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Author: Greg Howley
System: d20 Dungeons and Dragons
Farhorn's Stash is an adventure suitable for four 4th level player characters. It is a wilderness/dungeon adventure in which characters in search of the riches of a long-dead archmage discover that the ruins of his keep are now occupied by a reclusive tribe of elves.
Stash' is an adventure suitable for four 4th level player
characters. It is a wilderness/dungeon adventure in which characters in search
of the riches of a long-dead archmage discover that the ruins of his keep are
now occupied by a reclusive tribe of elves.
hundred fifty years ago, a powerful mage by the name of Phineas 'Farhorn'
Ralmen was instrumental in the defense of the kingdom from Gnomish invaders.
His magic prevented the gnomes' illusions from destroying the king's army on
numerous occasions. For this, he was made a national hero, and his name is well
known even today amongst mages' circles.
in his later years, liked to be out of the public eye as much as possible, and
had a keep constructed discreetly in a quiet, out of the way forest. Once it
was complete, he used it to escape from his celebrity life whenever he needed
some time to himself, and he also stored many of his more valuable possessions
there. Since his death, it has been rumored that he may have had a stash
somewhere, but no one has been able to guess where that might be.
recently, within the past 70 years, a small tribe of elves has moved into the
area, and has found the abandoned keep an excellent place in which to set up
their hamlet. They are extremely distrustful of outsiders, especially humans,
having had a few unfortunate encounters with human hunters.
adventure begins when the players happen across an old nondescript journal. It
is the journal of Phineas Ralmen. Any of the arcane spellcasters in the party
may recognize the name. In the volume, they will find reference to a secluded
hideaway, and will realize that it may hold quite a bit of treasure.
adventurers should be able to locate the forest, now known as Dunston Wood,
without too much difficulty, and may be able to find out a bit about the area
from local farmers and trappers. Once they enter the woodlands, they find that
locating the keep will not be as easy as they had expected. Dunston Wood is a dense
forest, and not a safe area.
they locate the elves, they will find them less than friendly, and downright
hostile towards humans. Depending on the players' actions, they may end up
befriending the elves, sneaking into the keep, or attacking outright.
main body of Farhorn's keep is underground. When Farhorn was away, he left
behind a shadow to guard his belongings. Over time, many have fallen victim to
this shadow, and now the area beneath the keep is crawling with its kind.
the deepest recesses of Farhorn's hideaway lies his greatest treasure: a
spellbook with copies of many of his spells. Many mages would risk their lives
to get their hands on it.
Journal may be located nearly anywhere: during another adventure, or even on
the shelves of a bookseller who doesn't realize the value of the volume.
journal is written in the Draconic tongue. If no one in the party can read this
language, decipher script or comprehend languages will also work. You may want
to impose an Arcane Knowledge check (DC 10) for a party member to recognize the
name 'Phineas Ralmen' as Farhorn the archmage.
it is read, the reader will find an interesting entry in which Farhorn mentions
inviting two other wizards to his 'hideaway'. He seems not to trust them, and
to have invited them there purely as a political gesture. He seems overly
preoccupied with not letting them discover the whereabouts of the keep, and
plans to bring them there via an enclosed carriage, magically warded against
detection magic. He also, in this entry, mentions the approximate location of
the keep, within a forest, relative to a nearby city that is still existent. (Use
any well-known city in your campaign setting)
area around the forest is not completely deserted; there are a few scattered
farms, trappers, hunters, and other woodsmen living outside the forest. Finding
out more about the forest from them should be fairly easy.
a few hours to wander and speak to the local residents, a resourceful
adventurer may find out quite a bit about Dunston Wood.
Check Result 8 or Higher:A trapper explains that he
no longer traps game in the forest, since the elves in the forest have never
been friendly to humans.
Check Result 13 or higher:
An elderly shepherd
explains that he had to learn how to protect his flock from giant spiders that
sometimes come out of the forest in the night. He tries to convince the party
not to go into the forest.
Check Result 17 or higher:
A sad farmer relates the
story of he and a friend who had gone into the forest last spring. An ordinary
looking vine his friend stepped on quickly coiled around him like a snake, and
crushed the life out of him. The farmer seems very regretful that he was unable
to save his friend.
