Chillon: Adventure Material
Residents
Held by a powerful dark lord and his entourage, Chillon has a large garrison and influences matters within a considerable distance of the actual castle. The residents are powerful, but their small community is riven by internal divisions of which an astute party of adventurers can take advantage. Further, the main villain Graek is often away on extra-planar jaunts for extended periods. If the goal is to confront this evil tyrant and his followers, then the scenario is an appropriate challenge for a party of four PCs of levels 15-20. Lower-level PCs can interact successfully with the denizens of the castle in a less aggressive manner. Indeed, particularly low-level PCs may find it relatively easy, as they will be too insignificant to draw much attention. Chillon could provide the setting for a challenging spy mission for a group of 5th-level heroes.
Graek
He is the lord of the castle, a neutral evil cleric with his quarters in 15 on the 2nd floor. While he does appear to be a loyal disciple of the domineering and repressive deity Gish, his main interests seem to be increasing his own power and wealth. Visitors to the castle who are permitted an audience with him meet a stout if phlegmatic middle-aged man with blue-glowing eyes (a side effect of the arcane sight spell). Followers of the same deity can hope to find a refuge with him should they need it, but will be expected to serve Graek loyally. Any similarly-aligned travelers seeking help will receive it, but with strings attached. They will be obliged to fulfill some minor quest to advance Graek's religion, (hence maintaining Graek in favour with his god, but without him needing to actually do anything himself). Perhaps there is a priest of Gish in difficulty somewhere, or a belligerent paladin causing trouble. The supplicants’ task will be to deal with the problem.
Gish, his religion and the Domination domain, as well as new spells and magic items, are described fully in the chapter entitled "OGL Additions."
Lord Graek, Male Human Cleric 20: CR 20; Medium humanoid (human); HD 20d8+20; hp 121; Init -1; Spd 20 ft.; AC 24, touch 9, flat-footed 24; Base atk +15; Grapple +19; Atk +22 melee (1d12+9/x3 plus 2d6 vs. good, +3 unholy harrowing battle maul) or +20 melee (1d4+4 plus poison, infernal armor); Full atk +22/+17/+12 melee (1d12+9/x3 + 2d6 vs. good, +3 unholy harrowing battle maul) or +20/+15/+10 melee (1d4+4 + poison, infernal armor); SA poison, harrowing; SQ permanent arcane sight, darkvision, telepathic bond (with Antigone and Mardan), and see invisibility, rebuke undead, spontaneous casting; AL NE; Sv Fort +17, Ref +9, Will +21; Str 18, Dex 8, Con 12, Int 14, Wis 20, Cha 14.
Skills: Concentration +20, Intimidate +16, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Speak Language +3, Spellcraft +21.
Feats: Augment Summoning, Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Martial Weapon Proficiency (battle maul), Scribe Scroll, Spell Focus (conjuration).
Languages: Abyssal, Common, Dwarven, Elven, Giant, Infernal.
Poison: The spiked gauntlets of Graek's armor subject the target to the effects of the spell poison on a successful hit: Injury, Fortitude DC 15, initial damage 1d10 Con/secondary damage 1d10 Con.
Harrowing: Any living creature struck by Graek's magic battle maul must succeed at a Will save, DC 12, or suffer a -2 penalty on attack rolls, saving throws, skill checks and ability checks for one minute. This is a mind-affecting, fear effect.
Spells Prepared (6/7/7/7/7/7/5/5/5/5; base DC = 15 + spell level): 0 - cure minor wounds, detect magic (2), guidance, light, read magic; 1st - bane‡, comprehend languages, cure light wounds†, curse water*, death watch*, protection from good*, sanctuary; 2nd - bear's endurance, bull's strength, cure moderate wounds†, death knell*, hold person*, owl's wisdom, resist energy; 3rd - animate dead*, bestow curse, contagion*, cure serious wounds†, dispel magic, magic circle against good*, prayer; 4th - air walk, cure critical wounds, dismissal, divine power, freedom of movement, summon monster IV‡, unholy blight*; 5th - dispel good*, dominate person*, flame strike, mass inflict light wounds, plane shift†, righteous might, true seeing; 6th - blade barrier, greater dispel magic, geas/quest*, hold monster†, planar ally; 7th - blasphemy*, mass inflict serious wounds, repulsion, resurrection, summon monster VII‡; 8th - antimagic field, greater planar ally, mass cure critical wounds†, summon monster VIII‡, unholy aura*; 9th - gate, dominate monster*, miracle, storm of vengeance†, summon monster IX ‡.
