

The Keep...





A AD&D Adventure for 4-6 Characters of levels  9-12.  It is suggested that a party consist of at least 1 Priest and 1 Magic User.  The party should lean towards good or neutral in alignment.  The dungeon master should have access to the monstrous compendiums, to include the outer planes appendix.  This information is provided within the adventure for those who do not have the required reference material.








Created and Written by: Thomas J. Broadfoot
                                                                                                                                 
Adventure Background

Long ago, a great wizard named Calizar became tired of the ways of adventuring.  Deciding to build a small keep in which to continue his craft, Calizar found a location far from the reaches of civilized mankind.  Deep within a mountain pass, surrounded by sheer cliffs, a small keep was constructed.  After construction had been completed, Calizar was content to live with his new home without the constant interruption of man.
One day, Calizar was visited by a cleric named Zeuxis.  This man brought with him a great magical tome that had been discovered by one of his church brethren.  The church being unable to read nor understand the tome, the head of the clerics decided to call upon Calizar.  Zeuxis was sent to the home of Cailzar to give him the tome, with the understanding that if it was evil by any nature the tome would be destroyed.  After many sleepless nights of intense study, Cailzar discovered that the tome was evil.  But being intrigued with the tome, he did not destroy the evil tome.  Late one night, Calizar made a great discovery, hidden within the pages there was a spell.   Along with the spell, written in dried blood, was a name--Besescaba.Intrigued with the new found spell, Calizar began to read from the unholy tome.  Not knowing what he was truly doing, Calizar spoke the blood written name as he cast the spell.  With a great flash of fire and brimstone, a horrible creature appeared before him.  Unaware that he had summoned a creature from the bowels of hell, Calizar was taken by surprise.  Being a creature of evil, Besescaba  was irate at the unsuspecting mage for being summoned to the prime material plane.  But before Calizar was able to regain his senses, the creature attacked the hapless mage.  The wizards fate was sealed immediately without mercy.
As the creature started it's unholy assault upon Calizar, Zeuxis entered the room.  Seeing what had transpired, Zeuxis used his holy powers to send the creature back where it came from.  After several failed attempts and with the demise of  Calizar, Zeuxis grasped the tome before the creature could.  As Besescaba turned to confront the cleric, he was shocked to see the tome.  Acting in desperation, Zeuxis spoke the true name of the creature aloud, not knowing what it would mean or do.
Upon hearing his true name spoken aloud, Besescaba stopped his advance.  Catching Zeuxis off guard, Besescaba bowed before him and reluctantly vowed his obedience to the mage.  After taking control of his fears, Zeuxis attempted to send the unholy creature back to hence it came from.  But Zeuxis was not powerful enough to banish the creature, so calling upon his god.  Zeuxis was granted special powers to imprison the creature within the walls of the keep.
Using the special powers granted by his god, Zeuxis created a holy symbol from his own to bind the creature to it's obligation of service.  Thus Besescaba was imprisoned within the walls of the keep until either Zeuxis released him or the holy symbol was destroyed.  Then, much to Besescabas dismay, Zeuxis hid the symbol somewhere within the keep, to prevent it from falling into the hands of evil.  
Besescaba vowed to escape and seek his revenge upon those who imprisoning him and against all of mankind.  In the many years that followed, Zeuxis kept a  constant vigil outside the keep warning travelers of the evil within the keep.  As the years past, a small village arouse near the keep, but the true reason the keep was forbidden was lost with the death of Zeuxis.
Today, all that is known about the keep that is true is that it is forbidden.  There are many rumors about the keep, and some only to scare children.  But no one of the local village will enter the house of evil, and those who have are said to have never returned.
For the Dungeon Master

Several years ago, a evil wizard name Mirandola learned of a powerful evil tome had been found by a local priest.  Through bribery, deceit and treachery, Mirandola learned that the tome was given to a powerful wizard named Calizar.  Mirandola become obsessed with possessing the lost tome, believing that it would further his own evil powers.  Recently, he has learned that the tome was once used to summon a creature of great power from the outer planes and in a resulting battle, Calizar was killed.    This has caused Mirandola to become more obsessive with owning the lost tome.  Recently, however he has learned that the tome was later destroyed by a priest, but this same priest had imprisoned the creature within the walls of the wizards keep.
With psychotic delusions of grandeur, Mirandola has sought to find a way to master the creature.  He has just learned that a powerful holy symbol keeps the beast within the keeps walls.  Realizing that the symbol must be concealed  within the keep, Mirandola has tricked others into entering the keep in order to do his dirty work for him.
When Mirandola first spots the PC's, he will watch them and follow at a distance, remaining out of sight.  Once he has decided that these people will do, he will approach them dressed in tattered rags and blood stains on his face.  When the PC's encounter Mirandola for the first time, he will claim that he was part of a expedition sent by some denomination.
Mirandola will explain that the group was hired to explore a evil keep not so far away.  Their mission was to find a hidden evil relic and destroy it, before it fell into the hands of evil people.  Mirandola will claim that as they traveled through the mountain pass nearby, the group was ambushed by a large band of hill giants.  He will further claim that he was the only member that was able to escape from the carnage.
Mirandola will ask the PC's to help him recover the lost evil relic and destroy it forever.  He will claim that the church, which hired him, paid 1,000 golden coins prior to leaving and he was pledged another 4,000 golden coins upon his return.  But, if asked for proof, he will claim that most of his equipment was lost in the battle with the hill giants.
Mirandola will go to great lengths, to include begging in order to trick the PC's.  If it looks as if that the PC's are not willing to help him, he will first appeal to their morales that all things of evil should be destroyed.  If he is still turned down, he will drop the subject, and ask to camp with the PC's for their protection--since he has no equipment.  During the night, Mirandola will use his spells to charm, command or what ever is necessary  to several of  the more powerful PC's.  Mirandola will do this only if he positive that he will not be caught.  He is well aware of the creature imprisoned within the keep, but he will not reveal this information to the PC's.
Unknown to Mirandola and the PC's, a priest of great power has entered the keeps nearby village.  Fenelon, who was sent by the church that originally found the evil tome, has come to destroy the imprisoned creature once and for all.  Fenelon knows the history of the keep, origins and nature of the holy symbol hidden inside the keep, but not the location of the symbol.  Fenelon knows of the creature, but is unaware of how it has grown in power over these many years.
The DM should arrange for the PC's to meet with Mirandola two days prior to the keep.  This will allow time for Mirandola to convince the PC's to help him.  It is suggested that the DM arrange for the PC's to reach the village of the keep just around night fall on the second day.  This will allow the PC's to meet with Fenelon and to have other important events transpire.
When the PC's reach the village, Fenelon will wait and watch them.  When he feels the time is right, he will approach the entire party at once, to include Mirandola.  Fenelon will say that he was sent by his church to recover a holy item from the keep.  He will say that the symbol is used to imprison a evil creature within the keep.  He will also explain that he has come to destroy the creature once for all and it is his holy quest to do so.  Fenelon will only ask for help finding the symbol, but will express that he and he alone must face the beast within.  He will offer the PC's a reward of 5,000 gold coins upon return to his church if the PC's help him in his quest.  Fenelon will answer any questions that he can about the keep, but will answer nothing about the creature, other than it is evil and he must face it alone.