Check result 22 or higher:
A young hunter tells the
party that he was in the forest recently, snuck past some elves stationed in
trees, and found what looked like an elven fortress. He gets very overdramatic,
and says that he barely escaped with his life.
managed to sneak past the outermost elven sentries, but others saw him, and
gave pursuit. He fled toward the keep, and got a glimpse of it before he was
caught and escorted out of the woods.
the players camp outside the woods at any point, they have a 30% chance per
night of being attacked by monstrous spiders in the night (see stats below)
wood is a dense forest, and as such, movement rates in the forest are halved,
except on the 'deer trail', a small, difficult to locate trail leading up to
eight hours the party spends in the forest, roll d8 on the following table.
1. Elven Patrol: (2-5 Elves): (individual stats below)
Monstrous Spiders, medium-size: (2-5 spiders)
p.210 Monster Manual
Keep in mind that characters need a Spot,
Wilderness Lore, or Knowledge (nature) check (DC 20) to locate the Assassin
Vine before it attacks.
The areana are in contact and very friendly with the
elven community. One of them has a human form, and often travels to nearby
communities to purchase supplies for the elves. style="mso-spacerun:
Deer Trail is a small trail, 2-3' in width, which was blazed during Farhorn's day
as a broad wagon trail. Since then, it has become very overgrown, and is
invisible from outside the forest, but it still leads directly to the keep.
Along its length, beginning one mile away from the keep, are stationed three
elven guard posts. Each consists of two elves on concealed platforms 30' above
the ground in trees, and one elf 150' further along the trail hidden in the
woods. When anyone not part of their elven community comes along the trail, one
of the two elves in the trees fires a warning shot into the ground 5' in front
of the leading party member. Then one of the elves proceeds to parley with the
party. (see encountering the elves) If there is any trouble, the two
elves in the trees fire arrows, and the elf further away runs for reinforcements.
The elves have a +1 spot and +3 listen to detect any party members sneaking
towards their stations on the trail, and their hide skills are +5. (+1 skill,
+2 environment bonus for tree cover, +2 circumstance bonus for height) Anyone
trying to move silently through the woods has a -2 penalty for the dry leaves
and twigs, which crack loudly, but a +2 hide bonus for tree cover.
the party speaks to any of the elves, the highest ranking elf will do all the
speaking. For the sake of ease, this is the highest level elf. Nearly none of
the elves speak common, the only exceptions being the two adepts and the
Initial Reaction: Unfriendly
party spokesman who speaks a common language can try to communicate with the
elves, and make a diplomacy check. Note that if the diplomacy check scores less
than 5, the elves will become insulted, threatened, or otherwise alarmed, and
attack! If there are humans amongst the party, there is a -2 penalty to the
diplomacy check per human, up to a maximum of -5 for three or more humans.
The elves ask the party to
leave, summoning reinforcements as necessary. They will escort the party out of
the forest if necessary, and will resort to violence if need be.
The elves tolerate the
party's presence, but will not allow them to approach the elven settlement.
(the keep) If the party is overly insistent, and pushes the elves too far, they
become unfriendly. If the party mentions wanting to go below the keep,
the elves discuss the matter amongst themselves, and finally decide to allow
this. As they see it, 'the pit', as they call it, is certain death, and they
don't care if the party dies. However, they will not let the party out of
the pit without compensation. (see text in area 1)
elves take a liking to the group, or at least to the spokesman. They will
introduce the party to their leader. He will likely allow the group access to
the keep, and warn them of the dangers beneath, but will offer no aid unless
the speaker scores DC 40 or higher on the diplomacy roll.
more detail on NPC reactions, see tables 5-3 and 5-4 on p.149 of the DM's
Elven hamlet of Maegram is centered within the walls of a dilapidated keep. The
stone outer walls are completely intact, albeit in disrepair, but the interior
structures, which were made of wood, are no longer standing. Within the walls,
the elves have rigged various tents and canopies, decorated and covered with leaves
in true elven style. The main gate is the only entrance, and the elves block it
in when necessary by rolling an old cart in front of the 10' wide opening. The
wooden side of the cart has been altered to block the gate completely when in
place, and it cannot easily be moved. (2 in. thick; hardness 5, AC 5; hp 20;
break DC 35)
Nonstandard; AL CN; Population 122; Isolated (96% elf, 4% areana)
elven lord; Et-Kray, chief scout.
an emergency, the gate is closed, and archers immediately man the walls of the
keep. Sixteen archers can fire at any given time from the walls, which should
be more than enough to hold the party at bay. They should realize fairly
quickly that a direct assault is not the best route. Luckily for them, tree
cover is readily available, so escape should not be very difficult.