*Domain spell. Domains: Domination (Intimidate is a class skill); Evil (You cast evil spells at +1 caster level.).
†Because of Spell Focus (conjuration), these spells have a base DC =16 + spell level.
‡Because of Augment Summoning, creatures summoned by these spells have a +4 bonus to Strength and Constitution.
Possessions: infernal armor (new magic item), amulet of natural armor +3, cloak of resistance +4, +3 unholy harrowing battle maul (new weapon special ability), elixir of fire breathing, potion of cure serious wounds, potion of gaseous form, potion of mage armor, potion of owl's wisdom, potion of water breathing, 3 scrolls of heroes' feast (CL 20th), 2 scrolls of wall of stone (CL 10th), 4 tokens of refuge (see "Castle Defenses," below), silver unholy symbol, 5 amethysts (100 gp value each), 5 black pearls (500 gp value each), 1 emerald (1,000 gp value) 100 pp, 100 gp, belt pouch (potions), belt pouch (gems and coins), spell component pouch.
As has been alluded to earlier, Graek has not been quite as observant of Gish's principles and religion as he could be. Adjusting Graek's access to the more powerful clerical spells, particularly miracle, or the types of beings summoned by planar ally or summon monster spells, is a useful means to limit his power. This technique can be used to make the scenario more survivable for PCs at lower levels, both by reducing Graek's power "on the fly" during an encounter, or by removing some of the existing defenses described below.
Lord Graek seeks above all else the enhancement of his own power and wealth. He knows no greater satisfaction than the personal domination of anyone who should cross his path. He considers friendship, loyalty and honor to be beneath contempt. Instead, he prefers to rule through strength, cruelty and intimidation. The majority of his followers serve out of fear, not respect, and can only expect that their greatest reward for exemplary service will be permission from their liege to continue breathing. Those few beings he has met who have impressed him with their strength of will and debased moral character have been permitted to serve him more closely, and he has rewarded their loyalty rather lavishly, by his standards. Better, from Graek’s perspective, to have followers whose loyalty is beyond suspicion. To that end, he has created many of his followers, rather than recruited them.
Graek has mastered both the construction of golems and the creation and enhancement of undead. He is also adept at summoning and enhancing extra-planar allies. Few who have challenged him have even got close enough to see him clearly, so powerful are his diverse servants. He has made extensive use of knowledge gained from both his close associates and other foul beings he has met in the past. At all times he is accompanied by his personal squad of 10 toughened undead ghouls (new spell). His personal quarters are guarded by a stone golem, and several flesh golems are positioned strategically around the castle. A number of animated skeletons are placed throughout the structure, some of which are commanded to respond to certain triggering events, others of which wait to be commanded. He is prepared to summon allies via his summon monster spells, and he knows the true name of an ice devil for the planar ally spell and that of a pit fiend for summoning via the gate or greater planar ally spells. He always has a supply of gems, valuable coins and minor magics on hand to reward extra-planar assistants.
Because the spell miracle can be used, without XP cost, to duplicate a clerical spell of 8th level or lower, or any spell of 7th level or lower, Graek has made free use of it to boost the abilities of himself and his allies. In particular, he has used it to duplicate the arcane spell permanency as well as other useful arcane spells to enhance his own abilities and those of his associates. Note that while the use of miracle in this context does not entail an XP cost, the XP cost associated with the casting of permanency does have to be paid. Consider Graek to have 5,000 XPs available to fuel his spells. Should things go badly for the players, Graek should be awarded XPs for overcoming the PCs, so as to maintain his spell-casting potential.
