A Little Local Difficulty
Summary
Introduction
The Adventure Description
A Call For Aid
At The Temple
To The Tower
Outside The Tower
Inside The Tower
Appendix 1 - Monster Statistics
Appendix 2 - Treasure
Appendix 3 - Story & Role Playing Bonuses
Appendix 4 - The Village Of Erminit
People & Places
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Summary
The characters are asked to go to a ruined tower and retrieve a mages spellbook. The mage lies sick in a local temple after his experiments went wrong. The tower is in a perilous state and he want�s his equipment back before either the tower collapses completely or undesirables raid it.
This adventure is set in the World Of Greyhawk, but any fantasy setting would do. It is set in or around a small village in an area of mostly good aligned people.
This adventure is for two first level characters - in my case an elven fighter/mage and a human thief.
Introduction
The adventure starts in the village of  Erminit, a quiet farming settlement in the Kingdom Of Furyondy. The PCs have just arrived in town and are searching for adventure. The village is busy but the people are welcoming in a homely country fashion. Two large inns and a pair of smaller taverns offer refreshment while the centre of the village is dominated by St. Cuthbert�s Temple (See Appendix 4). The market sells most standard items of equipment at standard prices. Normal weapons, daggers, maces, hammers, short and normal swords are available from the weapon smith. She will also repair non-magical metal armour and weapons (charging 10% of the item�s value). The leather worker will do the same for leather armour. After the PCs have spent a little time in one or other of the inns a brown robed cleric of St. Cuthbert will enter the inn.

The Adventure Description
A Call For Aid
The cleric pushed back the cowl of his robe and looked around the room. He is young, barely able to grow a beard, but tall and strong looking. His blue eyes scanned the smoky tap room.
�My masters are in need of  a pair of adventurers.  Some knowledge of the arcane arts is needed. They are willing to offer a payment of 50 gold pieces.� His speech is confident but it seems that he had made this speech in the other ale houses before this. It seems his voice contains a hint of desperation. A number of the patrons had turned when the cleric started to speak but at the low value of the reward the more experienced turned back to their drinks, their dice and their cards. �It is not a difficult task, nor is it dangerous,� pleaded the cleric.
�Then do it yourself, boy,� called a leather clad woman from beside the fireplace. This raised a laugh and a chorus of whistles from her companions.
The cleric bristled at the insult and turned to leave the inn.

If the PCs fail to volunteer, the barkeep will approach them and whisper. �I understood you were looking for employment. You could do a lot worse than find out what the monks are offering. Newcomers like yourselves can�t afford to be too choosy.�

If the PCs volunteer their services the cleric will smile and thank them before leading them to the temple.

At The Temple
You are led by the cleric, not to the temple itself but to the smaller �L� shaped building beside it which doubled as the residence of the High-Priestess and the temple�s infirmary. You are led into a simply furnished chamber where a young woman kneels, head bent in prayer. As she hers you enter she stands and turns towards you. Smiling she bids you sit. �Please bring us some wine, Alexi. Unless you would prefer water?� Once Alexi departs she sits down in another chair and smoothes the folds in her brown cloak. Around her neck is the symbol of her office a copper necklace from which hangs an amber cudgel, the symbol of St. Cuthbert. �Thank you for volunteering for this task. It is a simple one but one that we are not equipped to deal with.
Yesterday a man, badly burnt and injured, came to the temple, leaning heavily upon a staff. He was delirious with pain and kept repeating his name �Gwysol�. After we healed him as best we could he slipped into a deep sleep from which he has not awoken. The fragments of clothing that remained seemed to suggest he was a mage and it was this that told me who he was.�
The priestess paused as Alexi returned with three simple clay cups, a jug of water and another of wine. After pouring drinks and waiting for Alexi to depart she continued.
�Several times he has offered one of our sister temples aid when they needed it. It has gained him many enemies with the followers of Iuz and it may be that some of those have caused his injuries. Just before he passed out he became lucid for a moment and asked that someone retrieved his spellbook and a pair of daggers. He muttered something about fire and ice but by then he was slipping out of consciousness again and we got nothing more from him. My request is that you go to his tower, which is a day�s ride north of here and see what has become of it. If you can enter and retrieve these items then I will double the reward to 100 gold pieces, but I do not want you to take unnecessary risks.�  