Once Fenelon has told his tale and made his proposal, Mirandola will accuse him of being evil.  Mirandola will claim that Fenelon wants the evil symbol to increase his own evil ways.  Mirandola will also debate the story with great wit, in order to convince all that Fenelon is evil.  Fenelon will claim that Mirandola is evil and wants to control the beast within the keep.  Neither one will allow any form of magic to be used in order to find out who is lying.  Both will say that it is beneath them and against their code of honor.  If used however and if detected, both will lie in order to make the magic fail.  Ensure that the PC's are unaware who is telling the truth and who is lying or this will spoil the mystery of the adventure.
Both Mirandola and Fenelon will express their wishes for the PC's to help them.  Even if Mirandola has used his magic to obtain the PC's help, he will allow Fenelon to join the expedition into the keep.  But at the first possible chance, Mirandola will have a covert helping hand in the inappropriate demise of Fenelon.
The local villagers, if questioned, will openly talk about the keep.  The will express that the place is evil and should be avoided at all costs.  The locals will attempt to discourage the PC's from entering, but will take no action to prevent them.  The locals do not know the true history of the keep, but will know only rumors passed down from generation to generation--consult rumor chart for rumors known by the local villagers.
The night in the village will be a troubled one.  The DM should keep Mirandola and Fenelon at each others throat about the subject of who is evil and who is lying.  Neither one should attack the other, but close enough to keep the PC's on edge.  Once all have retired for the night, all will be plagued by nightmare through out the night.  
Unknown to all, Besescaba will visit all in their dreams that night.  Using a crystal ball taken from one of Calizar's labs and using natural abilities, he will enter the minds of all involved in the form of a nightmare.
During the night, Besescaba will enter the minds of the PC's first. Each will dream a vivid dream about a good cleric being slain within the keep while searching for a evil item to destroy.  The nightmare will continue with a faint voice begging them to find and destroy  the evil symbol.  The voice will stress over and over that if the symbol is destroyed, then his trapped soul can rest.  If not, then his soul will be trapped within the keep forever.
When Besescaba enters the mind of Mirandola, he will discover that  the evil wizard intends to further enslave him.   When Besescaba realizes the intentions of Mirandola, he will send him a horrid nightmare.  Mirandola will dream that he is killed in a most gruesome way.  When Besescaba enters the mind of Fenelon, he will discover that he plans to slay him.  When he realizes this, Fenelon will have a nightmare about how he is stripped of his clerical powers.  Then he is slain as a traitor to the church and his soul is sent to the planes of hell.
After discovering the true intentions of Mirandola and Fenelon, Besescaba will revisit the PC's in their dreams.  Once again, he will claim to be a good cleric whom died inside the keep.  The kindly, faint voice will warn each that Mirandola and Fenelon are both lying.  He will tell the PC's that both want what is hidden within the keep in order to further their own ways.
After visiting all the characters involved, Besescaba will provide little helping hints to the PC once within the keep.  Besescaba feels that once the wizard and cleric have met their demise, the others will be easy to control to do his bidding.
Once they have done his bidding, Besescaba feels that the PC's  can be dealt with easily.  Besescaba is aware that he can not touch the symbol and only the destruction of it will  allow him freedom.  He is also aware that the symbol can be used against him, but he feels his plans will work and freedom from confinement will be his.  In recent years, Besescaba has searched for the symbol but with no luck.  He has been able to summon other creatures from the outer planes into doing his dirty work for him.  But none have found the symbol yet.  
In the morning , after being visited in their dreams, the DM should create a atmosphere of suspicion.  Both Mirandola and Fenelon will prove to be very nervous and on edge.  But neither will say anything about having any dreams during the night.  Mirandola still plans on having a helping hand in the demise of Fenelon, if possible.  Fenelon is keeping a watchful eye on Mirandola in case something happens.   Both will help the PC's but Fenelon will be more help than Mirandola.  Mirandola will use his spells when needed but he is saving his more powerful spells in order to get the symbol once it is found.  When the PC's are ready to begin the adventure, the weather will be cold and rainy.  a thick heavy fog will encircle the entire area, making things difficult to see.
It is suggested that the DM have someone assume the role of Mirandola and another for Fenelon.  This will help the DM control the NPC's while maintaining a good game flow.  If this  suggestion is used, the DM will have to provide adequate information to the players of Mirandola and Fenelon to ensure that the NPC's are played in accordance with the adventure. 
Rumors to be Learned.
1.   The keep is a prison for a creature of evil.   True
2.    The keep is a gateway into the world of demons and devils.                                                                                           
        False
3.   The keep was once the home of a great wizard until something  
       happened one night.  Now the place is evil.   True
4.   The place is evil since the day it was built.    False
5.    The keep was built by a evil wizard years ago and the 
       creatures of hell  roam the halls.   1/2 True
6.    Riches beyond your wildest dreams can be found within 
       the keep.    False
7.    Anyone who has entered, has never returned.    True
8.    The keep is a prison for the mentally deranged.    False
9.    Those who enter are cursed forever.    False
10.   The walking dead roam the halls looking for something.   False
11.   A powerful lich lives within the keep.    False
12.    A powerful evil creature is imprisoned within the keep, long 
         ago by a powerful cleric.    True.

For The Player Characters...
                                          The adventure begins with the PC's on the road, either to or from another adventure.  They are traveling through a remote mountain pass.
As you travel along a high mountain pass, a raggedy dressed man slowly approaches from ahead.  The man appears to be human, five foot  six inches tall, long flowing black hair and deep recessed bluish green eyes.  The mans face is covered with blood and sweat, his robes are torn and covered with dirt and spots of blood.  As he approaches slowly, he stops and drops to his knees.  As the man is kneeling he says " Greetings my friends, I am so glad to see you".  "My name is Mirandola and you would not know just how glad I am to see you".  Slowly rising, he continues " I was a member of a small expedition, traveling in this area".  "When suddenly our group was brutally attacked by a large band of hill giants".  "I was able to escape the carnage, but my traveling companions were not so lucky"
Mirandola; AL L/E; AC 0; MV 12; M 10; hp 42; THAC0 17; #AT 1; Dmg by spell or weapon type; S 10,D 18, C 16, I 18, W 12, Ch 13; ML 14; XP 4,000; bracers AC5, dagger +2, ring of protection +2, potion  of gaseous form, scroll-protection from evil, small pouch with 50 platinum.
He has memorized the following spells and carries these in his traveling spell book:  burning hands, charm person, friends, magic missile; esp, scare, darkness 15' radius, fog cloud; lightning bolt, suggestion, hold person; dimension door, confusion; domination, feeblemind.
"We were in route to explore a keep, not too far from here when we were ambushed by those hill giants".  " You see, our expedition was hired by the church of Penedon".  " It is the churches belief, and mine, that a symbol of great evil power is hidden somewhere within the  keep".  "Our mission was to find this evil symbol, and destroy it  before evil people get a hold of it for their gain".  " The church believes that the symbol exists, for I was paid 1,000 gold coins when we departed".  " I was pledged another 4,000 gold upon return along with a reward if we found and destroyed the symbol".  " But now, it may be too late with my companions either dead or enslaved by the brutal hill giants, the expedition has failed".  
After a long pause, Mirandola will stand up with delight in his eyes .  Then he will say " I have an idea !  I am sure that the church would pay you the same as I if you were to help me".  "With the untimely demise of my companions and the urgent needs of the church".  " I am sure  that you would be rewarded, just as I  if you were to join the expedition into the keep".  " The keep is only about 2 days travel from here, if I remember correctly".  " So what do you have to say ?  Will you help this old battered man defeat the powers of evil ?".
