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The Oerth Journal

Volume II, Issue 24


Editor-in-Chief
Rick “Duicarthan” Miller

Assistant Editor-in-
Chief
Brian “Cebrion” McRae

Assistant Editors
John “SMDraken” Hall, Ed Healy,
Sam “Samwise” Weiss

Art Director
Liz “Lilith” Courts

Contributing Authors
Gary Van Binsbergen, Creighton
Broadhurst, C. Wesley Clough,
Rick Miller, Trevor Watson, Sam
Weiss

Contributing Artists/
Cartographers
Liz Courts, Larry Elmore, James
Keegan, Daniel Kvasznicza, Rick
Miller, Jerry Minor, Dean Oyobo,
Trevor Watson, Jeff Wrbelis

Webmaster and
Provider
“Theocrat” Issak Haywood

Playtesters
Dave “Boglin” Bohan, Scott
“Talavar” Bonney, Stuart Denny,
and Randy “Dethand” Patton

CHRONICLE OF THE MAD ARCHMAGE


Words cannot express the loss of the father of the World of Greyhawk, Gary Gygax that we feel. In tribute, the Oerth
Journal staff is delaying the Beyond the Flanaess works to commemorate the setting and indeed the games co-creator
itself. Oerth Journal 25 will be a tribute issue commemorating and exploring the places first created by Gary himself,
writers include Creighton Broadhurst, Paul Looby, Rick Miller, and more to be announced! Starting in issue 26 we will be
exploring arcana, faiths, regions and peoples outside the Flanaess. Look for more on this on the Oerth Journal Writers
boards found at http://www.canonfire.com. Thanks again to all the support of the Oerth Journal staff, contributing
authors and writers without whom Tharizdun’s grasp would have overcome Oerth. We hope you enjoy this issue of the
Oerth Journal. Cheers!

Until the Starbreak,

Rick “Duicarthan” Miller


- Editor-in-Chief

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TABLE OF On the Cover
Aside from a wondrous cover
image, Dean Oyobo returns

CONTENTS depicting dragons of the


Flanaess in A Compilation of
the Draconic Realms of the
GAZETTEER OF THE FLANAESS Flanaess! Dean is a freelance
graphic designer from England
A COMPILATION OF THE and an all-around great guy.
Dean’s work also graced the
DRACONIC REALMS OF THE P a g e 3 cover of Oerth Journal 22. His

FLANAESS, Volume 1 art can be seen at http://www.


paleshadows.co.uk
By Gary Van Binsbergen
Art by Dean Oyobo and Larry Elmore Featured Artists
Liz Courts sends shiver up
GAZETTEER OF THE FLANAESS our spines with her vision
of Kasha Lom from the
ZA’AITH SHA Sundered Spark. Liz our

THE OLVENKINGDOM OF P a g e 13
current acting art director and
fellow Werecabbages member
HELIOS maintains her own site at
http://darkmoongallery.com/
By Sam Weiss index.php
Art by Daniel Kvasznicza and Jerry Minor All art contributed by
Larry Elmore is a copyright
ROGUES GALLERY of Elmore Productions Inc.

GUILIANA MORTIDUS Larry’s webpage is http://


www.larryelmore.com
THE NIGHT DAME, HIDDEN James M Keegan returns
to haunt us with an image of
P a g e 16
HIERARCH OF THE HORNED horror in the Sundered Spark.
James started working with us
SOCIETY in the Gleaners article from
By Creighton Broadhurst Oerth Journal 23, his work
can be found at http://www.
Art by Jerry Minor
jamesmkeegan.com
Jerry Minor brings a gentler
DENIZENS OF THE FLANAESS touch to this issue with
HORRORS OF his version of Ehlonna and
Guiliana Mortidus. Jerry’s work
P a g e 18
HEPMONALAND can be located at http://www.
By C. Wesley Clough myspace.com/jerantino
Art by Daniel Kvasznicza and Jeff Wrbelis
Disclaimer
DUNGEONS & DRAGONS,
GATEWAY TO ADVENTURE DRAGON, DUNGEON, GREYHAWK,
and the WORLD OF GREYHAWK
THE SUNDERED SPARK are registered trademarks owned
by Wizards of the Coast/ Hasbro.
By Trevor Watson with Special Thanks to All characters, character names,
Bryan Sametz P a g e 26 and the distinctive likenesses
thereof are trademarks owned by
Art by Liz Courts, James Keegan, Rick Miller Wizards of the Coast, Inc.
and Trevor Watson Text portions not belonging
specifically to other owners are
Cartography by Trevor Watson and Rick copyright to their respective
Miller authors. Permission is granted to
copy and paste the text portions
for game use only. No other use is
implied or granted by this posting.
For any other use, please contact
the publisher.

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GAZETTEER OF THE FLANAESS

A COMPILATION OF THE DRACONIC


REALMS OF THE FLANAESS, VOLume 1
By Gary Van Binsbergen
Art by Dean Oyobo and Larry Elmore
Draconic: Hysvear ekess vivex vur ossalur Common Translation: Disembowel peace on when the first kingdoms arose, ten
karif, maekrix shafaer persvek darastrix earth, pillage and burn many homes taking realms that shall never be erased by
ominak. Renthisj ekes throden munthrek, wealth and treasure for yours. the sands of time.
tundar, vaecaesin vur ghik zyak edar, Tiamat, the Chromatic Dragon The first of the many kingdoms
verthicha, casein, vur arux majak okarthel
established in the Flanaess belong
vur noach. Introduction not to the humanoid races of today
Myths and legends of the Flanaess tell or those of yester-year, but to those
Common Translation: Soar to victory and
of times when history was dominated of the draconic. Humans, dwarves,
travel far, lead on in dragon name. Speak to
many humans, dwarves, elves, and orcs so by races different from those that rule orcs, all ruling races of today have
earth, mountains, forests, and valleys give today. In ages past, many kingdoms failed to recall or perhaps recognize
homes and wealth. have risen and fallen only to become the first masters of their world. Only
Io, Creator of Dragonkind a chapter in the scrolls of historians, the elves, with their great lineage and
others still find their legacy reduced longevity could possess the wisdom
Draconic: Gixustrat loerchik shafaer edar, to nothing more than whispers and to understand that these other races
thadarsh vur valignat throden okarthel clax rumors if not entirely forgotten to are nothing more than a blink of an
noach vur rasvim ihk wux.
the annals of time. There was a day eye in the ages of time, for they recall

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the days when the dragons ruled.

Origin of the Dragon


Kingdoms
One hundred centuries ago, Oerth’s
dragons originated from what a few
learned scholars refer to as Dragon
Island or Draconis Island. This island,
located near the center of the Celestial
Sea is where Io is said to have created
the first of dragon kind.
Io was the first of the gods to
create a race of creatures which would
day dominate the lands of Oerth. As
his creation was first to appear, it
became the cause of much discussion
and disagreement amongst the gods
for each wanted their races to become
the dominate creatures of Oerth.
It was The Lady of Our Fate, Istus,
Goddess of Prophecy, who brought
about an end to the disagreements
for she declared the future and her
worlds could not be changed. When
Istus spoke, all stopped to listen for
her words were final.
“And so it shall be that a great
departing of the dragons shall come
and they shall separate giving rise to
ten kingdoms. These realms shall birth
the many empires of your children so
that one day they too shall become
masters of their appointed times. It
shall be during these days that the
dragons shall sleep, their kingdoms
all but forgotten to the lesser beasts
of the world. Finally, in the Age of
Dragons Glory, the draconic creatures
shall awaken and their hunger will
once yearn. Their voracious appetite
shall consume the land as they did
before and dominate the world,
cleansing it from the failures of your
children.”
So it was decreed that the creatures which could challenge them, and so it would be their responsibility
dragons would become the first rulers so they took to quibbling amongst one to teach dragons the views that they
of Oerth, give rise to the lesser races another over petty differences such were created to represent.
so that they would flourish, only power, territory, and philosophical Of the lesser draconic gods Io
to strike them down and take their beliefs such as good, evil, death, created, three became prominent in
rightful place in the four corners of and justice. Io quelled these the rise of the Draconic Kingdoms of
Oerth when their age of glory would disagreements but eventually tired of Oerth; Io’s first born Vorel, Bahamut,
arrive. the responsibility and chose to settle and Tiamat. This tale often repeated
The creation story of these these differences by creating even in the lore of the Dragonscale (see
majestic creatures goes far beyond greater dragons that would be taught Races of the Dragon) tells of the
the text of this scroll. What can various views Io held as consistent events leading up to the death of
be said is that Io recognized the with his nine facets of beliefs. These Vorel at the claws of Tiamat, only to
diversity of beliefs he had installed instructors would be revered higher shift the blame towards Bahamut.
within dragonkind and began to plan than any mortal dragon created yet Once Io discovered the truth, Tiamat
for the eventual Great Departing. For not above himself. Life had been was banished along with her many
dragons lived in a world void of other given to the many draconic gods, followers. Bahamut chose to counter
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her evil by spreading his wings and in order to find a suitable place to and as a result rule the southern
taking countless good dragons with live rather than contend with larger, portion of the Flanaess. Ten centuries
him. Bahamut and Tiamat then began more aggressive dragons. Other ago, before many of the present day
the Dragon Wars. So spread the evil dragons serve as emissaries of their humanoid races inhabited or destroyed
dragons throughout Oerth, all under kind, taking part in the offerings of them; the tropical lands extended
the orders of Tiamat to go forth and other civilizations, such as those further northward than they do today.
subject the world to her terror. So of humans and elves, while other Therefore, when the black dragons
spread the good dragons throughout representatives enter the realms of first arrived, their territory was larger
Oerth, all in search of their traitor other dragons in order to bring about than it is today. In the southeastern
goddess and those she ruled over. news, offer assistance, or perhaps Flanaess, the borders of The Black
In the years that followed, the request it. Spies are common within Dragon Empire of Eribonyxtaliff’s
dragons took heart to the world and the kingdoms of dragons, thus such Domination stretches from the
settled unto the great four continents individual’s lay low yet garnering Hepmonaland Jungle northward to
of Oerth. Within these lands, they information necessary to further the Rieuwood Forest, including the
established kingdoms, one for each dominate the lands and exercise the Lordship of the Isles, while in the
species, and each kingdom was strength of their kingdom. Finally, western portion, the borders stretch
represented on each continent, some all dragons are creatures of great from the Amedio Jungle to the Hool
near one another, others leagues stature, whose status may have Marsh, yet bypassing the territory of
apart. been compromised by a moment of their red cousins in the Hellfurnaces
In these days, many races dwelled weakness or shame, while others still and the Yeomanry League.
throughout Oerth, properly placed by have yet to earn the honor lost by Since the establishment of the
their creators. Each of these races their ancestors. dragon kingdom, the strongest have
lived a meager existence, living day Dragons of the black, red, and always ruled. Thus, the most sought
by day, surviving at best, and slowly white species, all of which are chaotic after terrain is acquired by the older
dying at worst. The dragons of good evil in nature govern territory based and more powerful black dragons. As
took heart to many of these creatures, on brute strength. The older, more a result, the greatest black dragons
such as the elves, the dwarves, and powerful dragons claim the best are found in the Pelisso and Vast
the humans. The dragons of evil lands leaving the weaker dragons Swamps as well as the Amedio and
sought to enslave these weaker to the surrounding territory that is Hepmonaland Jungles. The Lordship
beings, and so creatures such as orcs, far less desirable. Dragons of lawful of the Isles and Scarlet Brotherhood
gnolls, humans, and the like became nature tend to have an organized are also desirable territory for black
their unwitting pawns. The draconic government or hierarchy in which dragons and thus, here too one will
influence had over the creatures they follow. find larger members of the species.
of Oerth was considerable. Viewed As the dragons age, the younger The weaker, younger black dragons
in fear and awe both, all races saw of the species begin to see themselves often find themselves pushed to the
the dragon’s way and emulated it as as rivals for better terrain and as a reaches of the Hool Marsh or the
best they could, thus they created result plan and scheme for the single Menowood and Rieuwood forests. As
kingdoms of their own. territory of their choice. While young, the younger dragons mature, they
these dragons focus upon a particular seek out better hunting grounds and
The Dragon Kingdoms terrain, and plot and scheme over the begin contending with the larger,
Each species of dragons within the decades and centuries, waiting for more powerful dragons of their
Monster Manual has established a the opportune moment to seize what kind. The Lendore Isles remains
kingdom based upon their favored they desire. free of influence from black dragons
climate and terrain. Although it is Rarely do these dragons work in primarily as a result of ancient
known that the ten species of color cooperation of one another, though magic said to come from Sehanine
dwell on all four continents, little is it has been reported that a couple Moonbow herself in order to protect
known of the success or failures they of younger dragons will take sides her peoples.
have had on any land other than against one older in order to remove Black dragons rule through fear
Oerik, most specifically, the territory it from the desired territory with the and intimidation of other dragons.
known as the Flanaess, and so only agreement that the land will be split. Being chaotic evil in nature, do not
those lands that are spoken of here. Such agreements are always hollow have a highly organized structure
This is not to say that the ten for in almost all cases, both dragons as lawful dragons do. The black
species of dragons are limited to involved are secretly plotting against dragon kingdom is nothing less than
specific areas of the Flanaess. On one another with plans to kill the a dictatorship. The current ruler is
the contrary, many dragons have other. Eribonyxtaliff (see Draconomicon
left their realm for various reasons. 207) a great wyrm which resides
Certain areas are highly congested The Chromatic Dragons within the Vast Swamp.
with other dragons of their kind. Eribonyxtaliff keeps his most
As a result, younger dragons are Black Dragons powerful contenders a good distance
often motivated to move outward Black dragons favor warm marshes away, in order to avoid threats to

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his rule. He surrounds his specific In the outer reaches of the to what is now known as the Sea of
area with worthy but lesser dragons black dragon kingdom Eribonyxtaliff Gearnat. The climate was far cooler
that range from young adults to control is less commanding than than the blue dragons preferred but
mature adults and they are scattered it is within the Pelisso Swamp and parts of the land were dryer than
throughout the borders of the Vast Hepmonaland. In the far off lands of most and as a result, it became
Swamp, while the great wyrm lairs the Amedio Jungle and Hool Marsh, known as The Exalted Realm of the
near the very heart of the swamp. he has little to no power which may Blue Draconic Lords.
Eribonyxtaliff views these dragons as be exercised, and thus the black After several hundred years,
a buffer between him and those that dragons of western Flanaess are free the brass dragons eventually came
might one day consider dethroning of his wrath. Without a solid leader, and invaded the territory of the blue
his tyrant rule. When these guardians the black dragons of these lands find draconic beasts causing them to
become a threat to him, he gives themselves in a continuous power feverishly defend their territory. Little
them the opportunity to relocate struggle, each attempting to claim the changed over the course of time and
a great distance away else he will territory of the others. Few of these even today these two creatures battle
destroy them. If a particular dragon dragons are willing to push struggles one another on occasion. The brass
has displeased Eribonyxtaliff or he far enough that they escalate into dragons feeling more comfortable
holds a grudge against them, no a fight to the death; therefore such with fleeing have done little to earn
warning is given they are simply clashes almost always come to a the respect of the blue dragons and
eliminated. Of all dragon kind, this premature end. Often if a dragon has as a result, it has been fairly easy for
great wyrm is perhaps the most lost the advantage, they will break the blue of the species to hold their
vicious and relentless when it comes the fight off and flee, plotting their own.
to contenders, willing to defend his eventual return. Once the lands erupted into its
rule to the very end. Eribonyxtaliff also In the southeastern Flanaess, current state becoming known as
protects his territory by reproducing Eribonyxtaliff views the lands of the what is referred to today as the Bright
with an assortment of other species gold dragons as little threat to his Desert, the blue dragons became even
of creatures that dwell in the horrid empire. Despite the undisputable fact more aggressive, truly pushing the
swamp, like crocodiles, dinosaurs, and that these dragons are considerably brass dragons to the outer reaches of
even more unlikely beings, creating more powerful than the black draconic the territory, thus coveting the prize
an army of half dragon children who species, he firmly believes that they lands for themselves. So now, they
serve their father with utmost loyalty, are far more entrenched in simply fight amongst one another over the
but motivated primarily by fear. holding their own lands from the great desert. Thus, some of the blue
Within the territories of the threats posed by the green dragons dragons that dwelled in the plains and
north and south of the Vast Swamp, that are centrically located within the hills surrounding the desert quickly
Eribonyxtaliff dictates which black Flanaess, a thought that holds true to moved inward for a grab of power and
dragons govern specific swaths of this day. far better territory, leaving much of
land. This allows him absolute control In the far off southwestern lands, the outer lands to the brass dragons.
of everything around him. The lands of the black dragons hold little fear of A few blue dragons retained their
the Rieuwood and Menowood Forest, the red dragon kingdom. The black respect and honored the lands they
south to the Scarlet Brotherhood, draconic species seldom meet their were given, but grudgingly at best.
Pelisso Swamp, and the jungles of the red counterparts for they learned Today the bright desert teems with
Hepmonaland are all under his direct centuries ago to remain a good competing blue dragons, far more
rule. In these territories, each dragon distance from the Hellfurnaces and than any other draconic kingdom.
is given a territory of approximately the skies of the Yeomanry where such The current state of the blue
240 miles from their lair; the dragons are found. In return, the dragons is one of internal warfare. The
equivalent of a day’s flight. Younger red dragons find the Hool Marshes current suzerain, a once great wyrm
dragons are unable to utilize this to be little more than wasteland, known Leximalsvirirthir (“Speaker
entire area and therefore if a larger, a view which assists in alleviating of Evil Knowledge”), is quite old and
more powerful dragon neighbors confrontations between the two seemingly incapable of bringing the
them, the additional territory is often species. The red dragons can often be ensuing chaos under his rightful
taken away, requiring the dragon to found hunting over the western edges control. Years ago, Leximalsvirirthir
reclaim the land as they get older. of the Amedio Jungle but the blacks earned a reputation for exercising
At best, the unused territory acts give them a wide buffer in order to great knowledge of necromantic
as a buffer zone between the two avoid conflict and almost certain magic. As a result, he has created
dragons. Should a significant threat or death in the event they encounter a many spells of such nature. With age
event take place in unused territory, larger creature. though, the great wyrm has grown
Eribonyxtaliff always places blame less interested in his magic and truly
upon the dragon that is currently in Blue Dragons weary of the position of suzerain,
control of the territory and if that is Finding no suitable lands, the blue thus until bothered, he is growing
questionable blame is then directed dragons settled into the terrain that increasingly content to finish out his
to the dragon he entitled it to. neighbors the Nyr Dyv and stretches life in a great cavern below the desert

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smatterings of blue dragons that have
reached adult size or larger but not
many as a result of the internal war
they have brought upon themselves.
The lands of the Bright Desert are
small for dragons that may quite
possibly compromise the kingdom
and eventually reduce their numbers
low enough that the brass dragons
will be able to overtake them, should
they ever muster up the courage to
do so.
Numerous blue dragons have
grown weary of the constant battling
over the Bright Desert, and the wisest
have realized that few grow to any
significant age because of it. Whether
out of wisdom or fear, several of the
younger blue dragons have chosen
to leave the realm and disperse
themselves elsewhere throughout
the Flanaess. Many of these dragons
have crossed across many leagues
and settled into the Sea of Dust. The
territory is huge and the dragons
weary from war have yet to find
reason for disagreement. With such
a vast land, this area has yet to see
any real attachment to The Exalted
Realm of the Blue Draconic Lords and
in fact, whispers have begun about
forming a new realm unto itself, with
a completely new government.

Green Dragons
Of all the draconic kingdoms, The
Supreme Royalty of the Green
Draconic Realm is the most
widespread throughout the Flanaess.
Scattered throughout many forests,
the kingdom reaches as far north as
the Fellreev and stretches westward
to include the Vesve as well as
undisturbed by his kind. extremely reluctant to follow the laws eastward to incorporate the woods of
With blue dragons actively placed by the suzerain and listen to the Tangles, Phostwood, Nutherwood,
disputing territory, they would his rule. The suzerain does however and the Gamboge.
normally settle their differences with continue to effectively handle Of all the draconic realms of the
the suzerain, but with Leximalsvirirthir matters concerning mates and issues Flanaess, the green dragons covet
having lost much of the respect of the pertaining to the lesser creatures the territory of others the most.
younger dragons, this option is not that dwell within the realms of the Their desire to continually spread
often utilized, and when it is, rarely blue dragons, such as humans and from one forest to another makes
followed. The suzerain’s response in their ilk. Leximalsvirirthir has begun them the fastest growing realm of
handling the matter is to encourage negotiations with Rary in order to all. Being masters of manipulation
blue dragons to push their territories preserve his own life, for he realizes and doubletalk, the green dragons
outward rather than inward. This that it is only a matter of time before have preferred to slowly encroach
would not only expand the domain of he is driven off or killed by another upon new territory, especially when it
actively controlled territory, but also of his kind. borders another dragon realm.
eradicate the cowardly brass dragons Currently there is no blue dragon To the east, the realm of gold
in the process. With the surrounding that is powerful enough to challenge dragons is highly prized for it contains
land lacking, the blue dragons are the suzerain for rule. There are the vast Adri Forest. The Flinty Hills

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that lies between the two kingdoms of the Sulhaut Mountains, northward soul of a creature who hailed from
are filled with trees on both the throughout the loftiest tops of the the beginning of the draconic age,
northern and southern ends making it Crystalmists, to the far reaches of the one whose death lead to the Dragon’s
desirable as well. The green dragons Jotens and Hellfurnaces, this terrible War, itself, Vorel, the very first child
have begun invading the Adri forest realm encompasses the surrounding of Io.
only to receive significant resistance hill ranges in addition to the lands Syzdothyx has commanded
from the gold dragons as well as the of Sterich, Yeomanry, and the Sea countless red dragons of various
elves and druids of the woods. Princes. ages to take to the skies above the
In the south, the green dragons The kingdom of red dragons is Barrier Peaks in an effort to drive
have approached the Celadon Forest governed by the most powerful of back the silver draconic beasts, thus
with greater ease. Not of particular its kind, that being none other than a considerably larger number of them
interest to either the blue or brass a great wyrm known as Syzdothyx are encountered over the summits
dragons, these woods are easier to (see Draconomicon page 261). running parallel to Geoff and the
settle, though the elves and rangers With her lair centrally located, Hornwood Forest. Further southward,
of the forest have banded together in between the Sulhaut, Crystalmists, deep into the Crystalmist Mountains,
order to prevent their species from and Hellfurnaces mountain ranges, plenty of red dragons remain but
establishing a strong hold of the Syzdothyx makes her home deep sparse compared to what can be seen
forest. It is likely that the forest will within the bowels of an ancient in the southern Barrier Peaks.
fall to the claws of the dragons within volcano.
a reasonably short period of time. To honor the dragon god Garyx, White Dragons
In the northeast the white dragon Syzdothyx is preparing for sweeping To the far reaches of the northwestern
kingdom lies. Not posing much of a destruction of the lands surrounding Flanaess, amidst the Griff and Corusk
threat to the far more powerful green The Burning Peaks of the Red Draco Mountains lies The Frost Dominion of
dragons, the territory of the white’s Realm. Over the years, she has the Draconic White Kingdom. The
would be the easiest to claim. Since secretly plotted against the human mountains are teemed with the beasts
the climate quickly becomes bitter as kingdoms of Sterich, Keoland, as well as the northern sh-orelines
one nears the Griff and Rakers and Yeomanry, and the Sea Princes in an of Stonehold and the Kingdom of
the lack of a true forest makes the effort to bring them to their knees. the Cruski (Ice Barbarians). Of
land all the more undesirable. Preparing to become the first dragon all the draconic realms within the
The nations surrounding the many who would truly rule over the lesser Flanaess, The Frost Dominion of the
forests claimed by the green dragon kingdoms of humanoids, she sees Draconic White Kingdom is harbored
kingdom occasionally see flights herself resting upon the throne of the furthest away from the clutches
of draconic beasts within the skies Keoland, subjecting the lands beneath of other dragon kind, making it the
above. In general, most of the her to unbelievable horrors that only most secure.
creatures spotted in between forests her warped mind can fathom. But in The white dragons have no
are younger, for they are searching order to achieve this, Syzdothyx is specific government they merely rule
for suitable territory to claim as not without her allies. With twisted the land and skies simply because
their own. Rarely do the citizens of truths and false promises, she has nothing exists to challenge them
the countryside feel threatened by successfully seduced key individuals within these frigid lands. The dragons
such creatures though a considerable throughout the lands in order to make each have their favorite peaks in which
amount of livestock can be lost if the the conquering of these kingdoms they dwell, and these are a worthy
dragons linger too long. possible, and plans to do so once distance away from other members
The Supreme Royalty of the she has secured much of the Barrier of the species. The greatest number
Green Draconic Realm has little in Peaks. For the moment, across of conflicts between white dragons
regards to a political structure of the great plains of southwestern exists over favored hunting grounds,
government. With their less than civil Flanaess, folks occasionally see a red which seem to be centrally located
approach to one another, a hierarchy dragon fly overhead, with no overt between dragon lairs. The shores of
based on age and status serves the threat given. Clearly, this is the calm Big Seal Bay and the White Fanged
creatures quite well. Each forest has before the storm. Bay are also prime hunting spots for
its own an internal hierarchy that the To the north, she wages a war the white dragons, thus their territory
green dragons follow, with the eldest with the realm of silver dragons. extends into these waters as well,
dragons dwelling in the larger, older The Barrier Peaks have become a along with an assortment of islands
forests, most notably, the Vesve, bloodied battleground, the skies that lie further north.
Fellreev, and Gamboge. turned crimson red with the blood
of both species. In years past, the Conclusion
Red Dragons Barrier Peaks served as a buffer zone Within this particular volume of the
The Burning Peaks of the Red Draco between the two dragon realms. Now Compilation of the Draconic Realms
Realm is truly the most horrifying it has become nothing more than a of the Flanaess, an overview of
and dangerous of the ten draconic theater of war for the draconic beasts each of the draconic kingdoms has
kingdoms. Stretching from the peaks of the sky who wage battle over the been considered. Future volumes of