Lord Graek's immediate personal servants are a squad of 10 enhanced ghouls that he has provided with light armor. They were created with the spell create undead, and as such count against the limit of undead that Graek may control through his rebuke undead ability. Further, they were animated within the chapel inside the castle, under the effect of a desecrate spell, resulting in an additional +2 hp per HD. Not only are they his personal guards, he also directs them to wait at table, deliver messages and perform other mundane services. Insufficient groveling on the part of the local peasantry, and failure to meet Graek's exacting standards of performance among his staff, ensure that these vile obscenities are permitted to satiate their craving for flesh on a regular basis. He refers to them affectionately as his Droolies. He will sometimes amuse himself by using them in combat against weaker opponents, enhancing them further with mass bull's strength, and casting mass inflict light wounds to repair the undead while at the same time injuring the opposition.
10 Droolies, enhanced ghouls: CR 2; Medium undead; HD 2d12+4; hp 17; Init +2; Spd 30 ft.; AC 22, touch 12, flat-footed 20; Base atk +1; Grapple +2; Atk bite +2 melee (1d6+1 plus paralysis); Full atk bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis); SA ghoul fever, paralysis; SQ +2 turn resistance, +5 bonus to natural armor, darkvision 60 ft., undead traits; AL CE; Sv Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12.
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7.
Feats: Multiattack.
Possessions: masterwork studded leather.
Antigone
Her quarters are 4 on the 3rd floor. She is Graek's wife and lady of the castle. Travelers rarely knowingly meet her. She mingles with them, and even with members of the garrison, in the guise of an ordinary crossbowman, changing her form to match. She will spy on visitors, and if she thinks that she can use them she will offer them employment. Antigone is proof incarnate that great evil can be alluringly beautiful. Winsome and lithe, she is well versed in using her charms to beguile the gullible.
Antigone, Female Human Witch 9: CR 8; Medium humanoid (human); HD 9d4+9; hp 38; Init +0; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base atk +4; Grapple +4; Atk +5 melee (1d6+1, +1 sickle) or +7 ranged (1d8/19-20, masterwork light crossbow); SQ permanent telepathic bond (with Graek), summon familiar; AL NE; Sv Fort +4, Ref +5, Will +5; Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16.
Skills: Concentration +11, Craft (alchemy) +12, Disguise +10 (does not include bonus from hat of disguise), Gather Information +8, Knowledge (arcana) +12, Listen +1, Spellcraft +14, Spot +1.
Feats: Alertness (when Kseth is within arm's reach), Brew Potion, Eschew Materials, Improved Familiar, Silent Spell, Still Spell.
Languages: Common, Draconic, Goblin.
Spells Known (6/7/7/7/4; base DC = 13 + spell level): 0 - arcane mark, cure minor wounds, daze, detect magic, detect poison, mending, read magic, resistance; 1st - charm person, comprehend languages, disguise self, cure light wounds, identify; 2nd - alter self, cure moderate wounds, detect thoughts, invisibility; 3rd - clairvoyance/clairaudience, suggestion, tongues; 4th - polymorph, scrying.
Possessions: bracers of armor +2, hat of disguise, +1 sickle, elixir of sneaking, potion of barkskin +2, potion of cure moderate wounds, potion of invisibility, disguise kit, belt pouch, 10 pp, 50 gp, 50 sp, courtier's outfit, assorted non-magical jewelry worth 500 gp, belt pouch, spell component pouch.
Possessions not carried: alchemy lab, masterwork light crossbow, 10 bolts.
Kseth, Imp Familiar: CR -; Tiny outsider (evil, lawful, extraplanar); HD 9; hp 19; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 25, touch 15, flat-footed 22; Base atk +4; Grapple -5; Atk +9 melee (1d4 + poison, sting); Space/Reach 2 ½ ft./0 ft.; SA poison, spell-like abilities; SQ alternate form, darkvision 60 ft., deliver touch spells, damage reduction 5/good or silver, empathic link, fast healing 2, immunity to poison, improved evasion, resistance to fire +5, share spells, speak with master; AL LE; Sv Fort +3, Ref +6, Will +7; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14.
Skills: Concentration +10, Diplomacy +8, Hide +17, Knowledge (Arcana) +10, Listen +7, Move Silent +9, Search +6, Spellcraft +12, Spot +7, Survival +1.
Feats: Dodge, Weapon Finesse (sting).
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex.
