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. 
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  VEL5-02 
   
   
   
   
   
   
  Key to Reason 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Veluna Regional Adventure  
  By Mark S Middleton 
  Triad Edit:  Jeff Richards 
  Circle Edit:  Tim Sech 
   
  The siege of Mitrik has reached a climax. Forces of good and evil converge on the embattled city, including reports 
  of strange creatures with large hands and eyes in place of heads.  In the catacombs of Mitrik an ancient promise is 
  fulfilled.  A Veluna regional scenario for all heroes, but related to the scenarios “Catacombs of Mitrik and Eye Hand 
  Coordination.  A combat intensive adventure for character levels 4 to 14.  (APLs 6-12) 
  
  Vel5-02 Key to Reason 
   
  Page 2 
  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 DM (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 player 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, 2006.  
   
  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 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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).  
   
  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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up 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 
  
  Vel5-02 Key to Reason 
   
  Page 3 
  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 1
  st-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 1-round Regional adventure, set in 
  Veluna.  Characters native to Veluna pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
   
  In the module Catacombs of Mitrik adventurers followed 
  some fiends into a lost part of the Catacombs under 
  Mitrik and discovered a small Temple of Rao, an ancient 
  Obelisk, and 3 Doors labeled Peace, Reason and Serenity. 
  They defeated several groups of evil beings in the process 
  (lead by Priests of Vecna). In Vel3-05 Eye Hand 
  Coordination they are brought to an area behind a door 
  by a strange boy-golem named Robbie. They saved his 
  mother and fought evil priests of Vecna and a Hand 
  headed Creature, the Hand of Vecna. At the conclusion 
  of the module they are allowed to help the woman (now a 
  half-celestial being) create the Holy Sword of Rao. 
  The Anti-Canon Herion wants access to the artifact, The 
  Obelisk of Peace, and the ritual of its activation. He 
  knows that only a paladin wielding a Holy Sword of Rao 
  can open the door of Reason and the Shrine of Peace 
  inside, which allows access to the Hall of Serenity and 
  within it the Vault of Reason. The area before the Shrine 
  of Peace was used long ago by clerics of Rao to hide from 
  their enemies. As Herion progressed from Canon to Anti-
  Canon he had taken measures to eliminate the other 
  clerics that knew of the secret behind the second door 
  (The first and third doors had been closed and their 
  knowledge lost or hidden long ago).  Herion wants to 
  pervert the ritual and enhance the power of Nerull or at 
  the very least prevent the forces of Rao from ever 
  activating the Obelisk of Peace. Herion sent the Pit Fiend 
  Gozrag to the Battle of Fals Keep to draw out Sir Arden 
  Landis and the Holy Sword of Rao. The plan worked 
  (with the unwitting aid of Abromax Stromay who 
  foolishly cast a feeblemind spell on the Paladin to 
  attempt to enforce his will upon him) and Arden was 
  captured along with the Holy Sword. The forces of 
  Herion are now planning to launch an attack in Mitrik 
  and at the same time activate the Obelisk. The forces of 
  Herion know that the followers of Good and Neutral 
  Deities have lost the ability to use powerful divinations 
  on them, so with the upcoming battle (and its needs for 
  battle spells) the clerics of Nerull have begun to get lax 
  on their use of magic to conceal themselves (including 
  Arden and the Holy Sword). One additional faction is 
  still involved however, the forces of Vecna The lax 
  magical protections has allowed the followers of Vecna to 
  use their divination magic (since they’re evil and 
  unaffected) and spy on the Forces of Nerull. While 
  spying on the clerics of Nerull they have discovered the 
  plan to gain access to the second door and powerful 
  secrets and magic therein. The Vecnans now plan to 
  follow the forces of Nerull while in the area behind the 
  second door. The clerics of Vecna assume that they can at 
  lest negotiate with the clerics of Nerull. 
  Adventure Summary  
   
  The PCs see a light and are given a message. They go 
  listen to the Face of Rao at the small temple in the 
  catacombs. The PCs meet forces of Rao leaving the 
  catacombs, they are being pulled out for a major battle 
  that is expected soon. The PCs hear the face speak and are 
  told that evil forces have entered the second door 
  (Reason). The PCs go to the door and are met by the 
  Hand and Eye of Vecna, waiting to stop anybody that 
  comes. 
  Once the Eye and Hand are defeated the PCs should 
  realize that more forces are inside the area behind the 
  second door. As they go though the tunnels they run into 
  a group of undead Raoan mummies created by and forced 
  
  Vel5-02 Key to Reason 
   
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  to follow the order of Priests of Nerull. A female priest of 
  Nerull is heard leaving. As the PCs investigate they find 
  the remains of a battle but no survivors except for Sir 
  Arden Landis and the Holy Sword of Rao. The PCs are 
  being scryed upon. The surviving Priest of Nerull, 
  Fayreah has left to gather more forces, as many undead as 
  she can quickly gather. The PCs find an old Raon living 
  area and a special gate and knowledge area.  From a 
  magical Face of Rao they get information about how to 
  activate the gate and the Obelisk. If they activate the 
  Obelisk they are able to help save the city as a major 
  battle begins. Once the PCs get to the Obelisk they are 
  attacked by waves of undead forces attempting to stop 
  them. Once the Obelisk is fully activated it returns itself, 
  the temple, and the tree to the surface where they 
  produce several benefits for the Forces of Rao in Mitrik. 
  VELUNA NOTE TO DMS:  Any PC or NPC that 
  attempts to cast Scry, Divination, or Commune in this 
  module will find their attempt blocked.  They will feel 
  great pressure on their minds and take 2d6 non-lethal 
  damage.  None of the NPC’s will talk about this effect, 
  and will dodge any questions asked regarding this effect. 
   
  Introduction 
   
  The holy city of Mitrik is under siege.  Now that 
  winter has passed, the forces of Herion have been 
  building in strength and another assault is expected 
  soon.  While the Thornward contingent, together 
  with the Knights of Falsridge, have recovered from 
  their assault on Fals Keep and march to relieve 
  Mitrik, it is unknown if they will arrive in time.  
  Surely the enemy knows of the approach of Velunan 
  reinforcements and will launch a desperate attack to 
  attempt to take the city before the reinforcements 
  arrive. 
  You have come to Mitrik to aid in her defense. Your 
  group is currently following up on rumors of 
  sightings of two strange creatures.  One supposedly 
  had the head of a large hand, and the other a large 
  eyeball for a head.  You are currently patrolling the 
  no-mans land of ruined buildings in the overrun 
  portion of town. 
  Any PC should recognize the descriptions of these two 
  beings as symbols of Vecna. 
  The party is now in the no-man's land of destroyed and 
  abandoned buildings in Mitrik. Enemy activity has been 
  light and it’s been very quiet. 
  Encounter One: The 
  Mysterious Light 
   
  You see a faintly glowing ball of light. It moves 
  erratically toward the group. 
  The PCs see the ball of light appear from around a 
  building, it moves erratically but then it will slowly begin 
  to approach one PC. It will stay away from any being with 
  an evil item. The light does not look like the ball of light 
  that the traveler had. This ball of light radiates magic and 
  also detects as good. The ball of light is immune to all 
  magical effects. Its mind can not be read (The PC 
  perceives an overwhelming bright light in his mind), but 
  does detect as an intelligent being. Physical attacks pass 
  through it, and the ball of light will move away from any 
  being that strikes it. A protection against good spell (or 
  similar effects) will keep it away since it is an outsider. 
  The ball of light will approach PCs in the following order, 
  1) PCs with the Sacred Quest of Rao or Mark of the 
  Legendary Hero 2) paladins/priests of Rao, 3) lawful good 
  followers of Rao, 4) paladins and lawful good priests of 
  other gods, 5) neutral good priests, 6) neutral good 
  followers of Rao, 7) all other neutral good PCs, 8) chaotic 
  good PCs, 9) other PCs. Ties should be broken by taking 
  the PC with the highest charisma.   
  NOTE: PCs that have already the Traveler special benefit 
  should not be approached, give other PCs a chance. 
  If a PC backs away from the light it will not approach but 
  will approach the next most likely PC (in order of the 
  precedence given). Just because a PC steps forward does 
  not mean it will be automatically chosen. The PC chosen 
  should be a likely candidate among the group. 
  Once a PC allows the light to approach, the light grows 
  much brighter and then it speaks, sounding like an old 
  man. Anybody within 40 feet can hear him softly speak 
  (they are in the lights glow). 
  “A face of the Serene One has awoken, it will speak 
  soon. Go to the holy shrine that was hidden in the 
  Catacombs but was found, and await the warning.  But 
  beware there are many who will oppose you.  A 
  woman of power great and terrible, the one who 
  awoke the heretic, shall oppose you.   Beware!” 
  There is a special benefit for the ONE PC that was 
  approached. The PC is granted the effect of a prayer spell. 
   If that PC was in category one, two or three (priority 
  order listed above) they also gain a bull's strength Spell. 
  Both spells are in effect until the end of the module. The 
  
  Vel5-02 Key to Reason 
   
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  spells were cast at 17
  th level for purposes if the enemies 
  use dispel magic on this PC. 
  The light retracts and then fades away. It seems that 
  the vague outline of an old bald man in ornate Raon 
  robes is seen as the globe fades away. 
  A 
  Knowledge 
  (Religion), 
  Bardic 
  Knowledge, 
  or 
  Knowledge (Local-VTF) check DC 15 will let the PC 
  know that this may have been one of the fabled 
  “Velunese Lights.”  Give that PC Player Handout #1. 
   
  Encounter Two:  Questions 
   
  The PCs now have to figure out what to do. If they 
  immediately ask a Mitrik Temple Guard, Cleric of Rao (or 
  similar official person) to enter the catacombs they will 
  be questioned about their purpose, but allowed to go 
  once the story of the Velunese Light is told (with escort). 
   Any member of the Church of Rao, Church of 
  Heironeous, Church of St Cuthbert, Mitrik Temple 
  Guard, Knights of Salvation, or Knights of Whitehale 
  who report to their organization in any way will be 
  ordered to investigate the lights message. 
  If they investigate the Velunese Light (with any 
  organization) give them Player Handout #1. 
  Other information that can be gained through a Gather 
  Information check (one piece of information for every 5 
  points of Gather Information, can be done multiple times 
  or by multiple PCs).  Or these can be dropped into any 
  role-played conversations with Velunan officials: 
  • 
  Military forces are in short supply. 
  • 
  A major attack is expected soon. 
  • 
  Forces are being withdrawn from some areas. 
  • 
  Canon Truft has spoken: No retreat from Mitrik, the 
  invasion will be stopped here at all costs.  
  • 
  The lack of troops from Grayington is hurting the 
  war effort. 
  • 
  The teleportation abilities of fiends to conduct hit 
  and run attacks continues to confound the military. 
  • 
  The lack of high level divination spells continues to 
  blind the clerics. 
  • 
  Balls of Light have been seen several times. 
  • 
  Gloriana the celestial woman has appeared several 
  times to cast spells and help stop break-through by 
  enemy forces. She seems to be very busy. 
  • 
  Sir Arden and the Holy Sword have not been seen 
  since he fought the Pit Fiend and was taken away by 
  it. 
  • 
  The troops talk optimistically, but it's all a facade, 
  Mitrik will be our graveyard. This battle can't be 
  won. 
  • 
  This is the calm before the storm. The final storm 
  over Mitrik.  
  • 
   A high level cleric of Nerull called Fayreah has been 
  seen. (PCs that have played modules in year one and 
  two should recognize the name as a cleric that had a 
  vampire monk companion) 
    
  Encounter Three:  Traveling 
  Below 
   
  A Mitrik Temple Guardsman will be assigned to show 
  them the way to the buried temple.  The church officials 
  will insist that a Guardsman accompany them, but can 
  spare only one because of the expected attack on the city. 
  Traveling to the Face of Rao is uneventful. If the PCs 
  check on the Obelisk or Mushroom areas they will find 
  nothing special. The PCs do meet several groups of 
  soldiers and clerics. The groups are all traveling to the 
  surface, they have been recalled to the surface by the 
  senior authorities. 
  Travel Time from the surface to the Face: 4 hours. 
  The trip through the catacombs is twisting and 
  difficult.  You pass through a huge chamber with a 
  massive hole to the surface that comes up under the 
  southern devastated section of Mitrik.  The rubble 
  from the collapse of the hole is difficult to traverse. 
  Eventually you come to your destination, a large 
  cavern with deep green grass growing.  A single large 
  white oak tree grows near the center of the room 
  while towards the back is a small stone temple that 
  fills the cavern with the radiance of a soft yet bright 
  light.  The temple is made entirely of white marble, 
  with a series of fluted columns supporting the open 
  air roof.  There is a fountain in the front of the temple 
  that feeds a small stream, and statues of celestial 
  figures stand between the columns of the temple.  A 
  
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  large face of Rao is barely visible on the back wall of 
  the temple.   There is another exit from the cavern on 
  the wall opposite you. 
  Once the PCs arrive at the Temple and the Tree they find 
  everything is normal, the Temple and the Tree are fine. If 
  the tree is spoken to (speak with plants) he knows that 
  Raoan guards were here until a short while a go.  He has 
  not been attacked since that one time, but he has been 
  questioned several times by holy men. 
  The temple itself is protected by a forbiddance spell cast 
  at 16
  th caster level.  Only those of Lawful Good alignment, 
  or worshippers of Rao can pass the forbiddance.  Others 
  can pass if they speak the password “Peace, Reason, and 
  Serenity”.  The guardsman with them can tell them the 
  password, he has been here before. 
  There is plenty of evidence that men (guards) have been 
  living down here. The men seem to have been respectful 
  and careful of the Temple and Tree. There has been some 
  repainting of some of the symbols of Rao around the 
  room (which were defaced 2 years ago).  Most of the 
  efforts are by men of little talent, but great devotion.  The 
  guard with them can tell them that for the past 2 years 
  there was a contingent of Mitrik Temple Guardsmen that 
  guarded this temple, but they have recently been pulled 
  out to defend the city against the expected attack.  He 
  himself has done a couple shifts down here. 
  The other exit from this room leads to the 3 doors of Rao 
  that those who played Vel2-05 Catacombs of Mitrik or 
  Vel3-05 Eye Hand Coordination will know.  The trip to 
  these doors takes 1 hour from this chamber. 
  Encounter Four:  The Voice 
   
  The PCs must wait.  The guard with them will also wait.   
  If the PCs get bored and want to wander off (maybe go 
  visit the doors), have the guardsman insist that they not 
  proceed.  His orders were to escort them to the temple, 
  no further.  After 12 hours (the PCs CAN rest and recover 
  spells if they wish, but the DM should NOT prompt 
  them to do so), the face at the back of the temple will 
  speak: 
   “One of light, but devoid of awareness, is deceived 
  and now leads many scions of darkness through the 
  door of thoughtful decision”. 
  The second door is known as the door of Reason. If the 
  PCs are not aware of this, the guardsman with them can 
  tell them this information and tell them that the 
  direction to the doors is down the other passage. 
  The Face does not answer any questions. If for some 
  reason the PCs wait 10 minutes they will hear a second 
  announcement: 
   “A group of wickedness have breached and destroyed 
  the door of Reason!” (Referring to the Vecna forces). 
  Once the PCs decide to go to the doors, go to Encounter 
  5.  If they do not decide this on their own, the guard can 
  suggest it.  He will insist on returning to the surface to 
  report what the face said. 
  Encounter Five:  Trip to 
  Reason 
   
  Travel Time: 1 hour at a normal pace (4 miles) 
  Both evil groups, the Nerullite force with Arden and the 
  Vecnan forces, have teleported in the room of three 
  doors.  
  The Vecnans used several divination spells and know "a 
  force of Good" is coming so they are forced to split their 
  group. The eye and hand are sent to deal with the Mitrik 
  Temple Guards (or so the forces of Vecna assume) since 
  they are mainly combative types while the rest of the 
  Vecnan forces continue on. The eye has cast an alarm 
  spell (from a scroll) in the corridor about (50 feet x APL) 
  away. The spell is set to silent alarm. Start tracking 
  rounds once the spell is set off. Once the alarm is set off 
  the Eye of Vecna will cast a clairvoyance spell on the 
  location to see what’s there and what’s going on. It will 
  watch for several rounds if it sees multiple beings. It will 
  inform the Hand to begin preparing for arrival of 
  enemies. If the party does detect and dispel the alarm 
  then they will get to the doors undetected. The parties 
  movement rate will determine how long it takes and how 
  many prep spells can be cast. Since neither the Eye nor 
  Hand has a mouth all spells they cast are silent (no Listen 
  checks). However once the two parties are within 100 
  feet you can have both the Eye and Hand make Move 
  Silently rolls/Listen checks as well as the party and 
  determine awareness. In any case the Hand and Eye cast 
  preparatory spells until the PCs actually approach. 
   