Maegram's 117 adult elves, 41 are able-bodied warriors. There are 22 level one
elven warriors, who conform to the stats listen on page 85 of the monster
manual, and also 12 level two warriors, and 2 level three warriors. The five
others are listed below.
Tarsin-Ga, elven lord:
Elven Ari2/Ftr6; CR 8;
Medium-size humanoid; HD 2d8+4 (aristocrat) plus 6d10+12 (fighter); hp 55; init
+2 (Dex); Spd 30 ft.; AC 19 (+2 Dex, +2 Lg.Shield, +5 elven chain); Atk +11/+6
melee (1d8+4/17-20, MW longsword) or +10/+5 ranged (1d8+2, MW mighty longbow);
AL N; SV Fort +7, Ref +4, Will +4; Str 14, Dex 15, Con 14, Int 12, Wis 9, Cha
Skills and Feats:
Move Silently +15,
Diplomacy +4, Hide +4, Listen +5, Search +4, Spot +3, Climb +6; Expertise,
Improved Critical: Longsword, Improved Disarm, Power Attack, Tracking, Weapon
Focus: Longbow, Weapon Focus: Longsword, Weapon Specialization: Longsword.
Arrows +1 (x10), Boots of
Elvenkind, Elven Chainmail, Masterwork longsword, Masterwork Mighty Longbow
(Str 14), Potion of Endurance, Potion of cure light wounds.
Et-Kray, chief scout:
Elven Dru6; CR 6;
medium-sized humanoid; HD 6d8; hp 39; Init +2 (Dex); Spd 30 ft.; AC 18 (+2 Dex,
+2 lg.shield, +4 hide); Atk +5 melee (1d6+1, club - prefers to use flame
blade); SA Nature sense, Animal companion (two brown bears), woodland stride,
trackless step, wild form 2x/day (wolf); AL CN; SV Fort +5, Ref +4, Will +5;
Str 13, Dex 14, Con 10, Int 14, Wis 13, Cha 11.
Skills and Feats:
Concentration +5, Heal +4,
Spellcraft +3, Swim +4; Tracking, Dodge.
+1 Hide armor, crude club.
(5/3/3/2): 0- Cure minor
wounds x3, light, virtue; 1- cure light wounds x2, entangle; 2- barkskin, flame
blade, produce flame; 3- cure moderate wounds, snare.
Elven Ade4; CR 4;
Medium-sized humanoid; HD 4d6; hp 14; Init +4 (Dex); Spd 30 ft.; AC 14 (+4
Dex); Atk +1 melee, +6 ranged (1d8-1, longbow); AL CN; SV Fort +1; Ref +5; Will
+3; Str 8, Dex 18; Con 11, Int 18, Wis 8, Cha 6.
Skills and Feats:
Alchemy +6, Handle Animal
+4, Knowledge (nature) +4, Wilderness Lore +5; Enlarge Spell, Point Blank Shot.
Longbow, 10 arrows.
(3/2/1): 0- cure minor
wounds, light, mending; 1- cause fear, command; 2- cure moderate wounds.
12.0pt;Elven Ade4; CR 4; Medium-sized humanoid; HD
4d6; hp 12; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +3 melee (1d8+1,
longsword), +5 ranged (1d8, longbow); AL CN; SV Fort +1; Ref +4; Will +6; Str
13, Dex 16; Con 11, Int 16, Wis 14, Cha 8.
Skills and Feats:
Knowledge (arcane) +6,
Knowledge (nature) +5, Wilderness Lore +3; Point Blank Shot, Far Shot.
Longsword, Longbow, 12
(3/2/1): 0- cure minor
wounds x2, light; 1- cure light wounds, sleep; 2- invisibility.
E-Fenn, chief patrolmaster:
Elven War4; CR 4;
Medium-sized humanoid; HD 4d10; hp 34; init +3 (Dex); Spd 30 ft.; AC 17 (+3
Dex, +1 shield, +3 studded); Atk +6 melee (1d6+1/18-20, rapier), +5 ranged
(1d8, longbow); AL N; SV Fort +4, Ref +4, Will -1; Str 13, Dex 17, Con 10, Int
11, Wis 6, Cha 11.