Spell-like abilities: At will - detect good, detect magic, invisibility (self only); 1/day - suggestion. Caster level 6; save DC = 10 + spell level. Once per week, Kseth can cast commune to ask six questions (otherwise as a 12th-level cleric).
Alternate form (Su): as polymorph cast by a 12th-level caster, but can only assume the forms of a black cat or a raven.
Antigone delights in her role as "morale officer" of the castle, and uses her considerable skills to keep her finger on the social pulse of the community. Donning her hat of disguise or polymorphing herself into the form of an innocuous animal, she will use her metamagic feats (Eschew Materials, Silent Spell and Still Spell) to cast spells such as charm person, clairvoyance/clairaudience, comprehend languages, and detect thoughts in a virtually undetectable fashion. She is devoted to her own personal gain above all else, but is intelligent enough to realize that she is considerably less powerful than her husband and his other senior officers. Those below her are simply tools to be used to further her own ends, and are discarded without concern when their usefulness to her is at an end.
She also recognizes the very real power of the castle's patron deity in her life, and from her dream visions knows that it was Gish who led her to Graek. She accepted willingly, and her closest companion, Kseth, was her own reward of companionship. His presence has greatly increased her spying ability, both inside and outside the castle.
Mardan the Guard Commander
He is the Master of Horse and generally in command of the troops of the garrison. A lawful evil ranger, he has room 9 on the 2nd floor and serves as Guard Commander. He often commands the patrols that cover the area between the mountains and the lake, and will be the first senior person who travelers get to deal with. He is loyal to Graek but hates Quenborn the Admiral. He may well use visitors as pawns in a complicated plot to make Quenborn look foolish. A well-built man, his otherwise pleasant features are twisted by the perpetual sneer that displays his disdain for the lesser creatures around him.
Mardan, Male Human Ranger 15: CR 15; Medium humanoid (human); HD 15d8; hp 81; Init +1; Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base atk +15; Grapple +19; Atk +21 melee (1d8+6, +2 flail) or +17 ranged (1d8+4/x3, +1 composite longbow Str +3); Full atk +19/+14/+9 melee (1d8+6, +2 flail) and +18/+13/+8 melee (1d6+3/19-20/x3, +1 keen handaxe) or +17/+12/+7 ranged (1d8+4/x3, +1 composite longbow Str +3); SQ animal companion, camouflage, darkvision 60 ft., evasion, favored enemy (fey) +2, favored enemy (giant) +2, favored enemy (humanoid - human) +8, favored enemy (outsider - good) +2, permanent telepathic bond (with Graek), swift tracker, wild empathy, woodland stride; AL LE; Sv Fort +9, Ref +10, Will +7; Str 19, Dex 12, Con 10, Int 8, Wis 14, Cha 14.
Skills: Climb +14, Handle Animal +10, Hide +16, Jump +14, Listen +12, Move Silently +16, Ride +13, Search +9, Spot +12, Survival +12, Swim +14.
Feats: Blind Fight, Cleave, Endurance, Great Cleave, Power Attack, Ranger Two-Weapon Combat, Track.
Spells Prepared (3/2/1/1, base DC = 12 + spell level): 1st - cure light wounds (2), speak with animals; 2nd - barkskin, cat's grace; 3rd - greater magic fang; 4th - cure serious wounds.
Possessions: +2 flail, +1 keen handaxe, +1 composite longbow Str +3, +3 shadow silent moves mithral shirt, gauntlets of ogre power, goggles of the night, 20 arrows, spell component pouch.
Segelk, animal companion: CR -; Large magical beast (heavy horse); HD 8d8+16; hp 36; Init +6; Spd 50 ft.; AC 24, touch 11, flat-footed 22; Base atk +6; Grapple +15; Atk: +11 melee (1d6+5, hoof); Full atk +11/+11 melee (1d6+5, hoof) and +6 (1d4+2, bite); SA devotion, evasion, link, share spells; AL N; Sv Fort +8, Ref +8, Will +3; Str 20, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Listen +7, Spot +6.
Feats: Improved Initiative, Endurance, Run.
Tricks: attack, come, defend, down, flee, guard, heel, stay, work.
Possesions: +1 chain shirt barding, horeshoes of the zephyr, military saddle, saddle bags, bit and briddle.
