N1: Against the Cult of the Reptile God
By Douglas Niles

Product Number: 9063
Year Published:  1982

Converted from 1st Edition to 3rd Edition D&D 
by S.H. Jones <sholdenj@uwo.ca>

29 April, 2001

Summary of Conversion: This module has been re-scaled to 3E for any four characters of 2nd level (the original is slated for 4-7 characters of 1st to 3rd level, so very little change was required). NPCs, creatures, and encounters have been modified in levels or in number to accommodate this challenge rating. But the DM can easily alter the number and/or toughness of monsters to suit their players’ group’s needs. As well, I have altered (read: reduced) treasures to 3E standards and have often turned them into what I hope are more believable and/or interesting forms. Other incidental details or explanations do appear throughout  of course, feel free to adjust or dismiss anything that doesn’t work in your campaign.

The Village of Orlane
Orlane (hamlet): Conventional/Monstrous; AL NG (NE); 140-gp limit*; Assets 730 gp; Population 104 (was once nearly 300); Very isolated (human 98%, elf 2%).
Authority Figures: Zakarias Ormond, male human War3 (mayor); Abramo, male human Clr7 (priest, cult member); Grover Ruskadel, male human Ftr2 (constable, cult member).  
Important Characters: Snigrot Dogroot, male human Rog3 (assassin, cult member); Bertram Beswill, male human Com3 (innkeeper, Golden Grain Inn, cult member); Misha Devi, female human Clr3 (priestess, cult member); Derek Desleigh, male human Rog3/Ftr1 (false cult member); Ramne, male human Wiz7 (hermit); Dorian, male elf Wiz3/Ftr1 (spy); Llywillan, male elf Rog2/Ftr1 (spy); Alan Clayborn, male human Rgr4 (retired adventurer); Marieke Clayborn, female human Ftr3 (retired adventurer);  Traver Stoutheart, male human Ftr5 (mayor’s bodyguard); Belba Cralloon, female human Com2 (innkeeper, Inn of the Slumbering Serpent).
Others: (see numbered encounters for Orlane).
Notes: Orlane is fully detailed below. * I have raised the GP limit for the village to slightly above standard because it is supposed to have been a very rich farming community.

The Key to Orlane

Unless otherwise noted, villagers are average neutral good level 1 human commoners; those who are cult members are still generally neutral or neutral good, but have been charmed and therefore may act like they are neutral evil. Hit points are listed along with any other pertinent information in parentheses after the NPC’s name/description where appropriate  if none are listed, that NPC is a non-combatant. 
	Generally, any PCs speaking with cult members may make a successful Sense Motive check (DC 25) to notice that that villager’s behaviour is unusual  i.e., that they have been charmed. 
Much, if not most of the work done among the villagers would be paid for primarily in trade, as opposed to in money  or at least would have been done so before cult activity segregated and alienated the inhabitants. 
	For this reason, the amount of treasure found in villagers’ homes has been greatly reduced. This is happily in keeping with the 3E town-building guidelines: as noted above, the entire village has only about 730 gp in total assets [though I have not included in this total any treasures found with monsters or “foreigners,” i.e., where I have assigned an EL for the encounter]. 

1.	Pleasant Farmhouse and Barn
The farmer Hewitt Twaine (Com2; hp 5; Spot +2) and his wife Lynne live here with their two grown sons (hp 4) and teenage daughter. A Search check (DC 17) is required to find the loose floorboard in the Twaines’ bedroom, which conceals the treasure. 
Treasure: A small sack holds the Twaines’ savings: a well-polished silver cup, given to the couple at their wedding (70 sp), and a pouch holding 23 sp. Lynne wears a copper wedding band worth 15 cp. 

2.	Constable’s Quarters
Cult members! Note that Grover will do most or all of the talking, so Sense Motive checks to discern charm can only be made with respect to him. If PCs do successfully sense the fact that he has been charmed, and then react noticeably to this knowledge or comment on it, he will quickly deny it and try to alleviate their suspicions; if they pursue it or seem about to do something “rash,” he is likely to become hostile. If it becomes necessary due to the PCs’ asking too many questions, all three will try to intimidate the PCs or force them to leave town.
Constable Grover Ruskadel, male human Ftr2: CR 2; SZ Medium; HD 2d10+4; hp 14; Init +2 (Dex); Spd 20 ft in armour (run x3); AC 18 (+1 Dex, +6 banded mail, +1 shield); Atk longsword +5 melee (1d8+2, 19-20/x2), or light crossbow +4 ranged (1d8, 19-20/x2, 80 ft); SV Fort +5, Ref +2, Will -1; AL N; Str 15, Dex 14, Con 15, Int 7, Wis 9, Cha 10. 
Skills: Handle Animal +2, Spot +1. Feats: Quick Draw, Weapon Focus (light crossbow), Weapon Focus (longsword). 
Possessions: banded mail, small steel shield, longsword, light crossbow, 12 bolts, 8 sp.
Donovan Allard, male human War4: CR 3; SZ Medium; HD 4d8+4; hp 21; Init +2 (Dex); Spd 20 ft in armour (run x3); AC 20 (+8 half-plate, +2 shield); Atk halfspear +8 (1d6+4, x3), or longsword +8 melee (1d8+3, 19-20/x2); SV Fort +5, Ref +3, Will +0; AL CN; Str 17, Dex 14, Con 13, Int 9, Wis 9, Cha 7. 
Skills: Handle Animal +2, Listen +3, Ride +4, Spot +3. Feats: Alertness, Weapon Focus (longsword). 
Possessions: +1 half-plate, large steel shield, +1 halfspear, longsword, 11 gp, 12 sp.
Hulbar Onfre, male human War2: CR 1; SZ Medium; HD 2d8+6; hp 15; Init -1 (Dex); Spd 20 ft in armour (run x3); AC 17 (-1 Dex, +6 banded mail, +2 shield); Atk longsword +5 melee (1d8+2, 19-20/x2), or light crossbow +1* ranged (1d8*, 19-20/x2 crit, 80 ft); SV Fort +6, Ref -1, Will +0; AL CN; Str 14, Dex 9, Con 16, Int 12, Wis 10, Cha 9. 
Skills: Handle Animal +2, Intimidate +4, Listen +1, Ride +4, Search +3, Spot +1. Feats: Point Blank Shot*, Weapon Focus (longsword). 
Possessions: banded mail, +1 small steel shield, longsword, light crossbow, 12 bolts, 9 gp.
Treasure: Search (DC 10) to find the sack in Grover’s desk containing 21 sp and 80 cp. 

3.	Empty Barracks

4.	Dairy Farm
Nowell Graven (hp5; Con 14), his wife Maia (hp 2) and her mother, and the couple’s five daughters live here. A Search check (DC 16) is required to find the treasure hidden in a milk can in the barn. 
Treasure: 15 sp and 72 cp.

5.	Weaver’s House and Shop
Galen Weaver and his wife Helena (Sense Motive +2, Listen +2) live here. A successful Gather Information check (DC 12) is required to prompt Galen’s warning regarding the Golden Grain Inn. They own nothing of any great value. 

6.	Golden Grain Inn
See the full, numbered description of this location below, following The Key to Orlane.

7.	Jeweller and Moneychanger
* Note: As mentioned at the beginning of the conversion of Orlane, there are limited resources in the village  Haskali the Moneychanger does not have hidden chests under the floor in his home full of a king’s ransom, as in the module. [Though PCs might hear such a thing as a wild rumour, and the roguish ones may decide to investigate…].
	Haskali Ull (Com2; hp 3; Appraise +6, Craft (gemcutting) +5, Craft (whitesmithing) +5, Diplomacy +3), the soft-spoken jeweller and moneychanger of Orlane, will always try to get a fair price for his work, and generally charges a 5% fee for exchanging currencies. His wife, Manala (Com2; hp 8; Str 16, Con 14; club +4 melee (1d6+3)), is quite an overbearing figure. One of the two guards, Wylie, is a cult member: Haskali wears the key to his strongbox on a string around his neck. 
Errol Rocklyn, male human War2: CR 1; SZ Medium; HD 2d8+6; hp 16; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather); Atk longsword +5 melee (1d8+2, 19-20/x2); SV Fort +6, Ref +1, Will -1; AL NG; Str 15, Dex 13, Con 17, Int 12, Wis 9, Cha 12. 
Skills: Intimidate +6, Jump +6, Listen +5, Search +3, Spot +5. Feats: Alertness, Weapon Focus (longsword). 
Possessions: leather armour, longsword, 4 sp.
Wylie Dunn (cult member), male human Rog3: CR 3; SZ Medium; HD 3d6+3; hp 13; Init +3; Spd 30 ft; AC 15* (+3 Dex, +2 leather); Atk shortsword +5 melee (1d6+1, 19-20/x2); SA sneak attack +2d6; SQ evasion, uncanny dodge; AL N; SV Fort +2, Ref +6, Will +1; Str 13, Dex 16, Con 13, Int 11, Wis 10, Chr 15.
Skills: Appraise +6, Climb +7, Disable Device +5, Hide +9, Innuendo +8, Jump +6, Listen +5, Move Silently +9, Open Lock +9, Search +4, Sense Motive +3, Spot +5, Use Rope +6. Feats: Alertness, Dodge*, Weapon Finesse (shortsword).
Possessions: leather armour, shortsword, 11 sp.
Treasure: In a metal strongbox in Haskali’s office [Hardness 10, hp 25; Break DC 25; Open Locks DC 30] are 5 pp, 25 gp, 50 sp, 250 cp, and 8 small ornamental stones (4d4 gp each). He also has four pieces of his handiwork for sale: a heavy gold ring (20 gp); a fine, silver-hilted dagger (30 gp); an ivory comb with silver inlays (35 gp); and his masterpiece, a lovely silver pendant with a small inset chrysoprase (95 gp). 

8.	Livery Stable
The liveryman, Kilian Glade (hp 5; Listen +4, Spot +4), his wife Bette (Spot +3), and their three young sons live here. A successful Diplomacy check (DC 12) or Gather Information check (DC 15) will prompt him to tell what he “knows” (i.e., suspects) of the two strangers across the road (the elves in 9) and of his apprehensions concerning the Golden Grain Inn. Instead, he will recommend the Slumbering Serpent. After an hour of conversation, or if an initial Diplomacy check (DC 20) is successful, he will tell of the mysterious disappearance of the owners of the general store (12). 
	In the stables are 4 light horses and 2 heavy horses, 3 mules, 2 field oxen, and two small wagons; all are well used, but in good condition. He can likely be persuaded to sell a couple of horses or the mules, but only if he can get a decent price (at least 90% of that in the PHB, though he will likely throw in saddles, etc., to make the deal sweeter). 
Light horses: CR 1; SZ Large animal; HD 3d8+6; hp 19; Init +1; Spd 60 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk 2 hooves +2 melee (1d4+1); Face 5 ft x 10 ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2; Str 13, Dex 13, Con 15, Int 2, Wis 12, Chr 6.  
Skills: Listen +6, Spot +6.
Heavy horses: CR 1; SZ Large animal; HD 3d8+6; hp 19; Init +1; Spd 50 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk 2 hooves +3 melee (1d6+2); Face 5 ft x 10 ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2; Str 15, Dex 13, Con 15, Int 2, Wis 12, Chr 6.  
Skills: Listen +6, Spot +6.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering).  
Mules: CR 1; SZ Large animal; HD 3d8+9; hp 22; Init +1; Spd 30 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk 2 hooves +4 melee (1d4+3); Face 5 ft x 10 ft; AL N; SV Fort +6, Ref +4, Will +1; Str 16, Dex 13, Con 17, Int 2, Wis 11, Chr 6.  
Skills: Listen +6, Spot +6.
Oxen (from bison stats): CR 1; SZ Large animal; HD 5d8+15; hp 37; Init +0; Spd 40 ft.; AC 12 (-1 size, +3 natural); Atk butt +6 melee (1d8+10); Face 5 ft x 10 ft; SQ scent; AL N; SV Fort +7, Ref +4, Will +1; Str 18, Dex 10, Con 16, Int 2, Wis 11, Chr 4.  
Skills: Listen +8, Spot +5.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering).  
Treasure: A Search check (DC 20) is required to find the Glades’ considerable life savings, buried in a box in the stable: 4 gold coins, an old ivory drinking horn with gold etching (15 gp, far too valuable to be kept in the house), 37 sp, and 40 cp.

9.	Small Cottage
The two elves here are using aliases and disguises to cover their elven identities: “Dorian” is actually named Fan Arfanodel and “Llywillan” is Iliavin, called Coldblossom. On the rare occasions when they go out in public, Dorian uses change self and Llywillan uses Disguise to appear human. Any elf PC gains a +2 insight bonus to Spot or Sense Motive checks when seeking to pierce their disguises. 
Dorian, male elf Wiz3/Ftr1: CR 4; SZ Medium-size humanoid; HD 3d4+6+1d10+2; hp 22; Init +8; Spd 30 ft; AC 20 (+4 Dex, +6 chain shirt), or 22 (with +2 shield); Atk longsword +6 melee (1d8+3, 19-20/x2), or longbow +6 ranged (1d8, x3); SA spells; SQ low-light vision, elf traits; AL CG; SV Fort +5, Ref +5, Will +3; Str 17, Dex 18, Con 14, Int 18, Wis 10, Chr 12.
Skills: Alchemy +7, Concentration +8, Diplomacy +2, Hide +4(5), Knowledge (arcana) +8, Listen +4, Move Silently +4(5), Ride +5, Scry +5, Search +9, Spellcraft +8, Spot +5. Feats: Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll.
Wizard Spells (4/3/2) [DC 13 + spell level]: 0  dancing lights, detect magic, light, mending; 1st  change self, magic missile, protection from evil; 2nd  scare, web. 
Possessions: +2 chain shirt, large steel shield, masterwork longsword, longbow, 12 arrows, spell component pouch, spellbook. 
Llywillan, male elf Rog2/Ftr1: CR 3; SZ Medium-size humanoid; HD 2d6+1d10; hp 10; Init +3; Spd 30 ft; AC 15 (+3 Dex, +2 leather); Atk longsword +6 melee (1d8+2, 19-20/x2), or longbow +5* melee (1d8+2*, x3); SA sneak attack +1d6; SQ evasion, low-light vision, elf traits; AL CG; SV Fort +2, Ref +6, Will +0; Str 14, Dex 17, Con 11, Int 10, Wis 12, Chr 14.
Skills: Craft (trapbuilding) +4, Disable Device +5, Disguise +5, Hide +9, Listen +8, Move Silently +9, Open Lock +4, Perform +3, Search +6, Sense Motive +6, Spot +7, Use Rope +4. Feats: Alertness, Point Blank Shot*, Weapon Focus (longsword).
Possessions: leather armour, +1 longsword, +2 mighty composite longbow, 20 arrows, key.
Dorian’s spellbook: 0  all; 1st  alarm, change self, detect secret doors, magic missile, protection from evil, silent image, sleep, unseen servant; 2nd  continual flame, obscure object, scare, see invisibility, web. 
In a small metal box hidden in a cupboard (Search DC 15) is the pair’s treasure. The box is well-locked and trapped with a sleep-gas concocted by Dorian, and is quite sturdy [Hardness 10; hp 10; Break DC 24; Open Locks DC 30]. Llywillan keeps the key (which bypasses the trap if used) in the bottom of his quiver. Note that a successful Open Locks will also bypass the trap, but if the roll is failed the trap is triggered; breaking or smashing the box will also trigger the trap, but only in a 10 ft x 10 ft area. 
Sleep gas trap: CR 1; no attack roll required; Will save (DC 14) negates; Search DC 26; Disable Device DC 21. Note: This trap does no harm to the PCs directly, but fills the cottage with a fine mist that acts as a sleep spell. The gas dissipates quickly, and will operate only in the round it is first released. 
Treasure: The strongbox holds 50 gp, 50 sp, and the letter from the mayor. 