12.0pt;Weapon Finesse: rapier, Weapon Focus: rapier.
Rapier, Longbow, 14 arrows
the walls, the scattered tents and tarps cover many cookfires, dwellings, and
other trappings of elven life.
a character tries to sneak into the keep, he will find it nearly impossible to
pass the guards at the gate without magic. The walls can be climbed (DC 15),
although the climber must also succeed in a hide check (DC 12, or DC 8 at
night) while climbing to remain unnoticed. While sneaking about within the
walls, he must succeed in a hide check (DC 15) during the day to remain unseen,
or a move silently check (DC 12) during the night to remain unheard. Perusal of
the grounds reveals nothing other than elven housing, unless a successful
search check (DC 12) is made. This reveals a hatch in the earthen ground,
chained closed. A sign posted nearby reads "Dangerous: do not enter
". The hatch is wooden (2 in. thick; hardness 5, AC 6; hp 10) and is
chained shut (hardness 15, AC 8; hp 30; open lock DC 15)
hideaway beneath the keep in not overly large but was plenty of space for him.
It consisted of a bedroom, dining room and kitchen, library, study,
armory/gallery, sitting room, and guest rooms, of which he was not certain he
would ever make use. The elves greatly fear the area, and refer to it as 'the
time the party enters another numbered area (including re-entering areas), roll
d6 on the following table.
Master Shadow, accompanied by 1d4 normal shadows
(master shadow stats
6. No Encounter
are only 12 common shadows beneath the keep, so be sure to keep track of how
many the party kills. Once they have all been slain, the area is clear.
Undead (incorporeal); HD 8d12; hp 48; Init +6 (+2 Dex, +4 Improved Initiative);
Spd 30 ft., fly 40 ft. (good); AC 13 (+2 Dex, +1 Deflection); Atk +5 melee (1d6
strength, incorporeal touch); SA strength damage, create spawn; SQ undead,
incorporeal, +2 turn resistance; SV Fort +2, Ref +4, Will +7; Skills and
Feats: Hide +12, Intuit Direction +5, Listen +10, Spot +10; Dodge, Improved
entrance to the subterranean portion of Farhorn's keep was once an easy climb,
having a staircase leading down the 25 feet from ground level to the floor
beneath. That staircase rotted over time, and collapsed when an elf stepped on
it approximately 75 years ago. The elves subsequently cleared the debris, but
were soon thereafter attacked by Farhorn's shadow, and after a few more
attempts to loot the place, they sealed the area. The easiest way for the party
to enter now is via a rope, which can be tied aboveground, and climbed down the
intervening 25 feet.
entry chamber is noticeably colder than above ground. Light from above reveals
four statues looking inward, which may initially startle the first few party
members down the rope. (have fun, DMs) The statues are of nondescript
armored men, and are constructed of stone. They sit on 3' high pedestals, and
are themselves 12' tall, reaching 15' up. This may become important later if
the party becomes trapped.
the party is on less than friendly terms with the elves, they may try to close
and chain the hatch behind the party. If the elves' reaction to the party is indifferent,
they may keep the characters trapped down there until given a valuable item.
The elves strongly suspect that there are riches below, and they know that the
party is down there to retrieve them. They will detect magic and/or appraise
any item to determine its value before accepting it, and will not allow the
party out if they suspect that they may attack. In any event, when suspicious
elves let the party out, they are sure to cover them with at least a dozen
corridor to the north of the entryway is collapsed, and impassible. Optionally,
as the DM, you may choose to add to the dungeon another couple rooms rather
than have a collapsed corridor.
2: Guest Bedrooms
bedrooms were only used once, by mages who visited the hideaway very shortly
before Farhorn's death. Each of the doors is stuck closed. (DC 13 to open)
Allow the players to make search checks, but there is nothing of value in any
of these rooms, and the chests in each are unlocked and empty. The bed linens
sit moldering on the beds, having long since rotted away to nothing.
