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whether or not he believes in himself.
0 2004 Hderac Entertainment Group, Inc. All rights reserved.

Jeff Ibach

jim pinto

A. A. Acevedo, Kat Figueroa, Marcel0 Figueroa, Scott Fitzsimmons,Andrew Getting, Travis Heermann, Sean Holland,Chris Hussey, Jeff Ibach, Lori Lane, Mlke Meads, jim pinto, Ree Soesbee,Eric Steiger, Douglas Sun, Ken Villars, Rich WuK John Zinser

Jeff Ibach

Sean Holland

jim pinto Royce Groff, Sean Holland, Dawn Ibach, Rob Longmuir, Mike Leader, Jen Ly, Zung Ly, Kevin Millard, Ed Morris, Laura Moms, Darlene Rosero, Edgar Rosero, Angelo Sargentini, Charlene Sharkey, James Sharkey, Janet Thomas, Scott Thomas, Cheryl Van-Mater Miner, Phil Van-Mater Miner

Steve Hough and Mark Jelfo

William O’connor

jim pinto would once again like to thank Jeff Ibach and Sean Holland for all their efforts with this book. 1would also like to thank Erik Yaple for 6 years of hardwork at AEG. He moved on, but is missed everyday If anyone sees him, sock him in the eye for us. More thanks to Nate Barnes and Justin Lawler who put up with all my #%$!. You guys should be dipped in that Han Solo stuff for preservation.

Liz Danforth, Cris Dornaus, Carl Frank, Darren M. A. Calvert, Jonathan Hunt, Lisa Hunt, Amandine Labarre, G. W McKee, Matt Morrow, Michael Phillippi, Mike Sellers, Ethan Slayton, Jeff Wright

Jeff Ibach, jim pinto, Katie Yates

Nate Barnes and Mark Jelfo Everyone else.




Oriental Adventures
Chapter 13: The Daisho and the Ninja ..................... 141
141 144 149

City Adventures
Chapter 1: The Caravan City of k u l
DM Background ................................................... The Adventure ..................................................... Adventure Hooks ................................................. Adventure Map ..........................................


7 8

DM Background ................................................. The Investigation ................................................ Adventure Map ........................................ d . , ...............................................


Chapter 14: Treachery's Reward ..........................

151 152 152 153 154 157

Chapter 2: The Caravan City of Azul DM Background . . . . . . . . . . . . . . . . . . .
Adventure Hooks . . . . . . . . . . . . . . . . . . NPCs .......................... Adventure Map ..................


........... 19
. . . . . . . . . . . .1 9

............28 ...............29 ...............3 1

.................................................. .................................................. Angry Mob ...................................................... KyudenTara Mura ............................................... Adventure Map ..................................................

Chapter 3: The Ogre City of Drahk'Sul
DM Background ....................... Show Me the Way . . . . . . . . . . . . . . . . . . Adventure Hooks . . . . . . . . . . . . . . . . . . NPCs ................. Adventure Map ........


33 . . . . . . . . . . . . . . 33

Chapter 15: Blood on White Petals ....................... 159 ............................................ 159

Adventure Map ..................................................

. . . . . . . . . . . . . . . .35 ................ 39 ....................... 40 ....................... 41
43 46

160 167


169 170 174 175

................................ ................................

Chapter 4: the Prison City of Hell's Deep ....................


DM Background .................................................. Locations and Important Individuals ............................... Current Situation and Developments ............. Adventure Hooks ........................................ Adventure Map., ................................. New Deities ....................................

Tomb Adventures
Chapter 17: Tomb rseers


177 185

...................................... DM Background Adventure Map ..................................................
56 63

Dragon Adventures
Chapter 5: Bitter Waters
DM Background ....................................... The Fall of Osell ....................................... Adventure Map., ................................................. DM Background ............... ..................... A Prophet ............. ............................ The Church of Slavation ...........................................

Chapter 18: The Temple of Eternal Flame ..................187


DM Background ................................................. No Choice But One .............................................. Adventure Map ..................................................

187 188 197


Chapter 6: I n Cold Blood ................................

65 67 68 75

........................................ on Codex ............................... ........................................
Chapter 20: The Heart of Amun Khonshu

ron Codex .....................

199 200 207


............................................ ............................................ The Way to the Lair ............................................... Adventure Map ...................................................
Chapter 8: The Harbinger ................................


77 78 79

....................................... ....................................... .......................................

209 211 217

Undead Adventures
Chapter 21: That Which Does Not Die
DM Background ....................... The Adventure .............................. Message In the Dark ...................... Bailan's Maze ............................. Adventure Map ...........................




....................................... ................................... ...................................

87 88 95

......... 220
. . . . . . . . . . 221 . . . . . . . . . . 224

. . . . . . . . . . 227
229 ......... 229 ......... 230 . . . . . . . . . . . . 239 241

Evil Adventures
Chapter 9: The Gauntlet .................................
Adventure Map ......................................

Chapter 22: Covenent H i l l 97


DM Background ..................................................

DM Background ............................ Player Introduction ......................... Adventure Map ........................

r's Dagger.......

............. 107 ............. 108 ............................... I 1 5

......... 107

Chapter 23: The Flesh i s Weak........................... DM Background ....................................
The Town of Alstand


Chapter 1I: Fall From Grace ............................

DM Background ................................................. 117 The Divine Tragedy ................................... The Hunt Is On........................... ........ 120 The Temple of the God-King ....................... 127 Adventure Map . . . . . . . . . . . . DM Background ............................................. Beginning the Adventure . . . . . . . . . . . . . . . . . . Adventure Map ... .................................


Chapter 24: Gottheit ..................................
DM Background ................................ Running the Adventure . . . . . . . . . . . .


. . . . . . . . . . . . . . . .251 ................................ 258

AppendixA Magic ....................................

Chapter 12: No Mercy



New Spells .......................................... ... 261 .................... 264 New Magic Items ...................

Appendix B Monsters OGL

................................. ...........................................

269 288


Welcome to Adventure 11, a collection of d20 Fantasy scenarios from Alderac Entertainment Group. These modules were first released at the dawn of the d20 movement under the ‘Adventure Keep” title, providing Dungeon Masters with ready-to-play adventures: one-shot stories or links to home grown campaigns. For this collection, we retooled all of the game rules to comply with the new 3.5 Edition of the d20 System. In addition, we added dozens of options for running the adventures, expanded advice for the DM, created random encounter charts, helped with PC knowledge and information regarding the adventure, made bardic knowledge more useful, and added (new) improved encounters that are sure to make the adventures stellar. In some cases, the plots themselves are reworked to get the most drama out of your game and to keep internal logic consistent.

and royalty) when dealing with kings, lords, and nobles, and Knowledge (arcana) when magical lore would be in question.) These were specifically written in order to detail what lore would be readily available, what would be told to other passing bards, or what could be known within reason. Just because a bard can take 20 on his Bardic Knowledge check doesn’t mean he gains access to knowledge that simply has never been relayed. Telling him “thesecret of the adventure”takes a lot of the mystery away from game play, which would effectively make this book useless, the monster stats aside.

Nearly every adventure has a random encounter table. These encounters are to extend the adventure by providing encounters the PCs would have en route to the adventure. Very rarely are these to be used while actually partaking in the adventure itself They can represent hunting creatures, NPCs with information, or encounters with creatures with clues as to what the adventure has in store. Unless otherwise instructed, don’t use them once the actual adventureplot is underway;use them for the journey there. City and town adventures are a different matter, however. Frequently the adventure begins with the PCs already in the adventure setting, and there is no set path of action as there is in a dungeon setting. In this case the random encounters are more like incidental mishaps the PCs will naturally run into throughout the adventure, as the city won’t sleep or cooperate with the PCs for convenience’ssake!

Naming conventions are universal. If the adventures are worked into an ongoing campaign, replace any NPC or settlement name with one suitable to your campaign environment. Replacing an important NPC in the adventure with one the PCs have a relation with adds verisimhtude to the adventure and raises the interest level quite a bit. Throughout these adventures, some items are standard. All doors, for example, unless specifically noted in the text have the following statistics:
Basic Wooden Door: hardness 5;hit points 10; break DC 13;

locked DC 15. Not all doors may be locked. Make individual determinations depending on the circumstances or simply roll 1d20 (1-10 it’s locked, 11-20 it’s open). For lighting conditions, ifthere is constant activity with creatures capable of producing their own light (either with torches or lanterns), consider the lighting normal. Some kind of light is still required for creatures with low-light vision. On less-traveled pathways or personal rooms, the PCs should produce their own light-sources.

Every adventure is intended for a level range of PC participating, and gives basic advice on the types of skills or classes that will be useful. In each case there is a 3-level spread of suggested PC levels. This is intentional. Take this example from the adventure Covenant Hill: “This adventure is designed for four to six PCs of levels 5 to 7. Wilderness skills are invaluable in this adventure.”

A majority of the adventures have sidebars included specifically for the Bardic Knowledge special ability. This presents DCs for bards using their special class ability to gain information or obscure knowledge relating to the adventure at hand, giving PCs helpful information once they have a basic idea of what is involved.These also double as Information Gathering skill checks, or other “in the know” skill DCs at the DMs discretion (Knowledge (local) for rural town information, Knowledge (nobility

If you have four or five PCs, the optimal level of the PCs participating is 6th. If you have fewer than four PCs, the ideal level for the party is 7th. If they have more than five PCs, the ideal level should be 5th. A cleric or any PC with skills and powers to combat the undead will be a worthy addition to any party tackling this adventure. Noting a cleric or any PC with skills and powers to combat the undead should clue you in that rangers, druids, clerics and paladins would be a benefit to a party undertaking the adventure. These aren’t strict requirements, and not having a cleric or paladin for this adventure does not make it impossible for a party not so

If your group is having an easy time of the adventure. And for spellcasting encounters. not every monster with spell-like abilities or NPC sorcerer will have saved all its powers especially for the PCs. Mostly Roleplaying: In this instance the adventure features a healthy mix of roleplaying and investigative skills. There is usually one specific threat monster and it’s not encountered often. At it’s most basic.INTRODUCTION equipped to complete it. simply adjusting the stats on the fly can make all the difference in combat. perhaps one-third or even more off its total. If your group is having an easy time of the adventure. Without rewriting the adventure or spending hours reworking stats. while adding I or 2 could make it nearly impossible. A creature could be wounded. discern location. armor or tools has them listed in their stat blocks. Mostly Roleplaying: In this instance the adventure features a healthy mix of roleplaying and investigative skills. These have been collected for handy reference in the appendices (magic in appendix A and new monsters in appendix B). . In this case it would be wise to simply replace the major creature with another monster of the appropriate challenge rating to your group. . Do not try to equip NPCs with magic items outside of their range just to get an edge on the PCs. take three levels off the necromancer and even consider doing away with his familiar. there is some easy fixes you can implement. while adding 1or 2 could make it more difficult indeed. scrying and greatev scyying. A party tackling an adventure featuring a majority of undead without any special way of combating them will have a tougher time in general. In this case. For example. vision. having just fought a battle with another monster not in the adventure. An abbreviated stat block of the monster’s abilities are in the adventure where it appears. How a specific NPC is portrayed goes a long way towards who PCs to target with divination spells. At the same time. these powers are a part of the game. a basilisk.there is excellent. Every magic item you introduce for your foes is generally going to find its way into your PCs’ hands. true seeing. detect chaos/evil/good/law.. discern lies. and you may need to make minor adjustments in the encounters. it confronts the PCs with less hit points. which is CR 12. In particular. DIVINATION AND MAGICAL ANSWERS For adventures of 5th level on. refer to the appendix. auguq commune. Taking a little time to brush up on exactly how they work can save lots of headaches when running the game. and zone oftmth can wreak havoc with mystery and suspense if your PC spellcasters are of high enough level to cast them. At its most basic. contact other plane. In either case. simply consult the DMG for the consequences of adding creatures with dlffering CRs to an encounter and the overall effect it has on the challenge to a group of PCs.there are s d ways to retool the adventures. detect thoughts. For monsters. the spells arcane sight and gveater avcane sight. There is usually one specific threat monster and it is not encountered often. legend lore. add an additional creature or two to the encounter. replace the medusa with another stone-making creature. If your PCs are of a level simply unsuitable for the level range suggested. If you have a group of loth level PCs you could instead use a greater abyssal basilisk. add an additional creature or two to the encounter. Don’t do this abstractly. For example. which is CR 5. taking 1 or 2 creatures away makes a combat easier. Combat Variety: These types of adventures feature an array of encounters with classic D&D monsters of all types. Replacing a guards chain mail with leather armor and retrofitting him with a short sword instead of a battleaxe can make a difference. Just finding the spell or ability that foils the spell and equipping an NPC thus makes the PC spellcaster feel useless (especially if divination is a specialty). Don’t equip an NPC with anything you don’t want your players to take advantage of. there are some easy fixes you can implement. If you have a group of loth level PCSyou could instead add 3 levels of necromancer of consider if he qualifies for a prestige class to really give the PCs a run for their money. eventually.the medusa in the adventure Dawn of the Serpent is a CR 7 creature. Combat variety: These types of adventures feature an array of encounters with classic D&D monsters of all types. In this case it would be wise to simply replace the major creature with another monster of the appropriate challenge rating to your group. take the time to be aware of the possibilities (and limitations) of various divinatory spells in your game. Each creature or NPC with weapons. simply consult the DMG for the consequencesof adding creatures with differing CRs to an encounter and the overall effect it has on the challenge to a group of Pcs. If you have a group of 3rd to 4th level PCs. If you have a group of 3rd to 4th level PCs. Don’t do this abstractly. Find mundane reasons to avoid relying on the spells. Without rewriting the adventure or spending hours reworking stats. easy advice in Chapter 4 of the Monster Manual detaihg how to “levelup”monsters to make them more challenging. taking I or 2 creatures away makes a combat easier. the necromancer in the adventure Covenant Hill is a CR 8 creature. but for a full description. NEW MAGIC ITEMS AND MONSTERS Each of the adventures features a new magic item or spell and a new monster. although many times undead are a special situation.

The best game war stories are about the games where the PCs triumphed over a greater evil or won by the skin of their teeth. Fall From Grace. be aware of them! Last but not least. and Unspoken Shame are perfect. But don’t pull the punches if the PCs fail to prepare or equip themselves against their foe. don’t beat them up senselesslywith random encounters to wear them down. FINAL THOUGHTS The adventures here feature battles with undead and demons. If a vital NPC is killed. there are a number of adventures herein that treat the adventuring population as little more than mercenaries. Crossing a mountain range or swamp is only as easy as you’ll let it be! Last but not least. Thar be Dragons: Bitter Waters. In Cold Blood. There are mad wizards. Heart of Amun Khonshu and Temple of the Iron Codex for size. Disarm maneuvers. and weapon sundering . In particular. not about the time they trounced the devil with a shot or two then waltzed to the local tavern for some R&R.INTRODUCTION CAMPAIGN OPTION AND FURTHER ADVENTURES The adventures in this book can be run as separate one-shots or a DM can carefully craft an ongoing campaign with them. Gottheit. In Adventure 1 1 we have taken special consideration as to the themes of the adventures and how they are grouped. Take advantage of the themes introduced to extrapolate additional dangers for your PCs. with just a little attention the adventurersThe Daisho and the Ninja. Pay special attention to the abilities an NPC would use to boost his own powers providing he is prepared for the PCs (spells like mage a m o r or fox’s cunning for example). vast deserts and the open seas. Legacy of Madness. Even feats can sometimes be overlooked in play when your attention is on a creature’s attacks and armor class numbers. Finally. overlook the more interesting d20 System combat options available to everyone. Undead Frighten your PCs with Covenant Hil1. There are adventures in deep glades. Cities The Caravan City of Azul. There are murder mysteries and deceptions crafted to confound the Pcs. especially without magic healing available. here’s a perfect model in The Gauntlet. The Evil Campaign If you want the challenge of running evil PCs through a few adventures for an alternative. Time to play! MONSTER AND NPC COMBAT TACTICS Many of the NPCs and monsters in this collection are built with special abilities that can be subtle. try on some of these optional triggers as opposed to “the hooded guy in the tavern”. TornbsKlassic Dungeoneering For a classic crawl with plot twists to keep every 10x10foot room interesting.TheFlesh is Weak. mindless minions. the Dungeon Master’s Guide has excellent rules and advice for running PCs through all sorts of terrain hazards. they walk right into it and have little option but to react. If your group won’t easily fall for helping any sod with a sack of coins and require other hooks to land them. if they hear of a specific adventure (villagers swamped by monsters) in a particular town and decide to pass on the chance to go elsewhere. but they really shine as places the PCs can return to and filled with NPCs the party can interact with over the course of the campaign. If you are sure the party w d have their hands full with the major encounter or foe. and No Mercy Oriental Adventures If you are using the Oriental Adventures rules or even the Rokugan campaign setting. Take advantage of these to make combats more exciting and to keep the PCs on their toes. the Ogre City of Drahk-Suhl. Blood on white pedals.Treachery’ kind but be tough. the name and location of the town simply changes to the next settlement they come across (also plagued by similar monsters). scheming devils and NPCs just trying to get along. remember to keep naming conventions fluid while maintaining logic. bull rush attempts. DM TIPS AND TRICKS If in any instance your players go off the beaten path. Instead of being “hired to tackle the threat. Temple of the Eternal Flame. Feats like Power Attack and Dodge can be used every round. and grappling attacks all have specific rules making some creatures naturally excel at them. try on Tomb of the Overseers. the Dark Elf City of Hosuth. taking PCs from 1st all the way to 12th level We have made this especially easy.The Harbringer all feature dragon prominently as the major story point and adversary (and ally on occasion) for PCs wishing to be dragon friends of dragon slayers. What this means is. and the Prison City of Hell’s Reach have adventure hooks true. high mountains. and That Which Does Not Die featuring all manner of undead. In each of these adventure is a war story for your campaign. make sure whatever information or item important to that NPC makes its way to another NPC still living so the story can go on. Fohar’s Dagger.

THECARAVAN CITY OF AZUL VKI inat can the town suitable for all animals being herded toward the long grass outside the camp. King Lor of Harek willed on his deathbed that his lands be divided between his two children. Because of their motley appearance and nomadic lifestyle. “wehave two rules here: stay out of trouble.” visit over and over again. “Welcome to Azul. gleeful cackle.” he says. a burst of bvlght color lights up the sky. as both King Johnas . suddenly and without due cause. wafts toward you camed on the breeze. a burly guard with a sharp longsword dangling at his side steps in front of you. but there i s a flinty look in his eye. and don’t close your purse stnngs too tightly Follow them. unlike anything you have smelled before. Then. Prince Johnas and Princess Naresa. and you’ll have a fine time. What is this place and who are these people? As you reach the outskirts of the camp. accompanied by a piercing. the Azulites are sometimes derided as gypsies or vagabonds. but they insist on calling themselves a traveling village. He holds up hts hand and looks you up and down. Everyone in the caravan over the age of twenty originally lived in the village of A d . once located on the contested borderlands between Lothir and Viridia. becoming an integral part of the campaign. The nch scent offood cooking. the two siblings hated each other and from the moment of their father’sdeath. But. Even today. Forty years ago. they fought over the lands that lay between their respective capitals. Then he smiles.

Valedem the Illusionist. They plan on moving on in a day or two. the Azulites fan out on either side of the road. it was certainly better than staying where they were. Smugghg. with the laborers. A conquering army might take their food. AZUL Population: About 300 Government: Tribal.. letting their animals graze and water and in general. For an entire generation.g. Teenagers and children have no memory of settled life. self-supportingcaravan composed of the one-time residents of a village (and their descendants) who fled the hardships imposed by constant warfare between two neighboring kingdoms. Lothir might tax Azul as its subject. Imports: Azul often needs to acquire grain. pack and herd animals to the perimeter. Calan the Rogue. they traveled between the towns and cities of the lands contested by Lothir and Viridia. They acquired a reputation for selling exotic THE ADVENTURE The PCs come upon the Azulites while they are camped out. their men. prepared food) and services (e. despaired of Azul's predicament. depending on their needs. before Lothir again conquered the land and lay new taxes yet again to pay for their glorious liberation. forming a circle. God of travel & song. excessive taxes and the ever-escalating danger of swearing allegiance to both sides.Whether or not it was a good idea. teamsters and guards located out toward the periphery. raw materials and other basic supplies from outside sources. and deeply loyal to one another. . The people would bundle all of their belongings into wagons and carts. although Azul's only resident cleric serves Gabriel.THE CARAVAN CITY OF AZUL and rare goods at high prices. They recognize no higher authority than Olimere. but their recollections are limited. their possessions. How the PCs come to visit such a place is ultimately up to the DM. metalwork. The commercial establishments pitch their tents closest to the center. and the two kingdoms skirmish and invade each other's territories. Important NPCs: Thax the Armorer. the time before Azul is a fairy tale. taking a break from the rigors of traveling. of Lothir and Queen Naresa of Viridia begin wither with age. their feud continues unabated. entertainment). all recognize First Citizen Olimere as their leader. The village of Azul lay astride the main invasion route favored by both sides. sometimes bartering for staple foods and raw materials. Azul essentially is a huge.. Weary of marauding soldiers. and then Viridian soldiers occupying the lands would levy a new set of taxes upon subjects of Queen Naresa. In a given year. who presides over Azul as First Citizen and they spit on the names of Lothir and Viridia. stopping here and there to trade and pick up supplies. the depredations of war battered them unceasingly. Their experiences made them ferociously independent and self-reliant. a successful farmer and the village's largest landowner. Olimere. where they may graze under he watchful eyes of the herders and caravan guards. but this city provides many evenings of adventure for those willing to engage with the colorful members of this most unusual group of people. A retreating army might do the same to deny the resources to the enemy And on top if it all. he proposed the town literally remove itself from the map. only those over the age of thirty know it in full. If any of the Azulites are asked about their history. They treat outsiders with courtesy (especially if they appear wealthy). he reasoned.unless some unforeseen emergency comes up. When they make camp. for them. and live on the road. Those younger have heard it from their elders. tax collectors and rampaging armies could not find them. the town suffered crippling taxes -from both sides. but there is no other political structure. Exports: High quality finished goods (e. After a moment of stunned silence. If they kept no fixed abode. their women. Over the next twenty years. The occupants of each tent generally leave their carts and wagons just outside and send their draft. the residents of Azul agreed.g. but never drop their guard. Religion: None officially. Maldemerion. and burn their houses just for the pleasure of it.

.THE CARAVAN CITY OF Outsiders who wish to shelter with the caravan for the night may sleep outside Olimere’s tent (location #2) under the watchful eyes of two caravan guards. Each guard wears chain mail and carries a longsword. Gather Information +lo. heavy crossbow. the ever-shrinking numbers of Azulites who can remember the time before they took to the road feel a special sense of fellowship with him. He no longer cares a whit for either of them. Improved Initiative. Possessions: Studded leather armor. Sneak Attack: Calan’s attack deals extra damage any time his target would be denied a Dexterity bonus t o AC (whether the target actually has a Dexterity bonus or not). Negotiator. Dodge. touch 10. Cha 14. Climb +8. light crossbow. their mail and swords are of masterwork quality made by Ruhgar. however. Another pair stands guard at the entrance to Olimere’s tent/store. Base Atk +4. Note: He uses his morningstar two-handed. they hesitate. Will +l. Con 11. Skills and Feats: Diplomacy +lo. Int 13. The guards fight in a loosely organized fashion. hp 24. If anyone else . The remaining two station themselves around the periphery of the camp. Hide +11. of course. SQ . Mounted Combat. He considers his responsibility to his people more important than running his store. Full Atk +6 melee (ld8+2/19-20. morningstar) or +4 ranged (ld10/19-20. Olimere’s family was the village’s largest landowner. Dex 12. Will +7. dagger). Dex 10. Dodge. AL LC. hidden from view Lolimere. Olirnere’s Tent/General Store Olimere’s tent is the largest in Azul. SA -. AC 16. It contains 9. trap sense +1. ACaIan. Listen +8. Ref+7. SQ -. and it is also the only one meriting its own guard force. Tumble +11. Str 11. masterwork longsword. Human Exp 6 :CR 5. Medium humanoid. Skills and Feats: Bluff +lo. H D 6d6+6. light steel shield. Olimere’s immediate family also resides here. longsword) or +5 ranged (ld8/19-20. Medium humanoid.OOO sp and 15. Olimere is not a sound tactician. and therefore the closest thing to a gentry Azul had. Atk +7 melee (1d6/19-20. Should Calan score a critical hit with a sneak attack. Only 8 guards are on duty at any given time (for an 8-hour stretch). Int 12. and he is always careful to keep it under his tunic. a pair of guards is stationed at each side where the main road enters the camp. The guards take their orders from Olimere. Human Rog 5: CR 5. Sense Motive +11. This is a rather hefty price for the privilege. Full Atk +7 melee (1d6/ 19-20. Move Silently +11. Weapon Focus (light crossbow) Possessions: Masterwork chain mail. and as such most Azulites respect him highly. longsword) or +5 ranged (ld8/19-20. SQ Evasion. Con 12. Disable Device +11. Sleight o f Hand +11. lnit +l. hidden by sacks of dry goods. and most of them are present at any given moment. Full Atk +7 melee (ld8+4. Crp +3. 1. keeps his tent nearby. Atk +7 melee (ld8+4. + 7 ring ofprotection. making short patrols through the camp. H D 5d6. Human Ftr 3: CR 3. Atk +7 melee (ld8+2/19-20. Anyone who can gain a personal invitation from one of the city’s inhabitants may stay with them for free. Dex 16. but . as well as the fact he runs the local general store. SA-. neither does he want to get into the hotel business. hp 30. ~O. Ride +6. Olimere may also buy or barter for things he can resell. Wis 10. 20 bolts. It has a masterwork lock (DC 40) and the chest is sturdy. iffearing an attack they also arm themselves with light crossbows. Olimere charges them 1 gp per person per night. Cha 9. H D 3d10+3. Spd 30 ft. Listen +8. PCs may purchase mundane items here at the prices listed in Chapter 7 of the Player’s Handbook. Olimere pays the guards (as well as any necessary bribes) out of this fund. AC 17.. dagger). Leadership. flatfooted 15. heavy crossbow). heavy crossbow). This reflects Olimere’s status as the caravan’s leading citizen. Str 15. touch 11. this extra damage i s not multiplied. lnit +. flatfooted 15. Will +l. Con 12. Str 14. + I morningstar (named “Sun‘s Fury”).but the rest respond quickly if an alarm is given. but while Olimere does not like to turn away paying customers. 20 bolts. wellequipped fighters. SV F o r t + l . AL N. flat-footed 14. morningstar) or +4 ranged (1d10/19-20.They are all tough. ACuardsman. AL LN. light crossbow). Mounted Combat. Intimidate +5. SV Fort +3. receiving wages proportionate to their level of loyalty and devotion. he pays no more than one-third of the item’s real value. Ride +6. 2. trapfinding. Olimere has no respect for the social order of lords and ladies of either Lothir or Viridia. light crossbow). Weapon Finesse Evasion (Ex): If Calan makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save he instead takes no damage. Weapon Focus (longsword). Crp +5. selling everyday goods to both outsiders and Azulites alike (although he sells to Azulites at a 30%discount). Each guard also carries a pouch containing 2-5 gp. He carries the only key to the lock on a chain around his neck. and treasure noted above. SV Fort +4. Power Attack.. Base Atk +3. When the caravan pitches camp. Jump +5. Olimere’s nephew. shield and a sap. Crp +6. shortsword) or +6 ranged (1 d4/19-20. This extra damage is +3d6. An old trunk containing the caravan’s community treasury sits at the back of his tent. shortsword) or +6 ranged (ld4/19-20. In particular. Swim +8. Ref+2.000 gp. Medium humanoid. Knowledge (local) +9. AZUL since he is as keen on making a profit as any businessman. SA Sneak attack +3d6. Base Atk +3. and is interested only in what protects the welfare of Azul. or when the rogue flanks her target. Wis 10. Ref +2.000 cp.even senior members of the Azul community orders them to do something. sap. Spd 30ft. Cha 15. touch 13. Survival +lo. Heal +12. Open Lock +11. Wis 14. uncannydodge. AC 15. Knowledge (local) +9. lnit +7. Handle Animal +8. Caravan Guards Azul maintains a force of 2 4 guards. hp 21. the rogue Calan. Self-Sufficient. Spd 30 ft. trying to overcome opponents with their force of might. Skills and Feats: Climb +5. Int 11. not their strategic prowess.

invisibility sphere. Human Wiz (111) 9 CR 9. invisibility. Valadem’s dazzling sky (see Appendix A). giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. AC 14. quarterstaff). but protects him as best he can. Avaladem. Tuck.THE CARAVAN CITY OF Trapfinding: Calan can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. low-light vision. Spd loft. Con 10. his raven familiar. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. Int 19.AC 18. mirror image. silent image. Skills and Feats: Listen +3. sell any potion. S A -. disguise selJ mage armor. Wis 15. save DC 14 + spell level (save DC 15 + spell level for illusions)):0-detect magic. Spellbook: O-detect magic. ventriloquism. lnit +5. the three herders’ sons whose performing talents he nurtured. vivid colors and sound effects.treasure as noted above.000 gp and a diamond worth 500 gp. Knowledge (aracana)+16. Alertness (from familiar). Tiny Animal. Possessions: + I leather armor. cloak o f protection +I. Tris and Thane. silent image. arcane scroll or wand a 9th level Illusionist could make. Summon Familiar: Sarbital. it gets him into even more trouble now than it did then. misdirection. resistance. ring ofprotection + 7. 1st-color spray. Base Atk +4. Improved Initiative. the brothers Tuck. Calan is Olimere’s nephew. and the black sheep of the clan. belt pouch. Valedem is unwaveringly loyal to Olimere and counts him as his closest friend. Valedem does. look up to him as a father figure. Atk +5 melee (ld6+1. 2nd-hypnotic pattern. magic missile. Dex 13. flat-footed 16. misdirection. major image. Combat Casting.. figure out how it works. Uncanny Dodge (Ex): Calan retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. His associates.illusiory script. Int 11. color and sound.Full Atk +5 melee (ld6+1. SV Fort +4. Valedem came to Azul as a war refugee. Will +8. Unfortunately. Con 12. Possessions: bracers o f armor +2.dagger. Craft WandB. Valedem charges 5 sp per head and spends two hours dazzling the crowd with displays of light. Calan carries a masterwork shortsword he pilfered from Ruhgar’s shop. Tris. comprehend languages.hp 30. read magic. ghost sound. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Atk +4 melee (ld2-5. Finding a nonmagical trap has a DC of at least 20. potion ofcat’s grace.. Spd 30 ft. Str 11. Perform +11. Whenever Azul pulls into a town. YSarbital. Scribe ScrollB. 1 st-color spray. 3. Valadem’s dazzling sky (see Appendix A). mage armor. ghost sound. for he requires only living space for himself. Olimere despairs of him. or highlights Seneks songs with visual effects of his own. He occasionally employs Senek the Bard to perform interludes. Instead of self-indulgence. 5th-mirage arcana. lnit +2. masterwork shortsword. he sends his crier out to announce his arrival. resistance. spell resistance 17. Valedem usually has a quarterstaff handy. shadow conjuration. In addition. Calan can also use the Disable Device skill to disarm magic traps. Spell Focus (Illusion). no one can quite understand why so skilled an illusionist chooses to stay among small farmers. Valedem the Illusionist has honed both his marketing and his showmanship to a fine point. A young man in his early twenties. G r p -1 3. 3 rd--displacement. Cha 6. and never left. he clears away a large area in front of his tent for his performances. Raven: CR 1/6. Str 1. SA Spells. major image. flat-footed13. AZUL Concealed among the personal items in Valedem’s tent is a chest containing 2.magic mouth. though. Calan still displays the fearlessness and penchant for mischief that marked him in his childhood. 4th-hallucinatory terrain. for this taciturn. Cha 17. A magic trap generally has a DC of 25 + the level of the spell used to create it. trap. taking shelter with Olimere after the illusionist’s own home was burned to the ground by Viridian soldiers. improved evasion. 3 rd-displacement. called Valedem’s dazzling sky. Forbidden Schools: Conjuration. and Thane then waylay anyone who wanders into the encampment with a brief display of juggling and acrobatics. SQ Summon familiar. Valedem’s tent is modest in size. Full Atk +4 melee (1d2-5. shadow conjuration. and bypass it (with her party) without disarming it. 5th-persistant image. enigmatic man puts on crowd-dazzling shows are perhaps the caravan’sgreatest attractions. touch 11. Even now. Dex 15. 13 gp. Weapon Finesse.’ For his main show. 4th-hallucinatory terrain. Necromancy. and they have helped make a return visit by Azul one of the most anticipated occurrences in the ravaged borderlands between Lothir and Viridia. mirror image. and Thane. Spellcraft +16. Lightning Reflexes. Medium humanoid. potion ofinvisibility. quarterstaff). In turn. he tends to prepare Illusionist spells involving bright lights. These shows are invariably spectacles. read magic. SV Fort +2. . fly 40 ft. claws). speak with animals o f its kind. Craft Wondrous Item. Wizard Spells Prepared: (4/5/5/4/3/1. 2nd-hypnotic pattern. Ref+4. SQ Deliver touch spells. both in between and in conjunction with the antics of Tuck. invisibility. or higher if it is well hidden. if they return just after sunset. H D 9d4+9. rainbow pattern. Will +2. (average). illusory wall. and Valedem himself is not quite sure. h p 1 . any arcane spellcaster who manages to befriend Valedem earns the opportunity to buy a scroll inscribed with a spell of his own invention. ventriloquism. Wis 14. Spot +5.AL N . minor image. empathic link. herders and tradesmen. Tris. share spells. Valedem emerges from his tent and declares in his sonorous voice ‘an even greater show is theirs. They are glad he stayed. persistent image. Trap Sense (Ex): Calan has an intuitive sense that alerts him to danger from traps. disguise selJ magic aura. the acrobatic brothers and a few stagehands. minor image. AL N. Base Atk +O. Also. claws). H D 1/4 d8. speak with master. rainbow pattern. + I quartentaf (named “Mister Ection”). Concentration +13. touch 12. Valedem and His Troupe After ten years as a traveling entertainer. invisibility sphere. however. Craft (Alchemy)+16. Grp +4. Skills and Feats: Bluff +15. Ref +4.

Medium humanoid. Ref +5. Int 16. and the cooking fires burn from dawn until dusk. a chunk of bread) heals 1 hit point of damage.. her tent floods with paying customers. no one understands precisely why. a rare and richly aromatic herb of which only the elves have any real knowledge. having long ago left trade to Albon the jeweler. Any item of his own manufacture is of masterwork quality. being even older than the First Citizen. but everyone feels better after eating her cooking. Handle Animal +7. hp 55. Cha 12. Her ordinary tavern-style meals are tasty enough. Base Atk +5. accounts for the popularity of Elana’s cuisine. The only exception to this rule is anything made out of mithril. but for those who can afford it. and their secret ingredient is ambic. and he is a familiar and comforting presence in the caravan despite his taciturnity and aggressiveness when drunk. Improved Unarmed Strike. Ambic also has therapeutic properties when cooked into food. drink and lodging in the Player’s Handbook. AL LN. provides him with sage advice. Intimidate +lo. He cares little for gems. however. Ruhgar the Armorer Ruhgar is a brawny dwarf who has been Azul’s blacksmith and armorer since the town was still a settled village. it is larger than any of the other residents except for Olimere. Craft (weaponsmithing) +15. It is both a masterwork armory and weaponsmithy. he needs plenty of space for his portable forge. Eating a snack of ambic-flavoredfood (say. He counts Olimere as a close friend and. nothing less than her specialties will do. and sells for a correspondingly higher price than ordinary arms and armor. It holds 5. too. But this therapeutic gourmet experience does not come cheaply. Con 19. Dwarf Ftr 3/Exp3: CR 5 . Elana charges as per the chart for food. SA-. Ruhgar is an exceptional craftsman. Skill Focus (Craft (weaponsmithing). Under Ruhgar’s cot is a locked iron chest (DC 35). Dex 16. the ravages of war have nearly driven elvenkind out of this corner of the world altogether. Climb +7. however. For her non-ambic food. . SV Fort +8. SQ -. Anyone who eats three full meals of ambic-flavored food in one day may restore 1 point of temporary ability damage and heal ld8+1 hit points of damage. handaxe) or +8 ranged (1d6+4/x3. Full Atk +10 melee (ld6+4/x3. HD 3d10+3d6+24. and this. Will +7. she makes a gift of three days’ worth of her ambic-flavored traveler’s rations. Sense Motive +7. Her special recipes are elven in origin. AC 15. flat-footed 12. Iron Will. some of which he makes himself. Possessions: Leather armor. handaxe). If pcs negotiate with Ruhgar. Elana the Foodseller If Olimere is A d s leading citizen. A few items in his stock are magical in nature. His tent serves as workplace. handaxe).000 gp in gems and an ingot of mithril worth 500 gp. which is located at the back of the tent and features an ingenious collapsible chimney made of metal rings held together by mithril chains. Elana enjoys cooking as an art form and takes pride in having built a business keeping her and her six assistants in almost constant motion. Jump +7. masterwork handaxe. Indeed. some of which he accepted as trade-ins. There are those who argue she is the best cook in the two kingdoms combined. Grp +9. Wis 12. and he can also handle any weapon in his shop with at least a modicum of skill. and she sees herself as one of the last custodians of a tradition that is fading away. Ruhgar has been Azul‘s village blacksmith for over 60 years. the most powerful being the peataxe of dwawen might. 5. shop and living quarters all in one. touch 13. and because of this. He usually keeps a masterwork handaxe strapped to his belt. He is an exceptionally skilled armorsmith. He sells a wide variety of arms and armor. but he does not pay cash for anything. Although Ruhgar only works with two apprentices. There is something a little sad and wistful about her. If she encounters an elven or half-elven PC.THE CARAVAN CITY OF 4. Str 18. then Elana is arguably its most famous. Improved Initiative. / AZUL / A Ruhgar. lnit +7. Spd 20ft. Craft (armorer) +15. he accepts trade-ins at one-third of an items value. even by dwarven standards. Eating one full meal of ambic-flavored food in a day heals Id3 hit points of damage. Skill Focus (Craft (armorer). Skills and Feats: Appraise +9. handaxe) or +8 ranged (ld6+4/x3. Ambic-flavored food costs ten times as much. From the moment the caravan pulls into a town and makes camp. Atk +10 melee (ld6+4/x3.

2nd-augury. H D 5d6+5. Str 13. lnit +l. Domains: Protection (generate a protective ward as a supernatural ability). Full Atk +4. + I longspear (named “freestrider”). Profession (cook) +11.longspear) or +5 ranged (ld8/x3. * Domain spell. Fascinate (Sp): Senek can use his music or poetics t o cause one or more creatures t o become fascinated with him. SV Fort +2. Skills and Feats: Balance +lo. Inspire Courage (Su): Senek can use song or poetics to inspire courage in his allies (including himself). SA Spells. bardic knowledge. If its saving throw fails. His check result is the DC for each affected creature’s Will save against the effect. Medium humanoid. touch 11. the Perform check result proves t o be higher. SQ Turn undead. Diplomacy +7. h e i s o n e of t h e caravan’s m o s t i m p o r t a n t figures. the creature sits quietly and listens t o the song. SA -. Senek carries on h i s b e l t a p o u c h c o n t a i n i n g 50 gp a n d a g e m worth SO gp. Grp +3. flat-footed 12. Wis 15. W h e n e v e r t h e caravan pulls into town. Grp +5. Senek spends much of h i s t i m e in h i s t e n t h o n i n g h i s m u s i c a l skills a n d w o r k i n g o n n e w material. lnit +6. or noteworthy places. Spd 30 ft. a p o s i t i o n h e i n h e r i t e d from h i s late father. comprehend languages. Disguise +11. Medium humanoid. Full Atk +4 melee (ld6. longstride+. Possessions: Masterwork chain shirt. flat-footed 12. Tumble +lo. of knowledge. hp 36. o f Senek (including the bard himself) that is affected by a sonic or language-dependent magical attack may use Senek’s Perform check result i n place o f its saving throw if. h p 18. Scribe Scroll. Senek the Bard Senek t h e B a r d entertains crowds a n d draws customers to t h e caravan. 1st-command. Full Atk +5 melee (ld6-2/18-20. Each round o f the countersong. touch 10. in exchange for a s m a l l c u t o f t h e proceeds. Skills and Feats: Concentration +7. potion o f cure light wounds. Weapon Finesse. such as Listen and Spot checks. Medium humanoid. H e serves t h e g o d of travels a n d song. Cleric Spells Prepared (5/4+1/4+1/2+1. Countersong (Su): Senek can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Turn Undead (Su): This cleric may attempt t o turn undead 9 times per day. Because he has 5 or more ranks i n Knowledge (religion). H e also sells p o t i o n s a n d d i v i n e scrolls at t h e standard prices for those h e feels respects h i s deity’s interests.cure serious wounds. Cha 14. shield otheP.’ Sometimes h e participates in Valedem’s shows. W h e n there are n o crowds around. a target takes a 4 penalty on skill checks made as reactions. 6. While fascinated. 20 arrows. he makes a Perform check. AL NC. touch 12. fascinate.. masterwork quarterstaff. longspear) or +5 ranged (ld8/x3. Atk +6 melee (ld8+2/x3. pen. Knowledge (religion) +6. Cha 14. Spot +7. countersong. he gets a +2 bonus on turning checks against undead. quarterstaff) shortbow). The effect lasts for as long as the ally hears the bard sing and . longbow). can act normally regardless o f magical effects that impede movement as if affected by the spell freedom of movement). A s such. Brew Potion. Skills and Feats: Craft (alchemy)+9. Wis 14. Any b a r d PC who spends a n entire day in Seneks c o m p a n y earns 250 XP from t h e i r exchange A Elana. the bard cannot attempt t o fascinate that creature again for 24 hours. longbow). detect poison. Extra Turning. h e has n o o t h e r possessions of note. Human Brd 5: CR 5. s i n g i n g a n d t e l l i n g stories in exchange for ‘donations. inspire courage +1.Will+6. Knowledge (nature) +9.. an ally must be able t o hear the bard sing. after the saving throw is rolled. rapier).Int15. Travel (for 6 rounds per day. vial o f ink. Con 12. Endurance. Human Clr 6: CR 6. To use the ability. Will +7. Survival +8. E x c e p t for h i s l u t e a n d a b l u n t e d rapier (-2 damage) h e carries f o r enacting s w o r d fights. Gather Information +7. inspire competence. Escape Artist +6. Knowledge (local) +6. AZUL 7. Will +5. H D 6d8+12. SQ Bardic music. Any creature within 30 ft. I nit +2. SV Fort +7. Spd 30 ft. Spd 30 ft. Gabriel. Skill Focus (perform). short bow. for as long as the bard continues t o play and concentrate (up t o a maximum o f 1 round per bard level). Elf Exp 4: CR 3. herbal and alchemical components. Climb +8. Atk +6 melee ( l d 8 + 2 / ~ 3 . 55 gp. Grp +3. Knowledge (local) +9. Ajarmak the Younger. flat-footed 16. AL N. HD 4d6. 3rd. rapier). Bardic Music: 5 times per day Senek can use his song or poetics t o produce magical effects on those around him (including himself. Cleric Jarmak t h e Younger i s Azul’s only cleric. legendary items. Con 14. cure light wounds.. To be affected. Str 11. Atk +5 melee (ld6-2/18-20. SVFort+l. Heal +7. Senek w o r k s t h e throng tirelessly. AL CG. Bardic Knowledge: Senek may make a special bardic knowledge check (ld20+6) to see whether he knows some relevant information about local notable people. Survival +5. Improved Initiative. Sleight o f Hand +lo. Dex 14. but as f a r as h e i s concerned. Possessions: Leather armor. quarterstaff) or +5 ranged (ld6/x3. Dex 12. vellum parchments. I f a creature’s saving throw succeeds. resistance. H e reserves h i s powers if h e believes t h e y n e e d t h e m before h e rests. save DC 13 + spell level): 0-cure minor wounds detect magic. Base Atk +3. Cha 16. light. AC 17. obscuring mist. Any potential threat requires the bard t o make another Perform check and allows the creature a new saving throw against a DC equal t o the new Perform check result. H e i s always eager t o m e e t o t h e r bards so h e c a n b r o a d e n h i s repertoire a n d swap tales of t h e trade. hp 25. a bard makes a Perform check. bolstering them against fear and improving their combat abilities. or +5 ranged ( l d 6 / ~ 3 . Skill focus (Profession (cook).Alertness. taking no other actions. Int 11. Perform +13.THE CARAVAN CITY OF H i d d e n u n d e r a p i l e o f e m p t y sacks at t h e back of t h e t e n t i s a l o c k e d chest c o n t a i n i n g 100 pp a n d 2. I t i s a m a r g i n a l living. locate object. Asenek. it beats h o n e s t work. p l a y i n g h i s lute. Ref +6. Wis 12.Strll. Ref+3. Jarmak the Younger. Heal +9. AC 12. H e i s h a p p y to use h i s powers to aid outsiders in exchange for a reasonable m o n e t a r y offering t o h i s deity. Grp +5. Ref+3. shortbow). Atk +4 melee (ld6. Listen +lo. zone oftruth. enthrall. Base Atk +4. Base Atk +3. Sense Motive +7. but h i s f e l l o w Azulites always c o m e first. AC 14. Gather Information +6. if desired).Conll. SA -. SQ -.000 gp. Dex14. wooden holy symbol. Int 13. + 7 cloak ofprotection. cure moderate wounds.jly*.

lnit +1. and offers 50% of their value for them. Base Atk +4. lute. Possessions: Artisan’s outfit. Will +6. It is the statuette of succubus summoning. Bard Spells Known: (6/5/4. Albon carries a bag containing 20 gems of various types and sizes on his person. She might sell it for 750 gp.Search+6. mage hand. touch 11. 500 gp. SQ -. Knowledge (arcana) +lo. Con 10. H D 6d6. club. 250 gp. small chest. Spot +9. and a few have inlaid gems of minor value. cure light wounds. Albon the Jeweler Albon is a crafty fellow who makes his living by selling jewelry of his own manufacture. Whatever this totem might represent. Medium humanoid. Some of her goods have inherent value because they are carved out of semi-preciousstones like quartz or lapis lazuli. save DC 13 + spell level): O-detect magic. Albon shares the tent with two assistants. If someone tries to rob him. his assistants draw their weapons concealed under their tunics and hold off the attackers while Albon summons the guards. Skills and Feats: Appraise +lo. H D 4d6. h p 16. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. She is used to having to persuade her customers to part with their money. gaudily painted statue of something resembling the foreparts of a gnffon grafted onto the bottom half of a kuo-toa. Bluff +6. depending on how effectively the buyer bargains. Ref +3. AAlbon. Craft (curious) +lo. She sells many of these under the pretense they are antiques. Int 14. lullaby. telling a little something about each item. Orezia’s merchandise consists of statuettes. Diplomacy +6. SA -. up to a maximum of 2 minutes. Certain uses ofthis ability are not feasible. Orezia claims it represents a god worshipped by a long-lost civilization once inhabiting these lands. There is one supernatural item in her shop. Knowledge (local) +8. Dex 15. . Profession (jewelrymaker)+l2. although haggling sometimes drives him to 60%.Nearly any gem or jewelry is available. Whenever potential customers enter her tent. AC 12. Alertness. Skill focus (Profession (jewelrymaker)). Inspire Competence (Su): Senek can use his music or poetics to help a n ally succeed at a task. but no one really needs. mending. Skill Focus (Profession (merchant)). Craft (gemcutting) +9. The ally must be within 30 ft. Most of her wares.-tall. there is also a locked strongbox containing 100 pp and 500 gp underneath a pile of empty boxes at the back of his tent. but Albon is a skdled jeweler and charges 2 0 4 0 % above the value of the components for his goods. silent image. Albon himself has no combat skills. Handle Animal +lo. Craft (alchemy) +lo. pyrotechnics. Atk +4 melee (ld6+1. but their real purpose is to guard Albon and his club). AL NC. club). AOrezia. SA -. club). Dodge. Cha 15. 8. Profession (merchant)+12. Spot +4. SV Fort +1. 20 gems of various worth. Will +4. Listen +lo. Full Atk +3 melee (ld6-1. Crp +3.Sense Motive +6. she sincerely believes everything she sells is special and unique . lnit +2. Dex 12. Spellcraft +lo. Int 14. and he would sell it for 500 gp based on his estimate of the value of its component gold and gems. Albon cannot detect magic. AL CC. I He bought it off of some equally clueless adventurers a while ago. Possessions: Blunted show rapier. SQ -. Orezia drops whatever she is doing and attends them. hangs her shingle outside her tent on a five ft. SV Fort +2. and Orezia has absolutely no idea of its power. h p 22. carvings. Skills and Feats: Appraise +9. Orezia has knowledge of magic and the arcane to help the selling points of some of her more interesting items. touch 12. strongbox. and out of habit she leads them through her goods like an enthusiastic tour guide leading visitors through a museum. and when customers enter the tent. and able to see and hear the bard. Listen +8. Most everyone in Azul regards her as an eccentric and likeable old soul. however. They occasionally do chores for him. flare. belt pouch. Senek must also be able to see the ally.. Ride +9. Human Exp 4 CR 3. flat-footed 10 Base Atk +3. Crp +4. Cha 10. Wis 10. flat-footed10. Spd 30 ft. The effect lasts as long as the bard concentrates.THE CARAVAN CITY OF AZUL for 5 rounds thereafter. He also seeks to acquire gems. Human Exp 6 CR 5. but no one really knows what it is. Wis 13. Possessions: Club. 10 pp. read magic. Skill focus (Craft (gemcutting)). AC 11. Ref +3. 1st-charm person. 2nd-enthral1. they do their best to look busy. Orezia the Curio Dealer Orezia. mostly because they know better than to take her too seriously. Medium humanoid. But Orezia is not a cheat. so he is unaware one of the items in his stock is actually an amulet of natural amor + . Str 9.or it might be. detect thoughts. 50 gp. Str 12. Con 10. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. the dealer in curiosities and antiquities. entertainer’soutfit. Atk +3 melee (ld6-1. it does draw customers to a shop selling things some might want. are just plain odd. heroism. Alertness. and all manner of odd decorative trinkets serving no purpose and having little worth apart from their curiosity value. hideous laughter. Full Atk +4 melee (1d6+1. Orezia keeps a small chest with 250 gp hidden beneath a pile of rags. at any rate. the value of its component materials. Spd 30 ft. 9. peasant‘s outfit. unseen servant.

AC 11. and her natural theatrical shrewdness than on any divine skill. dagger). and rumors have the two romantically linked. Disguise +7.. she makes a Perform check. Possessions: Dagger. To be affected. and able to see and hear the bard. bardic knowledge. Str 12. Her check result is the DC for each affected creature’s Will save against the effect. if desired). Barella makes her living by telling her customers’fortunes. bolstering them against fear and improving their combat abilities. A Barella. she and Maldemerion constitute Azul‘s disreputable quarter. Barella must also be able t o see the ally. fascinate. Barella carries a dagger under her skirt. therefore. inspire courage +1. for as long as the bard continues t o play and concentrate (up to a maximum o f 1 round per bard level). SV Fort +l. or noteworthy places. . setting. Ref+4. She possesses the bardic abilities. Human Bid 3: CR 3. Cha 15. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. 50 gp. a deck of her own design she claims has magical properties. dagger) or +3 ranged (ld4+1/19-20. All of her means of telling fortunes are pure bluff. countersong. Bardic Music: 5 times per day Barella can use her song or poetics t o produce magical effects on those around her (usually including herself. dagger) or +3 ranged (ld4+1/19-20. While fascinated. within 30 ft. Maldemerion’s House o f Chance Most of Azul’s leading citizens look down their noses at Maldemerion’s gambling house. depending on the length and depth of the consultation. lnspire Courage (Su): Barella can use song or poetics t o inspire courage in his allies (including herself). Int 13. many believe she lacks the respect of the other tradespeople of the village. Diplomacy +8. Skills and Feats: Appraise +7. Perform +8. o f Barella (including the bard herself) that is affected by a sonic or language-dependent magical attack may use Barella’s Perform check result i n place o f its saving throw if. a bard makes a Perform check. Spring Attack. The effect lasts as long as the bard concentrates. taking no other actions. a target takes a -4 penalty on skill checks made as reactions. I f a creature’s saving throw succeeds. the creature sits quietly and listens t o the song. performer’s outfit. Concentration +6. there is always quite a demand for his particular brand of entertainment. Base Atk +2 Grp +3. Barella relies more on costume. Spd 30 ft. SA Spells. Hidden under a pile of clothes at the back of the tent is a locked chest containing 5. Dodge. To use the ability. Certain uses o f this ability are not feasible. dagger). her favorites are reading palms. Any creature 11. Medium humanoid. h p 12. Sense Motive +6. the Perform check result proves t o be higher. an ally must be able t o hear the bard sing. touch 11. Bluff +8. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. all he offers inside his shabby tent is one game -dice -played on a worn table with inscribed numbers from 2-12. Full Atk +3 melee (1 d4+1/19-20. lnit +l. She has a variety of means at her command. Wis 14. Gather Information +8. Mobility. but they all admit wherever they go.000 sp. Each round o f the countersong. Dex 13. flat-footed 10. HD 3d6. after the saving throw i s rolled. such as Listen and Spot checks. Barella the Seer Barella the Seer sets up shop in this small but highly visible tent with gaudy decorations out toward the periphery of the caravan. lnspire Competence (Su): Barella can use her music or poetics t o help an ally succeed at a task. in fact. The ally must be within 30 ft. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. casting bones and dealing from a deck of cards.THE CARAVAN 10. the two of them tend to @ stick together. AL N. there is nothing terribly glamorous about Maldemerion’s operation. inspire competence. Con 11. From her location. It is no surprise. In fact. but has no special talent for seeing into the future. SQ Bardic music. Bardic Knowledge: Barella may make a special bardic knowledge check (ld20+6) t o see whether she knows some relevant information about local notable people. Fascinate (Sp): Barella can use her music or poetics t o cause one or more creatures t o become fascinated with her. Will +5. I f its saving throw fails. up t o a maximum o f 2 minutes. chest. legendary items. She claims to commune with Gabriel while running through her act. the bard cannot attempt to fascinate that creature again for 24 hours. Countersong (Su): Barella can use her music or poetics t o counter magical effects that depend on sound (but not spells that simply have verbal components). The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues t o hear the bard’s music. She charges anywhere from 5-50 gp for her services. Atk +3 melee (ld4+1/19-20. In fact.

masterwork bastard sword. Str 16. AC 14. Medium humanoid. In the evening. If Ruhgar loses. as clever as it is angry. however. o n l y a child when the Azulites pulled up stakes. he carries a shortsword with a poison tip concealed under his tunic. commoner’s outfit. and the first one to lose consciousness from subdual damage loses. dagger).THE CARAVAN CITY OF AZUL There are no guards here. If he wins. an obvious starting point for the dragon’ssearch. short sword) or +4 ranged (1d4+1/19-20. Con 14. H D 2d6+2d10+8. Human Rog 2/Ftr 2: CR 4. DON’T MESS WITH DRAGONS The rogue Calan.000 cp. SV Fort +4.. The PCs may also suddenly witness the dragon catching Calan or harassing Albon the jeweler. COME OVER HERE AND SAY THAT! Ruhgar the armorer is a violent drunk. DVFNTURF HOOKS ALL FOR LOVE Inkermer. Dodge. trapfinding. or when the rogue flanks a target. touch 11.000 cp. Combat Expertise. Sleight o f Hand +7. he starts to pick on the PC with the next-lowestCharisma before the other Azulites intervene and haul him off. SQ evasion. Ref +5. Spot +6. Olimere refuses to provide any. and he does not accept any substitute opponents. Spd 30 ft. SA sneak attack +1 d6. . the dragon may approach the PCs. has tracked him back to Azulite using its polymorph ability to disguise itself as a human traveler. Open Lock +7. Int 13. The dragon. 7. if he has had too much ale. he instead takes no damage. 2. Climb +9. dagger). and they dare not leave the safety of the caravan to find one. however. Olimere’s black sheep nephew.500 gp. Move Silently +7. He does not try to hide his strongbox containing 2. lnit +5. Ranged attacks can count as sneak attacks only if the target is within 30 ft. Will +O.000 sp and 3. Jump +8. who is. Both combatants must strip off their armor. asking for their help in finding Calan amidst the bustle of the caravan. He cares much less about Azul’s respectability. Cha 12. his fiancke’s father has sent out a band of armed henchmen to find his daughter. As Inkermer suspects. They wish to find a cleric of the god of justice to marry them. the henchmen bully them into cooperating. however. ferret-faced man in his late 20s. 7.000 sp and 3. in his view. offering SO gp if the PC can beat him.500 gp. He is quick to point out it is really not easy making your living off of the greed of others. and resents it. Base Atk +3. this extra damage is not multiplied. Wis 10. his apprentices haul him off to his tent and make good on his wager. Maldemerion knows Olimere disapproves of his gambling business. hp 30. If Calan knows the dragon is onto him. If the PCs encounter them. Maldemerion has learned how to handle himself in a fight. and he has a few scars from dissatisfied customers to prove it. Atk +6 melee (ld6+1/19-20. In addition to the bastard sword he keeps close by. he singles out the PC with the lowest Charisma and badgers him into a wrestling match. strongbox. Listen +7. Sneak Attack: These rogues’ attacks deal an extra 1d6 damage any time a target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). much to his misfortune. Crp +6. Skills and Feats: Bluff +7. and it does what it must to reclaim its property. A Maldmerion. Improved Initiative Weapon Focus (shortsword). his memory of his village as a cozy community of honest farmers and tradespeople is dimmer than most. He does not take no for an answer. short sword. Full Atk +6 melee (1d6+1/19-20. survival is its own justification and he can rationalize anything as an act of self-preservation. Evasion (Ex): If this rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. but he keeps a sharp eye on it. flat-footed 13. son of the illusionist Valedem. has eloped with the daughter of the mayor of the last town visited by the Azulites. short sword) or +4 ranged (1 d4+1/19-20. Maldemerion lacks the feeling of generational solidarity with Olimere that Valedem and Ruhgar share. or bribe them by offering to split the reward money for the girl’s return. and Maldemerion is a tough enough customer to handle most anything coming his way He keeps a bastard sword handy just in case. Should the rogue score a critical hit with a sneak attack. Dex 12. AL NE. They have not encountered a priest of justice since then. A tough. Hide +7. Inkermer is desperate enough he gives the PCs a ring of protection + I if they go to the nearest town and bring a priest back. Possessions: Studded leather armor. Trapfinding: These rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. in the hope her family is more likely to reconcile itself to their union if it at least receives the blessing of their patron deity. Alternately. pilfered a cache of valuable gemstones from a dragon. he may approach the PCs and ask them to protect him (he does not dare admit to his uncle or any of the caravan guards what he’s done).

Someone . if the PCs are not strong enough to take on giants). payable upon their return. whether or not Olimere is still alive. it could brand the entire village. however. NEVER GIVE A SUCKER AN EVEN BREAK A GHOST STORY Senek the bard claims an incorporeal being has visited his tent at night.she may be old and eccentric.000gp in goods from any one in the caravan. Senek offers the PCs 500 g p if they sit up with him and dispel whatever this thing is once and for all. TASTES GOOD ENOUGH TO D I E FOR Elana the foodseller has nearly run out of ambic. He does not tell the PCs the real amount of his loss is 400 gp. Also. but all accounts agree it contains many valuable artifacts. all guards. she gives them a crude map showing the supposed location of the tomb. but does not wish to part with his guards.and he loses absolutely nothing by splitting the money with them. recently discovered some customers had cheated him out of 800 gp by swapping his loaded dice for their loaded dice. First. the First Citizen apologizes profusely and offers them 100 g p worth of merchandise from his stock. however.THE CARAVAN CITY OF If Calan remains blissfully unaware the dragon is after him. despite the obvious threat of force. No one quite knows who is supposed to be buried there.the odds are set against the players in the first place. I PRESUME? Just because the Azulites do not want to be found by the taxmen does not mean luck always cooperates with them. it has not harmed him. for his part. MOST FOUL REBELLION Here is a hook especially suited for evil Pcs: Olimere is furious at Maldemerion for using loaded dice in his games . it’s hard to sleep with the undead wandering around at the foot of your cot. If they catch Calan and bring him to Olimere.and besides. even as a loan. Maldemerion. plus a 10% finder’s fee). If the PCs seem interested by her tale. Olimere sees a way through this impasse. He offers them 100 gp each from his personal hoard. rough him up and leave him to bleed. the secret ingredient in her dishes. and a blood trail tapers off until it can no longer be followed. If the PCs catch him. much less prefer him to Olimere. the Azulites have awakened to find one of their animals missing. Maldemerion. Sick of being Azul’s bad guy. she becomes infuriated and has the caravan guards kick them out of the village. so why get greedy? If anyone discovered his dishonesty. And if the PCs try to take advantage of her by bringing back obvious junk. they were gone and Olimere refused to spare guards to chase after them. . In the event of a coup detat. Customs agents from either Lothir or Viridia may stumble upon them as they crisscross the ever-shifting border between the two kingdoms. ONE OF OUR BULLOCKS I S MISSING For several days now. Of course. If they kill Calan. but he worries it may . the curiosities. Olimere acknowledges their right to do so. Maldemerion tries to hire the PCs to assassinate Olimere so he can proclaim himself First Citizen. he might try to cut the purse of one of the PCs. she hands them a large sack and offers them 500 gp to fill it full of ambic leaves for her. THE VILLAGE OF AZUL. few people in the village like Maldemerion at all. they let the Azulites go without paying anything. if they go in place of his guards. So far. The Azulites refuse to pay any import or export duties. but treats them coolly thereafter. effectively surrounding anyone in it. is furious Olimere refused to send the guards after the cheats who victimized him. the vast majority of the village rallies to oppose Maldemerion. as soon as Olimere raises any alarm. the gambling parlor operator. Unfortunately. Jarmak the cleric does not believe him and refuses to help (Jarmak really does think the bard is just trying out new material on him). AZUL Maldemerion has not counted on two things. she pitches any estimates of an item’s resale value as low as she credibly can . the only nearby source of the rare herb lies in territory occupied by a particularly ill-tempered band of hill giants (or bugbears. GRAVE ROBBING I S A TIME HONORED PROFESSION Orezia.or something -appears to be following the caravan. converge on his tent. but she is s a w . By the time he realized what had happened. He calls the PCs over and offers them 1. If the PCs show any interest in helping her. Maldemerion can provide exact descriptions of their appearance. dealer has heard tales of an ancient tomb nestled in the hills to the south. including those not on duty. and promises to split Azul’s treasury (the money stored in Olimere’s tent) with them if they succeed. The government agents then try to bargain with Olimere: if they can borrow the caravan guards to raid a nearby enemy outpost.000 gp in cash and another 1. Olimere orders them to leave Azul and never return. He promises to split the ill-gotten money with the PCs if they track down the cheats and retrieve it for him. She also promises to buy from them any suitable item they bring back (at half its value. However.


Atk +7 melee (ld6+1. This ability is the equivalent o f a 3rd-level spell.. hp 33. suggestion (DC 21). the succubus must start a grapple. detect thoughts (DC 20). AL CE.. If the target is not willing t o be kissed. fly 50 ft. The victim must succeed on a DC 21 Will save t o negate the effect o f the suggestion. AC 20. Will +7: Str 13. Persuasive.THE WRONG PATH Someone (a PC or an NPC of the DMs choosing) while perusing through Orezia Curios shop (room #9) accidentally rubs the head of the statuette of succubus summoning (see New Magic . Succubi usually use verbal communication with mortals. Medium outsider (chaotic. . etherealjaunt (self plus 50 pounds o f objects only). Survival +2 (+4 following tracks). summon demon. detect good. Escape Artist +lo. Search +12. Dex 13. greater teleport (self plus 50 pounds o f objects only). cold 10. Grp +7. no limit on duration). which provokes an attack o f opportunity. The succubus's kiss or embrace bestows one negative level. Succubus: CR 7. Wis 14. Listen +19. Concentration +lo. Move Silently +IO. Use Rope +1 (+3 with bindings): Dodge. Con 13. The kiss also has the effect of a suggestion spell. These save DCs are Charisma-based. (average). SQ Damage reduction lO/cold iron or good. Spot +19. resistance t o acid 10. The save DCs are Charisma-based. releasing the creature to wreck havoc on the area. Skills: Succubi have a +8 racial bonus on Listen and Spot checks. Summon Demon (Sp): Once per day a succubus can attempt t o summon 1 vrock with a 30% chance o f success. Tongues (Su): A succubus has a permanent tongues ability (as the spell. Spd 30 ft. spell resistance 18. flat-footed 19. 2 claws). *While using " her alter selfabilitv.. and fire 10. darkvision 60 ft. Full Atk +7 melee (1 d6+1. extraplanar. immunity to electricity and poison. lnit +l. Skills and Feats: Bluff +19. The DC i s 21 for the Fortitude save t o remove a negative level. Disguise +17* (+19 acting). touch 11. Base Atk +6. Diplomacy +12. a succubus gains a +10 circumstance bonus on Disguise checks. spell-like abilities. polymorph (humanoid form only. Energy Drain (Su):A succubus drains energy from a mortal it lures into some act of passion. evil). Caster level 12th. asking the victim t o accept another kiss from the succubus. Int 16. caster level 12th). claw). telepathy 100 ft. SV Fort +6. Spell-Like Abilities: At will-charm monster (DC 2 2 ) . Intimidate +19. SA Energy drain. Hide +lo. or by simply planting a kiss on the victim. Ref +6. tongues. H D 6d8+6. Mobility. Cha 26.Appendix A). Knowledge (any one) +12.

. becoming an integral part of the campaign. and adventurers who seek to steal the pnzes buned in the lost city below the newly-made lake. their lives changed forever. now called Hosuth. the elves would have to make due.a race of slaves labonng under the iron fist of tyrannical masters. provided they are open-minded and at least outwardly tolerant of slavery. is a swamp city of lizardfolk enslaved by dark elves. or their city would cease to exist from simple lack of trade. The mountain fell and the cityflooded. Beanng little more than their precious Iibranes. Hssith. combat heavy adventures. levels of play. muddied water consumed a dark elf city All the vaunted magic of the people was not enough to halt the cataclysm. however. Hosuth's unique climate allows for either straightforward.THE DARK ELF CITY OF HOSUTH But when the earth shook and nver. merchants of all races. rivers. the dark elves rose and swore to unearth theirfallen city. thick. You are not the only ones who seek to uncover what has been lost. The city itself is comprised of several different features: a swamp. The city is open to traders. The dark elf rulers of the city are tolerant toward humans and other humanoids. The changes the dark elf overlords forced upon the . mountains. They must be.. But beware. or it can be a backdrop for complex political games. Deep beneath the mountains on the edge of Hssith swamp. This is designed to be a location the PCs can visit over and over again. Until then. Hosuth is a campaign setting designed for characters of all races and classes. and lakes. and wilderness. The stagnant cityscape reflects a primitive civilization oppressed by higher intellect . Despite its primitive appearance. hills.

The slave population. fish. bursting up in disorganized. In the lower class areas.000 (approximately 60% of the population is dark elves. scattered on the hillocks rising above the soggy ground. lumber. Captain Dechan Xu1 (Guard Captain). Mercenaries ply their trade. fine silks. The city is split into two areas: the dark elf regions and the as yet primitive slave quarters. grain. where outsiders would more than likely be attacked on sight. spices. the river tributaries form a road-system for the amphibious lizardfolk slaves who swim through the watery thoroughfares with ease. The buildings are thatched huts. 30% are lizardfolk. To this end. once-primitive city are drastic and require supplies of stone. Small creeks and river tributaries wind through the region. hillocks are shored up.THE DARKELF CITY OF HOSUTH Dark elfguardspatrol all portions of Hosuth. untrusting eyes watch from every alley. . When travelers first approach the city. In the slave areas. While nothing like the underground cities of the dark elves. Trodden dirt paths vanishing at the river’s edge serve as roads. and low walls to protect small gardens. the manicured parks covering the majority of the upper class areas of Hosuth is striking. Hosuth is a city of opportunity. food Exports: Grain. Sorceress and Purveyor of Pleasures). Tremendous weeping willows. maintaining peace in the city For three generations. shield the stone or oak buildings below from any trace of sunlight.swampy groves. and other essentials. the vegetation grows thick and lush. the oppressive dark elves maintain superiority through magic and a tight lock-down of all weaponry. Arachne (Innkeeper. but this book should provide many adventures for those willing to delve beneath the murky waters of Hosuth. Lizardfolk: Ysarr and Gress (Innkeepers). Tssicho (Shaman and Resistance leader) As the PCs explore the city. Dali’shar Vemon (High Priestess). HOSUTH Population: 18. far removed from the same event. In the dark elf areas. Dark shadows are abundant. Inside this section are the details of the dark elf city of Hosuth. The river flowing through this area is girded with stone walls. Although the city is primarily lizardfolk. note it is not your average run-of-the-mill community. while the long-lived dark elves hardly notice the passing of time. Much of the architecture is a strange conglomeration of dark elf ingenuity and lizardfolk slave labor (filling in where instructions were vague with their own ‘creativity’). malung the guards almost superfluous. They defy order. perfume. How the PCs come to visit such a place is ultimately up to the DM. the city is open for trade. is contained and relatively content. lumber. smaller waterways are channeled through open metal cylinders to pass as a crude sewage system. long mead-halls. silver ore deposits Industry: shipbuilding Important NPCs: Dark Elves: Overseer Tamn’sharr Verekk (City Overlord). however. their limbs braided together with vine and covered in thick mosses. the lizardfolk have suffered under oppression. merchants both beneficial and treacherous haunt the streets and everywhere are dark elves and lizardfolk. constrained by aqueducts and strong dikes. and 10% other) Government:Tyrannical Dictatorship (Hegemony) Imports: Stone. Buildings are connected by stone bridges whose pilings sink deep into the soggy earth. and has bridges crossing the churning waters at every major intersection. and it seems everyone has a hidden agenda. and the architecture is primitive and temporary.

They allow travelers into and out of the city after brief questioning. swamp serpents. Some recount tales of black dragons. Ref+2. Cha 10. SQ Dark elf traits. hand crossbow). H D 3d10. the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 . Jump +7. lnit +l.Ten dark elf guards make up the contingent for each watchtower. Wis 9. There are six manned watchtowers around Hosuth with no other obstacle to offer defense for the populace.The seventh tower stands at the approximate center of the city. Int 12. SA Poison. Point-Blank Shot. These watchtowers have signal fires to warn of enemy approach. Listen +S. AL NE. and residents of the city consider it extremely dangerous. From its upper balconies the captain maintains a view of all the other towers and from the lower balconies he can see beneath the thick canopy of the dark elf quarter. roll on the following table: HOSUTH RANDOM ENCOUNTERS ld20 Encounter HOSUTH 14 15 16 17 Lizardfolk drawing escape diagrams in m u d with sticks Lizardfolk slave working Loremaster studying dark elf culture Mercenary troops looking for work 20 Unemployed. drunk mercenary band LOCATIONS 1. The dark elves impose a 10 gp per wagon t a d f on goods entering or leaving the city. Watchtowers dot the edge of the city. rapier) or +4 ranged (1d4/19-20. Dark elves stand guard in the watchtowers. light blindness. The earth here is hard-packed and bordered on either side by low stone walls keeping the road from flooding during high-water seasons.. Guards found outright arguing with guests who have come to deal in trade meet with severe punishment from the Captain of the Guard. They are professional and mildly courteous. Poison (Ex): An opponent hit by a dark elf's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. hand crossbow). Crp +4. rapier) or +4 ranged (1d4/19-20. Built by lizardfolk slaves some SO years ago. Str 13. flatfooted 15. rising from one of the largest hillocks. Weapons in the city must be peace-bound a t all times. Travelers not taking the main roads into or out of the city find their travel times doubled. hp 24. After 1 minute. Dodge. and the largest of them rise from high hillocks near the main roads leading both east and west out of Hosuth. Anyone stating business other than trade is usually taken special note of. Search +3. and other terrible beasts. The Edge of the City The swamp accounts for most of the natural habitat around the city of Hosuth. Ftr 3: CR 3. these roads are stable means of travel into and out of the swamp. Fort +3. and the weight limit (500 pounds) on city roads is strictly enforced. spell resistance 14. Skills and Feats: Hide +3. A Dark E l f Guard.THE DARKELF CITY OF If you wish to add a bit of chance to liven up a street walk. spell-like abilities.. Alertness. and occasionally harass a high or grey elf traveler. Weapon Focus (rapier). Base Atk +3. Dex 13. Con 10. H D Medium humanoid (elf). Spot +S. touch 11. AC 16. Will +O*. * Dark Elves gain a +2 racial bonus on Will saves against spells and spell-like abilities. Many wild creatures roam the swamp. tripled during the monsoon season. It is the Captain's Tower (area #17). Spd 30ft. darkvision 120 ft. Full Atk +6 melee (1d6+1/18-20. Atk +6 melee (1d6+1/18-20.

Atk +3 melee (1d6+1/18-20. they are dazzled as long as they remain in the affected area. Note that dark elves have no special ability t o apply poison without risking being poisoned themselves. hand crossbow). Listen +2. masterwork rapier. A Dark ElfCuard-Sorcerer. lnit +l. light blindness. Str 11. armor. H D 3d4. Possessions: Chain shirt. After 1 minute. Str 13. H D l d l O hp11. Sor 3: CR 1.Spd30ft. Listen +4. 3 vials o f knockout poison. Fort +2. hand crossbow. Toughness. 1stmage armor. mage armor. Poison (Ex): An opponent hit by a dark e l f s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. 2nd-acid arrow. but it can also be applied t o a melee weapon. spell resistance 12. Caster level equals the dark elf's class levels. AC 12. AL NE. Note that dark elves have no special ability t o apply poison without risking being poisoned themselves. Since this poison is not a magical effect. 2d6 gp. Dark Elves gain a +2 racial bonus on Will saves against spells and spell-like abilities. Base Atk +l.. 1st-Batherfall. Cha 10. Skills and Feats: Hide +0. Craft (alchemy)+5. Will -I*. Crp +2. Spell-Like Abilities: Dark elves can use the following spelllike abilities once per day: dancing lights. Dark elves typically coat arrows and crossbow bolts with this poison. T h e water also provides a n i d e a l c l i m a t e for t h e gestation of l i z a r d f o l k eggs. potion ofcat's grace. darkvision 120 ft. Hide +1. hand crossbow). Sorcerer Spells Known (5/3. magic missile. 4 Dark elves gain a +2 racial bonus on Will saves against spells and spell-like abilities. magic missile. Will +3*. Note that dark elves have no special ability to apply poison without risking being poisoned themselves. Fort +2. Search +4. masterwork rapier. SQ Dark Elf traits. After 1 minute. Ref+l. faerie fire.AC16. rapier.touchll. detect magic. After 1 minute. H D Medium humanoid (elf). Ref+l. Crp +1.faeriefire. on another DC 13 Fortitude save or remain unconscious for 2d4 hours. hand crossbow. spider climb. mage hand. Wizard Spells Prepared (4/3/2. Spellbook: "acid splash. darkvision 120 ft. 2. Spot +3. they are dazzled as long as they remain in the affected area. O n subsequent rounds. touch 11. Northern Lake T h e n o r t h e r n l a k e i s a source o f f r e s h water a n d fish f o r t h e residents of H o s u t h . dark elves and other elves are susceptible t o it. 2d6 gp. faerie fire. darkness. Con 12. mage armor. Con 10. message. A Dark Elf Guard-Wizard. Spell-Like Abilities: Dark Elves can use the following spelllike abilities once per day: dancing lights. hand crossbow). 20 bolts. lnit +l. H D 3d4+3. Search +4. shocking grasp. Brew Potion. Poison (Ex): An opponent hit by a dark elf' s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. spells. potion ofinvisibility. light blindness. Cha 15. flatCrp +l. Int 16. Both d a r k e l v e n troops a n d l i z a r d f o l k w a t c h over them.. Spot +5. Light Blindness: Abrupt exposure t o bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. Fort +1. SA Poison. Hide +4. they are dazzled as long as they remain in the affected area. Wiz 3: CR 3. 2 vials o f knockout poison. darkness. AL NE. detect magic ghost sound. Str 10. Caster level equals the drow's class levels. H D Medium humanoid (elf). the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. HD Medium humanoid (elf). spider climb. SQ Dark elftraits. -2 Dark Elves gain a +2 racial bonus on Will saves against spells and spell-like abilities. O n subsequent rounds. Possessions: Ring ofprotection + 7 . Wis 9. Knowledge (spellcraft ) +6. Spellcraft +7. Dex 14. Wis 9. dark elves and other elves are susceptible t o it. b a r k ElfCuard. but it can also be applied t o a melee weapon. magic missile. magic missile. sleep. Dark elves typically coat arrows and crossbow bolts with this poison. Cha 10. Search +6 Spellcraft +9. 3 vials of knockout poison. Full Atk +2 melee (1d6/18-20. shocking grasp. U n d e r no circumstances i s anyone o t h e r t h a n dark elves or l i z a r d f o l k a l l o w e d to c o m e near t h i s area. the subject must succeed . Will -l*. spell resistance 12. Spd 30 ft. darkvision 120 ft. 2 n d . Full Atk +2 melee (1d6+1 /18-20. Scribe Scroll[B]. hp 12. save DC 12 + spell level): 0-fiatherfall. On subsequent rounds. Light Blindness: Abrupt exposure t o bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. Skills and Feats: Concentration +6. SA Poison. potion ofeagle's splendor. 20 bolts. AL NE. A typical drow carries ld4-1 doses o f dark elf knockout poison.THE DARKELF CITY OF HOSUTH hours. rapier) or +2 ranged (1d4/19-20. Light Blindness: Abrupt exposure t o bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. rapier) or +2 ranged (1d4/19-20. hand crossbow. hand crossbow. Note that drow have n o special ability t o apply poison without risking being poisoned themselves. Dex 13. Spd 30 ft. rapier) or +2 ranged (ld4/19-20. ray offrost. *. flat-footed 15. SA Poison. Since this poison is not a magical effect. mage hand. Dodge. shocking grasp. ray offrost. touch 12. spells.. web. Wis 9. spell-like abilities. darkness. Since this poison is not a magical effect. footed 10. spell resistance 14. Knowledge (arcana) +9. hand crossbow). Dodge. Weapon Focus (rapier). Spell-Like Abilities: Dark Elves can use the following spelllike abilities once per day: dancing lights. Dark elves typically coat arrows and crossbow bolts with this poison. 3d4 gp. Poison (Ex): An opponent hit by a dark elf's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. Weapon Focus (rapier). 1st-mage Possessions: Rapier. hand crossbow). darkness..faeriefire. Caster level equals the dark elf's class levels. shocking grasp. Caster level equals the dark elf's class levels. dark elves and other elves are susceptible t o it. spelllike abilities. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. spell-like abilities. O n subsequent rounds. 2 vials o f knockout poison. flat-footed 12. Ref +2. 20 bolts. Skills and Feats: Concentration +7. AC 12. Since this poison is not a magical effect. Listen +2. Base Atk +1. lnit+l. sleep. Int 12. rapier) or +2 ranged (1d4/19-20. Full Atk +3 melee (ld6+1/1&20. rapier) or +3 ranged (ld4/19-20. Possessions: Chain shirt. SQ Drow traits. 20 bolts.. Weapon Focus (rapier). light shield. light shield. Con 10. Spot +3. Base Atk +l. h p 9. Int 12. Atk +2 melee (1d6/18-20. Dark elves typically coat arrows and crossbow bolts with this poison. they are dazzled as long as they remain in the affected area. 2d6 gp. save DC 12 + spell level): 0-acid splash.a c i d arrow. but it can also be applied t o a melee weapon. Atk +2 melee (ld6+1/1&20. the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Spell-Like Abilities: Dark Elves can use the following spelllike abilities once per day: dancing lights. rapier) or +3 ranged (1d4/19-20. but it can also be applied t o a melee weapon. light blindness. Ftr 1: CR 1. dark elves and other elves are susceptible to it. a n d several hatcheries cluster on t h e western edge of t h e lake.. hand crossbow). Dex 13.

and Balance checks. SQ Hold breath. and if they have exceptional skill. several small resistance cells of lizardfolk hide in the two lakes around Hosuth. or +2 melee (1 d8+1/x3. bite). Skill and Feats: Balance +4. 2 claws) and +O melee (1d4. and in the ways of their old religion. taking them to their libraries for their own use. SA-. touch 10. The dark elves allow the lizardfolk freedom of movement through their portions of the city. Str 13. javelin). 5. except one (area #16). h p 11. The male then places this spire in the shallow areas of a natural water source. the female and male place their eggs (as many as five in a single laying) in specially carved hollows within the spire. AL N: SV Fort +1. SQ Hold breath. and bets are made as much as a week in advance of the actual fights. Anyone can easily slip into or out of a hut in the Lizardfolk Commons beneath the notice of a passing guard. These buildings are popular sites for trade and at night become taverns for drinking. the male builds a spire of driftwood. 3 javelins. After mating. bite). Crp +2. Protected by part of the landslide that drowned the old dark elf city. claw) or +2 melee (1 d8+l/x3. Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. guarded constantly by attentive parents or tribe members. Swim +2. flat-footed 15 or 17. stone. did not have the resources to invest in better housing. lnit +O. bite). Swim +2. Cha 10. Int 9. club) and +O melee (ld4. Dex 10. and other demi-human races. Int 9. Full Atk +2 melee (ld4+1. The Resistance Unknown to the dark elves. Con 13. kill. The dark elves know of all the hatcheries in Hosuth. untamed and wild. To encourage certain fights. Multiattack. and the lizardfolk there fight. or +1 ranged (ld6+1. Will +O. Str 13. HD 2d8+2. these brawls have become more of a sport. battleaxe. A Lizardfolk CR 1. Often. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. creating an informal gladiatorial competition. Con 13. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. lizardfolk have a +4 racial bonus on Jump. club. Swim.. lizardfolk may place a prize on the head of more advanced or renowned victors. Dex 10. The huts are primitive. and other outlawed practices. Atk +2 melee (1 d4+1. bite). A percentage of the prize money goes to the victor. Possessions: Heavy shield. touch 10. a young lizard fights its way out of the egg. . Crp +2. The largest of these cells holds 40-50 lizardfolk young born in the secret hatchery in the Southern Lake or otherwise smuggled out of the city. Numerous huts spread along the top of the hillocks. Lizardfolk cannot carry weapons. Multiattack. Wis 10. down the spire to the water. 4. feasting. Base Atk +1. Occasionally. Lizardfolk Commons The lizardfolk populate the lower class areas of Hosuth. Wis 10. and Balance checks. open to fresh sunlight but protected by the twisting sculpture. built to incorporate breezes blowing through the huts during the cooler summer seasons. spellcasting.. Full Atk +2 melee (1 d4+1. Swim. or other solid material. In current times. and the dark elves allow them to occur. and brawling. also in potion making. to survive in the wilderness. although guards quickly break up any serious fighting. Trees rise randomly on the riverbanks. Possessions: Heavy shield. but even these buildings rarely have window shutters. most of the lower class areas are lizardfolk. AC 15 or 17. The more civilized buildings 6. h p 11. The lizardfolk train these children to fight. and small groves of marshy grasses hide many houses and small gathering places. the dark elves harvest a few eggs. At the time of birth. Lizardfolk Gathering Halls Three large halls remain from the days when the lizardfolk controlled Hosuth (Hssith). battleaxe) or +1 ranged (ld6+1. flat-footed 15 or 1 7. or +2 melee (ld6+1.THE DARKELF CITY OF HOSUTH A Lizardfolk Troops: CR 1 . This means they are never locked. Spd 30 ft. The Hatcheries Lizardfolk are amphibious egg layers. may be wood or hewn lumber. Jump +5. All are open to the air. most of them have no doors. AL N: SV Fort +1. Will +O. as well as emigrCs from other cities. H D 2d8+2. and lives the first few months beneath the waves of their birthplace. built of thatched grasses and packed mud. battleaxe) and +O melee (ld4. The vegetation in this region of the city grows sporadically. An old shaman named Tssicho teaches the children. with the remainder going to the house and dark elves. Medium humanoid (reptilian). javelin). Skill: Because oftheir tails. As part of their mating ceremonies. Hatcheries have several spires in use. club). lizardfolk have a +4 racial bonus on J u m p . Skill and Feats: Balance +4. and the roads in the area are simple dirt paths leading from a hut to the nearest river or main tributary. Skill: Because of their tails. 3. In general. Ref+3. the hatchery hides within small caves opening up along the edge of the Southern Lake. lnit + O Spd 30ft. Base Atk +1. Ref +3. Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. The slave resistance jealously guards this hatchery. Jump +5. the rest falls equally between humans. Lizardfolk hatcheries are recessed areas of the lake or river where tall spinnerets of stone or wood jut out above the waterline. Cha 10. Atk +2 melee (1d4+1. the lizardfolk announce brawls ahead of time. claw) or +2 melee (ld6+1. and must fight in hand-to-hand contests rather than their traditional alarmed tests. Anyone within the city may join the fights (though the dark elves rarely do). 2 claws) and +O melee (ld4. The future of the resistance lies in these children. and die to protect the secret of its existence. AC 15 or 17. SA -. Medium humanoid (reptilian). halflings.

Str 13. Spot +4. Will +5. javelin). hold Ysarr and Gress in the highest esteem. Because o f the limited nature o f the link. Wis 14. a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. deliver touch spells. Heal +4. As such. adventurers find work here easily. AC 15 or 1 7. The inn takes no responsibility for lost items. Str 1. Int 1. share spells. Hold Breath: A lizardfolk can hold its breath for a number o f rounds equal t o four times its Constitution score before it risks drowning. Cha 4. Adept Spells Prepared (3/3/2. detect magic. i t stops affecting the familiar if it moves farther than 5 ft.” The familiar can then deliver the touch spell just as the master could. Merchants’ Plaza At the edge of the northern lake. javelin). amphibious. the largest portion of merchants and traders congregate on a large plateau formed of three massive hillocks. 8. Skill and Feats: Craft (alchemy) +5. away and will not affect the familiar again even i f i t returns t o the master before the duration expires. but they can communicate empathically. but has been transformed. The only comfort patrons have rests in the city’s heavy-handed treatment of thieves and few dare to risk the wrath of the dark elf overlords for a few coppers or a jeweled bauble. Empathic Link (Su):The master has an empathic link with his familiar out t o a distance o f u p t o 1 mile. the very openness encouraging an easy resting-place makes the Coiled Serpent open to thievery. Spd 30 ft. Merchants Area Hosuth welcomes all merchants and traders to the city. Ysarr. As usual. save DC 12 + spell level): 0-cure minor wounds. if the master casts another spell before the touch is delivered. Medium humanoid (reptilian). the dark elves do everything they can to keep the Merchants’ Bazaars active. Burglars slip in and out of the inn’s wide windows. Will +2. and the doors are never closed (someone is awake within the tavern at all times). Additionally. Ref +5. Seven tremendous stone bridges connect and support the shops standing on either side. cure light wounds. at the time o f casting to receive the benefit. plus any number of exotic items you. Because o f this empathic link. Adventurers taking rooms within the Coiled Serpent had best be wary. If the spell or effect has a duration other than instantaneous. the touch spell dissipates. 7. lmproved Evasion (Ex): When subjected t o an attack that normally allows a Reflex saving throw for half damage. lnit +O. the master may cast a spell with a target o f “You” on his familiar (as a touch range spell) instead o f on himself. claw) or +5 melee (ld6+1. low-light vision. He and his mate Gress live in the Coiled Serpent. Alertness Alertness (Ex): While a familiar is within arm’s reach. Criers walk the area with local news and regional warnings. The dark elves. Swim +2. Anyone caught stealing had best learn a trade without a right hand. 2 claws) and +3 melee (1d4. safe. guidance. 3 javelins. h p 38 hp). Dex 12. l f t h e master and the familiar are in contact at the time the master casts a touch spell. The master cannot see through the familiar’s eyes. wish to introduce to your campaign. The owner of the Coiled Serpent. The guards keep close watch on the inn because of their obvious loyalty. Con 13. SQ Alertness. Lizardfolk Adp 6 CR 6. The windows are large.. touch 10. Jump +5.. llfting treasures from the patrons as they sleep. lizardfolk have a +4 racial bonus on Jump. and fully stocked with locally produced goods and services. Con 11. Grp +5. Balance +4. Atk -. A master and his familiar can share spells even if the spells normally do not affect creatures o f the familiar’s type (magical beast). 9. or +5 melee (ld6+1. Diminutive Animal. club) or +4 ranged (ld6+1. 1stcommand. summon familiar. Dex 10. Knowledge (arcana) +5. overlooking the river hatchery. and he rarely visits the Lizardfolk Commons. Deliver Touch Spells (Su): A familiar can deliver touch spells for the master. SA -. Summon Familiar (Su): Tssicho has a toad familiar named Grommet. Ref +3. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. Skills and Feats: Hide +21. To this end. Possessions: Heavy shield. AC 17 touch 15. Base Atk +4. SV Fort +2. SQ Hold breath. sleep.THEDARKELF CITY OF HOSUTH ATssicho the Shaman. Public execution follows if there is a second offense. Wis 14. 2nd-strength. The Coiled Serpent was once a lizardfolk gathering hall. Int 11. flat-footed 15 or 17. Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks. The familiar must be within 5 ft. AL N: SV Fort +3. SA -. on the other hand. flatfooted 16. The Coiled Serpent A particularly notable lower class inn stands to the west of the Plaza. The dark elf overlords believe steady supplies of trade make Hosuth profitable and healthy. H D 2d8+6d6+11. having purchased his freedom by betraying revolutionaries and shamans of his own kind to the dark elf overlords. Skill: Because o f their tails. masterwork club. Full Atk -. Swim. and Balance checks. Toad Familiar: CR 1/10. Atk +5 melee (ld4+1. or +3 ranged (ld6+1. bite). ACrommet. he can designate his familiar as the “toucher. empathic link. most often guarding caravans or eliminating some local threat within the surrounding marshland. improved evasion. Spellcraft +4. H D 1/4 d8. he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. the master has the same connection t o an item or place that his familiar does. hp 1 lnit +1 Spd 5ft. bite). the master gains the Alertness feat. is free. Multiattack. invi si bi Iity. only general emotional content can be communicated. club) and +3 melee (ld4. . The lizardfolk consider Ysarr a traitor. However. Full Atk +5 melee (1 d4+1. Share Spells: At the master’s option. It makes for a cool resting place even in the heat of the harsh summer. Cha 11. Grp -1 7. Listen +4. Base Atk +O. as DM.

purfi food and drink. hand crossbow). This building serves many of the city's functions: it is a meeting hall for the dark elf overlords. 3rd-animate dead. Cleric Spells Prepared (6/5+1/4+1/4+1/2+1. Search +4. but the area is constantly dark and oppressively hot. light blindness. these belong to the dark elf sorcerers. The dark elf belief in the spider goddess has waned since the destruction of their home. Evil (cast evil spells at +1 caster level). the overall outlook on the religion of the dark elves has changed drastically from their elder days. AL NE. Fort +7. Caster level equals the dark elf's class levels. The building has since expanded to more than three times its initial size. Domains: Death (may use a death touch once per day). stronger religion that befalls Hosuth in this age. but it can also be applied to a melee weapon. desecrate". doom. Poison (Ex): An opponent hit by a dark elf s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. Dark Elf High Priestess. The last of the large buildings in the quarter is known as the Temple of Ichor (area #13). + I shocking bunt rapier (named "arachnus"). Some evenings. dark elves and other elves are susceptible to it.THE DARKELF CITY OF HOSUTH 10. Skills and Feats: Hide +3. resist energy. +Z ring o f protection. cause light wounds. This building is constantly supervised. and debauched practices of her church which in the past have captures her people's attention and interest.. Capitol Buildings The largest buildings in the quarter are those housing the dark elf libraries and laboratories. forming a huge canopy of plant-life over streets and houses. protection from good". Rumors run through the city the dark elf god is a deity of secrets. -(On a successful critical hit the weapon causes an additional l d l O points of electrical damage. Str 13. Cha 15. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. It covers four hillocks and curves in magnificent arches over the rushing river tributaries. read magic. ghastly screams and dark chants can be heard coming from the purple-lit windows of this dreadful place.rapier) or +7 ranged (1 d4/19-20. h p 58 hp. These are nights when lizardfolk huddle fearfully in their homes. magical creations. their goal is to create a controllable and sturdy creature to explore the ruined areas beneath the Southern Lake and retrieve the items. and houses the treasury of Hosuth. contagion. AC 18. Atk +9 melee (ld6+1+ld6 electricity-i-/l8-20. sound bunt. making it. The second of the large buildings in the Dark Quarter is the Grand Capitol (area #12). potion o f cure serious wounds. Crp +7. Ref +3. . detect magic. deeper darkness.H D 9d8+9. and those who have been inducted into its mysteries do not speak of it for fear of losing their tongues in the night.masterwork hand crossbow. a champion of chaos and venom. The architecture is vastly different from the rest of the city. Although a few dark elves reside over their shops in the Merchants Area of the city. uninitiated dark elves do not know the true nature of their deity. They push to discover a means to mutate lizardfolk eggs into more useful and civilized creatures. a laboratory for alchemical and arcane experiments. detect poison. A Dali'shar Vernon. touch 11. It was the only stone building in the city. Since this poison is not a magical effect. It is this new. Dex 13. While it's not close to being shattered. Will +94. most have built homes here. Turn or Rebuke Undead (Su): An evil cleric rebukes or commands undead creatures. and manned every minute of the day and night by a vigilant staff of librarians. divine power. 2nd-death knell. spell resistance 20. hold penon. Con 12. Spell-Like Abilities: Dark elves can use the following spelllike abilities once per day: dancing lights. Knowledge (arcana) +11. owing to ninety years of elven occupation. This cleric gets a +2 bonus on turning checks against undead because she has 5 or more ranks in Knowledge (religion). 3 vials of knockout poison. 4th-death ward". interesting. the most stable and least primitive. spell rebuke undead. Note that dark elves have no special ability to apply poison without risking being poisoned themselves. cure light wounds.SA Poison. 1 st-cause feac command. After 1 minute. searing light. MUTATION CHAMBERS Severalof the chambers within the Grand Capitol are best left untouched. Possessions: Masterwork chain shirt. faerie fire. they are dazzled as long as they remain in the affected area. None may enter unless they are a dark elf. bestow cune. flat-footed 17. 11-13. Dark elves typically coat arrows and crossbow bolts with this poison. Dali'shar spends most of her time pouring over old religious tomes for the most horrific. hand crossbow). The wizards who designed and equipped the laboratories specialize in mutative and transformation spellcraft. the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. and spells left below when the cataclysm destroyed the original dark elf city. Dark Quarter The commonly termed Dark Quarter of Hosuth is home to the largest population of dark elves. Younger. darkvision 120 ft. spell-like abilities. This building also serves as living quarters for a number of government scribes and the city reeve. potion o f eagle's splendor. Weapon Focus (rapier). SQ Dark elf traits. Wis 17.The Library (area #11) was once the largest temple of the lizardfolk's sun god. poison. In a few places sunlight still breeches the vegetative ceiling. The vegetation grows close together. Base Atk +6. H D Medium humanoid (elf). Int 12. a large spider-woman. but the dark elves executed all the shamans and rebuilt to suit their needs. lnit + l . Primarily.\. rapier) or +7/+2 ranged (1d4/19-20. or a demon actually living within the temple in the form of a priest. Dark elves gain a +2 racial bonus on Will saves against spells and spell-like abilities. virtue. Clr 8: CR 9.. darkness. and a dungeon to keep subjects for these experiments. potion o f owl's wisdom. by dark elven standards. Full Atk +9/+4 melee (1d6+1+ld6 electricity-(/l8-20. Spot +3 Spellcraft +11. Knowledge (religion)+11. On subsequent rounds. A cleric may attempt to turn undead 5 times per day. Listen +2. "Domain spell. Spd 30 ft. save DC 13 + spell level): 0-create water.

J u m p +7.. rapier) or +2 ranged (ld4/19-20. and high arched bridges facilitate travel. Listen +6. Rage (Ex): A barbarian can fly into a rage a certain number oftimes per day. Full Atk +5 melee (ld10+1/x2. In a rage. in hatcheries). a barbarian temporarily gains a +4 bonus to Strength. darkvision 120 ft. Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. rapier) or +2 ranged (1d4/19-20. H D 2d8+3d12 +5. Of course. though the twisting roads and irregularly placed bridges turn a short walk into a long hike over bridges and down cobblestone paths. Fort +2. it is not a recommended method for travelers. a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. The dark elves maintain a series of lightly armed checkpoints along the river canals and on various bridges in the Dark Quarter. These checkpoints are primarily formalities. Power Attack. SQ Fast movement. Base Atk + l .s land speed is faster t h a n the norm for his race by +10 feet. WATERWAYS Stonework cordons separate the river tributaries and marshy lowlands of the original city of Hssith from the Dark Quarter. Str 13. Two major ways exist to traverse the Dark Quarter. trap sense. ADark Elfsoldier. Dex 10.Full Atk +3 melee (ld6+1/18-20. Spd 40 ft. and were put down. Wis 10. The increase in Constitution increases the barbarian. Con 13. Con 10. SQ Dark Elf traits.great club) or. AL NE. illiteracy. Will + l .. h p 11 hp. AL CN. Grp +5. H D ld10. brought here from the hatcheries for examination and mutation. Cha 10. hand crossbow). Int 12. SA Rage. Aslestik. G r p +2. Others proved too unstable. word of the experiments has leaked to the lizardfolk populace of the city..s hit points by 2 points per level. but he takes a -2 penalty to Armor Class. the Dark Quarter boasts stone waterways. Wis 9. H D Medium humanoid (elf). Thus. somewhat like the tree bridges of the wood elves (though the dark elves scowl at such comparisons) is under development. flat-footed 15. and eventual destruction. touch 11. SV Fort +4. Experimental high roads. Climb +6. hand crossbow). h p 30 lnit +O. and a +2 morale bonus on Will saves. sewer systems. AC 16. Int 9. Possessions: Greatclub. The first method is-totake a river raft through the thicker tributaries. flatfooted 15. dikes to hold back floodwaters. but they ensure no weapons enter the Dark Quarter unbound. Unlike the Lower Common areas (a haphazard collection of huts on hillocks). spell resistance 12. AC 15. Base Atk +4. spell-like abilities. Medium humanoid (reptilian). Cha 10. Skills and Feats: Balance +6. Swim +5. Being incomplete. Some of the progeny lived. ld20 Roll Random Mutation 20 Wings. touch 10. Str 13. a +4 bonus to Constitution.SA Poison. light blindness. Multiattack. The second method is on foot. Ref+l. Lirardfolk Bbn 3: CR 6. Fast Movement (Ex): A barbarian. great club). THE DARKELF HOSUTH Roll on the chart below to determine the random mutation inspired by the mutate egg spell (see Appendix A). Cleave. Atk +3 melee (ld6+1/18-20. Dex 13. Ref +4. gains fly movement of 40 feet . Will -1*. and have returned to the slave society within the city. breeding. The elves keep the marginally useful creatures in locked cells beneath the Grand Capitol for further research. Ftr 1: CR 1.CITY OF This project requires hundreds of lizardfolk eggs. but these hit points go away at the end of the rage when his Constitution score drops back to normal. lnit + l . Spd 30ft. the resistance has created a secret spire in the Southern Lake (area #16. Atk +5 melee (ld10+1/x2. Trap Sense (Ex): Starting at 3rd level.

if any. and jaded pleasures. dark elves and other elves are susceptible to it. they are dazzled as long as they remain in the affected area. the rock and mud floors are unstable and could easily collapse. When the elves seized the city of . The survivors of the cataclysm rose to the surface and captured Hssith. Occasionally adventurers have tried but few. It provides expensive and secure chambers for travelers to the city. where they may indulge their fancies. On subsequent rounds. Spot +3. Toughness. darkness. defying even the powerful dark elf mages. She is a dark elf sorceress who retired to the sunken dark elf city below the Southern Lake. The damage from flooding waters destroyed the dark elf city beneath the surface. 20 bolts.The inn’s kitchens are known for their extraordinary dark elf cuisine. In order to keep the slaves peaceful and pliable. Weapon Focus (rapier). Many treasures are trapped in the depths of the southern lake. They are extraordinarily dangerous. Southern Lake The southern lake near the city is relatively new. ARACHNE’S CAVERN Arachne’sCavern is an upper class inn catering to unusual desires. allowing the water to pour down into the open catacombs beneath the mountain. enslaving its people and creating a new civilization -Hosuth. return. faerie fire. as well as sixteen complete suites. Poison (Ex): An opponent hit by a dark elf s poisoned weapon must succeed on a DC 1 3 Fortitude save or fall unconscious. Possessions: Chain shirt. 2 vials of knockout poison. the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Dark Elves typically coat arrows and crossbow bolts with this poison. The potions remove any desire to escape or resist a client’s requests.THE DARK ELF CITY OF HOSUTH Skills and Feats: Hide +0. The inn has several rooms. 2d6 gp. 14. created during the earthquake ninety years ago. Below the surface lies a series of catacombs and the dark elf ruins. Caster level equals the dark elf s class levels. hand crossbow. a tremendous landslide shattered the mountainsides near the river. At that time. but it can also be applied to a melee weapon. light shield. The Cavern also houses a stable of slaves chosen for their beauty or artistic abilities. * Dark Elves gain a +2 racial bonus on Will saves against spells and spell4k e abilities. Note that dark elves have no special ability to apply poison without risking being poisoned themselves. exotic tastes. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. Search +4. Since this poison is not a magical effect. masterwork rapier. Spell-Like Abilities: Dark elves can use the following spelllike abilities once per day: dancing lights. the proprietress drugs them with her special fungus potions. Listen +2. After 1 minute. The lake is extraordinarily deep. Arachne is the name given by the proprietress of the inn. though it is clearly a pseudonym.

or the power contained in the item stops another earthquake from happening. the city relies on the dark elf leadership. Drugged and unable to resist. they declare war on the city. Will the new overseer of the city treat the lizardfolk well and give them their freedom? Will she be harsher and subject the lizardfolk to further executions and public torture? Who are the candidates.The dark elves care little for the plight of their slaves. how do the dark elves function? What happens if the lizardfolk suspect the dark elves of drugging the water or it’s another experiment. What happens if the party discovers signs of sabotage?Is the resistance responsible?And if not the resistance. This creature may be a survivor of a rival dark elf house. If the high elves discover she is here. This is a contact drug. This plague does not affect many of the dark elves (who use gondolas to pass through the waterways). then who? . On the other hand. spending money to secure her favor? DISTRUST This adventure hook takes advantage of the population’s innate distrust and hostility toward each other. Both elves and lizardfolk ask the PCs stop it. It hides in the deepest portions of the waterways during the day and rises at night to feed. Either way. This temple contains many ostracized shamans. the entire city crumbles. The creature is powerful and emerges in a bloodthirsty frenzy. if the new slave leaves Arachne’s Cavern. but the city depends on the labor of the lizardfolk. but the lizardfolk of the Lower Commons are in sad shape. Without government.when the city is particularly vulnerable. the lizardfolk have erected a new temple to their sun god. so merely swimming in the waterways affects the lizardfolk with plague-like symptoms. and what secrets are they are trying to protect? Do the lizardfolk support one over another and do they have the currency to hire adventurers who can ensure her victory? Does a powerful guild support one over another. Hidden Temple In the wettest. what happens when an outside force threatens the city? Can the PCs unite the people of Hosuth or drive a wedge into its fractured schism? FLOODED! A dike breaks in the upper river and the resultant tide floods both the Lower Commons and Dark Quarter. contaminating the city’s entire water supply. if they are discovered. or a powerful lich. The mutated egg beast escapes. Without the lower classes to perform menial labor. It is intelligent and determined to destroy the dark elves living in the city of Hosuth. This happens during the monsoon season. this time on the populace as a whole? CAPTIVE BEAUTY The Pcs witness a beautiful high elf girl led to Arachne’s Cavern for use as a slave.rises from the southern lake. In never strikes the same place twice. NORTHERN LAKE BURN! Someone lit fires in the city. It is weeks before the monsoon season and during this dry time of year the city is especially susceptible. they might reward a group of adventurers returning their cherished daughter. long forgotten and thought destroyed. so the elves must choose an heir. nastiest area of the marsh north of the city. Either its emanations cause the ground to loosen. she also carries the mark of a prominent high elven house. the proprietress is going to be very angry. While this may seem like a good thing to the lizardfolk.CITY OF 15. terrorizing the city. Political turmoil results from a replacement whose support is not unanimous. With tempers running high. POLITICS The overseer is dying. FROM BELOW Some dark magic creature. Dark elf law prohibits the worship of the lizardfolk sun god. THEDARKELF HOSUTH FORBIDDEN EXPERIMENTS An experiment conducted on the lizardfolk eggs goes horribly awry.The dark elves provide underwater transportation (one of the mutated amphibians they have created) and several potions of water breathing if necessary. but how? DVFNTURF HOOKS ARTIFACTS AND RELICS Someone must retrieve a powerful magic item in the southern lake.they and their allies face execution. particularly in the Dark Quarter where vegetation is everywhere. increasing the possibility of another earthquake. Are these fires arson? Poor construction?Or magic gone awry? Someone has poisoned the southern lake.