The high-priestess will answer other questions but cannot be swayed by requests for more money, though she will pay 25gp up front.
The mage�s name is Gwysol but the priestess  won�t let the PCs see him, he is too ill and is not to be disturbed.
Whether Iuz is a human who has be- come demon-like through the centuries, or whether he is a semi-demon (as some suggest, a by-blow of Orcus), no mortal knows. He is, however, the first known godling of Chaotic Evil; his wickedness and treachery are infamous throughout the land. Clerics of St. Cuthbert hate followers of Iuz and vice versa.
The High-Priestess suggests that you leave as soon as possible, travelling by night if need be as she has a �bad feeling� about what has happened at the tower.
Gwysol had an apprentice, a young man by the name of Eisydor.
She will give the PCs a note authorising them to borrow horses from Rurob.

To The Tower
You follow the High-Priestesses directions to Gwysol�s Tower. At first your journey is along the well travelled road towards Furyondy�s capital, Chendl, but after some forty miles you head eastwards away from the track.

The journey is some 70 miles, just over a day�s travel by horse. There are wayside inns on the road which are safe and charge standard rates for beds and food.(5sp per night, 1sp per meal, 5sp per horse). 

Encounters
If there is an encounter (1 on a 1d10) roll a 1d20 on the following encounter table. Re-roll any repeats.

Roll Morning Afternoon Night
1-8 13 Goats + goat herd  6 Goats + goat herd 2 Owls
9-13 Farmer  Farmer Farmer
14-17 9 Eagles 3 Ravens 4 Goblins
18-19 Human Corpse 4 Goblins 9 Pixies
20 Human Corpse Human Corpse 2 Owls

W1. Goats
The goat herders know nothing about the tower though they did hear a loud bang a few days ago. They are more concerned about goblins and kobolds stealing their goats.
W2. Farmers
The PCs encounter a farmer working in his fields. After scratching his head he remembers seeing a man fitting Gwysol�s description a week or so ago. The farmer stays well clear of mages though. �You can�t trust them. You never know when they might put a curse on your cows or chickens.� For a silver piece he will let the PCs sleep in a barn and give them a bowl of stew for good measure. He has had no problems with kobolds or goblins. �My dogs would see them off.�
W3. Owls
The PCs rest under an old tree that houses an owl�s nest. If the PCs light a fire or make a lot of noise the owls will attack trying to drive the PCs from their tree.
W4. Eagles
Flying overhead are a group of large golden, brown eagles. They circle the PCs briefly before continuing westwards.
W5. Ravens
From a distance the PCs notice some large black birds on the ground beside a shapeless lump. If the PCs get closer the ravens will attack to try and drive the PCs away from their meal. The shapeless lump is the corpse of a goblin, apparently killed by a pair of poorly made arrows that struck him in the back.
W6. Goblins
The goblins will try to attack when they think the PCs aren�t watching. They will creep up and attempt to surprise the PCs whom they suspect of having much treasure upon them. Each is armed with a wood and stone cudgel and none wear any armour. These goblins know nothing of the wizard and were not connected with the attack on the tower. If questioned they will squeal and gibber but not know the answer to any of the PCs questions.
W7. Human Skeleton
The PCs stumble upon the corpse of a human in the long grass. Some of the flesh has been picked away by scavenging birds but enough remains to identify it as a old man. He is wearing sky-blue robes and has a ornate ring on his left hand. Around the hem of the robes is embroidered a pattern formed from interlocking �G�s. Cause of death appears to have been a blow to the back of the head with a blunt instrument, probably a staff. The ring has a stylised cudgel similar to that around the neck of the high-priestess, engraved upon it. This is the body of Gwysol the mage but the PCs will probably not realise this. The man is not large and can be carried strapped across the back of a horse.
W8. Pixies
When the rest for the night they are disturbed by the sound of faint music in the distance. If they ignore it they find it hard to get to rest that night. There is a 20% chance that a spellcaster will not be able to learn new spells the following day due to this disturbed night.
If the PCs go to investigate the sounds they will see a group of nine sylvan elves (actually polymorphed pixies) dancing to a haunting melody in the centre of a small dell.
If the PCs move away without disturbing the �elves� then nothing else happens.
If the PCs interrupt the dance the elves disappear. The pixies will then attack with their sleeping arrows. If the PCs succumb to the magical bows they will wake the next morning trussed up, stinkhorn mushrooms in their pockets (-2 to charisma till they have had a good bath) All their gold, silver and gems have been stolen.
If the PCs join in the dance the �elves� will make space for the PCs They don�t mind if the PCs dance badly as long as they try. If a PC has the �Dancing� NWP and makes their proficiency check the �elves� will show their appreciation by bowing and curtsying to the PC. Suddenly the elves will vanish and the music will stop. When the PCs awake the next morning each will find a garland of forest flowers around their neck, fresh fruit on large leaves beside them and a moonstone (45gp) in their pockets. The PCs that made their Dancing proficiency check find a fine garnet (160gp) instead of the moonstone.