3: Dining Room
large rotted wooden table stands in the center of this room, and many rotted
chairs stand around it. The floor was once tiled with wood, which has now
rotted into a somewhat treacherous surface. If battle occurs in this room,
balance checks (DC10) are required for any movement. Failure by 5 or more
indicates that the character has fallen. In addition, anyone stepping on the
table risks it crashing down beneath him, (50% chance) inflicting 1d6-2 damage
in the fall and requiring a balance check (DC 15) to remain standing.
to the south end of the table's underside is a wand of lightning with
two charges remaining. (level 10 caster) The wand was nearly expended, so
Farhorn attached it in an inconspicuous position in order to defend himself
from the visiting mages if need be. Characters can find it with a successful
search check (DC 18)
kitchen is as dilapidated as the rest of the keep. The barrels and crates of
supplies have long since rotted and been devoured by vermin, and a rusted stove
sits in the room's northwest corner. However, a little searching does reveal
some items of value.
DC 10: Two
tarnished silver candlesticks hidden amongst the crumbled remains of a table.
Weight 1lb ea., Value 50gp ea.
silver plates that are so tarnished that they appear to be iron at first
glance. Weight 1lb ea., Value 20gp ea.
sealed glass canisters of spices, very valuable to the right buyer. Weight
negligible, Value 150 gp ea.
hall widens at this point, and pillars decorate the sides. A morbid stone
fountain stands on the south wall. Out of the fountain rises a statue: the
head, arm, and part of the torso of a mostly-submerged, larger-than-life man,
clutching at the air as if drowning. If a character approaches, the statue
statue (CR 3):
hardness 8, AC 9, hp 22, At +5 grab, Str 21. Any character approaching the
fountain must first make a reflex save (DC 15) or be caught flat footed when
the statue attacks. The statue grabs at the character's head, (ignore armor)
and plunges it under the shallow water of the fountain, holding it there. (see
drowning, p.85 DM guide) Treat this as a pin. The held character must make a
successful opposed grapple check or escape artist check to escape. A friend can
also pry the victim loose by making a similar check.
6: Master Bedroom
was Farhorn's own bedroom while he was staying at the hideaway. The door is
stuck. (DC 16 to open) Just inside the doorway, growing in a patch along the
ceiling and part of the left wall, is brown mold.
Mold (CR 2):
The Brown Mold feeds on warmth, drawing heat from anything around it. Living
creatures who pass within 5 feet of it take 3d6 points of cold subdual damage.
Fire brought within 5 feet of the mold causes it to instantly double in size.
Cold damage instantly destroys it.
floor in this area has been polished smooth, unlike the rough stone present
throughout the rest of the area. The bed resembles those in area 2, the linens
having rotten away long ago, the canopy collapsed. A small iron key (for use in
area 8) lies beneath the dusty, moldy pile of feathers that was once a pillow.
The small writing desk beside the bed has one drawer, which contains a small
knife with a rock crystal at the pommel, and a gold-framed monocle. The knife
is still in good condition, and will sell for 250 gp, and the monocle is worth
30gp, due to the fact that the lens in it is cracked and worthless. The
fireplace is made of marble, now cracked in many places. A walking stick rests
against the wall. This staff is nonmagical, but still quite valuable. Give any
character who examines it an appraise check (DC 16) to determine its value. Any
success tells a character that the staff may be worth up to 1000gp. The staff
is polished, fire-blackened oak, shod with meteorite iron at the base. The head
of the staff is carved like a serpent, and the eyes, recessed and crusted with
dust so as to not be immediately evident, are two rubies. The staff is worth
1025gp. Tell anyone who does not make the check that it's a staff with an
iron-shod base, the top carved like a serpent. It looks like it might be worth
sealed the Library very securely. It is immediately evident upon approach that
the door is different. It is small, standing 6 feet tall and 3 feet wide, and
arches to a point at the top. It seems to be made of elaborately carved copper.
Designs crisscross the surface, forming a spiderweb of lines. The door has an
iron ring hanging in place in the stead of a handle. The door will not open.