VISITING DIGNITARIES Ambassadors from elsewhere. he educates his children and plans. The Coiled Serpent is now the most profitable middleclass inn within the city. a lizardfolk named Fthss flees through the city He takes temporary refuge in the PCs’ quarters. AL Ysarr NE.. Balance +5. more dangerous monsters. Gress helps Tsirr understand the powerful forces shaping his destiny. But Gress cannot stand the guilt of her past actions. Grp +9. The lizardfolk who understand the delicacy of the trade negotiations might try to sabotage them. Gress. and his wife and children live without fear.. The others shun Ysarr and Gress. Ysarr is stubborn.. Atk +9 melee (1d4+1. Possessions: Heavy shield. the pcs must choose between constantly watching the city or defeating the greater horror living in the swamp. Hired as mercenaries and advisors. Lizardfolk Exp 1 0 CR 10. Medium humanoid (reptilian). perhaps human or a tolerant nation of Elves. and paying his taxes diligently He does not like the laughing. the lizardfolk present a viable. She and her husband were told the shaman faced exile rather than death. and helps him hide his growing talent from his father. but their business comes from tourists and travelers. arrive to negotiate permanent trade relations with the overlords of Hosuth. internal threat. and finds travelers willing to smuggle them out of the city. Jump +11. Full Atk +10/+5 melee (1d4+1. AYsarr and Cress. With their money. but he smiles and grits his fanged teeth. flat-footed 17 or 19. or +7/+2 ranged (1d6+1. and regrets turning in the shaman for their “justice. they are now involved. javelin). the monsters fled the swamp in fear of larger. club) or +7 ranged (ld6+1. maintaining their inn based on the good will of their former masters.This act of loyalty won Ysarr and Gress their freedom and the Dark Elves executed six illegal practitioners. If the dark elves find out. not the patronage of the local population. Dex 10. and Balance checks. laments her part in the executions. SA -. Bluff +lo. She hides badly treated slaves in unused rooms of the inn. Swim +11. Multiattack Weapon Hold Breath: A lizardfolk can hold its breath for a number o f rounds equal t o four times i t s Constitution score before it risks drowning. Fthss pleads to be taken out of the city. in the Merchants Quarter of the city. Cha 12. and she must save him from Ysarr before he destroys his son’s greatest gift. Profession (barkeep) +9. to send them far away from here. SHAMAN’S FLIGHT Discovered as a shaman (an illegal practice)by the city guard. Their oldest son. If successful. Gather Information +lo. SQ Hold breath. bite). or tries to ignore. claw) or +10 melee (1d6+1. and face danger from the enthusiastic City Guard. masterwork heavy morningstar. She believes the dark elves lied to her.signs Ysarr beats out of the child. bite). javelin). HD 2d8+10d6+12 (52 h p each).” Gress uses her freedom to help the resistance movement. Skill and Feats: Appraise +9. Ysarr and Gress have four children and a newly laid clutch of three eggs at the hatchery in the river near their inn. Int 11. N P C S YSARR AND GRESS (LIZARDFOLK) Ysarr and his d e Gress are the owners and proprietors of the Coiled Serpent. White scars cover his scaled back punishments from the lash of a whip when he was a child. His talent neither disappears nor remains quiet. it means her death. Str 14. Con 13. Ysarr is a fair merchant. making do as best he can without his people. +2 dark elfrobe ofprotection. one day. it could mark the next era of improvements to the primitive city around the Dark Quarter. touch 10. They are outcasts who consort with dark elves. gathering appropriate sums for the use of his inn. lnit + O Spd 30 ft. Although powerful in their own right. club) and +O melee (ld4. and she is willing to take the risk . 2 claws) and +O melee (ld4. Gress N: SV Fort +4. and it does not matter to him he earned it with the blood of his kin. Craft (brewing) +9. a foreign city. His wife’s eggs are safe from mutation. Diplomacy +lo. Now armed with spears. promising them magic or favors. but not with a city using slave labor. He knows where the hidden temple is and only asks them to get him to the swamp. still. Wis 9. shows signs of becoming a shaman . Ref +3. AC 17 or 19. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. He won his freedom. or +10/+5 melee (ld6+1. Sense Motive +8. Swim. All the while the attacks continue. fawning dark elves who remind him of his “loyal”act. they turned in a cabal of lizardfolk shamans meeting in the waterways below the Coiled Serpent. she knows she must soon take Tsirr to the hidden temple. on the other hand. unbeknownst to her husband. He ignores the sins of his past. lizardfolk have a +4 racial bonus on Jump. Whether the PCs meant to help him or not.THE DARKELF CITY OF HOSUTH PREDATORS Monsters native to the marshes attack the city. Base Atk +7. Will +6. implicating them in his escape. Tsirr. 10 javelins. The city falls into a state of martial law and the elves conscript everyone into the defending militia. . It was a huge blow to the lizardfolk population of Hosuth. She divides small portions of the inn’s supplies and smuggles them to the hidden temple. Three years ago. The dignitaries might express a willingness to deal. He never wants his own children to know such humhation. unwilling to admit this mistake. so long as Ysarr never finds out. Skill: Because o f their tails. 2 potions o f eagle’s splendor.

Str 12. Combat Casting. Multiattack. Decipher Script +lo. Immediately upon capturing and enslaving the native people. darkness. faerie fire. SQ Hold breath. and the only Master Mage who survived the cataclysm that destroyed the original dark elf homeland deep beneath Hosuth‘s mountain range. darkvision 120 ft. Tamn’sharr is an isolationist. summon familiar. only contempt for their primitive society The wizard Tamn’sharris responsible for the organization of the city of Hosuth. battleaxe) and +O melee (1d4. Hide +8. Spellcraft +11. Craft +11. and so. Well. like the others who survived. ATamn’sharr. (ld6+1. After 1 minute. and never forgive it for not being the homeland he was born to rule. He spends his days between the council chambers of government and the lower laboratories. AC 15 or 17. Since this poison is not a magical effect. hand crossbow). Weapon Focus (rapier). he moves on and continueshis own explorations. light blindness. Dark elves and other elves are susceptible to it. Cha 10. Base Atk +4. But now. Wis 12. to reclaim the dark elf homeland. Will +7*. Int 18. the vast caverns and subtle enchantments. he was trapped here. or anywhere magic items might actually be located). the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Spd 30 ft. hand crossbow). lizardfolk have a +4 racial bonus on Jump. H D 9d4.especially the unfortunate lizardfolk who live in Hosuth.Working unceasingly to create a creature which is both pliable and sturdy. Search +4. he instituted the government of seven overseer lords s t d ruling the city today He stands as the most powerful of the overseers. touch 12. rapier) or +7 ranged (1d4/19-20.both in political pull and in magical prowess. Tamn’sharr has often hired mercenaries of all races to go down into the sunken city and map the extent of the damage. His hatred of the surface world twists Tamn’sharr’s entire outlook. flat-footed 16. Fort +3. Listen +2. he allows the contact grudgingly .. Int 9. and he hates the native inhabitants . AC 17. Atk +2 melee (ld4+1. Lightning Reflexes. H D 2d8+2. or +1 ranged . Full Atk +7 melee (1d6+1/18-20. Others have convinced him otherwise. Con 13. and he longs for her bounty. Crp +5. He covets anything that can aid him in this goal. and rarely rises until well past the heat of noon. Dex 14. Full Atk +2 melee (ld4+1. but it can also be applied t o a melee weapon. Spd 30 ft. Brew Potion’. battleaxe. He has no pity for their pain and suffering under dark elf rule. then he would conquer it with an iron lash. Skills and Feats: Concentration +11. battleaxe) or +1 ranged (1d6+1. guiding the city toward exterior trade and opening Hosuth‘s gates to foreign merchants. AL NE. touch 10.There.HD Medium humanoid (elf). Crp +2.and he takes no chances. rapier) or +7 ranged (1d4/19-20. * Dark elves gain a +2 racial bonus on M i l l saves against spells and spell-like abilities..CITY OF AYsarr and Cress’ Children Lizardfolk CR 1. he knows he is despised by many in the city -both elves and lizardmen alike. Hold Breath: A lizardfolk can hold its breath for a number o f rounds equal to four times its Constitution score before it risks drowning. Medium humanoid (reptilian). flat-footed 15 or 17. When they die.. Tamn’sharris never without at least four guards nearby. His personal chambers are made cool with magical spells to better resemble his old towers within the fallen dark elf city. Profession +lo. bite). THE DARKELF HOSUTH He works early into the morning. scries on them for the next few days to update his map and learn of their discoveries. Then he watches them go. Skill: Because o f their tails. He hates the heat. SA Poison. Caster level equals the dark elf‘s class levels. Ifhe genuinely believed Hosuth could exist without foreign aid and incoming trade. SA Ref+3. Poison (Ex): An opponent hit by a dark elf‘s poisoned weapon must succeed on a DC 1 3 Fortitude save or fall unconscious. shortspear).Tamn’sharrwants to create a breed of lizardfolk to go down to the catacombs beneath the southern lake. Con 10. 2 claws) and +O melee (1d4. and has no intention of giving up the post for any reason. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. SQ Dark Elftraits. he would have cut off any and all contact with the outside world. Wis 10. Possessions: Heavy shield. Dodge. Skill and Feats: Balance +4. Init +O. and Balance checks. h p l l . a spiteful wizard with no respect for any life other than his own. spell resistance 19. which had lasted since the time of his ancient ancestors. Ref +6. Dex 10. if this Hell was going to be his home. the sun and light. OVERSEER TAMN’SHARR VEREKK Tamn’sharr is one of the most powerful magic users in the city. Jump +5. Cha 12. in Hell.they begin long-termwork to clear the city and reroute the river. Swim +2. shortspear). lnit +2. bite). Scribe ScrollB. Base Atk +l. Spot +3. Atk +7 melee (ld6+1/ 18-20. This provides him with current accounts of the area (to augmenthis own scrying). Note that dark elves have no special ability t o apply poison without risking being poisoned themselves. and tempts the adventurers with tales of gold and lost magic. claw) or +2 melee (ld8+1/x3. Swim. or +2 melee (1d8+1 /x3. Dark elves typically coat arrows and crossbow bolts with this poison. spell-like abilities. He remembers the beauty in the depths of the earth. Other overseers are the voices of reason. Dark ElfWiz 8: CR 8. Will + O Str 13. He remembers the cool stone arches. h p 26. AL N: SV Fort +1.Knowledge (arcana) +11. 3 spears. Spell-Like Abilities: Dark elves can use the following spelllike abilities once per day: dancing lights. and also eliminates a good deal of the mercenaries festering within the city of Hosuth -and without Tamn’sharr paying them anything at alL He simply provides informationabout the city (not about the truly rich parts.


the rapier. 2nd-blur. mage hand. ghoul touch. protection from energy. DMs should feel free to modify the template slestik for any individual encounter. suggestion. tall. masterwork rapier. 4th-black tentacles. ray ofenfeeblement. . Still. phantasmal killer. Possessions: Bracers o f armor +2. fire shield. see invisibility. 5th-feeblemind. wand of magic missile (23 charges. save DC 14 + spell level): O .THE DARKELF CITY OF HOSUTH Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Dark Elves for 1 round. Spellbook: 0-acid splash. resistance. levitate. These creatures are breeding on their own. On subsequent rounds. expeditious retreat. lightning bolt. 1 st-color spray. levitate. scrying. fire shield. an occasional new mutation springs up. remain in the affected area. Weapon Proficiency: A Dark Elf is automatically proficient with the hand crossbow.only the finest. read magic. Not all slestik are exactly the same but they all have certain abilities in common. jump. see invisibility. mage hand. 1 stcolor spray. identifi. hold person. A small community of the creatures now resides in the slime and muck at the far edge of the northern lake. hypnotism. hypnotism. ghoul touch. 9Ogp. C L Sth). Wizard Spells Prepared ( 4 / 5 / 5 / 4 / 3 / 1 . and a finned tail suited for extremely fast swimming. 3rd-deep slumber. 20 bolts. flare. Because the dark elves have occasionally failed to properly tend to these beasts. pare. Slestlk are extremely dangerous opponents . 2nd-blur. 3 vials of Dark Elf knockout poison. summon monster V. and out into the wild. heartiest beasts manage the escape through the city. arcane mark. mage armor. protection from energy. They are covered in greenish scales like a dragon. hold person. but always walk hunched over in a nearly fetal position. expeditious retreat. they are dazzled as long as they S LEST1K A slestik is the name given to a dangerous variant of lizardfolk created by dark elf wizards. magic missile. haste. and the short sword. false l@. masterwork hand crossbow. 2nd-deep slumber. ring ofprotection +2. false life. flaming sphere. several slestik managed to escape. and their genetic mutations have proven largely stable. but their heads and jaws are more serpentine. 5th-feeblemind. haste. Summon Familiar: Tamn’sharr has never summoned a familiar. They have long claws extending from webbed fingers and toes. shout. openlclose.a c i d splash. invisibility. 4th-black tentacles. magic missile. arcane mark. mage armor. Slestik stand just under 8 ft. which may or may not continue in the next generation. phantasmal killer.

many of which connect to the deeper. at a gateway to the Lower Earth. there are number of exciting adventure hooks that can befall the PCs while they interact with the town suitable for all levels of play. levels. One might say the opportunity for adventure in such a place is great. a place where traders swap weapons and booty. a keen wit. I found Drahk’Suhl infamous among giant races. The italicized text above and throughout the adventure is taken from the travelogue of Jofram the Wanderer and DMs may read it aloud to the PCs or weave into the game narrative. Secreted within the bowels of a dormant volcano.THE OGRECITY OF DRAHK’SUHL ogres and their kin could meet and trade without fear of harassmentfiom civilized races. where underlings do one’s every bidding. becoming an integral part of the campaign. The city of DrahkSuhl is a mini-campaign or city setting designed for characters of all races. elax and study. and classes. and where gladiator pits slake the most bloodthirstyappetite. a person such as myself. as desired. darker underworld beneath the surface. or die tvymg. Theynamed this place DrahkSuhl a city hidden beneath the ancient shoulders of a dormant volcano. Drahk’Suhh roads are honeycombed with miles of lava tunnels. These endless tunnels connect with underground lairs and forgotten dungeons. Toward the end of this section. and cunning wiles. DrahkSuhl works as a starting point for many adventures. and a resupply point for forays into the Lower Earth. .. where food and dnnk are plenty. . This is designed to be a location the PCs can visit repeatedly. At that moment I vowed I would find the legendary Drahk‘Suhl. But this is true onlyfor those with a brave heart.

hobgoblins. Silver. but for serious crimes the penalty is the Pit (area #3). Some attribute this to the presence of the Black Nails -elite ogre fighters. the locals expect order. Many bars are quite worn after years of use. Maimed workers encounter a similar fate. and Chaal’ Mahk. exotic items Important NPCs: Jin’Zil. but the merchants and the Mahk-Turan still accept them at face value. spirits. The Mahk-Turan pass all laws and the Black Nails. faces severe reprimand and punishment from the Black Nails. 100 market goods Exports: Precious metals and ores. For ease of nomenclature. however. He created the city for this purpose alone. the middle levels contain all commerce and nearly all the non-worker denizens and guests. Anyone who does so must immediately buy the worker’s contract (200 gp).the Mahk-Turan forbids the killing or maiming of a worker. and the like. Any violent disputes are resolved in the arena. exact penalties and punishments according to the council’s will. No other ogre settlement has grown so large or so successful. The city is divided into three areas: the worker class inhabits the lower levels. The city of DrahkSuhl remains unique among the ogre race.Those individuals who do not or cannot work together find themselves exiled. The Nails imposing presence deters those with outright criminal intent. The sole underlying purpose of DrahkSuhl is the accumulation of wealth in Jin’Zil’scoffers. fighting openly elsewhere garners the Black Nails’ involvement. No amount of money can save a spellcaster. Though the list of crimes and offenses catches many unaware. It boasts a thriving economy based on the trade of goods (legitimate and otherwise) between the surface world and the races of the underground. the traders here are generally rougher than your run-of-the-mill city-bred merchants. Ogre Maguhl. and cp are used universally in this adventure.000workers of many different races. an ancient lava tube two miles deep. gold. the upper level is where Jin’Zil and his cohorts live. Anyone caught with forgeries or shaving a bar. into which all city refuse. but the majority dwelling underground are kobolds. gp. an old and cunning Ogre Mage. thanks almost completely to the leadership and foresight of Jin’Zil. the bodyguards they bring with them. Captain of the Black Nails ECONOMY The denizens of DrahkSuhl use small rectangular bars as currency instead of coins. and copper bars are exchanged. is thrown. living and otherwise. Nearly every major race calls DrahkSuhl home. LAWS The Mahk-Turan are a body of ogre magi who govern DrahkSuhl. o n l y the priests of Zohl’nahk and the ogre magi council itself may cast spells. trade goods. and the promise of adventure. their enforcers. enjoying the luxury purchased with the labor of those below. sp. the Black Nails confiscate their belongings before throwing the killer into the Pit. Even normal ogres act in a spirit of cooperation here. who enforce the order and laws of the Mahk-Turan. As a result. other individuals Government: Despotic Mageocracy Imports: Food. D RAHK’SUHL Population: 1. If they cannot pay. Similarly. . orcs.OF THE OGRECITY DRAHK’SUHL Oddly. They come to trade with the surface world and each other. 150 ogres. those with power and influence find loopholes or use bribes to circumvent the rules. Feel free to elaborate for your campaign the small details or crimes and punishments. The middle level swarms with those seeking wealth.

a powerful ogre mage. as they wished. But. Everyone who is not a worker lives on this level. a mumuring chorus of voices. Races of all alignments living in uneasy proximity to each other have created a society as unique as Drahk‘Suhl itself. he recognized its potential -highly defensible and at the midpoint between the surface world and the Lower Earth. Leaders and sub-leaders take charge among each group. The workers live on the lower level of the great cavern in a warren of hollowed-out caves and crude shantytowns. As long as the worker class preoccupies their time with infighting. Jin’Zil seized control of the ogres and used them to send slaving forays into the territory of the Svirfneblin. The middle level of the city is where nearly all commerce takes place. the deep gnomes fought a bloody war against the ogres. discovered it. Jin’Zil. making his way to the suuface. offered the deep gnomes a truce. believing it only to be a legend.varying in either direction with startling regularity. He kept them only for a short period of indentured servitude. Each worker receives approximately one silver piece per day (but this amount can fluctuate). The city as a whole never sleeps. Several more hours and inscriptions later. refuse removal. To mark the workers’social status. and who lead the occasional reprisals against the workers of opposite alignment when necessary. I met a human trader with a train of pack mules. Since the city of DrahkSuhl is underground. When Jin’Zil.” The difficulty of actually finding DrahkSuhl is left to the DMs discretion. The city has no internal food supply. “The maze of lava tunnels would have been a nightmare to any not reared in the depths. smiths fit each with a steel collar. However. The prisoners were free to own property. Ogres are ultimately lazy creatures. This is all according to Jin’Zil’s design. SHOW ME THF WAY “Findingthe city was difficult. I searched for weeks around the skirts of a sleeping volcano. the gnomes agreed. I spotted an inscription chiseled into the wall near an intersection. pointing to DrahkSuhl. seeking to steal whatever meager savings they can find. but neither side gained the upper hand. I ventured into the darkness below. I happened to cross paths with a half-orc merchant who had been there. after hours of searching. stronger. written in giant tongue. The ogres captured many of the deep gnomes and forced them to enlarge the existing cavern. the denizens of the city would quickly resort to eating meat on the foot and the softer races like humans and gnomes would be the first to go.THEOGRECITY OF DRAHK’SUHL HISTORY A hundred years ago. to find one the map described. its denizens do not recognize nighttime or daytime. Every mouthful of food they buy pushes back the day of their release. The others grew enraged by the raids and launched a failed attack on the ogre settlement. and the truce has lasted to the present day. so another source of menial labor was necessary. However. Jin’Zd offered gold to any who brought him criminals or prisoners of other races. . So now a large underclass of indentured workers. performs the day-to-day functions of DrahkSuhl.Most merchants who supply the city with food like their special deal kept secretfrom competitors. so they scrimp and hoard their precious coin. such as distribution of water. who live on the upper level.realizing the war was bad for business. etc. This equates to over five years at one silver piece per day -without food or clothes. Many ogres do not know its location. SOCIETY The city’s day-to-day functions. The servants work in twelve-hour shifts. If the imported food ran out. consisting of many races both good and evil.. individuals of particularly stalwart or brutal character who have earned or taken their comrades’ respect. For over a decade. they had to obey the ogres and could not leave until they had paid the price of their contract. the only things who called the caverns of DrahkSuhl home were ogres living in squalor. who resolve disputes within their groups. he did not keep them as slaves. They may pay off their contract at any time. with half of the workers either working or sleeping. avoid angering the tribes or clans of the prisoners he purchased. Those who do know are unwilling to speak to outsiders. The larger. carefully awanged to conceal the opening which for all intents and purposes looks like natural landslide. His bodyguards regarded my small size with amusement as I passed. except for the highest-ranking leaders of the city. Heartened afeerweeks of disappointment. laden with goods. fall to the workers who number about one thousand. eating the poorest of food. and meaner workers often prey upon their neighbors. I heard the distant echoes of a familiar din. He would release the slaves if the deep gnomes’ attacks ceased. among dozens of ancient tunnels. I recognized the entrance by the pile of boulders. and live. The ratio of good to evil workers is about half-and-half. with any number of encounters devised in the search for the entrance to the caverns or once the lava tunnels are found. ‘‘When I grew weary and sat down to rest. Thanks largely to the magical charm of the ogre mages. dreaming of the day they finally accumulate the 200 gp required to buy their contract and leave Drahk‘Suhl. they cannot focus their attention on the ogre overlords. and for a hefty sum he provided me with a map.

He occasionally speaks through the gougers.’ ‘All business must be carried out in bars. As I backed slowly away. Giant.These workers try to have as little as possible to do with the ogres or the evil workers. I rounded a corner andfroze in my tracks. and as they grew louder. all hard at work. with three tiers reaching into the magic-lit vaults above. “Inoticed another large inscription cawed into the wall behind one of the guards. which allows Jin’Zil to Dominate them completely (see Appendix A). I knew Drahk’Suhl was different. The ceiling of the great cavern disappeared in the darkness. Main Cavern “The immense cavern glowed from magical light. my movements with perfect precision.I humed toward the sounds. The Black Nails respond immediately to any disturbance or infraction of the laws. a light drove back the darkness.” The main entrance to the city is on the west end of the first level.’ “The gigantic guards hardly gave a second glance as I passed. with hints of desperation in their eyes. I watched in terrified fascination as the large boulder rose up on four legs. The air was dense with the scent of smoke. and Goblin was this warning: ‘Death in the Pit to any who break the laws ofDrahk’Suh1. o n l y the injunction against harming other workers has kept him from wiping out the “weak ones”. rocky face followed. Written in Common. It took a step toward me. perhaps thousands of individuals of every race bustled about. but found none. Each gouger wears a thick iron band around its neck. They passed another human trader and his bodyguards with little more than glances of contempt. CITY LOCATIONS 1. Hundreds. my habits of self-presewation had pressed me against the rough wall of the tunnel when I saw the tno of hard-bitten orcs passing between the guards. At that moment. and close-packed bodies. ecish. At the entrance. They were nearly three times my height and encased in armor and leaning on tremendous greataxes. Any attempt at thievery earns a t the very least a severe beating. prompting afresh roar of laughterfrom the two guards.At the far end of the cavern. “Thefirst thing I saw was the mammoth cavern. because i t s blank. revealing i t s huge claws and hindquavters bristling with coarse black hair. nearly three hundred yards away. Clusters of crudely built shanties spotted the sprawlingfloor of the cavern. up to about a hundred feet above. The PC’s can find any entrance the DM wishes. and spun to face another of these terrible creatures easingfrom i t s hollow in the naked stone. and the guards loosed a loud guffaw. Jin’Zil is always in telepathic contact with every collared gouger in DrahkSuhl. nastiest looking ogres I had ever seen. because the penalty for hurting another worker. Their leader is a grisly old dwarf named Tharus. each teeming with activity. but the gougers at each guardpost immediately attack anyone wearing a steel collar coming too near. I heard movement behind me. Because of the power of the rod of control. refuse. but two Black Nails and two gougers (see Appendix B) guard each one.OF THE OGRECITY DRAHK’SUHL “I knew it saw me as clearly as I saw it. The workers of evil alignment live on the south side of the cavern. .’ ‘There shall be no fighting. Most of the workers of good alignment are vigilant in protection of one another’s savings. tiered about forty feet above the floor of the cavern. leading many to believe the creatures are more intelligent than they really are.” “withfresh strength.The workers come to him to help them resolve disputes among themselves. I jumped back. stealing their silver. but I could discern no eyes. While they hate and distrust the workers “acrossthe road there is no outright conflict.’ ‘Workersshall not be harmed. They are free to roam the lower and middle levels at will. They instantly attack anyone wearing a Worker’s Collar (see below). Before I realized it.’ ‘There shall be no unapproved use of magic. where it appeared the city drew i t s water. how high I could not say. crystal-clear pool.two stone ramps led up to the second level. with a distinct divide separating each half of the cavern. Then a boulder beside the path growled and shifted with the sound like grinding stone. and fresh spittle began to drip from its jaws.” The workers on the lower level are too concerned with their own business to bother themselves with outsiders. I searched the cavern for any obvious means of reaching the uppermost level. any worker. and I spun and dashed away. Dwawen. The gougers’ training forces them to remain at their posts. like a wide thoroughfare. I t s stone-gray tongue lolled out. A waterfall! Falling into a large. Their current leader is a battle-hardened bugbear named Bokk. A burst of light and noise struck me mute. Most all of the workers have a lean and hungry look. I could see a shimmering silvety ribbon falling from the blackness above. and buying his freedom. The workers of good alignment have gathered in the caves and shanties on the north side of the main cavern.The second thing I saw was the guardpost. GUARDPOSTS Every Guardpost maintains two Black Nails and two gougers. with the two largest. Disputes are resolved in the arena. Draconian. What I thought had been the rather pointed end of the boulder opened up into a ghastly yawn. revealing rows of dagger-like teeth. is harsh indeed. where I could see catwalks for the uppermost level.

and totally inhospitable to any but another ogre. into which the city’s refuse and criminals are thrown. Outside the entrance is a large placard. “The ogre-sized tables and benches dominate the southern half of the tavern. During the fights. Because of the ease with which a determined and skilled thief could operate here. Workers’ Bazaar The tents and stands line this area. . Many ogres and other adventurers come here for healing or spiritual guidance. the symbol of Zohl’Nahk. Rumor has it the Ogre Magi brought the river here through months of intense magic. 4. Ogre mage trading gold for material components. Anyone looking down can see a pinprick orange glow at the bottom of the tube. where most visitors to the city stay.. but 1 saw no evidence of any such occurrences. deep. Luck and Strength domains. Ogres gambling looking for others to join.” 17 18 19 20 6. .Two miles below is the hot molten glow of a subterranean magma lake. The arena has nightly contests of strength and brutalit y . ENCOUNTER TABLE Id20 Encounter 3. the arena housed fighters of every school and race during my stay. This pass is a useful tool for further adventures in any fantasy campaign. Temple o f Zohl’Nahk Carved into the rock wall above the entrance to this chamber is the symbol of a gigantic clawed fist. and worn benches surround the twenty-foot-deep pit of the arena. 15 Ogre child who is lost. There is a 25% chance any mundane piece of equipment or food the PCs search for can be found here. Food is generally stale or foul. across. Everything here is of poor quality. Gambling on the outcome of the fights is a given. spectators of a dozen races drink and bet with reckless abandon. cowered with scrawled challenges. Easily the most popular place in the city. Law. Anyone standing too close to the lava flow for too long passes out from the gas and heat.except those involving local disputes or criminal punishment naturally. The contests are well matched to ensure long-lasting battles and great bloodshed. a mile or more. Some cruel joker had covered a separate board with the scrawled names of those branded as cowards. Why the PCs would want to wander through such a wretched hive is unknown. 2. nearly one hundred individuals of every age and gender. Clerics who follow Zohl”ahk wear black and grey as their colors with prominent. a local fighting in the pit with a rival at the Black Nail’s request still can petition for a champion to fight for them. Different bet masters hold different scales for those with more or less coin. splked shoulder plates. The Pit The air in this chamber is oppressivelyhot because of the natural lava tube fifty ft. about twenty ft. The tube reaches straight upward all the way to the surface. such as it may be. if seriously outmatched. itself fed by some underground river. These dens are filthy. but as mentioned are of sub-standard quality. and fed by a waterfall from darkness above. but sunlight does not pass due to the slight curvature of the passage. They generally have access to the Evil. The odds vary greatly between the wellmatched bouts and those where one side is heavily favored. and goods are unreliable. only food and goods.OF THEOGRECITY DRAHK’SUHL An one-eyed ogre named ThokRuss (Rogl/Ftr 1) runs The large pool at the eastern end of the cavern is crystal clear. those who had fled the city after legitimately challenged. where vendors and merchants who deal with the workers ply their trades. Weapons and magic are not available here. the Giant’sHead was nevertheless the place where I spent most ofmy time. however. Excess water runs away to unknown depths under the rock face on the eastern edge of the pool. Ogre Dens These caverns house the majority of the city’s ogre population. The Giant’s Head I n n and the Arena “Quite possibly the roughest inn I have ever encountered. The prices are standard. smelly. bathing and washing in the pool are forbidden and signs are posted to this effect. Ogres with daggers wanting target practice. but if you want to spice it up roll on the following chart. and many of them died at the hands of their enemies during ritual combat. Since this is the city’s only water source. a lawful evil deity worshipped by some of the giant races. but this is unconfirmed. 5. this establishment with a small group of employees who he cows into perfect obedience with a subtle mix of making them feel pity for him and random acts of extreme violence. Frequently. especially among the ogres. “Sheetsof canvas divide the northern portion of the chamber into dozens o f small rooms. Ogre smuggler moving forbidden objects. I kept a close eye on my belongingsduring my stay.

Vendors of all races sell grain. but he keeps the area ventilated so as not to disturb his bunkmates. Chaal’Mahk’s Den The Captain of the Black Nails has amassed a significant fortune of his own. The interior is richly decorated. cheeses. but it is decorated in more typical ogre fashion -furs. bread. and flees through the secret escape tunnel in the northwest corner. and other. The entrance to the tunnel is well hidden behind a pile of rubble. None of the items are of masterwork qualiv. Balezith charges a 15% fee to convert currency. Most non-workers come here to buy food (which is of much better quality than the worker’s market). IS. Armor and Weapons Bazaar Dozens of smiths and merchants have tents and stands here. Gnomes and Dwarves are the predominant race of workers. The maximum value is 1. New Construction Workers are still hollowing out these caverns. Chaal’Mahk keeps ten ogre females as concubines. half of which he gives as a kickback directly to Jin’Zil. This is an excellent place for DMs to introduce new materials. except some desperate dwarves are digging an escape tunnel.500 gp. His forge and sleeping skins are in the southwest corner of the chamber. weapons or armor from other d20 sources like AEG’sMercenaries book into the campaign. each approximately equal in value to standard gold and silver pieces. and refuse. equipment. fruit. selling practically anything that is not food or a weapon. If his life is seriously threatened. The majority of weapons are crude. 16. he grabs a sack-full of his most valuable gems. 13. With some luck (10% chance) one may even find a masterwork quality design here. 9. 14. he increases the fee to 25%. This is not a trading post. or throw it into the Pit. This is the only way to the Upper Level. with Svirfneblin and Deep Dwarf overseers here as well. Meeting Hall City gatherings of all types take place here. cavern fungus. A Spot check (DC 25) reveals its presence. however and so they are not for sale. vegetables. and meat both raw and cooked. Due to the success of his efforts in DrahkSuhl. and two in the middle. As richly furnished as the abode of the most successful upper-world merchant. bolts of exquisite silks. Depending on the quality of the rock. two near the main entrance. A large open training area stands out. above the floor. Three rope catwalks cross the vast open space of the cavern. Trade Goods and Exotic Items Dozens of merchants from every race hock their goods here. Along the east wall. Black Nail Barracks Here the Black Nails live and train. less palatable species are kept. Hidden Tunnel This area is identical to New Construction (area #lo). a spiral staircase leads to the ogre-sized pulpit twenty ft. 11. trade goods. Nearly any type of simple or martial melee weapon can be found here in large size. o n l y the Black Nails use these bridges for standing watch and overseeing the workers below. both above and below. and a few exotic magic items (maximum value 800 g p ) are available. weapons. His personal treasure is five times the standard treasure for an ogre. changes any money to gold and silver Bars. circled by racks of huge weapons. Many items are strange and exotic. Food Market The air here is humid and heavy with smells of cooking and livestock. . Dhoffu forges and maintains the Black Nails’ weapons. sending their worker servants instead. soups and stews. The inhabitants of the Middle Level do not venture down unless absolutely necessary.THE OGRECITY OF DRAHK’SUHL 7. ogre-sized weapons. beautifully dyed linens and cleverly crafted curios. and then up into the domed ceiling. Jin’Zil’s den is practically overflowing with expensive rugs and finely crafted furniture. 8. His cavern is very much like Jin’Zih den. wide. exotic items from all over the world. swine. Masterwork items are available in moderation. Jin’Zil’s Den Jin’zil ordered this large cavern specially hollowed out.If dealing with someone he immediately dislikes (like elves perhaps). and Jin’Zil is extravagant and has accumulated much wealth. Belezith has two dark elf guards for his personal safety and an ogre bruiser to escort unruly customers out. Prices are standard in all cases. his personal treasure is ten times the standard treasure for an ogre mage. with 2-12 of them here at any time. The entrance is a double iron door over twelve feet tall. used mostly by workers. but shaped like rectangular bars and stamped with the name “Drahk‘Suhl” written in Giant.named Balezith (Rog 5/ Sor 3).but adept shoppers can find weapons and armor for medium-sized and small creatures. IO. Clothing. the workers either carry it off for use in new buildings. and each is ten ft. Moneychanger The dark elf moneychanger. skins. where sheep. At the south end of the chamber are the livestock pens. The Middle Level has a total of four ramps leading to the Lower Level. 12.

THE GREAT ESCAPE A group of dwarven miners. MARAUDERS’ HIDEAWAY A group of marauding ogres uses the city as a base of operations for attacks in the surface world. There is a 50% chance Jin’Zil. supported by the catwalks and ropes embedded in the rock faces. The guild has only two rules: first. bigger problems can arise. In any case. The fact she made it this far is a bit of a miracle.This adventure combines easily with Marauders’ Hideaway below. as somethingin the burrow attacked a group of miners. temfied of everything around her.The escape tunnel is dwarf-sized. Chaal’Mahk or one of the other ogre magi is here. they cannot be everywhere. CHALLENGED! A drunken ogre believes one of the PCs to have wronged him in the past. all of which is distributed among the workers. She is a 1st-level dwarf commoner. someone must remove it. Ogre Mage’s Den These areas are similar to Jin’Zil’s den. 50% of all stolen property is given to the guild. with very little money. The Black Nails are vigilant. The PCs must travel to DrahkSuhl and help the prisoner escape or buy his contract. and she believes he may be has halted recently. exhausted from her journey. The law against fighting within the city proper also makes many of these combat-driven adventure hooks trickier. 18. BLOOD FEUD A feud is building between the good workers and evil workers. surveying the domain.THEOGRECITY OF DRAHK‘SUHL 17. Here they rest and sell their stolen goods at leisure. If this interception of the food supply continues. under penalty of death.desperatefor their freedom. and loudly accuses the PC of a heinous but imaginary act. so they can buy their contracts. and offers a substantial reward for anyone who can return his trade goods. there are a very brave few attempting to form a Thieves Guild here. so the three fledgling members operate in complete secrecy Their leader considers any petition for membership.However. DVFNTURF HOOKS Keep in mind the strict prohibition against open fighting and the unsanctioned use of magic. who has recently arrived in the city in search of her father. sold into servitude. many of which teach nothing to the reader. Most of the good-aligned workers know how to get a message to him. The leader might have a bounty on his head in the surface world. Her father was captured months before. never to be seen again. second. their dwarven leader. THIEVES UNITE The city of Drahk‘Suhl has no Thieves Guild.but he does not know the reason and hesitates to speculate. or even one of the PCs if he has been captured. this ogre challenges one of the PCs to a fight in the arena. One of Drahk‘Suhl’s wealthiest merchants recently lost a significant shipment of food and trade goods on its way in. The bandits are troglodytes taking advantage of the vulnerability of goods traveling to the city. Jin’Ziland the other ogre magi would never approve of such an organization. BANDIT ATTACK Bandits of an unknown race set ambushes on the way to the city. If the PCs do not help her.have secretly dug an escape tunnel in the Hidden Tunnel (area #11). This idea could be tailored to the PCs in whatever devious manner the DM desires. Within them are all manner of crude magical talismans and tomes written in all languages. Perhaps the ogres ambushed the PCs or someone they know. This could be either a case of mistaken identity or an ogre who bears a grudge against the PCs. steal only from the ogres and those who pander to them. SOLD INTO SERVITUDE Someone the PCs know fell to slavers bound for DrahkSuhl: a friend. Magic users must be careful not to be caught. Perhaps an ogre magi recognizes the magical abilities of one of the PCs.and winds into the solid rock for about 12efi. The continued disappearancesof so many good-alignedworkers have angered them to the point of action. and demands a powerful magic item before the new worker’s release. Observation Catwalk Two catwalks reach out to a large wooden circular platform suspended a hundred feet above the cavern floor. she disappears before long. Very little “footpaddin”’takes place here because of the brutality to which ogres are prone. She is alone. His ultimate goal is to steal the treasure of the ogre magi and buy all the contracts. one which even the Black Nails are hard-pressed to stop once bloodshed begins. even from non-rogue characters. believes the evil workers are responsible for the disappearances. . leaving no survivors. A TEARFUL PLEA The PCs meet a dwarven girl named Durassa. an important NPC.before ending abruptly There is a sk-inch fissure in the rock wall that is home to an ochre jelly Before the dwarves’tunneling can continue. Tharus. but nowhere nearly as lavish. in a city where dwarves are regarded as property. Nevertheless. The arena is the only place in the city where fighting is allowed. but on the other hand.

smarter.THE OGRECITY OF DFUHK’SUHL CHAAL‘MAHK AND THE BLACK NAILS In the early days. tall. Jin’Zil knew he needed a strong arm to enforce his will. he handpicked an elite group of fighters to be the strong arm who enforces the will of the ogre magi. CAPTAIN OF THE BLACK NAILS Chaal’Mahk is a tremendous specimen of the ogre race. He stands almost twelve ft. He sought out the nastiest ogre he could find. and meaner than most others. one who was smart enough to think for himseE but greedy enough to recognize the benefits Jin’Zil offered. encased in battered . Bigger. CHAAL‘MAHK.

THE OGRE CITY OF DRAHK’SUAL Open Space Guard post Spiral Stairway fl Door S Secret Door Stone Ramp Cat Walk - Rope Canvas Drapery .

Dex 10. a crude painting of a nail through a skull. Ref+l. Listen +12. standing side by side. SV Fort +8. flatfooted 20 Base Atk +5. lfthe head or some other vital organ is severed. He is quite proud of his accomplishments and of what DrahkSuhl has become. SQ Darkvision 90 ft. lnit -1. Base Atk +7. they have trained to fight together. Ogre Ftr4 CR 7. They both fear and revere Chaal’Mahk. Combat Expertise. Each of their breastplates bears their symbol. Intimidate +5 Listen +5. greataxe) or +6 ranged (ld8+5. Power Attack. Will +2. Str 21. When facing a serious threat.javelin). Spot +5.cold iron greatsword. he recognizes the value of cooperation. 2nd-false life. to see its success continues. scorching ray. touch 8. Their massive breastplates are gouged and worn from battle. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.. shocking grasp. Skills and Feats: Climb + 5 .. females to breed with. but as long as they have plenty to eat. Con 17. Possessions: Ring ofprotection +2. Large giant. in hide armor./lO ft. An ogre mage cannot regrow lost body parts. AL NE. Large giant. H D 4d8+4d10 +19 (59 hp). H D 5d8+5d4+30 (55 hp). All three ogre magi are in a fierce competition among themselves to accumulate the most wealth.THE OGRECITY OF DRAHK’SUHL THE BLACKS NAILS The Black Nails are bigger. greataxe. two other ogre magi have joined him in his quest for fantastic wealth. and better equipped than their brethren are and they strike fear into the hearts of all but the most hardened adventurers. JIN’ZIL. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Concentration +11.. magic missile. AL NE. polymorph. and the occasional melee. Space/Reach 10 ft. Grp +15. The save DCs are Charisma-based. with Jin’Zil far in the lead. Knowledge (arcana)+lo.greataxe) or +6 ranged (ld8+5. Spell-like Abilities: A t will-darkness. Cha 18.longbow). Flight (Su): An ogre mage can cease or resume flight as a free action. G r p +11. then charging with their huge greataxes. masterwork longbow. Reattachment takes 1 minute. low-light vision. 20 arrows. Spd 40 ft. AC 16. Sor 5: CR 8. wand offireballs (5th level.Space/Reach 10 f t . flat-footed16. Dangerous in and of themselves. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. shield. Will +7. (good). Sorcerer Spells Known (7/5/3. Toughness. rfhe perceives a threat. AC 20.. . Init +4. longbow).Weapon Specialization (greataxe). invisibility. In an even more unusual occurrence among ogres. Spellcraft +lo. Possessions: Hide armor. Wis 10. Int 6. Atk +12 melee (ld12+9. Full Atk +9 melee (3d6+7/19-20. but surprisingly nicely maintained for ogres. javelin). web. Ref+4. Craft (alchemy) +lo. Alertness. Full Atk +12/+5 melee (ld12+9. / l O ft. Con 15. Improved Sunder. true strike. they are quite content. they attempt a defensive withdrawal until they can regroup with their comrades. he stops at nothing. Jin’Zil knows Chaal’Mahk is his loyal ally. Spd 30 ft. sleep (DC 15).. Jin’Zil. SR 19. mage hand. low-light vision. Atk +9 melee (3d6+7/19-20. Ogre Magi. destroying anything. and does not hesitate to use him and the rest of the Black Nails against his rivals if they grow overly ambitious. SA Spell-like abilities. THE OGRE MAGI Jin’Zil is unique among his race. Weapon Focus (greataxe). 1/daycharm person (DC 15). Str 21. They are suspicious of the ogre magi. save DC 14 + spell level): 0-acid splash.. Wis 14. Combat Casting. stronger. Dex 8. it must be reattached within 10 minutes or the creature dies. Improved Initiative. fly 40 ft. 8 charges). If they are somehow losing the upper hand. Cleave. greatsword) or +5 ranged (2d6/x3. touch 9. 1st-mage armor. Lightning Reflexes. gaseousform. flare. Int 14. regeneration 5. 340 gp. detect magic. Caster level 9th. WBlack Nail. greatsword) or +5 ranged (2d6/x3. SQ Darkvision 60 ft. they form a massive wall of flesh. base speed 40 ft. Spot +12. Skills and Feats: Bluff +12. SV Fort +lo. smarter. Cha 7. SA -. cone ofcold (DC 19). and attack first with a volley of javelins.

Hell’s Reach nominally serves as a large-scale prison in practice. and much worse now stalk the streets. Those who make it out speak of desperate bands of cannibals. and violence instead. Yet these same suwivors often return laden with gold. The way the authorities see it. trading such mundane items for poisons and worse. As a one-timeprosperousport. While Hell’s Reach can be used by lower level groups. jewels. The nobility is happy simply to get the worst criminals out of their hair and isolated from the rest of society. and other goods to the ruins.This is designed to be a location the pcs can visit over and over again. it is an extremely dangerous and lawless place and better suited to characters of mid or higher level. greed. Hell’s Reach serves more as a containment vessel for various scum and villains than as a real prison. However. armor. leaving It a half-flooded island populated by small bands of desperate suwzvors. A tremendous earthquake sundered the peninsula connecting the city to the mainland. and more than a few danng bands have ventured into the city. and magtc. .patron deity and embracing decadence. magical means of movement and simple stealth are too effective to completely seal off contact between an entire city and the outside world. travel to and from the city is not impossible. Smugglersand other cnminals use magical means t o fewy weapons. keeping the worst criminals in the same place with little direct supervision encourages them to kill each other off and helps make the crime quota at least somewhat manageable. highly organized cnminal gangs. Hell’s Reach is now a dumping ground f o cnminals ~ deemed too dangerous to ever allow back into society and too likely to break fYee from pnson. the PCs while they interact with the town suitable for all levels of play. Though warships constantly patrol the waters of Hell’s Reach. becoming an integral part of the campaign. manyfabulous treasures lie hidden within the city’s crumbling walls.

beliefs. are described at the end of this gazetteer and easily replaced with similar deities from your own pantheons. The sunken portions of the city could be part of a lake. Alleton became a merchant’s paradise due to its low tanffs and attitude: any privilege. paying out tribute was. Integrating Hell’s Reach into an existing campaign is difficult if you have already run a few adventures. bringing all sorts of travelers and wanderers with them. smashing its buildings to the ground and sweeping away the populace. but with careful planning (and a few bribes) it took hold amongst the highly competitive and aggressive merchant princes who governed the city. and prophets. forking over tribute and bribes to Alleton’s government bought them security from pirate attacks. while foot patrols and a large wall could replace the squadrons of warships keeping watch over the city. they struck the city with a terrible curse. with no thought to any other purpose. . homeless. Phardon. Soon. more cost effective than recouping the loss of ships. As far as the merchants were concerned. Silks. whose church had long ago fled the city after many of its followers perished at the hands of Phardon’s minions. Velena. had a price. Finally. you could simply place Hell’s Reach far enough from the characters’ regular stomping grounds so not hearing of it is not jarring. and other undesirables into workhouses or to crew merchant ships based out of the city. The few remaining patriarchs of Velena. sundering the peninsula on which Alleton stood and turning it into an island. in the long run. While Alleton’s enemies in the material world were left impotent. The ground rocked with a tremendous earthquake. gave way to that of Phardon. and bizarre magic flowed through the town. Neighboring kingdoms moved to blockade Alleton and refuse shipments from merchants who did business with the city. murderers. The city fell under the rule of a council of five despots. Phardon’s cult began as an underground organization. Moving Hell’s Reach from a maritime location to a landlocked one requires modifications. Looking over their ledgers. The goods entering Alleton were not strictly material in nature. plotted the downfall of Alleton. Calling upon the power of their goddess. the worship of Velena. These five forced the poor. the previous patron goddess of Alleton. no matter how debased. In addition. an important stopover point on the trade routes to the distant east. and Yollgotha. the blasted city now known as Hell’s Reach was the prosperous port town of Alleton. making it more of a curiosity and distant rumor for the populace than a potential destination for criminals. The city ran by and for commerce. Within two decades. spices. The ruling council’s laissez-faire attitude allowed cutthroats and pirates to openly meet and plan their crimes so long as they did not target those merchants who dropped anchor in Alleton’s harbor and paid tariffs into Meton’s coffers. The Pcs’ home kingdom may simply not be involved in the administration or use of Hell’s Reach. a monstrous tidal wave descended upon the port town. goods. but too many trading houses and shipping concerns moved their products through Alleton for such a plan to work. partially submerged the city’s remains. The governments of the region resigned themselves to a system of semi-legitimatepiracy on the open seas. Fire fell from the sky. weapons. Alleton was a debased city of thieves. Perhaps the cataclysm which destroyed the city took the form of a massive flood. Amongst these was the worship of a deity known as Phardon of the Lash. igniting the ships at anchor and sinking them beneath the waves. patron of tyranny. and decadence. other forces conspired against the city. The deities central to Hell’s Reach‘s background. The influx of travelers brought with it all manner of faiths.E PRISON CITY HELL’SREACH HISTORY One hundred years ago.and men destroyed in pirate raids.

Getting people off the island is a little more difficult than merely hiding a sack of flour on the way in. and leaving them to prey upon one another as a flotilla patrols the sea surrounding the city. now dubbed Hell's Reach. The remaining priests and followers of Phardon transitioned from running the city of Alleton to dominating the ruins of Hell's Reach with relative ease. armor. Gangs run a single section of the city. however. They survive primarily through smuggling weapons. a few solitary figures maintain abodes in the city. patches of the flower grow wild. A limited amount of trade occurs between gangs. desperate existence amongst the ruins. an excellent holiday from the typical raids on shipping and battles with sea elves. Few of the city's approximately one thousand inhabitants claim no allegiance to a criminal group. Most gangs form around a single. operation. While some of them operate as independents and do business with any willing gangs. with a captain leading each crew. have turned to cannibalism. primarily as an offshoot of non-aggressionand co-defense pacts. serves as a prison and sanctuary for the damned. no other clergies had survived to operate in Hell's Reach. Primary among these is Malachai the Disfigured. and murderers banished to Hell's Reach. a group composed mainly of ex-pirates. Hell's Reach is an important gateway for illicit drugs. Many of these lost souls. making the surviving Phardonite clerics the only source of such divine magic as create food and water. Few gangs are as well-organized as the Sea Furys. followed by a feast of human flesh. Most smugglers use magic to evade patrols. Furthermore. The final power group in the city is small bands of sahuagin who hunt the criminals through the ruins for sport. most form long-term business relationships with a particular gang or criminal warlord. In the lean times after the disaster this advantage proved critical. guarding their temporary lairs and helping to keep them abreast of which gangs represent the best hunting prospects. they sometimes gather together in large packs that can pose a deadly threat even to heavily armed and armored gangs. is the second largest group in the ruins. Smugglers represent the sole link between the gangs and the outside world. running the blockade by night in small outrigger canoes. A few degenerate bands of lost souls actively work with the sahuagin. no legitimate trade flows into Hell's Reach. Though many survivors blamed Phardon and his clerics for the city's downfall. Many gangs either maintain an alchemist's lab or arrange for part of their payment to be made in manufactured poisons and drugs. He correctly reasoned his work would attract undue attention in civilized lands. and anything else that might assuage their pitiable condition. The Sea Furys. A hallucinogen purported to have magical properties. In addition to the gangs and wandering packs of desperate men. and food on to the island. but most of the ones who have managed to claim a portion of the city as their own run a similar. The Sea Furys are organized along naval lines. thieves. turning the ruins into a series of armed camps. he often culls the surrounding ruins for sacrifices to his otherworldly allies. The sea devil tribes consider a pilgrimage to Hell's Reach for a hunt. . Most of the gangs grow or produce illegal substances and trade them to smugglers for weapons. Malachai's primary area of expertise lies in summoning and binding demons. but it is known to happen. Torreds petal is the most commonly grown narcotic. as the others call them. an archmage of considerable power who chose to seize a tower in Hell's Reach and make it his lair. While rarely dangerous in small ECONOMICS Obviously. Poison ranks right behind narcotics as the most common export. leaping on the chance to pounce on the few pirates and other criminals who survived the disaster. illegal trade and the production of dangerous goods can take place in the open without fear of a crackdown. charismatic leader. and the ruins produce few exports. and a few enterprising wizards utilize teleport and similar magic to travel to and from the ruins. GOVERNMENT AND SOCIAL ORDER Hell's Reach falls under the control of a group of gangs. and other criminals to the ruins. but none would care what research he pursued in Hell's Reach. as only a few extremely powerful individuals can survive on their own within the ruins. or those either too unstable or lacking any'skills to gain gang membership. illegal magical artifacts. demon-worship. and -most important -food. would-be druggists have difficulty growing this black flower in secret.Teeteringon the edge of starvation and madness. though smaller. murderers. these poor souls live a short. armor. At the bottom of the totem pole are the bands of outlaws and newly arrived criminals yet to earn membership in a gang. which range in size from a dozen to nearly a hundred members.THE PRISON CITY OF HELL'SREACH A fleet of ships representing a coalition of nobles and governments from the region surrounded the city. and other banned or heavily restricted goods. and the captains in turn reporting to the leader of the entire organization . as such herbs grow and reproduce in the open. Outsiders ferry pirates.To this day the island city of Alleton. Since the authorities venture into the ruins only in the direst circumstances. In the lawless ruins. Still.a woman dubbed the Admiral. as it requires direct sunlight and copious watering. groups.

and secretly hopes for a promotion to a more exciting post. they obey the edicts handed down by the ruling council. c RANDOM ENCOUNTERS 1d20 . Peltrach carries a +3 heavy mace he calls “Phardon’s Blessing. Many clerics make forays into the surrounding ruins to prove their mettle and reclaim lost artifacts of Phardon. killing or capturing all they encounter. He longs to make a name for himself. Just as one plot is being wrapped up another score is in the making. While he wields considerable influence as the head cleric of one of the most important bastions of Phardon’s worship. the vast majority of those who inhabit this area are at the mercy of Iron Guard patrols.The demon lords sleep ing form has sent these heretics visions in their dreams.” To help ease his boredom. many stdl lie within and beneath the ruined city. yet the stifling tyranny and steep penalties for unauthorized criminal activity drive most to settle in other areas. a secretive splinter sect of Phardon occasionally sends expeditions into the deeps. but enhanced patrols of five members commanded by an officer are common if the Phardonites expect trouble. Were it not for direct orders from his superiors. Everyone has a place in the hierarchy of the church. Unfortunately for Peltrach. Patrols regularly sweep through the areas claimed by the Phardonites.E PRISON CITY in the cells beneath the keep. Peltrach is a quiet. plotting the overthrow of neighboring kingdoms from within its walls. Unknown to Peltrach. 11 12 13 14 15 16 17 18 19 20 Iron Guard Patrol Large monstrous spider Lost one gang Malachi’s undead servitors shopping for him Merchant aggressively hocking wares Press gang from visiting ship Sahuagin group come to collect slaves Sea Fury Pirates on leave Street crier advertising Bellecrrofl’s Succubus (disguised as frightened ‘inmate’) 1. grim man. and mid-ranking commanders wear silver.The cataclysm that destroyed AUeton caused the loss of many holy relics. helping coordinate but not command Phardonite efforts across the region. you never know what’s around the next corner. The Iron Keep Built in the heyday of Alleton’s power. wizards. and though the church has made a concerted effort to reclaim each lost item. attacking them on sight and either killing or jailing them . The Phardonites engage primarily in the narcotics trade. Peltrach works as little more than an administrator. Peltrach long ago would have enacted HELL’SREACH LOCATIONS AND Keep in mind the city isn’t necessarily a place of relaxation! At all times the city should seem busy. Each inhabitant of this area must wear a metal collar fitted with a holy symbol of Phardon marks one’s status and position in the Phardonite hierarchy. this area reacts poorly to strangers. still. these clerics have subverted some of the Iron Guard to the worship of Yollgotha. it wields absolute authority over any who weat the steel holy symbol. this small castle served as the primary temple to Phardon for the entire region. Composed mostly of clerics of Phardon. Most of the smugglers and traders they work with are ardent Phardonites. Now it is a fortified camp from which the Phardonites rule over the northern half of the ruins. from the lowliest sailor. the caverns and old sewers beneath the city. In addition. and the uppermost leaders gold. This area is perhaps the safest section of Hell’s Reach. While they count few wizards amongst their allies. This entire section of the city runs like a military encampment. they have extensive ties to the church hierarchy throughout the world. More information on Yollgotha is provided under the descriptionsof areas #2 and #7. up to Canon Peltrach himself. Walled off and heavily patrolled. A standard patrol is comprised of four members of the Iron Guard. The church in this region uses the Iron Keep as its headquarters. While other clerics of Phardon plot to usurp governments and institute their own dictatorships.~ Encounter ~ 1 2 3 4 5 8 10 Assassin scooping out target Clerics o f Valena on patrol Dregs gang Drunk citizens looking for a brawl Drunk old-timer with loose lips Ghouls out for a meal ImD r at r Dlav . To ensure there’s always something to occupy the PCs. to each warrior or cleric. consider rolling on the following table. While the clerics’word is law. The Phardonite Iron Guard maintains order and serves as the primary defense force. he often takes an active role in repelling attackers and patrolling the area just outside the Iron Keep. he holds little power outside of the temple walls. his increasing boredom with his current assignment has allowed others to seduce some of his clerics to the worship of Yollgotha. bidding them to come free it from its slumber in the earth. and letting your guard down isn’t something the “lifers” here do except when unconscious. Canon Peltrach ur’Raskor is an ironfisted commander who tolerates no disobedience. clerics.The city never sleeps. Laborers a n d other commoners wear steel ones.

h p 55. scroll o f hold person. wooden unholy symbol. Combat Casting. Malachai is driven to discover a method by which the demon to which he is dedicated -Yollgotha of the Skinless Hordes -can once again walk the earth. heavy crossbow). dispel magtc. Crp +lo. Skills and Feats: Concentration +6. Crp +3. spell immuni)r3. Spd 20 ft. Domains: Law (cast law spells at +1 caster level). These clerics may attempt t o turn undead 5 times per day. flame stake. For this reason. Strength (activate a +1 enhancement bonus t o Strength as a free action. Knowledge (Religion) +6. enlarge person? * Domain spell. Cleric Spells Prepared: (4/3+1. Base Atk +l. spivztual weapon. The archmage rarely speaks. potion o A Iron Guard. lnit +1. vzghteous might’$. resist energy. f . He acquired this distinctive trait as a punishment after losing control of a demon prince he attempted to summon years ago. 1st-cause ea5 command. AC 20. he activates and sends them into combat against any serious threat to the Iron Keep. Diplomacy +6. but when he does his voice is a quiet. Medium humanoid. Dex 12. Spellcraft +11. divine favor. silver unholy symbol. flat-footed 19. 4th-diuine ured calls this bleak. Weapon Focus (heavy mace). workshops. Malachai’ssoul returns and his slun restores itself. In addition. touch 11. heavy mace) or +8 ranged (ld10/19-20. Malachai has had his skin flayed. hold person. Cha 13. heavy crossbow). Base Atk +7. a tunnel connects Malachai’s basement to the deeps. Atk +4 melee (ld8+2. and other chambers staffed by quasits and undead servitors. HD 10d8. detect poison. resistance. enthrall. enlarge person*. inflict cvztical wounds. often turning a demon loose on the city below in order to observe its capabilities in battle. hp 15. rebuke undead. death knell. power. Malachai’stower s neither doors nor windows. Dex 12. Human Clr 1 0 CR 1 0 Medium humanoid. Ref +4. Rebuke Undead (Su): Evil clerics rebuke or command undead creatures. Skills and Feats: Concentration +lo. Combat Casting. restoration. lnit +5.HE PRISON CITY OF HELL’SREACH a campaign to conquer and subjugate the pirates of Admiral G’ort.The archmage willingly had his skin torn from his body as a sign of devotion to his dread lord. inflict senous wounds. though a trap door rests atop the roof. heavy wooden shield.s ay living. heavy mace. Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1. signal whistle. Peltarch has assembled a force of 40 human skeletons armed with spears and small wooded shields.3rd--contagton. According to Malachai’s research. Yollgotha’s physical form is buried deep beneath the ruins of Hell’s Reach. These rumors are at least partially true. Knowledge (religion) +13. Spd 30 ft. Knowledge (arcane) +11. save DC 14 + spell level): O . Con 14. heavy mace). harsh rasp. HD 2d8+2. Will +11. magtc vestment: seavzng light. Wis 15. heavy mace). heavy steel shield. stone tower home. virtue. Ref+l. * Domain spell. Con 10. Weapon Focus (heavy mace).. 20 bolts. Cha 14.c u r e minor wounds. Peltratch may attempt t o turn undead 9 times per day. Improved Initiative. 2nd-bull’s strengtv.Once his task is done. SV Fort +7. AL LE. Int 11. Human Clr 2 CR 2. Within its walls he summons and binds his demonic allies. Atk +14 melee (ld8+6. 1stcommand. Diplomacy +12. Trespassers in the surrounding area risk reanimation as skinless 1 1 0 1 the area. Strength (activate a +1 enhancement bonus to Strength as a free action. light. touch 11. doom. Domains: Law (cast law spells at +1 caster level). SA Spells. +3 heavy mace (named “Phardon’s Blessing”). the power lasts 1 round. read magic. Str 14. Scribe Scroll. Int 12. SV Fort +5. read magic. SQ -. Rebuke Undead (Su): Evil clerics rebuke or command undead creatures. shield of aith. the power lasts 1 round. He sees their existence as an insult to Phardon and in his free time. wounds. Wis 18. Extra Rebuking. Will +5. and i t is usable once per day).. F a n g the six-story tower are labs. plots theoretical campaigns against them. Possessions: + 7 breastplate. divine fauou. In preparation for his ever-denied campaign. Str 16.5th-greater command. detect undead. AC 17. heavy mace) or +8/+3 ranged (ld10/19-20. the archmage works tirelessly to fulfill some strange mission the demon charged him to complete. poison. flat-footed 16. 2 potions o f cure moderate f owl‘s wisdom. Full Atk +4 melee (1d8+2. the locals have deserted the surrounding area. and it is usable once per day). heavy crossbow. Rumor has it Malachai avoided death at the demon’s hand only by offering it his soul. Possessions: Chain shirt. detect magic. Full Atk +14/+9 melee ’ (ld8+6. Supposedly. A Peltrach. rebuke undead. SQ . giving the archmage access to the creatures that dwell there and their accompanying treasures. AL LE. save DC 12 + spell level): 0-cure minor wounds. SA Spells. detect magic. Malachai’s wounds bleed steadily and he often wears white robes stained with his own blood.

the undead spirits of those who perished in the collapse of Alleton linger on here. light. Crp +lo. chill touch. 2nd-command undead. scrying. Spd 30 ft. ray ofenfeeblement. Knowledge (local) +27. wall offorce. mage hand. elves. SQ Summon familiar. ray of exhaustion. In addition to the bizarre creatures living here. waves offatigue.. save DC 16 spell level (save DC 17 + spell level against necromancy and evocation spells)): 0-detect magic. ghost sound. 3. Knowledge (history) +27. greater teleport. continualflame. misdirection. enervation. Str 12.” or “the Quiet Chaos. It bestows one negative level on any lawful creature attempting t o wield it. hunting down lone travelers or small groups. a familiar. Spell Penetration. Will +14. Improved Initiative. flat-footed 21 . 6th-chain lightning. ray ofenfeeblement. In addition. greater shout. Alertness. dwarves. detect poison. obscure object. 9th-meteor swarm. open/close. magicjar. H D 18d4-18. mending. 5th-blight. Listen +11. Con 8. mage’s sword. screen. Assume Malachai has access to any scrolls and potions he may need. waves offatigue. which could bring an unacceptable level of order and safety to Hell’s Reach. Most revere the sleeping demon as a god. making them extremely attractive targets for raids. SA Spells. Most practice cannibalism. contingency. mage’s sword. knock. circle ofdeath. 4thanimate dead. scorching ray. but Malachai’s spies assure him it is only a matter of time before one side or the other declares open war. illusory script. cone ofcold. erase. Otyughs. detect poison. Base Atk +9. Cha 14. shocking grasp. dagger). and spiders are common in the deeps. greater teleport. wail ofthe banshee. or interest in. Packs of ghouls and ghasts occasionally spill forth from the depths to wreak havoc on the surface and slaughter all whom they encounter. The sahuagin prize the poisons and narcotics the smugglers carry. carrying out debased rites in his name. bracers ofarmor +8. Skills and Feats: Concentration +20. Search +8. Medium humanoid. wind wall. 1st-burning hands. A small colony of sahuagin lairs within the sewers and often plays host to warriors from allied tribes who have come to prove their skill in bravery by hunting within the ruins. giant lizards. Malachai searchesfor any signs of Yollgotha’s presence. magicjar.dent& magic missile. Atk +12 melee (1d4+3*/19-20. 4th-animate dead. wail ofthe banshee.surging out of their tunnels to grab victims from the city above to devour in their feasts. 2ndcommand undead. he has learned nothing. Many strange creatures. lightning bolt. 7th-control undead. fireball. Possessions: Ring ofprotection +3. spectral hand. The more aggressive monsters move about the city ruins by night. symbol offear. vampiric touch. Dodge. Rumors abound of passages deep beneath the city h e d with human skulls and caked with ice no matter what the season. Within are many backup. Spellcraft +27. shocking grasp. lightning bolt.E PRISON CITY HELL‘SREACH Currently. magic missile. 8th--clone. Lost souls refer to their lord as “He Who Sleeps. . spectral hand. Wizard Spells Prepared: (4/6/6/5/5/5/5/3/3/2. Spell Focus (necromancy). caves. floating disk. Ref +9. eyebite. sending. sequester. Many of these poor men have succumbed to madness as a consequence their lives in Hell’s Reach. This plan has not yet yielded open conflict between the two parties. chill touch. but isolated pockets remain accessible from the surface. Take special note of the many spells in Malachi’s spell book. fire shield. Knowledge (the planes) +27. Spell Focus (invocation). AL CE. stafoffire (48 charges). ray ofexhaustion. flaming sphere. wall offorce. Dex 17. Craft Wondrous ItemB. shout.Thus far. though few are coherent enough to name him or study his secrets. Wis 16. Scribe ScrollB. eyebite. vampiric touch.floating disk. Knowledge (arcana) +27. Maximize Spell. light. dagger). Summon Familiar: Malachi has no time for. touch 13. Forge RingB. These creatures are the bane both of those who live within Hell’s Reach and the smugglers who attempt to run the blockade. greater shout. noncompetitive spells you can take advantage of in foiling the PCs if they take action against him. AC 24. Craft (alchemy) +27. Brew PotionB. Malachi does see the lost ones A Malachai the Disfigured. 8th-clone. the product of the divine energy that destroyed the city. Lost souls are normal humans. Decipher Script +27.flaming sphere. +2 anarchic dagger. and on several occasions gangs who have struggled against the Phardonites have found themselves assaulted by undead. Int 22. meteor swarm. He often sends his demonic servants on missions to ambush and slaughter Phardonite and Sea Fury patrols in the hopes of ratcheting up tension between the two groups. circle ofdeath. the deeps are home to the more degenerate and desperate ranks of the lost souls. Combat Casting. ring ofsustenance. * It deals an extra 2d6 points o f damage against all o f lawful alignment. . guards and wards. A variety of horrors stalk and swim through the subterranean passages. 6th-chain lightning. Full Atk +12/+7 melee (ld4+3*/ 19-20. Spellbook: @-detect magic. contingency. Many lost souls worship the dormant form of Yollgotha. dimensional anchor. 5th-blight. lnit +7. SV Fort +5. hp 40. scorching ray. He spends much of his time in the deeps amongst the degenerates who embrace Yollgotha as a god. cone ofcold. secret page. His greatest concern is that the Phardonites and Sea Furys may form an alliance. Human Wiz 18: CR 18. 3rd-explosive runes. false /@. The Deeps The sewers. false life. and other humanoids driven to madness and cannibalism by their imprisonment or by exposure to Yollgotha’stwisted rituals and corrupting influence. wall offire. 3rd--fireball. 7th-control undead. The clerics of Phardon have supposedly struck an alliance with some of the more powerful undead creatures. wind wall. secret chest. Malachai knows any would-be warlord of Hell’s Reach would have to confront him at some point. 1st-burning hands.” Malachai the Disfigured regularly walks amongst the lost souls in an effort to learn more about his master’s resting-place. shout. wall offire. mage hand. iron body. 9th-foresight. As yet. Malachai is no closer to freeing the demon. symbol offear. and caverns beneath Hell’s Reach flooded out in the wake of the disaster that destroyed the city. continualflame. expeditious retreat. iron body. lurk below. enervation. fire shield.

The Admiral is above all a businesswoman. SV Fort +4. Should the rogue score a critical hit with a sneak attack. Power attack. Admiral G'ort was only a marginally better place to live than the rest of Hell's Reach. Int 10. Skill Focus (Profession (sailor)). the Admiral set about building the newly dubbed Admiral G'ort into the worlds preeminent destination for high price stolen artifacts and smuggled goods. or fighters. SA Sneak attack +2d6. The influx of money and goods has led to a dramatic upturn in Admiral G'ort's fortunes. Str 12. Listen +1. hp 15 each. though they are armed only with crude clubs. AL CN.Grp +10 Atk +12 melee (ld8+5/ 19-20. flat-footed 13. Sneak Attack: Her attack deals an extra +2d6 damage time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). and though no large ships drop anchor at port. Dex 13. Finding a magic trap has a DC o f 25 + the level . instead leveraging her bribes with the navy to access to the city and. thieves. Ref+O. Spd 30 ft. Ranged attacks can count as sneak attacks only if the target is within 30 ft. The Sea Furys wear the blood red bandanas as identification. wizards. the pirate captain known as the Admiral. longsword). R e f + l . AC 18. this extra damage is not multiplied. All violations of the Admiral's rules have the same punishment: banishment to Hell's Reach. Full Atk +1 melee (ld6+1. SV Fort +8. the fortified docks of Admiral G'ort are the richest and most luxurious section of Hell's Reach. and her personal fortune swells by the day. Great Fortitude. Intimidate +12. H D ld4. Bluff +11. Inhabited by a strongly unified and well-directed band of ex-pirates. Wis 9. AL LN. Will +O. or when she flanks her target. Swim +5. In fact. she was never sentenced to Hell's Reach. hp 6. Con 11. lnit +l. Medium humanoid. Over the last few months. Swim +lo. rapier) or +4 ranged (1d8/19-20. After defeating the former leader of the Sea Furys in personal combat. Admiral G'ort Located at the southern end of Hell's Reach. ASea Fury Pirates. Admiral G'ort functions as an important way station for smugglers and other criminals. Human Com 1: CR X . Thus far. Toughness.E PRISON CITY HELL'S REACH as a potential resource and expends a small amount of effort to protect them if they are being prayed upon. but a few isolated melees between the Iron Guard and Sea Fury patrols have erupted in recent months. rapier. Weapon focus (rapier). SV Fort +3. Base Atk +8. The people of Admiral Gort are firmly loyal to the Admiral. Cha 11. Ref +6. Tumble +12. Will +3. the Admiral considers herselfto be not only the head ofher own smuggler's port. Dodge. light crossbow). Jump +11. AAdmiral. The one commodity the Admiral does not offer is freedom. Medium humanoid. Profession (sailor) +4. touch 11. As the self-styled lords of Hell's Reach. longsword). Improved initiative. Will +O. club). Possessions: Studded leather armor. H D 6d10+3d6+9.. mostly in the form of guardian undead. Before her arrival. Human Ftr 2: CR 2. trap sense +1. these lost ones may have a few levels of barbarian. trapfinding. The leader of Admiral G'ort. later. hp 5 0 lnit +5. her smugglers deal solely in goods and passage for non-prisoners. SQ Evasion. touch 10. Str 16. Per her agreement with the sea captains who accept her bribes. Lost one spellcasters are all either adepts of Yollgotha or sorcerers. Higher-ranking Sea Furys are often rogues. the disappearance of a few patrols near Phardonite territory has spurred a core of pro-war captains to make bolder and louder calls for actions. Skills and Feats: Jump +2. The Admiral's living quarters easily equals that of any mainland noble's. but also the de facto commanding officer of the fleets surrounding Hell's Reach. Weapon Focus (longsword). Con 12. confident the authorities would never dare investigate Hell's Reach. Shops and taverns line the streets. Wis 13. and many of the Sea Furys and others who call this area home credit the Admiral with personally ushering in the current era of prosperity. Dex 15. Atk +5 melee (ld6+1/18-20. Human Ftr C/Rog 3: CR 9. competition has remained solely with smuggling and trade operations. Wis 10. A few of the lost ones are fanatical enough to whip themselves into a blood frenzy. Int 14. Cha 8. Climb +12. Generate lost ones as you would a normal NPC. and the occasional shield. Spd 30 ft. Asample Lost One. Many thieves' guilds use Admiral G'ort as a safehouse and storage area for recently stolen goods. flat-footed 11. into her own smuggling empire. Trapfmding: She can use the Search skill t o locate traps when the task has a Difficulty Class higher than 20. Ride +3. Dodge. Admiral G'ort resembles a rowdy seaside town rather than a blasted city of the damned. Possessions: Padded armor. Evasion (Ex): If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Base Atk +2/+3. Skills and Feats: Climb +4. and bandits. Cha 16. touch 11. Str 13. H D 2d10. Whether directing them to destroy rival smugglers or escort her own crews to safety. Weapon Specialization (longsword).. Swim +2. has invested quite a fortune into bribing a few of the naval captains patrolling the waters around Hell's Reach. she instead takes no damage. A visitor to this enclave would be hard-pressed to imagine the squalor and desperation existing just outside its walls.The Admiral and her allies are too worried about some criminal's capture and admission of how he escaped from Hell's Reach to risk their very profitable arrangement. The area is home to patrols of Sea Furys pirates charged with keeping the peace. Full Atk +12/+7 melee (ld8+5/19-20. they see her as an impudent upstart. Profession (sailor) +12. or higher if it is well hidden. flat-footed 17. Cleave. AC 11. Medium humanoid. lnit +O. Int 11. AL NE. Spd 20 ft. AC 14. Dex 10. Full Atk +5 melee (ld6+1/18-20. crude club. Finding a nonmagical trap has a DC of a t least 20.. Base Atk +0/+1. a few catamarans and other smuggling boats are always tied up at the docks. 4. Relations with the Phardonites are the sole remaining problem for the Admiral. light crossbow). Con 12. Skills and Feats: Appraise +lo. padded armor. rapier) or +4 ranged (ld8/19-20.

Velena’s Hope This small fortress of Velena worshippers hides among the ruins of the Boulevards. lnit +5. 5. dagger. The gangs here live primarily by raiding each other. Spot +4. 4. The Boulevards A battleground for gangs ranking above those who inhabit the Dregs and below the Sea Furys or the Phardonites. Grp +2. Improved Initiative. The gangs typically fort& their territories. Cha 9. She can use the Disable Device skill to disarm magic traps. Int 10. Hide +5. SQ evasion. Climb +5. this extra damage is not multiplied. On the day of Meton’s demise. lnit +l. The gangs here deal primarily in smuggling. Atk +2 melee (1 d6+1/19-20. or the occasional independent smuggler. dagger). tending small plots of narcotics or poisonous plants and either trading them with the Phardonites. not only to deal with raiders but also to scout for potential recruits. Medium humanoid. making it difficult to grow most narcotics and poisons. In ages past. SV Fort +1. short sword) or +1 ranged (ld4+1/19-20. 5. AC 13. Possessions: Masterwork banded mail. Listen +4. short sword) or +2 ranged (1 d4+1/ 19-20. and fishing. SQ Trapfinding. Spot +4. Move Silently +5. Skills and Feats: Bluff +3. dagger. Open Lock +5. violence is still commonplace. While pitched battles are less common here than in the Dregs. Atk +1 melee (1 d6+1/19-20. H D 2d6. 6. and all claim a single building or block as home. h p 6. Wis 10. dagger).. Most newly arrived convicts spend at least a few months in the Dregs proving themselves as capable warriors or thieves. short sword. 7. but occasionally a powerful figure may choose to become a big fish in the Dregs. and no warlord can marshal a powerful force to deal with intruders in the area. Improved Initiative. ADregs Gang Member. Dodge. Sneak Attack: These rogues’ attacks deal an extra 1d6 damage any time a target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). + I longsword (named “leviathan”). Ref+4. a small band of necromancers and Phardonite clerics gathered to commit the final ritual. Spd 30 ft. Spd 30 ft. Should the rogue score a critical hit with a sneak attack. Of all the sections of Hell’s Reach.. Over time. SA sneak attack +ld6. or when the rogue flanks a target. none of whom are above second or third level. touch 11. SV Fort +1. Ref +3. Hide +5. freeing Yollgotha and allowing him to once again walk the earth. Base Atk +O. Dodge.There are enough active gangs here that powerful monsters aren’t too common. Con 12. Trap Sense (Ex): She has a n intuitive sense that alerts her to danger from traps. with many blocks turned into miniature castles by carefully scrounging materials from buildings at the center of the block to build walls along the edges. touch 11. Sea Furys. the dregs are so named because the weakest and least influential gangs call this area home. Bast Atk +1. Cha 9. The gangs here are prosperous enough they can take care of most of their basic needs. short sword) or +2 ranged (ld4+1/19-20. H D ld6. Full Atk +2 melee (1d6+1/19-20. Full Atk +1 melee (ld6+1/19-20. he instead takes no damage. SA Sneak attack +ld6. flat-footed 12. Possessions: Studded leather armor. 4. Listen +4. the warrior queen Velena defeated the demon Yollgotha and imprisoned him beneath the earth directly below the city. Possessions: Studded leather armor. rope ofclirnbing. Most skilled warriors or thieves chose to live in the more secure and profitable boulevards. Trapfinding: These rogues can use the Search skill to locate traps when the task has a Difficulty Class higher t h a n 20. the Dregs are probably the safest for a group s eeking to infiltrate the city. AL NE. Wis 10. trapfinding.. Open Lock +5.E PRISON CITY HELL’SREACH ofthe spell used to create it. dagger). ring ofprotection +2. Sleight of Hand +5. Human Rog 1: CR 1 . this extra damage is not multiplied. belt pouch. or when the rogue flanks a target. A Boulevard Gang Member. Human Rog 2 CR 2. h p 10. Evasion (Ex): If this rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Most gangs have between ten and 30 members (with the largest having almost SO). Will +O. Such buildings collapse soon after their load-bearing members soak up too much water. flat-footed 12. Medium humanoid. Dex 13. short sword. The more powerful gangs often come here on raids. Con 12. A magic trap generally has a DC of 25 + the level of the spell used to create it. Most gangs claim the upper floors of a building as a lair and travel via pole-driven skiffs. Ranged attacks can count as sneak attacks only if the target is within 30 ft. 5 . Dex 13. AC 13. The Dregs Located at the western end of Hell Reach. Sneak Attack: These rogues’ attacks deal a n extra 1d6 damage any time a target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Should the rogue score a critical hit with a sneak attack. The alleyways and streets of the dregs all flooded with seawater. but a single raid or poor growing season can doom a gang. AL NE. 8 cp. Str 12. Str 12. . the Boulevards are those portions of Hell’s Reach still standing above sea level. Skills and Feats: Bluff +3. Sleight of Hand +5. Gangs in this area usually have about a dozen members. Crp +l. short sword) or +1 ranged (ld4+1/19-20. the demon’s influence helped lead to the influx of Phardonites into the city. dagger). 3. Ranged attacks can count as sneak attacks only if the target is within 30 ft. giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Climb +5. Int 10. the more prosperous gangs.Will +O. Move Silently +5. the truth is far more sinister. Trapfinding: These rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. While most sages assume Alleton met its fate for turning its back on the worship of Velena. masterwork spyglass. The majority of Hell’s Reachers call the Boulevards home.

Since then. detect evil. If Alenton accidentally smites a creature that i s not evil. Alenton decides how many of his daily allotment of points to use as damage after successfully touching an undead creature. Full Atk +6/+6 melee (ld6+4. divine health. In a d d i t i o n t o Alenton. as a full-round action. Str 19. Con 17. He turns undead as a cleric o f three levels lower would. Bellecroft’s husband. patrons r e n t curtained. Grp +13. A n a m i r a t h e Crusader. as the spell. Alternatively. Alenton may magically call Platinum from the celestial realms in which it resides. a small. Cha 15. and delegations f r o m gangs. smugglers. Bellecroft’s O n e of t h e f e w i n n s i n town. H D 10d10+30. of him gains a +4 morale bonus on saving throws against fear effects. shield other. 2 hooves). the smite has no effect. SV Fort +7. flatfooted 18. 8. flat-footed 17. Remove Disease (Sp): Alenton can produce a remove disease effect. Divine Grace (Su):Alenton gains a bonus o f +2 on all saving throws. aura o f good. Knowledge (religion) +lo. Ref +6. Will +9. t h i s chapel remains a secret. T h e archmage Malachai concerns t h e m greatly. a n d a s m a l l g r o u p o f paladins a n d fighters staff it. Ref +5. Atk +6 melee (ld6+4. save DC 12 + spell level): 1stcure light wounds. greataxe) or +12 ranged (ld8+3/x3. However. Special Mount (Sp): Alenton’s special mount is a heavy warhorse named Platinum. hp 89. Cha 6 . lnit +1. Scent (Ex): Can detect approaching enemies.Wis 13. Iron Will. b l a c k ale this place i s k n o w n for. and he doesn’t have to use it all at once. Divine Health (Ex): Alenton gains immunity to all diseases. o u t o f f a v o r with t h e government a n d lacking the resources t o directly challenge t h e cabal. Skills and Feats: Listen +5. +2 greataxe (named “Velena’s Might”). . the archmage has seen to it t o h e l p exacerbate tensions between those two camps. SV Fort +12. Nemesis takes no damage if she makes a successful saving throw and only half damage if the saving throw fails. Spot +5. Once per day. Bellecroft’s i s neutral g r o u n d by a l l t h e m a j o r and m i n o r gangs of Hell’s Reach. Weapon Focus (greataxe). turn undead. brewing. +1 masterwork mighty (+3) composite longbow. Instead. special mount. T h e place serves as a m e e t i n g g r o u n d f o r mercenaries. b r e w s t h e t h i c k . Base Atk +3. touch 10. but the ability is still used up for that day. SA -. 20 masterwork arrows. She a n d h e r staff o f dwarves a n d humans sailed t o Hell’s reach after banishment f o r piracy Bellecroft always wanted t o run a tavern a n d saw a gaping h o l e in the Hell’s Reach market. He may use this ability 5 times per day. T h u s far. Spd 20ft.. Handle Animal +11. sniff out hidden foes. H e remembers h o w t o d e f e n d t h e pass a n d stops at n o t h i n g t o do so. Atk +15 melee ( l d 1 2 + 5 / ~ 3 . Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Str 16. Spd 50 ft. Low-light Vision (Ex): Can see twice as far as a human in dim light. as the spell. S h o u l d M a l a c h a i l e a r n of i t s existence. Human Pal 1 0 CR 10. holy symbol. several l o w e r l e v e l clerics. The mount immediately appears adjacent to him and remains for 20 hours. AAlenton the Just. SQ Improved evasion. Dex 13. Possessions: Masterwork full plate. lnit +l. Skills and Feats: Diplomacy +12. including supernatural and magical diseases. M o s t customers pay in goods r a n g i n g from weapons a n d a r m o r to i m p o r t e d food. Wis 15. Will +2. a d o u r d w a r f n a m e d Servik. mighty composite longbow). Bellecroft values h e r n e u t r a l status a n d takes great pains t o treat a l l guests equally T h e t a v e r n lacks a c o m m o n r o o m p r i m a r i l y t o k e e p tensions a n d t h e chances for a bar b r a w l t o a minimum. Dex 13. Velena’s H o p e appears as j u s t another m i n o r fortificat i o n amongst t h e Boulevards. Detect Evil (Sp): At will. hp 39. Paladin Spells Prepared: (2/2. Alenton can use any or all o f this healing power to deal damage to undead creatures. This ability functions while Alenton is conscious. Alenton may choose to divide his healing among multiple recipients. AC 18. Lay on Hands (Su):Alenton can heal wounds (his own or those o f others) by touch. Run Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage. “Stopping f o r a b r e w at Bellecroft’s” is a c o m m o n e u p h e m i s m f o r m a k i n g a smuggling run to Hell’s Reach. 2nd-bull’s strength. HD 6d8+12. AC 19. Alenton may attempt to smite evil with one normal melee attack. Smite Evil (Su): Three times per day. Bellecroft’s fame has even managed t o e x t e n d b e y o n d t h e city. Endurance.T h e sect hopes t o tip off the Phardonites a n d t h e i r rivals i n Admiral G’ort t o the danger posed by Yollgotha and bait t h e m into attackmg Malachai. Each ally within 10 ft. APlatinum: Large Magical Beast. Base Atk +lo. hoof). SA Smite evil 3/day. Turn Undead (Su): Alenton gains the supernatural ability t o turn undead. Bellecroft takes a personal h a n d in k e e p i n g t h e peace. lay on hands. highly dedicated sect o f Velenans has secretly taken r o o t in t h e c i t y L e d by A l e n t o n the Just these warriors carefully watch f o r signs o f Yollgotha’s presence. called u p o n their patron a n d destroyed t h e c i t y in order to contain Yollgotha. Full Atk +15/+10 melee (ld12+5/x3. Cleave. greataxe) or +12/+7 ranged (ld8+3/x3. T h e followers o f Velena h e l p t h e m o r e p i t i a b l e cases o f Hell’s Reach w h e n possible.THE PRISON CITY OF HELL‘S REACH Velena’s clerics. unwittingly f o h g Alenton’s plans. divine grace. H e retains t h e m e m o r i e s o f a seasoned veteran who c o m m a n d e d over o n e h u n d r e d successful battles. Aura ofCood (Ex): The power Alenton’s aura o f good (see the detect good spell) is 5th level. but not if he is unconscious or dead. h e l i k e l y wipes t h e sect o u t within a week. Grp +11. Alenton can use detect evil. Using h e r u n i q u e combination o f martial.. but dare n o t reveal t h e m selves unless t h e situation i s u t t e r l y dire. mighty composite longbow). it may be dismissed at any time as a free action. touch 11. Int 11. Each day he can heal 10 hit points of damage. SQ Aura o f courage. Using lay on hands is a standard action. Aura ofcourage (Su): Alenton is immune to fear (magical or otherwise). Medium humanoid. and track by sense o f smell. twice per week. o r bedrooms upstairs for extended stays. remove disease. Power Attack. A l e n t o n understands tactics. On t h e m a i n land. and c o o k i n g skills. divinefavor. as they know they lack the resources to c o n f r o n t him. AL LC. private b o o t h s f o r t h e i r use. He adds +2 to his attack roll and deals 5 extra points o f damage. Con 16. Ride +11. Bellecroft’s q u i c k l y became t h e o n l y place in t h e Boulevards w h e r e gang members c o u l d meet a n d discuss business in peace. Int 6. D o u g a l t h e Just.

a faction of fanatical Phardonites clamors for an unholy crusade to drive all non-Phardonites from the ruins. + 1 warhammer (named “Hammerholme”). Base Atk +8. work with the groups who live there to topple the archmage Malachy. Combat Expertise. the PCs could be inmates freshly deposited on Hell’s Reach. evil artifact long thought lost in the disaster that created Hell’s Reach. light steel shield. or beat them to the goal and either destroy it or escape the island with it. flat-footed1 7. it is only a matter of time before Hell’s Reach explodes. Ref +2. CURRENT SITUATION S Hell’s Reach is a perpetual battleground. Drawing too much attention from the Phardonites or Furys is the best way for a would-be warlord to meet his end on an assassin’s blade. This story could easily adapt to any of the other ideas listed above. The two sides are one major incident away from igniting a firestorm of violence throughout the ruins. the Phardonitesrelying on their divine magic and the Sea Furys getting by with their strong ties to the outside world and mhtary discipline. J u m p +13. Dwarf Ftr 8: CR 8. Over time. and neither currently believes the risks of open conflict outweigh any benefits. Y OLLGOTHA AWAKEN ED The PCs stumble across evidence pointing to the demon Yollgotha is on the verge of awakening.. either striving to escape to the outside world to working to carve out a safe niche within Hell’s Reach. Dex 10. and often work more to keep other gangs down than to undermine each other’s position. warhammer). Not only must the characters deal with direct physical threats but politics in the form of forging truces with gangs and gaining new allies and resource management. AC 17. The Phardonites and Sea Furys are the only gangs who have managed to carve out strong. SElTLERS If you are just starting a campaign and do not mind running games revolving around non-heroic characters. With Malachai working to insure such an incident comes to pass. Int 13.THE PRISON CITY OF HELL‘SREACH A Bellecroft. A few extra square feet on which to grow Torred’s petal spells the difference between starvation and prosperity. the characters could easily bribe or ally with a gang and work with them to defeat the necromancers. They must journey to Hell’s Reach. Cleave. 514 gp. Building a viable base of operations and contacts in various illicit trades are critical components to success in this sort of campaign. H D 8d10+24. The characters must journey to the ruins and either defeat the necromancers before they can claim their prize. Sometimes a charismatic individual pulls together a coalition of gangs. AL NG. SQ -. Improved Trip. Cha 15. Both groups pose an equal threat to all gangs and therefore pose the best tool a would-be warlord could use to cement a large-scale alliance amongst the criminals. SV Fort +9. the PCs can struggle to make the best of their situation. While the necromancers may have the advantage in this situation. Improved Disarm. Both sides know fighting is bad for business. enduring power bases. Still. Wis 12. The Furys and Phardonites accept each other as competitors. The characters must deal with hungry lost souls and rampaging gang members before either establishing their own gang or joining up with an established one. Full Atk +11/+6 melee (ld8+5/~3. Gangs continually battle for turf. Power Attack. Con 16. Medium humanoid. Atk +11 melee (ld8+5/~3. Spd 20 ft. Str 14. Some Sea Furys feel conflict with the Phardonites is inevitable and whichever side strikes first has the advantage in the conflict. Intimidate +13. Weapon Specialization (warhammer) Possessions: + 1 breastplate. Weapon Focus (warhammer). Crp +lo. h p 63. s THE RACE The characters uncover evidence that a cabal of necromancers plans to journey to Hell’s Reach in order to claim a powerful. and could form the backbone of an entire campaign. warhammer). Will +3. . the one thing all gangs agree on is both the lost souls and the intruding sahuagin must die. Ironically. Skills and Feats: Craft (brewing) +12. and journey deep within the bowels of the city to find Yollgotha’sresting place and seal it off forever. SA -. touch 10. but these groups often collapse with the death of their leaders. lnit +.


evil. VELENA A lawful good demi-goddess and patron of paladins. Yollgotha is chaotic evil and delights in the degeneration and destruction of formerly respectable people. protection. and war domains. Velena grants her followers access to the law. destruction. . Her weapon of choice is the greataxe. pale-skinned woman of slender build. and patron of torturers and cannibals. Yollgotha is depicted as a tremendous. with a black “V” painted in its center. Long thought to be the civic deity of Alleton. His symbol is a skinless. pale white worm devouring all in its path and excretes them out as tortured. good. Velena appears as a raven-haired. skinless monstrosities. Velena’s symbol is a golden triangle painted flat side down. Y OLLG OTHA The demon lord of pain. chaos. the demon lord Yollgotha. and war domains. Phardon appears as a hulking. and he grants his clerics access to the evil. bearded brute wearing full plate armor and an eye patch. Phardon’sclerics often scar themselves in tribute to their lord. His face bears many scars from his mighty struggle to defeat and claim lordship over devils and other powerful creatures. His favored weapon is the whip.OF HELL’SREACH c PHARDON This grim deity is the lawful evil patron of tyrants and anyone who uses their strength to dominate and subjugate the weak. Phardon grants his clerics access to the law. bloody hand displayed palm outward and fingers spread. Velena’s followers in fact settled in the city to watch for signs of the return of Velena’s sworn enemy. and death domains. His favored weapon is the heavy mace. strength.

The mists part in the night. Like many borderland communities.BITTERWATERS r to six PCs of levels Through acnd mists and bitter warers rney marcn. The DM should allow I one or more of the characters speak to draconic as it will allow them to communicate easily with the lizardmen. Every step takes them firtherfrom their old lands.though taxes are low and few ask questions of the hardworking locals. Bitter Waters is a self-contained adventure (with possible ramifications in the future). before the humans came. but not before maiming the retreating dragon.. and after the attack. with whom they swore to peace and trade. The people of osell therefore contacted a nearby tribe of lizardfolk. The village’s light bathes them m afalse welcome. This is especially difficult in a marsh. The lizardfolk. the tuarnors scan the fogfor signs of the attacker. uipiomacy. Every step bnngs them closer to the lands of their ‘allaes. there to rest forever. either from poison or from dnnk. Osell and the lizardfolk community each grew strong and content. The great wamor died in combat. spears held high. but not a man raises a toast to the creatureswho died for it. so many had died on this march. to 3. but the humans would sufferfor such treachery. iney are qutet. The human guards are unsteady. was not entirely candid with the human settlement. and the town’s growth stymied (per their treaty). Every step bnngs one of them down to the befouled earth beneath the watev. it is recommended it be read carefully. The dragon’s lair was .. 20 years ago. however.’ who had abandoned them when the marsh turnedfoul. claiming the marsh and its inhabitants as his. . Though hardly a paradise. life is difficult and survival depends on nature’s bounty. Osell’s profits rose with the lizardfolk exotic goods. Because of the complexityof this adventure. the lizardfolk champion did combat with a great black dragon. they had so few left. so many had died from the first attack of the beast and from the aftermath. The town celebrates the end of the trade season. . Every step churns up more of the poisoned water as it seeps between their scales and below the skin. making notes where appropriate. the village of Osell maintains a precarious existence . silent as they exit the marshlands. which adapts readily to fit into any campaign. wiiuerness anu nealing skills all serve the characters well in this scenario.

the creature secreted the acid through its body. all were dead without explanation. The men recently returned from selling their wares in town and a healthy supply of ale and cider was available for all. This new dragon belched acid . tainting the marsh with its presence.they were wrong. the lizardfolk struck a pact. He drew upon his magic and created a new beast. the Drackinn’s attack was formidable and devastating. the prices on martial goods such as weapons and armor could be as little as half (in a good community) or as much as three times (in an evil community). the news floods to nearby cities. The only survivor was a drunken tradesman who watched the whole assault. he fled to the Banik. The town of Banik was shocked with the news . Desperate for aid. Without this advantage. the lizardfolk called upon the people of Osell.The Drackinn was born. from his dragonblood. On all accounts. Though clumsier and less intelligent than a true dragon. read the following aloud: never found and fear gripped the lizardfolk that someday he would return. When the PCs enters Banik (or any nearby city or town). v Though only one man witnesses the lizardfolk sacking of Osell. Afael could not reap vengeance without exposing himself to greater harm. a lizardfolk war party descended upon the village. The black dragon. Now.not enough to kill outright. Worse still. Baniks mayor offered a reward for anyone who found the cause for the slaughter and brought those responsible to justice. but in time. Once the humans arrived. Few townspeople were sober and the headman refused the lizardfolk request. unable to fly.less than a day before. Osell’s merchants had been alive and rich.BITTERW ‘ATERS The following night. Depending on the prevailing alignment. certain the humans would aid them if the dragon returned to claim his land. where he recounted his tale. he waited. deep in celebration. Lizardfolk ambassadors met with the leader of the Osell council. Terrified. any who fell victim to it eventually died. Afael. So. remained crippled. Asking anyone what is going on provokes the same reaction: .

OSELL Take as much time as necessary to get the PCs to Osell (it should be just a day to the east on foot. Western Guard Towers Both towers have five lizardfolk apiece in them. The man-at-arms is willing to pay the Pcs SO gp in advance. they find Osell quiet. the lizardfolk wait for the PCs to come to them. If the PCs take the work.BITTERWATERS If the PCs take the hint. Ssa’all’iss has told both units to watch for outsiders. . When the PCs arrive. move to Briefing below. Unless a lizardfolk dies. SPEAKING W I T H MAYOR GEVELL If the PCs express a desire to meet with Mayor Geveu. move directly to “Briefing”below. The hardfolk assume the PCs to be the precursor to an invasion force should they enter through the wall. he gives it. but he does not trust the PCs or their skill. If the PCs take this route. Unless the PCs attempts to enter by the southwest wall. But he is more concerned that if the PCs fall. If approached. the city guards happily escort them. If they ask for it. with a few small encounters along the way). has fallen. Read or paraphrase the following aloud: 1. move on to Speaking with Mayor Gevell. rather than slay anyone outright. they respond in Draconic the chieftain. wishes to speak to them. within a day the townsmen have posted signs asking for a scout team to Osell. If not. but does not advertise the fact. the lizardfolk will attack Baink next. The West Gate 2. and welcome any overture of peace. BRIEFING The PCs arrives at the gates to the mayor’s home the following day. The hardfolk are M y aware of how the outside world views their actions. Ssa’all’iss(room #11). Only one speaks common and he only speaks if none of the PCs understand Draconic. the bulk of the tribe’s remaining force. overloolung the marsh. these warriors use their lassos to subdue opponents. and lizardfolk warriors scout the perimeter. offering 100 gp per person who signs up. but with definite signs of invasion -the southwest wall. but not to make a move unless the newcomers threaten either them or their charges at location #6.

The save DC is Constitution-based. they are weak and can only answer in a feebly nod or shake of the head. touch 10. Multiattack.2 claws) and +O melee (ld4. Con 13. Skill and Feats: Balance +4. javelin). lizardfolk have a +4 racial bonus on Jump. bite). lnit +O. Behind this latter building is a large bonfire.claw) or +2 melee (ld6+1. 6. Wis and +O melee (ld4. two-dozen barely hang on to life. or +1 ranged (ld6+1. respect such an act and the beetles themselves make decent transport for a single rider. Medium humanoid (reptilian). in this case. Full Atk +2 melee (ld4+1.. If the PCs help the lizardfolk fight off the bombardiers. five lizardfolk from location # I 2 investigate and attempt to lasso both groups. SQ Hold breath. AL N: SV Fort+l. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. or +2 melee (ld6+1. bite). Base Atk +l. Spd 30 ft. Swim. Anyone studying the burns may make a Craft (alchemy) skill check (DC 15) to notice this is a chemical burn -a sign of explosives. and Balance checks. bite).claw) or +2 melee (ld6+1.. Cha 10. Atk +2 melee (ld4+1. Will +O. Str 13. Lizardfolk Camp Here the lizardfolk have built their camp. club) and +O melee (ld4. h p 13 each. Cha 10. AL N: SV Fort +1. Con 14. javelin). Jump +5. lnit + O Spd 30 ft. . Ref+3. Dex 10. such as a body falling sharply from combat. Medium vermin. Skill and Feats: Balance +4. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. Ssa’all’iss(the chieftain) was the apprentice to the previous druid. or who falls into its sinkhole. and they take two full rounds to fight free of its embrace. who died in the Drackinn’s or +1 ranged (1 d6+1. J u m p +5. Burnt logs float in the muck and within the town itself the swamp slowly reclaims the town. a hidden sinkhole triggers. bombardier beetles live beneath the soil and disturbing it awakens two other sleeping beetles. they aid the PCs out of the sinkhole. But. All involved PCs must Swim (DC 19) to safety or risk sinking in five rounds. Base Atk +1. thin building was a storehouse until it caught fire. SQ Darkvision 60 ft. Crp +2. fireworks.they blame the humans for the destruction of the tribe. Int-. losing one temporary point each in Strength. Dexterity. UnlAe the ones at location #2. Fortunately. touch 10.H D 2d8+2 hp 11. Wis 10. Will +O. lizardfolk have a +4 racial bonus on Jump. or +2 melee (ld6+1. Ref +0. these warriors are rather bloodthirsty . SA -. Those within the cone must succeed on a DC 13 Fortitude Multiattack. the bog still mires them. &Giant Bombardier Beetle: CR 2. Int 9. The medics’ eyes offer neither conversation nor hope. These beetles attack anything other than each other. Dex 10. lnit +O. Crp +2. must make a Fort save (DC 15) or fall prey to the poison of the Drackinn. Will + O Str 13. None of these lizardfolk speak Common. javelin). or +1 ranged (1d6+1. Str 13. lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. bite).. Full Atk +2 melee (ld4+1. Worse still. save for the remains of a foreign merchant. Int 9. club) or +1 ranged (ld6+1. Cha 9. He lacks the power to heal more than one or two of his people a day and so the death toll rises. touch 10. 5. One is long and thin. SQ Hold breath. The lizardfolk. the creature can release a 10-ft. Wis 10. 2 claws) and +O melee (ld4. Swim. Skills and Feats: Acid Spray (Ex): When attacked or disturbed. Lizardfolk: CR 1 . AC 16. Hold Breath: A save or take ld4+2 points of acid damage. Atk +2 melee (ld4+1. SV Fort +5. vermin traits. Swim +2. cone of acidic vapor once per round. Now its southwest corner is blackened and few fish remain of what is likely the work of hungry lizardfolk. flat-footed 16. 4. and the other is all but destroyed.. They are immune to the poison of the Drackinn. If the PCs have access to the appropriate magic or skills. and Constitution. Dex 10. Hiding in the ruins of location #13 and amid the muck and water are five lizardfolk. Atk +2 melee (1 d4+1. Just north of the charred. bite). SA Acid spray. Full Atk +2 melee (ld4+1. Guest House The guesthouse is empty. This second group arrives in two rounds.BITTERWATERS Lizardfolk CR 1. allow PCs to tame or control the beetles. Con 13. If the PCs make any loud noise. Traveling papers identify the corpse as Jesmund Jenkins. Crp +2. The vermin of the swamp swarm their bodies before some of the stronger ones drag the corpses behind the hut to the east. AL N. flat-footed 15 or 17. at which time they begin drowning. If any great weight is placed solidly upon the ground here. AC 15 or 17. 3. Medium humanoid (reptilian). Base Atk +1.H D 2d8+2 h p 1 1. Swim +2. and Balance checks. his brother was the sole survivor. Anyone who sets foot in the marsh. Spd 30 ft. These lizardfolk are the sickest of the lot. however. SA-. AC 15 or 17. The Southwest Entrance Here the town’s remains tilt absurdly into the marsh. H D 2d8+4. Skill: Because of their tails. javelin). Ref+3. and many cough sickly or already dead. even the bloodthirsty ones. bite). Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Repeated exposures have cumulative effects. In jarring contrast to the words of the townspeople. Storehouse This long. even if spoken to in Draconic. broken wall are two buildings in similar conditions. these creatures are lethargic. flat-footed 1 5 or 17. Skill: Because oftheir tails.

Dex 16. mechanical. Bluff +4. Jenis can use the Disable Device skill t o disarm magic traps. or turn them upon the Drackinn. Peering within the windows. . & Fireworks Trap: CR 3. PCs may make a Disable Device check (DC 20) to create such weapons once Jenis has showed them. and bypass it (with her party) without disarming it. and a burst radius of 5 ft. they find 300 gp in random coins and minor jewelry. location trigger. Str 10. however. Medium humanoid. Search +4. shortspear. Spd 30ft. It reads: Jenis refuses to answer any questions about her past (she is ashamed of her thievery). Escape Artist +2. nor does she engage in idle chatter: killed everyone! Either get m e out. dagger) or +1 ranged (1d4/19-20. touch 13. Ref +3. Finding a magic trap has a DC of 25 + the level o f the spell used to create it. If necessary she befriends the right people to get to Ssa’all’iss.. Grp +O. Swim +4. and quite cautious about displaying her skills (her father beat her the last time she plied her thieving trade). the house emits a terrible stench. While she knows the location of each and every firework trap. If the PCs search only the building (not the bodies). They do ld4 damage a round. the fireworks are ruined. dagger). h p 6. Open Lock +2. Base Atk +O. readying the fireworks for use as more controlled weapons. or bugger off!” If asked about either the town or the lizardfolk. Will +O. SQ Trapfinding. Skills and Feats: Balance +4. Ajenis. Spot +2. dagger. Move Silently +2. flat-footed 10. manual reset. l d 4 damage per round for l d l O rounds (DC 1 7 Reflex save half damage). Jenis has not yet contracted the poison. Fishermens’ Huts In contrast to the rest of the village. She instantly trusts any PCs. rather than the simple huts of the villagers. Possessions: Padded armor vest. even inhabitable. The lizardfolk discovered the traps and hence do not enter here. Depending on the circumstance. Disable Device (DC 10) One trip causes all of the traps in this area to go off. Why didn’tthe lizardfolk attack here? Jenis disarms each of the traps. Full Atk +O melee (ld6. figure out how it works. leveling the buildings. Run. Wis 11. Cha 12. If the fireworks come into contact with water. She has silently witnessed the lizardfolk invasion. Trapfinding: Jenis can use the Search skill t o locate traps when the task has a Difficulty Class higher than 20. Atk +O melee (ld6. spear) or +1 ranged (1d4/19-20. Search (DC 15). even if bursting. Like the bonfire. dagger). SV Fort +0. Alertness. or she would have already done this). Read or paraphrase the following aloud if the PCs successfully disarm or navigate around three traps: 8. she has no qualms about dying here. this house is a true house. DC 18 to choke down the nausea). Jenis never forgives the lizardfolk for what they have done here. These are grenade-like weapons with a throwing range of 20 ft.BITTER WATERS 7. Jenis. Listen +3. Con 10. however. you can see why -the bodies of most of the villagers are within. These huts are home to the single surviving villager. A magic trap generally has a DC o f 25 + the level o f the spell used t o create it. Disable Device +4. and is looking for her chance for revenge. SA Sneak attack +ld6. to all targets in the radius. Climb +3. Human Rog 1: CR 1. help m e destroy them. have them make Search checks (DC 20). she responds: If the PCs search the bodies (Will save. lnit +l. she either uses them to destroy the rest of the camp (Jenis is unaware the lizardfolk are dying. AC 13. Hide +2. Village Headsman’s House North of the bonfire. H D ld6. for Idlo rounds. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. AL CG. Jenis is only thirteen. but is also fully aware she is outnumbered and has little chance of surviving on her own. Jenis intends to kill Ssa’all’iss as soon as she can. Though not truly evil. the huts remain sturdy. Int 13. fireworks. Success means a note is found in the headsman’s desk.