10.	Mayor’s Residence
Mayor Zakarias Ormond, a retired army officer, lives here with his cheerful wife and their two daughters and two older sons. He is sharp and observant and is thus well aware of the strange disappearances and behaviour of townsfolk, but is convinced that the problem is the old hermit at the edge of town (Ramne, at 27). Also in the house is Zakarias’ faithful old bodyguard, a fellow army vet, Traver Stoutheart.
Zakarias Ormond, male human War3: CR 2; SZ Medium; HD 3d8+3; hp 19; Init +0; Spd 30 ft, 20 ft in armour; AC 10, or 18 in armour (+5 chainmail, +3 shield); Atk unarmed +6 melee (1d3+3§), or longsword +8 melee (1d8+4, 19-20/x2); SV Fort +4, Ref +1, Will +3; AL NG; Str 16, Dex 10, Con 12, Int 14, Wis 15, Cha 14. 
Skills: Craft (carpentry) +4, Diplomacy +7, Gather Information +3, Handle Animal +3, Innuendo +3, Knowledge (local) +7, Listen +3, Ride +5, Sense Motive +3. Feats: Skill Focus (Diplomacy), Skill Focus (Knowledge: local), Weapon Focus (longsword). 
Possessions: chainmail, +1 large steel shield, +1 longsword, hidden key.
Denis and Luke, sons, male human War1: CR ½; SZ Medium; HD 1d8; hp 7, 6; Init +0; Spd 30 ft; AC 10, or 16 in armour (+4 chain shirt, +2 shield); Atk longsword +3 melee (1d8+1, 19-20/x2), or light crossbow +1 ranged (1d8, 19-20/x2); SV Fort +2, Ref +0, Will +1; AL NG; Str 12, Dex 10, Con 11, Int 10, Wis 12, Cha 10. 
Skills: Diplomacy +1, Handle Animal +2, Knowledge (local) +1, Listen +1, Ride +2, Spot +3. Feats: Toughness, Weapon Focus (longsword). 
Possessions: chain shirt, large steel shield, longsword, light crossbow, 12 bolts.
Traver Stoutheart, male human Ftr5: CR 5; SZ Medium; HD 5d10+15; hp 40; Init +0; Spd 20 ft in armour (run x3); AC 18 (+6 banded, +2 shield); Atk longsword +10 melee (1d8+6, 19-20/x2), or unarmed +7 melee (1d3+2§); SV Fort +7, Ref +1, Will +1; AL NG; Str 15, Dex 11, Con 17, Int 7, Wis 10, Cha 9. 
Skills: Handle Animal +1, Listen +2, Ride +1, Spot +4. Feats: Alertness, Improved Bull Rush, Improved Unarmed Strike, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword). 
Possessions: banded mail, large steel shield, +2 longsword.
Treasure: The mayor and his wife own many small, slightly valuable pieces of bric-a-brac gathered in his travels and fine furnishings he built himself: in all, there is about 70 gp worth of ornaments, fine dinnerware, and beautiful furniture in their home. However, he also keeps some treasure in a small, brass-bound chest [Hardness 5; hp 10; Break DC 21; Open Locks DC 30] hidden under the floor in his woodworking shop; it can be found with a successful Search (DC 18). The key to the chest is hidden in a secret pocket inside his tunic (Search DC 15)  and of course he is not likely to stand still while someone searches him. In the chest are what remains from Zak’s soldiering days: 44 gp, 270 sp, and two small gems (25 gp each). 

11.	Tailor Shop
Myron Tweed (hp 3; Profession (tailor) +5, Sense Motive +3, Spot +3) is a very nervous old man. In a bundle of old clothes in the back of his home (Search DC 15) is a small sack holding his life savings.
Treasure: 13 sp, 59 cp.

12.	Village General Store
Cult members! Alec Finla and his three grown sons are all former members of the town militia, and Alec’s wife, Dina (hp 3; light crossbow +0 (1d8)), is also trained in the use of a crossbow. They keep a crossbow and 12 bolts under the counter in the store for use in emergencies, and the sons will be armed further as described in the module. 
Alec and sons, male human War1: CR ½; SZ Medium; HD 1d8; hp 7, 6, 5 (x2); Init +0; Spd 30 ft; AC 10, or 12 in armour (+2 leather); Atk unarmed +1 melee (1d3§), shortsword +2 melee (1d6, 19-20/x2), or light crossbow +2 ranged (1d8, 19-20/x2); SV Fort +2, Ref +0, Will +0; AL N; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. 
Skills: Appraise +1, Handle Animal +1, Knowledge (local) +1, Spot +3. Feats: Weapon Focus (light crossbow), Weapon Focus (shortsword). 
Possessions: leather armour, shortsword, light crossbow, 12 bolts.
Treasure: In the store’s strongbox [Hardness 8; hp 15; Break DC 23; Open Locks DC 25] are 20 sp and 30 cp. Any larger amounts of change needing to be made will require PCs to visit the moneychanger. The two strongbox keys are worn on cords around Alec’s and Dina’s necks, respectively. 
	Hidden in a closet in the Finlas’ bedroom (Search DC 14) is a small, trapped chest [Hardness 5; hp 2; Break DC 18; Open Locks DC 25], the key to which is hidden under their mattress (Search DC 12). The chest is empty, but for some old clothes. 
Poison needle trap: CR 2; +6 ranged (1d2 and bloodroot poison (see DMG 80))  Fort DC 12, initial 0 / secondary 1d4 Con + 1d3 Wis; Search DC 20; Disable Device DC 20. Note: 10-ft. max range. 

13.	Rundown Farmhouse
Cult members! Gilliam Carver and his son Brent (hp 6, 5; club +0 melee (1d6)) have nothing of value, having given all to the cult. 

14.	Carpenter’s Shop
Cult members! Philip Highstead (hp 3; Craft (carpentry) +6, Knowledge (engineering) +3) and his wife Trudi (hp 3; Spot +3; longsword +0 melee (1d8 and snake venom  Fort DC 10, initial and secondary 1d6 Con)) malinger here, listless and preoccupied. 
Treasure: Hidden behind the secret panel (Search DC 20) is Philip’s cunningly crafted wooden box. It is worth at least 40 gp to the right buyer and requires a successful Open Locks (DC 30) to open. However, it is quite fragile [Hardness 4; hp 1; Break DC 11] and holds no treasure  they have donated almost everything to the cult. 

15.	Blacksmith’s Shop
Cult members! The massive and brutish Cull Smith and his two sons are all hardened former militia-men, while Cull’s wife Gail and their daughter are, perhaps understandably, meek and subservient. As described in the module (p.7-8), there is a good chance that Cull will fly into an extravagant rage. 
Cull, male human Com1/War1: CR 1; SZ Medium; HD 1d4+1+1d8+1; hp 10; Init +0; Spd 30 ft; AC 11 (+1 leather apron); Atk unarmed +5 (1d3+4§) or hammer +6 melee (1d6+4); SV Fort +3, Ref +0, Will -1; AL N; Str 18, Dex 10, Con 13, Int 10, Wis 9, Cha 5. 
Skills: Appraise +1, Craft (blacksmithing) +7, Handle Animal +3, Knowledge (local) +1, Listen +1. Feats: Skill Focus (blacksmithing), Weapon Focus (light mace). 
Possessions: heavy leather apron, heavy hammer (as light mace).
Fionn and Morry, male human Com1: CR ½; SZ Medium; HD 1d8+1; hp 8; Init +0; Spd 30 ft; AC 11 (+1 leather apron); Atk unarmed +3 (1d3+3§) or shortsword +4 melee (1d6+3, 19-20/x2); SV Fort +1, Ref +0, Will -1; AL N; Str 17, Dex 10, Con 13, Int 10, Wis 9, Cha 8. 
Skills: Appraise +1, Craft (blacksmithing) +4, Handle Animal +3, Knowledge (local) +1. Feats: Toughness, Weapon Focus (shortsword). 
Possessions: heavy leather apron, shortsword.

16.	Battered and Weatherbeaten Structure (EL 2)
The door to the former Foaming Mug Inn is stoutly barred: Hardness 5; hp 18; Break DC 23. There is a secret door on the back wall (Search DC 20). The staircase leading to the cellar is old and creaky, imposing a –5 circumstance penalty on all Move Silently attempts. Be sure to have the troglodytes roll to hear any PCs trying to sneak around in the building or downstairs. If the PCs have a light source, the trogs will see it through the cracks in the tool-room door and hide, waiting to ambush them. Allow any characters to make a Wisdom check (DC 10) to notice the stench  gnomes gain their +2 racial bonus to smell, as usual. 
	* Note that the cellar is dank and dark enough to qualify as a “subterranean setting,” thus making the trogs’ Hide skill +10. 
Troglodytes (3): CR 1; Medium-size humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft; AC 15 (-1 Dex, +6 natural); Atk handaxe +1 (1d6) or 2 claws +1 melee (1d4), bite -1 melee (1d4); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10.  
Skills: Hide +6*, Listen +3. Feats: Multiattack, Weapon Focus (handaxe).
Stench (Ex): When a trog is angry or frightened, it secretes an oily, musklike chemical that nearly every other form of animal life finds offensive. All creatures (except troglodytes) must succeed at a Fort save (DC 13) or be overcome with nausea: this lasts for 10 rounds and effectively deals 1d6 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
Treasure: The trogs have hidden a small sack in an old crate (Search DC 14). It contains much of the treasure recently collected by cult members to take back to Explictica’s lair: 4 gp, 89 sp, 130 cp, five semi-precious stones (35 gp each), an ornamental copper comb (10 gp), an engraved silver hand-mirror (45 gp), and a 12-piece set of slightly tarnished silverware (24 gp). 

17.	Decrepit Farmhouse and Collapsed Barn
Under the rear porch steps (Search DC 18) is a leather satchel holding a set of masterwork carpentry tools.

18.	Farmhouse and Barn
Cult members! Mavis McMahon (Listen +3, Spot +3) and her three sons are all active members of the cult: she reports to the clerics both what she sees and hears and also what her sons find in their snooping and dragooning expeditions. 
Dale, Gene, and Evan, male human Exp1: CR ½; SZ Medium; HD 1d6; hp 5, 4, 3; Init +0; Spd 30 ft; AC 10; Atk unarmed +0 (1d3§), sap +0 (1d6§), or club +0 (1d6); SV Fort +0, Ref +0, Will +2; AL N; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10. 
Skills: Bluff +3, Gather Information +3, Handle Animal +3, Hide +4, Knowledge (local) +1, Listen +4, Move Silently +6, Spot +3, Use Rope +3. Feats: Martial Weapon (sap), Skill Focus (Move Silently). 
Possessions: sap, club.

19.	Farmhouse with Several Small Outbuildings
David Grubb (Com2; hp 6; light crossbow +1 ranged (1d8)) and his wife Emm (hp 3; shortspear +0 melee (1d8)) live here with their teenage son, Tyler (hp 2; light crossbow +0 ranged (1d8)). 
Treasure: In a small wooden box concealed in the chicken feed (Search DC 17) are 11 sp and 35 cp. 

20.	Small, Neatly Kept Cottage
Elderly Vilma Merredie (Com2; Knowledge (local) +5; Listen +4; Spot +6) can tell PCs much of what has gone on in Orlane, both recently and in the past 50 years. But she is under some misconceptions, particularly about the Grubbs (at 19) and the “two strangers” (the elves at 9). Gather Information and, to some extent, Diplomacy checks will get information out of her as shown on the following table; a higher DC result gaining all lower results as well. In all cases, the PCs glean the information from among her various ramblings about “the old days.”
Gather
Information	Diplomacy	Resulting Information	
12	14	She recommends the Inn of the Slumbering Serpent. She has a high opinion of the mayor. She has never liked the widow McMahon or her sons (who live at 18). The smith has always been an ill-tempered lout, but lately “there’s just no talking to the man.”	
15	19	She worries that the two strangers who moved into the cottage next door to the mayor may bring him harm. She has strong suspicions about the carpenter and the Eddings (at 22). The people across the road (19) “used to be real nice, but now they act suspicious toward everyone, including me!” The widow McMahon’s sons often go out at all hours. 	
18	24	She no longer allows anyone from Merikka’s Temple to call on her, as they have changed since they went away suddenly for a week about a year ago.	
20		She has seen scaly humanoids with fin-like crests on their heads crossing north of her cottage and scaling the walls of the temple. 	
Note that Merikka’s curse on anyone who harms or steals from Vilma imposes a –2 divine penalty on all rolls for a period of three days, and that this curse affects all companions of the offender as well. 
Treasure: The widow Merridie has a great deal of jewellery, most of which is not particularly valuable (though certainly she is rich by commoners’ standards): she wears several rings on each hand (30 sp total) and has a great deal more chains, pendants, charms, etc., in an unlocked case in her bedroom; as well, she has numerous knick-knacks and trifles scattered throughout her home. In all, these things are worth about another 15 gp total, not including one bracelet in the case which is actually quite valuable (50 gp), although she does not realize its value: it is made of silver and is crafted in the form of two twining eels with tiny green stones for eyes. Also, hidden in an old cookie jar in the kitchen (Search DC 15) are 8 sp and 24 cp. 

21.	Temple of Merikka
See the full, numbered description of this location below, following The Key to Orlane.

22.	Shabby Farm House
Cult members! Malcolm Eddings (hp 6), his wife Jenna, their teenage son, Tad (hp 5), their adult daughter, Maive, her husband, Bartholomew (hp 4), and the younger couple’s small boy, Malcolm all live here together. Because of the family’s post-charm confusion, any PC making a successful Gather Information check (DC 15) will catch one of them in a slip involving some mention of the cult in Orlane (the DM should decide what this “slip” might be, based on what/how much he or she wants the players to find out). 

23.	Prosperous Farmhouse and Barn
* I feel that the two-weapon fighting ability of rangers is not necessarily appropriate to every ranger, and have given Alan “Alertness” and “Endurance” virtual feats instead (while wearing light or no armour)… A simple matter to fix it if you disagree with this house rule. 
All of Alan’s and Marieke’s adventuring gear and treasure is kept in a secret closet in their house which can be found only with a successful Search check (DC 24). Both of them have copies of the key to the strongbox [Hardness 7; hp 10; Break DC 22; Open Locks DC 25] therein. They have three children. 
Note: Alan does not make any “secret ranger signs” as described in the module, since, in 3E, rangers can be evil; thus, being a ranger is no guarantee of one’s moral or ethical character. The PCs will simply have to prove themselves to Alan and his wife by practical means  acts, not words  before they will be taken into confidence (DM’s discretion). [Alternately, one could give him Innuendo skill, but since most rangers do not develop this skill, there is no reason to expect the PC to know it  thus, Alan’s innuendo is not likely to be construed. On the other hand, his innuendo could be aimed simply at fellow “do-gooders,” and not necessarily rangers.]
Alan Clayborn, male human Rgr4: CR 4; SZ Medium; HD 4d10+8; hp 33; Init +1; Spd 30 ft.; AC 11, 18 in armour (+1 Dex, +5 chain shirt, +2 shield); Atk unarmed +7 melee (1d3+3§), longsword +10 melee (1d8+5, 19-20/x2), or composite longbow +5* ranged (1d8+3*, x3); SA favoured enemy +1 (reptilian humanoids); SQ alertness, endurance; SV Fort +6, Ref +2, Will +3; AL NG; Str 17, Dex 12, Con 15, Int 13, Wis 15, Cha 12. 
Skills: Animal Empathy +5, Hide +4(5), Heal +6, Intuit Direction +3, Listen +7, Move Silently +4(5), Profession (farmer) +6, Ride +4, Search +4, Spot +7, Wilderness Lore +9. Feats: Point Blank Shot*, Power Attack, Track, Weapon Focus (longsword). 
Ranger spells (1) [DC 12 + spell level]: speak with animals. 
Possessions: +1 chain shirt, large mw steel shield, +2 longsword, +3 mighty composite longbow, 40 arrows, strongbox key.
Marieke, female human Ftr3: CR 3; SZ Medium; HD 3d10+6; hp 19; Init +7; Spd 30 ft., 20 ft in armour; AC 13, or 21 in armour (+1 Dex, +8 full plate, +2 shield); Atk unarmed +5 (1d3+2§), longsword +7 (1d8+2, 19-20/x2), javelin +6 ranged (1d6+2); SV Fort +5, Ref +4, Will +1; AL NG; Str 15, Dex 17, Con 14, Int 12, Wis 10, Cha 16. 
Skills: Climb +0(+5), Handle Animal +6, Intimidate +6, Jump +2(+7), Listen +2, Ride +5, Wilderness Lore +2. Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Quick Draw, Weapon Focus (longsword). 
Possessions: +1 full plate, large steel shield, mw longsword, 3 javelins, strongbox key.
Treasure: In the hidden and locked strongbox are 50 gp, 130 sp, and a bloodstone (50 gp).

24.	Abandoned Farm

25.	Inn of the Slumbering Serpent
See the full, numbered description of this location below, following The Key to Orlane.

