcs - especially villians - who are important to the region or to the pc group. This information will come from npcs asking questions that reveal things the characters do not know.

20. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about interesting facts about npcs - especially villians - who are important to the region or to the pc group. This information will come from clues revealed in songs sung by busy craftsmen and craftswomen or a bard in the background.

21. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter includes secret doors (for the elf).
     Creatures: Describe why creatures are here and any skill modifiers
      Roc(2):CR 9; Gargantuan Beast
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

Location Name

(Location #3)


Introduction


     The next set of encounters happen at a river barge that can become animate and walk to a new location.
     Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
      Complete Name of Object: Complete object stats

22. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about fauna and flora lore (such as useful plants ofr venomous animals. This information will come from town crier or discarded proclamation notices.

23. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about lore about dieties and their religions. This information will come from myths and legends shown in art, pottery, dishes, tapestries, rugs, stained glass, frescoes or mosaics.

24. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter requires that the PCs make balance checks while walking over ice.
     Trap:Describe why this trap was put in place, how it is maintained and how it can be bypassed.
      Magical Trap: Blade Barrier: CR 11; As cast by a level 6 spellcaster; +10 melee or no attack roll as per spell (damage as per spell); Reflex Save (DC 19) avoids; Search (DC 31) rogue only; Disable Device (DC 31) rogue only.
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

25. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about geographical lore. This information will come from overheard converstations.

26. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about history and legends. This information will come from books, scrolls, diaries, and letters found in the area.

27. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter includes intense weather conditions like flash flooding, blizzard, tornado, hail or duststorm.
     Creatures: Describe why creatures are here and any skill modifiers
      Mohrg(3):CR 8; Medium-size Undead
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

28. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about geographical lore. This information will come from the names of people, towns, streets, tavern menu items, local rivers, songs, and poems.

Location Name

(Location #4)


Introduction


     The next set of encounters happen at a colony that has bee captured recently as part of a war campaign.
     Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
      Complete Name of Object: Complete object stats

29. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about customs and rituals of local cults and whole societies. This information will come from rumors or gossip by npcs during idle chatter.

30. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter emphasizes roleplaying.
     Trap:Describe why this trap was put in place, how it is maintained and how it can be bypassed.
      Magical Trap: Forbiddance: CR 11; As cast by a level 6 spellcaster; +10 melee or no attack roll as per spell (damage as per spell); Reflex Save (DC 19) avoids; Search (DC 31) rogue only; Disable Device (DC 31) rogue only.
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

31. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about geographical lore. This information will come from comments, curses, and colloquial expressions made by npcs.

32. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about lore about dieties and their religions. This information will come from public events, local customs, or old religious rituals whose hidden meanings represent real facts.

33. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter creates a situation in which skills and feats are more useful than spells or items.
     Creatures: Describe why creatures are here and any skill modifiers
      Behir(3):CR 8; Huge Magical Beast
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

34. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about politics, economics, and power structure (facts and rumors about npc motivations). This information will come from rumors or gossip by npcs during idle chatter.

35. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about customs and rituals of local cults and whole societies. This information will come from npcs asking questions that reveal things the characters do not know.

36. Area Name (EL 11)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter uses spell enhancement or preparation (pre-cast spells on monsters or areas).
     Creatures: Describe why creatures are here and any skill modifiers
      Spectre(4):CR 7; Medium-size Undead
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 7500 gp.
     Development: Describe development

37. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Solution to Obstacle: Complete solution information.  In this area, a solution can be found to the obstacle encountered in area 18
      In this encounter, the party can learn about customs and rituals of local cults and whole societies. This information will come from rumors or gossip by npcs during idle chatter.

38. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      Solution to Obstacle: Complete solution information.  In this area, a solution can be found to the obstacle encountered in area 18
      In this encounter, the party can learn about customs and rituals of local cults and whole societies. This information will come from overheard converstations.

39. Area Name (EL 13)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter exposes the PCs to the risk of catching on fire.
     Creatures: Describe why creatures are here and any skill modifiers
      Giant, Cloud(2):CR 11; Huge Giant
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 13000 gp.
     Development: Describe development

40. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about tidbits about the daily life of commoners in the region. This information will come from books, scrolls, diaries, and letters found in the area.

41. Area Name
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      In this encounter, the party can learn about lore about dieties and their religions. This information will come from the names of people, towns, streets, tavern menu items, local rivers, songs, and poems.

42. Area Name (EL 13)
Area Initial Description, Read-aloud Text

Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger.