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this scroll shall go into considerable done to receive so little. smattering of mountains overlooking
greater detail by examining each The dragons eventually the lands, hardly the desired warm
from their five geographical locales, disbanded, feeling like Bahamut had territory they had grown accustomed
of which are the northeast, northwest, abandoned them. Some searched to. The promises of Bahamut told the
southeast, southwest, and central out remote locations as far as they brass dragons that the days would
Flanaess. Each of these scrolls allows could from the other dragons in order come when the land would one
insight on specific dragons, lairs, to wallow in their self-pity. Others day fulfill their every desire, should
temples, relations with neighboring took a more aggressive stance and the forces of good succeed in the
species, and a greater understanding attempted to claim territory from Dragonfall Wars. The territory the
of the conflicts and goals of the evil dragons or enter into diplomatic brass dragons were promised was
draconic realms of the Flanaess. relations with those of good in an already ruled by blue dragons.
attempt to share the land. After Still, yet the terrain showed
The Metallic Dragons nearly a thousand years of struggle, little promise none of it was truly
a dragon residing in the far eastern desert. In an effort to further fill their
Brass Dragons islands of the Flanaess received a hearts with hope, Bahamut gave
The brass dragons have never truly vision from Bahamut. Now known as the descendent of Vraklorsvek one
been satisfied with the terrain and Vraklorsvek, which means “child of more prophecy, that the day would
climate of their realm. After having prophecy” the dragon left the island come when the surrounding plains
searched the Flanaess from top to which he been his home for nearly and swamps would be swallowed by
bottom for a suitable place to settle 400 years, and gathered together a great desert, one that would grow
and establish a home of their own, other brass dragons in an effort to so vast that in time it would touch
the brasses were the last of dragon settle the lands given on to them. the Sea of Gearnat to the Nyr Dyv.
kind to find a place they would call When the brass dragons first There would be many generations
home. After centuries of searching settled into the lands of what would of dragons that must come to pass
for a suitable land, the brass dragons become their realm, it consisted before the day would arrive. It was
lost heart, wondering what they had primarily of plains and hills, with a immediately after this prophecy that

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Vraklorsvek died, becoming perhaps Greyhawk military in order to work or simply enjoying the warmth of
the saddest day for all brass dragons. together to solidify its outer borders. the sun on their back while cooling
It was this day that their realm was A lesser effort has been made with their bellies with the waters of their
named, it being forever known as the Duchy of Urnst, but as of yet Karl realm.
The Honorable and Holy Dominion of Lorinar, the Duke of Urnst has refused The dragons who live northward
the Brass Dragons. any offers made by the dragons. It is find that the depths of the Lortmil
In time, the land began to take his fear that since clearly an alliance Mountains provide vast underwater
shape, turning the grasses into a with Greyhawk and the brass dragons caverns filled with blissfully clear, cold
variety of terrains. The eastern plains is already in the making, that the water that drains from the mountain
grew into what is known as the Free City will once again exercise snow. These underground lakes have
Celadon Forest, the Mistmarsh Swamp its strength against the Duchy of depths that have yet to be discovered
formed in the lowlands between the Urnst. He views the situation most by most, save but the dwarves who
hills, and most notably, the plains suspiciously, distrusting the dragons know of them as a result of their great
touching the Woolly Bay and Sea of as well, a disposition that hails back mining within the peaked range.
Gearnat eventually formed what is from his early days as a ranger. Of all dragon kingdoms, the
now called the Bright Desert. bronze have incorporated themselves
The kingdom of the brass dragons Bronze Dragons the most with humanoid races. It is
extends through these lands and The bronze dragons, who prefer spoken that the rise good aligned
beyond into the surrounding lands temperate hills, found a series of kingdoms of humans, dwarves,
of what is now known as Greyhawk ranges linked closely together by gnomes, and elves resulted from
and the Duchy of Urnst. These lands short stretches of plains and a direct influence of the bronze
eventually filled with a large variety mid-sized mountain range. The far dragons themselves. Seeing genuine
of humanoid creatures, giving the northern reaches of the this dragon goodness within these creatures, the
brass dragons the companions they realm begins in the small span of hills dragons encouraged others to settle
long sought after, filling their long just north of the Fals River, an area and create realms of their own within
lost empty hearts with joy. commonly referred to as the Northern The Emporium of the Bronze Dragon
As has been from the beginning, Lorridges. Crossing the Fals River, the Kings, often taking on various guises
the brass and blue dragons compete hills continue southward becoming so that they may mingle with these
for the same lands. Blue dragons the Lortmil Mountains. Attached to creatures in order to better raise
being the far aggressive of the two these peaks are two other sets of their adopted young (as the dragons
species hold a dominant position mounds, they being the Kron and the see them).
within the Bright Desert, while the Old hills. Finally, included in the many The bronze dragons govern
brass dragons have been forced to hill ranges encompassing their realm, through a group of elder dragons
the outstretches of the neighboring the bronze dragons have settled in that they call the Council of Great
terrains. Yet, flee as often as they the Drachensgrabs as well. Advisors. The council comprised of
do brass dragons remember the There are numerous smaller eight dragons meets once during
prophecies of Vraklorsvek and civilized lands which comprise each festival week to discuss matters
attempt to push the blue dragons the various kingdoms of humans, relating to their realm, the humanoid
away. This war has raged for centuries dwarves, gnomes, and elves, thus kingdoms within their lands, as well
and is likely to continue into the next the bronze dragon realm includes the as outside threats and concerns which
thousand years to come. territories of the three Ulek states they debate over. These members are
Their chaotic and whimsical as well as Celene, and parts small scattered throughout the realm, and
nature prevents brass dragons from portions of Gran March, Bissel, and govern lesser territories being called
becoming highly organized and Veluna. land Aruxedar, meaning valleys of
seeking out a significant form of The realm of the bronze dragons earth. Each member of the council is
government. Of all the dragons, they is officially called “The Emporium given full and equal rights, with none
consider their kingdom to be more of of the Bronze Dragon Kings.” The held loftier than the others.
a blossom in the desert sun that is terrain provides numerous comforts At present, the greatest concern
just beginning to open up. No true to the dragons. Being creatures of the Council of Great Advisors is the
organizational effort has been made that prefer the hills, the realm is Orcish Empire of the Pomarj. With its
by the dragons as they wait for their nearly surrounded within them. ever expanding territory, the dragons
promised land to become all that has The southern and eastern borders fear that a strong army of orcs will
been prophesized. of their empire provide the much soon trek across The Emporium of the
The dragons have grown rather sought after coastal lands coveted by Bronze Dragon Kings in an attempt
attached to the humanoid races that these majestic creatures. The Azure to lay waste to the land, claiming it
dwell outside of the Bright Desert and Sea, Sea of Gearnat and the Woolly as their own. Other significant issues
as a result frequently roam the skies Bay are often the locations in which of concern are whether aid should
in an effort to locate such individuals. bronze dragons can often be sighted be given to other dragon kingdoms
Efforts have been made by the dragons rising out of the depths or skimming in order to strengthen their march
to establish relationships with the across the waters in search of food against evil, such as the battle over

Page 10 of 51
the Bright Desert and the ever-raging not find humor in the antics of the all draconic realms should be. Giving
conflict west of them between the red dragons are frequently left alone their kingdom an ample name and
and silver dragons. since disturbing them brings little entitling it The Golden Realm of the
enjoyment to the copper species. Majestic Dragons, the gold draconic
Copper Dragons The copper dragons maintain creatures found their home within
Copper dragons discovered suitable little government or authority figures the vast open plains of the eastern
territory upon their arrival in the within their realm. Centuries ago, Flanaess, that area now known as
southeastern corner of the Flanaess the dragons attempted to establish Ahlissa and the North Kingdom.
proper. The copper dragons seized the a formalized government but were The humble beginnings of the
assortment of hill ranges surrounding unable to arrive at any kind of Great Kingdom are not well known,
what the nations of what is now agreements as a result of their but what is believed is that the nation
known as Onnwal and Sunndi. continuous sparring or words. The tjat grew into an empire originally
At the time of dragon’s arrival, copper dragons do share a very loosely started out with people filled with
the hills were far warmer than what oriented network of communication goodness and strength of heart.
they are today. Several thousands of that they utilize in times of war or Ancient stories told by gold dragons
years ago this region of the Flanaess other great concerns, but most have claim to originally help establish the
was nearly tropical in climate and as simply taken it upon themselves to Great Kingdom. If this is true, then of
a result pleased the copper dragons spare their realm and the humanoid all dragon kind, the gold must carry
well. Upon establishing the border nations within of any evils that may the greatest of burdens upon their
of their realm, it was entitled The befall it. shoulders.
Copper Sovereign of the Flanaess. Prior to the Greyhawk Wars, With each passing generation of
To the north, lies the kingdom Onnwal was a nation where copper rulers, this vast empire became more
of gold dragons and to the south, dragons were often viewed as and more corrupt and with it, the
the black dragons. Little conflict has protectors of the skies while the pleasing thoughts of the gold dragons
occurred over the centuries between dragons saw the populace as an vanished. With their efforts spent,
the copper and the gold dragons as excellent source of humor in which the dragons wallowed in self-pity for
their similar moral beliefs have allowed to ply their many tricks, jokes, and many generations, while they watched
them to come to relatively peaceful riddles. With the aggressive stance the Great Kingdom fall deeper and
understanding of one another. A taken by the Scarlet Brotherhood deeper into despair. Sporadically,
copper dragon’s penchant for jokes in recent years, a grimmer view of the dragons would intervene in
and tricks disturbs the gold dragon Onnwal has developed. Now seen as human affairs in an attempt to deliver
but when serious issues relating to a kingdom that is unable to defend the nation from the evils that befell
good and evil must be dealt with, the itself from an invading oppressor, it. The dragon’s attempts though
copper dragons are able to put their the dragons have focused their noble and nearly always successful
whimsical nature aside for the time attention to alleviating the nation of had little impact upon the nation as a
being. the parasite that has infected it. The whole that is up until recently.
The black dragons to the south rebels of the Iron League who serve At the advent of the Greyhawk
have always posed a small problem to free Onnwal are backed by the Wars, Ivid V chose to march his armies
for the copper species but this has copper dragons. against those kingdoms that had
been minimized as a result of the Sunndi is a fledgling nation and broken away from grasp of the Aerdy
geography of the land. With the being watched closely by the copper so long ago. The gold dragons watched
bottleneck feature of the Spineridge dragons to insure that it does not in near disbelief of the evils humans
Hills as well as the lack of stifling become corrupt amongst itself or and their allies were capable of. After
climate it has been difficult for the share a fate similar to that of Onnwal. much dispute between themselves,
black dragons to advance to the north The dragons make their presence each handling the Greyhawk Wars in
and encroach upon the realm of the known by frequenting the skies above their own way while they waited for
copper. the nation and being perched among a final declaration from their leader,
Copper dragons have found the the cliffs of the mountains and hills. the one called Your Resplendence, a
kingdoms of humans and dwarves to Dragon scouts are frequently sent out great wyrm whom is named Riikano-
be a blessing. The nations provide over the waters of the Azure and Aerdi alinaris.
the copper dragons with ample Sea in order to learn if an invasion is The great leader of the gold
opportunities for amusement. imminent. With the threats opposing dragons officially declared the revival
Humans, plentiful in number are the lands of the copper dragons, their of goodness to the land as a result
easy to dupe into pranks. Dwarves communication network is stronger of what the dragons call “The Great
renowned for their lack of humor than it ever has been. Awakening”. All gold dragons, of
(at least dragon humor) have virtually all ages were called upon
often become the targets of copper Gold Dragons to do their part. For the youngest of
dragons simply because they find it The Gold Dragons are the regal model dragons, it was a matter of honing
entertaining to watch the dwarves’ of lawful good personified and view their intellect and skills in battle for
reaction. Other creatures who do their kingdom as an example of how the years to come. For the dragons

Page 11 of 51
of age, the call to arms came
feverishly.
The decree coming from Your
Resplendence stated that each dragon
was to use all resources they had to
bring about an end to the Greyhawk
Wars, not just within their realm but
the entire Flanaess. This quote is still
spoken today amongst dragons for
the inspiring words of their leader
demanded nothing less than the
complete eradication of evil.
“The wars must be brought to
an end; goodness must prevail in
all corners of the Flanaess. All gold
dragons, regardless of territory or
title are hereby entered into this
service. The fledglings of the world,
be it elves, humans, dwarves, or orcs
are to believe that they have solved
their differences by themselves so
your actions must be bold, swift, yet
discreet. Your actions are demanded
and called upon from this day forward.
Go and honor your god Bahamut and
make the Flanaess a place of peace.”
For the many nations of the
Flanaess, peace may have settled
in the month of Harvester 584 CY
when the crowning moment of the
Greyhawk Wars officially came to
an end; but not so for the gold
dragons. For the majestic dragons
however, their part had just begun.
Their actions must be hidden, for if the clouds, each home to a great the wisdom of their elders, they are
not, how shall the fledgling species silver dragon while the lands hide divided into several clans led by a
survive and rise to the goodness numerous other dragon lairs as well. senior. It is this dragon who presides
they are capable of? Much evil still Although these mountains mark the over the others, giving advice,
remains throughout the Flanaess. borders of their lofty kingdom, the settling disputes, and coordinating
Iuz rebuilds his armies to the north silver dragons have stretched out the actions of the clan. Silver dragon
while controlling territory stolen even further, not to conquer new clans are normally spread throughout
from good kingdoms. The Scarlet lands, but to defeat old evils. both mountain ranges, with some
Brotherhood controls puppet nations The majority of the most powerful members even living further away
throughout the Flanaess. The Pomarj silver dragons have needed to bring in other distance places. In recent
and Wild Coast remain in the firm themselves from the Yatil Mountains months, however, clan members have
grasp of the orcish armies. The green and meet the threat of the red returned, recognizing that a great evil
dragon kingdom lies to the west, dragons within the southern Barrier has arisen from The Burning Peaks of
with its eyes greedily focused on the Peaks. Younger dragons have joined the Red Draco Realm and they are
weakened state of the golden dragon with the elves in order to confront congregating in order to meet that
realm. The list of evil continues well troops of Iuz who fill the Vesve forest. challenge.
into the night, so the vigilance of the Of these dragons, few elves are even It is said that should Syzdothyx
gold dragons shall be never ending. aware of their true nature, for the acquire the soul of Vorel, that the
dragons take great care in disguising Dragon War will be swayed so greatly
Silver Dragons themselves. This dispersing of the in favor of Tiamat that it would require
The Glorified Cloud Realm of the dragons has left much of the southern all of the men, elves, and dwarves of
Honorable Silver Dragons stretches Yatil peaks free of their kind, save but the Flanaess to enter the Dragon War
across the landscape and throughout the youngest. in hopes that only then Oerth would
the skies above the Yatil and northern The realm of silver dragons has not fall and be lost forever.
Barrier Peak Mountains. Unseen by no specific government or leader in
most eyes are castles resting within which to serves to lead them. Utilizing

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GAZETTEER OF THE FLANAESS

ZA’AITH SHA
THE OLVENKINGDOM OF HELIOS
By Sam Weiss
Art by Daniel Kvaszna and Jerry Minor
The Za’aith Sha, sometimes called centuries later, they are rebuilding had done little more than establish
the Kingdom of Helios, was one of the their kingdom, incorporating many of themselves before their situation
four nations the Olvenfolk established the humans that have settled in their changed permanently.
when they divided the Flanaess lands. Their ancient enemy remains, The Vast Swamp beyond the
amongst themselves following their and the United Kingdom of Ahlissa southern border of the Za’aith Sha
arrival just over five millennia ago. It surrounds them. Whether they can was a refuge of the aberrant race
occupied the southern parts of what survive, let alone thrive, is very much known as aboleths. Since before the
became the Great Kingdom, from in question. last age the aboleth had dwelt in dark
the Gull Cliffs to the Thelwood then caverns below the swamp using the
south to the Vast Swamp. Their court The Grey Olve Dominion sweltering fens as a testing ground
was at the confluence of the Flanmi The Grey Olve of the Za’aith Sha for their breeding experiments. When
and Thelly Rivers, where the town of settled the southeastern lands of the two became aware of each other,
Purdue sits today, known as Angdul the Flanaess following the arrival war swiftly followed. The aboleth
(the Glitterglade). Their capital is the of the Olve to the region. This was sought to incorporate the Olve into
hidden city of Therya (the Skybridge), the considered the safest part of the their depraved experiments, while the
located high in the Glorioles, which Flanaess, far from the Dwur of the Olve considered it a divine obligation
also serves as the seat of their faith. Crystalmists and the Beast races to bring the cleansing light of the sun
Unlike the other Olven kingdoms, of the central prairies, and with the to these horrors of the deep. The
they fought a war in secret for Za’aith Ruaala nearby to deal with the leaders of the Za’aith Sha felt this was
millennia, battling the aboleth and Flan of the region. They chose these a religious matter they never sought
their slave races. Then, on the cusp lands as they were the least warlike aid from the other Olven nations.
of their victory, the world changed, of the Grey Olven clans, looking for They also felt it was their duty to
and their nation faded among the little more than a place to carry out fight the war themselves, rather than
waves of migrants. Now, eight their ancient rites to the sun. They rely on the other Olven races to do

Page 13 of 51
their fighting for them. As a result, along the lower Thelly River, splitting its North Province and South Province
the Grey Olve formed the core of the the Za’aith Sha in half. The kingdom declared independence, preventing
armies as they drove the aboleth and reeled, trying to deal with the rapidly another invasion of Sunndi.
their slave races back into the swamp changing threats from the north. The end of the Great Kingdom
and then below the surface of the brought the rise of the United
Oerth. For more than two thousand Rise of the Aerdi Kingdom of Ahlissa. Six years after
years, they fought, first driving the The Aerdi rose swiftly in the century his restoration as Count, Hazendel
aboleth back below the surface, then following their arrival, spreading to summoned a council of all the lesser
hunting them in their subterranean the Solnor Ocean, wiping out the nobles of Sunndi, and with their
lairs. It was as their armies camped Tirasqi, and then turning south. The agreement and support proclaimed
before one of the last of the weird Za’aith Sha was struggling to find the independence of Sunndi from
cities of the aboleth that news of a way to finish the war against the the Great Kingdom and any of its
the Tirasqi attack on the Gull Cliffs aboleth while finding a way to link up successor states. Hazendel took the
arrived. with their people in the Grandwood. title of King, and the Za’aith Sha
The Tirasqi were a Flan tribe, In the end, doing both proved returned to the Flanaess. Its fate is
living in the area assigned to the impossible. When the Aerdi turned still very much in question though.
Za’aith Ruaala. For many centuries, their attention south of the Glorioles, The Grandwood remains separated by
they had been peaceful like the the forces of the Za’aith Sha were too the United Kingdom of Ahlissa, which
other Flan of the region, and then weak to oppose them. The Olve went continues to extend it hold on the
a ground of necromancers led by into hiding, and the Great Kingdom lands it claims in Medegia. However,
Krevell of Nerull, a dreaded cleric ruled their lands. Hazendel clearly demonstrates just
of the foul deity of murder, seized For more than five centuries the how much the Grey Olve of the Za’aith
power, and turned them to conquest Grey Olve hid, watching and waiting Sha have learned about cooperating
and destruction. The Tirasqi would for some weakness in the Great with other races, as well as how good
be responsible for destroying the Kingdom they could exploit. Finally, they can be at war when they set
Za’aith Ruaala, but that was later. In during the Turmoil Between Crowns, their minds to it. If he can secure
their early days, they had set their they found their time to act. They additional allies, perhaps liberating
sites on the area known as the Gull sent out emissaries to the Dwur and Onnwal and the Lordship of the Isles
Cliffs. Although within the lands of the hills and the oppressed humans from the Scarlet Brotherhood, the
of the Za’aith Sha, they shunned it of the valley and offered to aid them Kingdom of Sunndi may just survive
as cursed, their leaders believing in securing their freedom. Sweeping long enough for him to restore the
it was the resting place of some out from hidden strongholds, they full glory of the Za’aith Sha.
treacherous elder spirit. These fears swept aside the garrisons of the
were justified, as the Tirasqi invasion Great Kingdom, and then joined up The Peoples
unleashed a long imprisoned aspect with local forces to secure the paths
of Ralishaz, known to the people and roads leading into what the Great The Grey Olve – Noblesse
of Za’aith Sha as In Nivia, Brother Kingdom called the County of Sunndi. Oblige
Misfortune. A dark deity of the Negotiations with neighboring nations Ruling must be more than simply
unseelie, he soon corrupted all of the soon produced the alliance known as giving orders and waiting for a
Tirasqi unfortunate enough to set foot the Iron League, and the leader of the servant to execute them according to
in the dark mines beneath the Gull Grey Olve was acknowledged as the the leaders of the clans of the Za’aith
Cliffs. According to ancient records of Count of Sunndi, and Olvensteward Sha. Over the centuries, this has
the Za’aith Sha, the Druid Meno was of the South by all the leaders of that caused them to diverge significantly
one of them, and he later came south land, Olven, Dwur, and human. from other Grey Olve. A person who
and corrupted the southern portion The new County of Sunndi would had widely traveled, and who was
of the Rieuwood, turning it into the not last very long. In 582 CY, as part fortunate enough to meet and survive
dark sanctuary of the unseelie that of the Greyhawk Wars, the massed an encounter with them, would note
now bears his name. force of the Great Kingdom was set many similarities between the Olve
As disturbing as that was, it was against the county, and the Glorioles of the Valley of the Mage and those of
merely a prelude to the migrations of Army conquered it for Ivid. Hazendel the Za’aith Sha, both physically and
the Suel and Oeridian people into the fled, and any hope of restoring the culturally. Of the sixteen clans, twelve
region. While the Suel came in small Za’aith Sha appeared lost. It was then are devoted primarily to military
numbers, their passage and attempts that Osson, a knight from Almor, led professions; three undertake the
at settling forced the rulers of the a small force south from his nation. arcane research required to advance
Za’aith Sha to recall their armies They swept into Sunndi, defeating the their goals, while one preserves their
to subdue them, which they did garrisons left behind, and Hazendel ancient religious rituals. They are
following a few sharp engagements. returned as Count. Although Osson an active, dynamic people, who are
The Oeridians came in much greater was lost with his force following a taking the steps needed to rebuild
numbers, and swiftly conquered the raid into Medegia, the next year saw their kingdom.
Suel client state that was set up the Great Kingdom collapse as both

Page 14 of 51
The High & Sylvan
Olve - Lost Kinsmen
In many ways, the Grey
Olve insulated their subjects
from their war. The High and
Sylvan Olve maintained the
settlements and provided
food, but they did not serve
as frontline troops. Most
lived in the northern parts of
the kingdom and the rise of
the Aerdi left them isolated
from their leaders. They
retreated with the borders
of the forest that was their
home, called the Grandwood
by the invaders, and have
managed to hold on despite
centuries of oppression.
With the resurgence of the Lanna Raer, Ehlonna of the Forests, intermediate goddess of
resurgence of the Za’aith Sha as Forests, Woodlands, Flora, Fauna, & Fertility
the Kingdom of Sunndi, many now
commoners fleeing their abusive Every faith has a dark side, and among
work for a way to reunite with them.
leaders were welcomed, and formed the Za’aith Sha In Nivia, Brother
While a few have suggested simply
communities with the local Flan. After Misfortune the name they have for an
migrating south, most refuse to leave
the Aerdi conquest, Oeridians joined aspect of Ralishaz, fills that role. He
their homeland, and the humans who
the lower classes, the different races is the patron of the Unseelie, a dark
have taken refuge with them, feeling
united by their oppression at the trickster who is empowered by those
the same sense of obligation towards
hands of aloof and callous overlords. who blame fate for their own foolish
them that their rulers always showed
All are quite satisfied with Olven choices in life.
to them. Any such plan would of
rulers, having little desire to return to With the close relations with
course mean war with the United
Aerdi oppression, or to be “liberated” Humans, the Olve has adopted
Kingdom of Ahlissa. Whether such is
by the Scarlet Brotherhood. three additional deities into their
inevitable remains to be seen.
pantheon, as the Humans have taken
Faith – Old and New to worshiping the other deities in the
The Dwur – The Iron Kingdom
The Olve of Za’aith Sha originally had manner of the Olve.
Ever since the Dwur migrated to
a simple pantheon of three deities. From the Flan, they have taken
the area, they have been allies of
An aspect of Pelor, Var ath Ia, the up the worship of Atroa, who they
the Olve. That tradition continues
Father of Day, was the head of the call Ua Ri, Cousin Spring. She is the
to this day, with the Dwur of Hollow
pantheon. The Olve revere him for patron of diplomacy and inter-racial
Highlands and Glorioles accepting
the strength he gives them to stand relations.
the local rule of the Grey Olve, while
against their enemies. They feel it is In the armies, the faith of Us
the Grey Olve acknowledges that
their duty in turn to bring his healing Aer, Cousin Law, known as Pholtus in
their ultimate loyalty remains with
light to the dark places of the Oerth, the United Kingdom of Ahlissa, has
King Holgi. The Dwur provide valued
particularly those areas defiled by become dominant. The unswerving
support to the Za’aith Sha in the form
the Aboleth. He is the primary deity devotion to order and loyalty appeals
of high quality arms and armor, as
of the Grey Olve. to all, even Olve, who serve in the
well as levies of heavy infantry that
His wife is Vara ath Fis, the Mother defense of the nation.
are as good as most elite troops of
of Light, an aspect of Lydia. She is the The Suel farmers have spread
the United Kingdom of Ahlissa.
patron of knowledge and learning, the faith of Phyton, called Us Nai,
revered by their loremasters, and or Cousin Oak by the Olve. His
The Humans and Halfling
held as the patron of the High Olve. faith complements that of Lanna
– Old Natives and New
Their child is Ehlonna, known as Raer, and has grown over the years
Migrants
Lanna Raer, Daughter Unicorn, among as agriculture has become more
Flan and Hobniz have lived within the
the Sylvan Olve, who are her primary important in the kingdom.
borders of the Za’aith Sha since its
worshipers. She is the patron of the *
founding. Originally they had little
forests and meadows, and the living
contact with the Olve, both preferring
symbol of the healing power of Var
their own ways, and only some small
ath Ia combined with the lore of Vara
amount of trade occurring. That
ath Fis.
changed with the migrations. Suel