26.	Millhouse, Waterwheel, and Pond
Kenton Miller (hp 5) and his four eldest sons (hp 4 (x2), 3 (x2)) will meet the PCs while Kenton’s wife and other five children wait inside. He will not willingly give the PCs any information about the village or its inhabitants. Hidden in a hollow under an old mill wheel on the cellar floor (Search DC 20) is Miller’s locked chest [Hardness 5; hp 15; Break DC 23; Open Locks DC 25]; he keeps the key on him at all times. 
Treasure: Inside the chest are 52 sp and 66 cp. Recently, given the other villagers’ behaviour, the Millers have put their two gold wedding rings (4 gp each) in the chest for safekeeping, as well. 

27.	Grove of Stately Elms
* Note that the spells I have placed in Ramne’s (travelling) spellbook are mostly of use in protecting himself, or of minor use otherwise, so he should not further unbalance the game if he accompanies the PCs on their journey to the cult lair. The only possible exception to this is Leomund’s secure shelter, but I thought it a fitting spell  he certainly wouldn’t want to roll up in a blanket in a hedge when he has to travel... Still, DMs may find that this will hamper many random encounters on the way to the cult lair, and so should feel free to substitute another spell (perhaps fire shield). 
	He will never take his standard spellbook on a journey, but will leave it in his hut; all of its pages are covered by secret page to make it seem like a cookbook, and he will cast an Extended Nystul’s undetectable aura on it the night before leaving. The interior of the cottage is lit by candles with continual flame cast upon them; these can be hooded. All of the windows in the hut are too small for anyone bigger than Tiny-size to enter and have arcane lock cast on their shutters, and the door is also arcane locked and has Leomund’s trap cast on it. 
Ramne, male human Wiz7: CR 7; SZ Medium; HD 7d4-14; hp 16; Init -1; Spd 20 ft. (old age); AC 12 (+2 ring); Atk staff +2 melee (1d6-2); SA spells; SQ summon familiar, alertness* (familiar); AL LG; SV Fort +0, Ref +4* (familiar), Will +8; Str 7, Dex 10, Con 7, Int 18, Wis 16, Chr 13. 
Skills: Alchemy +9, Appraise +6, Concentration +8, Craft (whitesmithing) +7, Hide +12°, Knowledge (arcana) +11, Knowledge (history) +6, Knowledge (local) +7, Listen +5*, Ride +3, Scry +6, Search +6, Sense Motive +5, Spellcraft +14, Spot +9*. Feats: Brew Potion, Extend Spell, Toughness (x2), Craft Wondrous Item, Scribe Scroll. 
	Wizard Spells (4/5/4/3/2) [DC 14 + spell level]: 0  daze, detect magic, light, mage hand; 1st  animate rope, mage armour, magic missile (x2), Tenser’s floating disc; 2nd  blindness/deafness, mage armour (Extended), invisibility, protection from arrows; 3rd  dispel magic, displacement, lightning bolt; 4th  Leo’s secure shelter, minor globe of invulnerability. 
	Possessions: +2 ring of protection, cloak of elvenkind°, mw staff, rod of wonder, potion of alter self, potion of cat’s grace (Extended), 2 potions of cure moderate wounds, potion of haste, scrolls of dispel magic, halt undead, hold person, invisibility, lightning bolt, and summon monster III [all at 7th], spell component pouch, travelling spellbook. 
Ramne’s travelling spellbook [trapped with sepia snake sigil]: 0  all; 1st  animate rope, hypnotism, mage armour, magic missile, Tenser’s floating disc; 2nd  alter self, arcane lock, blindness/deafness, cat’s grace, continual flame, daylight, invisibility; 3rd  dispel magic, displacement, halt undead, haste, lightning bolt; 4th  Leomund’s secure shelter, minor globe of invulnerability. 
Ramne’s standard spellbook: 0  all; 1st  alarm, cause fear, grease, hold portal, identify, Nystul’s magical aura, Nystul’s undetectable aura, silent image, summon monster I, unseen servant; 2nd  darkness, Leomund’s trap, locate object, minor image, obscure object, summon swarm, whispering wind; 3rd  Leomund’s tiny hut, nondetection, secret page, sepia snake sigil; 4th  minor creation, remove curse, scrying.
Whiskers, weasel familiar: CR 2; SZ Tiny magical beast; HD 7; hp 8; Init +1; Spd 20 ft., climb 20 ft; AC 18 (+2 size, +2 Dex, +4 natural); Atk bite +5 melee (1d3-4); Face 2½ ft x 2½  ft; Reach 0 ft; SA attach; SQ low-light vision, scent, alertness, improved evasion, share spells, empathic link, touch, speak with master, speak with mustelids; AL N; SV Fort +5, Ref +7, Will +8; Str 3, Dex 15, Con 10, Int 9, Wis 12, Chr 5.  
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Listen +1, Spot +4. Feats: Weapon Finesse (bite). 
Attach (Ex): A weasel that hits with its bite attack latches onto its opponent with its powerful jaws and automatically deals bite damage each round it remains attached; an attached weasel loses its Dexterity bonus to AC (Whiskers becomes AC 16). 
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent with a Wisdom check (max DC 10). 

Key to Specific Areas in Orlane

The Golden Grain Inn
This is the cult headquarters within the village, and all encountered inside are cult members!

1.	Common Room
The hefty innkeeper Bertram Beswill will greet characters as they enter; 3-12 cult members (charmed locals, perhaps from outlying farms) are seated around the room, and there is an 80% that Derek Desleigh (see room 6) is here in the afternoon or evening. 
	Note that any drugged drinks offered to the party are masterfully mixed: a PC may notice the drug’s presence only with a successful Alchemy check (DC 15) or, and only if the player specifically declares that her PC is looking for such a thing, a Spot check (DC 20). The drug has an onset time of 2d6 minutes, after which time any character who drank the drugged wine is considered “shaken,” though the –2 is a competence penalty rather than morale in this instance. Further, the character must then also make a Fortitude save (DC 14) or take initial damage of 1d6 points of temporary Dex; one minute later, the character must save again or fall unconscious for 1d6+4 hours. 
	The costs of food and drink are from 150% to 200% of those listed in the PHB, yet are all of substandard quality. 
Bertram Beswill, male human Com3: CR 1; SZ Medium; HD 3d4; hp 8; Init +0; Spd 30 ft; AC 10; Atk unarmed +2 (1d3+1§), dagger +3 melee (1d4+1, 19-20/x2), or longsword +2 melee (1d8+1, 19-20/x2); SV Fort +1, Ref +1, Will +1; AL N; Str 13, Dex 10, Con 11, Int 10, Wis 11, Cha 10. 
Skills: Appraise +1, Knowledge (local) +2, Listen +3, Profession (innkeeper) +6, Profession (cook) +4, Spot +1. Feats: Martial Weapon (longsword), Skill Focus (Profession: innkeeper), Weapon Focus (dagger). 
Possessions: dagger (concealed beneath apron).
Cult members, (mostly male) human Com1 (3d4): CR 1/3; SZ Medium; HD 1d4; hp 2; Init +0; Spd 30 ft; AC 10; Atk unarmed +0 melee (1d3§); SV Fort +0, Ref +0, Will +0; AL NG; Str 10, Dex 10, Con 11, Int 10, Wis 10, Cha 10. 
Skills: Craft (any one) +4, Handle Animal +3, Listen +1, Profession (usually farmer) +5, Spot +2, Use Rope +1. Feats: Skill Focus (Craft), Skill Focus (Profession). 

2.	Kitchen
Though acting as the cook for the Golden Grain Inn, Snigrot is technically the highest ranking cult member currently in the village. He dreams of becoming an infamous and feared assassin, but is, quite simply, a coward. He will never attack PCs unless he feels secure in doing so, relying on numbers of cult members to win the day. If the worse should happen despite his efforts, he will not hesitate to flee. 
Snigrot Dogroot, male human Rog3: CR 3; SZ Medium; HD 3d6; hp 11; Init +2; Spd 30 ft; AC 12 (+2 Dex); Atk dagger +5 melee (1d4+1); SA sneak attack +2d6, evasion, uncanny dodge; AL NE; SV Fort +1, Ref +5, Will +0; Str 10, Dex 15, Con 11, Int 12, Wis 8, Chr 5.
Skills: Alchemy +6, Appraise +5, Disable Device +8, Disguise +3, Hide +8, Listen +5, Move Silently +8, Profession (cook) +1, Search +7, Spot +5, Use Rope +8. Feats: Dodge, Skill Focus (Alchemy), Weapon Finesse (dagger).
Possessions: +1 dagger (hidden in boot  Search DC 10).

3.	 Outhouse

4.	 Bertram’s Den
If Bertram is in this room (i.e., throughout the night, unless there is cult activity), he will have the door stoutly barred: Hardness 5; hp 15; Break DC 24. Otherwise, the door stands open.

5.	 Bertram’s Bedroom
There is a secret trapdoor in the floor concealed under one of the rugs (it opens onto a ladder down to room 18); a Search check (DC 15) is required to find it, though any character looking specifically under the rugs has to beat a DC of only 5. 
	The large chest [Hardness 5; hp 15; Break DC 23; Open Locks DC 25] is trapped with a magical slow-gas trap. The key to the chest is very cunningly hidden in a niche carved into the under-frame of the bed  Search DC 24). The trap will activate only if the chest is opened without the key. 
Slow gas trap: CR 3; no attack roll or damage (see below); Search DC 20; Disable Device DC 25. Note: This trap was made for Bertram years ago by an eccentric travelling wizard who was impressed with the innkeeper’s hospitality. The gas will dissipate after 1 round, but when released it affects all within the room as a slow spell cast by a 8th-level wizard, affecting those closest to the chest first. 
Treasure: In the chest are Bertram’s clothes and clean aprons and, underneath, his longsword. In a secret compartment in the bottom of the chest (Search DC 20) is a pouch holding 36 sp.

6.	 Large Guest Room (EL 4)
Like Snigrot, Derek is an aspiring assassin  but unlike the former, Derek is already an inspired killer. He is the only cult member who serves willingly, and is also the only one to have avoided Explictica’s charm. Until he is found out or becomes tired of Orlane, he will continue to serve his own interests, and to a lesser extent the cult’s, while still “following orders.” 
Derek Desleigh, male human Rog3/Ftr1: CR 4; SZ Medium; HD 3d6+6+1d10+2; hp 25; Init +7; Spd 30 ft; AC 16 (+3 Dex, +3 leather); Atk shortsword +8 melee (1d6+2), or dagger +7 ranged (1d4+2, 10 ft); SA sneak attack +2d6; SQ evasion, uncanny dodge; AL CE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 16, Con 14, Int 12, Wis 8, Chr 8.
Skills: Appraise +4, Bluff +6, Climb +7, Disable Device +6, Escape Artist +6, Hide +10, Intimidate +4, Listen +4, Move Silently +10, Open Lock +8, Search +6, Spot +4, Use Rope +5. Feats: Improved Initiative, Iron Will, Weapon Finesse (shortsword), Weapon Focus (shortsword).
Possessions: +1 leather armour, mw shortsword, mw dagger (concealed at back of neck  Search DC 20), key. 
	In a big, locked, trapped iron strongbox [Hardness 10; hp 15; Break DC 25; Open Locks DC 30] hidden under his bed (Search DC 15) is Derek’s treasure, mostly siphoned from cult “donations.”
Poison needle trap: CR 3; +6 ranged (1, and poison  Fort DC 16, initial 1d10 Con / secondary 1d10 Con; Search DC 22; Disable Device DC 20. Note: 10-ft. max range. 
Treasure: 25 sp; 5 gems (200 gp, 150 gp, 100 gp, 60 gp, and 40 gp), a gold ring (30 gp), a pair of matching silver herb-pots (20 gp for the pair), a bolt of lush black velvet cloth (35 gp and 5 lbs); and, wrapped in the velvet, a potion of poison, a potion of cure light wounds, and a potion of gaseous form.

7.	 Small Guest Room
Treat this room as “good” lodgings (PHB 12) but with two beds. The secret door can be found from this side with a Search check (DC 25), but cannot be opened from this side; one may try to smash or hack through it, of course [Hardness 5; hp 10; Break DC 25]. 

8.	Small Guest Room
As room 7, but with three beds. 

9.	 Crowded Guest Room
Treat this room as “common” lodgings, but with four beds: the cost is a whopping 12 sp per bed per night, though (the fewer people per room, the happier the cult members are…). The secret door is identical to those in 7 and 8.

10.	Posh Guest Room
This room is a step beyond “good” lodgings, meant for travelling nobility. The cost of 4 gp per night is justified. The secret door is identical to those in 7, 8, and 9.

11.	Cult Members’ Room (EL 2)
These five are former brigands who have been captured and charmed into cult service. 
Thugs, male human War1 (5): CR ½; SZ Medium; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 14 (+3 studded leather, +1 shield); Atk unarmed +1 (1d3§) or shortsword +2 melee (1d6, 19-20/x2); SV Fort +2, Ref +0, Will +0; AL N; Str 11, Dex 10, Con 12, Int 10, Wis 10, Cha 10. 
Skills: Handle Animal +2, Listen +3, Search +1, Spot +3. Feats: Alertness, Weapon Focus (shortsword). 
Possessions: studded leather, shortsword, small wooden shield.

12.	Cult Utility and Dining Room

13.	Small Guest Room
Iggy will try to bluff the PCs into thinking he is an innocent prisoner, though the fact that his door was unlocked might suggest that his story is untrue… if any player makes note of this, give his or her PC a +2 insight bonus to Sense Motive versus Iggy. 
Iggy Olivero, male human Com2: CR ½; SZ Medium; HD 2d4; hp 4; Init +0; Spd 30 ft; AC 10; Atk unarmed +1 melee (1d3§); SV Fort +0, Ref +0, Will +0; AL NG; Str 10, Dex 11, Con 10, Int 11, Wis 10, Cha 12. 
Skills: Appraise +3, Bluff +5, Handle Animal +2, Listen +1, Profession (merchant) +3, Ride +2, Spot +2. Feats: Skill Focus (Appraise), Skill Focus (Bluff). 

14.	Dormitory Room
This is a “poor” lodging, but Bertram will not rent it. 

15.	Main Cellar Room
* Note: Each of the rooms in and beyond the cellar is quite cool. 
The secret door to room 18 can be found with a Search check (DC 20), but will not open until the mechanism (a torch bracket) is found  this requires a second Search check (DC 14). 

16.	Wetgoods Storage
The door to the west (coming out beside the kitchen on the west side of the inn) is barred from this side. 

17.	Drygoods Storage

18.	Secret Meeting Room

19.	Underground Passages

20.	Central Chamber (EL 2)
The snake here is a gift of the reptile cult. It has a +4 circumstance bonus to Hide, unless a PC specifically looks up. Because of the chilly temperature, however, it suffers a –2 circumstance penalty to attacks and other checks, and moves only half speed. 
Constrictor snake: CR 2; SZ Medium-size animal; HD 4d8+4; hp 20; Init +3; Spd 10 ft (usually 20 ft, climb 20 ft, swim 20 ft); AC 15 (+3 Dex, +2 natural); Atk: bite +6 melee (1d3+4); Face 5 ft x 5 ft (coiled); SA improved grab, constrict 1d3+4; SQ scent; AL N; SV Fort +5, Ref +7, Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Chr 2. 
Skills: Balance +11, Climb +14, Hide +11, Listen +9, Spot +9.
Improved grab (Ex): The snake must hit with its bite to use this ability; if it succeeds, it may constrict. 
Constrict (Ex): A constrictor deals 1d3+4 points of damage per round with a successful grapple check against Medium-size or smaller creatures.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either Strength or Dexterity modifiers for Climb checks. 
Note: PCs should gain 1.3x experience for defeating this snake (advanced HD).

21.	Secret Treasure Room

22.	Large Dirt Chamber (EL 2)
Another gift of the snake cult, this snake also has a +4 circumstance bonus to Hide among the rubble  but because it is even cooler here, it functions as if affected by a slow spell. 
“Mudviper” (large viper): CR 2; SZ Large animal; HD 3d8; hp 19; Init +3; Spd 10 ft (usually 20 ft, climb 20 ft, swim 20 ft); AC 15 (-1 size, +3 Dex, +3 natural); Atk bite +4 melee (1d4 and poison); Face 5 ft x 5 ft (coiled); Reach 10 ft; SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Chr 2. 
Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 11; 1d6 Con / 1d6 Con.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either Strength or Dexterity modifiers for Climb checks. 