  Encounter Six:  The Doors 
   
  Before you lies a semi-circular room.  Across the room 
  is a flat wall with three massive stone doors.  Above 
  each door is a mantle with a single word in common:  
  
  Vel5-02 Key to Reason 
   
  Page 7 
  Peace, Reason, and Serenity.  The Door of Reason 
  stands open twisted and torn as if it were clay not 
  stone. The Door of Serenity also has similar damage, 
  but it also looks as if it were once closed by nearby 
  rock being forced into the passageway.  
  Peace is the door on the left, Reason is the door in the 
  middle, Serenity is the door on the right.  See DM Map 
  #1 in Appendix 3. 
  The door of Serenity was broken in Vel3-05 Eye Hand 
  Coordination, sealed by a stone shape spell (Spellcraft DC 
  23) and now broken open again (from the inside by the 
  Vecnans), The Nerullites had a mage with them that 
  teleported them into this room.  The Vecnans had 
  teleported behind the door of Serenity earlier (the 
  teleportation ban was broken when the door was opened 
  last year) and waited for the Nerullites to come through 
  and followed them. 
  PCs that played Vel3-05 Eye Hand Coordination will 
  recognize the effect, created when the Hand uses its 
  drain strength effect on stone objects. 
  The Eye is hiding just beyond the broken door of Reason, 
  and Hand is positioned just inside the cave mouth 
  (around the corner). The Hand protects the Eye while the 
  Eye casts magic. They both depend on their spell 
  resistance to resist spells. Roll Spot and Listen checks as 
  normal, read the following if the PCs make the opposed 
  checks. 
  Suddenly, ahead, you spot two strange creatures that 
  must have once been human.  One wears heavy armor 
  and twirls two short swords.  He has no head, but 
  rather a giant hand sprouts from his shoulders where 
  his head should be...  The other wears long dark 
  robes, cinched at the waist by a belt holding many 
  pouches.  This one has the head of a single giant 
  eyeball, and lurks in the cover of the destroyed 
  central doorway.  They silently move to attack. 
  APL 6 (EL 9) 
  �Hand of Vecna: Medium Outsider (Native) Ftr5; hp 
  53; See Appendix 1. 
  �Eye of Vecna: Medium Outsider (Native) Wiz5; hp 28; 
  See Appendix 1. 
  APL 8 (EL 11) 
  �Hand of Vecna: Medium Outsider (Native) Ftr7; hp 
  74; See Appendix 1. 
  �Eye of Vecna: Medium Outsider (Native) Wiz7; hp 39; 
  See Appendix 1. 
  APL 10 (EL 13) 
  �Hand of Vecna: Medium Outsider (Native) Ftr9; hp 
  95; See Appendix 1. 
  �Eye of Vecna: Medium Outsider (Native) Wiz9; hp 59; 
  See Appendix 1. 
  APL 12 (EL 15) 
  �Hand of Vecna: Medium Outsider (Native) Ftr11; hp 
  116; See Appendix 1. 
  �Eye of Vecna: Medium Outsider (Native) Wiz11; hp 
  72; See Appendix 1. 
  Tactics:  If given a chance (it hears or spots the PCs) the 
  Hand will try to cast both protection from evil and bull’s 
  strength on itself before the PCs arrive. The Hand will 
  attack holy warriors or fighters first, and will stop anyone 
  trying to approach the Eye. Attacking with both its 
  weapons and hand (slam attacks). An opponent will only 
  be grappled if alone. It will attack with a grapple/drain 
  attack from the Head-hand and use daggers in the 
  grapple with its the normal hands. The Hand will throw 
  daggers in case it can’t reach the most dangerous 
  opponent. 
   
  The Eye will use the doorway for cover as much as 
  possible and will cast spells from a distance.  It will try to 
  use it’s Soul Drain attack at least once early in the combat. 
   If the Eye has greater invisibility, it will cast it in the first 
  round of combat. While invisible, the Eye will cast then 
  move.  Note that the Eye casts silently. 
   
  NOTE: Searching the tunnel (Search DC 10) reveals a 
  large number of creatures disrupted the rubble of the 
  door going in. Track (Survival DC 15) reveals footprints 
  and boot prints (medium humanoid) that go down the 
  main tunnel, as two groups. The Nerulites forces are 
  being followed by the Vecnan Forces. 
  Treasure:  
  APL 6: L: 52 gp; C: 0 gp; M: Ring of protection +1 x2 (333 
  gp per character), potion of cure light wounds (4 gp per 
  character), full plate +1 (221 gp per character), cloak of 
  protection +1 (83 gp per character), brooch of shielding 
  (125 gp per character), gloves of dexterity +2 (333 gp per 
  character) 
  APL 8: L: 0 gp; C: 0 gp; M: Ring of protection +1 x2 (333 
  gp per character), short sword +1 x2 (385 gp per 
  character), potion of cure light wounds (4 gp per 
  character), full plate +2 (470 gp per character), cloak of 
  protection +1 (83 gp per character), brooch of shielding 
  (125 gp per character), gloves of dexterity +2 (333 gp per 
  character), rod of metamagic (lesser extend) (250 gp per 
  character). 
  
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  APL 10: L: 0 gp; C: 0 gp; M: Ring of protection +1 x2 (333 
  gp per character), short sword +1 x2 (385 gp per 
  character), potion of cure light wounds (4 gp per 
  character), full plate +2 (470 gp per character), cloak of 
  resistance +2 (333 gp per character), brooch of shielding 
  (125 gp per character), gloves of dexterity +4 (1333 gp per 
  character), rod of metamagic (lesser extend) (250 gp per 
  character). 
  APL 12: L: 0 gp; C: 0 gp; M: Ring of protection +3 (1500 
  gp per character), ring of protection +2 (666 gp per 
  character), ring of mind shielding (666 gp per character), 
  short sword +1 x2 (385 gp per character), potion of cure 
  light wounds (4 gp per character), full plate +2 (470 gp 
  per character), cloak of resistance +3 (750 gp per 
  character), brooch of shielding (125 gp per character), 
  gloves of dexterity +4 (1333 gp per character), rod of 
  metamagic (lesser extend) (250 gp per character). 
  Encounter Seven:  Hall of 
  Stories 
   
  A rough hewn tunnel leads off into the darkness. 
  Several rough pictograms line the wall, there seems to 
  be a sequence to the drawings. There is also some 
  writing on the pictograms, the writing is in Flan.  
  Scene One:  A group of people are following a large moon 
  out of darkness into a promised land. 
  Scene Two: An evil man with great power and his 
  followers summon fiends and they attack the people.  
  Scene Three: The people run away to caves and hide. 
  Scene Four: The people in caves pray. 
  Scene Five: A man with a serene face appears.  Beneath 
  this picture written in old Flan is the title “Serene Man”. 
  Scene Six: The serene man talks with the evil man. The 
  serene man and the evil man make an agreement. 
  Scene Seven: The evil man is happy and sends the fiends 
  away, the fiends are not happy. 
  Scene Eight: The evil man and his followers leaves. 
  Scene Nine: The people leave the caves. The serene Man 
  gives people three words. (Written in old Flan) “Peace, 
  Reason and Serenity.”  [Anybody making a DC 20 
  Knowledge (Religion) check can recognize the words if 
  they can’t read them otherwise.] 
  Scene Ten: The people worship the serene man. 
  Scene Eleven: The people build a temple, plant a tree and 
  carve an obelisk. 
  The tunnel leads on for 300 feet. Though there are 
  several side tunnels they must have collapsed long 
  ago. 
  Encounter Eight:  Too Late 
   
  The tunnel widens into a large lighted cavern. Small 
  cave entrances dot the walls. Scattered across the 
  cavern are the ruins of old walls, all that remains of 
  ancient buildings that must once have occupied this 
  area. 
  Sprawled out around this cavern are about a dozen 
  fresh human bodies. They are armored and armed, 
  mostly with scythes, staves and daggers.  Many 
  broken undead bodies are also scattered about. Some 
  of the undead seem to be Raoan clerics wrapped as 
  mummies. It appears as though a large battle recently 
  took place.  On the opposite side of the cavern is a 
  large structure carved into the wall. Symbols of Rao 
  can be seen in the distance. 
  On the far side of the room you see a man standing in 
  the open staring blankly at the carnage.  He has a 
  dark coppery complexion and flowing golden hair.  
  He does not wear any armor and holds a longsword 
  loosely in his hand, its tip resting on the floor.  The 
  sword is covered in blood, but the man seems 
  unharmed.  As you enter he looks up in your 
  direction with metallic golden eyes, a slack look upon 
  his face. 
  From across the cavern you hear a rough female 
  voice, but you can’t see anyone:  
  “More meddlers come to die like the rest? Attack! 
  King of all Gloom, I beseech thee to return me to my 
  sanctuary!” (Spellcraft DC 21, word of recall) 
  Stepping out from behind some of the ruined walls 
  are several undead… 
  See DM Map #2 in Appendix 3.  There are only 5 
  buildings still intact.  The rest are ruins.  The ruined 
  buildings have broken walls that don’t stand more than 3 
  ft. high (and can be used for cover).  The ruined walls are 
  considered obstacles and the interior of the ruined 
  buildings is difficult terrain. 
  Note: Fayreah is wounded and surprised by the arrival of 
  the PCs.  She uses a word of recall from a scroll to escape. 
   She is too far from Arden and the remaining undead to 
  bring them with her, and rather than risk losing in her 
  
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  wounded state, she plans to return to the tomb of Herion, 
  have herself healed, and return to face the meddling PCs 
  prepared.  Don't allow anything to stop her departure, it 
  is immediate and without hesitation. 
  APL 6 (EL 6) 
  �Arden Landis:  Male Aasimar Pal15 (feebleminded); 
  hp 94; See Appendix 1 
  �Vampire Spawn (2): hp 38 each; see Monster Manual 
  page 253. 
  APL 8 (EL 8) 
  �Arden Landis:  Male Aasimar Pal15 (feebleminded); 
  hp 94; See Appendix 1 
  �Mummies (3): hp 74 each; see Monster Manual page 
  190. 
  APL 10 (EL10)  
  �Arden Landis:  Male Aasimar Pal15 (feebleminded); 
  hp 94; See Appendix 1 
  �Mohrg (2): hp 126 each; see Monster Manual page 189. 
  APL 12 (EL12) 
  �Arden Landis:  Male Aasimar Pal15 (feebleminded); 
  hp 94; See Appendix 1 
  �Mohrg (3): hp 126 each; see Monster Manual page 189. 
  �Osyluth: hp 98; see Monster Manual page 52. 
  Tactics: The Osyluth will already be invisible when the 
  battle starts (he turned invisible right after the battle with 
  the Vecnans and has been maintaining it).  The Osyluth 
  will cast fly and approach an archer or spellcaster from 
  the air.  He will then cast dimensional anchor on the 
  target if it is a spellcaster (not if it is an archer).  He will 
  land next to his target and create a hemispherical wall of 
  ice around himself and his target (centered on him).  This 
  means that there should be nowhere in the hemisphere 
  that the target can cast or use a missile weapon without 
  provoking an attack of opportunity.  He will then 
  proceed to attack the target, teleporting out of the 
  hemisphere when finished. 
  The vampire spawn will attempt to dominate a fighter 
  type, ordering them to stay out of the fight (this would 
  not be against anybody’s nature, so they do not get a new 
  save because of this order). They will try to dominate 
  each fighter type once, they will proceed to attack any 
  spell casters in melee. 
  The Mohrgs will use their tongue attack on whatever 
  target is most convenient. 
  Arden has a normal long sword and no armor. He has no 
  access to spells. Arden will be confused, assuming the 
  PCs are more Vecnans (he is feebleminded).  He will 
  move forward and attack the first person he gets to. 
  Anybody who can make a Knowledge (The Planes) roll 
  DC 15, can recognize him as an Aasimar.  Anybody who 
  can make a Knowledge (Local -  VTF) DC 15 will 
  recognize the lost Knight of Salvation, known to be the 
  wielder of the holy sword of Rao and captured by the 
  enemy at the Battle of Fals Keep.  Should any players 
  mention that they know Sir Arden Landis, they will 
  recognize him immediately.  They may ask to look about 
  for the holy sword, give them a DC 10 Spot check (-1 per 
  10 ft of distance) to notice it sticking out from under a 
  dead Vecnan priest. 
  At some point during the first round of combat (after 
  Fayreah has left), the holy sword of Rao will speak loudly: 
  “Heroes of Veluna!  Aid me!  I am the Holy Sword of 
  Rao!  Place me in the hands of Sir Landis that I might 
  control him!” 
  The DM should decide where the sword is located, 30 ft 
  from one of the PCs sticking out from under the body of 
  a dead cleric of Vecna.  A DC 10 Listen check (modified 
  by distance, -1 per 10 ft) can pinpoint that the voice 
  seems to be coming from that body.  Anybody who made 
  the listen check can make a DC 10 Spot check to notice a 
  finely crafted sword poking out from under the body. 
  Should somebody pick up the sword and their alignment 
  is NOT Lawful Good, they will have two temporary 
  negative levels.  These negative levels will return once 
  they rid themselves of the sword.  Should the person 
  holding the sword not be immediately trying to give it to 
  Arden, the sword will try to control the person (Will save 
  DC 39 to resist) and force them to give it over. 
  If the sword is ignored, it will continue to plea with the 
  PCs each round to pick it up and give it to Arden. 
  Once the sword is presented to Arden: 
  A dim look of recognition crosses the aasimars face as 
  he reaches out to grasp the sword.  As soon as his 
  hand wraps the hilt, the dumb expression fades and is 
  replaced by a blank stare.  The aasimar begins 
  retreating from the battle. 
  At this point the holy sword has taken control of Arden 
  and will remove him to safety.  It will only intervene if it 
  looks like the PCs are going to lose (very unlikely). 
  NOTE: Should the PCs kill Arden, they will not be able 
  to talk to the sword.  The sword will try to control 
  anybody who picks it up (Will save DC 39) and force 
  them to drop it.  Anybody who is not Lawful Good will 
  
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  have 2 negative levels as they carry it.  Under no 
  circumstances will the sword cooperate with a group that 
  killed Arden.  
  Treasure: (recovered from the dead Vecnan and 
  Nerullite clerics and the undead Raoan clerics used as 
  mummies) None of these items are used in the combat.  
  APL 6: L:  (0 gp); C:  (0 gp); M: armbands of might (342 gp 
  per character) 
  APL 8:  L:  (0 gp); C:  (0 gp); M: armbands of might (342 gp 
  per character), stylus of the masterful hand (250 gp per 
  character). 
  APL 10:  L:  (0 gp); C:  (0 gp); M: armbands of might (342 
  gp per character), stylus of the masterful hand (250 gp per 
  character), spellsight spectacles (208 gp per character). 
  APL 12:  L:  (0 gp); C:  (0 gp); M: armbands of might (342 
  gp per character), stylus of the masterful hand (250 gp per 
  character), spellsight spectacles (208 gp per character), 
  headband of conscious effort (333 gp per character). 
  Encounter Nine: The Sword 
   