The lizardfolk do not allow the PCs to leave until after a fight is over. If the PCs inquire about the fight. SQ Fast movement. Dex 11. Medium humanoid (reptilian). they shout and throw pebbles at the PC -this is their traditional ritual combat. Cha 10.) A fit of rage lasts for 6 rounds. H D 3d12+3 (28 hp). The PCs may notice her movements by using the appropriate skill (Spot or Listen) against her Hide or Move Silently checks. Multiattack. Ssithiss may prematurely end his rage. javelin). Skill and Feats: Concentration +1. AC 1 5 or 17. they are dragged into the fight with the Drackinn. If peppered by debris. Atk +5 melee (ld4+2. Swim +2. club) or +3 ranged (ld6+2. Ssa’all’issresponds: risks drowning. hold breath. the PCs may freely use any abilities they have which does not directly damage either participant. However. Will +O. AL N: SV Fort +4. Shop Jenis is still with the PCs and attempts to kill Ssa’all’iss while the fight is going on. If the PCs attacked the lizardfolk. SA Rage l/day. At the end of the rage. four javelins. she runs a blade into Ssa’all’iss the first round. and Balance checks. as she does not wish to incur the PCs’ wrath. He prefers subdual damage against the PCs. The increase in Constitution increases Ssithiss’s hit points by 6. dealing maximum critical damage and sneak attack damage (14 points). If the PCs agreed to Ssa’all’iss’ request. and the PCs are welcome to treat Ssithiss likewise. Trap Sense (Ex): Ssithiss gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.claw) or +5 melee (ld6+2. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. Rage (Ex): Ssithiss can fly into a rage once per day. 10. It is used as the last stand against the outsiders if necessary. Full Atk +5 melee (ld4+2. When the fight begins. The Pcs are in a tough bind now and the adventure opens to many possibilities if the PCs do not save the tribe chieftain. he still loses his Dexterity bonus to AC if immobilized. (These extra hit points are not lost first the way temporary hit points are. if the PCs merely accept Ssithiss’challenge. Int 9. Ssithiss strikes to subdue (inflicting nonlethal damage) unless his opponent seems to be trying to call him.BITTERWATERS 9. Str 15.. Grp +5. trap sense +1. and a +2 morale bonus on Will saves. Ref +1. Ssithiss does not use his Rage ability unless his opponent refuses his surrender. Skill: Because of their tails. If they fail to stop Jenis. Base Atk +3. Assithiss the Grey.javelin).club) or +3 ranged (ld6+2. Wis 9. Con 13. Lizardfolk Brb 3: CR 3. Dueling Grounds Ssithiss and his remaining warriors seal this gate from within. or if the lizardfolk captured them. flat-footed 15 or 17. the combatant must make a Concentration check (DC 10) or suffer a -3 penalty to hit until the end of the round (Ssithiss receives a +2 circumstance bonus to this check from his long experience with this ritual). uncanny dodge. The coinbox remains untouched (15 sp). Possessions: Heave Wooden Shield. as Jenis runs for safety but is quickly cut down by a lizardfolk warrior. he joins them in the assault on the Drackinn. though only a dozen shortswords and halfspears are directly useful to adventurers. Other contents include fishing nets and several long poles. In a rage. Ssa’all’isshas only twelve and the PCs have two rounds to save his life. this serves as an arena to test the PCs in combat. a +4 bonus to Constitution. Balance +4.but these hit points go away at the end of the rage when his Constitution score drops back to normal. can’t charge or r u n ) for the duration of the current encounter. Jump +5. Ssithiss temporarily gains a +4 bonus to Strength. No true warrior should fall to such a simple distraction. but he takes a -2 penalty to Armor Class. touch 10. Regardless of the battle’s outcome. Uncanny Dodge (Ex): Ssithiss retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. or unless he faces the Drackinn. lizardfolk have a +4 racial bonus on Jump. lnit + O Spd 40 ft. Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it The shop’s contents remain intact. claw) or +5 melee (ld6+2. Ssithiss explains the . and use every resource they can to bear against the dragon. -2 penalty to Dexterity. Simply making eye contact may get her to back down (Intimidation check). Debris thrown at either combatant risks distracting the warrior. Ssithiss accepts surrender. Ssithiss loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength. In addition. just as he surrenders he is reduced to below half his hit points. Swim. the lizardfolk know attackers are on the way. club.

but if she is present. Full Atk +4 melee ( l d 4 plus disease. Knowledge (nature). scent. javelin). Share Spells (Ex): At the druid’s option. climb 20 ft. Ssa’all’issmakes every attempt to let Jenis live. At this point. AC 16. While he has so far escaped the poison choking his kind. wild empathy. Wis 15. Move Silently +4. Will +3. Disease (Ex): Filth fever-bite. lnit +O. it stops affecting Skrvus if he moves farther than 5 ft. If the PCs agree. SA Spells. javelin). Atk +3 melee (ld4+1. aSkrvus. Grp +3. If the PC asks about the attack on Osell. flat-footed 15 or 17.. Listen +4. Ssa’all’isssends them to recruit Ssithiss.catching him flat footed and dealing ld4 + ld6 damage. trackless step. Con 13. touch 10. Skrvus must be within 5 ft. Ssa’all’iss As the PCs approaches this tower. Spot +4. bite). or push it as a move action. Ssa’all’issdifferentiates between Jenis and the PCs if they restrained her. Multiattack. club) or +2 ranged (1d6+1. o f him at the time o f casting to receive the benefit. flat-footed 13. SV Fort +3. or +2 ranged (ld6+1. club) and +O melee (ld4. Dodge.he was more than willing to turn on osell after they rebuked his request. Link (Ex): The druid can handle Skrvus as a free action. distant overtone. and Ssa’all’iss closes off ties to the humans after the Drackinn dies. who still views Ssa’all’issas unworthy to lead. away and will not affect the animal again.BITTERWATERS Drackinn in the most rudimentary way. bite). Ssithiss refuses to accompany the Pcs against the Drackinn. share spells. otherwise. hold breath. Str 13. Ssa’all’issgreets them hurriedly. Wis 12. Will +5. he may have any spell (but not any spelllike ability) he casts upon himself also affect Skrvus. but he does not acknowledge it . Ssa’all’iss does not recognize Jenis. Survival +8. If the PCs do not restrain her. Base Atk + O Crp -4. lnit +3. she has her own take on the events: snake! You attacked us in the night. his future comments take on a cool. and Ssa’all’issresponds to her accusation: 11. Handle Animal +6. Diplomacy +6. touch 15. Str 11. Con 12. Small animal. claw) or +3 melee (1d6+1. A successfulSense Motive check (DC 20) reveals Ssa’all’iss is lying. Jump +5. Hide +8. nature sense. Ssa’all’issresponds: A Ssa’all’iss. Swim +11. damage l d 3 Dex and l d 3 Con. even if it returns t o the druid before the duration expires. Spd 40ft. Full Atk +3 melee (1 d4+1. Medium humanoid (reptilian). H D 3d8+3 (17 hp). Jenis reaches for her dagger. Dire Rat: CR 2. Despite this. Cha 4. All he knows is the Drackinn is an enemy sent by a black dragon. Int 1. The save DC i s Constitution-based. Animal Companion (Ex): Ssa’all’iss has a dire rat companion named Skrvus. If the spell or effect has a duration other than instantaneous. bite). H D 3d8+3 (20hp). incubation period l d 3 days. Dex 18. Swim +2. If the PCs make no attempt to restrain her. Lizardfolk Dru3: CR 3. bite).. Atk +4 melee (1d4 plus disease. Dex 10. Base Atk +2. Once subdued or restrained. Fortitude DC 11. Alertness. Ref +5. low-light vision. she attacks Ssa’all’iss. R e f + l . AC 15 or 17. Spd 30ft. Jenis calms down. AL N. link. Skills and Feats: Climb +11. Skill and Feats: Balance +4. his fights have left him barely aware of the outside world. and cut our people down without shame! We did nothing to you! Nothing!” . however. or +3 melee (ld6+1. he takes no damage if it makes a successful saving throw. 2 claws) and +1 melee (ld4. Int 10. AL N: SV Fort +3.. SQ Evasion. SA Disease. Cha 10. SQ Animal companion. Weapon Finesse6 Evasion (Ex): If Skrvus is subjected t o an attack that normally allows a Reflex saving throw for half damage. woodland stride.

After four hours of game travel. 13. 12. The druid rolls l d 2 0 +3 t o determine the wild empathy check result. Dire rats have a +8 racial bonus on Climb checks and can always choose t o take 10 on Climb checks. and overgrown areas that have been magically manipulated t o impede motion still affect him. he immediately Rages. They join the Pcs against the Drackinn. save DC 12 + spell level): &flare. Every hour spent trudging through the marsh. Skill: Because o f their tails. and stands three m e n 15. make another saving throw to resist the poisons. Two lizardfolk warriors guard Ssa’all’iss. Combatants in boats must make a Reflex save (DC 16)each round in the boat or fall into the water. Skills and Feats: Dire rats have a +8 racial bonus on Swim checks. On a I. they can avoid the poisons of the marsh up to the final battle. Remember. Roll I d l o every round a there is an open flame. Bonfire Read or paraphrase the following aloud as the bonfire enters or 13): view (after the PCs pass any of locations 8. and PCs may not run or sprint in the marsh. Woodland Stride (Ex): Ssa’all’iss may move through any sort o f undergrowth (such as natural thorns. However. Southern Tower This tower contains five more lizardfolk warriors. Ruined Building If the PCs entered from the western gate. Trackless Step (Ex): Ssa’all’iss leaves n o trail in natural surroundings and cannot be tracked. They do not attack. mending. A successful Reflex save (DC 12) reduces the damage by half.Keep track of their hit points for the final battle. light.BITTERWATERS Additionally. Possessions: Walking stick. He is the marsh‘s only hope for survival. and he knows it. obscuring mist. thorns. Characters with open wounds make the saves with a -5 circumstance penalty. radius. flame blade. but glower at the PCs as they pass. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. 1st-entangle. Druid Spells Prepared (4/3/2. the fire ignites the swamp gas dealing ld6 points of damage in a 5 ft. 2nd-barkskin. even i f rushed or threatened. Wild Empathy (Ex): Ssa’all’iss can improve the attitude o f an animal. This ability functions just like a Diplomacy check made t o improve the attitude o f a person. If Ssithiss is with the PCs. overgrown areas. the militant lizardfolk are waiting here. briars.10. Hold Breath: A lizardfolk can hold its breath for a number o f rounds equal t o four times its Constitution score before it risks drowning. he only engages in combat if cornered. read or paraphrase the following aloud: While Ssa’all’iss may join the PCs. longstrider. only certain magical fires burn. 14. and Balance checks. Characters near open flames risk igniting pockets of swamp gas. the druid may cast a spell with a target o f “You” on Skrvus (as a touch range spell) instead o f on himself. The Drackinn fights until slain. resistance. He may choose t o leave a trail if so desired.while the rest attack in earnest. The Marsh and the Drackinn See location #5 for information on the dangers of traveling through the marsh. risking poison. . lizardfolk have a +4 racial bonus on Jump. Docks If the PCS use the poles from location #9 to steer the boats. The druid and Skrvus can share spells even i f the spells normally d o not affect creatures o f the companion’s type (animal). 16. t h e bodies of the lizardfolk’s fallen. Swim.9. and similar terrain) at his normal speed and without taking damage or suffering any other impairment. briars. Dire rats use their Dexterity modifier for Climb and Swim checks. and defend the PCs from their fellows at location 5. Nature Sense (Ex): Ssa’all’iss gains a +2 bonus on Knowledge (nature) and Survival checks. PC movement is limited to half base movement on foot.


where they have a chance to help her (and maybe even themselves) join a rogue and information guild (see the adventure “The Gauntlet”). flying (clumsy). flat-footed 15. the lizardfolk are at the mercy of the PCs. The dragon is perfectly willing to rule a poisoned stretch of swamp. this marsh cannot heal and Ssithiss takes charge. Dexterity. Full Atk +4 melee (ld8. If Ssa’all’iss dies. touch 11. 50 ft. Unless the whole of the adventure was a disaster. If Ssithiss or Jenis fall prey to these tricks. AC 16. . An agent of a blackguard named Intrepus comes to announce to the lizardfolk they will soon have a new master. Afael. bite). Word is humanoids are being recruited into an army under this tyrant (see the adventure “Tomb of the Overseers”). Crp +4. 60 ft. Int 10. Ssithiss. and the tribe dies within the month without outside aid. lnit +1. immunities. Dex 12. Move Silently +6. low-light vision. bite). 20 ft.hp 34. swimming. The lizardfolk remain poisoned. Cha 10 Skills: Hide +6. Immunities (Ex): Drackinns are immune to sleep and paralysis effects. in length. H D 4d12 + 8. If both Ssa’all’issand Ssithiss die.. 2 claws). however (Ssa’all’iss and Ssithiss die. She asks the PCs to escort her there. SQ Darkvision 60 ft. Base Atk +4. AL CE SV Fort +6. Con 14. Atk Bite +4 melee (ld8. they eventually become Chaotic Neutral and than Chaotic Evil. DC 15 to avoid) must make a Fort save (DC 15) or lose one temporary point each from Strength. He has watched the whole occurrence from afar.BITTERWATERS aDrackkin: CR 3. indeed. she leaves Osell to the lizardfolk for now. but still wants subjects to bow to his despotic ways. Multiattack. He considers the entirety of the conflict to be in his best interests: driving a wedge between the lizardfolk and the nearby human communities. drumming up support for a battle against Ssa’all’iss. and the swamp remains poisoned). or magic to contact these new servants.. or any PC member who has shown an especially treacherous streak over the course of the adventure. Breath Weapon (Su): Drackinns spit a stream o f venom. Will +4. and revealing the strategies of all who could conceivably oppose his return. the same fell creatures who guarded him in his sleep). She visits neighboring communities. Ref +5. Afael does not return just yet. is at least briefly inconvenienced. FURTHER ADVENTURES Jenis wants to escape this provincial life and go to the big city. and Afael -a poor state. He uses messengers (other lieutenants. and Constitution.Wis 10. c If Jenis survives. and twists the ambitions of Jenis. Multiple strikes are cumulative. The lizardfolk choose to remain in Osell until the marsh heals itself. Jenis. Str 10. Ssithiss. He ultimately desires the conquest of this and the neighboring regions. Medium dragon (aquatic). regardless of the outcome. Those caught in this line (Ref save. Dodge. for his part. SA Breath weapon. +2 melee (ld6. offering power and revenge in exchange for loyalty. Spd 30ft. and may eventually offer aid to Jenis. or the PCs toward this end. destroying the more powerful members of the tribe. although he is a poor leader.

The nature of the adventure’s end also provides the DM an opportunity to create plot threads for future adventures. Why is there fear running in city’s slums? What does it have anything to do with the missing vagvants who disappeared so many years ago? Is there really a gwat threat. and a demoralized poor class. and with him traveled a small cadre of dragon thralls he created to serve his every whim. While such actions may be beyond humanoid understandings. for who could challenge a dragon in any of these areas save another dragon? . if asked. All the while the Mayor and his people retort. social and stealth-related skills may all prove useful in this adventure. beggars and lone-traveling poor folks from unsavory portions of the city were abducted to sate the dragon’s appetite. Tewor gnps the lower class as more of their number are reported disappeared in the night. largely unaffected.IN COLD BLOOD Levels by Chri The ravings of a mad prophet claim a great evil to Ethinok and this time. Azuspear wages a covert war of treasure gathering and power mongering against a green dragon named P‘kinestra. Even those who vanquished evil in the past will be unable to stop it. Azuspear hoped to use the thralls to build his power base in Ethinok. The adventure easily fits into any existing campaign or even a current adventure the pcs are on. “theEvil in Ethinoh was banished long ago.After all to them it represents the ultimate opponent. He could then move on. or is there a simpler answer? 1 1 gned for four to six PCs of levels to 8. Several weeks ago. his life-long rival. The guards and merchants. “Thereis nothing wrong here. this ts nothing but vagrants and charlatans begging for attention.” The Church of Salvation is of another opinion. the power struggles adapted by dragonkind are part test. It also works as a stand-alone adventure. a blue dragon named Azuspear took up refuge in Ethinok. there will be no salvation. but Azuspear believes if he can gain a foothold in Ethinok.”come the stern replies ofthe city guard. The two dragons sniped at one another for years. he can decisively end the conflict. Azuspear hopes to find candidates among these ‘meals’ whomever might be suitable to become his next thralls. leaving his thralls behind to orchestrate his machinations. rivalry and superiority. apathy. Investigative. but their words are squelched in a city griped with tension. In order to feed his plans. go about their days tgnonng the “stones” of an unseen menace.

The plot involves some elements requiring further development for campaign play. the sheer numbers are disturbing. the actions open to the PCs could lead to numerous dead ends or sidetracks. GETTING STARTED While the PCs are in the city. and hushed stories of missing beggars.”Also. P’kinestra’s agents discovered the presence of the blue dragon Azuspear. As the adventure takes place in a city with nearly unlimited opportunity. under the guise of a benevolent temple in one of the city’s poorer districts (the “Church of Salvation”). they may find out there is more than just a dark prophecy or a gang of vagrants. They might even come to the conclusion those they think are allies are really enemies. Slofen.the ramifications for the city and its outlook on the PCs are obvious. This with some of the unexplained sightings add an element of mystery. It is the duty of the DM to keep the PCs on their toes and make them question everything. The pcs must discover who is behind the people disappearing from the city streets and put an end to it. Pkinestra’s primary agent. make sure they know a little about the incident before they enter the city. An alternative involves eliminating both dragons (after all.” Unless the Pcs are slow or pitiless. spotted the PCs. which could take 2 or 3 sessions (or more). and begin their usual routine without initial hints of evil sets them up perfectly. Ultimately. While this sort of rumor is not unusual. or one day a town crier yells out: “a new record evening of disappearances. depending on the complexity of their planning. ifthe PCs have been hearing rumors for months about the “cult. gossip. The PCs may indeed end Azuspear’s activities. and now looks for an opportunity to shut him down before he roots himself too deeply into the city’s infrastructure. the adventure becomes a protracted encounter with two very powerful foes. If the PCs get involved because of Farangen’s missing daughter (see the Bardic Lore sidebar). . Unbeknownst to Azuspear and his minions. Pkinestra the Green maintains a power base in the city as well. they are both evil). They are lulled into a false sense of security before the tension builds with rumors. If this is part of a greater campaign. Be aware there is no definitive ending to this’s the DMs job to throw the PCs a bone.IN COLD BLOOD ENDING THE ADVENTURE This adventure is specifically designed to take multiple sessions of play to complete. considering them the perfect talent to use in this ancient and private war. and lead them astray. stay a night. As they investigate. He intends to use the PCs against his rival rather than sacrifice his own resources. or a business with the local clientele whispering discretely about it when they think no one is listening. they should be nervous and suspicious all at once. You can pique the curiosity of the PCs with a few tricks. This works especially well. allowing the PC to enter Ethinok. Develop a few NPCs for the PCs to visit. In this case the PCs are forced to work against two powerful foes. When the adventure doesn’t have the answer. make it up. In such an instance. how the adventure ends is decided by the PCs’ actions and observations. at the same time letting P’kinestra’s followers remain. they eventually hear rumors and rumblings about second-class citizens disappearing from the city’s poorest districts. while avoiding detection of his own activities by the PCs.

Draw out the encounter as long as you like. describing the kidnappers as elves with blue skin and yellow eyes.” He knows no real facts of the city’s previous bout with evil. and he informs the PCs the “mad prophet” is not far off: . He eagerly speaks with any PCs who engage him. except there were many disappearances several years ago. with “fire dancing upon their hands.IN COLD BLOOD PROPHFT Walking down a crowded. the PCs hear the voice of a madman on the wind bringing grave news. He claims they are magical. but when the PCs look like they’ve had enough (or if they ignore the prophet). to protect the innocent from further harm. The prophet speaks in a crazed. a stranger steps in. cobblestone street. head priest from the Church of Salvation. This is Slofen. a human with shoulderlength blonde hair and piercing eyes wearing the robes of a priest. The Church of Salvation eventually stopped the evil and set up in town. elusive manner but he carries relevant information (having witnessed one of the kidnappings with his own eyes).

the Church of Salvation will compensate you reasonably. “What about the merchant’sdaughter!” “Oulween was her name. all of which generate enormous profits for P’kinestra and his minions. with Slofen. A party o f brave heroes stamped them out.IN COLD BLOOD 5 The Church of Salvation is a small temple located in the poor district. Slofen himself would have the church look into the matter. Slofen is interested in the PCs and would like it if they’d investigate this new round of disappearances. He behaves as normal as possible. after all. but she was never found. treat Slofan as a concerned. If the investigation goes on too long. bringing this thread to an end earlier then intended. To outsiders. She brought in the last amount of cash to fund the temple and get the criminal operations off the ground.” The Truth: slofen can afford to pay very little actually .” . but does whatever he needs to shorten the PCs’visit-he has things to attend to. “Iwish there were more. he mentions that he derives his powers from many good gods. llke the adventurers who helped “stamp out” the evil. the church of salvation isn’t well known to many. public life without drawing suspicion. he comes clean. A number of criminal activities take place behind the church walls. the church offers hope to the downtrodden and destitute. Slofan can answer trivial questions about the order. slofen happily answer the PCs’ questions: “what is the story behind the disappearancesa few years ago?” a n evil cult who worshipped a reptile demon. and works in the church. If pressed to reveal how much he can offer.” Whether or not the PCs are familiar with the Church depends on the depth of the campaign and their familiarity with the city. Have PCs make a knowledge (Religion)check (DC 20) to remember the church‘s aims. It brought attention to the matter. but does not hint at too much else. If asked which deity he follows. or P’kinestra’s enthralled servants in certain cases. . . The Truth: P’kinestra took up residence in the city. If PCs suspect his intentions. but it is all we have. still. To prevent unnecessary tipping off of this organizations true intent. Secretly the church is a perfect front for P’kinestra. but claims he lacks the resources to effectively do so. they may employ magic to discern his alignment. slofen is a thrall of P’kinestra. average acolyte trying his best to help the poor.500 gp in gems and jewels donated over the years. 1 believe. with all its members being evil servants of the green dragon. This allows him to carry on a presentable. den. He also wants a report of any findings. The disappearances were actually food for the dragon. but hides his dragon aspects (scaled hands and torso) under his clothes. “What’sin it for us?” THE JOB Slofen wants the PCS to investigate the disappearances and stamp out any evil.” The Truth: Oulween is actually a thrall in service to P’kinestra. he wants regular reports.

They blow off comments about their skin.IN COLD BLOOD MASTER FARNAGEN It is not difficult to find the Farnagen merchant house. dwarves. folk enjoy the company best if they are left alone. his son (Braf) disappears. half-orcs. The dwarf is intoxicated.000 gp to you if she is returned safely to me. Any PC near the curtain separating the bar from the kitchen catches sight of the cook (Spot check. Most of the patrons enjoy it. Upon gaining entrance. The servers and bartender avoid questions unrelated with drinking and eating. STAKEOUT MOUTH OF THE DRAGON The Green Stag Tavern lies in the seediest section of the city slums. the PCs learn little. a tint not surprisingly similar to the other elf’s. DC 20) note one of the elves serving ale has a slight bluish tinge to his skin. and not just among the poor. alive with music and boisterous voices. Slofen expresses sadness over their deaths. and most of them are too drunk to carry on any sort of conversation. The tavern is a popular hang out for many different races here elves. Master Farnagen answers any questions he can about his daughter’s disappearance. Slofen urges the party not to give up on their quest. He’s distraught over his daughter. In the middle of the night. Roleplay the situation and show the PCs how desperate and tired Famagen is. “it’sthe lighting in here. Most other requests are met with silence. Sitting around and talking with the patrons. Only one drink is available at the tavern: a house ale named Dragon’s Blood. The tavern has a detailed menu. he relates the following story. but tastes llke a robust red ale. despite not being able to find anything solid yet. News of Braf‘s disappearance spreads quickly after a vagrant finds his sword and cloak in an alley. Several minor fights erupt while the PCs are there. DC 25). but most of the food is light and none of it goes well with the house ale. he pleads with them to find his son as well. It has a strong kick. One might be so bold as to suggest. he has fine blue scales on his cheeks. He did not want it to happen. The attackers flee at the first sight of the Pcs. read or paraphrase the following: Note: The ale has an addiction spell (see New MagicAppendix A) cast upon it by Janjere. but he knows little. . If the PCs pay another visit to Farnagen. nearing unconsciousness. Braf was no beggar and rumors soon turn to hysteria. Observant PCs (Spot check.‘ MISSING SON About a day after the PCs meet with Farnagen. and the building does not match their usual presence. doubling his offer. not far from the Green Stag tavern. Loliir. If the PCs comb the streets or stake out various slums. The servers are all elves. disappearing into an alley way or into the shadows (and drinking a potion of invisibility the moment they are out of sight). they see a dwarf struggling against three humanoid attackers. so his business suffers. It is a rowdy place. Arriving on the scene. He suggests the PCs hang out among the alleys and roads of the poor section of the city. now. not much to get involved in. If the PCs ask about the adventurers involved in the destruction of the lizard cult. tells them to come back another time. should a PC bring it up. Farnagen’s assistant. nor did he not want to mention it to the PCs for fear they would turn their backs on him. The PCs may ask to see Master Farnagen by mentioning his daughter or hinting they are putting an end to the current disappearances. criminal activity finds them quickly enough. they hear a scream followed by the familiar sounds of combat. Farnagen is easily willing to pay for his daughter’s return: ‘1. want another drink? BACK TO CHURCH The PCs may at some point reach a dead-end or need to report to Slofen. w i t h enough cajoling and a few slaps. a multi-story building that has seen better days. however Farnagen is not taking any visitors. humans and even the occasional centaur from the surrounding plains is welcome. the wizard who lives here.

low-light vision. it leads back to the Green Stag. Skills and Feats: Climb +5. it is empty except for table and chairs and the fire in the hearth is a mere ember.The dwarf drifts off into a drunken slumber. Con 11. Thrall. Spot +4. but each door is locked. Atk +5 melee (ld8+2/19-20. Weapon Focus (longsword). darkvision 60 ft. SA Shocking grasp. Tactics: These elves are not bandits.. flat-footed 17. THE GREEN STAG: AFTER HOURS By now. shortbow. Base Atk +2. 2. immunity to electricity. Jump +5. h p 16. potion ofinuisibility. Elf Ftr 2 CR 3. Bar This is the serving area. buckler. They will do their best to escape confrontation. Now.. . Point Blank Shot. DC 15). Medium humanoid (dragon).. They can enter through either the front or back entrances. the pcs should have enough clues to investigate the Green Stag Tavern further. Possessions: Studded leather armor. He keeps a broom nearby in the corner. longsword) or +4 ranged ( l d 6 / ~ 3 . preferring to flee back to the tavern. short bow). Improved Initiative. If somehow discovered they will fight to the death. Will +3. Spd 30 ft. touch 15. SQ Elf traits. AC 19. A Move Silently check (DC 20) insures no one inside hears them. Spell-like Ability (Su): This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. and his sword is stored under a counter behind the bar. SV Fort +6. after hours. they are out to secure an evening snack for their lord and master. Behind the bar are three kegs of Dragon’s Blood Ale. Str 14. lnit +6. Dex 14. adjust the number of elves there. Full Atk +5 melee (ld8+2/19-20. requiring a Open Locks check (DC 20). Note if they do make it back to their base. Cha 12. Grp +4. *Humanoid Attacker. longsword) or +4 ranged (ld6/x3. Int 11. Listen +4. longsword. Wis 12. 20 arrows. PCs who search the area find blood and small blue scales (Search check. AL LE. normally full of patrons with the fire burning strong. Ref +3. 1. and remember these two will most likely still be invisible if the PCs head there right after them. H D 2d10. short bow). Kitchen There is an elf thrall here cleaning up after hours.. If they follow the blood trail (DC 25).

low-light vision. Jump +5. longsword) or +4 ranged (ld6/x3. longsword) or +4 ranged (ld6/x3. longsword. Cha 12. AC 19. 5. Medium humanoid (dragon). longsword. Weapon Focus (longsword). darkvision 60 ft. Crp +6. Wis 12. Full Atk +8 melee (ld8+5/19-20. u n d e r tables.. Wis 12. Tactics: This e l f calls f o r h e l p f r o m b e l o w w h i l e fighting t h e Pcs. Int 11. Atk +5 melee (ld8+2/19-20. shortbow. Atk +5 melee (1d8+2/19-20. Tactics: Vennzeer t h e weapon master k n o w s a l l t h e elves in t h e i r g r o u p well. fighting t o t h e death t o delay t h e PCs. Elf Ftr 2: CR 3. Grp +4. Full Atk +5 melee (1d8+2/19-20. Spot +5. hp 30. lnit +6. &Thralls. H D 2d10. Ref +4. Con 11. low-light vision. flatfooted 17. If alone in combat.. Spd 30 ft. Weapon Specialization (longsword). Int 11. Listen +5. Spell-like Ability (Su): This thrall can cast shocking grasp once per day as i f by a 3rd level sorcerer. longsword) or +4 ranged (1d6/x3. Base Atk +2. flatfooted 17. Ref+3. AL LE. short bow). Weapon Focus (longsword). Skills and Feats: Climb +5. Intimidate +5. Spd 30 ft. 2d10 gp. see below). darkvision 60 ft. heavy crossbow. SQ Elftraits. Improved Initiative. Will +4. Cha 12.. E a c h chest contains some m i n o r personal effects. Listen +4. whetstone. SQ E l f traits.IN COLD BLOOD #Thrall. touch 15. 3. Jump +6. If h e hears t h e sounds of battle. H D 4d10. a n d casks fdl the r o o m i s a n ordered a n d organized fashion. A rather gruff elf. buckler. Dex 14. Tactics: O n e e l f runs f o r h e l p (to raise t h e alarm) Avennzeer. oils. Con 11. short bow). AC 19. Spot +4. buckler. 20 bolts. Spell-like Ability (Su): This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. touch 15. Possessions: Studded leather armor.135 sp. Medium humanoid (dragon). Will +3. H D 2d10. tubs. Elf Ftr 2 CR 3. Jump +5. touch 15. Full Atk +5 melee (ld8+2/19-20. but will actually b e expecting trouble. w h i l e t h e o t h e r engages t h e PCs in combat. Listen +4. Thrall.. Tactics: O n e of t h e elves heads t h r o u g h t h e t r a p d o o r t o alert his superiors. i n c l u d i n g t h e o n e t h e d w a r f previously w o u n d e d (12 hp). flatfooted 17. Int 13. short bow). Atk +S melee (ld8+5/19-20. Will +3. immunity t o electricity. H D 2d10. AC 22. Con 11. Atk +5 melee (1d8+2/19-20. SA Shocking grasp. Crates. Wis 12. H e i s concerned with s o u n d i n g a n a l a r m by any means necessary t o alert others. N o t e if t h e two elves t h e PCs caught accosting t h e d w a r f outside m a d e i t b a c k here. SA Shocking grasp. Possessions: Studded leather armor. a n d care. Skills and Feats: Climb +6. Crp +4. cataloging a n d inventorying t h e items. Str 14. short bow). Larder Food i s stored here in stacks. SA Shocking grasp. Quarters T h e r e m a i n i n g 4 e l v e n thralls are here. Dex 14. Skills and Feats: Climb +5. lnit +6. lnit +6. longsword) or +4 ranged ( l d 6 / ~ 3 . Str 14. heavy crossbow). Possessions: Chain ma iI armor. 2 elven thralls are w o r k i n g here. Point Blank Shot. a n d e i t h e r of t h e surviving i n v i s i b l e e l f fighters here with him. longsword) or +4 ranged (ld6/x3. h e j o i n s as q u i c k l y 4. Cha 12. a small key (to his locked chest. immunity to electricity. t h i s e l f w i l l act surprised. Ref+3.. immunity to electricity.Full Atk +5 melee (ld8+2/19-20. Jump +5.. Elf Ftr 4 CR 5. darkvision 60 ft. a n d sapphire w o r t h 200 gp. touch 15. c a l l i n g a n alarm o n t h e way. ring o f protection + I . Weapon Focus (longsword). Con 11. longsword) or +4 ranged ( l d 6 / ~ 3 . 20 arrows. Listen +4. shortbow. h e fights his w a y t o his comrades. Dex 14. Skills and Feats: Climb +5.AL LE. SV Fort +6. AThrall. Point Blank Shot. Spd 30ft. Str 14. Spell-like Ability (Su):This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. Vennzeer keeps his weapons in t o p shape. Point Blank Shot. longsword. heavy crossbow). immunity to electricity. Treasure: E a c h has a b e d a n d s m a l l chest w i t h o u t a l o c k . darkvision 60 ft. shortbow. Wis 12. Spd 20 ft. low-light vision. Medium humanoid (dragon). h i s s w o r d u n d e r his robes. SQ Elftraits. Point Blank Shot.. AL LE. SV Fort +6. t h r o u g h t h e door. Medium humanoid (dragon). Int 11. DC 20) are 175 gp. Improved Initiative. SV Fort+6. Improved Initiative. AC 19. a n d shouts a n a l a r m u p o n seeing strangers. . Str 14. longsword) or +6 ranged (ld10/19-20. R e f +3. Cha 12. 20 arrows. hp 16 each. T h e e l v e n weapon master also lives here. Spot +4. SV Fort +7. SQ Elf traits. short bow). flat-footed 2 0 Base Atk +4. hp 16. + l longsword (named “Virilian”). AL LE. Possessions: Studded leather armor. short bow). Elf Ftr 2 CR 3. Spot +4. H e f i g h t s t o t h e death. low-light vision. Base Atk +2. giving as g o o d as h e gets. a n d 3d10 sp. SA Shocking grasp. T h e rest engage t h e PCs. buckler. Improved Initiative. lnit +6. Weaponsmith’s Chamber T h e elves keep t h e i r weapons m a i n t a i n e d in this r o o m with whetstones. Treasure: In a s m a l l l o c k e d chest ( O p e n L o c k check. Base Atk +2.. Dex 14. Weapon Focus (longsword). longsword) or +6 ranged (ld10/19-20. 20 arrows. Spell-like Ability (Su):This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. buckler. Grp +4. tureens. as possible. H e i s a h a r d y fighter. Will +3. hp 16.

AC 18. Will +11. obscuring mist. Quicken SpellB. rapier) or +13 ranged (ld10/19-20. cat’s grace. DC 15: From an entry six months ago: A Janjere. Str 14. 300 gp. Improved Initiative. Dex 17. Crp +5. there i s a small. Wizard Spells Prepared: (4/5/5/4/4/2. 445 sp. Wis 12. darkvision 60 ft. w o o d e n chest. a b l a c k j o u r n a l a n d candle. AC 28. scare.. cat’s grace. Improved Critical (rapier). read magic. In combat. Place him wherever it keeps t h e a c t i o n g o i n g . Dex 18 (20). Possessions: + 1 studded leather armor. mage hand. Full Atk +15/+10 melee (ld6+5/15-20. Spell-like Ability (Su): This thrall can cast shocking grasp twice per day as if by a 3rd level sorcerer. touch 16. low-light vision. manual reset. Int 13. 1st-burning hands. spider climb. heavy crossbow). 3rd-arcane sight. Janjere’s Room T h e leader of t h e e l v e n band. 2nd-acid arrow. Atk +15 melee (ld6+5/1520. Str 10. Scribe ScrollB. Ungol Dust Vapor Trap: CR 5. + 7 rapier (named “hedrius”). poison (ungol dust. fireball. ray offiost. enervation. gas. Ref+9. AL LE. enervation. Will +5. lnit +9. prestidigitation. hp 34. Improved Initiative.IN COLD BLOOD 6. mage hand. DC 20: From an entry two months ago: Tactics: F o j e n i s rarely in here. hp 55. flat-footed 15. Skills and Feats: Concentration +12.. dancing lights.. lives in t h i s m a k e s h i f t room. + 1 buckler. Dodge. Lightning Reflexes. Cha 12. touch 15. stoneskin. 1st-burning hands. Medium humanoid (dragon). web. Medium humanoid (dragon). shadow conjuration. summon familiar. gloves ofdexterity +2. baleful polymorph . haste. Brew PotionB. Within are 3 p o t i o n s of invisibility. AL LE. 3rd-hold person. Spot +5. HD 8d10. SV Fort+6. a n d gives h i s l i f e for t h e d r a g o n (if necessary). 2nd-acid arrow. Full Atk +5 melee (ld6. a n d p a i r of m a t c h e d ruby rings each worth 175 gp. Base Atk +8. Besides a bedroll. shatter. SQ Elf traits. spider climb. SV Fort +9. SA Shocking grasp. SA Shocking grasp. Spellbook: 0-acid splash. shield. Ref +8. Crp +lo.. mage armor. ElfWiz 1 0 CR 11. stoneskin. Jump +8. Decipher Script +16. Atk +5 melee (ld6. Weapon Focus (rapier). mechanical. Weapon Finesse. Guard Captain’s Room T h e second in c o m m a n d o f Azuspear’s thralls. potion ofbull’s strength. SQ Elf traits. Con 10. onset delay (2 rounds). prestidigitation. immunity t o electricity. Wis 14. F o j e n p r o t e c t s Azuspear. never miss. DC 15 Fortitude save resists. Combat Casting. Point Blank Shot. Intimidate +7. Search DC 20. Spd 30 ft. magic missile. low-light vision. Thrall. shield. A Fojen. fireball. Weapon Specialization (rapier). flatfooted 23. hold person. quarterstaff). lnit +7.Thrall. lightning bolt. room). 5th-magic missile (quickened). Con 11. heavy crossbow). Fojen. Base Atk +5. Spd 30 ft. Elf Ftr 8: CR 9. polymorph. web. magic missile. Listen +7. . jump. 7. a small key t o his locked chest. spells. quarterstaff). 1 Cha/ld6 Cha plus 1 Cha drain). rapier) or +13/+8 ranged (ld10/19-20. mage armor.-by10-ft. darkvision 60 ft. slow. Search check. In place o f this power he has learned t o harness his new natural powers and can cast his shocking grasp spell-like ability twice per day instead o f once. 4th-dimension door. a ruby-studded necklace w o r t h 750 gp. 5th-baleful polymorph. Spot +lo. location trigger. Knowledge (arcana) +16. Summonfamiliar: Janjere’s familiar left him upon his turning into a thrall. immunity t o electricity. save DC 14 + spell level): &acid splash. lightning bolt. Spellcraft +16. nightmare. T h e b l a c k j o u r n a l reveals t h e following i n f o r m a t i o n : Search check. H e i s l i k e l y to snipe with his heavy crossbow a n d t h e n f a l l b a c k to d e f e n d h i s master. Cha 15. Listen +lo. obscuring mist. misdirection scare. Spell-like Ability (Su):This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. Treasure:T h e chest i s both l o c k e d a n d trapped. 4th-dimension door. Int 18. Janjere lives here. HD 10d4. Skills and Feats: Climb +8. erase. Disable Device DC 16. dancing lights. slow. shout. shout. multiple targets (all targets in a lO-ft.

Breath Weapon (Su):A line o f lightning 80 ft. SA breath weapon. Large dragon (earth). Azuspear’s Chamber Azuspear currently resides in this room. touch 9. Flyby Attack. Con 19. SV Fort +15. Hide +17. lOd8 damage Reflex (DC 23) for half. scroll o ofmagic missiles (9th level) with 23 charges. immune to electricity. AL LE. Search +23. Use Magical Device +23. Inside are 1. Int 14. sound imitation. quietly (planning to have his servants ambush them later. Tactics: Janjere tries to negotiate with the PCs at first. and a small. two diamonds worth 350 gp each. giving his men time to arrive before going on the offensive. SR 19. SQ Createldestroy water.quartersta& potion o f cure f teleport. Wi ngover. . This ability i s the equivalent o f a 1st-level spell. Hover. Eschew Materials. jade dragon statue worth 220 gp. DR 5/ magic. frightful presence. Spd 40 ft. Young Adult Blue Dragon: CR 11. Spellcraft +25. Wis 15. he attacks. Intimidate +12. Spot +25. long by 5 ft. Magical Aptitude. bag containing 250 gp worth o f diamond dust (for stoneskin). lnit +4. H D 18d12+72. wide and 5 ft. Listen +25. Cha 14. Failing that. wand moderate wounds. Alertness. *Amspear.750 gp. Treasure: In this room is a locked chest (Open Lock. Skills and Feats: Concentration +lo. Sense Motive +lo. If the PCs seem capable he offers them one chance to leave. DC 25). and proceeds from there. high. fly 150 ft (poor). Dex 10. BLOOD The unconscious form of Braf Farnagen lies nearby. R e f + l l . hp 189. Create/Destroy Water (Sp): A blue dragon o f any age can use this ability three times per day. Str 23.. Azuspear is angry at the PC’s interference. burrow 20 ft. to make them Thralls).IN COLD Possessions: Bracers o f armor +Z. if he has reason to believe that the characters are a serious threat he casts his stoneskin spell before moving to meet them. Will +13. which automatically spoils unattended liquids containing water. Knowledge (arcana) +12. except that the dragon can decide to destroy water instead o f creating it. Base Atk +18. ring offeatherfalling. bite). key t o his locked chest. he hears the PCs fighting). 2 wings) and +17 melee (ld8+6. tail slap). 473 sp. AC 26. Crp +28.. To contain the characters he casts his slow or grease spells first. 2 claws) and +17 melee (ld6+2. bite) and +17 melee (1d8+2. - advance. flat-footed 26. Full Atk +19 melee (2d6+4. It works like the create water spell. Improved Initiative. Diplomacy +14. 8. Atk +19 melee (2D6+4. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 21) or be ruined.

SQ -.charges. guidance. AL LE. food and water to the city’s poor. 11. Ref +5.jlx cure sevious wounds. Larder Instead of foodstuffs. 9. a hand of the mage and dust of tracelessness. or flies overhead. but can be saved from this fate by casting a remove curse spell within 2 hours (for more information see the Dragon Thrall template in Appendix B). Con -. Int 10. Possessions: Clerical vestments. If the PCs do more than 100 points of damage to him. He is currently unconscious. anytime it likes. AAcolyte. Creatures within a radius of 150 ft. Their barks are raspy howls. touch 10. save DC 1 2 + spell level): &detect magic. cookery and the like hanging on racks throughout the room. Thrall. the organization conducts its daily business. Str 27. Dragons ignore the frightful presence of other dragons. bite). Combat Casting. Law (cast law spells at +1 caster level). Main Temple Here. save DC 11 + spell level): &-detect magic. read magic.. Sound lmitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard. light. AL NE: SV Fort +2. SQ Single actions only.206 sp -profits from the sale of the dragon’sblood ale. Run. Cleric Spells Prepared: (4/3+1/1+1. In the center of the floor however is a secret door (Search check. Dex 12. heavy mace). A zombie can move u p to its speed and attack in the same round. 1 st-alarm. there is nothing of much interest in here. Sorcerer Spells Known (6/6. A single acolyte is present. THE OTHER PIECE If necessary. Spellcraft +6. S undead. Treasure: In the dragon’s chamber are several chests. flat-footed 13. they contain 2. who is cordial but a man of few words. flat-footed 15. he breaks right through the ceiling and takes flight into the sky above the city. heavy A Rebuke mace). read magic. but does not forget the PCs either. He vows never to return to the city. Dried blood colors the floor. Atk +2 melee (1 d8. SV Fort +7. Ref +2. DC IS) hidden under a well-worn carpet. 10. * Domain spell. Tactics: Azuspear is deadly in combat. heavy mace. offering medical aid. lnit +2. &Zombie Dire Wolf: CR 2. AC 16. Back Room This is a utility room used for preparing food and other household chores. Human Clr 3: CR 4. are subject to the effect ifthey have fewer H D than the dragon. spells. In addition there are 12 gems worth 300 gp each. Dex 13.020 gp and 13. 1st-command. Base Atk +3. If the PCs arrive at night. Will +5. If the PCs are somehow able to pursue the dragon and press the fight. On a failure. created as guardians by Slofan’s evil magic (to guard the temple after hours). especially if they are suspicious of his actions. Full Atk +2 melee (ld8.who all come to investigate. protection from good*. Spd 30 ft. bite). Skills and Feats: Toughness. While there are a variety of utensils. the acolyte flees through the secret door (room #2) at the first hint of violence on the Pcs part. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to that dragon’s frightful presence for 24 hours. the larder contains a number of weapons. and the room smells of sweat. h p 24. and likely Slofen in room #5. Znd-calm emotions*. H D 6d12+3. Knowledge (religion) +6. He does not return. mage hand. Full RESCUING BRAF The merchant’s son unwillingly consumed some of the dragon’sblood. resistance. flare. touch 11. cause moderate wounds. Atk +11 melee (1 d8+8. lnit + l . Lightning Reflexes. the PCs may wish to visit Slofen. AC 14. The ability takes effect automatically whenever the dragon attacks. oil of bless weapon. Tactics: The undead dire wolves attack strangers on site.IN COLD BLOOD Frightful Presence (Ex): This dragon can unsettle foes with its mere presence. magic weapon. little of it is of real interest. Behind the curtained areas are small prayer chambers. Skills and Feats: Concentration +7. Space/Reach 10 ft. Will +6. and 2 undead dire wolves. Tactics: Not expecting an attack. rot and fear. and gladly pays the PCs for his return. but only if it attempts a charge. an immovable rod. Crp +11. have Braf inform the PCs that he discovered his sister was going to meet friends who were going to donate their time to the Church of Salvation before he was captured as a dragon meal. Medium humanoid (dragon). but can be heard by the acolytes in room #6. but does not enjoy a close quarters fight such as this. Listeners must succeed on a Will save (DC 21) to detect the ruse. Atk +11 melee (ld8+8. Domains: Evil (cast evil spells at +1 caster level). along with a healthy collection of some of the more insidious torture devices of the age. Cha 12. Torture Room Several skeletal body parts adorn the walls. Int -. If you want to make this section more enticing. destined to become a thrall. creatures with 4 or less H D become panicked for 4d6 rounds and those with 5 or more H D become shaken for 4d6 rounds. . Apart from this unsettling scene. Spells: This dragon casts spells as a 3rd level sorcerer.. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. Wis 13. 12. He carries 3d6 sp in a pouch at his side. In all. message. Spd 50 ft./5 ft. Spell-like Ability (Su): This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. potions of tongues. identifi. Wis 10. Crp +2. Cha 1.. Base Atk +2. magic aura. he offers all the information he has on the other dragon if the PCs spare his life. the acolyte informs the PCs Slofen is unavailable. obscuring mist. Str 11. SA-. h p 42 each. Farnagen is overjoyed at the recovery of his son. Large undead. Con 12.H D 3d8.


Base Atk +2. Knowledge (religion) +17. resistance. AL LE. HD 11d8+22. read magic. perhaps notes leading to a black-market fence in the city or a weapons supplier. the PCs are in trouble. 18. shield of faith. magic weapon. Should he manage to escape he makes a beeline to the lair of his master PKinestra the green outside the city. Ref +5. lnit +l. inflict serious wounds. If Slofen becomes an enemy. Con 15. Spellcraft +6. Int 16. guidance. hp 20. Tactics: The acolytes fight to the death against any intruders. desecrate*. Slofen’s Room Slofen lives in this simple. 3rd+ontagion. AC 14. Farnagen’s daughter who disappeared years ago. Cleric Spells Prepared: (4/3+1/1+1. Spd 30 ft. Domains: Evil (cast evil spells at +1 caster level). FURTHER ADVENTURES Azuspear is the younger offspring of the great blue Synastarax. Ref +9. Domains: Evil (cast evil spells at +1 caster level). SQ -. and Slofen and the acolytes at the Church are not the only thralls here (though Slofen is their leader). inflict critical wounds. Acolytes Chamber Slofen’s other two acolytes live here. he has no problems using them in the future for other missions to further his fiendish goals. if he knows something of the party’s spellcasters he may use protection from energy or spell immunity as well). Full Atk +2 melee (ld8. hp 95. Cleric Spells Prepared: (6/6+1/5+1/5+1/4+1/2+1/1+1. one by one. Spellcraft +17. entropic shield. getting to the PCs. command. Atk +2 melee (1d8. obscuring mist. touch 11. AAcolytes. 1st--command. enthrall. spells. 6th-harm. desk. Human Clr 3: CR 4. Int 10. Atk +11 melee (ld6+3. resistance. divine favor. darkness. Improved Initiative. 14. and has no intention of returning to her old life with her family. protection from good“. Thrall. 5th. touch 12.. he employs his best magic first as a show of force and to hopefully quell the situation quickly. * Domain spell. save DC 11 + spell level): O-detect magic. Tactics: Slofen does not negotiate with the PCs. A bed.Crp +lo. . virtue. Cha 16. * Domain spell. Medium humanoid (dragon). P’Kinestra commands a solid power base in Ethinok. Skills and Feats: Concentration +16. Knowledge (religion) +6.. wall ofstone. Base Atk +8. Will +16. inflict minor wounds. One of the acolytes is Oulween. wind wall. Crp +2. poison. sickle). She has become a thrall. (dragon). eyes of d o o m (both lenses). E P I L O G U E Ifthe PCs never suspect Slofen. SV Fort +7. The PCs heroics travel to the ears of Lord Kayne and Kylira Meridian. flat-footed 16.dispel good*. hold monsteP. Heal +18. Con 12. cause moderate wounds. Full Atk +11 melee (ld6+3. guidance. + I sickle (named “harvester”. Aslofen. shield offaith. Wis 13. something his mother discovered before him. heavy mace). AL LE. spell immunity. It was no coincidence Azuspear set up shop in this town. he was searching for something. . He may even eventually make them thralls. and alert Slofen if he has not already arrived. unholy blight*. 2nd-aid. If the fight gets heavy. She comes into the city with a vengeance. Knowledge (arcana) +17. sickle). hold penon. Law (cast law spells at +1 caster level). Run. Diplomacy +17. cloak ofresistance +3. and a potion ofinvisibility. Combat Casting. suffers defeat poorly if he truly manages to escape. Wis 19. Str 11. Allow the PCs a Spot check (DC 20) to recognize her in the battle. In Slofen’s room are a few bits of paperwork dealing with legitimate temple business. Dex 15. heavy mace.IN COLD BLOOD 13. read magic. SA Rebuke undead. possibly using wall of stone to seal the party away. heavy mace). flat-footed 13.. so they can properly plot their revenge. ring o f protection + 7 . protection from good*. Spell-like Ability (Su): This thrall can cast shocking grasp once per day as if by a 3rd level sorcerer. 1st-cause fear. Provide a few clues if you intend to further the scope of the adventure. unadorned room. SQ -. Human Clr 11: CR 12. Azuspear too. 4th-divine power. Cha 12. Extra Turning. Law (cast law spells at +1 caster level). Possessions: Clerical vestments. owl’s wisdom. Str 14. SV Fort +15. Dodge. who have a deed of their own they wish to hire the PCs for (see the adventure “Templeof Eternal Flame”). Should he have any warning of the party’s approach he will have cast his defensive spells on himself (in this order: aid. Though it may take time. save DC 14 + spell level): “etect magic. he eventually exacts his revenge. Thrall. vanity and a few other mundane trappings are here. Scribe Scroll. magic circle against good*. Combat Casting. Lightning Reflexes. SA Rebuke undead. Medium humanoid Spd 30ft. entropic shield inflict light wounds. H D 3d8+3. searing light. AC 18. protection from energy. Possessions: Bracers ofarmor +2. he does his best to escape. lnit +2. Will +6. 2nd-calm emotions”. but otherwise there is little indication of the illegal activities Slofen and his group are involved in. Dex 12. slay living. Skills and Feats: Concentration +7. and a plot to use the PCs as her pawns to retrieve a great artifact (see the adventure “Legacy of Madness”).

Drax’sartifact would be his gift to the world. but with a portion of his own intellect. Instead of partaking of his mind. so peat that a line of dragons have sworn to defend tt . as neither was ever seen who guards the very power sought -the true adventurer does not flinch. Drax had a talent for artifice. a hero whose name is lost to history challenged Drax. The truth behind the conflict lies in the origins of Drax’s that is hungry for power and thirsty for unattatnable treasure -the true adventurer does not argue. enabling future generations to reach heights of learning undreamed of. And when this treasure lies tn the heart ofa cave where an even more powevftl force restdes . bellow of a dragon . soon sank deeper and deeper into madness. Nobody knows the outcome of the challenge. Long before he came to the Shroudlands. however. or for the vast treasure Drax had accumulated over his long centuries. Heroes from sake. The tome of artifice warped into the tome of logic. Finally. For some.EGACY OF MADNES adventurer chenshes. the repository of perfectly clear thought. a shell of his former.600 years ago. He grew paranoid and irrational. Though Drax. And when the treasure bears a power beyond thought. The Mad. when do we leave? The Legacy of Madness is more than just a myth. eliminating emotion or feeling from its processes. tt ts a way of life.even to the death -the tvue adventurer asks. preparing to create his masterpiece. Able to learn and teach. He spent years perfecting the art and science of forging magical items. not merely with a mind of its own. His plan: to create a sentient artifact. the Tome knows the most rational course of action in any situation. Drax’s project stole his sanity.for the sake of their reputations. only a slightly eccentric silver dragon. the results never changed. magnificent seK . A sentient item.

after Ysar’n Drax faded into history. and if the PCs dawdle. If a PC asks why she is unwilling to do it herself. taking exactly as long to kill them as it took her to find them. Regardless. cares little about the timing. and then razes the village. then tells the survivors such a task is beneath her. and others’ are flawed. A lowly human is up to the task. It has determined its thinking ability is perfect. investigated the rumors concerning his father’s health. one of Drax’s children. She also warns the PCs if they attempt to double-cross her (i. recently discovered a few pages from Drax’s early notes on the tome of artifice. she is intimidating the commoners. village. She believes if found. determined the cave would be adequate and appropriate to keep the book safe. Ysar’n Drax . therefore it is in the best interest of the user the tome take care of him. This is not a bluff. nothing useful other than advice). and died explaining his plight. killing its inhabitants. They have five days. Lethnearinos. it seeks to become its owner’s sole repository of sanity. relying on the belief the party would prefer to save innocent lives rather than risk fighting in the village. when the PCs are comfortable. Synastarax knows of Drax’s reputation for paranoia. not provoking a dragon hunt). an enterprising young blue dragon. Synastarax takes the town hostage. Drax took his own life rather than harm his child. it saps their wisdom. she kills them first. or other base of operations. She is willing to give the PCs any assistance that neither endangers nor inconveniences her (basically. always knows the most logical course of action to take at any given time. augmenting traps and safeguards around it. she blasts him with her lightning breath weapon. It serves a very beneficial purpose . she destroys a building or two (empty ones.a task even the bravest PC should blanch at. 600 years later.e. until they acquiesce. and does not delve into the silver’slair herself. and ruthless. Synastarax chooses a local landmark the PCs can find eas- ily. having fought his way through Drax’s lair’s considerable defenses. pragmatic. Synastarax is straightforward:if the PCs do not do as she wishes. Synastarax. Now. making them more and more reliant upon it for wisdom. However. She is impatient. With his last bit of sanity (and against the Tome’s advice). Feel free to include challengers and NPCs with a modicum of skill. start the adventure at the end of a previous one -the PCSare resting in a tavern. . read or paraphrase the following: Drax’s own offspring precipitated his downfall. agreeing and then fleeing) she will destroy the village. the tome can grant her powers beyond measure. causing them to act less and less rationally on their own. she seeks the magical book. or city. another ambitious dragon sought to follow in his footsteps. It is not precisely evil.The party need not be the only candidates. manor house.EGACY OF MADNES v The adventure begins in any hamlet. merely possessive. As it spends time with a person. What she wants is quite simple: she wishes the PCs to retrieve a book from the lair of a dead dragon. and she’ll be able to create anything she wants. If possible. She is serious in her threat. She plans on holding a &age hostage to force a group of adventurers to do her dnty work. The tome of logic bears a subtle curse.

. Sense Motive +15. This ability is the equivalent o f a 1st-level spell. touch 8. hp 241. until he went mad. THF WAY TO THF LAIR Synastarax pointedly refuses to give the PCs a ride to Drax’s lair. the Shroudlands are dangerous territory. I f the dragon Fhooses t o maintain the pin. empty land attracts immigrants and now the Shroudlands are home to most anything. DR 5/ magic. Spot +29. bite) and +25 melee (2d6+4. AC 28. The trek requires two days (roughly) of travel each way. Breath Weapon (Su): A line o f lightning 100’ long by 5’ wide and 5’ high. and night) for a possible encounter: . She tells the PCs she will meet them in five days. Listen +29. Wherever the cavern is. A few locals considered themselves “under the dragon’s shroud” while he was there. message. Frightful Presence (Ex): This dragon can unsettle foes with i t s mere presence. Cha 16. Skills and Feats: Bluff +27. Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard. Few have traveled there in the last 600 years. Cleave.Like Abilities: 3 /da y-ven trdoquism. lnit +4. Those who did never returned. find a remote location with 30 miles of the village and bury the cavern there. But. SQ Createldestroy water. or a local authority who knows a little bit about the terrain. At that point all beings feared him. SV Fort +17. crush attacks are effective only against small or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Diplomacy +17. after 600 years. swampy. Search +27.LEGACY OF MADNESS asynastarax. Wingover.. mage hand. Sorcerer Spells Known (6/7/5. She knows humans too well to allow a hero an opportunity to cut a t her hide. evil feared his wrath. Str 27. Crp +37. anytime it likes. sound imitation. Will +15. Hide +16. Con 21. AL LE. Intimidate +27. Wis 17. Huge dragon (earth). using its whole body t o crush them. Hover. Flyby Attack. SA breath weapon. frightful presence. guides. The lair is wherever the DM likes. right here. save DC 13 + spell level): &detect magic. 12d8 damage Reflex (DC 27) for half. Power Attack. If this is an established campaign world. Atk +27 melee (2D8+8. H D 21d12+105. 2 claws) and +25 melee (ld8+4. Adult Blue Dragon: CR 14. Improved Initiative. Ref +14. crush. No road leads to Drax’s lair. CreatelDestroy Water (Sp): A blue dragon o f any age can use this ability three times per day. creatures with 4 or less H D become panicked for 4d6 rounds and those with 5 or more H D become shaken for 4d6 rounds. A potentially affected creature that succeeds on a Will save (DC 23) remains immune t o that dragon’s frightful presence for 24 hours. Creatures within a radius o f 180 ft. It works like the create water spell. ghost sound. flat-footed 28. While Drax lived. 1st-alarm. Spell. The Shroudlands is the name given to the region near Ysarh Drax’s lair. Use Magical Device +15. The PCs may have to spend some time finding maps.. Ability Focus (breath weapon). On a failure. Crush (Ex): This special attack allows a flying or jumping dragon o f at least Huge size t o land on opponents as a standard action. protection from good. leaving only a day to search for the tome. treat it as a normal grapple attack. Knowledge (history) +15. burrow 20 ft. For this dragon. 2 wings) and +25 melee (2d6+12. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 23) or be ruined. Creatures in the affected area must succeed on a Reflex save (DC 25) or be pinned. Base Atk +21. The wilderness in the area is overgrown. immune to electricity. automatically taking bludgeoning damage during the next round unless the dragon moves off them. bite). Lightning Reflexes. are subject t o the effect i f they have fewer H D than the dragon. SR 21. Spd 40 ft. read magic. roll on the following chart 3 times (morning. so the name remained. The crush attack inflicts 2d8+12 points o f damage. .. Listeners must succeed on a Will save (DC 23) t o detect the ruse. The ability takes effect automatically whenever the dragon attacks. Full Atk +27 melee (2d8+8. fly 150 ft (poor). noon. or flies overhead. which automatically spoils unattended aqueous liquids. tail slap). light. and treacherous. charges. Pinned opponents take damage from the crush each round if they don’t escape. Each day of travel. Dex 10. Pare. Alertness. glitterdust. Spellcraft +15. identifjs mage armor. . 2nd-cat’s grace. except that the dragon can decide to destroy water instead o f creating it. Concentration +17. Dragons ignore the frightful presence o f other dragons. Spells: This dragon casts spells as a 5th level sorcerer. Int 16.

Skills and Feats: J u m p +21. resting (PCs disturb it) Treant watching the party’s passing 17 TROLL AMBUSH Once the PCs are far enough from civilized lands. Since they know the terrain and are not overcome by hunger. Spot +6. SV Fort +11. Ref +4. She is tired. Her life has been less than ideal. Magic Circle against Evil (Su): This ability continuously duplicates the effect ofthe spell. Space/Reach A Rend 2d6+9. SQ Darkvision 60 ft. “hi< tprritorv” __ 14 15 Green hag. *Unicorn: CR 3. Base Atk +4. Will +3. the lost portion regrows in 3d6 minutes. it latches onto the opponent’s body and tears the flesh. Skill Focus (survival). .Atk +11 melee (ld8+8. Once per day it can use neutralize poison (DC 21. and she answers no personal questions. preparing to ambush when the PCs are at a disadvantage. Survival +8*. and -2 for the rest of the journey (until they retrieve the book). lnit +2. Spot +11. suffer a -4 morale penalty to all saving throws for the rest of the day.. Ref+7. flat-footed 14. Once per day a unicorn can use greater teleport to move anywhere within its home. magic circle against evil. Base Atk +4. and follow from a safe distance. If the PCs can calm her down somehow. Wis 9. regeneration 5. flat-footed 15. they wait until the best opportunity to strike. Between here and Drax’s lair. touch 12. Crp +13. they also have to deal with the worgs.. Dex 14. While the going may be easier. Track. Under no circumstance whatsoever does she allow anyone to ride her. Crp +14. hp 42. the PCs still make it to Drax’s lair. plaguing the minds of the Pcs. Spd 30 ft. S vision.LEGACY TRAVELING ENCOUNTERS Id20 Encounter OF MADNES a unicorn. Int 6.horn). mourning the death of her 2 sisters at the hands of adventurers Huge monstrous scorpion. Move Silently +9. make for an unsightly contrast on her white coat. Atk +9 melee (ld6+6. low-light vision. If the pcs gain the upper hand. Rend (Ex): If a troll hits with both claw attacks. Her thorough understanding of the area can shave half a day off the journey. she offers to escort them to Drax’s lair (she knows where it is). Full Atk +11 melee (ld8+8. wild empathy. If the worgs kill Kialee. Tactics: Worgs are intelligent. and compulsion. Alertness. H D 6d8+36. out of the swamp. During the night. panicked. AL CE. and she does not act as one would expect a unicorn to act. h p 63 each.2 claws) and +4 melee (ld6+3.2 hooves). and jump down to attack from both sides. D e x 17. except that a unicorn has a +6 racial bonus on the check. they retreat into the woods. The creature can reattach the severed member instantly by holding it to the stump. Cha 24. immunity to poison. The death of a unicorn might be seen as an ill omen. Con 21. This attack automatically deals an additional 2d6+9 points of damage. read or paraphrase the following: Encounter:This encounter is optional. laying an ambush to surprise the PCs. It cannot teleport beyond the forest boundaries nor back from outside. SA -. Most likely they find two opposing trees which can hold their weight where the part is traveling. Str 20. touch 11. The save DC is Charisma-based. AC 18. *Troll: CR 5.. Cha 6. Full Atk +9 melee (ld6+6. low-light 10 ft. caster level 8th) with a touch of its horn. Skills and Feats: Listen +5. AC 16.Space/Reach 10 ft. Spell-LikeAbilities: Unicorns can use detect evil at will as a free action. AL CG. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. lnit +3. seeming jaded to inquisitive PCs. Con 23./lO ft. 2 trolls have stalked the PCs since entering the swamp. Wild Empathy (Ex): This power works like the druid’s wild empathy class feature.. On the other hand. Spd 60 ft. bite). Those attune with nature or with deep respect for life. scent. *Unicorns have a +3 competence bonus on Survival checks within the boundaries o f their forest. scent. and bedraggled (and only 6 rounds ahead of the worgs).. Large giant. Large magical beast. it is all deep woodland. Listen +11. possibly just after leaving Drax’s lair. charm.horn) and +3 melee (1 d4+2. A unicorn cannot suppress this ability.claw). Skills: Unicorns have a +4 racial bonus on Move Silently checks. If a troll loses a limb or body part. but lose the i2-hour window they would gain traveling with her. who are perfectly willing to give up Kialee in exchange for them. If the PCs successfully rescue Kialee. they have a valuable ally for the path ahead. as well. Regeneration (Ex): Fire and acid deal normal damage to a troll.Will +6. H D 4d10+20. Wis 21. named Kialee crashes through the PCs campsite. it is no less dangerous. the PCs have made it to higher ground. Iron Will. Int 10. Str 23. SV Fort +9. Blood from bites and scratches. desperate to evade a pack of 6 worgs who have hunted her for days. UNICORN RESCUE Encounter: By the end of a day’s travel../S ft. SQ Darkvision 90 ft. spell-like abilities. Alertness.

read or paraphrase the following: 2. touch 8. Move Silently +6. Ref +0. a finecolored jasper (nearly flawless. Ref +1. cone ofcold (DC 18). Wis 14. Reattachment takes 1 minute.. low-light vision. he merely took the existing layout.When he went mad. Spell-Like Abilities: At will-darkness. Listen +lo. SR 19. Full Atk +7 melee (ld6+4. Skills: A worg has a +1 racial bonus on Listen.. Base Atk +4. SQ Darkvision 60 ft. If the head o r some other vital organ is severed. Cha 10. Crp +12. Lethnearinos left the traps in place in order to discourage any curious guests from finding the tome of logic. SA Spell-like abilities. and a large. Crp +7. Str 21. Currently. Int 6. javelin). If the attempt fails. Wis 14. Weapon Focus (greatclub). Spd 40 ft. Skills and Feats: Concentration +11. Will +3. possibly magical). Track. Medium magical beast. (good). The gems are a rough bloodstone (10 gp). fly 40 ft. longbow). Con 15. AL CE. it must be reattached within 10 minutes or the creature dies.. scent. the ogres take up strategic spots towards the back of the entrance. using their darkvision to their advantage. H D 5d8+15 (34 hp). Toughness. greatclub) or +1 ranged (ld8+5. Spd 50 ft. a small tribe of 3 ogres has made their home here. 59 gp. The cave was home to many residents over the years. *A worg has a +4 racial bonus on Survival checks when tracking by scent. * 1. As soon as the ogres hear the PCs coming. Dex 8. i n hide armor. / l O ft. SpacelReach 10 f t . flat-footed 12. each). which is in turn connected to Drax’s main chamber. The entrance chamber connects to a receiving area. Welcome Cavern Tactics. Darekh holds no loyalty to his followers. Spot +6. H D 4d10+8. bite). AL CE. Dex 15. Cha 7. he was powerful enough not to need a complex dwelling. an off-color lapis-lazuli (35 gp). SA Trip. Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack o f opportunity. Originally. make it large enough to accommodate a dragon’swingspan. AC 14. Grp +3/+12. Caster level 9th. Atk +8 melee (2d8+7. AC 18. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Ysar’n Drax installed several traps in the room. greatsword) or +2 ranged (2d6/x3. H D 4d8+11 (hp 17. Listen +6. separated by long. and if it looks like he is in danger of dying. Con 15. SV Fort +6. When Drax died. / l O ft. low-light vision. *Ogre: Large giant. OF MADNESS The entrance chamber narrows further in. Will +3. Spd 30 ft. Will +l. invisibility. sleep (DC 14). but makes for a large cave. Mak’ilur Ogre Mage: CR 8. Atk +7 melee (ld6+4.. Base Atk +3. SV Fort +6. lnit +4. Alertness. SV Fort +7. lnit +2. Int 14. An ogre mage that loses a limb or body part can reattach it by holding the severed member t o the stump. Str 17. As the pcs approach the cave. 250 gp). Space/Reach 10 f t . and Spot checks. he flees out the front of the cave (he and his followers never. Flight (Su):An ogre mage can cease or resume flight as a free action. Treasure: These ogres live in squalor and filth. which are natural caverns. YSAR’N DRAX’S LAIR Drax’s lair is embedded in a cliff overlooking the Shroudlands. Full Atk +8 melee (2d8+7. Spot +2. flat-footed 16. When he went insane. a citrine (SO gp). While the cavern is quite large. The save DCs are Charisma-based. rough-hewn corridors. By the time Drax took over the cave. ever. go further into the lair). Spellcraft +IO. AL NE. javelin).. Skills and Feats: Climb +5. the opponent cannot react to trip the worg. 2 azurites O I( gp. Cha 17. greatclub) or +1 ranged (ld8+5. high. gaseousform. SQ Darkvision 60 ft. base speed 40 ft. SQ Darkvision 90 ft. It narrows as it winds inward. Dex 10. Listen +2.. longbow). Large giant. and 10 gems of various size and value make up the four piles. Move Silently. lnit -1. greatsword) or +2 ranged (2d6/x3. but most knew better than to go deeper into the cave. at the mouth. Survival +2*. 214 sp. 1/daycharm person (DC 14). Regardless. Int 6. regeneration 5.. touch 9. Ref +6. Str 21. Spot +lo. it was specifically designed to make guests feel comfortable.. SA -.LEGACY Worg: CR 2. a well-furnished area. Their leader is an ogre mage named Mak‘ilur. Atk +7 melee (3d6+7/19-20. bite). An ogre mage cannot regrow lost body parts. and a +2 racial bonus on Hide checks. a poorly cut opal worth (370 gp). polymorph. dense moonstone (300 gp. a banded agate (10 gp). the cavern system only has three visible rooms. 33). Con 17. but some gems and coins have been collected into small piles (apparently. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. and enhanced it to his liking. over 130 ft. low-light vision.. 25. The ceiling is about 40 ft. Skills and Feats: Hide +4. touch 12. it is also deceptively simple. Entrance Chamber Encounter: The entrance chamber is wide. h p 30 each. Base Atk +3. but never less than 60 ft. they do not own any sacks). flat-footed 18. an eye agate (10 gp). Full Atk +7 melee (3d6+7/19-20. Read or paraphrase the following aloud when the pcs approach: . Wis 10. AC 16.

6d6 fall [upon hitting the ceiling ofthe 60-ft. Creatures in the affected area must succeed on a Reflex save (DC 37) or be pinned. All of t h e m are magical in nature. 3d8 cold.2 wings) and +45 melee (2d8+21. treat it as a normal grapple attack. O n a failure. Dex 10. SR 3 0 AL LG. The Dragon’s Den T h i s room is. Ref +20. Dragons ignore the frightful presence o f other dragons. spell effect (glyph o f warding [blast]. 2d6/round acid for 11 rounds). Jump +39. Frightful Presence (Ex): This dragon can unsettle foes with its mere presence. The ability functions continuously but can be negated or resumed at will. AC 42. Empower Spell. o n e i s t h e r o o m itself. Sense Motive +49. Wis 29. For this dragon crush attacks are effective only against medium or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents). Full Atk +47 melee (4d6+14/19-20. Wingover. h e a t h Weapon (Su): A silver dragon has two types o f breath weapon. creatures with 4 or less H D become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Crush (Ex): This special attack allows a flying or jumping dragon o f at least Huge size t o land on opponents as a standard action. Search DC 28. Gargantuan dragon (cold). multiple targets (all targets within 5 ft. then 6d6 fall [upon falling 60 ft. bite). or flies overhead. Disable Device DC 28. Trap 3: Finally. & Acid Fog Trap: CR 7. SA breath weapon. Knowledge (religion) +29. lnit +4. Skills and Feats: Bluff +49. T h e c e i l i n g (40ft. Multiattack. Con 29. t h e largest in t h e lair. are subject t o the effect if they have fewer H D than the dragon. Perform (sing) +29. tail sweep. Trap 1: A pressure plate at t h e room’s entrance creates a globe of c o l d w h e n pressed. immune t o acid and cold. Disable Device DC 31. Weapon Focus (claws).- LEGACY OF MADNES @Ghost of Ysar’n Drax/Yahfyonaron. Use Magical Device +49. for this dragon the cone i s 60 ft.. Spot +51. & Reverse Gravity Trap: CR 8. I t i s over 200 ft. touch 6. w h i c h casts a c i d fog at t h e Pcs. DR 20/magic. 2/day--featherfall. proximity trigger (alarm. & Glyph ofwarding (Blast): CR 4. control winds. DC 14 Reflex save half damage). The ability takes effect automatically whenever the dragon attacks. A crush attack affects as many creatures as can fit under the dragon’s body. At t h e m o m e n t . Read or paraphrase t h e following aloud: . naturally. magic device. Improved Initiative. vulnerability t o fire. Disguise +49. Knowledge (history) +49. Creatures within the swept area T h e r e are three traps in t h i s room. proximity trigger (alarm). area).t h e ghost of Y s a r h Drax. Snatch. a cone o f cold and a cone o f paralyzing gas. The cone o f cold inflicts 22d8 damage with a Reflex save (DC 37) for half damage. Cha 28. H D 37d12+333. spell effect (reverse gravity. automatically taking bludgeoning damage during the next round unless the dragon moves off them. Creatures within a cone o f paralyzing gas must succeed on a Fortitude save (DC 37) or be paralyzed for l d 6 rounds plus 1 round per age category o f the dragon (1 1 in this case). Search +49.. The crush attack inflicts 4d6+21 points o f damage.). fly 200 ft (clumsy). Intimidate +49. up) i s covered in sharpened stalactites. Flyby Attack. This ability functions as a polymorph spell cast on itself at its caster level. Enlarge Spell. 7th-level cleric. 2 claws) and +45 melee (2d6+7. automatic reset. Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. 11th-level wizard.high room]. Pinned opponents take damage from the crush each round ifthey don’t escape. using its whole body t o crush them. 13th-level wizard. Combat Expertise. Silver Dragon: CR 24.control weather. Diplomacy +51. n o reset. 3. automatic reset. Alternate Form (Su): A silver dragon can assume any animal or humanoid form o f Medium size or smaller as a standard action three times per day. Atk +47 melee (4D6+14/19-20. Knowledge (nobility and royalty) +49. The sweep affects a half-circle with a radius o f 30 ft. Hover. except that the dragon does not regain hit points for changing form and can only assume the form o f an animal or humanoid. Search DC 31. charges. tail slap). Grp +63. Craft Wondrous Item. flat-footed 42. SV Fort +29. crush. Spell-Like Abilities: 3/day--og cloud. The dragon can remain in its animal or humanoid form until it chooses t o assume a new one or return t o its natural form. to the floor when the spell ends]. Tail Sweep (Ex): This special attack allows a dragon o f at least Gargantuan size t o sweep with its tail as a standard action. I t c u r r e n t l y has 2 3 charges left. If the dragon chooses t o maintain the pin.. Search DC 32. easily large e n o u g h for i t s draconian occupant to rest comfortably. magic device. Improved Critical (bite). Concentration +49. a n d t h e o t h e r i s at t h e exit. spell trigger. Will +29. extending from an intersection on the edge o f the dragon’s space in any direction. Int 28. DC 20 Reflex save avoids damage). 1/day. Creatures within a radius o f 330 ft. O n e i s at t h e entrance. If r e m o v e d without a Disable D e v i c e c h e c k (or on a failed one). t h e w a n d goes off. Alertness. Spd 40 ft. bite) and +46 melee (2d8+7. spell effect (acid fog. Listen +51. Knowledge (arcana) +49. spell. h p 537. Str 39. it i s f i l l e d with treasure a n d a single resident who r e m a i n e d u n s e e n for over 600 years . t h e e x i t to t h e room contains a t r i p w i r e l i n k e d to a w a n d in t h e opposite corner. cloudwalking. 10-ft. by 200 ft. Base Atk +37. Trap 2: M o s t o f t h e room i s p a r t of a n elaborate reverse gravity trap. Disable Device DC 32. A potentially affected creature that succeeds on a Will save (DC 37) remains immune to that dragon’s frightful presence for 24 hours. Ghostly Ancient Wyrm. SQ Alternate form.

for 5 rounds (Fort save DC 23 for Idlo damage each round instead). An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. and a pearl ofpowev (5th level). a clay golem hit by the breath weapon o f a black dragon heals RESTING PLACE When Lethnearinos recovered the tome. 2 slams). doing his best to keep people from getting it. He wanted to ensure the book remained where it was. Once a clay golem goes berserk. Alchemy check (DC 25). 122 gems (DM determined). but has a slight sheen. cone of cold. resist energy. Base Atk +8. slow. he decided his father’s lair was an ideal resting place. It is corrosive. a wand of darkness (41 charges). immunity t o magic. and advice. just twenty feet inside the hidden door.mass. true strike. lnit -1. touch 8. The only way past each door is to neutralize the trap guarding it or use a spell like passwall. further along. as noted below. sunburst. AC 22. Any magical attack against a clay golem that deals acid damage heals 1 point o f damage for every 3 points o f damage it would otherwise deal. Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell resistance. Space/Reach 10 ft. then moving on t o spread more destruction. Affected creatures can attempt Reflex saves t o take half damage (DC 37). of a clay golem (it turns inside out. Con -. It carries a simple. A move earth spell drives the golem back 120 ft. read magic. 3rd-dispel magic. In addition. rod of withering. flat-footed 22. lightning bolt. Int -. there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. the information on ghost dragons. guards and wards. however. a +4 speed longsword. sticks to it. If the amount o f healing would cause the golem to exceed its full normal hit points. can be substituted. They are each magically reinforced. they enter a cramped passage. taking 2d6 cold damage every round (Strength check DC 15 to pull free). and asks of news of the outside realms. dictum. 5th-dominate person. he sealed it behind three doors. Spells: This dragon casts spells as a 17th level sorcerer. eats through a layer of clothing every round. light. Large construct. detect magic.. Once the PCs return to this room with the tome. provided they do not attack him or try to steal his treasure. searing light. Full Atk +14 melee (2d10+7 plus cursed wound. identfi./lO ft. I scroll (containing the spells transmute rock to mud. offering no more trace of his presence unless his treasure is threatened. A tail sweep automatically deals 2d6+21 damage. of the door. globe o f invulnerability. daze. If the poison touches bare skin. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach. 2nd-arcane lock. it gains any excess as temporary hit points. a hidden door on the southern end of the chamber which can be found with a Search check (DC 30). It is ultimately up to the DM how difficult it is to find the tome. continualflame. Spd 20 ft. Should they find the door. magic missile. potion of remove disease. and has spent the past 600 years dealing with the consequences of his actions. Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A PC touching it with bare skin suffers 4d6 cold damage on contact (Fortitude Save DC 20 for half). Wis 11. For example. 4th-arcane eye. The poison is transparent.000 gp. Str 25. Here. each of which bore a unique and cunning trap. H D lld10+30 (90 hp). 7th-arcane sight -greater. He offers false clues. and without a successful Reflex save. save DC 19 + spell level): O-arcane mark. mage hand. teleport. it takes its true form. 8th-dimensional lock. they face the three doors. If the Dragons” book by AEG is being used. damage reduction lO/adamantine and bludgeoning. allowing a Spot check (DC 25) to notice. He greets them cordially. faithful hound. message. Cha 1. Berserk (Ex): When a clay golem enters combat. locate object. Treasure: 17. SA Berserk. and if touched to clothing. so the gold exterior becomes the innards). He tells them anything they wish to know. Atk +14 melee (2d10+7 plus cursed wound. requiring an Open Lock check (DC 30) to open. mending. This is where the adventure becomes tricky. no known method can reestablish control. Yahfyonaron regained his sanity upon his death. dancing lights. and impervious to physical harm or abuse. detect scrying. low-light vision. Grp +19. There is. Once the Pcs get past it. However. Sorcerer Spells Known (6/9/8/8/8/8/7/7/5. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check. Gold Door: This door does not have a trap so much as it is the trap. and Yahfyonaron tells the PCs this if they ask. scrying. erase. except about the tome. Will +3. 1 scroll (containing the spells displacement. and is deathly cold. however. AL N: SV Fort +3. The golem gets n o saving throw against any o f these effects. Ref +2.. fireball.he is terribly afraid of the tome. short of attacking them.LEGACY OF MADNES are affected if they are size small or smaller. As soon as a PC gets within 5 ft. hold person . SQ Construct traits. 1st-alarm. it deals 3d10 damage each round. . he retreats into the Ethereal. page 89. The trap can be neutralized by doing a total of 30 points of heat/fire damage to the door. Silver Door: This door is another 20 ft. it is locked. and interposing hand).. The uncontrolled golem goes on a rampage. and rather than risk the consequences of destroying such a powerful artifact. The tome is not among the hoard. certain spells and effects function differently against the creature. Dex 9. but he neither stops nor helps the PCs achieve their goal. a staff of life. slam). or the spell has no effect on the injured character. cursed wound. and deals 3d12 points o f damage t o it. A disintegrate spell slows the golem (as the slow spell) for l d 6 rounds and deals l d 1 2 points ofdamage. cat’s grace. The only way past this trap is by neutralizing the poison. Bronze Door: this door is the first one along the secret passage. darkvision 60 ft. flx and fear). mindfog. haste. 6th-blade barrier. Tactics: The ghost does not attack the PCs. Skills and Feats: -. deadly trap: contact poison on the entire door. *ClayColern: CR 10. dire warnings.

Base Atk +13. have Ohandalyar die quickly so the PCs have a moment to shine. as there are a few dragons (and others).. Intimidate +13. Atk +16 melee (ld8+3. or anything else the PCs wish to know. Treasure: The first one notifies his heir if the chest is ever opened (a permanent alarm). Cha 16. then PCs once they pose a significant threat. tired. Knowledge (arcane) +11. however.AC 22. Ref +8. he offers to assist them in any way he can in order to prevent the book from falling into her claws. Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. However. they are carrying the artifact his family has worked long to safeguard. it advises them with subtle emotional hints. This ability functions as a polymorph spell cast on itself at its caster level. Sorcerer Spells Known (5/4. Spd 40 ft. The PCs may attempt to rip the gold core out from the golem. The ability functions continuously but can be negated or resumed at will. but subtle images and dreams about his family and friends ripped asunder given he keeps the book. one of Lethnearinos's children. and the second spell hides the first spell from detection. . but placed two spells upon it instead. message. the PCs have no clue they triggered the spells. Full Atk +16 melee (ld8+3. Lethnearinos did not trap the chest. she saves revenge for later. 2 wings). save DC 13 + spell level): "detect magic. The effect lasts 3 rounds and is otherwise the same as the spell. Str 17. flat-footed 22. If she can secure it and escape. read magic.EGACY OF 7 points of damage if the attack would have dealt 22 points of damage. Concentration +lo. immune to acid and cold. Medium dragon The gold core of the clay golem makes it hardier than others of its kind. Whoever holds the tome is more than willing to give it to the dragon. How he finds out is up to the DM. this encounter does not happen. bite). Once the PCs fight their way past the golem.The tome is smart enough to know an adventurer would most likely keep a talking book. lnit +4. unseen servant. plus PCs) could be difficult for DMs to orchestrate. Multiattack. however. should encourage him to give the book to Synastarax. his sire or grandsire. Diplomacy +21. MADNES Encounter: The dragon currently approaching them is Ohandalyar. Skills and Feats: Bluff +19. mage hand. Combat Expertise. aohandalyar. Spells: This dragon casts spells as a 1 st level sorcerer. At the least convenient time. NEGOTIATIONS WITH SYNASTARAX Note: If the PCs somehow disabled the alawn spell on the chest. they might have). they have to be quick. Creatures within a cone of paralyzing gas must succeed on a Fortitude save (DC 18) or be paralyzed for ld6 rounds plus 1 round per age category ofthe dragon (3 in this case). once slain. Use Magical Device +11. The cone of cold inflicts 6d8 damage with a Reflex save (DC 18) for half damage. Crp +16. for this dragon the cone is 30'. Young Silver Dragon: CR 7. but is cautious and edgy -after all.Will +11. Int 16. Read or paraphrase to the person holding the tome: (cold). except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. touch 10. Synastarax shows up. SQ Alternate form. 1st-alarm. Sense Motive +11. but knows the consequences ifthe tome falls into the wrong hands. Con 15. bite) and +14 melee (ld6+1. a cone o f cold and a cone of paralyzing gas. light. This sort of combat (two dragons against one another. Tactics: Seeing the PCs talking to a silver dragon. a clay golem can haste itself once per day as a free action. SV Fort +lo. She immediately attacks. A clay golem golem gets no saving throw against magical attacks that deal acid damage. Alertness. which have had their eyes on the hoard for a long time. fly 150 ft (poor). 2 claws) and +14 melee (ld4+1. they enter a small room with a treasure chest. If they tell him about their deal with Synastarax. He lands and answers any questions the PCs might have about the book. Flyby Attack. Spot +21. Listen +21. Dex 10. He does not attack the PCs outright. Synastarax assumes they have betrayed her and broken the deal (and. If necessary. and wounded. but the PC knows he cannot destroy the book (whether or not this is true). He is young. THE TOME Once the PCs have the tome. Search +19. vulnerability to fire. Her first goal is the tome. Haste (Su): After it has engaged in at least 1 round of combat. The return trip out of the lair is uneventful (unless the DM decides otherwise). SA breath weapon. going after Ohandalyar first. J u m p +11.H D 13d12+26. Short of extraordinary measures. Breath Weapon (Su): A silver dragon has two types of breath weapon. Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. depending on how things went with Ohandalyar. Wis 17. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. but its value is ultimately up to the DM. Improved Initiative. cloudwalking. AL LC. Disguise +19. h p 110.


The Iron Codex is another magical tome that the book in this adventure views as a threat and guides them toward the city in hopes of destroying it (see the adventure Temple of the Iron Codex”). the PCs have a new quest on their hands. which should be extremely challenging.EPII OGUE If Synastarax survives the conflict. . If Ohandalyar dies during the battle. If the book is destroyed. should they be allowed access to the book for a significant period of time. . Only if one or more PCs are prepared to go insane. as there are quite a few dragons (and others). But that’s another story. who have a deed of their own they wish to hire the PCs for (see the adventure “Templeof Eternal Flame”). FURTHER ADVENTURES The Pc’s heroics travel to the ears of Lord Kayne and Kylira Meridian.. and acquires the book. or other relatives.Ysar’n Drax (Yahfyanaron)rests peacefully His ghost no longer haunts his lair. his last words offer instructions on how to destroy the Tome for good. some of them might take exception with PCs looting the tomb. then Ohandalyar wants it for safekeeping and (perhaps) eventual destruction. An earthquake hits a nearby city revealing the Temple of the Iron Codex. as they race to recover the tome of logic from an increasingly insane blue dragon. If she did not get the book. with their eyes on the hoard.they’ll have to be quick. However. and the PCs may loot it at their leisure. If Yahfyanaron has any grandchildren.

but are quickly put down by another fearsome blast .THE HARBINGER the River-goddess. Something must be terribly wrong to drive a good dragon to slaughter innocent peasantry. forced to slaughter. it is all threatened by a dragon on the rampage headed directly for the town.. .the King’s own favor. the town has prospered and grown. He is a silver dragon. . and she swore to secrecy before her goddess. As the pawn of an evil power. and acid dripsfiom the dragon’s mouth and claws as he breathes a stream of ice. one of a snow and acid mixture. It shows no mercy. Calendrus’ mind is not his own. Under the watchful eye of an old wizard named Calendrus. They would never ravage an innocent town. Due to a cunning plot by a black dragon. . years. nor would they destroy a work of art or a museum -and there are both in Brookvale. Calendrus. he is condemned to the role of puppet. is not human. It is a gentle place. Silver dragons are peaceful. maim.a color which should stand for goodness and justice. . she does not know what drove Calendrus to attack the town. Only the High Priestess of the Temple of Ghesse knows Calendrus is a dragon. Until now. She cannot tell anyone the truth about his nature. . Now. the wizard. the town prospered into a cultural haven. The guardsmen scream in agony as Calendrus swoops toward the temple. nor any interest in peace -i t exists merely to kill and maim. ravapng outlying villages and destroying everything in i t s path. and destroy. even if she could. Yet the marauding dragon’s hide shines silver in the sunlight . Over the mossy gate hangs the sign of the Royal Testament . Carefully guided by the wizard Calendrus and his allies in the Temple of Ghesse. and the dragon i s headed directly for Brookvale! The vengeful dragon descends on Brookvale without mercy. . destroying most of the town museum. . and love art and histov. A dragon appeared within the forest recently. where goodly folk spend time In craft-halls and educating themselves through study. Calendrus is the silver dragon who is about to attack the town of Brookvale. In fact. The town guards launch volleys of arrows at him. Silverwings shine in the sunlight.this time.

Calendrus briefly engages the party. this one in particular.THE HARBINGER Players should be familiar with Brookvale. fleeing into the town of Brookvale to escape the dragon’s wrath. the PCs can piece together the clues about the worm. it is not stupid and leaves the area well before reaching single digit hit points. the dragon finished his devastation of the peasant huts. and retired deep into the forest to eat his prey. Manipulated by the Greater Harbinger. If Calendrus is killed in the process. see Appendix B). clutching terrified children.regardless of color . The Harbinger Worms do not hurt the black dragon as their semi-sentient minds understand he is a friend and ally. becoming more powerful each day. Hopefully. cultured. visiting. the black dragon Aaxhul plots to destroy all of the good dragons in the region. and he plans to do the same to all of the good dragons he finds. After the dragon retreats. FOREST HUTS Encounter: Outside the town of Brookvale are several small enclaves of huts where less-fortunate people live. and with the ice. and how to defeat it without killing Calendrus. either from actually residing there. As long as the PCs show a potent threat to the dragon. Their homes are thatched] hidden among the sheltering oak trees of the forest -oaks which are now twisted with acid and covered with snow and ice. Unless the worm is destroyed. and want to see them wiped out. Once the PCs estab lish a background with Brookvale.The PCs can try to rescue the peasants from the be terrible monstrosities. the dragon razes Brookvale and its innocent residents in one week‘s time.. There are peasant women huddled in tree roots.They tell the PCs Calendrus may also be able to help them butcher the “evilcreature”. Aaxhul is pleased with his plan. a malevolent creature which invaded his body and turned the powerful dragon into a puppet. they have saved the town of Brookvale and earned the gratitude of a powerful silver dragon. and saving the lives of seriously injured woodsmen. They consider dragons . Here and there on the ground lie bodies torn apart by the dragon’s claws. it seeks another body. Calendrus’ was taken over by a Harbinger Worm. . w i t h Harbinger Worms controlling their actions. and filled with good-hearted citizens. black acid drips from his mouth and trickles down the scales of his neck. If they do. its nature. He sent Calendrus the ‘gift’which infected the silver dragon’s body with the Harbinger Worm. but he flees if in serious danger. The NPCs established in this adventure can be integrated seamlessly into existing campaigns. The peasants suggest the PCs visit the nearby wizards tower. If the Harbinger Worm escapes the death of its host. As DM. the peasants show their gratitude. collapsing trees or huts. his scales shining in the sunlight. He holds two farmers in his claws. They know the town is peaceful. then the town of Brookvale loses his protection. leading to dragon hunts by their frightened and confused allies. Calendrus. insuring Brookvale is plagued by further evils. The worm grows while feasting on the dragon’s heart. Turn the PCs toward rescuing the peasantry from other dangers -dripping acid from tree limbs. A cold spray radiates from the dragon’s breath. begs the PCs for aid. An attack is in process and the peasantry. In the swamp down river from Brookvale. The wizard. the good dragons can demolish cities. Just above the trees you see a tremendous dragon. . (He is now a Greater Harbinger. may know more about the dragon. and is harvesting a crop of Harbinger Worms within his swamp. tell them about the rampaging dragon.assuming there is a swamp nearby. or from local gossip in neighboring towns. you may substitute any such town in your own game world for Brookvale .

message. bite). Knowledge (history) +9. make a Open Lock check (DC 22) or force the drawer (Strength check. flat-footed 24. a cone o f cold and a cone o f paralyzing gas. The tower’s base still stands. One wall is completely torn from the tower. Intimidate +16. Jump +13. Dex 10. Calendrus’ journal is locked in the upper drawer of his desk. The upper level. tail slap). leaving the upper story open to the sky. mending. cloudwalking. If the pcs search the desk. Calendrus’journal reveals several secrets about the wizard. Cha 18. with what used to be the top story crumbled around the spire’s base. Hover. Alertness. . Ref+lO. Flyby Attack. Multiattack. true strike. light.dent&. but is empty inside save for a thin smear of greasy residue. Creatures within a cone o f paralyzing gas must succeed on a Fortitude save (DC 21) or be paralyzed for l d 6 rounds plus 1 round per age category o f the dragon (4 i n this case). THE WHITE TOWER Calendrus’tower was once a gracefully curving white spire located in the heart of a beautiful forest grove. Search +23. vulnerability t o fire. Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. mage hand. a blackish stone shining silver in the light. Full Atk +19 melee (2d6+4. H D 16d12+48. Use Magical Device +14. for this dragon the cone i s 40 ft. h p 152. Atk +19 melee (2D6+4.. Concentration +13. Combat Expertise. Spell-Like Abilities: Z/day-feather fall. 1st-alarm. If the PCs explore the tower. Int 18. The box is made of hematite. lays a small stone box lying open. Knowledge (nobility and royalty) +12. 2 claws) and +17 melee (ld6+2. bite) and +17 melee (ld8+2.The lizard opens on a n almost invisible hinge (Search check. where Calendrus kept his laboratory and his personal chambers. Con 17. SQ Alternate form. AC 24. Diplomacy +25. a n d two stories of the building are relatively undisturbed. DC 23 to notice). Base Atk +16. immune t o acid and cold. Large dragon (cold). touch 9. However. Will +14. AL LG. The tower itself is soiled. SV Fort +13. Spells: This dragon casts spells as a 3rd level sorcerer. Sorcerer Spells Known (6/6. except that the dragon does not regain hit points for changing form and can only assume the form o f an animal or humanoid. save DC 14 + spell level): 0-detect magic. By the wizards bed in his private chambers. Knowledge (arcane) +13. Spd 40 ft. DC 16).THEHARBINGER *Calendrus. Critical information reveals Calendrus is actually a silver dragon. The ability functions continuously but can be negated or resumed at will. SA breath weapon. read magic. The dragon can remain in i t s animal or humanoid form until it chooses t o assume a new one or return t o its natural form. burned with acid and covered with ice. Juvenile Silver Dragon: CR 10. If the PCs search through the tower. The cone o f cold inflicts 8d8 damage with a Reflex save (DC 21) for half damage. The building lays shattered. Inside the box is a small golden lizard. fly 150 ft (poor). Sense Motive +14. lnit +4. is in ruin. They do find several odd items for use in Calendrus’ laboratory. Spot +25. Crp +24. Str 19. Disguise +23. Astute Pcs should be . within the laboratory. Improved initiative. they find the dead bodies of Calendrus’ servants. Breath Weapon (Su): A silver dragon has two types o f breath weapon. something terrible stands now where the beautiful tower once was. Skills and Feats: Bluff +23. Wis 19. Listen +25. Alternate Form (Su): A silver dragon can assume any animal or humanoid form o f Medium size or smaller as a standard action three times per day. 2 wings) and +17 melee (ld8+6. they do not find Calendrus’body. This ability functions as a polymorph spell cast on itself at its caster level.

forcing the PCs to both attack Calendrus and rescue the screaming townsfolk. his wings are damaged and he falls to the earth. Before she can finish. Through the pillared opening at the temple front. and attacks anyone nearby. When he awoke. knew Calendrus’secret. DC 20) reveals Imogen. and Calendrus fears he may send more ‘gifts’ to all of the dragons in the region. If reduced to 20 hp. leech-like worms. she quietly asks them to keep quiet. seeking another host. She did not see what was inside the package . and covered with numerous smaller. the dragon takes out as many innocents as possible. and knows he received a package from someone called his ‘southern brother’. The Greater Harbinger is massive . inviting them into her inner sanctum. seeking shelter. it attempts to flee using its dark skin to hide in the foliage. . But why would the gentle and noble Calendrus go mad? Nothing in his journal indicates anger. and believes there must be a way to undo whatever curse has befallen him. Hunters or city guards defending their homeland likely destroys them. he was paralyzed within his own body. and the worm gave no thought other than to destruction and havoc. He begs the PCs to travel into to Dark Feu and stop Aaxhul. The dragon approaches. many innocent people could be destroyed. She welcomes them graciously. long. which could only have been an ogre. Imogen rushes to Calendrus and heals him (as best she can). unable to control his actions.. She heard about the attack and is pleased they were able to drive off the dragon. both from the fight and from his ordeal. Calendrus says the worm was a ‘&ft”from a black dragon who lives in the swamps to the south of Brookvale. he informs the PCs the worm then small -hidden within the black box -found its way into Calendrus’ system while he slept. He was a complete puppet to the worm. one of a snow and acid mixture. but are quickly put down by another fearsome blast this time. The Priestess of the River Goddess does her best to steer the characters from k h g the dragon. Imogen was at Calendrus’ tower yesterday eve. Calendrus is extremely weak. She cares about least fifty ft. A package. The Worm has learned a little from the previous fight and attacks the weakest member (if possible). These actions are unexplainable. . the dragon’s breast scales burst open and a writhing mass of thick tapeworms spill out. and all those who have been spontaneously infected by it are restored. the alarm bells begin to ring at Brookvale’s gate. Further research (Gather Information check.The acolytes direct you to Imogen. delivered by a hooded creature.THE HARBINGER able to piece together the attack on the tower was actually the dragon breaking free from the inside. trying to break through its skin. She stands at the rear of the temple near the river dock. Once Calendrus is on the ground and near death (25 hp). The priestess looks up from her prayers as the PCs approach. TEMPLE OF GHESSE Many of the refugees from the forest vdlages came to the Temple of Ghesse.he did not open it in her presence. the large worm writhes frantically. he has no apparent enemies. several of the River Goddess’ acolytes tend to their peasants’wounds. but intricately coiled upon itself in a spaghetti-like mass. Imogen is worried for Calendrus. When he can speak. If not. The guardsmen scream in agony as Calendrus swoops toward the temple.. she says with a scowl. believing something horrible has happened. Imogen can provide two scrolls of protection from energy and one potion ofcure light wounds for each member of the party. I N THE HEART OF THE BEAST Encounter: The attacking dragon descends on Brookvale without mercy. Once the worm is out of Calendrus’ body he assumes his human guise curling up into a ball of pain and guilt (see New Monsters-Appendix B for full details of the Harbringer). The black dragon’s name is Aaxhul. offer them Search checks (DC 20) to realize this. and all of his journal writings hint that he cared deeply for Brookvale and its residents. If you think the party needs the help. If the PCs deal 85 points of damage to Calendrus. She heals the PCs’wounds and offers them a safe haven for the night. but she also has to oversee rebuilding the city and helping its inhabitants. The town guard launch volleys of arrows at him. Silver wings shine in the sunlight. Once the Harbinger Worm is dead. the High Priestess of the Temple of Ghesse. If these worms affect the other good dragons. When it falls. praying for the residents of Brookvale. She smiles and admits she too knows the dragon’s true identity. leaving Aaxhul and others to take over the area.. too weak to even get out of bed. Imogen provides what aid she can. destroying most of the town museum. If the PCs tell her they know who Calendrus really is. He is consumed by guilt for his actions while under the Worm’s control. and acid drips from the dragon’smouth and claws as he breathes a stream of ice. Tactics: During this fight. But she describes it as a black stone box. He must be stopped! But Calendrus is far too weak to fight Aaxhul .

and the young ones escape into the deep swamp. SQ Darkvision 60 ft.. consisting of a number equal to the party). no matter what direction the PCs choose for their approach. SV Fort +6. lowlight vision. Spd 30 ft. " I . Toughness. and simply let the river empty you out into the swamp. If the PCs defeat a significant amount (SO%+). Weapon Focus (greatclub).greatclub) or +1 ranged (ld8+5. in hide armor. The females attempt to cover their own. Con 15. in case the DM wishes to have the party attacked . one of the ogres blows a horn to alert the village./lO ft. If the PCs skirt the ogre camp and search the swamp on their own for the dragon. lnit -1. and later eaten. If the ogres overcome the PCs. Atk +8 melee (2d8+7.javelin). They know where his cave is. AC 16. flat-footed 16. they have to trick or force it out of the leaders. Full Atk +8 melee (2d8+7. There are many creatures living in the swamp that can attack Pcs as they travel into the deeper parts of the Dark Fell. Some of these are listed below. Prying information from a lesser ogre is confusing and partially incorrect. Space/Reach 10 ft. AL CE. Str 21.javelin). Tactics: The ogres only fight if attacked. These ogres are minions of Aaxhul. Grp +12. Dex 8.THEHARBINGER THE DARK FELL Encounter: There are 30 ogres in all at the camp men plus 10 women and 5 children). and how to approach it. base speed 40 ft. Base Atk +3. but if disturbed. Will +1. they surrender and an ogre leader points them in the right direction of Aaxhul. Spot +2. there is an excellent chance they come across a wandering party of ogres (who attacks them immediately.there are no other ways 'in'. Int 6.I the PCs happen along) druid or ranger) Troglodytes (2d6. they notice it is covered with small insects and floating bugs. (1s warrior The PCs must enter the Dark Fell in a shallow boat . Skills and Feats: Climb +5.. The bugs look quiet. or they view the PCs as weak. If the party intends to cajole the information from the ogres. SWAMP ENCOUNTERS Id20 Encounter 2 Assassin vine *Ogre Warrior: Large giant.The only physical way across is to leap to the statue and catch it. greatclub) or +1 ranged (ld8+5. Cha 7. HD 4d8+11 (29 h p each). touch 8. SA-. Listen +2.or in case the party gets out of the boat. Wis 10. rise up and attack (see the spell insect plague for effect). but they are not willing to parlay or give away the information. During the attack. they take them into the ogre village to be used as sacrifices to Aaxhul. viewing him as their chieftain and worshiping him as a near god. scouting Dartv) Owlbear (looking for a new den) \ .. THE PATH INTO DARKNESS 10 11 Orcs fld10. hunting party) Water naga (protecting its home) Yaun-ti sorcerer (looking for a rare material component) 17 18 20 If the PCs take a careful look at the water. The easiest way to enter the Fell is to go down-river from Brookvale. Ref +0. not breaking the water .