23.	Ghoulish Vault (EL 3)
Ghouls (3): CR 1; SZ Medium-size undead; HD 2d12; hp 13; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atk: 2 claws +0 (1d3 and paralysis) and bite +3 melee (1d6+1 and paralysis); SA paralysis, create spawn; SQ darkvision 60 ft, undead; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con –, Int 13, Wis 14, Chr 16. 
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multiattack, Weapon Finesse (bite). 
Paralysis (Su): Fort save (DC 14) or be paralyzed for 1d6+4 minutes. Elves are immune to ghoul paralysis.
Create spawn (Su): Humanoids killed and left undevoured by ghouls become ghouls under the command of their creator after 1d4 days. A protection from evil cast on the body during this period will prevent the spawn effect.  
Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fort save.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

24.	Statue of the Naga
The ivory statue is probably worth 5,000 gp  intact and to the right buyer. But it has a mass of about 800 lbs and its encumbrance is closer to 1,500 lbs. If broken up, its encumbrance can be reduced to its mass, but then it will be worth only about 1600 gp (2 gp per lb). 

Inn of the Slumbering Serpent
Not as fancy as the Golden Grain Inn, but this establishment has a more homey cheer.

1.	Common Room
Belba and Ollwen are well-known for their hospitality, their common sense, and their fine food and drink. Prices here are as those in the PHB (p.108), but the value one gets for one’s money is exceptional. The two are also widely respected for their tact and their ability to judge people fairly and accurately. 
	If any PC makes a Diplomacy check against Ollwin’s Will check then they have struck a friendship; or, heaven forbid, if a PC makes a Bluff check opposed to Ollwin’s Sense Motive check, they have fooled him into letting his guard down. In either case, he may then be moved to talk of the quiet respect he has for Ramne, and of his suspicion that there is far more to the old hermit than meets the eye. 
Belba Cralloon, female human Com2: CR ½; SZ Medium; HD 2d4; hp 4; Init +0; Spd 30 ft; AC 10; Atk non-combatant; SV Fort +0, Ref +0, Will +2; AL NG; Str 10, Dex 10, Con 11, Int 11, Wis 15, Cha 12. 
Skills: Knowledge (local) +2, Listen +2, Profession (innkeeper) +4, Profession (cook) +5, Sense Motive +5. Feats: Skill Focus (Profession: cook), Skill Focus (Sense Motive). 
Ollwin Cralloon, male human Exp1: CR ½; SZ Medium; HD 1d6; hp 3; Init +0; Spd 30 ft; AC 10; Atk non-combatant; SV Fort +0, Ref +0, Will +3; AL NG; Str 9, Dex 10, Con 10, Int 13, Wis 12, Cha 12. 
Skills: Alchemy +2, Appraise +3, Craft (glassmaking) +2, Diplomacy +5, Knowledge (local) +3, Listen +5, Perform +3, Profession (innkeeper) +2, Profession (scribe) +2, Profession (vintner) +7, Search +5, Sense Motive +7. Feats: Skill Focus (Profession: vintner), Skill Focus (Sense Motive). 

2.	Kitchen

3.	Parlor

4.	Bedroom
Hidden under a loose floorboard in the closet (Search DC 17) are 8 gp, 39 sp, and 110 cp. 

5.	Outhouse

6.	Winery

7.	Lavish Guest Room
This is a better-than-“good” lodging (see PHB 112), at 4 gp per night. 

8.	Storage Closet

9.	Private Guest Room
This is a standard “good” lodging (see PHB 112). 

10.	a. – b.
These rooms are slightly better than “common” lodgings, but with two or three beds each at 8 sp per person per night. 

11.	a. – b.
These rooms are “good” lodgings, but have two beds each and cost 15 sp per person per night. 

The Temple of Merikka
Cult members! All within the temple are servants of the cult, and the two clerics are among the cult’s most adamant proponents. They both have lost access to any domains due to their fall from Merikka’s grace, but can access the standard cleric spells through the dark powers of the reptile cult. 
	The structure itself is made of huge granite blocks brought all the way from the Lortmil Mountains, and are several feet thick. The blocks were magically treated during construction, and are thus virtually impregnable [Hardness 12; hp 600*; Break DC 50; Climb DC 20]. The walls are 20 feet high, with strong, similarly enhanced wooden gates [Hardness 8; hp 300*; Break DC 40; Lift DC 35]. During the day, the gates are open; at night they are closed and will be opened only for cult members. 
	* hit points per 10 ft by 10 ft section.

1.	Courtyard (EL 2)
Note: I have made the wolves here into dogs, since it seemed odd that normal peasants, even charmed, would be able to handle the wolves. In 3E, dogs are about as tough as wolves were in 2nd ed. anyway. 
During the day, the gardener will be encountered (Com1; hp 3), but at night there are two large, vicious dogs that roam the area. The dogs will obey any one of the five servants, the gardener, and the clerics, but will attack anyone else. Two servants will be with the dogs at all times; any commotion will bring the other three servants within 1d3 minutes. 
Large dogs (2): CR 1; SZ Medium animal; HD 2d8+4; hp 13; Init +2; Spd 40 ft; AC 16 (+2 Dex, +4 natural); Atk bite +4 melee (1d6+3); SQ low-light vision; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Chr 6. 
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1 (+5 to track by scent). 
Servants, male or female human Com1: CR 1/3; SZ Medium; HD 1d4; hp 5; Init +0; Spd 30 ft; AC 12 (+2 leather); Atk halfspear +0 melee (1d6); SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. 
Skills: Craft (any) +2, Handle Animal +2, Listen +2, Profession (any) +2, Spot +2, Use Rope +2. Feats: Skill Focus (Craft), Toughness. 

2.	Outbuildings
These buildings house the five temple servants and the gardener, and include the dogs’ kennel as well. 

3.	Central Sanctuary
The characters will always be met here and informed that non-members (of the Church of Merikka, that is) are not allowed any further. There is a 30% chance that it will be Misha Devi (see room 9) who meets them; otherwise, it is one of the temple servants. 
	The jade statue of Merikka is worth about 5,000 gp, and weighs about 1,000 lbs. 

4.	Meeting Room

5.	Dining Hall

6.	Kitchen

7.	b. – d. Meditation Cells (EL 2 each)
* Though I have a hard time justifying these monks’ presence here, I’ve left them in for the sake of faithfulness to the module  but I’ve made them all 2nd-level for balance purposes.
If fighting together, these three are liable to use Aid Another tactics and flanking to best advantage. 
Vance and Shon, male, and Linden, female human Mnk2: CR 2; SZ Medium; HD 2d8+2; hp 14; Init +1; Spd 30 ft; AC 13 (+1 Dex, +2 Wis); Atk unarmed +3 melee (1d6+2); SA stunning attack, flurry of blows; SQ evasion; SV Fort +4, Ref +4, Will +5; AL LE; Str 14, Dex 13, Con 12, Int 10, Wis 15, Cha 8.
Skills: Balance +5, Jump +6, Listen +6, Move Silently +5, Tumble +5. Feats: Blind-Fight, Dodge, Deflect Arrows, Improved Unarmed Strike.

e. 
The trapdoor here can be found with a Search check (DC 10).

8.	Misha Devi’s Outer Chamber
The east door is locked [Hardness 5; hp 10; Break DC 20; Open Locks DC 20].

9.	Misha Devi’s Quarters (EL 3)
Misha is generally here in the evenings, and is 50% likely to be here at any other time. If she is not here, the DM should determine where she can be found. If she has warning of the PCs, or if they have caused a commotion, she will try to find time to don her armour (and possibly her shield) before meeting them. 
	Though she too has performed heinous deeds since she fell in with the cult, there may be hope for Misha if Explictica is killed and the evil charm broken. If Misha cannot be saved, there will be no cleric of Merikka left, for Abramo is now far beyond redemption. 
* To repeat, she and Abramo have lost access to any domains due to their fall from Merikka’s grace, but can access the standard cleric spells through the dark powers of the reptile cult.*
Misha Devi, female human Clr3: CR 3; SZ Medium; HD 3d8; hp 15; Init +0; Spd 30 ft, 20 ft in armour; AC 10 (-1 Dex, +1 ring), or 16 in armour (+5 chainmail, +1 shield); Atk light mace +4 melee (1d6+1); SA spells; SQ rebuke undead, spontaneous casting; AL N; SV Fort +3, Ref +0, Will +6; Str 12, Dex 9, Con 10, Int 12, Wis 16, Chr 15. 
Skills: Concentration +6, Craft (basketweaving) +2, Knowledge (local) +3, Knowledge (nature) +4, Knowledge (religion) +4, Listen +6, Profession (farmer) +4, Search +2, Spot +7. Feats: Alertness, Blind-Fight, Weapon Focus (light mace). 
Cleric Spells (4/3/2) [DC 13 + spell level]: 0 – cure minor wounds, detect magic, guidance, resistance; 1st – cause fear, cure light wounds, detect good; 2nd – darkness, hold person.  
Possessions: vestments, +1 ring of protection, light mace, unholy symbol (gold snake’s head amulet with ruby eyes (1,000 gp)), bedroom door key.
She is unaware of the secret trapdoors both in the ceiling over her bed and in the floor under it: the one underneath the bed can only be found with a Search check (DC 30) or, if the bed is actually moved, (DC 20); the one above can be found with a Search check (DC 20). The bottom trapdoor opens onto a ladder that allows access to area 19 in the temple’s secret cellar, while the top one opens into room 18, though means to reach it will have to be found. 

10.	Hall of Statues
The statues here are probably worth at least 5,000 gp each, but anyone removing one incurs Merikka’s curse: as a bestow curse  a Will save (DC 20) reduces the effect to that of a doom spell with a duration of three days. In either case, this is a 12th-level effect.

11.	Guardroom of the Undead (EL 3)
Skeletons (8): CR 1/3; SZ Medium-size undead; HD 1d12; hp 6; Init +5; Spd 30 ft; AC 13 (+1 Dex, +2 natural); Atk: 2 claws +0 melee (1d4); SQ darkvision 60 ft, undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con –, Int , Wis 10, Chr 11. 
Feats: Improved Initiative. 
Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fort save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity and suffer half damage from piercing or slashing weapons. 

12.	Library

13.	Small Meeting Room
The secret door to 15 is difficult to find (Search DC 25), and cannot be opened from this direction in any case, though it may be smashed [Hardness 5; hp 15; Break DC 25]. 

14.	Torture Chamber (EL 2)
The secret doors here are similar to the one in 13. Once the PCs move into this room, the goblins from 15 attack through the three secret doors, in groups of three. 
Goblins (9): CR 1/4; SZ Small humanoid (goblinoid); HD 1d8; hp 4; Init +1; Spd 30 ft; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk shortsword +1 melee (1d6-1), or shortbow +3 ranged (1d6, 60 ft, x3 crit); SQ darkvision 60 ft; AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Chr 8. 
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3. Feats: Alertness.

15.	Goblins’ Quarters
If the goblins did not attack the PCs already for some reason, they wait here, hiding in the darkness, to ambush them. 

16.	Antechamber (EL 7)
* As a 7th-level cleric, Abramo is quite powerful: his (poor) selection of skills and spells and relatively low hit points should help to alleviate this somewhat, however. Still, DMs may want to alter his profile (perhaps make him a commoner 2 / cleric 5, or something), or else work in some other weakness(es) to balance the encounter. 
Abramo began his career as a lowly farmer, but, through his reverence for Merikka and her many blessings, he quickly came into the fold of her devout servants. Tragically, he was one of the first villagers to fall victim to the charm of Explictica Defilus the Naga, however, and the resulting mental and emotional strain has proved too much for the poor man to endure. 
	He is now a pale shadow of his former dignified and gentle self, homicidal and sadistic, a deranged lunatic. He will not reason with the PCs, and, perhaps through some subconscious drive, seems to seek his own destruction  he is unlikely to surrender or retreat, no matter how terrible the odds or how injured he may be, unless he sees a threat to his beloved naga mistress that he may be able to prevent by escaping. 
Abramo, male human Clr7: CR 7; SZ Medium; HD 7d8+7; hp 35; Init +2; Spd 30 ft; AC 20 (+2 Dex, +6 chain shirt, +2 shield); Atk heavy mace +7 melee (1d8+1); SA spells; SQ rebuke undead, spontaneous casting; AL CE; SV Fort +6, Ref +3, Will +8; Str 13, Dex 15, Con 12, Int 10, Wis 17, Chr 10. 
Skills: Concentration +7, Craft (stonemasonry) +1, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +6, Listen +4, Profession (farmer) +6, Search +1, Spot +4. Feats: Combat Casting, Leadership, Silent Spell, Weapon Focus (heavy mace). 
Cleric Spells (6/5/4/3/1) [DC 13 + spell level]: 0 – cure minor wounds, detect magic, detect poison, guidance, light, resistance; 1st – bane, cause fear, command, cure light wounds, detect good; 2nd – desecrate, silence, speak with animals, spiritual weapon (a glowing, floating serpent, which bites for standard spell damage); 3rd – animate dead, blindness, prayer; 4th  indiscernible lie (reverse of discern lie). 
Possessions: +2 chain shirt, unholy symbol, heavy mace.

17.	Abramo’s Chamber
If Abramo finds the need (but remember that he will not likely flee from battle), he can lock the door to this room: Hardness 5, hp 10, and Break DC 23.
	The words on the desk-top have been etched in with a knife in the Common tongue. Upon closer examination, everything in the room has been damaged or tarnished in some way that makes it worthless. 
	The secret door to 18 can be found with a Search check (DC 16); the switch to open it can be found by making a similar check (DC 16) on the desk. Otherwise, the secret door has Hardness 5, hp 15, and Break DC 25.  

18.	Secret Altar Room
Cirilli Finla (hp 2; Wis 14, Chr 15), the teenage girl, will be as grateful and helpful as possible, but, due to her treatment at Abramo’s hands, will be highly averse to any kind of physical contact, flinching visibly and shying away from PCs who get too close. If Abramo lives, and particularly if he is helpless, she will attack him violently and mercilessly with whatever weapon she can find (a broken chunk of rock, anything).
	The secret door behind the naga statue can be found with a Search check (DC 20); it leads down to room 9 on the temple’s ground floor, but there is no ladder down  fortunately, it opens directly above Misha’s bed, which allows a safe drop (unless she’s in it…).
Treasure: The jade statue, about two feet high, is worth 2,500 gp intact, but also weighs nearly 250 lbs (in encumbrance terms). The chests [Hardness 5; hp 15; Break DC 23] are unlocked, and one holds 12 gp, 14 sp, and 29 cp. 

19.	Hidden Hallway

20.	Maze (EL 3)
* Since this ogre is described as “small,” I took off two points of Str and Con and one point of natural AC, and reduced his thrown rock range to 30 ft.
The spikes mounted in the maze walls make them easier to climb (DC 5), if anyone should want to, but also inflict damage on those who fall or are hurled against them. 
	In fact, this has become a favourite tactic of the ogre, who likes to Bull Rush opponents into the walls. His effective Strength bonus for Bull Rush checks is +8 (+4 Str, +4 size). If he is successful, his opponent takes 1d3 points of damage for each 5 feet travelled plus 4 points for the ogre’s Strength (i.e., if the ogre pushes a PC back 15 feet into a wall, she takes 3d3+4 points), and is also “attacked” by 1d4 spikes (+3 melee, 1d4+4 damage each). 
Small ogre: CR 3; SZ Large giant; HD 4d8+4; hp 17; Init –1; Spd 30 ft.; AC 15 (-1 size, -1 Dex, +4 natural, +3 hide); Atk huge greatclub +7 melee (2d6+6), thrown rock +1 ranged (1d8+4, 30 ft); Reach 10 ft; SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +1; Str 19, Dex 8, Con 13, Int 6, Wis 10, Cha 7. 
Skills: Climb +4, Listen +2, Spot +2. Feats: Weapon Focus (greatclub).

21.	Secret Door
This secret door is made of stone (giving dwarves their racial bonus to find it), and can be found with a Search check (DC 20); once the door is found, its opening device can be found with a similar check (DC 10). The door otherwise has Hardness 8, hp 70, Break DC 30. 