If the PC's accept the offer from Mirandola, then go to "On the road" and continue from there omitting the section entitled "Refused".  If the PC's decline the offer from Mirandola then go to the section entitled "Refused".
Refused...
With a heavy and saddened sigh, Mirandola says " I am sorry to hear the words that you have spoken, yet maybe it is for the best".  " For I have lost most of my equipment in the battle with the giants, and you look to have more pressing matters".  " I alone can not enter the keep nor would I think of doing so".  " But enough of that, the weather looks to be turning against us, I suggest that camp be made soon".  " If I may, can I camp with you since I have nothing to protect me from the elements".
The evening passes without much event, but come morning there is a strange change of heart among several other people.  For strange reasons, several people now want to help Mirandola in his endeavors.  Mirandola quickly suggests that camp be broken and that the travel ahead soon begin.  Go to "continue adventure".
"On the road".
If the PC's first refused Mirandola's offer, then omit the next boxed paragraph.
With a almost evil grin on his face, Mirandola says to you " Well then, let us make camp for the night and get a fresh start in the morning".  " I am glad that you have offered to help me and the church".  The night passes without event and is soon it is morning.  All have rested and are prepared for the new day, after camp has been broken and the morning meal has been eaten, Mirandola says " Let us be off then, for evil does not rest and there is work to be done in the name of good". Go to "continue adventure".
Continue Adventure.
The day passes without event other than a few howls of nearby wolves and the cry of a overhead bird.  As night nears, a small mountain village can be seen ahead.  A welcome sight indeed for all are tired from the long days travel.  Just as a cold rain begins to trickle from the sky, the outskirts of the village are near.  The village is nothing more than several small homes and a small inn.  The smell of hot food fills the air of the village, making all hungry .  As you enter the small inn, the single room business is filled with smoke, the smell of spilled wine and hot food.  There is an empty table, large enough for all, in the far corner .  While the rest are currently being used by what looks to be local shepherds, farmers and villagers.  Once at the table , with the task of ordering a drink, a hot meal and arranging for room for the night behind you.  A finely dressed man approaches your table.  The man has a long green robe atop of chainmail.  He is about 6 foot tall, blonde hair, blue eyes with a large scar across his heavily bearded face.
Fenelon;  AL N/G; AC 0; MV 6; C 10; hp 63; THAC0 14; # AT 1; Dmg by spell or weapon type; S14, D18, C16, I12, W16, Ch10; ML 14; XP 4,000.   Fenelon carries the following: mace +2, chainmail +2, ring of regeneration, potion of healing (x2), potion of extra healing, staff of curing (17 charges), a small sack containing 3 gems 1,000 gp, 500 gp (x2).
Fenelon has access to the following spells: bless, cure light wounds (x2), remove fear; heat metal, hold person, slow poison, spiritual hammer; cure disease, prayer, remove paralysis; cure serious wounds, neutralize poison, protection from evil 10' radius; cure critical wounds, raise dead.
Once the man has reached your table, he stops and says " greetings friends, I noticed that when you entered, that you appear to be a group of hearty adventurers".  " Allow me to introduce myself, I am Fenelon and I am a cleric if my dress has not given it away".  "I have come a long way to explore a small keep nearby, for within is a holy symbol which I need to destroy a great evil beast imprisoned in the keep".  " Long ago, my great -great grandfather imprisoned a terrible creature in the keep".  "Binding the creature to it's prison is a great holy symbol ".  "My distant relative then hid the symbol somewhere within the keep, the same symbol that means death to this foul creature".  "Now the time has come for the reign of evil to end and with out the symbol I can not defeat the creature".  " As I stated, your group looks to be a hearty bunch, and  I wish to retain your services".  
" I am prepared to pay 5,000  gold in gems upon our return for your services".  "All I ask is that you help me explore the nearby keep, help me recover the holy symbol".  " I alone must face the creature and I do not ask for your help with this matter but help is welcomed".  Suddenly Mirandola stands up and boasts loudly " Begone you lying scum, it is well known that the keep is evil".  " Only things of evil are to be found where evil dwells and only evil people desire objects of evil".  " I believe that you only want to recover a long lost family heirloom that is evil, only because you and your family are evil".  Mirandola then walks to the center of the room and says loud for all to hear " If this symbol is indeed holy, and you want to destroy a evil creature with it".  " Then how come you can only face the so called creature ? ".  " Or is it that you want to face it alone so you can control this so called creature ? ".  " Or maybe there is no beast and you want to escape with the evil symbol so you can further your own evil powers ?".  " Beware people, for evil comes in many forms and those who claim that only they can defeat something or someone, always have a dark plans hidden behind dark lies with a dagger near your back".  Returning to the table, Mirandola gives Fenelon a deep sneer.  Then both men become engaged into a heated debate into who is the evil person and who is lying.  Meanwhile, the idle chatter of the locals can be heard.  The locals in the inn are debating amidst themselves about the keep.  Mirandola then turns to Fenelon and says " very well then, we ourselves are exploring the keep come tomorrow morning".  " You may come along with us, but be warned that when your evil ways show then you will suffer".  With that statement, Miarandola bids all a good night and says he is calling it a night.  After bidding all a good night, Mirandola departs the room towards the rented rooms.  But before he is out of hearing range, Fenelon says to him " Agreed then, I will come with you on your expedition".  " But I warn you fowl one, when the truth is known, the holy symbol recovered, then you will suffer the fate that you have weaved".  
After Mirandola has retired for the night, Fenelon says to all " I will join you in the morning, but I would not trust that man".  " But when his evil ways are known to all, then I will end those evil ways once in for all, one way or another".  " It is well known that the keep is evil, just ask the locals if you do not believe me".  "If I were you, I would watch my back while in the company of that man".  Then Fenelon bids all a good night and retires for the night.
Soon after the two men have departed, the atmosphere in the inn returns to idle chatter about the days activities.  As the young serving girl brings your evening meal she says " I would not trust either man".  " It is well know that it is a house of evil and those who have dared it's dark depths have never returned".  " But if you must enter that unholy place, then do so with the utmost care".  Then, completing the task of serving the ordered meal, she flashes a sweet smile and leaves the table. Returning a short time later, the young girl places a large pitcher of wine and several glasses on the table.  As she does so, she says " This is on the house, because I feel that your faces will never be seen again".  Then she leaves with giving all another smile.
After a fine meal, fine wine and a few more drinks, it is decided that rest is in order.  With a final swallow, all depart for their respective room for the night.  That night, each of you have a vivid nightmare of a shadowy figure.  The figure fades into a middle aged man dressed in clerical garments.  The vivid scene shows how this clerical man is killed  by a unseen  foe.  In this horrid scene, as the cleric slumps in his death, a dark shadowy face is faintly visible.  This face appears to be Fenelon but older in age.  As this vision fades from your mind, a kindly faint voice can be heard.  The voice whispers to you " I am Grumbach, from the church of St. John".  "Many years ago, I was on an expedition into the keep to find a ancient evil symbol".  " Our mission was to find and destroy this symbol, but one of our members was a evil man".  " I was killed by a evil cleric, whom only wanted to further his evil powers".  " Since that time, my mortal soul has been imprisoned within this unholy place".  "As long as that evil symbol exists, then my soul can never rest".  " But if you find this symbol, destroy it and be my salvation".  The words of " be my salvation" are repeated over and over as the voice fades from your mind.