Page 15 of 51
Rogues Gallery
Guiliana
Mortidus
the Night Dame,
Hidden Hierarch of
the Horned Society
By Creighton Broadhurst
Art by Jerry Minor

Guiliana Mortidus was one of the of Power, Prestige, Money, Business, extensively refurbished compound
few priestly survivors of the Horned and Influence) many wealthy and in the Low City. She only ventures
Society’s destruction at the hands of important personages guest at the abroad at night heavily protected by
the demigod Iuz during the Blood Moon inn, making it an excellent place for many cultists posing as Perrenland
Festival of 582 CY. A devout follower Guiliana to learn the secrets of the mercenaries. Guiliana is a cunning,
of Nerull (god of Death, Darkness, great and the good. merciless, and devious opponent,
Murder, and the Underworld) she Eventually, Guiliana, along with given to near ceaseless plotting and
fled to the south taking control of her co-conspirator Andrade Mirrius machinations. A foe of almost infinite
the many now leaderless groups of (NE male human cleric 18), plan to patience, and a canny survivor of
Nerullites she encountered. Ensuring seize control of the Free City and use the bloody and deadly politics of the
their loyalty with a mixture of threats, it as a base from which to spread Horned Society, she prefers to deal
promises and intimidation, by the their malign influence throughout the through intermediaries or through
time she reached Greyhawk City she surrounding lands. It is likely that her great strength of personality that
had amassed a considerable store the PCs will first fall foul of Guiliana’s allows her to dominate those weaker
of riches and the services of several machinations when they foil the willed than herself.
score of devotees. schemes of Nerull cultists bent on A thin, almost emaciated
Working through a complex web committing widespread murder woman of slovenly appearance her
of intermediaries and subterfuges, throughout the city. As investigations lank, stringy brown hair frames an
Guiliana has built up a lucrative continue, the PCs uncover a web of oval shaped face almost devoid of
trading empire, the proceeds of informants and operations before redeeming features. Her mouth,
which she uses to surreptitiously eventually doing battle with the full of chipped and broken teeth, is
fund the activities of several evil cults “Night Dame” herself. twisted into a grimace or sneer while
flourishing within the Free City. She her spite-filled, baleful watery blue
purchased the Golden Phoenix Inn – Appearance and Attire eyes simultaneously curse and mock
one of most exclusive establishments Guiliana masquerades as a all who dare meet her arrogant,
in the city. Situated next to the wealthy foreign noblewoman of dismissive gaze.
Temple of Zilchus (intermediate god indeterminate origin living in an

Page 16 of 51
Guiliana Mortidus typically disguises herself as a human noblewoman with brown hair
and eyes dressed in nobles clothing and a heavy cloak.
Guiliana Mortidus CR 13 4th - cure critical wounds x2, death Knowledge (the planes) +9, Spellcraft
Female middle-aged human cleric 13 wardD, discern lies (DC 20), divine +20
of Nerull power, sending Languages Abyssal, Common,
NE Medium humanoid 3rd - cure serious wounds x2, dispel Infernal c o m p r e h e n d
Init +4; Senses darkvision 60ft., magic x2, magic circle against languages
detect magic; Listen +6, Spot +6 goodD, prayer, protection from Combat Gear rod of withering, potion
Aura strong evil energy of disguise self (CL 13), numerous
DEFENSE 2nd - aid, bear’s endurance, death potions and scrolls; Other Gear
AC 20, touch 11, flat-footed 20 ( + 6 knellD (DC 18), hold person (DC 18), +1 glammered light fortification
armor, +3 shield, +1 deflection) resist energy x2, silence, spiritual chainmail, +1 animated heavy steel
hp 88 (13 HD) weapon shield, +2 shock heavy mace, periapt
Fort +12 Ref +8 Will +16 1st - bless, cause fearD, command of wisdom +6, ring of mind shielding,
Immune magical alignment detection, (DC 17), cure light wounds x2, cloak of resistance +2, ring of
detect thoughts, discern lies deathwatch, entropic shield, protection +1, cold iron holy symbol
Resist critical hits 25% obscuring mist of Nerull, various nobles robes and
OFFENSE 0 - cure minor wounds (2), detect outfits, explorers outfit, peasant’s
Spd 20ft. in chainmail, base speed poison, guidance, light, read magic outfit, masterwork disguise kit
30ft. D = Domain spell. Deity (Nerull - Tactics
Melee +2 shock heavy mace +12/+7 Domains: death, evil) In combat she uses her most
(1d8+3, 20/ x2) STATISTICS destructive spells to quickly destroy
Special Attacks death touch 1/day Abilities Str 12, Dex 10, Con 14, Int her foes. If facing opponents that
(13d6), rebuke undead 6/day (+1, 14, Wis 23, Cha 8 are too strong for her, she uses
2d6+13, 13th), spontaneous casting Base Atk +9; Grp +10 word of recall to flee to a specially
(inflict spells) SQ permanent spells (comprehend prepared and heavily warded
Cleric Spells Prepared (CL 13th, evil languages, darkvision, detect sanctuary.
spells CL 14th, melee touch +10) magic) *
7th - destructionD (DC 23), Feats Craft Wondrous Item, Extra
repulsion (DC 23) Turning, Improved Initiative,
6th - create undeadD, geas, heal, Lightning Reflexes, Skill Focus
word of recall (Concentration), Scribe Scroll
5th - flame strike (DC 21), Skills Concentration +21, Diplomacy
scrying (DC 21), slay livingD, spell +15, Heal+16, Knowledge (arcana)
resistance, true seeing +7, Knowledge (religion) +14,

Page 17 of 51
Denizens of the Flanaess

Horrors of Hepmonaland
By C. Wesley Clough
Art by Daniel Kvasznicza and Jeff Wrbelis
From the journal of Kendara Phax, Brotherhood controls the nearby sea-lanes from Nyrond or Dyvers could ever dream
7th day of Coldeven, 590 CY, with an iron grip means that few of those of. Ancient horrors prowling the shadowed
who would brave the jungle can even get jungle floor deep under the forest canopy
This is the second day since we left the ship there. Of all of the peoples of eastern Oerik that dims even the brightest day combine
anchored near the mouth of the Tlicue River, the Scarlet Brotherhood knows the most with natural dangers to make this jungle one
pressing inland toward our destination of about the mystery-shrouded jungles of the of the deadliest places on Oerth. The strange
Lake Opotleotle. Our guides, two Suel southern continent that is Hepmonaland, and deadly encounters remarked upon below,
tribesmen from Lerga, seem to be of the and their secretive nature ensures that little in the Lady Kendara Phax’s journal only
highest quality and have already led us of this information has leaked to the rest of reveal a small number of the unknown dangers
around many of the jungle’s treacherous the Flanaess. to be discovered as northern adventurers
dangers. It is my sincere hope that we will While many of the tales of begin searching the jungle depths.
arrive at the ruins marked on Brenden’s Hepmonaland known by the peoples of
map within a week. the Flanaess lack any real substance, and From the journal of Kendara Phax,
For most people of the Flanaess, in fact most are entirely false, the Centeo 8th day of Coldeven, 590 CY,
Hepmonaland is a land of mythical danger, Jungle which covers the northern half of
fetid jungles and cannibalistic savages. the southern continent does indeed hold This morning we came to a strange pile of
Relatively few explorers have dared its dangers the likes of which few merchants round stones on the river bank, and our
challenges, and the fact that the Scarlet
Page 18 of 51
guides became very agitated. They refused to
go onward until we had left a sizable amount
of the silver jewelry (which I had brought to
trade with any tribesmen that we might meet
on our trek) in the shadow of the stone pile.
When questioned closely about this oddity,
the guides would only say that to not leave
a sacrifice would upset the dragon god who
rules this part of the jungle, and that his
wrath would be most dire. Throughout the
day I felt that we were being watched, though
I saw no sign of this supposed dragon-god.
If the silver is still sitting in the shadow of
the stones on our return I will pick it back
up.

Deepwood Linnorm CR 24
negates, must succeed a grapple any 1 regional
Usually neutral evil gargantuan dragon
check to sustain) ECOLOGY
Init +0; Senses blindsense 120ft.,
TACTICS Environment warm hills and jungles
darkvision 120ft., keen senses, low-
Before Combat Deepwood linnorms Organization solitary
light vision; Listen +28, Spot +28
dwell deep within the foliage or Treasure standard
DEFENSE
against the sides of large hilly areas. Advancement 19-24 HD
AC 30, touch 6, flat-footed 30 (-4 size,
When a deepwood linnorm spots (Gargantuan)
+24 natural)
prey it casts invisibility and takes to Level Adjustment —
hp 297 (18 HD)
the wing in hopes of catching their SPECIAL ABILITIES
Fort +21 Ref +11 Will +16
prey off-guard. Breath Weapon (Su): A deepwood
DR 15/ adamantine and magic; SR 35
During Combat Deepwood linnorms linnorm can breathe poisonous slime
Immune sleep, paralysis
prefer to start combat off with breath in either a 60 foot cone or a 120 foot
OFFENSE
weapon and spell attacks, using the line. Creatures caught in the area of
Speed 40ft., fly 90ft. (good), swim
powers of the environment at their effect must make a Fortitude save
30ft.
command to help them separate and (DC 29) or suffer the effects of the
Melee bite +32 (4d6+13, 20/ x2) and
weaken their foes. Once their foes linnorm’s poison breath. The initial
2 claws +30 (2d8+7, 19-20/ x2)
have been sufficiently debilitated damage is 1d6 points of Strength
and
they will swoop in to crush, followed damage, and the secondary damage
tail slap +30 (2d8+19, 20/ x3)
by claw and bite attacks. is 2d6 points of Strength damage.
Space 20ft. Reach 15ft.
Morale Deepwood linnorms are self- Using its breath weapon is a standard
Base Atk +18; Grp +39
centered and cowardly by nature, action, and once it breathes the
Spell-Like Abilities (CL 17th)
and if a linnorm is taking a beating deepwood linnorm must wait 1d4
At will—fly, mage hand
it will not hesitate to turn invisible rounds before it using the breath
3/day cloudkill (DC 21), eyebite (DC
and flee. A deepwood linnorm’s weapon again. The save DC is
21), invisibility, hallucinatory terrain
natural weapons are treated as Constitution based.
(DC 19).
magic weapons for the purposes of Crush (Ex): A flying Linnorm can land
The save DC’s are Charisma based.
overcoming damage reduction. on an opponent three or more size
Spells Known (CL 17)
STATISTICS categories smaller then itself as
A deepwood linnorm can cast divine
Abilities Str 38, Dex 10, Con 31, Int a standard action. A crush attack
spells as a 17th level druid.
15, Wis 21, Cha 21 affects as many creatures as can
(Spells per day 6/7/6/6/6/5/4/3/2/1;
Feats Alertness, Cleave, Flyby fit under the linnorm’s body. Each
Save DC 15 plus spell level).
Attack, Multiattack, Snatch, Power creature in the area of effect must
Atk Options Cleave, Flyby Attack,
Attack, Quicken Spell-like Ability make a Reflex save (DC 29) or be
Multiattack, Snatch, Power Attack
(invisibility) pinned, automatically taking 4d6+19
Special Atks breath weapon (60ft.
Skills Bluff +16, Concentration +29, points of bludgeoning damage.
cone or 120ft. line of poisonous
Hide +9, Intimidate +17, Knowledge Thereafter if the deepwood linnorm
slime, 1d6 Strength damage/ 2d6
(any one) +12, Knowledge (nature) chooses to maintain the pin, treat
secondary damage, Fortitude DC 29
+23, Listen +28, Move Silently +10, it as a normal grapple attack. While
negates), crush (medium creatures
Search +12, Sense Motive +15, pinned the opponent takes crush
and smaller; 4d6+19 bludgeoning
Spellcraft +23, Spot +28 damage every round. The Reflex
damage and pinned, Reflex DC 29
Languages Abyssal, Draconic, plus save DC is Constitution based.

Page 19 of 51
Immunities (Ex): A deepwood linnorm linnorms speak Draconic and Abyssal,
is immune to sleep and paralysis and most also speak the languages of
effects, as well as to the poisonous any human or humanoid groups that
effects of its own breath weapon. live in or near their territory.
Keen Senses (Ex): A linnorm sees
four times as well a human in low- 11th day of Coldeven, 590 CY,
light conditions and twice as well in
normal light. It also has darkvision Today we found several patches of a strange
with a range of 120 feet. blue-green mold growing on what appeared to be
ECOLOGY piles of sticks in a clearing near the riverbank.
Ancient relatives of the dragons, Although the scouts shied away, I sent my
deepwood linnorms dwell in the manservant, Rolf, forward to investigate
Hepmonaland’s jungles. Self-serving further. He discovered that the moss covered
and cruel, deepwood linnorms will often not sticks but old skeletons, mostly of animals,
lair in ancient ruins and trick nearby but one appeared human. Searching the mold
Suel or Olman tribes into worshiping patches had stirred up great clouds of spores,
them as dragon gods, complete with and when Rolf returned to the group he was
sacrificial virgins. Deepwood linnorms virtually covered with the bluish dust that came
generally consider the area with in off of the stringy moss. It wasn’t until many
twenty miles around their lair to be hours later, when we were setting up camp that
their own personal territory, often I noticed the strange change that had come over Creature template over the course
marking this boundary with piles of Rolf. He seems to be growing patches of the of a 1d4+1 hour incubation period,
stones. Intelligent creatures that strange moss on his face and hands, and the eventually dying as the Dread Moss
enter the area without making the guides have suggested that I send him away eats him away from within. During
proper donations are dealt with most before he infects us all. Rolf, poor Rolf, he has the incubation period a delay disease
harshly. True dragons of all types hate been my faithful servant for many years, but spell will extend the incubation
deepwood linnorms, and the linnorms I am afraid I may have to give in to the guides period by the same amount of time
return the animosity, although their request, as more of the moss has grown on Rolf as the spells duration, and a remove
innate cowardice prevents them from his actions have grown more strange and erratic. disease spell will destroy the spores
attacking all but smallest of dragons. If only we had brought along a cleric… that are germinating in the victims’
The linnorms seem to have a strange body, ending their threat. Once the
relationship with the yuan-ti, with incubation period has ended and the
the elder abominations of that race Dread Moss CR 5 victim has acquired the Moss-Cloaked
seeking them out for advice from Dread Moss is a hazard of the jungle the template only a heal, wish, or miracle
time to time. The deepwood linnorms way that Yellow Mold or Green Slime spell will undo the changes. Any
tolerate the yuan-ti’s occasional is a hazard in the dank dungeons of application of fire or magical cold will
visits, and seem to ignore the the world. Slimes, molds, mosses and kill a patch of Dread Moss.
infrequent yuan-ti forays into their fungi of all types exist in abundance Moss-Cloaked Creature
territory. Deepwood linnorms are a beneath the canopy of the Centeo A Moss-Cloaked Creature is a creature
very ancient species, and most of the jungle, thriving there because of the that has been infected and overcome
linnorms dwelling in Hepmonaland hot, moist climate and lack of direct by Dread Moss spores. The spores
have been there for as long as even sunlight thanks to the thick layer of begin breaking down the soft tissues
the memories of long-lived races such leaves and branches above. One of of the host, replacing it with dread
as dragons stretch back. There have the more dangerous types of moss to moss. This gives the infected creature
been no young linnorm reported in a be found in the jungles, Dread Moss is a temporary boost of strength, but in
millennia and it is possible that the especially common in clearings along the end kills it as the moss replaces
race is slowly dying out. However, as riverbanks and lakeshores. Most often the host’s vital organs and eventually
the linnorms themselves never seem found in five-foot square patches reduces it to nothing more then a pile
to die of old age their extinction could covering the skeletal remains of a of Dread Moss and bones.
still take some time. victim, most natives of Hepmonaland The infecting spores destroy parts
A deepwood linnorm has a know enough to avoid this deadly of the victim’s mind and personality
serpentine form, looking somewhat blue-green moss and those infected early on, damaging the victim’s
like a dragon with neither hind legs nor by its spores. When disturbed, a ability to think and making it prone
wings. Their heads are very draconic patch of Dread Moss releases a five to random acts of violence. A Moss-
in appearance, sporting frilled ears foot radius cloud of spores, and any Cloaked creature looks like a normal
and many horns and crests. They creatures caught with in the cloud member of its species covered with
are covered with diamond-shaped must make a successful Fortitude long strands of hair-like blue-green
scales that are incredibly hard, being save (DC 15) or become infected moss.
dappled with a mixture of many with the spores. An infected creature
different shades of green. Deepwood will slowly acquire the Moss-Cloaked

Page 20 of 51
Creating a Moss-Cloaked Saves Same as the base creature.
TACTICS
Creature Abilities A Moss-cloaked Creature
Before Combat Moss-cloaked leopards
“Moss-cloaked Creature” is an gains +4 Strength, and -2
prepare ambushes against their prey,
acquired template that can be added Intelligence, Wisdom and Charisma
using their Hide and Move Silently
to any living corporeal creature from (but never lower then 1). They suffer
skills they leap into combat.
the material plane, with the exception 1 point of permanent Constitution
During Combat Moss-cloaked leopards
of dragons (referred to hereafter as drain per week until they die when
pounce on their prey attempting to
the “base creature”). It uses all of the their Constitution reaches 0, at which
overwhelm them. If surrounded a
base creatures’ statistics and special point the collapse into a simple patch
moss-cloaked leopard unleashes its
abilities except as noted here. of Dread Moss. A moss-cloaked
spores and bites any foes in range.
Size and Type: the creatures type creature that is cured of the affliction
Morale Moss-cloaked leopards fight
changes to plant. Do not recalculate has its ability scores return to normal,
much as their non-infected relatives
the creatures base attack bonus, with the exception of Constitution
do, although they are much more
saves, or skill points. Size is points already lost.
likely to attack with or without
unchanged. Skills As base creature.
provocation, and if not hunting for
Hit Dice Increase to d8 if less then Feats As base creature
food. A moss-cloaked leopard fights
that, other wise HD is unaffected. Climate/Terrain warm forests and
to the death; they do not flee or
Speed Same as base creature swamps
withdraw, often focusing all their
AC natural armor improves by +2 Organization Solitary
efforts on one opponent in hopes of
Attacks Same as base creature Challenge Rating Base creature +1
dragging them off to feed on their
Damage Same as base creature Treasure None
corpse.
Special Attacks A Moss-cloaked Alignment Always Chaotic Neutral
STATISTICS
Creature retains all of the special Advancement As base creature
Abilities Str 20, Dex 19, Con 12, Int 1,
attacks of the base creature. In Level Adjustment As base creature
Wis 10, Cha 4
addition the Moss-cloaked creature Feats Alertness, Weapon Finesse
gains a special spore attack. Sample Moss-Cloaked Creature
Skills Balance +12, Climb +11, Hide
Spores (Su): a moss-cloaked This example uses a Leopard that has
+8*, Jump +13, Listen +5, Move
creature can release a cloud of spores been infected for two-weeks as the
Silently +8, Spot +5
as a standard action once every 1d4 base creature. These jungle cats are
Languages none
rounds. This forms a 10-foot radius about 4 feet long and weigh about
ECOLOGY
cloud that is 10 feet high centered 120 pounds. They are usually more
Environment warm forests
on the moss-cloaked creature. The active at night. They appear much
Organization solitary
cloud dissipates the same round it is like a normal leopard covered with
Treasure none
released. All living corporeal creature patches of long stringy blue-green
Advancement 4–5 HD (Medium)
from the material plane, with the moss.
Level Adjustment —
exception of dragons inside the cloud SPECIAL ABILITIES
must make a successful Fortitude Moss-Cloaked Leopard CR 3
Improved Grab (Ex): To use this
save (DC of 10 + ½ the moss-cloaked Usually chaotic neutral medium plant
ability, a leopard must hit with its bite
creatures HD, + the moss-cloaked Init +4; Senses low-light vision,
attack. It can then attempt to start
creatures constitution modifier) or scent; Listen +5, Spot +5
a grapple as a free action without
become infected with Dread Moss DEFENSE
provoking an attack of opportunity.
Spores (See Dread Moss above). AC 17, touch 14, flat-footed 13 (+4
If it wins the grapple check, it
Special Qualities A Moss-cloaked Dex, +3 natural)
establishes a hold and can rake.
Creature retains all of the base hp 17 (3 HD)
Immunities: A moss-cloaked leopard is
creatures special qualities and those Fort +4 Ref +7 Will +1
immune to all mind-affecting effects,
listed below, and also gain the plant Immune critical hits, mind-affecting
paralysis, poison, polymorph, sleep,
type. effects, paralysis, poison, polymorph,
and stunning. Moss-cloaked leopards
Low-light Vision: A moss-cloaked sleep, stunning
are not subject to critical hits.
creature can see twice as far as OFFENSE
Pounce (Ex): If a leopard charges
a human in starlight, moonlight, Speed 40ft., climb 20ft.
a foe, it can make a full attack,
torchlight, or similar conditions of Melee bite +8 (1d6+5, 20/ x2) and
including two rake attacks.
shadowy illumination. It retains the 2 claws +3 (1d3+2, 19-20 /x2)
Rake (Ex): Attack bonus +8 melee,
ability to distinguish color and detail Space 5ft. Reach 5ft.
damage 1d3+2, 19-20/ x2.
under these conditions. Base Atk +2; Grp +7
Spores (Su): A moss-cloaked leopard
Immunities: A moss-cloaked creature Atk Options improved grab, pounce,
can release a cloud of spores as
is immune to all mind-affecting rake (+8 ATT, 1d3+2, 19-20/ x2
a standard action once every 1d4
effects, poison, sleep, paralysis, DMG)
rounds. This forms a 10-foot radius
polymorph and stunning. Moss- Special Atks spores (10ft radius, 10ft.
cloud that is 10 feet high centered
cloaked creatures are not subject to high, 1 round duration, Fortitude DC
on the moss-cloaked leopard. The
critical hits. 12 negates)
cloud dissipates the same round
Page 21 of 51
it is released. All living corporeal
creature from the material plane,
with the exception of dragons inside
the cloud must make a successful
Fortitude save (DC of 12) or become
infected with Dread Moss spores
(See Dread Moss above).
Skills: Moss-cloaked leopards have
a +8 racial bonus on Jump checks
and a +4 racial bonus on Hide and
Move Silently checks. Leopards have
a +8 racial bonus on Balance and
Climb checks. A leopard can always
choose to take 10 on a Climb check,
even if rushed or threatened.

15th day of Coldeven, 590 CY,

I am growing to hate this damnable jungle!


It is taking us longer then expected to reach
our destination and the heat and the humidity
are starting to wear on all of our nerves. The
remaining guide has assured me that we will be at
the place marked upon Brenden’s map by the day
after tomorrow, unless of course more unexpected Spot +4 STATISTICS
detours arise. We spent all of yesterday trying DEFENSE Abilities Str 2, Dex 15, Con 10, Int -,
to go around one of the most hellish sights that AC 14, touch 14, flat-footed 12 ( + 2 Wis 10, Cha 1
I have ever cast eyes upon. Soon after breaking size, +2 Dex) Feats Weapon Finesse
camp, the guides stopped our troop and brought hp 27 (6 HD) Skills Climb +12, Spot +4
me forward to see the reason for the detour. There Fort +5 Ref +4 Will +2 Languages none
before my astonished eyes I saw what at first Immune swarm traits, vermin traits ECOLOGY
looked to be the jungle floor moving of its own OFFENSE Environment warm forests and
accord. Venturing closer I was shocked and Speed 20ft., climb 20ft. jungles
disgusted to see that the forest floor was covered Melee swarm (2d6 plus poison, 20/ Organization solitary, squad (2-4
with a carpet of huge crawling ants for as far as x2) swarms), troop (5-9 swarms) or
the eye could see. Each of these ants was nearly Space 10ft. Reach 0ft. army (10-100 swarms)
a foot long, and had overly large and elaborate Base Atk +4; Grp - Treasure none
mandibles. Unfortunately for me I got to see Special Atks distraction (melee range, Advancement none
what they used the mandibles for. In getting close nausea for 1 round, Fortitude DC 13 Level Adjustment —
enough to see them the ants must have sensed me, negates), poison (injury, 1d2 initial SPECIAL ABILITIES
for as one the tide of insects turned towards me, and secondary Dexterity damage, Distraction (Ex): Any living creature
and would have swarmed me under had not one Fortitude DC 13 negates) that begins its turn with a fleshcutter
of the guides pulled me out of the way to safety. Special Qualities half damage from ant swarm in its space must succeed
Sadly the guide could not himself escape their slashing and piercing, swarm traits on a DC 13 Fortitude save or be
mass and I will forever hear his screams in my TACTICS nauseated for 1 round. The save DC
nightmares. Before Combat Very few things is Constitution-based.
Fleshcutter Ant Swarm are more feared by the natives of Poison (Ex): Injury, Fortitude DC 13,
A fleshcutter ant swarm is a mass of northern Hepmonaland then an initial and secondary damage 1d2
teeming gray-black ants, each nearly army of fleshcutters on the move. Dex. The save DC is Constitution-
a foot in length. Fleshcutters have an Fleshcutter ant swarms attack any based.
enlarged set of poisonous mandibles intruders into their territory with Skills: A fleshcutter ant swarm has a
at their head, and are voracious impunity. They do not plan their +4 racial bonus on Spot checks and
hunters that scour the jungle floor for actions ahead of time. a +8 racial bonus on Climb checks,
any living creatures to carve up and During Combat A fleshcutter ant and uses its Dexterity modifier
take back to their queen. swarm surrounds their prey biting instead of its Strength modifier
them with their poisonous mandibles for Climb checks. A fleshcutter ant
Fleshcutter Ant Swarm CR 3 and dragging back the remains to swarm can always choose to take
Always neutral tiny vermin (Swarm) their queen and the collective hive. 10 on a Climb check, even if rushed
Init +2; Senses darkvision 60ft., Morale Fleshcutter ant swarms fight to or threatened.
tremorsense 30ft.; Listen +0, the death for their queen.