22.	Troglodyte Tunnels (EL 4)
Anyone setting off the shrieker will attract the troglodytes, who will likely not be heard approaching due to the fungus’ great noise. 
	Anyone moving through the mud-filled tunnels is reduced to half-speed, and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 
Shrieker: CR 1; SZ Medium-size plant; HD 2d8+2; hp 15; Init –5; Spd 0 ft.; AC 13 (+3 natural); Atk none; SA shriek; SQ plant; AL N; SV Fort +4, Ref , Will -4; Str , Dex , Con 13, Int 1, Wis 2, Cha 1. 
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes it to emit a piercing sound that lasts for 1d3 rounds. This sound is liable to attract nearby monsters that are disposed to investigate it.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits.
Troglodytes (4): CR 1; Medium-size humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft; AC 15 (-1 Dex, +6 natural); Atk handaxe +1 (1d6) or 2 claws +1 melee (1d4), bite -1 melee (1d4); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10.  
Skills: Hide +6*, Listen +3. Feats: Multiattack, Weapon Focus (handaxe).
Stench (Ex): When a trog is angry or frightened, it secretes an oily, musklike chemical that nearly every other form of animal life finds offensive. All creatures (except troglodytes) must succeed at a Fort save (DC 13) or be overcome with nausea: this lasts for 10 rounds and effectively deals 1d6 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
The troglodytes’ treasure chest (or at least the spot where it’s buried) can be found with a successful Search check (DC 18). The key to the chest can be found similarly buried with a Search check (DC 25). 
Treasure: The chest [Hardness 5; hp 15; Break DC 23; Open Locks DC 25] contains 45 gp, 89 sp, 204 cp, and a silver brooch with an inset black opal (a brooch of shielding with 30 points of absorption remaining). 

Cult Activity as Time Passes
This section needs little in the way of conversion, except that part dealing with resisting the naga’s charm. Those brought to her have to save against her charming gaze, and those who manage to do so can then attempt to pretend that they have been charmed if they wish. This requires both a second Will save (DC 17), to avoid giving one’s revulsion away, and a Bluff check, with a –4 circumstance penalty due to being wrapped in her coils, that successfully opposes Explictica’s Sense Motive check (her Sense Motive bonus is +3 for high Wis). 

The Trail to the Reptile God[dess]’s Lair

Tracking
Any creature with scent can track the troglodytes back to their marsh-lair automatically. Otherwise, the usual means of tracking apply: a character with the Track feat and Wilderness Lore, or else a character with Search skill may follow the trail by making an appropriate skill check (DC 5, but apply modifiers for visibility and time having passed, from PHB 86). 

Crossing the Plain
No encounters occur during the first day as the PCs cross toward the Dim Forest. Within one mile of the edge of the forest, roll for an encounter from the Dim Forest table twice per day (once during daylight hours, once at night): a ‘6’ on 1d6 indicates an encounter from that table.

Through the Dim Forest
For each day spent in the Dim Forest, roll 1d10, and an encounter occurs on a one (1); for each night spent therein, roll 1d10 twice  an encounter occurs on a 1. 
	Dim Forest Wandering Monster Table (d%)
  Day	   Night	Encounter
01-10	   01-05	Black bear
11-20	   06-10	Dire badger*
21-30	      11		Giant bombardier beetles (1d2)*
    	   12-25	Goblins (1d6+4)*
31-35	   26-35	Monstrous centipedes (Tiny) (2d4+6)
36-45	   36-40	Monstrous spiders (Small) (1d4+2)*
46-50	   41-50	Ogre*
   51	   51-60	Skeletons (2d4+3)*
52-60	   61-65	Troglodytes (1d4+1)*
61-75	   66-70	Wild boar
76-95	   71-80	Wolves (1d4+3)
96-00	   81-00	Zombies (1d6+1)
* This encounter will occur only once; if rolled a second time, reroll until a different encounter occurs.

The Muck of the Rushmoors
	All movement within the moors is at half-speed, and PCs suffer a –2 circumstance penalty to Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and also a –8 circumstance penalty to Move Silently checks. 
	Four rolls should be made for encounter during the day-long march across the fetid marsh: roll 1d8, and an encounter occurs on a one (1). 
	Rushmoors Wandering Monster Table (d%)
  Day	   Night	Encounter
01-10	   01-10	Giant leeches (1d4+1) (see Appendix 1)
11-15	   11-15	Giant lizard 
16-25	       		Giant praying mantis*
26-35	      16		Giant snapping turtle* (see Appendix 1)
36-50	   17-20	Shocker lizards (1d2)*
   51	   21-40	Skeletons (2d4+3)
52-60	   41-45	Snake, Large viper
61-70	   46-50	Snake, Medium-size viper
71-75	   51-70	Stirges (1d4+3)*
76-90	   71-85	Troglodytes (1d4+1)*
91-00	   86-00	Zombies (1d6+1)
* This encounter will occur only once; if rolled a second time, reroll until a different encounter occurs.

The Dungeon of the Reptile God[dess]

Wandering Monsters  Level One (1 on 1d6: Roll every half hour)
Roll 1d6. 
1. Dire rats (1d6+6): CR 1/3; SZ Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft, climb 20 ft, swim 10 ft; AC 15 (+1 size, +3 Dex, +1 natural); Atk bite +2 melee (1d4); SA disease; SQ low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Chr 4. 
Skills: Climb +11, Hide +11, Spot +6. Feats: Weapon Finesse (bite). 
Disease (Ex): Those bitten must save (Fort DC 11), or contract disease with an incubation time of 1d3 days (1 Con/1 Dex and 1 Con). 
Scent (Ex): Senses creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by scent with Wisdom check (DC 10).
2. Giant Lizard: CR 2; SZ Large animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft, swim 30 ft; AC 15 (+2 Dex, +3 natural); Atk bite +5 melee (1d8+4); SQ scent; AL N; SV Fort +6, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 2, Wis 12, Chr 2. 
Skills: Climb +9, Hide +7*, Listen +4, Move Silently +6, Spot +4. 
Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering scents).  
Skills: Lizards use their Dex for Climb checks and receive a racial bonus of +8 to Balance checks. They get a +4 circumstance bonus to Hide and Move Silently checks. *In forested, overgrown, or swampy areas the Hide bonus improves to +8. 
3. “Mudviper” (large snake, viper): CR 2; SZ Large animal; HD 3d8; hp 19; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; AC 15 (-1 size, +3 Dex, +3 natural); Atk bite +4 melee (1d4 and poison); Face 5 ft x 5 ft (coiled); Reach 10 ft; SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Chr 2. 
Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 11; 1d6 Con / 1d6 Con.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either Strength or Dexterity modifiers for Climb checks. 
4. Constrictor snake: CR 2; SZ Large animal; HD 6d8+12; hp 39; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; AC 15 (-1 size, +3 Dex, +3 natural); Atk bite +11 melee (1d6+6); Face 10 ft x 10 ft (coiled); Reach 10 ft; SA improved grab, constrict 1d6+9; SQ scent; AL N; SV Fort +7, Ref +8, Will +3; Str 23, Dex 17, Con 15, Int 1, Wis 12, Chr 2. 
Skills: Balance +11, Climb +17, Hide +7, Listen +9, Spot +9.
Improved grab (Ex): The snake must hit with its bite to use this ability; if it succeeds, it may constrict. 
Constrict (Ex): This constrictor deals 1d6+9 points of damage per round with a successful grapple check against Large or smaller creatures.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either Strength or Dexterity modifiers for Climb checks. 
Note: PCs should gain 2x experience for defeating this snake (advanced HD).
5. Troglodytes (1d4+1): CR 1; Medium-size humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft; AC 15 (-1 Dex, +6 natural); Atk handaxe +1 (1d6) or 2 claws +1 melee (1d4), bite -1 melee (1d4); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10.  
Skills: Hide +6*, Listen +3. Feats: Multiattack, Weapon Focus (handaxe).
Stench (Ex): When a trog is angry or frightened, it secretes an oily, musklike chemical that nearly every other form of animal life finds offensive. All creatures (except troglodytes) must succeed at a Fort save (DC 13) or be overcome with nausea: this lasts for 10 rounds and effectively deals 1d6 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
6. Dire weasel*: CR 2; SZ Medium animal; HD 3d8; hp 14; Init +4; Spd 40 ft; AC 16 (+4 Dex, +2 natural); Atk bite +6 melee (1d6+3); SA attach, blood drain; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Chr 11. 
Skills: Hide +9, Move Silently +10, Spot +5. Feats: Weapon Finesse (bite). 
Attach (Ex): A dire weasel that hits with its bite attack latches onto its opponent with its powerful jaws and begins to drain blood; an attached weasel loses its Dexterity bonus to AC (becoming AC 12). 
Blood drain (Ex): A dire weasel drains blood for 2d4 points of temp Con damage each round that it is attached.
Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wisdom check (DC 10).
* Note: The dire weasel encounter will occur only once; if the dire weasel is killed in a random encounter, it will not be encountered at area 18, its lair.

Key to Dungeon Level One

1.	Wooden Stairs
Due to the slick mud on the stairs, any character coming down without taking precautions must make a Balance check (DC 12) or tumble downwards. Those who fall will knock any others in front down as well, unless those characters make new Balance checks (DC 15 + 1 per person falling into them). 
	Characters linked or secured by a rope or who move at quarter-speed or less do not have to roll a Balance check unless someone else stumbles into them. 

2.	Entry Room
Some light comes into this room from the stairway as well as from the torch-lit passage to the east. The four human guards here are accustomed to the low light and can see better than those who have just come in from the light (who are essentially blind for the first 1d3 minutes), though they still cannot see very well: the combat should be run in partial darkness. The PCs have one-quarter concealment from the guards, but the guards have three-quarters concealment from the PCs until their eyes adjust (see PHB 133). 
	Of course, all of this is negated if the PCs have a light source. 
Guards (4): CR ½; SZ Medium; HD 1d8; hp 8; Init +0; Spd 30 ft; AC 13 (+2 leather, +1 small shield); Atk halfspear +2 (1d6); AL N; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Chr 10. 
Skills: Hide +1, Listen +1, Spot +1, Search +1. Feats: Toughness, Weapon Focus (spear).
Each bears a key to open the door to room 8b. 
	The passage leading south has torch brackets on the walls, but these currently have no torches in them. The passage to the west is dark. 

3.	Chamber of the Frogs
This door is swollen tightly shut with the dampness [Hardness 5; hp 15; Break DC 19]. Anyone breaking it down or smashing through it is certain to alert the killer frogs beyond, who will be hiding in the water waiting for the first PC to enter. 
	Movement in this chamber is difficult and noisy: all non-aquatic creatures suffer a –4 to Move Silently checks. Further, due to the depth of mud and water, PCs will suffer further penalties, as follows: Large-sized or larger creatures suffer only a circumstance penalty of –2 to Balance checks; Medium-sized creatures (excluding dwarves) suffer a speed reduction of ½, a –2 circumstance penalty to attack rolls and Listen checks, and a –4 to all Balance, Jump, and Tumble checks; and Small-sized and smaller creatures (and also dwarves) move ¼ their usual speed, and suffer a –4 circumstance penalty to attack rolls and Listen checks, and a –8 circumstance penalty to Balance, Escape Artist, Hide, Jump, and Tumble checks.
Dire (“killer”) frogs (2): CR 1/3; SZ Small animal (aquatic); HD 1d8+4; hp 8; Init +1; Spd 15 ft., swim 20 ft; AC 13 (+1 size, +1 Dex, +1 natural); Atk bite +1 melee (1d4+1), claws –1 melee (1d3); SA jump; SQ low-light vision; AL N; SV Fort +6, Ref +3, Will +1; Str 13, Dex 12, Con 19, Int 2, Wis 13, Chr 6. 
Skills: Hide +9*, Jump +20, Listen +7, Move Silently +5, Spot +7. Feats: Multiattack. 
Jump (Ex): Killer frogs can make spectacular leaping bites as part of an attack action (they can jump and then take full attacks, or move and then still jump and bite). If a killer frog attacks in the same round that it jumps, figure its bite as a charge attack. 
Skills: Frogs have a +15 racial bonus to Jump and are not limited to the usual maximum jumping distances by height. *Due to its coloration, a killer frog has a +4 racial bonus to Hide in weedy, marsh-like surroundings. This bonus improves to +12 when the frog is submerged in water. 
The secret door (actually a plug of dirt that fills the 3-foot crawlspace) to the treasure room (4) can be noticed with a Search check (DC 18), and requires 2 minutes of work to remove. 

4.	Cult Treasure Chamber
The three chests on the platform are very sturdily brass-bound [Hardness 7; hp 25; Break DC 25; Open Locks DC 30], and they weigh 45 lbs each, not including their respective contents. 
Treasure: The first chest holds a jumbled mass of copperware  utensils, bowls, pots, cups, anything that might be of value  worth approximately 60 gp in total and weighing about 80 lbs. The second chest holds 450 sp and 7 silver holy symbols of Merikka (25 gp each). The third chest holds 1,207 cp and, scattered among them, 87 poor-quality ornamental stones (3d4 gp each) and 6 small semi-precious stones (2d4x5 gp each). 

5.	Cave-in
Anyone moving through this mud-filled area is reduced to half-speed, and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 

6.	Burial Pool
This door to this chamber is swollen shut [Hardness 5; hp 15; Break DC 20].

7.	Home of the Green Slime
Anyone moving through this slime and mud-filled area is reduced to half-speed, and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 
	The green slime can normally be noticed with a Spot check (DC 20); anyone poking the slimy mud with a pole or spear will notice that the tool gets shorter (as the slime devours the end of it) in time to stop. Anyone walking into the slimy morass here will be attacked by the green slime. 
Green Slime: CR 4; 1d6 points of temporary Con damage per round of contact; can be scraped off in first round, but must be frozen, burned, or cut away afterwards (doing damage to victim as well); 2d6 points of damage to wood or metal per round (ignores Hardness of metal); cold, heat, sunlight, or cure disease kills instantly. See DMG 117.

8.	Human Cult Members’ Rooms
This section of hallway is lit by several torches that have had continual flame cast on them by Garath, the cleric. They are placed every 30 feet on wall-brackets (and thus providing ample shadow for those wishing to be furtive…), from room 8a eastward and northward to 8e, and then from there southward and westward to the storage room (9). 
	Each of the four cult members in 8a, 8c, and 8d bears a key to open the door to his or her own room. 
Guards (12): CR ½; SZ Medium; HD 1d8; hp 8; Init +0; Spd 30 ft; AC 13 (+2 leather, +1 small shield); Atk halfspear +2 (1d6); AL N; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Chr 10. 
Skills: Hide +1, Listen +1, Spot +1, Search +1. Feats: Toughness, Weapon Focus (spear).

9.	Storage Room
The door here is locked: Hardness 5; hp 15; Break DC 18; Open Locks DC 20. 

10.	Empty Pool
PCs approaching this area from either direction should make a Listen check (DC 15 + 1 per 10 ft distance) to hear the sound of dripping water. 
	Anyone in the mud-filled section of the hallway is reduced to half speed, and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 

11.	Wine Storage
The door here is stoutly locked: Hardness 5; hp 15; Break DC 20; Open Locks DC 25. When the door is first tried, PCs may make a Spot check (DC 10) to notice some dirt fall from the ceiling. If the door is forced, the ceiling will collapse in a 10-foot radius; characters in the area when it collapses must make a Reflex save (DC 15). Those who succeed take 1d4 points of damage from falling dirt and timbers, but have leapt aside. Those who fail are buried under 1d4+3 feet of wet dirt and take 1d4+3 points of damage. Buried characters must make a Strength check (DC 15 + 1 per foot of dirt) or be trapped and helpless. 
	Helpless characters must be rescued before they suffocate (see DMG 85). A free character may dig a comrade out at a rate of 2 feet per minute, without tools, or 5 feet per minute with shovels, plus one foot more or less by Strength modifier (eg., a 16 Str character digs 5 feet per minute unequipped, or 8 feet equipped; a 7 Str character digs 1 foot unequipped (the minimum) or 3 equipped). Up to four characters may work at digging out one 5 ft x 5 ft square. 