  The PCs can talk with the sword; it speaks in a calm, 
  serene heavenly voice.  It can tell them the following: 
  • 
  I first became aware when I struck the Pit 
  Fiend on the field of battle at the keep in the 
  mountain pass.  I was confused at first, but 
  knew the taste of the enemy well.  But then 
  my wielder was struck dumb by some 
  powerful magic and we were captured by the 
  despicable fiend and taken away.  
  • 
  My wielder’s mind is affected by some 
  powerful magic that I cannot mend.  I knew 
  that we were surrounded by enemies, agents 
  of The Reaper, so I kept secret my sentience. 
   Some of them tried to take me, but I burned 
  their dark souls with holy fire.  They left me 
  with my wielder while they manipulated him 
  in the dark place where they took us. 
  • 
  There was a woman named Fayreah who was 
  in charge, though she took orders from one 
  who was long dead but now returned.  I 
  sensed a great evil while in his presence; I 
  sensed the nearness of The Reaper in him.  
  Fayreah was just here, but I sensed her evil 
  aura disappear when she spoke. 
  • 
  The evil ones brought my wielder and me 
  here to this place.  They made him use me to 
  unlock a large door.  I sensed the presence of 
  my maker in that door, it opened to my 
  touch. 
  • 
  We traveled to this cavern and they were 
  examining the structure on the far wall when 
  agents of The Maimed One came.  There was 
  a brief discussion, then a battle ensued.  
  Arden took part, not knowing any better, but 
  I 
  was 
  disarmed 
  from 
  him, 
  becoming 
  powerless.  The priestess of the Reaper won 
  the battle, but at great cost.  The worshippers 
  of The Maimed One died, some may have 
  escaped I do not know. 
  • 
  You came and I did not sense darkness in 
  your hearts.  I thank you for helping me.  I 
  will make my wielder follow you until I can 
  find a way to mend his mind. 
  The sword knows that its fate is now linked to Arden. It 
  wishes to remain with Arden at all times, claiming he is 
  “The Chosen”.  If the PCs can cure Arden of his 
  feeblemind, they may do so.  He will be confused, but 
  grateful.  After getting the story from the PC’s, he will 
  insist on pressing on and investigating this place to 
  determine its purpose. 
  The sword can read Flan.  If none of the PCs can read 
  Flan, the sword is willing to translate for them. 
  At about the time the PCs finish talking to the sword, 
  Herion himself will cast a greater scrying spell on Arden. 
   Fayreah will have returned to him and told him what has 
  transpired, so Herion is trying to follow what is going on. 
   Since Arden has a -15 to his Will save, he will fail it.  
  Have each PC who has an Intelligence of 12 or more roll 
  an Intelligence check (DC 20).  Any who make it will 
  notice something odd in the air (the invisible scrying 
  sensor).  The greater scrying is cast at 20
  th caster level.  
  They may figure out they are being watched, but they do 
  not know by whom, nor do they know who the sensor is 
  watching unless they somehow experiment to find out.  
  Even if they figure out it is Arden, the sword will insist 
  on him going along with them as they investigate the 
  shrine.  The sword is very stubborn.  If they push the 
  issue, the sword will point out that they probably need 
  him to continue. 
  Should the PCs somehow foil the scrying attempt 
  (remember 20
  th caster level!), then Herion will use a 
  divination to determine their plans.  In this case he will 
  be able to tell they are going after the obelisk and will 
  send Fayreah to protect it.  However, in this case she will 
  not be able to have her 1 min/level spells prepped.  It is 
  very unlikely that the party can foil Herion’s scrying. 
  
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  Should the scrying attempt succeed and Herion is able to 
  tell their plans, he will be able to send Fayreah back with 
  good enough timing that she will be fully prepped. 
  Encounter Ten:  Shrine of 
  Reason 
   
  You see a room carved out of the rock wall in the back 
  of the cavern. This large room is lined in white rock 
  and many symbols of Rao are carved into the rock. 
  Broad steps lead up into the room, flowing words are 
  carved into the lintel above the steps.  The floor has 
  decorative tiles laid out in a pattern, with the same 
  words repeated over and over in the tiles.  At the back 
  of this room you see an ornate stone door, flanked by 
  images on the wall of men in ring mail armor with 
  shields and long swords, kneeling.  On one side of the 
  room is an archway on the wall, decorated with many 
  symbols of Rao.  The archway leads nowhere; it just 
  has a blank stone face inside the arch on the wall. 
  The Archway is a gate, it radiates strong Conjuration 
  magic. It remains inactivated unless the appropriate 
  command words are given. The main command is "In the 
  name of Peace, Reason and Serenity open the way to 
  _____”. The gate is only keyed to certain locations. The 
  Obelisk is the only keyed location given out in this 
  module. The commands are revealed below in the Shrine. 
  Above the shrine Written in Flan: 
  “Speak the title the people gave to he who saved us 
  and enter the Shrine of Reason in peace.” 
  The area is protected with a forbiddance spell. Only 
  Lawful Good beings can enter it without the password. 
  Speaking the words "Serene Man" in Flan will allow 
  others to enter.  The sword can translate if need be.  
  Anybody trying to enter will take damage as per the spell 
  (see Player’s Handbook). 
  The floor has the words (in Flan):  “Peace, Reason, and 
  Serenity” written repeatedly. 
  Words in Flan on the back wall read: “I pledge to follow 
  the path of Law and Goodness until the day I die, This I 
  do willingly and for the good of the people.” 
  In front of the door is a slot in the floor.  Words in the 
  tile on the floor (in Flan) read: “Only by the power of The 
  Holy Sword of the Reasoned One can the Knowledge 
  herein be obtained.” 
  The ritual was to kneel (or take a knee), and repeat the 
  pledge and place a holy sword in the slot. This opens the 
  door. The door opens even if the wielder does not kneel 
  or recite the pledge as long as the Sword is placed in the 
  slot. The sword goes down about 20 inches and then 
  stops.  The sword will make Arden place it in the slot if 
  requested. 
  A PC can kneel anywhere in the shrine area and recite 
  the pledge to receive a blessing: (Note this on the PCs AR 
  if they do this.  Do NOT mention that they can do this 
  only if they do it without any knowledge) 
  • 
  If a Paladin (of any deity) kneels and recites the 
  pledge: A voice speaks in their head, "May your 
  sword be blessed and swift in your defense of the 
  people".  The PC now knows the spell bless weapon, 
  swift. 
  • 
  If a Ranger (of Lawful Good alignment) kneels and 
  recites the pledge:  A voice speaks in their head, 
  "May you be quick and swift in your defense of the 
  people.”  The PC now knows the spell lightfoot. 
  • 
  If a Cleric (of Lawful Good alignment) kneels and 
  recites the pledge:  A voice speaks in their head, 
  "May your spells delay the death of warriors 
  defending the people.”  The PC now knows the spell 
  delay death. 
  • 
  Anybody else (of Lawful Good alignment) that 
  kneels and recites the pledge: A voice speaks in their 
  head, "May you stave off death while defending the 
  people.”  The PC now receives a casting of the spell 
  imbue with spell ability and is imbued with a cure 
  light wounds(5
  th level).  This is only good for the 
  duration of this module. 
  • 
  Anybody else (of an alignment other than Lawful 
  Good) that kneels and recites the pledge: They feel a 
  strong urge to change their alignment to Lawful 
  Good. 
  Note: PCs that learn these new prayers (spells) can 
  immediately swap another spell in memory to gain this 
  new spell if they desire.  
  The hallway of knowledge lies beyond the door. 
  Encounter Eleven:  Hallway of 
  Knowledge 
   
  The full story of a major conflict between Rao and Nerull 
  is told in pictures and writing (Flan) painted on the walls 
  of this 30 foot long hallway (10 ft wide). Beings not 
  aligned with law feel very uneasy and feel compelled to 
  order. 
  
  Vel5-02 Key to Reason 
   
  Page 12 
  The story of the defeat of Nerull is painted on the walls 
  (all words are written in Flan, but the sword can translate 
  if need be): 
  • 
  Panel 1:  A glowing man of light (Rao) meets 
  a sick evil man (Nerull).  Both figures radiate 
  immense deific power. 
  • 
  Panel 2:  Nerull attacks Rao, Rao holds forth 
  his hands holy power flowing from them 
  into Nerull. Beneath this picture are the 
  words:  “Thus did The Reasoned One gift to 
  The Reaper the three mercies: firstly 
  knowledge, thence serenity, and finally 
  peace.” 
  • 
  Panel 3:  Nerull is shown leaving a large 
  valley with Rao and his followers watching 
  on.  Many men follow Nerull from the valley. 
   Nerull looks to be content and the moon of 
  Luna is prominent, being shown close to the 
  valley.  The words below read:  “Thus did The 
  Reaper know contentment for the first time. 
   He leaves the vale in peace.” 
  • 
  Panel 4:  Nerull is shown with many 
  supplicating worshippers at his feet.  Nerull 
  appears to be shrugging off waves of holy 
  power that fall to the floor and melt away.  
  Nerull appears upset.  Beneath this is the 
  text:  “But the followers of The Reaper 
  continued their evil ways and thus did The 
  Reaper shed himself of the blessings of The 
  Reasoned One.  Having tasted the virtues of 
  peace, reason, and serenity and lost them. 
  Thus is The Reaper painfully tormented by 
  their memory and vows revenge against The 
  Reasoned One for his torment.”   
  • 
  Panel 5:  Rao is shown visiting a sleeping 
  cleric of Rao.  Above the head of the 
  slumbering cleric is a cloudy picture of an 
  open air Temple of Rao, a great tree, and an 
  obelisk coursing with power.  The words 
  beneath read:  “Knowing that The Reaper 
  may one day return to the Vale of Luna did 
  The Reasoned One visit a vision unto the 
  first Canon of his people.   Thus did his 
  people gain the power to create the Tree of 
  Serenity, the Temple of Reason, and the 
  Obelisk of peace.  May these relics of His 
  wisdom serve well the generations of his 
  flock yet to come.”  
   
  Encounter Twelve:  Vault of 
  Reason 
   
  A small 5 foot by 5 foot room is behind the door.  A 
  small Face of Rao is carved on the back wall, the size 
  of a normal face. 
  If someone enters the room, the face will speak (each PC 
  will hear the words of the voice in their native language): 
  The eyes of the face on the wall flash with light and 
  the mouth moves as it speaks:  “To ask for knowledge 
  is to accept Rao's charge. Do you seek to bring Peace, 
  Reason and Serenity to his people and all the people 
  of Oerth?  If so, speak your oath.” 
  If Arden is healed, he will enter the room and say: “Sir 
  Arden Landis and the Holy Sword of Rao do so pledge 
  ourselves to The Reasoned One.”  If he is not healed, the 
  sword will urge one of the PCs to make such an oath.  
  Allow other PCs to make their pledges and oaths. 
  When someone makes a reasonable oath: 
  “What knowledge do you seek?” 
  The face will answer questions.  However, it is only the 
  spirit of a priest of Rao that died around the time this 
  complex was built.  He can sense that Nerull has 
  returned to the vale, he can sense the battle raging above, 
  he knows about the Holy Sword of Rao and its chosen 
  bearer (Arden who was once human but was changed 
  into an Aasimar).  But he is not a source of free 
  divinations, simply a source of knowledge about Veluna. 
  • 
  Who are you?  
  “I was a holy man of The Serene Man long long ago. I 
  petitioned him that I might continue to serve the 
  people. He allows me to come here and speak when 
  the need is great and a Holy Sword summons me.” 
  • 
  What is this place for? 
  “To reveal knowledge of the past that may be lost to 
  the ages.  I know of the Obelisk of Peace.” 
  • 
  What is the Obelisk for? 
  “To oppose the followers of The Reaper should they 
  ever threaten the Vale of Luna again.  To undo that 
  which they may have wrought...” 
  • 
  How is the Obelisk of Peace activated? 
  “Call upon the three virtues of The Reasoned One, 
  the ritual of return must be performed three times. 
  The obelisk is the key. Touch a side of the obelisk and 
  
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  call forth the first virtue, touch a second side and call 
  forth the second virtue and then the third side calling 
  upon the third virtue. Touch the last side and call 
  forth Holy Power in the name of Rao.  Be sure that 
  the time is right though; for once done, it cannot be 
  undone.  This blessing was created for the time when 
  the need was great, to waste the blessing of Rao would 
  be a sin.” 
  • 
  Should we activate the obelisk? 
  “That is your decision.  It was put in place to defend 
  the Vale against the machinations of The Reaper 
  when the need was great.  You must decide if that 
  time is now.” 
  • 
  How do we get to the Obelisk of Peace? 
  “Go to the Portal in the archway in the shrine and call 
  upon the three virtues and command the Gate to 
  reveal the Obelisk of Peace, it will appear and then 
  you can travel through the portal.  ‘In the name of 
  Peace, Reason, and Serenity; Open the way to the 
  Obelisk of Peace’." 
  • 
  What does activating the Obelisk do? 
  “It will undo what The Reaper has wrought and also 
  awaken the Tree of Serenity and the Temple of 
  Reason.  The Tree will aid those who are true, and the 
  Temple will oppose those who are unreasonable.” 
  • 
  Who is Herion? 
  “That is the name of the heretic.  He once was pious, 
  but his hubris was greater than his capability.  He 
  turned his back on the Serene Man and embraced The 
  Reaper.” 
  • 
  Who does Herion serve? 
  “The heretic serves The Reaper.” 
  • 
  What happened at the flight of fiends? 
  “Betrayal.  The ritual was corrupted.  Other than that I 
  do not know.” 
  • 
  What went wrong with the Crook of Rao? 
  “It foresaw and protected itself from the betrayal at 
  the flight of fiends.  Though its body lies with the 
  Heretic its essence is safe.” 
  • 
  What about Rinen Fallswop? 
  “His prayers are no longer heard in the court of the 
  Serene Man.  He too has fallen from grace.  I do not 
  know more.” 
  • 
  Who is watching us now? 
  “I sense the presence of a powerful servant of The 
  Reaper.  Beware, for surely your plans are known.” 
  • 
  What were the Nerullites/Fayreah/Vecnans doing 
  here? 
  “They seek to pervert the intent of the gifts of the 
  Serene Man for their own purposes.” 
  • 
  Who is Fayreah? 
  “That is the name of the one who awoke the heretic 
  Herion from his slumber.  She is second only to 
  Herion himself.” 
  • 
  Does the Plar of Grayington (True Canon of the 
  Faithful) serve Rao? 
  “His prayers are heard in the heavenly court of the 
  Serene Man.” 
  The face does not know anything else.  Its answer to any 
  other questions will be “I do not know”.   
  After giving all the information above (the text may need 
  to be modified if the PCs killed Arden): 
  The face on the wall flares suddenly and the mouth 
  opens in surprise.  
  “A great and terrible battle has begun.  The Sword of 
  Rao must go!  Bring the celestial bearer to me and I 
  will send him to the holy ground above so that he can 
  serve the people of the Reasoned One in their time of 
  need!” 
  The Holy Sword will insist on going.  Once Arden is led 
  into the small room, he will disappear in a brilliant flash 
  of light and the face will go dormant. 
  Encounter Thirteen:  The 
  Obelisk 
   
  It is assumed the PCs return to the archway in the Shrine 
  of Reason, activate the portal and step through. If they 
  choose to go upwards nudge them that they must find 
  out what Fayreah is doing down here. 
  The PCs appear in the obelisk room stepping out of the 
  north wall.  See DM Map #3 in Appendix 3.  There are 
  rocks/stalagmites that are impassable, and there is loose 
  rock/scree that is difficult terrain. 
  If Herion was able to scry on the PCs while they talked to 
  the face, he will have Fayreah teleported here with some 
  undead to stop them.  She will arrive the round after the 
  PCs step through the wall (and before they are able to 
  