Outside The Tower
At first sight the tower appears to be undamaged but as you get closer you can see that a large hole has been blown out of the eastern side of the tower. Stones lie scattered around and the remaining walls look charred and scorched. While you are still a few hundred yards away voices are carried to you on the wind from the tower. Angry voices shouting in a harsh guttural tongue.   If either of the PCs speak kobold or goblin they will be able to pick up some of the words. �We was here first.�, �So we be stronger, dog breath.�, �Well, you gonna take it from us.�, �Yeah. Might do.�, �Come on then.� It would seem that this argument has been raging for some time. From what you can see a party of goblins has set up camp at the foot of the tower and they are shouting up at some other creatures, probably kobolds who have control of ruins. Occasionally something is thrown from the third floor of the tower, a chair or a rock and the goblins scamper for cover before loosing a few poorly aimed arrows at the kobolds. There appears to be about eight goblins around the foot of the tower but it is difficult to estimate how many kobolds they are up against. 
An enterprising  kobold climbed up the wall of the tower, lowering a rope for his comrades. They have only explored the third floor downwards, the fourth floor looked too dangerous. They have delighted in bouncing on the bed, feasting on the food and generally making mischief. They sent a scout back for their clan chief but he was intercepted by a group of goblins who also want to use the tower for their base. The goblins have also sent for their clan chief who will arrive with a large force of goblins in a day or so.

If the PCs attack them, the goblins will attack back. The kobolds will continue to pelt anyone they can with bits of debris from the tower.
Inside The Tower
Stairs And Landing (1)
The tower is entered by using a short 3 step stone staircase that is built at the east side of the building. The landing outside the entrance door has a wooden rail around it but this has been shattered and torn away by falling masonry. Beside the door is a carving of a grinning gargoyle.
The gargoyle serves two purposes. First it allows someone inside the building to look out through mirrors and lenses at the people on the landing. Secondly inside the gargoyle�s mouth is a lever which disarms the trap in the landing. If the door is opened without this lever being pressed a pit will open in front of the door dropping the PC 10� and causing 1d6 points of damage.
Entrance Hall (2)
This bare hallway seems to be part of the tower�s defence as well as being a place where visitors can shake dust or rain from their cloaks. Wooden pegs are driven into the stone wall for you to hang outer garments on. There is a door to the West.

(DM ONLY) Tradesmen would leave goods here to be taken upstairs or down by Gwysol�s apprentice, Eisydor. The door leading west is locked.
Meeting Room (3)
This 20 x 30 room has a pair of simple chairs and an equally plain table. There are doors in the East and West walls. A small shutter covers a peephole in the East wall beside the door.
(DM ONLY)This room was used by Gwysol when people came visiting. They may have come asking for help with the weather, a curse or a blessing on a neighbour or possibly just some advice as Gwysol was known far and wide for his wisdom.
Stair (4)
The spiral stairway leads up and is unlit. (DM ONLY) Pause for them to make light.
The musty staircase gradually climbs (upward or downward) for 20' or more and ends at a door.
Corridor (5)
This unlit corridor is 30 foot long and 5 foot wide. It has three doors set into its south wall every 7 feet. The first door is more solid looking than the others.
(DM ONLY) The first door is locked.
Apprentice�s Room (6)
This 10 x 15 small bare chamber has a hard bed and a chest as the only furnishings. The bed has not been made.
(DM ONLY) The chest is locked and trapped but the trap is actually an illusion (Leomund�s Trap). The chest contains a spare robe, a cotton shirt and two pairs of hose. Wrapped in a oiled cloth is a mail shirt, a hand crossbow and a silver bladed sword. Hidden under the bed is the apprentice�s spell book and a pouch containing 83gp.
SPELL BOOK:

Change Self
(Illusion/Phantasm)

Range: 0     Components: V, S
Duration: 2d6 rds. + 2 rds./level  Casting Time: 1
Area of Effect: The caster   Saving Throw: None

This spell enables the wizard to alter the appearance of his form--including clothing and equipment--to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.


