TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF7-04 
   
   
   
   
   
  You Break It You’ve Bought It! 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
   
   
  by Brett Beattie 
  Circle Reviewers: Tim Sech  
  Reviewers: Jon Dawes, Cory Fliegel, and Chris Slater 
  Playtesters: Damon Coons, Lawrence Rolheiser, Russel Holmlund, Andrew Hartman, Janell Stawart, Pat Stretch, Keith 
  Wilson, Dallas Johnson, Neil Gordon, Greg Stroh 
   
   
  The Suel-operated Western Flanaess Trading Company has begun to develop a foothold in the heart of Baklunish 
  territory. Can such ancient enemies learn to get along for the sake of trade, or are they destined to repeat the Twin 
  Cataclysms in miniature every time they cross paths? A one-round Regional adventure set in the Sultanate of Zeif for 
  characters level 1-12 (APLs 2-10). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark], Heroes of Battle [David Noonan, Will McDermott, Stephen 
  Schubert], and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 2 
  
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Sultanate of Zeif. All characters native to the 
  Sultanate of Zeif pay one Time Unit per round, while 
  all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  With the arrival of the Western Flanaess Trading 
  Company in Zeif there has been much unrest. This has 
  not been more evident than in the port city of Beit 
  Castan. For it is in Beit Castan that the Western 
  Flanaess Trading Company has pioneered the start of 
  its business in Zeif. This did not sit well with the 
  usually hospitable Baklunish people. One person took 
  it particularly harder than the others. This man is 
  named Weith ibn Kilson al Dhabiya, a merchant tattoo 
  artist in the market of Beit Castan. Weith was raised in 
  bigotry and racism that stemmed from the days when 
  the Suel slaughtered the Bakluni people. His ancestors 
  are reported to have played a proud and active role in 
  the Rain of Colorless Fire. Since that day generations 
  of Weith’s ancestors have played heavy roles in the 
  Sons of Cin. Weith himself reached the prominent 
  position of Gidelecik before he retired to Beit Castan. 
  While in Beit Castan, Weith hoped to research spells 
  and to expose and neutralize any Wisps of the Djinni 
  present in the seaside port. Recently, his main focus of 
  his research allowed him to dabble in the husbandry of 
  oozes. Yet when the Suel Dogs of the East arrived his 
  research took a back seat. His new agenda was to 
  investigate and drive out the Western Flanaess Trading 
  Company. In the process of his investigation, he 
  uncovered that gifts that the Sultan does not deserve 
  have arrived and are stored at the unsecured Western 
  Flanaess Trading Company’s stronghold. Specifically 
  among these gifts is the mirror of life trapping that the 
  great mage Kwalish created. Weith, with the aid of his 
  apprentice, has plotted to discredit the Dogs of the East 
  and acquire ownership of the priceless Kwalish artifact.  
   
  ADVENTURE SUMMARY 
   
  Introduction: The PCs happen on a Suel man being 
  harassed in the market streets of Beit Casten. The PCs 
  must decide to help him before his life is lost. Main 
  focus is on a diplomatic encounter. This encounter 
  may have some minor nonlethal damage.  
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 3 
  
   
  Encounter 1: The Suel man is in shock. The Suel man 
  will petition the PCs for their unfettered aid. 
    
  Encounter 2: The PCs and Ennis return to the 
  Western Flanaess Trading Company stronghold. The 
  PCs investigate the malignant evil that has taken 
  control of the grounds. They play out some simple 
  combats before finding the source.  
   
  Encounter 3: After doing such a good job for Ennis, 
  the PCs are asked if they would be willing to help out 
  further. Ennis must go to meet a shipment and make 
  arrangements for the festival. The PCs would be left in 
  charge of guarding some gifts to the Sultan. Part of the 
  gift is a magical mirror crafted by Kwalish. Different 
  meta-organizations will play a role in this encounter. 
  This encounter may break down into multiple side 
  encounters depending on what meta-organizations are 
  present among the PCs. 
   
  Encounter 4: A festival day soon arrives. The PCs aid 
  in the festival arrangements. In appreciation for all 
  their hard work they are invited to attend the dinner 
  prior to the festival. Performers and freaks of all 
  natures set up their shows. Exotic foods arrive from the 
  east. They get to rub shoulders with some existing 
  personae in Zeif and guests from the Duchy of Urnst.  
   
  Encounter 5: At some point something is amiss in the 
  entertainment. Among the crowd are Jovocs. With hats 
  of disguise they have blended in as sword eaters. The 
  PCs will have to determine why the guests have 
  dropped unconscious. The jovocs’ mission is to cause as 
  much havoc as possible to allow a rogue to sneak into 
  the treasure room and steal the mirror. The jovocs will 
  not be allowed to summon Tanar’ri in this encounter. 
  In all the confusion the rogue fails his mission and is 
  captured by the Western Flanaess Trading Company.  
   
  Encounter 6: The rogue captured in Encounter 5 is 
  held for questioning. The PCs are asked to replace the 
  rogue and try to meet his employer the next day in the 
  Beit Castan market. The hats of disguise that the PCs 
  recovered could be used. Other means of disguise will 
  be made available. 
   
  Encounter 7: Dealing with the mob. Again a small 
  mob gathers from the local market place (Mouqollod 
  Consortium supporters). The PCs can diplomatically 
  send them off, or they can give the angry crowd the 
  captured rogue.  
   
  Encounter 8: The PCs set up in the market square in 
  Beit Casten. Eventually a man (varies at APL) shows up 
  luring them into a deserted street. The deal will most 
  likely go sour, as either the PCs spring an ambush, or 
  the man sees through the ruse.  
   
  Conclusion: Several plausible conclusions. The PCs 
  stole the Sultan’s gifts. Or the mirror was broken 
  during the battle and the PCs go on the run to avoid 
  blame. Or the mirror was broken and the PCs face any 
  possible punishment from the Western Flanaess 
  Trading Company and the Sultan. Or the wizard is 
  killed and the mirror is returned safely, all ending well.  
   
  PREPARATION FOR PLAY 
  At the beginning of this adventure, the PCs should 
  secretly reveal what particular meta-organizations they 
  belong to. This is to ensure that they can be given their 
  special assignments by their superiors in private 
  during Encounter 3. Also several meta-organizations 
  give bonuses and penalties to social skills.  Skill checks 
  that may require a pre-roll are the search checks for the 
  secret door in Encounter 2 and the spot checks to 
  notice the jovocs in Encounter 4. 
   
  INTRODUCTION 
   
  You have spent the last few days taking in the 
  wonders of Beit Castan, the port city. You feel a 
  little disheartened; as of yet no true adventure have 
  surfaced. The heat this time of year is almost 
  unbearable and you don’t recall the last time it 
  rained. Asking around the market place, you find 
  that the people are a bit on edge. You even managed 
  to knock over a pottery booth, and under threats of 
  violence ended up paying a kings ransom for 
  several damaged urns.  Not used to this level of 
  hostility from the Baklunish market, you discover 
  that an organization from the east has created some 
  strife in the city. These infidels from the east, 
  commonly Suel, yield the audacious name Western 
  Flanaess Trading Company. The day’s monotony is 
  broken as a Suel man runs past in hysterics. 
  Screaming gibberish he runs into a large mob of 
  concerned merchants and patrons. The Suel man is 
  absolutely delirious and the mob is assaulted by his 
  flailing arms. The mob returns in kind and it is 
  obvious that if someone does not interfere that the 
  man may end up severely beaten or dead. 
   
  Development:  
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 4 
  
   
  The mob is unfriendly and the Suel man is 
  considered hostile. They each need to be made 
  indifferent using separate Diplomacy checks (DC 15 
  and 25 respectfully). It would not hurt to give a 
  friendly reminder to all PCs belonging to meta-
  organizations that have benefits and penalties when 
  dealing with diplomatic affairs in Zeif. Any failed 
  attempt on the mob results in 1d3 nonlethal damage to 
  all participating PCs as the mob’s attacks are 
  unavoidable. If the PCs cannot make the Diplomacy 
  checks, the local city soldiers arrive and disperse the 
  mob on the tenth round. As long as the PCs interfere 
  and take the nonlethal damage each round, the mob 
  will stop beating the Suel man. The soldiers will 
  question the PCs and soon realize that they were only 
  trying to help. Once calm, the Suel man will gather his 
  senses. He does not wish to tell the soldiers of his 
  problem, because he does not trust them. He also does 
  not want any rumors to spoil the festival he is 
  planning. 
   
  Any PCs that decide to deal lethal damage will 
  instantly disperse the mob after one round. If more 
  than 14 points of damage was dealt from a single 
  source (assume PCs hit with any attack that requires a 
  roll and that at least one NPC fails any required saves), 
  the PCs have killed someone. Any PC who caused 
  lethal 
  damage 
  is 
  arrested 
  and 
  charged 
  with 
  manslaughter. Hand the PC his AR and deduct 52 TUs. 
  The other PCs may continue with the adventure. If the 
  mob is left to its own demise Ennis DeBaggs ends up 
  dead from his mob inflicted beatings. Hand the PCs an 
  AR with no rewards. 
   
  1: WORLD NEEDS A HERO 
   
  Ennis is a short man with completely grey hair. He has 
  a quick temper in a verbal conflict and lacks a sense of 
  humor. He was a loyalist to House Kaste and served in 
  the Ducal Navy for over twenty-five years. He has been 
  accustomed to a more lax lifestyle in his retirement 
  and has felt more than a bit vulnerable since arriving in 
  Zeif. Once Ennis is calmed and conscious read the 
  following: 
   
  You saved my life. It was horrific! The blood, 
  the smell, I have never seen such a thing. I don’t 
  know what came over me, nor do I know what to 
  do. Can you help me? (Wait for a response from at 
  least one PC.) I returned to Beit Castan just recently 
  in preparation to host a festival. I returned to my 
  place of employment to find a ghastly scene. The 
  courtyard was covered in bloody carnage. I can only 
  assume the remains are those of the guards that I 
  left in charge. I stood there stunned when I was set 
  on by a large monstrous insect.  The fiend was as 
  large as me. I don’t know what happened next. I 
  can only assume I ran leaving that foul beast 
  lurking within the courtyard, feasting on those 
  poor men.  
   
  If questioned further, Ennis knows the following: 
  • 
  He was hired on by the Western Flanaess 
  Trading Company recently because of his 
  extensive knowledge of the region, and for 
  his ability to communicate fluently in 
  Baklunish.  
  • 
  His first action was to secure a location within 
  the region. On behalf of the Western Flanaess 
  Trading Company, he purchased the building 
  within Beit Castan two weeks ago. He bought 
  it from the local Dey and was told that it had 
  remained abandoned for nearly a year. The 
  stronghold is vast and met the needs of his 
  employers. Specifically it had a large storage 
  area perfect for the placement of a secure 
  vault.  
  • 
  Since his arrival he has received a lukewarm 
  welcome. The local merchants have been 
  friendly to his face, but behind his back 
  several of them have been slanderous. The 
  company expected this fear from the people 
  but never would they have expected murder. 
  • 
  He received the first shipment from the east 
  yesterday. Rumor was that the voyage was a 
  bit of a challenge. He secured the shipment 
  within the stronghold and left four guards in 
  charge of the stronghold.  
  • 
  The shipment contained many valuables, all 
  destined for the Sultan. These items are 
  secured in the vault. 
  • 
  The guards’ names, if asked, are a dwarf 
  named Hurric Metalmasher, an elf named 
  Theorin, a Baklunish man named Meassol ibn 
  Yusaf al Beit Castan, and an Olman named 
  Ussel Olmland. He acquired their services 
  through a mercenary guild. He cannot recall 
  the name. 
  • 
  He had left to make preparations for the 
  festival that is to be held by the week’s end. 
  He returned today to find the dead guards 
  and some very nasty vermin. A DC 15 
  Knowledge (nature) check will reveal the 
  creature to be a monstrous centipede. Given 
  the secondhand description the PCs have no 
  chance to know that the creature was 
  fiendish. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 5 
  
  • 
  The centipede hit Ennis on the calf of his leg. 
  A DC 15 Heal check will disclose that the 
  creature’s poison is affecting Ennis’ Dexterity. 
  • 
  If asked for pay, Ennis has nothing to offer; 
  he was hoping to appeal to the heroes’ virtue.  
   
  2: EVERY NOOK AND 
  CRANNY 
   
  Ennis leads you to the stronghold just a few blocks 
  away. It is apparent that with each step towards it 
  he is more agitated. Sweat pours down his face and 
  you wonder if he will be able to maintain his 
  footing. When you arrive at the stronghold, the two 
  main gates are slightly ajar. Luckily, the stronghold 
  is not in a densely populated area of the market. 
  Ennis speaks softly as he hands you some keys,” I 
  beg of you… I can go no further. I am a humble 
  merchant and the blood and death that I saw is too 
  much for my gentle constitution. These keys are to 
  the complex but I must warn you that there are 
  gifts secured within. These gifts are for the Sultan 
  and they are not to be disturbed or pilfered.” 
    
  Stronghold Exterior: 
  The stronghold is between the market and the ports of 
  Beit Castan. The front doors are actually facing the 
  ports. The twenty foot walls give the stronghold the 
  privacy that the Western Flanaess Trading Company is 
  looking for. The outer walls’ composition is a mixture 
  of marble, powder, lime, and plaster, making them as 
  sturdy as masonry walls but not as hard. The outer 
  doors have been recently replaced with a strong 
  foreign wood.  
   
   
  Stable Doors: 2 in. thick; hardness 5; hp 20; AC 5; 
  Break DC 20. 
   
   
  Wooden Doors: 2 in. thick; hardness 5; hp 20; AC 
  5; Break DC 25. 
   
   
  Walls Marble Plaster: 2 feet thick; hardness 5; hp 
  180; AC 5; Break DC 45. 
   
  Stronghold Interior: 
  The strongholds interior shares the same marble 
  plaster walls on the exterior of its buildings. The inner 
  rooms within the buildings are separated by simple 
  wood. This includes the wall that separates the vault 
  from the secret chamber where the ooze hides. The 
  floors are also wooden within the buildings and upon 
  the balcony. All the doors are made of good wood but 
  show obvious signs of use.  The stable has a twenty foot 
  roof with a loft. All other buildings will have a ten foot 
  ceiling.  
   
   
  Floors: 1 in. thick; hardness 5; hp 15; AC 5; Break 
  DC 25. 
   
   
  Wooden Doors: 1 in. thick; hardness 5; hp 15; AC 
  5; Break DC 18. 
   
   
  Wood Walls; 3 in. thick; hardness 5; hp 30; AC 5; 
  Break DC 20. 
   
   
  Walls Marble Plaster: 2 feet thick; hardness 5; hp 
  180; AC 5; Break DC 45. 
   
  1. Courtyard. 
  Four separate complexes line the stronghold’s 
  walls. The ground slants slightly down in front of 
  you, finally leveling off in front of two very large 
  wooden doors to the lower shelter. Wagons have 
  left deep grooves before these doors hinting that 
  this may be the stronghold’s storage. Stairs rise to 
  the upper level where two other buildings are 
  accessible. The now dry crimson blood and 
  unrecognizable organs from two dead guards coat 
  the ground and several large wagons in the 
  courtyard. The sun’s heat has made the blood tacky 
  and small rodents scurry to and fro, feeding off the 
  remains. The stables stand alone directly to your 
  left and desperate neighs come from within. 
   
  The courtyard currently contains two bodies that have 
  been eviscerated and disemboweled by summoned 
  fiendish creatures. The first body near the stable doors 
  is that of the elf Theorin.  A second body lies near the 
  doors leading to the storage area. This is the body of 
  the dwarf Hurric Metalmasher. A DC 20 Knowledge 
  (nature) check will reveal that the elf, but not the 
  dwarf, succumbed to poison caused by vermin bites. A 
  DC 15 Heal check will reveal that the dwarf was 
  overwhelmed by pure physical damage, while the elf 
  was eaten alive. Despite the obvious carnage, no other 
  bodies can be found. Anyone making a DC 15 Track 
  attempt will know that several attacking centipedes 
  followed the two guards from the balcony into the 
  courtyard. One set of centipede tracks goes towards the 
  stables where it disappears into a tiny rut under the 
  stable wall. No tracks can be found upon the balcony as 
  the acid from the ooze destroyed any traces in its 
  movements. 
   
