 			ASSAULT ON THE GOOD TEMPLE OF RANNANCE


		A Advanced Dungeons & Dragons Adventure for Character Levels:  4th to 7th.


			Created and written by:  Thomas J. Broadfoot




Background:

	  The small village of Rannance sits nestled on the steep slopes of a 
mountain range, about 1/2 way up to the summit, just below the snow line.  The village sits 
just off of  a frequently used mountain trading route.  The villagers are simple folk who 
make their living by either trading with those who pass through along the trade route or 
farming the fertile slopes of the mountain.  The main cash crop is grapes in the fall and 
mountain wheat in the summer.  A local band of dwarves seems to be the main customers 
for the mountain wheat.  Some say because the wheat is heartier than wheat grown on the 
lower farm lands.  Dwarven mines may be found through out the area, but none have ever 
struck the motherload," or at least none than has ever been reported.

	Recently, a large band of Hill Giants was reported in the area, but they have 
steered clear of the village.  None one is certain why they have done so, but none really 
care as long as they stay away from the village and not attack.  

	One of the most common rumors of the area is that an evil wizard has moved into 
an abandoned tomb high up in the mountains.  Rumors have it that this evil mage was 
driven out of his home lands and has settled here where no one would find him.  No one 
has ever seen this wizard but the rumor is a popular one told at the inn to those who would 
listen.  

	Unknown to the villagers, the rumor of the evil wizard in the area is true.  An evil 
wizard named Gron has indeed moved into the surrounding area.  He has however not 
settled in an abandoned tomb as rumored, but a small series of caves high above the 
village.  Gron was driven from his home land when his plans of conquest and domination 
where discovered by his student, Baggins.  Baggins reported his masters' plans to the local 
guard and before Gron could be captured and put on trail, he escaped.  Gron still has plans 
of conquest, but he now spends his days plotting his revenge against Baggins and the local 
guard that forced him to flee.  

	Prior to fleeing, Gron had discovered his grand fathers long lost spell book.  
However, because of the circumstances surrounding his fleeing, he has not had a chance to 
study it.  Several days after setting up home in the caverns, Gron began studying his 
grandfathers long lost spell book.  He discovered a powerful spell, that once cast, would 
call upon the powers of the Outer Planes.  Gron, overwhelmed with the prospect, cast the 
spell ill prepared and not fully understanding the results.  Upon completion of the spell, a 
powerful creature from the outer planes appeared.  Because his new master being ill 
prepared, the creature immediately attacked and killed the unsuspecting Gron.

	After brutally slaying the hapless wizard, the creature sensed that it was indeed 
powerful on the Prime Material Plane.  Rummaging through Grons personal belongings, 
the creature discovered the dead wizard's plans for conquest and personal glory.  Taking 
this as his own idea, the creature began to call forth from the outer planes his own personal 
army of evil.  The creature was however wise from hearing tales of how the inhabitants of 
the Prime Material would band together to defeat evil. Hence, the creature concluded that 
he would need some allies, human allies, if his plan was to succeed.  

	Not knowing how to lure some hapless human into helping him, the creature waited 
and allowed his army to grow.  The one day, as luck would have it, a terrible storm ripped 
through the area.  During the storm, 3 Anti-Paladins stopped to seek shelter from the 
storm in the caves.  As the 3 evil individuals wandered into the cavern, shock over came 
them as they viewed what they discovered in the cave.  The creature, sensing the evil of the 
3 human beings, struck a bargain with them.  In exchange for power and glory, they would 
act as a scouting party for the creature and his evil army.

	Weeks have past since the evil deal was sealed, unknown to the unsuspecting 
villagers below.  The 3 Anti-Paladins rode through town several days ago, but no one paid 
them no mind, since they did not stop.  A few people thought it odd that the 3 evil looking 
individuals seemed to center their interest in the village temple.

	The village temple has been run by a retired 18th level cleric named Leatsee for the 
last several years.  Leatsee was once an adventurer, but retired after a being near fatally 
wounded in a battle with an evil cleric.  Leatsee now runs the temple in the village, liking 
the quiet ways of village life.  Instead of curing horrible battle wounds, he now is content to 
heal the wounds of travelers and clumsy farmers.  He has attracted a following of sprouting 
priests and others that help around the temple.    


For the Dungeon Master:

	  The villagers are totally unaware of what has transpired high in 
the mountains.  The main concern is of the roaming band of Hill Giants.  The 3 Anti-
Paladins struck a bargain with a Tanarri, True - Vrock.  The 3 Anti-Paladins were on a 
scouting mission when they stumbled across the village.  Seeing the lack of defense and the 
good temple ripe for the picking, they reported back to the Vrock.  Hence, an evil plan was 
hatched, that in 2 day's time, at dawn they would attack the village and take over the 
temple.