      This encounter presents a great opportunity for barbarians to use their skills.
     Creatures: Describe why creatures are here and any skill modifiers
      Shield Guardian (Advanced)(2):CR 11; Huge Construct
     Tactics: Describe creature tactics here
     Treasure: Describe treasure. Total value 13000 gp.
     Development: Describe development

Concluding the Adventure


In the concluding the adventure section, you should describe the possible consequences resulting from the adventurers success or failure, including rewards, punishments, spin-off adventures for later gaming sessions. Some of the consequences should be roleplayed to provide a sense of closure -- include some ideas here to help the DM do this easily. If the PCs succeeded at their task, the DM should have the tools necessary to help the players feel that they have accomplished something. It never hurts to provide read-aloud text to get the ending scene started.

Appendix 1

Detailed Creature Statistics



 Behir:CR 8; Huge Magical Beast; HD 8d10+45; hp 94; Init +1 (Dex); Spd 40 ft., climb 15 ft.; AC 16; Atk Bite +15 melee, 6 claws +10 melee (Bite 2d4+8, claw 1d4+4); SA/SQ Constrict(Ex), Improved Grab(Ex), Swallow Whole(Ex), Breath Weapon(Su); AL Often Neutral; SV Fort +11, Ref +7, Will +5; Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 22.
Skills: Climb 18, Hide 5, Spot 7.
Feats: Cleave, Power Attack.
 Giant, Cloud:CR 11; Huge Giant; HD 17d8+102; hp 178; Init +1 (Dex); Spd 50 ft.; AC 21; Atk Gargantuan morningstar +22/+17/+12 melee (Gargantuan morningstar 4d6+18); SA/SQ Cold Subtype(Ex), Fire Subtype(Ex), Rock Catching(Ex), Rock Throwing(Ex), Water Breathing(Ex), Freedom of Movement(Su); AL Usually Neutral Good or Evil; SV Fort +16, Ref +6, Will +6; Str 35, Dex 13, Con 23, Int 12, Wis 12, Cha 13.
Skills: Clim 16, Jump 16, Listen 10, Spot 10.
Feats: Alertness, Cleave, Great Cleave, Power Attack.
 Shield Guardian:CR 8; Large Construct; HD 15d10+0; hp 82; Init +0 (Dex); Spd 30 ft.; AC 24; Atk Slam +16/+11/+6 melee (Slam 1d8+9); SA/SQ Guard(Ex), Shield Other(Sp), Spell Storing(Sp), Find Master(Su); AL Always Neutral; SV Fort +5, Ref +5, Will +5; Str 22, Dex 10, Con 0, Int 0, Wis 10, Cha 1.
Skills: None.
Feats: None.
 Spectre:CR 7; Medium-size Undead; HD 7d12+0; hp 45; Init +0 (Dex); Spd 50 ft., fly 80 ft. (poor); AC 15; Atk 2 claws +18 melee (Claw 2d4+7); SA/SQ Pounce (Ex), Rake (Ex), Roar (Su), Spells; AL Always Chaotic Good; SV Fort +2, Ref +5, Will +7; Str 25, Dex 16, Con 0, Int 14, Wis 14, Cha 15.
Skills: Intimidate 13, Knowledge (any one) 5, Listen 15, Spot 15, Wilderness Lore 13.
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Power Attack, Track.
 Mohrg:CR 8; Medium-size Undead; HD 14d12+0; hp 91; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15; Atk 2 slams +12 melee, tongue touch +7 melee (Slam 1d6+5, tongue touch paralysis); SA/SQ Improved Grab(Ex), Create Spawn(Su), Paralyzing Touch(Su); AL Always Chaotic Evil; SV Fort +4, Ref +5, Will +9; Str 21, Dex 13, Con 0, Int 11, Wis 10, Cha 10.
Skills: Climb 11, Hide 15, Listen 12, Move Silently 15, Spot 12, Swim 10.
Feats: Alertness, Dodge, Improved Initiative, Mobility.
 Roc:CR 9; Gargantuan Beast; HD 18d10+126; hp 225; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft., fly 80 ft. (average); AC 14; Atk 2 claws +21 melee, bite +16 melee (Claw 2d6+12, bite 2d8+6); SA/SQ Snatch(Ex); AL Always Neutral; SV Fort +18, Ref +13, Will +7; Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11.
Skills: Listen 4, Spot 4.
Feats: None.
 Shield Guardian (Advanced):CR 11; Huge Construct; HD 20d10+10; hp 111; Init +0 (Dex); Spd 30 ft.; AC 25; Atk Slam +16/+11/+6 melee (Slam 1d8+9) {increase damage die by 1 step for each natural attack type} {add +4 dmg to all melee attacks} {primary attack bonus should be +18 for melee attack and +8 for non-melee attacks}; SA/SQ Guard(Ex), Shield Other(Sp), Spell Storing(Sp), Find Master(Su); AL Always Neutral; SV Fort +5, Ref +5, Will +5; Str 30, Dex 8, Con 4, Int 0, Wis 10, Cha 1.
Skills: None.
Feats: None.