  2. Stable.  
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 6 
  
  The stable doors are closed and secure from the inside. 
  If the PCs want in they will most likely have to break 
  the door down.  
   
  Within the stables are housed four mules. One is 
  currently loose and in a desperate battle with an 
  odd looking centipede. Before you can react the 
  mule slams down crushing the centipede under its 
  hoof. An Olman man lies in the back corner, 
  bleeding and breathing shallowly. His one good eye 
  is as wide and as big as a beholder.  
   
  The man is Ussel Olmland. He is awake and aware but 
  unable to communicate unless his paralysis is removed 
  by healing at least one point of his Dexterity damage. 
  (If the PCs have no means of healing ability damage, 
  they will have to wait a day for it to heal naturally 
  before they can speak with him.) Ussel is from the 
  Amedio Jungle and even though he is fluent in 
  Common he has a rather thick accent. Ussel stands 
  about 6’ 4” and weighs close to 300 lb. He has a self-
  inflicted hair cut which negatively complements his 
  already disturbing appearance. Ussel wears leather 
  armor and carries a long spear, which is currently 
  gripped tightly in his hands. Disregarding his 
  appearance, Ussel is very jovial and outgoing. If the 
  PCs manage to communicate with Ussel he will tell 
  them the story of what happened overnight in the 
  stronghold.  
   
  My friends, Ussel is grateful. Them bugs would 
  surely have ate me if you not come. They came 
  upon us at sleep. When me woke to bite I kill the 
  one hurting me. Me friend Meassol had a large 
  sluggish creature eaten em.  The slug had strange 
  writings all over it. My dwarf friend was running 
  with bug on back. Me make it outside and try to 
  help elf friend and he fall to ground before I could 
  get to him. I start to feel poison that make me feel 
  slow, so me go to stable. My dwarf friend fought 
  hard but too many keep biting and hurt him.  
   
  Afterwards Ussel will remain in the stable as he does 
  not feel up to traveling.  
   
  3. Offices. 
  The main door to the offices is locked yet the PCs 
  should have the keys from Ennis. If they somehow 
  forget about the keys the PC will be required to make a 
  DC 15 Open Lock check to get in. 
   
  The front room to the offices is furnished in 
  Baklunish fashion. A central squat table centers the 
  room 
  accompanied 
  by 
  numerous 
  oversized 
  cushions and throws. Upon the table is a hookah 
  that has never been used.  
  The backroom behind a drape is stylized in a more 
  easterly fashion. A desk is in the centre of the room 
  and sits upon an oversized mat. Upon the desk is a 
  parchment detailing services provided by “Morrin 
  Kaste’s School of Thuggery”. Four contracts 
  detailing work for hire and last wishes lie beside 
  the parchment. The back wall is covered to the roof 
  with cubbyholes, reinforced in order to house the 
  many papers and journals. Many comfortable chairs 
  of varying pedigree furnish the room.  
   
  There is a secret door in the back of the room which 
  can be found with a DC 30 Search check. It is hidden 
  beneath one of the many chairs that align the room. 
  The summoning ooze(s) lurks below in this secret 
  chamber. Once the PCs enter the room a summoned 
  creature of the appropriate APL will appear to 
  investigate. The ooze(s) will follow the same tactics as 
  mentioned in area 6, summoning creatures each round 
  the PCs remain here. PCs get similar Spot checks as the 
  ooze creeps over the vault’s roof, summoning creatures 
  into the office building above. 
   
  A journal lies within the desk that lists the stronghold’s 
  shipping and receiving to date. Mundane items in the 
  stronghold are listed, but several other entries are in 
  code. Listed in code are the names of the magical gifts 
  to the sultan which are stored in the vault. A PC that 
  makes a DC 25 Decipher Script will have knowledge of 
  the current inventory in the vault below, as described 
  in area 6. On one of the shelves is a pile of contracts 
  with various local mercenaries and other contacts. 
  Mentioned in these are several local nobles, reis, 
  guards, and merchants.  
   
  4. Common House. 
  The common room has several day beds used for 
  rest and relaxation. Small side tables accompany the 
  side beds and tomes dealing with the history of the 
  Duchy of Urnst lay in waiting, the most interesting 
  being the rise and fall of House Teranor. Artistic 
  pottery adorns the room, filled with exotic spices 
  and fragrant dried flowers. A hall leads to eight 
  almost identical sleeping chambers. The only thing 
  that stands out is the unmistakable scent of blood 
  coming from down the hall.  
   
  In the furthest room are the remains of the Baklunish 
  guard Meassol ibn Yusaf al Beit Castan. A DC 15 Heal 
  check will show that his death was caused by acid 
  burns. Meassol’s body was paralyzed by centipede bites 
  as he lay in a peaceful slumber, after which he was 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 7 
  
  killed. Two other sleeping areas show signs of a 
  struggle.  Hurric and Ussel were also attacked in their 
  beds, yet they were fortunate enough to wake up in 
  time to fend off the centipedes and avoid conflict with 
  the summoning ooze.   
   
  5. Main Storage. 
  This 
  large 
  complex 
  resides underneath the 
  common house. One unloaded wagon sits in the 
  main open area. The rest of the room is lined with 
  three-tiered shelving. An abundance of imported 
  goods and trappings are organized upon these 
  shelves. A very secure metal door is the only other 
  exit from the room.  
   
  A PC can find any adventuring gear on table 7-8 of the 
  Player’s Handbook on the shelves. A DC 10 Knowledge 
  (local: NMR) check will reveal that the items designs 
  and origin is that of a more easterly design. A DC 15 
  Knowledge (local: NMR) check (Nyrond and 
  Environment MR) will reveal that the items are from 
  the Duchy of Urnst.  
   
  6. Vault. 
  The metal door leading into this room has two separate 
  locks upon it. They each require an Open Locks check 
  (DC 25 and 30, respectively). Ennis had time to add 
  this security feature but has had little time to add 
  further to the security of this room. The good thing is 
  that one of the PCs will have received the keys from 
  Ennis. Once in the room, if not already dealt with, the 
  summoning ooze will start to summon creatures into 
  the vault. Eventually the PCs will want to know where 
  the creatures are coming from. A DC 18 Spot check 
  will reveal the flashing of the summons that the ooze 
  creates behind the wall. As the ooze does not require 
  verbal or somatic for its summonings, there is no 
  Spellcraft check to determine the spell. However, a 
  Knowledge (dungeoneering) check (DC 15+ ooze HD) 
  will unveil the beast behind the summons. While 
  fighting in the room there is a chance to break items. 
  Any full round of fighting within the room has a 20% 
  chance of destroying one mundane gift to the Sultan. 
  This item could be a lamp, chandelier, painting, 
  figurine, or other breakable work. Any area based 
  damaging spells will double the chances of destroying 
  an item. This is simply here to create a mood and all 
  items will be repaired later with simple mending 
  spells.  
   
  As you enter the room, the first thing that stands 
  out is the numerous items covered in tarps. Before 
  your curiosity can get the better of you something 
  moves at the corner of your eye.  
   
  APL 2 (EL 4) 
   
  Summoning Ooze: hp 42; see Appendix 1. 
   
  APL 4 (EL 6) 
   
  Summoning Ooze (2): hp 42 each; see Appendix 
  1. 
   
  APL 6 (EL 8) 
   
  Advanced Summoning Ooze: hp 115; see 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  Advanced Summoning Ooze (2): hp 115 each; 
  see Appendix 1. 
   
  APL 10 (EL 12) 
   
  Advanced Summoning Ooze (2): hp 172 each; 
  see Appendix 1. 
   
  Tactics: If the summoning ooze(s) has been alerted to 
  the presence of the PCs it will have half of its available 
  summons left. Each ooze will have summoned one 
  creature prior to the PCs entering the room during 
  what would be considered the surprise round. It will 
  try to remain undetected, behind the wall and floor, in 
  the secret chamber. Each round, while the PCs remain 
  in the vault or the office, each ooze will summon 
  another creature near the PCs at random. This 
  encounter can be very challenging yet a simple 
  protection spell can simplify it greatly. Further if the 
  PCs leave the building at any time the ooze will cease 
  its summons. At this point it is simply looking to 
  protect its home. 
  At APL 2, the summoning ooze will alternate its 
  summons utilizing fiendish centipedes and celestial 
  giant fire beetles.  
   
  At APL 4, the first ooze will follow the same tactics 
  as that in APL 2. The second ooze will summon 
  fiendish monstrous small spiders in an effort to flank 
  an opponent or web them to the ground. The spider 
  will utilize the roof to clog the room or gain bonuses to 
  hit for higher ground.  
   
  At APL 6-8 the ooze(s) will utilize the Quicken 
  Spell-like Ability feat to summon two creatures in the 
  same round. Normally it prefers to alternate between 
  fiendish monstrous large spiders and earth mephits. It 
  will save one quickened summon for when it is near 
  half its hit points. At this time it will summon a howler 
  and a celestial lion. The ooze is intelligent and hopes to 
  threaten PCs with these more elite summoned 
  creatures, giving it time to escape.  
   
  At APL 10, in the opening engagement the oozes 
  will utilize their Empowered Spell-like Ability and 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 8 
  
  Maximized Spell-like Ability feats on a summon 
  monster 5. This will bring forth eight medium earth 
  elementals. This should effectively clog up the room 
  and keep the PCs occupied. Once the oozes are out of 
  empowered and maximized uses they will summon 
  monster 6 and two large elementals will appear. If any 
  ooze is reduced to half its hit points it will summon a 
  celestial dire lion and a large earth elemental using its 
  Quicken Spell-like Ability feat, hopefully enabling it to 
  retreat to a safer area.  
   
  At all APLs, once out of summons the ooze(s) will 
  seep through cracks in the wall and enter the vault 
  trying to devour the PCs. If the PCs retreat, the ooze 
  will also retreat and hope to wait another day before 
  coming out to feed again. Once the ooze(s) has been 
  defeated the PCs have several options, one of which 
  could be to investigate and possible repair the Sultans 
  gifts (see Encounter 3).  
   
  Development: If the PCs kill the ooze(s), move on to 
  encounter 3. If the PCs fail to clear the strongholds, 
  Ennis will have no option but to go to the city for help. 
  The festival will be cancelled and the Western Flanaess 
  Trading Company will close up and leave town. 
  Proceed to Conclusion B. 
   
  3: HAND IN THE COOKIE 
  JAR 
   
  You have solved the mystery that plagued the 
  Western Flanaess Trading Company Stronghold 
  and Ennis is very happy with your work. With 
  three out of the four stronghold guards down and 
  out, Ennis would like you to stay until the festival 
  is over. He does not know what he can pay you as 
  his money granted him by the Western Flanaess 
  Trading Company was limited and spent. All Ennis 
  can promise is that he will do what he can for such 
  helpful heroes.  
   
  Any PC that does not want to take on this job is still 
  invited to the festival in five days time. Such PCs will 
  have to find accommodations elsewhere and are 
  omitted from the remainder of this encounter. 
   
  As Ennis is needed elsewhere, to prepare for the 
  festival in a week, the PCs are expected to maintain a 
  vigil over the stronghold over the next five days. The 
  PCs are allowed to use the common rooms and are 
  given one set of keys to the stronghold. Within this 
  week several individuals from the PCs’ meta-
  organizations will make contact with the PCs (see 
  Player Handout 1). Some of the PCs will need access 
  to the vault. They will require the keys to enter the 
  vault or be able to beat the lock’s DC.  
   
  As unwise as it may seem, the PCs may feel like 
  checking out the Sultans gifts. This is fine for some of 
  the more luxurious art pieces but if their intent is to 
  investigate the large mirror and the ark the curious PC 
  will be in trouble.  
   
  The mirror is a mirror of life trapping (Dungeon 
  Master’s Guide page 262) designed by Kwalish. It is 
  special in that the name of each prisoner will become 
  inscribed in Terran upon the frame as they enter the 
  mirror. Anyone saying the prisoner’s name aloud in 
  Terran will release the prisoner within. Ennis felt no 
  reason not to keep the mirror activated while stored 
  here. The command word for the mirror is “alphabet”. 
  Any PC looking at the mirror suffers from its magic. 
  Upon the return of Ennis, he will release each PC with 
  minimal fuss.  
   
  The ark also radiates magic. The ark has an 
  amazingly secure lock, requiring a DC 40 Open Lock 
  check. The lock has been subject to the arcane lock 
  spell (CL 15) and has a very serious trap that will go off 
  if the seal is breached without saying the command 
  word “Armageddon”. Again, the PCs should have no 
  reason to look inside. Within the ark are several 
  unrefined pieces of adamantine and several bars of 
  mithral. The most interesting thing within the ark is 
  one half of a ring gate. 
   
  All APLs 
   
  Forcecage, Confusion and Dimensional Lock 
  Trap: CR 10; magical device; automatic reset; multiple 
  traps (one forcecage trap, one confusion trap, and one 
  dimensional lock) spell effect (forcecage, 15
  th level 
  wizard), spell effect (confusion, 15
  th level wizard), spell 
  effect (dimensional lock 15
  th level wizard); Search  (DC 
  32); Disable Device (DC 32). 
   
  4: THE LAST SUPPER 
   
  After you have spent five long, rather dull days of 
  watching over the stronghold, Ennis returns at the 
  crack of dawn with a troupe of entertainers he 
  introduces as Sudrand Gallini’s Traveling Circus. 
  The circus folk house themselves within the stable 
  and leave Ennis to catch up with you. He seems 
  uncomfortable as his fair skin is burnt from the 
  harsh Zeif climate and his legs are wobbling as he is 
  more accustomed to office work. He retires with 
  you to his office to see how things went. Ennis 
  listens to your briefing, all the while filing new 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 9 
  
  paperwork. Once the PCs are all quiet Ennis will 
  address them. I have managed to acquire these 
  diamonds as payment for your services. It does not 
  reflect even a scrap of what I feel you are worth. 
  You are heroes of true virtue and I would be 
  honored if you would accompany me at dinner 
  tonight prior to the festival. 
    
  If asked what the PCs could do before the festival 
  Ennis will suggest that the PCs relax and if possible 
  keep an eye on the front gate for any unwanted guests. 
  If they insist on helping more than this they are 
  welcome to assist in more mundane acts including 
  polishing brass, setting up awnings, landscaping, 
  dusting, cooking, tending to the mules, and other 
  general repairs. This should not be a problem for any 
  Uruzary. 
   
  It is surprising how a few hours have converted a 
  rundown stronghold into an immaculate ground 
  for a festival. In the hours leading to midday, 
  entertainers of all types have contributed greatly. 
  Not only do they help in the preparation of the 
  grounds, but they have such a jovial attitude that 
  the day’s labors go by effortlessly. Among these 
  foreign troupes are a sword eater, a fire breather, a 
  stilt walker, a pair of buffoons, and many wonderful 
  musicians. Local entertainers show up later in the 
  day. They set up their hot coal pits and fortune 
  telling tents and mingle with the circus folk as if 
  they are long lost cousins. The famous Oyun Kol 
  troupe show up to set up their puppet stage upon 
  the upper balcony. The Ghar Dervish clears the 
  courtyard of all wagons and proves that the 
  Western Flanaess Trading Company has spared no 
  expense on the main attraction. The cooks are busy 
  in the common house preparing the meals using 
  exotic 
  spices 
  and 
  dishes. 
  By 
  mid-afternoon 
  everything is perfect as the guests start to arrive. 
   
  The Western Flanaess Trading Company has invited 
  some very influential Zeifan individuals. The supper 
  they are offering was invite only and only about ten 
  individuals other than the PCs got an invitation. A list 
  of these guests and a brief description is included in 
  DM Aid #1. The PCs should be properly attired and 
  use manners if they plan on attending the supper. 
  Ennis can provide proper clothing for the males, but 
  lacks the wardrobe for any lady. Light weapons would 
  be tolerated but anything more crude must be left 
  elsewhere. Any PC not attending the supper that 
  approaches a guest will be given some civility despite 
  their poor manners. After supper, Ennis escorts several 
  of the guests to the office building where the hookah 
  will finally get some use.  
   