  Vel5-02 Key to Reason 
   
  Page 14 
  start activating the obelisk); she will appear near the 
  south wall.  Fayreah and the undead will not be able to 
  take an action on the round they arrive in the room.  
  Basically, the PCs will be able to take one double move 
  action into the room (or move and take a standard 
  action), then Fayreah and company will appear (give 
  them a half move), then roll initiative. 
  Herion is angry with Fayreah for failing and this is her 
  last chance.  Failure here means the end for her.  Herion 
  will be able to time the arrival of the PCs well enough 
  that Fayreah will be fully prepped with all spells that last 
  longer than 1 rnd/level (see note in Appendix 1). 
  Round Sequence: 
  Round 1:  PCs activate the gate. 
  Round 2:  PCs step through the gate (getting one action 
  on the other side).  Fayreah bolsters her undead and is 
  teleported into the obelisk room. 
  Round 3:  Roll initiative. 
  Should the PCs have foiled Herions scrying attempt, 
  Fayreah will be here waiting for them, but the only spells 
  prepped will be ones that last 10 minutes/level or longer. 
   She will attack immediately. 
  You step out from the wall of a large cavern.  In the 
  middle of the cavern stands an ancient obelisk, made 
  entirely of white marble.  Engraved on 3 of the 4 sides 
  of the obelisk is writing in several different 
  languages.  The Obelisk of Peace lies before you. 
  Note:  The encounters below include a +1 EL adjustment 
  for Fayreah because she is slightly strong for her level 
  and is fully prepared for a battle. 
  APL 6 (EL 9) 
  �Shadows (2): hp 27 each; see Monster Manual page 
  221. 
  �Fayreah: Female Elf Clr7; hp 53; See Appendix 1 
  APL 8 (EL 11) 
  �Wraiths (2): hp 45 each; see Monster Manual page 
  258. 
  ��Fayreah: Female Elf Clr9; hp 68; See Appendix 1 
  APL 10 (EL 13) 
  �Spectres (3): hp 63 each; see Monster Manual page 
  232. 
  Fayreah: Female Elf Clr11; hp 83; See Appendix 1 
  APL 12 (EL 15) 
  �Dread Wraith: hp 144; see Monster Manual page 258. 
  �Spectres (2): hp 63 each; see Monster Manual page 
  232. 
  �Fayreah: Female Elf Clr13; hp 98; See Appendix 1 
  Tactics: Just before being teleported, Fayreah will bolster 
  the undead (she will not have her Charisma enhanced yet 
  so use the unbuffed score), so they will arrive with the 
  bolstering in effect in the first round. 
  Fayreah will order the undead to attack immediately 
  while she finishes her buff spells.  The undead will move 
  directly to attack anyone who is trying to activate the 
  obelisk.  Remember, they are incorporeal so they can 
  move and charge through enemy occupied squares AND 
  the obelisk itself to get to their targets (drawing attacks of 
  opportunity as normal of course). 
  She will advance one move action (if necessary) cast one 
  short duration buff spell, then cast a quickened (either 
  prepared quickened spell, or use Divine Metamagic) 
  second short term buff spell.  She should be able to do 
  this twice, then cast any remaining quickened spell in the 
  third round while taking a normal action (possibly 
  charging fully buffed).  She will cast defensively when 
  she needs to, relying on her high concentration score. 
  Fayreah will be sure to activate her mysticism domain 
  ability in the first round as well as make sure lesser visage 
  of the deity is cast in the first round to take advantage of 
  the saving throw bonus this combination grants.  She will 
  cast weapon of the deity and righteous might last.  After 
  all short term buff spells are cast, she will concentrate on 
  melee in the third and following rounds.  She will count 
  on her rings of counterspelling to protect her from being 
  weakened by dispel magic spells.  Please note that she has 
  2 of these rings at higher APLs, only one will go off at a 
  time so she should be protected from two dispel magics 
  at those APLs.  She also has a deathwatch spell active, 
  should she notice that any opponent is “fragile” (3 or 
  fewer hit points), she will use her death touch ability on 
  that opponent.  Her goal is nothing less than total 
  destruction of the PCs.  She will fight fanatically and to 
  the death for the greater glory of her master.  She should 
  act confident and thoroughly wicked in this combat, she 
  will pull no punches.  Fayreah should be a fearsome 
  opponent when fully buffed.  The DM is instructed to 
  pull no punches with Fayreah, she is a major opponent in 
  Veluna and she should not go down easy.  Defeating her 
  should be a real victory for the PCs. 
  The writing on the obelisk has the same thing written on 
  all three sides, the fourth side is blank.  The writing is in 
  common, celestial, and Flan.  It says the same thing in all 
  3 languages: 
  
  Vel5-02 Key to Reason 
   
  Page 15 
  “This obelisk commemorates the greatest victory of 
  Rao himself, when through peace and diplomacy he 
  cooled the anger of Nerull and persuaded him to 
  leave the Vale of Luna.” 
  NOTE: Activating the Obelisk - Activating each side of 
  the obelisk is a Full Round action that draws attacks of 
  opportunity.  The obelisk is 10 ft. on a side, so it should 
  take one person 8 rounds to fully activate the obelisk (1 
  round to move to that side since you cannot 5 ft. step 
  around a corner and one round to activate).  As the first 
  side is touched and the power summoned the obelisk 
  starts humming and glowing. As the second side is 
  invoked the humming grows louder and the white light 
  shines brightly. As the third side is summoned the 
  humming grows even louder and the obelisk glows even 
  brighter driving away undead next to it (the 8 squares 
  around it). Then as the last side is touched and invoked 
  the white fills the room destroying all remaining undead, 
  blinding the PCs for a moment (see “Note” section below 
  should the PCs do this in combat).  Once Fayreah falls a 
  dark shadow erupts from her body and slowly grows 
  larger and larger, immune to all spells and effects 
  (assuming the obelisk has not been activated yet when 
  she falls, if it has none of this happens).  Once the 
  Obelisk is activated the shadow of Fayreah is destroyed.  
  The Shadow only grows it never attacks and has no 
  powers. This is the evil soul of Fayreah, the light destroys 
  her soul. 
  Note: Should the obelisk be activated during the combat, 
  go to Encounter 14, and then continue the combat.  The 
  activating of the obelisk will destroy any remaining 
  undead, but Fayreah will fight to the death even after the 
  obelisk is gone.  Note that the PCs gain the benefits listed 
  in Encounter Fourteen immediately. 
  If Fayreah defeats or drives off all opponents, she will 
  claim the obelisk in the name of Nerull (see last part of 
  Encounter 14).  She (nor her undead) will not pursue 
  fleeing PCs. 
  Once the battle is over, the PCs can activate the obelisk 
  with no further intrusion.  Go to Encounter 14. 
  Treasure:  
  APL 6:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +1 (83 gp per 
  character), ring of counterspells (333 gp per character). 
  APL 8:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +2 (333 gp 
  per character), ring of counterspells x2 (667 gp per 
  character), periapt of wisdom +2 (333 gp per character), 
  potion cure serious wounds (63 gp per character), potion 
  shield of faith (+5) (75 gp per character). 
  APL 10:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +3 (750 gp 
  per character), ring of counterspells x2 (667 gp per 
  character), periapt of wisdom +2 (333 gp per character), 
  potion cure serious wounds (63 gp), potion shield of faith 
  (+5) (75 gp per character), potion haste (63 gp per 
  character). 
  APL 12:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +4 (1333 gp 
  per character), ring of counterspells x2 (667 gp per 
  character), periapt of wisdom +4 (1333 gp per character), 
  potion cure serious wounds (63 gp per character), potion 
  shield of faith (+5) (75 gp per character), potion haste (63 
  gp per character). 
  Encounter Fourteen:  Rao’s 
  Blessings 
   
  Any PC in the range of the light from the obelisk when 
  the final side of the obelisk is touched will have the 
  following vision: 
  As the last side of the obelisk is touched, there is a 
  bright flash of light, blinding you for a split second, 
  when you see again the obelisk is gone. 
  In your mind you see a vision of Mitrik.  War rages all 
  around the temple district as the forces of Herion 
  assault the walls of the temple district.  The defenders 
  are hard pressed. 
  Several images flash in your mind.  You see a great 
  tree appear in the middle of the church compound 
  then flash with a bright light.  The light from the tree 
  spreads out across the city, as it illuminates each of 
  the cities defenders (including yourselves) they glow 
  briefly for a moment and seem energized by the light. 
  Then the small Temple of Rao from the catacombs 
  appears in the compound near the tree.  A split 
  second later it too bursts in a great light that washes 
  out over the city.  As it touches the fiends battling for 
  Herion they glow briefly then have a look of surprise 
  on their faces as the light somehow affects them. 
  Lastly, the obelisk appears just outside the College of 
  the Arcane.  It pulses with a magical wave of energy 
  that explodes with a thunderclap.  The magical wave 
  expands out across the city and into the countryside 
  causing the view of the world to ripple as it goes.  
  There seems to be a second wave of magical force 
  being pushed away before it as if lifting some curse 
  that lay upon the land.  
  
  Vel5-02 Key to Reason 
   
  Page 16 
  Effects:  
  First: Serenity – Anybody of Good or Neutral alignment, 
  commoners and soldiers alike, are filled with the effects 
  of the following spells: aid, remove fear, and bless 
  weapon. Any commoners or soldiers of Evil alignment 
  are unaffected. The affected soldiers seem to glow with a 
  soft white light.  The Tree begins absorbing wounds 
  taken by soldiers. 
  Next: Reason - The teleport powers of Fiends are 
  rendered unusable due to a large effect spell now on 
  Mitrik:  epic mass dimensional anchor. 
  And Last: Peace - the Divination problem is destroyed. 
  All spellcasters who worship Rao feel that darkness has 
  been removed from their “3rd eye”. All spellcasters 
  benefit, but don’t experience the lifting of the veil feeling 
  (only Raons). 
  The leadership of Mitrik understands they have been 
  blessed in some way and quickly form battle plans. The 
  forces of Mitrik launch a massive counter attack in the 
  city. The glowing effects on the soldiers and the Tree 
  wound absorption will last for one battle. The 
  dimensional anchor effect is permanent (as far as anyone 
  can tell). 
  Should the PCs fail and Fayreah activates the obelisk: 
  As you (die/flee) you see Fayreah step forward and 
  touch the obelisk while shouting a prayer for the 
  greater glory of Nerull.  As she does, black energy 
  seems to well from the depths of the obelisk and dark 
  streamers emerge, wrapping Fayreah in their dark 
  embrace.  The Obelisk of Peace has been claimed by 
  the enemy and corrupted, consecrated to the god of 
  death.  The tree and temple remain dormant in their 
  burial places.  Perhaps some other heroes can find a 
  way to reclaim these ancient gifts of Rao. 
  Conclusion 
   
  As the PCs arrive from the depths: 
  As you exit the catacombs you hear the sounds of 
  combat as battle rages all around.  You can see the 
  fierce determination of the forces of Veluna as they 
  fight with renewed vigor. Sir Arden Landis is seen 
  wearing a tattered tabard of the Knights of Salvation, 
  battered armor, and dented shield, wields the Holy 
  Sword of Rao as he leads another charge into the 
  heart of a force of fiends.  The fiends fall like 
  harvested wheat beneath the power of the sword 
  unable to teleport to safety from the will of Rao. 
  The benefits of the three artifacts tip the scales in the 
  favor of the defenders.  Before the day is ended the 
  defenders of Veluna have defeated the invading 
  forces of Herion and driven them from the field of 
  battle.  The day is won, the siege of Mitrik is broken 
  and the army of Herion is in full retreat.  Victory at 
  last. 
  After the battle (and after the PCs have participated in 
  the battle in the Gemcon interactive if applicable), they 
  will be well rewarded for their central part in the victory: 
  Boon of the Church:  The church of Rao will offer free 
  training to the hero.  The hero can gain access to take any 
  one of the following feats from Complete Divine (choice 
  must be circled now):  Augment Healing, Domain Focus, 
  Empower Turning, Practiced Spellcaster, Quicken 
  Turning, Spell Focus (Good), Spell Focus (Law), 
  Spontaneous Healer, Divine Metamagic, Divine Spell 
  Power, Glorious Weapons, Domain Spontaneity, Sacred 
  Boost, Sacred Healing, True Believer, Consecrate Spell, 
  Rapid Spell, Reach Spell, Transdimensional Spell. 
  Boon of the Maker:  Glorianna, the celestial who spent 
  1000 years crafting the Holy Sword of Rao is willing to 
  teach you to craft weapons or armor with any one of the 
  following enchancements (must choose now and circle 
  the benefit).  This gives you access to this enhancement 
  for purposes of MIC.  If the PC does not have Craft Arms 
  and Armor feat, cross off this boon. 
  o 
  Armor and Shields: Moderate Fortification, 
  Acid 
  Resistance, 
  Cold 
  Resistance, 
  Fire 
  Resistance, 
  Electricity 
  Resistance, 
  Sonic 
  Resistance, Animated, Blinding, Ghost Touch 
  o 
  Weapons: 
   
  Bane 
  (Aberrations), 
  Bane 
  (Constructs), Bane (Dragons), Bane (Giants), 
  Bane 
  (Magical 
  beasts), 
  Bane 
  (Monstrous 
  Humanoids), Bane (Outsider, Evil), Bane 
  (Undead), Dancing, Flaming, Flaming Burst, 
  Ghost Touch, Holy, Keen, Merciful, Shock, 
  Shocking Burst, Spell Storing,  
  Boon of the Holy Sword of Rao:  This boon is granted 
  to any paladin or priest of Rao, any PC whose AR for 
  VEL3-05 shows that he/she donated xp to the making of 
  the sword of Rao, or any member of the following meta-
  orgs:  Church of Rao, Church of Herioneous, Church of 
  St Cuthbert, Mitrik Temple Guard, Knights of Salvation, 
  or Knights of Whitehale.  Note that the PC must have 
  met the pre-requesites BEFORE playing this adventure to 
  qualify for this boon (cross off this boon if they do not 
  qualify).  The sentient Holy Sword of Rao has offered to 
  create a Holy Avenger as per the DMG.  The PC must pay 
  the crafting cost for creating the item, including xp.  The 
  cost is 84,630 gp.  The PC receives a discount on this cost 
  
  Vel5-02 Key to Reason 
   
  Page 17 
  of 5gp for every xp that was previously (i.e. not on a later 
  AR than this one) donated to the creation of the Holy 
  Sword of Rao to a maximum discount of 24,000 gp for 
  4800+ xp donated.  The minimum cost of the Holy 
  Avenger is thus 60630gp.  Frequency:  Regional/Meta-
  Regional. 
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:  victory 
   
  The End 
  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. 
  Encounter Six:  The Doors 
  Defeat the Hand and Eye of Vecna  
  APL 6  
   
  270 xp 
  APL 8 
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
  Encounter Eight:  Too Late 
  APL 6  
   
  180 xp 
  APL 8 
   
  240 xp 
  APL 10   
  300 xp 
  APL 12   
  360 xp 
  Encounter Thirteen:  The Obelisk 
  Defeat Fayreah and her minions 
   
  APL 6  
   
  270 xp 
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
  Story Award 
  Objective(s) met: Activating the Obelisk 
  APL 6  
   
  180 xp 
  APL 8  
   
  225 xp 
  APL 10   
  270 xp 
  APL 12   
  315 xp 
  Total possible experience:  
  APL 6   
  900 xp 
  APL 8   
  1,125 xp 
  APL 10   
  1,350 xp 
  APL 12   
  1,575xp 
   
  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 
  
  Vel5-02 Key to Reason 
   
  Page 18 
  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.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six: The Doors 
  APL 6: L: 52 gp; C: 0 gp; M: Ring of protection +1 x2 (333 
  gp per character), potion of cure light wounds (4 gp per 
  character), full plate +1 (221 gp per character), cloak of 
  protection +1 (83 gp per character), brooch of shielding 
  (125 gp per character), gloves of dexterity +2 (333 gp per 
  character) 
  APL 8: L: 0 gp; C: 0 gp; M: Ring of protection +1 x2 (333 
  gp per character), short sword +1 x2 (385 gp per 
  character), potion of cure light wounds (4 gp per 
  character), full plate +2 (470 gp per character), cloak of 
  protection +1 (83 gp per character), brooch of shielding 
  (125 gp per character), gloves of dexterity +2 (333 gp per 
  character), rod of metamagic (lesser extend) (250 gp per 
  character). 
  APL 10: L: 0 gp; C: 0 gp; M: Ring of protection +1 x2 (333 
  gp per character), short sword +1 x2 (385 gp per 
  character), potion of cure light wounds (4 gp per 
  character), full plate +2 (470 gp per character), cloak of 
  resistance +2 (333 gp per character), brooch of shielding 
  (125 gp per character), gloves of dexterity +4 (1333 gp per 
  character), rod of metamagic (lesser extend) (250 gp per 
  character). 
  APL 12: L: 0 gp; C: 0 gp; M: Ring of protection +3 (1500 
  gp per character), ring of protection +2 (666 gp per 
  character), ring of mind shielding (666 gp per character), 
  short sword +1 x2 (385 gp per character), potion of cure 
  light wounds (4 gp per character), full plate +2 (470 gp 
  per character), cloak of resistance +3 (750 gp per 
  character), brooch of shielding (125 gp per character), 
  gloves of dexterity +4 (1333 gp per character), rod of 
  metamagic (lesser extend) (250 gp per character). 
  Encounter Eight:  Too Late 
  APL 6: L:  (0 gp); C:  (0 gp); M: Armbands of might (342 
  gp per character) 
  APL 8:  L:  (0 gp); C:  (0 gp); M: Armbands of might (342 
  gp per character), stylus of the masterful hand (250 gp per 
  character). 
  APL 10:  L:  (0 gp); C:  (0 gp); M: Armbands of might (342 
  gp per character), stylus of the masterful hand (250 gp per 
  character), spellsight spectacles (208 gp per character). 
  APL 12:  L:  (0 gp); C:  (0 gp); M: Armbands of might (342 
  gp per character), stylus of the masterful hand (250 gp per 
  character), spellsight spectacles (208 gp per character), 
  headband of conscious effort (333 gp per character). 
  Encounter Thirteen: The Obelisk 
  APL 6:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +1 (83 gp per 
  character), ring of counterspells (333 gp per character). 
  APL 8:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +2 (333 gp 
  per character), ring of counterspells x2 (667 gp per 
  character), periapt of wisdom +2 (333 gp per character), 
  potion cure serious wounds (63 gp per character), potion 
  shield of faith (+5) (75 gp per character). 
  APL 10:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +3 (750 gp 
  per character), ring of counterspells x2 (667 gp per 
  character), periapt of wisdom +2 (333 gp per character), 
  potion cure serious wounds (63 gp), potion shield of faith 
  (+5) (75 gp per character), potion haste (63 gp per 
  character). 
  APL 12:  L:  (190 gp); C:  (0 gp); M: Amulet natural armor 
  +1 (167 gp per character), cloak of resistance +4 (1333 gp 
  per character), ring of counterspells x2 (667 gp per 
  character), periapt of wisdom +4 (1333 gp per character), 
  potion cure serious wounds (63 gp per character), potion 
  shield of faith (+5) (75 gp per character), potion haste (63 
  gp per character). 
   