Door (CR 5):
(2 in. thick; hardness 9, AC 5; hp 40, break DC 38) The door is arcane locked,
and a knock spell will unlock the door for 10 minutes. However, if someone
tries to break it open or attack it, its second magical property comes into
play. The door is enchanted with a Bigby's Fist spell, which will attack with a
+15 bonus, the ogre-sized fist coming out of the door, and doing 1d8+12 damage
on a hit. For effect, it can knock the character back 10 feet. The fist
remains, attacking again any time the door is assaulted.
the library, things are remarkably well preserved. Thanks to the seal on the
door, very little moisture has gotten into the room, so the books are still in
good condition. If characters look through the books, have them make an Arcane
Knowledge check, and consult the following chart. If a character makes a check,
he finds the book of the highest DC he's passed, and must check again to find
Travels of Krangdeba Stonestaff, a work of fiction popular amongst many
wizards. (worth 50 gp)
Plight of the Gnomish People, a documentary/biography detailing the
troubles the gnomish community has undergone over the past 80 years. (worth 50
Divination, a text detailing that school of magic. (worth 100 gp)
Journal of Zermflobbet, the handwritten notes of a gnomish mage. In the
back are scribed three spells (treat as a spellbook): Nystul's Magical Aura,
Ever Scent (a 2nd level spell from Relics & Rituals
which creates an illusory scent), and Major Image. (worth 500 gp)
Tactics, a military guide on how best to implement spellcasters in
large-scale warfare. (worth 200 gp)
Catalogue of Devils (written in infernal), a controversial work which has
been banned in many areas. (worth 1500gp)
search check (DC 20) can also locate the secret door, which leads down a
cobweb-covered spiral stair into area 8.
8: Farhorn's Study
spiral stairs lead down to Farhorn's most private sanctuary, undisturbed for
the past two hundred years. Under a thick coating of dust, the room is
incredibly cluttered with books, reagents and alchemical paraphernalia. It
seems that there may have once been many more potions and such, but they have
long since evaporated. The tables, shelves and racks are many, so the items of
interest have been numbered for ease. Keep in mind that characters may not
realize which items are valuable. Make liberal use of the appraise skill.
1200 gp in raw materials for creating a wand. The materials consist of
unenchanted wands, rare herbs and powders, and other rarities. These materials
aren't worth nearly as much on the open market, selling for 125gp at most, but
they can be very useful to anyone with the Craft Wand feat.
A shelf of books, some of them open on the attached writing desk. All
are handwritten in Farhorn's own shorthand, entirely undecipherable except by a
Decipher Script check. (DC 25) Comprehend Languages will not interpret the writing,
as it is not a language, but rather a code. Once the writing is interpreted,
the reader still may not understand what the writings refer to, as Farhorn was
a very intelligent and educated man. An Arcane Knowledge check (DC 15) is
necessary to understand the writings' meaning. A wizard who studies these texts
for 8 hours will gain enough insight to pick up one additional spell, which the
player can choose one spell out of the Players Handbook. There are 28 of these
journals in all, each weighing 5 lbs. The entire set is worth up to 5000 gp to
the right buyer, but this will not be immediately evident to the characters.
An alchemist's lab. The lab consists of many vials, complex glass
tubing, burners, and ceramic bowls. Express to any player whose character takes
it how difficult it is to transport, being 40lbs. Of very breakable material,
but impose no break chance unless something extreme occurs. The supplies
require much cleaning, but are functional.
4. On the same table with the alchemist lab: 8 vials of acid, 3 jars
firebane grease (fire resistance 10 for a half hour when spread over the entire
body), alchemist's mercy (removes hangovers), maidenweed (birth control),
allergy suppressants, smelling salts.
A tapestry overhanging the books and tables, depicting Farhorn himself
and an unidentified woman. The tapestry will sell for 250 gp. To the right
Two wands sitting on a table amongst other books. One is a wand of Disrupt
Undead with 46 charges remaining, and the other is a wand of Summon
Monster II with 17 charges remaining.
10.A twelve-inch pewter beer stein with a golden handle, carved with
designs. It weighs 13lbs. And is worth 85 gp. Apparently, Farhorn liked to
A table full of neatly organized odds and ends: A tiny brass bell, a
miniature cloak, a jar full of seven preserved adder stomachs, a tiny fan, a
spool of thread, a silver whistle, a small silver rod, 16 ivory strips, a tiny
silver spoon, a miniature brass hearing trumpet, a brass key, a coil of thin
silver wire, a coil of gold wire, a coil of copper wire, a tiny leather
bellows, a jar of preserved cocoons, 20 glass rods, 3 crystal cones, a crystal
prism, a clay ziggurat, 6 small red cloth squares, 6 silk squares, a telescope
(valuable), a glass eye, a crystal hemisphere, a jar full of crystal beads, 3
links from a chain shirt, and a miniature archery target.