	The characters will enter town the night before the attack is scheduled to begin.    
As the evil army leaves the mountain caves, the Tanarri, True - Vrock will destroy 
everything that once belonged to the wizard Gron, leaving nothing of value or interest 
behind.  In the beginning of the adventure, the PCs will have to decide either to fight or 
flee. Care must be taken in this part of the adventure.  When the Tanarri, least - 
Rutterkin are approaching the inn, the PCs can either flee or fight.  If they remain and 
fight, they will be continuously attacked by the Tanarri, least - Rutterkin until either the 
PCs are killed or all of the creatures have been destroyed. If the PCs flee, they will not be 
pursued, thusly ending the adventure unless they come back.  From the conclusion of the 
For the Player Characters until the Tanarri, least - Rutterkin attack, the Dungeon 
Master should allow about 5 rounds worth of time before the Tanarri, least - Rutterkin 
are within attacking distance from the PCs. 

	If the characters decide to look for these caverns upon the conclusion of this 
adventure, the Dungeon Master can easily put together a series of small caves.  
Recommended that nothing but shredded clothing, smashed furniture and destroyed 
equipment are in the caves.  The Dungeon Master can also use this as a stepping stone for 
another adventure involving the caverns and the roaming band of Hill Giants.

 	This adventure starts while the PCs are either on their way to another adventure or 
on their way back home. Travel through a mountainous region is recommended to play this 
adventure.  

For the Player Characters (DM reads to Players)

			As you travel along a low mountain pass, you begin to hear a low 
rumbling noise, such like a avalanche."  Scouting ahead, you see a large band of Hill 
Giants coming towards you along the pass, you estimate that there is 30 or 40 Hill Giants."  
Luckily, they have not noticed you, yet!.  Quickly, you decide to take another route, 
since a battle with such a large force of these beasties, would be rather fatal on your part."  
Seeing what could be considered a goat trail up the side of the mountain, you scramble up 
as fast as you can."  Minutes later, the band of giants begin to pass as you continue to 
climb the steep mountain side."  As luck would have it, the giants are kicking up enough 
dust to cover your escape."

	As you continue to climb, you soon come across a mountain trail, high above the 
path of the giants."  Deciding to put a more conformable distance between you and the 
band of giants, you hurry along the trail."  After what you think is enough distance 
between the two groups, you stop and get your bearings."  Scanning ahead, you can see 
that the trail follows the mountain side, twisting and turning with the contour of the 
mountain side."  But off in the distance, you can just make out what appears to be a small 
mountain village, nestled in a small valley."  With a growl of the stomach and the sour 
thought of another night of iron rations, the thought of a hot meal, warm bed decide your 
course."

	After a couple hours of travel along the trail, you begin to go down the mountain 
side, towards the town."  As the town draws closer, you come across a small sign that says 
Welcome to Rannance, No Orcs allowed.'"  Entering the town, you see several small 
stone buildings, a large temple off in the distance, several general stores, a clothing store, a 
butcher shop, a stable, a blacksmiths shop and a large inn.  The locals pay you no mind, 
other than a quick glance and a friendly smile as you make your way towards the inn."  

	Reaching the inn, you see a wooden sign hanging from chains over the front door 
that says The Pesky Dwarf Inn, No Orcs Allowed.  Entering the inn, you find several 
locals sitting around a medium sized round wooden table, 3 more locals sitting at the bar 
and a empty table near a fireplace."  Seating yourselves at the empty table, a young girl 
comes over to the table to take your order, soon to return with your drinks, a fair meal and 
most important, the keys to your rooms."

	  With a decent meal in your bellies and several strong drinks, the night goes by 
quickly and uneventfully.  Come next morning, it is collectively decided that the party 
should be on their way.  From outside, you start hearing the sounds of screaming and 
yelling.  Suddenly, the door to the inn bursts open, standing in the doorway you see a 
elderly man, dressed in clerical fashion, covered in blood.  This man staggers several feet 
toward you into the inn and then collapses to the floor.  With his dying breath the man 
speaks these words  The Temple, (coughing and gasping for air) evil creatures, have to 
help.  With the door to the inn wide open, you can see the townsfolk running about, 
screaming and yelling.  Occasionally, you see one of the male villagers stagger past, 
covered in blood from horrible looking claw marks.

	A woman comes running into the inn, sees your party and then runs over to you.  
She tells you that something terrible has happened, a army of evil creatures have attacked 
the village temple.  The woman is obviously terrified and only keeps repeating what she 
has already said.  She stays in the inn for several minutes and then runs out of the inn, 
back into the streets.  Deciding to see what the heck is actually going on around here, 
one of the members of the party decided to peer out the inn doorway.  The street is 
nearly empty, except for several locals lying in the street. 