  Total Possible Treasure 
   
  APL 6:  
   900 gp 
   
  APL 8:   
  1,300 gp 
   
  APL 10:  
  2,300 gp 
   
  APL 12:  
  3,300 gp 
   
  
  Vel5-02 Key to Reason 
   
  Page 19 
  Boon of the Holy Sword of Rao:  This boon is granted to any paladin 
  or priest of Rao, any PC whose AR for VEL3-05 shows that he/she 
  donated xp to the making of the sword of Rao, or any member of the 
  following meta-orgs:  Church of Rao, Church of Herioneous, Church of 
  St Cuthbert, Mitrik Temple Guard, Knights of Salvation, or Knights of 
  Whitehale.  Note that the PC must have met the prerequisites BEFORE 
  playing this adventure to qualify for this boon (cross off this boon if 
  they do not qualify).  The sentient Holy Sword of Rao has offered to 
  create a Holy Avenger as per the DMG.  The PC must pay the crafting 
  cost for creating the item, including xp.  The cost is 84,630 gp.  The PC 
  receives a discount on this cost of 5gp for every xp that was previously 
  (not in the future) donated to the creation of the Holy Sword of Rao to a 
  maximum discount of 24,000 gp for 4800+xp donated.  The minimum 
  cost of the Holy Avenger is thus 60,630gp.  Frequency:  Regional/Meta-
  Regional. 
   
   
  Hero of Mitrik:  The PC is recognized as a hero of the battle of Mitrik 
  in an official ceremony by the Church of Rao.  The PC has the right to 
  use the title “Hero of Mitrik.”  For the rest of CY595 the PC receives free 
  rich upkeep in any Veluna regional scenario. 
  
  Vel5-02 Key to Reason 
   
  Page 20 
  APPENDIX 1: NPC’s 
  APL 6 
  ENCOUNTER 6:  The Doors 
  The Hand: CR 7; Male Hand of Vecna* Ftr5; Medium 
  Outsider (Native); HD 5d10+20; hp 53; Init+3; Spd 
  30ft; AC 26 (+9 armor, +1 dex, +1 deflection, +5 
  natural), touch 12, flat-footed 25; Base Atk +5; Grp +10; 
  Atk +12 melee (1d6+7, masterwork short sword) or +10 
  melee (1d8+5, slam) or +8 ranged (1d4+5, dagger); Full 
  Atk +10 melee (1d6+7, masterwork shortsword) and 
  +10 melee (1d6+4, masterwork shortsword) and +8 
  melee (1d8+5, slam); SA Spell-Like abilities; SQ 
  Blindsight 60ft, Immune to strength drain, immune to 
  gaze/visual effects, cold and fire resistance 10, DR 
  5/magic, SR 15; AL NE, SV Fort +9, Ref +5, Will +4, Str 
  21, Dex 16, Con 18, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +1, Jump +5, Listen +2, 
  Sense Motive +1, Spot +2; Weapon Focus (short 
  sword), Weapon Specialization (short sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, Multi-
  attack. 
   
  Spell-Like abilities: 3/day – enlarge; 1/day – ray of 
  enfeeblement, bull’s strength. Caster level 5
  th; save DC 
  12 + Spell level. 
   
  Possessions: Dagger x3, masterwork shortsword 
  x2, +1 full plate, ring of protection +1, cloak of 
  protection +1, potion of cure light wounds. 
  *See Appendix 2: New Rules Items 
  Eye of Vecna; Male Eye of Vecna Template* Wiz5; CR 
  7; Medium Outsider; HD 5d4+15; hp 28; Init+3; Spd 
  40ft; AC 19 (+3 dex, +1 deflection, +5 natural), touch 13, 
  flat-footed 16; Base Atk +2; Grp +2; Atk +2 melee (1d4, 
  dagger); Full Atk +2 melee (1d4, dagger); SA Drain 
  Soul, Spell-like abilities; SQ Darkvision 60 ft, 
  Immunity to Intelligence draining spells and effects, 
  cold and fire resistance 10, DR 5/magic, SR 15; AL NE; 
  SV Fort +5, Ref +4, Will +6; Str 10, Dex 16, Con 17, Int 
  20, Wis 14, Cha 16 
   
  Skills and Feats:  Concentration +12, Decipher 
  Script +13, Forgery +7, Knowledge (Arcana) +10, 
  Knowledge 
  (Dungeoneering) 
  +8, 
  Knowledge 
  (Geography) +8, Knowledge (History) +8, Knowledge 
  (Religion) +10, Knowledge (Planes) +8, Listen +5, 
  Move Silently +3, Search +5, Sense Motive +2, 
  Spellcraft +15, Spot +6; Point Blank Shot, Precise Shot, 
  Scribe Scroll, Sudden Empower*. 
   
  Spells Prepared (4/5/3/2; Base DC = 15 + Spell 
  Level); 0 - detect magic x3, read magic; 1
  st -  magic 
  missile x2, shocking grasp, ray of enfeeblement, 
  burning hands; 2
  nd - acid arrow, glitterdust; 3
  rd - fireball, 
  clairaudience/clairvoyance. 
   
  Spell-Like abilities: At will – detect thoughts, see 
  invisibility; 1/day – shield, color spray, eagle’s 
  splendor, ghost touch. Caster level 5
  th; save DC 13 + 
  Spell level. 
   
  Possessions:  Brooch of shielding, gloves of 
  dexterity +2, ring of protection +1. 
  *See Appendix 2: New Rules Items 
  ENCOUNTER 8: Too Late 
  Arden Landis: Male Aasimar Pal15; CR 15; Medium 
  Outsider (Native); HD 15d10; hp 94; Init +0; Spd 30 ft; 
  AC 10, touch 10, flat-footed 10; Base Atk +15; Grp +17; 
  Atk +17 melee (1d8+2, long sword) or +22 (+24 vs evil 
  outsiders) melee (1d8+7+2d6 vs evil, +2d6 vs chaotic, 
  +2d6+2 vs evil outsiders, Holy Sword of Rao/17-20x2); 
  Full Atk +17/+12/+7 melee (1d8+2, long sword) or 
  +22/+17/+12 (+24/+19/+14 vs evil outsiders) melee 
  (1d8+7+2d6 vs evil, +2d6 vs chaotic, +2d6+2 vs evil 
  outsiders, Holy Sword of Rao/17-20x2); AL LG; SV Fort 
  +9, Ref +9, Will +8; Str 14, Dex 10, Con 10, Int 1, Wis 
  16, Cha 1.  
   
  Skills and Feats: Ride +13; Divine Might, 
  Leadership, Mounted Combat, Power Attack, Ride By 
  Attack, Trample. 
   
  Possessions:  Long sword or +5 holy axiomatic 
  keen bane (evil outsiders) cold iron longsword (The 
  Holy Sword of Rao). 
  ENCOUNTER 13: The Obelisk 
  Note:  As an aid to the DM, Fayreah is presented in 
  two forms.  The first is Fayreah without buff spells 
  active, the second is Fayreah WITH all buff spells 
  active.  Spells with double strikethrough (sample) will 
  have been cast before combat and will be active for the 
  duration of the combat.  Spells with single 
  strikethrough (sample) will have to be cast during 
  combat rounds (because they are 1 round per level 
  spells).  The DM will have to decide when these get 
  cast once initiative starts, and which she will use her 
  Divine Metamagic (Quicken) feat to cast (she should 
  be able to do this twice).  Spells that were cast earlier in 
  the day and have had their durations expire are simply 
  not listed (i.e. she will have fewer spells listed at that 
  
  Vel5-02 Key to Reason 
   
  Page 21 
  level than she normally would).  It is suggested that 
  you use the buffed version of Fayreah and subtract out 
  what she has NOT cast yet should you need stats 
  before she has managed to cast her 1/round duration 
  buff spells. 
  Fayreah (not buffed): Female High Elf Clr7; CR 7; 
  Medium-sized humanoid; HD 7d8+14; hp 53; Init+1; 
  Spd 20 ft; AC 20 (+8 armor, +1 natural, +1 dex),  touch 
  11, flat-footed 19; Base Atk +5; Grp +6; Atk +3 melee 
  (2d4+1, scythe) or +7 melee (1d8+1, heavy mace); Full 
  Atk +3 melee (2d4+1, scythe) or +7 melee (1d8+1, heavy 
  mace); SA Spells; SQ Immunity to Sleep, +2 on saves vs 
  charm/enchantment; AL NE; SV Fort +9, Ref +5, Will 
  +11; Str 13, Dex 12, Con 14, Int 11, Wis 18, Cha 16 
   
  Skills and Feats:  Concentration +13, Knowledge 
  (Religion) +10; Divine Metamagic (Quicken)**, 
  Quicken Spell, Extra Turning (10 turning attempts per 
  day).  
   
  Spells Prepared (6/6/5/4/3; Base DC = 14 + Spell 
  Level) 0- detect magic, detect magic, read magic, read 
  magic; 1
  st – divine favor*, deathwatch, entropic shield, 
  protection from good, shield of faith; 2
  nd- aid, bear’s 
  endurance, death knell*, resist energy, resist energy; 3
  rd 
  - nondetection, lesser visage of the deity*
  /**, magic 
  Vestment, protection from energy; 4
  th-  divine power, 
  spell immunity, weapon of the deity***.  
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +1 amulet natural armor, 
  +2 cloak of resistance, ring of counterspells (dispel 
  magic), sunrod. 
  **See Appendix 2: New Rules Items 
  Fayreah (fully buffed): Female High Elf Clr7; CR 7; 
  Medium-sized humanoid; HD 7d8+14; hp 53 (86); 
  Init+1; Spd 20 ft; AC 20 (24)  (+8 (+9 magic vestment) 
  armor, +1 natural, +1 dex, (+3 deflection shield of 
  faith)),  touch 11 (14), flat-footed 19 (23); Base Atk +5 
  (+7); Grp +6 (+11); Atk +3 (+15) melee (2d4+1 (+9), +1 
  keen scythe weapon of the deity/19-20x4) or +7 (+15) 
  melee (1d8+1 (+8), heavy mace); Full Atk +3 (+15/+10) 
  melee (2d4+1 (+9), +1 keen scythe weapon of the 
  deity/19-20x4) or +7 (+15/+10) melee (1d8+1 (+8), 
  heavy mace); SA Spells; SQ Immunity to Sleep, +2 on 
  saves vs charm/enchantment,  entropic shield (20% 
  miss chance ranged), deathwatch, nondetection, absorb 
  84 hit points fire damage (protection from energy 
  (fire)), immune magic missile (spell immunity), fire 
  resistance 10 (lesser visage of the deity), cold resistance 
  10 (lesser visage of the deity), electric resistance 10 
  (resist energy), acid resistance 10 (resist energy), +1 
  save vs fear (aid); AL NE; SV Fort +9 (+16), Ref +5 (+10), 
  Will +11 (+16) (buffed saves include lesser visage of the 
  deity Cha bonus and mysticism domain ability); Str 13 
  (19 divine power), Dex 12, Con 14 (18), Int 11, Wis 18, 
  Cha 16 (20 lesser visage of the deity) 
   
  Skills and Feats:  Concentration +13 (+15), 
  Knowledge 
  (Religion) 
  +10; 
  Divine 
  Metamagic 
  (Quicken)**, Quicken Spell, Extra Turning (8 (10 lesser 
  visage of the deity) turning attempts per day).  
   
  Spells Prepared (6/6/5/5/4; Base DC = 14 + Spell 
  Level) 0- detect magic, detect magic, read magic, read 
  magic; 1
  st – divine favor*, deathwatch, entropic shield, 
  shield of faith; 2
  nd- aid, bear’s endurance, death knell*, 
  resist energy, resist energy; 3
  rd - nondetection, lesser 
  visage of the deity*
  /**, magic vestment, protection 
  from energy; 4
  th-  divine power, spell immunity, 
  weapon of the deity*
  /**.  
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +1 amulet natural armor, 
  +2 cloak of resistance, ring of counterspells (dispel 
  magic), sunrod. 
  **See Appendix 2: New Rules Items 
  
  Vel5-02 Key to Reason 
   
  Page 22 
  APL 8 
  ENCOUNTER 6:  The Doors 
  The Hand: CR 9; Male Hand of Vecna Template* Ftr7; 
  Medium Outsider (Native); HD 7d10+28; hp 74; Init 
  +3; Spd 30ft; AC 27 (+10 armor, +1 deflection, +1 dex, 
  +5 natural), touch 12, flat-footed 26; Base Atk +7; Grp 
  +16; Atk +14 melee (1d6+8, +1 short sword) or +12 
  melee (1d8+5, slam) or +10 ranged (1d4+5, dagger); Full 
  Atk +12/+7 melee (1d6+8, +1 short sword) and +12 
  melee (1d6+5, +1 shortsword) and +10 melee (1d8+5, 
  slam); SA Spell-like abilities; SQ Blindsight 60ft, 
  immune to strength drain, immune gaze/visual effects, 
  cold and fire resistance 10, DR 5/magic, SR 17; AL NE, 
  SV Fort +10, Ref +6, Will +5, Str 21, Dex 16, Con 18, Int 
  10, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +5, Jump +5, Listen +2, 
  Sense Motive +1, Spot +2; Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, 
  Improved Grapple, Combat Casting, Multi-attack. 
   
  Spell-Like abilities: 3/day – enlarge, vampiric 
  touch; 1/day – ray of enfeeblement, bull’s strength. 
  Caster level 7
  th; save DC 12 + Spell level. 
   
  Possessions: Dagger x3, +1 medium short sword 
  x2, +2 full plate, ring of protection +1, potion of cure 
  light wounds, cloak of protection +1. 
  *See Appendix 2: New Rules Items 
  Eye of Vecna; Male Eye of Vecna Template* Wiz7; CR 
  9; Medium Outsider; HD 7d4+21; hp 39 (52 with false 
  life precast); Init+3; Spd 40ft; AC 19 (+3 dex, +1 
  deflection, +5 natural), touch 13, flat-footed 16; Base 
  Atk +3; Grp +3; Atk +3 melee (1d4, dagger); Full Atk +3 
  melee (1d4, dagger); SA Drain Soul, Spell-like abilities; 
  SQ: Darkvision 60 ft, Immunity to Intelligence 
  draining spells and effects, cold and fire resistance 10, 
  DR 5/magic, SR 17; AL NE; SV Fort +6, Ref +5, Will +7; 
  Str 10, Dex 16, Con 17, Int 20, Wis 14, Cha 16 
   
  Skills and Feats:  Concentration +14, Decipher 
  Script +15, Forgery +7, Knowledge (Arcana) +12, 
  Knowledge 
  (Dungeoneering) 
  +10, 
  Knowledge 
  (Geography) 
  +10, 
  Knowledge 
  (History) 
  +10, 
  Knowledge (Religion) +10, Knowledge (Planes) +10, 
  Listen +5, Move Silently +3, Search +5, Sense Motive 
  +2, Spellcraft +17, Spot +7; Point Blank Shot, Precise 
  Shot, Scribe Scroll, Sudden Empower* x2. 
   