Taunt
(Enchantment)

Range: 60 yds.   Components: V, S, M
Duration: 1 rd   Casting Time: 1
Area of Effect: 30-ft. radius Saving Throw: Neg.

A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.
Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM's discretion. If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.
The material component is a slug, which is hurled at the creatures to be taunted.



Leomund's Trap
(Illusion/Phantasm)

Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 3 rds.
Area of Effect: Object touched Saving Throw: None

This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster's goods. The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time.
The material component of the spell is a piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund's trap is within 50 feet when the spell is cast, the casting fails.
Storeroom (7)
This 10 x 15 room contains barrels of salted pork, dried beans, wine and beer. Hams and sausages hang from hooks twisted into the rafters.
Storeroom (8)
This 10 x 15 room has 2 work horses and a small pile of lumber. There is a small leather bag on the ground.
(DM ONLY) The bag holds a dozen long nails.
Stair (9)
The spiral stair is dark and  leads (upwards-downwards) to a doorway.
Hallway (10)
The hallway is 5 foot wide and 30 feet long. It has a shuttered window near the center of the North wall. There are 2 doors along the South wall and one centered at the East end of the hall. Well, there use to be doors. Now they have apparently been broken down.
(DM ONLY) The kobolds in rooms 12 and 13 will only notice PCs in room 11 if they make a lot of noise. They are busy searching the rooms for treasure and food. The window gives a view Northward of farmers working their fields, goat herders with their flocks, and a clear cloudless sky. It seems as though the the workers are keeping a safe distance from the tower.

Kitchen (11)
This is the room in which the apprentice prepared his master�s meals. The room is now a complete shambles. Kobolds have ransacked every drawer, every cupboard and scraps of food now lie scattered over the floor. The table has been broken up and is burning merrily in the fire place. The kobolds are roasting a bird on the end of a long fork over the fire.



  Bedroom (12)
This room would once have been a plush and comfortable bedchamber. Now however the kobolds have destroyed much of it. The fine four-poster bed has been shattered. The valance and canopy is hangings torn. Parts of it are being used as slings to carry what treasure the kobolds could find. One kobold lies in a twisted heap in front of a chest. Shredded books and scrolls litter the floor. Four kobolds stand a little back from what once was an Eastern window and taunt the goblins below. Occasionally, one throws a lump of wood or loose block of stone towards their enemies. The Eastern wall  is a catastrophe. It has a large gaping hole in it and the ceiling sags alarmingly. The plaster ceiling has huge cracks in it through which dust sifts down onto the seemingly uncaring kobolds. 
(DM ONLY) The chest is trapped with a spell (Tasha�s Uncontrollable Hideous Laughter). The kobold was killed by his colleagues when he couldn�t shut up. Inside is a large bag of coins (1cp, 2960gp, 8sp). If the PCs spend time searching the remains of the scrolls and books they find that they are just books on astrology, herbalism and ancient history. Some of the scrolls are written in strange characters that you cannot read (ancient texts in ogre and lizardman). There are not enough complete pages to be of any use or value.
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Tasha's Uncontrollable Hideous Laughter 
(Enchantment/Charm)

Range: 60 yds.    Components: V, S, M
Duration: 1 rd./level   Casting Time: 2
Area of Effect: 1 or more creatures Saving Throw: Neg.
in a 30-ft. cube

The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell.
The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.
The caster can affect one creature for every three levels attained--for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other.
The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.
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Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and demi-human races for living space and food. They especially dislike gnomes and attack them on sight.
Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds' fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and
tenacity.