Appendix 2

Encounter Level Chart


Summarized below are the Encounter Levels (EL) for all the encounters in this module.

AreaEncounter DescriptionELXP
3. Mohrg (1)81100
6. Giant, Cloud (1)91600
9. Giant, Cloud (1)91600
12. Spectre (2)91600
15. Mohrg (2)91600
18. Circle Of Death113300
21. Roc (2)113300
24. Blade Barrier113300
27. Mohrg (3)113300
30. Forbiddance113300
33. Behir (3)113300
36. Spectre (4)113300
39. Giant, Cloud (2)136600
42. Shield Guardian (Advanced) (2)136600
14743800

Appendix 3

Average DC Chart


Summarized below are the average suggested Difficulty Class (DC) ratings that should be used with this party.

DC DescriptionDC (class skills)DC (cross-class)
Easy (5)1912
Challenging (10)2417
Very Difficult (15)2922
Almost Impossible (20)3427

Appendix 4

Creature Groups


Summarized below are some suggested creature groups for this module. I have always found that grouping creatures together and giving them an objective goes a long way to fleshing-out a module. Ultimately, you have to explain why these creatures are working together, what they are trying to do, and how each group interacts with the other groups. I usually limit these groups to 3 at the most -- I have found that any more groups than that is too confusing for the players.

In the table below, give a short 2-3 word description of the relationship between the groups.
 
   
   
   


      Group 1, Group Name: Behir; Giant, Cloud


      Group 2, Group Name: Shield Guardian; Spectre


      Group 3, Group Name: Mohrg; Roc

Appendix 5

How to Use This Module Framework


1. If any of the monsters in this framework are (Advanced), follow the {advancement instructions in brackets} in Appendix 1 to update any statistics that could not be updated automatically. Most updates for advancement will already be made, except for Attack Bonus per attack, Damage per attack, Skill Choices (if any), and Feat Choices (if any). These will need to be updated manually. After making the changes, delete the instruction text in {brackets}.

2. Go through each introduction section, and replace the directions given with your own Adventure Background, Adventure Synopsis, and Adventure Hooks

3. If there are Common Features that can be found thorughout the entire module, describe them in the Common Features section. This is a good place to put Information Available via Gather Information or Bardic Knowledge checks.

4. For each Location (usually lettered), give the location a name, and a description under the Introduction Section for each location. A sample location idea is provided. If there are common features that can be found throughout the location, describe them here.

5. For each Area (usually numbered), create read-aloud text in the Area Initial Description text box. Remember to give descriptions for all 5(+?) of the characters senses.

6. In the paragraph under the read-aloud text, simply follow and replace the description instructions. If the area includes a creature encounter, provide background for why the creature is there, what it is doing, how it relates to other creatures, etc...

7. For each Object type in the area, provide an Object description paragraph and an Object Stat Block.

8. For the Important Information, Obstacles, and Solutions (moon, lock, key symbols), follow and replace the instructions with any imporant information that the characters should be provided with, descriptions of obstacles, and solutions to obstacles.

9. For the Creature Tactics, Treasure, and Development sections; follow and replace the instructions with complete descriptions of creature tactics, treasure and how defeating, negotiating with or not defeating the creature will effect the module or other encounters.

10.Repeat steps 4 through 9 for each Location, Area, Object and Creature.

11.Describe the relationships between Creature Groups in Appendix 4. If one type of creature appears in more than 1 group, you could describe the two groups as originating from different tribes or sub-species (ie. if there are Orcs in both group 1 and group 3, perhaps the Orcs in group 1 are in a different tribe than those in group 3).

12.Give your module a name and replace the Module Name text.

13.Replace the by Your Name Here text with your name.

14.Give thanks to those who helped you, or to anyone whose electronic tools you used -- mentioning that this module was built using the 3ednd.com Module Framework Generator would be awfully nice :-)

15.Delete Appendix 5.