  As all things must come to an end, the guests 
  begin to depart just prior to dusk. Turfian Dey ibnt 
  Tayyib al Bakhoura and Pir Nerrim Qadi leave 
  together. They give their thanks to Ennis and wish him 
  a prosperous business. Yegareh, the Xan Yae priestess, 
  leaves next excusing herself for her prayers at dusk. 
  Deshani ibnt Koyun al Barakhat and Geoff Putneck 
  leave together and plan to head back to Barakhat. Ali-
  Naghi slips away from Kenneth and leaves without 
  even being noticed by most of the remaining guests. 
  Elizabeth Britania, Gregory St. Ross, and Lawrence 
  Corsair remain with Ussel in the office for further 
  games of chance and scented smoke. Kenneth is very 
  drunk and will remain in the common room with his 
  kegs of ale. None of these characters will come out to 
  the courtyard, even in the event of a fight. 
   
  Shortly after the supper, the circus performers kick 
  into high gear and put you a little on edge with 
  their acts. The front gates are opened and local 
  common folk show up and are drawn in by the 
  festivities. The day’s heat starts to waver as the cool 
  night brings relief. Once the left over food and 
  drink is set out, free for the taking, the grounds 
  become packed with the merriment of the common 
  working family. 
    
  If the PCs wish to explore the grounds, they can take 
  part in the merriment. 
   
  Games of Chance: Ussel Olmlund is kept busy running 
  several games of chance in the office’s front room, as 
  instructed by Ennis. Currently, he is entertaining 
  several children and three supper guests with a simple 
  game of shell. Using three walnut shells and a small 
  pebble the PC has to find which shell the pebble is 
  under. At this point only kids are allowed to play. Ussel 
  will also prevent any unwelcome snooping in the 
  office. 
   
  Exotic Food: The common house is doubling as a 
  restaurant. Gertrude, a tall brutish Suel woman with 
  misaligned teeth, works beside Christopher, a rather 
  short, lanky, male half-orc. They are feeding off each 
  other’s suggestions and are dashing and sprinkling 
  spices all over an exotic dish, a small rock lizard 
  pierced on a stick. If someone doesn’t interfere soon 
  these two may retire to one of the rooms.  
   
  Fortune Telling: Madame Sarai has made the trip from 
  the east. She is a Rhenee that is moderately skilled in 
  the art of divination. She has taken over a bedroom 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 10 
  
  within the common room and is charging two rates for 
  her services. 
  The first rate is a simple bogus prediction that will cost 
  the PCs 1 djinn (sp) each. She will ask the PCs 
  questions and follow up by telling them one of the 
  following: 
  • 
  Love awaits you when you least expect it. 
  • 
  Death is in your future if not wary of the pool. 
  • 
  Those that show mercy may live longer. 
  • 
  If you have something that is not yours you 
  should return it. 
  • 
  Embrace that which is unknown and true 
  knowledge will follow. 
  • 
  Be careful of the metal one uses. 
   
  If asked, Sarai will perform an augury (CL 3) for 
  anyone willing to pay 115 efreet (gp). She has two 
  augury spells prepared for the day. Alternatively, if 
  more are requested, she will charge 200 efreet for the 
  use of one of her many scrolls. 
   
  Sword Eater: Regenald the Daring came to Zeif from 
  the Duchy of Urnst and is very proficient in the art of 
  sword eating. He is an average man in his fifties with 
  grey hair and abnormally bushy eyebrows. He has had 
  a few close calls with his act, but absolutely loves his 
  work. Because of the nature of his act, no PC can 
  mimic his talent. If the PCs stay long enough, and 
  communicate with Regenald, they can get a +4 to their 
  spot check to see through the Jovoc disguise during 
  Encounter 5. 
   
  Fire Breather: The fire breathers are a Suel family trio. 
  The mother’s name is Evelyn, the father is Yolen, and 
  their eight-year-old stagehand son is Nicoli. The family 
  has developed a technique that allows them to breathe 
  fire. The act is achieved using a diluted alchemist fire 
  compound. The trick is to engulf the liquid without 
  letting it be exposed to air. The dilution of the 
  compound makes it so that no damage is ever dealt to 
  the user or to anyone in the crowd. Anyone wishing to 
  give fire breathing a try can attempt a DC 15 Perform 
  check (fire breathing). Failure results in a small 
  eruption within the PCs stomach spilling forth their 
  supper and messing up their drawers. 
   
  Stilt Walking: Mindy the stilt walker is an active rogue 
  of Seltaren. She found shelter with the circus a year 
  ago and is considered a lowly sideshow exhibit. Upon 
  request from Masseri, she was to accompany the troupe 
  to Zeif and either locate a contact within the Dusk 
  Lash or locate a rogue willing to act as a liaison in Zeif. 
  If a PC shows interest, this can be used as an influence 
  point with the Rogues of Seltaren. Other PCs may give 
  the stilts a go by making a DC 20 Balance check. 
   
  Treasure:  
       APL 2: Coin 150 gp. 
       APL 4: Coin  150 gp. 
       APL 6: Coin 150 gp.  
       APL 8: Coin 150 gp. 
       APL 10: Coin 150 gp. 
   
  5: A NIGHT YOU WILL 
  NEVER FORGET 
   
  The Oyun Kol troupe starts their puppet show at 
  dusk and it is well received. This act has a fair-
  haired puppet pilfering the Sultan’s vaults as four 
  elemental guards (earth, air, fire, and water) all 
  squabble with each other and ignore the thief as he 
  gets away with the treasures. Afterwards a central 
  area in the courtyard is cleared. Twelve dancers, the 
  Ghar Dervish, take the arena and begin their great 
  display of skill. Scimitars slice the air and you are 
  sure that a few of the dancers cheat death. The 
  choreography is amazing as some of the dancers 
  defy gravity.  
   
  Before the puppet show, some malicious evil creatures 
  are busy at work. The sword eater retires as he fell ill 
  during the puppet show due to a mild contact poison 
  delivered by a rogue named Attrick ibn Ishaz ibn 
  Duman al Beit Castan. During the Ghar Dervish’s 
  performance Attrick makes his way into the storage 
  area and strikes a conversation with Ennis. All the time 
  he waits for his promised distraction. The jovocs, using 
  their hats of disguise, return to the stronghold in the 
  sword eaters place. At APL 2-4, the jovocs are 
  summoned. At APL 6-10, the jovocs are called. PCs get 
  a DC 26 Spot check to penetrate the disguise as the 
  jovocs enter the strongholds and get into position by 
  the corner of the stable. Make sure to take into account 
  the distance modifiers for each PC’s Spot check. If the 
  PCs can ignore magical illusions the Spot check is only 
  DC 16. If the PCs notice any of the jovocs before they 
  get into position things could go bad. If they do not see 
  past the jovocs’ disguises continue reading. 
   
  Half way through the Ghar Dervish act a wave of 
  pain shoots through some of the crowd and panic 
  instantly ensues. It is obvious that something is not 
  right as several performers and nearby common 
  folk fall to the ground in agony. Among the 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 11 
  
  common folk distressed on the ground is an eight 
  year old boy (Nicoli).  
   
  During this time, Ennis is below in the storage area 
  regulating the use of the stronghold’s supplies and 
  talking to Attrick about some of the Western Flanaess 
  Trading Company’s imports. Ussel is drunk and 
  engaged in cricket races in the common rooms. 
   
  All APLs 
   
  Attrick ibn Tretch al Beit Castan: Rog7; hp 42; 
  see Appendix 1. 
   
  APL 2 (EL 5) 
   
  Jovoc: hp 36; see Appendix 1. 
   
  APL 4 (EL 6) 
   
  Advanced Jovoc: hp 57; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  Advanced Jovoc (2): hp 57 each; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  Advanced Jovoc (2): hp 101 each; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  Advanced Jovoc (3): hp 126 each; see Appendix 1. 
   
  Tactics: During the dervishes’ act the jovoc disguised 
  as the sword eater simply sticks his sword down his 
  throat. Being non-proficient in eating swords, the 
  sword automatically deals maximum damage (5 points 
  at APL 2-6 and 9 damage at APL 8-10). The jovoc’s aura 
  of retribution goes off making everyone within range 
  to make a Fortitude save. This is a good place for 
  initiative to start. At this point 1d6 commoners, 
  including Nicoli, and the entire Ghar Dervish lie on 
  the ground unconscious due to the damage. Either 
  way, on their turn the PCs may make a DC 15 Sense 
  Motive check and a second attempt at a Spot check to 
  notice the sword eater chewing on his sword while 
  everyone else is panicking. The jovoc will continue to 
  eat his sword each round if not molested by any PC. 
  The other jovocs, if present, wait in support lying on 
  the ground pretending to be victims until needed. 
  When this situation arises the jovocs will all continue 
  to 
  mutilate 
  themselves 
  with 
  their 
  cold 
  iron 
  shortswords. If their fast healing is not keeping up 
  with a hard hitting PC they will try to drink their cure 
  potions as they flee. One objective to this encounter is 
  to save as many commoners as possible and engage the 
  jovocs at a distance. Some PCs may not care about the 
  commoners and may engage the jovoc in hard hitting 
  melee attacks. Each jovoc will retreat immediately if 
  reduced to half its hit points in a single round. 
  Regardless, after five rounds they feel that they have 
  given Attrick enough of a distraction and will retreat. 
   
  If a PC is within the storage area, Attrick will play 
  innocent and try to get the PCs to pay more attention 
  to the situation in the courtyard. Ennis, being in the 
  room, will agree and request the PCs help in the 
  courtyard. Once alone he will subdue Ennis easily and 
  touch a tattoo of a blink dog, courtesy of Danigar of 
  Hardby, to activate a blink spell (CL 7) and travel 
  through the wall into the vault. Attrick will at no time 
  fight. He is truly a lover not a fighter. His fate lies with 
  being caught within the mirror of life trapping.  
   
  Treasure:  
   
  APL 2: Loot 2 gp; Magic 154 gp; hat of disguise 
  (150 gp), potion of cure light wounds (4 gp); Total 156 
  gp. 
   
  APL 4: Loot 2 gp; Magic 175 gp; hat of disguise 
  (150 gp), potion of cure moderate wounds (25 gp); 
  Total 177 gp. 
   
  APL 6: Loot 4 gp; Magic 350 gp; 2 potions of cure 
  moderate wounds (25 gp each), 2 hat of disguise (150 
  gp each); Total 354 gp. 
   
  APL 8: Loot 4 gp; Magic 424 gp; 2 potions of cure 
  serious wounds (62 gp each), 2 hat of disguise (150 gp 
  each); Total 428 gp. 
   
  APL 10: Loot 6 gp; Magic 1635 gp; 3 potions of 
  cure serious wounds (62 gp each), 3 hat of disguise (150 
  gp each), 3 amulet of health +2 (333 gp each); Total 
  1641 gp. 
   
  6: THE INQUISITION 
   
  The gaiety that once filled the stronghold of the 
  Western Flanaess Trading Company is now 
  replaced with anger and confusion. People lay hurt 
  and some dying. The dust settles and you have 
  healed who you can and secured the complex once 
  again. Local foot soldiers show up and are angered 
  as they wish to talk to the man in charge. They start 
  to detain witnesses and question everyone.  
   
  Any PC could intervene on Ennis’ behalf and talk to 
  the soldiers. The guards will be satisfied with a DC 15 
  Diplomacy check as long as the PCs do not lie about 
  what they witnessed. If the PCs fail to make this 
  Diplomacy check, the soldiers demand to speak to the 
  owner. The PCs can locate the unconscious body of 
  Ennis within the stronghold’s storage area. He is 
  groggy and someone has left his mark on the back of 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 12 
  
  his skull. With a bit of healing, Ennis is willing to 
  converse with the soldiers. 
   
  When Ennis is able to talk to the PCs in private, he 
  speaks the following: 
   
  A tall Baklunish man came in very interested in our 
  exotic eastern wares. When the fighting started 
  outside, I turned my back on him for just a second 
  and then felt a hard solid blow to my head. The 
  man was 30 years of age, short hair, and had a dog 
  tattoo on his arm. I don’t know the reason for the 
  assault and I don’t believe the man acquired my 
  keys to the vault.  
   
  A DC 15 Track check will find a single set of footprints 
  that passes right through the wall. Once inside the 
  room, the tracks continue to the mirror. Ennis 
  carefully checks the mirror first as it is uncovered and a 
  pile of gear rests at its feet. He will warn the PCs to 
  look away, and will discover that someone has been 
  trapped.  
   
  Ennis grabs hold of the mirror and speaks a word in 
  Terran (vanity) and the naked ghostly image of a 
  Baklunish man appears before you. The man 
  appears to be in shock and is unable to speak. Ennis 
  councils you, “Prepare yourself! That is the man 
  that attacked me. I will release the mirror’s 
  prisoner, but I am more interested in talking to this 
  man than I am at seeking his death.” He speaks in a 
  Terran once again (Attrick) and in a bright flash of 
  light a naked Baklunish man appears on the ground 
  before you. He shakes on the ground and the fear 
  in his eyes is almost contagious. It is plainly 
  obvious that this man poses no threat.  
   
  Attrick has a serious phobia of enclosed spaces and 
  once inside the mirror he panicked and went into 
  shock similar to a wrack spell. It will take Attrick at 
  least a couple minutes to recover from this effect. After 
  this time the PCs will be able to tie him up and 
  question him. A DC 17 Intimidate check or a DC 20 
  Diplomacy check will force Attrick into cooperating. 
  Attrick prefers silence over lying if the PCs cannot 
  make these checks. At this point the PCs or Ennis may 
  enlist the aid of Ussel.  
   
  If the PCs require Ussel Olmland’s aid, read the 
  following: 
   
  Ussel upon request staggers in with a small kit. He 
  looks Attrick up and down, sighs, and opens the kit. 
  Grooves within the interior of the kit are filled with 
  twelve glass vials. Each vial is capped and contains a 
  different-colored liquid. As he pulls out the blood 
  red vial and holds it up to the light, he seems 
  satisfied with his choice. Ussel flicks the glass, 
  vortexing its contents, and asks that those of weak 
  stomach leave the room.  
   
  Ussel is bluffing Attrick and is simply using hot pepper 
  extract and colored water. Ussel will force Attrick to 
  consume the hot pepper extract and tell him that the 
  blue vial is the antidote. He will describe how the 
  poison will cause his body to slowly burn from the 
  inside eventually causing him to burst into flame 
  leaving him a charred mess on the floor. This ruse will 
  be enough to get Attrick to spill his guts. Some 
  characters may be vehemently opposed to this but 
  Ussel will take them aside and explain the ruse. He 
  will also explain that this is nothing compared to what 
  the local authority will do to this rogue if turned in for 
  his crimes. If the characters are still opposed, Ussel 
  will concede and back down. The PCs will again have 
  to find another way of getting Attrick to talk in order 
  to continue. 
   
  Attrick knows the following: 
  • 
  He was hired by a Baklunish merchant in the 
  bazaar two days ago.  
  • 
  The man was hideous to look at. He had 
  sparse hair for the most part and had severe 
  boils and pussy bulbous eyes. He hid his 
  other features with a turban, scarf and dish-
  dash-ah. 
  • 
  The man gave a full description of each of the 
  PCs and of Ennis and Ussel. He was a little 
  more unclear about the performers and their 
  capabilities. 
  • 
  The job paid very well, 50 Magi (pp) up front 
  and another 50 Magi when complete. 
  • 
  He truly did not know what the mirror was. 
  He was given a description and its location. 
  • 
  He is to deliver the mirror to the man by the 
  docks near the fish market at noon tomorrow. 
  He is to come alone. 
  • 
  Attrick is a member of the Dusk Lash, but will 
  never reveal this openly. He will try to get 
  any other PC that is a member a sign in hopes 
  that the PC will defend him. 
  • 
  Attrick is very sorry for his crimes, especially 
  if he knows that someone was killed. His 
  intent was not to cause death. He is willing to 
  forfeit everything he owns to the Western 
  Flanaess Trading Company to atone for his 
  sins. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 13 
  
   
  7: MOB RULE 
   
  After the questioning of Attrick, Ennis takes you 
  back to the offices. Ennis once again begs for your 
  aid,” I am hoping that you will find out who is 
  behind this before more innocent lives are lost. 
  Impersonating the rogue tomorrow at noon may be 
  the only way of meeting the mastermind behind 
  these attacks. Luckily our rogue has provided us 
  with at least one form of disguise. I also know of an 
  apothecary that sells oils and potions that can aid 
  us. I can arrange these other means of disguise, but 
  if you are going through with this I would have to 
  attend to this immediately. 
   