	Off in the distance, towards to temple, you see a great dark cloud that hides the 
temple from sight.  After what only seems to be a  few short seconds, you see a band of 
small creatures coming out of the dark cloud.  Following these creatures out of the cloud 
of darkness,  you barely make out the sight of a human sized creature.  This human sized 
creature is dressed in black armor and seems to be in charge of the smaller creatures.  As 
the smaller creatures have come closer,  you begin to make out the details of them.  They 
appear to be about 5 foot tall, terribly ugly humans without hair, pointed skulls and 
deformed limbs.  As this unsightly mob slowly comes closer to the inn, the human sized 
creature in armor is hear to say Let no one survive.  The armor clad creature turns to 
wards the dark cloud and in a few seconds he disappears into the cloud.  After he is 
gone, the other creatures begin to ravage the village, coming ever closer to the inn.


Additional Instructions For the Dungeon Master:

		    By the time the Tanarri, least - Rutterkin reach the Pesky Dwarf Inn, there will be 40 of these creatures scattered throughout the town.  Within 5 rounds, these horrid creatures will have torn most of the homes and shops apart.  They will start fires and within 10 rounds of the start of action, the entire town will be ablaze.  If the PCs defeat the Tanarri, least - Rutterkin coming towards the inn, this building will be the only one not ablaze after 10 rounds. 

	Tanarri, least - Rutterkin; (40); INT 9; AL CE; AC 0; MV 12; HD 4; hp 30 
x10, 28 x10, 27 x10, 25 x10; THAC0 17; # Atk 1 or 2; Dmg by weapon type or 2-7/2-7; 
SA Snap-tong; SD none; MR 10%; SZ M; ML 11-12; XP 12,000; Outer Planes; 3 
armed blade 1-6/1-6, fear by touch, fly, telekinesis 3/day, gate 1-8 Tanarri, least 1/day 
50% chance.



Village of Rannance:

See Temple1.bmp

A.  Stables:  This place is a normal stable, with enough room to care for 16 horses at one 
time.  Currently there is only 5 horses, owned by the owner, in the stables.  A local boy 
runs the stables during the day.  The cost is 1 copper per day per horse, 1 silver per horse 
per day if extra care is to be given to the animal.  Special care is considered to be the 
following: brushed every afternoon, the best feed along with washed and groomed daily.

B.  General Store:  This store carries normal everyday items such as lanterns, candles, 
paper, writing quills, buckets and etc.
  
C.  Farmers Supply Store:  This store caters to the farmers by selling items such as 
plows, rakes, shovels, hoes and common farm equipment.

D.  Mining Supply Store:  This store caters to the miners that can be found in the area by 
selling items such as miners lanterns, bird cages, picks, wide shovels and normal common 
mining tools.

E.  Dry Goods Store:  This store sells a assortment of dry goods such a flour, sugar dry 
beans, etc.

F.  Traders Shop / Survey Office:  This place caters to the miners and travelers by 
providing information on who is mining where and what.  The owner also runs a trading 
shop in where he will take items in for a loan of money.  If unclaimed at the end of the 
contract, the owner then sells the items off, at a profit.  Normal armor and weapons can be 
found here from travelers that have never returned to repay their loans.

G.  Clothing Store / Tailor Shop:  This store sells common clothing for the townsfolk 
and travelers.  The women who runs the shop also does tailor work for a small fee.

H.  The Pesky Dwarf Inn:  See Below

I.  Blacksmith Shop:  This blacksmith shop normally works on mining and farming 
equipment.  However, the owner is capable of making weapons of good quality and has 
several bastard swords for sale.

J.  Rannance Temple:  See Below

K.  Private Homes:  These are the private homes of the village townsfolk.  They are 
common, everyday wooden buildings with wooden roof, due to the harsh mountain 
climate.  There is nothing of particular interest about the homes.
 

The Pesky Dwarf Inn:

See Temple2.bmp

1a.  Dining Room:  This large open area is used by the inn keepers as the main drinking 
and dining area.  There is 8 large, round wooden tables scattered about the room with 
wooden chairs pushed under.  When the PCs first arrive, there will be 11 of the locals 
sitting around the room drinking and eating.  In the morning time, just prior to the attack, 
there is no one else in the inn except for the serving girl, a cook in the kitchen and the 
PCs.

1b.  Bar:  This large indent into the wall is the main bar of the inn.  A wooden counter 
separates it from the main dining area.  Behind the bar there is shelves with bottles of rum, 
ale and wine along with barrels of beer and ale.  Wooden mugs hang from pegs lining the 
walls of the bar.  Under the counter there is a large wooden barrel used to drain any 
unfinished beverage and another filled with water to rinse the wooden mugs out after use.