The cloud lasts for one hour. location trigger. They cannot be killed by simple means. rainy places. but the gas of the swamp ignites as well.THE HARBINGER line.carved out of the dirt and stone of the swamp hillock.multiple targets (can strike all characters in two adjacent specified squares). Part of the acid seeps into the water on the floor. it shatters into a thousand pieces . Once one of the pressure plates is found. it eats through anything lighter than waxed leather in one round. crushing the PCs with falling rocks is not the main focus of the dragon’strap. otherwise do not warn the PC. Atk +15 melee (6d6). When the acid touches flesh. and therefore must be avoided unless an area of effect spell (such as stinking cloud) can be utilized against them without causing undue noise and thus ruining all chance of surprise. (easily enough to fill the corridorfrom ceiling to floor for a IO ft. . shoring the ceiling of the cavern with black stone from other parts of the swamp. anyone looking for further pressure plates receives a +2 circumstance bonus to their search checks. creatures remaining within the cloud continue to take 2d10 points of damage per round until they are dead. wide .This acid is part viscous and part gas. from the statue. long and just over 15 ft. The area is gaseous. Disable Device DC 25. They are part of an elaborate trap the dragon has set in place here. These insects are semi-sentient. This cloud kills any creature with 1 HD or less (no save).Search DC 20. Several pressure plates cover the floor of the passage. mechanical. A Spellcraft check (DC 20) can warn over ambitious spellcasters of this danger and others may recognize the danger of fire spells with a survival check (DC 25). &Falling Block Trap (with acid effect): CR 6. There are six of these pressure plates scattered at intervals throughout the passage. and in order to ventilate the internal chambers and allow for a certain amount of water flow. and any wizard who starts a spell notes quickly the insects and crawlers in the muck begin to rise with the chanting. Then. the roof of this passage has small air-holes spaced about IS ft. Obsidian is a light and relatively fragile stone. The hillock is quite large. Treating a largescale fire spell or effect as if the metamagic feats Widen spell and Empower Spell were applied can duplicate this. THE FIRST PASSAGE 1 Stretching out before the PCs is a long corridor -SOft. Large amounts of fire kill the insects en masse. and torches and lanterns in the area sputter and flare up uncontrollably from time to time. and the dragon hewed his lair out of its internal structure. Any PCs inadvertently caught within the spell’sarea suffer for this lack of vision. and once it has struck the ground. portion of the passage). guarding their “Master’s’‘ cave. by 20 ft. Any magic cast in the area arouses the bugs. manual reset. Swamps are nasty. it deals Id8 points of damage per round until washed away by clear water or alcohol. apart. and extremely deadly. However. and causes creatures with 2 4 HD to make Fortitude saving throws or be knocked unconscious. If this acid touches organic material. swiftly spreading out from the point of release. the pcs can leap to the thin stone ledge at the front of the cave mouth. The gaseous smoke released from the shattered obsidian boulder hisses out in a thick bank of fog spreading to an area of 10fi. Coated by algae and slime they are difficult to distinguish from the rest of the dirt floor.and the acid gas within the stone escapes.

slam). Atk +15 ranged (ld4+4 plus poison. PCs l e a p i n g over t h e cube. flat-footed 3. The cube can automatically engulf a paralyzed opponent. Int -. Search DC 21. The gelatinous cube merely has t o move over the opponents. and it takes a DC 15 Spot check to notice one. Crp +3. save for t h e s m a l l a i r holes in t h e c e i l i n g f a r above). Grp +11. T h i s solidity. Improved Crab (Ex): To use this ability. However. Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. manual reset. It can then attempt t o start a grapple as a free action without provoking an attack o f opportunity. It cannot make a slam attack during a round in which it engulfs. Skills and Feats: -. l d 2 Dex/ld2 Dex). a S u r v i v a l (DC 25) or Profession (miner) (DC 20) c h e c k w a r n s of t h i s danger. dart). Tactics: p c s w h o a t t e m p t to w a l k across t h e room take t h r e e steps before s i n k i n g into t h e gelatinous cube upon w h i c h t h e y tread. appears to b e t h e ‘surface’ o f t h e floor. I f it wins the grapple check.. constrict ld6+1 plus l d 6 acid. SQ Blindsight 60 ft. A massive gelatinous cube. AL N. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. AC 5. AL N. SA Acid. The save DC is Strength-based and includes a +1 racial bonus. Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 ft. Atk +1 melee ( l d 6 plus l d 6 acid. E n c o u n t e r : O n e p a r t i c u l a r l y tremendous gray ooze has crawled out of t h e water. improved grab. HD 4d10+32 (54 hp). Spd 10 ft. Base Atk +2. t h e actual ground i s 5 ft. slam). Skills and Feats: -. Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. The ooze’s acidic touch deals 16 points o f damage per round t o wooden or metal objects. H D 3d10+15 (31 hp). ooze traits. SQ Blindsight 60 ft. on a success. AC 3. . lnit -5. a gray ooze must hit with its slam attack. Str 12. Lighting a t o r c h in t h e room i g n i t e s t h e l o c a l gases a n d causes massive damage to a l l in t h e area (4d8 fire). Cha 1. The save DC is Constitution-based. a n d who d o n o t l a n d upon it. poison (Small monstrous centipede poison. Although there appears to b e a floor. Int -. Will -4. * T h i s r o o m i s far m o r e t h a n it seems. T h e water f i l l s a l l of t h e area o f t h e room not occupied by t h e cube. i s actually t h e topside o f t h e gelatinous cube. slime. deep in stagnant water. a n d t h e oozes float lightly o n top of t h e water. Wis 1. Ref 4. a n d c l i n g s t o t h e wall. Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. Will -4. a gelatinous cube mows down Large or smaller creatures as a standard action. Con 21. however. Str 10. *Gray Ooze: CR 4. Atk +3 melee (ld6+1 plus l d 6 acid. SA Acid. / l O ft. DC 10 Fortitude save resists. it establishes a hold and can constrict. Full Atk +3 melee (1 d6+1 plus 1d6 acid. t o p p e d with various algae. o n l y t h e ooze on t h e w a l l takes damage from t h i s occurrence. paralysis. location trigger. touch 3. T h e d r a g o n t r a i n e d h i s c u b e t o create a p s e u d o p o d so w h e n h e calls to it. but ifthey d o so they are not entitled t o a saving throw. even under ideal conditions. affecting as many as it can cover. but not stone. Spd 15 ft. they are pushed back or aside (opponent’s choice) as the cube moves forward. a n d stagnant water. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. Space/Reach 15 f t .. mechanical. engulf. T h e large p o r t c u l l i s on t h e f a r side o f t h e room i s l o c k e d a n d requires a k e y to open. Wis 1. transparent. but the ooze must remain in contact with the object for 1 full round t o deal this damage. T h e portcullis’ l o c k requires a n O p e n L o c k s c h e c k (DC 30) t o open. ooze traits. t h e y find i t i s squishy. *Gelatinous Cube: CR 3. T h e g r e y ooze c l i n g i n g to t h e w a l l above t h e water attacks a n y o n e c l i m b i n g across t h e w a l l s or ceiling. The save DCs are Constitution-based.. I t i s trapped. Dex 1.. Engu/f(Ex): Although it moves slowly. a n d t h e gelatinous c u b e reaches out to i t s master with t h e k e y w h e n it hears t h e call. Disable Device DC 22. b e n e a t h t h e algae. a n d use it to unlock t h e portcullis. SV Fort +9. slam). multiple targets (1 dart per target in a 10-ft. a n d i s d i f f i c u l t to see or differentiate f r o m t h e actual wall. t h e y m u s t find another means to o p e n t h e gate. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid. Cha 1.THEHARBINGER THE OOZE Portculis Lock Poison Dart Trap: CR 4. Base Atk +3. immunity to electricity. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. Dex 1. Full Atk +1 melee ( l d 6 plus l d 6 acid. Any melee hit or constrict attack deals acid damage. area). I t blends with t h e s t o n e w o r k n i c e l y (there i s l i t t l e a m b i e n t light f r o m t h i s room. as t h e cube o n t h e f l o o r i s p r o t e c t e d by t h e s u r r o u n d i n g water. Huge ooze. If t h e PCs p o k e at t h e floor. flat-footed 5. Con 26. immunity t o cold and fire. or a S t r e n g t h c h e c k (DC 40). T o u c h i n g t h e f l o o r with a p o l e or o t h e r l o n g i t e m only reveals t h e f l o o r i s s o l i d b e n e a t h a f e w inches of water a n d slime.-by10-ft. touch 5. Engulfed creatures are subject t o the cube’s paralysis and acid. find themselves 5 ft. T h e k e y i s in o n e o f t h e gelatinous cubes. and are considered grappled and trapped within its body. Transparent (Ex): Gelatinous cubes are hard t o see. Creatures who fail t o notice a cube and walk into it are automatically engulfed. SV Fort +6. Opponents can make opportunity attacks against the cube.. Acid (Ex): A gelatinous cube’s acid does not harm metal or stone. Those who d o not attempt attacks o f opportunity must succeed on a DC 13 Reflex save or be engulfed. lnit -5. find t h e key. Medium ooze. T h e PCs m u s t m a k e a Spot c h e c k (DC 17) to n o t i c e t h i s ooze a n d m a r k i t s l o c a t i o n by l o o k ing carefully a t t h e wall. W i t h o u t it. slam). or crawls up t h e walls. b e l o w t h e ‘surface’ t h e PCs see b e f o r e them. T h e pcs m u s t kill t h e cube. transparent. Ref -4.

Base Atk +16. but even if they hear the noise they may not be able to see them. it exerts control over the PC by use of the dominate person spell.THE HARBINGER Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 ft. Move Silently +19. are subject t o the effect if they have fewer HD than the dragon. save DC 11 + spell level): 0-acid splash. they are unaware of the sacs. AC 24. Like silkworm cocoons. SA breath weapon. bite). Sense Motive +4. Swim +9. SQ DR 5 / magic. Intimidate +20. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to that dragon’s frightful presence for 24 hours. 1st-alarm. creatures with 4 or less H D become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. the Harbinger worms fall from their silk pouches. they cannot be seen from the door. SR 17. flat-footed 24. Wis 13. they are spun webbing. Suspended on the ceiling are several Harbinger Worm sacs. Breath Weapon (Su): A line o f acid 80’ long by 5’ wide and 5’ high. The silk sacs are extremely vulnerable to fire. Dex 10. Sheltered by the darkness and the uneven texture of the ceiling. bite) and +17 melee (1 d8+2. The Harbinger. The ability takes effect automatically whenever the dragon attacks. it is dangerous. he seizes some of the Harbinger Worm sacs in his mouth. The goal of the worms is to wear down the PCs providing an edge for the actual dragon attack. skittering noise from above. even under ideal conditions. . If not. fleeing with them. mage hand. Knowledge (nature) +3.. Listen +22. Alertness. aiming for the intruders. Frightful Presence (Ex): This dragon can unsettle foes with its mere presence. Aaxhul returns to his cavern home. swim 60. and uses all of his abilities to fight the PCS. they are hard to make out. lnit + O Spd 60ft. read magic. Str 19.The victim. Hide +15. tail slap). 2 claws) and +17 melee (ld6+2. Int 12. touch 9. uses every method at its (the PC’s) disposal to defeat the PCs. Weapon Focus (bite). Will +11. AL CE. Search +20. If the PCs walk beneath the sacs. Diplomacy +6. Spells: This dragon casts spells as a 1st level sorcerer. Power Attack. the Harbinger Worm forces the PC to attack his companions. water breathing. Tactics: If a worm makes contact with a Pc’s flesh. 10d4 damage Reflex (DC 21) for half.If he feels seriously outclassed. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage. Cha 12. but so is the gas within the chamber (treat any fire spell effects as if they had the empower spell and enlarge spell metamagic feats applied at no additional level cost). attached loosely to the ceiling. Even from immediately below one of the sacs. Young Adult Black Dragon: CR 9. Crp +24. immune to acid. However. detect magic. Spell-like Abilities: 3/day-darkness (radius 50 ft. fly 15Ofi (poor). the black dragon.). utilizing items the PC knows how to use. Aaxhul continues the attack. Blind-Fight. when the PCS start to believe they have everything well in hand. overtaken by the Harbinger Worm. Flyby Attack. but provide the PCs an opportunity to investigate if they wish. HD 16d12+48. h p 152. charges. Allow Listen checks (DC 35). Ref +lo. and other abilities while submerged. Skills and Feats: Concentration +5. or flies overhead. to see if the PCs hear a faint. FACING THE BLACK DRAGON At some point near the end of the battle above. Large dragon (water). spells. message. Spot +22. Con 17. If the subject fails. On a failure. Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon. frightful presence. Tactics: Aaxhul. cannot be subdued or easily defeated. and it takes a DC 15 Spot check t o notice one. 2 wings) and +17 melee (ld8+6. Dragons ignore the frightful presence o f other dragons. magic aura. so long as he thinks he can win. Read or paraphrase the following: THE DRAGON’S NEST Although the room does not contain Aaxhul. The worm learns quickly. SV Fort +13. Cleave. uses all physical or magical abilities or spells it has. Knowledge (history) +3. Climbing up the sacs is not easy either. Sorcerer Spells Known (5/4. Creatures within a radius o f 150 ft. Transparent (Ex): A gray ooze is hard t o identify. Full Atk +20 melee (2d6+4. Aaxhul. Atk +20 melee (2D6+4. realizing its Master’s lair is threatened. The PC is allowed a Will save (DC 17).


Some of the smaller statues and jewelry items can be pried loose. and 7.THE HARB NGER The black dragon’s horde is scattered and takes hours to count and organize. with a dark garnet hourglass built into its abdomen. free from the melted pile (Aaxhul liked to take them out and peruse his horde’s finer additions). plus 4 randomly determined 4th level spells). If you do. Aaxhul. Getting it out of the dragon’s cavern and through the swamp should be a daunting task even for the most determined adventurer.There are 2. 5. please help me find the Heart of b u n Khonshu to save my friend. they could garner quite a bit.a ring ofwater breathing. There are a few magic items in the black dragon’s horde.681sp.There are many statues. much jewelry and other pieces of art (too much to list here). . FURTHER ADVENTURE “Good people. A jeweled box at the top of a mountain of melted gold possesses the most unusual magic item in the horde. and a +2 greatsword (named “Onyxhammer”). and someone dear to me has suffered a tremendous attack upon his very soul. but it takes effort. DC 30) and cannot be opened violently without destroying the magic item inside. The box is locked (Open Locks.032 gp. I beg you. Within the box is a clockwork spider made of silver and onyx. I beseech you: Hear my story. including one spellbook (all spells level 1-3. is yours . save the ruby.A thorough search of the chamber reveals these items atop the slag heap. It is currently ‘keyed to the dragon. My name is AUyn.all of it! What say you?”(seethe adventure “The Heart of Anum Khonshu”).328 cp. all of the treasure of the tomb. If sold to a collector or jewelry expert.The dragon’sacid breath and the acid dripping from his scales fused most of the coins together.

The penalty for failure is impnsonment. DMs who ran ok in this series. The guards enjoy a short penod of glory for “solvingthe cnmes” and the guild gets nd of a few worthless recruits. w o w y about getting these five done first. mischief or trickery would also have a stake in completing the adventure. here are a couple of examples: the span of a single bership in the local . Impossible you say? Let’s hope not. Obviously. the guild has a deal with the local constable. Leave a bloody dagger In the room of Regent Petralis. Find a prel in the city. real or otheywise. There are a variety of reasons the PCs could have for joining the guild. Anyone who fails to pass the guild’s initiation zs handed over to the constable and impnsoned for past crimes. a b e s t of Sun God. rogues have the upper hand in some instances. DM may set the adventure there or make this a part of the organization’s web of crime in another town. N c Steal the J Byanca. we’ll save that one for later. . and this adventure easily acts as an introduction to any nefarious rogue’s guild you may invent. If you wish to expand the possibilities of creating your own thief‘s guild for your campaign. Success earns the PCs the right to wear a ‘MM brand on their left arm. the AEG book “Guilds” is indispensable. A cleric following a god of rogues. Good luck! irious encounters riminal activities der to qualdy for 1. Membership is not limited to rogues. Adventure I) may wish to make the group the Minutemen from the city of Desburg. but should be of a neutral or evil alignment. You see. but beating up a guard is best left to fighters and divining secrets is the work of bleary-eyed wizards and sages. characters can be of any race or class. Last. Retneve th Kidnap Father Milas Tomor. .THE GAUNTLET It’s not.

The PCs may want to pay for their equipment rather than spend the night in a cell. If you’d like to use our prepared sites skip this section and start reading the section titled . Ashton’s Bend (or any city you set the adventure in) is a small city. Otherwise. Cargo inspectors are paid handsomely to allow smugglers access to the docks and warehouses. Acquiring supplies is easy. and ruffians . but feel free to come up with a few more). Once you’ve established the reason for the PCs initiation. determine specific sites for these crimes. Record your results on a piece of scratch paper or in your DM notebook. DOCKS DISTRICT LOCATION CHART ld20 Location Locks/Doors DISTRICT LOCATION TABLE 1d 2 0 Location 5-8 Warehouse 20 Hightown WAREHOUSE DISTRICT LOCATION CHART 1d 2 0 Location Locks/Doors 3-4 Carpenter General Store Strong wooden Strong wooden 7-10 ADVENTURE PREPARATION There are a few extra steps you can take to prepare for this adventure. The PCs go to the guild for protection after a close call with local authorities.THE GAUNTLET The Pcs attracted the guilds attention through their exploits.“Beginning the Adventure”. determine the target locations for the crimes (there are five included with this adventure. you’ll need to refer to them later. As a result. The PCs know someone who knows someone. the city profits more from its underground trades than it does from legitimate business.The guild doesn’t like competition and offered two choices -join the guild or leave town. the thieves’ guild becomes an essential part of everyday life. The city rests on the shore of a well-traveledriver.wants to join the guild. Roll 1d20 for each chart. prosperously providing services to the river traffic. Feel free to adjust the details as you see fit.thieves. adventurers. The PCs have an opportunity to join the ranks of a prestigious organization. First. with a population just under ten thousand. follow the directions below for building a unique gauntlet each time you play. The citizens treat high-ranking guild members like minor nobility and everyone . The city government is rife with corruption. and should be at least respectful of this opportunity. We’ve randomized several of the key components so you can replay the Gauntlet with different tests. ask if they need to prepare before the ceremony begins. Next. as many times as you like. CRAFTS DISTRICT LOCATIONCHART ld20 Location Locks/Doors 4-6 Weaponsmith Iron LOWTOWNDISTRICT LOCATION CHART Id20 Location 5-6 Butcher Inn Simple wooden Strong wooden 9-14 HICHTOWN DISTRICT LOCATION CHART 8-10 Temple Noble Manor Stone Stone 12-18 . In a city with this level of corruption.

Base Atk +1. Ride +2. Improved Initiative. A Standard Patrolman. Once the locations are determined. Possessions: Studded leather armor. there is a 25% chance a passing patrol stops the PCs as they are going about their business. SV Fort +3. stone buildings and a walled off courtyard. Str 10. H D 2d6. @Strong wooden door: 2 inch. Base Atk + l . If they fail to convince the Watch Commander of their innocence. Spd 30 ft. SQ -.glaive) or +1 ranged (1d8/19-20. the guards arrest the group and bring them to the guard station for questioning.Full Atk +2 melee (ld10+1/x3. Break DC 30. GUARDPATROL ROTATION Time Activity Noon Second Watch -Shift Change Noon Second Watch . Listen +4. If the PCs are stopped. Wis 10. If they act suspicious or fail to provide a decent excuse (i. 20 hp. SQ -. Alertness. Knowledge (local) +5. SA -. Watch Station These sites are small. club). AL N. 10 bolts. Atk +2 melee (ld10+1/x3. They are asked questions like ‘Where are you coming from?’ and “Who are you on your way to see?”-ifthey provide a reasonable explanation or documentation of their business in the area the guards allow them to pass without further incident. Break DC 28. SA -. The roving guard patrols check in with the administrator every hour on the hour. Craft (any) +5. Add a 10% chance for every hour after midnight with a maximum chance of 90%. light crossbow). Ref +0. Skills and Feats: Climb +2. @Stonedoor: inch. hp 7. while others have a separate residence. Skills and Feats: Appraise +5. Grp + l . Dex 10. Diplomacy +7. Break DC 13.. note guard activities. After 6 pm this chance increases to 50% and after midnight increases again to 75%. Cha 13. Con 10. Break DC 23. merchant’s scales. flat-footed 10. AL LN. Sense Motive +7. 15 hp. single room offices housing a district administrator. lnit +4. Con 12. The guard station is located in Hightown and there is a watch station in every district. lnit +O. Break DC 18. Some live above or behind their business. There is a base 50% chance the owner is on the premises after 6 pm. * The number o f windows is equal to the result rolled on a ld20. barracks.Shift Change . Human Exp 2: CR 1. lock (DC 25). Full Atk +1 melee (ld6. fail an opposed Bluff check). touch 10. H D ld10+1. @Simple wooden door: 1 inch. Bluff +7. @ Iron door: 2 inch. 5 hardness. lock (DC 28). lock (DC 15). they spend the night in jail. 5 hardness. It is comprised of several large. 60 hp. 2 d l 2 gp.. Will + O Str 12. Int 10. Pat roI s A Merchant. Listen +5. Spd 30 ft. 5 hardness. the owner is always there. flat-footed 13. lock (DC 28). During normal business hours. Roll for an encounter every hour. Will +4. During the day.glaive) or +1 ranged (1d8/19-20. @Goodwooden door: 1. Cha 9. AC 13.If the PCs act furtive or suspicious. Atk +1 melee (ld6. and prison. Dex 11. Medium humanoid. Medium humanoid. intimidate +6.e.light crossbow). Crp +2. 10 hp. Ref+O.5 inch.touch 10. light crossbow.THE GAUNTLET BUILDING CHARTS ld20 Stories 1-10 1 story 11-1 8 2 stories ld20 9-17 GUARDPATROL ENCOUNTER TAELE Id20 Encounter 16-17 Basement Yes Royal Patrol ld2O Windows A patrol is comprised of 4-6 patrolmen (ld3+3). Negotiator. h p 8. glaive. 8 hardness. Int 13. it is expected they provide proof of their legitimate business. 10 hardness. lock (DC 18). Possessions: Artisan’s outfit. whenever the PCs are particularly noisy or whenever the game bogs down. SV Fort +0. Typical Merchant: Guard Station This location serves as the administrative offices. AC 10. Spot +4. Wis 12. 60 hp. Human War 1: CR %. Profession (merchant)+5. club). add 25% from the possible chance a patrol passes them by. Persuasive. Gather Information +5.

Jump +2. Medium humanoid. Weapon focus (greatsword). Find a precious a n d rare Black D i a m o n d . He turns undead as a 2nd level cleric. Spd 30 ft. greatsword) or +8 ranged (ld10+1/x3. To paraphrase. longsword) or +3 ranged (ld10/19-20. Steal M a d a m e Byanca’s personal journal. Improved Evasion (Ex): When subjected t o an attack that normally allows a Reflex saving throw for half damage. R e f +5. Int 6. Full Atk +6 melee (ld6+4. h p 15. Medium humanoid. Skills and Feats: Climb +3. SQ -. Profession (soldier) +5. H D 6d8+12. Ride +2. Str 19. heavy crossbow). Human War 2: CR 1. Divine Health (Ex): Anselyn is immune t o all diseases. heavy crossbow). 6. Run.. 3. Skills and Feats: Diplomacy +9. Str 16. K e e p it quiet. H D 2d10+1.throw and half damage i f the saving throw fails. Retrieve L o r d Rhelgin’s sword. D e v o n i n f o r m s t h e m w h a t to do w h e n t h e t i m e comes. Alertness. AL LN. glaive. AL LC. divine grace. Dex 10. Combat Reflexes. As our s t o r y begins. h i d d e n somewhere in t h e city. A Royal Patrolman. Knowledge (nobility and royalty) +7. detect evil. AC 14. Heal +6. Human Ftr 2: CR 2. Base Atk +2. aura o f good. longsword) or +3 ranged (ld10/19-20. Listen +4. O n c e t h e f i r s t f i v e tasks have b e e n completed. heavy cross-bow). large steel shield. Int 11. Special Mount (Sp): Anselyn has a special mount. Leave a b l o o d y dagger in t h e r o o m of Regent Petralis without b e i n g seen. Atk +5 melee (1d8+2/19-20. Atk +6 melee (1 d6+4. Handle Animal +7. AL LN. low-light vision. Anselyn decides how many o f his daily allotment o f points t o use as damage after successfully touching an undead creature. Rapid Reload. Will +4. holy symbol. Str 14. SV Fort+4. Empathic Link (Su): Anselyn has an empathic link with Crusader out t o a distance o f up t o 1 mile. a heavy warhorse named Crusader. Full Atk +5 melee (ld8+2/19-20. Skills and Feats: Listen +5. SA -. Grp +4. 10 bolts. lay on hands. Ref+O. hp 39. Anselyn may attempt to smite evil with one normal melee attack. Will +O. Full Atk +11 melee (2d6+4/19-20. Ref+l. improved evasion. Spd 20 ft. SA-. there i s t h e s i x t h task. Improved Initiative. Possessions: Chain shirt. Crp +3. Will +2. Each day he can heal a total number o f 15 hit points o f damage.. t h e y are: 1 . cape. SV Fort +5. Ref +5. Possessions: Breastplate. Con 14. A Knight Captain -Anselyn of Fossmoor. Ride +7. Human Pal 5: CR 5. Listen +6. heavy crossbow. Aura ofCood (Ex): The power Anselyn’s aura o f good (see the detect good spell) is caster level 5th. Aura ofcourage (Su): Anselyn is immune t o fear (magical or otherwise). T h e i r contact i s a m a n n a m e d Devon. Dex 13. 5. 2 hooves) and +1 melee (1d4+2. Turn Undead (Su):Anselyn has the supernatural ability t o turn undead. lnit +5. Finally. 20 bolts. SQ Aura o f courage. Cha 9. Cha 6. Wis 10. Improved Initiative. Intimidate +2. AC 17. heavy crossbow). Int 15. flat-footed 17. heavy crossbow). Alertness. he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. Str 12. Crp +8. Sense Motive +6. + I heavy crossbow. K i d n a p Father M i l a s Tomor. SQ -. small steel shield. Atk +3 melee ( l d 1 0 + 1 / ~ 3 . (in breastplate). Spd 50 ft. glaive) or +2 ranged (ld10/19-20. h p 12. Dex 14. Heavy Warhorse: CR 6. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack o f opportunity. Atk +11 melee (2d6+4/19-20. Cha 17. Anselyn cannot see through Crusader’s eyes. scent.AElite Patrolman. Spot +6. save DC 11 + spell level): 1st-protection from evil. glaive) or +2 ranged (1d l 0/19-20. Smite Evil (Su): Twice per day. Alternatively. but they can communicate empathically. heavy crossbow). and he doesn’t share any other bonuses on saves that Anselyn might have. touch 10. Cha 10. Spot +4. the smite has no effect. whichever is higher. t h e PCs arrive at t h e specified m e e t i n g place -a n abandoned warehouse j u s t as t h e s u n i s s e t t i n g (6 pm). lnit +2. 4. but not i f he is unconscious o r dead. Spot +4. SA-. touch 10. o f Anselyn gains a +4 morale bonus on saving throws against fear effects. Full Atk +3 melee (1d l 0+1 /x3. h p 53. Knowledge (religion) +7. Spot +5. Crp +11. Wis 13. flatfooted 16. Share Savine Throws: For each o f his saving throws. Anselyn may choose t o divide her healing among multiple recipients. Lord R h e l g i n is t h e statue in t h e center of t h e city. He adds +3 t o his attack roll and deals 5 extra points o f damage. heavy crossbow. . At Anselyn’s option. Int 10. Spd 20 ft. +1 greatsword (named “Lazarus”). share saving throws. w h i c h t h e PCs are not privy to initially. flatfooted 14. SV Fort +9. Con 12. Anselyn can use detect evil. If Anselyn accidentally smites a creature that is not evil. Con 17. Wis 13. HD 5d10+15. touch 11. Acrusader. This ability functions while the Anselyn is conscious. Wis 11. Listen +4. Each ally within 1 0 ft. Will +O. special mount. Con 16. Base Atk +2. Weapon Focus (longsword). Lay on Hands (Su):Anselyn can heal wounds (his own or those o f others) by touch. Ride +2. Using lay on hands is a standard action. touch 13. Medium humanoid. lnit +4. Dex12. SV Fort +7. he can use any or all o f this healing power t o deal damage t o undead creatures. He may use this ability 6 times per day. AL N. Crusader takes no damage if he makes a successful saving . Base Atk +5. 20 bolts. T h e l i s t i n c l u d e s six crimes to c o m m i t b e f o r e d a w n in order t o become m e m b e r s of t h e l o c a l thieves’ guild. turn undead. hoof).. Endurance. including supernatural and magical diseases. Crusader applies his own ability modifiers t o saves. as the spell. lnit +l. AC 18. greatsword) or +8 ranged (1d10+1 /x3. divine health. SQ Empathic link. Base Atk +3. Alertness. Skills and Feats: Climb +2. longsword. a Priest of I j u r a n . Crusader usechis own base save bonus or t6e Anselyn‘s. flat-footed 17. and doesn’t have to use it all at once. AC 19. bite). SA Smite evil 2/day. 2. H e i s h e r e to answer t h e i r question a n d g i v e t h e m t h e i r ‘list’. Detect Evil (Sp): At will. Large magical beast. T h i s i s a l l t h e y know. Possessions: Chainmail armor. but the ability is still used up for that day. Paladin Spells Prepared (1. H D 2dl0+4.

If the PCs make noise. Scour the raven. Scour hears them. poison (black adder vapor. Dropping the box provides a Listen check (DC 12) for them both. Madame Byanca’s House of Fortune @Simple wooden door: 1 inch. Assume a Listen or Spot check of 16 for Skaur (as if he was taking IO) and a Listen or Spot check of 5 for Byanca (she sleeps rather soundly). which in turn alerts Scour and Byanca. location trigger. l d 6 Con/ld6 Con). never miss. Surprised PCs must make a Will save (DC 15) to avoid crying out. Encounter: The PCs must steal Madame Byanca’s journal . Break DC 13. DC 11 Fortitude save resists. Search DC 20. manual reset. Black Adder Vapor Trap (modified delivery): CR 3. Madame Byanca’s raven sleeps lightly. If Bianca is sleeping. A successful Search check (DC 25) finds the book is locked away in a small flat box (which is trapped). from a perch in the front room. Byanca does not part with the volume under any circumstances. lock (DC 15). There is a 5% chance Byanca is out on any given evening -searching for herbs in the moonlight. mechanical. If she’s not out. room).THE GAUNTLET Items 1 through 5 can be completed in any order. 10 hp. The Warehouse 1. 5 hardness. Disable Device DC 16. * . onset delay (2 rounds). but removing the book or tipping the box angers them. The box contains six guardian scarabs (see New Monsters-Appendix B) in addition to the book the PCs seek. so the PCs must take it by force or stealth. the scarabs gain one surprise action during the first round. multiple targets (all targets in a lO-ft.-by-lO-ft. automatically surprising the PCs. the PCs must find Byanca’s journal without disturbing Byanca or her familiar. she’s here either sleeping (50% chance) or up ready to receive clients (45% chance). Combating or killing Skaur wakes Byanca. If she is seeing clients. leather-bound volume she keeps on a small table beside her straw cot. he helps keep an eye on visitors. If the PCs were not careful before opening it. Tactics: Once inside. Move silently and Hide checks must exceed these numbers. gas. These scarabs do not attack unless provoked. Skaur sleeps on his perch next to her bed in the rear room.a small. When you are ready to begin the adventure read or paraphrase the following: 0.

talons). Empathic Link (Su): Byanca has an empathic link with Scour out t o a distance o f up to 1 mile. Ah-Haraf keeps a large room in the back and Turusk keeps smaller quarters in a room off Turusks. Space/Reach: 2-1/2 ft. Deliver Touch Spells (Su):Scour can deliver touch spells for Byanca. Base Atk +3.THE GAUNTLET AMadarne Byanca. improved evasion. Each is found on a successfulSearch check (DC 20) and each takes one minute of careful. H D 1/2 d8+2. club).5 inch. Full Atk +4 melee (ld6+1. SA Poison. lock (DC 28). I f Byanca and Scour are in contact at the time Byanca casts a touch spell. Full Atk +2 melee (ld2-4 plus poison. flat-footed 10. Fully develop and role-play out the Pcs hunting down the diamond. Weapon Finesse (talons). The Black Diamond Somewhere. PCs may find Byanca’s magic items.. The book also contains a new spell called Byanca’s Head (see New Monster-Appendix A). potion ofbull’s strength. it all depends on the DM. Wis 14. Dex 10. Initial damage 1d2 temporary Strength. SV Fort +2. speak with master. flat-footed 16. Scour takes no damage if he makes a successful saving throw and half damage even i f the saving throw fails. talons). lnit +1. Medium humanoid. lnit +O. Whether or not they find the true Black Diamond or a fake is up to the DM. Will +6. low-light vision. The easy way is a Gather Information check (DC 25). at the time o f casting t o receive the benefit. potion o cure light wounds. SV Fort +3. but they can communicate empathically. Base Atk +O/Grp -10 Atk +2 melee (1d2-4 plus poison. buried beneath the Mountains of Har’Ilash. *Assume l d 3 spells were cast during the day. The shop has four windows. deliver touch spells. &Scour. flat-footed 15.hidden in the city. Spd 20 ft. Ref+O. are always here. If they gather enough information to be sure where it is and then report to the Guild they should be complemented on paying close attention to their orders. Spellcraft +11. Con 10. Atk +5 melee (ld3-3. club). Dex 13. fly 40 ft. Adept Spells Prepared* (3/3/1. Int 16. Str 5. Turusk is known to stay up late (until 3 am) and Ah-Haraf keeps the shop open until 9 pm. SV Fort +4. all of this at night when most shops are closed. etc.. they must find a way into Ah-Haraf‘s shop. bite). AC 15. Each round a PC looks through Byanca’s room. Hide +12. Spd 10 ft. Break DC 28. And of course. Smart PCS might recall the guild specifically stated they just have to find the diamond. not retrieve it. Int -. AC 16. Con 12. she can designate Scour as the “toucher”. Skill Focus (Profession (fortune teller)). Blron door: 2 inch. Dex 10. Weapon FinesseB Poison (Ex): Bite. Small magical beast... H D 6d6. The hard way is to make them find it. Skills and Feats: Listen +6. Speak with Master (Ex): Scour and Byanca can communicate verbally as i f they were using a common language. H D 1. Improved Evasion (Ex): When subjected t o an attack that normally allows a Reflex saving throw for half damage. (average). AL N. the touch spell dissipates. Ahz-Haraf and his bodyguard./O ft. SA Spells. Cha 6. Wis 10. Possessions: Divining robes. Grp +3. bite). quiet searching to find. Unlocking a Window: Pick Locks check (DC 25) and a contested Move Silently check against Turusk (if he is up). Skills: Climb +0. light. scroll ofcurse. she may have any spell (but not any spell-like ability) she casts on herself also affect Scour. Human Adp 6: CR 5. Craft Wondrous Item.poison immunity. In addition to the book. Diminutive vermin. Perhaps one thief directs them to a jeweler who directs them to a sage who directs them to an innkeeper who in turn sends them back to see another thief. Ref +2. share spells.AC 10. The secrets in Byanca’s journal are worth thousands of gold to anyone who can exploit them. 60 hp. Wis 13. if you like. SQ Summon familiar. Full Atk +5 melee (ld3-3. lnit +O. Fortitude save (DC 11). Other creatures do not understand the communication without magical help. Scour must be within 5 ft. Ref +3. 15 hp. In order to find it. gauntlets ofogre power f (counted in stats above). Spot +4. save DC 11 + spell level): &-cure minor wounds. Knowledge (nature) +9. Scour can then deliver the touch spell just as Byanca could. have him make a Move Silently and Hide check against Scour’s Spot total. all of which have iron bars over them. Raven: CR %. 1st-command. Randomly determine which spells are exhausted. As usual. Skills and Feats: Concentration +8. touch 12. AlertnessB.. SQ Darkvision 60 ft. Grp -4. protectionfrom evil. Break DC 18. Share Spells: At Byanca’s option. There is one strong door leading in the front and an iron door in the back. @Good wooden door: 1. lock (DC 18). Spd 30 ft. 5 hardness. Knowledge (the planes) +9. AL N. It has over 100 years of information spanning generations of herbalists. Base Atk +3. Cha 10. h p 24. Knowledge (arcana) +9. Str 10 (12). Familiar Companion: Byanca has a raven familiar named Scour. i f Byanca casts another spell before the touch is delivered. Treasure:The ‘Journal’contains information on herbal remedies of all kinds. Profession (fortune teller) +11. touch offatigue. secondary damage 1d2 temporary Strength. SQ Empathic link. Send the PCs on a wild goose chase.There is an easy way and a hard way. the PCs must ask around. Knowledge (history) +9. hp 4. 10 hardness. Will +6. Knowledge (religion) +lo. detect evil. AL NG. Breaking awindow: Strength check (DC 15) to bend the bars on the window. SA -. Con 14. Byanca cannot see through Scour’s eyes. is a rare Black Diamond cut from a stone. 2. scroll ofcommand. Atk +4 melee (ld6+1. This reveals Ah-Haraf (a jeweler) is rumored to have a large portion of the uncut stone in his shop. . Brew Potion. Turusk. Spot +6. Cha 2. touch 16.. tremorsense 60 ft. hp 12. touch 10.vermin traits. 2nd-invisibility. If the PCS wish to steal the diamond or venfy its location. Scribe Scroll. Int 8. Will + O Str 3. 57 gp. ACuardian Scarab CR 1/4.

SQ darkvision 60 ft. Persuasive. Sneaking into his room is difficult and if Turusk is up he may be able to hear them. Father Milas Tomor Father Milas is a powerful priest in the city. ATurusk the Guard. flat-footed 10. if the PCs opt for this method. Lord Rhelgin’s blade is well-known throughout the city and any citizen can identlfy it on sight. which Ah-Haraf keeps in a strongbox (Open Lock. if he realizes there are intruders Aliz-Haraf alerts Turusk and then tries to slip away to fetch the guard. touch 10. 15 hp). Atk +8 melee (ld8+4. high statue . Once inside. but with little leverage a Strength check (DC 25) is needed to hoist the sword from the cramped hand. Treasure: Ah-Haraf keeps his jewelry in lock boxes through out the store. and Milas. is in a well-patrolled section of town. AL LE. Listen +1. But why pay for work if you can get it for free? If the PCs are smart they save the kidnapping of Father Milas for last (so they don’t have to lug him around everywhere). Atk +1 melee (ld3. Knowledge (local) +6.. dagger). This building however. longsword) or + 4 ranged (1d4/19-20. Full Atk +1 melee (ld3. H D 3d10+9. each one allowing access to a den or small room. He keeps his heavy mace under his bed and is prepared to use it ifnecessary. when the PCs later learn the impact of kidnapping an important priest. 3. Negotiator. A Strength check (DC 15) breaks the fingers from the statue (or 25 points of damage in a single swing -hardness IO. Half-Orc Ftr 3: CR 3. Possessions: Artisan’s outfit. masterwork longsword. flat-footed 14. Inquisitive PCs may question why the guild would want such a well-known blade. If the PC is unable to pry it from the hand. It is ultimately up to the DM how much loot the pcs can walk away with. DC 35 to open) under his bed. Profession (jeweler) +5. It is a sacred and historical landmark and few would dare to harm it. Base Atk +3. Base Atk +l. and any loud noises generated by the PCs during this intrusion is sure to bring down the city guard on this location. @Strongwooden door: 2 inch. Medium humanoid. It is a finely crafted sword and if the PCS did not know it before. SA -. unarmed). they have the guard dog to contend with. Lord Rhelgin’s statue is in a very regal pose. is the most vocal and influential of the priests. they can see now the sword is worth a great deal. Con 14. There are four windows on the second floor. Will +4. AL NG. Listen +6. Developing a back-story to this plot hook is useful for running this adventure as part of an ongoing campaign. they draw the attention of any patrols in the area. If the PCs cannot secure him tonight. Dex 12. hp 10. 5 hardness. 4. Str 19. It is a cold iron masterwork weapon that radiates feint transmutation magic (never-rusting enhancements). unarmed).. Iron Will. If none of the PCs know this. the guild can always find more competent men to do it for a few thousand gold. Power Attack. The downstairs has only two windows and the front door (the only door) has a sturdy lock. from the stone hand. Next the PC must find a way to remove the steel sword If the PCs cannot get in the front door. Improved Initiative. Randomly roll for the patrol arriving in 2d4 rounds. Cha 14. This is an easy task given the correct tools. Skills and Feats: Appraise +5. hp 30. Crp +7. small sack. however. Profession (guard) +1. Diplomacy +8. Bluff +7. SV Fort +5. Medium humanoid. He’s a paranoid man and he keeps a guard dog in his home and lives in an entirely secure neighborhood. lock (DC 25). Skills and Feats: Intimidate +4. If captured he tries to buy his way out.THE GAUNTLET If the PCs get inside. Getting into Milas’s home is no easy feat. Con 10. they must find the diamond. First someone must climb up the 15-ft. Full Atk +7 melee (ld8+4. He has . buckler. dagger (2). Craft (jewelry) +6. Dex 11. Removing the sword is difficult. Grp +l. AC 16.. Add 3 to all rolls on the Guard Patrol Encounter Table. AAliz-Harafthe Jeweler. should he wake. Gather Information +6. IfTurusk is dp. Possessions: Chain shirt. It could add further complications to the plot. Father Milas. SQ -. the founder of the city. Ref +0. PCs aware of the local climate -Gather Information check (DC 18) -know he is presently involved in a lengthy excommunication proceeding with an important regent in the city. H D 2d6. Spot +l. AC 10. SV Fort +0. His sword is held high above his body. lnit +5. Pulling it out is possible. allow him an opposed Listen check against the PCs Move Silently skill check. The thieves’ guild wants to see Father Milas for a quick chat. Int 14. However. Toughness. orc blood. patrols are frequent here nonetheless. Will +2. City Square In the center of the city is a small park with stone walkways around a statue of Lord Rhelgin. diz-Haraf does not fight unless he has no choice. lnit +O. While the NPCs sleep consider their Listen checks an 8. then the fingers must be chiseled off. 20 hp. Str 10. Human Exp 2: CR 1. Wis 12. Sense Motive +7. SA -. merchant’s scales. Ref+l. The cheaper stuff stays in the glass cases. However. 12 gp. Int 10. Wis 10. 51 gp. a follower of Ijuran (or the God of Justice in your game world). dagger). The Pcs had best be light of foot if they intend to escape the city guard. Spd 30 ft.Climb check (DC IO). it does not affect their ability to complete the adventure. touch 11. Intimidate +6. they have to climb to the second story of the house or of a nearby building. longsword) or + 4 ranged (1d4/19-20. Cha 10. Break DC 23. Spd 30 ft. Father Milas lives in the Hightown district.

Domains: Law (cast law spells at +1 caster level).) 5. and again at 6 am. They must bloody it (with fresh blood) before putting it into his chamber. AC 16. Base Atk +5. Possessions: Leather jerkin (acts as leather armor). Make a Diplomacy or Bluff check (DC 20). Con 15. calamity ensues.Listen +7. If the PCs are careful. Int 11. leaving the door unguarded. A Milas. preferably near his hand. Dex 15. The PCs are being watched on this and there is an inside man. Skills and Feats: Craft (carpentry) +4. Spd 40 ft. Base Atk +l. . Heal +7. a posh establishment known for its 60 gp a night price tag. scent. Spellcraft +2. Will +7. It is known he is staying in cottage number 7. the guard dog. It is not clear why the PCs must put a blade in his hand or who benefits from this. 3rd-create food and water. Failure means the guard was insulted or upset with the PC and even with the gold they are not getting in. 4th-divine power/. Ref +1. one round to get out the right lock picks for the job. In a last ditch effort. Full Atk +6 melee (ld8. so as soon as the deed is done. Breaking or Forcing a Window: Strength check (DC 12). The PC must succeed at a Pick Locks check (DC 20) to open the door. Scribe Scroll. etc. Wis 15.This automatically alerts Anvil. AC 11. but an augury cast the day before gave him the hint it might be needed today. Milas has 8 ranks in Knowledge (religion) and therefore gets a +2 bonus on turning checks against undead. SV Fort +5. Extra Turning. Good (cast good spells at +1 caster level). Str 10. There is a lot of room for drama and tension here.talismans. light. touch 12. Play it up. AAnvil. touch 9. Sneak I n Through the Window The PCs can easily sneak through a window to get in. Medium humanoid. magic circle against evil". read magic. are all suitable recipients for the blade. If Anvil. It takes one round to move to the door. It takes only two rounds if a roll of 25 or more is made and only one round if a roll of 30 or more is made. Eschew Materials. one of the PCs could cut himself with the dagger (inflicting I hp of damage). Turn or Rebuke Undead (Su): Milas may attempt t o turn undead 8 times per day. Con 11. Skills and Feats: Jump +8. flat-footed 14. Crp +3. Medium animal. gentle repose. but the Baron has enough enemies to justdy the act. SA -. Swim +3. Alertness. Atk +6 melee (Ids. hp 43. The Baron is staying in an expensive one-room bungalow in the Hightown district. Wait for the Changing of the Guard At midnight the guards change.Normally Milas does not prepare such "offensive" spells. Dex 9. * Domain spell. bite). Ref+5.The important part is making sure the blood is fresh and to get in and out without being seen. lnit -1. -i. order's wrath". 2nd&augury. heavy mace). Int 2. cure serious wounds. Baron Regent Petralis Baron Petralis is a noble from a nearby Barony who came to the city to establish his strength. flat-footed 11. Spot +5. H D 2d8+4. begins barking. During this quick patrol. The PCs are provided a dagger with the Baron's seal on the pommel. holy symbol. the PC must sneak in between the guards. There is no room for foolhardy tactics here. Bribe A substantial bribe to the Baron's guard allows the PCs access.. detect magic. AL N. If anyone is seen entering the Baron's room. In essence.THE GAUNTLET not prayed for new spells yet and it is up to the DM if he has any remaining from the day before. Bloodying the dagger is the easy part. Anvil is always awake. 1st-bless. Atk +3 melee (ld6+2. protection from evil". bite). guidance. and serve his own interests. Spd 30 ft. Cha 13. A successful Open Locks check (DC 25) and a successful Move Silently check (DC 20) are required to get in and not alert the Baron inside nor his guard. AL LC. Treasure: If the PCs take time to search the premises they may find a collection of Milas' holy goods (books. detect undead.Listen +5. the only obstacles are Anvil and any patrols happening to be passing by. detect evil.. But getting past the Baron's personal guard is difficult. zone oftruth. the jig is up. a failed bribe attempt points an accusatory finger at the PCs when a bloody dagger is found in the room. Unlocking a Window: Pick Locks check (DC 15) and a contested Move Silently check against Anvil. 1. spells. Knowledge (religion) +8. Feats: Alertness. and three rounds to pick the lock. calm emotions? cure moderate wounds. Cha 6. or even a beggar. pick the lock and get inside.000gp is the minimum acceptablebribe. SV Fort +5. masterwork heavy mace. Diplomacy +6. clerical vestments. H D 7d8. Survival +1. Human Clr 7: CR 7. Strl5. Grp +5. Milas wakes in 1 round.. SQ Low-light vision. one of them can sneak in while the guards walk the grounds around the cottage. The PCs may make a Gather Information check (DC 25) to determine how much they know about Baron Petralis. To make matters worse. incense. before anyone returns. SA Turn undead. Track'. mending. obscuring mist. lnit +2. The PC has 2d3 rounds to accomplish all of this. Cleric Spells Prepared (6/5+1/4+1/2+1/1+1. Will +l. SQ-. Wis 12. Spot +7. Full Atk +3 melee (ld6+2. candles. cure light wounds. A chicken. heavy mace). lamb.There are two windows on each side of the building and each one is locked. hp 16. save DC 12 + spell level): &cure minor wounds. Guard Dog: CR 1.


10 bolts. H D 2d10+5. Int 15. Will +O. Medium humanoid. They might use the Pcs as a special unit for complex confidence schemes or heists. Anything from murdering a party member to turning one’s own family over to the constables is a viable option. Weapon Focus (rapier). What thief can be trusted who places his friends or family above the guild? A chance to keep the land safe from an oppressive evil (who would surely disband the Minutemen) comes up. it is off to jail. Plus there’s a handsome reward involved . AL N. Forgery +6. Grp +3. flat-footed 14. However. or shoulder (depending on the campaign). Spot +5. Medium Spd 30ft. Base Atk +2. FURTHER ADVENTURES Their first job is to bodyguard a merchant with ties to a guild that is on good terms with the minutemen (see the adventure “That Which Does Not Die”). Will +7. planting evidence that implicates him in scandals and paints him in an ignoble light... Let us hope they have a backup plan. there is a price to pay -the guild turns them over to the local authorities. (see the adventure Tomb of the Overseers”).The PCs have a long. locally or within neighboring cities. SV Fort +1. SA -. SQ -. Knowledge (local) +6. Int 10.they are granted full guild membership. Cha 9. The PCs might be asked to further harangue Baron Petralis. Con 11. Skills and Feats: Appraise +7. Wis 10. Devon collects whatever goods or people they’ve taken and tells them they have one final test to complete. heavy crossbow. rapier). a smart thief knows not to take anything from this room.THE GAUNTLET Once Inside The immense suite before is lavished with decorations from around the globe. Knowledge (royal and nobility) +9. ABaron’s Guards. Once next to the bed. Skills and Feats: Listen +4. AC 11. longsword) or +2 ranged (ld10/19-20. Listen +6. Atk +3 melee (1d8+1/19-20. the guildmaster does not expect anyone to complete the task. Weapon Finesse (rapier). royal outfit. lnit +1. touch 10. E P I L O G U E ~~ A Baron Petralis. Possessions: Chain shirt. Con 12. The guild is impressed with the PCs ability to work as a team. heavy crossbow). The guild could use the PCs to scout out additional recruits. hp 16. humanoid. Dex 10. Iron Will. . the guild disavows knowledge of the incident and even finds credible witnesses to speak against the PCs to insure a lengthy incarceration.. Bluff +9. Ref +0. Ref +4. If not. Human Ari 5: CR 4. lest he rouse suspicion someone was here. flatfooted 1 0 Base Atk +3. If the PCs are caught at any time during the evening. Cha 14. Toughness. longsword) or +2 ranged (1d10/19-20. In actuality. Alertness. “reliable”guards and all fellow guild members. this test is merely a test of loyalty. SQ -. Diplomacy +7. SV Fort +4.Theyare also trained in guild procedure and protocol.. Spot +6. Atk +5melee (1d6/18-20. The PCs are shown the safe houses and hangouts. Gather Information +7. If the Pcs are successful(on all counts). H D 5d8. hp 27. A Move Silently check (DC 15) is required to sneak to the Baron’s bed without alerting the Baron or the guard outside (DC 18). forearm. It is up to the DM what the PCs do (we have left room for customization). FINAL TEST Once the group has completed the five listed crimes they must report back to the warehouse. He or she must merely show considerable desire to commit the act to prove their worth. Male Human War 2 CR 1. rapier). Getting Out The PC can easily leave through the window. Swim +5. heavy crossbow). Sense Motive +3. Full Atk +5 melee (1d6/18-20. Grp +3. AC 14. small steel shield. the PC may place the dagger on floor near the Baron’s hand. Possessions: Masterwork rapier. requiring one last Move Silently check (DC 15). lnit +l. In actuality. Str 11. Str 12. providing they leave the realm of the guilds influence and/or provide a handsome bribe. Dex 12. SA -. profitable He of crime ahead of them and the guildmasterwants them trained properly If the PCs fail. longsword. touch 11. AL LN. Spd 30 ft. which includes a brand or tattoo on their neck. Sense Motive +6. Full Atk +3 melee (ld8+1/19-20. Fast talking PCs might be able to convince the guild to let them go. introduced to fences. Intimidate +7. Lightning Reflexes. There’s a load of uses for the guild once the PCs are “in”. Wis 12.

learning practical I _______ ____ I . After his death. Striking there not only claims you the dagger. Seemingly spurned by their lord. of course.FOLNAR’SDAGGER and claim hi no reason to forced into s banished hi? n. teaching methods and tactics for battling evil to a new generation of crusading wizards. Folnar formulated a plan to foil the church forever. ending the careers of some of its most promising young champions. after time the church rose again with an ambitious new acolyte at its helm.~ _. Paladins. Folnar emerged as a minor legend. In addition. _~-lime . and other warriors of good also spend time in the academy. trapping R’Godae within a magical prison and broke all contact between the demon and his mortal followers. a place dedicated to training wizards and wawiors who follow in Fohar’s heroic steps. clerics. For his many great deeds against the forces of evil. Folnar’s personal effects and magical items were locked away in a vault. __ _ _ ____ infomation. should they ever be needed again. his small personal fortress was transformed into a shrine dedicated to his memory. Folnar’s apprentices opened a school of magic in the fortress. to the relief of many. the weapon was once the possession of the wizard hlnar. While he could not directly confront the demon lord. but also deals a p e w u s blow to the forces ofgood. a champion of justice and a bitter enemy of darkness. _ _ _ . While R’Godae’s earthlv follnwerc ---fell to Folnar’c marric 1 -------. The dagger now rests within what was once his home. Realizing directly confronting the church was a viable tactic only in the short term. the church disintegrated and passed from the world. Folnar worked a mighty ritual. ~ ~ recommended as equired. r crusaded against ! .

h p 1 lnit +1 Spd 5ft. The guardhouse and the mansion have a mutual defense pact in place. improved evasion. SA Spells. Dex 13. Toughness. Atk +3 melee (ld8+1/19-20. Ref +3. SV Fort +2. lessons on how to combine their skills with the apprentices’ magical ones in order to form a potent fighting team. This serves as the central headquarters for the local guards who patrol the roads against bandits. and other threats to travelers. Atk -1 melee (ld4-1/19-20. bravery. HD %d8. lnit +2. ACribdt and Trub. The temple guards are eager recruits selected for their loyalty. flatfooted 16. For years. a hireling sage. Scribe ScrollB. amphibious. SV Fort +2. Spellcraft +8. Will +O. Base Atk +l. Alertness Alertness (Ex): While a familiar is within arm’s reach. away and will not affect the familiar again even i f it returns t o the master before the duration expires. Wis 11. and potential. While the place is isolated. can free the demon. SQ Summon familiar. Spot +4. Skills and Feats: Craft (alchemy) +8. Int 14. cult to cult. looking for details on the final resting place of Folnar’s dagger. this adventure could be the conclusion of months of research. the master gains the Alertness feat. paladins. Spd 30ft. Possessions: Scale mail armor. Ref+3. ACarreI and Simryl. a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.. tanglefoot bag. The PCs must somehow come across this bit of information. Dex 12. AC 17 touch 15. flatfooted 10. Alternately. Full Atk . Cha 11. the master may cast a spell with a target o f “You” on his familiar (as a touch range spell) instead o f on himself. Con 11. Diminutive Animal. light crossbow). Will +2. Wis 10. or some other source of information divulging the dagger’s secret to the Pcs. Str 1. when used as part of a ritual. light crossbow). light crossbow). Full Atk -1 melee (1d4-1/19-20.Concentration +?. Skills and Feats: Jump +3. Swim +5. AL LG. SV Fort +4. H D 3d4+9. 24 2nd-level warriors led by a 3rd-level paladin man the guardhouse.. touch 12. 16. longsword) or +3 ranged (ld8/19-20. SQ Alertness. the academy has continued the work of Fohar and served as the wizards legacy to the world. They hold an ardent belief in living up to Fohar’s legacy and fight to the death. orcs. Base Atk +2. share spells. Dodge. Grp +3. Only Folnar’s dagger. or perhaps a divination spell. Str 13. Int 1. Any discreet queries to the local temples of good or a quick visit to a sage can uncover the dagger’s resting place. deliver touch spells. Combat Casting. dagger) or +3 ranged (1d8/19-20. Finding the dagger’s location is not difficult. Str 8. Grp -1. Base Atk +O.. Con 12. heavy wooden shield. Summon familiar (Su): Each o f these wizards has a toad fa m iIia r. AL LG. Many scheming wizards have attempted to free R’Godae.but none have succeeded. Listen +4. Alertness. AC 12. Cha 9. he may have any spell (but not any spell-like ability) he casts on himself also affects his familiar. Listen +4. In addition. You can easily insert it into a moldy old tome of forgotten lore the PCs happen across. light crossbow). hp 18. Share Spells: At the master’s option. Medium humanoid. Medium humanoid. Cha 4. single story building tucked amongst the trees. Spd 30 ft. its inhabitants keep in close touch with the outside world. lnit +l. 20 bolts. If the spell or effect has a duration other than instantaneous. Dodge. Knowledge (arcana) +8. longsword. dagger) or +3 ranged (1d8/19-20. Human War 2 CR 1. i t stops affecting the familiar if it moves farther than 5 ft. and travelers to and from the mansion are common. and wizards staff Folnar’s mansion. Full Atk +3 melee (1d8+1/19-20. knowledge (religion) +8. light crossbow. low-light vision. H D 2d8. and if either is attacked the defend- .Dex 14. hp 10 each. Toad: CR ’/IO.FOLNAR’S DAGGER ers sound a great signal horn to draw their allies into the fight. The familiar must be within 5 ft. library to library. Spot +4. empathic link. Con 11. A narrow but distinguishable trail winds two miles from the main road to the mansion.AC 17. fortified guardhouse sits off the main road near the path leading to the mansion. touch 11. Atk -. longsword) or +3 ranged (ld8/19-20. Skills and Feats: Hide +21. Wis 14. Use the temple guard stats for the warriors and Sir Beaugards stats for the paladin commander. SA . flat-footed 16. AlertnessB. ROSTER OF DEFENDERS ATemple Guard. Improved Evasion (Ex): When subjected t o an attack that normally allows a Reflex saving throw for half damage. THF TARGFT Folnar’s old base of operations is a fortified mansion located quite a distance from civilization. at the time o f casting t o receive the benefit. The mansion is a low slung. A series of tomb excavations and NPC interrogations lead the PCs from city to city. thunderstone. Will +3.Theywear red tabards emblazoned with a blue star over their armor. R e f + l . Grp -1 7. Additionally. A group of warriors. Int 10. a small. Human Wiz 3: CR 3.

i f the master casts another spell before the touch is delivered. save DC 12 + spell level): 0-arcane mark. holy symbol. Full Atk +7 melee (2d6+3/19-20. including supernatural and magical diseases. I f Beaugard accidentally smites a creature that is not evil. Divine Health (Ex): Beaugard gains immunity to all diseases. 20 arrows. divine health. whispering wind. with chiseled features. two daggers. 25 charges) and Simryl carries a wand o f burning hands (caster level 5th. Int 6. I f the master and the familiar are in contact at the time the master casts a touch spell. message. 27 charges).. o f him gains a +4 morale bonus on saving throws against fear effects. Ride +8. mirror image. message. detect evil. Each day he can heal 9 hit points o f damage. detect magic. The familiar can then deliver the touch spell just as the master could. Because of the limited nature o f the link. Cleave. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack o f opportunity. daze. longbow). Simryl is the classic fire and thunder wizard. the touch spell dissipates. her red hair reflecting her fiery temperament. touch 10. Medium humanoid. The master cannot see through the familiar’s eyes. As usual. daze. longbow). SA Smite evil l/day. Base Atk +3. H D 3d10+9. touch o Spellbook: &arcane mark. Smite Evil (Su):Once per day. Possessions: Banded mail armor. . AL LC. the master has the same connection t o an item or place that his familiar does. but they can communicate empathically. aura o f good. Lay on Hands (Su): Beaugard can heal wounds (his own or those o f others) by touch. sleep. Human Pal 3: CR 3. He turns and runs if attacked in melee. She pours her spells into the party with reckless abandon and then moves to the front to make use of her wand. Atk +7 melee (2d6+3/19-20. Using lay on hands is a standard action. light crossbow. ghost sound.a l a r m . 1st-mage armor. Power Attack. Dex 10. A paladin may choose t o divide his healing among multiple recipients. Wis 14. Sir Beaugard is likable but dense and lazy He looks the part of the hero. mage armor. and he doesn’t have to use it all at once. Spd 20ft. and blonde hair. f idiocy. touch ofidioq. greatsword) or +3 ranged ( l d 8 / ~ 3 . Because o f this empathic link. but the ability is still used up for that day. SV Fort +9.FOLNAR’SDAGGER A master and his familiar can share spells even if the spells normally do not affect creatures o f the familiar’s type (magical beast). Additionally Carrel carries a wand o f magic missiles (caster level 5th. lay on hands. ray ofenfeeblement. magic missile. charm person. Possessions: Wizard’s robes. 10 bolts each. Alternatively. detect magic. Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks. as soon as he gives an order. longbow. Con 16. Detect Evil (Sp): At will. Crp +5. web. 1s l . Carrel is a tall. Beaugard can use any or all o f t h i s healing power to deal damage to undead creatures. but not i f he is unconscious or dead. as the spell. Each ally within 10 ft. mirror image. relying on warriors to screen him while he uses his magic to hinder the Pcs. Skills and Feats: Handle Animal +7. This ability functions while Beaugard is conscious. though he means well and is wise enough to follow orders to the letter. Beaugard can use detect evil. Str 14. He tends to get by on his charm and good looks. greatsword) or +3 ranged (ld8/x3. magic missile. dancing lights. ASir Beaugard. SQ Aura o f courage. AC 16. Empathic Link (Su): The master has an empathic link with his familiar out t o a distance o f u p t o 1 mile. Will +6. Aura ofcourage (Su): Beaugard is immune t o fear (magical or otherwise). Ref+4. Weapon Focus (greatsword). h p 31. DC 15. his inability to deal with tactics or anything else requiring mental acuity is readily apparent. However. divine grace. Wizard Spells Prepared (4/3/3. only general emotional content can be communicated. blue eyes. lnit +O. ray ofenfeeblement. flatfooted 16. He adds +3 t o his attack roll and deals 3 extra points o f damage. Beaugard may attempt t o smite evil with one normal melee attack. Aura ofGood (Ex): The power o f Beaugard’s aura o f good (see the detect good spell) is 3rd level. Beaugard decides how many o f his daily allotment o f points t o use as damage after successfully touching an undead creature. 2nd-fox’s cunning. lanky mage with short blonde hair. masterwork greatsword. Divine Grace (Su): Beaugard gains a bonus equal t o his Charisma bonus on all saving throws. mending. He wears plain blue robes and prefers to avoid any direct combat. the smite has n o effect. Fergus and the others like the lad too much to take him to task for his incompetence. She fights to the death. 2nd-fox’s cunning. Deliver Touch Spells (Su): A familiar can deliver touch spells for the master. Cha 16. he can designate his familiar as the “toucher”.

Wis 11. h i s gray beard a n d salt a n d p e p p e r h a i r a testament to h i s service in t h e forces of good. detect evil. Str 19. o f him gains a +4 morale bonus on saving throws against fear effects. H D 2d10+5d4+7. Human Wiz 1: CR 1. SA -. shortbow. quarterstaff) or +2 ranged (1d4/19-20. mage armor. Run Improved Evasion (Ex): When subjected t o an attack that normally allows a Reflex saving throw for half damage. Str 14. Asir Corrik. flat-footed 16. touch 10. lay on hands. HD5d10+10. flat-footed 17. Spellcraft +6. Weapon Focus (greatsword). ray offrost. f l a t footed 18. Ref +1. Aura ofCood (Ex): The power o f these paladin’s aura o f good (see the detect good spell) is 1st level. Full Atk +6/+6 melee (ld6+4. Toughness. Each day he can heal 10 hit points o f damage. Turn Undead (Su): Fergus gains the supernatural ability t o turn undead. D e s m o n d a n d M a c g u i r e b o t h r e a d i l y accepted t h e i r p o s t i n g at t h e m a n s i o n as a n o p p o r t u n i t y to h o n e t h e i r battle skills. Using lay on hands is a standard action. dagger. touch 10. Str 16. Medium humanoid. Will +9. Base Atk +3.. AL LC. save DC 12 + spell level): 1st-divine favor. shortbow). S i r Fergus i s a n old campaigner. mage armor. greatsword) or +7 ranged (ld8+3/x3. but not if he is unconscious or dead. Dex 12. Con 12. touch 13. Atk +10 melee (2d6+5/19-20. Scribe ScrollB. + I greatsword (named “southstar”). Weapon Focus (longsword). Spellbook: Wizard spellbooks and entries are listed here. lnit +l. Knowledge (religion) +6. Will +l. hoof). and he doesn’t have t o use it all at once. Crp +11. This ability functions while Fergus is conscious. Nemesis takes no damage i f she makes a successful saving throw and only half damage if the saving throw fails. summon familiar. AC 18. Power Attack. Int 16. Aura ofCood (Ex): The power Fergus’s aura o f good (see the detect good spell) i s 5th level. flat-footed 15. Large Magical Beast: H D 6d8+12. Lay on Hands ( 5 4 ) : Fergus can heal wounds (his own or those o f others) by touch. masterwork mighty (+3) composite longbow. Wis 15. the smite has n o effect. A C 1 9 . read magic. Int 14. l n i t + l . SV Fort +3. 20 arrows. Fergus can use detect evil. potion ofheroism. Desmond. Fergus may choose t o divide his healing among multiple recipients. lay on hands. Ref +5. lnit +3. SQ Aura o f good. Cha 11. but the ability is still used up for that day. Atk +6 melee (ld6+4. Aura ofcourage (Su): Fergus i s immune to fear (magical or otherwise). holy symbol. Spd 30 ft. H e may use this ability 5 times per day. . spells. hp44. SQ Improved evasion.FOLNAR’SDAGGER A Sir Alec. Each ally within 10 ft. He adds +2 t o his attack roll and deals 5 extra points o f damage. Base Atk +5. Ref+O. AC 16. Atk +1 melee (ld6. a n d h e r tactics a n d demeanor mirror t h e cautious o u t l o o k of h e r m e n t o r . AL LC. SV Fort +0. t h e y have not y e t s u m m o n e d t h e i r familiars. h p 31. flat-footed 10. low-light Vision (Ex): Can see twice as far as a human i n dim light. Grp +3. T h e y fight to t h e death. Crp +1. SQ Summon familiar. SV Fort +7. touch 11. AL LG. AC 18. Full Atk +8 melee (ld8+4/19-20. save DC 12 + spell level): 0-daze. longsword) o r +7 ranged (ld10/19-20. Str 14. H a v i n g spent so much t i m e s t u d y i n g r e l i g i o n a n d c o m b a t tactics. Medium humanoid. h p 39. Scent (Ex): Can detect approaching enemies. These t h r e e paladins see t h e i r duty in t h e m a n s i o n as a m e r e stepping stone to greatness. Full Atk +1 melee (ld6.. these paladins can use detect evil. masterwork longsword. Wis 14. quarterstaff. Will +2. Dex 10. Str 10. Int 10. If Fergus accidentally smites a creature that is not evil. SQ Aura of good. special mount. He turns undead as a cleric o f three levels lower would. sniff out hidden foes. Cleave. dagger). Con 13. AL LG. SA Spells. Base Atk +4. Special Mount (Sp): Fergus’ special mount is a heavy warhorse named Nemesis. detect evil. Knowledge (arcana) +6. 2 hooves). Cha 14. t o u c h l l . flare. Divine Health (Ex): Fergus gains immunity t o all diseases. and MacCuire. Medium humanoid. Ref +7. Possessions: Wizard’s robes. aura o f good. Base Atk +1. HD ld4+3. Skills and Feats: Concentration +4. flare. h p 7 each. longsword) or +7 ranged (ld10/19-20. Paladin Spells Prepared: (1. detect evil. Knowledge (religion) +8. lnit +l. lnit +O. Knowledge (religion) +4. Dex 16. Detect Evil (Sp): At will. Con 15. Detect Evil (Sp): At will. Lady Dovetree. SA Smite evil 2/day. 1st-magic missile. Possessions: Masterwork full plate. Craft (alchemy)+6. Ref +4. S p d 2 0 f t . SV Fort +8. Int 6. dagger). SA Smite evil l/day. ASir Fergus. AArriana. Full Atk +5 melee (1d8+2/19-20. heavy wooden shield. as the spell. Int 11. sleep. M a z e . Human Pal 5: CR 5. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack o f opportunity. Skills and feats: Diplomacy +5. Ride +4. a n d eagerly engage t h e i r enemies in battle. Full Atk +10 melee (2d6+5/19-20. divine health. including supernatural and magical diseases. Alternatively. Spd 20 ft.. SA Smite evil 1/day. Atk +5 melee (1d8+2/19-20. longsword) or +5 ranged (1d6/x3. Con 11.. Crp +8. Weapon Focus (longbow). Will +2. 20 arrows. Con 17. Medium humanoid. and track by sense o f smell. heavy crossbow). Crp +6. Endurance. mighty composite longbow). SQ Aura o f courage. Dex 13. as the spell. H D ld10+1. AC 11. divine grace. Cha 16. Cha 6. SV Fort +8. H e i s a capable if cautious c o m m a n d e r who believes w h e r e a n d w h e n you s t r i k e is j u s t as i m p o r t a n t as how h a r d y o u hit. Combat Casting. heavy crossbow). Human Pal 2/Wiz 5: CR 7. ray offrost. greatsword) or +7 ranged (ld8+3/x3. shortbow). Base Atk +l. and Lady Tressa. Human Pal 1: CR 1. detect magic. 1st-magic missile. Fergus can use any or all o f this healing power t o deal damage t o undead creatures. longsword) or +5 ranged (ld6/x3. Spd ft. Divine Grace (Su):Fergus gains a bonus o f +2 on all saving throws. quarterstaff) or +2 ranged (1d4/19-20. Wis 13. Arriana most often works with Carrel. Fergus decides how many o f his daily allotment o f points t o use as damage after successfully touching an undead creature. Fergus may attempt t o smite evil with one normal melee attack. Will +5. Cha 13. Spd 50 ft. ray ofenfeeblement. Both see t h e PCs as a n o t h e r test o f t h e i r c o m b a t a b i l i t y a n d fight t o t h e death. Wis 13. Dex 13. Skills and Feats: Diplomacy +lo. mighty composite longbow). hp 11. Atk +8 melee (ld8+4/1920. Smite Evil (Su): Twice per day. . Skills and feats: Listen +5. Spot +5. Wizard Spells Prepared: (3/2. Ride +9. A Nemesis. Possessions: Scale mail armor. divine grace. turn undead.

the master gains the Alertness feat. ring ofprotection + I . A Guardian Hound: CR 5. Skills and Feats: Hide +8. Craft (blacksmith)+9. bull’s strength. If the spell or effect has a duration other than instantaneous. Weapon Focus (longsword). Knowledge (religion) +9. Because o f this empathic link. away and will not affect the familiar again even i f i t returns t o the master before the duration expires. Empathic Link (Su): The master has an empathic link with his familiar out t o a distance o f up t o 1 mile. scent. The master cannot see through the familiar’s eyes. Knowledge (arcana) +11. The familiar must be within 5 ft. &-acid splash. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage. scorching ray. ray offrost. Ref +5. Other creatures d o not understand the communication without magical help. as the spell. caster level 5th). . Spd 10 ft. Craft Magic Arms and ArmorB. magic missile. Wis 14. Corrik may choose t o divide his healing among multiple recipients. mirror image. j u m p . Skills: *A guardian hound has a +4 racial bonus on Survival checks when tracking by scent. lightning bolt. hypnotism. AL LC. Medium outsider (extraplanar). 10 bolts. message. Improved Initiative. T h e h o u n d s know t h e dagger c o u l d free R’Godae. Ride +8. heavy crossbow. Dodge. talons). Concentration +7. Possessions: bracers ofarmor +2. flare. Alertness (Ex): While a familiar is within arm’s reach. fly 40 ft. Because o f the limited nature o f t h e link. web. whispering wind. Additionally. Cha 4. web. Speak with Master (Ex): If the master i s 5th level or higher. and he doesn’t have to use it all at once. bite). (average). secret page. disrupt undead. Corrik decides how many o f his daily allotment o f points t o use as damage after successfully touching an undead creature. 3 rd--fireball. his d r i v e for justice a n d f a i t h in t h e gods was eclipsed by h i s h u n g e r for magical knowledge. Spellbook: Wizard spellbooks and entries are listed here. 3 rd--fireball. lightning bolt.. Alternatively. Move Silently +8. DC 16. if the master casts another spell before the touch is delivered. but the ability is still used up for that day. SV Fort +7. AC 14. This ability functions while Corrik is conscious. Str 17. lnit +5. mage hand. H e adds a +3 bonus t o his attack roll and deals 2 extra points o f damage. A master and his familiar can share spells even i f the spells normally do not affect creatures o f the familiar’s type (magical beast). Base Atk +4. hp 4. Str 4. Combat Casting. Summon Familiar (Su): Corrik has summoned an Owl familiar named Caskar. Aura ofGood (Ex): The power o f Corrik’s aura o f good (see the detect good spell) is 2nd level. Wis 12. Diplomacy +8. Smite Evil (Su): Once per day. Weapon Finesse Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. magic missile. HD 4d8+12.. Spellcraft +1 l. Atk +5 melee (ld4-3. activated by touching the symbol and reciting a protective prayer). W h i l e s t i l l a c h a m p i o n of good. slow. Heal +6. Divine Grace (Su):Corrik gains a +3 bonus on all saving throws. the smite has no effect. Using lay on hands is a standard action.FOLNAR‘S DAGGER Skills and Feats: Craft (alchemy) +9. The familiar can then deliver the touch spell just as the master could. Spot +6*. touch 15. slow. “They have a +8 racial bonus on Spot checks in areas o f shadowy illumination. Move Silently +17. Int 4. Crp +7. see invisibility. Dodge. mirror image. Skills and Feats: Listen +14. Each day he can heal 5 hit points o f damage. the opponent cannot react t o trip the guardian hound. 2nd-acid arrow. Cha 13. ray o f enfeeblement. flare. ray ofenfeeblement. Wizard Spells Prepared: (4/4/4/3. but they can communicate ernpathically. bull’s strength. Con 10. Detect Evil (Sp): At will. SQ Darkvision 60 ft. O n c e a c o m p e t e n t c o m mander. Deliver Touch Spells ( 5 1 . TrackB See Invisibility (Su): Hounds are gifted with the ability to see invisible creatures at will. a familiar takes no damage if it makes a successful saving throw and half damage even i f t h e saving throw fails. Atk +7 melee (ld6+4. it stops affecting the familiar i f it moves farther than 5 ft. hp 30. o f him gains a +4 morale bonus on saving throws against fear effects. Lay on Hands (Su): Corrik can heal wounds (his own or those o f others) by touch. At least two of t h e m k e e p w a t c h in r o o m #3 at a l l hours. a familiar and the master can communicate verbally as if they were using a common language. the touch spell dissipates. SV Fort +2. the master has the same connection t o an item or place that his familiar does. Corrik can use detect evil. HD l d 8 . holy symbol (mage armor at 1st level once a day. at the time of casting t o receive the benefit. flat-footed 14. Ref +5. 4 ) : A familiar can deliver touch spells for the master. AGaskar. +2 longsword (named “hell’s doom”). As usual. Corrik may attempt t o smite evil with one normal melee attack. If the master and the familiar are in contact at the time the master casts a touch spell. he may have any spell (but not any spell-like ability) he casts on himself also affects his familiar. flatfooted 13. SQ Low-light vision. AC 17. but not i f he is unconscious or dead. save DC 13 + spell level): 0-acid splash. Will +5. Point Blank Shot. only general emotional content can be S i r Corrik was once a paladin. mending. suggestion. Con 17. Will +2. lnit +3. If the attempt fails. Full Atk +5 melee (ld4-3. 2nd-acid arrow. the master may cast a spell with a target o f “You” on his familiar (as a touch range spell) instead o f on himself. Spot +8. SA Trip. Share Spells: At the master’s option. mage hand. Listen +8. Tactics: These creatures w e r e d i s p a t c h e d to t h e m a n s i o n to h e l p preserve Folnar’s legacy a n d to d e f e n d h i s h o m e from invaders.Tiny animal. ray offiost. This ability functions as a see invisibility spell cast by a 4th-level sorcerer. Spd 50 ft. bite). Trip (Ex): A guardian hound that hits with its bite attack can attempt t o trip the opponent as a free action (+7 trip check) without making a touch attack or provoking an attack o f opportunity. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack o f opportunity. Crp -1 1. Scribe ScrollB. Each ally within 10 ft. Survival +8*. h e i s now f a r too absorbed in h i s studies t o p r o p e r l y m a i n t a i n t h e garrison. Aura ofcourage (Su): Corrik is immune t o fear (magical or otherwise). talons). Full Atk +7 melee (ld6+4. Dex 13.AlertnessB. communicated. SA -. 1st-burning hands. touch 11. he can designate his familiar as the “toucher”. Owl: CR %. Dex 17. chill touch. robes. 1st-burning hands. Base Atk +O. Corrik can use any or all o f this healing power t o deal damage t o undead creatures. wand ofhold person (32 charges. heavy wooden shield. but long ago gave up t h e p a t h to study magic. If Corrik accidentally smites a creature that is not evil.. Int 2 . chill touch.

Typicauy. His primary motivation in accepting this posting was the opportunity it gave him to spend his days studying. and otherwise spend most of their time in the lab. the guards may choose to simply stay indoors. Punching a hole through walls in one action requires a Strength check (DC 30). Each named defender (everyone but the warriors) also carries a potion of cure light wounds. gems. The interior doors are not quite as tough as the outer doors. and another one sleeps. and often allows his men to stay in rooms #2 and #6 rather than stand watch outside at night. of the mansion. in rooms #2 and #6 as appropriate for the door they guard. He is usually in the laboratory with Carrel and Simryl. Beaugard is an incompetent commander who is far too easy on his men. Sir Alec and Arriana work with the first shift and are on guard from midnight to eight in the morning.The three of them sleep until 8 AM. He is always in full armor while on duty. However. Sir Fergus and Sir Beaugard serve as lieutenants. DAILY ROUTINE AND PLANS The defenders are divided into three shifts During any given eight-hour period. and a break DC of 23. guarding from four in the afternoon to midnight. and a break DC of 25. Hardness 5. Lady Dovetree and Desmond work with the second shift from eight in the morning to four in the afternoon.15hit points. a first-level paladin. Usually two sleep. he does not even wear his armor during his watch. one shift is on duty. each responsible for the overall defenses of the mansion for a 12-hour shift. having a Hardness of 5. and a first-level wizard. relax. and other trinkets stored in Treasure: their rooms. 20 hit points. Sir Fergus watches things from 8 AM to 8 PM. While it lacks the complicated defensive structures of a castle. and a break DC of 18. At night. though. they actively patrolled with the hounds. The guardian hounds do as they please. The inner walls are also crafted of stone but are only 6 inches thick. and guards tend to be more active in pursuing any strange sights or sounds. moving between both guard positions and often accompanying the hounds on their patrol. along with either the wizard or paladin on duty (determine randomly which door each chooses to guard any given day). Sir Beaugard takes the reins and the guards are much more lax. or taking care of chores around the mansion. PHYSICAL STRUCTURE The mansion is made of stone and bricks and is designed to withstand an open assault. or play while the other two walk the perimeter of the mansion. Once. Sir Comk is the overall commander of the mansion. While he is well liked by his companions. The outer doors are ironbound wood. it is well built and can absorb a good deal of punishment. If the weather is bad. Lady Tressa and Macguire lead the final shift. the off-duty level-one wizard is also in the lab. he long ago abandoned his martial training to study magic. while Sir Beaugard takes the night shift. another is relaxing. Sir Fergus takes a very active interest in his duties. but now two guards stand at each entry to the mansion.FOLNAR’S DAGGER The mansion’s defenders maintain a total of 3.000 gp in coins. giving them Hardness 8. training. opting to keep it in his room. keeping within fifty ft. The foot-thick stone outer walls have a Hardness of 8 and 90 hit points. Somewhat overconfident.44 hit points. Each shift consists of four guards. The guards on duty have come to heavily rely on the hounds. .

The guardhouse dispatches a messenger escorted by six warriors to the nearest settlement. Ifthe PCs make some discreet inquiries at the guardhouse.they attempt to organize attacks against them &om both the corridor to the north and room #3. DMs interested in running a shorter version of this adventure can cut back on the number of NPCs and reducing the PCs level as well. they do not avoid combat in favor of retrieving the horn unless the situation becomes desperate. which imposes a -1 AC penalty. the mansion puts out a call for reinforcements. they may overhear him bragging about the mansion’s defenders or dismissing any potential threat from attackers. The warriors first use their tanglefoot bags and thunderstones before engaging in melee. If the PCs attack and are beaten back.they learn the guard shifts and who is in charge and when. The wizards cast mage armor on themselves and are immediately ready to assume their posts. Keeping track of everyone’s location and the location of rooms and door is essential here. the defenders’ tactics become much simpler. On a I . There are a lot of NPCs to maintain. and within five days another 4d6 warriors accompanied by 2d4 3rd-level paladins arrive at the mansion. A defender who takes four minutes to suit up does not suffer this penalty. The defenders fight to the death. Heavier armor takes much longer than four minutes to don and it is unllkely any of the guards take this long. First. It is possible the villagers sense something is amiss and find some good adventurersto help against the PCs. the DM should have security return to normal in Id4 weeks. should the PCs choose to ‘wait it out’. Guards arrive fifteen minutes after hearing the horn. preferring to let the paladins and warriors absorb the brunt of any assault. if the guards discover the PCs in room #7. from the mansion. The use of thunderstones at the guardhouse has an opportunity to alert the guards at the main Manor of intruders. The defenders take every opportunity to outflank attackers by dispatching troops to move down side corridors and take the enemy from the rear. If morale becomes an issue. This heightened state of security stays in effect (for all intents and purposes) indefinitely. on the other hand. they learn of the garrison’splans to reinforce the mansion if needed. the commanders play it conservativelyand prefer to wait for reinforcements rather than embark on any wild goose chases separating the garrison or draw them away from the mansion. where Sir C o d (or whoever is the highest level surviving officer) rakes them and dispatches orders. In addition. whether they are on duty or not. If the PCs attempt to flee. the mansion’s defenders do not move to aid the guardhouse. However. The paladins equipped with potions of heroism drink them as soon as they move within sight of the PCs. Beaugard is clearly incompetent.FOLNAR‘S DAGGER TACTICS It is highly recommended you utilize a dry erase map or somehow layout the table for miniatures. The guards on duty at the time of an attack are responsible for sounding the horn (see area #2 described below) to summon help from the nearby guardhouse. unless their wands provide a more useful spell. In the event of an attack. the guardhouse garrison attempts to flee to the mansion. Second. RECONNAISSANCE AND POTENTIAL PC PLANS Cautious PCs will probably attempt to learn something about the . and it was found during playtesting an additional DM keeping track of the characters smoothes combat along. If they see an intruder before makmg it to room #2 they immediately move to attack. is a fool who charges unthinking into battle without stopping to consider such possibilities as an ambush or other trickery. if it all possible. and may make such blunders as ordering soldiers guarding a wizard to abandon their post and investigate some odd noise. Each time a thunderstone is used. The mansion also doubles the watch and all guards who are not sleeping move about in full armor. Beaugard relies on blind charges to carry the day. He stands in strong contrast to the more professional Sir Fergus. while the wizards armed with wands use their prepared spells first. If Sir Beaugard assumes command. especially if the horn sounds. This is never true of paladins. If attacked by an overwhelming force. all defenders move to room #2. The soldiers and followers of Folnar’s Manor train diligently for this sort of response and it is their duty to protect the dagger at all costs. a soldier flees from battle. Here is a brief summary of what they can learn: Through simply observation. the defenders muster a response to the threat as quickly as possible. If the PCs are able to sneak into the mansion. the remaining defenders attempt to sound the horn. . the guardhouse doubles its garrison.mansion and its guardians before launching a direct assault. roll a 1d20. the paladins chase them but do not move more than 100 ft. Beaugard. Normally. However. For example. each sleeping and off-duty defender requires one minute to hastily don his armor. It is possible for the PCs to plan an ambush. make a Listen check (DC 20) for each hound and guard on duty at the manor. The wizards work hard to avoid melee. however. this time escorted by paladins (dependent upon who survived). It takes S I minutes to get from the Manor to the Guardhouse. All of the defenders are leery of harming their fellows and do not target any items or spells in such a way to harm their allies. If the PCs overwhelm the guards on duty at the front door. for fear of leaving it undefended in case the first attack was merely a ruse. in which case the mansion sends another messenger.

who appears as a grim faced human with thin. footlocker. of the mansion and no cover is available between the trees and the building. Laboratory Two workbenches covered with beakers. and so on. and MacGuire Arriana. bronze horn hangs from a chain set in the wall in the southeast corner of the room. Feast Hall A rectangular wooden table surrounded by many chairs and stools fill this long room. they may have trouble dealing with the paladins’ detect evil ability The garrison does not attack anyone without provocation. A large. he flatly refuses anyone who wants entrance to the mansion. no other points of entry are visible. The wizards spend much of their time here researching and practicing magic. a group of good adventurers could arrive looking for information from Sir Corrick. and chair for each occupant. If the PCs grab the dagger and attempt the ritual (either during the attack on the mansion or afterwards) see ritual. #I4 Sir Corrik Carrel 12Guards Beaugard and Fergus Alec. . #9 #IO #I1 #12 #13 3. The mansion looks much like a bunker. If the PCs somehow manage to talk their way into the mansion. casks of ale. white hair and a salt and pepper goatee. On the mantle below the plaque rests Folnar’s dagger. The hounds sometimes wander away from the mansion. coins. Storage Barrels of food. Designed to welcome guests. If Fergus is in command. a rich red carpet adorns the floor. Besides the front and side doors. Unless the character is obviously wounded or hungry. vials of noxious liquids. A sob story or flattery. Bedrooms Each of these bedrooms features a bed. If the PCs pose as travelers. Three wooden stools and a brazier stand near the door for the guards’use while on duty MAP DESCRIPTION 1. Entry Way As they do in the rest of the mansion. weapons. The guardian hounds not currently on patrol often spend their time here.FOLNAR’SDAGGER Sneaking into the mansion is difficult with the hounds around but not impossible. and various tools are set in the middle of this room. lacking any windows or other weak points. 6. they find trinkets. it is some time before anyone misses them. but they do politely ask evil PCSto move along. Desmond. the on-duty officer allows them to sleep on the floor in room 10. or other assistance at the guardhouse. Sir Corrlk attempts to grab and use the dagger. they are encouraged to seek shelter food. Dovetree.000 gp. herbs. Hanging below the portrait is a plaque dedicating the mansion to Fohar. armor. easily sways Beaugard. Kitchen A large cooking pot hangs over a small fire pit here. Outside Area No trees stand within fifty ft. on the other hand. and if they are quietly disposed of. 8-14. In case of an attack. The dagger on the mantle is Folnav’s daggev (see New Magic-Appendix A). 4. Massive bookshelves holding a collection of tomes cover every wall. a party of pilgrims could arrive to visit the shrine. This is the signal horn used to warn the garrison at the guardhouse should the mansion come under attack. preferring to activate its dimension door ability to outflank attackers. The mansion can be visited by travelling knights or paladins who would be willing to assist in its defense. and Tressa Simryl While the officers’bedrooms are far less cramped then their underlings’. baubles. round wooden table stand at the center of this room. below. The list below indicates sleeping assignments for each room: #S 2. and cooking utensils. Should the DM feel that the defenders of Folnar’s mansion need more strength to challenge the party it is easy enough to work in. Above the fireplace to the south hangs a portrait of Fohar. and other mundane supplies lie neatly stacked throughout this room. continual flame torches light this hall. and a golden chandelier hangs from the ceiling. all of the rooms feature similar austere furnishings and decorations. Study Two plush chairs and a low. 7. 5 . If the PCs carefully search the bedrooms. and gems worth a total of 3. Shelves along the walls hold spices.


blood everywhere and a dagger in one of their hands. R’Godae is far too much of a self-respecting demon lord to let some pitiable mortal command him. They are tasked to retrieve the Rod of Eternal Life from the town of Alstand. he uses their wishes as an opportunity to summon more demonic energy into the world. betray and ultimately destroy his fellow Pcs. The story R’Godae would owe servitude to his rescuers is exactly that. space. but not just yet. FURTHER ADVENTURES R’Godae comes forth during the ritual. R’Godae cannot be held by any magic circle. Have one of the pcs know the ritual or a t least own a book detailing how it is performed. The ancient word for demon has been mistranslated and a dragon. No single person knows the location of all the daggers. powerful wizard or other beast that cannot be held by a magic circle is summoned. where more demons and fiends can make their way here. coins. Thk Pcs do not summon R’Godae. Elaborate and add details ofwhat awaits on them on the side. Increase suspense by asking for Will and Fort saves. but he in turn enjoys games. but there is no sign of a demonic being.. His followers spread this rumor far and wide after R’Godae was imprisoned. The dagger doesn’t summon a demon. These daggers were hidden away by Folnar.but it holds open a gateway between our world and the next. . Once completed the ritual is completed.depose the holy leader of the land! (see the adventure “FallFrom Grace”). The dagger does not summon R’Godae. but the PCs. The demon is summoned.. Nothing appears to have happened. shaping swords.FOLNAR‘S DAGGER EPII OGUE Once the PCs have the dagger. The dagger is only one piece of the puzzle. DMs looking to enhance play may wish to use the demon summoning rules from the “Evil”book published by AEG. the dagger is the primary focus object for summoning and the PCs are merely there to facilitate the process. The dagger is a trap. he will corrupt. there is the temptation to keep it for themselves rather than turn it over. tell him his body has been overtaken by R’Godae. How powerful is up to the DM. Effectively. Whenever the PCs ask for something. R’Godae comes forth during the ritual and announces the Pcs must now help him build his undead army. from cursed. freed from a life of solitude and anguish. Performing the ritual is simple. . The demon lives within him now and is not leaving without a fight. Everything points to a demon summoning. Whether or not R’Godae tries to escape is up to the DM. . Draw out the summoning process as long as you like. hoping to spur greedy and evil wizards far and wide to research methods to restore their dark lord.. If they were hired by someone or work for a greater power. Take each PC out of the room and describe to them a hellish vision. and each has its own powers over times. In fact. Perhaps the PCs even think the demon is one of them. one of the following occurs: R’Godae is in fact a powerful demon. if they’ve done their homework. will know how to exploit the situation. The stories were false. Once the ritual is complete the smell of smoke and decay fills the room. but the PC’s memories are wiped clean and they find themselves awake in a ritual chamber. They are instead summoned to KGodae. When you take the PC holding the dagger of the room.but a different and more powerful demon or a righteous and stout guardian of the plane of law. life and death. The dagger does in fact summon R’Godae. unholy souls. etc. after his long imprisonment he is quite hungry.the adventure is over. it’s up to them to decide when and where (or if) to enact the ritual to summon R‘Godae. but everyone is filled with dread. it IS a demon. There are four more daggers. a story. lich. R‘Godae takes a bite out of the nearest living creature. In such an instance. but demands a deed before any boons are granted. Indeed. The pcs now have their very own demon. Let the PC know over time.


Y As the ascension of the God-King comes about rather quickly. The sword is trapped. Many details require close examination. you may wish to have him take power during another adventure or in this one.FALLFROM GRAC As the PCs close in on the God-King. Make notes where necessary and tailor this adventure to your campaign. they find an enchanted blade radiant with power. and the Pc's past certainly affects game play. and beyond it lies the final challenge: the GodKing himself It is highly recommended you read carefully through this adventure. In either case. read or paraphrase the following aloud: .

DC 25). or the like (Grinny is especially generous. They also subtly hint the PCs should not refuse. Parties who attempt to survive on their own must make a Disguise check (DC 20) to avoid harassment by either the guard or their former allies.FALL FROM GRACE Depending on the nature of the PCs (whether they prefer personal power. the Baron. or the God-King’s men are the least of their worries. access to hidden lore. or Grinny personally offers them additional incentive if asked. and perfectly willing to sacrifice the PCs to the God-King in exchange for exile. spiritual/magical might. the Abbot. Each of these men is desperate. . even if they would rather stay. Lf the PCs try to leave the city without travel papers (Forgery. they may find themselves jailed. or worldly wealth). These are intangibles: favors. as he has no plans to keep his end of any bargain).

Con 13. Sneak Attack: These rogues’ attacks deals +2d6 extra damage any time a target would be denied a Dexterity bonus t o AC (whether the target actually has a Dexterity bonus or not). Medium humanoid. There are as many rogues as there are PCs. hoping for the gold and glory themselves. H D 4d6+7. l d l O gp each. Improved Initiative. Grinny points this out if he discovers the PCs wish to strike in such a manner. longsword) or +6 ranged (1d4+1/19-20. Before he was king. SQ Evasion. Though easier than the frontal assault. failure means a rival party catches the PCs flat-footed and attacks them. The Abbot is dark and mysterious. they are likely to make enemies of their would-be masters in the underworld there is only so much power to go around. it is still up to the PCs to set the God-King up. Evasion (Ex): If these rogues make a successful Reflex saving throw against an attack that normally deals half damage on a successful save. The Baron suggests this option if the PCs ask his advice. AL NE. Base Atk +3. . he reveals what little he knows of the God-King’s character. If the PCs are amenable to this suggestion. Will +l. Bluff +6. However. they instead take no damage. Wis 10. Grp +4. Dex 16. Ranged attacks can count as sneak attacks only i f t h e target i s within 30 ft. SA Sneak attack +2d6. the God-King is enormously popular. assassinating him in public is likely to invoke a riot .. dagger).the underworld aside. Atk +5 melee (ld8+1/19-20. Move Silently +lo. Uncanny Dodge (Ex): These rogues retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. Discussions with the Abbot revolve around his envy of the God-King’s might. Though quite dangerous. Possessions: Studded leather armor.leading the PCs to the temple (see rooms #7 and #14). once the PCs have a solid plan in place. touch 13. the Baron may arrange it. Human Rog 4 CR 4. the PCs feel being poor and free is better than being rich and jailed. before he was a paladin. but possible). and Grinny suggests planting evidence of his misdeeds within his own temple. Framing. Open Lock +lo. Int 12. flat-footed 14. Assassination. Play it up. AC 17. buckler. Otherwise. lnit +7. Toughness. the PCs rely on Grinny’s good graces. Trap Sense (Ex): These rogues gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus t o AC against attacks made by traps. Escape Artist +lo. and assassins must find both the means and the opportunity to strike him down. Have the PCs make a Spot or Listen check (whichever is higher for each character) against the attacker’s various Hide or Move Silently checks. is dangerous. The following are the basic methods the PCs may wish to employ: Full-frontal assault. trapfinding. or when the rogue flanks the target. the God-King was a formidable foe while he was mortal. Disguise +6. Full Atk +5 melee (ld8+1/19-20. any successful assault force is more than capable of continuing the momentum. Tumble +lo. He speaks in a broken. Ref +7. Listen +8. SV Fort +2. before he was a demigod. Trapfinding: These rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Further. If news of the nefarious activities of the GodKing reached his subjects. longsword) or +6 ranged (ld4+1/19-20. Spd 30 ft. and taking over Lutan themselves. Corruption. dagger). AThieves’ Guild Recruit. as illustrated above. In any case.FALLFROM GRACE Read or paraphrase the following aloud to the PCs: At this point. Str 12. masterwork longsword. a rival group attacks them. Success means the PCs spot an ambush and are not surprised. wishing to take the reward for themselves. Grinny especially likes proponents of such a plan. uncanny dodge. the wrath of the common people could depose even a demigod. Encounter: If the PCs wish to have a meeting with the God-King (nigh suicidal. Dodge. Disable Device +lo. Depending on how they do this. Skills and Feats: Balance +lo. trap sense +1. and further points out any dirty secrets would remain quite close to their master . h p 23 each. The increased security following a failed assassination makes his job more difficult Blackmail. and his idle fantasies of swaying such power to more proper uses. Grinny does not aid such a plan. they still lose their Dexterity bonus t o AC i f immobilized. two daggers. Fleeing the city. and the PCs daily see signs of the God-King capturing or slaying their former comrades.Presumably. Cha 8. Of course. Hide +lo. and offers up any fake evidence or false witnesses the PCs require. the PCs are on their own. the God-King was a man like any other. staccato manner.

and they fight to the death against enemies of their lord. lnit +l. Once the PCs have routed the recruits. Con 16. AC 21. Ride +8. Grinny wants a profit. Retrieving suits in this manner is highlv . Iron Will. represent the pinnacle of the God-King’s Guards. Str 14. Base Atk +lo. Full Atk +10 longsword) or +7 ranged (ld8+3/~3. or an attack on a unit of the God-King’smen. Will +7. Weapon Focus (longsword). Cha 14. heavy steel shield. lnit +2. Int 15. Cleave. potion ofheroism. Improved Sunder. H D 10d10+33. 20 masterwork arrows. so -. Spot +7.Human Ftr 5: CR 5. Dexi2. AC 21. Human Ftr 1 0 CR 10. Listen +7.Dodge. flatfooted 20. they may continue on the path. longsword) or +7 ranged (ld8+3/x3. As stated. Weapon Specialization (longsword). A thorough Search check (DC 15) of the corpses (if there are any) reveals a brand on the back of their necks.FALL FROM GRACE Tactics:They flee if two of their number fall or if a PC casts a potent (3rd level +) offensive spell.SA -. have them make either a Profession (tailor) check (DC 20) and a Forgery check (DC 20). Their garb is purest white. The PCs must use blunt weapons. SV Fort +5. Combat Expertise.Spd 20 ft. Skills and Feats: Climb +8. His other men a t arms are impressive but nowhere near as skilled and powerful. Int 14. heavy steel shield. SQ -. melee (ld8+5/19-20. Intimidate +lo. Handle Animal +11. Crp +12. or other bloodless method to avoid damage to the suits. Weapon Focus (longbow). The finest combatants of Lutan make up the White Fists. AL LN. AL LG. Possessions: Banded mail +1. lotIgskvord) or . Ride +11. Base Atk +5.h p 92 each. magic. touch 11. If the PCs wish to procure their own. SA -. longsword) or +12 ranged (ld8+3/x3. Power Attack. Intimidate +8. Medium humanoid.longbow). cloak o f protection +1. or 100 gp for partially damaged (bloody or torn) genuine articles.. showing the recruits as his personal band of thugs. Str 16. Should the PCs wish to disguise themselves in the armament of the God-King’s men. Full Atk +14/+9 melee (ld8+5/19120. as thev may not fit properly 1 . longbow). inefficient. Wis 14. + I longsword. longbow). A Man-at-Arms. Atk +14 melee (ld8+5/19-20. Grinny sells such outfits to them for either 200 gp for clever forgeries. + I mighty composite longbow [+2]... flat-footed 17.Weapon Specialization (longsword).h p 40. Ref +5. Will +2. Wis 13. J u m p +12. the White Fists. Dodge. Mobility. with a clenched gauntlet symbol on their chest. Even when his neck is on the block.J u m p +8. Handle Animal +6. A Gather Information check (DC 20) reveals this is a brand favored by Grinny the Rat. Cleave. masterwork mighty composite longbow [+3]. above. Alertness. Toughness. masterwork longsword. Cha 1 3 Skills and Feats: Climb +12.Atk +10 melee (ld8+5/19-20. SV Fort +lo. H D 5d10+5. Ref +2. touch 11. Medium humanoid. Weapon focus longsword). lOdlO gp. Possessions: Full plate. Con 12. the God-King’s Guard. the God-King’s Guard. Power Attack.12/+7 ranged (ld8+3/x3. Dex 12. AThe White Fists. Spd 20 ft. Crp +8. longbow).

and notice the intruders. Possessions: Full plate. and should the PCs confront the God-King . longsword) or +7 ranged (id8+3/x3. Though Hairn’s influence grows. longsword) or +7 ranged ( l d 8 + 3 / ~ 3 . masterwork longsword. Though he is dimly aware of intruders in the temple. the guards ready for battle. casting unhallow at any point affects the GodKing as though he were targeted by a blasphemy spell (see God-King’s description).FALLFROM GRACE T H E T EM PLE O F D-KING All roads lead to the temple of the God-King. it takes a Forgery skill check (DC 30 without a copy of the seal. masterwork mighty composite longbow [+3]. Once the PCs are ready to attack or infiltrate it.flatfooted 20: Base Atk +5: Cro +8: Atk +10 melee lld8+5/19-20. If the Pcs have arranged a meeting with the God-King. particularly if they simply wish to plant evidence against the God-King. Dodge. Power Attack. In addition. SA -. the antechamber is empty of occupants. 2. behind a row of provisions. Weapon Focus (longsword).. Weapon Specialization (longsword).Spd20ft. he arrives at the PC’s location in Idlo minutes. however. lasting only an hour before Hairn’smight returns. the God-King notices it the following day. SV Fort +5. Int 14. 20 with) to properly forge an incriminating document. Antechamber The PCs are in room #12. the guards escort them to this room. Notes on the temple: It is not imperative the PCs visit every room. Ride +8. but full of official documents (kept under lock and key. The effects of unhallow are much shorter. Cleave. Intimidate +8. It is directly across the hallway from the barracks. skip to #2): Tactics: If the PCs have raised an alarm. It takes an Open Lock check (DC 18) to pick each of the locks on the desk. he does not act unless the PCs damage the temple. Wis 13. read or paraphrase the following aloud: 1. Weapon Focus (longbow). A Man-at-Arms. as opposed to openly meeting with the God-King. Dex 12. SQ -. or are infamous criminals whose faces are widely recognized. For the purposes of casting spells. he has his full complement of guards nearby. If someone steals the seal.AC21. This is the room where the God-King receives visitors. Handle Animal +6. Jump +8. HD5d10+5. Hairn’s influence stops all clerics from contacting their deity (other than Hairn) for any reason. In addition to its normal effects. Clerics with both domains function at two levels lower for casting spells. and inside are various official papers and the God-King’s personal seal. Barracks Unless the PCs openly bear symbols of evil. AL LN. Str 16. heavy steel shield. clerics with either Chaos or Evil domains function as clerics one level lower. of course). Will +2.‘Full At‘k +10 melee (ld8+5/19-20. longbow). If the PCs have not arranged an audience with the God-King. proving any upcoming papers are forgeries. Con If one of the papers marked with his seal is stolen.touchll. and another ten are ready within the round. lnit+l. Cha 14. and takes steps to replace it. Human Ftr 5: CR 5. he does not notice it. casting the spell unhallow disrupts Hairn’s will. Ten of the menat-arms are ready to fight the PCs. 1ongbow). It is wholly possible to draw the God-King’s or paraphrase the following aloud (otherwise. If the PCs draw the God-King’s attention. 20 masterwork arrows. Ref +2. hp40. Read the followingaloud the first time the PCs enter this . interfere directly with Hairn’s power. wear anything more than ceremonial arms and armor. or touch the sword of intensity. Medium humanoid. Skills and Feats: Climb +8.

the guards only stop the PCs ifthey misbehave. Ride +3. touch 13. If the God-King is not here. Full Atk +1 melee (ld3+1. Dex 17. unarmed). Picking the locks or bending the bars would require a great deal of luck or talent. Possessions: Splint mail. Wis 10. the PCs may plant false evidence in the desk. J u m p +8. if the result is less than the number of rooms they have entered this night. Tactics:Though the hallways have nothing of apparent note..longsword) or +6 ranged (1d10/19-20. h p 32. heavy crossbow. Alertness. Spd 30 ft. should his past become common knowledge. short sword). Dex 12. Ride +6. spear) SA -. Str 12. touch 10. Trap Sense (Ex): This rogue gains an intuitive sense that alerts them to danger from traps. The PCs are incarcerated in a dank dungeon not far from the God-King’s abode. Listen +11. Skills and Feats: Climb +8. or if they attempt to break into rooms #6-11. Base Atk +0/+1. Atk +3 melee (ld8+1/~3. Grp +5. Dodge: Cleave. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Intimidate +4. Iron doors: 2 in. Move Silently +12. Ride +3. he becomes suspicious and has the PCs arrested. once getting free.. Possessions: Leather armor. Base Atk +4. Human Coml (20):CR %. the guards do not accost the PCs unless the PCs arouse suspicion in their dress. Int 15. Con 12.SA -. Every time the PCs leave a room. Evasion (Ex): This rogue can avoid even magical and unusual attacks with great agility. 20 bolts. Wis 9. trapfinding. he assumes them simple diplomats or merchants. If the PCs have evidence against the God-King. Dex 10.longsword) or +6 ranged (1 d l 0/19-20. AC 10. Skills and Feats: Hide +5. Weapon focus (spear). Str 12. SV Fort +6. h p 30. Spot +9. Ref+2. Handle Animal +2.SA sneak attack +3d6. the God-King soon jails an d a m o u s rogue named Wharton the Wiley Wharton managed to sneak thief‘s tools in with him and escapes in the night. Use Magic Device +8. Power Attack. Depending on how difficult you want to make this on the PCs. hit points 60.AL Any neutral or evil. Swim +2. Intimidate +8. light steel shield. Great Fortitude. Improved Initiative. Unless the PCs give him reason to doubt their intentions (such as attempting to assassinate him). giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. hardness 10. or 14. Wis 10.Weapon Focus (heavy crossbow). Will +O. Medium humanoid. role-play the interaction. all his efforts are wasted. thick. spear). Ref+&Will +2. Wis 12. SV Fort +3. If the God-King awaits them.FALL FROM GRACE Awharton the Wiley: Human Rog 6 CR 6. J u m p +4. Str 13. AC 12. Hallways Encounter: The hallways are regularly patrolled by a squad of six of the God-King’s men (use the statistics above if necessary). hp 10.. introduce him here. Hide +lo. Cha 12. then the assassins attack. Dodge. Skills and Feats: Climb +4. Climb +lo. Dodge. lnit +O. If the PCs do not attempt to blackmail the God-King. H D ld4. SQ evasion. 3. Until then he is unarmed. thief‘s tools (Wharton’s key interest. Str 16. Spd 30 ft.Though more than mortal now. Atk +9 melee (1 d8+5/19-20. Skills and Feats: Bluff +8. Medium humanoid. stuck DC 28. Base Atk +4. Disable Device +12. If the PCs are wearing the God-King’s uniforms. Ref +0. light wooden shield. it is here Grinny’s four assassins strike. to avoid being caught flat-footed. flatfooted 12. open lock DC 28. spear. SQ -. freeing other prisoners (including the PCs) and starting a revolt. At night. Possessions: Masterwork studded leather armor. lnit + l . SQ -. Full Atk +3 melee (ld8+1/~3. roll 1d12. Each player may roll a Spot or Listen check (DC 20). SV Fort +2. trap sense +2. 13. Crp +2. SV Fort +3. Weapon Focus (longsword). but escaping should be an adventure in and of itself. If the result is lower than the number of rooms the PCs visited. Con 13. AL N. here to the PCs. flat-footed 10. Weapon Focus (short sword). Crp +7. attitude. Ajail Guard. Open Lock +12. Uncanny Dodge (Ex): This rogue retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.Full Atk +7 melee (1d6+1/ 19-20. Trapfinding: This rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. uncanny dodge. Cha 11. flat-footed 13. h p 3. lnit +7. touch 11. Spd 30 ft. Search +11. the God-King is fully aware that. AC 16. Spd 20 ft. Medium humanoid. During the day. AL LN. short sword). H D 4d10+8. A Kheherik the Head Jailer. The assassins automatically strike if the PCs raid the treasure room (room #13). If the PCs still can’t escape on their own. H D 6d6+6. Skill Focus (hide). Tumble +12.heavy crossbow). AC 18. AL LN. . touch 10. Weapon Specialization (longsword). Will +O. Con 11. Cha 8. Int 13. Human War1 (10): CR %. Int 10. such as the blackmail material found in rooms #7 and #14. masterwork short sword. flat-footed 17. the guard patrols are lessened (roll 1d20 every time the PCs leave a room. masterwork longsword. H D ld10. Cha 9. He grudgingly accepts potent blackmail and tries to quietly do as the PCs demand rather than refuse and face execution by his own troops. Ref +0. they encounter a guard patrol). Medium humanoid. lnit +O.heavy crossbow). is to get these back from the weapon’s locker.Atk +9 melee (ld8+5/19-20. Dex 10. Sneak Attack: This rogue’s attacks deals an extra 3d6 damage any time a target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). the weapon locker could be between Id4 jail guards or the entire regiment and the head jailer too. This is accomplished with an overwhelming show of force of the White Fists guardsmen. Con 14. Base Atk + l . he instead take no damage. Human Ftr 4 CR 4. Int 11. A Prisoner.. Will +2. or to parlay with him under false pretenses of business or diplomacy. Atk +7 melee (ld6+1/19-20. or when the rogue flanks a target.

masterwork rapier. Assassin spells prepared (1 . and forged papers. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Base Atk +4. poison use. 23. Str 14. Escape Artist +lo. It takes days of prayer on the God-King’s part to discover what must be done to restore his position. Gather Information +6. Hide +12. Will +2. 2d10 gp each. Open Lock +lo. Weapon Finesse. Disguise +6. they still lose their Dexterity bonus to AC if immobilized. Ranged attacks can count as sneak attacks only if the target is within 30 ft. or when the rogue flanks the target. If the victim of such an attack fails a Fortitude save (DC 13) against the kill effect. Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage. Save Bonus against Poison: The assassin gains a +1 natural saving throw bonus against all poisons. Medium humanoid. Human Rog 5/Asn 2: CR 7. The book is the Holy Writ of Hairn. Placing unholy scriptures or the like within the book and claiming the God-King is an impostor provides enough proof for the populace to dethrone him. and he severs his ties to Lutan. the next of which is in three days. Once the assassin has completed the 3 rounds of study. Meditation Chambers These simple rooms contain prayer pillows and holy robes. lnit +7. and the God-King reads aloud from it before his weekly mass. the PCs weaken the God-King’sties to Hairn. Dodge. Iron Will. 19. Ref +lo. While the guard may wonder at late-night visitors to these rooms. Poison on blades: Greenblood Oil. potion ofbull’s strength. These rooms are the meditation chambers of both the God-King and his followers. they instead takes no damage. h p 28. Trapfinding: These rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. If the PC does not have a gauntlet on. placing him in a position of extreme weakness and loosing the people’s trust as he abandons them to follow this quest. the attack is just a normal sneak attack. but are otherwise unadorned. potion ofcat’s grace. S A Death attack. its loss goes unnoticed. poison save + I . or subtly deface the painting and repeat the process for the other meditation chambers. rapier) or +7 ranged (ld4+2/19-20. Fort DC 13. AL N E . 1 Con/ld2 Con initial and secondary damage. If the PCs cast blasphemy or unhallow here. SV Fort +2. sneak attack +4d6. Grp +6. SQ Evasion. Disable Device +lo. A successful Gather Information check (DC 20) marks him as one of Grinny’s servants. Con 12. they find a small lever with a spike in the handle. Int 12. Move Silently +12. This is the public copy of the writ. See also room #14. If the PCs take the book and replace it in less than a day. Atk +7 melee (ld6+2/18-20 plus poison. Once the PCs throw all four levers (one in each room). Skills and Feats: Balance +9. the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’schoice).Spd 30 ft. touch 13. vial of greenblood oil poison. They also have a precise map of the land between the city and the temple. The leader has a brand on the back of his neck. spells. Dex 17.. 5. If anyone places their hand in the hole.FALLFROM GRACE Ahsassin. . Full Atk +7 melee (ld6+2/18-20 plus poison. buckler. Bluff +9. the victim is rendered helpless and unable to act for ld6 rounds plus 1 round per level of the assassin. dagger). trap sense + I . However. Listen +9. Casting blasphemy or unhallow here. they are far less likely to attack someone for leaving one. true strike. two daggers. Trap Sense (Ex): These rogues gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Evasion (Ex): If these rogues make a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Uncanny Dodge (Ex): These rogues retain their Dexterity bonus to AC (if any) even if they are caught flat-footedor struck by an invisible attacker. trapfinding. Cha 11. and pulls the lever. he must make the death attack within the next 3 rounds. beneath his hair. Wis 11. flat-footed 14. AC 17. Hairn sends him on a perilous quest alone to atone for the transgression. H D 5d6+5. she dies. uncanny dodge. the PC takes a single point of damage. Tumble +11. Improved Initiative. Possessions: The donation box is presently empty save an alarm spell (cast as an audible alarm). dagger). save DC 11 + spell level): 1- 4. Sneak Attack: These rogues’ attacks deals +4d6 extra damage any time a target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). The lead assassin has a dagger of venom (intended for the God-King). rapier) or +7 ranged (ld4+2/19-20. 17. the doors to rooms #13 and #14 unlock. The Chapel Read aloud the first time the PCs enters this room: Masterwork studded leather armor. If the victim’s saving throw succeeds. or subtly altering the altar towards another deity’s favor angers Hairn. The guards escort them from the temple if‘they catch the PCs in these rooms. If the saving throw fails against the paralysis effect.

these are objects taken from the battles with the forces of evil. above). Each cot also has a small lock box next to it. and four divine scrolls: bless. With the exception of the sword. as well as a small collection of books and scrolls. a worthless trinket designed to trap would-be thieves. a whetstone. pen and ink. songwriting and calligraphy. Storeroom and Kitchen A horrid smell of raw meat and spices assaults you as you enter the kitchen. divine favor. The books are almost all invariably holy works and derivative works on religion. the god of purity and salvation. The lock boxes are easy to pick or break (DC 12 in either case). roll on the following table for each box: ld20 11 Private Quarters Box Objects If the PCs wish to study Clynth's diary (#7. 15 Meditation candles 13. and protection from evil (each scribed at the 3rd level of ability). At night. Private Quarters These rooms belong to the clergy and workers of the temple. can be used to black mail the God-King. During the day. Each room contains 2d10 such books. which denounces the God-King and his past actions. an item that. drawing the attention of the God-King. from heraldry to woodworking.FALL FROM GRACE 6-1 1. but rather a sword of intensity.000 gp. and contain minor personal effects. nobility and royalty. iron doors are barred from within with holy power. with diagrams and ample notes in the common tongue. detect evil. and cannot be opened by physical means. I?. Room 8: An additional 2d10 gp and a dagger of venom (this is the room of Grinny's hired guards). Room 9: A series of notes about the deeds of the GodKing. If the PCs leave clynth's diary in this lock box. Room I I : A prayer bead. Additionally. there is nothing else of interest. they are abandoned. Room 10: A rusted gauntlet. and a dwarven tome on weapon and armor construction and care. Touching it activates the alarm spell placed upon it. Otherwise the treasury doors only open if the PCs have closed all four gauntlets. each room contains the following specific items: Room 6: A small idol of Hairn. with proper research. In each communal cell lie four small cots. and a dark skull on an imp. An evil cleric expending a command undead attempt may channel unholy power to counteract the defense and breach the chamber requiring a turning/rebuke check of level + Charisma bonus (DC 23). Row upon row of sharp knives line the ceiling. another 3. their inhabitants sleep here. and a personalized scripture book of holy prayers.000 gp worth of various gems. the bard writes a tale. . they discover the following passage in ld4 hours: This book has enough information to blackmail the God-King. Most of the notes are written in verse and rhyme. Room 7: Clynth's diary (see below). Each also shows signs of personal hobbies. The cots are simple affairs with a single sheet and pillow each. These books are left out on shelves for anyone to peruse. Treasure: Among the other treasures in the room are 5. The Treasury These regal. weapon and armor oil. A cold iron punching dagger 13 Hawk trainer's arm guard Apart from the food and cooking utensils here. suggesting this room belongs to a bard. a number of fine blank parchments. and the racks contain iron rations. This is not truly a valuable magic weapon. history.