  If the PCs bested the jovocs they may have multiple 
  hats of disguise at their disposal. Ennis has a contact 
  that is willing to sell potions of disguise self. 
  Unfortunately, Ennis lacks the funds to purchase this 
  magic for the PCs but he will haggle Attricks 
  possessions for a potion of disguise self for each 
  remaining PC. As only one PC can impersonate the 
  rogue each other PC should come up with their own 
  cover identity if they want to participate in encounter 
  8. At this late hour Ennis will take Ussel with him to 
  acquire the potions of disguise, a mirror that could 
  double for the Sultan’s prize, and any other magical or 
  mundane supplies the PCs might need.  
   
  During this time, the citizens of Beit Castan are pining 
  for justice from the attacks earlier in the evening. They 
  blame the foreigners for summoning demons and 
  cursing their lives. If something is not done soon, they 
  have promised that they will drive the infidels from 
  the city. A small congregation of local leaders 
  approaches the stronghold of the Western Flanaess 
  Trading Company. They are angry but are willing to 
  listen to reason if the PCs can convince them that this 
  is not the Western Flanaess Trading Companies fault.  
   
  A thunderous rap comes from the gates of the 
  stronghold. As you investigate, it would seem that a 
  small congregation has amassed outside the 
  complex. One man in particular stands out as his 
  leadership shines above the other men. He 
  demands firmly that the occupants open the doors 
  and discuss the events that transpired recently. 
   
  The men will rap for five minutes after which they will 
  leave angrier than they came. If the PCs open the door, 
  the men will remain professional and wish to talk. 
  They care not that Ennis is gone, as they hold the PCs 
  just as responsible. The main Mouqol priest is named 
  Yoce ibn Jigter al Beit Castan. He is very single minded 
  and is using the night’s events as a tool to rid the city of 
  these competitors. A second priest of Al Akbar named 
  Krulik ibn Ankfra al Beit Castan is here to undo the 
  damage and hysteria that Yoce has caused. He does not 
  want to see the citizens riled up and does not want to 
  see 
  unnecessary 
  bloodshed. 
  Unfortunately, 
  the 
  majority of the congregation’s members are supporters 
  of the Mouqollod Consortium.  
   
  In order to quell the congregation, the PCs will 
  have to retell their story. Let each PC tell their version 
  of the story. Those that tell their story proficiently may 
  aid in a single diplomacy check. To persuade the 
  congregation to leave peacefully the PCs require a 
  successful DC 20 Diplomacy check. If the PCs fail the 
  Diplomacy check, but mention the capture of Attrick, 
  Yoce will demand that Attrick be handed over to them. 
  Failing to turn over Attrick and failing the Diplomacy 
  check or simply ignoring the congregation’s request 
  for parley will earn the PCs the Disfavor of Mouqol on 
  their AR. Whether angered or pacified, the crowd will 
  remain calm and leave peacefully. If the PCs do not 
  turn Attrick over to the mob, he will be grateful and 
  the PCs will earn the Gratitude of Attrick on their ARs. 
   
  8: MOMENT OF TRUTH 
   
  The crack of dawn is approaching fast and noon is 
  not far off. It is time to make arrangements for the 
  exchange. Ennis and Ussel return exhausted and 
  unrested. 
  Ennis 
  retrieves 
  the 
  supplies 
  and 
  distributes them accordingly. He retrieves the 
  mirror, handing it over to you after having it 
  carefully wrapped in sheep skin. Noon arrives and 
  so too does the unexpected. Rain has finally arrived 
  and it has come with a vengeance. As you mingle 
  through the crowds, most merchants are busy 
  protecting and gathering their wares. They pay 
  little to no attention to you. As you reach your 
  destination you realize it is near the docks in the 
  fish market. This market does not truly open until 
  mid-afternoon, but many fisherman are busy 
  returning early with their morning’s catch. The 
  smell is very overwhelming in this area, as the 
  ocean’s remains from the previous day are left out 
  in containers. Vermin and other stray animals feed 
  off these, as do the more underprivileged of the 
  city. For the most part, the competition for this 
  food keeps these populations under control. They 
  are oblivious to you as you each mesh with the 
  environment and prepare for the exchange. As the 
  rain starts to moisten the ground, the vermin in the 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 14 
  
  streets start to retreat to their shelter. Through the 
  veil of rain, at the corner of your eye, a cloaked man 
  breaches the shadows of an alley.  
   
  The rain shower should not impede this encounter too 
  much. Visibility is reduced to half and Spot and Search 
  checks are at a -4. The wind is gusting at about 40 mph 
  giving any ranged attacks a -4. Flying creatures are 
  affected as described on page 95 of the Dungeon 
  Masters Guide. The mirror given to the PCs is a forgery 
  with a Nystul’s magic aura on it. This was not meant to 
  deceive the PCs, but Ennis believed if the PCs thought 
  they had the real mirror they would be more 
  believable. The man in the alley will retreat to the 
  deeper part of the alley to negotiate the exchange. If 
  the mirror is not present he will ask to see it or he will 
  leave. The man will have a Spot check to see past the 
  PCs disguises and he will be taking a 10.  He will 
  recognize Attrick on sight and therefore receives the 
  +4 on his Spot check as well. If he sees through the 
  disguise he will try to grab the mirror and run. If this 
  happens or a fight breaks out, the ooze that hides on 
  the roof will fall on the PCs trying to engulf them.  
   
  APL 2 (EL 3) 
   
  Hitur ibn Petur Patika: Wizard 1; hp 6; see 
  Appendix 1. 
   
  Gelatinous Cube: Huge Ooze; hp 54; see Monster 
  Manual page 201. 
   
  APL 4 (EL 6) 
   
  Hitur ibn Petur Patika: Wizard 3; hp 18; see 
  Appendix 1. 
   
  Ochre Jelly: Large Ooze; hp 69; see Monster 
  Manual page 202. 
   
  APL 6 (EL 8) 
   
  Hitur ibn Petur Patika: Wizard 5; hp 30; see 
  Appendix 1. 
   
  Black Pudding: Huge Ooze; hp 115; see Monster 
  Manual page 201. 
   
  APL 8 (EL 10) 
   
  Hitur 
  ibn 
  Petur 
  Patika: 
  Human Wizard 
  (Conjurer) 5 / Elemental Savant 2; hp 42; see Appendix 
  1. 
   
  Arcane Ooze: Huge Ooze; hp 202; see Appendix 
  1. 
   
  APL 10 (EL 12)  
   
  Weith Ibn Kilson Gidelecik: Human Wizard 
  (Conjurer) 5 / Elemental Savant 4 / fate spinner 2; hp 
  66; see Appendix 1. 
   
  Arcane Ooze: Huge Ooze; hp 202; see Appendix 
  1. 
   
  Tactics: The ooze should at some time trample over or 
  engulf the mirror. If this happens the mirror shatters 
  from the weight and acidity of the ooze. At APL 2, the 
  ooze will actually fall on the apprentice and hopefully 
  the bearer of the mirror. This will most likely kill or 
  paralyze the apprentice. At APL 4-8, the ooze will miss 
  the apprentice and attack the nearest PC. The 
  apprentice will retreat to a safe distance and try to kill 
  any PC that threatens the ooze. At APL 10 the ooze is 
  dominated by the ooze master’s spell (ooze puppet). 
  This requires the ooze master to use his move actions 
  to control the oozes actions. The ooze master will 
  willingly allow the ooze to siphon spells off him. The 
  ooze master will use his dust of disappearance in the 
  opening round which he has ready in his off hand. He 
  will hit the ooze in the following round with an 
  electrical spell. The ooze master will use his freezing 
  fog (acid based damage) or an Evard’s black tentacles 
  spell to slow the PCs down. In additional rounds, the 
  oozemaster will use area-based acid balls in hopes of 
  healing the ooze each round and damaging the PCs. If 
  the PCs target the oozemaster with any spell or 
  weapon, his blink spell activates as per contingency. 
  Unfortunately, entering the ethereal plane will break 
  domination over the ooze. The ooze will consequently 
  view the oozemaster as an additional equal threat. At 
  APL 8 the apprentice will try to follow the same tactics 
  as his master but will try to stay out of physical reach of 
  the ooze. 
   
  Treasure:  
   
  APL 2: Loot 59 gp; Coin 83 gp; Magic 10 gp; 
  potion of sanctuary (4 gp), scroll of benign 
  transposition (2 gp), scroll of babau slime (2 gp), scroll 
  of shield (2 gp); Total 152 gp. 
   
  APL 4: Loot 142 gp; Coin 83 gp; Magic 249 gp; 
  potion of invisibility (25 gp), scroll of earthbind (12 
  gp), scroll of create magic tattoo (20 gp), 2 applications 
  philosophers wool  (200 gp); Total 482 gp. 
   
  APL 6: Loot 276 gp; Coin 83 gp; Magic 349 gp; 
  potion of invisibility (25 gp), scroll of acid breath (31 
  gp), scroll of amorphous form (31 gp), scroll of great 
  thunderclap (31 gp), scroll of stinking cloud (31 gp), 2 
  applications philosophers wool  (200 gp); Total 708 gp. 
   
  APL 8: Loot 459 gp; Coin 83 gp; Magic 566 gp; 
  potion of invisibility (25 gp), rod of lesser metamagic 
  substitution (electricity) (225 gp), scroll of burning 
  blood (58 gp), scroll of ball lightning (58 gp), 2 
  applications philosophers wool  (200 gp); Total 1108 
  gp. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 15 
  
   
  APL 10: Loot 1251 gp; Coin 83 gp; Magic 1571 gp; 
  dust of disappearance (291 gp), potion of cure serious 
  wounds (62 gp), headband of intellect +2 (333 gp), rod 
  of lesser metamagic substitution (electricity) (225 gp), 
  scroll of acid sheath (93 gp), scroll of earth reaver (93 
  gp), scroll of acid fog (137 gp), scroll of freezing fog 
  (137 gp), 2 applications philosophers wool  (200 gp); 
  Total 2905 gp. 
   
  CONCLUSION A 
  This is assuming that the characters defeated the ooze 
  and its master and returned to the stronghold with or 
  without the mirror intact. 
   
  After defeating the ooze and its master within the 
  streets of Beit Castan, you return to the stronghold 
  of the Western Flanaess Trading Company. Ennis 
  greets you at the gates and is relieved to see your 
  return. He takes you to his office and once seated 
  says, “I am confused as to why this man wished the 
  company such ire and hatred, but in life some 
  things will always remain a mystery. All I can be 
  thankful for is that the fates sent me such worthy 
  heroes. You have aided me and the company in our 
  most desperate time and our reputation will be 
  exonerated. For that we are forever grateful. If you 
  are ever in need of supplies, please come and see 
  me. This in not farewell, for if I am ever in need of 
  good, honest, and noble friends I will be sure to 
  send for you.” 
   
  The PCs gain the Friend of the Western Flanaess 
  Trading Company on their AR. 
   
  CONCLUSION B 
  This is assuming that the characters got defeated 
  somewhere within the adventure prior to encounter 8. 
   
  Ennis takes you to his office and once seated says, 
  “I can be thankful that the fates sent me such 
  worthy heroes. Yet with this tarnished reputation I 
  do not think that my company will flourish here. 
  You tried your best and for that I am forever 
  grateful. It is too bad that things could not have 
  gone differently. This is not farewell, for if I am 
  ever in need again of good, honest, and noble 
  friends I will be sure to send for you.” 
   
  The PCs do not gain the Friend of the Western 
  Flanaess Trading Company on their AR. 
   
  CONCLUSION C 
  This is assuming that the characters defeated the ooze 
  and its master but are to afraid to return with a broken 
  mirror. 
   
  After defeating the ooze and its master within the 
  streets of Beit Castan, you decided not to return to 
  the stronghold of the Western Flanaess Trading 
  Company. Guilt plays heavily on you as you are 
  wary about every stranger you meet. You find that 
  you have to spend the extra time dodging certain 
  authorities and taking the back roads. Eventually 
  you hope that your actions this day in Beit Castan 
  will be forgiven and forgotten. 
   
  The PC gets the Fled on their AR. 
   
  CONCLUSION D 
  This is for the PCs that thought they could steal from 
  the Sultan and get away with it. 
   
  The lure of wealth outweighed the life of a hero. 
  The Sultan’s treasure was worth more than anyone 
  could imagine. Unfortunately the theft comes with 
  a heavy price. From this day forth no one will hire 
  you and every authority in Oerth is hunting you for 
  the reward that is placed on your head. Even your 
  friends seem to abandon you as they want to cash in 
  on this reward or they don’t want to be mixed up 
  with a person of so few scruples. Another moot 
  point is that very few people can afford the treasure 
  and no one except the purest evil wants to be 
  tainted with stolen artifacts. 
   
  Any PC that actually runs off with the Sultan’s treasure 
  and ends their session thinking they can get rich will 
  earn the Stole from the Sultan designation on their AR. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 16 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  1: Every Nook and Cranny 
  Rid the stronghold of the summoning ooze 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  2: A Night You Will Never Forget 
  Survive the jovoc attack 
  APL 2  
  150 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  3: Moment of Truth 
  Defeat the oozemaster 
  APL 2  
    90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  Story Award 
  Attempted to save the innocent from the jovocs: 
  APL 2  
    30 XP 
  APL 4  
    60 XP 
  APL 6  
    75 XP 
  APL 8  
    90 XP 
  APL 10 
  100 XP 
   
  Succeeded in meta-organizations task: 
  APL 2  
    30 XP 
  APL 4  
    40 XP 
  APL 6  
    50 XP 
  APL 8  
    60 XP 
  APL 10 
    70 XP 
   
  Discretionary roleplaying award 
  APL 2  
    30 XP 
  APL 4  
    40 XP 
  APL 6  
    55 XP 
  APL 8  
    75 XP 
  APL 10 
  100 XP 
  Total Possible Experience 
  APL 2  
    450 XP 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 17 
  
   
  4: The Last Supper 
   
  APL 2: Coin 150 gp. 
   
  APL 4: Coin  150 gp. 
   
  APL 6: Coin 150 gp.  
        APL 8: Coin 150 gp. 
        APL 10: Coin 150 gp. 
   
  5: A Night You Will Never Forget 
   
  APL 2: Loot 2 gp; Magic 154 gp; hat of disguise 
  (150 gp), potion of cure light wounds (4 gp); Total 156 
  gp. 
   
  APL 4: Loot 2 gp; Magic 175 gp; hat of disguise 
  (150 gp), potion of cure moderate wounds (25 gp); 
  Total 177 gp. 
   
  APL 6: Loot 4 gp; Magic 350 gp; 2 potions of cure 
  moderate wounds (25 gp each), 2 hat of disguise (150 
  gp each); Total 354 gp. 
   
  APL 8: Loot 4 gp; Magic 424 gp; 2 potions of cure 
  serious wounds (62 gp each), 2 hat of disguise (150 gp 
  each); Total 428 gp. 
   
  APL 10: Loot 6 gp; Magic 1635 gp; 3 potions of 
  cure serious wounds (62 gp each), 3 hat of disguise (150 
  gp each), 3 amulet of health +2 (333 gp each); Total 
  1641 gp. 
   
   8: Moment of Truth 
   
  APL 2: Loot 59 gp; Coin 83 gp; Magic 10 gp; 
  potion of sanctuary (4 gp), scroll of benign 
  transposition (2 gp), scroll of babau slime (2 gp), scroll 
  of shield (2 gp); Total 152 gp. 
   
  APL 4: Loot 142 gp; Coin 83 gp; Magic 257 gp; 
  potion of invisibility (25 gp), scroll of earthbind (12 
  gp), scroll of create magic tattoo (20 gp), 2 applications 
  philosophers wool  (200 gp); Total 482 gp. 
   
  APL 6: Loot 276 gp; Coin 83 gp; Magic 349 gp; 
  potion of invisibility (25 gp), scroll of acid breath (31 
  gp), scroll of amorphous form (31 gp), scroll of great 
  thunderclap (31 gp), scroll of slashing despair (31 gp), 2 
  applications philosophers wool  (200 gp); Total 708 gp. 
   
  APL 8: Loot 459 gp; Coin 83 gp; Magic 566 gp; 
  potion of invisibility (25 gp), rod lesser metamagic 
  substitution (electricity) (225 gp), scroll of burning 
  blood (58 gp), scroll of ball lightning (58 gp), 2 
  applications philosophers wool  (200 gp); Total 1108 
  gp. 
   