2.  Kitchen:  This room is used as the kitchen for the inn.  Near the middle of the room 
there is a large cooking pit, with a metal hood hanging over it to allow smoke to rise out of 
the building.  The walls are lined with shelves for dishes and food storage.  All dishes and 
utensils are wooden and washed in barrels near the north west corner of the room.

3.  Hallway:  This hallway leads from the main dining area and bar to the guest rooms.

4a - 4f.  Guest Rooms:  Each of these guests rooms are 10 foot square with a single 
doorway.  Each guest room door can be locked with a individual key, however the inn 
keeper has a master key that will open all the doors.  Inside each room there is 4 wooden 
beds, a small round wooden table near the center with 4 wooden chairs pushed under it.  A 
medium sized lantern hangs down from a chain over the table to provide light in the room.

	When the PCs arrive, there is no one else residing in any of the rooms.


The Good Temple of Rannance

See Temple3.bmp for ground level

1.  Main Temple:  This is the main area of worship of the temple.  The room is 20 foot 
high by 50 feet wide by 80 feet long.  There is an raised, 10 foot by golden painted stairs, 
dais on the northern end of the room. Within the room there is 8 wooden, padded pews 
that line the room that form a 10 foot wide corridor towards the dais.  Lining the front base 
of the dais there is 4 brass urns, filled with the ashes of incenses used during ceremonies.  
The walls of the main temple are painted with great and holy pictures of Odin.  Upon the 
dais there is a gold and red alter and 2 statues of Odin on either side of the alter. Any 
creature or person who defiles the alter will receive a shock 1d12 + constitution, along 
with a curse from Odin himself.    Along the northern wall of the temple, near the alter 
there is an secret doorway that leads to the rear of the temple..  Lurking in the main temple 
there is another 7 Tanarri, least - Rutterkin; hp 41 each along with Gork the Unholy; 
AL C/E; AC -3; MV 6; AP 7; hp 98; THAC0 13; # Atk 3/2; Dmg by weapon type; S 
18/100, I 16, W 15, C 18, D 18, Ch 16; ML 14; Special abilities +2 on all saves, 
Immune to all diseases, transmit disease by touch, lay hands or cause wounds 2 points 
per level, protection vs good 10 radius, backstab +4 to hit, use of poison;  +2 
platemail, +1 two handed sword, potion of extra healing, powder of coagulation, 
gauntlets of dexterity, +2 dagger, 250 gold and 3 gems x 500 gp. and Dorn the Nasty; 
Al C/E; AC -4; MV 6; AP 6; hp 84; THAC0 14; # ATK 3/2; Dmg by weapon type; S 
18/98, I 15, W 17, C 18, D 18, Ch 16; +2 platemail, +2 bastard sword, ring of 
regeneration, rope of climbing, potion of extra healing, +2 dagger, 200 gold and 1 gem 
worth 100 gold; Special abilities +2 on all saves, Immune to all diseases, transmit 
disease by touch, lay hands or cause wounds 2 points per level, protection vs good 10 
radius, backstab +4 to hit, use of poison;.  The anti-paladins will have the Tanarri, least 
- Rutterkin attack the PCs when they enter the main temple.  The 2 Anti-paladins (Gork 
and Dorn) will attack any spell casters.  The Tanarri, least - Rutterkin will fight to the 
death, however the 2 Anti-paladins will flee if severely injured or if most of the Rutterkin 
are defeated.  If there are any Lawful / Good PCs within the party, then that alignment 
will be targeted first by all the Rutterkin and Anti-paladins.  

2. Study:  This 30 foot square room was used as a study for the cleric that resided in the 
temple.  It was also used by travelers wishing to study the library of books contained within 
the temple.  Inside the room there is 2 smashed round wooden tables, 8 wooden, high 
backed chairs, which are over turned.  Torn books litter the floor along with other common 
books which are thrown around the room.  There is a standard wooden doorway on the 
center of the western wall that has deep claw marks on the inside of the door.

3. Study: This 30 foot square room was used as a study for the cleric that resided in the 
temple.  It was also used by travelers wishing to study the library of books contained within 
the temple.  Inside the room there is 3 smashed round wooden tables, 12 wooden, high 
backed chairs, which are over turned.  Charred and torn books litter the floor along with 
other common books which are thrown around the room.  There is a standard wooden 
doorway on the center of the eastern wall that has deep claw marks on the inside of the 
door.  Lurking in the room there is another 4 Tanarri, least - Rutterkin hp 41, 41, 41, 
41.  They will attack immediately anything that enters the room that is not of their kind or 
the 3 anti-paladins.