Each ally within 10 ft. meditation chambers (room #I sliding them into the floor. perhaps too powerful for the PCs. Great Cleave. as the spell. Heal +6. Divine Grace (Su): The God-King adds his Charisma bonus to all saves. detect evil. lesser restoration. Allow the PCs to talk their way into a sweet deal with the God-King of Lutan. he is corrupted. The God-King is powerful. Spd 30 ft. Should they choose to fight him openly. he fights or works out a bargain.FALL FROM GRACE 14. Power Attack. mark ofjustice. Throwing all four switches in the I ) opens the doors. I f corrupted.However. Sunder. 3rd--daylight. divine awareness. Handle Animal +9. h p 150. Con 18. H D 16d10+64. aura o f good. the smite has no effect. SQ Aura o f courage. Skills and Feats: Climb +6. He adds + 4 t o his attack roll and deals 16 extra points o f damage. and he does not have t o use i t all at once. but becomes immune t o blasphemy. flat-footed 21 . Detect Evil (Sp): At will. Str 18. o f him gains a +4 morale bonus on saving throws against fear effects. lnit +2. BLACKMAIL If the PCs reveal the suit of armor and the knowledge the God-King is not from Lutan. Ride +15. SV Fort+18. Spot +5. Aura ofcourage (Su): The Cod-King is immune t o fear (magical or otherwise). DC 18). If the pcs enter the room at night. This ability functions while he is conscious. Intimate +lo. Smite Evil (Su): Four times per day. Base Atk +16/Grp +20. Knowledge (nobility and royalty) +9. Leadership[B]. 2nd-6ull’s strength. Turn Undead (Su): The God-King has the supernatural ability t o turn undead. if they can escape with the evidence of course. Ref+16. remove disease 4/week. then the next time the God-King meditates. If the meditation chambers. OPENLY FIGHTING THE GOD-KING As his name suggests. He turns undead as a 11th level cleric. SA Smite evil 4/day. SUBDUAL Casting blasphemy or unhallow. They open automatically for the God-King. AL LG (LE). or subtly altering the painting disrupts the God-King’sties to Hairn. Divine Awareness (Su): Within the walls o f the temple. the altar. he is divine. The God-King’s Chamber A careful search reveals the presence of secret doors (Search check. trapping a portion of Hairn’s influence within the newly formed blackguard. Lay on Hands ( 5 ) Each : day the God-King can heal 64 hit points o f damage. Combat Reflexes. Hairn’s blessing. Make the PCs aware of his power should they choose to fight head-long against him. Spells: The God-King casts spells as a 16th level paladin (DC 14 + Spell Level). turn undead. Dex 14. Weapon Focus (Battle Axe). divinefavor. Cleave. and can never be fatigued. He may use this ability 7 times per day. Wis 18. Cha 19. read the following aloud. unearthly health. Concentration +lo. eat or sleep. the God-King may attempt t o smite evil with one normal melee attack. he finds himself attacked by the gods of those he fights. Diplomacy +23. touch 12. he usually has the following spells prepared: 1st-bless. Atk Battleaxe melee +24 ( l d 8 + 9 / ~ 3 ) . There is a lot of room for role-play here. dispel magic. 4th--ho/y sword. The God-King may choose t o divide his healing among multiple recipients. and this room are all subject to such trickeries and it goes unnoticed. zone oftruth. whose mere touch bypasses the locking mechanism. Perform (Oratory) +9. In the end. but the ability is still used up for that day. If they threaten him with the evidence. disease (including supernatural and magical ones). or evil. The sole exception t o this is blasphemy. His intelligence and Wisdom are also enhanced by four points each he gains the Improved Initiative feat. the God-King is aware of everything that goes on around him. which affects him as though he had half his hit dice. Knowledge (religion) +20. the god king retains Hairn’s Blessing. Medium outsider (extraplanar). but not if he is unconscious or dead. Will +18. divine grace.The: CR 17. Hairn’s Blessing (Su): The God-King may not be targeted by Necromantic spells. this certainly causes great suspicion against the God-King from his subjects and followers. (+6 within the temple). four times per week. resist energy. . If he accidentally smites a creature that is not evil. of opening them. Using lay on hands is a standard action. Int 18. he is a worthy opponent. or divine spells from the domains o f chaos. as the spell.there is no visible means ACod-King . Remove Disease (Sp): The God-King can produce a remove disease effect. lay on hands.Full Atk Battleaxe melee +24/+19/+14/+9 ( l d 8 + 9 / ~ 3 ) . If the PCs enter the room during the day. the God-King defends himself from the intruders (see openly fighting the God-Kingbelow). Aura ofCood (Ex): The power o f the God-King’s aura o f good (see the detect good spell) is 15th level. the God-King can use detect evil. AC 23. death. Listen +5.. He need never breathe. Unearthly Health (Su): The Cod-King is immune t o any sickness.


Because the PCs must plot and plan. leaving behind a telling artifact which may spell doom for all (see the adventure “Templeof the Iron Codex”).Ultimately.they may retrieve their rewards (or attempt to. this adventure cannot provide information for every contingency. Prince Sukhir Blackhammer.FURTHER ADVENTURES Much of this adventure is open to the interpretation of the DM. An evil blackguard. The removal of the God-Kingcauses a holy backlash on the city. if they made a deal with Grinny). Once the PCs have dethroned the God-King. the upheaval of the situation becomes too much. This is a complex topic and it should not be that easy to corrupt a divine being. . The PCs also have to deal with the political turmoil that follows in the wake of this adventure. and the city is thrown into chaos (see the adventure “No Mercy”). and it is wracked with a terrible earthquake. The PCs have drawn his attention as those who could best serve him and they are then integrated into his high command. slaves revolt.Within a month however.the PCs will think of something we did not cover and it is up to the DM to use the information here as best as he can. quickly captures the city with the God-King dethroned.

bloodying their swords on the flesh of free men. .. Worse. just a few days ago. An example must be set. they declared war upon the principality and . Their revolt has caught the city on fire. .N o MERCY pevzty and stability of this no Sukhir Blackhammer.. Rahbaud lies in the center of a peaceful province. In death. +I\ kitor evil ends. ~fthese treasonous set$ destroygenerattons of work with some false hope of 'freedom'. then the Prtnce of Rahbaud shall gwe them their freedom. and using the excuse of 'freeing the slaves'. and now slaves from every walk of life are rebelling against the rule of Prince Sukhir.+l"". a slave rebellion began in the gladiatorial pits. There shall be no mercyfor LILIJJC W W u u r c w u r c u r c w u r i u i u c r . . a peace enforced through the firm rulership of Prince Sukhir Blackhammer. and bring the rebel leaders to the justice of the Iron Ftst. Warriors trained to fight for the sport of their masters turned their blades upon the Overseers of the pits. The adven ty of Rahbaud. . I " * " L-"L ." .*A " .A" . known by many as the Iron Fist of Law. . one of the Northern regions . Adragiae is a kingdom of chaos. the fruits of an extremely profitable slave trade with other cities in the southern nations.. I . Then. Their army fallow. to keep the peace and force the other slaves back into tranquility.. nor for slaves who aspire to buy their fieedom with the blood of decent cttizens. they took some imagined offense to Sukhir's rule..a kingdom known as Adragiae . where arguing senators rule a fractious nation of starving peasants and mismanaged funds. known as slaves who threaten Rahbatid's security.threatens war against Rahbaud. no refuge for the murderers of peaceful merchants and nobility.

1. Throne room of the Iron Fist

city of Rahbaud. with war declared, the slaves of Rahbaud became even more untenable, and their minor revolt has turned into widespread panic, and riots. Calling upon the known PCs within his domain, the Prince of Rahbaud outlines his plan. Four companies of soldiers can fight the enemy,under Sukhir’scommand. A small company,Tahak’s Guard, is placed under PC control and must put down the rebellion. The PCs must face riots, gladiatorialfights, a massive fire, and the raid of a secret holy site, to reclaim the city in the name of its Overlord. Sukhir is in from the city during the adventure, staying to oversee troop movements, and prepare for a possible siege. He doesn’t have time to squash the revolt, however, and needs the PCs to handle the internal problems while he takes care of the external threat.

The city of Rahbaud can be any known city within your campaign world, or it can be a new location. The only catalyst needed is some excuse for Prince Sukhir to trust the Pcs with the security of his city - some deed they have performed convinces him they are right for the job. Prince sukhir commands their presence in his throne room at once. Note: There is no “Bardic Lore” to be discovered at all about this adventure. However,you may set the adventure in the city of Desburg if you like.

Aconscript (60), Human War 1: CR %; Medium humanoid; H D ld10; hp 10; lnit +O; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk +l; Crp +2; Atk +3 melee (ld8+1/x3, spear); Full Atk +3 melee (1d8+1/x3, spear) SA -; SQ -; AL LN; SV Fort +2, Ref +0, Will +O; Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +4, Intimidate +4, Jump +4, Ride +3; Dodge, Weapon focus (spear) Possessions: Leather armor, light wooden shield, spear. ATalmak’s Guard, (lo), Human Ftr 1: CR 1; Medium humanoid; H D ld10+1; hp 11; lnit +l; Spd 30 ft.;AC 15, Grp +2; Atk +3 melee touch 11, flat-footed 14; Base Atk +l; (ld6+1/19-20, short sword) or +3 ranged ( l d 6 / ~ 3 ,short bow); Full Atk +3 melee (1d6+1/19-20, short sword) or +3 ranged (ld6/x3, short bow); SA ; SQ -; AL LN; SV Fort +3, Ref +1, Will +O; Str 13, Dex 12, Con 12, Int 11, Wis 10, Cha 9. Skills and Feats: Climb +4, Intimidate +4, Jump +4, Ride +4; Dodge, Weapon Focus (shortsword), Weapon focus (shortbow). Possessions: Studded leather armor, light wooden shield, shortsword, shortbow, 10 arrows.

A Monock the Warguard, Human Wiz 5: CR 5 ; Medium humanoid; H D 5d4+8; hp 22; lnit +7; Spd 30 ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Crp +2; Atk +3 melee (ld6, quarterstaff) or +5 ranged (ld8/19-20, light crossbow); Full Atk +3 melee (1d6, quarterstaff), or +5 ranged (ld8/1920, light crossbow); SA Spells; SQ Summon familiar; AL LN; SV Fort +2, Ref +4, Will +4; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 8. Skills and Feats: Concentration +9, Decipher Script +11, Knowledge (spellcraft) +11, Knowledge (local) +11, Profession (tactician) +11, Spellcraft +11; Brew Potion, Empower SpellB, Improved Initiative, Run, Scribe Scroll’. Summon Familiar (Su): This wizard has a toad familiar named Stalg.
AStaIg, Toad Familiar: CR ’ho; Diminutive Animal; H D xd8; hp 1 lnit +1 Spd 5ft.; AC 17 touch 15, flatfooted 16, Base Atk +O; Crp -1 7; Atk -; Full Atk -; SA ; SQ Alertness, amphibious, deliver touch spells, empathic link, improved evasion, low-light vision, share spells; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4. Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected t o an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affects his familiar. The familiar must be within 5 ft. a t the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 ft. away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target o f “You” on his familiar (as a touch range spell) instead o f on himself. A master and his familiar can share spells even i f the spells normally do not affect creatures o f the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar out to a distance o f up t o 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because o f the limited nature o f the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): A familiar can deliver touch spells for the master. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher”. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks. Wizard Spells Prepared: (4/4/3/2; save DC 13 + spell level): G a r c a n e mark, pare, mage hand, ray offrost; 1st-burning hands, mage armor, magic missile, ray ofenfeeblement; 2nd-bull’s strength, scorching ray, touch o f idiocy; 3rd--freball, lightning bolt. f Spellbook: 0-arcane mark, daze,Pare, mage hand, ray o frost, read magic; 1st-burning hands, identi& grease, mage armor, magic missile, mount, ray ofenfeeblement; 2nd-bull’s strength,fox’s cunning, invisibility, scorching ray, touch o f idiocy; 3rd-deep slumber, fireball, lightning bolt. Possessions: Cloak ofprotection + 7, ring ofprotection + I , masterwork quarterstaff, heavy crossbow, 20 bolts, pouches with material components.

A Legionarie (40), Human Ftr 2: CR 2; Medium humanoid; HD2dlOc2; hp17; lnit+l;Spd30ft.;AC16,touch 11, flat-footed 15;Base Atk +2; Crp +4; Atk +5 melee (1d8+2, morningstar) or +4 ranged (ld8/19-20, light crossbow); Full Atk +5 melee (ld8+2, morningstar) or +4 ranged (ld8/19-20, light crossbow); SA -; SQ -; AL LN; SV Fort +4, Ref +1, Will +O; Str 14, Dex 12, Con 12, Int 11, Wis 10, Cha 9. Skills and Feats: Climb +5, Intimidate +5, Jump +5, Ride +4; Dodge, Power Attack, Weapon Focus (morningstar), Weapon Focus (light crossbow). Possessions: Chain shirt, light steel shield, morningstar, light crossbow, 14 bolts.
Asergeant (6), Human Ftr 4 CR 4; Medium humanoid; Spd 20 ft.; AC 18, touch 11, flatH D 4d10+8; hp 32; lnit +l; footed 17; Base Atk +4; Grp +7; Atk +9 melee (ld8+5/19-20, longsword) or +6 ranged (1 d10/19-20, heavy crossbow); Atk +9 melee (1d8+5/19-20, longsword) or +6 ranged (ld10/19-20, heavy crossbow); SA-; SQ -; AL LN; SV Fort +6, Ref+2, Will +2; Str 16, Dex 12, Con 14, Int 13, Wis 12, Cha 12. Skills and Feats: Climb +8, Handle Animal +2. Intimidate +8, Jump +8,Ride +6; Dodge, Cleave, Power Attack, Weapon Focus (longsword), Weapon Focus (heavy crossbow), Weapon Specialization (longsword). Possessions: Splint mail, light steel shield, masterwork longsword, heavy crossbow, 20 bolts.

A Commander (3), Human Ftr 5: CR 5; Medium humanoid; Spd 20 ft.; AC 21, touch 11, flatH D 5d10+5; hp 40; lnit +l; footed 20; Base Atk +5; Grp +8;Atk +10 melee (1d8+5/19-20, longsword) or +7 ranged (1 d8+3/x3, longbow); Full Atk +10 melee (ld8+5/19-20, longsword) or +7 ranged (ld8+3/x3, longbow); SA-; SQ -; AL LN; SV Fort +5, Ref +2, Will +2; Str 16, Dex 12, Con 12. Int 14, Wis 13, Cha 14. Skills and Feats: Climb +8, Handle Animal +6, Intimidate +8,Jump +8, Ride +8; Dodge, Cleave, Power Attack, Weapon Focus (longsword), Weapon Focus (longbow), Weapon Specialization (longsword). Possessions: Full plate, heavy steel shield, masterwork longsword, masterwork mighty composite longbow [+3], 20 masterwork arrows.


2. Rioting
The city streets near the gladiatorial pits and the wharf are filled with dead bodies, rioting, screams of the dying and blood-filled massacres. PCs are encouraged to march Talmaks Guard directly into this, the worst area of town, and begin the assault against the slave forces. Although the slaves are not as well trained as the Guard, they outnumber them nearly 5 to 1. Further, some of the slaves are armed, having taken weapons from dead guardsmen or from the stores at the gladiatorial pits. They offer some resistance. Do not run every round of combat, but rather, use some of the guard to add flavor to the encounter. The PCs are fighting 1st level commoners for the most part, and combat will involve one or two deaths a round. By the time things settle down, the area fills with marching guards, and the occasionalfight between slaves and a guardsmen. Invent different scenariosbased on this assault. Some ideas include: A group of garrisoned slaves with a barricade in an alleyway attack a group of armed guards, lead by the PCs. The slaves break into a magic store or apothecary and use random magic items (potions, wands, etc.). Suicide-strike groups locate and follow the commanders (i.e.,the PCs), and make armed attacks anytime the character is alone. One of the slaves is an experienced gladiator,takmg on all comers. He holes up in a defensible position, and taunts the guard to fight him. He has already killed ten men, and is shouting for more to come through and duel him.

3 . Burn Them Out!
As the rioting is slowly quelled, a legionnaire comes to the PCs. In the distance, the PCs see the orange glow of fire coming from the south of the city. The PCs know Rahbauds docks are primarily made of wood and cannot withstand the fire for long.

The fire on the wharves started in the large warehouse at location #2. A cluster of city guards were taking slaves off the slave ships and executing them when the guards were assaulted by ten men from the gladiatorial pits - also escaped slaves. Taken by surprise, the city guardsmen routed and were butchered. During the fight, the side of the warehouse caught fire by a lantern. The fire spreads wildly, through the warehouses and to the ships in the docks of the harbor. The fire is pretty bad. The PCs have a choice: save the ships in the docks (many ofwhich have slaves imprisoned in their lower levels), or put out the fires in the warehouses, and save the trade goods stored there.

3a. The Slave Ships Inside the three burning slave ships, over four hundred slaves are about to roast. If the PCs can get the ships out of the harbor, they are spared the worst of the fight and are loosely ‘allied with the gladiators, who are also trying to free the slaves and rescue the ships. Any fighting occurring between the two is incidental. Once the gladiators realize the PCs are trying to keep the ships from burning, they stop attacking. 3b. The Warehouses The warehouses are wooden for the most part, with stone foundations. Several of them are already on fire, the fine goods within slowly burn. The warehouses contain silks, spices, and more ‘common’trade goods such as iron, copper, basic household goods, and food supplies. There are fifteen warehouses on fire, and ten more will soon be burning. This area should provide many battles, intermittent swordfights between the PCs and the gladiators, and plenty of trouble with the collapsing, burning walls and eaves of the warehouses are on fire. A group of gladiators ensures the warehouses burn long enough for them to free the slaves aboard the threatened ships. Tactics: While the PCs are using the legion to put out the wildfires, five of the gladiators light new ones. Their companions, another 5 gladiators, cut the traces on the ships and get them into the harbor, away from the fire. They fight against the legionaries only when necessary; their first priority is to keep the slaves aboard the ships from burning alive. As the ships begin to burn, the gladiators immediately race aboard them and open all of the slave pens. However, in their weakened condition, the slaves aboard the ship are no challenge to the legionaries or the PCs. The gladiators are only interested in the slaves, and in slowing down the legion. They fight to the death only when defending an innocent. They flee to the Gladiatorial Pits as soon as the slaves aboard the ships are free, taking as many of the newly-freed slaves with them as they can.
ACIadiators, Human Ftr 5: CR 5 ; Medium humanoid; H D 5d10+10; hp 45; lnit +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13; Base Atk +5; Grp +8; Atk +10 melee (2d5+5/18-20, falchion) or +6 ranged (1d6/x3, shortbow); Full Atk +10 melee (2d4+5/18-20, falchion) or +6 ranged (ld6/X3, shortbow); SA-; SQ -; AL CC; SV Fort +6, Ref+2, Will +l; Str 16, Dex 12, Con 14, Int 11, Wis 11, Cha 10. Skills and Feats: Climb +8, Handle Animal +6, Intimidate +8, Jump+8, Ride +8; Dodge, Cleave, Improved Initiative, Power Attack, Weapon Focus (falchion), Weapon Specialization (falchion). Possessions: Studded leather armor, masterwork falchion, shortbow, 20 arrows.

4. Gladiatorial Pits
The Gladiatorial Arena is similar to the Roman Coliseum, but more formidable. Iron portcullises cover each of the four entrances, and high stone walls blockade the inside, while providing amphitheater seating for the gathered crowds. The slaves inside have erected rudimentary blockades over the portcullises, piling chairs, banners, and anything movable against the heavy iron bars of the gates. The passage the legionnaire commander speaks of begins in the wall of the lower district, and travels under the city until it comes up to a flight of stairs the legionnaire will tell the PCs is within the Gladiatorial Arena’s walls. The stairs lead to the noble’s section, and indeed, the secret panel opens within a box, which has a decent view of the sands at the center of the building. The PCs are free to decide how they assault the Arena, but any one, or all, of the following scenarios may occur.

4a. Spying on the leaders The leaders of the resistance in the gladiatorial pits are located in the guards chambers, sealed off behind portcullises. Getting in is difficult, as two guards have been stationed at each checkpoint throughout the arena. The gladiators know the grounds well. Should a PC be spotted, the gladiators shout for help and every Id6 rounds 2 gladiators arrive to lend aid. There are over SO warriors in this building, with the majority of the slaves 1st level commoners (for the gladiators, use the statistics from the encounter at the docks). If the PCs break a guard point, slaves descend from every corner, attacking them in swarms. An additional 2d4 slaves arrive each round, until their reserves are depleted. If the PCs can get inside, the leaders of the rebellion are holding a meeting in a secret chamber, but attempt to disband if the defenses are breached. They leaders are Whitestag, Rafe, and Martin. Whitestag is the leader of the mercenaries. A tremendous barbarian female, she stands over six fi. tall and wears plate armor. She has four bodyguards,each wearing chain, and is in full command of the gladiators here. She is downstairs in the slave chambers, preparing the rest of the gladiators for an assault on the legion outside. They all have bows, and are planning to begin shooting flaming arrows at the legion and several nearby shops, and then charging out the central gate to the gladiatorial pits in order to engage the legion while surrounded by fire and thick smoke. It is a reasonable plan; PC warrior classes should note it is quite possible this plan can succeed, given a bit of luck and a good quotient of fire. In a fight, Whitestag leads from the front and enter into rage as soon as she has closed with her enemies. As long as she is alive and leading them, the slaves gain a +I morale bonus to attack and damage. When Whitestag is killed, the gladiatorial slaves keep fighting out of desperation with a +2 morale bonus to damage but the commoner slaves break and run, trying to escape. Rafe is slender and middle-aged, his features scarred and his hands callused. He is the obvious intelligence behind the slave revolt and carries a small pouch of material components and a wand - obviously a wizard (who was lucky enough to recover his traveling spellbook of evocation spells before the revolt). If a fight ensues, he hides behind Whitestag’s guard and cast spells. Once the fight starts going badly, he backs into a corner, shouts the words of a spell, and vanishes, teleporting to the chapel beneath the safe House (location #SA). Martin is a rogue and seems to be from out of town. He talks about the impending invasion from Adragiae. He knows a great deal about the Adragiae forces, being their liaison to the slaves. In fact, if he is questioned, he provides information on Adragiae’s troops, leadership, and battle-plans, including their arrangement with
Whitestag to free all of the slaves as soon as Adragiae takes the city. If the PCs sneak into the compound they may listen in on the meeting. If a fight begins, he joins in as long as the slaves have a chance of winning, but the moment things look bad, he will flee. Martin (and a few of the other gladiators in case Martin is eliminated) know where the local safe house in the city is. This is where escaped slaves are smuggled out of Rahbaud, and where the Adragiae spies give aid to the revolutionaries. It is located in a nice house in the upper districts of the city (the NPCs tell them where). Further persuasion reveals the safehouse is protected by a powerful cleric named Santiago. Santiagois well known. If running in your own campaign, Santiago is someone the PCs have come to trust and respect.
Awhitestag, Human Bbn 8 CR 8; Medium humanoid; HD 8d12 +24; h p 81; lnit +l; Spd 20 ft (in armor, 40 ft. out of it); AC 19, touch 1 1, flat-footed 18; Base Atk +8;

Crp +12; Atk +15 melee (ld10+8/19-20, bastard sword) or +10 ranged (ld6+4,thrown axe); Full Atk +15/+10melee (1 dl 0+8/19-20, bastard sword) or +10/+5ranged (1 d6+4, thrown axe); SA -; SQ Damage reduction 1/-, fast movement, improved uncanny dodge, rage 3/day, trap sense +2, uncanny dodge; AL N; SV Fort +9, Ref +3, Will +4; Str 19, Dex 13, Con 16, Int 10, Wis 15, Cha 13. Skills and Feats: Climb +4, Intimidate +12, J u m p +12, Listen +10 Ride +6, Survival +7, Swim +4, Tumble +3 (armor check penalties included);Blind-Fight, Cleave, Power Attack, Weapon Focus (bastard sword). Damage Reduction (Ex): Whitestag has Damage Reduction. Subtract 1 from the damage he takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. Fast Movement (Ex): Whitestag’sland speed is faster than the norm for his race by +10 . Improved Uncanny Dodge (Ex): Whitestag can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. Rage (Ex): Whitestag can fly into a rage 3 times per day. In a rage, Whitestag temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases her hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for 8 rounds. Whitestag may prematurely end her rage. At the end of the rage, she loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Trap Sense (Ex): Whitestag gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Whitestag retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by a n invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. Possessions: Masterwork full plate armor, +2 bastard sword (named “organgrinder”), two masterwork throwing axes,
potion o f cure serious wounds.

Trap Sense (Ex): Martin gains a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus t o AC against attacks made by traps. heavy crossbow). Spd 30 ft. shocking grasp*.floating disk. save DC 14 + spell level): &dancing lights*. Scribe ScrollB. shatteP. mage armor (already cast). Spd 30 ft. Run. Rafe’s familiar was killed when he was originally imprisoned. lightning bolt (~2). lnit +l. H D 7d6+7. ice storm. gust o f wind. flare*. Atk +8 melee (ld6+3/ 19-20. gust ofwindq. Listen +7. shortbow). 5th-cone ofcold+-. Climb +11. AL CN. Lightning Reflexes. Summon familiar: Sadly. Evasion (Ex): If Martin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Znd-continualflame*. flatfooted 11. SQ Evasion. Ref +1. 20 bolts. H D 2d10+2. he instead takes n o damage. Spell Focus (evocation). SV Fort +4. Base Atk +4.. Jrapfinding: Martin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Base Atk +0/+1. Possessions: Improvised piecemeal armor. Weapon Focus (spear).. SV Fort +3. wall offire*. Base Atk +5. light*.flaming sphere. If t h e PCs m a y encounter any of t h e f o l l o w i n g ‘ w a n d e r i n g monsters’ w h i l e in t h e arena. Jump +11. mage armor. AL NC. 4th-fire shield. Possessions: Masterwork studded leather armor. shortbow). this extra damage is not multiplied. short sword) or +7 ranged (ld6/x3. Dodge. Swim +7. Spd 30 ft. Possessions: Wand ofmagic missiles (5th level. Human Ftr 2 CR 2. Medium humanoid. shocking grasp. Con 12. Will +O. Full Atk +8 melee (ld6+3/19-20. Human Wiz 9 (evoker): CR 9. scorching ray”. Disable Device +12. Spot +7. Dodge. AL LC. Full Atk +5 melee (ld8+1/x3. hp 17 each. Will +4. scorching ray. flat-footed 15. Possessions: Chain shirt. Full Atk +1 melee (ld6+1. 1st-burning hands. I t i s suggested you do not beat t h e m up with e n c o u n t e r after encounter down here. Swim +2. touch 12. Sneak Attack: Martin’s attack deals extra damage any time his target would be denied a Dexterity bonus t o AC (whether the target actually has a Dexterity bonus or not). club. Uncanny Dodge (Ex): Martin retains his Dexterity bonus t o AC (if any) even if he is caught flat-footed or struck by an invisible attacker. Listen +2. Traveling Spellbook: %dancing lights. Caged Creatures Various dangerous creatures are caged in t h e s o u t h e r n p o r t i o n o f t h e pits. Jump +7. Cha 13. AL CC. Human Corn 1: CR %. Dex 10. Full Atk +4. he still loses his Dexterity bonus t o AC if immobilized. Silent Spell. Escape Artist +12.A Whitestag’s Bodyguard.. or when Martin flanks his target. Con 12. SV Fort +3. Cha 8. Atk +4 melee (ld8. Medium humanoid. short sword) or +7 ranged (1d6/x3. . Dodge. Crp +4. H D 9d4+9. 3rd--reball* (xZ). AC 16 (indicates mage armor already cast). flat-footed 13. Ride +3. Wis 9. Ref+4. 2nd-continualflame. Str 13 Dex 15. lnit +6. Enlarge Spell. 20 arrows. Int 12. heavy mace) or +5 ranged (ld8/10-20. Use Magic Device +lo. lnit +l. Wizard Spells Prepared: (4/5/5/4/3/1 you need t o add his bonus evocation spells in). wall offire. Decipher Script +16. ice storm”. shatter. heavy mace) or +5 ranged (ld8/1&20. heavy crossbow). Combat Casting. T h e i r cages are o p e n a n d t h e y are w a n d e r i n g through t h e l o w e r sections o f t h e Gladiatorial Arena. * indicates an evocation spell. shortbow). Ref+9. Skills and Feats: Craft (any) +6. Human Rog 7: CR 7. SA Sneak attack +4d6. Skills and Feats: Bluff +lo. AC 11. save DC 15 + spell level). Cha 11. flat-footed 14. Crp +4. spear) or +3 ranged (ld6/x3. Knowledge (the planes) +16. Medium humanoid. SQ Summon familiar. However. Crp +4. Medium humanoid. 1st-burning hands*. light. club). Ref +0. Str 10. magic missile . Int 18. H D ld4+1. 5th-cone ofcold. AC 16. Skill Focus (craft). h p 39. Should the rogue score a critical hit with a sneak attack. flaming sphere”. potion o f invisibility. A Rafe. 10 arrows.. Spellcraft +16. Skills and Feats: Climb +7. light crossbow. Wis 10. floating disk*. Tumble +12. +2 short sword (named “Starpoint”). hp 3. Listen +12. Alertness. Base Atk +2. Atk +4 melee (ld8. shortbow. Dex 13. lnit + O Spd 30ft. Str 12. uncanny dodge. trap sense +2. Move Silently +12. A Martin. SA Spells. heavy mace. Will +6. touch 11. h p 34. This extra damage is 4d6. Aslave. magic missile *. Cha 11. Great Fortitude. Dex 13. lightning bolt* (x2). Weapon focus (short sword). SV Fort +4. buckler. Wis 11. Will +O. spear. 3d-fireball [xZ).These monsters are predatory a n d hungry. T h r e e r o l l s on t h e c h a r t b e l o w s h o u l d b e m o r e t h a n sufficient. Ranged attacks can count as sneak attacks only if the target is within 30 . trapfinding. Open Lock +12. Con 12. AC 15. Crp +6. spear) or +3 ranged (ld6/x3. 15 charges). ray offrost*. 4b. ray offioost. Improved Initiative. Spot +2. Knowledge (spellcraft) +16. Atk +5 melee (ld8+1/x3. touch 11. flare. Con 12. Int 11. touch 10. Skills and Feats: Concentration +16. Int 10. Craft Rod. shortbow). shortbow. Str 14. Wis 14. 4th-fire shield*.

No MERCY CLAD ITO R IAL Co M BATA NTS ld2O Combatant 8 Gnolls (2d6) 20 Tiger (ld4) 4C. have another out break of fire or something similar draw most of them away (and should the PCs insist on keeping them with them. There are a number of recently freed slaves here. Opening the Gates Once the gates to the building are opened. However. the Guard is worn down and wounded from the fighting). they can handle this. they draw the wrath of the Price for failing to save more of his city). many of them armed with a variety of weapons from the storehouses below the fighting arena. or escort prisoners to the prisons. 5 . south of the Upper districts. as they must put down many of the riots breaking out through the city. stop more riots in the bazaar. One of the legionaries guides the PCs to a small cottage within a garden. If they insist on taking the Guard with them. The PCs can take a small escort (though. untrained and incompetent. hopefully. Safe House The body of Talmaks Guard are unable to enter the Safe House. with a lovely garden and a small fountain in the front . It is a well-caredfor two story house.Talmaks Guard may stream in and destroy the remaining gladiators holding the building. located at the bank of the river near the main wall separating the Upper district from the Lower district of Rahbaud. most of these fighters are 1st level commoners and warriors. but marching the Guard across a rebelling city just to investigate an old man’s house should register as excessive. giving the impression of ‘mopping up’ since the PC leaders have removed the military leadership of the gladiators. After all. These skirmishes should be brief and bloody. Have the PCs use the Guard to hunt down the rest of the gladiators.

Edrina. The owner of the house is Santiago del Fuego. but decorative iron gates in front and back. To all appearances. if possible. has been spending her time in a downstairs bedroom with the other children. Edrina. but otherwise she does not get in their way. There is a small stone wall around the grounds (5 ft. . The house is clean . obviously resulting in the girl's condition.N o MERCY yard. contraband or anything illegal. The fear of seeing the Templar may cause them to run. Conveniently have 6-10 Talmak Guard remaining to assist the PCs in this final encounter. The little girl is partly asleep. The guide knows the house well. Beneath the House Stone stairs lead down a narrow aperture into the stone beneath the city. Sa. high) with sturdy. This is where Santiago and k f e are currently located. Any PC drinking the soup makes a Knowledge (nature) check at DC 20 or Heal (DC 25) to determine it contains a mild herbal toxin making one feel slightly ill. If the PCs force their way inside the house. an elderly man with a wife and four grandchildren ranging in age from 5 to only 16. answers the door. tending to a sick 5-year old who is resting in the bed. leading down to the banks of the river beneath the city. She protects the children. A successfulSearch check (DC 20) reveals a secret aperture beneath the girl's bed. helping obvious signs of slaves. but it is very important the PCs have a little bit of help in this final battle as Santiago and his allies are potent foes. She is protecting someone. Edrina does not stop them. and gives the PCs the following information. feverish. To the rear is a small stable. in the chapel (location #Sa). His wife. Santiago is beneath the house. and an untouched bowl of soup is on the bed stand beside her. and the PCs can hear the rushing of water from the river as it passes beneath the house. housing two horses.

Santiago does not comply. Santiago casts dimension door (with Rafe if he is still alive) to a nearby room where his wife and grandchildren should be waiting for him and then casts greater teleport to flee to safety (technically greater teleport does not carry Santiago and his family but his goddess will provide the extra boost of power to allow them to escape). Santiago uses his first action to cast blade barvier to protect himself and Rafe. Next he casts summon monster V (usually for a celestial brown bear. He looks tired but determined. The children know nothing . using hold person or searing light on anyone who gets through the blade barrier. if he does not appear. Edrina. . He will not betray his goddess. He is in his mid-50s. The creature bathes the small room with a holy light (see New Magic-Appendix A and New Monsters-Appendix B). He then casts flame strike or sound burst to target opposing groups especially those containing spell casters. using three potions of invisibility she hides in her dress and flees across the street to a room to wait for her husband. Santiago finished summoning the Celestial Templar. Rafe. His faith is strong. Edrina and the children know Santigo is a priest of Kaleme. can provide a list of the worshippers who came to her husbands temple. short of torture or mental control. if he is here (and who has been healed back to full hit points if he is). But evil must be fought. but choose as needed) to support the templar. his hair white with age.” The ground here is permanently enchanted per the spell hallow. However. Rafe focuses his attacks on people who get through the barrier followed by enemy spell casters. casts his last bit of spells and utilizes his wand of magic missiles to keep the PCs at bay. Edrina and the children try to escape. He is dressed in a simple dove gray robe and holds a white staff and a light shield emblazoned with the symbol of his faith. Not even for his grandchildren. Evil PCs find that that Santiago and his allies are guarded by a magic circle against evil and are enchanted per the spell bless. Remind the PCs Prince Sukhir wants the leaders captured for a public execution. Santiago and Rafe are willing to fight to the death but prefer not to. blazing with holy light. During the battle. The Celestial Templar moves to engage his foes directly. If the Templar is slain. or. but he is still vital and his blue eyes are bright with his faith. to disguise themselves and try to slip out of the city. his church.but are useful for leverage against Santiago or his wife. or the loyal followers of Kaleme. The templar attempts to engage the most powerful enemy in single combat but he will not allow himselfto be flanked if at all possible using the blade barrier and the walls to guard its back. “I am sorry it has come to this. if coerced. Santiago looks more like a kindly grandfather than a dangerous enemy.N o MERCY By the time the PCs arrive.


and spell immunity (to magic missile and any two other spells of 4th level or lower). By the beginning o f combat. Random murderers are not useful to the Prince. Bear in mind this adventure is about maintaining the status quo. A Dominated creature does not have the capacity t o cast spells o f any nature. . Extra Turning. Scribe Scroll. Cleric Spells Prepared: (6/6+1/6+1/5+1/4+1/3+1/2+1 /1+1. summon monster V. and can only perform physical actions they would ordinarily be capable o f achieving. lnit +6. 1st-bane. Empower Spell. Aura ofMenace (Su): A righteous aura surrounds the Celestial Templar. Dex 14. greater teleport“. Knowledge (religion) +19. Forge Ring. Combat Reflexes. flat-footed 22.. + I staf (named “wayfarer”). positive energy. Human Clr 13: CR 13. H D 13d8+13. The good news of Rahbauds victories over Adragiae spread through the city. Crp +9. ring ofprotection + I . FURTHER ADVENTURES If the PCs are evil. longstrider”. Dominate (Su): Any creatures that make eye contact with the Celestial Templar must make a Will save (DC 18) or lose the ability t o control their own actions. invisibility protectionfrom energy. Sth-jame strike. Those who fail suffer a -2 morale penalty t o attacks. This energy inflicts an additional 2d6 points o f good damage to undead and evil outsiders. sound burst (~2). radius must make a Will save (DC 18) to resist its effects. Int 16. Wrath ofCood (Su): Any weapon used by a Celestial Templar (including unarmed attacks) is wrapped in good energy. AL LC. Cha 15. low-light vision. save the ruby. staff). Heal +19. SV Fort +11. Medium outsider (extraplanar). lnit +1. H D 10d8+30. Spot +23. but must simply will them t o perform. Con 16. resist energy (fire unless he has reason t o believe that his attackers use some other form o f energy more often). Asantiago. condemned. greater dispel magic. hold person. Knowledge (any five) or Craft (any five) +21. command.. 6th-blade barrier. Str 20. as though using a tongues spell cast by a 14th level sorcerer. Improved Initiative. Immunities (Ex): All celestials are immune t o electricity and petrification attacks. masterwork light steel shield. dimension door”. please help me find the Heart of Amun Khonshu to save my friend. Craft (scribe) +11. while escorting some slaves home to their village Gottheit. AC 27. Str 10. AL NC.all of it! What say you?”(seethe adventure “The Heart of Anum Khonshu”). they must do exactly as the Templar wills. guidance (xZ). spells. and Spellcraft +11. Medium humanoid. checks and saves for one day or until they successfully hit the Celestial Templar. SQ -. Sense Motive +23. enthrall. * Domain spell. 4th-death ward. Hide +17. Skills and Feats: Concentration +17. Int 17. Knowledge (history) +11.. restoration. flat-footed 18. and the following spells on himself: longstrider. l d 6 points o f good damage to neutral outsiders and evil beings and no damage t o anyone else. They are rewarded with gold and prestige. spell immunity. searing light (x2). teleport”. The Templar need expend n o extra actions t o control their new ‘minion’. AC 23. heal*. shield offaith. hp 75. magic vestment (x2). Brew Potion. My name is Allyn. if they are good. Possessions: Masterwork chain shirt. where they are tortured. Will +13. (see the adventure “Gottheit”). I beseech you: Hear my story. SR 19. Santiago’s divination spell has also been cast. and any hostile creature within a 10-ft. Full Atk +2 holy longsword +19/+14 melee (ld8+7 plus wrath o f good). they discover not all is well there. . SA Turn/rebuke undead. owl’s wisdom.No MERCY ACeIestiaI Templar: CR 9.3rd--fly*. Once they have fallen under the command o f the Celestial Templar. Search +19. staff). Tongues (Su): All celestial creatures can speak with any creature who has a language. Knowledge (arcana) +8. hp 84. The pcs are the victors. and publicly executed. the PCs should take any survivors to the Prince’s palace. three potions ofcure serious wounds. 72 gp. (with longstrider cast. Resistance (Ex): All celestials receive a +4 racial bonus t o Fort saves against poison. 30 ft otherwise). SV Fort +lo. If you do. entropic shield. and allowed to strike the death-blows against any the prisoners they returned to the Prince. Skills andfeats: Concentration +16. Base Atk +1 O/Crp +15. and someone dear to me has suffered a tremendous attack upon his v e r y soul. experience points and fame. divine favor. purge. SQ Damage reduction 5/evil. Alertness. Wis 16. should they so desire. The save DC i s Charisma-based. 7th-empoweredflarne strike. 2nd-cure moderate wounds*. Diplomacy +18. if Rafe did not arrive t o warn him. pearl ofpower (2nd level). Ref+9. “Good people. Any and all slaves in Rahbaud accused of participation in he event are also destroyed. holy symbol. E P I L O G U E After the battle is finished. Ref +7. save DC 13 + spell level): &detect magic. Atk +10 melee (ld6+1. read magic. Travel (9 times per day you can act normally regardless o f magical effects that impede movement as if you were affected by the spell freedom o f movement). darkvision 60 ft. Combat Casting. is yours . Move Silently +17. I beg you. Wis 17. Con 13. only those PCs acting in the best interest of Prince sukhir are rewarded with gold. spell-like abilities. celestial qualities. The save DC is Charisma-based. ring ofresistance +2. Santiago has already cast magic vestment on his chain shirt and his shield. resistance. giving each a +3 enhancement bonus. Blind-fight. virtue. they are sent to repopulate the slave numbers by going and sacking the town of Gottheit (in which case the evil there is not going to ally with them in any event). Atk +2 holy longsword +19 melee (ld8+7 plus wrath o f good). Knowledge (the planes) +8. Spd 40 ft. Dex 12. summon celestial templar (see Appendix A). Base Atk +9. touch 12. Profession (priest) +11. Full Atk +10/+5 melee (ld6+1. divination. all of the treasure of the tomb. Listen +23. pcs who kill for the sake of killing should not be given experience points. Domains: Healing (cast healing spells at +1 caster level). 55 pp. Spd 40 ft. SA Dominate. touch 12. even t o the point o f committing suicidal or dangerous actions. this is how is knows the characters are coming for him. Cha 17. Will +lo. Rather.

who was suspiciously absent on the morning after the theft. The imminent battle will be decisive. the stat blocks contain the OGL material necessary to “fake it. Akodo Shotokami. He is so certain that he believes nothing else. the details are slightly complex. the chief suspect is the Kunemura’s chief histortan.” The plot is simple. Lord Kunemura is not known for his warmth. and the future of Lord Kunemura’s lands and family hang in the balance. Akashi. The ninja is Lord Kunemura’s middle son. According to Tsuyokaze. But. It has been written specifically for Rokugan. Lord Kunemura has declared war on his old enemy. Find the thief and the stolen swords before it is too late! any campaign. The truth of the ninja’s identity may bring down Lord Kunemura’s entire family. and others whisper of seeing a ninja. begs you to recover the swords at any price. Ide Tsuyokaze and Shinjo Hanashi are mortal enemies.THEDAISHO AND THE NINJA dark of night. If you do not possess the rulebook for d20 Rokugan. The lord’s chamberlain. In this society. He witnessed the ninja’s actions and the deaths of the servants and followed the thief into the forgotten catacombs beneath the castle. and any . a shadowy figure crept into Shinjo Kunemura’s chamber and made off with the most potent symbols of his power and lineage. Lord Kunemura’s daisho (katana and wakizashi) were stolen and all fingers point to Shinjo Hanashi. Three sewants were killed durtng the heist. the swords were stolen by a ninja. Tsuyokaze truly believes Hanashi to be the thief. easily adapted to your campaign. Hanashi is missing. Ide Tsuyokaze. Shinjo Hanashi. the first son is the heir. on the eve of battle with the powe+l Lion Clan. Worse. perhaps even in the face of hard proof. However. In fact. but the names and locations are merely signifiers. The loss of the swords would be a temble blow to morale if Lord Kunemura’s troops hear ofthe theft.

but acting against his father was another matter. Akashi tried to please his cold. with Shinjo Hanashi close after him. and his wife. The loss of the swords is as important as the very symbol of a family’s honor. The PCs are guests passing through Lord Kunemura’s domain. is an extremely delicate matter. depending on how the Pcs handle the situation. Lord Shotokami is aware of it because of his strong family ties to the ninja lineage. One of the reasons Lord Shotokami wants to take possession of Kunemura’s castle is because of what lies below it . Itinerant strangers. Only Tsuyokaze. Akashi escaped into a secret tunnel in the foundation of the castle leading down into the deserted warren of the Koda school. Midoke are aware of the theft. Because of the delicate relationship between samurai and lord. Lord Kunemura. He would not act directly against his elder brother. However. one which must be handled discreetly to guard honor in general. He secretly trained Akashi specifically for this moment. but was mostly dismissed. Lord Shotokami has been plotting to gain control of Lord Kunemura’s lands for years and subverting one of Kunemura’s family was a large part of the design. no one has been told. or better yet. the rewards are measurable.THE DAISHO AND THE NINJA subsequent sons serve as little more than backup in case harm befalls the eldest. they might be offered fealty. The most desirable outcome for everyone involved is for no one to ever know the swords are missing. It was abandoned during a great purge many generations ago and its location was forgotten. If successful. because he truly loved him. However. As he matured. if successful. Kunemura’s chambers are off-limits to everyone. As yet. the one when he would steal the swords from his father. The ancestral swords. With his family’s ancestral weapons. the temptation was too great. They are expendable. G E l l I N G THE PCS INVOLVED The pcs are Lord Kunemura’s retainers. His aims to take the castle at any cost and secretly reestablish the Koda Ninja School using the library of training techniques he believes are hidden there.higher status in Kunemura’s household or special gifts. uninterested father.the lost Koda Ninjutsu School. ordered by the chamberlain to find the swords and preserve the family’s honor. Low-level retainers are better suited for this task because of the potential for dishonor. ronin. When Lord Shotokami promised lands and wealth to Akashi in return for betraying his father. This adventure has many outcomes. .

HD 7d6. wakizashi. Spd 30 ft. the chamberlain.THEDAISHO AND THE NINJA They are independent magistrates or a magistrate’syoriki (deputies) specially called in to deal with the situation. d asked a b u t the three dead servants. Void Use. gossip. Ride +lo. Spot +11.awaiting burial Each servantwas killed by a single precise slash across the throat. Human Unicorn Courtier 7 CR 7. and his plump fingers absentmindedly twist his long. The rumor is 53% (54%) likely to be accurate. Search +12. Grp +3. His hair is perfectly arranged and glossy black. Possessions: Courtier’s obi. His face is covered in a sheen of sweat. AC 10 (10touch. Versatile (knowledge: law). the eyes see the heart.” The questions must be answered truthfully.and one in a storage mm. Wis 12. Maximum Void: 2. Medium humanoid.. Skills and Feats: Diplomacy +18. Perform +17.Tsuyokaze. I f he fails. with voluminous robes layered in many bright hues. Tsuyokaze is a round man. The Eyes See the Heart (Ex): Anyone attempting t o lie in front o f the courtier must succeed at a Will save (DC 13/14). SA Whisper from the soul. Sense Motive checks (DC 22) reveals his anger with Hanashi goes deeper than this incident reveal. 10 flat-footed). as if cast by a 7th level sorcerer. A Ide Tsuyokaze.Con 10.Listen +11. haori ofcharisma +2.Dex 10. h p 29. one in the kitchen. Iron Will. Whisper from the Soul (Ex): Once per day. fine kimono. Magistrates are expected to enforce the edicts of the emperor’s law (or whatever type of government might be in place over Lord Kunemura) and maintain discretion above all else.Gather Information +17.Sense Motive +17. The effect lasts for 7 rounds.contacts them.Cha 16 (18). Honor 2. Knowledge (nobility and royalty) +12. Str 10. stating the bearer may ask whatever questions deemed necessary in a matter “directly related to Lord Kunemura’s wellbeing.Games (go) +9.Int 14. Knowledge (etiquette) +12. wealth. predominantly Lord Kunemura’s family colors. he says one was found dead in the stairway from the top floor. ld6 damage (wakizashi). Atk +4 melee. talent. and his voice is high and nasal when ~ The scroll is written and signed by Tsuyokaze.lnit +O. style and grace. In any case. feather-thin mustache. AL LN. Knowledge (law) +8. SV Fort +2. lchi Miru. Note this may become abusive and samurai not acting in an honorable manner raise suspicions. The subject suffers from an emotion spell.Will +8.Ref +2.The M e s are currentlyin the servants’quarters. SQ Class skill (diplomacy). Skill Focus (sense motive). . Versatile (ride). the courtier knows he is lying. the courtier may target anyone he can communicate with. Base Atk +3. He meets them in his chambers in the early morning hours and explains the situation. Style and Grace: A courtier gains a +4 competence bonus on all Charisma-based skill checks involving social interaction. Gossip: The courtier is allowed t o make a Gather Information check t o see if he has heard any useful rumors.

Sense Motive +22. He has little patience for the back-stabbing trivialities that are an integral to court life. One of the ceiling tiles has been disturbed. nightclothes. lnit +6. Way ofthe Unicorn. The tatami. By allowing them to be stolen. Moreover. A Sense Motive check (DC 20) reveals Hanashi is intelligent and compassionate. Int 14. Possessions: +3 keen katana (ancestral daisho). The daisho stand is empty Search checks (DC 15) reveal the followinginformation: The floors in this room are not nightingale floors. Will +14. Armor Focus (great armor). Spirited Charge. Survival +19. Style and Grace: A courtier gains a +4 competence bonus on all Charisma-basedskill checks involving social interaction. the animosity between Hanashi and Tsuyokaze is evident. Many believe seppuku is the only acceptable atonement for the loss of the swords. with ink spilling across the polished surface. Ride +19. Wis 13. The small writing table is knocked askew. Base Atk +11. HANASHI’S ROOM This modest room is in shocking disarray. talent. many passages express his loyalty and devotion to Kunemura. The space above the ceiling tiles is open to the rafters and across a few A scroll hidden in the wardrobe appears to be shinjo Hanashi’s personal journal. h p 110. AC 21 (12 touch. A Sense Motive check (DC 15) reveals he is shaken by the theft of his swords. and the like. he grants them a brief audience. The nightingale floors ‘king” when someone walks on them. On the contrary.The inability to speak may be an impediment to some. 1d l 0+9 damage (+3keen katana). Void Use. but he used it to become an excellent listener. and blankets are strewn across the floor. The scrolls on the writing table are mundane descriptions of current events in the castle. supply inventories. troop counts. J u m p +19. Hanashi believes Tsuyokaze is jealous of his position. Trample.. Full Atk +18/+13/+8 melee. including Ide Tsuyokaze’s room. c There are several relevant clues throughout the castle. Con 15. PCs who read it find nothing to incriminate him. Atk +18 melee. shinjo Hanashi’s room. Shinjo Hanashi is mute though this fact is rarely discussed. and Kunetachi’s room. H D 10d10+20 plus 2d6+4. Gather Information +13. Daisho Specialization (katana). Maximum Void: 2. Handle Animal +23. +2 great armor. wealth. A Search check (DC 25) reveals one ceiling tile is slightly out of place.THE DAISHO AND THE NINJA separate rooms on the top floor of the castle. Fort+12. he has dishonored his family and all his ancestors. Knowledge (nobility and royalty) +8. He allows the PCs to see his chamber if they wish. with a nearly eidetic memory. Power Attack. Spd 20 ft. Dex 15. class skill (survival). Weapon Focus (katana). Shinjo’sTechnique. The sword stand rests on a special altar in an alcove on one side of the room. AL LN. SQ Ancestral daisho. G r p +15. Medium humanoid. Str 15 (17). Skills and Feats: Diplomacy +26. +3 haori ofresistance. A Lord Shinjo Kunemura. He is universally liked and respected and people do not mention it. Human Unicorn Samurai 10/ Courtier 2: CR and grace. laijutsu Focus +20. Honor 2. ld10+9 damage (+3 keen katana). Cha 16. Ref+8. Knowledge (etiquette) +8. Ride-By Attack. LORD KUNEMURA If the PCs wish to speak to Lord Kunemura. 19 flatfooted). . He wants to minimize the damage this might do to his troops morale if news gets out. obi ofgiant strength.

but he believes this to be utter nonsense. They were in one of the many storage rooms in the foundation of the castle. ELDEST SON AND HEIR Kunetachi is the spitting image of his father twenty years earlier. but she believes Hanashi is too kind and loyal to do such a thing. One of the storage rooms contains the secret entrance to the tunnels below. His father. strong. but not regarded as particularly kind or compassionate. These two servants are cooks. A DC 15 Sense Motive check reveals he is angry and worried. The two cooks who saw the ninja easily find the spot. Two servants sneaking some late-night bottles of sake claim to have seen a ninja. Kunetachi was asleep in his room when the theft occurred. If he commits seppuku over the loss the swords. No ninja could possibly get past his guards. mother. because of tales of unexplained disappearances. The castle servants and guards view Tsuyokaze mainly as a blustering fool. stubborn. and he is Lord Kunemura’s most favored confidant and councilor. He is widely regarded as a compassionate. She knows Ide Tsuyokaze believes the culprit is Hanashi. They offer to show anyone who asks the location of the attack. quick to anger and cruel to those below his station. They also know which direction the ninja went. when he does not. A Search check (DC 20) reveals a bloodstain. when they heard a short gurgling scream and peeked out of their secret meeting place. but she never complains. where storage rooms are filled with provisions and the forgotten entrance of the Koda Ninjutsu School await those persistent and perceptive enough to find it.thoughtful man. A Sense Motive check (DC 20) reveals she is very worried for her husbands future and her own. When he spotted the dead servant in the stairway. He is currently a 5th Level Samurai and a worthy successor.but no one believes them. (This is the clan of bakemono no tanuki luring unsuspecting humans away to be eaten. OTHER INQUIRIES Interviewing the castle servants and guards allows the PCs up to three Gather Information checks (DC 15) each. Ide Tsuyokaze and Shinjo Hanashi despise each other. with steps leading into unknown darkness. He has heard servants whispering about a ninja in the castle. but does not mention it. and Tsuyokaze refuse to tell him anything and he resents underlings or outsiders who know the truth. She may have been beautiful and lively once. It leads in the direction toward a little-used portion of the storage areas.) The servants have reported the disappearances. often trampled by Kunemura’s hardcharging demeanor. Hanashi awoke just after the thief made his exit. and scrape marks indicate the shelves swing aside. He believes the servants ran away. and ambitious. MIDOKE. but years of child rearing have torn that from her. She has no idea who may have committed this horrible deed. She is a devoted mother and a timid wife. Another Search check (DC 18) reveals another bloodstain five feet away in the shape of a footprint. See New Monster section. Another Search check (DC 20) reveals the footprints in the dust leading up to a stack of shelves. and both vehemently claim to have been sober at the time. awaiting their companion. Successful checks reveal the following information: 9 Shinjo Hanashi has been mute since birth. . Lord Kunemura is universally respected and feared. proud. she will be expected to follow him in death by cutting her own throat. Many of the servants are frightened to enter the deepest parts of the castle foundations. he hurriedly gathered his things to investigate. CASTLE FOUNDATIONS Eventually the characters’ inquiries should lead them to the dark recesses of the castle foundations. One of the servants killed was their third drinking partner. Tsuyokaze knows of this. leaving no one to care for her young children. because it is their customary meeting location: in a small room where much of the sake is kept. LADY OF THE CASTLE Lady Midoke oversees the daily operation of her husbands house and takes care of the children. The saw the ninja moving away and their friend dead on the floor. because they had not started drinking yet. knowing he would be unable to make anyone understand quickly enough to prevent the intruder’s escape.THEDAISHO AND THE NINJA The ninja used Hanashi’s room to gain access to the space above the ceiling. KUNETACHI. The secret door can be opened with a Strength check (DC 15) and behind the cleverly hidden construction yawns a hole.

Listen +9. h p 10. dressed in black. Medium humanoid. D. Disable Device (DC 20). Human Unicorn Expert 3: CR 3. 10 flat-footed). Search (DC 10). He is still alive but barely conscious. since the Koda School has been abandoned for generations. There is also another camouflaged panel that disables the traps in this hallway identical to the one in Area #1. A. each trap can be discovered and disabled individually. The young girl is really a bakemono no tanuki ( 6 hp) (see New Monster below). Honor 3. At the first opening.Conll. *Hail of Needles: CR 1. O I ft. Void Use. Knowledge (nobility and royalty) +9. Search (DC 21). Kitchen A Search check (DC 20) reveals a chimney above the fireplace. He currently has o hp. Hail of Needles: A hail of tiny metal splinters shoots out of tiny holes in the south wall of the corridor. SV Fort +2. +8 melee l d 8 damagelx3 crit. Disable Device(DC 22). Anyone in squares C and D has a chance to be hit. C. H D 3d6. DC 25). Spd 30 ft. where the rest of her clan can feast upon them. Sense Motive +9.Int16. and 20 ft. Cha 16. lnit +O.Wis16. Survival +9. *Spiked Pit Trap: CR 2. This switchback corridor has several traps meant to dispatch any unwanted intruders. he helps the PCs however he can. If healed. wide. Possessions: Fine kimono. Search (DC 22). This chimney secretly opens into the chimney of the main kitchen in the castle above. Her name is h e . Atk +3 melee. and automatically reset themselves after one hour. B. Dining Room The sliding footprints abruptly disappearin the dust on the floor making this trap easier to notice.” she says this place is filled with evil men. &Hail of Needles: CR 1.Will+6. sneaking about like ghosts. AC 10 (10 touch.THE DAISHO AND THE NINJA THE KODA NINJUTSU SCHOOL 1. If time permits. Hail of Needles: This second hail of needles is activated by a pressure plate in the floor. AL LC. camouflaged stone on the east wall at the foot of the stairs (Search. Maximum Void 2. stepping on a pressure plate at this point resets them. she attempts a charm person on the PC most pleasantly disposed to her false appearance. If asked about “the bad men. Knowledge (etiquette) +9. his leg impaled on one of the bamboo splkes.DexlO. All four traps are triggered by pressure plates in the floor. deep. Skills and Feats: Diplomacy +9. Search (DC 22). All the traps in this corridor can be disabled by pressing a small. This is untrue. Crp +2. Inside the pit lies the unfortunate Hanashi. Spot +9. Disable Device (DC 20). Hanashi is desperate to get out of the pit and catch the thief. across. +20 ranged 2d4. Trapped Corridor *Scything Blade Trap: CR 1. +10 melee l d 4 spikes for ld4+2 damage per hit. There is a pressure plate in the floor near this switch that resets all the traps if they were disabled by the button in Area 2 or were set off. She intends to lure the PCs into the lair. Gather Information +9. and fires from numerous tiny holes in the west wall of the corridor.. above the floor. +20 ranged 2d4. she attempts to charm person up to three of the . Trap Reset If the traps in Area 1 were disabled by the hidden switch in Area #1 or were set off. Communicating with him may not be easy however and eager PCs may bring him back to Kunemura without asking him what’s going on. Spiked Pit Trap: The first trap is a spiked pit 5 ft. 2.Ref+l. Skill Focus (listen). Reflex save (DC 20) avoids. Disable Device(DC 22). 4. But first she wants to enjoy some sport at the PCs expense. Anyone standing in squares B and C has a chance to be hit. k h i n j o Hanashi. Scything Blade Trap: A spring-loadedblade slashes from a camouflaged groove in the wall at about 3 ft. Ride +6. l d 4 damage (masterwork tanto). Alternatively. masterwork tanto. 2d6 falling damage. Base Atk +2. Search +9. 3. It effects individuals standing within square B.Strll. Endurance.

She particularly enjoys making romantic advances toward those charmed and setting them against one another. Dojo The walls of his room are lined with disintegrating weapon racks. and yari. 13. These weapons are so rusted they are useless and break ifwielded in combat. deep. creating a small holding cell with a short sliding door in the middle. deep cesspit. Rusted blades. Inside the compartment is a black lacquered box containing a dozen scroll tubes sealed with wax. with its great bellows hanging in rotting strips from the side. across. about I ft. The gas dissipates after Id3 rounds. The trap effects everyone within 5 ft. with a few rusted kama. . Refuse Pit A yawning pit fills the room. Search (DC 21). Below the wooden doors is the 10 ft. They are written in a secret language which could be deciphered over time with a Decipher Script check (DC 30). The interior is filled with dust and cobwebs. the collected knowledge of hundreds of long-dead spies and assassins. It is tied to an iron ring in the wall with a good rope. little more than bedding for rats.The well is filled with fresh water SO ft. hundreds of bones and skulls. A Spot check (DC IS) reveals a bucket beside the well in good repair. The bottom of the pit is littered with the detritus of torture and death. spilling its implements of torture across the floor. 12. ld6 Con initial damage. covered by rotting wooden doors which have smaller holes. each about 2 ft. 5. she changes into a small creature such as a rat or a snake. bound by bands of rusted iron. she takes the first opportunity to shapeshift.THEDAISHO AND THE NINJA PCs. Search checks (DC 20) reveal a chimney in the ceiling. dark ash. latched by a simple bolt on the outside. Hidden in the floor below the table is a secret storage compartment (Search check. Latrine There are two holes in the floor. The skeleton’s skull is missing. 8. of the table. where the rest of her clan awaits. These are +I shuriken. rotting cloth. The tanuki regularly use this well. The detritus on the floor is the remnants of the sleeping mats that once lay on the floors of these rooms. She is not pushy or disrespectful. Smith’s Workshop In the center of his room is a large anvil beside an ancient forge. Torture Chamber One side of this room is partitioned by iron bars embedded in the ceiling and floor. Living Quarters The floor of these rooms is covered in shredded. with chains hanging from rings. 9. with arm bones and ribs neatly sliced. DC 20) with a Poison Gas Trap. and the bones are lying as if the body was cut into several pieces before it fell. These scrolls contain all the secret ninjutsu techniques of the Koda Ninjutsu School. Sensei’s Quarters 6. The sake set is exquisite with a market value of 100 gp. 2d6 Con secondary damage. similar to the one in room #3. Disable Device (DC 21). But she is very patient. now softened by rot. The waste has long since decayed into soil and dust. Rings of rusted iron are embedded on each wall. 11. She does not take her natural form unless forced to do so. and hammers speak volumes about the pain once inflicted here. below. in diameter. The brush is stuck to the ink vial by the dried ink. ninja-to. *Poison Gas Trap: CR 3. A stone brazier stands in the center of the room. She attempts to lure the PCs to Room #Is. tongs. 20 ft. If they want to do some exploring first. She tells them she knows the way out of here. Bath Two empty bathtubs lie cracked and rotting in two corners. and slips away. and the remnants of a few half-finished blades litter the floor. The ten shuriken gleam as if freshly polished. cut into them. ifthe PCs have no interest in listening or the one-hour time limit of her current form approaches. across and IO ft. Fort save DC 18. A large hammered-tin tub lies empty along one wall. Cells The door is fashioned of once-stout wood. pincers. she is perfectly happy to bide her time and wait. broken. The trainees and their teachers slept in these rooms. 7. But. The air smells sourly of rat droppings and decay. its cavity overflowing with cold. In one corner is a low circular well. When no one is looking. because she does not wish the PCs to see what she really is. A wooden table has collapsed in one corner. 10. A wooden bucket is rotted to rusted metal bands. Two wooden pdlars stand side by side.

Int 14. If t h e PCs t a l k t o him. or gain +1 AC against three attackers in the single round. R e f + l l . page 133 ofthe Player‘s HandbookTM)or striking the limbs o f a creature whose vitals are beyond reach. T h i s t u n n e l leads to a secret e x i t about a quarter m i l e f r o m castle. a n d animals of m a n y sizes. therefore a n y M o v e S i l e n t l y c h e c k in t h i s area suffer a -10 circumstance penalty. Human Unicorn Rogue 4 / Ninja 4 CR 8. and incorporeal creatures lack vital areas t o attack. because he must make optimal use o f his weapon in order t o execute a sneak attack. lnit +5. Skills and Feats: Bluff +14. A Survival check (DC 20) reveals t h e area i s well-traveled. the ninja can make a sneak attack that deals subdual damage instead 16. 14. Fort +5. Open Locks +14. A n o t h e r check (DC 25) shows t h e tracks are wildly various types. or c r u m b l i n g t o dust. The ninja can’t strike with deadly accuracy from beyond that range. Trap Sense (Ex): This rogue gains an intuitive sense that alerts him t o danger from traps. Small Tunnel only s m a l l creatures c a n fit into t h i s tunnel. 15. poison use. The ninja may choose t o use some or all o f this bonus to dodge each attacker. Possessions: +2 ashigaru armor. The ninja must be able t o see the target well enough t o pick out a vital spot and must be able to reach a vital spot. then +1 against another in the same round. and twentieth level. but worn. Any time the ninja’s target would be denied his Dexterity bonus t o AC (whether he actually has a Dex bonus or not). across. have c o n v i n c e d A k a s h i t h a t Lord S h o t o k a m i i s c o m i n g in p e r s o n to collect t h e stolen swords a n d r e w a r d A k a s h i f o r h i s deed. 1d2 Con). 5 ft. Disguise +lo. initial and secondary. T h e gravel a n d loose r o c k was placed h e r e to teach t h e students how to m o v e silently over n o i s y ground. a ninja with +3 dodge may choose t o use Ninja Dodge t o gain +2 AC against one attacker. ld4+3 damage plus night milk poison (+7 tanto). A k a s h i waits for Lord Shotokami. not even with the usual -4 penalty. never risk accidentally poisoning themselves when applying poison t o a blade. Unlike the normal Dodge feat. Disable Device +13. &Spiked Pit Trap: CR 2. This ability stacks with the bonus provided by the actual Dodge feat. Search (DC 10).Atk +11 melee. Reflex save (DC 20) avoids. Training Tunnels These t u n n e l s are n a t u r a l fissures. Con 16. uncanny dodge. U n d e r n o circumstances does h e g i v e t h e swords b a c k o r give h i m s e l f up. T h e t a n u k i use t h i s to retreat if t h e y f e e l t h e y m u s t flee. except that the ninja gains the ability multiple times. as if by t h e passage of m a n y feet a n d hands. beginning at 2nd level. h u m a n footprints. but branches wherever t h e GM wishes. Poison Use: Ninja are trained in the use o f poison and. Characters who know Lord Kunemura’s family. SA Sneak Attack +4d6. Any creature that is immune t o critical hits is also not vulnerable to sneak attacks. Should the ninja score a critical hit with a sneak attack. At fifth. snake trails. At fourth level and beyond. +3 against a single attacker. Hide +14. At fifth level. a n d 20 ft. Grp +9. Two tanuki. ninja dodge +1. oozes. Listen +7. Sense Motive +14. trapfinding. Honor 0. plants. Base Atk +7. AC 18 (touch 13. Ranged attacks can only count as sneak attacks i f the target is within 30 ft. Effectively. A ninja can only sneak attack a living creature with a discernible anatomy . T h e walls are rough. but t h i s i s overshadowed by h a t r e d for h i s father. Tumble +14. paired + I tantos. gnawed. or when the ninja flanks the target. ld4+3 damage plus night milk poison (+I tanto). tenth. Speed o f Darkness: The strength o f a ninja’s attack lies in his ability t o strike quickly at exposed areas and fade away. Medium.THE DAISHO AND THE NINJA splintered. six doses o f night milk poison (injected DC 18. SQ Class skill (ride). evasion. this extra damage is not multiplied. Full Atk +9/+4 melee. Spd 30 ft. Climb +lo. N i n j a Dodge: The ninja gains this special variation o f the Dodge feat for free at first level. Wis 10. He still loses his Dexterity bonus i f immobilized. this ability may not be used when wearing armor with a check penalty greater than 0. a Sense M o t i v e c h e c k (DC 15) reveals h e feels guilty a b o u t t h e h a r m h e caused h i s family. 2d6 falling damage. T h e loose r o c k a n d gravel s p i l l i n g o v e r t h e p a v i n g stones cover t h e f l o o r in t h e corridor. AL NE. Disable Device (DC 20). Cha 16. . H D 5d8+24. He cannot use a weapon that deals normal damage t o deal subdual damage in a sneak attack. the ninja can strike a vital spot for extra damage. With a sap (blackjack) or an unarmed strike. trap sense +1. the bonus granted by Ninja Dodge is raised by one. Uncanny Dodge: At third level. o f normal damage. A ninja may take feats with Dodge as a prerequisite if he has Ninja Dodge. Two-Weapon Fighting. The ninja cannot sneak attack while striking a creature with concealment (see Table 8-10 Concealment. Ashinjo Akashi. p o s i n g as messengers. giving him a +2 bonus on Reflex saves made t o avoid traps and a +2 dodge bonus t o AC against attacks made by traps. Improved Initiative. Spot +7. Str 16 Dex 16. so anyone carelessly e n t e r i n g t h e room m u s t m a k e a Reflex save (DC 18) or f a l l into t h e pit. declaring his dodge feat during his action. fifteenth. but may not use these feats when wearing armor with a check penalty greater than 0. Move Silently +14. deep. The extra damage is + l d 6 at 1st level and an additional 1d6 every two levels thereafter. the ninja’s attack deals extra damage. H e has b u r n e d h i s bridges b e h i n d him. These t u n n e l s w e r e o n c e u s e d by t h e school t o t r a i n n i n j a students in techniques o f stealth a n d silent movement. Spiked Pit Trap T h i s pit 5 ft wide. o f f hand). h i s only p a t h now i s forward. Void Use. constructs. the ninja gains the ability to react to danger before his senses would normally allow him to do so. 17.undead. Play Room In t h i s room. i n c l u d i n g Hanashi. +10 melee l d 4 spikes for ld4+2 damage per hit. this ability has the same effect as Dodge. i n s t a n t l y recognize him. Trapfinding: This rogue can use the Search skill t o locate traps when the task has a DC higher than 20. Maximum Void 2.. +9 melee ld4+1 damage plus night milk poison (+I tanto. T h e pit stops at t h e foot of t h e doorway. Sneak Attack: If a ninja attacks an opponent who is unable t o defend himself effectively. H e retains his Dexterity bonus t o AC (if any) despite being caught flat-footed or being struck by an invisible attacker. the ninja may also chose t o dodge multiple opponents in a round. I t leads outside. h p 53. the ninja adds his Intelligence modifier t o his initiative roll. Weapon Focus (tanto). Will +2. flat-footed 18). speed o f darkness.


Int 15. Because they have lived here for many generations. They can change form three times per day. FURTHER ADVENTURES Lord Kunemura commands the PCs to send word to his longtime ally in the north along the coast about the coming war with his foe. they might not believe him to be real. as if the spell were cast by a 6th level sorcerer. Spd 30 ft. They are hungry and they particularly enjoy human flesh. The tanuki may pose as ninja or other samurai. he orders them to commit seppuku to atone for their failure or casts them out. Ref +4. If Hanashi is exonerated. A Bakemono no Tanuki: CR 2. As the PCs come close to that lord. A target can resist with a successful Will save (DC 13). Charm Penon (Su): The bakemono no tanuki can charm person three times per day. It can change of form is a standard action and acts as the spell alter self as if cast by a 6th level sorcerer. Hide +5.+2 morale bonus to Will saves and -2 Armor Class. they might change into a nonhuman creature and frighten the PCs. Con 12. Crp +3. Lord Kunemura rewards them handsomely with expensive &s or magic items. They are intelligent and do not throw themselves mindlessly into a fight. Wis 11.. The tanuki are not evil. wielding rough-hewn spears.Tsuyokazeis forced to commit seppuku for slandering his name. If news of the theft gets out and the swords are not retrieved. Atk +3 melee (ld4. h p 20.. lnit +5. Rage (Ex): After a tanuki first takes damage in combat. +4 Constitution. burrow 5 ft. Medium magical beast (shapeshifter). Full Atk +3 melee (ld4. They outnumber the PCs two to one (see the adventure “Treachery’sReward). He flies into a rage and vows to wage war against Lord Shotokami until his last breath.s town of Tara Mura. rage. Skills: Bakemono no tanuki receive a +5 racial bonus to Bluff and Disguise checks. 2 claws). unless they feel their home is threatened. Or. but may only maintain a shape for one hour before reverting back. SQ Alter self. so sow. in the provence ofTesheda so they can prepare if his defences do not hold. flat-footed13. Town of Caotang no longer can work. Improved Initiative. If more than 15 are killed. SV Fort +4. In sloped kanji. It gains +4 Strength. If the PCs retrieve the swords with no one else knowing about the theft. they regard the abandoned ninjutsu school as their ancestral home and defend it by whatever means they can. even if proof of Hanashi’s innocence is produced. making them ronin. darkvision 60 ft. several figures in black masks appear from behind the rocks. Dex 12. If the identity of the ninja is revealed. AC 14. and to request the aid of troops. Lord Kunemura and his wife commit seppuku. tilted and barely legible. Listen +5. Disguise +lo”. Cha 15. If the PCs retainers.THE DAISHO AND THE NINJA THE BAKEMONO NO TANUKI These creatures are delighted over the abundance of humans for them to play with. claw). even impersonating a PC. Will +3. Alter self(51. it flies into a berserk rage on its next t u r n . Base Atk +3.4):Bakemono no tanuki have the ability to assume the shape of any small or medium-sized animal or humanoid. If killed. News of the war must be brought to Lord Kunemura’s ally to the south. Lord Kunemura immediately realizes Lord Shotokami orchestrated the plot. it reverts to its natural form. The rage lasts for 3 round +the tanuki’s newly improved Con bonus and it cannot end its rage voluntarily. They fight fiercely when provoked. Tsuyokaze knows this and does everything in his power to prevent it.H D 3d10+3. Their caution and their love for a good game temper their hunger. Spot +10 Alertness. they retreat from the area and find a new home elsewhere. touch 11. To the most honorable samurai. seppuku would be preferable. bite -2 melee (ld6). Use them in any way possible to confound and disconcert the Pcs. SVStr 10. Skills and Feats: Bluff +lo*. When the PCs track down Akashi. the message reads “We have killed the Village Magistrate. Awaiting sentence of death” (see the adventure “Blood on White Petals”). at the GM’s discretion. There however is no verbal or somatic component to this spell use and thus takes a fragment of a second to activate. There are 26 tanuki living here. . AL CN. SA Charm person. But when they arrive a young boy with a scroll intercepts them.

it grows a long. the governor of Tara Mura (Codfish Village). The dry snap of a twig echoes in the high rocks to one side of the road. Unnoticed. Shiba Ienobu. The moon hoversfat and full in a sky too bnght for a night such as this. They call themselves nekomata. The powerful nekomata immediately concocted a sinister plan. the ghostly Ritsuko watched from the bushes. Claiming to be a demon of vengeance. Several figures in black masks appear from behind the rocks. Some of the strangest have humble origins. was a corrupt and evil man. The peasants knew no samurai would hear a peasant’s testimony against Ienobu.” Many strange spirits dwell in this world. and penchant for mischief. Animating the dead samurai’s body. Perhaps it would be best to find a safe place to spend the evening. Sometimes called an elder cat. she sent his zombified corpse to the village. but even their fellow demons do not trust them. These cats have a strange power over the living and the dead. but the names and upon the wind. Exposing his crimes would risk bringing even greater cruelty upon the village. wielding rough-hewn spears. One legend tells of a cat that survives its own curiosity long enough to become a powerful spirit. These vain creatures draw upon the Shadowlandsfor their power. Six months ago. split tail and ghostly fur. the OGL material necessary to “fake it.REACHERY’S REWAR - - an. They outnumber the PCs two to one. the new Ienobu demanded the . Perhaps this won’t be such a bonng tnp after all. the peasants of the village disguised themselves as bandits and murdered Ienobu on the roads outside Tara Mura.

Ashihei did not participate in Ienobu’s murder. who offers a room for three coppers. unused for months. The peasants are extremely poor and after years of extortion by Ienobu. Others: Ashihei. Though he knows Ienobu is evil. Population: Human.REACHERY’S REWAR peasants pay for their crime. he refuses to leave the village. the bandits know better than to take a samurai’s weapons. is a pretty young girl with a muscular build. Con 12. peasant clothing. Captured peasants do not willingly return to Tara Mura. Convinced the kharma of their terrible crime caused Ienobu to return and punish them. Ashihei is a stocky older man with steel gray eyes. If they seem untrustworthy. village blacksmith. AL N . she insists the temple has no room. terrified of Ienobu’s punishment for violating his command to repel outsiders. they believe they are ruled by a demon. STAYING I N THE VILLAGE Characters staying in the village are referred to Ashihei. lnit +O. If the PCs surrender their wealth. The bandits wear peasant outfits and woolen masks dyed deep red with fish blood. 10 flat-footed). Wis 10. RANDITS On a lonely road through rough terrain the PCs are suddenly surrounded by a large group of masked bandits (peasants). He was “killed by bandits” six months ago. Skills and Feats: Profession (fisherman) +6. Ritsuko commanded them to abandon their lives as fishermen and become true bandits. and is ashamed of what has become of Tara Mura. Ref +2.arriva1to Ienobu. A Peasant ‘Bandit’. Str 12. inviting them to live in Ienobu’s home and share the bounty of Tara Mura.Though he seldom smiles and speaks mostly in monosyllabic grunts. the local temple. HD l d 4 +l. Will +O. Tara Mura is a coastal village. Mayoka. Ritsuko. Int 10. Atk +1 melee. completely enjoying their terror. he is a pious and thoughtful person. The villagers are wary of strangers. She offers the meager accommodations if they seem honorable. He tells the PCs everything he knows. TARA MURA CODFISH VILLAGE Tara Mura (hamlet): Leadership: Monstrous. most are suffering from malnutrition. She has made contact with a number of evil spirits from the forest. Authority Figures: Ienobu. priestess. 100 gp limit. She cares only for her slaves’glorious tribute. attacking only if their demands are ignored. Cha 7. Ritsuko cares nothing for kharma or justice. .the peasants swiftly report the PC‘s. AL CE (leaders) LN (population). male human Coml. shaven head. Spd 30 ft.. The small boats at the docks are in disrepair. If the PCs wish to spend the night.There are twice as many bandits as PCs. yari). Assets 475 gp. Captured bandits confess to being from Tara Mura. the bandits retreat without any further conflict of note. A Spot check (DC 15) reveals a peasant hurrying toward the castle in the hills. She remains in the village for as long as they accept the farce. then returned from the dead shortly thereafter.Base Atk +O. and proceed to beg for forgiveness. They attempt to intimidate the PCs. named for the fish so abundant in the area. so he has plenty of room for visitors (he explains this quite bluntly). Honor 1. nekomata (see New Monster section). STAYING AT THE TEMPLE The PCs may seek accommodationsin the local temple to the Fortunes. A Sense Motive check opposed by a peasant’s Bluff check reveals they are hiding something. If the PCs do not make an effort to conceal themselves. but only if they ask. Some of the peasant bandits are from the same group who killed Ienobu. There is no inn in the village. Ashihei’s wife and three sons died of the plague years ago. Human Commoner 1: CR 3/4. He thereafter encourages them to leave as quickly as possible before they become entangled in the dark fate ofTara Mura. female human Mnkl. SV Fort +1. Population 200. Alertness. the peasants reluctantly obeyed. yari). Dex 14. a kharmic punishment for the murder of their lord. their three most obvious options are in a peasant’s home. They demand coins and gems only. AC 12 (12 touch. Possessions: Yari. and nervous grin. He believes he deserves punishment for failing to stop the others from slaying Ienobu. The bandits cover their trail. Medium-size zombie. h p 3. but the captives avoid revealing this to the PCs. the temple’s only priest. Full Atk +1 melee (ld6+1. Grp +O. claiming they were forced to steal to provide tribute for “the demon lord of Tara Mura. or Ienobu’s castle. (ld6+1.”They also reveal Lord Ienobu is the ranking samurai in Tara Mura. Assume any bandits who escaped the earlier battle alerted the creatures in the castle to the PC‘s existence. the blacksmith. Spot +4. Mayoka. All have a haunted look in their eyes. Medium humanoid. but a character with the Track feat can make a Wilderness Lore check (DC 17) to follow their circuitous route back to the village.

Skills and Feats: Balance +4. flat-footed12. Flurq ofBlows (Ex): When unarmored. Human Monk 2 CR 2. was slain by Ienobu after the evil samurai returned from the grave (Ritsuko saw the elder monk as a threat).. Climb +4. unarmed strike. the peasants respectfully suggest perhaps their lord. Grp +3. ’ Unarmed Strike: This monk gains Improved Unarmed Strike as a bonus feat. Base Atk + l . Listen +4. Improved Initiative. would be better equipped to accommodate them. *- ”_ . Ritsuko (as Lord Ienobu) commands a mob of torch-wielding peasants to kill the Pcs. screaming for b1ood. but knows she cannot defeat the undead samurai alone and practically begs the PCs to aid her.) If the PCs are staying with Ashihei. quarterstaff) or +3 ranged (ld6/x3 short bow). Wis 15. STAYING AT IENOBU’S CASTLE A Mayoka. an elder monk named Daisetsu.REACHERY‘S Mayoka’s former master. skip on to the description of the castle itseK Consider Ritsuko aware of the PC‘s approach. Spd 30ft. HD 2d8+2. There is no such thing as an off-hand attack for this monk striking unarmed. knees. Hide +4. he may make one extra attack in a round at his highest base attack bonus. She has sketched a crude map of Ienobu’s castle. or +5 melee (ld6+2. Possessions: Masterwork quarterstaff. Dex 13. shortbow. giving the PCs a chance to escape. Deflect Arrows. In the middle of the night. SQ Evasion. lnit +5. AC 13. Evasion can be used only if he is wearing light armor or no armor. The tunnel is narrow. or +5 melee (ld6+2. so any PCs using it must make a successful Escape Artist check (DC 15) every twenty ft. Move Silently +3. His attacks may be with either fist interchangeably or even from elbows. as does each other attack made that round. Str 14. Con 12. Ienobu. This means that he may even make unarmed strikes with his hands full. leading to the woods 100 ft. ld6+1/x2. Cha 8. Int 10. SV Fort +4. this monk may strike with a flurry of blows at the expense of accuracy. (DC 15 for sleeping PCs. J u m p +4. h p 16. Mayoka has an escape tunnel prepared. quarterstaff).or +3 ranged (ld6/x3 short bow). knives. REWAR If the PCs demand free shelter. Medium humanoid. If the PCs stay in the village. Ref+4 Will +5.There are at least s i x t y commoners wielding clubs. he wakes them and delays the mob for five rounds. Tumble +5. Weapon Focus (quarterstaff). and sharp stones. AL N. he instead takes no damage. One character may enter g * 2. Atk +1/+1 melee (ld6+2/x2.flurry of blows).flurry of blows). and feet. and thus survived. SA Flurry of blows. A Listen check (DC 10) by any PCs still awake detects the mob 3d4 rounds before it arrives. touch 10. these villagers surround the Pc’s refuge. Dodge. Escape Artist +4. If the PCs are in the temple. she believes he is merely an evil spirit to be exorcised. Mayoka does not believe Ienobu was sent by the gods. ld6+1/x2. This monk may thus apply his full Strength bonus on damage rolls for all unarmed strikes. but this attack suffers a -2 oenaltv. away. Mayoka was meditating in the hills at the time. When doing so. up to ld4 rounds before it arrives. A helpless monk does not gain the benefit of evasion. Evasion (Ex): lfthis monk makes a successful Reflex saving throw against a n attack that normally deals half damage on a successful save. Atk +1/+1 melee (1d6+2/x2. 18 arrows.

Alertness Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks. SQ Low-light vision. the last sane human servant in the castle. If the PCs are prepared. Killing peasants has an equal chance of frightening the rest away or instantly inciting them to attack. Entrance hall When the PCs enter. Will -5. An powerful display of weaponry or magic can cow the mob with a successful Intimidation check (DC 2 0 ) . reaching toward you for help. his face blue as he clutches at a black and red scrap of silk tied tightly about his throat. bite). Dex 14. As soon as they detect the PCs. slam). Int 3. but does not radiate evil to magical detection. and may only progress further down the tunnel if the character in front of them makes their check successfully. Listen +5. and thus replaced the castle’s guardianswith a pack offierce baboons tamed by its hypnotic powers. AC 13. Str 10. Obese or claustrophobic PCs are unable to use the tunnel. A statue has a hardness of 10. A successful Diplomacy check (DC 25)(the mob is Hosde) could convince the mob to back down. The other object is the wooden dragon statue. 2. many of his servants have fled in terror from the strange spirits haunting the castle. Characters can aid one another. bite). climb 30 ft. Int 2. If it is night time.. If Hiro dies. The castle is foreboding. Will + l . touch 12. Earlier today. SV Fort +0. Cha 1. the boy passes out from lack of oxygen in two more rounds. Ref+l. A haunted kimono . SQ Construct traits. He claws the air and gasps.The baboons fight to the death. SA -. Shifting the mob‘s mood to Friendly or Helpful convinces them to disperse. DC 20 to avoid being surprised by the statue unless they specifically state suspicion toward it. hp 5. Spd 40 ft. Hardness (Ex): An animated object has the same hardness it had before it was animated.) Unless the PCs assist Hiro. Crp +2. spell resistance 6 . Smite Good (Su): Once per day. Str 15. darkvision 60 ft. AL NE. Grp -4. The reason for the castle’shideous state is more mundane. Shifting the mob‘s mood to Indifferent convinces them to escort the Pcs out of town instead of attacking. touch 12. Con 12. so long as the PCs promise to destroy the evil Ienobu. Wis 1. SA Constrict. Dex 12. Medium animal. resistance to cold and fire 5. Alternately.. the PCs may choose to openly confront the mob. If one of the animated objects is destroyed. A young boy in the silken robes of a servant kneels in the middle of the floor. the kimono helps the dragon attack the PCs. Base Atk +O. SV Fort +3. Spd 30 ft. even if rushed or threatened. he decided to make his escape. A kimono has a hardness of 0. Small construct. this may give them a round or two of ranged attacks before the primates can close. Cha 4.REACHERY’S REWARD the tunnel per round. both in the main building and on the second floor.. 1. flat-footed 13. slam) Full Atk +1 melee (1d4. . they rush to the attack. Some of the lights seem to flicker a pale green. 14. Atk +2 melee (ld6+3. constrict (kimono only). Wis 12. The nekomata despises dogs. Spot +5.. read the following: UDFN TARA MIJRA Upon their first approach to the castle. lnit + l . Constrict (Ex): A flexible animated deals damage equal to its slam damage value plus 1 % times its Strength bonus with a successful grapple check against a creature u p to one size larger than itself. Con -. H D ld8+1. the other flees to join the nekomata on the second floor. There baboons (hp 8) are feasting on the body of a sea tortoise stuffed beneath the bridge. Full Atk +2 melee (1 d6+3. a fiendish animated object can make a normal melee attack to deal a n extra point of damage against a good foe. which ambushes the PCs if they help him. Skills and Feats: Climb +lo. flat-footed 11. and PCs wearing heavy armor has to drag it behind them or find another means of escape. lnit +2. lights glimmer within the house. as per the normal rules. hardness. read the following. Ref+4. Small (statue and kimono): CR 1 . This is Hiro. smite good. Fiendish Animated Object. HD ld10+10 h p 16. The Bridge A successful Listen check (DC 20) traces the howling sounds to this wooden bridge. low-light vision. Atk +1 melee (ld4. scent. Base Atk +O. Skills and Feats: -. AL N. The kimono then snaps his of two fiendish animated objects serving the nekomata -captured the boy. Since Lord Ienobu’s return. 14. (The PCs must make a Spot check vs. *Baboon: CR %.

but its eyes seem disturbingly human. Spd 30 ft. they may notice the wisp-like creature. Power Attack. immunity to fire. they can disarm the traps (must be done at each statue. Dodge. Str 16. If the trap is detected. J u m p +7. he agrees to assist the PCs. touch 12.Will +O. It screams inarticulately and swings at the air. he has no information other than that something truly terrible inhabits the eastern wing of the castle. 4Fiendish Fire Elemental.. or the PCs could simply drop and crawl (causing the traps to fire harmlessly over their heads). burning with strange green light even during the day. lnit +5. Front Stairs If Ritsuko is aware of the PCs’ approach. * Kikujiro’sWisdom is indicative of his current mental state. Hiro thanks the Pcs and flees into the hills if he is capable. Save DC 11.) If the elemental detects the PCs approaching. Ride +5. Storage This room contains food and supplies. The nekomata takes personal pleasure in hypnotizing this man regularly. Int 4. Con 14. elemental traits. Honor 1. Kitchen This unused kitchen stinks of filth and excrement. Grp: +4. Hiro warns the PCs that peasants from the village have come to defend the castle. Skills and Feats: Listen +2. it stations two peasants here. Ref+4.. He effectively has 10 points of temporary Wisdom damage.extraplanar).H D 2d8. If the PCs cure Kikujiro (with the potion of lesser restoration hidden in the east wing or by separating him from the nekomata’sinfluence for ten days). REWARD The walls of these hallways are open to the air. The flame burns for 1 d4 rounds. A Knowledge: Arcana check (DC 15) reveals the light is due to a corruption in the elements. Small elemental (fire. Atk: +4 melee (ld6+3. Archer statues stand at each corner of the darkened room. Servant Quarters These cramped quarters are empty. smite good. Balance check (DC 15) to cross the floor without activating the pressure plate). a peasant who kept order in the village. Open Hallways 3. . Long Hallway This hallway has many open windows to admit fresh air. but there are no real dangers in this hall. Each carries a shortbow and ten arrows. Its skin is filthy. so he advises the PCs to avoid it unless they prepare themselves effectively for battle.REACHERY’S If Ritsuko was aware of the PC’s approach. He strlkes out against anyone who enters his “den”. Characters can enter behind the cover of shields. h p 9. Archer Trap This is the main receiving room.AL CN. h p 12. Base Atk: +l. 7. Kikujiro is perhaps the only person who knows of Ritsuko’s true nature. though paper lanterns hang from the ceiling. 6. Smite Good (Su): Once per day. Cleave. Most of it is rotted or has been consumed by Kikujiro. Possessions: Ashigaru armor. 5. Str 10. Crp -3. facing the center. If any creature weighing more than fifty pounds steps through the door. AC 14. Full Atk: +4 melee (ld6+3. vulnerability to cold. Those hit by a fire elemental‘sslam attack also must succeed on a Reflex save or catch on fire. flat-footed 14. Improved InitiativeB. slam). Improved Initiative. A figure dressed in rags lurches to its feet wielding a rough club and staring with wild eyes. which must be cured to restore his sanity. This is tied to a fiendish fire elemental who flits from lantern to lantern. this can be avoided in a variety of ways. spell resistance 7. Human Ftr 1: CR 1. Constitution-based. SV Fort +4. Int 11. The gnawed bones of animals lay scattered on the floor. After delivering this warning. 9. but if the PCs leave this area and return. 1 3 flatfooted. SQ Darkvision 60 ft. The save DC is. Will -4. Wis 3. This hallway is never illuminated. One looks to have been occupied recently but the others have been long vacant. The doors behind them are barred from the inside (break DC 25. SA Burn. 4. SV Fort +0. Kikujiro was once Lord Ienobu’s doshin. These lanterns can be doused normally. a fiendish fire elemental can make a normal melee attack to deal two extra points of damage against a good foe. AKikujiro. (If the PCs are stealthy. Weapon FinesseB Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. as iftrying to drive you away. Base Atk + l . Otherwise. Atk +3 melee ( l d 4 plus ld4 fire. club). it hides in a random lantern and attacks them from behind. they find the lanterns burning green again. Skills and Feats: Climb +7. If attacked in return. AC 15. 11 touch. club. they run into the hills (they know better than to enter through the front door). Wis 11. Con 10. Dex 13. AL NE. Cha 11.” Cha 7. A few of the servants went there and did not return. 8. Full Atk +3 melee (ld4 plus ld4 fire. A burning creature can take a move action to put out the flame. a pressure plate causes the statues to aim in the direction and fire (once each). slam). and also catch on fire unless they succeed on a Reflex save. Ritsuko subsists entirely off of food delivered by the villagers.. Small : CR 1 . The floorboards creek eerily. and it is the cat spirit which is the true danger here. lnit +5. implanting bizarre suggestions and gradually driving him insane. Spd 50 ft. Spot +3. Dex Medium humanoid. They crouch in the shadows (Hide skill 2 ranks) and wait for a clear shot. Paper lanterns hang. resistance to cold and fire 5. busting down the door likely sets off the trap in the next room). There is nothing of interest in these rooms. H D ld10+2. Ref+l. its hair tangled. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’sattack.

a masterwork quarterstaff. Dex 12. Taint +6. the wasp is 30% likely to be hunting in the hills. They are ordinary cats. A number of kakemono (silk paintings) hang from them. Dex 17./O ft. Arsenal Once the arsenal of Lord Ienobu. SQ Damage reduction 5/bludgeoning. Str 6. They do not attack. a + I wakizashi (shout sword). Base Atk +3. she has three peasants armed with spears waiting. undead traits. dark vision 60 ft. DC IS) reveals the lack of dimension and perspective.. Spd 30 ft. effectively a masterwork bastard sword and a masterwork short sword). lnit + l . SQ Darkvision 60 ft. Search (DC 20). just beneath the sill. Disable Device (DC 20).AC 14. The save DC is Constitution-based. Int -. twelve spears. but merely watch and report what they see to Ritsuko.. Fortitude DC 14. During the day. waits behind the door along with any other denizens of the castle who escaped (except the wasp and other peasants). Cat: CR ’ / 6 . Str 18. A l l of these paintings are new. Atk +6 melee (ld3+6plus poison. gutted the east wing. Con 14. arguably more deadly than even the nekomata. this room contains three shortbows.) A Listen Check (DC 10)detects a subtle mewing. the nekomata doesn’t seriously expect them to make a difference. 14. 2 claws). Though the peasants have orders to attack the PCs. Any close study of the painting (Search check. who have come to honor the elder cat spirit. The west wall is a clever secret door. lnit +8. flatfooted 13. Base A t k +O. Lord Ienobu. and a noble outfit that would be quite presentable after a thorough cleaning. Note: 200-ft. Treasure: The wasp has accumulated a fair amount of incidental treasure. Int--. HD 5d8+10. scattered about the wax-covered corpses of its victims. They hide in the rafters and attack the PCs as they enter. Stables There are no horses remaining. If the wasp is present. Will +2. The floors grant a +lo circumstance bonus to all Listen checks against those attempting to Move Silently upon them. touch 15. under Ritsuko’s control painted these. target determined randomly from those in its path. Con -. It seems to be an ordinary wall. sting). AC 15. it fights to the death. Reaching through the window finds the latch to open the door. SA Poison. sting).. SA -. immunity to cold. SV Fort +6. This battle serves little purpose other than to make noise and alert Ritsuko above. A trap door in the floor (Search check DC 20) reveals a small box containing a potion of hiding. Cha 1 . Skills: Giant wasps have a +8 racial bonus on Spot checks. H D 1/d12. and a full daisho (katana and wakizashi. Atk +2 melee (ld2-2. 15. touch 10. flat-footed 12. G r p +11./S ft. initial and secondary damage ld6 Dex. Survival +l*.max range. Tiny Bones Five feline skeletons protect this room. h p 3. and all feature paintings of cats. If Ritsuko was warned of the PC’s arrival. wooden floors designed to creak noisily when trod upon. a potion of lesser restoration. +10 ranged (ld6/x3 crit). The paintings (24 total) are worth up to 20 gp each to an interested buyer. and a Quaal’s feather token (tree).. Will +2. Skills and Feats: Spot +9. Full Atk +6 melee (ld3+6plus poison. AL N . a zombie dressed in great armor. *Skeleton.. Tiny undead. Honor: 0. Wis 10. * They also have a +4 racial bonus on Survival checks to 11. 13. If they remain here. vermin traits. She hopes at least one of them dies so she can have a new body to animate in case the PCS destroy Ienobu. Ref +2. If they flee immediately.REACHERY’S REWAR *Arrow Traps (4): CR 1. . AL NE. This is actually a fantastic painting. Space/Reach 10 ft. orient themselves. (Ienobu. Cha 11. claw). A skylight in the ceiling above the painting allows sunlight to enter.h p 32. fly 60 ft.two potions of cure light wounds. keeping an eye on the Pcs. cover the western half of this floor. After twenty minutes of searching. 12.seventy arrows.0 10. Large vermin. Poison (Ex): Injury. Ref +1. and the building has fallen into disrepair. (good). There are over a dozen cats prowling about this chamber. Spd 20 attacks one character and returns to its nest. Wis 13. Skills and Feats: Improved Initiative. with a window.. Lord Ienobu’s chambers Nightingale floors. Space/Reach 2% ft. a scroll of mage armor. the PCs hear a buzzing as it prepares to attack. Grp -1. Gallery A maze of shoji screens criss-cross the room. SV Fort +0. Full Atk +O melee (ld2-2. causing the painting to subtly change color with the time of day. the pcs find 305 gp. East Wing A rogue giant wasp. Taint +5. @Giant Wasp: CR 3.


a nng of sustenance. H D 2dl2+3. the nekomata. 300 sp. Full Atk Slam+2 melee. it is extremely likely she’ll wish to wreak vengeance upon the PCs as well as recover those impressive items in Ritsuko’s hoard that were stolen by The results of this adventure could have interesting implications for a longterm campaign.. flat-footed 11. SV Fort +0. undead traits. Spd 30 ft. begs you to recover the swords at any price (see the adventure “The Diasho and the Ninja”). Will +3. Medium undead. Int -. Awaiting sentence of death‘ (see the adventure “Blood on The lord of the land Lord Kunemura. FURTHER ADVENTURES While relaxing after the current series of events. Ritsuko. Lord Ienobu: CR %. SQ Single actions only. a terrible blow for morale if word of this treachery every got out to his troops! The lords chamberlain. a ruby ring worth 75 gp. touch 9. lnit -1. damage reduction S/slashing. holding her action to animate another corpse once Ienobu falls (choosing heavily armored PCs first). AL NE. darkvision 60 ft. Lord Shotokami. and a bag containing three klzamuc coins (see New Magic -Appendix A). SA-.REACHERY’S Ienobu batters his opponents with his fists while threatening to rain the holy wrath of the gods of death upon the PCs for daring to attack him in his home (through Ritsuko’s ventriloquism). (can’t run). Town of Caotang no longer can work.Tsuyokaze. has declared war on his old enemy. Wis 10. so sorry. Do they report the murder of Lord Ienobu? Do they take pity on the poor peasants and conceal the crime? What of Ritsuko? If the cat spirit survived. hides in the rafters. REWAR Treasure: Ritsuko’s treasures lie about Ienobu’s bed chamber. Grp +1/+2. Cha 1.200 gp. The PCs find three bolts of fine silk (worth 300 g p each). But then the Lords ancient weapons go missing right from his very home. the PCs may feel it is their responsibility to decide the fate of Tara Mura. Str 12. Atk Slam+2 melee (ld6+1) or club +2 melee (ld6+1). . Con -. Skills and Feats: Toughness. Ref-1. (ld6+1) or club +2 melee (1d6+1). Ritsuko flees. Inside is a scrawled letter which reads: ‘We have killed the Village Magistrate. * FPII OGUE When all is said and done. Base Atk +l. a young boy comes to the PCs from a nearby village holding a scroll. AC 11. If things go badly. 1. hp 16. Dex 8.