  APL 10: Loot 1251 gp; Coin 83 gp; Magic 1571 gp; 
  dust of disappearance (291 gp), potion of cure serious 
  wounds (62 gp), headband of intellect +2 (333 gp), rod 
  lesser metamagic substitution (electricity) (225 gp), 
  scroll of acid sheath (93 gp), scroll of earth reaver (93 
  gp), scroll of acid fog (137 gp), scroll of freezing fog 
  (137 gp), 2 applications philosophers wool  (200 gp); 
  Total 2905 gp. 
   
  Treasure Cap 
         APL 2: 450 gp 
   
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  Total Possible Treasure 
        APL 2: Loot: 61 gp; Coin: 233 gp; Magic: 164 gp; 
  Total: 458 gp. 
   
  APL 4: Loot 144 gp; Coin 233 gp; Magic: 432 gp; 
  Total: 809 gp. 
   
  APL 6: Loot 280 gp; Coin 233 gp; Magic 699 gp; 
  Total: 1212 gp. 
   
  APL 8: Loot: 463 gp; Coin: 233 gp; Magic: 990 gp; 
  Total: 1686 gp. 
   
  APL 10: Loot: 1257 gp; Coin: 233 gp; Magic: 3206 
  gp; Total: 4696 gp. 
      
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 18 
  
  Appendix 1: APL 2
  S U M M O N I N G  O O Z E 
  CR  4 
  N Medium Ooze  
  Init +4; Senses Listen +9, Spot +0 
  Languages None 
  AC 17, touch 10, flat-footed 17 
   (+7 natural) 
  hp 42 (5 HD); fast healing 5  
  Immune acid and fire 
  Fort +6, Ref +1, Will +2 
  Speed 20 ft. (4 squares), climb 10 ft; 
  Melee 2 slam +5 (1d8+2 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Acid, summon monster 
  Spell-Like Abilities (CL 20th): 
  1st—summon monster 1 (10/day) 
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 
  14  
  SQ Blindsight 60 ft., ooze traits. 
  Feats Augmented Summoning, Great Fortitude, 
  Improved Initiative. 
  Skills Climb +10, Concentration +10, Hide +8, Listen 
  +9, Move Silently +5. 
  Acid (Ex) A summoning ooze secretes a natural acid 
  through its protoplasmic membrane. Each of its 
  natural attacks deals an extra 1d6 points of damage. 
  Summon Monster (Sp) Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster 1 spell (caster level 
  20th). The summoned creature remains for 20 rounds 
  or until slain. A summoning ooze can summon a 
  maximum of twice its Hit Dice in creatures per day. 
  For each additional 2 HD of a summoning ooze above 
  5, the summoning ooze’s summon monster ability 
  improves by one spell level (to summon monster 2 at 
  7 HD, summon monster 3 at 9 HD, and so on, up to a 
  maximum of summon monster 6 at 15 HD). Each 2 
  HD gained also increases the summoning ooze’s 
  Challenge Rating by 1 (instead of the normal +1CR 
  per 4 added HD for oozes). Due to the ooze’s 
  Augmented Summoning feat, its summoned creatures 
  have a +4 enhancement bonus to Strength and 
  Constitution for the duration of the abilities effect. 
  Ooze Traits immune to all mind affecting spells and 
  abilities (charms, compulsions, phantasms, patterns 
  and morale effects.) Immune to gaze attacks, visual 
  effects, illusions and other attacks that rely on sight. 
  Immune 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning. Not subject to critical hits or 
  flanking.   
   
  J O V O C 
  CR  5 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common  
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 36 (4 HD); fast healing 5; DR 5/good or cold iron 
  Immune electricity, poison. 
  Resist acid 10, cold 10, fire 10; SR 13 
  Fort +7, Ref +6, Will +4 
  Speed 30 ft. (6 squares); 
  Melee 2 claw +6 (1d3+1damage) and bite +1 (1d4 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +1 
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7  
  SQ aura of retribution, summon tanar’ri, outsider 
  traits, tanar’ri traits. 
  Feats Toughness (x2) 
  Skills Hide +13, Listen +7, Move Silently +9, Search 
  +5, Sense Motive +7, Spot +7. 
  Possessions hat of disguise, small cold iron 
  shortsword, potion of cure light wounds.  
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. 
  Whenever the creature takes damage from any 
  source, 
  every 
  nontanar’ri 
  within 
  the 
  area 
  immediately takes an equal amount of damage. A 
  successful Fortitude saving throw (DC 15) halves 
  the damage. (For example, if an opponent deals 12 
  points of damage to a jovoc, that opponent and 
  every other non-tanar’ri within 30 feet also take 12 
  points of damage each, or 6 points with a 
  successful Fortitude save.) Regardless of the 
  source of the damage to the jovoc, the damage 
  dealt to nontanar’ri by this effect is not subject to 
  negation or reduction because of resistance, 
  immunity, damage reduction, spell resistance, or 
  the like.  
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. (Already tried for the day and 
  failed) 
  Outsider Traits: dark-vision (60-foot range). 
  Tanar’ri 
  Traits: 
  Tanar’ri 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  H I TUR I BN P E T U R  P AT I K A 
  CR  1 
  Male Bakluni Human Wizard (Conjurer) 1 
  CN Medium Humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Terran, Infernal, Abyssal, 
  Celestial. 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 6 (1 HD)  
  Fort +3  Ref +4, Will +2 
  Speed 30 ft.; 
  Melee quarterstaff -1 (1d6-1 damage) 
  Ranged dagger +2 (1d4-1 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -1 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 19 
  
  Combat Gear dagger, potion of sanctuary (CL 1st), 
  quarterstaff, scroll of babau slime* (CL 1st), scroll of 
  benign transposition* (CL 1st), scroll of shield (CL 1st). 
  Wizards Spells Prepared (CL 1st): 
   1st—orb of acid lesser*, obscuring mist, shocking 
  grasp. 
   0—not studied, 
  Abilities Str 8, Dex 14, Con 16, Int 16, Wis 10, Cha 8 
  Feats Eschew Materials, Scribe Scroll, Sudden Still 
  Skills 
  Concentration 
  +7, 
  Craft 
  (painting) 
  +7, 
  Knowledge (arcane) +7, Knowledge (dungeoneering) 
  +7, Knowledge (planes) +7, Spellcraft +7; 
  Possessions  belt pouch, spellbook, traveler’s outfit, 
  weasel, 50 Magi. 
  Spellbook 
  spells prepared plus 0—all except 
  enchantment and illusion,1—burning hands, chill 
  touch, shield, summon monster 1. 
  * see Appendix 2: New Rules Items 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 20 
  
  APL 4 
  S U M M O N I N G  O O Z E 
  CR  4 
  N Medium Ooze  
  Init +4; Senses Listen +9, Spot +0 
  Languages None 
  AC 17, touch 10, flat-footed 17 
   (+7 natural) 
  hp 42 (5 HD); fast healing 5  
  Immune acid and fire 
  Fort +6, Ref +1, Will +2 
  Speed 20 ft. (4 squares), climb 10 ft; 
  Melee 2 slam +5 (1d8+2 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Acid, summon monster 
  Spell-Like Abilities (CL 20th): 
  1st—summon monster 1 (10/day) 
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 
  14  
  SQ Blindsight 60 ft., ooze traits. 
  Feats Augmented Summoning, Great Fortitude, 
  Improved Initiative. 
  Skills Climb +10, Concentration +10, Hide +8, Listen 
  +9, Move Silently +5. 
  Acid (Ex) A summoning ooze secretes a natural acid 
  through its protoplasmic membrane. Each of its 
  natural attacks deals an extra 1d6 points of 
  damage. 
  Summon Monster (Sp) Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster 1 spell (caster 
  level 20th). The summoned creature remains for 20 
  rounds or until slain. A summoning ooze can 
  summon a maximum of twice its Hit Dice in 
  creatures per day. For each additional 2 HD of a 
  summoning ooze above 5, the summoning ooze’s 
  summon monster ability improves by one spell 
  level (to summon monster 2 at 7 HD, summon 
  monster 3 at 9 HD, and so on, up to a maximum of 
  summon monster 6 at 15 HD). Each 2 HD gained 
  also increases the summoning ooze’s Challenge 
  Rating by 1 (instead of the normal +1CR per 4 
  added HD for oozes). Due to the ooze’s 
  Augmented 
  Summoning 
  feat, 
  its 
  summoned 
  creatures have a +4 enhancement bonus to 
  Strength and Constitution for the duration of the 
  abilities effect. 
  Ooze Traits immune to all mind affecting spells and 
  abilities 
  (charms, 
  compulsions, 
  phantasms, 
  patterns and morale effects.) Immune to gaze 
  attacks, visual effects, illusions and other attacks 
  that rely on sight. Immune to poison, sleep effects, 
  paralysis, polymorph, and stunning. Not subject to 
  critical hits or flanking.   
   
  J O V O C,  AD V AN C E D 
  CR  6 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Listen +9, Spot +9 
  Languages Common  
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 57 (6 HD); fast healing 5; DR 5/good or cold iron 
  Immune electricity, poison. 
  Resist acid 10, cold 10, fire 10; SR 15 
  Fort +8, Ref +7, Will +5 
  Speed 30 ft. (6 squares); 
  Melee 2 claw +8 (1d3+1damage) and bite +3 (1d4 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7  
  SQ aura of retribution, summon tanar’ri, outsider 
  traits, tanar’ri traits. 
  Feats Toughness (x2), Improved Toughness 
  Skills Hide +15, Listen +9, Move Silently +11, Search 
  +7, Sense Motive +9, Spot +9. 
  Possessions hat of disguise, small cold iron 
  shortsword, potion of cure moderate wounds. 
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. 
  Whenever the creature takes damage from any 
  source, 
  every 
  nontanar’ri 
  within 
  the 
  area 
  immediately takes an equal amount of damage. A 
  successful Fortitude saving throw (DC 16) halves 
  the damage. (For example, if an opponent deals 12 
  points of damage to a jovoc, that opponent and 
  every other non-tanar’ri within 30 feet also take 12 
  points of damage each, or 6 points with a 
  successful Fortitude save.) Regardless of the 
  source of the damage to the jovoc, the damage 
  dealt to nontanar’ri by this effect is not subject to 
  negation or reduction because of resistance, 
  immunity, damage reduction, spell resistance, or 
  the like.  
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. (Already tried for the day and 
  failed) 
  Outsider Traits: dark-vision (60-foot range). 
  Tanar’ri 
  Traits: 
  Tanar’ri 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  H I TUR I BN P E T U R  P AT I K A 
  CR  3 
  Male Bakluni Human Wizard (Conjurer) 3 
  CN Medium Humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Terran, Infernal, Abyssal, 
  Celestial. 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 Deflection (from prior days tattoo)) 
  hp 18 (3 HD)  
  Resist fire (first 60 points of damage) 
  Fort +4 Ref +5, Will +3 
  Speed 30 ft.; 
  Melee quarterstaff +0 (1d6-1 damage) 
  Ranged dagger +3 (1d4-1 damage) 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 21 
  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Combat Gear dagger, potion of invisibility (CL 3rd), 
  quarterstaff, scroll of earthbind* (CL 3rd), scroll of 
  create magic tattoo* (CL 3rd). 
  Wizards Spells Prepared (CL 3rd): 
       2nd—blindness, Melf’s acid arrow, web. 
   1st—babau slime*, obscuring mist, shield, shocking 
  grasp. 
   0—not studied, 
  Abilities Str 8, Dex 14, Con 16, Int 16, Wis 10, Cha 8 
  Feats Eschew Materials, Scribe Scroll, Sudden 
  Maximize*, Sudden Still*. 
  Skills  Concentration +9, Craft (painting) +9, 
  Knowledge 
  (arcane) 
  +9, 
  Knowledge 
  (dungeoneering) +9, Knowledge (planes) +9, 
  Spellcraft +11; 
  Possessions belt pouch, philosopher’s wool* (2 
  applications), spellbook, travelers outfit, weasel, 50 
  Magi. 
  Spellbook 
  spells prepared plus 0—all except 
  enchantment and illusion,1—burning hands, chill 
  touch, orb of electricity lesser*, orb of acid lesser*, 
  summon monster 1. 2— summon monster 2. 
  * see Appendix 2: New Rules Items 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 22 
  
  APL 6  
  S U M M O N I N G  O O Z E 
  CR  8 
  N Large Ooze  
  Init +3; Senses Listen +9. 
  Languages None 
  AC 17, touch 8, flat-footed 18 
   (+9 natural, -1 dexterity, -1 size) 
  hp 115 (11 HD); fast healing 5  
  Immune acid, fire, see ooze traits. 
  Fort +12, Ref +2, Will +4 
  Speed 20 ft. (4 squares), climb 10 ft; 
  Melee 2 slam +8 (3d6+6 plus 1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Atk Options Acid, summon monster 
  Spell-Like Abilities (CL 20th): 
    4th—summon monster 4 
    3rd—summon monster 3 
   2nd—summon monster 2 
  1st—summon monster 1  
  Abilities Str 22, Dex 8, Con 21, Int 10, Wis 12, Cha 
  14  
  SQ Blindsight 60 ft., ooze traits. 
  Feats Augmented Summoning, Great Fortitude, 
  Improved 
  Initiative, 
  improved 
  natural 
  attack, 
  quicken spell like ability (summon monster). 
  Skills Climb +14, Concentration +18, Hide +10, Listen 
  +9, Move Silently +7. 
  Acid (Ex) A summoning ooze secretes a natural acid 
  through its protoplasmic membrane. Each of its 
  natural attacks deals an extra 1d6 points of 
  damage. 
  Summon Monster (Sp) Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster 1 spell (caster 
  level 20th). The summoned creature remains for 20 
  rounds or until slain. A summoning ooze can 
  summon a maximum of twice its Hit Dice in 
  creatures per day. For each additional 2 HD of a 
  summoning ooze above 5, the summoning ooze’s 
  summon monster ability improves by one spell 
  level (to summon monster 2 at 7 HD, summon 
  monster 3 at 9 HD, and so on, up to a maximum of 
  summon monster 6 at 15 HD). Each 2 HD gained 
  also increases the summoning ooze’s Challenge 
  Rating by 1 (instead of the normal +1CR per 4 
  added HD for oozes). Due to the ooze’s 
  Augmented 
  Summoning 
  feat, 
  its 
  summoned 
  creatures have a +4 enhancement bonus to 
  Strength and Constitution for the duration of the 
  abilities effect. 
  Ooze Traits immune to all mind affecting spells and 
  abilities 
  (charms, 
  compulsions, 
  phantasms, 
  patterns and morale effects.) Immune to gaze 
  attacks, visual effects, illusions and other attacks 
  that rely on sight. Immune to poison, sleep effects, 
  paralysis, polymorph, and stunning. Not subject to 
  critical hits or flanking.   
   