Later that night, the voice returns to your troubled dreams.  That same kindly voice says to you " Beware, for there is evil men that seek the symbol for their own gain".  " Both should not be trusted in any manner, for both have planned your demise".  The voice continues to say " Do not let the symbol fall into the hands of either of these evil duo".  " Destroy the symbol before all is lost, destroy the symbol and free my soul".  As the voice fades from your mind, a faint beckoning can be heard to repeatedly say " free me".  
When the next morning arrives, all find themselves awake from a night of strange voices and vivid nightmares.  Once dressed, you go into the inn for a quick morning meal.  Inside the inn, all are there.  Both Fenelon and Mirandola look scared and on edge, but neither care to discuss their troubles.  After a quick breakfast and final arrangements of gear, all are ready to begin the expedition into the haunted tower.  
As you leave the quaint village inn, a slow cold rain begins to fall.  Treading through the muddy trail toward the keep, a thick , almost evil looking, fog begins to rise from what seems nowhere.  Soon the entire pass is engulfed in the thick fog making  sight limited .  But then, looming from the fog, a eerie dark tower can be seen on a outcropping of rock.  A wooden bridge appears out of the fog, crossing the chasm bidding for you to enter into the dark keep.
Adventure Description.
                                   The keep is a small single story home connected to a large black tower.  The single story home is constructed from a grayish black stone with a slate roof. The roof is in a sad state of condition with several holes in it.  This building is 60 feet square by about 15 feet tall.
                                     The tower is 50 feet tall and connected to the single story building.  The same type of stone was used to construct the tower as the smaller building.  On the eastern and western sides of the tower, about 15 feet off the base, there is 3 large grates.  These grates are mounted into the stone walls of the keep, they are 15 foot high by 10 foot wide and are fine meshed.  The roof of the tower is made of grey slate that is in poor condition.
                                 A large stone porch connects the small building and the tower.  The porch is 30 feet wide near the smaller building.  A 20 foot wide section runs in front of the tower.  There is an set of stone steps that rise 10 feet to the top of the porch.  This is the only access on to the porch.  There is a single door on the western wall of the smaller building and a single door on the southern wall of the tower.  These are the only visible accesses into either building.
1.Southern Bridge:  This bridge is made of wood, now semi-rotted.  Each 10' section will support up to 180 pounds before collapsing.  Anyone standing upon such a section will fall through the bridge deck. unless a dexterity check at -2 is made.  Those who fail will fall 290 ' unless actions are taken.  The bridge is 10' wide by 40' long, but only 30' is over the open chasm.  
                                  On the southern end of the bridge the local villagers have erected a sign that says " Danger !!! Do not enter !.
2.  Northern Bridge:  This bridge is the same as the southern bridge except that each 10' section will support up to 200 pounds. There is no sign erected on either end of this bridge.
3.  Orchard:  The orchard is nothing more than 3 large cherry trees planted long ago by Calizar.  Now overgrown and uncared for, the branches fall heavily down giving them a sinister look.  Sitting in each tree, resting from their long flight away from their lair, there is   
Harpy (3); INT 5-7; AL C/E; AC 7; MV 6"/15"; HD 7; hp 42,39,37; THAC0 13; #AT 3; Dmg 1-3/1-3/1-6 or 1-3/1-3/weapon; SA singing and charm; SD nil; MR nil; SZ M; ML 13-14; XP 1,400; MC1.  The song of the harpy has the ability to charm all humans and demihumans that hear it (elves are resistant to the charm).  Those who fail their saving throw versus spell will proceed towards the harpy with all possible speed, only to stand entranced as long as the harpy continues to sing.  Harpies can sing even while engaged in melee. 
It is possible to fend off a harpy song simply by clasping hands over ears because the charm takes effect the moment the first note is heard.  Characters making prior preparations to block out the sound, (wax in ears, etc.), are immune to the effects of the song.  In addition, characters who make their saving throw are thereafter immune to its effect, until such time as they encounter a different group of harpies.
If forced to fight, harpies can do so quite effectively by delivering a vicious bite and raking simultaneously with their talons.  About 50% of all harpies encountered will use weapons, usually a bone club (damage 1-8) which they wield surprisingly well.  The touch of a harpy upon a charmed individual has a similar, though somewhat less potent, effect.  Those who are touched and miss their saving throw versus spell will stand mesmerized for 20+1d10 hours.The effect of either charm is broken if the harpy is slain This small group of harpies are resting during a daily hunting trip.  When they spot their next victim, if humanoid, they will attempt to charm them first before engaging into combat.  If this fails however, they will openly attack due to their ravenous hunger.  If out numbered or faced with a stronger foe, then they will flee.  They currently have no thing of worth with them.`
4.  Porch:  The porch area is made of the same stone as is the tower and living quarters. The main area of the porch is 30' wide by 40' long with a 20' wide  by 50' long section in front of the tower.  There is a 10' wide set of stairs that rise 10' to the top of the porch.  The top is littered with shattered pottery, dried leaves and several skeletal remains of normal sized rats. 
There is an standard wooden door on the western wall of the living quarters that is slightly ajar.  There is a standard iron door, closed, on the southern wall of the tower.
Living Quarters
5.  Entrance Room:  This room is 20' square with a 15' high ceiling, with a single wooden door that is slightly ajar.  Inside the room, searching through a pile of shredded robes, there is  Dergholoth - Yugoloth, Lesser (1); INT 5-7; AL N/E; AC -3; MV 12; HD 8+16; hp 57; THAC0 13; # AT 5; Dmg special; SA grab, feeblemind: SD weapon parry, +1 or better weapons  to hit; MR 40%; SZ L (8' tall); ML 13-14; XP 25,500; mc8.
Dergholoth's have round bodies with five arms and three legs, and their insect-like heads can rotate 360 degrees.  For this reason they can move and change direction at will.  They are extremely strong but extremely stupid.  The dergholoth's five arms end in stubby, four clawed hands.  They have a strength of 20 (+8 damage adjustment).  Each may or may not have weapons, as determined below.
Roll          Attacks  (Damage)
01-60       5 claw attacks (1-4+8)
61-85       4 claw attacks (1-4+8), 1 sword attack (1-8+8)
86-95       3 claw attacks (1-4+8), 1 sword attack (1-8+8), 1 spear attack (1-6+8)
99-00       2 claw attacks (1-4+8), 1 sword attack (1-8+8), 1 spear attack (1-6+8),
                 1 battle axe attack (1-8+8).
Dergholoth never carry magical weapons.  If the first two claw attacks hit, the opponent has been grabbed.  The Dergholoth will have a +2 bonus on its attack dice when striking a grabbed opponent, but the two grabbing arms may not attack.  Grabbed opponents may fight, but may not move or retreat until the dergholoth is defeated.  The victim may break free by making a one half strength check.
One time per day, a dergholoth may begin chattering senselessly and clicking its mouth pincers rapidly.  This has the power of  feeblemind on any creature of less then 7 HD that hears the attack.  Those beings must make a saving throw vs. spell or be feebleminded for 1-6 melee rounds, after which they will return to normal.
Armed dergholoths may parry with their weapons instead of attacking.  For each weapon used to parry, the dergholoth's armor class is reduced by 2.  The dergholoth may use the following spell-like abilities: alter self, animate dead, cause disease-reverse of cure disease, charm person, improved phantasmal force, produce flame, teleport without error, darkness 15' radius, fear and sleep, 2 times per day.