The samurai’sson. many master silk-makers will have no goods for sale when the winter comes. no subversiveelements are housed within the borders. “Please. cares for Kinuji Mum and its inhabitants. “Please. “And there. . the peaceful and prosperous village they remember was overturned two years ago with the death of Husuto. A humble ashigaru youth runs to in the muck and mud at your feet. The son’s rule has been significantly less fair. . Town of Kinuji Mura no longer can work. Shinjo Eojin. Kinuji Mura has no record ofbeing disobedient. and its peasants are cared for and quite comfortable given their station.” signifiers. Its production of silk worms is renowned throughout all of Kikumura Province.” The d a g e of Kinuji Mura is wealthy. it has no goods to trade for winter food. “Iwill take you to Kinuli Mura. In sloped kanji.. easily adapted to your campaign.“ the ashigaru youth says brokenly.The d a g e Magistrate. Awaiting sentence of death. The entire province will stawe. the message reads ‘We have killed the Village Magtstrate. the province’s main resource.”he says. you must administer the Empevor’sjustice. written in poor calligraphy.’ Kinuji Mura i s a wealthy village.BLOOD ON WHITE PETALS aged samurainamed Shinjo Husuto. so sowy. filled with peasants who care for the famous sitkworms and provide s& for the entire province. and destroy us all. Within. . unknown to the PCs. there is a message. the stat blocks contain the OGL material necessary to “fake it. Without the si& production of this village.. He is known for his fairness and generosity But. weeping. and without the yearly tithe from the town. If you do not posses the rulebook for d20 Rokugan. and far more tyrannical.” He holds up a scroll. tilted and barely legible.i s the word iamurai’. and he was a different man than the aged Husuto. was named Magistrate following his father’s death. On the outside. sealed with the chop of the village of Kinup Mura.

the entire village revolted. Unknown to Mot0 Shen or to the soldiers he had sent to spy upon Kinuji Mura. Eojin levied a military tax and hired mercenaries to form a militia for the peaceful village. The peasants went mad. The peasants would revolt.. During these searches. and one day. however. the quick-witted old magistrate would call in the soldiers of nearby provinces. They killed most of the militia. 1. Fancying himself a warrior.The village has hidden them as best they can. Although they did not need the militia. Mot0 Shen knew he could not possibly conquer Kinuji Mura. The Village of Kinuji Mura If the samurai ask which of the peasants killed the magistrate. however. Their eventual intent was to have Futai soldiers march into Kinuji Mura. Eojin locked the children of the village within the shrine on the hillside above Kinuji Mura. Only a small river tributary separated Futai from the silkworm farms of Kinuji Mura.but they were wrong. Eojin’s death did not destroy the demon. and arranged for them to be hired into Eojin’s ‘ashigaru militia’. but they cannot kekp them safe forever. and hung the magistrate on a torii arch with his belly slit open for the crows. attacked and killed Eojin and fled back to the vdage. a bandaged arm. guards stole many precious family heirlooms.thus ensuring the loyalty of the village and its workers. While Husuto was Magistrate.unshackled by Eojin’s black magic. The peasants believed this would end the Goikengu demon’s attack . He overthrew their town council and imposed a system of absolute dictatorship. always envied Kinuji Murals wealth. in the meantime. and some of the villagers were injured or killed. Eojin would have destroyed Kinuji Mura and marched upon Kikumura in order to seize it for his own. He found a black ritual going on there. and it would come to nothing. was the depth of Eojin’s ambition. but rather freed it to operate independently . By using Eojin’s pride and power-lust. the old man continues speaking for the village. But even plans within plans go a m . and ‘liberate’the village . . in power . What Mot0 Shen did not count on. and they wish to be punished as one for their misdeed. planning to use them to fuel his black magic. feeding it the children of the town one by one in order to ensure its loyalty and command its power. The next morning. Pandering to the young man’s pride.. He summoned a ravenous Marauder. They must have children. planning to free his daughter and leave Kinuji Mura. in order to keep their form upon this world and prevent vanishing back into Jigoku. He raised their taxes. Mot0 Shen’s guards manipulated him into abusing his people. and heard the beast bargaining with Eojin for the lives of the village children. the village of Kinuji Mura endured the indignity of house-to-house searches for ‘stolen’goods. destroyed Eojin’s shrine. One of the parents snuck into the shrine late at night. Meanwhile.BLOODON WHITE PETALS Eojin forced the peasants to work harder. and three of the peasant men are mildly injured (cuts. Eojin practiced black sorcery. they were useful tools for blackmailing their parents into servitude. But with Eojin. destroy Eojin. Mot0 Shen sent several of his own soldiers into the area. Mot0 Shen. He insists all of them have done this deed. the beast was teaching Eojin greater and more powerful arts .times had changed. The Goikengu and its minions now ravage the countryside. the son. etc). feasting on the flesh of the unwary. Lord of the neighboring Futai province. PCs may make a Spot check (DC 12) to notice many of the women are weeping.

and use the ritual chamber in order to summon the demon. it is burned before they notice its existence. Expecting to gain great power. A small journal is among these items. The journal describes how the demon has the power to possess and animate bodies. He discovered the name of a powerful demon who would bargain for the souls of children. Also. The journal reveals Eojin was a demon-summoner. and many of the women weep aloud. Many of them point at the east road. allow them to salvage a few of the pages from the fire in order to get partial clues. the demon can take a physical form. Eojin took all nineteen of the village’s children to the local monastery and kept them there -supposedlyto force the villagers to pay taxes. Once all of the children are sacrificed. and cannot answer.This is also the source of the rotting flesh. The Monastery of White Petals . The hair is that of a child. as well as its own powerful magic. the peasants answer this simple question. They look at the PCs in terror. PCs who check the body carefully (DC 14 if not touching it. The PCs may continue to press. there is a lock of hair hanging from the dead man’s belt that appears to have been sawed crudely from its owner’s scalp. and be freed to wreak havoc. Even if they are slow to find it. but if the PCs don’t pay attention to the monk. There is a monk beside the corpse. a practitioner of blood sacrifices and black magic. it will strlke them down. but these peasants are obviously in mortal fear. he will send all of the monks away from the monastery. The peasants hint at some great evil plaguing their village. In actuality. At the torii arch near the southern edge of the village. the peasants look terribly frightened. and even some of the men tear their hair and cry out in anguish. or gently ease the information from one of the villagers. but they believe if they name it. The samurai PCs are no doubt angry at their refusal to reply. and his body has several knife-wounds and punctures. but they cannot answer any questions directly. What lies down the Eastern Road? The Monastery of White Petals lies a quarter mile down the eastern road. 10 ifthey touch the body) notice black stains on its fingers. If they do. intimidate the peasants into answering. No other description of the demon is given. there is a great thunder of weeping. and a thin column of smoke rises from the area of the village. chanting to the local spirits and burning the Magistrate’s personal effects. sacrifice the children. he intended to have a ritual.BLOOD ON WHITE PETALS Why did you Kill the Magistrate? At this question. 2. So long as the samurai do not ask the peasants what significance the Monastery holds. and then administered excessive taxation so he would have the money to hire a militia and purchase the items he needed for his sacrifices. It describes how he murdered his father to gain control of the magisterial position. They simply plead for the PCs to kill them and not force them to answer. and gain phenomenal power. What’s i n the Journal? Eojin’s journal is the best source of information available to the PCs. Read the following text: Where i s the Magistrate’s Body? Where are the Children? At this. The last entry mentions that tonight at sunset. The peasants take the samurai to the arch if they request to see the body. A crude instrument has decapitated Eojin (a pile of small harvesting knives lie beside the corpse). the peasants finally crack.

remaining absolutely silent and motionless. until the all five have risen and hangs in the air. touch 12. Medium humanoid. 18 arrows. Ref +4 Will +5. One of the bokun rises from its place on the wall. Smite Good (Su): Once per day. and rise to attack the PCs once the party is within the main chamber . flurry o f blows). Although the room is empty. before reaching the main hallway (Room #6). designed to keep the monks fit physically. The hallway has a sliding screen to either side. Con -. SA Constrict. H D 2d8+2. carved with twisting dragons. beautiful koi scales. and the swords move -blindingly fast to -attack. Small (bokken): CR 1. resistance t o cold and fire 5. Str 14. Improved Initiative.BLOODON WHITE PETALS With a Spot check (DC IO). or +5 melee (1d6+2. AL NE. The monks surrounding the altar are dead. flurry o f blows). 4.1 d6+1/~2. Dodge. or +3 ranged ( l d 6 / ~ 3 short bow). and two burned-out torches lie on the stairs of the main entrance. The bokken are animated by the power of the Goikengu and fight until destroyed. Eight priests kneel in a circle around the altar.. Skills and Feats: Balance +4. the mats still litter the floor. Flurry ofBlows (Ex): When unarmored. they are the perfect conduits for the Golkengu demon’s possession power. After the battle. Fiendish Animated Object.though probably between the monks. Wis 15. h p 16. quarterstaff) or +3 ranged (1d6/x3 short bow). the corpses suddenly come to life. This means that he may even make unarmed strikes with his hands full. and a tremendous altar rests in the center of the chamber. There is no such thing as an off-hand attack for this monk striking unarmed. Int 10. The main doors to the temple are slightly ajar. Cha 1. Atk +1/+1 melee flat-footed 12. Will -5. darkvision 60 ft. but this attack suffers a -2 penalty. shortbow. Con 12. AC 13. Atk +1/+1 melee (1d6+2/x2. Possessions: Masterwork quarterstaff. Hide +4. and immediately changed the child into a koi fish to preserve its life force. Unarmed Strike: This monk gains Improved Unarmed Strike as a bonus feat. Ref+l. SQ Evasion. slam). Then another. SQ Construct traits.. this monk may strike with a flurry o f blows at the expense o f accuracy. This room was a dojo. Evasion can be used only if he is wearing light armor or no armor. performing the ritual to summon the Goikengu demon (Eojin no Oni). Base Atk +l. until the demon animates the bodies. There are no noises within the temple. he may make one extra attack in a round at his highest base attack bonus. marking the door into the main body of the temple. and blood stains the ground at the base of the stone. ld6+1/x2. Wis 1. The child walks from the temple to the stone. Spd 30ft. vast windows at the top of the two-story room allowing light and wind to sweep through the chamber. then a third. leading to two rooms (Room #4 and #5). flat-footed 13. Climb +4. knees. Dex 12. Int 3. It is obvious many battles occurred here . Spd 30 ft. but never returns back into the temple. When doing so. Atk +1 melee (ld4. H D ld10+10.. Dex 13. The demon is not able to complete the ritual without a willing ‘priest. . it lives for a number of weeks equal to the number of children in its control -destroying a child per week. Base Atk + O Grp-4.’Without someone to finish the ritual. Small construct (outsider). Evasion (Ex): I f this monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. The stone upon which incense and other offerings have been left is strangely scarred with knife blows. When the PCs are in range. The animated monks attack the PCs until they are completely destroyed. Dojo 3. Jump +4. quarterstaff).. hardness. Eojin no Oni was freed.The Golkengu currently has twelve children in the temple. or +5 melee (ld6+2.preferably. At the base of the altar stone. The trail ends here. A bokken has a hardness o f 5 . SA Flurry o f blows. This is the site where Eojin was murdered. hold the ceiling aloft in two rows down the middle of the room. Move Silently +3. and the footprints of a young child. Str 10. A set of double slidingscreens covers the center of the eastern wall. their blossoms disfigured. SV Fort +4. hp the Goikengu demon draws power from his captives to fuel his abilities. touch 10. unarmed strike. & Coikengu-Animated M o n k CR 2. Cha 8. 14. smite good. Main Ritual Hall The main ritual hall is large and airy. * . eyes turning jet-black. (he has already killed seven) all of whom are magically transformed into koi fish so they can be easily imprisoned. Grp +3. Eojin successfully summoned the demon. Escape Artist +4. he instead takes no damage. and trained in simple martial styles. SV Fort +0. Hardness (Ex): An animated object has the same hardness it had before it was animated. pointing menacingly. A helpless monk does not gain the benefit o f evasion. lnit +5. and during regular practice times. This monk may thus apply his full Strength bonus on damage rolls for all unarmed strikes. a fiendish animated object can make a normal melee attack t o deal an extra point o f damage against a good foe. and extends 15 ft. 14. Skills and Feats: -. Listen +4. Behind the sliding doors at the east of the ritual chamber is a hallway.the p c s notice the trees nearest the wooden wall are blackened and wilting. and feet. when one or more of the pcs are in easy grasp. the PCs hear the faint screams of children echoing throughout the monastery. (1d6+2/x2. A childs laughter whispers through the room. Tumble +5. lnit +l. low-light vision. Eight large pillars. as does each other attack made that round. Weapon Focus (quarterstaff). and a rack of wooden bokken (practice swords) hangs neatly on the wall in the far corner. slam) Full Atk +1 melee (ld4. His attacks may be with either fist interchangeably or even from elbows. Deflect Arrows. the p c s may find (Spot check DC 18) three large. However. spell resistance 6. but lost control of it when the peasants attacked him. they radiate as lifeless corpses and nothing more. AL N.

and out to the front of the temple at a smaller aperture to the southwest. 6. A well in the corner draws water up to the surface. an identical small hallway with three sliding doors can be seen. all arranged in a basket. if they stop and listen to the voices for a while. However. afraid to speak louder lest they attract the demon's attention. The stairs to the north lead up to an outer arch exiting the building. was once tended to every day as part of the monks' meditational cycle. light flashes on the scales of large koi fish as they chase each other beneath the waves. The floors are clean. The room seems otherwise empty. The children can faintly hear the Pcs if the PCs try to contact them. Bathing Chamber The room to the north of the small hallway is a bathing chamber. the PCs hear faint. With a successful Listen check (DC 12). and it is very cold. and gently arched bridges offering passage over the rippling water. the PCs hear the whisperings of several children. Some weep. The garden. a fhght of narrow stirs leads up through an archway to the outside. Several light robes lid. At the northern end of the hallway. They know very little about their state. and plenty of firewood for heating the water in the bath. others whisper encouragement to one another in an attempt to keep hope alive. The PCs cannot climb down the well to rescue them. They whisper for help. which overlooks the large garden below. some call out to their parents. The pond extends beneath the balcony. swept free of dust and debris by the daily chores of the monks though those chores have been neglected in the last few days. Outside. The voices are echoing strangely through the water. The main feature of the garden is a large koi pond with two islands. There are two other sliding doors leading to chambers in the southern end of the temple. and leaping would certainly result in broken limbs. the garden is still a haven. though certain the children are still alive. and must continue on. The balcony is nearly thirty ft. and two elegant sand gardens. by the door. The garden is filled with spreading cherry trees. The well is too small to crawl down. all very frightened and begging for help. Although the monastery is shrouded in blood and the monks twisted by evil powers. Any use of life-detecting powers into the well only reveal the faint presence of fish and other common aquatic life. There is nothing else of interest on the balcony. There is room enough for four men in the tub at any time. and the sound is disturbing. There are a selection of soaps and scrubbing sponges. Main Hallway The main hallway of the temple stretches from the upper north wall to the south chambers. folded.BLOOD ON WHITE PETALS 5 . flat balcony made of red-lacqueredwood. fearful whispers coming from the well. . wide cobblestone paths. complete with a large tub located against the north wall. except they are in a dark place. above the garden. Directly across (to the east) the doorway into the main ritual hall. and raising the bucket on the string only brings up clear water. from which it would be carried to fill the tub. Windows in the second story shine light down through wide archways. there is a long. pride of the monastery.

Brothers’ Barracks This room has a separateflight of stairs leading up to a second story. Bodies begin to move as you draw near. Jump +5. he may make one extra attack in a round at her highest base attack bonus. Int 10. . Skills and Feats: Balance +4. Fast Movement (Ex): A monk gains a +10 enhancement bonus t o his speed. Ki Strike (Su): A monk. drips from the windowsills of the high second-story windows. and bodies litter the floor all over the chamber. Cha 9. Con 1’4. Toughness.. Tumble +8. Her unarmed attacks are treated as magic weapons for the purpose o f dealing damage to creatures with damage reduction. the monks are still here. he instead takes no damage. Climb +5.8.s unarmed attacks are empowered with ki. Ki strike improves with the character. but this attack takes a ^2 penalty. they’re all dead. which housed the main body of the monks of the temple. The room is covered in blood. Flurry of6lows (Ex): When unarmored. All of the animated inhabitants of this room fight until destroyed.s monk level. Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Sense Motive +7. Unfortunately. Both the lower and upper parts of this chamber are filled with futons for sleeping. When doing so. Escape Artist +6. It spatters the walls. . Iron Will. Deflect Arrows. as does each other attack made that round. Stunning Fist. and are far more competent fighters than the others. Improved Initiative. Move Silently +6. Wis 18. impish giggling echoes nearby. Spot +3. This set of rooms was the barracks.their eyes turn black as ethereal. Knowledge (religion) +3. Fortunately. a monk may strike with a flurry o f blows a t the expense of accuracy. Two of the ‘monks’in this chamber are actually the masters of the monastery’sdojo.

Str 14. the chopsticks scattered across the floor. Jump +4. Con 12. unarmed strike. touch 12. capable of seating eight men. Improved Initiative. flat-footed 13. Flurry ofBlows (Ex): When unarmored. Escape Artist +3. Dex 13. Str 14. Possessions: None “Inthe depths. Climb +3. Base Atk +l. Weapon Focus (quarterstaff).. lnit +5. Dodge. or +5 melee (1d6+2. Str 10.s attacks may be with either fist interchangeably or even from elbows.and very large. Kitchens This is a fairly small room. Hide +3. as does each other attack made that round. Priests’ Barracks This chamber is elegantly furnished in comparison to the meager rooms surrounding it. lnit +5. Base Atk +1. are the tracks of something snakelike . Small (knife): CR 1. A monk. Skills and Feats: Balance +3. H D ld10+10. 14. spell resistance 6. SA Flurry o f blows. 18 arrows. Improved Initiative. Atk +1/+1 melee (1d 6 + 2 / ~ 2 . 1d6+1 /x2. and an area for a cooking-fire. Unarmed Strike: This monk gains Improved Unarmed Strike as a bonus feat. Con -. lnit +l. SV Fort +0.robes. Smite Good (Su): Once per day. quarterstaff). Skills and Feats: Hardness (Ex): An animated object has the same hardness it had before it was animated. Dex 12. Wis 1. smite good. AL N. Hide +4. and feet. Flurry of6lows (Ex): When unarmored. SQ Construct traits. A helpless monk does not gain the benefit o f evasion. This room is otherwise empty of everything but the head priests’ personal belongings . 18 arrows. When doing so. or +3 ranged (ld6/x3 short bow). but end at the door. Atk +1/+1 melee (ld6+2/x2. shortbow. This means that he may even make unarmed strikes with his hands full. or +5 melee (ld6+2. and feet. H D 2d8+2. unarmed strike. SQ Evasion. knees. flurry o f blows). Escape Artist +4. Tumble +5. as does each other attack made that round. Crp +3. ld6+1/x2. SV Fort +4. Evasion (Ex): lfthis monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Dodge. Int 3. Base Atk +O. ld6+1/x2. HD 2d8+2. Will -5. Skills and Feats: Balance +4. low-light vision. Across the floor. There is no such thing as an off-hand attack for a monk striking unarmed. quarterstaff). A helpless monk does not gain the benefit o f evasion. Listen +3. Deflect Arrows. flat-footed 12. with a large chopping block in the center. flat-footed 12. *Fiendish Animated Object. he instead takes no damage. Crp +3. His attacks may be with either fist interchangeably or even from elbows. AC 13. Still Mind (Ex): A monk gains a +2 bonus on saving throws against spells and effects from the school o f enchantment. or +5 melee (ld6+2.1 d6+1 /x2.. Jump +4. Int 10. AL NE. SA Constrict. quarterstaff) or +3 ranged (ld6/x3 short bow). One of the futons has a spilled calligraphy set on it and a piece of rice paper with a half-finished poem: . This monk may thus apply his full Strength bonus on damage rolls for all unarmed strikes. Atk +1 melee (ld4. Con 12. There is no such thing as an off-hand attack for this monk striking unarmed. Cha 1. Int 10. Tumble +5. This monk may thus apply his full Strength bonus on damage rolls for all unarmed strikes. Move Silently +3. SV Fort +4. 14. Atk +1/+1 melee ( l d 6 + 2 / ~ 2 . AL N. Climb +4. Evasion (Ex): lfthis monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. he may make one extra attack in a round at his highest base attack bonus. 10. but this attack suffers a -2 penalty. a fiendish animated object can make a normal melee attack t o deal an extra point o f damage against a good foe.Two zombie-like cooks turn from their chopping and snarl. resistance t o cold and fire 5. shortbow. Ref+4 Will +5. AC 13. knees. This means that he may even make unarmed strikes with his hands full. or +3 ranged (ld6/x3 short bow). Cha 8. Spd 30ft. in patterns created by the spilled soy and teriyaki sauces. flurry o f blows). There is no such thing as an off-hand attack for this monk striking unarmed. slam). When doing so. Medium humanoid.s reach o f a wall can use it t o slow his descent. Deflect Arrows. Coikengu-Animated M o n k CR 2. A knife has a hardness o f 6. touch 10. Other knives fly from their places on the wall! aGoikengu-Animated Cook CR 2. Cha 8. he may make one extra attack i n a round at his highest base attack bonus. flurry o f blows). Painted shoji screens section off four individual sleeping areas and a round table lies in the center of the room. and their futons. SQ Evasion. Ref +1. Possessions: Masterwork quarterstaff. Listen +4. touch 10. * 9. Crp -4. Unarmed Strike: A monk gains Improved Unarmed Strike as a bonus feat.. hardness. darkvision 60 ft. their souls Rise like rainbows to the sun. Ref+4 Will +5. prayer beads. Evasion can be used only if he is wearing light armor or no armor. Atk +1/+1 melee ( l d 6 + 2 / ~ 2 . and feet.. His attacks may be with either fist interchangeably or even from elbows. quarterstaff) or +3 ranged (ld6/x3 short bow). or +5 melee (ld6+2. raising their butcher knives high above their heads as they attack. When first using this ability. Wis 15. this monk may strike with a flurry o f blows at the expense o f accuracy. this monk may strike with a flurry o f blows at the expense o f accuracy. he takes damage as if the fall were 20 feet shorter than it actually is. SA Flurry of blows. . Evasion can be used only if he is wearing light armor or n o armor. but this attack suffers a -2 penalty. Dex 13. Unarmed Strike: This monk gains Improved Unarmed Strike as a bonus feat. Wis 15.flurry o f blows). Spd 30ft.BLOOD ON WHITE PETALS Slow Fall (Ex): A monk within arm. slam) Full Atk +1 melee (ld4. The marks head into the corridor. Small Spd construct (outsider). knees. he instead takes no damage. Medium humanoid. Craft (cook) +5. Small bowls of rotten rice rest on the table. Move Silently +3.” There is no final line to the h a h . h p 16. 30 ft. Weapon Focus (quarterstaff). h p 16.. hp 16. Possessions: Masterwork quarterstaff. This means that a monk may even make unarmed strikes with her hands full.

connected to either side by arched bridges painted with green and gold lacquer.but the lower portions are blocked from view by the cherry forest. climb 20 ft. darkvision 60 ft. A hissing comes from the far corners.AL N. SQ Scent. and continue beneath a small oak door in the eastern wall. The floor here is stained with blood and darker syrups. looking out over the soft waves of the pond. construct. 14. 13. desperately seeking escape from their watery prison. Storage Room This small storage room holds many gardening tools. lies at the base of each. but the east wall is made of packed red clay bricks. this would be a beautiful scene. AC 15. Alertness. Climb +14. Medium animal. There is no way to undo the Goikengu’s transformation. they hear the faint whispers of children. Private Ritual Chamber (A. If it wins the grapple check. now trambled and stained. To the north are the broad koi pond and its two small islands. begging for assistance. Beneath the waves. a constrictor snake must hit with its bite attack. or digging its length beneath the sand in the rock gardens to hide from the Pcs. one nearby and one through the trees. flat-footed 12. There are two large sand gardens in the area. possibly from the ruined meal in chamber (#9). If the PCs place their ears near the surface. Spd 20 ft. The debris was once a statue. 12. as the DM desires. Gardens The gardens are wide and expansive. bite). The creature is llke a golem. Blood stains all three. with only animal intelligence and faint flashes of insight from the minds of the monks who form its flesh. Five empty white and gold pedestals rise from the floor.. too. composed of the writhing bodies of six men in tattered monk robes. The south wall appears to be the outer wall of the monastery. lashing from side to side.Toughness Constrict (Ex): On a successful grapple check. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Will +2. If a PC does so. with cherry trees blowing softly in the wind. a constrictor snake deals ld3+4 points of damage. bite). It is fully stocked. Now. Dex 17. the monks who merged into its form also died. but the transformed bodies of the captive children. Hide +lo.BLOODON WHITE PETALS 11. and has two small islands in the center. 12B: Through the door to the east. Base Atk +2. Smelling the casks of sake here reveals they. koi swim back and forth in the sunlight. where two arches open into the gardens. Spot +7.h p 41. SV Fort +4. smeared as if a snake-tail crossed the room many times. Wis 12. Once. The creature fights until it is near death (IO hp or less). Although the children cannot carry on conversations . Improved Grab (Ex): To use this ability. PCs who take the time to note the darker stains on the floor are teriyaki and soy. touch 13. improved grab. framing what may be a ritual area . This room was once a waiting and meditation chamber outside the private ritual room of the high priests of the temple. given a few days. are foul. an ivory and gold torii arch rises above the white flowers of the cherry trees. Skills and Feats: Balance +11. obviously used for private rituals and ceremonies. The fish within the pond are not carp at all. Listen +7. SA Constrict ld3+4. and harmony. When the snake dies. The smears travel east. There is nothing else unusual in this room. turning them into mockeries of their once-statelyvisual meaning. sinking beneath the waves of the koi pond ifpossible. extra robes. It has been blasphemed with blood and corruption. Anyone who eats or drinks significant amounts from the stores becomes diseased per the spell contagion. Ref +6. it was ivory-white. with blood spread wall to wall inside the temple. Int 1. The koi pond is actually the secret to the Goikengu demon’splans. lnit +3. White petals cascade to the ground as the branches of the tress move and sway. and all the water in this room is greenish and sickly. In the far rear of the garden. Con -. save for the food barrels. H D 3d10+23.Moving quickly. It flees into the gardens beyond. Koi Pond The koi pond is large. it is ghastly and ironic. Atk +5 melee (ld3+4. The patterns symbolize characters -balance. and so all the stored rations have gone bad -touched by a very particular disease. all of which have gone rancid despite being packed with wax and salt. The creature is hideous. Cha 2. swim 20 ft. a snake-like being rises from the far floor of the room and rears its head. it establishes a hold and can constrict. with colorful mosaics on the smooth floor. @Construct Constrictor Snake: CR 2. One of the two islands has a small gazebo upon it. The snake is a mass of flesh. Str 17. In any other circumstance.. The men are clearly still alive. there is a larger chamber. Grp +5. while the south and east walls are made of solid stone. low-light vision. PCs with appropriate skills may make Knowledge skill checks (DC 15)to recognize these as the signs a Goikengu demon has moved into the area. Swim +11.. The demon Goikengu’s presence fouls all food within the monastery. This creature was created by the Goikengu to operate independently in case of trouble. The head of the snake is humanoid. they may be allowed to know simple facts from the monster sheet at the end of this module. fashioned in elaborate patterns of raised textures. peace. B ) 1 2 k Sliding shoji screens make up the north and west walls. but distorted and enlarged so it resembles the gaping mouth and sloping forehead of a viper. and boxes of tallow waiting to be poured into ritual candle molds. obviously a place for meditation. Full Atk +5 melee (ld3+4.. . A bloody tongue lashes out with a horrible hiss.


they nibble gently on the fingers of the PCs if they dip them into the water -very odd behavior for the usually shy koi. he is already aware of the PC’s capacities. His own resolve founders and soon his enemies realize his weakness. strengths and weaknesses -and uses them to his advantage. precisely a t sunset. Tonight. The belt the demon wears is magical. eager to be free.and the children are afraid.The fish cannot communicate. The arch is magnificent. one by one. A rightful master comes from the East to help the burden on this poor village. and appears to be made of large gold and silver scales. the demon comes for another victim . 1 Once the Goikengu is defeated. and contains the essences of the twelve children still trapped in the lake. The koi circle joyfully. because once a week. and taller than the height of three men. When all the children have been transformed.’ they whisper as the sun begins to set. tar-like flesh. The two sand gardens have been disrupted. the PCs must take the belt from the tarry corpse and carry it to the pond. one single voice (the voice of a child) gets louder -and then fainter. During this time. FURTHER ADVENTURES A few of the children were visiting from the domain to the south. If it is dispelled or destroyed. but as cowards and men without honor.’ belt wrapped around its waist. The whispers from the water speak in riddles. 16. the Goikengu stands in the center of the dripping arch. The children are ternfied. When all the children die. the koi swim exceptionally close. and some cry or scream. hanging in the air as sunset begins.but when the ritual was interrupted and the villagers killed Eojin. ‘the belt. the demon becomes tangible for ten minutes.becoming instantly a human child. Therefore. but if the p c s listen long enough they should be able to understand the Eojin. Ivory Shrine In the rear of the gardens is a large ivory arch.BLOODON WHITE PETALS with the Pcs. This overseer tells the legendary tale of Eriador. nothing is visible. 15. they thank the Pcs with cheers and shouts. not as the histories say they did. or answer questions. Seven children have been killed. a great wailing rises from the koi pond as if the children are being physically harmed. Silver scales are for the boys and gold for the girls. and full suits of new silk clothing from their finest looms. twelve remain. a single carp rushes forward and take the scale into its mouth . The prints of very small feet tread alongside the demon’s prints -as if a child were being pulled from somewhere near the temple back toward the rear of the gardens. he performs the ritual and slaughters another child. Each scale must be dipped into the water. The Goikengu already knows the Pcs are there. Sand Gardens The sand gardens are quite ordinary. and exploit it to their own ends (see the adventure “Unspoken Shame”). the demon will be free and fully able to manifest in this world. The children’s voices are frightened. It wears no clothing. The Pcs are then treated to the best meal Kinuji Mura can offer. molding itself into the semblance of a horrific. but has a shining . telling of darkness and pain. Eojin hoped the demon would reward him with immortality and power . claws bared. where Lord Jingoro rules. The belt shines brightly against the creature’s dripping. AT SUNSET At first. many running ahead into Kinuji Mura to meet with their grieving parents. large enough for five men to walk side by side beneath it. It drips in this fashion slowly. ‘The belt. except for the prints described above. as payment and tribute to the great deeds of the PCs. and may be freed from the leather strapping of the belt with a little effort. their careful patterns disturbed by the tread of heavy. Eriador the Paladin (see the adventure “Tombof the Overseers”). the Golkengu demon was stuck in a half-here. For each. Then. and has his own need of adventurers.. As a koi gets closer to a PC listening to the water. fashioned with two strong pillars of ivory and gold holding aloft the curved tusks of two ancient elephants. It pours from the two crossed tusks at the top of the torii arch. If the belt is damaged. clawed feet. The scales are attached to the belt by small hooks to keep them in place. . the magistrate. a shimmering darkness erupts like black tar from the center of the topmost arch. gave these children as a gift the Goikengu. He’s been watching them the entire time. from the half-ream where he is stuck until the rituals to free him are complete. dripping down like a gelatinous waterfall and congealing upon the ground. horned demon with terrible claws. and knows everything they have said or done within the temple grounds. but he brings his own grave news. He charges the PCs with the task of venturing into the heart of the now monster-infested Mountain of h d u i n to call back the people’s great hero. half-there state of existence between the physical and demonic realms. as the koi moves away. Nightmares plague him of his ancestors meeting their ends. When the sun vanishes completely from the horizon. the children die.

UNSPOKEN SHAME faced treason. Akodo Shindoku. aspired to heroism in life. . the daimyo calls upon his most loyal sewants to aid him in uncovenng the mystenes of his ancestors. His bitterness festered. spints have stood besid Until now. and more hateful towards them. and exploit it to their own ends. not as the histones say they did. Shindoku’s survivors quickly forgot both his honor and his shame. Nightmares plague Lord jingoro . As an ancestor spirit. contain the OGL material necessary to “fake it. This spirit..” Lord Akodo Jingoro is the PCs’ lord and one of the empire’s most celebrated heroes in recent memory. so favored by his descendents. Unusually gifted with keen insight into his ancestors’ spirits. with many of the more noble spirits. and undoing their most trapc mistake. particularly with regards to piety. his resolvefounders. Jingoro swore to stand beside them after he died. shindoku found the tales of the others were scarcely more than halftruths themselves. exemplifying bushido in his every gesture. Soon his enemies recognizehis weakness. As he watches each of his idols topple. famine. the daimyo’s enemies have conspired with an ancestor spirit who feels himself slighted by the daimyo’s lack of affection.being every bit as corrupt as he. relegating him to a small shrine in Jingoro’s ancestral hall. but as cowards and men without honor.nightmares oJ his ancestors meeting their ends. He also grew more famdiar with his fellows. His worship consists of little more than token sacrifice and prayer which grew ever more twisted in the spirit world. plagu Never before has Lord Tin have always granted I. As madness dogs his footsteps. only to have his own kin slay him for his dishonor. Now nearing retirement. but lay impotent without a focus..

but allow the PCs the illusion of calm before breaking it. seeking the completion of a half-formed plan to find a dishonored ancestor there before passing out. intent upon ruining him before the daimyo could become yet another honored ancestor. assuredly portents of a gentle day. Matus Izudenki found himself a ronin. He leaves Shindoku’s body while the daimyo sleeps. Though Izudenki found himself disgusted with his master’s practices. but instead fell into a deep depression. see room #I I for the response. In his youth. Late one night. Izudenki’s sake-dimmed mind. the mild temperature. The more honorable characters should quickly round up the others. With flesh a healthy share of hatred at his fingertips. allowed shindoku to take hold. A gentle breeze. the DM may wish to warn the PCs (or. It is a beautiful morning. drunk on sake. Allow the PCs to go about their normal activities and allow them to relax somewhat. Izudenki’s master. h Because this adventure takes place within the home of the PCs’ daimyo. while reminding them of their duties to the daimyo. and the slightest hint of freshly cut bamboo fill the air. Characters who damage furniture or cast area-effect damage spells incur severe displeasure from their daimyo. the PCs with honorable characters) they are charged with protecting the daimyo’s estate as well as the daimyo’s person. and with his lords death. combined with his hateful heart. It is this action that w i l l lead to his undoing.UNSPOKEN SHAME Then came Matsu Izudenki. honor forced him to serve regardless. Akodo Jingoro earned his reputation by overthrowing a corrupt lord. at the very least. . Izudenki swore to avenge his lords death before committing seppuku. read on: If the party stops a servant and asks about the morning’s events. Izudenki stole into the hall of ancestors. When the players are ready to continue. while Shindoku himself lay forgotten and neglected. and haunts his descendant’s dreams by telling him the full truth of the other spirits. shindoku turned his power upon the daimyo.

Scroll 1
This scroll describes the life of Akodo Yuuki, the founder of this particular branch of the Akodo family, and who once uncovered a conspiracy of monks who sought to overthrow the Emperor. This scroll, however, suggests that Yuuki was himself an agent of those monks, and betrayed them when he realized that they had no intention of allowing him to survive the plot.

Scroll 2
This scroll is ragged and charred. Evidently a fragment of a much larger document, it tells of a modest courtier, Kitsu Yasashisa, and how she blackmailed one of the Emperor’sfinest magistrates into marrying her.

Scroll 3
This is a document almost torn in two and bearing the personal mon of Jingoro’s great uncle, Akodo Jun. While Jun was personally responsible for the extermination of several bandit gangs, the note nevertheless demands that the recipient offer up payment, or his or her gang is next. This specific document is a crass forgery -Jun was far too crafty to leave evidence of his wrongdoing, and anyone may roll Knowledge (history or nobility) a t DC 18 to realize this. If they succeed by 5 or more, they also know that Jun retired to a monastic life early over a scandal. Izudenki (possessed by Shindoku) slipped this into the other scrolls to further torment the daimyo, but though the note itself is a lie, its suggestions as to Tun’s character are not.

Lady Suko does not allow the PCs entrance until they mention the possibility of an akumu to her, at which point progress to the Finale.

2. The Study

A Search or Spot check (DC 20) reveals the slightest trace of blood about the room less than a day old. PCs may jump to the reasonable conclusion someone
has ransacked these quarters. This is not the case. Lord Jingoro, in a fit of depression, left his study before cleaning up after himself. Allow the PCs to pursue this course. Several of the newest servants are, in fact, spies, and the PCs may uncover their purpose before they do any lasting harm. If the pcs investigate the scrolls, allow them to find each one, after 15 minutes of searching. These are the most prominently displayedancestors at the shrine (room #4). Each of these scrolls contains enough information to disgrace the daimyo and the spies will seek out the documents if the PCs tell anyone other than the daimyo, Suko, or Izudenki of the scrolls’contents. The pcs may continue to search the scrolls, but below are the only ones not sealed. Make a note of who keeps these documents -the spies attempt to pilfer the papers from their present keepers.

Scroll 4
This paper contains a hastily drawn script, with several sloppy kanji and spilled ink in one corner. It is a confession describing his ties to several others in the family, each a prominent member of a blood cult. The author then goes on to beg the Emperor’s forgiveness, and for permission to commit seppuku. It is signed in similarly atrocious calligraphy as Matsu Goro, Lord Jingoro’s great maternal grandfather.

Scroll 5
This note is dated nearly eighty years ago, apparently as part of a personal log. The author describes winning a great battle after receiving orders to surrender; the writer makes reference to burning the notice and slaying the messenger.”A Knowledge (history) check (DC 22) reveals similar events transpiring in the life of Jingoro’s father.

Scroll 6 This parchment bears a date just over two hundred years old, and recounts of the writer, Akodo Naitomen, witnessing his own brother hiring an assassin. Naitomen then describes the horror he felt as he drew his blade against Akodo Shindoku, and the shame that burned within him as he told their father what had happened. A Knowledge (history) check (DC 15) reveals Naitomen was a minor functionary, but Shindoku was a noted diplomat between clans.

&Guards, Human Lion Fighter 4 CR 4; Medium humanoid; H D 4d10; hp 30; lnit +4; Spd 20 ft.; AC 17, touch 10, flatfooted 17; Atks +6 melee (1 d10, katana); Full Atk +6 melee (ld10, katana); SA -; SQ -; AL LN; SV Fort +4, Ref +4, Will +l; Str 13, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Climb +2, J u m p +2, Listen +3, Ride +2, Search +3, Spot +3, Swim +2; Alertness, Blind-Fight, Dodge, Improved Initiative. Possessions: Great Armor, katana,wakizashi, masterwork tanto, masterwork tessen, yumi (short bow), 50 arrows.

4. Shrine
Outside is a large, freestanding building - [the daimyo’s] hall of ancestors. Within lie the remains of his most prestigious forebears. If the PCs have already looked over the documents from room #2, they quickly find the shrines to each ancestor here. Of especial note is that, despite Naitomen’s relatively low status within the family, his shrine is much larger and more tended than nearby Shindoku’s.A Search check (DC 20) reveals someone has recently disturbed Shindoku’s shrine, spilling some of its funerary ashes.

3. Guardposts
Guardposts are set aside for visiting family of Lord Jingoro’s six guards now stand watch here. They bow. If asked about the daimyo’s condition, the guards respond.

5 . Trophy Room

If asked about suspiciouspersons in the area or about the
blood in room #2, they respond:

Jingoro’s new hires is missing. The rest of the servants have had to work all the harder for his absence.

The “servant”in question is Izudenki, who was placing the forged document among the others when the spies came upon him. He managed to wound three before they fled, but was hurt in the process. He quietly cleaned up his blood, and fled for the secret chamber (room #13) before collapsing. Shindoku is deathly afraid Izudenki will die before Jingoro does, which would slay Shindoku as well. This is why he left hints in room #12. He hopes someone will discover Izudenki, and tend to him. If the PCs mention any of the documents from room #2, the guards strongly suggest the PCs remain quiet about the whole affair, lest unsavory ears get wind of the daimyo’s impure lineage. Unfortunately, they say this within earshot of one of the spies. Every time the PCs enter or leave a room, roll Id8 and subtract the number of spies caught. If the result is less than five, a “servant” attempts to pick one of the Pc’s pockets. See room #9 for details.

This is the room where the daimyo entertained his closest friends -to the south is where he met others. Within lies his most cherished possessions-key items of many of his ancestors’lives, such as armor, daisho, mempo, writings, and such. Shindoku has an artifact present - his masterwork yumi. While it, like all the other items here, is trapped (see below), it was a prized possession of Shindoku’s while he was alive. Interfering with it, or destroying it, brings it forth to attack.
&Alarm Trap: CR 1; no attack roll necessary (sounds an alarm if the associated object moves); Search (DC 15); Disable Device (DC 10).

6. Meeting Chamber
This is where Lord Jingoro met most of his guests, particularly to negotiate treaties or similar types of agreements. A lowered table figures in the center of the room. There is nothing of consequence here, but a Spot check (DC 25) or Knowledge (architecture) check (DC I O ) reveals this room is significantly larger than room #12 (assuming the PCS have been there), despite the doors being directly across the garden from each other.

7. Kitchen
A blast of steam welcomes you to the kitchen, and the servants scurry about. Nearby are the servants’ chambers.

If the PCs have already confronted the other spies in room #9, the remaining conspirator uses the confusion in the room to attack the PCs. All Hide and Move Silently checks in the kitchen get a +3 situational bonus, due to the persistent sounds of cooking and the associated steam. If the PCs question the servants, the peasants immediately drop to their knees and do not speak unless spoken to. If the PCs ask about the daimyo’s condition, the peasants respond: Otherwise, they react as do the servants in room #7; they, too, are investigating the daimyo’s madness, but for their own master’s purposes.
ASpy, Human Rogue 7: CR 7; Medium humanoid; H D 7d6; h p 24 (10, 11, 12); lnit +6; Spd 30 ft.; AC 17, touch 12, flatfooted 17; Atks +8 melee (ld6+1, + 7 ninja-to); Full Atk +8 melee (ld6+1, + 7 ninja-to);AL NE; SV Fort +2, Ref +5, Will +2; Str 11, Dex 15, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Bluff +4, Disable Device +4, Disguise +6, Escape Artist +4, Forgery +2, Gather information +6, Hide +6, Innuendo +3, Listen +5, Move Silently +7, Open Lock +4, Pick Pocket + 8, Read Lips +7, Search +5, Sense Motive +2, Spot +5, Swim +2; Alertness, Blind-Fight, Dodge, Weapon

Finesse (ninja-to). are certain this will not deter him from future glory. W e offer him our own numble protections in prayers.
Possessions: +2 ashigaru armor, + I ninja-to, 10 shuriken, 2 vials of night milk poison.

If the PCs ask about banishments, or the cause of the nightmares, the servants respond: Oni cause nightmares among the righteous, in retaliation for their good deeds. Every morning, we have chased away a demon of black smoke from Jingoro-sama’sroom. If the PCs ask the servants about the documents, the servants beg forgivenessand promise not to tell anyone of the daimyo’s ancestors. If the PCs ask about the missing servant (Izudenki), the servants respond:

Three of the spies in this room are already wounded, having only IO to 12 hp each. Their bandages are plainly visible, and if asked about them, they attack. Unless the PCs make a great deal of noise, the guards do not hear the fight over the racket in the kitchen. The spies in this room fight until at least two of them have died. The others surrender, and offer up that another servant, Izudenki, was prowling in the study. After their arrest, they escape and flee with any proof of the daimyo’s madness or dishonorable ancestry.

10. Storeroom

kitchens to the north - large crates o f spices, rice, and vegetables.

If the PCs ask about suspicious persons, the spy attacks (see room #9). This solitary spy attacks until he has slain all the PCs, or until he takes damage, after which he flees.

If the spies have stolen any of the documents from #2, they have hidden the papers here. A Search check (DC 20) reveals them tucked away inside an empty crate.

11. Servants’ Quarters

8. Garden
Lord Jingoro’s garden was once his quietest accomplishment, a flowing source of greenery, which he personally maintained. Already, however, its natural tendencies have rebelled against his ministrations, overcoming the pruning he has since neglected. A Search check (DC 15) reveals a trail of blood along the garden floor, leading fromroom #2 to room #12. Any fight occurring here quickly draws the attention of the nearby guard.

knees before you.

The servants here act like those in #7 and #9, but there are no spies here. In addition, if asked about the demon haunting the daimyo, they acknowledge they chased it to the spare room to the south, but fled when it turned back upon them.

9. Servants’ Quarters
If the PCs have already uncovered the spy in room #7, the spies here have heard the screams of the other servants, and await here in ambush. Unless the PCs approach this room carefully, the spies catch the PCs flat-footed.

12. Spare Room
This is another guest room, reserved for those less favored than the ones adjacent to [the daimyo’s] chambers. As such, it is rarely used.. . but someone has clearly gone

to much trouble within. A trail of blood leads to the southern wall, just below a portrait of [the daimyo’s father] in a dueling stance. A Spot check (DC 25) reveals the portrait’s stance is not entirely accurate; the swordsman is gripping the wrong way with his left hand. If the PCs push on the left side of the portrait, the door opens.

14. Western Gallery
At the entrance to Lord Jingoro’s home is an expansive series of murals decorating the walls. This mural depicts several of his ancestors. Here, too, are several decorative bonsai, and unrolled scrolls of haiku. If the PCS look closely, they find Shindoku - he is the only ancestorwith a bow.The other ancestorsinclude those mentioned in room #2, and several less notable others.

13. Secret Room

IS. Eastern Gallery
This mural displays Lord Jingoro’s most courageous act, the overthrow of a corrupt daimyo, portrayed here as cowering behind more noble protectors. Jingoro cuts down all his foes with ease, but his eyes lock onto his true enemy. The other daimyo in this picture is Izudenki’sdead master. Izudenki has been quietly awaiting his death here. He doesn’t know (nor does he care) that Shindoku is an akumu. He only seeks to rid the world of his foul enemy. If left alone for another hour after the PCs find him, he bleeds to death. He is presently too weak to stand on his own. If the PCs stabilize him, he is still weak (he still suffers from the damage Shindoku has inflicted upon him, even if his physical wounds are gone). He tells the Pcs what he knows as soon as he realizes they are not spies, but servants of the daimyo.

If the P c s await the akumu in room #I, read the following aloud:

If, however, the Pcs summon the akumu by using the bow in room #5, read the following:

outside, and a black smoke oozes into the room from the southeastern corner.

Arrows fired from this bow may strike the akumu as though they were magical. In either case, continue:

the face of a m a n - Shindoku. The spirit hisses, and leaps into your midst.

The PCs may summon the akumu either by meddling with Shindoku’s bow (room #5) or by awaiting it within the daimyo’s chambers (room #I). In either case, progress to the Finale once the PCs are set in their position.

Whether the PCs damage shindoku directly or not, a successful hit causes it great pain. If the PCs are in room #I, Shindoku hurriedly attempts to weave past them, and slay the daimyo. If the daimyo dies, the akumu shrieks in triumph and quickly departs. Over the next few days, weeks and months, it attacks the daimyo’s wife, any children they might have, and finally any remaining family.


They outnumber the PCs two to one (see the adventure “Treachery’sReward). unless disrupted as above. read the following aloud: FURTHER ADVENTURES If the daimyo dies. Izudenki attempts to commit seppuku. SHAME If any of the spies escape (quite possible. and asks the players to uncover the victims of his ancestors’crimes. and only the ancestor spirit of a great warrior destined by fate to spare the innocent can stop him. As the Pc’s finally reach the town. the daimyo’s madness immediately fades. It takes Izudenki five rounds to complete the three cuts. If the spies escape with at least one of the documents. they have no proof which could directly undo Jingoro’s position. especially as Shindoku personally acquires more power. especially if they hear word of Izudenki’s actions. Lord Jingoro tasks the PCs to deliver a message to a village up the coast where he has a good friend who is worried about Jingoro and wishes news of his health. shindoku may possess Izudenki as a free action. but the mere knowledge of the akumu should prove interesting. it takes ld6 weeks minus the number of stolen documents for the spies’ master to mount a case against Jingoro. and he refuses any second for the ritual. If Jingoro surviveswith both body and mind intact. half if he is dead or insane. If the akumu escapes. Unless the spies succeeded in their theft of the daimyo’s documents.UNSPOKEN Once the akumu is present. the daimyo is an honorable man. While disposing of the evidence against him is a simple enough matter.they report to their unknown master all they have seen or heard. Several figures in black masks appear from behind the rocks. the dry snap of a twig echoes in the high rocks to one side of the road. it likely has new akumu in service to it. If the daimyo lives. but Izudenki dies before committing seppuku. . and Shindoku is irrevocably destroyed. the daimyo’s wife may choose not to keep them on as retainers. given a t least one is not in room #9). the problem of his unwholesome lineage remains. Shindoku dispatches these to other family before itself fleeing to stalk other kin. If he succeeds before the daimyo dies. and others will most certainly follow. EPII OGUE If the daimyo survives. he might make good upon their mistakes. The destruction of the akumu. read the following aloud: The PCs learn of an evil tyrant about to wage war upon their territory. LOOSE ENDS Izudenki was most assuredly not the fallen daimyo’s only retainer. could provide even the newly-ronin PCs with a quest. read the following aloud: Depending on the Pcs’ performance. wielding rough-hewn spears. (see the adventure “Tomb of the Overseers”). and Izudenki committed seppuku.

and might enduring over three centuries. Now. Although the final battle with the shadow demon may seem quite difficult for a party of this level. Enador the Paladin.phase out and return to their original location within the mountain if the PCs attempt to leave with any of them before summoning Eriador. DM BACKGROUND This adventure is designed for four to six PCs of levels 3 to 5. It is important to note all items from the temple -the sword. scroll. . chamber to meet with the overseer himself You felt a spark of hope for the people of this land as the overseer told the legendary tale of Enador. wisdom. This is why the monsters have not been able to remove or destroy these items. keys. a blackguard named Intregus plagues the land by sending forth hordes of evil humanoid minion from his keep of Vileguard to oppress the people. he donned his magical shield. He gave you the equipment you would need and charged your party with the task of ventunng into the heart of the now monster-infested Mountain of Anduin to call back the people’s great hero. helm. Although the three pavties sent before you have not returned. several powerful magic items have been placed in the temple to help them accomplish the task. Life is now nearly unbearable for his subjects. and sword and traveled to the Holy Mountain of Anduin to meet his destiny. shield. you wonder if perhaps you acted too hastily. The overseer is forced to pay tribute to the mage to protect his people. Leaving the responsibilities of rulership to his faithful overseer. he would answer a summonsfrom the Mountain of Anduin to come back to vanquish any evil who dared oppress his people. It is now the reign of the third overseer. For years. helm. and so on .TOMB OF THE OVERSEERS 1 1 Nearly 100 years ago. Eriador left the overseerwith this solemnpromise: if there ever arose a time ofgreat need. standing before the defiled mountain. Lord Eriador wrested the lands from the hands of evil and initiated a reign of unsurpassed courage. One day this great man of valor was called onward to continue his battle for freedom and goodness on a higher plane of existence. ndding the land of the mage seemed worth any mk. and you eagerly set out on your quest. I t has been over five years since the mage desecrated the holy mountain by placingfoul creatures in its depths to guard against the possibility of the people seeking help from their nearly forgotten champion.

The entrance to the tomb is carved into the mountain itself. A simple arched stone passageway leads to the altar chamber (area #I). Two gigantic stone warriors over 2 0 ft. tall stand vigil over it. As the Pcs enter each location described below, read or paraphrase the following text.

1. The Altar Chamber

The adventure starts with the PCs just outside the entrance to the Holy Mountain of Anduin, burial place of the previous two overseers. You may choose to make the journey to the mountain as eventful as you like, but the PCs should be close to full strength before venturing into the mountain.

The altar is made of solid stone. If examined by a PC with Search skill (DC IO), a small button is found on the underside of the altar’s top slab. A good-aligned PC pushing the button causes a strong voice to resonate throughout the chamber: “It helps us, it warms us, it gives us sight. It is a symbol of good, but sometimes it bites.” If the party answers out loud: ‘‘Sun,’’ a scroll with the divine spells bless, cure light wounds, and protection from evil appears on the altar. If the button is pushed again, whether or not the riddle is answered, a gold key appears atop the altar.This key can open any door in the mountain temple, as well as the chest of displacement at #13. The webs in corner are the home of five monstrous spiders. This secret door can easily be found if Searched for (DC IS). It is locked, but an Open Lock check (DC 30) can defeat it.
Monstrous Spider, Large: CR 2; Large vermin; H D 4d8+4 (22 hp); lnit +3; Spd 30 ft. , climb 20 ft.;AC 14, touch 12, flat-footed 11; Base Atk +3; Grp +9; Atk +4 melee (ld8+3 plus poison, bite); Full Atk +4 melee (1d8+3 plus poison, bite); Space/Reach 10 ft45 ft.; SA Poison, web; SQ Dark-vision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +5, Ref +4, Str 15, Dex 17, Con 12, Int--, Wis 10, Cha 2. Will +l; Skills and Feats: Climb +11, Hide +3*, Jump +2*, Spot +4* Poison (Ex): Injury, Fortitude DC 13, initial damage l d 6 Str; secondary damage l d 6 Str. The save DC is constitution-based. Web (Ex): A monstrous spider can throw a web eight times per day. This is similar t o an attack with a net but has a maximum range o f 50 ft., with a range increment o f 10 ft., and i s effective against targets u p to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets o f sticky webbing from 5 t o 60 ft. square, depending on the size o f the spider. They usually position these sheets t o snare flying creatures but can also try t o trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check t o notice a web; otherwise they stumble into it and become trapped as

4 6

Eagle scouting territory Gravestone marker o f overseer soldier Hobgoblin patrol (2d4) training with leader



Nixie band (2d3) out seeking their


Owlbear skeleton River bridge where toll was once collected


overseer humans)

though by a successful web attack. Attempts t o escape or burst the webbing gain a +5 bonus i f t h e trapped creature has something to walk on or grab while pulling free. Each 5ft. section has the hit points given on the table, and sheet webs have damage reduction 51-. A monstrous spider can move across i t s own web at its climb speed and can pinpoint the location o f any creature touching its web. Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 ft. in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose t o take 10 on Climb checks, even i f rushed or threatened. 9: Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

4. Wood Golem

wooden statue in the corner. There are two one side of its feet.

glass vials to

T h i s i s n o statue. In fact, it’s a special genre of g o l e m m a d e from wood. As golems go, it i s not as p o t e n t in combat as m a n y of i t s legendary namesakes, a l t h o u g h i t s t i l l significant a threat. I t animates a n d attacks as soon as anyo n e enters t h e r o o m . T h e g o l e m c a n n o t leave t h e r o o m . E a c h of t h e vials contains a m a g i c a l potion. T h e f i r s t i s a p o t i o n of cure moderate wounds. T h e second i s a potion

2. Font Room

of heroism.
#Wood Colern: CR 5; Medium construct; HD 7d10+20; h p 58; lnit -2; Spd 15 ft.; AC 18, touch 8, flat-footed 18; Base Atk +5; Grp +9; Atk +9 melee (2d6+4, slam and thorns); Full Atk +9 melee (2d6+4, two slams and thorns); SA Thorns; SQ Construct traits, immunity t o magic, darkvision 60 ft., damage reduction 1O/metal, damage reduction 1O/slashing, regeneration 1; AL N; SV Fort +2, Ref +0, Will +2; Str 18, Dex 6, Con -, Int -, Wis 11, Cha 2. Skills and Feats: -. Thorns (Ex): At will as a free action, the wood golem may sprout thorns from its body. These thorns deal an additional 1d4 points o f piercing damage with every successful slam attack. A creature that attempts t o grapple the golem takes automatic thorn damage each round the grapple is maintained. lmmunity to Magic (Ex): A wood golem is immune to any spell or spell-like ability that allows spell resistance, except as follows: A warp wood spell or any fire-based magic attack slows the golem (as the slow spell) for 2d6 rounds, no saving throw. An antiplant shell spell holds the golem at bay as a protectionfrom evil keeps outsiders at bay. Regeneration (Su): The wood golem may regenerate 1 hit point per minute as long as it is in direct contact with a living tree. The golem cannot be healed any other way including use o f the Craft Construct feat. (Wood Golem from Creature Collection Revised White Wolf Publishing, Inc.)

marble font filled with crystal clear water. There are n o identifying marks o n the font.

T h e font i s magical a n d contains h o l y water. There are six flasks w o r t h of water in t h e font. Regular water placed here automatically becomes h o l y water i n 24 hours. T h e font emanates g o o d a n d cannot b e removed from t h e r o o m (although h o l y water, once created, c a n b e taken f r o m t h e r o o m as usual). T h e monsters d e s t i n g t h e temple avoid this room, as attempts t o destroy t h e font have failed.

3. Skeletons

T h r e e skeletons i m m e d i a t e l y attack t h e PCs w h e n t h e y o p e n t h i s door. T h e skeletons fight until o n e side o r t h e o t h e r i s destroyed or t h e PCs are run off. Because t h e helm e t s created them, t h e skeletons c a n n o t flee if turned. T h e helmets have h a d t h e necromantic amor spell placed

0 2003

5. Memorial to the Overseers

on t h e m (see A p p e n d i x A). T h e skeletons i m m e d i a t e l y attack anyone within 30 ft. of t h e helmets. A n y o n e outside this range p o s i n g no threat i s not followed. Those outside t h e range u s i n g ranged attacks are perused relentlessly.
*Human Warrior Skeleton: CR ’A;Medium Undead; H D l d 1 2 (10, 8, 6 hp); lnit +5; Spd 30 ft.; AC 15, touch 11, Atk +1 melee, (ld8/19flat-footed 14; Base Atk +O; Grp +l; 20, longsword) or +1 melee (ld4+1, claw); SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity t o cold, undead traits; AL NE; SV Fort +0, Ref+l, Will +2; Str 13, Dex 13, Con -, Int--, Wis 10, Cha 1. Skills and Feats: Improved Initiative.

The shadows cast by the two larger statues are quite sharp and black. If PCs are looking for trouble they may notice this with a Spot check (DC 20). There are three shadows in this room. They wait until the PCs are close enough to make a surprise attack. Between the two statues of the overseers is a concealed door which can be found with a Search check (DC I S ) which leads to the tomb of the overseers (area #6).
*Shadow: CR 3; Medium undead (incorporeal); H D 3d12 (22, 18, 17 hp); lnit +2; Spd Fly 40 ft. (good); AC 13, touch 13, flat-footed 11; Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee ( l d 6 Str, incorporeal touch); SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13. Skills and feats: Hide +84, Listen +7, Search +4, Spot +7 ; Alertness, Dodge. Strength Damage (Su):The touch o f a shadow deals l d 6 points o f Strength damage t o a living foe. A creature reduced t o Strength 0 by a shadow dies. This is a negative energy effect. Create Spawn (Su): Any humanoid reduced t o Strength 0 by a shadow becomes a shadow under the control o f its killer within l d 4 rounds. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas o f shadowy illumination. I n brightly lit areas, i t takes a -4 penalty on Hide checks.

If the PCs enter this room in any way other than through the concealed door with the gold key, it takes careful negotiation to gain the naga’s good faith. Once the PCs have the naga’s good will and take the time to explain their quest, the guardian allows them to pass through freely. He also offers any help he can provide. He is unfortunately bound to stay in this room, but he is willing to use his spells to aid the party in any way possible. If the PCs attack the guardian of this good temple, they should get what they deserve.
*Guardian Naga: CR 10; Large aberration; H D 11d8+44 (93 hp); lnit +2; Spd 40 ft.; AC 18, touch 11, flat-footed 16; Base Atk +8; Grp +17; Atk +12 melee (2d6+7 plus poison, bite) or +9 ranged touch (poison spit); Full Atk +12 melee (2d6+7 plus poison, bite) or +9 ranged touch (poison, spit); SA Poison, spit, spells; SQ Darkvision 60 ft.; AL LG; SV Fort +7, Ref +7, Will +11; Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18. Skills and Feats: Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13; Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes. Poison (Ex): Injury or contact, Fortitude DC 19, initial and secondary damage ldlO Con. The save DC is Constitutionbased. Spit (Ex): A guardian naga can spit its venom up t o 30 ft. as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) t o avoid the effect. Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/5; save DC 14 + spell level): O--cure minor wounds, daze, detect magic, light, mage hand, openlclose, ray offrost, read magic; 1st--cure light wounds, divinefavor, expeditious retreat, mage armor, magic missile; 2nd-detect thoughts, lesser restoration, see invisibility, scorching ray; 3rd-cure serious wounds, dispel magic, lightning bolt; 4th-divine power, greater invisibility.

6. Tomb o f the Overseers

Both sets of doors are locked (Open Lock, DC 25), and the ornate tombs are each protected by a glyph ofwarding trap.)
HStrong wooden door: 2 inch, 5 hardness, 20 hp, lock (DC 25), Break DC 23.

&Glyph ofwarding (Blast): CR 4; spell; spell trigger; n o reset; spell effect (glyph o f warding [blast], 10th-level cleric, 4d8 fire. DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28: Diiable Devke DC-28. ’

7. Brown Mold
At the end o f t h i s corridor, a natural cavern begins. The air grows colder as you move deeper into the tomb.

There is a guardian nags here who greets O r attacks the PCs, depending on which door they enter through. If the PCs enter through the concealed door using the gold key from the altar room, the naga greets them in a friendly manner, believing them to be emissaries from the overseer. If the PCs enter though the concealed door but do not have the key, the naga issues the warning below without first using its spit attack. If the PCs enter through the blocked corridor, the naga uses its spit attack first and then issues the challenge:

In this area, brown mold covers the walls, floor, and roof. As the Pcs approach, they should notice the temperature decreasing well before they get too close to the mold. Pcs coming within s fi. of the mold suffer 3d6 nonlethal cold damage. Fire brought within 5 ft. of the mold causes it to immediately double in size, extinguishing the fire in the process. cold damage destroys the mold instantly.


9. The Creeper‘s Home

The PCs must find a way past the brown mold or return to the altar chamber (area # ) I and find the secret door there. If the PCs spend more than 20 minutes trying to figure out a way past the brown mold, the yellow musk zombie (area #8) walks past the mold (he is unaffected by the cold) and attacks the PCs as stated in “The Zombie’s Post” (area #8). This time, however, his attack may be even more deadly, since he carries any victim back through the area affected by the brown mold.

The plant has three beautiful, large flowers resting on a bed of vines and leaves.

8. The Zombie’s Post

with pale-yellow skin and blank, glazed eyes. He wears tattered chainmail.

When the yellow musk zombie comes with 20 ft. of the PCs, they notice it appears to have vegetable matter (vines, leaves, and buds) tangled in its hair. It slowly approaches the party, and when it gets within 15 ft., it rushes forward and attacks the smallest PC. If both of the zombie’s attacks hit the same PC, it has grabbed its victim by the throat. In this case, the victim suffocates. The zombie then tries to carry the victim to the creeper’s home (area #9).This slows him to half his movement rate. The zombie ignores all attacks upon himself once it has grabbed someone. It takes him 2-4 rounds to reach the creeper. If the zombie reaches the yellow musk creeper with a victim, he hurls the PC into the plant. The zombie is a hapless member of one of the parties sent into the tomb never to return. Note this “zombie”is not an undead, but a living victim of the creeper. If the blue creeper controlling him is killed, he can be restored to health by a neutralize poison spell, followed by heal and four weeks of bedrest.
JYellow Musk Zombie: CR 1; Medium plant; H D 2d10+4; hp 20; lnit -1; Spd 20 ft.; AC 16, touch 9, flat-footed 16; Base Atk +l; Crp +4; Atk +4 melee (ld8+3/19-20, longsword) or +4 melee (ld6+3, slam); Full Atk +4 melee (ld8+3/19-20, longsword) or +4 melee (ld6+3, slam); SA-; SQ Plant traits, link to creator, sprout new creeper; AL N; SV Fort +3, Ref-1, Will -3; Str 16, Dex 8, Con 14, Int 4, Wis 4, Cha 1. Skills and feats: -. Link t o Creator (Ex): A yellow musk zombie is linked to the yellow musk creeper that created it and can never move more than 200 ft. from it. Sprout new Creeper (Ex): After about 2 months of service to a yellow musk creeper, the yellow musk zombie wanders up to 1 mile away from its creator and dies. Where it falls, new yellow musk seedlings sprout from its head and the corpse, take root, and within one hour, a new fully grown yellow musk creeper blossoms.
(Yellow Musk Zombie from the Tome o f Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Creene, based on original material by Albie Fiore.)

When the PCs enter this room, a yellow musk zombie moves to attack them. He is identical to the zombie at #8. If both of its attacks hit the same PC, the zombie throws his victim into the yellow musk creeper its next action. A yellow musk creeper controls the two zombies and is looking to create more. If the PCs attempt to pass through or around the plant by using torches or fire to keep the roots at bay, the roots try to attack one in four Pcs anyway. After killing the yellow musk creeper, ifthe PCs Search it (DC lo), they find a + dagger I named “Trollnail”.
@Yellow Musk Zombie: CR 1; Medium plant; H D 2d10+4; hp 20; lnit -1; Spd 20 ft.; AC 16, touch 9, flat-footed 16; Base Atk +1; Crp +4; Atk +4 melee (ld8+3/19-20, longsword) or +4 melee (ld6+3, slam); Full Atk +4 melee (ld8+3/19-20, longsword) or +4 melee (ld6+3, slam); SA-; SQ Plant traits, link to creator, sprout new creeper; AL N; SV Fort +3, Ref -1, Will -3; Str 16, Dex 8, Con 14, Int 4, Wis 4, Cha 1. Skills and Feats: -. Link to Creator (Ex): A yellow musk zombie is linked to the yellow musk creeper that created it and can never move more than 200 ft. from it. Sprout new Creeper (Ex): After about 2 months o f service to a yellow musk A;, creeper, the yellow musk zombie I * . , a. wanders up to 1 mile away from its . c. , . . ... creator and dies. Where it falls, new .. . . yellow musk seedlings sprout from its , __ ! ; : , ;e, ’ j . 2,



head and the corpse, take root, and within one hour, a new fully grown yellow musk creeper blossoms.


I .

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... *\’. ’ . ., >., I

1 - . .

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u t

IO. Empty Room

The secret door located here behind one of the tapestries can be discovered with a Search check (DC 20) and bypassed with an Open Lock check (DC 25).
&Yellow Musk Creeper: CR 2; Large plant; H D 3d8+9; hp 22; lnit +O; Spd 0 ft.; AC 13, touch 9, flat-footed 13; Base Atk +l; Crp +17; Atk +6 melee (grapple, slam) or +2 ranged (pollen spray); Full Atk +6 melee (grapple, slam) and +2 ranged (pollen spray); SA Pollen spray, improved grab, intelligence drain, create yellow musk zombie; SQ Blindsight, plant traits, main root; AL N; SV Fort +6, Ref +0, Will +l; Str 20, Dex -, Con 17, Int 3, Wis 11, Cha 9. Skills and Feats: -. Blindsight (Ex): The yellow musk creeper has no optical organs but can ascertain all foes within 30 ft. using sound, scent, and vibration. Pollen Spray (Ex): An opponent hit by the spray must succeed at a Fortitude save (DC 14) or act as i f affected by charm monster. Charmed creatures move at their normal speed into the awaiting vines o f the yellow musk creeper. Improved Crab (Ex): To use this ability, the yellow musk creeper must hit a Huge or smaller creature with its slam attack. If it gets a hold, it attaches its roots t o the opponent’s head. The yellow musk creeper has a grapple bonus o f +11. After a successful grab, the yellow musk creeper can attempt to attach its remaining roots with a single grapple check. A single attack against a root causes it to release, but after 1 full round there will be so many tiny roots attached t o the target, that the Intelligence drain cannot be prevented is this manner. Intelligence Drain (Ex): A creature held by a root takes l d 4 points of temporary Intelligence damage each round the hold is maintained. Main Root (Ex): The actual roots o f the yellow musk creeper lie under the surface o f the soil and dirt where it grows. Through the flowers, bulbs, and attaching roots can be destroyed, so long as the main root exists, the yellow musk creeper eventually heals all damage dealt t o it. The hit points in the statistic block represent the main root. Only by destroying the main root can a yellow musk creeper truly be slain. Create Yellow Musk Zombie (Su):A victim reduced t o Intelligence 0 dies instantly; a victim reduced t o Intelligence 1 or 2 becomes a yellow musk zombie in 1d2 hours under the creeper’s control. I f the yellow musk creeper is slain before the yellow musk zombie rises, the transformation can be prevented by the casting o f neutralize poison followed by heal or restoration.
(Yellow Musk Creeper from the Tome o f Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Creene, based on original material by Albie Fiore.)

11. Shield Room

A necrophidius, or “death worm,” attacks the PCs as soon as they enter the room. It looks like a long, splked spine topped by a fanged, human skull. It moves like a monstrous snake. Although comprised of bone, the necrophidius is actually a construct, not an undead, and so it cannot be turned. If PCs Search closely (DC 20), they note the following. There are small pebbles and rocks on the floor below the shield. The alcove walls to the left and right of the shield have deep gouges in them, from about 2.5 ft. to 5.5 ft. off the floor. d t h e pressure on the wires holding the shield decreases by more than a pound or increases by 5 pounds, the front portions of the walls of the alcove slam together with tremendousforce, leavingjust enough room for the shield to remain untouched.The walls then immediately spring back into position. The pcs have to find a way to cut the wires or l i f t the shield off of them without entering the alcove.
&Crushing Wall: CR 5; mechanical; location trigger; automatic reset; walls slam together (4d10, crush); multiple targets (all targets in a 10-ft.-by-104% room); DC 20 Reflex save avoids; onset delay instantaneous; Search DC 22; Disable Device DC 25. Necrophidius: CR 2; Large construct; H D 2d10; h p 16; lnit +3; Spd 30 ft. (can’t run); AC 18, touch 12, flat-footed 15; Base Atk +2; Crp +2; Atk +2 melee (Id8 plus paralysis, bite); Full Atk +2 melee ( l d 8 plus paralysis, bite); SA Dance o f death, paralysis; SQ Construct traits, damage reduction lO/piercing, damage reduction lO/slashing; AL N; SV Fort +0, Ref +3, Will +O; Str 10, Dex 17, Con -, Int -, Wis 11, Cha 1. Skills and Feats: Move Silently +11 Dance ofDeath (Ex): O n the first round o f combat, a necrophidius entrances i t s opponents by swaying back and forth. Those within 30 ft. viewing the dancing snake must succeed at a Will save (DC 11) or be unable t o take

Crp +14. AL CE.. Listen +7. #Minotaur: CR 4. Wis 10. t h e y m a y n o t i c e (Spot. Skills and Feats: Intimidate +2. and enables them t o track enemies. Spd 30 ft. in fact. I t is.) 12. In addition t o the normal benefits and hazards of a charge. Power Attack. Track . AC 14. lowering its head t o bring its mighty horns into play.. t r a n s f o r m i n g into a r e a l minotaur. gore). flat-footed (see text). or anyone p r o t e c t i n g him. i t reverts to full hit points. Fortitude save (DC 11) or paralyzed for l d 6 minutes. Paralysis (Su): Bite. Ref+5. Opponents gain a +4 bonus t o their attack roll when attacking an entranced victim. This gives them immunity t o maze spells. T h e beast attacks any PC h o l d i n g t h e sword. E a c h t i m e t h e m i n o t a u r animates. Victims are not helpless. greataxe) or +9 melee (ld8+4. Spot. Further.THE TOMBOF OVERSEERS Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent. or t h e o f f e n d i n g P C leaves t h e r o o m w i t h o u t t h e blade. lnit +O. T h e n it r e t u r n s to i t s place in t h e room a n d o n c e again b e c o m e a statue. Dex 10. Author Scott Creene. SA Powerful charge 4d6+6. Copyright 2002. / l O ft. Sword Room 13. Will +5. If a P C touches or moves t h e sword. Spot +7. Int 7. and a metal chime hangs by a rope f r o m the ceiling. they possess innate cunning and logical ability. Skills: Minotaurs have a +4 racial bonus on Search. any action for 2d4 rounds. HD 6d8+12 (39 hp). greataxe) and +4 melee (ld8+2. Large monstrous humanoid. natural cunning. DC IO) t h e m i n o t a u r statue’s eyes f o l l o w them. The save DC i s Charisma-based. touch 9. this allows the beast t o make a single gore attack with a +9 attack bonus that deals 4d6+6 points o f damage. and the charm is broken if they are attacked. If t h e PCs a t t e m p t to h a r m t h e statue in a n y way. scent. If t h e s w o r d i s dropped. Full Atk +9/+4 melee (3d6+6/x3.. and Listen checks. Con 15. If t h e PCs bind t h e statue b e f o r e t h e y take t h e s w o r d t h e m i n o t a u r first attempts t o break h i s b o n d s a n d t h e n comes after t h e PCs once h e i s loose. The save is Charisma-based. t h e m i n o t a u r animates to p r o t e c t i t s e l f T h e PCs c a n stop t h e m i n o t a u r f r o m a n i m a t i n g by blindfolding it or blind- ing i t in some w a y before t h e y take t h e sword.A p p e n d i x A). Necromancer Games. Great Fortitude. they are never caught flat-footed. Helmet Room with a glass window in its front sits o n the floor. SV Fort +6. Search +2.. t h e statue i n s t a n t l y springs t o life. t h e m i n o t a u r p i c k s up t h e s w o r d a n d places it b a c k o n t h e pedestal. SQ Darkvision 60 ft. a sun blade (see N e w M a g i c . based on original material by Simon Tilbrook. Space/Reach 10 f t . Base Atk +6. Inc. Natural Cunning (Ex): Although minotaurs are not especially intelligent. Cha 8. Atk +9 melee (3d6+6/x3. prevents them from ever becoming lost. Entranced victims also lose their Dexterity bonus t o AC. (Necrophidius from the Tome o f Horrors. W h e n t h e PCs enter t h e room. T h e s w o r d i s a replica o f Eriador’s S w o r d o f Might. Str 19. gore).

J u m p +9. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. +2 turn resistance. CL 9th.bite. SV Fort +1. The demon is the final guardian placed here by the mage. Cost 12.000 gp. 15. Even elves can be affected by this paralysis. the skulls speak: I “Lowly is the true path. and when opened. Climb +9. Medium undead. The save DC is Charisma-based. and he ambushes them as they come in the door. A delay poison or neutralize poison spell removes the effect from a sickened creature. hp 45. DC 25) when the PCs arrive.” At the top of the ladder in the well is a secret door (Search. owl’s wisdom. Spot +8. by eft. Spd 30t. it uses its cause fear spell in an attempt to scare the PCs off. Ref +4. Fortitude DC 15. Well of Humility If an offering of value such as gold or gems is thrown into the well. Craft Magic Arms and Armor. the helm reappears in the box and can be found there when the box is opened again. YChast: CR 3. Skills and Feats: Balance +7. a e f t . On the helm. prayer. stench. 14. Con -. 2 claws). damage l d 3 Con and ld3 Dex. SQ Darkvision 60 ft. If the PCs pulled the rope (area #14). hatch over a tunnel of the same height and width. incubation period 1 day. lnit +3. Toughness. Unless the PCs have found and are using the replica magic items from the other areas of the temple. Ghoul Fever (Ex): Disease . they hear a distant bell chime softly. Multiattack. +3 melee (1d4+1 + paralysis. Should the PCs pull the rope. Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. AC 17. Hide +8. If a cleric or paladin dons the helm. he immediately gains the use of another first-level spell of his choice. Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for ld4+1 rounds. they will not stand much of a chance against the shadow demon. DC 20) in the floor. Int 13. If the PCs manage to gather the valuable bits in the bottom of the well. 16. wielding a huge. If things start to go badly. DC 20). the creature simply attacks. Base Atk +2/+5. and he who wishes to walk it must first crawl. incubation period 1 day. touch 12. Move Silently +8. Shadow Demon pervades the chamber and there is a distinctively uneasy feeling about the room. Otherwise. Ghoul Fever (Su): Disease . . they come up with a total of 48 gp and a handful of gems worth a total of 250 gp.bite. and creatures resistant to poison receive their normal bonus on their saving throws. undead traits. Dex 17. is found to be empty If the gold key from #I is used on the unlocked. AL CE.where it comes up through a concealed hatch (Search. they see a shining silver helm. The Helm of Wisdom: This magic item gives the wearer +3 deflection bonus to armor class and +2 enhancement bonus to Wisdom when worn. Str 17. Full Atk +5 melee (1d8+3 + paralysis. This is a ghast. Market Price: 25. It first uses its darkness spell to gain an advantage over the Pcs. bite). glowing dagger and wearing a battered helm dwells here. If the PCs look through the glass front. and the ghast (area 13) is alerted to their presence.. The box is unlocked. SA Ghoul fever. Wait for a player to begin speaking. The monster holds aloft a magical rod as it confronts the Pcs when they open the door. and then interrupt them with a frightening howl! A shadow demon attacks the PCs at the entrance to the room. must succeed on a DC 15 Fortitude save or be sickened for ld6+4 minutes. and he knows if the PCs have survived this far they are not to be dealt with lightly. Creatures with immunity to poison are unaffected. there’s a shining blue gemstone approximately 2 inches in diameter. shield of faith. flat-footed 14. The Bell Room This room appears empty except for a rope leading up through a small hole in the ceiling.250XP. Living creatures within 10 ft.TOMBOF THE OVERSEERS A skeletal creature with glowing red eye-sockets. The tunnel leads into the pedestal room (Room #17). H D 4d12+3. Cha 16. The save DC is Charisma-based. paralysis. the ghast is expecting them. The save DC is Charisma-based.500gp + 1. Strong abjuration. Wis 14. Fortitude DC 15. The save DC is Charisma-based. He is hiding (Spot. closed box. damage ld3 Con and l d 3 Dex. Will +6.


Int 14. he rewards the party with 10. Eriador requests the pcs visit the local church. . incorporeal traits. a stuff of healing with 17 charges. Incorporeal. The target can resist the attack with a successful Will save (DC 16). Second item: The image of the door is now more detailed and three dimensional. A creature that successfully saves is immune to that shadow demon’s malevolence for one day. sunlight powerlessness. The Sword of Might and the Helm of Wisdom are placed on the statue in the correct locations read the following. Wis 13. incorporeal touch) or +4 melee (1 d8. Copyright 2002. If you like. Third item: The door becomes real. AC. malevolence. incorporeal bite). Spell-Like Abilities: 1/day . does not negate this ability.. a daylight spell. a shadow demon can disappear into the shadows. In any event. Spd ft. A shadow demon caught in sunlight cannot attack and can take only one standard action or one move action each round.. The statue is of the paladin Eriador. based on original material by Neville White. a shadow demon can merge its body with a creature on the Material Plane. darkvision 60 ft. lnit +6. _B 18. SQ Shadow blend. 17. Ref+7. a longsword +2 named “Truetalon”.000 gp. incorporeal bite). Pedestal Room EPII OGUE Eriador then accompanies the pcs back to the city where he resumes the throne. Improved Initiative. The replica items disappear. Listen +9. demon traits. the shadow demon’s body banishes into the opponent’s body. incorporeal touch) and +4 melee (1d8. Necromancer Games. Atk +9 melee (ld6. however. As the items are placed on the pedestals the following happens: First item: A translucent. Base Atk +7. (Shadow Demon from the Tome o f Horrors. FURTHER ADVENTURES Once back in the city. Will +6. hp 52.) If the PCs answer honestly. except that is does not require a receptacle. a figurine of wondrous power (onyx dog).. AL CE. Artificial illumination. Search +9. and Eriador the Paladin. now in need of stalwart adventurers to put down an ancient evil recently plaguing the city (see the adventure “CovenantHill”).TOMBOF THE OVERSEERS *Shadow Demon: CR 6. It is not locked. giving it 9/10 concealment. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level). The save DC is charisma-based. holding and wearing the true versions of the replicas placed on the statue. Full Atk +9 melee (ld6. Medium outsider (Chaotic. Author Scott Creene. Shadow Blend (Su): During any conditions other than full daylight. savior of the people. appears standing on the pedestal in place of the statue.darkness and fear. even a light or continualflame spell. G r p +7. your PCs can become involved in his efforts to destroy the blackguard and his minions terrorizing the area. If the attack succeeds. Spot +9. there is a brilliant flash of white light. but not solid. will. If the replicas of the Shield of Courage. This ability is similar to magic jar as cast by a 10th-level sorcerer. Con 17. The Holy Room of Visitation Evil creatures entering this room take ld10+10 points of damage per round until they either die or leave. shield. Blind-Fight. Eriador’s agents have intelligence concerning where to strike against Intrepus first. Word is he seeks a fabled dagger with the power to summon forth a demon to serve him in the war which currently looms on the horizon (see the adventure “Folnar’sDagger”). Skills and Feats: Hide +12. Inc. flat-footed . touch . The blue gemstones in the sword. Sense Motive +8. two-dimensional image of a doorway appears on the wall leading to the holy room of visitation (area #IS). Malevolence (Su): Once per day. H D 7d8+21. and a scroll with five 3rd level arcane spells on it. SA Spell-like abilities. Evil. SV Fort +8. and helm activate the pedestals. Str -. Intimidate +lo. Sunlight Powerlessness (Su): Shadow demons are utterly powerless in natural sunlight (not merely a daylight spell) and fleefrom it. Cha 16. Dex 15.

Their intention for the wick is simply to exact revenge. This is a difficult dungeon adventure with a few tricks and twists. this is difficult and the encounters in this adventure are very hard. Lord Kayne and the Mummy Naga battled before and Kayne lost his only daughter in the fight. He pulls out a pipe and lights it. messenger to Lord and Lady Myridian. at the inn of the Parched Throat. only run the adventure for 8th level Pcs. Lastly. I am Torren Abolean. they must extinguish the flame of the lamp and return the wick to Lord Kayne as requested. find the sapphire lamp. he wants the PCs to kill the Naga. As you sit enthralled. The characters should be well equipped with healing magic and at least one character should have a high strength as several doors need to be forced opened. and if you’re lookingfor some work I have an excellent offerfor you. “Greetings rnercenavy. Only if the PCs reserve their strength can they hope to win. the Bard takes notice of your interest. “As you wish.” 1 1 This adventure is designed for four to six PCs of levels 6 to 8. Next. At least one cleric is recommended for this adventure. If you care. you seek further glory and adventure. the PCs must locate the decanter of endless water. sending ribbons of smoke to the rafters of the inn. but I’ve the feeling this night you’ll simply ask me to escort you into my Lord’s Presence!” He smiles acknowledgingyour grin. however. In all. The wick is a secondary . you find neither. I shall explain further. THE LORD’S WISH Lord Kayne and Kylira Meridian have selected specific adventurers to retrieve the wick of the sapphire lamp.THE TEMPLE OF ETERNAL FLAME Le BY The night is cold and recent adventures have left you without companions. Tonight. Just a bard in an empty taproom composing a sad tune on his harp. Alternately. Here. There are three obstacles. First. Secretly. weaving an intricate story of a lamp that flames eternal. Pictures appear within the strands of smoke.

1. THE GREAT PYRAMID The pyramid has three levels and can be entered by opening the hidden door that is part of the ancient time dais. Neither of them answers any more questions. Stats for Kylira and Kayne are not provided. but is missing the numbers I. Their stats have been omitted to conserve space. When worn this necklace prevents the mirror of opposition (room #IO) from activating. PCs walking into the center of the spinning rings are teleported to the base of the temple. If the PCs insists on fighting Kayne. They consider the quest mercenary.THE TEMPLE OF ETERNAL FLAME task given to the PCs to accomplish. Kayne’s men are well trained and up to 20 guards can be summoned in a few rounds. not ask annoying questions. Once within the PCS need to overcome the many tricks. Where these numbers are missing is a cutout shape like “U”. The Pcs are assembled in Kayne’s hall and tasked to retrieve the wick of the sapphire lamp. to be re-lit for the lost child. remove necklaces from fallen foes. and 12. the “view” creates an archway and reveals an opening into the pyramid. A successful Strength check (DC 25) is required to move the dais. If the dais is turned so the number 12 is in the 6 o’clock position. the guards subdue them and Kylira incapacitates them with powerful spells. If asked where they are to be taken the basic answer is “tothe object of your quest”. but both are powerful sorcerers. These necklaces detect as faint abjuration magic. THE CLAWED NECKLACE A necklace with a small withered hand can be found on several creatures within the pyramid. traps and monsters to find the objects they seek. 11. This dais has numbers around it llke that of a clock. and expect the PCs to do their job as asked. To increase the difficulty of the adventure. Kylira opens a portal to the pyramid where the lamp is held. The Door of Time With little effort the PCs uncover a large round dais that is a part of the east wall of the temple. . A special gravestone was made to hold the wick. Redemption is near.

On the third round of combat any remaining mephits on the southern edge use their summon mephit ability as above. Wounded mephitis fly to the torch sconces where they heal 2 hp per round so long as they touch the flame.six in all. The valve marked ‘B’ opens a concealed. 3. An iron valve wheel marked X turns the timepiece on the outside of the pyramid. This closes the outer door. the fire mephitis on the northern wall summon more mephitis with their special ability. They attack the PCs as soon as they enter the room. A successful Survival check (DC 18) identifies the tracks as human and lizard. Reflections An inscription in the bottom of each mirror reads ‘Vay LOOS’. The lizard type is unknown.sliding door in the floor at the west end of the room. Success or no. Tactics: On the first round of combat. Hall Encounter:These creatures are fire mephitis . After three minutes the mirror fades back to normal. the mephitis act normally in the second round. healing when the PCs heal and talking advantage of PCs separated from the group. the remaining three in the northern end of the room join the fray. in front of the mirror. taking one partial action while the PCs adjust to the light. They flank the PCs whenever possible. They fight to death.THETEMPLE OF ETERNAL FLAME 2. but do not fight stupidly. Once the first mephitis begins combat. . meaning “unlock in draconic. it lights up and shows the outside of the pyramid. When this word is spoken aloud.

flat-footed 15. Move Silently +7. Int 6. a mephit can attempt t o summon another mephit o f the same variety. Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons. It can then attempt t o start a grapple as a free action without provoking an attack o f opportunity. cone. Dex 13. from t h e top down. Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch. This ability is the equivalent o f a 2nd-level spell. Ref +4. Dodge. c a l l i n g f o r r e i n forcements to h a m p e r t h e PCs. Otherwise. Summon Mephit (Sp): Once per day. a l t h o u g h not to t h e death. Spot +11. much as though casting a summon monster spell. llday-heat metal (DC 14). Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. 4. Ref +5. Str 12. AC 5. Full Atk +6 melee (ld6+1/x3 plus l d 6 fire.THE TEMPLEOF ETERNAL FLAME T h e salamanders from r o o m #4 are a l l o w e d a L i s t e n check. a salamander must hit a creature o f up t o one size larger than itself with its tail slap attack. Roll d%: O n a failure. Will +6. Small outsider (extraplanar. t h e rest flee down t h e h a l l w a y c a l l i n g in assistance from r o o m s #6 a n d #7. Disguise +2 (+4 acting). AL N. hardness 6. Cha 13. Crp +1. Salamanders’ metallic weapons also conduct this heat. T h e door has c l a w m a r k s in i t s face. hp 13. touch 12. Listen +6. g e t t i n g i n v o l v e d if t h e y hear combat a n d only if t h e y will m a k e a difference in t h e fight. Base Atk +4. no creature answers the summons that day. Listen +11. Con 10. heat. Spell-Like Abilities: l/hour-scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer. The save DC is Constitution-based and includes a +1 racial adjustment. thick. Encounter: These four salamander f l a m e b r o t h e r s are tasked with g u a r d i n g t h e t e m p l e from intruders. tail slap). *Fire Mephit: CR 3. stones. vulnerability t o cold. H D 3d8. Otherwise. SV Fort +3. immunity t o fire. Wis 15. but with only a 25% chance o f success.Use Rope +1 (+3 with bindings). darkvision 60 ft. Beneath each mirror i s t h e word ‘hoshur’ (in draconic t h i s means “show me”). Small outsider (extraplanar. Caster level 6th. Skills and Feats: Bluff +8. Breath Weapon (Su):15-ft. Hide +12. SV Fort +6. N o t e t h a t two o f t h e flamebrother salamanders wear t h e clawed necklaces m e n t i o n e d earlier. Spd 20 ft.. Escape Artist +7. Will +3. fire). I f t h e l o c k i s p i c k e d a Strength check (DC 20) i s s t d required to force it open. claw). lnit +5. damage 1d8 fire. improved grab. . Full Atk +4 melee ( l d 3 and l d 4 fire. Reflex half DC 12. Hide +11. spear). The save DC is Charisma-based. SQ Damage reduction 5/magic. T h e staff i s a staff of frost (14 charges). Con 14. Improved Grab (Ex): To use this ability. T h e y are ready for combat a n d fight bravely. Alertness. I f it wins the grapple check. Atk +6 melee (1d6+1/x3 plus l d 6 fire. flat-footed 18. 2 claws). AL NE. T h i s activates t h e m i r r o r s a n d allows o n l o o k e r s to v i e w t h e outside of t h e temple. A noble salamander can constrict multiple creatures simultaneously. a n d f l o a t i n g rings. Diplomacy +4. h p 20. T h e d u s t i s t h e remains o f a n alchemist sent here by lord K a y n e several m o n t h s ago. Ironbound door: 1 in. Int 14. summon mephit. Spd 30 ft. touch 12. vulnerability to cold. t h e y stand g u a r d in room #4 a n d w a i t there. h p 26. Atk +4 melee (ld3 and l d 4 fire. Wis 11. Multiattack. A mephit that has just been summoned cannot use its own summon ability for 1 hour. lnit +l. fly 50 ft. break DC 25. AC 19. Skills and Feats: Craft (blacksmithing) +8. H D 4d8+8. PCs c a n p i c k t h e l o c k with a successful O p e n L o c k c h e c k (DC 25). fast healing 2. Meeting Chamber A c h a i r has b e e n wedged b e h i n d t h e door on t h e o t h e r side. Improved Initiative. fire). SA Breath weapon. Str 10. Base Atk +3. Tactics: If t o o m a n y fall. * 5. it establishes a hold and can constrict. The Laboratory T h e d o o r to t h i s room i s l o c k e d at a l l times. Spot +6. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. a Strength check (DC 35) i s needed to force t h e door with t h e l o c k s t i l l i nplace. Flamebrother Salamander: CR 3.. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. (average). Crp -1 . SQ Darkvision 60 ft.. Dex 13. T h e p c s c a n see t h e vegetation.. provided they are all at least two sizes smaller than it. SA Constrict l d 4 plus l d 6 fire. Cha 15. Move Silently +6. AC 16. spell-like abilities. spear) and +4 melee ( l d 4 plus l d 6 fire. immunity t o fire.

being unable to leave or explore the temple with so many creatures about. touch 12. spellbook and potions as magical. They are both leather-bound. A noble salamander can constrict multiple creatures simultaneously. Alertness. SQ Darkvision 60 ft. However.. If the PCs can read elf. Tactics: The flamebrother salamanders fight immediately and call for help from those within room # 7. If this is being run as a tournament adventure or the PCs are under a time limit. THE TEMPLE OF 6. Feats: Salamanders have the Multiattack feat even though they d o not have the requisite three natural weapons. The journal details the life of one Flechan Moondar. Crp +1. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. a journal. h p 26. lnit +l. DC 25) reveals two potions of cure light wounds. I f it wins the grapple check. ghost sound. went through the rings. The book is 18-pages long and the last page is blank. Str 12. invisibility. Ref +5. He discovered some healing potions in the lab to keep himself alive. Multiattack. They learn Flechan was hired by Lord Kayne. nothing more than his tortured mind tricking him. and a spellbook. with brass corners and a crescent moon-shaped sigil is burned into the cover of each. provided they are all at least two sizes smaller than it. It is unclear how he eventually died or why his skeleton is now ash. Full Atk +6 melee (ld6+1/x3 plus ld6fire. allow them to squander as much time as they like with this journal. eventually end is scrawled in symbols that hardly look like letters in any language. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. HD 4d8+8. lrnproved Crab (Ex): To use this ability. Casting detect magic reveals the wand. dancing lights. Will +6. continual flame. Cha 13. Atk +6 melee (ld6+1/x3 plus l d 6 fire. tail slap). and asked to find a lamp inside the temple. In reality he used the staff of frost on himself. disrupt undead. Salamanders’ metallic weapons also conduct this heat. Note that two wear the clawed necklace. Over the next few weeks he slowly starved to death. and is written in both common an elven. The Barracks This room is empty if the flamebrother salamanders responded to help in room #4. fire). The journal and spellbook look nearly identical. inside they are remarkable different. SA Constrict l d 4 plus l d 6 fire. a salamander must hit a creature of up t o one size larger than itself with its tail slap attack. identify. AL NE. immunity t o fire. SV Fort +6. ray of fvost. 8 charges). and tongues. a potion of stinking cloud. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. the journal is a ravenous and maddening tale that lacks coherence. Skiffs and Feats: Craft (blacksmithing) +8. Base Atk +4. but the PCs need not know this and the code should keep them occupied for some time. sleep. obscunng mist. It is in effect. Flamebrother Salamander: CR 3. He was attacked almost immediately and fled to this room where he locked himself inside. they may spend one hour reading the book. AC 19. read magic. blur. . it establishes a hold and can constrict. vulnerability t o cold.ETERNAL FLAME Treasure: A thorough search of the lab (Search check. Listen +11. Dex 13. a wand of lightning bolt (CL 3rd. heat. unseen sewant. Wis 15. Int 14. but not the journal. Hide +12. flat-footed 18.. silent image. It can then attempt t o start a grapple as a free action without provoking an attack o f opportunity. but nothing he did quelled his hunger nor found the solution for his impending demise. Spd 20 ft. detect magic. improved grab. The spellbook contains the following spells: arcane mark. Small outsider (extraplanar. If the PCs read on. Con 14. spear) and +4 melee ( l d 4 plus l d 6 fire. spear). locate ob@. Spot +11. This hints to clever pcs that it could be a code or riddle. Move Silently +6.

Int 14. attacking when the PCs enter. Medium outsider (extraplanar.provided they are all at least two sizes smaller than it. The song is signed by Tor Valon Nightsinger. he must succeed at a Reflex save (DC 20) or lose ld4 fingers from each hand touching the shield. immunity to fire. Dex 13. Blood that drips from the shield into the water boils away into steam almost instantly. . Constrict (Ex): A salamander deals automatic tail slap damage (includingfire damage) with a successful grapple check. Removing the sword requires a tall PC (at least 6 ft. The shield radiates strong abjuration magic. Listen +8. Full Atk +11/+6 melee (ld8+3/x3plus ld6 fire. Should a PC touch the shields mirror face. Str 14. Spot +8. spear). Wis 15. A DC 30 Search check reveals that its edge is dangerously sharp and a DC 35 Search check reveals that its surface is acidic. improved grab. It fights fiercely. The gem is like nothing seen before. If a PC touches the edge in an attempt to lift the mirror from its holding place. Skills and Feats: Bluff +11. tail slap). The leather bags contain 10 gp. otherwise it holds the strongest fighter as long as possible. and 5 gp. Salamanders’ metallic weapons also conduct this heat. (10 ft.There are two plain silver rings (worth 30 gp) and a song written on a piece of paper as well.h p 58. His remains are no where to be found. calling for those within room #6 for help. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. tall) and a successful Strength check (DC 18). spear) and +9 melee (2d6+1 plus ld6 fire. Power Attack. 7. Disguise +1 (+3 acting). constricting him if possible. a salamander must hit a creature of u p to one size larger than itself with its tail slap attack. Atk +11 melee (ld8+3/x3 plus ld6 fire. AUow the PCs a Spot check (DC 25) or Search check (DC 20). but there are two small leather bags within the bedrolls. If it wins the grapple check. This average salamander fights to the death. The Fountain Tactics: This salamander drinking from the fountain readies his weapon. heat. Space/Reach 5 ft. It can then attempt to start a grapple as a free action without provoking a n attack of opportunity. Diplomacy +3. with tail). There appears to be no safe way to remove the shield from the statue. Base Atk +9. and flanks the Pcs. H D 9d8+18. If the PCs are small-sized it can constrict two of them at once. he suffers 2d8 points of acid damage and Id4 points of temporary Constitution damage. A successful Search check (DC 25) reveals that there is something “trapped or deadly about the shield. vulnerability to cold. The bag contains a simple looking masterwork dagger. Crp +11. darkvision 60 ft. A Fortitude save (DC 20) results in half damage. and therefore must be consumed at its source. fire). but those who can read sheet music notice a unique and beautiful melody behind the words. A noble salamander can constrict multiple creatures simultaneously. The sword the statue is holding is called mistblade (see New Magic-Appendix A). but is cursed. AL CE.lnit +l. AC 18. flat-footed 17. Spd 20ft. SA Constrict 2d6+1 plus ld6 fire. Craft (blacksmithing) +19. Con 14. It engages the largest or strongest-looking fighter. The song tells of a peasant boy wooing a noblewoman. Ref +7. only a rogue would be able to notice anything and only when looking for it. it establishes a hold and can constrict. Water taken from the well evaporates ifbottled. 20 sp. Multiattack. 8. a bard who was previously recruited into finding the lamp for Lord Kayne.Search +12.. and a single green gem.THE TEMPLE OF ETERNAL FLAME The room is rather cluttered. Treasure: The clean water of this fountain heals 2d8 hit points of damage (once only) when imbibed./5 ft. lmproued Grab (Ex): To use this ability. touch 11. Cha 13. Move Silently +11 . Alertness. However. Training Barracks Tactics: The flamebrother salamanders fight to the death. An Appraise check (DC 20) reveals it is not a known gemstone. Hide +11. SQ Damage reduction lO/magic. #Average Salamander: CR 6. SV Fort +8. Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons. There is also a 75% chance his partner is already in the hallway between room #8 and #9. Intimidate +3. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing)checks. The song is simple. 6 sp.. calling his partner from room #9 within two to three rounds of fighting. Treasure: There’s a small bag partially hidden underneath a pile of torn and bloody garments on the western wall. IO cp. Will +8.

Marble Door: 6 in. hallway. The lid to the decanter is damaged and can only be opened twice. Spd 20ft. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. flat-footed 17. Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons. the decanter eventually fills the temple with water. the PCs need only to pull the door open with a Strength check (DC 20). Spot +8. If both salamanders fought the PCs in room #8. Additionally. fire). it crumbles. which produces a 20-ft. so they hid it away under a stone and placed a guard here so no one could ever use it. AC 18. Int 14. Str 14. The opposition appears next to the PC. hp 75. heat. Medium outsider (extraplanar. Multiattack. The mirror works on only one PC at a time.The command word operates the decanter as a geyser. it establishes a hold and can constrict. SA Constrict 2d6+1 plus l d 6 fire. Space/Reach 5 ft. Cha 13. *Average Salamander: CR 6. Dex 13. Diplomacy +3. Otherwise the salamander stands at attention.The guards here have been unable to destroy the decanter (having damaged it several times in the attempt). hp 80. Use a Id8 to determine the placement of the PC. vulnerability t o cold. This is a decanter of endless water. It wears a clawed necklace. Skills and Feats: Bluff +11. spear) and +9 melee (2d6+1 plus l d 6 fire. Disguise +1 (+3 acting).. If left open. AC 5. 10. Base Atk +9. Alertness. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. flooding the inhabitants out. Unfortunately.Search +12.‘Ekena’k. tail slap). The mirror does not work on anyone wearing a clawed necklace. this room is empty. lnit +l. SV Fort +8. however. Full Atk +11/+6 melee (1d8+3/x3 plus l d 6 fire. the reflection cannot be harmed by anyone but the reflected PC. provided they are all at least two sizes smaller than it. If not. After the cork is removed a second time. thick. Will +8. hardness 8. with tail).THE TEMPLE OF ETERNALFLAME 9. Con 14. spear). improved grab. break DC 45. The twist here is after three rounds of combat. Salamanders’ metallic weapons also conduct this heat. Intimidate +3.” If spoken aloud the trap within room #11activates and the door opens automatically. darkvision 60 ft. . I f it wins the grapple check. Craft (blacksmithing) +19. a salamander must hit a creature o f up t o one size larger than itself with its tail slap attack. AL CE. Treasure: A Search check (DC 25) or Spot check (DC 30) reveals a loose stone in the floor. touch 11. immunity t o fire. Listen +8. stream of water at O I gallons per round. Hide +11. It can then attempt t o start a grapple as a free action without provoking an attack o f opportunity. the two randomly teleport within the SO-ft. (10 ft. Guard Post The decanter has one word etched on the inside bottom . It engages the strongest-lookingfighter first and fights to the death. the command word to make it stop had long since worn off (it is meant to be discovered during another adventure). Grp +11. as if guarding something. A noble salamander can constrict multiple creatures simultaneously. Ref +7.. The red-marbled door has the inscription in common “let there be light. Underneath the floor is a small copper decanter with a cracked cork lid. Power Attack. the single mirror hiding in the shadows on the ceiling is a rniwov opposition (see chapter 7 of the Dungeon Master’s Guide). In every respect this item appears to be a normal mirror. Encounter: This average salamander is larger than the one in room #8. SQ Damage reduction lO/magic. Hall of Mirrors Each of the eight mirrors is ornate but has no special abilities. Move Silently +11 ./5 ft. Wis 15. H D 9d8+18. Atk +11 melee (1d8+3/x3 plus l d 6 fire. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. Improved Crab (Ex): To use this ability.