  Spells Prepared (4/6/4/3/2; Base DC = 15 + Spell 
  Level); 0- detect magic x3, read magic; 1
  st  magic missile 
  x2, shield, shocking grasp, ray of enfeeblement x2; 2
  nd- 
  acid arrow, glitterdust, false life, scorching ray; 3
  rd - 
  fireball, clairaudience/clairvoyance, ray of exhaustion; 
  4th – stoneskin, greater invisibility. 
   
  Spell-Like abilities: At will – detect thoughts, see 
  invisibility, arcane eye; 1/day – shield, color spray, 
  eagle’s splendor, ghost touch, vampiric touch. Caster 
  level 7
  th; save DC 13 + Spell level. 
   
  Possessions:  Brooch of shielding, gloves of 
  dexterity +2, ring of protection +1, rod of metamagic 
  (lesser extend). 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: Too Late 
  Arden Landis: Male Aasimar Pal15; CR 15; Medium 
  Outsider (Native); HD 15d10; hp 94; Init +0; Spd 30 ft; 
  AC 10, touch 10, flat-footed 10; Base Atk +15; Grp +17; 
  Atk +17 melee (1d8+2, long sword) or +22 (+24 vs evil 
  outsiders) melee (1d8+7+2d6 vs evil, +2d6 vs chaotic, 
  +2d6+2 vs evil outsiders, Holy Sword of Rao/17-20x2); 
  Full Atk +17/+12/+7 melee (1d8+2, long sword) or 
  +22/+17/+12 (+24/+19/+14 vs evil outsiders) melee 
  (1d8+7+2d6 vs evil, +2d6 vs chaotic, +2d6+2 vs evil 
  outsiders, Holy Sword of Rao/17-20x2); AL LG; SV Fort 
  +9, Ref +9, Will +8; Str 14, Dex 10, Con 10, Int 1, Wis 
  16, Cha 1.  
   
  Skills and Feats: Ride +13; Divine Might, 
  Leadership, Mounted Combat, Power Attack, Ride By 
  Attack, Trample. 
   
  Possessions:  Long sword or +5 holy axiomatic 
  keen bane (evil outsiders) cold iron longsword (The 
  Holy Sword of Rao). 
   
  ENCOUNTER 13: The Obelisk 
  Note:  As an aid to the DM, Fayreah is presented in 
  two forms.  The first is Fayreah without buff spells 
  active, the second is Fayreah WITH all buff spells 
  active.  Spells with double strikethrough (sample) will 
  have been cast before combat and will be active for the 
  duration of the combat.  Spells with single 
  strikethrough (sample) will have to be cast during 
  combat rounds (because they are 1 round per level 
  spells).  The DM will have to decide when these get 
  cast when initiative begins, and which she will use her 
  Divine Metamagic (Quicken) feat to cast (she should 
  be able to do this twice).  Spells that were cast earlier in 
  the day and have had their durations expire are simply 
  not listed (i.e. she will have fewer spells listed at that 
  
  Vel5-02 Key to Reason 
   
  Page 23 
  level than she normally would).  It is suggested that 
  you use the buffed version of Fayreah and subtract out 
  what she has NOT cast yet should you need stats 
  before she has managed to cast her 1/round duration 
  buff spells. 
  Fayreah (not buffed): Female High Elf Clr9; CR 9; 
  Medium-sized humanoid; HD 9d8+18; hp 68; Init+1; 
  Spd 20 ft; AC 19 (+8 armor, +1 dex),  touch 11, flat-
  footed 18; Base Atk +6; Grp +7; Atk +4 melee (2d4+1, 
  scythe) or +8 melee (1d8+1, heavy mace); Full Atk +4/-1 
  melee (2d4+1, scythe) or +8/+3 melee (1d8+1, heavy 
  mace); SA Spells; SQ Immunity to Sleep, +2 on saves vs 
  charm/enchantment; AL NE; SV Fort +10, Ref +6, Will 
  +13; Str 13, Dex 12, Con 14, Int 11, Wis 21, Cha 16 
   
  Skills and Feats:  Concentration +15, Knowledge 
  (Religion) +12; Divine Metamagic (Quicken)**, 
  Quicken Spell, Extra Turning (10 turning attempts per 
  day), Power Attack.  
   
  Spells Prepared (6/6/6/5/4/3; Base DC = 15 + Spell 
  Level) 0- detect magic, detect magic, read magic, read 
  magic; 1
  st – divine favor*, deathwatch, entropic shield, 
  protection from good, shield of faith; 2
  nd- aid, bear’s 
  endurance, death knell*, owl’s wisdom, resist energy, 
  resist energy; 3
  rd - nondetection, lesser visage of the 
  deity*
  /**, magic vestment, dispel magic, protection 
  from energy; 4
  th-  divine power, freedom of movement, 
  spell immunity, weapon of the deity*
  /**; 5
  th – righteous 
  might, slay living*, spell resistance.  
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +2 cloak of resistance, 
  periapt of wisdom +2, ring of counterspells (dispel 
  magic), ring of counterspells (dispel magic), potion 
  cure serious wounds, potion shield of faith (+5 caster 
  level 18), sunrod. 
  **See Appendix 2: New Rules Items 
  Fayreah (fully buffed): Female High Elf Clr9; CR 9; 
  Medium-sized humanoid; HD 9d8+18; hp 68 (118 
  bear’s endurance, aid, divine power, and righteous 
  might); Init+1; Spd 20 ft; AC 19 (27)  (+8 (+10 magic 
  vestment) armor, (+2 natural, -1 size righteous might), 
  +1 dex, (+5 deflection shield of faith)),  touch 11 (15), 
  flat-footed 18 (28); Base Atk +6 (+9); Grp +7 (+21); Atk 
  +4 (+20) melee (2d4+1 (2d6+14), +2 keen scythe 
  weapon of the deity/19-20x4) or +8 (+19) melee (1d8+1 
  (+13), heavy mace); Full Atk +4/-1 (+20/+15) melee 
  (2d4+1 (2d6+14), +2 keen scythe weapon of the 
  deity/19-20x4) or +8/+3 (+19/+14) melee (1d8+1 (+13), 
  heavy mace); Space/Reach 5 ft/5 ft (10 ft/10 ft 
  righteous might); SA Spells; SQ Immunity to Sleep, +2 
  on saves vs charm/enchantment,  entropic shield (20% 
  miss chance ranged), deathwatch, nondetection, absorb 
  108 hit points fire damage (protection from energy 
  (fire)), immune magic missile and lightning bolt (spell 
  immunity), fire resistance 10 (lesser visage of the 
  deity), cold resistance 10 (lesser visage of the deity), 
  sonic resistance 10 (resist energy), acid resistance 10 
  (resist energy), freedom of movement, +1 save vs fear 
  (aid), SR21 (spell resistance), DR 3/Good (righteous 
  might); AL NE; SV Fort +10 (+18), Ref +6 (+11), Will 
  +13 (+19) (buffed saves include lesser visage of the 
  deity Cha bonus and mysticism domain ability); Str 13 
  (23 divine power and righteous might), Dex 12, Con 14 
  (20 bear’s endurance and righteous might), Int 11, Wis 
  21 (23 owl’s wisdom), Cha 16 (20 lesser visage of the 
  deity) 
   
  Skills and Feats:  Concentration +15 (+18), 
  Knowledge 
  (Religion) 
  +12; 
  Divine 
  Metamagic 
  (Quicken)**, Quicken Spell, Extra Turning (8 (10 lesser 
  visage of the deity) turning attempts per day), Power 
  Attack.  
   
  Spells Prepared (6/6/6/5/4/3; Base DC = 14 (16 
  owl’s wisdom) + Spell Level) 0- detect magic, detect 
  magic, read magic, read magic; 1
  st – deathwatch, 
  entropic shield; 2
  nd- aid, bear’s endurance, death knell*, 
  owl’s wisdom, resist energy, resist energy; 3
  rd 
  - 
  nondetection, lesser visage of the deity*
  /**, magic 
  vestment, dispel magic, protection from energy; 4
  th-  
  divine power, freedom of movement, spell immunity, 
  weapon of the deity*
  /**; 5
  th – righteous might, 
  quickened divine favor*, spell resistance.  
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  
  Vel5-02 Key to Reason 
   
  Page 24 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +2 cloak of resistance, 
  periapt of wisdom +2, ring of counterspells (dispel 
  magic), ring of counterspells (dispel magic), potion 
  cure serious wounds, potion shield of faith (+5 caster 
  level 18), sunrod. 
  **See Appendix 2: New Rules Items 
   
   
  
  Vel5-02 Key to Reason 
   
  Page 25 
  APL10 
  ENCOUNTER 6:  The Doors 
  The Hand: Male Hand of Vecna Template* Ftr9; 
  CR11; Medium Outsider (Native); HD 9d10+36; hp 95; 
  Init +3; Spd 30ft; AC 27 (+10 armor, +1 deflection, +1 
  dex, +5 natural), touch 12, flat-footed 26; Base Atk +9; 
  Grp +19; Atk +18 melee (1d6+9, (+1 short sword/) or 
  +15 melee (1d8+6, slam) or +12 ranged (1d4+6, dagger); 
  Full Atk +16/+11 melee (1d6+9, +1 short sword) and 
  +16/+11 melee (1d6+6, +1 short sword) and +13 melee 
  (1d8+6, slam); SA Spell-like abilities; SQ Blindsight 
  60ft, immune to strength drain, immune gaze/visual 
  effects, cold and fire resistance 10, DR 5/magic, SR 19; 
  AL NE, SV Fort +12, Ref +8, Will +7, Str 22, Dex 16, 
  Con 18, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +5, Jump +5, Listen +4, 
  Sense Motive +4, Spot +3; Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, 
  Improved Grapple, Combat Casting, Multi-attack, 
  Greater Weapon Focus (short sword), Improved Two-
  Weapon Fighting. 
   
  Spell-Like abilities: 3/day – enlarge, vampiric 
  touch; 1/day – ray of enfeeblement, bull’s strength, 
  enervation. Caster level 9
  th; save DC 12 + Spell level. 
   
  Possessions: Dagger x3, +1 medium short sword 
  x2, +2 full plate, ring of protection +1, potion of cure 
  light wounds, cloak of protection +2. 
  *See Appendix 2: New Rules Items 
  Eye of Vecna; Male Eye of Vecna Template* Wiz9; CR 
  11; Medium Outsider; HD 9d4+36; hp 59 (74 with false 
  life precast); Init+3; Spd 40ft; AC 20 (+4 dex, +1 
  deflection, +5 natural), touch 14, flat-footed 16; Base 
  Atk +4; Grp +4; Atk +4 melee (1d4, dagger); Full Atk +4 
  melee (1d4, dagger); SA Drain Soul, Spell-like abilities; 
  SQ: Darkvision 60 ft, Immunity to Intelligence 
  draining spells and effects, cold and fire resistance 10, 
  DR 5/magic, SR 19; AL NE; SV Fort +7, Ref +6, Will +8; 
  Str 10, Dex 16, Con 18, Int 20, Wis 14, Cha 16 
   
  Skills and Feats:  Concentration +16, Decipher 
  Script +17, Forgery +8, Knowledge (Arcana) +14, 
  Knowledge 
  (Dungeoneering) 
  +10, 
  Knowledge 
  (Geography) 
  +10, 
  Knowledge 
  (History) 
  +10, 
  Knowledge (Religion) +10, Knowledge (Planes) +12, 
  Listen +6, Move Silently +5, Search +5, Sense Motive 
  +2, Spellcraft +17, Spot +8; Point Blank Shot, Precise 
  Shot, Scribe Scroll, Sudden Empower* x3. 
   
  Spells Prepared (4/6/5/4/3/2; Base DC = 15 + Spell 
  Level); 0- Detect magic x3, read magic; 1
  st  Magic 
  missile x2, shield, shocking grasp, ray of enfeeblement 
  x2; 2
  nd- acid arrow, glitterdust, false life, scorching ray, 
  touch 
  of 
  idiocy; 
  3
  rd 
  – 
  fireball, 
  clairaudience/clairvoyance, 
  nondetection, 
  ray 
  of 
  exhaustion; 4th – stoneskin, dimension door, greater 
  invisibility; 5th – cone of cold, hold monster. 
   
  Spell-Like abilities: At will – detect thoughts, see 
  invisibility, arcane eye, true seeing; 1/day – shield, 
  color spray, eagle’s splendor, ghost touch, vampiric 
  touch, scry. Caster level 7
  th; save DC 13 + Spell level. 
   
  Possessions:  Brooch of shielding, gloves of 
  dexterity +4, ring of protection +1, rod of metamagic 
  (lesser extend). 
  *See Appendix 2: New Rules Items 
  ENCOUNTER 8: Too Late 
  Arden Landis: Male Aasimar Pal 15; CR 15; Medium 
  Outsider (Native); HD 15d10; hp 94; Init +0; Spd 30 ft; 
  AC 10, touch 10, flat-footed 10; Base Atk +15; Grp +17; 
  Atk +17 melee (1d8+2, long sword) or +22 (+24 vs evil 
  outsiders) melee (1d8+7+2d6 vs evil, +2d6 vs chaotic, 
  +2d6+2 vs evil outsiders, Holy Sword of Rao/17-20x2); 
  Full Atk +17/+12/+7 melee (1d8+2, long sword) or 
  +22/+17/+12 (+24/+19/+14 vs evil outsiders) melee 
  (1d8+7+2d6 vs evil, +2d6 vs chaotic, +2d6+2 vs evil 
  outsiders, Holy Sword of Rao/17-20x2); AL LG; SV Fort 
  +9, Ref +9, Will +8; Str 14, Dex 10, Con 10, Int 1, Wis 
  16, Cha 1.  
   
  Skills and Feats: Ride +13; Divine Might, 
  Leadership, Mounted Combat, Power Attack, Ride By 
  Attack, Trample. 
   
  Possessions:  Long sword or +5 holy axiomatic 
  keen bane (evil outsiders) cold iron longsword (The 
  Holy Sword of Rao). 
  ENCOUNTER 13: The Obelisk 
  Note:  As an aid to the DM, Fayreah is presented in 
  two forms.  The first is Fayreah without buff spells 
  active, the second is Fayreah WITH all buff spells 
  active.  Spells with double strikethrough (sample) will 
  have been cast before combat and will be active for the 
  duration of the combat.  Spells with single 
  strikethrough (sample) will have to be cast during 
  combat rounds (because they are 1 round per level 
  spells).  The DM will have to decide when these get 
  cast once initiative starts, and which she will use her 
  Divine Metamagic (Quicken) feat to cast (she should 
  be able to do this twice).  Spells that were cast earlier in 
  the day and have had their durations expire are simply 
  
  Vel5-02 Key to Reason 
   
  Page 26 
  not listed (i.e. she will have fewer spells listed at that 
  level than she normally would).  It is suggested that 
  you use the buffed version of Fayreah and subtract out 
  what she has NOT cast yet should you need stats 
  before she has managed to cast her 1/round duration 
  buff spells. 
  Fayreah (not buffed): Female High Elf Clr11; CR 11; 
  Medium-sized humanoid; HD 11d8+22; hp 83; Init+1; 
  Spd 20 ft; AC 19 (+8 armor, +1 dex),  touch 11, flat-
  footed 18; Base Atk +8; Grp +9; Atk +6 melee (2d4+1, 
  scythe) or +10 melee (1d8+1, heavy mace); Full Atk 
  +6/+1 melee (2d4+1, scythe) or +10/+5 melee (1d8+1, 
  heavy mace); SA Spells; SQ Immunity to Sleep, +2 on 
  saves vs charm/enchantment; AL NE; SV Fort +12, Ref 
  +7, Will +15; Str 13, Dex 12, Con 14, Int 11, Wis 21, 
  Cha 16 
   
  Skills and Feats:  Concentration +17, Knowledge 
  (Religion) +14; Divine Metamagic (Quicken)**, 
  Quicken Spell, Extra Turning (10 turning attempts per 
  day), Power Attack.  
   