12.	Empty Rooms
This doors to these rooms are swollen shut [Hardness 5; hp 15; Break DC 20].

13.	Entry Hall
There are torch brackets mounted all around the room, and one is hung on each pillar as well (all are unlit). One hangs on either side of the passage on the north and south walls, and there is one in the middle of each of the east and west walls. 
	Anyone in the mud-filled section of the chamber is reduced to half speed, and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 

14.	Lieutenants’ Quarters (EL 5)
When the party first comes to this room, unless they have given themselves away by being particularly noisy, for example, Blayze and Benn are lounging in 14a with drinks in hand. PCs who make a Listen check (DC 15) at the door will hear the sound of low conversation on the other side. However, the door is very stout, and is barred from the inside [Hardness 5; hp 15; Break DC 24]. 
	If the PCs try to break or hack the door down, there is a good chance that the occupants will have ample time to assume good defensive positions: Jarvis, the fighter, will be crouching behind an overturned table in the centre of the room, ready to hurl his spear at the first visible target (but note that he may have had to don his armour hastily; see PHB 105), and the two rogues will be flanking the door, ready to sneak attack the first ones to enter. Note that, with Combat Reflexes, the two should get attacks of opportunity against nearly anyone entering the room. Jarvis will not hesitate to meet any PC fighters in melee unless he or one of his companions have already been gravely wounded by magic or missile fire. 
Jarvis Inigar, male human Ftr3: CR 3; SZ Medium; HD 3d10+9; hp 21; Init +2; Spd 30 ft, 20 ft in armour; AC 12 (+2 Dex), 15 with shield, 19 in armour; Atk longsword +7 melee (1d8+3, 19-20/x2), or halfspear +5 ranged (1d6+3, 20 ft); SV Fort +6, Ref +3, Will +1; AL NE; Str 17, Dex 14, Con 16, Int 10, Wis 11, Cha 8. 
Skills: Handle Animal +2, Jump +5(9), Listen +1, Ride +5, Search +1, Spot +1. Feats: Cleave, Improved Unarmed Strike, Power Attack, Weapon Focus (longsword). 
Possessions: scale mail, +1 large steel shield, longsword, halfspear.
Blayze Gobber, male human Rog2: CR 2; SZ Medium; HD 2d6+2; hp 8; Init +2; Spd 30 ft; AC 15 (+2 Dex, +2 leather, +1 shield); Atk rapier +3 melee (1d6+1, 18-20/x2); SA sneak attack +1d6; SQ evasion; AL NE; SV Fort +1, Ref +5, Will -1; Str 13, Dex 14, Con 13, Int 13, Wis 6, Chr 10.
Skills: Balance +7, Bluff +5, Hide +7, Innuendo +6, Jump +6, Listen +3, Perform +5, Search +6, Sense Motive +3, Spot +3. Feats: Combat Reflexes, Weapon Finesse (rapier).
Possessions: leather armour, small wooden shield, rapier.
Benjamin Griff, male human Rog2: CR 2; SZ Medium; HD 2d6+2; hp 8; Init +2; Spd 30 ft; AC 15* (+2 Dex, +2 leather, +1 shield); Atk shortsword +3 melee (1d6+2, 19-20/x2); SA sneak attack +1d6; SQ evasion; AL NE; SV Fort +1, Ref +5, Will +1; Str 13, Dex 14, Con 13, Int 13, Wis 10, Chr 6.
Skills: Appraise +4, Climb +6, Disable Device +6, Hide +7, Innuendo +3, Jump +6, Listen +5, Move Silently +7, Open Lock +7, Search +6, Spot +5. Feats: Combat Reflexes, Dodge*.
Possessions: leather armour, small wooden shield, +1 shortsword, bane vs scaly creatures.
Each of these three has a set of keys to the storage rooms (9 and 11), and to the doors in 8.

14d. This door is locked [Hardness 5; hp 15; Break DC 22]. Hidden under the bed (Search DC 14) is a small locked chest [Hardness 5; hp 25; Break DC 25; Open Locks DC 25], which is trapped with a glyph of warding. 
Glyph of warding trap: CR 3; bestow curse; Will negates (DC 16); Search DC 28; Disable Device DC 28. Note: Antone who opens the chest without first saying aloud the name “Explictica” will be affected by a bestow curse spell (50% chance of losing all actions). 
Treasure: On the desk is a poorly crafted jade statue of Explictica (75 gp). In Garath’s chest are a masterwork light mace, his black and crimson clerical vestments, and a scroll with two cure light wounds spells on it. 

15.	Crocodile Pool (EL 4) 
Due to the utter silence of the chamber and their own stillness, the crocodiles will be alerted by ripples if any creature larger than Tiny enters the water at a speed greater than 5 feet per round. And regardless, they get Listen checks at a +2 circumstance bonus to hear the PCs’ approach. Anyone in a boat is safe unless they enter the water, or perhaps drag a body part therein. Any creature in the water is almost sure to be attacked, however. 
Crocodiles (3): CR 2; SZ Medium-size animal (aquatic); HD 3d8+9; hp 22; Init +1; Spd 20 ft., swim 30 ft; AC 15 (+1 Dex, +4 natural); Atk bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); SA improved grab; SQ low-light vision; AL N; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 2, Wis 12, Chr 2. 
Skills: Hide +7*, Listen +5, Spot +5. 
Improved grab (Ex): The crocodile must hit a Medium-size or smaller creature with its bite to use this ability; if it succeeds, it grabs on to its opponent and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin. 
Skills: A crocodile gains a +12 racial bonus to Hide when submerged. 

15a. Hidden Boat

16.	Arched Chamber (EL 5)
If the PCs are wise and attentive, they will take great precaution before entering this area, given the warning of the door to the chamber (marked with an ‘X’ and barred from the outside…). Otherwise, they may have a very hard time in this encounter. 
	Movement in the mud-filled portion of this chamber is difficult and noisy due to the depth and viscosity of the mud: (i) Huge creatures suffer a –2 circumstance penalty to Listen checks and a speed reduction of ¼; (ii) Large creatures suffer a speed reduction of ½, a –3 circumstance penalty to attack rolls and Listen checks, and a –6 to all Balance, Jump, Move Silently, and Tumble checks; (iii) Medium-size creatures must make a Strength check (DC 15) or be rendered immobile and helpless; if the save succeeds, they are affected as if by a slow spell but, further, move only 1/8 their usual speed, suffer an additional –4 circumstance penalty to attack rolls and Listen checks, and suffer a –8 circumstance penalty to Balance, Escape Artist, Hide, Jump, Move Silently, and Tumble checks; and (iv) Small or smaller creatures are helpless without freedom of movement or similar effects. 
	Meanwhile, the harpy from area 17 will swoop to the attack.
Harpy: CR 4; SZ Medium monstrous humanoid; HD 7d8; hp 22; Init +2; Spd 20 ft, fly 80 ft (average); AC 13 (+2 Dex, +1 natural); Atk dagger +7/+2 melee (1d4) and 2 claws +2 melee (1d3); SA captivating song; AL CE; SV Fort +2, Ref +7, Will +5; Str 10, Dex 15, Con 10, Int 7, Wis 10, Chr 15. 
Skills: Bluff +8, Listen +7, Perform (buffoonery, chant, epic, limericks, melody, ode, story-telling) +9, Spot +6. Feats: Dodge, Fly-By Attack. 
Captivating song (Sp) [sonic, mind-affecting charm]: All within a 300-foot radius must make a Will save (DC 15) or be drawn directly to the harpy, taking no action except to defend (no other movement or attack actions). An affected victim within 5 feet of the harpy takes no actions and can offer no resistance to its attacks. This effect continues as long as the harpy sings. A creature who saves cannot be affected by that harpy’s song for one day. A bard’s countersong ability allows the captivated creature a new Will save.

17.	Den of the Harpy
A PC could climb the walls over or around the mud-pit (Climb DC 20), but is at risk of being attacked while doing so if the harpy is still at large. See PHB 64-5, “Climb,” for details on speeds of climbing and rules for being attacked while doing so. 
	The timber(s) from room 9 might also be used to cross the mud safely, though each weighs about 200 lbs, as is, and would require some tight maneuvering to bring down the hall. Crossing on these timbers would require a Balance check (DC 15), as the timbers are 9 in. wide, but have “angled,” i.e., slightly rounded, surfaces. Further, there is a chance that the character may be attacked while crossing, as above. See PHB 63-4, “Balance,” for details on speeds while crossing and rules for being attacked while doing so. 
Treasure: The harpy has collected a number of “pretty baubles” from previous victims, and these are draped decoratively (in plain view) about her nest: a small red garnet medallion (looks at first glance or to the untrained like a ruby) on a light gold chain (500 gp); a fine gold chain with a carnelian pendant (130 gp); a gold chain cloak-clasp with an ivory cameo (105 gp); a delicate silver necklace with numerous tiny inset amber stones (several stones are missing  100 gp); a finely crafted gold necklace (90 gp) and matching bracelet (55 gp); a thick gold chain (85 gp); a silver chain with an onyx clasp (70 gp); a necklace of adaptation (looks like a plain gold chain worth 50 gp); a thick silver-plate bracelet with lapis lazuli designs (40 gp); and a heavy but intricate copper-mesh chain with a decorative clasp (20 gp).

18.	Lair of the Giant Weasel
* Note: There is only one dire weasel that lairs in the dungeon; if the dire weasel was killed in a random encounter, it will not be encountered here. (Though if it was wounded and escaped previously, it may have come here to nurse its wounds.)
	Any creature in a mud-filled area, including the dire weasel, is reduced to half speed and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 
Dire weasel: CR 2; SZ Medium animal; HD 3d8; hp 14; Init +4; Spd 40 ft; AC 16 (+4 Dex, +2 natural); Atk bite +6 melee (1d6+3); SA attach, blood drain; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Chr 11. 
Skills: Hide +9, Move Silently +10, Spot +5. Feats: Weapon Finesse (bite). 
Attach (Ex): A dire weasel that hits with its bite attack latches onto its opponent with its powerful jaws and begins to drain blood; an attached weasel loses its Dexterity bonus to AC (becoming AC 12). 
Blood drain (Ex): A dire weasel drains blood for 2d4 points of temp Con damage each round that it is attached.
Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wisdom check (DC 10).
	Buried in the mud of the weasel’s chamber are the variously aged remains of several unfortunate cult members, along with moldering equipment, as well as of numerous dire rats and other creatures. A Search check (DC 16) will uncover a torn and stained pouch holding 2 gp, 13 sp, and 11 cp  a subsequent and more thorough Search (DC 20) of the mud in the pouch’s vicinity will uncover another 1d10 gp, 4d10 sp, and 5d10 cp. 

19.	Corridor
	Any creature in a mud-filled area is reduced to half speed and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 

20.	Troglodyte Guardroom (EL 4)
The door to 20a is barred from the inside: Hardness 5; hp 15; Break DC 24. There are six troglodyte guards here in all; unless an alarm has been raised or the PCs have been making a great deal of noise, two trogs are currently in each of 20a, 20b, and 20c. Be sure to roll Listen checks for those in 20b and 20c, at appropriate penalties for closed doors and distance, if the PCs manage to break into the first room. If they need to, all of the trogs can retreat from 20a into 20b and bar the second door there, as well. 
Troglodytes (6): CR 1; Medium-size humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft; AC 15 (-1 Dex, +6 natural); Atk handaxe +1 (1d6) or 2 claws +1 melee (1d4), bite -1 melee (1d4); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10.  
Skills: Hide +6*, Listen +3. Feats: Multiattack, Weapon Focus (handaxe).
Stench (Ex): When a trog is angry or frightened, it secretes an oily, musklike chemical that nearly every other form of animal life finds offensive. All creatures (except troglodytes) must succeed at a Fort save (DC 13) or be overcome with nausea: this lasts for 10 rounds and effectively deals 1d6 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
Possessions: stone handaxe, belt pouch, 2d4 gp, 2d6 sp, 2d8 cp.

Dungeon Level Two

Wandering Monsters  Level Two (1 on 1d6: Roll every half hour)
Roll 1d6. 
1. Monstrous spiders, Small (1d4+3): CR ½; SZ Small vermin; HD 1d8; hp 5; Init +3; Spd 30 ft, climb 20 ft; AC 14 (+1 size, +3 Dex); Atk bite +4 melee (1d4-2 and poison); SA poison; SQ vermin; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int , Wis 10, Chr 2. 
Skills: Climb +10, Hide +14, Spot +7. Feats: Weapon Finesse (bite). 
Poison (Ex): Fort DC 11; initial and secondary 1d3 Str.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
2. Troglodytes (1d4+2): CR 1; Medium-size humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft; AC 15 (-1 Dex, +6 natural); Atk handaxe +1 (1d6) or 2 claws +1 melee (1d4), bite -1 melee (1d4); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10.  
Skills: Hide +6*, Listen +3. Feats: Multiattack, Weapon Focus (handaxe).
Stench (Ex): When a trog is angry or frightened, it secretes an oily, musklike chemical that nearly every other form of animal life finds offensive. All creatures (except troglodytes) must succeed at a Fort save (DC 13) or be overcome with nausea: this lasts for 10 rounds and effectively deals 1d6 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
3. Dire rats (1d6+6): CR 1/3; SZ Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft, climb 20 ft, swim 10 ft; AC 15 (+1 size, +3 Dex, +1 natural); Atk bite +2 melee (1d4); SA disease; SQ low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Chr 4. 
Skills: Climb +11, Hide +11, Spot +6. Feats: Weapon Finesse (bite). 
Disease (Ex): Those bitten must save (Fort DC 11), or contract disease with an incubation time of 1d3 days (1 Con/1 Dex and 1 Con). 
Scent (Ex): Senses creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by scent with Wisdom check (DC 10).
4. Zombies (1d4+3): CR ½; SZ Medium undead; HD 2d12; hp 16; Init +0; Spd 30 ft; AC 11 (-1 Dex, +2 natural); Atk slam +2 melee (1d6+1); SQ undead, poor reflexes; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con , Int , Wis 10, Chr 1. 
Feats: Toughness. 
	Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fortitude save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Half damage from edged weapons.
	Poor reflexes: partial actions only; they can normally only move or attack, but can do both if they charge.
5. Ghouls (1d3): CR 1; SZ Medium-size undead; HD 2d12; hp 13; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atk: 2 claws +0 (1d3 and paralysis) and bite +3 melee (1d6+1 and paralysis); SA paralysis, create spawn; SQ darkvision 60 ft, undead; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con –, Int 13, Wis 14, Chr 16. 
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multiattack, Weapon Finesse (bite). 
Paralysis (Su): Fort save (DC 14) or be paralyzed for 1d6+4 minutes. Elves are immune to ghoul paralysis.
Create spawn (Su): Humanoids killed and left undevoured by ghouls become ghouls under the command of their creator after 1d4 days. A protection from evil cast on the body during this period will prevent the spawn effect.  
	Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fortitude save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
6. Carrion crawler: CR 4; SZ Large aberration; HD 3d8+6; hp 16; Init +2; Spd 30 ft, climb 15 ft; AC 17 (-1 size, +2 Dex, +6 natural); Atk 8 tentacles +3 melee (paralysis), bite –2 melee (1d4+1); Face 5 ft x 10 ft; SA paralysis; SQ darkvision 60 ft, scent; AL N; SV Fort +3, Ref +3, Will +5; Str 14, Dex 15, Con 14, Int 1, Wis 15, Chr 6. 
Skills: Climb +10, Listen +6, Spot +6. Feats: Alertness. 
Paralysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed at a Fort save (DC 13) or be paralyzed for 2d6 minutes.
Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wisdom check (max DC 10).

Key to Dungeon Level Two

21.	Mud Cavern
	Any creature in a mud-filled area is reduced to half speed and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 
	Characters crossing on the stepping stones must make Balance checks (DC 10) to do so; given the luxury of time (i.e., ‘taking 10’), an average person can cross at half speed without slipping or falling. However, if one tries to cross more quickly, or is attacked while crossing, more checks will be necessary and there is a chance that he or she will fall into the mud. 

22.	Spider’s Lair
Be sure to roll Spot checks for both the spider and the PCs, who will suffer a –4 circumstance penalty to see the spider unless they specifically look upwards when they enter.
Monstrous (hunting) spider, Medium-size: CR 1; SZ Medium-size vermin; HD 2d8+2; hp 11; Init +3; Spd 40 ft, climb 20 ft; AC 14 (+3 Dex, +1 natural); Atk bite +4 melee (1d6 and poison); SA poison; SQ vermin; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int , Wis 10, Chr 2. 
Skills: Climb +10, Hide +14, Jump +6, Spot +11. Feats: Weapon Finesse (bite). 
Poison (Ex): Fort DC 14; initial and secondary 1d4 Str.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
Skills: A monstrous hunting spider receives a +4 racial bonus to Hide checks, a +6 racial bonus to Jump checks, and a +8 racial bonus to Spot checks.