On a successful Spot check (DC 20) or a successful Search check (DC is). the vampire loses its natural slam attack and dominate ability. Spd 30 ft.lumD . leaving the stairway open indefinitely. Will +5. h p 55. Weapon Specialization (bastard sword). slam). which rip out. slam). . Tactics: The main sarcophagus lid bursts open after 1 round. they’re surprised when Lord Kayne requests they return to the temple. Descending stairs lie under a sliding floor plate. Elf Ftr 7: CR 9. dealing l d 4 points o f Constitution drain each round the pin is maintained. Ref +7. Str 20. SA Blood drain. damage reduction. Cleave. Atk +14 melee (ld10+8/1920.THE TEMPLE OF ETERNAL FLAME 11. If the PCs give it the room to do so. Medium undead. energy drain. Only one PC needs to survive the encounter to end the illusion. While in its alternate form. HD 7dl2. Combat Reflexes. O n each such successful attack. the remaining sarcophagi open and three more illusionary skeletons join the combat. Special Qualities: A vampire retains all the special qualities o f the base creature and gains those described below. reinforced with iron. .. This should be a clue to the PCs something is amiss. it summons forth lodl0 bats (also an illusion). Weapon Focus (bastard sword). Listen +lo. Improved initiative. It must reach its coffin home within 2 hours or be utterly destroyed. undead traits. +9. I f reduced to 0 hit points in combat. Crp +9. including the vampire. I f it pins the foe. sending the candle flying. Skills and Feats: Bluff +12. A vampire’s natural weapons are treated as magic weapons for the purpose o f overcoming damage reduction. Climb +9. bastard sword) or +12 melee (ld6+5. A vampire can use its energy drain ability once per round. Spot +11. the first three of the six sarcophagi open and skeletons (again. they merely sleep for 8 hours before waking fully refreshed. Lightning Reflexes. lnit +7. or dire wolf as a standard action. Fast Healing (Ex): A vampire heals 5 points o f damage each round so long as it has at least 1 hit point. (If the base creature is not terrestrial. Once the PCs enter the room.) Damage Reduction (Su): A vampire has damage reduction lO/silver and magic. It can remain in that form until it assumes another or until the next sunrise. One round later. the vampire gains 5 temporary hit points. One round after the vampire is out of his tomb. fast healing. Move Silently +14. flatfooted 20. except that the vampire must use a standard action. Int 13. Dodge. Should everyone ‘die’ from the encounter. Should the PCs presume this is the right lamp. Intimidate +7. Con ae. those who remain see their fallen comrades are only sleeping. dire bat. the vampire activates an illusionary delayed blast fireball (as a 9th level sorcerer) from a small marble hidden in his cloak. Dominate (Su): A vampire can crush an opponent’s will just by looking into his or her eyes. . the lamp still lit resting on the coffin. Alternate Form (Su):A vampire can assume the shape o f a bat. bastard sword) or +12 melee (ld6+5. Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. @Illusionary Vampire. Be sure to add appropriate lighting modifiers! A gentle nudge wakes any fallen PC and they realize it was an illusion. False Tomb Note the stairs appearing on the map are actually hidden and cannot be found until the lever is located. Energy Drain (Su):Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. Search +9. When near destruction. The plate is activated by a concealed lever in the sarcophagi closest to the stairs on the westernmost wall. It breaks after the PCs pull it down. Iron Will. For each negative level bestowed. AC 25. It is old and brittle. The creature now facing the PCs is an illusion of an elven vampire. This ability is similar to a polymorph spell cast by a 12th-level character. A successful Search check (DC 30) locates the lever. from the sarcophagusand hallway (if the door is open). spider climb. This is similar t o a gaze attack. it automatically assumes gaseous form and attempts t o escape. but it gains the natural weapons and extraordinary special attacks o f its new form. AL CE. Unless some light is provided or unless the PCs have darkvision. with the room exactly as they found it. dominate. SV Fort +5. the marble door closes behind them. they must fight at a significant disadvantage. this power might allow other forms.. gaseous form. The blast detonates within one round burning everything in the room. Power Attack. the vampire gains 5 temporary hit points. The ability has a range o f 30 ft. an illusion) emerge wearing full suits of plate armor and carrying longswords. Alertness. The vampire fights fiercely and without cause. Sense Motive +lo. Full Atk +14/+9 melee (1d l 0+8/19-20. except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. Dex 21. The violent opening of the sarcophagussnuffs out the small light. Base Atk +7. touch 15. wolf. Cha 14. resistances. This trap is only activated if one of the Pcs uttered the command word in room #IO. SQ Alternate form. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). Hide +19. (It can travel u p t o Encounter: Everything occurring within this room is an illusion. and those merely looking at it are not affected. Wis 13. it drains blood. The lever is wood.

Skills and Feats: Listen +11.flamingsphere (DC 14). +3 longspear) and +18 melee (2d8+3 plus I d 8 fire. a n o b l e salamander hides. Alertness. Turn Resistance (Ex): A vampire has +4 turn resistance. AL LE. Salamanders’ metallic weapons also conduct this heat. H D ld12. Str 22. Will +7.) Any additional damage dealt t o a vampire forced into gaseous form has no effect. 2 slams). The save DC is Constitution-based. H D 16d8+64. Atk +17 melee (2d8+4 plus 2d8 fire. A noble salamander can constrict multiple creatures simultaneously.. Tactics: I t i s not afraid to set o f f a f i r e b a l l or two. elemental traits. Will +2. h e does not o f f e r t h e m a second chance. but it can remain gaseous indefinitely and has a fly speed o f 20 ft. Ref +17. It regains 1 hit point after 1 hour. I t wears a n activated ving of invisibility. Spd 60 ft. Encounter: C o i l e d throughout t h e room. Gaseous Form (Su): As a standard action. SQ Damage reduction 15/magic. flat-footed 12. Ref +1. SV Fort +12. it takes a defensive p o s i t i o n for o n e round a n d taunts them. touch fire). Move Silently +17..SA Burn. If t h e y fight on. SV Fort +9./lO ft. Spell-Like Abilities: 3/day-burning hands (DC 13). provided they are all at least two sizes smaller than it. Listen. Spd 30ft. lnit +l. Move Silently. Int 6. undead traits. immunity t o fire. Cha 11. Great Cleave. Wis 10. Base Atk +O. spell-like abilities.. H D 15d8+45. Skills and Feats: Bluff +19. 10. Con -. walloffire (DC 16). flat-footed 17. Con 18. Medium Undead. SA -. touch 15. Dex 13. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Cha 15. immunity t o cold. SQ Damage reduction 5/-. +3 longspear). with tail or longspear). Improved Grab (Ex): To use this ability. Dex 25. c o n s t r i c t i n g with i t s e n o r m o u s tail. masterwork bastard sword. Intimidate +4. Combat Reflexes. Con 16. Iron Will. Skills: Vampires have a +8 racial bonus on Bluff. Spring Attack. AL NE. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. Crp +24. *Fire Elemental. Noble Salamander: CR 1 0 Large outsider (extraplanar. then is n o longer helpless and resumes healing at the rate o f 5 hit points per round. Atk +1 melee. SV Fort +0. T h e m a r k i n g s on t h e f l o o r are t h e r e m nants o f w h a t i s l e f t o f t h e b r o k e n bones. Space/Reach 10 ft. summon monster VI/ (Huge fire elemental). but a successful O p e n L o c k c h e c k (DC IS) opens t h e large door without d i f f i c u l t y T h e s m a l l pebb l e i s actually a f r a g m e n t o f b o n e c r u s h e d from t h e d o o r o p e n i n g over it. Feats: Salamanders have the Multiattack feat even though they d o not have the requisite three natural weapons. I t waits f o r o n e of t h e PCs t o step into t h e center of t h e r o o m a n d attacks. heat. SQ Damage reduction 5/bludgeoning. AC 15. Dodge.. Crp +l. If it wins the grapple check. and also catch on fire unless they succeed on a Reflex save. touch 11. 12.. t h e salamander allows t h e m to leave without incident. lnit +11. Final Descent T h e d o o r i s locked. Atk +23 melee (ld8+9/x3 plus l d 8 fire. Will +11. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. vulnerability t o cold. with perfect maneuverability. The save DC is 22.. Wis 11. and Spot checks.fireball (DC 15). Skill Focus (craft [blacksmithing]). AL N. slam). l/daydispel magic. Resistances (Ex): A vampire has resistance t o cold 10 and electricity 10.. (ld6+1. Space/Reach 15 ft.THE TEMPLE OF ETERNAL FLAME nine miles in 2 hours. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save or catch on fire. I t only s u m m o n s a f i r e elemental w h e n t h e pcs reduce i t to 25 hit p o i n t s o r less a n d it c a n get to a safe place to cast it. hp 6. Weapon Finesse. hp 136. Base Atk +15. Full Atk +23/+18/+13 melee (ld8+9/x3 plus I d 8 fire. (20 ft. Base Atk +12. I t attempts t o retreat up t h e stairs into t h e r o o m above if necessary. T h i s i s a v e r y tough encounter a n d t h e DM s h o u l d expect a d e a t h of two. Cleave. darkvision 60 ft. The save DCs are Charisma-based. Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Mobility. Cha 1. Possessions: Chain shirt. Wis 15. lnit +5. Dex 13. Ref +lo. If t h e PCs retreat. Spd 20 ft. Str 13. short sword) or +1 melee (ld4+1. Improved Initiative B. Crp +25. I nt -. a vampire is helpless. Hide +15. vulnerability to cold. Int 16. AC 18. Power Attack. Spot +13.immunity t o fire. Alertness. . as it i s i m m u n e t o f i r e damage. AC 19. Str 18. Possessions: Short sword. Huge elemental (fire. it establishes a hold and can constrict. Hide. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack. improved grab. flat-footed 14. Full Atk +17 melee (2d8+4 plus 2d8 fire. Listen +13. Search. A burning creature can take a move action t o put out the flame. Heat (Ex): A salamander generates so much heat that i t s mere touch deals additional fire damage. Skills and Feats: Improved Initiative. a salamander must hit a creature o f up t o one size larger than itselfwith its tail slap attack. Craft (blacksmithing) +25. tail slap). SA Constrict 2d8+3 plus I d 8 fire. Diplomacy +4. a vampire can assume gaseous form at will as the spell (caster level Sth). claw). I t can then attempt t o start a grapple as a free action without provoking an attack o f opportunity. Spot +12. Huge: CR 7. darkvision 60 ft. Caster level 15th./l5 ft. Multiattack. darkvision 60 ft. Sense Motive. If i t successfully k i l l s a PC. * f Illusionary Human Warrior Skeleton: CR 1/3. extraplanar). h p 120. Once at rest in i t s coffin. The flame burns for l d 4 rounds.

Wis 13. Multiattack. Typical Sorcerer Spells Known (6/7/7/4: Save DC 12 + Spell Level) : &arcane mark.THE TEMPLE OF ETERNAL FLAME 13. ray ofenfeeblement. h p 52. sleep. AL LN. spells. SV Fort +4. Poison (Ex): Injury. daze. Fortitude DC 17. Dex 13. Str 16. Full Atk +7 melee (2d6+3 plus poison. Mummy Naga: CR 7. requiring a crow bar or slim metal rod and a Strength check (DC 26) to pull it back open. The save DC is Charisma-based. ray offrost. damage resistance lO/magic. and 2 red gems (value 20 gp each) are buried in the nest of clothing. 3rd-hold person. Lights out The two secret doors leading to this room are not easy to find. Listen +lo.) pillar. 10sp. The stonework is seamless and a successful Search check (DC 30) for the first one and Search check (DC 25) for the second reveals the exact location of the door. ASsyIurin. The Lair Treasure: 100 gp. Encounter: The PCs do not have much time for searchingthis room. 1st-causefear. Combat Casting.. Spells: Mummy Nagas cast spells at 7th level sorcerers. Alertness. 2nd-darkness. touch 10. Will +7. Con -. lightning bolt. The naga is the guardian of the everburning sapphire lamp found in room #IS. ghost sound. SA Poison. Reflex +3. initial and secondary damage paralysis. lnit +1. Base Atk +4.Atk +7 melee (2d6+3 plus poison.Crp +4. Chr 15. Tomb 15. waiting to attack. immune to cold and electricity.jlare. mage hand. scare. the mummy naga (see New Monster -Appendix B) is already aware it has occupants and lurks within its hole. The mummy naga attacks the PCs when they have made their way past the (5 ft. 2d6 rounds. H D 8d12. flat-footed15. 14. tail slap). Large undead. Ssylurin. AC 16. Pulling open a secret door is much more difficult. bite).The doors swing inward and must be held open or they slide shut behind the PCs. Spd 20 ft. read magic. with a successful Strength check (DC 23). Eschew MaterialsB. by 5 ft. . Int 14. SQ Darkvision 60 ft. bite). ghoul touch. undead traits. and so it fights to the death. +7 melee (ld8+l. Spellcraft +8. Skills and Feats: Concentration +12. spider climb. magic missile. Spot +12. Once located. they are simply opened by pushing against the wall.


wreaking havoc and sending a terrible earthquake through the region (see the adventure “Temple of the Iron Codex”). The mummy naga is a fraction of what he once was and Lord Kayne is a broken man desperate for revenge. The decanter shoots across the room and lodges in a small fissure in the north wall. and the PCs have proved their worth to him. DMs are encouraged to elaborate on the story of the war between the naga and Lord Kayne. However. Either way. Neither is good or evil in this melodrama and the PCs are no more than pawns in their little game. then Kylira and Kayne assume the PCs do not make its and deactivatedthe magic teleporting rings. going so far as to use them as near god-like powers in a world of lost heroes. FURTHER ADVENTURES Set up Lord Kayne and Lady Kylira as rulers of a city for this adventure. they find hard. he sends them on their way to never call on them again. The wick from the sapphire lamp can be removed after the water level rises high enough to extinguish the flame. Their future relations with Lord Kayne could be very lucrative. blasted earth in every direction. if they respect his privacy and continue to perform good work. Dry Ground If the PCs ‘died in room #11. He is someone who can appreciate spending money for mercenaries when it is worth it. and they have no idea how long before Kylira is to open the magical gate again. In actuality. Lady Kylira echoes her Lord’s outlook on the Pcs in either situation. If the PCs did not ‘die’read or paraphrase the following: . a magical blast erupts from the lamp and forces the decanter of endless water from the holder’s hands. increasing its depth one inch per round. and the PCs are immediately promised knighthood if they help restore the city to order (see the adventure “No Mercy”). Salamandersenacting revenge summon a fire elemental beneath Lord Kayne and Lady Kylira’s town or city. if ever.THE TEMPLE OF ETERNAL FLAME This is the real ever-burning sapphire lamp. If they continued to ask questions when they returned. 15. When the PCs exit the pyramid. bending the PCs to seek revenge or take a stand where others have failed. or perhaps they are indeed good rulers with strong hands. their city revolts. E P I L O G U E The chest has a total value of 3. What trapped its soul in the jar? Once the decanter of endless water is opened and the activation word (overflow) is said aloud. most PCs will resent being “forced to do his bidding and may plot his demise. Feel free to elaborate on their history to meet the needs of your campaign. as soon as this adventure is complete. or demanded to know everything about the mission. Or this is merely the conclusion of a hopeless quest. the PCs are on a shattered portion of the elemental plane of fire.Their alignments and overall outlook on life might not be the most honorable. The jars in front of the sarcophagusare the remains of the body trapped within. Nothing the PCSdo beyond using the decanter of endless water extinguishes the flame. They have no idea where they are. Once the lamp is doused in the waters. water pours forth.000 gp in the form of various gems and pieces of jewelry. The war between Kayne and Ssylurin has gone on for many years.The PCs must flee back to the top of the pyramid and exit. Lord Kayne notes the PCs worth and may call upon them again for future work. The high-pressurewater blasts anyone back that gets near it. The water fills the room quickly. and the realities were torn apart by their magical powers.

Then. whispenng and clawing at you as you peer into an unfathomable darkness. . So long as the item is powerful and is kept from the hands of mortals. As it does. a tragic earthquake struck. ring. forever. Clerics struggle to uncover the cause. scepter. . you find a pair of great iron doors. and quick swordplay are certain to save the day By virtue of this adventure’s design.. The adventure works especially well as the finale to a great quest. etc. the Codex can be replaced with nearly any magical “thing” from your campaign world . Perhaps the temple lies at the base of a great mountain that requires weeks or months of adventuring just to reach.TEMPLEOF THE IRON CODEX Le By Ree Soesbee t The legend of the Iron Codex is told only when the winter is at its most impenetrable. after all.. It is said to have the power to summon strange magic. will suffice. Day and night for three days. a strange sickness stnkes the residents o f your home.As all “crypt”style adventures. the ~ r o n Codex is said to destroy any who dare to read from zts cursed pages. ancient heroes placed it upon an altar. The earth has shifted away. and if disturbed from its sacred resting place. once sealed with molten siluev. and a deep crevice split the city in two. Deep beneath the city’s southern gate. It is there you find the impossible. stealth. and snow has covered all the roads of the land. the ash pours slowly down upon the znhabitants. problem solving. feel free to alter the plot to suit the campaign.” This adventure is designed for four to six PCs of levels 8 to 10. and the earthquake has unsealed the doors. guarded and ensorcelled to keep the Codex undisturbed. It is an artifact of immeasuvable power and arcane dangers..any sword. helmet.built into the side ofthegranite wall. . within the city where you make your home.. Long ago. Shortly after the earthquake. afine ash began to fall over the city. only a legend. So long as it is not disturbed. The innocent are dytng. lich hand. the Iron Codex will sleep . And cawed into the iron of the massive portal gates are e words: “Behold the Temple of the Iron Codex. out from the tomb. A book of steel pages and wrought-iron bindings. its power could destroy the world. nearly a hundred feet into a crevice that did not exist. The battle to reach the temple should certainly test the PCs before the journey into the unknown. sending you to the edge of the chasm to discover the source of this strange plague. but.

The grand city of Desburg is the site of the current adventure. you should remind your players of two things. You can see through the open portal. “well. though smoke and ashes blow in your eyes.TEMPLE OF THE IRON CODEX Centuries passed. allowing the evil of the Codex to seep out past the iron gates that once kept such a catastrophic event from taking place. On the doors is carved a giant spider. into a hallway leading into a large round room. and decorated with carvings of spirals and knotwork. However. if the book were ever disturbed. why not take the whole city guard down there!” or ‘Tll call in every cleric of my church. the spirits would not stop until they were freed. knowing how trustworthy and talented the PCs are. holding an enormous book. the earthquake in that adventure was simply a preamble of the one in this adventure. They need a source of light to continue further. The P c s may have helped the Count of Desburg in “Honor Among Thieves” (from Adventure I) and explored the sewers in “Sundered Faith”. all maps were burned. and we’ll get the High Priest to come in and move the temple to another plane. Luckily for mankind. the tome was sealed within the walls of a great temple its location unknown to the world.. Second. and a city was built over the site of the temple. and can be seen from the faint light of day behind the characters. the city is currently trying to handle the devastation of the earthquake and treat the citizens who have come down with the strange plague following it.” If this happens. Deep within the passages of the Temple. . Finally. .. the Temple of the Iron Codex was unearthed -and the gates to the Temple shattered. they find themselves in a short hallway leading into room # . The Temple of the Iron Codex was buried thousands of years ago. requests their aid in helping a city that has become their second home. The large room at the end of the hallway has no door. INSIDE THE TEMPLE F THF IRON CODEX The massive iron doors of the temple were once sealed with silver.I The hallway is carved from stone.. almost.the book‘s power is obviously going to be drawing the attention of evil beings . When the party enters. its inhabitants ignorant of what lay beneath their homes. but the earthquake has broken the seal and jarred the doors from their resting place. First. the malevolent spirits of the Codex would fight for freedom. Unable to destroy it. the earthquake has shaken the book from its protections. going as far as to plague the bearer or bring great evil upon those who come in contact with him. the count. keeping the power of the Codex safe from mortal eyes. its power could not be released. if‘ that does not fit the current campaign model. and every minute they waste is another chance for some powerful evil being to get into the Temple ahead of them. all traces of the book were destroyed. and all legends of the Codex were lost. However. TROUBLESHOOTING Some players are going to suggest responses such as. So long as the Codex remained hidden. set the temple under the city of Desburg and use our plot. When an earthquake fractured the foundation of the city. If this is the case. Relentless.

fly 75 ft. rests on a chair and reads a scroll. Listen +4. they are immune to all attacks. immunity t o fire. Str 14. Reflex DC is 18 (22) half. unafraid. or whenever the gargoyles feel they have a good opportunity. Atk +8 melee (ld4.. Full Atk +8 melee (ld4. touch 12. claw). and he wears armor. SV Fort +2. The gargoyles gain a +2 circumstance bonus to all bull rush attempts when pushing PCs through the illusory floor. If the gargoyles move. Tactics: While the gargoyles are stationary. these gargoyles are typical for their creature type. AL N. . Mosaic 1 (Deraloth): This is not one of the figures on the wall. however. Spot +4. and gentle. Base Atk +4/Grp +6. Characters who fall into a 30-ft. bite). He seems wise. 2. (average). It seems to be bringing the others together. Ref+4. The Western Chamber (Mavek) The earthquakeseems to have struck this room hard. apparently half-elven. Her pose is regal. 2 claws). lnit +2. near each of the other figures. A Bardic Knowledge check (DC 20) or Knowledge (history or myth and legends) check (DC25) reveals them as legendary heroes of good. they notice there are ten. AC 18. Mosaic 2 (Arril):This is the figure of a young elven maiden. He confidently marches across a barren wasteland. peaceful. Will +2. they attack. Once a gargoyle rests and takes no move actions for three turns. Weapon Finesse (claw. Note there are several large pits. Mosaic 9 (Mavek): A powerful human male wears studded leather armor and holds a gladius. The names of the individual figures are listed beside each one. forging a battle axe on a brightly glowing anvil. pit take 3d6 falling damage. Dex 14. breath weapon). The Entrance Hall ( Deraloth 1 Mosaic 8 (Themis): A woman with bluish skin and golden hair stands wearing seashell armor and lifting a sword glowing with purity and strength. SQ Damage reduction 15/+1. damage l d l O (3d10). it freezes into stone once more and regains its invulnerability. Mosaic 7 (Greybeard): An ancient man. The save DC is Constitution-based. covered by the illusion of a floor. Breath Weapon (Su):3043. his claws extended. flat-footed 16. Mosaic 5 (Percival):This figure is hidden beneath the last few coils of the great dragon’stail. If the PCs choose to look at one of the figures depicted in the mosaics. bite). Mosaic 10 (Shadrav): The largest of the murals. 62 hp. written in a very old variant of the common tongue. As soon as the characters enter the room. His skin is greyish. They are called lesser vesagos gargoyles (see New Monsters -Appendix B). Multiattack. Mosaic 3 (Forgehammer): The third figure is a stocky dwarven male. It is carved into a leaping pose. Mosaic 6 (Leo):This figure is not a humanoid. as if he were intelligent rather than primitive. including magical ones. but rather an image of a spider covering the entire floor of this room -a feminine figure and perhaps protector of the tomb. @Lesser Vesagos Gargoyle: CR 6.but a great lion made of black stone. Mosaic 4 (Broggnax): A burly troll roars beneath a titanic waterfall. they are vulnerable. as if he knew something bad were in the air. SA-. You notice the figure’s name is carved on the first stone inside the archway leading back toward the temple opening. It is a young human boy -no older than 6 . like a paladin.TEMPLE OF THE IRON CODEX 1. with red hair and green eyes. but fly when they attack.cone. +6 melee (ld6. Medium construct. perhaps the very heroes who sealed the Iron Codex away. She is holding a sprig of greenery in one hand and a bow in the other. but troubled. Con -. Wis 11. The gargoyles are aware of the pits. Skills and Feats: Hide +9. Int 10. Encounter: These five stone beasts are unique to the Temple. breaking chunks of floor and shattering parts of the mosaic. once per round. Otherwise. a Red Dragon twists all around the room. Cha 7. and the moon shines down on her as if returning her salute. +6 ranged (ld10 fire. Spd 45 fi. H D 6d10+20.smiling and winking. so they are not concerned about falling in.

automatic reset. Roll to determine the type of trap the area holds: 9-16 Ceiling Pendulum: CR 3. (overlapping). ld6 or 10d6 points per round). on pendulum-like pivots. which causes a stone panel to slide up from the floor and cover the river. This tactic is designed to split up the party. which deals 20d6 points of damage per round. except in the case of total immersion (such as when a character falls in). as the magical light shrinks the magical shadows (a daylight effect almost dispels the shadows entirely. An immunity or resistance to fire serves as an immunity to the lava. which cut upwards toward the ceiling. confusing PCs and preventing them from knowing the locations of the blades. The Central Chamber ( Forgehammer) 4. mechanical. such as torches or lanterns. but can be located with a successful Spot check (DC 20) on the specific statue. PCs carrying a magical light source may add a +2 circumstance bonus to their AC to avoid the swinging blades. do not decrease the shadows’ effect. Tactics: The Gargoyles wait until the party has approached the river. The statue marked with an “X”has a lever. If the party is separated during their river crossing. The lever is hidden on the statue. only the Gargoyles on the side of the river with the characters attack. but this additional damage is only half of that dealt during actual contact (that is. the Gargoyles on the far side take full advantage of this. Some of them shield blades. Encounter: Ten of the statues in the room (the shaded circles) are carefully shaped Vesagos Gargoyles. and others are the landing points for guillotine blades dropping down from above. Search DC 15. timed trigger. . Damage from magma continues for Id3 rounds after exposure ceases. The pillars shed magical shadows in a radius of 15 ft. in an attempt to make the party believe not all of the statues are gargoyles. Normal light sources. increasing the circumstance bonus to AC against the traps to +4). Some blades roll down from the side.TEMPLE OF THE IRON CODEX 3. greataxe). Lava or magma deals 2d6 points of damage per round of exposure. Atk +15 melee fld12+8/~3. The gargoyles on the side with the PCs animate first. Disable DeviFe DC 27. or cause them to waste attacks on the real stone statues. and use their attacks to push the characters into the molten lava. while others drop straight down or shoot upwards from the floor. forming a thin bridge just wide enough for one person to walk across. The Eastern Chamber ( Broggnax) Each of the notches in the floor (detailed on the map) is part of an elaborate trap.

Lesser Vesagos Gargoyle: CR 6 ; Medium construct; H D 6d10+20;62 hp; lnit +2; Spd 45 ft., fly 75 ft. (average); AC 18, touch 12, flat-footed 16; Base Atk +4/Crp +6; Atk +8 melee (ld4, claw); Full Atk +8 melee (ld4, 2 claws), +6 melee (ld6, bite), +6 ranged (ld10 fire, breath weapon);SA -; SQ Damage reduction 15/+1, immunity to fire; AL N; SV Fort +2, Ref+4, Will +2; Str 14, Dex 14, Con -, Int 10, Wis 11, Cha 7. Skills and Feats: Hide +9, Listen +4, Spot +4; Multiattack, Weapon Finesse (claw, bite). Breath Weapon (Su): 303.cone, once per round, damage l d l O (3d10),Reflex DC is 18 (22) half. The save DC is Constitution-based.

Ropes suspended between the bridges burn through from the heat in 2d4 rounds, dropping anything hanging from them into the lava. Chains grow hot after 6 rounds, and sear anyone touching them for ld6 points of fire damage each turn. Characters attempting to climb across hot chains must make a Fortitude save (DC 15 + amount of fire damage taken) or fall.

6. The library ( Greybeard 1

5 . Chamber o f Flame (Shad'rav)

This entire room is ensorcelled and under the effects of an antimagic field cast at 20th level. At each circular junction down the path, there is a small pillar about 4 ft. tall, topped by a strange glass case with a golden lever inside. Moving the lid of the glass case (it swings easily), characters find the levers untrapped and in working condition. Each lever corresponds to an opening in a path (A to a, B to b, and so on). When the lever is flipped, the corresponding bridge slides out from under the stone path, safely unifying one side of the gap with the other. These bridges are safe and sturdy to walk on, and can be triggered no other way.

The water in the fountain is tainted, but not poisoned. A detect poison spell does not detect anything but detect magic reveals an aura of moderate enchantment. If anyone drinks from the water, they must succeed at a Fortitude save (DC 20) or fall into a deep sleep. Characters can only be awakened from this sleep with a break enchantment, remove cure or restoration spell. If any book is removed from the room, its pages quickly fall to rot and ash, no longer protected by the preservative spells cast on the room. Each hour the characters spend reading the books, reveals one piece of information: The Iron Codex is the talisman of an ancient and powerful demon, and is partially alive. The tome is aware of its surroundings, and has the ability to call to the demon whose soul resides in it. It can summon beings from infernal planes, and acts as a beacon to evil creatures who reside on this one.


The spells cast on the Temple serve to shield the Iron Codex's beacon from reaching any infernal powers, but only while the Codex is safely on its warded and

protected altar within theTemple. If it is removed from its altar, the Codex’s powers return to it, and the book immediately calls to servants of its master. Anyone touching the Iron Codex may become possessed by the spirit within the book. If this occurs, the demon is released to this plane to possess the mortal body. If the book, or the mortal shell, is destroyed, the demon is completely freed, and may move between its plane of origin and the mortal world at will. The heroes depicted on the first room’s mural devised this temple as a means to protect the Codex and prevent any evil forces from acquiring it. They created an altar of immense power to imprison the book. The magic of this altar would prevent the book from summoning its master’s minions, and a temple was constructed around the altar so no mortal servants of the demon could retrieve the Iron Codex. The heroes then buried the temple beneath a fallen mountain, hoping it would remain buried and forgotten by humanity, and the Codex would be permanently lost. The Iron Codex has the ability to control storms and to cross planes, and can offer anyone who is strong enough to conquer the demon soul within its immense power. Anyone who could use the book could summon minions from other planes, and even take the fotm of a terrible demon, calling on infernal sources of strength and unknown magical spells. The wizard, Ardos once attempted to conquer the book and use its power for evil purposes. While he controlled the Iron Codex, he devastated an entire kingdom, killing thousands of innocents and calling forth an army of infernal beasts. He was defeated only at great cost, and the book was taken into the custody of a band of heroes. The Iron Codex was created by an ancient demon whose name has been lost to time. He placed part of his spirit within the book and sent it to the mortal plane, hoping someone would read it and thereby free him on this plane to cause chaos. His plan nearly worked. An evil wizard named Ardos found the book, and worked spells upon it, hoping to summon the demon and then control the infernal beast in order to conquer a neighboring kingdom. His plan was foiled by a band of heroes who then took the book far from the kingdom, promising to create a permanent prison for its evil.

7. The Obsidian Door ( Leo 1

d the PCs follow the tunnel, their light sources operate at half-capacity due to a weak darkness spell cast permanently on the corridor. At the end of the corridor is another door, identical to the first. Encounter: The creature in this room is a Greater Vesagos Gargoyle. It continues to attack until it is dead. The Greater Vesagos Gargoyle can fit down the corridor (though barely), and continues to chase and attack the characters if they choose to retreat. On the far wall of the room is a second ruby, identical to the one in the gargoyle’s chest. The first one can only be removed from the gargoyle when it is dead. If the first ruby is placed against the second one in the far wall, the secret door in this room opens with a soft hissing of trapped air escaping.
df Lesser Vesagos Gargoyle: CR 6; Medium construct; H D 6d10+20; 62 hp; lnit +2; Spd 45 ft., fly 75 ft. (average); AC 18, touch 12. flat-footed 16: Base Atk + 4 / C r ~ +6; Atk +8 melee (ld4, claw); Full Atk +8‘melee (ld4, 2 claws), +6 melee (ld6, bite), +6 ranged ( l d 1 0 fire, breath weapon); SA-; SQ Damage reduction 15/+1, immunity to fire; AL N; SV Fort +2, Ref+4, Will +2; Str 14, Dex 14, Con -, Int 10, Wis 11, Cha 7. Skills and Feats: Hide +9, Listen +4, Spot +4; Multiattack, Weapon Finesse (claw, bite). Breath Weapon (Su): 304% cone, once per round, damage 1d l 0 (3dlO), Reflex DC is 18 (22) half. The save DC is Constitution-based.


8. The Ivory Door (Arril)

This entire room is under the effect of a permanent magic circle against evil spell, cast at the 12th level of ability. If a creature enters the room, a delicate, feminine voice speaks from nowhere. It intones the following riddle:
Give me food, and I live. Give me water, and I die. What am I?

The correct answer to the riddle is fire. If the riddle is incorrectly answered, nothing occurs. The voice only asks the riddle again, or accepts an answer, if another good character enters the room. If one of the characters in the room responds with the correct answer, the snow in the chamber swirls, as in a child's snow globe. It spins into a figure of ice, in the form of a young woman. Although she does not seem to see the characters, she addresses them in a short speech and then fades away into snow, leaving a brilliant blue gem in her wake.

The blue gem dropped by the illusory maiden is identical to the one in the far wall. If the gem placed against the one in the wall, the secret door in this room opens with a soft hissing of trapped air.

9. False Codex (Themis)
Both of the secret corridors from room #7 and room #8 lead to the same destination.The corridors are identical, and the doors at the end of each corridor are also identical. No matter which direction the PCs enter, read the following description. The door to this chamber is made of strange bluish steel. On the door is carved the word Themis’..

Book 1- Trapped:
*Glyph ofwarding (Blast): CR 5; spell; spell trigger; no reset; spell effect (glyph ofwarding [blast], 10th-level cleric, 5d8 electricity, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. PC must also make a Will save (DC 17) or become cursed by the tome. The cursed possessor covets the tome, insisting it is the true Iron Codex. He hears it whispering t o him, and becomes convinced it is a danger t o the world. In order t o ‘save the world from the tome’, the PC becomes obsessed with the security o f the book. At the earliest opportunity, the PC abandons his companions and seeks out the nearest ‘safe place’, be it a marsh, forsaken mountain range, or other isolated locale. There, convinced the world must be protected from the Codex, the PC hides himself and the tome, slowly losing his sanity and becoming less and less human, until he is rescued, or starves t o death.

Book 2 -Trapped:
*Glyph ofwarding (Blast): CR 5; spell; spell trigger; no reset; spell effect (glyph ofwarding [blast], 10th-level cleric, 5d8 electricity, DC 14 Reflex save halfdamage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. PC must also make a Will save (DC 17) or become cursed by the tome. If cursed, the possessor is convinced this is the real Iron Codex, and immediately feels the uncontrollable desire t o kill anyone who tries t o take it from the Temple. This irresistible urge even extends t o friends, lovers, and even those closest t o the PC. The PC is now willing t o give his life in order t o ‘save the world from the evil o f the Iron Codex’.

Book 3 -Trapped:
*Glyph ofwarding (Blast): CR 5; spell; spell trigger; no reset; spell effect (glyph ofwarding [blast], 10th-level cleric, 5d8 electricity, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. PC must also make a Will save (DC 17) or become cursed by the tome. The resulting curse convinces the individual this is the true Iron Codex, and immediately knows the book confers great power upon him, if he only were to remove it from the Temple. The urge to take the tome and run is nearly uncontrollable, and the PC may take such action, if his companions are not prepared t o stop him.

Treasure: All three of the books on the altars are cursed, and radiate evil and powerful magic (necromatic, evocation, and conjuration) if detect magic is cast. None of these tomes is the actual Iron Codex; all three are identical copies of the legendary tome, possessing none of its true power. Anyone who touches one of the books suffers the following effects (depending on the book). The effects can only be removed by a remove curse spell:

The statues around the room, while remarkable in their perfect likenesses, are not magical, simply trapped with magic. o n l y the sword in the hand of the woman behind the three altars is a magic item. The longsword is a named weapon: the runes on its surface read ‘Mordrungir’.It is a +3 longsword, with the ability to create light and darkness at a command. If wielded by a fighter of good alignment, the sword gains the ability to detect evil in a 30’ radius. If the characters take any of the three Tomes from their aItars and carry them out, they are free to leave the Temple (re-negotiating the traps, of course). However, within a week, a demon arrives a t the city and ransacks the temple, carrying away the true Iron Codex.. . beginning a new adventure for the PCs as they discover their error.

However. The door to the inner chamber is made of plain stone. and place the Codex on top. Silver wings shine in the sunlight. restored the tome to its proper resting place. Carrying it through simple means. I beg you. and a smaIl boy‘s voice whispers. within the protective aura of the spells cast on the large steel altar. If you do. Only by touching it with steel gauntlets (reducingthe Will save to IO) or by using spells or other distance-lifting means can they avoid the Iron Codex’s attempts to possess their bodies. The book lying on the floor radiates evil. and receive the benefits of a bless spell for 12 hours. save the ruby. Once the Iron Codex is safely on the altar once more. If the characters are successful.. and saved the lives of their city. However. A vengeful dragon descends without mercy. a mixture of snow and acid. and the altar on which it once rested radiates a strong aura of protective magic. its power restored). The True Codex ( Percival 1 If both of the gems from rooms #7 and #8 are placed upon their respective matches in the walls at the same time. most of the difficult part of the adventure is over. is yours all of it! what say you!”(see the adventure “The Heart of h u n Khonshu”). For more detailed information on the abilities of the Iron Codex. All the PCs must do is straighten the altar (which causes the large steel altar to glow again. a secret door opens in room #6. . and someonedear to me has suffered a tremendous attack upon his very soul.this time. The guards launch volleys of arrows at him. This room is the actual burial chamber of the Iron Codex. they must be cautious not to actually touch the Iron Codex. they have navigated the dangers of the Temple of the Iron Codex. FURTHER ADVENTURES “Goodpeople. These adventures do not have to immediately follow this module. is not enough to protect them from the curse of the Codex. and they stop at nothing to retrieve the book and free their master. Evil minions of the Codex know where theTemple lies. “Thank you. the statue in the back of the small room animates. but can be a series of long-term plots for the characters in future gaming sessions. or destroy the Iron Codex safely .no mean feat. there are still several threads to be considered before the DM closes the book on this adventure.. such as cloth or leather.TEMPLE OF THE IRON CODEX 10. Anyone approaching the book feels heat coming from its wrought-iron covers. My name is Allyn. see the Item description at the end of this adventure. defeat the demon. At this point. all of the treasure of the tomb. and acid drips from the dragon’smouth and claws as he breathes a stream of ice. and can hear faint whispers as if voices spoke from between the blood-red pages of the tome. Anyone who touches the Iron Codex must make a Will save (DC 20) or be possessed by the demon within the tome. . destroying most of nearby building. The P c s must find a way to re-bury the Temple. please help me find the Heart of Amun Khonshu to save my friend. The guardsmen scream in agony as the dragon swoops toward the Pcs! (see the adventure “The Harbringer”). but are quickly put down by another fearsome blast . I beseech you: Hear my story. and carved into it is the word ‘Percival’.”. All characters are healed of 3d8+5 points of damage.

is yours .in the region we now call the Great Desert of Ninva .its homble absence left a temble blight upon the land. I beseech you: Hear my stov.there ruled a wicked man named Amun Khonshu. but my band ofassociates is not up to the task of surmountingthe peds ofthe Ninva Desert. you can even have the PCs encounter Allyn far from the desert. “Regardlessof the effectsof his disappearance. save the ruby. and someone dear to me has sufered a tremendous attack upon his soul. I have found this region did not become a desert until ajler this vile man died.THE HEART OF AMUN KHONSHU by Kat & Marcel0 Figueroa I t all began simply enough. the servants of Amun Khonshu preserved their leader’s body ill-gotten treasure.all of it! ‘What say you!” DM BACKGROUND This adventure is designed for four to six PCs of levels 9 to 11. many hundreds of years ago . The party can start off in just about any city on the edge of a large desert. Fortunately. My name i s Allyn. I beg you. lust like your last adventure. He now lies on the verge of death. But before the cult was vanquished. they need to . Paraphrase or read aloud the encounter with Allyn as part of the introduction to this adventure. ‘‘You see. I was fascinated by a story of an enchanted ruby with the power to bang a lost soul back from the dead. I have only recentlydtscovered this story may be true and the ruby might exist. to gutde hu soul back to his mortal frame. upon Amun Khonshu’s death. If you do. others say he was a god. all of the treasure of the tomb.Amun Khonshu was a murderer and a tyrant who ruled over the people based on the premise of a fanatical death cult dedicated to his personal advancement. or even smack dab in the middle of it at a caravanserai. ‘As a child. Once his vast power was taken with him into the afterlife. Legend has it they left the enchanted ruby there as well. Assuming the PCs agree to accompany Allyn to the tomb. please help me find the Heart of Amun Khonshu to save my fiend. Some say he was a powevful sorcerer. just as he finishes up an adventure of his own (presumablyone where he found the final piece to the puzzle of location of the tomb of Amun Khonshu). If necessary. in a tavern where you’re accosted by a stranger promises of great wealth complicated only by a significant nskfactor. his cult was dnven underground and eventually destroyed by neighbonng nations. “Goodpeople. “I believe I have found the location ofthis tomb. In searchingfor this fabled ruby.

h p 42. Medium humanoid. the PCs can discover the tomb‘s existence by some other means which better suits your plans. he is a normal ranger favoring desert terrain. the pcs do not have to accompany Allyn to the tomb. THE ALLY Allyn has only one objective: to recover the Heart of Amun Khonshu so he can save his life-long friend. Spot. Note Allyn uses the desert ranger class (with appropriate 3. Int 10.5 modifications) from the AEG book wilds. he ventures back down into the tombs to learn of the PCs fate and see if there is still any chance he can procure the gem on his own or with the remainder of the party. There is a 25% chance per day the party stumbles across an oasis guarded by randomly determined inhabitant from the table below: ENCOUNTER TABLE ld20 Encounter 15 16 Cy nos p h i nx Huge monstrous scorpion Having lived in the desert for some time. @Allyn.THEHEART OF AMUNKHONSHU to the tomb. and Survival checks made in the desert. Point Blank Shot. Search. longbow). Sense Motive. longbow). In any case. Improved Initiative.SA -. Atk +9 melee (1d6+2/18-20. Likewise. he gets a +2 bonus on weapon damage rolls against such creatures. Otherwise. Wis 14. desert clothing. Con 14. Listen. rapier) or +8/+3 ranged (ldXlx3. quiver. If the beginning described here somehow does not suit your campaign. rapier) or +8 ranged (1d81x3. SV Fort +9. Spd 40ft. Should the PCs choose to renege on their part of the deal. Additionally. Hide. Listen +4. Human Desert Rgr 6 :CR 6. The entire basis of an adventure could be the party simply finding a map to the lost tomb. . Favored Enemy (Ex): Allyn has selected first aberrations and second undead as his favored enemies. Str 12. Will +4. and don’t be too harsh on them yet! They’regoing to need all their wits and strength to handle the perils of the tomb itself. Desert Lore: Allyn gains a +2 circumstance bonus to Balance. AL N. Ride +6. He gains a +2 bonus on Bluff. Base Atk +6/+1. Survival +11. he retreats during a potentially fatal encounter and lingers around the entrance to the tomb. it is unlikely they could get lost along the way Strictly speaking. Heal +7 Knowledge (nature) +9. Dex 13. lnit + l . Allyn is not so foolhardy as to risk his life in vain for the gem.. Spot. SQ Desert lore +2. If necessary. Unless AUyn somehow becomes unable to guide the PCs to the tomb. +1 rapier (named “dune”). longbow. and the party must brave the dangers of the Ninva Desert. even if it means subduing or actually killing any or all of the heroes. AC 17. He is honor-bound to keep his end of the bargain and let the party keep whatever else is found in the tomb. ranger options (+loft. but do not purposely sabotage the heroes’ chances of finding the tomb. Possessions: Studded leather armor +2. You should feel free to play out the journey through the desert..move and +1 natural AC bonus). Make the experience as difficult as you see fit. Ref +3. refer to Desert Terrain in Chapter 3 of the DMG). Great Fortitude. prepare equipment and supplies for a four-day trek through the desert. If faced with a situation in which it is clear he can do little else but lose. Allyn is prepared to take whatever measures are necessary to secure the gem for himself and escape from the party. anyone trying to track Allyn or his companions through the desert adds +5 to the DC. They should also bring tools they might need to excavate an underground tomb. he is more than willing to let the party to face their own fate. and already knows the path favored enemies. When the situation seems safe again. Weapon focus (rapier). AUyn is an expert navigator of the wastes. two waterskins. Move Silently. ALLYN. Cha 10. H D 6d10+12. Grp +7. Search +5. hiding in a nearby dune. Skills and Feats: Handle Animal +5. 20 arrows. flat-footed 16. Full Atk +9/+4 melee (ld6+2/18-20. and Survival checks when using these skills against creatures ofthis type. Spot +6. . If necessary. Even though Allyn knows the exact route to Amun Khonshu’s tomb. TrackB. it is still a difficult four-day journey. touch 12.

1. Furthermore. whether by means magical or mundane. Each door section is considered masonry.THE HEART OF AMUNKHONSHU THE- WITH TOMBS The PCs are bound to run into a few general problems in the tomb. the PCs are going to have to use mining or excavating tools to open it up. as described in Chapter 4 of the Player's Handbook. Climb DC 20). once a wall section is discovered to actually be a bricked-over opening. Break DC 35. An elf's heightened senses allow them a Search check without looking. As the PCs enter each numbered area on the map. Allyn encourages them to search again. Guardian Chamber . you are ready to proceed with the rest of the adventure. which do not have anything to do with either monsters or traps. Finding any such entrances requires a Search check (DC 20). as with a regular concealed door. GIVE ME A LIGHT I N THROUGH THE OUT DOOR There are no doors throughout the interior of the tomb. THE TOMB OF AMUN KHONSHU Once the PCs finally make it to the spot in the desert where the tomb is located. and leaves no stone unturned now he has others to help him. There are no hidden latches here. Each entrance to another chamber was bricked over as part of sealing the tomb shut. Hit Points 90.. . He is not going to be satisfied with the venture to the tomb until he lays his hands on the enchanted ruby. If the PCs fail to find The tomb is entirely underground. Make sure you take full advantage of the limitations of the skill's use. (Thickness Ift. a particular door and have seemingly exhausted all options for moving forward. Hardness 8. All undead within the Tomb are shielded by Amun Khonshu's will which imposes a -4 profane penalty to all Charisma checks for turning or rebuking undead within the Tomb.. and there are no light sources. THE WRITING ON THE WALLS The hieroglyphics on the walls of the tomb can only be read with a successful Decipher Script or Knowledge (arcana) check (DC 30). Each PC can make an attempt to discover where the wall meets a masonry-coveredentrance. consult the entry listed here and read the boxed aloud. It's up to the PCs to provide their own light. The PCs must make this check every time they attempt to decipher any inscriptions.

Acid (Ex): A gelatinous cube’s acid does not harm metal or stone. Tactics: A f t e r t h e g o l e m has engaged in t h e f i r s t r o u n d o f combat. Int -.. The cube can automatically engulf a paralyzed opponent. Skills and Feats: -. AC 22. The gelatinous cube merely has t o move over the opponents. A move earth spell drives the golem back 120 ft. H D 11d l 0+30 (90 hp). a gelatinous cube can simply mow down Large or smaller creatures as a standard action. A clay golem gets no saving throw against magical attacks that deal acid damage. Opponents can make opportunity attacks against the cube. and deals 3d12 points o f damage t o it. they are pushed back or aside (opponent’s choice) as the cube moves forward. Con -. The save DC is Constitution-based. Spd 20 ft. a clay golem. Antechamber T h e h i e r o g l y p h s in t h i s r o o m d o c u m e n t t h e earliest b e g i n n i n g s of Amun Khonshu’s rise to p o w e r as t h e pharaoh‘s v i z i e r a n d a highly regarded m e m b e r of t h e M a g i of N i n v a . Int -. AL N: SV Fort +3. Str 10. Cha 1. Ref -4. Treasure: E a c h of t h e 20 gems i s real. slam). Spd 15 ft. 2 slams). ooze traits. Full Atk +14 melee (2d10+7 plus cursed wound.. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. T h e g o l e m f i g h t s f u r i o u s l y until i t i s c o m p l e t e l y destroyed. on a success. T h e p i l l a r in t h e center i s actually a gelatinous cube t h a t has b e e n covered in d u s t a n d sand t o disguise itself. Enguf(€x): Although it moves slowly. Haste (Su): After it has engaged in at least 1 round o f combat. touch 8. Skills and Feats: -. there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. If the amount o f healing would cause the golem t o exceed its full normal hit points. even t h e ones attached to t h e gelatinous cube. flat-footed 22. CR 10. The golem gets no saving throw against any o f these effects. lnit -5. SV Fort +9. a n d of v a r y i n g quality a n d type. nonmagical. haste. Space/Reach 10 f t . Dex 1. AC 3. 2. attacking the nearest living creature or smashing some object smaller than itself i f n o creature is within reach. SQ Construct traits. Wis 11. flat-footed 3. ... darkvision 60 ft. # Clay Colem: A character with r a n k s in K n o w l e d g e (architecture a n d engineering) or C r a f t (stonemasonry) receives a n automatic s k i l l c h e c k (DC 15) t o n o t i c e t h e p i l l a r i s not s u p p o r t i n g a n y o f t h e ceiling’s weight. Base Atk +8. affecting as many as it can cover. Ref +2. Space/Reach 15 f t . but if they d o so they are not entitled t o a saving throw. Dex 9. I f t h e PCs manage to successfully translate t h e h i e r o g l r p h s on t h e wall. lnit -1. touch 3. A disintegrate spell slows the golem (as the slow spell) for l d 6 rounds and deals l d 1 2 points ofdamage. Will -4. certain spells and effects function differently against the creature. t h e intact guardian statue. Creatures who fail t o notice a cube and walk into it are automatically engulfed.. Any magical attack against a clay golem that deals acid damage heals 1 point o f damage for every 3 points o f damage it would otherwise deal. / l O ft. T h e recovered gems are worth 200 gp each. a clay golem can haste itself once per day as a free action. and it takes a DC 15 Spot check t o notice one. Once a clay golem goes berserk. An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points o f damage. t h e y decipher a w a r n i n g to anyone who would b e so bold as to disturb t h e s l u m b e r o f Amun K h o n s h u t o think otherwise. transparent: AL N. Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. slam). Wis 1. slam). Atk +1 melee ( l d 6 plus l d 6 acid. Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. The uncontrolled golem goes on a rampage. even under ideal conditions. i t i m m e d i a t e l y enacts haste o n i t s e l f a n d attempts t o deliver as m a n y c r u s h i n g b l o w s as it can. Str 25. T h e cube p a t i e n t l y waits for a hapless P C to remove t h e g e m from o n e o f i t s sides before it strikes. or the spell has no effect on the injured character. and are considered t o be grappled and trapped within its body. Will +3. Large construct. suddenly comes to l i f e a n d attacks the party. a clay golem hit by the breath weapon o f a black dragon heals 7 points o f damage if the attack would have dealt 22 points o f damage. immunity t o magic. SA Berserk. #Gelatinous Cube: CR 3. SA Acid. The save DC is Strength-based and includes a +1 racial bonus. For example. then moving on t o spread more destruction. Full Atk +1 melee ( l d 6 plus l d 6 acid. AUyn truthfully i n f o r m s t h e p a r t y h e has n o k n o w l e d g e o f this u n f o r t u n a t e b a n d o f adventurers. Those who d o not attempt attacks o f opportunity must succeed on a DC 13 Reflex save or be engulfed. Cha 1. Engulfed creatures are subject t o the cube’s paralysis and acid. E n c o u n t e r : Once t h e PCs are a l l within t h e chamber a n d are searching for t h e door to t h e Antechamber (room #2). damage reduction 1O/adamantine and bludgeoning. cursed wound. SQ Blindsight 60 ft. paralysis. low-light vision. Immunity to Magic (Ex): A clay golem is immune t o any spell or spell-like ability that allows spell resistance. Crp +11. engulf. Berserk (Ex): When a clay golem enters combat. Grp +19. It cannot make a slam attack during a round in which it engulfs. / l O ft. Huge ooze. as noted below. no known method can reestablish control. Atk +14 melee (2d10+7 plus cursed wound. In addition. A character attempting t o cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check. it gains any excess as temporary hit points. Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 ft. immunity t o electricity. Con 26.. Transparent (Ex): Gelatinous cubes are hard to see.THE HEART OF AMUNKHONSHU If asked. Base Atk +3. The effect lasts 3 rounds and i s otherwise the same as the spell. H D 4d10+32 (54 hp).

nothing more.causing a -4 circumstance penalty to all actions as the larvae hatch and writhe within the victim’s lungs. lnit +2. This room contains no door to the sarcophagus room on the other side of its back wall. and a wand of magic missiles (1st level caster. Spot +7 . A PC who succeeds in his save is immune to the curse so long as he moves within the room. The Water Portal room contains the only door to the Sarcophagus room on its back wall. Crp . Base Atk +l. Full Atk +3 melee ( l d 6 Str. flat-footed 11. non-magical. Once the chamber is opened and exposed to the fresh air of the hallway.500 gp and one black opal (gem.200 gp. making it fairly easy to find in a Search check (DC 15). Treasure: Along the back wall of this chamber are various vessels containing a total of 1. Once the masonry has been removed. This chamber contains dormant spores that carry the eggs of scarab beetles. only a cure disease spell or purging the lungs with . 1. This room contains no door to the sarcophagus room on the other side of its back wall. strength damage. a Search check (DC 30) exposes a secret entrance to the Chamber of Worldly Possessions (room #8). Water Portal The door to this chamber bears the universal symbol of water. Cha 13. Failure means the spores begin to gestate in the victim’s lungs.. Leaving the chamber and then re-entering it again exposes the PC to the curse’s effects.THE HEART OF AMUNKHONSHU 3. +2 turn resistance. an ornate silver chalice (art. Listen +7. it takes a -4 penalty on Hide checks. the infected PC begins retching and coughing violently . 14 g p value). They must break into the room from the side of the pit. Will +4. ushadow: Medium undead (incorporeal). Ref +3. non-magical. making it a simple matter to Search for (DC 15). bears on its front the symbol for the element of air. Success means the spores only have an effect equal to breathing stale air in a dusty room. Search +4. H D 3d12 (19 hp). At this point. SQ Darkvision 60 ft. Wis 12. Skills and Feats: Hide +8*. AC 13. Con -. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. Strength Damage (Su): The touch o f a shadow deals 1 d6 points of Strength damage to a living foe. 4. Create Spawn (51. 70 gp value). A Heal or Survival check (DC 20) allows a character to recognize the danger that they are in. In ld6 hours. AL NE. In brightly lit areas. A kind DM may allow a PC a Concentration check (DC 20) to take the intended action without the -4 penalty Eventually. and a pearl (gem. touch 13. *A shadow gains a +4 racial bonus on Hide checks i n areas o f shadowy illumination. nonmagical. Treasure: Along the back wall of this chamber are an assortment of clay vessels containing a total of 1. Tactics: Once the Pcs enter the room. This is a negative energy effect. they are attacked by four shadows which do their best to corral the PCs back out through the chamber door so they fall into the pit. Int 6. you can peer into a pitchblack room. SA Create spawn. Treasure: Along the back wall of this chamber are various vessels containing a total of 1. A creature reduced t o Strength 0 by a shadow dies. the infected PC dies. Every character to enter the chamber must make a Fortitude save (DC 20). Spd Fly 40 ft. 750 gp value). undead traits. incorporeal touch). Atk +3 melee ( l d 6 Str. the spores are activated and become both deadly and invisible attackers. Str -. (good).000 gp value). because of the pit. incorporeal touch). 5. an onyx (gem. Dex 14. Air Portal The door to this chamber bears the universal symbol of air. wine or other alcohol (causing ld4+1 points of Constitution and Strength damage) halts and destroys the growth of the beetles. Id4 hours after the eggs have hatched. However. which can be spotted with relative ease with a Search check (DC 15). the PCs cannot stand in front of the door. If the PCs choose to investigate the pit. incorporeal traits.4): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control o f its killer within l d 4 rounds. non-magical. Every PC who enters the chamber must make a Fortitude save (DC 15) or be permanently turned to stone. the beetles molt to their full size and then begin crawling their way out of the victim’s lungs through the lung wall. Dodge. Earth Portal The door to this chamber bears the universal symbol of earth. 40 gp value).700 gp. Once a PC becomes infected. SV Fort +1. Alertness.

The PC peering into the hole is thrown back. the affected PCs can each make a Reflex save (DC 30) for half damage. instead. Again. listed above. tiny short sword). SA Sleep bite. Spot +3. vanishing bottle. If the PCs use a flame light source and peer into the room. The sarcophagus here isn’t even covered with real gold. Once the masonry is removed. and then reappears from a vessel behind a party member. Atk +11 melee (ld3+4/19-20. This does 10d6 damage to all PCs in the room or within 20 ft. Str 18. After 30 minutes. This room is filled with natural gas. so any tomb raiders would take their fill and depart. His preferred tactic is to teleport to an open bottle just before he is attacked. Base Atk +2.The gas stil leaks into the room. it usually activates the bottle’s vanishing power t o escape. . Tiny undead. Wis 10. @Bottle Imp: CR 4. and then flies about the room to harass and annoy the rest of the party. Dodge. and introducing a flame into the mix produces the same kinds of results as before. This poor soul was once the leader of Amun Khonshu’s death cult. and pulls in the stopper. SQ Damage reduction 5/good. If a larger hole is opened in the portal’s masonry before any PCs step through into the room. H D 4d12. Sense Motive +5. Cha 10. as a standard action. Anyone peering directly into the hole is hit as ifby a fiery burst which originates on the flammable light source for 15d6 damage from the blast. 7. Skills and Feats: Escape Artist +14. they discover a mummified skeleton which proves to be truly and utterly dead. Con -. bite). there is enough gas to produce half the effects. This room does not contain a door to the sarcophagus room on the other side of its back wall. Sealed inside one of these vessels is an enraged bottle imp. tiny short sword) or +6 melee (1 plus sleep. Move Silently +14. Inc. The PC cannot make a Reflex save against this damage. Dex 25. the gas ignites. and the bottle cannot be sent t o the ethereal plane. h p 26. making it a little easier to Search for (DC 15). the chamber is filled with gas again. the imp travels with it. Weapon Finesse. as if by the gaseousform spell cast by a 4th level sorcerer. Full Atk +11 melee (ld3+4/10-20. you peer into a dark room. symbol for fire. away. Sleep Bite (Su): Anyone bit by a bottle imp must make a successful DC 12 Fortitude save or fall into a deep slumber for 10d6 minutes. and he considered it an honor to take his own life so he might serve his dark lord in death as well as life. the bottle imp assumes smoke form and retreats to the strongest looking bottle he can find. Int 13. If seriously wounded. Once the gas is lit. flat-footed 15. The imp attempts to bite the hand of the adventurer who sets him free during the surprise round. AL NE. of the blast takes 7d6 damage. @ 2003 White Wolf Publishing. Retreat (Su): When reduced t o 0 hit points. Hide +22. When the PCs open the sarcophagus. Randomly determine which of the PCs opening vessels and jars unstops the container with the bottle imp inside. retreat. Instead. any source of flame instantly causes the gas to ignite. i t returns t o full strength and may once again exit its bottle. smoke form. Ref +8. Grp -2. this functions as the vanish spell. The cultists built this chamber and filled it with Amun’s treasure in an attempt to fool grave robbers into thinking they had stumbled upon the real crypt. leaving the true sarcophagus chamber untouched. of the door and blows out or consumes all non-magical light sources. it has been covered with gilding taking great care to imitate Amun Khonshu’s actual sarcophagus. and everyone within IO ft. i f the i m p perceives an attack directed at its bottle. Listen +3. Along the walls of this chamber is a vast collection of vessels and jars. it is not destroyed. Smoke Form (Ex): bottle imps can turn gaseous at will. teleports t o its bottle. False Sarcophagus Chamber Bottle Imp from Necromancer Games’ Creature Collection Revised. Within I hour. which is odorless. After 24 hours. O f course. PCs may make a Knowledge (dungeoneering) check (DC 20) or Survival (DC 25) to detect the presence of the gas. it automatically and instantaneously becomes gaseous.THE HEART OF AMUNKHONSHU 6. AC 22. there is no chance o f the bottle being disintegrated. This is not the real sarcophagus chamber of Amun Khonshu. The imp has usually scouted out the surrounding area to find the most innocuous locations t o hide its bottle in the event of an emergency. In either case. When the bottle teleports. incurring an additional 4d6 damage from slamming into the wall. Will +4. Fire Portal The door to this chamber bears the universal symbol for fire. undead traits. the danger is not over. Spd fly 30 ft. except the imp need not touch it’s bottle. (perfect). lnit +7. a bottle i m p may teleport its bottle top any location u p to 300 ft. touch 19. Vanishing Bottle ( 5 ) Three : times per night. the PCs are allowed a Reflex save (DC 30) for half damage. SV Fort +1. Possessions: Tiny short sword. Search +4.

his cultists gathered the women and hauled them off to their husbands tomb. one bloodstone (gem. Corrupting Gaze (Su): A ghost can blast living beings with a glance. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. putting all men into the same category as their treacherous husband.Search (DC 25) to find. h p 31. Spot +12. a wand of invisibility (36 charges). Once the PCs reach the other side of the pond and break through the masonry wall to get into the next room. they should not get much more than a chill from it. unarmed). The ghosts have no reservations about attacking female members of the party. spread must succeed on a Will save (DC 18) or become panicked for 2d4 rounds. Search +9. 170 pp.THE HEART OF AMUN KHONSHU Collectively. Dex 16. Wis 18. AL CE. turn resistance +4. Str 13. This is a sonic necromantic mind-affecting fear effect. Con -. deep. he immediately retreats. rejuvenation. rebuke or command undead. . Creatures that meet the ghost’s gaze must succeed on a Fortitude save (DC 18) or take 2d10 points o f damage and l d 4 points o f Charisma damage. Full Atk +4 melee (ld3+1. it’s difficult t o destroy a ghost through simple combat: The “destroyed” spirit often restores itself in 2d4 days. they were sealed in this small room next to Amun Khonshu’s true burial chamber. nonmagical. PCs wearing heavy armor or weapons are going to have trouble crossing it. If they can still see any retreated PCs from their vantage point in the death chamber. that views a ghost must succeed on a Fortitude save (DC 18) or immediately take l d 4 points o f Strength damage. Amun Khonshu had the last of his possessions dutifully prepared to accompany him in the afterlife: his four wives. nonmagical. 1. SV Fort+4. the ghosts cannot pursue the PCs beyond the boundaries of the room. If Allyn is attacked. Manifestation. unarmed). undead traits. Human Clr 4: CR 6. Thus. Crp +4. but they only bother doing so if the female PCs attack them directly or if the women grave robbers are the only targets left.000 sp. 30. lnit +7. AC 19. these ghosts focus their unholy attentions first and foremost on any male members in the heroes’ party. They choose their targets for these attacks just as you would expect . The save DC is Charisma-based. Remember each of these ghosts was an evil cleric in their past lives. read the following to them aloud: Encounter:As soon as the PCs step into this chamber. touch 13. but their souls were not properly laid to rest. Will +12. a +3 shocking burst great axe (named S t o m of the Sands) and a set of bracers of amor +s. three hematite stones (gem.600 gp. 12 gp value). These four wretched souls did not last long in the tomb. one jade stone (gem. Amun Khonshu’s wives are bound to the place of their death. Following the vile leader’s last orders. (perfect). Even the most powerful spells are only temporary solutions. Ref+4. Improved Initiative. which might tip off the party to the fact the ghosts cannot follow them outside of their death chamber. 27. 25. Rejuvenation (Su): In most cases. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. 80 gp value). If the PCs flee. All living creatures within a 3 0 3 . they eagerly use any of their ranged infernal powers to persecute the heroes. Chamber o f Worldly Possessions The pond is about IO ft. the remaining vessels and jars contain a total of 11. frightful moan.The water is cold. (although inventive PCs should be able to find a way to get both themselves and their gear across safely). The save DC is Charisma-based. one potion of aid. H D 4d12. Horr$c Appearance (Su): Any living creature within 60 ft. Tactics: With this in mind. Stripped of all adornments save their clothing. Allyn included. 100 gp value). Int 13. Knowledge (arcana)+7. 8. 90 gp value). Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. Knowledge (religion) +9. Spd fly 30 ft. SA Corrupting gaze. 300 gp value). nonmagical. nonmagical. Combat Casting. Listen +12. and l d 4 points of Constitution damage. Concentration +9. one black pearl (gem. The door to the true sarcophagus chamber is a hidden part of the back wall of this chamber. Medium Undead (incorporeal). they were still alive when b u n Khonshu died. Cha first. flat-footed 16. Iron Will. They harbor a tremendous hatred toward men. l d 4 points o f Dexterity damage. Spellcraft +7. A ghost that would otherwise be destroyed returns to its old haunts with a successful level Having sacnficed his treasure as a precaution to keep grave robbers from uncovering his true resting place. Base Atk +3. at a range o f up t o 30 ft. the ghosts of Amun Khonshu’s wives attack. incorporeal traits. they haunt this chamber with a supernatural fury. Skills and Feats: Hide +11. one wool tapestry (art. The save DC is Charisma-based. nonmagical. SQ. *Ghost. Atk +4 melee (1d3+1. but as long as the PCs do not soak in it for too long. Unfortunately for these ill-fated women. and they still have their clerical powers at their disposal.

Anyone within 60ft. Domains: Evil (Cast evil spells at +1 caster level). and stoneskm. Death touch is a supernatural ability that produces a death effect. The exact means varies with each spirit and may require a good deal o f research. For the most part. These spells. As soon as the first PCs enter the room. and it is impossible to open the inner sarcophaguswithout doing so. hold person. save DC 14 + spell level): ”detect magic. 1st-bless.with the proper plan. spiritual weapon. * Domain spell. Amun Khonshu starts any battle by using defensive spells to protect his vulnerable body. Listen. he is well on his way toward this goal. inflict light wounds. are: expeditious retreat. As the pcs struggle to make their appropriate saving throws. Amun Khonshu always thought he would be able to cheat death . His eyes are feral and wild. Cleric Spells Prepared (5/4+1/3+1. resistance. protection b Amun Khonshu is a terrible sight to behold. This requires a Strength check (DC 30) to remove from the outer sarcophagus. As a rule. light. the only way t o get rid o f a ghost for certain is t o determine the reason for its existence and set right whatever prevents it from resting in peace. Turn Resistance (Ex): A ghost has +4 turn resistance. Treat this as if a 20th-level sorcerer cast it. o r n energy. and they may betray lsely) to PCs that he is somehow advanced or watched over by a god. Whether the dogs have been dispatched before the party opens the outer sarcophagus or not. The edges of the lid are simply too far around the thing for the PCs to otherwise be able to reach them. Amun Khonshu awakens to destroy the fools who have interrupted his recovery. Since these clerics have 5 or more ranks in Knowledge (religion) they get a +2 bonus on checks against undead. it dies (no save). the four tomb hounds (see New Monsters -Appendix B) begin baying a t the party. His mighty headdress is composed of small bones. fog cloud. bloating out in between loose sections. his rotting face is barely contained within the bandages. Enough of the evil leader’sspirit has been transferred into the gem for him to be able to awaken and defend himself. The spells covering his bandages are not immediately apparent. 9. the hungry death dogs move in together to attack. . Apparently.THE HEART OF AMUNKHONSHU check (1 d20 + ghost’s HD) against DC 16. The heart of Amun Khonshu (see New Magic Appendix A) is still restoring the vile man’s soul to his long-dead body. who hears this is treated as if a 10th-level sorcerer had cast a ray of enfeeblement upon him. 2nd-death knell”. Search. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). inflict minor wounds. denoting a madness along with ferocity. kept in his ring of spell storing. Turn or Rebuke Undead (Su): These clerics may attempt to command or rebuke undead 9 times per day. virtue. When you touch. Death (Death touch once per day. However. shield offaith. the procedure for this isn’t quite complete. Skills: Ghosts have a +8 racial bonus on Hide. and Spot checks. mage amov. protection from energy cfive)is cast upon the creature inside the coffin. doom. The inner sarcophagusis made of pure gold. roll 4d6. Sarcophagus Chamber ( Real 1 As the leader of a death cult. protection from good*. As soon as the inner sarcophagus is removed from its setting. Amun Khonshu was fearful his corpse might be torched while he was away. as soon as the lid is moved. sound burst. shield. if the total at least equals the creature’s current hit points.


bite. have the PCs find a map on his body noting the town where his friend is. daze. expeditious retreat. Silver wings shine in the sunlight. mirror image. cone. Large undead. Weapon Specialization (slam) Despair (Su):At the mere sight o f a mummy. Iron Will. Cha 10. Jump +lo. AL N. Anyone caught in the area must succeed at a Will saving throw (DC 12) or take ld6+1 temporary Strength damage. ray of enfeeblement. blur. and acid drips from the dragon’s mouth and claws as he breathes a stream of ice. Alertness. light. two slams). the viewer must make a Will save (DC 10) or be paralyzed with fear for l d 4 rounds. slam). Grp +18. Will +lo. Base Atk +3. Cleave. stoneskin. Great Cleave. mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. resistance. Mournful Baying (Su): As an attack. shield. Fortitude DC 16. SQ Damage reduction 5/-. Great Fortitude. and the mummy rot can be magically cured as any normal disease.THE HEART OF AMUN KHONSHU If the party manages to destroy the mummy was once b u n Khonshu. He may ask them to escort him to the town on the edge of the desert where his friend lies ill. Atk +19 melee (1 d6+9 plus mummy rot. fog cloud. Move Silently +5. #Tomb Hound: CR 5. touch 12. M u m m y Rot (Su): Supernatural disease . hp 45. Spd 20 ft. in which case he dies. SQ Damage resistance 5/-.this time. Int 6. (Allyn searches the creature’s corpse thoroughly. FURTHER ADVENTURE An angry dragon descends without mercy. SA Mournful baying. incubation period 1 minute. AL LE. An afflicted creature who dies o f mummy rot shrivels away into sand and dust that blow away into nothing with the first hint o f a breeze. dispel magic. Speed: 40 ft. ray of frost. bite). Toughness. Medium undead. Spot +8. bite). AC 14. Move Silently +9. Base Atk +11. mummy rot. or the spell has n o effect on the afflicted character. Lightning Reflexes. Mummy Rot (Su): Supernatural disease. Amun Khonshu’s spell book was transcribed onto the very bandages his body is wrapped in. darkvision 60 ft. one of a snow and acid mixture. SV Fort +2. The save DC is Charisma-based. This emanates as a 60-ft. incubation period 1 day. Con -. If the bandages have not deteriorated in the course of battle.) The Heart is actually placed within the mummy’s chest cavity where b u n Khonshu’s real heart once beat. even if no one else is willing to touch it. cause feau. Survival +lo. Wis 14. destroying most of nearby building. Int 2. enervation. Intimidate +9. Full Atk +19/+14 melee (ld6+9 plus mummy rot. Wis 14. protection from energy. Cha 15. This ability can only affect each person once per day. AAmun Khonshu. despair. SA Despair. Amun Khonshu can not be turned or rebuked by any being o f less than divine power. A character slain in this manner this falls t o dust and blows away unless both remove disease and raise dead spells are cast on the remains within six rounds. Str 24. The guardsmen scream in agony as the dragon swoops toward the PCs! (see the adventure “The Harbringer”). Listen +8.000gp for it. Space/Reach 10 ft. E P I L O G U E The solid gold sarcophagus won’t be easy to transport to civilized lands. Mummy rot is a powerful curse. mage armor. TrackB. the viewer must succeed on a DC 16 Will save or be paralyzed with fear for l d 4 rounds. Despair (Su): When first in contact with the tomb hound. they can be recovered and deciphered. SV Fort magic. immune t o turning. vulnerability t o fire. Str 25.. Dex 10. The guards launch volleys of arrows at him. Unlike normal diseases. Full Atk melee +11 (ld8+10 plus mummy rot. If Allyn survived the adventure. the tomb hound can howl from the depths o f despair.. but is a true treasure and archeological find. mummy rot. Mummy Ftr 7: CR 12. Dex 15. The DC is Wisdom-based. so the original could be destroyed.. Grp +14. Ref+6. H D 7dl2. a Search check (DC 20) reveals the Heart of b u n Khonshu among his remains. flat-footed 12. The save DC is Charisma-based. flat-footed 20. A character attempting t o cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check. fireball. To eliminate mummy rot. Power Attack. Whether or not the save is successful. Weapon Focus (bite). Ref +4. damage l d 6 Con and l d 6 Cha. mage hand. A collector or museum would easily pay up to 10./5 ft. touch 10. . Perhaps kind PCs may even quest there to restore his friend to health. that creature cannot be affected again by the same mummy’s despair ability for 24 hours.. If he dies during the adventure. Skills and Feats: Hide +lo. Skills and Feats: Hide +5. Con -. Atk melee +11 (ld8+10 plus mummy rot. lmmune to Turning (Su): Inside his own tomb. Listen +8. pare. H D 15d12+3 (95 hp). ghost sound. not a natural disease. undead traits. lnit +O. Spot +8. Weapon Focus (slam). but are quickly put down by another fearsome blast . he keeps his word about the treasure: the PCs can have it all except the heart itself. Alertness. The secrets of the Heart are inscribed on the interior of the inner lid of the sarcophagus’s in the same hieroglyphics found throughout most of the tomb. dancing lights. Will +7. He has each of these spells inscribed on his bandages: blindnessldeafness. lnit +2. the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell). AC 20. Fortitude save (DC 20). feeblemind. after which a caster level check is no longer necessary t o cast healing spells on the victim. vulnerability to fire. undead traits. Afflicted characters lose l d 6 temporary Constitution every day until she is either healed by means o f a remove disease spell or magical effect or her Constitution falls t o 0 or less.

They made a profit. Torthan Ulefar. First. it doesn’t negotiate. It doesn’t eat. and killed the saboteurs they . Being a coward at heart. along with anybody associated with him . DM RACKGROUND This adventure is designed for four to six PCs of levels 3 to 5. . it’s up to you to clean up the loose ends.THATWHICH DOES NOT DIE Levels 3 to 5 by Eric Steiger It’s a simple bodyguardjob. a type of undead returned from the grave specifically to seek vengeance upon its killer. It’sa part of life. it doesn’t sleep. I t kills. and now y o u k stuck right between a single-minded undead revenge machine. the job seems a lot more complex.The line never took off. threatening his life if he refused. and the pay i s good” is what the merchant said when he hived you. a mercenary. did not take bribes. he bribed. but it’s easier said than done. It’s up to the PCs to stop it. they left him alive in exchange for control over his business.. Suddenly. Lorensen’s associates decided he was a threat. How do you kill That which Does Not Die? Nykal Lorensen is a cloth merchant in over his head. Because the murder didn’t quite take. but nobody ever got murdered -until recently. “The threat level is low. and evety indication is your employer is next.. Lorensen fled rather than face his backers. Evevybodymakes mistakes. The t e r n “underworld connections”just took on a whole new meaning. When they finally caught up to him. he became very successful trading all over the you. But when one of those mistakes ends in a murder. Then the bodies started showing up. He lied. He would not be bought out. and death. It features the new monster template of the Revenant. but forced Lorensen to engage in unscrupulous practices. he cheated. he needed a quick loan to pay for an exclusive line of clothing. Using his contacts from his years of campaigning. He’had borrowed money from some shady merchants with the understanding defaulting on the loan would have unpleasant consequences. ignored blackmail. And you’re in line to be the next target. and its prey. retired not long ago and went into the textiles business. .

again stabbed through the left eye. or about the person trying to kill him. He does not offer any details about the deal. he is compelled to kill each of them. he is just a coward who has made some bad decisions. Lorensen wants at least one guard at all times. Will +3.Torthan has returned from the grave as a Revenant. In the end. SQ -. and desperately seeks protection. Very few of their underlings (including Lorensen) know of their full membership or the true extent of their holdings. change his name. Needless to say. They sent their it was his business the killing advanced).lnit + O Spd 30 ft. His goal is to get far away from anybody who knows him. grating his nerves.Negotiator. he hires them.Medium humanoid. He pay any reasonable fee (200 gp for the group originally agreed. The DM is encouraged to flesh out and use the Golden Skull organization for further adventures. A successful Sense Motive check (opposed by Lorensen’s Bluff check) reveals Lorensen is unnaturally frightened . It is up to the PCs to prevent this from happening. per day is suggested). Surely such a letter can aid the PCs in the future.preferably one large enough where murder is somewhat common. and their secondbest man to do the job. Lorensen wants to get as far away as he can. and basically become someone else. SV Fort +2. Nykal Lorensen is looking for bodyguards. with word it was done. taverns. as quickly as he can. It doesn’t take much to notice Lorensen is hiding something and is paranoid. Grp +3. and are seeking revenge for his death. Lorensen believes the members of the Skull are being systematicallyhunted by one of Torthan’s close friends or relatives. He also points out that a letter of recommendation from him is considered a high honor. Once the PCs have determined a price. They have spent the past six days arranging a three-month dispersal. Skills and Feats: Appraise +lo. provided they are in regular contact. in his paranoid fashion. H D 4d6+4. Ref +1. contacting him should be the least of the PCs’ worries. Run. AC 10. Finally.the kind of people who have experience with strange occurrences. Listen +6. This was three months ago. has decided the killings are a result of the murder he participated in (he was marginally involved. blackmail. Needless to say. he needs a month‘s notice to find replacements. Profession (merchant) +6. The second-best returned. Str 10. He posts signs in blacksmiths’ shops. The adventurecan begin in any decent-sizedcity. his sole goal to exact revenge upon his killers. This situation. Little does he know it is Torthan Ulefar himself who is killing his own killers! Due to the circumstances of Ulefar’s murder.Craft (sewing) +lo. perpetrated Ulefar’smurder. he snaps a t inquiring PCs. and decided to have him assassinated. Six days ago. They know when to kill. etc). Sense Motive +6. is partly responsible. arranging to have his investments liquidated. He plans on leaving town in one week. One of their other major assets is secrecy.THATWHICH DOES NOT DIE sent. and murder. and Lorensen. however. If pressed. Lorensen really is not a bad person. A Nykal Lorensen.. is unique in terms of the quantity of people involved. and if the PCs are reasonably competent (or at least. the Skull has risen to prominence through cunning and ruthlessness. Gather Information +lo. Nykal Lorensen’s associates are several members of the criminal organization known as the Golden Skull. Ulefar has begun to take down the members of the skull responsible for his death. and needs time to finalize his preparations (selling his business. AL N. . Int 16.touch 10. the organization is worried. shortspear). Human Exp 4 CR 3. Lorensen. anywhere he thinks adventurers might see them.Wis 9. he may have the chance to redeem himseE. but requests the PCs sign a simple contract. He died from a stab wound through his left eye. and his considerable conviction. Intimidate +7. Con 13. but for now. as the members of the Skull scatter to various hideouts. appear so). The matter was considered settled. wherever the PCSare most comfortable. Atk +3 melee (ld6. He is not picky. the assassin who brought word to the Golden Skull of Ulefar’s successful assassination turned up dead in his room at an inn. merchant’s scales. reminding them he didn’t hire them for an interrogation. supply stores. He arranges to meet them as soon as possible. Because several members of the Golden Skull. Cha 17.Bluff +lo. one of the founding members of the Golden Skull was found dead in his house. Lorensen is more worried about his life than his money at the moment. He believes Ulefar had friends or family who learned of the reasons for his untimely demise. and Ulefar needs him dead. If asked. Diplomacy +lo. Possessions: Shortspear. SA -. While they are a relatively new and small group. shortspear). they are not adverse to theft. flat-footed 1 0 Base Atk +3. Full Atk +3 melee (ld6. Lorensen.Dex 1 1 .something from his past continues to haunt him. He allows all of the PCs (except the one guarding him) to do whatever they like during the week. Knowledge (local) +lo. Persuasive. artisan’s outfit. they grew desperate. including a clause that should the PCs wish to end the contract. h p 18. and when to threaten death. His first order of business is escape. Two weeks ago. While the majority of their holds are financial. back alleys. it is enough to understand the hold they have on Lorensen. while not a member of the Skull. he explains that someone is trying to kill him because of a business deal gone sour. leaving their businesses in the care of their minions.

each of the murderers Ulefar kills return to the world as wights. and the other as one of the assassins. He orders the rest of the PCs rounded up. Create Spawn (Su): Any humanoid slain by a wight becomes a wight in l d 4 rounds. Medium undead. Listen +7. Spd 30 ft. Atk +3 melee ( l d 4 t l plus energy drain. Alertness. For each such negative level bestowed. Con -. however. Spawn are under the command ofthe wight that created them and remain enslaved until its death. recognizes all three of them . The DC is 14 for the Fortitude save t o remove a negative level.lnit +l. Blind-Fight. aided by its companions (who are hiding in the shadows along the doorway). it matters quite a bit to everyone else. undead traits. he reminds them they signed a contract. or who the wights were. AL LE. SV Fort +1.two as members of the Golden skull. Move Silently +16. and refuses to listen to any arguments from the PCs. being concerned only with revenge. hp 26. and is ready to depart within an hour. reminding them they are being paid to follow orders. However. and left his third victim in a place where he would be sure to find it. Dex 12. Wis 13. Lorensen decides it’s time to leave. not give them. Skills: Wights have a +8 racial bonus on Move Silently checks. read the following to them: . count on the other two following him.. these studies) in exchange for undead labor.. allowing the cleric to study him (the DM is encouraged to create reasons for. All three of them still show the evidence of their deaths. flat-footed 14. Ulefar has decided to toy with Lorensen. Under no circumstances does he tell the PCs why he is being targeted. H D 4d12. Ulefar has prepared a trap for Lorensen and the Pcs. While he is not aware of this. If they refuse. SQ Darkvision 60 ft. SA Create spawn. #Wight: CR 3. Read the following aloud to whichever PCs are guarding Lorensen on the third evening as they come across the body in a suitably spooky location of your choosing: If the PC (or PCs) get close enough to examine the body. Full Atk +3 melee (1 d4+1 plus energy drain. the wight strikes. Cha 15. Will +5. On the outskirts of town. The save DC is Charismabased. When they are a good distance away. He has cut a deal with an evil cleric. Spot +7. Ref +2. but he insists on leaving right now. Base Atk +2. in search of fresh prey. Str 12. Int 11. if they get close enough for him to see. slam). packs what he can into a wagon. Grp +3. touch 11. Skills and Feats: Hide +8. it would hardly matter to him either way what evils he looses onto the world.THAT WHICH DOES NOT DIE Due to the twisted emotional energy surrounding their deaths. Energy Drain (Su):Living creatures hit by a wight’s slam attack gain one negative level. slam). the wight gains 5 temporary hit points. They do not possess any o f t h e abilities they had in life. AC 15. He buys the PCs horses (any available) if they don’t have any. He doesn’t care it’s late at night. FIGHT AND FLIGHT Immediately after the attacks from the wights. He did not. and consequences of. energy drain. daggers embedded in their left eyes. The first of these undead are preparing to ambush Lorensen and the PCSonce they are out of sight of the town. Lorensen.

#Atlip: CR 3. Lightning Reflexes Babble (Su): An allip constantly mutters and whines t o itself. and the two remaining members). By the time the PCs reach Kazyrian’smanor. Wis 10. From the clothes.THAT WHICH DOESNOT DIE THE MADMAN’S DEATH Kazyrian Tinrek was always considered the least stable of the members of the Golden skull. Crp -. and supervised the entire operation. SV Fort +0. For this reason. AL NE. Lorensen honestly does not know who is out to kill his associates and him. watching the PCs. It takes a Diplomacy or Intimidate check (DC 15) to make Lorensen talk. rest is the only option. SA Babble. Madness (Su): Anyone targeting an allip with a thought detection. claw). However.immunity t o cold. and the Golden Skull had him killed. but once he does. as Lorensen is quick to point out. he tells everything. he refuses to be separated from them. Ref +4. Ref+l. whose home is half a day’s ride away. Base Atk +O. which forced him under the influence of some powerful. hp 6. Wisdom drain. Str -. and unless the PCs make it impossible.. Ulefar came this morning. undead traits. flatfooted 14. incorporeal touch). touch 15. In order to further their ends. Int 11. Medium undead. Atk +3 melee ( l d 4 Wisdom drain. He handpicked the assassins who killed Ulefar. but he cannot find the way in the dark. H D 4d12. the skull knows the necessity of driving a point home. it ignores them. When this point needed to be driven home with a battleaxe or hot poker. All sane creatures within 60 ft. Full Atk +3 melee (1d4 Wisdom drain. Will +4.. and the dagger still in its left eye. Spot +7. When they arrive. and is still here.touch attack. but he never committed murder. At this point. So slow and painful. Base Atk +2. but believes it is one of Ulefar’s friends or family. Improved Initiative. Atk +1 melee. Lorensen knows of one of them.incorporeal traits. incorporeal touch). lnit +5. in fact. Intimidate +7. read the following aloud: The skeletons attack Lorensen before anybody else. Dex 13. this leaves three more. undead traits. Note telling them what happened does not free the PCs from their contract. hp 26.. SA -. In fact. The wailing is the allip. Spd 30 ft. he was made to engage in ruthless business practices against his will. AC 15. This is a sonic mind-affecting compulsion effect. flatfooted 14. mind control. Wisdom Drain (Su): An allip causes l d 4 points o f Wisdom drain each time it hits with its incorporea1. Dex 12. it should be pretty obvious to the PCs Lorensen is being targeted for a specific reason. +2 turn resistance. Lorensen explains to the PCs he made some bad business choices. Spd Fly 30 ft. darkvision 60 ft. Crp +l. in turn. Cha 18. #Human Warrior Skeleton: CR ’/3. lnit +5. not counting himself or the assassin. with flames still licking at the remainder of the building. is getting the idea this particular problem might not be outrun. Listen +7. Medium undead (incorporeal). Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. or telepathic ability makes direct contact with its tortured mind and takes l d 4 points o f Wisdom damage. Ulefar went to considerable effort to make Kaz’s death as slow and painful as possible. it gains 5 temporary . Lorensen found himself an unwilling participant in the murder of Torthan Ulefar. o f t h e allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. While they prefer threats and financial motivation to outright violence. creating a hypnotic effect. a competitor recently refused to sell his business to Lorensen. He also tells the PCs there were five members of the Skull involved in Ulefar’s murder. The save DC is Charisma-based. who immediately attacks anybody coming in range. Search +4. and very evil. AL NE. Lorensen can identlfy it as Kaz. Skills and Feats: Hide +8. SV Fort +1. and try to arrive before the killer does. (ld6+1 club) or +1 melee (1 d4+1. and himself It should occur to the PCs to find the members of the Skull. Con -. Wis 11. SQ Darkvision 60 ft. Survival +O (+2 following tracks). people. Str 13. Int -. Will +2. Skills and Feats: Improved Initiative THE TRUTH OF THE MATTER By this point. madness. it is already a charred husk. He. SQ Damage reduction 5/bludgeoning. Because it was his business which stood to gain. thus narrowing the list of targets down to three (himself. With two members and the assassin dead. H D ld12. one of the terrible spirits of the insane. (perfect). O n each such successful attack. Con -. Cha 1. touch 11. Kaz is now an allip. the only part really killed was the small remainder of his sanity. AC 15. considering them his best hope for survival. and by someone with significant resources. Kaz was the one who drove it.

and it is eyeing the horses hungrily It attacks either early in the morning. Spot +14. it can make a full attack. SV Fort +8.. the revenant cannot die permanently. purpose. Hide +14. Bailan’s keep is only two days’ride from Kazyrian’s. it is possible for him to take enough damage to be incapacitatedfor a time. Grp +8. feel free to add this encounter. including two rake attacks. AC 17 (-1 size. The other is Bailan Ranthar. Combat Reflexes. As long as their killer is still alive and they have at least 1 hp. Resistance (Ex): Since they feel n o pain. AC 17. 2 claws). Bailan and Anyra are romantically involved. the revenant fades from existence. a revenant gains an increase o f hit points equal to 1/2 its current hit point total (rounded down) when in sight of one or more o f its killers. Base Atk +7. Among these are 223 gp and a divine scroll containing the spells cure light wounds. BREAKFAST On one of the mornings on the way to Bailan’s keep. strength o f will. One of them is Anyra Lasenther. AL N. Purpose (Su): So long as even one o f its killers lives. touch 12. with a wand of animation (a gift from his cleric ally). he needs no sleep./S ft. . Base Atk +3. Con 16. Skills and Feats: Appraise +8.. Ulefar. the victim takes no physical actions for one round/revenant level. Medium undead. (average). no food. and the healing rate is reduced t o 3 hp/hour until they are above 0. However. AL N. he suffers 2 negative levels. when the five conspirators went into hiding. Dex 13. Each wants the other dead. Pounce (Ex): I f a griffon dives upon o r charges a foe.slam). and attacks as soon as the allip is dispatched. and they both know it. Persuasive. *Griffon: CR 4. There is a griffin nearby. indistinguishable from death. SQ Darkvision 60 ft.and is not difficult to find. Turn Resistance (Ex): A revenant has +4 turn resistance. flat-footed 15. Listen +6.THAT WHICH DOES NOT DIE The revenant. Ref +7. hold person. Will +lo. SQ Damage reduction. Wis 14. Int 13. Strength ofWi/\ (Su): Due to the overriding obsession for vengeance. a seductive and charismatic sorceress. Multiattack. the revenant cannot voluntarily turn down a chance to attack its prey. They each believe the other is responsible for the murders. Hold Person (Su): As per the spell. hp 30. Also. Damage Reduction (Su): Revenants benefit from damage reduction 10/+1. Str 20. implicating him. fly 80 ft. Great Fortitude. rake ld6+2. While he cannot be permanently killed. he arrives just before the Pcs. an attempt to consolidate power.slam). cure moderate wounds. Int 5.. if Lorensen bought the horses during the flight from town. Spd 30 ft. Listen +15. their thirst for vengeance is over. These hit points are temporary and are lost if the killer dies or the revenant loses sight of them. low-light vision. Cha 12. Atk Bite +11 melee (2d6+4. o n l y if he is in danger of losing them does the griffin attack while the PCs are riding. SA Pounce. Spot +lo. once they avenge themselves. Once they reach 0 hp.but it must always pursue one of them. SA Energy drain. or at some later point once they are dismounted. Because he expects company (the PCs). and neither trusts the other an inch. H D 7d10+21 (59 hp). the horses’ panicked nickering awakens the PCs. Intimidate +8. and no rest. a revenant won’t give up until the job is done. Move Silently +15. Overriding Obsession (Su): A revenant always knows the relative location o f each o f its killers. touch 11. damage ld6+2. scent. and aid (all written at the 5th level). Full Atk +11 melee (2d6+4. Fast Healing (Ex): Powered by sheer strength o f will. If the PCs haven’t been punished enough. Bluff +8. Rake (Ex): Attack bonus +8 melee. Skills and Feats: Jump +8. Improved Initiative. Large magical beast. resistance. Search +14. bite) and +8 melee (ld4+2. SV Fort +5. Space/Reach 10 ft. hold person. Skills: Griffons have a +4 racial bonus on Jump and Spot checks. revenants have cold and electricity resistance 20. AUIefar. Str 18. Iron Will. As a result. Remind the PCs. Cha 8..but the PCs horses are counterbalanced by Ulefar’s steadfastness. if they think about letting him have one of the horses. with orders to attack anybody who comes into the keep. Energy Drain (Su):If the revenant strikes his killer with a slam attack. Con -. causing him t o freeze in panic. is watching the entire fight from hiding. lnit +5. Alertness. before the PCs have mounted. Bailan’s Keep Bailan’s keep is two days ride away from Kazyrian’s. Unless the target makes a Will save. lnit +2. fast healing overriding obsession. Human Expert 5: CR 7. bite). Diplomacy +8. Wis 13. he is not eager to see any of them eaten. Full Atk +8 melee ( l d 6 + 5 / ~ 2 . Profession (merchant) +8. Ref +5. As it turns out. Possessions: Leather armor. flat-footed 15. Dodge. l d 4 rounds after i t s last murderer dies. Ulefar animates each guard he kills as a zombie. turn resistance. Lightning Reflexes. Dex 15. Anyra thinks Badan gave the order to disperse in order to prevent the group from discussing the murders too closely. in the ruins of Kazyrian’s study are enough fragments of documents to track down the two remaining targets. the revenant stops moving. H D 5d12. Weapon Focus (bite). few items of interest are still intact. the two of them went back to Bailan’s keep together. who runs all of the business ventures for the Golden Skull. Will +5. While they can go faster. However. Also. save through divine intervention (destruction by a cleric). Atk +8 melee ( l d 6 + 5 / ~ 2 . +2 Dex. Spd 30 ft. It can choose which one to hunt. +6 natural). the revenant gazes at his killer. of the utmost necessity for speed. Grp +15. Within the wreckage of Kazyrian’s house. a revenant heals 3 h p per round.

Bailan’s keep is small and organized. but only if it attempts a charge.dark-vision 60 ft. AC 11. AL NE.. SQ Single actions only. Because of his location when he fell through the trapdoor. HD 2d12+3. h p 16. and the entire place smells. Once the pcs enter Bailan’s living quarters. From the sound. (ld6+1) or club +2 melee (ld6+1). Dex 8. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. Str 12. Crp +1/+2. Ref-1. There is no treasure to be found. lnit -1. and most of the occupants are quite interested in fresh prey. Full Atk Slam+2 melee. SA-. There are no torch sconces.d# Human Commoner Zombie: CR %. SV Fort +0. If the PCs dawdle too long in any one spot. Medium undead. not much effort went into its design and construction. Wis 10. and no glory. Skills and Feats: Toughness. (can’t run). they likely have several fights on their hands in rapid succession. undead traits. with little decoration. touch 9.the floor is unworked stone. Will +3. Int--. it should not be difficult to tell where Ulefar and the others are. A zombie can move u p to its speed and attack in the same round. Note the entire maze is open. Con -. While it is obviously man-made. Ulefar enters the maze a t room #4. Atk Slam+2 melee (ld6+1) or club +2 melee (1d6+1). damage reduction 5/slashing.The PCs enter at location #1. Base Atk +l. . flat-footed 11. The maze is worked granite. Spd 30 ft. read the following aloud: RAILAN’S MAZE Each encounter in the Maze is numbered. Cha 1. Make it clear to the Pcs they do not want to be here.

immunity t o cold and fire. Spd 10 ft. incubation period l d 3 days. Full Atk +4 melee (ld6+3. Listen +4. Int 1. SQ Single actions only. Spd 40 ft. H D 2d10. bite). The save DC is Constitution-based. Medium ooze. bite). 5. AC 5. flatfooted 12. Base Atk +l. Disease (Ex): Filth fever-bite. . A zombie can move u p to its speed and attack in the same round. Crp +3. slam). Move Silently +5. Con 11. (can’t run). scent. Giant rats As soon as t h e y f a l l into t h e maze. 5. AC 14. SA Acid. bite). damage l d 3 Dex and l d 3 Con. Full Atk +3 melee (1d6+1 plus l d 6 acid. Will +l. 6. Hide +8. 3. Dire rats have a +8 racial bonus on Climb checks and can always choose t o take 10 on Climb checks. Crp -4. Spd 40 ft. hp 11. Empty Room T h i s i s w h e r e U l e f a r came in. hp31. 7. t h e PCs c a n encounter him again during t h e maze. Cha 1. Crp +4. Cha 4.. AC 15. damage reduction 5/slashing. I t i s suggested U l e f a r reach t h e e x i t j u s t after t h e PCs. SV Fort +3. Atk +3 melee (ld6+1 plus 1d6 acid. climb 20 ft.. Full Atk +4 melee ( l d 4 plus disease. SA -. SA Disease. Dex 1. If t h e DM would like. Cha 10. touch 13. I t usually feeds o n t h e rats. SV Fort +3. incubation period l d 3 days.. and shift back again as a move action. Will +3. HD3d10+15. Dex 15. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. Int -. Swim +11. Skills and Feats: Climb +11. Dex 17. Medium magical beast (extraplanar). l i v e l y 4.. The save DCs are Constitution-based. Will -4. w h i c h l i v e by t h e entrance w a i t i n g for food. Dire rats use their Dexterity modifier for Climb and Swim checks. in t h e PCs p a t h *CrayOoze:CR4. h p 16. Base Atk +2. 5. climb 20 ft. bite) or +2 melee (ld4+1. constrict ld6+1 plus l d 6 acid. but U l e f a r came across t h e m first.4. but only i f it attempts a charge. flat-footed 5. Small undead. damage l d 3 Dex and l d 3 Con. HD 2d12+3.. Skills: Dire rats have a +8 racial bonus on Swim checks. Int 7. a n d h e was q u i t e p r o u d o f it. bite) or +2 melee (ld4+1. Will +3. Atk +4 melee (ld6+3. SQ Low-light vision. undead traits. AL N . ooze traits. . touch 5. darkvision 60 ft. Cha 1. bite). 6. Move Silently +4. Base Atk +2. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th). Disease (Ex): Filth fever-bite. Any melee hit or constrict attack deals acid damage. Con 12. Ooze A G r a y ooze lurks in t h e dungeon. Improved Initiative Etherealjaunt (51. The save DC is Constitution-based. AC 15. Con 21. SQ Blindsight 60 ft. Wis 10. Str 14. Small animal.. Full Atk +2 melee (ld4+1 plus disease. Atk +2 melee (ld4+1 plus disease. 2. Ref +2. slam). Ref+5. u s i n g h i s a b i l i t y to t r a c k L o r e n s e n t o stalk t h e m . ethereal jaunt. Skills and Feats: Toughness. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. Zombie: CR %. Ref +4. AL N. . flat-footed 13. Base Atk +O. @Dire Rat: CR ’ 1 3 . T h e y are now freshly undead. Wis 12. Move Silently. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. transparent. Dex 12. Zombie Dire Rats T h e r e w e r e m o r e d i r e rats here. Atk +4 melee ( l d 4 plus disease. 4. Wis 1. lnit +3.THATWHICH DOES NOT DIE 1. improved grab. lnit -5. Ethereal Marauder: CR 3. Fortitude DC 11. SQ Darkvision 60 ft. slam). Fortitude DC 11. even i f rushed or threatened. Ethereal Marauder Bailan h a d t h i s creature captured by a w i z a r d a n d placed *Dire Rat.. Int 1. Wis 12. Spot +4. I t i s here. Skills and Feats: Listen +5. Str 12. Skills: Ethereal marauders have a +2 racial bonus on Listen. but not stone. flat-footed 12. touch 11. AL NE. H D ld8+1. Str 10.. in h i s dungeon. SV Fort +6. Skills and Feats: -. lnit +5. Con -. but f a r prefers s o m e t h i n g m o r e . touch 14. Spot +4. slam). Str 12. and Spot checks. Spd 40 ft. lnit +2. h p 7. mopping up whatever t h e rats a n d marauder don’t g e t to first. Crp -3. t h e PCs are set u p o n by a p a c k o f giant rats. Ref-4. Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Weapon Finesse.4): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action. SV Fort +1. SA Disease. AL N. Alertness.

An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner. #Vargouille: CR 2. she has studied it for years. and Spot checks. often subsisting on rats. Within another l d 6 hours thereafter. Crp +6. AC 16. h p 7. Small outsider (evil. Toughness. manual reset. two claws) and +4 melee (ld6+1. Con 12. Con 18. kiss. H D ld8+1. Base Atk +1. SA -. the door opens up. a wizard who is now dead. roll l d 6 separately for each phase o f the transformation). AL NE. Once the brick is pressed. Vargouilles More of Bailan’s pets. Gargoyle Bailan used part of his ill-earned fortune to buy the services of this gargoyle from its previous master. SA Shriek. Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack. (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them.. deep (2d6. Transparent (Ex): A gray ooze is hard to identify. Will +4. Spd 40 ft. l d 4 spikes per target for ld4+2 each). Pit trap Bailan has the intersection of these passages trapped with a splked pit. A paralyzed creature is susceptible t o the vargouille’s kiss (see below). AL CE. (average). when the head breaks free o f t h e body (which promptly dies) and becomes a vargouille. The floor is noticeably less dusty here. SV Fort +3. Dex 13. hp 37. A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. noticeable on a Search (DC IS)check. pit spikes (Atk +10 melee. the victim takes Intelligence drain and Charisma drain equal t o 1 point per hour (to a minimum of 3). flat-footed 14. touch 11. It can then start a grapple as a free action without provoking an attack o f opportunity. but t o reverse the transformation requires remove disease. extraplanar). Full Atk +6 melee (ld4+2. and the teeth become long. Spot +5. 5.THATWHICH DOES NOT DIE The ooze’s acidic touch deals 16 points o f damage per round t o wooden or metal objects. and some light does penetrate the secret door (it is only painted wood). mechanical. SQ Damage reduction lO/magic. Wis 11. a vargouille can open its distended mouth and let out a terrible shriek. Skills and Feats: Hide +7*. location trigger. H D 4d8+19. and automatically passes the caster level . Cha 7. a pair of vargouilles begins hunting the PCs as soon as they enter the maze. First. *The Hide bonus increases by +8 when a gargoyle is concealed against a background o f stone. Int 5. Listen. Wis 12. This transformation is interrupted by sunlight. 8. but the ooze must remain i n contact with the object for 1 full round t o deal this damage. Search DC 21. Atk +6 melee (ld4+2. claw). During the next l d 6 hours. If it wins the grapple check. Move Silently +5. Str 15. Secret Exit The only way out of this maze is through a secret door. A neutralize poison or heal spell removes the effect. fly 60 ft. Base Atk +4. poison. Ref+3. even under ideal conditions. SQ Darkvision 60 ft. Listen +4. bite). the vargouilles seek whatever prey they can get in the maze. 7. Disable Device DC 20. (good). Ref +6. flat-footed 11. The save DC is Constitution-based and includes a +4 racial bonus. Spot +4.. Poison (Ex): Injury. Anyra is waiting at the exit to the maze with her secret weapon prepared: a scroll of control undead. It takes a Spot check (DC 20) to see the gargoyle’seyes go red before it attacks. Cha 8. 20 ft. Much like the other residents of the dungeon. 6. Creatures who fail t o notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage. gore). The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid. #Gargoyle: CR 4. Full Atk +3 melee ( l d 4 plus poison. darkvision 60 ft. Int 6. Skills and Feats: Hide +9. bite) and +4 melee (ld6+1. The switch is a brick set into the wall. pointed fangs. bite). An observer must succeed on a DC 20 Spot check t o notice the gargoyle is really alive. Shriek (Su): Instead of biting. &Spiked Pit Trap: CR 3. 9. tentacles sprout on the chin and scalp. Read the following to the PCs as they reach this intersection. or leaves their sight. Will +3. the ears grow into leathery wings. Spd Fly 30 ft. Intimidate +3. The shriek is a mind-affecting fear effect. while delay poison allows magical healing. lnit +. Skills: Gargoyles have a +2 racial bonus on Hide. touch 12. all the victim’s hair falls out. goes out o f range. Medium monstrous humanoid (earth). AC 12. Fortitude DC 12 or be unable to heal the vargouille’s bite damage naturally or magically. Listen +5. The transformation is complete 1d6 hours later.. multiple targets (first target in each o f two adjacent 5 4 . SV Fort +5. The save DC is Constitution-based and includes a +1 racial bonus. squares). and it takes a DC 15 Spot check t o notice one. a gray ooze must hit with its slam attack. Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. Those within 60 ft. While she is not normally of sufficient level to cast the spell. Grp -3. freeze. Freeze (Ex): A gargoyle can hold itself so still it appears t o be a statue. Str 10. fall). Atk +3 melee ( l d 4 plus poison. Weapon Finesse. The save DC is Constitution-based and includes a +1 racial bonus. Multiattack. over a period o f I d 6 hours. DC 20 Reflex save avoids. it establishes a hold and can constrict. Those who fail are caught flat-footed as the creature leaps to the attack. and even a daylight spell can delay death. Dex 14. lnit +l. lrnproved Crab (Ex): To use this ability.