  Spells Prepared (6/8/7/7/5/4/2; Base DC = 15 + 
  Spell Level) 0- detect magic, detect magic, read magic, 
  read magic; 1
  st – divine favor*, deathwatch, entropic 
  shield, protection from good, shield of faith; 2
  nd- aid, 
  bear’s endurance, death knell*, owl’s wisdom, resist 
  energy, resist energy; 3
  rd - nondetection, lesser visage of 
  the deity*
  /**, magic vestment, dispel magic, protection 
  from energy, protection from energy; 4
  th-  air walk, 
  divine power, freedom of movement, spell immunity, 
  weapon of the deity*
  /**; 5
  th – righteous might, slay 
  living*, spell resistance, true seeing; 6
  th - heal.  
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +3 cloak of resistance, 
  periapt of wisdom +2, ring of counterspells (dispel 
  magic), ring of counterspells (dispel magic), potion 
  cure serious wounds, potion haste, potion shield of 
  faith (+5 caster level 18), sunrod. 
  **See Appendix 2: New Rules Items 
  Fayreah (fully buffed): Female High Elf Clr11; CR 11; 
  Medium-sized humanoid; HD 11d8+22; hp 83 (142 
  bear’s endurance, aid, divine power, and righteous 
  might); Init+1; Spd 20 ft (air walk); AC 19 (27)  (+8 (+10 
  magic vestment) armor, (+2 natural, -1 size righteous 
  might), +1 dex, (+5 deflection shield of faith)),  touch 
  11 (15), flat-footed 18 (28); Base Atk +8 (+11); Grp +9 
  (+23); Atk +6 (+22) melee (2d4+1 (2d6+14), +2 keen 
  scythe weapon of the deity/19-20x4) or +10 (+21) melee 
  (1d8+1 
  (+13), 
  heavy 
  mace); 
  Full 
  Atk 
  +6/+1 
  (+22/+17/+12) melee (2d4+1 (2d6+14), +2 keen scythe 
  weapon of the deity/19-20x4) or +10/+5 (+21/+16/+11) 
  melee (1d8+1 (+13), heavy mace); Space/Reach 5 ft/5 ft 
  (10 ft/10 ft righteous might); SA Spells; SQ Immunity 
  to Sleep, +2 on saves vs charm/enchantment,  entropic 
  shield (20% miss chance ranged), deathwatch, 
  nondetection, absorb 132 hit points fire damage 
  (protection from energy (fire)), absorb 132 hit points 
  electric damage (protection from energy (electricity)), 
  immune magic missile and slow (spell immunity), fire 
  resistance 10 (lesser visage of the deity), cold resistance 
  10 (lesser visage of the deity), sonic resistance 10 (resist 
  energy), acid resistance 10 (resist energy), freedom of 
  movement, +1 save vs fear (aid), walk on air (air walk), 
  SR 23 (spell resistance), DR3/Good (righteous might); 
  AL NE; SV Fort +12 (+20), Ref +7 (+12), Will +15 (+21) 
  (buffed saves include lesser visage of the deity Cha 
  bonus and mysticism domain ability); Str 13 (23 divine 
  power and righteous might), Dex 12, Con 14 (20 bear’s 
  endurance and righteous might), Int 11, Wis 21 (23 
  owl’s wisdom), Cha 16 (20 lesser visage of the deity) 
   
  Skills and Feats:  Concentration +17 (+20), 
  Knowledge 
  (Religion) 
  +14; 
  Divine 
  Metamagic 
  (Quicken)**, Quicken Spell, Extra Turning (8 (10 lesser 
  visage of the deity) turning attempts per day), Power 
  Attack.  
   
  Spells Prepared (6/8/7/7/5/4/2; Base DC = 15 (16 
  owl’s wisdom) + Spell Level) 0- detect magic, detect 
  magic, read magic, read magic; 1
  st – deathwatch, 
  entropic shield; 2
  nd- aid, bear’s endurance, death knell*, 
  owl’s wisdom, resist energy, resist energy; 3
  rd 
  - 
  nondetection, lesser visage of the deity*
  /**, magic 
  Vestment, dispel magic, protection from energy, 
  protection from energy; 4
  th-  air walk, divine power, 
  freedom of movement, spell immunity, weapon of the 
  deity*
  /**; 5
  th – righteous might, quickened divine 
  favor*, spell resistance, true seeing; 6
  th – heal.   
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  
  Vel5-02 Key to Reason 
   
  Page 27 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +3 cloak of resistance, 
  periapt of wisdom +2, ring of counterspells (dispel 
  magic), ring of counterspells (dispel magic), potion 
  cure serious wounds, potion haste, potion shield of 
  faith (+5 caster level 18), sunrod. 
  **See Appendix 2: New Rules Items 
   
   
  
  Vel5-02 Key to Reason 
   
  Page 28 
  APL12 
  ENCOUNTER 6:  The Doors 
  The Hand: Male Hand of Vecna Template* Ftr11; 
  CR13; Medium Outsider (Native); HD 11d10+44; hp 
  116; Init +3; Spd 30ft; AC 29 (+10 armor, +3 deflection, 
  +1 dex, +5 natural), touch 14, flat-footed 28; Base Atk 
  +11; Grp +21; Atk +20 melee (1d6+9, +1 short 
  sword/17-20x2) or +17 melee (1d8+6, slam) or +14 
  ranged (1d4+6, dagger); Full Atk +18/+13/+8 melee 
  (1d6+9, +1 short sword/17-20x2) and +18/+13 melee 
  (1d6+6, +1 short sword/17-20x2) and +15 melee (1d8+6, 
  slam); SA Spell-like abilities; SQ Blindsight 60ft, 
  immune to strength drain, immune gaze/visual effects, 
  cold and fire resistance 10, DR 5/magic, SR 21; AL NE, 
  SV Fort +14, Ref +9, Will +8, Str 22, Dex 16, Con 18, Int 
  10, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +5, Jump +5, Listen +5, 
  Sense Motive +5, Spot +3; Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, 
  Improved Grapple, Combat Casting, Multi-attack, 
  Greater Weapon Focus (short sword), Improved Two-
  Weapon Fighting, Improved Critical (short sword). 
   
  Spell-Like abilities: 3/day – Enlarge, vampiric 
  touch; 1/day – ray of enfeeblement, bull’s strength, 
  enervation, symbol of pain. Caster level 11
  th; save DC 
  12 + Spell level. 
   
  Possessions: Dagger x3, +1 medium short sword 
  x2, +2 full plate, ring of protection +3, potion of cure 
  light wounds, cloak of protection +3. 
  *See Appendix 2: New Rules Items 
   
  Eye of Vecna; Male Eye of Vecna Template* Wiz11; 
  CR 13; Medium Outsider; HD 11d4+44; hp 72 (88 with 
  false life precast); Init+3; Spd 40ft; AC 21 (+4 dex, +2 
  deflection, +5 natural), touch 15, flat-footed 17; Base 
  Atk +5; Grp +5; Atk +5 melee (1d4, dagger); Full Atk +5 
  melee (1d4, dagger); SA Drain Soul, Spell-like abilities; 
  SQ: Darkvision 60 ft, Immunity to Intelligence 
  draining spells and effects, cold and fire resistance 10, 
  DR 5/magic, SR 21; AL NE; SV Fort +7, Ref +6, Will +9; 
  Str 10, Dex 16, Con 18, Int 20, Wis 14, Cha 16 
   
  Skills and Feats:  Concentration +18, Decipher 
  Script +19, Forgery +9, Knowledge (Arcana) +15, 
  Knowledge 
  (Dungeoneering) 
  +10, 
  Knowledge 
  (Geography) 
  +10, 
  Knowledge 
  (History) 
  +10, 
  Knowledge (Religion) +10, Knowledge (Planes) +15, 
  Listen +6, Move Silently +5, Search +5, Sense Motive 
  +2, Spellcraft +21, Spot +9; Point Blank Shot, Precise 
  Shot, Scribe Scroll, Sudden Empower* x4. 
   
  Spells Prepared (4/6/5/5/4/3/1; Base DC = 15 + 
  Spell Level); 0- detect magic x3, read magic; 1
  st  magic 
  missile x2, shield, shocking grasp, ray of enfeeblement 
  x2; 2
  nd- acid arrow, glitterdust, false life, scorching ray, 
  touch 
  of 
  idiocy; 
  3
  rd 
  – 
  fireball, 
  clairaudience/clairvoyance, 
  nondetection, 
  ray 
  of 
  exhaustion, 
  stinking 
  cloud; 
  4th 
  – 
  enervation, 
  stoneskin, dimension door, greater invisibility; 5th – 
  baleful polymorph, cone of cold, hold monster; 6
  th – 
  chain lightning. 
   
  Spell-Like abilities: At will – detect thoughts, see 
  invisibility, arcane eye, true seeing; 1/day – shield, 
  color spray, eagle’s splendor, ghost touch, vampiric 
  touch, scry, hold monster. Caster level 7
  th; save DC 13 + 
  Spell level. 
   
  Possessions:  Brooch of shielding, gloves of 
  dexterity +4, ring of protection +2, ring of mind 
  shielding, rod of metamagic (lesser extend). 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: Too Late 
  Arden Landis: Male Aasimar Pal 15; CR 15; Medium 
  Outsider (Native); HD 15d10; hp 94; Init +0; Spd 30 ft; 
  AC 10, touch 10, flat-footed 10; Base Atk +15; Grp +17; 
  Atk +17 melee (1d8+2, long sword) or +22 (+24 vs evil 
  outsiders) melee (1d8+7+2d6 vs evil, +2d6 vs chaotic, 
  +2d6+2 vs evil outsiders, Holy Sword of Rao/17-20x2); 
  Full Atk +17/+12/+7 melee (1d8+2, long sword) or 
  +22/+17/+12 (+24/+19/+14 vs evil outsiders) melee 
  (1d8+7+2d6 vs evil, +2d6 vs chaotic, +2d6+2 vs evil 
  outsiders, Holy Sword of Rao/17-20x2); AL LG; SV Fort 
  +9, Ref +9, Will +8; Str 14, Dex 10, Con 10, Int 1, Wis 
  16, Cha 1.  
   
  Skills and Feats: Ride +13; Divine Might, 
  Leadership, Mounted Combat, Power Attack, Ride By 
  Attack, Trample. 
   
  Possessions:  Long sword or +5 holy axiomatic 
  keen bane (evil outsiders) cold iron longsword (The 
  Holy Sword of Rao). 
   
  ENCOUNTER 13: The Obelisk 
   
  Note:  As an aid to the DM, Fayreah is presented in 
  two forms.  The first is Fayreah without buff spells 
  active, the second is Fayreah WITH all buff spells 
  
  Vel5-02 Key to Reason 
   
  Page 29 
  active.  Spells with double strikethrough (sample) will 
  have been cast before combat and will be active for the 
  duration of the combat.  Spells with single 
  strikethrough (sample) will have to be cast during 
  combat rounds (because they are 1 round per level 
  spells).  The DM will have to decide when these get 
  cast once initiative begins, and which she will use her 
  Divine Metamagic (Quicken) feat to cast (she should 
  be able to do this twice).  Spells that were cast earlier in 
  the day and have had their durations expire are simply 
  not listed (i.e. she will have fewer spells listed at that 
  level than she normally would).  It is suggested that 
  you use the buffed version of Fayreah and subtract out 
  what she has NOT cast yet should you need stats 
  before she has managed to cast her 1/round duration 
  buff spells. 
  Fayreah (not buffed): Female High Elf Clr13; CR 13; 
  Medium-sized humanoid; HD 13d8+26; hp 98; Init+1; 
  Spd 20 ft; AC 19 (+8 armor, +1 dex),  touch 11, flat-
  footed 18; Base Atk +9; Grp +10; Atk +7 melee (2d4+1, 
  scythe) or +11 melee (1d8+1, heavy mace); Full Atk 
  +7/+2 melee (2d4+1, scythe) or +11/+6 melee (1d8+1, 
  heavy mace); SA Spells; SQ Immunity to Sleep, +2 on 
  saves vs charm/enchantment; AL NE; SV Fort +14, Ref 
  +9, Will +19; Str 13, Dex 12, Con 14, Int 11, Wis 24, 
  Cha 16 
   
  Skills and Feats:  Concentration +19, Knowledge 
  (Religion) +16; Divine Metamagic (Quicken)**, 
  Quicken Spell, Extra Turning x2 (14 turning attempts 
  per day), Power Attack.  
   
  Spells Prepared (6/8/8/7/6/5/4/3; Base DC = 17 + 
  Spell Level) 0- detect magic, detect magic, read magic, 
  read magic; 1
  st – divine favor*, deathwatch, entropic 
  shield, protection from good, shield of faith; 2
  nd- aid, 
  bear’s endurance, death knell*, owl’s wisdom, resist 
  energy, resist energy; 3
  rd - nondetection, lesser visage of 
  the deity*
  /**, magic vestment, dispel magic, protection 
  from energy, protection from energy; 4
  th-  air walk, 
  divine power, freedom of movement, greater magic 
  weapon, spell immunity, weapon of the deity*
  /**; 5
  th – 
  flame strike, righteous might, slay living*, spell 
  resistance, true seeing; 6
  th - blade barrier, heal; 7
  th – 
  blasphemy, finger of death*, quickened dispel magic.  
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +4 cloak of resistance, 
  periapt of wisdom +4, ring of counterspells (dispel 
  magic), ring of counterspells (dispel magic), potion 
  cure serious wounds, potion haste, potion shield of 
  faith (+5 caster level 18), sunrod. 
  **See Appendix 2: New Rules Items 
  Fayreah (fully buffed): Female High Elf Clr13; CR 13; 
  Medium-sized humanoid; HD 13d8+26; hp 98 (165 
  bear’s endurance, aid, divine power, and righteous 
  might); Init+1; Spd 20 ft (air walk); AC 19 (28)  (+8 (+11 
  magic vestment) armor, (+2 natural, -1 size righteous 
  might), +1 dex, (+5 deflection shield of faith)),  touch 
  11 (15), flat-footed 18 (29); Base Atk +9 (+13); Grp +10 
  (+24); Atk +7 (+21) melee (2d4+1 (2d6+14), +3 keen 
  scythe weapon of the deity/19-20x4) or +11 (+22) melee 
  (1d8+1 
  (+12), 
  heavy 
  mace); 
  Full 
  Atk 
  +7/+2 
  (+24/+19/+14) melee (2d4+1 (2d6+14), +3 keen scythe 
  weapon of the deity/19-20x4) or +11/+6 (+22/+17/+12) 
  melee (1d8+1 (+12), heavy mace); Space/Reach 5 ft/5 ft 
  (10 ft/10 ft righteous might); SA Spells; SQ Immunity 
  to Sleep, +2 on saves vs charm/enchantment,  entropic 
  shield (20% miss chance ranged), deathwatch, immune 
  death effects and negative energy effects (death ward), 
  nondetection, absorb 156 hit points fire damage 
  (protection from energy (fire)), absorb 156 hit points 
  electric damage (protection from energy (electricity)), 
  immune magic missile and slow (spell immunity), fire 
  resistance 10 (lesser visage of the deity), cold resistance 
  10 (lesser visage of the deity), sonic resistance 10 (resist 
  energy), acid resistance 10 (resist energy), freedom of 
  movement, +1 save vs fear (aid), walk on air (air walk), 
  SR 25 (spell resistance), DR6/Good (righteous might); 
  AL NE; SV Fort +14 (+22), Ref +9 (+15), Will +19 (+24) 
  (buffed saves include lesser visage of the deity Cha 
  bonus and mysticism domain ability); Str 13 (23 divine 
  power and righteous might), Dex 12, Con 14 (20 bear’s 
  endurance and righteous might), Int 11, Wis 24, Cha 
  16 (20 lesser visage of the deity) 
   
  Skills and Feats:  Concentration +19 (+22), 
  Knowledge 
  (Religion) 
  +16; 
  Divine 
  Metamagic 
  (Quicken)**, Quicken Spell, Extra Turning x2 (12 (14 
  lesser visage of the deity) turning attempts per day), 
  Power Attack.  
   