The dergholoth is currently searching through a pile of old clothing for a clue to the location of the symbol.  If interrupted, the dergholoth will stop its search and immediately attack anything that enters the room. It is under orders to search for the symbol and will fight to the death, it is carrying nothing of value with it.  Concealed  in a secret pocket within one of the old robes there is a gem worth 50 gold pieces.
The room is in shambles from continuous searches for the symbol.  Deep scratches line the stone walls, clothing and other common items lay scattered about the floor.  On the eastern wall of the room there is an open doorway with a smashed wooden door laying nearby.
6. Greeting Room: This room is 20' square with a 15' high ceiling.  There is an open doorway on the western wall and another on the northern wall.  On the northern wall there is an standard wooden door that has a bent and rusted battle axe embedded into it.   Near the center of the room there is 2 standard wooden doors that are smashed.  Beneath the doors there is a skeletal body of a humanoid.  The body has been stripped of anything of value.  The walls bear large, deep scratches in them and the room has a faint smell of decaying flesh. 
7. Kitchen/Dining Room:  This oddly shaped room was once used by Calizar to prepare his meals and to eat them.  In the south eastern corner of the room there is a large fireplace with a pile of, now rotted, wood to the side.  Hanging above the fireplace is the head of a large moose with the antlers broken off and the fur covered with thick mildew.  In the far south western corner of the room there is an standard wooden door that is the only entrance/exit to the room.  The southern part of the room is lined with cupboards that have had their doors ripped off their hinges.  Broken jars, spilled spices and other common kitchen items lay scattered on the shelves.
The northern part of the room is covered with the remains of a smashed wooden table and several chairs.  The wood is covered with a thick mildew and is rotted.  There is five large painting of woodland landscapes hanging around the dining area, all ripped and torn from some kind of large claw.  The walls are covered with deep scratches and gouges.  The inside of the door is covered with some  kind of writing, scratched into the wood.  The language of the writing is unknown to any that attempt to decrypt it.
8.  Wash Room:  This 20' square room was used to clean oneself and the dirty dishes from the kitchen.  On the eastern wall, centered, is an open doorway with a standard wooden door laying on the floor in the outside hallway.  Inside the room, along the back wall , is 2 small piles of porcelain dishes covered with common mold.  Near the center of the room, there is a large bronze bath tub with several wooden buckets sitting near by.  The bronze tub is half filled with filthy stagnant water that is fowl to the smell.  A small stand sits next to the tub, has on it a small bath brush and a large , dried out bar of soap.  In the south western corner of the room there is a half barrel filled with dirty, mold covered dishes.  A offensive odor rises from the barrel due to the rotted food scraps at the bottom of the barrel.
9.  Bed Room:  This room is 20' wide by 30' long with a door, centered, on the western wall.  The room is filled with smashed furniture, piles of torn clothing and smashed personal items.  The walls are adorned with several large paintings of a grey haired wizard casting spells.  There is four of these paintings, all are ripped and torn hanging in their broken wooden frames.  There is a medium sized wooden chest that is over turned in the north eastern corner of the room.  The chest has a broken lock on it and is empty.  Mildew covers most of the room, giving off a foul stench.  
10.  Storage:  This 20' square room was once used as storage.  Lining the northern wall there is five empty barrels, all have small dagger sized holes punched into the sides.  On the southern wall there is  three standard wooden doors standing in the eastern corner.  There is an iron door, rusted and stuck shut, on the southern section of the western wall.  the room has a strong smell of soured wine.
Keep Tower, Level One (Upper).
11. Courtyard.  This lower level of the tower was once used as a inner courtyard when the tower was occupied.  In the courtyard there is a set of 10' wide, stone spiral stairs that ascend towards the upper levels and descends to an lower level.  On the western wall of the courtyard, there is  two large fountains.  Both fountains are of a semi-naked maiden holding a wine skin.  Closer examination will reveal that water once spouted out of the mouth of the wineskin.  The floor of each fountain contains about a inch of stagnant water.  
Ten feet south east from the stairs there is an 10' square, open pit with wood ashes in the bottom of it.  This was once a great fire pit used to heat and illuminate the courtyard.  The ashes are six inches deep and conceal nothing of value.  Down within the old fire pit, searching for the symbol there is a Dergholoth-Yugoloth, Lesser (hp 63).  The dergholoth will ignore anyone that enters the courtyard, believing that it is  the dergholoth searching  room number 5.  If attacked, then the dergholoth will climb out of the pit and attack.  But if left unharnessed, the creature will continue to search the ashes for the symbol.  Along the northern wall, there is two large iron doors, there is another doorway on the southern wall of the tower that leads outside to the porch.  Each one is rusted and stuck shut.
12.  Storage Room:  This 30' square room was once used as a storage room.  Now the room is filled with smashed barrels and crates.  Rotted wood litters the floor of the room.  Large patches of common mold cover sections of the walls.  The room smells of mildew very strongly.  Concealed  within the debris of rotted wood, there is a gem worth 100 gold pieces.  It will take three rounds of searching through the wooden scrap to discover the gem.
Keep Tower, Level Two (Upper).
13 A.  Botanical Garden: The entire second level, upper, is a small botanical garden assembled long ago by Calizar.  On the east and western walls, there is  three 10' wide by 15' high fine meshed grated windows.  This is to permit sunlight to enter this level for the plants that once were grown here.  The spiral stairs rise through the center of the room and continue upward.  Around the room there is fourteen small tree like plants, most barren of leaves.  Dried leaves, broken branches and twigs litter the floor.
13 B.   This tree is actually a Kampfult (1); INT 5-7; AL N/E; AC 4; MV 3; HD 2; hp 15; THAC0 15; # AT 6; Dmg 1; SA -3 penalty to opponents surprise; SD nil; MR nil; SZ S; ML 11-12; XP 175; mc5.  A kampfult has six attack appendages of about six feet in length and six movement appendages of one foot in length.  These are spaced along the four-foot-long, stump like-body segment.  Several creatures can be attacked at the same time.  Once hit by an appendage, the victim is wrapped up until either the kampfult is slain or the victim frees himself (those with a strength of 16 or more can free themselves automatically in one round; others must roll a successful strength check).  Only the central section of the creature need be attacked to kill the beast, but severing its tentacles can succeed in rendering a kampfult harmless. Each tentacle requires 2 points of cutting damage to sever and cause 1 point per round of constriction damage.  All portions of the kampfult is considered AC 4.
The monster can hold out or pull in its appendages in order to disguise itself, and when doing so it imposes a -3 penalty to its opponents surprise rolls.
The kampfult was captured by Calizar many years ago and cultivated in his garden.  Calizar was in the process of studying the creature at the time of his demise.  The kampfult has been currently surviving off of the giant rats that roam the keep.  The dergholoth avoid the kampfult for fear of it.  the kampfult ignores the dergholoths, but will lash out when one gets to close for it's comfort.  The roots of the creature is contained inside a huge earthen pot and it is content to stay where it is at presently.  Anything that gets to close to it, the kampfult will lash out and attack. 