Kobolds  
1st     3hp      

Kobold Urd
CLIMATE/TERRAIN: Any land Temperate to tropical/Hills and    mountains 
FREQUENCY: Uncommon Rare
ORGANIZATION: Tribe Gens
ACTIVITY CYCLE: Night Night
DIET: Omnivore Omnivore
INTELLIGENCE: Average (8-10) Low (5-7)
TREASURE: J,O (Q x 5) J (Q x 5)
ALIGNMENT: Lawful evil Neutral evil
NO. APPEARING: 5-20 (5d4) 3-300
ARMOR CLASS: 7 (10) 8
MOVEMENT: 6 6, Fl 15 (C)
HIT DICE: 1/2 (1-4 hit points) 2-5
THAC0: 20 2 HD: 19
  3-4 HD: 17
  5 HD: 15
NO. OF ATTACKS: 1  1
DAMAGE/ATTACK: 1-4 or 1-6 1-3 or 1-4
(by weapon) (weapon)
SPECIAL ATTACKS: Nil Rock bomb
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: S (3' tall) S (3' tall)
MORALE: Average (8-10) Unsteady (7)
XP VALUE: 7 2 HD: 35
Chiefs/guards 15 3 HD: 65
  4 HD: 120
  5 HD: 175


Kobolds speak their own language; some (75%) speak orc and goblin.

Combat: The kobold approach to combat uses overwhelming odds or trickery. Kobolds will attack gnomes on sight, but will think twice about attacking humans, elves, or dwarves unless the kobolds outnumber them by at least two to one. They often hurl javelins and spears, preferring not to close until they see that their enemies have been weakened.
Kobolds attack in overwhelming waves. Should the kobolds be reduced to only a three to two ratio in their favor, they must make a mor-
ale check. Kobolds are wary of spellcasters and will aim for them when possible.
This diminutive race also enjoys setting up concealed pits with spikes, crossbows, and other mechanical traps. They usually have view ports and murder holes near these traps so that they can pour flaming oil, missile weapons, or drop poisonous insects on their victims.
Kobold war bands are armed with spiked clubs, axes, javelins, short swords and spears. Their shields are seldom metal, but are normally wood or wicker. Chiefs and guards tend to have the best weapons available.
Kobolds have 60-foot infravision but do not see well in bright sunlight, suffering a -1 on their attack rolls.

Habitat/Society: Kobolds live in dark, damp places underground and in overgrown forests. They can be found in almost any climate. As kobolds are good miners, any area with potential for mining is fair game for settlement.
The average kobold tribe has 40 - 400 (4d10x10) adult males. For every 40 kobolds in a band there will be one leader and two bodyguards (AC 6; HD 1-1; hp 4 each; damage 1-6). In a lair there will be 5-20 (5d4) bodyguards, females equal to 50% of the males, young equal to 10% of the males and 30-300 (3d10x10) eggs. There will also be a chief and 2-8 guards (AC 5; HD 1+1; hp 7 each; damage 1-8). Further, there is a 65% chance there will be guard animals: (70%) 2-5 wild boars (AC 7; HD 3+3; damage 3d4 gore) or (30%) 1-4 giant weasels (AC 6; HD 3+3; damage 2d6 bite and blood drain). There may be one or more shamans.
Their society is tribal but can be further broken up into war bands based on specific clans. As many as 10 families can be part of a clan, and each clan usually is responsible for controlling the area in a 10 mile radius from the lair. Kobolds recover treasure from the bodies of their victims and often carry them back to their lair as food. In some instances, kobolds will not kill their victims, but will sell them as slaves.
Kobolds are distrustful of strangers. They hate brownies, pixies, sprites and gnomes. Gnomes are never eaten or taken prisoner.

Ecology: Perhaps kobolds are so cruel because they are easy prey for larger humanoids and hungry monsters. They have many enemies, and even the dwarves have had to admit that the numerous kobold-goblin wars have kept the number of goblins down to a safe level.
Kobolds can live 135 years.

Urd
Urds are distant relatives of kobolds. Three feet tall, with short ivory horns, their bodies are frail and covered with mottled yellow to brick red scales. Their leathery, batlike wings span 8 feet.
Urds have 60-foot infravision and prefer to hunt at night, dropping jagged stones (2-3 pounds each) from the air. Unsuspecting victims are AC 10 for the attack roll. Actively dodging opponents are considered AC 2 before modifications to Dexterity. Rocks cause 2d4 points of damage. Some urds (25%) carry light sprears (1d4 damage).
A band of 20 urds is accompanied by a subchieftain (AC 7, 7 hp). Urd flocks of 100 or more include the chieftain (10 hp, 50% have magical leather armor). Urd lairs contain 1d6 shamans able to speak with bats as per speak with animals.
Urd life spans can exceed 100 years, but they rarely live past 50.