Life is challenge, and challenge is battle. Mardan, like Yorwick, is most strongly drawn to his deity's military aspect. Though early in life he met the challenge among the monsters of the wild lands and forests, in recent years he has concluded that it his own race that deserves his attention. Under Graek's tutelage, he has also learned to make use of his abilities to operate as an effective spy, when necessary.
Quenborn the Admiral
This rogue is the self-styled "admiral" of the small fleet of boats Chillon maintains on the lake. He always sleeps either on one of his boats or in the house on the Boat Landing opposite the South Tower. He has every intention of arranging the fall of Mardan, and will scheme with suitable travelers to achieve this. His slight stature, pale complexion and brooding countenance set off bulging, bright green eyes that miss nothing which passes before them.
Quenborn, Male Human Rogue 16: CR 16; Medium humanoid (human); HD 16d6; hp 70; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15; Base Atk +12; Grapple +13; Atk +19 melee (1d6+3/15-20 plus 1 Con damage, +2 wounding rapier) or +17 ranged (1d4+1/19-20, +1 hand crossbow); Full Atk +19/+14/+9 melee (1d6+3/15-20 plus 1 Con damage, +2 wounding rapier) or +17 ranged (1d4+1/19-20, +1 hand crossbow); SA: crippling strike, opportunist, sneak attack +8d6; SQ defensive roll, evasion, improved uncanny dodge, trap sense+5, trapfinding, uncanny dodge; AL CE; Sv Fort +5, Ref +14, Will +4; Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 14.
Skills: Appraise +10, Bluff +8, Climb +10, Disable Device +18, Hide +22, Intimidate +10, Listen +15, Move Silently +22, Open Lock +20, Profession (Sailor) +4, Search +20, Sleight of Hand +20, Speak Language +2, Spot +15, Swim +10, Tumble +20, Use Magic Device +20.
Feats: Dodge, Improved Critical (rapier), Mobility, Spring Attack, Stealthy, Weapon Finesse, Weapon Focus (rapier).
Languages: Common, Elven, Giant, Orc.
Possessions: +2 wounding rapier, +1 hand crossbow, 3 bolts of screaming, bracers of armor AC +5, boots of speed, potion of barkskin +4, 2 potions of cure moderate wounds, potion of endure elements (fire), potion of gaseous form, potion of hide from animals, potion of hide from undead, scroll of phantasmal killer, scroll of protection from evil, scroll of protection from good, scroll of summon monster V, masterwork thieves' tools, 10 bolts, 5 pp, 25 gp, 10 sp, belt pouch.
Quenborn is the sort of self-centered megalomaniac who is firmly convinced that he is smarter, more evil and certainly better looking than everyone else around him. He enjoys inflicting pain on his victims, and is careful to prolong their suffering as much as possible. His standard combat technique is to stalk a victim until the opportunity for a crippling sneak attack presents itself. He then uses his boots of speed to escape if necessary, only to begin the game again within the next few hours. In larger engagements, he can be counted on to surreptitiously attempt the removal of the opposition's leadership. Of course, this allows him the opportunity to peruse and stash the best treasure before anyone else arrives. He has been too cautious (i.e., afraid) to attempt this against his rival Mardan, due to that unworthy's excellent awareness. He would prefer to find some patsies willing to deal with his rival in exchange for some of his more powerful scrolls. Note that he has deciphered all of his scrolls, so that he would only need to succeed at his Use Magic Device check in order to actually cast their spells.
Yorwick
Yorwick is a priest of Gish and in charge of the castle's chapel. Yorwick is there to do the actual work of being a priest, so that Graek can get on with the task of bringing the area more fully under his control. Yorwick is rarely encountered without his armor and weapons. His hard visage and cold, colorless eyes belie any words of comfort he might offer the injured or dying.
Yorwick, Male Human Cleric 10: CR 10; Medium humanoid (human); HD 10d8; hp 55; Init +2; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +7; Grapple +10; Atk +12 melee (1d12+5/x3, +1 mighty cleaving battle maul); Full Atk +12/+7 melee (1d12+5/x3, +1 mighty cleaving battle maul); SA rebuke undead, spontaneous casting; AL LE; Sv Fort +7, Ref +4, Will +10; Str 16, Dex 13, Con 10, Int 12, Wis 17, Cha 10.