  Spells Prepared (6/8/8/7/6/5/4/3; Base DC = 17 + 
  Spell Level) 0- detect magic, detect magic, read magic, 
  read magic; 1
  st – deathwatch, entropic shield; 2
  nd- aid, 
  
  Vel5-02 Key to Reason 
   
  Page 30 
  bear’s endurance, death knell*, resist energy, resist 
  energy; 3
  rd - nondetection, lesser visage of the deity*
  /**, 
  magic Vestment, dispel magic, protection from energy, 
  protection from energy; 4
  th-  air walk, divine power, 
  freedom of movement, death ward, spell immunity, 
  weapon of the deity*
  /**; 5
  th – Quickened divine favor, 
  righteous might, slay living*, spell resistance, true 
  seeing; 6
  th -  blade barrier, heal; 7
  th - blasphemy, finger 
  of death*, quickened dispel magic. 
  *Domain Spells. Domains: [Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature’s current hit points, it dies (no save)); 
  Mysticism (Once per day, you may use a free action to 
  channel your deity’s power to grant yourself a luck 
  bonus on your saving throws equal to your Charisma 
  modifier (minimum +1).  This supernatural ability and 
  its effects last for 1 round per cleric level). 
   
  Possessions: Masterwork heavy mace, masterwork 
  scythe, masterwork full plate, +4 cloak of resistance, 
  periapt of wisdom +4, ring of counterspells (dispel 
  magic), ring of counterspells (greater dispel magic), 
  potion cure serious wounds, potion haste, potion 
  shield of faith (+5 caster level 18), sunrod. 
  **See Appendix 2: New Rules Items 
  
  Vel5-02 Key to Reason 
   
  Page 31 
   
  APPENDIX 2:  New Rules Items 
  Hand of Vecna Template 
  The Hand of Vecna is hideous to behold. The body of 
  human man that is very muscular and somewhat squat 
  like a dwarf. Instead of a head it has a giant hand. The 
  being is completely aware of its surroundings despite 
  the head-hand. The process that turns a being into a 
  Hand of Vecna strips it of all independent will, it 
  becomes a willing servant of the priests of Vecna.  
  CREATING The Hand of Vecna 
  “Hand of Vecna” is an inherited template that can be 
  added to any living, corporeal creature with 
  Fighter/Warrior/ Blackguard class levels with an 
  Intelligence score of 4 or more and nongood alignment 
  (referred to hereafter as the base creature). The Hand 
  of Vecna is a unique creature. Only priests of Vecna 
  have the knowledge to create one and are only granted 
  the spell to create one when the previous Hand of 
  Vecna has died. The Hand of Vecna is never raised 
  from the dead. 
  The Hand of Vecna uses all the base creature’s statistics 
  and special abilities except as noted here. 
  Size and Type: The creature’s type changes to outsider. 
  Do not recalculate Hit Dice, base attack bonus, or saves. 
  Size is unchanged. The Hand of Vecna is a native 
  outsider. 
  Speed: +10 movement 
  Armor Class: Natural armor improves by +5 (this 
  stacks with any natural armor bonus the base creature 
  has). 
  Attack: The Hand of Vecna has two weapon attacks 
  and the hand attack. When it has weapons, it always 
  uses the weapons. 
  Full Attack: The Hand of Vecna has two weapon 
  attacks and the hand attack when making a full attack. 
  When armed with weapons, it usually uses the weapon 
  as its primary attack and its hand as a natural secondary 
  attack. 
  Damage: The Hand of Vecna has a special hand attack 
  (slam). Use the values below or the base creature’s 
  damage values, whichever is greater. 
  Size 
  Hand 
  Damage 
  Fine 
  1d2 
  Diminutive 
  1d3 
  Tiny 
  1d4 
  Small 
  1d6 
  Medium 
  1d8 
  Large 
  2d6 
  Huge 
  3d6 
  Gargantuan 
  4d6 
  Colossal 
  5d6 
   
  Special Attacks: The Hand of Vecna retains all the 
  special attacks of the base creature and gains the 
  following special attack. The Hand refers to the main 
  hand that replaces the beings head. 
  Drain Strength (Su): The Hand drains 1d4 points of 
  temporary strength when it hits with an attack.  The 
  hand can make a grapple attack (with its Hand) which 
  deals permanent strength drain equal to its strength 
  bonus against its foe, this grapple/drain takes 1 full 
  round (Thus if the grapple is broken, the drain does 
  not occur). This ability also works against objects (the 
  damage is expressed as drained hit points which equal 
  the strength damage x 6 and is not subject to hardness). 
  Spell-Like Abilities: If the Hand of Vecna is created 
  from a being with a Charisma score of 10 or higher it 
  has spell-like abilities depending on its Hit Dice, as 
  indicated on the table below. The abilities are 
  cumulative. Unless otherwise noted, an ability is usable 
  once per day. Caster level equals the creature’s HD, and 
  the save DC is Charisma-based. 
  HD 
  Abilities 
  1–2 
  Ray of Enfeeblement 
  3–4 
  Enlarge 3/day 
  5–6 
  Bull's Strength 
  7–8 
  Vampiric Touch 3/day 
  9–10 
  Enervation 
  11–12 
  Symbol of Pain 
  13–14 
  Heroism, Greater 
  15–16 
  Finger of Death 
  17–18 
  Iron Body 
  
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  19–20 
  Time Stop 
   
  Special Qualities: The Hand of Vecna has all the 
  special qualities of the base creature, plus the following 
  special qualities. 
  —Blindsight out to 60 feet. 
  —Immunity to strength draining spells/effects and all 
  gaze & visual effects. 
  —Resistance to cold 10, and fire 10. 
  —Damage reduction: 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more). 
  — The Hand of Vecna's "hand" attacks are treated as 
  magic & evil weapons for the purpose of overcoming 
  damage reduction. 
  —Spell resistance equal to creature’s HD + 10 
  (maximum 35). 
  Abilities: Increase from the base creature as follows: 
  Str +4, Dex +2, Con +4, Int +2, Cha +4. 
  Skills: The Hand of Vecna gains bonus skill points as 
  an outsider and has skill points equal to (8 + Int 
  modifier) x (3). The Hand gains bonus outsider skill 
  points, and gains the normal amount of skill points for 
  its class levels. Treat skills from the base creature’s list 
  as class skills, and other skills as cross-class. 
  Feats: The Hand of Vecna gains the multiattack feat 
  when it is created 
  Challenge Rating: HD 4 or less, as base creature +1; 
  HD 5 to 10, as base creature +2; HD 11 or more, as base 
  creature +3. 
  Alignment: Always evil (any). 
  Eye of Vecna Template 
  The Eye of Vecna is hideous to behold. The body of 
  human man that is very thin and taller than 
  normal(seven feet). Instead of a head it has a giant eye. 
  The being is completely aware of its surroundings 
  despite the head-eye (it can still hear normally). The 
  process that turns a being into an Eye of Vecna strips it 
  of all independent will, it becomes a willing servant of 
  the priests of Vecna.  
   
  Creating the Eye of Vecna 
  “Eye of Vecna” is an inherited template that can be 
  added to any living, corporeal creature with Arcane 
  caster levels class levels with an Intelligence score of 
  14 or more and nongood alignment (referred to 
  hereafter as the base creature). The Eye of Vecna is a 
  unique creature. Only priests of Vecna have the 
  knowledge to create one and are only granted the spell 
  to create one when the previous Eye of Vecna has died. 
  The Eye of Vecna is never raised from the dead. Dieing 
  is failure and failure is never rewarded. 
  The Eye of Vecna uses all the base creature’s statistics 
  and special abilities except as noted here. 
  Size and Type: The creature’s type changes to outsider. 
  Do not recalculate Hit Dice, base attack bonus, or saves. 
  Size is unchanged. The Eye of Vecna is a native 
  outsider. 
  Speed: +10 movement 
  Armor Class: Natural armor improves by +5 (this 
  stacks with any natural armor bonus the base creature 
  has). 
  Attack: The Eye of Vecna has an eye attack. 
  Full Attack: The Eye of Vecna never makes melee 
  attacks.  
  Special Attacks: The Eye of Vecna retains all the 
  special attacks of the base creature and gains the 
  following special attack. The Eye refers to the main eye 
  that replaces the beings head. 
  Drain Soul (Su): The Eye drains a soul by making a 
  ranged touch (Ray) attack (fort save DC14 + charisma 
  bonus negates, range 25 ft plus 5 ft/2 levels) A beam of 
  magical energy is shot at the intended victim. If the hit 
  is successful and the saving throw fails the soul of the 
  PC is drained into the Eye. The PCs body falls inert and 
  lifeless. The eye can only feed on one soul per day. The 
  soul is retained until the lifeless body is destroyed.  If 
  the Eye is destroyed the trapped soul is released. The 
  eye can release the soul captured, so if the eye is 
  captured it can be forced to release the soul. A 
  successful targeted dispel magic will also release the 
  soul. A raise dead recovers the soul. Caster level equals 
  the creature’s HD, and the save DC is Charisma-based. 
  Silent Spellcasting (Su):  Since the Eye of Vecna has no 
  mouth, it cannot speak.  The Eye of Vecna gains the 
  special ability to cast arcane spells without having to 
  use the verbal components.  This is effectively like 
  applying the Sudden Silent meta-magic feat to every 
  spell cast by the Eye of Vecna.  This also means that the 
  Eye of Vecna cannot cast any spells that have the 
  Language-Dependent modifier. 
  
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  Spell-Like Abilities: If the Eye of Vecna is created from 
  a being with a Charisma score of 10 or higher it has 
  spell-like abilities depending on its Hit Dice, as 
  indicated on the table below. The abilities are 
  cumulative. Unless otherwise noted, an ability is usable 
  once per day. Caster level equals the creature’s HD, and 
  the save DC is Charisma-based. The spell-like abilities 
  are only cast with gestures, no verbalization is needed. 
  HD 
  Abilities 
  1–2 
  Shield, detect thoughts(at will) 
  3–4 
  Color spray, ghost touch 
  5–6 
  Eagle’s splendor, see invisible(at will) 
  7–8 
  Vampiric touch, arcane eye (at will) 
  9–10 
  Scrying, true seeing(at will) 
  11–12 
  Hold monster 
  13–14 
  Eyebite 
  15–16 
  Prismatic spray 
  17–18 
  Maze 
  19–20 
  Time stop 
   
  Special Qualities: The Eye of Vecna has all the special 
  qualities of the base creature, plus the following special 
  qualities. 
  —Darkvison out to 60 feet. 
  —Immunity to intelligence draining spells/effects and 
  all illusionary spell that would affect it (require a saving 
  throw).  
  —Resistance to cold 10, and fire 10. 
  —Damage reduction: 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more). 
  — The Eye of Vecna's "touch" attacks are treated as 
  magic & evil weapons for the purpose of overcoming 
  damage reduction. 
  —Spell resistance equal to creature’s HD + 10 
  (maximum 35). 
  Abilities: Increase from the base creature as follows: 
  Dex +4, Con +4, Int +4, Cha +4. 
  Skills: The Eye of Vecna gains bonus skill points as an 
  outsider and has skill points equal to (8 + Int modifier) 
  x (3). The Eye gains bonus outsider skill points, and 
  gains the normal amount of skill points for its class 
  levels. Treat skills from the base creature’s list as class 
  skills, and other skills as cross-class. 
  Challenge Rating: HD 4 or less, as base creature +1; 
  HD 5 to 10, as base creature +2; HD 11 or more, as base 
  creature +3. 
  Alignment: Always evil (any). 
   
  Sudden Silence [Metamagic]  as presented in 
  Miniatures Handbook 
  You can cast a spell silently without special 
  preparation. 
  Benefit: Once per day you can apply the effect of the 
  Silent 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 Silent Spell normally if 
  you have it. 
   
  Sudden Empower [Metamagic]  as presented in 
  Miniatures Handbook 
  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. 
   
  Divine Might [Divine]  as presented in 
  Complete Warrior 
  You can channel energy to increase the damage you 
  deal in combat. 
  Prerequisite:  Str 13, turn or rebuke undead ability, 
  Power Attack 
  Benefit: As a free action, spend one of your turn or 
  rebuke undead attempts to add your Charisma bonus 
  to your weapon damage for 1 full round. 
   
  Divine Metamagic [Divine]  as presented in 
  Complete Divine 
  You can channel energy into some of your spells to 
  make them more powerful. 
  Prerequisite: Ability to turn or rebuke undead. 
  Benefit: When you take this feat, choose a metamagic 
  feat. This feat only applies to that feat. As a free action 
  
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  you can take the energy from turning or rebuking 
  undead and use it to apply a metamagic feat to spells 
  that you know. You must spend a turn or rebuke 
  attempt, plus an additional attempt for each level 
  increase in the metamagic feat you're using. For 
  example; Jozan the cleric could sacrifice three turn 
  attempts to empower a holy smite he's casting. Because 
  you're using positive or negative energy to augment 
  your spells the spell slot for the spell doesn't change. 
  Special This feat may be taken multiple times. Each 
  time you take this feat choose a different metamagic 
  feat to which to apply it. 
   
  Visage of the deity, Lesser  as presented in 
  Complete Divine 
  Transmutation[Evil, Good] 
  Level: Blackguard 4, cleric 3, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  When you cast this spell your body changes to a form 
  more like your deity’s (in a very limited fashion of 
  course). You gain a +4 enhancement bonus to your 
  Charisma score. You also gain resistance 10 to two to 
  three energy types: acid, cold and electricity if you are 
  good.; cold and fire if you are evil. 
   
  Weapon of the Deity  as presented in Complete 
  Divine 
  Transmutation 
  Level: Blackguard 4, cleric 4, paladin 4 
  Components: V, DF 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Target: One weapon you hold 
  Duration: 1 round/level 
  You must be using your deity’s favored weapon (scythe 
  for Nerull) to cast this spell.  You may use the weapon 
  as if you had proficiency with it even if you normally 
  do not.  The weapon gains a +1 enhancement bonus on 
  attack and damage rolls and an additional special 
  ability (keen for Nerull).  A double weapon gains this 
  enhancement bonus and special ability for only one of 
  its two heads, as chosen by the caster. 
  When you reach 9
  th caster level, the enhancement 
  bonus of the weapon increases to +2.  At 12
  th level, the 
  bonus rises to +3, at 15
  th level it is +4, and at 18
  th level it 
  is +5.
  
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  APPENDIX 3:  MAPs 
  DM Map #1:  The Doors 
   
  
  Vel5-02 Key to Reason 
   
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  DM Map #2:  Ruins 
   
  
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  DM Map #3:  The Obelisk 
  
  Vel5-02 Key to Reason 
   
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  Player Handout #1 
  The Velunese Lights (extracted from WGR4 Marklands) 
  This unique and wondrous feature is not a location or settlement and is not shown on the map. They are balls of lights 
  which manifest primarily in the Gold County of Furyondy, at wholly unpredictable locations and times. They are 
  referred to as Velunese lights because they were first sighted east of Devarnish in 516 CY. The Velunese Lights have the 
  appearance of will-0-wisps. The lights cover a radius of some 40 feet and radiate magic and good. They travel erratically, 
  at speeds ranging from 60 to 360 feet per round. Occasionally, the lights pause, usually always if a paladin or priest of 
  lawful good faith approaches them. Such a character, if he stands quietly within the lights for six rounds, gains the 
  benefits of a personal prayer spell for several days. A handful of especially faithful lawful good priests and paladins have 
  reported more dramatic effects such as strength raised for days to weeks; or immunity to magical alignment change for 
  several months, and the like. It has become a tradition that those gaining such benefits should make a small donation to 
  a temple of lawful good as soon as possible after being blessed. The lights themselves cannot be harmed and retreat 
  rapidly from any evil beings or those seeking to attack them. Who may have created them, and for what purpose, is not 
  known. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/595/Normal Scenarios/VEL5-02 - Key to Reason (APL 6-12)/VEL5-02 - Key to Reason.pdf