  J O V O C,  AD V AN C E D 
  CR  6 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Listen +9, Spot +9 
  Languages Common  
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 57 (6 HD); fast healing 5; DR 5/good or cold iron 
  Immune electricity, poison. 
  Resist acid 10, cold 10, fire 10; SR 15 
  Fort +8, Ref +7, Will +5 
  Speed 30 ft. (6 squares); 
  Melee 2 claw +8 (1d3+1damage) and bite +3 (1d4 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7  
  SQ aura of retribution, summon tanar’ri, outsider 
  traits, tanar’ri traits. 
  Feats Toughness (x2), Improved Toughness 
  Skills Hide +15, Listen +9, Move Silently +11, Search 
  +7, Sense Motive +9, Spot +9. 
   Possessions hat of disguise, small cold iron 
  shortsword, potion of cure moderate wounds. 
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. 
  Whenever the creature takes damage from any 
  source, 
  every 
  nontanar’ri 
  within 
  the 
  area 
  immediately takes an equal amount of damage. A 
  successful Fortitude saving throw (DC 16) halves 
  the damage. (For example, if an opponent deals 12 
  points of damage to a jovoc, that opponent and 
  every other non-tanar’ri within 30 feet also take 12 
  points of damage each, or 6 points with a 
  successful Fortitude save.) Regardless of the 
  source of the damage to the jovoc, the damage 
  dealt to nontanar’ri by this effect is not subject to 
  negation or reduction because of resistance, 
  immunity, damage reduction, spell resistance, or 
  the like.  
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. (Already tried for the day and 
  failed) 
  Outsider Traits: dark-vision (60-foot range). 
  Tanar’ri 
  Traits: 
  Tanar’ri 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  H I TUR I BN P E T U R  S E Y AH AT 
  CR  5 
  Male Bakluni Human Wizard (Conjurer) 5 
  CN Medium Humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Terran, Infernal, Abyssal, 
  Celestial. 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 Deflection (from prior days tattoo)) 
  hp 30 (5 HD)  
  Resist fire (first 60 points of damage) 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 23 
  
  Fort +4  Ref +5, Will +3 
  Speed 30 ft.; 
  Melee quarterstaff +1 (1d6-1 damage) 
  Ranged dagger +4 (1d4-1 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Combat Gear  dagger, potion of invisibility (CL 3rd), 
  quarterstaff, scroll of acid breath* (CL 5th), scroll of 
  amorphous 
  form* 
  (CL 
  5th), 
  scroll 
  of 
  great 
  thunderclap* (CL 5th), scroll of stinking cloud (CL 
  5th). 
  Wizards Spells Prepared (CL 5th): 
        3rd—fireball, great thunderclap*, acid breath*. 
        2nd— blindness (2), Melf’s acid arrow, web. 
   1st—babau slime*, chill touch, obscuring mist, 
  shield, shocking grasp. 
   0—not studied. 
  Abilities Str 8, Dex 14, Con 16, Int 17, Wis 10, Cha 8 
  Feats Energy Substitution (acid), Eschew Materials, 
  Scribe Scroll*, Sudden Still*; 
  Skills  Concentration +11, Craft (painting) +11, 
  Knowledge 
  (arcane) 
  +11, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge 
  (planes) 
  +11,Spellcraft +13; 
  Possessions belt pouch, philosopher’s wool* (2 
  applications), spellbook, traveler’s outfit, weasel, 50 
  Magi. 
  Spellbook 
  spells prepared plus 0—all except 
  enchantment and illusion.1—burning hands, orb of 
  electricity lesser*, orb of acid lesser*, summon 
  monster 1. 2—create magic tattoo*, earthbind*, 
  summon monster 2. 3—summon monster 3. 
  * see Appendix 2: New Rules Items 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 24 
  
  APL 8 
  S U M M O N I N G  O O Z E 
  CR  8 
  N Large Ooze  
  Init +3; Senses Listen +9. 
  Languages None 
  AC 17, touch 8, flat-footed 18 
   (+9 natural, -1 Dex, -1 size) 
  hp 115 (11 HD); fast healing 5  
  Immune acid, fire, see ooze traits. 
  Fort +12, Ref +2, Will +4 
  Speed 20 ft. (4 squares), climb 10 ft; 
  Melee 2 slam +8 (3d6+6 plus 1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Atk Options Acid, summon monster 
  Spell-Like Abilities (CL 20th): 
    4th—summon monster 4 
    3rd—summon monster 3 
   2nd—summon monster 2 
  1st—summon monster 1  
  Abilities Str 22, Dex 8, Con 21, Int 10, Wis 12, Cha 
  14  
  SQ Blindsight 60 ft., ooze traits. 
  Feats Augmented Summoning, Great Fortitude, 
  Improved Initiative, Improved Natural Attack, 
  Quicken Spell-Like Ability (summon monster). 
  Skills Climb +14, Concentration +18, Hide +10, Listen 
  +9, Move Silently +7. 
  Acid (Ex) A summoning ooze secretes a natural acid 
  through its protoplasmic membrane. Each of its 
  natural attacks deals an extra 1d6 points of 
  damage. 
  Summon Monster (Sp) Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster 1 spell (caster 
  level 20th). The summoned creature remains for 20 
  rounds or until slain. A summoning ooze can 
  summon a maximum of twice its Hit Dice in 
  creatures per day. For each additional 2 HD of a 
  summoning ooze above 5, the summoning ooze’s 
  summon monster ability improves by one spell 
  level (to summon monster 2 at 7 HD, summon 
  monster 3 at 9 HD, and so on, up to a maximum of 
  summon monster 6 at 15 HD). Each 2 HD gained 
  also increases the summoning ooze’s Challenge 
  Rating by 1 (instead of the normal +1CR per 4 
  added HD for oozes). Due to the ooze’s 
  Augmented 
  Summoning 
  feat, 
  its 
  summoned 
  creatures have a +4 enhancement bonus to 
  Strength and Constitution for the duration of the 
  abilities effect. 
  Ooze Traits immune to all mind affecting spells and 
  abilities 
  (charms, 
  compulsions, 
  phantasms, 
  patterns and morale effects.) Immune to gaze 
  attacks, visual effects, illusions and other attacks 
  that rely on sight. Immune to poison, sleep effects, 
  paralysis, polymorph, and stunning. Not subject to 
  critical hits or flanking.   
   
  J O V O C,  AD V AN C E D 
  CR  8 
  CE Medium Outsider (Tanar’ri) 
  Init +1; Senses Listen +13, Spot +13 
  Languages Common  
  AC 15, touch 13, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 101 (10 HD); fast healing 5; DR 7/good or cold iron 
  Immune electricity, poison. 
  Resist acid 10, cold 10, fire 10; SR 19 
  Fort +11, Ref +9, Will +7 
  Speed 30 ft. (6 squares); 
  Melee 2 claw +13 (1d4+3 damage) and bite +8 
  (1d6+1 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Abilities Str 16, Dex 14, Con 18, Int 7, Wis 10, Cha 7  
  SQ aura of retribution, summon tanar’ri, outsider 
  traits, tanar’ri traits. 
  Feats Toughness (x2), Improved Toughness, Thick-
  Skinned*. 
  Skills Hide +15, Listen +13, Move Silently +15, 
  Search +11, Sense Motive +13, Spot +13. 
  Possessions hat of disguise, cold iron shortsword, 
  and potion of cure serious wounds.  
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. 
  Whenever the creature takes damage from any 
  source, 
  every 
  nontanar’ri 
  within 
  the 
  area 
  immediately takes an equal amount of damage. A 
  successful Fortitude saving throw (DC 19) halves 
  the damage. (For example, if an opponent deals 12 
  points of damage to a jovoc, that opponent and 
  every other non-tanar’ri within 30 feet also take 12 
  points of damage each, or 6 points with a 
  successful Fortitude save.) Regardless of the 
  source of the damage to the jovoc, the damage 
  dealt to nontanar’ri by this effect is not subject to 
  negation or reduction because of resistance, 
  immunity, damage reduction, spell resistance, or 
  the like.  
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. (Already tried for the day and 
  failed) 
  Outsider Traits: dark-vision (60-foot range). 
  Tanar’ri 
  Traits: 
  Tanar’ri 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  H I TUR I BN P E T U R  S E Y AH AT 
  CR  7 
  Male Bakluni Human Wizard (Conjurer) 5 / Elemental 
  Savant 2 
  CN Medium Humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Terran, Infernal, Abyssal, 
  Celestial. 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 Deflection (from prior days tattoo)) 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 25 
  
  hp 42 (7 HD)  
  Immune sleep 
  Resist fire (first 60 points of damage), acid 5 
  Fort +4  Ref +3, Will +6 
  Speed 30 ft.; 
  Melee quarterstaff +2 (1d6-1 damage) 
  Ranged dagger +5 (1d4-1 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Combat Gear dagger, lesser metamagic rod of 
  substitution (electricity), potion of invisibility (CL 
  3rd), quarterstaff, scroll of burning blood* (CL 7th), 
  scroll of ball lightning* (CL 7th). 
  Wizards Spells Prepared (CL 5th): 
        4th—Evard’s 
  black 
  tentacles, 
  fire 
  shield, 
  stoneskin. 
        3rd—amorphous 
  form*, 
  fireball, 
  great 
  thunderclap*, stinking cloud. 
        2nd—blindness (2), earthbind*, Melf’s acid arrow, 
  web. 
   1st—babau slime*, chill touch, obscuring mist, orb 
  of acid lesser*, shield, shocking grasp. 
   0—not studied. 
  Abilities Str 8, Dex 14, Con 16, Int 17, Wis 10, Cha 8 
  SQ Elemental Specialty (acid) 
  Feats Energy Substitution (acid), Eschew Material, 
  Scribe Scroll, Sudden Maximize*, Sudden Still*;  
  Skills Concentration +13, Craft (painting) +13, 
  Knowledge 
  (arcane) 
  +13, 
  Knowledge 
  (dungeoneering) 
  +13, 
  Knowledge 
  (planes) 
  +13,Spellcraft +15; 
  Possessions beltpouch, philosopher’s wool* (2 
  applications), spellbook, travelers outfit, weasel, 50 
  Magi. 
  Spellbook 
  spells prepared plus 0—all except 
  enchantment and illusion.1—burning hands, orb of 
  electricity lesser*, summon monster 1. 2—create 
  magic tattoo*, summon monster 2. 3—acid breath*, 
  summon monster 3. 4—summon monster 4. 
  Elemental Specialty (Ex) The first step towards 
  transcending mortal form requires an elemental 
  savant to choose her elemental specialty. Upon 
  entering the class, she must select an element and 
  its associated energy type (air = electricity, earth = 
  acid, fire = fire, or water = cold). This choice must 
  match the Energy Substitution feat that the savant 
  selected to gain entry to the prestige class. When 
  the savant casts a spell that normally deals energy 
  damage, its energy descriptor changes to the 
  savant’s chosen energy type, and it deals damage 
  of that energy type instead of its normal energy 
  type. 
   
  For example, an elemental savant choosing to 
  specialize in fire could still cast meld into stone, 
  and its descriptor would not change because it 
  does not deal energy damage. However, if she 
  cast’s Melf’s acid arrow, the spell would deal fire 
  damage and have the fire descriptor instead of 
  dealing acid damage and having the acid 
  descriptor. 
  Resistance to Energy (Ex) As an elemental savant 
  gains levels in this prestige class, she becomes 
  more resistant to the type of energy allied with her 
  chosen element. At 1st level, she gains resistance 5 
  against this energy type. This resistance rises to 10 
  at 4th level and 20 at 7th level. 
  Immunity to Sleep (Ex) At 2nd level, as an elemental 
  savant continues to transcend her mortal form, she 
  gains immunity to sleep effects. 
  * see Appendix 2: New Rules Items 
   
  AR C AN E  O O Z E 
  CR  9 
  N Huge Ooze 
  Init -5; Senses Listen -5, Spot -5 
  Languages None. 
  AC 3, touch 3, flat-footed 3 
   (-2 size, -5 Dex) 
  hp 202 (15 HD)  
  Immune magic, mind-affecting effects, gaze attacks, 
  visual effects, illusions, poison, sleep effects, 
  paralysis, polymorph, stunning. 
  Fort +13  Ref +0, Will +0 
  Speed 20 ft., climb 20 ft.; 
  Melee slam +14 (2d6+7 plus 2d6 acid) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +24 
  Atk Options Acid, constrict 2d6+7 plus 2d6 acid, 
  improved grab, spell siphon 
  Abilities Str 22, Dex 1, Con 26, Int –, Wis 1, Cha 1 
  SQ Blindsight 60 ft., immunity to magic, ooze traits. 
  Feats None;  
  Skills Climb +13; 
  Acid (Ex) An arcane ooze secretes a digestive acid 
  that dissolves only flesh. Any successful hit in 
  melee combat or a constrict attack by the creature 
  deals an extra 2d6 points of acid damage. 
  Constrict (Ex) An arcane ooze deals automatic slam 
  damage ad acid damage with a successful grapple 
  check. 
  Improved Grab (Ex) To use this ability, an arcane 
  ooze must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Spell Siphon (Su) An arcane ooze exerts a strange 
  pull on arcane energy. Any time an arcane 
  spellcaster begins his turn within 60 feet of an 
  arcane ooze, he must make a DC 25 fortitude save 
  or lose a random spell of the highest spell level that 
  he has available. For every spell lost by a victim in 
  this manner, the arcane ooze gains temporary hit 
  points equal to 5 x the level of the lost spell. These 
  temporary hit points are lost after 1 hour. 
   
  Line of effect between the spellcaster ad the 
  arcane ooze is necessary in order for this ability to 
  work. The save DC is Constitution-based. 
  Immunity to Magic (Ex) An arcane ooze is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 26 
  
  function differently against the creature, as noted 
  below. 
   
  A magical attack that deals electricity damage 
  increases an arcane ooze’s speed as if it had been 
  affected by the haste spell for 3 rounds. 
   
  A magical attack that deals acid damage heals an 
  arcane ooze of an amount of damage equal to half 
   the acid damage that the spell would normally 
  have caused. 
  Skills An arcane ooze has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 27 
  
  APL 10
  S U M M O N I N G  O O Z E 
  CR  10 
  N Large Ooze  
  Init +3; Senses Listen +9. 
  Languages None 
  AC 17, touch 8, flat-footed 18 
   (+9 natural, -1 Dex, -1 size) 
  hp 172 (15 HD); fast healing 5  
  Immune acid, fire, see ooze traits. 
  Fort +15, Ref +4, Will +6 
  Speed 20 ft. (4 squares), climb 10 ft; 
  Melee 2 slam +17 (3d6+6 plus 1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +21 
  Atk Options Acid, summon monster 
  Spell-Like Abilities (CL 20th): 
    6th—summon monster 6  
    5th—summon monster 5  
    4th—summon monster 4 
    3rd—summon monster 3 
    2nd—summon monster 2 
  1st—summon monster 1  
  Abilities Str 22, Dex 8, Con 22, Int 10, Wis 12, Cha 
  14  
  SQ Blindsight 60 ft., ooze traits. 
  Feats Augmented Summoning, Empower Spell-Like 
  Ability 
  (summon 
  monster), 
  Great 
  Fortitude, 
  Improved Initiative, Improved Natural Attack, 
  Quicken Spell-Like Ability (summon monster), 
  Maximize Spell-Like Ability (summon monster). 
  Skills Climb +14, Concentration +18, Hide +14, Listen 
  +9, Move Silently +11. 
  Acid (Ex) A summoning ooze secretes a natural acid 
  through its protoplasmic membrane. Each of its 
  natural attacks deals an extra 1d6 points of 
  damage. 
  Summon Monster (Sp) Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster 1 spell (caster 
  level 20th). The summoned creature remains for 20 
  rounds or until slain. A summoning ooze can 
  summon a maximum of twice its Hit Dice in 
  creatures per day. For each additional 2 HD of a 
  summoning ooze above 5, the summoning ooze’s 
  summon monster ability improves by one spell 
  level (to summon monster 2 at 7 HD, summon 
  monster 3 at 9 HD, and so on, up to a maximum of 
  summon monster 6 at 15 HD). Each 2 HD gained 
  also increases the summoning ooze’s Challenge 
  Rating by 1 (instead of the normal +1CR per 4 
  added HD for oozes). Due to the ooze’s 
  Augmented 
  Summoning 
  feat, 
  its 
  summoned 
  creatures have a +4 enhancement bonus to 
  Strength and Constitution for the duration of the 
  abilities effect. 
  Ooze Traits immune to all mind affecting spells and 
  abilities 
  (charms, 
  compulsions, 
  phantasms, 
  patterns and morale effects.) Immune to gaze 
  attacks, visual effects, illusions and other attacks 
  that rely on sight. Immune to poison, sleep effects, 
  paralysis, polymorph, and stunning. Not subject to 
  critical hits or flanking.   
   