23.	Second Treasure Room (EL 2)
The door concealing the boat can be found with a Search check (DC 16). The boat will hold the equivalent of two Medium-size creatures, and a maximum weight of 500 lbs. The two chests are identical to those in the first treasure room (4) [Hardness 7; hp 25; Break DC 25; Open Locks DC 30]. However, one of them is trapped with a poisoned needle.
Poison needle trap: CR 2; +8 melee (1, and poison)  Fort DC 11, initial 1d4 Con / secondary 1d6 Con; Search DC 22; Disable Device DC 20. 
Treasure: The trapped chest holds 77 gp and 1,000 sp, a jewelled silver decanter (250 gp), and a masterwork Medium-sized breastplate with a burnished gold dragon, rampant, worked into it (500 gp). The second chest holds 600 sp, a pearl bracelet (1,000 gp), and 17 valuable stones (5d4 gp each). 

24.	Chamber of the Dead
The south door to this chamber is locked and, further, swollen shut with moisture [Hardness 5; hp 15; Break DC 25]. The door to the north is also locked [Hardness 5; hp 15; Break DC 23; Open Locks DC 20]. When the PCs enter, be sure to roll a Hide check for the coffer corpse (see Appendix 1) with bonuses for concealment (behind the pillar) and darkness, and to roll Spot checks for the PCs with modifiers for distance. 
Coffer corpse: CR 1; SZ Medium-size undead; HD 2d12; hp 16; Init +1; Spd 30 ft; AC 12 (+1 Dex, +1 natural); Atk bash +2 melee (1d6+1); SA improved grab, frightful presence; SQ darkvision 60 ft, undead, +4 turn resistance, damage reduction 10/+1; AL CE; SV Fort +0, Ref +0, Will +2; Str 13, Dex 10, Con , Int 6, Wis 10, Chr 12. 
Skills: Bluff +12, Hide +5, Listen +2, Move Silently +5, Spot +2. Feats: Toughness. 
	Improved grab (Ex): If a coffer corpse hits with its bash attack, it deals normal damage and latches onto its opponent as a free action, without provoking an attack of opportunity. Each subsequent round, it does normal bash damage and it is not itself considered grappled while it holds an opponent. 
	Frightful presence (Ex): Once its opponents have inflicted 15 or more points of damage on a coffer corpse with non-magical weapons, whether or not any of this damage has actually penetrated the creature’s damage resistance, it falls to the ground, feigning lifelessness. Then, in the next round, it stands up again as a move-equivalent action. By doing so, it evokes its frightful presence. All opponents within 30 feet who witness this unsettling “resurrection” must make a Will save (DC 12) or be frightened for 2d4 rounds. A creature who succeeds at this Will save is immune to the frightful presence of that particular coffer corpse for one day. 
	Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fortitude save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

25.	Cells of the Doomed
This prison chamber is a good opportunity for DMs to put NPCs who might help the party, or even new PCs (if someone has a character who has died during this adventure).

26.	Zombie Factory

27.	Altar of Evil (EL 6)
I have altered the descriptive boxed text for this room just slightly, as the original wording draws attention too obviously to the fact that Garath’s assistant is not human. 
	Note that this is an extremely challenging encounter for 2nd-level characters  DMs may wish to substitute a zombie or ghoul in place of the wight, which is probably a challenge enough in itself. 
This is a long room with walls covered by wooden planks. At the far end is a raised wooden dais with an altar supporting a statue of the reptile god  a snake with a human head. Next to the altar is a man in heavy clerical robes, who seems to be expecting you. His assistant lingers behind the statue. 
Garath “Primo,” male human Clr5: CR 5; SZ Medium; HD 5d8+5; hp 26; Init +0; Spd 30 ft; AC 18 (+1 Dex, +5 chain shirt, +2 shield); Atk warhammer +5 melee (1d8+1); SA spells; SQ rebuke undead, spontaneous casting; AL CE; SV Fort +5, Ref +1, Will +7; Str 13, Dex 10, Con 12, Int 12, Wis 17, Chr 8. 
Skills: Concentration +9, Knowledge (nature) +4, Knowledge (religion) +5, Listen +5, Search +3, Spellcraft +6, Spot +5. Feats: Extra Turning, Martial Weapon (warhammer), Spell Focus (Necromancy). 
Cleric Spells (5 / 4+1 / 3+1 / 2+1) [DC 13 (15 Necromancy) + spell level]: 0 – cure minor wounds, detect magic, detect poison, guidance (x2); 1st – cause fear, cure light wounds (x2), detect good; 2nd – desecrate, hold person, resist elements; 3rd – blindness, speak with dead. Domain spells [Animal, Death]: 1st – calm animals; 2nd – hold animal; 3rd – animate dead.
Possessions: chain shirt, black & crimson clerical vestments, unholy symbol, mw warhammer, key ring (holds keys to open doors at 8, 9, 11, 12, 14, 14d, 24, and 25, and the chests at 4 and 23).
Wight: CR 3; SZ Medium undead; HD 4d12; hp 23; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Atk slam +3 melee (1d4+1 and energy drain); SA energy drain, create spawn; SQ undead; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con –, Int 11, Wis 13, Chr 15. 
Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight.
Energy Drain (Su): Hit inflicts one negative level (later, Fort save DC 14).
Create spawn (Su): Humanoids killed by wights become wights under the command of their creator in 1d4 days **(as opposed to the 1d4 rounds listed in the MM).**
Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fortitude save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skills: Wights receive a +8 racial bonus to Move Silently checks. 
The secret door behind the altar can be found with a Search check (DC 25), and its opening mechanism can be found with a similar check (DC 15), or by trial and error. 

28.	Giant Centipede Colony
	The centipedes are able to move on top of the mud and attack normally because of their size and weight distribution. Any PC in this mud-filled area is reduced to half speed and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 
	Once the centipedes are defeated, a character who makes a Listen check (DC 20) will hear the faint sounds of trickling water and creaking (coming from the Pumproom, 29). 
Monstrous centipedes, Small (9): CR ¼; SZ Small vermin; HD ½d8; hp 2; Init +2; Spd 30 ft; AC 14 (+1 size, +2 Dex, +1 natural); Atk bite +3 melee (1d4-3 and poison); SA poison; SQ vermin; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int –, Wis 10, Cha 2. 
Skills: Climb +5, Hide +13, Spot +7. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 11; 1d2 Dex / 1d2 Dex.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

29.	Pumproom
Zombies (5): CR ½; SZ Medium undead; HD 2d12; hp 16; Init +0; Spd 30 ft; AC 11 (-1 Dex, +2 natural); Atk slam +2 melee (1d6+1); SQ undead, poor reflexes; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con , Int , Wis 10, Chr 1. 
Feats: Toughness. 
	Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fortitude save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Half damage from edged weapons.
	Poor reflexes: partial actions only; zombies can normally only move or attack, but can do both if they charge.

30.	Mud Trap (EL 5)
The chest is identical to those in the first two treasure rooms (4 and 23) [Hardness 7; hp 25; Break DC 25; Open Locks DC 30]. However, this chest is trapped: anyone who opens it, either by force or by picking the lock, will cause the ceiling to collapse. Note that this trap can be detected by a dwarf or a rogue. 
Collapsing ceiling trap: CR 5; +10 melee (1d6+2 and entrapment); Search DC 20; Disable Device DC 30. Note: All characters who take damage from the cave-in must make a Reflex save (DC 14) or be entrapped. An entrapped character is pinned under a beam and/or mud, and will begin to suffocate (see DMG 88). The pinned character may make one attempt to escape on his or her own, with either a successful Escape Artist check (DC 18) or Strength check (DC 20). Note that in this case an Escape Artist check requires a full minute. Another character may assist an entrapped comrade by making a Strength check (DC 15), which may be attempted each round until successful  but a successful check has a 50% chance of triggering another cave-in, affecting all currently in the room. 

31.	Empty Cave
Those in the hallway looking towards 33 will notice a terrible stench (they may recognize it as that of troglodytes if they ask and are familiar with that smell).

32.	Empty Cave
Characters who make a Listen check (DC 24) will hear the faint sounds of trickling water and creaking (coming from the Pumproom, 29). Further, those in the hallway looking towards 33 will notice a terrible stench (they will recognize it as that of troglodytes if they ask). 

33.	Troglodyte Lair (EL 4)
* To balance this encounter, I have made only the two sentries adults, while the other five are immature (but combatant) trogs. This is justified, I think, since in the module the five extras were female and, therefore, weaker  I am simply assuming that male and female trogs are equally powerful, and that these five are weaker because they are young (this also rectifies the logical problem of there being a room full of trog eggs next door (34), but no young about).
Anyone in the muddy area approaching this chamber is reduced to half speed and suffers a –2 circumstance penalty to attack rolls and Listen checks, a –4 circumstance penalty to Balance, Jump, and Tumble checks, and a –8 circumstance penalty to Move Silently. 
	At each position marked ‘T’ on the map hides a sentry with a spear; the other five occupants are either playing about in 34, or, if they hear intruders, hiding quietly in this great chamber. The young are quite fearless, and will happily attack intruders (though they know to avoid the mudviper if it is released). None of these trogs will retreat, as they are guarding the hatchery. 
Troglodyte adults (2): CR 1; Medium-size humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft; AC 15 (-1 Dex, +6 natural); Atk shortspear +1 (1d8) or 2 claws +1 melee (1d4), bite -1 melee (1d4); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10.  
Skills: Hide +6*, Listen +3. Feats: Multiattack, Weapon Focus (shortspear).
Stench (Ex): When a trog is angry or frightened, it secretes an oily, musklike chemical that nearly every other form of animal life finds offensive. All creatures (except troglodytes) must succeed at a Fort save (DC 13) or be overcome with nausea: this lasts for 10 rounds and effectively deals 1d6 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
Possessions: shortspear, belt pouch, 2d4 gp, 2d6 sp, 2d8 cp.
Troglodyte young (5): CR ½; Small humanoid (reptilian); HD 1d8+2; hp 6; Init +0; Spd 30 ft; AC 15 (+1 size, +4 natural); Atk 2 claws -1 melee (1d2-1), bite -3 melee (1d3-1); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +4, Ref +0, Will +0; Str 8, Dex 11, Con 14, Int 6, Wis 10, Chr 10.  
Skills: Hide +10*, Listen +3. Feats: Multiattack.
Stench (Ex): These young trogs’ stech is not as powerful as the adults’. All creatures (except troglodytes) must succeed at a Fort save (DC 12) or be overcome with nausea: this lasts for only 5 rounds and effectively deals 1d4 temporary Strength damage. 
Skills: A trog’s skin changes colours much like a chameleon, giving it a +4 racial bonus to Hide. *In rocky or subterranean settings, this bonus improves to +8. 
	If they have the opportunity, the two adult trogs will hurl a large, frail wicker cage holding a mudviper in the PCs’ direction (as the snake is Large, it will require both of them to throw it in this way). The trogs must roll to hit AC 10 with the cage; if they succeed, the cage has broken open on the floor somewhere within 10 feet of a PC (and thus within striking distance, given the snake’s reach).
Mudviper (Large snake, viper): CR 2; SZ Large animal; HD 3d8; hp 19; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; AC 15 (-1 size, +3 Dex, +3 natural); Atk bite +4 melee (1d4 and poison); Face 5 ft x 5 ft (coiled); Reach 10 ft; SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Chr 2. 
Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 11; 1d6 Con / 1d6 Con.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either Strength or Dexterity modifiers for Climb checks. 
Treasure: Buried in the dirt in the NW corner of the chamber (Search DC 20) are a few leather sacks containing the troglodytes’ treasure: a silver figurine of a mounted human warrior, obviously not crafted by trogs (250 gp); 7 gold trade bars (40 gp each); 490 sp; two black pearls (350 gp and 200 gp, respectively); and two uncut bits of amber (110 gp and 80 gp). 

34.	Troglodyte Hatchery
Though there are over a hundred trog eggs here, but usually less than one-tenth of them will survive to adulthood. 

35.	Mudviper Hatchery (EL ?)
There are several thousand tiny mudvipers here, all kept in the room by a small wicker wall built across the entrance-way. Entering this room is quite foolish, as their venom is potentially every bit as deadly as that of full grown snakes. 
Mudviper young (Tiny snake, viper): CR 1/3; SZ Tiny animal; HD ¼d8; hp 1; Init +3; Spd 15 ft, climb 15 ft, swim 15 ft; AC 17 (+2 size, +3 Dex, +2 natural); Atk bite +5 melee (poison); Face 2½ ft x 2½ ft (coiled); Reach 0 ft; SA poison; SQ scent; AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Chr 2. 
Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 10; 1d4 Con / 1d4 Con.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either Strength or Dexterity modifiers for Climb checks. 

36.	Bonesnapper’s Lair
The bonesnapper (see Appendix 1) cannot attack opponents who remain within 5 feet of the south wall of the passageway here, as its chain holds it 10 feet from the wall. However, note that passing by the creature without it bellowing (and thus warning Explictica) is difficult, given its darkvision and scent abilities. 
Bonesnapper: CR 2; SZ Medium-size beast; HD 4d10+12; hp 32; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 natural); Atk bite +5 melee (1d8+4), tail rake +0 melee (1d4+1); SA improved grab; SQ scent, low-light vision, darkvision 60 ft; AL N; SV Fort +7, Ref +6, Will +2; Str 15, Dex 14, Con 17, Int 2, Wis 12, Chr 7. 
Skills: Hide +7*, Listen +7, Spot +7.
Improved grab (Ex): If a bonesnapper hits with its bite attack, it deals normal damage and latches onto its opponent as a free action, without provoking an attack of opportunity. Each subsequent round, it does normal bite damage and it is not itself considered grappled while it holds an opponent. 
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). 
Skills: *Due to its coloration, a bonesnapper has a +4 racial bonus to Hide in natural surroundings or underground. 

37.	Throne Room of Explictica Defilus
* A spirit naga is a very powerful opponent (at least in terms of a 2nd-level party), and DMs may wish to find some way to offset some of Explictica’s other strengths (her poison, for example) in order to give the PCs a fighting chance. Note that in 1st edition, a naga did 1d3 points of damage, plus poison, while Explictica now does 2d6+6 points of damage with a bite  a considerable increase. The module suggests that Ramne might blind her using a light spell to prevent her charming gaze attack, but this is no longer an option  so I gave him blindness instead. Another possibility might be to have the PCs find a neutralize poison scroll somewhere during the adventure, for example. Finally, be sure to have Ramne use dispel magic as well as his minor globe of invulnerability, if needed. 
Explictica Defilus, spirit naga: CR 9; SZ Large aberration; HD 9d8+36; hp 76; Init +1; Spd 40 ft.; AC 16 (-1 size, +1 Dex, +6 natural); Atk bite +9 melee (2d6+6 and poison); Face 5 ft x 5 ft (coiled); Reach 10 ft; SA poison, charming gaze, spells; SQ darkvision 60 ft; AL CE; SV Fort +7, Ref +6, Will +9; Str 18, Dex 13, Con 18, Int 12, Wis 17, Chr 17. 
Skills: Concentration +13, Listen +15, Spellcraft +10, Spot +15. Feats: Alertness, Lightning Reflexes.
Poison (Ex): Bite, Fort DC 18; initial and secondary 1d8 temp Con.
Charming gaze (Su): As charm person, 30-foot range, Will save (DC 17). 
Sorcerer/cleric spells (6/7/7/5) [DC 13 + spell level]: 0  dancing lights, daze, detect magic, ghost sound, open/close, prestidigitation, read magic; 1st  magic missile, protection from good/law, shield, sleep, unseen servant, ventriloquism; 2nd  darkness, desecrate, detect thoughts, shatter, web; 3rd  fireball, magic circle against good/law, water breathing. 
Treasure: 
•	Lying loose are 63 pp, 890 gp, 1302 sp, and 4,407 cp. 
•	A small, unlocked coffer holds potions of gaseous form, clairvoyance, and love, as well as a small silver statuette of Merikka (goddess of Orlane) taken from a deceased villager, worth 250 gp. 
•	A beautifully carved ivory box (160 gp) holds a pair of boots of elvenkind and two locking scroll tubes (see Appendix 2), with scrolls of detect magic, slow, and stinking cloud (7th-level arcane) in one, and cure disease, dispel magic, and heal (11th-level divine) in the other. 
•	A small, plain-looking pouch of holding (see Appendix 2) contains a set of masterwork thieves’ tools; a masterwork shortsword in a tooled sheath; and a potion of invisibility. 
•	In a pouch labelled “healing” (in Common) are two unmarked bottles of liquid (potions of cure moderate wounds (11th-level)). 
•	And another pouch holds a gold bracelet (400 gp), a gold and ruby ring (800 gp), a silver and emerald ring (a ring of freedom of movement), and an intricately crafted silver ring (a +1 ring of protection). 