Page 22 of 51
17th day of Coldeven, 590 CY,

Finally, we have found the ruined temple marked


on Brenden’s map, although I am not overly
impressed with the findings. It is located right
on the shore of Lake Opotleotle, and parts of
the ruin are sunk into the shallow water of the
cove it lies at. Trying to find the sapphire bat
idol mentioned in Brenden’s letters is going to
be more difficult then I thought. Few of those
I brought with me are experienced adventurers,
and Keroptman, the brave Suel guide that I
have come to rely upon, refuses to help. He says
that the ruins are taboo; the ruins of a temple
sacred to the ancient and legendary bat-people,
and he will not approach closer than one hundred
yards to them. The carvings on the walls of the
outer temple are exquisite, and although they are
very ancient they remain intact and are exactly
as described in Brenden’s letters. It is my hope
that the sapphire idol will be found within a day
or two. In the mean time, Keroptman has had us
set up camp in a large, clear field on the lakeshore
about a mile from the ruins. He says that there
are dangerous creatures that prowl the night in
this area, but that they fear the light of sun and
moon.
STATISTICS Trample (Ex): As a full-round action,
The Ogrik Abilities Str 27, Dex 9, Con 23, Int 6, the Ogrik can move up to twice its
Ogriks stand twenty feet tall and look Wis 11, Cha 4 speed and literally run over any
like huge, very broad, featureless Feats Cleave, Great Cleave, Improved opponents at least one size category
gray stone men. Two hollows upon Bull Rush, Improved Critical (slam), smaller than itself. The Ogrik merely
their head serve as eyes. They walk Power Attack, Weapon Focus (slam) has to move over the opponents in
through the jungle on the darkest of Skills Listen +9, Spot +9 its path; any creature whose space is
nights leaving devastation in their Languages understands Terran completely covered by the trampling
wake. ECOLOGY Ogrik’s space is subject to the trample
Environment warm hills and jungles attack. If a target’s space is larger
Ogrik CR 12 Organization solitary than 5 feet, it is only considered
Always chaotic evil huge elemental Treasure none trampled if the Ogrik moves over all
(Earth) Advancement 16-20 HD (Huge) 21- the squares it occupies. If the Ogrik
Init -1; Senses darkvision 60ft.; 45 HD (Gargantuan) moves over only some of a target’s
Listen +9, Spot +9 Level Adjustment — space, the target can make an attack
DEFENSE SPECIAL ABILITIES of opportunity against the Ogrik at a
AC 20, touch 8, flat-footed 20 (-2 Elemental Traits: Immune to poison, -4 penalty. An Ogrik that accidentally
size, -1 Dex, +13 natural) sleep, paralysis, and stunning. Not ends its movement in an illegal space
hp 157 (15 HD) subject to critical hits. Ogriks have returns to the last legal position
Fort +13 Ref +4 Will +5 darkvision with a range of 60 feet. it occupied, or the closest legal
DR 10/ - Mighty Blows (Ex): An Ogrik has a position, if there’s a legal position
Immune elemental traits chance of knocking large or smaller that’s closer.
OFFENSE sized creatures prone. If it deals A trample attack deals
Speed 20ft. more then 15 points of damage with bludgeoning damage to all in
Melee 2 devastating blows +18 a devastating blow attack it gets range. Trampled opponents can
(2d6+8, 19-20/ x2) to make an immediate trip attempt attempt attacks of opportunity, but
Space 15ft. Reach 15ft. against that opponent, with a bonus these take a -4 penalty. If they do
Base Atk +11; Grp +27 to the roll equal to the amount of not make attacks of opportunity,
Atk Options Cleave, Great Cleave, damage dealt. The Ogrik doesn’t trampled opponents can attempt
Improved Bull Rush, Power Attack, provoke any attacks of opportunity Reflex save DC 24 to take half
mighty blows when using this ability, and cannot damage. The save DC for this ability
Special Atks trample (2d6+12, Reflex be tripped in turn if it fails to trip its is Strength-based.
DC 24 halves) opponent.

Page 23 of 51

ECOLOGY
On nights of the new moon,
Hepmonaland natives lay in their
huts praying that an Ogrik will not
stumble upon them. Olman legends
describe Ogriks as being evil spirits
bound to the earth for their sins,
although the truth is somewhat
different. Thousands of years ago the
Ogriks were normal earth elementals
summoned to the material plane to
guard temples of a long forgotten god
(some claim Tharizdun). That god’s
magic warped them to their current
forms and shattered their minds,
leaving them with a mad urge for
destruction and ruin when away from
the temples they were summoned
to guard. Most of the temples of
Strength. Zhem’Tahl spiritual leaders darkvision 60ft.; Listen +0, Spot +0
the forgotten god crumbled to dust
are as likely to be Druids or Adepts as DEFENSE
long ago, so the Ogriks now wander
they are cleric however, Zhem’Tahl AC 15, touch 13 flat-footed 12 (+3
through the jungle on an insane
spellcasters prefer spells that fortify Dex, +2 Natural)
rampage of destruction.
and enhance existing abilities. hp 9 (2 HD)
Ogriks fear the light of the sun,
Fort +0, Ref +6 Will +3
although it does them no harm. They
Zhem’ Tahl Traits OFFENSE
spend their days and nights when the Zhem’Tahl characters possess the Speed 30ft., fly 90ft. (average)
moon is bright hiding in caves, or in following racial traits. Melee spear +3 (1d8+1, 20/ x3) and
the deep jungle where light doesn’t * +2 Strength, +6 Dexterity, -2
bite +1 (1d4, 20 /x2)
penetrate the thick canopy above. Intelligence
* Medium size. Ranged shortbow +5 (1d6, 20/ x3)
Ogriks understand Terran, although
*A Zhem’Tahl’s base land speed is 30 Space 5ft. Reach 5ft.
they cannot speak. feet. It also has a fly speed of 90 feet Base Atk +2; Grp +3
with average maneuverability. Special Atks shriek (15ft. burst,
19th day of Coldeven, 590 CY, *Darkvision out to 60 feet.
stunned for 1d4 rounds, Fortitude DC
The final entry in the journal of Lady *Blindsense out to 100 feet.
*Racial Hit Dice: A Zhem’Tahl 11 negates)
Kendara Phax: found by adventurers
begins with two levels of monstrous STATISTICS
in the jungle near Lake Opotleotle in humanoid, which provide 2d8 Hit Dice, Abilities Str 13, Dex 17, Con 11, Int
Patchwall of the year 590 a base attack bonus of +2, and base 9, Wis 11, Cha 10
saving throw bonuses of Fort +0, Feats Multiattack
The sapphire idol has eluded me thus far, but I Ref +3, and Will +3. Skills Hide +7, Move Silently +7,
have made an even more stupendous discovery! *Racial Skills A Zhem’Tahl’s Survival +4
The bat-people of native legend still exist; I monstrous humanoid levels give it skill Languages Zhem’Tahl, plus any 1
have seen them on both of the last two nights points equal to 5 x (2 + Int modifier).
regional
flying over the lake in the moonlight. They seem Its class skills are Hide, Move Silently,
and Survival. A Zhem’Tahl has a +4 ECOLOGY
to soar back and forth over the temple ruins, and
racial bonus on all Hide and Move Environment warm jungles
then fly toward a thickly wooded hill that I can Silently checks. Organization solitary, pair, flight (3-
see from our camp. Imagine the prestige I would *Racial Feat A Zhem’Tahl’s 6) or colony (5-20)
get in the Overking’s eyes if I could bring one of monstrous humanoid levels give a
Treasure no coins, standard goods,
these marvels back alive to the court! Everyone feat.
*+2 natural armor bonus. standard items
in Ahlissa knows that Xavener is simply mad
*Special Attacks (see above): Advancement by character class,
for exotic curiosities such as this. I came after shriek. favored class - barbarian
the idol for fortune, but now see the possibility of *Special Qualities (see above): Level Adjustment +3
fame. Tomorrow I will set out for the hill to see if blindsense, darkvision
SPECIAL ABILITIES
I can find the lair of these bat-people. *Automatic Languages Zhem’Tahl
*Favored Class barbarian Shriek (Su): Once per day a
*Level adjustment +3. Zhem’Tahl can release a piercing
The Zhem’tahl
shriek. This has the effect of
The Zhem’Tahl leaders tend to be
Zhem’Tahl CR 1 stunning all non-Zhem’Tahl within
Barbarians or Barbarian/rangers.
Often chaotic neutral medium a 15-foot burst centered on the
Zhem’Tahl clerics worship Alour
monstrous humanoid shrieking creature for 1d4 rounds
and can choose two of the following
Init +3; Senses blindsense 120ft., unless they make a successful
domains: Air, Animal, Chaos and

Page 24 of 51
Fortitude save (DC 11). This is a for wanton slaughter.
sonic affect, and the save DC is Zhem’Tahl camps will have non-
Constitution based. combatant young equal to half the
Skills: Zhem’Tahl receive a +4 number of adults. Their camps tend
racial bonus on all Hide and Move to be collections of thick hide tents FIND YOUR NEW
Silently checks. set on woven platforms high in the ANCIENT MAP AT
ECOLOGY jungle canopy. They are always
CANONFIRE.COM
Zhem’Tahls are a race of bat-people ready to move at a moment’s notice
Are you playing in a region of
that have long inhabited the deep if danger threatens or the chieftain
Greyhawk that you’re not familiar
jungles of Hepmonaland. Long decides it is time to do so. with?
ago they ruled great empires from The ancient Zhem’Tahl once had Do you want to send your
cyclopean stone cities, but these a grand pantheon of deities that players off to another nation
empires were eventually destroyed covered nearly all aspects of their or region and you need a more
by the newly arrived race of men, existence. Since their decent into detailed map? Have you ever
and the now forgotten ruins crumble barbarism, only one of those gods wondered what little towns dot
under the assault of jungle creepers. remains- Alour, the night flyer, a the landscape between Greyhawk
Once one of the most civilized of god of survival, hunting, and natural City and Dyvers?
peoples, the descendants of the selection. Alour urges his followers to If you have been looking for
Maps and Greyhawk knowledge,
empire builders faced centuries of be strong and swift, and to do what
come to canonfire.com and find
warfare and persecution at the hands is needed to ensure the continuation
it. Join the forums, join the
of their human conquerors until they of the species. discussions and make your mark
eventually devolved into the barbaric * on Greyhawk’s lore.
state in which they exist today.
The fall of the Zhem’Tahl empires
happened so far in the misty past that
today the humans of Hepmonaland
do not even realize that they played
a part in their destruction. Though
the Zhem’Tahl eventually escaped
You can find great maps like the
into the deepest jungles and ended
one below at http://ghmaps.net
human persecution they still view
created and provided by Anna
humans with near hatred, and often Bernemalm
act violently toward those that they
encounter.
The Zhem’Tahls look much like
humanoid bats, with furry fox-like
faces and membranous wings where
their arms should be. Their wings have
well developed hands and fingers
about midway along their edge, and
the Zhem’Tahls are so dexterous at
using them that they can even wield
weapons in their wing hands while
they fly. Zhem’Tahls speak their own
language, which is related to, but
predates Touv.
HABITAT & SOCIETY
Zhem’Tahls dwell in small nomadic
camps that move from place to place
within a territory of jungle that each
group of Zhem’Tahl calls its own.
While war between colonies is not
unheard of, it is rare and they usually
reserve their ferocity for other jungle
dwellers. Zhem’Tahl are barbaric
and crude, taking what they want
from other races, by force of arms
if necessary. However, they are not
generally evil and tend to only take
what they must and are not known

Page 25 of 51
GATEWAY TO ADVENTURE



The Sundered Spark
By Trevor Watson with Special Thanks to Bryan Sametz
Art by Liz Courts, James Keegan, Rick Miller and Trevor Watson
Cartography by Trevor Watson and Rick Miller

“The Sundered Spark” is a D&D been recorded, either to claim some Cursed Souls. The isle was once a
adventure designed for four 22nd level unfortunate who strayed too close or sacred site to the troglodytes, where
or higher level characters, although it tear each other from limb to limb. they erected an edifice of stone in
can be adapted for player characters In any case, civilized and savage homage of their fiendish masters.
of higher or lower level as detailed in creatures alike have learned to stay For centuries they performed terrible
the “Scaling the Adventure” sidebar. well away from this foul place. rituals to consecrate the edifice and
It is likely that at some point during Located on the northern shores sacrificed countless souls to the
this adventure your PC’s will gain of the former Great Kingdom, the causeway, where its brooding evil
enough experience to gain a level. site was built ages ago by a primeval influence surged with hunger. Each
troglodyte civilization that once year its appetite grew more and more
Adventure Background dominated much of the eastern ravenous until there was nothing
The Causeway of Fiends has long Flanaess. Hewn from a composite left to feed on, so it turned to the
been a place of ineffable evil and of lower planar rock, the causeway troglodytes instead. An internecine
unspeakable dread. None but the is a path of monolithic slabs lined feud gripped the tribe in a frenzy
most fearlessly evil dare approach side by side that begins a half-mile of murder and cannibalism as they
it, lest those who do have their soul inland and descends into the sea. It sought to satisfy the causeway, but it
devoured by a vile demon or ruthless parts the water, creating cascading was to no avail. Eventually, it claimed
devil. Over the centuries, accounts waterfalls that rise almost 100ft. them as well.
of fiends from both the abyss and high on either side, and leads Over a thousand years would
Ba’ator stalking the causeway have twenty miles to the forsaken Isle of pass before this wicked place would

Page 26 of 51
once again be disturbed, this time research reveals this demigod was members of this famous group, or
by the race of men. Three Ur- a champion of Heironeous and is that some members have heard
Flan necromancers discovered the hidden in an edifice on the Isle of of the PC’s exploits and request an
causeway and the island edifice of Cursed Souls. What sinister purpose audience. Either way, they are told
the troglodytes. Through fiendish the Hierarchs have is not known, but an ancient evil has been disturbed
pacts they learned many dark the PCs are charged with releasing around the Causeway of Fiends, a
secrets and used the magic of the this deity’s spirit before the Hierarchs deific presence stirs and only epic
edifice to further their own agendas. find him. The only way to the isle heroes are capable of handling the
Instead of feeding the causeway with is through the Causeway of Fiends, problem.
tormented souls, the Ur-Flannae where the PCs must defeat its Lay To Rest: Perhaps one of the
drew power from it and struck out fiendish inhabitants and overcome its party members is a paladin or cleric of
against their enemies, such as the evil influence. There is also a magical Heironeous. In this case, he receives
migrating Oeridians. While searching disk the PCs must activate that a vision from his deity that agents of
for weaknesses to exploit in their serves as the key to the edifice, which evil have disturbed the trapped soul
foes, the Ur-Flannae uncovered the draws the attention of a powerful of a dead paladin-god on the Isle of
secret burial site of the Oeridian company of demons seeking to foil Cursed Souls. The PC must journey
king Ukriel – a paladin of Heironeous the Unnamable One’s plan. to the isle and put the demigod’s soul
undergoing divine ascension. The Once through the causeway, the to rest. The vision should be kept
three necromancers conspired to party faces the isle’s hazards: hordes vague on details, Heironeous gives
thwart this would-be deity by stealing of incorporeal undead, life draining only what his follower needs to know
his divine spark. From the island effects and four nightcrawlers. When but warns him that a terrible evil has
edifice, they conducted a ruinous the edifice is located and accessed, corrupted the god’s soul.
ritual that siphoned Ukriel’s soul and they will find an enchanted scepter Agent of Evil: A more intriguing
filtered it through the causeway. (placed here by Heironeous) that can way to start the adventure is to
However, the fusion of holy power be used to break the seals and restore have an agent of the Horned Society
and evil magic created a catastrophic the divine spark. The only way out contact the party. As a pit fiend,
backlash that mutated the Oeridian of the edifice is to retrieve the spark the Unnameable Hierarch has many
king into an atropal – a stillborn fragments, which means defeating infernal allies and sends Nimruku,
godling. The spark was sundered into the Ur-Flan prisoners and the atropal. a paeliryon devil/epic infiltrator in
four fragments, each held by one of Perceptive PCs may discover they heavy disguise to recruit the PCs.
the Ur-Flan and the atropal. Enraged can negotiate with one of the Ur-Flan This scenario presents some logistical
by this act of ultimate blasphemy, necromancers which will aid them challenges for the DM, as epic
Heironeous sealed all four beings in their quest, especially once the characters are not easily duped, but
in the edifice where they remain atropal has been defeated. With the involves them more directly with the
imprisoned to this day. seals broken, the Unnameable One movers and shakers of Greyhawk.
The story of Ukriel and the Ur-Flan sends his champion, Warduke, and
is a well-guarded secret of the gods, an entourage of devils to finish off Chapter one: The
an obscene disgrace to Heironeous the PCs and retrieve the divine spark. Hierarchs Gambit
and his priesthood that is all but A final battle ensues that will decide When the party is gathered together,
forgotten. All, that is, except for one. the fate of the party, the spark and their contact relays the following
Recently, the Unnamable Hierarch of the soul of a demigod. information to them:
the Horned Society learned of the dead A short while ago, agents of the
godling and seeks to claim the spark. Adventure Hooks Horned Society were spotted in the
He found the Isle of Cursed Souls The PCs can be contacted by an hills of southern Nyrond. It appears
through the causeway, but quickly intermediary that they know from they uncovered an ancient burial site
discovered the edifice has powerful their own campaign, or use one of and made numerous expeditions to it,
seals that prevent evil beings from the following suggestions: hauling away cartloads of plundered
entering it. He realized it would take Call from the King: A messenger riches and relics. Shortly thereafter,
beings of great power to breach the from the royal court of Chendl delivers some of the Hierarchs were tracked to
edifice’s protections and restore the an urgent summons from King Artur one of the most wicked and evil places
spark, but does not want to use all of Furyondy. It states that a menace in all the Flanaess: the Causeway of
his resources to do so. Instead, the of divine proportions threatens the Fiends. What dark motives led them
Hierarch has devised a plan to let a Flanaess and requests the PCs for there is unsettling, for it is a place
group of legendary heroes take care aid in the matter. Should they agree, where both demons and devils dwell.
of this for him. they are to travel to the king’s palace During the fullness of Celene, they
in Chendl to be briefed on this quest. emerge from the causeway to inflict
Adventure Synopsis The king advises the PCs to use pain and death on anything in the
The PCs learn that the Hierarchs of utmost discretion from this point. vicinity, including each other. No sane
the Horned Society are searching for The Circle of Eight: It’s possible person would dare approach this foul
the soul of a trapped god. Further some of the PCs are familiar with place, lest they be dragged screaming

Page 27 of 51
by some fiend to the black Abyss save poor Ukriel’s tortured soul. When similar spells, in or out of the causeway.
or infernal Baator. Something very the spark is restored, he’ll have them Anyone casting such a spell in
powerful has attracted the Hierarchs, killed and the divine spark will be his. the causeway automatically receives
for they have made frequent forays At least, that’s the plan. There are false or misleading information.
into the causeway and beyond to the a few unexpected turns throughout Summoning magic and teleport,
Isle of Cursed Souls – an island as the adventure that may work in the dimension door, etherealness and
forsaken as its name implies. party’s favor to undo the Hierarch’s similar forms of magical travel function,
The situation gets even worse. plan. but may have an undesired effect,
Divinations have revealed that the as determined by a percentile roll:
burial site discovered in the hills The Causeway of Fiends 01-50% Spell functions normally.
of Nyrond belonged to an ancient The Causeway of Fiends is carved 51-90% Creature(s) targeted by
Oeridian king named Ukriel. He from other-worldly stone, a spell is pulled into the abyss or Baator
was a mighty paladin of Heironeous compound of elements from the (50% chance for each). To avoid this, the
who passed away a thousand years planes of the Abyss and Baator. It is spellcaster must make a Concentration
ago, but his soul never reached the fused with powerful properties from check (DC 20 + spell level) but the spell fails.
mountain of Celestia. Consulting the those planes, a swirling paradox of 91-100% Creature(s) targeted by
heavens strongly indicate that a divine law and chaos blended with pure, spell is pulled into the Abyss, Baator and
alteration had occurred after Ukriel’s raw evil. As such, certain planar the Prime Material Plane simultaneously,
death; possibly his apotheosis. But traits and magical fluxes emanate in killing him instantly. The spellcaster must
something interrupted this change the causeway and to the surrounding make a Concentration check (DC20 +
and Ukriel’s soul was forever trapped area. In game terms, it is similar to a spell level) to avoid this but the spell fails.
behind four impenetrable seals on Major Planar Bleed Anomaly (Manual Note: The rules for teleport affect
the Isle of Cursed Souls. This is all of the Planes 220.) Furthermore, the the causeway’s inhabitants, who are
that could be gleaned from the most causeway has the following planar bound and can go no further than
powerful divinations. No magic spell traits: one-half a mile away from the place.
can penetrate the causeway or the Features of the Causeway
Isle of Cursed Souls, though it shows Unless noted otherwise, all features within Approaching the Causeway
a strong correlation between the the causeway are consistent: Getting to the causeway is not difficult.
burial site of Ukriel and the isle – a Granite slabs: 12ft. thick; Break DC 200; It is no secret this place exists and it
deific presence. Hardness 8; Hit Points 2,160; Climb DC22 is not hidden; it is simply (and wisely)
The party’s contact believes that Unhallowed Aura: A continual shunned. Nothing but death and evil
the Hierarchs have found the trapped unhallow radiates in a half-mile dwell here, and there are no signs of
soul of Ukriel and want to use his radius around the causeway which life for miles in every direction. PCs
godlike power for their own evil ends. cannot be dispelled or removed. may use whatever means of transport
The PCs are asked to undertake a Fiendish vapor: A heavy miasma fills they wish to reach the causeway but
truly perilous quest: traverse the the causeway, limiting vision to 10ft. will be forewarned by their contact of
Causeway of Fiends to the Isle of These vapors shield the causeway from the dangers of teleport, etc. in the
Cursed Souls, find the trapped soul of divination magic (see below) and cause causeway itself. When they arrive
the paladin-god and put him to rest good creatures to be sickened (Fort save read the following:
before the Hierarchs can get to him. If DC 25). All evil creatures in the vapors
the PCs want some sort of payment, receive the benefits of an unholy aura spell A pathway of enormous granite
remind them that saving the soul of (save DC 25). The fiendish vapor cannot be blocks, some 25ft. wide and 12ft.
a demigod should be its own reward, removed, dispelled or dispersed in any way. high, lead from a half-mile inland
and that the isle is rumored to hold Mildly Law and Chaos-Aligned: and descend into Grendep Bay.
many treasures and magic items. This is a unique planar trait, given the Extraordinarily, the causeway is not
All of the information given is causeway’s unstable nature. Chaotic and submerged by the tide. Instead, it
truthful and PCs who check the story lawful-aligned creatures in the causeway parts the waters, creating waterfalls
will find there is nothing amiss. This suffer a -2 penalty on all charisma checks. to either side that rise higher as the
is exactly what the Unnameable Strongly Evil-Aligned: Good causeway leads further out to sea.
One wants. Through a vast network creatures in the causeway suffer a - Vaporous gases billow and hiss from
of agents and spies, he had these 2 penalty on all Charisma, Wisdom the seabed beneath the granite path,
secrets “leaked” so they would funnel and Intelligence based checks. filling the causeway in a gloomy haze.
to precisely the right people, such as Limited Magic: Divination spells used to Beyond, distant screams and wails
the PC’s contact. He let the proverbial scry or detect information simply don’t echo from the yawning void like a
cat out of the bag, working the tragic work here. A permanent magical vapor choir of lost souls in endless torment.
tale of the trapped paladin demigod shrouds the causeway and veils it from all Above all else, the oppressive stench
angle to his advantage, carefully such magic. This includes clairaudience, of death radiates from the Causeway
worded so as not to reveal too much. clairvoyance, commune, contact other of Fiends.
Now the Hierarch will simply wait for plane, discern location, divination, greater
the brave party of adventurers to go scrying, legend lore, vision or any other It is a twenty mile journey through

Page 28 of 51
the causeway to the Isle of Cursed
Souls. It descends at a twenty-degree
decline at ground level for three and
a half miles before straightening
out, where the seafloor drops into
a cavernous fissure. The causeway
continues its path through the deep
sea, floating in mid-air for another
fifteen miles until slowly ascending to
the isle. The falls to either side is just
normal water that leads out to the
sea, although it remains in the half-
mile unhallow radius. The PCs will be
advised not to travel here during the
four festival weeks while the moon
of Celene is full, as fiendish activity
is most frequent at this time, even
if many demons/devils are not a real
threat to characters at this level. Still,
DMs who wish to develop additional
encounters should use the Abyssal/
Hellish Encounter tables on pg. 167
of the Dungeon Master’s Guide.

C1. Volcanic Gorge EL 25

About a mile along the causeway,


the air becomes increasingly hot and
stifling, and the sea floor gives way to
a bubbling lava bed. The granite slabs
float like tiny “islands” in a volcanic
canal of magma, steam and ash. The
slab ahead has drifted further out,
opening into a gorge.