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Stair (14)
The stairs end at a heavy wooden door with a sign neatly painted upon it. �Danger! Keep Out! Knock �four entering!� reads the sign, in common. The door is trapped. If the door is not rapped soundly four times before turning the handle the stairway turns into a slide that sends PCs tumbling to the bottom doing 2d4 points of damage. The stairs then reset allowing the PCs to climb back up.
Wizard�s Laboratory (15).
This room is a mess. Almost all of the eastern wall has been blasted away. The windows in the other walls have been shattered and the shutters hand drunkenly on their hinges. The walls are scorched and shattered as if a large fire has taken place. The remains of a magic circle occupies the middle of the room. In the centre of the circle are a pair of daggers and a heavily damaged book. The remains of a workbench, and two bookcases are the only other items of  note.
The book in the centre of the room is the wizard�s laboratory notebook. It is heavily damaged by water and fire, it is written in code. The books on the bookshelf are the wizard�s spellbooks.     


Appendix 1 - Monster Statistics


Appendix 3 - Story & Role Playing Bonuses
Collecting Spellbooks   100xp
Collecting Daggers   100xp
Retrieving Body for burial  100xp
Recognising body as Gwysol 100xp
Appendix 4 - The Village Of Erminit
People & Places
The village of Erminit lies in the fertile plains of Furyondy some 30 miles north west of Libernen. The village is relatively prosperous and is home to close to 200 people. The village is owned by Noris, a human mage of middling years who was granted the village for his services to the King of Furyondy, Thrommel I. Many of the men folk of the village died in the war against Iuz. The fact that this small village is ruled by Noris, a well known and respected scholar has attracted a pair of sages. They share information with the mage who is thinking of creating a school to encourage other sages and possibly bards to move to Erminit.
Noris, Keeper of the Eastern Waves.
He is romantic and studious, his fine library contains many volumes of poetry and tales of daring do alongside the more normal magical tomes. Noris lives in the large manor house to the west of the village and spends much of his time cloistered in his tower. He does not like being interrupted  while working and his servants are given strict instructions that he not be disturbed if he is working in his tower. At other times he is more than willing to give advice to other mages, whatever their level of experience. He has a couple of apprentices at present and no space or time to take on others. His house is large and well built. Noris had a tower added to North Wing soon after he took possession of the village. He lives alone with his five servants and two apprentices for company.
Statistics: Noris, MU9 S13 D13 C9 I11 W11 Ch12 HP19 AC9 AL LG
Statistics: Dominic, MU2 S D C I W Ch HP AC AL LG
Statistics: Artor, MU1 S D C I W Ch HP Ac AL NG
The Flying Hat
This is the largest of the two inns in Erminit. The food is wholesome and fresh as is the beer. The inn is run by Aerasri  a half-elf who always seems to be able to come up with something new on the menu with simple ingredients. The inn has 5 single rooms @ 27cp, 13 double rooms at 16cp and 20 places in the common room at 2cp.
The Old Staff
This is the older of the two inns in Erminit. Linirlen, the halfling owner, is loquacious but can be obstructive. If he hasn�t finished his tale he will not let you get about your business. This is the place to come for information if you have time to spare. The inn has 10 single rooms @ 29cp, 11 double rooms at 15cp and 18 places in the common room at 3cp.
The Blue Tankard
This tavern serves the rougher tradesmen in the village especially those that work in the stables. The owner Beth Croft cannot be trusted. She is well known as a liar, but her beer is cheap and refreshing after a long day.
The Crippled Monk
Lillith, who runs a clean inn and she sells some of  the ale she brews to the Temple Of St. Cuthbert. She is allergic to meat so she only serves vegetarian food, beans and root vegetables in the main.
The Smithy
The smithy is run by Lorsea, a middle aged woman with a deep husky voice. She is the widow of the former smith who died in the war against the forces of Iuz several years ago. She had helped him in the past and so taking over seemed the natural thing to do. She is self-confident, helpful, humorous yet she maintains an air of mystery which has brought her many admirers. She doesn�t go out much, but she can occasionally be found slaking her thirst at the Blue Tankard.
Leatherworker�s Shop