13 C.  Tree: this is a small birch tree that has been growing in a earthen pot for several years.  Most of the branches are barren of leaves, the branches thin but strong.  Hidden within the earthen pot there is the Holy Symbol of Zeuxis.  The long lost symbol was placed inside the earthen pot and a birch tree placed on top during the time of the imprisonment of Besescaba.  No one has ever thought to break open the pots of the plants growing in the garden, due to the kampfult lurking in the garden.  The pot will give off no magic or good if detected for.  The roots of the birch tree have grown around the symbol, completely covering it..  Once the pot has been broken open, only chopping at the roots will reveal their hidden treasure.  For details on the symbol , see the information sheet at the end of the adventure.
Keep Tower, Level Three (Upper).
14. Workshop:   The entire third level of the tower was once Calizars workshop.  The spiral steps end on this level, in the center of the room.  Within the room there is a large pentagram craved into the stone floor.  The pentagram was once painted, but the paint is long chipped and faded away.  There is a round table with four padded chairs around it.  On the table there is  a human skull with a large scarlet candle on top of it.  There is a huge, 30' long, fireplace on the southern wall with a large stack of wood, now rotted, nearby.  Near the fireplace there is a large bookcase, but all the books are ripped, torn and thrown onto the floor in a large pile.  
There is a small desk on the eastern wall with papers scattered on the top.  All of the papers are stained with black ink.  There is broken glass on the desk top and a large dried ink stain on the wall directly behind the desk.  Along the eastern wall there is a long work bench.  The top of the bench is covered with broken glass, smashed earthen pots and a assortment of crushed equipment customarily found in a wizards workshop.
On the western wall there is a long wooden work bench covered with shattered glass and defective equipment.  On the floor near the work bench there is a skeletal figure in rotting rags.  Standing over the skeleton there is an Mezzoloth -Yugoloth lesser (1); INT 5-7; AL N/E; AC -1; MV 15; HD 10+20 hit points; hp 81; THAC0 15; #AT  2 or 1; Dmg 7-12/7-12  +6 (strength bonus); SA magical items; SD +2 or better weapons to hit; MR 50%; SZ M (7' tall); ML 13-14 (elite); XP 40,500; mc8.  The mezzoloth is currently carrying  a two handed sword +3, small pouch containing 5 gems worth 500 gold each.
The mezzoloth has 18/00 strength and gain damage bonuses from that strength (+6 damage adjustment).  The creature is highly magical by nature. Consequently, these creatures have a high affinity with magical items.  As a result of their magical affinity, mezzoloths are also not subject to attacks by nonmagical weapons.  In fact, so deep is this natural resistance, that +2 or greater weapons must be employed to damage a mezzoloth.
The mezzoloth have the following spell like powers, at 10th-level of spell use, usage once per round, one at a time, at will:  alter self, animate dead, cause disease, charm person, improved phantasmal force, produce flame, teleport without error, burning hands, cause serious wounds, cloudkill-1 time per day, darkness 15' radius, detect invisibility-always active, detect magic, dispel magic 2 times per day, flame strike 1 time per day, hold person, mirror image, sleep and trip.  The mezzoloth may also attempt to gate in 1-4 additional mezzoloth or 1-2 hydroloths.  This attempt may be made once per day and has a 40% chance of success.  It is not effected by paralysis or poisons of any kind, cold based attacks will cause them full damage.  It is immune to charm and suggestion spells.
This creature is working directly for Besescaba, and is currently looking for a clue to the location of the symbol.  If attacked, the creature will use its spell-like abilities prior to physical attacks.  If over whelmed by a more powerful opponent, it will flee and alert Besescaba to what has transpired.  
The skeletal body is that of Calizar, the wizard that accidently summoned Besescaba.  The  body has been stripped of anything of value.  The body has been left undisturbed since the demise of the wizard.
Keep Tower, Lower Level One
15. Stairs Room:  This 20' square room has a open doorway in the south of the eastern wall.  There is a set of spiral stairs that continue to descend to the lower levels of the tower.  On the western wall there is an secret door.  To open the secret door, a loose floor stone must be pressed while pushing on the wall.  This will cause the passage to slide back, reveling the corridor beyond.  
The floor of the room is covered with small bones, from giant rats.  There is deep scratches on the walls and ceiling of the room.  Concealed within all the bones there is a small opal worth 100 gold.
16.  Crypt:  This room is 30' wide by 50' long with a 10' high ceiling.  Inside the room there is two large stone coffins.  Each coffin is unsealed and covered with thick dust.  On the lid of the eastern most coffin, covered by dust, there is written " My beloved Arlene".  Inside this coffin there is the skeletal remains of a women.  Around the neck of the skeleton there is a tarnished silver and diamond necklace worth 2,700 gold.  A ruby ring is on the left hand worth 1,500 gold, on the right hand is a bracelet made of platinum with twenty small garnets worth 4,700 gold.  The body is dressed in rotted rags and a loathsome smell will arise three rounds after opening the coffin.
The lid of the western coffin bears the name "Calizar" and when opened, there will be only a small head pillow which is covered with mildew.
17. Storage: This 30' square room was once used as storage.  A single wooden door is centered on the eastern wall.  Inside the room there is smashed wooden barrels, crushed wooden crates, rotting piles of lumber, a box of rusted iron spikes, a round table with a broken leg, a wooden door with a large burn hole in it, a smashed lantern, a broken bastard sword, a smashed shield, a human skull and four rotting corpses of giant rats.
18. Barracks:  This 30' square room was intended to be used as a quarters for guards but never used.  Inside the room there is four sets of bunk beds and a small round wooden table.  Each bed is covered with a thick wool blanket now covered with mildew.  On the table there is a large lantern, a incomplete deck of cards and a complete set of dish ware for eight people.  
The walls of the room have deep scratches in them, the floor has several large dried blood stains and the room smells of mildew,
19. Guard Post:  This strangely shaped room was intended to be a guard post.  Inside the room there is a iron door on the southern wall that is locked.  A large iron key hangs on a peg in the wall next to the door.  There is an large iron door on the eastern wall that is also locked.  A large iron key hangs on a peg in the wall nearby also.  In the north western corner, covered with uninhabited cobwebs, there is a small round table with two padded chairs near it.  There is a rotted bullwhip and a empty lantern on the table.
20. Prison: This room was intended to be used as a prison but never employed as such.  A large iron door is the only access to the room.  Lining the walls of the room there is rusted iron manacles embedded in to the walls.  There is a total of eight sets.  Hanging from the ceiling in the center of the room, there is a empty iron cage.    Uninhabited cobwebs hang from the corners of the room.
21. Torture Chamber:  This large room was meant to be a torture chamber to interrogate any prisoners, but it was never used.  A large iron door on the northern wall is the only access to the room.  Inside the room there is two large racks, manacles lining the walls, a iron table with rusted tools of the trade upon it.  There is a large hanging iron basket in the south eastern corner of the room.  In the south western corner there is 2 large iron maidens and a set of rusted iron boots.  Near the center of the room there is a small kiln with several large rusted iron pokers and branding irons laying nearby.  
Everything is covered with a thick dust and mildew.  Uninhabited cobwebs hang from the ceiling through out the room.
Keep Tower, Lower Level Two
22. Stairs Room:  This 20' square room is where the spiral stairs conclude.  The floor is littered with rat droppings, decomposing dead giant rats and bones.  The walls have deep scratches in them along with dried blood stains.  The room has a over powering putrid odor to it.  Prolonged exposure, more than three rounds,  to the smell will cause sickness.  The sickness will cause -1 to hit -2 to damage adjustments.  The sickness will last 1-6 rounds or until the room has been exited for more than  three rounds.