The great wyrm Diabulopyrus, an


exile from the infernal lava fields of
the Bleak Eternity of Gehenna, now
guards this passage. He lurks in the
lava waiting for victims to blunder
Infernal, Terran, Undercommon tail sweep +54 (2d8+30, crit 20/
into his fiery snare. Once he senses
DEFENSE x2)
the party’s approach, he lunges out of
AC 44, touch 5, flat-footed 41 Ranged disintegrating breath weapon
hiding, snatching a victim in his jaws
hp 819 (42 HD) damage reduction 25 +54 (24d6, crit 20/ x2)
and dragging them under the lava.
magic and good Space 30ft. Reach 20ft. (30ft.
Ad-Hoc XP Award: Because of
Immune fire, paralysis, sleep, sonic with bite)
the lava factor, the encounter level
Resist -; SR 35 Base Atk +42; Grp +77
for this area was increased by one.
Fort +37 Ref +22 Will +31 Atk Options Blind-Fight, Great Cleave,
OFFENSE Improved Sunder, Power Attack,
Diabulopyrus, Pass Guardian CR 24
Spd 40ft., fly 150ft. (clumsy), climb Quicken Breath, Snatch
Advanced elite great wyrm pyroclastic
40ft., burrow 45ft. flyby attack, Special Atks breath weapons, crush,
dragon
hover, wingover snatch, tail sweep
Draconomicon 182, Epic Level Handbook
Melee bite +55 (4d8+20, crit 20/ x3) Combat Gear periapt of wound closure,
179
and potion of cure serious wounds (CL
NE Colossal Dragon (Extraplanar)
2 claw +50 (4d6+10, crit 19-20/x2) 10), wand of protection from energy
Init +7; Senses blindsense 60ft.,
and (CL 10, 12 charges)
darkvision 120ft., keen senses, low-
2 wing +49 (2d8+10, crit 20/ x2) Spell-Like Abilities (CL 17th, +55
light vision; Listen +45, Spot +45
and ranged touch attack)
Aura frightful presence (360ft., DC
tail slap +49 (4d6+10, crit x2) or 3/day – produce flame, sound burst
35)
crush +54 (4d8+30,crit 20/ x2) or 1/day – fire storm (DC 25), incendiary
Languages Abyssal, Draconic, Ignan,

Page 29 of 51
cloud (DC 26), meteor swarm (DC to bolster his defense against cold The fiendish vapor is more
27), power word stun, pyrotechnics magic. concentrated and deadly in this
(DC 20), shatter (DC 20), shout (DC During Combat As soon as the PCs area. This is a complex encounter
22), wall of fire, wall of stone are in range, Diabulopyrus unleashes and will require some preparation
STATISTICS his full arsenal starting with his fear by the DM. Before the party reaches
Abilities Str 50, Dex 17, Con 36, Int aura and a snatch attack to any this encounter, be sure to have the
24, Wis 20, Cha 26 rogue or melee classl in range. In stats of each character recorded and
Feats Alertness, Blind-Fight, Cleave, the same round, he spews forth a available.
Clinging Breath, Flyby Attack, Great quickened superheated ash breath The mist creates a powerful reality
Cleave, Hover, Improved Initiative, weapon in the direction of any divine distortion on anyone in the area.
Improved Sunder, Power Attack, spellcasters. On the following rounds, After 100ft. the mist seems to clear
Quicken Breath, Snatch, Weapon he again attempts to snatch up any away, revealing a number of fiends
Focus (bite, claw), Wingover enemy fighters or rogues in range (determined by the DM) equal to the
Skills Bluff +10, Concentration +58, depositing them into the lava, while number of party members. Thus,
Diplomacy +53, Escape Artist using his breath weapons on softer four adventurers would be confronted
+48, Intimidate +53, Jump +32, targets. by four fiends. These “fiends” are
Knowledge (arcana) +52, Knowledge Morale If combat starts to go foul, actually the player characters, but
(geography) +12, Knowledge Diabulopyrus uses power word each player character will see them as
(history) +9, Knowledge (local) +50, stun on any arcane spellcasters demons or devils attacking the party.
Knowledge (the planes) +52, Listen and withdraws to the upper part of The mist distorts each PC’s view of
+52, Search +52, Sense Motive +48, the gorge to use his potion of cure reality, switching his/her companions
Spellcraft +29, Spot +52, Use Magic serious wounds. Diabulopyrus has to appear as horrific fiends and
Device +53 no means of escape from this gorge creating duplicate companions that
SPECIAL ABILITIES and fights to the death. appear and behave accordingly. Each
Breath Weapon (Su): A pyroclastic PC is trapped in this reality distortion.
dragon has two types of breath C2. Deep Chasm If they engage the fiends in combat,
weapons, a 70ft. long cone of they are actually fighting each other.
superheated ash accompanied The lava canal drops sharply here, Assign a fiend to each party member,
by crushing waves of sonic force plunging into a chasm of darkness. only a player character does not fight
(dealing half fire damage and half Far below there is nothing to see. The a fiend version of him/herself. Each
sonic damage, Reflex save DC 40) seafloor has completely disappeared PC will be attacking a companion
or a 140ft. line of disintegration. even though water still falls on either and if the companion is injured, will
Creatures within the area of the line side of the causeway and plummets sustain real damage and believe a
must make a successful Fortitude into the darkness. Only the faint fiend inflicted the damage. If that
save DC 40 or crumble to ash. wail of a chilly wind wells up from companion retaliates, he/she attacks
(Creatures that successfully save do the bottomless void. Incredibly, the PC who caused the injury.
not take any damage.) the causeway stones level off and Conduct a battle of the party
Crush (Ex): Area 20 ft. by 20 ft.; continue forward, suspended in mid- fighting each other, secretly keeping
Medium or smaller opponents take air. track of their rolls, who is fighting
4d6+30 points of bludgeoning who and if anyone is injured or killed.
damage, and must succeed on a DC The chasm is indeed bottomless, at This is not an illusion, so characters
40 Reflex save or be pinned; grapple least on the Material plane. Anyone cannot disbelieve with a Will save and
bonus +77. who falls or drops down the chasm immunities to mind-affecting magic
Frightful Presence (Ex): 270-ft. will eventually enter the Abyss or the will not provide protection from the
radius, HD 30 or less, Will DC 35 Nine Hells (50% chance for each.) mist. Detection spells of any kind
negates. will not reveal anything out of the
Snatch (Ex): Grapple bonus +77; claw ordinary, functioning as though this
against creature of Large or smaller C3. Mists of Alternate is a real encounter. Treat this like a
for 2d8+20/round, bite against Huge Realities (EL Varies) real encounter in all respects.
or smaller for 4d8+20/round, or Development
8d6+40 if the dragon does not move; As the causeway thins, the humidity There are a few ways to escape the
snatched creature can be flung 90ft. within the air condenses into a wispy reality distortion. If none of the PCs
for 9d6 points of damage. sickening olive-green fog that fills the attack the “fiends”, they evaporate
Tail Sweep (Ex): Half-circle 40 ft. in entirety of the tunnel. along with the duplicates after 12
diameter, Small or smaller opponents rounds, revealing the true PCs. The
take 2d8+28 points of bludgeoning The fog obscures all sight (including fiends will appear threatening (the
damage, Reflex DC 40 half. darkvision) beyond 5 feet. Creatures DM should make fake attack rolls)
Tactics 5 feet away have concealment, so but never do any real damage, since
Before Combat Diabulopyrus uses his attacks by or against them have a all the damage to the party is inflicted
wand of protection from elements 20% chance of missing. on themselves. Also, destroying a

Page 30 of 51
duplicate PC causes the corresponding speaker’s charisma modifier) or be AC 42, touch 18, flat-footed 33
PC to no longer appear as a fiend. filled with loathing for the speaker. hp 453 (24 HD) fast healing 3 D R
There is a clue to suggest this: after Unlike normal Dark Speech, this does 15/ cold iron and good
3 rounds of combat, each member not instantly kill those who attempt Immune electricity, fire, poison
of the party is allowed a Spot check but cannot speak it. Once uttered, Resist acid and cold 10; SR 32
(DC40) to notice a “companion” is the inner circle in the disk turns into Fort +28 Ref +23 Will +23
leaking wispy trails of green mist an open black void – the nexus to the evasion
from his/her body(a residue as the edifice. Those who step through the OFFENSE
distortion slowly begins to dissipate. void come out on the other side of the Spd 40ft., fly 90ft. (good)
)If a duplicate is attacked, it has disk as though nothing happened, but Melee +5 vorpal longsword
AC 20, 20hp and evaporates when only those who have stepped through +37/+32/+27/+22 (2d6+20, crit
destroyed. will be able to see the edifice on the 17-20/ x2) and
Once the duplicates are isle. To all others, it simply won’t be +5 keen flaming burst unholy whip
destroyed or 12 rounds pass, the there. +37/32 (1d4+12 + 1d6 fire + 2d6
reality distortion ends and the mist unholy, crit 19-20/ x2) or
disperses. C5. Fiendish Portal (EL25) 2 slam +36 (1d10+15, crit 20/ x2)
Ad-Hoc XP: The Encounter Level of Space 10ft. Reach 10 ft. (20 ft. with
the mist area is the average level of A sudden trembling stirs the +1 flaming whip)
the party. causeway. Geysers of lava erupt Base Atk +20; Grp +37
through the floor and spray 20ft. Atk Options entangle, vorpal sword,
tall columns of molten rock into the Cleave,
C4. Nexus Point air. A thunderous shockwave blasts Special Atks summon tanar’ri
out in all directions, and at its point Combat Gear potion of haste (CL 5)
Halfway through the causeway is of origin a portal opens in the very Spell-like Abilities (CL 20th; +29
a great stone disk, about 10ft. in fabric of reality. ranged touch)
diameter and 2ft. thick, standing At will— blasphemy (DC 27), dominate
on edge. Inscribed in the disk is a When the Dark Speech in C4 was monster (DC 29), greater dispel
smaller circle, about 8ft. in diameter. uttered, it attracted the attention of magic, greater teleport (self plus 50
Bizarre runes and glyphs surround Ka’bahl, a powerful balor and sworn pounds of objects only), insanity (DC
the circumference of the inner circle. enemy of the Unnameable Hierarch. 27), power word stun, telekinesis
His agents on the Prime Material also (DC 25), unholy aura (DC 28)
This ancient monument was built ages learned of the trapped god on the 3/ day – quickened corrupt fire storm
ago by the troglodyte civilization and isle (through the Hierarchs leaked [10d6 fire, 10d6 evil damage] (DC
certain fiendish powers. It served as a information) and quickly delivered 28)
nexus to the island edifice so that the the message to Ka’bahl. The balor 1/day— implosion (DC 29
sacrificed souls were fed directly into knows the soul of a paladin-demigod ABILITIES
the causeway. It is also the only way would surely please his master, Abilities Str 41, Dex 29, Con 38, Int
to access the edifice since Heironeous Pazuzu, and now stakes an unholy 27, Wis 28, Cha 31
has hidden it from the outside world. claim to it. He is also aware of the PCs SQ unused class abilities
If the disk is activated, it will create involvement and seeks to eliminate Feats Cleave, Corrupt Spell-Like Ability
an opening that will allow those who them. By activating the nexus-disk, (fire storm), Dark Speech, Fast
pass through to locate the edifice they inadvertently opened a fiendish HealingE, Great Cleave, Greater Two-
once they’re on the isle. portal in the causeway to the abyss, Weapon Fighting, Improved Critical
Development allowing Ka’bahl and his demonic (longsword), Improved Initiative,
The runes must be deciphered and company through. Improved Two-Weapon Fighting,
spoken in order to open the disk. It is Power Attack, Quicken Spell-Like
an archaic dual-language of Infernal Ka’bahl CR 24 Ability (fire storm), Two-Weapon
and Abyssal, a written variation of the Male balor demon fighter 4 Fighting
Dark Speech. Anyone with the Dark Monster Manual 40 Skills Bluff +37, Climb +30,
Speech or Polyglot feat can safely CE Large Outsider (Chaotic, Evil, Concentration +41, Diplomacy +34,
read these runes; a Decipher Script Extraplanar, Tanar’ri) Disguise +30, Hide +26, Intimidate
check (DC 40) will also succeed. Init +13; Senses darkvision 60ft., true +39, Jump +36, Knowledge (arcana)
Read magic, comprehend languages seeing; Listen +44, Spot +44 +28, Knowledge (geography) +9,
and similar magic will also work, but Aura flaming body (6d6 fire damage) Knowledge (History) +13, Knowledge
with risks. If read and spoken this Languages Abyssal, Celestial, (religion) +28, Knowledge (the
way, the speaker suffers 1d4 points Common, Draconic, Flan, Giant, planes) +28, Listen +44, Move
of charisma damage and every other Goblin, Ignan, Infernal, Olman, Orc, Silently +29, Search +28, Sense
creature within a 30ft. radius must Slaad, Undercommon t e l e p a t h y Motive +29, Speak Language +2,
attempt a Will save (DC 10 + ½ 100ft. Spellcraft +30, Spot +44, Survival
the speaker’s character level + the DEFENSE +22, Swim +20, Tumble +23, Use

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Magic Device +30 Melee 2 claws +17 (1d3+3, crit 19-20/ cannot run away or attack but takes no
Possessions combat gear, +5 vorpal x2) defensive penalties.) A victim within 5
longsword, +5 keen flaming burst Ranged +1 frost composite longbow feet of the harpy stands there and offers
unholy whip, amulet of proof against (+3 strength bonus) +24/+19/+14 no resistance to the monster’s attacks.
detection and location, bracers of (1d8+6 plus 1d6 cold /crit 19-20/ The effect continues for as long as the
armor +5, ring of evasion x3) harpy sings and for 1 round thereafter.
SPECIAL ABILITIES Base Atk +14; Grp +15 A bard’s countersong ability allows the
Death Throes (Ex): When killed, Atk Options Manyshot, Point Blank captivated creature to attempt a new
Ka’bahl explodes in a blinding flash Shot, Rapid Shot Will save.
of light that deals 100 points of Special Atks smite good (+14 damage Tactics
damage to anything within 100ft. 1/day) Before Combat The harpies drink their
(Reflex DC 34 for half). This explosion Combat Gear 2 +1 greater slaying potions of cat’s grace and invisibility.
automatically destroys any weapons arrows (1 human, 1 elf), 10 cold Ka’bahl casts unholy aura and take
that Ka’bahl holds. The save DC is iron arrows, 10 silvered arrows, 5 to the air attempting to keep some
Constitution-based. +2 arrows, potion of cure moderate distance between him and the PCs.
Entangle (Ex): Ka’bahl’s flaming whip wounds, potion of cat’s grace, potion During Combat Immediately as the
entangles foes much like an attack of invisibility fighting starts the harpies take to the
with a net. The whip has 25 hit points. Spell-like Abilities (CL 14th; +21 air and snipe the party’s spellcasters
The whip needs no folding. If it hits, ranged touch, +14 vs. SR) (using a slaying arrow if suitable).
the target and Ka’bahl immediately 3/day - darkness, unholy aura (DC Ka’bahl starts off the first round
make opposed Strength checks; if 23), poison (DC 19) casting a quickened corrupt fire
Ka’bahl wins, he drags the target 1/day – blasphemy (DC 22), storm and a blasphemy to start
against its flaming body (see below). contagion (DC 19), desecrate, unholy things off followed by telekinesis on
The target remains anchored against blight (DC 19) any incoming melee classes. Ka’bahl
Ka’bahl’s body until it escapes the ABILITIES casts implosion before entering
whip. Abilities Str 16, Dex 24, Con 16 Int 8, melee, at which time he makes a
Flaming Body (Su): Ka’bahl’s body is Wis 11, Cha 21 tumbling dive into the PCs.
wreathed in flame. Anyone grappling Feats Alertness, Improved Critical Morale If the fight is not going in their
Ka’bahl takes 6d6 points of fire (composite longbow), Improved favor the harpies attempt to aid one
damage each round. Initiative, Iron Will, Manyshot, Point another singing in concert, increasing
Summon Tanar’ri (Sp): Once per day, Blank Shot, Rapid Shot, Weapon the DC on their captivating song to
Ka’bahl can automatically summon Focus (composite longbow), Weapon 28. Ka’bahl uses dominate person on
4d10 dretches, 1d4 hezrous, or one Specialization (composite longbow) an enemy rogue or fighter only if he is
nalfeshnee, glabrezu, marilith, or Skills Bluff +12, Intimidate +6, Listen pressed in melee combat and below
balor. This ability is the equivalent of +7, Perform (oratory) +11, Spot +5 one-half hit points. Ka’bahl and the
a 9th-level spell. Possessions combat gear, +3 studded harpies all fight to the death.
True Seeing (Su): Ka’bahl have a leather, +1 frost composite longbow
continuous true seeing ability, as the (+3 strength bonus), lesser bracers C6. Island Cascade
spell (CL 20th). of archery, cloak of resistance +2,
Vorpal Sword (Su): Ka’bahl carries ring of protection +1 The path ascends to the underside
a vorpal longsword that looks like a SPECIAL ABILITIES of the remote Isle of Cursed Souls.
flame or a bolt of lightning. Captivating Song (Su): The most Sharp crags and sheer cliffs tower
insidious ability of the harpy is its ominously over the causeway and the
Harpy Archers (4) CR 14 song. When a harpy sings, all creatures roar of the waterfalls is deafening.
Female half-fiend harpy fighter 7 (other than harpies) within a 300-foot High above, an angry sea crashes
Monster Manual 147,150 spread must succeed on a DC 22 Will hopelessly against the unrelenting,
CE Medium-Sized Outsider (Monstrous save or become captivated. This is a jagged island reef. Water sprays down
Humanoid) sonic mind-affecting charm effect. A narrow gullies and cascades off a
Init +11; Senses darkvision 60ft.; creature that successfully saves cannot protruding ledge that looms over the
Spot +5, Listen +7 be affected again by the same harpy’s causeway like a gaping maw. Ahead,
Languages Abyssal, Common song for 24 hours. The save DC is the causeway disappears behind the
DEFENSE Charisma-based. island falls into a dark cave.
AC 26, touch 17, flat-footed 20 A captivated victim walks toward
hp 120 each (14 HD) DR 10/ magic the harpy, taking the most direct This is where the Causeway of Fiends
Immune poison route available. If the path leads into connects to the Isle of Cursed Souls.
Resist acid 10, cold 10 and fire 10; SR a dangerous area (through flame, off The party can proceed into the cave
24 a cliff, or the like), that creature gets where several tunnels will lead up to
Fort +12 Ref +16 Will +11 a second saving throw. Captivated the island surface, or they may want
OFFENSE creatures can take no actions other than to fly or climb up from the outside
Spd 20ft.; fly 80ft. (average) to defend themselves. (Thus, a fighter (Climb DC 25). Both routes are viable

Page 32 of 51
but both have perils, detailed in Part can be made, but if the deceased The Inner Caves
2 is not raised in 1d4 days, his soul
and body fade away, forever cursed I1. Cave Entrance
Chapter two: The Isle to the isle. All memory of the dead
of Cursed Souls character is gone as though he/she Behind the waterfall lies the entrance
There are several ways to access never existed. to a dark cave, roughly 8ft. high and
the isle: the cave entrance at the Scrying: When Heironeous sealed 6ft. wide. Murky water pools inside
end of the causeway, traversing the the atropal and the Ur-Flannae in the the cave mouth, where the bones of
landscape, or simply flying/teleporting edifice, he hid it and all knowledge of various beasts are heaped in small
to the island interior. The first option the events that transpired from the piles.
avoids the unearthly fog (see below) outside world. Thus, all information-
but contains other hazards, while gathering magic regarding the isle or A narrow tunnel winds for 100ft.
the latter is probably the easiest but Ukriel reveals nothing (except what to the inner cavern. There is no
exposes the characters to the fog. they have already learned). illumination in this tunnel or the rest
The second option is easily the most of the caves. The water is only 6in.-
difficult and dangerous, pitting the deep and the bones are of various
PCs against the isle’s deadly elements humanoid races.
and undead inhabitants. Good clerics
and death ward will prove invaluable
to a party here. Note: unless the PCs
have passed through the Nexus Point
(area 4 of the causeway), they will
not find the island edifice. It has been
hidden from the world by Heironeous
and cannot be located by any means
except by stepping through the
nexus of the stone disk. Otherwise, it
is simply an empty space.

FEATURES OF THE ISLE


The isle is fairly small, about 12 miles
long and 8 miles wide. The exterior of
the isle is a steep wall of jagged bluffs
and razor-sharp rocks that reach a
height of 1000ft. above sea level. Two
miles inwards the landscape levels off
into a flat plain of hard-packed earth.
Obviously, life is non-existent on the
isle. It is a barren rock that radiates
strong necromancy and evil magic.
The following features are consistent
throughout the island:
Unhallowed Aura: Because of
the isle’s magical connection with the
causeway, an unhallow aura covers
the isle.
Unearthly Fog: This acts like a
permanent fog cloud spell that slowly
sucks the life from living creatures.
Every day spent on the isle drains
1d4 character levels/hit dice from
living creatures.
Soul Curse: If a character dies
on the island, the soul is immediately
trapped on it. The character may be
resurrected, but the dead PC must
make a Will save (DC 38) in order
for the soul to escape the isle and
find its way back to the character’s
body. Multiple raise dead attempts

Page 33 of 51
I2. Putrid Chamber (EL 25) ABILITIES had their blood drained at their time
Abilities Str 48 Dex 1, Con 32, Int -, of death, a common ritual practiced
The passage opens into a large Wis 1, Cha 1 by the tribe. The blood was then
natural cavern, where the floor drops SPECIAL ABILITIES collected in ceramic vessels and used
40ft. below into a filthy cesspool Ability Drain(Ex): A successful slam in various ceremonies.
that reeks of decay. Countless bone attack deals 1d6 points of Strength,
fragments and broken skulls floating Dexterity, and Constitution drain (x2 I4. Chieftain’s Tomb EL 8
in the stagnant mire attest to the on a critical), and heals the ooze 5
source of the rot that drowns the hp, 10 on a critical.) A narrow tunnel leads to a rough-
entire cavern floor. Long stalagmites Anti-magic Aura (Su): As the anti- hewn archway that opens into a
point to the ceiling 20ft. above, from magic field spell, in a 60ft.-radius. circular cavern. In the center of the
which hangs dozens of slime-covered Bone Meld (Ex): Once per round, a room is a raised stone dais upon which
stalactites. Across the chamber, about bone ooze can attempt to absorb the rests a shriveled humanoid corpse in
70 feet away, are three other tunnels. skeleton of an absorbed creature. tattered wrappings. At the foot of the
Crumbling stone steps descend from Victim must make a Fortitude save dais are two more withered bodies.
each tunnel into the chamber below. (DC37) or die.
Engulf (Ex): A bone ooze may attempt The last chieftain of the troglodyte
In ages past, the troglodytes used to engulf Huge or smaller creatures. tribe was buried here by his most
this place to indulge the fiends of Targets may make an attack of loyal servants, shortly before the tribe
the causeway in perverse acts of opportunity, or a Reflex save (DC killed each other. A long-standing
debauchery. Corpses and half-dead 21) to avoid the attack. Creatures tradition was for a dying chieftain
undesirables were left here to rot, engulfed are considered grappled to pass his sword to the next as a
eventually forming a pile of carrion and take automatic slam, ability symbol of leadership. Consumed with
nearly as high as the ceiling. As drain and wounding damage each paranoia and greed, the last chieftain
the centuries passed, the bodies round. On the following round, the ordered that he be entombed with his
decomposed and liquefied, giving bone ooze may attempt a bone meld possessions and the site protected
birth to its current inhabitant. attack. with symbols of death. Shortly
The cesspool is actually an Magic Drain (Su): Any magic items thereafter, two tribal priests breached
advanced bone ooze that has mutated that come into contact with the bone the tomb to claim his weapon and
over time, inheriting the qualities ooze permanently lose their magical were slain by the symbols.
of flux slime (Epic Level Handbook abilities. Treasure
107) However, it does not cause the Development The dead creature on the dais is not
temporary 2d6 constitution damage In the floor beneath the bone ooze is a the chieftain; only a servant who
that normal flux slime inflicts. If secret passage that leads to area 4. was placed here to mislead would-be
creatures approach within 20ft. It can be found with a Search check thieves. The chieftain (and his gear)
distance, it attacks. (DC 30). are within the dais, protected on all
sides by a symbol of death. A Search
Advanced Bone Ooze Flux Slime CR I3. Burial Crypt check (DC 35) locates the hidden
25 lid to open the dais, where the real
Monster Manual II 36, Epic Level This stone-worked, 20ft. square body of the chieftain lies. With his
handbook 107 chamber has several rows of burial remains is a suit of demon armor
N Colossal Ooze niches in the walls. There are at (Dungeon Master’s Guide 220) and a
Init -5; Senses blindsight 60ft.; Listen least two dozen niches; each one +5 souldrinker (Epic Level Handbook
+0, Spot +0 containing the shriveled remnants 134), granted to the tribe by the
Aura antimagic 60ft.-radius of some humanoid race. The floor is fiends of the causeway.
Languages none littered with innumerable shards of
DEFENSE broken ceramic vessels. I5. Collapsed Tunnel
AC 2, touch 1, flat-footed 1
hp 528 (32 HD) This chamber was used as a burial The tunnel comes to a dead end,
Immune ooze traits site for the more prominent members blocked by tons of rubble.
Resist -; SR 32 of the troglodyte tribe: the priests,
Fort +17 Ref +1 Will +1 sub-chiefs, and various tribal leaders This passage used to lead to the main
OFFENSE were interred here and placed in the caves of the troglodytes, but has
Spd 20ft. niches. There are thirty niches in since collapsed from the nightwalkers
Melee 2 slams +36 (4d6+19 plus the room. The bodies crumble upon that roam the isle.
ability drain plus wounding) being touched, but PCs who examine
Space 20ft. Reach15 ft. them can identify the race with a
Base Atk +24; Grp +59 Knowledge (local) check (DC 15). A
Special Atks bone meld, engulf, magic further Knowledge (religion) check
drain (DC 25) reveals that these bodies
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I6. Wormhole Tunnels EL Attack Summon Undead (Su): A nightwalker
21 Special Atks evil gaze (DC 32), crush can summon undead creatures once
item (DC 41), per night: 7-12 shadows, 2-5 greater
This passage has collapsed, halting Spell-Like Abilities (CL 21) shadows, or 1-2 dread wraiths. The
further ingress. Instead, a round At will- contagion (DC 21), deeper undead arrive in 1d10 rounds and
shaft 10ft. in diameter opens in the darkness, detect magic, greater serve for 1 hour or until released.
ceiling and continues through the dispel magic, haste, see invisibility, Tactics
floor below. unholy blight (DC 21) Before Combat Prior to combat the
3/day- confusion (DC 21), hold monster nightwalker casts invisibility, see
The original tunnel led to the main (DC 22), invisibility invisibility and haste.
caves of the troglodytes. These caves 1/day- cloudkill (DC 22), cone of cold During Combat Each round after the
have been completely destroyed by (DC 22), finger of death (DC 23), PCs enter the room, the nightwalkers
the nightwalkers that have burrowed plane shift (DC 23) employ a quickened unholy blight.
through the isle, leaving a winding ABILITIES On the first round, it uses its gaze
“‘swiss cheese” network of tunnels Abilities Str 42, Dex 18, Con -, Int 23, attack then wades into combat using
in their wake. The nightwalkers have Wis 20, Cha 25 its crush item, Awesome Blow, or
been drawn here by the presence SQ aversion to daylight Improved Overrun abilities to scatter
of the atropal and roam the vicinity Feats Awesome Blow, Cleave, Combat and disarm any melee threats.
around the edifice. Thus, characters Expertise, Combat Reflexes, Great Morale These nightwalkers fight to
who follow the wormholes will Fortitude, Improved Bull Rush, the death, as they know their spirits
eventually reach the surface and Improved Disarm, Improved travel back to their plane of origin
the edifice nearby. It takes 11-20 Initiative, Improved Overrun, Power once they fall.
hours to reach the surface on foot, Attack, Quicken Spell-Like Ability
with a 1 in 6 chance every 4 hours (unholy blight) Island Surface EL 23
of encountering a single nightwalker. Skills Balance +11, Concentration +34,
If the nightwalker is encountered it Hide +30, Jump +27, Knowledge Along with the hazardous features
will attack. The Nightwalker will only (arcana) +40, Knowledge (history) of the isle, numerous incorporeal
retreat if seriously injured, and will +8, Knowledge (the planes) +40, undead also linger here forever bound
be later encountered at the site of Listen +35, Move Silently +38, to roam this desolate land. These
the edifice. Search +30, Sense Motive +30, include specters, wraiths, ghosts and
Speak Language +1, Spellcraft +35, many others.
Ancient Nightwalker CR 21 Spot +35, Tumble +11
Advanced elite evolved undead SPECIAL ABILITIES Although most of them pose no real
nightwalker nightshade Aversion to Daylight (Ex): threat to a party of this level, the PCs
Libris Mortis 99, Monster Manual 196 Nightshades are creatures of utter will see them frequently if they choose
CE Huge Undead (Extraplanar) darkness. While they loathe all light, to explore the surface of the isle.
Init +8; Senses darkvision 60ft.; if exposed to natural daylight (not Should the PCs wander for more than
Listen +35, Spot +35 merely a daylight spell), they suffer a a day, a brood of 4 deathshriekers
Aura desecrate (20ft.) -4 morale penalty to all attack rolls. attacks them.
Languages Abyssal, Aquan, Crush Item (Su): A nightwalker can
Auran, Draconic, Flan, Infernal, destroy any weapon or item of Large Deathshrieker Brood (4) CR 19
Undercommon telepathy size or smaller (even magic ones, Advanced deathshrieker
100ft. but not artifacts) by picking it up and Monster Manual III 32
DEFENSE crushing it between its hands. The CE Medium Undead (Incorporeal)
AC 35, touch 12, flat-footed 31 nightwalker must make a successful Init +12; Senses darkvision 60ft.;
hp 418 (31 HD) fast healing 3 D R disarm attempt to grab an item held Listen +18, Spot +15
15/ magic and silver by an opponent. The item is entitled Aura despair (DC 27)
Immune cold, undead traits to a DC 41 Fortitude save to resist Languages Common, Infernal
Resist -; SR 29 destruction. The save DC is Strength- DEFENSE
Fort +12 Ref +14 Will +22 based. AC 34, touch 34, flat-footed 26
OFFENSE Evil Gaze (Su): Any creature within dodge
Spd 40ft., fly 20ft. (poor) 30ft. that meets the nightwalker’s hp 187 each (18 HD, or 151 if desecrate
Melee 2 Slam +29 (2d6+16, crit 20/ gaze must succeed on a DC 32 Will is suppressed)
x2) save or be paralyzed with fear for Immune incorporeal undead traits
Space 15ft. Reach 15ft. 1d8 rounds. Whether or not the save Fort +12 Ref +20 Will +20 +2 profane
Base Atk +29; Grp +53 is successful, that creature cannot bonus
Atk Options Awesome Blow, Cleave, be affected again by the same OFFENSE
Combat Expertise, Combat Reflexes, nightshade’s gaze for 24 hours. This Spd fly 40ft. (good)
Improved Bull Rush, Improved is a mind-affecting fear effect. The Melee incorporeal touch +22 melee
Disarm, Improved Overrun, Power save DC is Charisma-based. (1d4+2 Cha drain, crit 20/ x2)