Richard Amerbrie runs this shop. He makes belts, jackets, scabbards, pouches, backpacks, wineskins and tack for horses. He is studious and dresses well. He is the leader of the village militia. His most unusual feature is that enchanted items can make him sneeze, enchantment level *5%, a fact that makes him popular with visiting adventurers and with Noris who will often bring strange items to the shop. Richard charges 5gp for each enchanted item he items as once the sneezing fit starts he cannot work again that day.
Frienza
Frienza is a bowyer by trade though he is also a member of the Furyondy army. He is impatient and unkempt in appearance but this is deceptive. Underneath the scruffy exterior is a agile mind. He is tall, 6�7�, and heavily built. He is normally armed with a hand axe and a heavy crossbow.
Statistics: Frienza, Ranger6 S13 D13 C14 I10 W14 Ch12 HP37 AC6 AL LG
Balor The Weaponsmith
Balor is good friends with Lorsea the blacksmith. A dwarf, she too lost her husband in the war against Iuz. She studies hard, trying to make her weapons the best and she is always on the look out for new techniques and books on the subject. She will pay well for unusual weapons or books on weapon making. She tends to tell the odd tall story when she has had a drink or two. No one is sure whether the tales are truthful or not but most suspect that they are being strung along.
The Temple Of St. Cuthbert
This ornate building is the largest in the village. The clerics dress in the simple, brown habits of their order and are regularly seen in and around the village. They are the arbiters and dispensers of justice in the village, Noris defers to them in this as it makes his life easier, he has more time to spend with his books. There are there clerics and two noviciates currently serving in the temple. The High-Priestess Zail is a young woman who spent much of her youth fighting with the kings army. She worked hard to achieve her successes and when the war was over she chose this remote and quiet spot to build the faith of others. She is quiet, looks after the temple coffers carefully and is popular in the village. She is assisted by Faril and Fash. Faril was one of the clerics sent by the High Temple when she came to Erminit. He is still young and enthusiastic and yearns to leave the village to search for adventure and justice in the wider world, Erminit is too small and quiet for him. Fash is recent replacement for another of Zail�s original assignment of clerics. Fash is middle aged and always appears immaculately dressed. He always sleeps with a candle on at night as he is afraid of the dark after being shut in a cupboard when he was a young boy. 
Statistics: High-Priestess Zail, Cleric 12 S8 D9 C9 I9 W10 Ch9 HP43 AL LG 
Statistics: Brother Faril, Cleric 5 S8 D11 C9 I8 W10 Ch12 HP23 AL LN 
Statistics: Brother Fash, Cleric 3 S12 D9 C8 I10 W10 Ch9 HP16 AL LG
Statistics: Noviciates: Alexi, Peter
Bifor The Sage
Bifor is quiet an unpleasant character. She is ignored and avoided by most of the people in the village. She is a greedy, harsh tempered and obstructive dwarf of middling years. Despite her personality faults  people will still come to her for information, but only if they have to. Her prices are high and if possible they will go elsewhere for the information.
Major Field: Humnkind (Biology, Art & Music, Demography), Minor Fields: Humanoids & Giantkind, Supernatural & Unusual.
Leber The Sage
Leber is the opposite in most things to Bifor. Where Bifor is short and stout, Leber is tall and slim. Where Bifor, to put it bluntly, is ugly, Leber is very attractive with long reddish blonde hair and a warm smile. Her prices are as high as Bifor but people seem to object less to hers than to Bifor�s. She can be rash and argumentative when discussing philosophical issues with others, especially Noris who is a frequent visitor, but in general she acts as a peacemaker in the village. She spends much of her money on outlandish clothes which give her an eccentric air.
Major Field: Demi-Humankind (Demography, Psychology, History). Minor Fields: Flora, Humankind, Supernatural & Unusual
Rurob�s Stables
This large building on the outskirts of village employs a number of the young lads and lasses. Rurob is a thick-set man with a heavy accent which no-one has been able to accurately identify. Rurob enjoys the air of mystery this gives him and plays it up for all its worth. As well as stabling horses Rurob makes, sells and hires carts as a sideline. They are serviceable and reasonably priced. Horses stabled at Rurob�s are well looked after and his prices are around the normal. He usually has two or three horses and/or ponies for sale at any one time. Their quality varies as does the price. (See Dragon #191)
Horses For Sale = 1d3+1 (75% will be horses, 25% ponies) - Check once per week.
Chance Quality Cost
00-10 Nag Average
11-25 Broken - Down Average
26-70 Average Average
71-90 High - Spirited *2
91-99 Charger *4
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