23. Cavern:  This cavern was to be another room but was never completed. Standing near the northern entrance to the room, acting as an sentinel, there is  another Dergholoth-Yugoloth, Leseer  (hp 59). The dergholoth will attack anything that is not of its kind.  However, if faced with a more powerful opponent, it will flee to cavern 33 to get help and alert his master.  The floor of the cavern is littered with rat droppings, half eaten giant rats and rat bones.  Hidden within this morbid mess, there is a dagger +2, potion of extra healing, 3 gems worth 100 gold each, a pair of ear rings made of gold worth 400 gold and a scroll tube, empty.
The treasure is nothing more than shiny things that the giant rats picked up and carried into the cavern.  The dergholoth has nothing of value.
24. Cavern: This cavern is a unfinished room.  The walls of the cavern are of hard rock with deep scratches in them.  the ceiling is covered with half burnt cobwebs, now empty.  Loose rocks litter the floor as do rat droppings and skeletal giant rats.  The cavern has a loathsome smell to it.
25. Cavern:  This cavern is nothing more than a uncompleted room.  The walls are covered with a thick ordinary mold and deep scratches.  The floor is littered with rat droppings and bones.  Along the south eastern wall there is a smashed shield, a broken battle axe and a smashed lantern uniformly lined beside each other.
26. Cavern:  This cavern is nothing more than a uncompleted room.  The floor is covered with bones from what appears to be a multitude of creatures.  Lurking on the ceiling, near the center of the room, there is a large Green Slime (1); INT 0; AL N; AC 9; MV 0; HD 2; hp 13; THAC0 19; #AT 0; Dmg nil; SA eats living flesh in 1-4 melee turning victim into a green slime; SD cure disease kills a green slime, all other spells and weapons have no effect; MR NIL; SZ  S (2-4'); ML 10; XP 120; MC1.
The green slime will drop onto anything  that enters the cavern.  The dergholoths are attentive of the green slime and shun this cavern at all costs.  It has been devouring on the giant rats that meander into the cavern.
27. Cavern:  This cavern is nothing more than a unfinished room.  The floor is littered with rat droppings, assorted bones and half eaten giant rats.  The walls are covered with deep scratches and claw marks.  Along the eastern wall there is a collection of mining tools, now rusted, in a orderly collection  tipped against the wall.   The sound of squeaking can be loudly heard from the northern passage on this cavern.
28. Cavern:  This cavern is a unfinished room and entering it will reveal a dreadful sight.  Laying on the floor of the cavern there is six semi-rotted  bodies of what will come in to view to have been another group of adventurers.  There is what appears to have been three fighters, a wizard, a cleric and a rogue.  All of the bodies lay face down on the floor, in a pool of dried blood. Upon closer examination of the bodies, it will reveal the manner of their demise.
The three fighters all have suffered frightful wounds from large claws and fangs.  The fighters are dressed in rusted, bent and badly dented platemail.  On the first fighter there is a battle axe +2 at arms length away that is still usable.  The second fighter still wears a girdle of hill giant strength that is still good.  While the third fighter has a ring on the left hand, twisted under his body.  The ring is a ring of warmth and is made of bronze.
The rogue bears a large bite removed from his side and several claw marks down the back.  The rogue still wears a pair of boots of climbing and a small dagger +1 on his belt.  A broken long sword lays not far from the body along with a smashed lantern.
The cleric has large gashes in his side and a large crushing wound to the head.  A broken mace lays just out of arm reach from the body.  In a small pouch on his right side there is a small white candle, the candle is a candle of invocation.
The wizard has several large gashes across his face and three large crushing wounds to the head.   A broken quarterstaff lays near the wizards left side and a broken dagger is still clutched in his right hand.  In a small torn leather sack on the right side there is a small book.  This as the wizards traveling spell book, which contains the following spells:  burning hands, magic missile, read magic, sleep; knock, scare, web; fireball, hold person, tongues; ice storm, solid fog; passwall.
The cavern is also littered with smashed, torn and broken common items (i.e. lanterns, backpacks,etc.).  The cavern has a offensive stench from the decaying bodies.   
29. Cavern:  This cavern is a unfinished room.  The floor is littered with rat droppings, bones and a dead giant rat.  The giant rat appears to have been killed recently as a large bite has been taken out of its side.  Loud squeaking can be heard to the north west from this cavern.
30. Cavern:  This large cavern is a unfinished room.  The room is filled with giant rats, used as food by the indigenous of the keep.  Giant Rats (42); INT 2-4; AL N/E; AC 7; MV 12, Sw 6; hp 1-4 hit points each 12x4, 7x3, 16x2,7x1; THAC0 20; #AT 1; Dmg 1-3; SA Disease; SD nil; MR nil; SZ T (2'long); ML 5-7: XP 15: MC1. The creatures of the keep have been using the giant rats as food during their long search for the symbol that imprisons their master Besescaba.  
The rats  will attack anything that enter the room except for Besescaba, whom commands them.  The floor is littered with rat droppings and bones.  Scattered amongst this horrid mess there is hidden, three opals worth 500 gold each.
31. Cavern:  This cavern is nothing more than a unfinished room.  The cavern is littered with rat droppings, a collection of bones from various past victims of the keep.  Among the bones and droppings there is a set of rusted platemail, a broken two handed sword, a smashed medium shield, several smashed lanterns, nine torch stubs, a leather boot, a dented helmet and a sword hilt.  The cavern has a putrid odor to it that can be detected from outside the cavern.
32. Cavern:  This cavern is nothing more than a unfinished room.  The floor is littered with rat droppings, a collection of bones from various creatures, a empty set of platemail, a busted bastard sword and a large pile of straw, covered with a blue colored common mold.
33. Cavern:  This cavern is nothing more than a unfinished room.  Standing at the north western passage of the cavern, acting as a sentinel there is another Dergholoth-Yugoloth, Lesser ( 61).  The dergholoth will attack anything that enters into the cavern, without heisting.  The dergholoth is under direct command of Besescaba and will follow his every order no matter  what the order is.  If faced with a more powerful opponent, it will flee into the cavern to the north west and alert  Besescaba to the intruders.  However, it will fight to the death in order to safeguard its master.
The floor of the cavern is littered with rat bones, bones and droppings.  The walls are deeply scratched and covered with a greenish colored common mold.
34. Cavern:  This cavern is a unfinished room, currently it is the lair of Besescaba.  Within the cavern, seated  upon a large stone throne, along the northern wall there is Besescaba.  Besescaba is a Nycaloth-Yugoloth, Greater (1); INT 18; AL N/E; AC -6; MV 12, Fl 36 (C); HD 11+22 hit points; hp 103; THAC0 9; # AT 2 or 1; Dmg 9-19/9-16 or by weapon  +8 (strength bonus); SA Magical axe, wound seepage; SD Spell immunity, +2 or better weapons to hit; MR 70%; SZ  L (9' tall and broad); ML 16; XP 66,000; MC8.  giant two headed axe +3, dagger +2.
Nycaloths most commonly use weapons.  These hulking creatures are fond of giant two-headed axes that inflict 2-16 points of damage.  These axes are very commonly enchanted, with 90% being magical in nature, though common variety (i.e. +1, +2, etc.).  If an axe is enchanted, there is a 20% chance that it will of special enchantment (i.e. vorpal, etc.).  These qualities of special blades should be determined randomly.  Nycalolths are +4 to hit with weapons, and often (75%) employ shields.