4. Meditation Room:  This 30 foot square room has a standard wooden doorway on the 
western wall as the only entrance.  Inside the room there is smashed and charred furniture, 
torn and charred books and a headless body.  The body is of a young male, about 21 years 
old,  dressed in ceremonial clerical gowns.  Near the body there is a bent mace, a set of 
normal prayer beads and a small prayer book that is soaked with blood.

5. Meditation Room: This 30 foot square room has a standard wooden doorway on the 
western wall as the only entrance.  Inside the room there is smashed and charred furniture, 
torn and charred books and a 3 headless bodies.  The bodies are of a young males, dressed 
in ceremonial clerical gowns, between the ages of 12 and 16.  Near the body there is a 
small prayer book that is soaked with blood.

6. Guest Room:  This room is 30 foot square and has one standard wooden doorway on 
the western wall as a entrance.  The door is unlocked, but can be locked from the inside.  
Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 
2 small feather filled pillows.  Beside each bed there is a small wooden stand with a open 
empty drawer.  A small, open foot locker sits at the end of each bed.  In the center of the 
room there is a small, round wooden table with 4 high backed, padded wooden chairs 
pushed under the table.  On the table, there is a small lantern and 3 small pints of lantern 
oil.  

7. Guest Room: This room is 30 foot square and has one standard wooden doorway on 
the western wall as a entrance.  The door is unlocked, but can be locked from the inside.  
Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 
2 small feather filled pillows.  Beside each bed there is a small wooden stand with a open 
empty drawer.  A small, open foot locker sits at the end of each bed.  In the center of the 
room there is a small, round wooden table with 4 high backed, padded wooden chairs 
pushed under the table.  On the table, there is a small lantern and 3 small pints of lantern 
oil.  Searching  this room there is another 6 Tanarri, least - Rutterkin; hp 41 each.  
These creatures will attack without hesitation.    

8. Guest Room: This room is 30 foot square and has one standard wooden doorway on 
the western wall as a entrance.  The door is unlocked, but can be locked from the inside.  
Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 
2 small feather filled pillows.  Beside each bed there is a small wooden stand with a open 
empty drawer.  A small, open foot locker sits at the end of each bed.  In the center of the 
room there is a small, round wooden table with 4 high backed, padded wooden chairs 
pushed under the table.  On the table, there is a small lantern and 3 small pints of lantern 
oil.  Near the side of the north western bed there is the headless body of a man dressed in 
common clothing.  Nearby there is a broken short sword and a smashed glass vial.  

9.  Stairs Room:  This room is 30 foot square with a standard wooden doorway on the 
southern wall, near the south western corner.  Inside the room there is a set of wooden 
spiral steps that ascend upward for about 8 feet and end.  There is lumber scraps and tools 
scattered about the floor.

10.  Stairs Room:  This room is 300 feet square with a standard wooden doorway on the 
southern wall, near the south eastern corner.  Inside the room there is a set of wooden 
spiral steps that ascend upward to the upper level of the temple.  Laying in a pool of blood, 
near the base of the steps there is the body of a young female.  The female is dressed in 
ceremonial clerical gowns, with a blood stained prayer book laying nearby.  If the body is 
examined closer, the cause of death will be revealed to be due to deep claws and severe 
bites.  

11. Guest Room: This room is 30 foot square and has one standard wooden doorway on 
the eastern wall as a entrance.  The door is unlocked, but can be locked from the inside.  
Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 
2 small feather filled pillows.  Beside each bed there is a small wooden stand with a open 
empty drawer.  A small, open foot locker sits at the end of each bed.  In the center of the 
room there is a small, round wooden table with 4 high backed, padded wooden chairs 
pushed under the table.  On the table, there is a small lantern and 3 small pints of lantern 
oil.  

12. Guest Room: This room is 30 foot square and has one standard wooden doorway on 
the eastern wall as a entrance.  The door is unlocked, but can be locked from the inside.  
Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 
2 small feather filled pillows.  Beside each bed there is a small wooden stand with a open 
empty drawer.  A small, open foot locker sits at the end of each bed.  In the center of the 
room there is a small, round wooden table with 4 high backed, padded wooden chairs 
pushed under the table.  On the table, there is a small lantern and 3 small pints of lantern 
oil.  

13. Guest Room: This room is 30 foot square and has one standard wooden doorway on 
the eastern wall as a entrance.  The door is unlocked, but can be locked from the inside.  
Inside the room there is 4 large wooden beds now smashed and over turned.  Torn and 
slashed wool blankets along with 2 slashed small feather filled pillows cover the floor.  
Beside each bed there is a small wooden stand, now smashed with a busted empty drawer 
nearby.  A small, over turned open foot locker sits at the end of each bed.  In the center of 
the room there is a over turned small, round wooden table.  There is 4 high backed, 
padded wooden chairs pushed near table with the padded slashed open.  Near the table 
there is a large puddle of oil and broken glass.  Looking through the busted furniture there 
is another 7 Tanarri, least - Rutterkin; hp 41 each.   