Skills: Concentration +12, Craft (armorsmithing) +8, Craft (weaponsmithing) +8, Heal +15, Knowledge (religion) +11, Spellcraft +11.
Feats: Brew Potion, Cleave, Craft Magic Arms and Armor, Martial Weapon Proficiency (battle maul), Power Attack, Scribe Scroll, Weapon Focus (battle maul).
Spells prepared (6/6/6/5/4/3, base DC = 13 + spell level): 0 - cure minor wounds (2), detect magic, guidance, mending, resistance; 1st - bane, bless, death watch, detect chaos, divine favor, protection from chaos*; 2nd - aid, cure moderate wounds, death knell, desecrate, spiritual weapon*, status; 3rd - animate dead, dispel magic, invisibility purge, magic vestments*, prayer; 4th - cure critical wounds, divine power*, poison, sending; 5th - mass cure light wounds, flame strike*, righteous might.
*Domain spells. Domains: Law (cast law spells at +1 caster level); War (Martial Weapon Proficiency and Weapon focus for battle maul are bonus feats).
Possessions: +1 mighty cleaving battle maul, +2 full plate, 5 scrolls of cure moderate wounds, 2 scrolls of hold person, masterwork tools (armorsmithing, weaponsmithing), healer's kit, silver unholy symbol, spell component pouch.
Yorwick is perhaps the one person in the Castle who is actively disloyal to Graek, but only in the presence of his god. He feels that if he were in charge, Chillon would become an active force for the propagation of the power of Gish. It is not certain what that deity thinks about this, but the fact that Graek appears to have no suspicions of Yorwick’s loyalty may be indicative. He lives above the chapel in room 3 of the 3rd level. Yorwick will watch for signs of discontent with Graek and will delicately nurture it. He also works carefully to fan the flames of the bad feeling between Quenborn and Mardan. He knows that both must die before he can take control.
He has also been surreptitiously trying to acquire a powerful love potion. He intends to have it given to Antigone so that she becomes besotted with Erfanin the Assassin. Hopefully Graek will discover them in passionate embrace and kill them both, thus weakening Graek's position still further.
Yorwick is first and foremost a warrior priest. Chafing under his duties in the chapel at the castle, he is the epitome of the supportive cleric when he is with troops in the field or actively defending the castle itself. Supportive spells such as bless and prayer will be the first that he casts, as well as bane on the enemy. He will use aid and magic vestments to boost the fighting prowess of another, knowing that the result will be greater fealty to Gish later. He stands ready to use curing spells to assist his wounded, and monitors them with death watch and status. But when the preliminaries are complete and the battle is joined, divine power and righteous might are his preferred enhancements for himself as he leads the soldiers in combat for the glory of the Crusher of Worms.
Erfanin the Assassin
Erfanin is an accomplished assassin. No one is quite sure where he sleeps, as he has no official quarters and can be found anywhere or nowhere. While loyal to Graek, he was a childhood friend of Antigone and it is because of her he is present in Chillon. Reserved but not impolite, he is always well-groomed and prefers simple, well-made clothing. His appearance, though not unpleasant, is best described as "nondescript."
Erfanin, Male Half-Elf Rogue 5/Assassin 10: CR 15; Medium humanoid (human); HD 5d6 + 10d6; hp 66; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 19; Base atk +10; Grapple +12; Atk +16 melee (1d4+4/19-20 +1 bonus to death attack DC, +2 assassin's dagger) or + 14 melee (1d6+2 nonlethal, masterwork sap) or +15 ranged (1d4+1/19-20, +1 hand crossbow); Full atk +16/+11 melee ((1d4+4/19-20 +1 bonus to death attack DC, +2 assassin's dagger) or + 14/+9 melee (1d6+2 nonlethal, masterwork sap) or +15 (1d4+1/19-20, +1 hand crossbow); SA: death attack DC 23, poison use, sneak attack +8d6; SQ +2 racial bonus on saving throws against enchantment spells or effects, +5 save against poisons, elven blood, evasion, hide in plain sight, immunity to sleep spells and similar magical effects, improved uncanny dodge, low-light vision, trap sense +1, trapfinding, uncanny dodge; AL NE; Sv Fort +4, Ref +14, Will +6; Str 15, Dex 16, Con 10, Int 14, Wis 10, Cha 16.