Appendix 1: Converted Creatures

bonesnapper (Fiend Folio)
Medium-size Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +5 melee; tail rake +0 melee
Damage: Bite 1d8+4; tail rake 1d4+1
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Attack: Improved grab
Special Qualities: Scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 15, Dex 14, Con 17, Int 2, Wis 12, Chr 7
Skills: Hide +7*, Listen +7, Spot +7
Climate/Terrain: Temperate and warm forest or marsh
Organization: Solitary, pair, or clutch (3-4)
CR: 2
Treasure: None
Alignment: Always neutral 
Advancement: 5-7 HD (Medium-size); 8-9 HD (Large)
The bonesnapper is a smallish descendant of the tyrannosaurus, as stupid as it is aggressive, and adapted to slightly cooler climates and marshy surroundings. A bonesnapper is typically 5 feet tall, with a tail nearly 10 feet in length. It is a grey-green colour, mottled with dark grey spots and patches. Its eyes are quite small and scarlet coloured, and its teeth are prominent and yellowish-white. 
Combat
Bonesnappers generally lie in hiding along frequented trails, waiting for prey to come to them. Due to its aggressive nature, a bonesnapper always fights to the death. It attacks with its vicious, crushing bite, and by lashing with its serrated tail, which is long enough to attack opponents in any direction. 
	Improved grab (Ex): If a bonesnapper hits with its bite attack, it deals normal damage and latches onto its opponent as a free action, without provoking an attack of opportunity. Each subsequent round, it does normal bite damage and it is not itself considered grappled while it holds an opponent. 
	Skills: *Due to its coloration, a bonesnapper has a +4 racial bonus to Hide in natural surroundings or underground. 

coffer corpse (Fiend Folio)
Medium Undead
Hit Dice: 2d12 (16 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 12 (+1 Dex, +1 natural)
Attacks: Bash +2 melee; light mace +2 melee
Damage: Bash 1d6+1; light mace 1d6+1
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Attacks: Improved grab, frightful presence
Special Qualities: Undead, +4 turn resistance, damage reduction 10/+1
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 13, Dex 10, Con , Int 6, Wis 10, Chr 12
Skills: Hide +5, Listen +2, Move Silently +5, Spot +2 
Feats: Toughness
Climate/Terrain: Any land and underground
Organization: Solitary
CR: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-6 HD (Medium-size)
These foul creatures are sometimes found in stranded funeral barges as well as crypts and dungeons. A coffer corpse is virtually indistinguishable from a zombie. 
Combat
A coffer corpse is occasionally found with a weapon, but otherwise it attacks with its bare hands, latching onto opponents and clawing or strangling with its unnatural strength. Most notably, a coffer corpse will use a frightening tactic that involves bluffing opponents into thinking that their normal weapons have in fact destroyed it, and then rising again to terrifying effect. 
	Improved grab (Ex): If a coffer corpse hits with its bash attack, it deals normal damage and latches onto its opponent as a free action, without provoking an attack of opportunity. Each subsequent round, it does normal bash damage and it is not itself considered grappled while it holds an opponent. 
	Frightful presence (Ex): Once its opponents have inflicted 15 or more points of damage on a coffer corpse with non-magical weapons, whether or not any of this damage has actually penetrated the creature’s damage resistance, it falls to the ground, feigning lifelessness. Then, in the next round, it stands up again as a move-equivalent action. By doing so, it evokes its frightful presence. All opponents within 30 feet who witness this unsettling “resurrection” must make a Will save (DC 12) or be frightened for 2d4 rounds. A creature who succeeds at this Will save is immune to the frightful presence of that particular coffer corpse for one day. 

frog, dire (“killer frog”) (Monster Manual)
Small Animal (aquatic)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1 (Dex)
Speed: 15 ft., swim 20 ft
AC: 13 (+1 size, +1 Dex, +1 natural)
Attacks: Bite +1 melee; claws –1 melee
Damage: Bite 1d4+1; claws 1d3
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Attacks: Jump
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 13, Dex 12, Con 19, Int 2, Wis 13, Chr 6
Skills: Hide +9*, Jump +20, Listen +7, Move Silently +5, Spot +7
Feats: Multiattack
Climate/Terrain: Temperate and warm swamp or aquatic
Organization: Solitary, clutch (2-5), or swarm (7-18)
CR: 1/3
Treasure: None
Alignment: Always neutral 
Advancement: 2-4 HD (Small); 5-6 HD (Medium-size)
These extremely aggressive aquatic predators are typically 2-3 feet long. They lie mostly submerged in rivers or marshes, with only their eyes showing, waiting for prey to come within reach of their leaping attacks. 
Combat
Jump (Ex): Killer frogs can make spectacular leaping bites as part of an attack action (they can jump and then take full attacks, or move and then still jump and bite). If a killer frog attacks in the same round that it jumps, figure its bite as a charge attack. 
Skills: Frogs have a +15 racial bonus to Jump and are not limited to the usual maximum jumping distances by height. *Due to its coloration, a killer frog has a +4 racial bonus to Hide in weedy, marsh-like surroundings. This bonus improves to +12 when the frog is submerged in water. 

leech, giant (Monster Manual)
Small Vermin
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 5 ft, swim 10 ft.
AC: 11 (+1 Dex)
Attacks: Touch +1 melee
Damage: Touch 1d6-3
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Attacks: Attach, anesthetizing mucus, blood drain, disease
Special Qualities: Tremorsense, salt vulnerability
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 4, Dex 13, Con 12, Int , Wis 10, Chr 2
Skills: Hide +13 
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate and warm aquatic
Organization: Cluster (2-5) or swarm (4-16)
CR: ½
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Small); 5-6 HD (Medium-size)
Giant leeches are horrid, slug-like creatures that dwell in wet, slimy areas and suck the blood of warm-blooded creatures. They typically range from 2 to 3 feet long, though some can grow as large as 5 feet, and their skin is a mottled brown and tan with an occasional shade of grey.
Combat
Leeches wait in the mud and slime for prey to pass by. Generally, there will be some larger leeches (of greater HD) in any given group.
	Attach (Ex): If a leech hits an opponent with its touch attack, it has latched on with its suckered mouth and remains attached. An attached leech loses it Dexterity bonus to AC (it is AC 10 while attached).
	Anesthetizing mucus (Ex): A leech has an anesthetic enzyme in its saliva that prevents warm-blooded creatures from feeling its bite. Creatures in the water who are bitten by a leech must make a Spot check (DC 33) or a Wilderness Lore check (DC 20) to notice being bitten.
	Blood drain (Ex): A giant leech drains blood, doing 1d3 points of temporary Con damage each round that it remains attached. Once it has drained 4 points of Con, it releases its hold and swims off to digest its meal. 
	Disease (Ex): Swamp fever  bite, Fort save (DC 11), incubation period 1d4 days; damage 1d3 temporary Con.
	Tremorsense (Ex): Leeches in the water can automatically detect the presence of anything within 30 feet that is also in contact with the water.
	Salt vulnerability: Leeches are instantly and fatally dehydrated by contact with salt. A handful of powdered salt sprinkled on a giant leech will cause it to detach from a victim immediately and will act upon it as a contact poison  Fortitude save (DC 25), initial and secondary damage 2d6 Con. A heavy local concentration of salt in the water will drive leeches away. 

snapping turtle, giant (Monster Manual)
Large Animal (aquatic)
Hit Dice: 4d8+12 (30 hp)
Initiative: +3 (-1 Dex, Improved Initiative)
Speed: 5 ft. (can’t run), swim 20 ft
AC: 16 (-1 size, -1 Dex, +8 natural)
Attacks: Bite +6 melee
Damage: Bite 1d8+6
Face/Reach: 5 ft by 5 ft. / 10 ft.
Special Attacks: Improved grab
Special Qualities: Limb retraction
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 19, Dex 8, Con 16, Int 2, Wis 13, Chr 6
Skills: Hide –1*, Spot +8
Feats: Improved Initiative
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary 
CR: 2
Treasure: None
Alignment: Always neutral 
Advancement: 5-9 HD (Large); 10-14 HD (Huge)
Combat
Improved grab (Ex): If a snapping turtle hits an opponent with its bite attack, it deals normal damage and starts a grapple as a free action without provoking an attack of opportunity. Each subsequent round, if its grapple check succeeds, the turtle does normal bite damage, and it is not itself considered grappled while it holds an opponent.
Limb retraction (Ex): A turtle can retract its limbs and head into its shell if damaged or threatened. This effectively gives it 100% cover, though an opponent may maneuver to be able to attack it with Large piercing weapons. Doing so may well provoke an attack of opportunity from the turtle, however. 
Skills: *A turtle has natural camouflage, giving it a +8 racial bonus to Hide in heavily weedy or swampy waters. 

Appendix 2: Converted Magic Items

Locking scroll tube: Usually crafted of ivory or bone or a precious metal, these scroll tubes are often works of art as well as useful items. They are intricately crafted with patterns that must be manipulated in a correct sequence in order to open them. An Open Locks check (DC 35) is required to open one, unless one knows the proper opening sequence for that particular locking scroll tube. One may break a locking scroll tube (Hardness 10 and 1 hp; Break DC 20), but this will invariably cause it to detonate for 1d8+5 points of damage to all within 10 feet, and this detonation automatically destroys the contents of the tube (magic items may make a save, at the DM’s option). The detonation effect cannot be detected nor disabled unless the locking scroll tube is dispelled or otherwise disenchanted.
Caster Level: 4th. 
Prerequisites: Craft Wondrous Item, arcane lock, Nystul’s undetectable aura, fire trap. 
Market Price: 750 gp.

Pouch of holding: Aside from its size, this item is similar to a bag of holding. It weighs only five pounds when full, but actually holds up to 50 lbs of contents, and these can be of up to 12 cu. ft. volume.
Caster Level: 9th. 
Prerequisites: Craft Wondrous Item, Leomund’s secret chest. 
Market Price: 1,750 gp.

Appendix 3: Converted Pre-Rolled Characters

Notes on conversion: I have added pseudonyms, family names, and/or nicknames in some cases, primarily for interest’s sake; further, I have included optional male/female names for each to accommodate characters of either gender. Each character has been given max hit points for first level and average hit points for second level, for an above-average total  some players or DMs might still wish to roll hit points anew, though. All bonuses from stats and race are already incorporated below, where applicable, but I have left skills and feats up to the player to decide. Also, I left the god/devotions of the cleric open  players should keep Wendelain’s alignment in mind when making this choice. Each character has been given equipment to hasten start of play. 

Magnus/Magna Ironhelm, dwarf fighter 2
SZ Medium-size; HD 2d10+6; hp 21; Init +1; Spd 20 ft, 15 ft in armour; AC 17 (+1 Dex, +4 scale mail, +2 large shield); Atk base +6 melee, or base +3 ranged; SQ darkvision 60 ft, dwarf traits; AL LG; SV Fort +6, Ref +1, Will –1; Str 18, Dex 12, Con 16, Int 9, Wis 8, Chr 10.
Skills: 5 skill points. Feats: 1 (level) + 2 (fighter).
Possessions: scale mail, large steel shield, battleaxe, light mace, explorer’s outfit, backpack, empty sack, lantern, 2 oil flasks, flint & steel, wineskin, 12 iron spikes, hammer, 24 gp.

Kendrick/Kendice of Hookhill, human fighter 2
SZ Medium-size; HD 2d10+4; hp 19; Init +3; Spd 30 ft, 20 ft in armour; AC 19 (+3 Dex, +4 scale mail, +2 large shield); Atk base +5 melee, or base +5 ranged; AL NG; SV Fort +5, Ref +3, Will +0; Str 16, Dex 16, Con 15, Int 8, Wis 10, Chr 12.
Skills: 10 skill points. Feats: 1 (human) + 1 (level) + 2 (fighter).
Possessions: scale mail, large steel shield, longsword, longbow, traveller’s outfit, backpack, empty sack, belt pouch, 10-ft pole, flint & steel, 4 days’ rations, 50-ft rope, waterskin, 16 gp. 

Ballard/Bellinda Greenmantle, human ranger 2
SZ Medium-size; HD 2d10+6; hp 21; Init +1; Spd 30 ft; AC 16 (+1 Dex, +4 chain shirt, +1 shield); Atk base +5 melee, or base +3 ranged; SA two-weapon fighting, favoured enemy; AL CG; SV Fort +6, Ref +1, Will +2; Str 17, Dex 12, Con 17, Int 14, Wis 14, Chr 15.
Skills: 35 skill levels. Feats: Track + 1 (human) + 1 (level).
Possessions: chain shirt, small steel shield, longsword, longbow, traveller’s outfit, backpack, bedroll, 2 torches, flint & steel, tinderbox, 50-ft rope, 2 days’ rations, waterskin, 30 gp.

Marivol/Maidel Liif, elf fighter 1 / wizard 1
SZ Medium-size; HD 1d10+1d4; hp 12; Init +3; Spd 30 ft; AC 18 (+3 Dex, +4 chain shirt, +1 buckler); Atk base +4 melee, base +4 ranged; SA spells; SQ elf traits, summon familiar; AL CG; SV Fort +2, Ref +3, Will +3; Str 16, Dex 17, Con 11, Int 17, Wis 12, Chr 14.
Skills: 20 (fighter) + 5 (wizard) skill levels. Feats: Scribe Scroll + 1 (level) + 1 (fighter).
Wizard spells (3/2) [DC 13 + spell level]: 0  all; 1st  4.
Possessions: chain shirt, steel buckler, longsword, longbow, traveller’s outfit, backpack, belt pouch, 3 days’ rations, wineskin, spell component pouch, spellbook, 10 gp. 

Brenton/Brenda Cartwright, human rogue 2
SZ Medium-size; HD 2d6+4; hp 13; Init +3; Spd 30 ft; AC 15 (+3 Dex, +2 leather); Atk base +3 melee, base +4 ranged; SA sneak attack +1d6; SQ evasion; AL NG; SV Fort +2, Ref +6, Will +0; Str 14, Dex 17, Con 15, Int 14, Wis 10, Chr 10.
Skills: 55 skill levels. Feats: 1 (human) + 1 (level).
Possessions: leather armour, shortsword, dagger, 4 darts, thieves’ tools, explorer’s outfit, backpack, 2 sacks (empty), lantern, 2 oil flasks, flint & steel, grappling hook, 50-ft rope, 12 gp.

Wendelain/Wenda the Faithful, human cleric 2
SZ Medium-size; HD 2d8+4; hp 16; Init +2; Spd 30 ft, 20 ft in armour; AC 20 (+2 Dex, +4 scale mail, +2 large shield); Atk base +2 melee, base +3 ranged; SA spells; SQ turn undead, spontaneous casting; AL LG; SV Fort +5, Ref +1, Will +6; Str 12, Dex 15, Con 15, Int 12, Wis 17, Chr 12.
Skills: 20 skill levels. Feats: 1 (human) + 1 (level).
Cleric spells (4 / 2+1) [DC 13 + spell level]: Domains – choose two for devotion or from those allowed by god.
Possessions: scale mail, large steel shield, holy symbol, heavy mace, traveller’s outfit, sack (empty), backpack, mirror, 3 days’ rations, waterskin, holy water vial, 14 gp.

Ruskin/Roula Highhill, halfling rogue 1 / fighter 1
SZ Small; HD 1d6+1+1d10+1; hp 13; Init +4; Spd 20 ft; AC 17 (+1 size, +4 Dex, +2 leather); Atk base +5 melee, base +6 ranged; SA sneak attack +1d6; SQ halfling traits; AL NG; SV Fort +3, Ref +6, Will +0; Str 16, Dex 18, Con 12, Int 8, Wis 10, Chr 14.
Skills: 28 (rogue) + 1 (fighter) skill levels. Feats: 1 (level) + 1 (fighter).
Possessions: leather armour, small wooden shield, shortsword, shortbow, explorer’s outfit, backpack, 4 sacks (empty), 50-ft rope, 2 days’ rations, thieves’ tools, 10 gp.