14.  Preparatory Room:  This room was used as a preparatory room for the temple 
ushers, candle boys and other temple workers. Inside the room there is a smashed round 
wooden tables, 4 wooden, high backed chairs, which are over turned.  Torn books litter the 
floor along with other common books which are thrown around the room.  There is a 
standard wooden doorway on the center of the eastern wall that has deep claw marks on 
the inside of the door.  Ceremonial clothing, that is torn and slashed are also thrown about 
the room.

15.  Preparatory Room: This 30 foot square room was used as a study and a preparatory 
room for the head cleric.  Inside the room there is 2 smashed round wooden tables, 8 
wooden, high backed chairs, which are over turned.  Torn books litter the floor along with 
other common books which are thrown around the room.  There is a standard wooden 
doorway on the center of the western wall that has deep claw marks on the inside of the 
door.  Near the south eastern corner of the room there is a pedestal that contained water 
(holy water) that has been over turned and urinated upon.  Ceremonial clothing, that is torn 
and slashed are also thrown about the room.

16. Meditation Room: This 30 foot square room has a standard wooden doorway on the 
western wall as the only entrance.  Inside the room there is smashed and charred furniture, 
torn and charred books and a 2 headless bodies.  The bodies are of a males, dressed in 
common clothing a traveler would wear, between the ages of 32 and 36.  Near the bodies 
there is a small prayer book that is soaked with blood, 2 broken short swords and a 
smashed glass vial.  The bodies have nothing of value on them.

17.  Storage Room:  Inside this 20 foot wide by 30 foot long room there is empty barrels, 
a pile of lumber and some common wood working tools.

18.  Study: This 30 foot square room was used as a study for the cleric that resided in the 
temple.  It was also used by travelers wishing to study the library of books contained within 
the temple.  Inside the room there is 2 smashed round wooden tables, 8 wooden, high 
backed chairs, which are over turned.  Torn books litter the floor along with other common 
books which are thrown around the room.  There is a standard wooden doorway on the 
center of the eastern wall that has deep claw marks on the inside of the door.

19.  Latrine:  This room is 20 foot wide by 30 foot long and is used as a latrine for the 
temple.  Near the center of the room there is 20 small holes in the floor.  The sound of 
water from below can be heard if noise is detected for.  The mountain stream, which flows 
from north eastern to south western carries away anything dropped into one of the holes.  
The walls of the room are lined with wooden pegs and small wooden benches line the walls 
under the pegs.  It appears that this room may also have been used as a wash room as well 
as a latrine.

20.  Courtyard:  This outside courtyard is walled off, making it 60 foot wide by 130 foot 
long.  The walls of the courtyard are only 6 foot tall are designed more to keep animals out 
than humanoids.  Within the courtyard there is 5 large birch trees and a small fresh water 
pond.  The pond is about 3 foot deep near the edges but in the center drops off to about 80 
feet deep.  The source of the water is a underground mountain steam.  The water is almost 
crystal clear and is very cold.  The pond is also the water supply for the temple.  The trees 
average a height of 27 feet and have green leaves on them.

Upper Level

See Temple4.bmp for upper level

1.  Stairs Room:  This room is 30 foot square with 2 standard wooden doorways.  On 
doorway is on the center of the western wall and the other is on the center of the eastern 
wall.  Inside the room there is a spiral set of steps that descend to the lower level of the 
temple.

2.  Study:  This 30 foot square room was used as a study for the cleric that resided in the 
temple..  Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed 
chairs, which are over turned.  Torn books litter the floor along with other common books 
which are thrown around the room.  There is a standard wooden doorway on the center of 
the eastern wall that has deep claw marks on the inside of the door.  Searching through the 
mess there is another 7 Tanarri, least - Rutterkin; hp 41 each.

3.  Study:  This 30 foot square room was used as a study for the cleric that resided in the 
temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed 
chairs, which are over turned.  Torn books litter the floor along with other common books 
which are thrown around the room.  There is a standard wooden doorway on the center of 
the eastern wall that has deep claw marks on the inside of the door.  The room has a smell 
of burnt flesh, but the source will not be found if searched for.

4.  Library:  This huge 50 foot wide by 80 foot long room is the main library of the 
temple.  The inhabitants over the many years have collected books from all over the known 
world and stored them here.  There is approximately 12,000 books in wooden bookcases 
within the room.  Several of the bookcases have been over turned and the books torn and 
shredded up, littering the floor with parchment.  It would take 1-3 days to look through all 
the books to find a particular book.  All the books are common books, with no special 
properties to them.