Skills: Bluff +15, Climb +10, Disable Device +18, Disguise +23 (+25 acting), Hide +21, Listen +9, Move Silently +21, Open Lock +18, Search +12, Spot +9, Swim +10, Tumble +10.
Feats: Alertness, Iron Will, Quick Draw, Weapon Finesse, Weapon Focus (dagger, hand crossbow).
Spells Known (4/4/3/3, base DC = 12 + spell level): 1st - feather fall, jump, obscuring mist, true strike; 2nd - alter self, pass without trace, spider climb, undetectable alignment; 3rd - deep slumber, deeper darkness, magic circle against good, misdirection; 4th - clairaudiance/clairvoyance, dimension door, greater invisibility, locate creature.
Possessions: amulet of proof against detection and location, +3 studded leather armor, +2 assassin's dagger, +1 hand crossbow, dust of tracelessness (5), disguise kit, masterwork thieves' tools, black adder venom (5), 10 bolts, belt pouch, spell component pouch.
While Graek will send him out into the world to kill people, Erfanin’s main task inside the castle is security. In this regard he does have to work a lot with Antigone, and Graek is well served by their loyal cooperation. Visitors to the castle who deal with him will rarely realise he is an assassin. He will either pose as Antigone's clerk, or perhaps as a minor sorcerer. He often asks travellers to deliver small and innocuous items, or to arrange meetings with local worthies. These are purely to provide distractions so that he can operate more easily, and incidentally lay blame on his stooges.
Erfanin's skill at disguise is so advanced that no one at the castle yet realizes that he is a half-elf. Antigone already knows, but she will not reveal this to anyone. A lifetime of wandering and rejection has made him quite resolute in maintaining the illusion that he is a human (or a full-blood elf, when he travels among elves). Erfanin will not use poison inside the castle unless he deems it absolutely necessary.
Litha the Smith
Litha is a neutral evil expert smith who specialises in making weapons of superlative quality. He cares little for anything but his work and ignores much of what goes on about him. He is chronically dishevelled, always attired in his leather armor, and stinks of both the forge and his lack of personal hygiene. He is normally found in Rooms 7 or 8 on the 1st level, or rooms 4 and 5 on the 2nd level.
Litha, Male Human Expert 14: CR 13; Medium humanoid (human); HD 14d6; hp 51; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base atk +10; Grapple +11; Atk +16 melee (1d4+3, +2 returning light hammer) or +16 ranged (1d4+3, +2 returning light hammer); Full atk +16/+11 melee (1d4+3, +2 returning light hammer) or +16 ranged (1d4+3, +2 returning light hammer); AL NE; Sv Fort +4, Ref +7, Will +11; Str 13, Dex 16, Con 10, Int 14, Wis 14, Cha 8.
Skills: Appraise +11, Craft (armorsmithing) +21, Craft (bowmaking) +21, Craft (stonemasonry) +21, Craft (weaponsmithing) +24, Decipher Script +18, Disable Device +14, Knowledge (arcana) +8, Knowledge (architecture and engineering) +15, Open Lock +15, Search +14.
Feats: Diligent, Martial Weapon Proficiency (light hammer), Nimble Fingers, Skill Focus (weaponsmithing), Weapon Finesse, Weapon Focus (light hammer).
Possessions: +1 returning light hammer, +2 fire resistance leather armor, elixer of fire breath, potion of aid, potion of heroism, potion of protection from energy (acid), potion of protection from energy (fire), masterwork thieves' tools, belt pouch, 10 pp, 18 gp.
Possessions not carried: masterwork artisan's tools for armorsmithing, bowmaking, stonemasonry and weaponsmithing.
Should he come into contact with the characters he might interest them in his current idea. He wants to see what happens to a blade when he quenches it in the living body of a paladin. He has interesting theories and will be generous to those who help him test them. Litha is completely absorbed in the pursuit of his crafts throughout every waking minute of his day, as well as in the majority of his dreams. He is constitutionally incapable of considering the well-being of another living creature in any decision or activity he undertakes, and will be genuinely puzzled if someone objects to the suffering or destruction that many of his more refined techniques produce.