Page 35 of 51
Base Atk +12; Grp - Scream of the Dying (Su): Once their charisma drain attack. On the
Atk Options Combat Reflexes per day, as a full-round action, a following round, the other two use
Special Atks death rattle (DC 27), deathshrieker can release a soul- their scream of the dying ability and
scream of the dying (DC 29) numbing scream that lasts for up the other two strafe the PCs.
ABILITIES to 3 rounds. After this first round, Morale If cornered the deathshriekers
Abilities Str -, Dex 27, Con -, Int 8, a deathshrieker can use a standard fight to the death concentrating
Wis 14, Cha 20 action to sustain the scream. This their attacks on one PC at a time
SQ +10 turn resistance, death’s grace, attack affects all living creatures until they drop. If reduced to less
silence vulnerability within a 30-foot spread centered than one-fourth their hit points or
Feats Ability Focus (scream of the on the deathshrieker, or within a if they encounter a cleric of Pelor or
dying), Combat Reflexes, Dodge, 60-foot cone extending from the Heironeous they immediately flee if
Flyby Attack, Great Fortitude, deathshrieker, at the creature’s the cleric or paladin attempt to turn
Improved Initiative, Iron Will, option. Once the deathshrieker them.
Lightning Reflexes chooses the shape of this effect, Development
Skills Hide +23, Intimidate +22, Listen it must maintain that effect for Hopefully, the players will realize there
+22, Search +18, Spot +15 all three rounds. In the case of a is nothing to gain from exploring the
SPECIAL ABILITIES cone, it can aim in a single direction isle and will move on to the edifice.
Charisma Drain (Su): An individual during its turn. Creatures caught in If not, there is no shortage of undead
struck by a deathshrieker must this area must make a DC 29 Will on the isle that the DM can send their
make a DC 27 Fortitude save or save or suffer the effects described way. However, they will not encounter
permanently lose 1d4 points of below. The save DC is Charisma- another group of banshees.
Charisma (2d4 points on a critical based. Creatures that cannot hear
hit). The deathshrieker heals 5 or are under the effect of a silence I7. Site of the Edifice EL
points of damage (10 on a critical hit) spell gain a +4 bonus on their will 25/27
whenever it drains Charisma, gaining saves. The effects are cumulative
any excess as temporary hit points. and concurrent: Located at the northernmost tip of
The save DC is Charisma-based. Round 1: The creature is deafened the isle, on the highest plateau, the
Death Rattle (Su): When a for 1d4 rounds. edifice looks out towards Grendep
deathshrieker is reduced to 0 hit Round 2: The creature is stunned Bay. It has decayed significantly over
points, it releases a final, devastating for 1d3 rounds. time but is imposing nonetheless.
shriek. All living creatures within a Round 3: The creature suffers the Tiered steps lead 75ft. up to a raised,
300-foot spread must succeed on a effects of insanity, as the spell cast circular platform 40ft. in diameter.
DC 27 Will save or gain 1d4 negative by an 18th-level sorcerer. Upon the platform, spaced evenly
levels. Creatures that cannot hear or This effect is so loud that apart, are two heavy stone columns
are under the effect of a silence spell normal conversation is impossible. that stand approximately 10ft. high.
gain a +4 bonus on the save to resist Spellcasters who attempt to cast Between the columns is a large
this effect. The save DC is Charisma- spells with a verbal component must obsidian block that prominently sits
based. make a DC 26 Concentration check in the center of the platform. Faded
Death’s Grace (Ex): A deathshrieker or the spell is negated. runes and hieroglyphics cover the
gains a +1 profane bonus to AC for Silence Vulnerability (Ex): block from top to bottom.
every 3 Hit Dice it possesses. Deathshriekers cannot abide silence
Desecration Effects: This spell imbues and are harmed by it. To even enter As the party approaches the edifice,
an area with negative energy. Each into the radius of a silence spell, a four ancient nightwalkers erupt from
Charisma check made to turn undead deathshrieker must make a Will save the ground and attack them. If the
within this area takes a -6 profane (DC 12 + caster level). Each round party has killed a nightwalker from
penalty and every undead creature that a deathshrieker remains within the previous encounter, there will
entering a desecrated area gains a the area of a silence spell, it takes only be three here.
+2 profane bonus on attack rolls, 1d10 points of damage (Will save for
damage rolls, and saving throws, half). Magically-treated Obsidian Stone
and +2 hit points per HD for undead Tactics Block
in the area). Before Combat After detecting the 10ft.-thick magically-treated obsidian
Despair (Su): At the mere sight of PCs aura or spotting the decreasing stone
a deathshrieker, the viewer must numbers on the island, the hp 1,080 hardness #16
succeed on a DC 24 will save or be deathshrieker brood flies into the Break DC 70
paralyzed with fear for 1d4 rounds. area strafing the PCs to make use of NOTE: warded against disintegrate
Whether or not the save is successful, their despair ability. and any other Earth-based spell.
that creature cannot be affected During Combat On the first round, two
again by the same deathshrieker’s of the deathshriekers employ their This was the site of ritual sacrifice for
despair ability for 24 hours. The save scream of the dying ability, while the troglodytes and the focal point
DC is Charisma-based. the other two strafe the PCs using the three Ur-Flan necromancers used

Page 36 of 51
to steal Ukriel’s divine spark. They are Tactics individual cells, located at the end of
now sealed in an extra dimensional Before Combat The nightwalkers a 150ft. long corridor (not indicated
space beneath the obsidian block but scatter throughout the room staying on The Edifice map). They cannot
it is impossible to move or bypass. within reach of one another. Each communicate with the outside world
When Heironeous sealed and hid the nightwalker activates their see and have no contact with each other,
edifice, he left a secret way into it invisibility and haste powers. Then but they are aware of each other’s
so that non-evil mortals might one hide in the rooms deep shadows for existence. Once the first fragment
day restore the divine spark and an ambush. of the divine spark is recovered,
return it to him. While the seals are During Combat Each round after the the remaining prisoners will sense
in place, evil and extraplanar beings PCs enter the room, each of the a change in its status. They will not
cannot enter the edifice - even once nightwalkers employ a quickened know who or what is responsible for
the secret way is opened. The secret unholy blight. On the first round, one the change but will know the spark
way lies concealed in the runes and uses its gaze attack and the others has been disturbed.
hieroglyphics on the obsidian block. use cone of cold and finger of death A word about the Ur-Flan
These runes are similar to those on any spellcasters. On the following prisoners: all of them covet the whole
found at area C4. The Nexus Point, round, another uses its gaze attack spark for themselves and know it
and are a written variation of the and the others use greater dispel was split four ways in the backlash.
Dark Speech. Within these runes are magic and deeper darkness. Should They hold no loyalty to each other
another set of runes that may be seen the PCs approach the nightwalkers, and would rather see each other
with true seeing or a Search check each makes use of its crush item, dead. Cunning PCs may be able to
(DC 40). It is a written variation of Awesome Blow, or Improved Overrun exploit this by negotiating alliances,
Words of Creation, a precursor to the abilities to scatter and disarm any but there are inherent risks. Two of
Celestial tongue inscribed here by melee threats. the prisoners are implicitly evil and
Heironeous himself. Characters with Morale The nightwalkers bound to this will turn on the party as soon as the
the Words of Creation or Polyglot feat plane by the magic of the obsidian opportunity arises; while the other
can read these runes without incident. block, fight to the death. is more trustworthy but still has an
The runes may also be read by read agenda. PCs will need to tread lightly
magic, comprehend languages or a Chapter three – The when interacting with these high
Decipher Script check (DC 40), but Edifice powered beings. Regardless, none of
any who read them this way are placed them know Ukriel’s fate; only that he
under a powerful geas to return the FEATURES OF THE EDIFICE is sealed with the fourth fragment.
divine spark to Heironeous once it’s Walls/Floors: The edifice interior Finally, each Ur-Flan prisoner
restored (no save). Once deciphered, has reinforced masonry walls and possesses quasi-deity traits (detailed
the following verse is revealed: smooth stone floors that are magically below) while they retain a fragment
protected. They cannot be damaged, of the spark:
“Untie the binds and make divine.” altered or breached in any way from Quasi-deity traits: Immune to
either side. Unless otherwise stated, transmutation, energy drain, ability
The formation of the letters must be ceiling height in the edifice is 20ft. drain, ability damage, mind-affecting
touched in a certain order to open the Magic: Like the isle and the causeway, effects; damage reduction 10/epic;
way. If they are touched to spell the no form of scrying magic works fire resistance 5; spell resistance 32;
word “unite” (referring to the spark), in the edifice. Also, a permanent immortal.
the obsidian block will slowly move, dimensional lock surrounds the entire
revealing a narrow shaft that leads edifice and cannot be dispelled by E1. Inner Sanctum EL 25
30ft. to E1 (marked as “S” on The any means. This lock also prevents
Edifice map). The entrance to the creatures being summoned into The shaft descends into a blue-lit,
shaft remains open until a PC obtains the edifice through such spells as octagonal shaped room of smooth,
the scepter from the occupant in area summon monster or gate. reinforced stonework. Four closed
E1. As soon as this happens, the Visibility: The interior of the edifice is iron doors, each bearing one of the
obsidian block moves back into its illuminated with everburning torches glyphs inscribed on the obsidian block
original position. No amount of magic every 40ft. above, line the north, south, east,
or force will remove the block, only Note: The unhallow, unearthly and west walls. In the center of the
by fully restoring the divine spark fog and soul curse effects of the isle chamber is a 20ft. tall polished steel
will the party be able to leave the do not apply inside the edifice. statue of a man standing vigilantly
edifice. The formation of the letters Edifice Inhabitants: There are no on a 5ft. stone pedestal. The statue
also serves as a map of the edifice random encounters in the edifice clutches a golden scepter with a
interior, indicating the order in which interior; it is a tightly sealed, faceted crystal tip and holds it aloft
the seals must be broken. magically protected prison. The in frozen triumph.
occupants in the edifice (excluding
Ancient Nightwalkers (3 or 4); hp the golem in E1) are all fully aware of The ceiling height of this chamber is
418 each; See Area I6 their surroundings but are bound to 30ft. The four doors are the magical

Page 37 of 51
Immune construct traits, magic
Resist -; SR -
Fort +18 Ref +17 Will +18
OFFENSE
Spd 20ft.
Melee 2 slams +58 (6d10+20, crit 20/
x2)
Space 15ft. Reach 15ft.
Base Atk +40; Grp +68
Special Atks trample
ABILITIES
Abilities Str 51, Dex 9 Con - Int -, Wis
11, Cha 1
Skills Jump +14
SPECIAL ABILITIES
Magic Immunity (Ex): An adamantine
golem is immune to all magical and
supernatural effects.
Trample (Ex): As a standard action
each round, an adamantine golem can
trample opponents one size category
smaller than itself for 8d10+30
points of damage. Opponents may
take an attack of opportunity (at -4)
or a Reflex save (DC57) to avoid.
Treasure
The scepter held by the golem is an
artifact called the Celestial Verge. It
is a receptacle for the fragmented
godlike energies of the spark and
cannot be used anywhere else for any
other reason until the spark is fully
restored. Full details of the Celestial
Verge are given in Appendix I.
Development
When the golem is defeated, the
scepter must be obtained to restore
the divine spark. Although it has no
power yet, the scepter is an artifact
and those who hold it will instantly
know its purpose. To safely proceed,
seals placed by Heironeous and can persistent displacement the party must use the scepter to
only be removed by the scepter held The steel statue is an adamantine remove each of the seals and reclaim
by the golem (see Developments). If golem, placed here by Heironeous to the fragments of the spark from their
the seals are not properly removed, guard the edifice from intruders and current possessors. A door will not
a trap is triggered on each of the to weed out those not strong enough open by any means until the seal
doors. to restore the spark. It attacks any on it is removed by touching the
who try to attack it or take the scepter to it in the same sequence
Ruin Door Trap CR 22 scepter. as the glyphs on the obsidian block
Type magical above. Once this is done, the spark
Search DC 38; Disable Device DC Adamantine Golem CR 25 fragment behind that seal has to be
51 or 38 if wards are dispelled Epic Level Handbook 194 drawn safely into the scepter in order
Effects N Huge Construct to proceed to the next sealed door.
Trigger touch; Reset automatic Init -1; Senses low-light vision, If this process is not carried out in
(after 1 minute); Bypass erase spell darkvision 60ft.; Listen +0, Spot +0 proper sequence, or if the seals on
or Break DC 45 Languages none the doors are tampered with in any
Effect maximized greater ruin (210 DEFENSE other way, it triggers the trap on the
damage or Fort save 35 for half; CL AC 37, touch 7 flat-footed 37 door and remains sealed.
27) hp 337 (54 HD) DR 20/ adamantine The 5ft. pedestal is a special
Ward persistent non-detection and and epic altar to Heironeous that is meant to

Page 38 of 51
receive the spark when it is restored. CE Medium Undead (Extraplanar) to recall its life. If this happens, the
There is a cylindrical cavity on top of Init +15; Senses darkvision 60ft.; bodak takes no action for 1 round
the altar. For the spark to be returned Listen +37, Spot +47 and thereafter suffers a -2 morale
to Heironeous, the Celestial Verge, Languages Ancient Flan penalty to all attacks directed at that
with all four fragments, must be DEFENSE opponent.
placed inside the cavity. Placing the AC 58, touch 21, flat-footed 47 Sunlight Vulnerability (Ex): Bodaks
scepter without all four fragments in dodge, mobility loathe sunlight, for its merest touch
the cavity will have no effect but the hp 455 (13 HD) fast healing 20 D R burns their impure flesh. Each round
PCs can still retrieve the scepter from 10/epic and cold iron and 35/ magic of exposure to the direct rays of the
the altar. Immune quasi-deity and undead sun deals 1 point of damage to the
traits creature.
E2. Hall of Endless Eyes Resist acid, cold, fire 10; SR 34 Unholy Toughness (Ex): Dagath
EL 24 Fort +14 Ref +25 Will +27 gains a bonus to its hit points equal
OFFENSE to its Charisma modifier times its Hit
A long, narrow corridor stretches far Spd 90ft. Dice (already figured).
ahead into a pit of darkness. The Melee slam +40 (1d8+32, crit 20/ x2) Tactics
stone walls of the hall are covered Base Atk +31; Grp +39 Before Combat When Dagath was
with bloodshot eyes of various shapes Atk Options Combat Reflexes transformed in the backlash, his
and sizes. Some are big, bulbous Special Atks death gaze (30ft., Fort robe of eyes was also warped in
orbs the size of melons while others save DC 30) the magical chaos. It has all the
are tiny slits no larger than an insect. Combat Gear warped robe of eyes properties of a typical robe of eyes,
They stare and blink with a disturbing (allows Dagath to use his gaze attack but also allows Dagath to use his
lunacy and a slight whimper echoes 30ft. in every direction) gaze attack through it. He may also
through the hall. Spell-like Abilities (CL 15th) “close” the eyes of the robe so it
(3/day)- greater dispel magic, haste, appears as a normal robe. Therefore,
The long corridor leads 150ft. to the see invisibility when Dagath detects the PCs he dons
chamber of Dagath, one of the three ABILITIES the hood of his robe over his head
Ur-Flan necromancers imprisoned Abilities Str 27, Dex 32, Con --, Int to hide his face, closes the eyes on
in the edifice. The eyes on the walls 25, Wis 29, Cha 32 his robe and approaches the party,
are a physical manifestation of his SQ flashbacks, sunlight vulnerability, pleading with them to spare his life if
nightmares, a residual effect of the unholy toughness he relinquishes the spark.
divine backlash. They are harmless Feats Alertness, Combat Reflexes, During Combat Should the PCs call his
but can detect living creatures within Dodge, Improved Initiative, Mobility, bluff, he tries to position himself so
their line of sight which relays back Weapon Focus (slam) he affects as many of the party as
to Dagath. He does not actually Skills Balance +21, Bluff +21, Climb possible with his gaze attack, relying
see through the eyes so attacking +18, Concentration +10, Diplomacy on his magic items and innate traits
them or casting blindness, etc. has +21, Disguise +21, Escape Artist +21, for defense.
no affect on him, although physical Forgery +17, Gather Information Morale Dagath has no means of escape
attacks on the eyes do cause them to +21, Heal +19, Hide +39, Intimidate and fights to the death to protect his
bleed. There are literally thousands +21, Jump +23, Listen +37, Move fragment of the divine spark.
of eyes in this hall, covering every Silently +37, Ride +21, Search +27, Development
square inch of the walls. Sense Motive +19, Spot +47 Once Dagath is dead, the PC carrying
By far the most cruel and sadistic Possessions combat gear, boots of the Celestial Verge will feel it thrum.
of the three Ur-Flan, Dagath was striding and springing, cloak of A scintillating, fist-sized ball of pure
devastated by the divine backlash poisonousness, ring of chameleon energy emerges from Dagath’s
and transformed into a paragon power, scarab of death corpse and is drawn to the scepter
bodak. He now resides in his own SPECIAL ABILITIES like a magnet. It cannot be affected
hell, the eyes on the walls a constant Death Gaze (Su): Death, range by anything, magical or mundane.
reminder of his former life. Dagath 30 feet, Fortitude negates DC 30. Those who touch the energy or
lurks in the chamber at the end of the Humanoids that die from this attack are within 10ft. feet of it are
corridor and detects the party as soon are transformed into bodaks in one automatically awed (no save): they
as the door in E1 is opened. He has day. will stare transfixed at the energy
no intention of giving up his fragment Flashbacks (Ex): From time to time, a and can simply take no other action
of the divine spark willingly. bodak sees something that reminds until it merges with the Celestial
it of its almost-forgotten life. At the Verge. This takes three full rounds.
Dagath CR 24 start of every encounter, there is a Even if the verge is packed away or
Advanced elite paragon quasi-deity 5% chance that it notices something magically hidden, the energy will find
bodak about an opponent (randomly it and merge with it. Once merged,
Monster Manual 28, Epic Level determined, if more than one one facet of the scepter will radiate
Handbook 208 opponent is present) that causes it a blue glow.

Page 39 of 51
E3. Purulent Hall EL 26

The corridor behind this sealed door


reeks of rotting carcasses and human
waste. Blood and filth are splattered
along the walls, and putrid bile coats
the floor. Dotting the walls, floor and
ceiling are small pustules of flesh
nestled in piles of entrails.

As soon as the door is opened the


PCs must make a successful Fortitude
save (DC 20). Failure means the
affected character is nauseated, or
sickened on a successful save. This
is the prison chamber of the Ur-Flan
necromancer Kasha-Lom, a truly vile
creature who has only become more
loathsome since the divine backlash.
The balls of flesh are her skulking cyst
(Libris Mortis 120) “offspring” which
she has an empathic link with and
will sense intruders in the corridor.
There are 22 cysts in the corridor and
another 67 in her chamber, feeding
off of each other.
Kasha-Lom inherited the
pseudonatural template from the
backlash, which added to her hideous
appearance and augmented her
power. Wretched to the core, there is
no act too perverse or debased for
her depraved pleasure. During the
backlash, Kasha-Lom’s mother cyst
mutated physically and supernaturally
with her body. Her lower extremities
melded with the cyst into a giant
eggsac, giving her the ability to
spawn skulking cysts. When the
party first sees Kasha-Lom, she is in
her normal form: that of a hideous
crone with five disproportionately
long tentacles for arms and a fleshy,
fluidic bag for legs. She moves very
unnaturally, pulling herself forward
with her tentacle arms while dragging
her eggsac behind. Should party
members try to parley she’ll play
along, bluffing so she may get closer
to them. In the end, however, her
bloodlust will get the better of her
and she’ll attack.
At the time of the event several
spells were made permanent by the
backlash and all the items she carried
melded into her new form.