  J O V O C,  AD V AN C E D 
  CR  9 
  CE Medium Outsider (Tanar’ri) 
  Init +1; Senses Listen +15, Spot +15 
  Languages Common  
  AC 15, touch 13, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 126 (12 HD); fast healing 5; DR 5/good or cold iron 
  Immune electricity, poison. 
  Resist acid 10, cold 10, fire 10; SR 21 
  Fort +13, Ref +10, Will +8 
  Speed 30 ft. (6 squares); 
  Melee 2 claw +15 (1d4+3 damage) and bite +10 
  (1d6+1 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19 (21), Int 7, Wis 10, 
  Cha 7  
  SQ aura of retribution, summon tanar’ri, outsider 
  traits, tanar’ri traits. 
  Feats 
  Toughness 
  (x2), 
  Improved 
  Toughness, 
  Endurance, Diehard. 
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15. 
  Possessions hat of disguise, cold iron shortsword, 
  potion of cure serious wounds, and amulet of 
  health +2. 
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. 
  Whenever the creature takes damage from any 
  source, 
  every 
  nontanar’ri 
  within 
  the 
  area 
  immediately takes an equal amount of damage. A 
  successful Fortitude saving throw (DC 21) halves 
  the damage. (For example, if an opponent deals 12 
  points of damage to a jovoc, that opponent and 
  every other non-tanar’ri within 30 feet also take 12 
  points of damage each, or 6 points with a 
  successful Fortitude save.) Regardless of the 
  source of the damage to the jovoc, the damage 
  dealt to nontanar’ri by this effect is not subject to 
  negation or reduction because of resistance, 
  immunity, damage reduction, spell resistance, or 
  the like.  
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. (Already tried for the day and 
  failed) 
  Outsider Traits: dark-vision (60-foot range). 
  Tanar’ri 
  Traits: 
  Tanar’ri 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  W E I T H  I BN K I LS O N G I D E L E C I K 
  CR  11 
  Male Bakluni Human Wizard (Conjurer) 5 / Elemental 
  Savant 4 / Fate Spinner 2 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 28 
  
  CN Medium Humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Terran, Infernal, Abyssal, 
  Celestial. 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 Deflection) 
  hp 66 (11 HD); DR 10/adamantine (110 hp worth) 
  Immune sleep 
  Resist fire (first 60 points of damage), acid 10 
  Fort +9  Ref +10, Will +14 
  Speed 30 ft.; 
  Melee quarterstaff +6 (1d6-1 damage) 
  Ranged dagger +9 (1d4-1 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Combat Gear  dagger, dust of disappearance, lesser 
  metamagic rod of substitution (electricity), potion of 
  cure serious wounds, quarterstaff, scroll of earth 
  reaver* (CL 9th), scroll of acid sheath* (CL 9th), 
  scroll of acid fog (11th), scroll of freezing fog* (11th). 
  Wizards Spells Prepared (CL 5th):4,7,7,6,5,4,3 
        6th—acid fog, circle of death, freezing fog* (acid 
  substitution). 
        5th—acid sheath*, earth reaver*, vitriolic sphere*. 
        4th—burning blood* (2), Evards black tentacles, 
  fire shield. 
        3rd—acid breath*, amorphous form*, fireball (2), 
  great thunderclap*, stinking cloud. 
        2nd—blindness (2), earthbind*, glitterdust, Melf’s 
  acid arrow, web. 
   1st—babau slime*, chill touch, obscuring mist, orb 
  of acid lesser* (2), shield, shocking grasp. 
   0—not studied. 
  �Already cast contingency (blink), create magic 
  tattoo (+1 deflection bonus to AC, +2 resistance to 
  saving throws, +2 competence bonus on attack rolls), 
  death throes, ooze puppet, stoneskin 
  Abilities Str 8, Dex 14, Con 16, Int 18(20), Wis 10, 
  Cha 8 
  SQ Elemental Specialty (acid), Energy Penetration 
  +2, Spin Fate, Fickle Finger of Fate. 
  Feats Energy Substitution (acid), Eschew Materials, 
  Scribe 
  Scroll, 
  Sudden 
  Empower*, 
  Sudden 
  Maximize*, Sudden Still*; 
  Skills Concentration +17, Craft (painting) +20, 
  Knowledge 
  (arcane) 
  +19, 
  Knowledge 
  (dungeoneering) +20, Knowledge (planes) +19, 
  Profession (Gambler) +5, Spellcraft +20; 
  Possessions  belt pouch, headband of intellect +2,  
  philosopher’s wool* (2 applications), spellbook, 
  statue ivory 1500gp, traveler’s outfit, vest of 
  resistance +2, weasel, 50 Magi. 
  Spellbook spells prepared plus 0—all except 
  enchantment and illusion.1—burning hands, 
  identify, orb of electricity lesser*, summon 
  monster 1. 2—create magic tattoo*, summon 
  monster 2. 3—blink, summon monster 3. 4—
  stoneskin, 
  summon 
  monster 
  4. 
  5—death 
  throes*, summon monster 5. 6—contingency, 
  ooze puppet*. 
  Elemental Specialty (Ex) The first step towards 
  transcending mortal form requires an elemental 
  savant to choose her elemental specialty. Upon 
  entering the class, she must select an element and 
  its associated energy type (air = electricity, earth = 
  acid, fire = fire, or water = cold). This choice must 
  match the Energy Substitution feat that the savant 
  selected to gain entry to the prestige class. When 
  the savant casts a spell that normally deals energy 
  damage, its energy descriptor changes to the 
  savant’s chosen energy type, and it deals damage 
  of that energy type instead of its normal energy 
  type. 
   
  For example, an elemental savant choosing to 
  specialize in fire could still cast meld into stone, 
  and its descriptor would not change because it 
  does not deal energy damage. However, if she 
  cast’s Melf’s acid arrow, the spell would deal fire 
  damage and have the fire descriptor instead of 
  dealing acid damage and having the acid 
  descriptor. 
  Resistance to Energy (Ex) As an elemental savant 
  gains levels in this prestige class, she becomes 
  more resistant to the type of energy allied with her 
  chosen element. At 1st level, she gains resistance 5 
  against this energy type. This resistance rises to 10 
  at 4th level and 20 at 7th level. 
  Immunity to Sleep (Ex) At 2nd level, as an elemental 
  savant continues to transcend her mortal form, she 
  gains immunity to sleep effects. 
  Energy Penetration (Ex) Beginning at 3rd level, and 
  elemental savant further refines her ability to wield 
  energy associated with her chosen element. When 
  she casts a spell using that type of energy, she 
  gains a +2 competence bonus on caster level 
  checks (1d20 + caster level) to overcome a 
  creature’s spell resistance. At 8th level, this bonus 
  increases to +4. These bonuses stack with those 
  granted by the Spell Penetration and Greater Spell 
  Penetration feats. 
  Spin Fate (Ex) A mage of many fates understands 
  that “chance” is not as random as many believe it 
  to be, and he can adjust the probability of certain 
  events by applying a force that fatespinners refer to 
  as “spin”. Each day, a fatespinner can use a 
  number of points of spin equal to his fatespinner 
  class level. 
   
  As a free action, a fatespinner can use stored 
  spin to boost the save DC of a spell he casts, 
  adding some or all of his spin to the DC, on a point-
  for-point basis. For instance, a 5th-level wizard/3rd-
  level fatespinner casting fireball could choose to 
  boost the DC of the spell by 1, 2, or 3 points. Once 
  he uses up his spin for the day, his ability to tinker 
  with probability in this fashion is also exhausted for 
  the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation or prayer). 
  Fickle Finger of Fate (Ex) On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of 
  others. Once per day as an immediate action, he 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 29 
  
  can force any other creature—friend or enemy—to 
  reroll a roll that it has just made. A fatespinner 
  must have line of sight to the creature to be 
  affected. That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the 
  original roll. 
  * see Appendix 2: New Rules Items 
   
  AR C AN E  O O Z E 
  CR  9 
  N Huge Ooze 
  Init -5; Senses Listen -5, Spot -5 
  Languages None. 
  AC 3, touch 3, flat-footed 3 
   (-2 size, -5 Dex) 
  hp 202 (15 HD)  
  Immune magic, mind-affecting effects, gaze attacks, 
  visual effects, illusions, poison, sleep effects, 
  paralysis, polymorph, stunning. 
  Fort +13  Ref +0, Will +0 
  Speed 20 ft., climb 20 ft.; 
  Melee slam +14 (2d6+7 plus 2d6 acid) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +24 
  Atk Options Acid, constrict 2d6+7 plus 2d6 acid, 
  improved grab, spell siphon 
  Abilities Str 22, Dex 1, Con 26, Int –, Wis 1, Cha 1 
  SQ Blindsight 60 ft., immunity to magic, ooze traits. 
  Feats None;  
  Skills Climb +13; 
  Acid (Ex) An arcane ooze secretes a digestive acid 
  that dissolves only flesh. Any successful hit in 
  melee combat or a constrict attack by the creature 
  deals an extra 2d6 points of acid damage. 
  Constrict (Ex) An arcane ooze deals automatic slam 
  damage ad acid damage with a successful grapple 
  check. 
  Improved Grab (Ex) To use this ability, an arcane 
  ooze must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Spell Siphon (Su) An arcane ooze exerts a strange 
  pull on arcane energy. Any time an arcane 
  spellcaster begins his turn within 60 feet of an 
  arcane ooze, he must make a DC 25 fortitude save 
  or lose a random spell of the highest spell level that 
  he has available. For every spell lost by a victim in 
  this manner, the arcane ooze gains temporary hit 
  points equal to 5 x the level of the lost spell. These 
  temporary hit points are lost after 1 hour. 
   
  Line of effect between the spellcaster ad the 
  arcane ooze is necessary in order for this ability to 
  work. The save DC is Constitution-based. 
  Immunity to Magic (Ex) An arcane ooze is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A magical attack that deals electricity damage 
  increases an arcane ooze’s speed as if it had been 
  affected by the haste spell for 3 rounds. 
   
  A magical attack that deals acid damage heals an 
  arcane ooze of an amount of damage equal to half 
   the acid damage that the spell would normally 
  have caused. 
  Skills An arcane ooze has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 30 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisite: Knowledge (arcane) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type—for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Source: Complete Arcane 79 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source: Complete Warrior 101 
   
  Maximize Spell-Like Ability [General] 
  You can use a spell-like ability at its maximum effect. 
   
  Prerequisite: Spell-like ability at caster level 6
  th or 
  higher. 
   
  Benefit: Choose one of your spell-like abilities 
  (subject to the restrictions below) to use at maximum 
  effectiveness up to three times per day (or the ability’s 
  normal use limit, whichever is less). All variable, 
  numeric effects of the spell-like ability are maximized, 
  dealing maximum damage, curing the maximum 
  number of hit points, affecting the maximum number 
  of targets, and so on. For example, a 10
  th-level warlock’s 
  maximized eldritch blast deals 36 points of damage 
  three times per day. Saving throws and opposed checks 
  (such as the one you make when you cast dispel magic) 
  are not affected, nor are spell-like abilities without 
  random variables. 
   
  An empowered maximized spell-like ability gains 
  the benefit of each feat separately (getting the 
  maximum result plus one-half the normally rolled 
  result). For example, a fire mephit’s empowered 
  maximized scorching ray would deal 24 points of 
  damage plus one-half of 4d6 points of damage. 
   
  The spell-like ability you wish to maximize can be 
  chosen only from those abilities you wish to maximize 
  can be chosen only from those abilities that duplicate a 
  spell of a level less than or equal to ½ your caster level 
  (round down), minus 2. For a summary, see the Caster 
  Level to Empower column in the table on page 304 of 
  the Monster Manual. 
   
  Special: This feat can be taken multiple times. 
  Each time, you apply it to a different one of your spell-
  like abilities. 
   
  Source: Complete Arcane 81 
   
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell 
  normally if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Maximize [Metamagic] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Still [Metamagic] 
  You can cast a spell silently without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell normally if 
  you have it. 
   
  Source: Complete Arcane 83 
   
  MAGIC ITEMS 
  Metamagic Rod, Substitution 
  Four different types of the metamagic rod of 
  substitution exist, each keyed to a different type of 
  energy (acid, cold, electricity, or fire). The wielder can 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 31 
  
  cast up to three spells per day as though using the 
  appropriate Energy Substitution. 
   
  Strong (no school), CL 17
  th; Craft Rod, Energy 
  Substitution for the appropriate energy type; Price 
  2,700 gp (lesser), 10,500 gp (normal), 24,500 gp 
  (greater). 
   
  Source: Complete Arcane 146 
   
  Philosopher’s Wool 
  This thick, milky cream protects the wearer from the 
  dangers of hot weather and from fire-based attacks. To 
  apply, the user spreads the cream over her face, neck, 
  and any exposed flesh. Philosopher’s wool completely 
  protects creatures from the ill effects of very hot 
  weather (temperatures between 90º and 100º F) and 
  provides a +5 circumstance bonus to Fortitude saves 
  made when exposed to sever heat (temperatures above 
  110º F). In addition, these saving throws need only be 
  made once per hour instead of every 10 minutes. 
  Finally, philosopher’s wool protects a creature from up 
  to 60 points of damage from fire-based attacks. The 
  effects of philosopher’s wool wear off after 24 hours, or 
  after the substance absorbs 60 points of damage from 
  fire-based attacks. A 3-inch diameter, 1-inch deep jar of 
  philosopher’s wool has enough cream for five 
  applications. 
   
  Faint abjuration, CL 5
  th; Craft Wondrous Item, 
  endure elements, protection from energy; Price 3,000 
  gp; Weight ½ lb. 
   
  Source: Heroes of Battle 132 
   
  SPELLS 
  Acid Breath 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 3 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You breathe forth a cone of acidic droplets. The cone 
  deals 1d6 points of acid damage per caster level 
  (maximum 10d6). 
   
  Material Component: A handful of fire ants (alive 
  or dead). 
   
  Source: Spell Compendium 7 
   
  Acid Sheath 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 5 
  Components: V,S,M,F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You enclose yourself in a fluid sheath of acid that does 
  not harm you. You can breathe normally and cast spells 
  while the acid sheath is present. Any creature striking 
  you deals normal damage, but at the same time the 
  attacker takes 2 points of acid damage per caster level 
  (maximum 30 points). Reach weapons, such as 
  longspears, do not endanger their users in this way. 
  The acid sheath does not protect you against other 
  attack forms, such as fire. 
   
  If you are in a grapple, other creatures in the 
  grapple take acid damage once per round at the 
  beginning of their turn. 
   
  Any spell you cast with the acid descriptor while 
  the sheath surrounds you deals an extra 1 point of 
  damage per die. 
   
  Material Component: A handful of fire ants (alive 
  or dead). 
   
  Focus: A glass sculpture of a humanoid (worth 50 
  gp). 
   
  Source: Spell Compendium 7 
   
  Amorphous Form 
  Transmutation 
  Level: Assassin 3, sorcerer/wizard 3 
  Components: S,M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing corporeal creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject and all its gear become amorphous and 
  oozelike. This new form is boneless and fluid, enabling 
  the subject to pass through holes or narrow openings 
  as small as 2 inches in diameter. While amorphous, the 
  subject is immune to poison, polymorphing, and 
  stunning, it cannot be flanked, and it is not subject to 
  extra damage from critical hits. It gains a swim speed 
  (if it does not have one already) equal to its land speed. 
  The subject can remain submerged as long as desired 
  without breathing. 
   
  The subject’s armor (including natural armor) 
  becomes worthless, though its modifiers for size, 
  Dexterity, and deflection still apply to Armor Class, as 
  do armor bonuses from force effects (for example, from 
  the mage armor spell). While amorphous, the subject 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 32 
  
  can’t attack or cast spells that require verbal, somatic, 
  material, or focus components. (This limitation does 
  not rule out the casting of any spells that the subject 
  might have prepared using the metamagic feats 
  Eschew Materials, Silent Spell, and Still Spell.) The 
  subject loses all supernatural abilities while in 
  amorphous form, and, its magic items, aside from those 
  bonuses noted above, cease functioning as long as it 
  remains amorphous. 
   
  Material Component: A pinch of gelatin. 
   
  Source: Spell Compendium 9 
   
  Babau Slime 
  Transmutation 
  Level: Abyss 3, druid 1, sorcerer/wizard 1 
  Components: V,S,M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This demon-inspired transmutation causes the subject 
  to secrete a slimy red layer of jelly that coats its skin, 
  armor, and equipment. A creature that strikes a slime-
  protected subject with an unarmed strike, a touch 
  attack (including a touch spell), or a natural weapon 
  takes 1d8 points of acid damage. Any creature in a 
  grapple with the target of babau slime takes 1d8 points 
  of acid damage at the beginning of its turn. 
   
  Material Component: A drop of babau slime. 
   
  Source: Spell Compendium 22 
   
  Benign Transposition 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two willing creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The 
  movement is instantaneous and does not provoke 
  attacks of opportunity. 
   
  Source: Spell Compendium 27 
   
  Burning Blood 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  You taint a living creature’s blood with a hot, corrosive 
  infusion, dealing 1d8 points of acid damage and 1d8 
  points of fire damage per round. The subject can 
  attempt a Fortitude save each round to negate the 
  damage, but a successful save does not prevent damage 
  in future rounds. Searing pain limits the subject to a 
  single move action in any round when it fails its 
  Fortitude save. 
   