SA Spells. He realizes he is doomed to die no matter what. Spot +3. H D 5d4. Ref +2.and a + ring I of protection on Badan’s finger.check to cast it. shortspear) or +3 ranged (ld8/19-20. AAnyra. sphere. Cha 17. Full Atk +4 melee (ld2-4. SQ Low-light vision. touch 14. Atk +4 melee (ld2-4. and with him and the guards dead. Cats have a +8 racial bonus on Balance checks. two claws) and -1 melee (1d3-4. Lorensen himself is going to need to get back on his feet. save DC 13 + spell level): &acid splash. Dex 15. Atk +3 melee (ld6. l a m i n g f idiocy. ray o f enfeeblement. SA -. touch o Possessions: Cloak ofprotection +2. mage hand. There is a decent bit of treasure scattered throughout Bailin’shouse. and the local church is hiring mercenaries to thwart an ancient evil (see the adventure “Covenant Hill”). AC 13. light crossbow. When the PCs get through the secret door. magic missile. Con 10. mage armor. who ask their assistance (see the adventure “Tombof the Overseers”). Tiny Animal. Skills: Cats have a +4 racial bonus on Climb. Base Atk +2. Returning to the town they were originally hired in. Ulefar’s wand of animation disintegrated with him. or with a new profession. masterwork shortspear. Sorcerer Spells Known: (6/5/3. Weapon Finesse. shortspear) or +3 ranged (ld8/19-20.. she sets Ulefar against the PCs. Finally. Str 11. Str 3. a tapestry of a blue dragon on the wing worth 200 gp. Int 16. Will +6.Badan’s +2 longsword by his bed (named “Darksheen”). who is unlikely to be working alone. Also. the Hide bonus rises to +8. SV Fort +2. and has decided to act now. *In areas oftall grass or heavy undergrowth.Full Atk +3 melee (ld6. Cha 8. Hide. Crp +2. Lightning Reflexes. @Bishop. Skills and Feats: Combat Casting. he has use for competent adventurers such as the PCs. Either as a cloth merchant somewhere else. h p 18. Listen +3. . lnit +l. color spray. Pare. rather than die begging for his life from either Ulefar or the sorceress.. 10 bolts. touch o f fatigue. 1st-burning hands. If he is not. the PCs and Lorensen are prime suspects. touch 11. Wis 14. He sneaks up behind Anyra and stabs her in the back. the PCs hear word that the dead are rising. Treasure:The house contains564 gp kept in a locked safe (DC 15 to pick or force). AL N. When she does. Dex 13. but he is tired of being used by the Golden Skull. daze. A death cult in the immediate vicinity is no laughing matter. flat-footed 12. J u m p +lo. h p 2. and Move Silently checks and a +8 racial bonus on J u m p checks. sorcerer’srobes. They use their Dexterity modifier instead of their Strength modifier for Climb and J u m p checks. Cat Familiar: CR %. Spd 30 ft. SV Fort 1 . Con 10. Summon Familiar (Su):Anyra has summoned a cat familiar named Bishop. and are going to be more than just a little interested in the circumstances surrounding their deaths. read the following aloud to the PCs: What Anyra forgets about is Lorensen. Human Sor 5: CR 5. 2nd-eagle’s splendor. FURTHER ADVENTURES The death cult arising from the ashes in this adventure could begin working to integrate the absolute rule of a blackguard warlord named Intrepus. Move Silently +6. there is the matter of Ulefar’s cleric ally. lnit +2. Medium humanoid. Spd 30 ft. Ref+4. light crossbow). read the following to them: If Lorensen is killed in the fight with Anyra. Hide +14*. Will + l . Since there is no evidence of the revenant ever existing. light crossbow). h What becomes of the Golden Skull? They have just lost five powerful members. flat-footed 12. scent. Climb +6. AL NE. SQ Summon familiar. claws). Especially once he (inevitably) gets in over his head. ray offrost. Skills and Feats: Balance +lo. watching the battle from a safe distance. bite). then Ulefar dies Id4 rounds after them. HD Kd8. and the PCs bring this warning to the rulers. Int 2. Base Atk + O Crp +12. AC 14. the pcs can claim it. Wis 12. Dodge.

though soft moans still whisper on the long shadows of night and the peasants of Heathwyck tell tales of ghosts and spirits walking the ancient garrison’s barren grounds. Once the tales ofundead were no more than moans in the wind. He has begun to summon undead. fight to discover the true source of the evil emanating from Covenant Hill . Jethritch plans to declare himself King by the power of dark necromancy. gathering an army. .. He lives in self-imposed solitude with his undead servitors and those few apprentices brave enough to seek him out. and peasants who stay too late in the fields are slaughtered by undead while the moon shines brightly above. and the dead stumble toward the ancient gawison as if drawn by some unknown force . An ambitious man named Jethritch slipped into Ulrun’s private chambers. the old tales have begun to come true.and destroy it.COVENENT HILL of shipwrecked sailors. A Lich named Ulrun has lived in the forgotten garrison of Covenant Hill for hundreds of years. However. While there. The peace which has existed for centuries has been broken.his apprentices do not all have the same morals. .. Ulrun is a good soul. and would never threaten the innocent people of Heathwyck. something tewible whispers in the winds of Covenant Hill.the gem giving him command over undead. w i t h the phylactery. and it seems the old One turned his eyes at last toward the town below. But on recent nights. marching one by one into the night. Ulrun has spent his immortality studying death in order to find a way to restore life. Now. Once a powerful good necromancer. Yet the old One has never ventured toward the village. preventing Ulrun from returning. the players must make a difficult decision between justice. The land is at peace. and nothing disturbs his silent hemzitage. and greed. More graves open. Jethritch stole Ulrun’s phylactery . But at the end. The people of Heathwyckare fightened. Jethritch raised a barrier around Covenant Hill. . He uses the bodies of animals and of shipwrecked humans in his experiments. dead vise fYom the graves of Heathwyck.a command they cannot resist.

lit on sides by blazing torches which seem to cause the building itselfto glow. but a militia of commoners could do so. In deference to the Cod of Light. Both Ulrun and the Temple of Light approach the PCs. Their own force cannot enter the place. are vastly different in scope. the TemDle of Light. the Temple is never dark . The Temple of Light is a white stone building. If it is returned to Ulrun. Ulrun is banned from the area forever.inside or out. and no magical gifts other than simple healing when the PCs return from their quest. If they betray either one.Those rewards. In the endl what happens to U l n n and HeathVck is entirely in the hands ofthe PCS. kneeling in prayer on the stone pews or whispering in fear as the priests of Light try to calm them. the other curses them for their decision. and the barrier around the garrison on Covenant Hill falls. No matter which side they aid. The Lich.’They offer no monetary compensation. He has a store of items outside the garrison. The acolyte leads . If the phylactery is returned to the Temple of Light. Now the undead rise up from the graves around Heathwyck and the Temple of Light is drawing more support. The Temple of Light simply does not have the manpower or the popular support to attack Covenant Hill. however. want to rid the town of the Lich. The Temple and Ulrun both offer to reward the PCs for their services. and ask them to retrieve the phylactery. The bodies of the Heathwyck dead are returned to their graves. s The acolyte leads the PCs to the Temple of Light. offers both money and magic items. The Temple offers the PCs ‘the peace of mind.COVENENT HILL The priests and paladins of Heathwycks church. on the other hand. knowing an evil such as this is destroyed and ‘a blessing upon their souls. in the center of Heathwyck. Peasants huddle inside. he returns to his studies. sadder and wiser.They are prevknted in this undertaking however. and he allows the PCs the chance to take their choice from his treasure-vaults. the other almost definitely come.

and speaks of raising a militia of commoners to attack the temple once the PCs have stolen the phylactery. and the word spreads quickly that the Pcs are helping the Temple of Light. he cannot be found. Once they have the phylactery. and genuinely believe the evil of Covenant Hill is going to destroy them. and their god will look favorably on anyone who helps them destroy the undead of Covenant Hill. and sick. kissing their hands and telling tales of undead mothers. as well as the adulation of the people of the village. Laurent is very old. The people of Heathwyck are terrified. Although the PCs don’t know it. and he gladly comes out to meet them.Several of the peasants in the church hear Johannis speaking to the PCs. The PCs are already heroes .and they have not even begun their quest. the Lich‘s magic prevents the phylactery from being destroyed. read or paraphrase the following: THE TEMPLE’S OFFER They have no money or magic to offer the PCs. A few people even stop to thank the PCs on their way out. he asks them to leave him to rest. . sisters and children walking the streets toward the ancient garrison. After telling the PCs of the dangers. Once they retrieve it. He tells them according to legend it is a large green amulet on a silver chain. Ulrun is staying in the shipwrecked husks on the cliffshore. but they insist killing the undead will save the town from evil. THE LICH’S OFFER After the PCs are away from the temple and on their way back to the Inn. but if t he PCs seek him there at this time. they should return immediately to holy ground. cousins. Johannis escorts the PCs out of the temple. They also strongly hint at the discount the temple will allow them for future healing and restoration spells cast upon them. The Temple’s promise that they have the means to destroy it is empty. they can go to the beach to return it to him.

To open the door quietly requires a Move Silently check (DC 25). Wis 10. Spd 30 ft. 2 are waiting in the tree line for an opportunity to strike when the PCs least expect it. H D 5d10+25. Wis 12. There are 3 owlbears (hp 47) involved in this attack. flat-footed 11. Full Atk +9 melee (ld6+5. Atk Slam+2 melee (ld6+1) or club +2 melee (ld6+1). several large creatures leap through the brush! The road to the Lich‘s stronghold is badly overgrown. providing a t4 cover bonus to their AC). darkvision 60 ft. SA-. It is actually movement within the outer courtyard. Int 2. the ruins of a garrison at the top of Covenant Hill emerge. Atk +1 melee (ld4+1. Around a corner. Str 21. *Owlbear: CR 4. Base Atk +O. Dex 8. SA Improved grab. one of the beasts from Ulrun’s laboratories. Grp +l. SA -. Medium undead.. HD 2d12+3 (16 h p each). Dex 12. Will +2. damage reduction 5/slashing. claw) or +1 ranged (ld6/x3.The road twists and turns through thick scrub and tree-lined rocky areas. @Human Commoner Zombie: CR %. bite). THE OUTER TOWERS 9 Human Archer Skeleton: CR ’/3. The door is used occasionally (thus. Full Atk Slam +2 melee. If the PCs approach the tower. SV Fort +0. Str 13. Dex 13. flat-footed 14. warning ships at sea off the rocky coast. Cha 1. One of the skeletons has an iron key hanging from its rotten belt (this fits the double doors. Spd 30 ft. it still moves. Spot +8. Grp +1/+2. (can’t run). Alertness.. AL NE.. Spd 30 ft. It was set free by Jethritch in order to protect the keep from any of the Temple’s followers or Heathwycks peasants tried to assault Covenant Hill.. SQ Scent. flat-footed h p 52 each. but it is rarely opened and is not silent when used. Track. The portcubs requires Strength check (DC 20) to lift. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. detailed below). AC 15. Base Atk +1. and takes 3 rounds to push it high enough so a Medium creature can crawl underneath. SV Fort +9. Ref +1. Medium Undead. Ref+5. undead traits. If the door is allowed to open normally. darkvision 60 ft. Ref -1. SQ Damage reduction 5/bludgeoning. touch 9. but only i f i t attempts a charge. Con -. squeaking loudly on its rusted hinges. AC 15 (19 with cover). Con -. Skills and Feats: Listen +8. a squad of 14 zombies inhabiting the two high stone structures makes their way out and attacks them. It is large and gray against the stormy sky. touch 10. . Grp +14. immunity t o cold. and the symbols on their clothing. Con 21. shooting arrows through the open grating of the iron gate (this The key from the skeleton’s belt unlocks the doubledoors. AL NE. A zombie can move up t o its speed and attack in the same round. Skills and Feats: Improved Initiative. lnit +5. Skills and Feats: Toughness. It can then attempt t o start a grapple as a free action without provoking an attack o f opportunity. undead traits. The noise is actually the skeletal archers. Will +3. the noise will alert the monsters in the next four areas. The undead are shielded from some aspects of positive energy by the magics worked upon Ulrun’s phylactery by his treacherous apprentice. Cha 10. gives the skeletons cover. From the road above the cliffs. 2 claws) and +4 melee (1d8+2. All Charisma checks to turn undead suffer a -2 profane penalty as long as Jethritch possesses the phylactery. as does the portcullis). The creature attacking the PCs is an owlbear. touch 11. 14. claw). lnit -1. Str 12. THE OUTER COURTYARD The shutter sound is not actually shutters. as if something is marching in a repetitive fashion. H D I d 1 2 (6 hp each). Cha 1. Int -. but the tower’s topmost light still shines. lnit +l. Atk +9 melee (ld6+5. as any PC who Listens (DC 15) can tell. Will +2. a small squad of 8 skeletal archers appears beyond the portcullis. SV Fort +0. AL N. Improved Grab (Ex): To use this ability. shortbow). Wis 10. Within three rounds. AC 11. marching in mindless formation inside the outer courtyard. Large magical beast./5 ft. SQ Single actions only. an owlbear must hit with a claw attack. Base Atk +5. which open. Space/Reach 10 ft. (ld6+1) or club +2 melee (ld6+1).. Int -. There is a lever inside to lift the gate farther (if turned with a Strength check (DC 12). It should be noted the majority of these skeletons and zombies are the bodies stolen from Heathwycks graveyards] as noted by the fresh earth on their bodies.COVENENT HILL ON THE ROAD TO COVENANT HILL The trip to Covenant hill is but an hour by foot under the worst possible conditions.

touch 10. Spd 50 ft. bastard sword) or +8 melee ( l d 6 +6. and other natural features seem correct. .. Spd 30 ft. undead traits. Base Atk +3. read or paraphrase the following text: 3. bite). Int -. SA Siphon soul.. Large undead. Medium undead. AL N. The Entrance Chamber \ 4 Brothers ofsteel: CR 3.. Troop movements. Skills: Climb +7. mountains. Crp +9. If the doors were silenced (Magically or with Move Silently) the fight with the Brothers of Steel (see Appendix B) and their hounds occur when the party enters the Feast Hall (room #2). AL NE: SV Fort +2. Atk +9 melee (ld8+6. bastard sword). Spot +2 Feats: Blind-fighting. Dex 13. Search +3. Ref+3. hp 26. bite). The Feast Hall The maps on the tables are sadly out of date. 2. H D 5d12+3. Full Atk +9 melee (ld8+6. They must succeed at a touch attack in order t o siphon a soul. Improved Initiative. showing only a tiny village where the bustling city of Heathwyck stands. and their information is of little use (outdated military tactics. Tactics Room dimensional maps of the region obligatory for strategy sessions. original hit points). Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. lnit +6. Hide +3. The Brother o f Steel then gains three times the amount o f wisdom damage inflicted as bonus hit points (which can exceed the Brother o f Steel. antiquated armor repair techniques. Ref +2. causing an additional l d 6 temporary Wisdom damage. Dex 14. Wis 10. @Zombie Hound: CR 2. Cha 7.. Cleave. Crp +8. Will +5. 2 claws). SV Fort +1. touch 12./S ft. Atk +8 melee (ld10 +6. lnit +l. and the like from a bygone age). Exotic weapon proficiency. Str 23. Any creature drained t o 0 Wisdom falls unconscious. Str 22. flat-footed 16. then read or paraphrase the following: 1. flat-footed 14. Con -. Int 6. The books on the shelves are rotting and foul. Full Atk +8 melee (ld10 +6. SQ Single actions only. Wis 11. A zombie can move up t o its speed and attack in the same round. h p 32 each. Space/Reach 10 ft. AC 15. supply lines and the contents of the armory and grain reserves from year to year are also recorded and kept in a library here. Multiattack Siphon Soul (Su): Because the Brothers o f Steel were created t o hold souls within their bodies.COVENENT HILL If the Brothers of Steel did not attack the PCs in the Entrance Chamber (room #I). The coast. but only if it attempts a charge. Base Atk +2. AC 18. Will +4. If the door from the Outer Courtyard made a significant amount of noise. with minor changes to mark the passage of time. Cha 1. Con 0. SA -. Listen +5. H D 4d12. SQ Darkvision 60 ft. Skills and Feats: Toughness. they may siphon the souls o f others and use them as energy sources.

Will +3. H D 2d12+3 (16 h p each). damage reduction 5/slashing. Bottle of ancient. Con -. (can’t r u n ) . Skills and Feats: Toughness. SA-.COVENENTHILL Treasure:This room saw little use while Ulrun was in charge. Apparently.. despite their rotting furnishings. but has become recently disturbed again now Jethritch is in charge. touch 9. but now some are the resting places of the Brothers of Steel. Study Hall 6 9 11 *Human Commoner Zombie: CR %. darkvision 60 ft. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. SV Fort +0. these were the quarters for the officers of the garrison. Officers’ Rooms These are in moderately good repair. 5. AL NE. Grp +1/+2. and could fetch a price of up to 250 gold for the collection here of IO salvageable tomes (any PC with ranks in Appraise can tell this). with last will and testament to an officer for a small manor house down in town Holy symbol (wooden) of the temple of light hidden in a mattress Iron pot Officer’s cape (old and dusty under a bed. vintage wine Collection o f love notes from a girl to an officer Hidden cache. Spd 30 ft. Cha 1. Every time a PC inspects one of these rooms for the first time. Medium undead. undead traits. the old books many be of value. lnit -1. flat-footed11. Base Atk +1.The chests at their feet remain. Int -. A zombie can move u p to its speed and attack in the same round. Atk Slam+2 melee (1d6+1)or club +2 melee (ld6+1). and the beds are still standing. Wis 10. but only if it attempts a charge. Dex 8. To a collector. There are only two beds in each room. Ref -1. but regal and salvageable) Old Officer’s diary (worth u p to 100 gp to a collector) Old-style masterwork halberd propped in a corner Sealing wax and signet ring (in small tin box in mattress) 12 13 14 15 17 18 . Full Atk Slam+2 melee. (ld6+1) or sword +2 melee (ld6+1). AC 11. Str 12. SQ Single actions only. roll on the following table for the contents: OFFICER’S ROOM CONTENTS Id20 Contents 4.

Spd 30 ft. and attack the PCs in the kitchen. Spot +2 Feats: Blind-fighting. touch 12. A humanoid of4 Hit Dice or more rises as a ghast. They are now empty of everything save their rotted furnishings.. Int 6. Base Atk +2. one human) in this chamber are animate. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. Atk +8 melee (ld10 +6. ever showed any such leanings. flat-footed 12. Int 13. h p 26.. Kitchen . Grp +8. Ghoul Fever (Su): Disease-bite. bite). flat-footed 16.. lnit +2. SA Siphon soul. Full Atk +2 melee (ld6+1 plus paralysis. undead traits.COVENENTHILL Three of these rooms are occupied by a Brother of Steel. H D 2d12 (13 hp). Fortitude DC 12. Unless the PCs have plenty of curative spells and cure disease. They must succeed at a touch attack in order to siphon a soul. Con 0. J u m p +5. Cha 12. The creatures are ghouls. and murdered the other apprentices in order to create undead from their bodies. 2 claws). H D 4dl2. @Ghoul: CR 1. roll on the following table for the contents: 8. Str 22. Dex 15. badly wounded. SV Fort +0. SV Fort +1. Medium undead. Only one. Common Barracks These chambers were once part of the main barracks of the garrison. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. original hit points). +2 turn resistance. Skills and Feats: Balance +6. He uses any corpses he can find. It is not under the control of any other ghouls. Hide +6. he thanks them gratefully. If the PCs dig him out of the pile. AL N. SQ Darkvision 60 ft. Dex 14.Cleave. 6. Every time a PC inspects one of these rooms for the first time. Jethritch will take his growing army and ravage the land. AC 14. (ld3 plus paralysis. Will +4. Base Atk +1. but it hungers for the flesh ofthe living and behaves like a normal ghoul in all respects. Treat these three undead as half-hp zombies. AC 18. Spot +7. 7. Grp +2. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for ld4+1 rounds. Ref +3. Alternately. Any creature drained to 0 Wisdom falls unconscious. Ref +2. Multiattack. bastard sword). The save DC is Charisma-based. bite) and +O melee A Ghoul fever. Medium undead. Disgustingly. AL CE. Jethritch believes he can become a lich if he can only find Ulrun’s notes on the subject. paralysis. undead traits. the other two come out of their chambers and engage the pcs in combat. unarmed and without the Toughness feat. Atk +2 melee (ld6+1 plus paralysis.and it is one of Ulrun’s apprentices. Siphon Soul (Su): Because the Brothers of Steel were created to hold souls within their bodies.2 claws). Improved Initiative. nor were his apprentices. Spd 30 ft. not a ghoul. Once he has done that. touch 12. the apprentice dies of his wounds within a few days. bastard sword) or +8 melee (ld6 +6. Con -. The Brother of Steel then gains three times the amount of wisdom damage inflicted as bonus hit points (which can exceed the Brother of Steel. Will +5.. *Brothers of Steel: CR 3. Multiattack. Climb +5. Move Silently +6. Granary COMMONBARRACK ROOM CONTENTS ld2O Contents 19 Whetstone One of the corpses is still alive . they may siphon the souls of others and use them as energy sources. Skills: Climb +7. Full Atk +8 melee (Id10 +6. damage l d 3 Con and ld3 Dex. The young man is human. Wis 14. As soon as one of them is attacked. Search +3. Str 13. S Q Darkvision 60 ft. three of the corpses (two animal. Listen +5. Jethritch has been making undead at a phenomenal rate. Elves have immunity to this paralysis. incubation period 1 day. Cha 7. and he tells the PCs about the crypts beneath the garrison and the secret entry in the armory Medoch explains the Ulrun is not evil. causing an additional 1 d6 temporary Wisdom damage. Wis 11. Exotic weapon proficiency. Hide +3. The apprentice’s name is Medoch. Jethritch. lnit +6. simply roll randomly and have one PC entangled in flailing corpse limbs each round. Since he stole Ulrun’s phylactery and used the magic to ban Ulrun from the fort. The save DC is Charisma-based.

read or paraphrase the following: & Poison Dart Trap: CR 3. Dex 14. waiting to rise into the ranks of the undead. SV Fort +2. 9. The ground is sand. DC 17 Fortitude save resists. Knowledge (arcana) +4. dark room. save DC 12 + spell level (save DC 14 + spell level for necromancy spells)): &disrupt undead. poison (wyvern poison. Armory The armory is located at the rear of the garrison. Summonfamiliar: Mendoch’s familiar. Where the other hallways of the garrison have had torches or small lanterns. The Crypts Inside the room are two Shadows.There is one weapon of value in this room . Will +4. and dead bodies have been placed within the alcove. Dex 12. Listen +7. during a time of high waters. Full Atk +3 melee (1d6 Str. SQ Summon familiar. lnit +l. If the PCs do not bring light into the room. ray o f enfeeblement. This is a negative energy effect. even if they aid him in some way (via the Heal skill or spells for example). this room is pitch-black. touch 13. Will +2. with no windows to break the gloom. and cannot go with the PCs. ray ofenfeeblement. A creature reduced to Strength 0 by a shadow dies. lnit +2. touch offatigue. dart). G r p -. (good). Wis 12.They hang silently as if waiting for the troops in the garrison to come and fight again. Base Atk +l. dagger. SA Create spawn. The chambers deep beneath the garrison were carved long ago by the action of the sea. Decipher Script +4. 1st-causefear. AL CE. Cha 13.These doors swing open slowly. Strength Damage (Su):The touch o f a shadow deals l d 6 points o f Strength damage to a living foe. Medoch is still loyal to Ulrun. In brightly lit areas. Ref+l. Atk +10 ranged (1d4 plus poison. flat-footed 1 0 Base Atk +O. twenty by thirty. 10. Medium humanoid. SV Fort +1. manual reset. Alertness.These too are some of the bodies stolen from the city of Heathwyck recently.COVENENTHILL Medoch is very sick. Spd Fly 40 ft. and the walls are soft sandstone and lime. Con 14 (currently 6). chill touch. read magic. mechanical. Below the trap door is a ladder leading down into a cold darkness. undead traits. and have not been invaded by water in a very long time. the Shadows attack the PC with the light source. Wizard Spells Prepared (3/2. dagger).. Spellbook: 0-detect magic. Atk +3 melee ( l d 6 Str. 1st-chill touch. Cha 11. H D ld4+2. rotting wooden bows and other useless arms. AC 13. the Shadows do not attack them. Crp +O. Spell Focus (necromancy). Spd 30 ft. Some of these bodies are ancient. One of the armored mannequins (bearing a rotted suit of partial plate) conceals a trap door on the floor beneath it.but others are very recent. Weapons line the walls: rusted hammers. and does anything to help the PCs if he is convinced they genuinely serve his master. +2 turn resistance. location trigger. 2d6/2d6 Con plus l d 3 Wis). If the PCs bring a light source. Skills and Feats: Hide +8”. incorporeal traits. @Shadow: CR 3. Possessions: Wizard robes. They are now safe from flooding. *A shadow gains a +4 racial bonus on Hide checks in areas o f shadowy illumination. AC 11. Skills and Feats: Concentration +4. SQ Darkvision 60 ft. AL NC. touch 11. Knowledge (anatomy) +4. Search +4. broken swords. incorporeal touch). Con --. Ref +3. A Mendoch. This trap door is locked (DC O I to unlock) and trapped with a poison dart. Spellcraft +4. Scribe ScrollB. HD 3d12 (19 hp). dagger). Wis 11. Str 10. human Wiz (necromancer) 1: CR 1. He asks to be left outside in the courtyard. strength damage. Greater Spell Focus (necromancy). an owl named “Spendle” was killed in his recent battle in the fortress. Beyond is a large. M e d i u m undead (incorporeal). Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within l d 4 rounds. Search DC 2 0 Disable Device DC 18. Full Atk +O melee (1 d4/19-20. disrupt undead. SA Spells. intending to put it out and drive the infidel from their chamber. Atk +O melee (ld4/19-20. and it is sealed with large oak doors. Once the PCs can see properly. These crypts are flat areas carved deep into the stone. Spot +7..a +I longsword (named “boneseeker”)is hidden beneath the pile of breastplates in the northern corner. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.lnt 6. and several crypts have been dug into the walls of the numerous chambers swelling in the corridors of the labyrinth. it takes a -4 penalty on Hide checks. Dodge. The garrison used this area as a burial ground. hp 6 (currently 0). incorporeal touch). Str -. Int 15. . flat-footed 11. read magic. touch offatigue.

These wraiths were once guardians. Will +6. the wraiths immediately attack. The wraiths know where Jethritch is located. they remain panicked as long as they are within that range. Medium undead (incorporeal). Spot +12. SV Fort +1. the wraith gains 5 temporary hit points. flat-footed 12. Full Atk +5 melee ( l d 4 plus ld6 Constitution drain. Con -. Its body remains intact and inanimate. Atk +5 melee (1d4 plus ld6 Constitution drain. Library and Laboratory . Skills and Feats: Diplomacy +6. and the PCs become engaged in another battle. but Jethritch tortured them all to death while trying to discover all of Ulrun’s hidden secrets. Intimidate +lo. Listen +12.AC 15. but cannot resist the will of the phylactery or aid the PCs to find him.COVENENT HILL One of the larger chambers contains several beds. unnatural aura. Jethritch is currently in room #12 (The Vault) and has seen the PCs through a peephole. Further. Dex 16. Wis 14. SQ Darkvision 60 ft. Crp -. Daylight Powerlessness (Ex): Wraiths are utterly powerlessin natural sunlight (not merely a daylight spell) and flee from it. AL LE. and protectors of the crypts. touch 15. undead traits. Survival +2 (+4 following tracks)..Combat Reflexes. (good). Improved InitiativeB. Unnatural Aura (Su): Animals. the wraiths back away and allow them to pass. but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. tending to the dead bodies and making eerie sounds echoing through the labyrinth. 11.On each such successful attack. using his spells from a distance to help the undead. The area is now blackened and charred by magic. Sense Motive +8.H D 5d12 (32 hp). whether wild or domesticated. incorporeal touch). Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take ld6 points of Constitution drain. incorporeal touch). Str -. If the PCs approach and proclaim they have come in Ulrun’s name. The save DC is Charisma-based. at a distance of 30. Cha 15. T hey do not possess any of the abilities they had in life. Jethritch immediately commands the nearby wraiths to attack them. Search +lo. He allows the PCs to fight the Brothers of Steel. Hide +11. and blood stains the walls and the floor. Blind-Fight. incorporeal traits. lnit +7.They do not willingly approach nearer than t h a t and panic if forced to do so. create spawn. and seems to have been used as a resting place for Ulrun’s four apprentices. SA Constitution drain. +2 turn resistance.can sense the unnatural presence of a wraith The dead bodies once belonged to Ulrun’s other apprentices. but their purpose has been perverted by Ansgar’s use of the phylactery. Spd Fly 60 ft. daylight powerlessness. The creatures in the caskets are Brothers of Steel. Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in l d 4 rounds. powerful undead created by Ulrun but now controlled by Jethritch.if the PCs in any way violate the alcove crypts. Int 14. Base Atk +2. If the pcs win. there are four wraiths prowling the chambers below the Garrison. Ref +4. @Wraith: CR 5. AlertnessB. However.

hp 26. causing an additional l d 6 temporary Wisdom damage.Wis 11. He is not afraid of death.000 gp if the PCs invested great time to such a task. Jethritch has a zombie hound hiding under the large golden bed. If found. lnit +6. and attacks the party ifthey continue into the room. an iron skull-crown is atop his head. His long. If he is here. . Cha 7. and is more frightened of what will’happen to him if he is given to Ulrun. Ansgar.. but hoped he could overcome the young mage’s moral indiscretions. The Brother o f Steel then gains three times the amount of wisdom damage inflicted as bonus hit points (which can exceed the Brother o f Steel. Listen +5. Improved Initiative. but trying to find a way to restore them. beakers. and does anything he can to destroy the PCs. They must succeed at a touch attack in order t o siphon a soul. Atk +8 melee (ld10 +6. Search +3. Jethritch fights to the death. SV Fort +1. and then leave to search elsewhere . H D 4d12. He is hoping they do not see him. Siphon Soul (Su): Because the Brothers o f Steel were created t o hold souls within their bodies. Jethritch escapes with the phylactery out the crypt tunnels toward the sea. flat-footed 16. The Vault While the PCs are engaged in fighting the wraiths. stole the bodies of the Heathwyck residents. He is not creating undead. Ref +3..bastard sword) or +8 melee ( l d 6 +6. Jethritch is thoroughly evil. Jethritch is hiding behind one of the large tapestries. original hit points). they discover the true purpose of his work: to find a way to use science to restore the dead to life. Dex 14. bastard sword). more likely Jethritch is. Skills: Climb +7. in his own preparation for his coming (demented)coronation. #Brothers ofsteel: CR 3. Treasure: The jars. Exotic weapon proficiency.2 claws). Int 6. Medium undead. touch 12. Any creature drained t o 0 Wisdom falls unconscious.) If the PCs take the time to study Ulrun’s experiments and read through his texts and notes. Spot +2 Feats: Blind-fighting. they may siphon the souls o f others and use them as energy sources.Spd 30 ft. Cleave. but he is not here. black hair is greasy and unkempt. turning the rest of the peasantry into fighting undead and sweeping out from there.COVENENT HILL raze the town. Full Atk +8 melee (Id10 +6. Str 22. AC 18. He intended to create an army and These are Ulrun’s chambers. Hide +3. undead traits. and expensive lab equipment in here could be collected and sold for up to 5. He is decked out in black robes with golden runes of undeath sewed into the edges. A Spot check (DC 12) locates Jethritch. Multiattack. but no emotion. 12. SQ Darkvision 60 ft. (See room #12 for a full description of Jethritch. who had no such moral qualms. a deceiving gentle calm lies within his black eyes. SA Siphon soul. Will +4. Base Atk +2.allowing him the opportunity to escape. The Brothers of Steel are one of his successfulexperiments -they have the capacities and function of a living man. Crp +8. Ulrun suspected Jethritch of being evil. AL N. Con 0.


Atk -. +2 dagger (named “femur”). Cha 4. If the PCs return the phylactery to Johannis and the Temple of Light.. ghoul touch. SV Fort +4. . fear./S ft. scare. they must decide what to do with it. save DC 14 + spell level (DC 16 + spell level for necromancy spells)):&detect magic. hp 32 each. Human Wiz (necromancer)8: CR 8. Ref +4. see Appendix A). h p 36. ray ofexhaustion. both sides swear enmity toward the PCs.Then. ’ (good).. SV Fort +4. SQ Single actions only. Int -. Spd 5 ft (1 square). scare. Full Atk +6 melee (1 d4+2/19-20. Blindsense (Ex): A bat notices and locates creatures within 20. ray ofexhaustion.Spell Focus (necromancy). Treasure: Jethritch does have Ulrun’s phylactery (it appears as a large emerald on a silver chain. and also attacking Ulrun. dagger). Ulrun is waiting there. Wis 14. Base Atk +6. Listen +8*. Spot +8*. touch 12. but will not give it up. and Heathwyck reveres their names for generations. flat-footed 14. but only if it attempts a charge. 1stburning hands. Large undead. In either case. Knowledge (anatomy)+15. Ref +2. G r p +4. Outside the crypts is a passage leading down to the wrecked ship. the side the PCs did not choose swears eternal hatred toward the PCs. mage armor. 2nd-false hand. AL N. and can be seen in the distance standing in the radiance of a continual flame spell on the pier. Str 23. HD 8d8. Space/Reach 10 ft. Craft Magic Arms and Armor. FURTHER ADVENTURES The temple of light takes themselves very seriously because one of their higher defenders has ascended to rule the land. Cha 14. detect poison. the city of Heathwyck rejoices and holds a festival in the honor of the PCs. enervation. Greater Spell Focus (necromancy). (For more information on Ulrun’s phylactery. Listen +8 Spellcraft +15.AC 20. false lfe.. 4th-arcane eye. As these items are those lost in shipwrecks or sunken ships. nondetection. Will +5. touch offatigue. They drive the Lich into the ocean. 3rd-gentle 40 ft. Skills: * A bat has a +4 racial bonus on Spot and Listen checks. Wizard Spells Prepared (4/5/4/4/3. Con 10. Str 11. improved evasion. lnit +2. Possessions: Bracers ofarmor +2. Knowledge (arcana) +15. SQ Alertness. bite). The PCs are entirely on their own to decide what to do. contagion. Dex 14. vampiric touch. Base Atk +4. Wis 10. and this adventure draws his attention to the PCs (see the adventure “In cold Blood). ring ofprotection +2. Full Atk -. SQ Summon Familiar. magic missile. Medium humanoid. 1st-burning hands. 4th-contagion. burning and destroying it. Dex 15. Int 18. The real threat is the blue dragon who resides within the city itself under an ancient disguise. AL CE. but Ulrun tries to reward them well. Con 14. Dessloc. lnit + l . Skills and Feats: Toughness. Diminutive Animal. ray I@. Craft (alchemy) +15. enervation. GUE Once the PCs have Ulrun’s phylactery. H D 5d12+3. lnit +2. touch offatigue. Heal +6. If the PCs keep the phylactery for themselves or do something unforeseen with it. Spd 30 ft. AC 15. *Zombie Hound: CR 2. deliver touch spells. low-light vision. AL NE: SV Fort +2. Will +7. 3rd-dispel magic. Spellbook: 0-detect magic. Atk +9 melee (ld8+6. spectral ofenfeeblement. He must be killed in order for the Pcs to retrieve it. see invisibility. Decipher Script +15. Base Atk +3.Alertness. h p 18. AC 16. Skills and Feats: Concentration +13. magic missile. spectral hand. speak with master. halt undead. dagger). read magic. Crp +9. SA -. Craft Wondrous Item. Skills and Feats: Hide +14. ray o Znd-arcane lock. Note: A s long as Jethritchhas the phylactery.. the peasant militia storms Covenant Hill. The Templar Johannis waits near Heathwyck. as the PCs uncover during the adventure. his personal hound cannot be turned. blindsense 20 ft. touch 10. ray ofjost. empathic link. cause fear. ray ofjost. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. Full Atk +9 melee (ld8+6. bite). speak with animals of its kind. Dex 13. hanging around Jethritch‘s neck).000 gp worth of precious items scattered about in this room. f enfeeblement. chill touch. disrupt undead. He then returns all of the bodies stolen from Heathwyck. share spells. If they do decide to return it to Ulrun. gentle repose. SA-. Spd 50 ft. but this may be too much of a ‘good’thing (see the adventure “Fall From Grace”). halt undead. The PCs become heroes (although many of the peasantry die in the attack). Will +7.COVENENTHILL hjethritch. Int 9. Con -.Move Silently +6. Craft Construct. A zombie can move u p to its speed and attack in the same round. the next morning. Atk +6 melee (1 d4+2/19-20. the items may not be exactly as the PC requests. Bat familiar:CR ’/io. touch 16. H D 8d4+16. ghoul touch. flat-footed 14. hoping the PCs bring him the phylactery. Str 1 . vampiric touch. SA Spells. mostly in the form of Ulrun’s personal items and rare books on necromancy and potion making. Summon Familiar: Jethritchhas a bat familiar named “Dessloc”. fear. Cha 1. disrupt undead. The lich on the hill turns out to not be a threat to the city afterall. flat-footed 18. G r p -1 7. Ref +4. causefear. There are at least 2. he rewards the PCs with one minor magic item each from his storehouse deep in the ocean. These bonuses are lost if its blindsense is negated. Opponents still have 100% concealment against a creature with blindsense. Wis 12.

A blood wraith is not favorably disposed to the person who originally killed them. n e mandgeu tu umaln a legendary artifact called the rod of eternal life (see Appendix A). rumpled. However. dirty faced. Gascar. but whoever holds the rod in his hand can control them._ LO p elerndl iue.which has stood stdl for a centup The adventurers’ horses shy away from the smallfigure ing from the darkness of a half-open cottage door. Lord Alstand mistakenly killed his trusted assistant when first learning to use the rod. blood-shot eyes. The aging . stones of the old cemetery.the power of the rod came with a terrible price: the possessor was forced to kill another and trap their life force into the rod at least once every SOyears. first appeared. Another perilous side effect of the rod resulted in the victims becoming blood wraiths.. When the blood wraith. unwashed clothes. lstand was terrified of Id the older he grew. the stronger his obsession became: 1he sought the 1_---1 1:fTT1 -L*-: ~ e . and his temfied gaze flicks about in all directions. his first victim was his butler. “Please! Can you help me?” He IS a ten-year old boy. Lord Alstand discarded the rod in shame and guilt. To Lord Alstands detriment. dangerous undead creatures trapped between the incorporealworld of wraiths and the ever-hungry world of vampires. completely alawed “Please! Something has taken my mother and father!” rely interested in a q oted to study. Something is moving among the gnm. and stanng. formerly Gascar. intending to use it to remain young forever. an unkemp conglomeration of gaunt.THE FLESH Is WEAK eve1 grow ski The fi one by o temfied townspeople whisper o~ ghastly noises coming Watchman’s Hzll. not knowing the rod could control the blood wraith.

until the local cleric found the rod and learned to control the blood wraith. Once sated. it leads a sizeable army ofwights against the barony and perhaps the kingdom. On the maps of Alstand and Watchman’s Hill. moaning winds. the top of the hill rests at an elevation of 100ft. and principal trade goods are left to the DMs discretion. The descriptions and events below assume the pcs approach the town between dawn and dusk. When the crypt was completed. each of the topographic lines encompassingWatchman’sHill represents a change in elevation of O I ft. The road meanders through shallow valleys and low hills. Therefore. In the distance. When the PC’s are within about a quarter mile of the hill. He had heard tales of an item allowing one to live forever. mainly humans. The blood wraith wreaked havoc on the town. But the stranger was determined. THF TOWN OF ALSTAND Alstand is small town of about 500 people. the blood wraith seeks vengeance against the town . The PCs should be pulling their cloaks around them a little bit tighter before they even reach the town. sealing it with holy wards. Lavish your descriptions of the town and countryside with dark skies. The best time of year to stage this adventure in your campaign is mid-autumn and the descriptions are written with this in mind. The streets and surrounding fields are empty The road carries no traffic except the Pcs. At various intervals. immediately slew the would-be grave robber. guards. the events of the town’s early days were forgotten. a small town huddles in the valley. government. hovering almost motionless. ravenous after centuries of confinement. forgotten. and now stand gnarled and naked against the chill of coming winter. low-hanging fog in the early morning and late evening. No one knew what the stranger was talking about. Many of the town’s details like wealth. In time. The blood wraith. The trees dropped their leaves. he was headed to Watchman’s Hill with a shovel and a pickaxe. The PCs might arrive here while on the way to somewhere else. A stiff wind drives tumbling waves of clouds across the sky and rustling swarms of desiccated leaves across the ground. However. a stranger came to town looking for information about the rod of eternal life. an old elf woman called Shee’netha. just visible over the surrounding landscape is a tall. Alstand by Night). Below. The last time anyone saw the stranger. The crumbling remains of what was once a stone watchtower sits like a grim sentinel atop the rocky hill. A few months ago. and wispy. racial distribution. Regardless of the time of day. The scream of a hawk drifts down as it floats upon the invisible currents of air. The landscape is characterized mostly by rolling grasslands. for over three hundred years. there is one who remembers. above the town itself. lost to disinterested generations. rounded hill. read the following: . Or perhaps one of the townspeople has left his home in search of hardy adventurers to save the town from the evil festering on Watchman’s consume the blood and souls of the descendants of those who trapped him. He unwittingly broke the seals on Lord Alstands crypt and released the blood wraith.Thecleric held the blood wraith a t bay for days while the townspeople hastily constructed a crypt to house the dead Lord Alstand and trap the wraith. The mood of this adventure is one of a classic horror movie. She was but a young maiden in those days.THE FLESH Is WEA sorcerer knew the terrible fate of those killed by the undead and he cut his own throat before the wraith could kill him. low hills and scattered groves of trees. Free from his imprisonment. from a distance the PCs see no activity The windows are dark. symbols and glyphs. since it had been locked within Lord Alstands crypt. Or perhaps they have heard tales from a passing traveler about a town in dire need of help. Approaching at night is far more dangerous(see below. dark shadows and mysterious noises just out of sight should plague them during this adventure. unaware of the evil afoot until they blunder into it. h o p ing none would ever be foolish enough to break the seals. the cleric forced the blood wraith into the crypt.

along with four guests. at the DM’s discretion. None of them returned. accompanied by the local cleric. What is happening in Mstand? Every night. he confirms this. Soon after the disappearances began.Allow them to think so. Dekis. read the following: Id20 2 4 Loot Bedroll Clay tankard 6 Dagger Leather boots Rooe. As the townspeople from the edges disappeared first. bedcovers are strewn across the floor. After the PCs make inquiries. He also knows if he attacks in full force. He could not bring himself to look. read the following: blood wraith‘s control. and if the PCs ask. successful Spot checks (DC 15) glimpse l d 6 individual townspeople hurrying through the streets. The people huddle closer and closer together as their numbers dwindle. Encourage it. As the PCs move into town. Inn Looting Table A Sense Motive check (DC 10) reveals he is terrified. Inside. the fires are burned out. He savors the terror almost as much as he enjoys the blood. 5 0 ft. he will likely frighten them all away. Food is left half-prepared or half-eaten. They heartily recommend the strangers do the same. through cracks in tightly shuttered windows or doors. they may believe a vampire is involved. the blood wraith and his growing army of wights descend from Watchman’s Hill and break into homes and shops. 8 10 Johfig does not know what took his parents away. In four of the guestrooms. the people living nearer the center of town grew ever more afraid. The town is collapsing on itself from fear. and his family disappeared last night. He attacks while his victims sleep. Many have left their homes to stay with relatives closer to the center of town. If the PCs ask Johfig what happened here. leaving him with no sustenance and no more potential followers. Scrounging PCs may discover something on the following table. Dekis’ Place Dekis’ Place is one of two inns in town. Further Spot checks (DC 15) reveal the PCs are being watched. he clings to them as his mortal saviors. Any of the townspeople caught in the open speak quickly and rush to shelter. The innkeeper. took their weapons and investigated the old cemetery. There is no evidence of a struggle. The dead then rise as wights and follow him into the night. tired. If it appears they might help. 1. several members of the town militia. moving through walls and ceilings. None have the courage to find out what happened. The blood wraith feeds on the souls of the townspeople and the slain become wights under the 14 15 16 17 18 19 20 Soap Sword scabbard Thief‘s tools Vial o f holy water Walking stick Waterskin Winter cloak . and hungry. He appears to have not slept at all.THE FLESH Is WEAK When the PC’s reach the outskirts of town.

AC 16. SV Fort +5. Ashee’netha. Molich is unable to restrain himself and launches into a drunken tirade. Will +8. touch 10. so she welcomes any chance for normal conversation. he isn’t much help. she seems a morose and distant figure to the short-lived humans. inspire courage +1. SA Spells. Sense Motive +9. Diplomacy +9. The Old Flagon I n n Many of the townspeople have gathered here for protection and support. Ride +3. Perform +13. . Move Silently +6. she fell in love with a dashing human ranger named Janis. She shudders to think of her old friend sealed in the dark. Wis 17. Almost 300 years have passed. Alstand founded the town. She has been here as long as the town has existed. AC 10. dagger). Climb +5. Their reverence for her borders on worship. Int 16. Spellcraft +8. The PCs may be able to recruit 2d10 1st level Commoners to help them here. Medium humanoid. She does not actively join the PCs. Consequently. She is terrified of its power. It is well known over a hundred of the town’s residents are her direct descendants. suggestion. fascinate. She is the only one in town who knows the secret of the rod of eternal life. AL LC. countersong. no one ever talks to her. Shee’netha. Great Fortitude. She left her own people to join Alstands company and to be near Janis. Full Atk +6 melee (1d4+2/19-20.Leadership (Shee’netha has a 4th level cohort named Ruland and 5 first level villagers). dagger). acting out their hostiliq through drinking or boasting. flatfooted 10. Str 12. Use Shee’netha in the story as you see fit -perhaps as a source of information or a gentle hand skilled at healing. flat-footed 14. lnit +l. was the cleric who sacrificed himself to imprison the blood wraith so many years ago. Her friend Amil. Her cottage lies somewhat off the center of town. SV Fort +3. Base Atk +0/+1.. A Peasant. keeping her sequestered from the facts. another of Lord Alstands retainers. All of the townspeople with any martial skills once part of the militia are all gone now. Int 11. He grows increasingly agitated if there is any talk about what happening in the town. and she is the only person who knows the truth about what happened. Those horrible events are not something she wished to speak about before. +12. Medium humanoid. Skills and Feats: Appraise +8. Con 12. she becomes a victim to the blood wraith‘s insatiable hunger. but she thinks he inevitably passed out from exhaustion. Ref +0. married and started a family. her skills as a bard increased. H D ld4. Cha 11. alone with the blood wraith. Listen +8. Five generations of her descendants have come and gone. Shee’netha and Janis followed him here. Janis died when Shee’netha was little more than a girl and as yet she still mourns him. He was a retainer of the human sorcerer known as Alstand. She does not know how he died. Ref +6. Concentration +9. If the PCs ask him to explain himself. Skill Focus (craft). unarmed). However. waiting for the end. but she defends herself as best she can. Full Atk +1 melee (ld3+1. Crp +4. and how it was imprisoned in Alstands tomb. Spd 30 ft. bardic knowledge. Con 10. forcing the blood wraith to remain still until the tomb was sealed. Her children. When she was a delicate elf maiden at the tender age of 95. Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier t o see whether he knows some relevant Molich drinks some more. When he retired from adventuring life. Elf Brd 6: CR 6. Town Healer The unofficial town matriarch is a venerable elf woman named Sheehetha. He took the rod with him into the tomb. Human Corn 1: CR 1/2. but the hopeless looks in their neighbor’s eyes deflates them. grandchildren. And then the blood wraith took him. h p 22. Will +O. Skills and Feats: Craft (any) +6. She has not left her house since the trouble began. HD 6d6. Skill Focus (heal). He is Molich. Some of the younger men gather their courage. He merely repeats the same information in a different order. few have spoken to Shee’netha of the events. believing herself too old and weak to be of much use against the blood wraith. and greatgrandchildren are all dead.. touch 12. dagger) or +7 ranged (ld4+2/19-20. but she understands the severity of the cause now. In Alstands company. Knowledge (local). Before long. She remembers well the events bringing the blood wraith into existence. A Spot check (DC 20) reveals one man looks as if he has been drinking since dawn. Str 10. Dex 10.THE FLESHIs WEAK 2. Gather Information +9. At some point. 3. Negotiator. his eyes wild and his voice slightly unhinged. Craft (woodcarving)+lO. the truth comes in a flash of insight. SQ Bardic music. Base Atk +4. Wis 9. Atk +6 melee (1d4+2/19-20. dagger) or +7 ranged (ld4+2/19-20. Spd 30 ft. the town cobbler. inspire competence. Swim +2. Decipher Script +12. Cha 19. If anyone bothers to tell her the whole story. She is partially unaware of the severity of the problem and is only beginning to suspect what is happening. AL NC. hp 3. Because of Shee’netha’sgreat age. Heal +lo. Dex 13. lnit +O.

flat-footed 12. Spd 30 ft. AL NG. two silver daggers. touch 10. The distraction o f a nearby combat or other dangers prevents the ability from working. Bard Spells Known: (6/5/4. Belnath. Countersong has no effect against effects that don’t allow saves. or when she flanks a target. Atk +5 melee (1d6+2/19-20. uncanny dodge. Int 10. Countersong (Su):Shee’netha can use her music or poetics t o counter magical effects that depend on sound (but not spells that simply have verbal components). Base Atk +1. Suggestion is an enchantment (compulsion). Full Atk +5 melee (1d6+2/19-20. Int 11. Any potential threat requires Shee’netha t o make another Perform check and allows the creature a new saving throw against a DC equal t o the new Perform check result. the creature sits quietly and listens t o the song. for as long as she continues t o play and concentrate (up t o 6 rounds). Town Well T h e town draws a l l of i t s water from t h r e e wells located in various parts of town. Open Lock +7. Each creature t o be fascinated must be within 90 ft. SV Fort +2. Possessions: Studded leather armor. Cha 11. Each round o f the countersong. or aiming a ranged weapon at the target. save DC 14 + spell level): &Detect Magic. Shee’netha cannot attempt t o fascinate that creature again for 24 hours. this sort o f knowledge is essentially random. short sword) or +5 ranged (ld4+1/19-20. To be affected. mind-affecting ability. able to see and hear her. a target takes a -4 penalty on skill checks made as reactions. The effect lasts as long as Shee’netha concentrates. H D ld4+1. nor does it allow a second saving throw against the fascinate effect. Evasion (Ex): If this Tallia makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save.information about local notable people. Ref +0. and able t o see and hear her. potion ofcat’s grace. Empty Houses All of t h e e m p t y houses reveal t h e same i n f o r m a t i o n . Suggestion. She must also be able t o see the ally. The ally must be within 30 ft. giving her a +1 bonus on Reflex saves made t o avoid traps and a +1 dodge bonus to AC against attacks made by traps. or noteworthy places. she instead takes n o damage. Str 12. ATallia (Shee’netha’s cohort). Ref +5. Base Atk +3. this extra damage is not multiplied. Medium humanoid. Spot +4. respectively) +6.. such as someone drawing a weapon. Suggestion (Sp): Shee’netha can make a suggestion (as the spell) t o a creature that she has already fascinated (see above). AC 10. Message. Will +O. elven robes. I f a creature’s saving throw succeeds. Mage Hand. lnit +5. 1st-Alarm. mind-affecting. (Ifthe bard has 5 or more ranks i n Knowledge (history). dagger). two +2 cold iron daggers (named “moon” and “star” respectively). lullaby. Spd 30 ft. If a creature within range o f the countersong is already under the effect o f a non instantaneous sonic or language-dependent magical attack. she still loses her Dexterity bonus t o AC if immobilized. Any obvious threat. Uncanny Dodge (Ex): Tallia retains her Dexterity bonus t o AC (if any) even if she i s caught flat-footed or struck by an invisible attacker. invisible Servant. dagger). language dependent ability.) A successful bardic knowledge check will not reveal the powers o f a magic item but may give a hint as t o its general function. Shee’netha can’t inspire competence in herself. unarmed). Inspire Competence (Su): Shee’netha can use her music or poetics t o help an ally succeed at a task. trapfinding. Fascinate (Sp): Shee’netha can use her music or poetics to cause one or more creatures t o become fascinated with her. Listen +6. ring ofprotection +2. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Shee’netha’s music. Will +3. SV Fort +3. deep a n d houses a b u c k e t a n d p u l l e y system on top. and able t o pay attention t o her. bow making. leatherworking. A Will saving throw (DC 17) negates the effect. the Perform check result proves t o be higher. and weaponsmithing. 2nd-Locate Object. AC 13. Skill Focus (craft). Trap Sense (Ex): Tallia gains an intuitive sense that alerts her t o danger from traps. AL NE. sculpting. Swim +2. o f the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place o f its saving throw if. Wis 9. Sneak Attack: Tallia’s attacks deal an extra 2d6 damage any time a target would be denied a Dexterity bonus t o AC (whether the target actually has a Dexterity bonus or not). Inspire competence is a mind-affecting ability. Iron Will. Making a suggestion doesn’t count against Shee’netha’s daily limit on bardic music performances. an ally must be able t o hear her sing. E a c h i s over 100 ft. Human Rog 4 CR 4. Shee’netha can use her song or poetics to produce magical effects on those around her (usually including herself. Bardic Music: Six times per day. Str 12. below). If its saving throw fails.. This ability affects only a single creature (but see mass suggestion. Climb +8. The effect lasts for as long as the ally hears her sing and for 5 rounds thereafter. SA sneak attack +21d6. Dex 10. Con 12. + 7 short sword. Her check result is the DC for each affected creature’s Will save against the effect. Skills and Feats: Bluff +6. However.Dremon. The bard may keep u p the countersong for 10 rounds. but it must use the bard’s Perform check result for the save. touch 11. Grp +4. Using this ability does not break her concentration on the fascinate effect. automatically breaks the effect. Human Coml: CR %. 2 potions ofcure light wounds. A bard may not take 10 or take 20 on this check. she makes a Perform check. Resistance. Inspire courage is a mind-affecting ability. Wis 10. Skills and Feats: Craft (alchemy. Coris. Ride +3. Shee’netha makes a Perform check. Mending. h p 19. lnit +O. 5. SQ evasion. it gains another saving throw against the effect each round it hears the countersong. flat-footed 10. To use the ability. Trapfinding: Tallia can use the Search skill t o locate traps when the task has a Difficulty Class higher than 20. Should she score a critical hit with a sneak attack. Trestin (Shee’netha’s followers). Ranged attacks can count as sneak attacks only if the target is within 30 ft. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. such as Listen and Spot checks.. legendary items. While fascinated. Full Atk +1 melee (1d3+1. Certain uses o f this ability are infeasible. up t o a maximum o f 2 minutes. hp 4 each. Cha 15. Spot checks (DC IS) indicate no signs o f struggles - . lnspire Courage (Su): Shee’netha can use song or poetics t o inspire courage in her allies (including herself). Remove Fear. Any creature within 30 ft. Hide +7. Con 12. if desired). H D 4d6. 4. Sleight o f Hand +5. Move Silently +7. he gains a +2 bonus on this check. Fascinate is an enchantment (compulsion). Cure Light Wounds. taking n o other actions. trap sense +1. Medium humanoid. A Jeliah. Possessions: Studded leather armor. Shee’netha must also be able t o see the creature. She can target u p t o two creature with a single use o f this ability. Dodge. Improved Initiative. Great Fortitude. after the saving throw is rolled. casting a spell. short sword) or +5 ranged (1d4+1/19-20. Dex 14.

ALSTAND BY NIGHT Not long after the sun sets. Intuit Direction +6. Listen +12. touch 11. Alertness. Ruined Watchtower All remaining of the watchtower are three stone walls reaching thirty ft. Ref +2. and lichen are the only things living here. *Wight: CR 3. The growing army of wights shambles down from Watchman’s Hill to do the bidding of the blood wraith. fast healing. their iron gates sagging on ancient hinges. reminders of ancient death. there is a 5% chance every half-hour anyone outside encounters the blood wraith. Blood Wraith: CR 8. Sense Motive +8. If attacked in the open without any wights for protection. there is a 75% chance every half-hour anyone outside encounters 2d4 wights. unnatural aura. However. incorporeal touch). slam). Base Atk +6. energy drain. Con -. Crp +3. New Cemetery This graveyard is relatively new. The sides of the hill are steep and rocky The crumbling remains of the ancient watchtower stand in mute testimony to the march of time. energy drain. Medium undead (incorporeal). Skills: Blood wraith receive a +2 circumstance bonus to hide checks unless they have fed in the last hour. Blind-Fight. guarding nothing now except the ancient collection of granite stones behind it. The narrow road winds up the hill. and no spilled blood. touch 12. A few tufts of wiry grass. Full Atk +3 melee (ld4+1 plus energy drain. Create Spawn (Su): Any humanoid slain by a blood wraith becomes a wight in l d 4 hours. Intimidate +lo. The DC is 14 for the Fortitude WATCHMAN’S HILL The crest of wind-swept Watchman’s Hill looms like a kneeling giant over the town. Energy Drain (Su): Living creatures struck by a blood wraith’s incorporeal touch must succeed at a Fortitude save (DC 15) or suffer 1 negative level. A Spot check (DC 15) discovers there are no graves within about thirty ft. Combat Reflexes.. It can only be reached with a successfulClimb check (DC 20). but there is nothing here relating to current events. From one-half hour after sunset to one-half hour before sunrise. SA Create spawn. Int 11. Atk +6 melee ( l d 4 plus special. The save DC is Charismabased. Its rounded top rests at least a hundred feet above the valley floor. They do not possess any of the abilities they had in life. the wight gains 5 temporary hit points. Daylight Powerlessness (Ex): Blood wraiths are utterly powerless in sunlight (not merely a daylight spell) and flee from it. of Alstand’s . lnit +7. If any of the townspeople encounter these wights. AlertnessB. Listen +7. slam). the undead begin to prowl. SV Fort +2. Little vegetation grows on this stony. when they ran out of room for graves. It cannot exceed its starting hit points in this manner. moss. AL LE. Spd 30 ft. h p 26 hp. Dex 16. no broken furniture. The interior structure and side building have collapsed into rubble. Create Spawn (Su): Any humanoid slain by a wight becomes a wight in ld4’rounds. Wis 14. Will +7. The save DC is Charisma-based. They do not possess any of the abilities they had in life. lnit +l. The pcs may be tempted to explore this cemetery. Improved Initiative Blood Drain (Su): Living creatures struck by a blood wraith’s incorporeal touch must succeed at a Fort save (DC 15) or suffer ld4 permanent points of Constitution Drain.HE FLESH Is WEAK save to remove a negative level. wide section of the third floor. daylight powerlessness. undead traits. 8. Str 12. The only things out of place are bedcovers lying on the floor. Spot +12. The Old Cemetery. Ancient mausoleums squat among the jutting gravestones. gray.on the northern end. Medium undead. H D 6d12. Base Atk +2. Spd 30 ft. flat-footed 14. Con -. cast aside. Wis 13. The blood wraith does not attack an armed and prepared party unless the odds are in its favor. Full Atk +6 melee (ld4 plus special. There are no graves that have been here over fifty years. Skills and Feats: Hide +8. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. Spot +7. In addition to encountering wights. Ref +5. The townspeople stopped using the graveyard about a hundred years ago. Cha 15. h p 39. Str -. The gravestones are grim. Search +lo. AL LE. is Lord Alstands tomb. AC 15. Int 15. Cha 15. Unnatural Aura (Su): Animals can sense the unnatural presence of a blood wraith at a distance of 30 ft. their faces weathered by wind and rain. Skills and Feats: Hide +14 (see below). fly 60 ft. Blind Fight. Fast Healing: Each time a blood wraith drains Constitution or levels. 7. capture him for the blood wraith. For each such negative level bestowed. SA Blood Drain. create spawn. SQ Darkvision 60 ft. 6. except for a five-ft. it flees. Skills: Wights have a +8 racial bonus on Move Silently checks. flat-footed 13. Spawn are under the command of the wraith who created them and remain enslaved until its death. SV Fort +1. The largest tomb in the graveyard. leading PCs to believe otherwise is acceptable.AC 15. Move Silently +16. unwashed dishes and half-eaten meals. undead traits. Will +5. Atk +3 melee (1d4+1 plus energy drain. The save DC is Charisma-based. incorporeal touch). while their victim hesitates. A rusted fence of wrought iron encircles the graveyard. switching back to negotiate the steep slope. Spawn are under the command of the wight that created them and remain enslaved until its death. wind-blasted heath. (good). Crp +6. there is an SO% chance they recognize one or more of the wights as a friend or relative who has recently disappeared. incorporeal traits.The wights are intelligent enough to use this to their advantage and. SQ +2 Turn resistance. no broken doors or windows. Dex 12. H D 4d12.. See Watchman’s Hill below. it heals 5 points of damage. high.

Skills: Wights have a +8 racial bonus on Move Silently A Knowledge (Religion) check (DC 15) reveals the holy symbols are all marks of the sun god. 9. flat-footed 14. Will +5. &Wight: CR 3. Ref +2. proximity trigger. Int 11. A close range Spot check (DC 20) on the doors of these crypts reveals they have been opened very recently. Str 12. The town is full of tales of ghosts and strange lights seen on Watchman’s Hill. Spot +7. The trap remains disabled this way for one hour. &Spike Trap: CR 5 . Con -.. the only people in recent times to go up Watchman’s Hill were teenagers looking for a thrill. then another click may be heard with a Listen check (DC 15)to indicate the trap has reset itself. rfany weight is otherwise applied to the top step before the trap is disabled. SV Fort +1. Dex 12. if the pentagrams are stepped on in the proper manner. The trap is set to shoot three-ft. but have since fell into disuse. Town legend made Watchman’s Hill a fearful place. 100 hp. slam). H D 4d12 (26 hp). The DC is 14 for the Fortitude save to remove a negative level. touch 11. The two outer pentagrams must be stepped on simultaneously by individuals weighing at least 100 pounds.. Crp +3.the trap springs. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. They did not know why at the time. Spd 30 ft. . cementing the detritus of mixed dust and decaying plants into a crusty brownish paste. The source of the bloodstain is not apparent. steel spikes straight up through the points of the pentagrams. multiple targets ( l d 6 spikes per target in a 10 ft. Lord Alstand’s Tomb Alternatively.THE FLESH Is WEAK tomb. hardness 10. Blind-Fight. Cha 15. The only person who remembers why Watchman’s Hill was shunned is Shee’netha. Alertness. Full Atk +3 melee (ld4+1 plus energy drain. break DC 30. Before the blood wraith was released. If the carpet is cleared away. Spawn are under the command ofthe wight that created them and remain enslaved until its death. The wights bide their time until there is no chance for their prey to escape before they spring the ambush. checks. AListen check (DC 15) reveals an audible click as the safety latches fall into place. The wights in the crypts nearest Alstands Tomb wait until any intruders are preoccupied with opening the tomb door or even inside the tomb itseK Then they close the doors and trap the intruders inside. Wights i n Ambush In each of these tombs are ld4 Wights waiting to ambush anyone entering the cemetery. As soon as the spikes reach the limit of their movement. 10. mechanical. lnit + l . AC 15. Wis 13. Create Spawn (Su): Any humanoid slain by a wight becomes a wight in l d 4 rounds. Rogues who succeed a t a Search check (DC 22) discover the deadly trap on the top step. slam). three pentagrams are revealed. BDoor: 4 in. Atk +14 ranged (ld8. Skills and Feats: Hide +8. the trap is disabled. They do not possess any ofthe abilities they had in life. SA Create spawn. they begin to sink back into their apertures. The save DC is Charismabased. Base Atk +2. The gravediggers of the time refused to approach any closer to the tomb. Disable Device DC 18. something mostly obscured by the carpet of detritus. Search DC 24. the wight gains 5 temporary hit points. AL LE. area). Medium undead. Anyone with theTrack feat who makes a Survival check (DC 15) notices many fresh footprints all around the cemetery. SQ Darkvision 60 ft. where angry parents threatened to leave their children if they were naughty. into the bodies of whoever is standing on the pentagrams when the trap is activated.-by-10-ft. The massive iron bar holds the doors and a rusty chain and padlock lock the iron bar. Open Lock DC 20. allowing the blood wraith to devour them at leisure. For each such negative level bestowed. Listen +7. Directlybefore the entrance is a large pool of dried blood. thick. but the tomb with its imprisoned blood wraith made them very uneasy. Move Silently +16. spike). Atk +3 melee (ld4+1 plus energy drain. These particular emblems were commonly used three hundred years ago. energy drain. repair reset. Trap A Spot check (DC 20) reveals something carved in the stone. undead traits.

Ref +2. The treasure was entombed with the sorcerer in a large iron chest.50 pp. Spot +9. an adamantine dagger. If the corpse is spotted. This chest is also locked (DC 25) and trapped with a deadly poison needle *Poison Needle Trap: CR 2. * A d . Base Atk +3. The bolts can be removed if the chest is opened and emptied. SA Create spawn. DC 14 Fortitude save resists (poison only). Amil long ago became a wight under the blood wraith‘s control.. Improved Initiative. and a faulty ring of shooting stars unable to use the ball lightning ability). stacked on top of a crystal shod staff of frost (21 charges). Alertness. For each such negative level bestowed. Grp +4. they are victims nonetheless and their role in this is to provide the pcs with a certain level of emotion. repair reset. Amil’s Corpse Here lies the corpse of Shee’netha’sold friend. Lord Alstand’s Treasure. a small velvet pouch of rings (a ring of evasion. Introduce unique NPCs early on and then have them disappear. needle). Treasure: Inside the chest are an array of fine clothes. fearing for their lives and the lives of their families. Dex 12. Wis 13. But. lock bypass (Open Lock DC 30). A Spot check (DC 15) reveals the glint of precious metal amidst the loose finger bones . Move Silently +16. with mounting hopelessness as more and more of the townspeople disappear. Create Spawn (Su): Any humanoid slain by a wight becomes a wight in l d 4 rounds. Full Atk +4 melee (ld4+1 plus energy drain. Advanced Wight: CR 5. but he does not relinquish it until he is dead for good. flat-footed 14. 1 Con/unconsciousness). it is bolted to the floor. Spd 30 ft. and rising as a wight. Amil. like Johfig. 12. HD 6d12 (46 hp). which cannot be captured unless they have a stake in things. Spawn are under the command o f the wight that created them and remain enslaved until its death. retaining just enough . He does not attack with the rod of eternal life because its powers will not work for him. Str 12. Int 11. little more than a crumbling skeleton. undead traits. Cha 15. energy drain. Con -. Medium undead. SHEE’NETHA’S LEGACY It could be interesting if Shee’netha winds up succumbing to the blood wraith. 13.AC 15. The save DC is Charismabased. 225 gp). AL LE. the wight gains 5 temporary hit points. Will +6. and Sheehetha. The emotional impact lies in making the PCs care about the townspeople. Portray the townspeople as good folk trapped in a terrible situation. read aloud: Allow the atmosphere and events of the adventure to build tension and suspense. touch trigger. Search DC 22. Listen +i 0. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. organized bags of coins (5. a robe of eyes. Not only does the experience most likely pull heavily at the heartstrings of the Pcs but you could turn another mindless encounter into a dramatic moment. slam). lnit +5. touch 11. mechanical. Lord Alstand’s Sarcophagus The stone lid rests unlocked on the sarcophagus. The corpse is lying almost completely concealed by dusty cobwebs. Blind-Fight. A Spot check (DC 12) reveals its presence. Skills: Wights have a +8 racial bonus on Move Silently checks. Disable Device DC 17.Inside is what remains of Lord Alstand. Atk +4 melee (ld4+1 plus energy drain. SV Fort +1. and dimensional shackles made for a Huge creature. a ring of the ram. Aside from weighing over four hundred pounds.THE FLESHIs WEA 11. slam). He waits until a potential victim touches the rod of eternal life before he moves. Molich. SQ Darkvision 60 ft. They are not stupid or cowardly or lambs awaiting slaughter. Skills and Feats: Hide +11. little by little..a ring of sorcery (I) and a cursed ring of protection -I. A large part of the horror of this adventure lies in the fact anyone who is killed almost immediately rises again as a wight to attack his former comrades or neighbors. only to attack the PCs later as wights. poison (blue whinnis. The DC is 14 for the Fortitude save t o remove a negative level. He is merely lying in wait to ambush anyone who comes near. Atk +17 melee (1 plus poison. They do not possess any o f the abilities they had in life. Have Shee’netha struggle with her new undead state. and until then he appears as nothing more than a corpse.


If it is significantly harmed. as it fears being trapped again. but will need some time to morn before throwing any celebration for the PCs. Even if the PCs manage to kill the blood wraith. Paladins. they are in for a nasty surprise. the wights still exist. the ancient artifact the Iron Codex has the power to destroy itself and the rod if they touch. Ultimately. the more townspeople die. When the blood wraith realizes there is a new threat in its playground (i. In this case the Pcs are going into an adventure from the other side of it’s intent! (see the adventure “NOMercy”). fueling a fire of terror and death which can only end in one of two ways: the extermination of the wights. her anguish knows no bounds. Imagine the consternation of a PC when he sees an incorporeal hand reaching through a wall toward one of his unsuspecting comrades. not a monster of blind. . Another reason is for the DM to control the tension and fear levels of the Pcs. or just particularly devout followers of a deity receive a vision. if the PCs prove too much of a problem. It can strike anyone. Every night. It uses as many solid objects as it can to cloak its approach. It is the stealth of the blood wraith. reaching through beds to touch sleeping victims. Never underestimate the usefulness of contacts and craftsmen in small towns! FURTHER ADVENTURES The rod of eternal life must be destroyed. and no one can see it coming. The PCs may believe at first a vampire is the root of the problem. PCs. and they fear they will be next. The group choosing the latter method should have more success. allowing its minions to continue the fight. The wights simply gain their own free will.because they are better prepared to deal with what is happening. and then discreetly watches the fight from a distance to determine the capabilities of the PCs. This way the DM can more easily tailor the Challenge Rating of this adventure to the power level of the PCs.HE FLESH Is WEAK may try first to determine the truth about what is happening. They ask the pcs to visit the city on a diplomatic mission to discover the evil behind this cruelty. Idlo townspeople are turned into wights. If the PCs foolishly separate. who stay and try to help the community rebuild after facing off mortally against their own undead kin will be treated well. holy water. if her loyal cohort Tallia or any of the villagers who are her followers become corrupted. The townsfolk soon mention that the nearby kingdom has a city who has been capturing many of the outlaying farmers as slaves. where it and its minions attack them en masse. Both bands of wights pass near enough to the PCs to be noticed. along with its immunity to normal weapons making it so terrifying. on the other hand. It does not enter Alstands Tomb except to attack an enemy. and a nearby city’s image is implanted in their minds eye (see the adventure “Templeof the Iron Codex”). senseless rage. The PCs must choose which group of wights to stop or try to stop both. it takes steps to neutralize them. it hides in the crypts on Watchman’s Hill. it flees to regain its strength. Moreover. the blood wraith attacks the weaker of the two groups. If they talk to Shee’netha first. After it has perceived the PC’s strengths and weaknesses. warning them of anything she may have learned of their foes. or the extermination of the town. It first sends 2d6 wights to attack them. it attempts to split the pany into smaller groups by sending two separate bands of wights to abduct some villagers. the blood wraith lures them up onto Watchman’s Hill. However. waiting to strike again. Ifthey go up Watchmank Hill toting bundles of garlic. They may choose to charge b h d l y into combat with the unknown. or even aiding them in a fight before fleeing into the wilderness to die. During the day. The pace at which the pcs choose to confront the problem greatly affects how the adventure unfolds. This cunning and intehgence make it all the more dangerous. The blood wraith is a very cunning and devious enemy. and will probably gain friends for life. PC Clerics. anywhere. The wights abandon their screaming victim and attack the PC’s along with the blood wraith. with preferences toward any group without a cleric. The exact number of wights existing under the blood wraith‘s control is largely left up to the DM. and wooden stakes. The townspeople are certainly not ungrateful. everyone killed by a wight also becomes a wight. the PCs). they may get a better understanding ofwhat is happening. or they EPU OGUE Saving the town from the terror of the undead menace is little cause for celebration at first. Regardless. It even travels below ground level and rises up through floors and ceilings. the longer the PCs wait.e. of her memories to address the PCs. and this is a great red herring for a devious DM to mislead the PCs.

At the gate. about six months ago. When the local priests emerged from their temple to stop him. party if they do have a cleric with them. he persuaded them. “Desertion”comes to mind. Then. He declared the god he followed. Just a few more miles and you’ll be there. the village and fills the surrounding air with dread. He set himself in the town square and began to preach. But there are no lights. hangwg from the open gate. a low. no one stands guard and the city streets are quiet and still. What happened to the people who once lived here? Until recently. So does “abandoned” and “derelict”. It takes place in the deserted town of Gottheit. devoted to the sun god. was the only true wellspring of righteousness and piety. still moan echoesfrom. The only indication anyone lives here i s a single sign. nothing to guide you. but it seemed Allceyir understood their insecurities and before long. a village wall and inner buildings draw you in. Travelers were welcome in Gottheit -although less with merriment than with an earnest hospitality most found disconcerting. Belthus. and each encounter draws the PCs closer to the heart of the mystery lurking behind the city’s veneer. Much to everyone’s dismay. A silhouette looms ahead.200. You are almost there. These travelers told tales later how the residents engaged in much discussion concerning ethics and morality and often worried aloud whether they were doing right by their fellow townspeople. As you stand at the gate. he accused them of committing dark and horrible deeds . one who would only lead them astray.GOTTHEIT The surrounding dark i s coming up. a priest calling himself Alkeyir came to Gottheit. trying to piece together the mystevy. Gottheit: Population 1. Its piety was so strong the Temple was placed in the center of town for all to see. he denounced the sun god as false. The quiet i s eene and the threat of an attack looms. The townspeople reacted to his sermon with outrage at first. Gottheit was known as a kind and pious town.

He was. Knowing deep down they doubted the fundamental decency of their lives. began his reign of tyranny over Gottheit. in fact. So great was their belief in him the townspeople did not question it. he rendered them vulnerable to an evil fate worthy of his darkest malice. for if they discover the true fate of the townspeople. transporting them to his native plane. In truth. they might warn others before he strlkes again. the PCs pose a threat to him. Since deceit is key to his success. the polymorphed avatar of Bal-Shezzer. Using powerful magic to prove his claims. Alkeyir explained Belthus had come and taken the unrighteous from the midst.GOTTHEIT in secret and betraying the people’s trust. With his purpose now complete. Akinose drained the life force from the townspeople and transported their remains to his native plane. where they perished in unspeakable agony. . Soon after Alkeyir installed himself in the former temple (now rededicated to “Belthus”). who had told him to come to Gottheit. Alkeyir lingers in Gottheit only to make certain of his triumph before he descends upon another corner of the world. cast out the false priests of the sun god and show the people the error of their ways. In a single night of terror. the avatar of Bal-Shezzer. and his virtuous god “Belthus”was a fiction created to seduce the credulous. Alkeyir was no righteous mendicant out to show the world the straight and narrow path. Unfortunately for Gottheit. Alkeyir came to Gottheit for no other purpose than to wreak a terrible evil on the town. refer to the “New Magic Item” entry at the end of this chapter). he performed “miracles” and created illusions that ‘proved the other priests were possessed. an evil deity who delights in treachery and betrayal. he slew those of Gottheit who remained. Once he depopulated the town to a manageable size. he brought his terrible plan to fruition. the people of Gottheit woke to find some of their fellow townspeople had disappeared overnight. using his staff of planar transport (for more information. Alkeyir claimed he had communed with his god. He persuaded the townspeople to drive them out and install him as their religious leader.

offerings to the sun god accumulated over the years.The water. It was defaced to remove all references to the previous god. THE TOWN OF GOTTHEIT (SEE MAP) Since there are no secrets on the map. 4. among other things. There are 4d6 arrows. Except for some traveler’s rations. Presently.000 pp. 3. but this is up to you. Polearms. 8. The whole town is filled with an almost palpable aura of unwholesomenessand decay. nothing exceptional. The strongbox contains 4. Temple o f Belthus After the residents of Gottheit converted Belthus’ worship. ale and wine are drinkable.a crooked staff encircled by a golden halo. these amount to approximately 2. Remains of a hearth.OOO sp and 5 gems worth 250 gp each. You may want to blot out the numbers. while the other is fashioned from yellow quartz and is worth 100 gp. bolts. one is carved from ivory and is worth 200 gp.429 gp and a soft-white pearl worth 500 gp. Visibility is ten to fifteen even with a light source. 5. except for the infrequent ogre raid. MOOD Gottheit is best played at night as the PCs are just finishing the leg of a lengthy trip. From time to time.000 gp. the temple remained the center of religious life. but no more than four of each. In other words the encounters described below are not tied to a geographical location. IO. Here. In the back office rests a strongbox. dead animals. The Lazy Eye was Gottheit’s premier public house and 6. however. Guardhouses Each town gate has a small guardhouse associated with it. The basement of the temple holds. Ruins Most of the village lies in ruins or is derelict. Bram’s satchel (see encounter #4) has the only remaining key. Everywhere the PCs go in the village. Lastly.GOTTHEIT RUNNING THF ADVFNTURE Gottheit is an event-based. The pcs should experience the encounters in the order described below. each hanging as a pendant from a gold chain.20 with a light source) reveals a small cache of coins (55 sp) stored under a quiver of arrows in one of the guardhouses. traveler’s inn. It is important the PCs do not explore the temple too early in the adventure. Gottheit rarely sees trouble however. A Search check (DC 25. Many of the rooms contain basic finery.415 gp and a potion of cure serious wounds. a child‘s discarded toy. they raided Gottheit and harassed travelers coming and going. feel free to photocopy it and lay it out on the table for the players. It is locked with a difficult three-tumbler lock. this facilitates easier play and encourages the players to ask questions. Low-light vision is severely hampered and PCs with darkvision see little more than fog up to 30. do not be afraid to throw ghouls at them from time to time. Make up the interiors as you see fit for the homes and businesses. throw the intervening encounters at them or simply move Alkeyir somewhere else in the town. In the cellar is a case of particularly fine wine worth 500 gp. they find buildings quiet and empty or shattered and unsettling. Overall. and other depressing scenes develop the mood and hint of the evil at work here. Tribes of ogres and their dependant orcs live in the nearby hills. There are also two holy symbols to the sun god. What matters is the sequence in which your players experience the encounters. not where the encounters occur. The Temple of Bal-Shezzer is the main exception to the rule. and sling stones. Mayor‘s Residence The largest residential structure in town was the mayor’s manor. Most of them are common dwellings. A I depictions of the sun (paintings and sculptures) were scraped or smashed. It weighs 50 pounds and must be carried in both hands (although a large-sized or larger humanoid may tuck it under one arm).The mist and darkness should keep the pcs on their toes. The priests kept the most valuable gifts in a large unlocked chest. If the PCs head straight for the Temple. however lest they stumble upon the climactic encounter before you have had a chance to build to it. and prisoners were detained in holding cells. requiring an Open Lock check (DC 40) to open. what food remains is rotted or stale. each Charisma check to turn undead within the city suffer a -2 profane penalty 1. spears and swords are also stored here. but now they usual- . 2. Ogre Tribes . adventure. Balthus himself is depicted as a stern-looking man carrying the staff and a hastily carved statue of him stands behind the altar. but rather to a sequence in a chain of events. the Gottheit folk were craftsmen and merchants. the mayor lived and received visitors. rather than location-based. The Lazy Eye The Lazy Eye is a three-story building with a sign over the front door depicting a beholder with its main eye closed. it does not matter what quarter of Gottheit the PCs are exploring when they run into the ogres described in encounter #2. For instance. with many commoners and experts working out of their homes. Reinforcements stood ready here. but it does matter ifthey run into the ogres early on. replaced by Belthus’ faux holy symbol . In the largest bedroom however is an unlocked chest containing 2.

there is treasure to be gained and glory to be won in the hills. Listen +4. greatclub) or +2 ranged (ld8+5. javelin). .. Skills and Feats: Climb +5. the ogres perform a fighting retreat. but comprehensible Common. SV Fort +8. low-light vision. but he takes a -2 penalty to Armor Class. Wis 12. Spot +4. Begin with encounter #1 once the PCs have passed through the main gates and have more or less committed themselves to exploring the town. high-level characters.. Their job is to gather intelligence (to the best of their ability. Their tribe sent them to find out what was going on once they realized Gottheit had fallen completely silent. in hide armor. The save DC is Constitution-based. At the end of the rage. Toughness. AL CE. The strangeness of this situation increases when the ogres do not attack the PCs on sight. Weapon Focus (greatclub). base speed 40 ft. above). SA Disease. Ogres Were Their Neighbors ENCOUNTERS As the PCs come upon each encounter. or paraphrase it for their benefit. Fortitude DC 11. but they are unnerved by the silence of Gottheit. H D 4d8+ll. Rade ]/day. Dex 8. not a single living soul. H D ld8+1 (5 hp). The first important fact to establish about the present state of Gottheit is the town is absolutely deserted. If they attack the ogres. can’t charge or run) for the duration of the current encounter. Base Atk +O. Atk +4 melee ( l d 4 plus disease. Int 1 . / l O ft. Cha 7. Dire rats use their Dexterity modifier for Climb and Swim checks. Spd 40 ft. A barbarian can fly into a rage only once per encounter. bite). Fast Movement (Ex): These barbarians land speed is faster than the norm for their race by +10 (already figured in. They seem headed for the town gate and do not attack the PCs.. AC 15. It allows the mood to be established early on something is wrong here. bite). NDire Rat: CR ’/3. In return he tells the PCs what he knows. Aogre Barbarian. A barbarian may prematurely end his rage. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks.greatclub) or +2 ranged (ld8+5. they flee. Skills and Feats: Climb +11. They have no stomach for a fight. Listen +2. Con 12. they have no quarrel with the PCs. SQ Darkvision 60 ft. These 6 ogres are a scouting party sent by one of the tribes from the nearby hills.-2 penalty to Dexterity. If. The other ogres speak only Giant. flat-footed 12. No doubt. Spot c2. No One Home Suddenly. Large giant. Full Atk +9 melee (2d8+7. a +4 bonus to Constitution. The increase in Constitution increases the barbarian‘s hit points by 2 points per level.a swarm of rats appears from around the corner of a nearby building. There’s no one home. SV Fort +3. read the boxed text aloud to them.. Swim +11. incubation period l d 3 days. Hide +8. If they are attacked. even if rushed or threatened. lnit -1. The details of their social organization and the treasures they guard are beyond the scope of this adventure. the PCs decide to track the ogres back to their lair. Str 10. another adventure in this book. scent. and a +2 morale bonus on Will saves. Suffice it to say if the PCs are fooled or distracted by the red herring in encounter #2. In a rage. Skills: Dire rats have a +8 racial bonus on Swim checks. and it is known as the Ogre City of DrahkSuhl. Dex 17. Atk +9 melee (2d8+7. Will + l . Ref +0. at any rate). The leader is an ogre mage who speaks halting. touch 8. Grp +13. G r p -4. it is because there is no food. Int 6. there are more than enough in these hills to overwhelm even a party of four to six heavily equipped. they discover the ogre’s community. Con 15. flat-footed 16. a barbarian temporarily gains a +4 bonus to Strength. Wis 10. Small animal. Cha 4. climb 20 ft.javelin). AL N. Base Atk +4. touch 14. which is very little. something is afoot. the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength. Ref +5. h p 29. Str 21. b u t these hit points go away at the end of the rage when his Constitution score drops back to normal. damage ld3 Dex and l d 3 Con.. If the PCs accuse the ogres of having something to do with the town’s depopulation. the ogre mage vigorously denies it. Will +3. Ogre Bbn 1: CR 4. Full Atk +4 melee ( l d 4 plus disease. Weapon FinesseB Disease (Ex): Filth fever-bite. The ogre mage questions the PCs to see if they know what’s going on.GOTTHEIT ly leave it alone. Alertness. fast movement. Spd 40 ft. Move Silently +4. If the PCs look for ephemeral information as to why the rats flee. A fit of rage lasts for 7 rounds. Rage (Ex): These barbarians can fly into a rage once per day each. AC 16. for some reason.Space/Reach 10 f t . regarding it with mild curiosity at best. SA -. But in reality. SQ Lowlight vision. lnit +3.

regeneration 5. SV Fort +7. yet they growl: “Leave. Full Atk +3 melee (ld4+1 plus energy drain. Caster level 9th. SA Create spawn. greatsword) or +2 ranged (2d6/x3. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. SV Fort +1. Wis 13. Str 12. they only repeat their warning. longbow). Skills: Wights have a +8 racial bonus on Move Silently checks. polymorph. H D 4d12 (26 hp). it must be reattached within 10 minutes or the creature dies. If it comes to a pitched battle. Con 17. . Dex 10. Flight (Su): An ogre mage can cease or resume flight as a free action. Bal-Shezzer delivers more dangerous warnings later. Medium undead. H D 5d8+15 (37 hp). decaying flesh stretches taut across their bones. If the PCs speak with them. Create . the wight gains 5 temporary hit points. . Ref +1. Move Silently +16. AL LE.and remain enslaved until Cs death. Reattachment takes 1 minute. Spd 40 ft. gaseousfork. cone ofcold (DC’18).. lnit +4. -~ Skiils-and Feats: Hide +8. Full Atk +7 melee (3d6+7/19-20. Their lips do not move. An ogre mage cannot regrow lost body parts.Spawn (Su):Any humanoid slain by a wight becomes a wight in l d 4 rounds. SR 19. / l O ft. AL LE. Spawn are under the command of the wight that created -them . For each such negative level bestowed. Atk +3 melee (ld4+1 plus energy drain. they fight to the death. If this confrontation does not discourage the Pcs. Listen +lo. Crp +3/+12. Int 14. Str 21. Skills and Feats: Concentration +11. SA Spell-like abilities. AC 18. A Warning From Ghouls Down the street. Blind-Fight. Base Atk +2. touch 9. Ref +2. SQ Darkvision 60 ft. They d o not possess any of the abilities they had in life.” These ghouls (hp 20) were once townspeople of Gottheit.. Large giant.. go. . Their mottled.GOTTHEIT Aogre Mage: CR 8. Wis 14. Alertness. energy drain. flat-footed 14. slam). yet menacingly. Spellcraft +IO. Spd 30 ft. Listen +7. person (DC 14). Bal-Shezzer created them and sent them back to the Material Plane through Alkeyir as a warning to the PCs. SQ Darkvision 90 ft. (good). four translucent humanoid figures converge . death awaits. Int 11.. Cha 17. The save DC is Charisma-based. The DC is 14 for the Fortitude save t o remove a negative level. flat-footed 18. Spot +7. Atk +7 melee (3d6+7/19-20. Regeneration (Ex): Fire and acid deal normal damage t o an ogre mage. Base Atk +3. 1/daychar. Grp +3. Will +3. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Space/Reach 10 f t . An ogre mage that loses a limb or body part can reattach it by holding the severed member t o the stump. and their deep-set eyes glow like hot coals. fly 40 ft. *Wight: CR 3. slam). Cha 15. AC 15. longbow).. undead traits. Con -. Will +5... They deliver their warning and attack if the PCs do not heed it.slowly. invisibilitv. lnit +l. low-light vision. The save DCs are Charisma-based. touch 11. l f t h e head or some other vital organ i s severed. sleep (DC 14). Spot +10 Saell-Like Abilities: At will-darkness.. greatsword) or +2 ranged (2d6/x3. Dex 12.

He was one of the very last of the townsfolk remaining on the terrible night when everyone else in Gottheit was swept off of the face of the earth. They retain a memory of who they were when they were alive.GOTTHEIT I The Journal While making their way through town. They exist only to carry out the wishes of the dark god who destroyed them. Town Elders The key is to the strongbox in The Lazy Eye (see location 2. and if they are asked about that. on page 3). This is the diary of Bram. These spectral creatures are wisps (see the “NewMonster” section at the end of this chapter). Oddly enough. . they say they were once important men in Gottheit. they each retain a physical symbol identlfying them as the men they once were . the PCs see a discarded satchel behind some aging rain barrels. however. Bal-Shezzer created them as undead and has sent them to chase the PCs out of town. they were town elders of Gottheit.the gold medallions hanging around their necks. a dagger. These remain if‘the wisps are destroyed. In life. He was half-crazed from the shock and the last few undamaged pages reveal some of his thoughts during his final hours alive. Each is worth 50 g p for their gold content. It sticks out as the streets are mostly devoid of any objects. a key and journal a book whose pages were partially damaged by the water. Retrieving it lets loose old rain water from the inside. the assistant at The Lazy Eye inn and tavern. But if the PCs try to interrogate them further they reveal nothing. Further investigation reveals a set of small traveling clothes.

the bodak wears a medallion on a gold chain around its neck. Base Atk +2. After a few minutes of interrogation. it had one of those flashbacksto its former life. Unfortunately for the PCs. It uses its detect thoughts ability to anticipate the PCs’ actions and judge the effectiveness of its own deception. Wis 12. The save DC is Wisdom-based. Humanoids who die from this attack are transformed into bodaks 24 hours later. undead traits. . it has disguised itself as a saddened young woman to get them to drop their guard. AC 15. it replies Gottheit was not rich and no one had any real wealth to speak of. Will +7. Cha 12. touch 12.. Skills and Feats: Hide +11. A Sense Motive check (DC IS) gives PCs the impression the bodak is holding back a fighting rage. Crp +2. SA constitution drain. as it experienced a flashback to its former life at the very beginning of the encounter. darkvision 60 ft.Or What’s l e f t o f Him This bodak was once the Mayor of Gottheit and he. He understands Alkeyir deceived the people of Gottheit and is somehow responsible for their doom. Str -. Dex 15. Improved Initiative. Listen +12. (good). slam). Con -. slam). He does not know the name of the god to which he refers. and she had family in Gottheit’sbut she and her husband live out of town. AL CE. Combat Reflexes. He was. Fortitude DC 15 negates. it has also cast misdirection targeting a tree so it detects as neutral in alignment (and as a plant). Using its alternate form ability. Ref +4. It uses its detect thoughts ability constantly to anticipate the PCs’ actions and judge the effectiveness of its own deception. it has disguised itself as a saddened young woman to get them to drop their guard. as it spotted by the Pcs. struggling with the evil that commands the bodak to do Bel-Shezzer’s dirty work. except this mayoral badge has a semi-preciousstone set in it. was created as an undead by Bal-Shezzer to drive away the PCs. If they ask about treasure in the town. Spd 20 ft. Alertness. Base Atk +4. Str 13. Alertness. wins. It gives out a strangled cry and attacks. incorporeal touch). Atk +6 melee (ld8+1. however. fly 60 ft. “Innocent” Visitor The Mayor . SQ Damage reduction IO/cold iron. HD 9dl2. the bodak suffers a -2 penalty to all attacks directed at the PCs. Intimidate +lo. Sense Motive +E. h p 58. Llke the wisps. she just came to visit them. Create Spawn (Su):Any humanoid slain by a wisp becomes a wisp in l d 4 hours. she is vague with description or names. Int 14. one of the last to be taken. It is worth 150 gp. it reveals its true form and attacks them immediately Ifits charade appears to be working. lnit +7. Blind-Fight. Each round o f exposure t o the direct rays o f the sun deals 1 point o f damage t o the creature. their faces so white they Iit up the darkness. so it remembers more or less who it was and what happened to the person. Spd 30ft. for instance -it attacks as soon as it finds the opportunity If the PCs question it. “Barnardina”is really a rakshasa summoned by Bal-Shezzer to deceive them. What the PCs witness is nothing but a victim. she tells them her name is Barnardina. she just came to visit them. He remembers the night when Bal-Shezzer completed the massacre as one of confusion and horrified screams. Cha 15. Once combat begins. It remains under the command o f t h e wisp that created it until either is destroyed. He remembers nothing about his actual death. Skills and Feats: Listen +11. Intuit Direction +6. Full Atk +5 melee (ld4+ld6 Con drain. Full Atk +6 melee (ld8+1. Using its alternate form ability. only it is evil and the priest Akeyir is connected with it. range 30. hp 26. too. @ Bodak CR 8. resistance t o acid 10 and fire 10. Medium Undead (Incorporeal). SV Fort +1. Dex 16. If the PCs stop to aid her. SA Death gaze. If it looks like they see through its disguise. However. flat-footed 18. The save DC is Charisma-based. he thinks. Int 6. touch 13. Weapon Focus (slam) Death Gaze (Su): Death. but it does not last long. H D 4d12. he remembers stepping out of his door and seeing people running through the streets in their nightclothes. Dodge. AC 20. for the merest exposure t o it burns their impure flesh. AL LE. acting as if too upset to talk about them. but has difficulty verbalizing this. +2 turn resistance. Will +6. Vulnerability to Sunlight (Ex): Bodaks loathe sunlight. Search +lo. SQ Undead traits. Unfortunately for the PCs. lnit +6. flat-footed 12. Ref +5.GOTTHEIT *Wisp: CR 5. “Barnardina”is really a rakshasa summoned by Bal-Shezzer to deceive them. she tells them her name is Barnardina. Grp +5. Wis 14. Move Silently +lo. incorporeal traits. The bodak/mayor answers their questions as truthfully as he can. Improved Initiative Constitution Drain (Su): Living creatures hit by a wisp’s incorporeal touch attack must make a successful Fortitude saving throw (DC 14) or suffer l d 6 points oftemporary Constitution damage.. incorporeal touch). Con -. and she had family in Gottheit’s but she and her husband live out of town. vulnerability t o sunlight. It has already suffered the loss of a full action by the time combat is joined. Spawn do not retain any abilities they had in life. although in a halting and fragmented manner. Spot +11. create spawn. the evil which drives the creature. Spot +12. and stammers. If the PCs stop to aid her. to which bodaks are prone. it looks for a moment when they drop their guard -if they turn their backs or leave it alone with a PC. SV Fort +3. immunity t o electricity. If they ask about her family. “Barnardina” caters to their greatest anxieties or desires to discourage them. Medium undead (extraplanar).. Atk +5 melee (ld4+ld6 Con drain.

damage reduction 1!i/good and piercing. The entire temple feels evil and the effect is intensified inside. “Heed me. Or your fate is sealed. it was once Mitrea. “For the sake of all that is holy. When the PCs have finished questioning her. she utters a piercing. not being afraid of their magic (with its SR 27) then anyone with a piercing weapon. Spd 40 ft. Ref +7. Alertness. SQ Change shape. Entering the Temple. SV Fort +8. a champion and powerful fighter who served this temple. and one 2nd level spell. Dodge. 1st-burning hands. Concentration +13. All clues have pointed to a terrible corruption in the church. Her gaze is stern. Do not make the same mistake as I. Move Silently +13. this is because the temple is the subject of an unhallow spell and all non-evil being that enter the temple are effected by a bane spell. bite) or +9 spell (ranged). A rakshasa remains in one form until it chooses t o assume a new one. The save DC is Charisma-based. H D 7d8+21. The rakshasa is supremely overconfident and has little fear of the party.” This tormented ghost speaks the truth. hp 52. have the rakshasa use its charm person on a party member of two before it “meets”the party. touch 12. Will DC 15 negates). however. agonized cry as Bel-Shezzer compels her to attack. acting as if too upset to talk about them. Alkeyir serves an evil god. Int 13. the rakshasa flees. Str 12.GOTTHEIT If its charade appears to be working. As a ghost. and completely before attacking them (she is a ghost in Bal-Shazzar’stemple after all). Detect Thoughts (Su):A rakshasa can continuously use detect thoughts as the spell (caster level 18th. Spellcraft +11. flat-footed 19.if they turn their backs or leave it alone with a PC. message. A true seeing spell reveals its natural form. destroy me!” she wails (if the party defeats Alkeyir. or revert t o its own form. ethereal haze surrounding her and caressing her form. vampiric touch. Intimidate +5. warriors!” she calls attacks as soon as it finds the opportunity. but a dark shadow seems to have fallen over its walls and grandeur. If the PCs question it. She was slain along with the rest of the townspeople. She does know Alkeyir is presently in the basement of the Temple. magic missile. misdirection. scorching ray. It can suppress or resume this ability as a free action. She has enough willpower to answer the Pc‘s questions honestly. charm person. a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). . If they ask about treasure in the town. misdirection when encountered. open doors. for instance . The ancient. at least at first. Listen +13. She does not realize Alkeyir is the avatar instead of a mere servant of his god. Dex 14. Rakshasa: CR 10. it replies Gottheit was not rich and no one had any real wealth to speak of. “Barnardina”caters to their greatest anxieties or desires to discourage them. 2nd-acid arrow. AC 21. A change i n form cannot be dispelled. the ghostly form of a solidly built woman wearing full plate armor and clutching a sword materializes out of thin air. using its speed to dodge through the abandoned building and try to pick off the party one at a time. Mitrea’s ghost does not rejuvenate). it reveals its true form and attacks them immediately. “for 1 was once Mitrea. If you stand and fight. (It has already cast one 1st level spell. Spot +11. Wis 13. in an attempt to divide and unsettle the party. Disguise +17 (+19 acting)*. AL LE. SA Detect thoughts.. The tall wrought-iron oak doors grind and echo within the inner chambers as they are opened. The Temple The temple in town does not look as terrible as the abandoned buildings around it. Grp +8. 2 claws) and +3 melee (ld6. If it looks like they see through its disguise. Sorcerer Spells Known (6/7/7/5. but was seduced. Diplomacy +7. Spells: A rakshasa casts spells as a 7th-level sorcerer. kill him. 3rd-hold person. SR 27. Sense Motive +11. Cha 17. as a standard action. the guardian of this temple. and stammers. Medium outsider (native). save DC 13 + spell level): 0-detect magic. but does not know exactly why they should watch out for it. If you wish to make this encounter more difficult for the players. unseen servant. In humanoid form.) Change Shape (Su): A rakshasa can assume any humanoid form. touch offatigue. Atk +8 melee (ld4+1. resistance. This is the Pc’s final warning they are dealing in matters they ought to leave well enough alone. It uses its vampiric touch ability and then retreats. stopping long enough to inform Bel-Shezzar of their abilities. Perform (oratory) +13. It has also cast unseen servant and uses it to rattle windows. and so inside must be the answer to the town’s plight. ventriloquism. as if she endured much suffering before she died. If reduced to 20 or fewer hit points. dying in unutterable torment on Bal-Shezzer’snative plane before she knew what had happened to her. Base Atk +7. but the rakshasa reverts t o its natural form when killed. stylized architecture betrays it as a structure to the sun god. Will save (DC 16) to resist. darkvision 60 ft. she is vague with her descriptions or names. Skills and Feats: Bluff +17*. it looks for a moment when they drop their guard . Will +6. Combat Casting. Con 16.. spells. read magic. Ifthey ask about her family. and she does not know Belthus is really Bal-Shezzer. Mitrea has a complete memory of her former identity. It will target characters with missile weapons first. Full Atk +8 melee (1 d4+1. but her cheeks are sunken. But she knows everything else about Alkeyir’sdeception and the massacre. light. She tells the PCs to beware of his staff. I nit +2. and so on. unseen servant. claw) or +9 ranged (spell). entering the service of Belthus after they cast out the priests. mage hand.

a man with striking features and priestly robes stands before them. He however. where it is it not incorporeal. as an ethereal creature. A manifested ghost always moves silently. Power Attack. i t s spells cannot affect targets on the Material Plane. SA Corrupting touch. Search +2. 1wish to know who you are. Cleave. the Material Plane and the Ethereal Plane. Possessions: + I ghost touch bastard sword (named “purefire”) while use in the temple o f Cottheim ‘Purefire’ grants its wielder a +1 divine bonus t o attack and damage against Akkeyir’s and ignores his DR. As a general principal. AL N. and its own attacks pass through armor. Cha 17. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment.” Free from the distraction of combat they notice the door near the entrance leads down to the Temple basement. Against ethereal opponents. poison (sassone leaf residue. Skills and Feats: Climb +4. When a ghost manifests. Base Atk +8/+3. Jump +4. Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals l d 6 points o f damage. On his first standard action after he is reduced to 15 hp or less. His entry provide more information on how he fights. rejuvenation. anyway. Rejuvenation (Su): In most cases. Dodge. 2d12hp/ld6 Con). Search DC 25. it’s difficult t o destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. His coloration is so deeply dark he looks like a silhouette from a distance and it is impossible to make out facial features or even the contours of his body. with a crown of horns at the peak. Human Ftr 8: CR 10. is very smart and does not provide them opportunities to flank him or deal massive amounts of damage in a single round. hp 52. If they engage him in conversation. flat-footed 13. Handle Animal +4. Con -. Free me and my Temple. Improved Critical (bastard sword). To use this ability. and the ghost cannot enter the target’s space. mechanical. it adds its Strength modifier t o attack and damage rolls. Int 13. His angular beard seems as dark as night streaked with gray. A manifested ghost can pass through solid objects at will. manifestation. Ref +5. it cannot affect or be affected by anything in the material world. it adds its Dexterity modifier t o attack rolls only. an eerie light emanating from within.GOTTHEIT AChost of Mitrea. Will +2. Once the pcs defeat Mitrea’s ghost she whispers as she dissipates “Take my sword and slay Alkeyir. Before the inevitable combat begins. A manifested ghost can be harmed only by other incorporeal creatures. Against nonethereal opponents. Malevolence (5): Once per round. Full Atk +14/+9 melee (ld10+9/17-20. bastard sword). Wis 10. A manifested ghost remains partially on the Ethereal Plane. Alkeyir is a lo-ft. DC 16 Fortitude save resists. (perfect). but not from foes on the Ethereal Plane. and his eyes piercing and intense. its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. AC 16. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). but you did not heed them. incorporeal). A manifested ghost’s touch spells don’t work on nonethereal targets. 9. In his natural form. the ghost vanishes into the target‘s body. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Very well. manual reset. touch trigger (attached). but it has only one charge remaining in it. H D 8d12. an ethereal ghost can merge i t s body with a creature on the Material Plane. whichever is higher). Temple Guardian. This ability is similar to a magic jar spell (caster level 10th or the ghost’s H i t Dice. The exact means varies with each spirit and may require a good deal o f research. Crp +12. undead traits. Spot +4. He is curious about who they are. he uses the staff . Atk +14 melee (ld10+9/17-20. When a spellcasting ghost is not manifested and is on the Ethereal Plane. SV Fort +6. the only way to get rid o f a ghost for certain is t o determine the reason for its existence and set right whatever prevents it from resting in peace. magic weapons. moving into the target’s space t o use the malevolence ability does not provoke attacks o f opportunity. A ghost has two home planes. Alkeyir indulges them. It is locked but can be defeated with an Open Lock check (DC 25). A ghost dwells on the Ethereal Plane and. Dex 16. Combat Reflexes. As a rule. tall humanoid as black as the Abyss. with a 50% chance t o ignore any damage from a corporeal source. l f t h e save fails. but they work normally against ethereal targets. Listen +4. Manijkstation (Su): Every ghost has this ability. it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. Spd fly 30 ft. Alkeyir drops his disguise and resumes his true form. A creature that successfully saves is immune t o that same ghost’s malevolence for 24 hours. The Avatar o f Bal-Shener When the PCs reach the basement. The ghost’s incorporeality helps protect it from foes on the Material Plane. Even the most powerful spells are usually only temporary solutions. He does not intend to let them live to pass the information along. It is also trapped. lnit +7. to prevent them from telling anyone what really happened to Gottheit. In his right hand he grasps a gnarled staff as tall as he. Weapon Specialization (bastard sword). the ghost must be manifested and it must try move into the target’s space. It is not considered extraplanar when on either o f these planes. Alkeyir has one staff of planar transport left. Exotic Weapon Proficiency (bastard sword). except that it does not require a receptacle. he wants to kill the entire party. bastard sword). or spells. My servants tried to warn you. Weapon Focus (bastard sword). they see him in the priestly disguise he assumed to dupe the folk of Gottheit. A ghost that would otherwise be destroyed returns t o its old haunts with a successful level check (ld20 + 8) against DC 16. 1have sent them all to satisfy the appetites of Bel-Shezzer. touch 13. “Fools!Why do you come here? You cannot save the people of this insignificant little town. except for the role and function of his staff of planar transport (refer to the “New Magic Item” entry in Appendix A). below). But first. Disable Device DC 19.” When the PCs come upon Alkeyir (see the “New Monster” entry in Appendix B). &Contact Poison: CR 5. before Bel-Shezzer honors you with an exquisitely painful death. SQ Incorporeal traits. and provides most any detail about the destruction of Gottheit they have not worked out yet. Improved Initiative. Str 18. Medium humanoid (undead. When a spellcasting ghost manifests. malevolence. +4 turn resistance.



Three times per day he may cast create undead. Base Atk +16. Dex 10. The save DC is 19 + spell level. As for Alkeyir. Lawful or good characters may debate the ethics of looting possessions once belonging to the innocent residents of this unfortunate town (to say nothing of money given as offerings to a good deity).h p 150. but they are all drained so they are really just +4 quarterstaves.Cha 30. The save DC is Constitutionbased. flat-footed 24. all of the treasure of the tomb. Spot+29. a terrible shriek emerges from him and he shrinks into a pinprick of blackness like a liquid spiraling down a drain. staff of planar transport). staff of planar transport) or +26/+25 melee (ld8+7/x2plus energy drain. the pcs may. Grp +27.AC 24. the PCs may find themselves lead on a merry chase of lie after lie. Disguise +29. and knock. even if only for a time. improved initiative. Knowledge (the Planes) +28. I beseech you: Hear my story My name is Myn. If he is reduced to 0 hp or less before he has a chance to flee.this time by a mixture of snow and acid. Alternate Form (Su): Alkeyir can assume any humanoid form. otherworldly evil robes. Possessions: +2 staff of planar transport. for whatever reason. create greater undead. Knowledge (religion +20. lasting as long as Alkeyir wishes. Alkeyir is protected from good as if unholy aura has been cast on him. This ability functions as the spell alter self as cast by a 15th level sorcerer.. But the dead . Listen +28. for further complications. At will he may cast deepen darkness. Diplomacy +33. touch 23. Weapon Focus (quarterstaff). and someonedear to me has suffered a tremendous attack upon his very soul. detect good. SA Spells. Dodge. Decipher Script +18. and in any event.Survival +28. power word (blind). is yours all of it! What say you?”(seethe adventure “The Heart of h u m Khonshu”). there is also the matter of the various treasure caches lying around town. 30 ft. if he survived the encounter with the PCs. leaving the magical staff behind. as a standard action. no witnesses will ever be able to tell how the pcs came into possession of them. gate. except in unusual circumstance the avatar will always have access to at least one such staff. and acid drips from the dragon’smouth and claws as he breathes a stream of ice. moving the undea