Nycaloths also have the power to attack with their claws that each inflict  9-16 points of damage per successful hit.  These wicked claws cause seeping wounds that will continue to bleed for 1-6 points of damage per round until healed magical (i.e. cure light wounds, etc.). 
Enchantment/charm spells never effect nycaloths.
Nycaloths have the following spell like powers, usable as indicated, at will:  alter self, animate dead, cause disease, charm person, improved phantasmal force, produce flame, teleport without error, command 3 times per day, comprehend languages-always active, detect invisibility-always active, dimension door 3 times per day, dispel magic, enlarge or its reverse reduce, fear by touch, invisibility, mirror image 3 times a day, polymorph self, project image, read magic- always active, reverse gravity 1 time a day, wind walk, word of recall 1 time a day, wraithform 1 time a day.  Nycaloths may attempt to gate in 1-10 mezzoloths, 1-3 dergholoths or 1 additional nycaloth.  The gate may be attempted once per day with a 35% chance of success.
Besescaba is effected by the listed attack forms as noted below:
Attack                                    Damage
acid                                        none
cold                                        double
electricity (lightning)                  full
fire (dragon, magical)                none
gas (poisonous, etc.)                 half
iron weapons                            none
magic missile                             full
poison                                       none
silver weapon                             full
Besescaba has made this cavern his lair while his servants search the keep for the symbol that imprisons him within.  He has collected most of the valuable from the keep into this cavern.  Laying on the floor around his home made throne there is: 4,500 copper, 3,900 silver, 4,800 gold, 300 platinum, 20 gems 100x5, 500x10, 1,000x5.  A golden necklace encrusted with diamonds worth 2,300 gold, a snuff box worth 150 gold, a pearl necklace worth 1,200 gold,  potion of extra healingx3, potion of fire breath, wand of fire (32 charges command word fuer), bastard sword +2, dagger +2,+3 vs regenerating creatures, scroll with the following spells: magic missile, read magic, chain lightning, slow, charm person.  Ring of warmth, ring of free action, helm of underwater breathing, potion of gaseous form, wand of wonder (03 charges remain, the command word is - bizarro).
Besescaba will attack any intruders into his lair, unless confronted with the symbol.  He will use every means to obtaining the symbol if  confronted with it.  If his true name is spoken, then he will attack the speaker unless commanded not to do so. He is confident that anyone whom finds the symbol will not understand its full power.  He is counting on this if confronted by someone bearing the holy symbol.   If he is able to obtain the symbol or trick someone into destroying it for him, then he will attack the finders.  
If faced with a more powerful  opponent, then he will flee to another part of the keep until his wounds have healed.  Then he will hunt down his attackers, if they remain within the keep, and attack when he has the upper hand.  
Besescaba's favorite find in the keep was a crystal ball he uses to influence others into doing his will.  This is the crystal ball he used to enter the dreams of the PCs, and will use it if the PCs hole up in a room to heal them selfs.  Once he has found the PCs, then he will direct his servants to their location.  
Concluding the Adventure.
The adventure could end in one of several ways.  
If Mirandola is able to gain possession of the symbol, he will use what means necessary to get rid of the PCs.  Those that he has charmed, he will command them to forget what has happened and have them wander off.  Those who are not under his influence, he will attack when the opportunity rises.  He will have a active hand in the demise of Fenelon if at all possible.  Once the PCs and Fenelon are out of the way, he will use the symbol to command the creature to do his bidding.  He will flee the area, but observe from a distance if Fenelon gets the symbol first.  When the opportunity arises, he will attack Fenelon to get the symbol.  He would prefer to attack while the others are engaged in combat with something else.  That way he can do his foul deed and the PCs will be to weak  to counter him.  Mirandola will actively pursue any possibility to get the symbol until he is dead or he has the symbol.  If the PCs get the symbol first, Mirandola will attempt to convince the PCs that he must personally take the symbol back to his church in order to destroy it.  He will not let the PCs destroy the symbol at any cost nor let it fall into the hands of Fenelon.
If Fenelon gets the symbol first, he will confront Mirandola with it.  He is conscious that Mirandola may attack him, but he is confident that he will triumph over the evil mage.  Fenelon will not openly attack Mirandola but he will defend himself if attacked.  Once he has the symbol, he will try to gain the assistance of the PCs to confront the creature.  If Mirandola gains the symbol, then Fenelon will watch him closely and attempt to convince the PCs of Mirandolas evil plans.  If  he can convince any of the PCs of Mirandolas evil plans, then he will attack Mirandola before his evil plans are hatched.  But Fenelon will only try to subdue Mirandola to get the symbol, he feels that it is appropriate and within his right.  Once he has the symbol, Fenelon will search out Besescaba and end its evil reign of terror, with or without the help of the PCs.  If the PCs get the symbol first, Fenelon will attempt to convince them of the great need to destroy the evil creature within the keep.  He will not let the PCs destroy the symbol at all costs nor let it fall into the hands of Mirandola.
If the PCs gain possession of the symbol before Mirandola and Fenelon, they are free to do with it as they please.  Mirandola will actively try to get the symbol away from the PCs at any cost.  He will not allow them to give it to Fenelon or destroy the symbol.  Fenelon will also try to get the symbol from the PCs to destroy the evil creature.  He will not allow them to give it to Mirandola or destroy it at any cost.
If Besescaba is able to gain possession of the symbol, then will direct one of his servants to destroy the symbol.  He will have his servant take the symbol and drop it into a active volcano.  Once the symbol has been destroyed, he will be free from his imprisonment.  He will then have no interest in the PCs, Mirandola nor Fenelon.  He will leave the keep and return to his own plane of existence, prior to leaving he will direct his servants to execute everything living within the keep.
If confronted with the symbol, then he will use all his powers to kill the possessor and take the symbol for himself.  If seriously wounded, he will escape to another part of the keep until his wounds have healed.  Then he will hunt down the possessor of the symbol and attempt to relieve the person of it.  He will continue to attempt to gate in more of his kind if faced with a powerful opponent.  Besescaba will call in more of his kind in order to over power anyone that possesses the symbol.
If the symbol is truly destroyed, then Fenelon will leave the keep knowing that the creature is too powerful for him to overcome alone.  He will report the destruction of the symbol to his church elders and await their judgment.  Mirandola will go into a fit of rage, attacking the person responsible for destroying the symbol.  Besescaba will immediately know of the destruction of the symbol.  He will return to his home, but order his servants to execute everything  living within the keep.
Holy Symbol of Zeuxis
The holy symbol of Zeuxis appears to be a normal holy symbol, about 18" long , made of silver.  The most conspicuous thing about it,  is a named engraved  into it.  The symbol will not radiate magic if detected for.
Any evil aligned person or creature that willingly touches the symbol will suffer 2-20 damage, no saving throw allowed.  Any creature from the outer planes that willingly touches the symbol will suffer loss of half of its hit points, no save allowed.
If the name engraved upon the symbol is spoken aloud when the named creature is struck with the symbol. Then the creature will suffer loss of half of its hit points, negate its magic resistance for 2-8 melee and cause weakness for 1-12 rounds. Doing this act will cause the name engraved to disappear and the symbol will become a normal symbol with no magic powers.
There is only two ways to destroy the symbol while it is magical.  One is to immerse it in holy water and recite a prayer over it.  Then a heat metal spell must be cast upon it from a 15th level or higher person.  The second is to drop it in a active volcano.










 







               
 

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