Page 40 of 51
Kasha-Lom CR 25 dispel magic, stilled cloudkill (DC intellect +6, belt of mighty prowess,
Female pseudonatural human wizard 26), stilled magic jar (DC 28), true bracers of armor +8, ring of wizardry
13 / pale master 10 seeing III, ring of major spell storing, staff
Epic Level Handbook 211, Libris Mortis 5th – break enchantment, cloudkill of necromancy (18 charges), amulet
49 (DC 26), stilled enervation, stilled of mighty fists +5, spellbook, spell
NE Medium Outsider evard’s black tentacles, symbol of component case
Init +9; Senses arcane sight, pain (DC 28), waves of fatigue SPECIAL ABILITIES
darkvision 60ft., see invisibility; 4th – contagion (DC 27), extended Alternate Form (Su): As a standard
Listen +12, Spot +7 haste, fear (DC 27), phantasmal killer action, a pseudonatural creature
Languages Abyssal, Common, Elven, (DC 25), stilled displacement, stilled can take the form of a grotesque,
Infernal, Undercommon fireball (DC 24), stilled lightning tentacled mass (or another
DEFENSE bolt (DC 24), stilled protection from appropriately gruesome form, as
AC 52, touch 17, flat-footed 45 energy, stilled vampiric touch determined by the DM). Despite the
hp 283 (23 HD); DR 10/ adamantine 3rd – dispel magic, extended false alien appearance, its abilities remain
and magic life, extended resist energy, halt unchanged. Other creatures receive
Immune quasi-deity traits, undead undead (DC 26), ray of exhaustion, a –1 morale penalty on their attack
traits stilled spectral hand, tongues rolls against a pseudonatural creature
Resist acid and electricity 15; SR 33 2nd – disguise self x2 (DC 23), when it is in this alternate form.
Fort +19 Ref +12 Will +17 + 4 extended protection from evil, mirror Animate Dead (Sp): Starting at
bonus on Fortitude saves, except image, stilled magic missile, stilled 2nd level, a pale master begins to
against effects that also work on ray of enfeeblement, wither image L exercise control over the undead.
objects (DC 25) Once per day, he can use animate
OFFENSE 1st – burning hands (DC 22), chill dead, as the spell, without need of
Spd 20ft. touch (DC 24), grease (DC 22), a material component. Use the pale
Melee tentacle slap +20 (1d6+10, crit identify, magic missile, protection master’s highest arcane caster level
20/ x2) or from good, ray of enfeeblement as the caster level for this effect. All
deathless master’s touch +20 (death, 0 – detect magic, disrupt undead x2, other level restrictions of animate
Fort save DC 22 negates) or touch of fatigue dead still apply. For example, a 6th-
degenerative touch +20 (1 negative H
Heroes of Horror, L Libris Mortis level sorcerer/3rd-level pale master
level) or Editor’s Note: When in her alternate can animate up to 16 HD of undead
destructive touch +20 (1d6 Con form, Kasha-Lom uses stilled spells with a single use of this ability.
drain) or or those that have only verbal Likewise, he can control up to 32 HD
paralyzing touch +20 (paralysis, Fort components. of undead created using this ability,
save DC 22 negates) ABILITIES the animate dead spell, or both.
weakening touch +20 (1d6 Str) Abilities Str 20, Dex 20, Con 26, Int Control Undead (Sp): Once per day, a
Space 5ft.; Reach 10 ft. 33, Wis 15, Cha 14 pale master of 5th level or higher can
Base Atk +10; Grp +20 SQ animate dead, control undead, gain control over an undead creature
Atk Options alternate form deathless mastery, deathless vigor, (with Hit Dice equal to or less than
Special Atks animate dead, control tough as bone, undead cohort, his highest arcane caster level) by
undead, necrotic spawn burst, undead armor affinity 20% making a successful touch attack
Combat Gear scroll of imprisonment Feats Combat Casting, Corpsecrafter, against it. The undead creature
(CL 17) Extend Spell, Greater Spell Focus receives no saving throw to resist this
Spells Prepared (CL 22nd; +15 (necromancy), Improved Initiative, effect. The control lasts for 1 round
ranged touch, +22 vs. SR) Improved Spell Capacity (10th), per class level. When the duration
10th – persistent stoneskin, stilled Mother Cyst, Persistent Spell, Scribe expires, the undead creature returns
energy drain (DC 32) Scroll, Skill Focus (Knowledge to its former allegiance, if any. The
9th – persistent stilled cat’s grace, religion), Spell Focus (necromancy), newly controlled undead can still be
prismatic sphere, time stop, wail of Still Spell turned or rebuked as normal. This
the banshee (DC 32) Skills Bluff +3, Concentration +34 (+38 effect is otherwise identical to the
8th – avascular mass L (DC 31), casting defensively), Decipher Script control undead spell. This ability is
horrid wilting (DC 31), maze, stilled +30, Diplomacy +12, Hide +13, in addition to the number of undead
avasculate L (DC 30), stilled waves of Knowledge (arcana) +37, Knowledge a pale master can control using his
exhaustion, (history) +21, Knowledge (religion) animate dead ability.
7th – banishment (DC 28), chain +36, Knowledge (the planes) +37, Necrotic Spawn Burst (Su): Once
of sorrow H (DC 30), finger of death Listen +12, Move Silently +13, per day, as a free action, Kasha-Lom
(DC 30), greater arcane sight, stilled Speak Language +1, Spellcraft +39, may cause one of her skulking cyst
greater dispel magic, waves of Spot +7 spawns to burst in a 20ft. radius
exhaustion, Possessions combat gear, twilight (10d6 damage, Reflex DC 22 half).
6th – contingency [greater dispel exoskeleton armor, mask of protection Any who fail their Reflex save must
magic], eyebite (DC 29), greater and resistance +5, headband of make a successful Fortitude save (DC

Page 41 of 51
25) or suffer the effects of a necrotic round later as a zombie (see page Immune undead traits
cyst spell (Libris Mortis 68.) 265 of the Monster Manual) and is Resist fire 5
True Strike (Su): Once per day, a under the pale master’s control as if Fort +9 Ref +9 Will +17
pseudonatural creature can gain a he had animated it. Undead created OFFENSE
+20 insight bonus on a single attack using this power do not count Spd 20ft.; climb 20ft.; swim 20ft.
roll. In addition, the creature suffers against a pale master’s HD total for Melee mob (5d6+4 plus attachment,
no miss chance against a target that controlling undead. crit 20/ x2)
has concealment or total concealment SPELLBOOK Space 20ft. Reach 0ft.
when making this attack. spells prepared plus, 0 - all; 1st - Base Atk +15; Grp +31
Undead Graft (Su): At 6th level, alarm, cause fear, charm person, Atk Options attach, Improved Bull
a pale master gives in to terrible color spray, comprehend languages, Rush, Improved Overrun
necrophiliac urges. He cuts off his disguise self, expeditious retreat, Special Atks blood drain, expert
arm and replaces it with an undead feather fall, jump, mage armor, grappler, trample 10d6
prosthetic, which may be skeletal necrotic awareness, shield, summon Spells Like-Abilities (CL 3rd)
in form or preserved flesh stitched undead I, true strike; 2nd – bear’s 3/day – darkness
in place like that of a flesh golem. endurance, command undead, 1/day – necrotic cyst
Regardless of its composition, the darkness, fox’s cunning, invisibility, STATISTICS
graft grants a +4 inherent bonus knock, levitate, necrotic cyst, necrotic Abilities Str 18, Dex 19, Con -, Int 10,
to the character’s Strength score. scrying, see invisibility, summon Wis 10, Cha 10
Additionally, the undead graft allows undead II; 3rd - arcane sight, SQ corpsecrafted, inescapable craving,
him to deliver horrible touch attacks. fly, gentle repose, necrotic bloat, mob anatomy, turn resistance +2
A pale master can use this ability summon undead III; 4th - anticipate Feats Alertness, Improved Bull Rush,
once per day at 6th level, twice per teleportation, dimension door, lesser Improved Overrun, Weapon Finesse
day at 8th level, and three times globe of invulnerability, necrotic Skills Climb +13, Hide +19, Listen +9,
per day at 10th level. The character domination, summon undead IV; 5th Move Silently +15, Search +8, Spot
must declare that he is using this - blight, necrotic burst, permanency, +9, Tumble +2
ability before making the attack roll; teleport; 6th - create undead, globe SPECIAL ABILITIES
a failed attack roll still expends that of invulnerability, necrotic eruption, Attach (Ex): If a skulking cyst hits
use of the ability. Each time he makes revive undead, symbol of fear, with an intestine, it latches onto
a touch attack using this ability, the undeath to death; 7th - control the opponent’s body. An attached
pale master can select from any of undead, greater teleport, necrotic skulking cyst has an AC of 15.
the effects described below for which tumor, reverse gravity; 8th - clone, Blood Drain (Ex): A skulking cyst
he meets the prerequisite class level. dimensional lock, greater anticipate drains blood, dealing 1d4 points of
The save DC for the pale master’s teleportation, mind blank, necrotic Constitution damage in each round it
touch attacks is 10 + his pale master empowerment, polar ray, symbol of remains attached. Once it has drained
class level + his Cha modifier. death; 9th - imprisonment, necrotic 7 points of Constitution, it uses its
Paralyzing Touch: Any living foe termination, plague of undead, soul necrotic cyst spell-like ability. After
except for an elf that is hit by a pale bind that, it drops off and attempts to
master’s touch attack must succeed COHORT skitter away into a shadowed corner
on a Fortitude save Weakening Touch: Dread Wraith; hp 280 (+18 or other hidden location.
A living foe hit by a pale master’s incorporeal touch, 2d6+2 plus 1d8+2 Expert Grappler (Ex): A mob can
touch attack takes 1d6 points of Constitution drain; Fort +7, Ref +16, maintain a grapple without penalty
Strength damage (no save). A Will +16; -6 profane penalty on and still make attacks against other
creature reduced to Strength 0 dies. turning checks; +11 hit points per targets (normally, attacking other
Degenerative Touch: A living foe HD from corpsecrafter, desecrate, targets while grappling imposes a
hit by a pale master’s touch attack and unholy toughness); Monster –20 penalty on grapple checks). A
receives one negative level (no save), Manual 258 mob is never considered flat-footed
and must make a Fortitude save 24 while grappling.
hours later to avoid losing the level Skulking Cyst Spawn Mob CR 8 Mob Anatomy (Ex): A mob has no
permanently. CE Gargantuan undead (mob of Small clear front or back and no discernible
Destructive Touch: A living foe hit skulking cyst spawn) anatomy, so it is not subject to
by a pale master’s touch attack must Dungeon Master’s Guide II 60, Libris critical hits or sneak attacks. A mob
succeed on a Fortitude save or take Mortis 120 cannot be flanked, tripped, grappled,
1d6 points of Constitution drain. Init +0; Senses blindsight 60ft., or bull rushed.
Deathless Master’s Touch: A living darkvision 60ft.; Listen +9, Spot +9 Unlike standard swarms, mobs are
foe of up to one size category larger Languages Understands Common made up of relatively small numbers
than a pale master hit by the pale DEFENSE of individual creatures, so spells or
master’s touch attack must succeed AC 14, touch 10, flat-footed 10 (-4 size, effects that target specific numbers
on a Fortitude save or die. A slain +4 Dex, +4 natural armor) of creatures can have an effect
creature automatically animates 1 hp 325 (30 HD) on a mob. Each specific creature

Page 42 of 51
that is slain, disabled, or otherwise Morale If forced into melee, Kasha- N (NE) Medium Undead
incapacitated by spells or effects that Lom prefers to use her tentacles for Init +13; Senses darkvision 60ft.;
target specific creatures bestows two melee rather than her dagger - her Listen +26, Spot +28
negative levels on the mob. A mob weapon of choice in her previous life, Aura fear, (60ft.-radius, affects
that gains negative levels equal to it fighting to the death. The skulking creatures of less than 5 hit dice, Will
Hit Dice breaks up as if reduced to cyst mob and the dread wraith fight DC 26), zone of desecration 10ft.-
0 hit points. Negative levels gained to the death, giving their own lives radius
in this manner are not the result of for their mistress. Languages Abyssal, Ancient Flan,
negative energy (and thus cannot be Development Draconic, Ignan, Infernal
blocked by death ward or removed If Kasha-Lom is killed, her body DEFENSE
by restoration), but never result in relinquishes her fragment of the AC 37, touch 23, flat-footed 31 ( + 6
permanent level loss. A mob takes divine spark, which proceeds in Dex, +5 natural armor, +9 armor, +4
half again as much damage (+50%) the same fashion as is noted in the deflection, +2 luck, +1 insight)
from spells or effects that affect an Development section in area E2. hp 252 (24 HD) DR 10/ adamantine
area, such as splash weapons and and good
evocation spells. E4. Hall of Dust EL 26 Immune cold, electricity, polymorph,
Although mobs are treated as one mind-affecting attacks, quasi-deity
creature, it sometimes becomes Beyond the yawning doorway lies traits, undead traits
necessary to determine the fate another lengthy corridor lost in Resist turn resistance +4; SR 30
of a specific individual caught up shadows. Although the silence of the Fort +21 Ref +23 Will +35
in the mob. If a mob is dispersed passage is absolute, the dust-choked evasion
by nonlethal attacks, there are no air gently stirs and settles on the OFFENSE
casualties. If the mob dispersed by stone floor where a thick layer of pale Spd 30ft.
lethal attacks, assume that 30% powder has collected. The passage is Melee soul harvester +19 (2d4+5 plus
of its number are slain and 30% 10ft. wide with a 10ft. high ceiling. 1d8 negative energy and paralysis,
reduced to 0 hit points. To determine crit 20/ x4) or
a specific individual’s fate, simply This is the prison area of the Ur-Flan touch +14 (1d8+5 negative energy
roll d%: a result of 01-30 indicates lich Luz. The bleached powder on the plus paralysis, crit 20/ x2)
death, 31-60 indicates the victim is floor is the crushed bones of his many Base Atk +14; Grp +15
reduced to 0 hit points, and a roll of skeletal servants who were destroyed Atk Options impromptu metamagic
61-100 indicates the victim escapes in the backlash and is perfectly (Dragon Magazine 357)
relatively unscathed. harmless. It covers the floor of the Special Atks death touch (+15 melee,
Unholy Toughness (Ex): A skulking hall and the lich’s chamber in a 3ft. 4d6 damage), paralyzing touch
cyst spawn mob gains a bonus to layer and stirs up when disturbed. (Fortitude save DC 26), rebuke
its hit points equal to its Charisma When the PCs open the door to this undead (7/day, 2d6, 22nd, +4
modifier times its Hit Dice (already corridor, they trigger a silent alarm charisma modifier)
figured). spell that Luz casts every day on the Combat Gear crown of ioun shards
Tactics door. Although not overly aggressive, (See Appendix I), ring of spell
Before Combat As soon as Kasha-Lom Luz prepares his spells when the turning, scroll of avascular mass,
detects intruders, she casts necrotic alarm is tripped as he is uncertain destruction, unholy aura (CL 23),
empowerment and stoneskin. If she who or what has breached the seal. soul harvester (See Appendix I)
has time she also casts protection He will wait in his chamber at the end Wizard Spells Prepared (CL 18th/
from good, mirror image, protection of the hall for the PCs. Luz was not as necromancy 23rd; +21 ranged
from arrows, and shield in that order. dramatically affected by the backlash touch, +21 vs. SR)
Her dread wraith cohort and the as his Ur-Flan allies. Instead, his epic – maximized chain of sorrow*
skulking cyst mob move to protect alignment was shifted from neutral (DC 29), quickened greater dispel
their mistress from incoming melee evil to neutral. After a thousand years magic
threats. in the edifice, Luz simply wants out. 9th - energy drain, instant refuge X
During Combat As the party comes Of course, he’d rather not part with 8th - mass avascular EX (DC 30),
down the corridor, Kasha-Lom his fragment of the spark but if faced horrid wilting (DC 30), maze
uses her necrotic cyst burst ability, with certain destruction he’ll opt to 7th - chain of sorrow* (DC 29), control
followed by an avascular mass spell freely relinquish it in exchange for his undead (DC 29), finger of death x2
centered on a spellcaster. The dread freedom (see Development below). If (DC 29), waves of exhaustion
wraith attempts to stay out of range attacked, he defends himself. 6th - analyze dweomer, contingency,
of any enemy clerics or paladins while disintegrate (DC 26), eyebiteE (DC
attacking any target on the fringes Luz, Ur-Flan Necromancer 28), maximized lightning bolt (DC
of combat. The skulking cyst mob CR 26 26), wall of iron
grapples and blood drains anyone Male lich human wizard 5/ cleric 5/ true 5th – cloudkill (DC 25), death throes
attempting to attack Kasha-Lom in necromancer 14 X
, symbol of painE (DC 27), waves of
melee. Libris Mortis 51, Monster Manual 166 fatigue x2, wrack (DC 27)

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4th - dimension door, enervation
x2, evard`s black tentacles, greater
invisibility, stoneskin
3rd - displacement, fireball (DC 23),
haste, hold person (DC 23), ray of
exhaustion, slow (DC 23)
2nd - command undead (DC 24),
false life x2, mirror image, resist
energy, spectral hand, web (DC 22)
1st - alarm, cause fear (DC 23),
magic missile x2, protection from
good, ray of enfeeblement, shield
0 - arcane mark, dancing lights,
prestidigitation, touch of fatigue (DC
22)
Cleric Spells Prepared (CL 18th/
necromancy 23rd; +21 ranged
touch; +21 vs. SR)
epic – quickened anti-life shell,
quickened harm
9th - miracle, soul bind (DC 31), wail
of the bansheeD (DC 31)
8th - dimensional lock, discern
location, greater spell immunity,
unholy auraDE
7th - blasphemyDE (DC 27),
destruction (DC 29), repulsion (DC
27), greater restoration
6th -- antilife shell, banishment (DC
26), blade barrier (DC 26), create
undeadD, find the path, harm, word
of recall
5th - break enchantment, dispel
goodD, plane shift, slay living (DC
27), spell resistance, symbol of painE
(DC 27), true seeing
4th – dismissal (DC 24), divine power,
freedom of movement, negative
energy auraX, spell immunity,
tongues, unholy blightDE (DC 24),
wrackE (DC 26)
3rd – contagionE (DC 25), magic
circle against evil, magic circle
against goodDE, protection from
energy, remove curse, speak with
dead, stone shape, summon undead
IIIE, wind wall
2nd - augury, darkness, death
knellDE, gentle repose, resist energy,
silence, summon undead IIE, wither
spell, E = evil spell; *Heroes of ABILITIES
limbE x2 (DC 24)
Horror, X Spell Compendium Abilities Str 12, Dex 25, Con -, Int 31,
1st – bane (DC 21), comprehend
True Necromancer Spell-Like Wis 31, Cha 18 +5 inherent
languages, doom (DC 23), magic
Abilities (CL 23rd, +21 ranged bonus to DEX, INT, WIS
weapon, obscuring mist, protection
touch, +23 vs. SR) SQ spontaneous casting, unholy
from evil, protection from goodDE,
2/day – create undeadE, create toughness
shield of faith, summon undead IE;
greater undeadE Feats Blooded, Craft Wondrous Item,
0 - detect magic, detect poison,
1/day – energy drain, horrid wilting Great Fortitude, Greater Spell
guidance, inflict minor wounds x2,
(DC 30), wail of the banshee (DC 31) Focus (necromancy), Improved
slash tongue
*Libris Mortis Initiative, Improved Spell Capacity:
Domains: Death, Evil; D = domain

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Cleric & Wizard (10th), Maximize blasphemy, or energy drain. lament (no save.) Treat this effect as
Spell, Quicken Spell, Scribe ScrollB, Morale Luz despises melee combat. though the character were shaken (-
Spell Focus (necromancy), Spell Anyone approaching Luz in melee 2 penalty on all attack rolls, saving
Penetration combat must make a successful throws, skill checks, and ability
Skills Appraise +11, Balance +8, Bluff Fortitude save (DC 35) or suffer the checks) that cannot be removed as
+5, Climb +2, Concentration +28, effects of a potent dose of dust of long as the character remains in the
Control Shape +11, Craft (Alchemy) sneezing and choking. Luz relies on corridor or the chamber ahead.
+19, Decipher Script +18, Diplomacy the powers of the soul harvester and Floating in the chamber at the
+17, Disguise +5, Escape Artist +8, constantly casts on the defensive. end of the hall is Ukriel, now an
Forgery +11, Gather Information +5, When in melee, Luz employs greater atropal. His blindsight will detect the
Heal +24, Hide +26, Intimidate +5, bestow curse, energy drain, or party immediately and he will float to
Jump +2, Knowledge (arcana) +38, maze on enemy fighters. If Luz falls the 30ft. ceiling to prepare for them.
Knowledge (history) +18, Knowledge below one-third his hit points, he When they reach the chamber, read
(religion) +38, Knowledge (the attempts to use word of recall. Upon the following:
planes) +21, Listen +26, Move his defeat he and all his belongings
Silently +16, Ride +8, Search +29, are transported back to his secret Ahead, the corridor opens into a
Sense Motive +24, Spellcraft +40, lair deep beneath Reaperkeep in the triangular- shaped room. A storm of
Spot +28, Survival +11, Swim +2, Great Kingdom of Northern Aerdy. black energy crackles from within,
Use Rope +8 Development sporadically darkening the chamber
Possessions combat gear, +5 twilight Above all else, Luz seeks his freedom. as a flash of lightning lights up a
mithral chain shirt, bracers of He is willing to negotiate with the night sky. Floating in the middle of
dexterity +6, cloak of the bat, ring of party and will not immediately attack the black storm is an unsettling sight:
protection +4, ring of evasion, bag of them if they do not attack him. He the charred, embryonic form of a
holding (type I), spellbooks. realizes his predicament is hopeless human child – severely malformed
SPECIAL ABILITIES unless he can arrange something and unfinished. Its giant, bloated
Fear Aura (Su): A dreadful aura of with the party. Therefore, he will body is outweighed by its bulbous
death and evil shrouds Luz. Creatures offer to relinquish his spark fragment head and the thing sprouts scrawny
of less than 5 HD in a 60-foot radius for his release and will accompany arms with trembling, taloned fingers.
that look at Luz must succeed on a the party until they are out of the Atrophied legs hang lifelessly from
Will save or be affected as though by a edifice. He is shrewd and still has the rudiment as it stares vacantly
fear spell from a sorcerer of the lich’s designs on the spark, but will wait for from its glassy eyes. Directly beneath
level. A creature that successfully the opportunity to present itself. His it are two hulking armored death
saves cannot be affected again by first order of business is to escape knights wielding savage weaponry.
Luz’s aura for 24 hours. the edifice. To relinquish the spark
Paralyzing Touch (Su): Any living fragment, Luz simply has to will it The atropal is accompanied by two
creature Luz hits with its touch attack out of his body (losing his quasi-deity death knights, who were Ukriel’s
must succeed on a Fortitude save or traits), and the same procedure is lieutenant knights in their mortal
be permanently paralyzed. Remove followed as from areas E1 and E2. lives. When they died they were
paralysis or any spell that can remove XP Award entombed with their lord, and were
a curse can free the victim (see the If the PCs make a deal with Luz, award also inadvertently drawn into the
bestow curse spell description). them the experience points as though divine maelstrom that followed.
Spellbook they defeated an EL 26. They continue to serve Ukriel in their
Spells prepared plus, any unnamed cursed afterlife as his bodyguards.
spell in the PH or Spell Compendium E5. Ukriel’s Anguish (EL Ad-Hoc Modifiers: Ukriel has
at the DM’s discretion. 31) been in deep despair for a long time.
Tactics He and any of his minions suffer a -6
Before Combat If given time, Luz Beyond the door is another long penalty to all actions and DC’s due
casts true seeing, protection from hallway. to this. These modifiers have not
energy (fire), greater spell immunity been added in. Further, Ukriel cannot
(delayed blast fireball), and wind The corridor appears bare, but it is summon nightmares so long as the
wall. not empty. When Ukriel was pulled PCs hold the other divine sparks.
During Combat Luz starts off with through the causeway, nearly all of
a quickened greater dispel magic his soul was destroyed in the divine Ukriel the Anguished CR 30
followed by wail of the banshee. backlash. However, remnants of his Male abomination, atropal
On the second round, he casts a good essence still linger in this area. Epic level Handbook 159
quickened anti-life shell followed by It is all that is left of the would-be LE Large Undead (Evil, Extraplanar,
avascular mass. On the following godling’s purity, but it is consumed by Lawful)
rounds, he casts quickened horrid grief and despair. Any good-aligned Init +6; Senses blindsight 500ft.,
wilting spells each round followed PC in this area will be touched by darkvision 60ft., telepathy 1000ft.,
by maximized chain of sorrow, “Ukriel’s Anguish” and be filled with true seeing; Listen +8, Spot +19

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Atk Options Devastating Critical (kills negative energy or protection from
target on a critical hit, Fortitude DC evil. Creatures of 10 hit dice or less
59), Overwhelming Critical (+1d6 perish and rise as specters under the
damage on a critical hit) atropal’s command 1 minute later.
Special Atks Constitution drain, energy Constitution Drain (Su): When an
drain, spell-like abilities, summon atropal hits a living creature with a
nightcrawler claw or touch attack, the opponent
Spell-Like Abilities (CL 30th; +30 takes 5 points of Constitution drain
ranged touch, +30 vs. SR) (10 points on a critical) and the
At will – animate dead, blasphemy atropal heals 20 hit points (40 on
(DC 33), create greater undead, a critical), all excess points become
create undead, cone of cold (DC 30), temporary hit points.
desecrate, finger of death (DC 33), Energy Drain (Su): The atropal has
greater invisibility, plane shift (DC an eye ray of negative energy (400ft.
33), slay living (DC 31), speak with ranged touch attack) that bestows 4
dead, spectral hand, greater teleport, negative levels (8 on a critical) on the
unholy aura (DC34) target. Each negative level bestowed
5/day – haste, project image, weird heals the atropal 10 hit points (20
(DC 35) on a critical), excess points become
3/day – quickened greater dispel temporary hit points.
magic Regeneration: Atropals take normal
ABILITIES damage from good weapons or
Abilities Str 43, Dex 15, Con - Int 28, sentient/living weapons.
Wis 22, Cha 42
SQ rebuke/command undead (66th Azkazel CR 24
level) Male human death knight fighter 12/
Feats Alertness, Cleave, Devastating blackguard 9
Critical (touch)E, Dodge, Expertise, Dungeon Master’s Guide 181, Monster
Great Cleave, Improved Bull Rush, Manual II 206
Improved Critical (touch), Improved LE Medium Undead
Critical (eye ray), Improved Initiative, Init +7; Senses darkvision 60ft.;
Iron Will, Lightning Reflexes, Mobility, Listen +4, Spot +4
Overwhelming Critical (touch)E, Aura aura of despair, aura of evil, fear
Power Attack, Quicken Spell-Like (15ft.), unholy aura (1d6 points of
Ability (greater dispel magic), Spring temporary Str damage (Fortitude DC
Attack, Undead MasteryE, Weapon 25 negates).
Focus (touch), Weapon Focus (eye Languages Celestial, Infernal, Old
ray), Whirlwind Attack, Zone of Oeridian
AnimationE DEFENSE
Aura negative energy, 30ft. radius Skills Concentration +82, Hide -2, AC 38, touch 17, flat-footed 35
Languages Abyssal, Celestial, Infernal Knowledge (arcana) +75, Listen +8, hp 282 (21 HD) DR 15/ magic
DEFENSE Spellcraft +80, Spot +19 Immune cold, electricity, undead
AC 51, touch 11, flat-footed 49 ( - 1 SPECIAL ABILITIES traits
size, +2 Dex, +40 natural) Abomination Traits: Immune to Resist fire 30; SR 31 or 25 against
hp 792 (66d12 HD) regeneration polymorphing, petrification, and good spells/ creatures
20 DR 15/good and epic and other form-altering attacks; not Fort +24 Ref +19 Will +20
silver subject to energy drain, ability evasion
Immune abomination traits, undead drain, ability damage, or death from OFFENSE
traits massive damage; immune to mind- Spd 20ft. or 80ft., fly 90ft (good) on
Resist cold and fire 20 SR 42 affecting effects; fire resistance 20; horseback with horseshoes of speed
Fort +22 Ref +26 Will +43 cold resistance 20;non-detection; Melee +5 thundering unholy lance
OFFENSE true seeing at will; blindsight 500ft.; +43/+38/+33/+28 (1d8+22 +2d6
Spd 5ft., fly 240ft. (perfect) telepathy 1000ft. unholy vs. good +2d8 sonic on a
Melee 2 claws +49 (4d6 +16 plus 5 Negative Energy Aura (Su): All critical hit, crit 19-20/ x3)
points of constitution drain /crit 19- undead in a 30ft. radius (including +5 keen spell-storing adamantine
20) the atropal) have turn resistance longsword* +41/+36/+31/+26
Ranged eye ray +30 ranged touch (4 +20 and a negative energy version (1d8+18, crit 17-20/ x2)
negative levels) of fast healing 20. Living creatures in Space 5ft. Reach 5ft. or 10ft. on
Space 10ft. Reach 10 ft. the aura receive 10 negative levels horseback
Base Atk +33; Grp +53 unless they have protection from Base Atk +22; Grp +35