  Burning blood does not affect creatures of the 
  construct, elemental, ooze, plant, or undead types. 
   
  Material Component: A drop of blood and a pinch 
  of saltpeter. 
   
  Source: Spell Compendium 40 
   
  Create Magic Tattoo 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 2 
  Components: V,S,M,F 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  This spell creates a single magic tattoo. You determine 
  the exact type of tattoo, though the selection is limited 
  by your caster level, as indicated below. You must 
  possess a modicum of artistic talent to sketch the 
  desired tattoo—at least one rank of Craft (drawing), 
  Craft (painting), Craft (calligraphy), or a similar Craft 
  skill. Inscribing a magic tattoo requires a successful 
  Craft check. The DC varies with the kind of tattoo, as 
  noted below. 
   
  If you are a 3
  rd- to 6
  th-level caster, you can inscribe a 
  tattoo that generates any one of the following effects 
  (Craft DC 10). 
   
  • 
  +2 resistance bonus on one type of saving 
  throw (Fortitude, Reflex, or Will). 
  • 
  +1 luck bonus on attack rolls. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 33 
  
  • 
  +1 deflection bonus to AC. 
   
  At 7
  th to 12
  th caster level, you can add the following 
  tattoos to the list that you can inscribe (Craft DC 15). 
   
  • 
  +2 resistance bonus on saving throws 
  • 
  +2 competence bonus on attack rolls 
   
  When your caster level reaches 13
  th, you can add the 
  following to the list of tattoos you can inscribe (Craft 
  DC 20). 
   
  • 
  Spell resistance equal to 10 + 1 per three 
  caster levels. 
  • 
  +2 enhancement bonus to any one ability 
  score. 
  • 
  +1 spellcaster level. This effect increases the 
  subject’s effective level, but not the total 
  number of spells. For example, an 11
  th-level 
  caster who receives this tattoo functions as a 
  12
  th-level 
  caster 
  for 
  the 
  purpose 
  of 
  determining level-based spell variables (such 
  as range, area, effect, and so on), but does not 
  receive any extra spells. 
   
  A single creature can only have three magic tattoos at a 
  time. Any attempt to apply more than that 
  automatically fails. 
   
  A successful erase spell removes a single magic 
  tattoo. A successful dispel magic spell can remove 
  multiple magic tattoos if targeted on the creature 
  bearing them. 
   
  Material Components: Tattoo inks in appropriate 
  colors costing at least 100 gp. 
   
  Focus: Tattoo needles. 
   
  Source: Spell Compendium 55 
   
  Death Throes 
  Necromancy [Force] 
  Level: Cleric 5, sorcerer/wizard 5 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until you are killed 
  Saving Throw: None 
  Spell Resistance: No 
   
  If you are killed, your body is instantaneously 
  destroyed in an explosion that deals 1d8 points of 
  damage per caster level to everyone in a 30-foot-radius 
  burst. 
   
  This explosion destroys your body, preventing any 
  form of raising or resurrection that requires part of the 
  corpse. A wish, miracle, or true resurrection spell can 
  restore life. 
   
  Source: Spell Compendium 60 
   
  Earth Reaver 
  Transmutation [Fire] 
  Level: Cleric 5, sorcerer/wizard 5 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 20 ft. radius spread 
  Duration: Instantaneous 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  Creatures and objects within the area take 4d6 points 
  of damage from the impact of the rock shards, as well 
  as 3d6 points of fire damage; no saving throw applies to 
  the damage. Creatures in the area must also succeed on 
  a Reflex saving throw or be knocked prone. 
   
  Source: Spell Compendium 75 
   
  Earthbind 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You hinder the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of 
  the spell. If the target fails its saving throw, its fly 
  speed (if any) becomes 0 feet. An airborne creature 
  subjected to this spell falls to the ground as if under the 
  effect of a feather fall spell. Even if a new effect would 
  grant the creature the ability to fly, that effect is 
  suppressed for the duration of the earthbind spell. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed (such 
  as jumping or levitate or air walk spells). 
   
  Source: Spell Compendium 76 
   
  Freezing Fog 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 6 
  Components: V,S 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 34 
  
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Fog spreads in a 20 ft. radius, 20 ft. high 
  Duration: 1 minute/level 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: No 
   
  A bank of freezing mist billows out from the point you 
  designate, obscuring all sight (including darkvision) 
  beyond 5 feet. A creature within 5 feet has 
  concealment, while creatures farther away have total 
  concealment. 
   
  Each round on your turn, the frigid mist deals 1d6 
  points of cold damage to each creature and object 
  within it. The fog is so thick that any creature 
  attempting to move through it progresses at a 
  maximum speed of 5 feet (regardless of its normal 
  speed) and takes a -2 penalty on melee attack rolls and 
  damage rolls and a -6 penalty on ranged weapon attack 
  rolls (but not ranged spell attack rolls). A creature or 
  object that falls into the fog from above is slowed, so 
  that each 10 feet of mist it passes through effectively 
  reduces overall falling damage by 1d6. 
   
  Freezing fog also coats all solid surfaces in its area 
  with a slick, icy rime, and on your turn each round, 
  each creature in the area of the fog must make a 
  successful Reflex save or fall prone. A creature that 
  manages to stand must make a DC 10 Balance check in 
  order to move, falling prone if it fails its save by 5 or 
  more. Creatures in the fog can’t take a 5-foot step. 
   
  Source: Spell Compendium 99 
   
  Great Thunderclap 
  Evocation [Sonic] 
  Level: Sorcerer/wizard 3 
  Components: V,S,F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
   
  You create a loud noise equivalent to a peal of thunder. 
  The spell has three effects. First, all creatures in the 
  area must make Will saves to avoid being stunned for 1 
  round. Second, the creatures must make Fortitude 
  saves or be deafened for 1 minute. Third, they must 
  make Reflex saves or fall prone. Creatures that cannot 
  hear are not stunned, but might still fall prone. 
   
  Focus: An iron bell. 
   
  Source: Spell Compendium 107 
   
  Ooze Puppet 
  Transmutation 
  Level: Sorcerer/wizard 6 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One ooze 
  Duration: 24 hours/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You telekinetically take control of the targeted ooze, 
  manipulating it and forcing it to move and attack as 
  you see fit. You can force the ooze to perform as you 
  desire, within the limits of its abilities. Controlling the 
  ooze’s actions for an entire round is a move action for 
  you. When the ooze is not directed to move, attack, or 
  undertake any actions by you, telekinetic force holds it 
  immobile. Once control is established, you must have 
  line of sight to the ooze to manipulate it, but distance is 
  not otherwise a factor, unless you and the ooze are on 
  different planes (at which point the spell ends). 
   
  If a controlled ooze splits, such as a black pudding 
  (MM 201) struck by a slashing weapon, you retain 
  control of only one of the resultant oozes (choose 
  randomly). 
   
  Source: Spell Compendium 107 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1
  st,  your orb 
  deals an additional 1d8 points of damage: 2d8 at 3
  rd 
  level, 3d8 at 5
  th level, 4d8 at 7
  th level, and the maximum 
  of 5d8 at 9
  th level or higher. 
   
  Source: Spell Compendium 150 
   
  Vitriolic Sphere 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 6 
  Components: V,S,M 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 35 
  
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: 10-ft.-radius burst 
  Duration: Instantaneous, see text 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: No 
   
  Affected creatures take 6d6 points of acid damage. 
  Creatures that succeed on their Reflex saving throws 
  take half of this damage. Creatures that fail their Reflex 
  saves take full damage, and also take 6d6 points of acid 
  damage in each of the following 2 rounds. 
   
  Material Component: A tiny glass vial filled with 
  aqua regia. 
   
  Source: Spell Compendium 231 
   
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 36 
  
  DM AID #1 
  Turfian Dey ibnt Tayyib al-Bakhoura (N, Baklunish female, Rog 5/Shadow Dancer 7) Dey of Saganat, Ruler 
  of Beit Castan. Turfian is present and dressed in a noble outfit. Surprising because she is usually found wearing 
  her regular sea going uniform. She is here as a social formality but has been quite taken by Pir Nerrim Qadi. 
  Any conversation related to ships or piracy will draw the Dey into a side conversation. If the PC has at least 4 
  ranks in Profession (Sailor) they will earn that PC the People in High Places Favor. 
   
  Pir Nerrim Qadi (LG Baklunish male, Clr 14) Chief representative of Al’Akbar. Tall, highly energetic, 36 yrs 
  old. Pir Nerrim Qadi thought out this dinner as an opportunity as a means to establish a rival faction to the 
  Mouqollod Consortium. His presence speaks clearly the interests of the Sultan and the Mouqol supporters are 
  not happy about this. That aside he has found the Dey of Beit Castan very interesting and hopes to see her 
  more cordially. Any PC that initiates a conversation with Pir Nerrim Qadi that is polite and intelligent, and 
  having at least 4 ranks in Diplomacy, will earn the People in High Places Favor. 
   
  Yegareh (LN human female, Clr 10/Contemplative 5) Priestess of Xan Yae and supporter of the Dusk Lash. 
  Yegareh came to the dinner in order to gather information for the Dusk Lash about the foreign company. She 
  is wearing a deep purple dress with a black lotus blossom motif. She is very reserved and prefers to listen to 
  conversation. Despite her reservation, anyone interested in positively discussing the three metaphysical ideals 
  and having at least 4 ranks in Knowledge (religion) will earn the People in High Places Favor. Anyone 
  showing prowess or interest for the Dusk Lash can earn one additional influence with the Dusk Lash. 
   
  Deshani ibnt Koyun al Barakhat (LN Baklunish female, Rgr 2/Ftr 4) Daughter to Elder Spahi Koyun Kinja. 
  Deshani has taken some time away from her father’s fiefdom to come meet the horseman from the east. Geoff 
  Putneck and Deshani have spent the entire dinner talking horse. The attraction between these two is purely 
  professional. They will welcome any other horse expert into the conversation. Further to this they will only 
  stop talking horse if a more public debate involving the entire table presents itself. Any PC who has 4 ranks in 
  Ride and carries on an intelligent conversation earns the People in High Places Favor. 
    
  Ali-Naghi (LN Baklunish male, Clr 12) Disciple of Zuoken. Ali-Naghi came upon hearing that a brother from 
  the east was arriving. Unfortunately he is wary about Kenneth Chessman, as the man arrived drunk and with 
  several large flagons of ale. Ali-Naghi has tasted Kenneth’s ale only as a means to appease his brother. Ali-
  Naghi has too much respect for his body and too many inhibitions to drink in excess. If given the opportunity, 
  he will try to escape from Geoff and strike up a conversation with Elizabeth. Anyone wishing to strike up a 
  virtuous conversation about the “Four Feet of the Dragon”, and having at least 4 ranks in Knowledge (local), 
  will earn the People in High Places Favor.  
   
  Geoff Putneck (LN Suel male, Rgr 7) Graduate of the Maure School of Horsmanship. Geoff recently 
  graduated from the Maure School of Horsemanship and has never been out of the Duchy of Urnst. For him 
  this is an exciting adventure only made better by meeting a beautiful colleague in Deshani. His hopes are to 
  implement a trade in horses, bringing the swifter paynim horses east to the Duchy of Urnst. If not anything 
  else he hopes to learn new techniques from the paynim riders and the Spahis. Any PC who has 4 ranks in Ride 
  and carries on an intelligent conversation earns the People in High Places Favor. A special invite will also be 
  extended to any Spahi to join the Maure School of Horsemanship, (Duchy of Urnst Meta-Org 2007 Book 
  v1.pdf) found on the Duchy of Urnst yahoo group. The Spahi may join the Maure School of Horsmanship as a 
  student without meeting any of the school’s prerequisites. 
   
  Elizabeth Britania (NG Suel female, Rog 5) Spy in the Order of the Shadow Bear. Elizabeth is here under the 
  ruse of a noble woman. The Western Flanaess Trading Company pulled in a favor and asked that the Ducal 
  Diplomatic Corp send in a diplomat to act as a liaison between any hostile threats that may damage the 
  Western Flanaess Trading Companies chance at establishing a stronghold. She is very charismatic as she is 
  well versed, clever and observant. There is no doubt that she is the most attractive woman at the table. No 
  benefit can be gained from talking to Elizabeth as any promises she makes would simply be a ruse. 
   
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 37 
  
  Lawrence Corsair (NG Suel male, Ari 8) Meissel House Merchant. Lawrence was sent to Zeif in order to find 
  someone interested in taking on a permanent possession for House Meissel. This character would need to 
  meet the prerequisites as described for the House Trading Rights (Duchy of Urnst Meta-Org 2007 Book 
  v1.pdf) found on the Duchy of Urnst yahoo group. Lawrence is talkative to the point of the extreme. He does 
  not know when to be silent and has an opinion in every issue brought to the table. He wears black with a silver 
  lantern emblazoned on his chest. Any conversation about importing or exporting will have his attention. 
  Further if the PC has at least 4 ranks in Profession (merchant) they can earn that PC the People in High Places 
  Favor. 
   
  Gregory St. Ross (CG Suel male, Exp 12) Retired Animal Trainer for Sudrand Gallini Traveling Circus. 
  Gregory is the man in charge of all the sideshows. He lives a rather lavish life style and retired a few years ago 
  as one of Sudrand’s main attractions. He is now elderly but still nimble and alert. He is charming with his 
  ample grin and neatly trimmed beard. He has a very distinguishing scar on his head that he received taming a 
  rather feisty hippogriff. Anyone showing prowess in animal husbandry and having at least 4 ranks in Handle 
  Animal can earn the People in High Places Favor. 
    
  Kenneth Chessmen (CG Suel male, Mnk5/Drunken Master 1) Kenneth is a disciple from the Chat’ An 
  Monastery in the Duchy of Urnst.  He has a weakness for ale and is constantly found liquored. He is not 
  however found without at least one keg of Beermok’s ale. He considers himself a devout follower of Zuoken 
  but lacks the mental stamina to forgo the drink. He has decided to take this trip as he feels that Zeif is part of 
  the motherland. He hopes that the trip will bring enlightenment and great stories of adventure. Anyone who 
  joins Kenneth for drinks and can make four separate constitution checks (DC 12) will earn the People in High 
  Places Favor. If a PC can make eight separate constitution checks (DC 12) that PC earns the Night on the 
  Town on their AR. Unfortunately that PC is considered sickened for Encounters 4 and 5. 
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 38 
  
  PLAYER HANDOUT 1 
   
  Arcane Sanctum: Your mentors wish you to investigate the gifts to the Sultan. In particular they would like 
  the following: magical aura, school, and strength of each aura. 
   
  Harem: If at all possible, copy the Western Flanaess Trading Company’s journal of exports and imports. Take 
  special note if there is any criminal activity. 
   
  Mouqollad Consortium: Find out who in Zeif is siding with or working with the foreigners. 
   
  Order of Kwalish: They hand you a special rubbing paper and ask that you get a rubbing of the mirror stored 
  within the vault.  
   
  Dusk Lash: Your superiors have asked that while here you find the compound’s personnel files and change 
  certain names.  
   
  Royal Navy or Spahis: Your superiors would like a detailed list of all contacts listed within the personnel files.  
   
  Urazary: Your Sultan wants this festival to be a success. Use your skills to help in menial chores that would 
  make the festival a sensation. 
   
  Sons of Cin: Your superiors have given you several yards of material of your specific Cin. He wants you to 
  replace the materials currently housed within the compound so that on festival day your Cin color is 
  represented. 
   
  College of Sages and Sorcery: Find any new foreign spells or spell research and bring it back to the college. 
   
  Chat’An Monastery: Our brother Kenneth is going to be attending the festival. Try to get him off the ale and 
  sober. Destroy the ale if you have to. 
   
  Sudrand Gallini Traveling Circus: Perform at the festival. Aid Gregory St. Ross whenever and wherever he 
  needs it. 
   
  Rogues of Seltaren: Locate and make peaceful contact with a member of the Dusk Lash. 
   
  Ducal Diplomatic Corp: Find out which organizations or individuals are opposed to the Western Flanaess 
  Trading Company. Try to persuade them into more peaceful solutions.  
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 39 
  
   
  DM MAPS 
   
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 40 
  
   
  ZEF7-04 You Break It, You’ve Bought It 
   
  Page 41 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-04 - You Break It You've Bought It! (APL 2-10)/ZEF7-04 - You Break It You've Bought It.pdf