5.  Dining Hall:  This room is 40 foot wide by 70 feet long.  There is an open doorway on 
the southern wall of the room that leads to the kitchen, see #6 below.  On the western wall 
there is a set of standard wooden double doors that lead into the dining hall.  the room was 
mainly built so large to hold banquets and ceremonial dinners.  There is many over turned 
and smashed tables and chairs littering the room.  The walls are covered with deep 
scratches and spots of blood.  The room has a smell of charred flesh to it and if 
investigated, the source will be found under a pile of smashed furniture.  The charred 
remains of a middle aged man, dressed in cooks clothing will be found.

6.  Kitchen:  This room is 30 foot wide by 40 foot long with a open doorway on the 
northern wall, leading into the dinning hall.  On the western wall, near the south western 
corner there is a standard wooden doorway.  Inside the room near the middle of the room, 
there is a large stone cooking pit with an 3 large kettles hanging over it.  There is smashed 
cupboards, smashed bottles of spices and other assorted kitchen items littering the floor.

7.  Personal Room:  This room is 20 foot wide by 30 foot long and was the personal 
room of Leatsee.  There is a iron doorway on the center of the western wall to this room.  
The door has been bashed down and is still opened.  Inside the room, there is nothing but 
charred and smashed furniture.  The walls have large scorch marks on them, along will 
deep scratches into the stone walls.  

8.  Storage Room:  This oddly shaped room is used for storage of personal items.  Inside 
the room there is 9 wooden chest that are now open.  Littering the floor of the room there 
is slashed clothing and other small personal items that have either been torn, smashed or 
crushed.

9.  Storage Room:  This room is 40 foot long by 30 foot wide and radiates magic if 
detected for.  Inside the room there is 4 large cow carcasses hanging from large meat hooks 
and chains, there is venison, pork and chickens hanging on the walls also.  Near the center 
of the room there is barrels of vegetables and grains.  The room is cold and is a result of 
magic.  This appears to be one of a few rooms least untouched by the invaders, maybe 
because they planned on using the foodstuff for their own.

10.  Storage Room:  This 30 foot square room is empty except for a few bent and rusted 
iron spikes.

11.  Study: This nearly 30 foot square room was used as a study for the clerics that resided 
in the temple.  Inside the room there is 2 smashed round wooden tables, 8 wooden, high 
backed chairs, which are over turned.  Torn books litter the floor along with other common 
books which are thrown around the room.  There is a standard wooden doorway on the 
center of the western wall that has deep claw marks on the inside of the door.  Looking 
through the smashed furniture there is another 8 Tanarri, least - Rutterkin; hp 41 each.  

12.  Study: This 30 foot square room was used as a study for the cleric that resided in the 
temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed 
chairs, which are over turned.  Torn books litter the floor along with other common books 
which are thrown around the room.  There is a standard wooden doorway on the center of 
the western wall that has deep claw marks on the inside of the door.

13.  Personal Room:  This room is 30 foot wide by 40 foot long and used as a barracks 
for the inhabitants of the temple.  Inside the room there is smashed furniture, torn and 
slashed clothing and other common items littering the floor.  The walls have deep scratched 
on them and a few blood stains can be seen on the floor and walls.

14. Personal Room:  This room is 30 foot wide by 40 foot long and used as a barracks for 
the inhabitants of the temple.  Inside the room there is smashed furniture, torn and slashed 
clothing and other common items littering the floor.  The walls have deep scratched on 
them and a few blood stains can be seen on the floor and walls.

15.  Study: This 30 foot square room was used as a study for the cleric that resided in the 
temple.  Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed 
chairs, which are over turned.  Torn books litter the floor along with other common books 
which are thrown around the room.  There is a standard wooden doorway on the center of 
the eastern wall that has deep claw marks on the inside of the door.  Near the center of the 
room there is the smoking remains of a human sized body.  Nearby there is a bent mace 
and a smashed wooden shield.  Scattered near the body there is a torn leather sack with 14 
copper coin nearby.

16.  Study: This 30 foot long by 20 foot wide  room was used as a study for the clerics 
that resided in the temple. Inside the room there is 2 smashed round wooden tables, 8 
wooden, high backed chairs, which are over turned.  Torn books litter the floor along with 
other common books which are thrown around the room.  There is a standard wooden 
doorway on the center of the western wall that has deep claw marks on the inside of the 
door.  Near the south eastern corner of the room there is a headless body of what appears 
to be an elderly man.  The body is dressed in ceremonial clerical robes and nearby there is 
a busted set of normal prayer beads and a blood soaked prayer book.