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Atk Options Cleave, Combat Reflexes, Aura of Despair (Su): Azkazel creatures, crit 19-20/ x4) and
Improved Sunder, Mounted Combat, radiates a malign aura that causes +5 brilliant energy adamantine flail
Power Attack, Ride-By Attack, enemies within 10ft. of him to take a +36/+36/+31/+26 (1d8+11, crit
Spirited Charge, Trample –2 penalty on all saving throws. 19-20/ x2)
Special Atks command undead 9/ day Fear Aura (Su): Creatures of less than Base Atk +21; Grp +34
(+6, 2d6+13), smite good 2/day (+6 5HD within 15ft. of Azkazel must Atk Options Blind-Fight, Cleave,
att, +9 dmg), sneak attack +2d6 succeed at a Will save (DC 26) or Combat Reflexes, Great Cleave, Mage
Combat Gear +1 keen spell-storing be affected as though by a fear spell Slayer, Pierce Magical Concealment,
adamantine longsword (stores (CL 21). The save DC is Charisma- Pierce Magical Protection, Power
greater magic weapon*, treated as based. Attack
keen due to its scabbard), horseshoes Summon Mount (Su): Azkazel can Special Atks abyssal blast, summon
of speed, ring of ineffable evil (unholy summon a cauchemar nightmare mount
aura), winged shield (MM 194) to his side as a standard Combat Gear boot of speed
Spells Prepared (CL 9) action. If this nightmare is slain, he ABILITIES
4th - freedom of movement cannot use this ability again for a Abilities Str 36, Dex 22, Con -, Int 16,
3rd - deeper darkness, protection year and a day. Wis 18, Cha 24 +4 inherent
from energy Turn Immunity (Ex): Although he is bonus to Str, Dex, Cha
2nd - death knell (DC 16), devil’s undead, Azkazel cannot be turned. SQ unused class abilities
eye, shatter (DC 16) Undead Followers: Given time, Feats Able Learner, Blind-Fight,
1st – doom (DC 15), inflict light Azkazel attracts a small army of Cleave, Combat Reflexes, Great
wounds x2 undead followers. Cleave, Greater Two-Weapon
Spell-like Abilities (CL 9) Unholy Toughness (Ex): Azkazel Fighting, Improved Critical (flail),
At will - detect good gains a bonus to its hit points equal Improved Critical (heavy pick),
ABILITIES to its Charisma modifier times its Hit Improved Initiative, Improved
Abilities Str 36, Dex 16, Con -, Int 14, Dice (already figured). Two-Weapon Fighting, Iron Will,
Wis 19, Cha 23 +5 inherent MOUNT Lightning Reflexes, Mage Slayer,
bonus to Str, Cha Nightmare, Cauchemar; hp 202 (AC Overwhelming Critical (heavy pick)E,
SQ aura of evil, dark blessing, poison 39, touch 11, flat-footed 37 with +3 Pierce Magical Concealment, Pierce
use mithral breastplate barding, Fort Magical Protection, Power Attack,
Feats Cleave, Combat Reflexes, +20, Ref +15, Will +14 with hand Two-Weapon Fighting, Weapon Focus
Epic ProwessE, Greater Weapon of glory and ring of ineffable evil); (flail), Weapon Focus (heavy pick)
Focus (lance), Greater Weapon Monster Manual 194 Skills Balance +13, Climb +23, Handle
Specialization (lance), Improved Animal +12, Intimidate +31, Jump
Critical (lance), Improved Initiative, Sakyazma CR 24 +25, Knowledge (arcana) +4,
Improved Sunder, Mounted Combat, Male human death knight fighter 21 Knowledge (history) +4, Knowledge
Power Attack, Ride-By Attack, Complete Arcane 81-82, Monster (religion) +4, Knowledge (the planes)
Spirited Charge, Trample, Weapon Manual II 206 +8, Listen +15, Move Silently +16,
Focus (lance), Weapon Specialization LE Medium Undead Ride +18, Search +8, Sense Motive
(lance) Init +10; Senses darkvision 60ft.; +5, Speak Language +1, Spellcraft
Skills Climb +21, Concentration +24, Listen +15, Spot +15 +8, Spot +15, Survival +9, Swim
Diplomacy +11, Handle Animal +11, Aura fear (15ft.), unholy aura (1d6 +18, Tumble +20
Heal +9, Hide +5, Intimidate +23, points of temporary Str damage Possessions combat gear, +5 shocking
Jump +14, Knowledge (Religion) +4, (Fortitude DC 25 negates). burst unholy adamantine heavy pick,
Ride +29, Swim +12 Languages Celestial, Elven, Flan, +5 brilliant energy adamantine flail,
Possessions combat gear, +5 Infernal, Old Oeridian +5 greater fire resistance mithral
thundering unholy lance, +5 greater DEFENSE chain shirt, amulet of natural armor
fire resistance mithral banded mail, AC 39, touch 27, flat-footed 35 +5, belt of giant strength +6, cloak
belt of giant strength +6, periapt of hp 282 (21 HD) DR 15/ magic of charisma +6, ring of evasion, ring
wisdom +2, ring of evasion, scabbard Immune cold, electricity, undead of ineffable evil (unholy aura)
of keen edges traits SPECIAL ABILITIES
SPECIAL ABILITIES Resist fire 30; SR 31 or 25 against Abyssal Blast (Su): Once per day,
Abyssal Blast (Su): Once per day, good spells/ creatures Sakyazma can unleash a blast of
Azkazel can unleash a blast of Fort +16 Ref +18 Will +17 eldritch fire in a 20-foot-radius
eldritch fire in a 20-foot-radius evasion spread anywhere within a 1,240ft.
spread anywhere within a 1,240ft. OFFENSE range. The blast deals 20d6 points
range. The blast deals 20d6 points Spd 30ft. of damage (half fire, half unholy
of damage (half fire, half unholy Melee +5 shocking burst unholy damage). A DC 27 Reflex halves
damage). A DC 26 Reflex halves adamantine heavy pick +36/ the damage done. The save DC is
the damage done. The save DC is +36/+31/+26/+21 (1d6+18 +1d6 Charisma-based.
Charisma-based. electricity +2d6 unholy vs. good Fear Aura (Su): Creatures of less than

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5HD within 15ft. of Sakyazma must Azkazel be dismounted he activates Fortunately for the PCs, there are a
succeed at a Will save (DC 27) or be the greater magic weapon stored in few things that their enemies didn’t
affected as though by a fear spell his longsword and uses his winged anticipate. They are expecting a
(CL 21). The save DC is Charisma- shield to fly above his enemies to worse-for-wear party of adventurers
based. harry them further. to emerge from area E5, not a fully
Summon Mount (Su): Sakyazma can Morale The atropal is fearless and rested, fully healed group. Also, the
summon a cauchemar nightmare attacks until it falls, making sure to wildcard Luz may be here to assist
(MM 194) to his side as a standard use its greater dispel magic every the party. Finally, the Celestial Verge
action. If this nightmare is slain, he round while attempting to land will help even the odds in the final
cannot use this ability again for a its devastating criticals on enemy battle.
year and a day. fighters. The Horned Society fighter
Turn Immunity (Ex): Although he Sakyazma considers death by the sword Warduke and his retinue are ready to
is undead, Sakyazma cannot be an honorable death and fights to the spring an ambush upon the party’s
turned. death deep within the PCs line. This return to the inner sanctum (E1) with
Undead Followers: Given time, ploy is only to keep the PCs diverted the Celestial Verge.
Sakyazma attracts a small army of from Azkazel and the atropal.
undead followers. If cornered Azkazel uses of his abyssal Warduke CR 20
Unholy Toughness (Ex): Sakyazma blast while attacking anyone in his Male human fighter 18
gains a bonus to its hit points equal reach with attacks of opportunity. Dungeon 105
to its Charisma modifier times its Hit Development CE Medium Humanoid
Dice (already figured). If the atropal is slain, it wails in agony Init +3; Senses low-light vision, see
Tactics as the final spark fragment emerges invisibility; Spot +2, Listen +2
Before Combat The atropal detects from its writhing, shriveled husk. Languages Abyssal, Common,
the party immediately and floats With the spark restored, the party Infernal
30ft. to the ceiling. There, it casts lays Ukriel’s soul to rest and receives DEFENSE
greater invisibility and project image “Ukriel’s Blessing” they are instantly AC 34, touch 16, flat-footed 29
to appear floating in the center of the healed of all wounds and spellcasters dodge, mobility
room. If it has enough time, it will recover all lost spells as though hp 318 (18 HD)
also cast unholy aura. fully rested. The effects of “Ukriel’s Immune charm
Sakyazma activates his boots of speed Anguish” are also lifted and at the Resist fire 10; SR 28
and readies his heavy pick against a DM’s option, slain PC’s are raised to Fort +20 Ref +9 Will +8
charge (if successful his attack deals full health. The Celestial Verge now death ward
double damage). possesses all of its powers and the OFFENSE
Azkazel casts freedom of movement on party must decide what to do with it. Spd 30ft. spring attack
himself and mounts his nightmare. If Luz is still with them, he will keep Melee +3 bane vs humans anarchic
During Combat As soon as the party is a close eye on the PC carrying the flaming burst bastard sword
in range, the atropal will blast them verge but will bide his time. They are +36/+31/+26/+21 (1d10+18+1d6
with blasphemy and weird through not out of the edifice yet fire/ crit 17-20) and
the projected image, while the death +5 bashing heavy steel shield +32
knights engage any fighters. If The Hunters of the Hierarch (1d8+6, crit 20/ x2)
possible, the death knights remain EL 26 Base Atk +18; Grp +29
within 30ft. of the atropal to benefit Unbeknownst to the party, a Atk Options Combat Expertise, Great
from its negative energy aura. After powerful regiment of devils from Cleave, Power Attack, Quick Draw,
its initial attacks, the atropal casts the Horned Society have been sent Whirlwind Attack
quickened greater dispelling on a PC to the isle to collect the spark. Special Atks fear gaze (Will DC 24),
and follows up with claw attacks on They are accompanied by Warduke, quickened still silent death knell
the same target while blasting other evil champion of the Unnameable Combat Gear fearsome eye fiendish
opponents with its eye ray. One and scourge of the Flanaess. graft, boots of speed, potion of cat’s
Sakyazma immediately uses his abyssal Their mission is simple: destroy the grace (CL 5), potion of invisibility (CL
blast while the PCs are still grouped party and claim the spark. To make 5), potion of spider climb (CL 5), 2
together and readies himself against matters worse, when the final seal in potions of cure serious wounds (CL
an incoming charge. On the following the edifice was broken, the magical 10), warduke’s helm
rounds Sakyazma wades into protections preventing evil creatures ABILITIES
combat seeking out enemy arcane and outsiders from entering was lifted Abilities Str 33, Dex 16, Con 28 Int
spellcasters first then moving to (although the dimensional lock is still 13, Wis 15, Cha 20 +5 inherent
divine spellcasters. in place). Now Warduke, along with bonus to Strength, +4 inherent
Azkazel attacks each round on horseback a company of horned devils and two bonus to Constitution and Charisma
harrying his enemies from their assassin devils, have accessed the Feats Cleave, Combat Expertise, Dodge,
fringes with the nightmares trample edifice and await the party in area Exotic Weapon Proficiency(bastard
and ride-by attack abilities. Should E1. sword), Great Cleave, Greater

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Weapon Focus (bastard sword), 19-20/ x3) or Immune fire, poison
Greater Weapon Specialization 2 slams +19 (1d8+5, crit 20/ x2) Resist acid and cold 10; SR 28
(bastard sword), Improved Critical Space 10ft. Reach 10ft. Fort +21 Ref +22 Will +18
(bastard sword), Improved Shield Base Atk +15; Grp +22 OFFENSE
Bash, Mobility, Power Attack, Atk Options Blind-Fight, Cleave, Spd 20ft., fly 50 (average)
Quick Draw, Spring Attack, Track, Combat Reflexes, Great Cleave, Melee masterwork spiked chain
Two-Weapon Fighting, Weapon Improved Bull Rush, Improved +33/+29/+29 (2d6+18, crit 20/ x2)
Focus (bastard sword), Weapon Overrun, Improved Sunder, Power and
Specialization (bastard sword), Attack bite +29 (2d8+6, crit 20/ x2) and
Whirlwind Attack Special Atks negative burst, trample tail +29 (2d6+6, crit 20/ x2) or
Skills Climb +32, Intimidate +35, Spell-Like Abilities (CL 20th) 2 claw +31 (2d6+12, crit 19-20/ x2)
Jump +32, Knowledge (the planes) At will – greater dispelling and
+12, Survival +12 (+14 on other ABILITIES bite +29 (2d8+6, crit 20/ x2) and
planes), Swim +14 Abilities Str 20, Dex 15, Con -, Int 13, tail +29 (2d6+6, crit 20/ x2) or
Possessions combat gear, +3 Wis 14, Cha 7 Space 10ft. Reach 10ft. (20ft. with
anarchic human bane flaming burst Feats Blind-Fight, Cleave, Combat spiked chain)
bastard sword, dagger of venom, Reflexes, Great Cleave, Improved Base Atk +20; Grp +34
+3 moderate fortification ceremonial Bull Rush, Improved Critical (flail), Atk Options Cleave, Improved Sunder,
spiked half-plate, +5 bashing heavy Improved Sunder, Power Attack, Power Attack, Quicken Spell-Like
steel shield, warduke’s helm, amulet Two-Weapon Defense, Two-Weapon Ability (greater teleport)
of health +6, gauntlets of giant Fighting, Weapon Focus (flail) Special Atks stun (DC 32), Infernal
strength +6, ring of protection +3, Skills Intimidate +31, Jump +36, Wound (DC 29),
ring of death ward (20 charges) Listen +35, Move Silently +29, Spot Combat Gear scarab of protection (12
SPECIAL ABILITIES +35 charges)
Fiendish Graft: Fearsome eye, grants Possessions combat gear, masterwork Spell-Like Abilities (CL 20th)
the ability to continuously see heavy flail x2, masterwork banded At will—dispel chaos (DC 25), dispel
invisibility (CL 20). Also the eye mail good (DC 25), magic circle against
allows Warduke to make a gaze SPECIAL ABILITIES good, greater teleport (self plus 50
attack (Will DC 24 or be paralyzed Negative Burst (Su): Range 100ft., pounds of objects only); persistent
with fear) 20ft.-radius burst that deals 1d8+10 image (DC 25)
Warduke’s helm (major artifact): points of negative energy damage to 3/day—fireball (DC 23), lightning
Grants wearer low-light vision and living creatures in the area of effect bolt (DC 23)
a natural armor bonus equal to his (Will DC 23 half). This heals the ABILITIES
Charisma modifier. Wearer gains a deathbringer the same amount if in Abilities Str 35, Dex 30, Con 28, Int
+10 bonus on Intimidate checks, the burst radius. 14, Wis 19, Cha 30
a SR 10 plus level of wearer, and Trample (Ex): A deathbringer can Feats Cleave, Improved Sunder, Iron
immunity to all charm effects. Two trample opponents at least one Will, Multiattack, Power Attack,
small rubies are set in the helm size category smaller than itself. Quicken Spell-Like Ability (greater
allow wearer to cast quickened still This attack deals 2d4+9 points of teleport), Weapon Focus (spiked
silent death knell. A third large ruby damage. Due to the deathbringer’s chain)
stores a quickened still silent word of Improved Overrun feat, the target is Skills Bluff +33, Climb +30,
recall. not allowed to avoid this attack, but Concentration +32, Diplomacy +37,
may make an attack of opportunity Disguise +15, Hide +26, Intimidate
Deathbringer (2) CR 17 at a -4 penalty. +30, Knowledge (religion) +3, Listen
Monster Manual II 55 +27, Move Silently +26, Search +20,
NE Large Undead Horned Devils (4) CR 19 Sense Motive +22, Spot +27
Init +2; Senses darkvision 60ft.; Advanced elite horned devil Possessions combat gear, 2
Listen +43, Spot +43 Monster Manual 55 masterwork spiked chains
Languages Abyssal, Infernal LE Large Outsider (Evil, Lawful, SPECIAL ABILITIES
DEFENSE Extraplanar, Baatezu) Fear Aura (Su): A horned devil can
AC 33, touch 11, flat-footed 32 t w o Init +10; Senses darkvision 60ft., see radiate a 5-foot-radius fear aura as
weapon defense in darkness; Listen +27, Spot +27 a free action. A creature in the area
hp 195 each (30 HD) Aura fear 5ft. (Will save DC 30) must succeed on a DC 30 Will save
Immune undead traits Languages Abyssal, Celestial, or be affected as though by a fear
Fort +10, Ref +12, Will +19 Common, Draconic, Infernal spell (caster level 15th). A creature
OFFENSE telepathy 100ft. that successfully saves cannot be
Spd 40ft. DEFENSE affected again by the same horned
Melee masterwork flail +17/ +12/ +7 AC 38, touch 19, flat-footed 28 devil’s aura for 24 hours. Other
(2d6+5, crit 19-20/ x3) and hp 470 each (20 HD) regeneration baatezu are immune to the aura. The
masterwork flail +17 (2d6+5, crit 5 DR 10/ good and silver save DC is Charisma-based.

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Stun (Su): Whenever a horned devil circle against good and hide just to do with Luz, he could become a
hits with a spiked chain attack, the inside the three other halls (to E2, prominent NPC in the campaign.
opponent must succeed on a DC 32 E3, and E4.) If they return the verge to its
Fortitude save or be stunned for 1d4 The deathbringers guard Warduke’s proper place in the altar in area E1,
rounds. The save DC is Strength- flank one readies against a charge, the dimensional lock is lifted from the
based. This ability is a function of while the other readies to counterspell edifice and an aspect of Heironeous
the horned devil, not of the spiked the first spell cast at them. appears to congratulate them. As a
chain. During Combat Warduke fights reward, each PC is elevated to divine
Infernal Wound (Su): The damage defensively and stands his ground or rank 0 and granted quasi-deity traits.
a horned devil deals with its tail readies an action against a charge. This reflects the gratitude of all the
attack causes a persistent wound. An Warduke remains within reach of his gods, especially the greater deities,
injured creature loses 2 additional hit retainers at all times. and not just Heironeous. They all have
points each round. The wound does The horned devils take turns using a certain amount invested in mortals
not heal naturally and resists healing hit-and-run teleport attacks while that undergo ascension and prefer
spells. The continuing hit point loss staying in range of Warduke and to keep the cosmic order in balance.
can be stopped by a DC 29 Heal employing their spell-like abilities After they have been rewarded, the
check, a cure spell, or a heal spell. and melee attacks. party is promptly returned to their
However, a character attempting to The deathbringers useng their greater homes where a royal reception
cast a cure spell or a heal spell on dispel magic ability each round and awaits their honor. All major non-evil
a creature damaged by a horned rushing forward to trample their NPCs of Greyhawk (Mordenkainen,
devil’s tail must succeed on a DC 29 enemies and unleash their negative Philidor, etc. ) will be in attendance
caster level check, or the spell has energy burst (of which Warduke is to congratulate them personally.
no effect on the injured character. A currently immune). Perhaps, at some point during the
successful Heal check automatically Morale In the event, that the battle reception, the PCs are approached by
stops the continuing hit point loss goes poorly, the deathbringers and one of these NPCs who require their
as well as restoring hit points. The the horned devils cover Wardukes services.
check DC is Constitution-based. escape by any means possible *
Regeneration (Ex): A horned devil (blocking the shaft entrance will
takes normal damage from good- suffice.) Acknowledgments
aligned silvered weapons, and Warduke uses his boots of speed and This adventure uses some source
from spells or effects with the good spider climb up the shaft to the material for reference and
descriptor. island surface where he can activate inspiration. Among them are WGR6
See in Darkness (Su): Cornugons his word of recall. Ivid the Undying by Carl Sargent,
can see perfectly in darkness of any The Lost Temple of Demogorgon by
kind, even that created by deeper Concluding the Adventure Sean K. Reynolds (Dungeon 120),
darkness spells. Once the battle is over, the PCs must the Warduke Critical Threat article
Summon Baatezu (Sp): Once per decide what to do with the Celestial by Paizo staff (Dungeon 105), and
day a horned devil can attempt Verge. They may decide to keep it, Artifacts of Oerth by Allan Grohe and
to summon 2d10 lemures or 1d6 in which case they will undoubtedly Erik Mona (Dragon 294).
bearded devils with a 50% chance attract unfriendly attention from
of success, 1d6 barbed devils with a both good and evil beings. The
35% chance of success, or another Unnameable Hierarch and followers
horned devil with a 20% chance of of Heironeous will certainly be looking
success. This ability is the equivalent for them, to name a few. Perhaps a
of a 6th-level spell. few concordant killer / legendary
Telepathy (Su): Cornugons can dreadnoughts will pay them a visit.
communicate telepathically with any Should the PCs choose this route, life
creature within 100 feet that has a should become extremely difficult
language. – even for epic level characters.
Unholy Toughness (Ex): The horned There is also the question of Luz.
devils gain a bonus to its hit points If he has survived to this point, his
equal to its Charisma modifier times actions will depend heavily on the
its Hit Dice (already figured). state of the party. He will not risk his
Tactics (un)life over the spark, but he will try
Before Combat Warduke drinks his to claim it if he is relatively unscathed
potions of cat’s grace, invisibility, and the party is in poor shape. The
and spider climb beforehand and lich does this only if there is very
waits for the party on the wall above little risk and, if possible, will obtain
the door leading to area E5. the scepter without needless death.
The horned devils each cast magic Ultimately, the DM must decide what

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APPENDIX I: New Magic items and Artifacts

deities).
Celestial Verge the powers of a staff of power and a rod
More importantly, of greater quicken spell. Further, the
Major Artifact
the divine spark in the wielder may channel touch spells and
Price priceless
Celestial Verge is an effects in melee upon each successful
Body Slot carried
integral part of the divine hit. Soul Harvester constantly grants
Caster Level 21st
ascension process. its user deathwatch, as the spell.
Aura strong; (DC 21)
Characters cannot Finally, so long as the scythe has
conjuration and transmutation
simply become gods been used to slay any living creature
Activation —
because they possess that week, its wielder is granted spell
Weight 6 lb.
this powerful artifact; resistance 12 + their caster level.
Description
that is something only *
This ornate scepter forged from deep-
deities are capable
green oerthblood houses several
of and is beyond the
pearl-sized diamonds at its tip.
scope of this adventure.
The scepter acts as a +6 brilliant
However, DMs may
energy holy oerthblood light mace
allow epic characters to
that allows spellcasters to channel
harness and manipulate
touch spells through it. It serves as
the raw energies stored
a receptacle for the very essence
in the scepter to develop
of godlike power – the spark of
epic spells or artifacts.
divinity. Although its name implies it
came from celestial beings (angels, In this case, the energy has properties
archons, eladrins, etc.), the Celestial similar to oerthblood.
Verge is a non-alignment specific
artifact. It simply holds raw divine Crown of Ioun Shards
energy in its purest form. Minor Artifact
When the scepter is empty, it Price priceless
holds no powers. However, as the Body Slot head
diamond tip is filled with portions Caster Level 21st
of divine energy (such as the spark Aura strong; (DC 24) varied
fragments in this adventure), it gains Activation standard
the following powers and abilities Weight 1lb.
that it imparts on the wielder: Description
1 fragment – grants the user A rainbow of crystal shards form
a mass resurgence and mass shield around a crown of oerthblood (Dragon
of faith (Spell Compendium 175 and Magazine 351).
188) effects on the user and their This esoteric artifact combines
allies (+5 morale bonus to all saves all of the powers of the ioun stones
and +5 deflection bonus to AC) (DMG 260) and (ELH 313).
2 fragments – grants the user
a mass conviction and vigorous circle Soul Harvester
(Spell Compendium 61 and 229) Minor Artifact
effect on the user and their allies (+5 Price: priceless
morale bonus to all saves and fast Body Slot: carried
healing 3.) Caster Level: 23rd
3 fragments – grants the user Aura: overwhelming; (DC 25) varied
a mass death ward and mass spell Activation: standard
resistance (Spell Compendium 52 Weight: 10lbs.
and 199) effect on the user and their Description
allies; SR 35. This darkwood, serrated adamantine-
4 fragments: the wielder bladed scythe is decorated with shiny
may cast the epic spell contingent azurite, onyx, malachite and obsidian
resurrection 1/year and spellcasters gems. Adamantine bands enwrap the
wielding the scepter may channel shaft ending in a thick shod of the
their spells through it, granting them same metal.
a +6 insight bonus to overcome spell Soul Harvester acts as a +5
resistance (if applicable; not including adamantine scythe while combining

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