A rack full of labeled jars and vials containing: vinegar, molasses,
dried powdered peas, sesame seeds, garlic powder, cinnamon, mushroom spores,
chalk, ink, mercury, lodestones, lime, salt, powdered bone, fleece, gum Arabic,
cat fur, bull hair, red sand, blue sand, yellow sand, uncolored sand, powdered
corn, powdered rhubarb, powdered horse hoof, powdered brimstone, phosphor,
charcoal, clay, licorice root shavings, sulfur, snake scales, bat guano, iron
powder, walnut shells, and sparrow feathers. The top shelf holds specially
colored jars containing: Diamond dust (3 jars each holding 100gp worth), Gold
dust (7 jars each holding 1lb. - 50gp/lb.), powdered silver (5 jars each holding
100gp worth), powdered ruby (2 jars holding 100gp worth ea.), powdered amber (1
jar - 100 gp worth), jade dust (1 jar - 100gp), ogre mage eyelashes (4), and
blue dragon blood.
Three black leatherbound tomes, with ridged spines and electrum
cornerpieces. An electrum latch secures each tome, and an engraved plate on the
front of each identifies it as "Farhorn's subsidiary tome of wizardly
magics" and enumerates the volume number. Contents of the spellbook listed
gallery is an area where Farhorn stores his trophies. Along the left wall are
the following trophies:
mounted head of a wyvern
10. A much dented and burned 9' tall iron statue. (formerly a golem)
10. A hideous skeleton with overlarge clawed hands
atrocious scaled beast with a huge spiked tail. (stuffed Cornugon)
the right wall are trophies from humanoid foes:
medium size suit of spiked full plate, elaborately enameled in black and red.
In the hand is a masterwork morningstar, coated in oil so as not to rust. The
armor's enamel is chipped away in places, apparently from weapon blows. Where
it has, patches of rust make the armor essentially useless.
size small suit of masterwork chainmail, badly rusted. The holy symbol of a
gnomish deity hangs around the neck.
size small hunter green robe which looks to have been finely crafted at one
time, but is now moth eaten and rotten nearly off its hangings
medium size suit of masterwork half plate, fashioned from the hide of a black
dragon. A large shield crafted from the same material is fastened alongside it.
the center, along the wall opposite the entrance, is the trophy which was
Farhorn's favorite. A Robe of Useful Items sits on its dummy, and gold
bracelets on the arms are actually bracers of armor +2. Despite it being a
valuable magic item, Farhorn put the robe on display because it belonged to his
archrival. The bracers he had no need for because he had more powerful bracers
Tomes of Spells
leather bound tomes, with ridged spines and electrum cornerpieces. An electrum
latch secures each tome, and an engraved plate on the front of each identifies
it as "Farhorn's subsidiary tome of wizardly magics" and enumerates
the volume number.
Level the First:
Animate Rope, Alarm, Burning Hands, Charm Person,
Detect Secret Doors, Feather Fall, Flame Bolt*, Hypnotism, Identify, Jump, Mage
Armor, Magic Missile, Magic Weapon, Reduce, Spider Climb, Silent Image,
Tenser's Floating Disc
Level the Second:
Blur, Bull's Strength, Daylight, Detect Thoughts,
Endurance, Glitterdust, Knock, Intoxicate*, Invisibility, Magic Mouth, Melf's
Acid Arrow, Pyrotechnics, Rope Trick, See Invisibility, Shatter, Summon Swarm,
Web, Whispering Wind
Level the Fourth:
Confusion, Dimension Door, Emotion, Improved
Invisibility, Ice Storm, Locate Creature, Minor Creation, Remove Curse, Shout,
Level the Fifth:
Cone of Cold, Fabricate, Mind Fog, Seeming, Stone
Shape. Summon Monster V, Teleport
Level the Third:
Blink, Clairaudience/Clairvoyance, Dispel Magic,
Explosive Runes, Flame Arrow, Gentle Repose, Greater Knock*, Haste, Hold
Person, Leomund's Tiny Hut, Lightning Bolt, Magic Circle Against
Chaos/Evil/Good/Law, Mind Raid*, Protection from Elements, Wind Wall
Level the Sixth:
Legend Lore, Mordenkainen's Lucubration, Otiluke's
Freezing Sphere, True Seeing