17.  Temple:  This 40 foot square room is the personal temple of worship for Leatsee, the 
head cleric of the temple.  The doorway to this room was locked, but the door has been 
bashed down.  Within the temple there is a small gold and red alter and a small statue of 
Odin on each side.  The walls and ceiling have been painted to depict various deeds of 
Odin.  The PCs will discover that all of the missing heads from the victims of the temple 
have been iron spiked to the walls in this temple.  On the northern wall of the room there 
is an secret doorway that leads to the temple vault, see #18 below.  Near the center of the 
room there is the headless body of  Leatsee, standing nearby there is Ruthless Raymond; 
AL C/E; AC -5; MV 6; AP 7; hp 96; THAC0 13; # Atk 3/2; Dmg by weapon type; S 
18/100, I 16, W 17, C 18, D 18, Ch 17; Special abilities +2 on all saves, Immune to all 
diseases, transmit disease by touch, lay hands or cause wounds 2 points per level, 
protection vs good 10 radius, backstab +4 to hit, use of poison;  +3 platemail, +3 two 
handed sword, Ring of regeneration, chime of opening, oil of timelessness, potion of 
extra healing x2, +3 poisoned dagger.

Standing nearby there is Tanarri, True - Vrock; (1); INT 14; AL C/E; AC -5; MV 12, 
Fl 18 (C); HD 8; hp 62; THAC0 13; # Atk 5; Dmg 1-4/1-4/1-8/1-6 +7 strength; SA 
spores, screech, first attack, dance of ruin; SD +2 or better weapon to hit, never 
surprised; MR 70%; SZ L; ML 18; XP 37,000; detect invisible, detect magic, dispel 
magic, mass charm, mirror image, telekinesis, infravision 120, gate 2-20 Manes, 1-6 
Bar-lgura, 1 Nalfeshnee, 1-8 Rutterkin or 1-2 Dretch 50% chance of success, 1/day.  
Standing behind the Tanarri, True - Vrock there is another 6 Tanarri, least - 
Rutterkin; hp 41 each.

All the creatures will fight to the death, except for Ruthless Raymond who will flee if 
severely injured or if most of the Tanarri are defeated.  If the Tanarri, True - Vrock is 
killed and Raymond survives, he will flee at first chance.

18.  Vault:  This room is 20 foot square and is concealed behind a secret doorway.  The 
doorway is protected by a Forbiddance and a Symbol of Hopelessness Spell.  Inside the 
room there is 3 locked, iron chests containing:

	Chest 1: 12,003 copper coins, a gem worth 50 gold pieces and a +1 mace.
	Chest 2: 7,909 silver coins, 3 gems worth 500 gold each and a Potion of Extra 
Healing.
	Chest 3: 2,762 gold coins, 6 gems worth 500 gold each and a +3 mace.




Concluding the Adventure

  The adventure can end in 1 of 3 ways:

1.  The PCs can flee when the attack begins and not return to help the villagers.  Even 
though their names may be or not be known.  The surviving villagers will leave the area 
and tell their tales of how a adventurous party failed to help them.  Word will reach the 
king and a hunt will begin to find out who the cowards were and to punish them 
accordingly. By the time the king sends in his army to combat the evil, the evil creatures 
will take over a 10 mile radius from the temple within 2 weeks and within those 2 weeks, 
increase their numbers by 50 times.


2.  The party is killed, which ends the adventure. The surviving villagers will leave the area 
and tell their tales of how a adventurous party tried to help them but where brutally killed 
by the evil creatures.  Word will reach the king and a massive assault will begin free the 
temple from the evil creatures and to recover the bodies of the slain heros in order to give 
them a royal burial. By the time the king sends in his army to combat the evil, The evil 
creatures will have taken over a 10 mile radius from the temple within 2 weeks and within 
those 2 weeks, increase their numbers by 50 times.

3.  The PCs defeat the evil creatures and free the temple. The surviving villagers will leave 
the area and tell their tales of how a adventurous party  defeated a army of evil creatures 
and be always regarded as heros of the village.  Word will reach the king and he will 
summon the PCs to his castle in order to reward them. The size of the reward is up to the 
Dungeon Master, but it is recommended no more than 500 gold per level of the PC. 


Map Notes and Instructions

Temple1.bmp is the Village of Rannance; notes:  Not drawn to any scale, just shows 
positions of buildings in the village.


Temple2.bmp is the Pesky Dwarf Inn; notes:  Scale is 1 graph paper square equals 5 
square feet.

Temple3.bmp is the ground level of the Temple of Rannance;  Temple4.bmp is the 
upper level of the Temple of Rannance;  notes:  Scale is 1 graph paper square equal 10 
square feet.  Symbols are explained in room description.  Each map is labeled with north 
and ground level and upper level.  Overall the temple, less courtyard and porch is 120 feet 
wide by 200 feet long.