Graggag
A merrow war chief, his tribe inhabits the lake, and their home is in the depths just north of the castle. He is a typically hulking, uncouth and foul-mouthed giant. His attractiveness is not noticeably improved by the gleam of ferocious intelligence in his beady eyes.
Graggag, Male Merrow Barbarian 12: CR 15; Large giant; HD 4d8+12 plus 12d12+36; hp 171; Init +4; Spd 30 ft., swim 40 ft.; AC 17, touch 9, flat-footed 17; Base Atk +15; Grapple +27; Atk +25 melee (2d6+16/19-20/x3, +1 large longspear) or +23 melee (1d6+11/18-20, +1 scimitar of speed) or +15 ranged (1d8+10, large javelin); Full atk +25/+20/+15 melee (2d6+16/19-20/x3, +1 large longspear) or +23/+23/+18/+13 melee (1d6+11/18-20, +1 scimitar of speed) or +15/+10/+5 ranged (1d8+10, large javelin); Space/Reach 10 ft./10 ft. (Reach 20 ft. with large longspear); SA greater rage; SQ darkvision 60 ft., damage reduction 2/-, fast movement, illiteracy, improved uncanny dodge, low-light vision, trap sense +4, uncanny dodge; AL CE; Sv Fort +13, Ref +5, Will +6; Str 30, Dex 10, Con 16, Int 13, Wis 12, Cha 10.
Skills: Climb +23, Intimidate +10, Jump +17, Listen +17, Spot +17, Survival +11.
Feats: Improved Critical (longspear), Improved Initiative, Toughness, Track, Weapon Focus (longspear).
Languages: Aquan, Common, Giant.
Possessions: +1 large longspear, +1 scimitar of speed, 3 potions of cure moderate wounds, masterwork hide armor, masterwork large steel shield, 5 masterwork large javelins.
Graggag will never throw his magic longspear in combat. When in toe-to-toe combat, he will use his scimitar of speed and shield (Which improves his armor class to 19, touch 9, flat-footed 19, and worsens his armor check penalty to -3). Note that the scimitar is sized for a Medium humanoid - its previous owner provided Graggag with both the sword and a quick meal some years ago. For Graggag it is a light weapon, and he can use it while grappling.
He owes allegiance to Graek, and if summoned his warriors (30 4th-level barbarian merrows) will attack ships moving on the lake’s surface. Initially hopeful that alliance with Graek would bring him and his tribe considerable advantages, or at least plenty of loot and a free lunch, Graggag and his people are disillusioned. After an initial campaign which gave Graek control of the lake, Graggag and his people have been firmly restrained and are not allowed to attack shipping that has paid tolls to Graek. Graggag also hates Quenborn, whom he feels insults him, and constantly searches for chances to kill him. Should Quenborn ever slip and fall overboard, it is unlikely that his body will ever surface. Any traveler who offers Graggag a chance to lay hands on Quenborn will be welcomed with almost genuine affection.
30 Merrows, Barbarian 4: CR 7; HD 4d8+16 plus 4d12+16; hp 80; Init +0; Spd 30 ft., swim 40 ft.; AC 17, touch 9, flat-footed 17; Base atk +7; Grapple +19; Atk +16 melee (2d6+12/x3, masterwork large longspear) or +15 melee (1d8+12, masterwork shortspear) or +7 ranged (1d8+8, masterwork large javelin); Full atk +16/+11 melee (2d6+12/x3, masterwork large longspear) or +15/+10 melee (1d8+12, masterwork shortspear) or +7/+2 ranged (1d8+8, masterwork large javelin); SA rage; SQ darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge; AL CE; Sv Fort +12, Ref +2, Will +2; Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4.
Skills: Climb +13, Hide -6, Jump +17, Listen +6, Spot +2.
Feats: Power Attack, Toughness, Weapon Focus (longspear).
Possessions: masterwork hide, masterwork longspear, masterwork shortspear, 2 masterwork javelins.